Medieval Dynasty Guide

Medieval Dynasty Ultimate Guide (All You Need to Know) for Medieval Dynasty

Medieval Dynasty Ultimate Guide (All You Need to Know)

Overview

Buildings Guide

Homepage

[link]

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Basic Material

[link]

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Building – Basic Knowledge

* Currently building distance does not take any effect.
Such as Woodshed and Excavation Shed, etc. Except for Farmer with the Barn.

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IMPORTANT:
– You need a skill (Handyman – Tier 2) under the Production Skill tab for upgrade Houses (to Daub or Limestone).
You might want to max the skill (Building Master – Tier 4) for less stamina consumption.
– Only houses can be upgraded, other buildings and fence types cannot be upgraded with Daub and Limestone.

* When inhabitants take things or eat, the Houses chest takes priority over than Resource Storage chest and Food Storage chest.

* No resource return on demolishing a building or parts of a building, unless you assign a skill perk of Master of Destruction from the Extraction Skill tab.

* Build Resource Storage and Food Storage near other villagers.
Their content is linked: RS with another RS, and FS with another FS regardless of their chest weight.

* When building Resource Storage and/or Food Storage in faraway places.
Pro:
– Handy because it’s near other villagers or resources.
– It is easy to buy and sell or take and restore items too.
Con:
– Getting them repair is too far away from your own town.

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MD How to: Set up production

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Building – Example Range Radius

Note:
The range radius of a building has not yet implemented. Except for Farmer.
However, it does not stop the animation from working.
Here is an example if you do want the animation to work.

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Excavation MAP Range Radius


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Building – Fences

Hint:
You can build a fence depending on the width of the type of fence, and the body of the river.

EXAMPLE:

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Building – Houses – Part 1

Houses


Simple House.

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– Simple Small House: 2 Adults & 1 Child.
The highest House material: upgraded Stone Wall, and Wooden tile roof.
Mood: increase mood when upgrading with Limestone.
Simple Small House Storage chest: 50 kg.


– Unlock from Building Technology, Simple House: 2 Adults & 2 Child, increase mood.
The highest House material: upgraded Stone Wall, and Wooden tile roof.
Mood: increase mood when upgrading with Limestone.
Simple House Storage chest: 50 kg.


– Unlock from Building Technology, House: 2 Adults & 2 Child, increase higher mood.
The highest House material: upgraded Stone Wall, and Wooden tile roof.
Mood: increase mood when upgrading with Limestone by 3%.
House Storage chest: 50 kg.

* You can only pair males with females in one house when their gender is 20 years different.

* You won’t able to pair the same gender anymore after the Patch v0.2.0.2

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Upgrade

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MD How to: House with different materials

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IMPORTANT:
You need a skill (Handyman – Tier 2) under the Production tab for upgrade Houses (to Daub or Limestone).
You might want to max the skill (Building Master – Tier 4) for less stamina consumption.

* Upgrading houses with Limestone each part of a house insulation section goes up by 0.7%.





Roof: Thatch (low quality), Wooden (middle quality), Wooden tile (highest quality).





Wall, Window and Door: From Wattle (low quality), Wooden (middle quality), and Stone (highest quality).

* The higher the quality of material, the higher their mood increased. Especially during winter.

* Always leave at least one building slot empty, when upgrading from Tier 1, 2, & 3.
E.g.: 5/6, 6 is your limit. So build Simple House or House, move-in Press “C”, then destroy your Simple Small House.
This is to avoid family members and inhabitants moods decrease.

* Check their mood, make sure not to fall below 50% or in red.
Mood % depends on at what point your gameplay at when they reduce or increase is relative.

* Alternative is to store a certain amount of food and wood in each of the houses, before upgrading them.

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Building – Houses – Part 2 Q&A

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Question:

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MD How to: Move into a house

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* How to rotate building easier during construction?


Press “ESC“, Settings, Keybindings, scroll to the bottom:
Construction Ghost
Rotate Left: Set to “Q
Rotate Right: Set to “E

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* What’s the purpose of upgrading house and their material?

Increase mood and lower wood demand.

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* How to upgrade House wall?

