See likes

See likes given/taken


Posts you liked

Pages: 1 ... 30 31 [32]
Post info No. of Likes
Wrapping up the crafting menus, dialogs and the wood type preferences Slender trunk wood types and their effect on item crafting.
Wood type being derived from the raw materials into certain crafts.
Separate menu for modded items.
These are things that have been on the table lately, and they've kept me quite occupied - as I expected.
Lots of code re-write, lots of checking and adjusting with the existing content, and several little spin-off features emerged from these additions
but now we're in a good situation where these can be wrapped up - and then move onto other features.
You'll be seeing the full potential and effect on the gameplay in the next version, and now let's wrap this post up with a few screenshots and remarks of these additions.


Sara is crafting wood slats, with an intention to make arrow shafts from them - and there are several additions to be seen in the screenshot.
Firstly, we'll see that birch is now also a preferred wood type, in addition to pine. As a result the best wood slats, and the arrow shafts thereof, are now made of pine and birch.
But here Sara goes making her wood slats from spruce, which is also doable, although the highest quality results can't be expected.


Sara has been making some wood slats from slender spruce and birch trunks and is now crafting arrow shafts.
Here you can see that Sara's inventory shows wood slats described by their wood type rather than the generic name. This is the new wood types in effect.
Certain applicable timber type items now derive the original wood type from the materials used.
Notice also that the material requirements dialog now shows the actual item name, "Arrow shaft", rather than previously seen generic "Craft an item".


Sara goes exploring some modded stuff in the newly added mOdded items make menu.
Modded handcrafts menu is blank to start with, and here there are two item categories defined. Notice that r[e]peat option at the bottom-right of the screen now also
tells the exact item name for repeated crafting, marked with (mod) prefix to indicate this specific item was crafted from modded handcrafts menu.

February 14, 2025, 05:17:43 PM
1
Re: Typo found in encyclopedia Fixed. Appearing as a typo, this was actually caused by too long line in the encyclopedia file.
February 25, 2025, 12:07:46 PM
1
Re: [3.82] Porridge can only be cooked in absurdly small portions Porridge portions sizes are going to be adjusted to reasonable amounts in the next release.
Why they currently appear all too tiny is an oversight as the water required doesn't get included in the finished product, so the portion size is based only on the flour weight.

Moreover, we're also adding mechanics to define number of portions to cook so you'll be able to make a full pot of porridge if need be.

February 28, 2025, 11:21:50 AM
1
Villagers lighting up trees [3.85] It looks like villagers perceive tree with a branch on same tile as candidate for a camp/bon-fire.
Current version seems to have occasional loose branch on a tree, and if villager sees it or feels (cold, or just whatever-man) they'll light it up.

see pic, also: save available

March 01, 2025, 04:01:11 AM
1
Re: Where from comes myth from the game's intro? The first winter is an adaptation (and combination) of "stealing of the Sun", and "Sampo" myth. The idea that a long long time ago there was an age of prosperity, when earthly life was somehow free of trouble. And then something happened (the sun went down and didn't rise up the next morning), things got difficult. But the humanity coped, and eventually the Sun returned - but somehow it was no more the same, things were different, something had changed permanently.

I remember that about the same time when UnReal World turned from a more generic "sword and magic" phantasy to Finno-Ugric mythology, Sami was also considering changing the title of the game. But a considerable number of players resisted, saying that they had grown attached to their mental images of a phantasy world which is somehow "unreal".

So, we took these ingredients and cooked a fictional mythology which both keeps the original name of the game, explains it, and still draws from Finno-Ugric mythology - not being a direct reference, but an artistic adaptation of the age old themes.

EDIT: Hmm, so I think that the theme of "unreality" as such isn't a theme in Finno-Ugric mythology. But there is this idea of world being made of various layers, most of the layers being unseen to the normal waking consciousness, but those unseen layers oftentimes being the most influential. So, the "unreality" is an adaptation from that idea, thinking that once humans had a direct contact and communication with all the unseen layers, but then they lost it - humanity survived, but the direct contact with the unseen world became more like a rarity, something for trained professionals, and rare occasional supernatural encounters experienced by common folks, and a loose collection to beliefs and rituals to manage these relationships.

