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Re: Building a fireplace outside a house Well, I can't smoke meat and don't get warm if not standing close to the fireplace, so I guess everything works fine. Two corners and a wall in between are enough for building ceiling too.
October 13, 2020, 01:05:49 PM
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The first snow and back from holidays Hey, it's been a good two months without a word here at dev. news section, so it's about time to break the silence,  although you may have spotted my slowly increasing presence at the forums bugs section already.
We had the first snow few days ago, so the summer season is evidently ceasing.
See, I went on summer holidays quite late this year, in august, and thought "it's likely autumn, or early winter, before I get back to development chambers again."
Looks like that the time is at hand now.
Hunting bugs has always been a good way to get oriented back into coding, and I guess focus on that will continue for a good while. But yeah, the endless to-do lists also awaiting for us. So let's continue from here, and see where we get by the end of the year.

October 23, 2020, 09:16:19 AM
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Re: Building a fireplace outside of a house You can also build roof and floor on the side of middle tile of 3 consecutive wall sections.

Not that corner/straight wall section building requirements would be different from each.

If you do the outdoor fireplace, I’d make it 2 “indoor tiles”, then you can sleep, covered from rain&snowfall, next to fireplace.

October 24, 2020, 05:00:19 AM
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Re: Building a fireplace outside of a house Ona similar note, I usually build a “porch”: roof&floor, outside the cabin. With a table, usually tile or 2 from the door. Right under a shutter. So after tanning a hide, outdoors (as tanning is stinky business), my character can throw the fur/leather on the workbench table on the other side of the shutter. That’s  of course a separate table from the dining table.
October 24, 2020, 05:08:08 AM
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Re: Bow Balance question
ACTUAL change: looking into the wiki, i realise that accuracy is not listed anymore.

You might want to check this topic.
https://www.unrealworld.fi/forums/index.php?topic=5649.0

October 24, 2020, 04:47:38 PM
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Re: literal Bug-Ghost Writer is messing with my mod code! Some text editors can act strange, for example coding in Python, I prefer plain editors. Many (looking at you, Windows included editors) aren’t viable.

As for tillering a bow stave, Carving axe is maybe the last choice I’d go with, long narrow cutting blade isn’t very conducive to following the grain. I’d use hand axe, any non-small knife(to use like draw knife. Even woodsman’s axe, battle axe (it’s lighter so I presume slimmer blade, easier to  maneuver)

Carving axe for mortise&tenon joints, carving hollows. Anything else, hand axe would be “handier” option IME.

October 27, 2020, 05:03:15 AM
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Re: literal Bug-Ghost Writer is messing with my mod code! Also, a stave, as in usable as a quarter staff, a weapon, is too narrow/small for a bow stave with 1”-1-1/2” diameter.
You’d want around 2.5”-4” (6.5cm-10cm)  trunk split in half as your bow blanks. You have to cut/scrape/grind decent amount of material off and follow the grain on the back.

I’d personally use slender trunk directly as the ingredient, or mod in a split trunk. Likely give one higher quality half and one same, likely lower quality half. Or simply KISS and require a slender trunk for one bow stave.

(Not sure if you imply green as in fresh cuts? Preferred bow staves IRL are dried/cured for several months first. I store on the garage rafters prospective blanks for year+. Yes, one can use fresh cut as bow, but expect a catastrophic failure within few days/weeks)

October 27, 2020, 05:18:54 AM
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Thank you, URW! It's been about a year since I first played URW.This game .. Oh.. I Think it did a lot for me.She signed my interest in history,and now I'm thinking about connecting my life with it.I became more interested in nature, trips to the village began to bring pleasure, even while working.I am immensely grateful to the developers for creating and still developing this game.As a 15-year-old I enjoy spending my evenings building my cabin, or hunting elk, thank You! Ilya Karasev 15, Tula.Russia
October 30, 2020, 06:45:55 PM
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Point and click start location It would be nice to be able to choose start location more freely, for example on islands without having to choose Islander.

This would make it easier to make challenge scenarios more spesific. Or just to be able to start in an interesting place.

EDIT: Night has done excellent work and provided us with an external start location chooser:

Urw start location selector

November 03, 2020, 01:30:23 PM
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Naming:First Word Tag Please for Modding TL;DR:
I'm able to mostly accomplish what I want with modding with the [naming:last word] tag but there are times the naming would be a lot less awkward and allow for more precise modding if a [naming:first word] tag.



For example, if I want to be able to make a single fiber craft "Weave wool cloth" I can have the game label my cloth "Green wool cloth" only if I named the yarn "Wool yarn dyed green" so that "green" is the last word. Otherwise I'd have to have 8 different crafts each calling for a specific starting material "Green cloth" from "Green yarn", "Blue cloth" from "Blue yarn" etc, and if I then wanted to make clothing the menu would get completely out of control for 15 different clothing options (shirt, cloak, apron etc) times however many colors I wished to represent in my dyeing mod.

If there were a [naming:first word] tag I could streamline it to only a few menu options where the color tag gets carried through the process and I still get the fun customization I'm working on. So "blue wool yarn" could get processed through a single weave craft into "blue wool cloth" through a single "Make a shirt" craft into "blue wool shirt" each time renaming the previous item into the next one based on the first word.

November 04, 2020, 11:39:14 PM
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