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Messages - Roheline

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31
Suggestions / Domestic Reindeer Milking
« on: March 23, 2020, 11:02:30 PM »
We can milk sheep and cows, why not reindeer?

Really just me being selfish and wanting more immersion for my northern tribe reindeer herding characters (including a fantasy of someday having a completely nomadic character who migrates and lives off the meat/milk/hides of their herd of reindeer).

From what I've read of the historic evidence of the practice, the milk yield isn't very large and the reindeer require some special handling, such as typing the female reindeer by her antlers with a rope or lasso, but I think it would be great to be able to do it and create traditional Sami-style cheeses!

32
I'm running an older version of Buoidda's mod, but I had the same issue when attempting to dig clay. I updated the line referring to having a pit nearby to this:
{[NEARBY_TILE:Hole in the ground]}      'Pit for digging clay'

And now mine works!

33
I've seen this happen twice now with one character, with means it's partially my own fault for not learning my lesson!

If the character is exhausted when they begin skinning an animal and passes out before the process is done, then when they wake up there is no skin in the inventory and the animal is shown as already skinned, so the skin effectively disappears.

34
Gameplay questions / Re: Process to boil poisonous mushrooms?
« on: November 30, 2018, 05:50:08 PM »
Ah, so that's the missing step that sort of simulates "pouring out" the presumably poison-rich water from the boiling. Thanks for your help, friends!

35
Gameplay questions / Process to boil poisonous mushrooms?
« on: November 29, 2018, 05:23:49 PM »
I recently had a character get poisoning (non-lethal thus far, continuing to cross my fingers!) from eating from a pot of boiled tellervo's gift mushrooms. Based on the wiki and my character's own herblore knowledge ("poisonous unless boiled") my assumption was that boiling them would be sufficient, but I still got poisoned.

What's the missing step here? Is there an action I missed to somehow empty the water out without losing the mushrooms? Sticking to browncoat and yellowcoat for now until I can get this clarified.

36
Gameplay questions / Re: Feeding animals?
« on: March 24, 2018, 04:01:25 PM »
I've found that my dogs actually will eat spoiled meat, though they'll eat other non spoiled sources of food first. Sometimes if I'm away from my cabin for a while and find a rotten bird carcass in a trap when I get home, I can toss it into my dog pen and after a few days I'll find just a pile of feathers. I can also toss spoiled cuts to my leashed dogs and they'll eat that without issue.

Due to the way carcass processing works, you do need to cut the carcass of a larger animal before it's gone 'rotten' and the dogs will still eat the meat if it spoils after. Once the carcass has rotted, it's no longer considered available to process and you can only get it back for the dogs to eat if it's small enough to pick up. I wish hauling were possible on the zoomed out map, because I once had an entire reindeer herd stampede simultaneously into my trap fence and couldn't get them all processes before they rotted. Could have fed the dogs for a year!

37
I actually think it would add some fun flavor to the game, even if the structures themselves aren't advantageous to the player. Especially if building decaying process gets added at some point...imagine finding a mossy, half fallen in homestead and seeing if you can salvage timbers or deciding to just leave it to the ghosts...

I thought I read somewhere in a game file that the traditional method of slash and burn agriculture involved relocating the whole village after the soil was no longer fertile. I'd love to see remnant villages, maybe with straggling bits of crops mixed with the weeds...

Maybe some scattered rusty artifacts (or actual treasures?) hidden in the ruins?

I once stumbled on some human bones out in the game...no idea if it was a Njerp  I killed the year before or an unlucky hunter, but it was kind of spooky and fun to find.

38
Bouidda's craft mod has a staff-bow that works double as a ski stick, but has a penalty to aim associated so I don't lose a turn wielding but miss everything anyway!  ;D :P

That same character with a northern bow on skis....Njerpez beware!

39
Gameplay questions / Re: How to hunt seals?
« on: March 05, 2018, 10:43:46 PM »
I'm starting to wonder if my particular game map failed some check in seal generation. I'm playing a seal tribe character and I've been up and down most of the seal tribe to Driik coast multiple times, with nothing sighted on either zoomed out or zoomed in maps or in a boat!

