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Topics - Roheline

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1
Suggestions / Modding: More Than One Output/Byproduct
« on: November 20, 2020, 08:15:26 AM »
It would be great to have a crafting process that works the way timber currently does, where you cut up a tree and you get both a log and branches, for example.

I'd love to be able to do something like this for modding, for example when making cheese you get whey and curds, which can both be further used in recipes. Ideally option for modder to specify parameters (nutrition, weight, item type, etc) for each output. This could also be used to mod in recipes where an ingredient is tied up for the duration of the crafting timer but is returned to the player afterwards, as in cords when drying meat.

2
I can't remember if this was addressed in a recent update or not and I'd rather not buy an animal just to lose it into the forest. Do any domestic animals besides dogs follow the player automatically or do they need to be leashed, fenced, or tied to trees to prevent them wandering off?

I'm working on building a nomadic reindeer herder type character and wondering if my vision of her driving a big herd of reindeer is possible or if I'll have to have them all leashed.

3
Modding / Issues Integrating Cookery with Craft Mod Recipes
« on: November 05, 2020, 01:58:04 AM »
I'm working on designing a realistic mod that allows me to create dyed yarn and garments using various plants and mushrooms. My first attempt has some of the mod under cookery so I can create, for example "A pot of blue dye" rather than "A blue dye". My goal was to then have the dyeing step call for a portion in #s of the created "liquid product" gained from cookery. So "A pot of blue dye" might work for several batches of yarn (each requiring 1 lb of the intitially created 5 lbs of liquid, for example), with the weight of liquid reducing each time it's used as in when you have a pot of something and eat portions from it. I was hoping I could go this route as long as I remembered not to eat my dye stocks, as they show up in the food menu until further utilized.

The problem I'm encountering is that when I try to do regular modded crafting outside the cookery menu, it just doesn't want to pull the volume correctly. So my very labor intensive "pot of blue dye" was all emptied simultaneously leaving and empty pot when I attempted a test dye with it, rather than using a portion of the weight/volume and leaving the rest in the pot for later use. I wanted to end up with "Blue yarn" plus "A pot of blue dye" minus 1 lb of liquid, instead I got "Blue yarn" and an empty pot.

Can anyone advise on a way to make these functions work together, or is the cookery menu just not meant to be used that way?

Thanks!

4
Suggestions / Naming:First Word Tag Please for Modding
« on: November 04, 2020, 11:39:14 PM »
TL;DR:
I'm able to mostly accomplish what I want with modding with the [naming:last word] tag but there are times the naming would be a lot less awkward and allow for more precise modding if a [naming:first word] tag.



For example, if I want to be able to make a single fiber craft "Weave wool cloth" I can have the game label my cloth "Green wool cloth" only if I named the yarn "Wool yarn dyed green" so that "green" is the last word. Otherwise I'd have to have 8 different crafts each calling for a specific starting material "Green cloth" from "Green yarn", "Blue cloth" from "Blue yarn" etc, and if I then wanted to make clothing the menu would get completely out of control for 15 different clothing options (shirt, cloak, apron etc) times however many colors I wished to represent in my dyeing mod.

If there were a [naming:first word] tag I could streamline it to only a few menu options where the color tag gets carried through the process and I still get the fun customization I'm working on. So "blue wool yarn" could get processed through a single weave craft into "blue wool cloth" through a single "Make a shirt" craft into "blue wool shirt" each time renaming the previous item into the next one based on the first word.

5
Suggestions / Torch Holder
« on: October 09, 2020, 06:28:53 AM »
Just a small thing, but it would be really nice to have a way to mount a torch on a solid surface. I've tried dropping torches but they just go out. Even with a fire and a torch lit, my cabin can feel pretty dark and I'd love to have torches burning in a few places to me it all cozy.

6
I was trying to understand what would have been the most historically accurate plants Iron Age Finns would have used to make cordage (for a modding project) and stumbled across this fascinating (to me) article: https://pdfs.semanticscholar.org/2a6d/ff8587122250da93e1c4367ce588185f9f78.pdf?_ga=2.76018320.40765779.1602115062-546477513.1602115062

In case anyone else was slightly confused like me, "lime" is apparently an alternative name for the Linden tree, which is found all over Europe including at least the southern half of Finland. I had no idea that such cordage was such a prevalent trade good across the region or that it was used and in demand well into the 20th century!

I think it would be neat to add Linden trees to the game and allow players to gather the bark and prepare it by one of the methods described in the article (either by peeling in summer and then soaking in water for 4 weeks or by gathering in winter and smoking it). Alternatively, perhaps a process to gather bark from a variety of trees beyond what's currently permitted and prepare into cordage by soaking, peeling, and twisting?

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Modding / Question: Item Used but Not Consumed
« on: March 28, 2020, 09:28:21 PM »
Does anyone know how to code it so an item is utilized like cords are now in drying? I'd like for the item to be "in use" and unable to be accessed while the process is being prepared, but is then returned to the player at the end of the process.

Thanks!

8
Suggestions / Village Food Status and Charity (both ways)
« on: March 26, 2020, 10:09:15 AM »
I understand the most recent update adds the option for villagers to refuse excess food goods in trades if their village is well stocked.

