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Messages - Galgana

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106
Mod Releases / Feeding livestock, manure
« on: July 23, 2020, 03:13:06 AM »
We currently can't feed non-dog domestic animals, so this mod should fill that gap in gameplay.

After livestock digest food, they will leave poop (though it will be a pile that sits in the exact spot you were standing due to modding constraints), which can be burned as fuel or used as manure in preparing fields.

Field prep with poop is an alternative to the slash-and-burn method and does away with the waiting period before planting when the embers cool down (as well as the number of keystrokes needed to lay down fuel for a decently-sized farm plot). Instead of using a shovel, a rake is required to distribute manure into the soil. Prepared fields can be made through the build menu but this also makes any tile of prepared soil susceptible to being deconstructed.

Copy to DIY file:

Code: [Select]
.Feed livestock. "Branch" *AGRICULTURE* /.1/ \8h\ [patch:10] [effort:0] [noquality]
{Raw ingredients} #15# [remove] [patchwise] 'raw feed'
[WEIGHT:5]
[NAME:dung pile]
[TILEGFX:p-oop]

.Rake. "Sesta" *AGRICULTURE* /40/ %30%
{Axe} <Handaxe>
{Staff} [remove] 'for handle'
{Wooden stake} (3) [remove] '+for tines'
{Tying equipment} =15= [remove]
[TILEGFX:wp-smatrid]

Copy to BIY file
Code: [Select]
.Prepared Soil. -P- *BUILDING* /30/ [effort:2] [assist:3]
{Rake}
{dung pile} (10) [remove] [noquality] '+for manure'

107
The new building recipes are packaged as initially disabled via file name with the prefix "_biy_". The rationale for this is because some vanilla recipes are replaced. To enable the new recipes, delete the first underscore in order to get the proper prefix "biy_" which makes the text file readable to the game. You can find previously-unbuildable objects under the wooden building menu (or at least that's where they end up in my setup).

108
Gameplay questions / Re: No leather from squirrels?
« on: July 06, 2020, 09:31:08 PM »
In order to get skins, you need to do it from the hideworking menu before you start butchering.

109
Gameplay questions / Re: No leather from squirrels?
« on: July 06, 2020, 08:20:30 PM »
In the [H]ideworking menu, you have to select the option to de-hair a furry skin. Keep in mind that squirrel leather won't have as high a trading value as squirrel furs and it will take a while to amass enough hides to make leather clothes.

110
To get just hemp, you need to harvest the hemp patch through the [A]griculture skill menu. Then the hemp patch becomes the hemp plant (under the Plant inventory category), which is what the soaking recipe requires.

111
Gameplay questions / Re: Is reindeer ranching feasible?
« on: June 23, 2020, 05:39:31 AM »
Breeding animals hasn't been implemented yet, nor do reindeer provide milk. Only sheep and cows can be milked during the summer period.

112
Gameplay questions / Re: Hearing range?
« on: April 30, 2020, 11:30:11 PM »
The messages folder has an interesting file that will elucidate what's going on when certain messages fire:
Spoiler: show
 see: urw_msg.txt
Code: [Select]
.DO_TREECLIMB.(who)
[*:<npc_desc> climbs up into a tree.]
[HEAR:You hear branches rustling in the [IN_DIR:<npc_direction>].]

.DO_LAND.(who)
[*:<npc_desc> lands down.]
[HEAR:You hear rustle of wings from the [IN_DIR:<npc_direction>].]

.DO_FLY.(who)
[*:<npc_desc> flies up into the air.]
[HEAR:You hear rustle of wings from the [IN_DIR:<npc_direction>].]

.DO_DIVE.(who)
[*:{splash}<npc_desc> dives under the water.]
[HEAR:{splash}You hear a splash from the [IN_DIR:<npc_direction>].]


.DO_DROP_DOWN.(who)
[*:<npc_defdesc> drops down on the ground.]
[HEAR:You hear a thud from the [IN_DIR:<npc_direction>].]

113
General Discussion / Re: Just wanna be loved...
« on: January 07, 2020, 01:23:40 AM »
I don't think the dog should factor at all in your rep.

I saw some wolves enter a village to attack a couple of sheep in the sheepfold. The sheep didn't survive but I killed one wolf, the villagers killed another, and after the fight I skinned and butchered all the dead animals on the spot without incurring bad rep (but my character got frostbitten toes for doing it outside in the middle of winter). One guy died and I left alone the corpse and all his belongings.

114
There's a mod for that: Combat Training Dummies by Privateer

You build dummies out of njerp corpses, but I forget how many are required by the crafting recipes before you actually can start training. I think it's around 7.

115
General Discussion / Re: The Judas Deer
« on: January 31, 2019, 06:42:04 AM »
I wonder what will happen if one were to build a fence around a trapped deer and then disassemble the initial trap. I remember seeing a thread where someone had a cow tied to a tree as live bait in order to test predator pathing against layers of trap fences. The cow died iirc, but in this case one deer as live bait certainly attracts the herd.

