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Re: More usefulness for curing I agree, yet again :)
Especially with the picking up the still curing skin. I made suggestion for salt curing food to be able to be picked up and let it continue curing in the rucksack/inventory.

I don’t know the exact mechanic behind the unpaid/taken* tokens, but similar tagging with “curing” could be a way to implement both food and skin curing. Only allow further use of the curing product once the curing timer has finished.

* I know how they work on user end

October 24, 2020, 06:39:11 PM
1
Re: tanning terminology + rinsed should not spoil I made some updates on the thread starter... smoking clean skins would be cool!

Now I'm speculating ways to make the tanning more complicated like I suggested in the curing topic.

One solution would be to force the character reiterate between cleaning (näskäys, fleshing, hmm fleshed ermine pelt  ???) and tanning steps on random occasion, more likely on less skilled tanners. Practically needing a successfull skill check to continue to the next phase. Player would get messages like "You notice you need to scrape the flesh side of the skin some more before you can continue tanning."  OR "You feel the skin needs some more rubbing with tanning material."

IMHO, this would bring great crafting feel to the pretty straightforward hideworking we do now, things not always going cleanly with only the fat (braaaaiiinss) of the animal. Of course this would also require bark to be harvestable (albeit more slowly, like IRL) all year.

Negligible suggestion: I'd add the ability to dehair ready-made fur too, because it is possible, just needs longer soaking. This especially if generated kota covers remain as tanned furs.

@JP_Finn Often, I wouldn't believe dictionaries, since those are written by dictionary-people and not professionals of very spesific and maybe marginal fields.  ::) Here is something I found while digging up terms:

https://www.leather-dictionary.com/index.php/Hide_-_Skin
https://www.leather-dictionary.com/index.php/The_Leather_Dictionary

October 24, 2020, 07:36:42 PM
1
Re: Lacking penalty information on setting traps From the Version: 3.20 (patch 2) Released: 17-Mar-2015 in the news.txt

Quote
In short, higher the TRAPPING skill the more easily animals enter your traps and more reliably they stay trapped.

If there are animals at the area they may enter your traps depending on how succesfully these
traps are set or constructed
. If there aren't animals at the area your traps will remain empty.
However, if there weren't animals at the area today the situation may not be the same after a couple
of days.

* Even if animals at the area wouldn't be actually hungry, properly baited and succesfully set traps
may attract them beyond regular feeding needs.

* Succesfully set traps may trigger additional animal population checks for appropriate animals

Sorry for some wall of text but I think reading the forum posts are easier than skimming the news.txt file

October 26, 2020, 06:16:10 PM
1
Re: [3.63] Cord quality exploit I did further tests with leather rope and birchbark rope.
All joined tying equipment get their quality modified to the 2nd item selected as reported

Can’t test withes, as they’re coded as nonjoinable. But pretty sure they’d follow the pattern.

October 27, 2020, 04:30:27 AM
1
Re: IF you could see any mod created, what would it be?  For me the mod (other than mead) that I've always wanted to make is a "Living Skill" mod. Along the lines of what Simon did with "Shaman".

 So the Mod addition I have wanted for the longest time is the ability to 'detect' NPCs in recipes.
This would open the mod world to interacting with NPC world.
Needing to find a Shaman to make x.
Working with a craftsman to gain the ability to craft x.
Learning from an old woman a great recipe for x.
Gain special items by meeting with Vagabonds, woodsmen or Adventurers.
It would allow you to sheer a sheep, because you have a sheep.

 NPC detection in recipes pls.

October 27, 2020, 06:46:48 PM
1
Re: IF you could see any mod created, what would it be?
I believe some kind of mod installer would be really appreciated. A program that backups original files, merges what should be merged and provides enabling/disabling mods in an easy way.

If you are on Windows I think urwml still works. It's the only 'external' I've seen/used to manage multiple mods while segregating  their files and allowing easy swapping.

Note: Posted here https://www.unrealworld.fi/forums/index.php?topic=67.0

October 27, 2020, 09:44:12 PM
1
Re: Punitive island winter challenge It sure can be.

A few pointers to any newcomers who wish to try:
- When still naked - obsess over fire.
   - Gather firewood rather than cut it - it is far quicker. Always have enough ready for at least one night, preferably several.
   - Branches and other small wood burn too quickly. Light branch fires to cut slender trunks. Light slender trunks to cut groups of young trees.
   - Always be on a lookout for groups of young trees. Light a slender trunk fire near them to be able to cut three or at least two young trees with one fire.
   - Do not waste big trunks for fires that burn longer than you need them to. The winter will be much colder later. You also need them for traps when you get rope.
   - Learn to use torches.
- Do not waste time on wooden stakes/fences and javelins. Throw rocks unless your club skill is much worse than spear.
- Fish with rocks. With stone tools you get crude javelins which are -10 skill in fights, I don't know but possibly in fishing too.
- From the start, you are in a real hurry to have plenty of food, firewood and fur clothes before the mid winter strikes.
- EDIT: Try to a make wooden shovel and dig the pits you need before the ground is too frozen.
- Reindeer, elk and bear have the warmest fur. Good for hoods, footwear and mittens, areas on which you can't have many layers.
- Mind the spirits. You can sacrifice mushrooms and grasses. Use lingonberries for bait. Low energy meat is also better as bait than one sorry meal.
- Stay the F*** out of the ice! If you must brave to a carcass, drop everything but a wielded knife and crawl. You can test the ice by pushing stuff on it.
- Swimming guide: https://www.unrealworld.fi/wiki/index.php?title=Swimming_(Skill)

The Island will await patiently.



October 27, 2020, 10:32:19 PM
1
Re: Punitive island winter challenge Also, when collecting a carcass off the ice, pull it to you, crawl back, pull, crawl back...
If it's light enough to be carried, drop it and crawl back anyway (I don't think I've been in that situation, though).
You may well have to heat up by a fire one or more times, as that's very slow work.

October 27, 2020, 11:02:09 PM
1
Seasonal sales and Kekri customs Harvest festival sales are on at Steam and Itch.io -- and in the Far North we do celbrate Kekri.
So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...

During this festivity period you can grab the game for decent discount on Steam, or from Itch.io.

It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we.


Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink.
So, what does a decent developer of tradition rich game do to follow the tradition?
Yes. He dresses up as Kekripukki.



We wish you happy and haunting Kekri time, or Halloween - if that suits you better.
Celebrate and participate!



October 30, 2020, 11:53:03 AM
1
Character and clothing&armor sizes At the moment if someone wants to play (metal) armor wearing warrior, they either choose Kaumolais or Sartolais character. They have largest size and as weight directly affects carry weight and encumbrance penalty; there’s no reason to choose any other culture.

Now the suggestion!

Have small characters, say under 65kg (~143lbs) average/usual size above that and below ~90kg (198lbs) and large characters, above 95kg/198lbs
All weights debatable.

Then add ‘small’ and ‘large’ sized armor and clothing items. Keep the current items as average/usual size.
Decrease small clothing and armor weight by (maybe 10-15%) and increase large variants weight by 10-15%
Values debatable.

No more getting correctly fitting armor for the 100kg/220lbs Kaumolainen from that 103lbs/47kg Njerpez.

Also, with metalworking/smithing in dev.plans, enable re-sizing and repairing existing armor.

October 31, 2020, 03:53:21 AM
1
anything