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Pushing bed time You know how some days you’re feeling exhausted or ready to drop by late afternoon. But then, you don’t want to wake up around small hours either. So you decide to split a trunk in to boards. With handaxe, while checking out the shorty trap fence.

To be woken up by “noises” aka Njerpez shooting arrows at your dog. Fark. Unleash doggo, wield fine longbow and send him some fine broad heads.
Damn. He knocked the dog unconscious with his woodsman’s axe. Send more arrows.
He killed the dog. FaaAARK. BUT GOT him unconscious too. Run over, swing broadsword at his skull. Dead a-hole.

Crud. Skin and butcher the dog. Loot Njerps’ goods. Sure, need to go find another dog. Tan hide in the morning, set the cuts to dry and leave some for trapping and fishing bait. Not too bad. Sucks to lose a pup though. Go to sleep.

Odd noises. Poop. Go the check the trap fence mere 36’ (12m or 6 tiles). Unconscious Njerp in the trap pit. Huh. Well, guess it pays to have trap pits between trees, without fences in the middle. Swing the sword. Near decapitation. Start to reset trap. Another Njerp pops in the view. Exchange few blows, slash his arm; not so easy for him to swing his bastard sword. Then get his hip twice. And slash his face. He passes out. Swing at his neck and cut deep to kill him too.

Step back to hide close by a spruce. Ready the bow and fine broadhead. Wait for several moments.

Seems like there isn’t a 4th invader.

Go back to sleep in the shelter.

Summary: lost a dog trying to push bedtime to late evening—night. Got interrupted by wandering Njerps. Went to sleep, to wake up to another Njerp falling into a trap pit. Killed 3rd when resetting the trap.  Glad that there are roving Njerps and not just camps in 3.71

July 07, 2022, 08:21:43 AM
Re: Branches appearing in inventory after fishing Yeah this has been reported here:

August 10, 2022, 03:39:43 PM
Going canoeing - from Koivula to Driik, so to speak. The year off from coding has truly brought my way something else than sitting in front of the computer.
Next up is sitting in a canoe instead - and paddling some 120 kilometers through Kokemäki River all the way to reach the sea at Gulf of Bothnia.
Well, luckily I get to stand and walk as well as we'll be camping outdoors.
This expedition is about to start tomorrow, and I'm sure you'll be hearing more about it when I come back.

Everything's packed and I'm off to canoe - for a week or so.

This is is river a route which you can paddle in UnReal World too.
The world map of the game is always somewhat randomized, but you can still find some river floating from Koivula to Driik.
This can be imagined as being the Kokemäki River.
In reality the route is 120 kilometers long, but the game world map scale is smaller.
When put on the game world map the route would be like this.

Our destination is an island in the Gulf of Bothnia about 10 kilometers from the mainland.
If everything goes okay we'll reach it in a week.
And who knows if this inspires me to tweak the paddling code in the game just a little bit - when it is time to sit in front of the computer again.

August 12, 2022, 06:19:47 PM
Autumn nights, coding nights With the diminishing daylight, on the chilly and rainy autumn nights, I have occasionally found myself coding the game again. Nothing too strenuous, but hunting some bugs and tweaking functions here and there
It has felt quite fun, and quite natural.

I'm still in for spending the year off from coding but the possibility of a little surprise releases is increasing.

September 13, 2022, 04:59:48 PM
Re: Ancient Savo private beta available for UrW players This project is pretty much alive and progressing. Today's private beta version is 12, at the moment available only for you - the UnReal World players.

Lately the development has been mostly about improving the UI, and fixing fatal bugs found by the test players. Ah, and also implementing many of the suggestions by the test crew. Before going to public beta I'd still like to add ways to interact with your clan other families (once some of your kids get adult and you send them to start new homesteads). At the moment it is so that when they fly out of the nest they are on their own (or, optionally, you continue playing as the young family). I'd like there to be an option to visit and to exchange with your other families - and that will require some AI to determine what the other families have been up to while you have been busy playing our main family - which areas of forest they have turned to fields, have they built new buildings, what new tools they have crafted etc. Hard to say, at least two or three weeks of coding, depending on how much I'm stuck at my main work earning money.

Well, yeah - but we are approaching the first public launch, so if you wish to join the test crew, I'd guess this is a good time to do it. We have versions for Windows and Mac, and then a generic version which should run on any desktop machine which has Java 8 or higher installed.


