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Messages - Dungeon Smash

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General Discussion / Re: What are you doing while being fatigued?
« on: June 06, 2020, 11:00:04 PM »
It all depends!  It's good to make the most of your rest time, but sometimes my guy just needs a break!  Fishing is a good one but also sometimes I might just do minor chores, like organizing the yard or the cabin.  Another good thing to do is to eat and drink, and feed the dogs too.  Or just walk around for a little while.  Sometimes there might be other light tasks to be done.  Or take a nap, if I'm feeling a bit tired.   Might go foraging for mushrooms/berries, or check my trapline, or walk up a nearby hill to scout the surrounding area. Or he could fire up the sauna and get a good sweat.   Or just sit and watch the clouds.

One more question... If we leave meats to smoke in a village, will it be assumed that villagers will continue to periodically light the fire?  Is the game able to track this sort of activity, even if the player is far away?  Or, must the player be continually present to smoke his own meat?

We know that villagers will light fires every now and then and they actually might do some of the smoking labour for you. The game tracks this too even if the player is far away, but the thing is that if you're away for a long time you can't be sure if they have kept the fire burning there in sufficient amount or not.
Ah, I see.  So it's rather "Luck of the draw" then.  Well, I think that's perfectly reasonable. Thank you for your reply!

Sounds like it's probably best to check in every now and then when smoking in a village, as you might expect.

I've used tarp smokers before in the past and they work great.  Not hard at all to set up, and the jerky comes out great.  As long you smoke it thoroughly, it really doesn't need to be eaten straight out of the smoker either.  It will basically be regular jerky such as you would buy in the store.  It will keep for several days, probably longer in dry conditions. 

I was always sort of surprised you couldn't do this in the game.  You have to build a whole log cabin just to smoke meat, rather than just some animal skins draped over a tripod.  I always figured maybe it was a historical cultural thing, or maybe for gameplay balance.

Gameplay questions / Re: Finding Bears in winter
« on: May 21, 2020, 07:59:50 PM »
I've never found a bear in a cave either.  Although I'm still a little cautious each time I go into a cave in winter, just in case.

General Discussion / Re: Does BAC reduce realism?
« on: May 21, 2020, 07:38:44 PM »
Personally I think it greatly improves the game, but yes maybe it is a little unrealistic that a 16 year old person would know how to do everything from building looms, knitting, making nets, smelting bog iron, building boats... Still, not impossible if you play someone with high intelligence.  Most people in the UnReal World would probably have at least seen or heard of most of these processes (depending on their cultural background).

As others have said, you always have the option of ignoring those parts of the mod.  You can even just go into the mod files and delete whichever parts don't suit you - or strike them out so that you can bring them back in later if you choose.

I always encourage everyone who have quibbles with mods, to learn the modding infrastructure for the game, if you don't already know it, because it's actually incredibly intuitive and simple.  I am not a computer expert by any means, but I find it very easy to manipulate, tweak and combine mods in this game.  You could even create your own sub-mod which you feel better represents reality, and release it to the community. 

Wow, this is amazing!

One more question... If we leave meats to smoke in a village, will it be assumed that villagers will continue to periodically light the fire?  Is the game able to track this sort of activity, even if the player is far away?  Or, must the player be continually present to smoke his own meat?

Yeah at one point I made a list for the wiki of the various things to be found in each menu of the mod, but it's really not much easier than just looking at each .txt file.  I really think that's what new users should do, just open each .txt file and read them to get a feel for everything.  Occasionally I forget things too and it really doesn't take much time to just find the appropriate file.

Just waiting for winter to end before I finish my clinkered punt ;) I'm sure I could finish it now, but it just seems odd to be working on a boat in hip-deep snow.  Plus, it will be very satisfying to launch her at last just as the spring ice is melting.

Your attitude is appreciated as always.  Sorry to inundate with suggestions but I did have another:

Recipe ".Build a Bloomery Furnace." under diy_BAC_metalworking:
I would suggest adding the [ground] tag to the 64 branches for feeding the fire.  Ditto for the 18 branches needed for a Kiln in diy_BAC_earthernware.  There may be other recipes which call for the branches to feed the fire too but those were the first ones I noticed.

Ah, sorry, maybe my version is a couple updates out of date.

Just a heads up -
"Dig Clay" recipe under diy_BAC_Earthenware calls for {[TILE:Hole in the ground]}
The game does not seem to recognize this term - changing it to {[TILE:Pit]} makes the recipe work as intended.

Edit: One other thing-
The recipe for LeipƤjuustokeitto, under "UTILITY RECIPES" in cookery_glossary, calls for 0.5 pounds of cheese, but this item does not have the [remove] tags.  So in essence, you get to keep the cheese when making this recipe.  I assume this is probably an issue from Njerpez cookery or the cheese mod, but just thought you might want to be aware.

Nice! All good changes.

Development News / Re: The situation and stuff
« on: April 22, 2020, 04:20:12 AM »
The game has often served as a breath of fresh air for me, and I'm sure it will continue to do so for others throughout this troublesome period and beyond.  Hope the isolation is treating you & all the community well.

Mod Releases / Re: URW sufficiency mod
« on: April 17, 2020, 12:33:54 AM »
It is a cool mod, I actually used a mix of this mod + buoidda's for my longest-running character. Unfortunately doesn't really work with the new changes to bark-crafting.  To be honest though, it probably wouldn't be that hard to fix.

I do think ability scores should periodically increase based on what you're doing... hauling logs all day should increase your strength, doing lots of running should increase your endurance, and so forth.  These are teenagers, after all, the body adapts quite quickly at that age.

Suggestions / Re: Please add the ability to dig a water well
« on: March 02, 2020, 07:53:42 PM »
one of the mods i have installed (nydzx i think) has this in biy_sufficiency.txt

Code: [Select]
.Water. "Well" *BUILDING* -L- [effort:3] [phys:arms,stance,one-armed] /8h/
{Shovel} <Shovel>
{Stone} (50) [remove] [ground] '+for walls'
{Rock} (30) [remove] [ground] '+for gravel packing'
{Wooden Tub} [remove] '+for bailing water'
{Rope} [remove]

Yes, BAC mod has this feature as well. 

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