ASKA
ArgonGas Jul 4, 2024 @ 12:00am
More suggestions, specifically for mid to late game play
So, after 120+ days, 80 villagers, 4 invasions, and setting up a couple of satellite resource hubs, I have some suggestions for mid to late game play:

1. More ways to use up common lumber resources they way production scales up with refined goods, the areas around my bases are absolutely littered with sticks, bark, firewood, small stones, etc. There's nothing that needs all that much of it, and my storage is full. There needs to be something to do with all this stuff.

2. More ways to use up fiber / leather once all the villagers have a set of clothes and a farm is setup to produce flax, there quickly becomes a large surplus of fiber and leather. There needs to be additional recipes to use this stuff up: for example cloth based beds, mid-tier leather clothes other than armor (gloves and pants), etc.

3. Something to do with seeds early on, I remember running low on seeds, but it seems like after a recent patch, crops generate a surplus. I have like 8 seed storage containers full of seeds and they're still piling up around my village. Either the return rate for farmed plants and seeds needs to be tweaked or there needs to be something else to do with them.

4. Structures, markers, and villagers should be select-able from the map it's so much more inconvenient to have to identify what you want in the map, then go digging through the TAB menu to find it - especially later on when you have dozens of buildings, markers, villagers, etc. When you click on it in the map, it should give you the option to open the corresponding menu.

5. Renamed buildings shouldn't change when they get an upgrade given that you often have to go into the TAB menu to manage things when you're away from your village, I've found it essential to rename most things to keep them organized. However, upgrades to buildings reset the name, which is annoying.

6. It needs to be easier to see the villager's comments and inventory remotely as far as I can tell, when you access a villager from the TAB menu, you cant see what issues they're running into (for instance if they're missing a tool) or check their inventory. It makes it very tedious to have to go find that villager to get this information.

7. Villagers should always have a status for what they're currently doing Are they retrieving a certain item? Are they looking for food? Are they lost? This would go a long way to helping understand what villagers are doing and how they're getting stuck.

8. Buildings and structures in the TAB menu should be sortable and filterable the categories for structures, housing, and markers help - but when you have dozens of each, it gets tougher to navigate and find what you're looking for.

9. Fishermen need to get better at returning their boat I finally got a boat built, and figured out that you need to go row it out in the ocean to find spots for your fishermen to find other fish (not at all intuitive how that worked btw) but now, every time I come back to check on them, the boat is floating off nearby and not attached to the dock. As a result, the fishermen cant figure out how to use it any more. There should be a more reliable way for them to return to the dock with their boat.

10. Villagers need to be better at using roads They sometimes use them, but then sometimes they ignore them too. I've spent hours building and smoothing out roads between my satellite resource camps - it would be nice for the villagers to use them.

11. Transporters at the market shouldn't abandon their cart / sled halfway right now when it's quitting time, they just drop the cart / sled and return to town. They should always finish pulling it to a warehouse before abandoning it for the day.

12. Pathing and warehouses needs some work I think I'm starting to suspect villagers aren't seeing my refined hardwood goods (beams, planks, etc.) because the pathing around my carpentry building and warehouses is maybe not ideal. Villagers assigned to my carpenter seem to want to only deposit / pick up goods from the back of the workshop which seems to be causing them some problems. Similarly, log storage bins in the warehouses behind smaller bins seem to be confusing for villagers.

