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Make Menu only for Modded items = saving BAC and other large mods
Mod collision continues to happen with the 3.83 and 3.84 updates with it going to continue to cause conflicts with large mods like the BAC If you could give us a single key for a craft menu only for modded items it would help greatly. The large BAC mod could be fired up that way with its existing ways of making axes, bows and so on that date back to Bouddia and Rain. The existing craft menu could remain the same and modders could add to it like now, though knowing that future updates may cause collisons. Collisions as discussed before happen when updates add items to menus that cause overflow when the total of (new vanilla plus mod items) exceeds the allowed amounts and in the case of the Hafted menu a letter (in this case "H") already being used by a mod. There are 3 solutions. = Tiered menu where you open crafting then choose a master menu A, B, C etc but this hasn't been implemented as a heavy coding change = Co-ordinating the top menu of letters with a large mode like BAC which has already puzzled out things but clearly with "H" for a couple of hafting items isn't of interest = Give modders a one letter for a seperate modders craft menu. This seems plausible and with limited coding needs. Simply put instead of the "M" for make another letter is u sed to open another craft menu. A craft menu that the dev >NEVER< puts vanilla items into. Instead the large modders can use this as a safe space to figure out on our own large collections such as BAC. Frankly the ongoing additions of a few items like hand axes and bow making has been modded since long before BAC dating to Bouddia and Rain years ago. I agree that added pausable crafting is a good thing and in time Saami should integrate many of the crafts into vanilla. What is killing the game of those using large mods, and many do use BAC, is the mod collision along the way. The "modder craft menu" is a more specific lower coding requirement that would support with the large mods. Unreal has long had a commitment and encouragement to modding, such as the initial webpage hosting. Its been years since the first days. You have the success of large mods. For them to function they need to avoid mod collison. A single separate menu would work for this. April 29, 2024, 09:00:53 PM |
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Version 3.84 released for Windows
Windows version 3.84 has been released on Steam, Itch and for lifetimers. Linux and OS X builds will be released later this week if the workflow goes as expected. This version continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too. Here's the changelog: Version 3.84 (stable) changelog ** Saved characters from version 3.80-> are compatible with this version. ** - added: BOWYER skill The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version. Needless to say, the available craftable bows now call for BOWYER skill in their crafting. - added: craftable Longbow You can craft a longbow from [M]ake menu under "Weapons" category. - added: pausable weapon crafting Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring. To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them. - changed: crafting times and requirements of certain weapons Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements. The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times. * Stone-axe Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but it really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle. * Stone knife It now takes 5 hours on average to make and also requires a stone for final sharpening. * Javelin It now takes 2 hour on average to make. * Shortbow It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days. * Longbow It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer. * Bowstring It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots. - added: BOWSTRING game encyclopedia (F1) entry - updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries - added: pausable haft crafting Crafting of the spear, axe and shovel hafts are now pausable tasks. - added: pausable item trap crafting and loop snare batch production Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows; * Paw-board Crafting time has been increased to three hours. * Loop snare Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one. - added: pausable lumber items crafting Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows; * Wood slat Crafting time for a batch of 20 slats has been increased to 200 minutes. * Wooden stake Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk. * Staff When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff. - added: pausable utility article crafting for some items in the category Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows; * Wooden shovel It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours. - added: springs Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles. Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers. From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter. MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version. - added: "behind your back" reference to asking for NPC whereabouts When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.". - changed: pushing allowed to locations not visible to the player character You can now [p]ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions. - fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them - fixed: possibility to remove hafts from sickles This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics. - fixed: skin item duplication if tanning got cancelled at the requirements dialog - fixed: villagers occasionally wandering impractically far from the village area - fixed: low quality hafts not degrading the finished hafted weapon quality correctly You pretty much always got fine hafted weapons even with the inferior hafts. - fixed: "Of wolf and woman" quest related NPCs selection mess There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly. - fixed: paused craft remaining time checks There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process. - fixed: title song playback interruptions and cracks upon the game starting The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files. - fixed: occasional white screen flash when player character goes to sleep - fixed: attempt to haft an invalid target item made the item to disappear - fixed: sickles weighted too much Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended. ----- Cheers! April 30, 2024, 01:26:40 PM |
