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Topics - ineedcords

Pages: 1 [2]
16
Version/Setup Details: Unreal World 3.70b, Steam build, unmodded (except rope quick cutting), Windows 10.

Action Taken: (Using metric system in game settings) I dropped a single reindeer cut (0.5 kg) -sole object in my inventory- from personal inventory to the ground.

Expected Outcome: A -0.5 kg change in the displayed Carrying Weight value.

Observed Outcome: A +145.5 kg change in the displayed Carrying Weight value.

Steps to reproduce:
1. Remove everything from personal inventory but a single item.
2. Drop the single item while watching the change in Carrying Weight value.

Notes: Two screenshots attached below, demonstrating the issue. It appears to be a display bug rather than actual Carrying Weight insane-jump bug because penalty stays as is (1%).





P.S.: Other than minor issues, enjoying 3.70b immensely. Thanks a lot!

Edit: Before posting I did search for weight and did not see a similar post. There are 11 pages of posts for weight though, only checked the front so I could be wrong.

17
Hi,

Playing on 3.70b, I noticed that loop snares are getting disassembled.
As per screenshot below, I have 5-cellar wide cellar location, on top of each of these I always had active loop snare traps which once set, stayed active until an animal got trapped.

With 3.70b (continuing a long running 3.63 game), I just set them, and went to sleep; in the morning noticed that they are disassembled. Loop snares ended up as an item in the cellar. Savegame available upon demand.

Is this a bug or the new intended behaviour?

Thanks!

18
Gameplay questions / Tips, Tricks, FAQs
« on: June 23, 2021, 10:42:18 PM »
Just wanted to list some tips and tricks I learned from others via the forums/wiki/YouTube or a few things I figured on my own.
Some items in the list may be shockingly obvious to you but not to some other players - please simply skip the ones you already know without getting offended... :)

I am hoping some of this would be helpful to others, obviously newest players would benefit most although even seasoned players can always learn from each other as there is a lot to do and try in this game.
If anyone's interested, please feel free to add your tips. I might add them to the first post at some point to keep altogether. Unsure how the format/classification should be so will start with an easy numbered list.

OK sat down to list 10 and exceeded it. More to be added as time permits...

