See likes

See likes given/taken


Your posts liked by others

Pages: [1] 2
Post info No. of Likes
More Signs of Robber's Camps in Overland Maps After the second "Homeland Robbers" quest frustrating me with me impossible to find robbers, it comes to mind that it shouldn't be quite that hard, at least for a highly skilled tracker.

Specifically, a few things that come to mind as possibilities:
  • More trails than just on the specific tile the robbers are: Unless all of the robbers are ridiculously good outdoorsmen themselves, they'll probably be leaving track, specially if they move around a given area to find prey to rob.
  • Watching for smoke and light: Even the dude who stumbled upon them in the first place says that he stumbled upon then because he followed some smoke. Being able, at least if you have some advantage point over the area, for smoke (during the day) or light (during the night) should be feasible. Maybe only for a few hours every day or couple days, but there should be the possibility
  • The dude who got robbed mentions that rumor has that they have moved to the area where the quest points. You should be able to ask people in villages near (or even in the area in some cases), if they know where the robbers area to further narrow the search area.

October 09, 2017, 02:58:51 AM
7
Re: Is it a bug if I walked to free, uninjured hare and kicked it? I've had it happen with an elk at some point in the past, might there be a bug report thread somewhere in the forums about it. Very recently managed to just walk up to a walking bird and hang all but on top of it for a few turns before it got spooked too and flew off.

The answer back then, and presumably is hasn't changed, was that animals spawn with a random variable for how quickly they are to run away upon noticing you. And that occasionally extreme values pop out for this, both with animals that will run away if you they so much as spot you from extreme range as well as some animals that will ignore you as if you weren't highly interested in their precious skin and delicious meat.

November 23, 2020, 11:02:05 PM
1
Re: What's Going On In Your Unreal World? A whole pack of wolfs, that's what's happening. On my bloody own settlement. With one of them getting stuck on a pit trap, so the pack wasn't leaving. Luckily the log cabin was complete, thus I had an enclosed space, so I managed to slowly kill them one by one, but not before one of them managed to nearly bite my arm off, preventing me from using bow and arrows, so I had to wait until they got just close enough and throw a javelin through the shutters. And make more javelins. And drag the dead wolfs inside, skin, butcher and start to smoke the damn thing, because this siege is taking literal days.

Finally managed to kill them all, costing me one seal fur that was in the middle of tanning outside when the wolves arrived and rotted, a bunch of bandages, plus some arrows that I couldn't recover. 7 dead wolves, 6 skinned and 1 rotted, 1 finally decided to actually flee instead of hanging around it's dead comrade corpse after I drug the rotting corpse inside and threw it inside the fireplace.

December 21, 2020, 11:55:10 PM
1
Loop Snares, better than Fences? A possible bug I've observed a rather unexpected behavior in my games: NPCs, including animals, seem to absolutely refuse, at all costs, to step on a trap that can't hold them. That is, while a bear or wolf might step on a pit trap, and therefore get stuck there, they simply will not step on a loop snare or other bird/hare trap.

With that in mind it comes to mind that a line of loop snares (at 3ft of cord each, pretty cheap with the changes to how tying equipment works) is arguably a highly efficient way of creating a fence around your home or field: Anything small gets trapped (mostly birds. You'll be drowning in feathers real quick), and unless something small creates a whole in your traps, nothing big will cross so as not to disturb your bird traps (very polite bears, even when they want to kill you they wouldn't want to ruin a trap you put there  :P )

Now, I've yet to set up a test if that's only valid if there's at least one possible untrapped path, or if it also works for when there's no possible path that doesn't hit a trap. If it's the latter, this is very concerning, as it would allow pretty casual killing of anything that doesn't have ranged capabilities (which is to say, npcs with bows or javelins) so long you have enough ammo, but even the latter would be a concern, as it'd make it much easier to fence, trap or prevent enemies from flanking oneself.

Have you observed the same behavior in your games? What do you think on the matter?

