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Topics - JP_Finn

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16
Mod Releases / [3.80] Smoker. Hot smoking. Now version 1.2!
« on: June 17, 2023, 05:26:38 AM »
Pretty simple: adds smoker, hanging hooks (needed for smoker), trough for brining, and meat, fish cut and cured meat hot smoking recipes. Unzip to the UrW executable folder.
You should find Make-Smoker and Cookery-Hot smoke.

You can start the fire on the same tile as the smoker, it won't burn down*. The recipe takes some time as the fire needs to be kept going slow and steady. But once the recipe is finished, there's no delay on getting the meat/fish picked up and back on the move.

There's a bug in *COOKERY* with [patch] and no consumption without [patchwise] of the required firewood. Feel free to Discard or burn elsewhere.

Brining and smoking cured meat added. v1.1
1lbs of fish fileted, salted and hot smoked for 2x 0.4lbs filets. v1.2 whole fish recipes are bugged with [patch:]

Expect v1.3, hot smoking whole fishes, after *COOKERY* / [patch:] / [ask_num] / [patchwise] bug is squished.

*Avoid placing the smoker next to other fire sources/-places. Or risk burning things.

17
I've been testing and tuning some hotsmoking recipes.
It would seem that using_ [patch:number_of_cuts_to_be_smoked]
and requiring fixed amount of firewood, say (20), with [remove] [ground], and without [patchwise] on the line, the firewood is NOT consumed.

Hot smoke
Code: [Select]
[SUBMENU_START:Hot smoke]

.Hot smoke cut. [effort:1] [phys:arms,one-armed] *COOKERY* /6h/ |+1| %20% [patch:30] -M-
{Smoking tripod} [ground]
{Raw meat} #1# [ask_num] [remove] [name:hot smoked %s cut] [roast] [patchwise]
{Firewood} (20) [remove] [ground]
[COOK_WEIGHT_DIV:1.2]
[SPOILAGE_DAYS:10]

.Hot smoke fish.  [effort:1] [phys:arms,one-armed] -F- *COOKERY* /4h/ |+1| %20% [patch:15] :148:
{Smoking tripod} [ground]
{Raw fish} [remove] [name:hot smoked %s] [ask_num] [roast] [patchwise]
{Salt} #0.03# [remove] [patchwise]
{Firewood} (12) [remove] [ground]
[COOK_WEIGHT_DIV:1.1]
[SPOILAGE_DAYS:20]


Smoker
Code: [Select]
[SUBMENU_START:Smoker]

.Smoking tripod. "Arrow shaft" [effort:2] [phys:arms,stance,one-armed] -T- *TIMBERCRAFT* /3/ \1\ |-1| [assist:1] %30%
{Cutting weapon}
{Wooden stake} (3) [remove] [ground]
{Tying equipment} <Withe> =4= [remove] [ground]
{Hanging hook} (30) [remove]
{Spruce twig} (12) [remove] [ground]
{Stone} (5) '+for fire ring' [remove]
[TILEGFX:jp-smoker]
[MATERIAL:rock]
[TYPE:tool]
[WEIGHT:90]

.Hanging hook. "Arrow shaft" [effort:1] [phys:hands,one-armed] -H- *CARPENTRY* /5/ |-2| %30% [patch:30]
{Branch} [remove] [patchwise]
{Knife} <Small knife>
[TILEGFX:it-wdhook]
[WEIGHT:0.1]
[TYPE:tool]

[SUBMENU_END:Smoker]
Using hooks instead of yarn for hanging, can't return the yarn on custom smoking recipes.

18
My character got tired of taking skis off to climb trap fence to get small game trap caught critters on the other side. Decided to Deconstruct a section, replace it with gate.
So I used Make-Build-Deconstruct. Moved to the hole in fence, pushed the stakes and withes tile south. moved out of way and built gate with Make-Build-Gate. As the character had 4 stakes and 2 decent and 2 inferior withes in their inventory, I know there's 2 of each extra needed for a gate (carrying material for another gate for another fence).
I didn't expect to see withes left on the ground. Much less to see 65534 Fine withes on the stack on the ground!

Emailing save.

19
Suggestions / Dark cabin, starting fire in fireplace
« on: June 15, 2023, 05:55:49 PM »
At the moment during darker time of year to get light and heat in ones cabin: one has to grab branches/twigs from woodpile, go outside, drop the wood, step aside, start a fire, light a torch, go back inside, push some wood in fireplace, start a fire, put out torch.

I would think a person would know where their fireplace is (that they built themselves) in a cabin (they built by themselves). If nothing else than by feel. Pushing in to front of the characters gets prohibited with 0-tile visibility, same as mechanics stop pushing items behind them.

Hence a suggestion that the characters to be allowed push firewood in to fireplace in their dark cabin*.
Lighting a fire into dark tile, which the character is facing, is already allowed, as any cave hideout builder should know.

Quality of Life improvement, key-jockeying reduction
*or possibly any fireplace, if easier to implement.

