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Messages - Dungeon Smash

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46
Ah, sorry, maybe my version is a couple updates out of date.

47
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.

48
Nice! All good changes.

49
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.

50
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.

51
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.

52
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. 

53
Good advice, also against tough melee enemies like armored njerps, bears, or wolfpacks i find the best option is to keep the dogs leashed and back into a corner or a wall of trees so that enemies can only approach from the front.  the dogs in front will act as a screen, allowing you to step out from behind and deal damage, then back away again.  The enemy will be forced to split its attention between you and the dogs, either way they will be getting attacked from multiple dogs at once.  I do this with 3 dogs (i find any more and it gets a little hard to manage) and I have never lost a fight.

For hunting, 3 dogs will also pretty much always tire out any large game.  It's as easy as finding the animal, unleashing the dogs, order them to attack, and follow the barking/running tracks.  Then just walk up and club the breathless animal to death.  Voila, instant pelt and meat every time.

54
Suggestions / Re: Flooding
« on: February 18, 2020, 06:12:42 PM »
I think just in general it would be nice to add not only this, but things to make water slightly more dangerous. Possibility of slipping and falling off raft etc. I can only imagine how hard to code it would be.
i would like to see this too, it seems a little odd that my homemade raft handles just fine in ice-cold rapids with my Inferior paddle to steer it.  But I think this is already in the development goals.

55
I once had a character die this way... it was early winter and I followed some reindeer tracks near my house to small semi-frozen pond, where a reindeer had fallen through the ice near the shore and was unable to get back out.  I went over and began clubbing it to death... however, after it was severely wounded it somehow managed to land a kick to my eye and killed me instantaneously!  Amusing situation to image, I'm still not sure how to conceptualize it

56
I'm not so much of a whiz with technology and I've never created a wiki page before.  However, I feel I understand the mod pretty well and I would happily contribute my knowledge if somebody else were willing to set up the wiki. 

For now, I'm also happy to answer any specific questions you may have - IE, "How do I make cordage?" "How do I smelt iron?" etc

57
Off-topic / Re: Axes and hatchets
« on: January 29, 2020, 02:41:34 AM »
Ah, I see.  I think the vesuri, we would probably call a "bill-hook machete".



I work clearing trails in a National Park and have worked in similar forestry-related fields for a long time so I find these types of woodsman tools quite interesting.

58
Off-topic / Re: Underrail - simply wow....
« on: January 28, 2020, 08:07:14 PM »
I heard about this game a while ago and it seemed cool.  I downloaded it and played it briefly but it seemed so complex I became a little overwhelmed and haven't really touched it since.  Maybe I should give it another go.

59
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.1b
« on: January 28, 2020, 05:14:03 PM »
Is there any way to make it so you can do the game courses over again?  I'd like to go through Advanced Adventures a second time

60
Suggestions / Re: Too many Njerps?
« on: January 24, 2020, 05:30:23 AM »
Personally i was just doing the Njerp hunting quest from the Advanced Adventures, and actually found them quite tough to find.  I had to travel far to the east before spotting a single one.  Perhaps this is simply an example of the "Random Number Generator" acting unfavorable?

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