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Re: BAC Mod Weaving yardage.
This is great! It should take months and a lot of labour to make a garment, that'd be historically accurate.

12 ends per inch is what you get out of a rigid heddle loom — backstraps and warp-weighted looms, as well as contemporary floor looms, go ridiculously fine and at the upper limit it's about whether you want fine threads catching on the roughness of your normal human skin or not.

June 26, 2023, 02:54:46 PM
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Re: BAC Mod Weaving yardage. Moreover if you want to talk spinning — I'm actually more of a spinner than a weaver because I spend a lot of time knitting my output. I use a spinning wheel. The spinning wheel was a technology that increased the efficiency of spinning a fiber into thread by more than an order of magnitude. I can spin with a spindle, and for very specific technical tasks it's preferable.

eg: spinning very delicate threads is easier on a drop spindle than on a spinning wheel.

Now, on how the rhythms of spinning and weaving fit into agricultural life around the Iron Age and after, into the pre-industrial revolution: making yardage was a family affair. The retting and shearing could be done by anyone. Carding and combing were simple tasks that you could delegate to children. After that, the women and older girls would spin the thread. Spinning was often saved for a winter task — you didn't need much light to do it competently.

Weaving, on the other hand, was a summer task — the kind of thing you could use the long daylight hours to do. This is because if you slip up in your weaving you can threaten the entire structural integrity of the cloth.

Moreover, what people value in weaving and spinning then and now is completely different. Back before the industrial production of cloth, girls and women were trained extensively to turn out fine, delicate handspuns. I have seen a delicate piece of linen cloth dated to the antebellum era of the US that was translucent, woven as a sampler to show off a young lady's skills. Consistency and regularity were vital.

Such consistency and delicacy was heavily devalued with factories turning out stuff, so nowadays consumers prefer handwovens and handspuns that reflect a slight human irregularity in the touch, or a method of spinning and plying that machines cannot replicate.

So back in the era of UnReal World, a young woman who could spin fine thread and weave fine cloth would be considered extremely marriageable, because if she was swift and efficient at it, and also knew how to dye cloth appealing colors, she could put some of her spare cloth on the market because it was ULTRA-VALUABLE.

As for historical dye plants: people used all kinds of dyeherbs. Woad for blue, onion skins or dyers' chamomile (Anthemis tinctoria) for yellow, madder root for red. Note that this is a very, very short list. Most of these natural dyes require a mordant, or a metal salt, to make sure the colors chemically bond to the fabric. Some of the mordants used are pretty harmless — alum, for example, is used to mordant some colors, but too much of it will leave wool and other protein fibers with a weird sticky texture. Other mordants are shit you need chemical disposal facilities to get rid of.

As a contemporary fiber crafter, I use acid dyes, which bond to protein fibers effortlessly with the addition of citric acid or vinegar.

A large amount of the colonization of Mexico by the Spanish was driven by a consumer craze for lightfast intense red dye, which was derived from the cochineal insect that fed on prickly pear cacti. Similarly, both indigo and cotton drove chattel slavery to a great extent (although not as great as the consumer desire for sugar.)

(I know most of this stuff because my university education is on theatrical costume production — but I was already spinning and weaving before I became a costume technician, and my gateway craft was knitting.)

July 02, 2023, 04:58:47 PM
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Re: Ancient skis.
Quote
  Is there proof that this is the kind of skis the Sami people used? 

I'm not sure what you count as "a proof", but here is a University research paper : https://www.utupub.fi/bitstream/handle/10024/147759/Korteniemi_Jaakko_opinnayte.pdf?sequence=1&isAllowed=y

It lists several pages of references, and if you scroll to the very bottom it also has a handful of related youtube links.

The research paper examines the pair of skis where the other ski is optimizied for gliding and the another for pushing / walking. The historical evidence suggests that this type of skis was invented by Sami people living around the Gulf of Botnia of the Baltic Sea, sometime around 500 BC, and was widely used until 1800 AD. The research paper describes also the experimental part where they crafted these skis to see how they perform in real usage. They found the design to be especially effective for hunting on skis.

October 09, 2023, 02:11:34 PM
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Re: [Solved] Any way to find accidentally unleashed animal? Thanks to @Erkka, who sent me a link to this thread, I've managed to find my cow. Poor thing had been killed by a wolf :c .

Short howto for those who would happen to need it:

1. Open msglog.txt in your character's folder.
2. Find the last message about unleashing your animal. It looks like this: (3C5A98):52jf:[:]{06AB02EB} | You unleash *animal_name*.
3. {06AB02EB} are coordinates of the world tile, where you unleashed your animal. Copy them and past somewhere.
4. Now perform any action in game and scroll to the last line of msglog.txt. You'll see something like this: (3C5A98):a2je:[:]{07CE0477} | You ski.
5. {07CE0477} are coordinates of the tile where your character is at the moment. Copy them too.
6. First four hex digits are longitude, next four digits are latitude. Now you need to perform some math.
7. Open your calc app and swith it to hex mode.
7.1. Substract lesser longitude value from greater one and convert the result to decimal. Let it be X. If the tile where you lost your animal has lesser longitude value than your current position, you need to go west for X tiles, otherwise go east.
7.2. Substract lesser latitude value from greater one and convert the result to decimal. Let it be Y. If the tile where you lost your animal has lesser latitude value than your current position, you need to go north for Y tiles, otherwise go south.
8. When you manage to get to the place, zoom in and check your current coordinates in the last line of msglog.txt to make sure they are the same as coordinates of the tile where you lost your animal.
9. Now just search the tile for tracks, and have a good luck!

