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Messages - Brygun

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Suggestions / Re: Directions from the women
« on: November 29, 2020, 07:08:20 AM »
I for one have never really translated when they say # kilometers into just how far I should go.

Even if its not an exact wilderness tile maybe a proximity marker. That makes it still needed to explore.

The farther away the destination is the bigger the marker is.

Maybe limit how many such rings the player can have on their map at once.


Something we can set while playing. For instance I might want to usualy have it off but in a deseperate week turn it back on to catch more meat... as if I would hit it... unless I use the arrow mod from Bouddia or its BAC inclusion.

Modding / Re: IF you could see any mod created, what would it be?
« on: November 29, 2020, 07:02:58 AM »
Although less a setting a thing I've always hoped for:

= multiple recipes for the same output

= Iron working included in the base game

= Water craft floatation based on its displacement not a multiple on a craft's weight. A log weigh 400 so carried Y*400. A dug out canoe is a hollowed out log that weight 200 but now floats, counting its own weight, (Y*400+200)


Setting wise...

Alot has been coming along with NPCs being more useful.

Maybe seeing the game getting to the family and generation thing. Where if your character dies you take over a child. Even if not that getting to have a spouse and raise children is a whole new level of survival and trading.

Mod Releases / Re: Buoidda's Fletching 2.0
« on: November 29, 2020, 06:56:04 AM »
Hey Bouidda,

Just noticed this thread. Great to see you are back. Your mods have continued to be with us as chunks of them are in the BAC mod. The fletching mod draws from your extensively.  There is crediting for you is in the fletching diy. Thanks for all the contributions over the years.

caretaker of the BAC

Off-topic / 18th century America Frontier skills
« on: November 19, 2020, 07:46:23 PM »
Townsends has over 50 videos about life and skills for18th century America frontier skills. Though different from the Unreal world certainly quite a few ideas and interesting things after all wood and cordage have been around a long time.

Off-topic / Re: Why I carry a rock in real life
« on: November 19, 2020, 04:42:39 PM »
I used to carry rocks for self-defense as a kid and started bushcraft with knapping rocks. I would like to see how you start a fire with 2 rocks though.

Well yes one is assuming the second rock is flint or quartz.

I like my EDC rock to be igneous, the ones with swirls that usually mean it was made in a volcano or from lava. These are harder than sedimentary rocks, those that look like flat layers that come from sand settling out of water.


I should like to mention a rock isn't the only thing in my EDC (every day carry) but it is there.

The rock can do many chores without damaging the knife leaving the knife sharp and ready for things the knife is better at.

Development News / Re: Lots of angling improvements on their way
« on: November 19, 2020, 04:39:45 PM »
Looking forward to this, and the accompany BAC update to match it.

Making more vanilla items accessible in vanilla is generally a good thing.

Speaking of which...

*nudges with an iron anvil*

Suggestions / Re: Live fish sometimes visible in nearby water
« on: November 19, 2020, 04:35:07 PM »
hmmm curious thing

I have fond memories of a starving, sick and vomiting character laying in a shelter next to a lake. From there he could drink water, slightly flavored by his own puke, and catch fetch fish which were attracted by the vomit-as-bait technique. I think they may have been injured. I remember this character being really close to dying and this is how they survived for a week.

Having options for survival based on real life techniques I think is a good thing.

I'd still like to do the relaxing fishing rod thing but sometimes having a 'me hit thing' is good. I could see strike-fishing being popular at fjords where you have more places to 'launch' yourself from.


On another note:  BAC has fishing rod crafting under Utility

hmmm... a little under 2 hours. Went faster than I thought. Sometimes when I delay doing things I can be in a focused 'groove' and its faster.

Only speed reading for the '+' signs.


This is also why reporting ANY bugs is important.

It was 2 hours of speed edit without testing each one. If testing each one this could easily be days of man power, depending on item X is there for recipe Y.


Oh I did notice a couple of recipes were using "perch skin" for glue, like in the northern bow. BAC now has a pine tar > pitch glue. So I could have merged them but I decided for now to leave the perch skin in for a more 'that culture' feel.

I forget now where else I saw perch skin as a glue.

Ah the joys of multiple mod sources over many years, in this case from before the pitch glue was a thing.


The great verb fix.

Adding verbs to the '+' description and spotted a bug or too. Hopefully my late night editing didnt introduce errors. This one did end up going through every biy_ and diy_ file in the BAC. So... like every recipe in the BAC. Ooof.

Suggestions / Modding, Optional items affect output
« on: November 19, 2020, 05:52:01 AM »
it would be interesting if optional items could have a way of modifying the output with:

= changes chance of better results (more like to get fine or master item), like if you have an extra type of tool or extra nails to strengthen a shield

= the price value, adding more to the base value if we add things like bits of metal of decorations

So I looked at the Clay Kiln

The verb "for" was assumed.

This is one of those things were those familiar, like the coder, mental inject the word that new players don't know is needed.

The code + marker is working fine. Its doing exactly as told.

The picture below is marked to have in the red circle the object called and the blue is around the extra description. A new user though wouldn't necessarily know to separate it and the word "for" would clear that up.

 :) I'll look into the Clay Kiln recipe. Report those you spot.


Smoked fish spoiling isn't anything I've touched so please report that in the game bugs thread.

I've smoked fish with Norvus and didn't have issues so also don't think its likely a BAC issue.

A reminder that I can no longer always test things properly. IF you see a bug report it here. Recently someone made an innocent joke assuming the bug was known. It that case I thought I had already fixed the bug but it turned out the fix hadn't work. Because of the report/joke it got fixed properly.  Do let us know if there is something amiss.

Due to ingredient needs etc I might not have a character with X Y or Z on hand to do a test. I test a few things but not always everything these days.


Fletching recipe rewording for the recently reported mixed fibre issue

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