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Messages - rudy

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121
General Discussion / Re: What's Going On In Your Unreal World?
« on: January 16, 2021, 06:13:01 AM »
It's astounding, and a bit silly, how many critical tools and bundles of necessary grains and meat a village will trade away for a battlesword likely none of them know how to use.

122
General Discussion / Re: What's Going On In Your Unreal World?
« on: January 15, 2021, 10:35:31 PM »
How did the 2 end up plain 'dead'? Lured in to water and drowned?

They're all dead primarily by arrow, so not sure. Perhaps arrow to the eye does not harm the corpse?

123
General Discussion / Re: What's Going On In Your Unreal World?
« on: January 15, 2021, 09:41:46 PM »
My current RP is that my main, large home island is sacred, and foreign traders are not permitted to walk upon it.

Some of them disregard the warning.


124
General Discussion / Re: What's Going On In Your Unreal World?
« on: January 15, 2021, 03:44:49 PM »
Its skin is harsh quality (oops -- maybe throwing that axe at it was a bad idea), but it should still be worth a lot, as long as it doesn't get damaged more during tanning.
Cool! Should still be worth 50% of a standard lynx fur, which is indeed still a lot. so definitely worth tanning.

125
Mod Releases / Re: Quern-Stone Grain-Grinding Mod
« on: January 15, 2021, 02:25:27 PM »
You could also include a wooden stake for the turning handle. That adds a slight complexity for the player to have axe/knife to make those.

I do like the idea in general. The two random stones unworked, the vanilla, certainly can break open grains. Working two stones to fit properly really improves the speed of work.

I've mixed thoughts on it being more tiring than the vanilla grinding though. Rubbing two random stones seems like it would be the harder one. The Querns I've seen in videos are easier to turn than that, in my opnion.
The recipe in the first post already does have a wooden stake in it. The .Assemble Quern-Stone. recipe.

I'd be fine with reducing the effort for grinding from 2 to 1. 0 would not make sense.  I'm not sure what the effort level for vanilla grinding is, as it's not defined in a recipe.

126
Mod Releases / Re: Quern-Stone Grain-Grinding Mod
« on: January 15, 2021, 03:08:15 AM »
Getting rid of the first recipe and just using two 14 pound stones should be fine. The size of them varies, and the smaller ones could certainly be from a pair of 14 pound stones.

I'm also planning on improving on that graphic to try and make it fit the rest of the tiles more.

127
Suggestions / Re: Pouring two identical containers together.
« on: January 15, 2021, 02:21:33 AM »
I'm guessing the issue is similar to the code that prevents you buying a knife and using a knife as part of payment
I doubt it, actually. The container issue here is occurring because they are essentially the "same" item; the game is storing them as one stack of the same item, that is.
The trading issue occurs even for "different" items. Broad Knife and Fine Broad Knife, for example. They are stored as separate items. The trading thing seems more like a deliberate choice in the programming, rather than an unintentional effect.

128
I made a mod for a quern-stone here:

https://www.unrealworld.fi/forums/index.php?topic=6248.0

I think it would be a neat addition to BAC, but I'm fully content to leave that to your decision.

129
Mod Releases / Quern-Stone Grain-Grinding Mod
« on: January 14, 2021, 05:56:15 PM »
This is a mod to implement the use of a Quern-Stone, which is a relatively simple grinding tool in use way, way, way back throughout human civilizations.  Once assembled, the quern-stone allows you to grind barley and rye flour roughly twice as fast, though more effortful. Other types of flour are more difficult to implement, because they do not have a base item type (this is because all other flours decompose slowly).

If I could figure out exactly their nutritional information, I could probably add them too, but it would be a non-decomposing variety.

https://www.youtube.com/watch?v=5WbYu9XHQPw
https://en.wikipedia.org/wiki/Quern-stone

This is ideally used in conjunction with BAC mod, or another mod that adds tools, but can be pretty easily modified to work on its own.

