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Topics - JP_Finn

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31
Modding / 2 source material names in one recipe?
« on: June 09, 2023, 11:19:24 PM »
Is it possible, (I haven't got to work) to utilize 2 source materials names in to produced good?

Namely fish stuffed bread. I can call it "Perch stuffed bread" or "Fish stuffed barley bread" but I can't figure out how to make it come out:
"Salmon stuffed rye bread"

Sort of a 'kalakukko'
Spoiler: show
Code: [Select]
.Fish stuffed bread. "Bread" *COOKERY* /1h/ \50\ %15% |0|  :148: [patch:3]
{[NEARBY_TILE:Fireplace]} +'Heated fireplace'
{Flour}      #1# [remove] [roast] [name:fish stuffed %s bread] [patchwise]
{Water}    #0.3# [remove] [patchwise]
{Wooden tub} [ground]'+ for proofing the dough'
{Raw fish} #1# [roast] [remove] [patchwise] [b][naming: %s original][/b]*
{Knife}<Fishing knife> '+for preparing the fish'
{Seasoning} #0.2# [remove] [roast] [optional] [patchwise]
[COOK_WEIGHT_DIV:.77]
[TILEGFX:it-bread]
*tried with and without, replacing fish in {Flour line with additional %s

32
Modding / Is broken arrow a base item?
« on: June 09, 2023, 09:25:28 PM »
i.e. something showing up in timber category and not usable for crafts.
I don't like ordinary wooden items producing fancy sounds aka hunting horn.

33
Bug reports / Flowering and after: won't stack
« on: June 09, 2023, 06:52:19 AM »
The plants harvested during flowering period and same plants harvested after the flowering is over: their leaves nor roots will stack.
Harvesting leaves of young plants stack with leaves of plants from flowering period.
Harvesting more of the plants the following years, leaves from young plants still stack with leaves from earlier years' young and flowering period leaves.

Seems like a tag from the plant of not carrying flowers carries over to other parts of the threshed goods.

34
When using a wild cards in a cooking recipes and on item selection they default to full inventory. It'd be cleaner to show only selected category, same as say {Raw meat} opens Food category to select from.
I've tried [type:food] on the ingredient line (grouped with [remove], [roast] and the like), as in when creating a custom item, but it has no effect on initial item selection view.

Please can we get either [type:] support for ingredient selection, or create new item list entries for {Meat}, {Fish} and {Fat}

35
I just finished a trading trip and came back to cabin. Picked up nettle straws set to drying before the trip. There was 1 larger batch and 4 smaller sets. Once I picked them up, they got put in 2 stacks.
135, dried nettles weight 5.1 lbs
The merged stack of 100 nettles, weights 15lbs.

I've not noticed this before. Maybe something changed in 3.80?

36
Gameplay questions / Animal in forest cover
« on: June 06, 2023, 08:36:01 PM »
Has anyone managed to find the missing animal since the tracks degradation was implemented?

I can only find "old sheep tracks leading to SW" on wilderness map and after using Tracking on every third zoomed-in tile, in that tile and the tiles to the west, south-west and south. No local sheep tracks found (found badger, bear tracks).
This characters Tracking is only 47%

I'll go report "not found" in the assigning village, just 2 days left (had to work that bear fur).

37
Suggestions / Cooking in [embers]
« on: June 03, 2023, 12:16:59 AM »
We got ember roasted turnips couple years ago are were teased of getting [embers] as cooking option.

Please?

Even better would be to adjust [bake] and also add [stew] to replace current [bake]

So the cooking tags would be:
[roast] require fire
[boil] require fire and pot
[bake] require hot fireplace
[stew] require hot fireplace and pot
[ember] require hot embers

Or allow [bake] to commence without a pot, so we can utilize hot oven for breads, and baked fish. But that might be more coding work.

38
Bug reports / Fortified village, no wall [3.80]
« on: May 31, 2023, 06:28:53 PM »
Looking for a Driik smith, found a Fortified village, but the village was generated without wall. Wilderness map shows the the icon of Fortified Village. The "local biome" picture up top says it's Fortified Village. As does the location text on bottom.
New character generated in 3.80 Stable.
Compressed and emailed.

39
Making stone arrow heads requires one to hold the stone in the inventory that's used for grinding the heads. Rocks on the ground prompts "you use a rock nearby" but stone asks you to choose one in your inventory.

Grinding flour lets characters use stones on the "nearby".

40
Suggestions / Changing items to new Miscellaneous category
« on: May 23, 2023, 07:19:20 PM »
Pretty simple suggestion, change categories of non-weapon and other items that don't function as weapons or tools without assembly to Miscellaneous.
Arrow heads, bow strings, bandages, fish hooks, feathers, antlers, skulls, bones, and teeth.

Less clutter, all items still readily available.

41
It'd seem the encumbrance penalty calculation is somewhat bugged with 3.80 Stable.

New character, 221lbs (about 100.5kg), carrying 35.8lbs (16kg) incurs a 10% penalty. Most of the weight is from a fur overcoat.
Also noted, when carrying load at body weight, the encumbrance penalty is 84%.
It used be body weight +50% to incur a 49% penalty; any higher than that would bump the penalty to 100%.
Now exceeding the bodyweight+50%, incurs a penalty over 100% encumbrance. (123%-ish)

42
Bug reports / Snake active in the winter
« on: May 22, 2023, 11:59:43 PM »
Might be some Unreal snakes, but as my character went to check traps. After all the cold snap eased off after bottoming out the temperature gauge. Guess how surprised I was to see a snake in one trap.

It is bit warmer, I'd say from the temperature gauge that is about -25C or about -12F. If the cold snap at the bottom is -40.

43
Correct past tense of 'cast' is 'cast' (not casted)

44
Bug reports / Gap in knowledge [3.80Beta]
« on: May 04, 2023, 09:41:47 PM »
3.80Beta

Asking a person if there are any villages nearby, they might be oblivious to any exist. Immediately after ask same person if there's a sage, and suddenly the same person knows that not far, few miles/kilometers away in a village, is a sage.

45
Bug reports / Zooming in, inserted on thin ice
« on: July 18, 2022, 01:23:19 AM »
During freezing of lakes, character zooming in, facing water (lake, river, sea) gets often inserted on thin ice.
Zooming in to similar location during open water will insert the character on land.
This during period when Wilderness map travel over waterways is blocked.

see attached

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