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Messages - morrneyo

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1
Suggestions / Re: Increase average cow size a bit
« on: November 07, 2025, 08:07:57 AM »
You're right. Small or medium-sized cows are just a dud. Female cows are at least good for milking, but small male bulls are completely useless.

2
Gameplay questions / Re: Axe blade and haft?
« on: October 26, 2025, 10:55:39 PM »
It functions as fine quality. But once you take the axe head off again it's still a masterwork and you have increased chance of producing a masterwork axe when you re-haft it.

That... sounds really stupid. The axe blade and the axe haft don't change, but just by repeatedly removing and putting the haft back on, the axe's grade changes?

3
Gameplay questions / Re: Axe blade and haft?
« on: October 15, 2025, 09:36:46 PM »
I don't think the blade itself is ever damaged, though the resulting re-hafted tool/weapon won't necessarily be masterwork anymore. The head quality is even tracked seperately, so the game should remember that the masterwork axe you rehafted as fine axe is has masterwork quality head.

So, if I repair a Masterwork grade axe with a Fine grade haft and the grade drops to Fine grade, does that mean that the performance will not change because the axe blade is actually Masterwork grade? The system seems a bit strange.

4
Gameplay questions / Axe blade and haft?
« on: October 14, 2025, 10:54:55 AM »
I just returned playing this game again, and when I was chopping down trees with my axe, its durability started depleting. What's going on? I turned off the weapon durability reduction option, but it's still happening.

I looked it up and found that the blade and haft were separated in a recent update. Does this durability loss only affect the handle? Does the blade currently have infinite durability? The blade can't be repaired, but if it's true that the blade also wears down slowly, I'd be hesitant to use a Masterwork tool if I found one. (I hope the blade doesn't wear out later, even if the forging system is added. If the blade did, I'd be hesitant to use a Masterwork.)

5
Suggestions / Modular wooden building
« on: October 12, 2025, 08:47:05 AM »
Currently, houses in the Unreal world have individual walls in each direction.
What about a modular walls? They interact with other walls to determine their shape. This would allow us to build L- or T-shaped houses.

6
Sound is muffled when I do this;
1) chopping down trees
2) butchering and skinning corpses

Sound is making screeching sound when I do this;
1) making fire
2) and one more but I forgot

7
It happened to me too!

8
Modding / Re: [Info] [3.71] Cheat Engine Addresses
« on: December 25, 2022, 06:06:48 AM »
3.72b file no longer worked with upgrade to 3.72 (stable).

Here is an adjusted file that works with it.

I added in Night's array of injuries (adjusted with the same shift as everything else), though with a note that I haven't tested it myself. I'll test it next time I get injured.


With this new 3.72 address, When I modify hearing stat, character corrupts. Others seem fine.

9
Gameplay questions / Re: Technical question related to Agriculture
« on: November 29, 2022, 03:36:26 AM »
1. Not too big as is 9x14=126 tiles, x10 for 1260 possible stacks. BUT! If you have fences, traps shelter, you’re going to get nagged.

2. Yes. The game loads wilderness/zoomed out map and all 8 surrounding tiles. You’re going to hit item/stack limit. You should leave two zoomed out tiles between farm and cabin. So farm is at least 3rd wilderness tile away.

3. I don’t recall seeing that in release notes.

I should move my settlement :( Thanks a lot!

10
Gameplay questions / Technical question related to Agriculture
« on: November 18, 2022, 09:03:33 AM »
I'm planning giant farm next to my settlement, eight or ten plots size of 9x14 each.

It is located next to my settlement on the world map tile, So I at first thought it will not occur overflow like my the previous attempt. (Like the old attempt to build a field in the same world map tile as the house)

I accessed wiki to look up which crops to farm and I found this :
Quote
Due to the limitations of the game, it is advisable to plant large (20x20 or even bigger) fields two or three tiles away from your main settlement. A fence can be built around large farms to prevent foreign traders from triggering the item overflow bug, though this is a lot of work.


What I worried is two thing and I have one extra question,

1) is my farm way too big for the game to handle already?

2) should I relocate my farm farther from my settlement? It's not at same world tile so everything's OK right?

3) Have developers recently increased the amount of resources the game can afford?

11
I can build a Cellar over another Cellar, and one cellar overlapped disappears after construction.
I deconstruct it but only the materials to build one Cellar were recovered.

12
Not bugs / Re: Changing measurement units decrease max carryweight
« on: November 13, 2022, 05:35:19 AM »
Changing measurement units from imperial to metric decrease max carryweight significantly, like half in my case.

Do you mean the numeric value for metric on screen drops to 2.2 times less than imperial?

As in carrying 200lbs maxes out your encumbrance, but mere 100kg does the same?
Or are you saying character maxing out at 220lbs maxes out at 50kg?

Can you provide screen shots of lbs and kg both please?

220lbs weighs the same as 100kg. All the items weights get reduced by same ratio.


Oh shit am I a dumbass?

13
Not bugs / Changing measurement units decrease max carryweight
« on: November 12, 2022, 07:16:33 PM »
Changing measurement units from imperial to metric decrease max carryweight significantly, like half in my case.

14
Mod Releases / Re: [3.71][3.63][3.62] URWCharacterMenu v1.0.4b
« on: March 26, 2022, 06:01:51 AM »
This message pops up every time you run a program.
I'm running with latest version.

"InvalidArgument=Value of '7' is not valid for 'SelectedIndex'"

If I ignore it and proceed, the game says the character files has been corrupted.

15
General Discussion / Why I like the direction of development of URW
« on: January 02, 2021, 09:19:26 PM »
I compared it to other RogueLike development team DCSS (Dungeon Crawl Stone Soup),
Notoriously for bad development direction.

As I wrote down the list, I was pleasantly surprised that he was not mentally twisted during 30 years of development,
and keep making good old URW for us. Thank you Sami!



Unreal world Sami :
1. I deleted chain mail because it was historically incorrect.
2. Player not going to eat human corpse unless they are in fetal situation.
3. I overhauled most of rituals so they are like real rituals rather than instant magic.
4. Sauna! Because it's just a bestest of all



DCSS team :
1. I want to pretend that I participated in the project, so I deleted a hunger meter and such.
2. I've never been beyond 3 runes and never made it with Orb of Zot, but I know Pandemonium needs to be overhauled.
3. Seldom used transmutation magics before, but I know hydra-form is better than Statue-form. (This instantly became a meme in Korean community)
4. I want to play as Pepe so I made frogkinds.
5. Centaurs are boring, so I replace them my Mary Sue species PaLeNtOnGa
6. So many male characters, so I "sterilized" them into female. Take that patriarchy.

↑ Includes an exaggeration, but it's all true.

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