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Messages - PALU

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1
Bug reports / Re: Fireplace fire lasts too long.
« on: Today at 09:30:05 AM »
Off topic: FYI: I believe the minimum amount of fuel for a stove is 16 branches. That's what I use.

2
Modding / Re: [3.60 beta] Mod language "assist"
« on: September 17, 2019, 02:28:13 PM »
Missing to add the ability to use assistance isn't catastrophic, as it just means it will still work the way it used to for a little bit longer than intended.

3
Modding / Re: [3.60 beta] Controlling how much cord/rope we make in a recipe
« on: September 17, 2019, 02:26:12 PM »
If you look at the recipes in the vanilla files you'll find the answer (and I believe Sami has mentioned it somewhere, as well). The crucial part is "=X=" where X is an integer value (no fractions he said, but I wouldn't be surprised if the value was limited to 127 or 255 (if so, it might be too little for e.g. a fishing net).

Thus, you'll find entries looking something like this:
"{Cord} =5= [remove]" (copied from the Shortbow recipe in diy_glossary.txt).
As you've probably seen elsewhere when reading this, Sami has confirmed that the standard typing equipment length is 15 ft.

4
Gameplay questions / Re: Bug? or wrong season? and Barks...
« on: September 17, 2019, 12:44:31 PM »
Are you doing it correctly? The proper procedure is to first burn, then prepare the soil (with a shovel), and then plant. The soil preparation has to be performed while the ashes are still on the ground (i.e. a day or two), or you have to go back to the burning stage to provide fresh ashes.

I've found burning a row of 9 tiles (material prepared in advance) allows me to go back to the first tile and preparing it directly after setting fire to the last tile. Since the preparation time varies widely, the number of rows you can prepare in a day varies as well, but if you have to break off for the night you can continue the next day (if you start that day with checking your traps and finding an elk, you're going to lose the burn preparation of the last bit, as it takes a fair bit of time to process an elk, at least if you want to preserve most of the meat). A new burning session doesn't take that long, though.

5
Suggestions / Re: Companions help push items
« on: September 17, 2019, 08:42:53 AM »
That's why I have a cow of burden: it can carry a log (but not a trunk), so the only pushing actions are the ones to push it on and off the back of the creature.

Not saying help with moving heavy stuff wouldn't be useful, only pointing out an alternative that may be more efficient.

6
Gameplay questions / Re: Does every village has a sage, shaman
« on: September 16, 2019, 10:02:39 PM »
The treatment model is odd. Each treatment results in a changed state for the injury (possibly to the same one as before), and it seems random what you get (taken skill into account, though). This means that to get the fastest possible healing you should stop treating the injury when it's in as good a treatment state as you (think) you can get.

Shamans are presumably good at the Physician skill, which means they're likely to get better treatment results than your own character, but apart from that there's not really much point in seeking out a shaman rather than perform the treatment yourself.

There is one major exception to this: if your character has suffered major blood loss, treating the injury can open the wound up again which can be lethal if you don't have the blood staunching incantation. In that case it's best to seek out a sage (I don't think they can open up wounds, but I don't use them much), or leave the wound untreated until you've recovered enough blood to survive a wound opening mishap.

Each wound can be treated once every day (although some wounds may have several treatment stages, e.g. cleaning and dressing, both of which use a Physician roll (and potential for skill increase). The "day" uses the same rule as sacrifices, i.e. the day changes over sometime in "morning" with nothing to indicate exactly when (a day changeover may result on embers disappearing, which can give you a clue). I try to perform all "once daily" activities in late morning.

7
Gameplay questions / Re: Does every village has a sage, shaman
« on: September 16, 2019, 02:45:34 PM »
No. You might have one for every two or three villages. However, you can have your character attempt to treat the injuries once per day until the treatment level seems to be as good as it can get. Or, you can treat it every day regardless, both to get more training in the Physician skill and to role play a daily change of bandages.

Injuries heal by themselves over time: treatment increases the healing rate, but I wouldn't be surprised if your character is stuck crawling for a month (and thus being unable to perform tasks that require standing). The UrW world hasn't invented crutches, although I suspect they wouldn't be of help when both legs are disabled.

