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Messages - JP_Finn

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61
Mod Releases / Baits for trappers and fisherfolks.
« on: September 14, 2023, 10:12:13 PM »
If you're annoyed by lack of bait day after you caught a pike and roasted it, here's some help, just cut some bait pieces first, then roast the rest.
Also lets you cut up vegetables for trapping bait, as you can use 1 turnip for multiple fishing attempts, but whole turnip is used when baiting a loop snare for hares. you can use other vegetables like lake reed roots and bog beans too.
3rd one is a bit a of a bonus from Suggestions thread where Ezhe had a valid concern not being able to use seeds from container as bird trap bait.

All baits have been tested and found to work as expected.

Copy the code and insert it in to a diy_xyz.txt of choice and copy jp-seed.png in to \truetile\ (or /truetile/ depending on O/S)

Code: [Select]
.Cut fish bait. (4) "Perch" [effort:1] [phys:hands,arms] *COOKERY* /5/ |-2| [noquality] [patch:5]
{Knife}
{Raw fish} #1# [remove] [ask_num] [name:%s chunk] [patchwise]
[WEIGHT:0.25]
[TYPE:food]
[PRICE:0.07]
[SPOILAGE_DAYS:14]

.Cut veg bait. (8) "Turnip" [effort:1] [phys:hands,arms] *COOKERY* /5/ |-2| [noquality] [patch:5]
{Knife}
{Vegetables} #0.7# [remove] [ask_num] [name:%s bait] [patchwise]
[WEIGHT:0.07]
[TYPE:food]
[PRICE:0.05]
[SPOILAGE_DAYS:0]

.Seed bait. (10) "Rye" [effort:0] [phys:hands] *COMMON* /1/ |-2| [noquality]
{Seeds} #0.25# [remove] [name:%s bait]
[WEIGHT:0.025]
[TYPE:food]
[PRICE:0.001]
[SPOILAGE_DAYS:0]
[tilegfx:jp_seed] // Graphic by Enormous Elk, originally sorrel seeds

62
Suggestions / Re: Containers need an Unpack command
« on: September 14, 2023, 09:56:33 PM »
Ok, Seed bait with baseitem as Rye seems to be working as bait. Both black grouse and willow grouse take the bait.

63
Solved'n'fixed bug reports / Re: [3.81] No more textilecraft xp
« on: September 14, 2023, 05:51:44 PM »
I have same issue. Across 3 imported characters, no textilecraft skill increases since 3.81.

I just spun 53 sets of 15 feet each, no gain. I save scummed and tried it 3 times. No gain.

64
Gameplay questions / Re: Drying Food During Early Spring
« on: September 14, 2023, 05:09:11 AM »
Yes. As long as you can start drying, it’ll come out ok.
Last day of Swidden works. 1st day of Seedtime won’t work.

65
Gameplay questions / Re: How do I establish my village?
« on: September 14, 2023, 05:07:38 AM »
Check the in-game map F6 to see nearest cultural areas. Close to middle of those square bubbles: you’ll find villages and settlements. Sometimes you find Forester villages in the no-man’s-land too.

Your settlement is what you build it to be. It won’t be a village.
(Maybe later with reintroduction of marriage?)

66
Suggestions / Re: Containers need an Unpack command
« on: September 13, 2023, 07:34:11 PM »
It'd also seem that berries are, what Sami calls "created on the fly", and not actual base items. If I try:
.Seed bait. (10) "Blueberry" ... the recipe doesn't pass the parsing and will not be displayed. Neither does "blueberry" nor "Crowberry" work.

In general, the object name of raw products from flora will use the plural form of [NAME] specified in the flora_.TXT file (except mushrooms and roots, which follow product naming rules for a singular object).

In this case, you'll want your recipe header to have
Code: [Select]
.Seed bait. (10) "blueberries"
Oddly enough, "Rye" works, and why I say odd, the game does not let you thresh them. I had the belief that modded item acts as it's own named item and as the base item. The modded seed bait doesn't count as flour or seeds either.
Rye is not a plant, seed or flour  :o
Code: [Select]
.Seed bait. (10) "Rye"
[TYPE:food]

The threshing action is only valid for objects with [TYPE:plant]. Maybe you forgot the recipe changes inventory category :P

The distinction between [TYPE:plant] vs [TYPE:food] also will need to be observed with any "xyz mushroom" DIY since the plant and product names are the same in flora_mushroom.txt

Honestly, I've never really modded plants, this is actually all new information to me! Thank you  :D

(I assumed that the baseitem would be what the [NAME:] is in the vanilla files. That is now established not to be true)

Now to see if any critters will take the bait. I double baited several traps; meat or fat and seed bait. Berries and seed bait, turnip and seed bait. So far only caught a hare, which only ate the turnip.

