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Messages - JP_Finn

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Gameplay questions / Re: Deadly poisoned
« on: January 19, 2022, 04:09:15 PM »
Hi everyone.

My current character has done her first "black ear mushroom soup".

Black ear mushroom is deadly poison unless boiled it separately.

She's boiled it in a pot, with only water. Cooked it, and after that ate it.

Now she's injured. The "wound" is marked as critical dark-red.

1 - What did I do wrong? Why is she so ill if it was boiled as descripted?

2 - Should I try to get to a Sage? Should I track down some medicine?

Thank you¡

To blanch and cook the black ears: you need to boil them first. Then use the boiled black ear mushrooms in another recipe, like mushroom soup or meat stew.
Eating the “boiled black ear mushrooms” is still deadly. 

Suggestions / Re: Automatic Punt Deployment
« on: January 17, 2022, 11:11:22 PM »
This was the way it was before gradual freezing and melting of ice was implemented.
So to add to the suggestion: allow automatic deployment of punt during open water season only, when wielding a paddle and carrying a punt.

Spring and fall, would still have to be manual embark/disembark.

Suggestions / Re: Item Quality and durability
« on: January 17, 2022, 07:23:42 AM »
About all of it is already on the dev.plans
Shaft and haft replacement, breakage in battle, sharpening blades.

Has my blessing.

It had been a possibility during my own BAC issues that medical situations might have ended my life so I already put in a clause that if I had disappeared for too long it could be taken over by someone else.

Brygun, of the BAC

Glad to hear you're alright! Stay safe out there.

@Arimon Do you think it's stable enough to use in an already on-going save or should I start a new one? This is the first mod I'll be installing so just wanted to make sure before I mess something up.

Worst I can think a mod might do is to crash your game. Make a backup of your save, install the (or any) mod, play. When saving/exiting, make additional backup.  If it crashes, try again, if it’s repeatable crash; report and it will likely be reasonably easy to fix.

Bug reports / Re: Knife lost during fall in ice
« on: January 15, 2022, 05:44:28 AM »
Metalworks should sink.
Also, wielding knife or 2 will make it easier to climb on ice in case of falling through. Even better if you have them wielded before traversing on thin ice.

Gameplay questions / Re: How to check if item limit is reached?
« on: January 06, 2022, 08:27:33 AM »
What to do to save your items?

Put few tiles away.
Put traps around items so there is no way to come closer? But they can disassamble traps.

Skerry in rapids, set an oversized (bear) trap on it.
Animals seem to avoid heavier than their own “class” traps (except pit traps). And only creatures getting on skerries would be birds or seals.
Other option is to build 3x3 log cabin* with all walls, no door. You’ll need to disassemble and rebuild a wall section to access stored goods.

*you could search for a cave with 1tile access and block that with log wall, if combined with elevation change on both sides, you could climb into the wall, from both sides. Glitchy, but no NPC nor critter should get to your goods. Or if one would spawn inside the cave, they couldn’t leave.

Bug reports / Re: 3.71 Sleeping Animals move about
« on: December 04, 2021, 04:25:32 PM »
This has been bug for multiple versions.
Previous bug report

Gameplay questions / Re: Strange dog
« on: November 25, 2021, 04:46:02 AM »
I have a very strong suspicion that sometimes when woodsman, or Njerpez dies, their dog just wanders around endlessly.

I saw a “wild dog” carrying an arrow. No owner visible anywhere. After several months the dog went in my big dead fall trap and ended up as mittens and bait.

3.70 to 3.71 is 4 bug fixes, see Dev news. No changes in crafting or building mentioned. Should NOT affect mods.

General Discussion / Re: my starving dog just killed a bear single handed
« on: November 24, 2021, 06:56:26 AM »
Iron Age pups were hardier?  ???

75 bow / x-bow skill should be workable. Do you recall how much encumbrance AND Fatigue you had?

When I head out with bow, I try to keep the encumbrance below 10, usually around 7.
And I find it’s better to keep the fatigue 1-2 at most, so it only takes few rest turns to 0 it.

Suggestions / Re: Rites of Passage
« on: November 09, 2021, 04:48:34 PM »
Interesting suggestion indeed.

Very unFinnish like to limit people from wandering the wilds. Also would limit a start outside cultural areas.
Limiting Sartolais farmer character unable to acquire a shovel, until much later traveling over the entire UnRealWorld doesn’t make much sense.
I don’t think any/many youths during Iron Age would’ve lived to 16 and not make multiple selfbows and arrows by then. I made my first bow with my dad at ripe age of 4. And a new about every 1-2 years.

Gameplay questions / Re: Is trading for food the easy way out?
« on: October 28, 2021, 04:36:19 PM »
Forgot to answer the main question.

Trading for food in early game is viable option. Crafting or wood cutting are tasks that produce goods (unless rough) for food bartering. Angling for few hours, a day, might yield a pike. Twisting birchbark to a rope, will produce goods to barter for food.

Gameplay questions / Re: Is trading for food the easy way out?
« on: October 28, 2021, 04:31:39 PM »
Ahh yeah not needing bait sounds like the dream!! I'll have to look into it, I've bought a decent rod and hook and some nets, but have yet to make the move to a rapids tile.

My experience fishing amounted to something I named "The Javelin Trap" in which I slowly starved to death while catching just enough fish to keep active fishing, not ideal haha. That was early days and I've since learnt the benefit of trapping so perhaps that would switch things up.

With couple/few nets you should be able to add good amount of fish to your diet. Few hints/suggestions:
If you set a net during “morning”, wait until “late morning” the next day before checking it. BUT not later than “late morning” of the 2nd day.
Sacrificing one of the smaller fish, like a bream, every day when you’re net fishing: you might find yourself looking to smoke or dry some of them, as you can’t eat that much roasted fish! Or maybe trade/donate to nearby villages.

Suggestions / Re: Groundworking and levelling terrain for building
« on: October 26, 2021, 05:51:45 PM »
I agree that building sites would have been carefully selected for flat and level terrain.  Building on a slope is a huge headache and I'd never do it if there was any way it could possibly be avoided.  Almost all the land is unclaimed so we can choose any location for our cabins.  Also, I can't remember seeing any NPC building crossing terrain boundaries.
Careful site selection is advisable, but for example the starting scenario of unfinished cabin; it often spawns on slope. Villages and settlement tiles of mostly flat ground with occasional single slope up at an edge (unless bordering hill/mountain tile) won’t be a problem.

I think if any change was made in the game, it would be that player constructed buildings should not be allowed to be constructed on sloped terrain.

Unless there’ll be added an alternate option for palisade/barn wall building from log wall, prohibiting slope building would remove building predator/invader safe(-ish) homesteads.
I’d personally prefer the slope building as is.
IF anything, enable multistory building, for hill fort towers, to partial lower floor on slopes and so on. (That’d require adding controls to look up and down “z-levels”... sounds like a lot of work)

Make sure to sell off any clothing that you don't absolutely need, especially Fine/Masterwork quality ones since AFAIK their only benefit is a higher bartering value.

Armor, at least warmth values are affected by quality. (Or used to at least in 3.51 or so. I haven’t really bothered with minutiae in a while)

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