  • Pinpointing a Target's Position/Distance in Wilderness Map (zoomed out map): Travelling in wilderness map, you see a thing of interest (elk/reindeer/njerp/adventurer etc.) and want to pinpoint its location. To do this, press F3 to get a cursor, then using your NumPad keys move the cursor over the target while counting each movement such as 3 tiles NorthEast + 1 tile North. Press F3 to close the cursor. Now you can move to the marked location 3 NorthEast + 1 North and should be able to find some tracks -hopefully-.
  • How to Sleep Warm in Winter (without a cabin or perfectly warm clothes): If you can tan/buy furs, even if harsh quality, you can place them on your shelter & sleep warm inside the furs, keeping player warm throughout the sleep duration. I've tried minimum 19 lbps of furs (one 9 lbps reindeer fur and another 10 lbps) which results in "You wrap yourself in FUR and lay asleep" text. More than 30 lbps results in "You lay on the FURS and fall asleep". This tip is from 'news.txt' file that is located in your game directory.
    (TODO Do ragged quality also work & keep player warm?)
    (TODO What's the minimum threshold?)
  • Strafe Movement with CTRL+NumPad: This probably should not be a tip as it is so basic but I've seen long playlists on YouTube where the player for many videos keeps turning East moving one tile, then turning North East moving one tile (presumably with UpArrow key) etc. Instead, one can simply hold down CTRL key and press NumPad9 to go (strafe) NorthEast regardless of the direction you are facing (i.e. you do not need to be facing NorthEast to go North East). This and all other keyboard shortcuts are available in game with the ? hotkey
  • Fighting Against Wolf Packs: This is probably the #1 danger in this game and there are quite a few dedicated threads about it so this tip is just to make sure you read at least one before you start adventuring in UrW world! Here is a randomly picked one: https://www.unrealworld.fi/forums/index.php?topic=4744.0
  • Key to Turn Around 180 Degrees: Especially in battle where each moment counts, it is useful to turn around quickly. Numpad1 and Numpad3 will turn around 180 degrees. In addition to the usual 90-degree turns (NumPad7 & NumPad9, there are also 45-degree turns that can be useful which are NumPad3 and NumPad6. While in game press ? to learn about many other hotkeys.
  • Skill Training: As explained in the Game Course, it is possible to improve your skills simply by doing whatever-it-is a lot. For example to train bow skill, simply shoot a lot of arrows. More details can be found in many skill training guides, here is one: https://www.unrealworld.fi/forums/index.php?topic=1163.0
  • Minimalist Sauna: You are dreaming of your own sauna and want to get there as fast as possible? This design by Privateer is for you - it requires least amount of resources and building time https://www.unrealworld.fi/forums/index.php?topic=6132.msg16870#msg16870
  • How to Get Bear/Seal Teeth?: Galgana explains here: https://www.unrealworld.fi/forums/index.php?topic=4682.msg9275#msg9275
  • Robbing Robbers (of the chance of robbing you): JP_Finn shares a trick here that is usable even in butt-naked stages of the game (it won't work always but when it does it is satisfying) https://www.unrealworld.fi/forums/index.php?topic=59.msg18779#msg18779
  • Treat Own Pet's Bleeding Wound(s): Access the Physician skill via skills page ("s") or via the hotkey 'ALT+P'; need to have bandage in your inventory.
  • Displaying Day Count: Press SHIFT+P to display your characters stats, at the top of screen, you will see a text "You are 19 winters old, and have lived 1339 days of adventuring life.". The day count in that screen can be used in Map Markers to keep your future self better informed such as "Elk Spotted Here on Day 1305" and "Dried Meat will be ready on Day 1358". Then from F6 (map) screen you can plan your next visit towards that particular location in an informed way.
  • How Can You Get An Axe Early Game?: Overall useful thread, linked. I particularly liked the ingenious tactic shared by Plotinus: "You can push a tree trunk next to an axe in a village, and then, without picking up their axe, craft boards with it. By not picking up the axe, you signal to them that you're just borrowing their axe, so they don't demand payment. This might seem kind of cheaty though so you might want to return to the village later and give a generous donation of some kind." https://www.unrealworld.fi/forums/index.php?topic=1014.0
  • Character Creation Screen Tip: Unless you have a special reason, in general do not waste your limited skill points on Physical Skills (e.g.: Skiing/Stealth/Swimming) as these are the easiest skills to train within the first year if not the first season.
  • Print Screen World Map Before Entering Game World: RPwise debatable practice, on the other hand, for practical reasons it might come in handy. It's taken from werepacman's this post https://www.unrealworld.fi/forums/index.php?topic=3746.msg7577#msg7577
  • Ancestors Limit and Selectively Deleting Some Ancestors: There is a maximum limit of 50 ancestors. Due to limited slots you may not want your "test characters" to show up in that screen and might want to delete them. UrW does not provide a user interface to do so but there is an advanced tip from Plotinus that can be used to direct UrW to delete (overwrite) your chosen character next time some one dies: https://www.unrealworld.fi/forums/index.php?topic=6414.msg18853#msg18853
  • Process to Boil Poisonous Mushrooms: Tips on poisonous mushroom processing by Saukko: https://www.unrealworld.fi/forums/index.php?topic=4658.0
  • Tips for Agriculture: If you are new to agriculture, here is a useful post by PALU: https://www.unrealworld.fi/forums/index.php?topic=4803.msg10261#msg10261
  • Animal with Very Low Carry Weight?: Unless you just discovered a genuine bug (unlikely), the most likely explanation is that it is not the carry weight but the NPC stack count limit that prevents you from loading more stuff on to the animal. NPCs can carry much less than the PlayerCharacter. For more info, see this thread: https://www.unrealworld.fi/forums/index.php?topic=6505.0
  • Sleeping on Spruce Twigs: (Tip suggested by Bert Preast) Documented by the game devs in NEWS.TXT (in game directory). "(added as new feature, as of 3.70beta) Sleeping on spruce twigs now gives a little extra warmth and protection from the cold. It's simple and much used option in wilderness conditions especially during the wintertime. Sleeping on furs is still the most comfortable way to spend a cold night, but spruce twigs come as a good alternative. About half a dozen spruce twigs will provide enough insulation from the cold ground."
  • Post Spruce - a Simple Wilderness Condition Shelter: Documented by the game devs in NEWS.TXT (in game directory). (added as new feature, as of 3.70beta) Post spruce is a temporary shelter made by felling a spruce tree to lean against another, gives protection from the elements and is commonly used for spending a night in the wilderness. Build option is found under "Building options", and requires the same tools as felling young trees in general. There's also game encyclopedia [F1] entry about POST SPRUCE available.
  • Build Base Next to Rapids: It is a really good idea to set up your base on a rapids tile or where the water doesn't freeze over, this way you aren't always having to break the ice for water in winter. (Suggested by Bert Preast)
  • Armour Coverage Statistics Screen: While in game, press SHIFT+A to reach the Armour Coverage (& Warmth) Statistics screen. Find more information on the wiki, here: https://www.unrealworld.fi/wiki/index.php?title=Clothing (Tip suggested by Bert Preast)
  • How to Make Cordage From Fibre Plants (hemp/nettle/flax)?: See the game encyclopedia [F1] entry about TEXTILECRAFT, as suggested by the dev here: https://www.unrealworld.fi/forums/index.php?topic=6873.msg21055#msg21055



