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Messages - Saukko

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Suggestions / Re: Rowan berries
« on: August 31, 2021, 07:07:03 PM »
You could probably do this with modding (
Mod in a new plant for rowan berries, make it spawn only next to rowan trees, add the "poisonous" tag to it, and have it removed when boiled.

That's a good idea, I hadn't considered this. I'll try this right away - though as I understand the code, it would spawn the berries next to the tree, but not on top of it, which would be the part that would need some custom coding?

EDIT: Can't get it to work - if I leave out the SYMBIOSIS tag, they appear like normal berry bushes would in that terrain. But once I put that tag back in, they don't appear, at least not anywhere near rowan trees. So either the SYMBIOSIS doesn't work with berries, or there is some conflict with where the rowans appear and the TERRAIN tag for the berries.

Suggestions / Rowan berries
« on: August 31, 2021, 05:04:33 PM »
I was out collecting rowan berries just the other day to make some light mead and jam, and it occured to me that rowan berries are missing from the game. Although they are quite bitter and mildly poisonous if eaten straight out of the tree as soon as they become ripe, after the first night frosts or after boiling (or throwing them into the freezer for a day in modern times) most of the parasorbic acid that makes them bitter is converted into sorbic acid, which makes them less bitter, and the mildly poisonous substances present in the  seeds are also destroyed, especially during cooking.

In game terms, rowan beries could be something that's still available in late autumn/early winter when all the other berries are already out of season (somewhat similar to cranberries). The rowan tree and its berries have had a prominent position in folk magic and folk medicine, so it would somehow feel quite appropriate - would probably require quite a bit of work to add, though; coding the rowan trees so that they can have berries in the first place, plus some new graphics.

It would be great to hear if people who noticed high CPU usage in previous versions now find it better. Feel free to speak up. I reckon it was mostly Linux and OS X issue.

It's better now in Linux with beta 3 (Ubuntu 18.04 LTS). It used to show 100% load on a single core even idle, but now it shows about 25% load when it does LOS calculations while moving around, and <10% at other times.

General Discussion / Re: Glowing embers, saunas
« on: July 14, 2021, 07:19:58 PM »
So the most typical situation for roasting turnips would be when you raze down the camps or villages of your enemies, rob their turnips and roast them on the embers of their burning houses?

General Discussion / Re: Glowing embers, saunas
« on: July 13, 2021, 05:19:29 PM »
I think this comes up mostly because for normal cooking, you don't need a big fire - I can't even remember when was the last time I used more than 9 firewood + 9 branches (9 because that's the max you have to only press one key for), because for normal cooking, that's typically all you need and using more would be wasteful - and that doesn't give you enough embers to roast with. I don't often warm up the sauna either, because other than roleplaying, it doesn't have any purpose outside of some very rare occasions when you get the flu in winter (if it helps even then?).

After having tested this a few times based on the way I play, you need about 30 wood to have enough embers and you have to start either while the fire is still burning or right after (30 wood doesn't give you the ember graphics, but you can still roast) - if you start when the fire is out, you have about a 30 minute window during which to do it. But using up 30 wood almost never happens, so I would have to light up the fire especially with roasting turnips in mind; and this would be a bit pointless, because their nutritional value is so low. Basically, it comes down to needing so much firewood to have enough embers that it doesn't really come up in the normal course of play - even in winter I usually don't heat the fireplace for all that long in one go, because I'm out doing other things.

General Discussion / Re: Glowing embers, saunas
« on: July 09, 2021, 10:09:58 PM »
I always seem to miss the windows of opportunity for roasting, I either haven't burnt enough wood to produce enough coals, or I've missed the time period it was available because I was doing something else. I did manage it once when I set fire to a dismantled shelter - that produced large enough a fire with embers that lasted long enough and were easy to notice; embers in a fireplace are quite easy to miss, especially if the fireplace is against a south wall because then you can't see the ember graphics, which is quite subtle in any case.

Bug reports / Re: [3.70b] Dried retted nettles do not burn
« on: July 09, 2021, 09:59:26 PM »
I hope you were able to deal with that...  ::) :P

There is always the discard command, which does lack that certain something that shoving those inferior quality crafted items, rotten carcasses and other undesirables into that furnace from hell that readily consumes entire tree trunks has.

I think I discovered a safe Iron Age asbestos - dried retted nettles... I was trying to get rid of some excess nettles I couldn't use and shoved them into the fireplace, but much to my surprise, they didn't burn. I don't have any other plant fibers at hand so I can check if the same applies to other dried retted plants.

Solved'n'fixed bug reports / Re: Cold weather in midsummer. [3.70b]
« on: July 07, 2021, 05:32:38 PM »
The situation might repeat itself - I deleted WEATHER.DAT before starting a migrated game, and all was mostly fine for several months; then at the end of summer, it started snowing and the sea started to freeze, so I deleted the file again. I'll see if the weather becomes weird again within a few months.

