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Messages - Signatus

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46
General Discussion / Re: An observation on a lost adventurer
« on: January 17, 2019, 08:11:41 PM »
For some moments there I thought you had "spliced" a village from a different world/character into your current one... I was going to ask you how to do so!

47
I'm 150% sure that harpoons for whales/seals have been in use by seafaring cultures for very long. What I don't know is whether harpoons were used in Iron Age Finland.

As for Signatus' reply, you are aware that the ango doesn't come with *rope* right? How can something be a harpoon if it doesn't have rope attached?

The ango (or angon) is barbed in such away that it's really hard, if not impossible, for the victim to remove it. They'll likely just die from their wounds. We know that angos were used about a 1000 years ago in Finland, but a harpoon not so much. It's possible, but it's also something that would probably need a boat and more people, no? Can a human really reel in a huge seal on their own?

I also see a problem with programming these ropes going around the map as the creature moves... it would be cool if they could get tangled in a couple trees/rocks, but that must be hell to program correctly. I think a bolas would be easier as a way to immobilize targets.

48
Both male and female reindeers grow antlers, while only male elks do. I think I read on a changelog that there were no more reindeer stags, and the distinction between male and female reindeer was no longer made, but I might be wrong

49
1) Can we have a harpoon for stabbing seals and reeling them in?

It's called the ango

Quote
3) Can we please have a lasso system to capture forest reindeer?

That makes no sense...

50
Mod Releases / Re: Custom Starting Items - Freebies
« on: January 14, 2019, 01:59:19 AM »
It's easier to call your conflicting recipes something else like so:

Code: [Select]
.Test spear. "Spear" *COMMON* /1/
[Name:Spear]

Note it uses the base item "Spear" but also needs to have the name reset (otherwise it will be "Test spear").

To get masterworks, you can up the skill boost and change the skill being used to something you have really high like Tracking. Some skills produce less masterworks on average, so I also have these recipes create 10 items per batch, then discard the excess if I want a masterwork.

Likewise, you can feed yourself by creating dead fish. This is really useful for testing without having to gain a foothold. Or for roleplaying a character who already has a food supply or has been contracted to kill njerpez around the area. Whatever rocks your boat.

You don't really need any ingredient for these to work.

51
Is there a way to give myself items or start out with certain picked items? I'd like to start with a fishing rod, spear, fine knife, woodsman's axe, decent bow, 10 arrows and warm clothes. Is there a debug or dev mode or something? I've looked through my character file and i can't find my inventory.

I don't think its cheating because a guy could start out with these anyways through the RNG. From the perspective of roleplaying: I left my home to fend for myself and as a parting gift was given or allowed to keep these items i made myself\made by my family\community\ or passed down through generations.

I would be cool if the game had a custom start where the player would be given a certain number of points to select their starting inventory based around the gear's value number.

The only way I see that happening is using recipes to give that to you, then discarding whatever you started with. I made a primitive no iron character and immediately discarded the iron axe and knife and made stone versions, for example.

You can make a test menu (I have a diy_test.txt file for my test recipes) and then assign it a letter in the menudef file when I want to use it (I'm using Q). You can just make recipes with no ingredients and 1 minute duration to get those items and off you go.

52
I have a flora_newherbs.txt file in my Unreal directory  ???

Caethan is that one from yours that should be in the BAC?

I also see flora_berries flora_herbs and flora_mushroom

I think those are all vanilla... it contains Mother/Bear pipe and whatnot.

Actually....

Split spruce twigs are exactly what was used historically

I can knock off the [ground] tags

Well, I guess that the strong thread message is a bit misleading then. Was the capital E really the problem?

Edit: Just tested, and it really is.

53
Hmmm... I can't find fishing rod. I think it might be missing.

Indeed I can't find it either... I'mguessing it should be added just before .Net. in the utility file:

Code: [Select]
.Fishing rod.  [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Staff} [remove]
{*fishhook} [remove] 'Fishhook'
{*Cord} (2) [remove] 'Cord'
{Knife} <Small knife>

That should solve it!

There are a couple problems I've noticed (from the BAC mod v026 download a couple days ago; didn't see either of them explicitly addressed since then):

The "Braced Bark Hull" recipe from the Transport menu calls for Tying Equipment ({Tying Equipment} (1)[ground] [remove] [noquality] '+tie ends of belly frame') but none of the tying equipment I've tried to use, including Birch Bark fibre cords/rope, root ropes, hide cords, and others, have worked to fulfill that step.  I suspect {Tying Equipment} may not be working as you intend.