March 05, 2025, 07:37:06 PM
1
Re: [3.84?- to present] can't find missing farm animal And indeed, there's been a bug here. Sometimes animals have decided not to move prior to getting into forest cover, and that's why they haven't left any tracks to find either.
This has been fixed now.

Fixed - persists in 3.85


March 06, 2025, 08:28:35 PM
1
Portion based cooking Now working on portion based cooking, which means that you will be able to cook multiple portions of certain recipes and prepare for example a full pot of porridge if need be.
The number of portions to prepare is asked when you start cooking and the amount of required ingredients are adjusted accordingly.
Portion based cooking won't be a thing for all the recipes, but for the relevant ones where it becomes most handy; porridges, some stews and soups.
At the same time we'll be checking all the recipes and some ingredients adjustments and corrections will also take place.
There will be also a new [portion:num] modding header tag added so that you can utilize the portion based cooking with modded recipes too.


As Klavus goes for cooking basic porridge he's now asked how many portions to prepare. 5 is maximum in this recipe, and it equals to preparing full pot of porridge.


Klavus starts to prepare 5 portions of porridge, and the ingredient requirements are increased accordingly. It takes good amount of flour to make a full pot of porridge.

These are future features - not yet functional in current version 3.85.


March 07, 2025, 06:56:12 PM
1
Preserved meat/fish cooking and birch-bark pots We're soon preparing to wrap up the upcoming version and hopefully have a beta release out still this month.
There have been such a significant additions that I wouldn't be surprised if beta period would remain rather long before all the issues that may arise are tackled. But we'll see then.
And the last new features we'll still add to this version are quite exciting as well.

We'll have a bunch of new recipes and ways to utilize dried and smoked meat in cooking.
There will eg. dried meat soup and dried fish soup. Moreover, you'll be able to use salted meat/fish as an alternative to raw meat/fish in cooking. So you can prepare eg. meat stew using using raw meat or salted meat.

And then, there will be a new craftable cooking vessel made from birch bark - a birch-bark pot.
Despite the term it's rectangular in shape, made from a single sheet of birch-bark with the seams sealed tightly with split twigs. These can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.
Cooking in a birch-bark pot requires constant care so the recipes that could be left preparing on their own in an iron pot need to be maintained constantly when prepared in the birch-bark pot. For this reason cooking in the birch-bark pot takes more of player character’s time. Birch-bark pots also wear out a bit with every heating and can be used only a limited number of times. Their smaller size also limits the number of portions you can cook at one go.

And apparently, in order to make birch-bark pots we also need to add mechanics to harvest birch-bark as sheets in addition to current method of harvesting it in long-strips.
We've got a bit tight schedule coming up, but I'll rest my case now and hopefully the next news you'll see will be 3.86 beta release news.
Stay tuned.

These are future features - not yet functional in current version 3.85.

March 22, 2025, 04:33:25 PM
1
Re: Is it possible to acquire any type of yarn in winter without any trading?
Hey! In winter, it can be tough to find yarn without trading, but you might still have options. Look for wild plants like cotton or flax that can survive the cold. They might not be common, but if you find any, you can use them for bowstrings!
Moderator note: Muted. If not a spam bot, contact @JP_Finn  or @ineedcords

March 28, 2025, 04:15:11 PM
1
Re: Version 3.86 beta released ...3.86 beta changelog continues...

 - added: birch-bark pot - a cooking vessel made from birch-bark
   
          Birch-bark pot is a craftable alternative to an iron pot and practical solution for cooking in the wild. It is made from a single sheet of birch-bark with the seams sealed tightly with split twigs. You can craft birch-bark pot from [M]ake menu “Utility articles"-category, and they can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.
         Cooking in a birch-bark pot requires constant care so the recipes that could be left preparing on their own in an iron pot need to be maintained constantly when prepared in the birch-bark pot. For this reason cooking in the birch-bark pot takes more of player character’s time.
         Birch-bark pots also wear out a little with every heating and can be used only a limited number of times. After having been used for some time you will notice the pot quality decreasing, and when it reaches the lowest level the pot will soon become unusable. Higher quality birch-bark pots last the longest so your character's crafting skills also come into play there. The smaller size of birch-bark pots also limits the number of portions you can cook at one go.
         There’s also BIRCH-BARK POT game encyclopedia [F1] entry available for more information.

