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Messages - Plasmator94

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1
Modding / Re: Fat keyword don't work?
« on: November 20, 2023, 08:12:14 PM »
Thanks you! I see...



Another thing worth mentioning: the display tag [TILEGFX:] makes using :148: in recipe headers obsolete.
Numbers enclosed in colonmarks specify an item's spritesheet index, but for URW version 3.30+ this is no longer needed since sprites are managed as separate files.


Yeah I know that but I'm too lazy to delete it, and it never gave me any issue, when I use custom TILEGFX

2
Modding / Fat keyword don't work?
« on: November 19, 2023, 07:43:19 PM »
Disclaimer: I'm using the URW 3.72.2 version

Hi everyone, I'm trying to use Fat in some cook recipes, but it doesn't seem to work as I expected.

By transforming milk into Fat or seeds into oil (Fat), when I go to use them on another cooking recipes it doesn't consider them valid... any advice?

Spoiler: show

.Extract oil from grains. "Fat"   *COOKERY* [effort:2] [phys:arms,hands] /15/ [noquality] 
{* grains}    #4#   [remove] [boil] [name:%s oil]
{Stone}           +'to crush the grains'
[COOK_WEIGHT_DIV:16]
[SPOILAGE_DAYS:200]

.Butter. "Fat"      *COOKERY* /30/     %20%   :148: 
{Milk}   #4#    [remove] [roast]
{Pot}
[COOK_WEIGHT_DIV:4]
[SPOILAGE_DAYS:14]

.Fried eggs.    *COOKERY* /3/  \5\   %20%   :148:
{Stone cooking plate}
{*egg}   #0.5#    [remove] [roast]
{Seasoning}   #0.1#   [remove] [optional] [roast]
{Fat} #0.1# 'for frying' [remove] [roast]





ps
I hope I didn't forget something trivial after hours of writing code xD

3
General Discussion / Gathering suggestions about rituals
« on: March 17, 2023, 09:45:04 AM »
Hello everybody, I'm working on my mod and I want to expand much more the possible rituals, and I'd like to hear some suggestions about possible rituals to add. At the moment, I writed the code of those rituals:

- Bury a corpse and cover with stones
- Midsommer and midwinter rituals ---> sacrifice a cow (summer) or a pig (winter)
- Bury dead's ashes ---> Burn the body for ashes, then pour an amphora with those ashes and bury it
- Items: shaman drum, bone flute, bells (meaby ritual masks? I know in finland they use mask for some festivals)


4
Suggestions / Re: Remove some armor and weapons.
« on: March 16, 2023, 06:21:35 PM »
Good discussion and suggestions, MHB and Plasmator94. Nice food for thoughts, and we'll be exploring all this along with blacksmith coding.

I just add a little remark here that in our opinion (too) many metal goods, swords especially, should be far more a rare than they currently are.
All the blacksmiths will produce culturally related items to the level of their expertise, and it's likely that (at least some) blacksmith NPCs are able to produce swords too.
In the long run the villages actually should get rid of valuable goods lying around in storehouses and available for trade, and eg. swords had to be ordered from a capable blacksmith or traded from (foreign) traders. This sort of rarity, however, is hard to accept by many players. As well, as the fact that not just anyone can forge themselves an usable sword, or even a knife.

Sorry for my late reply. I totally agree about the (historically true) fact that there were not so much steel weapons at the time, or at least a sword. Get your hand on everyday steel tools like a knife (in early medieval scandinavia, for example, but as well in other places, a free man , the "Bondi", have always to carry his knife, because was the simbol of a free person) or a axe was quite easy, but get a sword... only a very rich warrior would have a sword, and probably, most of the time, a sword with poor metal. I don't know so much about finland, but in scandinavia, frankish swords were the most precious and were often ordered from great warriors (see the story of the legendary Ulfhbert).

About the fact that not everybody could be a blacksmith and know how to work with iron... that true, but I think in a game like URW, it's ok if someone want to be "the blacksmith" instead of the hunter, the carpenter or the potter... A lot of people here maked mod with smithing. But I see your point and I understand it :)

Anyway I get a try with all this stuff in this topic, and I've tried to make some historical weapons of the time, each one with their own slightly different attack value

From left to right: Bearded axe (skeggox), rus pick-axe, Norman sword, Skramasax (plain sword without guard and pommel), baltic sword, viking sword, and rus saber (there where a lot of straight sabers in rus armies, other than curved sabers)

I hope all this stuff can be good food for your development! Thanks again for your work guys, I love this game!




