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Messages - McKwack

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1
No problem at all, Sami.
Thanks for finding out and fixing the bug.
Lutung lost his best (and only) knife to this bug, so it was sort of a personal issue for me.. grrr.. >:(
Oh well.. he'll have to make do with a stone knife for now.. :'(

Cheers!
McKwack

2
Hi Sami,

Apologies for delay in reporting back.

Finally managed to do another test on another laptop (HP Pavilion) running Linux (Mint). Started with the same scenario of "Not All Who Wander Are Lost".

These are the items I was carrying before I started drying the tendons:

Inventory Page 1

Inventory Page 2

And these are the leftover items after I have triggered the bug again..  :o

Leftover Items

Here is the link to Owlie of the Owl-Tribe

Owlie of the Owl Tribe

As before, please let me know if you can't download the file so I can send it to you via email if needed.

Thanks Sami.

Cheers!
McKwack

PS sorry, not sure how to attach image directly from Google Drive...  :-\

3
Thanks Sami. I have removed all save files from my drive.

When I have the time, I will do more experiments, including to confirm whether specific OS and/or hardware would trigger the bug or not.

Technically speaking, my main gaming machine is an Asus ROG running Windows 11. I have an older HP laptop installed with Linux Mint. I'll try to reproduce the bug in that laptop and see how it goes.

Cheers!

4
Modding / Re: Can you edit an ancestor's name/game files?
« on: February 05, 2026, 11:35:22 AM »
If multiple characters with shared name die, they should have separate ancestors entries.

Jaakko died of x after y days

Jaakko died of z after a days

And so on. I’ve not reused a name in few versions, so that could have changed.

Don't worry, that's still the same.

Poor Jaakko (the first) and Jaakko (the second) would still have separate entries in the ancestors entries.

However you can still manipulate the ancestors entries by deleting certain folder from the list. e.g. I don't want Jaakko (the third) to have been known to "quit living" just because I don't like his RNG'ed stats and 'Q'uit the game without saving.. so I just delete his folder from under the "ANCESTORS" folder and adjust the 'lastentry' file to forget that there's ever been a third Jaakko..  ;)

But psssttt.. don't let anyone else know.. this is supposed to be a secret..  :-X

5
General Discussion / Re: What's Going On In Your Unreal World?
« on: January 31, 2026, 05:00:44 AM »
Let's hope it lasts.
Welp, it hasn't. I tied the dogs to a fence and went inside for a second only to hear her scream in pain. Of course I had immediately grabbed my spear and ran back outside.  But it was too late. She was lying dead in a pool of her own blood, killed by a lynx. I left her fur on the sleeping bunk to warm me in the winter nights to come. The lynx hung around my base for a few more weeks until I finally managed to shoot it down. That's the fourth animal lost to negligence this month.

Don't let her sacrifice be in vain.. Dog fur mittens are the best mittens for hunting bears (or so the 'spell' says)..  :'(

6
As for testing with vanilla, do a fresh install to another folder.

Unfortunately, once installed, Steam Launcher won't give the option to install to another folder, so I just deleted all mod files and ran integrity check to force the Launcher to re-download the vanilla files. Hopefully that would be enough for a vanilla gameplay.

I tried to reproduce but couldn't make trigger the bug on my end. Also, checking the code it's very hard to find out a reason for something like this to happen.
Hmm. McKwack, feel free to send over the save file for testing and I'll try again. As a wild guess, it could be something related to the area where the action takes place, or in what sequence the preceeding actions were performed.

Agreed that the bug is tricky to reproduce, but somehow I managed to consistently reproduce it by creating new characters, start with the "Not All Who Wanders are Lost" starting scenario to make sure that you would always have a starting guinea pig animal that you can butcher.

Also, save-scum does not re-trigger the bug. i.e. I copied a save file before I attempted to trigger the bug. Once the bug was triggered and I loaded the pre-bug save file, the bug won't trigger anymore..  :-\

At any rate the save files are too large to be attached to this post, so I uploaded them to my Google Drive for easier share. Here are the links to the saved files:
  • Lutung: the character with whom I first found out about the bug. Have moved around quite a lot because I thought I simply misplaced the missing items.
  • BAC-Tester: test character using BAC mods.
  • Kaumo-Tester: Vanilla (or as Vanilla as I can get) test character.

Again, it's highly likely you won't be able to re-trigger the bug on any of these characters, although I was hoping that there'd be some hints of what happened in the log files, if any.

Please let me know if you can't download any of these save files.

Thanks Sami.

7
Got a weird bug where cancelling tendon drying process would make me lose all carried items (anything not worn nor wielded).

For the record I'm playing with an old version of BAC (pre-3.87), so not really sure whether this bug was caused by the old BAC or just a general bug.

The bug is very easy to replicate: simpy carry some items while starting the Textilecraft > Drying Tendon (Tendon Drying?) process, then cancel half way through.

