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Messages - Signatus

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61
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane

I did some testing, and it's just not possible even if you assign it a [KEY]. You can make a recipe use any skill, like *TEST* or *T*, even if undefined, and it'll just produce decent stuff. I even tried tweakingthe initial default and tribe specific skill with the same results. Doesn't even some to default to *COMMON*, though I might be wrong.

-><-

I noticed that .Flat iron hammer. and .Ball iron hammer. both use the *TIMBERCRAFT* skill. Is that on purpose?

62
Bone comb cannot be used as comb in extracting fibres/weaving: https://puu.sh/CswQl/58a0e608ac.png

I see two issues there: {Comb} needs to be {*Comb} and the bone comb recipe needs a fix to remove the doubled word.

I'd like to point out that the comb is optional but I'm still unsure whether it makes any difference whatsoever... does using a comb yield better results on average? Do you get any kind of penalty when not using it?

63
it does seem to have disappeared... Here's the code to add to lumber menu (I hadit below big spruce branch):

Code: [Select]
.Gather Birch Sapling. "Branch" [phys:hands,one-armed]   [noquality]  /5/  |-2|  [patch:5]
{[NEARBY_TILE:BIRCH]}      [noquality] +'Birch nearby'
{Knife}
[NAME:Birch Sapling]
[TYPE:lumber]
[MATERIAL:wood]
[WEIGHT:0.5]

.Gather Rowan Sapling. "Branch" [phys:hands,one-armed]   [noquality]  /5/  |-2|  [patch:5]
{[NEARBY_TILE:ROWAN]}      [noquality] +'Rowan nearby'
{[TILE:BUSHES]}      [noquality] +'Bushes to collect saplings from'
{Knife}
[NAME:Rowan Sapling]
[TYPE:lumber]
[MATERIAL:wood]
[WEIGHT:0.5]

64
The birch sapling should be in the lumber menu. You can gather them and then go back to camp to make the arrowshafts

65
I've been looking at it as any yarn being usable because it's just complementing the actual cloth, while weaving actual cloth is more complex and can't be made out of anything.

You can make fibre from bark to use for cords and whatnot. I believe that making it usable for actual cloth would be way OP and take way too much menu space for no important reason

66
I realized why Sewn bark hull wasn't working: {Tying Equipment} had the [ground] tag, but it always asks from inventory. That was screwing everything up

67
Also....

You can make an iron codpiece to protect the family jewels.

As a portuguese person, from a culture that regularly eats codfish, this image immediately came to mind:



 ;D

68
Suggestions / Re: Allow dogs to fetch prey floating on water
« on: December 31, 2018, 03:48:21 PM »
Don't know how historical it is, but it's a great idea. Maybe you could buy trained and untrained dogs for this. And trained dogs would be more expensive. Maybe add a training system for the players in the future and when the option to sell animals becomes available, you have another way to earn a living.

I would think the idea would have occured to our ancestors around the point they were freezing their bollocks off wading in themselves....

Wouldn't the dog freeze as well in finnish waters? It's not like their fur is water- or cold-proof

69
Brygun, I did some extra testing regarding whether or not the adze axe was being asked as the preferred axe for the punt-making steps, and it doesn't seem like it works at all for custom tools. Here's the code I was using to test:

Code: [Select]
.Punt. [effort:0] [phys:hands] *COMMON* /1/ [noquality]
{Rock} [noquality]
//{Knife} <Draw knife>
//{Axe} <Adze axe>
{Draw knife} <Hunting knife>

Neither the commented-out knife nor the axe asked for any preferable tool. By contrast, the last line did mention the hunting knife as a preferred tool but decided to use the draw knife in my inventory in spite of the masterwork hunting knife being carried as well. {Cutting weapon} rather than knife or axe also didn't work. It seems that custom tools are just not accepted in that field?

This is unfortunate, since it means we'll have to force the use of those tools or otherwise ask the player to roleplay it. The effect of using an inadequate tool is also lost.

70
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.

I believe that with the usage above the shelter will be "named" punt shelter.

You are absolutely right, I just tested it! Interestingly, the building remembers which objects were used to make it, even if the punt shelter recipe is commented out, but will only be called "Punt shelter" in the menu. Too bad that we can't add new buildings by using the existing ones as a base, since that would open up some interesting possibilities

Edit: For good measure: I tested my proposed .Punt shelter. "Shelter" and it didn't even appear on the menu. Not doable, unfortunately

71
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.

Would it be possible to do it the other way around? A .Punt shelter. "Shelter"?

72
 I guess the rock could be made [optional] if it's simply to have a line to write somethjng on?

73
Im now working on the lamellar as Jeb posted in the previous thread.

There is a graphics call that I don't think I have:

[TILEGFX:fw-lamelpce]

Can anyone locate that? Post it to this thread if you can. Also, a link to the source thread may also speed up writing  other armor recipes.

I'm willing to bet the fw is for Finn's Wilderness modpack, but I can't find a download link...?

https://www.tapatalk.com/groups/urwforum/the-finn-39-s-wilderness-living-modpack-v1-3-t8082.html

Quote
One game balance matter, which I don't normally focus on, is that the source pine clumps have to be searched for. Instead you get these clumps pretty quick.

I might change the pine tar step to something like "Search for pine tar" and have people spend 1 hour or more with low/zero effort to mark them searching the woods for it.

What would be an appropriate amount to get each time, though? Remember, you need #5# to make the pitch glue. Would a tapping mechanism as an alternative but more complex method of gathering it be appropriate?

I guess one could just search for resin while waiting for other stuff to prepare ;)

74
Mod Releases / Re: Finnish Cheese Mod v1.0
« on: December 30, 2018, 03:06:54 AM »
what does the :148: in the recipes do? I'm not currently aware of a :#: command in the mod language?

I believe that was an old standard for GFX, no longer used in favour of [TILEGFX:]. It's simply ignored now, I believe, and also if the result will be in a container. It was meant to point to the sprite in the bigsprite.png file or something like that

75
On herbs I haven't tried anything about coding them.

Just a quick update: I was able to make a pine salve "herb" which has topical medicinal properties so it can be used along with bandages or cleaning wounds, and it exists nowhere in the game world unless you make it. The only thing breaking immersion is the fact that only leaves or flowers can be used for it so we have to create a "bunch/fistful of pine salve flowers/leaves". I haven't tried using the [name:] tag to try and override it, but I assume it won't get rid of the "bunch" part.

Would it be better to make it a cooking recipe, so that it has to be held in a container? That way you'd keep it in bowls, which at least makes some sense. You could carry a cup of it with you when travelling if you have big quantities stored and you'd be good when it comes to medicine.

Maybe add a spoilage tag to not make it last forever?

This could be extended to other plants, I suppose. It shouldn't be too easy to prepare, though!

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