January 14, 2023, 08:54:01 PM
Animal droppings - an indicator and a fertilizer The past days have been about poop code and poop tiles... as the many different animal droppings, i.e. feces, will appear into the unreal world.

So, what's coming up is that certain animals will start to leave visible droppings that can be found in the terrain.
We're adding droppings for the commonly noticeable and relevant animals; hare, fox, lynx, wolf, reindeer, elk, bear, and so on.
The droppings of different species look a bit different, and upon looking at them you will be told which animal's droppings it is - and also if it's a fresh one.
Some domestic animal droppings are being considered as well, but we'll have to experiment a bit more to see how/if to implement it.

What is to featured as well, and would be in favour with domestic animal droppings, is that the droppings can be also used as fertilizer on your fields.
It will be possible, but not necessary, as the slash-and-burn cultivation already includes fertilization with the ash from the burned wood.
However, we could see fertilizing with the animal droppings increasing the yields slightly.

Here's some screenshots with different kind of droppings indicating the animal presence at these areas.

These are future additions - not yet functional in the current version 3.72.2

February 21, 2023, 06:39:58 PM
Blacksmith NPCs and ordering their products In the next version we'll be featuring blacksmith NPCs, and possibility of ordering various iron goods directly from them. You order, they'll forge, and you will then pay and obtain the item when it's ready. This will be a fundamental new addition, and although there's still lots of work to do we're hoping to have the new version out this month.

Not all the villages will have a blacksmith, but it will still be easier to find one to make you that knife, axe, sword or tool you need than to run through several storehouses in several villages in a search for a missing equipment. The available blacksmith products will vary a bit depending on the cultural areas, but all the blacksmiths can make at least the most basic and essential iron goods, tools and weapons.

These are future features - not yet functional in current version 3.72.2

March 03, 2023, 06:40:59 PM
3.80 (beta) Allow cancellation(?) of non delivered goods This is a borderline between suggestion and bug report...

I ordered a fine helmet from a blacksmith, and while waiting for it to be produced I managed to buy a Masterwork Spectacle Helmet from a trader. Nevertheless, I'd made a deal, so I went to pick up the helmet after about 2½ weeks (with an expected delivery time of 2 weeks), but the bugger said that something came up so he couldn't deliver the helmet, and that's all. I can ask him again and he gives the same answer. Thus, I don't know if he doesn't intend to deliver (which is what I really want, as I don't have a use for it anymore), or whether he intends to deliver at some future, unspecified time (another full two weeks? something less than that?).

I believe the blacksmith should make clear what the new expected delivery time is if he insist on it still being a deal as a needed feedback, or make clear the order is cancelled if it is (which is probably not the case as I can't place a new order). Ideally, however, I should be given the option to cancel the order if work hasn't commenced, or confirm that I still want the item even if it is delayed.

I returned to the non delivering blacksmith a month or so later to see whether he had finished the goods, and he has not, but is now open for new orders.

May 13, 2023, 01:54:18 PM
Version 3.80 released Version 3.80 has reached stable stage and is now released on Steam, Itch.Io and for lifetimers.

Those who were playing the beta version will discover new features with the improved arrowmaking and spotting blacksmith orders on the map of known areas (F6).
For those who only now enter the version 3.80 it should be noted that the most fundamental addition in this version is featuring the NPC blacksmiths and the process of ordering metalworks from them.

Let's take a look at the changelogs - starting with a few screenshots to highlight the latest additions since the beta.

Version: 3.80 changelog

** Saved characters from version 3.70-> are compatible with this version. **

The latest additions since the 3.80 beta:

- added: pending blacksmith orders shown on the map (F6)

When viewing the map of known areas (F6) villages with pending blacksmith orders are now marked with a white circle. Clicking the location will also show the pending order briefing along with the general village information.
For example:
"Sartolais village at Darkwoods.
Blacksmith order, shovel, placed 5 days ago."
And when the order has been claimed the markers will get removed. You still need to decide by yourself when to go claim the order as it's not told when it's ready, but only when the order was placed.

- added: ARROWS category to [M]ake menu

This category contains the arrowmaking related handcraft options. These options were previously under WEAPONS category. There are also several new options related to the arrowmaking improvements. These are explained below.

- improved: arrowmaking with new arrow parts

Arrows are now assembled from separate arrow parts which you need obtain or craft beforehand. The new arrow parts and improved arrowmaking procedure goes as follows:

* arrow shafts

Arrow shaft is a new item. Arrow shafts need to be crafted separately, after which they can be used in arrowmaking. Now the arrow shafts need to be made of either leaf tree saplings or wood slats, which is a new lumber item explained later on. Straightness of the shaft is very important in order to make fine arrows so the quality of the finished shaft matters a lot in the arrowmaking.

