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Messages - Dr.Hossa

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16
Suggestions / Re: Seasoning thread
« on: December 18, 2020, 03:30:23 PM »
I would love to see them because it is highly authentic. Mankind always made use of dried mushrooms and it would greatly decrease the amount of spoiled ones in my cellar. Especially in case you arent sure if you want to eat them right away.

perhaps like that...: ::)
Spoiler: show
//PHIL'S STONE AGE
.Dried mushrooms.  (4)   *COOKERY*   /10/ \6d\  %30%    :151:  [patch]
{Mushrooms}   #0.5#     [remove]  [name:dried %s] [patchwise]
{Tying equipment} =1= '+to leave dem scurvy sponges high and dry!'
{[TILE:shelter]} 'Rainproof place'
[COOK_WEIGHT_DIV:20]
[WATER:0]
[SPOILAGE_DAYS:180]

17
Modding / Re: Modding Tutorial and Help
« on: December 18, 2020, 11:18:34 AM »
Firstly,
There are no 'byproducts' per say, AND/OR every task must have a product outputted.

Now, there are three 'types' of 'crafting'
Cooking - adds/combines removed (consumed) recipe items nourishment values into a brand new item.
 Using hardcoded cooking method 'logic' ie: boil, bake, roast. Which sets default water %, spoilage etc.
When cooking, 'containers' generally need not be programed as the cooking method asks for it automatically, and does not destroy it, but use it to hold the product.

Crafting - Ingredients are purely for ambiance/emersion and realism.
 Only existing (defined in the game) items can be made and a simple .name. will produce it.
Since no ingredients are truly needed, any with [remove] are destroyed. To create "unique" items further values need to be changed in the recipe to 'alter' the game defined object.

 I babbled on for a while and am not sure if I answered any of your questions.


There for 'protection level' is only modifiable by area covered and which 'hard coded" material values you use to define the specific components.

Yes you did. I feared there is no way to make leather armor better. I could supplement it with [ARMOR MATERIAL:fur]... which is not satisfying. Perhaps i will do that to the cuirass and increase the working effort, to give at least that item some kind of purpose.

Thanks a lot! I am aware of that mechanics. i always start with a simple .xxx. - "Item", then adding properties and parameters step by step, until it stops working.
But i appreciate your explanations, so this conversation can actually help other people who want to learn about modding, too.

And there are still so many questions ::)...:
How does the Engine recognize {[TILES:xxx]}? For example, i have to use the word "shelter", so i can get it to work properly. But I remember reading about the mod mechanics, that the engine wants the gfx-file name(without extension). However "{[TILES:ter-shelter]}" doesnt work, but "{[TILES:shelter]}" does, which is confusing me.
Got a dried mushroom here(only second recipe works as desired):
Spoiler: show
//PHIL'S STONE AGE
.Dried mushrooms(broken).  (4)   *COOKERY*   /10/ \6d\  %30%    :151:  [patch]
{Mushrooms}   #0.5#     [remove]  [name:dried %s] [patchwise]
{Tying equipment} =1= '+to leave dem scurvy sponges high and dry!'
{[TILE:ter-shelter]} 'Rainproof place'
[COOK_WEIGHT_DIV:20]
[WATER:0]
[SPOILAGE_DAYS:180]

//PHIL'S STONE AGE
.Dried mushrooms.  (4)   *COOKERY*   /10/ \6d\  %30%    :151:  [patch]
{Mushrooms}   #0.5#     [remove]  [name:dried %s] [patchwise]
{Tying equipment} =1= '+to leave dem scurvy sponges high and dry!'
{[TILE:shelter]} 'Rainproof place'
[COOK_WEIGHT_DIV:20]
[WATER:0]
[SPOILAGE_DAYS:180]


While with the {[TILEGFX:xxx]}-tag, it's just the other way around. For example with my better stone axe(again, only second recipe works as desired):
Spoiler: show
//PHIL'S STONE AGE
.Better Stone-axe(broken). "Handaxe" [effort:3] [phys:arms,hands] *COMMON*    /3h/         %-35%
{Stone-axe-head}   [remove]   
{Slender trunk} [remove] 
{Rope} =3= [remove] 
{Fire} '+for piercing a hole for the head into the handle'
{Knife} <Small knife>
[WEIGHT:4.0]
[PRICE:50] 
[BLUNT_ATTACK:6]   
[EDGE_ATTACK:4]   
[POINT_ATTACK:-]   
[1H_PENALTY:0]
[AD_CLASS:2/1]
[NAME:Better Stone-axe]
[TILEGFX:Stone-axe]