Equip hammer, right mouse click, scroll to “Upgrade“.

IMPORTANT:
Read “Building – Basic Knowledge” section.


Wattle wall upgrade with Daub.


Wooden wall upgrade with Daub.

Unlock Daub from Farming Technology, when Barn – Tier 1 is available, then you can purchase it from the Schemes.

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* How to unlock Daub?

Under Technology -> Technology Farming, Barn I, Purchased Daub.
Craft from Barn Workbench.

Daub
Durability: 100/100 Single Weight: 0.5kg
A type of building material. Crafted from Clay and Straw at the Workbench in the Barn. Can be used for insulating wattle and wooden walls.


Stone wall upgrade with Limestone.

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* Where to get Limestone?

Please see “Limestone Location” section.
[link]

Limestone
Durability 100/100 Single Weight: 1kg
A type of building material. Mined from Rocks found in the wilderness using a Pickaxe. Can be used for insulating stone walls.

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* How to repair building?

Equip hammer, right mouse click, scroll to “Repair“.
It can only be repaired after 50%/less or when it turns red.



Example when a building is damaged and need repair.



Damage fixed.

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* How to permanently destroy tree stump?

– Removal with a Shovel.
A tree will grow back in 2 years if the tree stump is not removed with a shovel.

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Building – Storages – Part 1

IMPORTANT:
* Always save before building, upgrading, and destroying a building.


Building Status.

Production Status.
* You can check ther production status in the “Management->Buildings->Production“.

You need to manually transfer the content from their respected storage chest, into either the Resource or Food Storage chest.
Depending on what type of material or food ingredients.
Example: The workshop chest is full, so I need to transfer the content yourself into a Resource or Food Storage chest.

* If the Resource Storage chest full (including if you fill them up), they will be stored in their respected storage chest. Similar to the Food Storage chest.

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Resource Storage


– Resource Storage:
The village’s main storage for resources. It receives resources collected in the Woodshed, Excavation Shed, Mine, Hunting Lodge, Barn and Animal Husbandry buildings.
Inhabitants need this building to get wood (Firewood).

Resource Storage – Tier 1 chest: 1000 kg.
Resource Storage – Tier 2 chest: 2000 kg.
Resource Storage – Tier 3 chest: 4000 kg.

– Resource Storage chest is shared with everyone.
Store a lot of Firewood here to keep their mood higher.

Hint:
– Inhabitants consume order from Firewood->Stick->Log->Plank.
– In about 15 minutes (in-game time) villagers will consume 1 of available Wood material.

With Firewood, inhabitants consume much less than Stick/Log/Plank.
So, preferably craft Log into Firewood or assign Lumberjack to make Firewood.
Press “Q” Handcrafting – > Firewood.
1 Log = 4 Firewood. (It may or may not change in the future).


No Wood sign at the top left corner.

* If the Resource Storage chest & their respected storage chest is full, a worker will stop production.
Example: Idle animation. It may apply to all worker job assignments.

* They will also go idle if they already completed their job.
Example: Farmer.
Finished harvest/plant all required seeds/grain from the “Fields” section.
Assuming the planted seeds is correct under the seasons.
Hence, they just go idle inside the Barn.

Please see “Wood and Food” section for more info.

Wood section
[link]

Food section
[link]

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Food Storage


– Food Storage:
The village’s main storage for food. It receives food collected in the Hunting Lodge, Fishing Hut, Barn and Animal Husbandry buildings.
Inhabitants need this building to get food.

Food Storage – Tier 1 chest: 500 kg.
Food Storage – Tier 2 chest: 1000 kg.
Food Storage – Tier 3 chest: 2000 kg.

– Food Storage chest is shared with everyone.

Make sure to have enough food to keep their mood higher.

Hint:
– Any food has a chance of poison will not be consumed by NPC worker.
– Store food in a Food Storage chest to have a much less chance of food going to Poison or Rot.

* If the Food Storage chest & their respected storage chest is full, a worker will stop production.
Example: Idle animation. It may apply to all worker job assignments.

Please see “Wood and Food” section for more info.

