Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Galgana

Pages: [1] 2
1
Suggestions / Encyclopedia entry: Shutter
« on: December 11, 2023, 04:09:11 AM »
I think the shutter is deserving of a tooltip as a way to put new players at ease when they notice a construction project appears to be going awry.

And since we haven't got the option yet to shut the shutters, it also would be a great opportunity to clarify whether a shutter has any impact on a building's heat insulation or weatherproofness.

Code: [Select]
.SHUTTER.WALL WITH A SHUTTER.

The shutter is a window feature set into a wooden wall. It provides a view of what lies beyond the other side of the wall. In addition, thrown weapons may pass through the opening.

A shutter under construction will dynamically align with adjacent completed walls and interior flooring once this tile is fully built.

2
Eyes and face reasonably ought to be invalid body parts to strike when the target is facing away from the attacker.

3
Suggestions / Encyclopedia edits and entries: Fishing
« on: August 05, 2023, 08:22:01 AM »
I noticed that hovering over fishing rods in the inventory no longer displays a valid tooltip due to the appended fishhook-related strings in version 3.70+.
These changes to the encyclopedia should bring the relevant sections up-to-date.

FISHING ROD - more strings and info paraphrased from the devlog
Code: [Select]
.FISHING ROD.FISHING ROD WITH IRON HOOK.FISHING ROD WITH BONE HOOK.FISHING ROD WITH WOODEN HOOK.
A common tool for active fishing.

Begin angling with a fishing rod either by using the FISHING skill or by applying the fishing rod from the inventory when near open water. Casting the line requires having at least one arm in useable condition.

Although it is not necessary to bait the fishhook when you start an angling session, an empty hook is far less attractive to nibble on than one with a bit of food.
Predatory fish species favour raw meat and fish, while others may be drawn in by your cookery leftovers or even raw vegetable matter.

Fishhook entries
Code: [Select]
.FISHING ROD WITH NO HOOK.
A common tool for fishing rendered useless without a new fishhook.
***

.FISHHOOK.IRON FISHHOOK.BONE FISHHOOK.WOODEN FISHHOOK.
The part of a fishing rod that catches fish.

Fishhooks may snap off as the line wears out from use, especially around the hook. This wear is relative to the number and size of the fish that have nibbled the line over time.
You can use a spare fishhook to repair a hookless fishing rod. First apply the fishhook, and then select a fishing rod to repair.

If you wish to swap a fishhook from one rod to another, first remove the hook by applying a fishing rod when you are on dry land away from open water.

Some blacksmiths may fashion iron fishhooks for a fee. These are the best kind to use and most durable.
***

TOOLS - one line edit
Code: [Select]
NET, NETTING NEEDLE, FISHING ROD, FISHHOOK, <br>
SKILLS - one line edit
Code: [Select]
TRAPPING, CARPENTRY, BUILDING, TEXTILECRAFT, NETMAKING<br>

4
Mod Releases / [3.81] Visible Nets
« on: August 04, 2023, 10:20:10 PM »
This mod adds floating lemon-lime and white pointers to your set nets for improved visibility.

Nets on the ground and not in use will appear as normal.

5
Nothing happens after clicking on stealth in the skill menu.

Unlike what happens with other movement skills, there is no prompt or error message. The message log only produces this line:
Using: STEALTH

6
Although net fishing requires placing the net in a direction where the player character can see, this restriction is absent in rod fishing.

While reality proves it's possible to cast a line backwards (see this youtube short), the technique seems atypical and doesn't correspond to the flavor text:
  You sit down, spit in the water and start to angle, dreaming of a huge catch.
Nor is it immersive for the player to remain facing away for the entire angling session.

7
Mod Releases / Visible Arrows
« on: May 27, 2023, 05:17:27 AM »
This mod adds floating red-white pointers to arrows for improved visibility whenever you're trying to find those stray projectiles.

truetile sprites edited to have 66x66 pixel dimensions:
  • wp-arrow
  • wp-bharrow
  • wp-blarrow
  • wp-brkarrow
  • wp-btarrow
  • wp-starrow
In case you don't want the floaties active all the time, the original size 34x34 sprites from URW version 3.80 are also bundled in the folder.
File names for these duplicates end with double-v arrovv instead of single-w arrow.

8
Bug reports / 3.80 (beta) Retting improves unarmed skill
« on: April 30, 2023, 01:24:01 AM »
My character's unarmed skill went from 40% to 43% after I soaked 100 units of a plant.

That doesn't seem right to me because the retting action falls under the textilecraft menu. Is this intentional?
I can think of a similar example where a weapon skill improves outside of combat, e.g. flail skill when threshing from the agriculture menu.

9
Movement mode text is left-aligned in the status box when wading.

This doesn't match with the center alignment for other movement modes (walking, running, hiding, swimming, fallen, etc.)

