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Messages - rudy

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46
Gameplay questions / Re: [Spoilers] Forest Cow Quest
« on: December 06, 2022, 06:41:14 PM »
In my experience this quest is for masochists, or those who have completely run out of things to do.

I'm sorry I can't be more helpful than that.

47
It's a current game, yes, but it's not really important. I don't lack milk anyway, and it feels like it's a nice decoration in my farm  :D

BTW, are you sure it's a cask and not a keg? It's hard to believe you can't pick up a full cask; that's only like 70 pounds. How heavy is your character?

48
I've added a "warning" about having a full barrel for light characters. I'll add one in for cask as well; I'm sorry that happened to you.

There is a workaround, though: if you use cheat engine file to temporarily increase the weight of your character, you can lift the cask, and put it into smaller containers. Then, you can reduce the weight of your character again. I don't know if you're talking about a current game.

Unfortunately there is nothing modding can do to let you use full containers from the ground. I agree that it would be good and logical, but it's outside the ability of what modders can affect. :(

49
Bug reports / Creation of Mass From Nothing
« on: December 01, 2022, 05:04:24 PM »
Threshing rye plants creates more rye grains by mass than the original plant. About 60% more.

Creating matter from nothing is a pretty cool trick, but maybe that's not intended?

50
Tinker, did you install this version on top of the last version, or fresh?

It should work either way, I'm just trying to brainstorm what could possibly cause the milkweed issue.

If you did install it over, delete the flora_BAC_flax.txt file, and see if that makes any difference.

51
Prepared soil should not be there at all; apologies. That is a test I was doing in preparation for the 'manure' additions. Just comment out that one line; I will remove it for next update.

I have tried replicating the milkweed crash, and nothing happens. To be clear, if you (for instance) pick up some milkweed plants, then drop them, it crashes the game? I just did that with no such effect.

I am at a complete loss as well. You're right to say that BAC doesn't change milkweed at all. I will poke at it some more, but I have no idea.

52
Mod Releases / Re: ModernNorseman's Portrait Mod 1.0 (AI Portraits)
« on: November 27, 2022, 04:23:17 PM »
Love it!

53
I've moved my version to a new thread, so that I can update the first post and prevent more confusion in the future. See that post for details.

esko-seteli, I tested this new version on a fresh install of the game, and had no bug with the bear trap.

54
Mod Releases / [OUTDATED] [3.72] Community Mod BAC
« on: November 27, 2022, 04:17:18 PM »
Moderator edit:Current version, BAC for 3.80 thread ~JP_Finn

In continuing the tradition of keeping this mod alive, I've updated Arimon's updates to this mod. I started doing this in Arimon's thread, but the ability to update the first post will be important to prevent confusion in further updates. I do this with the belief that Arimon has ceased being active on this update. If that changes, I will be happy to either work with them, or turn it back over to them.

The general intent is to clean up recipes, tweak a few things, and reduce the number of menus significantly (currently with 5 free slots instead of 1). Full changelog is below, it includes a number of fixes to things that didn't work, a LOT of rearranging of menus, some tweaks to existing items, and a few new things.

The attached file is the only one you need; it includes all updates that I posted in Arimon's thread.

Next major steps are to try to incorporate some elements of other mods with permission of authors. I have my eyes on manure!

EDIT (12-20-2022) Updated to Version 2.3 of the mod. Changes for latest update below; you'll have to download to see the full changelog history (too big for this post)

IMPORTANT IMPORTANT IMPORTANT: IF you are updating from version 2.2 or earlier of this mod, rather than installing fresh, then DELETE the diy_BAC_Knitting file. It is obsolete now.


Spoiler: "Changes" • show

R2.3

DELETE the diy_BAC_knitting file.


WOOL
HUGE overhaul to wool clothing, after a lot of reading. Knitting is not a thing any more, because it did not exist at the time and location the game simulates.

Recipes were redone (in a more complicated fashion) in order to get around the hard-coded limitation on clothing quality. Now, instead of all woollen clothing being decent quality, it can be anywhere from crude to masterwork, based on your TEXTILECRAFT skill.

