Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sami

Pages: 1 ... 4 5 [6] 7 8 ... 84
76
Hmm. It's not about the smith ignoring the batch value. Just checked it and at least codewise the number of items is correctly calculated in the price.

Now I'm thinking if you had quest reward "credits" available when experiencing this?
The remaining reward is discounted from the blacksmith prices too, just like with the normal trading, although there's some trouble with blacksmiths handling this correctly.

EDIT:

With further checking further interfering instances were found and also a case where the batch order value is ignored, and only single item price is taken into account.
This, combined with the possible reward discounts, are more than enough causes for wrong price estimations.

Fixing in process ...

77
Okay, so now we have found and fixed an issue here that might have caused the blacksmith order failures mentioned in some other reports as well.

The thing is that in this case the blacksmith failed to carry the ordered finished item because he was carrying too much load in his inventory.
The excess inventory then is a result of the fact that blacksmiths don't seem to restock the items they receive in trades - at least not in a swift manner.
It's fixed now so that blacksmiths will restock their carried inventory before attempting to carry the finished ordered item.

If you want to help the blacksmith to ease their burden before the next version is out then the solutions are to wait for a long time and hope that they'll eventually drop the excess items, or to trade the heavy items back from them.

Fixed - persists in 3.81.


78
Development News / Version 3.81 released for OS X and Linux
« on: August 03, 2023, 06:57:14 PM »
Version 3.81 is now released and live for all the supported platforms; Windows, OS X and Linux.
It's available on Steam, Itch.Io and for lifetimers.

For highlights and changelog refer to slightly earlier Windows version release post:
https://www.unrealworld.fi/forums/index.php?topic=7080.0

79
Development News / Re: Version 3.81 released for Windows
« on: August 01, 2023, 06:49:28 PM »
You made netmaking a new skill and while I understand that any of the old skills dont really apply to netmaking, it seems a bit odd to have a whole new skill for one very specific task.
Is there a chance that this is later combined with some more general (new) craft skill? Maybe netmaking and needleworking for clothes share some similarity?

Yep, it may feels a bit excess to have one unique skill for a one specific task but it's very justified here.
However, some more uses for it are already planned as we'll quite soon feature dip nets too.

80
Development News / Version 3.81 released for Windows
« on: July 31, 2023, 01:19:14 PM »
In the midst of summer schedule challenges we're hereby releasing version 3.81 first for Windows  and follow with Linux and OS X builds in early august.
Version 3.81 for Windows is available on Steam, Itch.Io and for lifetimers.

This version is mostly about craftable and repairable fishing nets, preliminary introduction of pausable crafting and some bugfixes. Find full changelog at the end of this post, and now let's highlight the most exciting addition...

Craftable and repairable fishing nets

Now it's possible to both craft a net from the scratch, and to repair worn-out nets. These are both pausable tasks allowing you to finish them in parts as you please. This will be the start of featuring a possibility to have breaks in long crafting tasks and continue at will later on. After the mechanics have been developed further this will be expanded to cover wider range of crafting.



        Weaving a net is laborious task and the mere amount of yarn alone may be demanding to obtain. The other material requirements include thicker cordage for the supporting lines, rocks for weights and birch or pine bark for floats. Traditionally the rock weights were sometimes wrapped inside birch-bark pockets for more durable attachment. This is optionally doable in the game as well.



         Making a net is process of several days, and that is why nets were usually woven indoors during the wintertime. For the history and realism sake a good use of written sources along with actually interviewing old net makers were carried out to come up with the many values and mechanics. And still there's a room to add some advanced fishing net care and maintenance features in the future.  It might be interesting for some if we opened up our research and field studies later on, but here's just one curiosity:

There's a tool called netting needle which has been essential in netmaking. It's a tool the player characters can craft in the game as well. In our interviews with a certain old net maker one question was: "We're the nets ever made by hand alone, without a netting needle, and is it even viable?"

    Ville, a real person in real world - an old fisherman - just kept staring for a really, really long time and said "Everyone had their own netting needle."  Other interviewees also confirmed that netting needles were always needed, even when repairing the nets, and during the fishing season people would carry them around just in case. Well, the game mechanics allow netmaking without a netting needle too, but you will only find it impractically slow.


