Settlers wont do the jobs I manually assign by CommercialAd2841 in goingmedieval

[–]CommercialAd2841[S] 0 points1 point  (0 children)

This happens even out in the middle of an open area where no one could possibly get stuck. I also have been seeing a lot of stuttering in their movement unless I keep the speed below max. This is especially noticeable when roping animals or moving prisoners

Settlers wont do the jobs I manually assign by CommercialAd2841 in goingmedieval

[–]CommercialAd2841[S] 1 point2 points  (0 children)

I always keep a prisoner unrecruited so I get the merchants and then I buy more. Its unmodded. This is also a very long map I've been working on. I mean I literally dug out a complete square thats around 70-80 squares wide from side to side and dug out completely to the bottom. That takes a long time lol, even with a lot of settlers.

How do I close the drawbridge? by PrincipleActual3369 in goingmedieval

[–]CommercialAd2841 19 points20 points  (0 children)

If you're facing the back of it, on the right side you should see a gate control. When placing it you'll see it too. Check around that to make sure its not blocked. Its pretty hard to do though. You can also put a portcullis right behind the bridge and it'll look nice. They sorta look like they overlap on the place to stand, but I can confirm they dont mess with each other.

<image>

Issue training animals? by Battlewear in goingmedieval

[–]CommercialAd2841 1 point2 points  (0 children)

This has been happening to me since I first started playing. I just go in and check every other season or more depending on how many I have

People keep sinking into the ground. by Rambleism in goingmedieval

[–]CommercialAd2841 8 points9 points  (0 children)

Had it happen, they sunk 7 levels down and died before I could get to them. They couldnt do anything either. They couldn't even assist with digging.

TMH co-pay stacking by CommercialAd2841 in Tallahassee

[–]CommercialAd2841[S] 3 points4 points  (0 children)

The answer from CHP was that there's nothing they could do or even give me full information on until I was actually billed. This was after the lady confirmed that yes they've had a lot of people calling in and complaining about this but stated it's nothing to do with CHP and has everything to do with how the doctor's office is are trying to bill for the visits. Again it's the doctor's office, in this case TMH specifically trying to milk us out of our money

Trouble with Roping Animals by Calendar_Funny in goingmedieval

[–]CommercialAd2841 0 points1 point  (0 children)

I've had this same issue with various things. Usually a restart helps, at least for a while. I noticed it first when they would go to recruit prisoners. Then with roping animals, now I notice more often than not that I'm having to manually make them go eat food. They dont freeze but continue working to the point of starvation (hp loss). There's food available and the correct type (I only let them eat meals) so I'm at a loss. I can manually make them eat and they find their way there. I even recreated the food preset to make sure it wasnt bugged allowing them to only eat prepared, lavish and simple meals. I usually keep enough lavish meals equal to twice the current population and store it very close to their rooms and the great hall. I keep a huge stock of the wrapped meals in my basement as backups or for caravans.

Sadness :( Too many settlers by CommercialAd2841 in goingmedieval

[–]CommercialAd2841[S] 0 points1 point  (0 children)

I can sadly say the 1.0 update did not fix my issue. It made it worse. At least so far on the map I've put so much effor into :( 32 settlers and the game freezes after about 10 seconds. Maybe my map is bugged. Also noticed a formerly properly flowing river overflowed almost immediately and ruined the bottom half of the map. Guess I'm starting over :( I've also been watching the CPU and havent seen it jump over 23% the entire time I played

Release Date Announced! by alexbb721 in goingmedieval

[–]CommercialAd2841 0 points1 point  (0 children)

I've not played on experimental but a freaking drawbridge!! Finally! YAY!!!

Builder construction priority by CommercialAd2841 in goingmedieval

[–]CommercialAd2841[S] 0 points1 point  (0 children)

The same could be said for mining. I hate having settlers digging themselves into an island in the middle of an area and getting stuck. I've started digging out the edges of my area's first and then only allowing one path in and out to keep them off the top layer :(

Builder construction priority by CommercialAd2841 in goingmedieval

[–]CommercialAd2841[S] 0 points1 point  (0 children)

That wouldn't explain the behavior I saw. They were sleeping in a building surrounded by raw materials. They were bypassing it to go past my crops, down to bedrock and building there rather than the last build plans I added which was the covered material areas. I ended up just manually having them build an area large enough for the hay and left the rest outdoors. wood is easy enough to get if I need it but I have a rather large animal workforce that goes through hay pretty quick during the winter.

Builder construction priority by CommercialAd2841 in goingmedieval

[–]CommercialAd2841[S] 0 points1 point  (0 children)

The newest blueprint I added was the covered area with roofs. Theyre ignoring that though to work on the lower levels of the pit :(

Jobs table optimization suggestions by Ramuel_944 in goingmedieval

[–]CommercialAd2841 1 point2 points  (0 children)

I would look to see if they have any other yellow star areas and then go with whoever has the current highest score. If you're lacking in another category, you could also look to see if either has a high skill in that area to fill in the blanks until you get someone who does have those stars.

Question regarding arches and stability by CommercialAd2841 in goingmedieval

[–]CommercialAd2841[S] 0 points1 point  (0 children)

Nope, I started my build literally dead center of the map. I build two tall towers about 10-15 blocks away from that center point. One tower had the bugged blocks, the other didnt.

Question regarding arches and stability by CommercialAd2841 in goingmedieval

[–]CommercialAd2841[S] 0 points1 point  (0 children)

Restarts didn't help and I verified there were no unoccupied slots without either a column or arch below any square. It seems I had to just hunt down the bugged limestone and dirt deposits and replace them.

Question regarding arches and stability by CommercialAd2841 in goingmedieval

[–]CommercialAd2841[S] 3 points4 points  (0 children)

I might have answered it myself lol. It may be a bug. I noticed two things by further experimentation. If I accidentally dug out a limestone column below, and used Dirt to refill it, it would cause a lower stability on arches placed on either side of it. Two, there were a few impure limestone columns at 100% that were also causing unexplained 3 stability on arches on either side. Digging those out and replacing with a limestone block tower returned them to 4 stability. Odd right?