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Messages - Privateer

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31
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.

I believe that with the usage above the shelter will be "named" punt shelter.

32
I forgot about my cleaned, in the process of de-hairing squirrel skin and its rotten now. Can it be used for anything?

Take it into your house, walk to the north wall, drop the pelt, use "p" and push it North onto the wall.
This commemerates a tiny failure as wall art.

P.S. No there is no use, though I've also used them as doormats at my shelter.

33
Bug reports / Re: construction time
« on: December 30, 2018, 04:36:57 AM »
The build queue for the shelter was set when started. Pausing and changing tool just continues queue length.
Dismantling and starting new with better tool obviously helped.

34
EDIT 1: looking in the code for "short quarter log it has "{Rock} [ground] +'Can be used as a board'". Do i need a rock or to be on ground to make them?

Code: [Select]
{Rock} [ground]Ingredient is the rock and a rock on the ground (on an ajacent tile to you) can be used from the floor (ground).

35

[TILEGFX:fw-lamelpce]


I'm willing to bet the fw is for Finn's Wilderness modpack, but I can't find a download link...?

https://www.tapatalk.com/groups/urwforum/the-finn-39-s-wilderness-living-modpack-v1-3-t8082.html

You are correct it's from the work of thefinn's wilderness living mod.

36
Mod Releases / Re: Finnish Cheese Mod v1.0
« on: December 30, 2018, 02:48:24 AM »
I do have some questions.

what does the :148: in the recipes do? I'm not currently aware of a :#: command in the mod language?

 It's the legacy position of the objects graphic in the bigsprite.png file.
You'll still see these in cooking and flora files.

37
Modding / Re: Creating custom plants and herbs
« on: December 29, 2018, 03:20:24 PM »
An item in the flora files can be "poofed" into game with a craft task. The item(s) need to be in the files when the game starts.

 The issue I always have with this method of adding items is the measurement descriptions..

38
Modding / Re: Cord doesnt count as * cord
« on: December 25, 2018, 05:25:14 AM »
That doesn't explain why I've had cords not usable as tying equipment... both the vanilla Cord and some "birch-bark cord".

It does make sense that the space blocks simple cords, but it should work for "XYZ cord", right?

Code: [Select]
{Tying equipment}Applies to
Code: [Select]
Cordand
Code: [Select]
Leather rope
Whatever you make say birch bark cord. If you use;
.Birch bark cord. "Hunting horn" Etc etc.
To use this item as an ingredient you need to match exactly or good pattern.

If you use;
.Birch bark cord. "Cord" Etc etc.
You can use name match as above, Or {Cord} Or {Tying equipment}

The same is true with "Leather rope"

39
Modding / Re: Cord doesnt count as * cord
« on: December 25, 2018, 04:47:57 AM »
 Sorry for not having read your code to answer my own question(s). When you make your alternate tying stuff is it cord or rope in the back side?
Anyway, with ingredients it's all about the text matches.

{* cord} is not {Cord} while {*cord} does equal {Cord}
The ingame item is "Cord"

P.S You may have the same issue with the pot in your recipe unless you made your own pot {* pot} will not equal {Pot}

40
Modding / Re: Cord doesnt count as * cord
« on: December 25, 2018, 04:37:56 AM »

41
Development News / Re: Season's recovery greetings
« on: December 25, 2018, 12:06:09 AM »
Wow what an impressive tree!

42
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

43
Mod Releases / Re: Brygun's Added Items
« on: December 21, 2018, 05:43:01 AM »
What is even a flatbread?

A very simple bread like a tortilla.

44
General Discussion / Re: Man, I hate wolves!
« on: December 19, 2018, 03:40:08 AM »

45
Modding / Re: [Buoidda's mod] Obtaining blood from animals... ideas?
« on: December 18, 2018, 09:19:45 PM »
Since all "ingredient" items are text pattern matched, you'd need to find a pattern which will fit what you are trying to get.
I remember the same issue/question coming up on Simon's Shaman mod recently.

I loaded a survivor and caught a reindeer and see why the pattern match may be an issue, the one I'm holding is named;
"largely cut small forest reindeer doe carcass (skinned)"

So I've reworked the line a bit and this code works for me and shouldn't be overly exploitable.
Code: [Select]
.Reindeer Blood. *RITUAL* /1h/ \1h\
{* reindeer * carcass *} [remove] [boil] 'Reindeer Donor'
{Knife}


The problem is that over the last couple versions of UnrealWorld these descriptors have become more detailed.

What used to be a "Dead reindeer carcass"
Has become much more difficult to pattern match. Good pattern matching makes mods less exploitable or buggy.
In this case you may need to go to something less specific like
{* carcass *}
to allow any items with carcass in the text to be used.

Not sure if that helps :/

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