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Topics - rudy

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16
General Discussion / Fireplace Inside A Kota
« on: January 23, 2021, 08:00:30 PM »


Just realized today that if you deconstruct the kota frame, you can build an "Inside A Building" space in the empty space. Then, a fireplace on top of that.

Added benefit of removing the distracting visual of the frame.

Thought I'd share!

17
Gameplay questions / Do Plants Spoil?
« on: January 20, 2021, 02:16:20 AM »
I'm aware that turnips, e.g., vegetables and other roots can eventually spoil. Things under the "food" category.

I'm asking about unthreshed plants that are under the "Plants" category in your inventory. Do any of those ever spoil?

18
Bug reports / Sauna Scoop in Game Course Quests
« on: January 18, 2021, 10:42:53 PM »
The Game Course task requiring you to use a sauna refers to using a sauna scoop exclusively, but that's no longer a requirement. I'm not sure if there still even are sauna scoops.

19
Modding / Balance For Full-Body Armors?
« on: January 18, 2021, 07:50:08 PM »
Hi. I would love thoughts on the weight of these four "full body" armors for my magic mod. The goal would be:

* They are lighter than full coverage from that armor type would otherwise be, but not crazily-so.

* They are relatively balanced with regard to each other.

Appreciate any thoughts. :)

(Sacrifices will also be required, but I haven't put that in yet).

.Druid's Barkskin.   "Leather cuirass"      /1/   [effort:1] [phys:hands]
{[NEARBY_TILE:mountain]} +'Pray at the Shrine'
{Fire} +'Sacrificial Fire'
[WEIGHT:5]
[PRICE:0]
[ARMOUR_MATERIAL:birch-bark]
[ARMOUR_COVERAGE:skull face neck shoulder upper_arm elbow forearm hand thorax abdomen hip groin thigh knee calf foot]

.Druid's Woolskin.   "Leather cuirass"      /1/   [effort:1] [phys:hands]
{[NEARBY_TILE:mountain]} +'Pray at the Shrine'
{Fire} +'Sacrificial Fire'
[WEIGHT:8]
[PRICE:0]
[ARMOUR_MATERIAL:wool]
[ARMOUR_COVERAGE:skull face neck shoulder upper_arm elbow forearm hand thorax abdomen hip groin thigh knee calf foot]

.Druid's Leatherskin.   "Leather cuirass"      /1/   [effort:1] [phys:hands]
{[NEARBY_TILE:mountain]} +'Pray at the Shrine'
{Fire} +'Sacrificial Fire'
[WEIGHT:13]
[PRICE:0]
[ARMOUR_COVERAGE:skull face neck shoulder upper_arm elbow forearm hand thorax abdomen hip groin thigh knee calf foot]

.Druid's Furskin.   "Leather cuirass"      /1/   [effort:1] [phys:hands]
{[NEARBY_TILE:mountain]} +'Pray at the Shrine'
{Fire} +'Sacrificial Fire'
[WEIGHT:16]
[PRICE:0]
[ARMOUR_MATERIAL:fur]
[ARMOUR_COVERAGE:skull face neck shoulder upper_arm elbow forearm hand thorax abdomen hip groin thigh knee calf foot]

20
Mod Releases / Quern-Stone Grain-Grinding Mod
« on: January 14, 2021, 05:56:15 PM »
This is a mod to implement the use of a Quern-Stone, which is a relatively simple grinding tool in use way, way, way back throughout human civilizations.  Once assembled, the quern-stone allows you to grind barley and rye flour roughly twice as fast, though more effortful. Other types of flour are more difficult to implement, because they do not have a base item type (this is because all other flours decompose slowly).

If I could figure out exactly their nutritional information, I could probably add them too, but it would be a non-decomposing variety.

https://www.youtube.com/watch?v=5WbYu9XHQPw
https://en.wikipedia.org/wiki/Quern-stone

This is ideally used in conjunction with BAC mod, or another mod that adds tools, but can be pretty easily modified to work on its own.

