I wrote this guide for version 0.231. I may have left out some small steps like reminding you to collect clay.
Don’t auto supply every task as soon as it becomes available. Your villagers will interrupt doing things like clearing hay at inopportune moments due how their work priorities and auto supply work. Instead, queue up lots to do at once when you notice a work stoppage or when you think that your stores are getting low. Like queuing up 200 straw to be made at the threshing station or turning logs into 200 branches in one batch or making 100 nails in one sitting. After your first year you can set villagers up to be more self-sufficient but less efficient by auto supplying those tasks that I mentioned.
If you are regularly relying on the ! priority setting by clicking the priority number you are making villagers drop whatever they are doing to do the task immediately. Over reliance on that priority setting is an indicator that you might need to re-arrange your villagers’ skill priorities.
You don’t need to place stone roofing above a fireplace. Roofing only catches on fire if something like a stack of straw is burning near it.
Windows are sealed so don’t worry about losing heat outside to them.
Dirt roads might seem useless to make as at first glance its only a buff of 11%. But consider this. If you are surrounded by gra*s that gra*s will hamper movement down to 56% of the normal rate. Clearing the gra*s will increase the move speed to 77% of its normal value. The dirt road will prevent gra*s from coming back and will take only 2 units of time to place for that 11% speed bonus. Allow me to reiterate that is a jump from 56% > 111% just for placing dirt roads on gra*s and 77% to 111% for placing dirt roads on dirt.
Winter leaves your roads covered in snow which negates any speed buff they provide. You can offset this by building roofing over the road however it will then start to accumulate dirt and mud as it no longer has the rain to wash away dirt. I believe dirt and mud only affect the road’s environment score.
If you find yourself with a glut of hay seeds and need more straw fast without having to thresh hay or oat sheaves it to get it, just break it down through the UI. Click on the stack of hay and hover over the button in the bottom left for breaking it down and it will show you how much hay you will get if you decide to go through with it.
Are you upset that you can only queue up 1000 mushrooms to be dried at a mushroom drying rack? Just set it to dry 20 and set it to repeat.
On the topic of mushrooms if you leave a stump in the ground mushrooms might grow up to a density of 9 compared to just 6 next to a healthy tree. It also leaves you with a closer source of logs during the winter if you dig up the stumps during winter.
If you need to find a specific farm animal simply click on the hand left of where all your villagers are on the UI at the bottom left. It will then show all your farm animals.
100% fish bodies of water can sustain 10 eels and 2 fish being fished out of them per day.
If you want to see how much reputation you are gaining or losing before a guest or worker or merchant leaves the area simply look at the top left information box.
If you manage to click a fertile egg you can set it to become a regular egg with x and you can have an egg worth 1000 food. However if you wait until the egg hatches and produces a chick that chick can be turned into 5 meat which is worth 2000 per meat if smoked and can be cooked to be 3000 food per meat.
Grown pigs give 60 meat and 8 hides when I slaughtered it. A juvenile pig provides 40 meat and 5 hides. Well worth the purchase if the merchant happens to be selling one.
If you double click an item it selects everything on screen. If you shift click an item it selects everything of that type on the whole map. If you ctrl click you add an item to the current selection.
The best way to make money is cut stones and smoked meats.
Below is a screenshot of flax at the top left when flax is at 10/10 growth. It looks taller than the gra*s in the bottom right and it also has small puffs of white when gra*s does not.
The screenshot below is what flax and gra*s looks like with advanced shaders off. The gra*s is the bottom right part with multiple blades of gra*s and the flax is the top left part with two plants.
Flax is going to be harder to find when its is at 0/10 – 5/10 growth such as in the first couple of days of spring. Here is a screenshot of 0/10 flax
and 0/10 flax without advanced shaders
When all else fails you can go hunting for flax by hovering your mouse over plants. It will show in the top left whether you can extract hay or extract flax from a particular square.
World generation and choosing your villagers
Set the world settings to +1 forest, +1 gra*sland and +1 wildlife.
If you want to use a map seed I recommend 151818161. It features a spawn point surrounded by gra*s and a nearby 100% fish lake. In fact there is so much gra*s I had issues finding flax and oat after the first winter. The largest and closest patches of those are located south and south east of the spawn point near the map edge. Keep in mind that rabbit and fox placement is different despite using the same seed.
