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Messages - Galgana

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1
General Discussion / Re: Hills too much flora?
« on: November 24, 2020, 06:27:03 AM »
Do you use the BAC modpack? The text file flora_BAC_cultivated makes agricultural plants spawn in the wild.
Hills are considered "clearings" according to the terrains list, so you can edit out that part of the plant data to nerf wild agriculture spawns.

Another method of reducing spawns for a particular plant is to reduce the integer assigned to the following attributes:
  • FREQUENCY: accounts for how many patches may occur in a tile
  • POPULATION: how many patches can grow beside each other at a particular part of the map
  • COMMONNESS: encounter rate as a percentage



2
Mod Releases / Re: Cethegus sledwagon reborn
« on: November 03, 2020, 09:36:06 PM »
As with any container item, you can:
  • pick it up
  • push it
  • pack it
  • drag it
  • drop it
  • throw it
  • stash stuff in it
The game currently does not support riding or animal-powered pulling.

A pack animal is convenient for carrying a loaded wagon container, but not 100% necessary. Also not 100% necessary is putting cargo tokens immediately into the wagon container. The "unloading" mechanism works by having a filled wagon in your inventory, but you're allowed to pack cargo items by themselves onto an animal. However, it would look more immersive to have the wagon on the ground beside the animal for the loading activity.

3
Suggestions / Re: Animals for sale respawn
« on: October 25, 2020, 07:57:03 PM »
I've had a case where a village with three dogs had one of them for sale. I made a visit later on and was told none were available. At the time I only spotted a single dog in the village, which led me to believe the others had gotten eaten by wolves or something farther afield. But in another visit, the other dogs had returned within range and a different dog was for sale.

I get the idea that "queues" of buyable livestock may reshuffle from time to time and logic checks are made for whether an animal is in the tile for the village proper to be counted. If AI routines ever get implemented for taking village livestock to pasture, this may be an issue to address.

4
Gameplay questions / Re: How do I put on more Weight
« on: October 04, 2020, 11:24:22 PM »
In the current version of the game, nutrition does not impact your character's weight. Height and mass are constant attributes and won't change after character creation unless you use Night's character menu editor.
Have you equipped any armors or clothing? Those will count towards your carrying weight, but there's a threshold of distributed weight before you begin taking a carrying penalty. That's more likely to be the cause of what you're observing.

5
Mod Releases / Re: Galgana's creature sprites - optional dog file
« on: September 12, 2020, 07:27:07 AM »
Nice,
jmho I think the dog needs to be reduced in size by about 15% to about 75~85% from the spoiler shot.

 Good work!

Lucky for you, I have a puppy version in my working file.

Preview and comparison - vanilla and 2 revamp variants:
Spoiler: show

6
Mod Releases / Re: Galgana's creature sprites
« on: September 12, 2020, 05:11:42 AM »
The mod has been updated! The attachment on the original post marked v1_01 now includes a revamp for dog sprites inspired by the Finnish Spitz and other Arctic breeds. I think they are very cute and heroic. When compared with the wolf sprite, dogs stand a bit taller because they are not trying to be sneaky predators.

I also made a tiny adjustment to the wolf sprite: eyes have been moved 1 pixel down to make their long faces slightly less silly.

Preview and comparison of dog, before and after:
Spoiler: show
Before


After



7
The issue is with the descriptive text in the recipe. What it's really asking for is a short quarter log (from the lumber menu). You can edit the carpentry DIY file to make the description display correctly by adding a + sign inside the single quotes:
Code: [Select]
{Short quarter log} [remove] [patchwise] '+for core wood'

8
Mod Releases / Re: Galgana's creature sprites
« on: August 16, 2020, 12:26:02 PM »
Hah, these were all done in good old ms paint (not paint 3D, for clarification's sake). I gotta admit, my first attempt at the wolf went disastrously because I hadn't saved my work before hitting undo in several steps to look over my progress, though it wasn't a terrible loss because the silhouette looked overly similar to a giant squirrel.

