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Messages - caethan

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76
Mod Releases / Re: URW sufficiency mod
« on: January 19, 2018, 11:36:54 PM »
Yes, what you're missing is the coverage.  The hoods are directly comparable, but the others aren't.  The trousers cover the feet; leggings don't.  And feet are difficult to get coverage for, as socks are hard to come by.  Similarly for shirt vs. tunic - the tunic covers the thighs where the shirt doesn't (albeit the tunic doesn't cover the arms, as the fur shirt is long-sleeved).  And you left out the item where the weight difference is the biggest:  the cloak.  The quilted one weighs 10 pounds, the fur one 14. 

I'd be up for tweaking these if you have suggested improvements, but it's not meant to be an enormous benefit, just a smallish one:  warm clothes that are slightly lighter than furs. 

77
Mod Releases / Re: URW sufficiency mod
« on: January 19, 2018, 06:53:43 PM »
The weaving process works like this:  raw nettles and hemp weigh 0.5 lbs each, raw flax weighs 1.0 lb each.

  • Raw plant (0.5 lbs)
  • Soaked plant (2.0 lbs)
  • Dried plant (0.25 lbs)
  • Raw fibre (0.1 lbs)
  • Spun yarn (5x fibres needed, 0.5 lbs)
  • Woven cloth (10x yarns needed, 5 lbs)

So the weight of the output fibre/yarn/cloth is one-fifth of the weight of raw plants that go into the process (no weight is lost in spinning and weaving).  If you've got 116 nettles, that's 58 pounds of raw plants, which will produce 11.6 lbs of fibre, just as you say.  That's enough for a fair bit of clothing:  the cloak is the biggest, which takes 6 lbs.  If you want to make quilted items (Which you should!  They're really warm and light!) it'll take more.  I'm obsessive, so I go out and gather a ton of raw nettles - I've got something like 1000 lbs kicking around.  I'll just make it into soup if I get sick of weaving.

As far as smithing, water isn't necessary (although probably should be for tempering) nor is it necessary to have it indoors.  A furnace makes it marginally more convenient, as you won't have to keep relighting a fire for each stage.  I just set mine up outdoors next to my shelter.

Playtesting the smithing with hurt, helpless, and afraid (i.e., no metal axe), I can generally manage to craft myself a metal axe within about 2 months of my start, fitting in smithing between food gathering and other activities.  Once you get a metal axe, it gets much faster, as firewood chopping and charcoal burning is by far the slowest part of smithing.

78
Modding / Re: Adding in new Items question
« on: January 17, 2018, 08:45:55 PM »
I tend to use Hunting Horns as base items because they're not used by any other crafting recipes and they generally don't interfere.  One other quirk of this system is if you use, say, a staff as a base item for a new recipe, that new item can be used anywhere a staff could be used for crafting.  And it will autoselect those items for recipes when you may not want to.  Sometimes you want this behavior - like for your cords, you want them usable as cords.  But for something like a distaff, you may not want the fine distaff you crafted autoselected for making javelins.

79
Gameplay questions / Re: About herbs/plants
« on: January 15, 2018, 06:21:28 PM »
> after all, one person can't possibly eat all those birds.

This isn't really true.  I like to live off of small game, and it's much harder now.  Birds only give you a couple of cuts, enough for a day at most.  And trapping a bird a day will get you in trouble.

80
Stories / Re: Inari of Seal-Tribe - Video Let's Play
« on: January 13, 2018, 05:34:36 AM »
I always use a couple of bird skins for that first batch of leather for tongs.  Poor reindeer!  At least you haven't named it yet. :D

It's fun seeing someone else figuring out how my mod works. 

81
Suggestions / Re: Suggestion: Port Unreal World to the Switch
« on: January 09, 2018, 07:27:50 AM »
URW has been in development since 1992.  It's a very long-term project.  It's been primarily a Windows program for a while, and only relatively recently got Linux and Mac ports.  There are only about 10 million Switches sold, and like every other hand-held console, it won't last more than a few years.  I just don't think it's worth spending the development time on porting over to a small market, instead of doing further game development of which there's quite a long list.