Have you guys managed to spot them walking along rocky shorelines while zoomed out? Or is it just random chance to zoom in on the right rock? Should I be going back in a boat to visit islands farther out?

40
Gameplay questions / Re: "The forest around looks extremely hostile."
« on: March 05, 2018, 06:53:50 AM »
I've found that sometimes overdoing the sacrifices seems to be worse than doing them less. It's almost as if the mechanism the game uses to recognize a killed animal isn't the animal itself but the sacrifice.

I had a character doing a lot of fishing that kept getting the scary forest messages. So instead of sacrificing for every single "catch" of fish, I tried waiting until I was done fishing for the day and then just doing a single sacrifice for all of it.

So far it seems to have worked; both "supernatural" encounters I've had so far with that character have led me to believe my actions are at peace with the forest.

I'll have to test out my theory with small game instead of fish, to see if, say, after catching multiple squirrels in a day, one sacrifice suffices or if that angers the spirits.

41
Gameplay questions / Re: Robbers ruin my early game
« on: February 26, 2018, 05:08:31 AM »
The hunting horn isn't super common, but I have encountered them in game, and they're surprisingly cheap!

I did actually try it out once after my dogs had run off and didn't seem to hear my calls, and the dogs returned soon after. Whether it was the horn or they happened to be coming back anyway I don't know. I'll need to do more testing.

42
Gameplay questions / Re: Finding Silver?
« on: February 20, 2018, 04:30:10 PM »
Ha, of course right after I posted this, I found some, in a Seal Tribe village of all things! Apparently all the wealth of the north is in this one village, they had a silver bird bracelet, silver sun-symbol pendant, and bronze pendant! It sort of felt like finding mysterious long lost treasure, hidden among the dried fish and seal skins!

So to any other adventurers, don't give up on your home culture just yet!

43
Gameplay questions / Finding Silver?
« on: February 20, 2018, 07:47:42 AM »
I'm working on a certain quest that requires sacrificing silver, yet I can't seem to find it anywhere in the game world! I'm glad the quest gives such a long timeline, because I've looked from Driik lands to Seal lands and talked to at least 3 groups of foreign traders in between, and haven't seen anything better than bronze!

Is the "silver" part literal in this quest or would, say, an iron weapon do? Has anyone had luck finding silver in their game world? Which cultures seem to have it? I know it supposedly exists from the game encyclopedia, but have yet to come across it.

44
General Discussion / You feel unity with the waters around
« on: February 10, 2018, 06:17:04 AM »
Just a note on how much I appreciate the subtlety of the magic system in this game.

My character was going about her business, doing some crafting while waiting for her injuries to heal, and the message pops up, "You feel unity with the waters around."

Looked around a bit, didn't see anything unusual, continued about her business.

The next day, stopped by a shelter (not my homesite) built by a lake and found a northern bow sitting on the shore. At first I thought I'd dropped it, but after picking it up, sure enough I have two of them now.

So did the spirit of the waters leave me a little gift? Did a woodsman lose it after spending the night at my shelter? I suppose I'll never know...

45
Suggestions / Lead Helper back to Village
« on: January 29, 2018, 12:13:20 AM »
Playing the latest beta. I hired a companion to help fell some trees in the spot I'd picked for my future cabin site. The problem is that he seems to be stuck there now that his service is done. I think the problem is maybe that the spot is on a peninsula with water between the NPC and his village, so instead of walking home, he keeps trampling around on the shoreline.

It's becoming a problem now that that same village has offered me the robbers quest. I wanted to hire some helpers but no one will hire on with me until their "missing" villager returns, the one who continues to tromple around my little home site! And he himself refuses to be hired, so at present I have no means to get him back to his village and he's parading around my homesite like a lovesick puppy.

A simple suggestion:
Perhaps a short-lasting "follow me" command that would wear off after, say, 1-5 kilometers of movement. Then I could lead him back to his home, or at least to a location where he could access it.

This isn't the first thing something like this has happened, but in the past I managed to solve it by rehiring the same villager and making sure their "hiring period" ended somewhere very near the village. But with the changes where they refuse to hire based on reputation, I'm sort of stuck.

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