Hello, I'm fairly new to the game and I have a few questions.No
Can pets freeze to death without getting wet? (Like on the coldest night of the year.)
If I hit an animal with a javelin and it runs away, will that javelin remain in the game forever or does it disappear when that animal is killed by another animal? Or can that animal just disappear?The animal will continue to carry the weapon till it dies. Animals can eventually de-spawn.
I've had ravens steal my food before. I've encountered robbers who beat me within an inch of my life and took stuff from me. But other than that, I've never had someone take something I left behind (at least that I noticed.) So, aside from aesnimals stealing food and robbers demanding that you hand over some stuff or else will someone take something you left on the map somewhere? Like, if I drop a few furs at a shelter, will they ALWAYS be there when I get back or is there some possibility that they'll disappear?The answer used to be yes, now as npc's are evolving, they may pick up random items in the world eg: treasure troves.
Can you get randomly murdered in your sleep? Like theoretically, a fox could kill you if he found you asleep at a shelter, no?Sheep are passive, but if you anger them it is possible. I've been gored to death by a cow.
If you choose the boost stats reward for the tutorial, what is the specific bonus? I assume you can't boost a stat if the bar is full already (like if it's at maximum)?I don't know.
Is there a crafting penalty depending on the time of day? Is there a crafting penalty based on how vigourous you're feeling? Is there a crafting penalty if you're cool or cold or if you're hot and sweaty? Is there a crafting penalty based on your nutrition level (assuming you're not starving)? Or is the crafting outcome purely based on your skills, whatever penalty is displayed, and RNG? For example, if I'm tanning a skin and it says that I failed to maintain the quality of the skin, does it give me a better chance if I tan the skin as soon as I wake up, fill my stomach and drink?Tasks are set when you initiate them, they do not 'sample' your penalty as the task runs to adjust to final product.
Is there any disadvantage to being Hot and Sweaty? Is there any disadvantage to being Cool? Or do all disadvantages happen when you're either Cold or colder than that?Only cold need be monitored, at this time hot sweaty etc. have no negative impact.
Actually, characters with high speed, endurance, and heavy body weight (body weight helps you carry more, which means minimal equipment weighs you down less) can run down big game like elk, reindeer, and stag.
...Haha, is your character extra hairy? Maybe they thought it was an animal?
Does either raw meat or cooked meat or both spoil more quickly on the ground than it does in your possession?
Is dumping raw meat or cooked meat in a hole in the ice so it won't spoil as quickly a viable thing to do?
Has anyone done an in-depth spoilage analysis? Like the exact date when food starts spoiling again and exactly how long food lasts at various times of year, and whether it's actually weather-dependent or simply date-dependent.
Does the 'wrap yourself in furs' while sleeping message confer any actual tangible bonus to the quality of your sleep or is it just flavor?
Edit: And another:
Do the foreign traders despawn or do they just move around very slowly? If they despawn, do the same ones reappear somewhere else or is that particular group with those particular items not coming back?
Hmmm, I just realized I forgot to put my clothes back on after I cooked up the reindeer. It was nice of the villagers not to mention anything.
Haha, is your character extra hairy? Maybe they thought it was an animal?
My only answer to your questions is that I don't know about the spoilage, 'wrap yourself in furs' does improve something, I think they despawn at some point, and I doubt the same ones would reappear, they wander though.
I know this didn't help you. But just so you know, I deliberately DON'T want to know analyzed details because that goes against my style of play.
Unless it's winter, roasting more than 20 cuts is useless, unless you plan on selling them ...
I haven't heard about the new cooking system. I assume there's a thread somewhere. I assume it hasn't been implemented yet? I'm still drying in batches of 19, assuming that's the correct amount if you want to maximize your rope/cord-efficiency?
I just had the same sort of thing happen, an apparently lone wolf came to my cabin and attacked my two dogs. I poked my head out the door to see what all the noise was about, then grabbed a javelin and chucked it at wolfie. I got him and he ran out onto the ice about 8 tiles before falling through and expiring. I got a fire going, stripped off, went prone and crawled out to him, and as expected i fell through a few times. I even ended up with a harsh skin too! I think because my dogs got a couple of bites in before I appeared.Yes, I believe Sami said that. I'd suggest the best tools would be a couple of knives, as they're light weight and the closest approximation of the tools people use nowadays in case of falling through.
However! I didn't strip off everything - I kept a javelin and handaxe on me as I understand they help you climb back onto the ice after falling through. I remember reading that somewhere, but I can't remember where.
