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Re: Repairing nets
A good way to balance it would be to allow for the creation of fish weirs, which would essentially be water-based traps similar to any other land-based trap. They're historically accurate, too.
November 05, 2017, 04:34:19 PM |
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Re: Paddles as weapons
When I'm finished with the mod I'm currently working on, I've been considering adding some new tools which perform multiple roles (but not as well as specialized single-purpose tools) if I can figure out how to do it. For instance, an adze which would be both broad axe and shovel, but doesn't count as a sharp tool for harvesting and makes a poor weapon. Or a shoulder saw which acts as a woodsman's axe and carving axe. Or a mattock which can be used as a good two-handed weapon, but also acts as a splitting axe. And so on. I like the idea of being able to mix-and-match tools according to need, preference, skill, and weight.
November 06, 2017, 04:14:41 AM |
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Re: Disease, pests, and the joy of cats
You wrap yourself in furs and go to sleep. Zzzzzz. [Hold on] You wake. You think you can hear a horny yowling nearby. You wrap yourself in furs and go to sleep. Zzzzzz. [Hold on] You wake. You think you can hear angry hissing and shrieking nearby. You wrap yourself in furs and go to sleep. Zzzzzz. [Hold on] You wake. There is a feline butthole pressed to your face. November 08, 2017, 03:02:12 PM |
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Re: Endgame economics - Money sink ideas
It would be interesting to be able to create a new village in a specific location by piling enough of certain supplies in one spot. It would give you a reason to stockpile large amounts of certain things. For instance, to establish a village which specializes in fishing, you might need to pile up: 10 fishing rods 20 nets 1000 days worth of food 10 bags of salt 500 stones 1000 logs 2 of each type of axe 10 assorted knives 500 pounds of fur 250 pounds of leather 100 cords 100 pounds of any combination of seeds Put that all in one space, use the [M]ake menu to to make a fishing village, and poof! To make it more interesting and useful, you could also add certain cultural items to give you the ability to make it a certain desired ethnicity. So if you want a Kaumo village to trade with near your Owl-region homestead, you could build one and create a Kaumo cultural area around it. With enough time and tenacity, you could transform an area by creating multiple villages of the same ethnicity in the same general area. November 08, 2017, 05:06:31 PM |
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Plankwood wall
When you have a lot of animals, milking is a nightmare as they all run every which way and you're lefting figuring which you have and haven't milked yet. You can fence them into individual enclosures outside, but if you have a barn you have no way of separating them into stalls. It would be nice to be able to create internal plank walls which don't remove floor and ceiling. It would also be helpful just for the sake of aesthetics to be able to create rooms in cabins without having to make internal walls huge, load-bearing log walls. (And just incidentally, why the hell do animals in barns make a bee-line straight for any door you open and head for the hills? Having to create an "airlock" at every door isn't very realistic.) November 14, 2017, 07:03:16 AM |
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Primitive survival gear & strategies
Right now most people settle down and build a cabin or a series of cabins and hunting/fishing shacks, but I think it's possible to rebalance the game to make a more nomadic lifestyle more interesting to play by adding some traditional neolithic survival tools and techniques to the game. Fire pouch Primitive peoples found it much easier to keep an ember from their old fire and use it to kindle the next one than have to make a new one every time. There were a number of different strategies, such as enclosing a hot coal from a fire between two tightly-bound shells, but I think you could probably make this work fairly simply in URW by adding a [M]ake menu option to "extract embers" from either a hot fireplace or a burning fire into a container of some sort. It would work the same way food does, where it has a limited lifespan. Instead of "stale" you'd get a "dying" status: (dying) rough wooden bowl of embers, and then it just disappears when it goes completely cold. [A]pplying the embers would use them up, but give a very high chance (say, 95%) of starting a fire on the first try. Travois Carts, dogsleds, and other vehicles are probably very difficult to implement, but I think a travois would be somewhat easier, since you could just make it an animal that doesn't move on its own and just follows you around. Unlike pack animals, a travois can be easily crafted on the spot from a couple of slender trunks and some cord or rope to let you drag that elk carcass or Njerp raiding party loot back to your shelter for processing. Snowshoes I know this has been suggested many times before, but I wanted to put my weight behind it too. Walking in snow should be slow and tiring without snowshoes (which should have the opposite effect of making walking anywhere but snow slow and tiring so you can't just wear them 24/7 and forget about them). They should also have the benefit of making you less likely to fall through ice. Atlatl An atlatl is essentially just a stick with a cord or rope on it, and is used to sling javelins harder, faster, and more accurately (by causing them to spin) than being thrown by hand. When wielding an atlatl, you could use them to shoot javelins the way bows shoot arrows as implemented in the game right now. Throwing stick One step below a javelin, throwing sticks are super-easy to make from a simple branch, and while they have a pretty short range, they're reasonably accurate and can take down small game like birds and squirrels. They should fit somewhere between a rock and a javelin in terms of their accuracy and killing power. Funnel trap/fish weir This would be super-easy to implement, essentially just traps which can be placed at the edges of any large body of water the same way traps are currently placed on land. Funnel traps would be made from sticks and catch smaller fish, while fish weirs would be made from slender trunks and catch larger fish. Boiled grass If you're desperate, it's possible to boil fistfuls of ordinary grass for a few carbs and some critical micronutrients. I'd like to see it possible to harvest grass from any grassy land square. Without boiling the grass is indigestible, but if you have a pot and access to water, you can boil it for better-than-nothing nutrition. It should definitely not be capable of keeping you alive in the long term, but could be useful for grabbing a few urgently-needed calories while waiting for a fishing net to pay off rather than just waiting. Eating dirt Dirt contains a lot of spores, tiny animals (like springtails), bacteria, seeds, molds, and other biological detritus which can be extracted by your digestive system at the cost of, well, eating and pooping dirt. Some survival experts recommend eating dirt in an emergency situation when there's absolutely nothing else, and there's argument about whether primitive peoples used to do the same. Regardless, it would be a very last-ditch attempt to stave off starvation when there's absolutely nothing else to eat -- but it's there in limitless quantities and requires no tools whatsoever. Pine nuts The nuts from pine trees were a traditional staple of paleolithic Europe. They should be harvestable in the late fall as pine cones, then require some threshing to separate the nuts. The thing about pine nuts is they're mostly fat (they have more than twice the fat than the protein and carbohydrate content combined) and so are a good way of avoiding starvation without needing to eat meat, provided you can process enough of them. The reason pine nuts weren't generally sold commercially is because they're so small, and require so much effort to obtain, that they're not generally worth the labour. But if you have no other source of fat in your diet, they should be able to prevent starvation, which would make a huge difference to the game balance currently in place; it suddenly becomes possible to survive without hunting. Shrooms There are already psychedelic mushrooms in the game, but they have no practical use. There's a theory that what made Norse berserkers so fierce is that prior to battle they would drink a brew made from shrooms until they were stoned out of their brains, and then set loose on the battlefield literally feeling no pain and utterly psychotic with rage. I'd love to be able to brew some shroom tea before charging into a Njerp encampment wearing nothing but crazy, feeling no effects from exhaustion, pain, or fear. The game effect would be to remove all tiredness and exhaustion for the duration of the effects, but translate that into physical damage instead. So you'd be inexhaustible until the shrooms wore off, but cause physical strain to your body which might take days or weeks to heal. November 17, 2017, 10:38:42 PM |
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