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Messages - JP_Finn

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136
Solved'n'fixed bug reports / Re: Arrow stacking broken [3.81]
« on: August 09, 2023, 12:21:05 AM »
Also traded arrows don't stack with crafted arrows.

137
Gameplay questions / Re: Is there any point retting nettles?
« on: August 08, 2023, 09:42:42 PM »
If you ret and dry nettles, 150 straws will yield 10 fiber bundles. If you extract fibers from non-ret nettle straw, you'll get 9 fiber bundles from 150 straws. I've not experimented enough to say for certain there's fixed 10% loss. (at 'Skilled textilecraft' 56%)

138
Using fine and decent (bear) bone arrowheads, fine arrow shafts, and decent nettle yarn results in 2 separate stacks of fine bone tipped arrows.

If the arrow head quality is stored on the arrow now, it wasn't in 3.80, for arrowhead recovery later: can we overlook the head quality tag for inventory stacking please.

139
BAC moves bowls from Utility to Carpentry, check under that.

140
Installing a mod is very flexible. You can continue your existing characters perfectly. And if you later remove the mod, any modded items will remain (graphics for them might disappear). And you can still keep playing the same characters.

There are mods that add a lot of plants and with well traveled characters won’t get properly utilized, in which case it would be best to start a new character.

141
Solved'n'fixed bug reports / Re: [3.80] Hired help timberwork too fast?
« on: August 06, 2023, 06:27:12 PM »
Have you checked how much equipment (in weight) the hired help carries?
NPCs generally carry very little, likely less than 10% of their weight in worn clothes for 0% penalty and some food and axe for 1% penalty.
Often players make their characters do all tasks carrying "incase Njerpez ATTACKS while I'm carving a bowl, got to wear full armor and carry 2 weeks food supplies".
You might notice your character's cutting speeds up and fatigues less if you drop excess weight.

e.g. 153lbs character with 40 timbercraft, masterwork woodsman's axe. Encumbrance 2%: fatigue between 9-12% per tree, 45-50 min. Encumbrance 8%, fatigue 25%-34%, time 65-80minutes.
e.g.2 229lbs with 75% timbercraft, MW woodsman's axe, encumbrance at 2%, fatigue 6-9% and 30-40min. At encumbrance 8%, fatigue goes up 24%-30% and felling takes 60-70min.


142
Code: [Select]
.Birch-bark strip. "Birch-bark strip" [phys:hands,one-armed]   *HIDEWORKING* /15m/ |-2| [assist:1] [patch:10]
{*Birch-bark*}   #0.5# [remove][patchwise] '+source like a roll'
{Knife}
[LENGTH:75]
[WEIGHT:0.4]
[MATERIAL:birch-bark]
[TYPE:timber]
That yields twice as much birch bark strip as vanilla does. 72 feet of vanilla bb strip weights almost 1lb, you can use that 72' ball to make 143feet with this recipe. And the strip is usable as BB strip for vanilla recipes. I suggest: double the needed BB source weight, add preferred tool as <Small knife>, keep the rest the same.

143
Gameplay questions / Re: What makes enemy fall unconscious?
« on: August 04, 2023, 12:30:55 AM »
High Will resists loss of consciousness, lower Will makes it more prone for one to lose consciousness/fall asleep when 'ready to drop'.

At least blunt damage to head has higher chances of knocking someone out. I'm not certain if point/edge attacks effect.

144
Gameplay questions / Re: What actually affects fishing outcome?
« on: August 04, 2023, 12:26:56 AM »
Location! e.g. You won't get salmon from small lake. I have not done thorough testing, but I'm near certain depletion is not implemented.
Good fishing spots, like real life, are closely guarded secrets. Some shorelines work great, namely rapids and rivers. Often, as well as IRL, fishing the 'drop' or edge-of-deep seems to have potential for good catch. In-game: next to where the gradual water depth graphics are set to darkest blue.

Fishing skill. Haul is dramatically more for 50% skill than 25%. 80%+ can go wandering with rod and not worry about starvation.

