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Re: 1070 Hours
Some impressive hours there ;D. Do you guys play for that actively or just have the game running on the background, I tend to do that quite often. The game is running, I play some turns alt-tab back to whatever else I'm doing, and repeat the cycle.

And even then I only have 300hrs :o

I run 5 characters and cycle through them to keep the play fresh. Every hour logged is from play. I have over 3 thousand hours on Skyrim...heh, my wife calls herself a "computer widow". lol

March 18, 2021, 06:32:01 PM
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Re: A very draft of textilecraft -- fibre processing on its' way
This also got me thinking, how the already active characters will get their skills?

Thats a good question.

I hope they can vs restart required.

If it is going to be restart I'd recommend pre-setting a few more skills like Iron Working with their own code to come later.


March 23, 2021, 01:47:54 AM
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Re: A very draft of textilecraft -- fibre processing on its' way
This also got me thinking, how the already active characters will get their skills?

 Well it would just appear when you load a game in that version.
Probably either using the tribe default + roll number, or empty skill (which I doubt).

March 23, 2021, 02:32:36 AM
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The Moon and The Crust Erkka was visiting me last weekend and some really exciting weather engine achievements and accompanying real life adventures were made.
Now there are two new essential weather features on the table - both still somewhat under construction, but most likely to be seen in the next version.

And the features are...

* The moon.

Our weather engine now models the moon in detail, with its' changing phases and moonlight affecting to the nighttime visibility and brightness.
Lots of tuning is still pending, but we can already see that the full-moon nights in the game will be a different experience.
Especially during the darkest seasons moonlight can be a of great help and extended the available hours for working, hunting or travelling.
Just have a look at the screenshot compilation below.


Left: A casual midnight by the lake in dirt month as it appears currently in the game.
Right: The same scenery with the new moon code in action. It's full moon and our nighttime visibility is a much different.



* Snow crust

Snow crust is a springtime phenomena where surface of the snowpack becomes so hard that it can completely support a walking or skiing person.
The crust results from partial melting of the snow surface by warm spring day sunlight followed by re-freezing when the temperature drops again, usually after the sunset.
The crust normally only lasts for part of the day, but being able to travel on snow without sinking in there at all is a great asset for a hunter.
Elks were traditionally hunted on skis during crust as it can't support the heavy animals and hunter gliding on crust with skis now became much faster than their prey.
Lots of work is still needed before snow crust support is all coded, but that's the intention. Now it also requires proper snow penalty to be added for NPCs and animals, and reworking the skiing code to some extent too. (And if you were thinking of skiing NPCs so were we.)


The last weekend it was both full moon and snow crust possibility, so we also went experiencing these things in real life.
Naturally these both are familiar experiences already, and as countryside kids we've learned possibilities of snow crust for work and leisure all the way from our childhood.
But if you'd like to see the magic of skiing in moonlight without any artificial light, or get an idea about difference between skiing in slushy spring snow compared  to the crust, we've got a short videoclip for you:

https://www.youtube.com/watch?v=JOcb_cm5UkE



March 29, 2021, 05:36:42 PM
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Re: The Moon and The Crust
Love the moon light wondering if you also were going to add in cloud effects? While and overcast day wouldn't effect visibility there would be a huge difference between clear full moon and on one a cloudy night.

Yes, the cloudiness is also taken into account, as well as the lunar phase. It all contributes to how much extra light there will be.

This is a mind blower, awesome work Sami!

And Erkka too. This greatly a two-man team effort.

April 13, 2021, 06:06:57 PM
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Re: Best music to listen while playing UrW Just saw this topic.  I must agree with trowftd, that I enjoy listening to drone whilst playing this wonderful game.  However, my favorite is neofolk and dungeon synth.

Here are some of my favorite albums.  Please give a listen to these... I feel they are very much in the spirit of UnReal World. If you like the music, please consider checking out more of the artist's work and support them by buying the album.

