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Quality detemination I've been trying to figure out how the game decides what quality produced items are so I can better tune the %X% quality modifier in my mods.  Did a lot of testing, and here's some of my results summarized.  All of this was done with diy modded test items, so it might be different with cooking.

Both the base skill of the craftsman and the quality modifier affect the distribution of quality for items.  When a craftsman makes an item, there's a roll for how well they crafted the item, and there are four categories - two good and two bad.  The base skill of the craftsman determines what quality item is produced for each of those four categories.  They work like this, with the min base skill of 5% and max base skill of 95%:

Base SkillPoorBadGoodExcellent

This table is independent of the quality modifier in each recipe.  That means there's a couple of natural breakpoints:  craftsmen need at least 20% skill to make decent items, 40% to make fine items, and 70% to make masterwork items.

Where the quality modifier for each recipe comes in is calculating how likely each of these categories is.  Add the modifier to the character's base skill and restrict it to be between 5% and 95%, which we'll call the adjusted skill.  The adjusted skill is the likelihood of getting a good or excellent roll when you craft.  One-fifth of those good or excellent rolls are excellent (rounded down).  Same way for the bad two categories:  100% minus your adjusted skill likelihood of a poor or bad result, with one-fifth of those rolls being poor (rounded down).  Then you look up in the table to transform those categories into actual item qualities.

As an example, suppose you're crafting with carpentry skill level 77% and making an item with quality modifier 30%.  The adjusted skill is 95% (77 + 30, rounded down to 95).  So 1% of the time(100 - 95 / 5), you'll make a rough item, 4% of the time a decent item, 19% a masterwork (95 / 5) and 76% a fine item.

July 11, 2017, 11:56:58 PM
Re: Birch bark for crafting In the interim, there's quite a number of mods that add birchbark crafting.  Try adding something like this to your diy_glossary.txt file:

Code: [Select]
.Peel birch-bark. "Bark" [effort:1] *TIMBERCRAFT* [phys:hands,one-armed] /15/ %-20%
{Knife} <Small knife>
{[NEARBY_TILE:Birch]} 'Mature birch tree' [remove]

.Birch-bark necklace. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /15/ |-2|
{Knife} <Small knife>
{Birch-bark} #0.8# [remove]
{Tying equipment} (1) [remove] 'Cord'

.Birch-bark shoes. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /90/ |-2|
{Knife} <Small knife>
{Birch-bark} #1.6# [remove]

.Birch-bark cap. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /90/ |-2|
{Knife} <Small knife>
{Birch-bark} #1.8# [remove]

.Birch-bark box. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /30/ [-2]
{Knife} <Small knife>
{Birch-bark} #0.5# [remove]

.Birch-bark basket. "Birch-bark basket" *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /3h/ |-1|
{Knife} <Small knife>
{Birch-bark} #6# [remove]

July 25, 2017, 09:11:02 PM
Re: Add "wetness" penalty to clothes A macintosh is a colloquial name for a waterproof raincoat.
September 01, 2017, 10:09:58 PM
Re: Couple of weight issues > A pinch of heather flowers is, by my calculation, 0.025 lbs either exactly or so close to it

As an aside, you can get weights of items exactly by inspecting the OBJ files.  Should help you avoid tedious in-game stuff to figure out weights.  Heather flowers are exactly 0.025 lbs.

You can see the "weight of the whole can be less than the weight of the parts" with plants very easily:  mod a plant that produces an enormous amount of leaves or something, and you can make a plant that weighs 0.5 lbs when harvested and produces 100 lbs of leaves.  At least for plants, the weight of the plant is set independently of its ingredients.

October 02, 2017, 03:06:43 AM
Tracks being covered by snow One of those little things --- I've got a bunch of old forest reindeer tracks nearby my cabin from mid-autumn.  Seems very odd that months later, when everything's covered with a foot of snow, I can still see them fine.

Making snow cover tracks (and maybe rain decaying tracks?) would also make the weatherlore skill a little more useful.  Hunting during intermittent snow would be very difficult, since you couldn't keep a track on as the snow covered things up.  Hunting after the snow fell on a clear day would be your goal.

October 22, 2017, 12:38:37 AM
Lake reed too productive The lake reed definition in flora_newherbs.txt has [ROOT_SIZE:XS].  On testing, it doesn't look like XS is a valid value here.  Instead, each lake reed root produces the same as if it were ROOT_SIZE:M, the default option.  This makes lake reeds much bigger than they should presumably be, and in practice gathering a bunch of reeds for flour and vegetables over the winter is very effective.  I dropped them down to ROOT_SIZE:S and ROOT_QUANTITY:1 in my own game to get it approximately aligned to what I figured was intended.
November 01, 2017, 02:19:16 AM
Suli the Hermit I'm playtesting some changes to my self-sufficiency mod and thought I'd make a story out of it and see just how self-sufficient I can make myself. 

