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Messages - JP_Finn

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1
Development News / Re: Portion based cooking
« on: March 11, 2025, 11:03:00 PM »
I’m now waiting for that {raw or salted} requirement more than larger porridge portions!
There’ll be real in-game reason to salt meat.

2
Development News / Re: Portion based cooking
« on: March 11, 2025, 11:00:28 PM »
Yes, as Plotinus wrote, main reason is to feed multiple dogs from a large fish. At the moment one needs 3 custom crafting (not cookery) recipes to do this: one for salmon, one for trout and third for pike. Other fish are small enough or close enough not to “waste” portion above 3lbs.

Also this would give our characters the option to give a portion of a large fish back as a sacrifice to the spirits.

3
Development News / Re: Portion based cooking
« on: March 10, 2025, 04:37:31 PM »
That's good news!

Are you looking at any other parts of cooking code at this time?
e.g. using salted, smoked or dried proteins in the recipes, or option to cut large fish to smaller pieces.

4
Gameplay questions / Re: Possibility of Superior Furs
« on: March 05, 2025, 08:55:14 AM »
Plotinus,
I’m not 100%, but near certain that tanning doesn’t run encumbrance check. If you’re tanning elk, bear skin with a bag, birchbark basket or multiple bowl: game doesn’t prompt “with the load you’re carrying your task is more difficult “ paraphrased, I’m not  able to check the exact wording. Same as trapping. On the other hand timbercraft and fishing do prompt about the penalties, injuries, encumbrance, fatigue.

I don't think even the weight of the hide counts.  If you look at the weight you are carrying, the weight of the hide is immediately subtracted as soon as you begin a tanning process.

True, but if you attempt say active fishing (rod) at 99Fatigue, I've had pretty abysmal success, even the fatigue gets removed with the "restful" activity the active rod fishing is. I believe they're (hideworking -- fishing) calculated differently.
IME if the game does or doesn't prompt about encumbrance/fatigue/injuries: is if the physical penalties affect the task or not.

5
Mod Releases / Re: [3.80] Smoker. Hot smoking. Now version 1.2!
« on: March 03, 2025, 06:47:31 PM »
Correct, the hot smoked meat isn't smoked as the smoke/dry/salt mechanism is hardcoded. Technically hot smoking is [roast] with extended [SPOILAGE_DAYS]
Vanilla meat soup doesn't allow using any cooked meats, so I guess you're using a modded recipe. If that's the case, you could edit the cookery recipe to call for {*cut} [ask_num]

6
Bug reports / Villagers lighting up trees [3.85]
« on: March 01, 2025, 04:01:11 AM »
It looks like villagers perceive tree with a branch on same tile as candidate for a camp/bon-fire.
Current version seems to have occasional loose branch on a tree, and if villager sees it or feels (cold, or just whatever-man) they'll light it up.

see pic, also: save available

7
Bug reports / Re: [3.85] Birds fatigued in winter
« on: February 22, 2025, 04:22:21 AM »
Good catch. Even with minimal snow crust, most birds are light enough not to get bogged down in snow.

8
Gameplay questions / Re: Possibility of Superior Furs
« on: February 12, 2025, 10:09:49 PM »
Plotinus,
I’m not 100%, but near certain that tanning doesn’t run encumbrance check. If you’re tanning elk, bear skin with a bag, birchbark basket or multiple bowl: game doesn’t prompt “with the load you’re carrying your task is more difficult “ paraphrased, I’m not  able to check the exact wording. Same as trapping. On the other hand timbercraft and fishing do prompt about the penalties, injuries, encumbrance, fatigue.

9
Gameplay questions / Re: Possibility of Superior Furs
« on: February 12, 2025, 02:09:51 PM »
You’ll need a Fine quality skinning/tanning knife: Broad, Hunting or Northern (not sure of any others), masterwork helps but isn’t mandatory.
You should start producing perfect furs at and above HIDEWORKING 80

10
Mod Releases / Re: [3.80] Smoker. Hot smoking. Now version 1.2!
« on: February 11, 2025, 11:08:02 PM »
I generally play any version as vanilla for few months. Maybe find a bug or 2. Then mod after.

11
Mod Releases / Re: [3.80] Smoker. Hot smoking. Now version 1.2!
« on: February 06, 2025, 02:34:28 AM »
Not that Sami has mentioned it. I’ve not used any mods on the new version.

12
General Discussion / Re: Salt from the coast...
« on: January 27, 2025, 04:53:33 PM »
Coast means on the shores of main land. And although I’m not on my computer at the moment, I recall Driik mentioned in some of the quest texts.
Driik is the only source of salt in-game.
(I suggested couple years ago that foreign traders would carry various size salt bags too)

13
Suggestions / Re: Increasing immersion by limiting information shown
« on: January 24, 2025, 05:44:01 PM »
I feel that Urw.ini could be used to set variables to “display nearby cultural areas”*, “enable map” (with default to 1) and “Hide World Gen”
That way casual players wouldn’t lose their mind trying to remember after few weeks IRL where they were and what were they doing in-game.


*on the top center region screen “Appoperä, no man’s land near Western Kaumo”

14
Suggestions / Re: tree specific firewood
« on: January 24, 2025, 04:36:56 PM »
Willow chips/shavings are our family choice for hot smoking fish. For meat, usually oak for game meat (venison, moose wild pigs), apple tree for beef & (domesticated) pork.

Haven’t ever even considered smoking game birds. Usually bake (covered), braise or stew them. Quail usually shallow fried or campfire roast. But I know some who like to smoke black grouse and capercaillie.

15
Modding / Re: Wood Materials
« on: January 02, 2025, 07:20:19 PM »
Have you tried .Pine tree trunk. ?
I’m not on computer, so can’t check.

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