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Re: How to make new items appear in settlements? Traders do carry masterworks items, but yes, they're not that common.

Items are gradually replaced over time, but I don't know if there are replacement timers, or if a random set of items are removed and a random set of items are added (in which case an item might disappear the next cycle, or it might take decades).
Items are definitely placed in at least two groups, as seeds and agricultural produce follow the natural yearly cycle, while the manufactured items don't. Item replacement is slow enough that you can mark villages that have desirable items, work to get the means to buy them, and have a good chance to actually find the items still remaining in the village. Thus, if game calendar time is the important factor, traveling wide (in particular to Driik) will get stuff a lot faster than waiting for goods replacement. Foreign traders are good in that groups travel through and then disappear, so each new group will have a new set of goods, although their item selection is limited to what can be called "weapons" and armor. Don't expect to find carving axes in their inventory, but ordinary axes (primarily for felling trees) are somehow sufficiently much weapons for them to be carried (at least that's my reasoning for why their selection is the way it is). Foreign traders also carry jewelry (high value per unit of weight).

October 10, 2020, 12:05:37 AM
Re: Location, Location, Location It seems setting a lot of traps in a short time can lower your standing with the spirits (training trap setting by setting and releasing traps), but I don't think it matters where the traps are set. In fact, trap fences are effective because the traps are in a limited area (connected by fences).
October 11, 2020, 10:58:53 PM
Using water from containers on ground - eating and drinking from table My char practically lives on a kota doorway tile next to a water tile, because it's so much less tedious to do all that drinking, tanning and whatnot when you don't have to think or look which container to pick up and choose. I imagine many do the same.

If the game would simply use water from containers on ground automatically (for example from largest first) or at least include the water containers on the ground on the inventory menu. This would be a *huge* interface improvement. Why are the tubs so small anyways?

Relating to this - it would be cool for table top contents to appear on the list menu when 'e'ating or 'q'uaffing. That way having a table in one's cottage would really be a lot of help as in real world as well.

I also noted the older suggestion about drinking from containers on draught animals.

October 15, 2020, 05:41:48 PM
Re: [Mod Idea] Training combat skills at the expense of weapon condition
It will be too easy to grind skills, I suppose. Training weapons mastery by only fighting a real enemy/prey seems realistic and fair enough.

Well, that’s not the case. All but unarmed can be trained by throwing the weapon type repeatedly. E.g. throwing rocks or clubs increases club skill. Throwing swords, increases sword skill.

But, you can choose if you want to train in that way. Same as if grinding in way X, is actually any different from hacking the memory and assign wanted values outright.
Difference is in the the spent In Real World accomplishing the wanted outcome.

Personally, my characters don’t go throw (non-throwing) weapons around. I don’t see it as viable way ancestors would’ve treated their expensive, and crucial belongings.

October 22, 2020, 08:03:53 PM
tanning terminology + rinsed should not spoil I have had several thoughts about the tanning of skins in this game for a long time. Here's my suggestions on how to make the tanning feel more right - at least in my experience.

I updated this post after I wrote a suggestion about curing:

1) Rename the 'rinsed' * skin to 'hard' * skin and remove it's ability to spoil. Rotting at this already-tanned stage doesn't make any sense to me. Also the 'hard' adjective describes better what is expected to do next. Also IRL this is how we refer to skins at this stage.

2) Remove the need for water for cleaning skins. When I do that IRL, don't require water.

3) Curing should be immediately available for fresh skins, not after laborious cleaning (fleshing), which is easier on dry skin. (The membranes break off more easily on dry skin.) Moved to the curing thread.

4) Rename all fur-bearing fresh skins to 'pelt' (ie: "cleaned ermine pelt") with the exception of:

5) Rename all big fur-bearing skins to 'hide' (of the size available to use in kota construction, for example, so 8lbs in my understanding)

6) Dehairing seems to have an odd step after it. A dehaired skin is not dry, but very wet. It doesn't need to be soaked, quite the opposite. The membranes are scraped off or at least broken when they are dry. A thorough wash and salt water are beneficial after dehairing, to slow the rotting which caused the dehairing in the first place. I'd alter the soaking step to a wash and dry. (I'm aware of many methods of tanning, but in this rubbing method the game uses this would be appropriate.)

7) Make dehairing process rename previous 'pelts' and 'hides' to 'skins':

Like so:
Spoiler: examples • show

fresh snake skin
(wait too long and it becomes spoiled snake skin)
(optional step: cured snake skin)  no spoilage
clean fleshed snake skin
tanning snake skin
hard snake skin                    no spoilage
snake leather                      no spoilage

fresh hare pelt
(wait too long and it becomes spoiled hare pelt)
(optional step: cured hare pelt)   no spoilage
clean fleshed hare pelt
tanning hare pelt
hard hare pelt                     no spoilage
hare fur                           no spoilage
fresh hare pelt
(wait too long and it becomes spoiled hare pelt)
(optional step: cured hare pelt)   no spoilage
dehaired hare skin
cured hare skin                    no spoilage
clean fleshed hare skin
tanning hare skin
hard hare skin                     no spoilage
hare leather                       no spoilage

fresh elk hide
(wait too long and it becomes spoiled elk hide)
(optional step: cured elk hide)    no spoilage
clean fleshed elk hide
tanning elk hide
hard elk hide                      no spoilage
elk fur                            no spoilage

fresh elk hide
(wait too long and it becomes spoiled elk hide)
(optional step: cured elk hide)    no spoilage
dehaired elk skin
cured elk skin                     no spoilage
clean fleshed elk skin
tanning elk skin
hard elk skin                      no spoilage
elk leather                        no spoilage

8 ) No cutting weapon needed in dehairing.
9) Tanning by smoking, in the same style as smoking meat.