13. Markets / warehouses should let you set a quota for goods this should maybe extend to a settlement wide system too. In trying to setup my satellite resource hubs I've run into issues with market and getting goods between settlements. My remote mine had people starting to starve, because the hunters broke all their knives and couldn't harvest any meat. Although the transport villager was supposed to bring a knife, if available, on each journey, this stopped working because the tool storage container quickly filled with arrows. I had set him to deliver arrows so the hunters could get resupplied, but they weren't using them quick enough so the storage just filled up. It would be preferable to able to say I wan't X number of Y in this container rather than just delivering as things are available or if there's space.
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Showing 1-14 of 14 comments
cstiles99 Jul 15, 2024 @ 4:35pm 
Did you ever find a solution to the boat not docking?
Nevermore Jul 16, 2024 @ 12:14am 
Excellent post. +1 +bump
MTBear Jul 16, 2024 @ 7:34am 
You forgot respawning resources.
collin8579 Jul 17, 2024 @ 6:26pm 
Bump
Silica Jul 17, 2024 @ 11:30pm 
The boat not being docked has gotten so bad, I just ignore using the boat entirely. Leisure time should mean they return the boat to dock/cart to market before doing anything else (same for anything being carried). I.e. the villagers need to finish their current task/script before going on leisure time. All that work to make a boat, and I end up just ignoring it because villagers always leave it out in the water or it floats away from dock.

It would be nice to have some type resource replenishment like forest regrowth/tree tender mechanic where trees can regrow, non hostile animal dens or penning for food, or jotun blood meteors falling to replenish jotun blood locations.
spie| :] Oct 19, 2024 @ 12:57pm 
Originally posted by cstiles99:
Did you ever find a solution to the boat not docking?
I got the same problem, also sometimes they just leave the boat in the ocean, so I gotta swim and get it.
JimDFTW Dec 2, 2024 @ 9:10am 
mine dont even acknowledge the boat is docked
casa06885 Dec 3, 2024 @ 12:05am 
1. i've put in a suggestion to use the carpenter to make firewood from logs and sticks from long sticks.
2. after i get the carpenter i stop farming flax, if you set your carpentry workshop to craft fiber from the bark they make you'll have enough fiber.
3. the excessive seed count is ridiculous. i thought about a bake seeds from the barbecue and seed soups/stews from the cook house
4. if you mean clicking on them and opening up the menu for that structure/marker/worker. It will be difficult since the map is to help you locate it in the game not the menu.
5. yeah names shouldn't change based on upgrades. It should just be a standard default name and number based on how many you have.
6. you can see the villager issues and comments from anywhere, but you need to be in close proximity to see there inventory. It wouldn't be realistic to see inventory of a npc on the other side of the map.
7. seeing there current task. i don't know how i feel about that. Yes knowing where there headed would be nice. At the same time its little unrealistic and would only be necessary for fixing bugs.
8. when you have a larger amount in a single tab it does get to be a long list. For now i tend to make mine with specific names to help make it easier. However a filter option to say you only want to see the wood cutters would be nice.
9. i think for now till the fix the boat docking issues the fisherman should just stand at the dock. It is nice to see them head away from the dock to complete there task. For now its a hassle and resource loss when the boat drifts away.
10. the ai will us the fast way to travel, which is usually a straight line. If you put a bend on the road they'll just go straight if its faster. I find it best to build my roads based on the ai running patterns.
11. they say that they've made the ai try harder to complete there tasks. Honestly its not working. I think the warehouse should have an upgrade for a market station where the ai will drop off the carts/sleds which the ai there can help them transfer inventory. The station should be able to hold 3-4 carts/sleds.
12. there is a bug for the ai not recognizing lumber materials in the warehouse at the moment. When that is fixed the ai will pull from them again.
13. The current market does have a set quota per say. One worker can be set to do more than a single run between a single warehouse. If your tool rack has arrows in it then you should turn them off in the storage menu. There you make it so they have a limited number available to be placed in them. I think that the tool rack should be split up into two. One for tools and one for weapons. The list is long for trying to organize many of them. Also why have arrows on the tool rack list when there is a separate storage for them.
Ballon Dec 9, 2024 @ 5:36am 
Great points, Kinda linked to leaving the cart mid-job, I wish workers would put out fires when they're done with their shifts, lumberjacks already don't destroy stumps and generating firewood/coal seems completely manual... Wasting fuel is annoying.

