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Messages - Galgana

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1
Mod Releases / Re: Galgana's creature sprites - old bear (metsän vaari)
« on: August 31, 2021, 01:00:30 AM »
Any chance of a bear remake? The current one looks really out of place when compared with these beatiful sprites.

I've attached a reversion of the bear sprite from a pre-v3.30 unrealworld bigavatar sheet. An oldie but still a cutie! Consider it a placeholder until I manage to make a proper revamp.

2
Suggestions / Vegetable dyes, tanning material, inheritable color data
« on: August 07, 2021, 10:45:35 PM »
After reading this post quoted below, I propose a new flora header tag for [tanning] that permits plants and plant parts to be used.
According to Wikipedia's page on heather,[1] "Formerly heather was used to . . . tan leather". So, how about adding it to "tanning material" along with animal fat and birch bark? For characters that are just starting out or scraping by or doing The Challenge, this would allow them to use heather for tanning and roast/eat the animal fat.
An associated [tanning:] property can specify which part of the plant will be accepted in the tanning process, with values of: plant (as the default), leaf, flour.
The flour idea comes from this accidental discovery:
I was about to tan a soaked elk skin with newly obtained bark. But I mistakenly chose birch-bark box of 'coarse grains' instead and, to my surprise, worked as tanning material. I had to fill the now-empty box and try it again to make sure. By not starting tanning but pressing escape during the pause when all conditions are met. Consequently, the birch-bark box, which was emptied when selected for tanning, did not refill when canceling. I repeat: I did not start the process.

Rye flour (made into sour mixture) can be used for tanning IRL, so initially I thought there was some purpose to all this.

But then, another thing was that I had a bag full of these same grains. That bag of coarse grains could not be selected for tanning.

So now I suspect it was the "birch-bark box of ..." that allowed the grains to be chosen in the first place. I have to test this with putting, say, dried meat inside a birch-bark container and try tanning with that.

I shouldn't even be reporting this, because now I want to use rye flour in this fashion in the future...

Color as a new flora property would also be a welcome addition. Now that we have fibres and yarn, clothmaking and tailoring seem closer on the horizon.
Dye plants could be designated by a [dye] header tag. Again, acceptable plant parts for the dyeing process should be specified.

I'm not sure about how color tinting for domestic animals is set up, but perhaps individual garments can also be tinted by the engine to give a visual indicator of being dyed.
I do know fur and leather clothing inherit defense values from the hides of both wild and domesticated animals, so why not colors from the individual animal as well? That could mean enabling tints for wild animals; I know I would be thrilled to encounter a herd of forest reindeer that all had different coat colors. But adding unique properties to pelts could complicate stacking them.
(An an aside: ideally, in animal husbandry the offspring will inherit traits from the parents - including color.)

I'm also thinking about color property being defined for textile plants to represent their undyed state, which could impact the intensity of blending the final garment color. But that may be extraneous to the dyeing process if it should incorporate lye from wood ash as a bleaching agent.
Bleaching would require (perhaps repeatedly) soaking raw cloth in a lye solution and then leaving it to dry in the sun. This means that bleaching will be restricted by the seasons; similar to retting, it can be accomplished quicker during the height of summer but takes more time during spring and autumn.
Dyeing would require a color fixative; I've read that salt or vinegar can be used. Salt already is present in-game, but vinegar could also be introduced as a product of brewing beverages. Cloth should be soaked in the dye solution, rinsed, then left to dry.

3
Found another instance of crowding. I got overencumbered after picking up 13 boards, dropped them on the ground, wandered a bit around the buildings, then saw the villagers clumping around the lumber. Here's a screenshot of how it looks:


The crowd begins to disperse when I walk into the clump but when I don't pick up the boards the huddle forms again. They tend to stick together in the nearest approximation of a 3x3 formation centered on the boards, and NPCs outside the 3x3 will walk around while waiting for a vacant tile to become available.

4
I wouldn't be opposed to the possibility of modding animals, or NPCs in general. Perhaps creature data structures could get entries for flavor text that are meant to take priority over the generic messages.

Now I'm thinking it would be hilarious to make humans swear in different languages; it's already possible to add {sound effects} to messages, but even better would be to have "Perkele!", "Helvete!", or "Zaraza!" and other words being flung in combat with members of certain cultural groups.

