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Messages - Plotinus

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1
Bug reports / Re: (taken) stuff not stolen?
« on: January 29, 2026, 12:32:01 PM »
There is some mechanism for getting away with stealing crops if nobody sees you do it, but it's not foolproof and they can work out "the only stranger in the region probably did it". if their crops are across a lake, they might not be able to get to the field to notice the missing crops.

when you find new pots in your fireplace that you didn't purchase, that is the village restocking mechanism at work, and those items are flagged as belonging to the village. the several wilderness tiles surrounding the village belong to the village and any new items that appear there are theirs.

2
Gameplay questions / Re: Quest location, lucky or just a coincidence?
« on: January 20, 2026, 12:41:09 PM »
I think you're in the right general area - about 6km southeast of the village like he said, but the biggest clue is "large heathland area with a confierous forest in the east" and that's not where you are yet. You need to be in a heathland and the very tile next to you to the east will be coniferous forest. When you find such a tile, zoom in with enter, and then use mouse scroll wheel to see as much as the tile as you can, look around it, you should see a shelter with some items around it if you're in the right tile. if not, mark it in some way and try some other tiles. You did get lucky because heathland is easy to see through so you can check the tiles quickly without too much exploring.

3
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

4
There is some game text in the messages folder inside your game folder. On Linux this is in .config/urw3-Linux/messages but on your computer it may be in a different place.if you want to translate it, then I think it would render at least some parts of the game into your language. If you do that, and it works or makes the game more playable for you, feel free to share it in the mods section so other players can download it too.

5
Suggestions / Re: Tying equipment focus in URW needs to be reasoned somehow
« on: November 30, 2025, 12:38:15 PM »
I don't mind it, but I have played every version between 2.92 and now so for me the changes came on slowly and there's not much new at once, so take that perspective with a grain of salt.

The reason I don't mind it is because the game tells you what you need when you try to craft something. If I try to make a fishing rod, it says "You need 6.7 m water-use yarn. Any yarn other than sinew yarn. You can make yarn from plant fibres using textilecraft skill." I don't have to remember it, because the game tells me.

I think a strategy of "try to make the thing with the tying equipment that you have" works most of the time, the game will tell you if you guessed wrong, and it tells you what to do instead.

Water safe is new in 3.87 and I haven't encountered it much yet, but as far as i read from the changelog, it's just sinews that aren't water safe, and probably just fishing rods where you need to worry about it.

You can think of a withe as being a cheap and freely available kind of rope, because it's craftable.

6
Bug reports / Re: Everburning shingle
« on: November 08, 2025, 02:29:26 PM »
Hirvo slept at home and this caused the single to go out, so I suspect the problem was related to being away from home.

7
Bug reports / Everburning shingle
« on: November 08, 2025, 02:25:23 PM »
Hirvo has been away from home for a few days and he just got home. His shingle is still burning!

This is when he left:
Code: [Select]
(143270):i2i4:[#]{06CE0363}      | Zooming out ...
And when he came home:
Code: [Select]
(000000):m2il:[Y]{06CE0363}      | You have come at your settlement and enter the familiar and cosy courtyard.
(A80000):m2il:[!]{06CE0363}      | There's a southern wall blocking your way!
(3C5A98):m2il:[:]{06CE0363}      | You ski.
(143270):m2il:[#]{06CE0363}      | Things that are here:
(000000):m2il:[7]{06CE0363}      | 75 shingles
(000000):m2il:[2]{06CE0363}      | 229 inferior shingles
(000000):m2il:[4]{06CE0363}      | 44 poor shingles
(000000):m2il:[b]{06CE0363}      | burning shingle




I have made a save of Hirvo at this point. I suspect if I hang around on my home, the shingle will go out. I don't see any human tracks in my settlement, but i do remember some time ago I encountered some NPC within a 10 tile radius of my home and they may have moved around.

8
sounds like a bug, maybe the moderators can move this to the bug reports section

9
This looks really cool, I've missed that old shaman mod. Did you make your own diy_glossary.txt because you want to change the vanilla recipes or because you wanted the things to be in the relevant vanilla menus?

How hard would you say your smithing is? I usually use a heavily modified verison of BAC (inspired by Nydxz's version) for smithing because regular BAC is too easy for me -- I don't want to create an armory for hiring 20 adventurers, I want to work long and hard at craft that takes a lot of time and resources. If I imagine myself trying to take up mining + smithing in real life with the body i have now and the environment i live in now i'm imaging it'd be a multi-year endeavour, starting with a long journey because the highest hill within 50km of me is 12 meters tall and it probably does not have any ore.

10
Suggestions / Re: Directions to water when there's no water in village
« on: October 02, 2025, 06:54:12 PM »
Yeah, that'd do the trick. They could mention pine mires/open mires too if they're intended to be drinkable rather than different water types being unimplemented.

11
Suggestions / Directions to water when there's no water in village
« on: October 02, 2025, 01:57:47 PM »
In my game, there's a spring 8 steps northwest of the village, but if I ask the villagers for directions to their well, they say they don't really have any water in the village. It would be cool if they could say "We don't really have any water in the village, but there's a spring to the northwest about 10 meters away."


12
Modding / Re: need help creating something
« on: September 06, 2025, 01:11:17 PM »
It seems the last auroch died in 1627 so I guess they could be in the game. I thought they were lost much longer ago than that.

13
Modding / Re: need help creating something
« on: September 06, 2025, 01:09:36 PM »
If you want to remove the vanilla recipes, you can comment them out. They're in your game folder with names that start with biy (build it yourself) and diy (do it yourself), and cookery_glossary.txt. You can comment them out by putting a // at the beginning of each line in the recipe.

If you want to make a sling or an atl-atl i'd suggest telling the game that you're making a bow, so that you can keep the "needs amunition" mechanic, and then having a very quick and easy recipe to modify the rocks into "sling ammunition" which is an arrow under the hood but with the stats nerfed

14
General Discussion / Re: Personal House-Rules?
« on: September 05, 2025, 07:49:54 AM »
So I guess if you want to go for realism, you might decide the sea water down by Driik/Reemi is too salty to taste good but will still hydrate you if you're dying  of thirst, but the water in the northern territories tastes better and not salty.

15
General Discussion / Re: Personal House-Rules?
« on: September 05, 2025, 07:47:01 AM »
Do you mean google's AI overview because google's AI overview is lower quality than most other AI.

These days I mostly trust Wikipedia:

Quote
The open surface waters of the Baltic Sea "proper" generally have a salinity of 0.3 to 0.9%, which is border-line freshwater. The flow of freshwater into the sea from approximately two hundred rivers and the introduction of salt from the southwest builds up a gradient of salinity in the Baltic Sea. The highest surface salinities, generally 0.7–0.9%, are in the southwestern most part of the Baltic, in the Arkona and Bornholm basins (the former located roughly between southeast Zealand and Bornholm, and the latter directly east of Bornholm). It gradually falls further east and north, reaching the lowest in the Bothnian Bay at around 0.3%.[67] Drinking the surface water of the Baltic as a means of survival would actually hydrate the body instead of dehydrating, as is the case with ocean water.[note 1][citation needed]

[note1]A healthy serum concentration of sodium is around 0.8–0.85%, and healthy kidneys can concentrate salt in urine to at least 1.4%.[/note]

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