See likes

See likes given/taken


Your posts liked by others

Pages: 1 ... 42 43 [44] 45 46 ... 49
Post info No. of Likes
Re: [3.63] Kicking fence down doesnt leave materials
While resetting traps in a trap fence my aim was off and I kicked down a fence section.

No problem thought I, just a few minute to rebuild...

... no materials were placed.

The stakes and cords ought to be left on the map, or at least the stakes.

Kicking down fences is a really, really old feature. Now that we've got deconstruct option it's both redundant and not working properly.
So the fix is to remove this option, which is now done.

Kicking down fences is now removed - persists in 3.63.

February 12, 2021, 04:00:35 PM
1
Re: Dogs eating priorities Checked out the code, and dogs or any animals, don't take into account the order of items in single tile pile. They tend to prioritize the closest food item on the ground, but if there are multiple items in single tile they're all weighed equally in terms of "nearest" item. What is then picked from multi-item tile is based on internal data order, which isn't always what was thrown on the top the last time, or even what is graphically shown as topmost item. See, the game really doesn't track what would be the real order or availability of items in stack. (For example; drop a cut of meat, then a push heavy tree trunk on top of it. The dog can eat, and we can pick, the meat cut "from the bottom" with no special effort.)

To add checks to come up with desired eating order from multi-item stacks is doable, but requires change of an approach to animal food searching code as a whole, so a bit costly and messy thing to do. We might consider the actual necessity at some point, but the best option now is not to put bones in the same pile if you don't want them to be touched by the dogs, as the priority in the pile can't be figured out beforehand. 

February 14, 2021, 11:03:27 AM
1
Re: Dogs eating priorities
Thanks for the explanation, @Sami!

And what do you think of just making bones much less durable? So that a dog, say, eats them one at a time (exaclty like meat cuts)? My guess is, that would solve the case.

I think chewing bones is more of a slow leisure for dogs. (Don't they chew the big bones for days and days in real life too?)
In the game bones aren't all that nutritious since it's not actually tracked how meaty each bone is.

February 14, 2021, 11:58:34 AM
1
Re: [3.63] Grouses will not land Still flying is very old glitch which has troubled all the birds in the game occasionally. It's a result of new bird's life task (eg. "stay alert and observe the surroundings") being assessed for the creature without checking the flying condition. The contradictory tasks then caused the birds freezing in their flight.
Some tweaks have been now made to hopefully prevent the issue in the future.

Fixed - persists in 3.63.

February 14, 2021, 12:20:40 PM
1
Auto-cutting and other tying equipment additions Bunch of tying equipment related additions are being worked on. It's a sector of code where meandering from one feature to another is quite easy, and sometimes required, but these main blocks are on the table right now:

* Auto-cutting tying equipment to required lengths in crafting/building.

For example: If you'd need say 5 feet of cordage and select a 15 feet rope for the job it's auto cut to required length and the remaining portion (10 feet) stays in your inventory.
With this new condition in effect the cordage minimum lengths however will come into play. So with the above example you need to select 5 feet long cordage minimum, and would need to join the cordage manually first if only shorter pieces are available. In any case it makes more sense, and is less of micro-management, than the current system.

* Few cordage classifications as crafting requirements

Currently the actual tying equipment properties aren't that much checked in crafting processes. Almost any tying equipment works for any job. Now we'll see about adding a few requirement classifications such as "strong cordage", "thin cordage" or "thread". These would work so that for example "strong cordage" requirement accepts ropes and spruce withes - which are the strongest type of withe. Crafting for example a raft would required "strong cordage" for tying, and now you could use ropes and spruce withes that, but not the other kind of cordage outside the classification.
Arrow making would require "thread" type cordage. Loop snares could be only made from "thin cordage". And so on.

Classification is still under construction so different wordings can be suggested, and ideas posted here. It's can be quite tricky to find terms that would open up easily, and not to end up with too many categories. Naturally the game will also display messages about this-and-that requirement accepting this-and-that items.
Strong cordage - ropes, spruce withes
Thin cordage - strings, cords
Thread - yarns (or sinew threads, whenever we get there)
etc.

* Nettle processing

We'll add the steps to be able to make nettle yarn, and then see where it goes after it's working ok.
In addition to retting and beating the fibres out of the stems, there would be preferably also the easy early summer method where you can extract the fibres by hand and make primitive yarn fast - eg. for survival fishing rod line.


