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Sign upMore Survival Tools: Series 2 #11934
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added some commits
Apr 7, 2015
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Fuck. I just tested something. KA101's additions to some terrain loading files means game will break with starting/loading a file that doesn't have my mod loaded...bloody hell. ._. |
Coolthulhu
reviewed
Apr 8, 2015
| @@ -1040,9 +1090,68 @@ | |||
| {"id":"HAMMER","level":1,"amount":1} | |||
| ], | |||
| "components": [ | |||
| [ [ "rock", 5 ] ], | |||
| [ [ "rock", 5 ], [ "ceramic_shard", 1 ], [ "sharp_rock", 1 ] ], | |||
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Coolthulhu
Apr 8, 2015
Contributor
Why only 1 shard/sharp rock but 5 regular rocks?
Also, at 3 super/bone glue it is not worth the effort. 1 would be fine.
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chaosvolt
Apr 8, 2015
Author
Contributor
That would be a copy-paste fail on my part it seems,
Also, 3 superglue is actually what the unmodded recipe for the glass macuahuitl demands, so I might tone that down to 1 super glue. Should I retain the idea of it requiring more bone glue, or not? o3o
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I'm also possibly having some problem with the tileset all of a sudden, based off one of the recent compiled experimentals at least. Wall tiles are using the buggy fallback instead of the tiles they should be using. Spawning wall tiles in the map editor has them appear normal, except any such tiles in contact with an existing buggy tile become buggy as well. O.o EDIT: Oh. OH. It's actually only the standalone version of a wall tile that displays right, whereas all connected variants are derping up. Gonna have to figure out why this is happening in the modded MShock tileset but not the normal one, when I didn't change that part of the tile config. EDIT 2: Huh. Okay, it seems the normal MShock tileset used in the current Github version has the same tile tweaks as mine, while strangely the MShock tileset in the latest compiled-and-uploaded version of the experimentals is different. Since I still haven't been able to compile a working version of Cataclysm with tiles from Github, can anyone confirm if this is working right in the Github version? |
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Your tileset still has the _v and _h versions of the wall terrains (#11895). Edit: 43b9d12 is roughly the change you have to apply: |
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Oh derp, that explains it. >.o Should I add that to this current PR, then? |
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Yes, do so and make sure it shows the correct walls. The blue wall appears as blue rectangle (even when connected to another wall), but the other colored walls appear as colored double lines (like in your picture), I don't known whether that is correct. |
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Now if I can figure out the easiest way to do so...fine time to be out on my laptop. @_@ EDIT: Are you sure your version of tile_config is going to match up with the tiles image file? Thankfully Github has an online editor, I might have to unfuck my version piece by piece instead of copy-pasting your version of tile config. ._. |
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FWIW, without that change it was fucking up when I tried to load it anyway. If someone has a fix, feel free. |
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Which change, KA101? EDIT: Tested by dumping the PR's tileset into the latest compiled experimental, seems the tileset works now. Attempting to test whether my added fix for the lean-to works via that method causes bugs galore though. I swear, if the damn lean-to causes one more problem, I'll be ready to say to simply remove it. >w> |
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The ones you're mentioning. |
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Ah, so hopefully this PR fixes that. I'm guessing you specifically mean the t_leanto load error that occurs on worlds not using the mod? |
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Yes. Apparently I caused the error people are reporting, and my apologies therefor, since I wasn't sure how else to fix the error I'd been getting at the time. (And this error didn't appear: I'm guessing because it only hits the first time one fires up the game, so reloading once I'd run a test managed to get around it.) (If there's a fix here: that's best broken out as a separate PR. Content additions & bugfixery generally don't mix well, since the content needs longer review.) |
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Ah, right. But yeah, it seems a dummy version of t_leanto in the default terrain file fixes that without being noticeable. Unless you want to mainline it instead? ^^" |
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I don't recall being opposed to that. |
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Hmm, I might add that to this PR when I'm back on the desktop then. Any other content that might warrant a mainline? Only other issue is it'd still have the issue of transparency issues on the unmodded MShock tileset and presumably the others as well. =w= |
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Separate PR please. |
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Very well then, shall remain focused on the mod for now. ^^ Now hopefully this is the last of the bugs for now. |
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Also, I just derped and realized that there seems to be no recipe for knapping a sharp rock from a normal rock. Any PRs planning to add that as mainline, or should I ponder a reaction for it? o3o |
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Knapping has been discussed repeatedly and absent proper geology/mineralogy support (not quite DF-level but that general idea) we can't justify using one rock to sharpen another. So modpack is an uphill push,and mainline is No. |
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Ah, so I see. I like the idea of a sharpened rock being just barely good enough to butcher with being readily available though. After all, if I recall the sharp rock's butcher quality is even worse than a bloody trowel. So given that it has no cut quality, it seems feasible to believe that knapping a sharp rock would basically be pebble-core technology. Not just more primitive than the existing stone knife, but more primitive than most stone tools in general. Oldowan industry at the latest. Also, to idiot-proof things a bit, I might add the override function to any of my mod's recipes that allow crafting vanilla items that currently lack mainline recipes. That way if a recipe for said pre-existing item is introduced later, it won't break stuff so I won't have to immediately remove or otherwise fix the mod's version of the recipe. =w= EDIT: Also, as far as I can tell, throwing sticks don't seem to use the stunning property when thrown. ._. |
