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Messages - Bedlam

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1
Modding / Re: Piggy's Portraits (W.I.P.)
« on: December 13, 2025, 09:52:10 AM »
Just a heads up, if you want you can use a site like WorkUpload.com to package your pics onto a zip and share them as a link.

2
Modding / Editing the URW save files
« on: December 11, 2025, 08:22:04 AM »
I am looking for a way to do a few things to the character save files, which used to be possible in prior versions but I am not very sure how do them now in URW v3.87:

- reset the animal population
- reset the zoomed-in maps, without resetting the zoomed-out map, and preserving several zoomed-in maps that contain heavily developed player bases with thousands of items
- reset the villages

I've got an important character whom I love dearly and who is 10+ real life years old; all import worked fine on URW's side, the game plays well, however I'm noticing annoying things such as not having any blacksmiths in my previously-visited coastal Driik villages (and I visited just about them all, as you can imagine), animal populations being strangely low, where I catch almost nothing but a few birds and foxes in my extensive trap fences and setups, even with grandmasterly trapper skill. Been playing for about a URW year, and have not even once seen a bear, not in the wild and not in the many bear traps I have created in past versions.

I tried kicking them down and resetting, but the problem appears to be bear populations in my game now (maybe they all mistakenly went into perma-hibernation on me due to import processes, I don't know). I also used to see many snakes, and nowadays not a single one is seen anywhere in my game.

Grateful for any ideas from those more experienced with save files in the character folder and how they can be utilized.

3
Modding / Re: Hex editing stats
« on: December 11, 2025, 08:12:18 AM »
Are these still correct? I’m trying to edit my characters stats with cheat engine but can’t seem to get it to work :(

There's now a much easier way to edit your stats without breaking them:  URWME, which you can find posted in the mods section is a tool written by a fellow URW player here that lets you change some stuff on the fly, teleport character, get unlimited carry and such. I've used it to successfully adjust my bugged stats, the reason they were a bit bugged was that I previously hex-edited them in a prior version and went beyond the checksum. URWME lets you disable the stat checksum too if you want.

4
Mod Releases / Re: Njerpez Cookery Mod v2.0 - Dec 2025 Update!
« on: December 11, 2025, 05:03:39 AM »
Today's small update "NjerpCooking v2.04" introduces fixes, a better PDF guide, and a new recipe: "Villain Stew"



It's a very nice new recipe, as useful as the ubiquitous "Hunter's Borsch", as long as your character has some salted cuts or fish. What makes it unique is that you can make a sour, astringent salty stew in the wilderness (without an oven) from just about anything you had at hand. It can take flowers, leaves, edible wild plants, roots, veggies, berries, mushroom, even normally inedible nutrient rich seeds like clayweed or hemp, and of course extra meat or fish, or leftover fats, if desired. Everything is stewed for 3 hours in the salty stock, and gives you a uniquely flavorful stew to salivate over, with nutrition effects depending on your custom ingredients as always.

I'm enjoying how the recipe has made my character actually bring salted cuts or a small cup-ful of salt on hunting expeditions. It's easier to access Villain Stew via the "Fish" cookery menu, but it is also there under the "Meat" section too (both function the same, it's just there for convenience). Hope you like it!

There are also useful tweaks n' fixes, so definitely worth updating when you get the chance.

5
Gameplay questions / Re: A lot of "Whoa"?! How to go on now?
« on: December 09, 2025, 07:33:23 AM »
I'm guessing the problem mainly comes not from a lack of memory on a modern PC, but it's more from not wanting to make the savegame files become really big, and possibly slow for some to load/access.

I too would love if the item limit was gone or increased, don't get me wrong! Constantly wrangling with it.

6
Mod Releases / Re: Njerpez Cookery Mod v2.0 - Dec 2025 Update!
« on: December 03, 2025, 12:20:07 PM »
Posted v2.02 of the mod today, minor tweaks and fixes.

