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Messages - Bard of Prey

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1
Mod Releases / Re: Apple Tree Mod
« on: July 18, 2019, 04:30:38 PM »
Any possibility to add planting as well?

Not currently, I don't think.  I had that in mind when I started it, but after playing around with it a while I don't think it can be done properly in modding.

I can plant a tree from an apple.  I can even have it take several years to 'grow'... but what I end up with is a single-use fake tree that disappears when you collect it.

It does work with regular trees though.

<Edit:  There is the usual agricultural way, but I'm not sure it reflects trees very well either.  I don't really like threshing apple trees to get seeds, or the idea of planting a tree in April to harvest it in August.>

2
Mod Releases / Re: Apple Tree Mod
« on: July 17, 2019, 10:33:55 PM »
Couldn't resist more tinkering.  I think this graphic might be a bit better.

3
Mod Releases / Apple Tree Mod
« on: July 17, 2019, 08:41:29 PM »
Just a small, stand-alone mod to add apple trees.

They're treated as berries, so if you have a berry-drying recipe, it should also produce highly-nutritious dried apples.

They will spawn in areas your character hasn't visited yet.  Let me know if you run into any issues.

BoP

4
Modding / Alpha testing
« on: July 06, 2019, 11:32:20 PM »
Anybody bored and want to help alpha-test my half-completed mod?

So far, I've implemented the following, along with extensive building and cookery mods and a bunch of stuff added to/changed from vanilla submenus:

Quote
.Harvesting.   -H-   *MAKE*
.Carving.   -V-   *MAKE*
.Pottery.   -P-   *MAKE*
.Waxwork.   -X-   *MAKE*
.Metal Casting.   -M-   *MAKE*
.Ties and Wires.   -I-   *MAKE*
.Cookware.   -O-   *MAKE*
.Cast Weapons.   -A-   *MAKE*
.Jewelry.   -J-   *MAKE*

Iron- and steel-working are still pending, along with anything to do with clothing/armour, etc.  Metal casting/jewelry includes copper, bronze, silver and gold (along with quartz, also used to make porcelain).

5
Apologies for the necromancy, but I just thought of a simple way to implement the second part of multi-generational families...

A single new starting scenario, called 'Legacy' or something like that.  Selecting it requires also selecting a previous character who (probably) died, while having one or more living children.  (The save folder would obviously need to be kept).

The story is that, while the family has prospered in the meantime, as the child of a parent of some renown, you have chosen to honour that parent by striking off on your own at age 16 the way they did.  Your starting bonus could consist of say 1-3 of that previous character's better items.  The map would be randomly generated as normal, thus abstracting concerns about elapsed time.

[Edit:  On the one hand, your buildings, the villages and terrain you know, etc. are all reset on starting the new character.  On the other hand, with some luck/restarts, specific heirlooms could be passed down through multiple generations... assuming they all survive to have families of their own.]

6
Hey there.  I made this by re-colouring your bloomery, so it seemed only fair to share it in case you have a use for it...

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