Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - morrneyo

Pages: [1] 2 3 4
1
Gameplay questions / Re: Technical question related to Agriculture
« on: November 29, 2022, 03:36:26 AM »
1. Not too big as is 9x14=126 tiles, x10 for 1260 possible stacks. BUT! If you have fences, traps shelter, you’re going to get nagged.

2. Yes. The game loads wilderness/zoomed out map and all 8 surrounding tiles. You’re going to hit item/stack limit. You should leave two zoomed out tiles between farm and cabin. So farm is at least 3rd wilderness tile away.

3. I don’t recall seeing that in release notes.

I should move my settlement :( Thanks a lot!

2
Gameplay questions / Technical question related to Agriculture
« on: November 18, 2022, 09:03:33 AM »
I'm planning giant farm next to my settlement, eight or ten plots size of 9x14 each.

It is located next to my settlement on the world map tile, So I at first thought it will not occur overflow like my the previous attempt. (Like the old attempt to build a field in the same world map tile as the house)

I accessed wiki to look up which crops to farm and I found this :
Quote
Due to the limitations of the game, it is advisable to plant large (20x20 or even bigger) fields two or three tiles away from your main settlement. A fence can be built around large farms to prevent foreign traders from triggering the item overflow bug, though this is a lot of work.


What I worried is two thing and I have one extra question,

1) is my farm way too big for the game to handle already?

2) should I relocate my farm farther from my settlement? It's not at same world tile so everything's OK right?

3) Have developers recently increased the amount of resources the game can afford?

3
Bug reports / I can build a Cellar over a Cellar
« on: November 15, 2022, 02:06:07 AM »
I can build a Cellar over another Cellar, and one cellar overlapped disappears after construction.
I deconstruct it but only the materials to build one Cellar were recovered.

4
Bug reports / Re: Changing measurement units decrease max carryweight
« on: November 13, 2022, 05:35:19 AM »
Changing measurement units from imperial to metric decrease max carryweight significantly, like half in my case.

Do you mean the numeric value for metric on screen drops to 2.2 times less than imperial?

As in carrying 200lbs maxes out your encumbrance, but mere 100kg does the same?
Or are you saying character maxing out at 220lbs maxes out at 50kg?

Can you provide screen shots of lbs and kg both please?

220lbs weighs the same as 100kg. All the items weights get reduced by same ratio.


Oh shit am I a dumbass?

5
Bug reports / Changing measurement units decrease max carryweight
« on: November 12, 2022, 07:16:33 PM »
Changing measurement units from imperial to metric decrease max carryweight significantly, like half in my case.

6
Mod Releases / Re: [3.71][3.63][3.62] URWCharacterMenu v1.0.4b
« on: March 26, 2022, 06:01:51 AM »
This message pops up every time you run a program.
I'm running with latest version.

"InvalidArgument=Value of '7' is not valid for 'SelectedIndex'"

If I ignore it and proceed, the game says the character files has been corrupted.

7
General Discussion / Why I like the direction of development of URW
« on: January 02, 2021, 09:19:26 PM »
I compared it to other RogueLike development team DCSS (Dungeon Crawl Stone Soup),
Notoriously for bad development direction.

As I wrote down the list, I was pleasantly surprised that he was not mentally twisted during 30 years of development,
and keep making good old URW for us. Thank you Sami!



Unreal world Sami :
1. I deleted chain mail because it was historically incorrect.
2. Player not going to eat human corpse unless they are in fetal situation.
3. I overhauled most of rituals so they are like real rituals rather than instant magic.
4. Sauna! Because it's just a bestest of all



DCSS team :
1. I want to pretend that I participated in the project, so I deleted a hunger meter and such.
2. I've never been beyond 3 runes and never made it with Orb of Zot, but I know Pandemonium needs to be overhauled.
3. Seldom used transmutation magics before, but I know hydra-form is better than Statue-form. (This instantly became a meme in Korean community)
4. I want to play as Pepe so I made frogkinds.
5. Centaurs are boring, so I replace them my Mary Sue species PaLeNtOnGa
6. So many male characters, so I "sterilized" them into female. Take that patriarchy.

↑ Includes an exaggeration, but it's all true.

8
Suggestions / Re: Salt as seasoning
« on: January 02, 2021, 04:40:45 PM »
Aha, I learned something new today! Thanks for the reply, both of you!

9
Suggestions / Salt as seasoning
« on: December 28, 2020, 11:27:04 PM »
Because... why not? Salt is one of the most basic seasoning, and people of URW eat their food quite bland.
Like sorrel, salt should increases appetite when added to foods while cooking.

10
The sage gave me a direction of sheep but the clues are still so vague that they are totally useless.
Unlike a 'Lost axe' quest, the sage didn't point out the exact terrain to search.
I literally 'Alt+T'ed every tile of map but the place to explore is too wide, and didn't even worked.

It's 7 days of searching for the track and only 8 days left without progress.
I failed to even solve the first stage of the quest. What a bullshit.

11
Mod Releases / Re: [3.63] [3.62] URWCharacterMenu v1.0.3c
« on: August 12, 2020, 06:47:19 AM »
Bug report : While editing tribe name, the 'n' is force attached behind. ex:'the huntern', 'the mann'

12
General Discussion / Late Game Boredom
« on: February 09, 2020, 11:57:42 AM »
Regardless of how I start my new session, they end up like building cottage, making giant plantation, slaughtering foreign traders, and collecting bunch of masterwork weapons. Quests are sometimes almost irrational because quest-givers usually point out quest locations so vaguely, and mostly unrewarding except lucky paw or herbal blend.

I think it's time to add contents about village intercourse which requires constant managements and diplomacy. Husbandry(with baby animal birth and growth) would be nice too.

13
Mod Releases / Re: [3.61] URWCharacterMenu
« on: December 20, 2019, 05:56:19 PM »
Some items have no masterwork or rough quality? I spawned leather shirts and I found that they have no masterwork or fine level of item, even I insert every item codes listed below.

14
Gameplay questions / Re: Making Masterwork apparel?
« on: December 19, 2019, 05:53:11 PM »
The making of clothing is tied to the Common skill, which causes the maximum quality to be Decent.
If you were to change it to another skill it might be possible, but I haven't tried.

Note that the stuff your character whips together in a couple of hours is nowhere the quality a tailor might produce over a significantly longer time (and the game currently doesn't support such long tasks, except the few that can be interrupted and resumed), which I believe is the role playing reason for the quality cap.

Since 3.52, making new recipe tied to other skill makes clothing exceeds over decent quality, but somehow since 3.60 it doesn't work! :-\ other tools and weapons work but clothing.

Saying role playing reason, I managed to... 'get' masterwork fur mittens from foreign traders, and I have no idea why player can't craft it. At least fine quality please  :'(

15
Modding / Re: Unlocking apparel quality's maximum limit
« on: December 19, 2019, 03:39:30 PM »
If you're talking about making a new quality above masterwork etc, I don't think thats possible afaik. I know you can edit an item's quality in game data though, through hex/memory editing. Not sure about mod files.

I can edit item with memory editing? Where can I learn it?

Pages: [1] 2 3 4
anything