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Messages - Saukko

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Solved'n'fixed bug reports / Re: Cold weather in midsummer. [3.70b]
« on: July 05, 2021, 04:27:58 PM »
I also had a bit of a strange experience: it was late Harvest month, the temperature seemed normal for that time of the year and my character was standing outside her cabin during the day, nothing unusual in her Warmth status (somewhere between Comfortably Warm and Hot - nothing to raise an eyebrow for). I saved the game, and when I returned, she was suddenly Bitterly Cold. The temperature bar was well into the red, again usual for Harvest month, so where this cold status came from ... no idea. However, after warming up by the fireplace, everything seemed to return to normal. Migrated character, WEATHER.DAT was deleted before the first migrated game was started.

The stackable items not stacking issue has been in the game for a long time - i.e. items with the same name not stacking for no obvious (to player) reason. Usually this doesn't cause any issues, but now with textilecraft, it looks like there is a potentially troublesome issue: when extracting fibers from plants, you need at least 15 sets of dried retted plant, but because of the stacking issue, you can end up with something like my current character has with her stacks of 2 and 10 bunches of nettles - she cannot use them to extract fibers, because they don't stack with any other nettle bunches, and you cannot use different sets for extracting (they have to be in the same set), so those bunches of less than the required 15 go to waste. The quickest fix would probably be to allow combining different sets of plants during the extraction phase, until they make up at least 15.

Off-topic / Re: Iron Age Common Names: ideas for next UrW Character
« on: July 03, 2021, 03:26:02 PM »
Like PALU noted, those are germanic names - pre-Christian Finnish/Finnic names stem from a different cultural background, and very little is actually known about them - there are some early written sources from Novgorod, which apparently had substantial Fenno-Ugric population and had frequent dealings with at least some Finnic tribes (mostly Karelians, Izhorians (Ingrians), and Votes (Votians) - the Finnic tribes settled around the easern shores of the Gulf of Finland). Take a look at this page for some more likely names; it's in Finnish, but you should be able to make sense of it using Google Translate.

Some names and their meanings from the list on that page: Koira (dog), Susi (wolf), Osma (wolverine in ancient Finnish, modern "Ahma", ), Otava (the constellation Big Dipper, or a type of fishing net from which the constelallation gets its name), Joutti (from "joutsi", a bow). Western tribes might have had some Scandinavian/Germanic influenced names due to dealings with foreign traders/raiders - pretty much the same thing in those days - but with a localized twist, for example "Wilhelm" would turn into "Viljo", while eastern tribes might have names more related to nature.

Suggestions / Re: More uses for yarn in 3.70
« on: July 01, 2021, 05:04:21 PM »
The nettle is a very hardy plant that's nearly impossible to kill without completely rooting it out. If you just pick the leaves, it'll start to grow new ones as long as it's in season, so if you don't pull up the stem, it'll keep growing. And even if you pull up or cut the stalk, it'll be back next year.... From the information on this page it looks like nettles are quite easy to use as a fiber source - it recommends using over-year dry stems as the easiest way, so I suppose using even old dried nettle stems would work just as well as fresh nettles; and you would remove the leaves in any case before retting. However, I don't know if this applies to other plants like hemp or flax, so coding an exception just for nettles might be too much effort. So basically, as long as it's not complely decomposed, it's useful as a fiber source.

Suggestions / More uses for yarn in 3.70
« on: June 30, 2021, 09:08:50 PM »
I've been playing the new beta a bit, and I was wondering whether it would make sense to allow creating cords from yarn, now that we have textilecraft? I modded the game myself to allow yarn to be used for standard cord, and renamed the old cord recipe to "Cloth cord" so that there is a source for cords in winter as well, because with the changes to clothing durability and the complete lack of wandering Njerps to rob in my part  of the world, I have hardly any cloth I could sacrifice for cord - or bandages - and had to trade for clothes in a village just so that I could rip them apart for cords... I think this would be a good change to the gameplay, and would also give some more uses for yarn.

Also related: now that plant fibres can be used for making yarn, wouldn't it make sense to allow harvesting even picked plants, like nettles, for extracting the fibres? The leaves aren't used for that purpose, but currently, once you pick the leaves you can't do anything else to the plant.

I played a bit more just now, and came across items with no name, just a number - suspecting corrupt files, I did Steam verification and it reported a few files that didn't pass verification and were reacquired (in addition to some of the glossary files I had edited myself). So that save had more problems than just this - as I wasn't very far into it, I just started a new game. I did have a complete lock-up while playing URW a while ago (not related to URW, but a background process), and it must have messed up some files. So perhaps just a false alarm, but I'll keep an eye out if something like this happens in this save.

In my current game, I've discovered a fortified vagabond village that has no actual fortifications, it only has a single kota. It's one village in a cluster of eight villages on the edge of Islander, Driik and No mans's land. The cluster has three vagabond villages, two Islander villages and three Driik villages quite close to each other. It feels like the map generation is a bit off, because that is such an odd mix of villages clustered very close to each other - could it be an actual bug (the non-fortified fortified vagabond village does sound like one), or is it just an extreme result of random generation?