Also the priority system... I'm just upgrading everything to carpentry materials, so I set my lumberjack to prioritise hardwood logs and long sticks... he just runs around chopping trees, taking the hardwood log back to base, ignores the long sticks even and then moves on to the next tree, leaving a desolation of rotting materials I have to clean up. It seems the only way to not waste resources or have to clean up after him myself is to not set priorities. It could do with a tier system, either "prioritise but gather everything else before moving on" or "focus on this to the exclusion of all else". Seems a bit blunt and clunky as it is.
Noticing once village gets to about 30 people +, a lot of the ai seems to get confused. Constantly saying there is no sticks or logs when there obviously is a ton laying around and stock piled lol. Same with rope, for some reason they won’t make their own, so having to constantly make which slows down making tools etc. also enemies attack n towns folk don’t even notice until they get randomly smacked. All in all absolutely love the game n can’t wait to see where it goes. Just hoping the ai gets tuned up a bit.
Originally posted by MTBear:
You forgot respawning resources.
They do respawn.. except rocks.. What doesn't respawn that isn't renewable?
Last edited by Forced2Finish; Apr 4 @ 5:48am
Originally posted by SomeTimesItLeaks:
Noticing once village gets to about 30 people +, a lot of the ai seems to get confused. Constantly saying there is no sticks or logs when there obviously is a ton laying around and stock piled lol. Same with rope, for some reason they won’t make their own, so having to constantly make which slows down making tools etc. also enemies attack n towns folk don’t even notice until they get randomly smacked. All in all absolutely love the game n can’t wait to see where it goes. Just hoping the ai gets tuned up a bit.
I noticed they do this but if you watch them a bit/follow them around.. they are going to get that resource.. then the exclamation point goes away.
My farmers constantly saying they need rakes when the tool rack is full of rakes, then I follow them and they are on their way to the tool rack to get the rake.
Last edited by Forced2Finish; Apr 4 @ 5:57am
Originally posted by Ballon:
Great points, Kinda linked to leaving the cart mid-job, I wish workers would put out fires when they're done with their shifts, lumberjacks already don't destroy stumps and generating firewood/coal seems completely manual... Wasting fuel is annoying.

Also the priority system... I'm just upgrading everything to carpentry materials, so I set my lumberjack to prioritise hardwood logs and long sticks... he just runs around chopping trees, taking the hardwood log back to base, ignores the long sticks even and then moves on to the next tree, leaving a desolation of rotting materials I have to clean up. It seems the only way to not waste resources or have to clean up after him myself is to not set priorities. It could do with a tier system, either "prioritise but gather everything else before moving on" or "focus on this to the exclusion of all else". Seems a bit blunt and clunky as it is.
Don't know how many posts I've seen about the damn stumps.. they patched that last week. The lumberjacks DO remove stumps. I have maybe 5 stumps in my 205 day play through right now. I haven't touched a stump unless I cut the tree down myself.
Originally posted by Forced2Finish:
Originally posted by Ballon:
Great points, Kinda linked to leaving the cart mid-job, I wish workers would put out fires when they're done with their shifts, lumberjacks already don't destroy stumps and generating firewood/coal seems completely manual... Wasting fuel is annoying.

Also the priority system... I'm just upgrading everything to carpentry materials, so I set my lumberjack to prioritise hardwood logs and long sticks... he just runs around chopping trees, taking the hardwood log back to base, ignores the long sticks even and then moves on to the next tree, leaving a desolation of rotting materials I have to clean up. It seems the only way to not waste resources or have to clean up after him myself is to not set priorities. It could do with a tier system, either "prioritise but gather everything else before moving on" or "focus on this to the exclusion of all else". Seems a bit blunt and clunky as it is.
Don't know how many posts I've seen about the damn stumps.. they patched that last week. The lumberjacks DO remove stumps. I have maybe 5 stumps in my 205 day play through right now. I haven't touched a stump unless I cut the tree down myself.

Agreed. For those still struggling with stumps, make sure you have enough storage in your warehouses, then set firewood gathering priority to high on all your woodcutters and let them cook. I also recommend setting up one or more charcoal pits and keeping them staffed to cycle to the more efficient fuel and storage available.

If you don't have firewood gathering as high, AND/OR you have built an excessive amount of wood gathering flags, they're just not ever getting down the priority list to need to cut stumps.
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