I have a saved file ready to be uploaded if you need (new character to test, with BAC; sorry, forgot how to 'disable' mods easily without reloading Vanilla UrW).

Cheers!  :)

Edit: looks like this bug only happens the first time you cancelled the tendon drying process. Cancelling the drying process on the same character didn't make me lose any more items, but creating a new character and cancelling the drying process still make me lose carried items.

PS also tried to "clear" the mod files by using the "Verify files integrity" feature of the Steam launcher. Failed to clean up any mod accessed via the "Modded Crafting" menu.. :(

8
Thanks JP, but no need to move it to bugs section.

Galgana was right. I disabled BAC recipe for the Kota and used the vanilla recipe, and sure enough, each wall section gave me 1 slender tree trunk and 1 ragged reindeer fur when I deconstructed it..  :-[

Mystery solved.  :P

Thanks again all for your help.  ;D

PS wise men say, a picture is worth a thousand words.. so two pictures are worth.. a thousand and one words..?  :-\


'Confiscated' Njerp Kota (with a pile of dead Njerps nearby)


Deconstructed Njerp Kota (and some piles of ragged reindeer furs)

9
Development News / Re: UnReal World released on GOG.com
« on: October 21, 2025, 02:27:19 AM »
Sadly I didn't get any email from GoG re UrW getting released, as per my reply to Erkka here. :(
But never mind.. as long as we have long time dreamlisters/wishlisters buying a copy of the game from GoG, I suppose that's what really matters..  :D

10
Gameplay questions / Re: FYI on modding BIY files
« on: October 21, 2025, 01:30:26 AM »
So possibly caused by me playing with BAC mod?

Will disable the mod next time I have the chance to play and report back here how it goes.

Thanks Galgana. :)

11
As subject said.

Started a new game with the "Escaped Slave" scenario. Got lucky with one Njerp missed shooting me with his bow and shot another Njerp instead, which started a whole camp brawl..  :D

I just had to poke the lone surviving Njerp in the eye (literally!), finished off the ones still breathing, and started examining my "spoils of war".

Tried to tear down the whole camp so it won't be showing as "Njerp camp" anymore on the overworld map. But when I tried to deconstruct the kota, the wall only gave me 1 generic slender tree trunk, instead of 1 slender tree trunk and 1 kota cover/fur.

To confirm, I save-scummed another ongoing character, built a kota and then deconstructed the wall. It correctly gave me 1 slender tree trunk and 1 kota cover (used BAC, so might be different in Vanilla?).

Not sure whether this is a bug, an oversight, or an intended behaviour. However reading this story from back in 2021, Anna's escape, made me think that at one point in the previous version, deconstructing Njerp's kota should yield both slender tree trunk and some fur.

CMIIW.

12
Development News / Re: UnReal World arrives on GOG
« on: October 16, 2025, 02:02:00 AM »
Do we happen to have anyone who knows how the GOG dreamlist works?

At the moment UrW has 1832 votes on the dreamlist - I wonder if the GOG system automatically connects the dreamlist entry with the actual UrW entry? Do all the 1832 voters get a notification that one of their dream games has been added?

I think so, yes.

I got an email from GoG saying that Breath of Fire IV has been added to GoG thanks to the Dreamlist voters (don't remember whether I voted for that game or not, but got the email nonetheless).

At any rate I have upvoted UnReal World on the Dreamlist, so when the game is finally released on GoG (YAY!!!) I'll let you know whether I get another email from GoG or not. :)

13
Gameplay questions / Re: Long distance hauling of logs/tree trunks?
« on: September 14, 2025, 07:18:47 AM »
Not in Vanilla, but heres something you can quickly paste into the transport submenu of your diy_glossary to grab a bunch of trunks
[modded mod]

Thanks Felis.

I'll keep it in mind next time I'm playing with mod as alternative to the sledwagon. :)

14
Gameplay questions / Re: Long distance hauling of logs/tree trunks?
« on: September 08, 2025, 02:01:39 AM »
You can also pack one onto a bull. If it's a small bull, you might have to carve it into a log first.

Thanks Plotinus.

I rarely buy pack animals. Will have to remember to buy some bulls for my next playthrough.  :)

PS the one time I ever bought a reindeer, I got unlucky and had the reindeer got attacked and killed by a pack of wolves while travelling.. :(

15
Gameplay questions / Re: Cellars?
« on: September 04, 2025, 06:55:11 AM »
Any food on the cellar tile is considered inside cellar. If you’re efficient/lazy/have multiple sites (cabins/kotas/shelters) with cellars; you can during appropriate season dry meat&fish on the cellar tile with proper placement. No need to manually pickup and move to cellar.

This.
I always try to build my cellar right next to my shelter/cabin for this exact purpose. :)

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