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Re: Has persistence hunting been made more difficult? In the far north east I have seen snow "chest deep"  and "more than chest deep".

Different animals tire at different rates in the snow, some are hardly affected at all while others pile on the fatigue pretty quickly.  Whether there is a crust or not can also affect things. 

Gluttons, like foxes, wolves and dogs, are faster than any human and have more endurance.  I have found that unless you can wound them, you may as well give up as you will never wear them down.

May 04, 2023, 11:29:36 AM
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Working with water in winter Anyone who has had to work with water in cold climes will know that it's a bit of a bitch.

I suggest that tasks involving water that are not performed in a cabin should make one quite a bit colder and greatly increase the risk of frostbitten hands.  This would add a bit of value to containers where the player has access to a cabin, and force players cleaning or rinsing hides outdoors in winter to make a fire next to them in order to avoid frostbite.

If implemented; it may be an idea to give a player an idea of how long a task is going to take in the message box before he starts, so he has an idea of how big a fire he needs to make.  Actually this should be done anyway, I presume it's easy to code and with some mods I forget if a task will take half an hour or six hours  :D   

May 04, 2023, 07:16:56 PM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! I will be pleased to test, but can you confirm that the update you just posted is for 3.72 and not 3.80?

I have a ludicrously long-running character and so I am sticking with 3.72 for now!

May 09, 2023, 04:19:24 PM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! Excellent, I shall download and test.  Probably not this evening though as it's my wedding anniversary, and the local steak house has a steak tartar with my name on it  8)
May 09, 2023, 07:12:35 PM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! Okay, testing done, delayed a little by a herd of reindeer hitting my trap fence.

Iron coudes and kneecops work as intended.

Iron helm, iron spectacle helm, and iron codpiece work, but have the armour protection of the leather used in their fabrication.  This makes them very resource intensive and almost useless.  I don't know how to fix it, but likely remove the leather from the recipe and they will work.  The leather would just be a trim to keep the metal from contact with skin, with the helmets you'd wear a cap comforter of leather or padded cloth underneath.  With the codpiece I am not so sure, having never worn one!

May 11, 2023, 09:30:17 PM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
That is wierd.

The spectacle helm specifically recipes in the material type.

Ill look into options.

Tester: That was the recipe versioon for iron spectacle helm that had [MATERIAL:Iron] in it?

In the recipes both helm versions have [ARMOUR_MATERIAL:iron] in them.  Coudes, kneecops and codpiece do not.

Edit:  The recipes are in the file  diy_BAC_Armor_Iron_Wood.txt

May 12, 2023, 05:42:29 PM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! Also a rather minor issue is that while fresh milk never spoils, sour milk made with this mod does spoil, albeit over many months.  The only two ingredients are milk and nettle leaves, neither of which I have ever seen spoil.  I would expect that making sour milk would help to preserve the milk, so I suggest that until fresh milk in the base game spoils, the sour milk recipe should be set to not spoil.   
May 12, 2023, 06:16:33 PM
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Re: Sightings If we are talking foreign traders, I think they should be in the village or camped very close to it.  The idea of them wandering the forests at random, searching for lone trappers and hunters who may or may not have quality pelts is a little silly.  Also immersion breaking if you are far from any villages and foreign traders are more common than game!

Foreign traders would camp in or close to a village, and wait for trappers and hunters to come to them.  Word would get around, so the player may be told "It is said that foreign traders have set up a camp close to XXXXX village".  IMHO, they should also be found only at coastal villages or those connected to the coast by trail.

July 20, 2023, 11:09:36 PM
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Re: If you eliminate Njerpez culture, do wandering njerpez stop spawning? I have committed Njerpocide.  All villages and camps wiped out as far as I can tell (new camps were popping up until the last village was razed so it is possible that I've missed one or more).  I continued play for a couple of years and based myself in the former Njerp lands, and have not seen any wanderers.  So yeah, I think they stop spawning.  I kinda miss the little red fellas now!

I sometimes found wandering Njerps within a few tiles of a camp, and if I killed them the camp had fewer warriors in it than the usual when I attacked it.  It seems that some wandering Njerps are wandering around in twos or threes close to camps, and others are wandering the wilderness and spawn at random - now weighted towards spawning near Njerp territory rather than all over the world as was previously the case.

December 29, 2023, 05:01:04 PM
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Re: If you eliminate Njerpez culture, do wandering njerpez stop spawning? I understand they are weighted to spawn more around their own territory and in the south east in general.  They used to pop up all over the map, but that was changed to improve game balance.  A wandering Njerp is easy riches for a combat orientated character, but lethal for anyone else.  Now, if you want to encounter them you have to head into their lands or near their borders - like the Kaumo lands.
December 30, 2023, 03:31:07 PM
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