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Messages - Sami

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16
Gameplay questions / Re: Antlers and bones
« on: February 19, 2024, 05:05:46 PM »
Rookie question....
Can you do anything with the bones and antlers from reindeers?

Yes you can. Bone arrowheads and bone fishhooks.

17
This will be fixed/adjusted in the next batch so that the blunt arrows will be prone to quality modifiers again.

Fixed - persists in 3.82.

18
Development News / Re: Pausable tanning and arrowmaking
« on: February 12, 2024, 09:16:55 PM »
Question related to the tanning change: will a rinsed skin still spoil or will Buoidda’s suggestion to remove spoilage from tanned, rinsed, yet hard skins be removed? Or will the initial softening to fur/leather remove the spoilage from skins?

There are no changes nor additions to the existing tanning mechanics, except that the last stage now becomes pausable.

19
Development News / Pausable tanning and arrowmaking
« on: February 09, 2024, 11:17:00 AM »
For the next version we'll also proceed with adding some more pausable crafting.
The last (and most the laborous and time consuming) phase of tanning - softening the hide - now becomes a pausable task allowing you take breaks and continue at will.
Arrowmaking will also be become pausable. Start crafting your batch of arrows, and then take a break and continue at will - finishing it in parts as you please.
As we know, tipped arrowmaking is harcoded due to sake of the complexity of multi-part item composition.
But the blunt arrow, found in diy_glossary.txt, will also become a pausable craft. With this we'll test and introduce allowing pausable crafting to be extended into moddable diy_*.txt files. Once we get these things going the mechanics will be built up to make all the crafting pausable in the near future.

These are future features - not yet functional in current version 3.82.

20
Solved'n'fixed bug reports / Re: [3.82] No more fine/superior blunt arrows
« on: February 08, 2024, 08:18:26 PM »
Yep, there's some tweaking to do for the blunt arrows. It came out in a bit of under construction phase.
As Galgana advised [noquality] tag for the wood material allows quality blun arrows again, and we'll fix that in place for the next patch.
Arrowmaking is going to be pausable task in the next version, so the crafting time is likely to increase also.
Crafting a working blunt arrow from relatively thick one piece of wood with only cutting tools can be actually quite demanding and time consuming.
To make a fine one, is even more demanding - so mere 45 minutes is serious underestimation.

21
Bug reports / Re: Arrows from island to another do not fly.
« on: February 08, 2024, 08:11:51 PM »
Can you post a screenshot about the situation?
At first I'd think there's some elevation in between that causes the confusion.


22
Development News / Re: Hafting additions completed with shovels
« on: February 06, 2024, 08:02:14 PM »
Are other items, such as staves and clubs in the scope of next update, or will that be later release (I can see this ballooning very quick)

Other tools wear and tear additions will remain for later releases. It's probably not worthwhile to add these mechanics for all the utensils you may need in
crafting and building tasks, but for the relevant ones.
However, as we know all the weapons are already prone to damage in combat situations.

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Can we expect wear and tear to be moddable; now/later/not?

I'm not sure what type of modding you are thinking of there, but the answer is yes.
Axes and shovels are automatically included in the wear out mechanics in all the crafting and building task - including diy_*.txt and biy_*.txt files.
The level of wear out can be specified with modding tags since in some tasks the tool may be used less intensely than in others.
You can also add tag to completely exclude the wear out mechanics for some entries, if need be.

23
Development News / Hafting additions completed with shovels
« on: February 05, 2024, 05:29:40 PM »
The work with upcoming hafting features is completed now. In addition to spear and axe hafting we added hafting and wear out mechanics also for the shovels.
This means shovel hafts will also wear out over time and will eventually break. And yes indeed, when the shovel haft breaks the remaining shovel blade can be then
hafted again to assemble a new working shovel.
Wooden shovels are an exception, as they are made out of single piece of wood and do not feature a separate haft.
Wooden shovels will wear out too, but when they break they are of no use anymore - other than maybe used as a firewood.

Now we'll move into some bugfixing and adding random lesser features and then start to wrap things up for a release.
Version 3.83 will be released this month. Stay tuned.

24
Not bugs / Re: Minor text issue - skis & withes. Oh, and game courses.
« on: February 03, 2024, 06:18:39 PM »
The in game text says that withes can be used for making skis, but skis need a minimum tying equipment of 1.7m and withes are only 1.3m and cannot be joined together.

Solution:  Remove "withes" from the in game text on making skis.

