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More Survival Tools: Series 2 #11934

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merged 18 commits into from Apr 19, 2015

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commented Apr 7, 2015

Now that the mod is a thing, opted to release another series of changes
to it.

Major Fixes:

  1. Fixed typo in modinfo description, and added mention of recipe
    additions and changes.
  2. Updated modded Wilderness challenge to be consistent with current
    unmodded version.
  3. Recipes involving pre-existing items that presently lack recipes in
    the main game have been given the "overrides" feature, to idiot-proof
    myself against anything breaking should a recipe for said items be
    introduced in the main game later.

Recipe Additions and Changes:

  1. Allowed large stomachs to be used for curdling milk.
  2. Added low-quality hammer quality to recipe for cheese-making, since
    you'd be pressing whey from curds.
  3. Allowed thyme oil to be used for natural-made bandages.
  4. Added thyme stalk to Italian seasoning crafting requirements.
  5. Increased crafting recipe of copper axes from 3 survival to 4.
  6. Allowed use of fur pelts for crafting leather pouches, easier than
    making a fur equivalent.
  7. Updated modded stone shovel and axe recipes to allow sharp rocks.
  8. Added modded stone adze recipe allowing resinous cords, yarn, duct
    tape, or withered plants.
  9. Various custom reactions involving stone now allow sharp rocks in
    addition to normal rocks.
  10. Added recipe for sharp rocks. Since their primary purpose is having a
    butchering quality even lower than the trowel, it seems feasible enough
    to have them easily available for now.

Item Additions and Changes:

  1. Fur leggings, as the non-mutant equivalent to fetlock furs. If it's
    good enough for Ötzi, it's good enough for you.
  2. Description of curdling/curdled milk no longer specifically mentions
    vegetable rennet, due to the possibility of having used animal rennet.
  3. Aluminum foil and...tinfoil hats!

Tileset Changes:

  1. MShock24Modded tileset has been updated to current standards, and officially branched off with the addition of sprites for the glass macuahuitl and fetlock furs, plus additional sprites for most of the mod's content that I didn't originally make new sprites for. When I inevitably find the few items that don't yet have a tile, I intend to edit my own sprites for them instead of stealing from MShock again. o3o
  2. Tile config should be working now, implemented Bevapdin's "Fix walls MShockTilesetModded" fixes here, did it the hard way due to the sprite additions to this PR.
  3. Addition sprite assignments/creations for various things that lacked sprites.

chaosvolt added some commits Apr 7, 2015

chaosvolt
More Survival Tools: Series 2
Now that the mod is a thing, opted to release another series of changes
to it.

Major Fixes:
1. Fixed typo in modinfo description, and added mention of recipe
additions and changes.
2. Updated modded Wilderness challenge to be consistant with current
unmodded version.

Recipe Additions and Changes:
1. Allowed large stomachs to be used for curdling milk.
2. Added low-quality hammer quality to recipe for cheese-making, since
you'd be pressing whey from curds.
3. Allowed thyme oil to be used for natural-made bandages.
4. Added thyme stalk to Italian seasoning crafting requirements.
5. Increased crafting recipe of copper axes from 3 survival to 4.
6. Allowed use of fur pelts for crafting leather pouches, easier than
making a fur equivalent.
7. Updated modded stone shovel and axe recipes to allow sharp rocks.
8. Added modded stone adze recipe allowing resinous cords, yarn, duct
tape, or withered plants.
9. Various custom reactions involving stone now allow sharp rocks in
addition to normal rocks.

Item Additions and Changes:
1. Fur leggings, as the non-mutant equivalent to fetlock furs. If it's
good enough for Ötzi, it's good enough for you.
2. Description of curdling/curdled milk no longer specifically mentions
vegetable rennet, due to the possibility of having used animal rennet.

