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Re: How did you discover UnReal World? -- 10 choice poll Played it briefly in the mid-nineties or thereabouts, then put it down because it was too hard. Fast forward 20 years and I see it mentioned in a thread on RPS and thought "that game still exists?" and decided to try it out again - especially as I've been listening to Heilung lately, and been into retro bushcrafting and survival/prepping, so it was kind of logical.
November 05, 2018, 10:08:41 PM
Re: Well...shiite! Being rather new to the game, I've noticed that I often forget to pay attention to the messages or meters, as there is no "tangible" feedback - nothing's been fatal so far, but I often walk or work till I drop from exhaustion because I'm focused on what the character is doing on the screen and don't pay attention to the right side of the screen (especially when there's line after line of messages of my dog barking in hunger or the bull bellowing). If the character started staggering, or the screen dimmed when you're getting too tired, it would be a more prominent cue. Or in the case of forgetting to wear clothes in the middle of winter, a blue tint over the screen as you start feeling the cold...
November 28, 2018, 04:25:27 PM
Re: Snowshoes
As someone's who made attempts to manufacture snowshoes at home, in the most traditional way possible, I'm also willing to speak up for snowshoes. Though we might need to look into potential historical accuracy issues (I know URW isn't historical, but it is Finnish-inspired), I think snowshoes would be a wonderful addition to the skis.

The ancient Finns are likely to have used a sort of a swampshoe to walk on swampy ground, and this type could be used as a snowshoe as well. You can find a picture of a swampshoe and swampskis here - as you can see the swampshoe bears strong resemblance to the "bearpaw" type of snowshoe, but would carry less weight, being more open design to avoid getting stuck in a swamp. The gap between a swampshoe and a proper snowshoe looks like it's quite short, but it does seem that the type of snowshoe that developed in North America was never really developed in Europe. But it would not be completely anachronistic.

December 04, 2018, 11:14:41 AM
Re: Best way to preserve berries long-term ? To expand on Privateer's post, you can get a slightly hackish way of drying berries by copypasting that snippet to the cookery_glossary.txt file, for example into the vegetable recipies section, before the [SUBMENU_END:vegetable] tag. I say "slightly hackish" because as far as I can tell, the salting/smoking/drying methods are hardcoded and you can't expand on them - so it has to be made into a recipe, which is a bit counterintuitive and doesn't really work like drying berries or mushrooms would in real life (the cooking recipe methods need you to have a fire, but in reality you can dry berries or mushrooms the same way you can dry meat or fish in the game - it just wouldn't take as long). It would be nice if the salting/smoking/drying methods could work with wider selection of foodstuffs, but I doubt the devs would consider it a high priority since the recipe mod can be used to create almost the same effect.

EDIT: Never mind, I wasn't thinking properly... Anyway, I noticed that the devs are planning to add berries and mushrooms to the foodstuffs that can be dried - so maybe next version will have that?

December 09, 2018, 07:45:41 PM
Re: The story behind some human bones There weren't any quest items around, just the bones and some spruce twigs. Oh well, it's probably just something I have completely forgotten about - maybe some Njerpez did ambush me during my trip north, and I left him to rot there and that's were the human bones came from - the glutton bone is a bit of a mystery, still, but the the real explanation is probably rather less interesting than the conjecture. But makes a nice mystery story, A Case of the Five Bones...
December 22, 2018, 02:13:49 PM
Re: The story behind some human bones I'm not sure if it had an icon, I had been walking quite a while without looking at the area map when I suddenly came across it. It's probably left over from something I had done myself, although the camp site was very unusual for me (I ike to build near water sources), and utterly forgotten about, but I think I'll make up a story in my mind of some untold tragedy...

And now that I know carcasses eventually rot away and leave bones, I finally have a use for those Njerpez corpses littering the landscape around my settlement - I will start collecting them and dumping them somewhere where I can find them again and leave them to rot to the bone, and then I'll feed the bones to my dogs...

December 22, 2018, 09:20:50 PM
Allow dogs to fetch prey floating on water I was gathering herbs and hunting on a remote lake, shot down a few birds over water, and as I waded in to pick them up and eventually started getting cold, I started thinking it would be useful to have a command for dogs to fetch prey floating on water. The dog would pick up the bird, come back and then drop it near the owner. Of course, if the dog was hungry, it would eat the bird instead. That might be expandable to other small prey as well - for example, you set your dogs on a hare, they hunt it down, kill it and then bring the carcass to you. The latter would be a bonus, but the former would be really useful especially in early spring/late autumn, when the waters are too cold to wade in yourself just to fetch a bird for a couple of cuts of meat, and you don't have a boat or raft handy.
December 29, 2018, 11:54:40 AM
Re: Allow dogs to fetch prey floating on water
Don't know how historical it is, but it's a great idea. Maybe you could buy trained and untrained dogs for this. And trained dogs would be more expensive. Maybe add a training system for the players in the future and when the option to sell animals becomes available, you have another way to earn a living.

I would think the idea would have occured to our ancestors around the point they were freezing their bollocks off wading in themselves.... the dog in the game is no particular breed, but more like a generic mongrel - but any dog that can be trained to hunt can be trained to retrieve. My family used to have a succession of hunting dogs of random pedigrees, and while training some took more effort than others, they were all used to retrieve mallards with (some) success - one of them you couldn't let out of sight or it ate the bird - hungry or not - but as long as you kept it in sight, it too brought the bird back...

December 31, 2018, 11:44:06 AM
Re: Allow dogs to fetch prey floating on water
Wouldn't the dog freeze as well in finnish waters? It's not like their fur is water- or cold-proof

Depends on the breed - some breeds have a thick and oily underfur, which gives them protection against cold water, and most northern breeds are quite cold-resistant. Though if this idea were coded in, maybe there should be a limit on how cold the waters can be - many dogs can take colder waters than most people, but even they'd refuse to go into waters that are near freezing point.

December 31, 2018, 04:38:05 PM
Re: Magic Berrys! There really is something weird going on. I went trading in south-eastern Driik in early Seedtime/May (my base is in northwest Driik), and upon entering one village, discovered lots of peas and rye for harvest - I immediately saved the game and made a copy of my character folder, then reloaded the save - and all the harvest was gone! The field is now completely empty of rye and peas - just some dog pipes, milkweed and clayweed here and there (aren't these also out of season?). Seems like the logic is something like this: when you first enter an area where something has new sprouted, the game shows it as fully grown and harvestable - however, if you reload, or move to a new area where similar crops are growing, the game catches up on unseasonal crops and from then on, it shows the correct harvest time. I've attached a screenshot of unseasonal milkweed - these seem to persist even after reload - sadly I didn't think of getting a screenshot of the unseasonal rye harvest...
June 21, 2019, 11:55:03 AM