Open TimJones opened 2 years ago
Just to be sure this is known, KS will already take catnip consumption into consideration at pretty much every step of automation. It will always conserve enough catnip so you will make it though a cold winter.
So the only time what you describe should happen, is when you actively make decisions outside of automation (which is fine).
That being said, I'm in favor of an emergency breaker to prevent catkind from extinction. However, I would likely only attempt to include this in the V2 rewrite into which I've already poured extensive amounts of work.
I'm coming back to KG after a very long break and wiped my save starting from scratch, I'm fairly sure everything was running on defaults but I noticed that I'd already had >10 dead kittens quite early on, but I guess there might be something in localstorage that could have affected allocations? I'll retry more thoroughly.
Looking forward to the V2 rewrite!
I might stand corrected on this, but I have just started a fresh game the other day, and I noticed that it's fairly easy to build more huts (and, thus, kittens) than you can sustain, even if you would put every kitten as a farmer. Stocking catnip is key. You cannot farm yourself through a cold winter.
So, it might only be a couple of edge cases where the scientists could actually save your kittens. Still worth considering though.
Also, the V2 rewrite is already usable. You can grab it here: https://github.com/oliversalzburg/cbc-kitten-scientists/releases In general, I recommend using the absolute latest build right now.
Is it possible to have an "emergency" toggle, such that when catnip is low (or catnip rate is negative), kitten workers are redistributed to become farmers?
Or maybe have a check on catnip rate when distributing the workers in the first place so farmers are given a higher priority if catnip rate is below a threshold? That way if a bad winter comes we can just hit the "clear" button and KS will assign farmers as needed form the now-free pool of workers.