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Mod Releases / Re: Vivi's Skill Training
« Last post by Cavanoskus on June 02, 2024, 11:19:48 PM »
I decided to try this mod out and now I have 2 piles of partially crafted training sessions stuck in my house and I can't get rid of them.

So what happened was this. Obviously you need "training sessions" in your inventory to be consumed by the actual training. When you train, the training recipe also produces training sessions, I guess so you don't have to manually create more yourself. This is what caused the problem, because my character stopped from exhaustion mid-training, so the training sessions that would have been created during this process were left unfinished. And I cannot finish them.

There is no option to continue crafting the partially crafted training sessions. "Continue paused process" from the build menu only works on building items. Standing on top of the partially crafted training sessions, and crafting another set, just produces more without touching the unfinished ones. And of course simply trying to pick them up just tells me I can't because they're not ready yet.

I even deconstructed the bunk and floor where the sessions were, and tried setting a fire on top of them. They didn't burn. I thought maybe this was because they inherit properties from rocks, so I changed the DIY file to make them inherit from branches instead, and lit another fire. They still did not burn.

Removing the mod was the first thing I tried, but they stayed in my house untouched even with the mod's files completely gone.

How can I get rid of them? This is really frustrating — this save had been going so well and now I'm stuck with ugly glitched transparent rock piles.
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I don't know how many big trees I chopped with it, but at least 70. And of course I made them into logs, too.
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Bug reports / Re: [3.84] Stone axe cannot be rehafted - not sure if bug or feature
« Last post by Sami on June 02, 2024, 06:33:18 PM »
This is intentional, but yes, a bit confusing. Maybe some explanatory messages should be shown when the stone axe haft breaks.

Hmm. And as the sharpening of the heads is coming up at some point it's soon a relevant question how many trees one could actually cut with stone axe before it gets too dull. As they now keep good for as long as the haft, now it may be even a bit exaggregated.

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Development News / Re: Light my shingle
« Last post by Sami on June 02, 2024, 05:43:24 PM »
In some remote villages in Russia shingles were used as an indoor light source until XX century. Also, a widespread practice was to put a tub of water beneath the burning shingle to extinguish the falling embers, this also very slightly increased the illumination as the water in the tub reflected the light. I wonder if this was also a custom in Finland. If this is the case, it could be nice to implement this in-game, like a tiny increase of illumination, and lowering chances of accidental house fire (if/when it gets implemented) when using a water tub.

Yes, it seems the customs with shingles were pretty similar here in Finland as well. Shingles were used still at the end 19th century. And water tubs were also used for fire safety, but I haven't came across mentions of their illumination increase. That's quite an interesting aspect to it! However, there were also shingle holders that could take multiple shingles so that was also one way to increase light power. In the game this could be done by setting multiple shingles next to each others. Well, we'll see where it goes with shingles. They truly do open up possibilities for many additional features.
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Bug reports / [3.84] Stone axe cannot be rehafted - not sure if bug or feature
« Last post by Plotinus on June 02, 2024, 05:27:52 PM »
Hi, I think this might not be a bug, it might be a feature. But it's not mentioned in news.txt, so I wasn't sure if it's intentional or not. When a stone axe haft breaks, you don't get a sharpened stone axe head, you get a regular stone, which cannot be rehafted.

This makes sense to me because maybe the stone head is also no longer sharp after all these trees I've chopped with it.

Code: [Select]
Worn haft of your stone-axe breaks!
The stone drops on the ground.
[...]
Huh? It's not possible to haft stones!

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Here are my personal 2 cents. I find it sad that the BAC mod is not updated right after a new game update release. I know that the mod's author can do as he pleases but I rather like the ideas behind BAC and would have liked to use it further in my actual game while at the same time using newer URW versions.

Its understandable that the mods author does not care to update a mod for a game he is not playing. On the other hand: its meant to be a "community" mod - so it should not depend on a single persons whim when and if to receive a timely update or not. As it stands its not usable - all the work for nothing and my save-game in jeopardy. :(

As it stands I think I will try to "downgrade" to vanilla and leave the beloved BAC mod - I hope my save-game will not be broken too much.

As a side note: I don't intend to anger anyone or to demand anything - if it sounds to harsh in your mind .. its not intended to (imagine a nice smile on my face while I am typing this). Gaming (and modding) should be fun without any pressure.
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Development News / Re: Light my shingle
« Last post by Khripunoff on June 01, 2024, 03:02:48 PM »
This is going to be an excellent addition. In some remote villages in Russia shingles were used as an indoor light source until XX century. Also, a widespread practice was to put a tub of water beneath the burning shingle to extinguish the falling embers, this also very slightly increased the illumination as the water in the tub reflected the light. I wonder if this was also a custom in Finland. If this is the case, it could be nice to implement this in-game, like a tiny increase of illumination, and lowering chances of accidental house fire (if/when it gets implemented) when using a water tub.
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Development News / Light my shingle
« Last post by Sami on May 31, 2024, 12:35:32 PM »
A new light source is coming up as we'll be adding shingles to the game.
A shingle, or päre (in finnish), is a thin oblong piece of (pine) wood which were burned to produce light, and to make baskets as well. As a light source you may think them as all wooden candle of a sort.

