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Messages - Brygun

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1186
The shaman mod being (to my understanding) both large and spiritual vs craft concept isn't planned for inclusion in the BAC. That being said...

BAC leaves 2-3, IIRC currently 3, menu letters available. Those are the gateway to being compatible with other mods. IIRC the BAC no longer assigns specific letters to a menu as that was one less thing to co-ordinate in this very large mod.

So the question is whether you can divert the Shaman mod to fit into those limited free slots.

I've not used that mod so I don't know how many original menu slots it currently uses (or could be squeezed into).

Another option would be for the use to manually on/off parts of the BAC mod. You can have the game running at the time >IF< you are not in any craft/build menus at the time. Unlike other games once an item is in the game world it has its properties assigned. Thus you can edit the text (though not necessarily the graphics) in the files or rename the diy_ files to on/off things. For example in BAC there is on/off used for overlapping "build" on things like water sources.

In a simpler language...

you can hot swap large mods, just leave all the graphics in place.

So... while its not planned for inclusion the above can give you some leads on how to manually include the other popular mod in your adventure.


1187
Your welcome.

I encourage the various contributing authors to also pat themselves on the back. Or rub against a tree facing backwards to simulate the experience.


1188
Update

Above matters included

1) Typo on Net should make it work now, please test and let me know

2) Backstrap fix done for the different animals

3) Hardtack updated

4) Cooking times reviewed with little/no changes with the understanding of /#Active/ means its not instant and you won't always have \#Unavailable\

edit: fixed the unavailable to the other slashes


1189
Well not quite leaving cooking as is.

Updating cookery_glossary.txt to Fataal's Hardtack v1.7.0

Thus also checking relative cooking times, though do bear in mind the /#Acting/ \#Unavailable\ times mentioned above.

1190
Mod Releases / Re: Balanced Working Hardtack v1.7.0 by Faatal
« on: March 20, 2019, 06:08:48 PM »
updating BAC entry to 1.7.0 version

1191
on Net
Checking other diy_BAC it likely was the capital E on Tying Equipment. Will include that fix in the next upload. Havent tested it myself.

on backstrap
Guess that space to the * would be confusing to the text editor. Adjusting to the suggestion seems reasonable.

on Cooking
Debating. There are 2 time commands available with the /#Active/ being time the character is involved and all recipes seem to have that. The other time is marked with the other slashes as \#Unavailable\. This is the unavailable time that an object exists but can't be interacted with. On checking the files and how they were written I can see in at least some cases there is the logic that after the time interacting, /#Active/, that it would be ready for consumption /#Unavailable/.



Roasting a fish you take a few min to set up on a stick then leave it to cook for 30-60 minutes. That is /5Active/ and /30Unavailable/.

Frying a fish the fist is ready after 20 minutes of frying. That is /20Active/ and \0Unavailable\

Perhaps its that we are so used to vanilla recipes having that unavailable time a player might not notices the longer activity time.

So I think for now Ill leave cookery as is.

1192
1) As BAC has grown to be quite large and uses file management methods when reporting it will help debug if you can mention which of the files you think the error relates too. Coming back after a while its a delay when I try to figure which_is_it.txt file that needs the check.

2) I wonder if the Net issue is the capital E on Tying Equipment.... need to check/test

3) to do... backstrap issue

4) to do... cooking issue

1193
Mod Releases / Re: Faatal's Lightweight BAC fork v1.0 (BAC v047)
« on: March 20, 2019, 05:00:51 PM »
Enjoy, good journey and if you come up with good ideas mention them in the main BAC thread for possible inclusion.

edit:
Which is my way of saying this fork project has the blessing of the original mod.

Brygun

1194
Checking in and see there are things to look into.

Will get back to you all soon(tm)


1195
Update

minor

text fix for bowying as Dungeon Smash discovered.

One wonders if he is a cousin of Goblin Slayer.


1196
Thanks.

Keep in mind that birch-bark includes one of the "punt" options based on the birch bark canoes here in Canada.

1197
Hmmm....

I wonder if the [ground] for the extra 6 rocks will make it necessary to have them sitting on the ground vs confused selection in inventory.

1198
Update

An issue was reported on making a fishing net. Looked into it and birch-bark was made using other conventions. Reviewed the overall recipe. Found other possible concerns. Fixed same.


>>>>

.Net.          [effort:1] [phys:hands]         *HIDEWORKING*   /8h/
{Tying Equipment}        (20)    [remove]      '+cord, fibre or other for net'
{Slender trunk}   (2)    [noquality] [ground]    '+to support tying'
{*Birch-bark*}   #2#   [remove] [noquality]   '+to make floats'
{Rock}        (4)    [remove] [noquality]   '+sinker weights'
{Rock} (6) [ground] [noquality] '+additional tying weights'
{Knife} <Small knife>
[WEIGHT:10]
// Excess weight because of working time constraints
// BAC: Change birch-bark line for compatibility
// BAC: Tying Equipment used to allow primitive sources
// BAC: Number # cord reduced to closer match weight (was 40)

1199
Update

Minor

Was reading another forum thread on fishing rods so did some check on the BAC. Yes you can make a fishing rod with the BAC.

Also...

A dip net for ores uses fishing rod as a base object so should also work as fishing gear.

Text for Dip net text updated to reflect that dual role.

Dip net now uses two branches instead of two birch roots. Birch roots were a cord type object and it calls for cords later in the recipe anyway. The branches are used to make the spreaders of the cloth.

Both Dip net and fishing rod tweaked to {*cord} format (was {*Cord})

Dip net is in diy_BAC_Toolmaking (as it is primarily a tool for getting ores)
while
Fishing rod is in diy_BAC_Utility

>>>

.Dip net. "Fishing rod" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Slender trunk}      [remove] [noquality] 'Dip net can scoop ores or fish'
{Branch}   (2)   [remove] [noquality] '+as spreaders'
{Cloth}      #4#   [remove]         'Net of cloth, fur or leather'
{*cord}      (1)   [remove] [patchwise]      'Cord'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[TILEGFX:bc-dipnet]


>>>

.Fishing rod.  [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Staff}         [remove]
{*fishhook}      [remove]   'Fishhook'
{*cord} (2)      [remove]   'Cord'
{Knife}<Small knife>


1200
Suggestions / Re: Bait not req for fishing? Really?
« on: February 17, 2019, 03:14:27 AM »
The OP was a good question. I'm also in favor of thinking of the fishing skill as getting the right bait. Also the right depth, proximity to under water plants and so on that could go into the skill.

Perhaps a slight tweak of the fishing skill description if it doesn't already describe including these things.

I'm not sure if its period yet consider fly fishing. I don't do it myself. Its where you flip a tiny lure onto the water to trick a fish into thinking its an edible bug.

The BAC is just one mod which does include making a fishing rod, or item(s) using it as a base object. We've generally coded making a fishing rod as needing a long wood, string and something for a hook. The other bits, like a small wood stick for a float, are too small have as a recipe line item. The related "tackle" as someone put it is either assumed in the build or in the fishing skill.





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