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Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and add a // at the beginning of the relevant line in the menudef_BAC.txt where you see
Code: [Select]
.Hide and Bone.     -H- *MAKE* . It will look like
Code: [Select]
// .Hide and Bone.   -H- *MAKE*. This will comment that lien out.

or change the -H- to a different letter, for example a menu you don't really use, for example F. Then comment the other line with that letter out by adding a // at the start.

April 03, 2024, 12:28:13 PM
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Spring things, pausable things, future things Springtime is busy time - both out in the nature and inside the development chambers. We're preparing for a new version release still this month.

Pausable crafting additions is proceeding strongly. Quite a batch of craftable items will be using the pausable crafting mechanics in the upcoming version.
At this point the pausable crafting mechanics will cover all the weapons, lumber items, hafts and  item traps such as paw-board fox trap and loop snare - and some more are likely to be added.  So, with the upcoming version more than half of the craftable items will become pausable tasks. And in the version after that we'll likely manage to have all the crafts pausable, allowing it also in all the diy_*.txt modding.

A new skill, bowyer, will be also added. It's quite self-explanatory that this is the ability and knowledge to make bows and the craftable bows now call for bowyer skills in their crafting. And longbow will be made available as a new craftable bow type for the player character.

So, for the next few versions we'll be working mostly on item related additions, and hope to have these released in decent pace. After that, when all the crafting is pausable, we'll move into adding new quests. Some of these will be small and casual, but some will be most exciting for the  players who'd enjoy the presence of marriage or permanent companions.
Let that be a sneak peek in advance further into this year's plans.

April 08, 2024, 08:43:26 PM
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Re: Pausable weapon crafting I hope the pausable crafts are “loose” i.e. can be picked up. Net making makes sense to be a fixed location task. But weapon (and other small item) crafting I feel one should be able to put the half tillered bow stave in one’s pack and work on it at any location. Same with last phase of tanning really.
April 10, 2024, 05:21:49 PM
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Re: How did you discover UnReal World? -- 10 choice poll A youtuber I lurk because of his vintage story lets plays did a 100 day series on this game around the blacksmith update I believe. Immediately fell for the game that I then proceeded to watch a 50 episode lets play before deciding to try out the game.
April 14, 2024, 10:43:30 AM
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Fen of Seal-Tribe - my most successful character so far I've gotten back into this game after years of being away, I was on the old forum under the name "Fen of Seal-Tribe" and it felt appropriate to name a character after that once I was back into the Unreal World. It turned out more successfully than I could have ever imagined. This is her story.

Fen of Seal-Tribe was rejected by her community; bad luck, they said. Her uncle was the start of it, blaming her for poor fishing harvests. Isolated, alone, she felt like a stranger in her own home, an outcast who never brought anything good to the world. She wanted to be on the waters, and she wanted to be helpful, and she wanted to be accepted, but these things never came. Bad luck, the spirits didn't want her around. Some of the crueler folk even whispered about 'dead weight,' as though a real, living, person was a burden to bear.

She was sixteen when she ran away. Stealing some nets, an old rod, she ran. Deep, deep, into the South of the Unreal World, until she couldn't run anymore, until she was almost out of supplies. It was almost spring and there was hope for her yet, but she was cold, and hungry, and scared. She found open water, some rapids, in a coniferous forest to the North of the Driik's lands. This would do, at least for now.

She fished every day, and her 'bad luck' seemed to melt away. Salmon and roaches and pike seemed to jump into her rod, and when she lashed together a crude raft of birchbark rope and pine logs, her nets were soon full. The rumors still ate at her, though, and she was diligent, sacrificing the largest fish she caught each day, asking the spirits to forgive her transgressions - whatever they had been so long ago - and allow her to live. With a handaxe, she felled dozens of trees over the course of a few months, and she even managed to build a trap-fence between two narrow passages. A cabin began to form, and then a fenced off area, and she even got elk and reindeer in the fence from time to time, supplementing her diet of fish and foraged berries and leaves.

Sometimes, she went down to the Driik lands, and hired people to help with her cabin. A hunter, wounded from an encounter with a bear, begged her to help him find his father's spear. An adventurer, lost in the woods, found safety with her and was brought to the nearby Driik to recover his strength before he went home. Whatever she could do to help, to earn favour, she did.

By winter, she had enough food to feel at least...somewhat secure. Enough warm clothing that she wouldn't freeze to death. But winter was still hard. Frostbite ate at her hands, and food was scarce towards the end, but she made it out. Using her leftover furs, her smoked salmon, whatever valuable goods she had found or made, she bought seeds and set to work clearing land, until she had a few plots set up. Broad beans, barley, the basics. She bought a dog, even, a companion for her in this cold world.

