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Re: Sneak preview of textilecraft system with screenshots and additional insight
Can you use boiling water for faster retting? Or is it too much work and not much improvement over it? I think this could add another functionality for pots in game but I have no idea if you can even do this.
I've got no actual knowledge, so it's just guesswork, but boiling would probably be bad because the heat would probably decay a number of compounds that you'd want to retain, and certainly kill off the bacteria that should have been doing the work. However, heating it to temperatures that are warmer than the surroundings but low enough that the bacteria reach their optimal working temperature ought to work, but seems very impractical: instead of just waiting for nature to do the work for you you'd use up a lot of firewood keeping a fire going and babysit it to ensure it doesn't get too warm. All this just to shave a few days off from the time it takes (which probably would take days anyway).
There's also a possibility that the process needs the water to be replaced gradually to remove some byproducts and bring in suitable nutrients.

I doubt it's something that would have been done historically, as it makes sense only for single individuals suddenly stranded in the middle of nowhere with no tribe or friends and in dire need of yarn. The time would probably be better spent processing nettles by hand for a small amount of desperately needed material, or gathering more raw materials for a larger amount (or trying to get something to eat while the retting is progressing and possibly building up a minor stock of food to allow for the following steps of the processing to be performed with limited food acquisition interrupts).

May 14, 2021, 02:43:55 PM
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Re: Sneak preview of textilecraft system with screenshots and additional insight
Can you use boiling water for faster retting? Or is it too much work and not much improvement over it? I think this could add another functionality for pots in game but I have no idea if you can even do this.

PALU's answer has really good points, so my answer isn't really needed, but.. well, bnoiling water is too hot, but technically you could use warmed up water and nowadays we know the optimal temperatures and all that. However, artificially warmed up retting water wasn't a practise of the ancients and it's not that in the game either. And it would be kind of waste of time since you would need to use lots of time and resources for that.  If fibres are needed fast then you would go for the nettles.

May 18, 2021, 02:53:04 PM
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...and snow penalties for all Back at snow code. A good while ago we added the snow crust to weatherengine. Its' working game mechanics in character's life are still pending to be added, and so are the skiing NPCs. Both are coming up, but before that these improvements were first in line.

 - improved: moving in the snow mobility and fatigue penalties

        Previously there was one overall reduction to character's mobility when moving in the snow without skis, but now the actual snow depth affects to how much the mobility is actually reduced. The same goes for fatigue as it now accumulates slower or faster depending on the snow depth. Shortly, the deeper the snow the harder and slower it is to trudge through it without skis.
 
 - added: snow penalties for animals and NPCs

        NPCs and animals now suffer from the snow penalties similarly to player character. All the snow penalty mechanics now work the same for player character, other human beings and animals.
        The actual snow depth that starts to hinder the animals is naturally relative to their size. A human knee deep snow is a little extra strain for an adult elk, but for example a wild boar or dog would suffer from it more significantly. The new snow depth mechanics bring in many new factors to animal movement and hunting scenarios. For example, it now becomes actually possible to practice traditional hunting tactics to more easily chase elks on skis during the deep snow period.
        It should be noted that there also several animals that are adapted to moving in the snow without much difficulties at all. There are for example hare, lynx, glutton, weasel, ermine, squirrel and so on. For animals like these the snow penalties appear far lesser, and they have their species specific snow movement adjustments in action.

These are future additions - not yet functional in current version 3.63.

May 21, 2021, 02:19:58 PM
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Open World Sale on Steam & Dev's life picture feed from the real world A special sale focusing on Open World games has started on Steam and lasts until 31th of May.
We wholeheartedly cherish this special event and celebration of infinite exploration. You know, it's very much our genre, since early 90s, and acknowledged with (debatable) merits such as First open-world survival game (GWR Gamer's Edition 2019).

Anyway, it's a special opportunity to grab the game for discounted price from the Steam. Just venture at UnReal World store page.

Since this is very dear topic, genre and approach to game development for us, we wanted to celebrate the occasion with special content.

Those who have followed the development do know that for Enormous Elk game development isn't actually clean indoors job.
We tend to practise what we code, pursue the traditional lifestyle to varying extent, and draw a lot of inspiration from the real world experiments and adventures.

As a special way to celebrate the ongoing Open World Sale we've compiled you this picture feed of the two man dev. team doing their infinite exploration outside the development chambers. This is an assorted collection of dev's life along the way in the real world. Enjoy!


Erkka (co-designer) on the left with frame drum, Sami (creator) on the right with kantele, at gorgeous Orinoro gorge in eastern Finland.


Sami doing elks calls in the woods.


Erkka walking horses in the woods.


Traditional log building with traditional equipment. Erkka on the left, Sami on the right.


Erkka's sauna warming up on a winter day.


Broad beans are flowering while Sami is cooking something.


Sami takes a look at the open arctic world.


Rowing in the summer evening.


Roasting the catch in the rain.


Sami after threshing rye in the barn in all traditional, and smoky fashion.


Erkka after some muddy work.


Find a dev among the sheep.


Sami is getting a feel of the wilderness.


Erkka chopping firewood.


Sami doing mounted archery.


Breakfast for Erkka.


Summery coffee break for the two-man dev. team.


Skiing with a shovel preparing to settle here for a night.


Sami's bicycle trip to gather a bunch of wild greens was a success.


And so was Erkka's fishing trip.


Happy islander.


It's winter. It's open world.


On Hornankallio cliff Sami takes a look at the familiar landscape - not too far away from his development chambers.


The Road goes ever on and on ...

And if the road goes smoothly the next update, UnReal World version 3.70, will be released in June, 2021.


Cheers!

