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July 18, 2017, 08:53:02 PM
Lake reed too productive The lake reed definition in flora_newherbs.txt has [ROOT_SIZE:XS].  On testing, it doesn't look like XS is a valid value here.  Instead, each lake reed root produces the same as if it were ROOT_SIZE:M, the default option.  This makes lake reeds much bigger than they should presumably be, and in practice gathering a bunch of reeds for flour and vegetables over the winter is very effective.  I dropped them down to ROOT_SIZE:S and ROOT_QUANTITY:1 in my own game to get it approximately aligned to what I figured was intended.
November 01, 2017, 02:19:16 AM
Re: Which one is the best flour? I'm the one who just went and updated the flour page on the wiki.  I did some testing with an object inspector to look at nutrition and such.  Grinding flour from grains, seeds, or roots keeps the same nutrition values as the original, as well as the same weight.  The carb, fat, and protein values given are percentages of the weight that is each nutrient (i.e., grams of nutrient per 100g weight). 

Barley gives the most nutritious flour, at ~1370 calories per pound.  Rye, clayweed, and lake reed flours are all above 1,000 calories per pound, while hemp (seed), marsh calla, and bogbean flours are all just below 1,000 calories per pound.  You can make flour from nettle, turnip, sorrel, and yarrow seeds, but it's much much less nutritious than the other kinds of flour. 

If you want to figure out what to plant for the most calories, then you need to account for the number of plants that can grow in each tile and the total number of calories produced by each plant.  Note too that you've got it backwards:  rye produces three fistfuls of grains, and barley produces two, not the other way around.  On a per-plant basis:

  • Rye produces 412 calories per plant (~1/3 pound of grains)
  • Broad beans produce 378 calories per plant (~3/4 pound of beans)
  • Barley produces 302 calories per plant (~1/5 pound of grains)
  • Hemp produces 218 calories per plant (~1/5 pound of seeds, ~1/7 pound of leaves)
  • Clayweed produces 143 calories per plant (~1/7 pound of seeds, ~1/13 pound of leaves)
  • Turnips produce 97 calories per plant (~2/3 pound root, negligible size seeds)
  • Peas produce 57 calories per plant (~1/7 pound of peas)
  • Nettle produces 23 calories per plant (~1/10 pound of leaves, negligible size seeds)
  • Sorrel and yarrow produce negligible calories per plant

But for planting, this ordering gets shifted again because you can plant many more turnips and grains in a single tile than beans:

  • Rye produces at most 10,288 calories per tile
  • Barley 7,560
  • Hemp 2,529
  • Turnip 1,944
  • Broad bean 1,892
  • Clayweed 711
  • Pea 284
  • Nettle 227
  • Sorrel and yarrow negligible

So:  grow barley if you want the best flour (most nutritious breads, porridges, and stews).  Grow rye if you want the most total calories of flour. 

February 07, 2018, 06:09:06 PM
Re: Foxes in my yard Put one light lever trap with two fox traps on the sides - so you catch the bird, the fox comes to kill it and steal it and hopefully gets stuck in one the fox traps ;)

Good money out of fox fur!

February 12, 2018, 02:28:38 PM
Re: How do I catch perches? The latest versions of UrW has seen an increase in the number of nets for sale, so net damage is not that much of an issue.
I don't actually want a lot of fish, only perches for perch skin mod glue, as they're hard to process in a useful manner (although I've recently realized roasting them and then stuffing buns with them is a good Njerp usage: the fish soup doesn't look very apetizing). While fishing during winter the buggers still don't stack properly so using drying isn't that effective/uses a lot of cord.
However, I'll try your suggestion once it thaws, as I think I'll need a fair number of perches (used for a bow and for blunt arrows, and blunt arrows are consumed fairly rapidly and are hard to find to buy).

February 12, 2018, 06:41:18 PM
Re: Catching a glutton - advice? Got him yesterday:

It did not care about fish. I had fresh fish in all traps and also on the ground, but it just ignored it until it spoiled. Then just out of the blue, it got into the big deadfall trap and ate the old spoiled meat inside (leaving the spoiled roach be).

