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Messages - TheyCallMeSibs

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1
Mod Releases / Re: BAC 3.85
« on: December 16, 2024, 08:41:44 AM »
Discord is same as my forum name, theycallmesibs.

2
Mod Releases / Re: BAC 3.84
« on: December 15, 2024, 09:18:03 PM »
I've been on vacation, but I'll get to fixing it up soon :)

Hey just wanted to say thanks for keeping this going and thanks to Brygun for making this infthe first place.

I noticed that I cannot repair nets anymore with this mod. I can still make them though. I tried to find a way around it or a way to quote out the new menu options under fishing to get it to show but I couldn't figure it out. Hopefully you can take a look at it.

Thanks

It was indeed an overcrowding issue. Fixed in 3.85! Thanks for the suggestion too, Finn, but we use vanilla nets now which should work with vanilla mending.

3
Mod Releases / BAC 3.85
« on: December 15, 2024, 09:14:41 PM »
Gmornin,
I've got the first version of BAC 3.85 right here :)

V1.0:
 - updated vanilla items to 3.85 standards
 - commented out woven boating frame and the birch bark canoe to make space for vanilla netmaking and net mending.


Regarding the birch bark canoe: Most of these recipes look like they would break the UI with the number of items required, so it is shelved for now. But if you love building and using these, let me know. For now, just comment them in and comment something else out if you need to.

As always, let me know when you find bugs or issues. I check back here occasionally, but I am on the discord server too. Cheers!


4
Mod Releases / Re: BAC 3.84
« on: November 16, 2024, 03:09:07 PM »
I've been on vacation, but I'll get to fixing it up soon :)

5
Solved'n'fixed bug reports / Re: Bug in LoydettyTarvike() function
« on: September 24, 2024, 11:51:10 AM »
Ah! That explains it.
I'll patch it :3

6
Solved'n'fixed bug reports / [solved] Bug in LoydettyTarvike() function
« 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}

7
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

8
Mod Releases / Re: BAC 3.84
« on: September 11, 2024, 10:26:05 AM »
i cant seem to find the fireplace in the build menus after installing this mod

am i overlooking something?

Yeah, see the above post. It's fixed now, so feel free to grab the newest version from up above :)

9
Mod Releases / Re: BAC 3.84
« on: September 09, 2024, 08:12:54 PM »
I'm also aware that some internal building guts have gone missing. I'll fix it when I get home from vacay

10
Modding / Re: Old carpentry crafting
« on: August 27, 2024, 02:26:07 PM »
Arrows are still in the make menu - shift + m, arrows.
With spears, do you mean javelins? They are in Make, Weapons.

If with spears you mean the old BAC spears, we now use the vanilla hafting menu. Make a spearhead through Make, Smithing and Make, Toolmaking, then use Make, Hafting to haft it.

BAC adds a lot, but I made sure it all fit within the menus. At least, it should. ;)


11
Mod Releases / Re: BAC 3.84
« on: August 24, 2024, 11:39:53 AM »
Aaaand added the missing BIY files. Oops!

12
Mod Releases / Re: BAC 3.84
« on: August 22, 2024, 10:57:37 PM »
I've modified the version to remove a leftover test item or two, credit the mod guide properly and rebalance the primitive yarn. Updated the main post with the v1.1 :)

13
Suggestions / Re: Nested Submenus?
« on: August 20, 2024, 10:31:38 PM »
Can we bring this back into discussion in light of the mega mod menu discussions?

14
No worries about being direct :)
Yeah, of course it would be nice to have access to the files to mod all these things.
But we both know that writing a full-access API or even exposing the game files of a game with 30 years of dev history and a port or two takes incredible amounts of work. And if I'm honest, I'm not sure the average player would prefer the Devs to spend a year or so refactoring and exposing everything instead of their normal updates.

On another note, I'd be very disappointed if I could dig through the files and figure out how the spirits work, for example. Some things are nice to keep mysterious.

15
Huh?
Of course, I also wish we could mod everything, but the fact that we have a developed modding language for recipes, cooking, building and plants that gets expanded every patch or two with new features (when they are implemented globally) is not nothing.

For an indie game of one to two devs, which is in a self built engine, what we have is honestly remarkable. 

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