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Messages - PALU

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766
Gameplay questions / Re: Keep live stag or deer inside fence
« on: September 13, 2019, 02:32:05 PM »
It should be possible to keep animals alive that way, as they don't actually have to eat. However, animals can teleport in (spawn inside complete enclosures and on isolated islands), so they can presumably teleport out as well, eventually.

One case of teleporting in was a squirrel who appeared on a tree inside my "stable". The "stable" has a wall with a closed door and floor/roof over all tiles except two trees. The reason I've left the trees there is that it allows me to tie the cow and the sheep to one tree each, so I don't have to jump through hoops to prevent them from escaping when entering/exiting (a hook on the wall had been better, but the game doesn't support that). I eventually killed the squirrel, so I didn't wait to see if it would disappear.
I've also had elks spawn inside the trap fence protecting my farm plots (finding an elk in a trap in the fence, with tracks only on the inside, and none on the outside).

767
Gameplay questions / Re: Domestic Animal Tasking
« on: September 13, 2019, 09:46:42 AM »
Sound like you're very unlucky with your world! Personally I want my characters to (eventually) get a dog, a big cow of burden, and a sheep (cow rather than bull because of milk and sheep because of mod wool). The dogs tend to be "used up" due to Njerp/bear/robber encounters, so finding sources for them tends to be important.

In your case I'd try to explore neighboring regions for villages (once you've built up enough slow perishing food stocks to go on expeditions). Completing the game courses is not an urgent task, fortunately, as there's no time limit.

768
Not bugs / Re: Issue using sestas
« on: September 11, 2019, 10:10:02 AM »
No, stone axes are incapable of producing boards in the vanilla game. Thus, you're stuck without a proper axe (of however poor quality), with the only chance to learn to swim and then swim away when the water is warm enough to allow you to keep your body temperature up in water (and the swimming skill high enough to allow you to reach a destination where you may eventually get an axe: note that the severe encumbrance penalties to swimming means you won't be able to bring any trade goods).

769
Gameplay questions / Re: Broad Knife vrs Hunting Knife
« on: September 11, 2019, 10:02:58 AM »
Given blades of equal quality my experience is that the game selects the broad for skinning and the hunting for butchering, regardless of the order in my inventory. I have no idea how one might determine which yields more cuts. I always assumed the choice of the knife was based upon it being more appropriate for the job.
You can perform statistical checks by saving the game and copy the save, perform your intended test one way and note down the result, save, discard the save and copy the copy, rename that copy to the "proper" name, resume, perform the same test again, repeat a large number of times (noting the results each time), then continue on with the next alternative for a large number of times, and then compare the statistics of the two (or more) sets of experiments.

To explicitly select which knife to use, walk two tiles away and drop the other knife, walk back (so the dropped knife is out of reach) and then butcher the animal. Note that dropped items within reach are used if preferred and available for some tasks (such as butchering): in fact, I drop everything carried before skinning an butchering to lower the encumbrance, with the dropped broad knife being used from the ground (I don't carry any other kind of knife).

770
General Discussion / Re: Leaving dog behind on long trips
« on: September 11, 2019, 09:52:13 AM »
My experience with fire is the reverse: When I've tried to make funeral pyres for companions killed in clashes with robbers, the fires go out in the short time I zoom out and then in again, with the bodies hardly being burned. I have to spend the time at the site to get the bodies to be consumed properly.

771
General Discussion / Re: Board Inflation
« on: September 11, 2019, 09:49:15 AM »
It's not exactly broken: There's a bug in that they don't recognize your theft, but apart from that, you're the one exploiting a weakness in the mechanics to do something that never would be attempted in the real world.

772
Not bugs / Re: Issue using sestas
« on: September 10, 2019, 09:56:09 AM »
If it's any consolation, the ability to swim wouldn't help, as your character would probably die of hypothermia (technically it would be suffocation, as the character's limbs would stop responding, with the resultant drowning) trying to swim in freezing cold water after crossing a rather limited number of tiles.

Anyway, if you'd like Sami to take a look at it you should zip up the save folder and either mail it to him or mail a link to a storage. In addition to that, you should also describe exactly which path you used to get where you are if you can (including descriptions of whether you used the overland or zoomed in map), as that ought to make it possible for him to try to replicate the trip.

773
Gameplay questions / Re: Tufted duck?
« on: September 05, 2019, 11:08:49 AM »
Thanks for checking, as well as for the additional info about where they might be found.

774
Gameplay questions / Re: Tufted duck?
« on: September 04, 2019, 06:37:20 PM »
A tangential question: Could the extreme rarity of Njerp war camps have a similar cause as the rarity of the Tufted Duck?

775
General Discussion / Re: Leaving dog behind on long trips
« on: August 31, 2019, 11:33:12 PM »
A barely on-topic note- I don't think dogs eat items IN a cellar. I've frequently tossed food to a dog who was standing on a cellar and they just ignore it.
Yes. Cellars appear to be dog proof (but other animals can raid them...).

776
General Discussion / Re: Leaving dog behind on long trips
« on: August 30, 2019, 10:32:28 AM »
Dogs can't die of starvation (but they continue to bark of hunger), as far as I understand (I haven't actually tested it out myself).

As mentioned, hungry dogs eat available food (smoked/dried meat that recently finished their processing, for instance), although they can easily reject food in the morning only to bark of hunger throughout most of the afternoon (while you're locked up in a lengthy task, e.g. hide processing) before finally stumbling on the bone pile to start eating from it (and barking a lot while eating). Dogs seem to have a very poor capability of seeking out available food, and seem to rely on their random paths carrying them over the food (their inability to smell nearby predators outside of their cone of vision indicates they don't actually have any sense of smell).

Also, as mentioned, leaving the site seems to put it in stasis: I've had characters away on fairly lengthy trips during the summer and returned to find raw meat still being fresh when it should have spoiled twice over.

777
And I believe those are late sprouters, while the ones that "worked fine" probably were ones that have passed their earliest date of sprouting.

Check the wiki for dates of when different plants can sprout at the earliest.

778
I'd rather say it's a feature. Before the seeds "sprouted" immediately there was no feedback as to whether you'd planted any seeds or not, making judgement of progress difficult (did I plant seeds, or did I accidentally give the wrong order? Where did I break off when going for lunch?...). This makes me believe it's intentional, but that the implementation leaves a bit to be desired.

Maybe some overlay to indicate seeds have been spread instead? (Their disappearance could easily be explained with birds eating the visible ones). Or the soil being disturbed?

779
The planting behavior is somewhat odd. When you plant seeds they "sprout" immediately to provide feedback that you've done it, but if you leave and return those "sprouts" may be gone if it's too early for them to actually sprout. They should sprout properly when they're due to do so.

780
Gameplay questions / Re: Can't Proceed Bird Thief!
« on: August 27, 2019, 06:31:55 PM »
You don't "use up" the feathers through the quest, as you can retrieve them from the (sauna) stove if you've followed the instructions (I suspect they now burn, which they didn't earlier, but you should put them in after the fire has died down anyway).

The quest is not unique, so you can get it again at a later time.

I don't know if a paw hacked in would be functional (my current character has a number of them, and so doesn't really need to hack any in).

And, by the way, the feathers came from the bird, not the thief ;)

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