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Re: Nominate UrW for Steam "Labor of Love" Award I agree so much that I had to pin this topic while the voting is going on :)
December 18, 2017, 07:10:27 PM
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Adding marriage - poll about how you find its priority Let's have a poll, just for the sake of poll.
December 18, 2017, 09:28:04 PM
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Healing (the bleeding wounds of) your pets and companions Started to add rudimentary (and probably the most important) stage of healing your pets and companions; trying to stop bleeding of their wounds.
More companion/pet healing methods may follow in the future, but we'll start with the most crucial one.

The mechanics of applying physical skill to your companions are the same as applying them to yourself. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on.

How an attempt to heal your companion is started is to face them upon using physician skill. If treatable wounds are found (ie. bleeding wounds) you'll be asked whether you wish to try applying the physician skills to this companion or pet. The wound to treat is then auto selected based on its severity.

January 12, 2018, 03:50:15 PM
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Armor Quality I see that Armor quality is on the development list and am very happy about this!

My suggestion would be to have Fine and Masterwork armor get double the durability so that it lasts longer and for Masterwork items to weigh 10% less.

My reasons for not advocating an increase in protection value - even a small one- is that so many times you have layers. If you have an Undershirt, Shirt, Tunic and Hauberk all of Masterwork quality that small bonus, lets say it's just a +1, becomes quadrupled, to in this case +4. This is a little too much. Just think about the hips!

My other suggestion would be to add in the ability for craftsmen to repair damaged metal armor.

Stuff's expensive, I'd want to keep it in good nick.  ;)
   - Shane

January 27, 2018, 05:40:55 AM
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COOK_WEIGHT_DIV can hit nutrition value cap I've only found this bug in the base game with dried bear cuts, but I can replicate it with modded items very easily. 

A raw bear cut has protein:29.  Dried cuts have their weight divided by 10, and their nutrition values multiplied by 10 so that the final cut contains the same amount of nutrition as the original cut.  For most cuts this works fine. For the dried bear cut, the protein value should be 290, but is instead 255.  This is presumably because that value is stored in a uint8 (i.e., a single byte) and the largest value that can be stored is 255.  This means that bear cuts are slightly less nutritious than expected when dried.

I can replicate this with modded items:  a processing step with COOK_WEIGHT_DIV:15 and a reconstitution step with COOK_WEIGHT_DIV:0.066666667.  If I process a sheep cut (raw: 0/12/19) I get a lighter processed cut that's hit the nutrition cap: (0/180/255) instead of (0/180/285) as expected.  If I then try and reconstitute the cut, the loss is permanent, down to (0/12/17).

Realistically speaking, of course, none of carb/fat/protein should be above 100, as my understanding is that those values indicate the percentage by weight of each nutrient.  But not sure the best way to resolve the bug for now!

January 31, 2018, 06:40:09 AM
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Re: What's Going On In Your Unreal World? I haven't played in years upon years  :P I had purchased a lifetime registration.. feels like probably 10 years ago! And just remembered URW last week. Suffice to say, I've been binging.

I was just out checking traps with my dog and hoping to stumble across an elk or other large game.

Our cabin had just been completed a few days prior, thanks to the help of a neighbor who diligently cut down nearly half the lumber needed to finish ahead of time. Comfy but cosy, with basic amenities installed, i thought it would be a grand - if tight - space to winter, cuddling with the dog and stepping out for firewood every now and again. But I digress...

Finally set up to smoke meat we set out across the mire. Elieurnan, my wee pup, had been with me for two months now, taking up food and scaring off wildlife - but also proving incredibly useful, and much more loyal than expected.. IRL, my dog couldn't give two buffalo chips about listening to me when he sees a rabbit or other game.. but Elieurnan had become a very loved animal to see chasing me around and killing multiple lynx and badger without getting injured.

When we arrived in the small lakeside trapline I had set up while the snow cover was thick enough not to realize the mire prevented purposeful farming, there was a grouse stuck under one of the lever traps that I maintained - a loose word, as due to distance I didn't bother baiting them and we only ever checked them when heading to one of the nearby small villages. Excitedly, I figured that this was an opportune chance to try and get some practice with my bow. It's hard to justify breaking arrows shooting at logs, but some live meat is completely different.

After several clumsily unskilled shots, I found myself drawn into the method.. pull arrow, nock, aim, relax, shoot.. and I didn't notice Eliurnan, who was leashed onto my belt, had taken some interest in the critter...

The arrow hit him in the heart. He died within minutes - which, being turnbased, means I've just spent 5-10 minutes trying to figure out if I can somehow save him... tabbed back in, and dropped some food..

"Eat now, Eliurnan", I said in a hopeful, hushed tone. He looked at the meat, and back up to me with a happy look on his face :'(... and a wiggle in his tail :'(.. then collapsed, the blood pouring from his torso.