67
Solved'n'fixed bug reports / Re: steam crashes?
« on: September 12, 2023, 07:13:57 AM »
Hi,
1st, I moved this report from solved to open bug reports.
2nd, if the crashes are frequent, do they kill the game and drop to desktop?
Or does it hang first anywhere? Is it with existing / migrated character or new character from the running version?
3rd can you tell us you operating system, the version you’re running, the steam client version and if the steam updated you to 3.81, or are you still on 3.80?

The more information you can provide, better it helps the developers to get an idea what might be going on.

68
Suggestions / Re: Containers need an Unpack command
« on: September 12, 2023, 02:24:46 AM »
I'm pretty sure that Honey from your Mead mod is actual (modded) flora and not e.g. "Blueberry".

It'd also seem that berries are, what Sami calls "created on the fly", and not actual base items. If I try:
.Seed bait. (10) "Blueberry" ... the recipe doesn't pass the parsing and will not be displayed. Neither does "blueberry" nor "Crowberry" work.
Oddly enough, "Rye" works, and why I say odd, the game does not let you thresh them. I had the belief that modded item acts as it's own named item and as the base item. The modded seed bait doesn't count as flour or seeds either.
Rye is not a plant, seed or flour  :o

Now to see if any critter will actually eat the seed bait.

69
Suggestions / Re: Containers need an Unpack command
« on: September 09, 2023, 02:08:31 AM »
It seems that no bird or mammal wants to eat the seed bait/yarrow. I need to test this f I can use berries instead of yarrow as the base item.

70
Suggestions / Re: Pine Bark Eating
« on: September 08, 2023, 07:34:42 AM »
Supporting article, in Finnish only sorry: Pettu

71
Is there a BAC coming for 3.81?  I am cursed to run URW via Steam, which I do not understand very well and which has a tendency to automatically install updates without the courtesy to ask me first!

My character is almost five years in now, and I don't want to risk any problems with an inadvertent upgrade to 3.81.

3.80 to 3.81 isn't huge difference. I think Netmaking is only thing that needs to be commented out / adjusted in BAC.

72
This topic comes up every few months. The game is in UnReal English. There are several phrases that don't easily translate to other languages.
Some of the phrases have... dubious... grammar in English, at best, but for a "born in north" person, the "Been worse" from a villager: makes perfect sense.

From previous replies from Sami: almost all of the syntax from text feedback is hard coded. There's no "insert alternate language translations here" option in the code. In other words, to have UnReal World in other language: good 90% of any text feedback of the game would need to be re-written.
For a 2 person Dev team: that'd put ANY new versions/bug squishing/community feedback (Suggestions) on hard halt for several years.

(I recall translation offers for Danish, Finnish, Russian, and unless I'm losing it, also Korean, in last 6-7 years... the game/code itself isn't written for localization.)

73
Bug reports / Re: Game freezes, lost all companions on reload
« on: September 06, 2023, 08:22:11 AM »
First of all: losing one animal sucks.. 3 dogs, cattle and companions. Just ARGH, that's material for "STFU, I'm not happy camper!"

By any chance, did you Save and Exit right after?
As that would be the 2nd most beneficial scenario for bug hunting.

Best scenario for bug hunting is to go to the game executables folder while the game is frozen*, copy the character folder and save it elsewhere (I use folder called /backup), then force close.

*as long as it's only game that froze, not also your operating system.

74
Suggestions / Re: Combat Skill, Companion Tracking, & Returning Companions
« on: September 05, 2023, 07:18:45 PM »
For future reference, please separate Suggestions (new Suggestions are limited 1 per day)
Devs prefer single suggestion per post, so something possibly beneficial won't get over looked by another suggestion.


Separate Fighting skill has been also suggested prior, without much traction from devs.

I do agree the re-hiring should be sooner, especially if all companions make back alive.
For the "returning to home village" part, I've come to rely on Map F6 notes for a lot of the "I should remember this"
When I'm recruiting 1 or several companions, I'll generally tag the Village green X and list the name(s) of companions. Helps when looking companions later on too. (Only trouble since Smiths were added, I label those villages with yellow..)

75
I have over 1700 hours in this game .. and I had no idea you could do this  ;D Oh well, the more you learn

I have some hours since ...1997 (+-1 year?) and I only learnt that pickup&wield, in last year  :D

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