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Messages - mlangsdorf

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1
Gameplay questions / Re: A few noob questions
« on: June 12, 2018, 12:10:17 AM »
In addition to the comments above, I like building on one of the major rivers - either the one that runs SW from Koivulaset territory into Driik territory, or the one that runs south from Kaumolaiset territory into the gulf near Njarpez territory. Setting up on those rivers makes it easier to turn furs into tools - you head out from your base on a raft loaded with furs, and come back with fine and masterwork axes.

The Koivu-Driik river is safer, but game is a little less plentiful. The Kaumo-gulf river has more game generally, and access to the Reemi (nearly as good trade goods as the Driik) and the Njarpez (very dangerous, but the best loot in the game).

Another thing I like to look for is a wide open pine marsh near my homestead. It is a lot easier to track game across a pine marsh than through a forest or heath, and easier to run them down, too. The bigger, the better - a couple of kilometers across (20-30 map tiles) is great. If there's a mountain or hill nearby, that's even better: you can move onto the hill on the overmap, look for game, and then chase them down across the march.

Like everyone else, I build a cellar first, usually next to the water. That's the primary tanning station. I'll build 1-2 cellars next to it by mid-summer, so I have a fresh meat/tanning cellar, a dry/smoked meat storage cellar, and a plant cellar - I've lost a couple of carcasses to rot when they where at the bottom of a list of smoked meats.

I usually build a smokehouse of doors first - 4 corners, 2 walls, and 6 doors alternating between them.  Something like:
CDC
DFD
W W
D D
CDC

The alternating doors and walls saves you a bit of effort compared to just building walls.
I usually expand it by building a 6x5 addition to one side, giving me a lot of extra space. By end of summer, I usually have enough spare meat to hire a villager to cut down trees for me, and various masterwork axes to help with the building. That gives me a 3x5 interior space for crafting and storing stuff.

Although fishing with a rod works, I find that fishing with a net is better. Setting two nets in the water takes about half an hour, and then you come back 24 hours later to find more fish than you need. After the first couple of weeks, my tribesmen tend to stop setting nets unless something has gone badly wrong - after you've set enough trap fences to get a reindeer or two a month, food stops being a concern.

2
General Discussion / Re: Testing ending in poisoning
« on: April 24, 2018, 11:55:11 PM »
One of my survivors took a mushroom, hallucinated for about an hour, went to go check that she'd eliminated all the Njerpez in the local village, hallucinated again for about two hours, took a nap, and discarded the remaining mushroom. No stomach damage.

The hallucination effect was annoying enough that as the player of the game, I won't have my survivors eat those mushrooms again.

3
Suggestions / Improve path finding by increasing the weight of water
« on: April 24, 2018, 05:00:38 AM »
Currently, hunting dogs and attacking NPCs will move the shortest distance by tile count towards their target. This leads to undesirable behaviors in pine mires: dogs that can easily chase down a fleeing animal will be slowed wading through several tiles of water, while attacking NPCs can be trivially kited through the water, fatiguing them and leaving them vulnerable to ranged attacks while they're in the water. A damaging hit against a fatigued NPC in water can quickly become lethal, since they fall unconscious and drown.

I don't think water should be an impenetrable barrier, but increasing the weight of water in the pathfinding algorithm by 4x or so would help a lot. NPCs and animals should also be a little more cautious about crossing ice, but that's a secondary concern.

4
Modding / Re: How to make all materials repairable?
« on: April 23, 2018, 03:58:58 AM »
Inspired by Caethan's comment, I came up with recipes for repairing metal armor. These are for a lossy process, where you need more materials than the final weight of the gear. To me, this represents crude repairs that an amateur smith might make: cutting out damaged lames and lacing in better ones from other armor scraps, riveting good links of mail into a damaged piece, and crudely welding/riveting patches onto a helmet.

As far as I can tell, there's no way to specify a recipe where you take an item and then need to add wildcard items until the combined weight reaches some value. The URW engine obviously knows how to do that, because the existing Repair function does that, but that function isn't available to mods.

Code: [Select]
[SUBMENU_START:Clothing]
.Repair lamellar cuirass. "Lamellar Cuirass" [effort:2] [phys:arms,hands] *CARPENTRY* /3h/ %-70% |+1|
{Lamellar *} #16.5# [remove] 'Lamellar scraps'
{Leather *} #3# [remove] 'Leather scraps for backing'
{Knife} <Small Knife>
[NAME:Lamellar Cuirass]

.Repair lamellar long hauberk. "Hunting Horn" [effort:2] [phys:arms,hands] *CARPENTRY* /8h/ %-70% |+1|
{Lamellar *} #46# [remove] 'Lamellar scraps'
{Leather *} #8# [remove] 'Leather scraps for backing'
{Knife} <Small Knife>
[NAME:Lamellar Long Hauberk]
[TILEGFX:armour]
[TYPE:armour]
[WEIGHT:40]
[ARMOUR_MATERIAL:lamellar]
[ARMOUR_COVERAGE:long_hauberk]

