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Re: Ice Checking
Like in topic - throwing stones/ blocks to check the ice if is able to withstand a weight Just do it. Works already. Ice should react under load regardless of it being stones or whatever or your character. July 30, 2020, 09:14:58 AM |
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Zoom In during spring and fall, thin ice
There's a zoom in bug when looking in the local spot during spring's thin ice. The ice on the river was "not safe". River bend; river north, north-east and east of the spruce mire; while facing NE. Zoomed in an fell through the ice on entry. Luckily the spot was just 2 tiles / 4m / 12-13 feet in to the "wrong side". BUG: zoom in to local map, enter on thin ice / water. Expectation: enter on land, facing water. The following morning, zooming out, the Wilderness Map waters showed as water, not ice. The Zoom In map showed the river shore still frozen. Screen cap taken after felling slender trunks for fire. Oddly enough, the broken ice, frosted over during the time it took to cut the young spruce down and light it up. Edit:@Brygun below, reported similar issue in early winter with ford river/ford freezing over. his issue was spawning on land with punt (in tile previously visited. versus my original issue on entering on land, ending in water, on a previously not visited area. December 19, 2020, 06:29:59 AM |
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NPCs to use exactly same movement rules as player character.
Be it walking or running in snow or swimming, paddling on raft, enable exactly same movement for NPCs as character deals with. No more skiless robbers running in waist deep snow to catch up to grandmaster skier. No more character peppering Njerpez from watercraft without chance of the hostile to swim over and climb or capsize the vessel. No more NPCs waltzing through traps. Have them at least kick the trap 1st to trigger them. December 31, 2020, 05:58:18 AM |
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Tips, Tricks, FAQs
Just wanted to list some tips and tricks I learned from others via the forums/wiki/YouTube or a few things I figured on my own. Some items in the list may be shockingly obvious to you but not to some other players - please simply skip the ones you already know without getting offended... ![]() I am hoping some of this would be helpful to others, obviously newest players would benefit most although even seasoned players can always learn from each other as there is a lot to do and try in this game. If anyone's interested, please feel free to add your tips. I might add them to the first post at some point to keep altogether. Unsure how the format/classification should be so will start with an easy numbered list. OK sat down to list 10 and exceeded it. More to be added as time permits...
Edit 20210624: Added #12 How Can You Get An Axe Early Game?. Edit 20210629: Added #13 Character Creation Screen Tip & #14 Print Screen World Map Before Entering Game World. Edit 20210701: Added #15 Ancestors Limit and Selectively Deleting Some Ancestors. Edit 20210704: Added #16 Process to Boil Poisonous Mushrooms & #17 Tips for Agriculture. Edit 20210715: Added #18 Animal with Very Low Carry Weight?. Shortened the thread title to: 'Tips, Tricks, FAQs'. Set this thread to Sticky to make it more visible at the top of subforum. Edit 20210923: Modified #12 How Can You Get An Axe Early Game? and added the missing referenced forum thread link. Edit 20210924: Added #19 Sleeping on Spruce Twigs. Edit 20210924: Added #20 Post Spruce - a Simple Wilderness Condition Shelter. Edit 20210924: Added #21 Build Base Next to Rapids. Edit 20210924: A few style tweaks: No emboldened fonts outside entry titles. (better) Standardised capitalisation it entry titles. Removed placeholder (last) entry. Edit 20210924: Added #22 Armour Coverage Statistics Screen. Edit 20211003: Style improvement. Edit 20230111: Added #23 How to Make Cordage From Fibre Plants (hemp/nettle/flax); and style improvement. June 23, 2021, 10:42:18 PM |
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*David Attenborough narrating*
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September 12, 2022, 02:55:53 PM |
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Vivi's Spirits 3.86.1
Vivi's Spirits Mod Also known as the 'spawn in everything forest/lake mod'... I'm joking. About the mod: Rituals, and prayers to the deities Mielikki, Tapio, and Ahti Specialised Tools to be able to do the above(and their own pngs) Ability to make fur/leather cover, and Kota to use these covers We work under a favor system, inspired by Rudy's Magic mod ![]() Installation Instructions: Copy and paste all files to the URW directory You may want to backup biy_glossary! Utility Articles: Shaman Necklace - Allows you to do rituals Kantele - Allows you to do prayers fur cover - For kota, if you decide to replace biy-glossary leather cover - For kota, if you decide to replace biy-glossary The cover is needed for kota, as fur tokens don't count as a Cover for vanilla Kota usage(despite it being a simulation for fur, so the workaround is that we make covers out of both vanilla fur and the fur tokens). You can decide not to use it if you don't want to, but i recommend to do so. In any case it is more or less the same as vanilla, just that a cover can be made with the least amount of fur to carry around now. In vanilla, the minimum amount of leather/fur that would count is 4.5kg. So all the covers made with either fur or leather will need that amount of fur/leather and will weight that amount! The kantele is an instrument used in olden finnish-or lets pretend it is. My finnish history is shit. Wishlist: Horsehair instead of bronze... Rituals: Allows you to sacrifice raw meat/fish, bones, and antlers. No sacrificing skulls! The bear is sacred, and as for seals... well does it matter? Mielikki Prayers: Cloudberries Noaidi's Mushrooms All none poisonous herbs(therefore excluding: Bog flower, Marsh Calla, Water Lily, Wolf Pipe) Note that if you do not have enough herblore, it will show as... idk, puffy grass and random adjectives! Its different per game so as to make the player unable to see what