 - added: {Boiling pot} cooking vessel requirement for boiling based recipes

          When a cookery recipe requires boiling the ingredients the required cooking vessel is now called “boiling pot”, as distinguished from the generic “cooking pot” which can be for all kinds of cooking. Suitable boiling pots to use in cooking are either the common iron "pot" and newly added "birch-bark pot".

 - added: harvesting sheets of birch-bark

          It is now possible to harvest birch-bark also in sheets, in addition to already existing method of harvesting birch-bark in long strips. This is done with the common ‘Peel bark’ TIMBERCRAFT option. Upon peeling bark from a birch tree you are asked whether to harvest it as long strips or sheets. Birch-bark sheets are currently used only in making of birch-bark pots, but more uses are likely to be added in the future.

 - changed: some TIMBERCRAFT menu options have been shortened as follows

          "Chop a trunk into blocks" -> "Chop blocks of wood"
          "Split firewood from a block" -> "Split firewood"
          "Carve trunk into a log" -> "Log"
          "Split a trunk into boards" -> "Boards"
          "Cut branches/twigs from a tree -> "Twigs and branches"
          There are also new informative messages displayed when some of these commands are used to make their mechanics more clear to new players.

 - modding add: [portion:num] header tag to specify cooking of multiple portions

          [portion:num] is used in cookery_*.txt recipe header line to specify maximum number of portions that can be prepared for the said recipe.
          For example, in a header line like this:
          .Porridge. *COOKERY* /30/ [portion:5]

          [portion:5] tag specifies that 5 portions of this recipe can be prepared at one go. It should be understood that [portion:] never prepares multiple items, but multiplies the size of single food item prepared.
          To specify which ingredients in the recipe are prone to [portion:num] multiplying you should use the already existing [patchwise] tag.
          For example:
          {Flour} #0.2# [remove] [boil] [patchwise]

          Here it's specified that 0.2 lbs of flour is needed for one portion of the recipe. Now the [patchwise] tag here tells that multiple amounts of this ingredient is required if multiple portions are prepared.

 - added: applicable cookery recipe name shown as the title of the cooking requirement dialog

          Previously there was a generic "IGNREDIENTS" title. Now the recipe being cooked eg. "Flatbread" or "Fish soup", is shown along with the number of portions to prepare, if applicable.

 - added: RENDER_DRIVER setup option (to remedy OSX slow rendering issues)

          This option isn't normally needed at all, but it may prove useful for slow rendering cases which have been rarely encountered with some OSX systems.
          The said rendering sluggishness is related to default render driver chosen by SDL, which may not always be the optimal. Now you can specify the preferred render driver with this setup option. To specify the render driver to use edit urw_ini.txt in your game installation folder and find or add [RENDER_DRIVER:] tag in there. P
          Possible values to use are: 

          default
          direct3d
          direct3d11
          direct3d12
          opengl
          opengles2
          opengles
          metal

          To overcome OSX rendering sluggnishness you may try to use metal as follows:

          [RENDER_DRIVER:metal]

 - fixed: superior fur and leather impossible to obtain by hideworking

          Hideworking quality assesments were broken at the last stages of tanning which resulted in unintended quality degrade.

 - fixed: animal in the forest cover quest occasionally not generating the tracks essential for completing the quest

 - fixed: club type weapons in the villages getting stocked outside on the ground

 - fixed: sestas working as shingles and being set on fire upon shingle replacement

 - fixed: generic big tree trunks occasionally found at zoomed-in maps

 - fixed: ski equipment in Kaumo villages were always of perfect quality

          Now there's some variation, but their ski equipment still remains of very good quality.

 - fixed: southern flora not being generated correctly

          There was a faulty code which prevented southern flora from appearing in the southern parts of the world as intended. Due to this issue exclusively southern plants were practically non-existent in the world.

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

Cheers!

March 30, 2025, 08:36:49 PM
1