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Re: A new short film by Enormous Elk
Quote
Please, show that kantele some mercy! 

No musical instruments were harmed in the making of this film.

We took special care arranging all the scenes so that they could be filmed without risking the kantele getting damaged. In the final cut it looks more dangerous, but that is just the illusion of the motion picture doing its trick  :)

January 17, 2018, 09:36:35 AM
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Re: One shot, one kill...
You'd be surprised by what adrenaline can do to a person. This link has several stories of people who have survived a major impalement:

https://www.oddee.com/item_98009.aspx

WARNING: There are graphic images in there so please consider that if you are bothered by it. I have a medical background and don't have any issue with seeing that kind of thing, but I feel it's only fair to warn you

I have seen a lot of graphic content in the past, I found those stories interesting to read, human body is fragile and at the same time resilient...

Back on topic, I just killed instantly a njerpez with a headshot, this time a broadhead arrow to the eye, I assume since that particular spot is clearly soft tissue the arrow just made its way easily inside and by being a broadhead type it just lacerated the brain enough to cause instant death, funny... one of my characters in the past got instantly killed the same way, made me ragequit as I saw "The wound prove to be fatal, you have died..." without any chance to do something about it.

January 17, 2018, 04:09:03 PM
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Re: Probably the stupidest thing I’ve done in game. Rather than wear fur clothing all year round, I think leather is more realistic for the warmer months to avoid drowning in sweat and dying of heatstroke. (Yes, I know that being too hot is not yet modeled in the game, but it will be someday.) So, that's a good enough roleplaying reason to dehair a couple of those larger hides to make a good suit of leather. Just my 2 cents.
February 18, 2018, 04:46:20 PM
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Re: Probably the stupidest thing I’ve done in game. You're not a real Kaumo until you kill a bear in melee  8)
March 06, 2018, 04:38:28 PM
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Spirit relation re-balancing The spirit and magic enhancements are good in general. However, there are a few things I think need re-balancing:

1. As far as I can tell, sacrifices now use a joint pool, as opposed to separate pools (and spells) for different targets earlier. I think they need to be split up again, so sacrifice of fish automatically goes towards satisfying the water spirits and meat to appease the forest ones, and these pools being independent, i.e. having made an offering to the spirits of the forest shouldn't block a sacrifice to the spirits of the water. Whether there should be a regional split up as well can be discussed, as I don't know if there are regional differences or not, but if there are, sacrifices to one region/realm spirit shouldn't affect sacrifices to another.
2. Spirit mood feedback should likewise be split up more. I keep getting messages of unity with the water even though my character haven't fished for half a year, and the sacrifices for almost as long have been of meat (I had some roaches that needed sacrificing).
3. The "cost" of kills should be re-balanced so it's possible to live off small game without being hated by the spirits of the forest. It should be contemplated whether the value (in some currency, e.g. amount/nutrients of meat and/or fur value) of a kill and sacrifice should affect the spirit relation adjustment. Currently it seems a sacrifice of a spoiled hazel grouse lump of fat has the same impact as a whole salmon or fresh bear cut.
4. "Special" sacrifices (of which I know a single one) should not be blocked by the standard ones, and given their cost, they ought to give a larger boost to the relation than the standard one.
5. Spirit moods ought to move towards neutral over time if nothing affects them, so a relation of unity should decay towards neutral if you neither sacrifice nor "harvest" from the spirit's domain, and the same should a furious relation.
However, some folklore seems to have rather petty supernatural actors with long memories, so it might not be wrong to let good relations decay a lot faster than bad ones are repaired.

March 10, 2018, 10:43:34 AM
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Fennec's Random Plant Mod (cross-posted from the old forum)

Hi all,

If you're tired of finding the same old plants in UrW - or if you'd just like to see some more variety - I've made a mod to add randomly-generated plants into the game.In addition to adding more wild plants, it also adds some other features:

New grains and vegetables grown in fields and sold in villages:


Poisonous plants that also have other effects (pretty pointless for plants poisonous in any form, but useful and interesting for plants that become edible when boiled):


Poisonous berries:


Herbs to help you reach spiritual enlightenment (okay, they're actually just drugs):


Medicinal mushrooms:


Additionally, all plants generated by this mod (except mushrooms and berries) provide seeds so you can grow them at your own settlement.

Download the JAR file (attached to this post) and double-click it to run it. It generates four .txt files, each of which start with "flora_mod". These four files should be in the same directory where you saved the JAR file. Move these files to the UrW directory where any other mod files would go, then have fun exploring a world full of new plants!

This mod simply adds more plants to the game, but it does generate enough to be a suitable replacement for the vanilla plants. If you do wish to replace the vanilla plant files entirely, start up the game, move the "flora_mod" files to the UrW directory, and remove all the existing files that BEGIN with "flora_". These default files will automatically re-appear each time the game is booted, but I would strongly recommend backing these up somewhere just in case something goes unexpectedly wrong. Also, since these files do re-appear when you boot up the game, you will have to remove them each time if you do want to remove all the vanilla plants.

Finally, for my fellow programming nerds here, I have included the source code within the src folder in the JAR file in case anyone wants to see my sloppy coding.

changelog:
- names of picked berries are now accurate
- mod should no longer generate plants that wither before they can be harvested
- mushrooms are now roughly as common as in vanilla
- beneficial berries and mushrooms are now somewhat more common
- program can now be run by double-clicking on it
- "Ok, done!" message appears as pop-up window
- should be compatible with all operating systems now

Known issues:
- plants with names containing "snap" trigger a sound effect when interacted with. this can be fixed by manually changing the name in the flora file.
- poisonous plants with additional effects may be mistakenly identified as edible before all effects are known. rare issue, but proceed with caution if "there's still more to learn".
- (issue encountered on Ubuntu 14.04) flora files appear in /home directory instead of the directory containing the JAR if run with OpenJDK Runtime. this issue does not occur when using WINE.

March 23, 2018, 10:06:07 PM
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Re: Need help with Fennec's plant mod Hello! I'm a bit late here, but if you still need help, simply run the JAR file, then move the .txt files it generates into the URW directory where you would place any other mod. :)
March 23, 2018, 10:09:28 PM
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triple kill aww yea first guy (lowest) was killed with a few javelin shots and dog bites. the secound guy above right was killed with a javeline toss to the eye. he died instantly and the third was knocked out with a javelin hit to the abdomine, he was finished off by the dogs. one of my most epic battles and only a few minor injuries to me and the dogs.
April 06, 2018, 10:58:12 PM
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Bark shoes For those of us dabbling in the low resource side of the survival here is a pair of real world bark shoes

https://www.youtube.com/watch?v=i4eE-vRO1-8


April 23, 2018, 06:08:49 PM
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Re: Poisonous berries This is possible with mods - my random plant mod, for example, has a chance of generating poisonous berries (each type of berry has a 10% chance of being poisonous, with an equal weight to each type of poison).

I agree that it'd be great to see poisonous berries actually included in the vanilla game, though. Eating unknown plants carries so little risk (and no risk at all with berries) that the herblore skill is basically useless as long as you don't go around eating strange mushrooms.

April 29, 2018, 05:21:37 AM
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