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Topics - Dungeon Smash

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1
Gameplay questions / Tips for agriculture?
« on: March 09, 2019, 09:36:11 PM »
One portion of the game that I have never delved too deeply into is agriculture.  It always just seemed kind of tedious, but now that I am easily able to keep my characters alive during the early game I think it would be rewarding to grow my own crops and use them for clothing and meals. I now have a Kiesse settler who has survived to his second spring, and has all the necessary tools and seeds.  I know the basics from the in-game Beginner's course, but what are some tips to make farming more effective?  What should I avoid, how can I best utilize my spring?

What about the details of workflow - like for example, how big of a section should I burn at one time, bearing in mind that I have to prepare all the soil before the burnt-out fires disappear?  What should I prioritize during each month?  Are some crops more important to get in the ground quickly before others?

2
Modding / [Buoidda's mod] Obtaining blood from animals... ideas?
« on: December 18, 2018, 09:01:14 PM »
I'm an inexperienced modder but was hoping somebody might be able to share some suggestions...

 Buoidda's mod contains a cool function where you used to be able to drain the blood out of an animal carcass, and then use the blood for various recipes, eg blood sausage.  However, I noticed that with some newer changes to the game, draining the blood is often not possible because it calls for "elk carcass", "reindeer carcass" etc but then does not recognize the animal carcass when it is "Big female reindeer carcass", "small largely-cut reindeer carcass", etc.

Is there any way to re-write the recipe so that it works with any generic animal carcass?  I'm fine with self-imposed roleplaying restrictions.  Or, alternatively, is there a way to re-write the recipe so that it works as intended?

Here is the current code from Bouidda's mod:
Code: [Select]
.Reindeer blood. *COOKERY*  /20/ :148:
{*reindeer carcass*} 'Pick up reindeer carcass'
{Branch} [remove] [boil] '+for stirring'
[SPOILAGE_DAYS:2]
[CARB:2]
[FAT:2]
[PROTEIN:7]
[WATER:98]
[WEIGHT:4]
[PRICE:0]

.Elk blood. *COOKERY*  /20/ :148:
{*elk carcass*} 'Pick up elk carcass'
{Branch} [remove] [boil] '+for stirring'
[SPOILAGE_DAYS:2]
[CARB:2]
[FAT:2]
[PROTEIN:7]
[WATER:98]
[WEIGHT:6]
[PRICE:0]

.Stag blood. *COOKERY*  /20/ :148:
{*stag carcass*} 'Pick up stag carcass'
{Branch} [remove] [boil] '+for stirring'
[SPOILAGE_DAYS:2]
[CARB:2]
[FAT:2]
[PROTEIN:7]
[WATER:98]
[WEIGHT:6]
[PRICE:0]

3
Suggestions / Are the Northern Lights visible in Finland?
« on: December 18, 2018, 05:45:51 AM »
If so, I just think it would be cool if they would show up on the weather screen sometimes.

4
Suggestions / "Excuse me, sir... Could you tell me about this plant?"
« on: November 06, 2018, 07:53:47 PM »
It would be nice to be able to ask shamen in towns about the local plant life.  Sometimes, when in a foreign area or if your herblore skill is poor, you will see plants growing around the neighborhood or in the fields and have no idea what they are.  You can't steal leaves or flowers to identify them, but why couldn't you just ask a friendly local?   It seems logical to me.

I'm not sure how this would work, exactly, since you would have to indicate a nearby plant.  Or, another alternative is that you could show the leaves or flowers to a sage and he could tell you.  This would not add to your herblore skill, and you would not be able to recognize the plant on your own without more practice, but you (the player) would have to remember, "Ah, pretty grass = bear pipe". 

What do you think, good idea? or does it rob the gameplay of a necessary element of mystery?  Or is it just too impractical to implement?  Thanks!

5
Suggestions / Lighting torches off of other torches?
« on: May 26, 2018, 12:12:59 AM »
Currently, torches can only be lit from open fires.  This gets a little annoying if you are conducting protracted activities in caves.  I would think you should be able to light torches off other torches.

6
Gameplay questions / Any way to find lost items?
« on: May 25, 2018, 07:44:37 PM »
I made a foolish error - I ran into a squirrel whilst travelling on the world map, and stopped to hunt it.  I dropped most my items to make it easier to throw spears at it, but after killling the squirrel, I simply walked off and accidentally left most my items.  I didn't realize until stopping later and trying to craft something.

Anyway, stupid mistake, I know.  But is there any way to use the game's files to easily find out where the items are?  I checked the message log, which gave me a vague idea (it's in a forest), but not the specific location.  Is there any way to look this up?  Has anybody more experienced figured this out before?

I realize it's cheating, but I've already searched for a while and I just want my stuff back.  Thanks in advance.

7
Suggestions / integration of animals into bargaining
« on: May 19, 2018, 04:10:50 AM »
Right now, it seems as though animal bargaining exists independently of standard item bargaining. 

It would be nice if the two were integrated.  For example, a masterwork sword might be worth far more than a cow.  it would be nice to be able to trade the sword for a cow, plus other items.

It would also be nice if the rewards from quests, such as "5 Squirrel Hides worth of Goods", could be applied towards purchasing animals.  Currently, it cannot be.

Thirdly, it would be nice to be able to trade animals for other animals.  For example, I could travel to the north and purchase a reindeer, then trade it down south for a cow.  Of course, a reindeer might not be worth a cow, but perhaps with a dog as well... or a few furs... it could be.

8
Suggestions / make dogs stop barking at birds
« on: February 15, 2018, 04:20:22 PM »
i understand that hawks and owls are predators, but it's irritating when a goshawk moves into your area and now your dog is constantly bothering you and interrupting your tasks.  my suggestion is, just modify the dogs' behavior so that they ignore birds of prey.  I can't really think of the situation where this behavior would be desirable.

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