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- added: light a torch with another torch ;D ;D ;D

Modding / Re: Food quality?
« on: June 13, 2018, 09:40:26 PM »
 Sorry if my information was wrong, I will follow up

Modding / Re: Food quality?
« on: June 13, 2018, 07:38:48 PM »
The parameter is [noquality]
The usage for cooking would be like this;

Code: [Select]
.Flatbread. (5)     *COOKERY* [noquality]  /45/ %30% |-1| :148: 
{Flour}     #0.5#   [remove] [roast]  [name]
{Water}     #0.25#  [remove]
{Seasoning} #0.15#  [remove] [roast] [optional]

 This will produce "decent" level product(s) and remove the descriptive text ie: bland, tasty etc.

Gameplay questions / Re: Vagabonds
« on: June 10, 2018, 12:15:34 AM »
Yeah, I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.  I do feel slightly guilty, but then again, if you were starving to death in the woods... perhaps you'd do the same
You must be a poor player indeed, if you're character is constantly starving so you have to murder everyone you encounter to get something to eat...

That reply seems a bit harsh, maybe I'm just reading it wrong.

Development News / Re: Balanced that spirit, fixed them sacrifices
« on: June 09, 2018, 06:25:06 AM »
 I'm curious, depending on "size and significance" of the animal, would the appropriate sacrifice ever exceed one cut?

I don't see that larger sacrifices would be out of line, but not sure how it might work given one per day.

Duh.. don't kill anything tomorrow and sacrifice maybe.

Gameplay questions / Re: A few noob questions
« on: June 07, 2018, 10:05:49 PM »
 As stated the meat needs to be in a stack to process them together. It can be very difficult to get fish stacks that large.. due to freshness.
Large animals are where 19 cuts per cord really pays off.

 As to a home site, for me, I like to be away from towns as human activity diminishes animal activity. I like to be near water, generally building at 11:00 of the lake for some reason. I spread shelters around my hunting and trapping areas, some containing remote cellars.
 Establishing a building is usually done so I can smoke meat vs dry/salt/roast. For me this building usually ends up being renovated into a full home/settlement.

This version has something changed? I still have the previous version but I'd like to know if something was updated, also how could I change the learning rate to level up a skill in training sessions? I'd prefer to raise my skills faster since grinding really takes a toll of my patience.

//Version update to v3.5 to sync with game
// Replaced Ritual skill with common for tasks

No other mechanical changes in this version.

The section; [SUBMENU_START:Combat] contains the training tasks.
Each task has the parameter |1| on the top line. This is the rate of gain OR gain checking.
Valid options are |-2| to |2|  minimum chance to maximum chance.

Modding / Re: First Mod: Seafood
« on: May 30, 2018, 01:01:52 AM »
After I moved to the Oregon coast last year I started a similar mod, mostly focused around crabs, clams and mussels.

Hah nice, I just got back from a trip to Alaska (it was amazing!) so all things ocean have been on the brain. I'd be interested to see how you approached this sort of mod. And feel free to use anything from mine if it's helpful.
I've been to Alaska once it is a pretty amazing place.

 For me weight was a bit off-putting using flora creation and the main reason I didn't pursue using it to make bog iron.
The limited raw weights available (set to the type of flora you emulate) can create some immersion issues.

 Using blank slides during maturing/picked/withering times can create some immersion or life appearing and disappearing.

Modding / Re: First Mod: Seafood
« on: May 29, 2018, 08:14:25 PM »
After I moved to the Oregon coast last year I started a similar mod, mostly focused around crabs, clams and mussels.

I look forward to seeing your progress.

Modding / Re: First Mod: Seafood
« on: May 29, 2018, 07:07:29 PM »
Ok so either I need to give stuff in the water a small window of being available, or I need to tolerate them being on ice for part of the year. It looks like the other plants found in water go from months 5-8 or 5-9.

Has anyone found an easy way to skip around to different parts of the year? Starting in "Spring" and "Summer" gets me to months 4 and 6, but is there an easy way to get to months 2-3 to test things out?

 Different start periods is how I worked on bees back then. A short harvestable period in the prime window would be my suggestion as well. Growing and wither times can be on the edges.

Modding / Re: Enable Adventures for Females
« on: May 26, 2018, 09:30:48 PM »
The simple answer is no.
Females will not join you at this time.

Mod Releases / Re: Chicken coop for the homestead
« on: May 21, 2018, 05:31:22 AM »
Thank you and sorry for the mistake. I've fixed the download, but you can fix your installed version.
A wildcard is needed for the egg ingredient.
Open the diy_coop.txt and change;

{Egg} (5) 'Eggs to hatch' [remove]

to this:

{* Egg} (5) 'Eggs to hatch' [remove]

Ok, I will just change the code to not use anything or something common (because I don't really know how to make it need something nearby) and just burn the bodies after getting the needed part.

 That should work fine, or use nothing at all. This parameter [ground] will allow use from the floor, however it doesn't work with carcasses.
The dummies are more important than the "story" I tried to wrap them in  ;)

Merely placing double slashes in front of an ingredient will skip it;
Have fun

Is there a way to change the need to actually hold the body of a Njerpez to just having it nearby? My character can't lift it (it's too heavy) and I rather not starve myself to be able to butcher him (I heard that butchering humans really upsets the spirits), also is there any other way to decrease the weight of a human? (I don't have dogs, so I can't have them starve and eat a bit of the body)

You can of course change to code to work however you'd like. In order to consume the carcass (one of my intentions) you have to be holding them, they can not be targeted from the floor.

Mod Releases / Re: Fish Farmer module v3.5
« on: May 18, 2018, 04:25:07 PM »
Don't all of those go under the 'M' menu as sub menus?
Thus, I suspect the poster is trying to say the sub menu bindings clash (without explicitly mentioning which ones, although I suspect it would be 'e' given your snippet).

If that's the case, it's fixed by changing the sub menu key binding of one of the clashing mods to use a key currently not in use anywhere.

Exactly, it's under shift-M. So when I press E it goes to fish Egg harvest instead of weaving. Even when I manually press it, it goes into the egg harvesting menu, making it impossible to weave.

How would I change it?

 For my mod the key usage can be changed in the file "menudef_jobs.txt" you'd need to assign a non conflicting letter to each menu.

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