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Topics - Vahvapito

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Basically, are larger body parts (like chest) more likely to get hit in combat than small body parts (like groin). If I have to choose, should I use my armor on larger parts or does it matter?

For example, Cuirass and belt both cover two body parts (chest and waist by cuirass, hips and groin by belt) but are they equally protective? Common sense says I should obviously choose the cuirass to protect larger area but I dont know if the game system reflects this

Similarly, are larger body parts more significant for warmth, or is warmth based on number of covered body parts only?

2
Gameplay questions / What actually affects fishing outcome?
« on: August 02, 2023, 12:05:45 PM »
I have been trying to figure out if different spears have better outcomes with fishing. Yesterday I made a character with near perfect (98%) fishing skill and set out to test different tools.

I made it to rapids and fished three game days, ten times each day, with each of these: javelin, small trident, trident, and wide trident, each of normal quality. ( I had to take break days and first did two days with each tool, then one more day with each because results were inconclusive).

In three full days of fishing, I caught 2 salmons with javelin, 3 with small trident, 5 with trident, and 5 with wide trident.

It seems, trident and wide trident are more useful but I don't think my test is very reliable because I don't know what other factors affect fishing outcomes. For example, I caught almost half of the fish on the frist days of fishing (7 out of 15 total were caught on the first days).

I tried to keep the fishing spot the same but I don't know if the spot gets "dry" after a while which would skew the result towards the first fishing tool used. I also don't know if some spots are just inherently better than others, or if fishing too much will anger the spirits and reduce my catch. I should repeat the test by save scumming by copying the character folder and repeating each try with same conditions but that was too tedious for me.

I know a lot of mechanincs in the game are ambiguous on purpose so it does not become too "gamey" but I would still like to know what ways I can affect my fishing outcome. I don't have much fishing experience in real life but I feel that when I was a kid, the most important factor in getting catch was finding the right spot. You might get nothing all day untill you find the perfect spot and then reel them in as fast as you can.

Does anyone have any experience what affects fishing outcomes in the game?

3
I discovered this while attempting to build a post spruce without a cutting weapon. I had to cancel building the post spruce but I discovered that I was now able to walk trough that spruce.

The bug happens every time I attempt the building but cancel before I actually start. Tried this on multiple characters, and it persists.

4
Modding / I added some knit clothing and would love comments
« on: July 16, 2023, 09:17:18 PM »
I have added some knitted clothes to my game because I wanted more use for yarn and more options to furs. I know BAC mod already has some knitted items but they use wool yarn and I think weaving linen and nettle cloth is a bit much for me.

If I'm correct, single needle knitting was a thing at least in scandinavia around 1000 years ago and probably in Finland too. They likely used wool but I don't see any particular reason why you couldn't use other fibres if you really wanted to. Does anyone know if you could knit usable mittens using linen or nettle?

I haven't done any knitting in real life so my estimates on time and yarn needed might be way off. I might add some time to these when pauseable crafting is added.

I would love to hear some comments or suggestions!

There is knitting needle:

.Knitting needle. "Spindle" [phys:hands,one-armed]   *CARPENTRY*   /20/   |-2|
{wooden stake} [remove]
{Knife}
[WEIGHT: 0.1]

And some clothing items:

.Knit mittens. "Woollen mittens"    [phys:hands,one-armed]   *TEXTILECRAFT*   /6h/   |-1|
{* yarn}   =150=    [remove]
{Knife}
{Knitting needle}
[ARMOUR_MATERIAL:cloth]
[ARMOUR_COVERAGE:hand]
[MATERIAL:cloth]
[WEIGHT:0.2]

.Knit cap. "Leather cap"    [phys:hands,one-armed]   *TEXTILECRAFT*   /4h/   |-1|
{* yarn}   =150=    [remove]
{Knife}
{Knitting needle}
[ARMOUR_MATERIAL:cloth]
[ARMOUR_COVERAGE:skull]
[MATERIAL:cloth]
[WEIGHT:0.2]

5
Suggestions / Fishing benefits of different spears could be clearer
« on: July 10, 2023, 10:00:11 PM »
Its difficult to find info on how good different spears are for fishing. Wiki says that tridents are better than others but I can't find a source for this. Game encyclopedia only says "used for fishing" about tridents.

I'm assuming tridents are better than for example a javelin but because fishing results are quite random it is hard to test this in game.

