Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ModernNorseman

Pages: 1 2 [3] 4 5
31
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 :)

32
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 UrW.app 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 :)

33
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 :)

34
Gameplay questions / Re: Savefile locations on a Mac?
« on: February 12, 2019, 02:25:05 PM »
Hi!

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 :)

35
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  :)

36
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?


37
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


38
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.

39
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

40
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.

41
Gameplay questions / Re: Best way to preserve berries long-term ?
« on: December 06, 2018, 06:15:30 PM »
What's the best method of preserving berries for a long time, e.g. the autumn and winter until spring, other than just chucking them inside a cellar ? Can berries start to spoil or rot in a cellar ?

Thank you kindly for any and all advice.

Hi! :)

They will spoil in a cellar as well, yes, however, it will be at a slower pace. However, they will rot fairly quick and won't last you through a winter. You can however look through the mods forum, for various food mods. Some will give you the ability to dry berries, which have a longer spoilage period.

42
Off-topic / Re: Finnish people! Hear me!
« on: December 05, 2018, 10:35:07 PM »
Danish here, so I'm afraid I can't help you there. Best of luck though. That sounds like a fun challenge.

43
Development News / Re: Life hurts
« on: December 05, 2018, 04:28:26 PM »
Ouch. I hope you will have a speedy recovery. Best wishes.

44
Gameplay questions / Re: How to burn npc alive?
« on: December 03, 2018, 06:18:21 PM »
Yes, it can spread to a tile with 3 branches as well (although when my character got burnt I was actually cutting branches, so there was a pile at the feet, but spontaneous spreading to 3 branch tiles is a thing as well).

It can be noted that as far as I've seen, it's safe to light a fire under the feet of a dog, as it will move out of the way (sometimes it moves onto the tile as you're trying to set it on fire, but that's safe as well).

Well I stand corrected. Sorry for spreading fake news. I have never experienced that, if the surrounding tiles are also three-stacked branches. However, I've observed it, if the surrounding tiles are filled with more timber, such as free-standing trees and such :)

45
Gameplay questions / Re: How to burn npc alive?
« on: December 02, 2018, 10:05:46 PM »
I think burn damage may only affect your character, but I've literally never been burned in-game (unless frostbite counts), so I don't know.  Presumably fire injuries happen when and as fire spreads from multiple tiles of wood.  Kind of like the same way that you would set up for creating a farm field.

Yup. Can confirm - flames can spread to your tile and burn you when burning off fields  :D

*EDIT* That is, if you have plenty of wood on the tile. With 3 branches, it won't catch fire like that.

Pages: 1 2 [3] 4 5
anything