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Messages - Signatus

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Gameplay questions / Re: Can i buy healing herbs and seeds somewhere?
« on: December 24, 2018, 08:00:37 PM »
It withers in October (Dirt) so that might be your problem. Look for it in clearings and fields, you should eventually find some. You'll need to identify it first though

Off-topic / A thank you and an apology to Sami and Erkka
« on: December 24, 2018, 05:03:25 PM »
Hello, everyone! I think now is as good a time as any to present myself and send a message that I've been meaning to send for a while.

I've know this game for almost a decade, from about the time I learned about Dwarf Fortress and roguelikes as a genre. Unfortunately, at the time the game was not free (was it 3.14? Almost sure it was) and I was limited to the demo. Since I didn't really have a way to pay for it and it was kinda expensive, I couldn't really explore the game's depth.

I have a vague recollection of being on IRC, probably on a roguelike or even the URW channel and essentially bitching about the fact that this business model prevented me from actually exploring the game outside the narrow scope of the demo, which would probably make me less likely to actually shell out the money.

In the midst of this I made some silly arguments, including saying that the game was barely updated and there were quite a few features missing. Which there were, but the game was still being updated. I suggested that making it free would make it open to much more people and might even generate more revenue for the devs. It does seem that the game has become more well known and got some more activity in the community, but I can't speak for the revenue.

That being said, and considering the game went free on version 3.15, I owe Sami and Erkka a formal apology and a thanks. I was a jerk, if only because of the way I expressed my discontent at that time. You clearly deserve recognition for all the work you have put into this simulation, and it keeps getting better.

Unfortunately life keeps kicking me in the balls and I'm not in a position to even donate €10 right now, but you have been added to my permanent mental note (alongside Dwarf Fortress) reminding me to properly reward you for all the fun and wasted hours on something you created and developed over so long.

Thank you for all the work you put into this, and keep at it. You're great!

Edit: I've gotten the itch to play again after a while (and a lot changed since 3.23!) after I suggested URW to a co-worker who's into roguelikes/survival games. They were impressed, of course :) it's quite the gaming gem you have here!

Mod Releases / Re: Brygun's Added Items
« on: December 24, 2018, 03:24:55 AM »
.Quarter log. is using {Log} as input, rather than a {Half log}. I think it's a pasting error because the comment is the same, about splitting into quarters.

Wait... maybe you just forgot to make it create 4 items rather than 2 on the quarter log?

Mod Releases / Re: Brygun's Added Items
« on: December 23, 2018, 05:42:50 PM »
I'll have to test that and see how it goes. It's weird because they are derived from "Cord" so it shouldn't matter what it's called.

As for the finnish punt, it can hold 44 logs and still be usable (45 logs = 18000 lbs = 200 × WEIGHT) but for some reason it couldn't carry all my loot (weapons and tools) from my test run trading through Driik. I had to carry the bags of salt to be able to row, but that doesn't explain how it was overloaded... it surely wasn't at 18000lbs already. Any idea what causes such overloading? Is there an item limit?

Perhaps the game lets trunks or logs be easier to carry on a watercraft to simulate towing wood?

I'll try to test an inferior vs a fine finnish punt for any difference in carrying capacity. I'll also try to measure the carrying capacity in bags of salt or raw pikes for a more precise value. Also, Brygun, there's an extra space between "name:" and "finnish punt".

Gameplay questions / Re: What affects watercraft speed?
« on: December 23, 2018, 05:32:31 PM »
I doubt there is any difference because you row just the same regardless of weight.

Mod Releases / Re: Brygun's Added Items
« on: December 23, 2018, 03:35:54 AM »
I'm pretty sure some (all) of my Kaumo characters can lift 310lbs... I can carry 5-6 slender trunks before being unable to move. It would still be hard to move with both the punt and equipment.

Do you have a picture of what this clinkered boat is supposed to be? Might be easier to determine if it should be liftable or not

Mod Releases / Re: Brygun's Added Items
« on: December 22, 2018, 02:35:19 AM »
Not sure what's up with the text... maybe it's because I'm on Linux?

So just to make sure... is there any content in Brygun's mod that is not in your mod, besides the truetiles, the water transport stuff he currently working on, the stuff you mentioned that you omitted for easier access, organization and things you felt that were redundant?

All truetiles needed should be in Brygun's and Nejerpez's mod?

Big thanks by the way guys, playing now. Hardly know what I'am doing but I'am enjoying it. Baby steps. Probably help if i tried vanilla but i avoid that if i can.

I think everything Brygun added is in my files, but the zz_brygunadd only includes the Added Items menu. I've added their watercraft mod as well. There might be some tiles from Sufficiency mod, like the .Road. one.

You should definitely try vanilla, though

There's a typo in .Finish a Finnish Punt., should be "Expanded" hull log but it's "Expanding" hull log in the recipe.

Also, for some reason I'm not able to use any cords for the .Sewn bark hull. step. What could be the issue? I even made the vanilla cords to no avail. Are cords not Tying Equipment?