.Repair mail hauberk. "Mail Hauberk" [effort:3] [phys:arms,hands] *CARPENTRY* /5h/ %-70% |+1|
{Mail *} #27.5# [remove] 'Mail scraps'
{Cloth} #2.5# [remove] 'Cloth for padding'
{Wrought Iron} #1# [remove]
{Knife} <Small Knife>
{Iron Hammer}
{Iron Tongs}
[NAME:Mail Hauberk]

.Repair iron helm. "Iron Helm" [effort:4] [phys:arms,hands] *CARPENTRY* /45/ %-70% |+1|
{Iron *} #3# [remove] 'Iron scraps'
{Wrought Iron} #1.5#  [remove]
{Charcoal}  #18# [remove] [ground]
{Iron Hammer}
{Iron Tongs}
{Forge} [ground]
{Anvil} [ground]
{Fire}
[NAME:Iron Helm]
[SUBMENU_END:Clothing]

5
Gameplay questions / Re: Recovering from blood loss
« on: April 22, 2018, 07:31:37 PM »
Yeah, I'm seeing that too: njerpez show up a week later, still wounded, still fatigued. I prefer to alternate my direction of attack, coming from the north one day and the south the next, because it seems to minimize the chance that they'll pop up behind me, and I like to zoom in a few tiles out and walk in. So it's possible that they're fatigued from running at me from the center of the village. But it may also be that they're just tired from the previous fight.

It is possible to hide from them, even after they've gone aggro and while they're aggro. My tribesman faced off against another 4 breathless warriors on another village at night in the rain. He could move out of their light range and get behind a rock and go into hiding, and then they would move in his general direction but not right toward him. He managed to get behind one person.

I had a different tribesman in the Runaway slave scenario who spent most of a month playing hide-and-seek in the woods around the Njerpez slave camp. Those guys definitely recovered their fatigue and may have healed a bit. So if there's a bug with Njerpez fatigue recovery, it has something to deal with their villages and not the slave camp.

6
Gameplay questions / Re: Recovering from blood loss
« on: April 22, 2018, 03:16:10 PM »
After killing 6 bandits with no major wounds in the Robbers scenario, my survivor decided to take his talent for war on the road and go after the Njerpez. He killed about 2/3rds of a village in hit and run raids and was returning to the site of a recent kill to pick up loot when he was spotted by the 4 warriors. He retreated, but one of them managed to pin him down long enough for two others with bows to get into range.

Lamellar over bear fur is decently protective, and they were all breathless after a long chase, but he still got hit by enough arrows that it was a very touch and go fight at the end.

7
Guides and tutorials / Re: Skill Training Guide
« on: April 22, 2018, 06:14:57 AM »
I think Carpentry is the skill for making staffs, not Timbercraft. Either way, with skill in the 50+ range and a fine hand axe, about half the staffs you make are fine. I've had survivors with masterwork hand axes and masterwork broad knives make masterwork staffs, but not regularly: about 1 in 5, I'd guess.

Fine javelins don't seem to be noticeably better than average javelins in my experience.

8
Gameplay questions / Recovering from blood loss
« on: April 22, 2018, 03:53:47 AM »
After an unfortunate encounter with 4 Njerpez warriors, my tribesman was at about 80% blood loss. Is there anything he can do to increase the rate of blood recovery after he staunches his wounds? Burdock and heather clean wounds; roseroot and meadsweet are painkillers; meadsweet, bogbean, yarrow, milkweed, and golden rod reduce inflammation; burdock and yarrow reduce infection; milkweed, stonecrop, nettle, yarrow, and golden rod reduce bleeding, but as far as I can tell nothing helps regenerate blood.

My tribesman already eats more red meat than is realistically healthy for him. Is there anything he can add to his diet to recover faster?

Also, when you go to the sages for treatment, they tell you to take it easy. Does doing nothing but fishing allow a tribesman to recover faster than doing strenuous work like building a house?

9
General Discussion / Re: What's Going On In Your Unreal World?
« on: April 18, 2018, 01:08:59 AM »
On Day 1 of the 12th week before midwinter point, at his large cabin by the lake at "Black Rapid", Jarrold Kaumolainen successfully forged* a fine small knife on his second attempt. His two dogs, Spot and Rascal, were not impressed.

In the 9 months since his father perished on an unfortunate hunting trip, Jarrold has successfully colonized Black Rapid, met water spirits and forest maids, found milkweed, rescued two wounded adventurers' gear, felled a tree in the rain, passed weird messages between villagers, and done minor chores.

