如何在《贝尔莱希特》中创建、设计并合理自动化各类前哨站以最大化生产效率
什么是前哨站?
前哨站是《贝尔莱希特》的独特功能,在生产链中极为实用。其主要作用是作为主村庄的独立部门,避免工作优先级冲突。这样一来,你可以高效地规划前哨站的工作优先级,从而实现极高的生产效率。
以我上一局游戏为例,在第二阶段后期,我通过前哨站收集到了大量铁矿石和泥炭。刚开始建造前哨站时可能会让人望而生畏,尤其是当生产线的自动化因一些小问题而中断时。不过,本指南的目的是帮助你轻松创建第一个前哨站。更重要的是,它将帮助你理解为什么你的前哨站没有达到最大产能,以及如果村民没有按预期行动,为什么可能需要重新审视工作优先级。
什么是自动化?为什么这么称呼它?
简单来说,自动化是应用流程以最少的用户输入来实现结果的过程。在《Bellwright》中,自动化的目的是通过生产创造资源,而无需你不断干预——更不用说亲自去制造这些资源了。如果你每天晚上都得花时间制造资源或建造东西,那你一定是忽略了优先级系统或前哨站系统的某些要点,才导致自己不得不亲力亲为。
夜晚本该是你大肆剿灭土匪和强盗的时间,而不是干这些粗活!你比这强多了,振作起来!
如何建立基础前哨站:
1. 提前明确你需要生产什么,以及这些生产是放在主村庄更好,还是放在前哨站更合适。并非所有东西都适合放在前哨站生产。(更多细节见后续章节)
2. 为你个人需要生产的物资寻找合适的地点。例如,如果你在游戏初期需要木材,就应该把前哨站建在有很多幼树的区域。幼树会重新生成,如果你选择了合适的位置,就能获得稳定的木材供应。
在离你位置最近的道路旁建造一个路标。这样,万一自动化出问题,你可以快速传送到这里。
在该位置建造一个住房帐篷。
在该位置建造一个储物堆。
在该位置建造你需要的用于采集或生产的营地(例如:采集营地、伐木营地、狩猎小屋等)。
在该位置建造一个工作台。(这样他们就可以在现场修理工具。请注意,如果损坏的工具被放入营地 inventory,而不是储物堆,他们将不会修理任何东西。)
示例前哨站:建造一个用于获取木材的伐木营地前哨站。
步骤1:找到你想要建造的地方,然后前往该位置。最好选在路边,这样你就能像我一样设置路标。附近有了路标,这个过程会容易很多。在这个例子中,我想要一个前哨站来砍伐“幼树”获取木材。所以我选择了赫恩迪安东北部的这个位置。步骤2:针对这个特定的木材营地,我现在要放置一个【储物堆】、【住房帐篷】、【工作台】和【伐木营地】。步骤3:按下N键,点击【建筑】选项卡,然后找到你刚刚放置的4个建筑。点击该建筑最右侧的【住房】图标。步骤4:你可以选择自己建造整个前哨站,或者让村民为你建造。如果你不想让村民浪费时间四处奔波运送物资或建造这个前哨站,请跳至步骤5。
步骤5:点击图标,调出下拉菜单。点击【创建】,然后为你的新定居点命名。步骤6:按下N键,点击【人口】,然后点击你想要派往该前哨站的村民姓名。此时会出现一个名为【Switch V】的按钮,点击后会弹出包含你所有定居点/前哨站的下拉菜单。我点击了我的新伐木营地名称【Hearndean Wood Logging】。那个村民现在住在那个前哨站,并且只能在前哨站活动或工作。我们现在需要设置物资运输,确保他们有足够的食物和材料维持生活,同时也能将收获的物资送回给我们。
如何设置物资运输:
1. 按下N键,点击第四个名为【运输】的标签页。
2. 找到你的主村庄。
