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Messages - JP_Finn

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781
Has anyone tried to eat Sand mushroom and then “bear strong” etc fix-all quest reward?

782
General Discussion / Re: What's Going On In Your Unreal World?
« on: December 17, 2020, 05:30:48 AM »
Started a new character. Teppo Reemiläinen. Big guy, 223lbs. Trying to play him as home/border guard. Killed 2 Njerpez. Got decent condition (15lbs) mail habergeon. And traded for fine broadsword. Visiting a local village, there was wounded adventurer. “Find his lost handaxe in coniferous bordering heath”. Sure.
But darn, bumped into an very angry small female bear.
Managed to kill it. Barely. Took 81% damage in the battle. BOTH elbows with grievous wounds*. Luckily have some loot to sell for food. Couldn’t skin not butcher the mere 250lbs bear gal.

*Couldn’t angle, but could keep flopping the sword with those injuries. Strange mechanic. Other injuries were minor tear on thorax, minor tear on abdomen and fracture on left shin.

783
And why can't you poison NPCs?

Exactly. Fox meat stew cooked with sand mushrooms left in various cups hasn’t worked on Njerps.
Maybe Njerpez are immune to sand mushrooms’ effects. Guess I’ll need to try with fresh black-ears.  ::)

784
Modding / Re: modding trees - tree painters needed
« on: December 16, 2020, 04:42:52 AM »
Is there a way to include current world tile*1, and exclude by neighboring world tiles*2?

I’m pretty sure *1 exists, while *2 doesn’t. I.e. “tile has cliff, no water in neighboring tiles” that’d reduce the coastal spawned lindens, but not fully.

785
Suggestions / Re: tweaks to the flora modding (trees)
« on: December 14, 2020, 04:30:54 PM »
“[bark_length]” would need to include another type, as with spruce/pine; not really productive bark to harvest.
Or maybe include another tag for bark harvesting.

Should the change include stripping bark ring, including bast, at stump height be added too? For drying lumber for building while upright.

786
Suggestions / Re: tweaks to the flora modding (trees)
« on: December 14, 2020, 04:11:31 PM »
Also flowering seems weird: the tree flowers the rest of the year after flowering month? Shouldn't it supposed to flower only during the flowering month?

I think (haven’t recorded though) ‘flowering’ lasts until withered.

787
Suggestions / Re: Skin sizes, adjust please.
« on: December 12, 2020, 09:28:01 PM »
Edited the Suggestion.
And yes, now that you mentioned it, willow grouse, capercaillie, or swan skins should be definitely varied sizes.

788
Suggestions / Re: Character custom picture slot
« on: December 12, 2020, 06:40:02 AM »
Please include per character/save pc-male.png/pc-female.png graphic. That’d make playing with varied character looks more immersive (and less hassle to switch between characters)

789
Suggestions / Skin sizes, adjust please.
« on: December 12, 2020, 06:26:34 AM »
Deer and elk calf skins are minuscule.
Also, boars and sows give only 4lbs skin and seals 5lbs. Yet the body/torso size of ‘sus scrofa’ isn’t much smaller from ‘rangifer tarandus fennica’
I.e. reindeer yield 8lbs skins for roughly same body area.

E.g. making a skin for liquids takes 4lbs of leather, that’s the entire pig’s skin. Of course there’s some loss, but the ratio is way off.

Tl;dr; please check: calves, boars and sows, and seal skin yields.

Preferably around:
3lbs skin from young deer calves, 5lbs (winter skin) from old calves*
8lbs skin from elk calves, 12lbs (winter skin) from older calves*
6-7lbs skin from boars, sows
edit: 6lbs from ringed seals, 16-20lbs from grey seals

another edit
* see another related Suggestion for calf sizes by @Buoidda

790
General Discussion / Re: Njerpez War camp?
« on: December 12, 2020, 05:37:45 AM »
Yea, I've noticed that they start to appear about a year in.  They are still really rare though.

One of my characters is on second year with 60+ Njerpez killed. No camp yet. But I put that guy on standby for now. Started on the west coast. We’ll see what if I can make a Njerpless run. (They boost wealth like crazy)

791
Stories / Re: [Brygun] Kylpymies
« on: December 12, 2020, 01:46:25 AM »
Kylpymies would be ‘bathman’ (kylpeä: to bathe)

‘Vesi’ is water.

A community service :)

792
Modding / Re: Possible to force using tying equipment made of single piece?
« on: December 11, 2020, 01:11:59 AM »
Have you tried [ask_num] with x1 multiplier?

just spit-balling here

793
Bug reports / Re: [3.62 stable] strange trading economy... or magic beans
« on: December 10, 2020, 07:26:42 PM »
Also, if none of your items are close for the trade value, they’ll suggest the lowest value item, even if it were twice the worth.

794
General Discussion / Re: Njerpez War camp?
« on: December 10, 2020, 05:01:52 AM »
Nice!

And grab a couple fellows to join you.

795
Bug reports / Re: [3.63] The ice breaks and you fall in the freezing water
« on: December 09, 2020, 04:06:31 AM »
I’ve reported same issue when breaking ice with a raft. But my character was standing in the water. On the raft tile. I think it was in 3.52 or so.

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