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Messages - Galgana

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Suggestions / Re: More ancient weapons.
« on: March 01, 2021, 05:23:39 PM »
Stonelobber's Primitive World mod adds rabbit sticks and slings.

Gameplay questions / Re: Does killing dogs have consequences?
« on: February 22, 2021, 02:31:05 PM »
I once caught a village dog in my roadside trapline (about 1.5 big tiles away from the village terrain). Nobody in town got upset about it because the dog had died in the trap while I was away. The people don't even object to already dead livestock being skinned and butchered inside the village pen.

If dogs are bothering you, build a fence around your camp. A fence will keep dogs and other domestic animals on one side. However, there are many wild animals capable of crossing fences.

Modding / Re: Decorations Mod!
« on: February 01, 2021, 02:37:15 AM »

A while ago I found the bench tile in someone's pre-v3.3 graphics pack on the old forum. I thought it was an excellent candidate for modular furniture, so I used it to replace some of the woodworking pieces in BAC but I'm posting them here without the mod's prefixes. (The bench can also represent a single shelf over a fireplace.)

General Discussion / Re: Fireplace Inside A Kota
« on: January 24, 2021, 03:57:20 AM »
What if you replaced all the interior kota tiles with wood flooring? I think that a 3x3 flooring space wouldn't suffice because standing next to the fireplace means you'll be adjacent to the kota tiles. But if you have another square layer around you, maybe that space will be considered enclosed by the kota walls. Or perhaps not, given that snow is visible on the walls. But you'll at least have a fancy wooden platform by the time you finish trying it out.

Roughly 8,200 years ago, the island of Yuzhniy Oleniy Ostrov in Lake Onega in the Republic of Karelia, Russia, housed a large burial ground where men, women and children of varying ages were buried. Many of the graves contain an abundance of objects and red ochre, signifying the wish to ensure the comfort of the buried also after death. Pendants made of elk incisors were apparently attached to clothing and accessories, such as dresses, coats, cloaks, headdresses and belts. Although no clothing material has been preserved, the location of the elk teeth sheds light on the possible type of these outfits.

A people of grooved elk tooth pendants

A study headed by archaeologist Kristiina Mannermaa, University of Helsinki, aimed to determine who the people buried in outfits decorated with elk tooth ornaments were, and what the pendants meant to them. The study analyzed the manufacturing technique of a total of more than 4,000 tooth ornaments, or the way in which the teeth had been processed for attachment or suspension. The results were surprising, as practically all of the teeth had been processed identically by making one or more small grooves at the tip of the root, which made tying the pendants easier. Only in two instances had a small hole been made in the tooth for threading, both of which were found in the grave of the same woman. The tooth pendants found in graves located in the Baltic area and Scandinavia from the same period as the Yuzhniy Oleniy Ostrov graves are almost exclusively perforated. Perforation is the surest way of fastening the pendant, but making holes in the narrow tip of a tooth is more laborious than grooving.

Link to study:

Bug reports / Re: Birch Saplings Block Line Of Sight
« on: January 05, 2021, 10:53:39 PM »
Will it also be possible to see through the branches of full-grown birches during winter time?

Mod Releases / Re: Cethegus sledwagon reborn
« on: January 02, 2021, 11:21:03 PM »
"stale tree trunk on sleds"  :o

Tuukka brought a big reindeer with him to work a larger load back. I saw this in the reindeer inventory onto the second day of distant logging.

One wonders if the tree trunks go spoiled will the game code block them being offloaded.

You better use the [SPOILAGE_DAYS:0] tag while handling cargo in the version with fish as the base item.

Mod Releases / Re: Galgana's creature sprites - v1.02 preview
« on: January 02, 2021, 11:06:28 PM »
    Happy New Year!

