UnReal World forums
UnReal World => Bug reports => Not bugs => Topic started by: White Hair on July 15, 2021, 05:03:51 AM
-
I just obtained a big bull named Moostache. I tried loading him up with my gear but it seems he reaches capacity at only 55-ish pounds. Pictures and save file upload for reference:
https://i.imgur.com/LDrLrY3.jpeg
https://i.imgur.com/usCwM68.png
https://i.imgur.com/kW8Omsw.png
https://ufile.io/s2f2q35c
-
Congratulations on buying a big boy! The issue you're likely running into is the NPC item stacks cap, which is considerably fewer than what player characters can manage.
Try taking some of the low-weight items from your bull and start prioritizing heavier loads when needed. You can check his weight capacity with slender trunks, stones, and then rocks to find an exact figure. I have a habit of appending the names of my pets with their weight as a reminder.
Consider buying a sheep or pig to offload those smaller items until you find a suitable spot for hoarding these hunting goodies.
-
I just obtained a big bull named Moostache. I tried loading him up with my gear but it seems he reaches capacity at only 55-ish pounds. Pictures and save file upload for reference:
https://i.imgur.com/LDrLrY3.jpeg
https://i.imgur.com/usCwM68.png
https://i.imgur.com/kW8Omsw.png
https://ufile.io/s2f2q35c
As per Galgana it's the stack limit you hit and not the "carry weight limit". I think the limit is 20 "stacks".
As suggested in the other post, you can buy a second animal of burden.
Alternatively you can try to load heavy stuff on to the bull but keep light stuff on your person, such as "loop snare". That is of course a small weight but it is taking 1 out of 20 slots on the bull; it's a wasted slot.
To workaround the stack limit, I personally have 4 bulls in my current game, one as armoury, one as non-cooling-cellar, one as fur-carrier, the last one is to carry any big game carcass to the nearest processing plant (i.e.: "waterside shelter with cellar").
Edit1: @White Hair , as we already know this is "not a bug" I will move this thread now to the "Not a bug" section of the forums, find it here:
https://www.unrealworld.fi/forums/index.php?topic=6505.msg19329#msg19329
Edit2: Added this question & thread to the Tips, Tricks, FAQs thread, here: https://www.unrealworld.fi/forums/index.php?topic=6459.0
-
Have NPC stack caps always been a thing? I don't recall it from the last time I played, but I might just not have loaded them with much stuff.
-
Have NPC stack caps always been a thing? I don't recall it from the last time I played, but I might just not have loaded them with much stuff.
Due to the age of this game, other than the devs, not many people can tell you whether <xyz> has always been that way however what I can tell you is, in 2013 (version 3.17 era) someone was already complaining about the "inability to push 21st stack-item on to the bull".
( ref: https://www.tapatalk.com/groups/urwforum/viewtopic.php?p=22021600#p22021600 )
-
Have NPC stack caps always been a thing? I don't recall it from the last time I played, but I might just not have loaded them with much stuff.
I searched through the news text tile in the game folder for carrying- and packing-related updates. You can view them in chronological order under the spoiler:
v2.12
- animals can be used to carry loads.
Now you can get yourself a horse, bull or whatever you want to
(is animal is tame and willing to be leashed) and pack it up
with your stuff. There are two new commands to be used with
pack-animals; [#P]ack and [#U]npack. (Commands can be executed
by pressing - first and then selecting Pack or Unpack option
from the menu) [#P]ack is used to pack animals and [#U]npack
get something that has been packed. To keep the animals
following you, you should leash them with a rope.
v2.60
- pack animals carry varying loads.
This depends on the animal size and strength.
Cattle can carry more than a sheep, and horse can
carry more than a cattle, and so on...
v2.80
* In addition to a maximum number of items a certain
animal can carry there's also limit in weight now.
You can't pack logs on a sheep no more etc.
v3.17
- added: watercraft capacity restrictions
You can transport either 40 different item stacks or 200 times the
weight of your watercraft. If your punt/raft is overloaded you
can't row it and notification about it will be displayed.
(Weight restriction is far from realistic, but we need to allow
transporting logs with watercrafts until floating timber is
implemented.)
- fixed: animal same item limit when packing
If you packed more than 255 same items on an animal some of them
disappeared. This is fixed so that more than 255 same items will be
now distributed in separate item stacks.
v3.30
- fixed: companion accepted weight limit
It was bugged and companions accepted less items than what they could actually carry.
Fixed now and we shouldn't bump into "Sorry, it's too much for me carry." nagging that often.
v3.32
added: need to pay companions & companion inventory restrictions
* companion inventory restrictions
You can't anymore freely pick all the items of your companions to yourself. Companions now tend to keep
their most valuable and usable personal items to themselves, and usually only the cheap items and
food are freely pickable. However, all the items you have delivered to your companion can be picked
back at will if they are not in use (wielded or worn) at the moment. So it is still safe to pack or lend
your companions even the most valuable goods you have.
v3.52
- added: NPCs will store the obtained timber in the village
NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around
causing unncessary burden for themselves. Now they eventually store the timber in the village.
- fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade
Now the excess items NPCs can't properly carry are put on the ground as a common village property.
- tweaked: recruiting companions who carry village property from failed/cancelled trades
There are two new conditions to prevent exploiting companion recruiting with returned village goods:
* Companions don't count the returned village property as their own when checking if they have enough
equipment to join you.
* When companion agrees to join you they won't keep carrying the returned village property but drop it on
the ground where other villages come to reclaim it.
- changed: children won't anymore participate in picking up village property left on the ground
after failed/cancelled trades
This is because you can't do one-to-one trading with children, and sometimes you would like
to go for that with some items NPCs just picked.
- added: NPCs wearing the new clothes/armours they get
NPCs can now actively wear the new clothes/armours they have obtained. They'll usually
go for wearing new clothes/armours after being delivered or having picked some.
Delivering useful pieces of clothing/armour to your companion is now worthwhile, even
though NPCs make the final decision whether they will wear something or not.
v3.60
- changed & fixed: foreign traders won't accept more furs than they can carry
Previously foreign traders dropped their excess load after completed trade and this opened an
exploit where dropped furs could be picked up and used again in trading. Now foreign traders simply
reject the offered items they can not carry.
v3.70
- added: foreign traders can share the excess trading load
Previously a single foreign trader wouldn't accept more traded furs than he could carry. This made trading of heavy pelts often all too awkward. Now foreign traders can share the excess load so that if the NPC you are trading with can't carry it all the excess items are distributed to his fellows who can.