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Topics - Brygun

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Off-topic / Why I carry a rock in real life
« on: October 07, 2020, 09:33:49 PM »
Why I carry a rock in real life.

Lessons (mostly) from the Unreal World game:

= Its a hammer for building
= Its a digging tool, better than my hands
= Digging can get me to flexible thin roots for cordage
= Roots and plants can be rubbed against an edge of the rock to cut them
= It can be weight to help braid roots into stronger "rope"
= It can bash against branches as a crude axe
= Two rocks can start a fire and I already have one
= It can be thrown to get food, by pinging a squirrel or wounding a rabbit
= It can be put in a fist as a knuckle puncher
= It can be rolled in the fingers as a stress relief mediation
= It can be banded on a rock or tree as a rescue signal
= Rocks can be pets to talk too, I mean its only bad when the rock talks back

Yes I carry a rock. When people ask me why these are rambled off.

Unreal World crafting if stranded and unequipped begins with: a rock.

So I start with a rock!

Get a rock.

Have a rock.

Be one with the earth.

Passing this over to the suggestions area after thoughts on the BAC maintenance vs avoiding editing core files.

This is probably a "biggie" so might not be viable to make but here we go for filing if nothing else:

The suggestion is to allow a method for modders to change what menu a vanilla item goes into without editing the core game files. Currently AFAIK the only option is to put it in within a set of menu blocks thus to relocated vanilla items I need to edit the core vanilla files.

If I'm wrong and its already possible then that's great and I have my next major edit project to do after finishing a novel.

Not bugs / [3.63] Steam news text goes into underline mode
« on: July 09, 2020, 01:44:28 AM »
IT appears that the steam text editor under "vasta" sees the [ U ] (without spaces) for the "utility" article menu reference as the code to turn on underlining. It remains active so all the text going forward is underlined until the end of the long article.

This was decoded as the [ U ] (without spaces) doesn't appear so it says "tility article".

Heck even this editor did it so I had to rewrite it with spaces around the U. Does mean you can probably fix the steam article the same way.

Posted as a bug note here as not sure how else to inform you.

Bug reports / [Fixed - persists in 3.62] Stay becomes a charge
« on: April 25, 2020, 09:47:02 PM »
Been trying to have companions support a raid on an Nerjpez camp.

Even using stay they keep going forward into battle.

Cornan has 2 companions with him, an adventurer and a hunter. It is early morning in Center month (day 5 of the 13th week before summer) so it is moderately dark. Sight is about 10 ish squares on the local map.

One time I had them in low ground and they wandered out to start fighting the camp. This was about 10 local squares into the tree line around the camp.

Another time I was more like 20-30 local map squares back hiding them with the Stay command. The adventurer stayed put. The hunter made a straight line to the enemy camp. This later one seems more out of place given that there was no way they could see the enemy both by light range and numerous layers of trees blocking sight to the clear camp. Then the Nerjpez would have been a few to many tiles into the clear camp. This seems the hunter either has a vengeful wish or its a bit of a bug.

A game file for testing raiding methods with companions is available but is too large to post to the forum.

Bug reports / Slave escape and slaver dead body location
« on: April 25, 2020, 08:44:20 PM »
Cornan was sneaking back to the original slaver camp.

Saw the dead body which matches the escaped slave story. That is on the return I saw it.

The initial dead body location might not be near the character's starting position in the world.

Maybe it should be placed within ~3 tiles of the character's starting position.

Not a huge issue.

Suggestions / Have companions call out
« on: April 25, 2020, 04:24:42 AM »
Cornan lost sight of his two buddies.

Thought it might be nice if there was a command to shout and have them shout back. Something to give a direction to companions. Maybe also with dogs.

Suggestions / NPC Hunters in party help with tracking
« on: April 25, 2020, 04:02:20 AM »
Hired a Hunter and found badger tracks.

The idea is someway for hunter NPCs to help with tracking.

perhaps a message in the log of "[hunter] points out tracks]" and tracks the character failed to see become visible

Bug reports / [not a bug] Loading a save game uses a tick of time
« on: April 24, 2020, 06:29:08 PM »
As part of my character blogging when there is something worth a picture I also save the game and post my writing to that point. Keeps things co-ordinated if I have to reload.

This time I definitely see that the other creatures get a tick of time.

If you look at the attached picture you will see the elk with foot prints to its north west. It is at the foot prints the elk was when I saved. When I reloaded the elk moved that one square. This means on loading the game is executing a tick of time (perhaps to check on various things).