Suggestions / Re: Live fish sometimes visible in nearby water
« on: March 27, 2021, 07:54:36 PM »
Seeing the fish or their splashes has been suggested before at times. It would be nice atmospheric effect but I don’t know if we get into it anytime soon. The same goes for messages/sounds. This is foremostly because the fish population checks s are activated only when the fishing is started. Having them to be run with certain interval, and to generate the visible result on the map, is a bit tedious to add. But we agree this would be cool.

How about if you did this way: generate the splashing effect randomly, then only if/when the character starts fishing in the same vicinity (same zoom map, within X tiles of the splash tile, etc), you'd just add a positive modifier to the checks? Would this kind of implementation be lighter than generating a population check and only then showing any splashing? The immersive effect would be more or less the same.

Bug reports / Re: Punt stuck inland when zooming in [3.63]
« on: March 21, 2021, 10:08:49 AM »
Yes, it's probably the same bug or at least very closely related. Maybe the game needs to add a few checks to see if the zoomed in location is feasible: if on a boat, make sure the placement is a water tile surrounded by other water tiles; or in that other case, make sure you are spawning on solid ground so you don't spawn on thin ice.

Development News / Re: Lots of angling improvements on their way
« on: March 20, 2021, 11:09:29 PM »
Any plans to have some visual indicators of particularly fishy fishing grounds? I guess the current fishing works on a more or less random basis, because you don't actually track individual fishes like you do with animals, so that when you fish, the game just calculates a probability of catching a fish based on some modifiers (like skill), with one tile of water being as good as any other. It would be great if the waters had some particularly fish rich areas, which could then be indicated by some visual cues - like you get in RL with something like salmon jumping, or seeing schools of fish feeding near the surface - where your chances of catching fish, or even a particular type of fish (like salmon/trout at rapids) were increased.

After modifying some cookery recipes more to my taste, I started wondering if it's possible to make some of the tools optional in case the ingredient you would need it for is optional and is omitted. For example, I modified Mushroom soup to have vegetables as optional (because when I make mushroom soup in RL, I always add vegetables too), and put a knife in as a tool needed for chopping and peeling the vegetables - but since the veggies are optional, it should only require the knife if they are included. As far as I can tell, it's not possible, so I ended up omitting the tool requirement in this case. Would there be any point in if the game behaved like that, or would it just make things too complicated for no real gain?

Bug reports / Punt stuck inland when zooming in [3.63]
« on: March 20, 2021, 10:41:01 PM »
Started playing again after a longish hiatus, and noticed that when you are on a boat and next to a coastal tile on the overland map and zoom in, your punt often gets stuck a couple of tiles inland (maybe something to do with the layout of the zoomed-in map?). It's not a big deal since it's easy enough to push the punt back in - and the behaviour has been there since forever as far as I can recall - but I didn't find it reported before on a quick glance, so here it is.

Off-topic / The Long Dark
« on: October 27, 2019, 03:44:26 PM »
I just bought The Long Dark at a Steam sale. Seems like an interesting game, though it shares some of the same weirnesses as many other modern survival games - for example, you can run out of fuel to burn even when standing in the middle of a forest full of trees, because you can't fell a tree as it isn't scripted in... Still, seems to have less tedious micromanagement and assorted jank that's so common for many other games in the survival genre.

Suggestions / More realistic terrain generation?
« on: August 21, 2019, 10:50:20 AM »
There's been something that's been bothering me about the terrain - the rivers are always very wide, and there are lots of lakes and ponds with no outlets and inlets. Ponds and lakes without inlets are relatively easy handwave away - they are fed by underwater springs - but lakes and ponds without outlets are less so (in Finland, the geology is not conductive to underground rivers, being mostly hard granite instead of limestone or other porous rock). I don't know how complex the terrain generation system is, but if it were possible to make it produce natural-like waterways  - lakes almost always having outlets that flow into another lake or streams that join another stream to form larger rivers - it would make the world more life-like. But then again, the waterways do not have any defined flow direction either, do they? Maybe it would be just too much and would require overhauling the entire generation system....

Modding / Re: Desire for more
« on: August 04, 2019, 06:22:45 PM »
Unreal World hasn't been built from the ground up as fully moddable (you can mod some parameters - the stuff that's in the diy text files - but not the underlying mechanics), so to mod it, we would need access to the source code, which isn't likely to happen... unless Sami decides one day that he's had enough and releases the code to public domain.... Games like Mount & Blade, or Bethesda's Elder Scrolls games like Skyrim have been made with modding in mind from the start - in their case the game engine is just a sort of interpreter for scripts and resource files which make up the actual game (I belive M&B relies on Python, for example), so they are much easier to mod.

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