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Messages - JP_Finn

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1171
Solved'n'fixed bug reports / Re: Vanishing Blunt arrows
« on: March 26, 2020, 03:45:46 AM »
It's a known issue. Arrows that break on/in the target disappear. It can happen with pointy arrows as well, but that's a lot less common.
Ah, then I don’t mind too much. Just found it odd they vanish, when missed shots sometimes break and leave broken arrow behind.

1172
Solved'n'fixed bug reports / Re: Vanishing Blunt arrows
« on: March 26, 2020, 03:44:18 AM »
Honestly, disappearing broken arrows seems better than useless broken arrow items. I didn't think it was a bug!

You can still shoot those broken arrows. And the broken arrows can break even further. And yet you can still use those... at least for practicing during the coldest winter nights inside your cabin. And they’re usable as kindling for starting the fire on the pile of inferior paddles and rough birchbark boxes...

1173
Intermittent issue of vanishing blunt arrows.
Usually occurs when shooting a bird: hit it, it falls unconscious, run over, kick it in the skull. And the arrow isn’t there. Not before or after skinning/butchering. And ‘v’ log doesn’t show breakage message, neither is there broken arrow to be found around or on the bird.
(3.62 on Mac)

1174
Suggestions / Re: On the trail
« on: March 23, 2020, 03:44:41 PM »
Same in Finland, elk can move at considerable speed through even deep snow, long skinny legs help in that. But it does fatigue them fast.

On the other hand, hare found in Finland (lepus timidus) has feet similar to American snow foot hare (lepus americanus) and can run/hop at considerable speed on the snow drifts. Later migrated brown hare (lepus europeaus) isn’t so well adapted for snow and is relatively easy catch, especially with a chasing dog (beagles are great, they’ll run on snow unlike hounds that tend to sink in deep snow. I’ve never hunted with Spitz)

If conditions are suitable; snow falls close to 0C/32F, then temperature plummets to -20C/-3F area. The snow drifts will carry a slow and steady, Hiding, people pretty reliably.
(~60kg/~130lbs of teenage me, going slow, could stay on the ‘hankikanto’ ‘drift-carrying’ not more than 1:20 steps sink in the snow. Now at grown weight, 90kg/200lbs, drifts don’t want carry me no more. Although American snow seems powdery compared to Finnish snow.

Not sure if Sami wants to model in varied snow fall temperatures and record the layer thickness and the top layer freezing to ‘hankikanto’ ... Ton of work.

1175
Suggestions / Re: On the trail
« on: March 22, 2020, 07:00:25 AM »
If the established (snow) trail mechanic were to be implemented, it’d also affect villages. I.e. trample/shove the snow. Dev notes already mention shoveling snow as planned feature.

It’d be awesome if snow depth had some visual clue. And not only the : look command’s printout.
Maybe add knee (or even 3rd for thigh depth) snow graphic on tree, building, actors et cetera tiles.
But not very helpful on clearings. Maybe display packed snow/trail similar to downhill/gulch graphic, but more subdued.

1176
Suggestions / On the trail
« on: March 21, 2020, 05:36:42 PM »
One thing I’ve not seen in the wilderness is ski tracks. I’m not sure how simple it is to model NPC hunters and adventurers to ski around, given their tendency to circle and wander around.

Foreign traders and Njerp parties, when sleighs&sleds(&carts) get added should use them and then your Finn, ahem, could trade/profit...

^Tracking skill check on ski tracks should reveal to direction of travel, where Looking at them wouldn’t necessarily. Also if there’s been heavy travel on the trail, or single skier. (Multiple ski stick marks, plenty of short ski kicks. Hoof prints for carts/sleighs.

On established trail*, fatigue should be lowered vs ploughing through fresh thigh deep snowdrifts.

Also, any tracks before snow, should be fully covered (removed) with snowfall.
And fresh tracks should imprint better/clearer after rain. So the spring shower wouldn’t really hinder stalker-tracker efforts on staying on a fresh trail.

*ski or foot trails in snow.

Question is, is all the additional work, worth the end result? LOL

1177
Suggestions / Re: Some cooking and modding improvements?
« on: March 18, 2020, 10:15:01 PM »
👍🏽 Erkka, thanks and sorry!

1178
Suggestions / Some cooking and modding improvements?
« on: March 18, 2020, 06:31:42 PM »
On the cooking recipe requirement check, can you also add "pot available" as second item either in inventory or 'nearby' in the the valid recipes? Of course, only as long as the pot is empty.

On similar note (I'm aware there's mod for it already), dried meat and fish has been used in cooking since ancient times. Is that something you think will be in vanilla at some point?

Third, is it viable to use water containers for Hideworking from ground/nearby similar to lakes, rivers, sea, swamps, bogs, marshes? Penalty goes up for smaller characters tanning bear and elk skins doubly for holding skin AND water container.

soom moro!
~JP

[EDIT: Split and moved from dev.news section by Erkka. For the sake of the forum readabality we wish the development news is reserved only for development news, and other things be posted to their appropriate sections. Posting suggestions in suggestions also ensures that your suggestion will be noticed, for we seldom browse back to re-read old development news, but the suggestions section is regularly checked when organizing the to-do list for each new version.]

1179
Suggestions / Re: Spiky Fences and Fence Gates
« on: March 04, 2020, 06:52:14 AM »
Fence gate WAS in the game, long time ago. Not sure if it was removed in 2.x or early 3.x
I was surprised to find it missing when I got back to URW.

1180
Modding / Re: New furniture item: "Chest" for storing things
« on: March 01, 2020, 09:13:37 PM »
I've not modded the game myself, but played since ~20years ago. So take as a pinch of salt.
Instead of over sized item to cover other graphics or requiring hard coded functionality, 2 ideas come to mind:

1) create the chest/box/crate/barrel as a craftable, non-mobile, but pickable, pack animal; then inventory control would be same as with other 'pets'
2) create the chest as an cup/bowl that takes all/other types of goods, as they now allow foods, not just liquids (if that's changed): berries, herbs et cetera.

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