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Messages - GiTiB

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1
Guides and tutorials / Re: Skill Training Guide
« on: April 15, 2018, 11:46:02 AM »
As MrMotorhead said I think Tracking levelup when you discover new tracks, so you should stand on a tile without tracks near some discovered tracks and try to discover new ones. It is one of the easiest skill to train so no need to invest points in it.

2
Not bugs / Re: Mod tag %XX%
« on: January 25, 2018, 11:11:53 PM »
I see, I wasn't able to spot this effect in my own tests.

edit: when I go to a forest and cut the first branch I see as makeshift walking stick, I guess I make only crude ones, I feel bad now. All my life is a lie.

edit: a quick test, with the %60% tag and 0% skill I've got 12.2% of excellent roll,  for 0% skill alone I've got 0.9% of excellent roll,  (test with 1000 roll for each case), it confirms your results.

3
Not bugs / Re: Mod tag %XX%
« on: January 25, 2018, 10:41:45 AM »
I'm not trying to make the game easier, a lot of low level recipe have %XX% modifier, like staff, juniper bow, loop snare. If it was not intended to help low level characters and boost their skills then I don't know.

edit: Actually I never thought about boosting low level character, what I thought is that you don't need much skills to make a decent staff so that would make sense.

4
Not bugs / Mod tag %XX%
« on: January 25, 2018, 09:56:46 AM »
The mod tag %XX% does not seem to work as intended in version 3.50b2

It can be tested with a character with 0% in the timbercraft skill, trying to make a staff (%60%) with a decent handaxe (and a decent slender trees I guess), in my understanding it should give 60% bonus to the skill putting it at 60%, which should give mostly some decent staffs, but it gives only crude ones.

It is a bit painfull for starting characters with low skills.

5
Not bugs / Re: Skins
« on: January 23, 2018, 01:45:17 AM »
I aggree with you Ametsala it is not so usefull but in my imagination a true adventurer must have a knife, a handaxe and a skin and you should put a minimum effort in becoming one.

6
Not bugs / Re: Skins
« on: January 22, 2018, 08:09:47 PM »
In my opinion it is not a bug, crafting a skin is a bit of a milestone toward civilisation, and if it was not 4lbs of leather you would only need to salvage some boots to do it, way too easy.

7
Modding / Re: Cookery
« on: January 10, 2018, 07:37:22 PM »
It seems it is not supported when modding, you can't choose unit item (vs weight). It works like that with the arrows, you can't choose the feathers from your inventory...

The Roast menu let you pick them, but it seems it is harcoded and unsupported.

Let me know if I'm wrong, it is puzzling me.

8
Modding / Cookery
« on: January 10, 2018, 04:52:58 PM »
I'm trying to make a recipe but it does not allowed me to manually pick things up in my inventory.

The [patch] thing appears when I choose the recipe from the menu and select automatically a valid component, I want it to ask for numbers only when I manually pick things up in the inventory as it is the normal behaviour no?

Code: [Select]
//automatically pick up ask numbers
.Cooked Something. *COOKERY* /5/ \30\  [patchwise]
{Raw meat or fish} [remove] [roast] [name:Cooked %s] [patch:10]

//same
.Cooked Something. *COOKERY* /5/ \30\  [patch:10]
{Raw meat or fish} [remove] [roast] [name:Cooked %s] [patchwise]

//same
.Cooked Something. *COOKERY* /5/ \30\  [patch:10]
{Raw meat or fish} [remove] [roast] [name:Cooked %s]

//only cook 1 thing
.Cooked Something. *COOKERY* /5/ \30\
{Raw meat or fish} [remove] [roast] [name:Cooked %s]  [patch:10]

9
I am a bit afraid it would turn the game community a bit weird as seen in different games that deal with such features such as stardew valley, rimworld... Maybe a  mariage that does not say its name would be enough, lifetime companion? A way to hire both genders as companions would do the trick, a little love for all these village maiden that are useless as for now.

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anything