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Messages - rudy

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136
Gameplay questions / Re: Kota interior + cellar.
« on: January 13, 2021, 05:50:23 PM »
Thank you :)

137
Gameplay questions / Re: Cave Dwelling Question
« on: January 13, 2021, 05:50:11 PM »
Thanks!

138
Gameplay questions / Cave Dwelling Question
« on: January 13, 2021, 04:56:00 PM »
Would I need to fill in this entire cave in order for it to act as an "interior"?

139
Bug reports / Weapons of the North Quest refers to the Oath of Iron
« on: January 13, 2021, 06:26:39 AM »
Very minor thing: when you complete the Weapons of the North segment of the Advanced Adventures, it refers to using the Oath of Iron, which is no longer in the game.

140
Gameplay questions / Kota interior + cellar.
« on: January 13, 2021, 04:10:01 AM »


I have a kota with a 5x5 interior. If I make one of those spaces into a cellar, will the kota fail to warm properly on the inside?

141
Minor issue:

The yard created by .Spin Yarn. under the Weaving menu has "cord" as its base item, and thus under the new tying system has (15 ft) on the end of its name, and can be subdivided into sections.  As does .Unravel woollen cloth into yarn. under the Knitting menu.

The yard created by .Shred Linen for Yarn., under the Weaving menu, has "Hunting Horn" as its base item, and so does not count as cord for these purposes, and does not have the (15 ft) on its name.

Both work for creating clothing out of, but it's an inconsistency. If you want yarn to be usable as cord, then all three should both be based on cord. If not, then all three should be Hunting Horn.

142
Gameplay questions / Re: 3.63 New fire mechanics
« on: January 13, 2021, 01:09:32 AM »
I think that room size might matter? Only because I had a 1x2 cabin interior (only enough for the stove and smoked meats; it was specifically my smoking cabin), and I did 3 firewoods and 3 branches once a day with very, very little spoilage.

143
Modding / Romance/Husband/Wife Quest Mod Idea
« on: January 13, 2021, 12:23:00 AM »
Hello,

Inspired by Privateer's quest idea, I wanted to float the concept of a multi-stage "quest" mod in which you would woo, or otherwise prove yourself worthy of, a wife (or husband; if interest was sufficient there'd be one version for each).

The "quest" would essentially be a story told through the F1 key, where each stage of it would be a single menu item, and the entire mod would be contained within one menu. There's be certain things you'd have to accomplish before reaching the next stage, though a lot of that would be left to player enforcement.

For example, the start item on the menu would give you a token, which when examined with F1 would describe the woman you were trying to woo, with a picture. Some of her traits. Probably some warrior maiden would be the most apropos? It would then describe the first task needed to win her affections. Such as, "fell a squirrel with thrown rocks near a village".

When you accomplished this, you would activate the next menu item, which would give you a new token with a new F1 entry. This one would describe how she witnessed you felling the squirrel, and was impressed by your aim, and how you spoke for a while, etc. The entry could then describe you and her having a throwing competition, which you barely won.

The next task might be something like "Come to town wearing a full set of fur clothing, to show that you are self-sufficient." Then you'd trigger the next step in the story/quest, which would describe (via the F1 key) her noticing your styling wardrobe, and further conversation with her, now becoming somewhat flirtatious.

It would go on like that. one of the final steps would be to build a house nearby the village for the two of you to live in. The mod could not actually create a new NPC, unfortunately, so this would be the closest it could achieve. The player could, if they wished, imagine one of the "Maiden" NPCs in the village corresponded to the one talked about in the story.

So basically I want to start by seeing if there is actual interest in this idea, because it's not something I would create solely for my own use. Thoughts/feedback/ideas are welcome, too.

144
Mod Releases / Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
« on: January 12, 2021, 05:26:37 PM »
Just want to comment that I'm excited by this mod, and plan to use it on my next playthrough.

I have to figure out how to incorporate it with BAC; currently trying to consolidate BAC for my own use.

It's funny that BAC is based on your older version, and now I'm trying to incorporate your newer stuff into it =D

146
Barkware stuff:

Extra rowan and spruce fibre recipes should probably be producing (7) like the birch bark recipe just below them. As so:

Spoiler: show
.Extract Rowan fibre. (7) "Hunting horn"   *CARPENTRY*   /15/ %-20%   [patch]    [effort:1]    [phys:arms,stance] [assist:1]
{Rowan bark}    #1# [remove] [patchwise] [ground] [name:fibre of %s] 'rowan bark'
{Beater}          [noquality] '+for scutching'
[NAME:fibre from rowan-bast]
[TYPE:tool]
[WEIGHT:0.1]
[PRICE:0]
[TILEGFX:bc-fibre]

// Adapted from Bouidda 2.1
.Extract Spruce fibre. (7)  "Hunting horn"   *CARPENTRY*   /45/ %-50%   [patch:5]    [effort:0]    [phys:arms,stance] [assist:1]
{Spruce sapling}    [remove] [patchwise] [ground] [noquality]
{Fire}            [noquality] '+for softening inner sap'
{Beater}          [noquality] '+for scutching'
[NAME:fibre from spruce-bast]
[TYPE:tool]
[WEIGHT:0.1]
[PRICE:0]
[TILEGFX:bc-fibre]


.Extract Birch fibre. "Hunting horn" (7) [phys:hands,one-armed] *HIDEWORKING* %-70% /1h/ [patch:5]
{*Birch-bark*}   #1#   [remove] [noquality] [patchwise] [name:Fibre from birch-bark]
{Knife}             [noquality]
[TYPE:tool]
[MATERIAL:birch-bark]
[WEIGHT:0.1]
[PRICE:0]
[TILEGFX:bc-fibre]


These recipes seem to be fully pointless:

.Trim Birch-bark.
.Tall roll of Birch-bark.
.Opened roll of Birch-bark.

I've commented those out myself, move the bark clothing back to the Clothing submenu, and then combined the bark and earthenware menus, "Bark and Clay".

Large clay amphora tub I also recommend removing. It's stupidly large, way too big for the player to actually make.

147
brygun, two other things you mentioned earlier:

String: If the only point of the recipe is a higher quality cord, then call the recipe "Refined Cord" or something.

clay: I change the skill from WEATHERLORE to COMMON and then increase the skill bonus by %30%. 

Clay fish decoration is WAY too valuable, I have to think it's a typo/mistake. Compare its price to the other craftable options. I do price 15 > 1.5.  Also "Cave playset" should probably be "Clay playset"?

148
What does "Fibre from* for thin tying" stand for? The basegame crafting instructs where/how to get the lacking materials, but this mod doesn't do that at all, and the descriptions are often vague, like the aforementioned 'fibre from*'.
It's the extract fibre option, under Weaving menu.

You need to soak the plants, then dry them, then extract the fibre from them.

149
I'll also note, in terms of saving menu space for other mods, that I collapse Hideworking and Boneworking into one menu, Bone and Hide, which fits everything.

I suggest renaming "Armor Group One" to just Armor, since there is no group two.

150
If you were only doing one it would be fairer to keep the knitting menu recipes with the longer build times.
That's the one I am keeping. I said I got rid of the Woolen Garments menu, not the Knitting Menu.

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