5
Mod Releases / Re: Plasmator Expanded mod
« on: March 16, 2023, 08:58:21 AM »
Hello everybody, here are some new stuff for this version 0.8. New weapons to forge, and armors, all based on actual historical finds on the period where URW is based on. Check the cheangelog for more info

Hey, so i installed the most recent version of the mod and when i check some of the cooking sub-menus they are completely empty.

With new version this is fixed
Just remove diy_harvesting, diy_preserving, diy_beverage and diy_hugemeals after you've overwritten all files with v0.8 files

This will be compatible with your older save

V0.8 Changelog
Spoiler: show

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.
- 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

6
Modding / Re: Modded weapons and armours not appear in the menu
« on: March 11, 2023, 11:37:51 AM »
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

7
Modding / Modded weapons and armours not appear in the menu
« on: March 11, 2023, 10:17:19 AM »
As title say, I'm making some modded weapons and armours. The problem is that they don't appear in the menu.
About the weapon, if they have a basic item related (i.e. .Puukko. "Northen Knife") they will be showed on the menu (but I can't understand if only graphic and name changed, or also the weapon parameters that I've setted up), with no related vanilla item will just not show up on the submenu.
With armour I've tried lamellar cuirass and mail hauberk as vanilla item, but don't work.

here are the codes

WEAPON
Spoiler: show
.Baltic sword. [effort:3] [phys:arms,one-armed] *CARPENTERY*         /60/          %30%     |-1|      
[TILEGFX:balticsword]
[TYPE:weapon]
[WEIGHT:3]
[PRICE:1000]
[POINT_ATTACK:2]
[EDGE_ATTACK:7]
[BLUNT_ATTACK:5]
[AD_CLASS:3/3]
[SKILL:sword]

.Viking sword. [effort:3] [phys:arms,one-armed] *CARPENTERY*         /60/          %30%     |-1|      
[TILEGFX:vikingsword]
[TYPE:weapon]
[WEIGHT:3]
[PRICE:1000]
[POINT_ATTACK:4]
[EDGE_ATTACK:6]
[BLUNT_ATTACK:4]
[AD_CLASS:4/2]
[SKILL:sword]

.Rus saber. [effort:3] [phys:arms,one-armed] *CARPENTERY*         /60/          %30%     |-1|      
[TILEGFX:vikingsword]
[TYPE:weapon]
[WEIGHT:1.6]
[PRICE:500]
[POINT_ATTACK:1]
[EDGE_ATTACK:5]
[BLUNT_ATTACK:2]
[AD_CLASS:1/3]
[SKILL:sword]

.Roundshield. [effort:2] [phys:arms,one-armed] *CARPENTERY*         /60/          %30%     |-1|      
{Steel bar} (4) [remove]
{Board} (5) [remove]
{[NEARBY_TILE:Fireplace]} +'Heated fireplace for smelting'
{Hammer}
{Fire}               [noquality]
{Charcoal}       #20#    [remove] [noquality]   '+to keep hot the embers'

.Rus shield. "Roundshield" [effort:2] [phys:arms,one-armed] *CARPENTERY*         /60/          %30%     |-1|      
[TILEGFX:rushield]
[TYPE:weapon]
[WEIGHT:1.6]
[PRICE:500]
[POINT_ATTACK:1]
[EDGE_ATTACK:-]
[BLUNT_ATTACK:1]
[AD_CLASS:2/5]
[SKILL:shield]      #20#    [remove] [noquality]   '+to keep hot the embers'

.Braided wicker shield. "Roundshield" [effort:2] [phys:arms,one-armed] *CARPENTERY*         /60/          %30%     |-1|      
{* sapling} (5) [remove]
{tying equipment} =10= [remove]
[TILEGFX:branchshield]
[TYPE:weapon]
[WEIGHT:1.6]
[PRICE:500]
[POINT_ATTACK:-]
[EDGE_ATTACK:-]
[BLUNT_ATTACK:1]
[AD_CLASS:0/4]
[SKILL:shield]


