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Topics - Dr.Hossa

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Gameplay questions / Mushroom question
« on: December 17, 2020, 03:58:37 PM »
I found "puffy mushrooms", in Midsummer, Hay.

Trying to identify them, but no succes. When i check the Wiki, there is only the deadly sand mushroom which grows in that time. (besides many safe to eat mushrooms)

Now i boiled one mushroom, and used herblore. Funnily the character recognizes it, it is edible. but no other information found.
But the character still doesnt know anything about the raw one.
Theoretically, it cannot be the sand mushroom, because wiki says that it only grows in Eastern and Western territory. (If that is actually true without exeption!) - Because i am far, far north. But ehm, actually far north... -East :o
Now i am only 99% sure...

What would you do? ;D

I edited the title, pls ignore the redundant discussion, basically this is about harvesting now(message #7)

leather would be discussed in buoidda's thread:

As we are all recognizing, changes are coming and we are all more than looking forward to them! And it is of course, not of my interest to slow these things down.

But there are still some little itches, i cannot stop scraping on. None of these are game-breaking, but I think it is important to keep an eye on them, as a more complex game system will make it difficult to change them.
Because i am talking about basic(yet little) features that I would love to see being improved... I try to sum that up here, but feel free to add ideas if they match the topic...:

- Harvesting and agriculture:
That one is about controls.
It would be nice to have some kind of "harvesting mode", where the character automatically picks up the harvested ripe plants just as a part of the harvesting procedure.
At the time, it is quite painful to harvest because you have to harvest, then pick up the plants manually and chose the amount you want to pick up.
And with painful, i mean pain in my real hands...

- Animals eating
I watched wild birds picking berries and predators killing prey, but other than that i have never seen an elk, reindeer, pig, cow, or sheep eating something besides my trap baits. It would be great if they actually graze and nibble on herbs, mushrooms, trees or saplings. And i see no reason why it shouldnt be possible to feed them, just like you do it with your dogs. Shouldnt be much of an issue to provide your reindeer flock with some twigs, saplings, leaves or whatever. Please correct me if i have been just too blind and they do eat by themselves already(?...)...

- leather
First, the tanning process... de hair first? or first tan and dehair afterwards? i mix it up repeatedly... For newbies, i think it is really confusing. The reason is, when you dehair first, you dont get to see that information in middle-steps of the tanning process.(its just a tanning skin) So if you are unsure if you dehaired the skin(For example, because you are tanning multiple stuff and also furs of the same species) you have to dehair it again(which takes many days (10+) for big hides, to be sure it becomes leather. Otherwise you dont know the outcome. oh, ofcourse you must waste tanning material like fat or bark again.
For new players, who read that here: clean, dehair, tan. Little workaround: chose different sites for leather tanning than for your fur tanning.

Second, give it an actual use? leather clothing seems to be somewhat extremely underpowered. i think it should at least be a good trade between protection and weight penalty especially on warm days. At the time, it even takes a lot more work to aquire it, yet being inferior in all aspects to fur(ignoring the little point dmg advantage).
Even a very strong character will not chose the big penalty of the additional weight that comes with the little protection.
Everyone who has worn leather IRL knows that it is very comfortable, even feeling like a second skin which does not hinder movement much. at least regarding trousers, shoes and shirts. The actual "armour" items should be clumsier and heavier, but also with better protection(speaking of the cuirass, armguards and shinguards)
Perhaps resemble that aspect by reducing the weight?

and, what happened to the boots??...