Wood section
[link]

Food section
[link]

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Upgrade

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Do not upgrade at night time where everyone is asleep.
Your family member and inhabitant need Firewood.
If there is no Firewood, Log, or Stick their mood will go down.

However, if you must upgrade at night time, store sufficient Firewood inside each of your inhabitant’s houses.
Then you can upgrade with ease. Rush if you must. Also, pay attention to the top left corner of the screen indicator.
If they lack Firewood.

* Always leave at least one building slot empty, when upgrading from Tier 1, 2, & 3.
Example: 3/4, 4 is your limit. So build Tier 2 Storage, then destroy your Tier 1 Storage.
This is to avoid family members and a worker from their mood decrease.

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Building – Storages – Part 2 Q&A

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Question

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* How to upgrade Resource Storage & Food Storage to Tier 2 and 3?

Reduce the content of the Resource or Food Storage building chest weight, to match with the individual building chest weight.
Then you can destroy the emptied storage building.

Example: Resource Storage chest Tier 1 weight is 1000kg if you had build 2 so the total weight should be 2000kg.
You can empty one of the Resource Storage chest content weight to 1000kg, then destroy one of the buildings.
** Equip hammer, then right mouse click, Scroll to “Destroy” it turns red. This function can be used for all in general.

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IMPORTANT:
* Always save before building, upgrading, and destroying buildings.

* Recommended option:
– Keep doing Chapter Quest to increase the building limit.

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Recommendation:
– Resource Storage is best to build next to Mine and Animal Husbandry.
Alternative build next to a town for easy access to sell excess items.

– Food Storage is best to build next to Tavern and Animal Husbandry.

– 2 Food Storage (Tier 3) and 3 Resource Storage (Tier 3) is enough for 20-30 inhabitants.

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Building – Storages – Part 3 Q&A

* Where do inhabitants take resources from?

Depending on what it is.

NPCs worker or inhabitant take:

Food only from their own assign house chest or Food Storage chest. No chance of poison food.

Wood (Firewood, Stick, Log, Plank) only from their own assign house chest or Resource Storage chest.

Tools and crafting material from their own workplace chest or RS or FS chest (depends on what they need).

Please see the “Tools” section for more info.

Tools section
[link]

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Building – Market Stall (Shop)



Resource Shop

Weapons and Tools Shop

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MD How To: Use market stalls

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* How to assign NPC as a Store Keeper?

The same as any other building.
Press “N” for the management tab, then press “F” then select which NPC worker you want to assign as a Store Keeper.

* How to change the shop type?

Press “C” Change Goods Type, it was on the bottom screen if you have not noticed them.

* How many type shop is there?

There are four types of shops you can change into.

– Tools


– Clothes


– Resources


– Food

* How the price calculated?

According to Store Keeper diplomacy skill level.

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IMPORTANT:


* Don’t forget to assign the Goods Trading.

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Building – Animal Husbandry

See “Animal Husbandry – Basic Knowledge” section for more info.
[link]

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Henhouse

Henhouse Storage Sack: 50 kg.

Henhouse – Animal Breeder produce:

– Egg
Store into Food Storage chest, if full in the Henhouse Sack.

– Feather
Store into Resource Storage chest, if full in the Henhouse Sack.

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Pigsty

Pigsty Storage Sack: 50 kg.

Pigsty – Animal Breeder produce:

– Manure
Store into Resource Storage chest, if full in the Pigsty Sack.

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Goose House

Goose House Storage Sack: 50 kg.

Goose House – Animal Breeder produced:

– Egg
Store into Food Storage chest, if full in the Goose House Sack.

– Feather
Store into Resource Storage chest, if full in the Goose House Sack.

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Fold

Fold Storage Sack: 50 kg.

Fold – Animal Breeder produce:

– Bucket of Milk
Store into Food Storage chest, if full in the Fold Sack.
1 Bucket per Bucket of Milk for Female Goat from the Sack and/or Resource Storage chest.

– Wool
Store into Resource Storage chest, if full in the Fold Sack.

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Cowshed

Cowshed Storage Barrel: 50 kg.

