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Messages - Kerlysis

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Mod Releases / Re: URW sufficiency mod
« on: December 09, 2017, 03:12:22 AM »
Any thoughts on how the 3.5 beta will affect this mod?

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Mod Releases / Re: URW sufficiency mod
« on: September 07, 2017, 04:06:38 AM »
Maybe turning down the difficulty a tad. It would be one thing if mastercrafts were easier, but it is perfectly possible to craft the same item several times even at 90+ skill and have it fail at some point in the chain and be decent or fine instead. The charcoal becomes a really harsh bottle neck- ended up trading the failures for masterworks more than crafting myself. Imo, if the current labor amount is your target switch the bottleneck to something that doesn't make me piss off the spirits w mass deforestation.

^lotta words for something that isn't even a bug  ;D

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General Discussion / Re: Culture Poll
« on: September 06, 2017, 09:54:26 PM »
Sart if I'm feeling farmy, Kaumo if I'm feeling more like murdering njerps hunting. Both are fairly centrally located, so I can head for almost any culture I feel like when it's time to exterminate njerps explore. Usually do kaumo tho, their skill negs are less annoying.

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General Discussion / Re: Wild Animals in Villages
« on: September 06, 2017, 09:49:43 PM »
i'm pretty sure there are werewolves lurking about. twice i've gone to intercept a vagabond on the morld map, and zoomed in to wolf tracks and no sign of humans... and a strange adventurer was hanging around when wolves attacked my homestead. it's the only explanation!

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Mod Releases / Re: URW sufficiency mod
« on: September 05, 2017, 12:42:51 PM »
also, is the -80% intentional for the charcoal crafting? seems basically impossible to get non low quality charcoal that way

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Mod Releases / Re: URW sufficiency mod
« on: September 05, 2017, 04:46:56 AM »
:) no more rock hunting for me

hey, have you ever thought of/ever seen anyone do any sort of grindstone or mortar and pestle? seems weird that farmers just use random stones to make flour.

7
General Discussion / Re: Interesting world generation
« on: September 04, 2017, 09:55:55 AM »
found a single tile island one today. they had farms along the coastline

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Mod Releases / Re: URW sufficiency mod
« on: September 04, 2017, 09:26:34 AM »
Ah, that reminds me, the crush option makes "mine for stone" which becomes "crush stones" for me, not rocks. :P really cramping my road and arrow building style

I envied the crap outta the settlement puddles, now i can make my own w/o murdering some wealthy hermit

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Not bugs / Re: [not a bug] Increasing stat upon Course Completion Fails
« on: September 04, 2017, 07:48:50 AM »
i had a wolfpack attack my settlement. there were 10 of them, and it was like a horror movie.  went on for over two ingame weeks before they were all dead- i kept thinking i'd killed the last one, then i'd catch another creeping up in my blind spot. wolves are terrifying- the last one was lame and badly wounded, but still waited a day to return and try to KO me from behind

10
Suggestions / Re: Removing old tracks
« on: September 04, 2017, 07:24:39 AM »
they clearly fade over time. could you just make the last fade iteration invisible and too high a skill check for Tracking to twig on? if actually erasing them is too hard.

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Suggestions / Re: Animals eat garden
« on: September 04, 2017, 07:22:05 AM »
 :o didn't realize big animals couldn't cross loop traps. how silly

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Suggestions / Re: Animal Husbandry
« on: September 04, 2017, 07:20:23 AM »
i assume the boars are male, to balance the sows (in wild encounters). technically it can be a term for all wild pigs, i guess.

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Mod Releases / Re: URW sufficiency mod
« on: September 04, 2017, 03:54:12 AM »
 Haven't done all the smithing myself, just made 3 things. I'm hesitant to call out too much stuff as bugs/balance issues b/c i am playing w multiple iron mods and yours is not the dominant/overriding one (no idea how to adjust that, short of straight up deleting all overlap)

Pretty sure these two are your mod, tho: Wrought iron requires tongs to make, tongs require wrought iron to make. The shovel crafting line dead ended between sharpening and final shovel making because of a naming consistency problem (head vs blade).

In any case, I just discovered the well. :O game changing!


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Mod Releases / Re: URW sufficiency mod
« on: September 03, 2017, 06:25:04 AM »
really liking this. running into a few smithing problems, tho, with an item popping out improperly tagged/misnamed for further steps in crafting(shovel head/blade), and items requiring stuff that can only be crafted with materials you need the item to craft. so far nothing that couldn't be fixed by a few moments altering the text files.

do you like suggestions or nah? i know people either love em or hate em, and it's your time

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