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Re: Bark stuff, birch-bark stuff
Holy moly, that's actually quite big .. but now I bring the 1.000.000 dollar question - how do you stand about making cords from the birch-bark? Will that be an official thing in the game? It does seem rather unrealistic not being able to hang up meat unless it's from cloth or fur, but at the same time I guess it brings some discussion about how much easier it will be to survive a winter.

It actually crossed my mind to add vanilla birch-bark ropes along with these additions, so very probably we'll be seeing that. Actually there are so many plants that you could fashion makeshift cords quite easily - their properties and durability varies a lot though, but that's more challenging to model in the game in enjoyable fashion.

Also, cords not getting destroyed in the cooking processes is also on my personal to-do list, but we'll see how the priorities and difficulties will meet...

May 29, 2019, 06:18:18 PM
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Breakthrough in the discovery of DNA in ancient skulls buried in water The unique archaeological Iron age site of Levänluhta in Western Finland is the most intriguing burial site in Finland:
Skulls of 98 individuals, mostly from women and children, have been buried in water.
A team of researchers from the University of Helsinki have used new DNA technology, including the analysis of strontium-isotype composition in tooth enamel to find significant information on the skulls.
The DNA matches present day Sámi people. The presence of the Sámi people so south in Finland has been verified for the first time.
Anna Wessman, Director of the Levänluhta project, Antti Sajantila, Professor of Forensic Medicine and Laura Arppe PhD Researcher of Stable Isotope Research, share their insights on the finding.

https://www.youtube.com/watch?v=D_AcAyYmLuA

June 11, 2019, 06:34:24 PM
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Craftable birch-bark items and associated ponderings Craftable birch-bark items are a thing now.
You can make boxes, and baskets, and shoes and caps - and also birch-bark ropes.
Character's CARPENTRY skill determines the success of birch-bark crafting.

And while I was at it, leather/fur cloth crafting times and material requirements were also touched a bit. All the material requirements have been increased to slightly exceed the finished cloth weights, and crafting times of smaller clothes have been reasoned by increasing or decreasing the required time.

And while I was studying the nature and construction of birch-bark shoes, I found a remark that if birch-bark shoes were used in a field work they lasted in usable condition for maybe two weeks. So in real life birch-bark shoes should wear out pretty quickly if used extensively.  And as our characters usually tend to walk ridiculously excessive distances on almost daily basis it got me thinking of adding wearing out mechanism for shoes and boots so that you would need to replace them every once in a while.
So...something like that is also very likely to be added now.

June 14, 2019, 12:09:23 PM
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Re: Smoking time That 3-4 days is "hot curing" smoking which is far more recent method than what was in use at the time of the game. I dearly wouldn't count on preservation of few months with that, unless it dried up to "beef jerky" fashion.

What we refer to, is explained by Ilmar Talve in "Finnish Folk Culture" simply as:
"The meat was smoked in the sauna, to begin with at a low temperature for 1-2 weeks ('cold-curing'), after which it was kept at a high temperature for 2-3 days to make sure it war properly done."

June 14, 2019, 12:27:40 PM
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Re: Craftable birch-bark items and associated ponderings Good points here and there, and we try keep things covered.
See...
as we can see with combat related wearing out it's so that clothes and armour do not come down in their quality upon wear. 
So masterwork boots will appear as masterwork boots, even if they are seriously worn out masterwork boots. The same principle applies to footwear wearing out in use.
With weapons and tools it's already so that higher quality items are more durable. Now quality based durability will be extended to cover armours and clothes as well.
As a result your fine boots will last longer than the rough ones. 
And while I'm at it, the quality of armours and clothes will be extended to cover their protective values as well. Finer furs are warmer furs, and so on.

When it comes to repairing clothes, it really should be made so that you shouldn't be able to repair things infinitely.
This could be easily achieved by lowering the quality on each repair, finally forbidding rough clothing to be repaired at all.
Just pondering for now, though, as there are these other things in line first.

June 19, 2019, 12:17:16 PM
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Summer Sale, Summer opportunities I'm a bit late to announce this but it is live now: Steam Summer Sale, and you can get UnReal World  for discounted price until 9th of July.

