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41
Off-topic / Re: Be ready
« Last post by Dark Art on April 07, 2024, 02:00:32 AM »
Another cruel and bloody year goes by and still we stand, so I might as well keep the post going. Its funny... Sometimes priorities change so dramatically that its completely unpredictable. if someone told me that my major life goal would be to visit a family cemetery and be able to pay my respects to those who went before me, I probably wouldnt conciser that person fully sane. And yet here we are... 

Learn from our mistakes good people of the world. Learn and never, ever let your guard down. Dont let yourself get complacent, this world is full of evil. Be always ready to defend your home and your loved ones. You can always buy new things, new stuff... But if you lose a relative, the only place to visit him or her would be a family cemetery. And that would be if you are lucky and your family nest wouldnt be in occupied territory.

Please be ready. Always be ready yourself and teach your kids.
42
.Half log.랑 .Quarter log.의 "Base item"이 "Log"로 되어있더라고.

그러면 서로를 무한히 복제할 수 있는 문제가 있어. 예를 들어 log를 쪼개 half log를 2개 만들면 log를 소모하는데, 만들어진 2개의 half log도 log니까.

난 일단 Base item을 "Arrow shaft"로 두고 하고 있어.
43
Gameplay questions / Re: Can not make shovel haft
« Last post by Plotinus on April 04, 2024, 09:08:32 AM »
Hmm, if there's a BAC item with the exact same name as the shovel haft you'll have to comment that out too (find which file has it and then add // to the beginning of each line in that recipe)
44
Gameplay questions / Re: Can not make shovel haft
« Last post by Jugger69 on April 03, 2024, 07:19:28 PM »

Quote
You can edit menudef_BAC.txt, comment out or change the letter "H" so that it doesn't override the game's [H]afting menu any more.

Well .. that did not work.

If I press "M" there already was a "H" (Hafting) option. And it does not change anything if I edit the menudef_BAC.txt file to use letter "G".  ???
And "yes" .. I quit the game and restarted it.  ;D

45
add a // at the beginning of the relevant line in the menudef_BAC.txt where you see
Code: [Select]
.Hide and Bone.     -H- *MAKE* . It will look like
Code: [Select]
// .Hide and Bone.   -H- *MAKE*. This will comment that lien out.

or change the -H- to a different letter, for example a menu you don't really use, for example F. Then comment the other line with that letter out by adding a // at the start.
46
Gameplay questions / Re: Can not make shovel haft
« Last post by Plotinus on April 03, 2024, 08:06:20 AM »
You can edit menudef_BAC.txt, comment out or change the letter "H" so that it doesn't override the game's [H]afting menu any more. You might have to change some other letters around too, so that you can keep the parts of BAC that you use most -- you probably want to get rid of fletching since the game has that now.

A more time consuming change would be to go through all of the diy_* files and update to them to use the new items but just making the menudef change will get you back on your feet.
47
Gameplay questions / Re: Can not make shovel haft
« Last post by Bert Preast on April 03, 2024, 02:56:17 AM »
I don't think the BAC mod has been updated yet to cope with the new hafting mechanism; so for now you have to choose between BAC and having hafting, arrow making, and a few other things not working, or playing without the mod for now.

I'm in the same situation!

48
Gameplay questions / Can not make shovel haft
« Last post by Jugger69 on April 02, 2024, 06:42:14 PM »
Hi there,

after some years absent, I recently came back to the Unreal World.

I am playing 3.83 + BAC 3.82 and I am not sure if the problem I have is a bug, an incompability between the gameversion v3.83 and the Mod being for v3.82.

So .. here we go:

After some extensive work in the gardens my shovel broke (well .. I had two shovels and both are broken now) and I can not find a way to produce an shovel haft.

Under "M" - "Hafting" there are only two options: Haft a weapon or tool & Remove the haft

Under "M" - "Carpentry" there is a way to create an axe haft.. but no shovel haft.

I have looked through all options, but I can not find a way to create that shovel haft. I could use BAC to create an iron shovel, but the shovel head is incompatible to the iron shovel head.

Any help?

Thanks! :)

 


49
Development News / Pausable weapon crafting
« Last post by Sami on April 01, 2024, 09:09:47 PM »
The current pausable crafting mechanics have been tested quite extensively by now and only a few adjustments have emerged.
This is promising as eventually all the item crafting will be come pausable - and lesser the problems at this point, the sooner it happens.
For the time being we're still proceeding in small sections and next the crafting of weapons listed [M]ake->[W]eapons category will become pausable.
There will be some adjustments to certain weapon production times as they can be now increased to more reasonable levels.
Shortbows for example will get an average production time of 12 hours or so. A skilled character with quality tools may still be able to craft a shortbow in a day, but with mediocre skill and tools it's a process of several workdays.
Stone-axe will get the greatest production time increase - we'll be talking about 50 hours or so. It really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe will become a survival option which you won't take up too lightly.
For other weapons the changes won't be that dramatic, but changes are still to be expected.

These are future features - not yet functional in 3.83.
50
Development News / Re: Springs
« Last post by Sami on April 01, 2024, 05:19:04 PM »
Will you work on adding brooks and creeks from those springs also?

No, just springs for now.
Brooks and creeks would be a great terrain feature, but that requires kind of a world generator overhaul to have them find meaningful pathways into the larger bodies of water.
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