Skallagrim
Squire
That's really cool! Nice job!
Vornne said:A few quibbles, though:
- The little boxes with the number of resources needed or resulting have inconsistent placement, sometimes against the resource, and sometimes against the processing station: I suggest the number always be stuck on the edge of the item of which the count represents, to avoid confusion.
- Not only the butchering knife but also the butchering cleaver can be used to carve out meat chunks.
- The weaving loom can be used with 4 small linen cloths to stitch them back into 1 big roll again.
- A labouring skill of 5 or greater (only the serf) can use less resources or get more results in some cases: 3 instead of 4 wheat sheaves is required for a flour sack, 5 instead of 4 bread loaves can be baked with one flour sack, 3 instead of 4 must barrels can be made into a wine barrel, and 2 instead of 3 wheat sheaves (plus water) can be used to make a beer barrel. It appears you tested with the serf class, so maybe you could note that somewhere, or else specify the two different numbers together, colored differently or something.
- The herb bushes can actually be cut with any weapon, not just a sickle (which has a spelling mistake).
- There is only one "s" in resource, listed in the legend at the bottom.
By the way, I see no reason, why it should only be called after me and not Loppen's & Hospes' production tree. Although the general idea and concept is created by me, you are the one who finally realised it.Hospes fori said:
Almost perfect, apart from meat pie 75, cooked meat 65. If you enjoy figuring the numbers out that's fine, but I don't mind saving you the trouble by quickly referring to the module system, in future. As with Loppen, I don't understand what all the other rows in your table mean.Hospes fori said:Please correct me if any of these numbers are wrong, Vornne.
Doctor max 75%, healer max 55% (50 + wound treatment * 5).Hospes fori said:And am I right that a doctor can heal up to about 80% of a player's health
Depends on the bed: they vary from 50% to 8%, with the big lord's bed being best and the plank bench being worse (but quicker, though not as much health per time).Hospes fori said:and sleeping once about 30%, given that the player is saturated by the same percentage?
Nearly correct: the base adult values are deer meat 4, hides 4; boar meat 5, hides 2; cow meat 8, hides 6; baby animals have 1/3 the meat and 1/4 the hide usable, giving fawn meat 1, hide 1; boarlet meat 1, hides 0; calf meat 2, hide 1. On top of that, killing with anything other than a knife (the category, not a specific item) subtracts 1 meat and 2 hides, then if the herding skill is 0 and the one handed proficiency is less than 90, an additional meat and hide are subtracted; or if the animal died from something other than an agent (fall damage, drowning) the base values are halved; then finally up to 1 food value from a wheat sheaf adds to the meat count. The latest version changes it slightly, with starving animals (from being blocked in a small area, unable to move far enough at terrain level) losing food value from wheat sheaves over time, applying a minimum of -2 and a maximum of +1 of the food to the meat count. Clear as mud .Hospes fori said:In addition I have made a second chart, displaying the different yields of slaughtering the various animals.
That does not seem right to me: the wheat sheaf is consumed from the ti_on_agent_hit_trigger, before the food value is added (if it fails, operations following will as well), so animals should never be fed unless the wheat is consumed. I suspect that the short wheat sheaf, the horse hitbox that doesn't match the animal meshes exactly, and client and server positions being slightly out of sync are factors causing you to miss hitting the animal.Hospes fori said:The confusing thing is that the wheat disappears only after a certain or probably arbitrary number of hits. It took me quite a while to realise that a single hit, even with the wheat not disappearing, is sufficient to feed an animal.
Loppen said:I don't understand the numbers on the first chart (except for maybe the top ones). Can you explain them for me ?
The first row is the important one. The others are actually just a bonus. They compare the different sorts of food in the way of a chart for currencies, which means that each row puts the different types of food in relation to one of them each. For example they show that you need 4 raw meat pieces to gain the value of 1 salted meat piece, that you need 5 salted fishes to gain the value of 2 breads, that you need 25 grapes to gain maximal satiety etc. Basically all these rows follow from the first one.Vornne said:As with Loppen, I don't understand what all the other rows in your table mean.
I did not expect the yield to depend on the way the animal gets killed. And I might have killed some of them with an invisible sword when I tried to find out the values. This would explain my divergences.Vornne said:Nearly correct
Is it possible to have missed an animal in this regard even when your arm got repelled and the respective sound was to hear?Vornne said:I suspect that the short wheat sheaf, the horse hitbox that doesn't match the animal meshes exactly, and client and server positions being slightly out of sync are factors causing you to miss hitting the animal.
If you like. The forge can still be used in exactly the same ways.Loppen said:Also, although I haven't seen it on any map, a Smithy Anvil can be used for dividing iron bars. Should that be incorporated into the tree?
Can the forge still be used ?