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Re: Possibility of Superior Furs
and what we really want to know is whether superior furs are possible in 3.85.

That's what I'm starting to lean toward: a bug in 3.85 (or perhaps it's intended?). I will say I've only tried stripping naked and dropping everything except the fur and fat a couple of times, it didn't work so I stopped bothering. It's not a huge problem, since I have enough fine furs to buy anything I could possibly want, it's just strange that a character with 100 Hideworking skill can't get a superior fur.

March 05, 2025, 02:05:38 PM
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Where from comes myth from the game's intro? "There are countless stories, legends and myths about The First Winter.
During The First Winter, the Inehmo became many.
Men, wives, children, the heroes and the wise ones walked the earth, The heroes made the fire, they made the bow and the arrow and they hunted.
They made clothes, they made tools and shelters, they wade skis, and they made drums and the kantele.
When The First Winter was over, Inehmoes could not understand The Wind Singing, nor The Bear and The Forest humming.
The wise ones among the people said that The World was no longer real.
The World was Unreal."

I tried to look for similar motives about the unreality of the world but found them only in Buddhist mythology or in Greek philosophy.
The question is whether this motif exists at all in the Baltoscandian and Finno-Ugric mythology?
I also tried to find a motive about the "first winter" that was but ended, and I couldn't either.

Is onception of Unreal and real world is totaly fictional setting?

Also i managed to find another pieces of information in game manual

"When The First Winter was over, inehmoes could
not understand The Wind singing, nor The Bear and The Forest
humming. The wise ones among the people said that The World was
no more real. The World was Unreal. Still, inehmoes can return
to the Real World in the dreams and with the spells. The Shamans
became negotiators between the people and the spiritworld, the
otherworld, The Real World."

March 05, 2025, 07:06:34 PM
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Re: Where from comes myth from the game's intro? The first winter is an adaptation (and combination) of "stealing of the Sun", and "Sampo" myth. The idea that a long long time ago there was an age of prosperity, when earthly life was somehow free of trouble. And then something happened (the sun went down and didn't rise up the next morning), things got difficult. But the humanity coped, and eventually the Sun returned - but somehow it was no more the same, things were different, something had changed permanently.

I remember that about the same time when UnReal World turned from a more generic "sword and magic" phantasy to Finno-Ugric mythology, Sami was also considering changing the title of the game. But a considerable number of players resisted, saying that they had grown attached to their mental images of a phantasy world which is somehow "unreal".

So, we took these ingredients and cooked a fictional mythology which both keeps the original name of the game, explains it, and still draws from Finno-Ugric mythology - not being a direct reference, but an artistic adaptation of the age old themes.

EDIT: Hmm, so I think that the theme of "unreality" as such isn't a theme in Finno-Ugric mythology. But there is this idea of world being made of various layers, most of the layers being unseen to the normal waking consciousness, but those unseen layers oftentimes being the most influential. So, the "unreality" is an adaptation from that idea, thinking that once humans had a direct contact and communication with all the unseen layers, but then they lost it - humanity survived, but the direct contact with the unseen world became more like a rarity, something for trained professionals, and rare occasional supernatural encounters experienced by common folks, and a loose collection to beliefs and rituals to manage these relationships.

March 05, 2025, 07:37:06 PM
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Portion based cooking Now working on portion based cooking, which means that you will be able to cook multiple portions of certain recipes and prepare for example a full pot of porridge if need be.
The number of portions to prepare is asked when you start cooking and the amount of required ingredients are adjusted accordingly.
Portion based cooking won't be a thing for all the recipes, but for the relevant ones where it becomes most handy; porridges, some stews and soups.
At the same time we'll be checking all the recipes and some ingredients adjustments and corrections will also take place.
There will be also a new [portion:num] modding header tag added so that you can utilize the portion based cooking with modded recipes too.


As Klavus goes for cooking basic porridge he's now asked how many portions to prepare. 5 is maximum in this recipe, and it equals to preparing full pot of porridge.


Klavus starts to prepare 5 portions of porridge, and the ingredient requirements are increased accordingly. It takes good amount of flour to make a full pot of porridge.

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


March 07, 2025, 06:56:12 PM
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[Fixed - persists in 3.85] Superior furs and leather impossible to craft Adding tanning material during hideworking always results in reduction of quality of superior skins. 

Tested over 100 times by backing up saves and multiple different superior skins with a 100 hidecrafting character with minimal encumbrance.  Fine skins and below maintain quality nearly always.   Confirmed it wasn't a mod created problem by  creating a new 85 hideworking character on a completely vanilla install and ran about a dozen tests, same result.

March 11, 2025, 03:00:13 AM
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Re: Superior furs and leather impossible to craft Took a quick look at the code and it confirms that there's indeed bug potential with the code in 3.85 in regards to that stage of tanning.
In 3.84 it seems to be in order and this sort of issues weren't (probably) encountered.
I'll check more closely with some character tests, but judging from your mere experiment alone it's very likely that we've hit the bug there.


