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Re: Modding Tutorial and Help  Firstly,
There are no 'byproducts' per say, AND/OR every task must have a product outputted.

Now, there are three 'types' of 'crafting'
Cooking - adds/combines removed (consumed) recipe items nourishment values into a brand new item.
 Using hardcoded cooking method 'logic' ie: boil, bake, roast. Which sets default water %, spoilage etc.
When cooking, 'containers' generally need not be programed as the cooking method asks for it automatically, and does not destroy it, but use it to hold the product.

Crafting - Ingredients are purely for ambiance/emersion and realism.
 Only existing (defined in the game) items can be made and a simple .name. will produce it.
Since no ingredients are truly needed, any with [remove] are destroyed. To create "unique" items further values need to be changed in the recipe to 'alter' the game defined object.

Flora - Items created here can be 'Crafted" with .name. once the game has read them in they become defined items to the game.

 I babbled on for a while and am not sure if I answered any of your questions.

Edit ~ about armor tags
From ver. 3.30 notes
Spoiler: show

***

        [ARMOUR_MATERIAL:] - material of armour type items. This defines the protection values.

            possible values: lamellar / iron / mail / leather / fur / cloth / wool / birch-bark

            Examples:
            [ARMOUR_MATERIAL:iron] - the armour is made of iron

        ***

        [ARMOUR_COVERAGE:] - bodyparts covered by the armour

            possible values:
              one of these predefined coverage categories:
                 cloak / hauberk / long_hauberk / habergeon / cuirass / overcoat / greaves / rerebraces / vambraces /
                 shirt / short_shirt / long_shirt / trousers / tunic
              or any combination of these bodyparts values:
                 skull / face / neck / shoulder / upper_arm / elbow / forearm / hand /
                 thorax / abdomen / hip / groin / thigh / knee / calf / foot

            Examples:
            [ARMOUR_COVERAGE:overcoat]         - the armour has coverage of an overcoat
            [ARMOUR_COVERAGE:skull neck shoulder] - the armour covers skull, neck and shoulders


There for 'protection level' is only modifiable by area covered and which 'hard coded" material values you use to define the specific components.

December 17, 2020, 08:15:21 PM
1
Re: Njerpez War camp?
They just warcamp'ed on Tuukka.


@Brygun Just curious (though it really shouldn't have any impact), Both of mine occurred while running the toon on Steam version.
Was yours on Steam or standalone?

December 17, 2020, 10:46:09 PM
1
Re: Njerpez War camp?  OK I'm starting to get a bit worried here..
I'm just peacefully trying to work on a Mythological/Fairytale mod and these guys are closing in on me.


December 18, 2020, 08:50:46 PM
1
Re: Has the hoarding limit been increased? It's not been raise/changed to my knowledge.
 Understanding you have a problem is the first step  ;)

Don't stop hording, but spread your horde. Make a couple camps and horde some there too.
Limits apply to small areas like a specific settlement/overland tile.

December 20, 2020, 06:51:42 PM
1
Re: Small(est) smoker build questions You can't place fireplace there without floor. I think the minimalist is:
C d C
w f w
d x d
C d C

c= corner
w= wall
d= door
x= open space

December 21, 2020, 02:44:24 AM
1
Player Questing by privateer v2.4  The Player Questing mod Ver. 2.4 (For URW v3.6)

Spoiler: show


This Mod utilizes the F1 key
 These quests utilize a 'token' system and the use of optional items to select 'which' quest
you want to do.

It's best to only apply one 'token' per selection else only the last selected will be given.
 Once you select a quest, go to inventory, valuables, the task item will be there.
Hit F1 on the item for quest details.

 Completing the beginner quest(s) (free token) will grant items needed to produce the quest token.
Each beginner quest 'payment' is different and you need them all to get a quest token 'questing token'

What's in this mod:
Bird coops
Signs and Markers
Arrow quiver
Bees, honey and mead brewing
Brewing barrels and wooden mugs
Butter making
Questing for skill and profit

Here's a shot of the menus I'm working on right now.
also a brief explanation of the method I'm following.
Spoiler: show
 


I've clipped a new short video that shows gameplay with this mod.. And of course my dog barking in the background >_<
https://www.youtube.com/watch?v=YQR5Z3BRSjc

//v 1.6 fixed missing menu file
//v 1.7 Switch to ownership of talisman to get quests
//v 1.8 Set initial rewards, with quest selection/item consumption resolved
//      Change beginner quests to simple gather jobs 2 at each location
//      Set original beg. quests to regular, set rewards for tasks
//v 1.9 Fixed missing removal of a beginners quest dialog 'item' on completion
//v 2.0 fixed Honey combs not being seen
//    fixed a name errors on beginners turn ins
//v 2.1 fixed egg and mushroom turn in reward naming
//v 2.2 Modified/confirmed (1) Adv. quest turn in,  quantity to assure proper completion.
//v 2.3 Fixed Sauna location typo(s), set proper 'Energy drink' turn in, Fixed skill misspelling
//v 2.4 Addition of roasting root vegetables in 2 lb. or less volumes.
//        Addition of carrot root vegetable to be implementation via quest reward.
//        Reset/verified the completion item and quest text for 'Energy drink' quest.


*Feedback appreciated*



December 28, 2020, 02:27:05 AM
1
Re: Finding my arrows The lost arrows are inevitable.. so sad, all alone in the woods.
December 31, 2020, 06:52:42 AM
1
Re: Children stole my stuff??  I am familiar with NPCs picking up items from the floor, I bet these are the same kids that drowned that old man in the well.
It's a real world, UnrealWorld crime spree.

January 02, 2021, 05:32:07 PM
5
Re: "Magic" audio trigger
Quote from: Privateer UnReal World Jun 7, 2019 @ 2:07pm
   
   
Pulls a stump up next to the fire and sits down.
Few remember a time when stepping on a piece of bark made a dog bark sound. There are "magical" words, fewer now than there used to be, that when you use the name on an animal or a craft or item. Will "trigger" some old code and cause that sound to be played eg: Snappy makes a Snap sound. You have discovered a rarely seen legacy bug/feature.. Kind of like seeing the Big White Stag when using hunting horn ;)

January 11, 2021, 06:39:03 PM
2
Re: Sauna Scoop in Game Course Quests
I'm not sure if there still even are sauna scoops.

 I have one.. It was handed down from my great grandfather..   :D


But seriously, it is still defined as an object in the create file.

January 18, 2021, 10:59:32 PM
1
anything