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Messages - Sami

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1
Carcassess don't block the field of vision. As seen on the video too you can easily see what's on the other side of the carcass.
It seems here terrain elevation here is affecting to what's seen there and what's not. Those calculations are simplified as well :)
Well, we'll see if this calls for adjustments. Not a high priority at the moment.

2
Suggestions / Re: Stack yarn of the same length 3.70 beta.
« on: September 18, 2021, 05:56:10 PM »
All the yarns I have were purchased from villages.

I've never manually cut a yarn and have always relied on the automatic cutting to required length whenever I dry food or make blunt arrows.

Okay, then we'll actually considered this a bug as reported here:
https://www.unrealworld.fi/forums/index.php?topic=6516.0

Auto-shortening doesn't always update the tying equipment weights properly. And as the weight differs, the stacking doesn't occur.
I checked out the village yarns and they're okay, the same length pieces stacking as they should.
This is issue is luckily already found and fixed and will be in effect in the next release.

3
Bug reports / Re: yarn weight bug
« on: September 18, 2021, 05:53:21 PM »
I didn't make the yarns myself. I bought them from villagers.
I tried to make the bug happen again. but I couldn't. I can't figure out what caused the bug.
as I remember, I only did buy them from villagers and used them to smoke meat cuts. ( and joining them? )

Ok. Thanks for the additional info.
Now this must be result of this bug:
https://www.unrealworld.fi/forums/index.php?topic=6516.0

In 3.70beta3 auto-shortening doesn't always reduces the yarn weight properly, but it will be fixed in the next patch.


4
Suggestions / Re: Stack yarn of the same length 3.70 beta.
« on: September 17, 2021, 03:33:32 PM »
I figured that the same length of yarn would stack just like the 150 foot ones your purchase from villages. Unfortunately it seems that the 25 foot yarn do not stack because they have different weights.
Please make the same length and material yarn stack together.

The real question here is why they have different weights.
Stacking rules are generic, if all the properties match the items stack, so in this case it naturally doesn't happen. But how were these pieces of yarn obtained?
If one tries eg. cutting yarn into smaller several same length pieces the stacking should be easily witnessed.


5
I'll bookmark this so I don't report it again.

This has been reported few times earlier, and I guess will be reported in the future too.
It's tricky to think about easy fix as the gameplay moves prior to bug triggering can be so varied and not easily and reliably recalled.
If one can come up with a good pattern to follow let us know, but it surely takes time even to try reproducing the issue.

6
Bug reports / Re: yarn weight bug
« on: September 17, 2021, 03:17:20 PM »
3.70 beta3
screenshot&savefile attached

yarn 100 ft = 3.6 lb
yarn 50 ft  = 13 lb ????

screenshot : i.imgur.com/I3iTCRy.png

savefile : drive.google.com/file/d/1y7F-yGRRYfleqoAQZJuDyl3kti5e8Nmd/view?usp=sharing

Sounds like this issue:
https://www.unrealworld.fi/forums/index.php?topic=6500.0

which will be fixed in the next release.

Did you produce those yarns by yourself? If so, then it's likely the same bug.

7
It happened a few weeks back in-game, but if a save game will help then I will send one.  Sami?

The character would need to be in the very situation, at the area with these traders, to check it out properly.
The save won't help If I can't find the traders anymore.

I thought the fix should be working okay, at least on my tries.

8
    1. I moved all the village items to a building.

It's likely the result of this. The game, and villagers, try to keep track of the items - what's carried and what released - but excessive transporting, especially if it includes villager requests to pay, can apparently break something in the debt data. What actually happens and where remains unknown since to find it out we would be able to reproduce the whole drill as exactly as possible.
It's quite impossible to track things backwards from the savegame. Some item ownership related data is surely messed up there, but at what point and why it happened is super tricky to find out.

The best advice is not to do this. Moreover, it can seriously lower yours characters trading reputation as hesitation and repetitive picking and dropping of unpaid goods doesn't please the villagers.

9
Suggestions / Re: Were you raised in a barn?
« on: September 07, 2021, 11:27:05 AM »
This has been talked about before and now I checked how it goes. Companions already make some checks when going through door thinking "Should I close it now?". Sometimes they do, but in most cases no. Why it's not done everytime is to avoid situations where eg. moving together with the player character they would slam the door close in front of players face. But as it's impossible to properly guess everytime how the door is preferred, closed or open, it would be safest to make companions shut it everytime they go through. However, in that case we'd sometimes be seeing several companions go through the door opening and closing it after each passing, and so on. Checks could be added endlessly, but it's not worthwhile to start making door handling simulator :) so "close everytime you go through" rule for the companions is probably the simplest - and least annoying - solution.

To freeze companions when they or player character enters the building is not a good solution, and I'm sure it would only lead into more frustration.

10
Bug reports / Re: Weird Weight penalty calculation
« on: September 07, 2021, 11:04:51 AM »
Yep, it's simply a bit weird and rounding also affects to results. I'll explain, but we hardly start adjusting this.
With single decimal precision 1.4 + 2.3 + 10.4 + 13.6 would be 27.7 but the actual item weights may have more decimals and the math is done with true floating numbers and rounding according to chosen decimal precision done only before showing the result.

In case of armours and clothes being worn you start to suffer from encumbrance penalty only after their total weight exceeds one tenth of character's weight. This is calculated one by one in the order of worn items appearing in the inventory so with different combinations the threshold is exceeded sooner, or later.

11
Bug reports / Re: [3.70] metric rope shortening
« on: September 03, 2021, 03:25:53 PM »
I'm not sure if this is a bug or not. It's a difference in functionality between metric and imperial modes, but it avoids a situation of having to choose between 0.3m, 0.7m, 1m, 1.3m  in metric mode, which is a bit inelegant I guess

It's difference in functionality. The interface wants to use whole numbers with tying equipment shortening, and with auto-shortening you don't need to worry about the lengtht all that much anymore. If there's need to be really precise with some lengths the best option is to select imperial units during the gameplay, then shorten, and switch back to metric.

12
Bug reports / Re: Bull tied in place v3.62
« on: September 03, 2021, 03:21:53 PM »
Hmm. I got the bug appear once, but now it seems I can't reproduce it anymore. Not so common and thus not easy to fix as first expected.
Feel free to report to this thread if you happen to encounter the issue.

13
Bug reports / Re: [3.70b] Typo
« on: September 03, 2021, 02:50:10 PM »
Fixed. It was a missing screen update thingie.

Fixed - persists in 3.70beta3.

14
Suggestions / Re: More uses for yarn in 3.70
« on: September 03, 2021, 09:29:03 AM »
I've been playing the new beta a bit, and I was wondering whether it would make sense to allow creating cords from yarn, now that we have textilecraft?

Yes, it's the intention that 3.70 stable will feature cords made out of yarn - and also ropes to be made out of cords.

Quote
Also related: now that plant fibres can be used for making yarn, wouldn't it make sense to allow harvesting even picked plants, like nettles, for extracting the fibres? The leaves aren't used for that purpose, but currently, once you pick the leaves you can't do anything else to the plant.

Yes it would. The old mechanics of how picked plants are treated internally was just bit of a bottleneck there - but I guess it will give in eventually...

15
Fixed. Persists in 3.70beta3.

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