See likes

See likes given/taken


Posts you liked

Pages: 1 ... 3 4 [5] 6 7
Post info No. of Likes
Re: A bear-hunting trip gone wrong... Beautiful story :D
March 27, 2019, 11:43:08 AM
1
Earthenware: some PNGs and thoughts Hi!

Here are three .png files for clay cup, pot, and statuette/figurine. Use them any way you like.

I made them a while back when playing with Buoidda's crafts 1.6.2 mod. I found the clay pot image a bit too jarring (pardon the pun). So I made a different one, and then a cup and statuette in the same style. The statuette is loosely based on the Venus of Willendorf, which by itself is wildly anachronistic and anatopistic for the URW setting. Then again, it doesn't strike me as crazy that similar statuettes might have circulated in Iron Age Finland. (Compare e.g. these Iron Age gold statuettes found on Bornholm -- not the same thing, but there was plenty of exchange over the Baltic.) Does anyone know more about this?

My code, adapted from Buoidda, for all the clay items:

Code: [Select]
[SUBMENU_START:Earthenware]

.Dig clay. "Hunting Horn" [effort:2] [phys:arms,hands,stance] *COMMON* /1/ [noquality] [patch]
{[TERRAIN:lake river]} 'Lake or river (not rapids)'
{[TILE:Hole in the ground]} 'Pit for digging clay'
{Shovel}<Shovel>
[NAME:clay lump]
[MATERIAL:stone]
[WEIGHT:2]
[PRICE:0]
[TILEGFX:bc-clay]

.Dig clay from sea shore. "Hunting Horn" [effort:2] [phys:arms,hands,stance] *COMMON* /1/ [noquality] [patch]
{[TERRAIN:sea]} 'Sea shore'
{[TILE:Water]} 'Stand in water'
{Shovel}<Shovel>
[NAME:clay lump]
[MATERIAL:stone]
[WEIGHT:2]
[PRICE:0]
[TILEGFX:bc-clay]

.Earthenware cooking pot. "Pot" [effort:1] [phys:hands,one-armed] *COMMON* /3h/ \24h\
{[TILE:Hole in the ground]} 'Firing pit'
{Fire} +'Fire nearby'
{Clay lump} (4) [remove]
[WEIGHT:6]
[PRICE:20]
[CONT_CAPACITY:5]
[TILEGFX:bc-claypot]

.Earthenware cup. "Wooden mug" [effort:0] [phys:hands,one-armed] *COMMON* /20/ \8h\
{[TILE:Hole in the ground]} 'Firing pit'
{Fire} +'Fire nearby'
{Clay lump} (1) [remove]
[WEIGHT:1]
[PRICE:2]
[CONT_CAPACITY:1]
[TILEGFX:bc-claycup]

.Terracotta figurine. "Rock" [effort:1] [phys:hands,one-armed] *RITUAL* /2h/ \8h\ |1| %10%
{[TILE:Hole in the ground]} 'Firing pit'
{Fire} +'Fire nearby'
{Clay lump} (2) [remove]
[TYPE:valuable]
[WEIGHT:0.8]
[PRICE:10]
[TILEGFX:bc-claystatuette]


[SUBMENU_END:Earthenware]


I finally got down to sharing this after a quick try-out of the exciting new BAC mod, which seems to use different (more complex) earthenware crafting recipes. The images could be used with BAC, too, though they hardly cover all of BAC's options.

notes:

* The values I used were just a rough guess, not really tested for playability.

* At first blush I prefer Buoidda's simpler recipes -- pit-baking being one of the more 'primitive' ways of producing earthenware. But I haven't tried BAC's kiln mechanism yet, so can't judge. Also, no idea how Iron Age Fins actually baked clay. Anyone?

finally:

* When I try to dig for clay in the shallow ponds/puddles of a pine mire, "The setting you are at now doesn't meet the requirements" (for water). Does anyone know what should be changed about

Code: [Select]
{[TERRAIN:lake river]}            'Lake or river (not rapids)'
{[TILE:Hole in the ground]}         'Pit for digging clay'

(identical in Buoidda and BAC) to change this?

With gratitude for all the mods and for this wonderful game!

