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Re: Lots of angling improvements on their way
Disappointed.

Fishing is OP, and you didn't mention making it harder to survive on it.

Not to wh... I mean worry all that much. Rod fishing becomes more challenging as the type of fish caught becomes more dependant on the bait used. For example catching big predatory fish with empty hooks will be practically impossible. Aaand for more elaborate fishing worries the suggestions section is open.

I'm not even sure what word you tried to use. Anyway, you have a roadmap, don't you? Can't one be diappointed in reworking a mechanic when the roadmap isn't finished?

Yes, we've got the list of dev.plans, although it's constantly under construction and barely suits as a roadmap that leads to a finished game as this is more of a constantly evolving sort of a project. And there's not much about fishing related stuff on that dev.plans list anyway.
One can be naturally disappointed for ever so many reasons. Just wanted give you hope that fishing actually becomes a little harder with these additions.

January 28, 2021, 10:47:34 PM
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Fibre processing continues with retting and some spin-off features By now spinning code is all done and tested and polished, and we're happily able to spin both nettle and hemp yarn. With some new flora_*.txt tags added it's actually possible to add fibre yield for any flora_*.txt plant, although the textilecraft processes are modelled for nettle and hemp. But yes indeed for example flax as a new fibre source can be added relatively easily.

We've also added straw, a mere stalk of certain plants, as a new item type. Straws will be a byproduct of threshing plants such as nettles and hemp, but with a flora_ tag of their other plants can be also given straw yield. Straws don't (yet) have specific use of their own but do serve as material for fibre processing. Straw items were added for the sake of being able to thresh valuable plants for seeds and leaves first, and still have the straw remaining for fibre.

And now there's "retting" added for textilecraft options. It's a process for separating the fibres from the stalks of harvested plants, and the first and foremost option of them all. Retting is done by soaking the plants in the water for several days. The soaking needs to be done by open water and the sufficient soaking time depends on the water temperature, varying from 5 to even 25 days. The warmer the water, the faster the retting process is. The retting doesn't occur at all in very cold water so it can't be done for example in the winter. However, nettles are a speciality and you can peel fibres from them by hand without retting, but it's relatively slow and mostly used only if small amount of yarn needs to be spun.

Now the remaining steps to do on our way to completely finished textilecraft system for fibre processing would be drying the retted plants, and extracting the fibre.
So let's continue ...

These are future additions - not yet functional in current version 3.63.

April 19, 2021, 04:48:22 PM
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Re: [Spoilers] Which bow is best? Aiming to resolve confusion around bows
"Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic."

Yes, I feel a little bad about necrobumping this, but, Im in the mood for it.

Since, we have for granted that all arrows weight the same, as other users mention properly, draw weight sets the energy impact (due velocity).
Also, chance for getting out of the way of a moving target (since heavier to draw, due weight, should mean faster arrow)

Has anyone tested shoot per time? Thinking what has been stated, maybe seems that less powerful bows should shoot faster?
Also, if equally skilled chars with same bow and arrows shoot, the stronger one, should shoot faster?

 :D


February 27, 2022, 04:23:13 AM
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