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Messages - Sami

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1
Stories / Re: The best shot I'll probably never do again
« on: December 04, 2025, 06:33:32 PM »
That was like hitting a coin sized moving object with a bow at 60 m !!  Through a spruce tree in the way!

This is not a coin sized object, and shot closer than 60 meters, but as it's small and moving enough I got tempted to share ;)
https://www.youtube.com/shorts/unPVxcTqX2U

2
Bug reports / Re: LoydettiTarvike() bug, unknown what it does
« on: December 01, 2025, 05:30:49 PM »
This is the same issue as mentioned by caius, and now found and fixed. And true indeed, it gets triggered also when crafting bandages even though bandages aren't clothes per se. But bandages are categorized as armours & clothes, and that's enough for the message to get triggered.
But luckily it's only an annoyance with no affect to gameplay at all.

Fixed - persists in 3.87

3
Bug reports / Re: Bug while crafting birch-bark shoes
« on: November 27, 2025, 05:10:00 PM »
It seems this error note was a false alarm and triggered when crafting clothes that don't require actual sewing, and regardless of the materials/tools used.
It's an annoyance, but luckily doesn't have any effect on the crafting process.

Fixed - persists in 3.87

4
Development News / Version 3.87 released
« on: November 24, 2025, 12:49:13 PM »
Version 3.87 (stable) is now released and available on Steam, GOG.com, Itch.Io and for lifetimers.
Find the changelog from below.

This update mostly deals with improvements to making clothes as we proceed to make the whole process more detailed, realistic and eventually also pausable.
The most notable additions on that front in this version are obtaining and crafting sewing needles, and harvesting tendons for sinew yarn making.
And more is to come, but that will have to await until next year.

---------------------------------------------------------------------------------------------------------------------
CHANGELOG

Version: 3.87 (stable)

** Saved characters from version 3.80-> are compatible with this version. **

 - added: tendons and sinew

          You can now harvest tendons from butchered animals. The tendons can then be processed into sinew yarn. While yarn spun from plant fibers requires a lot of work and season-dependent processing, sinew yarn can be made year-round with varying amounts of effort.
          Tendons are usually harvested from the legs of large mammals such as elk and reindeer, but tendons from smaller animals — starting from hare-sized ones — can also be used, though they yield less useful sinew.
          The bigger the tendons, the more convenient it is to utilize them, as the process of extracting sinew fibers for sinew yarn involves several steps.
          Tendons can be picked up from the ground after butchering a decent sized animal. They are categorized as food type items in character's inventory, even though fresh tendons are too tough for humans to chew. The actual processing of tendons is then done with these new TEXTILECRAFT commands within Make menu:

          * Tendon drying

            First of all, fresh tendons need to be dried. They will also spoil in few days if not dried, so it's best to do it soon enough after butchering.

          * Separate sinew fibre

            Next, the dried tendon is pounded with a club or similar tool on a hard surface until the sinew fibres begin to separate. The obtained bundles of sinew fibre are categorized as tool type item in character's inventory.
 
          * Sinew yarn

            Finally, the sinew fibers can be twisted together to form sinew yarn. This is done entirely by hand, as a spindle cannot be used. As a result, making sinew yarn is much slower than spinning plant fiber yarn. It is even slower than making plant fiber yarn by hand, but the simplicity of the other steps compensates for the extra time required. The downside of sinew yarn is that it is vulnerable to moisture, as getting it wet will cause it to soften, stretch, and come undone. For this reason sinew yarn cannot be used in fishing tackle.

 - added: TENDON, SINEW FIBRE and SINEW YARN game-encyclopedia [F1] entries

 - updated: TEXTILECRAFT game-encyclopedia [F1] entry
         
 - added: water-use yarn is now required for fishing tackle

          As the sinew yarn isn't suitable for wet conditions there's now new yarn type requirement; water-use yarn. This covers all other types of yarn except sinew yarn, and water-use yarn is now required for fishing tackle.

 - added: easier browsing of crafting and cooking options with [ESC] returning to parent menu

          Upon browsing sub-categories of Make menu, mOdded handcrafts menu or cookery options, pressing [ESC] now gets you back to the parent menu rather than exits completely. This makes looking for a specific entry far more convenient, especially for newcomers.

 - changed: craftable containers moved to their own category in Make menu

          All the craftable containers now appear within their own "Containers" category in the Make menu.

