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Messages - rudy

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Bug reports / Excessive Turnip Seeds?
« on: January 02, 2023, 09:29:59 PM »
Came across a Driik village that had 600+ birch barch boxes filled with turnip seeds. Seems excessive, but not sure that rises to the level of a bug worth worrying over.

I backed up a save; if you want it, let me know, and I'll upload.

I'm bumping this, first, to confirm for others that it still works, some 2+ years later. And, second, because it's an invaluable tool that newer players should be aware of.

I actually recently got the exact same bug, for crafting a bow for my magic mod.

The recipe is as follows:

.Enchant a Bow. "Longbow" [effort:0] [phys:hand] *WEATHERLORE* /1/ |2| %20%
{[NEARBY_TILE:mountain]} +'Pray at the Shrine'
{Fire} +'Sacrificial Fire'
{Weapon Enchanting Rune} (1) [remove] [noquality]
{*Bow} (1) [remove] +'Northern, Hunting, or Longbow.'
[NAME:Enchanted Bow]

It creates an enchanted bow with no string, which can then be strung normally.

Normally I wouldn't report bugs that only occur with a mod, but it told me to report!

EDIT: This is 3.72 patch 1 on Windows

Gameplay questions / Re: Knives weights
« on: December 31, 2022, 04:25:54 AM »
The wiki is incorrect about a LOT, due to infrequent updating. It's fan maintained.

Knives are in the 0.25 to 0.4 pound rangeother than the Skramasaksi (a combat knife) which is 1.2 pounds.

Modding / Re: "RPG" stat mod
« on: December 31, 2022, 02:29:58 AM »
I acknowledge it won't work well for all OS, but I'm not aware of alternative paths.

So, what kinds of things should give experience. My thoughts so far:

Hunting creatures, obviously, with more XP for the more difficult and dangerous ones.

Killing Njerpez warriors, or Foreign Traders, probably the most.

Completing quests.

Successfully trapped creatures give less? Or the same?

Fishing. Perhaps some XP based on so many pounds of fish caught.

Building. Amounts for shelters and log cabins?

Some generic amount for X hours of crafting, I'm thinking. Like, "If you spend at least 4 hours crafting *something* in a day, gain 1 XP" This can cover a lot of stuff, from tanning hides to carpentry to cooking, to any number of modded recipes.

Learning new rituals.

Visiting new towns.

Very significant trades?

Agriculture? Something like "for every four spaces harvested, gain 1 XP". A once-a-year kind of influx.

1 XP per cave fully explored?

What else?

Modding / Re: [Info] [3.71] Cheat Engine Addresses
« on: December 30, 2022, 09:47:06 PM »
Please note that the address for textilework skill is incorrect. In Ruby's table it is set to 0B2F5DD5 but it should be urw.exe+A305DD5

I think that's true in the 3.72 file, but I'm pretty sure I fixed it in the 3.72 patch 1 file, no? It's fixed on my computer, so if not, something weird going on.

EDIT: I think I had uploaded before I saved the fix. I changed the download two posts up to fix the textilecraft issue. I think.

Modding / "RPG" stat mod
« on: December 30, 2022, 09:25:58 PM »
Hi All, seeking input on an idea.

Let me start by saying I know this is not going to be a lot of people's cup of tea. What I'd like to do is create a mod that "allows" the regulated improvement of stats and other character aspects.

This cannot be done within the game itself; there's currently no way to modify attributes using mods. However, my idea is to have a mod that uses CheatEngine as an external tool in the following way:

There would be a menu of crafting choices within the game that would help you track 'experience' points. Like, one choice on the menu would be "Killed a bear", and it would produce, say, 50 experience tokens (weighing 0). Another one might be "built shelter" and it might be worth 1 experience token.

There would then be a set of rules indicating how much experience you would need to increase an attribute using cheat engine. Like "To increase an attribute, spend 3 times the current attribute in experience tokens". Then the player would Discard the appropriate number of experience tokens, and then use cheatEngine to increase the attribute by 1.

