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No offense was intended. This was about the history of modding which you always made an available part of Unreal World. Many suggestions and possible updates exist for any game. When an update is developed and others not there will always be some different views on which one to do next or how it was done.

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On the ancestral mods...

To phrase differently players making axes, bows, lamellar armor was added by mods for years. Rain's ironworking is an example. Since Rain wrote that mod various game updates have made his code not work or miss key changes like the introduction of cord lengths. Keeping Rain's going has been part of the BAC by updating those recipes to the current mod language. 

As an example when the blacksmithing update was added the vanilla game now allowed ordering axes form villages. Vanilla players wanting to a specific axe could now get one likely through more hunting & hidework to get the value. Modded players were already making their own choice of axe, exploring the wilderness for sources of iron, crafting tools for getting ore, making charcoal and so on.

I am overall pleased to see more aspects being added to Unreal world and hope to one day see a vanilla player blacksmithing their own axe far away from a village.

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On the number of users

For the amount of community interest the BAC 3.82 version shows 524 downloads in post #1 of :https://www.unrealworld.fi/forums/index.php?topic=7176.0

Each time the game went through major updates so did BAC with a new thread to the new game version. So the total number of downloads is hard to know. Many BAC users would have downloaded the next version so the figure above is can be viewed as the active users.


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BAC was sized to have lots yet keeping a couple letters free specifically to allow any additions a particular player might want.

The mod community also has a few career mods like bee keeping which some might want and others not.

Some mods introduce being able to train your combat skills through various token systems. While likely of interest to many players it takes a few menu letters to achieve this so wasn't in the BAC. It could potentially be chosen by a player from the free spaces left by the BAC.


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A suggestion was to add separate craft menu for mods to use. Right? Let's make sure I understand the proposed suggestion correctly and then brainstorm as necessary. 
So, let's say we'll make a letter O to open a blank make menu, which you can then fill with modded stuff like the current Make menu. And this would be menu that is reserved for mods only. The game craftings would appear in the exisiting Make menu, like currently. Now, if you would then fill this one modders make menu (O) with one big mod it would be..well..full. If there was a few smaller mods that you would like to put there, with custom menu entries or keys even, they would get messed up and tangled together.
If implemented like this it doesn't sound like a plausible long-term solution, or am I not understanding the suggestion?

Correct. That is the current request.

Modders over the year had requested make menu tiers, that is you open make and open a letter than another letter then the 25 recipes for 15,625 possible craft items. Memory recalls an impression on the complexity being an issue on implementing.

The current make menu has ~25x25 = 625 possible entries. By combining many of the popular mods (Rain etc) yes BAC is running close to that. Certain things have been done to save on space like "iron nails" and "iron rivets" being one recipe as the production is very similiar.

There are some mod swap, letter swap methods that are out there as mentioned by Galgana though I've personally never used them.

The modder's crafting single letter was put forward as a lower coding request. It would mean 625 that a modder can use without the "mod collision" that happens when new features are added to vanilla.

"Mod collision" happens when the vanilla game adds crafting to what the modding already had there is some in game disruptions and confusion. An example is the hafting vs BAC's existing mod code. Yes eventually the BAC would be adapted to the new vanilla standard. Until then here are some things that happen:

- BAC included making an axe thus has both an "axe head" and "axe haft"
- BAC "axe heads" don't work with the new vanilla axe fixing. Players get confused.
- BAC "axe haft" doesnt work with new vanilla axe haft so can't fix a broken axe. Players get confused.
- BAC included a chance of a bad axe mounting and recovering a BAC "axe head"

If the vanilla items and mod items are separate then for the above example what is a "BAC axe head" is kept clearly from "Vanilla axe head" and so on.

Further some item creations involve many steps. BAC has "iron nails" that are double used as rivets do save on menu space. Should at some point Saami add nails or rivets the vanilla/mod make split would avoid confusion between whose rivets are needed in recipes. This is intended as a support not a reducing of the vanilla updates.

In time the mods could update assuming the modder is still around in the community.

As another example. [Bowyer] has been added a skill. I actually think that is great. At the time of the last BAC update there was no such skill so the recipes for bow making it has couldn't use it. In time the  mod could be changed over to it. I also wouldn't be surprised if there a players confused on which bow string to use as some will be vanilla bow strings and some BAC bow strings.