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Re: Had a dream about Unreal World
Yesterday I had a dream were I was playing unreal world, whole dream was in the perspective of the game so no manually hitting keys in a dream. Hey, I really liked to hear this. Thanks for sharing. In the early years of the game development, after really intense coding sessions, I've sometimes dreamed in programming language, in C to be precise. I mean that all my thinking and communicating in the dreamworld happened with programming language. As an example, instead of thinking "Hmm. There's a boogie man over there, maybe I should run." I thought as while (!boogieman) run(); for (i=0;i<100;i++) fatigue--; etc. June 06, 2024, 07:31:30 PM |
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Summery summary
The summer and nightless nights have made it less attractive to sweat inside the development chambers, so I've been experiencing natural and seasonal downshifting periods with coding. Nevertheless, the new features are being pushed ahead slowly but steadily amid all the other intriguing summertime activities. So, a brief summery summary from the development chambers goes as follows: The work with the shingles is basically all done by now, except that there's one sidetracking idea that may delay wrapping up the shingle code. See, the shingles would actually need to be split from a block of pine wood, and as we know the tree species is not currently derived into lumber products. Well, I'd dearly would like to feature it now together with shingles but as it's somewhat complex addition we don't want to delay the next release too long either. So, this is being considered now, and yes, whenever the tree type will be featured in the lumber products it will naturally start affecting to many other crafts too. The pausable crafting transition naturally continues and it's now considered and prioritized as the main sector of work until all the crafts are prone to pausable mechanics. It won't be yet completed with the next release, but we'll be closer to the goal with every patch. When going through the all item definitions the bigger and lesser chances to some crafting recipes will follow. For example, as we're now getting shingles the concept and crafting of torches is being re-considered. The idea of featuring separate key-command for modded items has been brainstormed and very lightly sketched amid the ongoing conversation and is likely to be first featured as a "beta-feature" which can be used/tested at will alongside the current way of adding modded items. The current system of simple diy_*.txt snippet additions is going to stay as it is, and easy as it is. We're hopeful, but can't quite promise, that the separate modded item key-command will be featured in the release - it depends on the favourableness of the spirits of priorities. There are also several new arrow types being considered, eg. whistling arrow, together with introducing a separate ARROWMAKING skill. We're hopeful that these will be also feature in the next release - if the spirits be on our side. And then, a brief summery summary of the past weeks from outside the development chambers goes as follows: Cheers! June 30, 2024, 08:30:41 PM |
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Re: Discontinued
Just as a heads up: Now that we've found some mod files, I'm updating it to 3.84. I'll make a new thread when it's done August 09, 2024, 01:33:47 PM |
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BAC 3.84
Hiya, Here's my updated version of BAC for 3.84. V1: - Tool smithing overhaul, with hafting integration. - Tool wear on mod recipes. - Menu Tetris - Updates to vanilla recipes - Balance tweaks to a few recipes. v1.1: - Removed test items - Credited mod guide - Rebalanced primitive yarn v1.2: - Added missing BIY files v1.3: - Added missing building guts (fireplace, benches etc). Find something wrong, not working or have input? Poke me on discord or leave it here :) August 14, 2024, 06:06:35 PM |
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Re: BAC 3.84
i made an account so i could thank you... shame the other guy had a meltdown, but honestly seems like he was looking for an excuse to pass off the responsibility. I don't blame him. Good idea! All done And I'm just glad we recovered the mod files. When there's people communicating on the internet, there will always be conflict. No need to drag Bryg through the mud just because of a hot temper. August 16, 2024, 10:20:52 AM |
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Lagging, delaying, travelling
Hey hey, just a note to let you know that I've fallen behind my development schedules on almost all fronts. The summer was all too busy to maintain a good workflow, and when there was a good workflow many unexpected coding issues kept arising. The features I dreamed of being close to release candidate stage by now are still lagging and delaying. And now a few weeks of travelling takes place so the radio silence is to be expected until september. I'll hope the spirits will make my autumn more coding friendly. Let's catch up then. August 19, 2024, 03:10:32 PM |
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Re: BAC 3.84
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
August 22, 2024, 10:57:37 PM |
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Ancient Savo 0.9.01 released
Ancient Savo version 0.9.01 is now available on Steam and at Itch.io Establish your homestead in pristine woodlands. Farm, forage, fish and hunt for food. Craft tools and items, barter supplies. Get married, raise children. Teach your kids the skills of self-sufficient life - some skills like iron working are so complex that it might take multiple generations of accumulated experience to learn the secrets of the craft. Send you adult offspring to start homestead of your own. Once your family tree has more than one unit, you can freely switch game focus, choosing which family to play as. Or, if your family happens to die, you can continue playing as another family of your clan. There are no combat elements; cold, hunger and accidents are your main enemies. The game is designed to be moddable by editing XML files. This allows not only adding new items, terrain types and tasks, but also modifying the existing ones to add new attributes to any existing element. A modding tutorial is planned, and will be published once I have time for that. September 20, 2024, 12:51:22 PM |
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