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Re: Why are spears and javelins with lover damage than arrows yet are much bigger?
Mens spear for throwing weights 800 g. There is no way in hell some old strong dude throws this just 16-18 meters

Hmm... I don't know but to me it seems that you are partially ignoring all the fact-based rational and friendly arguments which people have already written in this thread. So it probably won't help if I repeat what has been already said. Instead I try to speak using the same language you've been using this thread. Here goes;

A modern olympic athlete aims to throw a spear as FAR AS POSSIBLE. To do that, they throw a VOLLEY SHOT meaning that the javelin will fly HIGH until it hits the field in almost upright position. They do NOT aim at a target - they merely want to have the javelin land in the legitimate sector, not falling outside the boundary lines.

There is no way in hell in REAL LIFE a REAL HUNTER would want to use a VOLLEY SHOT to hit an animal.

November 21, 2018, 11:23:20 AM
Re: Why are spears and javelins with lover damage than arrows yet are much bigger?
Your logic is flawed - everything has realistic range except throwign weponz - spears and stones! Even I CAN aim on 30 m with stone to hit head sized target!

I agree - my logic is flawed, and arm-chair philosophy is always unrealiable. So I decided to turn to empirical evidence. I gathered some items with corresponding weights as their equivalents in UnReal World. I shot a video of tossing items (both in UnReal World and in the real life).

And I must admit that Aramis seems to be partially right - item throwing distances might use some adjusting. Crude javelins in UnReal World fly too far. Or then it is that UnReal World characters are better at throwing items, having a better technique and giving projectiles greater velocity than I could do.

Here are the results for me and my UnReal World character Pekka;

Crude javelins (3 lbs) : Pekka 26 - 30 metres, Erkka 12 - 15 metres
A rock (1 lbs) : Pekka 17 - 20 metres, Erkka 17 - 20 metres
A stone (14 lbs) : Pekka 12 metres, Erkka 7 metres

(I repeated the real life test three times. For the first two runs I had my stone weight messed up, I was using a 14 kg stone instead of 14 lbs one. On the second test I got javelins to 15 metres. But instead of using that clip in the video I wanted to be precise with my stone weight, so I did a third test.)

November 25, 2018, 05:56:37 PM
Re: First Mod: Seafood Hey run37.

Although you posted this mod out in over half a year ago, I just wanted to let you know that I enjoy it quite a lot, and I wanted to share some custom tiles graphics I've made for it, so people are not forced to use mushroom graphics for it.

The graphics are made in a way, so that, unlike mushrooms, won't show any signs having being "picked", so they won't have those red spots left afterwards, after you pick up a crab, that was based on the noaldi mushroom. Anyone is free to used them if they desire. I will however point out that I am in no way a graphical genius, and it's not exactly pretty  ;D

February 02, 2019, 03:24:50 PM
Re: Could whistling arrows prove a good addition to ranged hunting ?
As Sami explains in the video, the particular design of whistling arrowhead he's demonstrating creates a sound that is reminescent of a falcon or other bird of prey's cry or chirp. Birds hunted by these species often have a tendency to seek cover if they hear these sounds. I suppose it's because many small bird of prey species, falcons included, are notoriously fast flyers. It might be a better survival strategy to ground yourself and hide, rather than trying to outfly them.

I don't have referenfe books at hand, but based on my memory: a whistling arrow works with aquatic birds, when the flock is flying above a body of water. The arrow is shot so that it flies above the flock of birds - they hear the whistling sound above them, take it as a sign of danger, and seek cover by diving into the water below them. Then the hunter readies ordinary hunting arrows, waits for the birds to surface one after one, trying to hit them the very moment when they surface - that often is the moment when they don't move for a second, and we all know that hitting a stationary target is far more easier than trying to down a flying bird.

February 03, 2019, 07:41:17 PM
Re: Could whistling arrows prove a good addition to ranged hunting ?
Yes, that's what I meant. It's all about tricking the birds to land temporarily,

Yeah, I was somewhat vague with my quotation, as my main intention was to clarify on the comment by More_tribal_interaction; indeed, when scared by a loud noise, the natural reaction of most of the birds, most of the time, would be to scatter away, taking evasive manouvers in flight (making them even harder to hit with an arrow). So the special trick is with aquatic birds when they happen to be flying above a body of water - in that spesific case their insincts drive them to dive into the water, instead of trying to rapidly fly away.

