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Topics - d2shr6o8av

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Suggestions / Hire a villager to smoke meat or fish for you.
« on: May 06, 2022, 05:21:58 AM »
Since the new smoking mechanics were introduced, I haven't bothered with smoking meat and I just roast and sell them. I find it more enjoyable to spend my time hunting instead of restricting and spending my time within a day's travel to where I would have smoked my meat.

I would like to see the option of hiring villagers to smoke meat/fish.
The player provides the raw meat/fish and sufficient cordage. For every ## of meat/fish smoked, the villager keeps 1 piece of smoked meat/fish.

Suggestions / Village items spawn in a single building/location.
« on: September 18, 2021, 02:40:58 AM »
I wish items would spawn on a single tile inside a village building.
In every village, I gather all items and drop them in the biggest building. I don't find this habit fun, but it makes trading and keeping track of what a village has a lot easier for me.
I took a quick look at the wiki's modding page, and it doesn't seem like something that can be modded in the game.
I got the sense that Sami would be against this, but it doesn't hurt to ask.

Suggestions / Stack yarn of the same length 3.70 beta.
« on: September 16, 2021, 02:07:41 AM »

I figured that the same length of yarn would stack just like the 150 foot ones your purchase from villages. Unfortunately it seems that the 25 foot yarn do not stack because they have different weights.
Please make the same length and material yarn stack together.

Suggestions / Trading same item but different quality.
« on: September 13, 2021, 05:24:26 PM »
Currently if you attempt to trade items with different qualities you'll be denied and told, "It's you who wants ItemName, not me."
Making it possible to trade items with different qualities will remove the need to sell my item for other items and then trading those recently bought items for a higher/lower quality item.

    1. I moved all the village items to a building.
    2. The items kept the (unpaid) label after dropping them off.
    3. I picked the items marked (unpaid).
    4. I talked to Akseli the Sartolais woodsman.
    5. In the trade window I selected as many (unpaid) items as I could as payment.
    6. Akseli accepted the items as returns.
    7. When I talked to Akseli again or any other villager about paying for the remaining (unpaid) items in my inventory, none of them ask me to pay for the (unpaid) items.
    8. If I try to leave the village with the (unpaid) items, I do get yelled at by villagers demanding that I pay for the (unpaid) items.

After loading the game you’ll find the (unpaid) items at the character’s feet.

Save game

I right clicked on Unreal World, clicked on Properties>Betas>Select the beta you would like to opt in: (drop down menu), and the only option is "None".
I checked if I didn't have access to RimWorld's betas, but they are available.

Operating System Version:
    "Manjaro Linux" (64 bit)
    Kernel Name:  Linux
    Kernel Version:  5.10.61-1-MANJARO
    X Server Vendor:  The X.Org Foundation
    X Server Release:  12013000
    X Window Manager:  KWin
    Steam Runtime Version:  <Runtime disabled>

Suggestions / Tying animals to trees/fences.
« on: March 31, 2021, 02:56:01 AM »
Please make tying animals to fences act in the same way as tying them to trees.
Currently tying animals to trees doesn't ask you to point which direction to tie them to if you are already facing a tree.
When you attempt to tie animals to a fence you are facing you are still asked to point which direction to tie them to even if there's only one fence in view and within reach.

Bug reports / Infinite bear cuts.
« on: March 26, 2021, 04:05:20 AM »
I had just finished butchering a big bear and it yielded 301 bear cuts.
I started packing/pushing the bear cuts on my bulls until one would accept them. To my displeasure none of them seemed to have enough space left. I figured that all 4 of my bulls had reached the unique item limit so I removed a unique item from a bull and then I tried packing/pushing the bear cuts in it.
Once again all 4 bulls refused to take the meat cuts, it seemed that they all reached their carry weight limit.
I took a closer look at what was so heavy in all 4 bulls.
To my surprise all 4 bulls had 255 bear cuts in their inventory while I still had the original 301 bear on the tile I was standing on.
3.63 (stable)
Save file

Modding / Is there a mod that let's you repair wool clothing?
« on: March 24, 2021, 01:11:37 AM »
I'm running 3.63 (stable).

