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Messages - Privateer

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196
Modding / Re: modding trees - tree painters needed
« on: December 12, 2020, 07:32:23 PM »
Not an artist but I have done one ;)

Here's a Christmas tree, swap with fire and see the lights twinkle

197
Mod Releases / Re: Buoidda's crafts 2.2 [released 2020-12-12]
« on: December 12, 2020, 07:24:10 PM »
I'm so excited!

Be sure to check out and even start modding some new trees yourself!

Tag! @Brygun @Privateer @Dungeon Smash

 I'm most happy to see people find something that excites / inspires them.
 Once again the tree chopping game becomes the tree growing game!
I'll be sure to have a look.

Do the new trees still work.

 This is probably another thing that should be cleaned up/added to flora_ parameters. Have option to make item 'solid". The trees will function the same as all 'flora' and you can walk on/over/through them.

198
Mod Releases / Re: Cethegus sledwagon reborn
« on: December 11, 2020, 02:29:52 AM »
So the use or "Roach" as a base object was to fit into the container?

Yes any 'food' item can be put into containers. By controlling the weight of the item you can then make a mod to pull out only the actual amount (without inadvertently consuming part of the container). One issue is that pulling out IS a task and thus item quality is set on pull out. For arrows I used the vanilla arrow recipe so that the player gets the arrows they can make.
 With logs since all quality should be decent the quality issue doesn't exist like it would if you put in other non-vanilla craftable items like axes.

199
Mod Releases / Re: Cethegus sledwagon reborn
« on: December 11, 2020, 12:31:54 AM »
Im tweaking the loaded token slightly so let me know if this might cause errors.

= Base object from "roach" (a food) to "hunting horn". The horn is used a lot as a safe base object.

= Removed spoilage entry as its no longer food

= Set to category tool to avoid accidental selection as a burnable without unmaking the token

= Added to unload having the sled wagon nearby, so people dont just run off with logs in their pocket and will actually move the sled

 The changes you have made fundamentally changes what is actually happening in this mod. In my perspective this breaks his sledwagon where objects are loaded though game mechanic (a)pply, (p)our or put something it, and loading "solid objects" be they arrows or logs.

200
Modding / Re: Possible to force using tying equipment made of single piece?
« on: December 10, 2020, 11:12:53 PM »
Is it possible to force that the tying equipment required to be of one single continuous piece?

and, while I'm at this,

Is it possible to force that the skin required to be of one single piece?

I can't readily think of a way to do this using in-game mechanics, as generally the game leans toward bits and fistfuls combining to survive. Only two metrics are used/available for an ingredient; 'name' and amount or weight or length. afaik

201
Modding / Re: Possible to force using one piece lengths of tying equipment?
« on: December 10, 2020, 09:43:42 PM »
Not sure I understand the question. You can use weight, length and count in recipes as you know.
If you mean auto-selecting, only the quantity tag supports auto-selecting (x) if I remember correctly.


202
General Discussion / Re: Njerpez War camp?
« on: December 10, 2020, 08:38:01 PM »
 No worries about the toon, though I didn't backup the save, I do have other older copies of the save from 3.3, 3.4,3.5 versions.
Some of those have longer life spans as the "Njerpez camp" appeared in this save from my Steam version of the game.

 Once I had 'spotted' it (Note: it did not tell me that I saw a settlement) Saw it after resting in a fishing shelter I have nearby when I hit F6



Found a lone Njerpez warrior at the edge of the clearing (Should have probably run at this point)



I sneaked up but only saw one wooden structure, though the clearing looked large.



I think I killed 3 before I took a 39% spear to the neck, then things got hectic and someone got behind me, the engaged count was 5 and a steam of 3 were still flowing down from the North.

 I would have probably been disappointed if it would have ended any other way.  ;) ;)

203
General Discussion / Re: Njerpez War camp?
« on: December 10, 2020, 07:25:14 AM »
Nice!

And grab a couple fellows to join you.

 That would have been a good idea. I was over confident with 3 dogs ^_^;

204
General Discussion / Njerpez War camp?
« on: December 10, 2020, 04:23:14 AM »
 So I just loaded up and decided to go to town.
I hit enter and F6 to see what town I want to go to and I find this!?



Now this spot was not there when I played yesterday
as I had gone well north and back south over about 6 days.

I'll need to go home for a water craft to investigate this area.
I've had this character for about 4 rl years so I don't mind saying,
 that for the first time in a very long time I'm a bit nervous :D

Spoiler: show


205
Mod Releases / Re: Flax is invisible (For BAC Mod)
« on: December 09, 2020, 11:09:11 PM »
I was wandering, looking for flax, and I noticed that I couldn't see any of it.
Any ways to fix this?

Sorry in advance if this gets posted as a separate thread. I'm new to forums like this.

@NinjaBub504  The graphic truetile/flo-flax.png seems to be missing from the v.093 download.

Edit: attached a copy of the graphic from older version
 Save file in or copy to urw/truetile folder as "flo-flax.png" then restart URW to resolve your problem.

206
Modding / Re: Modding Tutorial and Help
« on: December 08, 2020, 05:43:08 PM »
 The parameter afaik (designed for preferred tool) is not made to distinguish between different items when string text is used.

Eg; {Knife} is a generic call for any knife item <Fisher`s knife> would set a preference to use the fisher`s knife.
{Clay lump} is calling for a specific item spelled exactly as "Clay lump" and this <Fine clay lump> is ignored.

I could see this sort of thin working if the generic item types are used in the {};
{Tying equipment} <Random string name>
{Cutting weapon} <some edged weapon name>

 Though I have not tested that the above works.

Edit: Tried to apply some items using the <preferred> tag
Tried {Raw fish}<Roach> and it auto used a pike
Tried {Tying equipment}<Random cloth> and it prompts for selection on tying equipment
Neither of these generate text message that xxx is preferred
Added {Cutting weapon}<Axe>  to see what happens, with no axe, it displays text that Axe would be preferred and auto selects a knife. With Axe in hand it auto uses an axe.

 Even without [remove] in the recipes that may force selection only the axe worked as expected. So I'm back to don't think it's possible.

207
Mod Releases / Re: Buoidda's crafts 2.1 [released 2020-12-06]
« on: December 08, 2020, 08:50:38 AM »
~snip~
 I'd love to have native English speakers' opinion on this.

 Generally it would be the 'item(s) fiber'
So cotton fiber not fiber of cotton (fibre if you prefer). You would pluralize with 'strands of fibers' or 'strands of cotton fibers'
but not 'strands of fibers of cotton'

 To me anyway ;)

208
Bug reports / Re: Cant get back to shelter
« on: December 07, 2020, 02:21:30 AM »
I used the 3rd party mod to select the start location.


 Thanks :D
 So then not really a bug then. I have seen this message before, however I was at the Far East, looking for, killing and eating Njerpez.

209
Bug reports / Re: Cant get back to shelter
« on: December 06, 2020, 06:00:24 PM »
 Did you roll until you got the spot or use a 3rd party (mod) to start there?

210
Mod Releases / Re: Fish Farmer module v3.5
« on: December 06, 2020, 08:17:02 AM »
The Birch-bark strip manually gathered ends up being 14 lbs each at 10 ft. An 80 ft strip gathered via vanilla mechanism weighs 2 lbs. A 100 ft strip should weigh approximately 2.5 lbs making a 10 ft strip 0.25 lbs each.

Also when it asks for birch bark to maintain the fish tank,  it is unclear in the game text what is being asked for.

 Thanks for the feedback, I knew I was over confident with an easy fix ;D

The top post is updated with a more? fixed version >_<

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