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'Asentokuusi' - simple shelter under a leaning spruce tree A few essential wilderness accommodation options for rough wanderers are coming up.

'Asentokuusi' (can be freely translated as "post spruce") was the simplest form of shelter for resting and spending a night protected from the elements - and in the next patch we'll be featuring a possibility to set up a 'post spruce'.

Post spruce is made simply by felling a young spruce to lean against another spruce tree. Some of the lowest twigs are removed to create space, and these are then laid on the ground for some insulation and cushion. Simple as that.
This was the usual method of spending a night in the wilderness condition when more permanent camp wasn't necessary.
Setting up a post spruce will found in "Building options", and it does felling the tree and covering the ground with twigs all together. Tools needed for the process are the same as for felling young trees in general.

With this addition we'll also feature general usage of spruce twigs as ground cover for insulation. If there are no furs to cover yourself into sleeping on spruce twigs, instead of bare ground, now keeps you a bit more warm during cold nights.

These are future additions, not yet functional in current version 3.63.

March 12, 2021, 06:39:15 PM
21
Re: Mercy for Elk mummy?
Yes indeed. Discussed here

Upland birds might be not obvious, as they‘ll fall down dead in the woods, water fowl is pretty easy to see as there’s not much obstacles on water.

Animals freed from traps indeed seem to perish as mistakenly still considered trapped. This isn't intentional though and only time actually spent trapped should matter, but the calculations seem to fail most of the time. It's something pending to be fixed.

March 14, 2021, 11:30:37 AM
1
Re: 'Asentokuusi' - simple shelter under a leaning spruce tree
Can we expect additional shelter types support for modding?

Umm... No.  If I understood what you asked. There are no means to alter shelter (or any construction) properties, but biy_* editing can only modify the requirements for the existing tiles. Moreover, post spruce won't be in biy_*. It's based on tree felling functions rather than requirement list.

March 14, 2021, 11:38:51 AM
1
Re: 'Asentokuusi' - simple shelter under a leaning spruce tree
Will these makeshift shelters also show up in the zoomed-out map the way the current shelter does?

I haven't quite decided that yet, but probably not as they are considered temporary, and players can always add custom markers if need be.

March 15, 2021, 12:52:24 PM
2
Re: 'Asentokuusi' - simple shelter under a leaning spruce tree
Now a harder question... will the shelter you find in the wounded adventurer quest remain a regular shelter, or will there be the option for it to be one of these post spruces?

Regular.

March 16, 2021, 09:27:14 AM
1
A very draft of textilecraft -- fibre processing on its' way So we're adding fibre processing, from harvested plants into yarn, starting with nettles.
It's a complex feat(ure) all-in-all and the things briefed here can change as we proceed.
Now we're in the middle of brainstorming, study, coding and testing the initial mechanics - and also making changes to existing stuff to the extent that allows this type of new material processing in the first place.
 
Starting with nettles we'll add few new habitats (ponds and wetlands) for them so that the newly featued usefulness will be practical in the wilderness conditions.
Nettle harvesting also needs to be changed so that they can be harvested way earlier than currently, without seeds naturally, but in good length for fibre extracting.
Fibres obtained will be probably categorized as PLANT item type, for easier spotting and selection from the inventory.
For all the fibre processing and spinning yarn it's likely that we'll feature a completely new skill: textilecraft. 
The fibre processing in general will go through retting, drying and extracting fibres. We'd like to feature water retting based on the temperature, so it can be faster or slower depending on the weather (ie. water temperature), and becoming impossible in the freezing weather.
We'd also like to make it possible to extract fibres from (fresh) nettles simply by hand without retting process required.
It takes some time, but that's how you would craft a fishing line in the wilderness within few hours.
For producing larger quantities of fibres the water retting would be the way to go, of course.
Fibres can be spun into yarn either by hand, or with a spindle. The both options will be available.
Crafting a spindle is simple, but the actual spinning is something you need to practise. Textilecraft skill would come in handy there, as the beginners surely don't produce yarn all that fast at all.

