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Gameplay questions / Calling all Trappers. Help meh.
« on: April 11, 2025, 08:34:11 PM »
Usually I play as a hunter and enjoy nature's bounty. This time however; I have been reincarnated as a Reemi trapper, and things are a bit of a struggle. I have a decent fishing skill and have been living mostly from that, as my two tile trap fence cunningly laid across an isthmus between two large lakes has provided a grand total of one reindeer. She appeared in the first trap I made, the very next day after I made it. I was expecting great things, but now my morale is crushed. Three months gone, and the smokehouse I built remains tragically empty.
My trap fence goes from lake to lake, with an average of six fences/trees between pit traps. Is that about right, or do I need more traps?
How often should I check the traps? I have been checking them daily, when I wake up.
How often should I reset the traps? I've been doing this only about once a month, do I need to do it weekly or even daily?
My baits are turnips or spoiled boar. The boar cuts are not processed; and I alternate turnip/meat, mostly because I am on the part of the game course where you have to kill a bear (Great Man of the Forest). If I get a bear I will probably replace the boar cuts with turnips.
Perhaps I am living too close to my trap fence? I have built a cabin one wilderness tile away, should I move?
My trapping skill is 92% and I do get lots of birds in my snares and light levers around my cabin, and I got a glutton and a lynx in my small deadfalls. But apart from that first reindeer, my trap fence gets nothing. Am I missing something?
My trap fence goes from lake to lake, with an average of six fences/trees between pit traps. Is that about right, or do I need more traps?
How often should I check the traps? I have been checking them daily, when I wake up.
How often should I reset the traps? I've been doing this only about once a month, do I need to do it weekly or even daily?
My baits are turnips or spoiled boar. The boar cuts are not processed; and I alternate turnip/meat, mostly because I am on the part of the game course where you have to kill a bear (Great Man of the Forest). If I get a bear I will probably replace the boar cuts with turnips.
Perhaps I am living too close to my trap fence? I have built a cabin one wilderness tile away, should I move?
My trapping skill is 92% and I do get lots of birds in my snares and light levers around my cabin, and I got a glutton and a lynx in my small deadfalls. But apart from that first reindeer, my trap fence gets nothing. Am I missing something?
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Suggestions / Dozing
« on: December 05, 2024, 12:39:38 PM »
Sleeping replenishes vigour, but there are times when one cannot or does not want to sleep. My suggestion would be to add dozing, representing sitting or laying with eyes closed and mind drifting. The effect would be to pass time while maintaining the current level of vigour where it is. It would save holding down the "." key to pass time, and should last until the next time period or until a change in the weather.
I would find it very useful when travelling long distances with only a stone axe or knife, where building a shelter can take so long that I prefer to sit quietly under a tree and wait out the rain. Also when waiting for the next tanning stage, or waiting for the sun or moon to improve visibility before pressing on.
Being too cold should prevent dozing, in the same way that it prevents sleeping. Lay down for a nap when you're that cold, you never wake up!
I would find it very useful when travelling long distances with only a stone axe or knife, where building a shelter can take so long that I prefer to sit quietly under a tree and wait out the rain. Also when waiting for the next tanning stage, or waiting for the sun or moon to improve visibility before pressing on.
Being too cold should prevent dozing, in the same way that it prevents sleeping. Lay down for a nap when you're that cold, you never wake up!
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Off-topic / Tabernis - Carmen Reginarum (Live in the Forest) - music vid
« on: November 14, 2024, 11:40:06 PM »
Oh dear, looks like Sami and Erkka have been on the mushroom soup again:
https://www.youtube.com/watch?v=it0M4gcqkNU
https://www.youtube.com/watch?v=it0M4gcqkNU
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Bug reports / [3.85beta] Trap pit with stakes not taking spruce twigs from ground
« on: November 08, 2024, 11:36:21 AM »
Windows 10, graphics mods only.
When making a trap pit with stakes, sometimes the spruce twigs are taken from the ground as I believe is intended, but other times I have to have the spruce twigs in my inventory in order to make the trap. I have been unable to isolate any cause, it seems like one day the twigs can be on the ground then the next I have to have them in hand.
Save available.
When making a trap pit with stakes, sometimes the spruce twigs are taken from the ground as I believe is intended, but other times I have to have the spruce twigs in my inventory in order to make the trap. I have been unable to isolate any cause, it seems like one day the twigs can be on the ground then the next I have to have them in hand.
Save available.
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Gameplay questions / Man traps
« on: November 01, 2024, 01:58:27 PM »
I am setting up my homestead in Njerp country, and have already had a patrol of two warriors visit me. With the help of my trusty sheep I was able to take them down, but next time they may come when I am asleep or something which is worrying. So, I think I have two options - build a huge wall or a huge trap-fence but without the fence bits, just traps.
