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Messages - Privateer

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Suggestions / Re: Time for fish traps?
« on: November 19, 2020, 07:45:20 PM »
 As you say, like a net, you would set it and return later to check. Though a big difference is that a basket type trap imo would be used in shallower waters, rapids. Use in deep water would cause them to sink away.

 They would be passive traps for fishing like net.

Suggestions / Time for fish traps?
« on: November 18, 2020, 08:12:50 PM »
 Though I've never build/used a fish trap, it seems like a method which would be time appropriate especially at rivers/rapids. I am not sure which form of cordage (in game) would be most appropriate or viable for making fish trap/trap baskets to be placed in 'flow' areas. I would also like to see shellfish, mollusks, crustaceans represented if regionally correct.

 Privative fishing gorge with cloth cord, hook, weight, bait to target a single fish at a higher rate than a stone (current single fish target item).

 I look forward to multiple methods of targeting single and multiple fish.

Suggestions / Re: Fish sometimes visible in nearby water
« on: November 18, 2020, 06:52:40 PM »
 I look forward to this update with great anticipation. I would like to see baiting become a larger part of the "process" Standing in a spot for 3+ hours without stopping to check/change something (unless you catch fish). I think Sami mentioned some diversity of baiting options, loosing bait should also be fairly common over time. Maybe more 'tedium' in the way of shorter 'tasks' like 1 hr max before player direction required (unless fish are caught). Though shortening the timer would also lessen cold dangers.

 Now this is a tree chopping game, I have quite a few 'fishing' games so I don't think any over the top changes are appropriate.
Making rudimentary fishing gear ie gorge, or trap should be possible, though not as affective/efficient as proper gear.

Development News / Re: Lots of angling improvements on their way
« on: November 17, 2020, 07:43:45 PM »
 This is great news, and should add some additional drama/trauma/realism to fishing much as you've done (continued) with cooking, ice, weather, fire. Looking forward to the outcomes / possibilities maybe even fish traps for specific conditions :D Lord knows we have the cordage now!

General Discussion / Re: GoG release?
« on: November 14, 2020, 06:53:13 AM »
You can also get it free here:
Though that may be a version behind (which is usually not an issue).

 Not to my knowledge, I think they will wonder and be lost.

Mod Releases / Re: Combat Training Dummies v3.5 (Kalma's Revenge module)
« on: November 06, 2020, 08:38:43 PM »
 Added an additional download to the top post.
 The training dummy implemented in "The Finn's Wilderness Living Mod".

This implementation does not need the killing of my original mod, and I liked the way it was done here as well.

Modding / Re: IF you could see any mod created, what would it be?
« on: November 06, 2020, 07:47:56 PM »
I think URW would lend itself very well to a prehistoric mod.

 I've thought this as well..
   My dreams of

May someday be reality

Modding / Re: Issues Integrating Cookery with Craft Mod Recipes
« on: November 06, 2020, 12:19:50 AM »
 You should be able to poof your flora 'items' after they have been defined and a game started eg:
Code: [Select]
.Wild Bee hive.      (1)    :28:  [berry]
[NAME:Honey comb]
etc. etc

Defined should allows for use of:
.honey combs.
to create your object, this can help a great deal when making and checking... and double checking things.
You may need to open a new character and save/load to get them in there.

Once they appear (game stores known / 'learned' objects here) in the "create_objects.txt" file they can be used.

Modding / Re: Issues Integrating Cookery with Craft Mod Recipes
« on: November 05, 2020, 11:19:48 PM »
 Ok, I think I see what your asking, but at least one issue; Since you're not in the cooking section for the dyeing process the 'pot' is just a 'tool' and will be pattern matched to "* *lay" you can disrupt this process by saying #1# (since the text match or item in the Pot case, are over weight it forces a choice) OR by setting <preferred tool name> of the item (I only think this works) . Since there is no [remove] no weight will be lost BUT the pot is returned to your inventory at interactive task completion. Meanwhile the string will be laying on the floor for 14 days. The cooking 'process' probably creates the visual you are looking for of a pot sitting on the floor while the dyeing process is running.

Modding / Re: Issues Integrating Cookery with Craft Mod Recipes
« on: November 05, 2020, 10:11:22 PM »
 I've seen this behavior when I was making a resin which in my process involved putting containers into containers to be burned.

