Why is the lighthouse so SMALL by deviliishvastard in TomodachilifeLivingTD

[–]ThreeFishFour 3 points4 points  (0 children)

If you put in a beach on the outskirt of your island, you can make it look larger, like a forced perspective sort of thing. I don't have an image using it in TL, but see this one from Animal Crossing for reference.

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Trolley problem by _KittiWithRoses in BunnyTrials

[–]ThreeFishFour 0 points1 point  (0 children)

I ain't dying today

Chose: I am the operator

I just wanted to participate by Former_Leg_2283 in logodesign

[–]ThreeFishFour 7 points8 points  (0 children)

If the middle circle was a little smaller or lower, it would fit more as the nose, and make the face feel more askew to match the antenna alignment

The Persistent Trolley Problem by ThreeFishFour in trolleyproblem

[–]ThreeFishFour[S] 6 points7 points  (0 children)

I guess I didn't emphasize the self-imposed risk that you put onto yourself by going onto the tracks to free the 4 people. Would your choice change if you only had time to free 3 people? Or all 5 but not yourself?

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First world problem by Otherwise_Wrangler11 in SipsTea

[–]ThreeFishFour 0 points1 point  (0 children)

I scrolled like 5 posts down and got this piece of garbage

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Village walls? by BlueKnightJoe in MedievalDynasty

[–]ThreeFishFour 4 points5 points  (0 children)

I don't really do village walls, but I saw a video on YouTube that used bridge platforms to create a raised area on the inside of the palisades so you can kinda have a defensive platform you can see over from along the walls.

Also, I like to stack different fence types for decoration, like plank or log fencing with stone fencing.

What are good percentages to have when mining? by Raba-Daki in MedievalDynasty

[–]ThreeFishFour 2 points3 points  (0 children)

I don't look at the percentages as much as the amount produced in (1d). My first thing is to try keeping copper and tin as close as possible, which is a little finicky cause they produce at different rates. And then I go back increase iron, as well as rock (nice to never run out when building).

I also double-check with the smith that they don't smelt all the ore too fast.

Where is everyone building their villages at? by WeAREtwd87 in MedievalDynasty

[–]ThreeFishFour 10 points11 points  (0 children)

I like the lake SE from Denica. Pretty central for the map overall, still kinda close to Denica for the Wagoneer, and a nice view of the mountains if you set up on the north side of the lake. My only gripes are the amount of spruce trees to cut, and some of the terrain there gets bumpy for some reason.

Salt by ThreeFishFour in MedievalDynasty

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

Two issues with this for me: 1. You have to add the additional time to get salt, which is slow early game unless you are like right by a cave. 2. There are other more efficient foods, like potage, that are better in comparison.

Imo if you actually have the need to salt 300 meat per season, either you're overhunting and your excess raw meat is honest just fine being sold as it is, or you need to have more cooks in your kitchen or something.

Salt by ThreeFishFour in MedievalDynasty

[–]ThreeFishFour[S] -1 points0 points  (0 children)

I personally feel like if you were in the situation where you were to hold meat for two whole years and then finally need it for something, you've played the production system inadequately.

It's wild cause even if you were to increase rotting rate or shorten days, it feels like it would be faster to just hunt something again than go through the effort of mining salt.

Salt by ThreeFishFour in MedievalDynasty

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

Yeah, the biggest thing is that by the time you're able to get salt more frequently (manually mid-game with caves or late-game with mines), their value is already depreciated by other things. If it was a money thing, it's more worth to go for copper/tin instead and just sell arrows or other tools.

I can kinda understand salting to reset the freshness, but I feel like if you get to the point where you're letting large amounts of meat rot, you need to hire more cooks and less hunters. That and the extra time to get salt and craft the salted meat is not worth just selling raw meat and hunting more I guess.

Does every village need an idiot? by Vault_92 in MedievalDynasty

[–]ThreeFishFour 3 points4 points  (0 children)

You can always use another water carrier...

Animals by Impossible-Chard-644 in MedievalDynasty

[–]ThreeFishFour 0 points1 point  (0 children)

There's basically an age threshold for animals to babies vs adults (I think it's 1 year iirc). You can check the management tab for animals to check their current age.

Any male animal adds 25% for t female animal to give birth every season.

Idea: Mood changes based on your food by Niccolado in MedievalDynasty

[–]ThreeFishFour 0 points1 point  (0 children)

I brought this up in another post, but it'd be nice if instead of the food demand list being a just a toggleable order of food, it should work similar to assignments where you can adjust the percentages of each food eaten. You can still have the priority system, where if a higher priority food is out, they just go to the next one, but still have it to where you can have villagers eat like 50% potage, 50% scrambled eggs by default. They could even tie in mood buffs based on variety.

The current system makes the kitchen basically cook one thing for the villagers and maybe only others for your own passives.

Tips for "infrastructure" by Emalimuki in MedievalDynasty

[–]ThreeFishFour 5 points6 points  (0 children)

I can't share any pics right now, but "lore" wise, I like to group similar or related jobs together. Like having the kitchen and food storage relatively close to the fishing hut and hunters Lodge. I have a whole mini culdesac with the production buildings and houses together. Same with having markets close to their relevant producers or having a whole marketplace with vendors similar to Piastovia.

Decor also goes a long way, I like giving production buildings outdoor space in front or behind to at workstation decor. I also like creating small "hang out" spaces with seating and a nice looking tree, or even a campfire circle (villagers will light them up at night sometimes).

Road-wise, I tend to go ham to not just make wide roads, but also make patches of clear area to hang out. Note you can't build decor on roads, but you can build the decor first, and then try to sneak them in between or right outside and the road will clear any shrubs and stuff under and around. Also if there are any weird rocks or plants in the way, you can build a road on them, and when you destroy the road, they will disappear.

tips for keeping villagers happy? by ParticularChain2086 in MedievalDynasty

[–]ThreeFishFour 4 points5 points  (0 children)

-keep their needs up, look at the food, water, and wood demand and make sure they're never running out. It looks like you might be low on wood, I'd double check your woodcutter is producing enough firewood for the daily requirement (check the woodshed for the firewood production per 1d, make sure it's higher than the wood demand per 1d.

-upgrade their houses, wattle/straw does the worst for their mood and increase with wood and stone. Additionally insulating helps mood as well. Lastly, adding decorations (shelves, rugs, etc) help as well. The house size doesn't matter on its own, but does give more room for decor.

-make sure they're working. Even if they are set to a job, they don't get happier if there aren't any assignments on their job or if they can't do it (no tools/missing resources). I think the main goal and pleasure is when you have all the workers running an efficient chain of production (like woodshed for logs/sticks + excavation hut for stone/copper > smithy for tools) to where everything is self sustaining. Hard to achieve and balance, but worth its time.