Medieval Dynasty

Medieval Dynasty

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clothes
If I want to give clothes to my villagers, do I put them in the storehouse or in the chest at the weaver?
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Showing 1-15 of 19 comments
Wizard of Woz May 6, 2023 @ 11:48pm 
You can't change the villagers cloths as far as I am aware.
HEAVY FIRST RATE May 7, 2023 @ 12:06am 
So, in the game they come up with their own clothes somehow, and any you make are really for market or your personal wear?
Morri May 7, 2023 @ 12:49am 
Only to wear yourself or to sell on the market.

I really would like to be able to provide them to the villagers too though.
Someone suggested to be able to make dyes so you could then give them different looks, that would be a cool idea as well.
Blue_Bug May 7, 2023 @ 5:49am 
Originally posted by Morri:
Only to wear yourself or to sell on the market.

I really would like to be able to provide them to the villagers too though.
Someone suggested to be able to make dyes so you could then give them different looks, that would be a cool idea as well.
If I remember corectly in a previous version of the game, one of the sewing huts had a dye barrel in it. So I asumed that it was a plan in the past to give your villagers clothing. However as the game is in this state of development I don't think we will get the option. Maybe lateron in a DLC. I think at some point the developers changed priorities and made other decisions.
UglyBird May 7, 2023 @ 5:58pm 
If you pay attention, you will notice that your villagers change clothes in Winter and also wear different clothes at work.
HEAVY FIRST RATE May 8, 2023 @ 7:21am 
yes, yes I see all that, although the choice for winter clothes on some look kind of "iffy" for cold weather wear. But if you check the house chest there is never any "spare clothes" or clothes for other seasons, so, what are they doing with them, parking them under the mattress?
Hav0c May 8, 2023 @ 6:00pm 
I was pleasantly surprised that i didnt have to supply them cloths an top of insulating all the buildings.
HEAVY FIRST RATE May 8, 2023 @ 6:34pm 
oh yes, after the not having to supply firewood for your own house fireplace after you get your first home up and running, it like to drove me nuts trying to keep the two residents of my second built house in firewood, Seems like the moment I got halfway to every quest, I got the message that everybody was out of firewood and all were unhappy! Even after I got the woodshed set up, the logger went thru axes faster than a teenager goes through a bag of M&Ms! :steamfacepalm:
pdoan8 May 8, 2023 @ 6:48pm 
There should not be any problem if you have the firewood in the resource storage.
HEAVY FIRST RATE May 8, 2023 @ 6:57pm 
You missed the point - in the beginning I tried to handle the logging myself, which worked out just fine until you got your first residents and realized how much fire wood they used even in the warmer seasons?
Last edited by HEAVY FIRST RATE; May 8, 2023 @ 6:58pm
pdoan8 May 8, 2023 @ 7:48pm 
Originally posted by HEAVY FIRST RATE:
You missed the point - in the beginning I tried to handle the logging myself, which worked out just fine until you got your first residents and realized how much fire wood they used even in the warmer seasons?
That is the whole point to have a resource storage for NPCs. You can't complain if you don't want to use it. There is no need for any building if you are all by yourself.

To be honest, I can't understand many things you said here. What exactly do you try to achieve?

If you want a certain feature in future update, make suggestion.

Edit: the daily demand are there. It should be easy enough to figure out per person needs.
https://steamcommunity.com/sharedfiles/filedetails/?id=2973500041
Last edited by pdoan8; May 8, 2023 @ 8:04pm
HEAVY FIRST RATE May 9, 2023 @ 2:25am 
I am just trying to figure out how things go together and how to work the management screens. Often I really don't get how everything is connected until a crisis occurs and I try to unravel the causes. No big game plan, just make it work.
Currently I have wife and son, 2 woodsheds, kitchen, sewing hut, resources storage, farm shed, barn, chicken house with 10 chickens, sheep fold with 3 adults and 1 lamb, pig pen with 3 adult pigs and 1 piglet, horse barn with 1 male colt, resource gather shed, blacksmith, food storage, herbalist shed, hunter's shed and large rock fire with half dozen benches, and 200 squares of crop plots. and 3 small orchids of apples, pears, plums and cherries. All my residents have housing at moment with 1 open slot for a male, an\
]';=[p;lkmdeverybody has a job. Some jobs I try to do for myself.
Things I have the most trouble balancing is not having the woodcutters fill up the storage with firewood, logs, sticks, and planks or have to few of those, kitchen does not produce food as fast as residents eat it yet, the fact that pigs and sheep make an incredible amount of manure in this game, what settings to make the barn work even out, what to do with the overload of fertilizer I am producing and how to keep it from clogging the load limit of the barn storage.

