See likes

See likes given/taken


Your posts liked by others

Pages: 1 ... 18 19 [20]
Post info No. of Likes
Re: The story behind some human bones It might be a wounded adventurer quest generation where the adventurer didn't make it. If that's the case there should be a quest item around. Since bones come in lots of 4, a single glutton bone is somewhat odd, and indicates someone either brought it there or somehow used up the other 3 bones.

And yes, carcasses left to themselves leave bones behind. Elks and other animals that drown due to weak ice decay into a stack of bones over time.

December 22, 2018, 01:32:22 PM
2
Re: The story behind some human bones I bring Njerps and robbers up to the overland map, drop them there, and then collect the bones when the environment has cleaned them. The bones are then deposited onto a rock in the rapids (where it can't be reached by dogs). My grisly trophy pile is getting fairly large...
I originally tried to mark the border of my territory with the bones, but then the dog ate them...

December 22, 2018, 10:38:43 PM
1
Re: I can't do anything with plant type turnips. You can't prepare the soil if the ground is frozen, so I assume Brygun meant "unfrozen" soil.
January 18, 2019, 09:28:54 AM
1
Re: Universal size in URW I agree clothing weight ought to be adjusted to size, as it penalizes small characters unfairly. Implementing it isn't trivial, however, as it would require the implementation of different sized clothing, and that would mean it would be even harder to get high quality gear than it currently is, in particular for armor that you can't make yourself.
January 24, 2019, 10:17:01 AM
1
Re: course reward Stats, without question. It's the only way to improve them, while the other two can be improved during the game play. Now, if you're trying to play as a character with specific stats (e.g. by using hacks I believe exist), it would disrupt the balance, but otherwise stats is the most powerful reward.
January 29, 2019, 09:29:58 AM
1
Re: Universal size in URW
Different size of wearables mean increase in number of items.

So when we had a stack of 3 linen shirts, for example, which is one line of item.
 Now we have 3 different lines of 1 (small/medium/large) linen shirts.

Which put heavy, heavy demand on cell/map item storage.

I say no change to this. Let sleeping dog lie~
Doesn't actually make much of a difference in practice, because virtually all of the clothing items you bring back from fights are worn to different levels so they don't stack anyway.

However, I agree it's a change that should be a fair bit down on the priority list (placing it for implementation around 2050 or so).

February 22, 2019, 08:57:13 AM
1
Re: What are some good early game barter items? I'm generally trying to go along the self sufficiency route with trading limited to items that can't be produced, and on that path the meat from the first big kill is useful. You can't eat all that meat anyway before it goes bad, so I tend to roast it and haul it to the nearest village to trade for some essential item(s). The same goes for further kills until I get the resources (a "sauna" and cords) to preserve the meat for my own character's use (I know you can use a real sauna in a village to smoke meat, but I've never done that).

Killing Njerps is dangerous, but definitely lucrative. If you've got a fast character it can be done comparatively safely, provided the Njerp doesn't have ranged weapons, while a slower character will take a significant risk. Also note that rocks can be used to pelt a slower enemy once the bugger has been worn down by exhaustion. In fact, when an enemy is breathless, you can lead them around and then go back and pick up the used rocks to throw them again. I generally don't use more than 3 javelins, 2 of which are thrown and the third being used as an emergency spear, while a decent pile of rocks are used for the bulk of the task, but mind the load so the enemy doesn't get a chance to catch up!

March 09, 2019, 09:56:13 AM
1
Re: Tips for agriculture? I use more "modern" field agriculture, which means I remove all trees in the farming area and prepare the soil in square tiles. This part of the clearing is performed during the first winter (I start my characters in "spring"). This part also contains preparing for the burning by cutting and placing branches so they're ready to be set on fire.

My plots are 9*9, and I place branches on every second row, so I set fire at one row, and by the time I've set fire to the last tile the first one has burned out, so I can then go back to prepare the soil there. Depending on the RNG, I can generally prepare 2-3 rows per day (preparation includes having food for the two months it takes to prepare all of my rather extensive farming area). Once I've prepared the soil in the pre prepared tiles, I place branches on the rows in between (using stacks of branches prepared in advance) and then do a second pass to take care of those.
If you don't remove trees the fires can set trees on fire, which may potentially connect lines of branches so that more is burned than you had intended. It's worth noting that lighting a fire in a tile adjacent to a tile on fire is a lot easier than to set fire on an isolated tile (I think it never fails), which is a reason to go for lines or rectangles of branches.


I plant seeds as soon as I can, so the seed selection for plots depends on the order in which they're prepared. Check the wiki on to see which seeds can be planted in which months. Turnips are good beginners crops as they are large and give a good yield even with a poor skill. In addition to that, you can get two crops per year out of them if the frost isn't late in departing. Also note that different crops wither at different times (again, check the wiki).

Also note that you need a mod to make clothing out of your agriculture, as the vanilla game only provides food.

There are basically three kinds of crops: cereal (rye and barley), veggies (turnips, peas, broad beans [I may have missed something]), and spices, plus seeds. What you can make depends on whether you use vanilla or a mod (I use the Njerp Cooking Mod).

I start with turnips, rye/barley (barley is actually more nutritious, but has lower yield), and hemp and/or nettles, and gradually replace turnips with broad beans (peas are inferior to broad beans for everything), and change to yarrow for spicing eventually (it's a fair bit of work to collect the seeds, and a bit messy to grow them as you have to forego flowers to get seeds, and the yield is fairly poor as they're small).

March 09, 2019, 10:49:57 PM
5
Re: [Diary entry] Skiing and tracking Well, at least you had snow cover, so it's reasonably easy to follow your own tracks backwards. I bet it's a lot harder during summer...

When it comes to my leashed cow/dog in UrW, I zoom out and make a note on the tile and try to leave the tile on the overland map to be able to zoom back in at the correct location when I return. That tactic doesn't work at all in real life, though...

March 09, 2019, 10:59:36 PM
1
Re: Entire field gone overnight, twice I don't think it's a bug. For some plants you can start sowing seeds earlier than their sprouting time, and in those cases UrW provides a feedback that you've planted in the form of immediately sprouted plant graphics, but they're gone the next day. However, they'll sprout normally when it's time (and then they're at the mercy of badgers and other marauders that eat the growing crops...).

It can be noted that an exploit to increase the agriculture skill (at the cost of seeds and only a little time) is to plant the same field over and over again. If you want to maximize the gains without explicit exploits you can keep track of how many points you agriculture skill has increased in a day and cease the planting once you've gotten the maximum 3 points and then resume the planting the next day, for a new batch of skill points (although you rarely get 3 in a day).

Otherwise, agriculture is actually one of the fastest increasing skills, in my experience, as planting, in particular, is fairly generous with points per time spent.

March 11, 2019, 09:54:28 PM
1