March 29, 2019, 06:53:39 PM
1
Re: A bear-hunting trip gone wrong... Thanks for the story, and hopefully your comments will draw more players to this excellent game.
March 30, 2019, 01:10:23 PM
1
Wits for wandering NPCs and companions - the future version focus Things have been cooking and development has evolved up to such an extent where a sneak peek of what to expect in the future is in place. We don't have a deadline for the upcoming release, it's a work in progress, but we do know what the core content will be about.

The core content of the next release will focus on NPCs. The most important additions will concern the wandering woodsmen you may meet in the wild and the companions you can hire for yourself. They'll be given a bit more wits, tasks, and meaning for their existence in the game world as follows.

Actively hunting wandering NPCs

NPCs who roam the woods can now actively hunt animals. They seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or running after a game, is probably rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area.
   As we know, the hunts can end in unimaginable ways, so many different scenarios may arise from the NPCs now taking their chances with the wildlife - and occasionally maybe even the very same wildlife that you were after.

Witnessing an NPC hunting scene. Seal-tribe woodsman has been met in the wild, and he's busy trying to shoot down a squirrel.



New companions commands

Companion usefulness gets boosted with some new tasks they will be able to do on demand. Currently it's been added:

* butcher and skin a carcass
* make logs
* make boards

...and the list is likely to grow with a few more crucial tasks. There's a great level of complexity to make companions proceed these tasks with similar detail than the player character so tasks to be added are prioritized with the quality over quantity.

The list of companion commands so far:



As companion skills naturally affect to outcome of the tasks their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. We also need to add an chat option to ask NPCs about their general skills and expertise so you know what kind of craftsman you've hired.

The companion was commanded to butcher and skin one of the reindeers we managed to hunt down. We got meat now, and a fine reindeer skin, which is way better hideworking result than what Jurks could have done in his current condition.


Exciting times ahead.
The work continues, more is to follow.

These are future additions - not yet functional in current version 3.52.

April 21, 2019, 01:33:35 PM
1
With a little help from companions. And the approaching release. It's september. It's release month. We're making final touches, tests and preparations to allow first beta of upcoming version 3.60 to go live in few weeks - on Steam and for lifetimers, that is. It is also likely that the first beta will be released for Windows only, and other platforms will follow later on. This is because our OSX and Linux maintainer is super busy this month, and aiming for synchronized release would delay things far onto October. When the rumble starts we'll be seeing several beta versions on our way towards stable tag as there's still stuff on 3.60 to-do list.

As mentioned, the main focus of upcoming version is laid on NPCs and companions. Several new NPC/companion features have been mentioned in previous posts, and we'll hereby highlight one more big addition.

- added: companions can help you with laborous tasks thus shortening the working time

         Unoccupied companions now spontaneously help you with many different tasks. Their labor input
         helps to finish the physical work in shorter time, but doesn't otherwise affect to result
         or quality of the task outcome. The help companions provide is imagined to be something they
         can do without specific tools, but the kind which makes it easier and faster to finish the work
         together.
         For example:
            When building a log wall it helps to have extra hands around for moving and setting the logs
         in place even if the player character would be the one who does the necessary carving.
            When softening the skin with beater as a final stage of tanning process it helps to have
         somebody around to check, adjust or tighten the skin if necessary.
            When setting and retrieving nets it helps to have somebody to row the watercraft.

         The tasks where companions can currently help you are as follows:

         * all the building tasks
         * building trap constructions
         * setting and retrieving nets
         * harvestring bark
         * tanning stages of cleaning, applying tanning material and final softening
         * crafting rafts
         * crafting leather ropes
         * crafting birch-bark containers and ropes
 
         The tasks are 10-20% faster to perform with a companion and in many cases having multiple helping
         pairs of hands shortens the time 5-10% more per companion. However, the benefits of helpers
         is gapped at three (3) companions, so having more than three helpers doesn't shorten the
         the working time any further. It depends on the task how many helpers is the optimal number, and
         this varies from one to three companions.
   
