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Re: What's Going On In Your Unreal World?
"He used to be a warrior, then he took an arrow to the knee".. or neck.
February 16, 2021, 09:43:37 PM |
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A very draft of textilecraft -- fibre processing on its' way
So we're adding fibre processing, from harvested plants into yarn, starting with nettles. It's a complex feat(ure) all-in-all and the things briefed here can change as we proceed. Now we're in the middle of brainstorming, study, coding and testing the initial mechanics - and also making changes to existing stuff to the extent that allows this type of new material processing in the first place. Starting with nettles we'll add few new habitats (ponds and wetlands) for them so that the newly featued usefulness will be practical in the wilderness conditions. Nettle harvesting also needs to be changed so that they can be harvested way earlier than currently, without seeds naturally, but in good length for fibre extracting. Fibres obtained will be probably categorized as PLANT item type, for easier spotting and selection from the inventory. For all the fibre processing and spinning yarn it's likely that we'll feature a completely new skill: textilecraft. The fibre processing in general will go through retting, drying and extracting fibres. We'd like to feature water retting based on the temperature, so it can be faster or slower depending on the weather (ie. water temperature), and becoming impossible in the freezing weather. We'd also like to make it possible to extract fibres from (fresh) nettles simply by hand without retting process required. It takes some time, but that's how you would craft a fishing line in the wilderness within few hours. For producing larger quantities of fibres the water retting would be the way to go, of course. Fibres can be spun into yarn either by hand, or with a spindle. The both options will be available. Crafting a spindle is simple, but the actual spinning is something you need to practise. Textilecraft skill would come in handy there, as the beginners surely don't produce yarn all that fast at all. That's some of the to-dos (and actually some dones also) from top of my head to come up with satisfying fibre processing. With this addition I found it better to proceed kind of backwards... So at first I've got some (magically generated) nettle fibre, and a spindle - a new craftable item. Textilecraft menu is set up with the initial options. Retting, drying and extracting are mere placeholders, but spinning yarn is being coded now. Productions times and yield and internal properties of the bundles of fibre, and yarns are on the table. After the spinning code is ready, it's time to concentrate on the preceeding steps. Here's a very draft screenshot where I'll try to code Kuitu Kaumolainen through spinning his first nettle yarn. There's bundle of nettle fibres and spindle on the ground. These are future additions - not yet functional in current version 3.63. March 17, 2021, 11:04:37 AM |
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Re: What's Going On In Your Unreal World?
Drop your stuff on Wilderness map, mark it under F6. Go greet “adventurer” type. Robbers will pick up goods on Zoom in view. May 01, 2021, 02:31:28 AM |
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Open World Sale on Steam & Dev's life picture feed from the real world
A special sale focusing on Open World games has started on Steam and lasts until 31th of May. We wholeheartedly cherish this special event and celebration of infinite exploration. You know, it's very much our genre, since early 90s, and acknowledged with (debatable) merits such as First open-world survival game (GWR Gamer's Edition 2019). Anyway, it's a special opportunity to grab the game for discounted price from the Steam. Just venture at UnReal World store page. Since this is very dear topic, genre and approach to game development for us, we wanted to celebrate the occasion with special content. Those who have followed the development do know that for Enormous Elk game development isn't actually clean indoors job. We tend to practise what we code, pursue the traditional lifestyle to varying extent, and draw a lot of inspiration from the real world experiments and adventures. As a special way to celebrate the ongoing Open World Sale we've compiled you this picture feed of the two man dev. team doing their infinite exploration outside the development chambers. This is an assorted collection of dev's life along the way in the real world. Enjoy! Erkka (co-designer) on the left with frame drum, Sami (creator) on the right with kantele, at gorgeous Orinoro gorge in eastern Finland. Sami doing elks calls in the woods. Erkka walking horses in the woods. Traditional log building with traditional equipment. Erkka on the left, Sami on the right. Erkka's sauna warming up on a winter day. Broad beans are flowering while Sami is cooking something. Sami takes a look at the open arctic world. Rowing in the summer evening. Roasting the catch in the rain. Sami after threshing rye in the barn in all traditional, and smoky fashion. Erkka after some muddy work. Find a dev among the sheep. Sami is getting a feel of the wilderness. Erkka chopping firewood. Sami doing mounted archery. Breakfast for Erkka. Summery coffee break for the two-man dev. team. Skiing with a shovel preparing to settle here for a night. Sami's bicycle trip to gather a bunch of wild greens was a success. And so was Erkka's fishing trip. Happy islander. It's winter. It's open world. On Hornankallio cliff Sami takes a look at the familiar landscape - not too far away from his development chambers. The Road goes ever on and on ... And if the road goes smoothly the next update, UnReal World version 3.70, will be released in June, 2021. Cheers! May 27, 2021, 08:27:58 PM |
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Tips, Tricks, FAQs
Just wanted to list some tips and tricks I learned from others via the forums/wiki/YouTube or a few things I figured on my own. Some items in the list may be shockingly obvious to you but not to some other players - please simply skip the ones you already know without getting offended... I am hoping some of this would be helpful to others, obviously newest players would benefit most although even seasoned players can always learn from each other as there is a lot to do and try in this game. If anyone's interested, please feel free to add your tips. I might add them to the first post at some point to keep altogether. Unsure how the format/classification should be so will start with an easy numbered list. OK sat down to list 10 and exceeded it. More to be added as time permits...
