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Re: Inaccessible cave  Haha, a collapse! You have a wonderful perspective.

You used to be able to build a door into the wall to allow access. I haven't tried this in some time.

You can "deconstruct" the rock.
Open biy_glossary.txt, scroll down to just above "[SUBMENU_END:kota]"
Add a new line and put
.Big Rock .

save and close the file. Now when standing next to the Big Rock open the building menu and choose deconstruct and pick a rock

Note: use f3 on the item to see the name as it may be High Wall or something else, not played in a while.

May 01, 2018, 08:51:33 PM
3
Re: Persistent world  In version(s) prior to current I have tried transferring a world to an unrelated character with some success. Some items got confused, as the transferred world had caves and  homes with lots of items.
May 06, 2018, 07:49:11 PM
1
Re: Old mods @zer0lis
I've posted the mod you requested, along with a version sync.
https://www.unrealworld.fi/forums/index.php?topic=1222.0

Have fun

May 15, 2018, 01:39:17 AM
2
Re: First Mod: Seafood
Ok so either I need to give stuff in the water a small window of being available, or I need to tolerate them being on ice for part of the year. It looks like the other plants found in water go from months 5-8 or 5-9.

Has anyone found an easy way to skip around to different parts of the year? Starting in "Spring" and "Summer" gets me to months 4 and 6, but is there an easy way to get to months 2-3 to test things out?

 Different start periods is how I worked on bees back then. A short harvestable period in the prime window would be my suggestion as well. Growing and wither times can be on the edges.

May 29, 2018, 07:07:29 PM
1
Re: A few noob questions  As stated the meat needs to be in a stack to process them together. It can be very difficult to get fish stacks that large.. due to freshness.
Large animals are where 19 cuts per cord really pays off.


 As to a home site, for me, I like to be away from towns as human activity diminishes animal activity. I like to be near water, generally building at 11:00 of the lake for some reason. I spread shelters around my hunting and trapping areas, some containing remote cellars.
 Establishing a building is usually done so I can smoke meat vs dry/salt/roast. For me this building usually ends up being renovated into a full home/settlement.

June 07, 2018, 10:05:49 PM
2
Re: Food quality?  Sorry if my information was wrong, I will follow up
June 13, 2018, 09:40:26 PM
1
Re: Version 3.51 released on Steam and for Lifetime Members - added: light a torch with another torch ;D ;D ;D

June 17, 2018, 09:18:41 PM
1
Re: Does the spells have to be learned in order to be valid?
Can is use spells/rituals which i know via my older gaming experiences or does my character have to learn them to be valid?

I remember this being a topic of discussion on the old forum when Sami described about changes to rituals.. Unfortunately I'll have to search for it to see what the outcome was.

Found it: https://www.tapatalk.com/groups/urwforum/monstrous-summary-about-quests-and-spells-t7992.html
Quote

 Dogiuks @ Sep 20 2016, 08:10 AM wrote:
Regarding spells, is knowing certain procedure to perform them necessary? Lets say I haven't got that spell from the quest, but did the steps as part of my survival. Would that still complete the spell?

If so, I think, this sort of reward will get less and less relevant as we(in the real world) learn those rituals from our dead characters.

Quote
Sep 22 2016, 10:57 AM #8
- Sami, UnReal World creator, sami@unrealworld.fi

Knowing is necessary. If you don't know the spell, doing the mere mechanics don't have any magical meaning and don't complete the spell.
 

June 29, 2018, 03:27:51 AM
2
Re: Version 3.51 released on the homepage - off to holidays now Hope you have a great holiday, it is well deserved.
I do expect to see at least one fish(ing) pic :)

Thanks for all you do.

June 29, 2018, 09:58:13 PM
1
Re: Alternative recipes? Not as described.
You can combine crafts to use same the same resources ie;

.North wall. etc etc
.South wall. etc etc
{Tree trunk] (6) [remove]
etc. etc.

{[NEARBY_TILE:]} may support multiple locations.

"Optional" is the supported parameter to go in that direction, though I don't know if the location tag supports the optional tag.

You could just do away with the location.

July 02, 2018, 09:12:22 PM
2