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Re: Animal Hide? You need a total of 4 lbs of fur or leather. Wild sows usually produce about 3.5 lbs of leather per kill, so you'll need two.

I'd go looking for forest reindeer: they're easy enough to hunt, they produce about 100-150 cuts of meat and their hides weigh 10 lbs. You can fully process a reindeer in a day's effort and then make your skis.

January 16, 2018, 11:45:09 PM
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Re: What's Going On In Your Unreal World? On Day 1 of the 12th week before midwinter point, at his large cabin by the lake at "Black Rapid", Jarrold Kaumolainen successfully forged* a fine small knife on his second attempt. His two dogs, Spot and Rascal, were not impressed.

In the 9 months since his father perished on an unfortunate hunting trip, Jarrold has successfully colonized Black Rapid, met water spirits and forest maids, found milkweed, rescued two wounded adventurers' gear, felled a tree in the rain, passed weird messages between villagers, and done minor chores.

His notable kills include a 4 Njerpez, a lynx, a bear, a dozen forest reindeer, another dozen elk, and countless squirrels, hares, and small birds. He has travelled from his cabin on the edge of Koivula territory to the western shore of the Driik.

His next plan is to forge a fine carving axe, and he's considering an expedition against the Njerpez for next spring.

* Caethan's URW self-sufficency mod

April 18, 2018, 01:08:59 AM
4
Re: Skill Training Guide I think Carpentry is the skill for making staffs, not Timbercraft. Either way, with skill in the 50+ range and a fine hand axe, about half the staffs you make are fine. I've had survivors with masterwork hand axes and masterwork broad knives make masterwork staffs, but not regularly: about 1 in 5, I'd guess.

Fine javelins don't seem to be noticeably better than average javelins in my experience.

April 22, 2018, 06:14:57 AM
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Re: How to make all materials repairable? Inspired by Caethan's comment, I came up with recipes for repairing metal armor. These are for a lossy process, where you need more materials than the final weight of the gear. To me, this represents crude repairs that an amateur smith might make: cutting out damaged lames and lacing in better ones from other armor scraps, riveting good links of mail into a damaged piece, and crudely welding/riveting patches onto a helmet.

As far as I can tell, there's no way to specify a recipe where you take an item and then need to add wildcard items until the combined weight reaches some value. The URW engine obviously knows how to do that, because the existing Repair function does that, but that function isn't available to mods.

Code: [Select]
[SUBMENU_START:Clothing]
.Repair lamellar cuirass. "Lamellar Cuirass" [effort:2] [phys:arms,hands] *CARPENTRY* /3h/ %-70% |+1|
{Lamellar *} #16.5# [remove] 'Lamellar scraps'
{Leather *} #3# [remove] 'Leather scraps for backing'
{Knife} <Small Knife>
[NAME:Lamellar Cuirass]

.Repair lamellar long hauberk. "Hunting Horn" [effort:2] [phys:arms,hands] *CARPENTRY* /8h/ %-70% |+1|
{Lamellar *} #46# [remove] 'Lamellar scraps'
{Leather *} #8# [remove] 'Leather scraps for backing'
{Knife} <Small Knife>
[NAME:Lamellar Long Hauberk]
[TILEGFX:armour]
[TYPE:armour]
[WEIGHT:40]
[ARMOUR_MATERIAL:lamellar]
[ARMOUR_COVERAGE:long_hauberk]

.Repair mail hauberk. "Mail Hauberk" [effort:3] [phys:arms,hands] *CARPENTRY* /5h/ %-70% |+1|
{Mail *} #27.5# [remove] 'Mail scraps'
{Cloth} #2.5# [remove] 'Cloth for padding'
{Wrought Iron} #1# [remove]
{Knife} <Small Knife>
{Iron Hammer}
{Iron Tongs}
[NAME:Mail Hauberk]

.Repair iron helm. "Iron Helm" [effort:4] [phys:arms,hands] *CARPENTRY* /45/ %-70% |+1|
{Iron *} #3# [remove] 'Iron scraps'
{Wrought Iron} #1.5#  [remove]
{Charcoal}  #18# [remove] [ground]
{Iron Hammer}
{Iron Tongs}
{Forge} [ground]
{Anvil} [ground]
{Fire}
[NAME:Iron Helm]
[SUBMENU_END:Clothing]

April 23, 2018, 03:58:58 AM
3
Improve path finding by increasing the weight of water Currently, hunting dogs and attacking NPCs will move the shortest distance by tile count towards their target. This leads to undesirable behaviors in pine mires: dogs that can easily chase down a fleeing animal will be slowed wading through several tiles of water, while attacking NPCs can be trivially kited through the water, fatiguing them and leaving them vulnerable to ranged attacks while they're in the water. A damaging hit against a fatigued NPC in water can quickly become lethal, since they fall unconscious and drown.

I don't think water should be an impenetrable barrier, but increasing the weight of water in the pathfinding algorithm by 4x or so would help a lot. NPCs and animals should also be a little more cautious about crossing ice, but that's a secondary concern.

April 24, 2018, 05:00:38 AM
1