More questions:
Can the player craft 'fine' clothing? Can the player craft 'fine' javelins? Is there any gameplay difference between fine cord and inferior cord (does fine cord tend to create better tasting dried cuts for example?) or does it only matter if you were to want to trade it? Has anyone done a fairly recent analysis of all of the damage protection profiles for various furs and leathers? Is there a crafting difference between winter fur and non-winter fur of the same animal type? I'd heard/read somewhere that winter bear fur is the best fur to make clothing out of, is that generally true? Is bear leather also the best leather? I can't imagine there's such a thing as 'winter leather', but just in case, is there?
If I put my dog on a 100 foot leash and tie him to a tree, will he use that 100 feet or will he stay within 1 hex of the tree?
- You can't craft fine clothing, because clothing is crafted using the Common skill which has a fixed skill rating that's not sufficient to produce fine result.Aren't cords crafted using the Common skill?
Small pointy things, knives, absolutely help you get out of broken ice, I can't remember where but I've seen a post where Sami mentioned it. And ya like you I would have started a fire, dropped all my gear except for knives for less weight and crawled out to the wolf. On a side note I'm more like to risk it for a wolf over an elk. Generally once established I have a good food stock pile and I am more interested in high value pelts.I knew the ice wouldn't hold me, so crawling didn't make sense in this case. I wanted ALL of the ice to break, though, being unable to pull myself up onto the ice was the ONLY way I felt like I might die if I had a fire already built. I mainly dropped things so it would be easier to swim and I wasn't sure if the game didn't make you lose things in the water if you were at risk of drowning.
Of course it's possible that even with a fine staff, you can't craft a fine javelin. The one time I tried, I created a regular javelin. And there was no failure message like there is with fur when you downgrade something. But maybe that failure message ONLY shows up in the case of fur?
So far, on fine javelins, the limiting factor seems to be ordinary slender tree trunks, which seem to prevent you from making fine staves. I've noticed that there are (at least) 2 different types of logs, even though they're both called log. Can someone with really high timbercraft confirm that there is only 1 type of slender tree trunk? I've never seen them divide into groups.
(https://cdn1.imggmi.com/uploads/2020/2/27/eb2abb22ddaf402c983aed47f3b1e9b0-full.png)
Of course it's possible that even with a fine staff, you can't craft a fine javelin. The one time I tried, I created a regular javelin. And there was no failure message like there is with fur when you downgrade something. But maybe that failure message ONLY shows up in the case of fur?
There Is is a village request that specifies a trunk cut down while it's raining.Snowing works as well. As far as I've been able to tell, the criterion is that there's precipitation when you finish the job. If it stops while you're working the log's no good for that particular purpose.
There shouldn't be any penalty for using stale fat or a mix of fat and bark. I can't remember if spoiled fat works. If you use the fat from the animal you can reduce penalties to 0. If you use bark, 99.9% of the time if you'll get at least a 1% penalty since the unused will be in your inventory.
Whether encumbrance matter depends on how strenuous the task is. As far as I understand, light task take no penalty from encumbrance, while medium/heavy ones do.There shouldn't be any penalty for using stale fat or a mix of fat and bark. I can't remember if spoiled fat works. If you use the fat from the animal you can reduce penalties to 0. If you use bark, 99.9% of the time if you'll get at least a 1% penalty since the unused will be in your inventory.
You seem to be implying that the weight penalty of the clean skin and of the tanning agent used in the tanning process is not counted when you apply tanning agent to a clean skin. Do you KNOW this to be true? I know that it shows no penalty at the END of the process, or DURING the process, as the hide is placed on the ground as soon as the process begins. But my understanding is that only the penalty at the beginning of a crafting process matters and it seems quite possible that the penalty is applied before the skin is dropped on the ground, depending on what order the steps of the crafting process are carried out by the game.
The same question applies to cooking. If I have 10 cuts and nothing else in my inventory and I roast them, is the penalty from the weight of the cuts applied against the cooking result?
These questions are rather autistic, but I'd rather learn to craft the optimal way and then not worry about it than continuously craft suboptimally. That's one of my tiny pet peeves is the seemingly random way in which items can either be nearby or must be in your inventory in order to craft something. If it were up to me, tools would always have to be in your inventory, as would any raw materials smaller than a slender trunk. Or just tools, and raw materials can always be nearby but not in your inventory. But, for instance, when you're drying meat, I believe the only thing that MUST be in your inventory is the tying equipment, which doesn't make a whole lot of sense.