5
I had an encounter with a snake and the following happened:
Code: [Select]
(000000):56gg:[T]{029E05F7}      | The snake hisses at you.
(000000):56gg:[S]{029E05F7}      | Snake flees.
(3C5A98):56gg:[:]{029E05F7}      | You begin sneaking.
(143270):56gg:[#]{029E05F7}      | Aiming Zone: Head
(000000):56gg:[Y]{029E05F7}      | You try to kick the snake.
(000000):56gg:[Y]{029E05F7}      | You execute a skilled kick.
(000000):56gg:[Y]{029E05F7}      | You land a solid hit to its skull.
(3C5A98):56gg:[:]{029E05F7}      | The snake seems to have fallen unconscious.
(000000):56gg:[Y]{029E05F7}      | You try to kick the snake.
(000000):56gg:[Y]{029E05F7}      | You carry out a perfect kick.
(000000):56gg:[Y]{029E05F7}      | You land a solid hit to its skull.
(000000):56gg:[Y]{029E05F7}      | You try to kick the snake.
(000000):56gg:[Y]{029E05F7}      | You carry out a perfect kick.
(000000):56gg:[Y]{029E05F7}      | You land a solid hit to its abdomen.
(A80000):56gg:[!]{029E05F7}      | The snake hisses in pain.
(000000):56gg:[S]{029E05F7}      | Snake rises back on its feet.

Unless the UnReal World takes place in a prelapsarian Eden, snakes of course do not possess feet.
For a snake-specific set of rise and fail to rise messages, I suggest:
  • The snake rears its head.
  • The snake coils defensively.
Seals also don't have conventional legs so much as flippers, so I think it would be appropriate to provide them with special bodypart definitions: "foreflippers" and "hindflippers".
For the rising messages, I suggest:
  • The grey/ringed seal rises on its trunk.
  • The grey/ringed seal struggles to raise itself.
I also have some ideas for how to make the movement behavior of seals on land more specific to their anatomy.
One way to go about it is to implement a directional restriction to prevent a seal from rotating 180° within a single turn. Something like how spirit NPCs aren't supposed to show their back to the player, though I'm unsure about the specifics of their AI regarding mobility.
To balance this rotation nerf, a seal could strafe in its relative left-right directions somewhat faster than its forward land speed as a way to simulate rolling to the side (and perhaps gain speed from rolling downhill, like how it happens in this video with an elephant seal; the seal uses its hindflippers to propel down the grade around the 21-seconds mark.)

It's been a while since I've observed seals in-game, so I can't remember if their ability to climb onto skerries and ice has a foreleg injury check. Breaking their front flippers definitely should impair attempts to haul-out, though I've seen elsewhere that moving along a relatively flat surface does not always require using all the flippers (example: the seal closest to the camera in this video), and forward undulations on land generally don't depend on the back flippers anyway (see this PDF of "Kinematics of terrestrial locomotion in harbor seals and gray seals: Importance of spinal flexion by amphibious phocids").

6
Posted in a separate thread as per Sami's recommendation.
I encountered another issue with tying equipment. This one concerns crafting with stacks.

I wanted to use a crafting recipe that called for 60 ft of rope, for which I added the [nominlen] tag. In my inventory were 4 units in total of 15-foot leather ropes (2 decent quality and 2 fine quality). After selecting these ropes for use, the interface said it still needed 30 ft. At this point, I had no other ropes available for selection.

I cancelled the crafting menu and combined each pair of leather rope. The crafting recipe successfully accepted 30 ft decent rope plus 30 ft fine rope.

It seems that the number of units in a stack were ignored and only the base footage was taken into account.

DIY code; external assets have been commented out:
Code: [Select]
.Sledwagon. "Punt" *TIMBERCRAFT* /2h/ [effort:3] [assist:3] [phys:stance,arms] [noquality]
{Board} (8) [remove] [ground] '+for frame and skis'
{Block of wood} (2) [remove] [ground] '+to split for summertime wheels'
{Axe} <Carving axe> '+for shaping'
{Rope} =90= [remove] [nominlen] '+for securing loads'
{Leather rope} =60= [remove] [nominlen] '+for pulling harness'
//{Leather tarp} [remove] '+to cover loads from weather'
[WEIGHT:15]
//[TILEGFX:sledge]

Just to clarify, I also had 6 units of decent 15 ft {Rope} in my inventory which were successfully accepted as inputs. The issue encountered here concerns {Leather rope} stacks of different quality.

7
After bartering for goods with a human villager, I returned to the same village weeks later and discovered that one of the resident dogs was carrying things I had traded away.