Cowshed – Animal Breeder produce:

– Bucket of Milk
Store into Food Storage chest, if full in the Cowshed Barrel.
1 Bucket per Bucket of Milk for Cow from the Barrel and/or Resource Storage chest.

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Stable

Stable Storage chest: 100 kg.

Stable – Animal Breeder produce:

– None.

Note:
Horses skin colour is random.
See the “Mount – Colour” section for more info.
[link]

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* You can recruit higher worker Farming skill as Animal Breeder for:
– Henhouse
– Pigsty
– Goose House
– Fold
– Cowshed
– Stable (optional)

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Apiary

Apiary Storage chest: 50 kg.

Beekeeper produce:
– Honeycomb
Store into Food Storage chest, if full in the Apiary chest.

* You can recruit higher worker Farming skill for Apiary as Beekeeper.

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Building – Farming – Part 1

Barn

Barn – Tier 1 Storage chest: 250 kg.
Barn – Tier 2 Storage chest: 500 kg.
Barn – Tier 3 Storage chest: 1000 kg.

Barn Worker

Barn Worker produce:
– Animal Feed
– Daub
– Fertiliser
– Straw
– Flax Stalk
– Flour
– Flax Seed (must buy Flax)
– Oat Grain
– Rye Grain
– Wheat Grain
– Poppy Seed
Store into Resource Storage chest, if full in the Barn chest.

* You can buy Flax from the following vendor:
Branica (Lubomira)
Denica (Matylda)
Hornica (Karolina)
Gostovia (Edwin)
Denica (Dagobert) – Also sell Flax Seed.
Gostovia (Edwin) – Also sell Flax Seed.
Rolnica (Nadar) – Also sell Flax Seed.
[link]

* Craft Poppy in the Barn Workbench to produce Poppy Seed.

* Store Flax in the Resource Storage chest or in the Barn chest.

* Store Rot in the Food Storage chest or in the Barn chest.

* You can recruit higher worker Farming Skill for Barn as Barn Worker.

See the “Plant and Harvest Schedule – Corps” section for more info.
[link]

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Farmer

Farmer produce:
– Beetroot
– Cabbage
– Carrot
– Onion
– Apple (must buy Apple Seedling)
– Pear (must buy Pear Seedling)
– Plum (must buy Plum Seedling)
– Cherry (must buy Cherry Seedling)
Store into Food Storage chest, if full in the Barn chest.

– Hop (must buy Hop Plant Seedling)
– Oat
– Rye
– Wheat
– Poppy
– Beetroot Seed
– Cabbage Seed
– Carrot Seed
– Onion Seed
Store into Resource Storage chest, if full in the Barn chest.

* You can buy Hop Plant Seedling, Apple, Pear, Plum, Cherry Seedling from the following vendor:
Denica (Dagobert)
Gostovia (Edwin)
Rolnica (Nadar)
[link]

* Store Grains & Seeds in the Resource Storage chest or in the Barn chest.

* Seedling can only buy from vendors, cannot be produced by Farmer and Barn Worker.

Example:
If you have 3×3 or 5×5 times 8 side by side, they will work according to your assignment in the “Crops” tab for each season.

* You can recruit higher worker Farming Skill for Barn as Farmer.

See the “Plant and Harvest Schedule – Corps” section for more info.
See the “Plant and Harvest Schedule – Orchard Plants” section for more info.
[link]

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IMPORTANT:
* If Farmer animation does not start, try F5 & F9 method, if that does not work try sleeping at night.

* Sleeping also work with NPC worker who stuck on the roof.

* If you start playing in a new game Patch v0.3.1.4.
The chance NPC worker stuck on the roof or Farmer animation error is much less than continues playing from the previous older save game.

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Building – Farming – Part 2 Q&A

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Question:

==========================
IMPORTANT:
In “Medieval Dynasty – Q&A with Developers Video #4“.
Please watch the video under the “Medieval Dynasty – Q&A with Developers Video” section for a quick direction.
The developer has mentioned that fields of crops can never be rotated.
So that means everything else must rotate around the fields of crops.
[link]

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MD How to: Assign fieldworkers (Farmer)

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* At the end of every season, the Farmer will harvest everything that’s ready to be store in the Resource Storage chest for crops, and fruits in the Food Storage chest, if full in the Barn chest.