I want to bring this to your attention because it is likely that when next version is released the interval between Steam version and standalone (donation-based, free-of-charge) installers will be significantly longer. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

Why this announcement is late then, is because while the sale was launching I was busy attending to 'science-art-forest' themed seminar and workshops at Koli in eastern Finland - a location famous of its hills and cliffs which are well-known national sceneries of Finland. 
In addition to presentation about working with the game I also performed an archery demonstration in the most awesome location I have ever shot a bow.
Summer is full of opportunities. Let's not hesitate. Cheers!


Archery demonstration, shooting with Japanese bow.


Giving a presentation about UnReal World and the related stuff..


The highest summit of Koli; "Ukko-Koli"

June 29, 2019, 07:39:39 PM
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Re: Summer Sale, Summer opportunities
Hi Sami,
How lifetimers subscription will be managed regarding this?

Thankyou,

Regards.

Same as always; lifetimers for get everything ie. every version, on any platform or distribution channel, free of charge for ever (ie. lifetime of the game.)
 

July 03, 2019, 07:15:18 PM
4
Re: Question about debug_topics.txt
Was trying to make some cuts here and there in encyclopedia, then suddenly got lightning striked after adding some new entries.  :o

Does the max limit of topics is core set to max 500 ?

And eventually if is it possible to extend that bracket/limit?

Yes, it's capped at 500 topics and can't be changed by players. I'll give it some more space for the next version.
Back in the day we must have thought that "500 topics should be enough for everyone..." :)

July 08, 2019, 06:58:41 PM
3
Messing with measures So, the length property has been added for tying equipment, and I've been working on to update item conversions and crafting requirements to accept this brand new addition.
Adding measure of length is a perfect example of seemingly simple, yet fundamental addition which extends all around the code and has brought up numerous related features.
Here's where we are at now with tying equipment additions, and now I hope to be able to catch up with more NPC stuff - where I was before getting entwined by ropes and cords.

 - added: measure of length for tying equipment

         Appropriate items, such as ropes, now have a length property. The unit of length we use
         is foot (ft), and should an item have a length property it is displayed both in inventory menu
         and when looking at items on the ground. This addition foremostly affects to crafting material
         requirements which can now be length based.

  - added: new crafting category under [M]ake menu: "Tying quipment"

         This category contains the usual ropes and cords, which are now removed from their previous
         location in "Utility articles".

 - added: Join and shorten options to manipulate tying equipment lengths

         Under "Tying equipment" category within [M]ake menu there are options for joining and shorterning
         ropes and cords as sometimes specific length is desired. You may not want to spend full length
         rope on something that requires only a short piece, or you may need to join cords together to
         come up with long enough string for a specific craft.

 - changed: tying equipment requirements in crafting are now length based

         Instead of requiring certain number of cords and ropes all the tying equipment requirements
         are now length based.

 - reasoned: required tying equipment types in some crafting recipes

         For example:
         When making arrows, previously you could use any "tying equipment" in the process - including
         ropes. Now arrow making requires "cord", a little finer and more specific tying equipment.

 - added: tying equipment used in cookery do not disappear in the process anymore

         You can pick your ropes and cords back after the smoking and drying processes are done.   

These are future additions, not yet functional in current version 3.52.

July 10, 2019, 01:40:01 PM
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Re: Dog leash disappeared
When making camp I tied my dog to a tree, spent the next day fishing just a few meters away then as I wanted to leave I noticed that the rope had disappeared. Normally it's on the same tile as the tree you tied the dog to but this time it was just gone.

The dog is still shown as being "tied in place". Tried cutting down the tree but no change. Tried applying a different rope but it just tells me the dog is already leashed. Looks like I have no way to untie the dog so I'm just gonna lose it...

Three things...
1. Is this with the latest version 3.52?
2. You spent the next day just few meters away,  so you didn't zoom out from the area at all? (This may be important detail)
3. zip up the character folder and send it over to me. I'll fix the save for you - and try to reproduce.


July 17, 2019, 12:00:57 PM
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anything