See likes given/taken
Post info | No. of Likes |
---|---|
Re: Is it possible to make nested Menus.
nope
August 23, 2018, 02:55:12 AM |
1 |
Re: Paikku and the Robber's Cave (comic style adventure)
Wonderful presentation. September 02, 2018, 09:12:55 PM |
1 |
Re: Is this normal? - Culture lost
I have a guess A band of Njerpez attacked the town/village that used to control this area for the Kaumo and killed everyone. The attackers did not settle there or the zone would be purple/pink. Or the big cosmic beast thingy. September 03, 2018, 06:14:33 AM |
1 |
Re: Are items and animals for buying in villages changing?
Title says everything. Yes and no, If you wonder "wtf are u talking about" Items for sale in settlements are restocked at a trickle, there is no known schedule and it is NOT a refresh all at once. Animals stocks are not replaced. September 07, 2018, 06:32:59 PM |
2 |
Re: Can someone create pickaxe mod?
Bosses of the game don't want pickaxe. So i wonder if modders can create it. The pickaxe would be not to difficult to make. Making bricks out of stones or from large rocks, again not to hard. Using bricks as ingredient to build a house, no problem. You will however still have the original building image. Pickaxe, no materials, ingredients or tools are defined; Code: [Select] .Pickaxe. "Throwing axe" *COMMON* /60/ Stone to brick Code: [Select] .Brick. "Rock" *COMMON* /60/ To use bricks, the vanilla building code would need to be modified. (Backup original files before you change them) Code: [Select] .North-west corner. [effort3] *BUILDING* [GFX_X:0] [GFX_Y:0] |-1| /320/
September 24, 2018, 07:23:02 PM |
2 |
Re: Which skill affects trap creation quality?
There is no fixed number that I am aware of. From (0) zero skill it may take 1~5 skill attempts to get a gain. From (25) twenty five skill it may take from 1~100+ tries? I think I tried to make some sense of it once, and gave up. It's pretty random, probably because skill grinding is not in the main focus of the game. How it works is each craft etc has a skill associated. Common = 50~60% and can not be increased. Each recipe "supports" a parameter displayed with a number between two pipes |-1| Not all recipies contain this and they default to |0| The number in the pipe determines the increase OR decrease of the chance for a skill up to occur. The supported values are from |-2| ~|2| with positive numbers providing higher chance for a skill up. Hope this helps September 26, 2018, 08:23:28 PM |
1 |
Re: Where the heck are the axes?
Code: [Select] .Handaxe.
September 26, 2018, 09:22:07 PM |
1 |
Re: Version 3.52 released on Steam and for Lifetime Members
- balanced: villagers' interest to buy boards Nice, close those lumber mills! October 28, 2018, 05:38:30 PM |
1 |
Re: How do you play
I'm curious as to how others play. Unless I set out with a specific objective, set of rules etc. I usually am a hermit, making my home away from towns. I usually setup 2 ~ 3 trap fences in different areas about 1/3 day travel from home. I tend to use spike pit traps with my fences. I will build a routine and route so that I can check my traps every few days. Meat, skins and cords are my main pass times. I usually start with several shelters until I find the home spot. There I start with a shack w/fireplace and a spot to cook/sleep and be out of the weather. If time goes on I generally start expanding the building to be more comfortable, interior cellar, interior doors, bed, get dogs etc. November 05, 2018, 11:23:49 PM |
1 |
Re: Tasks often upset sleeping patterns, need some activities to kill time
During spurts of activity and especially early on, when a great number of tasks all seem priority 1, I think it's common to get out of rhythm with day/night. I find later in game I use cord making time to get my schedule back in order. Early on I tend to just sleep and wake as needed, focusing on tasks. November 09, 2018, 02:55:45 AM |
1 |