Workflow indeed is clunky. Some of what I've done involved opening other sprite files to grab colors for my palette. In fact, the waterman's feet and the color of his reed kilt were taken from the forest spirit, while some of the flesh tones for his body were from the vanilla northern woodsman's face. I also kept to one side of my screen either photo or illustration references for pelt patterns or pose inspiration.

Perhaps the most painstaking part was applying a checkerboard-style recolor on the black grouse: that involved using the eraser tool to swap a vanilla color for one of the program's default colors and then going over the marked section with alternating left-/right-clicks to paint on the target vanilla/vibrant hue.

(Oops, I realize I forgot to flip the arctic fox for some of the directional frames. Original post has been updated with the corrected file in the compressed folder.)

9
Mod Releases / Re: Feeding livestock, manure
« on: August 16, 2020, 10:11:44 AM »
Sometimes making last-minute revisions is a bad idea! Prepared soil must be governed by the building skill in order to show up in the build menu.

Crafting a rake is now governed by agriculture and has a bonus for quality based on skill level.

10
Mod Releases / Galgana's creature sprites
« on: August 16, 2020, 10:06:36 AM »
This weekend, I took some time to revamp some predator models. Check them out in the before/after demo picture under the spoiler. Their prone sprites are also revamped.
The bird models had a bit of recoloring to make black grouse and capercaillie more distinguishable.
I also revised the water spirit after witnessing him walk on shore because the vanilla sprite did not help my immersion (especially since he showed up with nothing in his inventory).

Installation: unzip and drop PNG files into the truetile folder

list of revised sprite sheets:
  • black grouse
  • capercaillie
  • arctic fox
  • red fox
  • lynx
  • wolf
  • water spirit
  • dog (v1.01)

Preview and comparison of animals with vanilla eastern man and prone bull for scale (v1.0):
Spoiler: show


Preview and comparison of water spirit (npc-wtrman):
Spoiler: show

11
Off-topic / Re: Who were "Njerpez" ?
« on: August 08, 2020, 10:53:51 PM »
The folk etymology I've taken up for the name breaks it down into нерпа + -ец = people of the ringed seal (genus Pusa), where the Russian word нерпа is cognate with Finnish norppa (species Pusa hispida). It's a bit funny, seeing that Seal-Tribe territory is on the opposite end of the map!

But I suppose there's no direct real world analogue for the njerpezit.

12
Off-topic / Re: How to Sauna in the Finnish way?
« on: August 04, 2020, 03:24:02 AM »
There's an article posted today on BBC Travel about Russian style sauna.

13
General Discussion / Re: What's Going On In Your Unreal World?
« on: July 29, 2020, 05:58:47 AM »
The last couple of messenger quests I received have sent me to vagabond villages with a single Driik resident. I initially thought that if I should meet one Driik then perhaps one-half of the population in town is Driik, but that wasn't true.

The messages exchanged between Boulderyclimb and Boulderland were: "The lake turned red" - "it is in the north"
From Passagesteep to Cloud wild: "The wind is raising" - "it is not ready yet"


14
Mod Releases / Cethegus sledwagon reborn
« on: July 24, 2020, 05:55:23 AM »
Hauling logs around is such a pain when you're building a cabin. I put together a retooled version of Cethegus's sledwagon from the old forum, so now it uses a loading mechanism inspired by Privateer's quiver mod.

Due to the nature of single-product crafting recipes, unloading cargo would destroy the sledwagon in the original mod. Privateer's quiver mod temporarily turns arrows into fish so they can be put into a container. Normally, items placed in a container cannot be recovered from the inventory, so another crafting recipe is needed to produce items by weight from the container's contents.

