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Messages - McKwack

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1
Let's hope it lasts.
Welp, it hasn't. I tied the dogs to a fence and went inside for a second only to hear her scream in pain. Of course I had immediately grabbed my spear and ran back outside.  But it was too late. She was lying dead in a pool of her own blood, killed by a lynx. I left her fur on the sleeping bunk to warm me in the winter nights to come. The lynx hung around my base for a few more weeks until I finally managed to shoot it down. That's the fourth animal lost to negligence this month.

Don't let her sacrifice be in vain.. Dog fur mittens are the best mittens for hunting bears (or so the 'spell' says)..  :'(

2
As for testing with vanilla, do a fresh install to another folder.

Unfortunately, once installed, Steam Launcher won't give the option to install to another folder, so I just deleted all mod files and ran integrity check to force the Launcher to re-download the vanilla files. Hopefully that would be enough for a vanilla gameplay.

I tried to reproduce but couldn't make trigger the bug on my end. Also, checking the code it's very hard to find out a reason for something like this to happen.
Hmm. McKwack, feel free to send over the save file for testing and I'll try again. As a wild guess, it could be something related to the area where the action takes place, or in what sequence the preceeding actions were performed.

Agreed that the bug is tricky to reproduce, but somehow I managed to consistently reproduce it by creating new characters, start with the "Not All Who Wanders are Lost" starting scenario to make sure that you would always have a starting guinea pig animal that you can butcher.

Also, save-scum does not re-trigger the bug. i.e. I copied a save file before I attempted to trigger the bug. Once the bug was triggered and I loaded the pre-bug save file, the bug won't trigger anymore..  :-\

At any rate the save files are too large to be attached to this post, so I uploaded them to my Google Drive for easier share. Here are the links to the saved files:
  • Lutung: the character with whom I first found out about the bug. Have moved around quite a lot because I thought I simply misplaced the missing items.
  • BAC-Tester: test character using BAC mods.
  • Kaumo-Tester: Vanilla (or as Vanilla as I can get) test character.

Again, it's highly likely you won't be able to re-trigger the bug on any of these characters, although I was hoping that there'd be some hints of what happened in the log files, if any.

Please let me know if you can't download any of these save files.

Thanks Sami.

3
Bug reports / Cancelling tendon drying will make me lose all carried items
« on: December 31, 2025, 06:05:57 AM »
Got a weird bug where cancelling tendon drying process would make me lose all carried items (anything not worn nor wielded).

For the record I'm playing with an old version of BAC (pre-3.87), so not really sure whether this bug was caused by the old BAC or just a general bug.

The bug is very easy to replicate: simpy carry some items while starting the Textilecraft > Drying Tendon (Tendon Drying?) process, then cancel half way through.

I have a saved file ready to be uploaded if you need (new character to test, with BAC; sorry, forgot how to 'disable' mods easily without reloading Vanilla UrW).

Cheers!  :)

Edit: looks like this bug only happens the first time you cancelled the tendon drying process. Cancelling the drying process on the same character didn't make me lose any more items, but creating a new character and cancelling the drying process still make me lose carried items.

PS also tried to "clear" the mod files by using the "Verify files integrity" feature of the Steam launcher. Failed to clean up any mod accessed via the "Modded Crafting" menu.. :(

4
Thanks JP, but no need to move it to bugs section.

Galgana was right. I disabled BAC recipe for the Kota and used the vanilla recipe, and sure enough, each wall section gave me 1 slender tree trunk and 1 ragged reindeer fur when I deconstructed it..  :-[

Mystery solved.  :P

Thanks again all for your help.  ;D

PS wise men say, a picture is worth a thousand words.. so two pictures are worth.. a thousand and one words..?  :-\


'Confiscated' Njerp Kota (with a pile of dead Njerps nearby)


Deconstructed Njerp Kota (and some piles of ragged reindeer furs)

5
Development News / Re: UnReal World released on GOG.com
« on: October 21, 2025, 02:27:19 AM »
Sadly I didn't get any email from GoG re UrW getting released, as per my reply to Erkka here. :(
But never mind.. as long as we have long time dreamlisters/wishlisters buying a copy of the game from GoG, I suppose that's what really matters..  :D

6
Gameplay questions / Re: FYI on modding BIY files
« on: October 21, 2025, 01:30:26 AM »
So possibly caused by me playing with BAC mod?

Will disable the mod next time I have the chance to play and report back here how it goes.

Thanks Galgana. :)

7
As subject said.

Started a new game with the "Escaped Slave" scenario. Got lucky with one Njerp missed shooting me with his bow and shot another Njerp instead, which started a whole camp brawl..  :D

I just had to poke the lone surviving Njerp in the eye (literally!), finished off the ones still breathing, and started examining my "spoils of war".