Here it is in game:



And the text of the mod is as follows:

.Mine for Big Stone. "Stone"   *COMMON* [effort:3] [phys:stance,arms,hands]   /6h/ [noquality] [assist:1]
{[NEARBY_TILE:Big rock]} '+stand next to a big boulder'
{*hammer} 'Hammer'
[NAME:Big Stone]
[WEIGHT:30]

.Shape Quern-Stone Piece. "Stone"   *COMMON* [effort:1] [phys:arms,hands]   /6h/ [assist:1]
{Big Stone} (1) [remove] [noquality]
{*hammer} 'Hammer'
{Whetstone} '+grind smoothness of hitting areas'
[NAME:Quern-Stone Piece]
[WEIGHT:20]

.Assemble Quern-Stone. "Stone"   *COMMON* [effort:1] [phys:arms,hands]   /6h/ [assist:1]
{Quern-Stone Piece} (2) [remove]
{Wooden stake} (2) [remove] [noquality]
{Board} (2) [remove]
{*hammer} 'Hammer'
{Whetstone} '+grind smoothness of hitting areas'
[NAME:Quern-Stone]
[WEIGHT:45]
[TILEGFX:quern-stone]

.Grind Barley-Flour. "barley-flour" [effort:2] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:barley-flour]

.Grind Rye-Flour. "rye-flour" [effort:2] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Rye grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:rye-flour]


If using BAC, I recommend putting these in the Mining and More menu, where there is room for them.

If not, then you can put them wherever, but will want to comment out the hammer and whetstone requirements.

Either way, the attached image goes in truetile.

If there is demand for a stand-alone version of this with files (as defined as one person specifically asking for it in this thread), then i will put something together.

21
Suggestions / Pouring two identical containers together.
« on: January 14, 2021, 04:03:24 PM »
When you have a stack of two containers with the exact same thing of them, you cannot pour one into the other, because the game thinks you are trying to pour a container into itself. If you have a third container of a different type you can workaround it, but it would be nice if this was addressed as a convenience.

If it would be a lot of work, I acknowledge that it's probably not worth it.

22
Modding / Cozy Cave Mod
« on: January 13, 2021, 08:02:38 PM »
Hello,

I recently discovered that building floor/ceilings in your cave does not get rid of the snow!!! Who wants to live in a snowy cave?!



So I'm putting together what is essentially a graphical mod that puts down flooring. It works by creating a very heavy object (1200 pounds) that is then set on the floor with custom graphic. The most annoying thing is fitting custom pieces "around" the fireplace, and the fact that the flooring only shows on screen when it's in your line of sight.

Three questions:

1. Is anyone at all interested in this? If so, I will post it when finished.

2. Anyone know why the command [TILE:Inside of a building] does not work? I have that in the recipe, but currently it lets you build it anywhere. It's not a big deal, but ideally I'd like to limit the flooring to a space where the player has already finished their cave floor.

3. If anyone thinks they can do a better job with the coloration I would both be very grateful, and certainly co-credit you on anything I post. Current tiles attached if so.

23
Gameplay questions / Cave Dwelling Question
« on: January 13, 2021, 04:56:00 PM »
Would I need to fill in this entire cave in order for it to act as an "interior"?

24
Bug reports / Weapons of the North Quest refers to the Oath of Iron
« on: January 13, 2021, 06:26:39 AM »
Very minor thing: when you complete the Weapons of the North segment of the Advanced Adventures, it refers to using the Oath of Iron, which is no longer in the game.

25
Gameplay questions / Kota interior + cellar.
« on: January 13, 2021, 04:10:01 AM »


I have a kota with a 5x5 interior. If I make one of those spaces into a cellar, will the kota fail to warm properly on the inside?

26
Modding / Romance/Husband/Wife Quest Mod Idea
« on: January 13, 2021, 12:23:00 AM »
Hello,

Inspired by Privateer's quest idea, I wanted to float the concept of a multi-stage "quest" mod in which you would woo, or otherwise prove yourself worthy of, a wife (or husband; if interest was sufficient there'd be one version for each).

The "quest" would essentially be a story told through the F1 key, where each stage of it would be a single menu item, and the entire mod would be contained within one menu. There's be certain things you'd have to accomplish before reaching the next stage, though a lot of that would be left to player enforcement.

For example, the start item on the menu would give you a token, which when examined with F1 would describe the woman you were trying to woo, with a picture. Some of her traits. Probably some warrior maiden would be the most apropos? It would then describe the first task needed to win her affections. Such as, "fell a squirrel with thrown rocks near a village".

When you accomplished this, you would activate the next menu item, which would give you a new token with a new F1 entry. This one would describe how she witnessed you felling the squirrel, and was impressed by your aim, and how you spoke for a while, etc. The entry could then describe you and her having a throwing competition, which you barely won.

