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Messages - Buoidda

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181
Stories / Re: Island challenge stories
« on: November 01, 2020, 08:00:08 AM »
Hmm. Instakill. Shocking and unfair. But life isn't fair. Bears do that too. (Makes me think about all the times playing ADOM and just suddenly dying without warning, be it a trap or invisible monster. Roguelike-life hangs on a thin thread.) Can't say it was bad luck either. I've heard a few of these lynx victim stories over the years. In this case the victim was badly injured already and no clothing so those contributed to his downfall. But nevertheless lynxes are unrealistically dangerous, slicing through necks like butter. A reason why my chars try to wear at least a hood always. I wonder if there are any previous discussions about it.

To newbies reading, (which @Privateer certainly isn't): Keep a distance to them unless they are fatigued/badly injured. Wear protection if possible. Aggressive lynxes can be kept at bay by throwing stuff at them. That usually makes them flee again.


Ukko update:

Waters are still chilly, but Ukko is itching to leave. He's trained so much he feels like a fish in the water. He completed a trap fence near his camp, and the gods gave him yet one grey seal as a parting gift. Ukko hung it's skull near the fence to warn possible humans about the pit and traps. They are all untriggered now. One last sacrifice at the seita boulder on a nearby hilltop. Ukko gathers his food supplies, manages to swim with them across a narrow strait to the next island. He climbs a cliff and memorizes a parting view of the island that was his home for many months.

Save available for the curious and whoever wishes to practise island hopping. I'm using my fletching mod.

182
Stories / Re: Island challenge stories
« on: November 01, 2020, 06:05:59 AM »
Ah, the ominous snarl of the unreal tiger. Humorously called lynxes they are. So sad.  :-\

Btw, what led to this encounter? Was it injured?

183
I see. I had forgotten about that. I must have observed something wrong then. Sorry ::)

184
Mod Releases / Buoidda's crafts 2.1
« on: October 31, 2020, 08:35:51 PM »
Important: Characters from previous updates will not have flora updated - at least not in explored areas. Sometimes out-dated flora will also find their way in new areas too. That's why safest is to start with a fresh character whenever flora files are changed. I will note this in changelog and also cover how meaningful the changes are. Doesn't usually matter that much.

About version numbering that I follow:


Buoidda's Crafts 2.3.1
2. <----- Major version number (not all that interesting)
3. <----- character compatibility number (likely big flora file change): if this changes, previous characters are not recommended
1  <----- new crafting recipes, bug fixes, graphics etc.: characters are compatible


Game balance appraisal

  • being able to start making rope (first cord, rope from 3 cords) for stone-axe is important. Shelters and trees are done with far quicker, which is a boon if you are barenaked in the winter wonderland. Also they are made in 3ft lengths, not 15. Time consumed is realistic-ish as in very long. Expect to twist for days if you want 15 ft of spruce-bast rope.
  • willows and lindens become harvestable in early summer season, when many other plants are still growing
  • during summer, sources for plant cordage are abundant
  • in winter you can't spam bast cordage indefinitely. Spruce saplings are the only source. In summer sources for plant fibre are almost everywhere.
  • willows make tanning compounds abundant, but only harvestable during summer season
  • with harvested willow roots you can make withes. Also season dependent
  • plant cordage is slower to make, but available in winter (finite resources on islands)
  • arrows and bows are a lot slower to make
  • elm for "longbows" are available around south-west
  • once you have the food and gear to make Northern bows, that makes for a lucrative trade
  • teeth sell well as jewellery
  • some increase in food from carcasses if you (are able to) make intestine foods
  • fletching and bowying are a pain compared to vanilla. Muah. Making elm bows, northern bows and tooth jewelry is a lucrative way to make trade goods.

Running commentary

Version 2.3

This update brings big changes to the way players look at the surrounding forest. It's easy to miss a useful tree individual and the best ones are not so common. Thank you @trowftd once more with helping me out with the graphics. Your help was welcome indeed. The reason I'm bringing so many trees in one update is future character compatibility: I try to update the flora*.txt as seldom as possible to ensure best play experience. That's why we had to work extra hard for the new trees to need as little changing as possible in possible future releases.

