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Fire on water I was fighting a Njerp camp, hiding behind a rock in the sea and shooting my crossbow. When I was done, I turned around and saw fire burning on water. Were they shooting flaming arrows or is this a bug?  :o
May 13, 2024, 09:23:10 PM
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Re: What's Going On In Your Unreal World?
Created a new side character for a challenge. Wanted to do a vegetarian pacifist run. No killing, hunting or fishing or eating meat in any form. Only exception would be milk.

Two weeks in stumbled upon an abandoned settlement with a sauna and a small cottage. Settled there and traded handcrafts, my weapons and all my clothing for two sheep for milk.

Settled at the abandoned site that happened to be on a 3 tile island already cleared of trees. Perfect spot for agriculture.

Started in spring and had to scrape by eating leaves and grass to start. Milk helps immensely and now onlu 15% staving :D

Update. No longer starving. Got my hands on some turnips and gathered a lange bunch of bear- and dogpipe. These seem to be quite enough, complimented with a gulp of milk every day, to keep one from starving. Soon it's harvest time and I plan on trading most of my harvest for something to wear before winter comes. I opted to refuse wearing fur as well, so that will be quite the callenge.

May 14, 2024, 06:06:12 PM
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Re: Spotting, getting noticed, by unconscious NPC Hmm. Creatures can also regain consciousness (based on the condition checks) and as I don't recall there's a message when it happens so this might not be an actual bug.
A message about "[npc] regains consciousness." would solve the problem, but then again in real life it would be quite difficult to notice - until the NPCs gets up, if they are able to.

May 17, 2024, 11:07:08 AM
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Version 3.84.2 - second hotfix patch for version 3.84 released A second hotfix patch has been released for version 3.84.
It's available for all the supported platforms on Steam, Itch.Io and for lifetimers.

The following fixes/changes are featured:

Version: 3.84.2

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

 - fixed: pausable crafting item duplication

         In some conditions when you finished crafting an item the work in progress item still remained on the ground.

 - fixed: using TEXTILECRAFT skill displaying corrupt "Command:" prompt, eg. TEXTILECRAFTNETMAKING

 - changed: Staff item type and role

         Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes.
         There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to
         suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand.

         MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves.

 - updated: STAFF game encyclopedia (F1) entry

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

Happy patched adventures!

May 17, 2024, 07:16:10 PM
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Re: teleported to field True, there’s some quirky behavior when it comes to passed NPCs belongings. Sometimes even slender logs are ‘village property’ yet at other times they’re “free for the taking”

I tend to pick up things, then drop, tab unpaid, to see if the villagers believe I owe something. Or alternatively chat with villager and choose trade. If they tell you that they don’t have anything to barter, or they want you to pay for the goods picked up; is good choice too.

Since last few versions, the villagers tend to prowl several hundred yards/meters from their village, if they drop anything, you pick it up and bee line to the village: the villagers will get livid and call you out on “do not dare to try to leave with those goods”… when you’re returning them to the village.

Thankless bastards.

May 19, 2024, 07:08:41 AM
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Re: Make Menu only for Modded items = saving BAC and other large mods 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.

May 22, 2024, 07:08:58 PM
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Re: Is someone stealing my poop? 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?

May 22, 2024, 07:25:44 PM
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Re: Is someone stealing my poop? There might be some seeds left in those poops *coughkopiluwakcough*, that's why that birb has been stealing them..  8)
May 23, 2024, 02:16:18 AM
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Re: Vivi's Skill Training Ding Ding! This is a bump to announce the mod has been updated to add Netmaking and Bowyer skill training into the game~ Enjoy!
May 23, 2024, 03:36:50 PM
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[3.84] a very large spring Kari, a migrated character, is visiting a village which on the shore of a lake. The parts of the lake that overlap the village have been changed to a giant spring. I can provide a save if needed.


May 26, 2024, 09:33:25 AM
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anything