r/goingmedieval

Image 1 — Floor not flooring
Image 2 — Floor not flooring

Floor not flooring

Hello, can anyone please explain why I cant place any floors on the missing tiles? I dont seem to understand the stability system or is it a bug? Thank you

u/Dapper-Wing2346 — 4 days ago

Raids aftermaths and settlers leaving

Having an issue with raids and aftermath.

I had 12 settler against 48 enemies, i won but 5 settlers died.

Of course everyone is sad because they were friends, but now between having -50 mood modifier for mourning, always rebellious settlers, and even after having fullfilling all their needs as much as I can, settlers still decide to leave the settlement.

I think this is so wrong.

After such a battle, there should be a much more good modifier than just victorious for +8 that last for a few days.

It should somewhat compensate the mourning. I won't say dead friends should make them rebellious, but leaving js too much...

Or dead friends should not just be additive but something like "Friend died" "Some friend died" and "A lot of friend died" and having fixed modifiers for those in order to be somewhat controlled.

Do you have any strategies to avoid these situations once they arise??

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u/Adriano_Rean — 4 days ago

A beautiful accident

I was playing the game using the developer tools, and when I decided to remove a corner of the fence and place a torch, the half-collapsed fence combined with the torch to create this beautiful shape.

I really hope the developers or modders can implement this idea, allowing players to place torches on fences with a nice height difference. :P

u/Zelkovarius — 6 days ago

Albino animals in Going Medieval

I'm surprised that there is no Reddit post about albino animals in Going Medieval so I thought I'll just make one. It started with the albino deer. When I first saw it I double checked for texture bugs but albinos actually are a thing. If you hover over the animal, it says "albino". After I tamed it - which took quite a while - one day I spotted another white beauty, this time, an albino wolf. And being the little magpie I am, attracted by all the shiny and rare things, I had to tame the albino wolf of course. It took way too long and he tried to kill my settlers a couple of times, but now my little dog army has a proper alpha wolf so they can have howling parties and remember their roots. Jokes aside, this thing is not only beautiful, but also comes with quite high "maintenance costs". He consumes a lot of food.

So regarding future plans...what if the albino wolf is the last thing my enemies will see and reducing my "fuel costs" a little bit?

And what about genetics? Do we know if breeding 2 albinos will result in even more albinos?

u/Tintenkobold — 7 days ago

No unconscious dogs?

It's actually batshit insane that there isn't even a mod rn to make dogs go unconscious and be treatable. Why's dog combat even an option? XD

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u/QuietParagon — 6 days ago

Mining/Digging & Deconstructing bug

I may have found a bug. For the last two seasons whenever my settlers attempt to mine, they simply stand in place wherever they were when they switched to the Mining job and their status switches between Mining/Digging and Deconstructing. They do this infinitely until something else takes priority like leisure or being drafted. They do have access to things to mine and I can manually have them mine something, but after completing one mine action they immediately go back to the mining/deconstructing loop, so I have to manually have someone mine at least four times per limestone block. The temp fix is probably to go back in a save, but given how long it's been going on that could be undoing nearly a year's worth of progress. I'm curious if this is a known issue and/or if there is any alternative.

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u/SionachVulpes — 7 days ago