         Companions do help you with these tasks completely spontaneously, without any commands, if they
         are free from other chores and can reach the player character. You will be notified about companions
         helping you with specific messages displayed right after starting the task. These messages also
         tell if you are being assisted with the optimal maximum number of companions for the task in
         question. If you receive help from some companion(s), but the task would be even easier with more
         helping hands the message is, for example, as follows:
            "You get some help with this task from Ahti."
         And if you have the optimal maximum number of helpers the message is, for example, as follows:
            "Tapio, Korjus and Visa help you with this task."



Screenshot of upcoming version 3.60. Companion helps the character with setting the net.

It should be noted that the beta version will be released on Steam, and for lifetimers, and standalone (donation-based, free-of-charge) installers will follow after significantly longer time than what we have used to in the past. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

September 04, 2019, 12:51:53 PM
1
[Info] [3.72][3.71] Cheat Engine Addresses Documenting my addresses here, I'll be updating and posting new ones as I have time to do so.
Feel free to suggest additions or correct mistakes.

Key:
(?) - Needs more documentation, partial confirmation.

[3.72]
Rudy has addresses for 3.72 attached below, includes the essentials.


Outdated Versions:
Spoiler: show

[3.71]
Attached 3.70 addresses.
3.70 cheat table works on 3.71, so no updating needed.


[3.61] Steam version affected by: Feb 2, 2020 hotpatch. Add +0x1000 onto the end of the address to make compatible.
Code: [Select]
urw.exe+A345F90 - CharacterName(2)   Notes: Max length of 12.
urw.exe+A346010 - CharacterDirectory   Notes: Location of current characters directory

urw.exe+A2ECA18 - CharacterName   Notes: Max length of 12.
urw.exe+A2ECA26 - TribeName   Notes: Max length of 17.
urw.exe+A2ECA25 - TribeID   Values: 0-9   Notes: Identifies which tribe your character is from.
urw.exe+A2ED4C8 - CharacterWeight
urw.exe+A2ED4CC - CharacterHeight
urw.exe+A2ED4D0 - Physique (unusued)
urw.exe+A2ED4D4 - Phobia (unused)
urw.exe+A2ED4D9 - Gender   Values: 1-2
urw.exe+A2ECF4D - Character Portrait   Example: "east1.png"

urw.exe+A2ED4DA - Strength   Values: 0-255
urw.exe+A2ED4DB - Agility   Values: 0-255
urw.exe+A2ED4DE - Dexterity
urw.exe+A2ED4DF - Speed
urw.exe+A2ED4E1 - Endurance
urw.exe+A2ED4E2 - Smell/Taste
urw.exe+A2ED4E5 - Eyesight
urw.exe+A2ED4E6 - Touch
urw.exe+A2ED4E7 - Will
urw.exe+A2ED4EA - Intelligence
urw.exe+A2ED4EB - Hearing

urw.exe+A2EE044 - Tempature   Notes: float
urw.exe+A2EE018 - Hunger
urw.exe+A2ED404 - Thirst
urw.exe+A2ED408 - Energy
urw.exe+A2ED4AC - Nutrition
urw.exe+A2ED4B8 - Fatigue    Notes: float
urw.exe+A2ED4C0 - Carry Weight   Notes: Freeze to 0 to carry anything, increase characer weight to pickup heavier items

InjuryArrays   Notes: Each address is an array of 20 values representing injury details.
urw.exe+A2ED410 - WoundSeverity   Values: 0-3 (None, Minor, Moderate, Severe)
urw.exe+A2ED424 - WoundSide   Values: 0-3 (Left, Left, Right, None)
urw.exe+A2ED438 - WoundState Values: 0-1 (None, Bleeding) Notes: Effects the rate of bloodloss.
urw.exe+A2ED44C - WoundLocation   Values: 0-18 (None, Eye, Face/Skull, Neck, Shoulder, Upper Arm, Elbow, Forearm, Hand, Thorax, Abdomen, Hip, Groin, Thigh, Knee, Calf, Foot, Tail, Wing)
urw.exe+A2ED460 - WoundType   Values: 0-12 (None, Bruise/Fracture/Crush, Cut, Puncture, Burn, Frost, Tear/Bite, Unused, Unused, Unused, Influenza, Plague)
urw.exe+A2ED474 - WoundAmount   Values 0-100   Notes: When all wounds add up to >= 100, your character dies.