I am aware that humans can pass through deadfall traps without triggering them, but does anyone know if this also applies to pit traps? Making about 40 pit traps is a lot of work, but not nearly so much as building 40 wall sections!
I am aware that humans can pass through deadfall traps without triggering them, but does anyone know if this also applies to pit traps? Making about 40 pit traps is a lot of work, but not nearly so much as building 40 wall sections!
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Solved'n'fixed bug reports / [Noted & adjusted] Minor text errors when shaman gives forest spirit quest
« on: October 31, 2024, 08:17:47 PM »
There were a couple of errors in the text, so I have edited it:
"The custom is to let the spirit do the talking. Don't fear; let the spirit approach, and listen to how the forest feels about you. A pleased spirit examines you with gentle big brown eyes, but an upset one faces you with a gloomy expression. His appearance speaks for itself, and if he decides to speak then the words may lash, advise or praise you. The favoured hunters may be told where the game roams, or made aware of other important matters."
"Do not underestimate the forest. An angered spirit of the forest may seek revenge with sickness or getting you lost. To stay on good terms make good use of the hunting spells, and rely on sacrifices as thanks for what you are given. Spells and means to address the forest are numerous, but meeting the spirit proves how your alliance really holds. That is all. Now I only wish that one day, you can tell me that you really are the kind whom the spirit of the forest appeared for."
It maybe an idea to make a pinned thread here for minor errors in game text?
"The custom is to let the spirit do the talking. Don't fear; let the spirit approach, and listen to how the forest feels about you. A pleased spirit examines you with gentle big brown eyes, but an upset one faces you with a gloomy expression. His appearance speaks for itself, and if he decides to speak then the words may lash, advise or praise you. The favoured hunters may be told where the game roams, or made aware of other important matters."
"Do not underestimate the forest. An angered spirit of the forest may seek revenge with sickness or getting you lost. To stay on good terms make good use of the hunting spells, and rely on sacrifices as thanks for what you are given. Spells and means to address the forest are numerous, but meeting the spirit proves how your alliance really holds. That is all. Now I only wish that one day, you can tell me that you really are the kind whom the spirit of the forest appeared for."
It maybe an idea to make a pinned thread here for minor errors in game text?
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Bug reports / Dried fat can be used for tanning
« on: January 29, 2024, 06:02:48 PM »
I took an elk and de-haired the fur as I need leather, and at some point while waiting for the de-hairing to finish I have absent-mindedly dried the fat to eat. The elk fat was still preparing but I had a large lump of dried grey seal fat ready in my cellar so I tried using that, and it worked. I am no tanner, but I suspect dried fat would not work so this may be a bug?
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Suggestions / Working with water in winter
« on: May 04, 2023, 07:16:56 PM »
Anyone who has had to work with water in cold climes will know that it's a bit of a bitch.
I suggest that tasks involving water that are not performed in a cabin should make one quite a bit colder and greatly increase the risk of frostbitten hands. This would add a bit of value to containers where the player has access to a cabin, and force players cleaning or rinsing hides outdoors in winter to make a fire next to them in order to avoid frostbite.
If implemented; it may be an idea to give a player an idea of how long a task is going to take in the message box before he starts, so he has an idea of how big a fire he needs to make. Actually this should be done anyway, I presume it's easy to code and with some mods I forget if a task will take half an hour or six hours
I suggest that tasks involving water that are not performed in a cabin should make one quite a bit colder and greatly increase the risk of frostbitten hands. This would add a bit of value to containers where the player has access to a cabin, and force players cleaning or rinsing hides outdoors in winter to make a fire next to them in order to avoid frostbite.
If implemented; it may be an idea to give a player an idea of how long a task is going to take in the message box before he starts, so he has an idea of how big a fire he needs to make. Actually this should be done anyway, I presume it's easy to code and with some mods I forget if a task will take half an hour or six hours

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General Discussion / Three years in the Unreal World
« on: April 26, 2023, 09:21:21 PM »
For the first time, I have a character who has completed 1095 days without dying! Three years! To celebrate, I am buying everyone a barrel of kotikalja posting about it here. My iron-age Finn is a Kaumo, and at 191cm and 101kgs an absolute unit. He's great at everything, although a little bit deaf. Three stars for every skill, and over three years they have developed like this:
Lore & Craft Skills
Agriculture 00% 17% Seems to be only sowing that raises this.
Building 15% 42% Built 3 cabins and a lot of fences!
Cookery 60% 93% A mix of all cooking styles.
Herblore 30% 98% Quite a bit of grinding involved here!
Fishing 60% 60% Hardly done any fishing so no surprise.
Hideworking 90% 100% Lots of skins and furs tanned.
Timbercraft 15% 92% See above about building cabins and fences.
Physician 75% 78% Lots of wounds healed, on dogs and allies too.
