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Re: [3.83] How much flour needed to bake a flatbread, again?
Are you counting the weight of the empty bowl?

Not yet.. I also had the same thought just after I posted this, but haven't had the chance to check it out since I had to go out..

Can I put this bug report on hold until after I have had the chance to test it?

Thanks, and sorry if it turns out to be a false alarm..

Edit: Did some testing by moving the flour from the wooden bowl to an empty skin.. the skin changed weight from 136 gr to 160 gr, while the bowl changed weight from 0.70 kg to 0.68 kg.. looks like I really did have less flour then required by the recipe.. oops..  :-[

In my previous playthrough, I put the flour in a bag, which weighs much less than a bowl, hence my initial confusion of "it wasn't like this back then".. I will now put my head in the nearest bog in shame.. :-[

So.. what should I do with this post? Delete it as though it never happens? Put it in the 'not a bug' sub forum?

Thanks, and once again, apologies for the confusion..

March 30, 2024, 10:03:52 PM
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Re: Springs
Will you work on adding brooks and creeks from those springs also?

No, just springs for now.
Brooks and creeks would be a great terrain feature, but that requires kind of a world generator overhaul to have them find meaningful pathways into the larger bodies of water.

April 01, 2024, 05:19:04 PM
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Pausable weapon crafting The current pausable crafting mechanics have been tested quite extensively by now and only a few adjustments have emerged.
This is promising as eventually all the item crafting will be come pausable - and lesser the problems at this point, the sooner it happens.
For the time being we're still proceeding in small sections and next the crafting of weapons listed [M]ake->[W]eapons category will become pausable.
There will be some adjustments to certain weapon production times as they can be now increased to more reasonable levels.
Shortbows for example will get an average production time of 12 hours or so. A skilled character with quality tools may still be able to craft a shortbow in a day, but with mediocre skill and tools it's a process of several workdays.
Stone-axe will get the greatest production time increase - we'll be talking about 50 hours or so. It really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe will become a survival option which you won't take up too lightly.
For other weapons the changes won't be that dramatic, but changes are still to be expected.

These are future features - not yet functional in 3.83.

April 01, 2024, 09:09:47 PM
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Re: Pausable weapon crafting
Will there eventually be a modding tag for marking a task as pausable? I don't see it on the development page yet.

Yes, there will, in a few versions - likely to be reached still this summer. When we're there the pausable crafting will be the default, so the tag is likely to be [unpausable] etc.

April 08, 2024, 07:58:58 PM
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Spring things, pausable things, future things Springtime is busy time - both out in the nature and inside the development chambers. We're preparing for a new version release still this month.

Pausable crafting additions is proceeding strongly. Quite a batch of craftable items will be using the pausable crafting mechanics in the upcoming version.
At this point the pausable crafting mechanics will cover all the weapons, lumber items, hafts and  item traps such as paw-board fox trap and loop snare - and some more are likely to be added.  So, with the upcoming version more than half of the craftable items will become pausable tasks. And in the version after that we'll likely manage to have all the crafts pausable, allowing it also in all the diy_*.txt modding.

A new skill, bowyer, will be also added. It's quite self-explanatory that this is the ability and knowledge to make bows and the craftable bows now call for bowyer skills in their crafting. And longbow will be made available as a new craftable bow type for the player character.

So, for the next few versions we'll be working mostly on item related additions, and hope to have these released in decent pace. After that, when all the crafting is pausable, we'll move into adding new quests. Some of these will be small and casual, but some will be most exciting for the  players who'd enjoy the presence of marriage or permanent companions.
Let that be a sneak peek in advance further into this year's plans.

April 08, 2024, 08:43:26 PM
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Re: Be ready Indeed, JP_Finn, I guess if one sticks around a forum for long enough, some personal info will be known out there :) Born, raised and schooled in Ukraine, family moved to Toronto in 1996 and I've been actively living and working in both countries from late 2000s or thereabouts.
April 12, 2024, 06:37:33 AM
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[3.83] Lake village dying out by hypothermia Literally villagers step on thin ice and choose to die by hypothermia.

April 19, 2024, 05:55:18 AM
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Re: The Spirit World game course task auto completes when game is loaded I think this has been the case for last few years actually. 3.62 or even earlier.
I think the quest mechanism doesn’t check already learnt “new” after initial 4 spells/incantations. But when game loads, it does check for ”spells learnt since 16yo, day1”

Not sure if it’s bug in checking new spells, or bug in loading game when no additional spells were learnt since the quest was given; but I treat it thus: get the quest for new spell. Save game. Load the character. Proceed surviving/thriving in the Frozen North.

April 24, 2024, 06:05:03 AM
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Re: [3.83] NPCs wandering farther from village Hmm. This is likely related to adjusted NPC time intervals as result of fixing this bug:
http://www.unrealworld.fi/forums/index.php?topic=7074.0

Villagers can for example decide to go for a little random walk, say for 10 undefined time units.
Now the recent adjustments made these time units, for peaceful walk tasks also, to last longer than before so the NPCs will also venture farther.
They return eventually though, but this makes village interaction more troublesome than before so we'll check, adjust and fix it.

April 24, 2024, 07:08:56 PM
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Re: [3.83] Duplicated hide with pausable crafting And now it's found and fixed. Duplication occurs if the task gets cancelled right at the item requirements dialog. So in this case it happened when Plotinus tried if the tanning could be proceeded without the working log being present. The requirements dialog appeared and got cancelled due to missing log, and at that phase the duplication occurs.

Fixed - persists in 3.83

April 25, 2024, 06:41:26 PM
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