2.3.3. Now the trees can also be 'felled' by harvesting, with the exception of big rowans. The produce doesn't feature normal lumber, the outcome is tree spesific.

Making short- and longbows has now an added step, inspired by the BAC. It now takes a few days to dry a bow preform before tillering and finishing the bow can start. It is also possible to make bows in a week or so in real world too. If one manages to make the bow very close to the final measurements without bending it too much, there is little wood left to dry. The important thing is not to strain the wood before it is dry enough or it will take permanent "set" or compression damage. The heat treating in the recipes is partly to reflect quicker drying too, though there are so many little things that just are better not to overthink about.

I left drying out of the Northern bow. It's a 'curiosity' of not needing to do it. It kinda makes sense since compression wood is so ridiculously strong in, well, compression. The backing is not likely to fail because of excess moisture content. But actually in real life it is especially important to have appropriate moisture content in compression wood since its length changes about 25 times more with moisture content changes than it does with 'regular' wood. So while a 'wet' bow might work for a while, once dry it might actually be uselessly weak in the shot. On the other hand, making a too dry compression wood bow might result it becoming impossibly strong (with ears almost touching each other) to even survive bracing in once piece once it reaches outside moisture equilibrium. This is more likely with modern replicas. The pine bellies must be roasted to eliminate some of these moisture content length changes. So it naturally brings some drying to it too. Ok enought with the spesifics: I might add it later, but lately I've been all about trees!

I really like how the trees are working now. They are not perfect, but do make a more vivid and lush atmosphere, especially in groves. Most tree produce you just pick up and process on the spot. Willow leaves and linden flowers are herbs on their own, but can also be conveted into bark and bast, respectively. You are supposed to make the decision of which ones to convert on the site. For willow roots you need to 'h'arvest and it destroys the whole tree, then 't'resh. For willow baskets you use whole willow bushes. Big rowans bear mainly berries, but before they are ripe, you can also "cut the tree down" by picking young leaves and process them into a bowstave. For other trees I doubt explanation is needed. Happy lumberjacking!

Version 2.2

Spoiler: show
Most important comments are in the code but I have to say this was an interesting one for a tree-lover. Also I noticed some significant curing times for timber in the BAC. While that's pretty much how I cure my bow-staves irl, it is possible to make bows quickly irl too. Maybe in a week or so. It just needs more care and expertise. And I don't want to wait in game for months.

Also about pricing. I noticed low prices in BAC bows. That's fair balancing. I didn't include that because now finding the material is a lot more work and also because I don't like the idea of identical things having different values. Like clothes do nowadays. It still does allow to make the valuable Northern bows as trade goods (smaller bows are considerably harder to make than in vanilla). Also the tooth jewelry is valuable in my mod, for roleplay.

The tillering gear in BAC felt modernish. Dedicated tillering gear was presumably a more central European castle / city-dweller thing. But it is perfectly true that bow-making should take more time. I try to keep menu bloating to minimum to increase my own immersion.

I was tracking elks the other day (irl) and was thinking how different elk and reindeer strides are. I edited the in-game elk tracks by removing half of them. Now seems more accurate long steps. Reindeers do that annoying going about in circles irl too, messing all other tracks.


Version 2.1

Spoiler: show
I thought I put out this thing I've been working on lately. Bark cordage in the original Buoidda's crafts 1.x has bothered me since I only knew about lime and willow cordage at the time. Now I've learned the proper word: "bast" and researched and rethought parts of my old mod. Alder bast is too brittle for cordage.

One novelty is that while over the years various branches and stuff have been modded to be soaked to make cordage, it isn't always necessary to ret wood (I'm not talking of grasses) to obtain bast. It can be of help, though. But modding it is a problem since retting in winter would take totally different time than in summer. (Maybe abuse spoiling time?)

