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Messages - JP_Finn

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31
General Discussion / Re: Armor spawn rates in villages?
« on: December 20, 2024, 11:23:54 PM »
You can always get decent armor items and any quality other items by adding recipes in the diy_glossary.

I often do test characters, and don’t have time IRL to grind for basic setup. Is it cheating when I want to test weapons vs armors etc, sure. Is it balanced, no.
Spoiler: show
Code: [Select]
.Battlesword. *COMMON* %99% /1/
{Branch} [noquality]


Takes 1 minute, counts the skill level at 149, you need to be close to a branch (inventory or ground & and doesn’t limit the resulting item’s quality)

32
General Discussion / Re: Armor spawn rates in villages?
« on: December 20, 2024, 10:58:08 PM »
Sartolais and Koivulais villages on initial visit tend to be average/poor wealth. But visit them again in 6, 12, 24... months and you'll be surprised what you can find; swords, axes, metal armors, leather armors, decent to MW. And so many furs.

33
Suggestions / Hired help when wounded.
« on: December 20, 2024, 12:05:13 AM »
Simple suggestion:
When injured, and task requires a wounded appendage, allow the task to go on if there's a hired hand/helper/companion available.

e.g. my character got his hand injured fighting a bear, my companion is an old man Ahvo, who's a master hideworker. But the bear skin is going to rot as we can't do the task at all.

34
Gameplay questions / Re: Gaining Fatigue while walking
« on: December 16, 2024, 09:11:05 PM »
There's no "snow shoes"* in base game, just skis.
Deeper the snow, more and faster fatigue builds up. And higher encumbrance can really cause the fatigue to skyrocket.
Early mornings often have a hard crust that's able to carry person, once sun goes up, the crust can thaw to thin or even all gone, and won't be able to carry person any longer.

*One could mod the game to have snow shoes, but they'd be as fast as skis, which is unreasonable.

35
I created a test character just for this. I haven’t pushed it on clock at all.

My guess is a memory/storage overflow.

And my personal preference re:modded items; none really should use sesta as base item. Apply feature goofiness et cetera. I personally use wood slat (there’s no recipe to auto select slats) or for some items I like hunting horn for the “produce a fancy sound”

36
Mod Releases / Re: BAC 3.84
« on: December 07, 2024, 03:52:00 AM »
I've been on vacation, but I'll get to fixing it up soon :)

Hey just wanted to say thanks for keeping this going and thanks to Brygun for making this infthe first place.

I noticed that I cannot repair nets anymore with this mod. I can still make them though. I tried to find a way around it or a way to quote out the new menu options under fishing to get it to show but I couldn't figure it out. Hopefully you can take a look at it.

Thanks

I don't have BAC installed at the moment, but you can add this in Fishing submenu:
Code: [Select]

.Mend a net. "Net" [effort:1] [phys:hands,stance] *NETMAKING* /8h/ %10% |0|
{[NEARBY_TILE:*wall]} +'Wall to hang the net on'
{Net} [ask_num] [remove] [name:Net]
{Yarn} =75= [no_min_len] [remove]
{Netting needle}


The ask_num is in the recipe so the game prompts you which one to mend. And not auto-select a net that's in great shape still.

37
Bug reports / Re: [3.85] Loud audio popping when skinning and butchering
« on: December 06, 2024, 07:19:20 PM »
That's something @Sami needs to check. How the audio called is for butchering vs tanning or whatnot. Without change(s) in SDL2 either.

Butchering has been pausable somewhat longer than pausable tanning/hideworking, not sure if there's anything to that (especially as pausable tanning was introduced in 3.83)

Two separate Windows machines, different O/S versions. Are the computers same make/model? i.e. are the audio chips on-board/dedicated soundcards identical? (if anyone even uses, or makes dedicated soundcards anymore)

38
Did the test, sesta gets lit up as a shingle.

39
Bug reports / Re: [3.85] Loud audio popping when skinning and butchering
« on: December 06, 2024, 06:20:41 PM »
The audiofile (fleshwork.wav) in 3.85 is the exact same as it is in 3.841 (1,374,240 bytes, dated March 22, 2024)
I don't see any changes in the SDL2 files either, or no mention of anything audio in the news.txt

Can you try to copy the 3.841 fleshwork.wav to overwrite the file included in 3.85 Stable?

40
Suggestions / Re: Reducing amount of blunt hits enough to kill prey
« on: December 06, 2024, 08:55:17 AM »
Hits to head do not damage the hide/skin. Blunt hits to neck do damage the skin. Pierce hits to neck damage the skin more, and Edge cuts to neck damage the skin even more. Body hits are even more damaging to the skin. Leg hits are less damaging than body or neck, but why waste time "immobilizing" an unconscious animal anyway?
Also worth noting here is that the larger the hide; more damage it can sustain before it's maximum quality is decreased.

41
Does it weight (#15#) according to the recipe?
Does it work as a torch to light up a fire?

42
New character created in 3.85 Stable. Most fallen trunks in grove locations are spawned as generic "tree trunk". Spruce mires have roughly 1/2 as 'tree trunk" and 1/2 "spruce tree trunk"
Save available if needed.

43
Suggestions / Re: Cellar Organization Improvement
« on: December 02, 2024, 10:41:00 PM »
Dried meat should have Spoilage 180d. But often in the cellar, the dried cuts can last for years.
Turnip food or turnip plant? I think the plant has indefinite shelf life and to food has 255(?)days before 1st spoilage check.

44
Suggestions / Re: Cellar Organization Improvement
« on: December 02, 2024, 07:09:19 AM »
To add to previous;
Roots, flour, grain, leaves/herbs, do not spoil.
Berries, mushrooms, meat, fish, cooked meals do spoil.

I tend to have 2 food cellars with dried, smoked, salted meats and fishes, switch filling to “the other one” every Seed Time.
Empty out all old food, and go on trading—charity run in the neighborhood villages.
Leaves, herbs, roots, flour, tend to have dedicated pile in the cabin by fireplace. Same pile also has 2 stones, stacks of wooden bowls, tubs, bags, skins, cups and mugs. Few containers of water. Also torches, branches, firewood and in current version, shingles.

Generally by 2nd/3rd year, one doesn’t need to harvest almost any heathers, milkweeds, sorrels or eating nettles. Rarely does one get so beat up) and not perish, that first year’s gathering of golden rods and burdocks doesn’t last at least 3-4 years.
Bear pipes are play style dependent. Big game hunting/fur processing tends to need annual supply. But the stuff doesn’t spoil….

45
Suggestions / Re: Reducing amount of blunt hits enough to kill prey
« on: December 02, 2024, 06:49:22 AM »
Sometimes forest reindeer take 20-30 blunt skull hits.
Realistic? No, but take it as AXE skill practice (as long as you’ve not got +3 on the skill that day, it’s all ‘progress’)

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anything