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Messages - caethan

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91
Not bugs / Lake reed too productive
« on: November 01, 2017, 02:19:16 AM »
The lake reed definition in flora_newherbs.txt has [ROOT_SIZE:XS].  On testing, it doesn't look like XS is a valid value here.  Instead, each lake reed root produces the same as if it were ROOT_SIZE:M, the default option.  This makes lake reeds much bigger than they should presumably be, and in practice gathering a bunch of reeds for flour and vegetables over the winter is very effective.  I dropped them down to ROOT_SIZE:S and ROOT_QUANTITY:1 in my own game to get it approximately aligned to what I figured was intended.

92
Suggestions / Tracks being covered by snow
« on: October 22, 2017, 12:38:37 AM »
One of those little things --- I've got a bunch of old forest reindeer tracks nearby my cabin from mid-autumn.  Seems very odd that months later, when everything's covered with a foot of snow, I can still see them fine.

Making snow cover tracks (and maybe rain decaying tracks?) would also make the weatherlore skill a little more useful.  Hunting during intermittent snow would be very difficult, since you couldn't keep a track on as the snow covered things up.  Hunting after the snow fell on a clear day would be your goal.

93
Off-topic / Re: Other roguelikes
« on: October 21, 2017, 01:11:38 AM »
Used to play a ton of Nethack, then got bored with it once I finally ascended.  Stone Soup is a lot of fun, and you can play remotely with spectators, which is fun.  Got bored with it once I won too. :)  Brogue is a fantastic minimalist roguelike, I play TOME occasionally just for the variety of character builds, and I just bought Caves of Qud, which looks like it'll be a good one.

I remember playing URW back in the late 90s in high school, and only just got back into it a couple of years ago. 

94
Mod Releases / Re: URW sufficiency mod
« on: October 21, 2017, 01:05:52 AM »
@Kerlysis:  Did some playtesting with the ironworking and tuned it a bit easier, in particular changing the charcoal quality modifier as you suggested and making it easier to level carpentry.  Try it with the updates and see what you think.

95
Bug reports / Re: Couple of weight issues
« on: October 02, 2017, 03:06:43 AM »
> A pinch of heather flowers is, by my calculation, 0.025 lbs either exactly or so close to it

As an aside, you can get weights of items exactly by inspecting the OBJ files.  Should help you avoid tedious in-game stuff to figure out weights.  Heather flowers are exactly 0.025 lbs.

You can see the "weight of the whole can be less than the weight of the parts" with plants very easily:  mod a plant that produces an enormous amount of leaves or something, and you can make a plant that weighs 0.5 lbs when harvested and produces 100 lbs of leaves.  At least for plants, the weight of the plant is set independently of its ingredients.

96
Bug reports / [grain] type plant always produce the same weight of grains
« on: October 02, 2017, 03:01:11 AM »
I've been playing with the plant modding and found an odd inconsistency. 

For most plants, when I want them to produce seeds, I can modify the weight of seeds produced with the SEED_VOLUME and SEED_SIZE properties, as follows:

pinch, S: 0.007358 lbs (e.g., turnip seeds)
fistful, S: 0.022075 lbs
pinch, M: 0.036792 lbs
pinch, L: 0.044150 lbs
fistful, M: 0.110375 lbs
fistful, L: 0.132450 lbs

Any plants with the type [grain] in the header line, however, always produce a unit of grains weighing 0.110375 lbs, equivalent to a fistful of medium seeds, regardless of how I set the properties.  You can see this with both barley and rye, both of which produce small fistfuls of grains, each of which weigh 0.110375 lbs.

97
Mod Releases / Re: URW sufficiency mod
« on: September 07, 2017, 01:51:23 AM »
The charcoal stuff (-80%, quality relevant) was intentional, although I'll hear arguments against it.  The goal was to make it easy to make low-quality tools and quite hard to make high-quality tools.  To do so, you have to have good timbercraft and carpentry skills, and burn a lot of charcoal/smelt a lot of iron.  First pass through the whole thing, I had no trouble making decent quality tools with a reasonably tuned character my first winter.  It takes a lot more work and skill training to be able to make mastercraft tools, which I like.