This brought me to a new idea that villagers' food stocks could naturally fluctuate and lead to different relationships or even "mini quests" in the process.

If the village has plenty of food and the PC is starving and has a decent relationship with the village, how about some occasional offers of food to the PC when they chat with villagers? Or increased chance of chores quest being offered to give PC trading credit?

On the reverse side, if the village is doing poorly ("bad hunting" or "crops failed this summer") perhaps there could be an opportunity for the PC to earn status/gratitude/friends by gifting some of their food supplies? Some of my long termers have pretty astronomical amounts of food hoarded and it would be nice to have a social purpose for it.

9
Suggestions / Village Women Trading Too!
« on: March 26, 2020, 09:27:14 AM »
Whenever I ask around, the village ladies never have anything to trade! How about we let them offer jewelry, clothing, food, cords, knives (maybe they can be the best chance at finding a small knife?), plants, seeds, etc?

If textile crafts ever go vanilla, it would be great to be able to buy spinning and weaving tools (spindles, looms, yarn) from them also!

10
Modding / Question: Possible to Mod Village Stocking of Plants?
« on: March 26, 2020, 09:21:51 AM »
The quick version: does anyone know if there a tag in plant and mushroom files that controls whether villagers will stock that plant in their trade goods?


Long version (pretty nerdy stuff): I am working on a mod for dyeing fabrics and yarns to add to my current weaving mods to allow my characters to make multicolored woven belts/trim, dyed clothing, etc. Collecting the dye materials and creating the dyes will be very labor intensive (and as historically accurate as I can make it!) and so I view this as a way for a character to make tradeable luxury goods and maybe live exclusively as a weaver.

I've done lots of research into historically accurate dye materials, and I've decided to add in some flora of my own, including Dyer's woad (northern Europe's only known source for blue until Indigo was imported). There is historical evidence of it growing wild in southern Finland and being cultivated throughout the rest of the country. In order to obtain the plant for dyeing or its seeds, I'd like for my characters to be able to trade for it in more prosperous villages, similar to how one would trade for hemp seeds, peas, etc. It would be even more rad if I could mod it so that foreign traders or village women would offer it from their inventories.

I'm also planning to use Tellervo's gift mushrooms to be a red dye source (making  Cortinarius sanguineus in my head...they're kind of reddish on screen and the "gift" seemed appropriate) and would love to know if mushroom files were editable to make villagers stock them.

Thanks everyone for reading and any input you can offer!


I want to be as rockin' as some of the great period dressed avatars!




11
Suggestions / Domestic Reindeer Milking
« on: March 23, 2020, 11:02:30 PM »
We can milk sheep and cows, why not reindeer?

Really just me being selfish and wanting more immersion for my northern tribe reindeer herding characters (including a fantasy of someday having a completely nomadic character who migrates and lives off the meat/milk/hides of their herd of reindeer).

From what I've read of the historic evidence of the practice, the milk yield isn't very large and the reindeer require some special handling, such as typing the female reindeer by her antlers with a rope or lasso, but I think it would be great to be able to do it and create traditional Sami-style cheeses!

12
I've seen this happen twice now with one character, with means it's partially my own fault for not learning my lesson!

If the character is exhausted when they begin skinning an animal and passes out before the process is done, then when they wake up there is no skin in the inventory and the animal is shown as already skinned, so the skin effectively disappears.

13
Gameplay questions / Process to boil poisonous mushrooms?
« on: November 29, 2018, 05:23:49 PM »
I recently had a character get poisoning (non-lethal thus far, continuing to cross my fingers!) from eating from a pot of boiled tellervo's gift mushrooms. Based on the wiki and my character's own herblore knowledge ("poisonous unless boiled") my assumption was that boiling them would be sufficient, but I still got poisoned.

What's the missing step here? Is there an action I missed to somehow empty the water out without losing the mushrooms? Sticking to browncoat and yellowcoat for now until I can get this clarified.

14
Gameplay questions / Finding Silver?
« on: February 20, 2018, 07:47:42 AM »
I'm working on a certain quest that requires sacrificing silver, yet I can't seem to find it anywhere in the game world! I'm glad the quest gives such a long timeline, because I've looked from Driik lands to Seal lands and talked to at least 3 groups of foreign traders in between, and haven't seen anything better than bronze!

Is the "silver" part literal in this quest or would, say, an iron weapon do? Has anyone had luck finding silver in their game world? Which cultures seem to have it? I know it supposedly exists from the game encyclopedia, but have yet to come across it.

15
General Discussion / You feel unity with the waters around
« on: February 10, 2018, 06:17:04 AM »
Just a note on how much I appreciate the subtlety of the magic system in this game.

My character was going about her business, doing some crafting while waiting for her injuries to heal, and the message pops up, "You feel unity with the waters around."

Looked around a bit, didn't see anything unusual, continued about her business.

The next day, stopped by a shelter (not my homesite) built by a lake and found a northern bow sitting on the shore. At first I thought I'd dropped it, but after picking it up, sure enough I have two of them now.

So did the spirit of the waters leave me a little gift? Did a woodsman lose it after spending the night at my shelter? I suppose I'll never know...

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