See likes

See likes given/taken


Posts you liked

Pages: 1 ... 12 13 [14]
Post info No. of Likes
Re: Question: A Mod for Making Cord My thanks to you then.

I hadn't started up unreal world as I was feeling quite nervous about dealing with cordage again.

I suppose I'll have to just boot it up and get in there!

Have a nice day.

July 04, 2022, 06:56:18 PM
1
Re: Regarding Villagers/Village AI I apologize to both of you.
It's so eagerly needy my will to speak up, and to only do talk that I tend to depreciate hearing (in this case reading) to you folks.

Regarding I need cords, I think coding or raw programming is so far away from my player-like knowledge, that I just got lost over the proposals you've made. Pretty extended, and thats not bad but virtuous.
Regarding JP Finn, more important than sheeps or domestic animals in pens IS a fellow villager dying!!
And even more important, dying IN THE Village's main eater source!!!!!!
Imagine it beyond the Video Game.
The pens become way less important.
If I recall correctly Funerals are in the developers list.
But, JP Finn, I think your point is way more important than these Lynxes/wolves/sheep thing.

well, Regards, folks

July 08, 2022, 06:58:26 PM
1
Re: Pushing bed time Cool story!
July 15, 2022, 06:46:29 AM
1
Re: Rattle of death I've made use of death rattles and thuds with fresh characters where I've used it to put something into an empty belly. Needless to say, such characters aren't equipped to deal with anything that isn't scared away.

I was sure about the thud from bird vs bird, but less so when a bird targets a mammal, but it may well be true that bird attacker => thud regardless of what the target is.

July 16, 2022, 08:28:18 PM
1
Re: [3.71] Yarns are gaining weight And it's fixed now.

Fixed - persists in 3.71.

September 20, 2022, 07:06:20 PM
1
Re: Friendly Fire Friendly fire adjustments are currently on the coding table so this is a good time to reply to this thread.
What will be done with the friendly fire is that the NPCs will be able to reason whether there's a chance to hit a friend/companion on the missile flight path, and then refuse to take a shot if the risk is high. The friendly fire problem mostly persists with companions, although all the NPCs can suffer from it at times. The planned additions will bring a lots of new variables to the missile combat, and there will be proper dev. news post about it soon enough.

When it comes to the mentions about hitting your own dog in front of you, eg. when shooting at a bear in the distance. Well, that's something that can happen, but on the contrary to common beliefs here the creature height are being considered in the missile hit calculations. And it goes without saying that terrain elevation is also considered. And the final outcome is naturally a combination of these. So, shortly, you should be able to shoot over your dog, especially if the target creature's height is greater.
Assuming you're on the same elevation there should be zero problems with this - also assuming that target creature isn't prone, which also matters.

So, the dog-hitting cases reported here would need a screenshots as a background information so that we could actually see what factors might interfere there.
If you feel like having made an unjust accidental hit eg. to your dog feel free to follow-up with a report and screenshot and we'll investigate.
See, even though there is math in place already everything can be always made more precise.

To see if things work as intended I did a little tests with a dog in the shooting line, and a bear as a target.
Here come the screenshots. Things worked as expected and intended for this character.


The bear is 3 paces, 6 meters away in the south. Shot over the dog with no problem.



The bear is 16 paces, 32 meters away in the south. Shot over the dog with no problem.



The bear is 11 paces, 22 meters away in the north, and at slightly lower elevation than the character and his dog. Shot over the dog with no problem.



The bear is 16 paces, 32 meters away in the north, at lower elevation and prone. Only now the shooting angle is the kind that the dog gets hit.


