Topic: Various questions from a new player  (Read 630 times)


jonottawa

« Reply #30 on: February 15, 2020, 02:39:19 AM »
So I've been wasting my time drying 19 at a time, then? I can just dry like 95 in one go if I have 50 feet of cord?

Part of the roleplay reason I used to justify the 19 for 10 feet was that I was being slow and deliberate and spreading the meat all around my cabin (to give it more air.) But if the mechanic has been fixed, that's great. I did notice that when I did 19 cuts at a time that the 19 popped in on its own, I didn't manually override, so that made it feel less greasy.

Privateer

« Reply #31 on: February 15, 2020, 03:29:05 AM »
Yes,
 Cord used to be 0.5 lb with no length designation.

PALU

« Reply #32 on: February 15, 2020, 08:48:34 AM »
I believe the maximum batch size is now 50. However, you might waste your time slightly by still doing 19 at a time, but you don't waste much time for your character, as the time it takes used to be 2 minutes per cut, and I don't think that's changed, so the wasted character time is the time it takes to pick up an additional batch of cuts and typing equipment.

Also note that a larger batch increases the risk of having to abandon the task (with all progress lost) due to cold, frostbite, or interrupting hostiles.

jonottawa

« Reply #33 on: February 15, 2020, 09:06:31 AM »
Another couple of questions:

Does the amount of kindling (twigs/branches) you use affect the chance that you will successfully start a fire? (I realize that the more wood you use the longer a fire will burn, but that's not what I'm asking.) So if I use 5 twigs is there just as good a chance that I will start a fire as if I use 10 twigs?

Does anything spoil in the winter in a (at least occasionally heated) cabin that wouldn't spoil outside? Either cuts of meat or skins or whatnot?
« Last Edit: February 15, 2020, 09:09:18 AM by jonottawa »

PALU

« Reply #34 on: February 15, 2020, 01:34:55 PM »
I don't think the amount of wood affects the chances. I use 3 twigs for cooking and one cutting of branches for lighting a warming fire (so I can cut more while being heated by the newly lit one).

I don't know about heated cabins: I never heat mine (the stove is for looks only, and smoking/cooking is done in the "sauna"), and all perishables not kept in the character inventory are stored in the cellar (as soon as one is built, which is a very high priority task, and certainly built before a cabin has been built).

Tom H

« Reply #35 on: February 15, 2020, 04:44:43 PM »
Now nearing the 4th year with a character. I've had some smoked meat that spoiled even in the cellar. I made a habit of hiring Companions and buying items with the smoked meats, thereafter, to get rid of it before it went bad.

I've also had some foods like grain/beans/flour that spoiled, that I'd not kept in the cellar. I've still got lake reed roots and flour from the first year that has stayed viable in the cellar. I have not had any herbs go bad yet.

There doesn't seem to be any correlation to the amount of wood and the chance of starting a fire. I've failed a dozen times to light a cabin fireplace with 16 branches and likewise failed a dozen times outside with only 3 branches.

I've gotten messages saying I'm cold INSIDE my cabin when the temp drops significantly. I've been awakened from sleep by the cold, inside the cabin. Having lost my first established character to the cold, I always try to keep the cabin warm. The only way I can think of to test the cabin's warmth is to try to bake bread, or cook a stew. If it says I can't, I assume the cabin is getting cold.

Note that you can make cooked food spoil by leaving it too long by the fire. So, cooking inside village houses with their long-lasting fires can result in spoilage if you walk away for a while. Palu's "3 twigs" fires are always safe, but you can't do the more advanced dishes with just a campfire.

Regarding that Masterwork staff, it will probably result in a FINE javelin. I've made Fine javelins from Fine staffs. I'm keeping my Masterwork staff...heh.

As for cooking large batches of meat, I pick it all up and keep pressing the 'R' key, to get it done quickly. That's always been with newer characters who had not the needed cords or the like to smoke/dry it.
I've had meat that spoiled before I could finish the roasting even as I raced to cook it all. At least it's still good for dog food. Occasionally, I've traded the whole of a kill, cut down, while it's uncooked.

Re: Companion skills- Companion's fires last a goodly amount of time. They don't use any wood, it's just magic!

