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Some cooking and modding improvements? On the cooking recipe requirement check, can you also add "pot available" as second item either in inventory or 'nearby' in the the valid recipes? Of course, only as long as the pot is empty.

On similar note (I'm aware there's mod for it already), dried meat and fish has been used in cooking since ancient times. Is that something you think will be in vanilla at some point?

Third, is it viable to use water containers for Hideworking from ground/nearby similar to lakes, rivers, sea, swamps, bogs, marshes? Penalty goes up for smaller characters tanning bear and elk skins doubly for holding skin AND water container.

soom moro!
~JP

[EDIT: Split and moved from dev.news section by Erkka. For the sake of the forum readabality we wish the development news is reserved only for development news, and other things be posted to their appropriate sections. Posting suggestions in suggestions also ensures that your suggestion will be noticed, for we seldom browse back to re-read old development news, but the suggestions section is regularly checked when organizing the to-do list for each new version.]

March 18, 2020, 06:31:42 PM
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Re: Some cooking and modding improvements? 👍🏽 Erkka, thanks and sorry!
March 18, 2020, 10:15:01 PM
3
On the trail One thing I’ve not seen in the wilderness is ski tracks. I’m not sure how simple it is to model NPC hunters and adventurers to ski around, given their tendency to circle and wander around.

Foreign traders and Njerp parties, when sleighs&sleds(&carts) get added should use them and then your Finn, ahem, could trade/profit...

^Tracking skill check on ski tracks should reveal to direction of travel, where Looking at them wouldn’t necessarily. Also if there’s been heavy travel on the trail, or single skier. (Multiple ski stick marks, plenty of short ski kicks. Hoof prints for carts/sleighs.

On established trail*, fatigue should be lowered vs ploughing through fresh thigh deep snowdrifts.

Also, any tracks before snow, should be fully covered (removed) with snowfall.
And fresh tracks should imprint better/clearer after rain. So the spring shower wouldn’t really hinder stalker-tracker efforts on staying on a fresh trail.

*ski or foot trails in snow.

Question is, is all the additional work, worth the end result? LOL

March 21, 2020, 05:36:42 PM
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Re: Domestic Reindeer Milking Limited milk yield combined with narrow seasonal milk production. May-June until September-October. And only producing milk if calf is born.
Yes, it’d be nice to have the option to milk reindeer does/cows. But not highly productive. (neither for milk or coding time return??)

March 28, 2020, 06:59:24 AM
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Re: Village Women Trading Too!
I like things as they are. This is another slippery slope to introducing politics into UrW.

I hear you but by your rationale politics are already in the game. When was the last time you got a quest from a female Npc or saw a female hunter or found one will to travel with you? There is a balance between current societal norms and the norms of the game's historical fiction setting. I think big elk has struck that balance well. The PC can be male or female no plus or malus to gender, it a cosmetic difference. While the NPCs somewhat conform to the gender norms of the iron age north.

@JEB Davis your right they wouldn't be likely to be carrying them but I rather they do for balance of playability vrs realism tempered by what I would assume to be easier to code and use existing trade mechanics. But even better the addition Npc crafting and professions via Ask. Hello could you bake me some bread I'll trade you these two rabbits. Yes come back I half an hour. Could you carve me a special punt with the force of water. Bring me a long felled in the rain and come back in a month.

Indeed, requests to NPC would be great. From tools weapons and clothing to alternative meals, ingredients and herbs.
Could argue that it’d make more sense than the current mode where EVERY village allows some stranger shrugging pine needles off their shoulders to rummage through their survival supplies... but our world is not UnReal.

March 28, 2020, 07:11:24 AM
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Re: Well Good suggestion!

Also, it'd make sense if the villagers would access the water themselves, so it's not frozen solid thick.
Maybe add graphic of well ring and plank cover, then it'd be easy to spot and allow the water to be accessed without breaking the ice in winter.
Alternative graphic would be a shadoof. Family farm my dad was born* on in 1946 (no electricity, no running water, root cellar,  outhouse et cetera) had, likely still does have, a working shadoof in the yard.

*yes, born in the sauna before anyone asks  :D

March 28, 2020, 07:30:42 PM
2
[Fixed- persists in 3.62] Resuming Fence building When resuming fence building, the partially built fence doesn't contain the parts, neither are the parts in inventory&ground nearby.

If the construction is resumed with ^Build -- Continue paused process; the 6 stakes and 2x4' tying equipment will be needed again.
If the construction is removed ^Build -- Deconstruct something, the originally required 6 stakes and used tying equipment will be left on the ground. Which can then be used to complete the fence section.
Issue existed in 3.52, still exists in 3.62
Plotinus reported the bug in 3.6B, still persists


March 31, 2020, 03:55:41 AM
1
Village dogs 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?

April 01, 2020, 06:00:03 AM
3
Breaking ice with raft 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.

April 01, 2020, 06:30:16 PM
1
Smoking, smoke, room heat loss, light, shutters and doors. 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

April 03, 2020, 03:04:34 AM
1