Though I have had the game since early access, I have never really got into the areas I have accessed since the new patches and sometimes get a little frustrated that stuff takes so long to get balance out or even figured out, even though I play with a 6 day season. At first I thought I would go nuts during the winter season because of the 6 day cycle, but find actually I have so much to do that maybe I should play on a 10 day cycle! LOL

Being a farm boy most of my youth. some of the things don't particularly make sense to me so it takes a bit for me to figure out your intent. However, Pigs and sheep don't create that much manure in real life, well except in feed lots I suppose, a chicken house full of chickens, on the other hand, even though you allow them free range during the day, will amaze you how quickly they will foul the house when they only use it to eat and roost in!

If I would make suggestions to change the game, I feel the price of things need to be adjusted because for the time period, actual coinage money was usually in short supply and bartering goods and services was a lot more common with the peasantry! Also, let us not forget that during this particular time period, the black death killed so many people all over Europe that labor for anything became very difficult to get, and those peasants, who for so long had been tied to the land owned by the nobles, now found that they could actually demand WAGES for their work, and were less likely to be caught and sent back to their original point of serfage if they ran away because of the huge demand for workers the black death created.

Also, since you already have donkeys in the game, I feel they should be made more accessible in the early game, not as animals to ride, but rather as beast of burden , to carry loads that weigh as much as a normal human male at least, and lead them by walking with a halter and rope. That certainly would not be out of place for the time span of this game.

I am also not a big fan of using percentages in the management screens. Big case in point is the herbalist hut. The items to be gathered there are seasonal, and therefore if you want to keep the work load at 100% at every season, you have to go to the management screen, every season, and delete the percentage of harvest of everything not valid for that season and replace them with values of item that are valid for that season. Why can't you change that list to actual number of items to gather instead so you could put in a amount you would like to see gathered and therefore would not need to change the whole scoreboard when items were out of season, those things would just show up on the list as available or not available that season. Things like berries would of course need two categories, ripe berries and unripe berries, but management of most other things on the list would only need to be adjusted according to what you were trying to produce from time to time from certain harvestable plants. But then, maybe I am using the management screen for the herbalist hut wrong, I am just an old man in real life, what do I know. Maybe the dev's don't know or don't care how many senior citizens play this game, or try to! Then it is what it is, and I never said that i did not get any enjoyment out of the game, otherwise I would not have invested as much time playing it as I have.

Also, I feel like using number of items instead of percentage of work load, makes it easier to keep your storage chests from being overloaded by overproduced or overharvested items. If workers produce the limit of items per your list then they move on to the next item needed or have a free time if they are all caught up.

That really is the only 3 things that I could come up with to change at the moment! Does not mean I dislike the game. It just means I sometimes take a little longer to catch on to what I suppose you intended at some points in the game.

Okay, there is one thing that does drive me crazy. When you kill a bandit, and you search hem, you only access his inventory. Bandits have an annoying habit of falling in such a way that you frequently cannot get your arrows or bolts back since you cannot actually flip him over or move him from where he fell. why can't retrieving your ammunition be the same way as processing game when you search dead bandits?

So, back to the game for me.
Last edited by HEAVY FIRST RATE; May 9, 2023 @ 2:39am
Octarin Jun 11, 2023 @ 1:16am 
It would be nice to have a dye barrel, and be able to give villagers new clothes... It's sad they took that away :'(
LadyHelvetia Jun 13, 2023 @ 3:47pm 
in the new trailer there are ppl washing clothes & using something like a leather rack, maybe MAYBE a hint for usable clothes.....
Morri Jun 13, 2023 @ 3:52pm 
Originally posted by Mina:
in the new trailer there are ppl washing clothes & using something like a leather rack, maybe MAYBE a hint for usable clothes.....
Yes! it looked a bit like a tanning rack, so I was hoping the same thing!
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Date Posted: May 6, 2023 @ 11:36pm
Posts: 19