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Suggestion for the upcoming Trophies As trophies are in the next release... one thing I am really really hoping for is having exact animal sizes to animal descriptions, and/or for the bones/skulls you get from them.
It would be cool story wise, to walk into my cabin on a cold winter night and see a large bear skull in the corner, and reflect on the time I beaten such a large dangerous bear.
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e.g. (examining a bear) This is a huge male bear! He stands at 6ft (1.8m) tall at the shoulder.
 You've harvested a 18 inch skull from the bear!
The same for antlers, I'd want to show off the number of the points that I have on the antlers I harvest (the individual horns on an antler for those unfamiliar with the term).
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You take a 15 point set of antlers from the Stag corpse.
The same can be given to fish, make them variable in weight or length... So people can dream about "catching the big one" in the game.

I think adding some flavorful descriptions like this would help towards community involvement too and story sharing.
This way everybody can show off who got the biggest stag/bear/pike and so on ;)

Update:
If more specific size descriptions are added to animals, this should mean variable skins size and butchered meat amounts too. But for the purpose of this suggestion it doesn't have to go this far yet.

July 28, 2017, 06:06:37 PM
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Re: Do Single-Tile Islands Generate Animals? I don't see why not. But I trust PALU's answer. Though this doesn't exactly answer your question, I've seen a herd of reindeer spawn on a 4 tiled island.

The only the time they may not spawn on the island is when you're on that one tile zone too. Though birds and water creatures will still travel to your island.

August 01, 2017, 04:09:33 AM
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Re: ...fails to deliver a summer release || ...enters summer vacation. Horses and wagons confirmed! Get hyped!
(great pictures though)

August 01, 2017, 05:28:42 AM
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Re: Wild Animals in Villages Wolves are pretty tough. I'm surprised they managed to kill so many villagers though.
I've never seen animals go through a village, but there was a time a njerpez warrior did and he did not last very long.

September 09, 2017, 11:15:14 PM
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Re: "Spirit of the forest, I presume" I wanna fight him.
It's my forest now.

November 05, 2017, 12:11:35 AM
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Re: Adding marriage - poll about how you find its priority For me it would really complete the Unreal World experience to have a good reason to keep playing the game after the first winter. I support some sort of family-building or village-starting feature. Something that the game itself can do to add challenge without the player having to come up with his own handicaps and goals to stay entertained.  Once you know how to survive, the game as is only caters to a very small niche who enjoy playing without end-game challenges.

To those saying NPC interactions and relationships to the character will need to be upgraded first. Yes that's important, but "improving the AI" will be a stepping stone to Marriage anyway. It can be done along the way.

November 23, 2018, 03:02:29 AM
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Re: Can seals and beavers die underwater and be unrecoverable? Kind of old, but I can confirm this works for beavers too who can bleed to death while diving and "float" back up.
October 29, 2019, 04:39:49 AM
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Micromanaging Rope lengths problem Why are entire lengths of ropes wasted when you only need 5 feet of a 30 foot rope for a single arrow?
I'd like to use a really long piece of cord for when I'm crafting arrows in large batches. It should be assumed that my character is clever enough to separate the rope into pieces automatically during the craft time. Instead of having to manually cut 5 foot sections of cord for every single arrow I want.
This goes for every other recipe with rope lengths. I was confused as well when I tried drying 50 pieces of meat at once with a long rope and saw afterwards that the remaining 15 feet disappeared.

October 29, 2019, 08:36:57 PM
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Re: Micromanaging Rope lengths problem
Auto-cutting would still be convenient in some cases but not always. Sometimes you want to preserve eg. the only good long rope you have, therefore we've decided to leave cutting to player's discretion as it's safer than letting the game think for behalf of them. Naturally, there could be options to enable/confirm auto-cutting, but implementing those in the midst of crafting requirements functions now would be a mess.

What if instead we have a crafting option that lets the player define what length he wants and cut as many pieces as he can from a single rope?
Like call it "Cut many small sections". Then the player can choose a length from 1-9 or a custom one.
For example, if he chooses 4 feet out of a 30 foot rope. Then he will end up with seven 4-foot pieces with a 2-foot length left over.
That would be super helpful for building trap fences too.

October 30, 2019, 05:55:31 PM
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Traps should be nerfed I've been playing for years now and the big thing I've noticed is how incredibly easy the game becomes after setting up a single trap-fence. Usually on the border of a open mire and a coniferous forest or coniferous mire. Or by just keeping a trap-fence around my settlement I often have an elk or reindeer diving straight into one of my traps once every two months.

I don't know how the mechanic is supposed to work for traps. It feels like having a trap causes the game to spawn an animal which must be forced to path straight to it and die. Having a dozen more traps must cause this chance for a spawn to go up even more.
On my current character I have 3 light-lever traps scattered across my settlement and I am assured some kind of bird to step in one once a week or more. There is a massive amount of capercillies spawning all the time. Maybe it helps I live by a lake as well. There is old lore that small lakes and rapids can be a source for wildlife to spawn.

I only have 28% Trapping skill and I feel way too lucky with my traps. However the mechanic works, animals shouldn't be running into them so easily. I end up with a lot of furs and meat to survive indefinitely with little effort.

November 08, 2019, 02:48:23 AM
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