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Messages - Brygun

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1246
Update

As per report from Signatus

Fix of {Branch} bracket for Medieval drill

Ironworking reviewed. Numerous switches from Timbercraft to Carpentry.

Timbercraft in place when dealing with raw ores

Carpentry used when hammering and shaping. This includes changing iron billet into a steel billet.


1247
Mod Releases / Re: Custom Starting Items - Freebies
« on: January 14, 2019, 10:47:44 PM »
Its true you don't need {Rock}. Its my own personal preference to have it to help make sure I don't overlap recipes and to have a space for a comment line.


1248
Mod Releases / Re: Custom Starting Items - Freebies
« on: January 13, 2019, 07:13:38 PM »
On the non-rock recipe showing...

The game only allows one recipe to show. I think its the last file loaded that over writes.

So if BAC has a multi-line spear recipe
and freebie has a one line spear recipe
what matters is the load order

You might be able to force the load order by tweaking the diy_XXX.txt file name. Try diy_Z_Freebie.txt

After issuing the free stuff you should likely save the character, store the diy file and comment out with // the freebie line in the menudef.  This will restore access to the normal multi-line recipes

1249
Mod Releases / Re: Custom Starting Items - Freebies
« on: January 13, 2019, 07:06:41 PM »
"fine" is a quality assigned so its not a base item. You can attempt to get a "fine" by having a skill boost command:


.Knife. /1m/ %50%
{Rock} '+free start'

1250
Minor

diy_BAC_Transport.txt

Added improved comments for the birch-bark punt. No changes to the recipes this time.

comments include a new  link to another 1 hour video on making a canoe.

// A crafter in Minnesota explaining the steps
// https://www.youtube.com/watch?v=qFSjKRnUzVo&t

And some mentions affirming the 600 ft of cordage for a real canoe. At 10 {Tying equipment} you guys are getting off easy  ;)

1251

The only way I see that happening is using recipes to give that to you, then discarding whatever you started with. I made a primitive no iron character and immediately discarded the iron axe and knife and made stone versions, for example.

You can make a test menu (I have a diy_test.txt file for my test recipes) and then assign it a letter in the menudef file when I want to use it (I'm using Q). You can just make recipes with no ingredients and 1 minute duration to get those items and off you go.

Pretty much that. Ps, its a little off topic for the BAC mod thread. Please start a fresh thread for more discussion on that. I will add just a quick bit more.

Shift-D when you stand on things discards them

You will need the menudef like Signatus described. The menudef_BAC.txt includes mentioning a few letters free and as of right now IIRC you can use two of the letters for your own menus.

Once items are made in the game you can remove the menu entry. The data is already in the character save. If you had custom grahpics you will want to leave those in the graphics directories as the pointer will come up with an invisible blank if no match is found (which is better than crashing the game)


For your free items you will need to match the vanilla name exactly in a recipe like

[SUBMENU_START Freebie]

.Exact name. /1m/
{Rock} '+free start'


[SUBMENU_END Freebie]


Aside from that I started Novrus with the "abandoned camp" to reprsent random gifts from his family, and boy it weren't much. You could also reimagine the disasterous hunt as gifts given rather than your father's horrible death.


1252
Thank you kindly.

Thanks for the hardtack too.

Novrus keeps a few hardtacks in his pockets and there is a stash at his distant hunting cave.


1253
update

Minor

phrasing for one line in the first stage of birch-bark punt changed to:

{Tying equipment} (3) [remove] '+sew with split twigs or better'


1254
P.S.

Birch-bark punt now comes to needing 10 {Tying equipment} across the recipes based on the documentary and research saying it was 200 meters (600 ft) for one canoe.


1255
Update

Transport fixes based on feedback

Due to the 24 Wooden stake braces not being scanned from ground I've just changed the brace line to [remove] on the first stage. Ideally they could be around for a later birch-bark canoe but most users would only make one and they are fairly low cost to make anyway.

Birch-bark price raised from 45 to 60, which is 1:1 with its weight


1256

However, something fishy was still happening, possibly because of the recipe having more than one {Tying equipment} call, and it was still not accepting any of them on the second call, the one with [noquality]. My solution was to make both of them ask for {*cord} and voila. It also seems silly that "sew with strong thread" can be fulfilled with split spruce twigs or bark laces:


Actually....

Split spruce twigs are exactly what was used historically

I can knock off the [ground] tags


1257
I have a flora_newherbs.txt file in my Unreal directory  ???

Caethan is that one from yours that should be in the BAC?

I also see flora_berries flora_herbs and flora_mushroom

1258
Update

Fixes (prior to Signatus post just now)

Utility
Fishing rod was missing and is now in

Transport
{Tying equipment} fixed, as its not the same as {Tying Equipment} note problem with second word starting with a capital letter

Bowying
{Short quarter log} replaces {Split trunk} in BAC
BAC Trees are assumed to be 3+ meters of useable length hence the short half length is still enough for ~1 to 1.5m bows

flora_XXXX needed for BAC we talked about recently renamed to
flora_BAC_XXXX to note it as part of BAC

flora_cultivated.txt and flora_flax.txt files can be deleted as their data is now in the flora_BAC_XXXX.txt versions


1259
Glad to be of service.

When a community contributes to you you should contribute back to them. True hospitality goes both ways.

Thanks for reporting issues. Looking into them now.


1260
Update

Minor

Under utility name correction for "Root Rope" to "Root rope" (not the second word is no longer capitalized)

Under utility "twisted and braided rope" and "root rope" price set to 1 to limit though still allow trade

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