February 06, 2019, 05:21:06 PM
Bark stuff, birch-bark stuff Many updates to peeling bark from trees, and utilizing birch-bark as well, are on their way.
Most fundamental addition of all the bark related stuff is to allow harvesting birch-bark and feature it as raw material which can be used in many different crafts.
Takes a while before we get into adding crafts, but bark harvesting changes and additions have been made already, and they can be summarized roughly as follows:

Birch-bark is peeled in long strips, which are wound to a ball for storage. (These kind of balls of birch-bark are called Sommelo  in finnish.)
Harvesting birch-bark in strips is slower compared to (already existing) ways of removing bark in sheets, but as a strip it's ready for weaving.
Moreover, time of the year now matters in harvesting any bark. It's best to be done in early summer, and gets more difficult (and eventually impossible) out of the proper period.
The bark yield (from a single tree) is also not constant but depends on the season and character's timbercraft skill.
And the biggest catch of this all that with adding birch-bark strips we'll be also adding unit of lenght to appropriate game items - that will eventually cover all the cords and ropes as well. So the requirements for birch-bark crafts are going to be eg. "16 feet of birch-bark strip" rather than some weight measure of bark. Many new possibilities open. But it's a hassle at first now to make conversions and routines understand the lenght. But that's my hassle, you just stay tuned...

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

May 29, 2019, 12:21:31 PM
Messing with measures So, the length property has been added for tying equipment, and I've been working on to update item conversions and crafting requirements to accept this brand new addition.
Adding measure of length is a perfect example of seemingly simple, yet fundamental addition which extends all around the code and has brought up numerous related features.
Here's where we are at now with tying equipment additions, and now I hope to be able to catch up with more NPC stuff - where I was before getting entwined by ropes and cords.

 - added: measure of length for tying equipment

         Appropriate items, such as ropes, now have a length property. The unit of length we use
         is foot (ft), and should an item have a length property it is displayed both in inventory menu
         and when looking at items on the ground. This addition foremostly affects to crafting material
         requirements which can now be length based.

  - added: new crafting category under [M]ake menu: "Tying quipment"

         This category contains the usual ropes and cords, which are now removed from their previous
         location in "Utility articles".

 - added: Join and shorten options to manipulate tying equipment lengths

         Under "Tying equipment" category within [M]ake menu there are options for joining and shorterning
         ropes and cords as sometimes specific length is desired. You may not want to spend full length
         rope on something that requires only a short piece, or you may need to join cords together to
         come up with long enough string for a specific craft.

 - changed: tying equipment requirements in crafting are now length based

         Instead of requiring certain number of cords and ropes all the tying equipment requirements
         are now length based.

 - reasoned: required tying equipment types in some crafting recipes

         For example:
         When making arrows, previously you could use any "tying equipment" in the process - including
         ropes. Now arrow making requires "cord", a little finer and more specific tying equipment.

 - added: tying equipment used in cookery do not disappear in the process anymore

         You can pick your ropes and cords back after the smoking and drying processes are done.   

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

July 10, 2019, 01:40:01 PM
Re: Improved trading system There already exists in the game a mechanism that provides a pretty accurate system of valuation- that used by the Foreign Traders!

It is made very clear what they believe is a fair trade, i.e., 'x' number of those furs and 'y' number of those furs. If you've traded much with them, you'll also have noted their valuation sometimes is merely a starting point. That's because your available furs are insufficient in value for the trade items you desire.

Anyway, I'd suggest, if it is possible, that the player has something like a 'trade blanket' (an inventory section) upon which he'd lay out all that he desires to offer for trade, from which VILLAGERS could determine what items they consider a fair trade. That would also put an end to villagers saying they'd be happy to trade for the Masterwork items I'm wearing/using, never gonna happen!

So, the 'Trade Blanket' would display, say, a dozen wooden bowls, ten paw-board traps, a few furs, some dried meat, jewelry, extra weapons, etc. Then, instead of the method described by the op of laboriously adding/subtracting items, the villager would give a quick initial valuation of the desired item. 

July 17, 2019, 12:51:56 PM
Version 3.70 (stable) released on Steam, Itch, and for lifetimers We're happy to announce that version 3.70 has reached the stable stage and is now released and available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section.

If you were playing 3.70 beta versions, you should know that there's also new content added since the last beta. And if you weren't playing beta versions at all, then prepare to discover a lot. But first a little look at the key features with a few screenshots.

Key features of version 3.70

The key features of version 3.70 version deal with the moon and the moonlight, fibre processing with new textilecraft skill, snow penalty for all the creatures and snow crust, lots of new character portraits, tying equipment adjustments and additions, crafting fishing rods and hooks and usage of baits, option for metric units, and so on. The list of additions and fixes is long and you can find the full changelog at the bottom of this post.

Trudging through the deep snow the escaping elk tires itself easily while the hunter gliding with skis on snow crust travels easily.

There are lots of new character portraits added, and also an option to ask whereabouts of village water supply.

The autumn nights are already dark, but during full moon there's enough light for example to go fishing - with self-made fishing rod and hooks, that is.

Textilecraft in action. We have a new batch of harvested nettles retting in the water, and prepare to spin some yarn from earlier extracted nettle fibres.

Version 3.70 changelogs

First, here's changelog since the latest 3.70 beta version - new content to be aware of for those who have already been playing the beta versions.

