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Messages - JP_Finn

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1
Modding / Re: Modding Tutorial and Help
« on: November 20, 2024, 04:04:37 PM »
Correct. Player made clothing items are hardcoded to max at decent. (With more and more pausable crafting progress; I’d expect the clothing quality limitation go away eventually)

2
I want to learn finnish and go to Finland one day. The problem is, I barely talk english so finnish is off the charts  :P

Lot of Finns don’t speak in public anyway. You can go to a bar, point at a beer tap, grunt, get pint, bartender will point at the register, you hand over money, bartender will hand back change. You drink your beer. Set down empty pint. Nod at the barkeep, and walk out.
You can go to grocery store, pickup what you want, go to register, pay and bag your own groceries, leave. You don’t need to understand the language.

Yeah, I worked at a bar during my college days.
Finns are somewhat cold on the exterior, small talk doesn’t even exist. But if you try to communicate, in polite manner, with broken English or broken Finnish/Swedish/German…, people will usually be willing to/trying to assist.

3
My bad, I always try to pick up the cooking/smoking/drying in progress to check the timer until complete. Habit has carried over to pausable crafting.

And yes, “finished” is better than “ready (for picking up)”

4
Development News / Re: Version 3.85 beta released
« on: November 14, 2024, 06:18:50 PM »
I've been experimenting with [yield:] and [sucmodqty:] together; to me it seems that the total amount of product doesn't get sucmodqty to reduce it.
e.g. edit the .Wooden stake. with sucmodqty and say you want 6 slender trunks cut into 30 stakes; the game produces the 30 stakes every time.
Including a Character with 10 TIMBERCRAFT and working on the job with a broadknife (took 3 days) and still produced 30 stakes.

Will it be possible, to use sucmodqty on a recipe that has requested (yield or patch) output value?

5
Bug reports / [Fixed - persists in 3.85 Beta] Single shingle in progress
« on: November 10, 2024, 11:02:55 PM »
When checking paused shingles progress, the game prompts there's a single shingle. Should be plural.

6
Gameplay questions / Re: Is it possible to swim off this island
« on: November 07, 2024, 06:00:54 PM »
Not wrong, but spruce saplings aren’t only option; birchbark is solid option as well.

7
Gameplay questions / Re: Is it possible to swim off this island
« on: November 06, 2024, 04:50:03 AM »
Trunks have never been the problem for raft building. Tying material yes. And no boards for paddle without an axe has been the main hurdle in older versions.

8
General Discussion / Re: Getting food long term
« on: November 03, 2024, 07:07:33 AM »
Spirits can be little finicky.
But if you keep up on daily sacrifices, of fresh fish, it can be sustainable. Just remember that cooked or preserved fish doesn’t count as fresh fish to appease Ahti or other keepers of watery game.

If you can hunt down a bear or an elk, trading roasted cuts for smoked or dried meat or fish is good way to preserve your “catch” longer.
If you do a spring start, collecting some withes at initial camp will let you dry any caught game outside of the shelter if done before end of Swidden.
If Seedtime rolls in, and you catch large game during first year: head over to village and smoke meat there. Hang around and visit every other day. Load up the fireplace with couple slender trunks or 3-4 blocks of wood.

If you struggle getting any game, then consider making crafts to trade for food. Bowls and ropes used to be pretty decent, but in last few versions/years, I feel that new characters should first trade for some yarn, then make loop snares, and most definitely fishing rods (wooden fish hooks work great)

If you can’t get game or can’t find a village, then… Well, start a new character, and use “C” during world gen to see that your starting location is close-ish to cultural area.

9
Suggestions / Re: Add otters to the game
« on: November 02, 2024, 07:08:50 AM »
I can’t recall seeing any otters in several versions/years. But in-game encyclopedia does list them.

10
Suggestions / Generic items, tools as impromptu weapons
« on: November 02, 2024, 07:07:17 AM »
With the current beta(3.85) and grain flails no longer weapons…
Realistically if a farmer, or fisher would need to defend themselves in a pinch, it’d be reasonable to expect them to use any utensil/tool at hand to do it.

For a farmer threshing grain, it’d be expected to defend themselves with a grain flail. For a fisher, using a paddle would be reasonable.

So in short, can we get damage values for various tools.
Shovels, grain flails, paddles, ski sticks and so on.

Maybe use CLUB, SPEAR or COMMON (which might be too high at 50%)

11
Development News / Re: Version 3.85 beta released
« on: November 02, 2024, 06:54:54 AM »
Question on the [sucmodqty]; does it count each item produced or maximal success rate of items, for skill gains?
I.e. material wastage non withstanding, does our characters (possibly) gain same doing tasks in bundles versus individually. Or is the gain for players to reduce key-jockeying?

Hopefully both 👍

12
—snip—
The main character in my most recent writing thing is partly descended from Karelian Finns (because Kaumo = cool 8)). Some ideas concerning his development arise from reading up on Orthodox icon lore and the vitae of saints, although this guy behaves in ways very far from saintly haha.

I thought “Kaumo” were from Savo and Karelian were from “Reemi”.
(I was born Tavastian,  at “Koivula” and I’m still not happy about calling vihta a “vasta” in-game… j/k
Also the cultural skill points don’t make justice for the fishing and trapping heritage.

13
Bug reports / Re: [3.85Beta] Lonesome settler and pre-generated lumber
« on: October 31, 2024, 09:32:11 PM »
Crafting slats from pine board produces "wood slats" not pine slats. Only mention in news.txt was that pine is preferred wood for slats.

14
The lumber produced by the starting scenario are the 3.841 version's generic "slender tree trunk", "board", "log".

The felled trunks seem to have spawned correctly: "pine tree trunk", yet they produce generic "log". Any such log chopped in to blocks produces generic "block of wood", chopping a "pine tree trunk" does work as mentioned; producing "pine wood block".

Edit: updated subject. It would seem that all pre-generated lumber is generic. Visiting villages for first time, any existing stock of boards, slender trunks et cetera are generic type.

15
Bug reports / [3.85Beta] trunks
« on: October 31, 2024, 08:40:20 PM »
The Beta lists "pine slender tree trunk", and so on. I think the species should replace the "tree" on the item name.
e.g. slender pine trunk.

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