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Messages - Pr0man

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Welp, time to also throw in my two cents - I'm one of the old legacy people who have purchased it, back in ye olden days, so I feel like I've got some experience under my belt. I eventually stumbled upon the BAC mod while looking on how to enhance my gameplay, given I've been playing UrW for quite a while, and as a result I basically never play without it anymore. Why? The game as it stands, is what you make of it: no overarching story, no fun little quirkiness to uncover, just pure, unadulterated survival, and that is great. HOWEVER - to be long time invested into something like that, the game needs to have enough content to support the long gamespan we are talking about in those runs, which is where the BAC mod comes in.

It appears that the game as of right now is simply limited in amount of keyspaces available to properly distribute all the menus and submenus when one wants to run the game with a big addition mod like BAC. Is it a problem now for vanilla? No, but depending on how UrW is going to be developing moving forward, this would eventually become an issue either way, simply because there is only so many combinations of menu and submenu buttons available, and a mod that adds quite a lot of things faithful to the setting has managed to approach this limit.

I am however very much agreeing with Erkka that it should be modders making sure the mod is compatible with the game evolving, but since the amount of mod entries have grown to absolutely massive sizes, with Brygun basically curating the quite huge BAC mod all by himself, this is gonna take a good while. And until either a deeper submenu system is coded in that allows to have an extra level deeper of menus to access, or an entirely different mod make menu as requested, where the entirety of mods can be placed in, this is also going to repeat itself - And this takes time. BAC wasn't even done fully converting the entries to the by then still out 3.83 when 3.84 dropped from what I've seen, as I have seen still additions just days prior the new update coming. And I have to say, it does not feel unreasonable to make a request towards the developers, accomodating the ever growing modding community because of the games limits. When BAC has already reached the point of having to scrap portations, as well as fusing components like nails and rivets, then that only really shows that this can truly become an issue going forward.

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The dip net is based on a fishing rod, see the diy_bac_toolmaking.txt file. This means it inherits the fishing rod property, like being adlse to add hooks.

It may help to change it to Net which should allow fishing for fish as well as ore, or you may need to change it to some other tool or hunting horn.

I cannot test this myself as I am still saving up to buy 3.71,
Changing it to "Net" worked out after creating a new one.

I was previously fiddling around with the file and tried changing to "Hunting Horn" as well, but that yielded no real results. Doing so again I just had the idea of creating the item again after changing the value, I assume this flag only sets the items capabilities -after- it is created using this action, not retroactively for already existing items in the world, which is why I had not gained any results. Hunting Horn as such might also work if one wants to forego the fishing capabilities of it.

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For some strange reason the dip net straight up doesn't work in 3.71 to scoop lake ore - works as a fishing rod, sure, but that's not why I want to use it. I even downloaded 3.63 stable and tested it out there with the mod version appropriate for 3.63 and all works perfectly fine.
I tried a whole bunch of combinations to see if I'm doing something wrong, but it does not matter if my character holds the dip net, if it is on the ground or if I have it in my inventory to select it if the game asks for the dip net - it won't be recognized as a tool when selecting the "scoop for lake ore" option. Also does not matter if I attach a bone or iron hook to it or leave it unhooked (as an aside, it's weird to be able to attach a hook to it), nothing seems to work.

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Well, one issue that seems to permeate throughout a couple of recipes is the naming of items in such recipes.

The Clay Kiln is a pretty good example, talking about lower and middle wall materials which I could not find for the love of god. Once I checked the files to learn that it talks about rocks and stones specifically that cleared it up a tad, though I did not yet test if crafting with those materials is specifically possible then.

EDIT: While playing today I also came across another issue: Smoking fish the vanilla way, meaning inside a finished house with a lit fireplace will always result in spoiled foods. I'm fairly certain I am doing something wrong there? Decided to mention it anyways because searching the last 15-some pages didn't give me any results and it might just be a bug.

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