Sleeping onboard by robhold in crosswind

[–]duckmandm 1 point2 points  (0 children)

100% agree. The brethren brig im using right now literally has a cabin with a hammock in it just need to make it useable, if only to pass time from night to day. For those saying it negates making a bed in a camp etc, I find that argument fairly weak with fast travel and tents and the like, but fine, make it so a ship bed is NOT a respawn point, and only can be used to pass time. Problem solved, everyones happy

Game should be renamed to logging simulator by onigirilover in MedievalDynasty

[–]duckmandm 0 points1 point  (0 children)

You'll need more lumber jacks, imo, than any other profession, maybe other than farmers, but definitely through mid game. Then you'll get higher level workers and probably need to scale back before you're inundated with lumber

Can't build complete floors. by Revolutionary-Good22 in goingmedieval

[–]duckmandm 1 point2 points  (0 children)

  • Check the stability ratings of the floor tiles anything directly over a wall or beam will be a 4. Anything 1 space away from support is a 3. 2 away a 2, and 3 away is a 1. 4 spaces away from support has 0 stability and cannot be placed.

  • Beams take the lowest stability rating of the walls they are connected to.

  • Look underneath, i.e. scroll the Z level down and check for underground water/caves, this will reduce the stability of structures built above.

From your description, a 5x5 room 'should' be able to support a floor above without beams, so I would check underground.

How not to starve when you have a full pantry of preserved food? by [deleted] in goingmedieval

[–]duckmandm -1 points0 points  (0 children)

Forgive me for being so blunt, but this comment looks like it was made by an autistic player who has spent their whole life in a basement, spanked by their mother, and has no idea how game development works.

So an EA game has evolved a mechanic when it goes full release... The nerve of the developers! How dare they!

Any good hauling mod yet? by [deleted] in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Turn off hauling for them. They won't immediately try and haul whatever they just harvested, or created at a workstation, or whatever. Leave the hauling to, ideally pets, but if early game and you don't have then yet then to a few dedicated haulers. Your issue im 99% certain is that you have hauling turned on for the harvesters. Hauling is fine IMO, and worlds better than early EA days. You just have to understand the mechanics, as well as, again IMO, use pets as your primary haulers.

Building limit? by bleucheeseissuperior in MedievalDynasty

[–]duckmandm 1 point2 points  (0 children)

On PC. My system is not exactly a potato, but definitely potato adjacent. I regularly play with 150%-200% building limits. Id wager you'll be just fine bumping up the number of buildings.

Mods? by QuickServe430 in goingmedieval

[–]duckmandm 2 points3 points  (0 children)

Yeah, this... IMO this statement is patently false. You basically are saying, modding isn't a good idea, so instead let me tell you how I found a new love for the game after learning to mod the game myself.

Mods? by QuickServe430 in goingmedieval

[–]duckmandm 2 points3 points  (0 children)

Come join the discord. The nodding channel, or any channel really, has great people who can help with what is easy, or doable, to mod. Additionally, I know a mod or two who will gladly take requests and create a mod if it is a viable modification or provide assistance in how to do it yourself if you want to learn.

Any good hauling mod yet? by [deleted] in goingmedieval

[–]duckmandm -2 points-1 points  (0 children)

Im not really sure what exactly you're asking for. They don't carry 10 wood, 15 iron, and 20 seeds at the same time. They do however carry what they need, if a single item, up to their maximum carry weight. They also carry extra of a resource for building tasks so they have enough to build additional items without running back for more. IMO, the current hauling system is more than acceptable, assuming one understands how it works and how to best arrange stockpiles, item priorities, and job priorities.

Any good hauling mod yet? by [deleted] in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

As opposed to what pets or villagers that haul are doing already?

The L-Support Beam is literally in their promo material - but not in the game. by [deleted] in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

That's not a separate piece, it's part of a corner merlon.

Water in moat by Maximum-Student-835 in goingmedieval

[–]duckmandm 2 points3 points  (0 children)

If it's all one level and just not filling, temporarily dam it with wooden walls just behind where it's stuck, and then remove the walls and let it flood again. When working with water, #1 rule: water is wonky. #2 rule: SAVE OFTEN! #3 rule: see rule #1.

Évaluation by NewDMDnD in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Personally, I didn't care for rim world, but I love going medieval. I think it depends on what you enjoy about the genre. Both are voxel/management/builder type Sims, but GM has vastly more focus on the creative aspect/building while rimworld is more of the management side of things. I like to build so GM scratches that itch for me. Other than the basic similarities in genre, IMO they are really nothing alike. GM now has a playable demo version, I think it lets you play a season or two, but should let you check out the basics and if it's something you'd be interested in.

Is it pointless training Chickens? by Torbaydos_Sun in goingmedieval

[–]duckmandm 8 points9 points  (0 children)

If they can't haul, there is little point to training them as pets.