Solved'n'fixed bug reports / Re: Cold weather in midsummer. [3.70b]
« on: July 05, 2021, 04:27:58 PM »
I also had a bit of a strange experience: it was late Harvest month, the temperature seemed normal for that time of the year and my character was standing outside her cabin during the day, nothing unusual in her Warmth status (somewhere between Comfortably Warm and Hot - nothing to raise an eyebrow for). I saved the game, and when I returned, she was suddenly Bitterly Cold. The temperature bar was well into the red, again usual for Harvest month, so where this cold status came from ... no idea. However, after warming up by the fireplace, everything seemed to return to normal. Migrated character, WEATHER.DAT was deleted before the first migrated game was started.

The stackable items not stacking issue has been in the game for a long time - i.e. items with the same name not stacking for no obvious (to player) reason. Usually this doesn't cause any issues, but now with textilecraft, it looks like there is a potentially troublesome issue: when extracting fibers from plants, you need at least 15 sets of dried retted plant, but because of the stacking issue, you can end up with something like my current character has with her stacks of 2 and 10 bunches of nettles - she cannot use them to extract fibers, because they don't stack with any other nettle bunches, and you cannot use different sets for extracting (they have to be in the same set), so those bunches of less than the required 15 go to waste. The quickest fix would probably be to allow combining different sets of plants during the extraction phase, until they make up at least 15.

Off-topic / Re: Iron Age Common Names: ideas for next UrW Character
« on: July 03, 2021, 03:26:02 PM »
Like PALU noted, those are germanic names - pre-Christian Finnish/Finnic names stem from a different cultural background, and very little is actually known about them - there are some early written sources from Novgorod, which apparently had substantial Fenno-Ugric population and had frequent dealings with at least some Finnic tribes (mostly Karelians, Izhorians (Ingrians), and Votes (Votians) - the Finnic tribes settled around the easern shores of the Gulf of Finland). Take a look at this page for some more likely names; it's in Finnish, but you should be able to make sense of it using Google Translate.

Some names and their meanings from the list on that page: Koira (dog), Susi (wolf), Osma (wolverine in ancient Finnish, modern "Ahma", ), Otava (the constellation Big Dipper, or a type of fishing net from which the constelallation gets its name), Joutti (from "joutsi", a bow). Western tribes might have had some Scandinavian/Germanic influenced names due to dealings with foreign traders/raiders - pretty much the same thing in those days - but with a localized twist, for example "Wilhelm" would turn into "Viljo", while eastern tribes might have names more related to nature.

Suggestions / Re: More uses for yarn in 3.70
« on: July 01, 2021, 05:04:21 PM »
The nettle is a very hardy plant that's nearly impossible to kill without completely rooting it out. If you just pick the leaves, it'll start to grow new ones as long as it's in season, so if you don't pull up the stem, it'll keep growing. And even if you pull up or cut the stalk, it'll be back next year.... From the information on this page it looks like nettles are quite easy to use as a fiber source - it recommends using over-year dry stems as the easiest way, so I suppose using even old dried nettle stems would work just as well as fresh nettles; and you would remove the leaves in any case before retting. However, I don't know if this applies to other plants like hemp or flax, so coding an exception just for nettles might be too much effort. So basically, as long as it's not complely decomposed, it's useful as a fiber source.

Suggestions / More uses for yarn in 3.70
« on: June 30, 2021, 09:08:50 PM »
I've been playing the new beta a bit, and I was wondering whether it would make sense to allow creating cords from yarn, now that we have textilecraft? I modded the game myself to allow yarn to be used for standard cord, and renamed the old cord recipe to "Cloth cord" so that there is a source for cords in winter as well, because with the changes to clothing durability and the complete lack of wandering Njerps to rob in my part  of the world, I have hardly any cloth I could sacrifice for cord - or bandages - and had to trade for clothes in a village just so that I could rip them apart for cords... I think this would be a good change to the gameplay, and would also give some more uses for yarn.

Also related: now that plant fibres can be used for making yarn, wouldn't it make sense to allow harvesting even picked plants, like nettles, for extracting the fibres? The leaves aren't used for that purpose, but currently, once you pick the leaves you can't do anything else to the plant.

I played a bit more just now, and came across items with no name, just a number - suspecting corrupt files, I did Steam verification and it reported a few files that didn't pass verification and were reacquired (in addition to some of the glossary files I had edited myself). So that save had more problems than just this - as I wasn't very far into it, I just started a new game. I did have a complete lock-up while playing URW a while ago (not related to URW, but a background process), and it must have messed up some files. So perhaps just a false alarm, but I'll keep an eye out if something like this happens in this save.

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