Large pieces of wool clothing are made primarily with wool cloth (which was a thing in a previous version of BAC), which I have now restored.

Smaller items, specifically gloves, socks and caps, were made with a process called Naalbinding (google it) which is a precursor to Knitting. The latter is somewhat slower, but does not require a loom, and is "lossless" in terms of material used.

All wool processing and clothing moved back to a single menu, though tools used in common with other textiles (e.g. loom) are still under the Textilecraft menu.

Prices were rebalanced so that each step in the wool clothing process adds value to the finished product. Wool yarn is worth 1 unit (arrow/squirrel fur) per pound. Wool cloth is worth 2 per pound. Wool clothing is worth 2.5-3 per pound (varies per clothing item; vanilla item values were not changed, and the values were built around this). This is in contrast to previous wool clothing crafted by BAC which had MUCH lower prices than the corresponding vanilla items. IT's now possible to make your living as a maker of wool clothing, if you wish.

Unraveling woollen clothing to obtain yarn is now slightly lossy (0.6 pounds of clothing gives you 0.5 pounds of yarn).

You can now "trade" for wool yarn in a village using a recipe that simulates that trade. The required input is one arrow (as the most common trade-item used by players), but this can be fairly
altered in the code for any item of equivalent value (such as a squirrel fur).

Weaving wool cloth increased from 90 minutes to 2h for one pound of cloth. This may still be too little.

Removed 'noquality' from wool yarn creation, so that you can have higher quality wool yarn. Changed length to 100 feet per 0.5 pounds instead of 15 feet (which is silly). 100 feet per 0.5 pounds is still REALLY thick, but it roughly lines up with the thickness of the vanilla linen and nettle yarn (and is in fact slightly thicker than either).

Removed noquality on spindle, but reduced the skill bonus from 30 to 10. Higher quality spindles now possible.

Removed noquality from knitting needles so that you could have good quality ones.

Wool cloth garments need {Fine cordage} now as opposed to specifically yarn to sew the parts together. (Yarn still works, this just makes it broader, AND prevents the annoying bug whereby the entire stack of yarn is used up)

Knitting needles no longer an item; instead, you can craft more generic "textile needles" out of wood or bone. (Using bone offers a 10% skill bonus to the crafting). These are intended to be a set of needles that can be used for any of the textile processes.

Woollen veil and woollen cowl presented an issue: the first weighed 0.3 pounds, the latter 1 pound, but both covered the same area (skull and neck) and provided the same protection. Veil is unbalanced in weight in comparison to other wool clothing. It should probably provide less warmth, because it is a lighter material, but that is not an option in modding. Both items were removed, and replaced with a "woollen heavy veil" that you can craft, which weighs 0.6 pounds, as a compromise item. Both vanilla items are still obtainable through trading with villages.

Woollen longsocks item added, covering feet and calves, because of the large number of woollen garments that cut off above the calves.

Woollen footrags removed as a craftable item. They are mechanically identical to woollen socks, and removed for redundancy since more menu space was desired. Woollen socks and woollen longsocks may be layered if double foot protection is desired.

Woollen hood added as a craftable item, due to lack of face coverings. Covers the same area as the fur hood (skull, face, neck).

"Woollen dress (w sleeves)" added as a craftable item. It is mechanically the same as the woollen undergarment in terms of price, weigh, and area covered. Allows layering, and RP of those who wish to wear a dress without having cold arms.



MENU CHANGES
* Renamed "Wool Processing and Garments" menu now uses the O key. Armors of Iron and Wood changed from O to I key.

* Bark clothing (previously with wool clothing) moved to Earthen/Barkware menu. That menu is now 100% full, which is not ideal for future expansion, but perfectly fine for now.



IRONWORKING CHANGES

* Removed -30% penalty from smelting iron bloom (I don't understand why it was there)

* Halved input and output and time of smelt ore into iron recipe. 4h instead of 8h, one pound instead of 2. Just to break it up.

* Reworking iron and steel recipes, in order to allow you to keep working at a piece of metal to perfect it further (can take MANY MANY tries)

* Removed two "fix errors" cheat recipes under ironworking. Haven't seen any need to use those yet. They are still in the file, just commented out.


