Topic: Version 3.85 beta released  (Read 5393 times)


Sami

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« Reply #15 on: November 01, 2024, 11:53:06 AM »
I have a mod with recipes that 1) reduce the weight of logs and slender trunks for the sake of easier transportation 2) revert these items to their normal weight.

Of course, these products remain generic in the current beta. But once the inheritance of tree species does become fully implemented, I wonder what support the modding syntax will have for specifying the tile graphic index?

At this point there are no considerations for making the item tree species to pick a specific tile, except for the trunks.
Eg. boards and blocks now all look the same, regardless of which wood they are made of. 
It's the same as for example fur clothes - different furs clothes would look a little different but for all these years we have happily lived with they all looking the same.
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« Reply #16 on: November 01, 2024, 09:51:34 PM »
I would also like to give my support for waterskins!
Besides that the update looks really cool and I look forward to playing it real soon.

JP_Finn

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« Reply #17 on: November 02, 2024, 06:54:54 AM »
Question on the [sucmodqty]; does it count each item produced or maximal success rate of items, for skill gains?
I.e. material wastage non withstanding, does our characters (possibly) gain same doing tasks in bundles versus individually. Or is the gain for players to reduce key-jockeying?

Hopefully both 👍

Sami

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« Reply #18 on: November 05, 2024, 05:04:24 PM »
Question on the [sucmodqty]; does it count each item produced or maximal success rate of items, for skill gains?
I.e. material wastage non withstanding, does our characters (possibly) gain same doing tasks in bundles versus individually. Or is the gain for players to reduce key-jockeying?
Hopefully both 👍

You'll get skill gain checks for each item produced, not for the ones that you don't get to produce.
If sucmodqty decides you get to make 7 items, then you'll get 7 skill gain checks.




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JP_Finn

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« Reply #19 on: November 14, 2024, 06:18:50 PM »
I've been experimenting with [yield:] and [sucmodqty:] together; to me it seems that the total amount of product doesn't get sucmodqty to reduce it.
e.g. edit the .Wooden stake. with sucmodqty and say you want 6 slender trunks cut into 30 stakes; the game produces the 30 stakes every time.
Including a Character with 10 TIMBERCRAFT and working on the job with a broadknife (took 3 days) and still produced 30 stakes.

Will it be possible, to use sucmodqty on a recipe that has requested (yield or patch) output value?

JP_Finn

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« Reply #20 on: Today at 02:18:40 AM »
For wood slats, preferred wood is pine, presumably for using as arrow shafts. There aren't many (if any other) recipes in vanilla to utilize the slats, but I feel it'd be better suited to prefer pine slats for arrow shafts and not give quality hit for slats cut from other types of wood. e.g. custom crafting recipe for wooden canteen, I'd rather use birch slats for a canteen than resinous pine slats.
Unless there's something else, that I'm not thinking about. Riving pine is easier than birch for sure IRL, but the difference in my experience is time taken, not the (quality of the) produced slats.