Recent Posts

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21
Note to self,

Finnish cheese gave okay to include. Consider for next BAC update. Link to that mod here

http://www.unrealworld.fi/forums/index.php?topic=2360.0

22
Im checking back in for any critical fixes.

Reading through things and the suggestions.

Not sure I want to try mucking with a script file. First impression is the building swap is only used rarely so keeping it to simple manual edits is safer. Script work certainly can open some doors to larger mod collections.
23
General Discussion / Re: Driik fortification works against them.
« Last post by MeerkatRabbit on April 18, 2019, 11:12:03 PM »
I saw this same thing happen earlier. I was trying to stalk some Njerp guy outside the walls of a Driik village. At one point he surprised me and charged at me out of some trees but I ran away. I was too cowardly to engage him because of the whole perma-death nature of this game and I don't have much experience with fighting. I just wanted to follow him to see what happened if he made it to the village.

After running away and then trying to relocate where he went, I heard the sounds of fighting going on off in the distance. The Njerp had found a lone Driik housewife wandering around outside the walls on the opposite side of where the entrance was. The rest of the villagers were all enraged and swarming around inside the wall, trying to get out there to fight, but the wall blocked them from going out there and helping her.

Turns out that was the world's toughest housewife though. When I finally circled around the walls and got to the scene of the fight, I found her standing over the Njerp's corpse. She must have had a dozen stab wounds but she slaughtered that guy. I guess I shouldn't have run away after all.  ;D

Maybe it could be fixed by just adding a couple more entrances around the walls of each town and widening them so the AI villagers could more easily get through.
24
Modding / Re: How can i make a selection of items in modded cooking?
« Last post by Privateer on April 18, 2019, 10:46:46 PM »
I added this to cookery_glossary, it works, but i can't select specific salted meat, the recipe automatically takes any salted meat that is upper in the inventory list.

If you specify a weight value #x.x vs an amount, (1) one being assumed in your script.
The game will ask where to take the weight from via item select.
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Modding / How can i make a selection of items in modded cooking?
« Last post by Grax on April 18, 2019, 06:33:25 PM »
I added this to cookery_glossary, it works, but i can't select specific salted meat, the recipe automatically takes any salted meat that is upper in the inventory list.

.Dried cut. [effort:0] [phys:arms,hands]    *COOKERY*    /2/   \1\   |-2|   [patch:50]   :148:
{Salted * cut}   [remove] [roast] [patchwise] [noquality]
[COOK_WEIGHT_DIV:10]
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Modding / Re: Cord doesnt count as * cord
« Last post by Grax on April 18, 2019, 08:00:50 AM »
And there's an error

.Caulked barrel. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /240/ /30/ %15%

Must be
.Caulked barrel. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /240/ \30\ %15%
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General Discussion / I'm really disappointed with new tanning process.
« Last post by Grax on April 17, 2019, 07:45:48 PM »
So many useless steps. And any delay in any step leads to harsh or rotten condition.

Ancient people didn't do all these steps, especially in places where water is rare.
This is the process that was used by russian northern (north-asian) tribes (eskimos, evenki, chukchi for example):
1. Drying (without deep cleaning, just removing blood and fat)
2. Softening (just placing skins or furs in many layers and walking on them)
3. Dry cleaning (more deeper than in step 1)
4. Tanning with whatever liquid substances.
5. Drying.

De-hairing process of deer skins was made with deer's litter. ;-) Without soaking, just washing and drying.

PS. Many methods of dry tanning includes smoking of inner side of furs.
28
When you try to hang a seal skull on a tree which already has a bear skull, the seal skull is hanged, and the info that "You gracefully hang the bear skull in the pine." is displayed. I don't know if it causes the "spell" to fire, or just produces a wrong message, but it's not right.

Indeed, that's wrong, and it seem to activate the spell as well. The multipurpose function used to deal with bear skull placements seem to be a bit stupid one, some fixings to be done.
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Development News / Re: Legacy snakes issues fixed, some new snake love added
« Last post by Sami on April 16, 2019, 06:33:27 PM »
:) :) :) I look forward to seeing how you model the pain of the venom.
Quite simply. There's poisoning condition already in the game, so we can use that. And penalty from wounds & injuries reflect the restriction and pain.

Quote
And whether it's effects are greater for dogs. Dreams of snake leather boots

This is something that could be paid attention. The smaller the target, the worse the poisoning, so in case of dogs the fatality rate could be made significantly higher.
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When you try to hang a seal skull on a tree which already has a bear skull, the seal skull is hanged, and the info that "You gracefully hang the bear skull in the pine." is displayed. I don't know if it causes the "spell" to fire, or just produces a wrong message, but it's not right.
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