Tried to tear down the whole camp so it won't be showing as "Njerp camp" anymore on the overworld map. But when I tried to deconstruct the kota, the wall only gave me 1 generic slender tree trunk, instead of 1 slender tree trunk and 1 kota cover/fur.

To confirm, I save-scummed another ongoing character, built a kota and then deconstructed the wall. It correctly gave me 1 slender tree trunk and 1 kota cover (used BAC, so might be different in Vanilla?).

Not sure whether this is a bug, an oversight, or an intended behaviour. However reading this story from back in 2021, Anna's escape, made me think that at one point in the previous version, deconstructing Njerp's kota should yield both slender tree trunk and some fur.

CMIIW.

8
Development News / Re: UnReal World arrives on GOG
« on: October 16, 2025, 02:02:00 AM »
Do we happen to have anyone who knows how the GOG dreamlist works?

At the moment UrW has 1832 votes on the dreamlist - I wonder if the GOG system automatically connects the dreamlist entry with the actual UrW entry? Do all the 1832 voters get a notification that one of their dream games has been added?

I think so, yes.

I got an email from GoG saying that Breath of Fire IV has been added to GoG thanks to the Dreamlist voters (don't remember whether I voted for that game or not, but got the email nonetheless).

At any rate I have upvoted UnReal World on the Dreamlist, so when the game is finally released on GoG (YAY!!!) I'll let you know whether I get another email from GoG or not. :)

9
Gameplay questions / Re: Long distance hauling of logs/tree trunks?
« on: September 14, 2025, 07:18:47 AM »
Not in Vanilla, but heres something you can quickly paste into the transport submenu of your diy_glossary to grab a bunch of trunks
[modded mod]

Thanks Felis.

I'll keep it in mind next time I'm playing with mod as alternative to the sledwagon. :)

10
Gameplay questions / Re: Long distance hauling of logs/tree trunks?
« on: September 08, 2025, 02:01:39 AM »
You can also pack one onto a bull. If it's a small bull, you might have to carve it into a log first.

Thanks Plotinus.

I rarely buy pack animals. Will have to remember to buy some bulls for my next playthrough.  :)

PS the one time I ever bought a reindeer, I got unlucky and had the reindeer got attacked and killed by a pack of wolves while travelling.. :(

11
Gameplay questions / Re: Cellars?
« on: September 04, 2025, 06:55:11 AM »
Any food on the cellar tile is considered inside cellar. If you’re efficient/lazy/have multiple sites (cabins/kotas/shelters) with cellars; you can during appropriate season dry meat&fish on the cellar tile with proper placement. No need to manually pickup and move to cellar.

This.
I always try to build my cellar right next to my shelter/cabin for this exact purpose. :)

12
Gameplay questions / Long distance hauling of logs/tree trunks?
« on: September 04, 2025, 06:52:20 AM »
In my most recent playthrough, I found lots of fallen tree trunks suitable for cabin construction. Unfortunately they are all several 'blocks' away (I'm using 1 'block' to describe 1 world map square).

Are there any efficient ways to haul logs/tree trunks etc. over long distances aside from using raft? BAC has sledwagon, but as far as I know, for vanilla gameplay using raft is practically the only way to do so.

Thanks.

PS tried to search but couldn't find any mention of long distance hauling anywhere in this forum.

13
Mod Releases / Re: Baitseeking for worms mod
« on: August 20, 2025, 10:27:00 AM »
How do you get this mod to work? Dug a pit on the shore at a lake tile and stand on top of it. I press shift-M, choose Baitseeking. Then appears the text "HANDCRAFT OPTIONS: Baitseeking". But there's no options listed. Wielding a wooden shovel doesn't help. This mod ought to be an obvious feature. Whenever you look under a stone, you'll find worms.

You do realize that this mod is very old, yes? Last post was on Nov 2021, CMIIW.

Most likely it won't work out-of-the-boxdownload anymore after the most recent update involving mods..  :(

Having said that, it might be worth the while to bring this mod up to date, since even BAC don't have this kind of bait yet. (There's one involving chopping fishes and/or veggies to make baits, but not worms).

They should add summoning worms by rubbing a stick with grooves

And worms just crawling out of the ground after it has rained

Make it a spell you can learn from the local Shaman after you have completed a quest from him/her/it/them.  ;D

14
Modding / Re: Making new wearable items to the game
« on: July 24, 2025, 04:54:20 AM »
The BAC mod has several new clothing items added, (loincloth, anyone? ;)) so you might want to check that one out while waiting for someone to show you how to do it.

You can download the latest BAC mod from here.

Hope this helps. :)

15
Mod Releases / Re: BAC 3.86
« on: June 19, 2025, 04:06:29 AM »
A very minor point, the "spindle" appears twice in the Textiles menu.

Just mark off one of the "spindle" recipe, either from the vanilla one or the modded one. I marked off the one from vanilla because it's easier to find (although potentially would return when the next update arrive..  :( )

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