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Season's Greetings The midwinter and holiday season is at hand!
It is time to send you our warmest Season's Greetings with a few moody photos from this very day.
Thank you for 2021 to those who already roam the UnReal World, and welcome into the Far North, all you new adventurers.


We have just passed the Winter Solstice on northern hemisphere, and the amount of daylight now slowly starts increasing. Otherwise the winter in Eastern Finland continues in decent -20 degrees celsius temperatures with delightful amount of snow. Sami (UnReal World creator) heads towards the real world in horizon.


Merry Christmas, Tree. This mighty spruce grows beside the village road, not very far from the development chambers.


Now let's survive the midwinter, and see you again in 2022!

December 22, 2021, 04:22:44 PM
1
More information for fishing "misses" Hey, just wanted to suggest, while fishing is being worked on, that more supporting text and information while fishing could give it a lot more flavour. Things like "you see a pike swimming by" during the fishing task, or "you see several fish but nothing bites" when fishing has completed unsuccessfully.

As it is now it's very difficult to know if your fishing has any chance of succeeding, as it simply waits for three hours and nothing happens - there's no indication of whether or not there are even any fish where you're trying to catch things, and it doesn't feel like three hours have passed as nothing notable has happened.

Especially when spear fishing, for misses i would expect a lot of "you try to spear a salmon but miss", but there's never any indication there was even any fish available to spear.

Any information about spotting fish while fishing would make the task a lot more lively.

September 03, 2023, 01:20:25 AM
1
Re: Villages should keep their water sources free of ice during winter asking for directions from the villagers also helps somewhat, but if you're too close to it, the conversation goes like this

Villager: it's right over there, you see.
Me: No, I don't see it, it's covered in ice and snow.

December 04, 2023, 01:48:20 PM
1
Re: Add cooking with wooden bowls Voila!
Eureka!

Ill worked this up and tested it. Will be adding to BAC shortly. Meanwhile if you want to use it separately:

Try this:

add to your menudef

.Tub cooking. -T- *COOKERY*

and stick into cookery_glossary

[SUBMENU_START:Tub cooking]

//Tub Cooking
//
// by Brygun
// added 2023-12-07
//
// Inspired by conversations stared by Matti-patti at
// https://www.unrealworld.fi/forums/index.php?topic=7171.0
//
// Sample real world recipe
// https://www.maajakotitalousnaiset.fi/reseptit/lemin-sara-etela-karjalasta
// Cook time based on average of young lamb 180m and old shepp
// at half that. Thus 150m.
// For this game a stone is used to elevate the tub out of the fire
//
// The result from bottom to top is the fire lay, the stone,
// tub on the stone
// in the tub the turnips on the bottom
// meat on top of the turnips
// thus meat juices drip onto turnips
//
// sounds tasty so a good skill bonus given
//
// Allowed patch based on capacity of the tub at 10
// herbs and seasoning allowance for stacking a little higher
// than what liquids the tub could hold


.Lemi sra. *COOKERY* /10/  \150\ %30% [effort:1] [patch:5]
{Fire} '+ Heat source started'
{Firewood} (3) [remove] [ground] [noquality]'+ to sustain fire'
{*tub*} [ground] '+ to hold food near heat'
{Stone} [ground] '+ to raise tub from fire'
{Raw meat}   #1#    [remove] [ground] [roast] [patchwise] [name] '+ cooked in tub near fire'
{Turnip} #1# [remove] [roast] [patchwise] '+ cooked in tub near fire'
{Herbs}   #.5#   [remove] [roast] [optional] [patchwise]
{Seasoning}   #0.25#   [remove] [roast] [optional] [patchwise]
{Knife}   '+for preparing'
[COOK_WEIGHT_DIV:1.5]
[TILEGFX:org-meatcut]



[SUBMENU_END:Tub cooking]



December 08, 2023, 02:53:42 AM
1
Re: Where from comes myth from the game's intro? The first winter is an adaptation (and combination) of "stealing of the Sun", and "Sampo" myth. The idea that a long long time ago there was an age of prosperity, when earthly life was somehow free of trouble. And then something happened (the sun went down and didn't rise up the next morning), things got difficult. But the humanity coped, and eventually the Sun returned - but somehow it was no more the same, things were different, something had changed permanently.

