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Re: About herbs/plants Actually, different plants wither and disappear at different times of the year, and plants can be planted before they wither, to wither and die but regrow the next year (autumn planting). This means that you could do away with some early withering plants to sow something that withers later, but note that as withering plants will regrow the next year, you might not actually want to do that.
I originally thought only rye and barley could be planted during the autumn, but as far as I can see it works for all crops (my hemp and broad beans have sprouted, but it's too early for the May crops yet).
The advantage of autumn planting is that those plants will sprout even if the snow cover is thick when they're due, so you might miss out of a couple of months of the growth cycle for April sprouting crops if you're forced to wait until the snow disappears.
The big disadvantage is that you get an additional window for pests to eat your plants (damned badgers...) in the autumn/early winter.

January 13, 2018, 08:13:17 PM
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Re: Old mods The Njerp Cooking as it looks in my game (I think):https://www.dropbox.com/s/ni50o8jpm2xjlts/Njerp%20Cooking%20Mod%2C%20maybe.zip?dl=0

If I recall correctly, I've restored a meat recipe from vanilla UrW to allow for cooking before all the things needed for Hunter's Borsch is available. I've also modified/corrected mushroom and berry drying to allow variable amounts of mushrooms and some kind of management of mixed berries (it was done quite some time ago, so it's from memory only).
I think those are the files involved. I've renamed the vanilla cookery_glossary.txt file to "ORIGINAL cookery_glossary.txt" to retain a non conflicting backup (UrW doesn't care about extensions, so replacing .txt with .org didn't work properly).

Note that I don't have the mod as downloaded, so the link contains what I've collected from my game installation based on what I think was included, and I didn't find any documentation there.

However, the original web page was very nice with drool inspiring descriptions and images, so it would be nice if it was reposted on this forum.

January 14, 2018, 11:48:14 AM
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Re: A new short film by Enormous Elk A nice film.

Fortunately the Njerpezit lost ;)

Given the shape the combatants were in afterwards, prestige was apparently much more important than the actual effort involved in stepping aside.

January 14, 2018, 05:29:47 PM
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Re: An unexpected suprise Have you checked your traps carefully?
I've had a case there I found a dead, rotten elk two tiles from my bear trap, and upon closer examination the bear trap was triggered but still standing (i.e. not collapsed). If that's happened to you, Sami would like to have a look at your save, because triggered tracks are supposed to collapse.

Apart from that, the only reason I know of of dead large animals is that they drown when the ice is too think. I occasionally find dead elks and reindeer on the ice beside a number of holes in the ice (and I've also used that as a hunting tactic). Smaller animals can also die that way.
It's not uncommon to have birds of prey take down birds, squirrels, and hares (and my characters have occasionally stolen their prey). Foxes, gluttons, etc. have been seen to kill and take small prey from traps, leaving only feathers behind (in the case of birds: nothing but an empty triggered trap is left when they took a hare or squirrel).
Hm, I think I once stole the kill of a wolf, although I don't remember what kind of prey it was.

January 16, 2018, 08:10:27 PM
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Re: One shot, one kill... Not a medic...

No, it's possible to pierce the brain without killing the victim. Lobotomy the old way, when it was a fad, for instance (take a rusty screw driver, smash the bone up through the nose, wriggle around a a bit). They usually didn't die, I think.

There's also a case of a railway builder who had his head pierced by a thick rod when the explosive he was arming exploded. The rod entered the skull in one place, and poked out in another. He survived, but suffered permanent personality changes.

There's also a case of a psychotic man who tore out his own eye and push a pencil in until it hit the back of his skull, and I believe I've seen X-ray images of that skull with the pencil. "It itched".

January 16, 2018, 08:24:49 PM
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Re: Foreign traders I believe I've brought it up before, but I think the traders should stop carrying leather and fur armor, because that doesn't make sense to bring from abroad, and rather bring metal armor which is hard to come by.

Traders are mostly good for the occasional valuables they bring, as well as having a reasonable chance to bring quality weapons (but not tools, for some reason).

Beasts of burden would allow traders to carry more wares, although the vessels vikings used probably weren't suitable for horses, so it would probably be ahistorical (on the other hand, their names are more gothic than scandinavian, and the pre Hanseatic League ships might have had a better cargo capacity).
An additional complication is that traders would have to have some mechanism to trade directly from their beasts' inventories (but possibly by not actually carrying any trade goods themselves: that's what the beasts are for, after all).

January 19, 2018, 10:14:42 AM
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Is item accounting bugged? 3.50 beta 2. Buiodda's Crafting Mod (modded), Njerpezit Cooking Mod (marginally modded), Jaredonian's Character Models + Distinct Tribes v3.

