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Messages - PALU

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Gameplay questions / Re: *DAMNED* Meeting with water spirits quest
« on: May 31, 2023, 07:41:35 PM »
The tile has to be completely surrounded by water and it has to be a single tile, although it seems you've already ensured that's the case. However, I've had this type of spirit contact attempts fail for unknown reasons, only to work at the next attempt.

Development News / Re: Version 3.80 released
« on: May 31, 2023, 08:40:55 AM »
A further question: I've encountered both bone and stone arrow heads in villages. Is that intended, or are these "primitive" arrow heads intended for player manufacture only?

Bug reports / Re: 3.80 (stable) Weird requested trade goods answer
« on: May 31, 2023, 08:37:48 AM »
I finished the trade, so the situation isn't available any longer and have spent a week or so back at my homestead. I'll zip up the save in case you want it anyway, but my guess is that it's too late.

Gameplay questions / Re: *DAMNED* Meeting with water spirits quest
« on: May 31, 2023, 08:29:17 AM »
As indicated by JP_Finn, you have to find a suitable rock (one that doesn't require climbing, or at least doesn't require impossible climbing), and it can take some searching to find one. Unless you're attempting this in the hottest part of the summer, I'd recommend using a raft or punt to get to the skerry in order not to get cooled down by the water as you're going to get cold from being naked. You COULD wade/swim out there in good time and heat up to a reasonable temperature while clothed and then only strip as the time approaches. If so, bring food and something to craft while waiting for the strip time.

Bug reports / 3.80 (stable) Weird requested trade goods answer
« on: May 30, 2023, 12:46:27 PM »
Standard question (to receive blacksmith order):
"What of my items you'd prefer in this trade?"

Weird answer:
"I think we could come to an agreement if you could give me your

With the formatting as per the above on my wide full screen display. For some reason the blacksmith seems to be unable to find the name of the item.

I don't have any mod items, although I've replaced a number of images (to better see missiles), and replaced character portraits with third party ones.


However, I believe this to be caused by me earlier having performed a quest for the village, and the fine small knife being fully covered by that. I didn't get an option to claim an outstanding reward, however, but eventually (after backing out of a trade), settled for a squirrel skin, after which I was told the trade covered two thirds of my reward. Thus, I think there's a need to add a bit to allow for the case that rewards cover it all, as I can't get away with offering nothing (and have the reward covering the full value).

I don't know if it's an issue, but as I backed out of the first step of the trade I had the option to trade against the blacksmith's inventory, which contained the knife ordered. I I hope the logic is capable of realizing the ordered goods have been payed for when gotten through ordinary trade and when additional goods were purchased at the same time. I didn't experiment with either, though.

As a side note, I was pleased to find that the small knife now has a use as the preferred item for arrow shaft production (and possibly other things), as I don't think it did have any use beyond being a knife before. I'm also pleased to see grain harvest prefers a sickle, although that was probably the case before.

Suggestions / Re: Containers need an Unpack command
« on: May 28, 2023, 10:09:56 AM »
I assume the amphora is a mod item, but that's unlikely to be important to the issue.

I would expect that you could get the leaves out via recipes that consume them, though, and it might even be possible to hack a recipe that "produces" the same thing it "consumes" to work around the issue. That's obviously not a solution, but it might help in the mean time.

Gameplay questions / Re: Quality Questions
« on: May 24, 2023, 10:04:31 AM »
It's probably known by most, but it might be worth mentioning here anyway: Quality of a product is capped by the quality of its input, and that means some things can't normally be made to have a quality higher than Decent, such as things made out of logs and small trees. There is a small number of exceptions where the input material quality is ignored, letting skill determine the quality of the result (planks, for example).

As mentioned able, it's possible to find staves of higher quality than Decent out in the world, even though it's only possible to make them to the Decent level at most yourselves. These higher quality staves can then be made into javelins of higher quality, although I don't think I've ever managed to get a Superior one.

