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Topics - Buoidda

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Suggestions / more sea-ness of the sea: drinking sea water
« on: December 29, 2020, 11:51:21 AM »
When drinkin sea water it would help immersion with a short message about the disliked taste (would psychologically work like eating awful food: player doesn't have to mind it, but it still nags a bit)

(No need to discuss about the plausibility of drinking sea water/brackish: it has been done already here).

- when entering from mainland to coast: a short message like "a salty gale greets you" (I know the sea isn't especially salty, but something like this to note the presence of the sea would make a really nice ambient element, especially if approaching in zoomed-in map and the sea isn't yet seen)
(would probably need a cooldown not to spam all the time when on the coast: maybe retriggered only when inland)

if I 'f'ish with a fishing rod, while injured and carrying stuff: no penalties seem to affect and no message about it

but if I follow it with 'r'epeat command, game message tells penalties do apply

If I insert both 'dry' and 'dryish' values for the terrain tag, the flora stops working. If I put just 'dry', I can find it in heathland. If I put 'dryish', I can find them on hills. But should I put both, I can't find them at all.

Code: [Select]
.Large spruce.      (1)    [grass]
[REGION:eastern western southern]
[TERRAIN:dry dryish]
[LEAF_VOLUME: bunch]

Not really urgent now that I know it. Just announcing it so that people don't have to waste as much time looking for the reason their flora isn't working.

Gameplay questions / Egg nutrition?
« on: December 22, 2020, 08:48:04 AM »
I ate 10 black grouse eggs and nutrition level didn't rise from scarce. Even berries give more nutrition.

What kind of experience do you have eating eggs?

Off-topic / Fur, leather and tanning resources
« on: December 21, 2020, 06:18:20 PM »
I renamed this topic and welcome others to collect interesting links about the topic too  :)

Suggestions / Since calves' graphic is resized...
« on: December 21, 2020, 10:16:42 AM »
So I modded some elk tracks and noticed the lack of dedicated calf graphic, which lead me to think the calves' graphic in game is actually just resized adult one.

And I immediately though that it would be relatively simple to have this:

  • in late spring and summer you'd meet the tiny calves we see now
  • in autumn and winter (winter fur time) they'd be say, about 50%, of the adult

Of course the meat yield and skin sizes would vary accordingly.

Btw: the antler graphics don't fit on calves at all - maybe have a antlerless version of adult reindeer too during the period they drop them and when they are still growing and unusable as material (spring-summer for doe, december-spring-summer for bull: for instance, irl there's some variation)

Anyway, this is not urgent. Only wrote it down because of the more urgent skin size suggestion touched this topic:

Suggestions / Walking through the fire message
« on: December 19, 2020, 09:35:19 AM »
It'd be helpful to state how long the fire will burn instead of the current "You can not walk through the fire" warning that you only need to read once in a player's lifetime.

Especially when naked in the wild: this important information would be four times fever keypresses away. (F3+dir+enter+Esc)

EDIT: I wasn't aware / didn't remember the 'x' command, which diminishes my suggestion below treshold of making it.

Suggestions / Seasoning thread
« on: December 17, 2020, 07:57:34 PM »
Fat for seasoning.

Bug reports / [3.63] birch-bark box of milkweed leaves
« on: December 16, 2020, 09:47:23 PM »
Hunger bar almost full - meaning very hungry:

- if I eat 7 fistfuls of milkweed leaves - I'm full and nutrition level goes up one lvl at most.
- if I put 40 fistfuls of the same leaves in a bb-box - I can eat the whole box empty in one go!
- Nutrition level didn't skyrocket or even change so something is definitely wrong here at least in terms of lost nutrients.

Is it possible to eat, say sand mushroom and survive by eating the right herb?

Just curious.

Suggestions / tweaks to the flora modding (trees)
« on: December 12, 2020, 04:21:54 PM »
So I finally ventured in to the flora of things. Made some slanted pine trees and straight deciduous ones.

