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Re: Fur protection/warmth values I've been keeping this table for ages waiting for this very moment!



Jokes aside, this is from the ancient wiki and probably outdated, but you can get an idea easily.

September 20, 2017, 09:37:07 PM
1
Re: Computer Crash
[...]
Also I don't like to backup URW saves too much because it can be used to bypass the permanent death. Yes I see the irony its okay to be killed by a bear but not a windows bug lol.

Nah, makes perfect sense to me. One is something that is actually in-character and quite possibly influenced by your (character)'s choices. The other, well, isn't.

Kind of the same way I didn't like being killed by a Njerpez several characters back but accepted it without save-scumming myself back to life, whereas the time I got killed by robbers because I meant to Shift-X (switch which hand the weapon's in) and pressed Shift-Z dropping to sleep in the middle of combat I probably would've bypassed if I had had a back-up. Because no, Iza Kaumolainen didn't actually decide to sleep and thus get butchered, I just hadn't properly gotten used to my new keyboard. One's an immersive in-game thing, the other is not.

September 21, 2017, 05:21:34 AM
1
Re: Homeland Robbers (Spoiler)
does anyone know if random-encounter NPCs (robbers included) are linked to villages?

I don't know. I am pretty sure foreign traders have no link whatsoever because you can start getting "frequent guest, etc." messages from them in multiple places.. and it wouldn't make sense. However, if you want to test the theory with a friendly npc (say random adventurer), hire them for a few days, then tell them to leave. Follow them and see where they go. When people are given the boot they start honing in on home, and I would guess that a NPC out in the wild would do the same... otherwise he wouldn't really leave right away... just mill about walking in circles. Whether that home is a spawn point or a village would be interesting.

September 21, 2017, 09:30:27 PM
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Re: building a shelter I was wondering if it might be my keyboard as well, as this is not the only instance of keys not working as expected (not the only instance in this game, but I've had no problems with keys outside of this game). I  disassembled the SW corner, and again tried to put it directly above me, this time using the up arrow key. Same result.

My character is using way too much energy messing around with these walls.

September 25, 2017, 05:38:22 AM
1
Re: Add "wetness" penalty to clothes Well I think it depends on how much its made necessary and also how relevant you can make the mechanics. :D

As far it being necessary -- people don't really need to wash or bathe as much as they do in modern times. They certainly didn't always do it as commonly all throughout history. So, its a matter there being certain circumstances in the game which would either be a reason for you to bathe or wash.

Then as far as relevant mechanics goes, your reference to other forms of realism I think hits this point. For me, its not so much that these things are so far out to include in a game; you find them all in a game like The Sims, for instance. Its just that there aren't any relevant mechanics that could serve them well in a typical RPG -- or that I can think of in UrW -- because there's not much meaningful gameplay or consequences associated with doing them or not doing them. What's the game going to do? Tell you "you defecated in your pants like a four year old, this embarrasses you greatly"? As far as bathing and washing goes, you would then need particular reasons to do these things.

But I can think of a way of implementing them both where both the need to do these things would be rare enough and relative to the circumstances and there would be benefits of doing them. Even just for roleplay in some circumstances; because lets say you want to marry a bride and can't do so while you're dirty, so you take a bath. And I can imagine, as I mentioned in another thread here, villagers themselves bathing and washing in rivers as part of their routines.

In any case, I'm sorry if this diverts from the topic of your thread a bit; I just thought it might be relevant to suggest it because if Sami and Erkka ever think of adding a wetness property to clothing, maybe there could be thought to other states and conditions as well.



September 26, 2017, 01:43:15 AM
1
NPCs Felling Trees Something said in another thread by PALU reminded me of an old question I never entirely figured out. PALU mentioned that Njerpez fell trees (which I wasn't sure of, but suspected). I had a trap fence become a bit of a rough neighbourhood after I heard trees being cut down, and then had 3 Njerps show up. I was never sure if they were the ones cutting the trees, but now I assume they were.

I know that foreign traders fell trees. Do any other NPCs do it (Robbers, random adventurers, villagers etc.)? Also, why do they fell trees? Does something cause it to happen? Are they trying to accomplish something?


September 26, 2017, 11:41:08 PM
1
Re: Bridge Building Never tried it. I frequently settle on islands, but have other ways of dealing with the issue.

I tend to most often choose a not overly small sea island with at least one adjacent tile of water non-freezing (not all sea water freezes) and a path through non-freezing sea tiles and land tiles that allows me to reach mainland (and/or several islander villages...mainland preferred, though) in some way and preferably also allows for some paths towards one or two other medium-sized nearby islands.

Generally such paths aren't very efficient compared to the usual rowing or icewalking* routes--sometimes even very inefficient--not seldomly am I required to travel 4x the number of tiles the most efficient icewalk or row routes take, plus the constant zoom in to reach shore, pick up punt, walk to the point I can zoom out, do so, drop punt, hit the water again, rinse and repeat every time my route requires me to hop over a minor island--but suffice well enough that I *can* reach civilization when necessary and I tend to mostly plan matters so that I do not require many trips back-and-forth during weak ice, either by having various on-home-island time and labour-intensive tasks to work on during those periods or by spending most of that time either on nearby islands or mainland.

*that is, if there is a direct icewalk-to-mainland route available, which isn't too common. Most of the winter months, even those with strong ice, require a mixture of overland (or overice) and water travel. The further off-shore, the more likely that becomes. Unless one happens to live in one of the Island territories smackdab next to an island with one or more islander villages on it. One of my current characters is lucky enough to have both an over-ice and fully-overseas route from island to mainland (so no island-hopping needed) available during winter, but that's pretty rare. Neither of those routes are anywhere near a straight line to mainland, though, and both land me on mainland about half a day travel from the nearest settlement even though the summer oversea route to nearest settlement is barely half a day in *total*.

