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Re: Lots of angling improvements on their way Great!

Of course fishing is "op", but it is in real life also... no wonder the biggest cities of the world have grown at the coastlines, while fish is feeding 30% of the world's population.

But most importantly, players must have a reason to build characters on fishing-lifestyle.
At the moment, fishing is efficient and rewarding, but not as interesting as a hunting lifestyle. And i would love to see this game walking further on the path of rewarding not only strength, speed and physical supremacy, but also patience and carefully planning.
If you kill an elk or even a bear, suddenly hunting becomes "op", increasingly so if you manage to dry the meat and dont have to worry about food for a long, long time. And honestly, after a while hunting becomes quite easy, even with crude equipment. If you know how to bait, how to choose the hunting grounds, how to move and get your prey fatigued.

Sorry, back to topic: One thing i'd love to see would be fish traps in shallow water(preferably in fords), as these evidently had been one of the main food aquiring methods of early mankind. They should be easy to make, but with low and not guaranteed catch sizes, especially if you chose a poor location...

another feature i could imagine would be attracting fish by throwing food into the water. Perhaps even influence the outcome by different foods.

And speaking of fishes: I havent seen a single living one yet...
Even if its just a cosmetic change, implementing some live marine animals which you can observe occasionaly would add a great depth to the game atmosphere. Imagine some wales or silver swarms of herring passing by in the distance... 

November 30, 2020, 02:02:46 PM
4
Re: A few things i am afraid that they could be overlooked in all the euphoria... Ok, sorry, i think i didnt read all of your tanning post, so leather topic is not new. But i think it would be a good first step to just give the hides and furs the right description to distinguish them from another while you are tanning.

So, this thread comes down basically to the harvesting topic.
I will explain myself a little bit more accurate if you dont mind...:

Situation:
Your character is standing near a ripe plant. you press 'alt+a' for agriculture and 'h' for harvest, then 'space' to confirm.
So this is nothing new, so now my suggestion. I would really enjoy a feature like this:

Instead of the harvested plant laying on the ground[requiring you to further key-jockey, like 'alt'+'g', choose direction 'choose amount' 'Enter' 'space' to confirm(all this for 1 tile of plants)], it is put directly inside your inventory. Just like when you pick young leaves or berries or mushrooms, for example.

that would be the standard harvesting procedure. Also the old method would still be there as "Cut" in the agriculture menu, which would leave the crop laying on the ground just like it has been for now.

If that new feature would unbalance farming, then ofc there could be made changes like, for instance, the harvesting taking more time.
Also this would lead players to only "cut" plants, to have them threshed on the field(for example) or picked up later.

Standard "Harvest" would be chosen when you want to take the plants to your processing site.

December 05, 2020, 02:01:16 PM
1
Re: Buff up the elks, add swimming and jumping over fences
I know I asked to buff them up, but please don't make the head any harder.

Spoiler: Story of a particularly hard-headed elk • show


That sums up to 27 solid hits to the skull with the blunt end of a woodman's axe.  ;D


Holy...  elk crap.
There has to be something wrong with the blunt damage of your axe.
I use to hit elks on the head with a stone axe,(blunt) and most of the time it drops instantly...
Or perhaps every blunt attack with impact less than 5 is not bothering an elk's brain...

@topic: I think big game should occasionally get aggressive especially when cornered. Also just on normal encounter, in rare cases.
Evolution made non-predatory mammals also big because they can defend themselves...
And Lord, you dont want an face-to-face encounter with a Wildsow who is supervising her piglets...

December 05, 2020, 05:22:44 PM
1
Re: quality of life trivial information but sometimes quite useful:

"pgup" and "pgdn" to quickly run over your inventory.
Making a fire gets that much more of a routine, as timber is always found on the lower end of the inventory.

When you want to see your injuries during combat, "alt + p" is deactivated, since you cannot use the physician skill while fighting.
BUT you can press F7, which just displays your state of health

December 17, 2020, 12:57:24 PM
1
Mushroom question I found "puffy mushrooms", in Midsummer, Hay.

Trying to identify them, but no succes. When i check the Wiki, there is only the deadly sand mushroom which grows in that time. (besides many safe to eat mushrooms)

Now i boiled one mushroom, and used herblore. Funnily the character recognizes it, it is edible. but no other information found.
But the character still doesnt know anything about the raw one.
Theoretically, it cannot be the sand mushroom, because wiki says that it only grows in Eastern and Western territory. (If that is actually true without exeption!) - Because i am far, far north. But ehm, actually far north... -East :o
Now i am only 99% sure...

What would you do? ;D

December 17, 2020, 03:58:37 PM
1
Re: Mushroom question oh... f*** my brain is too slow, sometimes.

yeah, there is no puffy mushroom  8)
Sorry nothing for the holy bible then

December 18, 2020, 12:09:11 AM
1
Re: Loop snare vs light lever trap? especially if your character knows both rituals which make the loop snares better(the mitten ritual + the ant nest ritual) and you are wandering a lot, they are definitely worth it.
Its also less time consuming to place them, provided that you have abundant cordage. Even without a mod, cord can be produced in masses.(One Elk Fur - 24 lmbs - makes 240 snares. 0,5 lmbs = 15 ft cord = 5 snares)
Don't forget to cut those 3ft before to avoid waste...

A strong kaumo, who isnt tired that fast by tree chopping and hurling though, might be better off with the lever traps. My 100 lmbs kuikka character found it quite tiring, also stones need to be brought to the site.

December 18, 2020, 09:31:41 AM
1
Re: Seasoning thread I would love to see them because it is highly authentic. Mankind always made use of dried mushrooms and it would greatly decrease the amount of spoiled ones in my cellar. Especially in case you arent sure if you want to eat them right away.

perhaps like that...: ::)
Spoiler: show
//PHIL'S STONE AGE
.Dried mushrooms.  (4)   *COOKERY*   /10/ \6d\  %30%    :151:  [patch]
{Mushrooms}   #0.5#     [remove]  [name:dried %s] [patchwise]
{Tying equipment} =1= '+to leave dem scurvy sponges high and dry!'
{[TILE:shelter]} 'Rainproof place'
[COOK_WEIGHT_DIV:20]
[WATER:0]
[SPOILAGE_DAYS:180]

December 18, 2020, 03:30:23 PM
1
Re: URW Modding Discord oh, cool, thanks. just saw i got mentioned, didnt know the forum feature...
goin to think about it. I just get confused when using different messengers/com apps

December 18, 2020, 03:54:27 PM
1
Re: ‘Taken’ tokens after village/settlement has lost all inhabitants. Your Hands, defiled by your own cruel deeds, leave the stain of Evil and Atrocity.

Sacrifice humbly, supplicate for absolution and one day, so the great, merciful, holy Emperor will, maybe you shall be forgiven.

Burn all dwellings and temples of the heretics, the mutants, and the xenos. >:(

Logic... Violence and warfare compose the compelling logic of the Universe to follow
For the Emperor

December 18, 2020, 06:18:13 PM
1
anything