Edit 20210624: Added #12 How Can You Get An Axe Early Game?.
Edit 20210629: Added #13 Character Creation Screen Tip & #14 Print Screen World Map Before Entering Game World.
Edit 20210701: Added #15 Ancestors Limit and Selectively Deleting Some Ancestors.
Edit 20210704: Added #16 Process to Boil Poisonous Mushrooms & #17 Tips for Agriculture.
Edit 20210715: Added #18 Animal with Very Low Carry Weight?. Shortened the thread title to: 'Tips, Tricks, FAQs'. Set this thread to Sticky to make it more visible at the top of subforum.
Edit 20210923: Modified #12 How Can You Get An Axe Early Game? and added the missing referenced forum thread link.
Edit 20210924: Added #19 Sleeping on Spruce Twigs.
Edit 20210924: Added #20 Post Spruce - a Simple Wilderness Condition Shelter.
Edit 20210924: Added #21 Build Base Next to Rapids.
Edit 20210924: A few style tweaks: No emboldened fonts outside entry titles. (better) Standardised capitalisation it entry titles. Removed placeholder (last) entry.
Edit 20210924: Added #22 Armour Coverage Statistics Screen.
Edit 20211003: Style improvement.
Edit 20230111: Added #23 How to Make Cordage From Fibre Plants (hemp/nettle/flax); and style improvement.

19
Currently, in F6 (Map of Known Areas) screen, we are able to add new map markers.
Add-new-map-marker action however only works for one single tile in the known universe: the exact tile where PC is standing on which looks like an out of place limitation.

Listed together these are the current map marker abilities or lack there of:
  • Without standing on the exact same tile, (for an existing map marker) it is possible to view and modify the colour and/or text.
  • Without standing on the exact same tile, (for an existing map marker) it is possible to delete the map marker.
  • Without standing on the exact same tile, it is not possible to create a new map marker, as mentioned above.

Current implementation leads to some users (such as I) visiting a tile and leaving "placeholder" entries with the intention to fill in the text later on, when needed.
While this workaround 'works', it is an unnatural interaction.
In my opinion it would be very good to eliminate this imbalance with the last entry in the list, so that map markers for "other locations" (where PC is not standing on) can be both modified/deleted and added which would complete the unlimited map-marker access trio.

Thanks!

20
Just saw this in a YouTube video and thought I should report it. I searched for keyword 'trapped' and didn't see another earlier report on this.

Jonathan Ferguson's epic 200-episode long playlist, episode 131, 47m55s mark features a small forest reindeer stag that is trapped inside a tree wall, surrounding its 8 sides.
Here is a video link with time jump to the relevant part of the video: https://youtu.be/pJXNYCU-3Vg?list=PLXqodERK6ClIiPYJooxj1fBjjLw08Mid3&t=2875

Screenshot: showing reindeer with trees in all 8 neighbouring  tiles.


I wonder if it would be possible (and performance-wise make sense) to add a check to the spawn code ensure animals don't end up in this situation which should not be possible and probably unrealistic and immersion-lowering. Thanks!

Edit1: better worded the Subject.

Edit2: I was in the game just now, and noticed one other thing which I would like to add here even though this one below is not a "bug" I suppose it might be seen roughly in the same category (i.e.: post-spawn sanity checks to create better/more believable game worlds). As shown in the screenshot below, villagers placed a kota in a way that a boulder is blocking the entrance. I imagine, sane people normally won't do that ever so perhaps this is one more "post-spawn sanity check" item to check against to create higher quality game worlds?

21
Off-topic / I love this game
« on: June 17, 2021, 07:33:14 PM »
I love this game and here is the proof  :)


The Steam counter obviously doesn't show older non-Steam hours, I expect the actual total to be at least 3 times what's shown.
Huge number for the last two weeks have a reason; I've got Covid-19, oxygen levels was pretty bad for a while but OK now and this game came to the hospital with me on my laptop.
It turns out when you're Hurt, Helpless and Afraid in iron age Finland, it helps with modern age recovery...

On a side note, I can't wait for the new version beta to be out.

22
Hi,

This is certainly not a major issue but perhaps just a minor QoL matter or perhaps this can be better categorised as a "standardisation" bug (or improvement request).

When producing 'Stone Knife', 2 rocks are needed and their purpose is explained as:
1) Rock for Blade
2) Rock for Knapping.

Rock for Blade can exist on a neighbouring tile; for example, when standing next to a pile of 100 rocks, your character will grab one from the neighbouring tile and use it (i.e.: exactly the way many things work in URW).

Rock for Knapping however cannot be on a neighbouring tile. In the same example above, after pulling one rock for 'blade', the remaining 99 rocks are useless for 'knapping'.
However if one manually grabs a single rock from the pile and keep it on their person, then one can produce a Stone Knife.

Alternatively, after pulling that single rock from the pile, if one drops it on the ground (on the same tile as PlayerChar) then it still can be used.

This being the case, I see a non-standard setup here, if two rocks are needed and one can be grabbed from a neighbouring tile, logic dictates the other one too could be grabbed from a neighbouring tile. I don't know how hard it would be to fix this but if it is a relatively easy one I think it would be one more tiny step towards perfection.

Thank you

23
Hi,

I think it would be very good for myself and all the "character trainers" out there to get a sound notification upon skill increase.
This would be particularly useful for training sessions such as when throwing 25 shields all day long; just a simple "beep" would go a long way and would prevent constant visual checking of the Character Skills page.

As this great game tries to be as much moddable as possible, if this suggestion gets implemented with a separate and clear audio filename such as 'skill_increased.wav' or similar, people can mod their game as per their choice (i.e. customize the skill increased audio notification as they like).

Thank you

Edit: I did search for 'audio' and 'sound' keywords prior to posting - I couldn't find this suggested/requested before.

Edit2: I just came across another suggestion from 2018 which is "Log message for skill training" https://www.unrealworld.fi/forums/index.php?topic=3693.0
Just wanted to say, I think, it would be a good idea to add a log notification as well as sound notification.
Sound is good for instant consumption but log is something one can go back and look at/search for of course; I think it is good to arm the player with more information. Those who are not interested will easily ignore it anyway.

24
Hi,

Currently (v.3.63) on Windows
a) Launching the game (from desktop), then loading a savegame results in loss of player's previously active zoom level setting (i.e.: game starts with default zoom level of maximum zoom in).
b) If savegame was played for a bit, then player backs out to main menu, and finally re-loads a savegame at that point zoom level is retained.
Based on the above, it appears zoom level setting is stored in memory but not written to disk.

I acknowledge this is a small QoL thing and not urgent in anyway. Having said that, I think it would be a small improvement if zoom level is stored on disk and retained every time.

Thanks

26
Suggestions / Please make it possible to quickly shorten tying equipment
« on: December 02, 2020, 11:32:11 AM »
Sami,

Could you please add a single Tying Equipment menu option to cut down (a single chosen tying equipment) to 1 feet pieces?

Justification: I realise that in programming you cannot grant each user their individual size-wish as there would be as many opinions as there are people.
Having said that, 1 feet is objectively the best size for any tying equipment in Unreal World.
1 feet chunks is the ultimate choice as it is the only size that will guarantee that a character can do 100% of tying-equipment-related tasks and waste no tying equipment at the end of task. There is no other size that fits all tasks and wastes nothing at the same time.

There is a side benefit (in my eyes) that it will only take one menu-entry per tying-equipment-material-and-quality-combo.
e.g.: it would read "87 1-feet bitch-bark ropes"
rather than e.g. 8 10-feet bitch-bark ropes + 1 5-feet, 2 1-feet etc.
I acknowledge that this may not be a good thing for other people as others might prefer cutting down everything as chunks of 5 feet or n feet or a combination of various sizes.

As we have all our tastes/styles/(some of us have our OCD as well) we can all argue about what is perceived "best" way of organising one's tying equipment but we cannot argue about the fact 1 feet wastes nothing. For this objective reason I am hoping you will add a menu option to quickly cut down a chosen tying-equipment entry to 1-feet chunks.
Currently in early summer, when batch producing bitch bark ropes, I am spending a considerable amount of real life time to cut down everything manually.

(Note: there was an earlier thread on this with your response but it's 120+ days old and forums advising to create a new thread.
here is the old one: https://www.unrealworld.fi/forums/index.php?topic=5233.msg12156#msg12156 )

Thanks for this great game!

Edit #1: added extra wording for clarification
Edit #2: added the missing word "no" that negates the sentence, as in "can do 100% of tying-equipment-related tasks and waste NO tying equipment at the end of task"

27
Off-topic / 300 days alone in the real world in 2008 (YouTube video)
« on: June 10, 2020, 12:50:31 AM »
I thought some of you might enjoy this video about a modern day Robinson Crusoe of sorts.
While video is about 2 years old, I did a quick search before posting this, I don't think this was posted before so hopefully it's news and enjoyable to some.

https://www.youtube.com/watch?v=leHb2hdCLqo


Edit: added smoking link
Edit: added YouTube video to subject

28
Hi,

Just a quick QoL improvement suggestion please; allow us to drink from a container that is located on an owned animal which is standing on a neighbouring tile.
As you know, currently we do this:
  • Take container from animal.
  • Drink from container.
  • Drop container.
  • Push container on to animal.
This 4-step process is repeated too many times every (winter) day.

Thanks for this great game!

29
Suggestions / Please add the ability to dig a water well
« on: February 27, 2020, 01:12:28 AM »
Now that "tying equipment" has been added to the base game,
I feel the ability to dig a water well is the next single huge improvement that can be added.

It is one small step for man, one giant leap for mankind (the kind that don't want coastal settlement).

30
Hi,

As a fully armoured (dark green) character with a mini dog army of 4 while looking for the north pole, I just had an encounter with a 'forester adventurer'.
Normally I don't attack solo dudes and I admit what follows next is horrible behaviour. However it was performed as a semi-scientific test (saving game first then testing a what-if scenario)...

I pissed of this poor FA by broadhead shooting him first, then clubbed him a little to take the first weapon.
When he didn't want to play, I chased him and insisted on playing a little bit i.e. clubbed all his weapons, including improvised weapons of no-destruction (rocks, stones) etc.
Eventually he lost all his weapons, a chunk of blood, and stamina as expected.

Then this happened:
Code: [Select]
..(many kick attempts removed)..
(000000):n5hh:[T]{04CA03D5}      | The Forester adventurer tries to kick you.
(143270):n5hh:[#]{04CA03D5}      | Defense Maneuver: Block with Roundshield
(000000):n5hh:[H]{04CA03D5}      | He executes a skilled kick and you make an awkward attempt to block with your roundshield.
(000000):n5hh:[H]{04CA03D5}      | His kick glances off of your abdomen still hurting you.
(AB5700):n5hh:[+]{04CA03D5}      | The impact doesn't penetrate your armour.

(000000):n5hh:[T]{04CA03D5}      | The Forester adventurer tries to kick you.
(143270):n5hh:[#]{04CA03D5}      | Defense Maneuver: Block with Roundshield
(000000):n5hh:[H]{04CA03D5}      | His pathetic kick is barely an attack and you make an awkward attempt to block with your roundshield.
(000000):n5hh:[T]{04CA03D5}      | The Forester adventurer stumbles and falls.
(000000):n5hh:[F]{04CA03D5}      | Forester adventurer rises back on his feet.

(000000):n5hh:[T]{04CA03D5}      | The Forester adventurer tries to kick you.
(143270):n5hh:[#]{04CA03D5}      | Defense Maneuver: Block with Roundshield
(000000):n5hh:[H]{04CA03D5}      | He executes a skilled kick and you make an awkward attempt to block with your roundshield.
(000000):n5hh:[H]{04CA03D5}      | His kick glances off of your hip still hurting you.
(AB5700):n5hh:[+]{04CA03D5}      | The impact doesn't penetrate your armour.

(000000):n5hh:[T]{04CA03D5}      | The Forester adventurer tries to kick you.
(143270):n5hh:[#]{04CA03D5}      | Defense Maneuver: Block with Roundshield
(000000):n5hh:[H]{04CA03D5}      | He fails to do more than a sloppy kick and you make an awkward attempt to block with your roundshield.
(000000):n5hh:[Y]{04CA03D5}      | You block his kick.

(000000):n5hh:[T]{04CA03D5}      | The Forester adventurer tries to kick you.
(143270):n5hh:[#]{04CA03D5}      | Defense Maneuver: Block with Roundshield
(000000):n5hh:[H]{04CA03D5}      | He carries out a perfect kick and you make an awkward attempt to block with your roundshield.
(000000):n5hh:[H]{04CA03D5}      | His kick glances off of your eye still hurting you.
(3C5A98):n5hh:[:]{04CA03D5}      | The world turns black and you fall unconscious.

(3C5A98):n5hh:[:]{04CA03D5}      | You regain consciousness...
(663333):n5hh:[&]{04CA03D5}      | You get back on your feet.
(000000):n5hh:[T]{04CA03D5}      | The Forester adventurer tries to kick you.

My suggestions are:

1. Remove the chance of 'eye kick' completely. I don't think it's possible with real life physics, due to 2 reasons:
a. Size of feet vs size of eye socket: it's just near-impossible to kick someone in the eye, especially in the heat of battle.
b. Position of a foot in space vs position of eyes in space: there's about 2 mt vertical space in between. I won't just stand there while the kicker adjusts his flying kick perfectly (not in a full suit with a masterwork shield, which I am actively using every counter-move).

2. In the unlikely event a FA manages to knock out the aggressor:
a. He should either kill the aggressor, or
b. At least fully take all weapons initially, and probably everything useful in battle thereafter such as the shield. You might think "perhaps he was already unarming you?". It is true I do not know how much time passed (and maybe he was in the process of doing so) however when I came to, there were zero removed weapons therefore I think he just stood there doing nothing. He was on the same tile.

Thanks

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