Recent Posts

Pages: 1 ... 4 5 [6] 7 8 ... 10
51
Suggestions / Add hotkey for switching traditional movement on/off
« Last post by Matti-patti on November 11, 2025, 12:03:07 PM »
Sometimes, for instance when you are checking through villages building or navigating through lots of thick forest you might want to switch to traditional movement to save on keystrokes. It would be handy if we could toggle it with hotkey rather than going to the menu for it.
52
Bug reports / Re: Everburning shingle
« Last post by Bert Preast on November 10, 2025, 07:46:28 PM »
I've noticed when returning home that foods that should've spoiled remain edible.  They go rotten very quickly though, once you have returned. 

Also, nothing seems to fall into my traps while I'm away.  I think when you're a certain distance away, the home tile goes into a sort of suspended animation until you return.
53
Development News / Re: From tendons to sinew yarn
« Last post by Sami on November 10, 2025, 05:07:25 PM »
Are we expecting tendons as additional drop when butchering? Presumably only larger game; seals, pigs, reindeer, elk bear?

Yes, that's how it's going to be, tendons are obtained by butchering. Large game tendons are naturally the most practical and preferred, but we'll likely allow collecting also smaller tendons from hare/fox/badger sized animals upwards.
54
Development News / Re: From tendons to sinew yarn
« Last post by Sami on November 10, 2025, 05:04:08 PM »
I see. Though I would think the main benefit of sinew is it's better capacity to store/release energy? I.e. it results in a faster string, and no matter how many pounds of wood you are bending the arrow will release at faster velocity? If string quality or material could separately affect arrow velocity/power like I belive arrow and bow quality do, that could be represented.

Yes, it's likely that one could make sinew bowstring thinner and lighter and thus somewhat faster compared to linen or hemp string, but I don't think the difference in arrow speed would be very dramatic. At least for now it feels a bit overly complex to dig all too deep into this, but surely the material differences may leave room for some tuning in the future.
55
Bug reports / Re: 210 northern bows in Reemi village
« Last post by JP_Finn on November 10, 2025, 07:54:09 AM »
Did you happen to save at that very moment?
56
Suggestions / Price of skis should be increased
« Last post by Matti-patti on November 09, 2025, 08:20:07 PM »
The price is now less than the cost of it's raw materials, 6 pounds of decent summer elk fur is 7 squirrel hides by itself. Something in region of 10-20 squirrel hides would be more reasonable, 23 squirrel hides would put them in similar category as longbow in value generated per hour of labor.
57
Gameplay questions / Re: Cursed Wolf Quest
« Last post by Matti-patti on November 08, 2025, 04:54:29 PM »
The quest reward cloth is transformative tool for bear hunting, since they'll flee when you get close rather than rushing you. Just skied down a bear in soil month, granted it had leg injury from the wounded adventurer and there was a lot of snow so it was breathless in less than 100 tiles. Single broadhead then knocked the breathless bear out, followed by axe chop on skull. Completely risk free if the first overtly hostile action you take neutralizes the animal.
58
Bug reports / Re: Everburning shingle
« Last post by Plotinus on November 08, 2025, 02:29:26 PM »
Hirvo slept at home and this caused the single to go out, so I suspect the problem was related to being away from home.
59
Bug reports / Everburning shingle
« Last post by Plotinus on November 08, 2025, 02:25:23 PM »
Hirvo has been away from home for a few days and he just got home. His shingle is still burning!

This is when he left:
Code: [Select]
(143270):i2i4:[#]{06CE0363}      | Zooming out ...
And when he came home:
Code: [Select]
(000000):m2il:[Y]{06CE0363}      | You have come at your settlement and enter the familiar and cosy courtyard.
(A80000):m2il:[!]{06CE0363}      | There's a southern wall blocking your way!
(3C5A98):m2il:[:]{06CE0363}      | You ski.
(143270):m2il:[#]{06CE0363}      | Things that are here:
(000000):m2il:[7]{06CE0363}      | 75 shingles
(000000):m2il:[2]{06CE0363}      | 229 inferior shingles
(000000):m2il:[4]{06CE0363}      | 44 poor shingles
(000000):m2il:[b]{06CE0363}      | burning shingle




I have made a save of Hirvo at this point. I suspect if I hang around on my home, the shingle will go out. I don't see any human tracks in my settlement, but i do remember some time ago I encountered some NPC within a 10 tile radius of my home and they may have moved around.
60
Suggestions / Making it harder for animals to escape from indoors
« Last post by Matti-patti on November 08, 2025, 11:44:25 AM »
Presently animals often accidentally escape from building while you are leaving it, especially if it's a small building. What typically happens is that while you move out of the door tile the animal moves to the door tile behind you and is on the door tile as you close the door. The animal is now on the door tile with the door closed, but this does not prevent it from moving outside.

If it was made so that an animal who cannot open doors could only move inside the building from a door tile when the door is closed, this would prevent most cases of animals accidentally escaping from buildings.
Pages: 1 ... 4 5 [6] 7 8 ... 10