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Messages - caethan

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1
Mod Releases / Re: [3.70] URW sufficiency mod
« on: October 15, 2021, 08:46:10 PM »
Thank you. Sami also added bowstring as bow component and replaced the primitive bow, which the mod reverts back. Is this intended?

Nope!  Just fixed this issue.  Thanks for the report!

2
Mod Releases / Re: [3.70] URW sufficiency mod
« on: October 13, 2021, 05:31:32 AM »
Confirmed that the problem was running URW 3.7 with the 3.6 version of the mod.  Also noticed a few days late that Sami has released 3.7 stable, so I've now merged in the 3.7 branch to master, which should work correctly with stable.

3
Mod Releases / Re: [3.70] URW sufficiency mod
« on: October 12, 2021, 08:50:56 PM »
When I start a game with this mod the F - Fishing menu becomes empty, so I can't deal with hooks and rods. Not running any other mods.

Will take a look at it.  Thanks for the report.  If you're using URW3.7, can you check that you're using the 3.7 version of the mod?  This is the download for that:  https://github.com/caethan/urw-sufficiency/archive/refs/heads/urw3.7_update.zip

4
Mod Releases / Re: [3.70] URW sufficiency mod
« on: September 03, 2021, 05:36:43 PM »
I've tried urw3.7_update and it's not working thus I've tried master (from the provided link) and it works for UrW 3.70 beta 3. But on master branch, staff and wooden stake recipes doesn't have [noquality] tag while readme states that those should have it.

Fixed the missing tag in the master branch.  Can you tell me what specifically is not working with the urw3.7_update branch?  I've been playtesting it and haven't run into problems yet.

5
Suggestions / Re: Rowan berries
« on: September 01, 2021, 12:09:46 AM »
Hm.  That's a shame.  My guess on that would be that "rowan" isn't a valid SYMBIOSIS value.  Unfortunately, there's no canonical list of them, only ones that occur in the vanilla files or people have tested.  Present in the vanilla files:
  • shallow_water
  • watery_soil
  • rocky
  • pine
  • young pine
  • birch
  • young birch
  • spruce

I had figured since several mushrooms symbiose with trees that you could do the same thing with rowans, but maybe not.

Edit:  Yup, tested it.  I can get "rowan berries" to spawn next to spruce, birch, or pine trees, but not rowan or alder.  Probably just not something that Sami has added to the game yet.  Your best bet is probably then to add a new rowan tree plant that spawns separately from the existing rowan trees and makes berries but no wood.

6
Suggestions / Re: Rowan berries
« on: August 31, 2021, 05:52:45 PM »
You could probably do this with modding (https://www.unrealworld.fi/wiki/index.php?title=Modding_Plants).

Mod in a new plant for rowan berries, make it spawn only next to rowan trees, add the "poisonous" tag to it, and have it removed when boiled.

Example:
Code: [Select]
.Rowan berries. (4) [berry]
[NAME:Rowan berries]
[TILEGFX:ber-lingon]
[SIZE:M]
[SPROUT:4]
[MATURE:90]
[WITHER:11]
[REGION:eastern western northern southern]
[TERRAIN:spruce_mire fresh meadow grove]
[EFFECT_RAW:gut_irritating]
[REMOVE_BOILED:gut_irritating]
[SYMBIOSIS:rowan]
[POPULATION:5]
[FREQUENCY:25]
[COMMONNESS:100]
[CARB:15]
[FAT:2]
[PROTEIN:1]
[WATER:65]
[HERB_KNOWN:all]

7
Mod Releases / Re: URW sufficiency mod
« on: August 27, 2021, 12:26:03 AM »
Got excited by the 3.7 beta release, so I went through and updated everything for 3.6 and 3.7 with the new textilecrafting.  A lot of the stuff I had built out is now in vanilla, so thanks, Sami!

Please give it a try if you're interested; playtest data is always useful.  Download it here:  https://github.com/caethan/urw-sufficiency/archive/refs/heads/master.zip

Or poke around in the code here:
https://github.com/caethan/urw-sufficiency

8
FYI, you're welcome to borrow any work from my mod.  Some of the graphics are mine directly, others are borrowed from other folks.  Please do attribute the work, particularly work I borrowed myself (attribution is in the README for my mod).

9
This is a known issue that shows up on Macs - they don't show PNG files with an alpha layer properly.  So you just have to get rid of the alpha layer.

You can fix them with the default Preview app:

Open the offending file(s) in Preview
Command-Shift-S to Duplicate (make a copy)
Command-S to Save
Deselect the Alpha checkbox
Save over the original file

If you want something you can do in bulk, ImageMagick is free: https://www.imagemagick.org/script/command-line-tools.php

10
Mod Releases / Re: URW sufficiency mod
« on: August 01, 2020, 12:39:35 AM »
FYI, I am playtesting an update that's functional with the 3.6 release.  Hope to have it available in the next couple of weeks.  Sorry to everyone who wanted to play with it but didn't.  If you want to try it, the 3.6 branch is available here: https://github.com/caethan/urw-sufficiency/tree/3.6-update

11
FYI, this specific case (making high quality javelins) is why I removed the [noquality] tag from slender trunks when making staves in my mod.  It's a very easy change to make.

12
Gameplay questions / Re: Savefile locations on a Mac?
« on: February 12, 2019, 04:01:17 PM »
There are actually *two* locations, depending on how you're running the game.  If you're running the stand-alone version, savefiles will be in:

/Users/YOUR_USERNAME/Library/Application Support/urw3-Darwin

If you're running the Steam version, savefiles will be inside the Steam package - right click on the game in the Steam menu, click "Properties" then "Local Files" then "Browse Local Files".  You'll get a Finder window with the URW application inside it.  Follow ModernNorseman's instructions on how to get to the savefiles inside.

13
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).

14
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 07, 2019, 07:25:43 PM »
Here you go:

15
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 04, 2019, 06:52:11 PM »
And if you don't want to run it yourself, here's the full table dump from CONSTANT.OBJ: 

https://docs.google.com/spreadsheets/d/1l3JpN3IcZu3h82NXmfZ8F3hl1vYbAiQwFngQ1rB5dDs/edit#gid=0

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