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Vivi's Spirits Vivi's Spirits Mod

Also known as the 'spawn in everything forest/lake mod'...
I'm joking.

About the mod:
Rituals, and prayers to the deities Mielikki, Tapio, and Ahti
Specialised Tools to be able to do the above(and their own pngs)
Ability to make fur/leather cover, and Kota to use these covers

We work under a favor system, inspired by Rudy's Magic mod :P

Installation Instructions:
Copy and paste all files to the URW directory
You may want to backup biy_glossary!

Utility Articles:
Shaman Necklace - Allows you to do rituals
Kantele - Allows you to do prayers
fur cover - For kota, if you decide to replace biy-glossary
leather cover - For kota, if you decide to replace biy-glossary

The cover is needed for kota, as fur tokens don't count as a Cover for vanilla Kota usage(despite it being a simulation for fur, so the workaround is that we make covers out of both vanilla fur and the fur tokens). You can decide not to use it if you don't want to, but i recommend to do so. In any case it is more or less the same as vanilla, just that a cover can be made with the least amount of fur to carry around now. In vanilla, the minimum amount of leather/fur that would count is 4.5kg. So all the covers made with either fur or leather will need that amount of fur/leather and will weight that amount!

The kantele is an instrument used in olden finnish-or lets pretend it is. My finnish history is shit. Wishlist: Horsehair instead of bronze...

Rituals:
Allows you to sacrifice raw meat/fish, bones, and antlers.

No sacrificing skulls! The bear is sacred, and as for seals... well does it matter?

Mielikki Prayers:
Cloudberries
Noaidi's Mushrooms
All none poisonous herbs(therefore excluding: Bog flower, Marsh Calla, Water Lily, Wolf Pipe)
Note that if you do not have enough herblore, it will show as... idk, puffy grass and random adjectives! Its different per game so as to make the player unable to see what herb it is(until herblore is leveled ofc). They still work the same, I like to think of this as the forest teaching you what grass/flower it is. They're also kinda useless ingame because its rare you get sick, you have shaman to heal you for free, and also you rarely would get very injured to need them. Its still cool to roleplay as a herbalist/shaman, if you so wish, or actually try out the effects and see how the herbal system works.

The forest offers you cloudberries for they are the most plentiful and able to stave off your hunger. Noaidi mushrooms are essential for communing with the spirits!
Mielikki is a known healer who may gift herbs to those who know to ask. She is the lady of the forest and the wife of Tapio.


Tapio Prayers:
Fur Token: Allows one to double the amount of fur they have on hand. 2.5kg to 5kg. Inherits the fur that is used! So if you want reindeer fur, use reindeer fur. If that reindeer fur token is made into clothing, it inherits reindeer fur properties! The token itself cannot be used to make cloth cord, but once it is made into clothing that is possible. You can also use this to make kota cover! In the case of using 2 furs together, the one with the most ratio is inherited.

This is like, a pass from the deity to take this amount from their area of domain. :")

Animal Blessings: Allows the trading of the fur token to villagers(Simulate passing the spirit's gifts to other people). The price of these are the same as whatever fur it is used, including its weight. (reindeer blessing == reindeer fur, except you can only trade it now). All furs can be turned into this(Excluding the seals, which is the domain of Ahti).

I mean, you shouldn't expect spirits to not be angry if you just pass their favor to you to other people without permission, could you?

Tapio is king of the forest, the people pray to him for big game like elk, moose, etc.

Ahti Prayers:
Blessings: For the grey and ringed seals fur tokens. Seals and the aquatic creatures are under Ahti's watch.
Fishes: All fishes! The bigger the fish, the more favor is used.

Ahti is the deity that fisherman pray to for good luck for their catches! Seal hunters pray to him in hopes of catching seals.



References and Links:
http://www.finnishmyth.org/FINNISH_MYTHS_GODS/TAPIO.html
https://littlewomen.medium.com/ancient-finnish-gods-and-goddesses-bc880277e45c
https://en.wikipedia.org/wiki/Kantele
https://www.temps.fi/en/research/kantele/
http://www.llti.lt/failai/13%20Rainio(1).pdf (Bells? Huh.)