Occasionally I settle on very large sea islands, though as I strongly prefer to settle on islands without NPC villages, those are somewhat rare. In those cases, I can--after acquiring all the necessities for self-sufficiency--easily go months in-game without requiring contact with civilization: plenty of large animals, foreign traders and njerps are generated on those to keep me from lacking things to do. The same goes for picking those islands as with the medium-sized ones: ensuring an existing, even if non-efficient, route to civilization.

For freshwater islands, strategical placement of rapids works but it can be somewhat difficult to find an appropriately-sized island that connects through rapids to either the lakeshore or through a chain of other islands eventually leading to lakeshore. Usually easiest when at least one side of the island is bordered by a river rather than a lake, but even in some large lakes you may find fitting islands. Just takes a lot more looking around.

September 27, 2017, 01:22:28 AM
1
Re: Bridge Building I agree that it is a common problem but like Silenia, I find strategic ways to deal with it. I tend to start in spring and will mark or build a shelter at the location I plan on settling, usually near open water on an island.

I find that the bigger problem is when you settle near rivers. You may build next to rapids but often several rivers run in parallel and you will need strategically placed rafts on each crossable part of the river (if each one has it).. else you get cut off from large parts of the map for a few months a year.

I haven't tried to build a bridge of rafts though I have dreamed of it. Without a paddle they *may* work as a bridge... I am not sure. If you do it, let us know how well it worked. I've always been irrationally nervous of bugs if I accidentally drop a boat on another boat. Not sure why. It could happen accidentally quite easily if you forget you're carrying a paddle.

I've thought about how great it would be to build bridges in the game.. even just "floating bridges". You could use the same building blocks to build docks as well. I love infrastructure... if this game let you build roads, trails, and bridges I would never work again. My life would be building elaborate transportation networks connecting every village on the map, and patrolling them for ne'er-do-wells.

September 27, 2017, 01:33:47 AM
1
Couple of weight issues Another "let's collect similar issues in one thread 'cause Sil ain't no board-spammer" thread, this time regarding weight issues.

Weight rounding on shown weight:
Displayed weight rounding* is a bit iffy and always rounds up, sometimes to the point of utter ridiculousness.

Example:
A pinch of heather flowers is, by my calculation, 0.025 lbs either exactly or so close to it that the difference is less than 0.0001--in other words, utterly negligible. (Did some testing with various amounts of heather pinches and the knowledge that even a minuscule amount over the full lbs causes the displayed weight to be rounded up to the next number.)

40 pinches of heather thus are exactly 1 lbs and the stack has a shown weight of 1lbs.

41 pinches of heather flowers, a weight of 1.025 lbs, is rounded to a displayed weight of 2 lbs.

*The game knows perfectly well the actual exact weight of an item or stack, as shown by various crafting and cooking options requiring set weights of items. The issue is, as far as I can tell, solely in the rounding displayed, not the actual behind-the-scenes weight calculation.

Small animal carcasses occasionally weigh less whole than in parts:
There's various factors in play that decide the exact weight of any particular animal, as well as the weight of however much you get off an animal. It does occasionally happen with small animals that the total parts gotten from a carcass (being fur+meat cuts+fat+feathers if any) weigh more together than the carcass did to start with. This is mostly a well-hidden thing due to the rounding issue described above.

Example:
Grisly willow carcass of "2"lbs//1.3lbs*

Rendered to:

No skin (mutilated beyond usage)
No feathers (due to no skinning possible)
2x  willow grouse cut
1x willow grouse fat
for a total weight of a fragment above 2 lbs. (In genuine, not fake-rounded, weight)

*Rounding issue. Going by "Carrying" field in upper right, 1.3 lbs. Rounding there too, but playing with heather flowers showed it has to be within 0.025 lbs of that amount, so let's go with a full 1.3 lbs.

Have witnessed the issue on above-mentioned 1.3 lbs willow grouse giving just over 2 lbs in parts and a small 0.6 lbs squirrel rendering to a little over 1.3 lbs in parts (which made me first look into this, as meat cuts are always 1 lbs exactly and I noticed the carcass weighed less than that), but suspect most of the smaller animals to occasionally have this issue.

Weight of skinned carcasses same as weight of "whole" carcasses:
Skinned carcasses don't have the weight of the skin removed from the carcass' total weight. If, as I suspect, the carcass' entire weight is used to calculate the number of cuts, skinned carcasses may systematically give slightly more cuts than they actually should.

Furthermore, it means that if someone for whatever reason opts to haul around both a skin and the skinned carcass it belonged to (as opposed to either skinning-and-butchering it in one go or moving it to wherever they aim to go before skinning and butchering--which are both probably significantly more common actions than skin-and-carry-the-carcass, but there *are* nonetheless various circumstances in which opting to skin-and-carry is a perfectly valid choice), they're hauling along more weight than ought to be the case. In some cases, it can well mean the difference between being over-encumbered or not.

Example:
Small stag carcass of "456"lbs (too heavy to carry, so it hardly mattered in this case, but the principle remains. As I can't carry, I can't determine the exact weight beyond "somewhere between 455-456.0 lbs")

Rendered to

Fine stag skin of "24"lbs//23.3lbs
Small stag carcass (skinned) of "456"lbs//455-456 lbs

Appears to occur with all non-fish animals.

September 28, 2017, 12:09:30 AM
1
Re: Bridge Building it's a bit of a hack but you can build doors on water, then deconstruct them to get ground. You could build a thin path to the mainland this way if you wanted.
September 28, 2017, 11:41:53 AM
1
anything