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Messages - Buoidda

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211
Suggestions / tanning terminology + rinsed should not spoil
« on: October 23, 2020, 12:03:21 PM »
I have had several thoughts about the tanning of skins in this game for a long time. Here's my suggestions on how to make the tanning feel more right - at least in my experience.

I updated this post after I wrote a suggestion about curing:
https://www.unrealworld.fi/forums/index.php?topic=5837.msg15649#msg15649

1) Rename the 'rinsed' * skin to 'hard' * skin and remove it's ability to spoil. Rotting at this already-tanned stage doesn't make any sense to me. Also the 'hard' adjective describes better what is expected to do next. Also IRL this is how we refer to skins at this stage.

2) Remove the need for water for cleaning skins. When I do that IRL, don't require water.

3) Curing should be immediately available for fresh skins, not after laborious cleaning (fleshing), which is easier on dry skin. (The membranes break off more easily on dry skin.) Moved to the curing thread.

4) Rename all fur-bearing fresh skins to 'pelt' (ie: "cleaned ermine pelt") with the exception of:

5) Rename all big fur-bearing skins to 'hide' (of the size available to use in kota construction, for example, so 8lbs in my understanding)

6) Dehairing seems to have an odd step after it. A dehaired skin is not dry, but very wet. It doesn't need to be soaked, quite the opposite. The membranes are scraped off or at least broken when they are dry. A thorough wash and salt water are beneficial after dehairing, to slow the rotting which caused the dehairing in the first place. I'd alter the soaking step to a wash and dry. (I'm aware of many methods of tanning, but in this rubbing method the game uses this would be appropriate.)

7) Make dehairing process rename previous 'pelts' and 'hides' to 'skins':

Like so:
Spoiler: examples • show

fresh snake skin
(wait too long and it becomes spoiled snake skin)
(optional step: cured snake skin)  no spoilage
clean fleshed snake skin
tanning snake skin
hard snake skin                    no spoilage
snake leather                      no spoilage

fresh hare pelt
(wait too long and it becomes spoiled hare pelt)
(optional step: cured hare pelt)   no spoilage
clean fleshed hare pelt
tanning hare pelt
hard hare pelt                     no spoilage
hare fur                           no spoilage
 
fresh hare pelt
(wait too long and it becomes spoiled hare pelt)
(optional step: cured hare pelt)   no spoilage
dehaired hare skin
cured hare skin                    no spoilage
clean fleshed hare skin
tanning hare skin
hard hare skin                     no spoilage
hare leather                       no spoilage

fresh elk hide
(wait too long and it becomes spoiled elk hide)
(optional step: cured elk hide)    no spoilage
clean fleshed elk hide
tanning elk hide
hard elk hide                      no spoilage
elk fur                            no spoilage

fresh elk hide
(wait too long and it becomes spoiled elk hide)
(optional step: cured elk hide)    no spoilage
dehaired elk skin
cured elk skin                     no spoilage
clean fleshed elk skin
tanning elk skin
hard elk skin                      no spoilage
elk leather                        no spoilage

8 ) No cutting weapon needed in dehairing.
9) Tanning by smoking, in the same style as smoking meat.

My reasoning apart from what already been said:
a) one could instantly recognize which animal skins become leather and which fur
b) currently one cannot distinguish a dehaired "tanning elk skin" and a fur bearing "tanning elk skin" before the whole tanning process is finished
c) curing is not very useful nor realistic atm. Suggestions would help that. Moved to the curing thread.

d) using 'hide' only for bigger skins is more proper English in my understanding. English is not my mothertongue, but I understand all these terms are a bit vague and interchangeable at least to some degree. I would love the get some native English feedback on this. Anyway, IMHO it would be good for the game interface to establish a terminology anyway to easily distinguish between fur-bearing and non-fur-bearing skins and their states of progress.

EDIT: after reading this: https://www.newlifeonahomestead.com/tan-hides-using-traditional-cheap-easy-methods-part-2/ I find using the 'fleshing' term is indeed more appropriate

212
I tried to find some modern trapper statistics for reference but failed. Nevertheless, I imagine the small predator furs obtained by a skilled and dedicated trapper during trapping season to count at least in tens even for an iron age one.

I agree they shouldn't be encountered very often. Therefore I like Erkka's idea.

As a sidenote, I found this interesting 100-year-old book about trapping:
SCIENCE OF TRAPPING
DESCRIBES THE FUR BEARING ANIMALS,
THEIR NATURE, HABITS AND DISTRIBUTION,
WITH PRACTICAL METHODS
FOR THEIR CAPTURE.
By E. KREPS.
http://www.raems.com/articles/kreps/trap/trap.htm#C05

213
I've trapped hundreds of birds, gluttons, hares, bears, seals, wolves and foxes during my experience with Urw. But the times I caught trapped one of the three in the subject: only very, very rarely.

I really feel these small predators should be much more commonly encountered and more easily trapped. In fact, more than any of the above.

I'd like to see trapping small predators a lot easier and harder to trap the valuable big predators. For realism and game balance. I'd reduce the value of big herbivore hides too.

Also I think it would be an idea worth considering if birds would be only possible to be trapped with loop snares. That way one could focus more on birds and hares or small predators.

Almost since the beginning of URW I've had one dream: to make myself a coat of self-caught pine-marten or ermine.  8) My current char has perfect eyesight and otherwise well rounded too. I'm trying to yet again become a small predator hunter but it really seems to be next to impossible.  :'(

214
Bug reports / Dark spot on river
« on: October 19, 2020, 07:49:29 PM »
There is a black tile of water near my settlement. When the waters froze, it became called ice. But no tile graphic, just a black spot.

A save behind the link.

https://www.dropbox.com/s/jhyaqrrk6btls7x/ASLLAT%20%E2%80%93%20kopio.zip?dl=0

215
Suggestions / Re: Different types of wood
« on: October 15, 2020, 06:01:59 PM »
I thought well, I can't really make a strong bow out of pine.
(pushes glasses with index finger) But the best bow in the game is made from pine. lol ;D

Otherwise, I totally agree.

216
I agree. Make that from ground or table as well.

217
My char practically lives on a kota doorway tile next to a water tile, because it's so much less tedious to do all that drinking, tanning and whatnot when you don't have to think or look which container to pick up and choose. I imagine many do the same.

If the game would simply use water from containers on ground automatically (for example from largest first) or at least include the water containers on the ground on the inventory menu. This would be a *huge* interface improvement. Why are the tubs so small anyways?

Relating to this - it would be cool for table top contents to appear on the list menu when 'e'ating or 'q'uaffing. That way having a table in one's cottage would really be a lot of help as in real world as well.

I also noted the older suggestion about drinking from containers on draught animals. https://www.unrealworld.fi/forums/index.php?topic=5552.0

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