Don’t be afraid to re-roll the characters for this scenario. You might think that you are going to need that money to buy food in the winter but let me tell you that when the weather gets to -30C you won’t be seeing merchants. If you want to reroll all the characters at no cost click the orphans button.
In terms of skill spread you don’t want 3 villagers that all hate crafting, building or hauling. You will have a bad time no matter how many good traits they have. And hating hauling is the worst of them all. Repair is used for things like tending fires so don’t have a village full of repair haters but it is a task that doesn’t last very long. At least when they are re-igniting cooking fires.
I recommend having 1 chef, 1 resource gatherer and 1 craftsman. The chef should have cooking, repair, crafting, building or hauling proficiency or enjoyment as these are all skills that keep the chef close to the base. The resource gatherer will be off gathering materials so they should have mining, harvesting (which will affect gathering straw), lumbering, hunting and building proficiency or enjoyment. The craftsman should have gathering, crafting, clothesmaking, and building proficiency or enjoyment.
Here’s my ragtag group of misfits.
Summer day 1 year 1
Welcome to your new home. Or grave. Gravehome sounds like a good village name.
For your skill a*signments you will want to disable all the skills that cause unhappiness. Then you will want to break down who will be doing long range tasks and which ones will be staying in the village. I roll with 1 chef, 1 resource gatherer and 1 craftsman. The chef can stay in village and have high cooking, repair, crafting, building as these are all skills that keep the chef close to the base. Keep hauling higher than harvest, mining and hunting. The resource gatherer will be off gathering materials so they can have mining, harvesting (which will affect gathering straw), lumbering, hunting and building higher than their other skills. The craftsman can have gathering, crafting, clothesmaking, and building higher than the others and is more of a mixed bag in terms of travelling to gather berries and sticks or stones or staying in village to craft. You can have these skills I mentioned in a different order depending on whether they are proficient or gain happiness when doing those tasks but make sure mining is the higher than harvesting and lumbering on your resource gatherer. Otherwise they will be mulling about camp when they should be off getting iron. And if gathering isn’t highest on your craftsman you might find yourself without berries at a crucial moment leaving you setting something to priority job status which will make everyone drop what they are doing and go gather berries. You will also want hunting highest on the resource gatherer even before mining as eel traps need to be collected in the morning to have enough food to get through the day.
Below is a screenshot of my skill a*signments. Symon is my chef, Bess is my resource gatherer and Nathaniel is my craftsman. You might notice that the stats in the screenshot are higher than what they start with. I had to tinker with the skill a*signments a couple times as I was playing because I was finding that nobody was gathering food or sticks or stones. Or that my mining wasn’t high enough on the priorities listing to get done when I needed iron.
You will want to take account of which bodies of water nearby have fish in them. Hover over the water on the shorelines of them and the top left will show a stat like Fishing: 100/100%. 100% bodies of water can sustain 10 eels and 2 fish being fished out of them per day. In the beginning you only have access to eels though so fish up 10 eels.
Gather 30 berries (each bush will have 5 berries near the spawn point), sticks and stones. Place a food stockpile. Place your drinking, washing and sleeping spots. Once you have the ingredient stockpile made and have found a large stone, turn off large stones from being hauled to it. Make a work zone and auto supply 2 sickles. Clear gra*s near the shore and some of the reeds. Build a thresher. Turn off gathering hay seeds for the food stockpile if you have threshed any hay. Make an eel trap. Set the eel trap to catch 10 eels and then wait until tomorrow and set it to repeat. Make a fireplace and make sure there is no gra*s or trees or reeds within the red radius. I placed mine on the shoreline. Make the cooking fire auto supply 50 cooked eels. Disable raw eels from the food stockpile. Place a flammable blocker stockpile around the cooking fire. Try to auto supply 1 stone hoe before bed.
From now on you should keep 25 berries stockpiled until fall. Or have 2 days worth of food. It is also a good idea to check when your eels are going to expire and leave your orphans hungry.
Summer day 2 year 1
Finish off the stone hoe. Make 2 poop holes. Preferably spaced far enough apart that you can fit a 3×3 farm plot over each of them. Like the below graphic.
Auto supply a stone axe and auto supply 20 twine. Build a clothes zone while waiting for the stone axe.
Time to plan where to place the house. Also time to decide whether to preserve nearby berry bushes or tear them down in the name of progress.