Netting needle.


Changelog

Version 3.81 for Windows
 
** Saved characters from version 3.70-> are compatible with this version. **

- added: craftable fishing net

         It is now possible to make a fishing net by the player character. The option can be found at "Fishing" category in the [M]ake menu.
         Weaving a net is laborious task and the mere amount of yarn alone may be demanding to obtain. The other material requirements include thicker cordage for the supporting lines, rocks for weights and birch or pine bark for floats. Traditionally the rock weights were sometimes wrapped inside birch-bark pockets for more durable attachment. This is optionally doable in the game as well.
         Making a net is process of several days, and that is why nets were usually woven indoors during the wintertime. In the game making a net is newly featured pausable task allowing you to finish it in parts as you please.
     
- added: NETMAKING skill

         Netmaking is a skill for weaving and constructing fishing nets. Success in netmaking determines the quality of the nets crafted. For migrated characters this skill is created upon the first load in this version.

- added: pausable crafting

         In this version we are introducing pausable crafting for a few selected items. This will be the start of featuring a possibility to have breaks in long crafting tasks and continue at will later on. After the mechanics have been developed further this will be expanded to cover wider range of crafting.
         
         Crafts that can be currently paused are:

         * Net

         * Chop felled tree into blocks

         * Split firewood from a block

         * Split a trunk into boards
     
           With the pausable timbercraft options you can now also use unhandy and inferior tools eg. stone-axe in board making as there's no upper limit of how much time can be used to get the work done.

         Pausable crafting works similarly to pausable building. You can cancel the process at will, and then continue at will. The crafting will be continued when you try to make the said item again standing beside the partially finished item. For example, if you try to [M]ake a fishing net beside a partially crafted net the crafting continues.
         Partially crafted items will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- added: different tile graphics for a set net

         Tile graphics for a set fishing net is now different resembling its float line on top of the water.

- updated: "Net" game encylopedia (F1) entry

- changed: the weight and price of the net item

         Both have been increased. The weight because of the rock weights taken into account, and the price because of the true workload.

- added: netting needle, a new item

         Netting needle is a wooden tool used to weave fishing nets. It can be crafted by the player character from [M]ake menu "Fishing" category. Netting needle allows weaving the net conveniently with proper knots and tight mesh of uniform size.

- added: repair worn-out nets

          The option to "Repair worn-out net" can be found at "Fishing" category in the [M]ake menu. Repairing a net is also pausable task and can be cancelled and continued at will. To continue paused net repair works the same as continuing paused net crafting; if you use the repair option again beside the partially repaired net the crafting will continue.

- added: harvesting pine bark

         Pine bark can be harvested from big pine trees all-year round. Pine bark chunks are used used in making of net floats.

- added: "Bark" game encylopedia (F1) entry

- added: ball of birch-bark strip as village resource

         Villagers now gather and stock balls of birch-bark strip. These can be then traded for by the player characters if need be. Birch-bark availability in villages is based on the culture, and it naturally gets restocked only when the birch-bark harvesting season is on.

- updated: "Birch-bark" game encylopedia (F1) entry

- added: timbercraft product quantities affected by the used tool, ie. an axe

         When making boards, blocks of wood or firewood you'll get fewer products when using an unhandy axe for the said tasks. The effect is most notable when the axe is far from preferred one, eg. making boards with a stone-axe.

- adjusted: blacksmiths titled as masters always produce masterwork goods

         There was a small skill range where blacksmiths titled as masters produced fine, but not masterwork goods. This has been adjusted so that now masters always produce masterwork goods.

- fixed: using STEALTH from skills menu prompted nothing

         Now it says the skill is automatically used when necessary. That is, when your character gets [h]iding.

- fixed: firemaking failing at fertilized locations

         Fire data couldn't be properly set to locations with fertilization data.

- fixed: some diy/biy descriptions corrupting the material requirement text output

         Adding descriptive texts eg. '+(needed for this and that)' to some diy/biy entries caused text output corruption in the displayed list of required materials. This was noticed with some cordage at least.

- fixed: math failures when using withes (on the ground) in constructions

         There was a rare occasion where using withes on the ground might cause math failures to the number of materials used or required. This was noticed with building a fence gate, but might have occurred elsewhere too.

