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quality of life For new players:

Since the UI can be a bit unwieldy at times, here's some things I learned:

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The combination of using NUMPAD+ and the TAB key is really useful to drop, equip, dress/undress/haul certain items without having to scroll through your stuff.
NUMPAD+ = select everything
SPACE = confirm
TAB = activate filter
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Examples:

TAB+'f' selects all food, so it is very useful to dump all the food into the cellar. TAB+'f', NUMPAD+ and SPACE do a great job here.

If I want to cook those 259 elk cuts, what I do is
press 'd' (to drop)
press NUMPAD+ (to select everything)
press TAB 'f'
press NUMPAD- (to unselect everything)
press SPACE (Now I will drop everything that is not food)
When roasting my cuts I can now use 'r' to repeat, and if I am only carrying raw meat, the process is really fast.

I do the same for tanning stuff, drop everything except hides, press 'g' to get my knife (and some fat) from the pile at my feet, and I am ready to go with 0 penalties

I do the same when trading in a village sometimes, when I drop everything I don't want to sell. I undress all clothing via SHIFT+T, TAB 'a', NUMPAD+, SPACE. Now I can let the villagers choose "which items they actually want", and I can also carry more.

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The game takes materials from the ground. When crafting it is useful to first drop everything (NUMPAD+, SPACE), and then pick up some critical materials that cannot be used from the ground (like food or cords).

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When cooking (or drying food) it is useful to build the cellar right next to the shelter. This way I can make a fire next to the cellar and cook while standing on the cellar. The food is prepared "inside" the cellar. If the fire is really small, the food won't burn and will be stored in the cellar without the need to move it there.

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About drying food: On my first couple of games I didn't know that clothing can be used to make cords. Linen, wool, leather, and fur clothing can be transformed into cords. One cord can take 19 cuts.

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Food preservation: Food on companions spoils more slowly. Shift+'g' can be used in the overland map, so whenever I am hungry, I can take some meat from my companion instead of carrying the food myself. (Also useful for trading.)



 

June 03, 2018, 09:29:00 PM
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Rendezvous for Foreign Traders I think it would be great if there were an annual rendezvous of foreign traders somewhere so the PC is not limited to only randomly occurring encounters. French traders did something similar when trading for buffalo and beaver furs in the US. One might even be able to order something for the next rendezvous from the traders. I've never really accepted that there are groups of traders wandering the forests of Finland without an established circuit through the villages.
March 10, 2019, 08:39:39 AM
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Re: Time for some new paint on these walls... It's touched now.

April 10, 2019, 11:47:42 AM
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Re: Rye and Barley are not good crop? Your own fields make a wonderful bait for small game.

I like to think of it as the animal have taken away grains and given back meat.

Its a circle of life.

Very traditional.

June 05, 2019, 09:24:02 PM
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Throw of life So, after getting back stapped by stupid njerpes warriors or mass gang mauled by wolves in two games with great starts, I was having it rough. After a well deserved break to calm my nerves, repeating over and over in my head: "Take it easy this time cowboy", I tried again. I chose a chilled scenario, made a good character and went at it again!
Eagerly checking my startup items "Rough Handaxe" and "Rough Knife". My enthusiasm was now lowered. I really don't like rerolling my character, but admittably, I was on the verge. I got to check the body lying dead besides me (as per the scenario), exact same items.... WTF "#=%Ì"&=".... On top of it, i had a total of 1.8 lbs of food, so barely one days worth. A mate teased me into soldiering on, so I didn't reroll the character. I head out hunting without building a base hoping for a stupid squirrel or something.. nothing.. It's spring way up north in the mountains, so no water either. I finally find some, but at this point the food had run out.
As i'm crawling helplessly on the world map, cold, starving and extremely tired I see a bull elk. I imagine that this is some code left behind to give me the finger for funsies, kind of a "now that you're basically a corpse, I'll show myself so you can smell what i would have tasted like"...! Actually believing this, I figured that I'll at least face the troll code head on and die with dignity. I threw my newly crafted javelin at the fucker, and this happened....?
This game gives you an experience you don't get anywhere else :)