It may feel like a just one small item for an adventurer in the dark cabin, but the required and atmospheric additions will make producing and using shingles a rather significant feature. Traditionally shingles were burnt in a shingle holder which is a stand that keeps the shingle in a good angle for proper lighting and burning. It may be that they were also sometimes just inserted between the logs in the wall - but one had to be understandably cautious without a proper holder.
      I don't know yet if a shingle holder will be required in the game but the idea is that you could leave a burning shingle in place eg. inside your cabin. And moreover, as the shingles don't burn very long we would want to feature automatic "replace a shingle" mechanism where a new shingle eg. from a pile next the burning one, would be lighted automatically if the character is beside the burning shingle when it fades out. This way you could light a shingle, put a pile of new ones beside it, and not need to worry about replacing the burning shingle in time even if the task you were doing would take a long time.

Here's an image of a shingle in a simple single holder.


More shingle news will be posted when the things have proceeded further. And in the background the transition to pausable crafting continues. Oddities with the pausable mechanics have been pleasantly scarce in the latest release so we're on good roll with it.

These are future features - not yet functional in current version 3.84.2
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Suggestions / Re: Make Menu only for Modded items = saving BAC and other large mods
« Last post by Sami on May 30, 2024, 11:39:32 AM »
Ok, so I want to address the "small bunch", and take it as you will. Modders are definitely a minority, and in some games those who use mods are also a majority.

Thank you for joining the converstation. Now firstly, like Erkka I'm also really confused why and how the small bunch gets people's attention. What I wrote was:
"In any case, separate menu seems to get support from this small bunch of thread participants."

I was referencing solely to how many people had participated in the conversation, as the wish was and still is for more opinions the better. There's no reference to the number of players, modders, downloads, cat owners or horse lovers, or whatever ;) - but just to the number of the thread participants. Had to clarify this first because it seem I may have been misunderstood.
(If we release a patch describing the content with terms like; few improvements to this-and-that, small additions regarding this-and-that, fisful of fixes here and there, etc. nobody jumps up the walls saying "what! just small additions and only fistful of fixes!")

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This really isn't just a conversation about BAC, it's a question of how can we make the CREATION of mods easier and also make the USE of mods easier, to extend the playtime of the average player, isn't it?

Yes, I agree, the probable changes should be prone to inclusive thinking considering the modding as a whole.
And dearly hope this viewpoint has become clear also from my replies thorough the tread.

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I agree that it doesn't solve all ills, but it seems like a good relatively low cost option compared with the alternatives and better design ideas (like having an item identifier system that allows preloading/overlapping/replacement as stated). Is it a good use of developer time? Well that's a question I think we'll disagree on, but I think the potential improvement to the average player engagement time might be worth it, not just for BAC and current mods, but for future users making new mods that may be easier to maintain and therefore longer lived. Things like BAC do not occur commonly in a lot of larger modding communities because of how difficult it becomes to maintain, so any barrier is a problem.

Well, the actual cost of additions, be it solely on time investment, is quite hard to define from outside the development chambers - and defining the average player is also quite tricky. ;) Those aside identifying of the overlapping mod entries (from separate mods tweaking the same items) is pretty much mandatory from my point of view, as and for the reasons described in the earlier replies.
Also, we have to constantly prioritize things and juggle with several different to-do branches and lists, and sometimes certain section of the game development gets frozen until another section is finished, so fear not if it comes up that things have to be considered carefully as the time and resources are limited. This has been the case long before modding even was introduced.

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You're also likely not going to get a TON of interaction on this thread because a) a lot of people are interested but don't know enough to contribute to the discussion, even some modders since modding here is so simple they don't need to know any programming at all, and b) people ebb and flow to this game, picking it up and putting it down often so the number of active people isn't always high, I tend to look only when there's an update and if I like it I play it for a few months and I know others do to. Something to consider.

Heh, tons of interaction is not necessary, but I'm happy for you pitching in as well - and for everyone who took time to bring up their two cents or things of importance.
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Ok, so I want to address the "small bunch", and take it as you will. Modders are definitely a minority, and in some games those who use mods are also a majority. The main goal of mods should be to increase a players play time, so they remain engaged with the game. I think that's something BAC achieves, but as stated every update is a potential issue and not just for this mod, the collisions can happen with small mods too, leading to confusion for players who are not modders but use mods. I'm also not convinced that the figure stated about mod downloads really expresses the number of users who have likely used BAC over the lifetime of the game let alone other mods. This really isn't just a conversation about BAC, it's a question of how can we make the CREATION of mods easier and also make the USE of mods easier, to extend the playtime of the average player, isn't it?

I agree that it doesn't solve all ills, but it seems like a good relatively low cost option compared with the alternatives and better design ideas (like having an item identifier system that allows preloading/overlapping/replacement as stated). Is it a good use of developer time? Well that's a question I think we'll disagree on, but I think the potential improvement to the average player engagement time might be worth it, not just for BAC and current mods, but for future users making new mods that may be easier to maintain and therefore longer lived. Things like BAC do not occur commonly in a lot of larger modding communities because of how difficult it becomes to maintain, so any barrier is a problem.

You're also likely not going to get a TON of interaction on this thread because a) a lot of people are interested but don't know enough to contribute to the discussion, even some modders since modding here is so simple they don't need to know any programming at all, and b) people ebb and flow to this game, picking it up and putting it down often so the number of active people isn't always high, I tend to look only when there's an update and if I like it I play it for a few months and I know others do to. Something to consider.

Thanks Brygun for BAC all these years and thanks Sami for the game. Appreciate you both very much.
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