3. 在【创建新订单】下方,在搜索栏中输入你想要运输的物品,然后选择它。在这个例子中,我们将使用伐木营地的【木材】。
4. 当木材添加到列表后,点击下拉菜单,然后选择你想要从中运输木材的前哨站。在这个例子中,是我们的伐木营地【Trilog Logging】。
5. 点击中间的下拉菜单,选择【一次性】进行单次运输,选择【每日】则会在每天午夜(0:00)进行运输。或者选择“每周”,表示每7天午夜(0:00)进行一次物资运送。
在显示0的方框中,将数字更改为你希望运送的数量。我通常会将其设置为一个较大的数字,因为我希望物资能尽快转移。
点击运送界面左上角的<或>箭头,可以切换物资要发送到的前哨站。在这种情况下,我会将浆果和蘑菇发送到这个前哨站,这样我的村民就有食物可吃,然后才能工作。我喜欢每天各发送大约5个,这样能保证他们正常活动。不过你也可以根据自己村民的需求来决定具体数量。烟熏蘑菇也是一种不错的食物来源,但在此之前你需要先设置好烟熏房和烹饪设施。常见交付问题:
如果村民未将木材转移到储备库,木材将无法交付。交付直接从主仓库提取,可在仓库界面的【可用】栏中查看。
若你拥有木材,但木材位于营地而非储备库,会显示为【待提取】,即仓库界面中间一行数字。任何处于【待提取】或【交付中】状态的物品,交付系统都不会进行交付。
前哨站示例:设置伐木营地前哨站的交付。
步骤1:按下N键,然后点击【交付】,调出主村庄“Blackgardius”的界面——我希望将木材交付到这座城市。因此在底部的小搜索栏中输入“Wood”,即可显示可选选项。点击木材后,它现在会显示在我的交付界面中。步骤2:我使用灰色下拉菜单选择木材的发货地点。我选择“赫恩迪安木材采伐场”——我希望每天都能收到木材,所以我使用第二个下拉菜单将“一次性”改为“每日”。由于我比较贪心,我希望能收到尽可能多的木材。因此,我将限额设置得非常高,比如1000。即使没有1000单位的木材,他们也会从库存中发送尽可能多的木材来满足这一需求。
因为我希望损坏的简易斧头能被送回,所以我还将“损坏的简易斧头”添加到我的清单中。这样,任何损坏的斧头都可以在我的主村庄进行修理。
我还将“简易斧头”添加到配送清单中,因为我希望所有多余的简易斧头都被送回主村庄,这样它们就不会在新的伐木营地堆积起来。步骤3:现在我的木材已经准备就绪。我点击交付界面左上角的<或>按钮来切换想要进行交付的城市。我找到了“赫恩迪安伐木场”,这是我接下来要进行交付的地点。
因为我需要浆果和蘑菇供村民食用,所以我每天添加5份。
因为我希望村民能在现场修理他们的简易斧头,所以我每天添加2块石头。
由于损坏的斧头有时会被退回,所以时不时地送回新的简易斧头通常是个好主意。我通常每天送一把,因为根据我们之前的设置,任何多余的简易斧头都会被退回。好了,哨站现已完全建立,物资运输也已正常运作!
优先级及其高效使用方法:
大家似乎面临的最大问题之一就是如何处理优先级系统。这在哨站中尤其成问题,因为你无法日复一日地监督那里的行动。
我对哨站优先级设置的建议如下:
- 运输应设为1级
- 熔炼/“定时”生产应设为2级
- 采集/伐木应设为3级
- 制作应设为4级
为“主动”生产方式安排第二名村民。我不建议在只有一名村民的哨站使用主动生产。就我个人而言,我根本不在哨站使用主动生产,而是将所有主动生产都放在主村庄进行。为什么将其称为“定时生产”和“主动生产”?两者有什么区别?
