Making Fuel from coal is fundamentally broken. Coal is FUEL!!!
So i see no sense on using a 50 heating power to make a 12 heating power. Either make multiple fuel from coal (with a minor loss) or let the houses / huts use coal as heating power.
Regarding my last post... this should be for each workshop not all of them. I can have workshops that builds different items and when no resources are available it can make food.
Also a kitchen building (restaurant) would be nice :)
It would be more easy late game if the buidings which have multiple modes to have a prioriy queue. For example:
workshop has craft and research. If i put a list like
1. Craft food
2. Craft processed
3. Research
it should first try to make food, if no food then craft planks or whatever you have in queue, and then research.
In late game when you have 50+ workshops .. it's really hard to fine grain the tasks.
As far as i saw to keep a "balanced" population you should calibrate medication(negative) so the population never has too much population older that 65 years. It seems to keep a bigger working force / total population. It should be interesting to have a calibrate retiring age, also mood / Happiness should affect production and be affected by "old" people so having people over 65 to count up in peoples mood (like "hey i will live over 65 years I will work harder so i have good pension :))"
Damn .. i finished the preview before i got to finish the upgrades. I'm sad :(
TIP: "easy" viscera - in aquatic worlds you can find one every 3X meters. (33-34, 67-68, 11x and so on). Maybe the depths are the same for the other types by here is easier to get to it. For the more rare elements (i think you need them early in upgrades (oil, methane, oxigen) you have to risk a little. Make some reserves of metals for repairs.
Good game. I am waiting for the complete edition on Kongregate.
2 coals produce 12 fuel items. Also housing building can use coal if no fuel is available