And don’t go thinking that making sleeping mats before the house is a good idea like I did one run. Sure, the sleeping mats provide an extra 3 sleep and 1 health per second and also stop cleanliness from reducing while sleeping. But the main difference is the house leaves you not having to deal with productivity tanking after they sleep in the rain. You also won’t have to deal with the ongoing “sleeping outside” debuff (-500 mood max and -2 sleep) until you manage to build a home.
So, when considering where to place your house I recommend a spot where its closer to any rabbits on the map while close to your stockpile of goods. If you need to see the rabbits easier turn on the temperature overlay. If you were considering keeping the house right next to the water to easily harvest eels keep in mind that water will freeze during the winter. Your eel traps won’t be of any use then. However, you can still ice fish during the winter. It just requires a fishing spot. The problem with the fishing spot is your villagers will likely have a low hunting skill which will translate into spending an exorbitant amount of time trying to fish up a single fish and they won’t tear themselves away from their riveting experience to satiate their needs. Needs like warming up after reaching 0 warmth. It also requires 5 nails to make in addition to 10 twine and 20 branches. So, If you are on a map with a smaller deposit of iron deposit you need to keep that requirement of nails in your mind. All in all I see hunting as the superior option in the winter as you get hides which you can use to make your villagers warmer. Ice fishing is more like a small supplement.
I am going to place my house in the middle of the gra*s field that I am in as it is still relatively close to the water and my storage while being nearby all these bunnies.
For the house size I recommend starting with a 5×7 design which will leave enough room inside for 6 sleeping zones and 3 tiles for other tasks. Tasks such as, one tile for a hide shelf (the storage one not the hunting one called a hide rack), one tile for a meat rack and one tile for a serving basket. Don’t feel like you have to build all these storage things right now.
You are going to need a lot of straw. I recommend using the UI to break down hay into straw so you don’t end up with thousands of hay seeds, and save time compared to threshing the hay into straw. Keep in mind you should keep 1000 hay seeds in order to feed the chickens during the winter as well as grow some new patches of gra*s in the spring if you are not surrounded by gra*s like I am. If you need to stockpile less seeds to save time I only ended up using 400 seeds all winter for chicken feed for 6 chickens. But since hay seeds stack to 500 per square you might as well aim for 1000 hay seeds.
In order to speed up protection of your villagers and their seeds from the rain I would recommend this design.
As you can see I am just building the walls and roofing to cover the essentials from the rain in the night.
When you manage to gather your first logs set your stockpile to deny logs so they don’t try to gather logs each time they cut a tree down and drag it to the stockpile that is 3 feet away.
Summer day 3 year 1
Continue building the house. Once you get a dump stockpile place two so that you can fit a full 3×3 farm plot around them like we did with the poop holes.
Place a butcher block next to your food stockpile and pause construction of it. When you place a station next to a stockpile it will dump its resources into that stockpile. Also create a corpse stockpile on the other side of the block and disallow human corpses.
Once the house is built focus on making sleeping mats for your villagers. And by house being built I mean the 4 walls I recommended building with the roofing above the beds. They can slowly finish the rest off as you get more straw. Oh and remove those sleeping spots not under the roof.
Once the sleeping mats are done, work on making a meat rack and a serving basket under the roofing.
Summer day 4 year 1
While the house is being built clear some paths from your house to the stock pile while avoiding berry bushes and trees. Or pave over the berry bushes. Your choice. Since you will be needing hay clear some of the path from your house to the iron ore deposit on the map. Take note of where your villagers path to get to the iron deposit and make a dirt road to lessen that villager’s travel time in that direction. On my map they loop around the north side of the lake to get to the iron to the south east. There is also a deposit on my map seed to the west but I didn’t end up mining it. There is no need to make the path all the way to the iron. Just enough to get through all the gra*s surrounding the base is good. I prefer to go around berry bushes and trees. Also if you build a road on top of a tree it seems like the clearing of the build site of the tree overrides forbidding of logging by the builder.
I wrote extensively in the tips section on why it is a good idea to get some dirt paths built even though they are just dirt roads. Give that a read if you feel like it.
Summer day 5 year 1
Once the house is fully built auto supply a stone pick and 2 flutes afterwards. Once the pick is created set your gatherer to be the owner of it to prevent the other villagers from using it. You can do this by clicking on the villager clicking the lock and key icon at the bottom left and then clicking the pick. Or, click the pick. Click the lock and key above the pick icon and click the villager. Mine the iron on the map. The iron deposit on my map is located to the south east and there are 26 tiles of it. Since iron is generally located far away from the village you will want to keep an eye on your resource gatherer’s location and the time. If its the evening you will want to make the miner take the rest of the day off to recuperate and get back into the village on time to attend to their needs.
