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Topics - Privateer

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Bug reports / Sauna doesn't hold shutter in place
« on: July 16, 2020, 07:23:58 AM »
Link to report in discussion:


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.

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.

Mod Releases / Leaving your mark on the world
« on: February 13, 2020, 10:29:33 PM »
 I'm reviving this mod to allow for more specific placement of player generated signage.

Allows you to drop markers on any map level.
The signage currently covers a sparse amount of things; hunting zones, plant areas, and tributes to lost friends.

Mod Releases / Merry Christmas! ...tree
« on: December 24, 2018, 10:47:25 PM »
Wishing you all a Very Merry Christmas time.

Here's a little widget for a Christmas tree, replaces fire as fire allows for action in the lights.
The file Xfire.png (attached) needs to be renamed fire.png Be sure to rename / save the original fire.png file

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*



.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]

.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>

.Menu a Item 2.

//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.

Mod Releases / Finally We have Fish cuts !!
« on: June 29, 2018, 08:04:02 AM »
Just something I've wanted for a loooong time.

Code: [Select]
.Clean fish. "Pike" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /30/ %10% |-2| [patch:5]
{Raw fish}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'

All cuts set to 1 lb of pike.
Names should be of original fish.
Fish cuts of the same type will stack for drying, smoking.
If you use less than 1 lb of a type of fish mixed clean fish will be created.

The attached file diy_fcuts.txt has this code in game format that will automatically use the "Lumber" section for the menu
simply download and copy the text file into the URW directory to install.

Have fun

** ! Warning !
** This mod may not be suited for everyone.
** The topics are a bit gruesome by URW standards.
** This mod creates standing size training dummies
** You can now train your weapon combat skills
** without throwing your weapon
** Gather the pieces, enlist the help of a goddess
** and Build your own weapon skill dummy
** Download is currently available below

The Finnish goddess of death and decay
Her name meaning "The Stench of Corpses"
Her favorite places to linger are graveyards and cemeteries;
Some say that she moves on a vehicle of odors, much like a puff of smoke.

Kalma has tried many times before to tempt the peoples of the UnReal World,
It seemed that the blessings she had offered in exchange, for a
few mere corpses, fell short of of tempting their morality.

She decided instead to enlist the Njerpez as surely she could tempt the army she needed.
So she left the UnReal world for peoples of the East. Slowly her hatred of these people grew
over time. Even their sacrifices were few and pathetic, if only there were something she could
offer that might tempt the peoples of the UnReal World. She would use them to exact her revenge.

Long she pondered until this day, the day UnReal World itself changed.
This new world now allowed her to offer a great prize.
One that any true warriors could not pass by.
Surely now the living would line up to send her the dead!

Now she must fine tune her plan before swaying the peoples.


It now appears that corrupted souls under the promise of great strength, are now in league and
helping Kalma put all the "pieces" of her plan into reality.

Kalma is confident that her plan will deal so harsh a blow to the Njerpez that soon
all the missed offerings will be a distant memory, as may soon be the Njerpez peoples.

Kalma is making an open offering to a few elite warriors, to accept her blessing (early) to be sure that nothing in her plan has been mislaid.
The path to her blessing is long and covered in blood, but if you think are up to the challenge of feeding a God, please contact this mortal.

*NOTE* I've included both the dummies so you can decide for yourselves if you play it.
Dummy A is used by default (less gore) and is dummy1.png
Dummy B is also in the download (not used by default) and is dummy2.png
Which ever one is named "dummy1.png" will be used by the mod.

Mod Releases / Chicken coop for the homestead
« on: May 13, 2018, 07:01:15 PM »

Bird Coop
Get eggs at home
Simple little mod that adds the ability to get eggs at home. You need some wood parts, and (5) eggs to try to hatch. The set timer is 45 days, after that you can get eggs.
Being at the coop and feeding your birds will result in eggs. The only control mechanism is the amount of raw feed. It just didn't feel like home without a coop.

The tasks are listed under the lumber menu and use timbercraft and cooking skills for building and harvesting respectively.

Mod Releases / Fish Farmer module v3.5
« on: March 22, 2018, 07:23:24 PM »
 The fish farmer module v3.5
Allows you to gather and raise your own fish for food and profit.

Mod Releases / Bees, hives and mead brewing v3.5
« on: March 22, 2018, 07:09:16 PM »
 Wild bee hives, honey and mead brewing module v.3.5

Mod Releases / Wood stacks for firewood drying v3.5
« on: March 22, 2018, 06:58:00 PM »
 Firewood stacking and drying mod v.3.5

General Discussion / How old is your oldest survivor poll?
« on: January 14, 2018, 07:49:53 PM »
Just curious about peoples game play

Off-topic / Happy Birthday JEB Davis!
« on: August 04, 2017, 07:24:56 AM »

 Hope you have a great day @JEB Davis !

Off-topic / Balance
« on: July 18, 2017, 08:53:02 PM »

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