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Re: Bush smoker for meats The food stays good until Spoilage_days has been reached, then daily there’s a “die roll” to see if it’ll stay fresh or go stale. So with some luck the spoilage is closer to ~18 days to stale, then another 2-3 days to actually spoiling. Store it in cellar and in winter, below freezing, gets no spoilage checks. Even in summer the spoilage checks in cellar are either delayed, or get pretty decent bonus to keep fresh.

Problem with hot smoking is that the protein has too much moisture left in it. Exterior cooks, inside stays at pretty much full moisture content. That’s why it’s so darn tasty!

For what it’s worth, it takes 36-48 hours, IRL, to salt&vinegar cure, then with mechanical airflow, 6-7 days to remove 50-60% of water weight. That gives you meat that stays shelf stable for ~8 months.
I have never had hot smoked salmon last longer than 2 days: it gets eaten up!

June 14, 2023, 02:51:05 AM
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[3.80] Smoker. Hot smoking. Now version 1.2! Pretty simple: adds smoker, hanging hooks (needed for smoker), trough for brining, and meat, fish cut and cured meat hot smoking recipes. Unzip to the UrW executable folder.
You should find Make-Smoker and Cookery-Hot smoke.

You can start the fire on the same tile as the smoker, it won't burn down*. The recipe takes some time as the fire needs to be kept going slow and steady. But once the recipe is finished, there's no delay on getting the meat/fish picked up and back on the move.

There's a bug in *COOKERY* with [patch] and no consumption without [patchwise] of the required firewood. Feel free to Discard or burn elsewhere.

Brining and smoking cured meat added. v1.1
1lbs of fish fileted, salted and hot smoked for 2x 0.4lbs filets. v1.2 whole fish recipes are bugged with [patch:]

Expect v1.3, hot smoking whole fishes, after *COOKERY* / [patch:] / [ask_num] / [patchwise] bug is squished.

*Avoid placing the smoker next to other fire sources/-places. Or risk burning things.

June 17, 2023, 05:26:38 AM
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Birds should be less intimidating This is something that has been bothering me for a long time. Please make it so that we can zoom out to the world map even if there is some random grouse hovering in the air nearby. Birds in the air tend to be chill about the player's presence so that they can stick nearby and you need to run away from the bird before you can zoom out. None of the birds are ever aggressive to the player either. The only potential exploit cases I can think of is that the player might zoom out to prevent a bird of prey from killing another bird or prevent it from stealing a meat cut you left lying around on the ground, which are of doubtful utility.

Similarly I'm not sure dogs should be so hung about birds of pray (i.e. bark in alarm) as they are insignificant animals to the player. It's unnecessary info clutter.

June 20, 2023, 08:45:45 PM
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Re: Birds should be less intimidating I agree, also would be nice to have a separate option in the ini file exclude birds prompting task cancellations.
June 20, 2023, 09:12:34 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.

Enterprising FTs might be working their way up rivers too, I.e. coastal Finns might've learnt the value of their furs, so traders might try to get better deals deeper inland. And also look for wind-shamans and any warriors to join on the plundering treks to ... Lindesfarn... Rome ... Paris ... Miklagard...

But yes, I agree that path finding improvement would be in order for FTs: village to village, then same way back or circling around. Doing donuts at random pine mire 12 miles from closest village makes very little sense.
Even nicer would be if the FTs would tell you which generic direction they're headed, so you can meet up with them later with more furs. "5 days inland, then 2 days north and finally 6 or so days back to the coast/ship"

July 21, 2023, 04:26:53 AM
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Version 3.81 released for Windows In the midst of summer schedule challenges we're hereby releasing version 3.81 first for Windows  and follow with Linux and OS X builds in early august.
Version 3.81 for Windows is available on Steam, Itch.Io and for lifetimers.

This version is mostly about craftable and repairable fishing nets, preliminary introduction of pausable crafting and some bugfixes. Find full changelog at the end of this post, and now let's highlight the most exciting addition...

Craftable and repairable fishing nets

Now it's possible to both craft a net from the scratch, and to repair worn-out nets. These are both pausable tasks allowing you to finish them in parts as you please. This will be the start of featuring a possibility to have breaks in long crafting tasks and continue at will later on. After the mechanics have been developed further this will be expanded to cover wider range of crafting.



        Weaving a net is laborious task and the mere amount of yarn alone may be demanding to obtain. The other material requirements include thicker cordage for the supporting lines, rocks for weights and birch or pine bark for floats. Traditionally the rock weights were sometimes wrapped inside birch-bark pockets for more durable attachment. This is optionally doable in the game as well.



         Making a net is process of several days, and that is why nets were usually woven indoors during the wintertime. For the history and realism sake a good use of written sources along with actually interviewing old net makers were carried out to come up with the many values and mechanics. And still there's a room to add some advanced fishing net care and maintenance features in the future.  It might be interesting for some if we opened up our research and field studies later on, but here's just one curiosity:

There's a tool called netting needle which has been essential in netmaking. It's a tool the player characters can craft in the game as well. In our interviews with a certain old net maker one question was: "We're the nets ever made by hand alone, without a netting needle, and is it even viable?"

