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Messages - caethan

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FYI, you're welcome to borrow any work from my mod.  Some of the graphics are mine directly, others are borrowed from other folks.  Please do attribute the work, particularly work I borrowed myself (attribution is in the README for my mod).

This is a known issue that shows up on Macs - they don't show PNG files with an alpha layer properly.  So you just have to get rid of the alpha layer.

You can fix them with the default Preview app:

Open the offending file(s) in Preview
Command-Shift-S to Duplicate (make a copy)
Command-S to Save
Deselect the Alpha checkbox
Save over the original file

If you want something you can do in bulk, ImageMagick is free:

Mod Releases / Re: URW sufficiency mod
« on: August 01, 2020, 12:39:35 AM »
FYI, I am playtesting an update that's functional with the 3.6 release.  Hope to have it available in the next couple of weeks.  Sorry to everyone who wanted to play with it but didn't.  If you want to try it, the 3.6 branch is available here:

FYI, this specific case (making high quality javelins) is why I removed the [noquality] tag from slender trunks when making staves in my mod.  It's a very easy change to make.

Gameplay questions / Re: Savefile locations on a Mac?
« on: February 12, 2019, 04:01:17 PM »
There are actually *two* locations, depending on how you're running the game.  If you're running the stand-alone version, savefiles will be in:

/Users/YOUR_USERNAME/Library/Application Support/urw3-Darwin

If you're running the Steam version, savefiles will be inside the Steam package - right click on the game in the Steam menu, click "Properties" then "Local Files" then "Browse Local Files".  You'll get a Finder window with the URW application inside it.  Follow ModernNorseman's instructions on how to get to the savefiles inside.



flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).

Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 07, 2019, 07:25:43 PM »
Here you go:

Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 04, 2019, 06:52:11 PM »
And if you don't want to run it yourself, here's the full table dump from CONSTANT.OBJ:

Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 04, 2019, 06:41:35 PM »
It's still pretty hacky, but this is the notebook where I do data extraction:

Each object has 172 bytes of data, and I've successfully identified (I think) what some of that data is.  Still don't know everything, though.  You can dig into the CONSTANT.OBJ file for static data or CHARNAME/CHARNAME.OBJ for character-specific data. 

General Discussion / Re: weight of dried fish vs dried meat
« on: November 15, 2018, 05:55:54 PM »
The thing about URW cookery is that nutrition is never lost. Drying or smoking any food item reduces its weight, but it keeps the exact same nutritiousness total (and there's a small extra bonus added, especially if you can get it to tasty or delicious status). That's why you see that with salmon vs bear, but rest assured it's not just random and every original calorie is still in there, nothing is ever lost by smoking or drying food. Just the weight changed.

I found an interesting edge case where nutrition is lost, actually:  dried bear meat.  Bear meat is so nutritious that drying it, which multiplies the calorie density by 10, overflows the bits where nutrition data is stored.  Specifically, raw bear meat has 29g of protein per 100g, so drying ought to bump it up to 290g of protein per 100g (yes this is unreasonable, but that's how it works internally).  But it gets stored in a two-byte register, so it instead caps out at only 255g of protein per 100g.  So you end up losing about 6% of the calories when you dry bear meat.  Seal meat is rich enough that this will happen too (although a smaller effect). 

Gameplay questions / Re: Gaining fisherman's luck
« on: November 05, 2018, 06:16:11 PM »
One way I've tested ritual requirements is to start a new character that has the ritual (can require a lot of randomization) then start the first game course up to the point where you're required to use a ritual.  You'll know you completed it successfully because the game course completes.  If you save the game files right before you can experiment a bit to see the exact requirements.

Blunt attacks to the head to knock the creature out (preferably while standing behind the animal to improve your aim), then a spear right through the skull.  Kicks, clubs, and staffs all work fine for blunt attacks. 

For large creatures, sometimes I'll use an edge attack to the neck while they're unconscious as well, to start a strong bleed and let them bleed out quickly.

General Discussion / Re: Take it or leave it - Forest Reindeer Meat
« on: October 03, 2018, 04:31:10 AM »
Don't forget you can cure hides to delay the tanning process until later.  Well worth it when you have a temporary abundance.

Suggestions / Log message for skill training
« on: September 14, 2018, 08:48:36 PM »
Would be nice to have a message in the log when one of your skills goes up.

Suggestions / Re: How about Scurvy?
« on: September 13, 2018, 06:13:24 PM »
Dogs don't get scurvy; they make their own vitamin C.  It's only higher primates and guinea pigs that can't.

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