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Account for "NME", boost nutrition for cooked foods The wiki on cooking and recipes says the total calories in food doesn't change when the food is cooked. This is not accurate to real life.

Cooking food increases the food's net metabolizable energy (NME) — the calories your body can actually extract — by breaking down cells in advance, reducing your digestive effort. This is the main reason humans cook food.  The extra energy we get from our food by cooking it is the reason we can have huge energy-consuming brains and small stomachs relative to other creatures. It's a big difference, and it makes sense to include this in a simulation of human metabolism of food.

NME bonus calories vary by individual food. By data from nutritionists: Cooking meats typically adds around 20% to their NME. Berries are also close to 20%. Cooking starchy vegetables (such as turnips or reed roots in the game) adds about 50% to NME calories, and processing and cooking grains adds 200-300% compared to eating raw grain.

Some players have commented in the past that making soups and especially porridges doesn't seem worth the effort for the food value you get. The numbers above show that those are the foods most affected by neglecting NME, so to the degree that's a real problem, this is a good explanation for it.

My first suggestion is to just expose a "nutrition multiplier" parameter for each recipe in cooking mod text files. That way I can do all the work for my own idea, and make a NME recipes mod for myself and the players that want to try playing with these changes.

Or if you decide this is a good feature to add for everybody, adding bonuses by cooked food category (20%/50%/250% for meat+berries/veg/grain) would be a simple change that is mostly accurate to real life.  Or to be more cautious against upsetting the current game balance, perhaps cut those values in half as a starting point, then tweak for balance.

April 01, 2025, 11:26:16 PM
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[Fixed - 3.86.1] Irrational durability loss of gears reclaimed from robbers So, I had a blacksmith crafted me a wonderful masterwok iron spectacle helm and was wearing this brand new helm. The other day, I ran into a bunch of robbers and with the confidence from the helm, I fought back. However, they still took me down and took everything from me including that helm. Luckily, some villages were not far from where I was ambushed, so I decide to ask for some help. Shortly later, I brought two helpers back and killed those robbers. I was happy to retrieve my gears, especially that nice new helm of mine, but when I took a look at the helm, I found the helm basically ruined. (A picture of that is attached below)

It lost about 60% of durability, though the robber had it for just a couple of hours. How could he ruined it this badly. The helm had experienced only two battles. I didn't remember iron helms are so easily to be damaged.

My hypothesis is that the durability of the helm didn't inhert its original value. It was regenerated as other armor type loot. I don't know if this is supposed to be a bug or design. but it feels a bit strange.

Edited: added the version information

April 16, 2025, 03:43:26 PM
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Version 3.86 stable released Stable version 3.86 is now released and available on Steam, Itch.Io and for lifetimers.
Find the changelog since 3.86 beta version below.
For the full changelog see 3.86 beta release post here:
http://www.unrealworld.fi/forums/index.php?topic=7463.0

Version: 3.86 (stable)

** Saved characters from version 3.80-> are compatible with this version. **

 - adjusted: excess ingredients and the basic "boil" cookery option

          If the ingredients to be boiled wouldn't actually fit in the selected boiling pot the excess amount just vanished with no information of any kind. Now you can boil only the amounts that actually fit in the selected boiling pot and information about too low container capacity will be displayed when applicable.
 
 - adjusted: outcome of appetizing herbal effect

          Successive eating of food with appetizing herbal effect might get the character into loop of being able to eat endlessly. Consecutive appetizing effect is now toned down to avoid this situation. Moreover, there are specific eating messages to notify of increased appetite so that the appetizing effect is more better noticed.

 - added: root harvest for riverpig and water lily

          These water plants didn't provide any harvest earlier, but now they yield large roots which can be utilized as is or ground for flour. The both plants are poisonous so boiling the roots before usage is commonly practised. To collect the roots you have reach to the lake bottom so the character needs to be wading in order to harvest these plants.

 - fixed: cookery recipe preparation times set incorrectly

          Recipes that are left preparing on their own were cooking too quickly due to incorrectly set preparation time values.

 - fixed: paddle crafting didn't take the board quality or preferred tools into account

 - fixed: watercraft getting located at skerries or islets upon zooming in

          Zooming in at rivers/fords/rapids might occasionally locate the character and their watercraft on skerries or islets. This long-term issue has been fixed now.

 - fixed: riverpig and waterlily tile graphics were mistakenly switched

          Riverpig graphics actually presented water lily, and vice versa. They are now swapped, which is correct.
       
 - fixed: whole plant weights considering their yield

          Previously harvested plants might weigh less than the total weight of the parts, ie. seeds and roots, they yield.
          This has been fixed now and hopefully affects to all the plant weight inconsistency instances there were.

 - fixed: wrong treetype based naming of 'block of wood' items which resulted in shingle crafting being broken

          Blocks of wood were mistakenly named eg. "Block of pine" instead of the intended form of "Block of pine wood". For this reason eg. shingle crafting was broken.

 - fixed: bandage item weight

          It was mistakenly set to 1 lbs, and is now fixed to 0.5 lbs.

---------------------------------------------------------------------------------------------------------------------

Cheers!

April 17, 2025, 12:49:43 PM
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Re: [3.86] Skill gain from crafting shingles seems excessive And this is now fixed.

Fixed - persists in 3.86

May 14, 2025, 08:09:06 PM
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Bugfix patch in the making It's been busy times with bugfixing and before the summer truly kicks we're anticipating to release a new patch for version 3.86.
I believe the most urgent issues have been found and fixed by now, but we'll continue with squashing a good fistful of lesser reported bugs before wrapping things up for a release.





May 14, 2025, 08:19:35 PM
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