Edit 20210624: Added #12 How Can You Get An Axe Early Game?. Edit 20210629: Added #13 Character Creation Screen Tip & #14 Print Screen World Map Before Entering Game World. Edit 20210701: Added #15 Ancestors Limit and Selectively Deleting Some Ancestors. Edit 20210704: Added #16 Process to Boil Poisonous Mushrooms & #17 Tips for Agriculture. Edit 20210715: Added #18 Animal with Very Low Carry Weight?. Shortened the thread title to: 'Tips, Tricks, FAQs'. Set this thread to Sticky to make it more visible at the top of subforum. Edit 20210923: Modified #12 How Can You Get An Axe Early Game? and added the missing referenced forum thread link. Edit 20210924: Added #19 Sleeping on Spruce Twigs. Edit 20210924: Added #20 Post Spruce - a Simple Wilderness Condition Shelter. Edit 20210924: Added #21 Build Base Next to Rapids. Edit 20210924: A few style tweaks: No emboldened fonts outside entry titles. (better) Standardised capitalisation it entry titles. Removed placeholder (last) entry. Edit 20210924: Added #22 Armour Coverage Statistics Screen. Edit 20211003: Style improvement. Edit 20230111: Added #23 How to Make Cordage From Fibre Plants (hemp/nettle/flax); and style improvement. June 23, 2021, 10:42:18 PM |
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Version 3.70 beta now available on Steam, and for Lifetimers
Version 3.70 beta is available on Steam as beta-branch you can opt-into at will. Lifetime members can find the beta version at the designated forum section. On Steam there's now also Summer Sale going on. Beta release on Itch will follow next week. Things are fairly stable already, but as it's beta release the bug potential is higher than usual. Also, some features are still pending to be polished to their final stage in patches to follow. 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, new character portraits, tying equipment adjustments, craftable fishing rods and usage of baits, option for metric units, and so on. The list of additions and fixes is long. You can take a look at it here. Phew! It's been quite a bit of content to add. Let's keep our fingers crossed for the possible beta bugs being minor and scarce. But whatever their size and annoyance level may be, we've got our bows prepared for shooting them down. June 27, 2021, 06:35:55 PM |
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3.70 beta-2 for Windows released
Small update to fix a few bugs has been released for Windows on Steam, Itch.Io and for lifetimers at the designated forum section. Patches for other platforms will follow later on. 3.70 beta-2 (for Windows) fixes the following: ---------------------------------------------------------- - fixed: domestic animals triggering your traps - fixed: small weight units (g, oz) shown in carried load statistics together with false basic unit (kg, lb) Now carried load is shown in basic units - either kg or lbs. - fixed: character creation modes "easy" and "too easy" unexpectedly quit due to option points miscalculations - typo: "kgs" abbreviation used in metric system units. It's now always singular "kg", as it should be. ---------------------------------------------------------- Cheers! July 04, 2021, 01:08:23 PM |
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Finally - Made it until the Fall
i always begin with runaway slave although 2/3 times of beginnings i die within the 1st day. This time I killed all but 1 of Njerpez warriors just by throwing rocks on their faces and then decapitate them with the axe. The snow was red from the bloodshed. I got hurt also and was bleeding but LUCKILY throw my last rocks on and managed to kill the enemy. It was close. Of course I collected all of their gear and weapons so I had something to trade with. During the same spring I travelled wounded from far east Kaumo to far west Driik because they are rich. My aim was to get dogs and tools like all the axes. Also nets and fishing rods are vital to me. I went allover Driik and put up another camp. There was my fishing nets waiting while i went another village further. I traded for 3 dogs and proper set of axes. Not perfect quality all but variety was good even with the knives. I was also lucky with hunting and when faced the heard of reindeers I shot one and ran down another to shoot and my hunting trips where good. When i felt i got good gear and the 3 dogs i started going east to big no man's land on southern coast where is the river towards north. There i started to build a cabin which is important to proper sleep between the furs and especially to smoke meat and fish throughout the year. Cellar is always what i build 1st. I had a visit to north to check out the river. Ended up to Koivula and a girl named Liisi wanted me to escort her to Kaumo which was where i originally started as a prisoner. Was nice to have some woman company but nothing really happened, honestly. I anyway