October Falls - Sarastus (neofolk from Finland)
https://www.youtube.com/watch?v=daOIhVvG_M8&ab_channel=EternalWoods

Vali - Forlatt (neofolk/neoclassical from Finland)
https://www.youtube.com/watch?v=cD9JnFXEYN8&ab_channel=FolkmetalUpdates

Erang - Tome III (dungeon synth from France)
https://erang.bandcamp.com/album/tome-iii

May 11, 2021, 01:19:34 AM
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Re: Best music to listen while playing UrW

Woods of Ypres really has some bangers as well "I Was Buried In Mount Pleasant Cemetery" and "Traveling Alone" are my favourites.

One Finnish group that I'm listening is called Tenhi, I don't really understand the lyrics but they are really nice songs slow, soft. My favourite is "Pojan Kiiski" I think the song is about a boy and his fish but I dunno, it is cool though.

i really like these bands as well, in addition to Sunn 0))) and Burzum.  was lucky enough to see Sunn live a few years ago.

May 11, 2021, 01:27:05 AM
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Sneak preview of textilecraft system with screenshots and additional insight Time for a little sneak preview with our textilecraft test character Kuitu Kaumolainen.
Some of the stuff mentioned here has been mentioned before, but a summary about textilecraft is in place now. With some sdditional insight and sidetracking included.

So, the biggest single addition to the upcoming version is featuring mechanics to extract fibres from certain plants and process them into yarn. For this, a new TEXTILECRAFT skill was created, and lots of spin-off features regarding fibre processing and cordage also followed. Fibres can be extracted from nettle, hemp and flax - which has been added as a new cultivated plant. Let's start from there ...

Flax

Flax is an old cultivated textile plant, but in Iron-Age Finland it wasn't even as commonly grown as hemp. One reason for this is that flax doesn't survive in the very north so in the game it's grown only by certain cultures south of Kaumo. As a curiosity, the finnish word for flax ('pellava') originally meant the nettle plant ('nokkonen') which speaks about importance of this age-old wild source of fibre.
But nevertheless, flax is in the game now and it can be grown, harvested and processed for fibre.


Kuitu Kaumolainen has found his way to Kiesse, a region where flax is grown. At Kaumo where he's from they only produce nettle or hemp fibres. Blue flowering flax is easily spotted from the field, and it could be harvested for fibre already.


Textilecraft options

Processing plant fibres into yarn involves several stages of work, and it's all done by using your TEXTILECRAFT skill. Character's expertise in textilecraft affects to required working times and the amount of usable fibre or yarn produced.

After the plants are harvested the fibres must be then separated from the plant's stalks. This process is called "retting", and it is done by soaking the plants in the water for several days. Sufficient soaking time depends on the water temperature, with the warmer being faster.


Kuitu Kaumolainen harvested 100 flaxes and headed by the lake to start retting the stalks. Here you can see all the textilecraft options to proceed with fibre extracting and spinning them into yarn.


Extracting fibres is hard work

It took two weeks for Kuitu's flax to soak properly. After that it took one more week to dry them. And only then Kuitu can start extracting the actual fibre from the stalks.
Extracting fibres is done by breaking the dried retted stalks so that the woody core shatters and falls away leaving the loose fibres free. The stalks are beated for example with a club on a solid working surface. Extracting fibres is hard work and commonly carried out with several people working together.
Traditionally there has been a custom to arrange specific work parties for processing fibres of each village together with the neighbouring people. And in the game your companions can actually help you with the task.
Obtained bundles of fibre are then scraped free from remaining coarse parts. Traditionally special tools were used, but it can be also done by rubbing and whacking the bundles against a hard surface, or with tools at hand.


Kuitu starts extracting fibres from the dried retted flax stalks at his shelter. He is about to beat the stalks with a club on top of a log. These dried retted stalks could have been also stored for future and the fibre extracted when there's time and need for that.


Spinning yarn

It took lees than half an hour to extract the fibres from his 100 flax stalks and Kuitu got 16 bundles of flax fibre. Fibres can be then spun into yarn either by hand, which is slower, or using a spindle. Spindle is also a new craftable item, and very easy to make. So Kuitu crafts a spindle and starts spinning. He decides to go for full length yarn. When starting spinning it is possible to choose how long yarn you wish to spin on one go.


