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Re: Dont understand how trapping fence works I like to build trap fences along the borders between forests and open terrain types (i.e. fields, roads, meadows, and clearings).  You can often find these near agricultural villages.  I don't surround a village directly, but make sure my trap fences are a few tiles away on the borders.  It is easy then to walk along the fence in the "open" terrain and see if the fence has been triggered.
September 23, 2018, 05:26:02 PM
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Re: Disable building fences in marshlands I was super frustrated when I also first discovered this.

Now, I build fences in the 1-2 tiles inside forests that are adjacent to the marshlands.  That way, I walk along the cleared marshland and can easily scan my trap fences that are just inside the forest line.

October 01, 2018, 04:52:59 PM
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Re: Take it or leave it - Forest Reindeer Meat Resource gathering objectives also influence prioritization when processing a kill (or multiple kills).  For example, if you're trying to collect hides for trading, then ensure you do the hide before it deteriorates or rots.  Are you in a hard place for food?  Then make sure you smoke/dry the meat first.  Already have a ton of smoked/dried cuts stored in a cellar, then maybe not be in such a rush to process the meat. 

I tend to use multiple cellars to organize the kill processing steps.  I have a first cellar where I place raw or uncooked meat.  It extends the lifespan of the meat by a little and can help give a buffer to meat spoilage.  This first cellar is always adjacent to a wall so I can dry meat cuts in the winter directly in the cellar.  (I make sure I have a stash of cords in this cellar for drying during winter).  I have a second cellar where I store my smoked/dried/salted meat cuts.  This second cellar exists to extends the life of my smoked/dried/salted meat cuts.  I have a third for storing plant stuff (leaves, flowers, grain, roots, and seeds, etc).  I don't know if this vegetable cellar actually affects gameplay, but I like the idea of a "root cellar", so I use it.  These three main food cellars are always near my main cabin/homestead. 

I also have a fourth cellar adjacent to a water tile where I drop my unprocessed hides (and the fat or bark I will use to tan them).  I also think (and I have no objective proof of this), but cellars seem to extend the life of hides so I can tan or preserve them without them rotting.  This tanning cellar might not be adjacent to my homestead, but I will always go to this location to process hides. 

October 01, 2018, 05:06:18 PM
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Re: A blistering work week...heh Make sure you don't let those preserved meats go to waste.  I once had a bounty like yours and my tons of meats spoiled in my cellars because I couldn't eat through them fast enough and I didn't think to do anything else. 

  • Trade them.  You can but tons of stuff with sufficiently large stacks of preserved meats.  You might need to travel a while though because some villages won't keep trading in smoked/dried meat if you saturate the market.
  • Give them away.  Small stacks of meat given as gifts is a great way to make friends and influence people (NPCs).

Don't waste all your meat! 

December 21, 2018, 04:30:21 PM
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Re: The Snakes of Winter! I've seen them too.  Snakes on a plain!
March 28, 2019, 02:27:08 AM
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Re: Help plz! Stuck and going to die lol
Just roll with the situation, and like you already said, you've learned something and will know better next time.
Permadeath is, of course, one of the hallmarks of roguelike games!

Also, important is the realization that you caused this.  It sucks, but JEB Davis said it well.  It burns so much worse when it is a random Njerpez warrior that takes you out or an unexpected one-shot death.  This game has certainly taught me to fear combat and to make sure I am very prepared if I instigate anything.

March 31, 2019, 05:44:18 PM
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Musical Instruments I am working through the tedium of a long winter and was thinking on music in the game.  I thought I had a wonderful idea to suggest player craft-able musical instruments.  I went to the development list (http://www.unrealworld.fi/urw_development.html), and lo and behold, they were there as a future goal.

I do know that modding can add in instruments right now as objects.  I love the idea of making drums, flutes, various stringed instruments, etc.. 

But I'm talking more about craftable instruments having some function above just a craftable object.  They would have some effect in the world in addition to a sound effect.  That got me thinking to the Shaman Duel video (http://www.enormouselk.com/?q=media/video) or other Enormous Elk videos and how instruments might affect a player's use of magic or spells in the world, friendliness of villagers, traders, etc..

Got to say, I still love this game and where EE is taking it.

April 04, 2019, 02:48:11 PM
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Re: Leaving dog behind on long trips I had some badly wounded dogs (bear attack) that I left behind on a long trip (>20 days).  I left stacks of bones and bland smoked meat.  When I returned, the dogs were fully healed and no food was eaten.  The dogs were also not starving.
September 01, 2019, 03:39:57 PM
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anything