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Re: Version 3.85 beta released
Question on the [sucmodqty]; does it count each item produced or maximal success rate of items, for skill gains?
I.e. material wastage non withstanding, does our characters (possibly) gain same doing tasks in bundles versus individually. Or is the gain for players to reduce key-jockeying?
Hopefully both 👍

You'll get skill gain checks for each item produced, not for the ones that you don't get to produce.
If sucmodqty decides you get to make 7 items, then you'll get 7 skill gain checks.





November 05, 2024, 05:04:24 PM
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Re: How did you discover UnReal World? -- 10 choice poll Searching for roguelike and surviving games, a site listed UrW as a good game and I decided to play the free version and eventually buy it.
November 17, 2024, 04:52:20 AM
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Re: Reducing amount of blunt hits enough to kill prey
Sometimes forest reindeer take 20-30 blunt skull hits.
Realistic? No, but take it as AXE skill practice (as long as you’ve not got +3 on the skill that day, it’s all ‘progress’)
Training's good (though this particular case feels unfair, like grinding), but I personally prefer realism. Anyway, only sharin my thoughts on improving UrW, it's up to people to support it (or not) and up to our good devs to implement. Or not.

December 02, 2024, 09:28:06 AM
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Re: [3.85] Burning fine set for gaming instead of shingle It appears that shingles mistakenly had the same internal identification tag than sestas, so the game simply that thought sestas are shingles - regardless of their other variables.
And naturally, wherever the sesta is base item for modded items, the internal identification persists and the modded items are also considered as shingles whenever shingle mechanics come in to play.

[Fixed - persists in 3.85.]

December 09, 2024, 08:44:19 PM
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Re: Bioluminescent mushrooms and wood This is a neat idea. I did some cursory "research" on this and found that in Finnish folklore the phenomenon is called "peikonkulta" lit. "troll's gold". In Finnish nature the mushroom you mentioned (Armillaria borealis) indeed causes this, but also a bioluminescent species of moss (Schistostega pennata) grows in Finland.
According to 16th century Swedish historian/cartographer Olaus Magnus, northern people marked their paths in night time forests with these plants, and sages/shamans used these for special effects.
Bioluminescent plankton is also found in northern sea waters, especially in White Sea, and Sami have known the phenomenon as "gallagas" or "gallagas-dolla". In Baltic shores glowing waters are much rarer, but in Finnish folklore it's known as: "merituli" which is apparently a direct translation from old Norse "morueldr" (both mean sea-fire); "noidantuli" (witche's fire) from a folk belief that glowing waters were a result of witchcraft.

December 15, 2024, 01:12:01 PM
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Season's Greetings with electric elks and northern fire works! Once again the year is nearing its end and with these season's greetings we wish you all the best with the festivities and holiday season you might have at hand, and happy new year!

As this years speciality I shall a share a fresh episode from my traditional archery YouTube channel which offers a different
view to devs life in and outside the development chambers.
Now we've just recently passed the winter solstice in the Northern hemisphere and the days are slowly but steadily getting
longer and longer. So why don't we celebrate it with this sort of a northern fire works - the birch-bark fire arrows!
https://youtu.be/JdsLobHDp1Y?si=UPqTs2MklfUlYp4q

And let's not forget the picture greetings, this time with Enormous Electric Elk!


Take care, all the best, see you in 2025!

December 24, 2024, 12:18:31 PM
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Re: Portion based cooking
Are you looking at any other parts of cooking code at this time?
e.g. using salted, smoked or dried proteins in the recipes, or option to cut large fish to smaller pieces.

Yes, there are some more cooking additions coming up, and utilizing utilizing salted/smoked/dried meat/fish in the recipes is now being pondered too.
It might be that we'll go for adding separate recipes for utilizing dried or smoked meat/fish as their cooking times and weight based need is so different from the
raw meat/fish recipes. That would also be traditional way to approach it.
For salted meat/fish, I think we'll go for adding a new cookery requirement "raw or salted meat" which would accept the both, as there's no need to change recipe ingredients ratio with salted meat.

I remember option to cut large fish into smaller pieces have been suggested occasionally, but I don't quite recall what's been the desired need/importance for that.

March 11, 2025, 10:10:15 AM
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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: What's Going On In Your Unreal World? Woke up this morning to the sound of my dog barking, so I grabbed my spear and opened the door of my cabin to see what the fuss was about.  I came face to face with a bear.  With a girlish squeal I leapt back into the cabin but the bear was through the door before I could close it.  Trapped inside a 4m by 4m cabin with an enraged bear, and all before breakfast.

My first strike was a good one right to the skull, and I lunged and countered again and again as both me and the bear panicked big style.  I got him, though.  Bearburgers, anyone?  8)

What's impressive is that usually I play a combat orientated Finn, but this guy is a Reemi trapper.  His spear skill is 66% and dodge 50%, and as it's summer he was wearing almost nothing.  Thank God he grabbed his spear before going to investigate the noise - though I have now learned to wield it as well before opening the damn door!   

March 25, 2025, 12:01:39 AM
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Re: [3.86b] masterwoodtype item can't be used in next recipe Ah yes, it's bugged and the issue comes up with items that don't have their unique in-game types but are checked with string comparison.
The cause was that the tree type gets mistakenly always added to the item name in string comparison rumble even if the code asks for plain item name with zero extra information.
Luckily I got it fixed now.

Fixed - persists in 3.86
 

May 05, 2025, 08:14:45 PM
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