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Modding Tutorial and Help this is a compilation I created of the games mod tutorial, others modding help, and my own edits. this is how I learned how to mod unreal world and make some custom content and hope it can help someone else. figured I should post it and also set up a section in the new forums for modding help and discussion, I wont be giving help (because I am less experienced than most) but I can try, and I'm sure many others will help if you post your wip mods or problems you run into.
June 18, 2017, 05:47:04 AM
Re: Modding Tutorial and Help
I don't understand the tutorial at there a simpler one laying around?

Here's my very simple tutorial to understand crafting (it's old but still applies)

March 30, 2019, 05:32:34 AM
Iron age shield made from bark discovered in England There has been a very significant find of martial a shield made from bark, rather than metal or timber as previously known examples from the period. The find is dated to the early iron age (~350-250BC) in England, used by Celtic warriors. This is especially rare and significant because a material like bark doesn't normally survive the centuries. I have no idea whether something like this would have been used in Finland, but of interest to people here nonetheless I'm sure.

The discovery reveals that the ancient Britons used the same lightweight shield-making material used at least in more recent centuries by Aboriginal Australian warriors.

It is likely that the Leicestershire shield was actually used in at least one battle. It has two probable spear impact marks and two probable blade marks, potentially made by metal swords.

Each blade impact mark gives a fascinating clue as to the defensive properties of bark shields.

Read more
Crusades fighters ‘had families with locals and recruited offspring’
Bark is more resilient than metal or wood – so sword blows (and arrows) tend to fully or partially rebound off them.

In the case of the blows which caused the blade impact marks on the Leicestershire shield, the blade had quite literally bounced off and back onto the surface, thus producing parallel five centimetre long repeat impact marks, just a few millimetres apart.

It demonstrates the almost rubber-like deflective nature of the shield’s bark composition.

But to make the bark behave in that extremely effective way, the shield’s Iron Age makers had to employ some very sophisticated manufacturing techniques, researchers have discovered.

First, they had dried the bark in such a way as to give it an inbuilt rubber-like weapon-deflecting “bounce” capacity.

They achieved this by inducing tension in the bark, as it dried, by deliberately bending it in the opposite direction to its natural tree-surface curve.

This enabled the inner face of the bark to become the outer impact-absorbing “business” face of the shield.

It is this deliberate curve-reversal-induced tension which gave the shield its protective qualities – and it was the ultra-lightweight nature of bark (as opposed to metal or ordinary timber) which would almost certainly have allowed the warriors to fight more agilely and for longer.

May 30, 2019, 07:14:46 PM
Re: Can i die of old age? No You are young forever.
May 30, 2019, 10:37:18 PM
Re: Beta how do i bait fishing rod/hook? I think I was asked about bait the single time I tried to fish (I used a piece of fat, which, disappointingly, was lost after an event less fishing session: I'd hoped it would work as in real life, i.e. no bite = no loss of bait, with the possibility of losing the bait during a failed session).
July 11, 2021, 11:54:35 PM
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'
Blah Blah

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]

blah blah

November 03, 2021, 05:15:03 PM
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'

November 03, 2021, 11:17:09 PM
Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! Yes. It should also work with full version due soon.
December 16, 2022, 11:54:49 AM
[3.81] Visible Nets This mod adds floating lemon-lime and white pointers to your set nets for improved visibility.

Nets on the ground and not in use will appear as normal.

August 04, 2023, 10:20:10 PM
Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More! Installing a mod is very flexible. You can continue your existing characters perfectly. And if you later remove the mod, any modded items will remain (graphics for them might disappear). And you can still keep playing the same characters.

There are mods that add a lot of plants and with well traveled characters won’t get properly utilized, in which case it would be best to start a new character.

August 07, 2023, 09:55:27 PM