Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - rudy

Pages: [1] 2 3
1
Bug reports / Excessive Turnip Seeds?
« on: January 02, 2023, 09:29:59 PM »
Came across a Driik village that had 600+ birch barch boxes filled with turnip seeds. Seems excessive, but not sure that rises to the level of a bug worth worrying over.

I backed up a save; if you want it, let me know, and I'll upload.

2
Modding / "RPG" stat mod
« on: December 30, 2022, 09:25:58 PM »
Hi All, seeking input on an idea.

Let me start by saying I know this is not going to be a lot of people's cup of tea. What I'd like to do is create a mod that "allows" the regulated improvement of stats and other character aspects.

This cannot be done within the game itself; there's currently no way to modify attributes using mods. However, my idea is to have a mod that uses CheatEngine as an external tool in the following way:

There would be a menu of crafting choices within the game that would help you track 'experience' points. Like, one choice on the menu would be "Killed a bear", and it would produce, say, 50 experience tokens (weighing 0). Another one might be "built shelter" and it might be worth 1 experience token.

There would then be a set of rules indicating how much experience you would need to increase an attribute using cheat engine. Like "To increase an attribute, spend 3 times the current attribute in experience tokens". Then the player would Discard the appropriate number of experience tokens, and then use cheatEngine to increase the attribute by 1.

Currently I have a vague set of rules I use to formulate the improvement of my own characters in this way; the purpose of the mod would be to track the 'experience' more precisely, and allow a set of shared guidelines for "leveling up" in this way.

Other things that could be modified would be character weight or height, or skills.

Interested in feedback on the idea but, most importantly, whether there is ANYONE besides myself that would be interested in something like this. If not, it's not really worth the effort of making it, and I'll just continue to use my informal system.

Likes are appreciated, but will not be interpreted as interest in using the mod.

Best!

3
Suggestions / Armor protection modding
« on: December 30, 2022, 03:39:11 PM »
A modding option to set the armor protection / warmth values of an armour item, much like we can currently set the attack values of weapons, would be very much appreciated.

4
Not bugs / [Not a bug] Crafted fur clothes MUCH less valuable?
« on: December 29, 2022, 03:53:20 PM »
Hi,

Another situation where I'm not sure if this is working as intended.

Crafted fur clothing, e.g. a bear fur shirt / elk fur shirt, is MUCH less valuable than a "fur shirt" that you might trade for in a village, even though the bear fur shirt is superior in protection. It's like a factor of 5 difference in trade value.

I'm not sure if this is an error, or a balancing choice, or something else.

5
Suggestions / Woollen Veil v Woollen Cowl
« on: December 18, 2022, 03:15:37 AM »
Both these items cover the same area, have the same trade value, grant the same protection... but woollen veil weighs 0.3lbs, while cowl weighs 1 lb.

Woollen veil is unbalanced compared to other wool items for the area it covers for the weight, while cowl is fairly in line with them. If there were a way to make its warmth lower, that would be a solution, but that sounds challenging.

I think it should just be removed as an item, but there may be other solutions that aren't occurring to me .

6
Not bugs / Clothing quality cap?
« on: December 08, 2022, 01:32:45 PM »
I honestly don't know if this is a bug or working as intended. Any clothing item I create whether from a mod or without a mod cannot be created above decent quality. I've tested this dozens of times using various skills. If an otherwise identical recipe is used for any non clothing item, I can get higher quality items easily.

Other players I have consulted about this agree this seems to be a limitation, but I can find no mention of it in news.txt. the one exception is a forum user, Tinker, who has apparently been able to get fine quality fur clothing. They use the Linux version, but I can't imagine that would make a difference.

I mainly hoping to just find out whether this is working as intended or not.

7
Gameplay questions / Clothing Quality Limit?
« on: December 06, 2022, 08:42:36 PM »
Is it supposed to be impossible to craft clothing items of higher qualities than decent? This seems to apply both to be the vanilla fur and leather things you can create, and any modded armor or clothing of any kind.

I'm-Not-An-Idiot-Check: There are no [noquality] tags in sight.

8
Bug reports / Creation of Mass From Nothing
« on: December 01, 2022, 05:04:24 PM »
Threshing rye plants creates more rye grains by mass than the original plant. About 60% more.

Creating matter from nothing is a pretty cool trick, but maybe that's not intended?

