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Grinding flour This one has been around for a while, finally decided to report it.

When you have a bag, or other container of grain/seeds/roots, with over ~4lbs of produce in it, and choose to grind in to a container that has less capacity than 4 lbs; you use 4 lbs of grain, and only get the maximum capacity's worth of flour.

e.g. grind barley from full bag, choose a birchbark box as target. 4lbs of barley will be used and yet you'll only get 2lbs of flour.

Choosing 2 or more stacked containers, with enough capacity to hold 4 lbs of flour; only one container will be used, the other(s) stay empty in the inventory.

Expectation here is that:
  • grinding would only use grain/seed/roots in the capacity the receiving container can hold.
  • Use multiple containers to receive the 4lbs grinding output.
  • Prompt for "How much grain/seed/roots to grind?"

May 09, 2024, 08:08:41 PM
Of Wolf and Woman Not sure if intentional, but seems like the wolf spawned for the quest, might end up dying anyways... when it spawns on river, during Swidden's thinning ice.

Character got to the area, heard wolf howl NE, while on the wrong side of river. I waited for some days, and the river cleared. Went looking for the wolf for several days, but no tracks, no howls. Lo and behold, it'd gotten (or spawned) on thin ice and drowned.

I do not have a usable save to try and recreate this.
Animals tend to stay away of water, maybe have them stay off thin ice too? Very least don't have them spawn on thin ice.

Edit: Made it back to the village, there's no option to tell the woman that the wolf is dead.

May 10, 2024, 11:57:35 PM
Re: Make Menu only for Modded items = saving BAC and other large mods Also, just to be sure, a few more word of clarification on my side:

I didn't mean to say that adding a new key to bring up modded recipes would not help at all with maintaining and keeping the mods up to date with new version of UrW.

What I was thinking was a scenario like this:

1. Sami adds the new hotkey
2. But somehow it happens that no-one from the modding community updates BAC recipes

Then, the way I see it, the underlying root problem would remain unsolved - the extra hotkey probably would make it easier to access all the recipes in the mod, but the confusion with vanilla items and modded items, and vanilla recipes and modded recipes would still continue to exists.

But, I do see the point represented by PALU and others; having that extra hotkey would help in the transition phase, when a new UrW version introduces new mechanics, and the mod needs some time to adapt, and a clean way to access "compatibility recipes" to transform old modded items to corresponding new vanilla items. And that is something I fully support, and to me this sounds like a good argument.


Also, personally I like the modding approach. And in my opinion Sami has been maintaining a fine balance between "an artistic indie coder following his inner vision" and "listening to the player suggestions and wishes" - not locking up in the ivory tower, nor getting lost in the endless swamp of "design by committee". I see my role as helping Sami to develop the game which fulfills his inner vision.

And, at the same time I see that some players wish for a fully moddable game, which would have the modding in-built into the core structures of the game engine. I find that an interesting idea, but I do understand that it would be an another game, not UrW but something different. Now, as some of you might already guess - I suggest that those interested in exploring the possibility of a fully moddable survival game could take a look at the Ancient Savo project and its modding system. (not wanting to hijack this thread, just my contribution to the theme of "yes, Enormous Elk does care about modders, modding matters")

May 12, 2024, 11:08:49 AM
Re: [3.84p1] duplicated stone axe This is likely related to area conditions and data entries rather than individual items.
I'm currently investigating a few other saves of this sort of item duplication, with different items though.

Plotinus, please send the save over. Thanks.
The more samples we've got the easier it is to find out the cause.

May 13, 2024, 11:19:06 AM
Re: [Fixed - 3.84-1]Textilecraft command displays as TEXTILECRAFTNETMAKING Fixed now. Depending on character's skill generation order it might display also TEXTILECRAFTBOWYER etc.

Fixed - persists in 3.84.1

May 14, 2024, 09:17:23 AM
Re: [3.84p1] duplicated stone axe I believe we've got this issue solved and fixed now, and will likely release a patch this week.
Plotinus, feel free to send the savegame nevertheless. Double checking doesn't hurt.

The issue was about unfortunate item data re-arranging due to world/creature activity on specific areas.
The bug potential has been fixed now and no more this sort of duplication should happen in the upcoming patch.

Fixed - persists in 3.84.1

May 14, 2024, 10:03:54 AM
Spotting, getting noticed, by unconscious NPC I would think unconscious NPC should not spot hiding character.
Noticed this with a hare, would be more dramatic if it were Njerpez.

May 15, 2024, 11:58:51 PM
[Fixed - persists in 3.84.2] Double fire Visiting a nearby village ( to keep the sow cuts smoking nicely), pushed 3 branches and block in the fireplace, was surprised to get not "the fire is about to burn out soon"
Checking the fireplace, there's 2 separate fires.

Save available.

May 16, 2024, 04:33:12 AM
Re: Vivi's Skill Training Ding Ding! This is a bump to announce the mod has been updated to add Netmaking and Bowyer skill training into the game~ Enjoy!
May 23, 2024, 03:36:50 PM
Re: [3.84] a very large spring Ah, it must be so that for migrated villages all the water tiles within the village area are converted to spring water. No need for a save, will fix.

(As a curiosity large spring based ponds/small lakes do exist and in regards to their water origin they can be still considered springs.
 But yep, in the game we've got only small ones.)

May 28, 2024, 11:47:41 AM