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Messages - JP_Finn

Pages: [1] 2 3 ... 87
1
Suggestions / Re: Strenght 0 problem
« on: June 19, 2025, 07:04:32 PM »
Moonless night in Dead MOnth, Njerpez camp, dozen cups of "meat stew", left behind. Just don't bring a dog with you...  ;D

2
Off-topic / Re: Be ready
« on: June 10, 2025, 04:07:25 PM »
Move. Or start a referendum for separation; don’t go calling/supporting forceful takeover/occupation/invasion.

3
Off-topic / Re: Be ready
« on: June 10, 2025, 05:09:30 AM »

That's a fair point, but it changes nothing.  Historic transfers of populations have happened, and you either reverse them or you deal with the situation as it exists now.

If the residents in the contested areas want to Russian nationals, they should move to Russia. I wasn’t happy in Finland so I emigrated. I didn’t tell everyone else around me that my yard should be UK, later US. That’s just insanely selfish attitude.

4
Mod Releases / Re: [3.80] Smoker. Hot smoking. Now version 1.2!
« on: June 01, 2025, 05:55:59 AM »
Most likely BAC error with newer version. The original mod comes with “Hot Smoking” menu.

I might be able to look into it (BAC inclusion) next week. No hard promises. Solid maybe.

5
Off-topic / Re: Be ready
« on: May 31, 2025, 01:15:50 AM »
Bert:
“Allow mass immigration” isn’t really a fair sentiment here. During USSR, Ukraine didn’t have to say if some Russians moved in or not.

Everyone:
Let’s all keep it civil, so we can avoid warnings, muting and outright bans.

6
Clothing is still hard-code capped to decent. Used skill is irrelevant: any item, or a base item that’s clothing/wearable, is maxed at decent.

7
Gameplay questions / Re: Njerpez
« on: May 29, 2025, 07:20:28 AM »
Not all. But most.
You can still encounter njerpez. Mostly with a dog or a pair with a dog.

8
Suggestions / Re: Wind and Wind Chill
« on: May 24, 2025, 07:05:44 AM »
Dev plans do list:

Thunder and lightning

Storms; trees felling down, crops getting hurt etc.

No specific mention of wind, but trees falling down would seem to include wind effects.

9
Suggestions / Re: Settlements should store food in cellars
« on: May 20, 2025, 12:00:27 AM »
That would be nice addition for immersion.

IRL cellars would be within the yard, door preferably leeward (so wouldn’t amass excess snow with wind blowing), side of either natural mound/hillock, or the soil used from excavating to make the walls. Cellar on flat ground takes lot more digging. Most definitely floor of cellar above ground water level.
Those seem to be the common factors on cellars that I’ve seen.

10
If someone is struggling to find the actual material, “Tiedostot (1)” is Files, and the pdf can be downloaded from there.

11
Gameplay questions / Re: Calling all Trappers. Help meh.
« on: April 16, 2025, 01:45:43 AM »
Oh, too close to trap fence isn’t a thing either. I got couple traps loosely around the fenced of home yard, get lot of animal activity in them.

12
Gameplay questions / Re: Calling all Trappers. Help meh.
« on: April 16, 2025, 01:41:54 AM »
I have a long standing custom recipe to rip boards into stakes. Less hauling logs around, as my trapping grounds are usually couple days walk from the cabin/homestead.

13
Gameplay questions / Re: Questions about hafting
« on: April 16, 2025, 01:26:47 AM »
You can task decent smith to make broad axe, then rehaft it to become fine, commission the smith for a carving axe, barter that and extra goods with the fine/MW broad axe, commission another axe or spear and keep bartering. I’d look to Driik, Reemi, Sartola for prosperous villages.

14
Push, or Pull(get from adjacent tile) are slower than Move (or haul), especially single trunk/log hauling is pretty quick. Remember to keep encumbrance low to avoid excessive fatigue buildup

15
Gameplay questions / Re: Calling all Trappers. Help meh.
« on: April 12, 2025, 01:27:02 AM »
When Trapping:

I generally make 2-4 wilderness tiles long trap fences. Pit every 8-12 zoomed-in tiles. 2 turnip baits, 1 meat. Every 30 or so tiles I set paw-board on a small clearing along the fence. Also some light levers and loop snares along the way ( so hares won't eat all the pit trap baits)

I also rarely have the trap line closer than 15-20 wilderness tiles from a cabin. Often days walk away.
Some lines I do have a small kota (4x4, 2x2 interior) along the way. (usually only characters that go njerpez killing does this, with the otherwise near useless ragged hides) Usually ones that are too far to ski to and from in a day (or summer walk 2-3 days) when the temperatures drop extreme low.

I do check every 2-5 days, depending if I have 2, 3, or 4 trap lines. Dot some LLT/loop/paw board points to shore lines (ski or paddle)
Usually by 3rd winter I'd be sitting on 3-4k cuts of elk and 2k+ reindeer, usually some 1-2k bear too. But I often go donation runs to nearby villages, or occasionally trade preserved cuts for grains and vegetables.

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