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Topics - Galgana

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1
I noticed that when my character is facing certain directions on the local terrain zoom-in map, a young spruce tile becomes doubled.
And I haven't consumed any noaidi mushrooms recently :)

This happened when my settings in urw_ini.txt had [SCALE_QUALITY:1] or [SCALE_QUALITY:2]
I have NOT encountered similar graphical issues with [SCALE_QUALITY:0]

2
I was exploring a mountain terrain that has a mix of pine mire and open mire surrounding it.
On the mountain's south side I noticed black lines appearing under the water tiles (examining the water confirmed they are plain water rather than being springs) wherever there was a south elevation border.

These lines seem to persist at every
  • zoom level
  • window size
  • resolution (when logical resize setting = no)
  • scale quality setting

3
Bug reports / [Fixed - 3.85] Village stocked mace outside on the ground
« on: January 07, 2025, 06:09:56 AM »
When I entered a Reemi village, I saw there was both a rock and a mace at a ground tile.
When I picked up the mace, it gained the (unpaid) inventory tag. Then I talked to a nearby inhabitant to enter barter mode, which confirmed I owed debt for the mace.

I think instead of a mace, there should have been either a stone or another rock for outdoor ground clutter.

4
Not bugs / [not a bug] tag required to inherit [name]
« on: October 31, 2024, 12:56:02 AM »
I wanted to test how to handle modding with tree species, so I had my character fell a spruce tree.
But then I ran into a problem:
Code: [Select]
[SUBMENU_START:utility article]

.Wooden effigy. "Branch" *TIMBERCRAFT* /1/ [effort:0] [noquality]
//{Tree trunk} [name:%s effigy] [naming:first word]
//{Tree trunk} [name:%s effigy] [naming:last word]
//{Tree trunk} [name:%s effigy] [naming:original]
{Tree trunk} [remove] [name:%s effigy] [naming:first word]

[SUBMENU_END:utility article]
The lines I commented out were ineffective since they produced only unlabeled wooden effigys.
The last line successfully produced a spruce effigy.

Depleting the [name] source item isn't always convenient (though that'll depend on whatever is being crafted).
Will it be possible for [name] strings to be applied without the [remove] tag?

And on the side, can we get stacks of modded items ending in "-y" corrected to "-ies"?

5
I think generating guaranteed springs for these start-up scenarios would contribute to immersive design:
  • Lonely settler
  • Not all who wander are lost
  • Runaway slave
  • Abandoned camp

6
The hafting update had overwritten the javelin sprite.

I'm attaching the old sprite in case other players wish to revert the change.

7
While exploring open mire terrain, I noticed that marshland tiles in the middle of watery areas did not have moss groundcover when the terrain generated a tree on top. But then I saw some tree-bearing tiles next to water did occasionally have moss.

I'm attaching a set of screenshots taken at 2 different open mire terrains with pine mire on the border.
Non-mossy tiles are highlighted in yellow.

I was wondering whether the absence of moss is an intended effect of the zoom-in map's terrain generation.
It raises an interesting question about the ecological mechanism by which a young spruce, specifically, uses to inhibit moss if such a tree should happen to be standing in waterlogged soil. ;)

8
Suggestions / Encyclopedia entry: Shutter
« on: December 11, 2023, 04:09:11 AM »
I think the shutter is deserving of a tooltip as a way to put new players at ease when they notice a construction project appears to be going awry.

And since we haven't got the option yet to shut the shutters, it also would be a great opportunity to clarify whether a shutter has any impact on a building's heat insulation or weatherproofness.

Code: [Select]
.SHUTTER.WALL WITH A SHUTTER.

The shutter is a window feature set into a wooden wall. It provides a view of what lies beyond the other side of the wall. In addition, thrown weapons may pass through the opening.

A shutter under construction will dynamically align with adjacent completed walls and interior flooring once this tile is fully built.

9
Eyes and face reasonably ought to be invalid body parts to strike when the target is facing away from the attacker.

10
Suggestions / Encyclopedia edits and entries: Fishing
« on: August 05, 2023, 08:22:01 AM »
I noticed that hovering over fishing rods in the inventory no longer displays a valid tooltip due to the appended fishhook-related strings in version 3.70+.
These changes to the encyclopedia should bring the relevant sections up-to-date.

FISHING ROD - more strings and info paraphrased from the devlog
Code: [Select]
.FISHING ROD.FISHING ROD WITH IRON HOOK.FISHING ROD WITH BONE HOOK.FISHING ROD WITH WOODEN HOOK.
A common tool for active fishing.

Begin angling with a fishing rod either by using the FISHING skill or by applying the fishing rod from the inventory when near open water. Casting the line requires having at least one arm in useable condition.

Although it is not necessary to bait the fishhook when you start an angling session, an empty hook is far less attractive to nibble on than one with a bit of food.
Predatory fish species favour raw meat and fish, while others may be drawn in by your cookery leftovers or even raw vegetable matter.

Fishhook entries
Code: [Select]
.FISHING ROD WITH NO HOOK.
A common tool for fishing rendered useless without a new fishhook.
***

.FISHHOOK.IRON FISHHOOK.BONE FISHHOOK.WOODEN FISHHOOK.
The part of a fishing rod that catches fish.

Fishhooks may snap off as the line wears out from use, especially around the hook. This wear is relative to the number and size of the fish that have nibbled the line over time.
You can use a spare fishhook to repair a hookless fishing rod. First apply the fishhook, and then select a fishing rod to repair.

If you wish to swap a fishhook from one rod to another, first remove the hook by applying a fishing rod when you are on dry land away from open water.

Some blacksmiths may fashion iron fishhooks for a fee. These are the best kind to use and most durable.
***

TOOLS - one line edit
Code: [Select]
NET, NETTING NEEDLE, FISHING ROD, FISHHOOK, <br>
SKILLS - one line edit
Code: [Select]
TRAPPING, CARPENTRY, BUILDING, TEXTILECRAFT, NETMAKING<br>

11
Mod Releases / [3.81] Visible Nets
« on: August 04, 2023, 10:20:10 PM »
This mod adds floating lemon-lime and white pointers to your set nets for improved visibility.

Nets on the ground and not in use will appear as normal.

12
Nothing happens after clicking on stealth in the skill menu.

Unlike what happens with other movement skills, there is no prompt or error message. The message log only produces this line:
Using: STEALTH

13
Although net fishing requires placing the net in a direction where the player character can see, this restriction is absent in rod fishing.

While reality proves it's possible to cast a line backwards (see this youtube short), the technique seems atypical and doesn't correspond to the flavor text:
  You sit down, spit in the water and start to angle, dreaming of a huge catch.
Nor is it immersive for the player to remain facing away for the entire angling session.

14
Mod Releases / Visible Arrows
« on: May 27, 2023, 05:17:27 AM »
This mod adds floating red-white pointers to arrows for improved visibility whenever you're trying to find those stray projectiles.

truetile sprites edited to have 66x66 pixel dimensions:
  • wp-arrow
  • wp-bharrow
  • wp-blarrow
  • wp-brkarrow
  • wp-btarrow
  • wp-starrow
In case you don't want the floaties active all the time, the original size 34x34 sprites from URW version 3.80 are also bundled in the folder.
File names for these duplicates end with double-v arrovv instead of single-w arrow.

15
My character's unarmed skill went from 40% to 43% after I soaked 100 units of a plant.

That doesn't seem right to me because the retting action falls under the textilecraft menu. Is this intentional?
I can think of a similar example where a weapon skill improves outside of combat, e.g. flail skill when threshing from the agriculture menu.

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