Tileset Changes:
1. Set MShock24Modded tileset to use the tile for generic leg warmers
for fur leggings.
chaosvolt
Tileset Additions/Changes
1. Yoinked from MShock again. Intend this to be the last time I do so.
2. Unfucked some of the sprites I added, a bit.
3. Added sprites for: work gloves, boxer briefs, stone macuahuitl, glass
macuahuitl, fur leggings (and fetlock furs).
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commented Apr 8, 2015

Fuck. I just tested something. KA101's additions to some terrain loading files means game will break with starting/loading a file that doesn't have my mod loaded...bloody hell. ._.

chaosvolt
Lean-to Terrain unfucking
1. Games not using my mod appear to cause an error on loading a save due
to some things KA101 did to fix the lean-to. Added a generic entry in
default terrain file to prevent this, mod SHOULD overwrite this with the
lean-to when used.
@@ -1040,9 +1090,68 @@
{"id":"HAMMER","level":1,"amount":1}
],
"components": [
[ [ "rock", 5 ] ],
[ [ "rock", 5 ], [ "ceramic_shard", 1 ], [ "sharp_rock", 1 ] ],

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Coolthulhu Apr 8, 2015

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Why only 1 shard/sharp rock but 5 regular rocks?

Also, at 3 super/bone glue it is not worth the effort. 1 would be fine.

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chaosvolt Apr 8, 2015

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That would be a copy-paste fail on my part it seems,

Also, 3 superglue is actually what the unmodded recipe for the glass macuahuitl demands, so I might tone that down to 1 super glue. Should I retain the idea of it requiring more bone glue, or not? o3o

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commented Apr 8, 2015

I'm also possibly having some problem with the tileset all of a sudden, based off one of the recent compiled experimentals at least.

Wall tiles are using the buggy fallback instead of the tiles they should be using.

Spawning wall tiles in the map editor has them appear normal, except any such tiles in contact with an existing buggy tile become buggy as well. O.o

wall failure in version 1a6e17f

EDIT: Oh. OH. It's actually only the standalone version of a wall tile that displays right, whereas all connected variants are derping up. Gonna have to figure out why this is happening in the modded MShock tileset but not the normal one, when I didn't change that part of the tile config.

EDIT 2: Huh. Okay, it seems the normal MShock tileset used in the current Github version has the same tile tweaks as mine, while strangely the MShock tileset in the latest compiled-and-uploaded version of the experimentals is different.

Since I still haven't been able to compile a working version of Cataclysm with tiles from Github, can anyone confirm if this is working right in the Github version?

chaosvolt
Update 3
1. Recipe for stone macuahuitl now requires the correct number of
ceramic shards or sharp rocks.
2. Both macuahuitl recipe have been toned down from the somewhat
painfully high superglue requirement the unmodded macuahuitl requires,
but for now I'm retaining the idea of needing 1 more bone glue than the
amount of super required.
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commented Apr 8, 2015

Your tileset still has the _v and _h versions of the wall terrains (#11895).

Edit: 43b9d12 is roughly the change you have to apply: t_concrete_[vh] to t_concrete_wall, t_fungus_wall_[vh] to t_fungus_wall_transformed and for the remaining _[vh] terrains just remove the _v/the _h part. Note that the fences haven't change.

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commented Apr 8, 2015

Oh derp, that explains it. >.o

Should I add that to this current PR, then?

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commented Apr 8, 2015

Should I add that to this current PR, then?

Yes, do so and make sure it shows the correct walls. The blue wall appears as blue rectangle (even when connected to another wall), but the other colored walls appear as colored double lines (like in your picture), I don't known whether that is correct.

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commented Apr 8, 2015

Now if I can figure out the easiest way to do so...fine time to be out on my laptop. @_@

EDIT: Are you sure your version of tile_config is going to match up with the tiles image file? Thankfully Github has an online editor, I might have to unfuck my version piece by piece instead of copy-pasting your version of tile config. ._.

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commented Apr 8, 2015

FWIW, without that change it was fucking up when I tried to load it anyway. If someone has a fix, feel free.