I applied the same concept to the sledwagon, effectively making it a glorified tub instead of a boat. Its standalone weight is 25 lbs (which seems to be the maximum property for the base object). Since logs are generally too heavy to lift, the recipe for loading cargo converts logs into a token 5% of the original weight (from 400 to 20 lbs). I've set the sledwagon's carrying capacity to 240 lbs which should be enough to return 2 walls' worth of logs. If your bull is capable of carrying a 500-pound tree trunk, this mod will let you load it up with cargo worth at least 24 logs at a time, which is ridiculously overpowered but convenient when you're committed to clearcutting a map tile for a farm. Be kind to your beasts of burden and spread the load if you can. Also, feel free to adjust the weights to your liking.

Unloading has a 1-minute preparation time to put logs on the ground. You must be able to lift the sledwagon in order to unload logs. I recommend reducing the container capacity and maximum batch/patch count if your character has a low encumbrance threshold.

I've provided alternate sprites for the sledwagon you can use depending on the season: skis for winter and wheels for summer. Changing the TILEGFX parameter from sledge to sledge1 will make stacking look a bit wonky since they'll be considered distinct enough to separate, so I recommend simply swapping the file name in your truetile folder.

Copy to DIY file:
Code: [Select]
[SUBMENU_START:transport]
.Sledwagon. "Wooden tub" *TIMBERCRAFT* /1h/ [effort:3] [phys:arms,stance] [assist:3] |-2| [noquality]
{Board} (8) [remove] [ground] '+for frame and skis'
{Block of wood} (4) [remove] [ground] [optional] '+for summertime wheels'
{Axe} <Carving axe> '+for shaping'
{Rope} =150= [remove] +'for securing loads'
[WEIGHT:25]
[CONT_CAPACITY:240]
[TILEGFX:sledge]

.Load cargo. "Roach" *COMMON* /10/ [patch:12] [effort:3] [phys:arms,stance] [assist:3] [noquality]
{Sledwagon*} [ground] 'stand near sledwagon'
{Log} [remove] [ground] [patchwise] [name:%s cargo] [naming:original]
[TILEGFX:log]
[MATERIAL:wood]
[SPOILAGE_DAYS:0]
[WEIGHT:20]

.Unload logs. "Log" *COMMON* /5/ \1\ [patch:12] [effort:3] [phys:arms,stance] [assist:3] [noquality]
{Sledwagon of log cargo} #20# [remove] [patchwise]
[NAME:Log]

[SUBMENU_END:transport]

15
Mod Releases / Feeding livestock, manure
« on: July 23, 2020, 03:13:06 AM »
We currently can't feed non-dog domestic animals, so this mod should fill that gap in gameplay.

After livestock digest food, they will leave poop (though it will be a pile that sits in the exact spot you were standing due to modding constraints), which can be burned as fuel or used as manure in preparing fields.

Field prep with poop is an alternative to the slash-and-burn method and does away with the waiting period before planting when the embers cool down (as well as the number of keystrokes needed to lay down fuel for a decently-sized farm plot). Instead of using a shovel, a rake is required to distribute manure into the soil. Prepared fields can be made through the build menu but this also makes any tile of prepared soil susceptible to being deconstructed.

Copy to DIY file:

Code: [Select]
.Feed livestock. "Branch" *AGRICULTURE* /.1/ \8h\ [patch:10] [effort:0] [noquality]
{Raw ingredients} #15# [remove] [patchwise] 'raw feed'
[WEIGHT:5]
[NAME:dung pile]
[TILEGFX:p-oop]

.Rake. "Sesta" *AGRICULTURE* /40/ %30%
{Axe} <Handaxe>
{Staff} [remove] 'for handle'
{Wooden stake} (3) [remove] '+for tines'
{Tying equipment} =15= [remove]
[TILEGFX:wp-smatrid]

Copy to BIY file
Code: [Select]
.Prepared Soil. -P- *BUILDING* /30/ [effort:2] [assist:3]
{Rake}
{dung pile} (10) [remove] [noquality] '+for manure'

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