See likes

See likes given/taken


Posts you liked

Pages: 1 ... 19 20 [21] 22
Post info No. of Likes
Re: Meaning of [roast], [boil] and [bake] tags? The UrW nutrition model is a bit simplistic, so nutrients are neither gained nor lost by (poor) processing, but some (drying and smoking in particular) concentrate those nutrients in a smaller package, allowing characters to eat more nutrients before the belly gets full.
Water, naturally, doesn't contain any nutrients at all, and so is merely a filler. However, some foods need to be processed in various ways, and all kinds of processing are not available to all foods (you can't roast grain, for instance).

May 25, 2019, 12:29:45 AM
1
Re: NPC hunters gone wild
I've been playing Unreal World for a very long time through the standalone edition so I was just curious to ask will it continue receiving the updates such as if you decided to update hunters logic. Its a worthy investment if not but it would be very generous as I am on very tight funds currently. But I personally love the game. I've died from so many things and I've created many amazing profiles just to see them disappear in the blink of an eye over falling through ice, causing catastrophic damage to limbs from falling off cliffs, or getting killed by a wild arrow to the head from a companion, etc. I love the game and put numerous hours into my many adventures. Keep up the great work and Id love to hear back from you.

Firstly, thanks for the compliments. Then, it's interesting you that you asked since during the past years I've found myself considering future of the (donation-based) free of charge version because donations have dried out pretty much completely. The original deal (since 2013) has been to keep free of charge version available for everyone if there's sufficient amount of support. But there really isn't, and the standalone version seems to be considered more "free" rather than "donation based". It used to be in fair balance for some years, but nowadays it's (unjustly) only a fistful of people handing out some support whereas there are loads of freeloaders.

So, I really have to consider things, and when there's consensus - or changes to current policy - it will be properly announced. It may be likely that the interval between paid version and free-of-charge version will be lengthened to greater extent, paid version comes way first and the free follows later on - so that the incentive for support is more concrete.

May 26, 2019, 10:49:05 AM
1
Rye and Barley are not good crop? I like my character eating flat bread, but talking about bake it, it's really a laborious job!
First I have to harvest it and thresh them all like other kinds of crops.
After that I have to grind them to peel chaff and make them ready to cook.

The grinding job is really tiresome and yields almost nothing comparing to the time I spend.
Because it consumes a lot of time, this job usually require more calories then I can get from flatbread.

I really like peas, broad beans and turnips because they yield a lot of crops and need no prepare job.
On the contrary to this rye and barley require extra jobs which make their value low in my opinion.

May 27, 2019, 08:05:45 PM
1
Re: Rye and Barley are not good crop? I use the Njerpezit Cooking mod to get some variation and "better" cooking options, in particular the pot prepared food that combine multiple ingredients to fill a pot completely, allowing you to cook less often. Combining items also means you can get some high nutrient food (meat) together with lower quality ones to end up with a good total amount. The Goulash also used a limited amount of flour, which means you don't have to grid flour as often (and, as a result, don't have to use as much flour in total). The mod also contains a number of nicer bread options. If I remember correctly, the flatbread one simply uses more ingredients, resulting in more bread per baking session.

Unfortunately, the UrW nutrition model means using ingredients such as mushrooms and berries are loss activities. I'm not sure if you're going to starve to death trying to live only on berries (and they'll go out of season eventually anyway), but you sure get gradually hungrier and hungrier even with a constantly full belly because of the low nutrient concentration (an occasional addition of the meat from e.g. a bird can keep you going, though).

May 27, 2019, 08:54:34 PM
1
Re: NPC hunters gone wild
I just purchased this game on steam to show the support that it deserves. Keep up the good work

Mmkay. Doing my very best, with the power (and support) invested in me. :)

May 28, 2019, 11:09:00 AM
1
Re: Rye and Barley are not good crop? I do get what you are saying - but I think it's a part of the charm. It's nutritious and the yield of a medium sized field should get you through a winter easily. As for the labor, I often make it a winter job grinding out flour next to a warm fire as the freezing winds and snow roam outside of the hut. As PALU said, using various mods with cooking recipes makes it more fun by far (from my perspective) by for example using crops for making beer or new sorts of bread.
May 28, 2019, 04:13:02 PM
1
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
1
Re: Bark stuff, birch-bark stuff You are on a roll :D pretty cool stuff, looking forward to play.
May 30, 2019, 04:27:17 PM
1
Iron age shield made from bark discovered in England There has been a very significant find of martial a shield made from bark, rather than metal or timber as previously known examples from the period. The find is dated to the early iron age (~350-250BC) in England, used by Celtic warriors. This is especially rare and significant because a material like bark doesn't normally survive the centuries. I have no idea whether something like this would have been used in Finland, but of interest to people here nonetheless I'm sure.

https://www.independent.co.uk/news/science/archaeology/celtic-shield-leicestershire-archaeologist-ancient-warfare-a8927871.html?fbclid=IwAR0zkdCru1nancic6sPzg9It1IGhlK6Z--up-zTVrgQzFb-0PMvdF9j6aYU

Quote
The discovery reveals that the ancient Britons used the same lightweight shield-making material used at least in more recent centuries by Aboriginal Australian warriors.

It is likely that the Leicestershire shield was actually used in at least one battle. It has two probable spear impact marks and two probable blade marks, potentially made by metal swords.

Each blade impact mark gives a fascinating clue as to the defensive properties of bark shields.

Read more
 
Crusades fighters ‘had families with locals and recruited offspring’
Bark is more resilient than metal or wood – so sword blows (and arrows) tend to fully or partially rebound off them.

In the case of the blows which caused the blade impact marks on the Leicestershire shield, the blade had quite literally bounced off and back onto the surface, thus producing parallel five centimetre long repeat impact marks, just a few millimetres apart.

It demonstrates the almost rubber-like deflective nature of the shield’s bark composition.

But to make the bark behave in that extremely effective way, the shield’s Iron Age makers had to employ some very sophisticated manufacturing techniques, researchers have discovered.

First, they had dried the bark in such a way as to give it an inbuilt rubber-like weapon-deflecting “bounce” capacity.

They achieved this by inducing tension in the bark, as it dried, by deliberately bending it in the opposite direction to its natural tree-surface curve.

This enabled the inner face of the bark to become the outer impact-absorbing “business” face of the shield.

It is this deliberate curve-reversal-induced tension which gave the shield its protective qualities – and it was the ultra-lightweight nature of bark (as opposed to metal or ordinary timber) which would almost certainly have allowed the warriors to fight more agilely and for longer.

May 30, 2019, 07:14:46 PM
1
Improve the menu system With the menu system the way it is now, it's not possible to have more than 25 items on a menu. This severely limits the amount of mods you can use at once, which is annoying to say the least. It shouldn't be too hard to add multiple "pages" to menus, or enable people to scroll down. Hopefully this can be worked into the next update.
May 31, 2019, 07:45:03 PM
1