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Messages - Dungeon Smash

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166
Modding / Re: [Buoidda's mod] Obtaining blood from animals... ideas?
« on: December 19, 2018, 12:25:38 AM »
No, that does help!  Thank you.  I'm going to try to use the {* carcass *} tags, that may do the trick.  I'm fine with roleplaying, I just wasn't sure of the proper syntax.

167
Modding / [Buoidda's mod] Obtaining blood from animals... ideas?
« on: December 18, 2018, 09:01:14 PM »
I'm an inexperienced modder but was hoping somebody might be able to share some suggestions...

 Buoidda's mod contains a cool function where you used to be able to drain the blood out of an animal carcass, and then use the blood for various recipes, eg blood sausage.  However, I noticed that with some newer changes to the game, draining the blood is often not possible because it calls for "elk carcass", "reindeer carcass" etc but then does not recognize the animal carcass when it is "Big female reindeer carcass", "small largely-cut reindeer carcass", etc.

Is there any way to re-write the recipe so that it works with any generic animal carcass?  I'm fine with self-imposed roleplaying restrictions.  Or, alternatively, is there a way to re-write the recipe so that it works as intended?

Here is the current code from Bouidda's mod:
Code: [Select]
.Reindeer blood. *COOKERY*  /20/ :148:
{*reindeer carcass*} 'Pick up reindeer carcass'
{Branch} [remove] [boil] '+for stirring'
[SPOILAGE_DAYS:2]
[CARB:2]
[FAT:2]
[PROTEIN:7]
[WATER:98]
[WEIGHT:4]
[PRICE:0]

.Elk blood. *COOKERY*  /20/ :148:
{*elk carcass*} 'Pick up elk carcass'
{Branch} [remove] [boil] '+for stirring'
[SPOILAGE_DAYS:2]
[CARB:2]
[FAT:2]
[PROTEIN:7]
[WATER:98]
[WEIGHT:6]
[PRICE:0]

.Stag blood. *COOKERY*  /20/ :148:
{*stag carcass*} 'Pick up stag carcass'
{Branch} [remove] [boil] '+for stirring'
[SPOILAGE_DAYS:2]
[CARB:2]
[FAT:2]
[PROTEIN:7]
[WATER:98]
[WEIGHT:6]
[PRICE:0]

168
Suggestions / Are the Northern Lights visible in Finland?
« on: December 18, 2018, 05:45:51 AM »
If so, I just think it would be cool if they would show up on the weather screen sometimes.

169
Suggestions / Re: Spiky Fences and Fence Gates
« on: December 15, 2018, 09:04:28 AM »
I must say, fence gates would be nice....

170
General Discussion / Re: Well...shiite!
« on: December 12, 2018, 04:00:51 PM »
I like the idea of a blue tint.  I almost had a very successful character die recently because he was walking around in his own yard nude during winter....

171
Some mods support "downtime" activities like this - - the new "Crafts, Roleplaying and Ritual" mod by Nydxz has a wide variety of whittling, carving and crafting projects.

172
Suggestions / Re: Cooking with bones
« on: November 14, 2018, 12:14:26 AM »
Bouidda's mod supports this, with the addition of roasted marrow (quite nutritious).  I believe other cooking mods may add it as well.

173
Mod Releases / Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
« on: November 13, 2018, 06:39:28 PM »
I figured it out - it appears you must be on an actual water map tile, IE, not simply on the sea shore, but actually out in the ocean.  I solved it by paddling out to a small island and wading off the side into the ocean.

174
Mod Releases / Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
« on: November 13, 2018, 06:37:43 PM »
With the command "Dig Clay from Seashore" - one of the requirements is "Stand in water".  My character is standing in the sea water, yet this does not seem to satisfy the requirement?

175
Very cool!  Love it, want to move there and do it myself.

176
Mod Releases / Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
« on: November 07, 2018, 09:54:59 PM »
I have to say, the cordage crafting system in this game is quite nice.  It strikes a good balance between the "Buoidda" system (where split spruce twigs or birch roots are so easy to obtain as to make cordage production trivial) and the old school "Rain" system (where branches must be soaked for multiple days before becoming workable).  The "overnight" drying requires you to think a little ahead, to where you need a supply on-hand for smoking big kills.  But, you also don't need to tear your clothing to pieces just to process some meat.  Twisting 3 cords to make a rope is also an elegant solution which makes rafts feel a little more credible.

I find it's best to just stay a little ahead of the game, always keeping a little fiber drying or laying around.  This also lends a nice rhythm to the day, as spare moments are often taken up by idly tying more cords.  Can't wait to try out more complex pastimes.   

177
Suggestions / "Excuse me, sir... Could you tell me about this plant?"
« on: November 06, 2018, 07:53:47 PM »
It would be nice to be able to ask shamen in towns about the local plant life.  Sometimes, when in a foreign area or if your herblore skill is poor, you will see plants growing around the neighborhood or in the fields and have no idea what they are.  You can't steal leaves or flowers to identify them, but why couldn't you just ask a friendly local?   It seems logical to me.

I'm not sure how this would work, exactly, since you would have to indicate a nearby plant.  Or, another alternative is that you could show the leaves or flowers to a sage and he could tell you.  This would not add to your herblore skill, and you would not be able to recognize the plant on your own without more practice, but you (the player) would have to remember, "Ah, pretty grass = bear pipe". 

What do you think, good idea? or does it rob the gameplay of a necessary element of mystery?  Or is it just too impractical to implement?  Thanks!

178
Mod Releases / Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
« on: November 06, 2018, 07:43:04 PM »
Hello friend! Finally figured out how to install this mod and have been having great fun with it.  A couple things I noticed:
1) For splitting trunks and such - the phrase used is "Shapped split trunk", "Bow shapped split trunk", etc.  This is incorrect spelling, it should be "Shaped" with one P.
2) When crafting a fishhook, the pitch does not disappear.  Not sure if this is intentional or not.  Also, when crafting fishing rod, the fishhook does not disappear.

Thanks again!  I will keep testing.

179
Modding / Re: Can someone create pickaxe mod?
« on: November 05, 2018, 04:15:17 PM »
Or just play minecraft instead, dude.  Ancient Finland did not have bricks, this is a historically-inspired simulation

180
Gameplay questions / Re: How to burn npc alive?
« on: November 04, 2018, 03:27:05 PM »
Maybe if you could corral him in a building, light it on fire and repeatedly close the door as he attempts to open it?

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