Summer day 6 year 1
Harvest gra*s and cut down trees close to the south side of the house in order to place a cooking fire there in the future. Dig up some clay then build a charcoal kiln next to the ingredient stockpile. Disable clay in the main stockpile. That charcoal kiln doesn’t shoot out sparks so don’t worry about causing a fire. Auto supply 30 charcoal. Build a kiln next to the ingredient stockpile. This also does not shoot out sparks. Auto supply 50 clay bricks. Make a bloomery near the water and put down a flammable blocker stockpile. Once you make an iron ingot with it block iron ingots from your main stockpile as they don’t need to haul it 3 feet from the output to the main stockpile.
Summer day 7 year 1
Once 50 bricks complete the villagers should get started on that bloomery. That and provided you have 100 clay on hand. Auto supply 30 iron ingots. Once the first batch of ingots come out make a timbery on the side closest to the ingredient stockpile. This will let you turn logs into planks or sticks. I highly recommend making batches of 200 sticks as needed because you don’t have the time available to keep gathering branches in batches of 6 off of trees when you are like me and probably have a ridiculous amount of logs that can be quickly turned into 20 sticks per log. I also recommend manually a*signing sticks to be made so that your craftsman isn’t interrupting whatever they are doing to head back and make a batch of 20 sticks once they are lower than whatever you might set the threshold to be. There might be a more elegant solution using the station’s daily repeat mechanics but by year 2 I usually just a*sign sticks to be made using auto supply.
Summer day 8 year 1
Queue up some stone brick wall to be made on the south side of your house where you cleared out the trees and gra*s. This is going to shelter your cooking fire so don’t make this wall out of hay or wattle. Also, put a hay roof over it. The only way that a roof catches on fire is if something on the ground catches fire other than a fire source. Like a bundle of hay.
See my base layout. I took this screenshot before I placed the hay roofing.
Make 2 sacks at the clothing zone. Don’t bother auto queuing more as it will drain your straw supply in order to make sacks for fertilizer. Instead just make more chamber pots at the kiln whenever you run out of pots for your toilets. If your new covered cooking fire spot has anything flammable within range don’t bother moving the cooking fire until its gone. Try moving items in the area with a flammable blocker stockpile.
Queue up 1 clay jug to be made at the kiln.
Summer day 9 year 1
Your resource gatherer should be finished mining the iron deposit and the new cooking spot should be fire free. If logs are occupying your fire zone remember that your main ingredient pile has logs disabled. Make a new ingredient pile near your timbery that only contains logs. Move the cooking fire once the 10 eels are caught and cooked. Queue up 6 sack cloth shirts to be made.
Summer day 10 year 1
Last day for berries to be worth gathering. They will slowly go from 5/5 to 0/5 per bush in fall.
I got low on sticks so I queued some to be made at the timbery. I also built a 1×2 area in the same room as the cooking fire to temporarily keep the seeds dry while waiting on the next building. Next on the list is the chicken coop/mushroom drying area. It will be a 4×7 addition to house your chickens and dry your mushrooms. Since your orphans will probably be stretched thin around this point just make enough roofing to dry any potential mushrooms instead of trying to build the whole roof in one go. I also lowered the priority of the wattle walls down to 4 and left the roof at 5.
You will need to gather 50 mushrooms in order to make the drying rack and you probably won’t have unlocked that idea until day 2 or 3 of fall. There should be 2 spots with 6/6 mushrooms to the east and south west but since it’s still summer there likely won’t be much to gather mushroom wise. But once you do unlock the mushroom drying racks space out 3 of them within the selected area in the above screenshot. By space them out I mean you will be placing two serving baskets in between them later on. See fall day 3 to see what I am talking about in terms of where to place the mushroom drying racks if you need more clarity. Work on finishing off the chicken coop but you might not get it done until day 2 of fall. Also, remember to build a critter door for the chickens to go through. It will also provide light so no need to make a window into this room.
