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Messages - Aerotinge

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1
General Discussion / Re: Sheep killed a glutton?
« on: April 02, 2019, 08:58:13 PM »
The technique I use against reindeer and elk is to chase it around until it's exhausted, and then walk around to stand in front of it until it attacks, but it's a fair bit of work do do it. The ideal is to manage to herd it into a pocket in between trees where the only way out is through the player: that can give a lot of training. It's also possible to order a dog to stay to block an exit, but the bugger moves away anyway after a while.
Here's my settlement, with a danger room full of forest deer. I manage to catch them by 2 precondition.
I. Deer pack nearby
II. Fences/traps around the red line that keep forest deer (blue path) must cut across my settlement.

Once any of deers run on blue path, it's a good start.
When deer run into cave(1), I build a fence at green area. Open door 2, 3.
Chasing the deer in the cave, it should be breathless then. And it will always run into the cabin.
Operating in a similar way to Canal Panama, to catch one deer in this way is quiet easy.
Forest deer WON'T discard companions, so a deer in the pasture, one after another, become a pack in the pasture.
Quote
Also note that trapped animals are more dangerous, ironically, because they typically aren't exhausted, and thus don't suffer from huge fatigue penalties.
But these fatigued deers are still dangerous. I had a bad time...

2
General Discussion / Re: What's Going On In Your Unreal World?
« on: April 01, 2019, 09:13:39 AM »
(On a daily routine training in my danger room)
arggghh MY BALLS!! That hurts! Deer,  Don't ever kick it.

3
Found UrW on a BBS site, it sounds likes something nostalgic in early 90s. But no, it was in 2013.
UrW was v3.16 then IIRC. It was free to roast your dead Daddy on start-up lol.

I was enchanted with the opening theme music, and a game of Suomenusko background is totally something fresh to me.
Unreal World, hunting or being hunted. It's so simple and there're nothing much to do comparing to MINECraft of TES.
Yet I plays UrW more. Not a hero/lord in his mansion or castle, but a tribal vagabond just suits me.

BTW it's suprised to see that Ainu, indigenous people of northern Far East (mainly Sakhalin, RUS and Hokkaido, JP), use something similar to Käpälälauta as fox traps.
Amazing coincidence even though there're 7000+ kilometers apart from each other.

Thanks Sami, Erkka and people of Finland.

4
And for hot swapping submenu. Here comes an idea.
If there're alt_BAC_menu.txt and diy_BAC_menu.txt with following item code entry
Code: [Select]
...
.Next page trigger. [effort:1] *COMMON* /1/ |-2| [noquality]
//using condition hard to match
{[TILE:Inside of a building]} +'Esc this menu'
{[TILE:Inside of a Kota]} +'and next page menu will reload '
...
and a ext. script (bash/batch/powershell) monitoring MSGLOG.TXT, by using grep/findstr for certain words.
Run UrW with this ext. script.
When a trigger item fires, MSGLOG.TXT goes
Code: [Select]
(143270):d6hi:[#]{044A0609}      | HANDCRAFT OPTIONS: BAC MENU
(143270):d6hi:[#]{044A0609}      | BAC MENU: Next page trigger
then the script swaps alt_BAC_menu.txt and diy_BAC_menu.txt, and vise versa.
And player will see content of another menu.

5
Why is it a joke? There's no [bake] tag used in the recipe?

Items under cookery_* will be cooked with no exception.
For example:
Code: [Select]
[SUBMENU_START:baking]
.RAWfish. "Pike"     *COOKERY* /1/ %30% |-1| :148: 
{Rock} (1) [remove]
[SUBMENU_END:baking]
You'll get a edible, cooked RAWfish in foods.

However, if putting same items under in diy_*
Code: [Select]
[SUBMENU_START:Weapon]
.RAWfish. "Pike"     *COOKERY* /1/ %30% |-1| :148: 
{Rock} (1) [remove]
[SUBMENU_END:Weapon]
You'll get a RAWfish that is still raw as vanilla "Pike", inedible.

And yes, you might redefine your clothing via a [TYPE:] flag. But it wouldn"t change a thing that your clothing is already cooked. :o

6
General Discussion / Re: Njeperz, who are they and why?
« on: March 28, 2019, 06:24:01 AM »
...
Is there any interest (in the players or developers) in making the Njerpez a playable culture?  That would turn this post on its head and make the western cultures the "bad guys".
swapping npc-nj*.png with pc-(fe)male.png and npc-(culture*).png, that's what you can do.
Or, you can try hex save edit anyway, trying find where culture data structures store.

Didn't know UrW time frame is Corresponding to Medieval Age, and everything make sense now.
I was though the map is base on mirrored Peninsula Kola. It seems that I was wrong.
Thanks PALU.

7
Shutter:
As you see there, right half of shutter tlie shows a high-lighted green ground, not moss covered ground nor normal ground(two o'clock position)
It seems that right half of shutter tlie is not rendered correctly.