July 05, 2019, 02:50:40 AM
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Messing with measures So, the length property has been added for tying equipment, and I've been working on to update item conversions and crafting requirements to accept this brand new addition.
Adding measure of length is a perfect example of seemingly simple, yet fundamental addition which extends all around the code and has brought up numerous related features.
Here's where we are at now with tying equipment additions, and now I hope to be able to catch up with more NPC stuff - where I was before getting entwined by ropes and cords.

 - added: measure of length for tying equipment

         Appropriate items, such as ropes, now have a length property. The unit of length we use
         is foot (ft), and should an item have a length property it is displayed both in inventory menu
         and when looking at items on the ground. This addition foremostly affects to crafting material
         requirements which can now be length based.

  - added: new crafting category under [M]ake menu: "Tying quipment"

         This category contains the usual ropes and cords, which are now removed from their previous
         location in "Utility articles".

 - added: Join and shorten options to manipulate tying equipment lengths

         Under "Tying equipment" category within [M]ake menu there are options for joining and shorterning
         ropes and cords as sometimes specific length is desired. You may not want to spend full length
         rope on something that requires only a short piece, or you may need to join cords together to
         come up with long enough string for a specific craft.

 - changed: tying equipment requirements in crafting are now length based

         Instead of requiring certain number of cords and ropes all the tying equipment requirements
         are now length based.

 - reasoned: required tying equipment types in some crafting recipes

         For example:
         When making arrows, previously you could use any "tying equipment" in the process - including
         ropes. Now arrow making requires "cord", a little finer and more specific tying equipment.

 - added: tying equipment used in cookery do not disappear in the process anymore

         You can pick your ropes and cords back after the smoking and drying processes are done.   

These are future additions, not yet functional in current version 3.52.

July 10, 2019, 01:40:01 PM
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Re: Improved trading system There already exists in the game a mechanism that provides a pretty accurate system of valuation- that used by the Foreign Traders!

It is made very clear what they believe is a fair trade, i.e., 'x' number of those furs and 'y' number of those furs. If you've traded much with them, you'll also have noted their valuation sometimes is merely a starting point. That's because your available furs are insufficient in value for the trade items you desire.

Anyway, I'd suggest, if it is possible, that the player has something like a 'trade blanket' (an inventory section) upon which he'd lay out all that he desires to offer for trade, from which VILLAGERS could determine what items they consider a fair trade. That would also put an end to villagers saying they'd be happy to trade for the Masterwork items I'm wearing/using, never gonna happen!

So, the 'Trade Blanket' would display, say, a dozen wooden bowls, ten paw-board traps, a few furs, some dried meat, jewelry, extra weapons, etc. Then, instead of the method described by the op of laboriously adding/subtracting items, the villager would give a quick initial valuation of the desired item. 

July 17, 2019, 12:51:56 PM
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Re: New furniture item: "Chest" for storing things
One main issue in dealing with containers is urw treats all contents as fluid, any defining separation of items lost.

 Closest I ever got in-game was arrow quivers.

I am inter-oping with C# and memory editing to store the data outside of the game. I'm using some mod files to control the UI and container creation, still pondering what would be required to safely delete a container once I've created it though, maybe require that its emptied first, otherwise item loss can occur. Here is my current progress with the official modding syntax:

Code: [Select]
[SUBMENU_START:ContainerTest]

.New Container. "Hunting horn" *CARPENTRY* /1/ [EFFORT:1] [PHYS:hands] [noquality]
{Knife} <Small knife> [noquality]
[NAME:(C)Chest]
[WEIGHT:5000]
[TYPE:container]

.New Worn Container. "Hunting horn" *CARPENTRY* /1/ [EFFORT:1] [PHYS:hands] [noquality]
{Knife} <Small knife> [noquality]
[NAME:(W)Pouch]
[WEIGHT:28g]
[TYPE:container]