The next task might be something like "Come to town wearing a full set of fur clothing, to show that you are self-sufficient." Then you'd trigger the next step in the story/quest, which would describe (via the F1 key) her noticing your styling wardrobe, and further conversation with her, now becoming somewhat flirtatious.

It would go on like that. one of the final steps would be to build a house nearby the village for the two of you to live in. The mod could not actually create a new NPC, unfortunately, so this would be the closest it could achieve. The player could, if they wished, imagine one of the "Maiden" NPCs in the village corresponded to the one talked about in the story.

So basically I want to start by seeing if there is actual interest in this idea, because it's not something I would create solely for my own use. Thoughts/feedback/ideas are welcome, too.

27
Modding / "Magic" audio trigger
« on: January 11, 2021, 05:03:10 PM »
Interesting thing I stumbled upon!

If an item has the word "magic" in its name then it triggers the chanting audio when either crafting the item, or "walking over" it.

Tested it with a few items, both with and without the word "magic".

I wonder if there are other such words that work.

28
Gameplay questions / Are Map tiles eventually cleared?
« on: January 11, 2021, 04:03:21 PM »
Hello,

My save file size is nearing 3GB, and I'm wondering if tile data is cleared if you do not visit a square for long enough.

I'm aware of the "clear everything except for the place you are in" trick, but that's a last resort.

29
Mod Releases / Magic Mod! 1.2 (Updated 1-4-2023)
« on: January 10, 2021, 07:32:24 PM »
The goal of the mod is to introduce as much 'magic' into the game as I can given the constraints of modding.

This is not the low-magic-is-it-really-magic-at-all feel of the base game, so I'm sure it's not to everyone's tastes.

The current version (1.2) consists of three menus and some build additions. Make sure you download 1.2. I'm leaving 1.1 attached because, selfishly, I like seeing the number of downloads!

OVERVIEW:
The first thing to do in the mod is to use the Incantations menu to make sacrifices of various food items to the spirits. This allows you to build up 'favor points' with spirits, which can then be used to perform other actions.

As you start to explore the other options under Incantations, you'll find that most require a Shrine to work. Three exceptions exist: "Wound Treatment Poultice - No Shrine", "Feather Tree Token - No Shrine", and "Magic Barkskin". These are three early-game magic options that let you do things from early on.

For everything else, you'll need to construct a Shrine. This is not an easy task. Most challenging is the requirement for 0.1 pounds of bronze and 0.02 pounds of silver, which you'll have to obtain through trade. If you are playing a game that involves avoiding places that might have bronze or silver, it's easy enough to change the recipe. I would suggest, if you remove the bronze/silver requirement, increasing the favor required to at least 500.

The Shrine, and other "buildings", are found under the Buildings > Kota menu. It is not possible to create a new sub-menu through modding, so I used the Kota menu to allow enough space for the appropriate actions.

Note also the Incant Weapon and Incant Skill menus. The former uses a Weapon Enchanting Rune to create a slightly more potent version of mundane weapons. The latter uses a Skill Training Rune to provide a good chance (but not a guarantee) of increasing a given skill.



All weapon enchantments require a shrine, 50 favor, 2 bear teeth, 5 feathers, and a bone.

"Knife for battle" uses a Kaumo Knife, Skramasaksi, or Northern Knife, and spits out something a bit better than any of them. "Staff" uses either a Hard Staff or Staff, "Trident" uses either a wide trident or trident, "Bow" uses a Northern Bow, Longbow or Hunting Bow, and "Crossbow" uses either type of crossbow. These compressions were done due to menu space limitations.

Because an enchanted weapon is more powerful than its base component, it may do damage to hides more often, note. So an enchanted club may be less effective at preserving hides.

Weapon enchantments use the WEATHERLORE skill due to the unfortunate loss of the RITUAL skill. According to my testing, using COMMON makes it impossible to get a masterwork result, even with %50% or more parameter. Enchanting weapons and using other incantations will increase the WEATHERLORE skill, allowing more reliably good enchanted weapons. Aspire to the 'masterwork enchanted X' weapon. It should be a long time coming, at least that's my intent.

Spoiler: "Exceptions to Enchanted Weapons Rule" • show

As stated, most enchanted weapons have their numerical values increased by 1 (unless they are 0 for a damage type). Here are the exceptions:

* Battleaxe already has the maximum edge value of 9, so in place of that I reduced its one-handed penalty slightly.