Trapping 80% 83% Traps only used to protect homes and crops.
Tracking 70% 99% Includes 20% from game course.
Weatherlore 00% 46% Grind, grind, and more grind!
Textilecraft 80% 84% Lots of repairing looted clothing.
Carpentry 85% 88% Making stuff. Lots of stuff.
Physical Skills
Skiing 30% 100% Skiing on zoomed in map raises this faster.
Stealth 60% 100% Practise this around trapped birds etc..
Climbing 15% 100% Climb fences. Lots of fences.
Swimming 00% 100% Careful here, cold or fatigue will drown you.
Combat Skills
Dodge 75% 81% Try to find an angry badger to help with this.
Shield 00% 00% I use a bow or a battleaxe.
Knife 35% 38% A guy lost in the forest gifted me the rise.
Sword 00% 00% Axes FTW.
Club 95% 96% Lobbing rocks at squirrels.
Axe 95% 99% Good at slicing people and bonking animals.
Flail 00% 00% Silly weapon.
Spear 90% 91% Great weapon until you get a good bow.
Bow 85% 100% Masterwork longbow. It's like having a rifle.
Crossbow 00% 00% Never seen the point.
Unarmed 30% 36% Kicking trapped birds in the head.
I started in summer as hurt, helpless and afraid, as far to the north east as I could get. The first year was as a hermit on the far north eastern coast, using only stone and wood for weapons and tools. Furs and leather are not enough for a winter up there, I was going hypothermic and getting frostbite all the time. I decided for the second year to return to civilisation, and get myself some nice warm woolly undies. I built a cabin between two large marshes, and hunted and traded. The third year has been dedicated to expunging the scourge of the Njerps, and thus far it's going very well. I've destroyed all their villages, but I am still finding camps of warriors.
EDIT: Apologies for the formatting, I have tried and failed to fix it
Lore & Craft Skills
Agriculture 00% 17% Seems to be only sowing that raises this.
Building 15% 42% Built 3 cabins and a lot of fences!
Cookery 60% 93% A mix of all cooking styles.
Herblore 30% 98% Quite a bit of grinding involved here!
Fishing 60% 60% Hardly done any fishing so no surprise.
Hideworking 90% 100% Lots of skins and furs tanned.
Timbercraft 15% 92% See above about building cabins and fences.
Physician 75% 78% Lots of wounds healed, on dogs and allies too.
Trapping 80% 83% Traps only used to protect homes and crops.
Tracking 70% 99% Includes 20% from game course.
Weatherlore 00% 46% Grind, grind, and more grind!
Textilecraft 80% 84% Lots of repairing looted clothing.
Carpentry 85% 88% Making stuff. Lots of stuff.
Physical Skills
Skiing 30% 100% Skiing on zoomed in map raises this faster.
Stealth 60% 100% Practise this around trapped birds etc..
Climbing 15% 100% Climb fences. Lots of fences.
Swimming 00% 100% Careful here, cold or fatigue will drown you.
Combat Skills
Dodge 75% 81% Try to find an angry badger to help with this.
Shield 00% 00% I use a bow or a battleaxe.
Knife 35% 38% A guy lost in the forest gifted me the rise.
Sword 00% 00% Axes FTW.
Club 95% 96% Lobbing rocks at squirrels.
Axe 95% 99% Good at slicing people and bonking animals.
Flail 00% 00% Silly weapon.
Spear 90% 91% Great weapon until you get a good bow.
Bow 85% 100% Masterwork longbow. It's like having a rifle.
Crossbow 00% 00% Never seen the point.
Unarmed 30% 36% Kicking trapped birds in the head.
I started in summer as hurt, helpless and afraid, as far to the north east as I could get. The first year was as a hermit on the far north eastern coast, using only stone and wood for weapons and tools. Furs and leather are not enough for a winter up there, I was going hypothermic and getting frostbite all the time. I decided for the second year to return to civilisation, and get myself some nice warm woolly undies. I built a cabin between two large marshes, and hunted and traded. The third year has been dedicated to expunging the scourge of the Njerps, and thus far it's going very well. I've destroyed all their villages, but I am still finding camps of warriors.
EDIT: Apologies for the formatting, I have tried and failed to fix it
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Bug reports / Seeds looted from Njerp villages have "Taken" tag
« on: April 24, 2023, 07:36:16 PM »
I have been gleefully genociding the Njerps and have noticed that when I loot their stuff, bags and baskets of seeds often have the "Taken" tag that denotes them as stolen. I suppose that technically they are stolen, though their former owners were in no state to raise any objections!
I think it's a bug as other stuff I loot does not have the tag, just seeds and then only about half of them. The other weird bit is that after a month or two in my cellar, the "Taken" tag disappears.
Anyone seen similar?
