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Messages - Felius

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In something I'm not entirely sure if it's an overlook or a design choice, as of  the recipe to extract fibre from dried retted plants lack a [noquality] tag on the ingredient, which is produced with said tag.

That is, it's impossible to get better than average fibre from flax, hemp and nettle, preventing better than average cloth from being produced by the player.

In a semi-related sidenote, if you have a combined crafting area, spindles and distaffs keeps getting consumed by other recipes that require stakes or staffs.

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= Flax graphic was missing now in
As a note on this, soaking flax still doesn't seem to have graphics, or at least a wrong graphical call (plus inconsistent in behavior with flax needing to be in the water, while the rest can be near water).

Edit: Nevermind, seems I'm a couple versions behind and this has been fixed already. Ah, the curse of fast updates.

Happy to confound you.  :D
Checked latest version though, and seems I was half-right: The retted flax is still graphic-less. It points to an it-retted, which doesn't exist in the true-tiles folder that comes with the mod (or with the game). The graphic that the retted hemp and nettle points is the rc-retted, which does exist.

Well, so long you haven't updated this in the last few minutes or so. :P

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= Flax graphic was missing now in
As a note on this, soaking flax still doesn't seem to have graphics, or at least a wrong graphical call (plus inconsistent in behavior with flax needing to be in the water, while the rest can be near water).

Edit: Nevermind, seems I'm a couple versions behind and this has been fixed already. Ah, the curse of fast updates.

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General Discussion / Re: Loop Snares, better than Fences? A possible bug
« on: December 30, 2020, 09:28:50 PM »
Just did some "accidental" testing of this: Some foreign traders walked into my homestead. I wasn't entirely sure if they took anything, so I decided to take everything from them. Failed a few attempts, saved scummed out of a back-up save I had made before trying. Ended back here: I had a few fox traps in storage, so I put three of them blocking the door to my cabin and started firing at the traders with bow and arrow: Traders with melee weapons suddenly keep hanging around the front of my place without actually managing to get in, despite the trap being entirely harmless to people. At no point they decided to try to destroy the traps instead.

For reference, the save before installing the traps and shooting the traders:
https://1drv.ms/u/s!AgqYS4wYOScuiQ85vQpATl0_flli?e=DYKR3t (download link will expire 1st of february 2021). It uses BAC if there's trouble loading it without the mod or something.

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Gameplay questions / Do Foreign Traders still steal from you?
« on: December 30, 2020, 05:56:58 PM »
As title says, do Foreign Traders when they happen to stumble on your player home, still try to steal your shit from the ground? Am I going to have to murder this entire caravan for having entered my place?

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General Discussion / Re: Humane and Proper Butchering?
« on: December 28, 2020, 02:47:10 AM »
Human butchering is pretty annoying nowadays, you can only do it if nearly starving, so feeding the dogs from the corpses of of my enemies is not quite as easy as it used to be. Still,. could be a possibility if- Oh, wait, humane butchering.

Anything small, I go for blunt handaxe to the brain. Midsize, if trapped and close enough to my home, I go grab a grain flail: They are more damaging than they seem, and one to the skull can kill pretty large creatures. Large creatures, piercing to the skull, wait until they bleed to death or the bleeding stops, reapply as necessary. Very occasionally, for very large creatures (bears mostly), cutting the throat might be necessary. The latter might lose in humanity, but definitely win somewhat in efficiency. Otherwise you need something with a pretty large blunt damage, as ending a bear or elk with a strike to the skull is quite hard. Grainflails occasionally work, although the average lack of skill in it doesn't help, but a few of the heavier axes can have a pretty good blunt damage when it comes down to it.

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General Discussion / Loop Snares, better than Fences? A possible bug
« on: December 28, 2020, 02:39:54 AM »
I've observed a rather unexpected behavior in my games: NPCs, including animals, seem to absolutely refuse, at all costs, to step on a trap that can't hold them. That is, while a bear or wolf might step on a pit trap, and therefore get stuck there, they simply will not step on a loop snare or other bird/hare trap.

With that in mind it comes to mind that a line of loop snares (at 3ft of cord each, pretty cheap with the changes to how tying equipment works) is arguably a highly efficient way of creating a fence around your home or field: Anything small gets trapped (mostly birds. You'll be drowning in feathers real quick), and unless something small creates a whole in your traps, nothing big will cross so as not to disturb your bird traps (very polite bears, even when they want to kill you they wouldn't want to ruin a trap you put there  :P )

Now, I've yet to set up a test if that's only valid if there's at least one possible untrapped path, or if it also works for when there's no possible path that doesn't hit a trap. If it's the latter, this is very concerning, as it would allow pretty casual killing of anything that doesn't have ranged capabilities (which is to say, npcs with bows or javelins) so long you have enough ammo, but even the latter would be a concern, as it'd make it much easier to fence, trap or prevent enemies from flanking oneself.

Have you observed the same behavior in your games? What do you think on the matter?