Bug reports / Sleepwalking wild reindeer
« on: March 20, 2021, 03:58:37 PM »
3.63 (stable)
Save game is here.

This feature is available on Cataclysm: Dark Days Ahead (CDDA) and I hope it will be implemented in UnReal World as well.

CDDA has three options:
Show: Cursor is always shown.
Hide: Cursor is hidden.
HideKB: Cursor is hidden on keyboard input and unhidden on mouse movement.

The game ate my masterwork woodman's axe after I dropped it on my punt, reset my tutorial, and increased curing time by about a little more than a year.

Save game @

Uploaded new save game called: TRILDAZER UPDATE1
In the updated save the tutorial reset itself yet again. A few furs that should have been ready or almost ready to be picked up had their 12 days timer reset and increased to as long as 19 days. I suspect my heavily loaded punt with spoiled raw meat cuts might have something to do with it.
This is all happening in the Islander area. You can find yellow markers with notes of the 440+ days of curing fur in the map.

A fur I had set to cure in Driik territory before I set out to explore Islander territory has had its curing time updated to 447 days.

Suggestions / Wishlist
« on: October 08, 2019, 10:29:58 AM »
Have all items on your animals be available in the trade screen.

An auto-pause when spotting wild animals. If not having an auto-pause is a feature to make stalking pray harder, then I understand.

Multi-select in the action menu. My use case would be to unleash/tie all or some animals at a time, equip ski stick/skis/paddle (my courtyard is only accessible through water or a gauntlet of traps).

Ask which animal you want to unpack/pack items from/to when multiple animals are standing on a tile.

Ask which target to attack when multiple beings are standing on a tile. Additionally have the attack repeat function (key: 3) remember who you last attacked and keep attacking them for each successive attack.

Allow non-weapons to be thrown when both hands are wielding something. My use case is throwing bait on traps. Currently I either drop bait and push it on a trap or un-equip one hand and throw the bait.

Crossbows should not require the 2nd hand slot to hold an arrow. Crossbow items if loaded should say what type of arrow is loaded in its name and you should be able to use the action menu (or some other way) to unload/reload them . Once loaded you should be able to swap an unloaded crossbow with a loaded one from your inventory.

Have a repeat the exact last crafting recipe key. My use case is smoking/drying/roasting batches of 19 per cord or 10 for roasting. Preferably it would be press shift-r, a list of what you are about to craft shows up in the message log and then press space to confirm crafting.
~Currently it is~: alt-c, d, select food, enter, space, 19, enter, select cord, enter, and space. Repeat this sequence for a big stag of meat cuts and feel your wrists curse at you. I've attempted to make an autokey script for it but Unreal World doesn't play nice with the program.

In the eating screen remember what you last ate and have it automatically selected.

Separate talk/command to shift-c for talking to people and something else for ordering/interacting with your pets. Unless all my dogs are visible to me, the chat selection is bogged down by all the names of dogs not visible to me.

Digging holes should be a resumable task. If you stop digging you lose all your progress and the dirt you dug out magically goes back in the unfinished hole.

Have items of the same exact type and weight stack with ones already packed on animals instead of making a separate entry.

Have animals/pets have the same unique item limit that a player has. Currently animals have a ~20 unique item limit and you’ll receive a “Burden of x is too much for “animal name” to carry!” despite having weight/load capacity left.

When walking over items you’ll see two different font colors, blue if there’s a single item and black if there’s multiple ones. Please use one font color (blue or something else) for both cases so that it is easier to distinguish items on the ground from other things.

Gameplay questions / Wearing a bandage.
« on: October 04, 2019, 01:06:18 AM »
I can wear and take off a single bandage in the wear/take_off screens. Is there a purpose to wearing one?

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