//PHIL'S STONE AGE
.Better Stone-axe. "Handaxe" [effort:3] [phys:arms,hands] *COMMON*    /3h/         %-35%
{Stone-axe-head}   [remove]   
{Slender trunk} [remove] 
{Rope} =3= [remove] 
{Fire} '+for piercing a hole for the head into the handle'
{Knife} <Small knife>
[WEIGHT:4.0]
[PRICE:50] 
[BLUNT_ATTACK:6]   
[EDGE_ATTACK:4]   
[POINT_ATTACK:-]   
[1H_PENALTY:0]
[AD_CLASS:2/1]
[NAME:Better Stone-axe]
[TILEGFX:wp-stnaxe]


i mean, its working, but im just curious

18
Gameplay questions / Re: Getting tools back from helpers
« on: December 18, 2020, 09:40:19 AM »
I wouldnt hesitate to give him good items, as long as i have enough for me to do and craft what i want. I mean he's fighting also with me when i should be getting attacked, so its like a small life insurance - no mistake to invest in that.

Btw... How come he can make boards with a stone axe :o? never mind ;) :-X
But can sb tell me how long it is possible to hold the companion?

19
Gameplay questions / Re: Loop snare vs light lever trap?
« on: December 18, 2020, 09:31:41 AM »
especially if your character knows both rituals which make the loop snares better(the mitten ritual + the ant nest ritual) and you are wandering a lot, they are definitely worth it.
Its also less time consuming to place them, provided that you have abundant cordage. Even without a mod, cord can be produced in masses.(One Elk Fur - 24 lmbs - makes 240 snares. 0,5 lmbs = 15 ft cord = 5 snares)
Don't forget to cut those 3ft before to avoid waste...

A strong kaumo, who isnt tired that fast by tree chopping and hurling though, might be better off with the lever traps. My 100 lmbs kuikka character found it quite tiring, also stones need to be brought to the site.

20
hmm you mean its enough to drink the heather beverage? My character actually died when i only relied on that. gotta admit i recovered the save and went to the shaman then.

Would be interesting to hear what other people have experienced

21
Suggestions / Re: Seasoning thread
« on: December 18, 2020, 09:02:40 AM »
Dried mushrooms as seasoning

22
Gameplay questions / Re: Mushroom question
« on: December 18, 2020, 12:09:11 AM »
oh... f*** my brain is too slow, sometimes.

yeah, there is no puffy mushroom  8)
Sorry nothing for the holy bible then

23
Mod Releases / Re: Feeding livestock, manure
« on: December 18, 2020, 12:03:57 AM »
Love that! but i cant bring it to function... dont know why, but its not showing in my building menu

copied both to the regarding(diy/biy) files...

what am i missing...?

24
Gameplay questions / Re: Mushroom question
« on: December 17, 2020, 06:37:25 PM »
As an encyclopedist this is very interesting  :o Do you have pictures?

tell me exactly what i shall make a picture of, i ll try to post it

@finn and palu: thanks, but yea, i am aware of both facts... i just got suspicious because the character wasnt able to recognize the raw mushroom while he knew its edible when cooked...
But i guess i can safely eat them. I mean he says, it's edible, despite the fact he doesnt know which mushroom that is. i have to trust him. or do i...

i'll try to cook a soup and check again(just used "boil" before), perhaps he recognizes the name of the mushroom then

25
Gameplay questions / Mushroom question
« on: December 17, 2020, 03:58:37 PM »
I found "puffy mushrooms", in Midsummer, Hay.

Trying to identify them, but no succes. When i check the Wiki, there is only the deadly sand mushroom which grows in that time. (besides many safe to eat mushrooms)

Now i boiled one mushroom, and used herblore. Funnily the character recognizes it, it is edible. but no other information found.
But the character still doesnt know anything about the raw one.
Theoretically, it cannot be the sand mushroom, because wiki says that it only grows in Eastern and Western territory. (If that is actually true without exeption!) - Because i am far, far north. But ehm, actually far north... -East :o
Now i am only 99% sure...