    Ville, a real person in real world - an old fisherman - just kept staring for a really, really long time and said "Everyone had their own netting needle."  Other interviewees also confirmed that netting needles were always needed, even when repairing the nets, and during the fishing season people would carry them around just in case. Well, the game mechanics allow netmaking without a netting needle too, but you will only find it impractically slow.


Netting needle.


Changelog

Version 3.81 for Windows
 
** Saved characters from version 3.70-> are compatible with this version. **

- added: craftable fishing net

         It is now possible to make a fishing net by the player character. The option can be found at "Fishing" category in the [M]ake menu.
         Weaving a net is laborious task and the mere amount of yarn alone may be demanding to obtain. The other material requirements include thicker cordage for the supporting lines, rocks for weights and birch or pine bark for floats. Traditionally the rock weights were sometimes wrapped inside birch-bark pockets for more durable attachment. This is optionally doable in the game as well.
         Making a net is process of several days, and that is why nets were usually woven indoors during the wintertime. In the game making a net is newly featured pausable task allowing you to finish it in parts as you please.
     
- added: NETMAKING skill

         Netmaking is a skill for weaving and constructing fishing nets. Success in netmaking determines the quality of the nets crafted. For migrated characters this skill is created upon the first load in this version.

- added: pausable crafting

         In this version we are introducing pausable crafting for a few selected items. This will be the start of featuring a possibility to have breaks in long crafting tasks and continue at will later on. After the mechanics have been developed further this will be expanded to cover wider range of crafting.
         
         Crafts that can be currently paused are:

         * Net

         * Chop felled tree into blocks

         * Split firewood from a block

         * Split a trunk into boards
     
           With the pausable timbercraft options you can now also use unhandy and inferior tools eg. stone-axe in board making as there's no upper limit of how much time can be used to get the work done.

         Pausable crafting works similarly to pausable building. You can cancel the process at will, and then continue at will. The crafting will be continued when you try to make the said item again standing beside the partially finished item. For example, if you try to [M]ake a fishing net beside a partially crafted net the crafting continues.
         Partially crafted items will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- added: different tile graphics for a set net

         Tile graphics for a set fishing net is now different resembling its float line on top of the water.

- updated: "Net" game encylopedia (F1) entry

- changed: the weight and price of the net item

         Both have been increased. The weight because of the rock weights taken into account, and the price because of the true workload.

- added: netting needle, a new item

         Netting needle is a wooden tool used to weave fishing nets. It can be crafted by the player character from [M]ake menu "Fishing" category. Netting needle allows weaving the net conveniently with proper knots and tight mesh of uniform size.

- added: repair worn-out nets

          The option to "Repair worn-out net" can be found at "Fishing" category in the [M]ake menu. Repairing a net is also pausable task and can be cancelled and continued at will. To continue paused net repair works the same as continuing paused net crafting; if you use the repair option again beside the partially repaired net the crafting will continue.

- added: harvesting pine bark

         Pine bark can be harvested from big pine trees all-year round. Pine bark chunks are used used in making of net floats.

- added: "Bark" game encylopedia (F1) entry

- added: ball of birch-bark strip as village resource

         Villagers now gather and stock balls of birch-bark strip. These can be then traded for by the player characters if need be. Birch-bark availability in villages is based on the culture, and it naturally gets restocked only when the birch-bark harvesting season is on.

- updated: "Birch-bark" game encylopedia (F1) entry

- added: timbercraft product quantities affected by the used tool, ie. an axe

         When making boards, blocks of wood or firewood you'll get fewer products when using an unhandy axe for the said tasks. The effect is most notable when the axe is far from preferred one, eg. making boards with a stone-axe.

- adjusted: blacksmiths titled as masters always produce masterwork goods

         There was a small skill range where blacksmiths titled as masters produced fine, but not masterwork goods. This has been adjusted so that now masters always produce masterwork goods.

- fixed: using STEALTH from skills menu prompted nothing

         Now it says the skill is automatically used when necessary. That is, when your character gets [h]iding.

- fixed: firemaking failing at fertilized locations

         Fire data couldn't be properly set to locations with fertilization data.

- fixed: some diy/biy descriptions corrupting the material requirement text output

         Adding descriptive texts eg. '+(needed for this and that)' to some diy/biy entries caused text output corruption in the displayed list of required materials. This was noticed with some cordage at least.

- fixed: math failures when using withes (on the ground) in constructions

         There was a rare occasion where using withes on the ground might cause math failures to the number of materials used or required. This was noticed with building a fence gate, but might have occurred elsewhere too.

- fixed: animals leaving droppings far too often after 255 game days

         Yep, it was char<>int kind of mistake in the dropping interval calculations.

- fixed: some encumbrance penalty calculations

         Excess penalty didn't always capped at 100%, and the weight of worn clothes you could carry without penalty wasn't always calculated correctly.

