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Messages - Sami

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481
Not bugs / Re: [3.63] minor consistence issue in repeat fishing
« on: December 27, 2020, 09:28:14 PM »
if I 'f'ish with a fishing rod, while injured and carrying stuff: no penalties seem to affect and no message about it

but if I follow it with 'r'epeat command, game message tells penalties do apply

Would you post a message log snippet, or screenshot which shows the messages. Do the both ways in the row so that we can see the output.

482
Suggestions / Re: Dog's Priority List for Food
« on: December 27, 2020, 08:56:02 PM »
It's hard to say what's everyone's situation, but feel free to send me sample save of a situation where you feel the dogs clearly should eat but they don't and I'll promise to check it.
They shouldn't be picky if the food is proper.

483
After all, I'm pretty sure this was case of hitting a sapling, but the messages just lack the sapling information in the current version - 3.63.
In the next patch thrown object hit messages do display the sapling information properly.

Case closed - persists in 3.63.

484
Not bugs / Re: [Mod stuff] Crag ~ Bug? Oversight? intended?
« on: December 27, 2020, 04:05:34 PM »
Crag and your settlement, (and marshland, and base rock, and moss covered xxx, etc.) aren't actual single tile type names (but tile surface cover layers and/or additional informative tags) and thus not recognized by the NEARBY_TILE. It's not a bug per se. NEARBY_TILE only recognizes a bunch of the very basics.

485
Solved'n'fixed bug reports / Re: Peeling birch sapling in late spring.
« on: December 27, 2020, 03:58:08 PM »
Indeed, you shouldn't be able to get branches, nor bark, from saplings.
Fixed now.

Fixed - persists in 3.63.

486
Solved'n'fixed bug reports / Re: vasta bug
« on: December 27, 2020, 02:46:03 PM »
Yep, a bit cryptic report, but the issue seemingly was that the spruce withes were accepted even though birch withes are specifically required in the making of vasta.

Fixed - persists in 3.63.

487
Suggestions / Re: Point and click start location
« on: December 27, 2020, 01:12:02 PM »
It seems @Night was a bit too modest here and @Sami missed it. Night indeed has done excellent work and provided us with an external start location chooser:

Urw start location selector

Yes, I've noticed the tool but in marathons I still reply to every suggestion. So, be there workarounds or not I still try to give even a little insight and take a moment to ponder the ideas.

488
Development News / Re: Taking a look at the suggestions
« on: December 27, 2020, 12:12:50 PM »
Thank you Saami for helping me deal with the isolation of the CoVid lockdowns shutting down so many places I would normally go.

You're welcome, just doing my thing :)
But yeh, it has become evident that UnReal World is much need breath of fresh air for many people during these times.

489
If the game would simply use water from containers on ground automatically (for example from largest first) or at least include the water containers on the ground on the inventory menu. This would be a *huge* interface improvement. Why are the tubs so small anyways?

Relating to this - it would be cool for table top contents to appear on the list menu when 'e'ating or 'q'uaffing. That way having a table in one's cottage would really be a lot of help as in real world as well.

This sort of functionality, especially to use ground containers in various task, has been suggested and replied before. The ground items are handled differently within the game mechanics so including them to this-and-that is quite costly. We’ll seek ways to allow some easiness to ground item usage, when time allows.

490
Suggestions / Re: Arrow physics while shooting seal / water fowl
« on: December 27, 2020, 12:08:10 PM »
I think the arrow flight paths could use a bit modifying when shooting seals / water fowl. I tried hunting seals from a punt and missing the seal some 10-20m away resulted the arrows flying 100-300m past the target. The aimpoint being generally downwards this seems funky  :)

Also: bouncing arrows?

Projectile physics are modelled very precisely, so if the aimpoint really has been downwards this sounds like a bug. But we don’t know the actual shooting setup you had, and this is just one case example. So, test again with similar setup and report as a bug if you really find it happening.
Arrows shot in the water don’t bounce. Not in the game, nor in the real life.
Historically there have been special bouncing arrows, which we’d like to feature at some point, but they can travel beyond the first impact only tens, not hundreds of meters.