 - added: nested menu for making clothes

          Upon selecting [C]lothes option from Make you will now enter a sub-menu with three categories; fur clothes, leather clothes and miscellanous clothes. Options to make clothes from different materials are arranged into these nested categories. Miscellanous category contains the few birch-bark accessories.
          This new menu arrangement preceeds the upcoming clothmaking improvements and more nested categories will be added in the future.

 - modding add: new diy_* submenu tags for adding clothes into the new categories

          There are now "fur clothes", "leather clothes" and "miscellanous clothes" submenu tags to use when adding items into these new clothmaking categories.
          For example, to add new items to miscellanous clothes menu place your diy_*.txt item definitions between the following lines:
          [SUBMENU_START:miscellanous clothes]
          ...your items go here...
          [SUBMENU_END:miscellanous clothes]
         
 - added: sewing needle - for making clothes

          There are two types of sewing needles; iron sewing needle and bone sewing needle.
          Iron needles can be obtained from the village blacksmiths and bone needles can be crafted by the player character from Make menu under Utility articles.
          A needle is now often needed in making of clothes. There's no distinction between leather or cloth sewing needle although in reality different materials would require a different kind of needle.
          Iron sewing needles are more expensive and also more handy to use.

 - adjusted: material and equipment requirements for making clothes

          A needle and yarn are now needed in making of almost all the leather and fur clothes. There are only few exceptions where using other kind of tying equipment and/or only a knife is sufficient.
          The following pieces of clothing don't need sewing in their making. For these pieces cordage requirements have been checked and adjusted.

            * leather belt           - no changes in requirements
            * leather cuirass        - no changes in requirements
            * leather forearm guards - 9 ft of thin cordage is now required
            * leather shin guards    - 9 ft of thin cordage is now required
            * fur cloak              - 3 ft of thin cordage is now required
            * fur hood               - 3 ft of thin cordage, and 1.5 lbs of fur is now required

          To make these fur clothes yarn is now required as follows:
         
            * fur cap     - 15 ft of yarn
            * fur shirt   - 60 ft of yarn
            * fur mittens - 9 ft of yarn
            * fur leggings - 18 ft of yarn and 4 ft of cord
            * fur footwear - 30 ft of yarn
            * fur overcoat - 75 ft of yarn

          To make these leather clothes yarn is now required as follows:
           
            * leather cap      - 9 ft of yarn
            * leather shirt    - 60 ft of yarn
            * leather leggings - 18 ft of yarn and 4 ft of cord
            * leather shoes    - 12 ft of yarn

          For the birch-bark clothes the amount of birch-bark has been checked and now required as follows:
 
            * birch-bark shoes - 60 ft of birch-bark strip is now required
            * birch-bark cap   - 75 ft of birch-bark strip is now required

 - added: pausable repairing of clothes

          Repairing clothes is now pausable tasks allowing you to have breaks and continue at will later on. To continue paused repairing, use the repair option again standing beside the said partially repaired item. Depending on the cloth you may now also need newly added requirements eg. needle and thread also in the repairing process.

 - added: repairing of birch-bark clothes
 
          It is now possible to repair birch-bark clothes, ie. birch-bark cap and birch-bark shoes.

 - fixed: feathers on the ground not being consumed when making arrows

 - fixed: irrational damage for the armours reclaimed from robbers, or other NPCs

          Player character's armours that ended up in the hands of robbers, or other NPCs, often experienced irrational damage upon being retrieved. This has been fixed now, but as a result migrated characters may encountering NPCs whose gear is in top-notch condition if their armours were assigned in the previous version. Newly generated NPCs will utilize the fixed armour damage system and condition of the gear in their possession, or reclaimed from them, will be rational.

 - fixed: broken "menudef_*.txt" submenu functionality

          New modded "menudef_*.txt" submenus displayed normally in the Make menu, but they couldn't be opened.

 - fixed: using spruce withes in the making of shingle basket handle was not possible
     
          This was due to missing no minimum length [nominlen] tag in the tying equipment requirement.

 - fixed: double link for "pot" in Tools chapter in the game encyclopedia

 - fixed: making boards from logs produced branches too

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Cheers!

5
Development News / Re: UnReal World arrives on GOG
« on: November 17, 2025, 08:36:25 PM »
I got things sorted out now, and it's possible to redeem a GOG key as a lifetimer.  E-mail me and let's take it from there.
This goes naturally for all the lifetimers who'd prefer to get a GOG key, although I believe many have made a purchase already by now.

