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Re: Who were "Njerpez" ?
I can't believe that nowadays you have to prove the correctness of your fantasy world.
August 24, 2020, 10:53:57 AM |
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Disengage command & Shouting function for human companion
I know currently companion already have several functions, but what I would like to suggest is adding some commands that distinguish them as intellectual human beings from simple-minded hunting hounds. One of the commands I want to suggest is to ask companion to disengage from enemies. Dogs, although no disengage command available, leash can make them at least stick around you and even stop them from being aggressive by unleash & leash them spontaneously. However human companions cannot be leashed (of course) and more importantly, cannot communicate during the fight, which doesn’t really make senses to me. I already have two companions died from stupidly charge to large pack of beasts without my command/ help and that’s frustrating. Their deaths are really unnecessary if we could just retreat from those animals since most of them are not willing to fight us to death and will flee if injured. One more thing about the command to companion is the shouting function. We can command dogs out of our sight but can’t command human companions out of sight? This really make no senses to me and I really hope this function get added into game soon. September 15, 2020, 05:01:37 AM |
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Re: How to make new items appear in settlements?
Item refresh occurs slowly over time. So if you buy all town goods, then leave for say 4 weeks, on your return a small amount of items may be there, Not full replace or refresh. For the items you are seeking the 'blue coats' Foreign Traders are far more likely to be selling... or wearing them ![]() You need furs to make deals with these traders. October 09, 2020, 09:12:24 PM |
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Re: How to make new items appear in settlements?
Traders do carry masterworks items, but yes, they're not that common. Items are gradually replaced over time, but I don't know if there are replacement timers, or if a random set of items are removed and a random set of items are added (in which case an item might disappear the next cycle, or it might take decades). Items are definitely placed in at least two groups, as seeds and agricultural produce follow the natural yearly cycle, while the manufactured items don't. Item replacement is slow enough that you can mark villages that have desirable items, work to get the means to buy them, and have a good chance to actually find the items still remaining in the village. Thus, if game calendar time is the important factor, traveling wide (in particular to Driik) will get stuff a lot faster than waiting for goods replacement. Foreign traders are good in that groups travel through and then disappear, so each new group will have a new set of goods, although their item selection is limited to what can be called "weapons" and armor. Don't expect to find carving axes in their inventory, but ordinary axes (primarily for felling trees) are somehow sufficiently much weapons for them to be carried (at least that's my reasoning for why their selection is the way it is). Foreign traders also carry jewelry (high value per unit of weight). October 10, 2020, 12:05:37 AM |
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Re: Location, Location, Location
It seems setting a lot of traps in a short time can lower your standing with the spirits (training trap setting by setting and releasing traps), but I don't think it matters where the traps are set. In fact, trap fences are effective because the traps are in a limited area (connected by fences).
October 11, 2020, 10:58:53 PM |
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[Tool] Character Designer v1.1.0b
[Tool] Character Designer v1.1.0b A nice little tool that allows you to combine and layer different apparel for custom pc-male and pc-female sprite sheets. Comes packaged with over 140 unique default sprites for designing your dream character. Created by myself and @Krutzelpuntz who provided some amazing 8 direction sprites for this project, as well as testing for bugs and providing great feedback. Major props to him for his amazing work. Menu: ![]() Instructions:
Future goals:
Please report any bugs to me via this thread, my PMs, or contact me directly on steam: https://steamcommunity.com/id/Nightipoo/ Fandom homepage: URWCharacterDesigner Wiki Download attached to thread. (Only registered viewers may see downloads) Credits: Night - Creator/Programming. Krutzelpuntz - Creator/8-Directional sprites, testing, constructive feedback. Enormous Elk - Unreal world. Requires Microsoft .NET Version 4.6 or later. (Usually already installed) >Source for study< October 13, 2020, 06:58:31 AM |
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Using water from containers on ground - eating and drinking from table
My char practically lives on a kota doorway tile next to a water tile, because it's so much less tedious to do all that drinking, tanning and whatnot when you don't have to think or look which container to pick up and choose. I imagine many do the same. If the game would simply use water from containers on ground automatically (for example from largest first) or at least include the water containers on the ground on the inventory menu. This would be a *huge* interface improvement. Why are the tubs so small anyways? Relating to this - it would be cool for table top contents to appear on the list menu when 'e'ating or 'q'uaffing. That way having a table in one's cottage would really be a lot of help as in real world as well. I also noted the older suggestion about drinking from containers on draught animals. https://www.unrealworld.fi/forums/index.php?topic=5552.0 October 15, 2020, 05:41:48 PM |
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Re: [Mod Idea] Training combat skills at the expense of weapon condition
