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Messages - JP_Finn

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76
Bug reports / Re: Game freezes, lost all companions on reload
« on: September 06, 2023, 08:22:11 AM »
First of all: losing one animal sucks.. 3 dogs, cattle and companions. Just ARGH, that's material for "STFU, I'm not happy camper!"

By any chance, did you Save and Exit right after?
As that would be the 2nd most beneficial scenario for bug hunting.

Best scenario for bug hunting is to go to the game executables folder while the game is frozen*, copy the character folder and save it elsewhere (I use folder called /backup), then force close.

*as long as it's only game that froze, not also your operating system.

77
Suggestions / Re: Combat Skill, Companion Tracking, & Returning Companions
« on: September 05, 2023, 07:18:45 PM »
For future reference, please separate Suggestions (new Suggestions are limited 1 per day)
Devs prefer single suggestion per post, so something possibly beneficial won't get over looked by another suggestion.


Separate Fighting skill has been also suggested prior, without much traction from devs.

I do agree the re-hiring should be sooner, especially if all companions make back alive.
For the "returning to home village" part, I've come to rely on Map F6 notes for a lot of the "I should remember this"
When I'm recruiting 1 or several companions, I'll generally tag the Village green X and list the name(s) of companions. Helps when looking companions later on too. (Only trouble since Smiths were added, I label those villages with yellow..)

78
I have over 1700 hours in this game .. and I had no idea you could do this  ;D Oh well, the more you learn

I have some hours since ...1997 (+-1 year?) and I only learnt that pickup&wield, in last year  :D

79
General Discussion / Re: What's Going On In Your Unreal World?
« on: August 31, 2023, 07:06:41 PM »
Can you please report the bug. Mention version you’re running, and the above. Sami likely wants to squish this bug.

Here’s thread of previous occurrence


80
General Discussion / Re: What's Going On In Your Unreal World?
« on: August 31, 2023, 04:37:37 PM »
Just had the game freeze and had to force it closed... the game erased two bulls and a cow that I had on leashes. RIP.

Follower/animal status often gets haywire on forced close.
I tend to make backups maybe 4-6 in-game months.

Does your character still hold empty leashes or were the animals tied to trees/fences?

81
Yes!

Ctrl+your pickup key (, ; g)

82
General Discussion / Re: What's Going On In Your Unreal World?
« on: August 29, 2023, 04:20:06 AM »
Tracking elk from early morning, across spruce mires, frozen lakes, heathland, more spruce mires... To finally find the elk bull. Trapped in the bear trap 1 tile from the cabin. At least it's easy hauling for drying the meat!  ::)

83
Bug reports / Re: [3.81] Tree trunk spawned in inventory while fishing
« on: August 29, 2023, 03:30:32 AM »
Then there's not much to go with. Please save, compress it, and email; if it ever happens again.

Out of curiosity, did you use fishing rod, if so, with or without a bait?
From past bugs: I assume you didn't catch any fishes, is that correct?

84
Bug reports / Re: [3.81] Tree trunk spawned in inventory while fishing
« on: August 28, 2023, 04:28:15 PM »
Did you make a copy of the save game?
Emailing it to Sami would be in order, but only if you saved right after. You can resume play after sending.

85
Suggestions / Re: Containers need an Unpack command
« on: August 25, 2023, 06:39:33 PM »
I agree. There should be such a command. You buy a basket of seeds for bird-trap baiting but it turns out to be that you can't do that because you can't seperate seeds from a container of them. It's against the common sense.

This is generic seed bait recipe: takes 0.25 lbs of any seeds (as recognized by the game engine), assigns them as "Rye" Crafting engine doesn't recognize the Rye as a plant, so no threshing the bait. And produces 10 seed baits each weighing 0.4oz

Graphic credit goes to Enormous Elk, it's 1:1 copy of sorrel seeds.