82
Modding / Re: Graphical issue, truetile stuff
« on: January 05, 2018, 10:55:24 PM »
If you're deft with a command line, you could script up something to automate the process with ImageMagick: https://www.imagemagick.org/script/command-line-tools.php


83
Modding / Re: Graphical issue, truetile stuff
« on: January 05, 2018, 05:06:11 PM »
I've had this problem before.  Macs don't handle the presence of an alpha channel in the tile PNG files well - it'll refuse to remove the background color.  You can fix them with the default Preview app:

  • Open the offending file(s) in Preview
  • Command-Shift-S to Duplicate (make a copy)
  • Command-S to Save
  • Deselect the Alpha checkbox
  • Save over the original file

You can also bug the original authors to get rid of the alpha channels in the files, but for mods that aren't being updated anymore that might not work.

84
Gameplay questions / Re: How can you get an axe early game?
« on: January 04, 2018, 06:04:30 PM »
You can also use modding - playtesting with my sufficiency mod and a hurt, helpless, and afraid start (i.e., knife but no axe), it took about 2 months of playtime with an autumn start to build up smithing to a point where I could make my first metal axe.

85
Suggestions / Modding Wishlist
« on: January 03, 2018, 11:57:46 PM »
I thought I'd compile a list of things that would be useful (long-term) additions to the modding tools, along the lines of Rain's old list here: https://steamcommunity.com/app/351700/discussions/4/392183857628525494/

  • Time of year requirements for recipes.  Something like [MONTH: 5 6] to restrict an item being made from May to June.  I'd use this for things like birch-bark gathering (early Spring) or sheep shearing (Summer).
  • Weather requirements for recipes.  E.g., [WEATHER: sunny] for drying berries. I always like seeing weatherlore more useful!
  • Quality limits on outputs.  Something like [MAXQUALITY: 1] to prevent the produced item from being better than crude.  Or similarly, something broader than [noquality] like [QUALITY: 1] to make the output always crude.  This would be nice for primitive item crafting like easy cords.  I've got a recipe for cords from soaked branches, but I don't want them usable to make high quality items, so I want to make sure they're always low quality.  Right now I just have a massive %-100% quality modifier, but I still often produce decent or even fine cords from the recipe.
  • Item categorization for use in recipes.  Something like [IS:keyword] to define an item as a member of a preexisting or custom set.  So a recipe for drying berries that has [IS:Berries] that would allow the dried berries to be used in berry porridge.  Or custom items like [IS:Iron Ore] that would allow specifying {Iron Ore} in smelting recipes instead of using complicated regexes.
  • Custom tool preferences.  If I've got multiple tools of the same category, it'd be nice to specify that one is better suited than another.  E.g., I've got stone and iron hammers in my smithing mod.  Something like {Hammer} <Iron hammer> to make iron hammers perform better, even with the same qualities.
  • Cooking without a fire.  Something like [nofire] to allow cooking of foods without a fire, for things like drying berries or cracking bones for marrow and such.
  • Cooking without a pot.  E.g., [nopot] that removes the pot requirement at least for baked foods.
  • Nutrient modifications in cooked items.  Normally, the nutrients of the input food get used to automatically calculate the nutrition of the output food.  Customizing this based on the input items would be nice.  Something like [CARB_DIV: 0.5] to let roasting turnips make them more nutritious, or [PROTEIN_DIV: 2] for losses of nutrients during cooking.
  • Custom flavor text. [TEXT:Something immersive it says in the game text for flavor while you are doing a diy action]
  • Allow [SPOILAGE_DAYS:] in diy items.  Would like this for things like retting grasses or soaking branches for cords.

Anything else other modders have been hankering for?

