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Messages - phoenixshenanigans

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16
General Discussion / Re: Stop and resume a task/craft?
« on: December 12, 2017, 11:16:05 PM »
No, you can't pause activities such as making a bow. However, some actions, like building walls etc. has the option to pause and resume work at a later time.

That is marked by the green text you can see in the attached picture.

17
Gameplay questions / Re: Battleaxe or Battlesword?
« on: December 10, 2017, 05:24:16 PM »
I think the answer to the question could also be; should you use edge or point attack against your opponent, judged by their clothes and armor? The battleaxe delivers a great amount of edge damage, but the point damage from the sword can make it useful against certain types of armor, for example mail, where the sword probably would be better.

You can use shield with both of them, however both the battleaxe and twohanded-sword will get a penalty from not using both hands.

18
Hi. I just discovered a bug. I wanted to push my raft out into the water before I got in it, and apparently it duplicated it, so there was one where I stood on the soil, and another appeared in front of me in the water.

*EDIT* I tested it with a bow as well. That was duplicated as well.

19
General Discussion / Re: Nominate UrW for Steam "Labor of Love" Award
« on: November 23, 2017, 10:15:13 AM »
Agreed! Thanks for the tip, hadn't seen the button before you said it.

20
Gameplay questions / Re: Injured adventurer clarification
« on: October 28, 2017, 09:19:28 PM »
So would that mean it's better to enter the hearthland tile and look around? Also do diagonal's count for "bordering"?

I usually just walk the border, about 5 tiles into the map that has the most "open" landscape. Yes, I'll think that counts as bordering as well.

21
Gameplay questions / Re: Injured adventurer clarification
« on: October 28, 2017, 08:50:02 PM »
Almost all of the times I've tried that quest, it's in one of the tiles. However, if you want the line between them, there will almost always be some sort of blood trail, or you will probably find tracks or see the bear/wolf around it. As soon as you run into these indicators, you know it's near.

22
Bug reports / Re: No visible floor on a mountain
« on: October 28, 2017, 08:48:25 PM »
Though the "floor" graphics don't change, the "function" of "floor and ceiling" perform as intended. So more of a nuisance than a bug. imo

Absolutely, I agree. But nevertheless, it seems sort of sad that my floor change during seasons.

23
Bug reports / No visible floor on a mountain
« on: October 28, 2017, 06:57:33 PM »
Hey guys.

I discovered a pretty sad bug. I spent alot of time building a fortress up on a mountain, and was now filling in ceiling and floor in this small house, but even though I says I create it, it does not visually show up. Is this a bug?

24
Gameplay questions / Can you poison people?
« on: October 26, 2017, 08:09:07 PM »
I can't get myself to actually try it, so I wanted to hear if anyone had any experience with it.

If using the Njerpez cookbook mod, and I make a stew with for example black ear poison, can you give it to an NPC? And would that NPC eat it and get sick?  :D

25
That seems like a really, really good idea. Huge thumps up from here. Having a bunch of dogs basicly makes you overpowered against single targets, but now it comes at a cost of resources. Great idea!

26
Modding / Re: {* cut} for fish?
« on: October 13, 2017, 12:34:29 AM »
You'd have to use specific fish types for that, as far as I know. Eg, {*pike*} should work both pike and pike-perch, but most others have unique names.

Okay, I see. Thank you very much!  :)

27
Modding / Re: {* cut} for fish?
« on: October 12, 2017, 10:06:17 PM »
I believe it would be:
Code: [Select]
{Raw fish}and a weight amount.

Fish cook whole and are not divided into a standard portioning like cuts.

I see. There isn't any way of going around the weighted amount? So it would just be for example 2 fish, no matter the size of them? Is it only because of the same weight, that the {* cut} works in the first place?

 A count of raw fish or a weight amount of raw fish would both work.
The reason {* cut} works is due to "name pattern matching". Since mammal meat is all converted to "something cuts".
Fish retain their original naming; roast trout, roast pike etc etc. making a pattern match impractical.

Oh I see. That worked.

Last question. The {* cut} option makes you able to use dried and smoked meat as well, instead of just raw meat. Is there any way to use a count of fish, that takes in both raw, roasted, dried and smoked fish? Just two of them of one of the options, or does it always have to be raw fish?

Thanks for the helpful answers so far Privateer.

28
General Discussion / Re: Blocking Weapons and Assorted Combat Discussion
« on: October 12, 2017, 11:09:21 AM »
The only advice I have, is to make sure you check what gear they are wearing. Go for the weak spots, if it's an Njerpez with a good armor on the body.

29
Modding / Re: {* cut} for fish?
« on: October 12, 2017, 10:51:39 AM »
I believe it would be:
Code: [Select]
{Raw fish}and a weight amount.

Fish cook whole and are not divided into a standard portioning like cuts.

I see. There isn't any way of going around the weighted amount? So it would just be for example 2 fish, no matter the size of them? Is it only because of the same weight, that the {* cut} works in the first place?

30
Modding / {* cut} for fish?
« on: October 11, 2017, 05:28:44 PM »
Hi, just a quick modding question.

The modding possibility for using random cuts instead of a raw and weighted option, is {* cut} when creating the recipe. Is there a similar command for fish instead of meat?

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