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Re: What's Going On In Your Unreal World? I put these in IRC. i'll put them here too. Teppo is 18 years old (two game years)




November 15, 2017, 08:07:46 PM
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Re: What's Going On In Your Unreal World? The toughest squirrel I've encountered.


December 21, 2017, 03:38:16 AM
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Re: 3.50b2 ram milk  ::)
Did someone just assume the gender of that member of the Caprinae family?

December 25, 2017, 08:47:38 PM
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Re: Skins I did some calculations on how much the leather in a 5 lbs holding waterskin would weigh. I assumed a full waterskin would be a sphere, and used the apparent density of chestnut tanned leather I found in this article, which is 0.72 g/cm3. I converted the lbs to kilograms using both the standard lbs->kg ratio of 0.453 and the old Finnish one of 0.425 lbs to kg.

From the results, a 0.3 lbs waterskin with volume for 5 lbs of water would be made of 2 mm thick leather. (The leather weighing 0.27 lbs as standard pounds, 0.28 lbs as Finnish pounds.) The weight increases by about 0.15 lbs for each additional mm of leather thickness. (Averages for the first 10 mm of leather were 0.1417 lbs/mm for the standard pound and 0.1450 lbs/mm for the old Finnish pound.)

I don't know much about leather crafting, but  I'd expect a leather waterskin to be made of leather between 2-5 mm thick, meaning the leather of an empty UrW waterskin would have a weight of 0.3-0.75 lbs. Considering that a waterskin would not be a perfect sphere, and it would have a cork and a strap, I'd expect the game's waterskin to weigh between 0.5-1.0 lbs when empty, depending on what thickness the leather is supposed to be.

I don't expect crafting the skin requiring much more leather than it weighs. The extra leather cuts can be used to make a strap. (Maybe the recipe doesn't not need tying equipment at all... Just assume that it's made from the leather while crafting the skin.)

I also read somewhere that the Sami people used to make waterskins out of reindeer leather. Maybe the game's waterskins are based on those, but I don't have a clue what those look like or how they were made.

@GiTiB: Coming up with 4 lbs of leather isn't that difficult either, and a skin isn't that useful of an item. I always make one, but rarely use one.

January 22, 2018, 09:00:05 PM
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Re: Which one is the best flour? I'm the one who just went and updated the flour page on the wiki.  I did some testing with an object inspector to look at nutrition and such.  Grinding flour from grains, seeds, or roots keeps the same nutrition values as the original, as well as the same weight.  The carb, fat, and protein values given are percentages of the weight that is each nutrient (i.e., grams of nutrient per 100g weight). 

Barley gives the most nutritious flour, at ~1370 calories per pound.  Rye, clayweed, and lake reed flours are all above 1,000 calories per pound, while hemp (seed), marsh calla, and bogbean flours are all just below 1,000 calories per pound.  You can make flour from nettle, turnip, sorrel, and yarrow seeds, but it's much much less nutritious than the other kinds of flour. 

If you want to figure out what to plant for the most calories, then you need to account for the number of plants that can grow in each tile and the total number of calories produced by each plant.  Note too that you've got it backwards:  rye produces three fistfuls of grains, and barley produces two, not the other way around.  On a per-plant basis:

  • Rye produces 412 calories per plant (~1/3 pound of grains)
  • Broad beans produce 378 calories per plant (~3/4 pound of beans)
  • Barley produces 302 calories per plant (~1/5 pound of grains)
  • Hemp produces 218 calories per plant (~1/5 pound of seeds, ~1/7 pound of leaves)
  • Clayweed produces 143 calories per plant (~1/7 pound of seeds, ~1/13 pound of leaves)
  • Turnips produce 97 calories per plant (~2/3 pound root, negligible size seeds)
  • Peas produce 57 calories per plant (~1/7 pound of peas)
  • Nettle produces 23 calories per plant (~1/10 pound of leaves, negligible size seeds)
  • Sorrel and yarrow produce negligible calories per plant

But for planting, this ordering gets shifted again because you can plant many more turnips and grains in a single tile than beans:

  • Rye produces at most 10,288 calories per tile
  • Barley 7,560
  • Hemp 2,529
  • Turnip 1,944
  • Broad bean 1,892
  • Clayweed 711
  • Pea 284
  • Nettle 227
  • Sorrel and yarrow negligible

So:  grow barley if you want the best flour (most nutritious breads, porridges, and stews).  Grow rye if you want the most total calories of flour. 