In the latest URW 3.87 there's now a hardcoded "ember-roasted turnip" recipe, which mods can't update or remove. Of course NjerpCooking mod always  included its own version of this, so I did experiment with using the base game one and getting rid of the one we always had. But sadly, the base game one felt too inconvenient, as you need to burn fires for many hours to get some decent glowing embers and even these go away fast. I dont' feel that's very realistic, I myself successfully cooked root veggies in the embers of an ordinary small campfire in real life before, not to mention that you could dig a small pit for the veggies, cover with earth, and start a campfire on top to slowcook them down there.

Our vision in the mod is that roasting the turnip should be simple and convenient (otherwise why would a player not just eat them one by one, in the raw). So the current version has the original mod's "Roast Turnip" recipe included just under the base game one. You can use both, but the mod's one is recommended since all it requires is a fire and it cooks more turnips at once. It's a little confusing, having two "roast turnip" recipes under Vegetables. I hope future game versions might improve on this by making the base game ember-roasted turnip recipe a normal one, not hardcoded.

And now just for fun, a couple of mod-theme "postcards from the East":





7
I think this one cookery recipe for Ember-roasting was accidentally added as a hardcoded unmodifiable and unremovable cooking method in URW v3.87 or so.

When making mods involving cooking, you often have to overwrite cookery_glossary.txt entries to avoid having confusing dupes appearing all over the place if you altered any of the original cookery. Until now, if you just replaced the file with your own, it worked great - but with the hardcoded ember-cooked turnip recipe, you have no recourse to either change or replace it.

Would be great if it became a normal cookery_glossary.txt recipe in a future update. As I see it, there's no overarching reason why it has to be hardcoded?

8
Mod Releases / Re: Njerpez Cookery Mod v2.0 - Dec 2025 Update!
« on: December 02, 2025, 05:14:34 AM »
I finally got around to updating the cookery mod properly. It's up to date with URW 3.87+ latest Steam and Lifetimer versions.  8)

Enjoy everyone. And please do post if you notice strange things, I have been playtesting my own mod alone so far, and there have been a lot of changes done to it for v2.0, so there might be annoyances or bugs we have to work out together as we find em'.  Cheers, cheftains!  >:(

9
Mod Releases / Poisoned arrows
« on: December 02, 2025, 12:03:19 AM »
Poison Arrow Tips using Sand Mushroom!



Drop this file in your URW folder, and you'll be able to make poisoned arrows.

You will need:

- a wooden bowl for prepping the horrific Sand Mushroom poison paste, mixed with choice curses you have in mind for your enemies. The bowl is automatically trashed afterward immediately, being a hazard to health and life, if anyone accidentally uses it later.
- an ordinary arrow which you want to turn very evil soon
- a Sand Mushroom, please handle with care
- toxic intentions, toxic personality traits, general toxicity man, you need it all for this.

This is a simple mod that's safe to add and remove as you see fit & will not mess with any of your other mods. Simply copy the file to your URW folder, or delete the same file if/when you want to remove the mod.

On a technical level, what this does for you is turn an ordinary arrow into a broadhead; this is at the cost of effort, rare poisonous mushroom is required, plus effort to make the paste mixing bowl etc. Sadly there is no poisoning mechanism implemented in the URW engine, so what I did in the code was I tried to give it high point and edge damage upon hit, as well as turning the ordinary arrow into a broadhead for you which already improves damage.

The arrows worked well in my testing, though the increased damage code didn't seem to do much in terms of making your enemies instantly die (they do not instantly die). It's still a useful option, because at the very least your poisoned arrows should now be tradeable too for about twice as much as ordinary arrows would be. Feel free to add them to your game and enjoy.

PS: Animals downed with such arrows thankfully do not become poisonous.

10
Mod Releases / Re: Njerpez Cookery Mod v1.01
« on: December 01, 2025, 10:35:54 PM »
I know this is necro'ing this thread, but I just wanted to say thank you, because after playing with this mod I made my own kvass at home and it was *delicious*.

