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Messages - Vahvapito

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16
Suggestions / Re: Suggested changes to some plant nutrition values
« on: June 25, 2023, 08:19:28 PM »
I think lake reeds are https://en.wikipedia.org/wiki/Typha

5 carb, 0 fat, 1 protein per 100g

Interesting, I always thought that lake reed's real life counterpart was common reed: https://en.m.wikipedia.org/wiki/Phragmites_australis

However, looks like Typha can be used just like lake reed, so it could be that too. Both have edible roots and young shoots. And those nutritional values you found seem more plausible than the ones on the game, just slightly less nutrition than turnip.

17
Suggestions / Suggested changes to some plant nutrition values
« on: June 24, 2023, 10:44:10 PM »
I was doing a challenge to see if I could survive eating only plant based food while I noticed that several plant nutrition values seem kind of strange. Looking at the values set in the files, some seem a bit low and some quite high.

First, berries in the game seem to contain very little nutrition compared to real life. For example blueberry has 6 carbs, 1 fat and 1 protein per 100g and 168 kilocalories per pound according to the Unreal World wiki. In reality, the values are about 10 carbs, 1 fat, 1 protein and about 295 kilocalories per pound (source: fineli.fi ). In the game, picking and eating berries will cost you more energy than you gain but I feel like you should be able to sustain yourself just by eating berries, at least for a while.

Then on the other hand, for example these plants seem to have quite high nutritional values: lake reed, bogbean and marsh calla. I don't know if these values are accurate because I can't find any information about the nutritional value of their real life counterparts. Limited information that I could find is that they are edible (some after blanching to remove poisons) but were generally used as animal feed because eating them was only slightly preferable to starving.

In the game for example lake reed has so much nutrition that it beats every cultivated plant except barley and rye. This becomes an issue because lake reed is so abundant that you can quickly gather very large amounts of it and this makes cultivating other plants kind of pointless. If it was actually this nutritious, people would have probably used it for more than animal feed and emergency food.

(As a side note, I was going to comment that nutrition value of turnips is really low but its actually higher in the game than in real life. You would have to consume almost 10 kg of uncooked turnip to get 2000 kilocalories. Life was hard before potatoes.)

18
Development News / Re: Craftable fishing nets and more
« on: June 16, 2023, 10:52:14 PM »
Looks great! Having to shop for nets was always the most tedious part of fishing.

Since nets will be craftable, would it be possible to also make other kinds of fish traps? I'm thinking about small basket type traps (like the "katiska"). These could be crafted much faster than nets when time is of essence but they also get you less fish in the long run.

And I know its a long shot but any chance larger stationary fish traps could be included? Liistekatiska, a large wish trap made with thin strips of wood in shallow water forming a shape that lures in fish, was quite common fish trap historically in the region.

19
First of all, sorry I have not been able to confirm that this is still a bug in the latest version but I have not seen any fixes either.

My character was eating some unknown plants (turns out uncooked marsh calla, which is irritating) trying to fight starvation and I noticed a weird interaction.  Character got a stomach ache, which made him vomit. Vomiting instantly empties the stomach but has no effect on nutrition level. Because of this, he was able to eat more and survive on very nutrition poor diet.

In the game the nutrition from the food the character eats instantly increases the nutrition level. In real life, if you lose your stomach contents, you also lose the nutrition. This creates a weird situation where your character can survive on very poor food as long as they keep throwing up.

20
Development News / Re: Version 3.80 released
« on: May 31, 2023, 01:32:54 PM »
Also, are bone head and stone head arrows less powerful or less accurate than iron heads? Which ones are better?

21
Development News / Re: Blacksmith NPCs and ordering their products
« on: March 09, 2023, 12:46:07 PM »

Hmm. It's there because asking for a sage is also under "Ask for help/company.". Asking for directions is reserved for inanimate things and the surroundings.


This makes sense. In my head blacksmith was more of a location but I see your point.

22
Development News / Re: Blacksmith NPCs and ordering their products
« on: March 09, 2023, 11:53:22 AM »
In the example picture the "Is there a blacksmith here?" seems to be in the "Ask for help/company" chat mode selection. Would it be more easy to find if it was put under "Ask for directions" like for example "where is your water supply" is?

This is a great quality of life addition. No more travelling from village to village just to find a small knife or a hand axe.

23
Modding / Re: Fish traps?
« on: September 08, 2020, 06:17:56 PM »
I would'nt necessarily need to redirect water flow to create a permanent fish trap. It would be like a net or a fish trap, but stationary building instead of an item. Kind of how most traps on land currently work. But I suppose it can't be done right now as fishing menu doesn't work with modding.

Here's one example of stationary fish trap built on shallow water. The shape is a bit funny, though, or maybe that's just my imagination :D

http://www.avoinmuseo.fi/kivikaudenkyla/kohde7.shtml

Anyway, would love to see more passive fishing options added to the game at some point, modded or base version. There is already lots of traps on land so might add them for fishing as well.

24
Modding / Fish traps?
« on: September 08, 2020, 10:13:46 AM »
Has anybody managed to mod some kind of fish trap?

I am trying to create something that could be made from twigs, branches and cord as a simple alternative to the net. This would be a kind of primitive "katiska" fish trap made from wood instead of chickenwire. https://fi.wikipedia.org/wiki/Katiska (page in finnish but you can see the classic heart shaped fish trap in the second image).

My current best effort is this:

.Basket fish trap. "Net" [effort:1] [phys:arms,hands] *FISHING* /200/ %-60% |-2|
{Branch} (30) [remove] [noquality]
{* withe} 'withe' (2) =4= [remove]
{Tying equipment} =10= [remove]
{Stone} '+for weight'  [remove] [noquality]
{Knife} <small knife>
[WEIGHT:15]
[PRICE:2]

As you can see it is simply a reskinned net, which can't be built beyond poor quality. Even then it is a bit too good for a simple fish trap.

At some point I would also like to build a stationary wooden fish trap, "liistekatiska." These are made in to shallow water by sticking long strips of wood to the bottom to create a fence that forms the trap. Like most fish traps, it's shaped so that the fish tend to swim in but take long time to find a way out. Because the trap is stationary. fish are then removed from the trap with a small net or a scoop. Right now I have no idea how to create that, however.

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