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Who let the dogs out... Let's try to make a return with development news then. It's taken some browsing of the code and decoding hazy written notes to find the path which I was following prior to fracturing my arm, and the sick leave that followed. But now also my to-do memory has recovered to great extent and there are snippets of upcoming features to present.

Dogs... NPC dogs... Village dogs... Dogs to better protect the NPCs... that's what I had started to code, and that's what is now to be continued.

Village dogs are now released out of their pens, and they roam freely at the village area. This allows village dogs to truly protect the village from possible threats and intruders. Village dogs are also improved in their watch dog behavior, and unfamiliar visitors are now greeted with alarm barks and by coming close by to sniff and check them. Village dogs may seem intimidating for strangers but this behavior is gradually toned down when you become more familiar with the village.

...to be continued -- there are a few more dog things coming up..

March 21, 2019, 02:53:06 PM
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Instakill Bull Elk I'm just sharing with the community.

Never thought it was possible to instakill one bull elk lol  ;D
First time I one shoot an animal!

I was using a javelin! Yes! a javelin! I'm 70% skill with spears and I was like 2-3tiles (don't know how diagonal tiles count).

When I saw the Elk going to the woods I tried to sneak past it so I could lure him to the bog, where it is easier to follow it. After a few sneak walks I have found the Elk very close to me! Then I order my companion to attack and threw a jav on it!! Bang! Istakill! :D

So excited lol

imgur with stats (I don't know how much in number are those yellow bars)
https://imgur.com/gallery/wUGt9Ld


April 10, 2019, 09:17:52 PM
1
Messing with measures So, the length property has been added for tying equipment, and I've been working on to update item conversions and crafting requirements to accept this brand new addition.
Adding measure of length is a perfect example of seemingly simple, yet fundamental addition which extends all around the code and has brought up numerous related features.
Here's where we are at now with tying equipment additions, and now I hope to be able to catch up with more NPC stuff - where I was before getting entwined by ropes and cords.

 - added: measure of length for tying equipment

         Appropriate items, such as ropes, now have a length property. The unit of length we use
         is foot (ft), and should an item have a length property it is displayed both in inventory menu
         and when looking at items on the ground. This addition foremostly affects to crafting material
         requirements which can now be length based.

  - added: new crafting category under [M]ake menu: "Tying quipment"

         This category contains the usual ropes and cords, which are now removed from their previous
         location in "Utility articles".

 - added: Join and shorten options to manipulate tying equipment lengths

         Under "Tying equipment" category within [M]ake menu there are options for joining and shorterning
         ropes and cords as sometimes specific length is desired. You may not want to spend full length
         rope on something that requires only a short piece, or you may need to join cords together to
         come up with long enough string for a specific craft.

 - changed: tying equipment requirements in crafting are now length based

         Instead of requiring certain number of cords and ropes all the tying equipment requirements
         are now length based.

 - reasoned: required tying equipment types in some crafting recipes

         For example:
         When making arrows, previously you could use any "tying equipment" in the process - including
         ropes. Now arrow making requires "cord", a little finer and more specific tying equipment.

 - added: tying equipment used in cookery do not disappear in the process anymore

         You can pick your ropes and cords back after the smoking and drying processes are done.   

These are future additions, not yet functional in current version 3.52.

July 10, 2019, 01:40:01 PM
1
Field dress/quarter big game Option to field dress or quarter game. It might make the difference in weight reduction to be able to pick or pack carcasses and transport back to a preferred processing location.
November 09, 2019, 12:37:26 PM
1
Re: Arrowheads Buoidda made a pretty cool set of mods, you may have already seen them.
Keep in mind, what you see below is for UrW v3.50 and has not been updated since that version.

Buoidda's crafts 1.5+

I did further changes for my personal mod, in which you have many options for arrows.
Here is the fletching menu. There are other items needed such as the fibres. Let me know if you're interested and I could dig those up.



// Part of Buoidda's crafts 1.5+
//
// JEB modified 2018-05-17
//        for UrW 3.50
// (to integrate Buoidda's with Master Mod)
//

[SUBMENU_START:Fletching]

// JEB EDITED ///////////////////////////////////////////////
.Tipped arrow. "Arrow" [effort:1] [phys:hands,one-armed]   *CARPENTRY*  %-5%  /30/    [patch:5]
{Arrow shaft}      [remove] [patchwise]
{*Arrowhead}      [remove] [patchwise]         'Arrowhead'
{Feather} (3)      [remove] [patchwise] [noquality]
{Fibre from*}       [remove] [patchwise] [noquality]   'Some fibre'
{Knife} <Small knife>
[NAME:Arrow]
[WEIGHT:0.1]
// JEB: was [WEIGHT:0.13]
// JEBv8.1: added %-5%

