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Messages - caethan

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1
Gameplay questions / Re: Savefile locations on a Mac?
« on: February 12, 2019, 04:01:17 PM »
There are actually *two* locations, depending on how you're running the game.  If you're running the stand-alone version, savefiles will be in:

/Users/YOUR_USERNAME/Library/Application Support/urw3-Darwin

If you're running the Steam version, savefiles will be inside the Steam package - right click on the game in the Steam menu, click "Properties" then "Local Files" then "Browse Local Files".  You'll get a Finder window with the URW application inside it.  Follow ModernNorseman's instructions on how to get to the savefiles inside.

2
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).

3
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 07, 2019, 07:25:43 PM »
Here you go:

4
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 04, 2019, 06:52:11 PM »
And if you don't want to run it yourself, here's the full table dump from CONSTANT.OBJ: 

https://docs.google.com/spreadsheets/d/1l3JpN3IcZu3h82NXmfZ8F3hl1vYbAiQwFngQ1rB5dDs/edit#gid=0

5
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 04, 2019, 06:41:35 PM »
It's still pretty hacky, but this is the notebook where I do data extraction:  https://github.com/caethan/urw-object-reader/blob/master/URW%20object%20evaluation.ipynb

Each object has 172 bytes of data, and I've successfully identified (I think) what some of that data is.  Still don't know everything, though.  You can dig into the CONSTANT.OBJ file for static data or CHARNAME/CHARNAME.OBJ for character-specific data. 

6
General Discussion / Re: weight of dried fish vs dried meat
« on: November 15, 2018, 05:55:54 PM »
The thing about URW cookery is that nutrition is never lost. Drying or smoking any food item reduces its weight, but it keeps the exact same nutritiousness total (and there's a small extra bonus added, especially if you can get it to tasty or delicious status). That's why you see that with salmon vs bear, but rest assured it's not just random and every original calorie is still in there, nothing is ever lost by smoking or drying food. Just the weight changed.

I found an interesting edge case where nutrition is lost, actually:  dried bear meat.  Bear meat is so nutritious that drying it, which multiplies the calorie density by 10, overflows the bits where nutrition data is stored.  Specifically, raw bear meat has 29g of protein per 100g, so drying ought to bump it up to 290g of protein per 100g (yes this is unreasonable, but that's how it works internally).  But it gets stored in a two-byte register, so it instead caps out at only 255g of protein per 100g.  So you end up losing about 6% of the calories when you dry bear meat.  Seal meat is rich enough that this will happen too (although a smaller effect). 

7
Gameplay questions / Re: Gaining fisherman's luck
« on: November 05, 2018, 06:16:11 PM »
One way I've tested ritual requirements is to start a new character that has the ritual (can require a lot of randomization) then start the first game course up to the point where you're required to use a ritual.  You'll know you completed it successfully because the game course completes.  If you save the game files right before you can experiment a bit to see the exact requirements.

8
Blunt attacks to the head to knock the creature out (preferably while standing behind the animal to improve your aim), then a spear right through the skull.  Kicks, clubs, and staffs all work fine for blunt attacks. 

For large creatures, sometimes I'll use an edge attack to the neck while they're unconscious as well, to start a strong bleed and let them bleed out quickly.

9
General Discussion / Re: Take it or leave it - Forest Reindeer Meat
« on: October 03, 2018, 04:31:10 AM »
Don't forget you can cure hides to delay the tanning process until later.  Well worth it when you have a temporary abundance.

10
Suggestions / Log message for skill training
« on: September 14, 2018, 08:48:36 PM »
Would be nice to have a message in the log when one of your skills goes up.

11
Suggestions / Re: How about Scurvy?
« on: September 13, 2018, 06:13:24 PM »
Dogs don't get scurvy; they make their own vitamin C.  It's only higher primates and guinea pigs that can't.

12
General Discussion / Re: Nutrition system
« on: September 06, 2018, 07:23:21 PM »
Note that turnips, mushrooms, and berries are all on the pretty-low end of nutritious. (145 calories / pound for turnips, 132 for mushrooms, and 73 to 222 for berries).

I spent a bit of time collating all the nutrition of foods to figure out what was worth gathering.  A summary:

Crops
Barley and rye are both highly nutritious, at greater than 1000 calories per pound, and hemp seeds are nearly as nutritious.  Hemp seeds can be used as seasonings, but barley/rye need to be ground into flour to be eaten, so will take a bit of extra processing.  Broad beans and peas are decent, at 490 and 367 calories per pound.  Of the two, broad beans just produce a lot more weight per plant, and so I usually grow those for preference.  Turnips and hemp leaves are filler - it's worth keeping them on hand (turnips are good trap bait) but very hard to live on them.

Of wild plants that can be grown, nettle, yarrow, and sorrel are all low-nutrition (36-186 calories per pound), but clayweed is up with barley, rye, and hemp for being fairly nutritious (1125 calories per pound).

Wild Edibles
As above, wild mushrooms don't have many calories (132 / lb), but they can be worth gathering since it doesn't take much time for a reasonable weight of mushrooms.  Berries are comparatively lightweight (10 bushes for most to gather a pound) and take a long time (5 minutes per bush) so that in many cases you burn more calories gathering the berries than the berries are worth.  Cloudberries are the best - they're large, so they're twice as heavy (5 bushes per pound) and have the best nutrition (222 / lb).  Other berries I only gather if I want to use them to bait birds into my traps.