April 02, 2023, 06:11:04 PM
1
[3.80] Smoker. Hot smoking. Now version 1.2! Pretty simple: adds smoker, hanging hooks (needed for smoker), trough for brining, and meat, fish cut and cured meat hot smoking recipes. Unzip to the UrW executable folder.
You should find Make-Smoker and Cookery-Hot smoke.

You can start the fire on the same tile as the smoker, it won't burn down*. The recipe takes some time as the fire needs to be kept going slow and steady. But once the recipe is finished, there's no delay on getting the meat/fish picked up and back on the move.

There's a bug in *COOKERY* with [patch] and no consumption without [patchwise] of the required firewood. Feel free to Discard or burn elsewhere.

Brining and smoking cured meat added. v1.1
1lbs of fish fileted, salted and hot smoked for 2x 0.4lbs filets. v1.2 whole fish recipes are bugged with [patch:]

Expect v1.3, hot smoking whole fishes, after *COOKERY* / [patch:] / [ask_num] / [patchwise] bug is squished.

*Avoid placing the smoker next to other fire sources/-places. Or risk burning things.

June 17, 2023, 05:26:38 AM
1
Version 3.82 released We're happy to announce a new version release.

Version 3.82 is now released on Steam, Itch.Io and for lifetimers.

This version brings you a whole new fishing method, bunch of fish life improvements and a basket of crucial bugfixes.
Find the changelog below.

Version 3.82 changelog

** Saved characters from version 3.80-> are compatible with this version. **

- added: retrievable broken off arrowheads

Occasionally arrows do break upon hitting a target, and now the arrowheads can be also occasionally, but not always, retrieved and re-used. Only the arrows of decent or higher quality will loose the arrowheads in retrievable condition and the arrowhead itself almost always suffers from the quality degrade.
If the arrow breaks from hitting a non-living target you will find the arrowhead on the ground together with the broken arrow item. If the arrow breaks upon hitting a living target the broken arrow part will drop on the ground and the arrowhead gets stuck into target's body. These stuck arrowheads are not visible to the player character when looking at NPCs/creatures, but can be found and retrieved only from the target's dead carcass.

- added: lippo fishing, a new fishing method[/b]

Lippo is a kind of a dip net with a long pole used for catching fish from rivers and shallow waters. Lippo fishing is foremostly practised only at certain times of the year; when the fish to be caught are migrating upstream to their spawning locations, and during the active spawning period.
Fishing with a lippo in the rivers and rapids is done by standing on rocks in the river. The location is often suitable when there are several rocks around as these are the usual places where both resting and spawning river fish are around and can be caught. Additionally, a lippo can also be used from the shore if the spawning fish are noticed by the shoreline. The lippo is lowered into the water, down to the bottom, and carefully dragged around in order to catch resting or spawning fish into its hoop.
Start using your lippo either by [a]pplying the lippo from the inventory or using the FISHING skill.

- added: LIPPO encyclopedia (F1) entry

- added: craftable lippo

You can craft a lippo from [M]ake menu under [F]ishing category. A lippo is constructed in such a way that it has a wooden hoop into which multiple small birch saplings are tied to. These saplings are tied together at their open ends, so that they form a net like construction around the hoop. The hoop with this net is then fixed to a long wooden pole.
The applicable character skill for crafting a lippo is NETMAKING.

- added: spawning periods for the relevant fish species

The following fish now have their unique spawning periods; pike, bream, salmon and lavaret. During the spawning period the fish gather up at their species specific spawning locations. This can be then taken advantage of by spearfishing or using newly featured lippo fishing.

- added: splashing and water ripples from the fish activity

As the fish spawn in shallow waters they do splash in noticeable way, and there are now splashing sounds to be heard and round water ripples to be seen indicating the fish activity. These are essential cues in order to find the actual fish spawning locations.
There's splashing audio to be heard but you are also notified with a game message. For example "You hear a splash from the east." or "You notice a lavaret splashing in the water." And then there are modestly animated water ripples, a new visual effect that can be noticed in the water where the fish activity has taken place.

