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Messages - Grand Sage

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Mod Releases / Re: [3.71] Boneworking Mod
« on: May 23, 2022, 02:08:46 AM »
Heyo!

This looks nice. I havnt tested it, but i wanted to pitch in on your questions about real life use.

Obviously, bone knifes were a real thing. I also dont see any problem with a buckler or an arrow, that is made of mainly bones.

With some of the larger ones, like club, axe and spear, it depends on what your imagining the end product to be. Obviously it would be possible to have a wooden spear with a bone spearhead, but it might be odd to have a bonespear made out of several smaller bones. Axehandle out of bone works, axehead obviously not so much. Club depends on how big the bone is i guess, and if the recipe uses a stone or something for the impact part. i think bones are in general lighter then wood, so that might make sense.

In regards to swords, I dont really see it. Although the Aztec made some "swords" (in a very broad sense of the word) which had serated blades made out of small rocks. Maybe this could be done here? No idea if that ties into finland in any way though.

Now, Bows i find really interresting. Making a bow just out of bone would likely require one big bone to carve it from. I wonder if it is possible to limit the bones used by species? maybe you could even have "Bear-bone Bows" and "Reindeer-bone Bows" and so on? I dont really see it work with smaller animals, although I believe mongolian composit bows used an outer layer of flexible wood, with an inner layer of bone, to achive a small bow that could rival the longbow in power. So there is definitly some realism in that idea as well.

Great to see a mod like this, I might definitly steal the knife at least! although i wonder if it could be based on the stone knife for balancing.

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General Discussion / Re: Activity list
« on: May 19, 2022, 02:31:15 PM »
yeah, the F6 tip is need. I need this list partially because my characters die of boredom before they make it a year, so i also use those marks to designate when an area is ripe for harvest.

Btw, do you know how long you can make a chord or rope? i thought it would be quite fun if you can make like 500 ft of birchbark rope, and its less of a intensive task than building a village or eradicating njerpetz.

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General Discussion / Activity list
« on: May 19, 2022, 03:32:54 AM »
Heyo!

I thought it could be fun for us to compile a list of short-term activities, that you can do in this game. I have notices that most suggestions for fending off boredom are large scale projects, sometimes involving a larger degree of danger. Im thinking more along the lines of "I need a break from building my 3 houses and maintaining 2 cellars of food".

There are the obvious ones, like fishing or ice-fishing, hunting trips, crafting arrows and splitting firewood. But i want to hear your ideas for more than that.

I got:

Scouting for herbs and other ressources. You could even keep a list of interresting places that you have/need to check out.

Building Cashes. Cellars with food and a few other ressources, that help you get around the world.

Creating your own ritual site. Top of a mountain or middle of a forest or marsh. with a few stone piles, bones and a place for a fire, that "general" sacrifice can be a little more special.

Seal-hunting. I dont know why I distinguish it from other hunting, but for me its more of a fun/traditional activity than a foodsource.

Lets hear what you guys do or can come up with!

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Suggestions / Re: Ambient wildlife
« on: May 19, 2022, 01:58:25 AM »
Necroing this, because i had a few thoughts in regards to Samis reply.

I know a little coding, so I know that avoiding extra strain is a good thing. Even now i think there is a notable difference between beeing zoomed out and zoomed in when walking... but thats probably just the limitations of my PC.

One thing that could be done, which I actually think would be quite nice, is to add some semi-usefull animals. Right now, the smallest animals in the game are some birds and squirrles, Which actually give you a lot of usefull stuff (hides and feathers, meat and fat). But if your trying to survive, much smaller and more defenseless animals start to become interresting. So I think it could be good to maybe have some small things like frogs, mice or even insects, that would only provide minimal food, in the way that eggs do right now.

One way to reduce the strain from those, as inspired by Dwarf Fortress, is to have certain actions that trigger them. So for example you could turn over fallen logs, at which point insects, snails or even mice could run out from them. Like herbs, they wouldn't be worth the calories, but if you dont have any weapons, they might be a good activity to stop starvation for a while.

Just some thoughts off course, since i dont know exactly how the game handles animals.

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Suggestions / Re: Firepit
« on: February 14, 2022, 01:52:35 AM »
As an alternative, I also like the idea of simply making a fire on a pile or stones. Would be nice if that had some sort of in-game effect, like the stones protecting the fire, or getting warmed up and storing the heat. Hot stones are an excellent way to both cook and stay warm in RL.

