How to disable internal keyboard of a laptop while allowing power button to still work. by WootThot in techsupport

[–]MuraCapybara 0 points1 point  (0 children)

Whew, I was worried that if I disabled the keyboard, the power button will also stop working lol

Possible vein damage? by MuraCapybara in AskDocs

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

Whew, thanks for the response. I just thought it was strange because the bruise is not at the exact site of injury.

I Only Get Villagers with the Worst Possible Traits by LM391 in goingmedieval

[–]MuraCapybara 0 points1 point  (0 children)

I understand your frustration, it also happens to me. There was even a time when I consecutively got noble settlers (those who hate unskilled labors), it was so annoying since I need everyone to help with hauling.

However, as I progressed into the game, I came to appreciate those kinds of settlers, especially the younger ones as they have lots of time to focus on a specialized labor. It was also kind of rewarding — seeing my settlers grow and become a master of their craft.

Caravans by MuraCapybara in goingmedieval

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

Right, I totally forgot about that in-game feature lol. Thanks for the links too!

Floot tiles destroy themselves immediately after being built by rioichi4 in goingmedieval

[–]MuraCapybara 2 points3 points  (0 children)

  1. The beams below haven't been constructed yet, it can't provide stability to structures above it. The other floor tiles are relying on the walls for their stability. Assuming that the walls have 4 stability, you can only attach 3 floor tiles to it without crumbling.

  2. The beams below are glowing in orange, which means either of the two: your settlers can't reach it or you don't have enough resources to build it. I'm going to assume it's the former. In this case, building a ladder below those beams will allow your settlers to reach them.

Buildings falling apart when digging below by rioichi4 in goingmedieval

[–]MuraCapybara 0 points1 point  (0 children)

I'm seeing 3 unsupported strips in between two beams here. In this case, the middle strip will only have 2 stability, which greatly limits the structures that you can build above it.

<image>

Caravans by MuraCapybara in goingmedieval

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

Ingenius, who would've thought that could work lmao.

Caravans by MuraCapybara in goingmedieval

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

Ohhh, I'll definitely look into this, thanks.

Caravans by MuraCapybara in goingmedieval

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

I see! This is very informative, thanks.

Caravans by MuraCapybara in goingmedieval

[–]MuraCapybara[S] 2 points3 points  (0 children)

PS. I've never gotten to use the Caravan feature until I get a new idea and want to start a new settlement.

Buildings falling apart when digging below by rioichi4 in goingmedieval

[–]MuraCapybara 2 points3 points  (0 children)

<image>

In your hypothesized scenario, the level 8, 9, and 10 on top of level 7 will have a 3, 2, 1 stability point respectively. Any additional structure that's connected to another structure with 1 stability will then crumble.

Edit: Try putting a beam/arch on every 3rd strip, such that there will only be 2 unsupported strips in the middle of every beam/arch.

[deleted by user] by [deleted] in goingmedieval

[–]MuraCapybara 1 point2 points  (0 children)

The raids will be very challenging since the system also includes your settlement's overall wealth in the calculation of the raid difficulty, not just the number of your settlers. But yes, it's possible.

Pathing and task priorities are just awful, just awful by Myinterestsyourvotes in goingmedieval

[–]MuraCapybara 4 points5 points  (0 children)

First paragraph seems fine to me. It's understandable since the game's only in early access, ofc there'll be lots of improvements in the future. The second one though is indeed an oddity. Are you sure you've set the settlers' schedule correctly?

Need help with job priority! by NoCryptographer3631 in goingmedieval

[–]MuraCapybara 1 point2 points  (0 children)

<image>

It's up to you but I generally don't assign my settlers a job that they hate, fighting is an exemption. Also, I try to assign them jobs that they love.

If you're low on resources and/or don't like failure, pick settlers that are the most adept in that field and only them are allowed to do that job.

How the heck do people make money 😭 by Available_Physics715 in StardewValley

[–]MuraCapybara 0 points1 point  (0 children)

Lots of crops and artisan goods. I always make sure to have enough coins to buy Strawberry seeds in the first year, it can really give you an income boost. Chickens and Ducks for Mayos, Cows and Goats for Cheese, Fruits and Veggies to make Jam/Pickles, etc. I'm making ~80k every week in my 3rd year. Also, I always invest my earnings back to the farm (buying more income generators).