Place this in any suitable diy_xyz.txt file
Code: [Select]
.Seed bait. (10) "Rye" [effort:0] [phys:hands] *COMMON* /1/ |-2| [noquality]
{Seeds} #0.25# [remove] [name:%s bait]
[WEIGHT:0.025]
[TYPE:food]
[PRICE:0.001]
[SPOILAGE_DAYS:0]
[tilegfx:jp_seed]

And save the attached graphic in \truetile\ folder

Edited the recipe to use Rye as baseitem.

86
Bug reports / Old man snow fatigue
« on: August 25, 2023, 12:47:28 AM »
I think it's due slight adjustment, as Long gray bearded old man should NOT get snow fatigue. FWIW, it's early Center month and snow is knee deep.

87
General Discussion / Re: What's Going On In Your Unreal World?
« on: August 25, 2023, 12:44:21 AM »
Saw a badger shaped figure on small lake next to me on a way to cabin from trap lines.
Boy was I surprised to see dead badger and a squirrel running away once I took a look around...  :o

Spoiler: show
It was a rotting badger carcass and the squirrel just happened to be milling around!  ;D

88
Yes, modding is really straightforward and robust.
Few caveats: your recipe needs to have unique name in the crafting menus, or you’ll lose original recipe’s requirements or your modded recipe won’t follow the steps, one placed first in parsing the diy_ files takes priority.

If you replace “broadhead” with “arrowhead” you’re good.

About modding:
 .item. is what is shown in crafting menu, and will be the name of the product, such as .iron broadhead. If [NAME] is used then item gets the name of the tag from [NAME]. (Name can also be used on requirement line of the recipe.
{item} or {tool},{location}; are requirements for recipe.
“item” is base item that’s needed for about everything except *COOKERY* recipes.

And last three bits of advice: 1st read the UrW wiki on modding, 2nd open and read existing recipes, and 3rd don’t hesitate to post in the modding forum.
(I do feel that all this advice should be there and not on the BAC thread, but I’m still sort of jet-lagged. Don’t feel like splitting the question off)

89
If you use the "Broadhead arrow" recipe, not the "Arrow" under Make|Arrow, you should be able to use the "iron broadhead".

or add this recipe at the bottom of the diy_BAC_fletching_and_bowying.txt:
Code: [Select]

.Refine iron broadhead. "Broadhead" /1/ *COMMON* |-2| %50%
{iron broadhead} [remove]
[NAME:Broadhead]


Then you should be able to use it in vanilla arrow making.
If you want to use BAC for broadhead smithing and avoid the use of the above refine recipe; then you can replace this section in the diy_BAC_metalworking.txt:
Code: [Select]
.Iron broadhead.  (5)  "Broadhead" [effort:2] [phys:arms,hands,stance] *CARPENTRY* /4h/ [assist:1]
{*iron billet}  [remove]     '+Iron billet'
{Fire} [noquality]
{Charcoal} (6) [remove] [noquality] [ground]
{*anvil*} [ground] '+as an anvil nearby'
{*hammer} '+as any hammer'
{* tub of water} [noquality] [ground] '+for water for quenching'
[MATERIAL:iron]
[CATEGORY:Weapon]
with this:
Code: [Select]
.Iron broadhead.  (5)  "Broadhead" [effort:2] [phys:arms,hands,stance] *CARPENTRY* /4h/ [assist:1]
{*iron billet}  [remove]     '+Iron billet'
{Fire} [noquality]
{Charcoal} (6) [remove] [noquality] [ground]
{*anvil*} [ground] '+as an anvil nearby'
{*hammer} '+as any hammer'
{* tub of water} [noquality] [ground] '+for water for quenching'
[MATERIAL:iron]
[NAME:Broadhead]

They should then stack with vanilla broadheads and thus be usable in Make|Arrow|Arrow crafting.

90
If the arrowhead/broadhead shows under ‘tools’ and is given quality as ‘perfect’ not masterwork, then it’s from mod and as such the vanilla fletching (arrow crafting) doesn’t know to look for it.
I guess writing a recipe to take {iron broadhead} and output .broadhead. with heavily skill boosted, but quality restricted, could be the cure to make them usable.
If no one else steps up, I might do that later today/tomorrow. Just got back home to California from trip to Finland. Tired. Medieval fair was fun.

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