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Re: "RPG" stat mod I mean, in terms of 'time', the mod is finished. There may be some rebalancing, based on comments such as yours, but there's nothing else to add.

I wouldn't say no to a moddable game course, though!

January 04, 2023, 07:51:00 PM
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Re: Magic Mod! 1.1 (Updated 1-18-2021) Took a break from updating BAC to polish up my true love: magic!

Version 1.2 in this post. Going to update the first post after adding this.

Major Change: Rather than each recipe requiring sacrifices of meat and/or fish, each requires a certain amount of favor with the spirits. Favor can be gained through individual sacrifices of meat, fish, berries or other plants. This change was made to accommodate more varieties of play. For example, you no longer *have* to fish or hunt in order to use many of the spells. This led to many changes in the amount of overall sacrifice needed. For the most part, incantations now require more total sacrifice, but that sacrifice can be done over a long period of time, building up favor.

Other changes/additions:

* In-game descriptive text added to many recipes.

* spell-skins named differently, to allow better distinguishing. Descriptive text tells players they should wear only one.

* Furskin, Greater added. This inherits the properties of specific animal furs used.

* Token of the Shaman recipe adjusted; lower price per sacrifice overall.

* Skill Training adjusted to include TEXTILECRAFT. Due to too many skills for one menu, CROSSBOW and UNARMED are commented out by default, but that can easily be changed in the file.

January 04, 2023, 09:59:28 PM
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Re: "RPG" stat mod Based on the input so far, here's the revised "tier" list of animals, taking into account the ideas of ease of finding, ease of killing, and significance of the kill.

.Prey Tier 1. (10) "rock" [effort:0] *COMMON* /.1/ [noquality]
{-} 'Killing a stag, wolf, or lynx.' [optional]
{-} 'Or, killing a bear with a trap.' [optional]

.Prey Tier 2. (7) "rock" [effort:0] *COMMON* /.1/ [noquality]
{-} 'Killing an elk, boar, or seal.' [optional]

.Prey Tier 3. (4) "rock" [effort:0] *COMMON* /.1/ [noquality]
{-} 'Killing a fox, snake, glutton,' [optional]
{-} 'reindeer, beaver or polecat.' [optional]

.Prey Tier 4. (2) "rock" [effort:0] *COMMON* /.1/ [noquality]
{-} 'Killing a wild sow, or badger.' [optional]
{-} 'Or, hunting and killing a bird.' [optional]
{-} 'Double for eagle owls, ravens,' [optional]
{-} 'goshawks, and swans.' [optional]

.Prey Tier 5. (1) "rock" [effort:0] *COMMON* /.1/ [noquality]
{-} 'Killing a squirrel, ermine,' [optional]
{-} 'hare, weasel, or pine-marten.' [optional]
{-} 'Trapping and killing a bird.' [optional]
{-} 'Double for eagle owls, ravens,' [optional]
{-} 'goshawks, and swans.' [optional]


The only other change is that I combined the dwellings into one option, and then added a "Quick EXP" option that will be faster to use once players are sufficiently familiar with the exp rewards.

Tomorrow I'll upload a 'final' (not really final) version in the releases section.

January 05, 2023, 01:00:09 AM
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Re: "RPG" stat mod
I like the sound of tokens for animal kills even if not to raise attributes, but rather just to keep count of my kills.
I could very, very easily do that, but it would be a separate menu itself. Since recipes can't create two different things, I can't have it create both experience tokens and a kill counter at the same time.

Would you use it, as its own menu? Basically each creature would have its own entry (I'd probably have to do a bit of grouping to keep it to 25 menu items)

Bear
Stag
Elk
Wolf
Reindeer
Boar
Grey Seal
Ringer Seal
Lynx
Glutton
Sow
Squirrel
Hare
Fox
Arctic Fox
Snake
Badger
Beaver
Ermine or Weasel
Polecat
Black/Willow/Hazel Grouse
Goshawk/Eagle Owl
Capercaille
Goldeneye/Kuikka/Mallard
Swan/Raven

That's all the spaces on the menu, but rearrangements could happen.




January 07, 2023, 07:55:47 PM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! Thanks, Tinker. I'll consider that for the next version.

Speaking of which, I'm out of town, but next version should be around the end of the month?

Major changes so far include reworking/rebalancing of fur&leather clothing, as well as incorporation of Privateer's coops/hives/mead (with permission from him).

January 11, 2023, 08:04:58 PM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! Thanks for those reports.

The issue with the dipnet I know what is causing it. The original dipnet recipe, which I inherited so to speak, was meant to act as a fishing pole as well (the idea being that you could scoop fish). The problem started occurring with the changes to fishing poles requiring hooks to be added to them. I may have to change the dipnet so that it only works for iron ore, and not for fishing, in order to avoid that error.

For the other two, I'm not sure at all about what the intention was for the northern staff-bow. If it's meant to act as a ski-stick, that's news to me, but I did not make the original recipe, so I can't say for sure yet. I'll take a look.

I definitely haven't touched the iron helmet  recipes, but I'll also take a look.

February 03, 2023, 02:53:53 PM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! I've figured out the issue with the northern staff-bow. That's the good news. The bad news is I don't think it's fixable.

In the original incarnation of the recipe the item used "Northern Spear" as its base item (which gave it the ability to ski), and then changed the skill to BOW in order to make it function as a bow. This worked fine. UNTIL, the game was updated with the bow-string update, and then it stopped functioning as a bow, and could not have a string applied to it because the base item was not a bow.

So, the base item was changed to "Northern Bow" (by me) to fix the bow problem. But in doing so, it stopped functioning as a ski-item (since it no longer inherited those properties from the Northern Spear).

Unfortunately, based on my current understanding of modding, this means it is not possible to make an item that functions as both a bow and a ski-stick. :( The best "solution" from my present stance is to remove the item from the menu entirely, since it serves no real purpose in its present form.

February 04, 2023, 12:49:18 AM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
With the dip net if you change the base item from fishing rod to Fishing net you can dip for ore or use it for fishing, as a net without the need for hooks.
Downside here is that nets are (and should be) really hard to make, with the dip net being relatively simpler. So it would be a "cheap" way to get a fishing net.

I could make the dip net correspondingly harder to make, but I'm not sure that's the way to go.

February 04, 2023, 12:51:11 AM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Well, that's a crushing blow to morale regarding the staff-bow.  But I reckon I'll get over it.
I'm sorry. If you'd like, I'll tell you how to modify the crafting files temporarily to make an instant northern spear, or northern bow, in place of it?

With the dip-net thing - considering the effort required to forge metals into anything useful, I would say some extra hours to make the net matters hardly at all in the greater scheme of things.
Could be true. I'll consider the option, certainly.

February 04, 2023, 02:53:41 AM
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Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
The recipe calls for 1 pound of herbs which I see as 500g not 900. This might be slightly excessive. The way I see this being prepared, as I do irl, is the whole body cavity is stuffed full with herbs which steams through the fish as it cooks, it is not as with other recipes a sprinkling of flavour.

It would be ideal if the amount of herbs used related to the weight of the fish, but the modding is so limited that you would need a seperate menu entry for each type of fish
Perhaps the best way to do it, and I might, is to have (e.g.) 2-3 herb lines, with only one required and the other two optional. The player could then elect to put in (e.g.) 0.25, 0.5, or 0.75 pounds of herbs.

(also just confirming I'm still working on this! My recently sick (not dangerously so) kids have slowed things down is all.

February 17, 2023, 01:13:50 PM
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anything