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Topics - Brygun

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46
Gameplay questions / Withes not for loop snares
« on: April 20, 2020, 05:20:45 PM »
Is it intentional that a withe is not useable to make a loop snare?

The loop snare recipe is calling for "cord" specifically.

It might well be that the withe is not bendable and slippery enough to make a pull loop.

Not sure if this is as intended or an missed affect updates.

47
Modding / Need help with [LENGTH:]
« on: April 20, 2020, 03:00:42 PM »
The recipe below was generating 15 foot lengths not 10 foot. Not sure why.


.Split spruce twig. (2) "Cord" [effort:1] [phys:hands,one-handed] *CARPENTRY* /10/ %-45% [patch] [LENGTH:10] [assist:1]
{Spruce twig}   [remove] [patchwise]
{Knife}<Small knife>
[PRICE:0.1]
[MATERIAL:wood]
// This is a readily available general tying equipment.
// For any mod recipe that previously had {Tying equipment} requirement
// I recommend assessing if {*cord} 'Cord' would be better:
// Like bows, arrows, bags, nets, fishing rods etc.
// Length assumes splitting a reasonable branch in two
// Also results in shorter yields as a primitive method

48
Stories / [Brygun] Cornan the Barbarian
« on: April 19, 2020, 01:59:45 AM »
Cornan the Barbarian

An Unreal adventurer started during the Corona Virus* shutdowns and self isolation. May you enjoy the reading or even just read it for something to do. Perhaps try acting out his adventurers in your living room. Its also to give myself inspiration for writing practice.

Fair disclosure as this is a writing project this isn't a purest iron-man play through. Reloading game saves may and has happened, for example when numb in the real world I didn't notice how much ice he had fallen through. There are times when reloading won't happen and that will be his end. However that likely will mean I take another break from playing for other activities. If someone is a pure one-death type feel free to read up to a death note then ignore the rest of the thread. The goal is self fulfillment, writing and sharing experience with the community.

*: aka Covid-19 or SARS-CoV-2

As for the name its a pun on both Corona for the virus and Conan.

Comments are welcome in the thread. It lets the author know people are reading. Just show general respect for each other.

As keeper of the BAC mod it will indeed be used in this play through.

A few posts will be reserved to show character stats and such.

Links to my other stories:

Pekka
https://www.unrealworld.fi/forums/index.php?topic=6016.0

Iltros
The island challenge
http://www.unrealworld.fi/forums/index.php?topic=6007.0

Cornan
An adventure to emulate Conan
http://www.unrealworld.fi/forums/index.php?topic=5461.0

Novrus
A long adventure establishing a first winter house
https://www.unrealworld.fi/forums/index.php?topic=4640.0

49
Not bugs / [not a bug] Pit vs Hole in the Ground
« on: March 26, 2020, 02:08:28 PM »
There is some feedback in the BAC thread that appears to show that

{[NEARBY_TILE:Hole in the ground]}   

Is still valid.

thread:
https://www.unrealworld.fi/forums/index.php?topic=4712.435

I suspect that "Hole in the ground" may be for an incomplete "Pit". It becomes a "Pit" when complete.



Not entirely sure if this is a bug or just a quirk of behavior. Advising the Devs of the odd report.

50
General Discussion / Feb 02, 2020 Steam phantom update
« on: February 02, 2020, 02:34:48 PM »
Steam freaked me out today cueing a 533 MB  :o update for Unreal World and I was twitching in nervous anxiety at the scope of needing to fix the BAC mod for something that extensive  :-\ :'( :-[. Looking for info though there wasn't any news since the archery. Going back to the steam downloads it was now saying the update was done with Zero of Zero downloaded.

So apparently steam did some minor management or something after all.

Mentioning it here for the devs to be aware of or other modders not to gasp for breath while clutching their chests.

51
Modding / I need a 3.60 Beta biy_glossary.txt
« on: September 20, 2019, 02:30:03 PM »
I'm pretty sure in my copying around files to work on the BAC I overwrote the 3.60 Beta biy_glossary.txt

Can someone please post it here for me to download

This is for the steam version of the 3.60 beta file sets not the normal released version

52
Not bugs / [not a bug] [3.60 Beta] Amount of bark from a birch seems low
« on: September 17, 2019, 11:54:46 PM »
An established character with timbercraft 66% on day 4 to the 12th week before winter got 67 ft of birch-bark strip from a tree weighing at 0.9 lbs. That tree can not be harvested again.

Ahem.

That is less than one pound of workable birch-bark from a mature tree. This seems exceedingly low.

Its not the time to harvest that matters but that there should be many times that of bark from a tree available.

thank you for your consideration

53
Interestingly the game is telling me to report to you regarding a "Zero quantitylist items"

I was trying to mod a recipe to make a birch bark cord as a way of letting existing BAC users convert any stocks of birch-bark to the new system. Recipe is attached. Files attached include a screenshot with the call to report.

I tried attaching the zip of the character directory but its too large for the forum. Will attempt other means.

As this is a modded game let me know if you need the truetile files.

>>>


.Trim Birch-bark. "Cord" [effort:0] [phys:hands,one-armed]  [assist:1]     *CARPENTRY*  /15m/  |-1| (patch:5) 
{*Birch-bark*}   #0.2#   [remove] [noquality] [patchwise]
{Knife}
[MATERIAL:birch-bark]
[NAME: Trimmed off birch-bark]
// [TILEGFX:bc-birchlace]
// 3.60 cut birch-bark off existing items for cordage
// meant to help digest tree roll of birch

54
General Discussion / Thanks for 3.60 Beta
« on: September 17, 2019, 10:23:44 PM »
Taking a pause from all the question and suggestion posts I'm making in regards to the 3.60 Beta changes to say:

Thank you.

