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Messages - Nydxz

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16
Suggestions / Open the lighting code for us
« on: August 11, 2018, 06:18:48 AM »
 I'd like to suggest opening the code for lighting changing items, like fire, torches and that sort of thing. Yes, am asking this just to make a part of my mod that goes towards furniture.
 That is, if it is possible and would be a pain to do, else, disconsider.

17
Suggestions / Re: befriend wild animals
« on: August 11, 2018, 04:55:58 AM »
 Am not sure if this is implemented yet, but my last char is seeing some strange stuff. Now he as a Mallard friend, cuz the Mallard seems to stay near him always. It's been around 2 months ingame since I started making my house, and this Mallard is been around since then, at the start he started fleeing as soon has he noticed me, but look at him now...
Spoiler: show

18
 So... I have a mallard near my home, it doesn't run from me anymore, I think i've been around him for around 60 days now and the winter started to kick in, the problem is that he was on the water and the water tile froze with him on it, so he got bugged and couldn't move anymore. This is something strange for me, I doubt a bird would get caught by the ice like that and it could be somewhat exploited, I mean, I could simply kill it with one blunt hit since he was stuck.

Edit: Okay, he tried to "land" on the ice and is unable, that's what is causing the bug. I bet swans also suffer from this bug.

19
Modding / Re: Alternative recipes?
« on: August 10, 2018, 05:56:53 PM »
This should already be fixed, but if it wanst, the only way to make what you want would be like this.

Code: [Select]
.Grass. (12) "Spruce twig" [effort:2] [phys:stance,one-armed] *COMMON* /90/
{[TERRAIN:grove open_mire spruce_mire]} (any terrain that you want)
{[NEARBY_TILE:thicket]} +'Be near a thicket'
[NAME:Grass]
[TILEGFX:it-grss]
[TYPE:plant]
[WEIGHT:4.0]

That will make the game check the tile you need to be near and the terrain. In this code example you can only get grass on Groves, Open mires and Spruce mires while standing next to the tile named thicket. Hope it helps

20
 Edit: Now i'll keep the mod version at the title so people can see more easily if there's a new version or not.
 Edit2: - Added scan to appease the minds of anyone who wants to download but is triggered by the file size. Should've added this from the begining.

 Fully functional.

 Hello, this is my very first own mod. It's not complete yet but I can guarantee it have enough content to add a whole new flavor to UrW, I wish animals modding was add soon.


Download 0.7.2 - No smith learning
 Current size: 27MB
VirusTotal scan

Download 0.7.2 - Smith learning
 Current size: 27MB
VirusTotal scan
Hotfix 0.7.2 Smith learning

What's this mod about?

That's a good question, this mod aim to add a big chunk of "missing" content to Unreal World, giving a lot of useless items already in the game a puporse and significance. Not only that, it's going to add Rituals of some sorts and some new weaponry.

Changes

Some screenshots (Not yet done completely)

Spoiler: show
Whittling a wolf :D


Menus





New Buildings

Water well - no more water shortage, make your settlement anywhere.

Roads - Organize your settlement.

New Crafts

Craft items from bones and barks
Make low quality cords from bark fibres
New bows
Make any weapon or tool in the game (not finished)

Flora

Added Flax from Sufficiency mod

Extracting, smelting, forging and smithing

 A whole new level on the Ironworking others mod have done.

 Added recipes for all tools in the game.

 Ironworking is now based on a real skill you can level up. (This is secret and should be kept like that, don't look the files, that'll ruin your playtime, this should be keept secret)

 Quary an stone anvil for your Ironworking desires, build a Forge and Bloomery.

 Craft fishing hooks and other things.

 Slow development of the Ironworking (It will take a long time to set up and start producing... Even longer to be a master)

Spinning and Weaving

This feature was added from Sufficiency mod, it was very well done after all.

Sources, Credit, and Inspiration

 *First of to the original developers Sami Maaranen and Erkka Lehmus for creating URW and its modding system in the first place.
 *Caethan for his sufficiency mod (Whose I took the Weaving and flax from)
 *Buoidda for his crafts mod (From where I took most sprites)
 *Endive for his sufficiency mod
 *To whoever made the Shaman mod in the first place. I don't know his name, if anyone could tell me.
 *Privateer for helping out with some modding doubts and Monstrous menu mod.
 *Weathereye for modloader.
 *Hamsolovski for sprite mod
 *Wickerman_156 for sprite mod

 The mod is free to use and alter, but give credits to the right people.

Planned features
 
 New weapon recipes and whole new weapons.
 Brewery
 Furniture
 Rituals (the whole thing)
 Graves and funerals. (Random graves around the world)
 New plants and uses for them
 New buildings
 New animals
 New wilderness foods and cooking recipes. (Say hi to bugs)
 New structures in the wild (Whenever the game allows map modding)
 New sprites

Changelog 0.6
-Added limestone mining and limestone powder to ironworking.
-Added Whittling wood and ornament crafting. Partially. (Good for those long winter nights)
-Added new sprites (Still lacking alot of those)
-Other minor fixes.

Changelog 0.7 Smith
-Added new sprites.
-Added learning for smithing.
-Added ability to repair iron, mail and lamellar armor.
-Added some new armors and weapons.
-Armor and weapon will only have fixes from now on, no new stuff for them.
-Minor fixes.

Changelog 0.7.1 Smith
-Minor fixes to recipe descriptions.

