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Messages - Saukko

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1
Gameplay questions / Re: Cord to make arrows?
« on: December 01, 2021, 07:47:33 PM »
Are you sure you harvested the nettles, using Agriculture skill, instead of just picking them up? If you just pick them up, you get leaves, but if you use Agriculture and Harvest them, you should get nettles that you can then turn into yarn using the Extract fibers command in the Textilecraft skill menu (or do the full process if you have the time for it). If you only ever get leaves, no matter what you do, it sounds like a bug.

2
Suggestions / Larger raw material batches
« on: November 21, 2021, 10:23:28 AM »
I'd like the ability to use larger batches of raw materials, especially when cooking. There might be use cases where it would be a nice QOL improvement in some other cases as well, but I think it's most prominent in cooking. For example, I was just recently gathering some tellervo's gift mushrooms, and those are usually found in very large batches, so I had about 100+ mushrooms to prepare by boiling; however, the interface only allows me to boil a batch of 10 at a time, which means that preparing some 100+ mushrooms and fill two wooden bowls with it takes a lot of key presses, and a single batch is only using a fraction of the pot's capacity.

In the best case scenario, you would choose the cooking vessel first, and then the maximum amount of raw materials would be determined by the capacity of the vessel. But failing that, the interface already has the ability to enter an arbitrary number, but the maximum is still 10 - which is a bit redundant really, because you have the quick selection keys for it already - so maybe it would be possible to increase that number. Or would that break something else?

3
Bug reports / Re: Game window odd behaviour if resized (in Linux)
« on: October 17, 2021, 05:50:03 PM »
If you still have the time and appetite to test some more, perhaps you could try (after disabling your WM setting) whether the bug occurs when you resize the window to a part of your desktop that does not intersect a dock/applet/screen boundary etc.

I just tried resizing the window to an area where it doesn't touch any other screen element, and the bug still occured. Deleting winpos.dat returned the window to its default size and position, and I could lock it again. You're probably right about SDL - if I recall correctly, bugs and regressions in SDL libraries have been an issue before (wasn't the Linux using 100% of core while idle bug caused by it as well?).

4
Bug reports / Re: Game window odd behaviour if resized (in Linux)
« on: October 17, 2021, 10:48:57 AM »
On my 24" 1920×1080 monitor the fullscreen mode is a bit too low-res for my liking, so I prefer to play in a smaller window (besides, my desktop background is a photo of Heilung, which lends the right atmosphere to playing UrW...). I couldn't find any setting to return the window to default, and didn't think of checking if deleting winpos.dat would've helped - but after reinstalling, I used the window manager settings to force the window size, so it's not happening again, and now I can't accidentally resize it either. The default window is about the right size for my liking, or maybe I've just grown used to it.... Anyway, with the window size fixed, it's not an issue, and I suspect it might be specific to the Linux build - though it might be interesting to know if any Windows users have encountered this.

5
Bug reports / Re: Game window odd behaviour if resized (in Linux)
« on: October 16, 2021, 08:20:05 AM »
I actually ended up wiping the install and reinstalling - no big deal since I don't have any mods currently - because once it started happening, I couldn't find a way to stop it. I'm not sure if this is a new bug introduced with 3.70, or if it is something that's been there for a long while and I've just not noticed because I haven't resized the window earlier.

6
Bug reports / Game window odd behaviour if resized (in Linux)
« on: October 15, 2021, 10:40:32 PM »
I just noticed that if you change the game window size from the default, then each time you zoom in and zoom out, the game area gets smaller, more squeezed in and after a while the elements start overlapping each other. This is happening at least in the Linux version of the game using Kubuntu 18.04 (Plasma desktop) - but as long as you don't touch the window sizing, it seems to be ok, so I used the desktop windowing settings to force the window size to prevent accidental resizing.... not perhaps a big priority bug, but maybe something to look into at some point.

EDIT: I've attached a screenshot of how it looks like after I did the zoom in/out cycle a few times. I initially resized the window vertically slightly smaller from the default.

7
Suggestions / Re: Rowan berries
« on: August 31, 2021, 07:07:03 PM »
You could probably do this with modding (https://www.unrealworld.fi/wiki/index.php?title=Modding_Plants).
Mod in a new plant for rowan berries, make it spawn only next to rowan trees, add the "poisonous" tag to it, and have it removed when boiled.

That's a good idea, I hadn't considered this. I'll try this right away - though as I understand the code, it would spawn the berries next to the tree, but not on top of it, which would be the part that would need some custom coding?

