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Re: Improvements to fire mechanics, changes to smoking mechanics Love the new changes, and thanks for the explanation regarding  the lack of chimneys, it actually  clarifies some of the game mechanics for me. I always wondered in the past why even in a large house on the coldest nights, my character still ended  up "sweating a lot" after lighting the hearth. It always seemed unrealistically efficient for the fireplace to produce that much heat from just a few logs, but I wonder if this was sort of simulating the smoky warming up period where no one would want to be inside!

One very small suggested tweak: when there are still glowing red embers, could it be possible for fires to automatically relight just by pushing more firewood onto it? Or maybe make the fire lighting task much faster and easier in those cases to simulate just putting fresh wood onto hot embers and blowing rather than the usual process (which I assume involves flint and steel or a bow drill).

June 11, 2020, 08:40:47 AM
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Additional historically accurate cordage: "Lime Bast Cordage" I was trying to understand what would have been the most historically accurate plants Iron Age Finns would have used to make cordage (for a modding project) and stumbled across this fascinating (to me) article: https://pdfs.semanticscholar.org/2a6d/ff8587122250da93e1c4367ce588185f9f78.pdf?_ga=2.76018320.40765779.1602115062-546477513.1602115062

In case anyone else was slightly confused like me, "lime" is apparently an alternative name for the Linden tree, which is found all over Europe including at least the southern half of Finland. I had no idea that such cordage was such a prevalent trade good across the region or that it was used and in demand well into the 20th century!

I think it would be neat to add Linden trees to the game and allow players to gather the bark and prepare it by one of the methods described in the article (either by peeling in summer and then soaking in water for 4 weeks or by gathering in winter and smoking it). Alternatively, perhaps a process to gather bark from a variety of trees beyond what's currently permitted and prepare into cordage by soaking, peeling, and twisting?

October 08, 2020, 02:07:27 AM
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Naming:First Word Tag Please for Modding TL;DR:
I'm able to mostly accomplish what I want with modding with the [naming:last word] tag but there are times the naming would be a lot less awkward and allow for more precise modding if a [naming:first word] tag.



For example, if I want to be able to make a single fiber craft "Weave wool cloth" I can have the game label my cloth "Green wool cloth" only if I named the yarn "Wool yarn dyed green" so that "green" is the last word. Otherwise I'd have to have 8 different crafts each calling for a specific starting material "Green cloth" from "Green yarn", "Blue cloth" from "Blue yarn" etc, and if I then wanted to make clothing the menu would get completely out of control for 15 different clothing options (shirt, cloak, apron etc) times however many colors I wished to represent in my dyeing mod.

If there were a [naming:first word] tag I could streamline it to only a few menu options where the color tag gets carried through the process and I still get the fun customization I'm working on. So "blue wool yarn" could get processed through a single weave craft into "blue wool cloth" through a single "Make a shirt" craft into "blue wool shirt" each time renaming the previous item into the next one based on the first word.

November 04, 2020, 11:39:14 PM
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Issues Integrating Cookery with Craft Mod Recipes I'm working on designing a realistic mod that allows me to create dyed yarn and garments using various plants and mushrooms. My first attempt has some of the mod under cookery so I can create, for example "A pot of blue dye" rather than "A blue dye". My goal was to then have the dyeing step call for a portion in #s of the created "liquid product" gained from cookery. So "A pot of blue dye" might work for several batches of yarn (each requiring 1 lb of the intitially created 5 lbs of liquid, for example), with the weight of liquid reducing each time it's used as in when you have a pot of something and eat portions from it. I was hoping I could go this route as long as I remembered not to eat my dye stocks, as they show up in the food menu until further utilized.

The problem I'm encountering is that when I try to do regular modded crafting outside the cookery menu, it just doesn't want to pull the volume correctly. So my very labor intensive "pot of blue dye" was all emptied simultaneously leaving and empty pot when I attempted a test dye with it, rather than using a portion of the weight/volume and leaving the rest in the pot for later use. I wanted to end up with "Blue yarn" plus "A pot of blue dye" minus 1 lb of liquid, instead I got "Blue yarn" and an empty pot.

Can anyone advise on a way to make these functions work together, or is the cookery menu just not meant to be used that way?

Thanks!

November 05, 2020, 01:58:04 AM
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Re: Issues Integrating Cookery with Craft Mod Recipes No secrets, I actually wasn't entirely sure how to display my code haha. It's also unlikely my recipes could be easily playtested since I went so far as to mod in whole new plants based on my extensive research of what would have actually been used, so most of the ingredients wouldn't be obtainable without a whole mess of ingredients I've modded in.

Anyway, worth a go to see if you can figure out any solutions. Here's the first recipe in Cookery for extracting a dye solution from a plant called bloodroot:

Code: [Select]
.Bloodroot extract.    *COOKERY* /60/ \10d\ [effort:1] [phys:arms,hands]
{Bloodroot root}      #3# [remove] [boil]
{Wood ash lye}      #0.5# [remove] [boil] 
{Water}      #2.5# [remove] [boil]
{Knife} '+to chop roots'
{Stone}   (2) [nearby] '+to grind the roots'
{[NEARBY_TILE:ground]} 'Ferment outside in a clay vat'
[SPOILAGE_DAYS:0]

So the selection of the pot is not coded in by me but is forced by whatever code goes on in cookery. No issues there.

