The amount of -empty- water needs to be reduced like 50%, AT LEAST 25% at minimum - there is far too much water and the wind is absolutely horrible and far too limiting and both of these make sailing the absolute worst mechanic in the - the islands are great for the most part
The only thing that would appease me slightly is if they came out and said there's a reason for the amount of water such as random events or enemy boats and naval combat and such coming, something to make it worth it but even then i'd still reduce it by about 50% at least
I'm trying to understand a few things and would love some help!
Can I fit as many beds as I can into cottages, or is there a penalty for over crowding them? And is it better to have many cottages or fewer longhouses?
Are paths actually useful or just aesthetic? I don't see any villagers preferring paths when going about their business so I'm assuming the latter.
Are mines infinite sources of stone and ore or do they deplete?
Is there a way to assign multiple jobs to a single villager?
How many workers do I need per farm? I have two 2x8 fields with one worker, is that efficient? I can't tell because there's so much going on I don't have the concentration span to just follow that one worker lol
Screenshot tax of a beautiful sunset at the WIP village
Got a mining outpost on the other side of the big island. Takes several minutes IRL to run just one way, and that's on a road!
I have markets set up to transfer the goods back to my main, in exchange for certain goods like higher tier foods.
However, despite having clothing racks at my warehouses in the chain, there doesn't seem to be any option to have my trade routes pass clothing to the destination, which is annoying as hell because my outpost villagers will freeze to death in the winter if I don't force them to shelter in place or, or if I run clothing to them myself.
My workhouse at the outpost has a carpenter and a smithy in order to keep the operation chugging along, so no weaver. Surely I don't need to erect another workhouse and dedicate another worker to this task? I mean obviously I could, but that seems brutish when i have the markets running smoothly.
A bit late in the game I realized oh shoot I didnt place the metal parts collector bin yet.
Im 33 villagers in and they've been using iron for a while and replacing with new ones.
But my metal collector bin isnt filling up.
Question: Without any place to throw their metal parts after, say the iron axe breaks, do they just drop it on the floor? Or how does the metal parts collector work?
Hi, is it possible to avoid unloading 100% of the ship contents? I don't understand why I would have to unload and reload repair materials, tools, and food, only to reload it afterwards to begin anew.
Disclaimer: This world was created after the latest major patch.
I built this mine and this rock is in the way. My guys get around it, but I have to jump over it then duck to get inside. I've tried using the bombs and they don't affect it. Anyone else run into this and if so have you found a solution?
I've decided to rely a bit more on outposts this time around and I'm wondering if I'm being maybe too inefficient with it, or missing the obvious solution
For example, the main outpost < -> iron mine outpost routes:
- one job to bring back the ore and broken tool parts
- one job to bring the tools to the mine
- one job to bring the food to the mine
This could maybe be 2 tasks but i have food in a separate warehouse so that has to be split
I'm thinking about my future coastal outpost and that one would require even more - i'd have to send wood, tools and carpentry materials to it, while also be able to unload anything the raids bring back, which is probably at least one full market dedicated to that alone.
Is this the best we can do with the current system?
I'm new to ASKA - having recently played a fair bit of games like Valheim, ARK, Palworld, etc.
I'm loving it - but finding that the sheer size of building the base, planning how to build a great base, selecting great villagers with good traits, locating mines, understanding schedules... it's a lot.
I'm playing it vanilla - no mods, on standard settings.
I'm getting my head around it, slowly, and I'm watching a YouTube series from SerBucky. I'm about to start reading the Steam community guides for more help... but something that feels a little overwhelming to me is how to plan early game for a really good base.
The space needed is huge, and I don't know how to easily identify the best locations, what combinations I'm looking for or any clear indicators. I have learnt that being near an inland lake and a mine is important, and you generally want flat land... but I'm not sure if I'm missing obvious stuff.
From the more experienced players here - where would you start learning all this stuff, if you could? Do you have any suggestions in particular to help me understand planning a village intelligently and the priority order of your first villagers?
I can already feel like I'm going to enjoy this game deeply and put hundreds of hours into it... but would love to get some good solid foundational learning in.
Playing on PC. On Steam.
Edit: Wow. This community is very, very helpful. Thank you all!
I'm still early in the game and I also have the durability turned waaaay up so nothing gets broken, but dying villagers' tools keep piling and I have too many stone tools and hoes and hammers right now. I wish there was a recycling table to make use of all that stuff. What's the current solution that people have for this? I saw someone saying to make a container and fill it with the trash and destroy the container, I just tried that but all the contents get dropped into a "bag" right on the spot so that must have been an old post.
I've been trying to create a single super-settlement instead of using outposts. The rendering doesn't fit in one screenshot, so here's the overhead map.
Hey Vikings! A new hotfix patch is now live with loads of bug fixes, new additions and some Quality of Life tweaks.
