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Plasmator Expanded mod URW EXPANDED

This mod was not meant to be 100% faithful to the historical reenactment, however I searched various sources about Iron Age foods in Finland, such as rose hips, wild apple trees, juniper, as well as sour milk and fermented beverages.
In the future, I will release a completely realistic mod, to which I will also attach the sources.
In this mode I've used some tiles from vanilla game, is forbidden to use them outside URW. about my own graphic and code, feel free to use it for your own projects and mods.

This mod contain also the Bird Coop code and graphic by Privateer.

HOW TO INSTALL
Simply copy and paste all files in the URW directory
Make a diy_glossary and diy_cookery backup first!





ABOUT THE MOD

Mining
Pottery
Forging
Smithing
Gathering
Jewelry
Rites
Farming
Fishing (improved)
Cooking (improved)

NEW PLANTS
- Bugs: Bees and Snail
- Wild fruit trees: Hazelnut and wild apple
- plants and berries: Rose hip, lentils and ramsons.

NEW SEA FAUNA (now living in the in islands will be much more easier and the sea will have a lot of food to give now, and exploring those rocks in the sea will give you a lot of mussels and clams, if you have the right climbing skill...)
- Clams
- Mussels
- Crayfish
- Prawns



MINING
- Look for open mire to dig ferrous stones
- Look for caves to dig various ore like copper, silver and gold

FORGING
- Smelt bog ferrous stones into impure iron, smelt again for rough iron block and forge them into pure steel bars!
- Smelt and forge precious metal ores for jewelry making, to barter on your trading routes

SMITHING
- Forge and shape rough blades, then bury them in a swamp to increase the carbon inside the steel and wait for some months.
- Dig out your blades and forge them into valuable tools or weapons.
- Craftable items: Knife, Seax (skramaseax), Handaxe, Carving Axe, Woodsman's axe, Battleaxe, Battlesword, Spear, Carving Knife, Small pot, Pot, Cauldron, Roundhield, Shovel.

JEWELRY
- Make rings, brooches, sun\moon symbol pendant and brachelet with copper, silver or gold metals.
- Find and refine precious gems and put them on your ring, barter them to be a rich man, or give as a gift for your future wife\husband (if marriage will back one day :) )

POTTERY
- Dig on the river\lake for clay, shape it and make your clay containers! Avaiable to craft: clay cup, clay bowl, clay pot, small clay pot and the huge amphora
- Small pot and cauldron, a smaller and lighter version of the pot for your wandered characters, and a huge pot to cook great meals for your log-house guests.

GATHERING
- Harvest pine tar to varnish punts and rafts
- Make Charcoal for pottery, smithing and jewelry crafting.
- Look for baltic amber on the seashore and put them on your own jewelry
- Dig for worms to use as baits
- Build and place bird-houses for harvesting eggs after a while
- Look for shells and baltic amber on the seashore
- Dig for stones and rocks
- Crush bones into powder to fertilize the soil

TEXTILECRAFT

- Craftable simple yarn clothes


RITUALS (all this stuff is still very rough, and is meant more for roleplay than other stuff, but make a nice ritual will give you some reward at this moment)
- Burial ritual
- Cremation rite
- Midsommer ritual
- Midwinter ritual
- Shaman-drum (will be used as part of ritual recipe)

COOKERY
- Dry mushrooms
- Seal your berries making Berries Jam
- Make butter and two kind of long lasting cheese
- Huge meals to cook in the new outstanding cauldron
- Harvest bee hives to get honey (extremely carb nutritional) or to get beeswax to seal food like Berry Jam, Cheese, and more to come, or use it as a tanning material
- Harvest snails, a new bug food to find around. Purge them, and taste this delicious stew!
- Harvest new plant like hazelnut (hight fats!), wild apple, rose hip, lentils and ramsons garlic.
- Boil bones for marrow
- Make beverage like Mead, fermented berries wine and sour milk to entertain your guests or to get drunk!
- Modified fish soups to include also shellfishes, dedicated sea soup and freshwater soup!
- Make sourdough for a lot of bread

FISHING
- Make net
- Make and set crayfish\prawn traps (meaby I will remove the shrimp trap or modify a bit)

BUILDINGS (codes take from fandom wiki, Idrk who writed them)
- Dig a primitive well
- Make roads

FARMING
- Bird coop (code and graphicby privateer)
- Scarecrow (will be used for training recipes on future versions)

GRAPHIC INCLUDED FOR:
- All water fauna (crabs, crayfish, shrimps, clams, etc..)
- Clay pot and amphora
- Altar and grave
- All flora (snail, beehive, wild fruit trees etc) - apple and hazelnut have still a very raw graphic, I will work on it soon as I can
- Shellfish trap
- Amber

