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Re: How many fishing nets does it take to survive? Original
https://www.reddit.com/r/URW/comments/hn0cn3/how_many_fishing_nets_does_it_take_to_survive/

July 22, 2020, 10:14:10 PM
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Re: Trouble with wooden walls since 3.63 Original
https://www.reddit.com/r/URW/comments/howntx/trouble_with_wooden_walls_since_363/

July 22, 2020, 10:15:37 PM
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Details of fireplaces and smoking meat with new fire mechanics I've been trying to get my head around how smoking food has changed in 3.63. The question I have is how large a fire is required in order to keep the process ticking along.

At first I thought that we would need to have a continuous fire for a few hours in order to fully heat up the fireplace, and I erred on the side of overdoing it. I tried various combinations of firewood and branches to get the fire to the level of either 'burning for a few hours' or 'burning for several hours'. The smallest combination in my haphazard trials was 5 firewood and 20 branches or thereabouts. I had no meat spoilage doing this, even if I missed a day (I would then make a larger fire, e.g. 80 branches, to make up for that).

Since I had no spoilage, I thought I was overdoing things, and this is a significant amount of firewood to go through in midsummer. Also, as far as I can tell the fireplace heats up even with the minimum fire (16 branches, or 5 firewood and 1 branch). So now I'm trying to see what happens with the minimum firewood. Now I'm getting spoilage. At first I thought it was that I had misjudged the boundaries between days and inadvertently missed one, but I get more spoilage the more that a batch of meat has been smoked during my 16-branch fire regime. The bits that were mostly with my large-fire regime and only a few days of 16-branch fires only had a little spoilage; my last batch that was entirely done during the 16-branch fire regime had ~40% spoilage. So, something is going wrong.

Is it that the 16-branch fires are too small? Or is it something with the timing of the checks, and my pretty haphazard schedule of lighting fires (while trapping, active hunting, building a cabin, long trips, etc.) means that the small fires doesn't have the margin of error for smoking that a larger one does? I've frequently lit a fire in the morning, left my settlement, and come back and lit a fire at night the next day. Perhaps this is now a no-no without lighting large fires. I presumed that the game would do a check at 8am each morning whether the fireplace was heated since the last 8am check. But that is just a presumption.

Another issue is that I don't understand the details of how heating a fireplace now works. It may be that 16-branch fires are too small to properly heat the fireplace. Maybe there is now a continuum of how hot a fireplace gets, and my ~40% spoilage is because a 16-branch fire only gets to ~60% of the necessary heat. In this case, the question is 'how large a fire is needed to fully heat a fireplace?'. A wrinkle here is that the game describes as a 'heated room' a room with even a minimum-sized fire that has just been lit, which is what emboldened me to try 16-branch fires.

I would need to do more systematic testing to come to any kind of conclusion. In the meantime, I thought I'd ask the other players, you, what your experiences and meat-smoking regimes have been.

July 23, 2020, 12:38:20 PM
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Re: Details of fireplaces and smoking meat with new fire mechanics Thanks, I hadn't seen that Steam discussion, that is very helpful.

I can tell you 200 branches is much more than needed. I used 80 and got zero spoilage.

July 23, 2020, 01:30:37 PM
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Icebox I tried an experiment. I took down a herd of reindeer late fall, about ten minutes worth of fresh ice but no snow on the map. I piled the slain deer 5 of them in an ice hole. And then went to skin butcher and start tanning the hides in that order. I was able to start the process on 3 of them bjyefore the last to went rotten. At no time did the ice melt. I feel that the deer did not exceed a temperature of greater than 0°C and as such should have kept longer than 3 to 4 days. What are your thoughts on this? It's a cold temperature or gutting and draining the blood more important to keeping a carcass from rotting in real lifr. Do you think it's worthy of a suggestion since Sami has been working on more realistic temperatures

July 30, 2020, 09:57:32 PM
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Off to holidays! So, there's still summer left and there are no showstoppers discovered in the latest version -- that equals to me getting off to holidays now.
We can call this latter summer holiday, and I have feeling I'll spend quite a long one. So it's likely autumn, or early winter, before I get back to development chambers again.
I still can be reached by e-mail, but expect delays with replies. And on rainy days I may rarely pop up at forums too, but don't follow conversations very actively at all.
Take care, help each others out, stay safe and have some good times and adventures!
I'm off to holidays...