One day, while she was checking the traps, robbers approached her. She refused to back down. Tipa, her loyal companion, rushed the robbers and took an axe to the neck. Fen rushed, trying to save her animal, but the men overpowered her, stole everything from her, left her dumped alone and cold in the middle of the woods. She crawled, tending her wounds and washing them as best she could, and cried. Her dog was gone, her clothes were stolen off her back. Gathering her things, she went to the Driik village and traded for new linen to wear, but the injuries were intense and the pain made fishing, hunting, everything difficult. The world couldn't let her have too much luck, it seemed, and over a year of successes on her own were too good to be true.

But maybe she could recover. A reindeer in the traps was good luck. Salmon in the nets were good food. She started to recover. It was still summer, she had time. She could survive.

A few days later, at the end of Seedmonth, a bear and her crossed paths. A bear that was aggressive, and charged her. She had no chance, though she fought, slamming her handaxe into the bear as it descended upon her. But she had no chance.

Her last thoughts weren't of home, or of the spirits, or of luck. Her last thoughts were terror, primal human fear of a predator far larger than her, far bigger than her, teeth and claw tearing her flesh like butter. She died alone, far from civilization. The Driik villagers she had befriended would wonder where she went, and maybe went to her cabin, finding only an abandoned place, the nets still in the water, the fields overgrown, projects never to be finished.

Fen of Seal-Tribe lived 419 days alone, travelled nearly 4000 kilometers. All in all, she had a life that defied her home's cruelty. She did so much alone, did so much on her own merit, achieved so much. She was not unlucky, nor disdained by the spirits. She was simply a victim of circumstance, and more often than not, made things work for her. If she was truly a source of bad luck, she would have died months ago, alone and starving in the cold.

But she didn't. She survived far longer than she should have, alone, with only her own knowledge and her best guesses to guide her. She rests now, and may the world be kinder to the next character brought into the Unreal World.

April 23, 2024, 12:20:09 AM
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Re: [3.83] Lake village dying out by hypothermia Oh, heh, this could be a scene from so-called Hölmöläis village. See, there are finnish humoristic folktales about Hölmöläiset people, which translates as simpletons, or goofies, or loonies. In the tales Hölmöläiset/simpletons live in their own village and do stupid things over and over again.

But well, seriously, I'm thinking what was their incentive to go on the ice.  Had you visited this village before, or did you just find it like this?

This might be related to NPCs wandering further away thingie:
http://www.unrealworld.fi/forums/index.php?topic=7252.0
..but NPC should should still avoid thin ice.

April 24, 2024, 07:03:49 PM
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Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and Remember the BAC was last updated to 3.82. The 3.83 fix is discussed above. 3.84 will break it more.

I use a personal rule that if i'm not playing a game I'm not modding it. Currently I'm not. The item creation list of 3.83 and 3.84 was already covered by BAC and really by precussor mods going back years. The shift to pausable item creation is overall a good thing but what I would actually do isn't changing... so not really an incentive to return to play.

BAC is a community mod with a take over clause thus if someone wants to do an update if the caretaker (often but not always me) isn't around then someone can. So if someone wants to take on 3.84 updates they can and should start a new thread for it.

Things large mods like BAC really need are one of these solutions:

A= A new keyboard menu for "modded crafting" where it opens a craft menu that the dev >NEVER< puts vanilla items into
B= Tiered menus where you can swap around the 26ish letters so load between vanilla and mods
C= Co-ordinating the existing mods for submenus like what was broken when "hafting" H collided with the H of a mod.

Without one of those each update will further break large mods like BAC and I don't really plan on chasing updates on a game I'm not currently playing.


April 29, 2024, 07:50:02 PM
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Make Menu only for Modded items = saving BAC and other large mods Mod collision continues to happen with the 3.83 and 3.84 updates with it going to continue to cause conflicts with large mods like the BAC

If you could give us a single key for a craft menu only for modded items it would help greatly. The large BAC mod could be fired up that way with its existing ways of making axes, bows and so on that date back to Bouddia and Rain.

The existing craft menu could remain the same and modders could add to it like now, though knowing that future updates may cause collisons.

Collisions as discussed before happen when updates add items to menus that cause overflow when the total of (new vanilla plus mod items) exceeds the allowed amounts and in the case of the Hafted menu a letter (in this case "H") already being used by a mod.

