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Re: Sauna instructions and usage At minimum, the sauna mechanic requires:

sauna stove; an ordinary fireplace isn't adequate for the purpose
  • Most villages will have a sauna building with the stove, a tub to hold water, and a bench (this piece of furniture is just there for immersion afaik)
  • If you wish to have your own stove, you must 1) have a fully constructed wooden building with the walls and floors done; 2) gather 40 stones + 15 rocks to construct the stove.
    A sauna building may also function as a smokehouse, or a small starter home before you acquire the materials for a bigger living space.
fuel to heat the stove for several hours: a good steam requires about 50 pounds of fuel (equivalent to 1 slender tree trunk)

water for steam
  • Pick up a container (any size will do)
  • Stand next to a water source and open the inventory
  • Use the [a] apply key and select the container you wish to fill
  • Stand next to the sauna stove and open the inventory
  • Use the [a] apply key and select the container with water
  • The message log will inform you about the status of the stove's steam; you'll also see the screen flash white and hear sound effects of water being thrown on the heated sauna stove

In general terms for the game's setting, when the weather is freezing a sauna bath becomes the main method of maintaining hygiene. Although hygiene as a system isn't modeled in the game, using the sauna gives a boost to the player's health in terms of wound/illness recovery rate. (For symptoms of poisoning, you're basically sweating out the toxins.)

Applying a vasta will buff the health benefits, so it's a good idea to stock up on birch twigs when they're in season during the summer.

Since the game performs checks to wound status once a day in the morning, a daily sauna regime could help when you require it.

December 16, 2023, 10:31:30 PM
3
Re: Make Menu only for Modded items = saving BAC and other large mods I would be satisfied with a hypothetical 'O' *MOD* parent menu. If the maximum limit were 25 submenus multiplied by 25 recipes per submenu, that should be room enough to reserve 625 modded entries.
(And the option of putting additional entries under *MAKE* and *COOKERY* menus will still exist, even if later game updates do deplete available space for custom submenus.)

But I'm wondering whether the existing menudef structure will require a new file prefix to handle items under *MOD*. Seeing that *MAKE* needs diy_, *COOKERY* needs cookery_, and the building skill menu needs biy_, it would be natural for *MOD* to need mod_.

Rather than completely cloning diy_ capabilities, it would be nice if mod_ files could, for example, extend the building entries. Currently, the building menu can only handle one recipe per construction/terrain tile type. BAC offers alternate .Shelter. recipes, but each of these must be enabled/disabled manually by editing/erasing the biy_ file prefix name in order to overwrite the default recipe when the player deems the situation to be appropriate. But this is not the only friction involved with biy mods.
If the player were to leave the modded recipe active, interacting with constructions generated on the zoom-in map would result in unintended consequences - such as failing to return the expected raw materials upon deconstruction when the game's object dictionary doesn't recognize modded item names.
In this case, it would be preferable for modded buildings built by the player to be considered distinct from buildings generated according to the default recipe.

May 03, 2024, 10:41:12 PM
2
Re: [3.84] open mire tiles under tree lack mossy groundcover
In these cases the ground has been created in the water for the tree to stand on
Interesting... I suppose that must be the underlying mechanism for the Netherlands-style land reclamation exploit in this old thread! ;D
It's a fun side-effect which several players would sorely mourn the loss of.

If considered necessary this could be tidied up so that the trees would appear straight out from the water, with no ground showing at all.
Now I'm wondering whether a randomly-placed tree may possibly overwrite a spring tile in the current iteration of the terrain generator.
This hypothetical situation could be attributed to bad RNG luck. But I think that accidentally erasing the chance to discover a water source is more saddening than if a player simply failed to notice water tiles which happen to be concealed by the trees or flora growing on top.

