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Messages - Matti-patti

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16
If you make a batch of arrows using multiple types of feathers from different birds, none of them are consumed.

17
General Discussion / Re: Personal House-Rules?
« on: November 02, 2025, 03:08:30 PM »
For me big one is that I heat in excess of requirements as the game is bit too kind in that regards. Once the temperature approaches zero I burn firewood daily in my cabin (I start with 6 pieces a day in Dirt, increase by 2 pieces per month until Center and then decrease by 2 pieces a month until Swidden) and always make post spruce and small campfire when travelling in wilderness. I also bring my animals inside with me during winter once the temperature drops below freezing.

18
Begs the question if the characters we roll even represent avarages? In old Finnish regional stereotypes hämäläiset (i.e. Koivulaiset) are big, strong and enduring and not very quick (especially of the head), while eastern Finns are slight and quick (especially of the mouth). Yet here the Koivulais characters we roll are pretty average while Reemiläis and Kaumolais characters we roll and big and strong. Maybe it's just that the Kaumo we are rolling happens to be specifically big and strong rather than them all being like that?

In any case, the forest maiden quest and spell could be an example of male exclusive spell.

19
Bug reports / Staves are still in inventory generation as weapon
« on: November 01, 2025, 02:41:09 PM »
Meaning they appear as "weapon" PC and NPC may get in their inventories, though staff is no longer a weapon as of recently. The staves are also generic whereas proper staves now have a tree type.

20
The practice of anasyrma (harakointi or pyllyttäminen in Finnish depending on context) was quite widespread in Finnish folk magic. Meaning ritual exposition of ones genitals for magical/supernatural effect, in Finnish context the magically potent female one. Currently there is one spell featuring it, one that buffs pawboards by having women walk over them. However while a female PC can get her pawboards buffed by other woman she is unable to do it herself. This should change, for instance there could be seperate female specific version of the ritual (gender specific rituals would be cool in general now that I think of it).

21
This has been fixed now, with rather complex but necessary measures. There was rather ancient "wear out history" simulation in use for armours retrieved from defeated NPCs and that caused the bug. It's been replaced with a new system now but as a result migrated characters may be encountering NPCs whose gear is in top-notch condition as their armour were generated before the fix. New NPCs will utilize the new system and the armour damage, for their own or robbed, won't be random but rational from the next patch on.

Fixed - persists in 3.86.1

Is this related to clothing being generated in pristine condition in 3.86.1? Specifically for newly generated characters too (easily verified with some of the starting scenarios, i.e. hunting accident and domestic animal starts).

22
Gameplay questions / Re: Axe blade and haft?
« on: October 27, 2025, 07:40:14 PM »
It functions as fine quality. But once you take the axe head off again it's still a masterwork and you have increased chance of producing a masterwork axe when you re-haft it.

That... sounds really stupid. The axe blade and the axe haft don't change, but just by repeatedly removing and putting the haft back on, the axe's grade changes?

Yes, though this damages the haft and gradually drops it's quality, so you'll only get so many attempts per haft you make. The actual rolls seem decently reliable for fine quality (e.g. skilled carpenter will likely get fines even if only one of the two pieces is fine even without small knife), but I haven't had character with excellent carpentry for a while so I can't comment how reliable masterwork hafting is at high skill.

23
Yeah they should yield ragged reindeer furs.

24
Gameplay questions / Re: Axe blade and haft?
« on: October 16, 2025, 11:05:07 AM »
It functions as fine quality. But once you take the axe head off again it's still a masterwork and you have increased chance of producing a masterwork axe when you re-haft it.

25
Gameplay questions / Re: Axe blade and haft?
« on: October 15, 2025, 06:26:48 PM »
I don't think the blade itself is ever damaged, though the resulting re-hafted tool/weapon won't necessarily be masterwork anymore. The head quality is even tracked seperately, so the game should remember that the masterwork axe you rehafted as fine axe is has masterwork quality head.

26
Gameplay questions / Re: What is the best material for a longbow?
« on: September 24, 2025, 08:34:41 PM »
From diy_glossary.txt:

.Longbow. [effort:2] [phys:stance,arms]    *BOWYER*   /18h/    |2|
{Board} <Pine, Birch> [remove]
{Axe} <Carving axe> [wearpct:30]
{Knife} <Small knife>
{Bowstring} [remove] [noquality]

So pine or birch, doesn't matter which. Bowstring material or quality doesn't matter at all.

27
Seems the name changed. "Block of pine wood" is now "block of pine". You can fix it locally by editing the shingle entry in diy_glossary.txt. Should be "{Block of pine} (1)   [remove]".

28
Suggestions / Re: tree specific firewood
« on: March 29, 2025, 02:58:17 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.

In Finland or SoCal? Never heard of anyone smoking with willow in Finland, but I suppose it's possible (willows are more like bushes than trees in Finland).

Alder is the actual traditional smoking wood in Finland. For instance, it's what you are legally reguired to use for genuine sauna-cured ham (aito saunapalvikinkku). This traditional recipie also uses alder for bit of smokey flavor: https://www.unrealworld.fi/forums/index.php?topic=7171.0

Beech seems to be modern period import to manor (kartano) gardens. As are apple (you might find some wild relative in the archipelago) and cherry. Oak only exist in the extreme south.

29
Gameplay questions / Re: Possibility of Superior Furs
« on: February 13, 2025, 02:53:21 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.

It does still affect the fatigue you get, so especially with larger furs it's still good idea to drop everything except the fur at least when finishing rinsed furs.

30
Suggestions / Re: Reducing amount of blunt hits enough to kill prey
« on: February 11, 2025, 05:42:10 PM »
Hi everyone,

I started using blunt hits to preserve quality of hides and noticed it taking somewhat many blows to kill.

An elk I've just hunted down had survived sixteen hits to the head with a woodsman's axe (which weighs six lbs) before died. I don't have an experience of killing someone this way (as well as any other), yet seems a bit unrealistic to me.

Spoiler: show


It might not be that excessive. You are essentially hammering away to cause irreversible amount of brain damage that the animal can't ever recover from. Easier to do by cutting right into the brain matter with the edge part than simply causing cranial hemorrhage through thick skull.

Realistically what a hunter would probably do is to cut the carotid artery with his knife (edge attack on the neck) once the animal is unconscious rather than keep hammering the skull. That this harms the skin currently can be considered to be unrealistic.

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