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General Discussion / Re: Fire development?
« on: February 12, 2022, 11:13:01 PM »
hm, not that i recall. sure, sometimes it takes several attempts, which might be a few in-game hours, but its more annoying than anything else really. I do play it fairly safe though, so not much in the way of penalties to the check. But I dont think I have ever given up on making a fire, and resorted to doing physical activities instead, which sounds very realistic to me.

But im mainly asking because fire is such an important thing in survival and indiginous cultures, that I find it curious how underdeveloped some (and only some) aspects of it can be, and that I couldnt find anything on it in the devs goals. thought maybe someone else might have heard something about that from the devs.

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General Discussion / Fire development?
« on: February 12, 2022, 02:32:54 PM »
Hey everyone,

Do we know if there are any plans to revisit the fire mechanics of the game? I couldn't find anything in the development goals, but it seems like there is a lot of room for improvement. Especially if you consider how advanced the game simulates wounds or using a sauna, something as basic
and important as fire surely seems to lack behind. For instance:

Fire lays: just because you add more fule to a fire, doesnt mean it has to burn bigger. it could simply go longer, like with the sibirian log fire or the swedish log torch.

Ignition: starting a fire is pretty simple, even in full rain. Considering that even professionals sometimes struggle for hours to start a fire with a fire bow, there is certainly a lot of potential here, to make fire as rare and important as it probably was.

General mechanics: Right now, i can start a fire with 3 small branches, and then put a felled tree on top and call it a fire. Obviously, that would be unlikely to happen in real life, especially not without a lot of preparation and attention. A system for checking heat requirement to ignite new materials would be great for that, I think, and it would make it extra realistic if items could get wet during rain, and therefore require more heat to catch fire.

So, do we know if any of this is in development or under consideration? its the kind of thing that could really improve the immersion for me.

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Bug reports / Minor bug: Stores in storyline text
« on: July 03, 2021, 11:14:34 PM »
Version 3.61

The storyline quests that you can play you, mention that larger villages have stores, while in smaller villages, you can "only" trade with the people. As I understand it, this hasn't been the case for a while, so its probably just something that wasn't updated.

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Solved'n'fixed bug reports / Re: Game Crash
« on: February 13, 2018, 09:26:27 PM »
No, not the steam version. I'll see what I can do in regards to your suggestions, and see if that helps. The really anoying part is just when everything is fine for half an hour or so ant then the game just crashes again... Oh well, thx for taking a look :)

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Solved'n'fixed bug reports / Re: Game Crash
« on: February 11, 2018, 09:29:11 PM »
Yes, agreed. also, i stand corrected, bug is sadly not fixed, it still crashes

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Solved'n'fixed bug reports / Re: Game Crash
« on: February 11, 2018, 07:27:18 PM »
Update: so, I tried an option that said "run with graphics processor", where I selected the option "integrated Graphics (default)", and I havn't had the game crash on me since. I even tried out all my old saves, where it did crash before. I have no idea why that would fix it, but it seams fixed now.

The other option was a high performance NVIDIA processor, so I assume that the game was running on that?

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Solved'n'fixed bug reports / Re: Game Crash
« on: February 11, 2018, 06:14:20 PM »
pretty sure it's windows 10, at least thats what it says windows edition (windows 10 home).

filepath is D:\Jonathan\games\UnRealWorld so that shouldn't be the problem either.

DF never died in world gen either, only when i tried to save in adv mode, but thats probably still unrelated ;)

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Solved'n'fixed bug reports / Game Crash
« on: February 11, 2018, 05:03:16 PM »
My version of the game keeps crashing with a windows report saying "urw.exe has stopped working". The crashes are mostly tied to zooming in and out of the the world map, but it doesn't do so reliably, only something in the lines of 80-90% of the time. It also has crashed when making a new character, though that is less common for me.

I tried removing the .40 stable release and installing the .50 beta, but that does not seam to fix the problem.

My guess would be that it is the same kind of problem that I have run into playing Dwarf Fortress, where windows decides that the program is unresponsive when saving/loading a bunch of data, but I am no expert.

Im running the game on windows 10.

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