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Messages - Buoidda

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91
Suggestions / Re: Skin sizes, adjust please.
« on: December 21, 2020, 09:59:13 AM »
It's a bit tricky to get these feel accurate, since they are represented in weight but it makes more sense to think of them in sq footage or smth.
A thick reindeer hide could be heavier than a seal-skin which has almost no hair to compare, even when covering smaller area.

Having said that, I'd put grey seal skin way above 10 lbs - closer to bear's 18 or elk's 24lbs. Big grey seals can be as much as 2,5 meters long and weigh over 300kg / 660 lbs. (Avg female 1,6-2 m; 100-190kg; wikipedia) 20lbs sounds nice and round like the seals themselves  ;D

5lbs of grey seal skin... luckily none of the grey seal grandmothers don't know about this. They'd be turning in their abyssal graves...  :o

Ringed seals would be smaller on average than reindeer skins, but close. Maybe 6-7lbs.

Calves' skin sizes are quite debatable. In real life: The new spring calves are really small, but grow quickly during the year. First autumn skin would be about third to half of an adult skin size - a year later almost adult skin size. So basically anything below that can be considered 'right' - the calves' graphic does look quite small though. (EDIT: I made a sug about calves.)

Adult animals' skin size varies too - sometimes substantially - but I won't get into that now. It's fine.

Btw, I was aware of the slight difference of grouse family skins. But I haven't met a single bird skin (swans and such included) that was much bigger. Added 'about' in my second comment.

92
Bug reports / Re: Zoom In during spring, thin ice
« on: December 19, 2020, 01:48:32 PM »
I've fallen through ice just by zooming in on open mire surrounded by sea on two sides.

I got placed in the corner of the mire, where was only ice over (sea) water.

I haven't died of this (yet) but I'd surely be unhappy to drown when not even wanting to go on ice.

93
Suggestions / Re: Walking through the fire message
« on: December 19, 2020, 11:20:01 AM »
I agree the information becomes important only in certain situations / scenarios. Playstyles come in big time in this topic. Practically all of my play characters start naked in winter or spring. There is some work to use the current system: "F3 - pick a direction - enter" when you could catch the  info while stepping around your fire anyway. It might not sound as much, but on physical keyboard use and psychological level I do think it would make a much more fluid interface.

I do walk mistakenly towards fire constantly and never read the message. Should my suggestion pass, I could still ignore the message - unless I need the extra information provided.

I understand only some (only me?) see this sug as important enough to bother the devs with, but I do fail to see how the current message is any better: more helpful or less cluttering.

94
Suggestions / Re: tweaks to the flora modding (trees)
« on: December 19, 2020, 10:55:06 AM »
Bump up for starter update.

Flowering seems to end before withering on vanilla grasses and herbs. So no problem here. I have to watch those fake "trees" some more.

I don't use grasses for trees because I don't think they spawn on the same spots next year? At least [berry]ies grows on the same spot each year.
Also you can't destroy the tree by harvesting when it is classified as a [berry].

EDIT: I couldn't process my bast since it was an uknown berry. Now the birds ate them before I got them identified  ;D

95
Suggestions / Walking through the fire message
« on: December 19, 2020, 09:35:19 AM »
It'd be helpful to state how long the fire will burn instead of the current "You can not walk through the fire" warning that you only need to read once in a player's lifetime.

Especially when naked in the wild: this important information would be four times fever keypresses away. (F3+dir+enter+Esc)

EDIT: I wasn't aware / didn't remember the 'x' command, which diminishes my suggestion below treshold of making it.

96
Suggestions / Re: Seasoning thread
« on: December 18, 2020, 12:34:11 PM »
@Dr.Hossa It's not a vanilla item is it? Though I'd like if it was... thumbs up anyway.

97
Suggestions / Seasoning thread
« on: December 17, 2020, 07:57:34 PM »
Fat for seasoning.

98
Bug reports / [3.63] birch-bark box of milkweed leaves
« on: December 16, 2020, 09:47:23 PM »
Hunger bar almost full - meaning very hungry:

- if I eat 7 fistfuls of milkweed leaves - I'm full and nutrition level goes up one lvl at most.
- if I put 40 fistfuls of the same leaves in a bb-box - I can eat the whole box empty in one go!
- Nutrition level didn't skyrocket or even change so something is definitely wrong here at least in terms of lost nutrients.



99
Mod Releases / Re: Galgana's creature sprites
« on: December 16, 2020, 09:10:08 PM »
Skilled work! I'm happy to see artists' exchange too. I too use the trusty paint for my edits, but didn't expect you pros to do the same :D But there must be something more sophisticated even for pixel graphics? No? :o

100
so the wise men actually do something? I always wondered about that since there's no treated signs on the wound screen...

101
Is it possible to eat, say sand mushroom and survive by eating the right herb?

Just curious.

