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Messages - Brygun

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76
Suggestions / Re: Add cooking with wooden bowls
« on: December 05, 2023, 03:26:02 AM »
There really should be some way in game to boil water before the expense of an iron pot.

Glad to here of the little ceramic pot being Finn historic... "Finstoric" if you will.

BAC does add some non Finstoric things like a birchbark canoe popular with the indigenous here in North America. BAC's block pot came from watching some survival shows doing the hot rocks into a wood block and there is a small clay kettle I like my characters to carry. This little kettle seems close to the Finstoric ceramic pot mentioned. In game it is light enough for a traveler to carry to use to make medicine teas after an injury.


77
Modding / Re: BAC Mod Weaving yardage.
« on: December 05, 2023, 01:11:44 AM »
There were no oil laps or candles either, burning wood chips were the sole light source.

In Calle's dark deep winter days it did make we wonder about light sources. Game mechanics still take starting a fire and game mechanics for start a fire inside a cabin is a no-no unless in the fireplace, which takes a large quantity.

There are torches but you need a fire to light them, which you would have to do outside somewhere.

In the game if you can't see to the next tile you can't start a fire anyway (AFAIK).

Did the medieval Finns really not have oil lamps or fat lamps? Using the blubber of seals?



78
Modding / Re: I added some knit clothing and would love comments
« on: December 04, 2023, 12:45:41 AM »
Brygun here.

Glad to see another modder.

= One thing I tended to do for the BAC is to balance the weight of inputs to the weight of outputs. Possibly minus some small wastage. So that may impact your 150 length entries.

= There is a mod command to add the material type of an input to the name of the output. Thus you could have a "Nettle knit cap". Been a while and I don't recall the command off the top of my head.

79
Modding / Re: BAC Mod Weaving yardage.
« on: December 04, 2023, 12:42:04 AM »
Howdy, Brygun of BAC here.

Interesting real world info there. Thanks.

I hadn't thought of weaving as a summer for light issue. As a Canadian I've heard pioneer tales of indoor crafts by the firelight.

With how dark it has gotten on the character Calle in winter with no sun and no moon I could see that being an issue. Some times it was so dark in the game he couldn't put wood into his oven-place because "you can only push items to where you can see".

>>>

In turns of game code:

= The weaving section came from one of the contributors. Its been around many years so I think who made it initially is either Bouidda or Rain? There are notes in the diy for Textilecraft that refer to management for new menus for UrW 3.70.

= The mod system hasn't allowed restarting craft tasks. This has had huge implementations in the time to make things. Saami is talking about adding restarts which could match real world time much better.

= Currently the most one recipe can be set for is 6h to 8h. The issue isn't going to be obvious. It's about starvation! During the crafting time you can't do anything else. So your hunger and thirst will go up and up and up. Also low skill results will take longer so 6-8 hours can become 10-12. Not eating for 12 hours can start to accumulate starving percent. There is also the fatigue and risk of being attacked while being fatigued.

= Do have some idea of taking multiple days the modder can code in multiple steps and repeat steps. Step 1 before Step 2 before Step 3 and so on. Thus you can build up the time needed with pauses to eat, drink, rest and sleep.

= Now add in the limited menu space. Each unique step is a separate recipe. I believe the weaving is ~3 steps on the loom. Thus the most it can simulate is needing 3 days to weave a piece of size X.

= Each recipe can only output one type of thing. It an output several of that but its only one type, like making 2 wooden cups at once.

= Another modder method is what I did with some of the complex iron working where you need a few iron shapes and few of this before doing a piece. So it works out as 2 of Step 1 + 2 of Step 2 + Step 3. This gives 5 days of work for 3 menu items. You can add in other small parts too but each small part is a recipe thus a menu space.




80
Id also like a return to the 1 enemy per tile, it meant using tactics and building defenses mattered. A while back the reports of Nerjpez villages slaughtered from a doorway led allowing multiple in a tile... which ruined much of defending one's own home or finding narrow terrain in a wilderness fight.

Maybe make a game difficulty toggle for hardcore/normal fighting modes.

81
Off-topic / Indigenous North America display of wooden Armor
« on: December 01, 2023, 10:50:56 PM »
Those interested in old cultures should find this interesting. Malcolm focuses on Iroquois (North American Indigenous, Eastern Woodland) experimental archaelogy.

https://www.youtube.com/watch?v=8aloG2tiruE&ab_channel=MalcolmP.L.


