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Topics - Tom H

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1
General Discussion / RIP, Bul
« on: September 09, 2021, 10:28:48 AM »
My oldest character, Bul, died today. 1699 days...bah!

I saw a dead elk out in a frozen lake. After testing the ice near the shore for safety, I walked out to it. It was fresh! So, I skinned it for a Fine pelt. I was a bit fatigued but then went ahead with butchering. At 118 cuts, it seems I was too exhausted to continue... and THEN the ice broke under me. Too fatigued to move, I could not crawl out of the water. I dropped everything, but, alas, fatigue was still over 100. Died a frozen, watery death.

(yes, I ignored the fact that the elk had broken the ice and died. I got what I deserved...lol)

2
Suggestions / Were you raised in a barn?
« on: August 07, 2021, 10:14:31 PM »
Would it be possible to make Companions close doors consistently? It's annoying that they wander around while I'm sleeping and leave my barn doors open, exposing my animals to the wild. It's dangerous that they'll leave the front door to my cabin open.

Perhaps their activity should be frozen whenever they, or the player, enters a building?

It's also annoying when the player has to wait until the Companion exits a building before he can go to the strategic map.

3
General Discussion / Glowing embers, saunas
« on: July 09, 2021, 08:01:39 AM »
I'm not enjoying the way these activities are effected. With no precise measures, one finds oneself burning large amounts of branches or firewood, only to be told there were not enough embers or the stones aren't hot yet.

Seriously, how hard would it be to shove turnips into the coals from a large fire? How is it I can't roast even a single turnip after two hours of burning wood in my fireplace? What percentage of a tree must be invested in either of the mentioned actions?

I just think it needs a more user-friendly procedure. 

4
Gameplay questions / Seeds
« on: May 03, 2021, 05:01:11 AM »
Is there a way to separate a single handful of seeds, or leaves/flowers, from a container?

5
Suggestions / Spelling Bee, Fetch!
« on: April 18, 2021, 05:11:30 AM »
I hope I don't sound pedantic for saying that, in English, the plural for trout, salmon, and perch are spelled exactly the same. Thus, there are no 'perches', 'trouts', or 'salmons'.

Lastly, is there any chance I could teach a dog to fetch a stick. I think I'd like to play with them, now and then...heh.

6
Suggestions / Honing blades
« on: March 24, 2021, 01:30:03 AM »
I'm certain it's been suggested before but I think that one should have to regularly hone axes, shovels, swords, and knives to maintain their quality. It might even be a skill requiring practice to achieve the best results. Besides, it would give me something to do during rainy or wintry days. It would be a skill that uses time but not a lot of energy, thus not very fatiguing. And it's more manly than making birchbark baskets...lol.

7
Bug reports / Feather not acceptable
« on: March 24, 2021, 12:42:30 AM »
I have a willow grouse feather that, for some reason, the game won't use to make an arrow. Not game-breaking, of course, but an oddity. It doesn't bundle with the other feathers, either. ( I think I saw a movie like this, with a reindeer and a red nose...)

8
General Discussion / 1070 Hours
« on: March 18, 2021, 03:24:46 AM »
Certainly no milestone for the oldest hands here, but, I've now logged over one thousand hours in the Unreal World. What a great game!

9
General Discussion / Hardest things to find...
« on: February 23, 2021, 07:25:06 PM »
With four characters that have traveled very widely, the hardest things to find have been an ango and a big bull. I find a lot of bulls but, so far, only a single big bull. The spear I've seen a few times but it was never up for trade. This scarcity seems to be across the board because none of my characters has found the spear and only one has ever seen a big bull.

10
Gameplay questions / Peeling bark
« on: February 12, 2021, 07:25:59 PM »
Has anyone else noticed that, as the season advances from early summer, the bark peeled from trees comes off in smaller sections? I was getting 100's and larger regularly. Now I'm taking down 50's or smaller. I'm using the same small knife. I'm wondering if the result is conditional.

11
Bug reports / Trade bug
« on: January 31, 2021, 12:17:19 PM »
A former Companion has been hanging around my settlement for weeks, felling trees. I recently found him outside my fence again and I offered to trade him 150 raw elk cuts for his broad knife, which he accepted. He dropped the meat on the ground. When I picked it up, it did not get the notation 'Taken'. He should not trade for something he cannot carry, just as the foreign traders won't.

12
Gameplay questions / BogBean plants
« on: January 08, 2021, 01:35:46 AM »
Seems odd that BogBean plants do not yield any beans when threshed. Anyone familiar with that plant?

13
Suggestions / Directions from the women
« on: November 27, 2020, 08:29:44 AM »
I'd like the locations that we receive from village women to show on the F6 map when they give us the directions, instead of still having to scout the area to locate them. Call me lazy...heh

14
General Discussion / Viable bait for deer/elk
« on: November 25, 2020, 03:41:45 AM »
There was a good thread a while back on what baits were useful for various animals. I had a new character then and tried baiting with a few 'mystery' roots, those his Herbal skills could not identify, and found one called a 'bizarre root' that deer and elk seemed to love.

Now, finally, after two game-years, his Herbalist skills have identified it as BOGBEAN root. Good trapping! :D

15
Suggestions / Location, Location, Location
« on: September 27, 2020, 08:28:08 AM »
I've seen videos of new players who have lost track of their traps and have personally experienced the same annoying problem, that of being unable to locate a trap.

When we move around much in an area where we've laid a trap and lose track of its location our only solution is to explore the entire area and, hopefully, find it again. It would be very helpful if we could choose to enter the area near the trap, as opposed to always/only entering at the last place we exited.

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