February 15, 2021, 01:29:40 PM
13
Re: Auto-cutting and other tying equipment additions
Leather and fur cut cord would go under strong, or under thin? Both?

They would probably go into mediocre/average category, somewhere between the strong and thin..  to the existing universal "tying equipment" category with no specific term of it's own. But we're still pondering, as the categorization is tricky. Because there's possibility to craft leather ropes the leather cords wouldn't quite fit in the strongest section.

Quote
And worn out clothing would be cut, or unraveled, into thread?

Yes, that's something you should be able to do, and I'd like to add it. The threads obtained this way wouldn't always be too long, but still usable for some things.

Quote
If nettle processing will be added, will hemp processing be also included for the strongest ropes?

That would be reasonable. I'm hoping hemp processing comes along with these additions as "easy" by-product, but we'll start with nettles. You should be able to make strong ropes from nettle too. The best system would be to allow processing any harvestable fibres into threads, and any threads into yarns/strings, cords or ropes.

February 15, 2021, 05:25:21 PM
4
Re: Lots of angling improvements on their way
And that's what I'm talking about. These new changes/features aren't on the roadmap or dev.plans, but you choose this. That's the disappointment, in consideration that the roadmap/dev.plans list is not even half done.

Well, you probably have a personal idea about how the dev.plans list should work, or to be updated. And that seems to differ from the actual reality. It's not a roadmap which we follow strictly, but a loose list of things that are planned so that the players have some idea about certain elements and don't need to wonder, ponder or suggest them all that often.

"The list rarely features what has been done already, but aims foremostly for what there will be in the future."

If we'd list up everything that's been done over the decades you would see the dev.plans list with 95% of stuff done or so. See, the future goals were planned also in 1992, and the years after. Only quite recently we listed those some topics up.

Our workflow is quite organic, and strict roadmap doesn't suit the development of ever-evolving project.
It's pain to update, and I completely forget it at times, and it's constantly under construction.
Sorry about that.

March 01, 2021, 04:52:25 PM
2
Into the Iron-Age eating habits the Finnish Museum of Games shall take you An exhibition about video game food culture has opened at Finnish Museum of Games.
UnReal World is featured in the exhibition in many ways ...
... and the most delicious parts are now served to you within a special downloadable content which is now available also in english.

The Cake is a Lie exhibition is on display 24.1.2021 – 31.8.2021 at Finnish Museum of Games, Tampere, Finland. Even though visiting the physical exhibition is not a possibility for most of us everyone can still get a good taste of it with downloadable publication they have made available.


Deep and delicious downloadable content

From Screen to Plate is an expansion, or DLC to the exhibition. This downloadable .pdf publication explores the writing of videogame food blogs and books, glances at cooking simulators, and marvels at UnReal World’s Iron Age eating habits through an interview and an entire menu to try out.

UnReal World menu is based on the actual dishes you can cook in the game, but now with the recipes and instructions printed out you can try cooking them for real. In the interview Sami talks about the food and its meaning in the game, also covering historical viewpoints and folklore behind the game mechanics.
What kinds of rituals were involved in eating during Iron-Age? Which UnReal World foods the dev himself would like to try out? Would players find the game’s food tasty?

You can download the publication from the links below. There's English and Finnish edition available.

"The Cake is a Lie - from Screen to Plate DLC" (in English)
"Kakku on vale - ruudulta lautaselle"-julkaisu" (in Finnish)


The publication is also available as printed A5 booklet for those who have an opportunity to go see the physical exhibition.

Cheers! Keep on roasting in the free world...

March 07, 2021, 03:34:20 PM
6
Re: Into the Iron-Age eating habits the Finnish Museum of Games shall take you
I was waiting for the english version  ;D

It took a while, but it's finally here.

March 07, 2021, 04:48:32 PM
3
Re: Widescreen Resolution increase and reworking the outlook to some needs to be taken care at some point in the future.
It's a big thing and needs to be planned carefully and will likely start new era of the game... UnReal World IV or something ;)
This has been talked and suggested many times, with many different viewpoint to what's preferred by each individual.
Resolution increase has been on my mind for many years already but taking the actual step needs to be considered carefully
as it's going to take a lot of time and effort and stop the usual rolling releases for quite a long period of time.

March 08, 2021, 04:52:41 PM
4