Kuitu manages to spin 80 meters of linen yarn in less than two hours. It could be then used in crafting of different items such as loop snares, arrows - or fishing rods.


Nettle specialities

In the next version it will be also possible to craft fishing rods, and hooks out of wood or bone. And a working fishing rod naturally needs a line too. Now Kuitu has his linen yarn which could be used as line, but the whole process of extracting flax fibres with retting and drying took weeks. That's quite a long time if there's an urgent need for little piece of yarn.
Luckily there's also faster wilderness condition option for utilizing plant fibres - and that is a nettle.
Nettle fibres are a speciality as they be extracted directly from the fresh plants without retting and drying processes. To do it you can simply use "extract fibre" option directly to freshly harvested nettles. This method takes more time, but is an useful option when only a small amount of fibre is needed.
The nettle stem is crushed by hand, and the fibres carefully stripped off.
It doesn't take long before Kuitu finds some nettles. Textile plant harvesting is made possible for fibre even when they are still growing.


Kuitu harvests some nettles. Then he simply extracts the fibres by hand, and spins some nettle yarn. If he would like to produce a lot of yarn, this would be too slow to be practical, but now he's only after fishing rod line,


Wooden hook, nettle yarn - and baits

Kuitu finds a slender tree trunk, fashions a wooden hook out of a branch, and proceeds to assemble a fishing rod. Now we should mention that In the upcoming version usage of baits in fishing is also  featured. Using baits is not necessary, but naturally highly recommended. Catching a fish every now and then without a bait is still possible, but for reliable rod fishing and decent catches baits are now quite essential.
         You can use pretty much every food item as a bait and portion of the selected item will be used during the fishing attempt. Pieces of raw meat and fish can be considered decent baits for predatory fish, but for example crumbs of bread may also work for some fish. You can also use a whole small fish, eg. roach or perch, in order to attract a bigger predatory fish.
        With this addition in effect the type of fish caught with rod fishing is now more dependant on the baits used. It's not likely that you'll catch a pike with an empty hook, but having a small roach as a bait might work. And that little roach might have been caught with quite moderate bait such as bread crumb, or even with some tasty vegetation.


Kuitu makes his survival fishing rod, with a wooden hook and nettle yarn.

The work with the several less laborous features continues but we're getting closer to release every day. It's always quite impossible to say when everything is completely wrapped up and working, but maybe - just maybe - we might have this version out in june.

Cheers!

For those who are more curious about the real life practises here's a short documentary in Finnish showing how the flax is processed. Having read the above I trust you will understand what is happening even without subtitles. The gear used differs slghtly from the more primitive method of the game, but the steps are the same; sow, harvest, ret, dry, extract, spin.
https://www.youtube.com/watch?v=TNFD_CUlxZU

May 11, 2021, 03:52:38 PM
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Re: How did you discover UnReal World? -- 10 choice poll The game was in a recommendation list on r/dwarffortress for someone looking for games like df adventurer mode.
I tried it... and goodbye df...

Just knowing that this game was out there since 1992 and I haven't been aware of it makes me feel sick.

May 11, 2021, 11:51:20 PM
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Re: What exactly do the attributes affect? Mostly they affect your initial skills and your aptitude for skills (you get 1-3 stars, I believe that just makes it level faster). But some of them have major effects beyond that. Notably speed affects your walking/skiing and running speed, while endurance reduces the penalty you get for carrying stuff and makes you more resistant to fatigue. Few of them (like will) affect how well you can resist falling asleep or passing out from pain. And I have heard eyesight and hearing make your more likely to spot or hear things.

Strength doesn't, perhaps surprisingly, have any effect on damage beyond making you better with weapons that use strength. It doesn't have anything to do with how much you can carry either. Your maximum carrying capacity is based on your weight, while the penalty you get for carrying things depends on endurance.

May 12, 2021, 06:48:11 AM
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