Fall day 1 year 1
Its going to start raining almost every day soon. You may want to queue up some threshing of hay to avoid not being able to thresh during the rain. If your villagers are waiting around with nothing to do you may need to read ahead for more stuff to build. Or you could deconstruct more hay into straw and not get the 1000 hay seeds I recommended getting earlier in this guide. But now that I think about it, you could cut down reeds to get straw during the rain instead of waiting for the thresher.
Build a second serving basket for the mushrooms and dried mushrooms. Put it in between where you are going to build the 3 mushroom drying racks that way they will empty straight into the serving basket. See fall day 3 for the positioning of the mushroom racks and serving baskets. Make some planks. Make a smithy. Put down a flammable blocker stockpile around it. Make 1 more clay jug. Make 100 nails. Don’t auto supply the nails.
Fall day 2 year 1
Your chicken coop / mushroom drying area should be finished. Make 4 animal beds for the chickens. Gather more mushrooms in order to unlock the mushroom drying rack. Clear more hay in order to get more straw and hay seeds. Do this by clearing gra*s around your house as you will be making one last expansion to the southwest corner of the house before winter comes. Once you stockpile about 100 stone in your main stockpile turn stone off of your ingredient stockpiles. This way your villagers aren’t hauling stone they don’t need to be hauling from way over where you were digging out iron. Build a vacancy sign and once its done hide the sign to prevent travellers from showing up. Queue up 6 sack cloth coifs to be built. Build a vent from the cooking fire room to the sleeping area. The oldest baby should grow up to be a juvenile at the end of this day. Check their traits, a*sign their skills and disable the skill that they dislike. I just gave them building as the highest skill followed up with their favourite skill and repair third. Having them do anything else is a waste of time right now because they are so unskilled and you need a builder to drag those large stones from your iron dig site to make signs. You might find more large stones at a closer rock deposit by using mine mountains on it. I would in that scenario send this newest member of the workforce to mine out large rocks as your resource gatherer is probably better off scrounging about for more straw.
Fall day 3 year 1
Build a workbench in order to unlock toilets and to build stone tools faster. Move your hay seed stockpile from the cooking fire room into the chicken coop. Build a water dipper in your cooking fire room. Once that workbench gets made deconstruct the work zone that you were previously using to craft stone tools. Queue up 2 chamber pots at the kiln. Place 3 mushroom drying racks in the chicken coop/mushroom rack room. Also get started on building an outhouse for your villagers. Make the walls out of wattle but don’t bother putting a roof on the outhouse just yet.
Fall day 4 year 1
Queue up 6 sack cloth tunics. Move your serving basket in your sleeping room into the chicken coop / mushroom drying room. Once your mushroom drying racks get built auto supply 1000 mushrooms. Gather mushrooms.
Fall day 5 year 1
I had 9 days worth of food at this point and 195 undried mushrooms. Queue up 6 sack cloth bottoms. It was raining for me so I deconstructed some hay and queued up reeds to be cut. Queue up 100 more nails to be made. Construct a trading post sign. Finally finish constructing that butcher block near the food pile as you may need to start slaughtering baby chicks to supplement your food supply and keep their population down. I only constructed 4 beds for the chickens in their coop when I finished the building and I am now making 2 more. Build a water trough for your chickens.
Fall day 6 year 1
Once that butcher block is built make a hide rack (its locatedin the hunting section of objects.) It requires a dry area so place it in your sleeping area. Once that gets completed make a hide shelf to store the hides you get. Queue up 30 cooked meat at the cooking fire once you butcher an animal. Here’s your biggest task so far… 300 straw total for 6 sack cloth cloaks. I hope you’ve learned by now how to acquire straw. Make sure you’re not trying to get hay from where your chickens are feeding. I’m not quite sure if the game takes into account how short the gra*s is while determining harvesting speed but its a bad idea to have your chickens grazing further from their coop than they need to.
Keep in mind you still need straw to cover the south west expansion that you should slowly start building. Oh and you also need to stockpile straw for the winter for the chicken bedding as that requires replacing as the chickens use it. Just letting you know that you need to stockpile straw now so you don’t use it all up crafting frivolous things like straw beds. Back in my day we slept on the ground and endured -5 cleanliness per second.
Fall day 7 year 1
Your oldest orphan will become an adult this day. I still have 10 days of food. Build a second cooking fire in that south west expansion. Make sure the walls are made out of brick before placing the cooking fire and remember to place the flammable blocker stockpile. Finish off the second cooking fire. Make some vents so the heat transfers into the chicken coop and the sleeping area. Auto supply a simple bow into existence. Build a grain trough for your chickens. Gather mushrooms. I mean just a*sign a large area where they are growing the densest and let them have at it.