urw.exe+01B0BA0 - Start Location X   Values:0 - 3071 (Map X Max)
urw.exe+01B0BA4 - Start Location Y   Values:0 - 2047 (Map Y Max)
urw.exe+A2937CC - X Location   Values: 0 - 3071 (Current X Location)
urw.exe+A2EE070 - Y Location   Values: 0 - 2047 (Current Y Location)
urw.exe+A346588 - Direction   Values: 0-7   Notes: Represents what direction you're facing

urw.exe+01B2114 - Skill Points
urw.exe+A2ECCC2 - Skill Array   Notes: 27 bytes, each one represents a skill's level. Max value of 255.
urw.exe+A2ECE20 - Skill Exp Array(?)  Values: 0-99   Array Length: 27   Notes: Looks like experience, increases darker bar under your skill
urw.exe+A2ECC90 - Skill Star Array(?)   Values: 12-17   Array Length: 27   Notes: Affects *'s at end of skill, possible XP multiplier

urw.exe+14C5132 - IsTargeting   Values: 0-1
urw.exe+2F4F4DC - TargetY   Notes: Value is 0 unless targetting.
urw.exe+294DEA4 - TargetX   Notes: Value is 0 unless targetting.

urw.exe+5D1848C - MouseX   Notes: X location of the mouse. Relative to rendering
urw.exe+5F1C3DC - MouseY   Notes: X location of the mouse. Relative to rendering

urw.exe+5F27F5F - MapType   Values: 1-2 (overworld, local)
urw.exe+6182BD0 - MapRenderSizeHeight    Values: 460, 564, 730, 920
urw.exe+6182BCC - MapRenderSizeWidth   Values: 450, 552, 714, 900
urw.exe+6183228 - CanSeeMap   Values: 0-1 (0 in inventory)

urw.exe+A2935C4 - TimeSpent   Notes: Represents the amount of time spent on the current/last action in minutes.

urw.exe+A2B2D58 - MapEntityArray (Not base address)   Notes: represents a list of objects rendered on map tiles, contains object XY and ID. More documentation required.

urw.exe+5D189BC - NPCStruct   Notes: represents NPC data, 1384 bytes in length, includes spirte, portrait, name, NPC type, etc.

urw.exe+54E8D50 - KnownItemsArray   
Notes: represents the known items struct, each item has 172 bytes of data (0xAC) representing various traits about the item. StructAddress + (172 * KnownItemID) = KnownItemInfo

urw.exe+A2ED000 - Item ID Array   Values: 50000 - (50000 + KnownItemCount)   Array Length: InventoryItemCount   
Notes: Represents the index/ID of an item your character has in their inventory, using this ID you can retrieve the items data from the item struct (StructAddress + (0xAC * ItemIndex)) More details on this later.

urw.exe+A2ED190 - Item Quantity Array   Values: 0 - 4294967295   Array Length: InventoryItemCount   
Notes: Controls the quantity of a specific item. Aligns with Item ID Array.

urw.exe+A2ED4B4 - Hour   Values: 0-24
urw.exe+A2ED4B5 - Minute   Values: 0-60
urw.exe+A2ED4DC - Day   Values: 1-30
urw.exe+A2ED4E8 - Month   Values: 1-12
urw.exe+A2ED4E9 - Year   Values: 16-?   Notes: (progresses with time, seems to start at 16. Possible indication of character age?)

urw.exe+A347428 - World Temperature   Values: -32 - 32

urw.exe+01B0BB8 - RegionName(1)   Example: "Heathland at Kovametsa "Hard forest""
urw.exe+3550E70 - RegionName(2)   Example: Heathland at Kovametsa "Hard forest"

urw.exe+5F15BD8 - Installation Folder(1)   Example: C:\Program Files (x86)\Steam\steamapps\common\UnRealWorld
urw.exe+A3465A8 - Installation Folder(2)   ^

urw.exe+A2EDC08 - Last completed tutorial/game course goal   Notes: Set lower to reset previous goals



[3.60]
Code: [Select]

urw.exe+A2EBF4D - Character Portrait   Example: "east1.png"

World Time:
urw.exe+A2EC4B4 - Hour   Values: 0-24
urw.exe+A2EC4B5 - Minute   Values: 0-60
urw.exe+A2EC4DC - Day   Values 1-30
urw.exe+A2EC4E8 - Month   Values 1-12
urw.exe+A2EC4E9 - Year   Values 16-?   Notes: (progresses with time, seems to start at 16. Possible indication of character age?)

