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Re: [3.84] a very large spring
Ah, it must be so that for migrated villages all the water tiles within the village area are converted to spring water. No need for a save, will fix. (As a curiosity large spring based ponds/small lakes do exist and in regards to their water origin they can be still considered springs. But yep, in the game we've got only small ones.) May 28, 2024, 11:47:41 AM |
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Re: Make Menu only for Modded items = saving BAC and other large mods
Ok, so I want to address the "small bunch", and take it as you will. Modders are definitely a minority, and in some games those who use mods are also a majority. Thank you for joining the converstation. Now firstly, like Erkka I'm also really confused why and how the small bunch gets people's attention. What I wrote was: "In any case, separate menu seems to get support from this small bunch of thread participants." I was referencing solely to how many people had participated in the conversation, as the wish was and still is for more opinions the better. There's no reference to the number of players, modders, downloads, cat owners or horse lovers, or whatever - but just to the number of the thread participants. Had to clarify this first because it seem I may have been misunderstood. (If we release a patch describing the content with terms like; few improvements to this-and-that, small additions regarding this-and-that, fisful of fixes here and there, etc. nobody jumps up the walls saying "what! just small additions and only fistful of fixes!") Quote This really isn't just a conversation about BAC, it's a question of how can we make the CREATION of mods easier and also make the USE of mods easier, to extend the playtime of the average player, isn't it? Yes, I agree, the probable changes should be prone to inclusive thinking considering the modding as a whole. And dearly hope this viewpoint has become clear also from my replies thorough the tread. Quote I agree that it doesn't solve all ills, but it seems like a good relatively low cost option compared with the alternatives and better design ideas (like having an item identifier system that allows preloading/overlapping/replacement as stated). Is it a good use of developer time? Well that's a question I think we'll disagree on, but I think the potential improvement to the average player engagement time might be worth it, not just for BAC and current mods, but for future users making new mods that may be easier to maintain and therefore longer lived. Things like BAC do not occur commonly in a lot of larger modding communities because of how difficult it becomes to maintain, so any barrier is a problem. Well, the actual cost of additions, be it solely on time investment, is quite hard to define from outside the development chambers - and defining the average player is also quite tricky. Those aside identifying of the overlapping mod entries (from separate mods tweaking the same items) is pretty much mandatory from my point of view, as and for the reasons described in the earlier replies. Also, we have to constantly prioritize things and juggle with several different to-do branches and lists, and sometimes certain section of the game development gets frozen until another section is finished, so fear not if it comes up that things have to be considered carefully as the time and resources are limited. This has been the case long before modding even was introduced. Quote You're also likely not going to get a TON of interaction on this thread because a) a lot of people are interested but don't know enough to contribute to the discussion, even some modders since modding here is so simple they don't need to know any programming at all, and b) people ebb and flow to this game, picking it up and putting it down often so the number of active people isn't always high, I tend to look only when there's an update and if I like it I play it for a few months and I know others do to. Something to consider. Heh, tons of interaction is not necessary, but I'm happy for you pitching in as well - and for everyone who took time to bring up their two cents or things of importance. May 30, 2024, 11:39:32 AM |
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Light my shingle
A new light source is coming up as we'll be adding shingles to the game. A shingle, or päre (in finnish), is a thin oblong piece of (pine) wood which were burned to produce light, and to make baskets as well. As a light source you may think them as all wooden candle of a sort. It may feel like a just one small item for an adventurer in the dark cabin, but the required and atmospheric additions will make producing and using shingles a rather significant feature. Traditionally shingles were burnt in a shingle holder which is a stand that keeps the shingle in a good angle for proper lighting and burning. It may be that they were also sometimes just inserted between the logs in the wall - but one had to be understandably cautious without a proper holder. I don't know yet if a shingle holder will be required in the game but the idea is that you could leave a burning shingle in place eg. inside your cabin. And moreover, as the shingles don't burn very long we would want to feature automatic "replace a shingle" mechanism where a new shingle eg. from a pile next the burning one, would be lighted automatically if the character is beside the burning shingle when it fades out. This way you could light a shingle, put a pile of new ones beside it, and not need to worry about replacing the burning shingle in time even if the task you were doing would take a long time. Here's an image of a shingle in a simple single holder. More shingle news will be posted when the things have proceeded further. And in the background the transition to pausable crafting continues. Oddities with the pausable mechanics have been pleasantly scarce in the latest release so we're on good roll with it. These are future features - not yet functional in current version 3.84.2 May 31, 2024, 12:35:32 PM |
