See likes

See likes given/taken


Your posts liked by others

Pages: 1 ... 18 19 [20] 21
Post info No. of Likes
Re: Cursed Wolf Quest Yeah, it's been thinning out some of my older characters, too. And I've learned the hard way to leave my cow at home before questing for it
March 27, 2025, 08:36:53 PM
1
Re: [3.86beta] slender alder trunk needs to be in inventory to craft club I tried to reproduce it with Perrti again, and I couldn't get it to happen with a rowan slender trunk or an alder one.

I went back through the msglog.txt and I think it was probably user error. It looks like I was hauling the slender trunks and we don't see me stop hauling them. we do see two "start hauling" without any "stop hauling" in between, which might be interesting, but that could also happen normally if i only hauled one over and then picked it up. I don't remember how many i hauled over now, so I don't think it's worth an investigation unless it happens again.

Sorry! I don't know how I missed this.

Code: [Select]
(143270):74gi:[#]{016D06BD}      | You see 3 slender alder trunks here.
(147870):74gi:[?]{016D06BD}      | You are about to start hauling items at your feet.
(3C5A98):74gi:[:]{016D06BD}      | You start hauling. Use the command again when you are done.
(3C5A98):74gi:[:]{016D06BD}      | You haul items along.
(143270):74gi:[#]{016D06BD}      | You see an aspen tree trunk here.
(3C5A98):74gi:[:]{016D06BD}      | You haul items along.
(3C5A98):74gi:[:]{016D06BD}      | You drop the stone knife.
(3C5A98):74gi:[:]{016D06BD}      | You drop the 3 arrows.
(3C5A98):74gi:[:]{016D06BD}      | You drop the stone-axe.
(3C5A98):74gi:[:]{016D06BD}      | You drop the harsh rinsed elk-skin.
(3C5A98):74gi:[:]{016D06BD}      | You drop the 12 inferior spruce withes (1.3 m).
(3C5A98):74gi:[:]{016D06BD}      | You drop the fishing rod with iron hook.
(3C5A98):74gi:[:]{016D06BD}      | You drop the inferior spruce withe (0.3 m).
(3C5A98):74gi:[:]{016D06BD}      | You drop the 2 elk antlers.
(3C5A98):74gi:[:]{016D06BD}      | You drop the 4 elk bones.
(3C5A98):74gi:[:]{016D06BD}      | You drop the 3 poor spruce withes (1.3 m).
(3C5A98):74gi:[:]{016D06BD}      | You drop the roasted elk cut.
(3C5A98):74gi:[:]{016D06BD}      | You drop the 11 roasted elk cuts.
(3C5A98):74gi:[:]{016D06BD}      | You drop the roasted elk cut.
(3C5A98):74gi:[:]{016D06BD}      | You drop the 64 spruce twigs.
(3C5A98):74gi:[:]{016D06BD}      | You drop the sheet of rowan bark.
(3C5A98):74gi:[:]{016D06BD}      | You drop the 14 branches.
(3C5A98):74gi:[:]{016D06BD}      | You drop the elk droppings.
(143270):74gi:[#]{016D06BD}      | MOVEMENT AND REST ACTIONS: Rest until not fatigued
(663333):74gi:[&]{016D06BD}      | You have rested away the fatigue.
(143270):74gi:[#]{016D06BD}      | HANDCRAFT OPTIONS: Weapons
(143270):74gi:[#]{016D06BD}      | WEAPONS: Club
(147870):74gi:[?]{016D06BD}      | (1) You need slender trunk.
(575757):74gi:[_]{016D06BD}      | (Fell small trees to get these.)
(A80000):74gi:[!]{016D06BD}      | You are not carrying anything!
(A80000):74gi:[!]{016D06BD}      | Canceled.
(3C5A98):74gi:[:]{016D06BD}      | You pick up the slender alder trunk.
(147870):74gi:[?]{016D06BD}      | (1) You need slender trunk.
(AB5700):74gi:[+]{016D06BD}      | The slender alder trunk in your inventory will be used.
(147870):74gi:[?]{016D06BD}      | (2) You need cutting weapon - preferably an axe.
(AB5700):74gi:[+]{016D06BD}      | The stone-axe nearby will be used.
(000000):74gi:[O]{016D06BD}      | Ok, you have all the necessary equipment!
(A80000):74gi:[!]{016D06BD}      | The stone-axe is a very unhandy tool here.
(3C5A98):74gj:[:]{016D06BD}      | You feel chilly.
(3C5A98):74gj:[:]{016D06BD}      | You feel a bit cool.
(3C5A98):74gj:[:]{016D06BD}      | You feel comfortably warm.
(3C5A98):74gk:[:]{016D06BD}      | You are feeling rather warm.
(3C5A98):74gk:[:]{016D06BD}      | You feel warm.
(3C5A98):74gk:[:]{016D06BD}      | You are feeling hot.
(3C5A98):74gk:[:]{016D06BD}      | You are sweaty.
(008000):74gl:[=]{016D06BD}      | Ok, you obtained a crude club.
(575757):74gl:[_]{016D06BD}      | Your tools are to blame, not your skills.
(143270):74gl:[#]{016D06BD}      | You see 2 slender alder trunks there.
(143270):74gl:[#]{016D06BD}      | MOVEMENT AND REST ACTIONS: Rest until not fatigued
(663333):74gl:[&]{016D06BD}      | You have rested away the fatigue.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the harsh rinsed elk-skin.
(143270):74gl:[#]{016D06BD}      | HANDCRAFT OPTIONS: Weapons
(3C5A98):74gl:[:]{016D06BD}      | You drop the crude club.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the stone knife.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the 3 arrows.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the stone-axe.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the crude club.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the 12 inferior spruce withes (1.3 m).
(3C5A98):74gl:[:]{016D06BD}      | You pick up the fishing rod with iron hook.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the inferior spruce withe (0.3 m).
(3C5A98):74gl:[:]{016D06BD}      | You pick up the 2 elk antlers.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the 4 elk bones.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the 3 poor spruce withes (1.3 m).
(3C5A98):74gl:[:]{016D06BD}      | You pick up the roasted elk cut.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the 11 roasted elk cuts.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the roasted elk cut.
(A80000):74gl:[!]{016D06BD}      | Nggggh! Aspen tree trunk is too heavy for you to lift.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the 64 spruce twigs.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the sheet of rowan bark.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the 14 branches.
(3C5A98):74gl:[:]{016D06BD}      | You pick up the elk droppings.
(A80000):74gl:[!]{016D06BD}      | There's a rowan blocking your way!
(143270):74gl:[#]{016D06BD}      | There are several objects here:
(000000):74gl:[4]{016D06BD}      | 48 dried elk cuts (being prepared)
(143270):74gl:[#]{016D06BD}      | You see a burnt-out fire here.
(143270):74gl:[#]{016D06BD}      | You see a stone here.
(147870):74gl:[?]{016D06BD}      | You are about to start hauling items at your feet.

