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Development News / Re: Craftable birch-bark items and associated ponderings
« Last post by Titanium on June 17, 2019, 05:51:17 PM »
Maybe for footwear there should be a new quality type, or rather rigidity, durability factor,...

To elaborate, footwear could deteriorate at a constant rate for each "step" you take. Better "quality" footwear would take far longer to go down on the scale. But also different materials would affect this rate, for instance using one would take longer to deteriorate than using another of the same starting quality.

For this, the quality levels could go, for instance, from best to worst: durable, dependable, (no tag), basic, shambles/wrecked

As for why you would want to have better footwear, maybe having durable would just take longer to degrade, but having lowest quality ones would make you go slower (same as would having no shoes, but you could maybe have a chance to get a cut if walking barefoot on certain type of terrain?).

Just my two squirrel hide cents.
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Modding / Re: New furniture item: "Chest" for storing things
« Last post by Dungeon Smash on June 17, 2019, 01:52:25 AM »
Yes, I was a little surprised to learn this was already in the mod too. I built one in the game, and you can indeed make it display on top of the other items by dropping it on top (I roleplay this as "closing the lid".) It does appear that larger items like cloaks are poking out the sides, but my chest at home isn't that different...
I agree that it would need special coding, and probably belongs more in the suggestions area.
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Bug reports / Re: Magic Berrys!
« Last post by Saukko on June 16, 2019, 09:25:41 PM »
I've been playing around with some game files, and one of the changes was changing the month names to modern names in urw_defs.txt, and noticed that I started getting unseasonal harvest - I got broad beans, hemp (in villages) and black ear mushrooms in Swidden/April (I think what I had planted myself in my own field showed the correct time, but I'm not sure about that). Then I changed the month names back to the original, and  now it again displays the correct harvest month. Could this be related?
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Gameplay questions / Re: Craft question
« Last post by Tom H on June 16, 2019, 11:34:06 AM »
Wow! The villages have been replenished with goods! And, I finally found a Masterwork Broadknife! To top it off, I also, finally, got a Foreign trader with a Masterwork Mace to offer it in trade. That is used for the final step in my hideworking, softening the hide. I guess it's time to pull those cured hides out.
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Modding / Re: New furniture item: "Chest" for storing things
« Last post by Brygun on June 16, 2019, 02:38:13 AM »
The BAC mod has this built in.

It does???

*Brygun keeper of the BAC wanders off to check the mod*

hmm... probably Carpentry...

Yep...

Wooden Treasure Chest.

Well... sort of.

It will create a nice graphic of a chest. As to whether it will display on top or under the piles of stuff isn't something I can code. Possibly picking up and dropping it will change the display sequence.

There is also an outdoor table with a pretty big graphic to clean things up.

A hard coded storage location would, AFAIK, have to be coded by Saami or Erkka. That is the only way (AFAIK) to have the cellar like graphic affect of deactivating the display of all the pile of stuff. The chest, table or other item function as big things hopefully covering the pile.

The BAC furniture items could well display as if the chest was bursting with clothes. Which might fit your immersion too.

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Development News / Re: Craftable birch-bark items and associated ponderings
« Last post by PALU on June 15, 2019, 06:53:24 PM »
I believe the logic behind player made clothing being capped at decent quality is that higher quality items would require a considerably larger work investment, and the current system supports interruption/resumption of only a few tasks, so higher quality items would need support for working on the items for several days.
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Development News / Re: Craftable birch-bark items and associated ponderings
« Last post by koteko on June 15, 2019, 04:41:18 PM »
@Sami could leather boots be made craftable? This would pair perfectly with the wearing-out.

Also probably leather should last more than fur, I wager. And quality should factor in, shouldn't it?
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Gameplay questions / Re: Craft question
« Last post by PALU on June 15, 2019, 03:38:42 PM »
A broad knife is the preferred tool for hide working, and so this tool provides a greater benefit than other knives of the same quality. I'd expect the difference to be approximately one quality level, so a Masterworks knife of a different kind being about equal to a Fine broad knife.
You can experiment by having both a Masterworks "other" knife and a Fine broad knife in your inventory when skinning a carcass, observe the text to see which one the game selects, drop and pick the knives up such that they end up in the reverse order in your inventory, and then observe which one is selected for another skinning task. If the same knife is selected in both tasks that's the "better" one, and different ones are used they're equally good.

If I remember correctly, a Fine broad knife is sufficient to be able to make Superior hides, while a Fine knife of other types fails the equipment test. However, I may remember incorrectly and that's for Decent knives, but anyway, a Broad knife can be of one quality level lower than other types to allow for the same best result.

Thus, I'd expect a Masterworks broad knife to add an extra bonus to your success roll over a Fine one, which matters a fair bit when the chances are so low.
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Gameplay questions / Re: Craft question
« Last post by Tom H on June 15, 2019, 01:00:16 PM »
Ummm... You've reminded me that I've never been able to find a Masterwork Broadknife for my main guy. Do you think it matters a lot that it's only a Fine quality blade? I'm wondering if arranging it so I can only access a Masterwork Knife, or MW any-other-knife would be of greater utility than my plain, old, Fine blade?
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Suggestions / Re: Wound treatment suggestion
« Last post by PALU on June 15, 2019, 10:50:30 AM »
I've had bleeding stop on its own without treatment both on my characters and on dogs and companions (and a lot of cases on enemies and prey). I think it's safe to clean wounds prone to reopening if you know the blood staunching incantation and apply it immediately unless you're almost completely out of blood, but without it and being seriously low on blood I don't take the risk (when in a somewhat better shape I make sure to have suitable blood stemming herbs on hand).
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