Going Medieval

Going Medieval

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Vanyel Mar 22, 2022 @ 5:07pm
So a couple questions...
Been playing for almost 27 hours now, trying to figure out what works, what doesn't, and working underground.

I like to give my workers their own room - is there a way to assign them to a specific bed/room? I would really love this - especially as I see my starting pioneer as the 'main character' - the mayor (or gov'na) you might say.

That being said...does having their own room, or living in a shared room affect their happiness? Seems to me if there is a check if a room is a 'Bedroom' vs. "Shared Bedroom' there might be an affect.

Why are my clothes decaying? They are in roofed storage, off the ground and there is no decompose timer, yet their HP is slowly dropping.

Is there a way to minimize the HUGE slowdown when workers go thru a door? I've tried laying a floor type first, but placing the door removes the flooring tile.

Any suggestions concerning and alleviating the stupidity of the workers? As in 1) when hauling, they'll get the piece at their feet, go twenty blocks away for a second piece, then back to where they were standing for the third piece; or 2) Similar situation only they are mining...going back and forth between two different areas instead of finishing off where they were.

Is there a way to 'auto-default' corpses as forbidden? Little worker buggers are often times faster than I am...grabbing the corpses and hauling them off to my stockpiles before I can tell them not to.

A couple times now I've run into a situation where a worker seems to be caught in a loop - loading and unloading his pack and just standing there to the point of exhaustion, hunger, and thirst. I think I've tied it down to using the fast time setting...or is it a problem with path finding?

Know I had a couple more but can't think of them at the moment.

Thanks.
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Showing 1-9 of 9 comments
Vanyel Mar 22, 2022 @ 6:44pm 
Remember one of the things I was going to ask....

I've figured out easy enough how to make my workers attack enemies...and didn't even have to use the 'Draft' option the tutorial mentioned - which is entirely confusing and I think is leaving a LOT out about its use and functionality.

The question is though...how do you have them sit atop an elevated area and shoot down at incoming enemies as shown in the tutorial? When I click on an enemy and say attack, everyone heads up out of the ground and heads for them...melee and ranged - the ranged guys never go up on top of the building where I designed it for that purpose. Fortunately I haven't gotten to a point where I need it yet.

Also...isn't there an option for allowing the workers to auto-attack?
Legadian Mar 22, 2022 @ 7:12pm 
Let me take a shot.

You can't assign an individual room. As best I can tell, the settler heads to the nearest bed when it is time to sleep. Yes, a single bedroom will give a higher happiness bonus, but you can't assign.

Clothes on a rack (or in a chest) don't degrade. I don't know why yours are. Doors slow down your settlers because they take the time to open and close them. If you want to reduce that, leave them open (although, then what's the point of them?)

Hauling, as best I can tell is set by prioritizing the order in which the item(s) hit the ground and then hauling to the stockpile that was created first (until it is filled), unless the item is not allowed at that stockpile. Human corpses (of enemies) should be auto forbidden, but if you're having a problem with them being hauled to your stockpile(s), then uncheck corpses at that stockpile. In general, it is best to have specific stockpiles for your items instead of one massive one (especially, late game).

The only time I've had a problem with workers picking up items and dropping them in a loop was when they couldn't path to the storage location (IE a wall bookcase over a stair). Check if there is something like that going on.

In general, it is better to draft your fighters for combat. Draft the archers and send them to specific spots at elevation. They will stand there and auto fire at the enemy (without running off). Melee will move around once enemies get closer.
Vanyel Mar 22, 2022 @ 7:20pm 
Thanks for the reply Legadian...

Hopefully the assigned rooms will be one of those things they add later on.

And speaking of beds and happiness. I did notice that there is an affect on happiness based on the bed type as well as the quality of their clothing. Does that apply to the materials used in making the bedroom? Wicker, vs wood, vs clay brick floors? What about the presence of amenities such as chests, armor/weapon racks, banners, torches, etc.?
Chrispy Mar 22, 2022 @ 7:36pm 
Happiness and beds is the difference between the starting hay sleeping spot and the actual bed in the furniture research, if they have a spare room, shared bedroom or their own bedroom, and the quality of clothing they are wearing. As far as I know contents in the room doesn't matter so long as they just have a bed in the room for themselves nor does size matter.
So the better quality clothes will give you a boost, good and over gets rid of the ugly mood tag and I think it's fine and above gives you a bonus for nice clothes.
My bedrooms are simply a 6x3 box with a door a window and a fire pit for heat wave/ cold snap. A bed and then just because I think it looks good 2 chests one for just high quality clothes the other for high quality hats ( change the setting for the chests).
If you're laying down a bunch at once rather than having to change all the settings get one item chest, armour stand, weapon rack, shelving etc build one with the settings you want and then copy that one item and then place however many else you need without having to fiddle with every single items settings.
Legadian Mar 22, 2022 @ 7:36pm 
Materials used will determine insulation and how easy it is to heat/cool room, but not its happiness bonus for sleeping in it. There are a lot of things that affect happiness:

https://steamuserimages-a.akamaihd.net/ugc/1821138108064257476/0ECDF0C1EE1D0230407B89FC9BA99A7E798DA25E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Get it high enough and they get a bonus called "merry" that makes them work/move faster and more efficiently with a higher chance of increased quality of items.
Vanyel Mar 22, 2022 @ 7:50pm 
You mentioned quality settings on the chests and stands - scratch that - finally figured out how the sliders work. Took forever to figure out the parenthesis-like ends of the bar were the actual sliders.
Vanyel Mar 22, 2022 @ 7:54pm 
Cool...now if I could get my oak brethren from visiting a restitution chapel I'll be all set. No reason for them to go in there yet they do and get some negative happiness.

And thanks...you've given me some interesting pointers. Now contemplating whether I should start a new game - still not sure if the underground thing is better than above ground or not.
Dennis Mar 23, 2022 @ 11:52am 
Originally posted by Vanyel:
Cool...now if I could get my oak brethren from visiting a restitution chapel I'll be all set. No reason for them to go in there yet they do and get some negative happiness.

And thanks...you've given me some interesting pointers. Now contemplating whether I should start a new game - still not sure if the underground thing is better than above ground or not.


I've found this happens when I've got 2 or more doors into the chapel. Peeps use the 'shortcut' and get the - mod. Switched to only having a single door on my chapels and haven't seen the issue since.
Vanyel Mar 23, 2022 @ 1:48pm 
I've got two doors, but they are next to each other...I find the double-door design looks better than a single door - basically a double-wide access point with no other other door accessing the various chapels.

But...it is a good observation and something to keep in mind later on.

Besides looks, another advantage to have double-wide entrances...especially for storage and eating rooms - the workers don't get hung up on each other's travels. Like during meal time when they are all trying to get to the great hall. Where I now keep a shelf for meals and a stockpile spot for ale so they aren't wasting time getting stuff from a stockpile then either eating it there or taking it back to the dining room.
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Date Posted: Mar 22, 2022 @ 5:07pm
Posts: 9