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Messages - Sami

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1
Will a fire be required to light a shingle and will it be possible to light a fire from a shingle?

Yes and yes. ;)

2
Bug reports / Re: [3.84.2] Drying fish out of season
« on: July 23, 2024, 12:32:44 PM »
I've just started playing a character with 3.84.2. I started in spring (while snow was still on the ground), and it allowed me to set fish up to dry. Fine ... but even after it started raining, it still allows me to hang fish to dry.

Are the "dry and cold" climate conditions just no longer necessary?

Bert Preast is correct that "dry and cold" conditions simply refer to the time of the year, so there's no bug involved in here.
There can be rain, or any changing weather conditions on the individual days during the acceptable period too.

3
Will building prefer pine logs and is it in the possibilities for pines to produce more than a single log? As currently one needs 6 logs to build 2m/6’  long section of wooden wall. Even if log was less than 30cm/1’ in diameter, one would think a single log would produce more wall. And trunk could produce 3-4 logs.

We're not that far yet but requirement for pine logs would be easy to add now. However, it wouldn't have real effect on the building properties so purely cosmetic/atmospheric thing - at this point at least. Changes to log production mechanics haven't been considered at this point of workflow but it's a reasonable suggestion to get more logs out of one trunk.
Building log houses in this 2x2meter tile-by-tile fashion is naturally very unfit in every way and the original logic of assumed log production and building time investment - as in compared to real life effort - hasn't been re-checked lately.

4
will the random tree trunks found in the wilderness be randomised to match the tile? mostly pine in pine mire, heathland, lichenous pine forest, mostly spruce in coniferous forest, spruce mire, mostly birch in groves?

This is something I added to my to-do just recently, so sooner or later it will be like this. I don't know yet how tricky changes it will take to the terrain generator, but hopefully it will work out smoothly.

5
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?
I would probably go towards a specific kind of tree, given that the quest giver is rather particular in the request, so a species restriction would seem reasonable.

Asked because it's the kind of thing that can break as a result of splitting trunks up while still easy to miss the dependency.

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.

6
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

7
Found and fixed. This was luckily a rare occurrence.

Fixed - persists in 3.84.2

8
Bug reports / Re: Shovel disappears (3.84.2)
« on: July 04, 2024, 05:14:40 PM »
Tried and was able to reproduce the issue once, the shovel disappear, but on other tries it worked just fine.
However, the partially constructed pit not appearing if the process has been going on for a very short time is not a bug.
There needs to be certain amount of digging before the pit icon appears.

But evidently something is bugged there, although it's not consistent. We'll be investigating.

9
Development News / Summery summary
« on: June 30, 2024, 08:30:41 PM »
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!

10
General Discussion / Re: Had a dream about Unreal World
« on: June 06, 2024, 07:31:30 PM »
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.
In the game I was being constantly harrased by ever aggresive bears plus for some reason polar bear.
Even while I was visiting villages there were at least 5 on screen milling about until I was seen by them.
Character didnt die but constantly got damaged.
What the hell does this mean? Did any of you guys ever experience this?

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.

11
Bug reports / Re: Double fire
« on: June 06, 2024, 07:24:04 PM »
After checking the save I though this would remain unresolved, but now I believe this is of the same origin than recently reported "fire on water" bug - which just got fixed. So, we'll tag this bug also fixed since the suspected bug potential is now removed.

Fixed - persists in 3.84.2

12
Bug reports / Re: Fire on water
« on: June 06, 2024, 07:19:56 PM »
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

13
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.


14
Development News / Re: Light my shingle
« on: June 02, 2024, 05:43:24 PM »
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.

15
Development News / Light my shingle
« on: May 31, 2024, 12:35:32 PM »
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

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