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commented Apr 8, 2015

Which change, KA101?

EDIT: Tested by dumping the PR's tileset into the latest compiled experimental, seems the tileset works now. Attempting to test whether my added fix for the lean-to works via that method causes bugs galore though.

I swear, if the damn lean-to causes one more problem, I'll be ready to say to simply remove it. >w>

Chaosvolt
Update 4
1. Tile config should be working right now, implemented Bevapdin's "Fix walls MShockTilesetModded" fixes here, did it the hard way due to the sprite additions to this PR.
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commented Apr 8, 2015

The ones you're mentioning.

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commented Apr 8, 2015

Ah, so hopefully this PR fixes that. I'm guessing you specifically mean the t_leanto load error that occurs on worlds not using the mod?

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commented Apr 9, 2015

Yes. Apparently I caused the error people are reporting, and my apologies therefor, since I wasn't sure how else to fix the error I'd been getting at the time. (And this error didn't appear: I'm guessing because it only hits the first time one fires up the game, so reloading once I'd run a test managed to get around it.)

(If there's a fix here: that's best broken out as a separate PR. Content additions & bugfixery generally don't mix well, since the content needs longer review.)

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commented Apr 9, 2015

Ah, right. But yeah, it seems a dummy version of t_leanto in the default terrain file fixes that without being noticeable.

Unless you want to mainline it instead? ^^"

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commented Apr 9, 2015

Unless you want to mainline it instead?

I don't recall being opposed to that.

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commented Apr 9, 2015

Hmm, I might add that to this PR when I'm back on the desktop then.

Any other content that might warrant a mainline?

Only other issue is it'd still have the issue of transparency issues on the unmodded MShock tileset and presumably the others as well. =w=

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commented Apr 9, 2015

I might add that to this PR

Separate PR please.

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commented Apr 9, 2015

Very well then, shall remain focused on the mod for now. ^^

Now hopefully this is the last of the bugs for now.

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commented Apr 9, 2015

Also, I just derped and realized that there seems to be no recipe for knapping a sharp rock from a normal rock.

Any PRs planning to add that as mainline, or should I ponder a reaction for it? o3o

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commented Apr 9, 2015

Knapping has been discussed repeatedly and absent proper geology/mineralogy support (not quite DF-level but that general idea) we can't justify using one rock to sharpen another. So modpack is an uphill push,and mainline is No.

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commented Apr 9, 2015

Ah, so I see. I like the idea of a sharpened rock being just barely good enough to butcher with being readily available though.

After all, if I recall the sharp rock's butcher quality is even worse than a bloody trowel. So given that it has no cut quality, it seems feasible to believe that knapping a sharp rock would basically be pebble-core technology. Not just more primitive than the existing stone knife, but more primitive than most stone tools in general. Oldowan industry at the latest.

Also, to idiot-proof things a bit, I might add the override function to any of my mod's recipes that allow crafting vanilla items that currently lack mainline recipes. That way if a recipe for said pre-existing item is introduced later, it won't break stuff so I won't have to immediately remove or otherwise fix the mod's version of the recipe. =w=

EDIT: Also, as far as I can tell, throwing sticks don't seem to use the stunning property when thrown. ._.

chaosvolt
Update 5
1. Recipes involving pre-existing items that presently lack recipes in
the main game have been given the "overrides" feature, to idiot-proof
myself against anything breaking should a recipe for said items be
introduced in the main game later.
2. Added recipe for sharp rocks. Since their primary purpose is having a
butchering quality even lower than the trowel, it seems feasible enough
to have them easily available for now.
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commented Apr 9, 2015

Also, since I'm pondering what else might be worth adding, I'll list all content that I removed before PR'ing due to deciding the Classical/Medieval gear doesn't quite fit with the rest of the content:

Heater shields, kite shields, round shields, hoplons, scuta, bucklers, riot shields, wooden shields, Corinthian helmets, bell cuirasses, bronze greaves, lorica segmentata, galeae, nasal helmets, tunics, mail armor (now obsolete anyway, though my version implied being paired with a gambeson), baldrics, improvised sleds (deployable item like a folding bike, obsolete due to the mechanics-skill-0 travois being about the same), xiphoses, dories, bronze, arming swords, and scimitars.