Modding / literal Bug-Ghost Writer is messing with my mod code!
« on: October 26, 2020, 12:48:36 PM »
Okay, Sorry guyz and especially dev's, i admit this is some bold clickbait...

and also sorry if there's no bug's involved, but i find this rather irrational behavior. i dont know...
but i decided to not post it in the bug section.

anyway, i am at the end of my wisdom here.

little explanation of my bowying mod:
Spoiler: show
Bow making gradually gets more laborious, with more seperate worksteps the better your bow should be.
the base items being the Green body, glue and bowstring.

for a shortbow, just tiller a green body.
for a long bow, carve it alittle longer and use a bowstring.
for a hunting bow, u need additional glue and birch bark for the composite effect
finally, the northern bow needs a special recurve green body, made out of the base green body also with glue and bark, and tiller this with a bowstring

I worked for days on every single item, used original items as blueprints for the modded ones, just changed out the parameters.
I tested all of them, all worked fine, then all of a sudden the submenu was messed up: I had two "Green Bodies" despite there is just one recipe for it.
and i couldnt find the "plain recurve bow body",  for the selfmade (northern) recurve bow
Somehow the textprogram just added "" to my plain recurve bow body code, looking like this:

Spoiler: show
.plain Recurve Bow Body. ""Staff"" [effort:2] [phys:stance,arms] *CARPENTRY*      /320/ \12h\ |2|
{Green Body} [remove]
{Birch-bark strip}  =60= [remove]
{Glue} #0.3# [remove]
{Axe} <Carving axe>
{Cord} =6= [remove]

It is the second time this happens, had this issue with another item before. there is no way i myself could have written those "" in the code myself, because after testing succesfully i didnt change anything...

after removing the surplus "" around the word ""Staff"", it has been working fine. but it's a puzzle for me, and i think it will happen again.
Could it be an issue for the game to use "Staff" as base item for both the green body and the plain Recurve Bow Body?

perhaps u need to have a seperate base item for every recipe in one submenu?
but then, how could the tests have been successful?...

It would be really nice if some more experienced modders could help out, (or thor and odin looking into this in case it should be in fact a bug)

here is the complete submenu bowying text.:
Spoiler: show


.Primitive bow. "Juniper bow" [effort:2] [phys:stance,arms]   %25%   *COMMON*      /80/ |0|
{Slender tree trunk} [remove]
{Cord} =5= [remove]

.Green Body. "Staff" [effort:2] [phys:stance,arms] *CARPENTRY*      /315/ |2|
{Board} [remove]
{Axe} <Carving axe>
[NAME:Green Body]

.Bowstring. "Cord" [effort:1] [phys:hands,one-armed] *COMMON*     /120/ |-2|
{Cord} (3) =15= [remove]

.tiller Green Body. "Shortbow" [effort:1] [phys:stance,arms] *CARPENTRY*      /5/ |-2|
{Green Body} [remove]
{Cord} =5= [remove]
////--------(YOU ARE HERE: SUBMENU_Bowying)-------////

.frugal Longbow. "Longbow" [effort:2] [phys:stance,arms] *CARPENTRY*            %-40%   /320/ |2|
{Green Body} [remove]
{Axe} <Carving axe>
{Bowstring} =7= [remove]

.unpretentious Composite Bow. "Hunting Bow" [effort:2] [phys:stance,arms] *CARPENTRY*       %-60%   /320/ \6h\ |2|
{Green Body} [remove]
{Birch-bark strip}  =60= [remove]
{Glue} #0.2# [remove]
{Axe} <Carving axe>
{Bowstring} =6= [remove]

.plain Recurve Bow Body. "Staff" [effort:2] [phys:stance,arms] *CARPENTRY*      /320/ \12h\ |2|
{Green Body} [remove]
{Birch-bark strip}  =60= [remove]
{Glue} #0.3# [remove]
{Axe} <Carving axe>
{Cord} =6= [remove]

.tiller plain Recurve Bow. "Northern Bow" [effort:1] [phys:stance,arms] *CARPENTRY*            %-70%   /20/ |-2|
{plain Recurve Bow Body} [remove]
{Bowstring} =6= [remove]
[NAME:plain Recurve Bow]

.Make Glue from fish skin. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \2h\ %50% |-2|
{Raw fish} #1# [remove]
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]    #0.1#
[Raw fish] #0.8#

