Talk:Glossary

From Ring of Brodgar
Jump to navigation Jump to search

Equipment Slots

MvGulik is it possible to use bot and change current equipment slots?

there new 6R and 6L pouch slots and total now is 10R 10L, so every equipment 6+ now have wrong information on wiki, need to add +1 to everything equipped into 6+ --Kitsuneg (talk) 06:33, 17 November 2024 (UTC)

I'll take a look at it. --.MvGulik. 09:50, 17 November 2024 (UTC)
Done. At least for all pages that contained a "|slot=" entry. Pages using this data might take some time to update. --.MvGulik. 11:04, 17 November 2024 (UTC)
Thank you, now i will work on items for 6 slots little bit later. --Kitsuneg (talk) 11:32, 17 November 2024 (UTC)

Kith and Kin Menu

The Kith/Kin/village/realm interface has been recreated since last time I edited this page. I'd prefer someone with access to village/realm interfaces update this subsection for me. I don't have access to them, so i'd only be able to halfheartedly update the kith menu.

--Ricky (talk) 14:09, 3 September 2018 (EDT)

Hm okay, will look at it.

--Kitsuneg (talk) 10 September 2018 (EDT)

Digging

Forest type

  • Soil - Main resource.
  • Earthworm - Secondary resource. (Occasionally. 1/~30..40 something)
  • Odd Tuber - Rare additional soil related curiosity.
  • Other stuff encountered: (assumed highly random)
    • Note: that other stuff works same as Beach Salvage it's a trash pull from players, related to zone where that was disappear.) --Kitsuneg (talk) 09:05, 1 December 2019 (EST)
    • Raw Adder (critter related to surrounding terrain (Deep Tangle))

--.MvGulik. 06:12, 1 December 2019 (EST)

Speeds

Terrain/Speed Crawl Walk Run Sprint
Shallow Water 1.0 2.0 x x
Swimming 1.4 x x x
Others 1.4 2.8 3.5 (4.5)
Swamps (Untested. Uses 2 terrain types)

Basic hearthling with agility 10 on flat tiles. Rounded to what made the most sense.
Not to sure about the overall accuracy due to some relative high deviations in some cases. --.MvGulik. 19:27, 15 April 2023 (UTC)

Fuel Units

Maybe one day we can have baseCookTime attribute for every item that requires firing, baking, boiling etc. So we can use the power of templates for auto-calculation of irl (or ingame) time and amount of fuel units.--Tmp0340

Obvious problem is stuff like that: Coal>"Coal acts as two branches worth of fuel when using kilns, ovens, cauldrons, and any other wood-fueled objects. It acts as 1 tick of fuel when using smelters and crucibles.". Seems like with the approach described above objects would additionally require fuelFactor%%fuelName%% values, e. g. fuelFactorCoal = 1/2 for smelters. Yeah, i can see the implementation of the base idea is getting too complicated already--Tmp0340 (talk) 08:41, 16 February 2026 (UTC)
Yea, your absolutely right. Way to complicated. Lets not do or try that. --.MvGulik. 10:32, 16 February 2026 (UTC)
Really? Why not? Thought pondering different approaches here might help with future implementation --Tmp0340 (talk) 14:20, 16 February 2026 (UTC)

Hmm. fuel tick time, tick time, tick time. (4+(52÷60))×3.29=16.01133333, yea, 16.0 in-game minutes seems about right. 15 game minutes => 4:37 (to short). --.MvGulik. 10:40, 16 February 2026 (UTC)

Hmm. Could add 'Fuel' to 'specific' parm. But: 1) Fuel page is redirect to Glossary#Fuel (Generics pages should be moved to there own sub-name section), 2) Would not allow ticks input, which should support one and two inputs. Hmm. Perhaps a dedicated fuel parm, and auto add 'Fuel' to the 'specific' data. We'll see. --.MvGulik. 14:06, 16 February 2026 (UTC)