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Re: Vegan characters? If your farm plot is away from your homestead, I recommend setting up a cellar on site and stock it up with fish or something before getting to work. I generally like preparing plot squares of 6x6, but it definitely takes time to clear away trees for the space. I think 36 tiles is the most possible you can prepare at once before the ashes disappear after two days. 3 branches is the minimum needed to start a fire and adjacent tiles are guaranteed to light up. Since preparing plots is heavy work, you can reduce your fatigue by keeping your character naked and have in your inventory only food, a water skin, and a shovel. Your character's warmth status will be sweating because of the ashes, but there currently aren't mechanics that involve moisture.

Turnips are a crop you can maximize with two plantings within a year if you can start the crop early enough, and the Njerp cooking mod boosts their nutrition potential with a roasted turnip recipe. But I guess you might not want to use milk for the mashed turnip recipe. Still, having cattle can help to move the higher yields made possible when your agriculture skill improves enough.

Barley and rye are the grain crops and will be most efficiently processed with a scythe and flail, but if you don't have them by harvest time then any cutting tool and a club will suffice. You can store the harvested Plant (that's the inventory category) indefinitely and won't have to worry about animals eating your crops. But birds can eat your grain Patches, so it helps to set up some traps on the perimeter of your farm or get a dog to scare them away. Sometimes cold weather prevents starting the spring planting soon enough before grain patches wither in the Fall month, but patches come back after withering and you can guarantee spring sprouts by planting a plot in late summer. Another benefit of autumn sowing is that your agriculture skill probably will be higher compared to when you start spring planting. See this thread for a discussion about calorie yields for flour. You'll see that it's better to avoid planting peas.

Sorrel can be threshed for leaves and seeds, but you can collect it in the wild from hills and mountains. It buffs appetite satisfaction as a seasoning herb and you only need one unit to improve your recipes. Bearpipe is also a useful plant to get your vigor status up when you have tasks you don't want to sleep through.

Hemp is a very handy crop if you get one of the sufficiency mods for weaving, but you might end up planting less since cords typically are used to prepare meat cuts. It still is a relatively nutrition-dense plant and has a higher yield than, for example, clayweed. Seeds can be ground into flour, and you can use hemp leaves as herb filler in the cooking recipes.

Training your herblore skill will help identify unknown mushrooms that can supplement your diet. If you're willing to 'grind' the skill, be sure to collect different herbs at your homestead so you can just pick up the whole bundle each day and use the keyboard shortcuts to examine your food inventory.

Berries have a longer shelf life than meat cuts, but they can still spoil in the cellar. Depending on what kind of berry, the time spent harvesting from a bush can become costly, so don't be in a hurry to harvest them as soon as they're ripe unless you plan to cook a lot. I like using them in the cheese mod, but again I don't know your attitude towards dairy livestock. You'll probably end up using berries to brew kvass for the okroshka soup on the Njerp recipe mod.

But if you do end up going for the cheese mod, I recommend using Stonelobber's Primitive World Mod for the clay pottery module to keep up with milking a dairy herd. Pot quality matters in cooking, but simply storing seeds in ugly pots won't hurt.

Check the Plants page on the wiki for nutritional information on herbs. Lake reed can be found at big lakes (bigger than one tile) and you can harvest a lot of it. It's not as nutritious as the grain crops, but you can make flour from the roots.

November 09, 2018, 11:59:12 PM
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Re: Vegan characters? I prepare my farming area during the first winter (with my characters starting in "spring"). This is done by cutting the trees and moving the trunks (you don't have to do that, as you can burn the trees, but it's easier to prepare the soil with no trees around to spread fire in an unplanned manner). My farm "plots" are currently 9*9 tiles (in theory you can then harvest everything by moving up and down the plot three times, covering 3 columns on each pass, but in practice I harvest each tile as soon as it ripens).