* The three combat knives in the game all become an "enchanted battle knife", which is 1 better than the best of the three knives in each area. The result is on par with an enchanted shortsword.

* The enchanted trident uses the best aspects of trident and wide trident to determine what to improve on. The result is comparable to the enchanted spears.

* The enchanted staff improves upon the hard staff numbers, regardless of which type of staff is used.

* The Roundshield already had the maximum possible defense value (6), so I halved its weight instead.

* The point value of bows (the wiki tells me) is a stand in for its "power".  Hopefully that is correct, meaning that the enchanted bow has a power of 9, one better than the longbow or northern bow, and two better than the hunting bow, though any of the three can be used.

* The enchanted crossbow combined the loading speed of the small crossbow with the power of the heavy crossbow. It's still probably inferior to an enchanted bow, though, since the heavy crossbow already has the maximum power value it can't be improved on.





Using these options provides a good chance, but not a guarantee, of increasing the chosen skill. Weatherlore is not included, as that is the "magic" skill used for all recipes in this mod. Two skills are commented out due to space limitations, Unarmed and Crossbow. The recipes are in the file, though, so any player could easily comment out two different skills if they wanted to use a skill ritual for unarmed or crossbow.



I'll run through the menu items in Incantations, and explain what each does. See "MagicMenu1.jpg".

The first four items allow different forms of sacrifice to obtain favor from the spirit. Meat and fish provide the most favor per pound, while grain provides the least.

Magic wound poultice duplicates the effect of burdock leaves, so useful for cleaning a wound. The version that uses a shrine requires less favor to create.

Magic Feather Tree Token similarly uses less favor if created at a shrine. The token, once created, allows you to use the "Feather Tree" option to transform a Tree Trunk into a feather tree weighing only 25 pounds. This can then be turned back into a regular tree trunk using the next menu option. The point, of course, is to be able to easily transfer tree trunks long distances.

Magic Tree Seed creates an item that can then be used to quickly cause a full-grown tree to sprout from the ground. The trees can be found under Building > Kota menu.

Magic Stone Seed creates an item that can be used to create an impenetrable wall of earth in one space. Found under Building > Kota.

Magic Well Seed creates an item that can be used to create a 'rapids' tile icon, representing a magical well. Found under Building > Kota.

Magic Feather Weight Charm is arguably the most powerful invocations. It creates an item that has a weight of -10. This requires 200 favor and 100 feathers to create, but will reduce your overall carry weight. WARNING: reducing your carried weight below 0 won't crash the game, but it will have strange effects on fatigue.

Magic Collapsible Punt creates a magical version of a Punt that weighs only 5 pounds.

The next five items all create magical armors that cover your entire body. As is in the description of the recipes, you are only intended to use one at a time. When you activate any one of them, you should immediately equip it, removing and destroying any other that you have on.

The difference between Magic Furskin, and Magic Furskin, Greater, is that the first is generic fur, and the latter inherits the superior protection values from specific fur types.

Skill Training Rune and Weapon Enchanting Rune are each required to use the other two menus.

Finally, Token of the Shaman turns 20 favor with the spirits into a small tradeable item worth 4 arrows/squirrel skins. This is intended to represent you helping out a village with your shamanistic connection to the spirits, and getting material goods in return.

The Build Menu



Spoiler: "Limitations of the Mod" • show
* Because the mod allows you to build trees and rapids, it also lets you deconstruct them. There is no way around this. Simply put: don't. Deconstructing trees and rapids is unbalanced for the mod, and not intended behavior.

* The enchanted battle knife uses the optional tag to allow the use of any one of the three knives. Technically you can skip all three; this is not intended behavior. Use at least one.


So! Please let me know what you think of the idea or use of it. I welcome feedback on the balance or any other aspects, or future ideas.

Mod is attached, of course!

30
Gameplay questions / Any weapon changes since 3.40?
« on: January 10, 2021, 01:24:31 AM »
Does anyone know offhand whether there have been any weapon changes since 3.4?

I'm looking to do a mod, and need to know if I can rely on https://www.unrealworld.fi/wiki/index.php?title=Weapons, which is accurate as of 3.4.

I'm going to start scrolling through the changelog, but if someone knows that would be great.

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