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Re: Unfair death due to extremely rapid ice melting
What was the weather like? Bright sunlight and heavy rainfall are both elements which wear down the ice rather rapidly.
February 15, 2018, 05:00:40 PM |
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Re: Unfair death due to extremely rapid ice melting
Quote I did check the snow depth in the morning to get a feel for how much longer skis were needed, and I'd expect the elements to wear off the snow first and the ice after that, once the insulating snow layer is gone, as the melting from below is rather limited. Once the snow turns into slush it ought to eat into the ice, making it brittle. It is supposed to work about that. But I just checked the source code, and I think you are right: there was a small logic error which causes a bug potential. The way it is supposed to work is that the thickness of snow cover slows down the ice melting rate in warm temperatures. In some conditions those checks fail, making the ice melt quicker than intended. Sorry about that, and thank you for pointing this out! We will fix this for the next stable version release. Quote the water temperature should not be affected at all before the ice is gone, That is how it works. I also checked that, no bug potential there - it is coded in such a way that the water temperature can rise above zero celcius only after all the ice is gone. The ice thickness it tracked millimetre by millimetre, hour by hour. So that means that in a warm sunny day the ice can be safe at sunrise, but become dangerously thin after the high noon, and be safe again in the night when the temperature drops. That is how it is in real life, too. And every year a few Finnish people drown because they fail to estimate the ice thickness correctly. Well, but yes - I take your suggestions as valid suggestions; it would be wise to have a bit more ice-related feedback. I'll talk about this with Sami. February 17, 2018, 09:53:59 AM |
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A Christmas present to the community by me
Sorry if the title sounds a little grandiose. Since late November, I've been updating the official wiki, on and off. Mostly just adding categories and structure to the whole thing (though a lot of it was good to begin with, so I had my work cut out for me, in a sense), occassionally uploading some new images for the still missing ones in articles (there are still many), expanding several articles with more detailed information and improved formatting (sections with headings, instead of unbroken paragraphs), and occassionally creating a few new articles (I did one on NPC conversations, a few short ones on terrain types (this I still want to extend), and one article on the types of "pets" the player receives at the start when they select the last starting scenario). Images are now neatly sorted into their own subcategories within an image category, so you'll be able to make sense of the images uploaded to the wiki much, much more easily than before. There's a Healing and medicine subcategory in the equally new Gameplay category, and so on and so forth. Hope you like the category work in particular. I tried to be as rigorous and logical as possible while expanding upon the already existing categories and adding new ones. Hopefully you'll find the additions useful and quick to work with (making it easier to find inter-related stuff quickly on the wiki). I'm still working on improving some articles or finishing a few of the newer ones, but much of the planned work is done by this point. Feedback is very welcome ! And if anyone wants to help the visual side of the wiki by providing screenshots of still missing content from the latest release of the game, that would be very welcome. For certain objects and concepts, we still only have images from pre-3.30 versions, and even though those have their historical value, we also need more up-to-date images (3.52 and higher). As Christmas is nearly here, I'd like to wish everyone a peaceful, healthy and relaxing holiday season. December 20, 2018, 07:50:56 PM |
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Re: Tips for agriculture?
I use more "modern" field agriculture, which means I remove all trees in the farming area and prepare the soil in square tiles. This part of the clearing is performed during the first winter (I start my characters in "spring"). This part also contains preparing for the burning by cutting and placing branches so they're ready to be set on fire. My plots are 9*9, and I place branches on every second row, so I set fire at one row, and by the time I've set fire to the last tile the first one has burned out, so I can then go back to prepare the soil there. Depending on the RNG, I can generally prepare 2-3 rows per day (preparation includes having food for the two months it takes to prepare all of my rather extensive farming area). Once I've prepared the soil in the pre prepared tiles, I place branches on the rows in between (using stacks of branches prepared in advance) and then do a second pass to take care of those. If you don't remove trees the fires can set trees on fire, which may potentially connect lines of branches so that more is burned than you had intended. It's worth noting that lighting a fire in a tile adjacent to a tile on fire is a lot easier than to set fire on an isolated tile (I think it never fails), which is a reason to go for lines or rectangles of branches. I plant seeds as soon as I can, so the seed selection for plots depends on the order in which they're prepared. Check the wiki on to see which seeds can be planted in which months. Turnips are good beginners crops as they are large and give a good yield even with a poor skill. In addition to that, you can get two crops per year out of them if the frost isn't late in departing. Also note that different crops wither at different times (again, check the wiki). Also note that you need a mod to make clothing out of your agriculture, as the vanilla game only provides food. There are basically three kinds of crops: cereal (rye and barley), veggies (turnips, peas, broad beans [I may have missed something]), and spices, plus seeds. What you can make depends on whether you use vanilla or a mod (I use the Njerp Cooking Mod). I start with turnips, rye/barley (barley is actually more nutritious, but has lower yield), and hemp and/or nettles, and gradually replace turnips with broad beans (peas are inferior to broad beans for everything), and change to yarrow for spicing eventually (it's a fair bit of work to collect the seeds, and a bit messy to grow them as you have to forego flowers to get seeds, and the yield is fairly poor as they're small). March 09, 2019, 10:49:57 PM |
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Re: Question about farming barley
Completely normal. They will sprout back up in some time, so no worries
March 29, 2019, 10:13:48 PM |
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