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Kotas for Northern tribes' overmap village tile I'm colour blind and I have a serious difficulty spotting villages in the North, when they are surrounded by forest. There are no clearings around. I have to usually check the map to find the general area I'm supposed to look. (I used my "color blind pal"-app to tell what colour the little houses were. It tells the roofs are orange.)

Suggestion: Change Northern tribes' village graphic to gray kotas instead of houses.

January 23, 2021, 07:45:30 AM
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Roast in embers - starting with turnips Been working on a new cooking method, roasting in embers. For starters this will be featured as a recipe to cook turnips in traditional fashion, but related cooking options will be likely expanded in the future.

It's been surprising amount of thinking and coding to get it done but now it appears to be working nicely. Browsing the code I also came across some earlier preliminary definitions for ember-roasted turnips so we've been on the edge of adding this somewhere in the past. And no wonder, as it can be considered one of the essential dishes. Back then, who knows how many years (or decades?) ago, it must have been too costly for the current schedule - or just simply misplaced under the other workload.
But now ember-roasting code is finally there, and in the next patch you'll be cooking turnips the new way.

Roasting in embers requires good amount of embers so it can't be expected to work in the remains of just any little fire. The fire should be burning for several hours before enough hot embers will remain for the method to work. For this reason roasting in embers is usually proceeded after substantial fire was lighted anyway out of necessity. It takes about an hour for turnips to cook in embers. For the convenience of timing you can start roasting in embers already when the fire is clearly dying and about to burn out soon, given that enough embers has been produced already. The game will notify about the lack of enough embers  so the necessary conditions can be figured out quite easily.

Because of many little tricky things, ember-roasted turnips will be featured as hardcoded cooking method in the same fashion as general roasting (of meat and fish).
However,we'll likely add cookery tag [embers] or something to allow the condition requirement and cooking method to be utilized in recipe modding too.

Now, after this is finalized I'll continue with checking about the possibilities of adding pit-roasting, as it would be also essential an turnip recipe for mass cooking them.
Pit-roasting is more demanding task so I don't know just yet if it reaches the stage of only preliminary definitions or actually starts rolling. But something will be cooking in the dev. chambers nevertheless...

January 24, 2021, 05:12:40 PM
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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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Re: Straw Straw was used as insulator as well. Both in footwear and on cabin floors.

Wattle&daub is Stone Age building method (wood strips latticed and plastered/daubed with “wet stuff” and straw). I’m not familiar of its use in pre-historic Finland, but as people migrated from elsewhere, they must’ve been familiar with the building method.

Straw has been made in to decorations: little goats, cows, horses, and stars (with a hair and fine thread through the straw as connector).

Now, *straw is not hay*. Straws nutritional value is near non-existent and only about goats will eat straw. IF cereal plant were to be used as hay, it would need to be harvested for that purpose before the plant produces seeds/grain. Other plants than cereal are grown as hay for animal fodder, mainly timothy and meadow fescue in Finland.


January 28, 2021, 04:48:59 PM
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Re: Lots of angling improvements on their way
Disappointed.

Fishing is OP, and you didn't mention making it harder to survive on it.

Not to wh... I mean worry all that much. Rod fishing becomes more challenging as the type of fish caught becomes more dependant on the bait used. For example catching big predatory fish with empty hooks will be practically impossible. Aaand for more elaborate fishing worries the suggestions section is open.

I'm not even sure what word you tried to use. Anyway, you have a roadmap, don't you? Can't one be diappointed in reworking a mechanic when the roadmap isn't finished?

Yes, we've got the list of dev.plans, although it's constantly under construction and barely suits as a roadmap that leads to a finished game as this is more of a constantly evolving sort of a project. And there's not much about fishing related stuff on that dev.plans list anyway.
One can be naturally disappointed for ever so many reasons. Just wanted give you hope that fishing actually becomes a little harder with these additions.

January 28, 2021, 10:47:34 PM
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Decorations Mod!

Above you see my new bearskin rug and wall antler decorations.

Seeking ideas/suggestions for other decorative items that could be implemented.

I'm hoping to have enough to justify a single menu.

Some sort of flower wreath will be one. Perhaps more than one flower-y thing.

January 31, 2021, 03:35:35 AM
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Little girls as new NPC type So far the only children in the villages have been boys, and now the work has been started to feature little girls as a new NPC type.
For starters it's a bunch of in-game definitions to do, creature generation code to tweak, pixel art to draw and NPC portraits to come up with.
After that we'll give all the children NPCs physical and mental attribute checks to better differentiate their abilities from adult NPCs.
See, currently the combat skills and bravery of the children may occasionally reach the level of fearless grown warriors.
All in all the newly introduced children will be significantly weaker and more vulnerable to harm than previously.
A new post about all that attribute, morale and behaviour mess may follow later on after all the groundwork and pixels are first put in order.

January 31, 2021, 04:29:27 PM
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Re: Decorations Mod!

A while ago I found the bench tile in someone's pre-v3.3 graphics pack on the old forum. I thought it was an excellent candidate for modular furniture, so I used it to replace some of the woodworking pieces in BAC but I'm posting them here without the mod's prefixes. (The bench can also represent a single shelf over a fireplace.)

February 01, 2021, 02:37:15 AM
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Children attribute adjustments And then some adjustments to children attributes, to be in effect in the next patch.
          Previously children NPCs didn't differ all that much from the adults, but now their physical and mental attributes have been checked and adjusted. In general children are now weaker and more vulnerable to physical harm. But even if they lack the strength and endurance of the adults the level of some attributes eg. dexterity and agility can surprise sometimes.
          Children may sometimes choose to participate in fights if their village is threatened, but in general children are now more eager to flee upon serious danger. Boys are often slightly more eager to fight than girls who wisely rather run to alarm adults, and even the neighbouring villages if need be.
          Combat skills of the children have been also checked and adjusted to quite inferior level. The lack of strength is now seen especially with their unarmed combat skills. If they land a kick or punch there's not much power in it. Armed with a knife or so they may cause some proper wounds, but in general children rarely pose a real threat anymore.
   

February 05, 2021, 03:18:13 PM
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anything