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Messages - JP_Finn

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1
If you don’t have the rights or permission to those images (gnu public for non-commercial etc), then you shouldn’t post them.

2
Bug reports / Re: [3.83] Duplicated hide with pausable crafting
« on: April 18, 2024, 05:44:29 AM »
Sounds like the engine treats the recipe as canceled and doesn’t consume the required items, but returns it.
As previously the softening of the rinsed skin wouldn’t stop even at starvation, fatigue at 100%, or starting the last step at “Ready to drop”

Great find Plotinus!

3
Bringing up the crafting menu for Hide and Bone seems to only allow me to haft and unhaft my weapons and tools, I assume it's because of the newest update?
Correct. menudef_BAC.txt has to be amended: .Hide and Bone. -H- *MAKE* won’t be read as the Hafting is hardcoded to use -H-instead. You can change the .Hide and Bone. -Y- *MAKE* or any other available letter. I don’t have BAC installed on the newest release (easier to separate bugs&glitches). So can’t verify what letters are unused.

4
Bug reports / Re: [3.83] Hafted weapon quality bug
« on: April 15, 2024, 05:27:51 PM »
I’ve rehafted rough axes with decent and fine hafts and got some decent, some fine axes.

I’ve not tried hafting decent axehead with a rough haft.

The max level product might be limited* to fine even if you use masterwork axehead. *namely CARPENTRY too low to produce MW/perfect items.

5
Off-topic / Re: Be ready
« on: April 10, 2024, 08:44:52 PM »
From other posts, I recall Dark Arts mentioned Ontario, Canada. That doesn’t exclude his ancestry being Ukrainian.
Heck, I’m American-Finnish. (1st generation migrant) Doesn’t mean I’m not interested how things are going at old frozen North.

6
Development News / Re: Pausable weapon crafting
« on: April 10, 2024, 05:21:49 PM »
I hope the pausable crafts are “loose” i.e. can be picked up. Net making makes sense to be a fixed location task. But weapon (and other small item) crafting I feel one should be able to put the half tillered bow stave in one’s pack and work on it at any location. Same with last phase of tanning really.

7
That sounds pretty odd indeed.
I think it’s safe to email the compressed save to Sami and reference this bug report on the email too.

8
Development News / Re: Springs
« on: March 28, 2024, 05:52:13 PM »
That’s a great addition to have.

Will you work on adding brooks and creeks from those springs also?

9
Not tool making. In inventory, under Tools.
You could try to press Tab, then T (for Tools category), then select the arrowhead. Depending what the base item is on the BAC arrowhead recipe, it might work. Might not.

10
The make arrow recipe looks for vanilla arrowheads that are in the weapons category.
BAC arrowheads go in the Tools category.

It’s something that we, as the community need to think of: if we want to keep duplicate fletching options or convert BAC recipes to follow vanilla fletching. Some recipes from BAC would be lost, so there’s the downside.

11
Gameplay questions / Re: Retting and Nettle
« on: March 12, 2024, 04:45:23 AM »
Extracting nettle fiber by hand takes considerably more active labor, and produces approximately 90% of what retted nettles would give.

12
Bug reports / Re: [3.83]"Pick up and wield" function doesn't work.
« on: March 05, 2024, 01:35:11 AM »
Can you confirm you tried with Ctrl+,
Not Alt or g. I’ll check myself later too.

13
Gameplay questions / Re: Water Folk dont visit
« on: March 02, 2024, 05:27:11 PM »
I think the wait until interrupted key is keypad - (minus or dash)

14
Bug reports / Re: Dried meat in a container works as tanning material
« on: February 29, 2024, 06:00:05 PM »
You’d need to extract tannins with ethanol or purified water from pine bark. Where as alder, Rowan and other soft deciduous trees’ bark tends to be usable directly.

15
Bug reports / Re: Dried meat in a container works as tanning material
« on: February 29, 2024, 01:27:42 AM »
This is known glitch. You can fill birchbark container with water and it will pass as bark. Same “string match” glitch allows you to tan with pine bark.

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anything