// JEB EDITED ///////////////////////////////////////////////
.Fur-fletched arrow. "Arrow" [effort:1] [phys:hands,one-armed]   *CARPENTRY*   %-20% /25/    [patch:5]
{Arrow shaft}      [remove] [patchwise]
{*Arrowhead}      [remove] [patchwise]         'Arrowhead'
{*Fur}       #0.05#   [remove] [patchwise] [noquality]   'Fur'
{Fibre from*}       [remove] [patchwise] [noquality]   'Some fibre'
{Knife} <Small knife>
[WEIGHT:0.1]
// JEB: was [WEIGHT:0.13]

// JEB EDITED ///////////////////////////////////////////////
.Repair arrow. "Arrow" [effort:1] [phys:hands,one-armed]   *CARPENTRY*   %-5%  /40/    [patch:5]
{*arrow}      [remove] [patchwise]         'Arrow to reuse feathers from'
{Arrow shaft}      [remove] [patchwise]
{*Arrowhead}      [remove] [patchwise]         'Arrowhead'
{Fibre from*}       [remove] [patchwise] [noquality]   'Some fibre'
{Knife} <Small knife>
[NAME:Arrow]
[WEIGHT:0.1]
// Be careful not to use your best arrows!
// JEB: was [WEIGHT:0.13], added {Fibre from*}
// JEBv8.1: added %-5%

.Wooden blunt arrow. "Blunt arrow" [effort:1] [phys:hands,one-armed]  *CARPENTRY*   %-20%    /35/    [patch:5]
{Wooden stake}      [remove] [patchwise]
{Knife}<Small knife>
[NAME:Blunt arrow]
// JEBv8.1: was %-15%

// JEB EDITED ///////////////////////////////////////////////
.Birch sapling arrow shaft. "Firewood" [phys:hands,one-armed]   *CARPENTRY*   %-40%  /15/  |-2|  [patch:5]
{[NEARBY_TILE:BIRCH]}               [noquality]   +'Birch nearby'
{Knife}
[NAME:Arrow shaft]
[TYPE:timber]
[MATERIAL:wood]
[WEIGHT:0.1]
[TILEGFX:bc-shaft]
[PRICE:0]
// JEB: was [TYPE:tool], added [PRICE:0], made Sapling lowercase

// JEB EDITED ///////////////////////////////////////////////
.Rowan sapling arrow shaft. "Firewood" [phys:hands,one-armed]   *CARPENTRY*   %-30%  /10/  |-2|  [patch:9]
{[NEARBY_TILE:ROWAN]}               [noquality]    +'Rowan nearby'
{[TILE:BUSHES]}               [noquality]    +'Bushes to collect saplings from'
{Knife}
[NAME:Arrow shaft]
[TYPE:timber]
[MATERIAL:wood]
[WEIGHT:0.1]
[TILEGFX:bc-shaft]
[PRICE:0]
// JEB: was [TYPE:tool], added [PRICE:0], was ".Sapling arrow shaft."
// JEBv8.1: was %-20%

// JEB EDITED ///////////////////////////////////////////////
.Split arrow shaft. "Firewood" [effort:1] [phys:stance,arms]   *CARPENTRY*  %-10%  /20/  |-1|  [patch:9]
{Board}    #1#    [remove] [patchwise]
{Axe}<Carving axe>
{Knife}<Small knife>
[NAME:Arrow shaft]
[TYPE:timber]
[MATERIAL:wood]
[WEIGHT:0.1]
[TILEGFX:bc-shaft]
[PRICE:0]
// JEB: was [TYPE:tool], added [PRICE:0]
// JEBv8.1: added %-10%

// JEB EDITED ///////////////////////////////////////////////
.Stone arrowhead. "Hunting horn" [effort:2] [phys:hands]   *CARPENTRY*  %-10% /30/ |-2|   [patch:5]
{Stone}      #1#    [remove] [patchwise] [noquality]   '+as a core'
{Rock}                   [noquality]    '+as the hammerstone'
[TYPE:tool]
[NAME:Arrowhead]
[MATERIAL:rock]
[WEIGHT:0.03]
[TILEGFX:bc-arrowhead]
[PRICE:0]
// JEB: added [PRICE:0], weight of stone used was #0.2#

[SUBMENU_END:Fletching]


And more from another file that adds to the fletching menu:


//
// JEB modified 2018-05-17
//        for UrW 3.50

[SUBMENU_START:Fletching]

.Branch arrow shaft. [effort:1] [phys:hands,one-armed] "Firewood" *CARPENTRY* %-20% /15/ |1| [patch:5]
{Branch} [remove] [noquality][patchwise]
{Knife}
{Fire} '+nearby to straighten' [ground]
[NAME:Arrow shaft]
[TYPE:timber]
[MATERIAL:wood]
[WEIGHT:0.1]
[TILEGFX:bc-shaft]
[PRICE:0]
// JEB: keep to compliment Buoidda's fletching mod
// JEBv8.4: removed <Broad knife>

