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Suggestions / Re: Make Menu only for Modded items = saving BAC and other large mods
« Last post by Plotinus on May 07, 2024, 06:54:08 AM »After that, I continue along happily with using the mod.
.Stoney arrowhead. "Stone arrowhead" [effort:0] *CARPENTRY* |0| /1m/ [patch:5]
// migrate old arrowheads
{arrowhead} [remove] [patchwise]
What needs to be done to fix that? I see two main alternatives;
1. The mod is updated to make it compatible with the latest version of the game
2. The vanilla game is modified to keep the new version of the game compatible with an old version of a mod
A suggestion was to add separate craft menu for mods to use. Right? Let's make sure I understand the proposed suggestion correctly and then brainstorm as necessary.
So, let's say we'll make a letter O to open a blank make menu, which you can then fill with modded stuff like the current Make menu. And this would be menu that is reserved for mods only. The game craftings would appear in the exisiting Make menu, like currently. Now, if you would then fill this one modders make menu (O) with one big mod it would be..well..full. If there was a few smaller mods that you would like to put there, with custom menu entries or keys even, they would get messed up and tangled together.
If implemented like this it doesn't sound like a plausible long-term solution, or am I not understanding the suggestion?
In these cases the ground has been created in the water for the tree to stand onInteresting... I suppose that must be the underlying mechanism for the Netherlands-style land reclamation exploit in this old thread!
It's a fun side-effect which several players would sorely mourn the loss of.
If considered necessary this could be tidied up so that the trees would appear straight out from the water, with no ground showing at all.Now I'm wondering whether a randomly-placed tree may possibly overwrite a spring tile in the current iteration of the terrain generator.
This hypothetical situation could be attributed to bad RNG luck. But I think that accidentally erasing the chance to discover a water source is more saddening than if a player simply failed to notice water tiles which happen to be concealed by the trees or flora growing on top.
Two robbers appear from nowhere and knock me out unconscious with only two hits and was well-armored, I take a look at the injuries and I discover a deep cut to the neck... I guess the long mail cowl I were wearing was made of paper because the severity bar is almost full to the point it could have been "Your neck has been cut in half", my PC almost had a year and was carrying some masterwork gear with me for a trade travel and the fact I got no warning (I didn't move adjacent to them in the world map) made me ragequit and quit living... Still I had a large stock of sorted furs and tools in home but there is something about in NPC robbers I find infuriating, dying to a bear or njerpez is one thing but losing your hard-earned stuff is aggravating...
I find ridiculous how numerous they are, no matter if their equipment is basic (handaxes, knives) or their skill is low they don't seem to flee if you kill one of their buddies or severely injure one of them and at the end they'll manage to knock you out soon or later, I wish there is a way to remove them in my playthroughts since I have more a lone wolf playstyle. Here in the UnReal World: more guys > gear & skill.
Time to drink some heather beverage for that swelling neck...
/EndRant/