I remember that about the same time when UnReal World turned from a more generic "sword and magic" phantasy to Finno-Ugric mythology, Sami was also considering changing the title of the game. But a considerable number of players resisted, saying that they had grown attached to their mental images of a phantasy world which is somehow "unreal".

So, we took these ingredients and cooked a fictional mythology which both keeps the original name of the game, explains it, and still draws from Finno-Ugric mythology - not being a direct reference, but an artistic adaptation of the age old themes.

EDIT: Hmm, so I think that the theme of "unreality" as such isn't a theme in Finno-Ugric mythology. But there is this idea of world being made of various layers, most of the layers being unseen to the normal waking consciousness, but those unseen layers oftentimes being the most influential. So, the "unreality" is an adaptation from that idea, thinking that once humans had a direct contact and communication with all the unseen layers, but then they lost it - humanity survived, but the direct contact with the unseen world became more like a rarity, something for trained professionals, and rare occasional supernatural encounters experienced by common folks, and a loose collection to beliefs and rituals to manage these relationships.

March 05, 2025, 07:37:06 PM
1
Finding a needle from the UnReal World Currently there are no sewing needles to be found in the UnReal World, but as we're currently working with the improved and pausable clothmaking you'll be able find them in the upcoming patch.
Sewing needles are naturally needed in clothmaking and the player character will be able to craft ones from bone by themselves, or order iron sewing needles from the village blacksmiths. That's what our test character Liisi is about to do in the following screenshot.



Coming up with all the planned improvements regarding clothmaking will be accomplished step by step within a course of several versions.  We're trying pick up the pace with releasing the next version in order to also overcome some nasty bugs found in the current version. Aiming for an October release.
We won't yet see a designated clothmaking skill or pausable clothmaking in the next version, but smaller improvements and groundwork here and there to preceed the bigger changes.
   One new thing to expect is a nested menu for making clothes.  Upon selecting [C]lothes option from [M]ake you will now enter a sub-menu with three categories; fur clothes, leather clothes and miscellanous clothes. This menu will get updated with woollen and textile clothing somewhere in the future then.



Clothmaking improvements to be continued, stay tuned...

September 09, 2025, 11:22:32 AM
1
Making of making of clothes Last week Erkka (UnReal World co-designer) came over for a few days visit and we delved into adjusting requirements for making clothes - namely the thread requirements -
as in the upcoming version making of majority of clothes will require a needle and certain amount of thread.  We did the planning in old-school way relying on written sources, pen and paper - for that is the good old way of the unreal world devs. So, below you'll find a few making of pictures from this making of clothes planning session. The book that was in use now will surely be used again in many more times as the making of clothes now keeps improving.









October 27, 2025, 07:08:44 PM
1
From tendons to sinew yarn We're aiming to release a new version this month, and one of the last things to be added is obtaining and utilizing animal tendons in the making of sinew yarn.
This is nicely linked to ongoing improvements with making of clothes as it's been traditional to sew leather and fur clothes with sinew yarn.
In the game other type of yarn will just as well, but being able to produce sinew yarn will surely come in handy in many ways.
Compared to spinning plant fibres into yarn making sinew yarn is quite a lot slower process as it needs to be done merely by hand. However, availability and rather easy processing of animal tendons into sinew fibres is in favour of producing sinew yarn.
One downside of sinew yarn is that you can't use it for fishing gear as it comes loose when getting wet. It's yet to be decided to what extent and how we'll be manifesting this in the game world. Groundwork of obtaining tendons, drying them and separating the sinew fibres is now laid out, and soon enough I think we'll be seeing some preview screenshots too.

These are future features - not yet functional in current version 3.86.1

November 06, 2025, 06:05:09 PM
1