Got a nice glutton skin to warm my feet on the bed, now.

February 13, 2018, 12:49:23 PM
Re: Tracking Njerpez I have had much better luck with finding things that I see in the distance, many thanks to PALU.  I don't use his method exactly, because I don't want to take for granted that I'm in the center of the tile when I zoom in.  Instead I move around until I'm sure i'm in one of the corners, and proceed to walk the entire perimeter.  This is much easier if the tile in question is bordered by different biomed tiles, but even if it's a sea of coniferous forest it's still doable.  I'll often add a marker to the search tile with a big red X that way when I zoom out I can see if I've wandered too far.  In my experiments the width and height of a tile is around 60 paces, but I rarely count each pace as I'm looking for tracks, I just have an idea of how much of a tile fits on my screen and keep it in mind as I move.  If I'm ever not sure I'll zoom out and see if my dude is still on the X that I put on the map.

To Bedlam: I only started playing recently, but I've found the tracking skill to be incredibly handy in difficult tracking situations where the fresh tracks I'm interested in are all mixed up with half a dozen other animal tracks spread out over a two week period.  True you can use it to identify tracks that you can already see on the screen, but it can also make new tracks appear that your character didn't notice before.  For instance, if I see very fresh stag tracks leading northeast, but I don't see the next set of tracks, I'll use my tracking skill on that spot and quite often my character will discover that next set of tracks that wasn't visible before.  Once he does discover them, they will magically appear on the screen so you can see them too.  If I'm dealing with a numerous and mixed tracks situation and I can't figure out which way the bugger went, I'll hit "x' on the keyboard to examine each tile surrounding the last known tile the prey passed through, this will automatically use the tracking skill on each of those tiles without having to actually move there, and will frequently uncover tracks that weren't visible before.  This does not count as using a turn in the game, so you don't lose time walking back and forth while the prey gets further away.  This little trick is what took tracking to a whole new level for me.

February 25, 2018, 11:22:48 PM
Re: Infection - does it exist? I was wondering what are the conditions for getting influenza?

It only happened to me once- While I was trying to make a cultural tour around the map, some Seal tribe villager decided that he would like to arrive in Kaumo lands (in less than 14 days), and asked me to be his guide. Trek back from the mountainous area to the shore, where I left the raft, then paddle back to Driik lands, where at the entrance of the grand river there was my shelter, resupply and follow the river up into Koivula lands where I left the raft (poor guy pretty much swam all the way here, according to Titanic there's not enough space for two on the raft), and faced the harsh weather, and somewhere in Kiesse I've got influenza. A naked night in a sauna did not help in curing it and even made it a bit worse, but after a second visit to a sage and a night in a warm village cabin it was gone. In the end we managed to get to a Kaumo village on time (2 days left for the quest).. Oh, and when I wanted to return I realised that the river froze, so I had Rudolph the Big Reindeer carry it back :P

So almost two weeks of exhausting travelling in the Dead month (only sleeping when he couldn't properly stand up) might give you influenza, but a night in the sauna and one with 6 more people and one reindeer in the same room might heal it.

February 27, 2018, 02:31:33 PM
February life Hey good people and fellow adventurers,

time for a little february life update as I've seemed to be semi-absent for awhile. What went down is that I took some time to travel to Norway to meet some friends,
came back and discovered the beauty of february winter snow blankets and increasing sunglight,
equipped my new cross-country skis and had a blast with them in the woods for days,
then developed a nasty flu -- and now recovering from all that.
Because of all this I've been very slow on e-mail as well, but as the week goes on I'll be replying at least to the urgent stuff.

On coding front I'd like to fix just a little more and then release 3.50 stable while the winter still continues - cause now I've got probably the greatest skis I've ever owned.

These are Taiga cross-country/hunting skis of russian origin. The proportions comes close to the great ancestral skis of ancient Finns - and many other ugric / north eurasian peoples.
They are naturally all wooden, and after this picture was taken a decent layer of pine tar has been put on the underside, and ties attached.

February 27, 2018, 05:57:27 PM
Re: February life I noticed you where sami-absent...

I will show myself out.

February 27, 2018, 06:04:40 PM