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Re: How do you play
I'm curious as to how others play.


 Unless I set out with a specific objective, set of rules etc. I usually am a hermit, making my home away from towns. I usually setup 2 ~ 3 trap fences in different areas about 1/3 day travel from home. I tend to use spike pit traps with my fences. I will build a routine and route so that I can check my traps every few days. Meat, skins and cords are my main pass times. I usually start with several shelters until I find the home spot. There I start with a shack w/fireplace and a spot to cook/sleep and be out of the weather. If time goes on I generally start expanding the building to be more comfortable, interior cellar, interior doors, bed, get dogs etc.

November 05, 2018, 11:23:49 PM
1
Re: Tasks often upset sleeping patterns, need some activities to kill time During spurts of activity and especially early on, when a great number of tasks all seem priority 1, I think it's common
to get out of rhythm with day/night. I find later in game I use cord making time to get my schedule back in order.
Early on I tend to just sleep and wake as needed, focusing on tasks.

November 09, 2018, 02:55:45 AM
1
Re: Defense of Cattle?
Thx  for this.

So if the intention is to scare the wolves/lynx away a couple of small dogs could do, to be left together with the cattle?

Ho do i feed them when im away for weeks?

Fence will only block bears, pits will trap bears, lynx, wolf and glutton are to small to fall in pits and can get over, under or through fence. Deadfall traps are the best to trap these types. Placing dogs insode with livestock is the next good line of defense. As to feeding; place a pile of raw meat/fish and bones inside the enclosure, tell dog(s) to eat and they will continue to eat from that spot when hungry. On a side note; the dogs will not really eat much while you are gone for long periods.

November 12, 2018, 10:08:12 PM
1
Re: Cooking with bones  I think all I did was take the vanilla meat stew recipe
Code: [Select]
.Meat stew. *COOKERY* /30/  \240\ %20% :148: 
{Raw meat} #3# [remove] [bake] [name]
{Water} #0.25# [remove]
{Knife} '+for chopping'
{Vegetables} #0.5# [remove] [bake] [optional]
{Mushrooms} #0.5# [remove] [bake] [optional]
{Seasoning} #0.25# [remove] [bake] [optional]

and with one small change
Code: [Select]
.Bone stew. *COOKERY* /30/  \240\ %20% :148: 
{* bone} #3# [remove] [bake] [name]
{Water} #0.25# [remove]
{Knife} '+for chopping'
{Vegetables} #0.5# [remove] [bake] [optional]
{Mushrooms} #0.5# [remove] [bake] [optional]
{Seasoning} #0.25# [remove] [bake] [optional]

Gave me my initial testing of "If bones have nutrition" I didn't add any optional(s).

November 14, 2018, 01:30:23 AM
4
Re: 3.52 NOT a patch?  Unless something has changed, URW will not install over an existing game version (steam version being the exception).
Install game to new folder and copy over any survivor folders you want to migrate. Any mods or other changes would also need to be transferred.

November 15, 2018, 03:49:43 AM
1
Re: Best way to preserve berries long-term ? from News.txt
Quote
And item modding is done the same way with cookery recipes.
        Here's a recipe for dried berries:

        .Dried berries.     *COOKERY*   /25/ \10d\  %50%    :151: 
        {Berries}   #1#     [remove] [roast] [name:Pile of dried %s]
        [SPOILAGE_DAYS:0]
        [WATER:0]
        [COOK_WEIGHT_DIV:10]

December 09, 2018, 02:06:08 AM
1
Re: Eh? Can't get code to work I'll try to help. First add an additional line (carriage return) to the end of your menudef file.
For cooking you don't define an actual game item with "item". Cooking truly allows item creation based on the added nutrition of the items consumed in the task.

Not tested but the below code should work
Code: [Select]
.Pemmican.  (5)  *COOKERY*  /20/ \2h\ %20% |2| [patch:9]
{Berries} #2# [roast] [patchwise] [remove]
{Raw meat} #2# [roast] [patchwise] [remove]
{Knife} <Broad knife> '+for cutting up meat and crushing berries'
[SPOILAGE_DAYS:100]
[PRICE:2]
[TILEGFX:bc-clay]

These tags don't apply as values are derived from the inputs
[CARB:2]
[FAT:4]
[PROTEIN:2]
[WEIGHT:0.5]


December 10, 2018, 03:07:40 AM
1
Re: Eh? Can't get code to work Glad to help.. Pretty sure the double is because the game sees something on the line after last * Try pasting this to your menu file

Code: [Select]
// Here's a try at your menu file

.Liam's Foods. -Z- *COOKERY*


//end

December 10, 2018, 04:26:22 AM
1
Re: [Buoidda's mod] Obtaining blood from animals... ideas? Since all "ingredient" items are text pattern matched, you'd need to find a pattern which will fit what you are trying to get.
I remember the same issue/question coming up on Simon's Shaman mod recently.

I loaded a survivor and caught a reindeer and see why the pattern match may be an issue, the one I'm holding is named;
"largely cut small forest reindeer doe carcass (skinned)"

So I've reworked the line a bit and this code works for me and shouldn't be overly exploitable.
Code: [Select]
.Reindeer Blood. *RITUAL* /1h/ \1h\
{* reindeer * carcass *} [remove] [boil] 'Reindeer Donor'
{Knife}


The problem is that over the last couple versions of UnrealWorld these descriptors have become more detailed.

What used to be a "Dead reindeer carcass"
Has become much more difficult to pattern match. Good pattern matching makes mods less exploitable or buggy.
In this case you may need to go to something less specific like
{* carcass *}
to allow any items with carcass in the text to be used.

Not sure if that helps :/

December 18, 2018, 09:19:45 PM
1
Re: Man, I hate wolves!
December 19, 2018, 03:40:08 AM
2