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Topics - Galgana

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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:

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)
  • elk - male and female + antlers (v1.02)
  • sheep - male and female (v1.02)
  • squirrel (v1.02)
  • hare (v1.02)

See Wickham's Graphical Enhancement Project v1.3 for revamp of the forest reindeer by Krutzelpuntz.

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

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]
.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'

.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]

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


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'
[NAME:dung pile]

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

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

Modding / Wool felt as kota walls?
« on: July 21, 2018, 03:34:54 AM »
Since there are mods that do stuff with sheepshearing, wool, and weaving, I was wondering if anyone has thought about felting wool to make into kota coverings. In concept, the process might be an imitation of fur hide preparation (with adjustments to the steps' flavor text). "Fur" would have to be the item archetype of the felt covering in order to keep heat inside a kota. But does the game's architecture allow the player to mod a fur hide into existence?

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