prefer a chubby blond over skinny redhead. As a reward she gave me ( I had a boat so from Reemi coast i went back home to my no man's land River near the southern sea. Now I had a house with fenced field (it was too late to start growing anything this year) by river and 8 nets, 4 dogs, crossbow, fine bow, plenty of broadhead arrows, seeds, fine fishing rod. in the late summer/early fall i was checking out new not-mapped areas near my home. I ran into a bear. Literally. Of course i saw it from distance but with my dogpack i felt confident i could hunt it down. But the dogs where behind me and i was running towards the beast with a bow and bh-arrow it ran against and hit me. I was badly hurt and my game almost ended there. Usually I try to avoid thatkind of risks after playing hours and hours. I had a severe crush in the chest and bad bite on a hip bleeding . So my dogs put down the bear, i was so worried about them but no dog got hurt. Next 1-2 weeks i couldn't stand up and that made things difficult. Couldnt skin and butcher the bear. Making bandages is expensive and i didnt even have enough materials so i knew i could use the help from the Sages in the towns. I measured the nearest culture would be Driik so i crawled all the way there. every 30 mins i had to have a break and i tear my clothes to make bandages and i was lucky to carry herbs which i still think made a difference with not getting infected. I was rich still having masterwork furs from the treasure so i knew could trade more stuff in Driik. In Driik i used my old campsite where in the cellar there was reindeer bones which i could use to feed the ever-hungry dogs. After trading in Driik all i could - all i needed - i left back home. Still crawling. That was a lot of crawling. So i recovered. Most of the time there was no bandages but i put leaves of the herbs and also ate the same plant - dont know if that has any effect. I went back home my house. The building is 4 wide and 3 high. It has a bed and a fireplace. It has a door on every wall and plenty of windows. Next to it is my shelter which i use to store leather/clothes/furs. I know it doesnt need that but just to keep order in my camp. It always gets full of stuff left over everywhere. I happened to have a very good elk skin but no fat and it was new to me that u can only harvest the tanning material on certain time of the year so i was hurrying to find anything to hunt and get the fat. If only i could use the fat on my own belly. 1st i shot Njerpez warrior easily but his dog managed to runaway with my two broadhead arrows shot on it. No fat gained whatsoever. Then i ran into a pack of boars. I sent my dogs after them. When one was tired i shot it and killed it with the sword gotten from a njerpez. I left the boar dead right there to get another one - thinking i would come later to process the body. So my dogs ran down another one and i tried to stab that also but got hurt and bad bleeding. I had to stop to stop the bleeding so i sent my dogs for the pig whigh was very near by. All this happened on a daylight on a mire so the visibility was good. One dog ended up dead. The gray one which was always the hungriest. Other 2 dogs got hurt and one was just fine. But i killed and butchered the wild boad and returned to do the same to the previous one left behind. I had 2 boar skins, and a "winter dog-skin". Plus plenty of boar and dog meat. I sacrified a lot for that lost dog... I am planning to make a hat out of that dog fur. Wounds are healing. I am well and alive. I have never played the game until the first winter but it is coming. The winter is coming. Can't wait. Cheers, brothers and sisters July 20, 2021, 11:45:47 PM |
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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 -------------------------------------------------------------------------------------------------------------- Cheers, and happy adventures! October 09, 2021, 09:47:24 PM |
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Season's Greetings
The midwinter and holiday season is at hand! It is time to send you our warmest Season's Greetings with a few moody photos from this very day. Thank you for 2021 to those who already roam the UnReal World, and welcome into the Far North, all you new adventurers. We have just passed the Winter Solstice on northern hemisphere, and the amount of daylight now slowly starts increasing. Otherwise the winter in Eastern Finland continues in decent -20 degrees celsius temperatures with delightful amount of snow. Sami (UnReal World creator) heads towards the real world in horizon. Merry Christmas, Tree. This mighty spruce grows beside the village road, not very far from the development chambers. Now let's survive the midwinter, and see you again in 2022! December 22, 2021, 04:22:44 PM |
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