Gameplay help

Daily life: food, warmth and health

Residents must be able to reach food. Hunger and cold can interrupt work.

Why are residents hungry when food exists?

Check stored food first: in-transit cargo is not edible yet, and shelves with everyday use disabled cannot supply meals. Check storage access next. Add food and quantities to a Dining Table’s plan and cover homes with its service range; check its assigned residents and current food stock.

How far does a dining table serve?

Each of the four directions is adjustable, up to 20 tiles.

When does hunger interrupt work?

Satiety is full at 100. Ordinary residents have slightly different food-seeking thresholds; finding food and eating also take time.

SituationBase condition
Ordinary food seekingSatiety ≤ 50 + individual random offset 0–9
After waking, with an assigned table≤ 80
Travellers and idle troops in combat eat carried food< 70
Hunger icon appears< 30
Food-seeking can interrupt work< 20

Why are clothed residents still cold?

Clothes slow heat loss, not refill warmth. Natural heat loss starts below 10°C; recovery starts at or above 20°C. A Brazier needs fuel, active fire and reachable access. Sleeping also checks whether the bed is in a heated area.

BehaviorWarmth
Ordinary resident seeks warmth≤ 50
Idle resident seeks warmth early≤ 70
Soldier seeks warmth≤ 30
Cold icon appears< 40
Warmth-seeking can interrupt work< 30

What should I check for illness?

Read the resident’s illness, then check the Diagnosis Stand: a doctor, reachable patient entrance, service coverage and a matching setting of all patients, non-infectious or infectious only. Check that the required medicine has arrived; disease entries give amounts. Routine medicine distribution is a separate setting from patient care.

Rule sources

Npc.cs; NpcBrain.cs: FindFood / FindWarm / FindWarmWhenIdle; WindowDinnerTable.cs; FacilityDinnerTable.cs; WindowBed.cs; WindowDoctorTable.cs; FacilityDoctorTable.cs; FacilityBrazier.cs; C.cs