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Messages - Galgana

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61
Not bugs / Re: [3.70b Beta] Big bull has very low carry weight
« on: July 15, 2021, 05:41:16 AM »
Congratulations on buying a big boy! The issue you're likely running into is the NPC item stacks cap, which is considerably fewer than what player characters can manage.

Try taking some of the low-weight items from your bull and start prioritizing heavier loads when needed. You can check his weight capacity with slender trunks, stones, and then rocks to find an exact figure. I have a habit of appending the names of my pets with their weight as a reminder.

Consider buying a sheep or pig to offload those smaller items until you find a suitable spot for hoarding these hunting goodies.

62
While I was killing Driik villagers for loot, I noticed that the corpses of boys displayed 0 oz in weight. I switched my measuring system to metric and checked the weights again, which displayed as 5 grams. The girl children in contrast were within a normal weight range of 20+ kilos.

I made a new character to check whether the weight aberration happens with kids from other cultures. I spawned in the Koivula and found another boy who weighed 5 grams on death.

Since these are fresh killings, I don't have data regarding the resulting bone weights for male child corpses.

(Wow, this post is so macabre.)

63
The old forums are still available under the Tapatalk domain. This migration happened after our new official forums here (though I find it distasteful that the new host begs for donations with wording that sounds like the money will go towards supporting the old forum itself even though it's supposed to be in archival mode).

Everything is mostly there, but character encoding within posts is a bit scrambled for modding content like recipes and flora add-ons.
Attached images seem to be mostly intact, though it's possible that display settings prevent unregistered users from viewing certain ones.
Some media hosts no longer carry files, but you can still download great content like Wickham's Graphical Enhancement Project.

64
Bug reports / [3.70b] create_objects text file does not update
« on: June 28, 2021, 02:47:49 AM »
I wanted to check how the indexing of base items has changed because my modding setup adds a lot of flora, which sometimes need to be pruned to keep within the 401-object limit.

However, creating a new character or loading an existing save file does not prompt the create_objects.txt to be generated fresh.

65
Gameplay questions / Re: Various questions from a new player
« on: June 21, 2021, 02:52:28 PM »
Incidentally, in this past week there's a video of a bear in New Hampshire opening a car door by using the handle:
https://www.youtube.com/watch?v=Pu8caBz-igY&ab_channel=CBSBoston

66
Mod Releases / [Spreadsheet] Adventuring Log Template
« on: June 15, 2021, 10:45:32 AM »
This is a Google Sheets template designed as a replacement for the in-game character [L]og that was removed from the Unreal World v3.63 build.
It is meant to support recording the adventures of a single character per file instance.

Google Drive users can save a copy of the spreadsheet to their drive.
The file can also be saved in different formats offered by the Google Sheets service (MS Excel, OpenDocument, etc.).
Permission is granted to modify this template and share derivatives.

Preview of log excerpts on imgur.

Details, Features, and Recommendations for How to Use:

Make a record of your character's adventures and journeys that you can keep track of from day to day and year to year!
Take notes about animal sightings, encounters with other humans, your standing with the spirits, crafting and gathering activities, and more!
The "Y" tab is the actual journaling template.
The "Y16" tab represents a new character's start and you can duplicate the Y-sheet to begin a fresh page for the new year (Y17, Y18, and so on).
To find your character's age in-game, use the [P] command to open the Character Profile Screen.

Take stock of your settlement's animals, food stores, available tools, and more!
The "camp:" tab is intended to be copied as needed for the player's important settlements.
There are columns available for listing the valuables, tools, weapons, and food items stored at each site.
Users of Night's URWCharacterMenu can grab the camp's coordinates when using the overworld/zoom-out map.
In-game map markers will also track where you have established shelters and settlements.

Keep track of your clothes and armor quality:
Wish you had a better shirt? Want to upgrade your threads for the best looks and protection? Sort out your wardrobe with the "outfit" tab.
Items in the base game are listed by material and (roughly) by bodypart coverage.

The "census" tab is intended to record information about animals you obtain through bartering or otherwise.
How much does your new bull weigh? Find out its carrying capacity by pushing rocks on its back until it can't hold any more. Will it be good for shouldering a log (400 pounds) or an entire tree trunk (500 pounds)?
Conditional formatting is set up so that creatures with a carrying capacity of at least 400 pounds will have their Weight formatted in italics, 500+ pound-lifters will have additional underlining, and monster hefties (600+) pounds will be italicized, underlined AND bolded to show these are your prized packers!
The census can help you identify your livestock by color (or at least you can try to judge what shade the randomized color tinting turned it into).
You can also assign a "job" to your animals to keep track of when they're carrying specific tools, armor, clothing, etc.

