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Messages - Buoidda

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16
Modding / Re: scrapped modding idea - silversmithing
« on: January 16, 2021, 09:10:15 PM »
:
("Cave" and "Cave_floor" don't seem to work)
:
[TERRAIN:Cave]

Cave does not work.

17
Modding / scrapped modding idea - silversmithing
« on: January 16, 2021, 07:38:22 PM »
I got all hyped up reading about Oil of vitriol - the medieval name for sulphuric acid - which is used in gold- and silversmithing.

It can be made by pyrolysis (dry distillation - like charcoal) of vitriols - certain metallic salts that can occur in old mines for example.

So I made this blue vitriol graphic that was supposed to spawn very rarely inside Urw caves.

The thought was then to process it to oil of vitriol which would be fundamental in allowing to craft precious metals.

But - I couldn't mod it to appear (only) inside caves. So I decided to scrap the idea for now. Here's the graphic I already made for blue vitriol - just in case someone gets a spark for making semiprecious stone mod or smth. I was thinking about it but lacking this mysterious poison my enthusiasm vaned. Maybe later. Need to do more reseach.

Here's the code I got to work. ("Cave" and "Cave_floor" don't seem to work)

Code: [Select]
.Blue vitriol.      (4)  [root]
[NAME:Blue vitriol]
[TILEGFX:bc-vitriolb]
[SIZE:S]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:northern southern western eastern]
[TERRAIN:mountain]
[SYMBIOSIS:rocky]
[POPULATION:1]
[FREQUENCY:3]
[COMMONNESS:70]
[EFFECT_RAW:poisonous]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[HERB_KNOWN:all]

-end

18
Mod Releases / Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
« on: January 13, 2021, 07:48:26 PM »
Hmm. They're kind of central to the whole thing. Try playing them!

I'm not foreseeing new updates in close future btw.

19
Gameplay questions / Re: Cave Dwelling Question
« on: January 13, 2021, 07:03:25 PM »
Built ceiling/floor will illuminate the square so near the SotE square no change. Deeper the inside squares will be lit. I don't know if the actual graphic is different at all.

20
Gameplay questions / Re: Cave Dwelling Question
« on: January 13, 2021, 05:33:38 PM »
no. add a door and a fireplace and you're good to smoke  8)

do not build on "surface of the earth" or you'll destroy the natural light near the entrance of the cave

21
Stories / Anna's escape
« on: January 12, 2021, 10:05:13 PM »
I tried a female character for a change, a runaway slave. Was lucky enough to start inside a kota. Waited until dark, took down a wall for the fur and got slain with a humongous sverd after a long naked run. So a short story. She was sporting pretty manly fighting voices...  :o

Spoiler: show


Sadly I can't bring myself to practise necromancy and continue the story, but I'm providing a save if someone else wants to have a go with Anna in a parallel universe.

Dropbox: Annas escape.7z

22
Stories / Re: Keldor Kaumolainen
« on: January 12, 2021, 09:28:34 PM »
If you smoke stale meat with decent, 30% skill, you might get it as bland.
And that's tradeable. But will take 16 days.
I often avoid hiring help early-game, as they need to eat and then get paid. And I don't like to be "that guy who didn't pay"

Doesn't ordering them to make boards and pay with them work anymore?

EDIT: oh I usually hire random ppl from the woods. Anyway boards: make paddles and shortbows ok for trade in early game

23
Stories / Re: Keldor Kaumolainen
« on: January 12, 2021, 09:22:18 PM »
the meat is stale damn

Roasting the meat makes it awful (not sure if always) and not tradable even then, but you can hire help with it.

Turnips grow twice as fast as almost everything else so be sure to take that into account when planting and when clearing. Growth times in days are under "MATURE" in flora_cultivated.txt You might manage two harvests of turnip.

Also recommend this: uprooted turnip graphic

24
Stories / Re: Keldor Kaumolainen
« on: January 12, 2021, 09:14:45 PM »
(I like to pay locals some meat to do the chopping, leaves me more time to do everything else. Plus the spirits don't get all upset bc all the chopping)

but @JP_Finn Varmin isn't necessarily a newbie since the bear skull is a relatively new thing - I was also about to post hints before coming to this conclusion

25
Gameplay questions / Re: how do i hang a bear skull up?
« on: January 12, 2021, 08:56:08 PM »
Agreed. The psychological circumstances got me. I got my lesson though.

@Erkka I see you have updated the registration safety procedure. Did the other one pass it or was it perhaps of "older stock"?

26
Gameplay questions / Re: how do i hang a bear skull up?
« on: January 12, 2021, 08:37:43 PM »
So... a human?  I reported a real bot literally a few seconds before reading this :D It's removed already.

Welcome to the forums, Varmin.  :)

27
Gameplay questions / Re: how do i hang a bear skull up?
« on: January 12, 2021, 08:24:17 PM »
'p'ush it at a lone pine tree. Though u r probably a bot. To any new ppl reading this: make at least two posts quickly to make it easier to find these vermin*. Anyone to have posted just once and 0 likes is very likely a spam-bot.

And if you're not: My apologies. Please make a second post too.

* EDIT: (rhetorical) I wonder if I chose the word subconciously because of ts's nick?

28
Gameplay questions / Re: Are Map tiles eventually cleared?
« on: January 12, 2021, 07:08:04 PM »
I wonder if that 'clearing zoom files'-trick could be used to flush out modded, outdated flora? (Flora with different specifications than those found in current flora*.txt files.) @Sami @Erkka

29
Mod Releases / Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
« on: January 12, 2021, 06:54:30 PM »
Thank you. I'm unsure how many are actually using this - so it's good to hear  :)

- or how many would if it only was compatible with BAC.

Although I don't spesifically wish my mod to become popular by itself. This has been a modding demo/testing lab for flora modding I wasn't familiar with before. I play with it, it contains those things I feel are essential additions to the vanilla.

I'm guessing others of the silent masses are/will be doing exactly what you are. I've been meaning to open a (private?) discussion with @Brygun about us doing the merge on behalf of the audience. But I wanted BC2+ to mature to a certain level of stability (especially concerning flora files) before that.

30
Mod Releases / Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
« on: January 12, 2021, 04:51:20 PM »
Wooden box update 2.3.6
- fixed typo in batch files concerning hare fur colour change
- price adjustments
- added traditional wooden box
- added wooden tub
- turnips' graphic changes now when harvested
- smaller blood cakes (increased number produced)
- mixed flatbreads bigger (smaller number produced)
- changed perch-skin glue type to [food] to be able to remove it from the pot

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