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Topics - fennecfoxx

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General Discussion / "Edible"
« on: May 16, 2019, 04:45:57 AM »
Just as it says on the tin... spoiled foods are, apparently, edible. (According to herblore, at least!)



IMO, it's interesting that nausea shows up on the herblore thing. Makes me wonder if it's possible to mod it in as a plant effect, or if it's strictly limited to spoiled foods.

It also makes the Noaidi's mushroom description a little more honest:


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Gameplay questions / Improving Bow Skill?
« on: May 04, 2018, 08:08:58 AM »
Is it possible to improve the bow skill outside of combat? According to the wiki, it can be improved by shooting arrows at objects at least five tiles away, but I've been shooting arrows at a tree (nine tiles away) for ages with no luck. I haven't kept count of how many arrows I've fired, but I'd estimate well over a hundred, and all I've gotten from this so far is losing/breaking most of my arrows.

Do I just need to be more persistent, or will shooting at trees actually not increase bow skill?

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Gameplay questions / Help with forest spirit quest
« on: May 02, 2018, 03:26:42 AM »
I've been assigned the quest to summon the spirit of the forest. I finally got my hands on some silver, sacrificed it at an ant nest at night, and waited until the spirit appeared. Sure enough, I got the message saying I sensed the presence of the spirits. I didn't see the spirit (it's currently midwinter, so visibility is extremely limited at night), so I waited a bit longer with no luck. I wandered a couple steps away looking for it; I still didn't see him but he did speak to me.

So that's great, right? Quest complete? Nope. I returned to the guy who assigned me the quest; I still only have the options to ask him about the forest spirit, not to tell him I actually met it. My guess is that maybe I need to actually SEE the spirit. Could that be the problem? Is there a way to complete this quest besides waiting for nights to get brighter, or should I just wait and try again when I can actually see at night?

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Gameplay questions / Caves
« on: April 25, 2018, 10:42:15 PM »
Is there actually any reason to explore caves? Do they ever contain anything? I've explored many caves and never found anything inside, not even bears or other animals, except for the one time I found a Njerp. So, should caves actually be explored, or do they just exist to add more interesting terrain (and shelter, if living in a cave is your thing)?

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Mod Releases / Fennec's Random Plant Mod
« on: March 23, 2018, 10:06:07 PM »
(cross-posted from the old forum)

Hi all,

If you're tired of finding the same old plants in UrW - or if you'd just like to see some more variety - I've made a mod to add randomly-generated plants into the game.In addition to adding more wild plants, it also adds some other features:

New grains and vegetables grown in fields and sold in villages:


Poisonous plants that also have other effects (pretty pointless for plants poisonous in any form, but useful and interesting for plants that become edible when boiled):


Poisonous berries:


Herbs to help you reach spiritual enlightenment (okay, they're actually just drugs):


Medicinal mushrooms:


Additionally, all plants generated by this mod (except mushrooms and berries) provide seeds so you can grow them at your own settlement.

Download the JAR file (attached to this post) and double-click it to run it. It generates four .txt files, each of which start with "flora_mod". These four files should be in the same directory where you saved the JAR file. Move these files to the UrW directory where any other mod files would go, then have fun exploring a world full of new plants!

This mod simply adds more plants to the game, but it does generate enough to be a suitable replacement for the vanilla plants. If you do wish to replace the vanilla plant files entirely, start up the game, move the "flora_mod" files to the UrW directory, and remove all the existing files that BEGIN with "flora_". These default files will automatically re-appear each time the game is booted, but I would strongly recommend backing these up somewhere just in case something goes unexpectedly wrong. Also, since these files do re-appear when you boot up the game, you will have to remove them each time if you do want to remove all the vanilla plants.

Finally, for my fellow programming nerds here, I have included the source code within the src folder in the JAR file in case anyone wants to see my sloppy coding.

changelog:
- names of picked berries are now accurate
- mod should no longer generate plants that wither before they can be harvested
- mushrooms are now roughly as common as in vanilla
- beneficial berries and mushrooms are now somewhat more common
- program can now be run by double-clicking on it
- "Ok, done!" message appears as pop-up window
- should be compatible with all operating systems now

Known issues:
- plants with names containing "snap" trigger a sound effect when interacted with. this can be fixed by manually changing the name in the flora file.
- poisonous plants with additional effects may be mistakenly identified as edible before all effects are known. rare issue, but proceed with caution if "there's still more to learn".
- (issue encountered on Ubuntu 14.04) flora files appear in /home directory instead of the directory containing the JAR if run with OpenJDK Runtime. this issue does not occur when using WINE.

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