Fall day 8 year 1
Need more hay and straw? Dig out a dirt path towards those mushrooms that you’re gathering. Make a meat smoker and a bathtub in the southwest room. The bathtub isn’t necessary for survival but I dislike letting my villagers run around with 0 cleanliness all winter. I feel like it increases the chances that they get the sickly trait when they grow older. I could be wrong though. Make sure your south rooms have windows and don’t place straw windows within the cooking fire’s radius as they are flammable. Rea*sign your fourth villager to haul if there is nothing left to build. Queue up 200 sticks to be made at the timbery. Your goal is 1000 sticks for winter.
Fall day 9 year 1
594 dried mushrooms and 331 mushrooms. 412 hay and 58 straw. 154 logs. 286 water jugs. Make sure your buildings have roofs. Like the outhouse. Set your eel trap to catch a whopping 15 eels because its about to freeze over and reduce the fish percentage in the lake to 66% max. This, combined with a low hunting score, will result in slow fishing speeds at a fishing spot.
Fall day 10 year 1
830 dried mushrooms, 334 hay and 249 straw. Screenshot below for proof.
Double check that your vents are placed. You don’t want your guys freezing at night because all the heat is trapped in the small rooms the cooking fires are in.
If you can find the time and its not raining queue up an iron pick to be made. This will be used later to make a masonry. If you can’t find the time then just leave it until winter. The masonry will allow you to build a well. You can boil water at a cooking fire to make clean water instead though. It requires a lot of water to maintain a bathtub at this step of the game and a well makes it easier on your family so I am going to try building it during the winter when conditions are less favourable to being outside.
Set the eels to catch 25. The game saying 23 days worth of food is a bit inaccurate to go by as there might be a large portion of cooked eels that go bad. But its noteworthy nonetheless considering this group’s beginnings. I plan on getting more straw. Auto supply 50 smoked meat at the meat smoker. Turn back on logs in the ingredient stockpile near the timbery. Forbid everything at the iron deposit location if it is far away from the base on your map to prevent villagers from trekking across the map to pick up 5 stones or something silly. If there is a lot of things to select you can double click an item and it selects everything of that type on screen. If you shift click an item it selects everything of that type on the whole map. If you ctrl click you add an item to the current selection.
A fox wandered into camp and there are 4 foxes on the map which have 0 for hunger (I think theyre currently bugged in regards to hunger). Looks like I just got some free meat and hides in time for winter.
Winter day 1 year 1
Here’s another snap shot of my village with the food inventory showing in the morning.
But enough self-congratulations. There is a winter to survive. First things first, open up the inventory and click the corpses icon. This menu will show what rabbits have died of natural causes and are still able to be butchered. If a rabbit is listed here you can click it and then un-forbid it to get a villager to haul it back. Keep in mind that as the days go on it will get colder and the villagers won’t be able to travel as far away compared to the beginning of winter. Since no rabbits are listed here in my game I went looking for some senior rabbits to hunt nearby the base. The meat is not the primary goal. What is the primary goal is hides to make fur clothing. So turn on the temperature overlay and find some senior rabbits.
Boil some water manually at a cooking fire. Queue up 1000 water to be boiled on each cooking fire. If you need more cooked meat instead of smoked meat you could always tear down the wall between the two cooking fires and place a third cooking fire and raise its priority to match the meat smoker. What I did though was tear down that wall and place a flammable blocker so that I had more room to store water. Make extra jugs at the kiln. I found that it was sufficient to have 3 jugs at the start of winter but having more is better. (Martynap pointed out in the comments that the jugs will display their water level and that gets added together at the top as the overall water level. I had thought the game was simplifying the number of jugs being used.) If you have any external food stockpiles make sure that they don’t have liquid water enabled or your villagers will store water out there and it will get frozen eventually.
Make sure that the cooking fires have flammable blockers instead of just blocker stockpiles so the melted water jugs are able to occupy the free adjacent spaces. If you need 3 more spots within the house for something (like more liquid water) you can move the mushroom drying racks outside. Remember the bathtub requires 200 water to be in clay jugs in order to be filled.
Set all the chicken coop bedding to boosted priority along with their water and grain troughs.
