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Messages - Privateer

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661
Not bugs / Re: Snow showing on open water tiles
« on: July 27, 2017, 12:29:06 AM »
 What a beautifully deadly scene

662
Gameplay questions / Re: Does fur spoil?
« on: July 26, 2017, 01:48:39 AM »
In which version were the summer and winter furs introduced? I've made my observation in version 3.32.

Rev next past 3.40

663
General Discussion / Re: Killed Companions
« on: July 21, 2017, 05:03:59 PM »
If you leave the body in the town, outside, someone will dispose of the body.
If you hire someone and they die on your job, there will be some harsh feelings for about 3~6 months. Which seems reasonable.
onyl rest and time heal wounds for NPCs (dogs, villagers etc).

664
Development News / Re: Random little additions...
« on: July 19, 2017, 02:43:32 AM »
Quote from: Sami
Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer, hares etc.

665
Off-topic / Balance
« on: July 18, 2017, 08:53:02 PM »

666
Modding / Re: menudef_<How to make my own recipe?>.txt
« on: July 17, 2017, 05:42:37 PM »
 I think I may have assumed to much.

The menu file "menudef_private" should only contain the menu definition.
The task(s) need to be separate in a file named diy_whatever.txt


667
Modding / Re: menudef_<How to make my own recipe?>.txt
« on: July 17, 2017, 05:13:21 PM »
Did I missed something?

 ~Yes, but not badly~
.my weapons.       -Y- *MAKE* -(this is fine)
[SUBMENU_START:weapon] - (Needs to be same as menu defined eg: my weapons)
[SUBMENU_END:weapon] - (Needs to be same as menu defined eg: my weapons)

 The blank menu is probably "my weapons" however there are no ~Tags~ for "my weapons"
Easy fix and a bit of information

668
Modding / Re: Creating Uniquely Named Items
« on: July 11, 2017, 07:56:32 PM »
1) The "named" item that is created "exists" in the world you have. the ability to make it again (keep task alive) is not needed.
2) Answered above
3) Answered above

"I'm hoping I can just change the item name in the recipe freely without worrying about breaking stuff"
This should not be an issue.

669
Gameplay questions / Re: Anyway to modify landscape?
« on: July 11, 2017, 07:51:32 PM »
you can change the tile for sure, though changing the elevation I've not tried.

670
Development News / Re: Random little additions...
« on: July 04, 2017, 02:17:57 AM »
...
 - added: winter skin/fur descriptor

        And as we know winter furs are more valuable, and it's been like that for a long time. Now there's finally
        also an indication of wintertime furs and skins within the item description.
        For example:
        "Fine winter fox fur" or "Poor winter bear-skin"

It would be neat if I could trade xx lbs of Fine winter bear-skin to a craftsman (expanding on npc interaction/dialog) and return in some time to pay/pick up my new set of Masterwork Bear-skin cloth(s).

671
so I drop the axe.

As stated above or possibly, If you are dropping the item on the floor villagers may as well scoop it up to take elsewhere.. or hold.

I usually try to drop items on the floor "where I found them" if I plan to return for them.

672
Gameplay questions / Re: Where should I look for a splitting axe?
« on: June 21, 2017, 04:26:22 AM »
The Dirks have most goods and more exotic things in their areas.

673
Gameplay questions / Re: dog food. what do they eat?
« on: June 13, 2017, 11:18:38 PM »
I don't think they'll eat a whole carcass, except for fish (which are treated differently by the game). You have to butcher the animal, and then they'll eat the cuts of meat regardless of preparation (raw, cooked, dried, etc) or state (fresh, stale, spoiled).

It's only wild predators that won't eat cooked meat - dogs have no problem with it.

so i should not trow carcasses to my dogs.

does this count for the spoiled verions of cooked meat to? can i trow some dried meat at them, and expect them to eat it when it's rotten?

 Dogs won't eat "spoiled" cooked food. They will eat any condition "raw" meat.
They will eat unspoiled cooked meats.

674
General Discussion / Re: Type of breed the dogs in URW are?
« on: June 13, 2017, 03:29:47 AM »

675
Gameplay questions / Re: Dude, where's my car?
« on: June 12, 2017, 06:07:45 PM »
There are no markers on local map, and this is a problem when dropping items when zoomed-in. When marking something I use description like "skin in eastern most kota". But how to describe location in a forest? So local marker (high visibility item) is a thing.

 True, but if you can find the world tile, you should be able to find the local map spot.. or you don't deserve your stuff.

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