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Messages - santur_bard

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Amongst the unidentified mushrooms I ate due to starvation and bear wounds whist ice fishing in Finland back in the day.

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I'll have a potter over the weekend to make something approaching a flute (optional materials (bone/wood)) and kantele/zither ingredients. The odd Njerp or some such  could have bought/inherited/slain for some funky stuff all the way from the Silk Road and China for all we know (xun, pipa, lyre cultural variations?):P

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Modding / Re: Herb (and Other Newbie) Questions
« on: May 30, 2020, 11:22:51 PM »
Hey.

I've not noticed herbs to rot but not had a chara last more than 18months-ish.

Not sure on roots and leaves but there is a difference in agriculture and herbology as to the gathering system, ie: to plant later or just to eat.

Berries do rot, you can dry them for recipes or to eat later.
Always had herbs rejected in trade, myself.

Not left an animal in a trap for more than around two days. No idea what the 'implication' of you being near it would be. Meat in a cellar, excluding summertime lasts about 24-36 before going 'stale' in my experience. A small thing but I close the door of my smokehouse if I am carrying for instance 76 cuts that I will smoke in 4/19's.

On clothing better have more than you need, there are a lot more options with BAC mod for clothing but generally not only is clothing protection from cold but also from damage, in my experience especially arm protection.

Get a decent elk or bear fur/leather and craft a full kit and feel out and weigh up protection vs warmth vs burden.

Don't mess up crafting imprtant items wearing your heavy fur overcoat and cloak or heavy leather leggings.

Clothes degrade when worn, (or damaged in combat?). A spare 1 of anything is handy in case or being raided or ambushed.

I'm sure others have better knowledge but this is a start.

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Modding / Re: Mod suggestions - Health and other
« on: May 30, 2020, 12:01:53 AM »
Noice, I'm not sure for instance what the Soumi heresy in Crusader Kings 2 is and if that could incorporate cannibalism, I'll do some digging on that and for villains in the Kalevala epic to try and tie things up rps/lore-wise. Thanks for the interest!

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Modding / Mod suggestions - Health and other
« on: May 29, 2020, 11:33:19 PM »
Just throwing my hat in the ring of suggestions for mods or things this creative community may be able to come up with. No personal skill, not responsible.

Health - please ruin my early to mid game with.....

Tooth decay? Abscesses?
Myopia/glaucoma
Epilepsy - could be brought on by trauma as IRL
PTSD from murder/unsavoury acts - Low days/flashbacks

Disturbed sleep from trauma/guilt - impact on piety/choices in dreams?

Elephant in the room, is cannibalism coming back as an rpg choice?

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Mod Releases / Re: Extended Encyclopedia addon v1.0.0
« on: May 29, 2020, 11:14:51 PM »
Getting into the Kalevala myself, the Runes are truely beautiful material, the English translation is sweet but I have to assume the original Finnish is stunning.

In the Kalevala for instance Joukahainen's boast to the mage Wainamoinen about about knowing where perch, whiting and salmon can be found match up so well to my Unreal experience of the value/obtainability of these tings.

Essential 'Unreal' living items are referred to almost in a guide in the Kalevala 'this grows here', 'this looks like this', or tracts about spruce and juniper that run through the text make my Unreal experience more immersive knowing a bit more about the cultural and religious background of Iron Age Finland and the Soumi.

Starting to read the adventures of Lemminkainen is definately making Unreal a deeper and more humourous experience.

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Thanks for the fix, I have found it cool to 'level up' ore when smelting iron into steel.

Clinkered punt is complete, still generally nipping about in the leather tarp punt - Yabby fell in his home bear trap yesterday so has four fractures to tend too, sad times but a bright future.

As an aside it would be great to see any more craftable instruments (bone/horn flute, kantele/zither) ((envisioning gut strings)) and jewelry.

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Mod Releases / Re: Extended Encyclopedia addon v1.0.0
« on: May 25, 2020, 08:53:11 PM »
This sounds great, good luck for the project

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Hey guys.

Long time not about but have quite a bit of spare time at the moment, funnily enough. I won't report the graphical bugs applying to MAC on the mod items as they are too numerous.

Immersing myself back into this marvel of a mod!

@ Brygun, I did however today struggle with using 'iron nails' as nails for something, I'm afraid I forget what, I've basically made 'all' the tools today. I ended up deleting the line temorarily out of frustration but it said 'Iron nails to not count as nails, nails represent cylinder'.

Yabby is entering his second spring boldly, with 1000 leaky clay cups, the clinkered punt calls.

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Dip net:
When trying to make a dip get I get the message '(1) you need dip net can scoop ores or fish' canceled
Lake ore:
dip net not working so no.

Bog iron?
in 'Mining and more' I have
1 scoop lake ore
2 harvest mountain bog ore
3 harvest cliff bog ore

Allthe mountains I find are surrounded by heathland or conifer forest :(

Winter is arriving, navigating is becoming harder....

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Brygun, is the first step (1) of 'dip net' broken? I have all the mats but cannot gat beyond step one.

Semi-related I'm generally having trouble obtaining iron ore, is there a short guide around this at all?

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 'and used "transparent png" to fix images', can you clarify this at all, please? Ta


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Having graphical bugs with many items here, items appearing with a large coloured square around them, I've screenshotted but files too large to upload here, any ideas? (I am using an old mac) Cheers

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Thanks for the rod update, finding the whole birch bark build area quite involved but getting my head around it, keep up the great work, enjoying the world building through crafting!  ;D

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