February 07, 2018, 06:09:06 PM
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Re: Harvest field near village I often go and plant my own stuff on village fields - both using their plots and making my own next to theirs. In my experience the key is to not get caught, you can't let people see you picking stuff up. They don't seem to mind you extending their fields. So you harvest during the night, so those annoying maidens wandering around don't spot you in the act of pulling some turnips out. Another thing is, when harvest time comes, I'm pretty sure the villagers will harvest your plots for themselves along with theirs, but they can't harvest all of them at once and there will still be plenty of unharvested ones for a while after harvest season starts.

Pretty sure they make no distinction between their plots and the ones you made next to theirs, they're all considered to be theirs and you'll get a warning and then a good beating if spotted.

After harvesting just pile the goods in some safe spot nearby, recently there was a feature added where villagers get suspicious if they see you hauling a lot of veggies in the village that look like they're from their field... Later on when everyone's gone to sleep, I'm loading the pile onto my bull and heading home with a self-satified feel of a job well done.

The stuff they harvested "for me" will be in their shops and stores, which is useful to me because in late game you usually have plenty of stuff to trade with. Piles of turnips and wheat can be had for cheap, those piles would've taken a lot of time and back-breaking effort to harvest on a private field.

February 12, 2018, 12:39:37 PM
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Re: Catching a glutton - advice? Very exciting.

Try re-setting the traps (by kicking them) and putting only fresh raw meat cuts (or fresh small fish) on them. Spoiled bait is not useful, it seems to make them avoid traps.

The right trap for the glutton is the small and the big deadfall trap. One lower from the bear one.  It's supposed to be the smaller one, but I'm very sure I've caught gluttons with the bigger version too, same one that catches wolves.

It's probably small enough to squeeze through the trap fences and is ignoring your delicious traps because the meat in them is spoiled!

February 12, 2018, 02:31:47 PM
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Re: Catching a glutton - advice? Got him yesterday:



It did not care about fish. I had fresh fish in all traps and also on the ground, but it just ignored it until it spoiled. Then just out of the blue, it got into the big deadfall trap and ate the old spoiled meat inside (leaving the spoiled roach be).

Got a nice glutton skin to warm my feet on the bed, now.

February 13, 2018, 12:49:23 PM
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[Fixed - persists in 3.50b2] Some clothes weigh too much I think there are a few pieces of cloth that escaped review, at the previous version.

Cloak: weights 6, 6.5 and 14 lbs for nettle/wool/fur respectively. However, it covers pretty much like a tunic (only difference: cloak covers knees where tunic covers upper arms). The tunic weights 2.8 for nettle/linen and 5 for wool, so the cloak should be reduced a bit. Incidentally, fur cloak weights too much compared to wool. Maybe a bit less? Or wool should be raised, since it should be quite a bit heavier than cloth.

Overcoat: wool weights 5.5, fur weights 15. Even worse than cloak. A bit too much difference?

Leggings: woollen 3.5, leather 2.9, fur 3.5. In other pieces of cloth, seems like leather should weight more than wool and less than fur. So here 2.9 is strange.

Undergarment: covers as much as a tunic, and less than an undershirt. However, it weights 4 for linen and 7 for wool, much more than tunic (2.8 and 5) and still more than undershirt (3 and 5), which is supposedly bigger. Incidentally, tunic and undershirt have the same weight for wool, while undershirt is bigger. I'd probably notch woollen tunic down by a bit, eg 4.7 or something.

February 22, 2018, 12:12:26 PM
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Re: Can someone create pickaxe mod?
... UrW doesn't have pickaxe for mining stones and iron (the game is in iron age so this could be available), we can't repair weapons, tools, armors and so on. ...
Wrong. Iron age does not imply iron mines [or pickaxes]. The cultures in the area used bog iron as their source of iron, not mines dug into rock. If I understand it correctly, smiths at the time were highly regarded craftsmen making their living out of crafting iron items for customers: smithing wasn't something everyone were doing on the side, but more or less one of the first real professions. Even so, they were probably not able to create sophisticated armor or weapons (those were imported, which is what the foreign traders represent), but they should have been able to produce tools and basic weapons. So yes, first you character is an apprentice full time for 5-10 years (probably starting at age 10-12 or so), before they'd be able to open up their own shop (smithing all day long, and no adventuring).

November 08, 2018, 02:06:25 PM
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