See likes

See likes given/taken


Posts you liked

Pages: 1 ... 5 6 [7] 8 9 ... 12
Post info No. of Likes
Re: Buff up the elks, add swimming and jumping over fences I know I asked to buff them up, but please don't make the head any harder.

Spoiler: Story of a particularly hard-headed elk • show


That sums up to 27 solid hits to the skull with the blunt end of a woodman's axe.  ;D

December 03, 2020, 05:34:58 PM
1
Re: Buff up the elks, add swimming and jumping over fences Dang! I've had to resort to kicking elks to death barefooted with fewer strikes than that.

Are you sure you used the blunt side of the axe head and not just the handle?  ;D

December 03, 2020, 08:22:37 PM
1
Re: Buff up the elks, add swimming and jumping over fences Coincidentally, I have a small elk caged in one game. I had left a gate open because he kept wandering nearby. The next morning he was inside my single line of fence which surrounds my settlement. I goaded him into an adjacent fenced-in garden patch and then doubled the fence around it because I wasn't sure he couldn't just break through a single line. I'm just keeping him to see what will come.
December 03, 2020, 08:42:29 PM
1
Re: Point and click start location https://www.unrealworld.fi/forums/index.php?topic=6072

Progress bump

December 05, 2020, 10:30:50 AM
1
Re: Harvesting(edited:boiled down to harvesting, ignore redundant leather discus.) This would be very welcome for anyone not farming but harvesting lake reed using watercraft too.
At the moment one can’t even move to a tile with anything in it with watercraft, on water and unto a shore alike.

E.g. if I choose to harvest lake reed, I don’t see any scenario where I’d want to leave it floating.
Growing lake reeds do not block your movements.
If someone is harvesting lake reed as agriculture practice; then take it to next level and also thresh and grind...

Yes, some of my characters use lake reed flour in stews and mushroom soups. And sometimes even in certain spells requiring bread. Less hassle than barley or rye with their time sensitive planting schedule.

December 08, 2020, 03:50:45 AM
1
Re: Modding Tutorial and Help  The parameter afaik (designed for preferred tool) is not made to distinguish between different items when string text is used.

Eg; {Knife} is a generic call for any knife item <Fisher`s knife> would set a preference to use the fisher`s knife.
{Clay lump} is calling for a specific item spelled exactly as "Clay lump" and this <Fine clay lump> is ignored.

I could see this sort of thin working if the generic item types are used in the {};
{Tying equipment} <Random string name>
{Cutting weapon} <some edged weapon name>

 Though I have not tested that the above works.

Edit: Tried to apply some items using the <preferred> tag
Tried {Raw fish}<Roach> and it auto used a pike
Tried {Tying equipment}<Random cloth> and it prompts for selection on tying equipment
Neither of these generate text message that xxx is preferred
Added {Cutting weapon}<Axe>  to see what happens, with no axe, it displays text that Axe would be preferred and auto selects a knife. With Axe in hand it auto uses an axe.

 Even without [remove] in the recipes that may force selection only the axe worked as expected. So I'm back to don't think it's possible.

December 08, 2020, 05:43:08 PM
1
Re: Harvesting(edited:boiled down to harvesting, ignore redundant leather discus.) I agree the current harvesting being "cut in adjacent, but not current, tile and then pick it up by either grab remotely or move and pick up" is annoyingly cumbersome, so that a "cut and pick up" action would be very welcome (and lead to fewer instances of forgetting to pick the plants up).

Agriculture, as it currently stands, is definitely too secure. Apart from the occasional badger (which can't be kept out with a fence) and elk/reindeer (which can be kept out) you're guaranteed to get a good harvest, which doesn't exactly mimic history, where famine due to a bad or completely failed harvest was a constant threat. I believe that kind of misfortune is in the development plans, though.

December 09, 2020, 12:10:18 PM
1
Re: URW Modding Discord ~Bump
we're still here

Wanted to invite a few of you who have contributed to / frequent the modding section.
@caethan @Galgana @Buoidda @Ezezaguna @Jaredonian @Bedlam @koteko @Roheline @Dr.Hossa @Frostbit @JP_Finn @Sloomingbla @Teellox @Ubie @paulkorotoon @Bert Preast @trowftd

Anyone is of course, welcome to join ^^.

December 09, 2020, 12:59:52 PM
1
Njerpez War camp?  So I just loaded up and decided to go to town.
I hit enter and F6 to see what town I want to go to and I find this!?



Now this spot was not there when I played yesterday
as I had gone well north and back south over about 6 days.

I'll need to go home for a water craft to investigate this area.
I've had this character for about 4 rl years so I don't mind saying,
 that for the first time in a very long time I'm a bit nervous :D

Spoiler: show


December 10, 2020, 04:23:14 AM
1
Re: Njerpez War camp?
Nice!

And grab a couple fellows to join you.

 That would have been a good idea. I was over confident with 3 dogs ^_^;

December 10, 2020, 07:25:14 AM
1
anything