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Year 2020 now added to development history log Briefing of the year 2020 is now summarized up at "Development history of UnReal World" section at the homepage.

You can take a look at the development history since 1992 page here:
https://www.unrealworld.fi/urw_devhist.html

January 28, 2021, 11:08:44 AM
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Period appropriate tools and crafts I thought to myself, I can’t be only URW player who goes hunting, does various crafts and loves the outdoors. So, let’s see people’s * tools, crafts and the like.
If the item pictured is made by yourself, great, if not, then give due credit. And also, let’s use only our own photos. And one picture per post.

* period appropriate only please.

February 04, 2021, 12:45:59 AM
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Re: Period appropriate tools and crafts Here is my *masterwork broad knife*
Made by Heimo Roselli, model is “grandpa’s knife”

February 04, 2021, 12:48:45 AM
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Re: Period appropriate tools and crafts Here is my balearic style sling, it is really fun to make and fun to shoot some rocks too.
February 04, 2021, 10:45:31 AM
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Re: Period appropriate tools and crafts Sheep and cow leather knickknacks belt pouch. Self made.

(Most of the time it holds handful of .22LR)

February 12, 2021, 10:05:57 PM
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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
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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
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Re: Installing game on Linux. GDebi helped, thanks!
February 20, 2021, 05:21:40 PM
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Re: Taken items on a raft. Guilt of theft must weigh heavily.

Often a punt get over loaded, when dropping items from inventory in it. The punt won’t move until the character picks up some of the goods. It’s a strange algorithm...

Raft, you need to add a lot of goods to overload, as the carrying capacity is calculated from the watercraft’s own weight.

February 23, 2021, 08:35:02 PM
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Re: Hardest things to find... One of my characters got really lucky and got 2 superior angos as a quest reward (it was in a cave with treasure)
February 26, 2021, 05:27:32 PM
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anything