Anyway, during sap rising you can just extract the bast straight on from trees. Or during winter one can roast the wood gently to break down the 'glue' that holds bast fibers together.

I've tested it but not as punitively as back then when I was younger and full of enthusiasm. Please report any problems and of course welcome to ask and discuss. This is a fairly simple mod though. And before anyone asks, I do not plan to update or publish all of my old mods.

The majority of the original Buoidda's crafts is engulfed in Brygun's community mod (BAC: https://www.unrealworld.fi/forums/index.php?topic=4712.0) and I'm happy of it. They can stay there. I warmly thank Brygun for his stewardship. Here I'm only presenting new (for me, at least) techniques I came up with, like using animals' bones to calculate blood volume and intestine and sinew weights.


Cord quality
Spoiler: show
I'd want to mod cord quality modifiers as: fragile, weak, (normal), strong, very strong. That's how I think of them.

I've tried to mod hemp to produce the best quality fibers, then nettle, sinew, rowan and lastly spruce. But I wasn't completely happy with it. Tags like %-50% don't seem to affect output strongly enough.

The reason sinew is not the best fibre is the climate. While sinew does have exceptional qualities, they are greatly reduced in the cold and damp Finland-like climate. Sinew-backed bows could break in sub-zero conditions.

So in unreal world, I reckon plant-based fibres will produce the best, least elastic bow strings. Go for hemp. Flax would be best, it's featured in BAC.

185
Stories / Re: Island challenge stories
« on: October 31, 2020, 08:28:03 PM »
In the meantime, Ukko is training hard. Swimming up and down the bay until cold numbs the limbs. Shivering, he warms up by a fire at the shore, measuring his will to continue training. A third lynx was killed, this time caught in a big deadfall. It had cornered and eaten a rabbit in the southern peninsula. The big clueless one, persplexed by the sea. Ukko had kicked it earlier. He wonders if it was still limping and why fell prey.

"The waters need to be a lot warmer for any serious attempt for mainland. Where are the trader boats? It's almost summer. They should be already racing to get winter furs first. Even I have something to show."

X#X#X#X#X

Swimming increases at most three times per day. Well not every day. Increases seem chance based. Sometimes no luck. Training tactic is to swim close to the shore little bit more than numbingly cold, and warm up only to bitteringly cold and continue. On spare time check traps, fish or craft. Very little moving around. Swimming until freezing would be more efficient, but I'm terrified of failing because of numb player brain at this point. So extra care is taken.

I should also mention I've updated and started using my old fletching mod (see signature). As a wannabe archer-bowyer irl, I just can't bring myself to shoot those branches. For challenge transparency I had to publish it even though I wasn't planning to otherwise.

EDIT: Swimming at 100, time to start crafting while the waters warm up. Boy that was boring. But now this character is ever so precious. This is what makes these permadeath games so thrilling. You waste your real life for something unreal, which could, and will - I promise you - vanish in a blink of a button.   ;D  :o  >:(  :'(  :(  :P  :)

186
Mod Releases / Buoidda's crafts 2.3.6 [released 2021-01-12]
« on: October 31, 2020, 08:16:25 PM »
Buoidda's crafts 2.3.6
mod for UnRealWorld version 3.63
Developed with Windows 10, no testing on other ops
Release date 2021-01-12
https://www.unrealworld.fi/forums/index.php?topic=5865.0

So, one summer day your character thought: "I should clear out all these felled trees."



Buoidda's crafts 2.3


DESCRIPTION

This mod is for all those characters who want to be able to walk peacefully among blossoming trees, work their bark, pick their leaves, taste their flowers and berries... aaand to chop them down and make weapons of mass-destruction!!! Muahhahahahahaaaa (crazy laughter is obfuscated by birds' cheerful singing.)