20
2nd to last paragraph, is meant to read hours and hours[/], it reads hours and hourse

21
General Discussion / Craftable nets... not stealing thunder!
« on: June 13, 2023, 09:35:13 PM »
Incase anyone is anxious to get to crafting nets, before they go vanilla and then EVERYONE is crafting nets:

Dropping this in diy_glossary.txt (3.80 only) right above "[SUBMENU_END:fishing]" will get you tying those sheet bends like a crusty old fishermen!
Spoiler: show

Code: [Select]
.-------------------------------. "Rock" /1/
{-} +'This is just a menu space'

.Netting needle. "Sesta" [effort:1] [phys:arms,one-armed]  *CARPENTRY* /1h/ %20% -D-
{Firewood} [remove] [noquality]
{Knife} <Small knife>
[WEIGHT:0.25]
[TYPE:tool]
[MATERIAL:wood]

.Net. [effort:1] [phys:hands] *FISHING* /8h/ %10% |-1| -N-
{[NEARBY_TILE:*wall]} +'Wall to hang the net on'
{Yarn} =600= [nominlen] [remove]
{Netting needle}
{Wood slat} (3) '+for floats' [remove]
{Knife} <Small knife> '+for shaping and trimming'
{Rock} (3) '+for weights&knapping' [remove] [ground] [noquality]
{Birchbark} =9= '+for wrapping' [remove] [ask_num] [noquality]


22
If the temperature scale shows 0C 32F as the center line. Above freezing in red and below freezing in blue; then it's bugged. Got couple pixels worth of red and the ice re-freezes, in few hours.

Save available.

23
Gameplay questions / Chewing/eating time?
« on: June 10, 2023, 08:30:48 PM »
What is the trigger for eating time? As in how long it takes to consume a meal/cut/fish?
Is it hardcoded or is it something like calorific content?
I'm pretty sure it is not weight or preservation/preparation method as roasted bear cut takes same 7-8 minutes as dried bear cut.

I would think dried&slow smoked foods to take longer to chew/masticate/eat than roasted/boiled/salted.

24
Suggestions / Crafting Engine recipes.
« on: June 10, 2023, 02:53:04 AM »
At the moment when crafting output is an item that can be made alternative recipe, the second recipe asks the requisites of the first.

E.g. Making 8 stakes in Lumber menu from a slender trunk, I would like to utilize un needed Board to split and cut into stakes (4), but the one on the list above, over-writes the 2nd recipe.

Code: [Select]
.Wooden stake. [effort:1] [phys:arms,one-armed]  *TIMBERCRAFT* (8) /30/ %40% |-2| [patch]
.Staff. [effort:1] [phys:arms,one-armed]  *CARPENTRY* /15/ %60% |-2| [patch]
{Cutting weapon} <Axe>
{Slender trunk} [remove] [patchwise]

.Wooden stake. (4) [effort:1] [phys:arms,one-armed]  *TIMBERCRAFT* /15/ %40% |-2| [patch]
{Cutting weapon} <Axe>
{Board} [remove] [ground] [patchwise]

Please enable same output from different recipes.


25
Modding / 2 source material names in one recipe?
« on: June 09, 2023, 11:19:24 PM »
Is it possible, (I haven't got to work) to utilize 2 source materials names in to produced good?

Namely fish stuffed bread. I can call it "Perch stuffed bread" or "Fish stuffed barley bread" but I can't figure out how to make it come out:
"Salmon stuffed rye bread"

Sort of a 'kalakukko'
Spoiler: show
Code: [Select]
.Fish stuffed bread. "Bread" *COOKERY* /1h/ \50\ %15% |0|  :148: [patch:3]
{[NEARBY_TILE:Fireplace]} +'Heated fireplace'
{Flour}      #1# [remove] [roast] [name:fish stuffed %s bread] [patchwise]
{Water}    #0.3# [remove] [patchwise]
{Wooden tub} [ground]'+ for proofing the dough'
{Raw fish} #1# [roast] [remove] [patchwise] [b][naming: %s original][/b]*
{Knife}<Fishing knife> '+for preparing the fish'
{Seasoning} #0.2# [remove] [roast] [optional] [patchwise]
[COOK_WEIGHT_DIV:.77]
[TILEGFX:it-bread]
*tried with and without, replacing fish in {Flour line with additional %s

26
Modding / Is broken arrow a base item?
« on: June 09, 2023, 09:25:28 PM »
i.e. something showing up in timber category and not usable for crafts.
I don't like ordinary wooden items producing fancy sounds aka hunting horn.

27
Bug reports / Flowering and after: won't stack
« on: June 09, 2023, 06:52:19 AM »
The plants harvested during flowering period and same plants harvested after the flowering is over: their leaves nor roots will stack.
Harvesting leaves of young plants stack with leaves of plants from flowering period.
Harvesting more of the plants the following years, leaves from young plants still stack with leaves from earlier years' young and flowering period leaves.

Seems like a tag from the plant of not carrying flowers carries over to other parts of the threshed goods.

28
When using a wild cards in a cooking recipes and on item selection they default to full inventory. It'd be cleaner to show only selected category, same as say {Raw meat} opens Food category to select from.
I've tried [type:food] on the ingredient line (grouped with [remove], [roast] and the like), as in when creating a custom item, but it has no effect on initial item selection view.

Please can we get either [type:] support for ingredient selection, or create new item list entries for {Meat}, {Fish} and {Fat}

29
I just finished a trading trip and came back to cabin. Picked up nettle straws set to drying before the trip. There was 1 larger batch and 4 smaller sets. Once I picked them up, they got put in 2 stacks.
135, dried nettles weight 5.1 lbs
The merged stack of 100 nettles, weights 15lbs.

I've not noticed this before. Maybe something changed in 3.80?

30
Gameplay questions / Animal in forest cover
« on: June 06, 2023, 08:36:01 PM »
Has anyone managed to find the missing animal since the tracks degradation was implemented?

I can only find "old sheep tracks leading to SW" on wilderness map and after using Tracking on every third zoomed-in tile, in that tile and the tiles to the west, south-west and south. No local sheep tracks found (found badger, bear tracks).
This characters Tracking is only 47%

I'll go report "not found" in the assigning village, just 2 days left (had to work that bear fur).

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