December 28, 2020, 02:39:54 AM
1
Re: Loop Snares, better than Fences? A possible bug Just did some "accidental" testing of this: Some foreign traders walked into my homestead. I wasn't entirely sure if they took anything, so I decided to take everything from them. Failed a few attempts, saved scummed out of a back-up save I had made before trying. Ended back here: I had a few fox traps in storage, so I put three of them blocking the door to my cabin and started firing at the traders with bow and arrow: Traders with melee weapons suddenly keep hanging around the front of my place without actually managing to get in, despite the trap being entirely harmless to people. At no point they decided to try to destroy the traps instead.

For reference, the save before installing the traps and shooting the traders:
https://1drv.ms/u/s!AgqYS4wYOScuiQ85vQpATl0_flli?e=DYKR3t (download link will expire 1st of february 2021). It uses BAC if there's trouble loading it without the mod or something.

December 30, 2020, 09:28:50 PM
1
Re: What's Going On In Your Unreal World? Currently, I'm, having a lot of trouble with a very first world problem: Been trying to finish my log cabin, but animals keep falling on my traps one after another. I have about half a dozen trap pits near-ish my intended home (in spots where I previously found an animal or tracks, instead of trying to hunt them down, put down a trap pit in some bottleneck. Occasionally bait with a meat cut or turnip to make it faster).

And now I can't find the time to actually do any logging and building, because of how many animals keep falling on the traps, sometimes multiple in a single week even. Currently I'm in the process of tanning a wolf fur, waiting on around some 700 elk cuts drying (just moved around the same number to the cellar too), and have two more live bull elks stuck on traps whom I'm letting be so I can keep up with it.

Thankfully I have enough clothing and firewood, because it's midwinter too, so when the day goes colder than usual, it really goes cold. But yeah, first world problems moment, really.  :P

April 15, 2023, 10:08:19 AM
1
Re: Having trouble with trapping. For large animals, I really recommend you first finding some before actually putting down traps. Finding an Elk/Reindeer, put a trap or minor trap fence on the location, maybe bait with a turnip, and voila, you'll get it. And it's quite likely that more animals will eventually appear on the same general area, instead of hoping you lucked out on spot you picked actually being somewhere they tend to go. Bears similar thing, just use meat instead of turnips.

Foxes: Same as before, but easier because you can use paw-traps. Raw meat is best bait, raw fish works too. I've heard stories of preserved/cooked meat working, but I haven't had as much luck with those.

Birds: Loop snares and/or lever traps all around wherever you're staying. Doubly so around your cellar and your field. They now can fly over the traps, mind you, but enough should be landing nearby, trying to steal your food or peck your crops. So trap your "reality bubble", and give it time. You'll probably be catching a whole damn bunch whenever you stay there for multiple days.

Hares: Never had any luck trapping those. Maybe loop snares around berry bushes I guess?

Most small animals: Small deadfall traps are useful, specially if baited with the appropriate thing, but you'll probably want first to find the animal or at least tracks. Meat on small deadfall traps can be really powerful given the value of the furs of some of tho

A note: Be careful with heavy deadfall traps. As I understand traps still have some chance of spawning appropriate animals near it. And one of the animals for heavy deadfall traps are wolves. Which come in packs and are an absolute nightmare to fight. Very valuable, yes, but incredibly dangerous too. I'd rather fight a bear naked with a single knife than a pack of wolves, even with proper equipment. So, do not put them in the immediate vicinity of your house. And remember that, once you get a house, you can shoot arrows and throw javelins through windows, so if you do get a wolf infestation, shoot from inside.

For actually trapping wolves, yeah, heavy deadfall traps, with at least some distance from your base, and, very importantly, let all non-trapped wolves leave before you try to grab the carcasses (because you might also want to let the trapped ones die naturally instead of accelerating it for safety sake).

Finally: Remember, keep the spirits happy. Do a general sacrifice daily (they don't seem to mind if your sacrifice is not valuable, caloric, or even poisonous, just so long it's not spoiled, so feel free to sacrifice berries, mushrooms, and whatever else you can find), and use any other appropriate spells you might know.

As an addendum: It's not as easy as it used to be anymore, but you might also want to consider trapping the most valuable of preys: Foreign traders. Upon finding a group and more or less figuring out their heading, some staked (important, because you want them to bleed to death without your direct involvement) pits on where they will eventually be can net you incredibly valuable goods. Do keep in mind that if they see you making a given trap pit they won't fall for that one. And they are pretty good at noticing trap fences, even if you use just a wall of trap pits instead of any actual fence, so make use of natural chokepoints, and careful to not make it too contiguous.