Changelog 0.7.2 Smith
-Minor fixes to recipe descriptions.
-Minor fixes to recipe itens.
-Added Charcoal making recipe (FINALLY!)
-Fixed mispellings

21
Modding / What's the max number of items in a single menu?
« on: August 09, 2018, 06:32:07 PM »
The title says it all.

22
Not bugs / Re: Extreme Slowdowns
« on: August 09, 2018, 05:08:14 PM »
I know the problem "fixed" itself, but, If I had to bet, I would say It had something to do with the rare bug of the map maintance routine reloading tiles too often... Ir maybe the game dont having support for multi-threating...
 Nota site about the last.

23
Modding / Re: Buoidda's Crafts reworked (balancing?)
« on: August 08, 2018, 11:33:36 PM »
Hi!
Cool mod, but may I ask if it duplicates items?

I haven't any other mod installed apart yours, but in some menus (like M -> L for Timbercraft) I see various duplicated items. Same for M -> U, where I see various repetitions too.

I'm on URW version 3.51.

Thanks!  :D

P.s.: I haven't copied the "diy_z_Buoidda's TESTING.txt" file inside URW root folder.

 Ahh yes, sorry. I already fixed it, it was just because of a diy file. If you want you can just delete the diy_glossary.txt file and it should be fixed.
 Am working on a mod of my own now, the Shaman mod gave me a lot of ideas lately.

24
 Uhm... Now, the first time I saw Unreal World? That's a hard question... I think the very first time I got exposed to the game was around 2009. I was searching the web for some roguelike game from my childhood, which I never found, sadly, instead of my childhood game I found UrW.... Been around messing with it since then. With breaks every now and then and coming back not long after.
 You can say am the one who were lurking into the shadows for long a time, but never approached until now.
 Well, that's it before I go away and resume lurking into the shadows once more. ; :)
 

25
Gameplay questions / Re: this game in unplayable and i'm triggered
« on: August 08, 2018, 03:38:15 AM »
 Everyone came and said something, gave a tip, and advice.

 I will stick with Koteko, look at the game controls, find them, even if you dont have the itens to craft them.
 Get used with the controls on the help page ingame (? button, shift matters)
 
 After you get a glimpse on the controls, start your game on custom - too easy, select summer month and go with the "I want to be a fisherman" start-up scenario and "Living in the wild" game course.

 I thinks that would be the best way to start the game out and learn the basics

26
If by "small bow" you mean "shortbow", they are actually one of the most accurate (true) bows.  Just behind the longbow.
[/quote]

 Sorry, by small bow I meant the Juniper, Northen and Hunting bows. The shortbows have some accuracy, but, the longbow is way better

27
Modding / Buoidda's Crafts reworked (balancing?)
« on: August 08, 2018, 02:59:17 AM »
 Okay, so...

 This is just simple fine tunning on Buoidda's Crafts mod, there probably are a few mispelled items, and some itens without description (am quite sure), mostly because there had a blackout at my home and am quite sure something went unchanged. Yet, the changes are all functional (should).

 I'll try to list the changes I've made:

 Northern bow now needs new craftings.
 Hardwood bows now are easier to make, but need situational luck. Made from hardwood (not hard staff)
 Primitive/Shortbows have a new step in crafting.
 Added bark pelling. (from sufficiency mod)
 Used the already in mod fibres and added a drying recipe before you can make a cord with those, that's because cords made from wet fibres normally break once they dry.
 Dry fibers are used to make an cord.
 Cords are used to make bowstrings.
 Added sinew, sinew fibres, and sinew bowstring. (best quality bowstring)
 Lowered coal yeld ammount to realistic levels. (8%-12% efficiency)
 No more lake scopping ore.
 Lowered ore yeld and increased time to dig the peach up.
 Bog ore yeld roughly 1/5 iron ore. Bog ore is very impure.
 Iron ore yelds roughly 1/3 of Iron. That's due to the impurities the smith (you) will remove from the ore when smelting.
 Iron yelds roughly 1/2 of Wrought Iron. Balance purporse (you're not very experienced, lets alot of metal go to waste)
 Wrought Iron yelds 1/2 of Steel. Balance purporses again
 Steel and Wrought iron are worked into an "unfinished metal piece". BALANCEEE!
 Unfinished Iron pieces are smithed into the various tools head and blades.
 Unfinished Steel pieces are smithed into blades. BALANCE! BALANCE! BALANCE!
 Steel blades are used to make swords and a other weapons.

 I think that's most of it. Please, give feedback on bugs and other stuff that are missing and I will gladly fix.

 
 Edit: 1.1 Fixed the cloned items in some menus.



 

28
Modding / Re: Food quality?
« on: August 08, 2018, 02:08:19 AM »
Yes, sorry. I did some testing aswell, we can't change how foods are handled, they will always have quality. Funny enough, I found out "Delicious" food doesn't change nutrition, instead they fill the hunger bar faster. I have no idea how an food with no proprieties was able to fill a starving character. It was still starving, but 0 hunger bar lol

29
Modding / Re: Food quality?
« on: August 07, 2018, 03:06:02 AM »
Sorry if my information was wrong, I will follow up

Hey Privateer. Did you ever find a solution to this problem?

 Question, would you mind to share with us the very item you're trying to make? I suspect it have the spoilage parameters on, that will make the food bland after x days and spoiled after that.
 That's my guess, the item code would be very helpfull

30
Suggestions / Re: Mod related suggestion
« on: August 06, 2018, 11:53:02 PM »
 Sorry, my mistake. I've take another look at the way the mod works and found out a misplaced line on the modlist.txt
it works perfectly as of 3.51

 Thank you again Privateer.

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