It adds possibility to:
  • make traditional wooden boxes sewn with quills
  • make traditional sámi preserved sausages called "gurpi"
  • find linden trees, a good source of bast fibre
  • find two different willows, with various uses
  • find big rowan trees, a source of berries
  • watch the rowans flower in summer
  • collect big branches out of the occasional huge spruce trees
  • find slanted pine trees for compression wood
  • find straight junipers, birches, rowans and elms
  • chop bow staves out of them
  • make bows out of spruce, juniper, birch, rowan and elm
  • make those complex northern bows out of pine compression wood
  • make bowstrings out of various materials
  • extract linden and willow bast
  • extract spruce bast by roasting spruce saplings
  • make cordage from various fibres and rawhide
  • make 3ft ropes by braiding cords together
  • make 4ft 4-ply ropes out of birch-bark
  • harvest blood, intestine and sinew from all your bone bearing kills
  • make blood sausages and cakes. Yum! Tasty.
  • fletch with various arrowheads of various materials. Forked fowling arrows!
  • make necklaces out of bears' and seals' teeth
  • ret nettle and hemp for fibre (Rain's retting process included)

QUICK INSTALLATION
  • Place all the .txt files in the UnrealWorld game folder
  • Place all .png image files and .bat files in the "UnrealWorld\truetile" subfolder. In most cases, simply unzipping this package to URW game folder does it for you.
  • rename your original "diy_glossary.txt" to "ORIGINAL diy_glossary.txt"
  • rename "ALTERNATE GLOSSARY diy_Buoidda's_glossary.txt" to "diy_Buoidda's_glossary.txt"
  • If you have multiple mods you may have to check the hotkeys in menudef_*.txt -files. Each menu entry should have its own hotkey, including those in-game.
INSTALLATION DETAILS

This mod is in multiple files. They do not overwrite vanilla unreal world installation. But to achieve clean menus, you probably want to comment out some vanilla recipes from diy_glossary.txt.
  • If you are upgrading, erase all files containing "*Buoidda's*.txt" in their name. I've renamed most to comply with Urw filename format. Sometimes I choose to reorder menu items with this letter: diy_l_Buoidda's_fibres.txt
  • I'm providing a file to make those recommended edits, called "ALTERNATE GLOSSARY diy_Buoidda's glossary.txt".
  • Rename "ALTERNATE GLOSSARY diy_Buoidda's_glossary.txt" to "diy_Buoidda's_glossary.txt".
  • You'll want to rename your original "diy_glossary.txt" to "ORIGINAL diy_glossary.txt". This way it will not be read in-game.
  • This mod will replace your rowan, alder, birch, and paddle graphics. Originals are provided.

ROLE-PLAY AND HINTS
There are number of things in this mod I couldn't force players to do
  • I cannot mod trees to change leaf cover by season. You can change them manually with enclosed batch-files and then reloading graphics with 'F9'.
  • The trees are not proper trees which you can cut down normally. Some of them you can harvest and they appear felled. Others can be picked such as lindens which give flowers (which can be converted to bast) and big rowans, which give  berries.
  • Harvest: slanted pine, juniper, all willows, straight elm, rowan and birch.
  • Pick: elm (or harvest and tresh), big rowan (pick young leaves to get lumber), lindens and spruces.
  • Whatever the method of harvesting, you are supposed to immediately use an appropriate crafting recipe to process the harvestables into proper items.
  • Linden flowers and willow leaves can also be used as herbs. Note linden are found mostly in the south-west.
  • When harvesting carcass produce, use a bone on the ground: due to a bug the bone will not be consumed. You are supposed to do it as soon as you get the bones from butchering - not later: that's cheating.
  • They are cooking recipes and demand fire for no obvious reason. This is due to modding constraints.
  • For same technical reason blood can only be collected in a pot.

See the txt files for detailed comments!