Currently I have a vague set of rules I use to formulate the improvement of my own characters in this way; the purpose of the mod would be to track the 'experience' more precisely, and allow a set of shared guidelines for "leveling up" in this way.

Other things that could be modified would be character weight or height, or skills.

Interested in feedback on the idea but, most importantly, whether there is ANYONE besides myself that would be interested in something like this. If not, it's not really worth the effort of making it, and I'll just continue to use my informal system.

Likes are appreciated, but will not be interpreted as interest in using the mod.


Modding / Re: [Info] [3.71] Cheat Engine Addresses
« on: December 30, 2022, 04:01:58 PM »
File updated for the 3.72 patch 1 update. If you have not installed the hotfix, or if it's not available for your OS yet, continue using the 3.72 file from three posts up.

Suggestions / Armor protection modding
« on: December 30, 2022, 03:39:11 PM »
A modding option to set the armor protection / warmth values of an armour item, much like we can currently set the attack values of weapons, would be very much appreciated.

Not bugs / Re: [Not a bug] Crafted fur clothes MUCH less valuable?
« on: December 29, 2022, 06:23:14 PM »
Thanks for that! Clears up the reasoning, at least.

The next major update is working on furs and leather. I'd consider feedback on the following very valuable as I work to finalize the changes.

// Rudy - First, it's important for new players to know that fur clothing inherits protections from the TYPE of fur used in its creation. Bear fur generally giving the best protection/warmth.
// Most crafed fur clothing is superior in protection to the generic "fur" type clothing that you can trade for, as a result. When you craft a shirt using bear fur, it will be crafted as a
// "bear fur shirt", and be superior to a "fur shirt". For unknown reasons, the "bear fur shirt" is far LESS valuable than the generic "fur shirt" that you trade for, in spite of being
// superior. This is one of the things I have attempted to adjust for.

// I removed the [ARMOUR_MATERIAL:fur] lines from the modded armor items. This was preventing them from inheriting the greater protection values from specific types of fur, and instead
// just assigning them the protection values of generic "fur". This necessitated changing the base item of Fur footwraps to a fur cap, but that presents no issues. [TYPE:armour] is also
// unnecessary, as that is inherited from the base item.

// Vanilla fur clothing is slightly 'lossy', usually requiring 0.2 pounds more fur than the weight of the final product. Fur required by modded fur clothing was adjusted to match that.
// The fur loincloth actually required only 0.5 pounds of fur to create something weighing 1 pound! This has been fixed.

// Adjustments made to hood/cap/mask/niska.  Originally the hood weighed 1.1 pounds, and covers the face, neck and head. The cap (vanilla) and the mask and niska (modded) each cover
// only one of those things and weighed 1 pound each, making the hood the only thing it makes sense to make. The weight of the cap, mask and niska were reduced to 0.5 pounds each,
// for a total of 1.5 pounds. The fur hood weight was increased to 1.3 pounds. Thus fur hood is still slightly better if you want coverage of all three areas, but the individual
// items have their place as well.
// This does not affect the weight of the vanilla fur cap or hood that you might acquire from trading (though the fur hood from trading won't be as good as a "bear fur hood" for example).

// When considering the value that fur clothing should have, there are several limitations and considerations. There does not appear to be a way to make the value of the final product
// depend on the kind of fur used, so "bear fur cap" and "elk fur cap" will always have the same value.
// To make balance decisions, we have to look at the value of the base furs, first. Value per pound of some major fur sources:
// Elk: 1.25   Bear: 1.875   Badger: 2   Reindeer: 2.5      Squirrel: 3.33      Ermine/Hare/Weasel: 4      Grey Seal: 4.4
// All others are *significantly* more valuable per pound, from 7.5 up to 30, and so given the option it makes more sense to reserve those for direct trading rather than
// make them into fur clothing.