His notable kills include a 4 Njerpez, a lynx, a bear, a dozen forest reindeer, another dozen elk, and countless squirrels, hares, and small birds. He has travelled from his cabin on the edge of Koivula territory to the western shore of the Driik.

His next plan is to forge a fine carving axe, and he's considering an expedition against the Njerpez for next spring.

* Caethan's URW self-sufficency mod

10
Gameplay questions / Re: Utility knives and axes in 3.50
« on: April 09, 2018, 02:23:01 PM »
Not all tasks have config files. You can't look at the game files to see how the various axes affect timbercraft tasks or how knives affect hidecraft tasks as far as I know.

11
Gameplay questions / Utility knives and axes in 3.50
« on: April 09, 2018, 05:01:35 AM »
The wiki is a little confusing on this topic, so I am asking which utility knives as useful for what tasks in v3.50? And same with axes?

As far as I can tell:
Broad knife - Best knife for skinning, butchering, and tanning. Good knife for most tasks - having a masterwork broad knife makes everything go smoothly.
Small knife - Best knife for ?? Rarely available in masterwork
Hunting knife - Best knife for ?? Sometimes available as fine.
Fishing - Best knife for nothing.
northern, kaumaolais - tribal knives for fighting.

Axes seem to be somewhat better defined:
Hand axe - general utility axe that is used when no better axe is available. A masterwork hand axe is almost like having fine versions of all the other axes.
Wood axe - Best axe for cutting down large trees (small trees are cut with a hand axe) and cutting logs into blocks.
Carving axe - Best axe for carpentry tasks (and building cabin walls?)
Broad axe - Best axe for turning trunks into logs and building cabin walls
Splitting axe - Best axe for turning trunks into boards

A wood axe and a hand axe will let you do most wood work at a reasonable pace, but if you want to build a big cabin, having all the specialty axes at high quality will make a huge difference in the amount of time it takes.

Has anyone measured the amount of improvement each type of axe, at each quality, gives for each type of task?

Also, does anyone know how the carving axe is useful for cabins? It seems like the broad axe is useful there.

12
Mod Releases / Re: URW sufficiency mod
« on: January 19, 2018, 11:24:55 PM »
As far as quilted clothes go, am I missing something?

Fur leggings: 3.5 lbs
Quilted trousers: 4.5 lbs

Fur shirt: 7 lbs
Quilted tunic: 5.75 lbs

Fur hood: 1.07 lbs
Quilted hood: 1 lbs

You're only saving 1 lb compared to using highly available elk fur, and the elk fur has marginally better protection against tear and squeeze damage (though less against blunt). And quilting takes a lot longer than tanning elk fur.

13
Mod Releases / Re: URW sufficiency mod
« on: January 19, 2018, 11:13:27 PM »
So in my testing, the bloomery is a 1000 lb item, not a building. Which surprised me, but that meant I could slowly push it around. I have plans to make a covered patio on the south side of my house near the water and set up the forge there as soon as I finish charcoal and some other stuff.

I'd already purchased masterwork woodsman and splitting axes, so making the wood for 250 units of charcoal was only a few days' work. Burning 250 charcoal - even with fine and masterwork tools - was too long a task for my settler, so I'm currently burning 125 and I'll go back in a few days to finish the job.

I took your advice and collected extra nettles, so now I have ~600 rettles in the process of drying. Which is apparently more than I need but it'll give me something to do come winter.

14
Gameplay questions / Re: Strange lynx behavior?
« on: January 19, 2018, 11:06:35 PM »
I think on 3.4 and later that hostile animals that are near you spend a lot of their time running, and eventually get breathless and even more eventually die.

I've had some success with untrapping elk inside a fence a few tiles from my house, but even when I release an elk from a pit trap on my home tile, they're inevitably dead by morning, even if the original injury wasn't too bad. I think they just run themselves to death in the background. Sounds like the same thing happened to your lynxes.

15
Mod Releases / Re: URW sufficiency mod
« on: January 19, 2018, 04:37:49 AM »
My character has gotten through his first summer and is looking to set up a smithy and fabric shop.

Weaving looks easy enough: a day or two of work to set up a spool, comb, distaff, and loom. He's already got ~116 nettles soaking. Though looking at diy_weaving, that'll produce 11.6 lbs of cloth? Is that right? Do I need to go get a lot more nettles and hemp?

More importantly, setting up the smithy:
he'll need to build a bloomery and a forge. Do those need to be set up indoors? Is it useful to build them near water? It is useful to build them near a fireplace? I can see that you need fire for most ironworking recipes, but you can just build an open fire before smithing as far as I can tell.

Basically, I'm curious how most people build their smithies. I've just finished building a rather large house, and I'm not particularly interested in knocking down another 24-42 trees before I can even get started on the smithing - beyond the small forest I'm going to knock down for the charcoal burn, of course.



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