March 11, 2025, 06:57:27 PM
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Re: Portion based cooking
Yes, as Plotinus wrote, main reason is to feed multiple dogs from a large fish. At the moment one needs 3 custom crafting (not cookery) recipes to do this: one for salmon, one for trout and third for pike. Other fish are small enough or close enough not to “waste” portion above 3lbs.

Ah, that, yes. This still remains a low priority thing in my books, as there's little practical other usage so I don't think we'll see that happening with this go.
I'd rather like to make it so that dogs would eat only a portion of bigger fish at a time so that the rest would be saved for later - or a player character could grab the leftovers to cook for themselves.

Quote
Also this would give our characters the option to give a portion of a large fish back as a sacrifice to the spirits.

Hmm. That's debatable how the spirits would like that. :/

March 12, 2025, 07:20:31 PM
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Preserved meat/fish cooking and birch-bark pots We're soon preparing to wrap up the upcoming version and hopefully have a beta release out still this month.
There have been such a significant additions that I wouldn't be surprised if beta period would remain rather long before all the issues that may arise are tackled. But we'll see then.
And the last new features we'll still add to this version are quite exciting as well.

We'll have a bunch of new recipes and ways to utilize dried and smoked meat in cooking.
There will eg. dried meat soup and dried fish soup. Moreover, you'll be able to use salted meat/fish as an alternative to raw meat/fish in cooking. So you can prepare eg. meat stew using using raw meat or salted meat.

And then, there will be a new craftable cooking vessel made from birch bark - a birch-bark pot.
Despite the term it's rectangular in shape, made from a single sheet of birch-bark with the seams sealed tightly with split twigs. These can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.
Cooking in a birch-bark pot requires constant care so the recipes that could be left preparing on their own in an iron pot need to be maintained constantly when prepared in the birch-bark pot. For this reason cooking in the birch-bark pot takes more of player character’s time. Birch-bark pots also wear out a bit with every heating and can be used only a limited number of times. Their smaller size also limits the number of portions you can cook at one go.

And apparently, in order to make birch-bark pots we also need to add mechanics to harvest birch-bark as sheets in addition to current method of harvesting it in long-strips.
We've got a bit tight schedule coming up, but I'll rest my case now and hopefully the next news you'll see will be 3.86 beta release news.
Stay tuned.

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

March 22, 2025, 04:33:25 PM
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Re: [3.85] Villagers/Wolves don't care about each other You are just witnessing the domestication of dogs.
March 27, 2025, 03:59:51 PM
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Version 3.86 beta released Here we go releasing the first version of 2025 - version 3.86 beta. It's now available on Steam, Itch.Io and for lifetimers.
Being a beta version with many complex and significant additions the work towards stabilizing everything still continues, but we're anticipating to have the stable version out in few  weeks. But I'm fairly sure this version will bring enjoyment and joyful discoveries even at its beta stage.

Here's the changelog:

Version: 3.86 (beta)

** Saved characters from version 3.80-> are compatible with this version. **

BETA NOTICE:

   This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.

 - added: aspen trees - a new tree species

         Aspen is a large deciduous tree growing up to 15-30 meters in height. It grows in groves, fresh coniferous forests, rich spruce mires and also on clearings and hills. Grown aspens provide big trunks when felled. Its bark can be also peeled for tanning purposes.

         MIGRATION NOTICE: For characters migrated from earlier versions aspen trees will start to appear at zoomed-in terrain maps only at areas that haven't been explored yet.

 - changed: aspen tree required in Old Man's Punt quest

         Old Man's Punt quest now requires aspen tree to be used. The quest dialog is updated accordingly.

 - added: young birch trees

         There are now young birch trees which produce slender trunks when felled.

         MIGRATION NOTICE: For characters migrated from earlier versions young birch trees will start to appear at zoomed-in terrain maps only at areas that haven't been explored yet.
           
 - redrawn: rowan tree tile graphics

 - added: tree species property for slender tree trunks

         The tree species now gets derived into felled slender tree trunks. As a result slender tree trunks are now called for example as slender rowan trunk or slender spruce trunk - depending on what species of a tree was felled.
         There's now also different tile graphics for the different type of slender trunks. These have been added as separate columns within truetile/sltrunk.png tile graphics file.

         MIGRATION NOTICE: If possible, generic slender trunks felled in the previous versions will be converted into slender spruce trunks in this version. This applies only to trunks that have been handled eg. picked up, by the player character. The others will remain as generic slender tree trunks without tree species information.
         In version 3.85 slender pine trunks already inherited the tree species but were named incorrectly as "pine slender tree trunk". These will be converted into proper slender pine trunks in this version.