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Development News / A small patch for version 3.84 released
« Last post by Sami on May 05, 2024, 02:01:37 PM »
A small patch has been released for version 3.84.
It's available for all the supported platforms on Steam, Itch.Io and for lifetimers.

These two issues were cleared, and it may be that the majority of adventurers never noticed their occurrence.

Version 3.84.1

** Saved characters from version 3.80-> are compatible with this version. **

- fixed: continuing pausable crafting with inferior tools caused erroneous production times

If inferior tools were used to start and continue pausable crafting tasks the remaining production times were not always set correctly. This glitch occasionally initiated conditions where continued pausable crafting required seemingly endless production times.

- fixed: wrong javelin item tile

------------------------------------------------------------

Happy patched adventures!
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Bug reports / Re: [3.84] open mire tiles under tree lack mossy groundcover
« Last post by Sami on May 05, 2024, 01:16:09 PM »
In these cases the ground has been created in the water for the tree to stand on
Interesting... I suppose that must be the underlying mechanism for the Netherlands-style land reclamation exploit in this old thread! ;D
It's a fun side-effect which several players would sorely mourn the loss of.

Can be considered loosely related. Building a construction clears the tile, so here it clears the water, and the ground remains.
There's no need to fix this, or some other harmless unintended but fun occurrences, as they don't ruin the usual gameplay.

Quote
If considered necessary this could be tidied up so that the trees would appear straight out from the water, with no ground showing at all.
Now I'm wondering whether a randomly-placed tree may possibly overwrite a spring tile in the current iteration of the terrain generator.
This hypothetical situation could be attributed to bad RNG luck. But I think that accidentally erasing the chance to discover a water source is more saddening than if a player simply failed to notice water tiles which happen to be concealed by the trees or flora growing on top.

There are various checks for tree placements so it's not completely random, but I don't remember exactly how spring tiles are included in the checks.
So in theory it might be possible, but the chances are extremely low.

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General Discussion / Re: What's Going On In Your Unreal World?
« Last post by Dirk382 on May 05, 2024, 07:11:34 AM »
Two robbers appear from nowhere and knock me out unconscious with only two hits and was well-armored, I take a look at the injuries and I discover a deep cut to the neck... I guess the long mail cowl I were wearing was made of paper because the severity bar is almost full to the point it could have been "Your neck has been cut in half", my PC almost had a year and was carrying some masterwork gear with me for a trade travel and the fact I got no warning (I didn't move adjacent to them in the world map) made me ragequit and quit living... Still I had a large stock of sorted furs and tools in home but there is something about in NPC robbers I find infuriating, dying to a bear or njerpez is one thing but losing your hard-earned stuff is aggravating...

I find ridiculous how numerous they are, no matter if their equipment is basic (handaxes, knives) or their skill is low they don't seem to flee if you kill one of their buddies or severely injure one of them and at the end they'll manage to knock you out soon or later, I wish there is a way to remove them in my playthroughts since I have more a lone wolf playstyle. Here in the UnReal World: more guys > gear & skill.

Time to drink some heather beverage for that swelling neck...

/EndRant/

Ya I friggen hate robbers. I got a masterwork knife taken recently. I'm proud of myself that I didn't get killed trying to going after them. If anyone has tips on surviving robber encounters please share.

Currently I'm working on a salmon fishing hut on the outskirts of Dirkii territory, loads of deer on the other side of the river, might build a trap fence one day.
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Suggestions / reflections from a modding enthusiast on external assets vs. core
« Last post by Galgana on May 05, 2024, 03:05:03 AM »
Thanks for providing more insight on what remodeling mod support might look like from a developer's perspective. It really is a beast that requires careful thinking through several possible modes of approach (if it must be approached at all...!)

I currently use Weathereye's Mod Loader for Windows to set the priority of my active mods and perform other simple mod management tasks.
This tool would surely be at risk of breaking if a major rewrite of game versus modding data should be undertaken, but the pain of its loss will be lessened if mod management were to be handled natively.
(The rest of this post is largely a testimonial about how I use the the mod loader.)

Graphic edits make up the bulk of my modlist in determining overwrite priority. Outside of my game directory, I maintain a spreadsheet that keeps track of which mod source should be overwriting what image file.
But once I have the modlist order sorted out, my method veers into micromanagement: whatever images not being used in my load order get moved to the mod's name-root folder to ensure these specific files never interact with truetile + truegfx subfolders. This step may seem redundant since overwrite priority is in place, but at least I can go browsing through fairly tidy subfolders.