* Any soil that has not been plough or fertilized or plant by seed, at the end of every season the soil will reset into Unploughed Field.

* Set up under the “Management->Crops->Actual Crops Status”. It will be automatic by NPC.

* If you have set up another task for another worker to cook the cabbage for example.
You probably won’t see the harvested cabbage by the time you come back to check.

* Check “Plant and Harvest Schedule” section for easy management.
Check if the seed is in season or not, when you set it up under the “Crops” tab.

* If your Farmer on idle, make a checklist.

1. Have the Farmer have finished their job?
A: Farmer will go idle if they have finished their job.

2. If you interrupt, is the “Crops” has been erased?
A: Fix the Fields, “Management->Crops->Actual Crops Status”.

3. Is the Farmer stuck on the roof or blocking a door?
If it does check the production still going or not.
A1: Sleep at night will help.
A2: If it stands idle in front of their house, ask them to move.

IMPORTANT:
Do not change the “Villagers Working Schedule” tab, until the field has been harvested.
Otherwise, any unharvested crop will be removed permanently.
You will be missing on the seeds and crops.

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My Farmer is idle, why?

She is done all her job on the Fields of Crops.
This seed is not in season to plant.

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* To avoid the Farmer animation issue, assign between 2 or 3 only, max.
If 3 cause an issue, reduce it to 2 or 1, it depends on how big is your field, and also,
assuming you know which seed to plant for what season under the “Management->Crops” tab.
– If they still idle, sleep at night.

See the “Food to Rot” section for more info.
[link]

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Building – Farming – Part 3 Q&A

* How to use fertiliser?





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Workers Assignment Status


No inhabitant assign to the Barn.


Inhabitant assign as Barn Worker.


Inhabitant assign as Farmer.

* In regards to Farmer, your results may vary with mine, I just explain what is working for me.
Yours may be different. Depending on how big is your fields of crops, and what seed is planted during the time.

* How to level “Farming” skills for NPC workers?

Assign it to “Farmer”, If she had Level 1, next year or two years later, she should be level 2. Full-time job.
Tested in Patch v0.1.1.5, and it’s working.

* The best way to make a Farmer working at least 90% less buggy is by:
– Making 3×3 or 5×5 Fields of Crops (times 8), and only allocate each field of crops with one type of Seed.

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* Where should I store Fertiliser, Seed, and Grain for my Farmer and Barn Worker?

Store Manure, Fertiliser, Crops and Grain in the Resource Storage chest or in the Barn chest.
For Farmer and Barn Worker able to do their job.

Fertiliser and Seed for Farmer.
Manure, Crops and Grain for Barn Worker.

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* Why Farmer gets idle on the farm if too many are assigned?

Only one worker will be assigned to a particular task in particular fields of crops. So only one Farmer will put fertiliser down in the field 1 at a time. If you only have 1 field, and 4 Farmer, one of them is going to just sit in the barn with nothing to do since one is fertilizing, one is ploughing, and one is planting.
This is one of the reasons not to make your fields too big. If you have 2 fields, you can have 6 workers going at the same time.

Fields of 5×5. It works well, and smaller would probably work better.

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Building – Resources – Part 1

IMPORTANT:
Since the Patch v0.3.1.4, all mining loot goes into your inventory directly, they do not drop into the ground anymore.

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Woodshed


Build a Woodshed near the forest trees.

Woodshed – Tier 1 Storage chest: 50 kg.
Woodshed – Tier 2 Storage chest: 100 kg.

Lumberjack produce:
– Log
– Stick
– Firewood (require Log)
– Plank (require Log)
Store into Resource Storage chest, if full in the Woodshed chest.

* You can recruit higher worker Extraction Skill for Woodshed as Lumberjack.

* Main Character Extraction Skill:
Lumberjack skill speciality is chosen, it will boost the Wood production.
– Woodcutter
– Force of Nature
– *Woodcutter’s Trance

** Trees respawn every 2 years, only if the Stump does not permanently remove.
Remove Stump +1 Log.

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Excavation Shed


Build Excavation Shed near clay deposit (brown bulge ground), and Clusters of rocks (stone deposit).

