Another thing to think about: travel time. I think harvesting planting is usually the best XP trainer for botany simply because the travel time between plots is pretty much immediate. You usually have to run pretty far for mushrooms, and they're usually not much more than 3-4 together.
That's a really good point. There's generally mushroom patches in early spring, but they definitely start being a bit harder to find during other times.
It's like this in every "dwarf fortress" type game, you want storage near crafters, and crafters to have low or no priority for hauling. So that when they have the recourses they craft, but when they don't they focus on tasks in proximity of their workstation. I saw this in Rimworld as an example, set up more than one workbench and private it to the specific crafter to avoid downtime or other forms of interruptions to their task..
What the heck? How did I not respond to this when I saw it? Kind words like this mean a ton to me! I've been growing pretty steadily since then though :) Hopefully you're still liking the videos!
Settlers happiness is mainly improved by having rooms. Sleeping in their own bedroom, eating at a table (or great hall), eating a meal (or lavish meal) instead of raw food, and having a chapel instead of just a shrine. Do that while avoiding negative modifiers (You can see what they're suffering from on the mood screen) and you'll be in good shape.
Hey, I have a question about how you schedule their day. You mentioned both here and in another video having people train in the morning and then do labor. Is that all manual, or is there something about the schedule interface that allows for that to be automated?
Sadly, that's all manual. I have them train whatever skill I'm working on in the morning by queueing up enough of whatever they need (EG 6 blue books or breaking down 6 pieces of gear) while they sleep in the morning. For combat skills, I manually grab them and tell them to attack each other until they're capped, then undraft them. After that, I let them do their own work as they normally would. Hauling, cooking, crafting, and so on.
@@JustDontDie Oof, that's a lot to do. I guess knowing a bit about how much is necessary to hit the cap (how much to queue etc) from your video is even more valuable though! Thanks = )
in depth AF i love ur work man
This really is a seriously outstanding Tutorial/Tips series. 👍👍🤴 10⭐
Another thing to think about: travel time. I think harvesting planting is usually the best XP trainer for botany simply because the travel time between plots is pretty much immediate. You usually have to run pretty far for mushrooms, and they're usually not much more than 3-4 together.
That's a really good point. There's generally mushroom patches in early spring, but they definitely start being a bit harder to find during other times.
It's like this in every "dwarf fortress" type game, you want storage near crafters, and crafters to have low or no priority for hauling.
So that when they have the recourses they craft, but when they don't they focus on tasks in proximity of their workstation.
I saw this in Rimworld as an example, set up more than one workbench and private it to the specific crafter to avoid downtime or other forms of interruptions to their task..
How in the world do you only have 32 subs when ur vids are this good?
What the heck? How did I not respond to this when I saw it? Kind words like this mean a ton to me! I've been growing pretty steadily since then though :) Hopefully you're still liking the videos!
A new legend
I'm glad you like it!
Great vids! Thank you for your work :)
Glad you like them!
Future updates to medieval should bumb up viewer numbers. Right now the most off putting thing for me is the pathing system for enemies.
Yeah, it gets pretty annoying for sure. There's some other bugs that have effected my enjoyment too, but the core of the game is great so I'm hopeful.
what do you get for levelling mining skill?
Going from 0 to 20 gives you a 50% speed buff and an almost 100% increase to how much actual material you get from it.
Bro how to increase settlers happyness
Settlers happiness is mainly improved by having rooms. Sleeping in their own bedroom, eating at a table (or great hall), eating a meal (or lavish meal) instead of raw food, and having a chapel instead of just a shrine. Do that while avoiding negative modifiers (You can see what they're suffering from on the mood screen) and you'll be in good shape.
Thanks
@@HardikPatel-pg5jz make beer!
@@Android811 thanks bro
Nicer clothes too, the peasants like their designer rags!
Hey, I have a question about how you schedule their day. You mentioned both here and in another video having people train in the morning and then do labor. Is that all manual, or is there something about the schedule interface that allows for that to be automated?
Sadly, that's all manual. I have them train whatever skill I'm working on in the morning by queueing up enough of whatever they need (EG 6 blue books or breaking down 6 pieces of gear) while they sleep in the morning. For combat skills, I manually grab them and tell them to attack each other until they're capped, then undraft them. After that, I let them do their own work as they normally would. Hauling, cooking, crafting, and so on.
@@JustDontDie Oof, that's a lot to do. I guess knowing a bit about how much is necessary to hit the cap (how much to queue etc) from your video is even more valuable though! Thanks = )
@@ctwest3601 Yeah haha. I got pretty lazy about it in my current run. You're welcome! 🙂
How in the world do you only have 32 subs when ur vids are this good?
Yoo, thanks! That means a lot to me. I'm still super new to this and growth is slow early.