ARMORS
Spoiler: show
 [SUBMENU_START:Armorsmith]
.Rus Lamellar. [effort:2] [phys:arms,one-armed] *COMMON*         /50/         %-30%     |-1|      
[NAME:Rus Lamellar]
[TILEGFX:lamellar]
[TYPE:armour]
[WEIGHT:15]
[PRICE:2000]
[ARMOUR_MATERIAL:iron]
[ARMOUR_COVERAGE:thorax abdomen hip groin]

.Lamellar with tassets.  [effort:2] [phys:arms,one-armed] *COMMON*         /50/         %-30%     |-1|      
[NAME:Lamellar with tassets]
[TILEGFX:longlamellar]
[TYPE:armour]
[WEIGHT:21]
[PRICE:2500]
[ARMOUR_MATERIAL:iron]
[ARMOUR_COVERAGE:thorax abdomen hip groin thigh knee shoulder]

.Lamellar with spaulders. [effort:2] [phys:arms,one-armed] *COMMON*         /50/         %-30%     |-1|      
[NAME:Lamellar with spaulders]
[TILEGFX:spaulderlamellar]
[TYPE:armour]
[WEIGHT:19]
[PRICE:2500]
[ARMOUR_MATERIAL:iron]
[ARMOUR_COVERAGE:thorax abdomen hip groin shoulder shoulder upper_arm]

.Lamellar spaulders.  [effort:2] [phys:arms,one-armed] *COMMON*         /50/         %-30%     |-1|      
[NAME:Lamellar spaulders]
[TILEGFX:spaulder]
[TYPE:armour]
[WEIGHT:4]
[PRICE:500]
[ARMOUR_MATERIAL:iron]
[ARMOUR_COVERAGE:shoulder upper_arm]

[SUBMENU_END:Armorsmith]



Thanks in advance for your help!

8
Modding / Re: Some dumb modding questions
« on: March 10, 2023, 07:29:30 PM »
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 :)

9
Modding / Re: Some dumb modding questions
« on: March 10, 2023, 02:27:53 PM »
They will buy them but I am fairly sure they do not sell them, I could be wrong as I do not have much to do with people.

There is no way to make more than one type of item at a time, unlike some vanilla crafting like threshing which can produced 5 or 6 items.. You can create recipes that produce something from nothing which is similar to creating two items at once, but it is exploitable and takes up another menu slot. I can send some examples if you want to see what I mean.

You can replicate something like a shelter with a new name and graphic and you can change graphics for other buildings but it seems that making a multi cell building is hardcoded for most actions to work.

thanks you Thinker. Yeah please send examples, even if I thing I got it :)

10
Suggestions / Re: Remove some armor and weapons.
« on: March 10, 2023, 01:33:00 PM »
Quote
  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.

The game is based on roughly 800 - 1200, and the Viking trade routes down the Russian rivers took all the way down to Byzantine, so I'd guess it is withing the frame of possibility that some instances of 1000 AD Byzantine items reached the shores of Finland before 1200 ended  :)

I guess yes, even if was a rarity :) lot of money  8) for the varangians

Also metal vambrace where already know in rus armies (other than splinted steel vambraces, quite widespread in europe)

11
Suggestions / Re: Remove some armor and weapons.
« on: March 10, 2023, 01:26:46 PM »

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


12
Modding / Some dumb modding questions
« on: March 10, 2023, 12:51:31 PM »
There is any way to make possible that NPCs can also sell modded items?

Also, as far as I see, there is no way to make a crafting recipe that result with two crafted object instead of one... there is any way to do that?

Modding buildings... is inpossible since is hardcoded? Or I can create for example copy of "Shelter" building but with different graphic?

13
Suggestions / Re: Remove some armor and weapons.
« on: March 10, 2023, 12:29:46 PM »

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 :)

14
Suggestions / Re: Remove some armor and weapons.
« on: March 10, 2023, 10:53:26 AM »
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

15
Mod Releases / Re: Plasmator Expanded mod
« on: March 09, 2023, 05:02:48 PM »
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

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