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Messages - Acolyte

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61
Modding / Modding in valuable metals (Gold, Silver, Copper) for trade.
« on: January 20, 2019, 06:28:08 AM »
Just to break off from the BAC mod so as not to derail it.  ;)

Anyone with any thoughts?

   - Shane

62
Coins maybe not, but ingots? Small ingots of metal were likely traded at this time, heck they've found stone in much earlier sites that's non native that likely would have been traded. People trade whatever's valuable.

Trick is how to put this into the economy.

  - Shane

63
Gameplay questions / Re: Best way to preserve berries long-term ?
« on: January 14, 2019, 03:43:56 AM »
Hmmmm works with preserving meat, but that's not in the cookery recipes - it's hard-coded and so is roasting.

Guess it's time for some experiments.  :)

   - Shane

64
Gameplay questions / Re: Best way to preserve berries long-term ?
« on: January 13, 2019, 11:28:04 AM »
Here's the dried berries from my NjerpCookery mod:

Code: [Select]
.Dried berries.  (4)   *COOKERY* /10/ \6d\  %30% :151: 
{Berries}   #8#     [remove] [roast] [name:dried %s] [optional]
{Board} '+to lay out the berries in the sun'
[COOK_WEIGHT_DIV:5]
[WATER:0]
[SPOILAGE_DAYS:180]

You can paste into your cookery_glossary.txt to try it out. The berries in the first entry are marked [optional] which I feel makes it a lot more versatile in gameplay because it's not often that you have the full 8lbs of berries the recipe calls for, but making smaller batches was annoying me when I did have larger amounts of berries amasssed, because of how many keypresses it was. This way seems to be a nice compromise that no longer feels annoying, to me.

Note that you can make dried berries outta literally nothing with this recipe because of how [optional] works, it will take any amount including 0 berries. But if you do that, you quickly find out the joke will be on you, since dried berries made of thin air will have 0 nutrition value  ;D

Here's an errant thought - does the Patchwise tag apply to cooking recipes? If so, you could make batches in ..... well.... batches.  ;)

   - Shane

65
Off-topic / Re: Sami and the Giant Tree (jokes)
« on: January 09, 2019, 03:53:50 AM »
Just imagine! Fell 6 of those and you can build a section of wall.  ;D

   - Shane

66
I'm actually more interested in the textile side of things, so maybe I'll use WL for that....

Anyways, thanks all for the mod and the help!

   - Shane

67
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane

68
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane

69
In diy_BAC_Weaving

.Spin Yarn.       "Cord"    *AGRICULTURE*   /1h/    [patch:5]   [effort:1]    [phys:hands,one-armed]   
{*ibre from *}       #0.5#   [remove] [patchwise]  [name:%s Yarn] [naming:last word] 'Fibre'
{*Spindle and Distaff}
[TILEGFX:rc-yarn]
// Icon provided by Kaaven from the Urw Forums, modified
// 'Plant Fibre' -> 'Fibre'
[PRICE:5]

I believe you are missing an "F" here?

   - Shane

70
Not bugs / Re: Aptitude not updating
« on: January 05, 2019, 07:33:13 PM »
0-9 *
10-13 **
14-18 ***
I know this.  :)
I was not talking about the number of stars, I was talking about the number that they represent.

also there is no solid evidence proofing skill improve rate is depend on number of * or the average value of attributes

It says right in the skills page (when you press "s" in game, showing your character's skills)

"Your natural aptitude for learning and developing skills is rated by stars *. This is determined by your physical and mental attributes and affects the pace of skill improvement."

The URW system is based on the HarnMaster system (modified quite a bit) but aptitude is what Harn would call "Skill Base". When you get an improvement roll in Harn, you roll %dice, add your skill base and try to roll over your skill. If you do, skill goes up by 1. The higher your skill, the harder this is, the higher your skill base, the easier it is.

There are some added factors in URW, but Aptitude should still make improving easier.

   - Shane

71
Not bugs / [not a bug] Aptitude not updating
« on: January 05, 2019, 11:44:40 AM »
When completing a game course and choosing to raise the attributes the attributes raise but the skill aptitude stays the same. Skill aptitude is an average of attributes so if they all go up by one shouldn't the aptitude also increase by 1?

Thanks!
   - Shane

72
Gameplay questions / Re: Puppy Chow
« on: February 14, 2018, 04:14:43 AM »
Don't dogs also eat bones now?

   - Shane

73
Suggestions / Quick Slots
« on: February 11, 2018, 05:31:14 AM »
I notice that numbers 4, 5, and 6 are not used. Perhaps some quick slots for things like shovels and fishing poles could be added in. Perhaps even food or liquid containers. Not that big a deal to me, personally, but it's one of the complaints I see on Steam - the UI. Being able to set things up to press a single button may help there. Maybe for specific skill actions as well - like tan skin (used for multiple steps usually with cooking in between so no easy repeat command) or make bandage/ make cord which would be handy after running into robbers...... Just something configurable.

Also, perhaps, the repeat command could maybe also auto use the last item for things that are applied - presuming it's still in the inventory (not a fox trap or snare).

   - Shane

74
Bug reports / Re: Impossible (?) herb gathering quest?
« on: February 11, 2018, 12:46:15 AM »
I agree!  If the quest-giver needs the herb, he should take the time to teach the player-character what it looks like.  On a somewhat-related note, it would also be nice to be able to ask villagers about nearby plants - "Excuse me, old fellow, but what is that flower growing there?"  "Why, that's a burdock, my son.  We grow it to help with wounds"

I've had something similar happen.  My current character has a very low herblore stat and was given a quest to collect clayweed.  I was pretty sure what clayweed was but my character couldn't identify it for their life.  It would have been very helpful to collect some unknown plants, take them back to the quest giver, and ask if any of these were clayweed in order to complete the quest.
I think the quest giver sort of does, if you try to give him unknown plants, although I haven't tried myself. I think the quest giver would accept the ones which are correct and reject the rest, and I suspect he'll say it's not enough if you bring too few, but, as said, I haven't tried it.

I can confirm this. The Quest giver will say "Thanks but I need more" or "This is not what I want right now" if you give him the stuff. It's how I do these quests with the terrible herblore I typically start with.  ;D There is also a clue in the "pinches of flowers" or "bunches of leaves" or "fistfuls of" description.

   - Shane

75
Gameplay questions / Re: How do I catch perches?
« on: February 02, 2018, 05:21:52 PM »
They may be shallow water fish?

   - Shane

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