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Topics - JP_Finn

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1
Suggestions / Hired help when wounded.
« on: December 20, 2024, 12:05:13 AM »
Simple suggestion:
When injured, and task requires a wounded appendage, allow the task to go on if there's a hired hand/helper/companion available.

e.g. my character got his hand injured fighting a bear, my companion is an old man Ahvo, who's a master hideworker. But the bear skin is going to rot as we can't do the task at all.

2
Bug reports / [Fixed - 3.85 Stable] Tree trunk spawned at grove
« on: December 02, 2024, 10:59:29 PM »
New character created in 3.85 Stable. Most fallen trunks in grove locations are spawned as generic "tree trunk". Spruce mires have roughly 1/2 as 'tree trunk" and 1/2 "spruce tree trunk"
Save available if needed.

3
When checking paused shingles progress, the game prompts there's a single shingle. Should be plural.

4
Suggestions / Generic items, tools as impromptu weapons
« on: November 02, 2024, 07:07:17 AM »
With the current beta(3.85) and grain flails no longer weapons…
Realistically if a farmer, or fisher would need to defend themselves in a pinch, it’d be reasonable to expect them to use any utensil/tool at hand to do it.

For a farmer threshing grain, it’d be expected to defend themselves with a grain flail. For a fisher, using a paddle would be reasonable.

So in short, can we get damage values for various tools.
Shovels, grain flails, paddles, ski sticks and so on.

Maybe use CLUB, SPEAR or COMMON (which might be too high at 50%)

5
The lumber produced by the starting scenario are the 3.841 version's generic "slender tree trunk", "board", "log".

The felled trunks seem to have spawned correctly: "pine tree trunk", yet they produce generic "log". Any such log chopped in to blocks produces generic "block of wood", chopping a "pine tree trunk" does work as mentioned; producing "pine wood block".

Edit: updated subject. It would seem that all pre-generated lumber is generic. Visiting villages for first time, any existing stock of boards, slender trunks et cetera are generic type.

6
Not bugs / [3.85Beta] trunks
« on: October 31, 2024, 08:40:20 PM »
The Beta lists "pine slender tree trunk", and so on. I think the species should replace the "tree" on the item name.
e.g. slender pine trunk.

7
Suggestions / War parties and hunting groups
« on: October 26, 2024, 08:51:52 PM »
Following the suggestion here: Bigger settlements and warfare
Specific suggestion for Finn war and hunting parties. With already existing code base is to have Driik, Reemi war parties to counter attack Njerpez (code from Njerpez raiding parties)
Bonus for asking PC to join a war party, or quest to go get X more volunteers from other villages/cultures to join.

Add hunting groups (few cultural encyclopedia pages mention seasonal hunting and fishing groups) instead of just single hunters.
I feel this would add great level of realism and immersion.

8
Visiting a nearby village ( to keep the sow cuts smoking nicely), pushed 3 branches and block in the fireplace, was surprised to get not "the fire is about to burn out soon"
Checking the fireplace, there's 2 separate fires.

Save available.

9
Bug reports / Spotting, getting noticed, by unconscious NPC
« on: May 15, 2024, 11:58:51 PM »
I would think unconscious NPC should not spot hiding character.
Noticed this with a hare, would be more dramatic if it were Njerpez.

10
When inquiring if ordered fish hooks (or arrowheads) are ready, the response is formulated as it was a single item.

"How are those iron fishhooks coming along?"
"It will be ready shortly" << that should be "They will be ready shortly"

11
Bug reports / Of Wolf and Woman
« on: May 10, 2024, 11:57:35 PM »
Not sure if intentional, but seems like the wolf spawned for the quest, might end up dying anyways... when it spawns on river, during Swidden's thinning ice.

Character got to the area, heard wolf howl NE, while on the wrong side of river. I waited for some days, and the river cleared. Went looking for the wolf for several days, but no tracks, no howls. Lo and behold, it'd gotten (or spawned) on thin ice and drowned.

I do not have a usable save to try and recreate this.
Animals tend to stay away of water, maybe have them stay off thin ice too? Very least don't have them spawn on thin ice.

Edit: Made it back to the village, there's no option to tell the woman that the wolf is dead.

12
This one has been around for a while, finally decided to report it.

When you have a bag, or other container of grain/seeds/roots, with over ~4lbs of produce in it, and choose to grind in to a container that has less capacity than 4 lbs; you use 4 lbs of grain, and only get the maximum capacity's worth of flour.

e.g. grind barley from full bag, choose a birchbark box as target. 4lbs of barley will be used and yet you'll only get 2lbs of flour.

Choosing 2 or more stacked containers, with enough capacity to hold 4 lbs of flour; only one container will be used, the other(s) stay empty in the inventory.

Expectation here is that:
  • grinding would only use grain/seed/roots in the capacity the receiving container can hold.
  • Use multiple containers to receive the 4lbs grinding output.
  • Prompt for "How much grain/seed/roots to grind?"

14
Few occasions "arctic fox" is entered as "artic fox" in the encyclopedia.

15
Code: [Select]
.Leather buckler. "Buckler" /2h/ *HIDEWORKING* %10% |-2|
{Leather} #3.5# [remove] [ask_num]
{Branch} (1) +'for the grip' [remove] [noquality]
{Knife}
{Fire}
{Pot}
{Water} #3# [remove]
{*fat} #0.25# 'fat' [remove] [noquality]
[ARMOUR_MATERIAL:leather]

Causes recipe to prompt for lbs lbs after wild card. Before the line in recipe with wild card is executing, it asks for lbs once.
Attached "lbs.jpg" before any selections. Attached "lbs lbs.jpg" is after wild card selection is made. While selecting 'rendered fat' from inventory, it still asks for "lbs" one time.

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