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Mushroom soup reveals unidentified mushrooms name. If one cooks mushroom soup (^c, v, 4) from blanched/ boiled) mushrooms that the character has not identified: the game will still call the soup as the mushroom as it were known to the character.

E.g.
Herblore check on ‘peculiar mushroom’: not identified: peculiar mushrooms
Boil enough of the mushrooms to have 2lbs*. Do Herblore check: boiled peculiar mushrooms, edible.
Cook the mushrooms into soup. And the game, once cooking has started will prompt: “you set yellow finger mushroom soup to cook”. Any Herblore check will fail, similar to using the skill on non-plants.

*I’ve not tried to cook unidentified mushrooms before boiling.

January 05, 2021, 06:08:53 AM
1
Re: What's Going On In Your Unreal World? Sounds like you’re making do in URW @Kels.

For future nomadic drying, build a shelter, and set the meat dry on the outside of the shelter. Very quick. Also, I like to mark the F6 map with blue marker “animal X drying, 3/7th pre-summer”  the weeks count down, days count forwards.

January 05, 2021, 04:23:12 PM
1
Re: Auto select withes when building fences. Last option  Sami mentioned would work.
If withes are available, default to them. If no withes (or not enough) are available, then ask player to select tying equipment from the character’s inventory. Takes away nothing, eases building with historically accurate withes.

January 05, 2021, 10:04:02 PM
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Re: Dynamic character sprites This would be nice to have. See if that Njerpez is carrying bow. Or if Woodsman is carrying an axe. Of course, it’d still be limited to see what NPC are wearing and carrying.

@Night has released Character Designer. For custom character sprite.
But it’s only for PC, not NPCs. And needs to be manually updated for equipment changes and for additional characters.

January 06, 2021, 03:36:33 AM
2
Re: What's Going On In Your Unreal World? You can also hang fish and meat dry on inside and outside of cave walls.
But those aren’t that common south of Tribes’ areas. Even when playing Kuikka-tribe, I still build shelter very close to the kill. Usually within couple hundred meters/yards from water source (up north, that’s likely pine or open mire).

January 06, 2021, 04:35:57 AM
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Re: What's Going On In Your Unreal World? I forgot that the summoning Waterfolk spell requires rock or skerry. Duh. Wandering most of southern coast in search of a watery rock.... and I doubt the watery tart will even lob a sword to me. Maybe the moist bint will make me into king of North instead?
Search continues

January 06, 2021, 06:10:05 AM
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Cooking: Roast: Beef: 2lbs After marinating in cumin, cilantro, olive oil, chives, black pepper, ancho, chipotle and red wine for 20h or so.

No juniper or nettle...  ::)

January 07, 2021, 03:50:18 AM
3
Village services Parts of this have been suggested before if memory serves.

Sometimes when we start the game, our character might have couple rye breads. Not the flat ones we can bake ourselves, but the sourdough risen ones. Yet we can’t buy them nor bake them ourselves. That brings us to the core of this suggestion.


Enable asking villager housewife, maiden (in future: old women, once added) to bake a batch of rye breads. Provide flour, with some extra* as payment for the work. Come and collect in the evening after a full day from morning. I.e. ask for rye bread to be baked early morning and get it evening the same day. Ask for the rye bread baking morning, or later in the day; and it will be baked the day after.

The same could be done with fish or meat smoking; bring in fish or meat, ask for a villager to smoke it, come collect it (10% to 20% less, for payment for the work)

Ask a craftsman to make punt, net, longbow, dozen fine arrows, and so on and on. Pay for the product, then come back later to pick it up. Of course the craftsman could sometimes refuse, responding “I’m sorry but I don’t know how to make a longbow” or “I’m busy with other jobs right now, come see me in few days”

*or alternative payment for the work.

January 07, 2021, 04:04:53 AM
2
Re: BogBean plants Bogbean (menyanthes trifoliata) ‘raate’ beans/fruits are not large and separate like broad beans or green peas. Just little bulges on the  floral stem. Ingame bogbean should IMO include flower-pods for the ‘bean’ part but even so; the main part of the plant definitely are the rhizomes, aka the root system.

USDA characteristics of bogbean

January 08, 2021, 03:21:31 AM
1
Re: Dropping everything when wielding paddle or ski stick While I agree fully heartedly to be able to use ski stick and paddle as low-end weapons (blunt-only javelin and haphazard club)... I’d rather approach the “don’t drop these items” with a function in inventory to select items to retain, similar to worn items. I.e. when my character comes back to the cabin and wants to offload the excess weight to get on any tasks at the homestead, I need to select all with +, then deselect broad knife and sword (as he never goes anywhere without them.. even swim training), then Tab-c; deselect water skin, Tab-t; deselect 2-3 pieces of cord lengths. (The last two are nothing but roleplay items, turning around and moving some tiles to grab them as needed would be nothing. But I like my characters to have their water and some tying equipment at hand at all times. Same goes for the broadsword really.

So I’d suggest to have key within Inventory to mark items for holding. Maybe it could be *, or $ (for valued items?)

Then it’d be up to the player to choose which items to retain when selecting “drop all”
Pro: individually selectable no-drop items
Con: none, as if not used, there’d be no change to current.

Additional Pro: same feature could be used to limit items from bartering suggestions

January 09, 2021, 07:29:23 AM
1
anything