8
Gameplay questions / Re: Keep live stag or deer inside fence
« on: September 13, 2019, 02:32:05 PM »
It should be possible to keep animals alive that way, as they don't actually have to eat. However, animals can teleport in (spawn inside complete enclosures and on isolated islands), so they can presumably teleport out as well, eventually.

One case of teleporting in was a squirrel who appeared on a tree inside my "stable". The "stable" has a wall with a closed door and floor/roof over all tiles except two trees. The reason I've left the trees there is that it allows me to tie the cow and the sheep to one tree each, so I don't have to jump through hoops to prevent them from escaping when entering/exiting (a hook on the wall had been better, but the game doesn't support that). I eventually killed the squirrel, so I didn't wait to see if it would disappear.
I've also had elks spawn inside the trap fence protecting my farm plots (finding an elk in a trap in the fence, with tracks only on the inside, and none on the outside).

9
Gameplay questions / Re: Domestic Animal Tasking
« on: September 13, 2019, 09:46:42 AM »
Sound like you're very unlucky with your world! Personally I want my characters to (eventually) get a dog, a big cow of burden, and a sheep (cow rather than bull because of milk and sheep because of mod wool). The dogs tend to be "used up" due to Njerp/bear/robber encounters, so finding sources for them tends to be important.

In your case I'd try to explore neighboring regions for villages (once you've built up enough slow perishing food stocks to go on expeditions). Completing the game courses is not an urgent task, fortunately, as there's no time limit.

10
Bug reports / Re: Issue using sestas
« on: September 11, 2019, 10:10:02 AM »
No, stone axes are incapable of producing boards in the vanilla game. Thus, you're stuck without a proper axe (of however poor quality), with the only chance to learn to swim and then swim away when the water is warm enough to allow you to keep your body temperature up in water (and the swimming skill high enough to allow you to reach a destination where you may eventually get an axe: note that the severe encumbrance penalties to swimming means you won't be able to bring any trade goods).

11
Gameplay questions / Re: Broad Knife vrs Hunting Knife
« on: September 11, 2019, 10:02:58 AM »
Given blades of equal quality my experience is that the game selects the broad for skinning and the hunting for butchering, regardless of the order in my inventory. I have no idea how one might determine which yields more cuts. I always assumed the choice of the knife was based upon it being more appropriate for the job.
You can perform statistical checks by saving the game and copy the save, perform your intended test one way and note down the result, save, discard the save and copy the copy, rename that copy to the "proper" name, resume, perform the same test again, repeat a large number of times (noting the results each time), then continue on with the next alternative for a large number of times, and then compare the statistics of the two (or more) sets of experiments.

To explicitly select which knife to use, walk two tiles away and drop the other knife, walk back (so the dropped knife is out of reach) and then butcher the animal. Note that dropped items within reach are used if preferred and available for some tasks (such as butchering): in fact, I drop everything carried before skinning an butchering to lower the encumbrance, with the dropped broad knife being used from the ground (I don't carry any other kind of knife).

12
General Discussion / Re: Leaving dog behind on long trips
« on: September 11, 2019, 09:52:13 AM »
My experience with fire is the reverse: When I've tried to make funeral pyres for companions killed in clashes with robbers, the fires go out in the short time I zoom out and then in again, with the bodies hardly being burned. I have to spend the time at the site to get the bodies to be consumed properly.

13
General Discussion / Re: Board Inflation
« on: September 11, 2019, 09:49:15 AM »
It's not exactly broken: There's a bug in that they don't recognize your theft, but apart from that, you're the one exploiting a weakness in the mechanics to do something that never would be attempted in the real world.

14
Bug reports / Re: Issue using sestas
« on: September 10, 2019, 09:56:09 AM »
If it's any consolation, the ability to swim wouldn't help, as your character would probably die of hypothermia (technically it would be suffocation, as the character's limbs would stop responding, with the resultant drowning) trying to swim in freezing cold water after crossing a rather limited number of tiles.

Anyway, if you'd like Sami to take a look at it you should zip up the save folder and either mail it to him or mail a link to a storage. In addition to that, you should also describe exactly which path you used to get where you are if you can (including descriptions of whether you used the overland or zoomed in map), as that ought to make it possible for him to try to replicate the trip.

15
Gameplay questions / Re: Tufted duck?
« on: September 05, 2019, 11:08:49 AM »
Thanks for checking, as well as for the additional info about where they might be found.

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