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Re: Rye and Barley are not good crop? Something has "picked" barley/rye for me in the past, and since you can't do it yourself even accidentally, I suspect it's been done by birds, but it's been nothing like badgers eating most of other crops.

I keep animals away by a fence (with a few bear traps in gaps to actually trap big ones), with a complete line of fox pawboard traps inside of it (I enter/leave the area by zooming in/out). I'm not sure animals have ever gotten themselves caught in the inner traps, quite possibly because a fence with traps inside aren't considered pathable to animals. I do catch large animals in the bear traps, though, even with the pawboards inside of them.

June 05, 2019, 12:40:49 AM
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Re: Rye and Barley are not good crop? Your own fields make a wonderful bait for small game.

I like to think of it as the animal have taken away grains and given back meat.

Its a circle of life.

Very traditional.

June 05, 2019, 09:24:02 PM
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Re: Bark stuff, birch-bark stuff
I really don't see a problem with the loss of cords during the smoking/drying process. Yes, they are a regrettable loss in the early game, but, with the coming additions of new bark harvesting and uses, and after a character has even moderate success at hunting/trapping/trading, the game, at present, provides more cord material than will ever be needed for the limited practices requiring it.
It's not really a problem as far as availability of rope/cord material goes, true. In so far as it is an issue (and a fairly minor one, in my opinion), it's one of immersion/realism.

June 06, 2019, 01:48:00 AM
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Re: New furniture item: "Chest" for storing things
The BAC mod has this built in.

It does???

*Brygun keeper of the BAC wanders off to check the mod*

hmm... probably Carpentry...

Yep...

Wooden Treasure Chest.

Well... sort of.

It will create a nice graphic of a chest. As to whether it will display on top or under the piles of stuff isn't something I can code. Possibly picking up and dropping it will change the display sequence.

There is also an outdoor table with a pretty big graphic to clean things up.

A hard coded storage location would, AFAIK, have to be coded by Saami or Erkka. That is the only way (AFAIK) to have the cellar like graphic affect of deactivating the display of all the pile of stuff. The chest, table or other item function as big things hopefully covering the pile.

The BAC furniture items could well display as if the chest was bursting with clothes. Which might fit your immersion too.


June 16, 2019, 02:38:13 AM
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Re: Craft question Wow! The villages have been replenished with goods! And, I finally found a Masterwork Broadknife! To top it off, I also, finally, got a Foreign trader with a Masterwork Mace to offer it in trade. That is used for the final step in my hideworking, softening the hide. I guess it's time to pull those cured hides out.
June 16, 2019, 11:34:06 AM
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Smaller characters should use smaller clothing/armour Currently character has 5 possible body sizes. I would say that clothing should reflect this and have also a size. Larger items should weight more and cost more, while smaller items should be lighter and cheaper. You can wear clothing of different size but there would be penalty to your actions and/or its effectivness depending on size difference.

This would help smaller characters with their limited carry weight, while it would somewhat reduce supremacy of 120+kg Kaumos.

June 23, 2019, 12:13:21 AM
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Re: First Mod: Seafood Thank you once again for a great mod run37!
Since I use this quite alot in my collection of mods, I decided to give the graphics another overhaul, if anyone would fancy that. Now there is a clear distinction between the objects in the water and after you have "picked" them and drops them at the ground, and the models have been adjusted a bit. I have however edited a little in the mod, so everything spawns in water and not on the shore, since that would probably make the graphics worse.






June 26, 2019, 05:07:08 AM
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Re: Autumn planting "Autumn" planting is species dependent. Any plant that withers before it's ripe for harvest sprouts anew the next spring (possibly while still covered by snow and with the ground still frozen), but once the time for withering sets in it's too late to sow that plant. Withering time varies significantly between plants, and some have a fairly short window between harvest and withering. The Wiki describes when plants can be sown, sprout, harvested (assuming planted early enough), and wither (as well as flowering for some plants).

The current imperfect model has you prepare the field once and it will then be usable throughout your character's life with no degradation. Real life slash-and-burn farming depletes the soil in a few years (3-5?), at which time the field is abandoned and a new field is prepared. Continued use of the field results in gradually decreasing yields. Also, I expect real life usage to require some kind of soil preparation annually, although that process would differ from the initial one. On top of that, I expect you'd also have to remove weeds during the growing season.

June 29, 2019, 03:27:43 PM
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Re: Summer Sale, Summer opportunities Snagged it on steam during the sale, big thanks for the years of entertainment :)
June 30, 2019, 09:09:09 AM
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Re: Summer Sale, Summer opportunities I've played this game for a few months (again after so many years) - I just recently installed Steam on Linux to buy the Mount & Blade bundle, and while I was at it, I bought this game, too. Listening to the newly-released album by Heilung and playing Unreal World just feels... natural.
June 30, 2019, 09:55:13 AM
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anything