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Messages - caethan

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106
Suggestions / Re: More ambient sounds
« on: August 10, 2017, 05:32:09 AM »
I like the youtube links, thanks!  I'll have to try playing with them in the background.

107
Suggestions / Re: non random start
« on: July 25, 2017, 09:16:35 PM »
Quote
it seems that [this] would be easy to do , and would only take a few hours max.

Never say this to a programmer.  ;)

108
Suggestions / Re: Material Coal
« on: July 25, 2017, 09:13:09 PM »
I think before that fires need to be set up so that there's some need to keep refueling a fire that's doing something (cooking or forging or whatever) --- making more effective fuels actually important.

109
Suggestions / Re: Birch bark for crafting
« on: July 25, 2017, 09:11:02 PM »
In the interim, there's quite a number of mods that add birchbark crafting.  Try adding something like this to your diy_glossary.txt file:

Code: [Select]
.Peel birch-bark. "Bark" [effort:1] *TIMBERCRAFT* [phys:hands,one-armed] /15/ %-20%
{Knife} <Small knife>
{[NEARBY_TILE:Birch]} 'Mature birch tree' [remove]
[WEIGHT:0.5]
[NAME:Birch-bark]
[TYPE:timber]
[MATERIAL:birch-bark]

.Birch-bark necklace. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /15/ |-2|
{Knife} <Small knife>
{Birch-bark} #0.8# [remove]
{Tying equipment} (1) [remove] 'Cord'

.Birch-bark shoes. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /90/ |-2|
{Knife} <Small knife>
{Birch-bark} #1.6# [remove]

.Birch-bark cap. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /90/ |-2|
{Knife} <Small knife>
{Birch-bark} #1.8# [remove]

.Birch-bark box. *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /30/ [-2]
{Knife} <Small knife>
{Birch-bark} #0.5# [remove]

.Birch-bark basket. "Birch-bark basket" *TIMBERCRAFT* [effort:1] [phys:hands,one-armed] /3h/ |-1|
{Knife} <Small knife>
{Birch-bark} #6# [remove]


110
Mod Releases / [3.70] URW sufficiency mod
« on: July 16, 2017, 11:26:49 PM »
Hi all, I've been working on a new sufficiency mod to add some helpful recipes for living in the wilds.  It's available on github at https://github.com/caethan/urw-sufficiency - just click the green "clone or download" button and download as a zip file.  It does write over some existing files (the encyclopedia and diy_glossary.txt) so it may not be compatible with all other mods.

A detailed description can be seen at the link, but it adds some basic ironworking and stone mining, adds a low-quality primitive cord recipe, new birch-bark crafting recipes, well-digging and road-building, some new simple recipes (drying berries/mushrooms, rendering fat, and baking hard biscuits).  There's some other stuff planned --- in particular spinning & weaving.  The new flax plant is in and available for planting, but nothing can be done with it other than eating its very nutritious seeds.

Feedback is appreciated; there's a list of issues there for things that I'd like to do in the future.

111
Gameplay questions / Re: I have only axe and knife for crafting...
« on: July 13, 2017, 05:14:30 PM »
From diving through the object files:  bowls are worth 3.2, boards, fox-traps and arrows 8.  I usually play a game modded with birch-bark crafting, so I often make birch-bark shoes (16) and caps (8) for trade. Pike, salmon, and trout are worth a bit (4-9) but the other fish aren't.  Shortbows are a good way to use excess cords, they're worth 40.  Cuts vary between animals, but they're on the order of 1 per, worth more if cooked or preserved.  (So a single stag can get you enough for a new axe if you're quick about processing the meat and carrying it for trade.)  Furs are worth a fair bit --- even the lowly hare fur is worth 16, and squirrels 8, so if you can reliably make decent hides, some loop snares are worth the investment.  Stags furs are worth 200, so on top of the meat, hunting is quite a good way to get trade goods.

Axes cost in the hundreds, knives are cheaper (small knives are 24, simple knife is 6, other types more expensive).  Pots are 224, they always take a while to afford.  Fishing rods are cheap (4) but nets are not (144).  Simple clothing is in the hundreds, and combat arms and armor are the most expensive, over a thousand for some things.

112
Modding / Re: Quality detemination
« on: July 13, 2017, 04:55:02 PM »
"Average" for multiple pieces of a single type of ingredient (e.g. hides) when using a bulk of one quality and any amount, regardless of how small, of the next higher quality seems to be the higher one.

