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Re: Question: A Mod for Making Cord Since the ancient past, the game now has multitude of tying equipment options.
Withes from saplings.
Yarn from hemp, nettle, flax
Cordage from cloth, leather
Rope from leather, birchbark

And if absolutely needed still, one could always add a recipe for their liking.

July 03, 2022, 06:04:08 AM
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Re: Question: A Mod for Making Cord My thanks to you then.

I hadn't started up unreal world as I was feeling quite nervous about dealing with cordage again.

I suppose I'll have to just boot it up and get in there!

Have a nice day.

July 04, 2022, 06:56:18 PM
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Pushing bed time You know how some days you’re feeling exhausted or ready to drop by late afternoon. But then, you don’t want to wake up around small hours either. So you decide to split a trunk in to boards. With handaxe, while checking out the shorty trap fence.

To be woken up by “noises” aka Njerpez shooting arrows at your dog. Fark. Unleash doggo, wield fine longbow and send him some fine broad heads.
Damn. He knocked the dog unconscious with his woodsman’s axe. Send more arrows.
He killed the dog. FaaAARK. BUT GOT him unconscious too. Run over, swing broadsword at his skull. Dead a-hole.

Crud. Skin and butcher the dog. Loot Njerps’ goods. Sure, need to go find another dog. Tan hide in the morning, set the cuts to dry and leave some for trapping and fishing bait. Not too bad. Sucks to lose a pup though. Go to sleep.

Odd noises. Poop. Go the check the trap fence mere 36’ (12m or 6 tiles). Unconscious Njerp in the trap pit. Huh. Well, guess it pays to have trap pits between trees, without fences in the middle. Swing the sword. Near decapitation. Start to reset trap. Another Njerp pops in the view. Exchange few blows, slash his arm; not so easy for him to swing his bastard sword. Then get his hip twice. And slash his face. He passes out. Swing at his neck and cut deep to kill him too.

Step back to hide close by a spruce. Ready the bow and fine broadhead. Wait for several moments.

Seems like there isn’t a 4th invader.

Go back to sleep in the shelter.

Summary: lost a dog trying to push bedtime to late evening—night. Got interrupted by wandering Njerps. Went to sleep, to wake up to another Njerp falling into a trap pit. Killed 3rd when resetting the trap.  Glad that there are roving Njerps and not just camps in 3.71

July 07, 2022, 08:21:43 AM
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Re: Pushing bed time Cool story!
July 15, 2022, 06:46:29 AM
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Re: That's how you think the weather will be like I use weatherlore often. When wandering in the summer, it check if it’s going to rain; so do I need to prepare post spruce or not.
In winter I check if it’s getting colder; stay close to cabin or if it’s bearable to go check trap sites at days trekking. Failing to check for that has got couple times too close for comfort of freezing to death.

And also to pass couple minutes, especially when waiting for food to be done cooking.

December 13, 2022, 06:15:33 PM
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A big thank you to the Enormous Elk team Greetings everyone,

I just felt like sharing this story and at the same time, give my thanks to the Enormous Elk team for creating this masterpiece of a game.

I have accidentally stumbled upon this game many years ago, when I was just a kid, perhaps 12 or 13 years old. Considering that I had no income to speak of, and I came from a country that paying money for video games was a luxury that not many could afford (Romania) at that time, the model adopted by this studio in which they would offer a older version of their game for free, with the possibility to donate, was a blessing and a breath of fresh air.

I have many fond memories and cool stories with this little game, and with each update, and as I grew older, I would find myself returning to Unreal World in order to check what cool features have been implemented.

Now, 15 years later, I return once more. Older, with a family of my own, a job and a new house, to repay the debt that I have owned for granting me the pleasure of playing this game.

Bought a official copy off steam, and started a new campaign, and all I can say is that the nostalgia of it all hit me hard, as well as the random wolf that decided to attack me from behind my character while butchering another wolf.

Once again, a big thank you to the Enormous Elk team, and a big thank you for the business model you follow. You managed to make my childhood a little bit more brighter.

-Alexandru

December 23, 2022, 01:41:35 AM
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Re: What's on this guys back? Thanks for the suggestion Erkka, I think it came out quite nice.
February 14, 2023, 07:30:44 PM
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Animal droppings - an indicator and a fertilizer The past days have been about poop code and poop tiles... as the many different animal droppings, i.e. feces, will appear into the unreal world.

So, what's coming up is that certain animals will start to leave visible droppings that can be found in the terrain.
We're adding droppings for the commonly noticeable and relevant animals; hare, fox, lynx, wolf, reindeer, elk, bear, and so on.
The droppings of different species look a bit different, and upon looking at them you will be told which animal's droppings it is - and also if it's a fresh one.
Some domestic animal droppings are being considered as well, but we'll have to experiment a bit more to see how/if to implement it.

What is to featured as well, and would be in favour with domestic animal droppings, is that the droppings can be also used as fertilizer on your fields.
It will be possible, but not necessary, as the slash-and-burn cultivation already includes fertilization with the ash from the burned wood.
However, we could see fertilizing with the animal droppings increasing the yields slightly.

Here's some screenshots with different kind of droppings indicating the animal presence at these areas.




These are future additions - not yet functional in the current version 3.72.2

February 21, 2023, 06:39:58 PM
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Re: Blacksmith NPCs and ordering their products can't wait to see this in game. by the way, does it mean that iron tools or weapon can be repairable some day?Sometimes people will stint on blocking with their precious materwork weapon to save them from loss of durability or espically quality. but if high quality tool or weapon are craftable, there will be no need for such stint anyway.
March 04, 2023, 08:29:57 AM
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Re: Blacksmith NPCs and ordering their products This sounds like an excellent addition.

I've got a couple of follow on comments/questions:
1. Like Ezhe, I'd definitely like to see the ability to commission repairs eventually.

2. How will quality be handled in the process?

One approach would be to always produce standard quality items, in which case the blacksmith would be a help to get started with the basics, but irrelevant once that level has been reached.

Another approach would be to give blacksmiths skill levels so they can produce items of up to a certain quality in each category (e.g. fine tools, decent swords. fine knives, decent axes), where you'd order the quality you want (or rather, can afford).
In this case the player would want to eventually hunt down the rich settlements where masterwork level smiths reside to compose their sets of masterwork items.

A third alternative, which I'd definitely recommend against, would be to have the blacksmith make a quality roll to see what you happened to get. I think that would be bad, as a craftsman with self respect would make new attempt until the result is satisfactory (and the price should reflect how much extra work it is to produce higher quality items).

March 04, 2023, 09:44:35 AM
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