Opened door:
Same as what has been written above. Inside a opened door frame, it renders a high-lighted green ground.


Not really a problem of gameplay, but a little problem of immersive.

8
General Discussion / Re: Watchdogs just watched...
« on: March 27, 2019, 03:22:58 PM »
Same with me, a lynx killed a bull and a sheep of mine in night and my unleashed dogs still sitting, barking hunger there while I was sleeping.

9
General Discussion / Njeperz, who are they and why?
« on: March 27, 2019, 03:17:25 PM »
Njeperz the red is a common topic for UrW players.
When it comes to Njeperz, people oftens mapping them to east slavic people.
I have a question that UrW is base on the iron age in Finland(Sápmi, in precisely), which is C1st~C5th. AD.(From C4th BC., If we count in Findless Age)
But east slavic people (Ilmen tribes then) was not waging war against Sápmi people until High Middle Ages IIRC.
However, germanic tribes like Saxon did lots "migration". It can be inferred migration not only happen in western Europe but north Scandinavia.
(Even in Findless Age, there was warlike Jastorf culture in C6th~C3th BC. in southern Scandinavia & north Germany.)

In Finnish, "Sima"(mead) is from Proto-Germanic *saima-.
"raha"(money) is from early Proto-Germanic "*skrahā"(squirrel skin).
In UrW timeframe we're all witness of this loanword adopted from Proto-Germanic.
Moreover, in-game item "Njerpeziläis Scimitar" have a *-äis word-final, which is similar to German word. (probably)

If he looks red, swims like a robber, and quacks from east, shall it be communist slav?
BTW Polish "Niemiec"(German;foreigner, literally "one who mute(won't speak our language)")
make me think of Nje-perz. 8)

10
Mod Releases / Re: Njerpeziläis Jerk jerky and more
« on: March 27, 2019, 11:51:15 AM »
Further Explanation
"A place for dry-aging" means indoor gound.
Jerk jerky need dead Njerpez in your item inventory, which weighs 100+ lbs. You'd better haul it to indoor place then [p]ick it up.

Dog accept raw, spoiled meat. That how it works.
But [SPOILAGE_DAYS:] accept only integrity, so I can't make this jerky inedible once it complete.
There's one day period that player may be able to consume it. (after roast immediately or eat raw)

11
Mod Releases / Njerpeziläis Jerk jerky and more
« on: March 27, 2019, 11:38:06 AM »
Hi, my first mod here. Pick&copy code you want and paste them in your biy_.../diy_...
diy_wololo.txt
Code: [Select]
[SUBMENU_START:utility article]This allow you "dry" dead Njerpez for dog food.
Since all of my dogs is barking starving all day, I made this.
Code: [Select]
.Jerk jerky. "Pike" [effort:2] [phys:arms] *COOKERY* (8) /120/ \11d\ %0% |-2| [noquality]
{Cutting weapon}
{*dead njerpez *} 'Human carcass in inventory' (1) [remove] [name:Jerk %s jerky] [naming:last word]
{[TILE:Inside of a building]} +'A place for dry-aging'
{Knife} <Hunting knife>
{Tying equipment} [remove]
[SPOILAGE_DAYS:1]
[TILEGFX:org-meatcut]
Standing for 12 days, Your dogs will love this stale, even spoil jerky.
WARNING:Thou shalt not consume this jerky. It's for doggy only.

And I want my fishing net repaired as cloth did. Here we go.
Code: [Select]
.Repair Net. "Net" [effort:3] [phys:arms] -R- *FISHING* /120/ %0% |-2|
{* Net} (1) [remove]
{Knife} <Fisher's knife>
{Wooden stake} (2) [remove]
{Cord} #1# [remove]
[NAME:Net]
Input is a net beyond usable condition. Output is a usable, same quality net.

I need some ropes right now. How about untie a loop snare?
Code: [Select]
.Untie loop snare. "Rope" [effort:0] [phys:hands,one-armed] *TRAPPING* /15/ %0% |-2| [noquality] [patch]
{loop snare} [remove] [patchwise]
[NAME:Rope]
Code: [Select]
[SUBMENU_END:utility article]
====####====####====
 Make your own sauna room
####====####====####

biy_sauna.txt
A sauna stove
Code: [Select]
[SUBMENU_START:building]
.Sauna stove. "Sauna stove" -U- [effort:3] [phys:arms,stance,one-armed] *BUILDING* /240/ %50% [indoors]
{Stone} (35) [ground] [remove]

[SUBMENU_END:building]
diy_sauna.txt
And a sauna scoop
Code: [Select]
.Sauna scoop. [effort:2] [phys:arms] *CARPENTRY* /120/ %10%  [noquality]
{Block of wood} [remove]
{Axe} <Handaxe> 'An axe for rough cutting'
{Axe} <Carving axe> 'An axe for carving' [optional]
{Knife} <Small Knife> 'A knife for shaping'

And here's my little yard. Cute forest reindeer doe, isn't she?

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