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Messages - Matti-patti

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1
Bug reports / Re: Poop deliveries to villagers
« on: November 30, 2025, 08:57:26 PM »
So you say, but I often go to village with animal pen and steal their poop when it's time to make new fields (it doesn't actually count as stealing). They work as fertilizer, and are supposed to most effective if you drop them on tile before you start preparing it.

2
Suggestions / Re: Tying equipment focus in URW needs to be reasoned somehow
« on: November 30, 2025, 06:22:39 PM »
You can actually get by with just yarn and withes for practically everything. Ropes are only needed for leashing animals (use multiple withes if item calls for more than 4ft), cords for making nets (you can use yarn instead elsewhere, net is special hardcoded case).

3
Gameplay questions / Re: What is the best material for a longbow?
« on: November 28, 2025, 11:14:29 PM »
I don't actually see anything like that in the changelog? The bowstring still has the noquality tag in the game files as well. I guess the idea is that since the bowstring quality is tracked separately (i.e. better string wears out more slowly) there is no need for it to affect the bow quality.

4
Personally I'm really waiting for the day we'll finally be able to boil and eat squirrel hides. Then we will finally be able to eat money.

5
Suggestions / Add hotkey for switching traditional movement on/off
« on: November 11, 2025, 12:03:07 PM »
Sometimes, for instance when you are checking through villages building or navigating through lots of thick forest you might want to switch to traditional movement to save on keystrokes. It would be handy if we could toggle it with hotkey rather than going to the menu for it.

6
Suggestions / Price of skis should be increased
« on: November 09, 2025, 08:20:07 PM »
The price is now less than the cost of it's raw materials, 6 pounds of decent summer elk fur is 7 squirrel hides by itself. Something in region of 10-20 squirrel hides would be more reasonable, 23 squirrel hides would put them in similar category as longbow in value generated per hour of labor.

7
Gameplay questions / Re: Cursed Wolf Quest
« on: November 08, 2025, 04:54:29 PM »
The quest reward cloth is transformative tool for bear hunting, since they'll flee when you get close rather than rushing you. Just skied down a bear in soil month, granted it had leg injury from the wounded adventurer and there was a lot of snow so it was breathless in less than 100 tiles. Single broadhead then knocked the breathless bear out, followed by axe chop on skull. Completely risk free if the first overtly hostile action you take neutralizes the animal.

8
Suggestions / Making it harder for animals to escape from indoors
« on: November 08, 2025, 11:44:25 AM »
Presently animals often accidentally escape from building while you are leaving it, especially if it's a small building. What typically happens is that while you move out of the door tile the animal moves to the door tile behind you and is on the door tile as you close the door. The animal is now on the door tile with the door closed, but this does not prevent it from moving outside.

If it was made so that an animal who cannot open doors could only move inside the building from a door tile when the door is closed, this would prevent most cases of animals accidentally escaping from buildings.

9
Development News / Re: From tendons to sinew yarn
« on: November 07, 2025, 06:46:43 PM »
I see. Though I would think the main benefit of sinew is it's better capacity to store/release energy? I.e. it results in a faster string, and no matter how many pounds of wood you are bending the arrow will release at faster velocity? If string quality or material could separately affect arrow velocity/power like I belive arrow and bow quality do, that could be represented.

10
Suggestions / Re: Increase average cow size a bit
« on: November 07, 2025, 01:44:27 PM »
I wouldn't call them useless provided they don't cost more than cows and reindeer with similar carrying capacity, bulls in general are quite expensive though can't remember for how much the small ones went by. I do buy animals for use as pack animals at least, though I think small to medium reindeer have optimal combination of price, performance and availability (often many dozens available from across the north) for this and the price of their hide is such that if one does get killed by wolves it's carcass will basically buy you a new one of similar performance.

In general I think the price of the male animals should go down though, presently the game seems to mostly calculate in terms of carrying capacity and doesn't consider the milk (though I find milking to be tad cheesy presently with the quantities you get and lack of need for feeding the animals).

11
Suggestions / Increase average cow size a bit
« on: November 06, 2025, 11:01:14 PM »
Currently they are in bit awkward middle ground where they may or may not be able to lift a log (400lb) as many have carrying capacity in the 350-399lbs region. There isn't even a large difference in cost but there is a large difference in utility, especially now as the introduction of springs has made non-coastal settlement locations more practical.

Currently it's a roulette if the cow you are investing your ~80 squirrel hides in will lift a log, so practically you really should save scum to check it out. In addition cows aren't that common, especially in the eastern parts so poor rolls may result in none of the animals being suitable. The average size of cow (the regular, non small, non large one) should be increased a tad so that they will lift at minimum 400lbs.

12
Development News / Re: From tendons to sinew yarn
« on: November 06, 2025, 08:02:54 PM »
I guess we will get new bowstrings as well (or maybe a requirement for quality bowstrings)?

(Edit) Though it seems like sinews were actually weaker and linen/hemp were preferred for stronger bows. So maybe not.

13
It seems that this at least sometimes affects feathers that are all of the same type if they are on the ground. Further sometimes these feathers are reduced by correct amount after a delay. For instance I make one arrow and the feathers aren't reduced. Then I make an arrow shaft afterwards and after that 3 feathers have been correctly removed from the stack.

14
Gameplay questions / Re: Cursed Wolf Quest
« on: November 04, 2025, 04:26:45 PM »
I think the trick might be that you need to hide (as in use hide command) to lurk nearby the wolf but not detected by it, then it may approach some bread you left on the ground and eat it. I also had two different meat cuts and two bones on the tile, it ate the meat cuts first but didn't touch the bones. Leaving your barking dog home is probably good idea too.

Last time I had this quest the wolf happened to spawn in middle of large marsh so there was nowhere to hide from it really while being nearby. I left large amount of bones, meat and flatbreads on the area and allowed time to pass (both while remaining nearby and far away from the area) but it never ate anything except the meat cuts. Now it was in spruce forest and I could hide from it while remaining on same tile, that did it.

After the wolf ate the bread it started fleeing, running a world map tile to the north after which it's tracks abruptly stopped, presumably despawning.

15
Seems like it only happens if the feathers are on the ground and are autopicked.

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