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[Fixed - persists in 3.84] 'Abandoned Trap-Fence' starting scenario Not sure if this has been asked before, but searching for 'Abandoned Trap-Fence' resulted in only 1 unrelated post, so here goes:

A couple of times I've tried creating a new character with the 'Abandoned Trap-Fence' starting scenario, but this time I decided that some of the fences aren't exactly.. 'strategically placed'.. so I decided to disassemble a couple of fences, and lo behold.. I got 2x Birch-bark Ropes (5 m) for each disassembled fence.. I would have thought I'd only get 2x 1.33m of withes, NOT 2x 5m of ropes.

Not sure whether this is intended, a bug, or simply an oversight?

Cheers,
McKwack

April 30, 2024, 05:53:06 AM
1
Version 3.84 released for Windows Windows version 3.84 has been released on Steam, Itch and for lifetimers.
Linux and OS X builds will be released later this week if the workflow goes as expected.

This version continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too.

Here's the changelog:

Version 3.84 (stable) changelog

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

- added: BOWYER skill

The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version.
Needless to say, the available craftable bows now call for BOWYER skill in their crafting.

- added: craftable Longbow

You can craft a longbow from [M]ake menu under "Weapons" category.

- added: pausable weapon crafting

Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring.
To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- changed: crafting times and requirements of certain weapons

Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements.
The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times.

* Stone-axe

Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but 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 now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle.

* Stone knife

It now takes 5 hours on average to make and also requires a stone for final sharpening.

* Javelin

It now takes 2 hour on average to make.

* Shortbow

It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days.

* Longbow

It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer.

* Bowstring

It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots.

- added: BOWSTRING game encyclopedia (F1) entry

- updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries

- added: pausable haft crafting

Crafting of the spear, axe and shovel hafts are now pausable tasks.

- added: pausable item trap crafting and loop snare batch production

Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows;

* Paw-board

Crafting time has been increased to three hours.

* Loop snare

Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one.

- added: pausable lumber items crafting

Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows;

* Wood slat

Crafting time for a batch of 20 slats has been increased to 200 minutes.

* Wooden stake

Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk.

* Staff

When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff.

- added: pausable utility article crafting for some items in the category

Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows;

* Wooden shovel

It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours.

- added: springs

Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles.
Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers.
From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter.
MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version.

- added: "behind your back" reference to asking for NPC whereabouts

When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.".

- changed: pushing allowed to locations not visible to the player character

You can now [p]ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions.

- fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them

- fixed: possibility to remove hafts from sickles

This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics.

- fixed: skin item duplication if tanning got cancelled at the requirements dialog

- fixed: villagers occasionally wandering impractically far from the village area

- fixed: low quality hafts not degrading the finished hafted weapon quality correctly

You pretty much always got fine hafted weapons even with the inferior hafts.

- fixed: "Of wolf and woman" quest related NPCs selection mess

There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly.

- fixed: paused craft remaining time checks

There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process.

- fixed: title song playback interruptions and cracks upon the game starting

The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files.

- fixed: occasional white screen flash when player character goes to sleep

- fixed: attempt to haft an invalid target item made the item to disappear

- fixed: sickles weighted too much


Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended.

-----

Cheers!

April 30, 2024, 01:26:40 PM
1
Re: My first entry: The Challenge! I will be beginning this journey on the 17th of May 2024 5:00 PM GMT+1 I also have been planning to record and play for quite some time now, I hope to share this experience with others both new and experienced in the game, let's hope this turns into a nice and fruitful Let's play series!

Many attempts have been had of course, lmao, however I already have recorded the first episode and will most likely spend the next few weeks editing and splicing up the video to make it more enjoyable for you all to watch  :D

April 30, 2024, 07:43:34 PM
1
Re: [3.84] open mire tiles under tree lack mossy groundcover
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.

May 04, 2024, 08:12:14 PM
1
Re: [3.84] open mire tiles under tree lack mossy groundcover
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.


May 05, 2024, 01:16:09 PM
1
Re: Make Menu only for Modded items = saving BAC and other large mods  
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.

>>>

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.

>>>

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.


>>>

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.


>>>


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.


May 05, 2024, 11:20:04 PM
1
Re: Make Menu only for Modded items = saving BAC and other large mods

What needs to be done to fix that? I see two main alternatives;

1. The mod is updated to make it compatible with the latest version of the game
2. The vanilla game is modified to keep the new version of the game compatible with an old version of a mod


The third is what is in this thread.

3. Provide a separate make menu for modders from the vanilla.

What then happens is that when there is an update and the resulting incompatible is the one thing the mod community needs most: Time.

It also lets a mod user decide when to take in a mod update, since they are all manual installs. Thus they can finish a many step build process rather than finding out their mid process resources or tools are useless.

