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Messages - PALU

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1531
Bug reports / Re: Empty container and loose contents
« on: August 21, 2017, 09:49:06 AM »
This comes up every so often, but as this is a new forum, there's no prior report here.

There is currently no mechanism for taking things out of containers apart from processing the contents (e.g. eating it) or moving it to another container. Emptying a container means pouring the contents on the ground, which means it's lost when liquid or fine grained. The logic doesn't contain any exception for items that can exist as free items, so they're lost as well.

It can be noted that this is a general container issue, not a mod one, as you can do the same with vanilla containers such as bowls or pots.

1532
Solved'n'fixed bug reports / Re: Vanishing fire.
« on: August 19, 2017, 09:36:19 AM »
It's not really troubling, mainly annoying. It doesn't happen that often, and in most cases you can just start a new fire as there's no vanilla need for an ongoing fire. I would guess you could miss out on ash when preparing farm plots, but, again, it's just annoying, as you only need a few branches to set a new fire.

1533
Hare paws have something like 3 or 5 uses, but I've only used them accidentally. I can think of two very good uses:
1. Critical combat attacks.
2. Crafting something valuable and difficult.
I don't know how well it works, though.

Most skill lessons have been for weapons, but I've occasionally gotten other skills. Definitely fishing, and I think trapping as well, and probably one or two others (hide working?).

1534
Gameplay questions / Re: Need a Fisher's Knife
« on: August 18, 2017, 02:11:22 PM »
I encounter them occasionally. Since they're rather useless (unfortunately) in vanilla I haven't taken note of where, but I'm certain I've found them in Driik territory, and probably elsewhere as well.

1535
Suggestions / Re: Animal Husbandry
« on: August 17, 2017, 02:45:56 PM »
In a lot of animals the horns (etc) are used to "protect" the harem against competing males, not predators. Cows have horns and use them to protect calves (and horses form rings around calves to kick predators with their hind legs as protection of foals), but I'm not sure bulls and rams care about anything but saving their own skin.
In fact, many herd animals have the females and young live together, with the males living alone except for the mating period.

1536
Suggestions / Re: Combat injury awareness
« on: August 17, 2017, 11:10:21 AM »
Yes, the injury page can be accessed in combat. What I find strange, though, is that it doesn't tell you when something is out of commission: it just tells you that e.g. the left arm had a damage of X, but not whether it's still functioning or not. Instead, you're told only when you try to use the injured limb.

1537
Solved'n'fixed bug reports / Re: Vanishing fire.
« on: August 17, 2017, 11:04:23 AM »
It definitely sounds like a bug.
I can be the same one I've reported earlier (on the old forum) where a fire lit in a stove is gone without embers remaining (which I wanted for cooking requiring embers) when going away for a short trap checking trip (a few hours).
In my case it always seem to happen at the change of seasons/months or something similar, and always across the turn of day time in the morning (stove lit on the "day before" and checked on the "next day"). In at least one case I noted the palette changed as I was checking the traps. I believe I've also seen it with a large fire (similar to your case).

1538
Gameplay questions / Re: Short Questions/Quick Answers
« on: August 17, 2017, 10:57:59 AM »
How long does it take for human bodies to decay?  Do they every "go away" on their own?
As far as I've seen there is no such thing as natural decay (of any bodies). However corpses CAN be eaten, but it doesn't seem to happen often (as bodies tend to just lie around for years). It's been mentioned that starving dogs eat corpses (including human ones), but to do that you need to starve the dogs first (which, apart from animal cruelty, involves keeping up with constant barking), and I've experimented with feeding Njerp and robber corpses to the carrion birds (i.e. raven), to some effect. It takes something like 3-5 raven "sessions" to eat a Njerp corpse completely, leaving nothing left, but it's not that easy to get them to feast.

1539
Suggestions / Re: Animals eat garden
« on: August 16, 2017, 10:39:42 AM »
Traps only work on badgers if they actually enter the traps...
I did have a few badger compatible traps, but the bugger ignored them. I hadn't yet had time to close the whole area off with snares/smallest dead fall traps (hard to have time and materials to do that for the first year planting). These small traps won't trap badgers, but they act as fences so nothing crosses them (including elks), while animals of the size targeted by the traps occasionally get caught.

1540
Gameplay questions / Re: Short Questions/Quick Answers
« on: August 14, 2017, 09:35:07 AM »
I've had at least one case of hypothermia where my character started to get confused from the cold.

1541
Gameplay questions / Re: Short Questions/Quick Answers
« on: August 13, 2017, 09:45:54 AM »
I'm not aware of any macro functionality, but I very rarely use macros.

There are a few reasons I wouldn't recommend zipping off a macro to process all meat/cords:
- Processing takes time, and meat spoils over time. Thus, I keep all meat not for immediate use in the cellar.
- Processing takes time so you get hungry/thirsty/tired.

I generally grab two cords and 38 cuts of meat to process two batches of 19 (maximum number) cuts before returning to get more. Every second such trip I also top up the food (I try to keep the nutrition level at the maximum, even if it means over consuming food a little). For the last batch I might grab 57 cuts instead and process 3 lots.

1542
Suggestions / Re: Animals eat garden
« on: August 12, 2017, 11:40:28 AM »
And fences don't protect you from badgers... I probably lost a couple of hundred tiles before I managed to kill it (several replantings of the ravaged plots).  I've also lost some grain to birds: apparently they managed to steal the ripe grain before my character got to harvest it (checked daily, so their window of opportunity wasn't large).

1543
Gameplay questions / Re: Do Single-Tile Islands Generate Animals?
« on: August 12, 2017, 11:34:30 AM »
I've never seen any purely land based animals swim, unless you call trying to get out of holes in the ice swimming. An easy UrW hunting technique is to exhaust hunt the prey by having it run back and forth along the waterline, and I've never seen them flee into the (open) water. Also, I've had elks spawn inside my trap fence (circling a lake) more than once (tracks on the inside, but none on the outside).

1544
Gameplay questions / Re: Traps - what am i doing wrong?
« on: August 11, 2017, 03:17:26 PM »
If you have a cellar, keep all meat not in the current processing batch in the cellar while roasting. If you haven't got one, use Saiko Kila's advice.
There's no need to tie up the dog while roasting in my experience, as dogs bark when hungry and most of the time give you some time to feed them before they help themselves (might be dependent on dog personality). Also the loss isn't great (I haven't been able to feed dogs more than 3 cuts, but I don't starve them).
The reason a sauna might need priming while a common room doesn't might be because the common room is heated regularly, while the sauna might not be.
When the weather is suitable for drying meat I'd definitely recommend building a shelter, as it can be used as the "wall" for drying, unless you're just starting out and have just bagged your first major kill, in which case I'd roast the meat and sell it for tools. That also saves you the hassle of trekking to a village.

1545
Unfortunately, enemies don't try to flank you: flanking only happens by accident as a result of the tiles in front of you being occupied by other enemies (or other obstacles).
And yes, it's possible to hit shield wielding enemies with arrows even in protected locations (and, conversely, arrows aimed at the exposed parts are frequently blocked).

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