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General Discussion / Re: What's Going On In Your Unreal World?
« on: December 21, 2020, 11:55:10 PM »
A whole pack of wolfs, that's what's happening. On my bloody own settlement. With one of them getting stuck on a pit trap, so the pack wasn't leaving. Luckily the log cabin was complete, thus I had an enclosed space, so I managed to slowly kill them one by one, but not before one of them managed to nearly bite my arm off, preventing me from using bow and arrows, so I had to wait until they got just close enough and throw a javelin through the shutters. And make more javelins. And drag the dead wolfs inside, skin, butcher and start to smoke the damn thing, because this siege is taking literal days.

Finally managed to kill them all, costing me one seal fur that was in the middle of tanning outside when the wolves arrived and rotted, a bunch of bandages, plus some arrows that I couldn't recover. 7 dead wolves, 6 skinned and 1 rotted, 1 finally decided to actually flee instead of hanging around it's dead comrade corpse after I drug the rotting corpse inside and threw it inside the fireplace.

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The hardwood longbow recipes need to have a [noquality] tag somewhere along the process. It uses quarter logs, which are [noquality] themselves, but the dried ones end with a quality modifier, plus they attempt to grab the quality tag from the base quarter log and the branches used, which makes it impossible for them to ever have more than average quality.

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General Discussion / Re: Hills too much flora?
« on: November 25, 2020, 03:57:46 AM »
Do you use the BAC modpack? The text file flora_BAC_cultivated makes agricultural plants spawn in the wild.
Hills are considered "clearings" according to the terrains list, so you can edit out that part of the plant data to nerf wild agriculture spawns.

Another method of reducing spawns for a particular plant is to reduce the integer assigned to the following attributes:
  • FREQUENCY: accounts for how many patches may occur in a tile
  • POPULATION: how many patches can grow beside each other at a particular part of the map
  • COMMONNESS: encounter rate as a percentage
Yeah, I do, that might be it. Didn't realize it included flora aside from flax. Might have to remove these alterations from the pack.

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General Discussion / Hills too much flora?
« on: November 23, 2020, 11:40:23 PM »
Is it just me, or hills seem to have become far too rich in terms of plants, including crop plants. My current playthrough, as owl tribe, I have foraged over 1500 barleys (not handful of grains, but the unthreshed plant) from random hills in a single autumn, and not even the only thing I focused upon.

Only reason why haven't gotten nearly as much Rye too is because most of those located in hills withered before ripening. And I did got about as many Nettles, as well as hundreds of nettles, peas, broad beams, turnips and other assorted plants.

So, really, in everyone's else's experiences are hills also that rich in useful flora? Does in autumn hills all but obsolete farming it for yourself, saving a lot of effort preparing the soil and planting? Sure, a single hill might not have it, but they are both highly common and highly visible, plus it takes a very short time to zoom in, check for plants and zoom back out to go to the next hill over (and they frequently spawn in a bit of a cluster).

For reference, this character is living a bit to the south of Driik territory, around the south-western corner of the map, and I've gathered from hills around me, as well as ones near a river that connects too the ocean about a day's walk/rowing to the east (raft there, spend a week or two collecting everything and dropping it in the raft when fully loaded, eventually go back home with a raft-full of goodies).

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I've had it happen with an elk at some point in the past, might there be a bug report thread somewhere in the forums about it. Very recently managed to just walk up to a walking bird and hang all but on top of it for a few turns before it got spooked too and flew off.

The answer back then, and presumably is hasn't changed, was that animals spawn with a random variable for how quickly they are to run away upon noticing you. And that occasionally extreme values pop out for this, both with animals that will run away if you they so much as spot you from extreme range as well as some animals that will ignore you as if you weren't highly interested in their precious skin and delicious meat.

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So, I'm now going through the incredibly annoying bird thief quest trying to find the relevant snares. Which leads to my question: Do they spawn armed? Or just the item on the ground? Because if they are armed, they at least are a bit more visible and I don't have to strain my eye as much to actually search for them.

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Suggestions / Re: More Signs of Robber's Camps in Overland Maps
« on: October 09, 2017, 06:11:06 AM »
All that being said, the reward for the quest is huge... so if it is made a little bit easier, I wouldn't mind if the reward was cut a bit. Also, the annoyingness of it, made it feel very satisfying.
You'd still have to fight off multiple armed attackers, so it's not quite that easy though.

But yeah, if the reward is that huge, I do see reason to reduce it some if the quest is made less impossible.

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Suggestions / More Signs of Robber's Camps in Overland Maps
« on: October 09, 2017, 02:58:51 AM »
After the second "Homeland Robbers" quest frustrating me with me impossible to find robbers, it comes to mind that it shouldn't be quite that hard, at least for a highly skilled tracker.

Specifically, a few things that come to mind as possibilities:
  • More trails than just on the specific tile the robbers are: Unless all of the robbers are ridiculously good outdoorsmen themselves, they'll probably be leaving track, specially if they move around a given area to find prey to rob.
  • Watching for smoke and light: Even the dude who stumbled upon them in the first place says that he stumbled upon then because he followed some smoke. Being able, at least if you have some advantage point over the area, for smoke (during the day) or light (during the night) should be feasible. Maybe only for a few hours every day or couple days, but there should be the possibility
  • The dude who got robbed mentions that rumor has that they have moved to the area where the quest points. You should be able to ask people in villages near (or even in the area in some cases), if they know where the robbers area to further narrow the search area.

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