FILE LIST

ALTERNATE GLOSSARY diy_Buoidda's_glossary.txt
BC_changelog.txt
cookery_Buoidda's_NF.txt
diy_k_Buoidda's_crafts.txt
diy_l_Buoidda's_fibres.txt
diy_m_Buoidda's_bowying.txt
diy_n_Buoidda's_cordage.txt
diy_o_Buoidda's_fletching.txt
diy_p_Buoidda's_jewelry.txt
flo-turnip.png
flora_Buoidda's_trees.txt
menudef_Buoidda's_crafts.txt
*this readme file*
truetile\av-hare*.png       (3 image files)
truetile\bc-*.png           (52 image files)
truetile\it-paddle.png      (overwrite warning!)
truetile\ter-alder.png      (overwrite warning!)
truetile\ter-birch.png      (overwrite warning!)
truetile\ter-ndalder.png    (overwrite warning!)
truetile\ter-ndbirch.png    (overwrite warning!)
truetile\ter-ndrowan.png    (overwrite warning!)
truetile\ter-rowan.png      (overwrite warning!)
truetile\ORIGINAL *.png     (8 image files, 71 image files total)
truetile\bc-leafsum.bat
truetile\bc-leafwin.bat     (2 batch files total)
                            (85 files total)

LEGAL

This mod contains 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.

I have made some of the graphics, but this was mostly just cut and paste of vanilla tiles with some retouching. The juniper is a prime example. I'd very much welcome some of my tiles redrawn by some more skilled of an artist.


CREDITS

Credits for individual work are found in code comments.

My deepest gratitude goes for trowftd. His patient help with the various tree graphics was invaluable.

Thanks for Rain for making his original retting code.

Huge thanks for Kaaven and Atwood for their art. I may not have used much of theirs in this version, much is found in the BAC.

I have reviewed Brygun's fine community mod (BAC) and how some of my old code has evolved in the hands of others. https://www.unrealworld.fi/forums/index.php?topic=4712.0 and found some ideas like not using only staff in Northern staff-bow's name. My code is well commented, but hopefully I haven't overlooked anything important I borrowed. I'm glad how this community has evolved over the years.

All work not otherwise marked, is mine and free to use and redistribute as you please without attribution. Claim it as yours if you feel like it. Make money! Riches! Wohou! Oh? No money? Dang. Maybe this wasn't so special after all.

187
Again.

A big hare walked over, turned it's back and began staring at the sea.

I just walked behind it. Save available.


188
Noticed that when I drop everything while still wearing clothes, the weight penalty goes to zero. When I reload the game penalty is calculated correctly again.

Save 7z https://www.dropbox.com/s/b5mvr00r2y5mpul/UKKO.7z?dl=0

189
General Discussion / Re: Punitive island winter challenge
« on: October 29, 2020, 10:32:53 PM »
Tested fishing 50 times with a rock and 50 times with a crude javelin, trying to keep a balance with burden penalties (didn't bother with continuous fire) and time-of-day. Alternating rhythm was something like fishing 5 times with one, sleep, 5 times with the other, sleep. On quicker fishing days did more, but changed equipment after 5 times fishing.

Testing wasn't neurotically scientific though, but I caught 8 pikes with a rock and 8 pikes with a crude javelin. Fishing skill (*) rose from 43 to 46.

Didn't learn anything. Might do it again in summer when it's easier not to wear anything.

190
Bug reports / Re: Dark spot on river
« on: October 29, 2020, 01:06:54 PM »
Can't help you on that, sorry. It certainly was black for a long time, well before the water froze. I can't say if it ever was normal or after some incident.