Anywho.. I made a couple pots of differing quality and had no problem with
Code: [Select]
.Pea Dye. *COOKERY* /10/  \120\ %20% :148: 
{Rock} #2# [remove] [boil]
{Water}   #5# [remove] [boil]
Prompting me to choose a container.
Spoiler: show

I did produce (2) same name pots just to verify that the quality difference did not 'cause' the choice. With 2 same name/quality pots I still get prompted for which pot to use.

 Now with regard to the afore mentioned, I think my issue was calling out for a pot in the recipe, which allows the game to auto select ingredients 'by name'. As I recall, at the time I resolved it by changing from a numeric (1) to using a weight qualifier to the ingredient #x# which forces the game to prompt for selection.

 Lastly as PALU said the code helps a lot to determine specific issues/workarounds.
Though I do understand that sometimes things are TOP Secret  8)

Hope this helps

Modding / Re: Issues Integrating Cookery with Craft Mod Recipes
« on: November 05, 2020, 03:16:13 AM »

 I took a fast and dirty run at this, here's what I got for function NOT form.
Cooking > copied Pea soup (cause peas are green right ;) )
Code: [Select]
.Pea Dye. *COOKERY* /10/  \120\ %20% :148: 
{Rock} #2# [remove] [boil]
{Water}   #5# [remove] [boil]

So now I have a pot of Pea Dye (weight 9 lbs)
Now to Pea.. Well Dye something.
I was going to do an article like a shirt but then thought "That would prevent you from assembling something that is the dye color". So instead I for my example I just Pea colored a 1 lb cloth (bandage), which would allow for better naming choices.

Code: [Select]
.Dye cloth Pea. "Bandage" [effort:1] [phys:arms,one-armed]  *COOKERY* /30/ %40% |-2|
{Pea Dye} #1# [remove]
{Cloth} #1# [remove]
[NAME:Pea colored cloth]

 This seemed to work properly and as expected consumed .5 for my cloth shirt and 1 lb of the Pea liquid
Hope this help

Spoiler: show

Spoiler: show

Mod Releases / Of string and bones
« on: November 04, 2020, 04:41:19 AM »
********NOTE: You have to be logged in to see the downloads*************

 For those who live alone and like it;
Just a little messing with string, bones and feathers for gorge fishing.
First you need some string;
Code: [Select]
.String. "Cord" [effort:1] [phys:hands,one-armed] *FISHING* /15/ %30% |-1| [patch]
{Cord} #.2# [remove] [patchwise]
{Knife} <Fisher's knife> 
2 x 15 ft lengths should be sufficient.

Next we need to make a some bone fragments with which to fashion a gorge (lever which pitches in the fishes mouth and traps it), and using bone would provide some level of meaty smell.
Code: [Select]
.Bone fragment. "Birch twig" [effort:1] [phys:hands,one-armed] *FISHING* /15/ %20% |-1|
{Bone} #.2# [remove] '+to make hook'
{Stone} '+for a working surface'
{Rock} '+to chip bone'
Next is to assemble the fishing line w/bone, weight, line and feathers for action.
Code: [Select]
.Fishing Gorge. "Javelin" [effort:1] [phys:hands,one-armed] *FISHING* /35/ %10% |-1|
{String} =30= '+for line' [remove]
{* feather} (3) '+used to bait'
{Rock} '+used as a weight' [remove]
{Bone fragment} '+used to hook' [remove]
{Knife} <Fisher's knife>

 Now the 'fishable' base items are limited with some 'targeting' multiple fish and some targeting single fish.
For the example I used javelin (which targets single fish). However this could easily be changed to small trident, fishing rod or rock as you prefer.

 Let me know if there's any issue.
PS. Fish 'Cuts'
Code: [Select]
.Clean fish. "Trout" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /10/ %10% |-2| [patch:5]
{Raw fish}      #1#     [remove] [name:%s cut] [patchwise]
{Knife} <Fisher's knife> '+to clean and chop'

Bug reports / Re: The name '+' command
« on: November 03, 2020, 10:18:30 PM »
 Have you checked the result of using it as 'used'?

{Short quarter log}       [remove] [patchwise]   '+For core wood'

Into simply this to check the result?
{Short quarter log} '+For core wood'

I dropped it into a recipe and get this:
Spoiler: show

Might be an ordering problem given what you are

{Short quarter log}  '+For core wood' [remove] [patchwise]

I think there may also be a third (3) option. Due to the hardcoded nature of the building menu items some 'special' things may apply.

Bug reports / Re: The name '+' command
« on: November 03, 2020, 05:38:21 AM »
Not a bug

reread modding

the + has to be ahead of the quotes not in it


Looked and was about to say the same thing, '+' add additional text/description to ingredient

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