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[Fixed - persists in 3.84] 'Abandoned Trap-Fence' starting scenario Not sure if this has been asked before, but searching for 'Abandoned Trap-Fence' resulted in only 1 unrelated post, so here goes:

A couple of times I've tried creating a new character with the 'Abandoned Trap-Fence' starting scenario, but this time I decided that some of the fences aren't exactly.. 'strategically placed'.. so I decided to disassemble a couple of fences, and lo behold.. I got 2x Birch-bark Ropes (5 m) for each disassembled fence.. I would have thought I'd only get 2x 1.33m of withes, NOT 2x 5m of ropes.

Not sure whether this is intended, a bug, or simply an oversight?

Cheers,
McKwack

April 30, 2024, 05:53:06 AM
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Re: Make Menu only for Modded items = saving BAC and other large mods Without getting further into this a few things come to my mind...
Now I haven't tried BAC or other mods, except for snippets provided for bugfixing, but if it's eating up all the space there must be hundreds of entries to make - right?
If that's the case I'm just wondering are they all absolutely necessary... or could there room for quality over quantity approach, removal of some probably excess curiosities, streamlining recipes to meet more with the existing resources or make categories, and so on?

(Also, are there any "other large mods" that are found troublesome to keep up with the recent updates to the game?)

May 01, 2024, 05:21:20 PM
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Re: Make Menu only for Modded items = saving BAC and other large mods
The number of entries is likely in the hundreds yes.
..
The make menu allows IIRC 24 letters. Of the 24 letters allowed BAC uses 22 with only about 2 unused. Thus any update which makes use of a new letter, like hafting did in 3.83 creates collision with the mod.
..
It has the production steps for gathering, smelting, forging iron to make axes, swords, metal armor, helms. There was bow making and arrow making. More items included wool making for wool clothing, retting and so on to end up with cloth clothing and bags, clay crafting for pots and containers. A collection of cooking recipes as well.

Okay, so it's hundreds, thus I believe my pondering is valid. (Are they are absolutely necessary... or could there room for quality over quantity approach, removal of some probably excess curiosities, streamlining recipes to meet more with the existing resources or make categories, and so on?)

And yes of course, any update which uses a new letter reserves that letter, it's not a surprise, but there haven't been that many new letters over the past years so I don't suspect re-organizing few letters is a problem. And as the system is as it is now, the easiest solution to fix the mod to work with the current updates is to streamline, reduce and re-organize.

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I encourage and expect the ongoing vanilla adds to pull in the mod versions of things, like bow making now, into vanilla recipes. That's a good thing.|/quote]

As mentioned we don't actually follow mods. Also from dev's point of view adding new items with new mechanics that actually tie them into game world within the core level needs to be done with old-school programming. Modding is player's thing.

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The challenge is as new vanilla crafting methods (nets, axes, bows) there is both space needed and a duality that exists. Since a BAC install will overwrite some menus reports are players get confused as to if they dehaft with the new vanilla system they then end up in a BAC menu which doesn't use the same thing and vice versa.

Hmm. Why won't you remove the duality from BAC then? If there is somekind of hafting in BAC, what's the reason for still keeping it in there and reserving the space when there's proper in-game hafting mechanics to use.

If the intention is to have modded counterpart for everything, and not to utilize the existing resources and mechanics, it's doomed way anyway. For example proper hafting where the item is treated in the game as the head and haft can't be created with modding. Surely an illusion of it can be created, but neglecting the item handling etc. provided by the game may lead into unexpected problems during the gameplay. And same goes for variety of items. If all of the existing, especially the hardcoded stuff, is replace by just modding it's actively breaking some game elements here and there.

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So to avoid the large mod overlap with the least programming it would be good if we could have a modders second letter for making items. We could just stick large mods like BAC there. Then when the game updates, as it should, with new updated items players current games would know to continue with vanilla or BAC. Example being axe making and rehafting are not compatible between 3.82 BAC and 3.82 vanilla.

As we're very occupied with the pausable and crafting additions I don't have time to seriously consider the options, but I'll digest things when time allows.

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If you do want to at least see how much was in BAC it was last updated to 3.82 so please use that version of the game. There is short adjustment needed for 3.83. No updating has been put forward for 3.84. Even a few minutes would show you the extent to what BAC grew into.

I'll have a look when time allows, and will get back then probably with better insight of the possible solutions to remedy things - which I'm afraid now also calls for cleaning up the mod code too. I get there's lots of entries, and it's been lots of work to come up with, but for me personally things that advertise themselves as having 15,000+ items and 7000+ different trinkets are are turn off for me. That's just me, though.

May 02, 2024, 01:32:27 PM
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Re: Spring things, pausable things, future things
Literally waited YEARS for marriage and kids features to arrive. Can't believe it's finally in the works  :'(

I feel your pain. There are some features that I've wanted to have for years, and they are still not there.
May sound like bit of a joke, but it's actually true.

