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Day 10 Love This Organic Build | Infection Free Zone

Day 10 Love This Organic Build | Infection Free Zone Gameplay | Part 10

#Day #Love #Organic #Build #Infection #Free #Zone

“Kage848”

Infection Free Zone Gameplay Let’s Play – Choose your base of operations, then rebuild and readapt the buildings around you to create a self-sustaining settlement.

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12 Comments

  1. [Viewers. please skip this comment if you don't want an overly analytical armchair quarterback, this is part of how I relax after a long day]

    4:59 you assign the squad in the car to go loot 2 buildings right outside the wall.
    4:595:02 the squad drives the car around the walls on the outside, park the car (outside the wall it would appear), then get out of the car inside the wall and have to walk to the gate to get out of the wall to the first building next to their parked car, only halfway through their walk when you zoom away at 5:08 and finally arriving at the first building to search at 5:13 That's a good bit of wasted time given how fast the clock rolls.
    5:21 after searching the 2 buildings, you send the squad back to their car, and they have to go back through the gate to get into the car they parked by the first building? Arrive back at the car at 5:46 (admittedly you paused for several seconds to reassign workers during this)

    8:17 you are shift clicking buildings to search, at 8:18 you continue shift clicking buildings after the squad has parked and gotten out of the vehicle.
    10:33 a squad has hunkered down in a building. Now this appears to be the last building you clicked for them after they left the car as I referenced at 8:17. From this sample, I would say it does break the link to the car if you issue orders after they exit the car, even with shift-click.

    17:4917:53 you grabbed a car that is full of stuff and a squad with 3 inventory spaces open on the squad. to send them out to search buildings. The more time and fuel efficient approach would be have the squad unload everything to a warehouse before sending them out to retrieve things. The squad has to drive all that way, can only pick up 3 items, then has to drive back to unload, then drive back out to continue searching.

    19:4319:45 recruits "Is it the same ones?"
    Were these two groups that arrived at your HQ, but then your squad didn't arrive to "recruit" them until both groups were already at the HQ, thus resulting in 2 messages? [and both groups were "recruited" the first time you accepted, therefore your numbers didn't go up the second time?
    looking back at 19:28 there were 2 "neutral" icons outside your HQ, and you had 0/115 unemployed your squad arrived and you accepted at 19:32 and suddenly had 13/128 unemployed. This appears to be one message per group, but both groups were accepted on the first message.

    22:2322:24 You're not shooting at the raiders, because you sent your squad into an unexplored building so they are in the building searching. Were it a searched but unoccupied building, they would simply fortify inside and start shooting at raiders or infected within range. I believe decisions are calculated in sequence, so if it is the raider's "turn" when they detect your squad, they get the first shot, then your squad will shoot when their "turn" comes up. You grabbed your squad and moved their car after the raiders took their first shot, but before your squad's turn, so your squad moved because those were your orders [This is heavy speculation on the reasoning for the car squad not shooting] 22:4622:49 the raiders again shot first, but your car sat there, because it didn't have other orders, and your squad in the car shot back and killed the raiders.

    23:1123:17 the squad going to get the old car… 0/3 fuel "Why are you going so slow?" Fuel is apparently only visible while the vehicle is occupied (someone can look at the fuel gauge) because when you look to see if it is damaged at 23:30 the fuel info line is absent. There's still a merit to taking the vehicle without fuel, it just moves at walking speed. But it still adds the carrying capacity for the squad to bring home more loot in one trip. (You caught the empty fuel tank at 25:4825:51)

    23:4024:28
    COMBI the station wagon. Cargo 0/15 [15 item capacity]
    "original car" SEDAN Cargo 0/10 [10 item capacity]
    "And this one's not as good" also SEDAN currently Cargo 6 /10 [10 item capacity, carrying 5 units of food and 1 unit of ammo in 2 visible slots]

    They all have 18 inventory "boxes" displayed (2 lines of 9) when unoccupied
    When the vehicle is unoccupied, the visual boxes are the "theoretical limit" of a vehicle. When the vehicle is occupied, someone is there to "see how much is there and how much room there is left.

    When the vehicle is occupied, the inventory slots represent "how much space is occupied vs available (Look back to the timestamps for fuel above and you'll see it appears to be similar there as well. The information isn't as readily available if you don't have "eyes" in the vehicle.

    You seem to have grasped the cargo element by 24:40, but maybe my extrapolation/explanation may make it a little clearer.

    26:58 You're adding "adapt to shelter" orders, while you have 2 current "adapt to shelter" work sites near half completion but with a lack of people, and the resources to convert a building, as well as it's capacity upon completion, are affected by its size.

    You do appear to address a lot of the "people shortages" by 28:20

    29:4729:53 Your first barn has a people capacity of 3/3 while your 2nd and 3rd have 4/4 This means the latter 2 barns will produce meat (and use grain) slightly faster than the first.
    While it is important to convert the grain to meat for, remember meat isn't "food" you can only convert the grain OR meat into "food" at the cookhouse. Is there a bottleneck there to be looked at? I think I see 2 cookhouses, but you might check their worker capacities. The more workers, the faster they complete the "process" they all produce the same output from the same process, but one that has more workers does so in less time. If your grain exceeds your needs for meat production, you may need more barns, if your meat exceeds your needs for food production, you may need more cookhouses. If you are providing less than full staffing for any of these buildings, you create a bottleneck in your food production. Likewise, if your grain production is too low, you probably need more fields, or more farmers to tend them.

  2. when your squad isn't in the car your loot stack, but you're right the number that count it's the one you pointed out

    you have issue with food because the house you had to work with are very small. 3 or 4 workers took forever to process the grain

  3. Hi Kage, what a great episode! The wall is epic! The squads getting the rifles is going to make it so much better! All extra folks coming in…this is gonna get good. 🙂Woot! God bless!

  4. Kage, the crew that you had picking up wood, you need to adjust who has what guns. You have the driver with an assault rifle. Change that out with one of the others that has a pistol. The driver doesn't shoot as much as the others.

  5. boring sorry kage but there's no action in this game ie 7days u have stuff to kill, level up, planet grafter u have to build to get more stuff, medieval dy u always have stuff to do Minecraft is the same u know what i mean sorry but only being honest this is boring look at the views

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