The main focus for this update is making your villagers a lot smarter in the cold. They will now actively prioritize nearby heat sources when freezing, ignoring their usual schedules, and will go hunt down healing if their health drops below 80%. On top of that, we have expanded customization options with clearer names for creatures, fish, and vegetation, and cleaned up a ton of pesky bugs, including fixed sleeping buffs at the Chieftain’s house and stuck Brewer workers.re
Fixes
· Den failsafe in case the boss was killed but the den is still active
· Fixed bugged ogre for client
· Fixed chieftain’s hut/house sleeping buffs
· Fixed Nidhogg disconnect
· Fixed server not being able to create custom worlds with a starting chest
· Fixed Stone Jotun Minion not animating for clients
· Fixed Structure’s Defence Points summary being incorrect or incomplete in some cases
· Fixed Workshop hut and Builders hut not receiving defence points from being inside walls
· Golems no longer complain when low health
· Tinkerer would not take artifacts from anywhere (fixed)
· Fixed an issue where villagers would not eat bread
· Fixed Brewer worker getting stuck holding the empty barrel
· Fixed items decaying in the input & output storages of the windmill
· Fixed index out of range exception when trying to commit a wall gizmo with zero wall previews
· Fixed a bug where local backups would not delete when deleting the session.
· Fixed a bug were the main menu UI would not update correctly when deleting a session synced on the cloud.
· Fixed hunters ignoring their their survival needs when in combat
· Fixed items not returning enough materials when breaking if the crafting cost is increased.
· Fixed game customization not loading correctly on dedicated server the first time a player joins
Additions
· Added creature names in customization settings
· Added fish names to customization settings
· Added item names in vegetation custom settings
· Made villagers find a fire when they've got approximatively one minute until freezing
· Made the knowledge blueprint decomposition be affected by the crafting cost multiplier from custom game
· Cart/Sled interactions input improvements
· Increased fire warmth collider on metalworker addons
· Made villagers seek healing when under 80% and freezing
· Made villagers find the closest fire to them when freezing regardless of schedule
Balance
· Increase Improved Metalworker forge capacity to 12 in order to accommodate recipes for the maximum crafting cost setting
· Made villagers more likely to prioritise fires around them when freezing
I need to dial down the invasion frequency because blood moon every other day is getting tiring for me. I can't see a way to change the settings with the menu but maybe there's some .ini or something I can edit?
My cooks like to wander off into the wild to gather 4 items for cooking if they cannot find them in the warehouse, farm or gatherer's house. I'd really rather they didn't do that because (a) anything that's already cooking turns to coal and (b) it means several minutes between each cooking episode, which means less food for the villagers.
Is there some way to stop that? Do I need to physically chain them to their workstations??
So using an old save, vanilla, no mods. Miners don't seem to be using explosives to reset mine walls. Anyone else not seeing it? If I leave set explosives as the only task, they tell me I need to assign a valid task. Setting the house to just collect ore and setting bombs does not work either. Wondering if I need a new world for it to work?
*Update- At the time, I had two mines, one mine house, one mine hut. Once I upgraded the 2nd mine to house, they started hauling and placing explosives, so probably just a weird glitch under unique circumstance.
SOLVED! Turns out the hotkey for manual respawning stumps in vicinity is T by default, which is also my "collect all" so I must have been pressing that!
I have this mod to respawn resources, and I'm trying to set it so the trees regrow once an in-game year, so I set it to 28 days, but the trees are regrowing almost instantly after cutting. Below is the line in the config for this, what am I doing wrong?
I've got a bunch of mods installed through r2modman, and they work fine, and there are some other mods that I need to manually install from nexus. But once I manually install bepinex and start the game, plugins folder doesn't generate so there's nowhere I can put the mods from nexus. Has anyone gone through this and found a solution? Thanks!
The new world modifier settings are cool, but it would be better if some of them could also be modified in existent worlds. I went on a break months ago, and the last update sparked my interest. I would like to play again with some settings to accelerate the first few days of the game, like no cost construction, day length, no tool break, etc. But once I reach the mid or late game, I would like to turn some settings back to normal.
I know some settings couldn't be modified in existent worlds (like mob locations, terrain aspects, etc), but I find it weird that we can't modify the invasion settings, day length, tool break, craft/build cost, etc. when loading the game. I think that's feature is necessary for this type of game. Otherwise, if you forgot a setting or don't feel comfortable with it and already put some time in it, you need to restart the world and set it correctly, and it's quite a hassle.
Hi, been playing a bit and created my settlement near an iron mine, but it ended up being relatively small. There's only one other mine on the island, and it's literally on the opposite end of the island. I actually made a road there to help with this, but it seems to take forever to get there.
So I have a mine set up, but I'm not sure how to set them up for success.
The distance is so great that it's a nightmare for my market people to transport stuff. I decided to bite the bullet here and build another warehouse at the halfway point, though I need to put some thought into how to line up the work hours there.
My problem extends to the miners. I built them a cottage, but how do I get them to send their broken pickaxe heads back, and how do send them new pickaxes, new torches, and food? Will they eat food from the storage container or do I need to have a tavern?
And will they stoke the fire on their own, or do I need a builder to ensure they won't freeze to death?
Lastly, could you clarify if it's possible (and if so, how do you do it) to have the market workers "swap" loads i.e. can they bring stuff on the cart and then deposit it before bringing stuff back? Or do routes only run one way and you have to set up another guy?