>>>

Example:

A player in the middle of long game in the middle of a long build cycle, like lamellar armor, can still access for that time the mod's build steps while other players can start the vanilla process.

In the case of lamellar armor various steps including the following recipes:
ore scoop, roasted ore, charcoal, smelter, smelted ore, anvil, hammer, ingot, then drill and cords

If any player blacksmithing is started some or all of those will get duplicated in the vanilla. Given the many build steps a player could be anywhere along that process.




>>>>

On what happens to the BAC when I go it was already built in that after 30 days of inactivity a new caretaker may take it over with the same terms. Not only was that planned for there was already a handoff once already to Rudy. I'm currently willing to hand off again at the moment too. The BAC though heavily my work is thought of a community owned item. Much of the work comes from the shoulders of people like Rain, Endive and Bouddia. While their exact recipes had to be changed the principles and concepts they set up are in the DNA of the mod.








May 07, 2024, 12:14:47 AM
1
Re: Make Menu only for Modded items = saving BAC and other large mods 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.

It appears that the game as of right now is simply limited in amount of keyspaces available to properly distribute all the menus and submenus when one wants to run the game with a big addition mod like BAC. Is it a problem now for vanilla? No, but depending on how UrW is going to be developing moving forward, this would eventually become an issue either way, simply because there is only so many combinations of menu and submenu buttons available, and a mod that adds quite a lot of things faithful to the setting has managed to approach this limit.

I am however very much agreeing with Erkka that it should be modders making sure the mod is compatible with the game evolving, but since the amount of mod entries have grown to absolutely massive sizes, with Brygun basically curating the quite huge BAC mod all by himself, this is gonna take a good while. And until either a deeper submenu system is coded in that allows to have an extra level deeper of menus to access, or an entirely different mod make menu as requested, where the entirety of mods can be placed in, this is also going to repeat itself - And this takes time. BAC wasn't even done fully converting the entries to the by then still out 3.83 when 3.84 dropped from what I've seen, as I have seen still additions just days prior the new update coming. 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. When BAC has already reached the point of having to scrap portations, as well as fusing components like nails and rivets, then that only really shows that this can truly become an issue going forward.

May 07, 2024, 07:34:52 PM
1
Re: [Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b
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.

I'll consider remaking it for the current patch, or at least some of it. I've tried picking up work on my URW stuff a few times but, haven't had the drive to get anything done.


May 08, 2024, 05:53:47 AM
1
Re: Make Menu only for Modded items = saving BAC and other large mods Just wanted to post on this- i think an additional key for modded menus is a good idea.

I implemented my own version in my old mod extender project, using the ~ key would bring up an external menu with mods and their designated key. then, when one of the keys gets activated, it would get the menu def information and write it into the games menu def files, save, and then macro the keys into that menu, so you dont need to manually open up the crafting menu and all that, allows for infinite menus, as you're able to exchange mod menus with a single key (i used Z)

Could probably be done with a simple keyboard/autohotkey interface if you want to avoid UI, which is the way i had mine setup.

Idk if this is useful to anyone, but to give you an idea of how it works in code:

Code: [Select]
private void ModManager_KeyDown(object sender, KeyEventArgs e) // Hide/Show extended menus
        {
            if (e.KeyCode == Keys.Escape)
            {
                this.Hide();
                //MainForm.Show();
                //WindowHandling.SetForegroundWindow(DefaultData.URW.MainWindowHandle);
            }
            else
            {
                foreach (Keys k in AssignedKeys.Keys)
                {
                    if ((e.KeyCode | e.Modifiers) == k && !PlayerM.IsViewingRecipes && PlayerM.IsViewingWorld)
                    {
                        MainForm.GameEventHandler.HotkeyFunctions.RecipeCheck();
                        string GameKey = AssignedKeys[k][0].Split('-')[1];
                        string Menu = AssignedKeys[k][0].Split('*')[1];
                        File.WriteAllText(DefaultData.GameDirectory + Files.DefaultMenudef, AssignedKeys[k][0]);   // <---writes selected menu key to menu def then performs macro to access menu
                        switch (Menu)
                        {
                            case "MAKE": // Shift M, +
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, '+', IntPtr.Zero);
                                Thread.Sleep(25);
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, GameKey.ToCharArray()[0], IntPtr.Zero);
                                break;
                            case "COOKERY": // alt C, s + c
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, 's', IntPtr.Zero);
                                Thread.Sleep(50);
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, 'c', IntPtr.Zero);
                                Thread.Sleep(25);
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, GameKey.ToCharArray()[0], IntPtr.Zero);
                                break;
                        }
                        this.Hide();
                        //MainForm.Show();
                        //WindowHandling.SetForegroundWindow(DefaultData.URW.MainWindowHandle);
                    }
                }
            }// else if ()
        }

May 08, 2024, 06:10:37 AM
1
anything