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Re: Recipes for Raft and Stone Axe require "Rope" but any tying equpment works I understand this is a small, perhaps trivial issue but it seems like it would be easy to fix and it could help someone new to the game better understand crafting recipes.
April 29, 2018, 04:14:56 AM
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Re: Inaccessible cave The door worked!  I should have probably tried that.



Thanks for the idea, I haven't tried modding yet but if I do I will post the results here as well.

May 01, 2018, 09:15:01 PM
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Re: Help with forest spirit quest I think you might be right about seeing the spirit.  I have always [l]ooked at him in each of the 3 times I have completed that quest.  I think you should build a fire and perhaps use a torch to ensure that you have good visibility, some of those winter nights are super dark.

Here is a picture from Ulf's recent summoning ceremony.  He spent most of the day gathering down wood for a large fire.



Ulf thought a heathland would be the best place to summon the spirit, due to better visibility.  Got a great sign during the day too, a goshawk chased after a grouse.




May 02, 2018, 05:11:05 AM
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Re: Help with forest spirit quest Ulf is the only survivor I've seen use that ritual and it seemed very effective.  Ulf settled on a small lake in the far north, seal tribe territory, in a heavily forested area with mountains ranges to all four sides.  In the three months that he has settled there game has been much more scarce than the many months prior that he was wandering the world.  With midwinter just a week away, Ulf made some bread and sacrificed it as instructed.  He was a tiny bit worried as he was told to leave the bread my a spruce tree on a hill or cliff, but the nearby hills had only young spruce trees growing on them.  Hoping for the best he pushed the bread under the branches of one such young spruce tree and spoke the words as instructed, "Klaatu verata necktie", close enough at least.  Walking to the mountain peak just a kilometer away he saw a bear, an elk and a reindeer in the distance.
May 02, 2018, 10:21:46 PM
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Re: Mother pipe, where are you? I think the best way to find enough mother pipe to finish that quest is by walking around lakes.  The corners of the lake seem like the best places to look, but you just have to be persistent.

You might try harvesting the plants with the agriculture skill and threshing them for maximum yield.  I'm not positive that method will give more leaves, but it might give you some other part of the plant, like roots which you can use after you hand in all your leaves.

May 03, 2018, 04:06:27 AM
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Exploring the medieval hunt (blog) I was searching for some more information about javelins and I found this web site dedicated to historical reenactment.  They have some great stuff and I thought I'd share the link.

https://themedievalhunt.com/

https://youtu.be/jBeNW26oWHU

May 11, 2018, 04:37:54 PM
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Re: Short Questions/Quick Answers When you roast the meat it will be sorted into qualities based on your cooking skill.  I think decent quality (no description) is the same or very nearly the same value as uncooked meat.  Lowest quality cooked meat is worthless in trade, bland meat is worth about half vs decent (plain good) quality.  If your cooking skill suffices, and you can make tasty or delicious roasted cuts, those are certainly worth more in trades than raw meat, I think 125% and 150% respectively.

Bear in mind that when you roast the meat you also get some value in that it will take longer before it turns stale, which is important in warm weather.  Also you can possibly increase your cooking skill, which will help future rates of return.

May 16, 2018, 06:04:23 AM
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Re: Rauko Heading north with winter looming, good times.
May 16, 2018, 06:08:57 AM
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Wind I think adding wind effects to the simulation would be a great benefit to the game.  This would add to the depth of the world in several ways.

We could have blizzards where high winds would cause low visibility and rapid heat loss, creating deadly conditions.  Weatherlore could help a survivor predict an incoming storm, prompting them to take shelter or at least seek a heavily wooded area.

Stalking prey downwind would be extra challenging because smells drifts toward them.  This might necessitate careful planning of a hunting expedition or the use of a ritual to mask a character's scent.

Strong and especially gusty wind conditions could cause projectiles to veer off course, especially long range shots.  Blowdown could cause trees to uproot and fall.

On the other end dead calm conditions might cause sound to travel extra far, I'm thinking of Sami's whistling arrow shot from the recent video.

Clearly this would be a large effort as it would change many existing systems.



May 18, 2018, 05:26:41 AM
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Re: Any way to find lost items? Ok here's my test character moving in the zoomed out map one square at a time:
Code: [Select]
(600060):96gk:["]{076D065B}      | -- moving north
(000000):96gk:[B]{076D065A}      | Bushes
(600060):96gk:["]{076D065A}      | -- moving north
(000000):96gk:[B]{076D0659}      | Bushes
(600060):96gk:["]{076D0659}      | -- moving west
(000000):96gk:[F]{076C0659}      | Field
(600060):96gk:["]{076C0659}      | -- moving south
(000000):96gk:[B]{076C065A}      | Bushes
(600060):96gk:["]{076C065A}      | -- moving east
(3C5A98):96gl:[:]{076D065A}      | It starts to rain.
(000000):96gl:[B]{076D065A}      | Bushes

So it looks like the formula is 4 digits for east-west position then 4 digits for north-south position.  Numbers get larger moving toward the east and south.

It appears to be in hexadecimal so 0123456789ABCDEF.

You should be able to find your stuff by subtracting your current position (north-south and east-west separately) from the position where you see the log entries for killing the squirrel and dropping your things.  That will let you know how many squares you will need to move to find the map location in question.

May 25, 2018, 08:58:58 PM
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anything