April 01, 2025, 08:46:04 PM
1
Re: Questions about hafting That's true for stuff like boards or meat (they only want as much as they can eat), or wooden bowls, but I think for something as valuable as an axe you could probably always manage to sell it.

It'd still be difficult because there's not an infinite amount of axes, but I think it'd be an interesting experiment

April 12, 2025, 10:15:10 PM
1
Re: Calling all Trappers. Help meh. I often have a trap fence around my field, to capture any animals who comes to steal my crops. this is often nearish to my home. i think there's a lot of randomness and I don't know how much distance helps.

the game does simulate the wildlife in real time in areas where you're not, but it depends how far away you are -- if you're in kaumo then the game isn't keeping track of what the birds in driik are doing. but when you enter a tile it makes up backstory for what happened in that tile and lays the tracks, and animals are generated at random in the area around where you are. you can actually generate quite a bit of animals by walking back and forth in an area -- whenever i get that lost farm animal quest i always encounter an extraordinary amount of wildlife because of how many times i'm wandering around in the area, back and forth.

i'm not sure how wide this radius around you is that the game keeps track of. I know that the the 9 world-map tiles centered around you are always loaded fully when you're zoomed in and the real time movements of the animals are tracked very carefully, because at any moment you could need the tracks they're leaving. Outside of that, when you're on the wilderness map you can sometimes see animals moving around, if you're at a high enough elevation and there aren't too many trees in the way (overlooking a mire), so i reckon when you're zoomed out there's at least 10 tiles or so around you where the game is tracking what animals are in which tile.

