See likes

See likes given/taken


Posts you liked

Pages: 1 ... 9 10 [11]
Post info No. of Likes
Make Mushrooms Useful Mod (Very unbalanced) Hello!

I played for a month (IRL), really disliked I can only boil mushrooms in a pot.
- Pot is very expensive in the early game
- Pot can hold 6 lbs
- can only boil 1lb of mushrooms at time
- very painful inventory management (must transfer the boiled mushrooms to an empty bowl, too much clicking)
- cant combine different mushrooms into the same bowl.
- Mushroom soup requires 2lbs of mushrooms, but those need to be boiled separately first. Extremely annoying inventory management.

1) At first I created a "pot" item Stones and Wooden Bowl. You can heat up stones a use them to boil water even in wooden containers without burning them IRL. To balance it I made it only hold 1lb.

________________
.Stones and Bowl for waterboiling. "pot" [effort:2] [phys:arms,one-armed]  *CARPENTRY*         /120/         %20%   |-2|   
{Block of wood} [remove] [noquality] [optional]
{Tree Trunk} [remove] [noquality] [optional]
{Rock} (5) [remove] [noquality]
{Axe}       <Carving axe> [optional]   
{Knife}   
[TYPE:container]
[CONT_CAPACITY:1]
[PRICE:0.1]
__________________

2) Then I realised this does not help the inventory management at all, I still have to transfer to bowls, or create several "pots" for one soup, which is annoying.
So I decided to make roast mushrooms recipe. Roasting mushrooms reduces their water contains, allowing to reduce weight by cca 66%.
___________
.Roasted mushrooms.    "Flatbread"   *COOKERY* /5/  \10\ |-2|   %20% [patch:10]   :148:
{Mushrooms}      #2.5#    [remove] [roast] [ground] [patchwise]
{Knife}   '+for chopping and peeling'
{Seasoning}   #0.5#   [remove] [optional] [roast] [ground] [patchwise]
[COOK_WEIGHT_DIV:3]
__________

3) Then I realised the poison will not get removed since the mushrooms were not boiled in the pot or in the "pot".
My patience ran out. I deleted all POISONOUS statuses from all mushrooms which were edible _after_boiling.
And since I hated there is literally nothing to eat when you spawn in summer time with a new character, I made the mushrooms to be ripe from April to November.
This makes the game very unbalanced, but much less annoying if you like to gather mushrooms

Thoughts behind this
+ Raw mushrooms are heavy and get stale quick.
+ this motivates the player to actually roast them instead of eating raw.
- Food is now very accessible and hunger is no longer a problem.
+ Food does not solve anything in this game. Mushrooms are worthless, will not get you tools or skills. Mushrooms will not give you furs for winter or long-lasting dried food.
+ You have to spend a lot of IRL time to actually pick enough mushrooms. Hunting big game is still preferable and more rewarding than running around a forest with a basket

So if you agree with this philosophy, feel free to inspire from this. Feel free to balance it.
Have fun your own way.
I am sure I will.

Happy gathering and be sure to back-up original files!

March 26, 2024, 11:28:19 PM
1
Re: [3.82] Companions lose aggro before battle ends This isn't considered a bug.
Companions aren't raiding troops with incentives to "fight them 'all" but  they fight when considered necessary or when given reasonable order to attack this or that single enemy.
Moreover, in the heat of the combat, or after, they may take turn or two to consider things - what to do next. Much like a player character also does once in a while. ;)
So, they are also not berserks who would always either fight actively or be in a pursue for the next active fight.

November 01, 2024, 01:50:33 PM
1
Unreal World Redrawn v1.5 (plus Spirited Sprites animals) Unreal World Redrawn

Description

Hey guys  ;D, over the past week I've had a bit of a creative streak and decided to get back into drawing sprites for UW. I'm pretty happy with how these have come out, it's taken alot of trial and error to find colours that I felt were realistic while keeping true to the vibrant art style of the vanilla game. Since the release of Spirited Sprites by Krutzelpuntz I decided to take a step back and enjoy his amazing contribution to the modding scene. Truth be told it was that graphics pack which has heavily inspired this one, and I have included some of Krutzelpuntz's sprites in this mod (most importantly the beautiful pines + animals).

Included are some images of Redrawn so you can really zoom in to see those crisp pixels 8).

I've got plenty of images on the Unreal World discord for people who want to see my progress and future updates to the mod.

So far my goal with this mod is to eventually redraw all of the plants and building sprites, basically anything that isn't an npc, animal or item. I honestly think Spirited Sprites has reached the pinnacle of how detailed you could redraw animal sprites in this game, so I focused my attention to more lacking areas of the modding scene such as the landscape.

Currently the only thing left to work on is redrawing the elevation, herbs/mushrooms/crops, and perhaps the log buildings.

Everyone has my permission to change or use this mod in any way they see fit as long as those changes and uses are for the purpose of modding Unreal World.

NEW IMAGES FOR 1.5!

https://imgur.com/a/MgK07UN

Update 1.1
-changed fireplace, prepared soil, and a couple other terrain textures.
-updated GUI (snow, rain, clouds, sound cue)
-updated shutters
-updated ants nest

Update 1.2
-removed all Alpha Channels

Update 1.3
-updated thin snow
-updated moon
-updated birch, rowan, alder, and bush sprites
-minor changes to many other sprites

Update 1.5
-incorporation of Spirited Sprites animals
-new graphics for spruce-related items and spruce trees
-minor changes to arrows and snow

Install by unzipping the zip file and replacing truetile folder in game directory

Download Link (1.5)
https://drive.google.com/file/d/1I8GPLAHdRYc5LOYxp7e8W6PmM78ndrU2/view?usp=sharing




November 05, 2024, 05:56:53 AM
1
anything