Quite late reply from my behalf, but it's still possible to use withes despite of their single piece length. Try with two withes, there's enough withe for ski making, and the game should accept it just fine.

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EDIT 16/01/23:  Another minor text issue, on completing the advanced game course you get a message saying you can begin the game courses again if you wish.  I think this used to be a thing a few years back, but has since been changed.

Solution:  Change the text to reflect that doing the game courses multiple times is no longer possible.

I don't recall making text changes recently, but checking codewise after completing both game-courses it should say:
"You have completed both game courses. Now proceed with free gameplay in the UnReal World."
After completing only one course, advanced or living in the wild, you are advised that you can continue free gameplay or choose another course.

25
Solved'n'fixed bug reports / Re: [3.80] Hired help timberwork too fast?
« on: February 03, 2024, 06:07:51 PM »
This was a clear bug, and fixed by now. There were flaws in NPC work timer calculations which made especially the timberwork to get performed far too fast.

Fixed - persists in 3.82.

26
Fixed. We'll allow fishing to work as long as the water nearby in sight, so one doesn't have to face directly towards it.

Fixed - persists in 3.82.

27
Development News / Haft wear out and breakage mechanics continued
« on: January 27, 2024, 05:01:18 PM »
As mentioned in the earlier post we're working on axe and spear haft breakage mechanics and re-hafting features.
To come up with separate spear and axe head and haft items was the easiest part of the process. And that's fully completed by now.
To add mechanics and features to combine head and hafts into fully working weapons, ie. hafting, was a bigger thing to accomplish but it's also done by now.

What's been more tricky was to add active wear out mechanics when these weapons are actually used in the game world.
Be it crafting, building or in the combat. But we've gotten there by now and your axe hafts will actually wear out when the axe is used.
And eventually, when severely worn out, they will break.
(This coding groundwork can be later on utilized for making edged weapons getting dull in use, so that feature is also one step closer now.)


Here's Olaus. He has been using his axe for a long time, and now upon felling yet another tree its worn haft breaks.

It was one thing to make the haft wear out mechanics work for player character, but we also needed to put in effect for NPCs. That wasn't a piece of cake, but it's done by now.
And that opens up an opportunity for variety of new incidents to take place. It's not likely, but theoritically possible, that one day a player character finds an old axe or spear head from the woods. Dropped and left there due to NPC activity.


Here's a bear fighting scene with a companion called Aimo.
Aimo's spear haft breaks at the critical moment, but he wisely proceeds to grab the fallen spear head.
If need be, spear heads can be used as sort of substitute for a weapon, although far less effectively than a proper spear.

These are future features - not yet functional in current version 3.83.

28
Development News / Re: Spearfishing, spawning fish, and the lippo
« on: January 25, 2024, 07:37:23 PM »
Are there plans to introduce smelt and lamprey as additional fish species in UnReal World waters, considering their common association with lippo fishing?

The answer is still the same as above  ;)

29
Please mark this as not a bug. It's just an unusual occurrence.

I reckon there's bugged stuff involved in here.
At least the mushroom tile graphics should be visible if you can examine them by looking at. Here it's not so that's bugged at least.
Would you care to send a savegame from this said location, would help to get on track with it.

30
Development News / Re: Haft them axes, haft them spears
« on: January 18, 2024, 07:51:28 PM »
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which can break over time or upon damage

Or do you mean them being worn away and eventually breaking after repeatedly using them for crafting/activity over time?

That.

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AFAIK the only way to damage weapons is to use them to block attacks. Are there other ways they can be damaged?

Currently there are no other ways, but there will be when these hafting features get released.
Then the hafts will start to wear out from all the regular tasks the weapons are used in;
crafting, building, chopping trees, etc.

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Some scenarios (from most likely to least likely):
A spear losing its head while it is used to spear fish in shallow/deep water and while you are standing on land or on shallow water.
A spear/axe losing its head just as you finished making a hole in ice.
An axe losing its head while it is used to fell a tree while standing over shallow water.
Using a spear/axe to attack an entity that is standing on shallow water or swimming in deep water.
Throwing a spear/axe to attack an entity that is on shallow or deep water.

Is it possible to lose an axe_head/spear_tip during the above scenarios?

Yes, it is possible, even though I haven't yet actually considered how to cope with the heads falling into the water.
But when the haft breaks the heads drops at the character's location - and if there's a water tile, for example when the character is wading, then the head drops into the water - and with the current mechanics it gets lost.

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