491
Suggestions / Re: Dog's Priority List for Food
« on: December 27, 2020, 12:07:06 PM »
It is winter, my pack of dogs wake me with barking and I go out to see one of my fox traps had an Arctic fox caught in it, alive. I am happy, winter arctic fox fur! I leave the dogs to eat their bones, raw meat, spoiled raw meat etc scattered in piles between the traps.

I kick the beast dead. I was exhausted. I need to wait to be less tired to skin it. Only in the minutes I rested, the dogs had eaten the entire fox. Leaving just bones. Valuable fur gone.

I don't know why they ate it first?

Most probably they chose to go for the fox because they were starved or really hungry, and in their condition prioritized the fresh kill over other foods available.
In any case, this isn’t really a suggestion but more of a question, unless the actual suggestion is that dogs should never eat fresh kills if there’s other food closer by. For that, the answer would be no, and starving dogs will remain keen on tasting fresh kills and carcasses.

492
Suggestions / Re: Character and clothing&armor sizes
« on: December 27, 2020, 12:05:57 PM »
Have small characters, say under 65kg (~143lbs) average/usual size above that and below ~90kg (198lbs) and large characters, above 95kg/198lbs
Then add ‘small’ and ‘large’ sized armor and clothing items. Keep the current items as average/usual size.
Decrease small clothing and armor weight by (maybe 10-15%) and increase large variants weight by 10-15%.

Having character sized clothes/armour is nice idea to think of, but can easily get overly complicated in action and on code level. We’ve thought about this occasionally too, but after more pondering it hasn’t felt too necessary addition. Maybe, we could try it first with little pieces of equipment – say boots – and then see how fun, or painful it becomes. It would affect to trading as well, as villagers wouldn’t be too eager about the not fitting gear. If you were to sell character made clothes you would have to be able to choose what size to produce. And dozens of other little trivial things that might make things fun on one small sector, but cumbersome for the most of the time. Still, we’re thinking of this, and who knows...maybe one day.

493
Suggestions / Re: Willows
« on: December 27, 2020, 12:04:52 PM »
Add willows to the game.

Yep. More trees is planned, and willows are on our to-do list of the new trees.

494
Suggestions / Re: Imminent death warnings
« on: December 27, 2020, 12:03:27 PM »
Quote
So I suggest:
- freezing to death to actually blink continuously when it's on - isn't so disturbing because rarely us 'on' at least for long 
- have warning sound effect/pause when freezing (shivering female/male voice would fit here nicely)
- have warning sound effect/pause when freezing to death (intense shivering female/male voice would fit here nicely)
- have sound effect/pause when danger of drowning (gurgling female/male voice would fit here nicely)
- 'q' is a bit too often used a command for both drinking and 'Q'uitting, imho. I use 'Esc' anyways to leave game so I rarely even 'Q'uit.

Pauses could be added here and there, but blinking and sound effects is a bit overkill. Sound effects would be nice in general, but we can’t secure everybody has the sounds on. However, if all the cases where player might miss the warning messages and die as a result would be secured with pauses, the game would be quite often about lots of pausing.
The tricky thing with freezing and swimming pauses would be that the warning messages are spammed by the game a lot – to make sure they aren’t missed that easily - and it would be quite annoying if there was a pause with every turn. Gotta think about this.

495
Suggestions / Re: Small scale primitive smoker
« on: December 27, 2020, 12:02:28 PM »
I think a primitive small scale tipi type smoker would make a great addition to the game. Smoking doesn't really demand a huge building unless one smokes huge amounts of stuff. So maybe a small structure from three slender tree trunks, a large hide, some tying equipment and branches where one could smoke smaller quantities of meats?

We could allow smoking to be done also in kotas – like mentioned in the follow-up. That would do the trick, but the smoking times would get longer too and taking care of the fire would need more frequent maintenance.
Smoking is anyway thought of as more or less settled food preservation method than a quick
wilderness expedition option. But still kota smoking would be reasonable addition, since we don’t necessarily need log cabins to settle down.

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