- fixed: animals leaving droppings far too often after 255 game days

         Yep, it was char<>int kind of mistake in the dropping interval calculations.

- fixed: some encumbrance penalty calculations

         Excess penalty didn't always capped at 100%, and the weight of worn clothes you could carry without penalty wasn't always calculated correctly.

- fixed: making stone arrowheads not allowing using stones on the ground for grinding

 - fixed: wading mode text alignment not centered

 - fixed: repeat the last action display for arrow and bowstring was blank




Cheers!

81
I've tried several times to have a blacksmith create different items. Each time, he'll say it's close to finished, and then report "I'm really sorry. Something came up and I couldn't make it this time." The smith will go so far as to report the item will be ready "shortly" and then say he couldn't make it. It seems like a bug. Possibly I'm missing something that's intended in gameplay?

-I've tried this with various items from this same smith
-I've waited in the village the entire time for him to make it
-I've stayed away from the village until the item should be finished
-After the completion of the item fails, the blacksmithing circle stays on the village, still indicating how long ago I placed the order
-I don't know if this would matter at all, but it's a forester village

Hmm.... you could do so that to initiate some item order (in the said village) and then save the game, .zip up the character folder and e-mail it over to me: sami [at] unrealworld.fi
I'll then try waiting for the order to complete and see how it goes.

It shouldn't matter if it's a forester village. 
Oh, and also have you ever succeeded in ordering blacksmith items? Not in this particular village, but in the game in general.

82
Suggestions / Re: Suggested changes to some plant nutrition values
« on: June 25, 2023, 09:47:31 PM »
First, berries in the game seem to contain very little nutrition compared to real life. For example blueberry has 6 carbs, 1 fat and 1 protein per 100g and 168 kilocalories per pound according to the Unreal World wiki. In reality, the values are about 10 carbs, 1 fat, 1 protein and about 295 kilocalories per pound (source: fineli.fi ). In the game, picking and eating berries will cost you more energy than you gain but I feel like you should be able to sustain yourself just by eating berries, at least for a while.

Fineli.fi has been actually the main source for UrW plant nutrition data. It truly seems that the current Fineli database suggests 10 carbs for blueberry, and at first I thought we've made a typo there, but then realised that some of the values are provided by THL and they have changed over the years.
Most of the values have been initially set around 2010, based on Fineli database, and you know what...I found out that (still) back in 2014 Fineli database gave 6.4 carbs for blueberry.
http://funktionaalinenravinto.blogspot.com/2014/07/mustikka-ja-sen-ravintopitoisuus.html

I really wouldn't say the berry nutrition is much off compared to the real life, but we just haven't updated it every time Fineli/THL changes the values.

Quote
Then on the other hand, for example these plants seem to have quite high nutritional values: lake reed, bogbean and marsh calla. I don't know if these values are accurate because I can't find any information about the nutritional value of their real life counterparts. Limited information that I could find is that they are edible (some after blanching to remove poisons) but were generally used as animal feed because eating them was only slightly preferable to starving.

In the game for example lake reed has so much nutrition that it beats every cultivated plant except barley and rye. This becomes an issue because lake reed is so abundant that you can quickly gather very large amounts of it and this makes cultivating other plants kind of pointless. If it was actually this nutritious, people would have probably used it for more than animal feed and emergency food.

All the values have been fetched from different databases. I can't remember from where in case of lake reed (which is Phragmites australis in the game) but it is really packed with carbs and thus very nutritious. However, the levels actually change during the growing season.
And it has been used a lot back in the day - for both people and animals.  Little kids were told to have lake reed roots as a snack when they were outdoors by the lake.
You don't need much else to get a good boost of carbs and sugars if feeling a little low on energy.
Occasionally included in my personal diet too. Very precious plant - for the easy availability too.

Quote
(As a side note, I was going to comment that nutrition value of turnips is really low but its actually higher in the game than in real life. You would have to consume almost 10 kg of uncooked turnip to get 2000 kilocalories. Life was hard before potatoes.)

