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Topics - rudy

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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.

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...

General Discussion / Fireplace Inside A Kota
« on: January 23, 2021, 08:00:30 PM »

Just realized today that if you deconstruct the kota frame, you can build an "Inside A Building" space in the empty space. Then, a fireplace on top of that.

Added benefit of removing the distracting visual of the frame.

Thought I'd share!

Gameplay questions / Do Plants Spoil?
« on: January 20, 2021, 02:16:20 AM »
I'm aware that turnips, e.g., vegetables and other roots can eventually spoil. Things under the "food" category.

I'm asking about unthreshed plants that are under the "Plants" category in your inventory. Do any of those ever spoil?

Bug reports / Sauna Scoop in Game Course Quests
« on: January 18, 2021, 10:42:53 PM »
The Game Course task requiring you to use a sauna refers to using a sauna scoop exclusively, but that's no longer a requirement. I'm not sure if there still even are sauna scoops.

Modding / Balance For Full-Body Armors?
« on: January 18, 2021, 07:50:08 PM »
Hi. I would love thoughts on the weight of these four "full body" armors for my magic mod. The goal would be:

* They are lighter than full coverage from that armor type would otherwise be, but not crazily-so.

* They are relatively balanced with regard to each other.

Appreciate any thoughts. :)

(Sacrifices will also be required, but I haven't put that in yet).

.Druid's Barkskin.   "Leather cuirass"      /1/   [effort:1] [phys:hands]
{[NEARBY_TILE:mountain]} +'Pray at the Shrine'
{Fire} +'Sacrificial Fire'
[ARMOUR_COVERAGE:skull face neck shoulder upper_arm elbow forearm hand thorax abdomen hip groin thigh knee calf foot]

.Druid's Woolskin.   "Leather cuirass"      /1/   [effort:1] [phys:hands]
{[NEARBY_TILE:mountain]} +'Pray at the Shrine'
{Fire} +'Sacrificial Fire'
[ARMOUR_COVERAGE:skull face neck shoulder upper_arm elbow forearm hand thorax abdomen hip groin thigh knee calf foot]

.Druid's Leatherskin.   "Leather cuirass"      /1/   [effort:1] [phys:hands]
{[NEARBY_TILE:mountain]} +'Pray at the Shrine'
{Fire} +'Sacrificial Fire'
[ARMOUR_COVERAGE:skull face neck shoulder upper_arm elbow forearm hand thorax abdomen hip groin thigh knee calf foot]

.Druid's Furskin.   "Leather cuirass"      /1/   [effort:1] [phys:hands]
{[NEARBY_TILE:mountain]} +'Pray at the Shrine'
{Fire} +'Sacrificial Fire'
[ARMOUR_COVERAGE:skull face neck shoulder upper_arm elbow forearm hand thorax abdomen hip groin thigh knee calf foot]

Mod Releases / Quern-Stone Grain-Grinding Mod
« on: January 14, 2021, 05:56:15 PM »
This is a mod to implement the use of a Quern-Stone, which is a relatively simple grinding tool in use way, way, way back throughout human civilizations.  Once assembled, the quern-stone allows you to grind barley and rye flour roughly twice as fast, though more effortful. Other types of flour are more difficult to implement, because they do not have a base item type (this is because all other flours decompose slowly).

If I could figure out exactly their nutritional information, I could probably add them too, but it would be a non-decomposing variety.

This is ideally used in conjunction with BAC mod, or another mod that adds tools, but can be pretty easily modified to work on its own.

Here it is in game:

And the text of the mod is as follows:

.Mine for Big Stone. "Stone"   *COMMON* [effort:3] [phys:stance,arms,hands]   /6h/ [noquality] [assist:1]
{[NEARBY_TILE:Big rock]} '+stand next to a big boulder'
{*hammer} 'Hammer'
[NAME:Big Stone]

.Shape Quern-Stone Piece. "Stone"   *COMMON* [effort:1] [phys:arms,hands]   /6h/ [assist:1]
{Big Stone} (1) [remove] [noquality]
{*hammer} 'Hammer'
{Whetstone} '+grind smoothness of hitting areas'
[NAME:Quern-Stone Piece]

.Assemble Quern-Stone. "Stone"   *COMMON* [effort:1] [phys:arms,hands]   /6h/ [assist:1]
{Quern-Stone Piece} (2) [remove]
{Wooden stake} (2) [remove] [noquality]
{Board} (2) [remove]
{*hammer} 'Hammer'
{Whetstone} '+grind smoothness of hitting areas'

.Grind Barley-Flour. "barley-flour" [effort:2] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]

.Grind Rye-Flour. "rye-flour" [effort:2] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Rye grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]

If using BAC, I recommend putting these in the Mining and More menu, where there is room for them.