Excavation Shed – Tier 1 Storage chest: 100 kg.

Miner produce:
– Stone
– Limestone
– Clay
** Limestone will only be produced if the area where the Excavation Shed build has limestone spawn.
Store into Resource Storage chest, if full in the Excavation Shed chest.

* You can recruit higher worker Extraction Skill for Excavation Shed as Miner.

* Excavation Shed resource rarity:
Stone = very common
Limestone = less common
Clay = common

** Clay deposit & Clusters of rocks respawn every season.

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Mine


Build Mine near mine deposit (Cave).


A section of the cave will open even deeper if there is Mine built.
Where you can find Iron Deposit. Wall torch comes with the Mine.


Mine exit sign.

Mine – Storage chest: 100 kg.

Miner produce:
– Stone
– Salt
– Copper Ore
– Tin Ore
– Iron Ore
Store into Resource Storage chest, if full in the Mine chest.

* You can recruit higher worker Extraction Skill for Mine as Miner.

* Mine resource rarity:
Stone = very common
Salt = less common
Copper Ore = less common
Tin Ore = less common
Iron Ore = rare (require Pickaxe and Mine to be built if mine by Racimir and Miner)

* Main Character Extraction Skill:
A mining skill speciality is chosen, it will boost Iron production.
– Miner
– One with the earth
– *Iron Seeker
– Excavation Master
– *Miner’s Trance

** Mine resource respawn every season.

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Building – Resources – Part 2 Q&A

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Question:

==========================


Build Excavation Shed and Resource Storage here to mine.
The north is the Clusters of rocks: Salt, Limestone, and Rock.
The south is the Clay deposit: Clay.

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* How to transport heavy resources easier?

You can build one Resource Storage in your village town,
or one near clay deposit, or stone deposit, or forest, or outside the cave, or between towns. Whichever you find it useful.
Just be careful of the wild animals.

Similar to Food Storage chest.

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MD How to: Set up production

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* Worker skill does take into account the process of how fast they produce per hour.
The higher the worker skill + Tool, the higher the production.

* Please see “Tools” section for more info.
[link]

* If you have Lumberjack produce Log, Plank and Firewood, you probably won’t see Log in the Resource Storage chest, when it will be converted into Firewood or Plank.
Because Firewood and Plank will cost 1x to Log each.

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Building – Resources – Part 3 Q&A

Carpenter’s Table




In the Woodshed there is a Carpenter Table which you can use to craft:
– Plank
– Firewood



Hint:
You can also craft Firewood, with “Q” choose Handcrafting, then Firewood.

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Building – Survival – Part 1

Hunting Lodge

Hunting Lodge – Tier 1 Storage chest: 50 kg.
Hunting Lodge – Tier 2 Storage chest: 100 kg.

Hunter produce:
– Meat
– Dried Meat
– Salted Meat
Store into Food Storage chest, if full in the Hunting Lodge chest.

– Feather
– Fur
– Leather
Store into Resource Storage chest, if full in the Hunting Lodge chest.

Gatherer produce:
– Berry
– Mushroom
– Broadleaf Plantain
– St. John’s Wort
Store into Food Storage chest, if full in the Hunting Lodge chest.

* You can recruit higher worker Hunting Skill for Hunting Lodge as Hunter.
* You can recruit higher worker Survival Skill for Hunting Lodge as Gatherer.

Hunter and Gatherer production

Hunting Lodge – Tier 1:
– Meat
– Salted Meat
– Leather
– Fur
– Feather
– Berry
– Mushroom
– Broadleaf Plantain
– St. John’s Wort

Hunting Lodge – Tier 2:
– Meat
– Salted Meat
– Dried Meat
– Leather
– Fur
– Feather
– Berry
– Mushroom
– Broadleaf Plantain
– St. John’s Wort

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Fishing Hut

Fishing Hut – Tier 1 Storage chest: 25 kg.
Fishing Hut – Tier 2 Storage chest: 50 kg.

