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Re: Ability to sit. While there are many occasions where you'd normally sit, I don't think it adds to the game (except tedium) to explicitly model sitting down/standing up.
Acolyte's suggestion that a table + bench could substitute for the required ability to stand for some tasks makes sense. I don't know how much effort it would be to code it in, though, so I don't know if it would be worth it.

January 30, 2018, 08:35:42 AM
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Re: How do I catch perches? Thanks Acolyte.

It's a useful data point, even if it's not the complete answer.

February 02, 2018, 05:09:40 PM
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New look of rain a bit hard on the eyes I find rain looks great in 3.50 but makes it really hard for me to see enough details to be able to play comfortably. To the point of eye strain actually.

At first I was pleased to be forced to stay indoors crafting, from a roleplay perspective. But then I realised that autumn kept progressing and there were weeks were it was raining more than it wasn't. I found myself waiting for the rain to break to do anything, just because it wasn't comfortable moving and looking around, let alone trying to hunt. The thing is, I'm definitely not advocating against the feel of realism it adds to the game. Same as it makes perfect sense not being able to see at night, an occasional heavy rain shower that completely blocks visibility would also make sense. But sometimes rain is just a little bit of water. It seems to me that the kind of rain that impedes visibility as much isn't all that common most of the time.

Of course it could just be me, I don't see anyone else complaining. In which case, I'll be doing some heavier roleplaying. :) But if not, maybe there is a way to soften the visual a bit?

April 10, 2018, 12:31:49 AM
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Re: New look of rain a bit hard on the eyes It's been mentioned by Sami that rain is a .png (gui-rain.png and ele-rain.png according to a search in the truetile folder) and that those images can be edited. Maybe somebody with a hint of artistic talent beyond the stick figure drawing level could edit the images and post alternative ones with a lesser impact?
April 10, 2018, 04:00:38 PM
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Re: Cooking with bones  I think all I did was take the vanilla meat stew recipe
Code: [Select]
.Meat stew. *COOKERY* /30/  \240\ %20% :148: 
{Raw meat} #3# [remove] [bake] [name]
{Water} #0.25# [remove]
{Knife} '+for chopping'
{Vegetables} #0.5# [remove] [bake] [optional]
{Mushrooms} #0.5# [remove] [bake] [optional]
{Seasoning} #0.25# [remove] [bake] [optional]

and with one small change
Code: [Select]
.Bone stew. *COOKERY* /30/  \240\ %20% :148: 
{* bone} #3# [remove] [bake] [name]
{Water} #0.25# [remove]
{Knife} '+for chopping'
{Vegetables} #0.5# [remove] [bake] [optional]
{Mushrooms} #0.5# [remove] [bake] [optional]
{Seasoning} #0.25# [remove] [bake] [optional]

Gave me my initial testing of "If bones have nutrition" I didn't add any optional(s).

November 14, 2018, 01:30:23 AM
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Re: Why are spears and javelins with lover damage than arrows yet are much bigger?
Quote
Your logic is flawed - everything has realistic range except throwign weponz - spears and stones! Even I CAN aim on 30 m with stone to hit head sized target!

I agree - my logic is flawed, and arm-chair philosophy is always unrealiable. So I decided to turn to empirical evidence. I gathered some items with corresponding weights as their equivalents in UnReal World. I shot a video of tossing items (both in UnReal World and in the real life).

And I must admit that Aramis seems to be partially right - item throwing distances might use some adjusting. Crude javelins in UnReal World fly too far. Or then it is that UnReal World characters are better at throwing items, having a better technique and giving projectiles greater velocity than I could do.

Here are the results for me and my UnReal World character Pekka;

Crude javelins (3 lbs) : Pekka 26 - 30 metres, Erkka 12 - 15 metres
A rock (1 lbs) : Pekka 17 - 20 metres, Erkka 17 - 20 metres
A stone (14 lbs) : Pekka 12 metres, Erkka 7 metres

(I repeated the real life test three times. For the first two runs I had my stone weight messed up, I was using a 14 kg stone instead of 14 lbs one. On the second test I got javelins to 15 metres. But instead of using that clip in the video I wanted to be precise with my stone weight, so I did a third test.)

November 25, 2018, 05:56:37 PM
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Re: Tasks often upset sleeping patterns, need some activities to kill time Fishing is another restful activity though in winter you need to bust a hole in the ice. refrozen holes though are easier to break as the ice hasn't thickened (neat modelling Sami)
December 18, 2018, 03:00:38 AM
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Re: Modding in valuable metals (Gold, Silver, Copper) for trade.
A spear head is still a lot of gold - we're talking a pound or two. Keep in mind that all the gold ever found throughout history worldwide would fit into a couple of swimming pools. There just isn't that much of it, let alone in easily smeltable form. Most large  - beyond ring size - gold objects are hollow, merely coated with gold, are not pure gold or a combination of any/all of these. It's a pretty rare thing for something to be solid 24k gold.

You are right, but it would also be available as rare import, which isn't in the game yet.

Quote
Rings and bracelets would certainly be made, and maybe a very small knife. Gold used as decoration, however, is another matter. Gold inlay is fairly old and could be done to the head and shaft using relatively small amounts to radically increase the value of the spear. In fact, the better weapons makers might just do this to make more of a profit. The same is true of silver and gemstones.

I think inlaying would be fairly simple with an optional tag in the main weapon recipes

Quote
Silver OTOH is more doable. A silver spear head would be quite valuable and you could make valuable things like knives out of it. In terms of functionality neither would be very good, but they'd function as status symbols. Expensive, but doable. Jewelry is already in the game and would absolutely be around.

It also has kind of a mystical ring to it, being used as sacrifice in a ritual. But getting silver only from silver rings from traders is tough. It shouldn't be easy, and it's something for a mid-late game goal depending on finding a supply of silver

January 21, 2019, 03:53:13 AM
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Re: Torch with no light?
I though that lit torches made fire starting almost automatic? This is the mechanic I was looking to use.

   - Shane

Version: 3.30
Released: Feb-24-2016
- added: carrying lit torch or having a fire in adjacent tile helps to build a fire

January 26, 2019, 06:30:41 AM
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Re: All forest reindeer are does, no stags
I have been noticing this for a while. Whenever you encounter forest reindeer, use F3 to look at them. There are does and calves but no stags. I haven't seen a single forest reindeer stag since gender was implemented. I have seen both reindeer stags  and does for sale in northern villages.

Also I have never seen a baby hare  but I haven't encountered enough hares to be sure that I just haven't got lucky yet; after all it took me many games to see a single bear cub and it may be the same with hares. But I have encountered hundreds of forest reindeer by now and all of them have been female.

Checking out the code, it seems like forest reindeer gender is never created anywhere, so they all are does - as default. So it's something I've forgot to add, or misplaced in the heat of coding. To be fixed...

Fixed - persists in 3.52

February 02, 2019, 02:04:30 PM
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