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Re: How, and where to post background modifications? I also remind people to check credits-and-copyrights.txt file to be found in truegfx folder.
Some of the images are creative commons, or by dev team, and we allow the modification and adaptation of those within the UnReal World game context.
However, some images are UrW-licensed work of artists/photographers who have not allowed modification, adaptation and third-party distribution of their images.

August 04, 2021, 09:36:58 PM
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Re: [3.70b] Excess bartered goods distributed to village dog It seems NPCs sharing the excess burden among the community members also allowed animals to be used for this, so that was it.

Fixed - persists in 3.70beta-3.

August 04, 2021, 09:39:26 PM
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Re: [3.70b] [nominlen] doesn't acknowledge sum of different tying equipment stacks Fixed now.

Fixed - persists in 3.70beta3.

August 14, 2021, 10:42:14 AM
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Re: [3.70b] Villagers crowding around dropped lumber for sale I guess this has been around ever since villagers reclaiming their stuff was introduced.
If the stack is too heavy they just try, and try, and try - and practically never give up.
Now I've adjusted it so that they try to pick up these excess loads in smaller stacks. And if that fails also they will eventually give up.

Fixed/adjusted - persists in 3.70beta3.

August 14, 2021, 11:19:14 AM
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Towards the stable with functional bowstrings and fascinating quick-bows There hasn't been serious showstoppers with 3.70 beta, so in addition to fixing the remaining bugs I've been relieved enough to also continue working on the few features that didn't quite make their way into first beta releases. So when the stable version comes, it's won't only stabilize the newly added goodies but also adds some new stuff to explore. For example craftable, breakable bowstrings as a separate functional part of a bow.
Yes, that's where the textilecraft additions will bring us now.

Bowstrings will be featured as a craftable item of their own, and they wear out in use and thus need to be replaced every now and then. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality.
     Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added.

Another bow related addition is a spruce quick-bow - a new type of craftable bow. Spruce quick-bow is the most simple and quick to make type of a bow. It's made out of a single branch that is cut from a standing spruce tree. It goes without saying that this type of bow is not a high performance weapon, but it is efficient enough for hunting squirrels and other small game. This type of bow is strongly based in history, specifically that of the Saami hunters, and it is a fascinating method to make a bow quickly out in the wilderness. You can see me making a spruce quick-bow in the nearby woods in this video (on my traditional archery related YouTube channel): https://www.youtube.com/watch?v=oYR91okTjlM
Heh. It's surely different to craft these things with lines of codes in the digital realm than with an axe in the northern wilderness, but it's nice to master the both ways :)

And there's even more features still pending to be added for the stable release. Stay tuned.

August 23, 2021, 10:09:28 AM
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Re: Towards the stable with functional bowstrings and fascinating quick-bows
So does this mean that the quality of bows will be dynamic? Such as turning a fine bow into a masterwork bow by putting masterwork bowstrings on it.

No, it doesn't work like that. Bowstring doesn't affect to finished bow quality. In reality bowstring has some effect, eg. if the string is too heavy the velocity of the arrow will be decreased, but this is so minor compared to overall properties of the bow that it's hard, and not worthwhile to track. If the bow is poorly made, it's cast and velocity doesn't really improve all that much with a masterwork bowstring. So, the bowstring quality will affect only to the bowstring durability.

August 23, 2021, 12:04:13 PM
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Re: Towards the stable with functional bowstrings and fascinating quick-bows
Interesting stuff!

I hope there is a way to see the bowstring status so you can replace it when it starts to wear out, rather than having to wait until you fail that critical shot because the string broke and you've now lost your weapon...

Yep, we'll probably add some string outlook info to nventory examination, but it's also quite common for the string to break quite unexpectedly. Of course you can see from the wear marks how extensively it has been used, but a single thread coming to its end deep in the twisted bundle or under the serving shows no warning on the outside. So some factor for the string to break unexpectedly, sometimes upon a critical shot, will remain a thing despite of the overall wear to be seen.

August 23, 2021, 07:16:21 PM
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Re: 3.70b No wandering Njerpezit raiders + No Bandits? Tested, seems to work as intended, no reason to suspect a bug. There are no changes to robbers or Njerpez availability in 3.70.
Robbers can be encountered similarly in any cultural area. Njerpez are most common in the east, and almost absent in the far west and far north.
In my tests travelling from Driik to Kaumo four different parties of robbers were generated in the world, outside quests.
Hanging around in Reemi and Kaumo for a week, debugging for Njerpez raider probability, three different wandering Njerpez parties were found in the world - so thats pretty constant scouts travelling. My character never met any of these robbers nor Njerpez, but they do exist just like before.

If somebody is still in serious doubt, I can quickly check out a savegame to confirm.

August 30, 2021, 07:47:41 PM
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Re: Removing hooks from fishing rods This will be featured. The mechanics is likely so that using [a]pply command to a fishing rod on dry land, will open possibility to remove the hook.

August 31, 2021, 12:11:38 PM
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Re: Fishing Menu needs updating It's indeed a bit old menu, and I guess most people fish with direct [a]pplying of the item. But it's no biggie to add filtering to "Tools" only if "Set a net" option is chosen so let's do it. Inventory list doesn't really have functionality to show only specific item types, eg. nets, so the restriction/availability is item category based.

For me adding fishing gear crafting and hook apply options to Fishing menu doesn't feel that necessary, but it's quite easily doable as well.
Maybe something to consider in the future.

August 31, 2021, 01:06:27 PM
1