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Messages - ModernNorseman

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Development News / Re: Messing with measures
« on: July 11, 2019, 03:04:43 PM »
Super excited about this! Will change alot of dynamics in the game (at least for me) now that we can reuse materials for smoking and drying.

Modding / Re: First Mod: Seafood
« on: June 26, 2019, 05:07:08 AM »
Thank you once again for a great mod run37!
Since I use this quite alot in my collection of mods, I decided to give the graphics another overhaul, if anyone would fancy that. Now there is a clear distinction between the objects in the water and after you have "picked" them and drops them at the ground, and the models have been adjusted a bit. I have however edited a little in the mod, so everything spawns in water and not on the shore, since that would probably make the graphics worse.

Development News / Re: Bark stuff, birch-bark stuff
« on: May 29, 2019, 05:35:06 PM »
Holy moly, that's actually quite big .. but now I bring the 1.000.000 dollar question - how do you stand about making cords from the birch-bark? Will that be an official thing in the game? It does seem rather unrealistic not being able to hang up meat unless it's from cloth or fur, but at the same time I guess it brings some discussion about how much easier it will be to survive a winter.

Gameplay questions / Re: Rye and Barley are not good crop?
« on: May 28, 2019, 04:13:02 PM »
I do get what you are saying - but I think it's a part of the charm. It's nutritious and the yield of a medium sized field should get you through a winter easily. As for the labor, I often make it a winter job grinding out flour next to a warm fire as the freezing winds and snow roam outside of the hut. As PALU said, using various mods with cooking recipes makes it more fun by far (from my perspective) by for example using crops for making beer or new sorts of bread.

Gameplay questions / Re: What craft skill is it?
« on: May 05, 2019, 03:10:43 PM »
You can view most of these in the "diy_glossary" in your Unreal World folder.

The stone axe uses the *COMMON* skill, which I believe is set at 50 as a sort of all around skill you can't improve. Same goes for javelin.

Wooden bowl uses carpentry, and that skill can be improved :)

I believe the clothing will also be *COMMON*.

Modding / Re: Cannot get top menus to display
« on: April 25, 2019, 03:49:33 PM »
Thank you so much Privateer!! It was there all along, I'm glad computers don't have AI or it would have been yelling at me by now  :)
You can tell I have not been playing it for ages and had forgotten that keystroke.
It would probably also help if I look at *all* the keystrokes listed in the program as well and try them all out.
Thank you all for helping me out!

Good it worked out! Yeah it takes some time to get used to, but all the keys will soon be memorized in the fingers :)

Modding / Re: Cannot get top menus to display
« on: April 25, 2019, 02:42:38 AM »
I am just looking at trying to mod, and I have been trying to create a top level menu  (on the same list as timbercraft and carpentry). I have tried to add one entry into menudef_additional.txt just using the suggestion listed, entering it after the last line with // and adding a blank line after it.

.my weapons -Z- *MAKE*

I changed the Y to a Z as there is already a 'Y' listed in the menu.

the menu item is not showing in the list and I cannot work out what I have done wrong.

I have also tried to save other mods with menus into my resource folder and still cannot get any of the menus to appear, eg Woodcarving by Wayfarer, Community mod BAC by Brygun and co, and the Massive menu by Privateer

I am using a mac, so I am saving them in the resources folder that is inside the package.

If anyone can give me suggestions on what I can try or what I am doing wrong I would be very grateful.

I use mainly MAC for playing Unreal World. I can confirm that the Resources folder is the correct one for storing the files.

The thing that strikes me is if you have copy pasted your entrance:

".my weapons -Z- *MAKE*"

The statement lacks a period after my weapons, such as this:

".my weapons. -Z- *MAKE*"

Check if that could be the issue :)

General Discussion / Re: Question about farming barley
« on: March 29, 2019, 10:13:48 PM »
Completely normal. They will sprout back up in some time, so no worries :)

Gameplay questions / Re: Savefile locations on a Mac?
« on: February 12, 2019, 02:25:05 PM »

I also play on Mac, however, I'm using the Steam version so I don't know how much of a difference there is.

I have an Unreal World application in my Library I can right-click and press "Show Package Contents", which will open up for access to the folders Unreal World is using. Those are "Frameworks", "MacOS" and "Resources". Under Resources, each of my characters will have a folder named after their ingame-name.

I hope this is of use to you :)

Modding / Re: Flora Spoilage
« on: February 10, 2019, 08:05:49 PM »
Thanks for the answer Brygun, and for giving me an extra pair of eyes on checking on the matter. I've come to the exact same conclusion. But yes, it seems we just have to quickly process the plants by cookery to make them unable to spoil  :)

Modding / Flora Spoilage
« on: February 03, 2019, 08:41:26 PM »
Hey everyone,

Sorry if this topic have been discussed before, I just can't seem to find an answer.
Do we have any text parameter in flora modding, that makes for example, a mushroom never spoil? I've tried adding [SPOILAGE_DAYS], but it does not seem to have any effect, and things will keep spoiling. Anyone know of such a thing?

Modding / Re: First Mod: Seafood
« on: February 02, 2019, 03:24:50 PM »
Hey run37.

Although you posted this mod out in over half a year ago, I just wanted to let you know that I enjoy it quite a lot, and I wanted to share some custom tiles graphics I've made for it, so people are not forced to use mushroom graphics for it.

The graphics are made in a way, so that, unlike mushrooms, won't show any signs having being "picked", so they won't have those red spots left afterwards, after you pick up a crab, that was based on the noaldi mushroom. Anyone is free to used them if they desire. I will however point out that I am in no way a graphical genius, and it's not exactly pretty  ;D

General Discussion / Re: An observation on a lost adventurer
« on: January 19, 2019, 03:27:01 PM »
All the dogs I've owned would let anyone into my place, as long as you gave them a little belly scratch.

Development News / Re: Season's recovery greetings
« on: January 02, 2019, 03:15:23 PM »

Is that the typical height of trees in the GAME?

It seems realistic that my character hurt himself, as he fell from the top of a tree he climbed, if this is the case  ;D

Modding / Re: Creating custom plants and herbs
« on: December 29, 2018, 01:56:10 PM »
I'm not an expert, but if you are not getting the results you expect, it might be that you are trying to make it a craftable item, and not a spawning plant. If you wish to make plants spawn, make sure you use the fauna files :) Maybe that's what you are already doing, the wording just makes it sound like maybe you are trying to create an item, and I don't think the fauna-specific attributes will be useable in crafting.

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