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Re: A few noob questions As indicated by other posts, fish isn't cut up into cuts, and since smoking/drying only allows preparation from a single stack, fish are problematic (but 1 cord for 19 salmons is enormously efficient from a cord perspective, in the rare winter case you can pull it off).

I generally settle by rapids just outside of tribal territory. I find the access to open water all year around to be very convenient. I also want nearby terrain where I can place farm plots (i.e. not mire).
The first "building" I make after a shelter is a cellar, as that adds a few days of shelf life to food, and the next one after that is a fake sauna (i.e. a stove rather than a sauna stove, but capable of performing all sauna tasks except a quest related one). This "sauna" is used for cooking and smoking (as well as the occasional sauna bath).
As opposed to Privateer, I build a separate house for sleeping in, and eventually a workshop. The reason for two buildings is that I spread (mod) crafting components into piles around the central tile of the workshop (where the crafting is performed), and I have separate piles of stuff in the "main" building (furs on the cot, a stove (that's never used), jewelry, bandages).

June 08, 2018, 12:36:36 AM
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Re: Vagabonds
Yeah, I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.  I do feel slightly guilty, but then again, if you were starving to death in the woods... perhaps you'd do the same
You must be a poor player indeed, if you're character is constantly starving so you have to murder everyone you encounter to get something to eat...

June 09, 2018, 08:30:09 PM
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Re: Vagabonds
Yeah, I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.  I do feel slightly guilty, but then again, if you were starving to death in the woods... perhaps you'd do the same
You must be a poor player indeed, if you're character is constantly starving so you have to murder everyone you encounter to get something to eat...

That reply seems a bit harsh, maybe I'm just reading it wrong.
Well, it is harsh, but I think it's rather hypocritical to justify murdering everyone with desperate starvation. If you want to play as a mass murderer, go ahead, but don't justify it with a need for survival. See: "I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.". If it was truly a matter of survival the victim should be murdered regardless of whether a quest could be had or not, as those quests typically result in inedible rewards of information.

I can understand that some players would murder the first person they find to get started, but the spoils of that murder should be sufficient to buy the player time to become self sufficient. If you're using a "just in time" play style when it comes to food you might run into trouble again very occasionally, in particular if you use a house rule of not buying food, and so may decide that prolonged starvation would serve as a justification for an additional murder.

Thus, my response was based on the hypocritical justification rather than the choice of play style.

June 10, 2018, 10:32:45 AM
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Re: A very skilled sage You've got the wrong Sami but the right profession. I think the real one is Sartolainen or Reemilainen, i.e. in the east rather than the west.

Others have found Erkkas, but I've failed to find one. The nearby Sami I have is a tribesman, so it's not the right one either.

June 13, 2018, 02:45:14 PM
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Re: Rewards from broad beans Yes, it's odd that the plant is lighter than the produce it can result in.  On the other hand, it makes it easier to bring the harvest home...
June 14, 2018, 09:09:37 AM
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Re: Animals aggro? Animals can become less scared It's possible to endurance hunt prey without a dog even if your character isn't particularly fast (I never use my dog for hunting after a reindeer killed the dog of a previous character). It's fairly hard, and you should be prepared to give up. Tracking is very important, as you often have to follow the tracks to keep up with it.
A very useful trick is to place yourself such that the animal runs back and forth along a river or lake edge until it tires.

See this thread for wolves... https://www.unrealworld.fi/forums/index.php?topic=1749.0

Wild boar and badgers often attack you when injured. Large predators do so as well. However, most animals avoid humans, with the exception of old weak bears that can get over their fears and start to hunt humans because they can't catch anything else. However, those man eaters are currently not in the game.

(So you're Best Regards? ;) I guess it's intended to be interpreted as Brazilian?)

June 15, 2018, 08:46:08 PM
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Re: Animals aggro? Animals can become less scared Most animals not accustomed to humans are fairly shy, so 50 meters is probably not too much.

I never plan to have my character fight enemies that aren't breathless, although things don't always go according to plan...

Real world bears (and other carnivores) normally avoid people, so often running away even when wounded is probably not a bad simulation.
Animals (excluding cats, which slaughter for the sheer joy of pain and misery) typically kill to eat with as little risk as possible. Humans are dangerous prey that aren't particularly good eating (far too bony).

I know a guy who's been chased by a bull elk twice when out jogging (probably not the same elk). Does that answer your question? ;)

Otherwise females with young are typically a larger danger. Getting in between a bear and her cub is really bad business, and I wouldn't like to get in between a reindeer and it's calf either.
I've seen elks and reindeer with young in the game. Bears and hares should be in there as well, but I haven't seen those.

Bandits don't attack you outright. They rob you, and attack if you resist, but if you hand over your things they'll let you go unharmed. Njerps are bat crazy, and sometimes attack, sometimes not. It feels like they've become more cowardly/gotten a small grain of self preservation in later versions, though.

June 20, 2018, 12:25:02 AM
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Re: unusual plants Herb lore is trained by trying to identify plants that aren't 100% identified, so keep trying and the skill will eventually increase (it's hard to get it to 100%, because you tend to run out of plants to train on... but when you know everything about every plant there's no practical reason to increase the skill). There's some kind of timeout for identification attempts, but attempts can be made many times per day, although the maximum number of actual increases per day is 3 as for all skills.

I've never seen any seeds spoil (nor have I seen turnips spoil, even after sitting for years as bait in traps).

June 27, 2018, 10:45:52 AM
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Re: Inviting foreign trader to another location Trade stations and the like might help as well.
When I really find something I like I mark the tile so I can return there after having returned home to pick up trade goods, which makes it a little bit easier with the current system.

June 28, 2018, 12:50:03 PM
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Re: The same fatigue mechanics should apply to everyone. Yes, it's annoying.

The problem is that fixing it properly would mean teaching the NPCs to use skis (including when not to), as well as to wield/unwield the ski staff. Also, hirelings without skis would not keep up with your character (congratulations: you're going to have to make skis for everyone!).
I think the current situation is better than NPCs being easy targets because they're not using skis, which would be the "easy" solution. In the long term yes, NPCs ought to learn how to ski and be subjected to the snow fatigue influence as well.

June 28, 2018, 06:55:44 PM
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anything