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Gameplay questions / Re: Is someone stealing my poop?
« Last post by Timbit on Today at 07:25:44 PM »
This is exactly whats happening, thanks for the reply and the tip! (I have now dedicated a cow to carry the crap).

However, I set a loop snare trap and baited it with some bull dung. Look who I found..... This Scat scavenger. Poop Pilferer. Guano Gobbler. Fecal Feaster. Manure Marauder.

Can I keep this turd theif? I would love to have him / her as a pet. How long do birds last in a trap? What if I continuously feed it?
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Here comes a brief catch-up with the replies I haven't yet responded. The discussion may continue and possible changes are being pondered accordingly. Amid all the other issues at hand, that is.

One ardent wish I have on the graphics-side of modding is support for additional truetile variant indices. As much as I enjoy seeing the sprite artworks that members of the community were inspired to create for replacer mods, the impossibility of simultaneously using all these files feels unfortunate.
For instance, tree terrain tiles are limited to displaying 2-3 variants at most (including broadleaf trees in winter mode), but I would love to wander through woodlands populated with a mix of Krutzel's Spirited Sprites having both its tall and standard-height trees alongside kullervo's trees.

Increasing the possible number of variants and for wider range of tiles could indeed enhance the experience regardless of it being thought of being a modding feature. In the future we're evidently need to undergo a greater graphics update, once again, which will require serious rewrite of the graphics engine. More variants possibility might get considered then, but for now it is a low priority. Plus, having started with mere ASCII graphics the game has always been developed from the content over graphics perspective. And it shows. ;)
(And as a curiosity the most frequently popping up graphics suggestion over the past decade has been probably to go for 3D.)

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Streamlining mod integrations may sound nice in theory, but I'm worried that it will be a rocky road for a while before we reach a smooth grade.

I believe you're quite right with that. Hence the careful considerations will save both my and modders time.

Dedicated hotkey for mods would make sense.
But would that outrule current option to touch up/edit vanilla recipes?
I like that I don’t need to add new menudef to add say wooden mugs or making stakes from boards, just add those in the vanilla diy_glossary.
I would prefer the “easy editing” stay as is.

Easy and quick editing was indeed one of the key elements I had in mind when modding was introduced. Just drop in a snippet of modding code and it's in effect. Or to adjust the recipe if you'd personally prefer it the other way.
With dedicated mods make menu there would be indeed separation between the original recipes and modded recipes, both in menu level and editable text files level. Of course the original diy_* etc. files would still remain editable, and new file snippets could be added, and the edits and additions for those would appear in the original make menu. Mod recipes would appear in mods make menu. So with an example of making wooden stakes you could still quickly add your own "wooden stakes from boards" diy_* snippet to the original recipes and it would appear in the original Make menu.
Or you could also make your own lumber (or whatever you want to name it) category as a mod diy_* and it would appear there in the mod make menu.

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Also for reading all the recipes at game launch, it’d make testing mods a massive pain. Edit, save mod. Shutdown, start game. Find a need to edit further.  Repeat.

Hmm. I'm not sure if I managed to describe it correctly. I'll try again.
Let's assume you're creating your own mod, and there are no other mods installed.
You would not get any extra hassle, the game wouldn't notify you of any modding conflicts.
Let's say your own mod would have recipes for four items: Round item, square item, long item and short item.
Excellent. Now let's imagine Player X likes your mod and installs it.
After a while Player X decides to create his own mod for crafting long item, as he prefers it to be done the other way. Player X is very happy with the rest of the items in your mod and doesn't want to touch them.
Now if Player X would install his own mod on top of your mod there would be two mods with a recipe for long item.
In this case the game would check and somehow confirm if the player would like to use your recipe or Player X's recipe for crafting long item.
Something like this needs to be done anyway if the problem now is that all the space and available entries get eaten up and reserved. Otherwise mods that would modify or add the same recipes to any extent can't co-exist. Yes, they can't co-exist currently either, and players need to shuffle with loaders, manual editing and stuff. But to invest time to add a separate mod make menu which would exclude different mods to co-exists once it's (yet again) filled all up would be waste of (my) time from my perspective.