Fishing equipment. Nets are kings. Fishing rod can yield all types present at the location, depending on bait. Tridents produce medium-large fish. Wide>standard>small>spears>staves>clubs>rocks.

Standing with water spirits. All take and no give, will decrease good spots to ok, ok to meh, and meh spots to catchless. (like everything spirits related, there's only speculation outside the dev chambers) I'd wager a guess that your testing might've been skewed for that. If my character hits a dry spell and can't catch any fish, I'll stop fishing for few days to a week. First fish I catch (with a mod, cut up some chunks and single piece) will be sacrificed. Next fishing attempts generally produce fish again.
Remember that roasted fish becomes "land sacrifice", so leave those roaches and perches uncooked. Unless really starving.

I have the following in use, you can add it in any diy_xyz.txt file, not in cookery_xyz.txt
As there's no mechanism to retain the actual fishes nutritional values without cooking it, which would remove the small fish characteristic 'use the whole roach/perch as bait', all fish baits get nutritional values of perch. Takes 1 pound of fish, gives 4 pieces 1/4 each. So catching a single pike, you won't lose whole fish to sacrifice, but just a chunk. Keep 3 chunks for later baiting and most of the fish for roasting for supper.
Spoiler: show
Code: [Select]

.Cut fish bait. (4) "Perch" [effort:1] [phys:hands,arms] *COOKERY* /5/ |-2| [noquality] [patch:5]
{Knife}
{Raw fish} #1# [remove] [ask_num] [name:%s chunk] [patchwise]
[WEIGHT:0.25]
[TYPE:food]
[PRICE:0.07]
[SPOILAGE_DAYS:4]

145
This one was acknowledged by Sami and deemed "let it be"

146
Bug reports / Switching projectiles on loaded crossbows
« on: August 03, 2023, 07:28:16 PM »
Switching from blunt arrow to regular arrow (or any other arrow) takes 30 seconds (or 60s on heavy) on already primed crossbow. Should take 1 turn.

147
General Discussion / Re: Thoughts on All Crops
« on: August 01, 2023, 08:32:32 PM »
I guess you mean produced quantity from plant with the 'stack size' (stack in general is all items in inventory or ground that has matching properties i.e. 590 lake reed roots or 16 fine arrows)
You can open flora_xyz.txt file and the harvestable amount is in parenthesis immediately after the plant's name. e.g.
.Turnip.     (20)
.Pea.        (5)

Hope this helps. Wiki also seems to be mostly up-to-date on that.

If you believe clayweed should produce more, you can always edit the amount in the files, then when you sow new or load an area previously not visited, the new maximum will apply to the generated plants. After all, it's your unreal world.

148
What I've noticed is that arrowheads, broadheads and fish hooks all suffer from same cost estimate failure. The Smith gives you an cost estimate of a single head/hook, not the whole batch.
You can also purchase a single item from the smith too: When asking if the order is ready and smith confirms, hit 0 to return to chat top menu*, then trade, and you can select how many of the heads/hooks you actually want to barter for.

*the smith will nag about "you not better leave him with the ordered goods", don't mind the grouch, it's just lack of fresh air :P

149
I think Brygun removed leather from the recipes.
If you lost mod item arrow shafts and want to get them replaced in 3.80, the recipe to get X shafts to cover the losses isn't to tricky to conjure.
Adjust Fine %50% so its 69 when added to your Carpentry skill. Add it in suitable diy_something.txt, save, run the recipes ingame, remove the recipes, save.


Code: [Select]

[SUBMENU_START:arrow]

.Perfect Arrow shaft. (30) [effort:0] [phys:hands]  *CARPENTRY*   %95% |-2| /1/
{Board}  (2)  [remove] [noquality] [ground] [name:Arrow shaft]

.Fine Arrow shaft.  (100) [effort:0] [phys:hands]  *CARPENTRY*   %50% |-2| /1/
{Board}  (5)  [remove] [noquality] [ground] [name:Arrow shaft]

[SUBMENU_END:arrow]


150
Gameplay questions / Re: Quality Questions
« on: July 21, 2023, 04:34:19 AM »
@NiCool
What's your character's Carpentry?

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