82
Suggestions / Re: Add cooking with wooden bowls
« on: November 30, 2023, 10:21:40 AM »
BAC did add a "block pot" as a hollowed up tree stump stand in for a "pot". The idea being you add heated rocks to it.

Currently it mimics the ability of an iron pot. It would take a whole separate set of recipes to change the cook time or ability to the wooden block pot.


83
Suggestions / Re: Alternative methods of gathering water
« on: November 30, 2023, 10:20:31 AM »
Would also need to setup whether a container was covered or uncovered.

For example you dont rain water going into your barrel of berries or bowl of fish stew.

Perhaps standing alone on the ground its assumed open.

Otherwise you'd have to add a date point to each container as open or closed. Though it would add some RP with a step to actually toggle the open-close.

84
Having the higher ground in a dueling situation is generally considered advantageous.
By whom? Source? (I hope the source is not Anakin vs Obi-Wan fight 🤣)

By my bruises given and received. Some of us, like myself, have been re-enactors doing high impact sports... like armored combat and I don't mean tanks.

Also...

Battle of Hastings... the Saxons were all fine until they came off the high ground. The fate of Angleland was all down hill from there. yuk yuk yuk.

85
Suggestions / Re: Nested Submenus?
« on: November 30, 2023, 10:10:03 AM »
Sub-menu aka Tiered-menu aka more menu slots... would also greatly reduce collision with the mega mod BAC when vanilla game updates. I like that he updates his game. It just makes work for those who want to update the large mod. Sometimes Im doing other things then playing yet another round in the Unreal World I have loved and learned so much from.


86
3.81 really didn't inspire me to make another round of updates as things like nets were already in BAC and its predecessors for years.

Mod interference will happen when items are added to vanilla since BAC uses almost all the slots available.

Hmm, is there some kind of help that you'd like with it? Like, I don't know, going through all the BAC items and manually removing the ones that are now obsolete because they were added in vanilla? How does this additional work needed to resolve those conflicts look like?

BAC is community held. If you wish to submit updates thats a good thing. Its even written in that if the caretaker, usually but not always me, isnt around for awhile then someone else can continue the mod updates in a new thread.

When the game updates do come in there will be "mod collision" due to how extensive BAC is. This occurs in the following ways:
-1- a menu letter is used by Saami that wasn't used before in vanilla but is used by BAC. Now we have to rejuggle multiple menus.
-2- Saami adds an item to an existing menu and now the BAC overflows like the current net issue
-3- a duplicate recipe is created and we need to decide to stay on BAC or use the new vanilla recipe (like the net)
-4- A fundamental change happens requiring a massive overhaul, like it did with the cordage change a while back. while glad to see it there was a huge amount of work by someone else to update BAC.


Right now the updates have been done what could help is to check over what the new items added are and are there menus that dont show all items.

>>>

What long term would really help is if menu system was made 2 levels. So all of the BAC could be under one letter that then opens up the ~20 letters. This would remove most of the collision issues except for #4, even then you could continue BAC version of items like arrowheads.

87
Do BAC in its current state work with current 3.81/3.82 version?

Also some things may be missing from menus: it looks like the Fishing [M]enu is too full to show the netting needle that can be crafted from there since 3.81.

My last update to BAC was for 3.80 so 3.81 will have issues

If its just not showing then you can temporarily comment out one of the items you're not making then it should pop in.

3.81 really didn't inspire me to make another round of updates as things like nets were already in BAC and its predecessors for years.

Also you don't need a needle to make a net. It helps with quality but its not mandatory. I went through an exercise of making a landing net using my own palm as the spacing guide.

IIRC modding language doesnt yet allow having optional items to boost quality which is something thats been requested.

Mod interference will happen when items are added to vanilla since BAC uses almost all the slots available.


88
Always good to see more additions to the games framework


89
JP_Finn thanks for answering various questions.

I've been off to other games as I tend to but thought to wander back to see if there were critical issues. Glad folks like JP_Finn are around to keep it going.

BAC is a "community" mod and though there are caretakers, like myself, it really belongs to the community and as numerous community contributors.


90
In other news...

If you ever loose the use of critical items due to an update you can just change the recipe to require you holding a rock and take 1m of time. Ive done that a few times.

normal recipe:

.Spiffy item. /2h/ (etc)
{leather} #1# (gets used up)
{board} (gets used up)
etc


to

.Spiffy item. /1/
// /2h/ (etc)
{Rock}
//{leather} #1# (gets used up)
//{board} (gets used up)


The // is the comment marker in the unreal language. So after getting the item restored to useable you can delete them. remove the hold a rock line and restore the initial line with the normal time


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