9
Mod Releases / [OUTDATED] [3.72] Community Mod BAC
« on: November 27, 2022, 04:17:18 PM »
Moderator edit:Current version, BAC for 3.80 thread ~JP_Finn

In continuing the tradition of keeping this mod alive, I've updated Arimon's updates to this mod. I started doing this in Arimon's thread, but the ability to update the first post will be important to prevent confusion in further updates. I do this with the belief that Arimon has ceased being active on this update. If that changes, I will be happy to either work with them, or turn it back over to them.

The general intent is to clean up recipes, tweak a few things, and reduce the number of menus significantly (currently with 5 free slots instead of 1). Full changelog is below, it includes a number of fixes to things that didn't work, a LOT of rearranging of menus, some tweaks to existing items, and a few new things.

The attached file is the only one you need; it includes all updates that I posted in Arimon's thread.

Next major steps are to try to incorporate some elements of other mods with permission of authors. I have my eyes on manure!

EDIT (12-20-2022) Updated to Version 2.3 of the mod. Changes for latest update below; you'll have to download to see the full changelog history (too big for this post)

IMPORTANT IMPORTANT IMPORTANT: IF you are updating from version 2.2 or earlier of this mod, rather than installing fresh, then DELETE the diy_BAC_Knitting file. It is obsolete now.


Spoiler: "Changes" • show

R2.3

DELETE the diy_BAC_knitting file.


WOOL
HUGE overhaul to wool clothing, after a lot of reading. Knitting is not a thing any more, because it did not exist at the time and location the game simulates.

Recipes were redone (in a more complicated fashion) in order to get around the hard-coded limitation on clothing quality. Now, instead of all woollen clothing being decent quality, it can be anywhere from crude to masterwork, based on your TEXTILECRAFT skill.

Large pieces of wool clothing are made primarily with wool cloth (which was a thing in a previous version of BAC), which I have now restored.

Smaller items, specifically gloves, socks and caps, were made with a process called Naalbinding (google it) which is a precursor to Knitting. The latter is somewhat slower, but does not require a loom, and is "lossless" in terms of material used.

All wool processing and clothing moved back to a single menu, though tools used in common with other textiles (e.g. loom) are still under the Textilecraft menu.

Prices were rebalanced so that each step in the wool clothing process adds value to the finished product. Wool yarn is worth 1 unit (arrow/squirrel fur) per pound. Wool cloth is worth 2 per pound. Wool clothing is worth 2.5-3 per pound (varies per clothing item; vanilla item values were not changed, and the values were built around this). This is in contrast to previous wool clothing crafted by BAC which had MUCH lower prices than the corresponding vanilla items. IT's now possible to make your living as a maker of wool clothing, if you wish.

Unraveling woollen clothing to obtain yarn is now slightly lossy (0.6 pounds of clothing gives you 0.5 pounds of yarn).

You can now "trade" for wool yarn in a village using a recipe that simulates that trade. The required input is one arrow (as the most common trade-item used by players), but this can be fairly
altered in the code for any item of equivalent value (such as a squirrel fur).

Weaving wool cloth increased from 90 minutes to 2h for one pound of cloth. This may still be too little.

Removed 'noquality' from wool yarn creation, so that you can have higher quality wool yarn. Changed length to 100 feet per 0.5 pounds instead of 15 feet (which is silly). 100 feet per 0.5 pounds is still REALLY thick, but it roughly lines up with the thickness of the vanilla linen and nettle yarn (and is in fact slightly thicker than either).

Removed noquality on spindle, but reduced the skill bonus from 30 to 10. Higher quality spindles now possible.

Removed noquality from knitting needles so that you could have good quality ones.

Wool cloth garments need {Fine cordage} now as opposed to specifically yarn to sew the parts together. (Yarn still works, this just makes it broader, AND prevents the annoying bug whereby the entire stack of yarn is used up)

Knitting needles no longer an item; instead, you can craft more generic "textile needles" out of wood or bone. (Using bone offers a 10% skill bonus to the crafting). These are intended to be a set of needles that can be used for any of the textile processes.

Woollen veil and woollen cowl presented an issue: the first weighed 0.3 pounds, the latter 1 pound, but both covered the same area (skull and neck) and provided the same protection. Veil is unbalanced in weight in comparison to other wool clothing. It should probably provide less warmth, because it is a lighter material, but that is not an option in modding. Both items were removed, and replaced with a "woollen heavy veil" that you can craft, which weighs 0.6 pounds, as a compromise item. Both vanilla items are still obtainable through trading with villages.

Woollen longsocks item added, covering feet and calves, because of the large number of woollen garments that cut off above the calves.