- fixed: making stone arrowheads not allowing using stones on the ground for grinding

 - fixed: wading mode text alignment not centered

 - fixed: repeat the last action display for arrow and bowstring was blank




Cheers!

July 31, 2023, 01:19:14 PM
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Spearfishing, spawning fish, and the lippo Here we go with a brief development news about what's bubbling under at the moment.
Well, a good bunch fishing related additions, we can tell you.
There will be improvements to some old fishing methods and a completely new form of fishing to be featured.
And to have it all done with our desired ambition we'll also feature spawning periods and habitats for the different species of fish.
And these can be then taken advantage of with the old and new fishing forms.
It's quite a sidetracking, snowballing bunch of additions, but slowly coming together so nicely that we can briefly highlight it already.

Now pikes, breams, salmons, trouts and lavarets (at least) will be given their spawning periods and habitats.
Gathering of the spawning fish can be then taken advantage of with suitable fishing means.
For example pikes will come to spawn in early spring at shallow shoreline waters with rich vegetation.
During that time the spearfishing from the shore can be quite succesful.
As we know, spearfishing is already an existing fishing method in the game, but now it will become a bit more detailed for example
with information given related to ongoing spawning periods and the chosen location.


Ingir proceeds with spearfishing and the game notifies about the chosen location being good considering the ongoing pike spawning period.

Lippo is a certain kind of dip net with a very long handle, and it was used in special kind of fishing at rivers and rapids. It is a new fishing tool in the game that
can be crafted by the player character, and it will be used in this newly featured form of fishing.


Ingir has arrived at the rapids with an intention to craft herself a lippo.

Lippo fishing was practised especially when the certain fish, salmons or lavarets for example, gathered at the rivers to spawn.
But lippo can be also used to catch roaming river fish outside their spawning period too. In this fishing method the lippo is casted into the water,
down at the bottom of the river, and then moved carefully in order to scoop the fish into its net. The roaming fish in the rivers and rapids will occasionally
rest beside the rocks and skerries and these are the locations where lippo needs to be used.


Ingir needed to row with a punt to reach a skerry in the rapids. Maybe there are fish resting behind the neighbouring rocks, she thinks and reaches out to pick up the lippo.

These are future features - not yet functional in current version 3.81.

August 31, 2023, 05:26:26 PM
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Pine Bark Eating Hello! Coming back to the game after a few years, and I'm loving reading about the changes.

Recently I was watching a wilderness survival video (actually, URW got me hooked into this wilderness living thing), and the person was teaching about pine bark eating and pine bark flour used to mix with other food or baked into breads. The actual part that is used is a thin white layer called phloem.

Upon researching the subject, I found many sources claiming that the Sámi used to eat pine bark and make pine bark flour and bread as a source of food and calories.

Pine bark is actually quite caloric and sustaining, and was used by Scandinavian and North American natives, with some reports that some natives used pine bark as a staple food.

Pine bark has around 500-600 calories per 1 pound (0.45 kg), and is rich in vitamin C and other elements.

Any thoughts on adding pine bark as a source of food, since, as per my (rather shallow) research, it was very common among the Sámi?

I tried searching the forum but could not find any discussions on this subject.

Some sources:

https://www.fs.usda.gov/rm/pubs_other/rmrs_2009_ostland_l001.pdf
https://survivalfreedom.com/can-you-eat-tree-bark-to-survive/
https://survival-kompass.de/en/tree-bark-eating-for-survival/
https://www.outdoorlife.com/blogs/survivalist/2011/11/survival-foods-can-you-really-eat-tree-bark/

Tks!

September 08, 2023, 03:00:53 AM
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Re: Pine Bark Eating Supporting article, in Finnish only sorry: Pettu
September 08, 2023, 07:34:42 AM
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Splashes and ripples - visual fish activity indicators The fish spawning cycles are in action and pikes, breams, salmons and lavarets now gather at their species specific spawning locations at their specific times of the year.
As the fish spawn in shallow waters they do splash in noticeable way, so we just had to also add splashing sounds to be heard and round water ripples to be seen.
These are completely new indicators of fish activity and quite essential in order to find the fish spawning locations.
The water ripples have other uses too as they can be added to indicate diving of aquatic birds or seals, or added as simple eye candy when you throw something into the water.
But first things first... we're now testing and making last adjustments to the new fishing stuff, then fix a few fistfuls of most critical bugs, and then wrap up the new version for a release.

Here's a few screenshots of the newly added splashes and ripples:

Isto hears a splash from the west. It's pike and bream spawning season, and the shallow vegetation rich shore looks just the right kind for that.
Could it be the spawning fish? All the evidence, and even the Kuikka, seems to be pointing that way.


More splashing and now Isto notices it's the fish. Now if you look two tiles north from the character you'll see round water ripples.
In the game these come with a modest little animation. Easier to notice, prettier to witness. Now Isto will know at where he should try spearfishing - or maybe using a lippo.

These are future features - not yet functional in current version 3.81.



September 19, 2023, 07:20:14 PM
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anything