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Re: Mik The weather is bitterly cold now. The fire on which he burns the Njerpezit's body in honor of Kalma keeps him nice and warm. On the trip back home carrying the dead man's equipment, Mik thinks he should wear warmer clothing when venturing out now. Perhaps tomorrow he will do that... now he still has time to go adventuring eastward as originally planned this morning.

Having traveled further east than ever, he meets some traders but makes no trades with them. Then the land becomes a bit mountainous. From a small peak, he sees a figure and descends to see who it might be. Nobody is found in the woods below and no tracks in the snow. Perhaps it was a spirit?

The light is failing so Mik makes a shelter for the night. He sacrifices one of his dried bear cuts to appease the spirit, if it was one, and also mouths rituals requesting the forest spirit to allow him to sleep there and to keep him safe through the night.

Mik wakes early, having slept well in the shelter.

December 25, 2017, 01:56:33 AM
Re: Doing Research Let's think about it this way: to know the population at certain land area requires that there is someone keeping a record of inhabitants. Central government or some such entity performing caucuses and writing documents. Well, did any of that exists in Finland during 800 - 1066 AD? Nope. So, the reason you aren't finding the population numbers is most likely because of nobody knows. Guesses based on archaelogic findings are wildy inaccurate, at best.
December 26, 2017, 05:36:02 PM
Re: Mik Another day of travel brings him back home, and he checks all his traps, which are empty.

While eating and looking out the kota door flap, Mik sees the badger. This is a good time to venture onto the ice and maybe get a shot at the little trap thief. Carrying only light gear, he's halfway across the ice and it seems safe, so he goes to check on his north-shore shelter.

No more sign of the sneaky badger, only lots of fresh tracks. This is starting to dig at Mik's pride as a hunter.

December 27, 2017, 10:35:09 PM
Re: Adding marriage - poll about how you find its priority When marriage is added, I would like gay marriage to be a thing too - or at least partnerships of some kind where two people would go off and live together and make a life together.
December 31, 2017, 08:17:02 AM
Re: Mik The badger is too wary for Mik to sneak very close, so next day he tries hiding in the kota while looking out the doorway. He has two chances and misses both times.

December 31, 2017, 04:31:53 PM
Re: Someone know about Privateer from the old forum?
Re: Someone know about Privateer from the old forum?

 I know about me. I like long walks on the beach, sunsets, hot coffee and fishing.
I saw and caught a rainbow on 1-1-2018

You can message me through the board  :-*

January 03, 2018, 08:31:31 PM
Modding Wishlist I thought I'd compile a list of things that would be useful (long-term) additions to the modding tools, along the lines of Rain's old list here:

  • Time of year requirements for recipes.  Something like [MONTH: 5 6] to restrict an item being made from May to June.  I'd use this for things like birch-bark gathering (early Spring) or sheep shearing (Summer).
  • Weather requirements for recipes.  E.g., [WEATHER: sunny] for drying berries. I always like seeing weatherlore more useful!
  • Quality limits on outputs.  Something like [MAXQUALITY: 1] to prevent the produced item from being better than crude.  Or similarly, something broader than [noquality] like [QUALITY: 1] to make the output always crude.  This would be nice for primitive item crafting like easy cords.  I've got a recipe for cords from soaked branches, but I don't want them usable to make high quality items, so I want to make sure they're always low quality.  Right now I just have a massive %-100% quality modifier, but I still often produce decent or even fine cords from the recipe.
  • Item categorization for use in recipes.  Something like [IS:keyword] to define an item as a member of a preexisting or custom set.  So a recipe for drying berries that has [IS:Berries] that would allow the dried berries to be used in berry porridge.  Or custom items like [IS:Iron Ore] that would allow specifying {Iron Ore} in smelting recipes instead of using complicated regexes.
  • Custom tool preferences.  If I've got multiple tools of the same category, it'd be nice to specify that one is better suited than another.  E.g., I've got stone and iron hammers in my smithing mod.  Something like {Hammer} <Iron hammer> to make iron hammers perform better, even with the same qualities.
  • Cooking without a fire.  Something like [nofire] to allow cooking of foods without a fire, for things like drying berries or cracking bones for marrow and such.
  • Cooking without a pot.  E.g., [nopot] that removes the pot requirement at least for baked foods.
  • Nutrient modifications in cooked items.  Normally, the nutrients of the input food get used to automatically calculate the nutrition of the output food.  Customizing this based on the input items would be nice.  Something like [CARB_DIV: 0.5] to let roasting turnips make them more nutritious, or [PROTEIN_DIV: 2] for losses of nutrients during cooking.
  • Custom flavor text. [TEXT:Something immersive it says in the game text for flavor while you are doing a diy action]
  • Allow [SPOILAGE_DAYS:] in diy items.  Would like this for things like retting grasses or soaking branches for cords.

Anything else other modders have been hankering for?

January 03, 2018, 11:57:46 PM
Drinking from bowls, tubs on the floor I'm new here so apologies if this has been covered before but I think it would be cool to be able to drink/quaff automatically when there's a bowl/tub of water on the ground where you're standing.

Unless I'm missing something, you have to pick up the bowl first, drink, then set it down.

It's not unrealistic as it is but it does get a bit tedious :)

January 06, 2018, 02:36:44 AM
Re: Mik Mik's expert bow skill finally pays off... the badger falls!
A short chase across the ice and the critter becomes his next meal.

January 13, 2018, 12:26:22 PM
Re: How old is your oldest survivor poll?
I think he is two years old, but I forgot how to check that. Is there even a way?

your char starts at age 16, so whatever age he/she currently has, -16.

my current char is 24y old, so he's ingame for 8 years. he left behind him a trail of construction. it's horrible.

January 15, 2018, 05:56:16 PM