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Messages - Tinker

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31
Bug reports / Crash to desktop
« on: April 11, 2023, 12:18:15 PM »
A couple of years ago I posted a bug report about milkweed causing a crash to desktop, after some discussions and tests it was marked as not a bug as it seemed to stop happening. It seems it was  a linux problem and only affected my install.

Around the time of the last update fix it started happening again, this could be a coincidence or that I only started harvesting milkweed then. I can pick young leaves, I can harvest plants and thresh them without picking the plant up, if I have plants in my inventory then opening the inventory to drop them causes a ctd.

I was not going to report it again as it seems a specific problem with just my install and I have a work around to prevent the ctd, but this week a user reported a bug in BAC that seemed similar. When he tried to create a dry quarter log the system suffered a cstd, he is also on linux. It seems there is a limit to the length of filenames in linux and when the mod tried to add ww-dry_lb_wood.png it crashed. It was suggested that gfx names needed to be less than 10 characters andshortening the name of the file and the recipe solved the problem. I wondered if the same thing was causing thye milkweed problem.

I started urw from a terminal and tried the dry log recipe and the terminal showed

*** buffer overflow detected ***: terminated
/usr/bin/urw: line 170: 180287 Aborted                 (core dumped)

I then tried opening my inventory with a milkweed plant in it and got

*** buffer overflow detected ***: terminated
/usr/bin/urw: line 170: 161937 Aborted                 (core dumped)

This seems to imply the problems are similar but the milkweed image. flo-milkweed.png, is the same length as several other plants like flo-lakereed.png which work as expected. Another difference between the two cases is the dry log fails when trying to add the item in the world as a being prepared object, the milkweeds are displayed correctly in the world just fail when trying to display the image in the inventory screen.

32
The file is ww-dry_lb_wood.png it should be in the mod folder in the truetile folder.

Not having it should not cause a crash on linux, but perhaps it does? If you cannot find the file in the BAC install or your truefile game folder I can send you a copy, let me know.

33
Gameplay questions / Re: Master Fisherman can't catch no fish!
« on: April 05, 2023, 10:09:21 AM »
Yesterday my fishing net delivered a fine catch of 3 roach. While paddling back to shore I realised I had a rod with me so I dangled a roach on the hook and caught 14 bream.

My skill is still under 60 but since the start of winter, it is now 1 day before midwinter, I have about 150 pike, salmon and trout dried in my cellar plus the dozens of other fish meals I have eaten. Bait is the answer, even spoiled raw meat or fish works, there is a thread here somewhere detailing research about what is best to use.

34
I have also a problem with nettles, it may be connected to this or be unrelated.

Most times I only collect mature plants to thresh before retting, some days there are only a few nettles sometimes dozens. After retting I sometimes end up with retted plants that will not stack. I ended up with 7 stacks of 5 to 12 nettles that were retted and dried but  could not extract fibre as each stack was to small, other dried retted plants will stack and I think some nettles did.

The problem may have been caused by me, I had been experiments with a mod to use straw from other plants to make straw baskets and maybe this interfered with the nettle code.

35
Suggestions / Re: Fixing fishing nets
« on: March 19, 2023, 10:03:30 AM »
I was thinking about this last week when my fine net was suddenly changed to being inferior.

I created a repair net recipe which took a net, a load of thin cord and half a day. I did not get my fine net back but I  did get an undamaged decent one.

36
Modding / Re: Modded weapons and armours not appear in the menu
« on: March 11, 2023, 11:35:34 AM »
Every item you want to add needs to be based on something that already exists, you can overide parameters to make your item different as in

.Bone spear. "Javelin" [effort:1] [phys:hands,one-armed] *CARPENTRY* %20% /60/ [patch:5] [assist:2]
{Wooden stake}      [remove] [patchwise]
{*bone} #1#   [remove] [patchwise] [noquality]   '+for tip'
{Knife}<Small knife>               '+for fitting the bone'
{Stone}               [noquality]   '+for grinding'
[BLUNT_ATTACK:4]
[POINT_ATTACK:6]
[MATERIAL:wood]
[TILEGFX:bc-bonespear]

or for armour

.Long Lamellar Hauberk. "Lamellar Hauberk" *HIDEWORKING* [effort:1] [phys:hands] %-30% /360/ |1|
{*Lamellar Piece} (190) [remove]
{*cord} #3.8# [remove]
{Knife}
[WEIGHT:38]
[ARMOUR_COVERAGE:long_hauberk]

37
Modding / Re: Some dumb modding questions
« on: March 10, 2023, 01:56:59 PM »
They will buy them but I am fairly sure they do not sell them, I could be wrong as I do not have much to do with people.