 - added: some crafts now require slender trunks of specific species
           
         This is indicated within the material and tool selection dialog the same way as all the other preferences.
         For example, you may be given requirements such as "You need a board, preferably of rowan or alder." or "You need a slender spruce trunk."
         In cases where certain tree species is preferred it's still possible to use material of any tree species, but if it differs from the preferred type the produced item will be of lesser quality. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.
         A specific slender trunk wood species is now preferred when crafting the following items. In the previous version some of these items were always crafted in average quality, but now the used wood type affects to finished item quality.

          * Blunt arrow - birch or rowan are preferred
          * Lippo - spruce is preferred for the pole, and the finished item quality now varies depending on the materials used.

          * Axe and shovel hafts - birch or rowan are preferred
          * Spear haft - spruce is preferred
          * Ski stick - spruce is preferred, and finished item quality now varies depending on the materials used.
          * Stone-axe - birch or rowan are preferred

 - adjusted: for crafting paddles, aspen is added as a preferred wood type along with spruce

 - adjusted: for crafting wood slats, birch is added as a  preferred wood type along with pine

          As the wood slats are used for arrow shaft blanks now the best quality arrows are made of either pine or birch.

 - added: wood species shown within the description of certain timber type items

         The wood type information is shown within the timber item description. For example: wooden stakes made out of slender birch trunk will appear as "birch stake", and wood slats made out of pine will appear as "pine slat".
         
 - modding add: [masterwoodtype] tag to derive wood type from the used wood material into the crafted timber type items

          You can now derive the original wood type from the used wood material into the crafted item, but this is functional only for crafts that come out of as timber type
items.
          [masterwoodtype] tag is added for the required material where the original wood type is derived from. For example, when crafting something from slender trunks we would add [masterwoodtype] tag for the applicable required material line as follows:

          {Slender trunk} (5) [remove] [masterwoodtype]

          This example specifies that 5 slender trunks are required and the finished item will derive the wood type from these slender trunks. If these slender trunks were of pine, the finished item wood type will be also pine.
          The wood type will be shown in the finished item name but its original name remains unchanged. For example, if we crafted "Wooden stake" which derived pine as its wood type it will be described as "Pine stake", but its original item name is still "Wooden stake". So we can use that item name {Wooden stake} as a material requirement in other crafting recipes, and can still derive the original wood type from there if need be.
          The game generates finished item description either by adding wood type prefix or replacing "wood" or "wooden" words in the item name. For example; "wooden stake" may become "pine stake", and "wood slat" may become "birch slat". If there's no "wood" or "wooden" word found in the orignal item name the prefix is used.

 - changed: "ski stick" is now known as "ski pole"

 - added: pausable transport equipment

         Crafting of the items in [M]ake -> "Transport" category are now pausable tasks allowing you to have breaks and continue at will later on.
         To continue paused crafting use the same crafting option again standing beside the said partially finished item.
         There are changes to the crafting recipes as follows;

         * Paddle

           It now takes 3 hours on average to make, and also requires a knife in addition to using an axe.

         * Sesta

           It now takes one hour on average to make, and requires an axe or carving knife for the woodworking.

         * Skis

           It now takes 30 hours on average to make skis, and the preferred wood type for the boards used is birch or pine.
           It is precise and time consuming process to come up with functional skis, although the execution still remains simplified in the game.
           In addition, slightly more fur (6 lbs) is needed to cover the underside of the kicking ski, and thin cordage is needed for tying the fur. The required cordage length is also increased to 15 feet.
           As a new requirement, 6 feet of strong cordage is needed for the boot bindings.
           
         * Ski pole

           Ski stick is now made of staff, instead of slender tree trunk. It takes 90 minutes on average to make, and requires an axe or carving knife for the woodworking.
           As a new requirement a withe is needed for making the lower end rim that prevents the ski stick from sinking too deep into snow. Leather is not needed anymore, but it is replaced with tying equipment requirement. The tying equipment is used to attach the rim firmly to the ski stick. Traditionally, leather straps were used but other type of cordage now also works.

 - updated: SKIS and SKI POLE game encyclopedia (F1) entries

         The nature and construction of ancient northern skis and ski pole are now described in greater detail there.

 - added: separate make menu for modded items - key command O

          There's now separate crafting menu reserved only for modded items, and a new key command O (shift + o) to open it. Alternatively, you can also access this modded items menu from the original [M]ake menu by pressing + which is shown as a new option there if mod files are available.


          The existing method of adding modded items to the original [M]ake menu with diy_*.txt and menudef_*.txt files still works the same as always, so there are no changes required for your mods unless you want to separate them from the original [M]ake menu.

          To add items to mOdded items make menu only the file naming needs to be changed as follows. Modding and sub-menu definition syntax remains the same.

