Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JP_Finn

Pages: 1 2 [3] 4 5 ... 79
31
I believe the only way to find out ALL the features in BAC is to get open all of the files included in the mod and read through the files. Each .this item. is added “recipe” some are items, some are actions; like harvesting bog ore.

32
Gameplay questions / Re: Arrow prices
« on: November 05, 2023, 10:27:10 PM »
Stone tipped are lowest level of arrows. Bone a 2nd and metal is the best. Value goes same.
For trades, it’s better to make blunt arrows than stone or bone tipped.

For hunting I often carry few broadhead, and a dozen+ (fine) bone arrows. Use the broad heads at close range, and fire bone arrows at the fleeing animal; losing one or few bonehead arrows isn’t huge loss.

33
Gameplay questions / Re: Caves
« on: November 05, 2023, 10:20:18 PM »

Whe catching some other animal than bears, fur gets damaged?

Blunt generally doesn’t damage hide, but if the impact is hard enough, and causes fracture with bleeding (as in open compound), that can damage hide too, especially hits to shoulder, thorax, abdomen. Skull, face, neck and legs are less likely to degrade the skin quality.

34
SDL(2) can be odd at times. Even if it’s local HW issue, it’s still a bug. Not in necessarily in URW code, but in how SDL handles (or fails at handling) system resources.
If anything, edit top post’s icon to “system specific problem or failure”

If the problem only occurs while running the game full screen only; run the game windowed, but stretch it out to 99% of the screen.
I like K.I.S.S. thinking

35
General Discussion / Re: What's Going On In Your Unreal World?
« on: October 13, 2023, 04:54:46 AM »
That’s rough.
Incase you don’t know: swimming skill is your maximum fatigue before drowning.
If you have 0 skill, the game lets you practice to 4 fatigue. If swimming nude, carrying nothing. Not hurt.
If you have encumbrance, the fatigue grows logarithmic.

Picking up those javelins likely pushed your total close or over you swimming skill.

36
Mod Releases / Re: [3.80] Smoker. Hot smoking. Now version 1.2!
« on: October 12, 2023, 10:06:43 PM »
Yes it's mentioned on the 3rd paragraph of the top post.
And FWIW: bug report

37
This suggestion ties in to one of mine about burial

I think it’d make sense for people to be wary about joining someone who gets their posse killed every time and not a person would be willing to join them. But if one companion gets killed and others make it back home, possibly with some wealth: it’d make sense for word to spread that “it’s risky, but might be worth it”

38
Suggestions / Re: No reach?
« on: October 07, 2023, 11:30:34 PM »
Listed in dev.plans under Health, combat, injuries.

39
Few occasions "arctic fox" is entered as "artic fox" in the encyclopedia.

40
I think the fibers from birch bark in BAC are for cordage.

41
Solved'n'fixed bug reports / Re: Typo in in-game encyclopedia
« on: September 29, 2023, 09:45:07 PM »
FYI: moved the thread from Suggestions to Bugs.

Also: Driik is on the coast, so maybe they're proto surf culture... even their smiths are pro, dude!  :P

42
The weight resource after selecting it adds an extra lbs. Not duplicate it.
Ounces of tanning material adds lbs to the feedback.

43
This bug is weight related. I just noticed that vanilla tanning recipe does the same doubling of lbs lbs.

44
I was curious what'll happen with the trident as dip net, i.e. the prompt of attacking with all attack type with -1.
Works pretty well, just the actual fishing flavor text is little bit off. See attached pic.

Here's the
Code: [Select]
.Dip net. "Trident" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2/
{Slender trunk} [remove] [noquality]
{Branch} (2) [remove] [noquality] '+as spreaders'
{Cloth} #4# [remove] '+to make catching net from cloth, fur or leather'
{Thin cordage} =15= [remove] [nominlen] [patchwise]
'+for tying together'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[BLUNT_ATTACK:-1]
[EDGE_ATTACK:-1]
[POINT_ATTACK:-1]
[AD_CLASS:0/0]
[1H_PENALTY:30]
[MATERIAL:wood]
[TYPE:tool]

45
Suggestions / Re: Nested Submenus?
« on: September 21, 2023, 04:56:07 AM »
biy_ modding is very limited.
But in general, I agree with this suggestion. (maybe you meant cookery_ modding ?

If we get sub menus implemented, that'd hope fully alleviate the linear procedural approach of crafting engine: game should allow for recipes with repeated names vs altered recipe names and then using [NAME:] to get same output of alternative task.
I think we also should have multiple, variable item output(s) of crafts.
Get Boards AND Branches from chopping a trunk... should be moddable.. please?

I'd say we should also put up another "biy_ modding please?" Suggestion to @Sami ...

Pages: 1 2 [3] 4 5 ... 79
anything