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Messages - JP_Finn

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856
Modding / Re: literal Bug-Ghost Writer is messing with my mod code!
« on: October 27, 2020, 05:18:54 AM »
Also, a stave, as in usable as a quarter staff, a weapon, is too narrow/small for a bow stave with 1”-1-1/2” diameter.
You’d want around 2.5”-4” (6.5cm-10cm)  trunk split in half as your bow blanks. You have to cut/scrape/grind decent amount of material off and follow the grain on the back.

I’d personally use slender trunk directly as the ingredient, or mod in a split trunk. Likely give one higher quality half and one same, likely lower quality half. Or simply KISS and require a slender trunk for one bow stave.

(Not sure if you imply green as in fresh cuts? Preferred bow staves IRL are dried/cured for several months first. I store on the garage rafters prospective blanks for year+. Yes, one can use fresh cut as bow, but expect a catastrophic failure within few days/weeks)

857
Modding / Re: literal Bug-Ghost Writer is messing with my mod code!
« on: October 27, 2020, 05:03:15 AM »
Some text editors can act strange, for example coding in Python, I prefer plain editors. Many (looking at you, Windows included editors) aren’t viable.

As for tillering a bow stave, Carving axe is maybe the last choice I’d go with, long narrow cutting blade isn’t very conducive to following the grain. I’d use hand axe, any non-small knife(to use like draw knife. Even woodsman’s axe, battle axe (it’s lighter so I presume slimmer blade, easier to  maneuver)

Carving axe for mortise&tenon joints, carving hollows. Anything else, hand axe would be “handier” option IME.

858
Modding / Is it possible to mod in a garment, that boosts a skill?
« on: October 27, 2020, 04:40:49 AM »
As per subject.
E.g. is it possible to have 3lbs pair of ‘pieksut’ (proud nose toed leather boots), that give a minor bonus, (malus for low quality) to skiing.
I.e. decent pieksut to give 3% skill increase to skiing, fine pieksut to give +5 and MW to give +7

Extra bonus if there’s a way for wearing/applying skis to require wearing pieksut first. (So those harsh or even crude pieksut might have to be used.

Or maybe this should go to Suggestions?

859
Bug reports / Re: [3.63] Cord quality exploit
« on: October 27, 2020, 04:30:27 AM »
I did further tests with leather rope and birchbark rope.
All joined tying equipment get their quality modified to the 2nd item selected as reported

Can’t test withes, as they’re coded as nonjoinable. But pretty sure they’d follow the pattern.

860
Not bugs / Re: Lacking penalty information on setting traps
« on: October 27, 2020, 04:25:07 AM »
I believe it’s case 2)
But given the nature of trapping, even save scumming isn’t reliable testing method.

@Sami, can you shed a little light on the issue of no skill penalty text while setting traps please.

861
Not bugs / Re: Lacking penalty information on setting traps
« on: October 26, 2020, 04:22:56 PM »
I can't find the exact commentary from Sami, but it was implemented back in 2015 in version 3.20
Dev history

862
Maybe it was busy dreaming of bunny girls..?  :P

If you have the save game, send it for Sami.
I don't think bunnies should stay put or let others walk to them. Get close-ish if in cover, just incase the threat, won't spot him/her. If too close, then bolt off.

863
Suggestions / Re: Animals for sale respawn
« on: October 25, 2020, 05:38:34 AM »
I might recall wrong. I’ve seen the animals numbers decrease.
But I pretty sure I’ve  got a dog from a village that earlier told me “we’ll keep our animals to ourselves” or something in those lines. (It’s possible the relationship improved and they then sold me one of those they earlier wanted to keep??)

864
Gameplay questions / Re: Jinxing traps
« on: October 25, 2020, 04:17:49 AM »
My character just added another couple sets of loop snares to existing trail (no fences, just few traps in gaps of trees. Then next spot some few hundred meter away)
Set an inferior loop snare facing pine mire in corner of spruce mire. Baited it with some spoiled crow berries, it is late Pearl month after all. Set 2 more loop snares, look for a spot that I can see all 3 snares from. So when checking them, I can just zoom in, glance, zoom out. And hazel grouse flies over me, turns back to face the 1st of the snares and gets ensnared, then freaks out and tries to flee. Well, that saved a bunch of spoiled berries.

Only time I’ve seen trap not trigger/capture an animal is when hare runs on a pit trap, eats the turnip, then runs off.
Game logic directs the animals away from suitable traps, if there’s better suited alternatives.
E.g. when I make trap fence with pit traps, I also add light lever traps or loop snares every 20-40 meters*; double baited with turnips (for hares) and berries (for birds). Then the pit trap turnips won’t get eaten by hares.

Edit:
*not on the fence line, but in close vicinity, usually in natural choke points. And only on one side, so checking the line in winter, don’t need to take skis off.

865
Suggestions / Sub-categories for food in cellar
« on: October 25, 2020, 02:41:50 AM »
I find it tricky at times to find the stuff in my cellar.
There's all herbs/seasonings, vegetables, meat, fish, stews and soups all in one big... pile?

I like the fact that top most items are the oldest in there, so using those first makes sense.

But what I'd like to see is add additional food categories for cellar:
  • herbs and seasoning
  • roots and vegetables
  • berries
  • mushrooms
  • raw meats and fishes
  • cooked/cured meat and fish
  • cooked meals (and with that, blanched mushrooms
  • herbal drinks, water, milk

Making the change for character's inventory, less needed as no one carries hundreds of food items on them. Also to keep keyboard jockeying in check.

866
Suggestions / Re: Animals for sale respawn
« on: October 25, 2020, 01:57:22 AM »
The animal stocks in villages do change over time. Sometimes there's more animals, some times they have less.
The changes are slow, I guess they need to be in heat, get inseminated, gestate, give birth ;)

867
Suggestions / Re: More usefulness for curing
« on: October 24, 2020, 06:39:11 PM »
I agree, yet again :)
Especially with the picking up the still curing skin. I made suggestion for salt curing food to be able to be picked up and let it continue curing in the rucksack/inventory.

I don’t know the exact mechanic behind the unpaid/taken* tokens, but similar tagging with “curing” could be a way to implement both food and skin curing. Only allow further use of the curing product once the curing timer has finished.

* I know how they work on user end

868
Gameplay questions / Re: Building a fireplace outside of a house
« on: October 24, 2020, 06:30:02 PM »
Paul, did you try to deconstruct Kota interior, then build wooden structure roof&floor?

I think the Kota walls within game mechanics count as wall to support the roof. Alas, I do t have a kota available to my current characters.

869
Gameplay questions / Re: Traps stay empty. Calling for the vets - help!
« on: October 24, 2020, 06:11:31 PM »
1) haven’t noticed that. But my island dwellers generally use 6+ tile islands.

2) yes, penalties apply to trapping edit: penalties apply to crafting traps, not setting them, learn some new everyday!

3) with daily sacrifice, cutting trunks shouldn’t anger the spirits, but if you reset traps daily that adds to the “spirit annoyance”. I prefer setting trap once and only reset when triggered.

4) can’t say, wee bit bigger islands do spawn critters

870
Bug reports / Re: [3.63] Cord quality exploit
« on: October 24, 2020, 06:02:21 PM »
@paulkorotoon:
You’re correct, it does indeed take the quality of the second cord and applies it to the end product.  Combining harsh 75’ cord with 1’ fine cord results in 76’ fine cord. Combining 76’ fine cord with 1’ decent cord results in 77’ decent cord. And so on.

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