* arrowheads

Arrowheads are now unique items and need to be obtained or crafted separately, after which they can be used in arrowmaking.
There are two new iron arrowhead items called "broadhead" and "arrowhead". These can be obtained from the village blacksmiths.
There are also new "stone arrowhead" and "bone arrowhead" items which can be crafted by the player character.

* arrowmaking

As mentioned before, arrowmaking options can be found under "Arrows" category in the [M]ake menu. When you want to craft a tipped arrow there is only one generic "Arrow" option for that. This single option is used to craft an arrow with any type of arrowhead, except the blunt arrow. The arrowheads to use is selected first and this determines the following requirements and if the outcome is (a regular) arrow, broadhead arrow, stone tipped arrow or bone tipped arrow.
There are naturally also options for crafting the arrow shafts and arrowheads. And those are what you should go for first, and then assemble the arrow from the parts you've gotten.
There are also new game encylopedia (F1) entries for the new arrow parts; arrow shaft, broadhead and arrowhead.

* blunt arrow crafting requirements

In addition to new features there are also changes to old arrowmaking options, such as making a blunt arrow. Blunt arrows are now crafted from a slender tree trunk. One trunk is enough for several arrows, if you want to craft a batch of them at once. Moreover, blunt arrows don't need feathers anymore and thus become the simplest arrows to craft. Historically there's been both kind of blunt arrows, with and without feathers, but with enough challenge brought in with the new arrow parts we've now chosen them to be featherless. Blunt arrow graphics and game encyclopedia (F1) entry has been updated accordingly.

- added: wood slat, a new lumber item

Slat is a narrow flat piece of wood split from a board. As mentioned above, slats are used as raw material for making arrow shafts. Slats can be crafted via "Lumber" category in the [M]ake menu.

- added: arrowhead and broadhead as new blacksmith products

As briefly mentioned above these two types of iron arrowheads can be now obtained from the blacksmiths. All the blacksmiths everywhere can make arrowheads.

- fixed: entering fortified village from the west located the character on the wall

- fixed: NPCs might build a fire on prepared soil

- fixed: game freezes with the sequence disabling background music and quitting

The additions featured already 3.80 beta release:

- added: blacksmith NPCs and ordering metalworks from them

Blacksmith is a new NPC type who you can meet in the villages. Blacksmiths can produce different kind of metalworks on demand. This is a fundamental addition which will make a big difference to obtaining iron tools and weapons.
Blacksmith products are culturally dependent and can range from fishhooks to swords. There's also variety among the levels of blacksmith expertise. All the blacksmiths can produce the basic tools needed for the every day life of their local culture, but only the few talented ones can forge more demanding items, like a sword.

* All the cultures do have blacksmiths, but their areal availability varies. Not every village has a blacksmith, but in general there are several within each cultural area.

* You can ask villagers if there's a blacksmith around. The option for this is found from "Ask for help/company" chat mode. If their blacksmith is a highly skilled one villagers are proud to let you know that right away.

* Ordering something from a blacksmith is initiated by talking to them. Ordering options become available upon greeting a blacksmith, or can be found from "Ask for help/company" chat mode.

* Blacksmiths vary in their expertise, but all of them can produce at least decent quality items. The more talented blacksmiths can produce fine or even masterwork items. They will let you know the level of their expertise and outcome of their goods loud and clear.

* Not all the blacksmiths will produce the same items, and the cultural variety makes the most difference there. Also, only the few most talented blacksmiths will be able to forge the most demanding items, such as swords, helmets or specialized knives such as Kaumolais knife or Skramasaksi.

* It should be clear already that metal armours are not really known or used by the local cultures, so blacksmiths do not produce those - except for helmets. So the availability of NPC blacksmiths doesn't change the fact that metal armours do remain as rare imported goods, as they should be.

* Of the swords, a few talented blacksmiths may produce broadswords and shortswords but the other types of swords found in the game are of foreign origin and remain to be rarely found as imported goods. The northern peoples aren't familiar with swords at all, so to find a sword forging blacksmith one has to seek among the wealthy western cultures, or at Kaumo and Reemi.

