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Messages - JP_Finn

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46
This suggestion ties in to one of mine about burial

I think it’d make sense for people to be wary about joining someone who gets their posse killed every time and not a person would be willing to join them. But if one companion gets killed and others make it back home, possibly with some wealth: it’d make sense for word to spread that “it’s risky, but might be worth it”

47
Suggestions / Re: No reach?
« on: October 07, 2023, 11:30:34 PM »
Listed in dev.plans under Health, combat, injuries.

48
Few occasions "arctic fox" is entered as "artic fox" in the encyclopedia.

49
I think the fibers from birch bark in BAC are for cordage.

50
Solved'n'fixed bug reports / Re: Typo in in-game encyclopedia
« on: September 29, 2023, 09:45:07 PM »
FYI: moved the thread from Suggestions to Bugs.

Also: Driik is on the coast, so maybe they're proto surf culture... even their smiths are pro, dude!  :P

51
The weight resource after selecting it adds an extra lbs. Not duplicate it.
Ounces of tanning material adds lbs to the feedback.

52
This bug is weight related. I just noticed that vanilla tanning recipe does the same doubling of lbs lbs.

53
I was curious what'll happen with the trident as dip net, i.e. the prompt of attacking with all attack type with -1.
Works pretty well, just the actual fishing flavor text is little bit off. See attached pic.

Here's the
Code: [Select]
.Dip net. "Trident" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2/
{Slender trunk} [remove] [noquality]
{Branch} (2) [remove] [noquality] '+as spreaders'
{Cloth} #4# [remove] '+to make catching net from cloth, fur or leather'
{Thin cordage} =15= [remove] [nominlen] [patchwise]
'+for tying together'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[BLUNT_ATTACK:-1]
[EDGE_ATTACK:-1]
[POINT_ATTACK:-1]
[AD_CLASS:0/0]
[1H_PENALTY:30]
[MATERIAL:wood]
[TYPE:tool]

54
Suggestions / Re: Nested Submenus?
« on: September 21, 2023, 04:56:07 AM »
biy_ modding is very limited.
But in general, I agree with this suggestion. (maybe you meant cookery_ modding ?

If we get sub menus implemented, that'd hope fully alleviate the linear procedural approach of crafting engine: game should allow for recipes with repeated names vs altered recipe names and then using [NAME:] to get same output of alternative task.
I think we also should have multiple, variable item output(s) of crafts.
Get Boards AND Branches from chopping a trunk... should be moddable.. please?

I'd say we should also put up another "biy_ modding please?" Suggestion to @Sami ...

55
Bug reports / Re: Duplicate "lbs" when using wildcard in recipes.
« on: September 21, 2023, 04:38:01 AM »
Happens with any other material too.
Byrnie with hauberk/habergeon salvaged {mail*} show same behavior.
And double down with Leather ... but, that doesn't have wild card.
Peculiar. Possibly weight related prompt bug.  ???

Spoiler: show
Code: [Select]
.Mail byrnie. "Mail hauberk" /8h/ *CARPENTRY* |1| %20%
{Mail*} #11# [ask_num] 'donor iron mail'  [noquality] [remove]
{[NEARBY_TILE:Table]} 'Table to work on'
{Pliers} [noquality]
{Knife}
{Leather} #6# [remove]
{Thin cordage} =30= [remove]
[NAME:Mail byrnie]
[ARMOUR_COVERAGE:shoulders thorax abdomen hips groin]
[ARMOUR_MATERIAL:mail]
[WEIGHT:17]
[VALUE:110]


56
I had the same error with the dipnet, it didn't seem to cause any further problems so you can safely ignore it.  Rudy explained what the cause was:

"The issue with the dipnet I know what is causing it. The original dipnet recipe, which I inherited so to speak, was meant to act as a fishing pole as well (the idea being that you could scoop fish). The problem started occurring with the changes to fishing poles requiring hooks to be added to them. I may have to change the dipnet so that it only works for iron ore, and not for fishing, in order to avoid that error."

I suppose that as we are due to get nets to scoop fish in the next update, the dipnet could be used exclusively for ore, or retired entirely and use the upcoming "lippo" net for scooping ore as well as fish.

Indeed.
.Dip net. "Fishing rod" produces the error and a Dip net with no hook
Changing the base item to
.Dip net. "Fishing rod with bone hook" causes the recipe to not pass craft recipe parsing. So not shown.
One could change the base item to trident, and set attack values to -1. And type to tool(Might get too many large fish)
Or we can wait few days/a week and we'll likely get the lippo.