////--------(YOU ARE HERE: SUBMENU_Bowying)-------////

.Make Glue from bones. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \2h\ %50% |-2|
{Bone} #1# [remove]
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]    #0.1#

.Make Glue from Birch Tar. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \7h\ %50% |-2|
{Birch-bark strip} =160= [remove]
[NAME:Glue]    #0.1#


THANKS a lot

a little off the side of this topic: Even when using not ideal tools and nerfing the skill by even 70 % in the best recipe, i end up with decent results most of the time, which i only want to happen when all the circumstances are perfect, it should not be that easy. so the mod is overpowered atm. dont have a solution to this either...

Modding / Item Tags and valid descriptions
« on: February 18, 2020, 03:13:04 PM »
Next modding question:

I am currently working on building my own mod from the bottom, so one of the first and important things is tying equipment from plants.
Irl, plants that can be used for cordage are quite abundant, such as nettle and the garden-annihilating blackberry bramble. which doesnt mean that its easy to make quality cord.

But i ran in the the problem that my character wouldnt recognize the shrubs.
I tried different tags for the shrubs: SHRUBS, shrubs, cloud_ber, cloudberry bramble, cloudberry shrub (my test character has cloudberries nearby)

I cannot really find a valid list of tags on the web, the list on the wiki seems to be broken, many others i find do not contain the information i need or are outdated.

Am i missing the correct NEARBY_TILE: Tag?
Or is it something with the gathering mechanic... perhaps i have to mod that in the plant file?

Here's the code(in the diy_glossary)

.Gather Twigs from a wild Bramble. "Birch withe" [effort:1] [phys:hands,one-armed] *COMMON*   [patch:5]  /15/ %50% |-2|
[NAME:Bramble Twig]   

I found an unsatisfying workaround: {[NEARBY_TILE:bushes]} is working fine, but limits bramble gathering to a very restricted number of areas in the world.

Another thing is, i would like to be able to cut nettle and hemp for their Stems outside of their ripe-season. with a penalty of quantity, ofc...
And, to get really crazy, i would like all bramble cordage to be of the best quality when gathered in late spring... but that is really not important.

My fear is that i will have to mod a new plant in...

big THANKS if you can open my eyes

Modding / Bow Balance question
« on: February 18, 2020, 01:56:20 PM »
Morning ladies


(actual questions highlighted)

I started getting into modding lately, and got nice results with simple stuff.
but even my "better stone axe", as i call it – because its basically a handaxe with inferior damage stats that cannot be crafted beyond rough quality without really good (iron) tools – needed quite a lot of time to try and twerk. But i finally managed it

(for those who are interested or want to put in their two cents – much appreciated:)
Spoiler: show
.Stone-axe-head. "Stone" [effort:3] [phys:arms,hands] *COMMON*    /4h/         
{Stone}   [remove]   
{Stone} [Ground] '+for grinding, chipping and sharpening'   

.Better Stone-axe. "Handaxe" [effort:3] [phys:arms,hands] *COMMON*    /3h/         %-35%
{Stone-axe-head}   [remove]   
{Slender trunk} [remove] 
{Rope} =3= [remove] 
{Fire} '+for piercing a hole for the head into the handle'
{Knife} <Small knife>

Because i really want every single item i create to fit in the game and not being OP, or make existing items redundant. For i believe that sami and erkka the Great know best how powerful an item should be, because they do know the full mechanics... may the the gods forgive me to nerf the vanilla javelin down one damage-point, to fit my stone-tipped spear in... :-\

Which leads me to some rather (at least for me)big questions...:

I have always been wondering about the bow-stats.
Apparently, the long bow is the best bow of all, if you just look at plain stats. Accuracy 7, damage 8.
Obviously, damage stats are transparent, as draw-weight of the bow is controlling it.

