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Re: Cellar mechanics
Well since you're not a bot (as pointed to in a reply) Internal cellars were removed / changed in game in the last few versions. Now all cellars are "outside" You can still put one in a small building, just visualize that it has no roof. If you're storing meat, this should protect it from dogs/cats/bears (unless the door is open). For storing plants a cellar with a good number of small deadfall and or loop snares. You can also enclose it in some fencing. March 25, 2021, 03:51:37 AM |
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Re: Cellar mechanics
Are animals more likely to try and take plants than meat from a cellar? I'd say there are many more animals that will steal plants, but then when I see predator track in my base I usually take action. squirrel, rabbit, birds, elk, reindeer vs glutten, fox, lynx, bear, wolf, dogs.. I'm sure I've left some out March 25, 2021, 04:06:59 AM |
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Re: "Task List" completion problem
Zoom out, walk 3 tiles, zoom in, make a small deadfall or whatever, set and bait, zoom out, go back home. Go back and check the trap. May 21, 2021, 08:16:03 AM |
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Re: Modding Tutorial and Help
I'm trying to add in a Quern flour recipe for lake reed roots, into the BAC mod. Here's how they've defined the working recipe for Barley Flour: There are two (2) types of base flour(s) which can be produced in the game: rye-flour and barley-flour You could make something called "lake reed-flour" but it will still need to be either (rye-flour or barley-flour) in the background. So something like this should work as well as expected: Code: [Select] .Grind Lake Reed-Flour. "rye-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON* /20/ In order to add your own flour you could probably do it via the flora files, but that's a more involved discussion. Hope that helps you out May 22, 2021, 12:15:04 PM |
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Re: Modding Tutorial and Help
Lake reed flour exist in vanilla, as does bogbean root flour as well. For all the "Base" or vanilla items that exist in the game (That can be made from a craft etc) You can search the file "create_objects.txt" after running the game at least once. Note: Certain mods may add "names" in to this file even though they are not true base items. May 23, 2021, 06:37:07 AM |
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Re: Cats! (and mice/rats?)
Ah it's been a while since I've seen a cat thread.
August 28, 2021, 07:43:11 PM |
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Re: Use of a dead vagabond as bait
I believe it is suitable 'bait' for a bear if there is evidence of one in the area. Might also for for wolves. September 05, 2021, 11:34:57 PM |
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Re: Can I split big fish?
is it possible to chop salmon to couple of pieces for my many dogs? Privateer made a mod for this a couple of years ago: The mod sets the "fish cuts" to Pike but if you drop this in it should work fine: Code: [Select] .Clean fish. "Salmon" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /30/ %10% |-2| [patch:5]
November 01, 2021, 02:06:30 AM |
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Re: Help please mod not visible in-game
I didn't check the mod for function, However I can help with why it's not showing. You need to define your submenu since you're making a new 'tag' [SUBMENU_START:Baitseeking] Blah Blah [SUBMENU_END:Baitseeking] Either open menudef_additional.txt and add a new line: Code: [Select] .Baitseeking. -1- *MAKE* Or Make a new menudef_name.txt file and add the line above. Or change the tag to an already embedded tag making your mod show in that menu; Code: [Select]
November 03, 2021, 05:15:03 PM |
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Re: Help please mod not visible in-game
It worked thanks i got a worm but i can't use it as bait so i guess it half-works lol progress Changed the raw fish for a [TYPE:] parameter. also added a touch of weight. I think with the food type it should let you fish it. Code: [Select] .Dig worm. "Hunting Horn" [effort:4] [phys:arms,hands,stance] *COMMON* /1h/ [noquality] [patch] November 03, 2021, 11:17:09 PM |
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