There are 3 solutions.
= Tiered menu where you open crafting then choose a master menu A, B, C etc but this hasn't been implemented as a heavy coding change

= Co-ordinating the top menu of letters with a large mode like BAC which has already puzzled out things but clearly with "H" for a couple of hafting items isn't of interest

= Give modders a one letter for a seperate modders craft menu. This seems plausible and with limited coding needs. Simply put instead of the "M" for make another letter is u sed to open another craft menu. A craft menu that the dev >NEVER< puts vanilla items into. Instead the large modders can use this as a safe space to figure out on our own large collections such as BAC.

Frankly the ongoing additions of a few items like hand axes and bow making has been modded since long before BAC dating to Bouddia and Rain years ago. I agree that added pausable crafting is a good thing and in time Saami should integrate many of the crafts into vanilla. What is killing the game of those using large mods, and many do use BAC, is the mod collision along the way.

The "modder craft menu" is a more specific lower coding requirement that would support with the large mods. Unreal has long had a commitment and encouragement to modding, such as the initial webpage hosting. Its been years since the first days. You have the success of large mods. For them to function they need to avoid mod collison.

A single separate menu would work for this.





April 29, 2024, 09:00:53 PM
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[Fixed - persists in 3.84] 'Abandoned Trap-Fence' starting scenario Not sure if this has been asked before, but searching for 'Abandoned Trap-Fence' resulted in only 1 unrelated post, so here goes:

A couple of times I've tried creating a new character with the 'Abandoned Trap-Fence' starting scenario, but this time I decided that some of the fences aren't exactly.. 'strategically placed'.. so I decided to disassemble a couple of fences, and lo behold.. I got 2x Birch-bark Ropes (5 m) for each disassembled fence.. I would have thought I'd only get 2x 1.33m of withes, NOT 2x 5m of ropes.

Not sure whether this is intended, a bug, or simply an oversight?

Cheers,
McKwack

April 30, 2024, 05:53:06 AM
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Version 3.84 released for Windows Windows version 3.84 has been released on Steam, Itch and for lifetimers.
Linux and OS X builds will be released later this week if the workflow goes as expected.

This version continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too.

Here's the changelog:

Version 3.84 (stable) changelog

** Saved characters from version 3.80-> are compatible with this version. **

- added: BOWYER skill

The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version.
Needless to say, the available craftable bows now call for BOWYER skill in their crafting.

- added: craftable Longbow

You can craft a longbow from [M]ake menu under "Weapons" category.

- added: pausable weapon crafting

Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring.
To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. Like the other partially crafted items these 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.

- changed: crafting times and requirements of certain weapons

Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements.
The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times.

* Stone-axe

Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but it really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees.
Thus, stone-axe now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle.

* Stone knife

It now takes 5 hours on average to make and also requires a stone for final sharpening.

* Javelin

It now takes 2 hour on average to make.

* Shortbow

It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days.

* Longbow

It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer.

* Bowstring

It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots.

- added: BOWSTRING game encyclopedia (F1) entry

- updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries

- added: pausable haft crafting

Crafting of the spear, axe and shovel hafts are now pausable tasks.

- added: pausable item trap crafting and loop snare batch production

Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows;

* Paw-board

Crafting time has been increased to three hours.

* Loop snare

Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one.

- added: pausable lumber items crafting

Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows;

* Wood slat

Crafting time for a batch of 20 slats has been increased to 200 minutes.

* Wooden stake

Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk.

* Staff

When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff.

- added: pausable utility article crafting for some items in the category

Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows;

* Wooden shovel

It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours.

- added: springs

Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles.
Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers.
From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter.
MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version.

- added: "behind your back" reference to asking for NPC whereabouts

When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.".

- changed: pushing allowed to locations not visible to the player character

You can now [p]ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions.

- fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them

- fixed: possibility to remove hafts from sickles

This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics.

- fixed: skin item duplication if tanning got cancelled at the requirements dialog

- fixed: villagers occasionally wandering impractically far from the village area

- fixed: low quality hafts not degrading the finished hafted weapon quality correctly

You pretty much always got fine hafted weapons even with the inferior hafts.

- fixed: "Of wolf and woman" quest related NPCs selection mess

There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly.

- fixed: paused craft remaining time checks

There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process.

- fixed: title song playback interruptions and cracks upon the game starting

The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files.

- fixed: occasional white screen flash when player character goes to sleep

- fixed: attempt to haft an invalid target item made the item to disappear

- fixed: sickles weighted too much


Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended.

-----

Cheers!

April 30, 2024, 01:26:40 PM
1