I hope I din't forget anythink  :o



PLANNED STUFF:
- Addding 5lt water requirement for final forging process
- One more process for the pottery crafting system
- Waxed leather armors
- Much more rituals and detailed recipes for officiate them




Changelog
Spoiler: show
Changelog_v0.7 - Expanded Plasmator mod URW

- Creation of dedicated sub-menus for cookery craftings
- Removed seacrab and freshwater crabs, since in finland there where no native species of crabs
- cratfish can be found in both river and lake, but can be fished by trapping only in lakes
- Changed graphics for shrimps and changed name to prawn (baltic brawn)
- Added Rockpool Prawn, can occasionaly found in summer season to add some variety on the coast after crabs removal
- Fixed some mining and forging recipes, setted up noquality for all mining process
- Edited cooking recipes to adapt new sea fauna
- Added lentil soup
- Edited and fixed brass jewelry
- Added Stone cooking plate (atm is useless, will be update on some planned cookery recipes)
- Stone pot weight and capacity changed from 10-2.5 to 12-3 for balance
- Removed waxed cheese
- Added beewax requirement for fermented beverage like mead and fermented berries drinks
- Added flora_ore.txt   -  Baltic amber now spawn as mushroom. Removed possibility to find baltic amber by crafting from "Gathering"
- Fixed "shrimp" graphic
- Added "polish amber" option in jewelry to actually make baltic amber gems to put on rings
- Added hammer and goldsmith's hammer option in smithing menu
- Removed seacrab trap and fixed shellfish traps
- Added lentils soup
- Added bird coop (graphic and code by Privateer). Building the coop and feeding animals require now also some straws
- Changed related skill of forging from common to weatherlore, changed related skill of smithing from common to carpentery
- Changed name of the menĂ¹ "Rituals" to "Rites"
- Added Cremation rite, where you can get ashes to fill on a container, and then you can bury the ashes inside an amphora
- Changed related skill for rites from common to ritual


-----
Changelog_v0.8 - Expanded Plasmator mod URW

- Created dedicated sub-menus for Armorsmith, weaponsmith and toolsmith crafting recipes
- Added Rus lamellar, lamellar with shoulders, Lamellar with tassets, lamellar tessets and lamellar shoulders (for now the recipes are empty, only graphics are implemented for now. Next release will add forging option for steel lamellae to build lamellar armours)
- Added Broadhead arrow crafting option.
  Changed requirment for arrow and broadhead arrow from rock to iron block.
  Is not so easy to make your own arrow now
- Removed dedicated cooking recipes and ported again to diy_cookery.txt since was not showing the recipes
- Added Baltic sword, Vikingr Sword, Rus Saber, Langseax, Braided shield, Rus shield, Norman sword


REFERENCES

- Crustacean in Finland - https://www.sealifebase.ca/speciesgroup/index.php?group=crustaceans&c_code=246&action=list



GUIDE TO THE MOD (to be finished)

Spoiler: show
THE NEW WATER FAUNA
The addition of aquatic animals in addition to the fish already present in the vanilla version makes the aquatic places even more important than in the past, and the different habitats of these animals will lead to more considered choices on where to place your camp / settlement.

Mussels and prawns are found in the sea, and are an immense source of food just waiting to be harvested and cooked.
Mussels are present practically all year round, but only in the southern and western coastal areas due to the too low salinity in the sea to the north.
They can be found mainly on rock formations on the coast or on rocks in the open sea.
Prawns are found all along the URW coast, and there are two species, baltic prawn and rockpool prawn.
Baltic prawns are easiest to find in shallow coastal waters, while rockpool prawns are rarer to find and congregate in small pools of water on rocks.

Moving on to the freshwater habitat, we can find the large and tasty crayfish, generally in rivers and lakes, although their fishing through traps is only possible in lakes due to the too much current of the rivers which would drag away the trap.
Clams are another considerable, though less abundant, food source than mussels, and are found only in rivers.



BUGS!
In our wanderings in the lands of URW during the warmer months, we may now encounter bee hives, or small groups of snails.
Bee hives can be found near large trees, and are very hard to find. When it is harvested, we can extract honey or beewax from a beehive.
Honey is the highest carbohydrate food in the game, spoil after 200 days, and can be made into mead, a great drink.
The beewax is instead used to seal some long-life foods, or to make armor in boiled leather in the beewax (to be implemented)

Snails, on the other hand, are a food that is easy to find in almost all territories, and must be boiled, otherwise they are poisonous.
 An excellent source of fat and protein to harvest in the wild!