But there has to be more to it, something you cannot see about the properties of a bow.
I mean, the Northern bow does have the same AC value as a simble, primitive juniper bow, and worse than a short bow, which you can craft.
Nevertheless i believe that it is actually more accutate than the juniper stick.
I really dont want (developers) to deconstruct everything here, but its hard to balance self made items when you dont exactly know what the values actually resemble.
There are two hints in the encyclopedia:

Long Bow: "(...)amazing power and accuracy,but it takes years of training to become proficient in its use."
Northern Bow"(...)outstanding performance, and these bows are the finest and the fastest ones(...)"

1.1 What about accuracy?

I mean, ease of use has to be hidden in the items' properties, because both northern and long bow are hard to use but have different accuracy. 

Bowstats at a glance
Spoiler: show
                       Acc    Bl    EdPnt    Weight    Val    Val/lbs.    Comments

Northern Bow    5    0    0    8    3 lbs.    176    58,66    Cultural item of Northern tribes

Hunting Bow    5    0    0    7    4 lbs.    144    36    

Long Bow        7    0    0    8    4 lbs.    80    20    

Shortbow        6    0    0    6    2 lbs.    40    20    Can be crafted

Juniper Bow     5    0    0    6    2 lbs.    16    8    Can be crafted (called Primitive Bow)

Is Accuracy stat reciprocally proportional to the handling of a bow?
The outstanding crossbow stat(8) tells me: No.
I am definitely no expert, but i think a crossbow is much easier to handle than a long bow... and a recurve bow also needs training... or not?

1.2 What about "speed"(referring to the description of the Northern bow)?

Has anyone experienced differences in shooting speed of different bows, besides the crossbow, which actually has a shown reload-time?

1.3 What about the actual inflicted damage output considering bow and arrow damage?

Can i control that as well by twerking the Arrow-damage stat?
For example, if i want to make a less powerful arrow, and i set its damage to 5, is the bow overwriting that with its own damage?
My speculation would be that the outcome is some kind of combination math here... at least that's what i expect.
But is there any method of estimating the damage output of a modified arrow...? 

Much thanks for Answering that stuff. It would really help me to understand which "model" items i can use to get the desired stats and properties in the self .modded. one.

First of all, Hello to you all and merry christmas!

Im really unhappy about my first post in the forum being a Bug(or at least a "Problem")- Report...
I never even expected a bug, much less a crash in that particular and great game, as i found it running highly stable all the time...
So, naturally i didnt copy my savegame-file. But thats not the point, what is lost can be re-traded for...
and i think its better for my resources not to have two hungry dogs, as winter is coming slowly, anyway...

To the Issue/Situation:

Coming back from a village exploring trip, I first rowed to my trap line, on a choke point on the island where my cabin stands. I was paddeling on a raft, while my two dogs were bound to me by leashes.

Traps are empty, i zoom out and row to my house.

Zoom in. Game Crash.(Zoom in-screen freezes before loading completely; screen has become opaque white like fog)
Never had that before

I didnt panic and restarted the game, expecting to stand on my raft and play on normally.
I find myself swimming on the tile i was zooming out, first, next to the trap site. But the raft, the items on it(just tree trunks/twigs and garbage) and both of my dogs were gone.

I think i got VERY lucky i didnt drown, being in very cold water("freezing to death") and almost dropped uncouncious. Managed to get in my hut, poke 20 twigs in the fireplace and wrap myself in all the furs i have. Hut gets warm, i dont die.

I still have all my good stuff, only lost two dogs and the raft whith some building materials. So the loss is not really an issue.
I searched all the tiles between the trap site and my home(which is not much), but the raft is nowhere to be found

I found it worth reporting since i think that is a thing that should not happen (and could have gone a very ugly way for me.)
Furthermore, i still have the two leather ropes which i cannot drop(red/cannot be selected).
Apparently, the two the dogs where leashed on. its only 2 lmbs, but still unnecessary...

Its not that it destroys the game for me, and i will definitely start to backup my saves, but im really courious about why it happened and even more so how to prevent it
i can send the file if you like

Thanks in advance

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