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Re: Cellar mechanics Well since you're not a bot (as pointed to in a reply) :D

 Internal cellars were removed / changed in game in the last few versions. Now all cellars are "outside" You can still put one in a small building, just visualize that it has no roof. If you're storing meat, this should protect it from dogs/cats/bears (unless the door is open). For storing plants a cellar with a good number of small deadfall and or loop snares. You can also enclose it in some fencing.

March 25, 2021, 03:51:37 AM
1
Re: Cellar mechanics
Are animals more likely to try and take plants than meat from a cellar?

 I'd say there are many more animals that will steal plants, but then when I see predator track in my base I usually take action.
squirrel, rabbit, birds, elk, reindeer vs glutten, fox, lynx, bear, wolf, dogs.. I'm sure I've left some out

March 25, 2021, 04:06:59 AM
1
Re: "Task List" completion problem Zoom out, walk 3 tiles, zoom in, make a small deadfall or whatever, set and bait, zoom out, go back home.


Go back and check the trap.

May 21, 2021, 08:16:03 AM
1
Re: Modding Tutorial and Help
I'm trying to add in a Quern flour recipe for lake reed roots, into the BAC mod. Here's how they've defined the working recipe for Barley Flour:

Code: [Select]
.Grind Barley-Flour. "barley-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:barley-flour]

It works just fine. However, when I try to modify it to do lake-reed as below, the recipe simply doesn't show up in the Utility menu with the other recipes in this file. In the BAC mod it's part of the diy_BAC_Utility.txt file.

Code: [Select]
.Grind Lake Reed-Flour. "lake reed-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]

I thought it might be a limit on the number of menu items, it's around 24, but even if I move the recipe above the other two grinding recipes in the file my recipe doesn't show up and the barley and rye flour recipes do. Anyone know what I'm doing wrong?? Thanks!

There are two (2) types of base flour(s) which can be produced in the game: rye-flour and barley-flour

 You could make something called "lake reed-flour" but it will still need to be either (rye-flour or barley-flour) in the background.

So something like this should work as well as expected:
Code: [Select]
.Grind Lake Reed-Flour. "rye-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]

In order to add your own flour you could probably do it via the flora files, but that's a more involved discussion.

Hope that helps you out

May 22, 2021, 12:15:04 PM
1
Re: Modding Tutorial and Help
Lake reed flour exist in vanilla, as does bogbean root flour as well.
I need to check if their base items are barley, rye or their own flours.

How can I find out? Is it possible from the game files? I've searched up flour in all of them, but no dice. I'd like to make the recipe appropriate to the vanilla recipes if possible. Whatever it gives, it seems to be at a 3:1 proportion, but I assume the nutritional values between Rye and Barely flours vary in the game files, otherwise why have them both right?

For all the "Base" or vanilla items that exist in the game (That can be made from a craft etc) You can search the file "create_objects.txt" after running the game at least once.

Note: Certain mods may add "names" in to this file even though they are not true base items.

May 23, 2021, 06:37:07 AM
1
Re: Cats! (and mice/rats?) Ah it's been a while since I've seen a cat thread.
August 28, 2021, 07:43:11 PM
1
Re: Use of a dead vagabond as bait  I believe it is suitable 'bait' for a bear if there is evidence of one in the area.
Might also for for wolves.

September 05, 2021, 11:34:57 PM
1
Re: Can I split big fish?
is it possible to chop salmon to couple of pieces for my many dogs?

Privateer made a mod for this a couple of years ago:

https://www.unrealworld.fi/forums/index.php?topic=1796.msg5073#msg5073

The mod sets the "fish cuts" to Pike but if you drop this in it should work fine:
Code: [Select]
.Clean fish. "Salmon" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /30/ %10% |-2| [patch:5]
{Raw fish}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]

November 01, 2021, 02:06:30 AM
2
Re: Help please mod not visible in-game  I didn't check the mod for function, However I can help with why it's not showing.

You need to define your submenu since you're making a new 'tag'
[SUBMENU_START:Baitseeking]
Blah Blah
[SUBMENU_END:Baitseeking]

Either open menudef_additional.txt and add a new line:
Code: [Select]
.Baitseeking. -1- *MAKE*
Or Make a new menudef_name.txt file and add the line above.

Or change the tag to an already embedded tag making your mod show in that menu;
Code: [Select]

[SUBMENU_START:fishing]
blah blah
[SUBMENU_END:fishing]

November 03, 2021, 05:15:03 PM
3
Re: Help please mod not visible in-game
It worked thanks :) i got a worm but i can't use it as bait so i guess it half-works lol progress

Changed the raw fish for a [TYPE:] parameter. also added a touch of weight.
I think with the food type it should let you fish it.

Code: [Select]
.Dig worm. "Hunting Horn" [effort:4] [phys:arms,hands,stance] *COMMON* /1h/ [noquality] [patch]
{[TERRAIN:lake river]} 'Lake or river (not rapids)'
{[TILE:Hole in the ground]} 'Pit for digging worm'
{Shovel}<Shovel>
[NAME:worm]
[TYPE:food]
[WEIGHT:0.1]
[PRICE:0]
[TILEGFX:fd-worm]


November 03, 2021, 11:17:09 PM
2