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.

As for crafting, it's honestly a lot easier for me to dump a distribution of BAC (or other recipe-heavy mods) into a separate folder where it remains inactive but still available as reference material. With my active "BAC lite" folder, I'm at liberty to adapt excerpts from the parent mod and reorganize recipes according to my own idiosyncratic sense of order.
I give a similar treatment to new releases of URW: my Steam installation stays clean, previous versions are backed up in compressed folders, and the copy of my updated directory with the external mod loader will have as many or as few add-ons as I desire depending on which modlist is enabled.

In general, I consider mod-induced compatibility issues to be a natural consequence that players will inevitably struggle with. Building around the existing architecture is the furthest extent of what the majority of us are capable of; both the naive newcomer and the returning veteran will be in for a shock when they realize a particular modded setup happens to clash with the introduction of new standards in the metaphorical 'building regulations'.

I try to keep my own build flexible, but there's no pressure on me because I'm the primary beneficiary whom my modding endeavors are centred around. Brygun's passion for documenting and preserving the self-sufficiency tradition has an unfortunate side-effect of painting a target on his back since it's his username that people mainly associate with the modpack (and thus, there'll be someone available to blame when something goes wrong, however unfair that attitude is.)

Now, it certainly won't be detrimental for a person to learn how to read the modding syntax or do tests to figure out how to troubleshoot, but not everybody is equally motivated to invest in these skills 'just to play a game'. This subsection of players will definitely miss out on a lot of gems that are found in the game's primary source of documentation: news.txt
It surely adds to one's enjoyment to find out how things work under the hood, but even without the external assets URW is super engaging on its own. (I personally spent 3 years completely ignorant of mods because reading forums seemed less interesting at the time...)

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. Rolling towards the destination might not feel worth the effort if the external tools I'm using now should cease to function before a replacement is ready - but a fear of future discomfort oughtn't impede me from enjoying what already exists in the present (especially since I exercised responsibility for preserving my current 'quality of life' through having a bunch of backups.)
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I think generating guaranteed springs for these start-up scenarios would contribute to immersive design:
  • Lonely settler
  • Not all who wander are lost
  • Runaway slave
  • Abandoned camp
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Bug reports / Re: [3.84] open mire tiles under tree lack mossy groundcover
« Last post by Galgana on May 04, 2024, 08:12:14 PM »
In these cases the ground has been created in the water for the tree to stand on
Interesting... I suppose that must be the underlying mechanism for the Netherlands-style land reclamation exploit in this old thread! ;D
It's a fun side-effect which several players would sorely mourn the loss of.

If considered necessary this could be tidied up so that the trees would appear straight out from the water, with no ground showing at all.
Now I'm wondering whether a randomly-placed tree may possibly overwrite a spring tile in the current iteration of the terrain generator.
This hypothetical situation could be attributed to bad RNG luck. But I think that accidentally erasing the chance to discover a water source is more saddening than if a player simply failed to notice water tiles which happen to be concealed by the trees or flora growing on top.
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Bug reports / Re: 'Abandoned Trap-Fence' starting scenario
« Last post by Sami on May 04, 2024, 07:19:33 PM »
It's made so that returning the raw materials for world generated fences is left to the game engine.
The engine tries to pick suitable pre-generated items it thinks that the world generator may have used according to the fence crafting requirements.
So it searches for 2 x proper length tying equipment, and is happy whatever suitable items it finds - so ropes in this case.
This is not wrong per se, but it's indeed more in tune with the game world if the tying equipment were always spruce withes.
So it's fixed now, and spruce withes is what you'll get.

Fixed - persists in 3.84.
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Mod Releases / Re: [Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b
« Last post by JP_Finn on May 04, 2024, 06:55:09 PM »
@Night account is active, so there’s a chance you’ll get a response from the creator.
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Mod Releases / Re: [Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b
« Last post by Shrimp on May 04, 2024, 05:41:15 PM »
This mod seems to be dead and all, but does anyone know if it can be replicated in some way? At least just the character editing part. I didn't use it to cheat or anything, I just liked to touch upon rolled characters before finalizing creation process. Saves you a ton of time rolling for characters you want.
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