Once the trees have been cleared away I prepare the future farming area with rows of 3 branches so a plot has 5 rows of tiles with branches, and make sure I've got branches available to put 3 branches on each of the remaining tiles. When the soils finally becomes free of frost so you can work the soil, I set all the branches in a row on fire (and lighting a fire adjacent to a tile on fire is much easier than the first one). Once the last (9:th) tile is set on fire the fire on the first one has died down, and I go back to the first one to prepare it, and then go through the rest of the row. In a typical day I can do 2-3 rows, depending on the preparation time RNG. Once all the 5 rows have been prepared, I place branches on the remaining 4 column and repeat the process.
The reason I don't cover the whole area with branches is that fire can spread spontaneously, and that would lead to ash that I can't work before it disappears.

As mentioned, various animals can eat your crops, badgers can cause significant damage, for instance, so I enclose the farm plot area with a fence (in my case with bear traps, but that's definitely not required), to keep large animals like elks and reindeer out, and then line the inside with small traps (light lever traps or snares) to keep birds out (which causes you to catch some of those. I suspect there's a lesser risk of damage to the bird with a snare than a lever trap, so if you plan on releasing the birds (and hares, etc.) you might want to go for snares.

Note that preparing a large number of fields is a LOT of work. I'm overproducing with 12 9*9 plots and working on scaling back (but most of it is yarrow, which has a fairly low yield), and I think that's more or less a full time job for 2-3 months (and you need to eat during that time, so food stocks are needed).
In terms of crops, I'd plant turnips early on, because they provide good volumes even with a poor skill. but I'm shifting over to broad beans for the bulk production.
You've probably realized it yourself, but you probably want at least one bulk crop, at least one herb crop, and at least one cereal crop (barley is more nutritious than rye, but rye provides a higher yield). Depending on how much you value role playing, you may have multiple crops for variation.

Unfortunately, mushrooms and berries aren't really worth the effort in the current UrW system: when my characters have had to make do with only berries they were just slowing their descent into starvation, although you may still pick them for role playing reasons (and if you use a mod to allow you to dry them you can get much better nutrition concentration levels).

November 10, 2018, 03:03:04 PM
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Run Away Slave on Winter (lucky) Surrounded by Njerpet. E'llp ran away as fast as he can to the closest building, rained by arrows. Inside the building E'llp feels great fear, and ready to fight with his rough knife. heard sound of fighting. But nobody enter the building, what he heard only sound of fighting. Seems that there's an arrow hit the other Njerpet, and they're fighting each other. After some moment, it became quiet.

E'llp sneaking carefully, and stunned when he saw dozens of Njerpet Warriors lying dead. E'llp took the spear, bow and arrow, then observe his surrounding. He found only one warrior survive from the chaos. E'llp start to aim and shot the arrow. One and only badly wounded Njerpet instantly dead with one bullet.

E'llp picked up their equipments. Fell down the tree and make big fire, ready to cremate the unbelieveable warriors.

February 14, 2019, 05:03:58 PM
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Re: Stuck on an island? If the robbers are on the same island it's possible (but definitely hard) to kill them one at a time and take their gear. The trick is to attack them during the night, throw rocks at them, and then disappear into the night, although a sufficiently large island may allow you to let them chase you to exhaustion before slowly pelting them with rocks. Anyone with a missile weapon is a serious threat, though, as all it takes is a lucky shot, so take extra care with those using missiles.

A tale of a robbed start
Spoiler: show

I had a character who started out robbed and dumped in the archipelago. The character started with no equipment, and so had to do with a stone axe and a stone knife on a small island (10 tiles?), with the start in "spring". As soon as the water was warm enough, as much time as possible was spent on swim training, allowing for excursions to nearby islands, and eventually a couple of kilometers could be covered, provided that the encumbrance was at most 1 (allowing for some clothes and a knife or a little food: a new [crummy] knife could be made fairly easily), and it was possible to bring some items from a nearby island (some food that didn't perish: good as a backup).
A very long swim led to a larger island than the starting one, with further islands within reach, and expeditions were made to those islands. Unfortunately, the water started to get cold on the way back from one of those, so the character turned back to the island just left (reasonably large), and started exploring it, to find that the original robbers were on that island! After killing a couple of them (see tactics above), a real axe was claimed, and luck allowed for an easy kill of an elk (i.e. food and cords), so a raft was quickly made. Using the raft, a shield recovered, maximum armor, and lying down on the raft to reduce the profile, it was possible to get the robbers to exhaust their arrows when out of physical reach, wait for them to run themselves into the ground, and then kill them with recovered arrows (with at least one surprise return of fire when one of the buggers claimed arrows from a downed colleague).