'Freeing' the judas deer into a pen could help with reducing the workload on processing meat and hides until it's convenient since animals lose condition while inside a trap. But keeping it around as a pet wouldn't do much good without an animal taming system.

116
Gameplay questions / Re: I can't do anything with plant type turnips.
« on: January 13, 2019, 05:52:08 PM »
You need to use your agriculture skill to thresh a Plant object in order to produce Food objects.

117
Gameplay questions / Re: Bear's teeth?
« on: December 14, 2018, 10:41:15 PM »
What can be teeth used for?
Teeth, bones, and antlers were implemented for spells and can also be used in mod recipes. I think the shaman mod is one example that uses them.

118
Gameplay questions / Re: Bear's teeth?
« on: December 14, 2018, 09:07:32 PM »
You harvest teeth by activating a bear skull from your inventory under the tools section. I think each skull yields four units. You also get teeth from seal skulls the same way.

119
Gameplay questions / Re: sight distance problems?
« on: December 09, 2018, 08:00:44 AM »
Visibility is naturally reduced because of nightly darkness and seasonal darkness. Summer months have more visibility because the UnReal World is set in the far north, where people in real life experience more daylight hours until reaching maximum daylight on the summer solstice on the 21st of June or thereabouts. Then visibility is gradually reduced until maximum darkness on the winter solstice on the 21st of December. It's a feature, not a bug. :)

The calendar of the current version divides seasons by fantasy month names, and the seasons are divided by the natural equinox and solstice events. One of the post-v3.16 updates introduced actual night time visual effects, but this is easily disabled on the ini configuration file.

Zooming: you use your mouse's scroll wheel or ctrl plus -/+

120
Gameplay questions / Re: Vegan characters?
« on: November 09, 2018, 11:59:12 PM »
If your farm plot is away from your homestead, I recommend setting up a cellar on site and stock it up with fish or something before getting to work. I generally like preparing plot squares of 6x6, but it definitely takes time to clear away trees for the space. I think 36 tiles is the most possible you can prepare at once before the ashes disappear after two days. 3 branches is the minimum needed to start a fire and adjacent tiles are guaranteed to light up. Since preparing plots is heavy work, you can reduce your fatigue by keeping your character naked and have in your inventory only food, a water skin, and a shovel. Your character's warmth status will be sweating because of the ashes, but there currently aren't mechanics that involve moisture.

Turnips are a crop you can maximize with two plantings within a year if you can start the crop early enough, and the Njerp cooking mod boosts their nutrition potential with a roasted turnip recipe. But I guess you might not want to use milk for the mashed turnip recipe. Still, having cattle can help to move the higher yields made possible when your agriculture skill improves enough.

Barley and rye are the grain crops and will be most efficiently processed with a scythe and flail, but if you don't have them by harvest time then any cutting tool and a club will suffice. You can store the harvested Plant (that's the inventory category) indefinitely and won't have to worry about animals eating your crops. But birds can eat your grain Patches, so it helps to set up some traps on the perimeter of your farm or get a dog to scare them away. Sometimes cold weather prevents starting the spring planting soon enough before grain patches wither in the Fall month, but patches come back after withering and you can guarantee spring sprouts by planting a plot in late summer. Another benefit of autumn sowing is that your agriculture skill probably will be higher compared to when you start spring planting. See this thread for a discussion about calorie yields for flour. You'll see that it's better to avoid planting peas.

Sorrel can be threshed for leaves and seeds, but you can collect it in the wild from hills and mountains. It buffs appetite satisfaction as a seasoning herb and you only need one unit to improve your recipes. Bearpipe is also a useful plant to get your vigor status up when you have tasks you don't want to sleep through.

Hemp is a very handy crop if you get one of the sufficiency mods for weaving, but you might end up planting less since cords typically are used to prepare meat cuts. It still is a relatively nutrition-dense plant and has a higher yield than, for example, clayweed. Seeds can be ground into flour, and you can use hemp leaves as herb filler in the cooking recipes.

Training your herblore skill will help identify unknown mushrooms that can supplement your diet. If you're willing to 'grind' the skill, be sure to collect different herbs at your homestead so you can just pick up the whole bundle each day and use the keyboard shortcuts to examine your food inventory.

Berries have a longer shelf life than meat cuts, but they can still spoil in the cellar. Depending on what kind of berry, the time spent harvesting from a bush can become costly, so don't be in a hurry to harvest them as soon as they're ripe unless you plan to cook a lot. I like using them in the cheese mod, but again I don't know your attitude towards dairy livestock. You'll probably end up using berries to brew kvass for the okroshka soup on the Njerp recipe mod.

But if you do end up going for the cheese mod, I recommend using Stonelobber's Primitive World Mod for the clay pottery module to keep up with milking a dairy herd. Pot quality matters in cooking, but simply storing seeds in ugly pots won't hurt.

Check the Plants page on the wiki for nutritional information on herbs. Lake reed can be found at big lakes (bigger than one tile) and you can harvest a lot of it. It's not as nutritious as the grain crops, but you can make flour from the roots.

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