April 17, 2023, 02:04:19 PM
1
Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! For some reasons, Large Amphoras are weighting about 1/7-1/6 of the weight of normal amphoras (approximately, because I'm using metric, and URW can be a bit funky with the conversions). An empty large amphora is 0.6kg while the empty amphora is 4.1kg. Which obviously is wrong. But I can't seem to find why this is happening. The code seems to be fine, as seem below copied straight from the .txt file.
Code: [Select]
.Amphora. "Wooden Tub"   [effort:0] [phys:hands,one-armed] *COMMON*  %30%    /90/ \6h\
{Clay lump}   (15)   [remove]
{Water} #7.5# [remove] '+to soften clay during shaping'
{*kiln} [noquality] [ground] '+to dry shape in'
{Fire}
{Branch} (30) [remove] [ground] '+as fuel to dry clay'
[PRICE:1]
[CONT_CAPACITY:25]
[WEIGHT:9]
[TILEGFX:bc-claypot]
// Inspired by amphora to hold large quantites.
// Tub in name to be seen by other recipes
// As a tub it isn't able to be used in cooking
// Good for storing the grains from threshing
// Used efficiency of scale on capacity vs weight
// Probably would be pushing what could be fit in the kiln


.Large Amphora. "Wooden Tub"   [effort:0] [phys:hands,one-armed] *COMMON*  %30%    /180/ \12h\
{Clay lump}   (45)   [remove]
{Water} #22.5# [remove] '+to soften clay during shaping'
{*kiln} [noquality] [ground] '+to dry shape in'
{Fire}
{Branch} (90) [remove] [ground] '+as fuel to dry clay'
[PRICE:2.7]
[CONT_CAPACITY:125]
[WEIGHT:27]
[TILEGFX:bc-claypot]
// A regular amphora will hold enough water to make the large.
// An amphora so big it will be about all you can carry when
// full. 125 lbs is about 15 gallons of fresh water
// This is actually too big for the kiln presented but not
// worth having a seperate menu.
Will try to debug this out later, but leaving the report here for now if someone has any idea about what's happening.

April 22, 2023, 05:21:14 PM
1
Re: Nettle Harvesting
is there a way I can get BOTH the parts needed to make fibre, and the leaves?
Yes. You harvest it (from the agriculture menu) instead of picking (with g). Then you thresh it. The result is all available parts of that plant: Seeds, leaves and straw to make fibre.

Be sure the ones you are trying to harvest are actually mature Nettle, as you can also harvest young nettle that can only be used to make fibre but not threshed.

April 29, 2023, 10:42:48 AM
1
Thoughts on All Crops Been trying my hand at farming on my current URW game, and decided to share my thoughts on each plantable crop. As a minor disclaimer, I am using BAC crafting mod, so I have access to a few recipes that allow more efficient usage of flour than vanilla's flatbread and porridge. Also, some more variety in how to prepare everything else too, but that's less important. More importantly though is that it allows me to turn yarn into cloth and from there into actual clothing, thus giving more reason for more extensive planting and harvesting of textile plants.

Barley: Great nutrition. Takes a pretty long time to grow, but generally can grow to maturity when planted planting as soon as it's possible on spring unless you are too far north, and it can have quite large stacks of plants per square, which means you can either prepare less soil or use more soil for everything else. Harvest window is pretty narrow though, so people just dabbling in agriculture will likely have trouble.

Rye: Nearly functionally identical to Barley, except a bit little worse. Very slightly less nutrition, takes slightly longer to grow. You might want to plant it in fall instead to winter the crop and see it sprout earlier next spring, specially if you are not really to the south. Very narrow harvest window, specially if planted on spring instead of wintered. I somewhat Rye flatbread in specific being used in some ritual, but my current characters don't have that one so I can't confirm. It might be easier to just trade for some bags of Rye instead if that's the case though.