Fisher produce:
– Fish Meat
– Dried Fish Meat
– Salted Fish Meat
Store into Food Storage chest, if full in the Fishing Hut chest.


Fish can also be acquired by using Small, Medium, and Big Fishing nets.

* Bytomir vendor in Jezerica sell Fishing Spear and Fish Meat variety.

* You can recruit higher worker Survival Skill for Fishing Hut as Fisher.

Fisher production

Fishing Hut – Tier 1:
– Fish Meat
– Salted Fish Meat

Fishing Hut – Tier 2:
– Fish Meat
– Salted Fish Meat
– Dried Fish Meat

Fish from Fishing Net:
– Roach
– Perch
– Pike

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Building – Survival – Part 2 Q&A

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Question:

==========================

* Where to build Hunting Lodge?

– Near wild animal spawn area, or what we call hunting ground.

* Where to Build Fishing Hut?

– Near fishing spawn area, or a school of fish.

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Bow damage

The Crossbow does 70 damage.
Bow does 35 damage.
Longbow does 55 damage.
Recurve Bow does 55 damage.

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Arrow damage

The better the arrow material, the more damage it does.
They are not more durable, but instead, the chance of them breaking are lower.

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* For Gatherers depending on the season, they can harvest or collect Berry, and a variety of Mushrooms.

Harvest:
Berry (Ripped) in Summer.
Unripe Berry in Spring.
If you collected or harvest Unripe Berry in Spring, it will not respawn in Summer.
Variety of Mushrooms can be harvest in Autumn (Fall), and only Morel mushrooms in Spring.
Including herbs such as Broadleaf Plantain and St. John’s Wort.

* Worker skill does take into account the process of how fast they produce per hour.
The higher the worker skill + Tool, the higher the production.

* Please see “Tools” section for more info.
[link]

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* How to get Fishing Spear?

– Craft from Smithy Workbench.
– Buy from Bytomir in Jezerica.


Fisher fishing.


Fisher catching a fish with Fishing Spear.

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* How do you dry or salt Meat, and Fish Meat?

Build Hunting Lodge – Tier 2, and Fishing Hut – Tier 2.
There is a rack for drying Meat and Fish Meat.
A barrel for salting Meat and Fish Meat.
Store Salt in the Food Storage chest for use by Innkeeper, Hunter, and Fisher.


Hunting Lodge – Tier 2.
There are a drying rack and salting barrel, for Meat & Fish Meat.


Fishing Hut – Tier 1.
There is a salting barrel, for Meat & Fish Meat.

Patch v0.1.2.0
* Barrels for salting in Hunting Lodge I and Fishing Hut I.

* A Hunter can only dry and salting meat in the Hunting Lodge, Tier 2.

* A Fisher can only dry and salted fish in the Fishing Hut, Tier 2.

* Only Racimir can dry and salt meat and fish in both Hunting Lodge and Fishing Hut, Tier 2.

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MD How to: Set up production

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Building – Production – Part 1

Workshop

Workshop – Tier 1 Storage chest: 100 kg. No Pottery Wheel.
Workshop – Tier 2 Storage chest: 200 kg. Pottery Wheel.
Workshop – Tier 3 Storage chest: 300 kg. Pottery Wheel.

Craftsman produce:
– Torch
– Decoration
– Wooden Wheel
– Wooden tableware
– Basket


– Clay tableware (Workshop – Tier 2 and 3)
– Bottle (Workshop – Tier 2 and 3)
Store into Resource Storage chest, if full in the Workshop chest.

* You can recruit higher workers with Production Skills for the Workshop as Craftsman.

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Tavern

Tavern – Tier 1 Storage chest: 100 kg.
Tavern – Tier 2 Storage chest: 200 kg.
Tavern – Tier 3 Storage chest: 300 kg. Juice Press, Wine Barrel, Brewing Station.

Innkeeper produce:
– Food
Store into Food Storage chest, if full in the Tavern chest.

* You can recruit higher workers with Production Skill for Tavern as Innkeeper.

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Smithy

Smithy – Tier 1 Storage chest: 100 kg.
Smithy – Tier 2 Storage chest: 200 kg.
Smithy – Tier 3 Storage chest: 300 kg.