Woollen footrags removed as a craftable item. They are mechanically identical to woollen socks, and removed for redundancy since more menu space was desired. Woollen socks and woollen longsocks may be layered if double foot protection is desired.

Woollen hood added as a craftable item, due to lack of face coverings. Covers the same area as the fur hood (skull, face, neck).

"Woollen dress (w sleeves)" added as a craftable item. It is mechanically the same as the woollen undergarment in terms of price, weigh, and area covered. Allows layering, and RP of those who wish to wear a dress without having cold arms.



MENU CHANGES
* Renamed "Wool Processing and Garments" menu now uses the O key. Armors of Iron and Wood changed from O to I key.

* Bark clothing (previously with wool clothing) moved to Earthen/Barkware menu. That menu is now 100% full, which is not ideal for future expansion, but perfectly fine for now.



IRONWORKING CHANGES

* Removed -30% penalty from smelting iron bloom (I don't understand why it was there)

* Halved input and output and time of smelt ore into iron recipe. 4h instead of 8h, one pound instead of 2. Just to break it up.

* Reworking iron and steel recipes, in order to allow you to keep working at a piece of metal to perfect it further (can take MANY MANY tries)

* Removed two "fix errors" cheat recipes under ironworking. Haven't seen any need to use those yet. They are still in the file, just commented out.


COOKING CHANGES
* Nettle Cheese now has a price of 0.25 squirrel hides (or 0.25 arrows), as opposed to having no value.

* Dried berries and mushrooms now has a price of 0.1 squirrel hides (or 0.1 arrows), as opposed to having no value. Unfortunately this will work on poisoned mushrooms, but the value is low enough that it shouldn't be a temptation to cheese.

* Recipe to make berry turnovers from dried berries added


OTHER CHANGES

* FIX: Commented out prepared soil line test.

* FIX: Fur mittens had been altered for a previous test, and never unaltered. Restored to normal values.

* Textile needles added as a requirement for all linen and nettle clothing that use yarn to attach pieces of cloth together.

* Firewood from slender trunk effort increased to match other firewood making. Patchwise option added.

* clay amphora tub renamed to Amphora

* clay large amphora tub renamed to Large Amphora

* Changed loop snares back to using yarn because of quality issue (they were always coming out as poor quality)

* Vanilla leather and fur clothing was using the COMMON skill, while all added recipes were using the HIDEWORKING skill. They now all use HIDEWORKING.






TO DO
Re-balance and analyze linen, leather and nettle clothing as has been done for wool. Consider the process of value added at each step. Change their recipes so that they can have higher/lower qualities. (this is more time consuming that you'd guess)

(The same approach will not work with fur, because it would interfere with the way fur clothing borrows properties from the type of fur used, e.g. bear. At the present time, I don't forsee any way for me to modify fur clothing so that it can have varying quality.)

Determine to what extent it makes sense for leather and fur clothing to use textile needles. Research how such clothing was actually fastened.

Clay playset needs different tile graphic.

Digging clay too easy? Rebalance?

Incorporate manure mod into BAC.

Ensure compatibility of Privateer's bees, mead and coop mods with BAC (Privateer does not wish them to be incorporated directly)

Look into other mods to incorporate.

MAYBE TO DO (WAY IN FUTURE)

Add chainmail as optional craftable menu (ahistoric, but not implausible)

10
Solved'n'fixed bug reports / [Fixed] 3.72beta - minor typo bug
« on: November 19, 2022, 02:03:18 PM »
When attempting to extract fibre from a small number of dried retted flaxes, the message received is "That is too few! You need at least 5 dried retted flaxes to extract practical amount of fibre."

In reality, you get that message for anything less that 15 dried retted flaxes. So the message is probably meant to say that.

11
When I harvest flowering flax, it says "To gather the seeds, harvest the flax after its flowering period."

When I harvest it anyway, and thresh, I get seeds and straw.

12
Gameplay questions / Yarn Questions
« on: November 10, 2022, 09:57:10 PM »
Hello,

I'm trying to update a few BAC recipes that don't quite work with the new textilecraft options. To clarify, please, when spinning yarn, is it:

nettles > nettle yarn

flax > linen yarn

hemp > hemp yarn

?

I haven't actually seen nettle yarn anywhere, so maybe that isn't a thing? I'm not at a season where I can check myself right now.

Appreciate any help.

13
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!



14
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.

15
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...


Pages: [1] 2 3
anything