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Messages - Tinker

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61
Another thing to look out for is very shallow water, denoted by it lighter colour, not many fish are found there, if any, so it might bets tagged not suitable. I think if there a steep drop into the water those places are tagged as unsuitable, it can be difficult to spot these places and I am not sure if they are a problem to fish from.

Rapids are always good, without spoiling things you may love rapids in the winter, have fun trying to last that long.

62
Gameplay questions / Re: question about diagonal distance
« on: December 31, 2022, 10:30:57 AM »
There is a post https://www.unrealworld.fi/forums/index.php?topic=6353.msg18430#msg18430 by Erkka that seems to explain the diagonal distance thing, which is different when moving or using a weapon.

63
Gameplay questions / Re: Knives weights
« on: December 31, 2022, 10:11:42 AM »
Thanks, your numbers seem in line with my thoughts. This leads to another question. Using BAC a one pound iron bloom makes three wrought billets each of half a pound, so more out than in. Small knife blades need an iron billet to make a knife of 0.2 pounds so a lot of iron loss, large blades use double and weigh double and adding a handle to make a knife seems to round the weight down.

64
Modding / Re: "RPG" stat mod
« on: December 31, 2022, 09:54:32 AM »
Balance is probably important, especially for those who play differently. For example hermits who avoid contact with others, those that ignore rituals and quests or those that live exclusively in caves.

I will consider some options and get back to you.

65
Modding / Re: "RPG" stat mod
« on: December 30, 2022, 10:03:49 PM »
Definitely interested, in fact these things should be part of the base game code. My own alpha version game starts with 100 skills and improving skills leads slowly to improvements in abilities, also not using a skill leads the atrophy which can lead to decreasing abilities.

Using cheat engine fixes may prove problematic for none windows users.

66
Gameplay questions / Knives weights
« on: December 30, 2022, 12:41:22 PM »
Is the wiki info incorrect about the weight of knives? I could not see anything in the news.txt that suggests weight were changed.

Most knives are listed in the wiki as being one or two pounds, the knives I have are between 110 gm and 140 gm which would be about 0.2 pounds. Could this be a conversion to metric error? These weight are for vanilla game knives as well as mod produced ones, a mod produced broad knife uses 400 grams of iron plus the handle but only weight 140 gm when finished as it takes the statistics of the vanilla broad knife.

67
Only suggestion I can think of right now is the check out modernnorseman's mod and see if he has saved the files differently, main difference I see is his are 256 X 256, perhaps they need to be a power of 2?

Correction to above the size does not seem to matter, I have some 200 X 200 in the list.

68
If you checkout modernorsemen's portrait mod you will see he adds 327 custom portraits from artflow.ai with no problems. It seems there was a limit in earlier versions of the game so if you are not using the current version you may have found a limit.

69
We have all done something like this at least once so do not feel bad.

@ MilitanttiTalitintti Rudy started the conversion with the beta version and as far as I know it has only been tested on the beta version, but most things should work OK with any 3.7 version, there are problems with 3.6x versions, mainly with retting plants and yarn making.


70
First thing to check is that you have a log, it does not work with a trunk.

I usually stand next to the log, facing it but I just checked that standing on the log also works, not sure why you cannot do it, it should work with any game version as it just needs a log on the ground and an axe, preferably a splitting axe.

71
Suggestions / Re: Woollen Veil v Woollen Cowl
« on: December 18, 2022, 10:10:56 AM »
In my mind a cowl is a covering for the back of the head/neck and a veil is something that covers the front, or the face. I am not sure how the coverage / protection for each item is modeled currently but there should be a difference as shown by the weight differences. the cowl is a lot heavier than any I have knitted (irl)/

72
Yes. It should also work with full version due soon.

73
General Discussion / Re: That's how you think the weather will be like
« on: December 14, 2022, 09:56:22 AM »
I try to avoid using weatherlore as the grammar of the message is painful to the mind of a pedant.

74
Gameplay questions / Re: Clothing Quality Limit?
« on: December 08, 2022, 10:29:16 AM »
Using 3.72b.

I had a fine elk skin and two fine winter bear skins, I was surprised I worked them into fine furs as my skill then was about 50. I know I made a fine winter bear fur overcoat and a fine Elk fur cloak. the other item I am not sure about but it was also fine, I can check what is was later.

Obviously all the steps from killing through cleaning to tanning had to work perfect to get fine skins and fine furs and the clothes making had to be good to not drop the quality at the last step. I had assumed that the fur clothes would use the huideworking skill, but I just checked the overcoat and the cloak use common skill which would make it less likely to get fine items.

75
Gameplay questions / Re: Clothing Quality Limit?
« on: December 07, 2022, 10:02:09 AM »
It may not apply to furs, I just made 3 items from two winter bear furs and a bull elk fur, all the items were fine furs and I made fine clothes, my skill was fairly average though I made sure I was well fed and rested before starting and I was not encumbered. I have never made masterwork fur clothes though, mainly, I think, because I do not live long enough to get my skills high enough.

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