Blacksmith produce:
– Tools
– Weapons
Store into Resource Storage chest, if full in the Smithy chest.

* You can buy Iron Pickaxe with Teobald in Lesnica, and Jan in Hornica.

* You can recruit higher worker Production Skill for Smithy as Blacksmith.

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Sewing Hut

Sewing – Tier 1 Storage chest: 50 kg.
Sewing – Tier 2 Storage chest: 100 kg.
Sewing – Tier 3 Storage chest: 200 kg.

Seamster produce:
– Threads
– Fabrics
– Simple Bag
– Bag
– Waterskin
– Clothes
– Pouch
– Backpack
– Saddle
– Saddlebag
Store into Resource Storage chest, if full in the Sewing chest.

* You can recruit higher workers with Production Skill for Sewing as Seamster.

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Building – Production – Part 2 Q&A

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Question:

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MD How to: Let innkeepers cook

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* Why some of my food recipes is not working, even after I had the food ingredient inside the Food Storage chest?

But there’s an Innkeeper already working there.

Solution:
– Re-check the total & type of food ingredients inside the Food Storage chest.
– Re-assign the Innkeeper. Then check the “Assignments”, and the “Production” status again.
– They should go all green if they have enough food ingredients to cook the food that you assign them to cook.

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How to level NPC Production Skill?

It should help to improve the Production Skill of the NPC. Also, add Production Technology for Racimir.

Start by using basic cooking food.
Meat, and Fish Meat.

Tavern – Tier 1: 1 Innkeeper.
Tavern – Tier 2: 2 Innkeeper.
Tavern – Tier 3: 3 Innkeeper.

Example:
Starting from Tavern – Tier 2, when there is a level 3, and 5 Innkeeper. You won’t see much of a difference.
However, in Tavern – Tier 3 when there is a level 3, 5, and 10 Innkeeper together.
A higher level of Innkeeper will help a lower level of Innkeeper to level up their Production Skill faster.
On top of that, it will add to their food production per hour.

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Building – Production – Part 3 Q&A

* Where to store my cooking ingredient?

Store food ingredients in the Food Storage chest.
If the food ingredient needs tableware, store it in the Resource Storage chest.
Your Innkeeper will take it automatically and use it for cooking in the Tavern.

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* What is the food nutrition?

You can check their description.
It will tell you +0.5 Food or something.

You can also check it in “Food Nutrition Value” section.
[link]

Schemes (Tavern Schemes)
[link]

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Building Limit

Explanation from a dev about buildings and others stuff:
The building limit has a significant impact on performance so any change above the default is “at your own risk”, as is all this additional game configuration. The hardware requirements do not include these additional configurations. Warnings will appear next to individual parameters in the future. Only the default values are tested and balanced by us. One such parameter that disturbs the game economy is the possibility to disable food spoilage and thus cut off the source of rotten food for fertilizer. The current building limits are not definitive. With further optimizations and new buildings, they may change. As for the possibility to change the settings during the game, we have been thinking about it for a long time, but it generates a lot of problems. Allowing unlimited changes will blow up the whole economy and many of the main gameplay activities. The player will be able to jump between different settings and cheat the systems without any limitations, and at the same time bug many of them because they were not designed for this kind of operations.

Examples:
reducing taxes every season when they need to be paid, shortening seasons to speed up certain events, reducing damage or HP of animals when the player character is on the verge of life and death in a fight with e.g. a bear or even the already mentioned building limits. What if a player lowers the limit below the number of buildings they own. What about steam achievements if they ever appear, suddenly you can bypass many of them and unlock them much earlier when others playing in normal mode have it much harder. Or, for example, block achievements if the game mode is changed from the default. The problems are many. In the case of limiting the frequency of game mode changes to, for example, one per season or year, players who, for example, set the season for 30 days without realising that this means dozens of hours of gameplay in one season and cannot now shorten the season until it is all gone, are the ones who suffer.

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Source: Discord.
[link]

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Farming Management


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Traps

[link]

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Decoration

[link]

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Tools

[link]

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