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Re: Does BAC reduce realism? My 2 cents. BAC is the single best improvement to URW, it makes many thing more 'real', I never play without it.

Admittedly I have never got into metal production so cannot comment on the balance/realism of this part. You do have the option of not using any bits you do not think are accurate enough.

It is possible that the first working on iron was done by a single guy trying to make iron better than bronze. Making a steel arrow head could be done by one person, making lots of them would need more people.

May 20, 2020, 10:40:01 AM
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Re: Does BAC reduce realism? Now you don't have to imagine mining as a 100m underground process. More like a surface deposit thing. But BAC is awesome, nevertheless. Still haven't used the mining stuff, but I will at some point in the future.
May 20, 2020, 11:15:13 AM
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Re: Improvements to fire mechanics, changes to smoking mechanics
That 3-4 days is "hot curing" smoking which is far more recent method than what was in use at the time of the game. I dearly wouldn't count on preservation of few months with that, unless it dried up to "beef jerky" fashion.

What we refer to, is explained by Ilmar Talve in "Finnish Folk Culture" simply as:
"The meat was smoked in the sauna, to begin with at a low temperature for 1-2 weeks ('cold-curing'), after which it was kept at a high temperature for 2-3 days to make sure it war properly done."

I've not tried that method, but drying first and then hot smoking, does give good flavor on jerky. Rather than using liquid smoke on the jerky-marinade. Drying in 145F or 63C for 8h cures thin cut and 36h marinated beef or venison. The strips stay good in pantry for at least 5 months. Both in ziploc bags and wrapped in paper towel and wrapped in cotton towel.
Just need to be sure to trim any thick fat deposits, as they could contain moisture 'pocket' and cause the strip of meat to mould. Not that 63C is warm enough for a proper sauna bath.

There's also option to use smoking teepee, instead of parachute, I'd reckon cavemen and folks since could've used animals hides.

May 20, 2020, 07:56:44 PM
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Re: Improvements to fire mechanics, changes to smoking mechanics
There's also option to use smoking teepee, instead of parachute, I'd reckon cavemen and folks since could've used animals hides.


Stuff like this is exactly what we need (IMHO of course). Nothing complicated, historically accurate and definitely flavour adding. Just gotta make sure there is room for cheese. Gotta have, just GOTTA HAVE smoked cheese man!

May 20, 2020, 08:29:01 PM
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Re: Does BAC reduce realism? Personally I think it greatly improves the game, but yes maybe it is a little unrealistic that a 16 year old person would know how to do everything from building looms, knitting, making nets, smelting bog iron, building boats... Still, not impossible if you play someone with high intelligence.  Most people in the UnReal World would probably have at least seen or heard of most of these processes (depending on their cultural background).

As others have said, you always have the option of ignoring those parts of the mod.  You can even just go into the mod files and delete whichever parts don't suit you - or strike them out so that you can bring them back in later if you choose.

I always encourage everyone who have quibbles with mods, to learn the modding infrastructure for the game, if you don't already know it, because it's actually incredibly intuitive and simple.  I am not a computer expert by any means, but I find it very easy to manipulate, tweak and combine mods in this game.  You could even create your own sub-mod which you feel better represents reality, and release it to the community. 

May 21, 2020, 07:38:44 PM
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Re: Improvements to fire mechanics, changes to smoking mechanics I've used tarp smokers before in the past and they work great.  Not hard at all to set up, and the jerky comes out great.  As long you smoke it thoroughly, it really doesn't need to be eaten straight out of the smoker either.  It will basically be regular jerky such as you would buy in the store.  It will keep for several days, probably longer in dry conditions. 

I was always sort of surprised you couldn't do this in the game.  You have to build a whole log cabin just to smoke meat, rather than just some animal skins draped over a tripod.  I always figured maybe it was a historical cultural thing, or maybe for gameplay balance.