Maybe wiki could mention how good fishing tools different spears are, for example "very good for fishing" or "awkward for fishing". Or it could be written as comparison to fishing rod: "as good as a fishing rod", "much worse than a fishing rod. "

I feel tridents should be about as effective as (primitive) fishing rods and javelin much less effective. Also some kind of "wood trident" could be added for crafting: a poor weapon but okay fishing tool. It should be relatively simple to fashion some kind of pronged spear from timber and tying equipment.

6
Gameplay questions / Is there any point retting nettles?
« on: June 30, 2023, 08:01:44 PM »
Flax and hemp can be retted and dried for fibre extraction. Nettles can be retted but you can also extract fibre directly from harvested nettles.

Is there any reason to go trough retting and drying for nettles? I can't seem to get any higher amounts or any other advantage.

7
Suggestions / Suggested changes to some plant nutrition values
« on: June 24, 2023, 10:44:10 PM »
I was doing a challenge to see if I could survive eating only plant based food while I noticed that several plant nutrition values seem kind of strange. Looking at the values set in the files, some seem a bit low and some quite high.

First, berries in the game seem to contain very little nutrition compared to real life. For example blueberry has 6 carbs, 1 fat and 1 protein per 100g and 168 kilocalories per pound according to the Unreal World wiki. In reality, the values are about 10 carbs, 1 fat, 1 protein and about 295 kilocalories per pound (source: fineli.fi ). In the game, picking and eating berries will cost you more energy than you gain but I feel like you should be able to sustain yourself just by eating berries, at least for a while.

Then on the other hand, for example these plants seem to have quite high nutritional values: lake reed, bogbean and marsh calla. I don't know if these values are accurate because I can't find any information about the nutritional value of their real life counterparts. Limited information that I could find is that they are edible (some after blanching to remove poisons) but were generally used as animal feed because eating them was only slightly preferable to starving.

In the game for example lake reed has so much nutrition that it beats every cultivated plant except barley and rye. This becomes an issue because lake reed is so abundant that you can quickly gather very large amounts of it and this makes cultivating other plants kind of pointless. If it was actually this nutritious, people would have probably used it for more than animal feed and emergency food.

(As a side note, I was going to comment that nutrition value of turnips is really low but its actually higher in the game than in real life. You would have to consume almost 10 kg of uncooked turnip to get 2000 kilocalories. Life was hard before potatoes.)

8
First of all, sorry I have not been able to confirm that this is still a bug in the latest version but I have not seen any fixes either.

My character was eating some unknown plants (turns out uncooked marsh calla, which is irritating) trying to fight starvation and I noticed a weird interaction.  Character got a stomach ache, which made him vomit. Vomiting instantly empties the stomach but has no effect on nutrition level. Because of this, he was able to eat more and survive on very nutrition poor diet.

In the game the nutrition from the food the character eats instantly increases the nutrition level. In real life, if you lose your stomach contents, you also lose the nutrition. This creates a weird situation where your character can survive on very poor food as long as they keep throwing up.

9
Modding / Fish traps?
« on: September 08, 2020, 10:13:46 AM »
Has anybody managed to mod some kind of fish trap?

I am trying to create something that could be made from twigs, branches and cord as a simple alternative to the net. This would be a kind of primitive "katiska" fish trap made from wood instead of chickenwire. https://fi.wikipedia.org/wiki/Katiska (page in finnish but you can see the classic heart shaped fish trap in the second image).

My current best effort is this:

.Basket fish trap. "Net" [effort:1] [phys:arms,hands] *FISHING* /200/ %-60% |-2|
{Branch} (30) [remove] [noquality]
{* withe} 'withe' (2) =4= [remove]
{Tying equipment} =10= [remove]
{Stone} '+for weight'  [remove] [noquality]
{Knife} <small knife>
[WEIGHT:15]
[PRICE:2]

As you can see it is simply a reskinned net, which can't be built beyond poor quality. Even then it is a bit too good for a simple fish trap.

At some point I would also like to build a stationary wooden fish trap, "liistekatiska." These are made in to shallow water by sticking long strips of wood to the bottom to create a fence that forms the trap. Like most fish traps, it's shaped so that the fish tend to swim in but take long time to find a way out. Because the trap is stationary. fish are then removed from the trap with a small net or a scoop. Right now I have no idea how to create that, however.

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