EDIT: ...friend suggested I mod in alumimum and tin foil, and aluminum/tin foil hats. >_>

chaosvolt added some commits Apr 9, 2015

chaosvolt
Update 6
1. Aluminum foil, presently only good for a cooking value of 1, and...
2. Tinfoil hats. Technically aluminum foil hats, as tin isn't yet a
material. Also uses a bit of string to hold it together, solely as an
excuse to lower the protection ratings by including cotton in the
materials.
3. Recipe for "tin" foil hat, and item groups for aluminum foil (and a
small chance of finding tinfoil hats).
4. Decided to reduce the odds of finding hard cheese in museums.
chaosvolt
Update 7
1. Added sprites for aluminum foil and tinfoil hats.
chaosvolt
Update 8
1. Added and/or assigned sprites for various items and terrain.
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commented Apr 16, 2015

Foil could be used to slow heat degradation

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commented Apr 16, 2015

Ooh, that would be an interesting use for it, depends on if a flag exists for that.

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commented Apr 16, 2015

I like improvised mess kits and foil use as keeping food hot longer.

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commented Apr 16, 2015

@chaosvolt You may have to implement said flag. The flag checks could be done during food processing, and you could make the time adjustments there.

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commented Apr 16, 2015

That could be awkward to implement. Also, not improvised mess kits, but more like existing military mess kits. An old-school example: http://en.wikipedia.org/wiki/File:US_Army_mess_kits_-_IMG_1506.JPG

Chaosvolt added some commits Apr 16, 2015

Chaosvolt
Update 11
On the laptop again, seems the online editor won't let me save these changes, edit the second file I intend to tweak, then commit both at once. >w>

1. Tweaked a few item rarities.
2. Added a few cooked items to the item groups, which will be given that delicious foil as a container in a moment.
Chaosvolt
Update 12
1. A few containerless cooked food items have been given aluminum foil as a container.
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commented Apr 16, 2015

@chaosvolt I still have some of the forks that came from those things. Also, those cool little p42s (or whatever those can openers are called) ftw.

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commented Apr 17, 2015

Be lucky that easy-open cans are apparently ubiquitous in the Cataclysm future. P38 can openers would be a neat addition if we needed to open cans though. o3o

Will have to see what other low-tech cooking items already exist, there might already be something like that in the. Will also have to look at the frying pan to see what qualities it has, since I figure a mess tin should be balanced by having even lower qualities for further reduced bulk. But if the qualities are low enough that further applications of the nerf stick would make the resulting item no better than just carrying a skewer and soda can...

EDIT: Yeah, I'm screwed in that regard. Skewer plus can gives you cooking 1, boiling 2, and containing 1. Frying pan has cooking 2, boiling 2, and containing 1. No room for an item with qualities in-between.

chaosvolt
Update 13
Lucky update 13, should be the last one.

1. Removed tinfoil hat due to someone being bold enough to mainline a
version that's NOT useless.
2. Changed aluminum foil to "aluminum foil wrap" to have it make sense
now.
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commented Apr 17, 2015

There we go. I think I'm officially ready to leave this to KA101.

EDIT: Well, it will be ready once the previous three commits stop showing as having not been checked by the site. >.o

slowpoke commit checkers

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commented Apr 17, 2015

Hmm. The commit validation is automated, right? No change yet, so I'm wondering why it's been almost 24 hours since updates 11 and 12 and they STILL are showing as unvalidated. >w>

Though if the Jently verifications are in fact manual, that's at least understandable, but unsure whether they're automated or not. ._.