Well, it's true that if you imagine that you've got a dog right in front of you, very close, its body maybe touching your leg, and it's sitting still, not moving at all.
Then, surely you could shoot over it even in the latest scenario. You could lean over and hold the bow over it's head.
But in the game one tile is 2 meters, and we can assume there's possibility of free move. The dog isn't necessarily sitting against your leg.
It can move about and even leap. If it's even a meter away and suddenly raises it's head on the moment you take a slightly blown shot to a target between 70-150 cm in height (withers height of a bear) at 32 meters away and at lower than your elevation... well, it shouldn't be an accidental hit everytime, but occasionally, for sure.
If you take a shot at around 50 cm height, eg. the chest of a prone bear, 32 meters away... the propablity of an accident increases quite a bit.

All in all, feel free to report the related cases you may find odd, and rest assured that the NPC missile AI will be soon adjusted for quite a lot better.

November 07, 2022, 11:56:11 AM
1
Re: 3.72beta - minor typo bug This was a real math bug after all, not just a typo.
The fibre plant amount calculation was failing, but the text message referred to correct amount - which can vary depending on the plant.

It's fixed now, and the mininum amount of plants to get "practical amount" ie. one bundle of fibre goes as follows:
5 flaxes
8 hemps
15 nettles

Fixed - persists in 3.72beta, and likely in earlier versions too..

December 11, 2022, 12:29:44 PM
1
Re: What's Going On In Your Unreal World? Following a fairly peaceful first two years in the URW, my Finn decided to spice things up a little and wreak genocide upon the Njerps.  This had been going splendidly, until the last camp I hit turned out to be filled with Njerp archers, who turned out to be rather good shots.  I took over 20 arrows, nine of which penetrated my armour.  I was 60% wounded and unable to move, with the last remaining Njerp (who was not having a good day either) at under 20 yards away.  We spent a hilarious ten minutes exchanging arrows, which we loosed off in all directions due to our wounds and fatigue.  Finally I got the bugger in the neck, and the job was done.  My hands were still shaking for a while after!

Now I can look forward to a couple of weeks making stakes and withes while I heal up.  Still, only three Njerp camps left to deal with, two of which are close to Reemi villages.  Hopefully I can recruit some likely lads from them to help me out with the battles.  I've never got this close to removing the Reds before, wish me luck!


April 17, 2023, 07:49:55 PM
1
Thoughts on All Crops Been trying my hand at farming on my current URW game, and decided to share my thoughts on each plantable crop. As a minor disclaimer, I am using BAC crafting mod, so I have access to a few recipes that allow more efficient usage of flour than vanilla's flatbread and porridge. Also, some more variety in how to prepare everything else too, but that's less important. More importantly though is that it allows me to turn yarn into cloth and from there into actual clothing, thus giving more reason for more extensive planting and harvesting of textile plants.

Barley: Great nutrition. Takes a pretty long time to grow, but generally can grow to maturity when planted planting as soon as it's possible on spring unless you are too far north, and it can have quite large stacks of plants per square, which means you can either prepare less soil or use more soil for everything else. Harvest window is pretty narrow though, so people just dabbling in agriculture will likely have trouble.

Rye: Nearly functionally identical to Barley, except a bit little worse. Very slightly less nutrition, takes slightly longer to grow. You might want to plant it in fall instead to winter the crop and see it sprout earlier next spring, specially if you are not really to the south. Very narrow harvest window, specially if planted on spring instead of wintered. I somewhat Rye flatbread in specific being used in some ritual, but my current characters don't have that one so I can't confirm. It might be easier to just trade for some bags of Rye instead if that's the case though.

Turnip: Relatively low nutrition for its weight, but very heavy. Grows really fast, and if you can often get two harvests per year if your timing is good. Great filler for when you are already on abundant nutrition, or if you really need something to help you last until the better crops are ready for harvest. Do seem to bring pretty large stacks of crops per square. Seems to work as bait for Elks and Reindeers in traps. Seeds not worth trying to make into food though, unless you are desperate.

Broad Bean: While not the most nutritious per weight, it's more than enough to keep you very healthy. Takes relatively long to grow, but has a very large harvest window, only withering a month after winter already started. Good if you are only dabbling in agriculture and/or like to travel and might miss a narrow harvest window. Not very large crop stack per square, but each plant does get threshed into five large bean pods, so it's remains a solid option. Worth mentioning that 3 broad bean pods will just exactly fill the meat soup requirement for vegetables (and the meat stew option for it) without any leftover.

