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Topics - Roheline

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Suggestions / Torch Holder
« on: October 09, 2020, 06:28:53 AM »
Just a small thing, but it would be really nice to have a way to mount a torch on a solid surface. I've tried dropping torches but they just go out. Even with a fire and a torch lit, my cabin can feel pretty dark and I'd love to have torches burning in a few places to me it all cozy.

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I was trying to understand what would have been the most historically accurate plants Iron Age Finns would have used to make cordage (for a modding project) and stumbled across this fascinating (to me) article: https://pdfs.semanticscholar.org/2a6d/ff8587122250da93e1c4367ce588185f9f78.pdf?_ga=2.76018320.40765779.1602115062-546477513.1602115062

In case anyone else was slightly confused like me, "lime" is apparently an alternative name for the Linden tree, which is found all over Europe including at least the southern half of Finland. I had no idea that such cordage was such a prevalent trade good across the region or that it was used and in demand well into the 20th century!

I think it would be neat to add Linden trees to the game and allow players to gather the bark and prepare it by one of the methods described in the article (either by peeling in summer and then soaking in water for 4 weeks or by gathering in winter and smoking it). Alternatively, perhaps a process to gather bark from a variety of trees beyond what's currently permitted and prepare into cordage by soaking, peeling, and twisting?

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Modding / Question: Item Used but Not Consumed
« on: March 28, 2020, 09:28:21 PM »
Does anyone know how to code it so an item is utilized like cords are now in drying? I'd like for the item to be "in use" and unable to be accessed while the process is being prepared, but is then returned to the player at the end of the process.

Thanks!

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Suggestions / Village Food Status and Charity (both ways)
« on: March 26, 2020, 10:09:15 AM »
I understand the most recent update adds the option for villagers to refuse excess food goods in trades if their village is well stocked.

This brought me to a new idea that villagers' food stocks could naturally fluctuate and lead to different relationships or even "mini quests" in the process.

If the village has plenty of food and the PC is starving and has a decent relationship with the village, how about some occasional offers of food to the PC when they chat with villagers? Or increased chance of chores quest being offered to give PC trading credit?

On the reverse side, if the village is doing poorly ("bad hunting" or "crops failed this summer") perhaps there could be an opportunity for the PC to earn status/gratitude/friends by gifting some of their food supplies? Some of my long termers have pretty astronomical amounts of food hoarded and it would be nice to have a social purpose for it.

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Suggestions / Village Women Trading Too!
« on: March 26, 2020, 09:27:14 AM »
Whenever I ask around, the village ladies never have anything to trade! How about we let them offer jewelry, clothing, food, cords, knives (maybe they can be the best chance at finding a small knife?), plants, seeds, etc?

If textile crafts ever go vanilla, it would be great to be able to buy spinning and weaving tools (spindles, looms, yarn) from them also!

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Modding / Question: Possible to Mod Village Stocking of Plants?
« on: March 26, 2020, 09:21:51 AM »
The quick version: does anyone know if there a tag in plant and mushroom files that controls whether villagers will stock that plant in their trade goods?


Long version (pretty nerdy stuff): I am working on a mod for dyeing fabrics and yarns to add to my current weaving mods to allow my characters to make multicolored woven belts/trim, dyed clothing, etc. Collecting the dye materials and creating the dyes will be very labor intensive (and as historically accurate as I can make it!) and so I view this as a way for a character to make tradeable luxury goods and maybe live exclusively as a weaver.

I've done lots of research into historically accurate dye materials, and I've decided to add in some flora of my own, including Dyer's woad (northern Europe's only known source for blue until Indigo was imported). There is historical evidence of it growing wild in southern Finland and being cultivated throughout the rest of the country. In order to obtain the plant for dyeing or its seeds, I'd like for my characters to be able to trade for it in more prosperous villages, similar to how one would trade for hemp seeds, peas, etc. It would be even more rad if I could mod it so that foreign traders or village women would offer it from their inventories.

I'm also planning to use Tellervo's gift mushrooms to be a red dye source (making  Cortinarius sanguineus in my head...they're kind of reddish on screen and the "gift" seemed appropriate) and would love to know if mushroom files were editable to make villagers stock them.

Thanks everyone for reading and any input you can offer!


I want to be as rockin' as some of the great period dressed avatars!




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Suggestions / Domestic Reindeer Milking
« on: March 23, 2020, 11:02:30 PM »
We can milk sheep and cows, why not reindeer?

Really just me being selfish and wanting more immersion for my northern tribe reindeer herding characters (including a fantasy of someday having a completely nomadic character who migrates and lives off the meat/milk/hides of their herd of reindeer).

From what I've read of the historic evidence of the practice, the milk yield isn't very large and the reindeer require some special handling, such as typing the female reindeer by her antlers with a rope or lasso, but I think it would be great to be able to do it and create traditional Sami-style cheeses!

8
I've seen this happen twice now with one character, with means it's partially my own fault for not learning my lesson!

If the character is exhausted when they begin skinning an animal and passes out before the process is done, then when they wake up there is no skin in the inventory and the animal is shown as already skinned, so the skin effectively disappears.

