Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dungeon Smash

Pages: [1] 2 3 ... 12
1
Very cool!!

2
Suggestions / Agricultural suggestions
« on: April 21, 2019, 01:01:14 AM »
I've just recently started playing around with large-scale agriculture for the first time in this game. 

It would be neat if things like rainfall and sunshine actually affected how much the crops grow, and how fast.  Right now, it seems to be determined right when the seeds are planted, using your Agriculture skill.  However, in real life, crops are heavily impacted by weather. It would be cool if you didn't necessarily know how much barley or peas you were going to get right off the bat, and instead you had to wait to see how the weather helped or hindered your crop.  Perhaps your Agriculture skill could help ameliorate the negative effects of bad weather, allowing your crops to survive flooding or flourish despite insufficient sunlight.   I know this is a very complicated idea, but I think the person who modeled the ice forming & melting simulations for this game could probably handle it ;)

This year in the game, I also had another interesting thing happen: we had a late frost in spring, preventing me from planting crops for over a week.  Some crops were already in the ground, but they survived the frost fine.  I think it would be interesting if late frosts could destroy your crops - moderated again, of course, by agriculture skill.  It would be frustrating, but that's the life of the farmer!

3
Awesome!! Love the cheese.

Just wanted to say, I really appreciate how clearly and logically organized this mod is.  Other mods I have used, the mods themselves work great but the code is a mess.  Yours is much better - it makes it so much easier to modify and add my own preferences!  Thank you.

4
Gameplay questions / Re: Short Questions/Quick Answers
« on: April 20, 2019, 06:21:15 PM »
I'm fairly certain that rain does impact fire starting, it always seems to take more tries in the rain.

I have a question: Does repeatedly walking over growing plants harm them or impede their growth?  For some reason I've always assumed that it does, although I have no evidence.

5
Mod Releases / Re: Njerpez Cookery Mod v1.01
« on: April 20, 2019, 03:29:22 AM »
Encountered one minor issue with this mod - due to new modding architecture, my Fine wooden tub of water did not work for the Kvass Drink recipe.   Changing it to {*wooden tub*} resolves the issue.

6
sssSSSssSsnakes  8)

7
General Discussion / Re: What's Going On In Your Unreal World?
« on: April 14, 2019, 04:36:32 PM »
LOL @ the reindeer raking your balls.... ouch!! Hahaha

8
Gameplay questions / Re: How to keep an animal alive in a trap?
« on: April 11, 2019, 07:47:49 PM »
Some traps also do less damage to the animal.  Pawboard traps, for example, pretty much only hold the fox in place.  Spiked pit traps do far more damage than basic pit traps, etc.

I always use kicks to the head to kill downed animals.  You can use 0 key to kick.  It's convenient because you don't have to drop your weapons, and you don't have to carry around an extra club.  The only downside is that it can take quite a while to kill large animals like elk or bear, which can be dangerous in the case of the bear.  Otherwise it kills small animals in 1-2 kicks, and never seems to damage the hide at all.

9
Gameplay questions / Re: Broad Knife vrs Hunting Knife
« on: April 08, 2019, 08:38:39 PM »
I believe the only advantage of the Hunting Knife is for fighting.  Broad knife is preferable for all processing/crafting tasks.  I'd have to go back and look, at one point someone compiled all the damage statistics for weapons.  However, that was years ago and it may have changed.  But I do remember that Hunting Knife had a higher stab damage.

10
try changing the recipe to {*Spindle and Distaff}, also it may need to be placed on the ground to work.

11
Congratulations, Aphrael!  "You've taken your first step into a wider world", as Obi-Wan said.  Once you've mastered the basic modding infrastructure there's no limit to the customizing you can do :)

12
Suggestions / Re: Quality of Life Improvements
« on: March 18, 2019, 09:42:34 PM »
I get that "door" can be used to represent "Gate", but I do still think a "Gate" tile would be nice too.  For one thing, doors block line of sight when closed.  Also, they require quite a bit more in terms of resources and time.  It would be nice if you could build a gate with just a few stakes and maybe some cordage.

13
Ah I see the issue, the old Net recipe used {*cord}, at some point the modding architecture changed and now it should be {Cord}.  I think...

14
Net recipe requires "cord", possibly to prevent using things like split twigs.  You can make cords out of fibres from bark (birchbark or other)

15
Gameplay questions / Tips for agriculture?
« on: March 09, 2019, 09:36:11 PM »
One portion of the game that I have never delved too deeply into is agriculture.  It always just seemed kind of tedious, but now that I am easily able to keep my characters alive during the early game I think it would be rewarding to grow my own crops and use them for clothing and meals. I now have a Kiesse settler who has survived to his second spring, and has all the necessary tools and seeds.  I know the basics from the in-game Beginner's course, but what are some tips to make farming more effective?  What should I avoid, how can I best utilize my spring?

What about the details of workflow - like for example, how big of a section should I burn at one time, bearing in mind that I have to prepare all the soil before the burnt-out fires disappear?  What should I prioritize during each month?  Are some crops more important to get in the ground quickly before others?

Pages: [1] 2 3 ... 12