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Re: Glowing embers, saunas Be it the turnip roasting or sauna the trick is simply to burn your fires long enough. Simple as that.

Just tested, warmed up sauna for some 5 hours, and even after 10 hours I could still get mild steam from the stove.
I don't get what's the small time window people are talking here?

Then made about 2 hour lasting fire, and threw the turnips in there after 90 minutes of burning.
If you read the news you find this can be done when the small fire is still burning to make the timing more convenient.
Worked okay.

With 40 firewood fire, it burned roughly for 3 hours, I could still toss the turnips to roast after one hour from the fire dying.
Again, failed to see the small time window.

TL;DR;

Make your fires big enough and you're good to go.
Heating up a smoke sauna can take 3 to 10 hours, depending on how long you want it to stay hot.
Roasting turnips in embers is lengthy and heat intensive process, a lot of warm embers is needed.
Read news.txt.

July 13, 2021, 12:33:29 PM
1
3.70 beta-3 released on Steam, Itch.io and for lifetimers 3.70 beta-3 update to fix a few bugs has been released for Windows, Linux and OSX on Steam, Itch.Io and for lifetimers at the designated forum section.

On Windows version the listed bugs have been remedied already, but now all the supported platforms are in sync.
With this patch there should be no critical beta bugs anymore, and polishing the lesser annoyances continues.

------------------------------------------------------------------------------------------------------------

Version: 3.70 (beta 3)

** Saved characters from version 3.50-> are compatible with this version. **

BETA NOTICE:

This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.


- fixed: weather for migrated characters getting corrupted

Migrated characters now experience reset of the weather upon loading them in 3.70 beta3. So the weather of migrated characters isn't exactly same as when they were saved, but as the reset is based on time of the year the change is most often quite unnoticeable.

- fixed: laggy movement on some map areas

This was related to how seeing through saplings was handled, and on some occasions data checks endedup in slow loop.

- fixed: domestic animals triggering your traps

- fixed: small weight units (g, oz) shown in carried load statistics together with false basic unit (kg, lb)

Now carried load is shown in basic units - either kg or lbs.

- fixed: character creation modes "easy" and "too easy" unexpectedly quit due to option points miscalculations

- typo: "kgs" abbreviation used in metric system units.

It's now always singular "kg", as it should be.

------------------------------------------------------------------------------------------------------------

Cheers!

July 13, 2021, 10:25:46 PM
12
Re: [3.70b] Loop Snares Getting Disassembled Domestic animals triggering the traps issue is now fixed in 3.70beta3.

[Fixed - persists in 3.70beta1]

July 14, 2021, 05:46:45 PM
1
Re: [3.70b] freezing to death in fallow month while warmly dressed We assume this case was also cause of weather migration issue which is now fixed in 3.70beta3.
Please report back if it appears this was something different.

Fixed - persists in 3.70beta1


July 14, 2021, 05:51:44 PM
1
Re: [3.70b] It's a boy - 5 grams It seems all the boy NPCs don't get their weight calculated properly and get close to zero values.
It's fixed now, persists in 3.70-beta3.

Fixed - persists in 3.70-beta3.

July 14, 2021, 06:16:51 PM
1
Re: [3.70b] Dried retted nettles do not burn Checking this out it appears that no plant ever burns - be it fresh, retted, dried, or whatever.
It must have been like this since the fire was first invented in the far north versions and versions ago :)
Was easy to fix, which is now done.

Fixed - persists in 3.70-beta3.

July 14, 2021, 06:28:52 PM
2
Re: [3.70] spinning 100m of yarn overflows and produces 14.7 metres Yep. It was overflow as the internal length value is char type.
Will set the maximum to 240 feet, for a nice round value in metric system too.

Fixed - persists in 3.70beta3.

July 19, 2021, 09:14:31 AM
1
Re: [3.70] Retting and drying is very fast even with many items Both tasks are material quantity dependent already, but they are quite fast procedures.
For setting stalks to to dry it's about 50 stalks per minute, plus the few minutes starting time.
For setting them to soak it's about same plus a little longer initial preparation time.

So the changes between 15 or 600 stalks isn't that dramatic. Without testing it by ourselves these are estimations, so they are debatable.

For soaking you would actually have to set the stalks under slender tree trunks submerged with the help of stones. This isn't required in the game, but if we add it some point then the soaking preparations time may increase.


For drying the bundles were simply set leaning against slender trunk, each others, etc. It doesn't take much time.


Drying stalks, like many other tasks, is allowed also indoors although the results would in real life be better outdoors.

July 19, 2021, 09:33:21 AM
3
Re: Version 3.70 beta now available on Steam, and for Lifetimers
Maybe i'm somewhat stupid, but where to get the 3.70 as i suggest to be a lifetimer since 2005-2006 having bought the game for 20 or 40$? (sorry can't exactly remember date or sum ;-))

Or i'm not a lifetimer?

Simply e-mail me, I'll check things up, and it all starts clearing up from there.



August 04, 2021, 02:23:23 PM
1
Re: [3.70b] auto-shortening tying equipment does not update weight
I used a 15 ft piece of leather cord to build a fence and then deconstructed the fence. 2 pieces of 4-foot cords were returned but the weight for each remained 1 lb.

The leftover 7 ft piece of cord was the expected 0.5 lbs. Combining the pieces back into 15 ft resulted in a cord weighing 2.5 lbs.

Fixed now. Persists in 3.70-beta3.

Quote
edit: I encountered another issue with tying equipment. This one concerns crafting with stacks.

I wanted to use a crafting recipe that called for 60 ft of rope, for which I added the [nominlen] tag. In my inventory were 4 units in total of 15-foot leather ropes (2 decent quality and 2 fine quality). After selecting these ropes for use, the interface said it still needed 30 ft. At this point, I had no other ropes available for selection.

I cancelled the crafting menu and combined each pair of leather rope. The crafting recipe successfully accepted 30 ft decent rope plus 30 ft fine rope.

It seems that the number of units in a stack were ignored and only the base footage was taken into account.

Please post as a separate report, with the modding code included for reproducing.

August 04, 2021, 09:02:28 PM
1
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