I recommend building a fishing spot to catch 1 fish from the lake that we’ve been eel fishing from. That spawn lake normally has 100% fish stat. It will now be down to about 30/66% after all the fishing for eels that I ordered and due to it being winter. You should also re-adjust the eel trap to just catch 10 eels again instead of 25. You don’t want to forget and fish the lake down to almost nothing in spring. This fishing spot isn’t necessary though as your worker will get very cold while working there and likely reduce their health while working there.
Make a single iron pick (if you didn’t make one at my suggestion earlier in the guide) and use it to make a masonry. This will let you make cut stones which can be used to make a well (keep in mind the well is going to require its own iron pick so if you don’t have the iron you will need to buy some or deal with boiling water for drinking and bathing). If its too snowy to make a pick at the smithy then get started on making a shelter for the smithy. Make just enough roofing to cover the blue circle of the smithy. The well is going to require 20 cut stone and each large stone can produce 2 cut stone. So mine a bit of stone nearby and keep an eye on the miners temperature gauge. Disallow cut stones from being hauled from the masonry to the main stockpile.
Queue up 6 fur hats.
Auto supply your stone tools to have 2 of each on hand.
If you are floating 300-400 gold at some point during the winter you should start buying oat sheafs and flax for processing when the thresher is able to be operated and you have storage space for the seeds to not get snowed/rained on. You might be waiting until day 4 of spring before you have everything ready. Or you could move the thresher into a nearby part of the mountain that you dug out to process the oats and flax that you have if its close enough.
Winter day 2 year 1
Check for rabbits that died of natural causes. Queue up some clay as you will be making brick paths outside. Brick paths won’t help during the winter but will make spring easier to deal with. The reason brick paths wont help is that they are covered in snow. Set the clay bricks to auto supply 400.
Whenever you finish the brick paths upgrade the walls of the bedroom to be brick. (I tested this during my second winter because I’m a madman and was running out of things to do during winter. Whats that called again? Cabin fever?) Don’t do this upgrade right before bed though as it will make the room cold during the upgrade process and take time to re-heat the room. Also, upgrade the flooring throughout the house to gravel. This will change the room’s environment score from -205 to 80. I don’t recommend making this starter house have anything better than gravel flooring as it will require either cleaning or precious straw for floor mats. And floor mats only have 20 uses to them before they need to be repaired.
Winter day 3 year 1
Spent most of this day getting my water situation settled, hunting rabbits, digging clay and checking on my charcoal kiln.
Winter day 4 year 1
The temperature dropped to -24C with wind chill. I a*signed some flooring to become gravel floor as I had something like 300 stone before I a*signed the task. Your fifth and sixth orphans will become juveniles during the night. Re-arrange their skills and disable what they don’t like.
Winter day 5 year 1
The temperature outside reached -34.2C with wind chill during the night. It went up to -24C during the day. I got the first traders of the winter. I bought some berries and sold some chickens. I a*signed some brick roads to be made outside.
Winter day 6 year 1
I sold a lot of smoked meat, bricks and other things and bought all the straw, oat sheafs and flax sheafs a merchant had for sale. By evening I had 6 fur hats already made and enough hide for 2 fur tunics. I also decided to hunt a couple almost-senior rabbits for their fur.
Winter day 7 year 1
-21C with windchill outside. They finally started building the well. There was finally a rabbit dead of natural causes that I sent someone to go haul. I bought a pig for 28 gold. It provided 60 meat and 8 hides when I slaughtered it.
Winter day 8 year 1
-11C outside with windchill. It got up to a balmy -4C so I set the fishing spot to catch 2 raw fish and wait until next day on repeat.
Winter day 9 year 1
-5.8C with wind chill. Your second orphan will become an adult. Check whether they’ve gained any traits. I decided to have my villagers mine out a bit of rock in a nearby rock deposit. My 6 fur tunics are completed.
Winter day 10 year 1
-6.5C with wind chill. Make a tailor bench and a structure to house it from the rain. You will need to get enough flax by summer to have a full set of linen clothing for your villagers. I recommend making it near a large stone deposit so that its easier to haul large stones for the ceiling. Or you could build it closer to the farm and water that way hauling flax is quicker.
I made it a 6×6 area and I will be using large stone ceiling for the outside ring and the inside part of the ceiling will have tile roofing. See the below image if I am not doing this structure any justice with my instructions.