Danke.

Meegwetch.

Saami and Erkka have continued to keep the game going. It is a lot of fun. Long timers and modders like myself are among the "questions show interest" type of people. I'm on the grindstone to update the large BAC (Brygun and community) mod to better integrate. I'm doing it because I support the game and the community. I didn't want that to be lost in all the questions and suggestions.

Thanks.

Brygun

55
Modding / [3.60 beta] Is season or time of year now knowable to a recipe?
« on: September 17, 2019, 09:45:00 PM »

As of 3.60 Beta the bark harvesting is affected by time of year. Does that mean there is now code for the season or time of year to be knowable to a recipe?

I ask as one of the BAC bigger projects is a birch-bark canoe which needs to harvest the birch-bark as a very big sheet vs the standard strips. There is also the ore collecting in bogs really shouldn't be doable when the ground is frozen


56
Suggestions / [3.60 Beta] Suggest adding these to tying equipment
« on: September 17, 2019, 09:37:35 PM »
Suggest adding these to tying equipment

= birch-bark cord
as a thinner version from a birch-bark rope

= spruce root cord
as digging up spruce roots for a simple cord is a real thing

= string
cord like made from linen or cloth

Maybe something for a better bowstring or not... the BAC has these in it:

.Braided bowstring. "Cord" [phys:hands] *HIDEWORKING* /70/ %-5% |1|
{Fibre from*}   #1.5#    [remove]         'fibre'
{Knife}             
[NAME:Bowstring]
[WEIGHT:0.7]
// Uses fibres from Boneworking but also Rain's clothing Mod v3!

.Bowstring from Yarn. "Cord" [phys:hands] *HIDEWORKING*  /40/ %20% |1|
{*Yarn}   (2)    'Yarn' [remove]
{Knife}
[NAME:Bowstring]
[WEIGHT:0.7]

.Bowstring from hides. "Cord" [phys:hands] *HIDEWORKING*  /30/ %25% |1|
{Animal hide} #1# [remove]
{Knife}
[NAME:Bowstring]
[WEIGHT:0.7]



57
Modding / [3.60 beta] Removing the "Tying Equipment" menu definition
« on: September 17, 2019, 01:19:47 AM »
As far as I know there is no way for me to remove the vanilla menu_def  "Tying Equipment" menu entry.

I can (and am) relocating its entries elsewhere. However that still leaves the (now empty) menu slot showing up.

BAC can just say people integrating other mods can use it as one of their "free menu" choices but I'd rather not have an empty label showing.

I've made a thread elsewhere suggesting putting those 3 items back under utility (well 2 of them were already there) but if thats not done Im requesting being able to remove a base game menu_def (which opens future complications compared to just moving them back to utility)


58
Modding / [3.60 beta] Is "Rope" still a valid base object?
« on: September 17, 2019, 12:58:10 AM »
Query, testable, pending result if someone can try

Concern do we need to change all our "Rope" base objects to the 3.60 beta names
.Birch-bark rope.
or
.Leather rope.

example recipe of concern

.Free ropes from raft. "Rope" [Length:10] [noquality] [effort:3] [phys:stance,arms]   *COMMON*   /20/ |-2|
[NAME:freed rope]
//Destory raft to get ropes back
//Note only one item type per recipe so can't get the trunks
//Im under the impression you can find new trees later on
//3.60 beta code update for length

59
Modding / [3.60 beta] Controlling how much cord/rope we make in a recipe
« on: September 17, 2019, 12:48:56 AM »
In the revised tying equipment system for our own make a cord/string/rope how do we set the length produced?

does [patch:#] mean we make # feet of the tying equipment?

If it is some multiple of that, like patch:5 means 15 ft, please restore a 1-1 ratio by making the vanilla recipes patch:15  as when we are modding/debugging its easy for someone to forget the ratio exists


Vanilla 3.60 beta recipes below

.Cord.   [effort:1] [phys:hands,one-armed] *COMMON*   [patch:5]  /30/ %50% |-2|
{Cloth} #0.5# [remove] [patchwise]
{Knife}

.Leather rope. [effort:1] [phys:arms,one-armed]   *COMMON*  [assist:1]      /60/   %50% |-1| [patch:5]
{Leather} #1# [remove] [patchwise]
{Knife}
{Water} #1# [remove] [patchwise]      

.Birch-bark rope. [effort:1] [phys:arms,one-armed]  [assist:1]   *CARPENTRY*      /2h/   %30%  |-1| [patch:3]
{Birch-bark strip}   =80=    [remove] [patchwise]
{Knife} <Small knife>                   
{Water} #1# [remove] [patchwise]

60
Suggestions / [3.60 Beta] Returning tying equipment to the Utility menu
« on: September 17, 2019, 12:35:22 AM »
Brygun of the BAC mod here.

Big mods like mine are hungry for menu space.

The new tying equipment menu has all of three (3) items in it.

 ???

I can understand wanting to communicate the presence of the options to new users. The cost of losing a whole menu category ~25 entry slots for only 3 items doesn't fit the menu-needs of large mods.

Short term I'm going to see about shifting them back to save on the menu with modding.

May I humbly submit to examine the cost-benefit of using a menu for 3 items. Could they not fit in the existing utility menu?


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