57
Code: [Select]
.Leather buckler. "Buckler" /2h/ *HIDEWORKING* %10% |-2|
{Leather} #3.5# [remove] [ask_num]
{Branch} (1) +'for the grip' [remove] [noquality]
{Knife}
{Fire}
{Pot}
{Water} #3# [remove]
{*fat} #0.25# 'fat' [remove] [noquality]
[ARMOUR_MATERIAL:leather]

Causes recipe to prompt for lbs lbs after wild card. Before the line in recipe with wild card is executing, it asks for lbs once.
Attached "lbs.jpg" before any selections. Attached "lbs lbs.jpg" is after wild card selection is made. While selecting 'rendered fat' from inventory, it still asks for "lbs" one time.

58
Three things to report: A bug discovered in playing 3.81 with this mod, and two small fixes for odds problem in the mod!

One: I seem to have found a bug when crafting a dip net for ore scooping.

Attempting to craft a dip net using decent quality cloth and perfect quality cord from BAC resulted in an error that said: "Bug in LoydettyTarvike() function. Report!" The dip net itself functions fine when used with the BAC ore scoop option, but insists that it has no fishing hook and asks for one if (a)ctivated.

Two: I think I've worked out why some recipes like in BAC_Textilecraft - specifically recipes like the Loom, and the Weave Cloth options, fail to allow the user to select anything other than the exact quantity of yarn or cord required, despite having the [nominlen] tag.

When Arimon added the [nominlen] tag in their 3.7x update, I think they added it incorrectly, as tag order seems matters: they placed [nominlen] AFTER [remove], which seems to cause the game to try and fully remove the exact length (or weight) of item before acknowledging the [nominlen] tag, which means it refuses to allow for multiple pieces to be used. This is a guess, because in other recipes, like the Nettle Apron from BAC_Clothing, the [nominlen] tag is placed after the [remove] tag for their yarn entry, but the recipe accepts smaller yarn lengths as per the correct function of [nominlen]. It may have something do with the fact that the apron's yarn ingredient is a wildcard, where as the Weave Cloth ingredients are not. Unsure.

However, I have tested and confirmed that it works: simply shifting the [nominlen] tag to be before the [remove] tag causes the recipes to allow for multiple lengths/weights to be selected, much like other default crafts.

I have confirmed that this change also returns any unused materials to your inventory as per any other style of this craft. This completely removes the need for any recipes that specify "Use exact length, surplus is lost.". I'm currently testing this bug across other uses of [nominlen] to see if any others aren't working, and fixing accordingly. Will report if I find anything else.

Three: I also intend to poke around more in BAC's files and clean up a lot of the descriptive text formatting. In doing so, I learned why the descriptive text tag doesn't seem to work right half the time, causing many inconsistencies and difficulties in use in BAC's item text display in crafting.

The descriptive text tag can be used in two different ways:

'+as weights for the warps' - this version has the + on the inside of the ''s, which simply causes the descriptive text to be added to the end of the ingredient's name. "Stone" becomes "Stone as weights for the warps".

+'as weights for the warps' - this version is different, with the + on the outside of the ''s. This version does not show the ingredient's name at all in the display, and is mostly for using with {[TERRAIN:word]} tags to hide the code part. "[TERRAIN:barren]" would become "as weights for the warps", as would "Stone", unlike above. This is useful for placing more ambiguous/concise ingredient instructional text in place of the full name of an ingredient, while hiding unsightly wildcard and TERRAIN/TILE tags.

By moving the + outside of the ''s for all descriptive texts with visible tags (and a standardization pass, maybe), the ingredient lists for many recipes could be much more readable and easier to intuitively discover and use, in the absence of detailed encyclopaedia entries for BAC items and the like.

I've some regex experience, so I'll be playing around with making some careful cleaning passes of BAC display text and neatness, and see if I can't improve the foundations a bit for everyone. No promises, but it might help.

Cheers! Hope this has been helpful.

Also when using resource that isn't cord, yarn, tying material i.e. no length value, you can use [ask_num] to force player selection of the source resource. That does prevent the crafting mechanism from picking up a modded item with base item such as {Branch}.
I find it useful to use "Wood slat" as the base item, then change the [MATERIAL:] from wood or [TYPE:] from timber. That avoids accidental use of modded item for something else. Especially when only vanilla recipe to use wood slat is Make|Arrow|Arrow shaft, which forces manual selection.

59
Development News / Re: Spearfishing, spawning fish, and the lippo
« on: September 17, 2023, 11:08:15 PM »
Can we expect to also get smelt (Osmerus eperlanus) and lamprey (Lampetra fluviatilis) to make appearance in the UnReal waters?
Both are common target species with lippo fishing.

60
One loop snare shows triggered, but the graphic shows armed and trying to pick it up with ; says there's nothing to pick.
Saved and emailed.

Can kick the trap to actually trigger it, graphic resets to that of dropped loop snare and picking it up as usual.

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