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Messages - Privateer

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16
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

18
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}

19
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

20
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.

21
Modding / Re: Torch with no light?
« on: January 26, 2019, 06:30:41 AM »
I though that lit torches made fire starting almost automatic? This is the mechanic I was looking to use.

   - Shane

Version: 3.30
Released: Feb-24-2016
- added: carrying lit torch or having a fire in adjacent tile helps to build a fire

22
Suggestions / Re: Snake venom arrows
« on: January 26, 2019, 01:18:48 AM »
You can't even poison npcs with food made poisonous with mushrooms  :-[

23
Modding / Re: Torch with no light?
« on: January 24, 2019, 07:17:08 AM »
Can you make a recipe using a torch as the base item that produces no light?

I ask because a very ancient way of fire lighting was to have a smoldering ember of something and carry that with you. The torches functionality with lighting a fire would be the in game equivalent, but such things wouldn't produce any light, especially when tucked away in a pack.

   - Shane

Like in "Quest for fire"? No, the game assumes you have flint or something with you all the time.

24
Mod Releases / Re: Making salt out of sea water
« on: January 22, 2019, 08:58:22 PM »
Id like to hear a bit of feedback on the work vs price/utility.

My own character Novrus is stuck in his quest to get a bag of salt.
Which also raises the question...
Is the player made salt something that be used to satisfy the "Salt from the coast" quest?

Salt is intended to be a rare/expensive import. However as someone who has modded the dead.. more than once. I support most any thoughtful use of things that can be done in the game.

Quote
Sami Maaranen

 Mar 07, 2017 #7
To me both the price and salt being only imported good are quite good and reasonable and I don't see the changes coming anytime soon. Although, if we find historical reference to salt having been far less valued during the period then it's gotta be tweaked.

Baltic sea salinity doesn't really encourage to salt production and I think majority of the salt was brought in Finland from central europe, eg. Germany. And I have a hunch of reading that during iron-age salt was in turn imported to central europe all the way from Africa.

Salt is a luxurity mostly for coastal southern tribes, and not necessary (or affordable) at all for everyone.
- Sami, UnReal World creator, sami@unrealworld.fi

This could be a good day to utilize your squirrels hides.

Last opinion I remember from Sami on the topic.

25
Modding / Re: How does diy [optional] work in detail?
« on: January 10, 2019, 07:47:17 PM »
 Though (I believe) the parameter [optional] was intended for cooking to allow some flexibility in preprogramed food menus.
The parameter is supported in the Diy_ environment.

I've used it to create complex/specific name patterns for multiphase projects like in "Leaving your Mark on the world"

This was something I used before I made the Massive Menu mod which created so much menu space, but it does allow for different
products names to be made from one common task.


Without [noquality] the task below could be boosted with a fine axe, but could be dragged down by rough axe, while using no axe may boost the most.

.mega board. "Board" /1m/
{Log}
{Axe} [optional]

26
Bug reports / Re: Bugged cooking names
« on: January 07, 2019, 07:57:50 PM »


A pea soup becomes "a pot of pea".


27
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane

Unfortunately you can't add new skill trees to the game with the current modding system. That's also why some modders choose to use "weatherlore" as a wildcard. Usually for ironworking. That ini file is for changing the starting bonuses for different tribes.

 As stated above, Sorry I misunderstood the question.

28
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

29
Mod Releases / Re: Finally We have Fish cuts !!
« on: January 03, 2019, 04:42:53 AM »
In case it matters this is one entry that was put into the BAC project. If you want it removed let me know.

Its under the Addeditems menu with credit given in the .txt file

If you want it in another menu we could put it into Utility.

 Thanks for asking, I have no issue with you making use of this.

Thank you

30
Mod Releases / Re: Bees, hives and mead brewing v3.5
« on: January 03, 2019, 03:46:13 AM »
Privateer,

I'm thinking of bringing this mod into the BAC project. As far as I can tell it doesn't use a lot of menu space so should fit.

Your active on the forums quite a bit so do let me know if you agree.

I would need to figure out a different name for the "barrel" or have any recipe for it work with an existing BAC container. BAC has "barrel" wording for a really huge container. Would the clay pots work for that role in your mod?

 I appreciate you asking, my intention with this mod aside from it filling a long wanted spot, was for it to feel as much like part of the game as an outsider can. I'd prefer it not be bundled/repackaged or used as part of some other project.

Thank you

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