October 19, 2023, 10:49:43 AM
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Re: Telling villagers about companion's death in order to be able to hire again Once being the only survivor after a brutal fight against a whole Njeperzit village, I carried my owl-tribe adventurer companion's dead body all the way back to his home in the far north. When I tried to give the body to his fellow villagers, they just said that it's something they didn't want to hold :-*. Of course, it's just the way how it's coded. But it still feels strange to see that they don't even know their own fellow villager. Wish that there could be more vivid interaction with NPCs in the future maybe.
October 28, 2023, 11:48:45 PM
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Participating to Free City of Games game art event in Kouvola, Finland Free City of Games, the event showcasing games and game culture is being held in Kouvola, Finland for the second time in November 2.-19.11.2023.
This year I'm happy and honoured to participate the exhibition with an interactive playable installation created together with a long-time fellow coder and friend mr. Pasanen.
Our work is called "Avaruuspuhelin" (Space Phone in English), and it's basically a seriously tweaked old rotary phone which you can use to solve a little extra terrestial mystery in sort of escape room fashion.

So if you happen to reside, or feel like travelling to Kouvola, Finland, feel free to visit the event. It's all free, and features a diverse selection of games and game art to play and experience.


No matter what sort of game you've created, the playtesting is important.

You can find more photos and background info here at the Buy Me a Coffee page:
https://www.buymeacoffee.com/samimaaranen/free-city-games-participating-game-art-event


November 05, 2023, 01:25:38 PM
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Re: Human combat system is really off---enemy are fighting like zombies humans used to be weaker -- -there was no chance fighting against a lynx or a wolf, you heard a silent meow from the lynx and your only hope was to run far enough away to zoom out, my characters barely lived 10 days if i was lucky, back then.

i know you mean that you want that NPCs should be weaker than the player character. but the way i see it is all of these things that the NPCs can do are things your character can do too, if you're less encumbered.

When you say your enemy is getting up in the same turn, what's happening is they are less fatigued than you, or they're not carrying 70 kg of stuff, which lets them be lighter and move faster, so they get to go more often.

November 06, 2023, 10:11:25 PM
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[3.82] Paul's Simple Things: build a well, repair linen, nettle, woolen clothing Hi everyone!

Well, I like UrW like it is, and this mod adds just a few things I've been lacking. First, having a water supply in my homestead. It becomes pretty annoiyng over time to go back and forth for water. And second, repairing all kinds of clothing. It's a bit strange that in vanilla game you're able to easily repair things made of fur and leather, and completely helpless when it comes to clothes made of other material.

So, now it is possible to construct a well beside your house. You'll see a "Well" in the Building menu (Alt+B). In this mod it is really hard job, so you won't be able to dig a lake. Feels pretty fair to me.

As for clothing, there are three new options under the Handcraft menu (+ or M), one submenu for each kind of clothing. Well, it is not real repairing, as this mechanic, AFAIK, isn't available for modding. In fact, you create new item out of worn-out one.

The general recipe is pretty simple: say, if you want to "repair" woollen socks, you'll need a needle (craftable, the option is placed under each clothing submenu), some yarn (linen for linen clothes, nettle for nettle ones, and hemp for clothes of wool — just for things to not be too easy), a pair of worn-out socks and (new wollen socks weight)x2.5 of any woollen rags. Such expense of material imitates cutting out appropriate pieces of cloth, to make the process feel a bit more realistic. Quality of repaired clothing is capped to decent (at least I tried to).

Thanks to:
@Brygun for BAC, which is the source of code for building a well
@mlangsdorf for the idea of repairing things this way and his code I used as an example
@Xaidread from UrW discord, who helped me to make the well code work

To install the mod, just unzip it to the game's folder.
Feel free to comment, suggest and criticize.

UPD 1.1:
  • fixed typos
  • added woollen footrags recipe
UPD 1.2:
  • lowered unnecessary high effort when repairing clothing

November 12, 2023, 07:12:38 PM
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Re: No reach? Knives are pretty bad due to their low attack bonus, which essentially measures reach for time being.
November 26, 2023, 08:13:12 PM
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Re: Human combat system is really off---enemy are fighting like zombies Strong edge (or tear, yes I mean you Mr. Wolf) attack to neck is usually 1 hit instant death for PC and NPCs if there is no significant armour there (I don't think I have seen many mail cowls on Njerps). There is this massege about almost tearing the body part off. Happens also with broadhead arrows (including to animals as large as reindeer and at least smaller bears), and it can happen even to otherwise unharmed and fresh mobs. Point attacks are in my experience less instantly lethal, which is why I tend to choose axes over spears (and often bring broadheads if I know I'm going to fight Njerps or robbers and need to make my shots count).

I have never, ever missed with attack on unconscious mob (yellow text on attack screen), and I suspect such attacks automatically roll extra damage dice as well. You sure the mob was actually unconscious?

In general the main trick to URW combat is exhaustion management. Your opponents run all the time in combat situations, while you can choose not to. If they are not running they are attacking every turn (while you can choose not to, in which case you most likely move backwards so that your opponent has to run bit more). Exhausted mobs will have penalty to their attacks, they drop down easy and when they become unconscious they are unlikely to recover in reasonable time. You can essentially consider it equivalent of damage that just heals quicker, in that sense even moving backwards (and not even making a counterstrike) is a damaging attack on your enemies, and it has 100% hit chance.

November 27, 2023, 01:29:39 PM
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