May 21, 2020, 08:05:50 PM
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Re: Improvements to fire mechanics, changes to smoking mechanics
I always found the mechanics of smoking meats in the game are bit odd to say the least, but since its been like this for a very long time, I guess I got used to this and never mentioned it. But now... Lets be honest here - if we want to do anything even remotely resembling proper smoking - this will not do. I guess the game is trying to simulate cold smoking, but as far as I know this method will not work with raw meat. In fact, it will not work so badly that if you'd try it, its almost certainly will lead to mid-level food poisoning at best and the brave food experimentator will need proper medical assistance. Sami, since you are taking a second look at this, maybe it would be a worthwhile effort to add a proper smoker building? Cold smoking does not need lots of heat, but it needs constant smoke source - aside from taste, it serves as natural anti-bacterial preserver. Fire source is not needed as such, as long as there are at least some embers under some moist wood shavings - its perfectly fine. So the smoke house can use a special fireplace with much longer burning fires (literally for days) that give almost no heat and cant be used for cooking or heating up.

It's the cold smoking the game simulates, and it works for raw meat/fish too. And yes, the smoke is more important than the high temperatures, but those fireplaces are the very sources of smoke. There are no chimneys, so everytime you burn fire in the fireplace the smoke fills the rooms. So all the houses are "smoke houses" to begin with and there's no need for special fireplace or special building. It's ancient and traditional way to cold smoke foodstuff in saunas. It would work similarly in regular houses too as the smoke generation is the same with those fireplaces without chimneys.

Actually, when the regular cottages were warmed up it gets (of course) so smoky in there that people rather stay outside for those few hours of active warming up, and then return when most of the smoke has been led out. The fireplace remains nicely warm still. This regular warming up process is yet to be simulated in the game because..well..very few would love it at first. :)

May 21, 2020, 10:03:46 PM
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Does BAC reduce realism? I was reading through the wiki and my concerns that the mod would unbalance the game and make it less grounded in history seem justified. One dude in the forest couldn't mine iron ore and make steel surely, you'd need a village full of people to do that.

Some of the stuff sounds cool and relevant (bone fish-hooks etc) but I'm worried it'll just become cheesy and unrealistic if there's a slew of unbalanced piecemeal additions.

Any thoughts?

EDIT by Erkka: I think JaxonThomas was a spambot, first posting a copypasted version of another topic, then later on editing the post to insert links to suspicious sites. I deleted the user account and removed the suspicious links from this post, but I kept the thread for there is some good discussion below.

May 22, 2020, 12:25:30 PM
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Re: Mods for 3.50 and some questions
Where do I download mods that are compatible with 3.50? How do install these?

Will the mods affect my save files?

Well there is a similar post just below this one.
Here is where many 'published' mods are posted:
https://www.unrealworld.fi/forums/index.php?board=11.0

Generally, extract the files from the mod and place them in the Unrealworld folder
Only saves that are opened in game with mod installed 'would/could' be affected.

I like all my mods  8) :D ;D


May 22, 2020, 08:57:47 PM
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Re: Does BAC reduce realism? Metallic firearm cartridges are made of brass, not bronze.
Or aluminum: which are non-reloadable.
Or steel, which can be reloaded, but exert excessive wear on the reloading dies. A lot of the steel cases use Berdan primers too, which makes depriming even slower manual task, vs most brass cases being Boxer primed. Of course there are some brass cases using berdan primers. And some manufacturers brass cases have narrow flash hole and standard de-capping pins won’t fit through (.223 Remington by Fiocchi being one such ‘case’)

Another exception would be brass headed plastic shot shells. Shotguns have lower pressures than rifles or handguns.

And most metallic cases can be reloaded from 2-20-ish times. How hot are the loads, are the cases conducive to reloading: mouth, shoulder geometry. Mouth and wall thickness. Is the chamber oversized. Are the cases neck or full sized. Are the cases annealed between reloads.

I’ve played FO4, I like the setting. But it’s far-cry from realism too. Generic pipe won’t make a barrel. It’d end up as pipebomb most likely. Or couldn’t hit wide side of barn: even when shot from inside of the barn.

But then, for failed realism: nothing beats Minecraft magic contra-gravity tiles, simply floating in air when supporting block gets removed.

May 23, 2020, 07:13:23 PM
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