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91
Mod Releases / Re: BAC 3.86
« Last post by Thiebs on January 16, 2026, 10:00:36 PM »
Eyooo! I am currently using 3.87, and this version of the mod. I have no issues; only a question!
Ive been doing some notes for my own personal little "How to Survive Unreal" guide, and I've been using BAC for ages but to be honest I've never taken note of the estimated trade prices of some of the items you can craft with BAC. Does anyone have any trade price information, or tips on any items that are particularly accessible for trading to villages early game? I've noted any vanilla items already, so no need for tips about those.  ;D

Thanks for the assistance in advance if anyone responds!

You can see the "prices" (such as they are) in the mod files pretty easily. Open a file like "mod_diy_BAC_Clothing" and look at the line under an item that reads "[PRICE:X.X]" (X will be the price, in squirrel hides iirc). So for instance, the Nettle Apron added by the mod is worth 2.4 squirrel hides.

Of course, comparing that price to the difficulty in making/sourcing ingredients for that item is another matter  ;D

Best of luck!
92
Mod Releases / Re: BAC 3.86
« Last post by CapnMorgan on January 16, 2026, 09:32:08 PM »
Eyooo! I am currently using 3.87, and this version of the mod. I have no issues; only a question!
Ive been doing some notes for my own personal little "How to Survive Unreal" guide, and I've been using BAC for ages but to be honest I've never taken note of the estimated trade prices of some of the items you can craft with BAC. Does anyone have any trade price information, or tips on any items that are particularly accessible for trading to villages early game? I've noted any vanilla items already, so no need for tips about those.  ;D

Thanks for the assistance in advance if anyone responds!
93
Mod Releases / Re: Njerpez Cookery Mod v2.0 - Dec 2025 Update! [URW 3.87+]
« Last post by Bedlam on January 16, 2026, 03:55:56 AM »
I need help.
What am I doing wrong?

Heya Sidara,

You only need to install either the 2 files for V2 of the mod, or the one file for the older V1 version, but not both of them, not all three files. Doing both is sure to mess stuff up. For V2, it's a multi-part zip consisting of two files, that would be why you see "insert disk two". Are you extracting the zip correctly? You should start extraction from the .zip file, and have the second .z01 file next to it in the same folder, then they will extract together in one go. I've now edited the original post to remove the old version from attachments, hopefully that helps people not get confused. So now the two files you see in the original post attachment are both the ones you need for V2.

NjerpCookery never had cheese making in it btw, so you might be thinking of and wanting to install a different mod and now things are confused.

I'd recommend starting over clean (following the instruction steps from the first post, but you can keep your saves safely), to get a working game with NjerpCookery, and following that you can try to look up which other mod you had that gave you cheesemaking in Utilities, and add that recipe manually by editing the file and copy pasting just that entry in. That should work just fine, sadly just piling everything on top of everything has little chance of working for URW modding, we have to be more intentional and thought-out about each step. Be careful installing the second mod and overwriting, as it may erase some parts of NjerpCookery unintentionally if you let it just overwrite.
94
Mod Releases / Re: Njerpez Cookery Mod v2.0 - Dec 2025 Update! [URW 3.87+]
« Last post by Sidara on January 16, 2026, 02:46:03 AM »
I need help.

I've used this mod in the past and absolutely loved it but haven't played in a couple years. So I downloaded it to my computer to play but I can't get it to work right.  I have tried to install this mod a dozen times; I've uninstalled the mod, even the entire game, and reinstalled it and still I cannot get the Utility Recipes submenu to pop up. The recipes added to the other categories work, but that submenu doesn't appear, so no way to make cheese- and I have A LOT of milk. I've deleted the birch-bark pot from the Diy_glossery. I've downloaded all 3 available files and installed them in order (top to bottom) with each install overwriting files as necessary. I also get a strange message during overwriting that says "please insert disk 2"...I have no idea what that means, so I hit cancel and the files appear to successfully overwrite.

What am I doing wrong?
95
Uh. I picked up some baltic amber and it spoiled.