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Also, since I'm pondering what else might be worth adding, I'll list all content that I removed before PR'ing due to deciding the Classical/Medieval gear doesn't quite fit with the rest of the content: Heater shields, kite shields, round shields, hoplons, scuta, bucklers, riot shields, wooden shields, Corinthian helmets, bell cuirasses, bronze greaves, lorica segmentata, galeae, nasal helmets, tunics, mail armor (now obsolete anyway, though my version implied being paired with a gambeson), baldrics, improvised sleds (deployable item like a folding bike, obsolete due to the mechanics-skill-0 travois being about the same), xiphoses, dories, bronze, arming swords, and scimitars. EDIT: ...friend suggested I mod in alumimum and tin foil, and aluminum/tin foil hats. >_> |
added some commits
Apr 9, 2015
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Foil could be used to slow heat degradation |
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Ooh, that would be an interesting use for it, depends on if a flag exists for that. |
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I like improvised mess kits and foil use as keeping food hot longer. |
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@chaosvolt You may have to implement said flag. The flag checks could be done during food processing, and you could make the time adjustments there. |
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That could be awkward to implement. Also, not improvised mess kits, but more like existing military mess kits. An old-school example: http://en.wikipedia.org/wiki/File:US_Army_mess_kits_-_IMG_1506.JPG |
added some commits
Apr 16, 2015
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@chaosvolt I still have some of the forks that came from those things. Also, those cool little p42s (or whatever those can openers are called) ftw. |
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Be lucky that easy-open cans are apparently ubiquitous in the Cataclysm future. P38 can openers would be a neat addition if we needed to open cans though. o3o Will have to see what other low-tech cooking items already exist, there might already be something like that in the. Will also have to look at the frying pan to see what qualities it has, since I figure a mess tin should be balanced by having even lower qualities for further reduced bulk. But if the qualities are low enough that further applications of the nerf stick would make the resulting item no better than just carrying a skewer and soda can... EDIT: Yeah, I'm screwed in that regard. Skewer plus can gives you cooking 1, boiling 2, and containing 1. Frying pan has cooking 2, boiling 2, and containing 1. No room for an item with qualities in-between. |
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Hmm. The commit validation is automated, right? No change yet, so I'm wondering why it's been almost 24 hours since updates 11 and 12 and they STILL are showing as unvalidated. >w> Though if the Jently verifications are in fact manual, that's at least understandable, but unsure whether they're automated or not. ._. |
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Pretty sure they're automatic, but they sometimes break. In case there are many unscanned commits pushed at once, Jently will only scan the last one. |
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Ah derp. That would explain why updates 11 and 12 haven't been scanned, since I had to commit them one right after the other due to using the online editor at that time. ._. Now if I knew how to poke someone to fix that... >w> |
added some commits
Apr 18, 2015
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Oh. OH. Right, reverts don't actually remove the commits, just counter them with new commits. Because that would TOTALLY solve the "Jently isn't doing anything" problem. Scheisse. ._. |
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I just kicked Jently with the general IT fix (turn it off, then on again). Seems to work better now. |
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Huh. It did however do as Coolthulhu said it'd do and skipped straight to the re-commit of updates 11-13. Oh well. o3o |
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Well, uh, that contains everything before it, so... duh? |
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Yus. Nothing of value was skipped, in that case. o3o |
Coolthulhu
self-assigned this
Apr 19, 2015
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And sorry about that. I think next time I start an update, I'll keep tileset updates on a separate PR. ._. |
Coolthulhu
added a commit
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this pull request
Apr 19, 2015
Coolthulhu
merged commit 6f71f07
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CleverRaven:master
Apr 19, 2015
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Merged. For the future:
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Hmm. For the hand axe, will need to tone down the damage it seems. Probably should be not much better than the sharp rock, damage wise. Hard cheese probably should, but logically it would depend on the quality of homemade cheese. Most commercially available hard cheeses are delicious in my opinion, but those obviously aren't made by lone individuals innawoods. o3o I think the reason behind the leggings using what should be the same amount as fetlock furs is the fact that toning down the number of pelt scraps would cause some weird-looking ratios when compared to either retaining the need for 2 full pelts, or toning THAT down to 1. Doing the latter would require I add a cutting quality for it to still make sense, given the assumption that fur leggings are still separate sections. As for aluminum foil wraps, I wanted there to some function to it besides making tinfoil hats, which of course became pointless when someone else PR'd a version of that concept that was actually functional rather than cosmetic as mine was. At this point it might warrant pulling aluminum foil wraps entirely. =w= And likely should, I probably based copper axe recipe off stone axe. The skill requirements for copperworking likely depend on whether heating copper over a campfire and working it would be chalcolithic enough to warrant adding any survival skill, versus treating it as more like entry-level metalsmithing knowledge. Ooh, cheesecloth would make more sense too. o3o |


chaosvolt commentedApr 7, 2015
Now that the mod is a thing, opted to release another series of changes
to it.
Major Fixes:
additions and changes.
unmodded version.
the main game have been given the "overrides" feature, to idiot-proof
myself against anything breaking should a recipe for said items be
introduced in the main game later.
Recipe Additions and Changes:
you'd be pressing whey from curds.
making a fur equivalent.
tape, or withered plants.
addition to normal rocks.
butchering quality even lower than the trowel, it seems feasible enough
to have them easily available for now.
Item Additions and Changes:
good enough for Ötzi, it's good enough for you.
vegetable rennet, due to the possibility of having used animal rennet.
Tileset Changes: