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Short list of unresolved reported bugs
A list of recent bugs(starting from 2016) still confirmed in 3.40 stable rare bugs that lack info to reproduce are not include in this list link:http://z3.invisionfree.com/UrW_forum/index.php?showtopic=xxxx 7506 Bad kota building system 7692 Filling hole of trap pit 7685 Force swimming in shallow water and stuck after 100% fatigue [EDIT by Sami: Fixed - persists in 3.52[/EDIT] [EDIT by Sami: Fixed - persists in 3.52[/EDIT] Inside of building don't display correctly on rocky terrain during snowing 7430 birds flying in house 7789 quick burn of tree/wall with small fire 7740 resuming doesn't keep hiding 7987 Transport stuck in middle of thin ice in early winter 7991 related,pick transport on thin ice 8219 related,zoom out at thin ford and stuck in river 8243,8510 Threshing weight 8289 Naming of unidentified flour 8220,8522 Often reported 'issues' [EDIT by Sami: Fixed - persists in 3.52[/EDIT] inaccessible cave shutter alignment emptying container in attempt to take item out May 22, 2017, 12:26:10 PM |
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Re: Hey Sami, everyone- UnReal World got noticed by Guru Larry!
Quote Time to call Guinness and challenge for their next publication. Actually, I think the Guinness World Record team got it correct, and it is Larry who, after all, is a bit confused with facts Following Larry's logic, UnReal World development time was about 18 monts - Sami started developing some time at 1990, and the first playable version was released around may 1992. The first version was released as share-ware, and according to the standards of those times, it counts as 'a public release'. Since 1992 UnReal World has been receiving a continuous stream of updates - which is different from the 'development hell' Larry describes with those other games. Also, thas is why UnReal World can't hold a Guinnes World Record for longest development time. Instead, UnReal World has the official Guinnes World Record for longest update support. So, no need to call Guinness to challenge their nominations. May 22, 2017, 11:10:52 PM |
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Modding Tutorial and Help
this is a compilation I created of the games mod tutorial, others modding help, and my own edits. this is how I learned how to mod unreal world and make some custom content and hope it can help someone else. figured I should post it and also set up a section in the new forums for modding help and discussion, I wont be giving help (because I am less experienced than most) but I can try, and I'm sure many others will help if you post your wip mods or problems you run into.
June 18, 2017, 05:47:04 AM |
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Animal Husbandry
I have some comments about animal husbandry. I'm excited to see that in the developer list. I've amassed quite a collection of animals with my latest character (8 cows, 12 bulls, 6 big dogs, 3 small dogs, 12 regular dogs, variable reindeer - they become food) and I have kept pigs, sheep, etc. in previous characters. I have some comments for your consideration: Animal Products I love the development plans to have more useable materials come from animals.
I also have some comments on animals and interaction with specific animals.
If you are considering a new "Animal Husbandry" skill, there are several activities that can be associated with it. It could be used for:
Love the game! July 06, 2017, 07:03:18 PM |
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Couple of weight issues
Another "let's collect similar issues in one thread 'cause Sil ain't no board-spammer" thread, this time regarding weight issues. Weight rounding on shown weight: Displayed weight rounding* is a bit iffy and always rounds up, sometimes to the point of utter ridiculousness. Example: A pinch of heather flowers is, by my calculation, 0.025 lbs either exactly or so close to it that the difference is less than 0.0001--in other words, utterly negligible. (Did some testing with various amounts of heather pinches and the knowledge that even a minuscule amount over the full lbs causes the displayed weight to be rounded up to the next number.) 40 pinches of heather thus are exactly 1 lbs and the stack has a shown weight of 1lbs. 41 pinches of heather flowers, a weight of 1.025 lbs, is rounded to a displayed weight of 2 lbs. *The game knows perfectly well the actual exact weight of an item or stack, as shown by various crafting and cooking options requiring set weights of items. The issue is, as far as I can tell, solely in the rounding displayed, not the actual behind-the-scenes weight calculation. Small animal carcasses occasionally weigh less whole than in parts: There's various factors in play that decide the exact weight of any particular animal, as well as the weight of however much you get off an animal. It does occasionally happen with small animals that the total parts gotten from a carcass (being fur+meat cuts+fat+feathers if any) weigh more together than the carcass did to start with. This is mostly a well-hidden thing due to the rounding issue described above. Example: Grisly willow carcass of "2"lbs//1.3lbs* Rendered to: No skin (mutilated beyond usage) No feathers (due to no skinning possible) 2x willow grouse cut 1x willow grouse fat for a total weight of a fragment above 2 lbs. (In genuine, not fake-rounded, weight) *Rounding issue. Going by "Carrying" field in upper right, 1.3 lbs. Rounding there too, but playing with heather flowers showed it has to be within 0.025 lbs of that amount, so let's go with a full 1.3 lbs. Have witnessed the issue on above-mentioned 1.3 lbs willow grouse giving just over 2 lbs in parts and a small 0.6 lbs squirrel rendering to a little over 1.3 lbs in parts (which made me first look into this, as meat cuts are always 1 lbs exactly and I noticed the carcass weighed less than that), but suspect most of the smaller animals to occasionally have this issue. Weight of skinned carcasses same as weight of "whole" carcasses: Skinned carcasses don't have the weight of the skin removed from the carcass' total weight. If, as I suspect, the carcass' entire weight is used to calculate the number of cuts, skinned carcasses may systematically give slightly more cuts than they actually should. Furthermore, it means that if someone for whatever reason opts to haul around both a skin and the skinned carcass it belonged to (as opposed to either skinning-and-butchering it in one go or moving it to wherever they aim to go before skinning and butchering--which are both probably significantly more common actions than skin-and-carry-the-carcass, but there *are* nonetheless various circumstances in which opting to skin-and-carry is a perfectly valid choice), they're hauling along more weight than ought to be the case. In some cases, it can well mean the difference between being over-encumbered or not. Example: Small stag carcass of "456"lbs (too heavy to carry, so it hardly mattered in this case, but the principle remains. As I can't carry, I can't determine the exact weight beyond "somewhere between 455-456.0 lbs") Rendered to Fine stag skin of "24"lbs//23.3lbs Small stag carcass (skinned) of "456"lbs//455-456 lbs Appears to occur with all non-fish animals. September 28, 2017, 12:09:30 AM |
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Re: Few questions about trapping and a couple of misc questions
Having a high tracking skill definitely helps a lot in seeing enough tracks to actually follow that fleeing animal, even through woodlands. If dealing with an animal that's been hanging around the same area for a while, do occasionally double-check if you're still following the recent, not several days old, tracks. And be persistent. It can easily take traipsing after that stag for half a dozen overworld tiles before it gets even slightly fatigued. Make tactic use of hiding/not hiding. Don't be afraid to spook an animal to get it to flee and thus tire itself much faster, but at the same time, try not to needlessly spook it in areas where you're likely to loose track of its tracks either due to terrain visibility, track visibility on said terrain or due to presence of many, many other/older tracks. And don't spook it if you know it'll cost you an opportunity to corral it against a shoreline, fence, closed treeline or the likes. If you lose the tracks, head back to the last known track and double-check it didn't turn while you headed in a straight line. Look for tracks manually if none are visible. If you really can't find the next tracks, look a bit further out from the last track. Keep in mind whether it's likely to change direction slightly or a lot. Try to consider where it might have gone. Which brings me to my next point: Almost as important, though, is getting used to various animals and their behaviour pattern. Know what animals can and can't get over fences. What animals are willing to go into the water to escape and which will be corralled nicely against the shoreline. What animals may be chased onto weak ice and drown themselves or at least tire themselves out a lot that way. Whether an animal is likely to head in the same direction for a long while or turn frequently, and whether they're more likely to change direction after hitting an obstacle or just try to get around it and then head for the same direction they were originally going in. Whether they're likely to keep trying to flee even if you've got them cornered, or if they may try to actually defend themselves. If they're group animals, whether they will try to mostly flee in the same direction and then regroup asap, or scatter in all directions and then regroup, have some scatter as others go aggressive and attack you or whether persistence will make it possible to drive one individual from its herd without having the rest nipping on your heels. In other words, don't hunt a bear like it's a stag, or a forest reindeer like it's a wolf. September 29, 2017, 08:11:33 PM |
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Re: Few questions about trapping and a couple of misc questions
Regarding a "stable": I build my stables as windowless (so you don't see them moving while crafting, which can decrease the FPS consideraby otherwise) buildings with a 3*3 interior size area to house a cow and a sheep (for mod wool), and I think a floor/ceiling is a good idea as animals don't leave tracks on floors, so the animals will not contribute to "item" clutter. Outside the door I build an "airlock" of a fence on each side of the door and a door (flanked by fences) outside of that so I can open one door, go through, close it, and then open the next one without the animals escaping. In the cases where animals get to share the space with the stable door I can just open it again, push them inside, and close the door, without risking their escape. The only trouble I've had is with companions who apparently have poles sticking out of their arses, as they keep opening doors without closing them afterwards, thus releasing the animals. September 30, 2017, 12:30:33 PM |
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"The Challenge"
"The Challenge" is simple: Survive one winter! But... ...under rules and terms listed below: 1) Character creation -Custom -Random culture -Winter -Do not re-roll your stats, go with first generated ones -Improve any skills you like 2) Map generation -You are lost, do not look where you start, it has to be random. Best you can do is close your eyes and press "r" for random starting location and then "e" for start. 3) Scenario and game course -Hurt, helpless, and afraid (and naked, explained later) -The UnReal World 4) Start -As I said, you are naked, take all clothes off ("T" then "+" then press space) -You have nothing with you, drop all items on ground ("d" then "+" then press space) -Destroy all ("D" and keep confirming discard with Enter button until all is gone) -Yes, you are naked and have nothing apart of will to survive (and few wounds to heal) 5) Rules -Do not zoom out with Enter, do not even peek, you are lost, remember? Travel only on zoomed in map -Do not use big map "F6" -You can peek on a peak (you can use Enter to take a look around only when standing on top of the mountain but you cannot walk on zoomed out map), you can ignore this rule, but personally I think it's fair to take a look from top of mountain. -If you get to village by any luck, you can start to travel on zoomed out map -Survive whole winter -Have fun! "The Challenge" is doable, I've done well few times but died of my stupidity in half way through like: -chased big game and get drown under broken ice -frozen to death as were not enough lucky to get fire started, should have think about fire earlier -attacked sleeping Njerpez and get killed - what a nightmare!! Now I've got new char but it's carving for water and I cannot fine any. I could give you few tips but I don't want to spoil your experience. Please post below your stories if you ever dare to try "The Challenge". Edit: - do not use mods, you can have them, just don't use them during first winter. (also edited point4.2 to clearly state that you start with nothing at all) November 02, 2017, 12:40:47 PM |
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Re: Kotas
Hey, someone took inspiration from my fortress! For regular kota, you can have a 5x5 layout: the frame in the very centre, a 1-tile walkway around that, and a layer of wall/door on the outside. For oversized kota buildings, think of it as very slowly painting your kota into existence from one side to the other. Plan out the trail your frame will go to build your kota and build the floors and walls around and behind (but not in front! frames can't go on floors) the frame, moving it one square away each time. You will always end up with one ground space when your kota is done. For walls, you can go two ways about it. Contiguous walls (like in the old post) take more time, but are prettier. You'll build 3 wall sections every time you lay a frame. Don't build corner walls and move the frame just enough to continue the wall with another 3 walls. Repeat as needed. If you don't care about aesthetics, you can build the corner walls and save time on assembling/disassembling the frame. Whatever you do to get your oversized kota, there's one thing to remember: never build a wall next to a frame unless you want the frame to stay. Edit: Pictures! These are the standard kota layouts. You'll probably never see #3 in villages. This is how to build a 7x7 kota (5x5 floor space). Lighter blue and yellow are where you will build walls and floors relative to where the frame (dark green) currently is; dark blue and yellow are previously-built walls and floors. The thin lines are the floor coverage of the framework. This is how to build a kota wall: November 29, 2017, 03:25:08 PM |
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Re: Lifetimers and Supporting URW/Enormous Elk
In the Dec. 3 Development News, Sami mentioned Lifetimers and their early access to the 3.5 beta. I've also seen some of the forum posters with their "Honorary Lifetime Supporter Member" badges. All the lifetimers who have their accounts badged (yes, that honorary lifetime supporter) will find new versions at forum dedicated section. 3.50beta is not released yet, though. If you are lifetimer who is missing a badge fill this form: http://www.unrealworld.fi/urw_lifetime-membership-form.html On Steam we don't sell lifetime license. That's something people there wouldn't understand. Basically on Steam we sell a version with updates for some years ahead. There's no definite tags added, but at least if the version number should go up to 4.* it's a new product to be launched on Steam. Lifetime licenses haven't been actively promoted for quite some time, because co-existence with Steam<>donation-based got confusing enough. But if somebody wants it, I don't stop people from grand donations, and can set up new lifetime members. December 03, 2017, 06:34:01 PM |
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