COOKING CHANGES
* Nettle Cheese now has a price of 0.25 squirrel hides (or 0.25 arrows), as opposed to having no value.

* Dried berries and mushrooms now has a price of 0.1 squirrel hides (or 0.1 arrows), as opposed to having no value. Unfortunately this will work on poisoned mushrooms, but the value is low enough that it shouldn't be a temptation to cheese.

* Recipe to make berry turnovers from dried berries added


OTHER CHANGES

* FIX: Commented out prepared soil line test.

* FIX: Fur mittens had been altered for a previous test, and never unaltered. Restored to normal values.

* Textile needles added as a requirement for all linen and nettle clothing that use yarn to attach pieces of cloth together.

* Firewood from slender trunk effort increased to match other firewood making. Patchwise option added.

* clay amphora tub renamed to Amphora

* clay large amphora tub renamed to Large Amphora

* Changed loop snares back to using yarn because of quality issue (they were always coming out as poor quality)

* Vanilla leather and fur clothing was using the COMMON skill, while all added recipes were using the HIDEWORKING skill. They now all use HIDEWORKING.






TO DO
Re-balance and analyze linen, leather and nettle clothing as has been done for wool. Consider the process of value added at each step. Change their recipes so that they can have higher/lower qualities. (this is more time consuming that you'd guess)

(The same approach will not work with fur, because it would interfere with the way fur clothing borrows properties from the type of fur used, e.g. bear. At the present time, I don't forsee any way for me to modify fur clothing so that it can have varying quality.)

Determine to what extent it makes sense for leather and fur clothing to use textile needles. Research how such clothing was actually fastened.

Clay playset needs different tile graphic.

Digging clay too easy? Rebalance?

Incorporate manure mod into BAC.

Ensure compatibility of Privateer's bees, mead and coop mods with BAC (Privateer does not wish them to be incorporated directly)

Look into other mods to incorporate.

MAYBE TO DO (WAY IN FUTURE)

Add chainmail as optional craftable menu (ahistoric, but not implausible)

55
Yeah, sorry; I'll have another 'full' update up on Sunday probably. All else fails, you can try installing that over a 'fresh' install (after backing up your character of course).

56
I don't see any problems with the changes that you made, though I do notice you didn't add the 'hotfix' in post 31.  (I know it's a messy 'release'; the next update will be all-in-one.

It's not a critical update, unless you want the changes listed in that post, though if you do install it, you'll have to 'uncomment' the bundle sticks again.

I'm still at a loss as to what could be causing your issue. Do you have any other mods you are using, or are you using the mod manager? (I'm assuming no to both currently).

57
Sorry, but the requested file was diy_BAC_lumber, not trapping.  :)


58
The only theory I've come up with is that it was a problem with how you modified the diy_BAC_lumber file in order to restore the bundle branches recipes.

If you could post a copy of just that file (after you modified it), I'd be happy to take a look.

59
Honestly, like Tinker says, BAC does not modify that recipe. I can't say more until Saturday at least, when I'll be at my desktop and see if I can replicate it.

I won't say it's absolutely impossible that the mod is doing something, because computer programs are fickle things, but I currently find it hard to imagine how BAC could have such an effect.

60
That recipe I can speak of confidently since I created it myself. Making the quern Stone requires grinding two stones into a quern Stone shape, and then assembling it with the second step. Then you need to use the specific recipes to grind barley or rye flour.

The individual pieces unassembled, count as regular stones and therefore can be used for regular grinding, though using them in this way provides no speed benefit. Unfortunately there is no way to have the quernstone device apply to flours in the game other than barley and rye. This is because other flours do not exist as base item types, and thus cannot be directly created by a modded recipe. I've searched for a way around this problem but with no luck.

Theoretically I could have it grind a wild flour into a copy of either barley or rye flour and simply rename it, but then the nutrition would match that of barley or rye not of the actual flour you are grinding. Which didn't seem satisfactory to me.

Let me know if that clarifies the situation for you.

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