Pea: Low nutrition, takes pretty long to mature, small plant stacks, only produces 2 small pea pods per plant. Honestly, rather useless to plant. Harvest them if you find them on the wild, sure, and you can always try to trade for it (although villages seem to only have half bags of it for sale, but that's just a matter of consolidating them in a single bag later). Honestly, I don't know why you'd plant this unless it's for roleplay purposes.

Hemp: Very versatile. Textile crop, making one fibre per about 8 dried retted straw/plant. Each plant also produces 2 fistful of seeds, at about 100g each, with pretty good nutrition, in addition to 2 fistful of leafs (with pretty low nutrition due to thresh multiplier, but not quite insignificant), at about 2/3 of the weight of the seeds. Takes very long to grow, and depending on where your farm is, they might wither before maturing unless you winter them. Like all other textile crops, can be harvested early just for fibre, but that's something of a waste given how good they are for food. Relatively small stacks.  Also [insert jokes about weed/police attention/420/whatever here].

Flax: Very good for textile, at 1 fibre per 5 straw/plant, matures pretty quickly and survives quite a bit of time. Flowers before full maturity, which might be worth if you want to brew some flax tea or something. Fully mature plants produce 2 seeds per, at about 10g per seed. Quite nutritious, but simply not enough weight to live off it unless you really go out of your way to make massive flax farms and take a massive time threshing everything. I generally find it worth planting to make textiles, with the food as a nice bonus out of it.

Nettle: Textile, at 1 fibre per 15 straw/plant. Plant produces leafs and seeds, with seeds barely more nutritious than turnip by weight, and leaf insignificant other than the medicinal properties. After you get a bit of a leaf stockpile to use for their properties or as seasoning filler, might be worth to just harvest young instead of waiting for maturity. Honestly not worth planting. It does have one big advantage though, in that it's incredibly common in the wild, specially on river and lake banks. Just take a boat trip and can get massive quantities of it very easily.

Clayweed: Nutrition is pretty good, but stacks are pretty small, and each plant doesn't produce much. Definitely better than peas, but then again, just about everything is. There are better crops, but might be worth for a challenge and/or roleplay. But honestly, just harvest it on the wild.   

Yarrow: Useless nutritionally. Somewhat common on the wild. Pretty good set of medical properties. Get a stockpile of it, ideally from the wild unless running a challenge or have roleplay reasons for not doing so, and there you have it.

Sorrel: Useless nutritionally. Incredibly common in the wild. Pretty meh set of medical properties, but not entirely so. I wouldn't even bother harvesting it unless I'm desperate or just want some to stockpile to roleplay more variety in food.

And as a bonus,

Lake Reed: Not plantable, but massively common across most lakes. Very good nutrition, with a root that can be used as a vegetable or ground into flour. Takes a bit of time to actually harvest, at 4 minutes per plant, and it comes in somewhat large stacks in very large clusters of plants. Take a week or two to go on a boat trip and come back when your punt is basically overloaded with them. Might have to make a few shelters around the lakes, because they mature around a very wet season, which makes just sleeping on the boat a bit annoying. And with the harvest time, you'll very much have to sleep during such expedition. 3 roots per plant, with each root about 50g.

Milkweed: Surprisingly decent nutrition on the root, pretty solid set of medical properties. Quite common in the wild. 4 minutes per plant to harvest. Wouldn't consider depending on it for long term survival, but it's pretty good forage during long trips and expeditions if you brought a pot.

May 08, 2023, 07:15:29 PM
1
Re: Typo in Old Man completion reward. Corrected. The old man just actually quotes the spell description, so this was one edit to fix 'em all kind of a thing.  ;)
May 17, 2023, 08:56:38 AM
1
anything