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Messages - Brygun

Pages: 1 ... 84 85 [86] 87 88 ... 112
1276
Off-topic / Re: A thank you and an apology to Sami and Erkka
« on: January 09, 2019, 02:08:11 AM »
And then Signatus got into modding Unreal World and the BAC project.  ;)

1277
P.S.

 ;D Superbly done Signatus  8)

Now primitive survivors can wrap up in their lean-to wearing birch-bark and fur wraps.

Civilized survivors can now make spruce mat-tresses for their bunks.

1278
Update

Improvement of spruce mat as per Signatus to "spruce mat fur"

Testing 20, 30, 40 found that 40 twigs, weight 16 produced a "lay on" message

2 of 40 twig mats generate the "wrap yourself in" message

Build time only slightly adjusted to 4m build, 2m dismantle. Build 1m per ten twigs to lay them down.

///////////////
// Spruce mat
// Partly for RP and for storing spruce twigs.
// Now acts as warmth layer for sleeping and two
// count for being wrappted in.
// I decided against swapping the vanilla shelter to
// use this as new players wouldn't know about it
// brygun = original recipe at 20 twigs bundle (for shelter)
// Signatus = figured out method for "fur" sleep benefits
// experiments for wrap done at 20 twig/8lbs and 30/12 lbs
// and 40/16lbs. The 40/16 was found to work


.Spruce mat. "Spruce twig" *COMMON* [noquality] /4m/
{*spruce twig} (40) [remove] [ground]
[NAME:Spruce mat fur]
[WEIGHT:16]
[PRICE:0]
// As a dismantle item only one input is used, otherwise
// a tying equipment (such as a split spruce twig) would be
// called for

.Dismantle spruce mat. (40) "Spruce twig" *COMMON* [noquality] /2m/
{Spruce mat fur} (1) [remove] [ground]
[NAME:Spruce twig]

1279
Update

Graphics cleansing

To reduce future file size removed the base game items it-XXX and vanilla plant graphics from the truetile directory

File sized went from 200+ (nearing the 256 KB upload limit) to 100+ KB

This will facilitate future graphics should they become available to attach to the BAC project

No recipes were changed nor added in this update.

1280
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 07, 2019, 08:42:21 PM »
Double thanks,

I was able to use it to identify what graphics are already part of the vanilla game to reduce the size of future BAC zip files

1281
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 07, 2019, 08:28:04 PM »
thanks!

I didnt have time to do a thorough economic review for the BAC project recipes for valuable/trade items

<-->
PS

Did you mean for the file to on the upload list twice?

1282
Modding / Re: "You don't skin people!" - But I want to!
« on: January 07, 2019, 07:12:43 PM »
= I'm not sure cannibalism was commonplace in Finland. To my information set cannibalism is extremely rare across the world. Even the rare places cannibalism we attribute to it the act was often a misrepresentation. For instance some cultures would turn their relatives, not enemies, into a meal as a way to keep them in their lives. As well as cultural taboos there is actually toxins that accumulate. Much like marrying a close cousin it seems cannibalism's taboo is based on real necessity.

= Sacrifices of people AFAIK were of the whole person and not a skinned person. However it would be extremely hard to have de-skinned muscle to survive to prove otherwise. Consider that if you were sacrificing a sheep to a god you wouldn't take the wool off first. That would be like cheating the god.

(party pooper hat off)

= Ive not tried to produce "Animal hide" before. I dont know of a modder who has either.

= During initial testing I suggest just doing a /1m/ call while you test. You could use {Rock} '+magic testing fix' as the only ingredient to see if the right base object to appear

= Running test: Make a zip of the character before you test, run the tests, delete the character directoy, unzip the directory to refresh

= No idea if you will get an output that will qualify for the other steps of hideworking


1283
Modding / Re: [WEIGHT:##] inconsistent behaviour
« on: January 07, 2019, 06:59:48 PM »
FYI

I never found a cause nor solution for the wrong weights on this.


1284
Update

Catching the skill issue on the hammers as noted by Signatus

1285
I noticed that .Flat iron hammer. and .Ball iron hammer. both use the *TIMBERCRAFT* skill. Is that on purpose?

Ooops. Likely copy and paste error. Setting to carpentry.

<-->

Anyone know if I can remove from the BAC graphics directory the "it*" entries? Are those default game items? I think I grabbed them trying to be sure to include all references.


1286
BAC as per Bouidda uses alot of Hideworking calls for making clothes

There is a few carpentry and agriculture skill calls in the early production related to the handing of plants.

AFAIK Hideworking is used in vanilla not just to tan the hides but to make them into leather clothes.

1287
Within BAC Weatherlore is used for earthenware so you can improve your skills  and make more valuable versions.

BAC stayed with the typical presentation of Carpentry for ironworking. Bouidda and Rain (pretty much the grandfather of all ironworking) used Carpentry.

I've not used a mod using WL for ironworking but that doesn't mean someone didn't.

If you do wish otherwise a search-replace of the appropriate diy_BAC_XXX.txt files is easy enough. Especially as now there are many diy_XXX.txt files

1288
Update

Boneworking comb naming losing the original marker.
That was likely from when Bouidda needed to create its own bones rather than the bones that were added into vanilla later on.

Weaving *ibre in Spin Yarn left as is due to the risk of making it "F" and missing "f" recipes or vice versa

1289

I believe you are missing an "F" here?

   - Shane

Well F me


>>>>>>>>>>>>

Actually....

the missing F means it also works for f which is probably while it wasnt there

1290
Update

cheesealmighty's report on the tub of water issue corrected in both the Ironworking and Armor group one files.


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