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Good to hear more discussion and opinions on this matter.
There seem to be some differencies in how people perceive the modifications working in the game world, and from devs point of view it gets a few more extra layers and viewpoints to it.

To pinpoint it; modding code modifies the existing elements, more or less. It can't modify the properties the items don't have, or to add game mechanics that don't exist. For example, items have a name, and it can be modified to anything at all, but naming cat a dog doesn't make it essentially a dog. Nevertheless, lots of things and stuff to do can be created with the modding code.

With the above in mind, one must understand that even with a separate key or limitless mod entry space the player confusion with mod created items may continue happen when new mechanics are introduced. For example, if there are modded hafts or items put together from modded heads and hafts, they aren't working as genuine multi-part hafted items in the game. (I don't know actually how the game might deal with such but maybe the hafts won't wear out, the proper head doesn't drop when the item breaks, and so on.) Confusion and frustration may follow as players who aren't into modding will have to deal with the oddly and wrongly working items. It's not a problem for those who are aware of the modding and it's underlying mechanics, and maybe can even convert items as in Plotinus's example, but with the public mods who get into hands of average players the remedy or regarding information in these cases is best to come quickly.

Surely, a separate modding make menu will make things (also updating) easier and also keep the original and modified entries nicely separate. But it may be that for an average player who's used to create modded item A from, say a new Modders Make menu, they may fail to notice it having appeared as a genuine game feature or item to the original Make menu. So the confusion and game mechanics incompatibility with the modded items is evident to happen to some extent from time to time, even if there was limitless space. But it's ok when it's remembered, understood and addressed clearly to the mod users when necessary.

In any case, separate menu seems to get support from this small bunch of thread participants.
But it really doesn't happen just like this:
.Modders Make Menu. "Make menu" [effort:0] *CODING* %50%  /5m/
{Make menu}

;)
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Ah thanks.

I'm not asking for changes to the "B" build but the crafting "M" make due to the overlapping that is now happening as Saami adds crafting creating duplicates to what has been possible in the game for in some cases over 10 years. Craft menu space is needed.

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Bug reports / Re: Grinding flour
« Last post by Plotinus on Today at 06:46:33 AM »
my work flow is to have two bags, always grind into the empty one, and pour into the fuller one, which works to avoid this, but it'd be nice if the game could do the math for me.
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Bug reports / Grinding flour
« Last post by JP_Finn on May 09, 2024, 08:08:41 PM »
This one has been around for a while, finally decided to report it.

When you have a bag, or other container of grain/seeds/roots, with over ~4lbs of produce in it, and choose to grind in to a container that has less capacity than 4 lbs; you use 4 lbs of grain, and only get the maximum capacity's worth of flour.

e.g. grind barley from full bag, choose a birchbark box as target. 4lbs of barley will be used and yet you'll only get 2lbs of flour.

Choosing 2 or more stacked containers, with enough capacity to hold 4 lbs of flour; only one container will be used, the other(s) stay empty in the inventory.

Expectation here is that:
  • grinding would only use grain/seed/roots in the capacity the receiving container can hold.
  • Use multiple containers to receive the 4lbs grinding output.
  • Prompt for "How much grain/seed/roots to grind?"
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Bug reports / Re: [3.84p1] duplicated stone axe
« Last post by JP_Finn on May 09, 2024, 07:53:27 PM »
I manually paused the task, slept, and resumed crafting. No other items on the ground. No extra Slender Trunks in reach either.
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Bug reports / Re: [3.84p1] duplicated stone axe
« Last post by Plotinus on May 09, 2024, 07:45:23 PM »
I have crafted some other pausable things with other characters without this occurring, so maybe only certain items are affected or there are some special conditions for it.
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Bug reports / Re: [3.84p1] duplicated stone axe
« Last post by JP_Finn on May 09, 2024, 06:55:51 PM »
I have another save, not stone-axe, but 3 blunt arrows.

And not 6 completed blunts, but 3 complete and 3 largely crafted on the ground.


edit: Finished the duplicate crafting again and it only produced 1 decent blunt arrow.
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Brygun, the preload of mods was in Sami’s post; response 7, to Galgana’s question about biy_glossary limitations I.e. returning original recipe ingredients, not the currently loaded recipes ingredients. Currently if you build vanilla shelter, then comment that out, enable punt shelter from BAC, deconstruct the shelter; you’ll get punt shelter ingredients, not 3 slender trunks and 20 spruce twigs that the shelter was originally built with.
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Just wanted to post on this- i think an additional key for modded menus is a good idea.

I implemented my own version in my old mod extender project,

Thank you.

I recalled it existed but at time didn't need to use it myself. Couldn't remember its name or maker. Thank you for bringing it up.
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Dedicated hotkey for mods would make sense.
But would that outrule current option to touch up/edit vanilla recipes?
I like that I don’t need to add new menudef to add say wooden mugs or making stakes from boards, just add those in the vanilla diy_glossary.

The most important and really only change Im asking for is a make menu the vanilla recipes updated by the dev never go into. You could edit the vanilla recipes just like now. For large mods changes in the vanilla in the update can cause a series of cascade issues. A lot of time by the caretakers has gone into shuffling things to fit into the 625 slots we have now. When "H" was picked for hafted that impacted a slot of 25 of those.

I'm only asking for a modders safe space.

Saami would go on adding things to the 625 slots as he moves along. It just that those changes wouldn't immediately collide with the large mods.

The mod space would be sitting at its version with no changes until such time as the modder gets to updating it.

Without a safe space it will be an ongoing cycle of immediate complaints and disruptions to those playing the large mods.

The management of the 625 recipes of the mod space is upto the modder. If there is a large modder, like BAC or others, its up to them to manage the mod-625.

Imagine if in the future Saami decides to start on player blacksmithing and adds his version of charcoal as one of the steps. Immediately the vanilla-charcoal isn't the same as mod-charcoal. Recipes people are in the middle of using don't work. To put in the vanilla-charcoal a menu space or menu letter was used creating problems in the shared-625 that doesn't exist if we have a mod-625 vs dev-625. With the split the mod recipes still exist and their version of charcoal is accessible for those in the middle of long tech tree work.

When a player sees an update for their mod is available they have a choice of when to make the transition. Thus a chance to finish any big project like making an iron helm.

Also for reading all the recipes at game launch, it’d make testing mods a massive pain. Edit, save mod. Shutdown, start game. Find a need to edit further.  Repeat.
No thanks!

I dont see how that would be necessary. Even now, other than menudef, you can have a game running and edit a recipe then go to the make->item and it loads the menu current in the text file. Nothing I've suggested would change that. Not sure if someone else was saying that or where this came from. You'd don't need to reload the game to check changes in a recipe.



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anything