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Plankwood wall When you have a lot of animals, milking is a nightmare as they all run every which way and you're lefting figuring which you have and haven't milked yet.  You can fence them into individual enclosures outside, but if you have a barn you have no way of separating them into stalls.  It would be nice to be able to create internal plank walls which don't remove floor and ceiling.  It would also be helpful just for the sake of aesthetics to be able to create rooms in cabins without having to make internal walls huge, load-bearing log walls.

(And just incidentally, why the hell do animals in barns make a bee-line straight for any door you open and head for the hills?  Having to create an "airlock" at every door isn't very realistic.)

November 14, 2017, 07:03:16 AM
Throwing (key command) Can we get "1" and "2" keys (after hitting "t") mapped to throwing weapons that are already wielded?
This would be quicker and also intuitive, rather than having to pick the weapon from the list.

December 27, 2017, 08:44:42 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
Foreign traders Every time I come across the blue guys their wares are... disappointing, they seem to have rarely good wares with them but mostly they have very few items to sale or they have almost nothing interesting, I have better time trading with the Driik since they have more things available and accept everything as payment, if they want my precious furs then they be better bringing more gear with them for sale.

My two squirrels hides.

January 19, 2018, 04:46:23 AM
Re: Foreign traders I believe I've brought it up before, but I think the traders should stop carrying leather and fur armor, because that doesn't make sense to bring from abroad, and rather bring metal armor which is hard to come by.

Traders are mostly good for the occasional valuables they bring, as well as having a reasonable chance to bring quality weapons (but not tools, for some reason).

Beasts of burden would allow traders to carry more wares, although the vessels vikings used probably weren't suitable for horses, so it would probably be ahistorical (on the other hand, their names are more gothic than scandinavian, and the pre Hanseatic League ships might have had a better cargo capacity).
An additional complication is that traders would have to have some mechanism to trade directly from their beasts' inventories (but possibly by not actually carrying any trade goods themselves: that's what the beasts are for, after all).

January 19, 2018, 10:14:42 AM
Re: Fine Items From the wiki:

"Weapons have a quality modifier as follows:

crude: -1 impact, -10% skill
rough: -1 impact
decent (no change - standard 'nonamed type')
fine: +1 impact
masterwork: +1 impact, +10% skill"

So yes, it will have +1 impact :)

January 21, 2018, 12:46:48 PM
Re: Skins I believe Acolyte's talking about 0.3 lbs waterskin needing 4 lbs of leather to make. Here's how it is in vanilla diy_glossary.txt:

Code: [Select]
.Skin. [effort:1] [phys:hands]  *COMMON* /120/ %40%
{Leather} #4# [remove]
{Tying equipment} [remove]

It is probably a bug. I can't imagine where the remaining 3.7 lbs of leather goes...

January 21, 2018, 03:36:04 PM
Re: Skins I did some calculations on how much the leather in a 5 lbs holding waterskin would weigh. I assumed a full waterskin would be a sphere, and used the apparent density of chestnut tanned leather I found in this article, which is 0.72 g/cm3. I converted the lbs to kilograms using both the standard lbs->kg ratio of 0.453 and the old Finnish one of 0.425 lbs to kg.

From the results, a 0.3 lbs waterskin with volume for 5 lbs of water would be made of 2 mm thick leather. (The leather weighing 0.27 lbs as standard pounds, 0.28 lbs as Finnish pounds.) The weight increases by about 0.15 lbs for each additional mm of leather thickness. (Averages for the first 10 mm of leather were 0.1417 lbs/mm for the standard pound and 0.1450 lbs/mm for the old Finnish pound.)

I don't know much about leather crafting, but  I'd expect a leather waterskin to be made of leather between 2-5 mm thick, meaning the leather of an empty UrW waterskin would have a weight of 0.3-0.75 lbs. Considering that a waterskin would not be a perfect sphere, and it would have a cork and a strap, I'd expect the game's waterskin to weigh between 0.5-1.0 lbs when empty, depending on what thickness the leather is supposed to be.

I don't expect crafting the skin requiring much more leather than it weighs. The extra leather cuts can be used to make a strap. (Maybe the recipe doesn't not need tying equipment at all... Just assume that it's made from the leather while crafting the skin.)

I also read somewhere that the Sami people used to make waterskins out of reindeer leather. Maybe the game's waterskins are based on those, but I don't have a clue what those look like or how they were made.

@GiTiB: Coming up with 4 lbs of leather isn't that difficult either, and a skin isn't that useful of an item. I always make one, but rarely use one.

January 22, 2018, 09:00:05 PM
Re: What stat determines... a 50% or 9 endurance is terrible.
Pretty easy to fail a shock check when you only have to beat a 9 on 3 die 6 and you are adding physical penalty of wounds and load to it.
Play with a 50% dexterity and you will be dropping your weapons on most hits to an arm. Or a 9 agility and be falling with most hits to your legs.
Play with a character with 15+ endurance and you will have some sustainability

January 22, 2018, 11:03:18 PM
Re: Ability to sit. I've thought of this many times too, although not sure what priority it should have in development.
You could sit while fishing and in your punt also.

January 30, 2018, 02:21:11 AM