That's heartwarming, that's the kind of feedback Njerpez chieftains would cheer for!  I too love home-made kvass in real life very much. Apparently since the fermentation naturally "catches" the spores flying around in the air and sitting on the breads you use, that means that the kvass made in each home can be expected to be slightly different in species & even taste to some degree! Your house must have the good vibes, no doubt.

11
Modding / Re: A Query on Realism in Modding
« on: December 01, 2025, 04:39:13 PM »
My outlook goes something like this: I love the realism represented in URW, how the world operates based on intuitively understandable real life logic. But, I also want to enjoy my time playing the game as the player and not get carpal tunnel as much from repetetive actions that add little to my experience, so I frequently compromise the "technical" realism if that lets me get more enjoyable gameplay flow.

For example, I found that preparing and eating a tiny meal 3-4 times a day as URW character was too much fussing to constantly repeat, and was not enjoyable as the player. So instead I compromised (made more abstract) the technical water content in each cooking recipe to allow them to come out more nutrient-rich and concentrated. Each recipe lost realism in that it now only needed an abstract 1lb of water, instead of the real life measurements needed. It just became a "do you have water? ok good enough, we don't care too much about the amount you have". But in exchange, now you got nutrient rich pots of food becoming possible, and could eat twice or even once a day and be at "abundant" with some of those modded meals, but crucially for realism it still didn't create any nutrients out of thin air, it's still the same realistic nutrients you always had. You just no longer have to fuss as much on the keyboard to do the daily task of feeding yourself.

I feel like making stuff like that more abstract can be a very worthy sacrifice sometimes, where it improves the core gameplay loop & user convenience.

12
If you feel bummed out, having done all that work curating the photos, and not being able to post them as your own mod due to legal concerns, then as I see it there are two things you can do:

- You can just post your pic mod, and take the "legal risk", which all it amounts to is that someone in those photos may email you and ask you to take their photo down since they don't want to be a URW character and get killed by Lynxes in horrible ways. Honestly, what's the real likelyhood of that happening or anyone caring enough, considering you got the photos from openly available public sources? From a legal POV, it would be different if URW creators themselves included other people's photos without permission - they would never do that - because it makes them theoretically liable to owing money compensation to the people in said photos. Since you're just a modder and you make zero income from your mod, nobody cares.

- You could experiment with NanoBanana2, promising and powerful image AI google recently put out. You can find places that let you use it for free (https://aistudio.google.com/), and the idea would be to get this AI to make your own iron age stylizations of the photos you selected for your mod. That way it's no longer even the original people pictured, but AI stylizations of something that vaguelly looks like them.

Don't be disheartened and don't let legal concerns choke out that creative spark to see your selections actually come to life in URW!

13
Bug reports / Re: LoydettiTarvike() bug, unknown what it does
« on: December 01, 2025, 12:13:59 AM »
This bug just happened also when crafting bandages - no clothes were involved.  < :-[ That sounded more risqué than it actually was.>

Thanks a lot Caius, that information helped me feel a lot better about that big red letters error. Was actually playing less URW because of it, hoping it's not progressively messing up my save. Knowing it's just an annoyance at this point is heartwarming and helpful.

14
Bug reports / Poop deliveries to villagers
« on: November 30, 2025, 07:53:39 PM »
Minor tweak needed, when handing animal poops to villagers using the "Delivery" option, it feels like their reaction should definitely not be how it is now:

"Thank you for that, Bedlam Kaumolainen, that's going to be very useful."

 8)  :P :P

15
Suggestions / Re: Modular wooden building
« on: November 30, 2025, 10:31:13 AM »
I've got an "E" shaped house built (just without the middle prong on the E). There are a couple ugly visible seams on it, but it holds warmth and everything just fine, so to some extent you can already experiement with certain weird designs and don't have to only have square housing.

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