EDIT: Can't get it to work - if I leave out the SYMBIOSIS tag, they appear like normal berry bushes would in that terrain. But once I put that tag back in, they don't appear, at least not anywhere near rowan trees. So either the SYMBIOSIS doesn't work with berries, or there is some conflict with where the rowans appear and the TERRAIN tag for the berries.

8
Suggestions / Rowan berries
« on: August 31, 2021, 05:04:33 PM »
I was out collecting rowan berries just the other day to make some light mead and jam, and it occured to me that rowan berries are missing from the game. Although they are quite bitter and mildly poisonous if eaten straight out of the tree as soon as they become ripe, after the first night frosts or after boiling (or throwing them into the freezer for a day in modern times) most of the parasorbic acid that makes them bitter is converted into sorbic acid, which makes them less bitter, and the mildly poisonous substances present in the  seeds are also destroyed, especially during cooking.

In game terms, rowan beries could be something that's still available in late autumn/early winter when all the other berries are already out of season (somewhat similar to cranberries). The rowan tree and its berries have had a prominent position in folk magic and folk medicine, so it would somehow feel quite appropriate - would probably require quite a bit of work to add, though; coding the rowan trees so that they can have berries in the first place, plus some new graphics.

9
It would be great to hear if people who noticed high CPU usage in previous versions now find it better. Feel free to speak up. I reckon it was mostly Linux and OS X issue.

It's better now in Linux with beta 3 (Ubuntu 18.04 LTS). It used to show 100% load on a single core even idle, but now it shows about 25% load when it does LOS calculations while moving around, and <10% at other times.

10
General Discussion / Re: Glowing embers, saunas
« on: July 14, 2021, 07:19:58 PM »
So the most typical situation for roasting turnips would be when you raze down the camps or villages of your enemies, rob their turnips and roast them on the embers of their burning houses?

11
General Discussion / Re: Glowing embers, saunas
« on: July 13, 2021, 05:19:29 PM »
I think this comes up mostly because for normal cooking, you don't need a big fire - I can't even remember when was the last time I used more than 9 firewood + 9 branches (9 because that's the max you have to only press one key for), because for normal cooking, that's typically all you need and using more would be wasteful - and that doesn't give you enough embers to roast with. I don't often warm up the sauna either, because other than roleplaying, it doesn't have any purpose outside of some very rare occasions when you get the flu in winter (if it helps even then?).

After having tested this a few times based on the way I play, you need about 30 wood to have enough embers and you have to start either while the fire is still burning or right after (30 wood doesn't give you the ember graphics, but you can still roast) - if you start when the fire is out, you have about a 30 minute window during which to do it. But using up 30 wood almost never happens, so I would have to light up the fire especially with roasting turnips in mind; and this would be a bit pointless, because their nutritional value is so low. Basically, it comes down to needing so much firewood to have enough embers that it doesn't really come up in the normal course of play - even in winter I usually don't heat the fireplace for all that long in one go, because I'm out doing other things.

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General Discussion / Re: Glowing embers, saunas
« on: July 09, 2021, 10:09:58 PM »
I always seem to miss the windows of opportunity for roasting, I either haven't burnt enough wood to produce enough coals, or I've missed the time period it was available because I was doing something else. I did manage it once when I set fire to a dismantled shelter - that produced large enough a fire with embers that lasted long enough and were easy to notice; embers in a fireplace are quite easy to miss, especially if the fireplace is against a south wall because then you can't see the ember graphics, which is quite subtle in any case.

13
I hope you were able to deal with that...  ::) :P

There is always the discard command, which does lack that certain something that shoving those inferior quality crafted items, rotten carcasses and other undesirables into that furnace from hell that readily consumes entire tree trunks has.

14
I think I discovered a safe Iron Age asbestos - dried retted nettles... I was trying to get rid of some excess nettles I couldn't use and shoved them into the fireplace, but much to my surprise, they didn't burn. I don't have any other plant fibers at hand so I can check if the same applies to other dried retted plants.

15
Solved'n'fixed bug reports / Re: Cold weather in midsummer. [3.70b]
« on: July 07, 2021, 05:32:38 PM »
The situation might repeat itself - I deleted WEATHER.DAT before starting a migrated game, and all was mostly fine for several months; then at the end of summer, it started snowing and the sea started to freeze, so I deleted the file again. I'll see if the weather becomes weird again within a few months.

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