Lake reed is up there with the grains as a nutritious crop, at 1089 calories / pound.  It's also wildly overabundant in the vanilla game (1 lb reed per plant, due to an error with the coding).  Well worth gathering a bunch in autumn for the winter.  It's also grindable into flour, and can be eaten as a vegetable.  Marsh calla and bogbean are decent (939 / pound) but have to be boiled to be made palatable.  Other wild plants vary.  Some like meadsweet, goldenrod, and heather have almost no nutrition (18 / pound) and are only useful for their medicinal properties.  Others vary around the lowish to midrange of plant nutrition (~200 to ~600 calories / pound).  Milkweed isn't half bad, and mother and bear pipe are both quite useful both for calories and for their medicinal properties.

Fish and Meat
Fish vary a fair bit, but are in the middle range of nutritious.  The least nutritious fish is the pike-perch, at 290 / lb, and the most nutritious is the salmon, at 585 / lb.  The biggest benefit of fish is that they are generally pretty big, and so you'll get a fair bit of food with just one decent size fish - a whole pike is 2433 calories, enough to sustain a man under not too heavy exercise for a day.

Meat varies quite a lot as well.  The most nutritious meat is bear, at 1057 calories per pound, and several tie for least nutritious at 395 (including squirrel, dog, lynx, and badger).  Elk and forest reindeer, the most likely catches, are middling at 503 and 581 / lb.  Fat is by far the most nutritious (raw) food available, at 4082 calories per pound. 

The other benefit of fish and meat is that you can dry or smoke them, which not only preserves them, but concentrates the nutrients as well.  It is actually slightly non-physical right now, but dried meat is 1/10th the weight and 10x the nutrition, while smoked meat is 1/8th the weight and 8x the nutrition.  You can get all the way up to dried bear meat, which has 9934 calories per pound (twice that of raw fat!)



So in summary, plants are among the most nutritious foods in the game (barley & rye flour in particular), but not all plants are equal.  Things like turnips, berries, and mushrooms, while easier to gather, are really only worthwhile for stretching out the supply of more nutritious foods.

13
Mod Releases / Re: URW sufficiency mod
« on: September 01, 2018, 06:39:11 AM »
Officially released version 1.2.  Biggest change is some modifications of the vanilla cookery recipes to make them more versatile and useful and the addition of bone clubs and javelins.  Finally another use for bones other than feeding your dogs.  Also includes miscellaneous fixes and a few minor things.  Available as always here:  https://github.com/caethan/urw-sufficiency

14
Modding / Re: How do I Mod?
« on: September 01, 2018, 06:37:44 AM »
> Well, any decently made mod should have installation instructions. Look for those and follow what they say.

*looks shadily from side to side*  Right!  Of course decently made mods have installation instructions!  Let me just... check on mine.

Here's what mine (now) says in the README:

The first step to installing the mod is to find where Unreal World is installed on your computer.
If you've installed it manually from the developer's website, just remember where you put it.
If you're running it from Steam:
* Open up the game properties by right-clicking on the game from the Steam interface and selecting "Properties".
* Switch to the "Local Files" tab.
* Click on "Browse Local Files".  This will open up a window in Finder (for Macs) or Explorer (for Windows) at the root of the installation.
* For Macs:
    - There will be an icon with the label "UrW.app".  Right-click on it and select "Show Package Contents". This will open up another folder.
    - Open the "Contents" folder, then the "Resources" folder.
    - This final Resources folder is where mod files should go.
* For Windows:
    - TBD
* Copy over all the *.txt files in the mod download to the Unreal World folder.  Some of them will copy over the original files provided with the game.
You may want to make a backup of the original files to remove the mod in the future.
* Copy over the GAME.NFO file.  This updates the encyclopedia with the new modded items.
* There are two subfolders in both the Unreal World folder and the mod folder:
    - "truegfx":  pictures used in the encyclopedia and for various other purposes
    - "truetile": sprites for items and creatures in the game
* Copy over the contents of each of these folders in the mod into the Unreal World folders.
You shouldn't be copying over any existing files here.
* Start up the game and enjoy the new options!

15
Mod Releases / Re: URW sufficiency mod
« on: September 01, 2018, 06:10:43 AM »
@Maenethal - Can you provide more information, please?  I haven't had problems with it.  The current code for retting plants is like this:

Code: [Select]
.Soak Nettles. "Hunting Horn" [noquality] *AGRICULTURE* /1/ \14d\ [patch:20] |-2| [effort:0] [phys:arms,stance,one-armed]
{Nettle} #0.5# [remove] [patchwise]
{[TILE:Water]} 'Soak thoroughly in water'
[NAME:Retted Nettles]
[TILEGFX:it-retted]
[TYPE:tool]
[MATERIAL:cloth]
[PRICE:0]
[WEIGHT:2]

So you should need to stand in water while you craft the item.  I can confirm that this works on my machine.  If it doesn't work, can you provide some more info on where the failure is?

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