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 - JP_Finn

Pages: 1 ... 52 53 [54] 55 56 ... 79
796
This would be very welcome for anyone not farming but harvesting lake reed using watercraft too.
At the moment one can’t even move to a tile with anything in it with watercraft, on water and unto a shore alike.

E.g. if I choose to harvest lake reed, I don’t see any scenario where I’d want to leave it floating.
Growing lake reeds do not block your movements.
If someone is harvesting lake reed as agriculture practice; then take it to next level and also thresh and grind...

Yes, some of my characters use lake reed flour in stews and mushroom soups. And sometimes even in certain spells requiring bread. Less hassle than barley or rye with their time sensitive planting schedule.

797
Bug reports / Re: Cant get back to shelter
« on: December 06, 2020, 05:49:10 PM »
It’s possibly Zoom-in map transition.
I.e. going from “licheneous pine forest” to “sea”

My guess here is: Sami might want to take a look.

Meanwhile, try hit ‘7’ for map maintenance. (Retain a copy)

798
Modding / Re: IF you could see any mod created, what would it be?
« on: December 05, 2020, 05:22:27 AM »
Without limitations?

I’d LOVE to see a mod to give us ‘Far North’ in 1700-1800, akin to “Seven Brothers”

Still survival, but give us gunpowder and flintlocks. Add the Church mandating literacy learning. Or escape in to the backwoods from it all. And for non-Christian types, still retain the old beliefs.
As a Canadian I also wish for something in the pioneer era. With or without indigenous. There were positive interactions though these days the is a lot of excess narrative of the negatives. "The Backwoods of Canada" has a first hand positive account of a pioneer family trading with a nomadic indigenous family trading blankets and pots for freshly hunted meat.
Ah, but in UnReal World the indigenous tribes are: Kuikka-, Owl-& Seal-tribes.
With NPC modding it shouldn’t be too hard to add Algonquin and the rest of the east coast natives.

799
Not bugs / Re: [Forum] Reached posting limit in Suggestions
« on: December 04, 2020, 04:56:56 AM »
One per day. Not sure if the cut off is UTC or GMT+2 (Finnish standard time)

Previous not-bug report

800
I fail to follow the logic in that. I.e. no live residents: abandoned village/settlement. Set camp. Your settlement.

Seems odd that taking an abandoned sack of grain to village elsewhere as trade item is somehow “spirited-across-time—space” to be known to be taken... when there’s no owners to claim otherwise.

801
One of my characters, Jori Kiesseläinen, is opportunistic. Not outright evil, but if there’s an old man alone with house, sauna and barn, without any roads; it was inevitable for the old man not to wake up one morning...

Picking up, and dropping down goods in the barn, they get marked taken and the marker doesn’t clear when items are dropped.
Yet, taking the goods of the abruptly deceased old man, do not get marked as taken

Expectation: no unpaid/taken tokens applied after village/settlement becomes uninhabited.

Related issue: site doesn’t seem to want to become ‘my settlement’, even after rebuilding parts of the existing buildings.

802
Wouldn’t a crafting recipe with 1’ output do exactly this?

(Personally I Like to make my cords long and cut lengths as needed. Sauna wall, my drying spot has 12 loops of 25’ cords for drying. In summer, I move couple lengths inside the sauna for smoking. In good winter: get to  dry enough meat to last over a year, bunch bartered and given to villages)

803
General Discussion / Re: Viable bait for deer/elk
« on: December 01, 2020, 07:59:44 PM »
Cervids eat leaves, fresh shoots, grasses, flowers, 'weeds', lichen(in the north of north), and in the dead of winter even the bark of willow, aspen, rowan: pretty much any softwood deciduous trees.
And of course mushrooms and berries when available.

Sadly, URW Cervids do not seem to eat mushrooms, nor berries. Grasses like flax go untouched in the open and when piled for fodder for the critters, as hoarding isn't fair and we should give back the excess, Spirits will remember.
I've not tried saplings, but anyway, when saplings are freshly growing, they're everywhere and the beasts have no need to go eat that one on the trap.

FWIF/IRL, kale in last few years has been trendy "super-food", we would plant kale and also cabbage, peas, radishes, turnips and oats, on fields that are scheduled for fallow. To increase the carrying capacity for hares, deer and moose. Maybe even attract doves, grouses and pheasants

804
Suggestions / Re: More usefulness for curing
« on: November 29, 2020, 05:34:06 AM »
I’d be fine without the actual “time remaining” for picked up still curing proteins and skins. I could hopefully drop and look at them for time /days left.

Torches would be nice to have condition bar for them. And have the bar in yellow or red when lit. Put out the torch and show the remaining fuel/burn time bar in green like other items.

805
Suggestions / Re: Directions from the women
« on: November 28, 2020, 06:17:30 PM »
Why not directions from everyone?
Maybe use a different style from quest markers, to keep the map clean. Separating quests and “rumors”

806
General Discussion / Re: Hills too much flora?
« on: November 26, 2020, 04:44:10 AM »
I find the hills don’t have enough trees growing on the sides and on the top.

(I’ve not encountered “wild barley” not “wild rye” ingame anywhere; as above, most likely from a mod)

807
Suggestions / Re: Re-triggering command for loop snares and paw-boards too
« on: November 22, 2020, 04:59:00 PM »
I’m confused, do you mean resetting a triggered loop snare in vicinity?
And if so: yes please. Also enable the resetting for paw-board traps.

808
The great preposition fix.

Just how long did it take to go through ALL of the BAC recipes?  :o

809
Suggestions / Re: Live fish sometimes visible in nearby water
« on: November 19, 2020, 05:49:13 AM »
When bigger fish splash, it’s often to catch/attempt to catch prey close to surface. Small fish, frogs, pupa/larvae/adult insects etc.

Seeing splash rings on the water would definitely improve immersion a lot. And even when not seeing the splash, our characters’ should hear the splashes.

810
Suggestions / Re: Live fish sometimes visible in nearby water
« on: November 19, 2020, 05:28:12 AM »
Spawning pike clubbing is pretty easy and reasonably productive, vs angling for pike. You’ll likely get breams, perch, roaches or burbot (burbot only if shallow enough, or long line during cold water/frozen. They go to bottom/deep) when angling. Salmon and trout do enjoy worms and maggots a lot too.

When baiting becomes reality, I hope to see cutting scraps into 1/2oz pieces. (Or  ~15g)
If worm digging is included, I hope maggots, fly larvae, is included on corpses. Also animal remains (from skinning and butchering) and fish gutting scraps. And maggots on them.

waiting to start a Njerpez fueled maggot industry to trade for local villages... muahahahahh

Pages: 1 ... 52 53 [54] 55 56 ... 79