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Modded crafts menu, spin-off features and wood type modding Separate menu for modded crafts is mostly up and running by now although thorough testing that follows will likely bring some more work on the table.
A good amount of re-thinking (and code rewriting) was required to get the [r]epeat last task option to learn and properly distinguish what menu action should be performed
and from which files the data should be fetched. As a spin-off result we'll be now seeing the actual craftable item name always displayed in the [r]epeat last action field.
Moreover, if the item was crafted from the modded crafts menu there will be (mod) prefix tag to indicate that. Eg. "(mod) Big club" or "(mod) Decorated fishing rod".
This way one can easily distinguish [r]epeat crafting of modded alternatives from the original ítems, especially if they have the same name.

We'll be also featuring a new [masterwoodtype] modding tag that can be used to derive the original wood type from the used wood resource into the crafted item. We'll likely also put this in use with some selected items, eg. wooden stakes which will then start to appear as pine stakes or spruce stakes etc. It's not appropriate to have all the wooden items to derive the wood type as this would only make the character's inventory less readable and functional, but it will be used where the wood type really makes difference gameplay wise.
For this and data structure reasons it's likely that the tag can be used only for timber type crafts.  There are bunch of issue still to solve to have all this work properly, but the wood type will start to appear as a visible and effective item property also elsewhere than with tree trunks. One of the things still being worked on is that names of the items with wood type property are being generated on-the-fly rather than using hardcoded item names. For example, an item called '"Wooden stake" we'll be displayed as "Pine stake" if it's made of pine.

These are future features - not yet functional in current version 3.85.

February 06, 2025, 07:04:12 PM
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Wrapping up the crafting menus, dialogs and the wood type preferences Slender trunk wood types and their effect on item crafting.
Wood type being derived from the raw materials into certain crafts.
Separate menu for modded items.
These are things that have been on the table lately, and they've kept me quite occupied - as I expected.
Lots of code re-write, lots of checking and adjusting with the existing content, and several little spin-off features emerged from these additions
but now we're in a good situation where these can be wrapped up - and then move onto other features.
You'll be seeing the full potential and effect on the gameplay in the next version, and now let's wrap this post up with a few screenshots and remarks of these additions.


Sara is crafting wood slats, with an intention to make arrow shafts from them - and there are several additions to be seen in the screenshot.
Firstly, we'll see that birch is now also a preferred wood type, in addition to pine. As a result the best wood slats, and the arrow shafts thereof, are now made of pine and birch.
But here Sara goes making her wood slats from spruce, which is also doable, although the highest quality results can't be expected.


Sara has been making some wood slats from slender spruce and birch trunks and is now crafting arrow shafts.
Here you can see that Sara's inventory shows wood slats described by their wood type rather than the generic name. This is the new wood types in effect.
Certain applicable timber type items now derive the original wood type from the materials used.
Notice also that the material requirements dialog now shows the actual item name, "Arrow shaft", rather than previously seen generic "Craft an item".


Sara goes exploring some modded stuff in the newly added mOdded items make menu.
Modded handcrafts menu is blank to start with, and here there are two item categories defined. Notice that r[e]peat option at the bottom-right of the screen now also
tells the exact item name for repeated crafting, marked with (mod) prefix to indicate this specific item was crafted from modded handcrafts menu.

February 14, 2025, 05:17:43 PM
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Re: [3.85] Work-In-Progress item cannot be continued or discarded.
This is mentioned in the changelog for the mod:

"1. Pausable crafts being gradually added may cause training sessions to be PARTIALLY CRAFTED, and can't be discarded.["/quote]

Yep it says, but nevertheless all the pausable crafts should be able to continue by trying to craft the same things again, and that failing is the actual issue here.

February 25, 2025, 11:46:02 AM
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Re: Typo found in encyclopedia Fixed. Appearing as a typo, this was actually caused by too long line in the encyclopedia file.
February 25, 2025, 12:07:46 PM
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Re: [3.82] Porridge can only be cooked in absurdly small portions Porridge portions sizes are going to be adjusted to reasonable amounts in the next release.
Why they currently appear all too tiny is an oversight as the water required doesn't get included in the finished product, so the portion size is based only on the flour weight.

Moreover, we're also adding mechanics to define number of portions to cook so you'll be able to make a full pot of porridge if need be.

February 28, 2025, 11:21:50 AM
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Re: [3.84?- to present] can't find missing farm animal And indeed, there's been a bug here. Sometimes animals have decided not to move prior to getting into forest cover, and that's why they haven't left any tracks to find either.
This has been fixed now.

Fixed - persists in 3.85


March 06, 2025, 08:28:35 PM
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Portion based cooking Now working on portion based cooking, which means that you will be able to cook multiple portions of certain recipes and prepare for example a full pot of porridge if need be.
The number of portions to prepare is asked when you start cooking and the amount of required ingredients are adjusted accordingly.
Portion based cooking won't be a thing for all the recipes, but for the relevant ones where it becomes most handy; porridges, some stews and soups.
At the same time we'll be checking all the recipes and some ingredients adjustments and corrections will also take place.
There will be also a new [portion:num] modding header tag added so that you can utilize the portion based cooking with modded recipes too.


As Klavus goes for cooking basic porridge he's now asked how many portions to prepare. 5 is maximum in this recipe, and it equals to preparing full pot of porridge.


Klavus starts to prepare 5 portions of porridge, and the ingredient requirements are increased accordingly. It takes good amount of flour to make a full pot of porridge.

These are future features - not yet functional in current version 3.85.


March 07, 2025, 06:56:12 PM
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Re: Portion based cooking
Are you looking at any other parts of cooking code at this time?
e.g. using salted, smoked or dried proteins in the recipes, or option to cut large fish to smaller pieces.

Yes, there are some more cooking additions coming up, and utilizing utilizing salted/smoked/dried meat/fish in the recipes is now being pondered too.
It might be that we'll go for adding separate recipes for utilizing dried or smoked meat/fish as their cooking times and weight based need is so different from the
raw meat/fish recipes. That would also be traditional way to approach it.
For salted meat/fish, I think we'll go for adding a new cookery requirement "raw or salted meat" which would accept the both, as there's no need to change recipe ingredients ratio with salted meat.

I remember option to cut large fish into smaller pieces have been suggested occasionally, but I don't quite recall what's been the desired need/importance for that.

March 11, 2025, 10:10:15 AM
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Re: Superior furs and leather impossible to craft Took a quick look at the code and it confirms that there's indeed bug potential with the code in 3.85 in regards to that stage of tanning.
In 3.84 it seems to be in order and this sort of issues weren't (probably) encountered.
I'll check more closely with some character tests, but judging from your mere experiment alone it's very likely that we've hit the bug there.


March 11, 2025, 06:57:27 PM
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Re: Superior furs and leather impossible to craft Bug confirmed, found and fixed.  In the next patch skilled hideworkers can utilize their skills properly again.

Fixed - persists in 3.85.

March 12, 2025, 07:12:04 PM
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anything