That's interesting!  I did notice that if you have a recipe with, say, 40 stones and 1 something of varying quality, it's averaged over each type of ingredient rather than over each item.

113
Gameplay questions / Re: Anyway to modify landscape?
« on: July 12, 2017, 04:20:39 PM »
Can you just build your house over it?  I don't think I'd tried, but I know fences go over humps like that without any problems.

114
Modding / Re: Quality detemination
« on: July 12, 2017, 12:07:36 AM »
Ingredients and tool qualities appear to put limits on how good of items you can produce.  The output item can't be any better than the average quality of its ingredients.  I haven't pinned down exactly how that average is done yet, but in most cases it's pretty straightforward.  Ingredients with [noquality] in the line aren't counted as a part of the average.  This means, for example, that in the vanilla game it's impossible to make a fine or masterwork staff, because slender trunks are always decent but don't have a [noquality] tag and so limit the output quality.

Tool limitations are a bit more complicated.  Crude tools limit output quality to decent and rough tools limit output quality to fine.  Decent or better tools have no effect.  Any item that would have been higher quality given the above skill calculations instead becomes the maximum quality (and you'll get a message saying you could have done better with better tools.) The effect of all of the tools used is averaged together.  So if you're crafting with a crude knife and a masterwork axe, they average as rough and limit the output quality to fine.  Preferred tools also have a quality limiting effect, but I haven't worked out how that works yet.  But using a stone-axe for something with {Axe} <Handaxe> will drop quality.

115
Modding / Quality detemination
« on: July 11, 2017, 11:56:58 PM »
I've been trying to figure out how the game decides what quality produced items are so I can better tune the %X% quality modifier in my mods.  Did a lot of testing, and here's some of my results summarized.  All of this was done with diy modded test items, so it might be different with cooking.

Both the base skill of the craftsman and the quality modifier affect the distribution of quality for items.  When a craftsman makes an item, there's a roll for how well they crafted the item, and there are four categories - two good and two bad.  The base skill of the craftsman determines what quality item is produced for each of those four categories.  They work like this, with the min base skill of 5% and max base skill of 95%:

Base SkillPoorBadGoodExcellent
5-9%CrudeCrudeCrudeRough
10-19%CrudeCrudeRoughRough
20-39%CrudeRoughDecentDecent
40-49%RoughRoughDecentFine
50-69%RoughDecentFineFine
70-89%RoughDecentFineMasterwork
90-95RoughCrudeMasterworkMasterwork

This table is independent of the quality modifier in each recipe.  That means there's a couple of natural breakpoints:  craftsmen need at least 20% skill to make decent items, 40% to make fine items, and 70% to make masterwork items.

Where the quality modifier for each recipe comes in is calculating how likely each of these categories is.  Add the modifier to the character's base skill and restrict it to be between 5% and 95%, which we'll call the adjusted skill.  The adjusted skill is the likelihood of getting a good or excellent roll when you craft.  One-fifth of those good or excellent rolls are excellent (rounded down).  Same way for the bad two categories:  100% minus your adjusted skill likelihood of a poor or bad result, with one-fifth of those rolls being poor (rounded down).  Then you look up in the table to transform those categories into actual item qualities.

As an example, suppose you're crafting with carpentry skill level 77% and making an item with quality modifier 30%.  The adjusted skill is 95% (77 + 30, rounded down to 95).  So 1% of the time(100 - 95 / 5), you'll make a rough item, 4% of the time a decent item, 19% a masterwork (95 / 5) and 76% a fine item.

116
Going through the flora files to play with modding new plants, I noticed a typo in one of the entries.  It looks like one of the effects for bogbean is misspelled as "anfi-inflammatory" instead of "anti-inflammatory".

.Bogbean.                   (3)  :106:             [grass]   
[NAME:Bogbean]
[TILEGFX:flo-bogbean]
[LEAF_VOLUME:fistful]
[LEAF_QUANTITY:1]
[LEAF_SIZE:M]
[ROOT_SIZE:S]
[ROOT_USE:cooked flour]
[REGION:northern western eastern southern]
[TERRAIN:spruce_mire open_mire]
[SYMBIOSIS:watery_soil]
[EFFECT_RAW:anfi-inflammatory appetizing tonic stomachic]
[SPROUT:5]
[MATURE:45]
[WITHER:9]
[CARB:40]
[FAT:3]
[PROTEIN:5]
[POPULATION:50]
[FREQUENCY:50]
[COMMONNESS:5]
[HERB_COMMON:northern]

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