10
Abstract:
Quote
During the 4th millennium BC, an intensive artefact circulation system existed among the hunter-gatherer peoples of north-eastern Europe. Along with other goods, ring-shaped ornaments that were mainly made of different kinds of slates or tuffites were commonly distributed. Although commonly referred to as ‘slate rings’, these ornaments consist mainly of fragments of rings. In this paper, we suggest that the ‘slate rings’ were never meant to be intact, complete rings, but were instead fragmented on purpose and used as tokens of social relationships relating to the gift-giving system. By refitting artefact fragments together, analysing their geochemical composition, micro details, and use-wear, we were able to prove that these items were not only intentionally fragmented but also likely worn as personal ornaments. Moreover, ED-XRF analysis of 56 of the artefacts showed a correlation between their geochemical characteristics and stylistic detailing, suggesting different production phases or batches. Comparative data analysis confirmed the provenance hypothesis that the majority of the analysed objects, or at least their raw materials, were exported over hundreds of kilometres from the Lake Onega region.

Link to study: https://link.springer.com/article/10.1007/s10816-022-09556-8
tl;dr reporting: https://phys.org/news/2022-04-friendship-ornaments-stone-age.html

11
Suggestions / Vegetable dyes, tanning material, inheritable color data
« on: August 07, 2021, 10:45:35 PM »
After reading this post quoted below, I propose a new flora header tag for [tanning] that permits plants and plant parts to be used.
According to Wikipedia's page on heather,[1] "Formerly heather was used to . . . tan leather". So, how about adding it to "tanning material" along with animal fat and birch bark? For characters that are just starting out or scraping by or doing The Challenge, this would allow them to use heather for tanning and roast/eat the animal fat.
An associated [tanning:] property can specify which part of the plant will be accepted in the tanning process, with values of: plant (as the default), leaf, flour.
The flour idea comes from this accidental discovery:
I was about to tan a soaked elk skin with newly obtained bark. But I mistakenly chose birch-bark box of 'coarse grains' instead and, to my surprise, worked as tanning material. I had to fill the now-empty box and try it again to make sure. By not starting tanning but pressing escape during the pause when all conditions are met. Consequently, the birch-bark box, which was emptied when selected for tanning, did not refill when canceling. I repeat: I did not start the process.

Rye flour (made into sour mixture) can be used for tanning IRL, so initially I thought there was some purpose to all this.

But then, another thing was that I had a bag full of these same grains. That bag of coarse grains could not be selected for tanning.

So now I suspect it was the "birch-bark box of ..." that allowed the grains to be chosen in the first place. I have to test this with putting, say, dried meat inside a birch-bark container and try tanning with that.

I shouldn't even be reporting this, because now I want to use rye flour in this fashion in the future...

Color as a new flora property would also be a welcome addition. Now that we have fibres and yarn, clothmaking and tailoring seem closer on the horizon.
Dye plants could be designated by a [dye] header tag. Again, acceptable plant parts for the dyeing process should be specified.

I'm not sure about how color tinting for domestic animals is set up, but perhaps individual garments can also be tinted by the engine to give a visual indicator of being dyed.
I do know fur and leather clothing inherit defense values from the hides of both wild and domesticated animals, so why not colors from the individual animal as well? That could mean enabling tints for wild animals; I know I would be thrilled to encounter a herd of forest reindeer that all had different coat colors. But adding unique properties to pelts could complicate stacking them.
(An an aside: ideally, in animal husbandry the offspring will inherit traits from the parents - including color.)

I'm also thinking about color property being defined for textile plants to represent their undyed state, which could impact the intensity of blending the final garment color. But that may be extraneous to the dyeing process if it should incorporate lye from wood ash as a bleaching agent.
Bleaching would require (perhaps repeatedly) soaking raw cloth in a lye solution and then leaving it to dry in the sun. This means that bleaching will be restricted by the seasons; similar to retting, it can be accomplished quicker during the height of summer but takes more time during spring and autumn.
Dyeing would require a color fixative; I've read that salt or vinegar can be used. Salt already is present in-game, but vinegar could also be introduced as a product of brewing beverages. Cloth should be soaked in the dye solution, rinsed, then left to dry.