May 04, 2024, 08:12:14 PM
1
Add springwater to starting scenario maps involving homesteads and camps I think generating guaranteed springs for these start-up scenarios would contribute to immersive design:
  • Lonely settler
  • Not all who wander are lost
  • Runaway slave
  • Abandoned camp

May 04, 2024, 08:37:27 PM
1
reflections from a modding enthusiast on external assets vs. core Thanks for providing more insight on what remodeling mod support might look like from a developer's perspective. It really is a beast that requires careful thinking through several possible modes of approach (if it must be approached at all...!)

I currently use Weathereye's Mod Loader for Windows to set the priority of my active mods and perform other simple mod management tasks.
This tool would surely be at risk of breaking if a major rewrite of game versus modding data should be undertaken, but the pain of its loss will be lessened if mod management were to be handled natively.
(The rest of this post is largely a testimonial about how I use the the mod loader.)

Graphic edits make up the bulk of my modlist in determining overwrite priority. Outside of my game directory, I maintain a spreadsheet that keeps track of which mod source should be overwriting what image file.
But once I have the modlist order sorted out, my method veers into micromanagement: whatever images not being used in my load order get moved to the mod's name-root folder to ensure these specific files never interact with truetile + truegfx subfolders. This step may seem redundant since overwrite priority is in place, but at least I can go browsing through fairly tidy subfolders.

One ardent wish I have on the graphics-side of modding is support for additional truetile variant indices. As much as I enjoy seeing the sprite artworks that members of the community were inspired to create for replacer mods, the impossibility of simultaneously using all these files feels unfortunate.
For instance, tree terrain tiles are limited to displaying 2-3 variants at most (including broadleaf trees in winter mode), but I would love to wander through woodlands populated with a mix of Krutzel's Spirited Sprites having both its tall and standard-height trees alongside kullervo's trees.

As for crafting, it's honestly a lot easier for me to dump a distribution of BAC (or other recipe-heavy mods) into a separate folder where it remains inactive but still available as reference material. With my active "BAC lite" folder, I'm at liberty to adapt excerpts from the parent mod and reorganize recipes according to my own idiosyncratic sense of order.
I give a similar treatment to new releases of URW: my Steam installation stays clean, previous versions are backed up in compressed folders, and the copy of my updated directory with the external mod loader will have as many or as few add-ons as I desire depending on which modlist is enabled.

In general, I consider mod-induced compatibility issues to be a natural consequence that players will inevitably struggle with. Building around the existing architecture is the furthest extent of what the majority of us are capable of; both the naive newcomer and the returning veteran will be in for a shock when they realize a particular modded setup happens to clash with the introduction of new standards in the metaphorical 'building regulations'.

I try to keep my own build flexible, but there's no pressure on me because I'm the primary beneficiary whom my modding endeavors are centred around. Brygun's passion for documenting and preserving the self-sufficiency tradition has an unfortunate side-effect of painting a target on his back since it's his username that people mainly associate with the modpack (and thus, there'll be someone available to blame when something goes wrong, however unfair that attitude is.)

Now, it certainly won't be detrimental for a person to learn how to read the modding syntax or do tests to figure out how to troubleshoot, but not everybody is equally motivated to invest in these skills 'just to play a game'. This subsection of players will definitely miss out on a lot of gems that are found in the game's primary source of documentation: news.txt
It surely adds to one's enjoyment to find out how things work under the hood, but even without the external assets URW is super engaging on its own. (I personally spent 3 years completely ignorant of mods because reading forums seemed less interesting at the time...)

Streamlining mod integrations may sound nice in theory, but I'm worried that it will be a rocky road for a while before we reach a smooth grade. Rolling towards the destination might not feel worth the effort if the external tools I'm using now should cease to function before a replacement is ready - but a fear of future discomfort oughtn't impede me from enjoying what already exists in the present (especially since I exercised responsibility for preserving my current 'quality of life' through having a bunch of backups.)

