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Re: Luckiest kill?
Been dealing with some serious predator problems at my homestead - a lynx, a couple of foxes, and now a pack of wolves. The foxes have gone for my traps, but the lynx and wolves seem to be uninterested, so I'm trying to hunt them down before they manage to pick off my final bull (I had three bulls and a cow when this whole fiasco started). If you still have this problem (or for the future), I noticed that some wolves completely ignore the "heavy deadfall bear trap" (even if baited. Tested for weeks in-game with a wolf pack harassing my farm), while they go straight into the "big deadfall trap". I killed 4 wolves in the first two days of the attack - they went quickly for the traps. But the last two wouldn't be baited. It was becoming ludicrous. Every day I hunted them down with three dogs, but they always escaped. Every night they came and made my dogs bark like crazy, while avoiding the many traps I had put all around (they passed through the fences). I also reset them once in a while, and my trapping skill was high. Eventually I got out of my stupid moment, and decided to use the traps actually MEANT for wolves: big deadfall traps. With one of those I bagged both wolves in a day or two. Never a wolf rug was more satisfying. September 01, 2017, 05:50:40 PM |
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Re: Harassment by a seal
Build more traps on the coast where it usually lands. Heavy bear deadfall traps or pit traps if you can dig the ground. Most people usually have to sweat to get to a seal.. you are lucky Make sure you have a cellar ready, and possibly a smokehouse, for the large amount of fat that you'll get out of it October 14, 2017, 07:17:06 PM |
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Re: Partially constructed trap fence eats spikes
Aye, I've also noticed this. Doesn't happen when the partial construction gets a good way in, from what I can tell. Just when the construction is (almost) immediately halted due to being ready to drop (not sure if the same would happen if starting construction at 99% fatigue, would have to test). Deconstructing the partially built fence does return the stakes, though, so that works as work-around: if it tries to consume more stakes, ESC out, deconstruct and rebuild.
October 15, 2017, 02:04:47 AM |
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Re: Every Part of the Animal
Check on the Old forum for Buoidda's mod in the mods section. You could try the Boneworking as a source of inspiration & example. October 19, 2017, 03:27:46 AM |
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Re: Short Questions/Quick Answers
Is there any way to make more than one serving of porridge at a time? I have an entire cauldron, but it doesn't seem to be possible to prepare multiple batches unless I have multiple cauldrons.Not in vanilla. The Njerpezit Cooking Mod contains recipes that are designed to make use of the full capacity of cauldrons. You can either use that mod or use it as a starting point to adjust the vanilla recipes to produce larger batches (I think some of the recipes are just adjustments in size). Also, as soon as one batch is ready I pour the contents over into a bowl to make the cauldron available for the next batch. I typically try to have 3 of these full batches at a time, as that is about the amount I can have without it degrading in quality before it's eaten (assuming it's stored in a cellar). October 24, 2017, 02:01:03 PM |
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Allow the selection of other containers when cooking with a pot
Honestly, it's annoying how, if I'm cooking things like vegetable soup or boiling turnips, the resulting cooked item will end up all in the pot. I get that this is 'realistic' in a very vulgar sense of the word, but in practice, all this means is that I have to press an extra couple keys pouring the food over from the pot into a wooden bowl or other container if I wish to cook up boiled turnips en masse. Unnecessary user input, really, that makes these activities very annoying to do. I think it'd be much more convenient for the player, without losing anything, if the empty pot was just another 'tool' required for the cooking, and the game would ask separately for the target container (which could be a wooden bowl, a skin, a tub, or even the same pot the game has already selected, if that suits the player). I'd be quite happy if this was introduced.
October 25, 2017, 11:41:50 PM |
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Re: Bow accuracy
Quote the game takes place in the late iron age "considered by many to fall between around 1200 BC and 600 BC" Iron Age in Finland is roughly 500 BC - 1200 AD, and the game world draws its inspiration from latter Iron Age, around 1000 - 1200 AD. The thing is, while the most of Europe was living Middle Ages, culture in Finland wasn't dominated by Catholic Church. In Finland we had anything like Middle Age only after 1200 AD, when Viking kings had converted to Christianity and launched crusades into pagan Finland to spread the dominance of Catholic Church. Oh well. But I'd guess 1200 AD pagan hunter bows were about as skilfully crafted as 1200 AD English bows. What comes to the actual subject of this thread, one main factor which I don't see mentioned is if the target is moving or not. While you could hit an immobile target size of a playing card, it becomes consiredably harder to hit a target of same size if its moving at irregular speed. So if you want to hit birds at max range, try picking the stationary ones - but then, if they are standing on ground, they are so low that other factories (like the gravity pull) are more likely to make it so that your arrow hits the ground before reaching the target. October 29, 2017, 02:10:08 PM |
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Re: Short Questions/Quick Answers
I don't think there is any active anti character activities going on. Characters ought to start with equipment that's appropriate to their culture. I suspect the game doesn't take the skill points into consideration one way or another. Regardless, the normal outcome from meeting robbers is that you get robbed, in which case they'll take your weapons unless they're of very poor quality, and beat you up if you resist. The normal outcome of such a start is to start without weapons, as they're taken from you (although there is a chance to run away). Killing a band of robbers at the start is almost impossible without significant save scumming (and is never without danger, although some tactics can make it almost safe, given appropriate skill, equipment, and abuse of the rules). Usually "good" starting equipment is a knife and an axe, since those are required to do just about anything. For endurance hunting you can use whatever weapon you have, including a rock, but to process the kill you need a knife, and to build anything you need an axe (and you can't even get off an island without either a real (not stone) axe to make a raft, or swimming (any you may have to train a fair bit to get sufficiently proficient at swimming to get more than two tile even with zero encumbrance, and the water has to be sufficiently warm, which it is only for a fairly short period). October 29, 2017, 03:25:29 PM |
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Re: Rain + about to drop + no shelter = ARGH
Alternatively, it could also work to take surroundings into account for calculating how soon a character is likely to wake up from the rain. If you're under the canopy of a large tree, it might not be as good as a proper shelter but still protects the character from the weather a bit more than trying to sleep in the rain under the open sky would.
November 05, 2017, 04:59:37 PM |
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Re: Paddles as weapons
And yes, we should be able to cut down the largest tree in the forest with... an herring!
November 06, 2017, 12:41:07 AM |
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