When all robbers were dead it was time for a trip to the original island to pick up some gear, and then to the mainland for a permanent settlement.

The character was eventually one-shot-killed by a bow wielding Njerp on an attempt to engage it from a large, but not sufficiently large, distance...

August 20, 2019, 12:10:00 AM
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Re: Stuck on an island? The way I train swimming is to swim back and forth along the shore and return when getting tired. As it's along the shore, it's a single or two tile movement to get back to wading depth. Also note that you should have no encumbrance (or at least at most 1) to get the most out of your training. Cold will force you to stop, but I assume that doesn't matter too much early on when you won't get far anyway, so you tire before getting too chilled down, but you'll get further and further, and if you count the distance you can then figure out when you're ready for a hop to the closest island (and you should have some margin, of course). Note, though, that encumbrance cuts the distance severely: getting an encumbrance of 2 essentially halves how far you can go (a cheesy trick is to pack more than you can bring, swim a bit, and then drop it, let if float (it does), return to shore, rest up, go back and carry it a bit further, return to shore, rest up... Also note that making more complete trips with a lighter load might be more effective and definitely is less cheesy).

If you try pit traps, make sure they're not adjacent to trees on both sides, as humans recognize "trap fences". It should, however, be possible to make mine fields, but you need luck in them actually getting trapped in them as well as in making the traps without them detecting you (making them while hidden can help).

August 20, 2019, 03:49:30 PM
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Re: Stuck on an island? IIRC my BAC mod is among those with a way to get boards a bit easier. "Radial Board" by splitting into half then quarter logs only then the radial. I set up the time steps to avoid the "to long" with the vanilla board making.

This of course is using a mod which you may or may not want to take that plunge.

Of note is that once items are created you can remove the mod (other than the tile graphics) and still use the items.


August 28, 2019, 09:48:16 PM
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Re: Tufted duck? Tufted ducks have been checked out now, and indeed there was a tufted bug - or a little something to tweak regarding their commonness.
Even though tufted ducks could be found their commonness value was mistakenly initialized to minimum default and not to their species specific value. So, they were super rare.
It's fixed now and in the next patch tufted ducks will be more common.

September 03, 2019, 04:02:21 PM
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Re: Anyone ever clear out Njerp territory? I've only managed clearing out about half the Njerp territory before I have so much wealth that it's no longer worth it to me to keep playing the character. Mostly, I'd live off the spoils while my wounds healed and then whittle another settlement down until it was manageable to go in and clear those remaining in one fell swoop since I could never persuade a companion (other than my livestock and dogs) to accompany me when I really needed them. With my last attempt at this, I was razing villages and using the building materials to set up my own city that was centrally located.

This time around, I'm just playing a farmer/fisherman/gatherer and dealing with wandering warriors as they turn up. It's actually more fun this way since I have to plan ahead and get by on the meager resources at hand. I think my little dog might be getting tired of eating lake-reed flatbread, though. He doesn't complain, but there's a certain look in his eye.  :D

September 22, 2019, 05:18:40 PM
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Re: Anyone ever clear out Njerp territory?
This time around, I'm just playing a farmer/fisherman/gatherer and dealing with wandering warriors as they turn up. It's actually more fun this way since I have to plan ahead and get by on the meager resources at hand. I think my little dog might be getting tired of eating lake-reed flatbread, though. He doesn't complain, but there's a certain look in his eye.  :D

I've also found that in homesteading I tend not need weight to carry or lower penalties so some of the Nerj encounters are actually more concerning. Normally I can dash off to home to battle equip. Some players keep their gear on all the time though for realism its not so easy to sleep in armor. I've napped in my SCA medieval steel battle armor, without the helm on, and while okay-ish for a nap its wierd and pinchy when you are horizontal not vertical for so long.


September 26, 2019, 11:26:57 PM
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