FRUIT TREES
Hazelnut and wild apple can now can now be found in URW.
Hazelnuts, rare enough to find, are an incredible source of fat that can fill you up more than handfuls of blueberries.
on the other hand, apple trees are very easy to find, and their juicy fruits are just waiting to be picked (try the delicious fermented apple drink!)

NEW PLANTS
Now you can harvest hip roses from wild roses, juniper berries, lentils and ramsons.
Those plant where made mostly to add variety in the game and are quite similar to other similar plants in the game









March 07, 2023, 11:09:55 AM
5
Re: Plasmator Expanded mod
It looks very cool. I'm a graphics guy, and have a bit to point out.
Your sprites seem to use alpha, which the game does not support.

Heres a quote from the readme that explains how the background color works:

Hi Krutzelpuntz, thanks for your feedback!

They just work fine on my pc when I run URW, I've used vanilla background-related object pictures and worken on them, meaby work fine just for me? I'm using latest URW version downloaded from Itch.io

March 07, 2023, 02:01:18 PM
1
Re: Plasmator Expanded mod
Hi Krutzelpuntz, thanks for your feedback!

They just work fine on my pc when I run URW, I've used vanilla background-related object pictures and worken on them, meaby work fine just for me? I'm using latest URW version downloaded from Itch.io

It seems to only be a problem with seacrab.png, mussel.png and shrimp.png. Here's an example of how they would look in game, with black background.

Oh I see! Thanks you, I will fix it asap :)

March 07, 2023, 02:25:45 PM
1
Re: Plasmator Expanded mod  :-\
Looks like you discovered the philosopher's stone, you can make gold bars out of iron.

There are some interesting ideas that will find a place in my version of BAC.

OOOPS!!  :o Hahaha thanks for notice me. I will make a quick fix and aa dev update in a couple of days. I've started to take off some stuff and polishing each recipes.

Feel free to add it on your BAC! And if you guys have suggestion and ideas just tell me ;)

March 08, 2023, 10:16:39 AM
1
Re: Plasmator Expanded mod Hello everybody, from now I will add the dev on the original post and I will update via a post on this topic.

I've just uploaded the new version 0.7, a lot of small fix done and added some stuff on rituals. Also added Farming crafting, with Bird coop (by Privateer) and a scarecrow (will be used for physicall training on future releases)

I've also made dedicated submenus for cooking recipes, so now shoul be more compatible with other mods

March 09, 2023, 05:02:48 PM
1
Re: Remove some armor and weapons.
Some of the items in the game seem far-fetched in the setting of URW, i think it would be more coherent if some armor and weapons were removed from the game.

Specifically: Iron Coudes, Iron Kneecops, Leather Cuirass and all two handed swords.

I completely agree. I think this topic need more space here!

The weapons of URW is very wierd and far from historical accurate, as the game is set in Iron Age Finland, that mean nothing, but I suppose the game is setted in early medieval times \ late nordic iron age(roughly from 8th to 11h)

Weapon i think shoul de changed or removed:

- 2-handed swords: apperead in europe only around 15th-16th century

- Bastardsword: another type of sword dated around 15th century

- Scimitar: shoud be more accurate to use the name saber, used by eastern cultures like nomadic peoples of the steppes and by the Byzantines in later times. The scimitar was a more curved blade used moslty by arabs as an evolution of the saber, around 9th. The scimitar started to be know in europe from 14th-15th

- Shortsword: is not that bad, but should make more sense to call it skramaseax and to remove the guard, since shortswrod where not used in northen europe until 15th century. Before we used sword (petersen type for example) with lenght roughly between 70 and 100 cm in length

- The CROSSBOW?!? I don't have really sources about it, I know there where primitive crossbow in roman and greek armies in the past, but far as I know, in early medieval northen-central europe, crossbow didn't exist.

- Battleaxe: it's just fine, even if I'm not sure that finnish used two-handed axe in battle. I know some rus and in general slavic cultures used two handed axe, as well romphaia as a two handed polearm to swing, but honestly i think was not a battle weapon, but just two handed axes for timberwork, trasfromed in war weapons. The only I'm sure were scandinavian population that used the famished dane axe, and some druzina. The use in battle was not that easy, and people usually prefer to use a shield with a shorter axe

- shield: not an error, since roundshield made of boards where very common at the time, but would be nice to add more primitive shield, used also by a lot of slavic cultures. A roundshield is not such a cheap equipment as a lot of people can think: you need fine boards to make it, some leather to reinforce the border, and a steel shield boss. In the past, the poor warriors used braided wicker shields, that can be a nice addiction



- Absolutely agree about kneekops, since first we see in europe are dated around 10th in byzantine cataphract, and later in almost all armies in europe around 14th

- Leather lamellar cuirass, i think work just fine, even if there is no evidence for any lamellar being worn by Scandinavian and Baltic cultures during the early medieval period and iron age. But was already used but some eastern cultures (Njerpez), and it is easy to think that warriors who could not afford steel armor, would have used leather instead (boiled in beeswax), which was much cheaper

March 10, 2023, 10:53:26 AM
3
Re: Remove some armor and weapons.
Quote

There seems to have been a display of a two handed axe looking very similar to a dane axe at Pukkisaari Iron Age Village. Pukkisaari is also the site where images for the homestead is taken and some of the portraits seem to be from reenactors that have visited the site.