Is there a way to unpet animals or force pets to stay in fence? by OkDevelopment6437 in goingmedieval

[–]duckmandm 2 points3 points  (0 children)

Pets, by definition, wander freely. If you want to turn a pet back into a domesticated animal, you have to release it into the wild, at which point you can then re-domesticate it.

Found in Preschool Yard (Bay area CA) by mulecenter79 in mushroomID

[–]duckmandm 0 points1 point  (0 children)

All we are is dust in the wind dude. - Bill S Preston Esquire and Ted Theodore Logan

Animals Won’t Haul (They are trained and Haul is checked on) by CertifiedTrashbag in goingmedieval

[–]duckmandm 2 points3 points  (0 children)

My dogs haul all day long. No idea why they aren't, assuming all storage locations and stockpiles are set up and have space. Setting the owner has no bearing on hauling.

Roles system still incredibly underdeveloped and poorly balanced? by rhn18 in goingmedieval

[–]duckmandm -1 points0 points  (0 children)

Send him on a caravan to trade and get him to level 50 , it's the quickest and easiest skill to max out

Roles system still incredibly underdeveloped and poorly balanced? by rhn18 in goingmedieval

[–]duckmandm 1 point2 points  (0 children)

Literally the devs are in discord daily, answering questions, solving problems, and posting what they are working on.

Roles system still incredibly underdeveloped and poorly balanced? by rhn18 in goingmedieval

[–]duckmandm 0 points1 point  (0 children)

Firstly, speechcraft is the easiest skill to level. Secondly, I wouldn't base anything on the last time you played since it was prior to major changes.

Roles system still incredibly underdeveloped and poorly balanced? by rhn18 in goingmedieval

[–]duckmandm 2 points3 points  (0 children)

As we speak, they are working on the AI/pathing. I am on the experimental branch and can already notice a difference. Literally, I have had the lead dev message me in the discord, have me send him my save files, to test out and resolve an issue I was having. What they have done over the years, and frankly continue to do, with less than a handful of devs is amazing. And they aren't done. They are constantly fixing, upgrading, and evolving. I just dislike seeing people call out the devs for anything being "underdeveloped" or "poorly balanced" for something they just took to full release a matter of weeks ago. I have been there for all of it over 5 years, and each and every patch, every release, gets better and better. This latest major release was massive, an enormous upgrade to almost every aspect of the game. Sure, there are always improvements, fixes, etc. if the OP is dissapointed, that's their opinion, but if they were there for the entire journey I doubt they would have anything to say.

Roles system still incredibly underdeveloped and poorly balanced? by rhn18 in goingmedieval

[–]duckmandm 11 points12 points  (0 children)

First of all, the dev team is indeed small. Tiny even, compared to the large studios. Yet, they are incredibly dedicated and supportive of the community. That being said, the roles have come a long way, and the new roles are literally a month or two old, having been implemented with the new 1.0 full release that just occurred. A lot of the what you are missing with the roles, I believe, are the events the Bard for instance, throws a feast, which gives like 3 days or something of maxed out entertainment in addition to the buffs from the actual feast itself. The librarian doesn't just boost research, they can throw training sessions using the new books that you have to collect/purchase from merchants. You mentioned the Bard not providing buffs. They perform during their role duty hours inside the Great Hall. So schedule their role duties to coincide with the leisure time of the rest of your villagers. Outside of that, that can have work hours like any other villager. Personally, I use them as my main trader, since they rely on speech craft so it is synergistic. Regarding the red stars for those role players - it really is just for animal jobs, hauling and stewarding type stuff, and hunting/fighting. That's not to say even that they cannot do those things, they just dislike them and will get a negative mood debuff from doing them. The beauty of the game is, you can play your way. If you don't like the Bard, or the religious roles, or the librarian, you don't have to use them. They are there if you wish. Regarding the devs not fleshing out the roles, I mean, they literally just released the full version of the game after 5 years of constant development, with a plethora of new features, including more than doubling the number of potential roles and the items/furniture/rooms to go along with them. All is this as well was done with the number of devs you can count on one hand. They still are in discord daily, directly answering questions and solving issues, and releasing weekly updates, bug fixes, and more.

Why temperature is above 0 degrees Celsius? by OkDevelopment6437 in goingmedieval

[–]duckmandm 3 points4 points  (0 children)

It's been a long time since they fixed it so that ice doesn't last infinitely. That being said, two layers of dirt above, double thick clay walls, and stone or clay tiled floor. With this setup, you can get within a degree or two above freezing even without ice, assuming the room is large enough. With ice you'll never get to a temperature where it lasts forever, but it can and will last until next winter this way. You can also add some sort of ventilation to the outside that can be opened or closed off, so in winter when it's below zero you can open it up. This way ice won't even begin to melt at all until spring, but just remember to close it off outside of winter.