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Messages - Brygun

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1186
Update

An issue was reported on making a fishing net. Looked into it and birch-bark was made using other conventions. Reviewed the overall recipe. Found other possible concerns. Fixed same.


>>>>

.Net.          [effort:1] [phys:hands]         *HIDEWORKING*   /8h/
{Tying Equipment}        (20)    [remove]      '+cord, fibre or other for net'
{Slender trunk}   (2)    [noquality] [ground]    '+to support tying'
{*Birch-bark*}   #2#   [remove] [noquality]   '+to make floats'
{Rock}        (4)    [remove] [noquality]   '+sinker weights'
{Rock} (6) [ground] [noquality] '+additional tying weights'
{Knife} <Small knife>
[WEIGHT:10]
// Excess weight because of working time constraints
// BAC: Change birch-bark line for compatibility
// BAC: Tying Equipment used to allow primitive sources
// BAC: Number # cord reduced to closer match weight (was 40)

1187
Update

Minor

Was reading another forum thread on fishing rods so did some check on the BAC. Yes you can make a fishing rod with the BAC.

Also...

A dip net for ores uses fishing rod as a base object so should also work as fishing gear.

Text for Dip net text updated to reflect that dual role.

Dip net now uses two branches instead of two birch roots. Birch roots were a cord type object and it calls for cords later in the recipe anyway. The branches are used to make the spreaders of the cloth.

Both Dip net and fishing rod tweaked to {*cord} format (was {*Cord})

Dip net is in diy_BAC_Toolmaking (as it is primarily a tool for getting ores)
while
Fishing rod is in diy_BAC_Utility

>>>

.Dip net. "Fishing rod" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Slender trunk}      [remove] [noquality] 'Dip net can scoop ores or fish'
{Branch}   (2)   [remove] [noquality] '+as spreaders'
{Cloth}      #4#   [remove]         'Net of cloth, fur or leather'
{*cord}      (1)   [remove] [patchwise]      'Cord'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[TILEGFX:bc-dipnet]


>>>

.Fishing rod.  [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Staff}         [remove]
{*fishhook}      [remove]   'Fishhook'
{*cord} (2)      [remove]   'Cord'
{Knife}<Small knife>


1188
Suggestions / Re: Bait not req for fishing? Really?
« on: February 17, 2019, 03:14:27 AM »
The OP was a good question. I'm also in favor of thinking of the fishing skill as getting the right bait. Also the right depth, proximity to under water plants and so on that could go into the skill.

Perhaps a slight tweak of the fishing skill description if it doesn't already describe including these things.

I'm not sure if its period yet consider fly fishing. I don't do it myself. Its where you flip a tiny lure onto the water to trick a fish into thinking its an edible bug.

The BAC is just one mod which does include making a fishing rod, or item(s) using it as a base object. We've generally coded making a fishing rod as needing a long wood, string and something for a hook. The other bits, like a small wood stick for a float, are too small have as a recipe line item. The related "tackle" as someone put it is either assumed in the build or in the fishing skill.





1189
Suggestions / Make {Cord} a valid recipe
« on: February 17, 2019, 03:08:07 AM »
Brygun of the BAC here

During recent tests for tech levels within the BAC mod I found that having

{Cord}

as a recipe item didn't work.

I was hoping to access our various mod built things that use "Cord" as a base object.

There is in the BAC things like "split spruce twigs" which IMHO are good enough for tying up meat and low quality loop snares. I had hoped to use {*cord} for things with cord in their name to be a better quality tech level.

For that to happen, at the lower tech level, I had needed {Cord} to accept items with the cord base object.

I don't think this is a bug as there isn't a problem with the vanilla game. So I've put this in the suggestion forums.


1190
P.S.

Thanks for the recent compliments!

  ;D

1191
Update

Recent loop snare and bow fixes described above


>>>
First post in this thread use of graphical conversions rephrased to explain the decision more clearly. Now reads as:

One major mod type left out of the BAC is graphical conversions of vanilla objects. There is at least one, if not more, of these. These don't affect craft recipes which is the focus of the BAC project. BAC does add non-vanilla graphics. The project decision is that the graphical overalls be left out of BAC and left to user discretion.

One of these is known as "Jaredonians Character Models + Distinct Tribes v3". As far as I know it can be installed and removed independently of all the crafting menus. 
It is at:
https://www.unrealworld.fi/forums/index.php?topic=37.0

1192
Reread the recent question on the birch shortbow. Now realize it was that the old 'comment' was there. Changed it to:

   'Birch cut to a short quarter log'

1193
Soooooo

Apparently {Cord} isn't a valid recipe call even though cord is a base object

changed loop snare to use {Tying equipment}  so that split spruce twigs will work. You can now also consume a rope to make a loop snare.

BAC note to modders updated to remove {Cord} as a tech level

Will include in the next update

>>>

Spurce bow {*Cord} changed to {*cord}

1194
got home and started up the game

Self confirm issue with loop snare made from split twigs is a BAC thing. Looking into it more now


1195
Re loop snares and {Cord} ...  :o  possibly there could be another recipe for loop snare that is overpower the BAC one. Or I did something wrong?


>>>>>

RE Birch shortbow...

diy_BAC_lumber is producing "log" not "trunk" now so I believe the current version is correct.

>>>>

The place Im hanging out is about to close so I can't run a test to verify. Does anyone else test the Loop snare and birch shortbow issues? Please report success or failure.



1196
Gameplay questions / Re: How exactly to make elk leather
« on: February 10, 2019, 04:13:15 AM »
On the leather mass used to make a skin I always assumed you were looking for a large sheet to as to minimize the amount of stitching. Some of the the cut away is used to make the hanging strap and possibly even the stitching.

Technically you could in real life use lots of small birds to make a water skin but you'd have so many more seams.

>>>>

I used to have characters carry a cup of water as an emergency hydration aide.  :P I'd image one would make a leather cover for the cup or something.

Or perhaps balance the water cup on your head like a Japanese Kappa.

 ;)

1197
I know for the quests with a bear they will lurk in the area a time.

I have no idea if the randomly generated bears will have a home base assigned

1198
Modding / Re: Flora Spoilage
« on: February 10, 2019, 01:52:50 AM »
If you do something in cooking you can get the spoilage to be changed. There is a dried mushroom recipe that was merged into the BAC project.

As for in the flora creation for a "raw" mushroom I haven't heard of it.

You may already have the wiki pages. For reference they are:

The wiki Modding page is

http://www.unrealworld.fi/wiki/index.php?title=Modding

Modding plants is

http://www.unrealworld.fi/wiki/index.php?title=Modding_Plants

but a text search for "spoil" didnt find anything

Im inclined to think its not a controllable parameter at this point.


1199
Suggestions / Re: Permanent partner
« on: February 04, 2019, 09:01:36 PM »
I like the idea of long term/permanent companions bringing up their own quests from time to time.




1200
Modding / Re: Modding in valuable metals (Gold, Silver, Copper) for trade.
« on: February 04, 2019, 08:31:10 PM »
Stay healthy first.

Thanks for letting me know.

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