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Messages - Buoidda

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106
Modding / Re: modding trees - tree painters needed
« on: December 12, 2020, 08:40:37 PM »
Wow! I didn't expect so quick results but I'm happy I asked!  ;D

It looks just like a linden tree!

Would it help to try to find good pictures of Finnish tree individuals?

107
Suggestions / tweaks to the flora modding (trees)
« on: December 12, 2020, 04:21:54 PM »
So I finally ventured in to the flora of things. Made some slanted pine trees and straight deciduous ones.

Currently having 0 value in the tags below makes the flora not work or load at all.

I suggest following actions with the assigned 0-values,
Code: [Select]
[SPROUT:0]
(Will be spawned only once - when zoomed-in map area is first generated)

[MATURE:0]
(Will be an obstacle like trees and will be spawned already mature)

[WITHER:0]
(Will be never wither or despawn - unless picked up in case of [mushroom]-tags)

These hopefully simple modifications would allow tree modding (among gazillion of other peculiar things) while we wait for a more complete tree overhaul with species recognition. I have a working tree modding demo in my today's release.

EDIT:Other welcome additions for flora identified as trees would be:

New tags like:
[tree] so that the birds won't eat the [berry]es
[TIMBER:slender trunk / trunk] and allowing tree felling with appropriate result.
[BARK_NAME: bark / birch-bark strip / bast] or even custom?
[BARK_LENGTH: ] ('0' for no bark; '<5' for max number of rowan/alder style pieces; other numbers max length of birch-bark style strip)
[TWIGS:yes] gives s% twigs instead of just branches
[TILEGFX_DRESSED: (summer tile) ]
[TILEGFX_NAKED: (winter tile)]
[MEMORIZED:yes] so that the tree appears on map even when not seen (like 'real' trees)

Edit: underlined what could be default if tag missing.

Existing tags/actions:
Harvesting wouldn't destroy the tree (they'd stay put like picked berry bushes), but give flowers (if flowering month)/berries/leaves/roots if according tags are mentioned on the item's code.

EDIT: It would be really good to have a way to 'flush' the loaded map of outdated flora and have up-to-date ones grow automatically.

Since several spesifications of flora with a same name can become an issue, so I actually suggest that loaded zoom-in map can
be purged of all modded flora upon key-command. Then the flora-files would be loaded again.

108
Mod Releases / Re: Buoidda's crafts 2.2 [released 2020-12-12]
« on: December 12, 2020, 03:34:43 PM »
Bump up for a release. I'm so excited!

So I fiddled about with flora and managed to put some quirky trees into existence.  :o

Now would-be bowyers need to actually find proper tree individuals for their craft. I find the mechanic is really interesting and immersive compared to the original bowying I had in 1.x. Wonder if someone already did something like this (mod trees)?

Be sure to check out and even start modding some new trees yourself!

Tag! @Brygun @Privateer @Dungeon Smash

109
Modding / modding trees - tree painters needed
« on: December 12, 2020, 03:23:25 PM »
I tried modding trees through flora-*.txt and was quite happy with it. Check out my mod.

Now I'm all about trees! Is there anyone more graphically talented/enthusiastic enough to supply the community with tiles of:

  • linden (lime if you like)
  • elm
  • willow (bush-like)
  • juniper (staff-like)
  • goat willow (Salix caprea, tree-like)

The list could go on, but linden (for bast) and elm (for bows) would be especially valuable.
Dressed and leafless varieties would be much appreciated.

110
Suggestions / Re: Skin sizes, adjust please.
« on: December 12, 2020, 03:11:04 PM »
You stole my suggestion! Also the bird skins seem all about 0.3lbs regardless of bird size.

I'd put more on grey seals than ringed and elk calves yield not smaller than adult reindeer.

111
Stories / Re: Island challenge stories
« on: December 11, 2020, 06:24:49 AM »
No you did it right... I just tried the spring for a change and see if it would spawn less animals than winter like I've read somewhere. It did. Less I mean. But staying warm was less of a problem than I expected.

EDIT: Áillon had to swim north and then back west. Found a bigger island than the original (10-20 tiles), but swimming distances are too big even for a grandmaster. Can't see new islands anymore. Seems like he's properly stranded until outside help arrives on the island. But he's hopeful: birds greeted his arrival on the spruce-thick shores.
Áillon is not qualified for the punitive island challenge: spring+mods (though I do not get/take essential survival benefits from my mod)

112
Stories / Re: Island challenge stories
« on: December 10, 2020, 10:28:40 PM »
NOT QUALIFIED FOR CHALLENGE: spring+mods (though I do not get/take essential survival benefits from my mod)

Aillon of modified Seal-Tribe managed his first swim. Neighbouring islands are so few and far between that had to resort to counting tiles.

Started in spring to have no berries. Only single reindeer and a willow grouse spawned on land in spring. Tried to train fishing, but starving got +50 at some point. Then started getting seals in deadfalls. Developing my own mod (2.1+) at the same time.

Spoiler: show

113
Modding / Possible to force using tying equipment made of single piece?
« on: December 10, 2020, 08:49:17 PM »
Withes can't be joined, inheriting which I plan on abusing in my upcoming update...

But...

