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Re: Going nuts! Seasonal harvesting of trees would open up a lot of other options for the game, because its more complex than the herbs we have in the game right now. Right now, the herbs grow to maturity, they have a single product, and you collect the ripened product.

But for things like fruit trees, berry trees, and nut trees, you have several stages where you can harvest a different product. The tree will first grow flowers, and then the flowers will later develop into the ripened fruit, berry or nut. Often the flowers are just as usable as the ripened product, and can be made into things like teas, syrups, and liquors. Besides which, the flowers would make the game prettier and would be a sign of spring.

A long time ago, when I did the herb tile sprites, one of my main interests was bog-myrtle. Its not a tree but grows as a bush; and that goes through stages of development through the year from flowers, to nuts, to fruit, and all of these are usable. So, ideally, you'd want to be able to harvest the flowers in one season, the nuts in another, and the ripe fruits in another. And then you have something similar with roses, too, where you can harvest the flowers for the rose petals to use those in cooking, or wait until the rosehip matures and use the fruit.

Anyway, something like hazelnut is also appealing, even if it will be a less common tree in the game; because something that makes the game enjoyable over a long term is going on long trips hunting down rarer items, either for your own use as a player or for trade purposes. I could collect a bunch of hazelnuts down south and venture up north to trade with villagers who wouldn't normally have access to them.

February 13, 2021, 12:52:43 AM
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Re: Going nuts! Crab apple (malus sylvestris) is native to the southern coast of Finland, it would make a nice addition to the turnip heavy diet  :D
February 18, 2021, 11:23:03 PM
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Cats! (and mice/rats?) Humans' beloved feline companions had made their ways to modern day Finland during the game's period, in fact (according to some googling)!
Cats would act as natural vermin fenders of your settlement. Thus if cats were added, it would be a good opportunity to also add small vermins the likes of mice and rats.
The main way to acquire a cat would be by trading with a village (maybe the Driiki should be guaranteed to have some, the others possibly, while the northern tribes very rarely if at all).
Alternatively one might come across feral cats, which the player could attempt to tame as one would in real life - with slow prolonged exposure to you and offerings of food and warm shelter. It shouldn't be a guaranteed success though, and feral cats should be a rare sight overall as they were still a newcomer species during the period.

August 28, 2021, 01:23:26 PM
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How far do you travel at start? I am curious to hear the answers. Because, when I try to travel a long distance at the start I always seem to lack food and can not really get the characters on their feet again. How far do you travel first starting out?
October 11, 2021, 04:31:26 PM
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Re: How far do you travel at start? Sometimes not at all. I start my toons in Spring and need to get some firewood, shelter et cetera for the possibly lethally frigid nights.
I like to set a camp by lake or river, get basic survival things done; shelter, LLTs nearby, waterhole, firewood. Fish, and/or hunt for food and hides. Often fish, hide work or make crafts end of the day. Things that don’t need daylight.

With few days/week food supply, start looking for villages, and homestead locations. At this point, the traveling might take the character across the map. Can’t wait too long for this trekking though, lakes and rivers will thaw and that gets annoying, fast.

October 11, 2021, 05:28:55 PM
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Re: How far do you travel at start?
I am curious to hear the answers. Because, when I try to travel a long distance at the start I always seem to lack food and can not really get the characters on their feet again. How far do you travel first starting out?
For me, it varies based on the scenario/character/initial goals. Some characters stay (mostly) in the spawn location for a long time but others move out immediately.

In the current playthrough called Tepu, the character has a goal of Njerp eradication so drawing a big 'L' on the map, he started moving south for a week and then turned east towards closest Njerp village. I am putting this particular playthrough on YouTube so there are a few links I can provide to share his progress.
1) In this particular moment there is relatively long map sequence showing what he's been up to for the first 2 months: https://www.youtube.com/watch?v=hxhvutDKNu4&t=340s
2) To put it in context, see the starting location for the same character using this direct link to 6m31s: https://www.youtube.com/watch?v=hxhvutDKNu4&t=391s
3) And in this frame, the green map-marker says "(Day) 11" -- so that can be used as a rough scale i.e.: it took that long to reach that village from the initial spawn position.
https://youtu.be/hxhvutDKNu4?t=422

With regards to your situation ("when I try to travel a long distance at the start I always seem to lack food"): personally I have had the same problem before when I did not test and know the limits but after testing it (a lot), now for me it is really hard to fully starve in this game. To actually starve you need to plan the starvation pretty well (start at worst season, drop your gear, intentionally not create any new gear etc.) and stay at it by consistently not  finding food which sometimes is difficult because plenty of food is being thrown at the player by the game.
As there is plenty of reindeer calves around (that get tired fast), next time you have food issues find a herd, just walk to a reindeer calf and punch it to death and you will have enough food to fully recover from starvation and be set for a while.
Here is an example from the 2nd episode of the character mentioned above; he is in a bad starting state malnourished + half injured + running slowly at 2kmh & walking at 1kmh + has no decent weapons etc.): https://youtu.be/sJ7-HTL5yAQ?t=727


Edit: typo fixes

October 11, 2021, 10:23:16 PM
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Re: Post Spruce Shelter Location?
<snip>post-spruce shelter location is not marked anywhere on either of the maps. Is this intentional?
Yes, intentional, based on this post: https://www.unrealworld.fi/forums/index.php?topic=6351.msg18416#msg18416

October 12, 2021, 04:52:16 AM
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Re: Groundworking and levelling terrain for building I think historically at that time period people didn't level terrain. The same effect was achieved by just adding more or less corner stones under each corner of a building so that the bottom logs are horizontal despite the terrain being sloped.

The same idea can be used to reduce the risk of flooding damage. For example, see a picture of an old watermill

October 14, 2021, 09:34:24 AM
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Re: water and world reroll
I am interested to know why do you desire map with a big lake: is it for roleplaying or is it for any practical reasons that I cannot currently think of?


BIGcause Big Lake is Big Big Lake!!!

i think it is good to unreal imagine in unreal world


looking imagine!

is big isalnd in inland with can not get out people

because they think island is whole world

November 17, 2021, 05:07:02 AM
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anything