I just ran into this as I tried to make a birch-bark punt again. One of the issues I was able to solve was that you can't ask for a cord AND have the [ground] tag because it always asks for tying equipment from your inventory (from what I understood). This worked the first time I ran into this issue

However, something fishy was still happening, possibly because of the recipe having more than one {Tying equipment} call, and it was still not accepting any of them on the second call, the one with [noquality]. My solution was to make both of them ask for {*cord} and voila. It also seems silly that "sew with strong thread" can be fulfilled with split spruce twigs or bark laces:

Code: [Select]
.Braced bark hull. "Log" *TIMBERCRAFT* [effort:3] [phys:arms legs stance] /6h/ \40h\
{Opened roll of Birch-bark} (1) [remove] [ground] '+Intact sheet for bottom'
{Opened roll of Birch-bark} (1) [remove] [ground] '+Extend center sides plus other bits'
{*cord} (3) [remove] '+sew with strong thread'
{Staff} (2) [ground] [remove] '+split for inner gunwale frame'
{Wooden stake} (2) [ground] [remove] '+frame spreaders'
{*cord} (1) [remove] [noquality]
{Knife} <Small knife> '+holes cutting shaping'
{Stone}(12) [ground] [noquality] '+apply weight'
{Wooden stake} (24) [ground] [noquality]  '+braces and clips'
[WEIGHT:9999]
[PRICE:0]
[MATERIAL:wood]
// put main on ground, lay frame on it, then bend sheets up
// exterior braces hold sheet upright
// Sew extra sheet pices
// put the stones and braces in place to push on sheets
// needs to sit a long time to take shape

Another issue I found was that the 24 {Wooden stake} wouldn't grab them from the ground... I had to have them in my inventory. I think that because it doesn't have the [remove] tag it works as a tool (I had the "poor tool" message display) and the fact that it's the second call to the same item further screws it up. Having 24 stakes in your inventory throughout the whole process really sucks. As a quick workaround, just comment out the 24 stakes line and drop them on the ground, to roleplay it. Either way they wouldn't be lost.

Quote
Second, the recipe for Birch backing in the bowying catgory calls for {Split trunk}.  From what I read in the development thread, I think this may need to change to Quarter trunk?

If I recall correctly, it should be {Short quarter log}

54
I can see the clinkered punt needing an actual iron adze axe, no problem, but maybe the finnish one should have it optionally if possible. The option of a stone adze axe (with very low quality) would make it possible to at least make it, albeit slowly and rougher.

Stone adzes are a neolithic tool and here's no reason to believe finns wouldn't make one. After all, it's little more than a stone-axe with the blade turned 90°.

Keep in mind that you can't sail to Driik and buy an adze from a craftsman, even though it's relatively simple/common tool

55
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).

This is what happens when you just paste every mod on top of each other... I was suspicious that the file had some slight changes but was unsure which if any.

That shouldn't break the game at all, though. It's also cool to be able to find some of those crops in the wild without relying on villages and depleting their harvest/stock while at it.

Also Brygun, I noticed that the Shaman mod has a "Well" graphic.

As for the fish cuts, fair enough. It's a shame that we have to find a kludgy way to deal with it. One option I thought about was to make a "clean small" and a "clean big fish" recipes, but they'd rely on the player's honorable use. Another option would be to use the salmon object but force some waste in the process: 1.1lbs create 1lb for example. Not a big deal anyway.

56
New post just to share this table of fish nutrition I made:

Code: [Select]
NAME; CARB; FATS; PROT;
Pike-P* 0 0 16 =16
Burbot 0 1 16 =17
Perch 0 2 17 =19
Lavaret 0 3 17 =20
Bream 0 4 17 =21
Trout 0 4 19 =23
Pike 0 2 25 =27
Salmon 0 13 17 =30
Roach 0 7 23 =30

Should there just be a single fish-cleaning recipe, this should help selecting the best fit  for base object for balancing. Pike is the one giving the most protein. Roach is tied for most nutrition overall and has >20 protein and second-highest fat, while the salmon is the most balanced of them all: fatty but kinda lacking in protein.

57
I did some testing and I spotted a small problem with cleaning fish: It's always based on the pike! This means that all the cuts will have a pike's nutrition, which is probably not optimal,

The problem with adding fish-specific recipes, of course, is that it takes a lot of menu space. Currently the Mining and more menu has space, but it's still a lot:

Code: [Select]
.Clean pike. "Pike" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Pike}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean perch. "Perch" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Perch}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean bream. "Bream" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Bream}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean roach. "Roach" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Roach}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean pike-perch. "Pike-perch" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Pike-perch}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean lavaret. "Lavaret" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Lavaret}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean trout. "Trout" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Trout}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean salmon. "Salmon" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Salmon}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean burbot. "Burbot" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Burbot}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

To counter this, I can only suggest the compromise of including it as a cooking recipe but then we would need a fire to "cook" it. Simple enough, but is still an unnecessary detail. It would, however, keep the ingredient's nutrition pretty easily. Would it be possible to force 1lb of fish to turn into 1lb of cut, though? Is a [roast] tag necessary?