    New in this update:
    • elks are now ENORMOUS
    • hares sport summer coats
    • rams are adorned with horns and sheep have faces
    • squirrels stand a little taller and look like they actually climb trees

    Housekeeping and other notes:
    • download includes a readme with credits and links to assets made by the community
    • file sizes have slightly decreased by a few kb due to optimizations related to tile borders
    • both variants of the revamped dog are bundled together for the player's choice of either av-dogSMOL or av-dogTOL; the larger sprite is the default replacer
    • the base game's white hare is also bundled in the archive for easy file renaming; summer coat is the default replacer
    • elk tracks edited to reflect the sprite's standing pose and larger size; inspired by Buiodda's Crafts
    • prone sprites for elk remain the same size as in the base game

    assets used in this update:

    Preview and comparison - elks, sheep, hare, squirrels
Spoiler: show

I too enjoy raking the woods. Perhaps auto-pickup could be enabled by wielding a rake.

Mod Releases / Re: Cethegus sledwagon reborn
« on: December 13, 2020, 01:22:31 AM »
Oddly as a food item when dropped it needs one clock tick to go from "being prepared" to being available.

Unloading has a 1-minute preparation time to put logs on the ground.

Perhaps I should have elaborated on the \1\ minute prep time in the original post. My intent is to have objects automatically placed on the ground when offloaded rather than making the player become encumbered by upwards several thousand pounds, seeing that crafted objects (trunks, logs, etc. in this case) are typically returned to the inventory. So auto-drop should save a few keystrokes.

Mod Releases / Re: Cethegus sledwagon reborn (BAC edition)
« on: December 11, 2020, 02:33:01 AM »
I'm reminded of the phrase "putting the cart before the horse" and would like to make suggestions for how to improve the sledwagon's integration with BAC:

Pulling harness added to adjust the work order for loading as part of replacing the food-container mechanics that were featured in the thread:

Code: [Select]
[SUBMENU_START:tying equipment]

// Order of loading:
// select pack animal(s)
// attach harness (Shift+P to push onto animal)
// set sledwagon on ground
// load cargo
// push sledwagon onto lead pack animal
// travel and profit
// NOTE: pigs and sheep are not ideal pack animals.

.Pulling harness. "Leather rope" *HIDEWORKING* /30/ [effort:1] [phys:arms,hands] [assist:2] |-2|
{Leather rope} =30= [remove] [LENGTH:30] [name:dog harness] '+to fit dog'
{Leather rope} =15= [remove] [optional] [LENGTH:45] [name:reindeer harness] 'more rope to fit reindeer'
{Leather rope} =60= [remove] [optional] [LENGTH:90] [name:ox harness] 'more rope to fit oxen'
// 30 ft for dogs
// 45 ft for reindeer
// 90 ft for cattle

[SUBMENU_END:tying equipment]

Base item of sledwagon changed to punt, weight adjusted to 15 lbs (explained in notes);
Added slender tree trunk cargo to represent felled young trees plus small trees such as rowan or alder:

Code: [Select]
// Sledwagon has been promoted to [TYPE:vehicle] for BAC edition
// as loading no longer relies on food-container mechanics based on Privateer's quiver mod:
// Standard for BULL pulling power takes into account the fact
// that maximum load for owned animals equals body weight.
// A 500-pound BULL is capable of unassisted carrying: 1 trunk = 500 lbs;
// weight reductions for loaded material considered accordingly:
// 5% log = 400 reduced to 20 lbs;
// 24 units log cargo = haul worth 9600 lbs in real weight.
// CALCULATING SLENDER TREE TRUNKS (small or young trees)
// 9600 lbs of real weight = 192 slender trunks
// approximately worth 48 young/small trees
// (yielding between 3-5 slender trunks per chop);
// young trees evidently weigh 150-250 lbs
// 20% slender trunk = reduced 50 to 10 lbs
// Vehicle status allows water transportation as an unintended side-effect;
// until flotation mechanics are implemented (should be [FLOTATION:0]),
// sledwagon at [WEIGHT:15] can ferry loads weighing below 3000 lbs (7 logs).
// As a watercraft, the sledwagon can bear up to 149 units of log cargo
// at a nominal 2980 lbs, representative of 59600 lbs in real weight);
// 144 logs is enough to build 24 walls and leftover logs may be cut into boards
// (5 logs = 100 boards = 16 units of wood building interior + shutters for 2 walls).
// Floating logs on a sledwagon is not recommended.
// Range of carrying capacity (pull power) for individual/lead beasts of burden
// with sledwagon (15 lbs), harness (between 2-6 lbs) and units of log cargo:
// 750-lbs large BULL 36 logs
// 500-lbs BULL 23 logs
// 450-lbs small BULL 21 logs
// 280-lbs small COW 12 logs
// 350-lbs large REINDEER 16 logs
// 160-lbs small REINDEER 7 logs
// 260-lbs large PIG 12 logs
// 150-lbs small PIG 6 logs
// 100-lbs large DOG 4 logs
// 60-lbs small DOG 2 logs
// some animal weight classes may carry +1 unit of log cargo
// as part of baggage train rather than the lead packer (carrying sledwagon)