That's some of the to-dos (and actually some dones also) from top of my head to come up with satisfying fibre processing.

With this addition I found it better to proceed kind of backwards... So at first I've got some (magically generated) nettle fibre, and a spindle - a new craftable item.
Textilecraft menu is set up with the initial options. Retting, drying and extracting are mere placeholders, but spinning yarn is being coded now. Productions times
and yield and internal properties of the bundles of fibre, and yarns are on the table.  After the spinning code is ready, it's time to concentrate on the preceeding steps.

Here's a very draft screenshot where I'll try to code Kuitu Kaumolainen through spinning his first nettle yarn. There's bundle of nettle fibres and spindle on the ground.


These are future additions - not yet functional in current version 3.63.

March 17, 2021, 11:04:37 AM
16
Re: 1070 Hours That's quite some time spent in there, Tom H. Apparently we've done something quite right ;)

When it comes to playtime seen in Steam reviews, it's not uncommon to spot few thousands hours here and there.
This is the top of review writer's playtime so far, I guess:
https://steamcommunity.com/profiles/76561198054532596/recommended/351700/

March 18, 2021, 07:24:55 AM
1
Re: 'Asentokuusi' - simple shelter under a leaning spruce tree
Some questions:

1) Will it be something you can destruct

You can fell it down at will with regular timbercraft -> fell a tree option.

Quote
2) will any slender trunk do or will we start separating trunks by tree type? (pine vs spruce vs birch etc)

It's said already. "Post spruce is made simply by felling a young spruce to lean against another spruce tree. "

March 24, 2021, 06:40:33 PM
2
Re: Lots of angling improvements on their way
Any plans to have some visual indicators of particularly fishy fishing grounds? I guess the current fishing works on a more or less random basis, because you don't actually track individual fishes like you do with animals, so that when you fish, the game just calculates a probability of catching a fish based on some modifiers (like skill), with one tile of water being as good as any other. It would be great if the waters had some particularly fish rich areas, which could then be indicated by some visual cues - like you get in RL with something like salmon jumping, or seeing schools of fish feeding near the surface - where your chances of catching fish, or even a particular type of fish (like salmon/trout at rapids) were increased.

No plans for that (at the moment). I guess this was discussed in some of the suggestions. Try searching the latest suggestion marathon replies.

March 24, 2021, 06:41:55 PM
1
Textilecraft continued Fibre processing is on the table.
We'll be featuring a new skill, TEXTILECRAFT, which determines the success and time required for several work phases of processing fibres into yarn.
For migrated characters textilecraft will be initiated to the cultural defaults upon first load. 
All the textilecraft options - retting, drying, spinning etc. - will be found in the general [M]ake menu, and can be also accessed simply by using the skill.

Spinning fibres into yarn is now pretty much competely done, the productions times and yarn yield carefully considered.
Textilecraft mastery, and using a spindle or not, naturally affects to outcome and spinning times.
The actual mechanics of getting fibres spun works so that when "spin yarn"-textilecraft option is chosen you'll be asked to choose from the inventory which fibres to spin.
After that you'll be informed how much yarn you can expect to get from that, and can select how much you wish to produce now.
And then the spinning starts, with a spindle or by hand.

During the playtest I've spun (magically generated) nettle fibres, but we'll be also making hemp as fibre source. The fibre processing keeps track of the master plant so the plant identity is easily turned into resulting yarn. Nettle yarn, hemp yarn, and so on. Flax is naturally something to think of. We'll see if it fits into this version.

Now as the yarn generation from the fibres is working we'll be also adding yarns as village items, so instead of spinning your own you can also trade your yarn from some cultures.
The big question still being pondered is how expensive yarn should be? It's hard work to spin yarn with a spindle, takes about minute to produce three feet (or a meter).

Next up, coding and testing the preceeding steps; retting and drying and extracting fibres.

A few screenshots follow.


Skills screen with TEXTILECRAFT in place.


After choosing the bundle of fibre to spin there's dialog asking how much of yarn Kuitu Kaumolainen wishes to produce on this go.

March 24, 2021, 07:08:44 PM
13
anything