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Messages - fennecfoxx

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1
General Discussion / Re: "Edible"
« on: May 16, 2019, 11:29:21 PM »
Meadsweet beverage with spoiled food... I'll have to remember that, since I always hoard spoiled food in case of an emergency.

2
General Discussion / Re: What's Going On In Your Unreal World?
« on: May 16, 2019, 04:47:52 AM »
Went out hunting... ran into a njerp a few tiles away from my settlement. Now I can't walk. How fun.

(On the plus side, I thought I was a goner with how badly that fight was going, so yay for being alive?)

3
General Discussion / "Edible"
« on: May 16, 2019, 04:45:57 AM »
Just as it says on the tin... spoiled foods are, apparently, edible. (According to herblore, at least!)



IMO, it's interesting that nausea shows up on the herblore thing. Makes me wonder if it's possible to mod it in as a plant effect, or if it's strictly limited to spoiled foods.

It also makes the Noaidi's mushroom description a little more honest:


4
General Discussion / Re: How to get burn damage?
« on: May 16, 2019, 04:13:06 AM »
You can get burned by accident. I've never done it, but I can foresee it happening if you get careless while prepping fields.

5
Modding / Re: Improving Fennec's random plant generator
« on: May 16, 2019, 03:26:18 AM »
Hey, sorry for the late reply! It's been awhile since I've touched my mod, or even URW.

You can find the source code by extracting the files from the JAR (7-zip will do this if you're on Windows). The formatting's a mess if you open it in Notepad, but it's fine in NetBeans.

Herbal effects can be assigned to any type of plant, except crops. Herbs always have some sort of effect, with a 20% chance of being poisonous and 80% chance of being beneficial. Berries about a 14% chance of being poisonous and 17% chance of being medicinal. Even mushrooms can be medicinal, but the chance is only about 7% (whereas the chance of poison of some sort is 50%). Psychoactive chance is slightly above 2% for any plants which roll for effects, whether medicinal or poisonous, and regardless of plant type. The reason for these odds is that I wanted to roughly mimic the vanilla distribution of effects of plants (hence also why some medicinal effects are more common than others), but I also didn't want to make any effects exclusive to certain types of plants (and I wanted to make berries actually worthwhile... if they don't kill you).

Crops don't have special effects because they are only meant to be used as a food source, not used for healing purposes, but throwing in a small chance of non-poisonous, non-psychoactive effects might be a good idea.

The plant type quotas is a good idea, but that'd take more than a little tweaking to implement. The easiest solution I could see would be to generate semi-randomized plants with certain characteristics first, then make fully-randomized ones after. If this is done without huge overhaul to the mod, though, these would have to be hardcoded to match certain plant types, since the individual flora files are generated entirely separately. So, for instance, instead of a guaranteed shamanic plant (of any type), it'd be a guaranteed magic mushroom, and so on. But it could work.

Flour should never be an issue with this mod. 33% of crops are grains, and all herbs produce seeds. (Making flour from certain roots should be possible, but, looking back over the code, it looks like it isn't possible after all. That was definitely an oversight on my part.) Threads and dyes are outside the scope of this mod -- forcing it by overriding the name generation to contain certain elements is possible (as you suggested), but it's honestly easier to just change the crafting recipes. Just don't mix plant types when crafting, and you're good.

It's theoretically possible for a region to end up devoid of plants, or at least mostly barren, but I'm not sure some minimum number of plant species is necessary to enforce. Each plant has a 1/3 chance of appearing in any given region (except southern, which is 1/2) and can appear in multiple regions (minimum of 1), and the mod generates a minimum of 30 species (not counting crops, as they're distributed differently), so that results in an average of at least ten species per non-southern region (though it'll realistically end up being around 15 per region).

