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Messages - JP_Finn

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166
Suggestions / Sightings
« on: June 23, 2023, 01:50:42 AM »
Now that we have a system in place for asking for blacksmiths that extends beyond connected villages, I suggest to add foreigner sightings.

Either villagers telling the character there's some foreign people sighted at X direction, Y distance away. Earlier in the day, yesterday, few days, week ago.
Or the character could ask if the folks have heard of or seen foreigners lately, same as for smiths and sages.

Extra bonus if we could get sightings of traders and invaders both.

167
Gameplay questions / Re: Effin' lynx.
« on: June 22, 2023, 01:55:03 AM »
If bear shows up to your cabin, at least you don’t have to haul the skin and meat before getting smoking (or drying) and tanning.

Call it “a high calorie food home delivery”

168
Blunt arrows since 3.80 have lot less range than before.
And yes, sometimes shooting on flat land, it’s pretty difficult to see how the arrow might fly 150-300m (165-330 yards). That’s some serious upward angle shot.

Realistically though, losing arrows is more than likely on any missed shot. I’ve had arrows disappear in undergrowth, push through a rotten stump with nothing visible of the arrow. Just saw it hit, had to dig and tear in to the stump to find the arrow.

There’s an alternative solution for finding arrows hiding: mod to add corner brackets on the arrows’ graphics. Visible arrows by @Galgana

169
Gameplay questions / Re: Effin' lynx.
« on: June 21, 2023, 02:21:59 AM »
Yes indeed. Big deadfall. I dot even try to chase lynxes when spotted in the wild. Just build a big deadfall. Bait. Return in 24-48h and bonk the lynx on the noggin.

170
Suggestions / Re: Birds should be less intimidating
« on: June 20, 2023, 09:12:34 PM »
I agree, also would be nice to have a separate option in the ini file exclude birds prompting task cancellations.

171
Suggestions / Re: Crafting Engine recipes.
« on: June 19, 2023, 06:45:54 AM »
After messing about with the arrowheads and other bits. using [name:] in the recipe can alleviate most of the issues experienced with the crafting engine's procedural short comings.
(I think I might need to edit the suggestion to edit the order of cookery_ and diy_ files are ran, not to be run in alphabetical order... otherwise vanilla recipes might get pushed down on the ingame crafting menus )

172
Gameplay questions / Re: Caves
« on: June 19, 2023, 06:34:05 AM »
I think the main culprit for "bears & caves" comes from the "The Great Man of the Forest" task on the Advanced Game Course.
The task mentions caves as a place for finding bears, but I think the task text hasn't been updated since the caves used to be multi-level dungeons sprawling with 2 and 4 legged beasts.

173
I think the snow crust /fatigue might mostly affect players ( not characters ) from low snow environments...

And even then, craft a pile of something, anything, of value, go to village that has doggos to sell. Purchase any size or sex pooch. Find large game, shoot to cripple, sic your pooch on it. Head to the general direction of the chase. Follow barks. Bonk breathless beast on head, and then bust their skull in.
Skin. Butcher. Thrive.


Dogs in hunting are like cheating.

(but I still think the dogs chasing game should let out barks before reaching the target. And most anything running should have still slower fatigue build up)

174
Solved'n'fixed bug reports / Re: 3.80 Punt quest very messy
« on: June 19, 2023, 06:18:27 AM »
I've once had the punt maker say something in lines of: "it'll be done by late morning". Late morning came, spoke to him, he said the same. Not that it'd be done shortly etc. I think that character crafted something to pass time, might've been noon. Spoke to punt maker: "late morning". And did same, picked up the punt, took to the old fisherman, complete quest.

For those who want punt crafting, add in corresponding SUBMENUs in diy_glossary.txt:
do not replace any section within the file. And leave one empty row below and above recipes and sub menu identifiers.
Code: [Select]
SUBMENU_START:lumber]

.Hollowed log. "Log" [effort:3] [phys:arms,one-armed] *TIMBERCRAFT* /6h/ |2| [assist:2] [noquality]
{Log} '+to be hollowed' [remove]
{Fire} '+for burning the hollow'
{Axe} <Carving axe> '+for cleaning charred wood'
[WEIGHT:60]

[SUBMENU_END:lumber]

[SUBMENU_START:transport]

.Punt. [effort:2] [phys:hands,one-armed] *CARPENTRY* /300/ %50% |1|
{Hollowed log} [ground] [remove] +'Hollowed log to shape'
{Axe} <Handaxe>
{* fat*} #1# +'fat for treating' [remove] [noquality]
{Fire} '+for heating the fat'

[SUBMENU_END:transport]


175
Suggestions / Cookery without fire
« on: June 18, 2023, 11:24:57 PM »
Simple suggestion: implement [cut] as cooking method that retains nutritional values and inherits the name, while not requiring fire, or pot, nor reduce weight. And keep "raw" attribute on meats and fishes, mushrooms and vegetables.

Usable for piecing fish, salt curing proteins before drying or smoking, making farmers lunch (vegetables, berries, bread...) or simply slicing bread in half; some for fish bait, some to eat right now. Options with cookery would easily double.

176
Mod Releases / Re: Smoker. Hot smoking. Now version 1.2!
« on: June 18, 2023, 08:02:13 PM »
Updated the mod, now v1.2

Changed fish hot smoking to weight based as whole fish recipes w/multiple fishes are bugged.
Added brining, trough a larger container to hold the brining in, also the pre-requisite hollowed log, and finally hot smoking cured (from the brining) meat.

177
It looks like [patch:] and [patchwise] when used in COOKERY are somewhat bugged. .
Using [patch:15] and {Raw fish} as ingredient, either the craft engine auto-selects raw fish from nearby/inventory; that can be forced off with [ask_num]
Leaving {Raw fish} without unit () or weight (not viable as all fishes weight different) only takes 1 fish. Even trying to call for the amount within [patch:] limits. Setting Raw fish (1) acts exactly as it does without.

Choosing patch 15, it uses 1 fish selected from inventory and the recipe outputs 15...

Meat can be used with {Raw meat} # # , just need to be precise on the weights.

178
Suggestions / Re: Add recipe command [helpful10] etc
« on: June 17, 2023, 08:11:21 PM »
That’d be right in line with [assist:]
I like it.

And if a completed item could have same “helpful” to give a minor skill boost, that’d be good too. Leather shoes to give slight hiding boost, boots or fur footwear to give skiing boost.
And keep it minor. Fine to give 1-3% at most. MW too at 5%. Rough could give 1-3 malus and crude -5%.

179
Mod Releases / Re: Smoker. Hot smoking.
« on: June 17, 2023, 05:33:50 AM »
One cold night in early Soil month:

180
Suggestions / Re: Bush smoker for meats
« on: June 17, 2023, 05:29:02 AM »
Why not? Until Elks implement bush smoker, there's an option to use Smoker and Hot smoking

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