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Bug reports / Re: Bug in LoydettyTarvike() function
« Last post by Galgana on September 15, 2024, 12:08:05 AM »
LoydettyTarvike errors are triggered by recipes that are missing components for certain base objects which have been hard-coded with detachable parts.
Ah, okay, so this happens because the item to be crafted is a "Fishing rod" and nowadays the fishing rod needs a hook, which is associated with the item properties.
As the game fails to find the hook in used the materials/parts, it reports about the failure.

Instead of "Fishing rod" for the base item, "Lippo" might be a better fit.
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Bug reports / Bug in LoydettyTarvike() function
« Last post by TheyCallMeSibs on September 14, 2024, 11:00:16 PM »
Evening,
was playing some modded URW (BAC 3.84 v1.3) and crafted a dip net. Starting the craft sent off that message.
There is also a pet reindeer tied to a tree next to me, some drying elk, and a wild reindeer somewhere around me.
Any ideas? If it's BAC, I'm happy to go patch it. Happy to send a save game upon request.

https://i.imgur.com/4PdreOW.png

.Dip net. "Fishing rod" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{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]
[TILEGFX:bc-dipnet]
//Dip net can scoop ores or fish
// Arimon 3.7x:
// - changed {*cord} to {Thin cordage}
// - added [nominlen] to {Thin cordage}
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Off-topic / Re: Currently in Finland, travelling by gravel roads, asking for advices
« Last post by Xari on September 14, 2024, 01:43:49 PM »
I dont use discord but will have a look to the link this evening or tomorrow (currently driving) and contact you this way.
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Off-topic / Re: Currently in Finland, travelling by gravel roads, asking for advices
« Last post by Erkka on September 14, 2024, 11:04:20 AM »
Quote
about cities: they add some stress for me when they are big: traffic jam with limited vision angles when I have to find my way in a coutry where rules and signs can be different; it's not easy to park the car which is pretty big. Good point is the behavior of finnish drivers which is so neat compared to the french one.

I totally understand, as I also avoid driving in urban areas; it simply feels too much information too rapidly to process for my brain.


Quote
just tell me how and when to reach you the coming days if you are in the mood.

Do you use Discord? That would be the easiest (if you follow the Ancient Savo link in my signature, I think it takes you to a page which has an invitation link to Ancient Savo discord, which is the easiest place to spot my user account there). I'm rather busy with indie coding and working for money, but I'd guess in the coming days I can always arrange at least a short break just to say hello and a small chat or something. Or, we can can meet at the town of Mänttä and I'll help you to find the local Alko =)
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Off-topic / Re: Currently in Finland, travelling by gravel roads, asking for advices
« Last post by Xari on September 14, 2024, 10:46:40 AM »
@Plotinus, @Erkka, @Bert Preast: thank you.

* Salmiakki, Salmiakki Koskenkorva, cloudberry liquor and cloudberry schnapps: if it is given by finnish people it will be interesting to taste.
* unusual tastes: I have tried Metsän Henki which, I was told, has a "tree taste": it's good.
* I have seen a reference to Mesimarja liqueur too.
* Alko: I was thinking about that when I wrote "hidden"!
* Savumuikku, Sahti: I will look for that.
* Kalakukko: not sure if it can last the travel back to France but I will try it if possible
* about cities: they add some stress for me when they are big: traffic jam with limited vision angles when I have to find my way in a coutry where rules and signs can be different; it's not easy to park the car which is pretty big. Good point is the behavior of finnish drivers which is so neat compared to the french one.

For Alko and supermarkets, it's not so intimidating as there are some in the suburbs.

In Inari it was easy to access everything for example the SIIDA museum but the city is not a big one. I skipped the Artikum museum in Rovaniemi because I understood most things are closed on mondays and I hope I will have another opportunity going back to the swedish border.

For this kind of visits I will decide at the last moment depending on the context; so thank you for the suggestions.

@Erkka: just tell me how and when to reach you the coming days if you are in the mood.
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Bug reports / Re: [3.84] Felled spruce sapling in darkness displayed incorrectly
« Last post by Plotinus on September 14, 2024, 08:19:36 AM »
Oh, good find! It should stay a standing up sapling until you step onto the tile and can feel that it has been felled.
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Bug reports / [3.84] Felled spruce sapling in darkness displayed incorrectly
« Last post by TheyCallMeSibs on September 13, 2024, 10:10:05 PM »
Hello,
I went about and felled some spruce sapling in the dead of night, with zero forward visibility. I can fell the sapling just fine, but once felled, the out-of-sight image used to display the spruce sapling is one of a mature spruce, and not a spruce sapling. Once I step forward and refresh the image, all is fine again.

Behaviour documented here: https://imgur.com/GsYVsSJ
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Off-topic / Re: Currently in Finland, travelling by gravel roads, asking for advices
« Last post by Erkka on September 13, 2024, 08:11:19 PM »
One example of cloudberry liquor. Alko stuff, not every village has one but I'm sure that with a little bit of searching you can find an Alko which doesn't require too much compromise from your smaller roads adventuring.
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Off-topic / Re: Currently in Finland, travelling by gravel roads, asking for advices
« Last post by Bert Preast on September 13, 2024, 07:32:45 PM »
My Finnish cousins always came visiting bearing gifts of cloudberry liquor and cloudberry schnapps.  These were gratefully received!
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Development News / Scattered remarks of pausable items and core functions
« Last post by Sami on September 13, 2024, 05:29:16 PM »
Oh yes, there's been decent workflow going on in september. And some rainy days too, which always increase the coding endurance. ;)
Here are some brief remarks and additional details to where we were at with the earlier posts from the late summer.

The main work remains the same, transition to pausable item crafting. At this point majority of the Make menu item categories are now pausable.
If all goes well, only clothes and transport categories will still persists in to-do non-pausable stage upon release of the next version.
The upcoming tree species based timber is now in effect with the applicable craftable items
and specific tree species is occasionally preferred, or sometimes even required. This brings in a whole new approach to acquiring timber and item crafting.

To give a few examples birch tree is preferred for making wooden shovels, cups and bowls. For wood slats pine is preferred, and shingles need to be made exclusively from blocks of pine. For crafting a paddle spruce is required. And the bows are best made out of pine or birch.

The tree species preference is indicated within the material and tool selection dialog the same way as all the other preferences.
In the screenshot below you'll see how it goes when longbow crafting is initiated:


In cases where certain tree species is preferred it's still possible to use material of any tree species, but if it differs from the preferred types the quality of the produced item will be lower. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.

..

As we undergo transition to pausable crafting many item recipes go through adjustments and additions.
Recently we introduced raw material yield property, which is also available for modding as [yield:num].
This property defines how many crafted items a certain raw material can yield. It's in use for example with making staves, so that you can make
three staves out of one slender tree trunk. The yield information is now also indicated upon starting to craft something,
and before selecting the desired number of items to craft. This way crafting can be planned sparingly.
In the screenshot below you'll see the slender trunk yield indicated when staff crafting is initiated:



It's likely that the crafts that are currently made in batches will be checked for possible use of the yield property to make their crafting more informative and intuitive.
The yield property is not practical for all the items, but in cases where you are kind of asked for "how many batches of items that are made eg. 5 items in one go" it
can help to simplify things to quite an extent.

With all the new properties and tags and preference specifications we've had to touch the very core functions of item crafting that lay deep within the game.
It's been quite unnerving to open these functions up for tweaking as if we make mistakes there the whole game will suffer from the consequences.
Thus, we've led easy paced and precise coding and testing periods with these.
So far, so good.
So let's continue.

These are future features - not yet functional in current version 3.84.
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