Editable settings is something I've considered, but never got around to implementing because that'd be a ton of extra work. Adjusting the rate of poison by plant type is definitely a good idea, as well as being able to toggle whether or not deadly poison can occur. Maybe you want mushrooms to be more abundant. Maybe you want to go on an endless lsd trip. There's a lot of possibilities here, especially with settings that are highly customizable. (That's a lot of work, of course, but even something simpler like a difficulty setting (higher difficulty = higher chance of poison; lowest difficulty = no deadly) would add more depth.

Some berries and mushrooms can usually be found in winter, although this isn't hardcoded. On average, you'll wind up with 1-4 kinds of berries and 2-4 kinds of mushrooms that don't wither until December (Winter month). Only cranberries and Tellervo's gift mushrooms last this long in vanilla, so personally I think those are decent odds.

Your template idea is interesting, but it would also be difficult to implement, since it involves largely overriding the random generation. I'm also not sure how much point it'd even have -- correct me if I'm wrong, but if you can identify anything about a plant (even with uncertainty), doesn't it always tell you whether it's edible or not?

Stimulant plants do exist, and chances are you'll end up with at least a couple. There's a 1 in 10 chance any given medicinal or poisonous plant (hopefully edible when boiled!) will have a stimulant effect (although realistically the chance is slightly lower -- there's also a 1 in 10 chance for sedative, and the stimulant check is skipped for sedative plants, so it's more like a 10% chance for sedative, 9% for stimulant).

Personally, I don't see the need for mod-related recipes, mainly because the existing recipes in game (minus pea soup) don't call for specific ingredients. Regional dishes are an interesting idea, but seriously complicated to make. Right now, the mod just generates some herbs, dumps them in a text file, generates some crops, dumps them in another text file, and so on. Anything like recipe generation would require either a) overhauling the mod so that it holds onto all generated Plant objects to be referred back to later, instead of overwriting them once they've been dumped to a file, or b) creating a separate mod which takes flora files as input and works things out from there. I'm actually not sure atm which would be more practical.

I'm not sure if you can obscure plant names in cookery descriptions, or if you can create recipes with additional effects besides those of the basic ingredients, so I don't see what advantage recipes for medicines or psychoactive mixtures or medicines would have over simply boiling herbs and drinking them or using them in other recipes.

You've got a lot of interesting ideas, though. Thank you for the feedback!

6
Gameplay questions / Improving Bow Skill?
« on: May 04, 2018, 08:08:58 AM »
Is it possible to improve the bow skill outside of combat? According to the wiki, it can be improved by shooting arrows at objects at least five tiles away, but I've been shooting arrows at a tree (nine tiles away) for ages with no luck. I haven't kept count of how many arrows I've fired, but I'd estimate well over a hundred, and all I've gotten from this so far is losing/breaking most of my arrows.

Do I just need to be more persistent, or will shooting at trees actually not increase bow skill?

7
Gameplay questions / Re: Help with forest spirit quest
« on: May 02, 2018, 08:36:56 PM »
Yep, turns out a torch was all I needed. Now to find the elk the spirit told me about! :)
Huh? Did you actually get something out of it?
My quest was a disappointment in that after finally getting that blasted silver I performed the ritual, saw the spirit, and didn't get anything of use out of it beyond the ability to report the quest back as accomplished.
Yeah, I was rewarded with a new ritual. I'm not entirely certain what it does or how useful it is, but the description says "the forest can be persuaded not to hide its thingies when going hunting", so I'm guessing it makes animals more likely to appear?

8
Gameplay questions / Re: Help with forest spirit quest
« on: May 02, 2018, 05:14:22 AM »
Yep, turns out a torch was all I needed. Now to find the elk the spirit told me about! :)

9
Gameplay questions / Help with forest spirit quest
« on: May 02, 2018, 03:26:42 AM »
I've been assigned the quest to summon the spirit of the forest. I finally got my hands on some silver, sacrificed it at an ant nest at night, and waited until the spirit appeared. Sure enough, I got the message saying I sensed the presence of the spirits. I didn't see the spirit (it's currently midwinter, so visibility is extremely limited at night), so I waited a bit longer with no luck. I wandered a couple steps away looking for it; I still didn't see him but he did speak to me.

