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Messages - Privateer

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1
Mod Releases / Re: Finally We have Fish cuts !!
« on: August 19, 2018, 03:01:46 AM »
Great to see you still modding.

Can you dry/smoke/salt the cuts?

Yes you can :)

2
Suggestions / Re: Markers on zoomed-in map
« on: August 17, 2018, 09:50:23 PM »
I made a marker module some time back, before game had the current function.
Markers could be left on travel and local map, Though they still require being seen to stand out.

 Here's the old thread, if it interests you let me know and I'll see if I can revive it.
https://www.tapatalk.com/groups/urwforum/viewtopic.php?f=8&t=5984&p=22038592&hilit=mark#p22038592

3
Gameplay questions / Re: Is this an exploit or game mechanic?
« on: August 12, 2018, 09:41:07 PM »
 I do use overweight exploit sometimes when I have huge amounts of meat to prepare.

4
Bug reports / Re: The winter bug (No priority)
« on: August 11, 2018, 04:32:47 AM »
Though rare, or at least rare that it's caught on camera, water birds do get stuck/frozen into ice some times.
I've seen it happen to geese.

Goose frozen to ice on Smith Lake in Wash Park rescued by Denver Fire Department

5
Modding / Re: What's the max number of items in a single menu?
« on: August 09, 2018, 06:50:35 PM »
I've reposted my monstrous menu mod here: https://www.unrealworld.fi/forums/index.php?topic=1955.0
It has the answer to your question.. Which is (25)

6
Mod Releases / The Massive menu Module
« on: August 09, 2018, 06:48:39 PM »
A blank template, which is easily editable by whoever chooses.
It seems to create a large amount of real estate. Here's the jist;



Defines the additional 18 (eighteen (19 with z)) unused default menu space allocations.
Defines location for up to 25 items/tasks/crafts per menu

This layout provides for all base menus and items to be unchanged while adding a logical
format to add 18 top level menus each with up to 25 tasks

That's up to 450 items/tasks that can be added with some level of order.

Here's how it works;
Placing the menudef file (menudef_priv-maxmake.txt) in the unrealworld directory will enable all 25 top level menus.
All the new menus will be blank until you place a task at the line in the associated menu
file. You can open the menudef_priv-maxmake.txt file and add // in front of any line to hide it.

//Here's how I see it working. Using a clip from the menudef_priv-maxmake.txt
//and from the diy_menu-a.txt files;
---------------------------------
//
//Game Used letters BCLTRUW
.Menu a. -A- *MAKE*

---------------------------------

---------------------------------
[SUBMENU_START:Menu a]

.Menu a Item 1.

.Menu a Item 2.

.Menu a Item 3.
---------------------------------

//Renaming the line in menudef_priv-maxmake.txt
.Menu a. -A- *MAKE* -> to -> .My Items. -A- *MAKE*

//This will change the top level menu display to My Items
//
//In the diy_menu-a.txt file change eg;
-----------------------------------
[SUBMENU_START:Menu a] -> to -> [SUBMENU_START:My Items]

.Menu a Item 1. -> to -> paste a valid recipe over this line

.Menu a Item 2.
..
..
[SUBMENU_END:Menu a] -> to -> [SUBMENU_END:My Items]
--------------
[SUBMENU_START:My Items]

.Firing pot. "Wooden cup" [effort:3] [phys:arms,one-armed] [noquality] *TIMBERCRAFT* /90/ %20% |-1| [patch:4]
{Birch-bark} [remove] [patchwise]
{Block of wood} [remove] [patchwise]
{Axe} <Carving axe>
{Knife}

.Menu a Item 2.
..
..
[SUBMENU_END:My Items]
---------------------------------------

//Setting the [SUBMENU_START, and [SUBMENU_END lets the game know the menu display name
// and boundaries.
//Overwriting ".Menu a Item 1." with a valid recipe will make the task appear on
//the sub menu.

//The submenu ".Menu" named tasks will not populate until a valid recipe in put in.
//Your configured menus should survive UnRealWorld update(s) as no original files or names are used or changed.

7
Mod Releases / Re: Chicken coop for the homestead
« on: August 08, 2018, 05:09:49 AM »
what types of food do they accept as food, and what is the nutrition value of the eggs?

can i use the eggs in cooking?

and perhaps some new recipes are in order? i'm thinking boar-cuts with eggs here. or eggs with vegtables.

They eat "raw ingredients" which should cover just about any raw food item. As to the value of eggs I am not sure, it's set inside game.
Eggs can be cooked or eaten raw, and could be added to recipes.

8
Modding / Re: Food quality?
« on: August 07, 2018, 03:12:18 AM »
Sorry if my information was wrong, I will follow up

Hey Privateer. Did you ever find a solution to this problem?

Sorry I've not thought about it in some time. I can't think of a practical way to accomplish it.

9
Suggestions / Re: Mod related suggestion
« on: August 06, 2018, 11:11:16 PM »
I just re-tested the mod loader in v3.51 and steam v.3.51 game files, it works fine.

Not sure about the English months.

10
Suggestions / Re: Mod related suggestion
« on: August 06, 2018, 08:12:48 PM »
Two things;
If you are on windows,
I've not tested on v3.51

https://www.unrealworld.fi/forums/index.php?topic=67.0

11
Gameplay questions / Re: Your raft is overloaded at only 500 lbs
« on: August 05, 2018, 02:25:27 AM »
Is the limit the same for everything besides PC, or might the punt have an higher limit?

 If I recall correctly, a punt can carry more.
Raft carries more.  Punt is lighter.

You are correct;
"3.17 stable version
- added: watercraft capacity restrictions

You can transport either 40 different item stacks or 200 times the
weight of your watercraft. If your punt/raft is overloaded you
can't row it and notification about it will be displayed.
(Weight restriction is far from realistic, but we need to allow
transporting logs with watercrafts until floating timber is
implemented."

12
Gameplay questions / Re: Your raft is overloaded at only 500 lbs
« on: August 04, 2018, 06:21:09 PM »
Is the limit the same for everything besides PC, or might the punt have an higher limit?

 If I recall correctly, a punt can carry more.

13
Gameplay questions / Re: Your raft is overloaded at only 500 lbs
« on: August 04, 2018, 04:27:25 AM »
My guess is you are right, I remember a similar message in the past if you over loaded beasts. Not by weight but by number of different items (count).

14
Modding / Re: Salt and functionality
« on: August 03, 2018, 07:10:07 PM »
I see the problem,
Salt exists in the game.
You need to move your salt production to the (M)ake menus to produce salt.
Making salt in the cooking menu has the game thinking it's making an item named salt.
Cooking function combines the nutrients (values) of the items that are inputted to make one food item.ere

Hope this helps you get where you're going.

15
Modding / Re: Salt and functionality
« on: August 03, 2018, 03:09:22 AM »
Hello,
Not sure what problem you're having.

Just to test I did
.Salt.
only nothing else and it produced about 4 lbs of "tasty" salt.
I went to cook / salt / picked some fish / picked the tasty salt and salted fish will be ready in 5 days.

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