The next part for the dyeing:

Code: [Select]
.Dye yarn red with bloodroot. *HIDEWORKING* "Cord" /1h/ \14d\  [effort:0] [phys:arms,hands]
{Wool yarn} #1#                [remove]
{Bloodroot extract}     #1#        [remove]
{Water} #1#         [remove]
{*lay pot*}       'Clay pot to ferment'
[TILEGFX:rc-yarnr]
[NAME:Wool yarn dyed red]
[LENGTH:250]
[WEIGHT:1]
[PRICE:4]

So the bit with the asterisks and the clay pot was me attempting a solution by having all of the cookery processes take place in a "Clay vat" object (which is coded as a pot) that still works as a pot but cannot be selected accidentally in the crafting step if I specify a pot with asterisks. However, the first step being cookery, I cannot force the player to choose the "Clay vat" object.  When I run these two processes, it works exactly as intended, with 6 lbs of dye solution being created in the cookery step and 1 lb being used up in the second step. So I think I've confirmed that the issue is the pot selection in the dyeing/crafting step accidentally grabbing a full pot of out my inventory and emptying it.

Now, do I understand correctly that if I were to specify

Code: [Select]
{Clay pot}   #6# 
in the crafting step, it would force me to choose a specific pot, thereby avoiding the accidental selection problem?

EDIT: I just tested and confirmed that specifying a weight of Clay pot does force a selection. It looks pretty stupid but does prevent the game from emptying any other pots in my inventory. Does anyone know any other methods of forcing a selection? I've tried codign with and without the asterisks (
Code: [Select]
{Clay pot} vs {*clay pot*} and it doesn't seem to make a difference.

November 05, 2020, 10:30:42 PM
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Re: Small scale primitive smoker Agreed!

One of my characters just spent about 3 weeks game time to cut enough logs and build a cabin of the minimum size for a fireplace and a single extra tile to use for smoking. And by then the reindeer herd had left the area...

Primitive cultures definitely had portable alternatives to smoking meat. I think the latest update requiring a fire every day should still hold true. I could see perhaps a compromise where meat smoked in a more portable smoker takes less time to cure but has a shorter preservation period, perhaps just a month or two? This would help adapt to a more nomadic play style where we could have our characters hunt and preserve meat on the go for a portable stash of food that's used quickly rather than a full winter supply for someone hunkering in a cabin.

Here's an example from the Sami, looks like a sort of reindeer salami, that was smoked in a kota or even kept in a special container that allowed controlled fermentation: https://www.fondazioneslowfood.com/en/slow-food-presidia/sami-cured-reindeer-meat/




November 06, 2020, 08:43:19 PM
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Modding: More Than One Output/Byproduct It would be great to have a crafting process that works the way timber currently does, where you cut up a tree and you get both a log and branches, for example.

I'd love to be able to do something like this for modding, for example when making cheese you get whey and curds, which can both be further used in recipes. Ideally option for modder to specify parameters (nutrition, weight, item type, etc) for each output. This could also be used to mod in recipes where an ingredient is tied up for the duration of the crafting timer but is returned to the player afterwards, as in cords when drying meat.

November 20, 2020, 08:15:26 AM
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Re: A few things i am afraid that they could be overlooked in all the euphoria... I second agriculture being a bit too secure/productive.

For fun/curiosity/extra pandemic food source :P I attempted to grow 100 square feet of barley this past spring/summer in a very fertile garden bed. It grew absolutely beautifully until about 1 month before harvest was due a windstorm flattened the whole patch, which then succumbed to some kind of fungal infection. I got 0 harvestable barley plants.

Probably the ancient Finns would have had crops better adapted to their climate than some random barley seeds off the internet, but it was still quite surprising/enlightening to not even have a single harvestable plant.

On the flip side, there is at least the influence of marauding animals in the game. I never actually saw him eat, but I had a badger wreak utter destruction on my crops with one character.

December 01, 2020, 09:06:55 AM
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Re: Bast fiber cordage resources I haven't had a chance to read through all the articles yet, but as the person who (I think) put out the original post about it, I find it really interesting too!

Of course, I've spent untold hours creating a historically accurate dyeing mod using modded in extensively researched plants, so my nerd quotient is pretty high here. :D

December 10, 2020, 08:46:54 AM
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Re: Salt as seasoning From what I've read, salt was actually used more sparingly in this era and predominantly as a preservative due to how expensive it was to obtain without modern mass production methods. Sour flavors from various fermentation methods (also used to preserve foods) were more common than salty flavored foods.

At current food cooking ratios, even 0.1 lb of salt added to a recipe would be a huge amount!

December 29, 2020, 03:57:12 AM
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