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Messages - rudy

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76
Have you tried moving the plus sign outside of the descriptive text quotation marks?
{Thin cordage} =2= [remove] +'to tie on cord'

I’m not 100% (as I’m not on my computer), but I recall using cord length descriptions before.

Just tried it; it gets rid of the '+' in the display when you change that, but not the core problem that the 'thin cordage' part isn't displayed.

77
I do not have time to test this week, but noted that you claim no recipes use tubs, the rain water collection recipes do.

I wasn't aware of this recipe (there's only one in the files), because it's disabled by default in the latest version.

However, it uses *barrel-style* in its recipe, not *tub, requiring specifically a Barrel, not any tub.  So, this is easily fixed by changing *barrel-style* to Barrel, which I've now done.

Thanks for pointing this out!

78
Hello! Having fun with some modding.

When a recipe has the following line, or similar, as an ingredient:

{Thin cordage} =2= [remove]

The recipe when used shows:

2 ft thin cordage

As it should.


When you try this:

{Thin cordage} =2= [remove] '+to tie on cord'

You get this:

2 ft +to tie on cord to tie on cord


I will note that the '+descriptive text' is working for every other ingredient that I've tried.

This is just a display issue; the recipe works properly.

Thank you!



79
Hello All,

I've made some modifications to the BAC files, with the primary goal of reducing the number of menus used. This version has 20 total menus (including vanilla) instead of 24, meaning there are 5 "spaces" instead of 1. There were a few removals that I thought were redundant, or unnecessary.

I'm not so arrogant as to claim this is the "new" version of BAC, but I hope that it may be useful to others who want more menu space.

Note in the attached picture the last three menus are not from BAC, but rather from my Magic Mod.

The full list of changes is below. I would be delighted to hear positive or negative feedback on the changes thus implemented. I am unlikely to stop at tweaking the mod here, and may revert changes if there is good reason given why it's a bad change.

* Renamed "Birch Shortbow" recipe to just "Shortbow"
* Renamed "Tipped Arrow" recipe to just "Arrow"
* Renamed "Wooden Blunt Arrow" recipe to just "Blunt Arrow"
WHY: This is complicated, but a good reason. These three recipes show up under the vanilla Weapons menu. BAC aims to replace them with its own 'versions' of the recipes. It removes the vanilla recipes by commenting them out in diy_glossary. This is fine if you install the mod by overwriting. However, if you install the mod with the mod manager, the vanilla recipes are still there, in addition to the versions under Bowying and Fletching menus. By changing the new recipes to exactly match the names of the vanilla recipes, that guarantees that the vanilla ones will be 'overwritten', even if they are still in diy_glossary.  (This also applies to "Spruce quick-bow", but the BAC recipe already exactly matched the name of the vanilla recipe, and so was already overwritten.)

* Combined Boneworking and Hideworking into "Hide and Bone" submenu
WHY: More spaces for menus

* Removed 'Woollen Garments' menu.
WHY: Duplicates items from Knitting menu, Knitting option more immersive.

* got rid of 'tub' chain of recipes in Lumber.
WHY: These cluttered up the menu, and are superseded by the containers made with the Carpentry menu. These are too easy to make for things that store liquids, in any case.

* got rid of bundle/unbundle branches in Lumber, as they just used up two precious menu spaces in my eyes.

* Removed 'Weave Wool Cloth' option from textilecraft.
WHY: Was only used for Woollen garments menu, so useless with the previous menu removal.

* Armor Group One renamed to just Armor
WHY: There's no group two, so the name is redundant.

* Moved the Sledwagon and it's 'loading' recipes under Lumber menu.
WHY: There's exactly enough space in lumber, and frees up space under Utility. Appropriate place because it's mainly about moving logs and tree trunks.

* Moved bark clothing to Clothing menu.
WHY: free up more space in bark menu, hoping to combine bark & clay

* Moved Clean Bandage from 'Mining and More' to Utility.
WHY: Obviously a more appropriate place for the recipe

* Moved Clean Fish from 'Mining and More' to Fishing.
WHY: Obviously a more appropriate place for the recipe

* Moved Skin recipe back to Utility menu.
WHY: Arimon had moved it to hideworking because of space in Utility, which is no longer an issue.

* Moved Wooden Shovel, Wooden Cup, Wooden Bowl to Carpentry menu
WHY: More space in utility, fits nicely in Carpentry.

* Mining and More renamed to "Mining, Clay and Glue".  Recipes for digging clay, and for creating both types of glue (fish-skin, and pitch) moved from their particular menu to this one. Caulking could be moved here as well, but because it's currently only used by the Carpentry menu, its okay to leave it there for now, i think.
WHY: Few reasons. Most importantly, allows the combination of Earthenware and Barkware into a single menu, freeing up yet another space for a menu. Second, the fact that there were two types of interchangeable glues under the barkware and bowying menus confused at least me when I first started using the mod.

* Combined Earthenware and Barkware into "Earthen/Barkware" menu.
WHY: More space for more menus

* Armor menu letter changed from I to 'A', since barkware no longer using it.

* Cloth garments menu changed from J to G, since Weaving menu removed in 3.7x by Arimon

* Moved completed bows from Bowying to Weapons. Combined intermediate bow steps with the Fletching menu, now 'Fletching and Bowying'.
WHY: Number one, to eliminate another menu. Number two, I think it's elegant to have all final weapons under the Weapons menu. Number three, Bowstring cannot be moved from the Weapons menu, and it was awkward having that separate from everything else to do with bows.