I'm plagued by messages about spreading too many items at my homestead, which is something I have never seen before with previous characters (e.g. 3.40 stable).
After the first occurrence I moved Njerp weapons and armor to the river tile beside the homestead, and also moved two of my cellars one tile to move about 110 stacks of food items (lots of roots, leaves, flowers, etc, and it doesn't help that leaves from the same plant acquired at different plant growth stages don't stack; + various stacks of dried and smoked meat).
However, it's happened again, and I certainly haven't brought in that many more stacks (I probably have less). The last time it happened (as of this writing) was while my character was crafting and I got the message that cooking food was ready: presumably the finished food item is added to the item list before the food item under preparation is removed (the same process that can cause full character inventories to suddenly drop things when food stacks are evaluated for degradation). During the crafting all items carried had been dropped on the floor (to reduce fatigue buildup during crafting), except those needed for the crafting step.
All bones except elk, reindeer and bear bones are stored in the neighboring river tile for the dog to spread around, which the big bones are neatly collected in 3 stacks in a cellar I haven't moved.
A number of bear skulls (10?) are hanging from trees within the homestead tile.

I've asked in the "gameplay questions" sub forum if there's some way/tool to check what all those stacks are, but haven't received any answers...

I've got a save shortly after this report (the morning after, with crafting being the last thing done except collecting the cooked food and eating before going to bed).

January 19, 2018, 07:55:41 PM
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Re: What stat determines... I suspect it's endurance. I had a character with a low starting endurance and an endurance of about 50% after both game courses. Apart from a significantly slow fatigue recovery than normal (which improved after the courses), that character also fainted a lot, basically every time taking a wound (mostly friendly fire while fighting robbers), which also resulted in the final demise (a bite in the arm by a wolf, fainted, never woke up. The dog apparently did nothing). It can be noted that that character was as small as you can get them and with a middling strength, which might be factors.

My other characters have had good or very good endurance and have rarely fainted from pain (they all faint eventually from a combination of fatigue and abuse when robbed and resisting, of course).

The first rule when it comes to combat on life and death is that there is no such thing as poor sportsmanship. Back out if you're unsure about the outcome (and are able to), as living to fight another day beats a career as a carcass. Attack from hiding and from range. Use hit & run tactics. Gang up on the enemy...

January 20, 2018, 01:53:44 PM
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Re: Fine Items Hm, if that applies to tools as well, then the answer is actually no, as that would mean a Fine broad knife is no better than a Decent one for skinning. You get a fighting impact bonus, but no fighting skill bonus.

It can also be noted that the quality/type of tools can prevent you from producing items of high quality. If I remember correctly (which might not be the case), a broad knife worse than Decent is incapable of producing Superior skin, while a Decent knife of any other kind isn't sufficient to reach the Superior level (I think Fine is OK, but it might require Masterwork).

Acolyte posted while I typed...
See above. You should definitely get your hands on a Broad Knife because it's the right tool for skinning. Upgrading a Decent one to a Fine one may or may not achieve anything, however (you can also chase Njerps, as they frequently carry broad knives).

January 21, 2018, 01:43:57 PM
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Re: Runaway slave (spring) general hints? The hardest part is escaping...

If you do manage to escape, make a stone knife, a stone axe, and set up some light lever traps (the smallest type) to catch some birds. You're probably going to go near or into starvation, but should have a decent chance of surviving until you can bag yourself an elk or reindeer. Also consider whether to tan the hides of those miserable birds, and that takes a lot of time for a very meager result, and that elk hides may be too large to be tanned, or even skinned, with a crappy stone knife while you're starving.
Light fires when you're getting too cold.

The other alternative is riskier, but gets you a better start if you can pull it off, and that is to exact revenge on the Njerps by hit & run attacks under the cover of darkness to whittle one of them down until you can kill him and take his gear (hint: rocks can cover longer distances than a sword can reach. However, with the recent change to snow movement penalties that may no longer be possible to pull off, but NPCs still wear light vests so you can see them while they can't see you.

Forget about crops, unless you intend to steal them. You need a fairly good food base to be able to spend the time required to prepare fields, and with your poor starting agriculture skill you're not going to get decent yields from the seeds you don't have in the first place...
I usually spend the first winter preparing for fields and building up stocks of food for a two month hectic field preparation period with little except burning, preparing fields, and planting performed. My characters start in spring, and I try to get appropriate seeds during autumn and winter.

January 23, 2018, 06:12:29 PM
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anything