86
Mod Releases / Re: URW sufficiency mod
« on: December 23, 2017, 10:17:14 PM »
Updated for 3.5, you can download the 3.5 version here: https://github.com/caethan/urw-sufficiency/tree/3.5beta

That said, the old one should work fine with 3.5, it's just encyclopedia changes and a minor bug fix.  Enjoy!

87
Mod Releases / Re: URW sufficiency mod
« on: December 11, 2017, 08:57:02 PM »
Only just saw the new release!  Will take a look at it tonight and get an update out to ensure compatibility.

88
Modding / Re: Can't get Tanning material to work
« on: December 05, 2017, 05:01:53 AM »
What exactly are you trying to make?

89
Mod Releases / Re: URW sufficiency mod
« on: November 13, 2017, 12:44:10 AM »
Finally got around to adding spinning and weaving.  I borrowed heavily from Rain's mod, with some changes.  It works like this:

  • Harvest hemp, nettle, or flax plants.  Don't thresh them.
  • Stand in water and soak the plants in the water to rot away the woody parts of the stalk.  This will take a while.
  • Gather the retted plants and dry them for several days.
  • Extract the fibre from the plants - this is called scutching and heckling.  Beat the dry stalks with a club and run a stiff comb through to remove the remaining woody stems, leaving the fibres behind.  The fibre at this stage is no longer plant-specific, so everything should stack.
  • Spin the raw fibres into yarn wound onto spools.
  • Weave the yarn into homespun cloth.

Cloth and yarn can be used for a number of things.  First, it makes great cords.  Twine the spun yarn into light-weight cords, great for traveling.  It can also be braided into heavier ropes for use with animals.  You can also tailor your own bags, as well as a selection of homespun clothing.  The basic clothing is light and cool, good for summer wear.  For winter, you can also quilt cloth together with feathers to make clothing as warm as fur but much lighter.

I've done some playtesting but haven't extensively gone through everything yet, so bug reports are appreciated.  Enjoy!

90
Stories / Suli the Hermit
« on: November 07, 2017, 10:29:26 PM »
I'm playtesting some changes to my self-sufficiency mod and thought I'd make a story out of it and see just how self-sufficient I can make myself. 

Suli Reemilainen went out for a walk north of Reemi territory one autumn and found himself robbed, beaten, and left with almost nothing.  Vowing to forswear the company of men forever, he set out into the wilderness to make a living his own way.  He begins by taking stock of himself:

Without any great aptitude for any particular skill other than the bow, he has trained in trapping and tanning small game in his village, knows the basics of timbercraft and carpentry, and has of course some basic knowledge of sowing and reaping.  Likely he can survive through the winter on small game, hoping to set up a small field next spring.  His crafting knowledge gives him some hope of being able to forge some tools to make his life easier.

Unfortunately, the robbers were not merciful; among other smaller cuts and bruises, they broke his shoulder and ribs quite badly (71% injury!).  He found his broad knife nearby when he awoke, and the robbers must have been scared away while they stripped him, as all his clothes but his tunic remain, including a cloak and hood that should help him keep warm during the upcoming winter.

Shuffling off, he hopes to find some water and herbs he can use to treat his injuries, along with some berries or roots to sustain him until he can set up some snares for game.  As he walks towards the nearest river, a stag struts right in front of him, as if knowing he is unarmed and too weak to kill it.  Suli eyes the stag hungrily until it is out of sight.

Suli makes his way to the shores of a nearby lake.  Goldeneye, mallards, and grouse call constantly, and he sees signs of foxes and ermines that hunt the birds here.  The lake reeds along the shore offer the prospect of food for the next few weeks.  Suli decides to rest here and recover from his injuries while gathering food for the winter.  With the extent of his injuries, it takes him most of the day to erect a simple shelter to keep the rain off his back.  He builds a small fire and roasts some of the roots he gathered, thinking of all the work he has to do and wincing whenever he moves from his broken bones.

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