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Re: Different phrasing when receiving payment from villages Squirrel hide has been one of the historically used "standard units of measuring barter value" in Finland. The word for "money" in Finnish is "raha", and the etymology of that word derives from (squirrel) hide. This dates back to the same era UrW draws its inspiration from. So, generally speaking - foreign traders were interested in buying the valuable winter furs, and a squirrel hide was a base unit to measure the value of bigger / more rare furs. A bit simplified, but something like this =)
January 31, 2025, 08:53:02 PM
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Re: Vivi's Skill Training
Thank you very much for suggesting this!

Unfortunately, it doesn't "see" the training sessions as being an item to discard. I know the command is working because it gave me a choice to discard everything else in that tile, but it ignored the partially crafted training sessions.

For now I just put furs over them to hide them lol but I'd really like to solve this puzzle of making them go away!

Hey, just in case you check this topic again. If you made a bug report, could you link it here? I'd like to keep track on if it gets fixed. :D
I had debated on if I wanted training sessions to ever have a tile, before realising it just might as well be held forever. RIP the pausable things though... I should add a note not to do it when exhuasted or so before it piles. :)

February 04, 2025, 01:33:34 PM
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Modded crafts menu, spin-off features and wood type modding Separate menu for modded crafts is mostly up and running by now although thorough testing that follows will likely bring some more work on the table.
A good amount of re-thinking (and code rewriting) was required to get the [r]epeat last task option to learn and properly distinguish what menu action should be performed
and from which files the data should be fetched. As a spin-off result we'll be now seeing the actual craftable item name always displayed in the [r]epeat last action field.
Moreover, if the item was crafted from the modded crafts menu there will be (mod) prefix tag to indicate that. Eg. "(mod) Big club" or "(mod) Decorated fishing rod".
This way one can easily distinguish [r]epeat crafting of modded alternatives from the original ítems, especially if they have the same name.

We'll be also featuring a new [masterwoodtype] modding tag that can be used to derive the original wood type from the used wood resource into the crafted item. We'll likely also put this in use with some selected items, eg. wooden stakes which will then start to appear as pine stakes or spruce stakes etc. It's not appropriate to have all the wooden items to derive the wood type as this would only make the character's inventory less readable and functional, but it will be used where the wood type really makes difference gameplay wise.
For this and data structure reasons it's likely that the tag can be used only for timber type crafts.  There are bunch of issue still to solve to have all this work properly, but the wood type will start to appear as a visible and effective item property also elsewhere than with tree trunks. One of the things still being worked on is that names of the items with wood type property are being generated on-the-fly rather than using hardcoded item names. For example, an item called '"Wooden stake" we'll be displayed as "Pine stake" if it's made of pine.

These are future features - not yet functional in current version 3.85.

February 06, 2025, 07:04:12 PM
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Skin Right, so Sami removed the Skin you can find in villages with Wooden Canteen instead, because it didn't fit with the Finnish era. This mod is for people who disagree with that(I mean, a Skin is as simple as tying leather with tying equipment, right?).
Granted, I have zero idea if leather is waterproof off the bat. Realistically wise.

I play in imperial, so here is the weightage to compare with what Sami added.

Empty
130g skin
0.5kg canteen

Filled with water
2.4kg skin
2.7kg canteen

You get back the default Skin that used to be in the game, with the same weight values and so on.
The recipe is 130g of leather and 0.3kg of tying equipment. Its in the Utility menu.

Installation:
Just paste into the UnReal world folder after unzipping.
Regardless of it being in steam or free version, it should be in
D:\SteamLibrary\steamapps\common\UnRealWorld
Ignore the steam part. Just put diy_Skin.txt in UnRealWorld folder.

February 09, 2025, 12:37:27 PM
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Re: Reducing amount of blunt hits enough to kill prey
Hi everyone,

I started using blunt hits to preserve quality of hides and noticed it taking somewhat many blows to kill.

An elk I've just hunted down had survived sixteen hits to the head with a woodsman's axe (which weighs six lbs) before died. I don't have an experience of killing someone this way (as well as any other), yet seems a bit unrealistic to me.

Spoiler: show


It might not be that excessive. You are essentially hammering away to cause irreversible amount of brain damage that the animal can't ever recover from. Easier to do by cutting right into the brain matter with the edge part than simply causing cranial hemorrhage through thick skull.

Realistically what a hunter would probably do is to cut the carotid artery with his knife (edge attack on the neck) once the animal is unconscious rather than keep hammering the skull. That this harms the skin currently can be considered to be unrealistic.

February 11, 2025, 05:42:10 PM
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Re: Possibility of Superior Furs Plotinus,
I’m not 100%, but near certain that tanning doesn’t run encumbrance check. If you’re tanning elk, bear skin with a bag, birchbark basket or multiple bowl: game doesn’t prompt “with the load you’re carrying your task is more difficult “ paraphrased, I’m not  able to check the exact wording. Same as trapping. On the other hand timbercraft and fishing do prompt about the penalties, injuries, encumbrance, fatigue.

February 12, 2025, 10:09:49 PM
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Re: [3.85] Work-In-Progress item cannot be continued or discarded.
This is mentioned in the changelog for the mod:

"1. Pausable crafts being gradually added may cause training sessions to be PARTIALLY CRAFTED, and can't be discarded.["/quote]

Yep it says, but nevertheless all the pausable crafts should be able to continue by trying to craft the same things again, and that failing is the actual issue here.

February 25, 2025, 11:46:02 AM
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Re: [3.82] Porridge can only be cooked in absurdly small portions Porridge portions sizes are going to be adjusted to reasonable amounts in the next release.
Why they currently appear all too tiny is an oversight as the water required doesn't get included in the finished product, so the portion size is based only on the flour weight.

Moreover, we're also adding mechanics to define number of portions to cook so you'll be able to make a full pot of porridge if need be.

February 28, 2025, 11:21:50 AM
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Automatic fire tending I really like how shingles are replaced automatically to maintain light as our characters work on tasks nearby.  I'd like to see something similar implemented for fires.  Wood could be added from a nearby pile of firewood or branches as the fire starts to burn low.  Additionally many crafting processes reduce the weight of wood such as crafting a fox trap from a board.  It would be nice if that wasted wood could be added to a burning fire nearby.
February 28, 2025, 07:43:49 PM
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Re: Possibility of Superior Furs
Plotinus,
I’m not 100%, but near certain that tanning doesn’t run encumbrance check. If you’re tanning elk, bear skin with a bag, birchbark basket or multiple bowl: game doesn’t prompt “with the load you’re carrying your task is more difficult “ paraphrased, I’m not  able to check the exact wording. Same as trapping. On the other hand timbercraft and fishing do prompt about the penalties, injuries, encumbrance, fatigue.

I don't think even the weight of the hide counts.  If you look at the weight you are carrying, the weight of the hide is immediately subtracted as soon as you begin a tanning process.

True, but if you attempt say active fishing (rod) at 99Fatigue, I've had pretty abysmal success, even the fatigue gets removed with the "restful" activity the active rod fishing is. I believe they're (hideworking -- fishing) calculated differently.
IME if the game does or doesn't prompt about encumbrance/fatigue/injuries: is if the physical penalties affect the task or not.

March 05, 2025, 08:55:14 AM
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