My reasoning apart from what already been said:
a) one could instantly recognize which animal skins become leather and which fur
b) currently one cannot distinguish a dehaired "tanning elk skin" and a fur bearing "tanning elk skin" before the whole tanning process is finished
c) curing is not very useful nor realistic atm. Suggestions would help that. Moved to the curing thread.

d) using 'hide' only for bigger skins is more proper English in my understanding. English is not my mothertongue, but I understand all these terms are a bit vague and interchangeable at least to some degree. I would love the get some native English feedback on this. Anyway, IMHO it would be good for the game interface to establish a terminology anyway to easily distinguish between fur-bearing and non-fur-bearing skins and their states of progress.

EDIT: after reading this: I find using the 'fleshing' term is indeed more appropriate

October 23, 2020, 12:03:21 PM
More usefulness for curing Ok ok I know I've been spamming suggestions, but I still have to speak on the other part of hide-ousness: curing  ;D

The first part was about tanning terminology:

I don't cure skins in this game. Curing makes skins stuck in place and tanning is far quicker overall anyway. And you still have to clean the skin which isn't required for drying IRL. Fleshing is easier on dry skin anyway. (The membranes break off more easily on dry skin.) Doesn't really work when travelling, either. Really curing should be the thing to do when travelling and little time. The skins will continue drying hanging from the rucksack anyway, once they've initially become a bit dry.

I'd like to see curing as the default procedure for storage just like IRL. Tanning is a lot of work. Not every skinned hide will be tanned, only those that need to be. Also I don't think the fur trappers of old IRL tanned the hides themselves. The woodsman would definitely bring cured hides home first, maybe tan them then. Tanning is primarily concern of the craftsperson who gets their skins from hunters/herders, because only they know what qualities (how thoroughly tanned (hard), for instance) they want from the tanning for the work they are planning to use it for. Of course on commercial scale is different - I don't know how foreign traders would have wanted their furs.

Also, not every hide in use is tanned. Nowadays snowmobile-sled-hides aren't and old-days kota covers most likely neither. The skin is relatively cheap to replace in kota cover if its only dried (cured). A valuable-in-working-time tanned hide wouldn't have been wasted for something so trivial.

So, getting finally to my suggestion:

1) Curing should be immediately available for fresh skins
2) shorten curing times to max overnight or allow picking up of skins with curing still continuing

3) accept cured hides for kota covers and "sleeping in furs"
3) complicate tanning to make it more realistic and to encourage curing to be used more
4) make cured skins available in villages and for trade - preferably much more commonly than tanned hides. I understand this would affect game balance significantly and prices would need to be adjusted accordingly, with tanning lifting the cost especially of big hides - not so much of the valuable small furs.

EDIT: reordered priorities and added '1' from the terminology thread linked above

October 24, 2020, 06:16:17 PM
Re: More usefulness for curing I agree, yet again :)
Especially with the picking up the still curing skin. I made suggestion for salt curing food to be able to be picked up and let it continue curing in the rucksack/inventory.

I don’t know the exact mechanic behind the unpaid/taken* tokens, but similar tagging with “curing” could be a way to implement both food and skin curing. Only allow further use of the curing product once the curing timer has finished.

* I know how they work on user end

October 24, 2020, 06:39:11 PM
Re: tanning terminology + rinsed should not spoil I made some updates on the thread starter... smoking clean skins would be cool!

Now I'm speculating ways to make the tanning more complicated like I suggested in the curing topic.

One solution would be to force the character reiterate between cleaning (näskäys, fleshing, hmm fleshed ermine pelt  ???) and tanning steps on random occasion, more likely on less skilled tanners. Practically needing a successfull skill check to continue to the next phase. Player would get messages like "You notice you need to scrape the flesh side of the skin some more before you can continue tanning."  OR "You feel the skin needs some more rubbing with tanning material."

IMHO, this would bring great crafting feel to the pretty straightforward hideworking we do now, things not always going cleanly with only the fat (braaaaiiinss) of the animal. Of course this would also require bark to be harvestable (albeit more slowly, like IRL) all year.

Negligible suggestion: I'd add the ability to dehair ready-made fur too, because it is possible, just needs longer soaking. This especially if generated kota covers remain as tanned furs.

@JP_Finn Often, I wouldn't believe dictionaries, since those are written by dictionary-people and not professionals of very spesific and maybe marginal fields.  ::) Here is something I found while digging up terms:

October 24, 2020, 07:36:42 PM
Re: Lacking penalty information on setting traps From the Version: 3.20 (patch 2) Released: 17-Mar-2015 in the news.txt

In short, higher the TRAPPING skill the more easily animals enter your traps and more reliably they stay trapped.

If there are animals at the area they may enter your traps depending on how succesfully these
traps are set or constructed
. If there aren't animals at the area your traps will remain empty.
However, if there weren't animals at the area today the situation may not be the same after a couple
of days.

* Even if animals at the area wouldn't be actually hungry, properly baited and succesfully set traps
may attract them beyond regular feeding needs.

* Succesfully set traps may trigger additional animal population checks for appropriate animals

Sorry for some wall of text but I think reading the forum posts are easier than skimming the news.txt file

October 26, 2020, 06:16:10 PM
Re: [3.63] Cord quality exploit I did further tests with leather rope and birchbark rope.
All joined tying equipment get their quality modified to the 2nd item selected as reported

Can’t test withes, as they’re coded as nonjoinable. But pretty sure they’d follow the pattern.

October 27, 2020, 04:30:27 AM