          * sub-menu categories - mod_menudef_*.txt

            To use mOdded items make menu there needs to be sub-menu categories defined for assigning your modded items into them. These categories can be freely defined but it's not possible to add items without the categories.
            To create sub-menu categories you will be using text files named mod_menudef_*.txt where the asterisk is replaced by string of your choice in the filename. There's an example file called "mod_menudef_example.txt" to be found in your installtion folder which explains the syntax in more detail if you are not familiar with it.
       
           * modded items - mod_diy_*.txt

             For adding the actual items you will be using text files named mod_diy_*.txt where the asterisk is replaced by string of your choice in the filename.
         
          Bringing your earlier mods with menudef_*.txt and diy_*.txt filenames into new mOdded make menu can be done to great extent with simple file renaming. For example:

          If your earlier sub-menu category file is called "menudef_mymenus.txt" to bring those sub-menus in the new mOdded crafts menu, just rename "menudef_mymenus.txt" to "mod_menudef_mymenus.txt" and you have a good start there. Now if some of your modded items are assigned into hardcoded categories that exist in the original [M]ake menu, eg. Weapons, Arrows, etc. you also have to add those categories in your sub-menu category file ("mod_menudef_mymenus.txt" in this example). That's because mOdded crafts menu doesn't have any hardcoded or pre-defined categories.
          Now you have only the categories appearing in the new mOdded crafts menu, and you need to bring the actual items in there as well. So, if your earlier modded crafts file is called "diy_mystuff.txt" you would just rename "diy_mystuff.txt" to "mod_diy_mystuff.txt" and that's it.

          Notice that the mOdded crafts menu itself doesn't contain anything unless there are designated mod files available in the game installation folder. Opening the menu without any content brings up a notification message, and the menu itself opens only if there's properly defined sub-menu categories and items in use.

 - improved: [r]epeat information regarding crafting and cooking

          Repeat last action field on the bottom right of the main-game screen now always displays the craftable item name when crafting is to be repeated. Eg. "Club" or "Fishing rod"
          If the item was crafted from the modded items make menu there will be (mod) prefix tag to indicate that. Eg. "(mod) Club" or "(mod) Fishing rod"
          Similarly, if cooking is to be repeated the name of the cookery recipe will be displayed. Eg. "Porridge" or "Fish soup".

 - added: applicable item name shown as the title of crafting requirement and time spending dialogs

          Previously these dialogs had generic "Craft an item" and "Doing handcraft" titles. Now the name of the item being crafted, eg. "Club" or "Fishing rod", is shown as the title of both dialogs.

 - adjusted: occurrence of deciduous trees in fresh conifereous forests

          Occurrence of dediduous trees in spruce-dominated fresh coniferous forests has been increased.

 - added: new cookery recipes to prepare soups of preserved meat and fish

          There are four new cookery recipes to utilize smoked and dried meat or fish in the cooking. The new recipes are: dried meat soup, dried fish soup, smoked meat soup and smoked fish soup.

 - added: salted meat or fish can be used in cooking as an alternative to raw meat/fish

          Fish soup, meat soup, meat stew and pea soup now accept also salted meat or fish to be used instead of raw meat or fish.

 - modding add: new cookery requirement tags for utilizing preserved meat and fish in recipes

          The following self-explanatory cookery tags have been added to specify need of dried, smoked and salted meat or fish:
          {Dried fish} {Dried meat} {Smoked fish} {Smoked meat} {Salted fish} and {Salted meat}

          There are also two more new tags to specify need of either raw or salted meat or fish:
          {Raw or salted meat} {Raw or salted fish}

 - adjusted: cooked porridge amounts

          All the porridge recipes produce bigger portion amounts than previously as the water content is now properly taken into account in their cooking. There are also small adjustments in the amounts of required ingredients.

 - added: portion based cooking

          It's now possible to cook multiple portions of certain recipes. This is convenient as you can cook a full pot if need be, or use fewer amount of ingredients to cook only a single portion if that suits the situation better.
          The number of portions to prepare is asked when you start cooking and the amount of required ingredients are adjusted accordingly. The initial preparation time is also adjusted when cooking multiple portions.
          The following recipes can be cooked in varying amount of portions and the maximum number of portions equals to cooking a full pot.

          * Porridges - 5 portions.
          * Green soup, mushroom soup and vegetable soup - 3 portions.
          * Meat stew and meat soup - 2 portions.
          * Fish soup and pea soup - 2 portions.
          * Vegetable stew - 2 portions.
          * Dried and smoked meat soup - 3 portions.
          * Dried and smoked fish soup - 3 portions.

 - adjusted: ingredient ratios and preperation times of portion based recipes
         
          There are minor changes to ingredient ratios and cooking times of several cookery recipes.

...due to single post character limit the changelog continues in a separate post below...

March 30, 2025, 08:36:31 PM
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