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Random little additions...
Summer days are truly different. Oh how easily one can end up being carried away with all sorts of recreational activities and events. But I'm frequenting the coding chambers as well, especially on rainy days -- and now, instead of organized update post, here's a completely random bunch of few small additions to expect in the next patch: - added: skinned/cut/burnt carcass coloring Skinned carcasses now appear in fleshy red color. Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree. - added: BUTCHER_CONFIRMATION configuration option If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it. This is to avoid accidentally cutting up the whole carcass and losing the skin. To enable the option add the following line to urw_ini.txt setup file in your installation folder: [BUTCHER_CONFIRMATION:YES] - added: SPEND_DELAY_ADD configuration option This option can be used to slow down all the time consuming actions if you find the game turns running too fast for your taste during the time spending dialog. The given value is in milliseconds adding that much more delay for each game turn. Good value to try slowin things down a bit would be 10 and nobody wants to go for more than 100. To use eg. 10 millisecond custom delay add the following line to urw_ini.txt setup file in your installation folder: [SPEND_DELAY_ADD:10] - 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" - renewed & optimized: drawing of rain and snowfall Previously rain and snowfall were drawn in putpixel fashion which was a speed issue on some systems. Now rain and snowfall presented by tile graphics, with improved look and fast rendering. - added: redrawn 8 directional tiles for watercrafts Both punt and raft now appear bigger and prettier in completely redrawn fashion. Credits for these tiles goes to Paulo Spinola. Watercraft tile direction changes based on the last actually rowed direction. July 02, 2017, 08:09:25 PM |
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First Mod: Seafood
Hey all, I'm having a blast modding this game for myself. (Also I'm new to the forums in case I do something dumb.) I have a question and thought I'd share something I'm working on: adding seafood to the coasts. This was inspired by the bee hive mod that made me realize I could simulate a bunch of stuff as 'plants.' The thing I'm most proud of is realizing that the mussel symbiosis of rocky on sea terrain looks pretty cool: mussels litter the rocks along the coast. Question: Does anyone know if there are different times of the year that ice freezes and unfreezes depending on whether you're in the northern, western, or southern/eastern part of the map? I don't want the seafood to pop up on ice, so I need to make sure most of them only 'sprout' once the ice melts. I tested it today in the north: month 5 was ice-free, month 4 was not. But is that how it works everywhere and each year? Here's my mod so far: Code: [Select]
May 29, 2018, 07:20:12 AM |
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Mini Zoo in Unreal World
Finally after spending soo many winter, manage to capture a few animal in unreal world. The ultimate animal in unreal world. It can destroy the puny fence easily. Next challange, capturing a nperjez... June 17, 2018, 11:05:26 AM |
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Re: Mini Zoo in Unreal World
This is awesome! How'd you do it? Feel like sharing? For the bear part, he spawn just spawn beside my newly built cabin tiles. Just simply throw stone/rock to the bear to get him to follow you into the house. Club him until unconscious while he in the house. Deconstruct the door. Kick his skull again. Start to build the wall with windows. Stop building every 30 minutes to 1 hour to kick/punch the bear skull to make sure he dont wake up. Voila, you now have a bear in the house. But sadly, the bear will be despawn/dissppear after some times when his timer expired. Strangely, the bird never get despawn, maybe its located in the village instead of the wilderness settlement. I even got lucky enough to capture a Npez Maiden in her village. She seem to be ok. Never get despawn. June 18, 2018, 12:12:40 PM |
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Re: Mini Zoo in Unreal World
you don't plan to breed that njerp do you? wouls seriously consider that to prevent extinction. she the last njerp alive in the village. once she is dead there will be no more njerp on the map except those randomly spawn warrior wandering on the map. June 23, 2018, 07:43:30 PM |
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Re: Mini Zoo in Unreal World
did they only have one village for you, or did you already wipe out the others? for me they always have several villages and completely wiping them out has never been a success, i've already lost several characters on this. (i did get half way tough) If your char is not strong enough to solo, hire 10 to 20 NPC to storm the village. For me, I use guerrilla warfare. Came from north, shot 10 to 20 arrow. Switch on my ski stick and ski away during winter. Then repeat the tactic from east. west or south. You will tired out the NPC. June 27, 2018, 04:58:14 PM |
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Re: Mini Zoo in Unreal World
Mini zoo Improvement This is how I "capture" those animal. June 27, 2018, 05:01:07 PM |
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[Diary entry] Talks with PhD about folk beliefs in UnReal World
The folklore, mythology and folk beliefs displayed in UnReal World have also arised academic interest. Last weekend fresh Doctor of Philosophy, mr. Kyyrö, from Univerity of Turku School of History, Culture and Arts Studies paid a visit and came to talk about these themes for a project he is planning regarding computer games and religion. Should there be some related publications or articles in the future, I'll keep you updated, but you gotta be patient as ambitious academic studies are proceeded slowly and carefully. It's the same with ambitious iron-age inspired computer games too... March 14, 2019, 11:11:53 AM |
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Re: First Mod: Seafood
Thank you once again for a great mod run37! Since I use this quite alot in my collection of mods, I decided to give the graphics another overhaul, if anyone would fancy that. Now there is a clear distinction between the objects in the water and after you have "picked" them and drops them at the ground, and the models have been adjusted a bit. I have however edited a little in the mod, so everything spawns in water and not on the shore, since that would probably make the graphics worse. June 26, 2019, 05:07:08 AM |
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Re: Does anyone know if broadhead arrows count for "Buried into the Bog" quest?
Stone knives work
December 20, 2019, 11:20:01 AM |
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