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Messages - TheyCallMeSibs

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1
Bug reports / Re: Bug in LoydettyTarvike() function
« on: September 24, 2024, 11:51:10 AM »
Ah! That explains it.
I'll patch it :3

2
Bug reports / Bug in LoydettyTarvike() function
« on: September 14, 2024, 11:00:16 PM »
Evening,
was playing some modded URW (BAC 3.84 v1.3) and crafted a dip net. Starting the craft sent off that message.
There is also a pet reindeer tied to a tree next to me, some drying elk, and a wild reindeer somewhere around me.
Any ideas? If it's BAC, I'm happy to go patch it. Happy to send a save game upon request.

https://i.imgur.com/4PdreOW.png

.Dip net. "Fishing rod" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Slender trunk}      [remove] [noquality]
{Branch}   (2)   [remove] [noquality] '+as spreaders'
{Cloth}      #4#   [remove]         '+to make catching net from cloth, fur or leather'
{Thin cordage}      =15=   [remove] [nominlen] [patchwise]      
'+for tying together'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[TILEGFX:bc-dipnet]
//Dip net can scoop ores or fish
// Arimon 3.7x:
// - changed {*cord} to {Thin cordage}
// - added [nominlen] to {Thin cordage}

3
Bug reports / [3.84] Felled spruce sapling in darkness displayed incorrectly
« on: September 13, 2024, 10:10:05 PM »
Hello,
I went about and felled some spruce sapling in the dead of night, with zero forward visibility. I can fell the sapling just fine, but once felled, the out-of-sight image used to display the spruce sapling is one of a mature spruce, and not a spruce sapling. Once I step forward and refresh the image, all is fine again.

Behaviour documented here: https://imgur.com/GsYVsSJ

4
Mod Releases / Re: BAC 3.84
« on: September 11, 2024, 10:26:05 AM »
i cant seem to find the fireplace in the build menus after installing this mod

am i overlooking something?

Yeah, see the above post. It's fixed now, so feel free to grab the newest version from up above :)

5
Mod Releases / Re: BAC 3.84
« on: September 09, 2024, 08:12:54 PM »
I'm also aware that some internal building guts have gone missing. I'll fix it when I get home from vacay

6
Modding / Re: Old carpentry crafting
« on: August 27, 2024, 02:26:07 PM »
Arrows are still in the make menu - shift + m, arrows.
With spears, do you mean javelins? They are in Make, Weapons.

If with spears you mean the old BAC spears, we now use the vanilla hafting menu. Make a spearhead through Make, Smithing and Make, Toolmaking, then use Make, Hafting to haft it.

BAC adds a lot, but I made sure it all fit within the menus. At least, it should. ;)


7
Mod Releases / Re: BAC 3.84
« on: August 24, 2024, 11:39:53 AM »
Aaaand added the missing BIY files. Oops!

8
Mod Releases / Re: BAC 3.84
« on: August 22, 2024, 10:57:37 PM »
I've modified the version to remove a leftover test item or two, credit the mod guide properly and rebalance the primitive yarn. Updated the main post with the v1.1 :)

9
Suggestions / Re: Nested Submenus?
« on: August 20, 2024, 10:31:38 PM »
Can we bring this back into discussion in light of the mega mod menu discussions?

10
No worries about being direct :)
Yeah, of course it would be nice to have access to the files to mod all these things.
But we both know that writing a full-access API or even exposing the game files of a game with 30 years of dev history and a port or two takes incredible amounts of work. And if I'm honest, I'm not sure the average player would prefer the Devs to spend a year or so refactoring and exposing everything instead of their normal updates.

On another note, I'd be very disappointed if I could dig through the files and figure out how the spirits work, for example. Some things are nice to keep mysterious.

11
Huh?
Of course, I also wish we could mod everything, but the fact that we have a developed modding language for recipes, cooking, building and plants that gets expanded every patch or two with new features (when they are implemented globally) is not nothing.

For an indie game of one to two devs, which is in a self built engine, what we have is honestly remarkable. 

12
Gameplay questions / Re: Can not make shovel haft
« on: August 16, 2024, 08:19:59 PM »
BAC overwrites the entirety of vanilla, including the new hafts. It's fixed now :)

13
Mod Releases / Re: Discontinued
« on: August 16, 2024, 03:03:38 PM »
I think it's time to give this a rest.

Tempers flared, Bryg is gone, the mod is not lost and can be maintained by the community.
We should be thankful for the years of maintenance and not dwell on the sour end. :)

14
Mod Releases / Re: BAC 3.84
« on: August 16, 2024, 10:20:52 AM »
i made an account so i could thank you... shame the other guy had a meltdown, but honestly seems like he was looking for an excuse to pass off the responsibility. I don't blame him.

Can't really blame Brygun to have that meltdown, really.. If you follow this Steam discussion as well as this one, you'd understand why he had that meltdown in the first place..  :-[

Back to the topic at hand:
Thanks for updating this mod to be compatible with 3.84, @TheyCallMeSibs !!!
You're not just a legend, you're EPIC as well !!!  ;D

Will try the next time I could sneak some 'me' time out of the kids' prying eyes..  ;)

PS, mind if I spread this good news to the Steam community as well? Will link to your original post above so they'd know who should take the credit for this mod's return. :)

Good idea! All done :)

And I'm just glad we recovered the mod files. When there's people communicating on the internet, there will always be conflict.
No need to drag Bryg through the mud just because of a hot temper.

15
Mod Releases / Re: BAC 3.84
« on: August 14, 2024, 06:10:10 PM »
[reserved]

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