If you're too close to the traps it can scare animals away, but this can also work in your favour -- if the animal is between you and trap fence, you can go towards it and it'll run into the fence.

I think you're just having some bad luck Bert.


I reset some of my traps everytime i visit them because it trains the trapping skill, and because you can't know if you got a good roll or a bad roll last time, so at least if i'm resetting it a lot then sometimes i'll have good rolls. I put a raw meat cut and some vegetable (usually a turnip) and a berry on each one. Bears eat berries and meat.

April 12, 2025, 10:25:41 PM
2
Re: Calling all Trappers. Help meh. It's Harvest month for Jerkko and the barley and rye is getting ready for harvest. The traps hadn't seen much activity throughout the year but now every elk and reindeer in the entire region has come to visit my traps. It seems they're really attracted to the ripe crops. 13 of them in the span of a month. Every day I went to harvest any new crops, and it feltl ike half the days there'd be another elk, and I'd have to take care of it and get everything smoking, then go back and try to harvest some more, keep up with the tanning. I was wanting to go visit a village to try to pick up a new quest but I just couldn't manage to find the time for about 45 days since my last quest.

Finally I got the last of the harvest in and the traps have quieted down and I managed to pick up a quest -- lost reindeer in the forest cover. I've triggered all my traps so that I don't catch anything. I don't want to anger the spirits (they get really mad if you let an animal die and then rot in a trap). Well, I'm looking for it, but I have to keep nipping home to relight the stove.

This is how this play session went, excerpts from msglog.txt
Code: [Select]
(000000):s7j6:[@]{07180214}      | the forest reindeer doe sighs once, then stays laying dead still. <-- 28 July
(000000):18jl:[@]{07180214}      | the bull elk sighs once, then stays laying dead still.            <-- 1 August
(000000):48jj:[@]{07170215}      | the forest reindeer stag sighs once, then stays laying dead still. <-- 4 August
(000000):c8j8:[@]{07180214}      | the bull elk sighs once, then stays laying dead still. <-- 12 August
(000000):c8jh:[@]{07120210}      | the hazel grouse sighs once, then stays laying dead still.
(000000):e8jj:[@]{07170214}      | the elk sighs once, then stays laying dead still. <-- 14 August
(000000):g8j1:[@]{07190215}      | the forest reindeer doe sighs once, then stays laying dead still. <-- 17 August
(000000):g8jb:[@]{07120210}      | the black grouse sighs once, then stays laying dead still.
(000000):i8j9:[@]{07180214}      | the elk sighs once, then stays laying dead still. <-- 19 August
(000000):k8jf:[@]{07120210}      | the hare sighs once, then stays laying dead still.
(000000):m8ja:[@]{07180214}      | the forest reindeer doe sighs once, then stays laying dead still. <-- 23 August
(000000):29j0:[@]{07180214}      | the forest reindeer doe sighs once, then stays laying dead still. <-- 2 September
(000000):49jf:[@]{07170215}      | the bull elk sighs once, then stays laying dead still. <-- 4 September
(000000):69j2:[@]{07170214}      | the forest reindeer doe sighs once, then stays laying dead still. <-- 6 September
(000000):89jd:[@]{07170214}      | the elk sighs once, then stays laying dead still. <-- 8 September
(000000):a9jh:[@]{07170214}      | the elk sighs once, then stays laying dead still. <-- 10 September
(000000):h9j8:[@]{07120210}      | the arctic fox sighs once, then stays laying dead still.
(000000):l9jc:[@]{07170214}      | the wolf sighs once, then stays laying dead still. <--  21 September

With most characters I do the field on a tile that is already mostly clear -- half of a ford, or a lichenous pine forest or a hill, and then i put the trap fence in a square around the edge of that tile. And that works pretty well. With this character I did a variation -- I made the trap fence along the edge of a pine mire, the trap fence spans about 6 worldmap tiles, and i planted the field along the edge of the forest, near the fence.



