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Messages - Privateer

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1
Mod Releases / Re: URW sufficiency mod
« on: June 08, 2019, 03:31:34 AM »
Hey, I'm trying to make a birch-bark canoe but it tells me I am in the wrong setting when I'm not. I've stood by a pond, a river, rapids and several tubs of water. None of the fixes here work for me. Somebody please help. Thanks.

 Though the files I looked at may be out of date, it appears you need to be next to a tile which on F3 examination says "Water".


2
Bug reports / Re: [3.52]Big Boar(d)
« on: June 04, 2019, 02:25:04 AM »
This has been reported and a fix will be in place, the problem does remain in 3.52
https://www.unrealworld.fi/forums/index.php?topic=4769.msg10167#msg10167

3
Gameplay questions / Re: Can i die of old age?
« on: May 30, 2019, 10:37:18 PM »
No You are young forever.

4
Modding / Re: Modding Tutorial and Help
« on: May 30, 2019, 10:35:24 PM »
  Technically the build menu / items are hardcoded and aside from some swapping of tiles and some glitch usage, modification on the build is not yet supported. You can only "change" graphic(s) by actually replacing the original sprite(s).

Sorry probably not the answer you wanted ~_~

Thanks anything to help

5
Development News / Re: NPC hunters gone wild
« on: May 22, 2019, 08:13:13 PM »
~snip~
 this guy just stand on the corpse with no intention to move anywhere. Later on I found out that the crazy NPC hunter had an unbearable craving to skin and cut the corpse of my dead companion, but the moral restrictions came in between and he ended up in endless "Should I? No, you must not." limbo.

Yeah, we've all been THERE!

6
General Discussion / Re: "Edible"
« on: May 16, 2019, 05:23:39 AM »
If I recall, nausea is just one of the many things you can set in flora files

7
Mod Releases / Re: Wood stacks for firewood drying v3.5
« on: May 13, 2019, 09:25:41 PM »
Hey Privateer,

great work on the mods, I use a bunch of your stuff! but tbh I haven't been able to figure out the point of this one... Is it just for roleplay/aesthetics? or is there a point to actually drying firewood?

cheers

 First off, thank you. This is mainly roleplay and came out of a question/request post of another player on the old forum and was for yard art.
Though I did make it function so that after a time it could be collected and burned.

8
Modding / Re: Cannot get top menus to display
« on: April 25, 2019, 06:29:25 AM »
Thank you ModernNorseman and Privateer,

I have added the period after the myweapons as below (copy & paste again) but the menu item is still not displayed in the main menu list

.my weapons.       -Z-   *MAKE*

I have removed anything else in the menudef_additional.txt file (all the commented out lines)
and removed any other menudef files in case there is some sort of conflict.
I closed out of unrealworld and reopened then created a new character and the menu is still not displayed.

I can get the cookery and carpentry items from other mods to be displayed in the secondary menus, but just not the extra items in the main menu.

Is there something I have to do to get the program to pick up the data? or am I looking in the wrong place for the menu item? I have attached a screenshot of the menu with the 'my weapons' line in menudef_additional.txt and then my Resources folder and what I have entered in the menudef file

OK, we or at least I was having some terminology issue. The screen you are showing is the SKILLS screen, it can not be modified, The menus are on the (Shift+m) key combination. These and the cooking menus are what can be changed/added to and such.

9
Modding / Re: Cannot get top menus to display
« on: April 25, 2019, 03:22:17 AM »
I am just looking at trying to mod, and I have been trying to create a top level menu  (on the same list as timbercraft and carpentry). I have tried to add one entry into menudef_additional.txt just using the suggestion listed, entering it after the last line with // and adding a blank line after it.

.my weapons -Z- *MAKE*

I changed the Y to a Z as there is already a 'Y' listed in the menu.

the menu item is not showing in the list and I cannot work out what I have done wrong.

I have also tried to save other mods with menus into my resource folder and still cannot get any of the menus to appear, eg Woodcarving by Wayfarer, Community mod BAC by Brygun and co, and the Massive menu by Privateer

I am using a mac, so I am saving them in the resources folder that is inside the UrW.app package.

If anyone can give me suggestions on what I can try or what I am doing wrong I would be very grateful.

I use mainly MAC for playing Unreal World. I can confirm that the Resources folder is the correct one for storing the files.

The thing that strikes me is if you have copy pasted your entrance:

".my weapons -Z- *MAKE*"

The statement lacks a period after my weapons, such as this:

".my weapons. -Z- *MAKE*"

Check if that could be the issue :)
This looks like a likely fix.. though why other mods menu files are not working makes me wonder about location.
Unfortunately my mouse has always had two buttons.

10
Modding / Re: How can i make a selection of items in modded cooking?
« on: April 18, 2019, 10:46:46 PM »
I added this to cookery_glossary, it works, but i can't select specific salted meat, the recipe automatically takes any salted meat that is upper in the inventory list.

If you specify a weight value #x.x vs an amount, (1) one being assumed in your script.
The game will ask where to take the weight from via item select.

11
Modding / Re: Modding Tutorial and Help
« on: March 30, 2019, 05:32:34 AM »
I don't understand the tutorial at all....is there a simpler one laying around?

@Tarwathiel
Here's my very simple tutorial to understand crafting (it's old but still applies)
https://www.tapatalk.com/groups/urwforum/urw-crafting-demystified-t6256.html

13
Suggestions / Re: Make {Cord} a valid recipe
« on: February 18, 2019, 05:29:08 AM »
Just verified in v3.52 (stable) there is no issue with {Cord} being detected and accepted as an ingredient.

If you make something else like:
.6branches. "Cord"
{Branch} (6) [remove]

It will not be detected or accepted item 6branches as {Cord}
It will however be accept 6branches as {Rope} and {Tying equipment}

14
Bug reports / Re: Cave visibility
« on: February 01, 2019, 07:46:48 PM »
Wait are you saying that if I floor the whole cave  it will have normal inside visibility like a cabin with no shutter walls? I had no idea. That just made cave dwelling allot more appealing.

Yes, caves are one of my favorite homes

15
Bug reports / Re: Cave visibility
« on: February 01, 2019, 05:28:42 AM »
Not sure it's a bug.
1) Much of most caves are in darkness.
2) Usually the best spot for a door ends up being a tile labeled "surface of the earth" or something. This tile allows light over about the front 6 tiles of the cave or so.
3) Building a door limits the light that gets in to about 2 tiles. Dismantling the door does not reset the tile to "surface of the earth" if I recall.
4) You need to build floor/ceiling on the whole floor, then the whole area will be visible like inside a building.

What do I do now that I've built the door?
I Usually make a big fire and build as many floor/ceilings around the illuminated area while the fire "light" burns. You can also use torches to light up so you can start tasks.

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