.Split stake arrow shaft. "Firewood" [effort:1] [phys:hands,one-armed]   *CARPENTRY*  %-15% /20/  |-1|  [patch:4]
{Wooden stake}    [remove] [patchwise]
{Axe}<Carving axe>
{Knife}<Small knife>
[NAME:Arrow shaft]
[TYPE:timber]
[MATERIAL:wood]
[WEIGHT:0.1]
[TILEGFX:bc-shaft]
[PRICE:0]
// JEB patterned after Buoidda's Split arrow shaft

.Rock arrowhead. "Hunting horn" [effort:2] [phys:hands]   *CARPENTRY*  %-10% /20/ |-2|   [patch:5]
{Rock}      [remove] [patchwise] [noquality]   '+as a core'
{Rock}           [noquality]    '+as the hammerstone'
[TYPE:tool]
[NAME:Arrowhead]
[MATERIAL:rock]
[WEIGHT:0.03]
[TILEGFX:bc-arrowhead]
[PRICE:0]
// JEB patterned after Buoidda's Stone arrowhead

//.Rock-tipped Arrow. "Arrow" [effort:1] [phys:hands] *CARPENTRY* /30/ [patch:5]
//{Arrow shaft} (1) [remove][patchwise]
//{Rock arrowhead}  (1) [remove][patchwise]
//{Feather} (3) [remove] [patchwise] [noquality]
//{Tying equipment} [remove][patchwise]
//{Knife} <Small knife>
//[NAME:Arrow]
//[WEIGHT:0.13]
// JEB: added [WEIGHT:], (compliments Buoidda's stone arrowhead)
// JEB: Not needed because Buoidda's "Tipped arrow" can also use JEB's Rock arrowhead

.Blunt arrow. [effort:1] [phys:hands,one-armed]  *CARPENTRY*  %-5%  /45/  [patch:5]
{Branch}   [remove] [patchwise] [noquality]
{Feather} (3) [remove] [patchwise] [noquality]
{Tying equipment} [remove] [patchwise]
{Knife}
// DEFAULT (moved from WEAPON menu)
// JEB: keep to compliment Buoidda's fletching mod
// JEBv8.5: added %-5%

[SUBMENU_END:Fletching]

November 22, 2019, 08:54:47 PM
1
Re: [3.61 linux] very fresh driikiläis craftsmanhuman tracks which are numerous and Well the real issue is that they should be just "human tracks", because this way you can tell for example robber tracks apart from adventurer tracks when the information you really have  is "boot tracks", "fur footwear tracks" vs "barefoot human tracks".

It should be: child-sized human tracks, human tracks, and maybe big human tracks [for kaumo men or other giants]

December 23, 2019, 07:56:23 AM
1
Re: Frostbitten toes! You could add these recipes to diy_glossary.txt under [SUBMENU_START:clothes]

.Linen footrags.   [phys:hands,one-armed]   *COMMON*   /5/
{Linen *} #.2# [remove] +'Linen fabric'
{Knife}

.Woollen footrags.   [phys:hands,one-armed]   *COMMON*   /5/
{Woollen *} #.2# [remove] +'Wool fabric'
{Knife}

January 17, 2020, 03:41:19 PM
1
Re: Rope used up Be nice if it would just automatically cut the rope according to the task at hand. Or at least have it as an additional menu in that task, rather than make the player exit out of that menu, go into tying equipment, and then shorten/tie each cord for what they're doing. I believe it's better than the previous system, but it adds a lot of unnecessary key presses for a rather trivial process.
February 03, 2020, 10:00:18 PM
1
Tracks covered and decayed by snowfall and rain I've had a simple roadmap for the next patch update with a simple goal of "fix a dozen things, add half a dozen new things". The fixes are soon done, and new features are being worked on. One thing to mention is an addition of snowfall and rain now covering and decaying tracks. Track decay rate naturally depends on amount of snowfall or rain, and also the age of the tracks. Severe snowfall may cover fresh tracks in a hour so the weather now gets to play a greater role in tracking.

Few more fixes, few more additions to go. And then getting to build a new update. And as we can see and imagine from this example one single addition can easily include half a dozen side factors and bring up dozens of new situations to our adventuring characters.

February 19, 2020, 06:40:22 PM
1
Re: Tracks covered and decayed by snowfall and rain Maybe Weatherlore will be a more useful skill, as you wouldn't want to start hunting until the rain/snow storm has passed, and don't want to start hunting just prior to a storm. I like the realism. Thanks for keeping the updates coming, Sami.
February 19, 2020, 09:31:10 PM
1