Also, should we document each fish's nutrition values for the Wiki? Here's the snippet from my debug log:

Code: [Select]
{57:10} Day/H:M 1/14:50 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0  kcal/100g: 185  kcal/lbs: 925  kcal/esine: 691
{57:10} Day/H:M 1/14:50 void eat(5) - Item: roasted salmon cut
{57:10} Day/H:M 1/14:50 Vatsa: 147 kcal/100g:185
{57:10} Day/H:M 1/14:50 Itemruoan_Vatsatarve: 0.51
{57:10} Day/H:M 1/14:50 It's very tasty.
{57:18} Day/H:M 1/14:53 Vatsa: 144 Energia: 2608 Jano: 826
{57:18} Day/H:M 1/14:53 RAVITSE: roasted salmon cut*0.51 -> Vatsa: 255 Energia: 3080 Jano: 826
{57:18} Day/H:M 1/14:53 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0  kcal/100g: 185  kcal/lbs: 925  kcal/esine: 219
{57:18} Day/H:M 1/14:53 ---- eat complete ----
{2:5} Day/H:M 2/2:55 ravinto(roasted pike cut) : Hi,Ra,Pr: 0,2,25 Neste: 0  kcal/100g: 118  kcal/lbs: 590  kcal/esine: 441
{2:5} Day/H:M 2/2:55 void eat(6) - Item: roasted pike cut
{2:5} Day/H:M 2/2:55 Vatsa: 0 kcal/100g:118
{2:5} Day/H:M 2/2:55 Itemruoan_Vatsatarve: 1.57
{2:5} Day/H:M 2/2:55 It's plain good roasted pike cut and happily consumed too.
{2:12} Day/H:M 2/2:57 Vatsa: 0 Energia: 1793 Jano: 1862
{2:12} Day/H:M 2/2:57 RAVITSE: roasted pike cut*0.75 -> Vatsa: 125 Energia: 2234 Jano: 1862
{2:12} Day/H:M 2/2:57 ---- eat complete ----

Some of it is in finnish, but I think it's a safe bet that "Hi,Ra,Pr" refers to Hidrates (carbs), Fat and Protein. As you can see, Salmon is 0,13,17 while Pike is 0,2,25. I assume that smaller fish have less nutrition, but I might be wrong.

Edit: Roach seems to be 0,7,23... not a big difference, but still something

Edit 2: I just tested and this seems to work to create a 1lb fish cut out of raw fish:

Code: [Select]
.TEST clean fish. *COOKERY* /6/  [noquality] [patch:5]
{Raw fish} #1# [remove] [roast] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[COOK_WEIGHT_DIV:0.75]

When roasted they lose 25% of weight, so dividing by 0.75 brings the cut back to 1lb. I'm wondering, though, if the SPOILAGE should be manually adjusted, to override the default roasting spoilage time (3 days?).

Bonus suggestion: Make the preferred tool a Fisher's knife (only to give it some actual use, especially for a fisher) and use the FISHING skill, perhaps?

Edit 3: DAMN IT! It seems that cuts made from the cooking menu don't count as raw fish... any idea on how to counter this?

58
I think I was the one who made those flora files get into the mod, though I wasn't sure if needed. Probably not.

By the way, should the punts needing Adze axe be changed to this?

Code: [Select]
{Axe}
{Adze axe} [optional]

Or perhaps Stone Adze?

59
Modding / Re: "You don't skin people!" - But I want to!
« on: January 07, 2019, 09:54:32 PM »
Hmm. I'm not much of an anthropologist, but my cursory search showed enough research (not the clickbait news articles) to convince me that it existed in a meaningful manner, at least in the prehistoric era. Thus, (probably) iron age Finland.

Are you sure? Because it's kind of the opposite from what I've read. While it did exist, it seems to be a fringe thing or for very specific reasons. I'm talking about cannibalism here.

As for leather, it's also very rare, though there have been stuff made out of humans in the past. There's also a company that makes things (like wallets) out of 100% human leather. You can even donate skin to it. Weird stuff. It's really expensive though. So I doubt that skinning people was something anyone considered, even if consuming someone due to starvation. Maybe a few mad hermits, but that's it. If ever possible in-game it should give you a karma hit to compensate. I could see how it could be used to roleplay wearing the Njerpezit who killed your family as trophies or something.

Keep in mind that being unable to skin humans is stopping people from making a meme out of human child leather caps or something. Maybe.

60
@Brygun, some success! I was able to make a spruce mat that you can wrap yourself in. I tested various formulas and it seems that it doesn't have to inherit a fur piece of clothing, not be of material fur, not even be a piece of clothing! All it needs is to be called "fur":

Code: [Select]
.Spruce mat. "Spruce twig" *COMMON* [noquality] /2m/
{*spruce twig} (20) [remove] [ground]
[NAME:Spruce mat fur]
//[MATERIAL:fur]
[WEIGHT:30]


.Dismantle spruce mat. (20) "Spruce twig" *COMMON* [noquality] /1m/
{Spruce mat fur} (1) [remove] [ground]
[NAME:Spruce twig]

I used WEIGHT of 30 to make sure it was enough. Not sure what the threshold is. Being Timber, it shouldn't be possible to use it as fur in recipes.

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