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Re: Njerpez War camp? I would at least have started by scouting from a water craft, in which case both dogs and companions would be more of a hindrance than help.

Anyway, thanks for showing the war camp indication (and sorry for your character, who'd apparently lived at half pace, with two unreal years passed over four real ones).

December 10, 2020, 12:05:12 PM
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Re: seal-catching and dangers of entangling into a net I can imagine two real life issues with pit traps vs seals:
1. A lot of rock shore, so you can't dig into it.
2. Seals don't venture far away from the shore, and probably don't like climbing, so a pit would probably get filled with water from below fairly quickly (especially if the soil is mostly sand rather than mostly clay).

(And my spring stranded character didn't get any seals or land animals before getting of the single tile island after 2-3 months. Must have been rather tired of roasted pike, with one bird after a month and 4 more in during the rest of the period as the only relief. Injuries healed just quickly enough to win over starvation, allowing for a first pike at a starvation of 13).

December 11, 2020, 12:38:20 AM
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Re: Harvesting(edited:boiled down to harvesting, ignore redundant leather discus.) I don't have a problem with sandbox games being "unbalanced", requiring players to set up house rules of they want to live on the edge. Nor would I have anything against a setting that allowed pest/drought/frost/excessive rain/... misfortunes to be toggled off for those who'd want to have a secure vegetable supply to allow them to focus on whatever project they want to engage in.
December 12, 2020, 08:52:47 PM
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Re: Hills too much flora? Human cultivation of plants have changed the plants to be more productive, but at the cost of requiring more baby sitting in the form of weeding and supply of nutrients (in the UrW setting the nutrients are provided by the ash from the previous plant cover), resulting in them not being particularly competitive in the wild.

Sure, you can gather a lot of stuff from the forest, but it won't be any of the cultivated plants.

December 13, 2020, 11:28:37 AM
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Re: Seasoning thread No, dried mushrooms and berries are mod items (e.g. from the Njerpezit Cooking Mod). I wouldn't mind them as vanilla items that could be used for seasoning, though.
December 18, 2020, 02:03:47 PM
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Re: Njerpez War camp? The Njerps have realized your mod is a threat to them...
December 18, 2020, 11:53:54 PM
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Re: Has the hoarding limit been increased? Another strategy to avoid trouble with hoarding is to make things stackable. That doesn't work for everything, but clothing can be converted into bandages and/or cords. Badly worn clothing recovered from slain enemies are better converted into something useful, as you're not going to use them as clothing anyway (you can keep a set of "beggar's clothing" for bandit quest recon purposes).

It can also be noted that constructions count as stacks, so a wall made out of normal logs and rain felled logs consists of two stacks, while a fence can consist of three stacks of inferior, poor, and decent quality stakes, plus two stacks of withes (each withe of a different quality).

However, making sure every item of the same type is stored on the same tile goes a long way towards consolidating things into piles (it can be noted that the game doesn't consolidate piles into common piles on its own if they change to become compatible, so if you throw all your stale meat onto a pile and it rots, and you keep doing that for a long time, you can get a fair number of different stacks of the same kind of rotten meat that consolidate if you pick them up and drop them again).

December 20, 2020, 08:46:30 PM
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Re: Skin sizes, adjust please. My comment was really aimed at Buoidda' s post. Changing the size in conjunction with the appearance of the winter fur is a clever move that both accounts for the creature growth and refrains from adding additional sizes for the same fur type.
December 21, 2020, 07:35:20 PM
1
Re: Humane and Proper Butchering? I wouldn't make too tight a connection between the game mechanics and the real world. It can also be noted that the concept of "humane" killing of animals is a modern western thing more or less. Iron age people were probably interested in efficiency rather than reduction in animal suffering (although most of them probably didn't cause the animals to suffer more than they had to).

To preserve the skin as much as possible, you should hit the head exclusively, as even neck injuries affect the skin quality.
When hunting, causing a bleeding wound and then track the animal as it gushes blood to then kill it with attacks to the head is one of the best way to preserve the skin as much as possible. However, bleeding can stop, so just causing a bleeding wound is no guarantee the animal will get caught.
The other way to preserve the skin as much as possible it to hunt the animal to exhaustion (not exactly humane, but something done a lot historically) and then perform blunt attacks aimed at the head. Blunt attacks that hit elsewhere cause limited skin damage.
It can also be noted that attacks from behind gives you the best chance to hit (and to hit where you aim), while attacks from the front gives you the most amount of training in the weapon due to the many misses. From a training perspective, the lightest weapon should be used, but for a speed perspective the most damaging one should be used.

It can also be noted that when an animal is unconscious, targeted melee attacks never miss their target, but it's possible for the animal to wake up in between your order to perform such an attack and the execution of it. Walking up to an unconscious bear to finish it off can be a fatal move (for your character). It's also possible for an animal to wake up while you're hitting its head if your blunt attacks do little damage and unconsciousness was largely due to fatigue.

I usually use blunt attacks with a spear, as spear is the main weapon of my characters and blunt attacks keeps the skin in the best condition.

The game does not provide any means to slaughter (tame) animals, so you have to use combat mechanics (and some people get a nasty surprise when the cow they attack makes a rare attempt to fight back [the same goes for elks and reindeer: their attacks are not to be taken lightly unless you're completely and heavily armored]). However, a surprise attack from behind to the head has a good chance to render the animal unconscious.

December 26, 2020, 01:41:25 PM
2
Re: Taking a look at the suggestions Don't forget a sweaty sauna when done... By that time you definitely deserve one ;)
December 26, 2020, 06:16:16 PM
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anything