102
Modding / Re: modding trees - tree painters needed
« on: December 15, 2020, 06:57:39 AM »
Yes most 'noble deciduous trees' in Finland seem to grow relatively small. My experience is mostly of big tended city trees, though.

I'm adding young linden trees, which are more widely distributed.

Now a question:

I read linden like to grow below cliffs, but not on (Finnish) coast-line (unlike most other 'noble' hardwoods). I'm guessing there is no way to implement this (since most cliffs are on the coast)?

103
Suggestions / Re: tweaks to the flora modding (trees)
« on: December 14, 2020, 11:47:48 AM »
I tried to have @trowftd's new beautiful linden trees give both flowers and berries (berries so that the tree graphic remains after picking) and failed. Also flowering seems weird: the tree flowers the rest of the year after flowering month? Shouldn't it supposed to flower only during the flowering month?

In any case modded trees are already nicely enriching my game environment. I'll be working on upcoming linden release(ing pollen) on my spare time this week.  8)

104
Modding / Re: modding trees - tree painters needed
« on: December 13, 2020, 08:51:35 AM »
(Conversing in discord abt this project)

I'll put here how I've implemented trees in my mod.

The spruce is modded in as a [berry]. What it does, is that you can pick up the big branch and the tree graphic stays, altered. If you look closely, 4th and 5th tile bear an additional twig which is missing in the last tile. The first tile is the twig dropped in the ground.

[Berry] tag is not useful because birds will devour them before you see them. also because it grows on the same spot each year. I don't know if mushrooms are as loyal.

Reaction pine and the deciduous trees are modded as [mushroom]. They will disappear after picking up and their refinement recipes use up the picked-up 'token'.

All the trees are pushovers - they can not block movement and are unlike proper trees in other ways too. See my suggestion abt it:
https://www.unrealworld.fi/forums/index.php?topic=6109.0

Now considering the joint effort:

junipers bear berries - it would be cool to have a set like the spruce for juniper, where the berries are growing. See graphics like blueberry, for instance. The first tile are of the berries in the ground.

Also - not my main focus but someone else might be interested in modding it - linden flowers are a popular herb so flowering trees might be useful too. But I do not want to burden you with too much ideas.

LEGAL: These are modifications based on UnReal World game tiles and may be used with UnReal World game only. Using these tiles in any way for any other game/project is forbidden.

105
Mod Releases / Re: Buoidda's crafts 2.2 [released 2020-12-12]
« on: December 12, 2020, 09:39:47 PM »
... which prevents me from actually "release" it <snip> I want to ephasize that my coding is nothing compared to the work of many of you experienced modders

Though, tbh, you just did (release). Now it's forever in the abyss of the internet ;D But don't be humble, I think you should just go ahead and make a thread even if you don't plan updating it loyally. And I do think ppl here are more on the chill side than usual, so borrowing from others shouldn't be a problem to anyone. Just don't expressly claim all of it yours if it isn't.

Thank you for all the praise! The reason my release style is so 'formal' is (apart from the usual ocd) perhaps my background in computer science. Hard to break old habits... I'm partly doing it also to set some example on commenting and study material for future modders. All of my stuff at least is out there to use without attribution (to make ppl feel comfortable modifying it as they see fit). All that said, by no means I expect anyone to use up time as stupidly for all the needless chatter.  :P

Do the new trees still work for things like havesting bark, branches and twigs like the originals? Does the straight birch give you birch-bark? rowan give rowan-bark?

I see Privateer answered already. No. They are walk-through ghosts of trees. They or parts of them are to be picked-up as tokens and immediately processed into proper lumber. At least for now. I did make a suggestion about tree modding here: https://www.unrealworld.fi/forums/index.php?topic=6109.0

Thanks @Privateer  :)

@Brygun. Yes you are right, the jewellery value is probably off. Pricing values are then my weak spot, since that is not a typo. You see I spend most of my Urw time starving to death somewhere I wish I wasn't. I remembered from years-back northern bows being valued something like 176 hides so I thought 48 would be ok. Using my mod it's a lot quicker to make a northern bow than to have 12 teeth of the same animal. At least if you somehow conjure up those 5 perches.

I have to start reassessing prices across my mod.

On menu space. Well that's up to your judgement. The intermediary steps of processing tokens into raw lumber items might be bypassed for one. I just didn't wan't ppl to collect millions of tokens on their travels (though it's still possible if you abuse same terrain elsewhere). I chose not to continue two-wood longbow-line and nerf the old 'Buoidda's recurvedNB 8p' down to vanilla. Reason is that back then I was under the popular misconception that the wiki bow accuracy attribute affected bow shooting accuracy. This topic is discussed at length here: https://www.unrealworld.fi/forums/index.php?topic=5649.0 So now that Northern bows are so superior (rightly so in my biased-ass mind), I see no reason to make longbows anymore. That two-wood longbow item was anyway a spin-off historical example because I've read of similar archaeological finds near Oslo, Norway.

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