// A further limitation is clothing/fur quality. Fur clothing is always of decent quality, regardless of the fur used, due to a hard-coded limitation. There are ways to get around this for
// other clothing types (see wool clothing), but doing so for fur clothing prevents the inheritance of protections specific to the type. In other words, if I change the recipes to allow
// for "fine" or "masterwork" fur clothing, the higher protection of "bear fur", e.g. is lost. That does not seem a good trade, so we are sticking with the enforced "decent" quality fo
// fur clothing. This also means, unfortunately, that "ragged/harsh" furs, e.g., can be used to make clothing of decent quality. In fact, it only makes sense to do so with them, rather than
// trade them directly.

// With all this in mind, players will be presented with a short explanation that normal fur clothing should only be crafted using decent or higher quality furs, for balance reasons.
// This is not enforceable in-game, but many such issues are addressed by individual recipes (such as the instructions to players to shear each sheep only once), and so will be left
// to the sense of fair play of the players themselves. There will be a few new fur recipes that will be added that can use ragged/harsh furs to craft, e.g., a "rough fur cloak", but ones
// that will not inherent the properties of the animal type (and thus be inferior in protection, as they should be).

// With these prices and limitations in mind, I have attempted to balance around the idea of fur clothing being worth 2.5 per pound of fur used in the final product. Assuming that
// players abide by the intended restriction of not using ragged/harsh furs, then this makes turning elk fur into clothing into a profitable venture, but not obscenely so, and the final
// product is no more valuable than reindeer fur, and so should not present a major balance issue. Bear fur is profitable when turned into clothing, and badger slightly so. Reindeer
// clothing is equally valuable to the base furs, while all other furs are more valuable NOT turned into clothing. All of these statements depend on using decent quality furs; when the
// furs are fine or superior, the profitability shifts in favor of keeping the furs (only elk fur is more valuable as clothing when of Superior quality or higher).

// None of this can affect on impact the value of the generic fur clothing that you can purchase in settlements, which are not always in balance with one another in terms of materials used.
// For instance, fur overcoat and fur leggings are both worth around 2.7 per pound of fur used, while fur leggings are worth around 1.7 per pound, and fur footwear worth 4 per pound.

Not bugs / [Not a bug] Crafted fur clothes MUCH less valuable?
« on: December 29, 2022, 03:53:20 PM »

Another situation where I'm not sure if this is working as intended.

Crafted fur clothing, e.g. a bear fur shirt / elk fur shirt, is MUCH less valuable than a "fur shirt" that you might trade for in a village, even though the bear fur shirt is superior in protection. It's like a factor of 5 difference in trade value.

I'm not sure if this is an error, or a balancing choice, or something else.

NPCs altogether rejecting any trades that include items that they cannot carry
This is already the case for trade with foreign traders; thus it's probably the easiest implemented solution to trade with wandering adventurers.

A very minor thing I have noticed before, so not specific to this version - Why do some wooden tubs stack but not others?  In my cellar I have loads of them, all filled with milk.  Five have stacked together, and two more in a separate stack, but the others remain as singles.  Any ideas?
Short answer: I'm not sure.

Long answer: Stacking is a complicated thing. When it comes to foods that spoil, for example, they will only stack if they are at the same spoilage state, I think. Milk doesn't spoil, so that shouldn't be the issue.

With other objects, stacking requires they be completely identical in every property. As far as I'm aware, the wooden tub crafted by the mod has the same properties as the vanilla one. Does it seem to be the case that some of the wooden tubs are ones you crafted, and ones are ones you traded for? If the modded ones are stacking separately from the traded-for ones, then that may be a mod issue, and one I will but on the list of "to be investigated"

On the other hand, I've noticed, in some rare cases, two vanilla objects won't stack for reasons I cannot ascertain. If all your wooden tubs are ones you traded for, then this is likely to be the same issue here, and I don't think the mod has anything to do with it.

There are other strange stacking rules that I don't fully grasp. Pots that you have just traded for, for example, will not stack with pots that you have previously used to cook, even if both are empty. But once you've used them to cook with, they will then stack.

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