Thanks you for these info! Very interesting...  I will dig a bit :) Anyway I think two-handed axes are just fine in URW, and fit the area and period


Quote

I agree that lamellar is fine, be it leather or metal. I was referring to the leather cuirass that the player was able to make, which isnt specified as lamellar.

yeah leather cuirass sound rough, sound like a thick leather apron. lamellar would me more accurate :)

March 10, 2023, 12:29:46 PM
1
Re: Remove some armor and weapons.

Yep, there are some of those leftovers, and now that we're working on blacksmith NPCs there's a natural place for cleaning up. For the swords we could basically go with simple classification of shortsword and longsword alone, giving enough difference - and indeed remove the two-handed ones.
The sword terminology is a bit problematic, as even the longsword term would surely bring most of the players in mind something else than, say, "Z-type sword in Petersen typology with edged portion of the blade longer than 70 cm".
But if we cut the swords down to only short and long, I kind of already hear somebody pointing out that there can't be only two types of swords in the world. But we surely can't go for "Sword with X type hilt and 67 cm long blade" item names either. As there are no common names for the iron-age swords that people would immediately understand, we've allowed some generic but era-inaccurate swords remain in place for the sake of variety. But it bothers us too.

When it comes to coudes and kneecops, even though the terms are problematic, this kind of spot protections have been used around the game era elsewhere in the world. And many imported goods have found their way to foreign traders, from many places of the world. These are not local, nor locally produced armours. The same goes for cuirass - which name in a lack of better generic term - unfortunately brings to one's mind a medieval world.
So, in the game we have a door open that this and this kind of items may have found their way to the unreal world, through possible trade/raid routes.

Thanks Sami for your quick reply! I'm absolutely with you as for merchants bringing goods from distant places, that was the case. I completely disagree with those who say "if there is no historical evidence, it means that it never existed". People tried what they found, and I'm sure many in the Baltic too saw, and sometimes used, lamellar armour. I'm a little more hesitant about shin-cops, the very first ones I've seen I found them on Byzantine finds, around the year 1000.

Perhaps for swords, you could think of a method like this: rather than dividing swords in terms of weight, length, type of guard etc, it could be done according to culture. The Baltic sword, while similar to the Viking sword, had a very different guard and pommel, with curled steel, instead of a single block of steel in the guard as in the Viking swords. Furthermore, the Baltic sword, in some cases, was found with a wider blade at the tip (we are talking about a single-edged sword and not a double-edged one like the Scandinavian one).

It could translate into the game like this (plus slightly different graphics)

Baltic sword
Being monofilament and slightly unbalanced, it could therefore have a big disadvantage for point attacks, and a considerable bonus for edge attacks. The guard, being wider and curled than other swords, could give a small bonus in parrying

Viking Sword
Double-edge, also excellent for lunging blows (although it was used more for slashing, just seeing its weight to understand it). Thus a more balanced blade, which can only be found from foreign merchants.


there are many different designs of swords, and many small regional differences in their manufacture and shape.

NPC's blacksmits are planned to make different weapons based on their culture?



A lovely baltic sword recostruction
Spoiler: show


March 10, 2023, 01:26:46 PM
1
Re: Some dumb modding questions
1) Flora_ created mod items could be set to be sold by NPCs

2) A 'craft' can have one output (can be multiples of item). With 'Optional' usage a single task can make some variation in the resulting output.

3) You can not 'create' building items. You can replace sprites for a different look, In certain spots you can add/expose 'world tiles' that exist, like rapids, or road.

thanks you very much! I didn't thought about flora_modded (you can not just set who cultivate that plant?), so I could hypothetically create an object (such as a precious mineral, cultural tool or whatever) that a population cultivates\sell, but which does not spawn by setting all spawn factors to 0

I will try some stuff with this idea in mind :)

March 10, 2023, 07:29:30 PM
1
Re: Modded weapons and armours not appear in the menu
Every item you want to add needs to be based on something that already exists, you can overide parameters to make your item different as in

Thanks you. I remember that for other items you're not forced to base your item on vanilla as long as you set up all parameters. Good to know, thanks you

March 11, 2023, 11:37:51 AM
1