May 27, 2021, 08:27:58 PM
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Re: Creating Settlements
Couple thoughts: Foreign Raiders are pretty much present as Njerpez.

The difference, in my mind, would be that foreign raiders would arrive via boats, and with different equipment than the Njerperz who have their own distinctive aesthetic. Depending on the size of the raid, it could be anywhere from only one metal armored, highly skilled war leader with a handful of more lightly armored supporters, to four or five war leaders with their retinues. They would then leave afterward on their boats. It would be a distinction primarily in flavor, to add more depth to the world.

Temples were not a thing. Maybe a “seita” or even a sacrificial grove. But temples, nah.

Fair enough. I was just trying to brainstorm some communal buildings that might help to add immersion to the world and create the feeling of a real community, while also providing the player with tangible goals to progress toward.

But my problem with this whole thing is, how old are your characters when you actually get all masterwork gear and everything settled? Probably very young, I don't know about other people's playthroughs but the "endgame" can be reached pretty quickly tbh. And to think that a 20 something year old adventurer is looking for immigrants for his newly founded settlement is kind of unrealistic, to me at least.

...

Having bigger goals like this can be really good and all but I can see a 25 year old guy or girl being the chief of a very populated village and I don't think this is very realistic of those times.

This is the eternal debate and compromise between realism and playability. As is, it typically takes me less than a single season to be completely outfitted with masterwork gear. The only limiting factor is whether I can find all the pieces I need that season, or if I have to wait for shops to re-stock to find what I need (which on a separate note, is very tedious, searching through every building, town after town for that one or two missing pieces). While not germane to the purpose of this post, I absolutely agree that it is far too easy right now, and prices (especially selling roasted meat) need to be adjusted. However, if you make it too realistic, and it takes many years to make basic progress, the game becomes far too tedious and unrewarding.

I feel like my suggestion, while perhaps not following a totally realistic timeline, strikes a good balance between realism and playability. It would take many seasons to construct the buildings and recruit villagers, and as you did so, the challenge of the game would organically and believably increase as you have to balance the needs of your village and tend to its defense. It would also help ameliorate the feeling of personal progress being too easy in the game, because it would provide further challenge beyond simply outfitting yourself in all the best gear, essentially extending the late game beyond where it is now.

Kenshi and Mount & Blade are both good examples of games where progress feels organic and "earned," optionally allowing the player to advance from a single individual to controlling your own settlements, yet the timeline it takes to accomplish this in both cases isn't remotely realistic. Like I said, it's all a matter of striking a balance where what you accomplish in the game feels earned and organic.

May 31, 2021, 10:58:42 PM
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Re: Creating Settlements The travel issue isn't that overland map travel is too fast (I'm not sure it is faster in game than zoomed in travel, although it's obviously a lot faster for the player, which is a good thing). Instead, the issue from that perspective is that the game world is very small, so all the cultures of proto-Finland are crammed into a space that's maybe 1/10 of Finland's actual size.

A lot of development has happened on the HW front since UrW development started, so what may have been too large a world back then might not be now. However, the feel of the game would change a fair bit if distances were made realistic, although I'm not sure that would necessarily be a bad thing.

Edit: The size is more like 1/100 of the real world size, with 1/10 in each of the two dimensions.

June 01, 2021, 09:21:28 AM
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Meteor strike? Sadly no, but it could look like this.

It looked cool and wanted to share :)


Happy Gaming
AF

June 02, 2021, 05:38:25 PM
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Re: Best music to listen while playing UrW

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.

“Pojan kiiski” literally translates to “boy’s roach”... not really an eating fish, but ok as a bait  ;)

June 06, 2021, 06:52:32 AM
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Greetings! Sami's old flint and steel video still somewhere? Hello everyone, I wanted to share a short story with you all. I first found this game ~20 years ago when I was just a kid in middle school. Back then I liked the idea of the outdoors but I wasn't very skilled, so playing UnReal World was fascinating to me and I would learn about plants and shelter building in my spare time.

Later when I was in my early 20s, I discovered a video by Sami where he was next to a stove. He produced a fire bag and from it he pulled tinder fungus, a flint, fire steel, birch bark, and some other form of tinder. Back then I found this fascinating and the bushcraft scene wasn't on YouTube like it is now, so this was my introduction to flint and steel. It was like magic to me and I wanted to learn how to do it. Lacking the internet resources available back then, I had to figure out how to make do with what I had and by carefully watching that video. I ended up using a smooth sided file as my fire steel and red jasper for my flint. After learning how to make charcloth from old jeans and an altoid tin I finally got a coal going. Then a small fire. Man... that might have been a little moment, but to me it meant a lot.

You might say things took off like a fire after that. :) I became really intrigued with all aspects of primitive living and the differences across all cultures in how they lived. Now, I don't produce any content because of an admitted lack of drive, and I'm no name in bushcraft although some are aware of it. But really, it's just been a life passion and I credit that video and this game for helping me get so interested when I was younger.

Thank you to everyone involved in this game for bridging such a rare gap of gaming and the true feel of the outdoors. The UnReal World is still an incredibly unique game. Maybe it's nostalgia for me at this point, but nothing else brings images of actually being in the wild to my imagination.

So I must ask... I've tried hard to find that flint and steel video. Is it still available anywhere?

My recreation of Sami's birch bark fire starting method, from 2013:

This works amazing even when the whole forest is soaked, by the way!

Another rainy day in the forest:


Getting ready for tea out in the steppes:


Take care, everyone!

June 15, 2021, 07:45:21 PM
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Re: We're getting closer and closer to new release I bet Lifetimers wouldn’t mind some beta-testing  ;D
Or even the community as a whole.

Ja ei muuta ku poppoo talkoisiin!

June 23, 2021, 06:44:47 AM
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anything