When it comes to high quality clothing, it's been discussed in the past. The argument is basically that high quality clothing production is a time consuming process that the current system cannot really handle as products have to be possible to make in a single session (making the work possible to pause and resume would help, while additional production steps quickly results in menu cluttering that may well require menu logic rework).

I don't encounter this when trying 3.80. Thanks!

Development News / Re: Version 3.80 released
« on: May 23, 2023, 09:53:41 AM »
A question regarding arrow shaft making: The current logic allows you to make planks of higher quality than decent (as well as worse), which presumably an carry over to slats, but I would guess saplings are all of decent quality. Does this mean you have to go the slat route to get high quality shafts, or can you get those from saplings as well (the sapling path is presumably shorter with less work involved, but you may have issues with finding lots of saplings. However, the sapling route seems rather reasonable for a starting character even if the quality would be restricted, and starting character skills are probably low anyway)?

So I prepared a single tile by my homestead in a tile belonging to the adjacent Rapids tile and planted Broad Beans on it.
Yesterday (I believe, might be the day before that) I harvested it using the new s-a-i harvest command and threshed it. This day I realized the plant was actually still on the tile so I tried to harvest it again (using s-a-i), and the command claimed there wasn't anything there. Walking onto the tile confirms that the game (mostly) thinks the plant actually is there, and backing away from the tile onto my homestead I tried the G(et) command, which asked if I wanted to pick the plant, at which point I backed away.

I've saved the game at that point and I'm zipping up the save in case you want to have a look at it (20 MB fie size).

Development News / Re: Blacksmith orders viewed on the map
« on: May 19, 2023, 10:05:01 AM »
I certainly think it would be an improvement to word things in a manner that makes it clear the estimate is approximate rather than a fixed one.

While they don't have clocks, the UrW characters are still subject to time limits in the form of checking traps and nets, hides, and, in particular, feeding the sauna stove when smoking meat. The last one is a task that locks the character up for weeks with limited wriggling room. Traps also result in planning interruptions when something gets caught and has to be processed (potentially resulting in getting locked up in the smoking cycle).

Gameplay questions / Re: Stuck on a rock...
« on: May 19, 2023, 09:50:29 AM »
So you can't even climb down? I didn't even know anything was that steep (I essentially don't climb at all).

I believe it is possible to hack the save to move your character, but I don't know how to do that myself. With a bit of luck somebody with that knowledge will post a description of how to do it.

Unless your homestead is on a water tile you're zoomed in to the wrong tile, as you've ended up on the water tile rather than terrain that is normally available for zooming in. There is a long standing bug in auto zoom in causing my characters to zoom in to a tile one step away from the one they zoomed out from, so I've disabled auto zoom in to homestead (manual zooming in works correctly).

Development News / Re: Blacksmith orders viewed on the map
« on: May 18, 2023, 06:36:47 PM »
A definite improvement of the feedback, but I'd rather know when it's supposed to be ready, as you'd otherwise still have to remember how long this particular item takes to make (and I suspect there's some weird truncation going on here, as I'm fairly sure I timed a two week job to return after two weeks and one day, and still had to waste another one - two days waiting around doing nothing, or spend the same time going home and then back again).

It most probably is the same.

I tested now by starting the game, turning music on and switching to windowed, exited, started again, and disabled the music (only). It hung when exiting, so it's most likely tied to the music (Yes, I'm an oddball who starts any new game with turning off whatever music there is as the very first action: I find music annoying and distracting in games). I basically did the reverse of what you suggested. After that I of course restored the windowed setting to full screen (because that's what I use), with no ill effects.

Suggestions / Re: Make nettle seeds a thing
« on: May 17, 2023, 11:06:44 AM »
Probably doesn't add much to the discussion, but my character threshed mature nettles the last year and has planted the seeds produced this year (it's probably not really a good idea, as I've also bought flax and hemp seeds and have planted some of those as well, and those are probably better choices).

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