herb it is(until herblore is leveled ofc). They still work the same, I like to think of this as the forest teaching you what grass/flower it is. They're also kinda useless ingame because its rare you get sick, you have shaman to heal you for free, and also you rarely would get very injured to need them. Its still cool to roleplay as a herbalist/shaman, if you so wish, or actually try out the effects and see how the herbal system works. The forest offers you cloudberries for they are the most plentiful and able to stave off your hunger. Noaidi mushrooms are essential for communing with the spirits! Mielikki is a known healer who may gift herbs to those who know to ask. She is the lady of the forest and the wife of Tapio. Tapio Prayers: Fur Token: Allows one to double the amount of fur they have on hand. 2.5kg to 5kg. Inherits the fur that is used! So if you want reindeer fur, use reindeer fur. If that reindeer fur token is made into clothing, it inherits reindeer fur properties! The token itself cannot be used to make cloth cord, but once it is made into clothing that is possible. You can also use this to make kota cover! In the case of using 2 furs together, the one with the most ratio is inherited. This is like, a pass from the deity to take this amount from their area of domain. :") Animal Blessings: Allows the trading of the fur token to villagers(Simulate passing the spirit's gifts to other people). The price of these are the same as whatever fur it is used, including its weight. (reindeer blessing == reindeer fur, except you can only trade it now). All furs can be turned into this(Excluding the seals, which is the domain of Ahti). I mean, you shouldn't expect spirits to not be angry if you just pass their favor to you to other people without permission, could you? Tapio is king of the forest, the people pray to him for big game like elk, moose, etc. Ahti Prayers: Blessings: For the grey and ringed seals fur tokens. Seals and the aquatic creatures are under Ahti's watch. Fishes: All fishes! The bigger the fish, the more favor is used. Ahti is the deity that fisherman pray to for good luck for their catches! Seal hunters pray to him in hopes of catching seals. References and Links: http://www.finnishmyth.org/FINNISH_MYTHS_GODS/TAPIO.html https://littlewomen.medium.com/ancient-finnish-gods-and-goddesses-bc880277e45c https://en.wikipedia.org/wiki/Kantele https://www.temps.fi/en/research/kantele/ http://www.llti.lt/failai/13%20Rainio(1).pdf (Bells? Huh.) V1 Changelog: Fixed fur cover rotting. ------------ Changelog v1.1 (As of URW Version 3.86.1 Stable, on 17th July 2025) - Submenu names have been changed to lower case, following syntax stated in mod_menudef_example.txt - Rituals and Prayers are now moved to the new mod's make menu. ! The mod's make menu can be opened with shift + o(the letter, not number). ! Updating to this version requires you to delete the previous versions of this mod. ------------ April 02, 2023, 06:11:04 PM |
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Re: Vivi's Spirits
V1 Changelog: Fixed fur cover rotting.
April 26, 2023, 04:45:01 AM |
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Three years in the Unreal World
For the first time, I have a character who has completed 1095 days without dying! Three years! To celebrate, I am Lore & Craft Skills Agriculture 00% 17% Seems to be only sowing that raises this. Building 15% 42% Built 3 cabins and a lot of fences! Cookery 60% 93% A mix of all cooking styles. Herblore 30% 98% Quite a bit of grinding involved here! Fishing 60% 60% Hardly done any fishing so no surprise. Hideworking 90% 100% Lots of skins and furs tanned. Timbercraft 15% 92% See above about building cabins and fences. Physician 75% 78% Lots of wounds healed, on dogs and allies too. Trapping 80% 83% Traps only used to protect homes and crops. Tracking 70% 99% Includes 20% from game course. Weatherlore 00% 46% Grind, grind, and more grind! Textilecraft 80% 84% Lots of repairing looted clothing. Carpentry 85% 88% Making stuff. Lots of stuff. Physical Skills Skiing 30% 100% Skiing on zoomed in map raises this faster. Stealth 60% 100% Practise this around trapped birds etc.. Climbing 15% 100% Climb fences. Lots of fences. Swimming 00% 100% Careful here, cold or fatigue will drown you. Combat Skills Dodge 75% 81% Try to find an angry badger to help with this. Shield 00% 00% I use a bow or a battleaxe. Knife 35% 38% A guy lost in the forest gifted me the rise. Sword 00% 00% Axes FTW. Club 95% 96% Lobbing rocks at squirrels. Axe 95% 99% Good at slicing people and bonking animals. Flail 00% 00% Silly weapon. Spear 90% 91% Great weapon until you get a good bow. Bow 85% 100% Masterwork longbow. It's like having a rifle. Crossbow 00% 00% Never seen the point. Unarmed 30% 36% Kicking trapped birds in the head. I started in summer as hurt, helpless and afraid, as far to the north east as I could get. The first year was as a hermit on the far north eastern coast, using only stone and wood for weapons and tools. Furs and leather are not enough for a winter up there, I was going hypothermic and getting frostbite all the time. I decided for the second year to return to civilisation, and get myself some nice warm woolly undies. I built a cabin between two large marshes, and hunted and traded. The third year has been dedicated to expunging the scourge of the Njerps, and thus far it's going very well. I've destroyed all their villages, but I am still finding camps of warriors. EDIT: Apologies for the formatting, I have tried and failed to fix it April 26, 2023, 09:21:21 PM |
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Re: Effin' lynx.
My protection method is to build a stable (a 3*3 or other shape building with one or more fence tiles "inside" to allow you to tie down animals inside of it). Bears can open doors, but not other predators. BEARS can open doors? We're doomed. We're all doomed. I just built my cow and sheep a nice "barn" and now I have to put a giganto deadfall in front of it. Brr imagine a bear opening the door to my home and being all "Y HALO THAR". June 22, 2023, 12:21:39 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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