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Messages - Brygun

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1141
Modding / Re: Desire for more
« on: August 27, 2019, 05:47:21 PM »
I'll also add that the big game companies plan on a sales cycle to move from game X to game Y to game Z. So deeper access to the core may happen after you have gone from launch though mid sales to not much left.

Part of that being if you can mod the deep core you could also re-purpose it as a competitive game.

Unreal World is a labor of love, as well as a business, that has been going for years. Its even in the Guinness Book of World Records. It appears to have every intention of continuing as the existing team for years and decades. Allowing very open or open-source access to the base code could cut off the games income. Its a risk they would have to consider.

Now that said...

>>>>

Alternate world generations is an idea and he could allow more access to parameters but that is some deep level coding changes for a smaller market than other options. For instance multi-year survivors having families and children is also a complex deep coding task.


1142
Modding / Re: Modding Repetitive Tasks
« on: August 27, 2019, 05:22:56 PM »
Hmmmmm.....

Brygun of the BAC here.

Well you have my attention.

Thoughts 1)
Might rename it something like "Stack kindling" as the actual use for this is to set up fires. New users would see it know what the intention is. A veteran player myself it took me a few turns of gears to click in that "oh this is for starting fires"

2)
Possibly related is making bundles. BAC has a bundle for spruce twig mats useful for having the materials for a shelter as an item count of 1.

You could consider a bundle of twigs of say 40 or 80 or 100 twigs. You would have to unbundle it to access individual branches though.

3)
4 branches is one way but not the only stacking of kindling. I tended to use IIRC a few pieces of firewood and like one branch. Been a while. So if the suggestion for "Stack Kindling" was used a new player might think that branches were the only way to start a fire.

Various thoughts.

I will say it is a clever idea.

Brygun

1143
Thank you kindly.

Axe haft is under Carpentry.

Due to the expansion of the number of items the simpler linear menus couldn't always being maintained.

If  its detailed wood or carry size it is probably under Carpentry. If its big chunky wood it is probably under Lumber.

1144
Stories / Re: Throw of life
« on: August 26, 2019, 03:27:55 AM »
And that son is how your great grandfather founded this homestead.


(pending children expansion)

1145
Stories / Re: Lucky Event... (sorry by size)
« on: August 25, 2019, 08:38:47 PM »
So nice to see one of the robbers getting their come upance. Remember when you sacked my earlier characters.





1146
Stories / Re: Slave escape and killed 3 early
« on: August 25, 2019, 08:27:13 PM »
Tales like this is have been handed down over the generations. Many keep pet rocks for just such an emergency.

Seriously though... 1-3 rocks in inventory for even veteran characters gives a surprising amount of options. From pinging quick snacks, alerting foes intentionally, starting to make tools and I like to imagine at times just banging a couple rocks together to make music.

1147
Gameplay questions / Re: Crappy tools can't do much
« on: August 19, 2019, 05:03:01 PM »
Brygun of the BAC here

I can certainly sympathize with the issues of tool quality.

The way the underlaying code works is any object can only be reached by one recipe. Only the last recipe for that item will exist.

I recall in my prior standalone mod I wrote something for iron smithing under Rain's to make a second hammer and second anvil. These required having the first poor quality ones made. The new one recipes were tweaked for a [noquality] tag for an average output and/or a bonus to the quality check. At that time a user had to manually edit the files to on/off the recipes as, like stated, only one recipe for "hammer" could exist.

By the time of the BAC my coding skills were a bit better and as this was to be a larger mod introduced multiple hammers. In BAC there is a stone hammer, a flat hammer and a round hammer. Each has different quality output modifier thus the round hammer  hopefully comes out "fine" and the stone hammer "crude". This in turn would have their quality affect the quality of goods made with them. This was to reward a survivor making a larger collection of tools.  In my real life cold working car steel into armor I used several hammers. Actually practicing smiths have a line of hammers.