So that's great, right? Quest complete? Nope. I returned to the guy who assigned me the quest; I still only have the options to ask him about the forest spirit, not to tell him I actually met it. My guess is that maybe I need to actually SEE the spirit. Could that be the problem? Is there a way to complete this quest besides waiting for nights to get brighter, or should I just wait and try again when I can actually see at night?

10
Gameplay questions / Re: Village inventory
« on: April 30, 2018, 11:01:40 PM »
They do change. I'm not sure how often the items change or if they just change at random, but it's very infrequent. If nearby villages don't have what you're looking for, you're better off looking for further away villages than waiting for the nearby ones to change their stock.

There is some seasonal variation - winter furs become available for trade in the winter, and I think the seasons affect availability of crops as well.

I have no idea if the quality of items changes over time, but I would assume it doesn't, given that masterwork items are available right off the bat.

11
Gameplay questions / Re: Southern region - where art thou?
« on: April 29, 2018, 06:44:31 AM »
I could be wrong, but I think the 'southern' region overlaps with the southern part of the eastern and western regions rather than being its own separate region.

12
Suggestions / Re: Poisonous berries
« on: April 29, 2018, 05:21:37 AM »
This is possible with mods - my random plant mod, for example, has a chance of generating poisonous berries (each type of berry has a 10% chance of being poisonous, with an equal weight to each type of poison).

I agree that it'd be great to see poisonous berries actually included in the vanilla game, though. Eating unknown plants carries so little risk (and no risk at all with berries) that the herblore skill is basically useless as long as you don't go around eating strange mushrooms.

13
If it really bothers you that much... open up the diy_glossary.txt file.

1. Change the recipe requirements to show "Tying equipment" instead of "Rope".

Change {Rope} in these recipes to {Tying equipment}.

or

2. Modify the recipes so they only accept rope or leather rope.

Change {Rope} to {*rope}.

The vanilla .txt files get automatically regenerated when you launch the game, so you'll probably have to do this every single time you start it up. (Not 100% sure on that; I know for a fact missing files reappear, but I'm not sure about modified ones.) It seems like way too much trouble IMO for something that has literally no effect on gameplay, but, hey, if you want a fix, there's your fix.

Alternatively, you could try creating a separate diy mod file for these recipes, but I don't know what happens if you try to override base items in a mod. Personally, I'd say just leave it be.

14
Bug reports / Re: Dismissed hirelings not returing properly
« on: April 28, 2018, 11:09:43 PM »
I've had this happen multiple times as well. I never keep hirelings around until they leave anymore; I always return to their village and dismiss them there once they say they have a day left. Hopefully this gets fixed soon; I'd like to not have to dismiss them early but unfortunately it's the only way to guarantee they won't get lost.

15
Gameplay questions / Re: Caves
« on: April 28, 2018, 10:40:02 PM »
Funny enough, just today I've encountered things in two caves despite never having any luck before! The first was a bear... and it killed me, unfortunately. Created a new character, and what happened early on was pretty interesting:

So I started out searching for a village to settle near-ish to. While exploring, I encountered a lost adventurer who wanted me to lead him to a village, so I let him tag along. We came across a couple caves on the way, and one of them did contain treasure: a small bronze brooch, a fistful of cranberries (ok...?), and a few leaves from some plant (random plant mod) that it said would make me fall into a trance and journey into the spirit world.

I took that as a sign that the spirits were offering to lead us to the village we were searching for, so I ate the leaves. Sure enough, while tripping on those weird leaves, I stumbled across a village. Go figure!

@JEB Davis That story was a really interesting read! I actually read through the whole thing, not just the cave part, and I'm looking forward to seeing more!

@nekot Wow, okay, that's some really good luck there! And... traders? Can't help but wonder what they were doing lurking in a cave XD

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