You may notice that the tailoring bench is not fully covered by the roof. This is because it counts as not in the rain just because the place where the villager stands is under the roof. Once the tailoring bench is complete break down the clothes zone.
Queue up 100 more nails.
Spring day 1 year 2
Make a room that is capable of housing a worker and can also serve as a room for making babies. You will need room to house a double bed, 2 water dippers, a bathtub and a cooking fire as it will also house some utilities. It may also need enough room for a bed if a baby gets born. Place a floor mat outside the door of that building as you’re going to put down fancy tiles for the flooring. For the roof I used tile roofing as they require the least amount of nails while not using up the straw. Queue up some reeds to be planted and lower their priority to 4. If you manage to buy some berries plant berry bushes. Turn off the fishing spot for now as you’re likely swimming in food and fishing up 1 fish at a time isn’t worth the effort right now.
Spring day 2 year 2
Construct a second charcoal kiln and kiln. Get started on plowing a field around the poop holes and 2 dump spots. Dig out the eastern mountain if you’re playing along with my map seed. You’re mainly digging for large stones but iron is nice to find too.
Spring day 3 year 2
Build a job board and finish all those other tasks. Start making sacks at the tailor bench for fertiliser. Start threshing any flax and oat that you may have purchased in the winter. It was raining for me so next day I’m going to move the thresher into that covered area I was making for the clothing.
Spring day 4 year 2
Move over that thresher with ! priority on the moved location to get them to move it right away. Also ! priority the thresher once it is set up. Planting oats and flax requires an iron hoe. So make sure that you’re buying more iron and digging up a mountain to search for more. My current bottleneck is converting iron into iron bars so I made a second bloomery.
I think I need to make a gong place for just chamber pots. I got 13 of the things. At least they’re finally getting emptied out at the compost.
Spring day 5 year 2
Assign a 3×6 area of flax and a 3×6 area of oat to be grown on the tilled soil. Build 2 flax rettings in the water. Your job board will likely get completed today along with the room for that worker.
Spring day 6 year 2
Keep an eye out for workers arriving. The flax dressing should get unlocked once the flax cures on the flax retting. Build that and make sure you have enough nails by queuing up 100 more. Also disallow cured flax stems from your main stockpile to ensure it gets hauled to the tailoring ingredient stockpile. Auto supply 1000 flax fibres once the flax dressing gets built.
Slowly start replacing the sleep mats with straw beds over the next couple of days. Do this in the mornings in order to avoid workers being too busy to get around to making the new beds.
Spring day 7 year 2
I had a job seeker show up with the heavy sleeper trait, she had aptitude in hunting and enjoyed farming and hated building. I hired her. I gave her ownership of the deluxe suite.
When the flax fibres get created allow them to be piled up over in the tailoring shed’s ingredient pile and disallow them in the main pile. Build a spinning wheel. Once that is done auto supply 1000 linen hanks. Again fix the ingredient stockpile settings for linen hanks. Follow that up with building a loom. This will require 40 planks so auto supply 50 planks at the timbery for good measure. Build 1 linen cloth at the loom. Again, fix the ingredient stockpile settings for linen cloth. Don’t auto supply linen cloth. You still need some linen hanks to make clothes so manually make some instead. Start with linen coifs then move onto linen bottoms (as that has a higher mood difference from sack cloth bottoms of 700 than linen shirts from sack cloth shirts which is only 600), and finish with linen shirts.
I built a coal and and ash bin next to my charcoal kiln. If you set them up like this:
Where K is the charcoal kiln, C is the coal bin and A is the ash bin they will auto pile inside the bins and be protected from the rain.
Build 2 more toilets attached to the existing outhouse or make an outhouse closer to your iron mining site.
Spring day 8 year 2
Build another flute or two.
Spring day 9 year 2
By now I have 7 linen coifs crafted. The flax that I planted is about to be harvested. Wild flax is still at 3/10. Finish off making straw beds for everyone. That worker was ready to join the family so I did that. That frees up a single bed in the main sleeping area now that the couple is occupying a double bed. A guy asking for 50 gold a day came in to the village so I had to see why he was asking for so much. Apparently he has level 10/14 mining and 4 in almost everything else. He’s pretty old though.
I managed to get an lamb so it looks like its time to build a barn. I built it attached to the deluxe suite.
Spring day 10 year 2
8 linen coifs and 7 linen bottoms by the end of the day. The rest of the game should be smooth sailing from here on out. Good luck.
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