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Messages - esko-seteli

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1
No other mods, no manager. Just BAC.

Guess I'll grab the hotfix because why not, all else fails I could try verifying my files via Steam in case something vital's gone buggered over this progress for whatever reason. It's not a *huge* issue, since bear traps aren't exactly something I make often, but still a rather strange one.

2
Phbt, I'm an idiot - correct file here.

3
First, all other rope/cord-related recipes seem fine, as with pretty much every other trap - looks to be localized to the big bear deadfall trap.

Second, see attached for the requested file.

4
It asks for the same, up until I try to input the ropes. I had five root ropes prepared in advance, and those weren't enough - number didn't even change actually, so I think it might be demanding a much larger number than it can display? Picture attached.

5
... And so, new issues arise: after all this modding, looks like the large bear deadfall trap recipe's buggered. Shows as needing an impossibly high number of ropes to finish, somewhere ~900000. Where do I go to fix this? Been looking around but can't seem to find it.

6
Damn, that's a shame. Reed root flour's kept me living for quite a few games, I bet that's the case for a number of others too. Would've been great, but can't have 'em all! Nice to know the reasons behind why it's not possible, though.

Gonna keep that in mind then going forwards, regular stone grinding it is.

7
Counted, and it's 20 entries on Lumber; 18 pre-adding the branch bundlings back!
Seems to be all there now, and functional. This'll do me nicely.

Oh, but as a wish for the future if possible? Could we get a "wild flour" option for the quern-stone flour grinding recipes? It looks to work if selected manually as a tool for the purpose via Agriculture, but I feel that speed-wise there's hardly any difference - and I'm pretty sure the already included quern use recipes are faster for regular grain.

EDIT: I take it back, apparently the quern-stone only counts as one nearby stone if placed down, and as both if picked up and selected manually from the inventory? Very strange.

8
Hokay, got #28's patch in, re-installed #25 just in case first too. diy_glossary is empty as intended.

Things look to be working as intended! Gonna see about removing that comment on the branch bundle recipe now - but just in case someone else stumbles on a similar thing and is as uninitiated as I am, would you mind spelling out the process too? It's *really* tough finding much info on... Anything, regarding URW.

9
Right, well let's see.

First off - I just kinda like bundling the branches up nice, heh. Both for a spot of roleplay, and to keep things tidy since loose sticks just litter my whole yard. Plus, I use 'm' to drag stuff around a lot, and it at least feels like the bundles work better for that.

So for menudef, looks like I've got 'menudef_additional' and 'menudef_BAC'.

diy_glossary is *not* empty, see attached for contents - too much to just paste on here, I feel.

10
Hi, slight question: downloaded BAC, installed every patch I could find in this thread (in order), now facing a small number of issues;

* s -> Hideworking takes me to the armorcrafting menu

* Clothes and Cloth Garments produce the same menu

* Bundling up branches no longer appears to be under Lumber, nor anywhere else for that matter. Bundles themselves still exist, but I can't find a way to unbundle them anymore.

Have I mucked things up royally with my patching, or are these oversights? Either way those are things I'm noticing.

11
Modding / Re: BAC making linen, and the naming of flax yarn
« on: November 22, 2022, 10:29:26 AM »
Cheers, that'll do nicely. Works by the looks of it now! Textilecraft menu is properly segmented, and linen yarn makes linen cloth as expected.

12
Modding / Re: BAC making linen, and the naming of flax yarn
« on: November 22, 2022, 07:46:07 AM »
Right, I see! Thought I had the latest version, but in my defense the forum's a bit tough to navigate for someone uninitiated like myself.

Wouldn't care to provide a link to it, just to be sure I find the right one? Also, I assume the installation goes as usual - drag and drop contents and replace all, and it should do the trick? Cheers in advance!

13
Modding / BAC making linen, and the naming of flax yarn
« on: November 22, 2022, 04:11:24 AM »
So, hi - somewhat long-time player, got BAC and found a bit of an issue.

I've managed to make some nettle cloths for myself so far, but now that the flax harvest came around I tried to get some linen as well. Only rub is, when I spun the flax to yarn, it instead became "linen yarn" - and the cloth looming recipe demands "flax yarn".

Did I muck something up, or is this some internal issue with the BAC recipe? Should it actually produce flax yarn, but is set incorrectly to produce linen yarn? If so, how can I fix it?

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