* Renamed Cask-style tub, Keg-style tub, and barrel-style tub to Cask, Keg, and Barrel. Added [noquality] to caulking, firewood, and pot ingredients. Made the output [noquality] as well.
Why: I strongly prefer "Keg of Milk" to "keg-style tub of milk" in my menus. I'm aware that this could limit future recipes that call for *tub, but there's no recipe
that you're going to want to use a valuable cask/keg/barrel for, when you could use a (relatively cheap) wooden tub. Caulking and firewood can't have a quality, so its quality should not impact the final product. Pot can have quality, but there's no reason the quality of your pot used to hold the caulking should affect the barrel quality. I don't produce these things to sell them, but rather to store things. So, I don't want them named "Fine barrel of X", next to "barrel of X". Easy to change, though, if you want to make your living as a barrel carpenter, just remove the [noquality]

* Skill used for Earthenware changed from WEATHERLORE to COMMON, because Weatherlore has nothing to do with the skills. However, increased crafting bonus by 30%, in order to account for this change. I could easily be persuaded to make this the new TEXTILECRAFT instead, since both are fine motor skills.

SMALLER RECIPE CHANGES
Note: wherever it says I 'removed' a recipe, I just commented it out.

---------------diy_BAC_Carpentry changes
* "Simple Wooden Tub" made 'no quality', renamed to just "Wooden Tub", because it has the exact same qualities as a base wooden tub.

* removed "Caulked wooden tub". It was just a harder-to-make wooden tub, with no real advantages (only difference is its value is 2 instead of 1)

* Added [noquality] to branches ingredient for furniture section, since branches don't have quality.

* Combine wooden figurine/set for gaming into one step, because there is no need for taking up two slots for steps always done together.

---------------diy_BAC_tying_equipment
* String renamed to 'refined cord' so that it works for *cord recipes.

* Added Refine A Cord recipe, which requires a comb, and potentially increases the quality of a given Cord, with some loss of material.

THINGS I'VE CONSIDERED BUT NOT DONE
* Move bark bandage to Utility items

80
General Discussion / Re: What's Going On In Your Unreal World?
« on: February 01, 2021, 04:30:23 PM »
It is actually quite difficult to reach the item limit. I'm a *ridiculous* hoarder, and I'm trying to build a village (a creepy ghost village with no one living there, granted...)

I solved the issue by moving my main hoarding building about twenty spaces west, which put it in the next square, and moving some of my many fields north, also to the next (different from the first) square.

81
You're awesome, thanks!

82
Development News / Re: Little girls as new NPC type
« on: January 31, 2021, 05:15:03 PM »
Cool!

See, currently the combat skills and bravery of the children may occasionally reach the level of fearless grown warriors.
Can confirm; was once done in by a Njerpez child after killing the warriors of the village.

83
We could have checked this easily with savegame. So, I'll just second myself:

"I'd like to believe there's a natural cause for this. But hmm, can you post a screenshot of the game view so we can take a look of the stats screen?
Or, .zip up your character folder and e-mail it over to."

...if it ever happens again.
Of course I kept a backup of the bug! :)

Here is the link to the file. I deleted/regenerated the zoomdats file to make the size small. Character is walking at about 40% of speed stat instead of 50%.

http://s000.tinyupload.com/index.php?file_id=01826570092428109233

84
So, the problem went away at some point (I think as Swidden was starting?) My best guess is that it has something to do with the game thinking I'm still slowed by the snow, even though there is no snow on the ground?

(I even tried skiing even though there was no snow, and of course it did not let me).

85
Modding / Re: Decorations Mod!
« on: January 31, 2021, 05:21:40 AM »
Nice!
 Not sure if any of these still align properly

Thanks!

I like the images, the last one in particular. It's a bit anachronistic, since I don't think we'd be seeing glass, no? But I still like it. I'm torn.

86
Modding / Decorations Mod!
« on: January 31, 2021, 03:35:35 AM »


Above you see my new bearskin rug and wall antler decorations.

Seeking ideas/suggestions for other decorative items that could be implemented.

I'm hoping to have enough to justify a single menu.

Some sort of flower wreath will be one. Perhaps more than one flower-y thing.

87
Bug reports / Re: Horrendous Visual Bug
« on: January 30, 2021, 09:32:51 PM »
Further evidence that it has something to do with snow timing: a few days later it reappeared for a single day after a particularly cold/snowy Soil month day.

88
Bug reports / Re: Horrendous Visual Bug
« on: January 30, 2021, 09:04:31 PM »
Three days later it disappeared, at the transition to the next day (8am).

My best guess is that it has something to do with thawing soil timing? It's Late Soil Month.

I kept a save of where the bug was happening, available on request, but it seems to be solved for me.

89
Bug reports / Re: Horrendous Visual Bug
« on: January 30, 2021, 08:40:33 PM »
Confirmed it is gone on a new character, so something about my save... :( :( :(

90
Bug reports / Horrendous Visual Bug
« on: January 30, 2021, 08:35:09 PM »
See the image.

All the ground tiles that are not in my line of sight have some sort of awful black overlay on them. This happens anywhere in the world, not just in my homestead.

It just started happening out of nowhere...


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