12
I had an encounter with a snake and the following happened:
Code: [Select]
(000000):56gg:[T]{029E05F7}      | The snake hisses at you.
(000000):56gg:[S]{029E05F7}      | Snake flees.
(3C5A98):56gg:[:]{029E05F7}      | You begin sneaking.
(143270):56gg:[#]{029E05F7}      | Aiming Zone: Head
(000000):56gg:[Y]{029E05F7}      | You try to kick the snake.
(000000):56gg:[Y]{029E05F7}      | You execute a skilled kick.
(000000):56gg:[Y]{029E05F7}      | You land a solid hit to its skull.
(3C5A98):56gg:[:]{029E05F7}      | The snake seems to have fallen unconscious.
(000000):56gg:[Y]{029E05F7}      | You try to kick the snake.
(000000):56gg:[Y]{029E05F7}      | You carry out a perfect kick.
(000000):56gg:[Y]{029E05F7}      | You land a solid hit to its skull.
(000000):56gg:[Y]{029E05F7}      | You try to kick the snake.
(000000):56gg:[Y]{029E05F7}      | You carry out a perfect kick.
(000000):56gg:[Y]{029E05F7}      | You land a solid hit to its abdomen.
(A80000):56gg:[!]{029E05F7}      | The snake hisses in pain.
(000000):56gg:[S]{029E05F7}      | Snake rises back on its feet.

Unless the UnReal World takes place in a prelapsarian Eden, snakes of course do not possess feet.
For a snake-specific set of rise and fail to rise messages, I suggest:
  • The snake rears its head.
  • The snake coils defensively.
Seals also don't have conventional legs so much as flippers, so I think it would be appropriate to provide them with special bodypart definitions: "foreflippers" and "hindflippers".
For the rising messages, I suggest:
  • The grey/ringed seal rises on its trunk.
  • The grey/ringed seal struggles to raise itself.
I also have some ideas for how to make the movement behavior of seals on land more specific to their anatomy.
One way to go about it is to implement a directional restriction to prevent a seal from rotating 180° within a single turn. Something like how spirit NPCs aren't supposed to show their back to the player, though I'm unsure about the specifics of their AI regarding mobility.
To balance this rotation nerf, a seal could strafe in its relative left-right directions somewhat faster than its forward land speed as a way to simulate rolling to the side (and perhaps gain speed from rolling downhill, like how it happens in this video with an elephant seal; the seal uses its hindflippers to propel down the grade around the 21-seconds mark.)

It's been a while since I've observed seals in-game, so I can't remember if their ability to climb onto skerries and ice has a foreleg injury check. Breaking their front flippers definitely should impair attempts to haul-out, though I've seen elsewhere that moving along a relatively flat surface does not always require using all the flippers (example: the seal closest to the camera in this video), and forward undulations on land generally don't depend on the back flippers anyway (see this PDF of "Kinematics of terrestrial locomotion in harbor seals and gray seals: Importance of spinal flexion by amphibious phocids").

13
Posted in a separate thread as per Sami's recommendation.
I encountered another issue with tying equipment. This one concerns crafting with stacks.

I wanted to use a crafting recipe that called for 60 ft of rope, for which I added the [nominlen] tag. In my inventory were 4 units in total of 15-foot leather ropes (2 decent quality and 2 fine quality). After selecting these ropes for use, the interface said it still needed 30 ft. At this point, I had no other ropes available for selection.

I cancelled the crafting menu and combined each pair of leather rope. The crafting recipe successfully accepted 30 ft decent rope plus 30 ft fine rope.

It seems that the number of units in a stack were ignored and only the base footage was taken into account.

DIY code; external assets have been commented out:
Code: [Select]
.Sledwagon. "Punt" *TIMBERCRAFT* /2h/ [effort:3] [assist:3] [phys:stance,arms] [noquality]
{Board} (8) [remove] [ground] '+for frame and skis'
{Block of wood} (2) [remove] [ground] '+to split for summertime wheels'
{Axe} <Carving axe> '+for shaping'
{Rope} =90= [remove] [nominlen] '+for securing loads'
{Leather rope} =60= [remove] [nominlen] '+for pulling harness'
//{Leather tarp} [remove] '+to cover loads from weather'
[WEIGHT:15]
//[TILEGFX:sledge]

Just to clarify, I also had 6 units of decent 15 ft {Rope} in my inventory which were successfully accepted as inputs. The issue encountered here concerns {Leather rope} stacks of different quality.

14
After bartering for goods with a human villager, I returned to the same village weeks later and discovered that one of the resident dogs was carrying things I had traded away.


While I don't remember exactly which human NPC here was the one I had chatted with, I've got a fair idea that the entire stack of clothes I had sold did not exceed their individual carrying capacity, since I hadn't observed the NPC drop items at their feet immediately after the trade was concluded. This fact contrasts with a barter exchange made elsewhere which had a few hundred roasted meat cuts be dropped by an NPC afterwards (and I tidied up the area by moving the stack indoors).

The dog in the screenshot is not for sale, which makes me unable to determine whether ownership of the dog might also transfer ownership of the items in its inventory.

15
When I started a somewhat long time-consuming activity, the weather was rainy at first but then ceased to rain partway through my crafting progress. Even though the raindrops graphic immediately cleared up in the screen, the audio of rain.ogg continued alongside the axework.ogg loop until the crafting action was completed.

Pages: [1] 2