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Re: Light my shingle
In some remote villages in Russia shingles were used as an indoor light source until XX century. Also, a widespread practice was to put a tub of water beneath the burning shingle to extinguish the falling embers, this also very slightly increased the illumination as the water in the tub reflected the light. I wonder if this was also a custom in Finland. If this is the case, it could be nice to implement this in-game, like a tiny increase of illumination, and lowering chances of accidental house fire (if/when it gets implemented) when using a water tub. Yes, it seems the customs with shingles were pretty similar here in Finland as well. Shingles were used still at the end 19th century. And water tubs were also used for fire safety, but I haven't came across mentions of their illumination increase. That's quite an interesting aspect to it! However, there were also shingle holders that could take multiple shingles so that was also one way to increase light power. In the game this could be done by setting multiple shingles next to each others. Well, we'll see where it goes with shingles. They truly do open up possibilities for many additional features. June 02, 2024, 05:43:24 PM |
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Re: [3.84] Stone axe cannot be rehafted - not sure if bug or feature
This is intentional, but yes, a bit confusing. Maybe some explanatory messages should be shown when the stone axe haft breaks. Hmm. And as the sharpening of the heads is coming up at some point it's soon a relevant question how many trees one could actually cut with stone axe before it gets too dull. As they now keep good for as long as the haft, now it may be even a bit exaggregated. June 02, 2024, 06:33:18 PM |
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Re: Fire on water
Now I believe the mechanism for this issue is found and fixed. And while fixing it I came into conclusion that the "double fire" bug was a result of the same glitch. The bug originated from a condition where NPC had decided the coordinates for building a fire. They reached the location and started building the fire, but at that point the coordinates got corrupt and the when the fire was lit it was set at these corrupt coordinates. In this case it was set on the water. Fixed - persists in 3.84.2 June 06, 2024, 07:19:56 PM |
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Re: Had a dream about Unreal World
Yesterday I had a dream were I was playing unreal world, whole dream was in the perspective of the game so no manually hitting keys in a dream. Hey, I really liked to hear this. Thanks for sharing. In the early years of the game development, after really intense coding sessions, I've sometimes dreamed in programming language, in C to be precise. I mean that all my thinking and communicating in the dreamworld happened with programming language. As an example, instead of thinking "Hmm. There's a boogie man over there, maybe I should run." I thought as while (!boogieman) run(); for (i=0;i<100;i++) fatigue--; etc. June 06, 2024, 07:31:30 PM |
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Summery summary
The summer and nightless nights have made it less attractive to sweat inside the development chambers, so I've been experiencing natural and seasonal downshifting periods with coding. Nevertheless, the new features are being pushed ahead slowly but steadily amid all the other intriguing summertime activities. So, a brief summery summary from the development chambers goes as follows: The work with the shingles is basically all done by now, except that there's one sidetracking idea that may delay wrapping up the shingle code. See, the shingles would actually need to be split from a block of pine wood, and as we know the tree species is not currently derived into lumber products. Well, I'd dearly would like to feature it now together with shingles but as it's somewhat complex addition we don't want to delay the next release too long either. So, this is being considered now, and yes, whenever the tree type will be featured in the lumber products it will naturally start affecting to many other crafts too. The pausable crafting transition naturally continues and it's now considered and prioritized as the main sector of work until all the crafts are prone to pausable mechanics. It won't be yet completed with the next release, but we'll be closer to the goal with every patch. When going through the all item definitions the bigger and lesser chances to some crafting recipes will follow. For example, as we're now getting shingles the concept and crafting of torches is being re-considered. The idea of featuring separate key-command for modded items has been brainstormed