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Re: IF you could see any mod created, what would it be?  For me the mod (other than mead) that I've always wanted to make is a "Living Skill" mod. Along the lines of what Simon did with "Shaman".

 So the Mod addition I have wanted for the longest time is the ability to 'detect' NPCs in recipes.
This would open the mod world to interacting with NPC world.
Needing to find a Shaman to make x.
Working with a craftsman to gain the ability to craft x.
Learning from an old woman a great recipe for x.
Gain special items by meeting with Vagabonds, woodsmen or Adventurers.
It would allow you to sheer a sheep, because you have a sheep.

 NPC detection in recipes pls.

October 27, 2020, 06:46:48 PM
4
Re: IF you could see any mod created, what would it be?
I believe some kind of mod installer would be really appreciated. A program that backups original files, merges what should be merged and provides enabling/disabling mods in an easy way.

If you are on Windows I think urwml still works. It's the only 'external' I've seen/used to manage multiple mods while segregating  their files and allowing easy swapping.

Note: Posted here https://www.unrealworld.fi/forums/index.php?topic=67.0

October 27, 2020, 09:44:12 PM
2
Re: Character Portraits  I may be wrong but I think you're looking for "[Wickham's] Graphical Enhancement Project"
It provides a good number of images that have a very different feel from the LARPy ones.

Searched but did not find a link to it here. I do have a copy of this mod but it is oversize to attach here.

October 31, 2020, 07:43:22 PM
1
Re: Character Portraits Here's a link to [Wickham's] Graphical Enhancement Project v1.1
@paulkorotoon
It says the link will be good for 7 days
https://ufile.io/lqimrpb6

October 31, 2020, 08:56:16 PM
2
Re: Island challenge stories

Profile
Spoiler: show


Skills
Spoiler: show


Injuries
Spoiler: show

----------------------------------
  Day 1: Found a good shoreline picking rocks, stones and wood along the way. Collected downed slender trees and managed a shelter before midnight.
  Day 2: The weather is just above freezing so investigation of the immediate area to the West and North is the plan. Gathered some wood, rock but no sign of any vegetation to eat. Found a couple 2~3 tile choke points joining land masses.
  Day 3: The temp is again over freezing so to the South and East today. Located some cranberry plants so I collected the small amount and build a small trap at a choke point on my way back to shelter. Nearing the shelter I spotted a lynx, it ran off NNW. I don't have any bait so I put two small traps (unbaited) to the North of the shelter. Made staff/javelin before sleep.
  Day 4: Down to about 10 cranberries, warm again, spent 2 hrs fishing (with no luck). Nothing in 'lynx' traps, checking other trap and found bloodscape on the way. Found partly eaten rabbit, no skin, got 1 cut + fat, nothing at trap. Back home bait one trap with fat and roast the cut.
  Day 5: Cooler this moning, Traveled further SSW 'chasing' more berries. Found a few crowberries, then some lingonberries. Stayed mostly cold all day. Heading back to shelter, replaced cranberry bait with lingonberry in trap. Ran across two lynx on the way home. Moved trap w/fat bait to south of my shelter in hopes of snagging a lynx there. Still haven't seen any tracks.
  Day 6: It's a bit cold, going to check traps and maybe get more berries
Spoiler: show


Spoiler: show

 0/2  :)

October 31, 2020, 09:40:25 PM
2
Re: What's Going On In Your Unreal World? Those are the settlements he told you about.
November 01, 2020, 11:23:21 PM
1
Re: The name '+' command
Not a bug

reread modding

the + has to be ahead of the quotes not in it

 :(

Looked and was about to say the same thing, '+' add additional text/description to ingredient

November 03, 2020, 05:38:21 AM
1
Re: Lots of angling improvements on their way  This is great news, and should add some additional drama/trauma/realism to fishing much as you've done (continued) with cooking, ice, weather, fire. Looking forward to the outcomes / possibilities maybe even fish traps for specific conditions :D Lord knows we have the cordage now!

November 17, 2020, 07:43:45 PM
3
Re: cookery syntax :number: URW graphics used to use on big file which contained all the graphics (sprites).
This number indicates which graphic (sprite) to use from the old bigsprite.png file

 This is a legacy (leftover) and is not used anymore.
You will note they also appear in the _flora files.

November 29, 2020, 06:58:31 PM
1
Please add ability to 'detect' NPCs  I am requesting 'Suggesting' that the ability to detect NPCs by some specific property be added to the Modification system.

 There are probably more reasons than I have thought of, but I think it would provide a method to more deeply interact with NPCs.
Being able to 'learn' from a craftsman or ask an old woman how to do something by using their designation in a craft eg:

Code: [Select]
.Grannies Mead.  *COOKERY*  /30/  \30d\ %60%
{[NEARBY_NPC:Old Woman]} 'Ask an Old Woman'
{Berries}   #1# '+to be added'   [boil] [remove] [name:%s grannymead]
{* honey combs} #2# 'Honey combs'  [remove] [boil]
{Water} #6# 'water to boil'  [remove] [boil]
{Barrel plug}  '+to cap it off'     [remove] 
{Knife} '+for chopping berries'

 Thanks for looking

November 29, 2020, 09:24:40 PM
1
anything