Thus the save and reload isn't at precisely the same point though very close.

Might be to avoid save-reload in combat exploits.

Suggestions / Pause for spacebar when you fall through the ice
« on: April 23, 2020, 03:26:04 AM »
Had a situation where I wasnt really paying close attention to the game during a local map walk. When I looked at the screen the character had fallen through the ice. Looking at the screen I realized it there were like 7+ tiles of him breaking ice to get out. His original direction being away from the shore this made it all worse.

When a character dies there is a pause for a spacebar press.

The suggestion then is to add that pause for a spacebar press when someone falls through the ice.

This is a highly emotional moment and potentially soon an end game.

Not bugs / [not a bug] Length command issue
« on: April 22, 2020, 01:58:34 PM »
First posted to modding board:

Starting to suspect a bug so posting here.


The recipe below was generating 15 foot lengths not 10 foot. Not sure why.

.Split spruce twig. (2) "Cord" [effort:1] [phys:hands,one-handed] *CARPENTRY* /10/ %-45% [patch] [LENGTH:10] [assist:1]
{Spruce twig}   [remove] [patchwise]
{Knife}<Small knife>
// This is a readily available general tying equipment.
// For any mod recipe that previously had {Tying equipment} requirement
// I recommend assessing if {*cord} 'Cord' would be better:
// Like bows, arrows, bags, nets, fishing rods etc.
// Length assumes splitting a reasonable branch in two
// Also results in shorter yields as a primitive method

As I was writing and doing game saves for Cornan the Barbarian there was a blood scrape to be seen. I made a picture and saved the game as per my protocols for doing blog posts.

When I reloaded the game the blood scrapes were gone. There had been one right by the character as in the screen shot. Other blood scrapes were farther to the north west but they too were now gone.

Screen shot of the pre-save blood scrape attached for validation.

Gameplay questions / Withes not for loop snares
« on: April 20, 2020, 05:20:45 PM »
Is it intentional that a withe is not useable to make a loop snare?

The loop snare recipe is calling for "cord" specifically.

It might well be that the withe is not bendable and slippery enough to make a pull loop.

Not sure if this is as intended or an missed affect updates.

Modding / Need help with [LENGTH:]
« on: April 20, 2020, 03:00:42 PM »
The recipe below was generating 15 foot lengths not 10 foot. Not sure why.

.Split spruce twig. (2) "Cord" [effort:1] [phys:hands,one-handed] *CARPENTRY* /10/ %-45% [patch] [LENGTH:10] [assist:1]
{Spruce twig}   [remove] [patchwise]
{Knife}<Small knife>
// This is a readily available general tying equipment.
// For any mod recipe that previously had {Tying equipment} requirement
// I recommend assessing if {*cord} 'Cord' would be better:
// Like bows, arrows, bags, nets, fishing rods etc.
// Length assumes splitting a reasonable branch in two
// Also results in shorter yields as a primitive method

Stories / [Brygun] Cornan the Barbarian
« on: April 19, 2020, 01:59:45 AM »
Cornan the Barbarian

An Unreal adventurer started during the Corona Virus* shutdowns and self isolation. May you enjoy the reading or even just read it for something to do. Perhaps try acting out his adventurers in your living room. Its also to give myself inspiration for writing practice.

Fair disclosure as this is a writing project this isn't a purest iron-man play through. Reloading game saves may and has happened, for example when numb in the real world I didn't notice how much ice he had fallen through. There are times when reloading won't happen and that will be his end. However that likely will mean I take another break from playing for other activities. If someone is a pure one-death type feel free to read up to a death note then ignore the rest of the thread. The goal is self fulfillment, writing and sharing experience with the community.

*: aka Covid-19 or SARS-CoV-2

As for the name its a pun on both Corona for the virus and Conan.

Comments are welcome in the thread. It lets the author know people are reading. Just show general respect for each other.

As keeper of the BAC mod it will indeed be used in this play through.

A few posts will be reserved to show character stats and such.

Thread link:

Link to earlier story of Novrus:

Not bugs / [not a bug] Pit vs Hole in the Ground
« on: March 26, 2020, 02:08:28 PM »
There is some feedback in the BAC thread that appears to show that

{[NEARBY_TILE:Hole in the ground]}   

Is still valid.


I suspect that "Hole in the ground" may be for an incomplete "Pit". It becomes a "Pit" when complete.

Not entirely sure if this is a bug or just a quirk of behavior. Advising the Devs of the odd report.

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