See likes

See likes given/taken


Posts you liked

Pages: 1 2 3 [4]
Post info No. of Likes
Re: How many seeds do you plant per square? You plant one fistfull of seeds per tile. Planting another fistfull will replace the previous one. Thus, each planting already plants a larger number of seeds than the number that will sprout.

It is possible to abuse the system by planting a new fistfull if the feedback indicates only a small number of plants will sprout to get a new roll of the (skill based) RNG, but there is nothing like that in real life...

It's also possible to plant multiple fistfulls in order to get skill increase rolls, but agriculture is a skill that tends to increase fast through planting anyway.

The number of plants that can sprout per tile is different for different crops. The wiki has the details, but I think yarrow has 5 as the maximum, while rye/barley has 25.

October 24, 2019, 11:42:53 AM
1
Re: How many seeds do you plant per square? I don't consider it abuse. I think of it as sorting out the bad seeds, which one would do when planting by hand.
October 24, 2019, 04:54:38 PM
1
Re: How many seeds do you plant per square? It's easy enough to just prepare more soil for planting. Suppose your first seed will sprout 1 plant and your next will sprout 5, if you plant them in the same place, you get 5 for 2 seeds. if oyu plant them in 2 tiles then you get 6 for 2 seeds. 5 < 6.
October 24, 2019, 09:04:23 PM
1
3.60 (stable) released on Steam, with Halloween sale & Kekri celebration Halloween sale is on at Steam, and our own festivities also include the release of UnReal World version 3.60 (stable) there.
You can grab the game for decent discount at UnReal World store page, and Lifetimers will find the release at the designated forum section. Now if you've been itching to start playing 3.60, maybe counting your coins, we're having the biggest discount so far to make it a little more affordable for You. Those who feel reluctant about playing connected Steam we remind that it's not a thing in case of UnReal World. You can be and play as offline as you want.


It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we. We have harvested and processed the bugs and to-dos since the last beta and now together with Kekri celebrations 3.60 stable is out.


Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink. So, what does a decent developer of tradition rich game do to follow the tradition?

Well, hello there, any foods or drinks to offer? Some purchases will do as well.


You can find full 3.60 changelog here and this is what's been added since 3.60beta-hotfix3:

UnReal World version 3.60 (stable) changelog:
----------------------------------------------------------------------------------------------
- added: tree saplings

There are now small saplings of spruce and birch trees appearing on zoomed-in maps. Saplings are not obstacles for movement like the bigger trees but you can walk right through them. Saplings can be cut down like any trees, and they have use in making of withes.

MIGRATION NOTICE: Saplings can be found only on newly generated maps. If your character has explored the world extensively you may want to run map maintenance (key command [7]) which removes unimportant previously generated zoomed-in maps.

- added: withe - a new type of tying equipment

Withes are tying and binding equipment made from flexible, slender saplings of spruce or birch trees. Your character can make withes from [M]ake-menu under Tying equipment category.

- added: WITHE game encyclopedia entry [F1]

- added: fence building now requires two bands of tying equipment

Fences have been traditionally tied with spruce withes, which are the preferred and convenient choice, but any other tying equipment will work as well.

- added: villagers now cook their raw meat and fish

Villagers will now cook raw meat and fish in their possession. This doesn't necessarily happen instantly upon obtaining the meat or fish, but at convenient moment for the villager in question.

- added: inventory auto-filtered to show timber when birch-bark raw material requirement selection is being made

- changed: upon planting something the sprouts are not immediately visible

Only after some days you will be able to see the sprouts of what you had planted. Before the sprouts, planted tiles appear in thicker prepared soil graphics so you will be able to recognize them.

- adjusted: village dogs don't bark at sleeping characters

Watchdogs barking at restfully sleeping characters made it impossible to have good nights sleep in a village.

- fixed: using length based items as weight based crafting material got their properties modified confusingly

For example tanning with birch-bark strips.

- fixed: hunting NPCs might choose to hunt player character's domestic reindeers

- fixed: villagers rejecting traps in trading, claiming that they have enough even though they had none

- fixed: raft weight reasoned

They've been super light earlier, but now weigh around proper 1200 pounds. This makes hauling the only option for moving rafts around on dry land.

- fixed: young leaves could be picked immediately when plants sprouted

Now the plant needs to be few weeks old before picking of leaves is possible.

- fixed: double animal skin when skinning the same carcass as your NPC companions

- fixed: young animals meat yield occasionally being as high as that of the adult animals

- fixed: NPC butchering/skinning processes in the background might cause player spend times to jump or reset

- fixed: NPC owned dogs not leaving tracks in the wilderness

- fixed: tying equipment return issues after drying/smoking

If several stacks of food was dried/smoked at the same location using same kind of tying equipment all the tying equipment got returned when the first batch of food was ready.

- fixed: player crafted items occasionally appearing as roasted foods (if there was NPCs cooking nearby)

- fixed: when looking at tree harvested of its bark the tree info mistakenly said "partially felled"
----------------------------------------------------------------------------------------------


Celebrate & Participate

We wish you happy Kekri time - or happy Halloween if that suits you better.
All in all, now just celebrate and participate in the festivities at this special time of the year.

October 28, 2019, 06:43:34 PM
1
Re: Making Arrows error[3.60] Oh yes, I see. The withe usage additions seem to have lured into [patchwise] crafting, now picking wrong formula for tying equipment requirements.
For a "kind of a fix" (only to save cordage) this can be eased by removing lenght requirement for cords arrow section of diy_glossary.txt as follows: (replace red line with green one)
However, even after this it still needs cutting cords in pieces manually beforehand.

.Arrow. [effort:1] [phys:hands,one-armed]     *CARPENTRY*        /30/    [patch:5]
{Branch}      [remove] [patchwise] [noquality]
{Knife}
{Feather} (3) [remove] [patchwise] [noquality]
{Cord} =1=    [remove] [patchwise] 
{Cord}           [remove] [patchwise] 
{Rock}        [remove] [patchwise] [noquality]


October 30, 2019, 11:26:55 AM
1
Re: Clothing Protection (after 3.60 update) I'm generally more worried about not having enough protection against cold, particularly on hands and feet.

"When was the last time..." Well, my characters tend to use disabled Njerps for target practice, and usually aim for the legs (to get them to last as long as possible, both because it's hard to hit and because hits tend not to be directly fatal), and there are a lot of arrows going through the feet in various fashions...

October 31, 2019, 05:19:14 PM
1
Re: Too many Njerps? Personally i was just doing the Njerp hunting quest from the Advanced Adventures, and actually found them quite tough to find.  I had to travel far to the east before spotting a single one.  Perhaps this is simply an example of the "Random Number Generator" acting unfavorable?

January 24, 2020, 05:30:23 AM
1
Re: Need Help From Community For Everyone Now that you are signed in, the active downloadables will be in the sub thread here:
https://www.unrealworld.fi/forums/index.php?board=11.0

September 21, 2020, 08:28:55 PM
1