If not, then you can put them wherever, but will want to comment out the hammer and whetstone requirements.

Either way, the attached image goes in truetile.

If there is demand for a stand-alone version of this with files (as defined as one person specifically asking for it in this thread), then i will put something together.

Suggestions / Pouring two identical containers together.
« on: January 14, 2021, 04:03:24 PM »
When you have a stack of two containers with the exact same thing of them, you cannot pour one into the other, because the game thinks you are trying to pour a container into itself. If you have a third container of a different type you can workaround it, but it would be nice if this was addressed as a convenience.

If it would be a lot of work, I acknowledge that it's probably not worth it.

Modding / Cozy Cave Mod
« on: January 13, 2021, 08:02:38 PM »

I recently discovered that building floor/ceilings in your cave does not get rid of the snow!!! Who wants to live in a snowy cave?!

So I'm putting together what is essentially a graphical mod that puts down flooring. It works by creating a very heavy object (1200 pounds) that is then set on the floor with custom graphic. The most annoying thing is fitting custom pieces "around" the fireplace, and the fact that the flooring only shows on screen when it's in your line of sight.

Three questions:

1. Is anyone at all interested in this? If so, I will post it when finished.

2. Anyone know why the command [TILE:Inside of a building] does not work? I have that in the recipe, but currently it lets you build it anywhere. It's not a big deal, but ideally I'd like to limit the flooring to a space where the player has already finished their cave floor.

3. If anyone thinks they can do a better job with the coloration I would both be very grateful, and certainly co-credit you on anything I post. Current tiles attached if so.

Gameplay questions / Cave Dwelling Question
« on: January 13, 2021, 04:56:00 PM »
Would I need to fill in this entire cave in order for it to act as an "interior"?

Bug reports / Weapons of the North Quest refers to the Oath of Iron
« on: January 13, 2021, 06:26:39 AM »
Very minor thing: when you complete the Weapons of the North segment of the Advanced Adventures, it refers to using the Oath of Iron, which is no longer in the game.

Gameplay questions / Kota interior + cellar.
« on: January 13, 2021, 04:10:01 AM »

I have a kota with a 5x5 interior. If I make one of those spaces into a cellar, will the kota fail to warm properly on the inside?

Modding / Romance/Husband/Wife Quest Mod Idea
« on: January 13, 2021, 12:23:00 AM »

Inspired by Privateer's quest idea, I wanted to float the concept of a multi-stage "quest" mod in which you would woo, or otherwise prove yourself worthy of, a wife (or husband; if interest was sufficient there'd be one version for each).

The "quest" would essentially be a story told through the F1 key, where each stage of it would be a single menu item, and the entire mod would be contained within one menu. There's be certain things you'd have to accomplish before reaching the next stage, though a lot of that would be left to player enforcement.

For example, the start item on the menu would give you a token, which when examined with F1 would describe the woman you were trying to woo, with a picture. Some of her traits. Probably some warrior maiden would be the most apropos? It would then describe the first task needed to win her affections. Such as, "fell a squirrel with thrown rocks near a village".

When you accomplished this, you would activate the next menu item, which would give you a new token with a new F1 entry. This one would describe how she witnessed you felling the squirrel, and was impressed by your aim, and how you spoke for a while, etc. The entry could then describe you and her having a throwing competition, which you barely won.

The next task might be something like "Come to town wearing a full set of fur clothing, to show that you are self-sufficient." Then you'd trigger the next step in the story/quest, which would describe (via the F1 key) her noticing your styling wardrobe, and further conversation with her, now becoming somewhat flirtatious.

It would go on like that. one of the final steps would be to build a house nearby the village for the two of you to live in. The mod could not actually create a new NPC, unfortunately, so this would be the closest it could achieve. The player could, if they wished, imagine one of the "Maiden" NPCs in the village corresponded to the one talked about in the story.

So basically I want to start by seeing if there is actual interest in this idea, because it's not something I would create solely for my own use. Thoughts/feedback/ideas are welcome, too.

Modding / "Magic" audio trigger
« on: January 11, 2021, 05:03:10 PM »
Interesting thing I stumbled upon!

If an item has the word "magic" in its name then it triggers the chanting audio when either crafting the item, or "walking over" it.

Tested it with a few items, both with and without the word "magic".

I wonder if there are other such words that work.

Gameplay questions / Are Map tiles eventually cleared?
« on: January 11, 2021, 04:03:21 PM »

My save file size is nearing 3GB, and I'm wondering if tile data is cleared if you do not visit a square for long enough.

I'm aware of the "clear everything except for the place you are in" trick, but that's a last resort.

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