在本指南中,我对这两种生产方式进行了区分:定时生产是一种不需要村民在旁值守的生产方式,例如熔炉,它就是定时生产方式,村民只需将矿石放入、点燃炉火,然后即可离开。烹饪也是定时生产的另一个典型例子,你只需将食物放在熏制器上,然后离开,直到食物可以取出(如果太久不取就会烧焦)。
主动生产则需要村民坐在工作台/坑锯旁,等待正在生产的物品完成后,才能去执行其他任务。配送应放在首位:
村民在哨站最重要的工作是将生产或收获的物品转移到仓库。如果物品不在仓库,而是放在熔炉、工作台、营地或小屋中,就无法通过配送系统进行配送。
生产应放在第二位:
假设你希望在现场生产物品,例如在采矿营地冶炼矿石。你会希望生产成为第二重要的工作。这能让村民立即取用仓库中的物品,并在熔炉或工作台上投入使用。
熔炉在这方面尤其适用,因为熔炉冶炼需要时间。我把这些称为定时生产法。村民会利用这段时间进行更多开采。
需要注意的是,如果伐木营地只有一名村民,那么放置坑锯并不是个好主意。那些需要村民在生产期间全程待在生产设施旁的生产工作,会占用他们做其他工作的时间。在这种情况下,坑锯会让村民无法生产木材/原木和运输,而是会把大部分时间花在切割木板上。这类工作通常更适合放在主村庄,或者更好的做法是在营地安排第二名村民,专门负责切割木板和运输。
收割应该排在第三位:
奇怪的是,前哨站最重要的工作优先级却是最低的。是不是很有趣?显然,采集工作会让村民行走的距离最长。通过制造需要运送的物品,村民就会转而进行运送工作。但如果没有可运送的物品,村民就会去采集可运送的东西。这形成了一个良好的循环,确保营地中的物品不会长时间堆积,所有东西都能得到妥善运送。
制作应设为第4优先级:
除非你使用坑锯,或在现场使用工作台进行生产。制作应是最低优先级。原因很简单,如果制作不是用于生产,那就只用于现场维修。
遗憾的是,在《贝尔莱特》当前版本中,维修系统仍然存在不少bug。你可能需要安排运送损坏的工具,并且如果你的村民有将损坏工具放在营地的习惯,每天都要送回新工具。(如果工具在营地,可能无法被修理。)
我应该建造哪种前哨站?建造多少个?
早期T1:
1个伐木营地(木材和原木)
1个采集营地(浆果、蘑菇、芦苇)
中期T1:
1个铜矿营地
1个锡矿营地
中期到晚期T2:
1个狩猎小屋
1个铁矿营地
1个泥炭矿营地
可选营地:
蔓越莓采集营地
挖泥营地
仅用于获取木材的伐木营地
仅用于砍伐/补种原木的伐木/护林员营地
用于开采花岗岩的泥坑
我个人最喜欢的前哨站位置Lumber Camp (Green Circles on Map):
North-east of Hearndean there is a very large "Young Wood" forest, which respawns. Making it a perfect location for a lumber camp. You can guarantee wood harvesting with very few hiccups here.
North-west of Padstow there is a very large "Tree" forest, which is also in range of a decently sized "Young Wood" forest. The trees will not respawn until you've reached Tier 2 and set up a for
ester. However, it'll remain useful long afterwords as a secondary Wood creation location.
Foraging Camp (Blue Circles on Map):
South of Hearndean there is a herbalist hut, which happens to have nearly a hundred mushrooms growing in the location. There are also a wide array of berry bushes found here. This is a great location for your first foraging camp if you move close to the east river, or padstow lake. If you do not live near the water, you will instead want a location closer to water so you can gather river reeds early game.
South-east of Hearndean by the east river is a good location for mushrooms and river reeds especially. The main issue with this location is that wolves are guaranteed to respawn in this area. So you will need to do some minor babysitting - or you'll need to equip your villagers who work this region very well so they can kill the wolves for you. If you notice this area stops producing, it's because villagers are being beaten or scared off by the wolves.
East of Padstow by the lake is a fantastic location for garlic, flax, sage, mushrooms, berries and river reeds. I usually start in this area so I rarely get to make a camp. Of course, the reason I put my main village around this area is because it's so wonderful for early game foraging - especially the river reeds. If you don't plan to move here, I would highly suggest putting a camp around here.
Mining Camp for Copper (Dark Red Circles on map):
South-east of Hearndean, except you're actually going to want to put it central to as many copper nodes as you can. The reasoning for this is simple. The range on the mining camp is actually fairly far, and you're going to want to get maybe 2 - 5 copper nodes in range. This spot is fantastic for getting multiple nodes in range. Mining Nodes will eventually disappear as the game progresses and your villagers mine them out, so it's always a good idea to prolong the lifespan of your outpost without needing further effort.