Currently having 0 value in the tags below makes the flora not work or load at all.

I suggest following actions with the assigned 0-values,
Code: [Select]
(Will be spawned only once - when zoomed-in map area is first generated)

(Will be an obstacle like trees and will be spawned already mature)

(Will be never wither or despawn - unless picked up in case of [mushroom]-tags)

These hopefully simple modifications would allow tree modding (among gazillion of other peculiar things) while we wait for a more complete tree overhaul with species recognition. I have a working tree modding demo in my today's release.

EDIT:Other welcome additions for flora identified as trees would be:

New tags like:
[tree] so that the birds won't eat the [berry]es
[TIMBER:slender trunk / trunk] and allowing tree felling with appropriate result.
[BARK_NAME: bark / birch-bark strip / bast] or even custom?
[BARK_LENGTH: ] ('0' for no bark; '<5' for max number of rowan/alder style pieces; other numbers max length of birch-bark style strip)
[TWIGS:yes] gives s% twigs instead of just branches
[TILEGFX_DRESSED: (summer tile) ]
[TILEGFX_NAKED: (winter tile)]
[MEMORIZED:yes] so that the tree appears on map even when not seen (like 'real' trees)

Edit: underlined what could be default if tag missing.

Existing tags/actions:
Harvesting wouldn't destroy the tree (they'd stay put like picked berry bushes), but give flowers (if flowering month)/berries/leaves/roots if according tags are mentioned on the item's code.

EDIT: It would be really good to have a way to 'flush' the loaded map of outdated flora and have up-to-date ones grow automatically.

Since several spesifications of flora with a same name can become an issue, so I actually suggest that loaded zoom-in map can
be purged of all modded flora upon key-command. Then the flora-files would be loaded again.

Modding / modding trees - tree painters needed
« on: December 12, 2020, 03:23:25 PM »
I tried modding trees through flora-*.txt and was quite happy with it. Check out my mod.

Now I'm all about trees! Is there anyone more graphically talented/enthusiastic enough to supply the community with tiles of:

  • linden (lime if you like)
  • elm
  • willow (bush-like)
  • juniper (staff-like)
  • goat willow (Salix caprea, tree-like)

The list could go on, but linden (for bast) and elm (for bows) would be especially valuable.
Dressed and leafless varieties would be much appreciated.

Modding / Possible to force using tying equipment made of single piece?
« on: December 10, 2020, 08:49:17 PM »
Withes can't be joined, inheriting which I plan on abusing in my upcoming update...


Is it possible to force that the tying equipment required to be of one single continuous piece?

and, while I'm at this,

Is it possible to force that the skin required to be of one single piece?

Off-topic / Bast fiber cordage resources
« on: December 09, 2020, 04:45:18 PM »
I find bast cordage fascinating and I thought I will put my study resources here for anyone to enjoy. Probably no-one ;D but at least I find them myself should I somehow lose access to my bookmarks.

Cordage in North America has good explanations on sinew vs. plant cordage.

Analysis of the bast used by the Iceman as binding material, page 69.
(Page 70 lists tree species useful for bast cordage):
Bortenschlager, Sigmar, Oeggs, Klaus (eds) 2000.
The Iceman and his Natural Environment: Palaeobotanical Results.

Different methods of harvest from Karen Hardy:
"In the Mesolithic, cord has been recovered made from lime, elm, juniper, willow and rowan bast...
Historical records include the use of mosses, grasses, heather, lime, birch, hazel, beech, yew, pine and spruce...
The best bast is obtained from young trees cut in early summer,
though collecting it at this time implies a retting process lasting
several weeks, to degrade the soft tissues and separate the bast
from the outer bark. Bast can be processed more quickly in early
spring as the sap is rising, or in winter, in which case the bast can be
separated rapidly over a fire."
Hardy, Karen 2018. "Plant use in the Lower and Middle Palaeolithic: Food, medicine and raw materials"

Practical examples:

Cedar bast

Willow bast

Spruce root bast

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