.Sledwagon. "Punt" *CARPENTRY* /2h/ [effort:3] [phys:arms,stance] [assist:3] |-2| [noquality]
{Board} (8) [remove] [ground] '+for frame and skis'
{Block of wood} (2) [remove] [ground] '+to split for summertime wheels'
{Axe} <Carving axe> '+for shaping'
{Rope} =150= [remove] '+for securing loads'
{Leather tarp} [remove] '+to cover loads from weather'

.Load logs. "Hunting horn" *COMMON* /10/ [patch:12] [effort:3] [phys:arms,stance] [assist:3] |-2| [noquality]
{Sledwagon} [ground] 'stand near sledwagon'
{Log} [remove] [ground] [patchwise]
[NAME:log cargo]

.Load slender trunks. "Hunting horn" *COMMON* /5/ [patch:24] [effort:3] [phys:arms,stance] [assist:3] |-2| [noquality]
{Sledwagon} [ground] 'stand near sledwagon'
{Slender trunk} [remove] [ground] [patchwise]
[NAME:slender trunk cargo]

.Unload logs. "Log" *COMMON* /5/ \1\ [patch:12] [effort:3] [phys:arms,stance] [assist:3] |-2| [noquality]
{Sledwagon} [ground] 'stand near sledwagon'
{log cargo} (1) [remove] [patchwise]

.Unload slender trunks. "Slender tree trunk" *COMMON* /2/ \1\ [patch:24] [effort:3] [phys:arms,stance] [assist:3] |-2| [noquality]
{Sledwagon} [ground] 'stand near sledwagon'
{slender trunk cargo} (1) [remove] [patchwise]
[NAME:Slender tree trunk]

Gameplay questions / Re: Getting tools back from helpers
« on: December 10, 2020, 04:11:37 AM »
Use Shift+G or ';' to pick up from a companion as you would with a pack animal. But unlike animals, humans will not carry the burden of things pushed onto them.

Items marked red in the companion inventory cannot be taken without violence. I remember reading about people having trouble getting a weapon back after the companion happens to wield it during a fight, but I can't say for certain if that still happens.

Not bugs / Re: [3.63] NPC no option to chop trees?
« on: December 10, 2020, 12:53:34 AM »
As of 3.63 orders are issued through the '!' key. Using 'C' on a player-owned animal brings up a reminder about this feature update.

Suggestions / Re: Well icon for villages
« on: December 09, 2020, 05:58:50 AM »
The Jakspack version 2.0 of the shaman mod has a selection of sprites for above-ground well structures. Until domestic water resources get in-game refinement, the next best thing is to insta-craft a well cover and push it onto a convenient puddle.

If you're unsure about which recipe has priority in your game, you can try building a kota wall with a whole tanned skin. If the recipe rejects it, that should confirm the BAC version is overwriting vanilla.

The reason why biy_BAC_hideworking rejects regular animal hides is because the recipe is edited to accept only items with a name ending in "cover". The relevant recipes in the DIY hideworking module allow you to create covers from fur, leather, or woollen materials.
The Primitive Technology and Quality of Life mod also provides a "vegan" alternative thatch cover that uses spruce twigs.

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