Talk:Discovery

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Missing discovery event

(in need of updating/cleaning)

Some items seem to not give a discovery event.--.MvGulik. 09:20, 25 April 2022 (UTC)
Wild Silkmoths: (Male & female) (might need newly hatched silkmoth), also (could be because it has no additional hearthling-created item/objects that depend on it being discovery)

Zincspar stone: (Clipped from cellar-bolder. Which probably don't matters, as clipping a stone from other cellar-bolder type did give a discovery event)

Swill: (could be because it has no additional hearthling-created item/objects that depend on it being discovery)(is liquid)
(recheck)
Additional. Some items don't generate a discovery event (other than with teaching) unless the target hearthling is generating those items itself. Like "Fresh rabbit fur" or "Entrails" for example.
ie: letting a second hearthling doing the butchering, while making sure the generated items dropped to the ground. Did not generated a discovery event for the target hearthling when the items where picked up from the ground. Letting the target hearthling doing the butchering itself after that, did generated the target discoveries.
Assuming for the moment that the reason for this is that: When the game tries to automatically place some item in the hearthlings inventory, even if it can't, the item still looses its discovery flag/state.


Technical rundown

Item: Anything that can be placed inside the players inventory. (Liquids being virtual items in this respect)
Item classes: Apart from its own item-class/type, most items contain multiple classes. With each (potential) discovered class generating the same amount of points (50+Local bonus).
Discovery-1: Only Item classes that unlock some new craft, or build, give discoveries. Like a stone, which unlocks the fireplace. Silkmoth's however generally don't give a discovery. As it only has one discovery to give which is its "Bug" class, which is generally already discovered when grabbing your first Silkmoth.
Discovery-2: Each item has some hidden discovery state/flag, which keeps track if the item has already spend its discovery state. This discovery flag is always flipped (lets say from On to Off) when ever the item ends up in the players hand or the players inventory.
Exception-1: Items that are creating a stack, or are added to a stack, keep there discovery On-state.
Exception-2: In general the discovery state never flips back from Off to On. But substance items (like seeds and powders), when taken out of a bucket, barrel or granary, will do so with there discovery state set to On. (This don't applies to Liquid substance, as they can't be picked up in item form. ie: you always need some other container to hold or move them)
Discovery-3: (Liquids) ... (never looked at that in detail)
Classes: See the Material Account page on how to see which classes a given item has.

--.MvGulik. 18:23, 29 December 2023 (UTC)