There is no way to make more than one type of item at a time, unlike some vanilla crafting like threshing which can produced 5 or 6 items.. You can create recipes that produce something from nothing which is similar to creating two items at once, but it is exploitable and takes up another menu slot. I can send some examples if you want to see what I mean.

You can replicate something like a shelter with a new name and graphic and you can change graphics for other buildings but it seems that making a multi cell building is hardcoded for most actions to work.

38
Mod Releases / Re: Plasmator Expanded mod
« on: March 08, 2023, 10:03:10 AM »
Looks like you discovered the philosopher's stone, you can make gold bars out of iron.

There are some interesting ideas that will find a place in my version of BAC.

39
I have upped my inventy to 50 or so items, I will save and send if it reoccurs.

40
I have noticed the same, or a similar problem since the last update. I am constantly dropping item, often food which instantly turns to spoiled even if I just killed and cooked it. I can however pick up whatever was dropped carry on for some hours, I will make a save next time it happens in case it is needed,

41
Bug reports / Speeding squirrels
« on: February 22, 2023, 02:22:33 PM »
Squirrels are quick little beggars, irl and in game. This is not a problem as they are also stupid and trap themselves in trees.

I recently had one in my homestead, up a tree. I tried an arrow, nit expecting to hit but I hit its left arm and was stuck there, I threw a few rocks and managed to knock it out of the tree and broke its left leg, it was however on the wrong side if a clump of trees so I needed to walk around the trees to finish it off. I tool one step and it crawled away 5 squares, I was still blocked but tried throwng something to slow it down, I missed and it was then another 5 squares away. Inspecting it shows a puncture in the left arm, a broken leg leg and a minor bruise, but it could crawl 5 times faster than I could walk, it did not try to climb a tree but two turns later it had gone. I could zoom out with the message 'there is activity going on here.'
A couple of days later it turned up again, but was right at the edge of my vision, I attempted a long shot and it fled, it did not try to climb a tree. It returned again a few days later, ut still had a arrow in its arm but the broken leg had healed, that did not help it as it was close enough for a northern spear to drop it in one go.
It seems to be a bug that have two limbs seriously injured does not affect it speed, it only seems to prevent it from climbing trees. The few other animals I have actively hunted do seem to slow down as the injuries mount.
Another bug is that in five days a squirrel, with no bandages or splints, but perhaps access to herbs, can cure a broken leg. I had one in game last year and it took weeks to repair, irl it could take months. This seems to be a 'feature' for all animals, I recently had an elk serious wounded with an arrow and a broadhead arrow, I could follow the bloodscape trail easily until I lost it some thick forest but three day later I saw it again, it was the same elk as it had the arrows still but was now completely healed.

42
Development News / Re: Animal droppings - an indicator and a fertilizer
« on: February 22, 2023, 01:42:22 PM »
I can see other uses for this new product, I hope it will be available tp modders.
For example there is a mod for digging a hole to collect worms as bait, and in my experience worms love to live in manure piles.

43
Tried the suggested tweak to whole fish recipe, 3 lines of herbs each adding 0.25 pounds, the fist is required next two are optional with the message added 'for medium fish' and 'even more for large fish'. Worked as required, you cannot cheat yourself and not use any herbs though you can just use a minimal amount with a large fish but reduces the nutrition of food.

44
Neat work around.

I will give it a try and report back.

Sick kids, mmm remember that time, more likely to get sick grandkids now, but solved all problems of being a free kid sitter by living on a different continent.

45
Yes, I mistyped and put BAC in the file name, the 9k one was the vanilla version, the BAC is about 150 bytes, glad you sorted it out, there could have been more problems down the line with to wrong file.
It is always needed to reinstall BAC after an upgrade as some BAC need to overwrite the vanilla ones

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