* You can order one item at a time, which will be payed for after it's ready. Upon confirming your order you can ask what the blacksmith would like as a payment from your current inventory, but you don't have to have enough goods for the payment yet upon placing an order. When the order is then being bartered for, even if you wouldn't have enough goods at first you can cancel the trade and come back to try again with more wealth.

* Meanwhile your order is being made you can ask the blacksmith how is it coming along. They will give you an estimation about the remaining production time. Depending on the item the production times vary from few days to a month.

* If you don't come claim your order within half a year it will be given away. This may naturally lower your reputation among the blacksmith, and the village.

- added: BLACKSMITH game encyclopedia (F1) entry

Village blacksmiths and ordering their goods described in short.

- updated: culture and weapon related game encyclopedia (F1) entries

All the culture descriptions have been updated with relevant blacksmithing information and assorted corrections. Certain sword and axe descriptions have been updated to emphasize that those are foreign weapons not known by the local cultures.

- added: villagers can tell about sages and blacksmiths in the neighbouring villages

Upon asking villagers if there's a sage or blacksmith around, and if there is not, they will now let you if there's one in the vicinity or neighbouring villages. You will then be given directions how to reach the village in question.

- added: animal droppings

Certain animals now leave visible droppings, i.e. feces, that can be found in the terrain on zoomed-in map level. The droppings aren't featured for all the animals, but for those whose droppings are commonly noticeable and relevant. For example the following wild animals can leave droppings: hare, fox, badger, lynx, wolf, reindeer, elk and bear. The domestic animals such as sheep, cows and pigs also leave droppings.
The droppings of different species look a bit different, and upon looking at the droppings with game commands you will be told which animal's droppings it is.
For example: "You see here an elk droppings."
If the droppings are somewhat recent, less than a day old or so, you will be also be told that it's fresh droppings in question. Even if you wouldn't be able to specify their age the droppings work as an indicator of the animal presence at the area. The droppings may remain visible for weeks, but will eventually disappear.

- added: using animal droppings as fertilizer

Using animal droppings as fertilizer isn't necessary, but it's possible - if you feel like it. You can either spread droppings on the ground before preparing the soil and planting your crops, or spread them around after the planting. In the former method the droppings are then mixed in the soil upon preparing it, which is better.
The fertilizing effect is simplified and any amount of droppings will help a little. You don't have to fertilize every tile of the field, but just quite casually spread the droppings here and there.
This extra fertilizing helps plants to sprout and grow more succesfully, so somewhat higher yields can be expected from the fields fertilized with droppings. The effect isn't too dramatic though, since the slash-and-burn agriculture in use already includes fertilization with the ash from the burned woods.
When collecting droppings they appear under a new "Miscellanous" item category in character's inventory.

- added: SMOKING and FIREPLACE game encyclopedia (F1) entries

These will explain the smoking and fireplace heating up processes. In the cookery menu SMOKING encyclopedia entry dialog is shown at Smoking option.

- fixed: getting "carry too much" pick up restriction even if the character's inventory wasn't really full

- fixed: possibility of de-hairing bird skins, or already de-haired skins

It was redundant, and confusing. Now the game notifies you about this being needless.

- fixed: animals and NPCs drowning in shallow waters or small puddles

The issue made NPCs occasionally drown in village wells or puddles, or the animals drown in shallow shoreline waters if they were moving about there a lot eg. when tied in place.

- fixed: quest journal sometimes showing excess NPC portraits on the latter pages

- fixed: meadsweet flowers tile missing

- text corrections: a good bunch typos and grammar corrected, some messages rephrased.


May 22, 2023, 08:03:52 PM
[Outdated] [3.80] Community Mod BAC This is an old thread.

Next version is at

BAC is a community mega mod for Unreal World. It contains work from many contributors across many versions of Unreal World gong all the way back to Rain's amazing iron mod. There have been multiple caretakers and may be others in the future. Text files list various contributors.

Im doing the update for 3.80.

A fresh BAC thread to continue the updating for the current vanilla game. Each game update may cause "collision" by taking up base menu numbers or changing some mechanic.
3.72 vanilla did a much needed change on cordage types that needed an overall beyond my own time to due. Thanks to Armion and Rudy for doing the update then.
3.80 is added minor changes to how arrows can be made, which BAC already had in its own form, and adding a lumber option for a less than board piece of flat wood called "slat"

The first few posts are being reserved for later notes that tend to be needed.

As only the original creator of thread post #1 can adjust its attachments while it will initially be the current 3.80 BAC version you may need to check the end posts for any updates by anyone else.

June 09, 2023, 03:28:04 AM