Keep a watchlist of goods you would like to purchase:
A reputation in town as a fair barterer will be a plus in order to negotiate a better deal when you're looking to buy.
Ideally, you want to build reputation by trading frequently for small goods before tackling a big purchase such as livestock or a glorious, masterwork-quality battlesword.

Time your fishing hauls
Passive fishing with nets has its rewards and its risks. If you leave your net in the water for too long, you might end up with a load of dead, stinking, rotten fish that won't be good for anything!
Make a note of when you set your nets so you can try to come back for the catch at a reasonable time.

Time your sacrifices to the local spirits
A general sacrifice can be made once a day separately for the spirits of the forest and the spirits of the waters.
Make sure you don't annoy the spirits with too many offerings by tracking whether you've already had them done for the day.

Measure the fruits of your hunting and trapping
So you finally caught the Big Elk for the Advanced Adventures course? Well, just how big are we talking here? Bring up one of the inventory menus (push, pick up, move) to find out how many pounds (or kilograms in the upcoming Unreal World v3.70) the beastie weighs. When you're done butchering it, you'll be able to count how many cuts the carcass gave you.

Keep track of your food preservation techniques
How will you manage to eat 200 pounds of venison before it all goes bad? Even if you chuck the meat in the cellar, it will only keep for a handful of days at most. Sure, you can salt it, but you need to buy the salt first. You can smoke it, but you'll have to tend to the fire every day for a couple of weeks. You can dry it, but the weather needs to be right for it.
The journal can help with timing these cooking activities to reduce spoilage and waste.

On a quest to do what, for whom, when's the deadline, and what sort of reward is promised?
Take notes about your questing activities, how many squirrel furs-worth of credit you have at a village, and what goodies you discover in a treasure cache.

Data validation: The "dataval" tab contains a list of values that are meant to go in the journal columns.
Some cells under the Months column also have hover-tips about when certain seasonable resources are available (milk, bark from trees, birch twigs, and the season for drying fish and meat).
Game file urw_defs.txt (located in the messages folder of the game directory) contains strings for the names of the months. Players who customize the calendar should adjust the dataval column to match their game.
The Day number column accepts only values 1 through 7.
The Week number column accepts only values 1 through 13.

Color-coding for cultural regions, seasons, time markers, livestock species, activities.
These cell colors are applied via conditional formatting on the relevant record columns (not actually done in the dataval tab).
If you want different colors, select the column on the Y-sheet or census-sheet and change the condition rule or remove it entirely.

Custom activities are supported; overwrite the miscellaneous cells.
If your activities exceed the default 10 custom activities, make sure to edit the data validation on the journaling sheets to extend the range of valid cells. Usually this is as simple as editing the row number in the Google Sheets validation window.
Example activities: fire, forage, forge, hidework, weave

67
Mod Releases / Re: Galgana's creature sprites - v1.03 preview
« on: June 15, 2021, 05:39:20 AM »
@Galgana: How about coloring a winter jacket for the famously white willow grouse as well?
Other ideas:
- summer coat for arctic fox
- winter coats for weasel and ermine
- gray winter coat for squirrels?

Update v1.03 now has seasonal skins for these critters. Check them out in this comparison pic:
Spoiler: show


Note that the small mustelids (ermine, weasel, pine-marten, polecat) all share the same sprite.

68
Modding / Re: Any use/craft for a spoiled tree trunk?
« on: May 30, 2021, 06:09:27 AM »
Shove it into the fireplace for fuel.

To prevent spoilage in the future, you should edit the recipe by adding this line:
Code: [Select]
[SPOILAGE_DAYS:0]

69
Suggestions / Re: Deleting ancestors
« on: May 08, 2021, 10:53:55 PM »
In your game directory there's a folder labeled ancestors where those files are stored. You can manually delete those whenever you want.

But having an option within the game interface to tidy the list would be nice.

70
Suggestions / Re: More ancient weapons.
« on: March 01, 2021, 05:23:39 PM »
Stonelobber's Primitive World mod adds rabbit sticks and slings.

71
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.

72
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.)

73
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.

74
Quote
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.

https://phys.org/news/2021-01-teeth-pendants-elk-prominent-status.html

Link to study: https://link.springer.com/article/10.1007/s12520-020-01237-5

75
Solved'n'fixed 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?

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