Welp, time to also throw in my two cents - I'm one of the old legacy people who have purchased it, back in ye olden days, so I feel like I've got some experience under my belt.
I eventually stumbled upon the BAC mod while looking on how to enhance my gameplay, given I've been playing UrW for quite a while, and as a result I basically never play without it anymore. Why? The game as it stands, is what you make of it: no overarching story, no fun little quirkiness to uncover, just pure, unadulterated survival, and that is great.
HOWEVER - to be long time invested into something like that, the game needs to have enough content to support the long gamespan we are talking about in those runs, which is where the BAC mod comes in.

Yeah, after years or decades of roaming the unreal world it's truly so in my opinion too that modded stuff can answer to "hmm, what should I do next" feelings, or to the classical "end-game" boredom. The game is indeed very much what you make of it, even though I would phrase the rest of sentence a differently. And well, as far as I am concerned it's very much confirmed that the game has enough content to support long gamespan. Which of course is debatable and varies between the players and playstyle. Heh, and with a such freedom allowing beast of like UrW the thing is that there's never enough content for everyone, no matter how much is added. (This a fact pretty much all the devs have to live with.)

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And I have to say, it does not feel unreasonable to make a request towards the developers, accomodating the ever growing modding community because of the games limits.

We do have suggestions forum, where suggestions can be posted, and we are constantly - and I truly mean constantly - being asked, requested, suggested and sometimes plain commanded to do this and that.
With good manners suggestions are not unreasonable. What is unreasonable is to expect all of them to happen.
However, for years already we've passed the critical mass point of suggestion flood and still fortunately remain a rare example of developers actually (still) communicating with the players and taking their thoughts into consideration.
If the probable modders are counted in hundreds the players are nowadays counted in tens of thousands.

Speaking of game limits, I can't resist of inventing a developer's aphorism/koan of the day:
Does Tetris game have a limit of not featuring table tennis mode?

I don't think it would hurt for the developers to look at mods occasionally to get some additional perspective on intended new functionality. Not as "this is how it has to be", but rather to provide aspects they may not have thought of. Also, a proper implementation would not be restricted by the same constraints mods have. However, the developers obviously have to manage their time, and looking at mods may well end up in the "no time for this now" bucket constantly.

I think we have quite good understanding of the most wanted features from the suggestions sections already, where also new things to craft are also popping up. I also get the picture that things that are on the development roadmap are being modded also. For us, to stay on track, it's the suggestions section where we expect the new ideas and features to be presented and there they remain nicely and easily accessible when looking for new features consider. And for most of the suggestions I usually get "yes, yes, that would be nice, in time, hopefully." feeling ;) My personal to-do list actually doesn't go shorter but longer with every version release. This may sound odd, but it's a fact.
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Bug reports / Re: teleported to field
« Last post by Sami on Today at 12:42:55 PM »
Hmm. So it's a crash related teleport. At first I'd thought the crash was a result of some overflow, which then corrupted the character coordinates as well.
In cases like this is always best to .zip up the character folder after the incident, so that it can be checked out.
Now I don't know how long you've played after this incident, but in any case if your character happens to be nearby the said village could you .zip up the folder an e-mail it over to me?

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I have been "playing" that game for over 20 years. Actually, it's a tutorial, not a game, because in the game you have to get some kind of win, etc.

:D Actually, and really, of course it is a game.
Game, be it electronic or physical, is often defined as an activity described by a set of rules, especially for the purpose of entertainment. Winning is optional in many games. And well, a computer game is then a game played using a computer.
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Bug reports / Re: Spotting, getting noticed, by unconscious NPC
« Last post by Sami on Today at 12:23:30 PM »
I meant this descriptive text at the bottom of the aspect and aiming zone selection dialog.
It should appear always when trying to hit an unconscious creature.