Skills:
urw.exe+A2EBCC2 - Skill Level Array   Values: 0-255   Array Length: 27
urw.exe+A2EBE20 - Skill Exp Array(?)  Values: 0-99   Array Length: 27   Notes: Looks like experience, increases darker bar under your skill
urw.exe+A2EBC90 - Skill Star Array(?)   Values: 12-17   Array Length: 27   Notes: Affects *'s at end of skill, possible XP multiplier

Items:
urw.exe+A2EC000 - Item ID Array   Values: 50000 - (50000 + KnownItemCount)   Array Length: InventoryItemCount   Notes: Represents the index/ID of an item your character has in their inventory, using this ID you can retrieve the items data from the item struct (StructAddress + (0xAC * ItemIndex)) More details on this later.
urw.exe+A2EC190 - Item Quantity Array   Values: 0 - 4294967295   Array Length: InventoryItemCount   Notes: Controls the quantity of a specific item. Aligns with Item ID Array.


December 14, 2019, 01:18:52 PM
1
Re: Village Food Status and Charity (both ways)

Quote
This brought me to a new idea that villagers' food stocks could naturally fluctuate and lead to different relationships or even "mini quests" in the process.

If the village has plenty of food and the PC is starving and has a decent relationship with the village, how about some occasional offers of food to the PC when they chat with villagers? Or increased chance of chores quest being offered to give PC trading credit?

On the reverse side, if the village is doing poorly ("bad hunting" or "crops failed this summer") perhaps there could be an opportunity for the PC to earn status/gratitude/friends by gifting some of their food supplies? Some of my long termers have pretty astronomical amounts of food hoarded and it would be nice to have a social purpose for it.

Yep, this would suit the game nicely. One thing that it requires would be to track and generate village resources in more detail, and that leans heavily towards accomplishing village and society simulation. It’s been discussed before that our time and interest is limited to go into that direction too heavily, but to some extent yes.
Charity, or actually generosity, can be witnessed already to some extent as characters with good reputation may be asked for lower prices. But just asking and offering food could be added – again.
See, we’ve had asking for food in action back in the day. Villagers did decide individually if they would hand out some food. This was often exploited as players could toss away their carried food, starve a little, and then run around villages asking for food. But now if this was linked to reputation it would work in better fashion.

April 28, 2020, 04:10:05 PM
1
Re: Improvements to fire mechanics, changes to smoking mechanics
Couple questions.. Like; What?    and Are? and You thinking?  ???  (Intended as humor)

Seriously though, will prepare times be modified? Being home for 16 days straight, to tend the kitchen is way to familiar :D :D

No changes to preparation times. You don't have to stay home, just warm up the fireplace on daily basis and mind your business the rest of the day.
Or heat up the room to greater extent every other day and you're good to go as well.

To answer the first questions I guess I was thinking the smoking process has been too easy and gamey for all too long.  :D

May 19, 2020, 08:08:13 PM
1
Re: Improvements to fire mechanics, changes to smoking mechanics
Will hot embers of campfire/bonfire count as heated fireplace for cooking stews?

No. Heated fireplace needs to be a heated fireplace.

Quote
Re: smoking, is daily burnt minimum fire enough? 16 branches or 4 firewood as that heats up the fireplace? Or do we need to start burning slender trunks or blocks now? Little hint would be appreciated!

4 firewoods sounds sounds a bit too low. Common sense can be followed here - you don't warm up a cold fireplace with a fire that lasts just half an hour or so.
And the smoking also requires smoke, which diminished when the fire dies out. I'd say ten firewoods on daily basis would do.

Quote
Will Kota be considered heated room with fire/embers now?

No.

May 21, 2020, 09:53:01 PM
1
Quality of life suggestions It would be nice if i could sort things by name and by weight etc. It would also be nice if it marked the whole row like shown in my picture I linked here.

Thanks for a great game :)

- Simon

July 15, 2020, 08:33:08 PM
1