Whether encumbrance matter depends on how strenuous the task is. As far as I understand, light task take no penalty from encumbrance, while medium/heavy ones do.I can't bring myself to waste a bunch of tasty cuts or fine furs to test this theory, but it's the first I've heard of it and I hope it isn't true.
Does using stale fat to tan a hide have any negative implications on the outcome? Does mixing bark and fat have any negative implications?
If I repair a masterwork piece of clothing, does it remain masterwork or is there a good chance that it loses its premium designation? If I have a pair of elk fur mittens, can I use any fur to repair them or will the game only allow me to use elk fur?
Whether encumbrance matter depends on how strenuous the task is. As far as I understand, light task take no penalty from encumbrance, while medium/heavy ones do.There shouldn't be any penalty for using stale fat or a mix of fat and bark. I can't remember if spoiled fat works. If you use the fat from the animal you can reduce penalties to 0. If you use bark, 99.9% of the time if you'll get at least a 1% penalty since the unused will be in your inventory.
You seem to be implying that the weight penalty of the clean skin and of the tanning agent used in the tanning process is not counted when you apply tanning agent to a clean skin. Do you KNOW this to be true? I know that it shows no penalty at the END of the process, or DURING the process, as the hide is placed on the ground as soon as the process begins. But my understanding is that only the penalty at the beginning of a crafting process matters and it seems quite possible that the penalty is applied before the skin is dropped on the ground, depending on what order the steps of the crafting process are carried out by the game.
The same question applies to cooking. If I have 10 cuts and nothing else in my inventory and I roast them, is the penalty from the weight of the cuts applied against the cooking result?
These questions are rather autistic, but I'd rather learn to craft the optimal way and then not worry about it than continuously craft suboptimally. That's one of my tiny pet peeves is the seemingly random way in which items can either be nearby or must be in your inventory in order to craft something. If it were up to me, tools would always have to be in your inventory, as would any raw materials smaller than a slender trunk. Or just tools, and raw materials can always be nearby but not in your inventory. But, for instance, when you're drying meat, I believe the only thing that MUST be in your inventory is the tying equipment, which doesn't make a whole lot of sense.
There shouldn't be any penalty for using stale fat or a mix of fat and bark. I can't remember if spoiled fat works. If you use the fat from the animal you can reduce penalties to 0. If you use bark, 99.9% of the time if you'll get at least a 1% penalty since the unused will be in your inventory.
You seem to be implying that the weight penalty of the clean skin and of the tanning agent used in the tanning process is not counted when you apply tanning agent to a clean skin. Do you KNOW this to be true? I know that it shows no penalty at the END of the process, or DURING the process, as the hide is placed on the ground as soon as the process begins. But my understanding is that only the penalty at the beginning of a crafting process matters and it seems quite possible that the penalty is applied before the skin is dropped on the ground, depending on what order the steps of the crafting process are carried out by the game.
The same question applies to cooking. If I have 10 cuts and nothing else in my inventory and I roast them, is the penalty from the weight of the cuts applied against the cooking result?
These questions are rather autistic, but I'd rather learn to craft the optimal way and then not worry about it than continuously craft suboptimally. That's one of my tiny pet peeves is the seemingly random way in which items can either be nearby or must be in your inventory in order to craft something. If it were up to me, tools would always have to be in your inventory, as would any raw materials smaller than a slender trunk. Or just tools, and raw materials can always be nearby but not in your inventory. But, for instance, when you're drying meat, I believe the only thing that MUST be in your inventory is the tying equipment, which doesn't make a whole lot of sense.
I have a question about whether you'd consider something an exploit or not. It's a tactic I used to complete a quest:For me, it would depend...Spoiler: show
Question re: Warfare task in Advanced Adventures tutorial:Spoiler: show
Can you get randomly murdered in your sleep? Like theoretically, a fox could kill you if he found you asleep at a shelter, no?Kind of a necro to provide a data point on one of the questions in the very first post in this thread: Yes, you can get killed randomly in your sleep by an animal.
real life bears can open doors too. i heard on a podcast that in some town in Maine, USA they have an ordinance that you have to round door knobs, not handles, because of bearsThanks, that's very interesting news to me. Just googled it and got this: https://www.doorstuff.co.uk/blog/canadian-bears-vs-door-handles/