6
Got the original issue fixed. Feathers on the ground were properly marked to be removed, but call for the actual removal was absent from the arrowmaking function. That's why the feathers might get removed upon next crafting tasks when removal function for marked ground items were properly called.

For JPFinn's hot smoker issue it's something different, as this was solely an absent function call within arrowmaking function.

Fixed - persists in version 3.86.1

7
Personally I'm really waiting for the day we'll finally be able to boil and eat squirrel hides. Then we will finally be able to eat money.

Heheh. Should that day come, we'll then have to reword the end-screen proverb.

8
Development News / Re: UnReal World arrives on GOG
« on: November 16, 2025, 10:40:12 AM »
@Sami
is there a way to get a redeem code for GOG for lifetime members?

As far as I'm concerned GOG doesn't seem to support developer generated promotional/giveaway keys, so there's no convenient mass option for that. 
I'll contact them and see if there are any workarounds. Will reply back here when I'm wiser.

9
is tendon edible? :)

One can try when this version comes out.  ;)
But realistically, if cooked for a long, long time they could be eaten but for now we don't have tendon cooking supported.
Dogs will happily chew on them, though.

10
Development News / The making of sinew yarn - completed with screenshots
« on: November 14, 2025, 03:18:48 PM »
Now we've got tendons to be harvested from butchered animals,
and the appropriate new means and options within textilecraft menu to process them into sinew yarn.
It's all ready, and it goes like this.


Henrik has managed to hunt down an elk, and has butchered it. Among other parts there are now also elk tendons to be picked up.
And within TEXTILECRAFT menu there's a set of three new options. First of all, the fresh tendons need to be dried in order to process them further.


Henrik got the elk tendons dried and then moved into separating the sinew fibre from them.
This involves pounding the dried tendons on a hard surface until the fibres start to separate.
Hernik has got a tree trunk as a working surface and starts pounding with a spare firewood.


From all the bundles of sinew fibre Henrik separated he can now make 40 meters of sinew yarn.
That's a good amount of self-made sinew yarn for many future crafts and binding needs on his way.


However, for the fishing tackle there's now new kind of yarn requirement added; water-use yarn.
Sinew yarn can't be used for fishing tackle because it weakens and stretches when wet. Luckily Hernik has got
more than enough hemp yarn also to craft a fishing rod.

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

11
Development News / Re: From tendons to sinew yarn
« on: November 10, 2025, 05:07:25 PM »
Are we expecting tendons as additional drop when butchering? Presumably only larger game; seals, pigs, reindeer, elk bear?

Yes, that's how it's going to be, tendons are obtained by butchering. Large game tendons are naturally the most practical and preferred, but we'll likely allow collecting also smaller tendons from hare/fox/badger sized animals upwards.

12
Development News / Re: From tendons to sinew yarn
« on: November 10, 2025, 05:04:08 PM »
I see. Though I would think the main benefit of sinew is it's better capacity to store/release energy? I.e. it results in a faster string, and no matter how many pounds of wood you are bending the arrow will release at faster velocity? If string quality or material could separately affect arrow velocity/power like I belive arrow and bow quality do, that could be represented.

Yes, it's likely that one could make sinew bowstring thinner and lighter and thus somewhat faster compared to linen or hemp string, but I don't think the difference in arrow speed would be very dramatic. At least for now it feels a bit overly complex to dig all too deep into this, but surely the material differences may leave room for some tuning in the future.

13
Development News / Re: From tendons to sinew yarn
« on: November 07, 2025, 06:14:29 PM »
I guess we will get new bowstrings as well (or maybe a requirement for quality bowstrings)?

(Edit) Though it seems like sinews were actually weaker and linen/hemp were preferred for stronger bows. So maybe not.

Actually sinew has much greater tensile strength than plant fibre yarn, so it's been used for bowstrings too - and for heavy bows too.
But again, if sinew bowstring would get wet (from eg. rain) it would soon be in danger of breaking apart. That's why sinew bowstrings were traditionally covered with thinned birch-bark. I think we'll allow making bowstrings from sinew yarn just like that in the next version, but somewhere in the future it would be nice addition to require that birch-bark covering too.

14
Development News / From tendons to sinew yarn
« on: November 06, 2025, 06:05:09 PM »
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

15
Seems like it only happens if the feathers are on the ground and are autopicked.

Thanks, got it and can easily reproduce now.

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