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Re: drying meat with a cord should degrade it
Feel free to contradict me, but shouldnt the process of drying meat on the cord be degrading to it? I would suggest that the tying material goes down 1 step in quality each time it's used for meat tying.

Quote
Feel free to contradict me, but shouldnt the process of drying meat on the cord be degrading to it? I would suggest that the tying material goes down 1 step in quality each time it's used for meat tying.

Lots of wear and tear of things, smaller and bigger, is ignored since it’s not that meaningful to have in use in the game. The wear and tear in this case is so minimal that it’s not quite worthwhile to pay attention to.

Heh, it’s quite interesting that this suggestion even comes up. See, not too long time ago cords were used up completely within drying and smoking processes due to game mechanics. It was happily welcomed addition that you could re-use the cords again, and again. And now, who knows if we’ll see a wave of “make the cords get destroyed again!” suggestions.

December 28, 2020, 08:37:43 PM
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Re: Trapped wild animals' nutrition?
They die in traps now too.

Really? I was never able to trap a human so gave up several versions ago. I need to check this out.
Humans detect traps that are part of trap lines, so in order to trap humans you need to make a "mine field". I've had one trader found dead in an isolated trap of mine once (no sight of his party), as well as a woodsman that was stupid enough to first cut down a tree that joined a trap to a line, and then step into the trap. He spent a month or two lying there healing, claiming everything was fine, before he finally left. Note that both events were in previous versions of the game.

Experiments with Njerps and traps (in a mine field configuration) showed them running straight through traps most of the time when chasing the character, getting caught for a turn or two at best (but getting some minor injuries). This is consistent with predators that enter traps while aggroing against the PC: they often get straight through as well (and, again, take damage in the process).

December 29, 2020, 11:44:06 PM
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Happy New Year Sometimes I'm a bit off and not too precise about the exact timing, but better late than newer - so ...

Happy New year to all of you!



There's not that much snow this year compared to the past average, but it's winter nevertheless.
And a new year ahead of us.

Take care!

January 02, 2021, 05:30:59 PM
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Re: Children stole my stuff?? To get your stuff back, slaughter the entire village. Collect reindeer hides off of the Kota, burn the other parts of structures.

Pillage, then burn

January 02, 2021, 07:24:50 PM
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"Magic" audio trigger Interesting thing I stumbled upon!

If an item has the word "magic" in its name then it triggers the chanting audio when either crafting the item, or "walking over" it.

Tested it with a few items, both with and without the word "magic".

I wonder if there are other such words that work.

January 11, 2021, 05:03:10 PM
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Re: "Magic" audio trigger I vaguely remember "(tree) bark" barking at me whenever walked over, but that was fixed years (decades?) ago.
January 11, 2021, 06:34:13 PM
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Re: Are Map tiles eventually cleared? For anyone else wondering how to start manual map maintenance: press keyboard 7
January 11, 2021, 07:10:28 PM
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Re: "Magic" audio trigger Oh now I'm overwhelmed with poetic nostalgy.

Code: [Select]
I wish I could go spelunking.
Fall through a hole in the cave floor,
try to find stairs up in complete darkness,
stumble through yet another hole, even deeper...
and hear a growl echo in the pitch--

January 11, 2021, 07:49:40 PM
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Re: Old Versions of Unreal World Our no-more-maintained IndieDB page still hosts downloads for versions 3.17 - 3.30 (from years 2013 - 2016)
January 21, 2021, 08:22:48 PM
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Roast in embers - starting with turnips Been working on a new cooking method, roasting in embers. For starters this will be featured as a recipe to cook turnips in traditional fashion, but related cooking options will be likely expanded in the future.

It's been surprising amount of thinking and coding to get it done but now it appears to be working nicely. Browsing the code I also came across some earlier preliminary definitions for ember-roasted turnips so we've been on the edge of adding this somewhere in the past. And no wonder, as it can be considered one of the essential dishes. Back then, who knows how many years (or decades?) ago, it must have been too costly for the current schedule - or just simply misplaced under the other workload.
But now ember-roasting code is finally there, and in the next patch you'll be cooking turnips the new way.

Roasting in embers requires good amount of embers so it can't be expected to work in the remains of just any little fire. The fire should be burning for several hours before enough hot embers will remain for the method to work. For this reason roasting in embers is usually proceeded after substantial fire was lighted anyway out of necessity. It takes about an hour for turnips to cook in embers. For the convenience of timing you can start roasting in embers already when the fire is clearly dying and about to burn out soon, given that enough embers has been produced already. The game will notify about the lack of enough embers  so the necessary conditions can be figured out quite easily.

Because of many little tricky things, ember-roasted turnips will be featured as hardcoded cooking method in the same fashion as general roasting (of meat and fish).
However,we'll likely add cookery tag [embers] or something to allow the condition requirement and cooking method to be utilized in recipe modding too.

Now, after this is finalized I'll continue with checking about the possibilities of adding pit-roasting, as it would be also essential an turnip recipe for mass cooking them.
Pit-roasting is more demanding task so I don't know just yet if it reaches the stage of only preliminary definitions or actually starts rolling. But something will be cooking in the dev. chambers nevertheless...

January 24, 2021, 05:12:40 PM
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