IF you are stuck on a javelin though that is pretty rough. That does seem a bit harsh. Ive generally not encountered that. There is now a way to get some training from villagers but AFAIK it would be hard to find someone with whatever skill you need. AFAIK it is also tied to the villagers own skill level so basic skill training should be more possible to find and youd have to go and do things to master.

The suggestion is the thread on shelter building sounds useful. You can dismantle it and put it back together.

Bear in mind that if a character is generated unable to make a javelin try to imagine such a person wandering off into the woods. It would be like a modern day city folk being put into the deep wilderness of Algonquin Park, a forest the size of some countries. It really might be better for them to spend a season or year close to town before their big adventure.

Brygun

1148
Update minor

Changed the inner birch bark to a "birch-bark" as it was causing confusing.
Inner birch bark not appearing anywhere else in the barkware menu so appears a dead end anyway

Willow bark and Alder bark likewise might be dead ends but were left in under the less I change things the less likely something else will go wrong

birch-bark lace and rolls of birch-bark were always possible starting material for birch-bark however their names were not obvious to new users. I was already used to them so hadn't noticed until the recent report.

Not done this update is the new furniture graphics and price changes as these will be more extensive reviews im not in such a stable situation to do. The bug fixes though I do prefer to do quickly.


1149
PS.

I was supposed to move into a new condo ~2 months ago but the paper work and actually have them put an oven in it has caused many delays. Havent been as focused on updating this with the new furniture as promised. not forgotten but real life went unstable. been having to stay ~1-2 at different places always hoping that the next day I can get moved into my own place.


1150
The birch bark and bark items all seem to not work in this :( birch inner bark isn't birch-bark, and bark I pulled off an alder is "bark" and not "alder bark" ...

You get usable birch bark by making "birch-bark lace" which does require standing near a birch tree.

A roll of birch-bark also works as it represents pulling a tall sheet (5-10 ft in photos) off the tree. the big sheet is needed for the canoe but it does also work for taking apart to make small items

Inner birch bark isnt meant to be quite the same material. It may be a left over from when that mod was pulled into BAC.


1151
It’s a bit unclear what this mod actually contains. Is there a proper listing somewhere without resorting to the mods game files?

Not in detail as it now includes many mods plus numerous bonus items. In general you can be make most items in the game, be a smith by mining ore, make your own clothes, additional wooden goods and several types of water craft.


1152
Thanks I'll take a look at it.

BAC to this point wasnt reviewed for price balance on newly added items. I aimed guess around what was already around and from the wiki. If the wiki is on an old scale (squirrel hides) than they will indeed need a fair bit of working.

Will take a bit for me to poke around on this update.
 
Thanks ptr987

1153
Thank you so much for this mod!
...
No way I would've tried doing it without your work!

Thanks!

Like yourself I got inspired by others, like Rain and Endive. Saami's Unreal World engine is pretty easy for modding. I've always encouraged others even if that means competition for my own mod. BAC isn't just mine though. Its full of many people's work.

The only big limitation is the number of menu slots. Hence some things need to be a little simpler for a broad mod like BAC. The tillering of the bow for instance. I've heard of doing that though not done it myself. Its something that a more specific aimed mod could include. The clinkered boat for instance in the BAC has connections to dozens of production steps, like tools with their own production needs.

Would it be all right to add your chair and closest graphics into BAC? The closet to cover the piles of things is handy though IIRC there is a trunk in BAC along those lines. I like having variety and some "next level improvements" for long term characters.


1154
Mod Releases / Re: Faatal's Lightweight BAC fork v1.2 (BAC v050)
« on: July 08, 2019, 01:01:35 AM »
Just a bump suggesting and permitting updating to the most recent BAC. It is my intention and hope you can continue providing an alternative. After all the "C" stands for community working together.

1155
Thanks Privateer

Obligatory please post base game bugs in the other places where Saami will see.

MadHatter42 observations are correct. Extra road recipe commented out.

Bard of Prey added to contributor's list


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