Mod Releases / Re: Brygun's Added Items
« on: December 21, 2018, 08:03:12 PM »
So Signatus... If i want to use your version i install Bryguns mod first Than yours on top of it, keeping all files, or do  I swap out all the _Brygun_... and _Buoidda's .txt files for yours that have the _zz_... example:

biy_Buoidda's_glossary.txt for biy_zz_glossary.txt
diy_p_Buoidda's boneworking and cookery_Buoidda's boneworking.txt for diy_zz_boneworking.txt
etc, etc

Or can I just use the truetile from Brygun's and Njerpez's Cooking than use all of your .txt files instead of theirs. Should i keep anything else from Brygun's or Njerpez's.

Also i noticed that your cookery_glossary.txt, diy_glossary.txt, diy_zz_brygunadd.txt and diy_zz_mining.txt is spaced left to right instead of top to bottom... that matter. Further... diy_zz_earthenware and menudef_zz_additional is missing .txt at the end and the latter is spaced left to right. 

My files are a compilation of Buoidda's, Brygun's and sufficiency. It includes Brygun's added items in diy_zz_brygunadd.txt, but I moved some stuff to other menus. You don't need to install anything else except maybe Buoidda's and sufficiency's truetile folders... I'm not sure which tiles are actually being used, but it shouldn't hurt to have all their files, lol.

Some of the files are pretty much Buoidda's with little to no changes, but renamed and reorganized in a more "logical" way, imo. It's easier to find stuff related to Barkware or Earthenware if they're all in the same file, and it makes it also possible to order their menu.

The simplest way to use it is to just backup your vanilla files (as should always be done) and then paste my files to your folder. I already included my vanilla files with stuff commented out, so it should be functional like that. All the zz_* files will be ordered last alphabetically, so it should be easy to find them and remove if necessary.

I'm not sure what I mean by spaced from left to right... but thanks for noticing the lack of .txt! I'm not sure if it was causing issues, but that makes it easier to fix it.

My objective by doing this was to not have to deal with the pain of making different mods compatible with each other. When I initially included Buoidda's + Sufficiency there were quite a few duplicated functions (with different names) and the menudef_* files were a mess because of the keyboard shortcuts. Each had interesting stuff the other didn't, though, but it was all jumbled. I removed the "soaked branches" method of making primitive cords, for instance, because it can now be made from Fibres.

So change name as line to (source) + "necklace"

I did, with [naming:original] in front. I tried without the [naming:original], and it only gave me an antler necklace. I'm confused

Edit: Just looked at your new watercraft steps. and it's looking really good! Is the finnish punt doable without an Adze axe, though?

command line
{Axe} <Adze axe>
 means you can use any axe but its an advantage to use an Adze axe.

A line of

{Adze axe}
means you can only proceed if you have an Adze axe.

My question was that because of the 8h time, without a proper axe it might just say you can't finish it in time, especially a low skill character

Mod Releases / Re: Brygun's Added Items
« on: December 21, 2018, 08:13:42 AM »
Yeah, you just have to paste it into the appropriate section. The advantage to having them all in the same file is that you can order them, otherwise they'll be ordered as the files are read. Meaning they'll be grouped according to the file they're from. For example, I grouped all the fletching stuff in one menu, so that arrow shafts and arrow heads, etc are grouped correctly. Much easier to find them

Mod Releases / Re: Brygun's Added Items
« on: December 21, 2018, 06:28:54 AM »
I made a birch-bark punt! It might be way too valuable, though. I managed to get a bronze bracelet and some dried food and random little things for it. I bought out the whole village except for their glutton furs (which seem to be about the same price as the decent punt) and then traded stuff back for the bracelet. It'll be a good way to store value. I'm going to make a second one now, this time for me, but I wonder if it's exploitable or actually somewhat fair.

Maybe I'm not seeing breads right, must admit I'm not a baker :)

I noticed that the .Antler necklace. created a "forest reindeer antler antler necklace" and I'm not sure what caused the doubling

Edit: Just looked at your new watercraft steps. and it's looking really good! Is the finnish punt doable without an Adze axe, though?

Mod Releases / Re: Brygun's Added Items
« on: December 21, 2018, 04:34:13 AM »
I am attaching my text files to this post. I'm unsure about the flora_cultivated and flora_newherbs files, but I kept them anyway. There's a separate file for flax. Flax can be made into linen and used as fibre, besides cooking it. I'm also including my vanilla biy_glossary, diy_glosary and cooking_glossary, with relevant parts commented out.

You should look through the recipes and note any changes. I was initially just tweaking the mods I was using, so there might be small changes where they shouldn't, like switching {Pine tar} for {*glue} or increasing some action's time.

Also, does not having optional tools affect the time and quality of the items? I made a comb an optional tool in one of the initial weaving steps with the idea that you don't need it but you can get higher quality in less time with that tool.

