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Re: Someone know about Privateer from the old forum?
Re: Someone know about Privateer from the old forum?

 I know about me. I like long walks on the beach, sunsets, hot coffee and fishing.
I saw and caught a rainbow on 1-1-2018




You can message me through the board  :-*

January 03, 2018, 08:31:31 PM
8
Re: Bones
I have my first character in 3.5 (vanilla, no mods) and keep collecting bones from butchering animals.  Possible spoiler questions...
AFAIK
Spoiler: show
Is there something in the base  game that uses animal bones? 
I think there is a bear head ritual or something, but generally no.
Are there spells I haven't unlocked yet? 
Maybe?
Or are bones to enable mods?
They are enabled for mods at this time.
What about antlers?
They are enabled for mods/wall art at this time.

January 08, 2018, 08:33:49 PM
1
Re: Cookery If you want to "choose" the item(s), if I'm understanding your question, the mod environment supports;
Selecting item by weight vs unit and Using the optional tag.
for example:
Code: [Select]
//automatically pick up ask numbers
.Cooked Something. *COOKERY* /5/ \30\  [patch:10]
{Raw meat or fish} #1# [remove] [roast] [name:Cooked %s] [patchwise]

or

//automatically pick up ask numbers
.Cooked Something. *COOKERY* /5/ \30\   [patch:10]
{Raw meat} #1# [remove] [roast] [name:Cooked %s] [optional] [patchwise]
{Raw fish}  #1# [remove] [roast] [name:Cooked %s] [optional] [patchwise]

January 10, 2018, 08:24:22 PM
1
Re: Having a hard time finding animals. Animals can be scarce or abundant and anything in between.

To "find/spot" animals I will often use mountains and marsh/mire high spots to view large areas. Though chasing and catching is not my preferred method.

 More often I use passive hunting through traps/fence and deadfalls in areas where I've noted game passing or having passed.

January 12, 2018, 11:49:57 PM
2
Re: Adding in new Items question You can create base items without it
.Cord.

You can not create something "new" without basing it on an ingame item to start.

January 17, 2018, 04:59:27 AM
1
Re: Migrating to new version For first question, yes.
As to the second I think it's yes ;)

February 01, 2018, 03:31:51 AM
1
Re: "The Challenge" I'm 0/1 on this challenge, injuries to hands prevented making stone tools, found water on day 3 but had no means to break ice. Fell through ice to get a drink and froze to death..
February 20, 2018, 07:58:31 PM
4
Re: @Privateer @Faatal  I've verified compatibility of the modules you requested and posted them to the forum.

 Let me know if there is .. well anything ;)

March 22, 2018, 07:26:35 PM
5
Re: Feeding animals? I'll try to help if I can. Dogs will eventually eat corpses but very spotty and I'm not sure of the threshold.

Raw meat in any stage of decay can feed dogs and be used as bait for carnivores. For fox I often use a small fish as bait.

Cooked/processed meats are ineffective as bait, but can be used for dogs until it spoils. Spoiled cooked foods have little value.

The inability to cut human flesh, prior to yourself being starving, limits uses for corpses. They will eventually decay to just bones
at which point the dogs will love those ;)

March 24, 2018, 03:00:27 AM
1
Re: Utility knives and axes in 3.50  Inside of the task(s) there is an optional property which more or less controls this.
a task with {Knife} as a requirement does not care what knife is used.
a task with {Cutting weapon} <Knife> will allow any edged tool but knife is preferred.
a task with {Knife} <Fisher's knife> will use any knife but fisherman's knife is preferred.

TBH I don't know if there is bonus or disadvantage to using preferred and if so how much.

Inside the game are some additional bits; you get more cuts with a knife than an axe, etc.
The news file has some details

** Changelog for 3.15-beta2 released on Dec-1-2012
~snip~
* tool usefulness

       Some tools are more handy for certain tasks than the others. This is
          a good old, and clear game mechanism, and player is always informed
          when certain type of tool is preferred for the task.
          Usefulness of the tool foremostly affects to how long it will take to
          complete the task, but now it also affects to quality of crafted item.
          If an item is crafted with an unhandy tool the maximum possible
          quality is degraded according to tool used. The more unhandy the tool,
          the less perfect the resulting item can be expected to be.

          For example: you can't carve fine wooden bowls with a stone-axe any
          more. However, with a good quality stone-axe you may still succeed
          better than with one of average quality.

April 09, 2018, 06:48:03 AM
2