Devastated, I've decided that it's dog for dinner.

For real, I'm really upset about this. I pulled the arrow out.. is that maybe what killed him? Blood loss? I wish there was a proper way to staunch bleeding.. or break the arrow off, bandage it, and carry him back. I just really like dogs.. and I've grown attached to a little computer character. Suppose i'll have to be much more careful with the next dog I manage to trade for.. tie them off to a tree out of range of where I'll shoot the hell out of them while trying to practice archery...

Also URW is even better than I remember it was so many years ago! So incredibly happy that development kept up and has created this pristine gem.. beautiful game!

ED: Got a fine dog-skin.. fitting, from such a fine dog!

February 01, 2018, 08:12:37 AM
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Re: Best Trap Fence Setup? You have the right idea there, it's kinda hard to say what is the optimum because fences work on a few interacting factors (as far as I know):

  • Are there animals nearby on the zoomed out worldmap? They seem to be individually tracked out there and will wander about, preferring the types of terrain that's appropriate to the animal to hang out.
  • For each trap on the map, is the trapping skill good enough to attract one of those? How about the bait, is it right for the animal?How about how long the trap has been live (needs a certain base amount of time, a day or two)? There seems to be a max of 2-3 animals that can be attracted no matter how many traps you placed in a location, so multiplying traps is not effective. About 3-5 big traps per map is plenty. I had good luck with long chains of hare traps and loopsnares, so maybe the cap does not apply to smaller animals or they have a different cap.
  • If those conditions check out, then the animal is placed on the map at a random spot and is given some "head start"
  • It starts bumbling around and doing its thing, if hungry it makes a beeline for any food, including food in the traps you laid
  • During this bumbling it is influenced by the fences, it actually bumps into them and tries to walk around, it sees trapped holes in the fence as walkable holes. This means that a single baited trap surrounded by trapfence encirclements with trapped routes to reach the baited spot might be an effective idea to try out - catch everybody and optionally save on bait if you're short
  • Rituals and higher trapping skills seem to attract animals to traps more as they bumble

I've also tried building vast multi-map trap fences that close the gap between major bodies of water, thinking that will help me funnel lots of reindeer into my trapline. It was effective but not as effective as I thought it would be - pretty sure the vast multi-map funnel between bodies of water didn't make a difference, it just treated each map with a trap fence as a singular thing.

So in conclusion my thinking about this is, the most effective trap fence is having multiple trap fences quite a long way apart in every cardinal direction and based in varied types of terrain, with your main camp or base being in the middle between all the traps spread out radially. Maybe half a day of walking or more (more non-overlapping zoomed out area to "gather" animals for each one trap-map), and using basic fence builds like you're already doing, plus the right bait. Elk and reindeer are attracted to berries. Hares like turnips, reindeer too but probably not as much as berries. Wolf traps are good because they catch smaller/medium animals such as wild pigs, pinemartens,lynxes. Pit traps with both berry/meat baits on each one seem effective too. Birds also go for the berries. No animal seems to care about leaves, seeds, or beans (might be Sami's oversight?).

If you're having bad luck and not catching anything for weeks, kick the trap down and re-set it, might improve your odds.

Another effective measure is having a secondary camp (with secondary trap spots etc) where you go to live for a few weeks, once in a while. Living far away from home for a time lets the main area refresh and repopulate with animals if you've been catching them all and it's running low.

February 12, 2018, 01:32:38 PM
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Re: Catching a glutton - advice? The character's looking well satisfied. :D
February 14, 2018, 01:18:44 AM
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Re: Probably the stupidest thing I’ve done in game. Aw.  FYI, there's a new option in 3.50beta that will prevent such things from happening:

Quote
- added: BUTCHER_CONFIRMATION configuration option (defaults to NO)

        If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it.
        This is to avoid accidentally cutting up the whole carcass and losing the skin.

        To enable the option add the following line to urw_ini.txt setup file in your installation folder:
        [BUTCHER_CONFIRMATION:YES]

I should remember to go turn that on; I've done the same thing with hides before, although never with a bear fur!

February 16, 2018, 05:39:09 PM
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Re: Catching a glutton - advice? I had the same damn issue, but it was with a badger instead.  Fence around my cellar, traps everywhere baited with fresh meat and fish, all blessed with the trap blessing ritual, and that little bastard just kept cruising into my cellar like it was a vending machine.  Finally one night I woke up to some scuffling in my cabin, and saw him hanging out near the cookware.  I jumped out of bed and slammed the door before he could escape, and proceed to engage him in hand to hand combat.  I had a bow and spear but screw that, this was personal.  My unarmed skill was quite low, so it took a good long time to finally beat him into submission before crunching his neck under my fine leather boots, but it was worth it.
February 21, 2018, 06:48:12 PM
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anything