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Side one: Other monastery buildings (dorms, chapel, etc.) with doors leading both out into the world as well as into the cloister. These doors have to be attached to the respective building parts and not the the cloister building part.
Other sides: Cloister passages and corners (windows facing inwards, full walls facing the world outside) with at least one cloister entrance - green arrow pointing out, from the cloister yard into the paved area of the cloister passages.
This way, they enter the other buildings (such as dorms, chapel, etc.) and go through the door(s) into the cloister yard. They can then continue into the cloister passages if they like and there are no more red arrows.
Also, (and I haven't tested this enough, so only use this advice if the above doesn't work), I find that the first available door (big protruding thing that adds a whole little square to the building) is the least buggy in case you run into problems.
https://steamcommunity.com/sharedfiles/filedetails/?id=2882760145
The front door is purely decorative and does not give access to anything despite all parts of the monastery being properly attached to each other. I tried to attach doors on both sides of it (the modest facade and the gate are parts of the chapel) but it did not work.
I also learned that the door from another building must not be obstructed by anything, i.e. it is not possible to have a door inside the cloister gallery.
It also seems that additions can mess up the doors and access to various facilities. I ended up building additional doors in other areas to provide access to refractory and dorms.
On the other hand, it may be working too well. I noticed that my monks started visiting my nun's cloister. They say it's just for meditation.
I will keep at it and I have sympathy given this is still technically early access, but the cloister is by far the most frustrating part of the game to date.
I don't believe there is anything for them to fix, all of mine work perfectly normal. While the Dev's could do a better job of explaining how the cloister works this is a user generated issue.
So the best way to make a cloistered area is to make it separate.
I have not seen one. Would be nice to get one directly from the developers, once they feel they have completed with the small tweaks/adjustments they have made to better get the cloister to work. (From recent-ish YouTube videos where users are playing, some have commented that the developers have made some changes.)
For example, the developers team for Railway Empire would sometimes produce videos to better explain some of the "more complicated" features of the game.
I really don't understand actually the trouble about the cloister ???
After the update ...ok ...the time to test new system to understand how that 's work ...
Before ,Me too i have put some screenshots to try to understand ..
since i have understood how the sub-building works, i don't have any trouble in my games..
But now ???that is really simple to build a cloister without any problems...
I just finished building this monastery. There are no changes in the way it should be built after the last update(s).
In short, you need at least one entrance (doorway) from the outside to the buildings around the cloister, one entrance from these buildings to the covered part of the cloister and one exit from the covered to the open (middle) part.
In the snapshot above you can see two (of four) exits to the open part, one of the inner entrances and two outside ones (the third is through the church); each of the latter is coupled with an inside one (hidden from view). I made these two as shortcuts to the vineyard and apiaries - they are not necessary for the cloister to function.
I tried the way with a hall part of the cloister, but it didn't work. The only way i found was to get the hall owned by another building of the monastery.
An easy fix of this issue will be to get a quest teaching you how to build it when you get the quest chain for the monastery.
https://steamcommunity.com/sharedfiles/filedetails/?id=3027386087