Going Medieval

Going Medieval

View Stats:
JoeSample Jul 12, 2021 @ 7:13am
Cooking Bug?
Was hoping someone could help me, I have a 9 strong settlement but they are all starving, I have food and fuel in my stockpiles but nobody will cook, is this a bug or am I doing something wrong?
< >
Showing 1-5 of 5 comments
Philtre Jul 12, 2021 @ 9:13am 
Is it right after they get up in the morning? Their hunger continues to drain while they are sleeping, and if they didn't eat before bed they wake up starving. If it bothers you, or it's affecting their mood too much, give them a midnight snack break halfway through their sleep schedule.

If they're just not cooking anything, check the settings on your stove and the priorities in your jobs list.
Last edited by Philtre; Jul 12, 2021 @ 9:14am
Voronja Jul 12, 2021 @ 2:02pm 
I’ve tried many different ways of scheduling and the most effective I’ve found is telling them when to go to sleep for 6 hours and all the other time is Anything. Those who get tired earlier due to perks or working late the previous day will go bed earlier, they eat and drink when the need to and as the more devote they are to religion the more often they need to pray they can so. So by letting them do what they need to do when they need to do it pretty much cancels out the starvation, getting annoyed warnings.

As my cellar is built I have food as forever so there is plenty of food, drink, shrines and backgammon tables to keep them entertained and all I have to do is set up tasks for them to do.

I don’t set my jobs as specialist either apart from smithy, carpenter and tailor. I have 1 as cooking, building (making bricks) and research. 2 as hunting, growing, harvest, hauling. 3 as constructing and cutting and 4 as digging for everyone. The 3 specialists get down graded by one on all tasks and their speciality get put to 1. I have a few first aides so everyone can get seen to. This way the important tasks get done by anyone who’s awake. Food isn’t left unharvested or lying on the ground rotting and everyone levels up in each skill apart from specialists and first aid. I find this a lot less micromanagy as if the one who’s doing research decides to go on prayer break then someone else will hop on the research table and take over. I’ve noticed the game naturally rotates the people so everyone gets a turn.

When I pick my people I chose 2 high archery and one high melee. That way I can put my archers into longbow as soon as I got the tech open and my melee guy/gal has a good stat right off the bat.
JoeSample Jul 13, 2021 @ 3:51pm 
right... after 2 of them died and I nearly rage quit I discover that a trebuchet hit took out the tile leading to the door down to the cellars..... one tile.
Philtre Jul 13, 2021 @ 7:37pm 
Originally posted by Evan from Sales:
right... after 2 of them died and I nearly rage quit I discover that a trebuchet hit took out the tile leading to the door down to the cellars..... one tile.

Ah yes... it would be nice if the game would tell you when a workstation or whatever has become inaccessible, or at least tell you what the problem is when a settler ignores a direct "produce at this station" order. I once spent an hour trying to figure out why I couldn't get stone bricks produced before finally figuring out that a single floor tile immediately in front of the stone crafting bench in the (dimly-lit, very cluttered) cellar had broken out, making the station inaccessible...
JoeSample Jul 15, 2021 @ 5:06am 
The Devs roadmao looks promising af for a game that is already fun to play, changes like that will come too
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Jul 12, 2021 @ 7:13am
Posts: 5