August 01, 2020, 07:29:53 PM
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Re: A "get lost!" button? You can throw a glove in his face, which would probably make him angry enough to fight you...
August 03, 2020, 09:45:09 AM
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Re: What's Going On In Your Unreal World? My newest guy, who has been able to get nothing better than a harsh skin or fur from the few squirrels, hares, and birds he'd trapped, recently chased down a lynx. One arrow rendered it unconscious and then it was clubbed to death. I had a Companion who claimed he had moderate hideworking skills, so, I told him to skin and butcher it. He couldn't do any worse than me!

Anyway, he produced a SUPERIOR skin! I rested up for every step in the tanning process, stripped down, and used his assistance. In the end, I got a Superior lynx fur!

This guy, whom I play as an indentured servant who was marooned in the deep forest far from home when his new master died from a fire (Not all who wander), has had some fortunate occurrences.

In the first village he found, he was asked to supply branches for fires and got the '5 squirrels' reward. Then he found a drowned bear which he skinned. He got the meat and some harsh bear fur armor from the skin.

Soon after, he found a wounded adventurer whose reward was a hidden treasure on an island. Coincidentally, he'd just gotten the 'Punt' quest. Using that punt, he found the island, recovered the rich reward, and turned in the punt. And now he has that excellent Lynx fur.

August 06, 2020, 12:04:12 PM
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Re: A "get lost!" button? Well, I'm part of the development team, and personally I feel that something like "threaten" would be both interesting and useful future addition at some point.

Basically, instead of a full-out fight a character could choose to act in a threatening way. Then the AI should evaluate if the threatened being would choose to flee or to counter-threaten, or to attack.

I could imagine this working both for animals and humans. And what little I have seen animal behaviour, seems like a natural way for many of them - first trying to negotiate the situation with different displays of threatening moves, and if they don't work only then a full fight ensues.


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How do you think you can claim the wilderness where is no mans land as your territory?

I might be a simple person, as I'm not aware of any other means that the exact thing Skyleaf mentions. You tell others that you consider this or that plot of land as your territory, and ask them to leave if you feel so. If the others refuse to respect your statements, then it ultimately boils down to this or that form of violence to sort out who can stay and who needs to leave. In the modern society fist fights and lethal combats are (most of the time, in most of the countries) replaced by stuff like police, courts, legal punishments, jails etc. But the underlying basic mechanism is the same; the one who can backs ones claims with more firepower is the one who controls this or that piece of land. (From the philosophical point of view; I'm not here to say if I like things being this way, or if this is the most preferable way to handle land ownership. I'm merely just describing the way things seem to be in most of the human societies.)

August 08, 2020, 02:36:46 PM
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Re: Who were "Njerpez" ? This might be a bit of a disappointment, but here are a few words from the very person who crafted the word "Njerpez" and drafted their place and role in the UnReal World;

1. As far as I know, the name is just a pseudo-word, chosen for the way it sounds to a Finnish-speaking person. (Of course there probably always are sub-conscious influences I'm not aware of myself.) Without meaning anything specific it just sounds "foreign". It should be noted that the same principle applies to all the other cultural names in UnReal World - most of them are pseudo words chosen to sound like a words which could've existed in ancient Finnish language.

2. Although UnReal World is based on Iron Age Finland (roughly 800 AD - 1200 AD), we deliberately chose to make a phantasy world resembling historical Finland. That way we have some artistic freedom, and not all the details need to be 100% accurate. Just like the world map is not real Finland, so the tribes and cultures are loose adaptations. Especially the Njerpez. They are somewhat based on Russian cultures.

Historically speaking, there is the 1323 AD treaty defining a border between Swedish Kingdom and Novgorod Republic. That border runs through the area which was home to Finnic tribes. So, a lot simplified, around the turn of 1200 - 1300 AD the land mass now known as Finland saw the Swedish Kingdom expanding from the West, and Novgorod expanding from the South-East.

One fictional inspiration for the world of UnReal World has been an alternative history; how would late 1200 AD Finland have looked like, if the Swedish invasion didn't take place? In that case, probably, there still would've been some sort of Novgorod expansion. And not just Novgorod expansion, but probably also Finnic tribes launching (counter)raids into Novgorod territory. Or, actually this Finnic - Novgorod warfare probably is also historically accurate, but only fragmentary documents remain.

EDIT:

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The Njerps are, after all, crazed nutjobs, rather than a normal culture.

I must say that personally I'm a little bit sad about that. I mean, I feel that it would be great if we had all the cultures of UnReal World more detailed and behaving in more realistic and complex way, with multiple layers in their behavioural patterns and repertoire. But that is a huge task which would require a lot of AI programming, and the main focus has been developing the simulation of nature and animals.

August 09, 2020, 08:56:29 AM
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