191
General Discussion / Re: Punitive island winter challenge
« on: October 27, 2020, 10:32:19 PM »
It sure can be.

A few pointers to any newcomers who wish to try:
- When still naked - obsess over fire.
   - Gather firewood rather than cut it - it is far quicker. Always have enough ready for at least one night, preferably several.
   - Branches and other small wood burn too quickly. Light branch fires to cut slender trunks. Light slender trunks to cut groups of young trees.
   - Always be on a lookout for groups of young trees. Light a slender trunk fire near them to be able to cut three or at least two young trees with one fire.
   - Do not waste big trunks for fires that burn longer than you need them to. The winter will be much colder later. You also need them for traps when you get rope.
   - Learn to use torches.
- Do not waste time on wooden stakes/fences and javelins. Throw rocks unless your club skill is much worse than spear.
- Fish with rocks. With stone tools you get crude javelins which are -10 skill in fights, I don't know but possibly in fishing too.
- From the start, you are in a real hurry to have plenty of food, firewood and fur clothes before the mid winter strikes.
- EDIT: Try to a make wooden shovel and dig the pits you need before the ground is too frozen.
- Reindeer, elk and bear have the warmest fur. Good for hoods, footwear and mittens, areas on which you can't have many layers.
- Mind the spirits. You can sacrifice mushrooms and grasses. Use lingonberries for bait. Low energy meat is also better as bait than one sorry meal.
- Stay the F*** out of the ice! If you must brave to a carcass, drop everything but a wielded knife and crawl. You can test the ice by pushing stuff on it.
- Swimming guide: https://www.unrealworld.fi/wiki/index.php?title=Swimming_(Skill)

The Island will await patiently.



192
What is this field for?

193
Stories / Re: Island challenge stories
« on: October 27, 2020, 07:40:53 PM »
The many incarnations of Hroarr, fun read  ;D

X#X#X#X#X#X#X#X#X#X

Ukko has spent following weeks skinning and butchering small game from the traps and throwing rocks at squirrels. Even the hares that fail to wander to traps are half-blind on this island. He literally walked over to one and kicked it to death. Starvation started rising a bit just before the hoofed ones' meat was dry enough to preserve through the summer too. If only he'd know how to get more than one cut of meat from around ten pounds of fat bunny. But the insides of animals seem so - icky. Especially after pounding them to jelly with a rage only a starving man can muster.

The badger never returned, probably drowned during the warmer days. While looking for it, Ukko found a dead lynx some distance away from the shore, on the ice. He also almost drowned taking a shortcut. Probably the ice will be too thin for standing upright safely for a long while still. He sees the ice bridging to neighbouring, smaller islands. But he knows sea ice is too perilous to brave this time of the year.

Weather has been mild this winter, thank the gods or - who knows - his own dedication to daily sacrifice. After all, he'll be needing blessings to get off this island alive. There was a colder week, but now the fur gear has kept him warm during the nights without a fire. Many seals splash around the island. He made ropes from bird skins and has set up couple of shelters with heavy bear traps on sea shores where the currents keep the sea from freezing. When the seals are close, Ukko moves base to hopefully come to a catch later.

His diet is strong now even with hardly any fish caught. Already one seal skull decorates a lone pine tree near his shelter. The extra fat will enable him to tan the one cured squirrel hide. How he'd craved for fat to eat when starving. He ate the squirrel's fat earlier, without even realizing he was going to use it to tan a squirrel hide.

It will be a long wait for the waters to warm up. "Hopefully I don't really have to swim away from here." Ukko has made a raft, but soon decided the currents make it impossible to maneuver without a proper paddle. (The idiot doesn't realize he could paddle with his legs.) If only some passing trader boat would see his fires.

X#X#X#X#X#X#X#X#X#X

I'm tempted to try @Privateer's method of zeroing skills, wasn't aware of that. I'm pretty sure the traps have been spawning extra animals for Ukko (see the pile of bones in the picture). It would be interesting to see if trapping helps at all with 0 trapping skill.

194
Not bugs / Re: Lacking penalty information on setting traps
« on: October 26, 2020, 09:31:11 PM »
...and hearsay the penalties reduce the trapping skill check. But the game text feed doesn't tell you about this like in other tasks.

Can anyone please confirm if that is true or not? Currently I'm doing awfully lot of dropping everything - picking up everything.

195
Maybe it was busy dreaming of bunny girls..?  :P

lol don't we all. I'm not going to bother my namesake unless this is worth looking into for sure.

Does anyone know if animal individuals have varying levels of spotting abilities? Was it blind-deaf?

Also, I have a feeling this is related to a thing I've been suspecting for a while now:
Animals that don't see you; they spot you more easily if you move while hiding than if just walking.

What do you people think?

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