While I don't remember exactly which human NPC here was the one I had chatted with, I've got a fair idea that the entire stack of clothes I had sold did not exceed their individual carrying capacity, since I hadn't observed the NPC drop items at their feet immediately after the trade was concluded. This fact contrasts with a barter exchange made elsewhere which had a few hundred roasted meat cuts be dropped by an NPC afterwards (and I tidied up the area by moving the stack indoors).

The dog in the screenshot is not for sale, which makes me unable to determine whether ownership of the dog might also transfer ownership of the items in its inventory.

8
When I started a somewhat long time-consuming activity, the weather was rainy at first but then ceased to rain partway through my crafting progress. Even though the raindrops graphic immediately cleared up in the screen, the audio of rain.ogg continued alongside the axework.ogg loop until the crafting action was completed.

9
Do you know if it is a reproducable issue or a one-off?
Possibly a rare occurrence. In three separate villages I tried stacks of 10, 11, and 12 boards to leave on the ground and did not manage to attract NPCs in those instances.

10
When a sleeping animal is selected to be milked, the animal will wake up and wander around at the start of the milking process instead of when it is completed. This behavior is contrary to the feature described in version 3.19:
Quote
* Animals will stay put while being milked

11
I encountered this issue while shopping at a village. I picked up a stack of 11 boards from the ground, which made my character unable to move due to becoming overencumbered with other items in my inventory, so I dropped all 11 boards on the same spot. After exploring the buildings for any other available goods, I noticed many villagers were bunching up near the boards as though intending to pick them up but nobody did. I picked up the boards again and dropped them indoors, which made the crowd disperse.

It seems that the villagers' AI wanted to reclaim unpaid boards that were dropped outdoors, but the total weight of the stack may have prevented the NPCs from taking them.

12
Gameplay questions / Re: squeezing damage?
« on: July 26, 2021, 05:10:25 AM »
Bear hugs for certain. I believe deadfall traps are also capable of crushing victims.

13
I used a 15 ft piece of leather cord to build a fence and then deconstructed the fence. 2 pieces of 4-foot cords were returned but the weight for each remained 1 lb.

The leftover 7 ft piece of cord was the expected 0.5 lbs. Combining the pieces back into 15 ft resulted in a cord weighing 2.5 lbs.

edit: I encountered another issue with tying equipment. This one concerns crafting with stacks.

I wanted to use a crafting recipe that called for 60 ft of rope, for which I added the [nominlen] tag. In my inventory were 4 units in total of 15-foot leather ropes (2 decent quality and 2 fine quality). After selecting these ropes for use, the interface said it still needed 30 ft. At this point, I had no other ropes available for selection.

I cancelled the crafting menu and combined each pair of leather rope. The crafting recipe successfully accepted 30 ft decent rope plus 30 ft fine rope.

It seems that the number of units in a stack were ignored and only the base footage was taken into account.

14
While attempting to craft a split spruce twig in 3.70b, I get this error:
Quote
PROPERTY FAIL! WRONG RAW: Selected item has no properties to be derived into Tying Equipment.
{Spruce twig} is rejected as an ingredient, which at first seems to be a consequence of the material updates for tying equipment in the 3.70 build.
However, the root rope recipes do work as intended even though the non-birch one calls for a rock and a stone. Perhaps the issue is with the update for spruce twigs:
Quote
- added: sleeping on spruce twigs

         Sleeping on spruce twigs now gives a little extra warmth and protection from the cold.

I tried changing the recipe header into a substitute for spruce saplings, like a young spruce bough, but saplings are not accessible as a base object in the crafting system and cannot be spawned this way. Looks like we'll have to give up on spruce twigs for cheap typing equipment.

15
Gameplay questions / Re: Capture dog in the wild?
« on: July 21, 2021, 06:07:30 AM »
You can only capture dogs inside villages. I have read it somewhere here or on the wiki.

I tried this with a fortified village that had four dogs and six head of cattle. After eliminating all the human residents, I was successful at leashing the cows in the pen but not the dogs; the dogs bark in disagreement and either flee or retaliate by attacking.

I checked the news text file and the behavior I described does correspond with this particular detail from version 3.30:
Quote
- added: leashing animals from depopulated villages

        It's now possible to leash animals from depopulated villages, and thus make them your
        own pets. There are some risks and exceptions, though. Sometimes domestic animals choose to
        fight back if their masters are dead and you try to leash them. And dogs can't be
        stolen this way at all - they always fight back rather than allow to be put on the leash.

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