Anyway, I think this is also mostly just luck, in the opposite direction. But I think the crops help, too.

April 13, 2025, 10:18:20 PM
1
Re: Calling all Trappers. Help meh. Uploaded some screenshots from some of my characters trap fences, and showing where they are relative to their home.

https://imgur.com/a/8kEblpo

April 14, 2025, 11:49:59 AM
2
[Fixed - persists in 3.86] masterwoodtype item can't be used in next recipe The first recipe produces a poor aspen pointed log. But the next recipe can't use this, it doesn't recognise it as a Pointed log.

I first noticed this with another recipe but I wasn't sure if i'd messed something up or not, but it's happening again with this one, and this one is a more minimal example than that one was.

This recipe worked in 3.85 without the <Aspen> and without the [masterwoodtype] parts.

Code: [Select]

[SUBMENU_START:transport]

.Pointed log. "Log" *TIMBERCRAFT* [effort:4] [phys:arms legs stance] /2.5h/ [assist:3]
{Log} <Aspen>           [remove] [ground] [noquality] [masterwoodtype]  '+as a log smoothed on sides'
{Axe}<Broad axe>        [wearpct:20]
[TYPE:timber]
[MATERIAL:wood]
[WEIGHT:350]
[TILEGFX:bc-trunkhalf]

.Shallow dug hull. "Log" *CARPENTRY* [effort:4] [phys:arms legs stance] /6h/ \4h\ [assist:3]
{Pointed log} <Aspen> (1) [ground] [remove] [masterwoodtype]
{Axe} <Hand axe>        [wearpct:20]
{Fire} '+to start a burn'
{Firewood} (12) [remove] '+to put in area to weaken'
[TYPE:timber]
[PRICE:3]
[MATERIAL:wood]
[WEIGHT:200]
[TILEGFX:bc-trunkhalf]

[SUBMENU_END:transport]

April 16, 2025, 10:19:34 PM
1
Re: [3.86b] masterwoodtype item can't be used in next recipe If I change it to {*Half log} it'll work but the issue is that there's a further recipe for "Short quarter log" and if I use {*quarter log} in other recipes then that'll match short quarter log, which is undesired.

So this is the part that doesn't seem to be working:
Quote from: news.txt
The wood type will be shown in the finished item name but its original name remains unchanged. For example, if we crafted "Wooden stake" which derived pine as its wood type it will be described as "Pine stake", but its original item name is still "Wooden stake". So we can use that item name {Wooden stake} as a material requirement in other crafting recipes, and can still derive the original wood type from there if need be.

April 17, 2025, 10:10:50 AM
1
[3.11-3.86] never seen a natural hole in the ground When trapping was overhauled in 2008, the news.txt said:

Quote from: news.txt
- added: natural holes in the ground as a zoom map terrain feature

        You can occasionally find naturally formed holes in the ground
        on the zoomed in maps. The holes can be utilized in building
        a trap-pit at the location if one finds it reasonable.

I have never seen such a hole. You do of course see some sharp changes in elevation near cliffs and mountains but you can't build a trap pit there without digging a hole first.

April 17, 2025, 11:31:53 AM
1
[Fixed - 3.86] spruce twigs + fur colder than spruce twigs alone Antton is just starting out and is still underdressed and cold. He has 114 spruce twigs and when he sleeps on them, he wakes up warm. He also has 7 superior lynx furs, a quest reward, and a harsh squirrel fur. Since he acquired the lynx furs, when he drops his inventory and sleeps on it, he gets the message that he lays on the fur and goes to sleep, and he wakes up cold. If he picks up the lynx furs and goes back to sleep on just the spruce twigs, he wakes up warm again.

I can believe that the spruce twigs are warmer individually than the lynx furs, but i'd expect them to be warmer combined or for the game to choose the warmer option.

Antton is wearing leather boots, fine linen trousers, fine woolen socks, masterwork fur coat (quest reward), and it's swidden month. I have a save available for Antton, but it's already late swidden so the weather might warm up at any time

April 18, 2025, 12:31:13 PM
1