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Messages - Brygun

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1291
Update

Graphics cleansing

To reduce future file size removed the base game items it-XXX and vanilla plant graphics from the truetile directory

File sized went from 200+ (nearing the 256 KB upload limit) to 100+ KB

This will facilitate future graphics should they become available to attach to the BAC project

No recipes were changed nor added in this update.

1292
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 07, 2019, 08:42:21 PM »
Double thanks,

I was able to use it to identify what graphics are already part of the vanilla game to reduce the size of future BAC zip files

1293
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 07, 2019, 08:28:04 PM »
thanks!

I didnt have time to do a thorough economic review for the BAC project recipes for valuable/trade items

<-->
PS

Did you mean for the file to on the upload list twice?

1294
Modding / Re: "You don't skin people!" - But I want to!
« on: January 07, 2019, 07:12:43 PM »
= I'm not sure cannibalism was commonplace in Finland. To my information set cannibalism is extremely rare across the world. Even the rare places cannibalism we attribute to it the act was often a misrepresentation. For instance some cultures would turn their relatives, not enemies, into a meal as a way to keep them in their lives. As well as cultural taboos there is actually toxins that accumulate. Much like marrying a close cousin it seems cannibalism's taboo is based on real necessity.

= Sacrifices of people AFAIK were of the whole person and not a skinned person. However it would be extremely hard to have de-skinned muscle to survive to prove otherwise. Consider that if you were sacrificing a sheep to a god you wouldn't take the wool off first. That would be like cheating the god.

(party pooper hat off)

= Ive not tried to produce "Animal hide" before. I dont know of a modder who has either.

= During initial testing I suggest just doing a /1m/ call while you test. You could use {Rock} '+magic testing fix' as the only ingredient to see if the right base object to appear

= Running test: Make a zip of the character before you test, run the tests, delete the character directoy, unzip the directory to refresh

= No idea if you will get an output that will qualify for the other steps of hideworking


1295
Modding / Re: [WEIGHT:##] inconsistent behaviour
« on: January 07, 2019, 06:59:48 PM »
FYI

I never found a cause nor solution for the wrong weights on this.


1296
Update

Catching the skill issue on the hammers as noted by Signatus

1297
I noticed that .Flat iron hammer. and .Ball iron hammer. both use the *TIMBERCRAFT* skill. Is that on purpose?

Ooops. Likely copy and paste error. Setting to carpentry.

<-->

Anyone know if I can remove from the BAC graphics directory the "it*" entries? Are those default game items? I think I grabbed them trying to be sure to include all references.


1298
BAC as per Bouidda uses alot of Hideworking calls for making clothes

There is a few carpentry and agriculture skill calls in the early production related to the handing of plants.

AFAIK Hideworking is used in vanilla not just to tan the hides but to make them into leather clothes.

1299
Within BAC Weatherlore is used for earthenware so you can improve your skills  and make more valuable versions.

BAC stayed with the typical presentation of Carpentry for ironworking. Bouidda and Rain (pretty much the grandfather of all ironworking) used Carpentry.

I've not used a mod using WL for ironworking but that doesn't mean someone didn't.

If you do wish otherwise a search-replace of the appropriate diy_BAC_XXX.txt files is easy enough. Especially as now there are many diy_XXX.txt files

1300
Update

Boneworking comb naming losing the original marker.
That was likely from when Bouidda needed to create its own bones rather than the bones that were added into vanilla later on.

Weaving *ibre in Spin Yarn left as is due to the risk of making it "F" and missing "f" recipes or vice versa

1301

I believe you are missing an "F" here?

   - Shane

Well F me


>>>>>>>>>>>>

Actually....

the missing F means it also works for f which is probably while it wasnt there

1302
Update

cheesealmighty's report on the tub of water issue corrected in both the Ironworking and Armor group one files.


1303
Stories / Re: Journal of Norvus
« on: January 05, 2019, 06:02:30 PM »
Feeling proud about his home Novrus made two benches and a table for outdoors. He could put them where needed for tasks underway. Normally the benches would be on the south side of the sauna shelter where before he had rolled a felled tree. The table for now would be by the sauna-smoker’s rain catching barrel. He used that water a lot for preserving hides so the work surface would be handy even if just to set things on.

He set another bench at his favorite lakeside fishing spot. Of course what was really needed was to build the main house but that was a long way from completion.

<Norvus made outdoor furniture>

1304
Update

error discovered under lumber not showing Split spruce twig due to a missing "."

In turn this led to the menu overflowing and losing "staff"

Split spruce twig moved to utility where there are other cord making recipes.

Split spruce twig [noquality] tag changed to a hefty skill penalty. The BAC concept is that it is useable cord for basic tasks, like hanging meat, but not so suitable for other things. In fact its name will fail the {*cord} style calls. AFAIK its quality won't affect drying or smoking meat. If it does let me know and we will go back to the [noquality] tag.


1305
Update

Got a character to a grove and there is no "young rowan" just the small "rowan" tree

Lumber updated

normally I would just post the one file but with my life transition I decided to do a full file upload to avoid newcomers missing the update.

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