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Re: ‘Taken’ tokens after village/settlement has lost all inhabitants. I didn’t remove the buildings, but grinding grain in to a container resulted in the container and the flour to have (taken) tokens.
Baking bread from that flour created bread with (taken) as well.
After emptying the container, it retained the (taken) on it albeit being self made.

December 18, 2020, 04:15:15 PM
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Re: ‘Taken’ tokens after village/settlement has lost all inhabitants.
Your Hands, defiled by your own cruel deeds, leave the stain of Evil and Atrocity.

Sacrifice humbly, supplicate for absolution and one day, so the great, merciful, holy Emperor will, maybe you shall be forgiven.

Burn all dwellings and temples of the heretics, the mutants, and the xenos. >:(

Logic... Violence and warfare compose the compelling logic of the Universe to follow
For the Emperor
Not sure how that relates to the actual BUG, but karmic justice* was served as Jori, met a Njerpez duo and at opening salvo, took an arrow to his thorax, fell unconscious, and never saw day-light again.

*the lone old man was sick, he was coughing up blood and trembling in his speech, barely could walk at all.  ::)

December 19, 2020, 06:18:25 AM
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Re: Seasoning thread Ah!
Now, can we use the dried mushrooms as seasoning AND/OR mushrooms at their full hydrated weights worth as mushrooms in recipes.

No. We can’t. But I think we should.
This is a quality of UnReal life improvement suggestion right here.  +1 x20  :o

December 19, 2020, 08:04:33 AM
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Re: Seasoning thread @Dr.Hossa, I think I might use that recipe, with alteration of board, instead of tying equipment. I just don’t see the ‘stone-age’ chef stringing whole/sliced fungi to dry. Cut and lay down to shrivel... but how to enable the dried mushrooms as herbs. (Tag them as other plant such as hemp leaves? Then they wouldn’t work as mushrooms...)

But then. None of us were around when out distant ancestors were experimenting with mushrooms.

December 19, 2020, 08:13:00 AM
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Re: A few things i am afraid that they could be overlooked in all the euphoria...
Situation:
Your character is standing near a ripe plant. you press 'alt+a' for agriculture and 'h' for harvest, then 'space' to confirm.
So this is nothing new, so now my suggestion. I would really enjoy a feature like this:

Instead of the harvested plant laying on the ground[requiring you to further key-jockey, like 'alt'+'g', choose direction 'choose amount' 'Enter' 'space' to confirm(all this for 1 tile of plants)], it is put directly inside your inventory. Just like when you pick young leaves or berries or mushrooms, for example.

that would be the standard harvesting procedure. Also the old method would still be there as "Cut" in the agriculture menu, which would leave the crop laying on the ground just like it has been for now.

If that new feature would unbalance farming, then ofc there could be made changes like, for instance, the harvesting taking more time.
Also this would lead players to only "cut" plants, to have them threshed on the field(for example) or picked up later.

Standard "Harvest" would be chosen when you want to take the plants to your processing site.

Yes, there are several occasions where the interface could be made less burdensome for the player – and harvesting mechanics is one of them. These things exists often because chaining the character actions is quite troublesome due to design and nature of the roguelike game engine and approach. Sometimes it's more doable, than in other cases. I guess it would be doabke to add pickup command trigger right after harvesting is done, so I'll explore this possibility, although weird setback may sometimes follow. One thing that would do harvesting (and some things also) easier would be to allow auto-picking up single item stack, just like one single item is picked without confirmation. But then again, sometimes you only want to pick x items from a stack.
All in all, if this gets implemeneted in the end we'll propably add new “Harvest and pick” command to agriculture menu for this alternative.

December 26, 2020, 02:50:09 PM
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Taking a look at the suggestions I've buried myself into replying to the suggestions. As you may have noticed.
At first I though I might be able to give my insight to all the suggestions from the last six months by the end of the year, but there's such a big pile of them that now I don't know how long it will take.
Anyway, the intention is (once again) to run a sweaty suggestion reply marathon and compile the result into single post when I'm all done. You'll be announced when I'm done with it.

December 26, 2020, 06:06:50 PM
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Re: Taking a look at the suggestions Don't forget a sweaty sauna when done... By that time you definitely deserve one ;)
December 26, 2020, 06:16:16 PM
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Re: Taking a look at the suggestions Thank you Saami for helping me deal with the isolation of the CoVid lockdowns shutting down so many places I would normally go.


December 27, 2020, 10:15:25 AM
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Re: Taking a look at the suggestions
Thank you Saami for helping me deal with the isolation of the CoVid lockdowns shutting down so many places I would normally go.

You're welcome, just doing my thing :)
But yeh, it has become evident that UnReal World is much need breath of fresh air for many people during these times.

December 27, 2020, 12:12:50 PM
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Loop Snares, better than Fences? A possible bug I've observed a rather unexpected behavior in my games: NPCs, including animals, seem to absolutely refuse, at all costs, to step on a trap that can't hold them. That is, while a bear or wolf might step on a pit trap, and therefore get stuck there, they simply will not step on a loop snare or other bird/hare trap.

With that in mind it comes to mind that a line of loop snares (at 3ft of cord each, pretty cheap with the changes to how tying equipment works) is arguably a highly efficient way of creating a fence around your home or field: Anything small gets trapped (mostly birds. You'll be drowning in feathers real quick), and unless something small creates a whole in your traps, nothing big will cross so as not to disturb your bird traps (very polite bears, even when they want to kill you they wouldn't want to ruin a trap you put there  :P )

Now, I've yet to set up a test if that's only valid if there's at least one possible untrapped path, or if it also works for when there's no possible path that doesn't hit a trap. If it's the latter, this is very concerning, as it would allow pretty casual killing of anything that doesn't have ranged capabilities (which is to say, npcs with bows or javelins) so long you have enough ammo, but even the latter would be a concern, as it'd make it much easier to fence, trap or prevent enemies from flanking oneself.

Have you observed the same behavior in your games? What do you think on the matter?

December 28, 2020, 02:39:54 AM
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anything