3.70 (stable) changelog - new content since 3.70-beta 3

- added: whole lotta new portraits, and specific portait categories for old men and sages

A good bunch of new portraits have been added for kids, female and male characters. There are also two new portrait categories specifically for old men and sages. Portraits in these categories are exclusive for those type of NPCs and can't be associated with other NPCs nor chosen as a player character portrait.
MIGRATION NOTICE: NPCs generated in the previous versions continue to appear with their previously generated portraits.

- added: bowstrings as a separate functional part of a bow

Bowstrings are now featured as a craftable item of their own. Bowstrings wear out in use and thus need to be replaced every now and then. Crafting any bow now requires also a bowstring item, so you need to have a bowstring ready in order to make a functional bow.

* crafting a bowstring

Bowstrings can be crafted from [M]ake-menu under [W]eapons category. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. Upon crafting a bowstring you can select the material, yarn or cord, to be used.
It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality. Your textilecraft skill determines the success of making a bowstring. Due to item usage complexity bowstring crafting is hard-coded and not to be found in editable diy_*.txt file.

* bowstring breakage and replacement

Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added.
You can check out condition of a bowstring in strung bows with inventory command. Upon selecting a bow to examine you will see how the bowstring looks like.
You can add a new bowstring to a bow with no string with [a]pply command. First apply the bowstring, and then select a bow to be strung with the string.

- added: [a]pply command can be used to remove hook from a fishing rod or to unstring a bow

Sometimes you want to remove the old fishhook or bowstring at will and it can be done with [a]pply command.
To remove a hook from a fishing rod [a]pply the fishing rod on dry land. The reason for doing it on dry land is that otherwise the fishing attempt will be initiated.
To remove a bowstring from a strung bow just [a]pply the bow anytime.
If you try to attach a fishhook or bowstring to fishing rod or bow that already carries those item parts you'll be notified of these new removal mechanics.

- added: spruce quick-bow - a simple craftable makeshift bow

Spruce quick-bow is the most simple and quick to make type of a bow. It's made out of a single branch that is cut from a standing spruce tree. It goes without saying that this type of bow is not a high performance weapon, but it is efficient enough for hunting squirrels and other small game.
Spruce quick-bow can be crafted from [M]ake menu "Weapons"-category. There's also SPRUCE QUICK-BOW game encyclopedia [F1] entry available for more information.

- removed: primitive bow and juniper bow - newly introduced spruce quick-bow replaces these.

- adjusted: villagers reclaiming heavy loads

Previously villagers would crowd endlessly around items they wanted to reclaim and restock if the load of whole stack was too heavy to pick up. Now they try to pick up such loads in smaller stacks, and if that should fail also they will eventually give up.

- added: craftable cords and ropes from yarn

You can now craft cords and ropes from yarn. These options can be fround from [M]ake menu under [T]ying equipment category.

- adjusted: cord and rope crafting requirements and applicable skill

Crafting any cord or rope now also requires a branch which is used as an aid for twisting the strands firmly together. The applicable skill for crafting yarn based cords and ropes is now textilecraft.

- changed: generic "cord" item name and quality

The generic craftable makeshift "cord" item which is made out of strips of clothing is now called "cloth cord" and its finished quality always remains on inferior side.

- updated: game encyclopedia [F1] entry for CORD and ROPE

- adjusted: "Set a net" now shows only tools in "Fishing" menu

- modding add: 'first word' value for [naming:] tag

Using 'first word' with [naming:] tag will get value of the first word of selected material/item name.
For example, material requirement and naming such as:
{Cord} [remove] [name:%s product] [naming:first word]
would result in finished item called 'yarn product' if 'yarn cord' was selected as the material, or 'linen product' if 'linen cord' was selected. And so on.

- adjusted: fatigue accumulation when moving by watercraft

Type of the vessel and implement used to move it now matters to how fatiguing it is to move by watercraft. In general it is more strenuous to move by raft than by punt. The implement used to move the vessel also matters. Shoving the watercraft ahead with sesta takes more effort than paddling.

- adjusted: companions pay more attention to closing doors

Companions now always try to close the doors they pass. This is to avoid them letting domestic animals, or warmth, to escape from your settlements.

- fixed: possibility of NPC portrait being the same as player character's portrait
- fixed: carried load unit (lb/kg) in statistics window not changing if system of measurement was changed during the gameplay
- fixed: sneaking while skiing on snow crust didn't reduce the speed
- fixed: dried cuts as fishing baits got used up in one single fishing attempt
- fixed: [nominlen] crafting tag not calculating tying equipment stacks properly
- fixed: NPC's excess bartered good might be distributed also to the village animals
- fixed: auto-shortening of tying equipment in crafting recipes not always reducing the weight accordingly
- fixed: boy NPC weights generated wrong and too low
- fixed: plants not burning in fire

Version 3.70 major changelog - since the first beta release

To view all the new content in version 3.70 the full changelog is here:


Cheers, and happy adventures!

October 09, 2021, 09:47:24 PM