Here again, Fineli might have had different values now than when the turnip values were initially set. Wikipedia is somewhat in line with current UrW values, though:
https://fi.wikipedia.org/wiki/Nauris

Well, if there's something to tune we'll tune it for sure, but all the values should be within reasonable and realistic range.
The thing is that after a decade or so some databases may show different values once again.

83
Fixed now. It's seem that the existing fertilization data in these locations prevented the fire data being set there.

Fixed - persists in 3.80.

84
Solved'n'fixed bug reports / Re: Integer overflow?
« on: June 25, 2023, 05:11:54 PM »
This was a tricky case, but luckily it's found and fixed now. 
There was a clear math failure which manifested itself not always but in rare occasion as with this character's whereabouts.

Fixed - persists in 3.80.

85
Fixed now. This was the case with crafting a bowstring also.

Fixed  - persists in 3.80

86
Solved'n'fixed bug reports / Re: [3.80] Can't make fire
« on: June 24, 2023, 02:47:57 PM »
Freezingly odd :) So, please e-mail the save and we'll check it out.

87
I regret to inform you that this is not exactly fixed.
I was at a small lake shortly before winter when the water ices over but doesn't freeze solid.
My dog was -apparently- on the other side of the lake when I called him back to me. I accidentally exited the map and when I came back he was dead in the middle of the lake.

Please note, I didn't notice the 'tied to a tree' part of the post's header. nor the 'persists' part. Still, thought I should mention the drowning.

Depending on the water temperature the dog actually could have died to a hypothermia too, it it was close to freezing conditions. Savegame right after the incident could have helped to make sure what might have happened.

88
Development News / Re: Craftable fishing nets and more
« on: June 22, 2023, 07:58:23 PM »
= Birch bark is a seasonal item so its locking in net making to those seasons for new characters. You couldnt start a winter game and make one as you can't get birch bark.

Seasonal thinking is super important for an ancient settler, so everything all-year around isn't UrW cup of tea.
Also, if you are to make yarn by yourself from the fibre plants those are also seasonal things - and needed in much larger quantities.
However, in the next version birch-bark will be also stocked in the villages so if one is to trade for their net making materials there's no seasonal problem at all.

Quote
= Knitting needles while used are an optional item. I've made a landing net without one. Plenty of folks have.

The item in question is not a landing net or a quick survival net, but a proper one. Of course, it could be also made without netting needle and it might be that we'll allow that.
But if you have a knife and piece of wood you can make a working netting needle in a matter of hours, so I don't quite see why anyone would like to ignore that option if they are making a proper size net.

Quote
= Birch bark to what.. put the rocks in?  :o Nets are literally cordage so you can tie rocks on just fine. I guess the birch bark helps because they had a reason to do it. Plenty of nets around the world made without it.

I guess JP_Finn already answered the birch-bark wrapping part, and in this game context we aren't really into featuring "items around the world" :D

Quote
= It would be great if the recipe system allowed optional items to have their own skill modifiers for that line. If that were the case then net making without needle or bark could happen. A base negative skill would have offsets on the optional needle and birk bark lines.

Yes, of course having many options to come up with the same item would be great but it's not possible - or even worthwhile - to go allowing everything that would work in real life. However we try to reach some historical midway in some cases, and for example the floats - which will require birch-bark - have been also occasionally made of blocks of pine bark which could be obtained practically all-year round. This sort of options are still pending consideration as we proceed with the netmaking.

89
Development News / Re: Craftable fishing nets and more
« on: June 22, 2023, 07:37:27 PM »
And I know its a long shot but any chance larger stationary fish traps could be included? Liistekatiska, a large wish trap made with thin strips of wood in shallow water forming a shape that lures in fish, was quite common fish trap historically in the region.

It's not a long shot, actually. I've been planning to take up on that right after the net code is finished. If we are lucky they'll be included in the same release.
We featured making slats (liiste) in 3.80 so more proper use for them is to follow.

90
Development News / Re: Craftable fishing nets and more
« on: June 14, 2023, 08:35:47 PM »
Can the half crafted net be picked up and moved around or is it attached to the tile where it was started?

It's attached to the tile. This is partly due to mechanics, but also in real life one would prefer to plan the demanding crafts so that you won't be changing your workplace.

Pages: 1 ... 4 5 [6] 7 8 ... 84
anything