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Messages - Buoidda

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Suggestions / Re: Straw
« on: January 30, 2021, 03:35:22 PM »
Straw was used as insulator as well. Both in footwear ...

At least what I think of straw (or hay) would be really coarse and stingy to put against your feet... Just to be accurate here, the "shoe-hay" is a spesific species of grass, leaf of which is triangularish in cross-section. Bundles of it are gently pounded soft before using in shoes.

DISCLAIMER: But there might be other plants used elsewhere...

@Privateer please tell us more about it. And do you have a working seafood mod?  :o

I have yet to figure out a way to modify how long it takes to "harvest" flora,
Only by adding yield, I'm afraid.

You could have an additional step, of course. I also don't think you can make it effortful?

How about stretching a bioindicator into existence, like "iron/red bulrush" which would then be consumed when using dip net to collect the ore?

Well I guess so for most flora, though I've yet to see [root]s regrow without planting. I don't know.

Besides, (bog) iron ore is renewable irl. Though not yearly more like after a decade.

Anyway, it couldn't be made perfect, yet (?), but still able to moderate scarcity and definitely more balanced than current practice.

Since I'm out of Urw modding points, I'm throwing this idea on the boards just in case this spark meets some flammable material.

I never liked the fact that iron ore could be harvested anywhere in suitable terrain - indefinitely.

I think flora files could be used to mimic iron ore as well as other minerals.

That way ore wouldn't be an infinite resource, but required to actually find.

There's an example code about vitriol, which could be modified to harvest lake or bog ore. I would start by studying lake reed tags.

What do you guys and girls think?

there is no reason to have the .Build a simple stone forge. recipe at all, or the .Assign a fireplace as a forge. recipe.

While that might be true for your settlement and play style, refining ore is supposed to be a lot of work. My original mod intended these two to be used for roleplay*, yes, but also for those (rare ?) instances where you want to forge stuff out of existing iron items or when you are far from your base or visiting a village. I admit those instances might not ever come across.

Also some crazy ppl like to hunt the red crazy ppl and will accumulate a lot of iron (and precious steel) that way. While loot is ofc more valuable for trading, one just might want to use the iron for forging, at least in special circumstances.

*I wouldn't normally want to use a bloomery for forging irl since it is a different setup, but it can be used nonetheless.

In gameplay terms the bloomery, once set up, will make the others obsolete in that location. Note that bloomery requires clay which is pretty freezing work to harvest in winter.

They are different things.

Bloomery (youtube) is an enclosed furnace capable of higher temperatures and forge is a regular blacksmith's forge/fireplace.

Mod Releases / Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
« on: January 24, 2021, 08:15:19 PM »
I'm testing this mod and it gives me a very wildlife feeling to my quarantine days. Lovely  ;D
The trees spice up the scenery somewhat, don't they :) Please let me know what your testing finds.

Currently I'd reduce the tub from 6 down to 3 boards at least. (What was I thinking? Nothing.)

Not bugs / [Fixed - persists in 3.63] Grouses will not land
« on: January 24, 2021, 10:10:04 AM »
The other day I saw a black grouse land on the ground I realized they almost never do that.

I started bird watching and on one occasion a grouse "flying high" did so for more than an hour on a single tile.

I'm sure this "staying in flight" time should be checked at least for grouse family birds. They are heavy birds and don't want to stay in flight for very long as in once they take off they are already looking for a spot to land.

Suggestions / Easier to find masterwork small and broad knives
« on: January 24, 2021, 09:53:28 AM »
Now I'm not sure if they are more common in other than Driik villages, where I'll always shop, but:

I'm guaranteed to find at least two complete sets of masterwork axes (8 axes) before I find a masterwork small knife.

On top of that, yesterday I found my first ever masterwork broad knife. (You should've seen my celebration! If my memory serves me right. Believe me I've played this game a lot.)

This is a very old issue I've had with Urw: this sparked me to start modding ironworking in the ancient past...

It's about time to rectify it.

Suggestions / Kotas for Northern tribes' overmap village tile
« on: January 23, 2021, 07:45:30 AM »
I'm colour blind and I have a serious difficulty spotting villages in the North, when they are surrounded by forest. There are no clearings around. I have to usually check the map to find the general area I'm supposed to look. (I used my "color blind pal"-app to tell what colour the little houses were. It tells the roofs are orange.)

Suggestion: Change Northern tribes' village graphic to gray kotas instead of houses.

So I finally fooled around with containers and unpaid contents.

Now I'm in a position where villagers call me thief and return to the village (if I carry two unpaid containers), which retained unpaid status after a successful trade. Villagers don't recognize the debt to pay but do prevent me from taking the containers with me.

I laid the two containers on ground. The wooden bowl used to be my own.

After the save moment I played some more and now I owe eight containers (I possess four)! The debt keeps duplicating every time I pour contents from unpaid container to another.

After a heated argument I finally got the option "take what is yours". Then I bought my own items and the originally poured-in unpaid contents back and finally in full possession of them. (weird they are identified now)

EDIT: Yes the work-around is: Pick unpaid bag of salt/grains, pour them to a container and wait for villagers to demand payment. Say that you are not able to pay. Then buy back the smaller amount (which originally was in your own container).

Bug reports / Re: [3.63] Cave floor retains snow cover if built on
« on: January 19, 2021, 10:31:48 PM »
I add that unfinished build displays 'correctly' without snow. The snow only reappears once the 'ceiling and floor' are finished.

Bug reports / [3.63] Cave floor retains snow cover if built on
« on: January 19, 2021, 04:27:25 PM »
Bug-like game behavior:

The subject pretty much sums it up. In the picture below, part of the cave is "inside of a building" and part "cave floor".

Graphically they are indistinguishable. Even with snow cover.

(This part might as well be a suggestion: It doesn't really make sense for caves to have snow at all, btw. Maybe snow on just on those squares were the "surface of the earth" generates light, near the entrance?)

(although if I saw someone moving goods into their own containers I'd assume they were trying to steal it...).

(That's how goods were purchased well into the 20th century in the west* and in some places even today.)

Interesting, (with couple of decades of intermittent Urw-ism,) it never occurred to me to even try this. I'm gonna carve some cups and go shopping now.

*lazy broad-brushing here

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