May 05, 2024, 03:05:03 AM
3
Re: Bug in LoydettyTarvike() function LoydettyTarvike errors are triggered by recipes that are missing components for certain base objects which have been hard-coded with detachable parts.
Ah, okay, so this happens because the item to be crafted is a "Fishing rod" and nowadays the fishing rod needs a hook, which is associated with the item properties.
As the game fails to find the hook in used the materials/parts, it reports about the failure.

Instead of "Fishing rod" for the base item, "Lippo" might be a better fit.

September 15, 2024, 12:08:05 AM
2
[not a bug] tag required to inherit [name] I wanted to test how to handle modding with tree species, so I had my character fell a spruce tree.
But then I ran into a problem:
Code: [Select]
[SUBMENU_START:utility article]

.Wooden effigy. "Branch" *TIMBERCRAFT* /1/ [effort:0] [noquality]
//{Tree trunk} [name:%s effigy] [naming:first word]
//{Tree trunk} [name:%s effigy] [naming:last word]
//{Tree trunk} [name:%s effigy] [naming:original]
{Tree trunk} [remove] [name:%s effigy] [naming:first word]

[SUBMENU_END:utility article]
The lines I commented out were ineffective since they produced only unlabeled wooden effigys.
The last line successfully produced a spruce effigy.

Depleting the [name] source item isn't always convenient (though that'll depend on whatever is being crafted).
Will it be possible for [name] strings to be applied without the [remove] tag?

And on the side, can we get stacks of modded items ending in "-y" corrected to "-ies"?

October 31, 2024, 12:56:02 AM
1
Re: Has Unreal World inspired you in one way or another? For an assignment in secondary school, I wrote a thousand-word poem about the 2012 Wifecarrying World Championship in a style inspired by the Kalevala (or at least English translations thereof).

And some descriptions based on UnReal nature have also made their way into personal projects.

The main character in my most recent writing thing is partly descended from Karelian Finns (because Kaumo = cool 8)). Some ideas concerning his development arise from reading up on Orthodox icon lore and the vitae of saints, although this guy behaves in ways very far from saintly haha.

November 02, 2024, 12:07:23 AM
2
Re: [3.85] Riverpig plants appear to be unharvestable The simple answer is that riverpig lacks any properties related to plant products in the flora data located in flora_newherbs.txt
But according to brian.shapiro's flora suggestions thread on the old forum, there ought to be roots at a minimum:
Quote
"The Sami were digging for the roots that were eaten with pleasure (Nensén p. 415). Slappakråsse (Grundström 1948:393) or slabbaråsse (Grundström 1948:369), yellow and white water lilies {Nuphar lutea and Nymphaea alba). The rhizomes of these perennial water plants have a strong, bitter taste. They contain toxic alkaloids and need to be processed and detoxified prior to eating (Airaksinen et al. 1986:280, 284, 287, 291). The rhizomes were used as famine food in northern Europe (Airaksinen et al. 1986:279; Kjellman 1882; Källman 1997:122-123; Svanberg 1998:234). Water lilies were eaten by native peoples in northeastern North America (Källman 1 997: 1225), hoewver they were primarily used for medicinal purposes to treat ulcers (Turner et al. 1990:235). There is no information on the Sami use of slappakråsse."

I think it would be appropriate for these lines to be added to .Riverpig. and .Water lily.
Code: [Select]
[ROOT_SIZE:M]
[ROOT_QUANTITY:1]
[ROOT_USE:cooked]
[REMOVE_BOILED:poisonous]

