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Messages - Privateer

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Modding / Re: Eh? Can't get code to work
« on: December 11, 2018, 12:36:52 AM »
Couple things;
1) For item creation with new image(s), try to have the image created and in place both in the folder and the task (text) before starting the game.
2) Items will only take the image they had when it was created, eg using "Firewood" without an image will show firewood, updating the task with an image will NOT change the previously created items.
3) F9 can be used in game to refresh images in game, so you can edit images and see how they look after creation

I would also move the image tag up to just below the name tag but that's just me I don't think it should break anything.

Modding / Re: Eh? Can't get code to work
« on: December 10, 2018, 04:26:22 AM »
Glad to help.. Pretty sure the double is because the game sees something on the line after last * Try pasting this to your menu file

Code: [Select]
// Here's a try at your menu file

.Liam's Foods. -Z- *COOKERY*


Modding / Re: Eh? Can't get code to work
« on: December 10, 2018, 03:47:00 AM »
Extra carriage returns in the menudef usually resolves the double name (odd occurrence).
As well on the top line of the original code you had this #5# (which may break the code) but I took to be a number to be created as you had 4 lbs of materials and you were trying for an end weight of .5 I assumed you meant #5# to be 5 ~ .5 lb items. patch for larger batches I guess. You could remove (5) and make one item with a patch of 9.

Modding / Re: Eh? Can't get code to work
« on: December 10, 2018, 03:07:40 AM »
I'll try to help. First add an additional line (carriage return) to the end of your menudef file.
For cooking you don't define an actual game item with "item". Cooking truly allows item creation based on the added nutrition of the items consumed in the task.

Not tested but the below code should work
Code: [Select]
.Pemmican.  (5)  *COOKERY*  /20/ \2h\ %20% |2| [patch:9]
{Berries} #2# [roast] [patchwise] [remove]
{Raw meat} #2# [roast] [patchwise] [remove]
{Knife} <Broad knife> '+for cutting up meat and crushing berries'

These tags don't apply as values are derived from the inputs

Gameplay questions / Re: Best way to preserve berries long-term ?
« on: December 09, 2018, 02:06:08 AM »
from News.txt
And item modding is done the same way with cookery recipes.
        Here's a recipe for dried berries:

        .Dried berries.     *COOKERY*   /25/ \10d\  %50%    :151: 
        {Berries}   #1#     [remove] [roast] [name:Pile of dried %s]

Bug reports / Re: But that villager died
« on: December 06, 2018, 06:59:50 PM »
Maybe I don't remember correctly when this discussion took place;
Version: 3.18 (stable)
Released: 27-Feb-2014

- added: villagers are unwilling to join you if the companions you hire go missing

As I recall it was supposed to wane with time. I also seem to remember that there is a file which could be zeroed or removed
to encourage forgetfulness.

Bug reports / Re: But that villager died
« on: December 06, 2018, 02:14:12 AM »
Time will heal the wounds.. erm ill feelings

Suggestions / Re: Craftable punts ? And what should the limitations be ?
« on: December 01, 2018, 10:13:28 PM »
On reflection, it's puzzling that a raft made up of 3 500lb tree trunks winds up so comparatively light! heh
Some have reset the weight of their raft(s) to 1500 lbs.

Development News / Re: Life hurts
« on: December 01, 2018, 07:04:32 PM »
Hope you heal quickly and don't feel like you got tied to a tree until you heal.

Modding / Re: MOD file language & new syntax
« on: November 28, 2018, 07:41:13 PM »
quick questions

1. what is the programming language used for these diy_, flora_, etc. text based files?  is there a way to get some type of syntax highlighting for these in our text editors?

2. is there an equivalent for the new [NAME:] advanced flag system to mirror the old [name:%s foobar] [naming:original|last word] so that crafted item names reflect the item used in the recipe (e.g. "Bear fur mittens" when using bear fur).

1) Yes text files, so aside from comments no real way to mark them up, I did see someone once made a notepad ++ "overlay" (for lack of more understanding) which highlighted the tags.
2) No using [name:] is fixed the other options mentioned are still functional. As a mod maker / user you have to use the options which makes things work , be believable, and playable for you.

Mod Releases / Re: Finally We have Fish cuts !!
« on: November 28, 2018, 01:00:18 AM »
Is it supposed to take many minutes to cut 1 lb off the fish? IIRC the one time I tried it in my current game it seem to take many minutes which surprised me.

 I'd agree that the 30 min. timer is probably harsh. I do clean/filet/butcher a fair number of fish irl and the time can vary a bit depending of what the real world fish is.

Bug reports / Re: Target confusion
« on: November 27, 2018, 08:23:34 PM »
 Multiple NPCs on one tile does create this problem. Multi-occupancy was implemented, if I recall, partly as a deterrent for blocking a doorway and NPCs queuing up to be slaughtered.

Mod Releases / Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
« on: November 27, 2018, 08:16:16 PM »
Can I add this mod to an existing game or does it need to map spawn things?

Also... other folks in the thread keep asking how to make charcoal with this mod.

There is no charcoal in this mod

Regarding Charcoal...

The reply earlier was the mod didn't use charcoal.

As shown by my reply, the mod does not provide charcoal NOT that it was not required for some task(s).
 My guess is the intent of the OP was to use the "pitch" item for these tasks.

Gameplay questions / Re: Couple of bow related questions.
« on: November 26, 2018, 08:28:12 PM »
So why does the wiki praise the Hunting bow?

Is it faster? Or more accurate on medium range? Official Wiki, Though I'd still take it with a grain of salt

Gameplay questions / Re: Find quest location
« on: November 23, 2018, 08:56:42 PM »
zoomed in map

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