and very lightly sketched amid the ongoing conversation and is likely to be first featured as a "beta-feature" which can be used/tested at will alongside the current way of adding modded items. The current system of simple diy_*.txt snippet additions is going to stay as it is, and easy as it is. We're hopeful, but can't quite promise, that the separate modded item key-command will be featured in the release - it depends on the favourableness of the spirits of priorities. There are also several new arrow types being considered, eg. whistling arrow, together with introducing a separate ARROWMAKING skill. We're hopeful that these will be also feature in the next release - if the spirits be on our side. And then, a brief summery summary of the past weeks from outside the development chambers goes as follows: Cheers! June 30, 2024, 08:30:41 PM |
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Summarizing shingles, showcasing tree species based timber
Let's sum up and showcase a few recently mentioned crafting related ambitions with some screenshots. As mentioned earlier we'll be featuring a new light source, shingles. They are thin and flat oblong pieces of pine wood which were burnt to produce light - especially for lighting up houses during the dark time of the year. Shingles are lit by using [a]pply command. Once a shingle is burning you can drop and set it wherever the light is needed, or carry it with you. Traditionally shingles were burnt in a specific stand that kept them in a good angle for proper burning, but in the game the dropped burning shingles are imagined to be inserted between the wall logs or set firmly in place by some other means. One shingle burns for about 30 minutes in the game so for continuous lighting a new one needs to be lit before the previous one fades out. This sort of shingle replacement is done automatically if your character is located beside the burning shingle and there's a stack of new shingles nearby on the ground. You character then automatically replaces and lights a new shingle when necessary, and you don't need to worry about maintaining the lighting even if the task you were doing would take a long time. Here a cabin is lighted up by two shingles burning in place. There's also a stack of shingles on the ground and if the character remains beside it a new shingle is automatically lit when the previous one fades out. Shingles can be crafted by the player character, and they may be needed in quite amounts during the dark season. An axe and a knife and suitable block of wood are needed for splitting the shingles. The preferred tree species is pine so our shingle splitting requirements will look like this. A block of pine wood is required for splitting the shingles. Currently the felled trunks in the game are all of the same generic wood type, and tree species don't have much difference in crafting. But now that is going to chance as we'll be adding tree species property for big trunks and assorted timber products. At the first stage this addition only covers big trunks and slender tree trunks will remain generic, but in the future also the slender tree trunks will get the tree species property. So, upon felling big trees the tree species now gets derived into the produced tree trunk. As a result the tree trunks are now called as pine tree trunk, birch tree trunk or spruce tree tunk - depending on what species of tree was felled. There are also different tree trunk tile graphics for pine tree trunk, birch tree trunk and spruce tree trunk. The basic timber products made of big trunks eg. blocks and boards will now start to inherit the tree species resulting in eg. "pine boards" or "block of birch wood". And so the tree type will now start to affect to what type of wood is needed/preferred for crafting this or that. Some tree type preference adjustments based on this addition will be made to craftable items in the next version and it will continue to grow more detailed in the versions to follow. Here our character has felled big spruce, pine and birch trees and they appear on the ground like this. The coding focus remains in the pausable crafting transition, but it also seems to grow more complex and comprehensive as we advance. These are future adjustments - not yet functional in current version 3.84.2 July 10, 2024, 02:45:23 PM |
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Re: Summarizing shingles, showcasing tree species based timber
A preemtive question: Are you updating the punt quest to specify and require a particular kind of tree trunk, or are you updating the fulfillment test to check against any type of trunk? This haven't been yet considered, as there are some underlying ambitions regarding punts. See, at some point - as the pausable crafting proceeds - we will introduce punt crafting for the player character as well. It's just so that when it happens the punts will be made out of big aspen trees, and currently there are no big aspen trees in the game. So, none of the current big tree species isn't really a preferred species for making a punt so it feels a bit in vain to add specification just to change it later when there will be aspen trees. We'll see how the actual work order will go, but for now I think the punt quest may remain the same and any generic trunk will do - if it's cut under the specific quest related conditions. July 11, 2024, 04:41:56 PM |
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