.Open Container. "Hunting horn" (1) /.1/ [PHYS:hands] [no quality]
{Container} [ground] +'Nearby Containers'
[NAME:Open]
[WEIGHT:0]

.Place Container. "Hunting horn" (1) /.1/ \1h\ [PHYS:hands] [no quality]
{(C)*} (1) +'Container to be placed' [remove]
[NAME:Place]
[WEIGHT:0]

.Wear Container. "Hunting horn" (1) /.1/ [PHYS:hands] [no quality]  ///// Not Currently Complete
{(W)*} (1) +'Container to be worn' [remove]
[NAME:Wear]
[WEIGHT:0]

.Takeoff Container. "Hunting horn" (1) /.1/ [PHYS:hands] [no quality] //// Not Currently Complete
{(W)*} (1) +'Container to be worn' [remove]
[NAME:Takeoff]
[WEIGHT:0]


[SUBMENU_END:ContainerTest]

When creating a new container to be used by the engine, the player will use the crafting system to activate when the container created is to be modified and tracked for the engines use... So this would look something like....

Step 1. Craft Container
 
Step 2. Place/Wear Container using crafting mod

Step 3. C# Mod reads "Place" or "Wear" item created from crafting mod, then modifies this items details to match the designated container. In addition, certain memory that is not used by containers normally will be used to insert an ID that the engine will use to identify that specific container.

Step 4. C# Mod stores the containers real ID and new ID into dictionaries along with information on what item ID's are stored in the container and their quantities. From this, additional properties may be applied in updated versions by taking the ID's and reading the game's item struct for their data, then calculating things such as, how much weight the current container has. This will also be an essential component for interacting w/ and displaying information on the C# UI.

Step 5. C# Mod saves containers data to a readable file, under the current characters file directory. Containers will be saved in a "Containers" folder. The files in the containers folder will relate to each individual container by the unique ID and XY overworld and localworld co-ordinates for location tracking down to the tile. The file name will look like this: "(ID)[x, y|x, y] ItemName.cont". Contained within this file will be data related to the real item ID's for the stored items and their quantities.

Step 6. C# Mod handles loading of containers and condition handling to stop potential bugs from occurring by user error.

Step 7. When "Place" or "Wear" is overwritten in the game's data, and when a new "Place" or "Wear" item is created, it will create a new entry in the players known item struct, allowing new containers to overwrite and repeat.

Step 8. .... many more possible steps I'm missing, but this is the general concept I am shooting for.

This should also allow people to create their own containers that the engine can use, I'm not sure what effects different properties of the crafting system will have. I do know you can insert variables for the crafting system to use via Carb Water Fat and Protein, despite the item not being marked as something that can use these, the data will still be written to where these would be used, and therefor can be used by the engine as user-based input.

Currently, creating your own container looks like this:
.New Container. "Hunting horn"   *CARPENTRY*   /1/   [EFFORT:1]   [PHYS:hands] [noquality]
{Knife}   <Small knife> [noquality]
[NAME:(C)Chest]
[WEIGHT:5000]
[TYPE:container]

I'm sure some things could be removed/modified here that aren't needed, but the important thing is the name starts with the engines syntax for identifying containers, (C) represents a container that is placed on the ground, (W) represents a container that can be worn. When the engine identifies a new container has been created via "Place" or "Wear" crafting, it will take the identified container (via looping through the players inventory and detecting which object has decreased in quantity) and copy its data over to the newly created "Place" or "Wear" item, and then mark it for the engine. It will also, remove the (C) or (W) from the containers name, as it is now an active container used by the engine.

I have some additional ideas down the road, but this is as far as I have gotten in concept and code.

If you are interested in the C# source, here is a pastebin link:
https://pastebin.com/gNL03pSi

It will expire in 24 hours, complete source may or may not be released when finished.

February 01, 2020, 09:16:21 PM
1