Also made a {Primitive Stone Hammer}, and a normal one needing glue. Both need axe hafts, rather than the primitive one needing a stake. Maybe change the name to wooden handle? Made a primitive/advanced spindle and distaff with same thing in mind. It might be better for them to create the same named item but with a high skill penalty for the primitive ones.

I made the .Wooden Tub. use {Tying Equipment} because it seemed silly to need specifically the spruce twigs.

Note: regarding cooking consistency

The nutrition value of the outcome, unless mod specific over written, is based on the ingredients.

Yeah, but my point is that the recipes use different values. The preparation time will always have to be expended, so having a recipe that uses 6 pounds vs 1 is going to yield different results. I have the Njjerpez mod's .Flatbread., which does that, but it means I need 6 pounds of flour straight away for flatbreads. Maybe model their making individually? What is even a flatbread? lol

Likewise the .Long Bread. recipe uses a different scaling altogether.

Mod Releases / Re: Brygun's Added Items
« on: December 21, 2018, 01:47:41 AM »
Ah thanks,

I changed to 'Birch-bark' on the end of rolls so that other birch-bark recipes could use it as raw materials. Basically acquiring a sheet of birch-bark rather than Bouidda's original strips

I guess that makes sense! I wasn't sure if it was the same kind of "bark". Is the other one, usable for tanning, the "Bark" we see elsewhere? I was under the impression there were two types of bark from birches

Very nice guys! Now seems like a good time to jump in.

So, according to Signatus i can add the "Njerpez Cookery Mod"?

How about "Jaredonians Character Models + Distinct Tribes v3", seems rather essential?

I don't think the Njerpez cooking mod conflicts with this one, they're mostly new recipes on cooking menus, except the kebab stick which is in lumber. I'm keeping some vanilla and some of brygun's additions, though, but they're not consistent when it comes to ingredient amounts. That's why I mentioned it needing an overhaul for balance and consistency.

Njerpez mod has some interesting uses of [optional] tags (hunter's borsch) and makes use of the full capacity of pots. It's a bit dated though, and I didn't mess too much with it to avoid breaking its own internal balance.

As for jaredonian's models, I'm pretty sure I'm using it with no particular problems. It's just graphics, so should be completely independent from the biy_* and diy_* files.

Mod Releases / Re: Brygun's Added Items
« on: December 21, 2018, 12:40:34 AM »
There's the typo:

{Tree Roll of Birch} (1) [remove]

Should be:

{Tree Roll of Birch-bark} (1) [remove]

It wasn't being accepted when I tested. Maybe make the previous step produce "Tree roll of Birch" so that it can't be used as birch-bark in other recipes?

Mod Releases / Re: Brygun's Added Items
« on: December 20, 2018, 07:57:13 PM »
Hi, there! I made my own "mod" over the last few days based on your adaptations to buoidda's and the sufficiency mod. I can post it here if you'd like.

I reorganized the files and their names so it's easier on the eyes and finding stuff. I made a few small changes like adding a pitch glue revipe from pine tar, birch/rowan saplings which can be gathered and then used (near a shelter for example) to make arrow shafts and a few other tweaks.

I also added a few bonestuffs, like bone/antler combs and necklaces, which keep the animal's name (e.g. arctic fox necklace). I think rings should also be a thing, to flesh out (heh) boneworking.

I'm also using Njerpez cooking mod along with some of your recipes. I think the bread recipes really need an overhaul.

I'm using the 3 punts in the transport submenu. I was in the process of completing the last step of the birch punt, and seems fine to me that it takes several days. Perhaps the same should be applied to the other ones.

I'm thinking that some standards ahould be agreed upon. Like using {*glue} and then naming stuff which can be used as glue other than Pitch glue, to allow some flexibility with ingredients and recipes.

I removed most of buoidda's bloodstuffs and boneworking since it became obsolete in my view. Felt like bloat.

I'm using a certain header standard to point out all that is overridden and what should be commented out. None of the files override vanilla and it should be easy to add/remove only what you need.

Let me know if you want to see it and I can attach it later!

Edit: btw, I corrected some issues in your files, like typos and wrong ingredient names, but I didn't take notes about which they were. I know the Tree roll would end up as "birch-bark" but the following step wanted "Birch", for instance

Sounds good, but the game world would have to be/feel more organic for it to be pulled off successfully, IMO. Social interactions, NPCs hunting and trading with each other, etc are probably more relevant for immersion than marriage at this point. Then it'll be easier to implement a semi-autonomous spouse/partner that fits the game world.

I believe a spouse should be like a companion who can do more things at your request but can also do their own things (like cooking something available when starving) on their own. This must be a pain to program, and to manage if you don't want them to eat stuff you're saving for later.

I would be willing to sacrifice "historical realism" and have it work similarly for both men and women. It's not a big deal, but maybe there would be different advantages: men/hunters usually have different skills than women/housewives. Which is more useful to you would depend on your character, I guess.

This would be hard to balance, though. On the other hand, if you don't protect your home your spouse could easily get killed, and it shouldn't be easy to replace at all.

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