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Re: Be ready
Indeed, JP_Finn, I guess if one sticks around a forum for long enough, some personal info will be known out there ![]() April 12, 2024, 06:37:33 AM |
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Re: Make Menu only for Modded items = saving BAC and other large mods
Without getting further into this a few things come to my mind... Now I haven't tried BAC or other mods, except for snippets provided for bugfixing, but if it's eating up all the space there must be hundreds of entries to make - right? If that's the case I'm just wondering are they all absolutely necessary... or could there room for quality over quantity approach, removal of some probably excess curiosities, streamlining recipes to meet more with the existing resources or make categories, and so on? (Also, are there any "other large mods" that are found troublesome to keep up with the recent updates to the game?) May 01, 2024, 05:21:20 PM |
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Version 3.84.2 - second hotfix patch for version 3.84 released
A second hotfix patch has been released for version 3.84. It's available for all the supported platforms on Steam, Itch.Io and for lifetimers. The following fixes/changes are featured: Version: 3.84.2 ** Saved characters from version 3.80-> are compatible with this version. ** - fixed: pausable crafting item duplication In some conditions when you finished crafting an item the work in progress item still remained on the ground. - fixed: using TEXTILECRAFT skill displaying corrupt "Command:" prompt, eg. TEXTILECRAFTNETMAKING - changed: Staff item type and role Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes. There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand. MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves. - updated: STAFF game encyclopedia (F1) entry --------------------------------------------------------------------------------------------------------------------- Happy patched adventures! May 17, 2024, 07:16:10 PM |
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Testing after technical problems
Hello! We encountered some technical problems, but everything seems to be back to normal again. EDIT: Oh, but at first I had trouble posting this message, but I suspect that was because of old cached data lingering around from my previous log-in. So, if you have trouble posting at the forums, try logging out, (force)re-loading the forum main page and logging back in again. June 06, 2024, 03:38:04 PM |
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Re: BAC looking for new caretaker
Quote A customer coming into a store having a staff tell them its a "battle" and how "little" the customer means the staff is an asshole. I 100% agree with that. But I must admit that I haven't seen that happen in the context of this discussion about "please add a new hotkey for modded crafting recipes". I have seen Brygun making that interpretation, and then sticking with that feeling. Okay, I think that is natural for humans, so not going to continue more on that theme. So, the way I understand it, this is what we have at the moment: 1. The discussion and considerations about adding a new key for modded crafting recipes is still open, a final decision has not been announced. I haven't seen Sami saying that the suggestion is already rejected, I have seen him saying that before making the decision it is good to think about it from many different perspectives to make a balanced and well-grounded decision. 2. Currently there is no-one actively maintaining the BAC mod. And if anyone / some people want to continue maintaining it, they are free to do so. (And, both there in the forums and in the community Discord I have seen players mentioning that they'd like to have an updated version of BAC compatible with the latest version of UrW, but maybe those players don't have the modding skills themselves, or then they somehow perceive it as "a ready-made project handed down for us", or, somehow perceiving some distance between them as players and mod creators, while the fact seems to be that mod creators are players, and players can be mod creators, and that the magical "someone" does not exist, but it is always this or that person, you, me, them, everybody.) June 14, 2024, 11:21:55 AM |
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Lagging, delaying, travelling
Hey hey, just a note to let you know that I've fallen behind my development schedules on almost all fronts. The summer was all too busy to maintain a good workflow, and when there was a good workflow many unexpected coding issues kept arising. The features I dreamed of being close to release candidate stage by now are still lagging and delaying. And now a few weeks of travelling takes place so the radio silence is to be expected until september. I'll hope the spirits will make my autumn more coding friendly. Let's catch up then. August 19, 2024, 03:10:32 PM |
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Pausable tying equipment and a few hiccups, twists and tweaks
As mentioned earlier, proceeding with the pausable crafting requires many kind of changes to the delicate core functions of the crafting system. As feared earlier, mistakes or faulty code within these core functions might bring the whole crafting system into a state of malfunction. And quite recently we experienced that as several batch production multipliers stopped working and the whole system kind of went out of order. Luckily it didn't take too long to get things back in order, but it was a good reminder to continue paying careful attention to this transition and to proceed piece by piece, category by category. When the hiccups started we were in the middle of converting crafting of the items in "textilecraft" and "tying equipment" categories into pausable crafting system. That is now accomplished, and next we'll move into converting crafting of the items in fishing category into pausable system. When it's done, I think it would be best to start wrapping up things for a release. With pausable tying equipment we had to allow a certain exception to the rule of continuing the paused craft. To continue paused tying equipment crafting you use any similar type of crafting again - ie. any cord, rope or withe - standing beside the partially finished item. So, even if you had eg. paused leather rope in the making trying to craft eg. birch-bark rope beside it continues the original paused craft. So, if you choose to craft any type of cord, rope or withe the existing paused cord, rope or withe at the location will be finished first. This is because comparing the item name to the recipe item name isn't as straightforward as we can have things like "Nettle cord" or "Mixed cord" etc. to be produced with "Cord" recipe. And so on. Having it work like this can be slightly confusing, but hopefully still tolerable. If not, we'll see about adding more complex comparison routines in the future versions. And as we proceed, some new modding tags/properties will be also added as necessary. Now there will be a new [sucmodqty] item header tag to specificy success modified quantity of obtained items. Using [sucmodqty] modifies the number of items to produce, specified as (num), based on how the crafting attempt succeeded. Very succesfull crafting produces close to or exactly the specified number of items, and failures produce that much less. This kind of system is already in use with some hardcoded crafts but now it becomes also a modding feature, and for starters will be in use at least with wood slats and shingles. As an example, if we had an item header like this: .Club. (10) /5h/ *COMMON* [sucmodqty] This would always produce 10 clubs if there wasn't [sucmodqty] in use. But now as there's [sucmodqty] tag it can produce something like 7-10 clubs based on how the crafting attempt succeeds. These are future features, not yet function in current version 3.84.2 October 03, 2024, 04:15:31 PM |
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Android remote controller updated
The remote Android controller for UnReal World has been lingering in some sort of limbo; at Google Play, but not available for modern phones. Until today. I finally upgraded the source code to meet the current Android requirements, and after a little bit of juggling the upgraded version got approved by Google. So, this is an experimental helper utility for irregular players who have trouble remembering the key bindings, a smooth landing for newcomers, a quality of life improvement for anyone who feels more comfortable with gently tapping a touch-screen button which says "eat", an alternative to wireless keyboard for those who wish to play from the couch with a big monitor (or anything else you come up with - these are the use-cases I've heard of. Just trying to say that if you are familiar with the keybindings then there hardly is a need to try the remote controller, this app is just an optional alternative for those who might find it useful.) There is a free version, so it is safe to test with no financial risk. The paid version gets rid of the in-house ad banner, and enables custom layouts - you could import your own XML files to make a virtual keyboard layout to match your liking. It is also possible to chain a sequence of commands under a single button, sort of macros. (still no iPhone version - developing and publishing for iPhone is a bit more tricky to get started with. But that remains a future possibility, as with Ancient Savo development I've been experimenting with some possibilities of deploying to iPhone - but that will still take me time to learn, and it is not on the top of my priority list) If you are interested, take a look at Google Play February 20, 2025, 11:11:24 AM |
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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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Re: I am the new one
Unfortunately, this newcomer has been so far having a rather typical spam-bot bevarior. So, just muting the account before we get a spree of spam links. And, in case this happens to be a false positive of me misjudging the situation, I'm confident that a real human can easily figure out who to contact or where to send e-mail to resolve the issue.
March 30, 2025, 06:29:14 PM |
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