January 11, 2025, 04:15:44 AM
3
FYI on modding BIY files Unlike DIY recipes (where a single "base item" can be created under multiple entries and with various modifiable properties), a maximum of one recipe entry per .terrain tile. (which includes man-made structures as well as natural terrain features) is readable by the game when it comes to biy_*.txt files.
For reference, here is the vanilla kota wall recipe:
Code: [Select]
.North-west corner of a kota. [effort:2]  *BUILDING*  [GFX_X:5] [GFX_Y:0]   [assist:3]  |+1|  /15/   %10% 
.Northern wall of a kota. [effort:2]      *BUILDING*  [GFX_X:6] [GFX_Y:0]   [assist:3]  |+1|
.North-east corner of a kota. [effort:2]  *BUILDING* [GFX_X:7] [GFX_Y:0] [assist:3]  |+1|
.Western wall of a kota. [effort:2]   *BUILDING* [GFX_X:5] [GFX_Y:1] [assist:3]  |+1|
.Inside of a kota. [effort:2]   *BUILDING* [GFX_X:6] [GFX_Y:1] [assist:3]  |+1|
.Eastern wall of a kota. [effort:2]   *BUILDING* [GFX_X:7] [GFX_Y:1] [assist:3]  |+1|
.South-west corner of a kota. [effort:2]  *BUILDING* [GFX_X:5] [GFX_Y:2] [assist:3]  |+1|
.Southern wall of a kota. [effort:2]   *BUILDING* [GFX_X:6] [GFX_Y:2] [assist:3]  |+1|
.South-east corner of a kota. [effort:2]  *BUILDING* [GFX_X:7] [GFX_Y:2] [assist:3]  |+1|
.Kota doorway. -D- [effort:2] *BUILDING* [GFX_X:9] [GFX_Y:1]
{Cover for kota} [remove]
{Slender trunk}  [remove] [ground]

BTW for the sake of convenience, multiple recipe headers can be stacked in either DIY or BIY files when it is desirable for the outputs to share the exact same inputs.

The required item {Cover for kota} is a pre-defined material that accepts a skin-category item (which normally is a finished tanned hide of either fur or leather) weighing more than 7.0 pounds (see this discussion thread on steam for how this number was obtained).
The game's native behavior for returning inputs from map-generated kota walls upon deconstruction will yield 1 slender trunk and 1 ragged reindeer fur (which happens to weigh 10 pounds).

If you're using mods that overwrite entries from biy_glossary.txt, you're likely to encounter issues due to the game not recognizing modded inputs for whatever reason.

The simple fix: disable modded BIY additions by renaming the BIY text file to something else that doesn't start with biy_ when you're not actively building.
(Depending on whose BAC fork it came from, your game directory might already have them as boff_biy_BAC or bin_biy_BAC)

Here is what BAC lists for the required items under biy_BAC_kota_hideworking.txt or biy_BAC_hideworking.txt (again, depending on which version you've downloaded):
Code: [Select]
{Slender trunk}  [remove] [ground]
{* cover} [remove] 'Kota cover'

BAC's approach to DIY-ing kota covers under its hideworking module (modded crafting submenu: Hide and Bone) is to utilize a minimum weight of 8 pounds (whether from a single source or multiple pieces). This accomplishes 3 things:
  • Rather than having to commit an entire large hide to building a single kota section, the player is free to use the remainder of the hide in other projects;
  • Similar to the [nominlen] tag for {Tying equipment} with =length= requirements, multiple pieces of the required material can be used to craft a BAC cover;
  • Since these BAC cover recipes have clothing as a base item, the outputs should inherit armor properties (namely the warmth value) from the original skin(s) (or an average of these inputs).

But when I tried to deconstruct the kota, the wall only gave me 1 generic slender tree trunk, instead of 1 slender tree trunk and 1 kota cover/fur.

To confirm, I save-scummed another ongoing character, built a kota and then deconstructed the wall. It correctly gave me 1 slender tree trunk and 1 kota cover (used BAC, so might be different in Vanilla?).
In this case, the main problem comes down to the required item string. It uses an asterisk as a wildcard character, which can be a boon for crafting but ends up being indecipherable in the situation of deconstructing map-generated terrain structures.

While the game memory does retain building inputs from the player, it can't retrieve anything to fill in the modded asterisk blank.

October 21, 2025, 12:28:11 AM
1
anything