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Suggestions / Re: Make Menu only for Modded items = saving BAC and other large mods
« on: May 02, 2024, 01:32:27 PM »The number of entries is likely in the hundreds yes.
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The make menu allows IIRC 24 letters. Of the 24 letters allowed BAC uses 22 with only about 2 unused. Thus any update which makes use of a new letter, like hafting did in 3.83 creates collision with the mod.
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It has the production steps for gathering, smelting, forging iron to make axes, swords, metal armor, helms. There was bow making and arrow making. More items included wool making for wool clothing, retting and so on to end up with cloth clothing and bags, clay crafting for pots and containers. A collection of cooking recipes as well.
Okay, so it's hundreds, thus I believe my pondering is valid. (Are they are absolutely necessary... or could there room for quality over quantity approach, removal of some probably excess curiosities, streamlining recipes to meet more with the existing resources or make categories, and so on?)
And yes of course, any update which uses a new letter reserves that letter, it's not a surprise, but there haven't been that many new letters over the past years so I don't suspect re-organizing few letters is a problem. And as the system is as it is now, the easiest solution to fix the mod to work with the current updates is to streamline, reduce and re-organize.
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I encourage and expect the ongoing vanilla adds to pull in the mod versions of things, like bow making now, into vanilla recipes. That's a good thing.|/quote]
As mentioned we don't actually follow mods. Also from dev's point of view adding new items with new mechanics that actually tie them into game world within the core level needs to be done with old-school programming. Modding is player's thing.
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The challenge is as new vanilla crafting methods (nets, axes, bows) there is both space needed and a duality that exists. Since a BAC install will overwrite some menus reports are players get confused as to if they dehaft with the new vanilla system they then end up in a BAC menu which doesn't use the same thing and vice versa.
Hmm. Why won't you remove the duality from BAC then? If there is somekind of hafting in BAC, what's the reason for still keeping it in there and reserving the space when there's proper in-game hafting mechanics to use.
If the intention is to have modded counterpart for everything, and not to utilize the existing resources and mechanics, it's doomed way anyway. For example proper hafting where the item is treated in the game as the head and haft can't be created with modding. Surely an illusion of it can be created, but neglecting the item handling etc. provided by the game may lead into unexpected problems during the gameplay. And same goes for variety of items. If all of the existing, especially the hardcoded stuff, is replace by just modding it's actively breaking some game elements here and there.
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So to avoid the large mod overlap with the least programming it would be good if we could have a modders second letter for making items. We could just stick large mods like BAC there. Then when the game updates, as it should, with new updated items players current games would know to continue with vanilla or BAC. Example being axe making and rehafting are not compatible between 3.82 BAC and 3.82 vanilla.
As we're very occupied with the pausable and crafting additions I don't have time to seriously consider the options, but I'll digest things when time allows.
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If you do want to at least see how much was in BAC it was last updated to 3.82 so please use that version of the game. There is short adjustment needed for 3.83. No updating has been put forward for 3.84. Even a few minutes would show you the extent to what BAC grew into.
I'll have a look when time allows, and will get back then probably with better insight of the possible solutions to remedy things - which I'm afraid now also calls for cleaning up the mod code too. I get there's lots of entries, and it's been lots of work to come up with, but for me personally things that advertise themselves as having 15,000+ items and 7000+ different trinkets are are turn off for me. That's just me, though.