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Bry, I think you missed the joke in the recipe. 5minutes with %50% skill boost and 0 effort too. I half expected it also to include [phys:stance]
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Bug reports / Of Wolf and Woman
« Last post by JP_Finn on May 10, 2024, 11:57:35 PM »
Not sure if intentional, but seems like the wolf spawned for the quest, might end up dying anyways... when it spawns on river, during Swidden's thinning ice.

Character got to the area, heard wolf howl NE, while on the wrong side of river. I waited for some days, and the river cleared. Went looking for the wolf for several days, but no tracks, no howls. Lo and behold, it'd gotten (or spawned) on thin ice and drowned.

I do not have a usable save to try and recreate this.
Animals tend to stay away of water, maybe have them stay off thin ice too? Very least don't have them spawn on thin ice.

Edit: Made it back to the village, there's no option to tell the woman that the wolf is dead.
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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}


You asked for the modding community input.

So we don't matter to you?

Just a "small bunch".
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Suggestions / Re: Make Menu only for Modded items = saving BAC and other large mods
« Last post by Sami on May 10, 2024, 11:02:02 AM »
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 May 10, 2024, 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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