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commented Apr 17, 2015

Pretty sure they're automatic, but they sometimes break. In case there are many unscanned commits pushed at once, Jently will only scan the last one.

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commented Apr 17, 2015

Ah derp. That would explain why updates 11 and 12 haven't been scanned, since I had to commit them one right after the other due to using the online editor at that time. ._.

Now if I knew how to poke someone to fix that... >w>

chaosvolt added some commits Apr 18, 2015

chaosvolt
Revert "Update 11"
This reverts commit 5762480.
chaosvolt
Revert "Update 12"
This reverts commit d5c0365.
chaosvolt
Revert "Update 13"
This reverts commit cd97905.
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commented Apr 18, 2015

Oh. OH. Right, reverts don't actually remove the commits, just counter them with new commits. Because that would TOTALLY solve the "Jently isn't doing anything" problem.

Scheisse. ._.

chaosvolt
Updates 11-13
...I done derped. So much for fixing the validation failure.
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commented Apr 18, 2015

I just kicked Jently with the general IT fix (turn it off, then on again). Seems to work better now.

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commented Apr 18, 2015

Huh. It did however do as Coolthulhu said it'd do and skipped straight to the re-commit of updates 11-13. Oh well. o3o

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commented Apr 18, 2015

Well, uh, that contains everything before it, so... duh?

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commented Apr 19, 2015

Yus. Nothing of value was skipped, in that case. o3o

@Coolthulhu Coolthulhu self-assigned this Apr 19, 2015

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commented Apr 19, 2015

And sorry about that. I think next time I start an update, I'll keep tileset updates on a separate PR. ._.

Coolthulhu added a commit that referenced this pull request Apr 19, 2015

@Coolthulhu Coolthulhu merged commit 6f71f07 into CleverRaven:master Apr 19, 2015

1 check passed

default This has been rescheduled for testing as the 'master' branch has been updated.
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commented Apr 19, 2015

Merged.

For the future:

  • Hand axe is really good. As a weapon, it is better than stone macuahuitl and it's supposed to be a tool and not a weapon. As a tool it is also great.
  • Hard cheese tastes just as well as the regular one. Isn't it supposed to be more of a survival thing?
  • Fur leggings cost 8 fur, which is quite a lot for just 40 warmth. For 15 fur you could have a fur cloak that gives 60 on everything except hands, feet and mouth
  • You could get rid of that COOK 1 on aluminum foil. It doesn't fit on skewers, but neither it does fit here
  • Copper axe should probably use fabrication, not survival
  • You probably don't need a rock or a hammer to press whey out of milk. A rag or something like that would be useful, though - you need to press the milk through something
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commented Apr 19, 2015

Hmm.

For the hand axe, will need to tone down the damage it seems. Probably should be not much better than the sharp rock, damage wise.

Hard cheese probably should, but logically it would depend on the quality of homemade cheese. Most commercially available hard cheeses are delicious in my opinion, but those obviously aren't made by lone individuals innawoods. o3o

I think the reason behind the leggings using what should be the same amount as fetlock furs is the fact that toning down the number of pelt scraps would cause some weird-looking ratios when compared to either retaining the need for 2 full pelts, or toning THAT down to 1. Doing the latter would require I add a cutting quality for it to still make sense, given the assumption that fur leggings are still separate sections.

As for aluminum foil wraps, I wanted there to some function to it besides making tinfoil hats, which of course became pointless when someone else PR'd a version of that concept that was actually functional rather than cosmetic as mine was. At this point it might warrant pulling aluminum foil wraps entirely. =w=

And likely should, I probably based copper axe recipe off stone axe. The skill requirements for copperworking likely depend on whether heating copper over a campfire and working it would be chalcolithic enough to warrant adding any survival skill, versus treating it as more like entry-level metalsmithing knowledge.

Ooh, cheesecloth would make more sense too. o3o

@chaosvolt chaosvolt deleted the chaosvolt:more-survival-tools-series-2 branch Apr 21, 2015

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