May 03, 2024, 01:05:51 PM
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Re: Make Menu only for Modded items = saving BAC and other large mods I think this is a good discussion, and I'm glad that the discussion is happening.

Also, just to make it clear; I don't see any offense intended, nor do I intend to do so myself by this comment. Just trying to ponder on a bit more abstract level;

OK, so the underlying problem is that there is a good large mod a lot of player like and use the mod - and then any new update to the vanilla game introduces something which is not compatible with the mod.

What needs to be done to fix that? I see two main alternatives;

1. The mod is updated to make it compatible with the latest version of the game
2. The vanilla game is modified to keep the new version of the game compatible with an old version of a mod

Or, the same worded bit differently;

Oh noes! A mod is not compatible with the latest version of the game! Somebody do something to solve this! Who you are going to call? Ghostbusters? No? Then who can do a bit of extra work to solve the issue?

1. The modding community to the rescue! Mods are by the players, for the players, so both making and updating the mods is something the players can contribute
2. The lead developer Sami! In addition to making all the updated to the vanilla version why doesn't the guy just do some more extra work to keep the game compatible with the mod !?!!

---

Now, this maybe does not come as a surprise to anyone, but in both descriptions the option 1. seems more natural and fitting to me.

And then, in the case of BAC, if the underlying problem is that at the moment Brygun wants to focus on other things and is not actively maintaining the mod - then who should step in to fill the gap? Sami the lead developer? Or someone else from the modding community?

I'd say "the modding community" - like a clear message on the modding forums telling that at the moment the B of BAC does not have time to actively update the mod, so looking for new people to contribute, keeping this beloved large community mod alive and compatible with the new versions of the vanilla game.

---

Again, I'm not claiming that this is the truth to this question. I'm just trying to clarify the way I see the situation, and I have a feeling that Sami's opinion is not so much different. But if you, the players and the modding community, see things differently or wish to point out something obvious I'm missing in my reasoning, I'm happy to hear your voice.

If I understand correctly the points already mentioned, the suggestion has been that a little bit of 2. is wished for, as seen from the player perspective Sami adding just one extra hotkey to the vanilla game should not be very much of extra work, but that little bit by Sami would offer an enormous relief for the modding community, bearing fruit for years to come. And then the reply to that involves the usual "woah, not to fast - let's first consider this carefully to see if adding that one extra hotkey is going to bring about new problems, or if it is going to require so much additional coding by Sami that it waters down the entire argument of "little extra work to reap enormous gains" instead of "the modding community doing the modding"

May 06, 2024, 10:30:34 AM
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Re: [3.84p1] duplicated stone axe 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.

May 09, 2024, 06:55:51 PM
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Re: [3.84p1] duplicated stone axe I manually paused the task, slept, and resumed crafting. No other items on the ground. No extra Slender Trunks in reach either.
May 09, 2024, 07:53:27 PM
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Grinding flour 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?"

May 09, 2024, 08:08:41 PM
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Of Wolf and Woman 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.

May 10, 2024, 11:57:35 PM
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Re: Make Menu only for Modded items = saving BAC and other large mods Also, just to be sure, a few more word of clarification on my side:

I didn't mean to say that adding a new key to bring up modded recipes would not help at all with maintaining and keeping the mods up to date with new version of UrW.

What I was thinking was a scenario like this:

1. Sami adds the new hotkey
2. But somehow it happens that no-one from the modding community updates BAC recipes

Then, the way I see it, the underlying root problem would remain unsolved - the extra hotkey probably would make it easier to access all the recipes in the mod, but the confusion with vanilla items and modded items, and vanilla recipes and modded recipes would still continue to exists.

But, I do see the point represented by PALU and others; having that extra hotkey would help in the transition phase, when a new UrW version introduces new mechanics, and the mod needs some time to adapt, and a clean way to access "compatibility recipes" to transform old modded items to corresponding new vanilla items. And that is something I fully support, and to me this sounds like a good argument.

---

Also, personally I like the modding approach. And in my opinion Sami has been maintaining a fine balance between "an artistic indie coder following his inner vision" and "listening to the player suggestions and wishes" - not locking up in the ivory tower, nor getting lost in the endless swamp of "design by committee". I see my role as helping Sami to develop the game which fulfills his inner vision.

And, at the same time I see that some players wish for a fully moddable game, which would have the modding in-built into the core structures of the game engine. I find that an interesting idea, but I do understand that it would be an another game, not UrW but something different. Now, as some of you might already guess - I suggest that those interested in exploring the possibility of a fully moddable survival game could take a look at the Ancient Savo project and its modding system. (not wanting to hijack this thread, just my contribution to the theme of "yes, Enormous Elk does care about modders, modding matters")

May 12, 2024, 11:08:49 AM
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