Is it possible to force that the tying equipment required to be of one single continuous piece?

and, while I'm at this,

Is it possible to force that the skin required to be of one single piece?

114
Suggestions / Re: seal-catching and dangers of entangling into a net
« on: December 10, 2020, 06:07:03 PM »
Playing stranded on a small island that spawned only two land animals in three spring months - a single reindeer doe and a willow grouse.
Fishing stopped working after starvation rose too high.

Heavy deadfalling seals saved me. So I wouldn't take those out of the equation just yet. Do pits work? I wonder if it would more plausible way to catch seals.

I actually spawned pretty close and ran to one, kicking it furiously to death. (Lacked all eq because of wandering off camp after swim training.) Had I had my stone axe with me, that scenario would've been pretty plausible for a desperate marooner. At least if we pretend I didn't just materialize withing 10 meters of a seal but managed to sneak so close  :D

115
Off-topic / Bast fiber cordage resources
« on: December 09, 2020, 04:45:18 PM »
I find bast cordage fascinating and I thought I will put my study resources here for anyone to enjoy. Probably no-one ;D but at least I find them myself should I somehow lose access to my bookmarks.

Cordage in North America has good explanations on sinew vs. plant cordage.
http://www.primitiveways.com/cordage_in_North_America.html

Analysis of the bast used by the Iceman as binding material, page 69.
(Page 70 lists tree species useful for bast cordage):
Bortenschlager, Sigmar, Oeggs, Klaus (eds) 2000.
The Iceman and his Natural Environment: Palaeobotanical Results.
https://books.google.fi/books?id=roEsBAAAQBAJ&lpg


Different methods of harvest from Karen Hardy:
"In the Mesolithic, cord has been recovered made from lime, elm, juniper, willow and rowan bast...
Historical records include the use of mosses, grasses, heather, lime, birch, hazel, beech, yew, pine and spruce...
The best bast is obtained from young trees cut in early summer,
though collecting it at this time implies a retting process lasting
several weeks, to degrade the soft tissues and separate the bast
from the outer bark. Bast can be processed more quickly in early
spring as the sap is rising, or in winter, in which case the bast can be
separated rapidly over a fire."
Hardy, Karen 2018. "Plant use in the Lower and Middle Palaeolithic: Food, medicine and raw materials"
https://doi.org/10.1016/j.quascirev.2018.04.028

Practical examples:

Cedar bast
https://www.youtube.com/watch?v=TAD1w8NUeic

Willow bast
https://www.youtube.com/watch?v=Wbf1Yr1j1ZM

Spruce root bast
https://www.youtube.com/watch?v=JK6TnLPpfQE

116
Modding / Re: Modding Tutorial and Help
« on: December 08, 2020, 03:55:12 PM »
Pretty sure yeah. Are you using a vanilla bone or a modded one?

...what a mystery...
i think i will try out renaming that "fine clay lump" to "better clay lump", since the word "fine" perhaps is messing with the game's quality system.
I doubt it is the cause. My test results:

Code: [Select]
.test item. "branch" /1/
{*clay lump} <Fine clay lump>   //works with either recipe below
{Branch} <Bone>  #0.1# [remove]   // will not accept forest reindeer bone

.Clay lump. "branch" /1/

.Fine clay lump. "branch" /1/
{Bone} #0.1# [remove] // will  accept forest reindeer bone

Only way I see  {Branch} <Bone> working is that you have a test item .Bone. inherited from a "Branch". EDIT: But even that didn't work.

117
Modding / Re: Modding Tutorial and Help
« on: December 08, 2020, 02:25:50 PM »
The thing in the <> -brackets needs to fulfill the first one too on that row, like {knife}<small knife>

Try:
{*clay lump} <Fine clay lump>

Try  [optional] for a {Feather} on a separate row.
{Feather}   [optional]

I have still to figure out myself how these optional items help, though. Comb seems to make my twisted cords only slower to make.  :o

118
...I've long felt we needed some more tiers to the games tying system which we got a bit of. Still like to see things like string (thin and weak, quality ones good for bows) vs cord (medium strength can be crude) vs rope (highest strength) along with braiding them to make better ones...

I can't help commenting (against my better judgement) that it makes more sense to place bowstrings in the medium category, though. Besides, old bowstrings tended to be bulkier than modern people might realize, for two reasons: materials could not be relied on to the same extent as modern synthetic fibres and safety for the bow was much more crucial (hence overbuilt strings (and bows for that matter)).

I do agree that string/thread/yarn-class tying eq (the string @Brygun talks about) would be useful.

119
Suggestions / Re: Naming:First Word Tag Please for Modding
« on: December 08, 2020, 09:28:49 AM »
Please  :D


Here's a more complex suggestion:
https://www.unrealworld.fi/forums/index.php?topic=5258.msg12281#msg12281

Although just the first word-tag would suffice to me in most cases.

120
Mod Releases / Re: Buoidda's crafts 2.1 [released 2020-12-06]
« on: December 08, 2020, 09:23:39 AM »
Naturally :9 that is the way I'd like to put it, but since we don't have the [naming: first word] -tag, I can't. There was a suggestion abt this somewhere. So many times I have wanted more flexible name modding...

https://www.unrealworld.fi/forums/index.php?topic=5875.0

What if you had to choose between "from"/"of"?

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