They seem to fell trees in accordance with their given skill level, possibly even faster. I've had a master down a dozen in a day with a handaxe! My guy would be too tired out to do so many. On the downside, they'll cut down trees randomly. They don't care if that tree is part of your fence. It seems they ONLY cut down large spruce trees. I could be wrong on that, but, they've avoided the birch and alders around my cabin. Think I'll take one to a grove and test that.

They'll make logs from tree trunks, nothing special. Maybe it's just me but they seem to take a long time doing it for small results.
 
They are acceptable at skinning/butchering. The pelts I've gotten from them have been either Decent or Fine. Otoh, waiting around for them while they skin a kill is monotonous. I'd like to hear how timely they perform this when you, also, have a carcass to skin/butcher.

They roast whatever uncooked foods you give them. If you don't take it from them, they'll eat it, too.

jonottawa

« Reply #36 on: February 15, 2020, 06:31:41 PM »
I intend to compile these answers in the OP at some point, along with all of the questions (at least the ones that get answered (in a seemingly knowledgeable way.)) But for now I'll keep asking:

Does it matter which weapon is in the 1 slot and which weapon is in the 2 slot? If you throw a javelin in the 2 slot does it have a lower hit chance or a lower damage roll than a javelin thrown from the 1 slot? If you only have a weapon in the 2 slot (say a 2-handed weapon) does the game treat it the same as if it were in the 1 slot?

Thanks for the companions discussion, I'm completely ignorant of that subject as my one companion experience ended abruptly. Do folks hire companions mainly to get them killed so they can take their stuff? Does the village care what you do with the loot of the companion who died? My understanding is that the only penalty is that the villagers won't want to join you on your adventures for a while, is there more to it than that? (I really should research this on my own first, which I haven't done, but if you want to give me a link to the info, that works too.)

If you have dark green protection on a body part, will more clothing/armour have any marginal utility to the protection of that body part or basically is armour protection capped at dark green?

PALU

« Reply #37 on: February 15, 2020, 07:35:04 PM »
As far as I understand you can cook food that don't require an open fire as long as there are embers in the stove, and you can just look at the stove to see the embers (look as in the in-game command).

I never attempt to get companions killed, but when they do their stuff joins the pile of robber items recovered when the robbers that killed the companion(s) have been taken care of.
The penalty for getting companions killed has been that no further companions will ever join me from that village, but that might have been fixed (there was a bug that caused former companion to never be available for recruiting again: it was always "not now, but maybe in the future" for many years. That bug has been fixed, though).

Tom H

« Reply #38 on: February 15, 2020, 10:51:46 PM »
I've never tried to get my Companions killed, either, although I've lost a fair number of them to combat and one to nature. When they die, their gear goes into my stash.

Unlike many folks here, I've never hired a large crew to hunt down robbers or Njerp villages. In fact, I only really want them (one of them) to help me deal with the individual Njerp I run across in my general area. I just consider it necessary because they can, and do, find their way to my settlement. It's been a shock to me to look up from some activity near home and find a Njerp, or a robber gang, heading for me.

Anyway, after taking a few arrows in the back, and from the stories people have related of their experiences with Companion gangs, I usually won't hire a Companion that has a bow and arrows. However, since they often offer the arrows in trade, I sometimes trade for their arrows and THEN hire them.

When they leave your employ, Companions often have pathing problems. My last one such forced me to open a hole in my fence because he wouldn't climb over it. When they reach a river, they can take a long time crossing over it. I've had another just stand in the road for weeks, even though his village was close by. I thought he was a robber and finally hired a guy and went to confront him, only to find it was a previous hire.

This is NOT gospel, but, supposedly the weapon quality affects the amount of damage inflicted, so, presumably, the armor quality could affect the damage taken. Otoh, I've been one-shotted by an arrow through the eyehole of my Masterwork Iron Spectacle helm, so, 'put not your faith in the works of Man'...lol. It makes a difference, too, what weapon type is used against you. Dark green can change to a lesser color, depending on the damage type the weapon causes.

(Edit: I took a Companion into a grove next to a village and told him to fell trees. He walked right through the grove, ignoring all the trees, and was heading into the village, apparently to cross it and get to some spruce trees on the other border.)
« Last Edit: February 16, 2020, 12:34:22 AM by Tom H »