Suli Reemilainen went out for a walk north of Reemi territory one autumn and found himself robbed, beaten, and left with almost nothing.  Vowing to forswear the company of men forever, he set out into the wilderness to make a living his own way.  He begins by taking stock of himself:

Without any great aptitude for any particular skill other than the bow, he has trained in trapping and tanning small game in his village, knows the basics of timbercraft and carpentry, and has of course some basic knowledge of sowing and reaping.  Likely he can survive through the winter on small game, hoping to set up a small field next spring.  His crafting knowledge gives him some hope of being able to forge some tools to make his life easier.

Unfortunately, the robbers were not merciful; among other smaller cuts and bruises, they broke his shoulder and ribs quite badly (71% injury!).  He found his broad knife nearby when he awoke, and the robbers must have been scared away while they stripped him, as all his clothes but his tunic remain, including a cloak and hood that should help him keep warm during the upcoming winter.

Shuffling off, he hopes to find some water and herbs he can use to treat his injuries, along with some berries or roots to sustain him until he can set up some snares for game.  As he walks towards the nearest river, a stag struts right in front of him, as if knowing he is unarmed and too weak to kill it.  Suli eyes the stag hungrily until it is out of sight.

Suli makes his way to the shores of a nearby lake.  Goldeneye, mallards, and grouse call constantly, and he sees signs of foxes and ermines that hunt the birds here.  The lake reeds along the shore offer the prospect of food for the next few weeks.  Suli decides to rest here and recover from his injuries while gathering food for the winter.  With the extent of his injuries, it takes him most of the day to erect a simple shelter to keep the rain off his back.  He builds a small fire and roasts some of the roots he gathered, thinking of all the work he has to do and wincing whenever he moves from his broken bones.

November 07, 2017, 10:29:26 PM
Modding Wishlist I thought I'd compile a list of things that would be useful (long-term) additions to the modding tools, along the lines of Rain's old list here:

  • Time of year requirements for recipes.  Something like [MONTH: 5 6] to restrict an item being made from May to June.  I'd use this for things like birch-bark gathering (early Spring) or sheep shearing (Summer).
  • Weather requirements for recipes.  E.g., [WEATHER: sunny] for drying berries. I always like seeing weatherlore more useful!
  • Quality limits on outputs.  Something like [MAXQUALITY: 1] to prevent the produced item from being better than crude.  Or similarly, something broader than [noquality] like [QUALITY: 1] to make the output always crude.  This would be nice for primitive item crafting like easy cords.  I've got a recipe for cords from soaked branches, but I don't want them usable to make high quality items, so I want to make sure they're always low quality.  Right now I just have a massive %-100% quality modifier, but I still often produce decent or even fine cords from the recipe.
  • Item categorization for use in recipes.  Something like [IS:keyword] to define an item as a member of a preexisting or custom set.  So a recipe for drying berries that has [IS:Berries] that would allow the dried berries to be used in berry porridge.  Or custom items like [IS:Iron Ore] that would allow specifying {Iron Ore} in smelting recipes instead of using complicated regexes.
  • Custom tool preferences.  If I've got multiple tools of the same category, it'd be nice to specify that one is better suited than another.  E.g., I've got stone and iron hammers in my smithing mod.  Something like {Hammer} <Iron hammer> to make iron hammers perform better, even with the same qualities.
  • Cooking without a fire.  Something like [nofire] to allow cooking of foods without a fire, for things like drying berries or cracking bones for marrow and such.
  • Cooking without a pot.  E.g., [nopot] that removes the pot requirement at least for baked foods.
  • Nutrient modifications in cooked items.  Normally, the nutrients of the input food get used to automatically calculate the nutrition of the output food.  Customizing this based on the input items would be nice.  Something like [CARB_DIV: 0.5] to let roasting turnips make them more nutritious, or [PROTEIN_DIV: 2] for losses of nutrients during cooking.
  • Custom flavor text. [TEXT:Something immersive it says in the game text for flavor while you are doing a diy action]
  • Allow [SPOILAGE_DAYS:] in diy items.  Would like this for things like retting grasses or soaking branches for cords.

Anything else other modders have been hankering for?

January 03, 2018, 11:57:46 PM
Re: Graphical issue, truetile stuff I've had this problem before.  Macs don't handle the presence of an alpha channel in the tile PNG files well - it'll refuse to remove the background color.  You can fix them with the default Preview app:

  • Open the offending file(s) in Preview
  • Command-Shift-S to Duplicate (make a copy)
  • Command-S to Save
  • Deselect the Alpha checkbox
  • Save over the original file

You can also bug the original authors to get rid of the alpha channels in the files, but for mods that aren't being updated anymore that might not work.

January 05, 2018, 05:06:11 PM
Re: Suggestion: Port Unreal World to the Switch URW has been in development since 1992.  It's a very long-term project.  It's been primarily a Windows program for a while, and only relatively recently got Linux and Mac ports.  There are only about 10 million Switches sold, and like every other hand-held console, it won't last more than a few years.  I just don't think it's worth spending the development time on porting over to a small market, instead of doing further game development of which there's quite a long list.
January 09, 2018, 07:27:50 AM