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Messages - Privateer

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1
Gameplay questions / Re: Multiplayer - what are your opinions?
« on: June 04, 2020, 10:52:44 PM »
Character sharing like they used to with Legacy characters is about the only multiplayer that works.

2
Suggestions / Re: Dog's Priority List for Food
« on: June 04, 2020, 10:29:59 PM »
 Not sure why you would have food laying amongst traps, I do keep a pile of 'dog feed' so that I don't have to service them.
I can see how proximity to traps could create feeding zone which includes traps or more over 'fresh kills'.

3
Bug reports / Re: Bear Traps aren't nothing for villagers
« on: May 27, 2020, 06:54:19 PM »
For quite some time, many NPCs (people) can detect and 'understand' traps and avoid, bypass or disable them vs being trapped.

4
Modding / Re: Mods for 3.50 and some questions
« on: May 22, 2020, 08:57:47 PM »
Where do I download mods that are compatible with 3.50? How do install these?

Will the mods affect my save files?

Well there is a similar post just below this one.
Here is where many 'published' mods are posted:
https://www.unrealworld.fi/forums/index.php?board=11.0

Generally, extract the files from the mod and place them in the Unrealworld folder
Only saves that are opened in game with mod installed 'would/could' be affected.

I like all my mods  8) :D ;D


5
Where can I download it?

From the top post in the topic.

6
Modding / Re: New to the game, mods?
« on: May 21, 2020, 07:14:09 PM »
Sorry guys but you are wrong. Life without chickens is not life...  ;D

 I totally agree with this statement and would also expand it to include Bees   ;)

7
Modding / Re: New to the game, mods?
« on: May 21, 2020, 12:25:16 AM »
jmho
 As you play, you may find yourself saying "Why can't I do this" or "I wish I could do that".

With this being your motivation seek out OR make your own mod(s) which 'Add' to your game play.
Rushing into using mods because they are there can be confusing and off putting.

8

To answer the first questions I guess I was thinking the smoking process has been too easy and gamey for all too long.  :D

 I think this will be a wonderful mental stressor 'tension' addition. Fish farm tries to accomplish something similar with repeating task(s) and loss / spoilage as the risk.

 I look forward to all your additions :D

9

 - added: smoking requires continuous maintaining of fire[/b]

          In the previous versions smoking succeeded if the room was heated once, and the process required no further maintenance. Now the heating must be maintained through the whole process.
          It's not critical to maintain an exact temperature but the fireplace in your smoking cabin should be warmed up properly on daily basis. Should you forget it one day it's still possible to compensate by heating it up even more the next day.
          If the heating is completely neglected you will find your smoked foodstuff all spoiled. If the heating has failed only to some extent you may find some of the smoked foods spoiled.

These are upcoming features, not yet functional in current version 3.62.

 Couple questions.. Like; What?    and Are? and You thinking?  ???  (Intended as humor)

Seriously though, will prepare times be modified? Being home for 16 days straight, to tend the kitchen is way to familiar :D :D

10
 They do sometimes run when 'out gunned', or just swear at you and move off.

11
Mod Releases / Arrow quiver mod
« on: May 06, 2020, 09:06:46 AM »
 So here we go, my .. well second attempt at storing and using solid items with containers.
The code is commented with the how and why I did things like this, for lack of knowing better
ways at the moment.

I hope you enjoy it  :D


I've pretty much got this down to a three step mod and a four step process.
Make the quiver, (mod step only NEEDED once)
Make the arrows, (mod step)
Pack # arrows (uses ingame add to container),
Remove # arrows from quiver to hand (sack), (mod step)
Quiver remains in hand (sack) whether empty or partially filled and can be reused.

-Issues-
Arrows stored can be taken at will, but only mod step arrows can be added to quiver.
Arrows removed from quiver can not be returned to quiver.
Mod Arrows can not be fired until they have passed through the quiver.

12
Suggestions / Re: Quivers
« on: May 06, 2020, 08:52:56 AM »
Agree..

I made a quiver ;)

13
Suggestions / Re: Auto select withes when building fences.
« on: May 04, 2020, 07:53:57 PM »
I think there are at least two (2) reasons this occurs.
1) Since fence uses {Tying equipment} a choice is required.
2) Since fence uses 'lengths' vs whole units/items a choice is required.

14
wow, So many O_o  good job :D

15
Suggestions / Re: Dock/wharf/pier
« on: April 25, 2020, 10:12:34 PM »
 You can build it with the door {exploit}

Lake House

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