Here it is in game:



And the text of the mod is as follows:

.Mine for Big Stone. "Stone"   *COMMON* [effort:3] [phys:stance,arms,hands]   /6h/ [noquality] [assist:1]
{[NEARBY_TILE:Big rock]} '+stand next to a big boulder'
{*hammer} 'Hammer'
[NAME:Big Stone]
[WEIGHT:30]

.Shape Quern-Stone Piece. "Stone"   *COMMON* [effort:1] [phys:arms,hands]   /6h/ [assist:1]
{Big Stone} (1) [remove] [noquality]
{*hammer} 'Hammer'
{Whetstone} '+grind smoothness of hitting areas'
[NAME:Quern-Stone Piece]
[WEIGHT:20]

.Assemble Quern-Stone. "Stone"   *COMMON* [effort:1] [phys:arms,hands]   /6h/ [assist:1]
{Quern-Stone Piece} (2) [remove]
{Wooden stake} (2) [remove] [noquality]
{Board} (2) [remove]
{*hammer} 'Hammer'
{Whetstone} '+grind smoothness of hitting areas'
[NAME:Quern-Stone]
[WEIGHT:45]
[TILEGFX:quern-stone]

.Grind Barley-Flour. "barley-flour" [effort:2] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:barley-flour]

.Grind Rye-Flour. "rye-flour" [effort:2] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Rye grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:rye-flour]


If using BAC, I recommend putting these in the Mining and More menu, where there is room for them.

If not, then you can put them wherever, but will want to comment out the hammer and whetstone requirements.

Either way, the attached image goes in truetile.

If there is demand for a stand-alone version of this with files (as defined as one person specifically asking for it in this thread), then i will put something together.

130
Suggestions / Pouring two identical containers together.
« on: January 14, 2021, 04:03:24 PM »
When you have a stack of two containers with the exact same thing of them, you cannot pour one into the other, because the game thinks you are trying to pour a container into itself. If you have a third container of a different type you can workaround it, but it would be nice if this was addressed as a convenience.

If it would be a lot of work, I acknowledge that it's probably not worth it.

131
Modding / Re: Cozy Cave Mod
« on: January 13, 2021, 10:38:46 PM »
Pretty sure that's flatly impossible with current modding constraints.

It is possible to make the center wall removable, though, with a simple build recipe for steep cliff.

132
Gameplay questions / Re: Cave Dwelling Question
« on: January 13, 2021, 10:29:33 PM »
Ok; I will wait and see what happens, then. Thank you.

133
Gameplay questions / Re: Cave Dwelling Question
« on: January 13, 2021, 10:09:16 PM »
Single tile gray graphic gets subdued into the cave floor. But building more adjoining ceiling&floor; will look different.

I built a bunch, and the floor was still snow-covered...

134
Modding / Cozy Cave Mod
« on: January 13, 2021, 08:02:38 PM »
Hello,

I recently discovered that building floor/ceilings in your cave does not get rid of the snow!!! Who wants to live in a snowy cave?!



So I'm putting together what is essentially a graphical mod that puts down flooring. It works by creating a very heavy object (1200 pounds) that is then set on the floor with custom graphic. The most annoying thing is fitting custom pieces "around" the fireplace, and the fact that the flooring only shows on screen when it's in your line of sight.

Three questions:

1. Is anyone at all interested in this? If so, I will post it when finished.

2. Anyone know why the command [TILE:Inside of a building] does not work? I have that in the recipe, but currently it lets you build it anywhere. It's not a big deal, but ideally I'd like to limit the flooring to a space where the player has already finished their cave floor.

3. If anyone thinks they can do a better job with the coloration I would both be very grateful, and certainly co-credit you on anything I post. Current tiles attached if so.

135
Gameplay questions / Re: Cave Dwelling Question
« on: January 13, 2021, 06:33:37 PM »
Follow-Up Question:

Is building a floor/ceiling in a cave not supposed to have any visual effect? Because there's no visual change when I do so.

I've played many times, but this is my first time utilizing a cave...

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