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Messages - Buoidda

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31
Modding / Re: "Magic" audio trigger
« on: January 11, 2021, 07:49:40 PM »
Oh now I'm overwhelmed with poetic nostalgy.

Code: [Select]
I wish I could go spelunking.
Fall through a hole in the cave floor,
try to find stairs up in complete darkness,
stumble through yet another hole, even deeper...
and hear a growl echo in the pitch--

32
Modding / Re: "Magic" audio trigger
« on: January 11, 2021, 06:34:13 PM »
I vaguely remember "(tree) bark" barking at me whenever walked over, but that was fixed years (decades?) ago.

33
Gameplay questions / Re: Are Map tiles eventually cleared?
« on: January 11, 2021, 06:30:41 PM »
:
I'm aware of the "clear everything except for the place you are in" trick, but that's a last resort.

This caught my interest. What is it? How do I do it?

34
Off-topic / Re: Sami's Bouncing arrows got revisited.
« on: January 11, 2021, 05:48:34 AM »

35
Mod Releases / uprooted turnips
« on: January 10, 2021, 12:37:44 PM »
My mod isn't perhaps for all, but this certainly is: uprooted turnip graphic



(The middle column shows the new graphic. Vanilla style is the same as the ripe ones on left, with added "running dots".)

Afaik, there is no drawback: the new graphic is only used when turnips are harvested.

It's nice to see turnips being actually pulled out on the field. And a lot easier to distinguish.

36
Stray arrow of yours, perhaps, hit one of the villagers?

37
Mod Releases / Re: Buoidda's crafts 2.3.5 [released 2021-01-09]
« on: January 09, 2021, 08:06:27 PM »
Sausage update 2.3.5
- added gurpi, a preserved sámi "sausage"
- added mixed flatbreads for extending flour
- more fat in blood cakes
- doubled amount of blood obtained (still less than rl)
- added sour tanning sludge which only works inside birch-bark container
- absorbed sour milk and nettle cheese from BAC
- made all withes [noquality] to condense inventories because of apparent lack of impact otherwise (well skis, minor)
- fixed tanning solution
- dropped fowling arrow damage 1 more point, removed [noquality]-tags in an attempt to cap quality (fine is counterproductive here)
- reverted fowling arrows' weight back to 0.15lbs
Quote
// Forked arrows' main benefit is that they do not penetrate deeply underground and thus are easier to find.
// They also have a wide two-pronged point that more easily hits small targets.
// I cannot mod the above, but but at least they do less than normal damage to not grislify birds.
// After testing there was no perceivable effect on range even with 9lbs arrows.
- duplicate 'straight elm' variety more common in southern groves and meadows (flora update!)
- elm more rare (minor flora update!)
- late summer lindens appeared felled. Lifted them up again. Just pick the flowers, do not harvest linden (there's no additional gain anyway). Same behaviour expected of other trees near their withering period in december. I can't do much more about it, I still prefer the visual effect of trees falling down when harvested.
- fixed missing 'felled' graphic to harvested slanted pine (in addition to picked and dropped)
- Harvest: slanted pine, juniper, all willows, straight elm, rowan and birch.
- Pick: elm (or harvest and tresh), big rowan (pick young leaves to get lumber), lindens and spruces.
- Testing above some more, likely decide to revert so that only harvested and treshed trees appear felled (if they yield lumber). I want to see first how long before december they "fall down" by themselves.
- season colours on hares, as in Galgana's creature sprites

38
Modding / [patch]-tag used in cooking multiplies pots
« on: January 09, 2021, 01:38:47 PM »
I tried to modify BAC sour milk so that I could make variable amount in one pot by adding [patch] and [patchwise]-tags and reducing the needed requirements by dividing them with 5 (originally 1lbs leaves and 5 lbs milk).

Code: [Select]
// from BAC v111
// https://www.unrealworld.fi/forums/index.php?topic=4712.0
//   originally Cheese mod by zhihao1
//   http://www.unrealworld.fi/forums/index.php?topic=2360.0
// edited smaller amounts
.Sour Milk. *COOKERY* /20/  \1d\ %20% [patch]
{nettle leaves}   #0.2#  [boil] [remove] [patchwise]
{Milk} #1#   [remove] [boil] [patchwise]
[SPOILAGE_DAYS:60]

Then I made a patch 3 sour milks with one pot, which resulted me having 3 pots of sour milk.

Is there another way to make a variable amount of sour milk where the ingredients still retain the same ratio?

I know with [optional] tag it can be done with single ingredient divided into small amount of compulsory and second optional line like here:

Code: [Select]
// Got idea from Privateer
.Render fat into tallow.  *COOKERY* %50% /15/ \1h\  |-2|
{* fat} #0.1# [remove] [boil] 'some fat'
{* fat} #5# [remove] [boil] [optional] 'more fat'
{Water} #4# [remove]
[NAME:rendered fat]
[COOK_WEIGHT_DIV:1.2]
[SPOILAGE_DAYS:200]
[CARB:0]
[FAT:99]
[PROTEIN:0]
[WATER:0]
[PRICE:1]

But sour milk is more complicated, supposedly having a fixed ratio of two ingredients.

EDIT: Currently decided to just shrink the recipe to 0.5lbs nettle and 2.5 lbs of milk. (Since tanning sludge needs 3lbs of sour milk and nettle cheese 6lbs of sour milk. Less than ideal, but reasonable.)

39
Suggestions / Dropping everything when wielding paddle or ski stick
« on: January 08, 2021, 09:02:38 PM »
I reckon paddle and ski stick are among the most wielded/unwielded items in the game and it wouldn't hurt to streamline their use.

QoL: when on a watercraft and dropping everything (to set a net), one shouldn't drop the paddle if it's wielded. Same should be with ski stick when skiing.

I would classify these both as (poor) weapons since on top of inventory they are much faster to find.
QoL: paddle is quite a formidable ad-hoc weapon - i want to finish off those squirrels with it rather that kicking and punching


it tried to mod the latter, but only succeeded with ski stick

40
Mod Releases / Re: Galgana's creature sprites
« on: January 05, 2021, 06:59:05 PM »
Those elks are gargantuan! Wooow... Great work! Endorse and recommend!

EDIT: edited semiautomatic change for summer/winter fur for the hares in my batch files...

@Galgana: How about coloring a winter jacket for the famously white willow grouse as well?
Other ideas:
- summer coat for arctic fox
- winter coats for weasel and ermine
- gray winter coat for squirrels?

41
Mod Releases / Re: Buoidda's crafts 2.3.3 [released 2021-01-05]
« on: January 05, 2021, 06:45:49 PM »
Lumberjack update 2.3.3
- rowan leaves appear as felled rowan
- number of big rowans on an area increased from 3 to 5
- specified credits for trowftd in tree comments
- edited 'revamped rowan graphic' smaller to better distinguish from 'berry-bearing big rowans' and to cover less space
- adjusted lindens' bast yield down to 40%
- adjusted willow bast recipe a little
- adjusted willows' and lindens' maturing time from 120 to 100 days
- small skill bonus for bowstaves
- added "felled" graphic for all modded trees. They appear when harvested or picked up and dropped.
- fixed summer rowan graphic
- deprecated elk (track) graphics, recommend Galgana's creature sprites: https://www.unrealworld.fi/forums/index.php?topic=5743.msg17355;boardseen#new
- antler-tipped blunt arrows output just blunt arrows, but with an altered graphic
- leather instead of cured skin for staff-bow
- redefined vanilla ski stick as weapon for easier selecting
- made fowling arrows heavier from 0.15 to 0.25
- adjusted bowstring lenghts in bowying
- added [MATERIAL:wood] tags to bast and bark
- changed willow bark [TYPE:timber] for it to work in tanning

Linden flower beverage update 2.3.4
- linden flower beverage now properly named due to missing name tag fixed in flora*.txt (minor flora update)
- added ability to dry perch-skins
- perch-skin glue now boiled in a pot and quality affecting crafted bow quality (but not antler blunts)

42
Suggestions / get lost
« on: January 03, 2021, 06:16:06 PM »
...that's what I'd like to be able to do in this game.

But even if I toggle out the cultural regions, but my characters GPS navigator is way too sophisticated on the mainscreen (see picture).

I tried playing with a piece of post-it note on top of it. It became bothersome after a while, covering inventory screen etc.

So: please hide the location help when cultural regions are toggled off.


43
I too enjoy raking the woods. Perhaps auto-pickup could be enabled by wielding a rake.

I should know better not to mix politics in, but this is so funny I can't resist. (English-spoken clip of a Finnish satire on contemporary matters, like raking the woods) ;D

Send him to Finland! (Trigger warning: mr. Trump)

44
Suggestions / Re: more sea-ness of the sea: seatic species
« on: January 02, 2021, 06:05:44 PM »
No support? What if you could catch flounder, plaice or turbot? (All flatfishes so they could share a new flatfish graphic. )

And I guess trout and salmon should also be among unreal-sea-catches. Or are they already? Yes.

It'd be also sea-reflecting to rarely catch something like "strange fish", "odd-looking fish", "ugly fish" etc.  :D

45
Stories / Re: Island challenge stories
« on: January 02, 2021, 05:08:40 PM »
Lemet also didn't see any spawns for the first month or so. Then a couple of birds and seals started spawning. But now he's deceased of boredom. I wanted to play on the mainland for a change, also to better test my mod.

For Wilson, I would definitely expect at least seals at some point.

Note also that each readying of a trap upsets the spirits a bit. With so large number of traps, this needs to be balanced out with (daily?) sacrifice.

Animal populations' spawn mechanic is quite refined: here's a excerpt from the changelog.

Quote
- overhauled: animal populations

        Creation of animal populations has been thoroughly checked, adjusted and balanced.
        These adjustments concern not only the commonness and relative number of animals, but
        also their natural habitats. Frequency of big game remains quite the same as it was,
        and most notable changes are seen in populations of small animals and birds.

        In general you can now expect more varied and greater number of wildlife to exist in
        the world, but natural habitat of animals has a much greater role than before. You
        can't expect to find any forest animals in any type of forest.

        Few examples:
        Gluttons and ravens prefer large intact coniferous woodland areas.
        And so do pine-martens - but they also like cliffs and caverns nearby their home
        forests. Badgers mostly occupy mixed or leaf tree forests - preferably with some
        wetlands nearby. Weasels aren't too picky about their habitat as long as there's enough
        trees and vegetation to provide coverage - but they tend to avoid too open areas.
        etc. etc. etc.

        With balanced and overhauled animal populations in use you are bound to find more
        animals and more different species within smaller area than before.  It's possible
        that an area of 5x5 wilderness tiles (500x500 meters) can have a dozen of different
        forest birds, three hares, two squirrels, a fox and a badger around. It's possible -
        but naturally not always the case. And despite of more wildlife existing it's not
        evident that you'll get to spot it from a close (or hunting) distance.
       
        To learn more about changes in habitat and population adjustments see updated
        game encyclopedia [F1] pages for:

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