- added: encyclopedia (F1) entries for PIKE, BREAM, SALMON and LAVARET

You'll find information for example about their spawning periods and habitats, and the related fishing means.

- improved: spearfishing

It still remains possible to catch lone roaming fish with luck and patience, but now the spearfishing can be considered most effective for catching the spawning fish.
Upon spearfishing you will be now notified about the ongoing fish spawning periods. The messages will tell if the chosen location might be good considering the spawning fish, or if the spawning might be going on elsewhere. These are hints to consider in order to find a good spot, but you are naturally free to try out your spearfishing luck also regardless of the spawning periods and locations.
There are also some changes in the spearfishing messages thorough the process.

- changed: rain visual effect slightly softened with randomized alpha blending

- added: ROUNDSHIELD encyclopedia (F1) entry

- updated: FISHING ROD encyclopedia (F1) entry with a bit of baiting information

- fixed: not being able to use withes as tying equipment when crafting skis

- fixed: encyclopedia tooltips in the inventory not displayed for items with additional item part descriptions

Tooltips were missing for items such as "Hunting bow with no string" or "Fishing rod with iron hook". Now the base items (ie. "Hunting bow" and "Fishing rod") are properly parsed in these cases too and the tooltips displayed accordingly.

- fixed: Old Man's Punt quest dialogue confusions

The quest progression dialogue had gotten tangled with blacksmith related dialogue.

- fixed: NPC archers could shoot arrows from beyond player character's visible range

- fixed: NPC archers could use and shoot back the arrows that had originally hit them

- fixed: blacksmith product price estimation oddities

Quest rewards were discounted from the final blacksmith product prices, but the blacksmiths didn't bring this up in their dialogue which caused confusion and wrong estimations. This was most notable when quest reward would compensate for the whole price and resulted in blacksmith trade preference being blanked (ie. "..give me your .")
Now blacksmiths will speak about how much the possible reward compensates, and give items truly for free with applicable rewards.
Blacksmiths might also have given wrong price estimation for batch of product because of not calculating the number of finished items properly.

- fixed: blacksmiths failing to produce ordered items

Blacksmiths often failed to produce ordered items because of carrying too much load. This prevented the ordered items to be added in their inventory. Blacksmiths kept building up the excess load because the items they got as a payment weren't never removed and restocked from their inventory. Now blacksmiths will restock their inventory before attempting to carry the finished ordered item.

- fixed: usage of TEXTILECRAFT from the skills window or via hotkey not working for migrated characters

- fixed: TEXTILECRAFT skill not improving for migrated characters

- fixed: Chat command causing fade to black after being forcefully woken up by an NPC


Cheers!

October 09, 2023, 07:45:11 PM
1
Re: Fat keyword don't work? Two problems:
  • Unlike DIY and BIY files, cookery files don't do anything with double quotemarks in the recipe header.
    And, unless defined otherwise, cookery end products inherit nutrition properties from the inputs that use cooking tags:
    • [roast]
    • [boil]
    • [bake]
    • [ember-roast]
  • Rather than being a pre-defined base item, fats and other butchery products are generated on the fly based on the carcass. This prevents cuts of meat, fat, bones and horns from being referenced as the base item in DIY recipe headers (and therefore you can't directly use DIY-crafted pseudo-fats in cookery recipes that call for {Fat} inputs).
Another thing worth mentioning: the display tag [TILEGFX:] makes using :148: in recipe headers obsolete.
Numbers enclosed in colonmarks specify an item's spritesheet index, but for URW version 3.30+ this is no longer needed since sprites are managed as separate files.

Possible work-around with wildcard and renaming:
[/list][/list]
Code: [Select]
.Extract oil from grains.    *COOKERY* [effort:2] [phys:arms,hands] /15/ [noquality]
{* grains}    #4#   [remove] [boil] [name:%s oil fat]

.Butter fat.    *COOKERY* /30/ %20%

.Fried eggs.    *COOKERY* /3/  \5\   %20%
{* fat}    #0.1# 'fat for frying' [remove] [roast]

November 19, 2023, 09:05:32 PM
1