What would you do? ;D

26
so the wise men actually do something? I always wondered about that since there's no treated signs on the wound screen...

Oh yes, they do. Thrived on raw marsh calla for one week, everytime visiting the sage when my belly hurt too much.
Just get some rest after. At least mild stomach ache is no prob for dem wise old men

I cannot recall the circumstances, i did actually survive one time when i was poisoned deadly.
I ate some herbs(think it was boiled heather) and visited the shaman. But i cannot tell if the herbs were mandatory. I just know that the poisoning didnt get better when eating that herbs alone, So the shaman did indeed saved my "life".

So, to answer your first question:  no. Herbs are not enough, at least in my experience.

27
Modding / Re: Modding Tutorial and Help
« on: December 17, 2020, 02:04:06 PM »
Next question:

Is there any way to write an item code that produces byproducts as well?

For example, my punt needs 8 wooden stakes as scaffold to stand on over night, to dry.
When i use the [remove] tag, they are wasted.
I actually dont want to add a scaffold (that would be the most obvious solution; but not sure how i would acomplish that anyway), because i want my mod to be clearly laid out, not overloaded.
Spoiler: show
//PHIL'S STONE AGE
.Punt.  [effort:3] [phys:stance,arms]   *COMMON* [assist:2]      %-20%   /6h/   \1d\
{Log}   [remove]   
{Glue}   #6#    [remove]          '+to make it waterproof'
{Axe} <Carving axe>    
{Fire} {Water}
{wooden stake} (12) 

Same for my glue item.
Spoiler: show
//PHIL'S STONE AGE
.Make Glue from fish skin. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \2h\ %50% |-2| #0.2#
{Raw fish} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]   


////--------(YOU ARE HERE: SUBMENU_Bowying)-------////

//PHIL'S STONE AGE
.Make Glue from bones. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \4h\ %50% |-2| #0.5#
{Bone} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]   

//PHIL'S STONE AGE
.Make Glue from Birch Tar. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \7h\ %50% |-2|  #0.1#
{Birch-bark strip} =80= [remove]
{Pot}
{Fire}
[NAME:Glue]     

I do not want to create an extra submenu or put it into the cooking menu(again, obvious solution).
A pot is needed for it, but this time i dont use the [remove] tag as i really dont see the pot being used up.
But that means that the pot is not occupied while the glue is cooking, so one can instantly cook a lot of the glue with just one pot.

any ideas or suggestions? is it possible to use the "pot of" expression somehow(the pot should be occupied during the cooking process, but given back of course after...)?
Would it make sense to create a scaffold "building" and give it more purposes(e.g framework for a shelter, drying rack, etc...)?

both issues are not extremely problematic or immersion breaking, but would be quite nice to get rid of.


 another issue i ran into:
I cannot find the valid item tag for clothes that define the protection value... Perhaps my mind is fooling me, but i am almost sure i saw a kind of [BLUNT/POINT/EDGE...blabla PROTECTION:x] - tag... 
 
or is it?...

28
Guides and tutorials / Re: quality of life
« on: December 17, 2020, 12:57:24 PM »
trivial information but sometimes quite useful:

"pgup" and "pgdn" to quickly run over your inventory.
Making a fire gets that much more of a routine, as timber is always found on the lower end of the inventory.

When you want to see your injuries during combat, "alt + p" is deactivated, since you cannot use the physician skill while fighting.
BUT you can press F7, which just displays your state of health

29
Bug reports / Re: [3.63] birch-bark box of milkweed leaves
« on: December 17, 2020, 12:20:13 PM »
I can confirm to have experienced similar situations before.

I think(not sure) i did that with cooked marsh marsh calla(roots). I had several pots of a small amount and poured it all together in one bowl.
When i ate it, the bowl was empty, and i still was hungry.
Occured to me on some more occasions. I think it was lake reed flatbreads.

I never was sure about it, because there is no way to really get a measure on that if you can not look into the code.
Just wondered why i was burning through my food supplies so fast.

30
Modding / Re: Modding Tutorial and Help
« on: December 13, 2020, 03:49:03 PM »
thanks a lot for also looking into this. i think i now understand some mechanics way better.
Alas, this leads me a much more simple way to implement desired things...

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