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Re: What's Going On In Your Unreal World?
Sounds like you’re making do in URW @Kels. For future nomadic drying, build a shelter, and set the meat dry on the outside of the shelter. Very quick. Also, I like to mark the F6 map with blue marker “animal X drying, 3/7th pre-summer” the weeks count down, days count forwards. January 05, 2021, 04:23:12 PM |
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Re: Jan 04 2020 Steam update
Nice mittens. They are. And warm too. Got them as a christmas present. January 05, 2021, 08:48:26 PM |
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Re: What's Going On In Your Unreal World?
You can also hang fish and meat dry on inside and outside of cave walls. But those aren’t that common south of Tribes’ areas. Even when playing Kuikka-tribe, I still build shelter very close to the kill. Usually within couple hundred meters/yards from water source (up north, that’s likely pine or open mire). January 06, 2021, 04:35:57 AM |
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Ancient Savo : A new Enormous Elk game in the making
Would you like to participate in the making of a new game by Enormous Elk? The game is called Ancient Savo, and it is a peaceful simulation of a 1200 CE Finnish family who moves to live alone in the woods. Do slash and burn agriculture to grow crops. Hunt and fish. Try to survive hunger, cold, accidents and the scarcity or resources. And in case you accumulate some extra, go visit the annual market to barter for more and better tools. The timescale of the gameplay is weeks - you can see years rolling by, your children growing up, and forest re-taking abandoned fields. Instead of controlling a character you hover on a more abstract 'designer level', a bit like the old SimCity. Estimated release: Autumn 2021, for PC, Mac and mobile devices We run a small home-made crowdfunding campaign for January. Become a follower for free - join project Discord channel to read frequent development news. Or donate any sum to become a backer. Backers can participate in the discussion, and have an access to the early development-phase releases. The first development release is scheduled already for this January. (If or when you donate, remember to send Erkka a message at Discord, so that we can connect a donation with your Discord user account!) During the development phase we will have quick and simple graphics, but graphics and UI will be improved once the simulation and game mechanics are up and running. For more info see the campaign page January 06, 2021, 04:35:25 PM |
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Re: Animal Movement Around Water
- Yes and no... An animal can't leave an island if there's no way off of it. However, animals can spawn and despawn on islands, so there's no guarantee it will remain if you return later, but they tend to stay around for a fair while. In the above, I've excluded the obvious cases of seals, beavers and birds. - Currently animals can't handle water. However, I don't know if regular animals movement uses zoomed in or zoomed out movement when the PC isn't in the vicinity. I'm fairly sure they can't pass trap fences if there's no way around and they're too large to pass through (they can still spawn inside, though). January 15, 2021, 06:01:25 PM |
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Re: Animal Movement Around Water
Animals can despawn, as PALU said. I don't know the exact mechanics involved, but I would assume animals don't despawn from the current wilderness map tile. Nearby and/or recently-visited tiles (visited on the zoomed-in map) are probably reasonably safe as well. It's also possible for animals to spawn on islands, which setting traps allegedly influences (again, I don't know the exact mechanics, but it's beneficial so long as you don't upset the forest spirits). Animals can't cross water if it means entering the water. I don't know about crossing water where the land is connected diagonally, but I would assume so. I've seen them pass through diagonal gaps in fences. If you're worried about animals escaping, just block their path with a trap. Predation does exist in URW, so you could lose your prey to a predator, unlikely as it is. But, hey, predators are more valuable anyway! January 15, 2021, 06:27:39 PM |
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Re: Animal Movement Around Water
NPC hunter might get the animal as well. Most of the time they’re staying on island until ice forms. January 15, 2021, 08:34:30 PM |
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Every now and then...
... some folks and even spam-bots want to know how to humanely harvest, kill, their intended source of animal protein. One way is to stab in the neck This one was in a trap pit with some bruises from the fall. Approach from behind, Hide (for automatic "critical" aka Perfect attack) and then get to skinning. January 20, 2021, 09:49:39 PM |
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Re: Period appropriate tools and crafts
Here is my *masterwork broad knife* Made by Heimo Roselli, model is “grandpa’s knife” February 04, 2021, 12:48:45 AM |
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Re: Additional “trophies”
However, playing with human skulls then again doesn't quite fit the world. The dead, and their parts, were feared rather than collected.I suppose having such an ability would nevertheless be of good. Just in terms of more player's freedom, and more various and immerse roleplaying. Hmm. If everything was justified only with more various and immerse roleplaying and player's freedom we would be soon on our way back to generic fantasy mixed-up world, which is not our cup of tea. There's plenty of that around. Quote And that won't inevitably ruin the historical accuracy. Say, if character messes with human remains, he can be punished by spirits in some way: like, a bear will appear and savage him, or some of character's items will vanish during his sleep, or there will be no hunting luck for a long time, or his house will suddenly burn... Well, I really would like to add some otherworldly consequences for messing with the dead. That would include for example even using the equipment of the dead. Bears wouldn't have any part in that, however. Quote And would someone still want to play a wicked character, it will be appropriately harder. Way harder, I guess, but also way more immersive. We've already got cannibalism, so why not. February 12, 2021, 10:43:22 AM |
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