It will be too easy to grind skills, I suppose. Training weapons mastery by only fighting a real enemy/prey seems realistic and fair enough. Well, that’s not the case. All but unarmed can be trained by throwing the weapon type repeatedly. E.g. throwing rocks or clubs increases club skill. Throwing swords, increases sword skill. But, you can choose if you want to train in that way. Same as if grinding in way X, is actually any different from hacking the memory and assign wanted values outright. Difference is in the the spent In Real World accomplishing the wanted outcome. Personally, my characters don’t go throw (non-throwing) weapons around. I don’t see it as viable way ancestors would’ve treated their expensive, and crucial belongings. October 22, 2020, 08:03:53 PM |
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tanning terminology + rinsed should not spoil
I have had several thoughts about the tanning of skins in this game for a long time. Here's my suggestions on how to make the tanning feel more right - at least in my experience. I updated this post after I wrote a suggestion about curing: https://www.unrealworld.fi/forums/index.php?topic=5837.msg15649#msg15649 1) Rename the 'rinsed' * skin to 'hard' * skin and remove it's ability to spoil. Rotting at this already-tanned stage doesn't make any sense to me. Also the 'hard' adjective describes better what is expected to do next. Also IRL this is how we refer to skins at this stage. 2) Remove the need for water for cleaning skins. When I do that IRL, don't require water. 4) Rename all fur-bearing fresh skins to 'pelt' (ie: "cleaned ermine pelt") with the exception of: 5) Rename all big fur-bearing skins to 'hide' (of the size available to use in kota construction, for example, so 8lbs in my understanding) 6) Dehairing seems to have an odd step after it. A dehaired skin is not dry, but very wet. It doesn't need to be soaked, quite the opposite. The membranes are scraped off or at least broken when they are dry. A thorough wash and salt water are beneficial after dehairing, to slow the rotting which caused the dehairing in the first place. I'd alter the soaking step to a wash and dry. (I'm aware of many methods of tanning, but in this rubbing method the game uses this would be appropriate.) 7) Make dehairing process rename previous 'pelts' and 'hides' to 'skins': Like so: Spoiler: examples show 8 ) No cutting weapon needed in dehairing. 9) Tanning by smoking, in the same style as smoking meat. My reasoning apart from what already been said: a) one could instantly recognize which animal skins become leather and which fur b) currently one cannot distinguish a dehaired "tanning elk skin" and a fur bearing "tanning elk skin" before the whole tanning process is finished d) using 'hide' only for bigger skins is more proper English in my understanding. English is not my mothertongue, but I understand all these terms are a bit vague and interchangeable at least to some degree. I would love the get some native English feedback on this. Anyway, IMHO it would be good for the game interface to establish a terminology anyway to easily distinguish between fur-bearing and non-fur-bearing skins and their states of progress. EDIT: after reading this: https://www.newlifeonahomestead.com/tan-hides-using-traditional-cheap-easy-methods-part-2/ I find using the 'fleshing' term is indeed more appropriate October 23, 2020, 12:03:21 PM |
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More usefulness for curing
Ok ok I know I've been spamming suggestions, but I still have to speak on the other part of hide-ousness: curing ![]() The first part was about tanning terminology: https://www.unrealworld.fi/forums/index.php?topic=5835.msg15624#msg15624 I don't cure skins in this game. Curing makes skins stuck in place and tanning is far quicker overall anyway. And you still have to clean the skin which isn't required for drying IRL. Fleshing is easier on dry skin anyway. (The membranes break off more easily on dry skin.) Doesn't really work when travelling, either. Really curing should be the thing to do when travelling and little time. The skins will continue drying hanging from the rucksack anyway, once they've initially become a bit dry. I'd like to see curing as the default procedure for storage just like IRL. Tanning is a lot of work. Not every skinned hide will be tanned, only those that need to be. Also I don't think the fur trappers of old IRL tanned the hides themselves. The woodsman would definitely bring cured hides home first, maybe tan them then. Tanning is primarily concern of the craftsperson who gets their skins from hunters/herders, because only they know what qualities (how thoroughly tanned (hard), for instance) they want from the tanning for the work they are planning to use it for. Of course on commercial scale is different - I don't know how foreign traders would have wanted their furs. Also, not every hide in use is tanned. Nowadays snowmobile-sled-hides aren't and old-days kota covers most likely neither. The skin is relatively cheap to replace in kota cover if its only dried (cured). A valuable-in-working-time tanned hide wouldn't have been wasted for something so trivial. So, getting finally to my suggestion: 1) Curing should be immediately available for fresh skins 2) shorten curing times to max overnight or allow picking up of skins with curing still continuing 3) accept cured hides for kota covers and "sleeping in furs" 3) complicate tanning to make it more realistic and to encourage curing to be used more 4) make cured skins available in villages and for trade - preferably much more commonly than tanned hides. I understand this would affect game balance significantly and prices would need to be adjusted accordingly, with tanning lifting the cost especially of big hides - not so much of the valuable small furs. EDIT: reordered priorities and added '1' from the terminology thread linked above October 24, 2020, 06:16:17 PM |
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