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Messages - Galgana

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76
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.

77
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

78
I too enjoy raking the woods. Perhaps auto-pickup could be enabled by wielding a rake.

79
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.

80
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:
// https://www.unrealworld.fi/forums/index.php?topic=5499.0
//
// 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:
//
// CALCULATING LOGS
// 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
// THEREFORE
// 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'
[WEIGHT:15]
//[FLOTATION:0]
[TILEGFX:gg-sledge]

.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]
[WEIGHT:20]
[TILEGFX:log]

.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]
[WEIGHT:10]
[TILEGFX:sltrunk]

.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]
[NAME:Log]

.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]

81
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.

82
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.

83
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.

84
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.

85
Is the firewood supposed to not be removed?

For the sake of immersion, the firewood is supposed to be lighted while the ore is being roasted. The amount of fuel should be enough to keep a fire going for about as long as the three-hour preparation time, if not longer.

Also, as a note, the Kota has duplicate entries; one inside the biy_glossary and biy_BAC_hideworking.

The entry in the BAC file is meant to overwrite the vanilla BIY so that covers made in the BAC Hideworking menu will be used instead of tanned skins of varying size.
This has the effect that, for example: you can trim a 22-pound elk fur into an 8-pound fur cover for a single kota wall and save the remaining 14 pounds of fur for another crafting project.

86
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



87
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.

88
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.

89
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.

90
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

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