
Why aren't my settlers putting on summer clothes?
They had their clothes "manually forced", so I removed them, but they don't do nothing else.

They had their clothes "manually forced", so I removed them, but they don't do nothing else.
my infirmary and training room, not much to say in regards to this
the first floor of the library across from me reliquary chapel and Oak Brethren sanctuary
any suggestions for improvements to the castle itself would be dope, never actually gotten this far before and it is my first big castle design in this game
It doesn't seem like my craftsmen are doing very well .
With a Superior workshop room and 16-20 Skill, my colonists still make "fine" quality things .
I know that mood plays in the calculation, what is the exact formula ?
I did not change anything except trading for a few more prisoners. Now the room is just registering as "under a roof" and not a room anymore so the prisoners aren't eating. It's all covered with a roof, there's a door, entire thing has a floor and all the walls are there still. Nothing changed but adding new prisoners. Is there a limit to them? I have 16 now. Not sure what else to do besides build an entirely new room.
Any other ideas?
Thanks in advance!
Not sure how they're doing this, but those dastardly curs are up to something.....mess with my salted eel supply at your peril
They keep randomly falling 2-3 layers into the ground. It happens anywhere on the map. Anyone else having this issue or a solution?
Do people agro for no reason?
one of my settlers randomly murdered a newly recruited prisoner. like what.
he got +8 killed someone and a -10 from dead acquaintance. bro
For most of the time, my citizens wear their regular clothes, weapons and armour. While it is a great strategy in case of a surprise attack, armours and weapons wear down over time, and in my current map, steel and iron are quite difficult to come accross and wearing steel plate armours is not efficient when working.
I was wondering if there is a way to prevent surprise attacks or strategies for when an attack happens the citizens get immediately to the armoury to get equiped and get ready on the walls and gates.
So messing around with a mountain map - is there a good way to find pure limestone deposits? It's visually indistinguishable, as far as I can tell, from the impure limestone which basically gives you nothing. Going tile by tile with the little mining tool and reading each popup is... not a very good way to do this. I hope this isn't the only tool we've been given.
Edit post: for clarity, I am talking about the limestone variant that occurs only on mountain maps. Not "rocky soil." If you don't know what I'm talking about, you probably haven't played a mountain map because it's literally everywhere and it is named "impure limestone."
as weirdly humorous as it is to see someone jumping into help who knows even less than I do, it's not particularly helpful.
Unsure if it is intentional that only one hostile Hare appears. I have not received the Book of Armaments from a Mechent yet, so I am unsure as to how the Holy Hand Grenade works. My settlers are currently cowering in the root cellar, praying for assistance. All advice is appreciated.
So whenever I send a villager to talk or trade with merchant or negotiator they just freeze in one place and don't move until I draft them. Also villager incharge of animal handling stays in one place while his status shows roping animal. Help me!!!
I know that this is a champain problem, but how do you all keep track of villagers when you have over 50? I'm sitting at 64 villagers, and am just not doing well keeping up with jobs and making sure eveyone is in optimal gear. I'm looking for suggestions/strageties to keep everyone clothes
I'm around 500 days into my settlement, and am using prisoners to keep my population growing. As long as you keep 1-2 in your cell without recruiting them, you will keep getting the priosoner merchants every couple of months. and that's what I'm using to drive my population numbers up.
Map seed: 1319567227
Probably a good 60 hours, all vanilla survival. Moat isn't complete just yet but it's getting there!
The village has a few tamed, but untrained wolves living in a pen. I have no idea how many generations had lived there. I got notified a wolf passed on, and saw her next to her friend. My eyes watered up, and a tear almost formed. I've been totally sucked in.
Having my most successful save yet, about 20 hours gametime so far so I'm a noob for sure. My first save I immediately realized the death of villagers slows the game down enough that I would use it as a "hardcore" mechanic of sorts. If I fail a raid and lose a villager, it's game over. It's forcing me to get a little smarter with my defenses and itemization for my villagers + acknowledgement of their perks. This is my fourth raid without a single settler death and I'm super pleased! Anyone else just restart if they get smoked in a raid?
So I spawned on this map with giant, super deep lake on top of a mountain. I'm like...huh. I wonder how the water mechanics work? Can I move the water closer, like a reservior? Can I dig UNDER the lake and have it fill that way?
(For my next trick, I'm creating a society of Mole People....but I digress.)
BEHOLD.
This is the "start."
This is my man Abel, toiling away at the Death Tunnel.
I tasked one guy with building the tunnel. Because screw him. Entertainment? Digging! That's entertaining! For me, at least.
And hell followed with him. One of my peeps died. Whoops.
In medieval Eurasia, road and bridge tolls were a fairly common way for settlements and feudal lords (i.e. robber knights) to grow rich and powerful, particularly when situated on lucrative trade routes.
This could be potentially implemented in-game too:
Every couple of days, the game spawns in a group of neutral NPC travellers on one end of the map, who then take the quickest route to the other end, where they despawn.
It's up to the player to chase them down, stop them and shake them down levy a fee for passing through their turf.
The player can build roads and bridges, or otherwise manipulate the geography to entice or force travellers to pass by their settlement (by way of quickest pathfinding).
However, watch out for guarded caravans - these guys will rather pay in steel than gold!
(Pictured: The city of Munich with its famous bridge over the river Isar. A major 'salt road' led through here, making the city rich.)
Hello,
I m actually not really happy with my work / free time / sleep schedule.
Anyone have found already the best mix of all and can give me some tips?