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Re: Lacking penalty information on setting traps In general, penalties do not apply to setting the traps, but penalties do naturally apply to crafting item traps eg. loop snares and paw boards. The game naturally tells you about this, and worse quality item traps are naturally worse in attracting or catching the prey.

In making of trap construction, pits, deadfalls etc., penalties do not apply as you can dig a pit, and set the trunks according to your best trapping knowledge even though your penalties would make the process longer than usual.

However, if you are so seriously injured that you can't function normally, eg. only one hand is usable, then the trap construction outcome may also be worse than normally. In this case the game tells you that things are "slow and difficult to your this-and-that-part being not usable." etc. So, in that sense, the penalty information is shown when it applies to your trapping effort.

October 29, 2020, 10:37:30 AM
1
Re: Forest maid clothing Perhaps damage to clothes from falling or fighting is different than wear form activities of daily living. I know shoes and boots now wear out from walking, so maybe if you receive shoes from forest maids they won't wear out.
October 29, 2020, 02:51:50 PM
1
Change criteria for waking up due to cold to only happen when worse I had a character that was freezing to death, desperately trying and failing to light a fire while dead tired. Eventually the fire got going (despite repeated interrupts due to confusion), and I could finally let my character rest. However, each time the cold condition IMPROVED to a less serious cold condition the character woke up due to the cold with the fire still burning. This should only happen when conditions worsen, not when they're improving, i.e. the the game should take the previous state into consideration when determining whether the character wakes up or not.
November 02, 2020, 11:58:39 AM
1
Re: Is it a bug if I walked to free, uninjured hare and kicked it? Zoomed in and moved next to a squirrel.
Spoiler: I plan to put fur on the underside of my skis • show

I tried to ski over the squirrel four times before it bothered to notice.
Spoiler: There is a squirrel in your way! x 4 • show

November 04, 2020, 08:22:17 PM
1
Re: UrW crash when firing arrows Thanks! I've sent mail along with video as I was able to reproduce the bug.
November 05, 2020, 11:18:17 PM
1
Re: What's Going On In Your Unreal World? Less of what's happening in my unreal world and more UrW happening in my world.

So my wife just gave birth to our first child on Monday. Through the process of the induction and waiting for her to dilate UrW has been there during the down times, at least for us there was plenty of hurry up and wait. UrW has been great with it ability to quickly save anytime. It's allows me to pick it up and put it down as needed to attend to my wife and babies needs. Thanks to all the UrW team for being my emotional support person.

November 11, 2020, 12:01:08 AM
1
Lots of angling improvements on their way Fishing with a fishing rod is going to have if not a complete overhaul, a lots of improvements at least. I've been tweaking the angling code for a good while already, and the work just seems to continue and continue, but when it's all done we're going to have something like this featured:

- fishing rods will be craftable by player character, with slender trunks, cordage and hook.
- wooden and bone hooks will be craftable by player character. (If I get really carried away there might be some special hook types for special occasions.)
- baiting will be featured. Worm digging is under consideration but we can also start with scraps of food and using small fish to catch bigger fish.
- wear and tear of fishing rod parts will be featured eg. hooks snapping off eventually, when they've been nibbled enough. (Gotta add possibility to add new hooks as well.)

These are future additions. Not yet functional in current version 3.63.

November 17, 2020, 05:40:14 PM
1
Re: Lots of angling improvements on their way
Sorry, back to topic: One thing i'd love to see would be fish traps in shallow water(preferably in fords), as these evidently had been one of the main food aquiring methods of early mankind. They should be easy to make, but with low and not guaranteed catch sizes, especially if you chose a poor location...

Yep, like mentioned above we've dreamed about fish traps constructions too, but currently the additions concentrate on rod fishing alone. Fixed fish trap construction are really old invention in Finland too, dating back to stone-age, to they surely should have their place within the fishing methods. One day then.

Quote
another feature i could imagine would be attracting fish by throwing food into the water. Perhaps even influence the outcome by different foods.

Well, we'll be having baits in hooks. The different types will indeed attract different kind of fish.

Quote
And speaking of fishes: I havent seen a single living one yet...Even if its just a cosmetic change, implementing some live marine animals which you can observe occasionaly would add a great depth to the game atmosphere. Imagine some wales or silver swarms of herring passing by in the distance...

This is because the fish aren't really featured in the game the same way as rest of the creatures. It would be bit of an overkill to keep track of hundreds fish swimming around at zoomed-in maps, but some jumps and ripples on the water would be nice for atmosphere indeed. Well, at least there are some marine animals to observe: seals.

December 01, 2020, 07:47:41 PM
1
Re: Please make it possible to quickly shorten tying equipment Good idea @JP_Finn. Didn't even cross my mid.  :P

@ineedcords You can mod it yourself by creating diy_ineedcords.txt like below and saving it in the Urw game folder:

Code: [Select]
[SUBMENU_START:tying equipment]

.Short cords. (15) "Cord" [effort:1] [phys:hands,one-armed] *COMMON* [patch:5]  /30/ %50% |-2|
{Cloth} #0.5# [remove] [patchwise]
{Knife}
[NAME:Cord]
[LENGTH:1]
[WEIGHT:0.033]


.Short leather ropes. (15) "Leather rope" [effort:1] [phys:arms,one-armed] *COMMON*  [assist:1] /60/ %50% |-1| [patch:5]
{Leather} #1# [remove] [patchwise]
{Knife}
{Water} #1# [remove] [patchwise]
[NAME:Leather rope]
[LENGTH:1]
[WEIGHT:0.066]

.Short birch-bark ropes. (15) "Birch-bark rope" [effort:1] [phys:arms,one-armed]  [assist:1] *CARPENTRY* /2h/ %30%  |-1| [patch:3]
{Birch-bark strip}   =80=    [remove] [patchwise]
{Knife} <Small knife>                   
{Water} #1# [remove] [patchwise]
[NAME:Birch-bark rope]
[LENGTH:1]
[WEIGHT:0.066]

[SUBMENU_END:tying equipment]

Spoiler: The needed edits highlighted • show

.Short birch-bark rope. (15) "Birch-bark rope" [effort:1] [phys:arms,one-armed]  [assist:1]   *CARPENTRY*      /2h/   %30%  |-1| [patch:3]
{Birch-bark strip}   =80=    [remove] [patchwise]
{Knife} <Small knife>                   
{Water} #1# [remove] [patchwise]
[NAME:Birch-bark rope]
[LENGTH:1]
[WEIGHT:0.066]


Of course there was a typo. Now tested and working. Weights corrected.

December 03, 2020, 11:44:57 AM
1
Re: Buff up the elks, add swimming and jumping over fences Coincidentally, I have a small elk caged in one game. I had left a gate open because he kept wandering nearby. The next morning he was inside my single line of fence which surrounds my settlement. I goaded him into an adjacent fenced-in garden patch and then doubled the fence around it because I wasn't sure he couldn't just break through a single line. I'm just keeping him to see what will come.
December 03, 2020, 08:42:29 PM
1