West of Bradford has two copper nodes that're very easy to get in range of a centralized mining camp. A good backup if you need extra harvesting, or if your initial outpost runs out.
Mining Camp for Tin (Silver Circles on Map):
North-east of Padstow by the hunter camp. There are two tin veins in range here, which should last you a decent while.
Far North-west of Padstow, way out in the boonies, are two tin veins, and one copper vein. You can make use of all of these as a backup if you should need it.
Hunting Hut (Purple Circles on Map):
South-east of Hearndean has an area where wolves, boars, crows and deer spawn regularly. It also happens to overlap with the copper node where 3 wolves will constantly respawn. So it's actually a very good idea to have a hunter kill them regularly so your copper miner isn't being harassed.
South-east of Padstow has an area where a metric butt-ton of deer will spawn. For those of you who are getting bottlenecked by Hide, this is a great location to put a Hunter Hut down for deer.
Mining Hut for Iron (Dark Grey Outlining Light Grey on Map):
South-west of Blackridgepool has around 2 iron locations that aren't even marked on the in game map. This location where the circle is, is close enough to them. Go look for yourself, you'll be surprised to find it there when it's not clearly marked.
North-West of Horndean has a big bandit camp that can be cleared. Once it's gone, you'll have access to the two iron veins there.
East of Horndean has two easily accessible Iron Veins that if you are careful with the placement of your mining hut, you won't have to worry about roaming spawns. If roaming bandits become a problem, you will have to deal with the two bandit camps in that area sadly. That's why this is so low on my list. It's a bit of a gamble.
Mud Collector for Peat (Light Grey Outlining Black on Map):
West of Padstow, hidden in a horrid marsh area that you might not even notice on the map, is the ONLY peat location that won't be constantly harassed by bandit spawns. It's hard to build here, so be patient if you plan to use this spot. It's also very very far from roads, so don't expect to get here easily.
The central island, north of Blackridgepool without any bandit camps on it. Sadly, you 'will' have to kill off every single bandit camp in this area for the peat diggers to not be murdered constantly. Of course, once you do, this is a compact island with very low roaming spawns locations.
Foraging Camp for Cranberries (Pink on Map):
This island north of Blackridgepool is one of the few locations I've found with enough cranberries to be worth it. The villager will also cross the marsh occasionally to get the cranberries on the mainland, and it's surrounding areas.
Mud Collector (Brown on Map.)
This is the most no-brainer outpost location for you. I don't need to tell you where to build this, but in case you want a location where I'd build it?... east of Padstow.
Pit for Granite Mining (Marked in Purple Outlining Dark Grey on Map):
South-west of Blackridgepool is an area with a wide abundance of Granite. Four major node areas can be found here, with zero roaming bandits. This is pretty much my favorite granite spot.
Kill the bandit camp north-west of Horndean, and you'll have access to even more compact Granite. Of course, you'll have to work for these ones, but it's still nice to have.
Troubleshooting: Why aren't my villagers producing anything!?
This will be a work in progress, but off hand what I can remember stopping my villagers from working included:
Not setting priorities correctly. Having a priority too high over what I want them to actually do, will prevent them from doing what is needed. Researchers commonly have this problem as people don't set their priority high enough over other jobs.
There are enemies nearby scaring your villagers away from working. Go and kill those enemies to make it safe.
Your nodes ran out. Typically this happens mostly with mining camps. It's very common, and you should prepare long term for this to happen. Usually you'll get a few thousand ore per node location, which is why I advocate for outposts between multiple node locations.
Their tool broke, or they put it in the stockpile and it got delivered. This can actually fix itself if you set your delivery system up correctly. They'll either fix it or you can just wait a day. Otherwise, you'll need to go down to the outpost and give them a new tool to work with.
Conclusion.
Outposts and Deliveries are worth learning. Doing it correctly can reduce the time you spend doing your own harvesting, and it will even help prevent bottlenecks in your technology or advancement.
Let me know if anything has changed since this guide has been made. I'll work on a revision after a few patches are released that make a difference to outposts.