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Messages - Ara D.

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106
Gameplay questions / Re: Lost pet with values items. What can I do?
« on: December 24, 2019, 02:24:41 AM »
If the game says jack cannot reach you when you zoom out congratulations jack lives. I would build a temporary camp where you are. I've had almost all my lost dogs return on there own given a day or so provided they can move. However if the game sends no message about jack being left behind, then jack is likely dead or you have moved beyond where he can find you

107
Gameplay questions / Re: Making Masterwork apparel?
« on: December 20, 2019, 05:21:51 PM »
Purchased items in theory could have been made by a skilled crafts person with specialized tools, then brought and sold by foreign or domestic traders. It's a role playing idea that you regards of fictional back story could create master work clothes in a couple of hours with only knife. This the quality cap on lots of player made goods but the existence of tradable master work quality items in the world.

108
General Discussion / That island life.
« on: December 16, 2019, 08:36:45 PM »
Most recently I've been playing on large islands. I don't know if it's the fact that I or my prey have limited range so I I have more opportunities to spot wild life, but I seem to have more success with this "locked in" together by geography. At least it makes me notice how rich in wildlife UrW is. Last island between kills and subsequent sightings, 4 elk, a reindeer herd, 2 lynx 2 badger 2 weasels an erimine, a fox, couple of badgers, pair of grey seals, half a dozen squirrels, and I heard wolves but who knows how far that sound can carry.

109
Suggestions / Re: Arrowheads
« on: November 21, 2019, 10:57:02 PM »
So if we cannot get Flint and we are not making metal heads so what kind of of arrow heads are we making? Is it feasible to make arrows from other stone?

110
Gameplay questions / Re: Bones as bait?
« on: November 11, 2019, 07:41:32 PM »
Vanilla or mod?

111
Gameplay questions / Re: Bones as bait?
« on: November 11, 2019, 06:04:19 PM »
I generally only trap secondary to active hunting but I've tried bones for wolves a few times and I've had no luck. I wonder if it's like how dogs go for bones, mine only eat bones if I tell them or they are starving and they no other choice. I have never seen a npc creature tagged with a looks hungry. So I wonder if predators don't like them or they never get hungry enough.

112
Suggestions / Field dress/quarter big game
« on: November 09, 2019, 12:37:26 PM »
Option to field dress or quarter game. It might make the difference in weight reduction to be able to pick or pack carcasses and transport back to a preferred processing location.

113
Suggestions / Re: Difficulty Scaling
« on: November 09, 2019, 12:32:13 PM »
I would actually choose absurdly cold. I love hunting in the winter with less pressure to cook/preserve meat.

114
Suggestions / Re: Rafts!
« on: October 31, 2019, 10:55:48 PM »
Two squirrel hides worth. I don't find punts hard to find. So as a balance, rafts carry significantly higher amounts of weight or item numbers, traded against slow and labour intensive work. Roleplay situation, I spend the winter hunting in the north, come spring thaw I build a raft and head down stream to sell my hides abandoning or disassembling my raft once there.

115
Suggestions / Re: Wishlist
« on: October 17, 2019, 12:21:52 PM »
How ever one could in theory precock a crossbow to reduce load time to the time needed to place the bolt and aim?

116
Solved'n'fixed bug reports / Re: Pawboards not so good for trading now?
« on: October 17, 2019, 12:16:39 PM »
Wondering how many of the village hunters spawned with a pawboard of there own?

117
Not bugs / Re: Cellar in building- problem smoking/drying
« on: October 13, 2019, 09:50:35 PM »
Ya I get that, no judgement. Lord knows I exploit the crap out of tiny branch fires to cook batches of food with out fear of burning them. I was just pointing out that Sammi probably changed tightened the checks on smoking and now a non indoor tile can't be used even though it's surrounded by 4 walls.

118
I would settle for a option to set an auto notice for items, mushrooms, feathers, prey animals, ECT. Preferably with it some how being checked against character's vision. It would act as a bonus for high eye sight you just passive notice things. Where as the current way mimics us actively looking for an item vrs the auto notice mimics someone who just happens to notice some thing.

119
Suggestions / Re: Wishlist
« on: October 12, 2019, 10:33:18 PM »
Massive penalty to firing a crossbow one handed. Also a little concerned about a spare loaded xbow going off in your pack if we are RPing real life

120
Not bugs / Re: Cellar in building- problem smoking/drying
« on: October 12, 2019, 09:48:59 PM »
I don't think it is a bug as much as a minor exploit that's been fixed. To build a cellar you need a ground tile. Which means you did not build a floor/ ceiling tile so technically your trying to smoke your meat under a giant hole in the roof.

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