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[3.82] T/R are inconsistently used for trapping/transport in Crafting menu Generally, in the Skills menu, in Inventory filtering menu, and in Alt+... shortcuts, "T" is used for tracking, and "R" for trapping.

But in the Shift+M "Make" menu, "T" is assigned to trapping, and "R" to... transport.

I believe it should be the other way, "R" should *always* be for trapping in every possible menu.

"T" can be used for transport in the crafting menu I guess - though I still think it would be more appropriate to use "V" which is already used for fltering vehicles in the inventory.

For more visual clarification let me add a table:


Code: [Select]


current result     | Alt + ... | SHIFT + M + ... | s + ... | i + Tab + ...
--------------------------------------------------------------------------
trapping           |     R     |        T        |    R    |     -
tracking           |     T     |        -        |    T    |     -
transport/vehicles |     -     |        R        |    -    |     V



expected result    | Alt + ... | SHIFT + M + ... | s + ... | i + Tab + ...
--------------------------------------------------------------------------
trapping           |     R     |        R        |    R    |     -
tracking           |     T     |        -        |    T    |     -
transport/vehicles |     -     |        V        |    -    |     V




November 25, 2023, 07:41:44 PM
1
[3.82] Loop snares have to be crafted one by one It should be possible to craft at least 5 or 10 loop snares in one go. Currently you can craft only 1, and then you need to click "r", confirm yarn selection, and click space again, over and over, which feels like an unnecessary button mashing exercise : )

(And that's it. That's the bug report. ; ))

November 25, 2023, 08:12:55 PM
1
[3.82] Porridge can only be cooked in absurdly small portions Currently it seems porridge can only be cooked in completely tiny portions (something like 1/10 of the pot volume), and each of those portions requires a pot, a few hours, and tons of button presses that can't be replicated with "r" button for more convenient "mass"-production. This amount in my experience is enough for like 30-40% of daily nutrition, compared to 100+% given by a simple meat soup, which takes shorter to cook, and, more significantly, requires only one button-mashing session ; )

So why can porridge be produced only in such a pitiful amount in one go? Is this intended?

Currently it seems it's way easier and way less stressful for me as a player to just take my flour and create tons and tons of flatbreads, which require just one button click and seem to provide nutrition comparable to porridge (and of course don't require containers to carry around or trade).

Which is overall a bit unrealistic I think, porridge was supposed to be the common staple food, so I reckon it shouldn't be that inconvenient in the game to cook it in reasonable amounts, if we already have a pot and all the ingredients.

November 25, 2023, 08:19:51 PM
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Re: [3.82] T/R are inconsistently used for trapping/transport in Crafting menu I can mod the game to fix some bugs in it for me personally, sure. But you might agree that it would make more sense to actually fix the game itself, so that bugs don't affect the vast majority of players who just install it through Steam and then play without even thinking of modding. (Especially since URW doesn't have Steam workshop.)
January 14, 2024, 08:26:54 PM
1
Re: Make Menu only for Modded items = saving BAC and other large mods
Just a quick remark here, I've brought it up many times since the early days of modding capabilities that as a developer I'm more interested to develop the game than a modding engine/script. I think it repeat myself with this at least annually. As we speak the dev. plans list has no more modding goals added, even though impromevents sometimes come along.  Even though it would be super great to have super capable modding possibilities to create a world of your own - with quests, scenarios, terrain, rituals, and all that - that's just not going to be the case with UnReal World.  There are games that are crazy moddable, with that sort of deliberately chosen path of development from the start, and it's great - but it's also a different path of game development. I've got a different approach here. It's not news. And if the limited moddability is a restriction to roam the unreal world one can always pour their modding energy in the games that allow all their modding desires. There are games like that out there, a plenty of them, and good ones too.

Thanks for clarifying, apologies if I'm making you repeat yourself - it's hard to keep up with such a huge project and everything that's being said on the forums over the years.

I'm all for respecting dev's vision for their game, so if that's your path then there's nothing else to do or say I guess.

I just want you to know that as a player, I speak from a place of appreciation of URW's uniqueness rather than wanting it to be the same as every other generic survival game. It's special, and so I want it to be more moddable from a purely selfish perspective, to experience more of it. I don't have modding desires, I have playing-more-vanilla-adjacent-modded-content desires if you wish. I hope that makes sense. Anyways, I trust your decisions are what's best for the game. So I'll just do what I've been doing for the last couple years and wait for next patches. :)


August 19, 2024, 10:54:11 PM
1
Re: [3.84] Unobservered dogs don't get hungry It seems like that's the reasonable behaviour for NPC dogs owned by villages (we can safely assume they get fed off-screen). But perhaps dogs owned by the player should get a different treatment.
August 21, 2024, 10:14:46 PM
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