I suspect that's because it's coded as a mushroom, but also, ??? Amber is a polymerized tree sap and it shouldn't actually go bad.
96
Bug reports / Re: Cancelling tendon drying will make me lose all carried items
« Last post by JP_Finn on January 03, 2026, 06:18:24 PM »
As for testing with vanilla, do a fresh install to another folder.
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Mod Releases / Re: BAC 3.86
« Last post by Thiebs on December 31, 2025, 11:43:20 PM »
Update: I've been using this for over a week now with zero issues (that weren't already present in BAC). Seems the BAC mod was basically already compatible, and really did only need the menu rearranged. Please let me know if you run into any issues while using it, tho!

I've managed to get BAC "updated" to 3.87

The only changes I've made were to rearrange the clothing menus around to accommodate the new changes to the new Clothing menu. I did this by putting all the BAC nettle and linen options into the mod menu under the sub-menu 'Cloth Garments'.

Please note that I don't really know what I'm doing here, so I'm only sharing for posterity and don't expect this to be totally free of issues. Though if I do run into any issues, I'll try to fix them and update accordingly.

I've also included Shrike's boat changes, because I like the sounds of it and wanted to have it all together:

I was also annoyed by the lack of netting needles and the implication I could repair nets, but I couldn't find the option.
So, once I found out about commenting out mod entries, I decided to figure out how the mod files worked, and added a new submenu file for 'boats' (could be 'watercraft', if you want to do this in the next full release) and moved all of Brygun's boat overhaul over to the modded menu, leaving the sled under 'transport'.

This fixes all the issues of not being able to make netting needles, lippos, and other things related to fishing, while preserving the utility of the Boat Overhaul.
I've attached my version of the files, in case anyone wants to use them.
Just have to put them into the UnRealWorld directory. (Make backups, of course. Usual warning)

PS: Being able to arbitrarily tag entries for submenus within other files is interesting, but certainly obfuscates the code.

Thanks to everyone who's worked on or contributed to this mod! I love it!
98
Got a weird bug where cancelling tendon drying process would make me lose all carried items (anything not worn nor wielded).

For the record I'm playing with an old version of BAC (pre-3.87), so not really sure whether this bug was caused by the old BAC or just a general bug.

The bug is very easy to replicate: simpy carry some items while starting the Textilecraft > Drying Tendon (Tendon Drying?) process, then cancel half way through.

I have a saved file ready to be uploaded if you need (new character to test, with BAC; sorry, forgot how to 'disable' mods easily without reloading Vanilla UrW).

Cheers!  :)

Edit: looks like this bug only happens the first time you cancelled the tendon drying process. Cancelling the drying process on the same character didn't make me lose any more items, but creating a new character and cancelling the drying process still make me lose carried items.

PS also tried to "clear" the mod files by using the "Verify files integrity" feature of the Steam launcher. Failed to clean up any mod accessed via the "Modded Crafting" menu.. :(
99
General Discussion / Re: Would it be okay if the game was in other languages?
« Last post by Luwagner on December 31, 2025, 01:26:50 AM »
First of all, thank you for replying. I already managed to access this folder once and translated it this way for myself. However, I would like something with real impact, translating the item names, etc. To have the game entirely in Portuguese. But this is a good starting point, don't you think?

Postuguês/Brasil

Primeiramente obrigado por responder. Eu já consegui chegar a esta pasta uma vez e traduzi desta forma para mim. Porem eu gostaria e algo realmente com impacto, traduzir o nome dos itens e etc. Deixar o jogo totalmente em português. Mas já é um ponto de partida dessa forma não acha?
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General Discussion / Re: Would it be okay if the game was in other languages?
« Last post by Plotinus on December 30, 2025, 10:28:17 PM »
For example with google translate:

Code: [Select]
.TRADE_LETS_BARTER.(trading mood)
:( -And just what did you <reptitle_trading> think of offering?
:| -So let's barter! What have you got to offer, <plr_identity>?
:) -My pleasure to start trading with <reptitle_trading_ind>.

becomes

Code: [Select]
.TRADE_LETS_BARTER.(trading mood)
:( -¿Y qué se te ocurrió ofrecer, <reptitle_trading>?
:| -¡Intercambiemos! ¿Qué tienes para ofrecer, <plr_identity>?
:) -Un placer empezar a intercambiar con <reptitle_trading_ind>.

And then if you do the rest of the file too then probably when you trade, it will say it in Spanish in the game instead of English
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