Same deal with the staffs:  I left out [noquality] because I modded staffs so that you can make high quality ones, and I figured that the chimney staffs wouldn't be consumed during the charcoal burn. 

98
Mod Releases / Re: URW sufficiency mod
« on: September 04, 2017, 04:16:56 PM »
Whoops, yep, NAME wasn't capitalized when I was setting the names for those.  You should still be able to use them for building even though their names are wonky since they inherit from the correct base items.  Should be fixed now, though.

99
Mod Releases / Re: URW sufficiency mod
« on: September 04, 2017, 08:02:08 AM »
Tongs should be [optional] for wrought iron --- hit escape while making it, and you should be able to keep going without them.

Fixed the shovelblade inconsistency.  Thanks for pointing it out!

The well is great fun, especially if you're setting up in a cave without water nearby.  I like building roads around my settlement too, there's some extra mining options to mine stones from big rocks and crush stones into rocks to make it easier to build roads than just hunting up and down mountains for rocks and stones.

100
Mod Releases / Re: URW sufficiency mod
« on: September 03, 2017, 08:43:27 PM »
Please do with suggestions, especially if you've had to make some fixes to things.  Haven't done a whole lot of playtesting of the smithing.

101
Suggestions / Re: Add "wetness" penalty to clothes
« on: September 01, 2017, 10:09:58 PM »
A macintosh is a colloquial name for a waterproof raincoat.

102
Gameplay questions / Re: Fur protection/warmth values
« on: August 25, 2017, 06:32:04 AM »
Found the original reference!  It's actually from 1950 - the 1970s article just cited it and redrew the graph. Let me know if you can't get it, I can upload the PDF somewhere.  Here's just the original graph:



Some interesting takeaways from the whole article: 

* The measurements for seals included the blubber; seal furs without the blubber should be less warm.
* Measurements were all on winter furs; summer/spring furs aren't as thick and should be less warm.
* There's a line of cotton as reference; a given thickness of cotton fluff is actually quite warm.  Probably we could find references to compare nettle, wool, and linen cloth.
* The units are different - cm in the original, inches in the one you found, and the units of insulation are different.  The one used in your graph is particularly useful - the "Clo".  That's the amount of clothing over the body needed to be comfortable at 21C/70F.  You can convert back and forth --- 2.387 Clo is one of the units in the original graph (note the tiny hard-to-see decimal points on the axis).  5 Clo is a full polar outfit.

103
Gameplay questions / Re: Fur protection/warmth values
« on: August 24, 2017, 09:29:25 PM »
Neat!  Where's the image/caption from? 

You can use some modding to whip up furs from nothing if you're not inclined to go hunting until you find each one of them.

104
Mod Releases / Re: URW sufficiency mod
« on: August 24, 2017, 09:21:33 PM »
Wild guesses, mostly!  I pulled the nutrition values from Wikipedia for flaxseed, which really is very nutritious.  I should probably bump down the size/amount of seeds produced just to prevent it from being overpowered.  At some point I plan to introduce linen-making from flax, but that may be a ways off.

105
Suggestions / Re: Birch bark for crafting
« on: August 19, 2017, 04:00:59 AM »
@wolfman00 - You're welcome!  Here's some other birch-bark stuff (cap, box, and basket) and a new birch-bark bandage:

Code: [Select]
.Birch-bark cap. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /90/ |-2|
{Knife} <Small knife>
{Birch-bark} #1.8# [remove]

// And pre-existing birch-bark containers.
.Birch-bark box. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /30/ [-2]
{Knife} <Small knife>
{Birch-bark} #0.5# [remove]

.Birch-bark basket. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /3h/ |-1|
{Knife} <Small knife>
{Birch-bark} #6# [remove]

.Bandage. "Birch-bark bandage" *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /60/ |-2|
{Knife} <Small knife>
{Birch-bark} #1# [remove]

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