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Re: [Fixed - 3.70beta3] Sneaking while skiing on snow crust does not halve the speed Fixed. Persists in 3.70beta3.
September 01, 2021, 07:17:54 PM
1
Re: More uses for yarn in 3.70
I've been playing the new beta a bit, and I was wondering whether it would make sense to allow creating cords from yarn, now that we have textilecraft?

Yes, it's the intention that 3.70 stable will feature cords made out of yarn - and also ropes to be made out of cords.

Quote
Also related: now that plant fibres can be used for making yarn, wouldn't it make sense to allow harvesting even picked plants, like nettles, for extracting the fibres? The leaves aren't used for that purpose, but currently, once you pick the leaves you can't do anything else to the plant.

Yes it would. The old mechanics of how picked plants are treated internally was just bit of a bottleneck there - but I guess it will give in eventually...

September 03, 2021, 09:29:03 AM
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Re: [3.70] metric rope shortening
I'm not sure if this is a bug or not. It's a difference in functionality between metric and imperial modes, but it avoids a situation of having to choose between 0.3m, 0.7m, 1m, 1.3m  in metric mode, which is a bit inelegant I guess

It's difference in functionality. The interface wants to use whole numbers with tying equipment shortening, and with auto-shortening you don't need to worry about the lengtht all that much anymore. If there's need to be really precise with some lengths the best option is to select imperial units during the gameplay, then shorten, and switch back to metric.

September 03, 2021, 03:25:53 PM
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Re: Village items cannot be paid for without being yelled at. 3.63 (stable).
    1. I moved all the village items to a building.

It's likely the result of this. The game, and villagers, try to keep track of the items - what's carried and what released - but excessive transporting, especially if it includes villager requests to pay, can apparently break something in the debt data. What actually happens and where remains unknown since to find it out we would be able to reproduce the whole drill as exactly as possible.
It's quite impossible to track things backwards from the savegame. Some item ownership related data is surely messed up there, but at what point and why it happened is super tricky to find out.

The best advice is not to do this. Moreover, it can seriously lower yours characters trading reputation as hesitation and repetitive picking and dropping of unpaid goods doesn't please the villagers.

September 13, 2021, 10:18:03 PM
1
Re: yarn weight bug
I didn't make the yarns myself. I bought them from villagers.
I tried to make the bug happen again. but I couldn't. I can't figure out what caused the bug.
as I remember, I only did buy them from villagers and used them to smoke meat cuts. ( and joining them? )

Ok. Thanks for the additional info.
Now this must be result of this bug:
https://www.unrealworld.fi/forums/index.php?topic=6516.0

In 3.70beta3 auto-shortening doesn't always reduces the yarn weight properly, but it will be fixed in the next patch.


September 18, 2021, 05:53:21 PM
1
Re: Stack yarn of the same length 3.70 beta.
All the yarns I have were purchased from villages.

I've never manually cut a yarn and have always relied on the automatic cutting to required length whenever I dry food or make blunt arrows.

Okay, then we'll actually considered this a bug as reported here:
https://www.unrealworld.fi/forums/index.php?topic=6516.0

Auto-shortening doesn't always update the tying equipment weights properly. And as the weight differs, the stacking doesn't occur.
I checked out the village yarns and they're okay, the same length pieces stacking as they should.
This is issue is luckily already found and fixed and will be in effect in the next release.

September 18, 2021, 05:56:10 PM
1
Wrapping it up for a stable release Seems like all the most critical bugs have been fixed by now and 3.70 beta has been around for such a good while that we don't expect any nasty surprises anymore. So wrapping things up for 3.70 stable starts now, and the release is expected early this month.

The few latest additions to 3.70 that were finally accomplished are craftable cords and ropes from yarn, and whole lotta new character portraits.
Just a little more work and patience is needed and then it's out.

October 01, 2021, 01:53:25 PM
15
Re: 3.70 beta 3 - randomly catching branches while rod fishing It is a bug, not intended, and something we haven't heard of before. Quite interesting. Anyone else catching branches?

October 02, 2021, 02:06:10 PM
1
Version 3.70 (stable) released on Steam, Itch, and for lifetimers We're happy to announce that version 3.70 has reached the stable stage and is now released and available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section.

If you were playing 3.70 beta versions, you should know that there's also new content added since the last beta. And if you weren't playing beta versions at all, then prepare to discover a lot. But first a little look at the key features with a few screenshots.

Key features of version 3.70

The key features of version 3.70 version deal with the moon and the moonlight, fibre processing with new textilecraft skill, snow penalty for all the creatures and snow crust, lots of new character portraits, tying equipment adjustments and additions, crafting fishing rods and hooks and usage of baits, option for metric units, and so on. The list of additions and fixes is long and you can find the full changelog at the bottom of this post.


Trudging through the deep snow the escaping elk tires itself easily while the hunter gliding with skis on snow crust travels easily.


There are lots of new character portraits added, and also an option to ask whereabouts of village water supply.


The autumn nights are already dark, but during full moon there's enough light for example to go fishing - with self-made fishing rod and hooks, that is.


Textilecraft in action. We have a new batch of harvested nettles retting in the water, and prepare to spin some yarn from earlier extracted nettle fibres.


Version 3.70 changelogs

First, here's changelog since the latest 3.70 beta version - new content to be aware of for those who have already been playing the beta versions.