Turnip: Relatively low nutrition for its weight, but very heavy. Grows really fast, and if you can often get two harvests per year if your timing is good. Great filler for when you are already on abundant nutrition, or if you really need something to help you last until the better crops are ready for harvest. Do seem to bring pretty large stacks of crops per square. Seems to work as bait for Elks and Reindeers in traps. Seeds not worth trying to make into food though, unless you are desperate.

Broad Bean: While not the most nutritious per weight, it's more than enough to keep you very healthy. Takes relatively long to grow, but has a very large harvest window, only withering a month after winter already started. Good if you are only dabbling in agriculture and/or like to travel and might miss a narrow harvest window. Not very large crop stack per square, but each plant does get threshed into five large bean pods, so it's remains a solid option. Worth mentioning that 3 broad bean pods will just exactly fill the meat soup requirement for vegetables (and the meat stew option for it) without any leftover.

Pea: Low nutrition, takes pretty long to mature, small plant stacks, only produces 2 small pea pods per plant. Honestly, rather useless to plant. Harvest them if you find them on the wild, sure, and you can always try to trade for it (although villages seem to only have half bags of it for sale, but that's just a matter of consolidating them in a single bag later). Honestly, I don't know why you'd plant this unless it's for roleplay purposes.

Hemp: Very versatile. Textile crop, making one fibre per about 8 dried retted straw/plant. Each plant also produces 2 fistful of seeds, at about 100g each, with pretty good nutrition, in addition to 2 fistful of leafs (with pretty low nutrition due to thresh multiplier, but not quite insignificant), at about 2/3 of the weight of the seeds. Takes very long to grow, and depending on where your farm is, they might wither before maturing unless you winter them. Like all other textile crops, can be harvested early just for fibre, but that's something of a waste given how good they are for food. Relatively small stacks.  Also [insert jokes about weed/police attention/420/whatever here].

Flax: Very good for textile, at 1 fibre per 5 straw/plant, matures pretty quickly and survives quite a bit of time. Flowers before full maturity, which might be worth if you want to brew some flax tea or something. Fully mature plants produce 2 seeds per, at about 10g per seed. Quite nutritious, but simply not enough weight to live off it unless you really go out of your way to make massive flax farms and take a massive time threshing everything. I generally find it worth planting to make textiles, with the food as a nice bonus out of it.

Nettle: Textile, at 1 fibre per 15 straw/plant. Plant produces leafs and seeds, with seeds barely more nutritious than turnip by weight, and leaf insignificant other than the medicinal properties. After you get a bit of a leaf stockpile to use for their properties or as seasoning filler, might be worth to just harvest young instead of waiting for maturity. Honestly not worth planting. It does have one big advantage though, in that it's incredibly common in the wild, specially on river and lake banks. Just take a boat trip and can get massive quantities of it very easily.

Clayweed: Nutrition is pretty good, but stacks are pretty small, and each plant doesn't produce much. Definitely better than peas, but then again, just about everything is. There are better crops, but might be worth for a challenge and/or roleplay. But honestly, just harvest it on the wild.   

Yarrow: Useless nutritionally. Somewhat common on the wild. Pretty good set of medical properties. Get a stockpile of it, ideally from the wild unless running a challenge or have roleplay reasons for not doing so, and there you have it.

Sorrel: Useless nutritionally. Incredibly common in the wild. Pretty meh set of medical properties, but not entirely so. I wouldn't even bother harvesting it unless I'm desperate or just want some to stockpile to roleplay more variety in food.

And as a bonus,

Lake Reed: Not plantable, but massively common across most lakes. Very good nutrition, with a root that can be used as a vegetable or ground into flour. Takes a bit of time to actually harvest, at 4 minutes per plant, and it comes in somewhat large stacks in very large clusters of plants. Take a week or two to go on a boat trip and come back when your punt is basically overloaded with them. Might have to make a few shelters around the lakes, because they mature around a very wet season, which makes just sleeping on the boat a bit annoying. And with the harvest time, you'll very much have to sleep during such expedition. 3 roots per plant, with each root about 50g.

Milkweed: Surprisingly decent nutrition on the root, pretty solid set of medical properties. Quite common in the wild. 4 minutes per plant to harvest. Wouldn't consider depending on it for long term survival, but it's pretty good forage during long trips and expeditions if you brought a pot.

May 08, 2023, 07:15:29 PM
4
anything