But it's my bad of not noticing from the messages the skull zone being selected, which confirms it's properly gone through "deathblow at unconscious" selections and that the hare was considered unconscious by the game. So I'll be checking out the code, and trying to reproduce. The most plausible explanation in my head still is the some messages missing for a reason or another, but we'll be hopefully wiser in a while.
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Gameplay questions / Re: Will robbers etc steal low quality items?
« Last post by PALU on Today at 08:44:22 AM »
I've had robbers not take low value low quality items. Like Plotinus, I gear up in a beggar outfit (low quality clothing and weapons) when looking for robbers, so I'm not losing anything important if they do take something.

In my remote island starts I've managed to train up swimming to 100 (or very close to it) and do island hopping swimming until I've reached inhabited islands where you've got the resources to make a paddle (this was when it was outright impossible to make a paddle with a stone axe).
I'm not saying I haven't failed (starvation early on is a huge risk), but I've never been stuck until winter (but note that there are only a small number of days when the water is warm enough for long distance swimming). Ice during the winter wouldn't help either, because I've started far out in the archipelago where there's open water between the islands.

Also, if you do such a start, start your swimming training as early as possible, even if it means you get chilled down. You need all the training you can get so you're ready when it's warm enough.

Also note that you can swim with a small amount of clothing and carry a small amount of items without suffering a penalty.
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Gameplay questions / Re: Is someone stealing my poop?
« Last post by Plotinus on Today at 06:23:29 AM »
The feces is getting absorbed into the ground and increasing the fertilisation of that bit of land. Even if you keep it in the cellar, it will happen. I'm not sure the logic of this happening in winter.

The workaround I've found is to pack it onto an animal.
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Gameplay questions / Is someone stealing my poop?
« Last post by Timbit on Today at 02:16:53 AM »
Please ignore the absolute state my homestead is in.

I kept my animal droppings in the tile behind the shelter (yellow arrow), but they have disappeared several times leaving me puzzled. I am now forced to store all future feces in my food cellar :(.

Is a robber stealing my poop? Is an animal eating it? Does poo expire and despawn? 
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Gameplay questions / Re: Will robbers etc steal low quality items?
« Last post by Plotinus on May 21, 2024, 08:49:25 PM »
I managed to get a paddle in the version before it was implemented that you could make boardsd with a stone axe:

On the island in the summer there are nettles growing. Harvest all of them, and plant their seeds, and process the fibers for yarn and then cord and then rope. Try to get perfect or fine yarn and mix only those into cords. If you can get a fine nettle rope, you will be able to make a fine stone axe, and with a fine stone axe, you can make boards. There won't be enough nettles in the first year for this, but by the second year, there will be, if you plant a lot of them in spring.

Also practice swimming near the shore -- if you can train up to 100 swimming then you might be able to get to land faster than the nettles plan. Figure out how many tiles you can swim by swimming along the shore of your island, it will vary depending on endurance, then zoom out and consider your options. Always stop swimming before your fatigue is equal to your swimming skill, and stay just one step away from safety while training it.

It may also happen that when winter comes, the sea ice will freeze and you'll be able to get to a bigger island, or even the mainland.
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Gameplay questions / Re: Will robbers etc steal low quality items?
« Last post by JP_Finn on May 21, 2024, 06:24:16 PM »
What I believe is that the robbers will take high value items. While they might not take a rough knife from you, don't think twice if they'll take your rough mail hauberk. They might let you keep your fine wooden cup.

When I suspect, or know from a quest, that there are robbers about, I go switch gear to rough/decent. When I find the robbers, I'll let them take what they will, then go raise a posse, arm up and go slaughter every single one of the robbers.
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Gameplay questions / Will robbers etc steal low quality items?
« Last post by Dirk382 on May 21, 2024, 05:14:21 PM »
Does anyone know if robbers etc will steal low quality items like such as: rough axe/knife, inferior board and or poor paddle.

I'm curious because several of my characters been doomed to die on islands after robber encounters because I can't make a paddle. A board or a non-primitive axe will let you make a paddle which is the thing I'm usualy missing to get off the island. I'm running version 3.52.
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