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Gameplay questions / Process to boil poisonous mushrooms?
« on: November 29, 2018, 05:23:49 PM »
I recently had a character get poisoning (non-lethal thus far, continuing to cross my fingers!) from eating from a pot of boiled tellervo's gift mushrooms. Based on the wiki and my character's own herblore knowledge ("poisonous unless boiled") my assumption was that boiling them would be sufficient, but I still got poisoned.

What's the missing step here? Is there an action I missed to somehow empty the water out without losing the mushrooms? Sticking to browncoat and yellowcoat for now until I can get this clarified.

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Gameplay questions / Finding Silver?
« on: February 20, 2018, 07:47:42 AM »
I'm working on a certain quest that requires sacrificing silver, yet I can't seem to find it anywhere in the game world! I'm glad the quest gives such a long timeline, because I've looked from Driik lands to Seal lands and talked to at least 3 groups of foreign traders in between, and haven't seen anything better than bronze!

Is the "silver" part literal in this quest or would, say, an iron weapon do? Has anyone had luck finding silver in their game world? Which cultures seem to have it? I know it supposedly exists from the game encyclopedia, but have yet to come across it.

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General Discussion / You feel unity with the waters around
« on: February 10, 2018, 06:17:04 AM »
Just a note on how much I appreciate the subtlety of the magic system in this game.

My character was going about her business, doing some crafting while waiting for her injuries to heal, and the message pops up, "You feel unity with the waters around."

Looked around a bit, didn't see anything unusual, continued about her business.

The next day, stopped by a shelter (not my homesite) built by a lake and found a northern bow sitting on the shore. At first I thought I'd dropped it, but after picking it up, sure enough I have two of them now.

So did the spirit of the waters leave me a little gift? Did a woodsman lose it after spending the night at my shelter? I suppose I'll never know...

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Suggestions / Lead Helper back to Village
« on: January 29, 2018, 12:13:20 AM »
Playing the latest beta. I hired a companion to help fell some trees in the spot I'd picked for my future cabin site. The problem is that he seems to be stuck there now that his service is done. I think the problem is maybe that the spot is on a peninsula with water between the NPC and his village, so instead of walking home, he keeps trampling around on the shoreline.

It's becoming a problem now that that same village has offered me the robbers quest. I wanted to hire some helpers but no one will hire on with me until their "missing" villager returns, the one who continues to tromple around my little home site! And he himself refuses to be hired, so at present I have no means to get him back to his village and he's parading around my homesite like a lovesick puppy.

A simple suggestion:
Perhaps a short-lasting "follow me" command that would wear off after, say, 1-5 kilometers of movement. Then I could lead him back to his home, or at least to a location where he could access it.

This isn't the first thing something like this has happened, but in the past I managed to solve it by rehiring the same villager and making sure their "hiring period" ended somewhere very near the village. But with the changes where they refuse to hire based on reputation, I'm sort of stuck.

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Suggestions / Ability to Light Torches from other Torches
« on: December 15, 2017, 01:49:05 PM »
This would be very simple to implement, just allowing a lit torch to satisfy the fire requirement to light another torch.

I sometimes like to have my characters craft by torchlight during the long winter nights and it's annoying to have to have to constantly build fires to keep my torches lit when realistically I should be able to pass the flame from one torch to another.

Also, perhaps some kind of "sconce" type implement that would allow us to mount the torch on a wall or table so that both hands can be free?

I've read threads before stating that bees were not kept in iron age finland, so no beeswax candles. However, were tallow candles, rushlights (https://en.wikipedia.org/wiki/Rushlight), or tallow/other oil lamps in use at all? It would be fun to turn some seal or other fat into candles or lamps.

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Suggestions / Make Hunting on Skis more Viable
« on: December 15, 2017, 12:28:50 PM »
I've very very rarely managed to utilize the speed benefits of skiing to be able to hunt large herbivores on this game. Even if the skis allow me to get close enough to get a good shot, I find that by the time I take off the ski stick and get my arrow ready, the game has already fled out of bow range. And once I start chasing the game, I never see them again, just tracks or hearing sounds just off the screen.

I think either an adjustment of animal fatigue rates in snow over a certain depth or a slowing of their running speed under snowy conditions could help quite a bit, or else a change to how weapon arming with skis works. My character has no problems chopping down a tree while wielding the ski stick, so presumably some kind of automatic tucking away of the stick is happening there but not with weapons. In the process of hunting with skis, I have this mental image of my character skiing up on the game, then slipping the leather leash of the ski stick up their arm and reaching for an arrow all in one smooth motion.

Is this unrealistic? Maybe it could be changed somehow to one action "remove ski stick and wield arrow" or have the "wield arrow" action automatically remove the ski stick so it takes one turn and not two? Or maybe a compromise where the single action becomes available to characters with skiing above a certain level...less than 50 skill and you fumble around with your stick for a turn, scaring away the game, more than 50 ski skill and you can pull it off in one motion?

Has anyone had success ski hunting with spears? Perhaps I'm just using the wrong tool for the job...


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