I think it's a bug as other stuff I loot does not have the tag, just seeds and then only about half of them. The other weird bit is that after a month or two in my cellar, the "Taken" tag disappears.
Anyone seen similar?
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Suggestions / Unconscious and Unable To Walk fatigue
« on: February 28, 2023, 02:50:37 AM »
In recent wars against the Njerps I have noted that the ones who lose consciousness regain fatigue while they are sleepy-byes. I have been knocked out a few times, and I can assure you that you do not awake feeling refreshed. A severe concussion and maybe some puking is more normal. I understand that adrenalin kicks in and gets you back in the game, but you are in no way feeling better about things.
Suggestion: I think fatigue level should remain as is, or more likely worsen while a creature is unconscious.
My other gripe is watching those with leg wounds and "Unable to walk" recovering fatigue as they drag themselves across the dirt towards me. Anyone who has crawled knows that it is not really very relaxing.
Suggestion: Creatures with "Unable to walk" should incur a fatigue penalty when they move.
Suggestion: I think fatigue level should remain as is, or more likely worsen while a creature is unconscious.
My other gripe is watching those with leg wounds and "Unable to walk" recovering fatigue as they drag themselves across the dirt towards me. Anyone who has crawled knows that it is not really very relaxing.
Suggestion: Creatures with "Unable to walk" should incur a fatigue penalty when they move.
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Solved'n'fixed bug reports / [Fixed - persists in 3.72.2] Animals drowning when tied to a tree next to water
« on: February 22, 2023, 12:39:38 AM »
I was attacking a Njerp village, and once I had done for most of them I tied my eight dog meatshield to a tree next to four water tiles in an open mire. When I came back from clearing the village around an hour later, four of my dogs had drowned. It seems the dogs left on water tiles drowned, even though many dogs can occupy a single tile if need be. They preferred to sink gloriously into the swamp than snuggle up.
Seems a little harsh
Seems a little harsh

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Gameplay questions / Find map location from message log?
« on: February 18, 2023, 03:08:29 PM »
I seem to have lost my fleet of cows. I parked them up somewhere while I went to attack a Njerp village, and now I can't remember where.
In the message log I can see that I tied them to a tree, and there is an alpha-numeric code for the entry. Can I use this code to find the map location, or do I just have to keep looking?
In the message log I can see that I tied them to a tree, and there is an alpha-numeric code for the entry. Can I use this code to find the map location, or do I just have to keep looking?
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Bug reports / [3.72#2 Win 10 Steam] Cannot drop duplicated leash on cow
« on: February 17, 2023, 07:47:57 PM »
Not sure when it happened, but somehow I got a leash on a cow duplicated and I cannot drop the duplicate. I can tie the cow to a tree and move away, but I still have the duplicate leash on me. The original leash is a rope, and the duplicate is a leather rope. I have been raiding the Njerps and using the cows to carry off the loot, and it might have happened when I overloaded them. Something else to note is that the cow in question was liberated from a Njerp village.
Save available if required, but from several days after I think the duplicate appeared as it took me a while to notice!
I have the latest version of the BAC mod installed, as well as a portrait mod.
EDIT: It has just happened again, with a bull this time. I have a save available.
EDIT 2: A nasty suspicion is forming that I have now lost all my cows and the bull. I still have the duplicate leashes stuck in my inventory, the text is red but the names of the cow and bull have now disappeared. I went to clear out a Njerp village I had raided earlier, with the cows to help carry off my loot. I tied them to a tree a tile or two from the village then went forward to check there were no Njerps still living. I was rather surprised to see a Vagabond girl there, and on further investigation the Njerp village had gone, to be replaced by a Vagabond village with a single small kota and a woodsman, woman and the girl I mentioned before in residence. They are not hostile to me, and on the F6 map it shows as a brown square, denoting it as my settlement.
Can this happen? A defeated Njerp village switching to Vagabond? And where the hell are my cows?!
Save available if required, but from several days after I think the duplicate appeared as it took me a while to notice!
I have the latest version of the BAC mod installed, as well as a portrait mod.
EDIT: It has just happened again, with a bull this time. I have a save available.
EDIT 2: A nasty suspicion is forming that I have now lost all my cows and the bull. I still have the duplicate leashes stuck in my inventory, the text is red but the names of the cow and bull have now disappeared. I went to clear out a Njerp village I had raided earlier, with the cows to help carry off my loot. I tied them to a tree a tile or two from the village then went forward to check there were no Njerps still living. I was rather surprised to see a Vagabond girl there, and on further investigation the Njerp village had gone, to be replaced by a Vagabond village with a single small kota and a woodsman, woman and the girl I mentioned before in residence. They are not hostile to me, and on the F6 map it shows as a brown square, denoting it as my settlement.
Can this happen? A defeated Njerp village switching to Vagabond? And where the hell are my cows?!
