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Re: Njerpez War camp?
They just warcamp'ed on Tuukka. That small purple circle wasn't there before! Tuukka is moving up from the Remmi-Nerjpez great bay, up the great river network to the great inland lake (that the game always seems to generate on the world map). I was debating which fork of a river to take northward so opened the world map. That purple circle overlaps his last camp! That wasn't there before! They built it the >same< night he was sleeping there! Now... if he wants to go back to the south coast he has to pass through them. Guess he has another life goal to clear that camp much, much later in the game. December 17, 2020, 08:45:02 AM |
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Re: is it possible to eat deadly poison and survive by eating the right herb?
Nothing that a good ol' boiled Burdock and Heather soup can't help
December 17, 2020, 04:12:41 PM |
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Seasoning thread
Fat for seasoning.
December 17, 2020, 07:57:34 PM |
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Re: Fat for seasoning
Rephrase the subject to “Additional seasonings”, then include berries as well as roots. there’s not much to add December 17, 2020, 08:01:25 PM |
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Re: Modding Tutorial and Help
Firstly, There are no 'byproducts' per say, AND/OR every task must have a product outputted. Now, there are three 'types' of 'crafting' Cooking - adds/combines removed (consumed) recipe items nourishment values into a brand new item. Using hardcoded cooking method 'logic' ie: boil, bake, roast. Which sets default water %, spoilage etc. When cooking, 'containers' generally need not be programed as the cooking method asks for it automatically, and does not destroy it, but use it to hold the product. Crafting - Ingredients are purely for ambiance/emersion and realism. Only existing (defined in the game) items can be made and a simple .name. will produce it. Since no ingredients are truly needed, any with [remove] are destroyed. To create "unique" items further values need to be changed in the recipe to 'alter' the game defined object. Flora - Items created here can be 'Crafted" with .name. once the game has read them in they become defined items to the game. I babbled on for a while and am not sure if I answered any of your questions. Edit ~ about armor tags From ver. 3.30 notes Spoiler: show There for 'protection level' is only modifiable by area covered and which 'hard coded" material values you use to define the specific components. December 17, 2020, 08:15:21 PM |
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Loop snare vs light lever trap?
Always wondered if there was any practical difference in those. I always go with lever lever traps to use the cord somewhere else - but have you noticed better efficacy somehow? In light levers, I caught birds, hares, squirrels, ermines and even a small fox once. The few times I've tried loops, I felt it worked equally. There is the little matter of a new 3.5b2 spell that should make snares more appealing to hares.. maybe it doesn't work with light lever traps? (same as fox trap vs other traps for foxes.. there's a spell that mentions the former but I don't know if works on light lever or deadfalls too) December 18, 2020, 02:59:43 AM |
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Re: Loop snare vs light lever trap?
Generally I've laid many light lever traps as prior to modding or the withes getting cords for loop snares were costly. It used to be like 0.5 lb leather for a cord for a loop snare vs a few minutes with axe and wander to make a light lever trap. Ive had characters survive fairly well on a light lever focus. In desperate survival the need for cords is to high to waste leather. Though now we have options in mods to have other cords. Where I do us loop snares is 3-6 on the character for when travelling to "ward" ways through trees to where they sleep. December 18, 2020, 06:48:15 AM |
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Re: Loop snare vs light lever trap?
They seem to work almost identical, catch wise. I do not have recorded if one seems to be better or not, but I have a feeling/hunch that I’ve trapped more hares with loop snares. Others’ experiences might vary. For a nomadic; or seasonal traveler, I like loops snares (and paw-boards) for winter trapping grounds. Come spring time (no more winter skins), I go pick up the traps, leave them in barn/shed/cabin and head to summer location. I could go kick or even dismantle light lever traps, but I like to switch spots across winters. So the loop snares work better for that. If you play stationary farmer who traps on the side, then light lever traps work great. Keep those birds from devouring ALL the sown seeds. December 18, 2020, 07:37:50 AM |
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Re: 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 Thank You for sharing your thoughts. It's always a pleasure to hear this kind of feedback, as the deep thought behind the game is that it can bring the players "behind the game", to arise interest in the nature and traditional lifestyle and such. I was 15 years old myself when starting to code UnReal World. A countryside kid, interested in the nature and history too - although it's all naturally gotten deeper and deeper over the years. This is kind of a circle closing I wish you many prosperous adventures both in unreal, and real world. Kind regards and best wishes. December 18, 2020, 11:36:30 AM |
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Re: Mushroom question
My comment was actually aimed at Ezezaguna, as I don't think there's anything of interest to actually enter in an encyclopedium. Yeah, I was just role playing. There can't be anything outside the radar of the Great Encyclopedia and the Master Code December 18, 2020, 01:02:32 PM |
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