3.70 (stable) changelog - new content since 3.70-beta 3

- added: whole lotta new portraits, and specific portait categories for old men and sages

A good bunch of new portraits have been added for kids, female and male characters. There are also two new portrait categories specifically for old men and sages. Portraits in these categories are exclusive for those type of NPCs and can't be associated with other NPCs nor chosen as a player character portrait.
MIGRATION NOTICE: NPCs generated in the previous versions continue to appear with their previously generated portraits.

- added: bowstrings as a separate functional part of a bow

Bowstrings are now featured as a craftable item of their own. Bowstrings wear out in use and thus need to be replaced every now and then. Crafting any bow now requires also a bowstring item, so you need to have a bowstring ready in order to make a functional bow.

* crafting a bowstring

Bowstrings can be crafted from [M]ake-menu under [W]eapons category. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. Upon crafting a bowstring you can select the material, yarn or cord, to be used.
It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality. Your textilecraft skill determines the success of making a bowstring. Due to item usage complexity bowstring crafting is hard-coded and not to be found in editable diy_*.txt file.

* bowstring breakage and replacement

Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added.
You can check out condition of a bowstring in strung bows with inventory command. Upon selecting a bow to examine you will see how the bowstring looks like.
You can add a new bowstring to a bow with no string with [a]pply command. First apply the bowstring, and then select a bow to be strung with the string.

- added: [a]pply command can be used to remove hook from a fishing rod or to unstring a bow

Sometimes you want to remove the old fishhook or bowstring at will and it can be done with [a]pply command.
To remove a hook from a fishing rod [a]pply the fishing rod on dry land. The reason for doing it on dry land is that otherwise the fishing attempt will be initiated.
To remove a bowstring from a strung bow just [a]pply the bow anytime.
If you try to attach a fishhook or bowstring to fishing rod or bow that already carries those item parts you'll be notified of these new removal mechanics.

- added: spruce quick-bow - a simple craftable makeshift bow

Spruce quick-bow is the most simple and quick to make type of a bow. It's made out of a single branch that is cut from a standing spruce tree. It goes without saying that this type of bow is not a high performance weapon, but it is efficient enough for hunting squirrels and other small game.
Spruce quick-bow can be crafted from [M]ake menu "Weapons"-category. There's also SPRUCE QUICK-BOW game encyclopedia [F1] entry available for more information.

- removed: primitive bow and juniper bow - newly introduced spruce quick-bow replaces these.

- adjusted: villagers reclaiming heavy loads

Previously villagers would crowd endlessly around items they wanted to reclaim and restock if the load of whole stack was too heavy to pick up. Now they try to pick up such loads in smaller stacks, and if that should fail also they will eventually give up.

- added: craftable cords and ropes from yarn

You can now craft cords and ropes from yarn. These options can be fround from [M]ake menu under [T]ying equipment category.

- adjusted: cord and rope crafting requirements and applicable skill

Crafting any cord or rope now also requires a branch which is used as an aid for twisting the strands firmly together. The applicable skill for crafting yarn based cords and ropes is now textilecraft.

- changed: generic "cord" item name and quality

The generic craftable makeshift "cord" item which is made out of strips of clothing is now called "cloth cord" and its finished quality always remains on inferior side.

- updated: game encyclopedia [F1] entry for CORD and ROPE

- adjusted: "Set a net" now shows only tools in "Fishing" menu

- modding add: 'first word' value for [naming:] tag

Using 'first word' with [naming:] tag will get value of the first word of selected material/item name.
For example, material requirement and naming such as:
{Cord} [remove] [name:%s product] [naming:first word]
would result in finished item called 'yarn product' if 'yarn cord' was selected as the material, or 'linen product' if 'linen cord' was selected. And so on.

- adjusted: fatigue accumulation when moving by watercraft

Type of the vessel and implement used to move it now matters to how fatiguing it is to move by watercraft. In general it is more strenuous to move by raft than by punt. The implement used to move the vessel also matters. Shoving the watercraft ahead with sesta takes more effort than paddling.

- adjusted: companions pay more attention to closing doors

Companions now always try to close the doors they pass. This is to avoid them letting domestic animals, or warmth, to escape from your settlements.

- fixed: possibility of NPC portrait being the same as player character's portrait
- fixed: carried load unit (lb/kg) in statistics window not changing if system of measurement was changed during the gameplay
- fixed: sneaking while skiing on snow crust didn't reduce the speed
- fixed: dried cuts as fishing baits got used up in one single fishing attempt
- fixed: [nominlen] crafting tag not calculating tying equipment stacks properly
- fixed: NPC's excess bartered good might be distributed also to the village animals
- fixed: auto-shortening of tying equipment in crafting recipes not always reducing the weight accordingly
- fixed: boy NPC weights generated wrong and too low
- fixed: plants not burning in fire

Version 3.70 major changelog - since the first beta release

To view all the new content in version 3.70 the full changelog is here:
http://www.unrealworld.fi/370-changelog.txt

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Cheers, and happy adventures!

October 09, 2021, 09:47:24 PM
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Re: UrW mobile controller Controller bug in 3.70 Windows version have been fixed now, and the game is updated on Steam, Itch and for lifetimers. So if you are on Windows and had problems with the controller, simply download/update the game again and let us know if it works ok.

On other platforms the fix will be delayed, but we'll try to do it as soon as possible.

October 20, 2021, 11:24:02 AM
2