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Messages - JP_Finn

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1171
Forest Reindeer description mentions:
"Both males and females are horned"
Neither actually has horns, they're antlers.
(found commonly on bovids vs cervids. Permanent vs annual shed)

1172
Not bugs / Re: [Not a bug] Northern cultures clothing discrepancy
« on: April 05, 2020, 05:02:37 PM »
Buy low, sell high?
I.e. send trading group to sell furs to the coast. Have them bring back us much metal tools, fabric clothing, salt etc as they get for their furs. Unlikely for anyone to make the journey with just 2 hides: as we only need a woodman’s axe.

(I made the way to southern Kiesse, as no village in Kaumo or northern Kiesse had any clothes... robbers took my linen tunic, rough linen pants and fine leather boots. Still need to find boots and pants. Guess it’ll take me to Reemi, or even to Driik. And better part of month to re-dress my ”reindeer farmer”)

Edit: Hah, lucky 13. That's the village/settlement in Reemi to have either nettle or linen pants available. Sea to shining sea in quest for pants! guess I should look for backup pants too  ::)

1173
Also the ability build ceiling but no floor for those of us who like indoor cellars.
You could always build attached, 2nd door access storeroom with cellar. The 2nd door would keep your cabin still “smoke-able”

i.e.
Code: [Select]
eexxxxxx
xxxoooox
xodoooox
xcxoooox
xxxxxdxx

x= wall/shutters
o= indoors
d= door
e= outdoors
c= cellar

1174
Suggestions / Snow melting for drinking water
« on: April 04, 2020, 05:47:17 AM »
Once snow shoveling goes live, can we also get “scoop snow” and then either “boil” or take scooped snow indoors to heated cabin/cave keep by fire outdoors and melt it?

(Before southerners or city folks think otherwise, eating snow to hydrate doesn’t work; too much body heat is lost in the process)

1175
Suggestions / Rain catchment/cabin roof/gutters/barrels or troughs
« on: April 04, 2020, 05:41:12 AM »
It would be iron-age appropriate if we could carve log gutters for rain catchers on our cabins.

1176
Not bugs / [Not a bug] Northern cultures clothing discrepancy
« on: April 04, 2020, 05:28:20 AM »
Northern Cultures are wearing linen, nettle and woollen (+leather footwear) garments, yet none of the villages NEVER have a single such item for sale. (I've yet to see the Northern cultures offer for sale any piece of clothing.)
Doesn't make any sense, either they travel south and buy clothes with extras, or only wear locally made stuff.

=/= !!Logic!!

1177
I like it. There’s historical L shaped log structures, so having the option for inward corner would be awesome.

As for fences indoor, I’d rather see plank cattle pen/corral added. Or “separation wall”, buildable indoors only.

1178
Suggestions / Stuff sack/bag
« on: April 03, 2020, 04:33:31 PM »
Would be extremely nice to have a stuff sack in game.
I.e. enable containers, at least bag, possibly birchbark basket too, to be able to take multiple types of items in and also get them out manually.
Nethack/rogue style “Bag of Holding” where you can ‘apply’ the bag to put in or take out items.
(Apply bag, then fill/put it/take out (instead of ‘empty in to oblivion)

With a nod to travois, sled/sleigh&cart in dev notes. Presumably they’ll have some sort of inventory management?
Would enable quick drop of excess weight when active hunting. Would help nomadic characters “move camp”. Could also help trappers re-bait small game trap fences.

Of course, if a bag has flour in it, game should ask if the flour should get contaminated/dirty/disposed.

1179
Bug reports / Re: Graphic glitch, underground cave wall
« on: April 03, 2020, 03:13:39 AM »
And here's the visual

1180
Bug reports / Graphic glitch, underground cave wall
« on: April 03, 2020, 03:10:12 AM »
When it rains/snows, it's visible on cave walls. INCLUDING indoor/underground ones.
Minor issue, purely cosmetic/immersion.

1181
Multi-part suggestion INCOMING!

  • please enable open/close of shutters (from inside or outside) with same mechanism as doors (i.e. also out of view)
  • smoking duration should be decreased to 2-3 days AND would require the fireplace to be burning or hot.
  • before entering the smoking room, shutter(s) & door should be opened for "smoke has cleared a bit" similar message to "It smells like *food* is ready". Or get woozy/CO poisoning, when burning fire in sauna/cabin with all shutters closed.
  • enable smoke from fires (with a nod to dev note on dry/wet clothes and firewood; wet wood smokes a lot more than dry/cured wood)
  • with door/shutters open, expedite heat loss from room&fireplace, moreso with below freezing temperatures. (wake up shivering in your cabin; forgot shutters open and already extremely tired... light small fire with shutters closed... or bigger fire with one shutter open... choices between suffocation & hypothermia  :-X
  • enable/disable external light with open/close shutters&doors. (cabins, caves)
This would change the labor&attention, smoking takes, also would make the meat available sooner. If the fireplace--room is cold too long, the meat/fish would spoil, or at best turn out to be awful.
It'd also make winter survival, even with cabin, bit more challenging/intricate; scheduling burning&smoke to clear, prior to going to sleep. Or burn the fire with shutter open and lose some heat.
This'd make using sauna as a smokehouse in winter more inline with historical--present smoking of the delicious animal proteins  ;D

1182
Suggestions / Outdoor light to caves
« on: April 03, 2020, 02:00:05 AM »
I was contemplating posting this in bugs vs suggestions... anyway.

Once a cave front gets a door built on it, no light enter the cave, even if the door is open.
This is partially mitigated by Building | Wooden | Ceiling & Floor which illuminates the interior.

So my suggestion would be to allow an open door &/ shutter to let light in the cave. Say 5-6 tiles 10-12m
AND
Do not auto illuminate the depths of the cave even with built ceiling&floor.

1183
Bug reports / Climbing up, in to a wall
« on: April 02, 2020, 12:11:27 AM »
Found an odd one: can climb to inside a wall.
Setup needs a climbable  rock wall upon which a log wall is built. Climbing that slope will position the character in/on the wall.
Not sure if NPC could climb up and bypass a wall. Neither have I've had a chance to test if enemy arrows would hit the wall or the character.
see pics VV

1184
Bug reports / Breaking ice with raft
« on: April 01, 2020, 06:30:16 PM »
Somehow, standing on raft, pushing it on ice from a existing hole in the ice, the character falls in the water, while still standing on the raft.

1185
Suggestions / Village dogs
« on: April 01, 2020, 06:00:03 AM »
It’d be great if PC could Chat or /Command/ village dogs to “move over”.
Of course only when the dogs aren’t aggressive.
People in the villages move over. Why not their dogs?

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anything