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Re: Fish traps? Fishing improvements are planned for future versions.

In the meantime I'd guess the best you can do is to mod it the way you've already done. (or maybe even use boards in the recipe, to emulate a liistekatiska). Then just use your modded item the way you'd use a stationary fish trap.

September 08, 2020, 06:25:16 PM
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Re: Craftable fishing nets and more
And I know its a long shot but any chance larger stationary fish traps could be included? Liistekatiska, a large wish trap made with thin strips of wood in shallow water forming a shape that lures in fish, was quite common fish trap historically in the region.

It's not a long shot, actually. I've been planning to take up on that right after the net code is finished. If we are lucky they'll be included in the same release.
We featured making slats (liiste) in 3.80 so more proper use for them is to follow.

June 22, 2023, 07:37:27 PM
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Re: Suggested changes to some plant nutrition values I think lake reeds are https://en.wikipedia.org/wiki/Typha

5 carb, 0 fat, 1 protein per 100g

June 25, 2023, 07:18:59 AM
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Re: Suggested changes to some plant nutrition values
First, berries in the game seem to contain very little nutrition compared to real life. For example blueberry has 6 carbs, 1 fat and 1 protein per 100g and 168 kilocalories per pound according to the Unreal World wiki. In reality, the values are about 10 carbs, 1 fat, 1 protein and about 295 kilocalories per pound (source: fineli.fi ). In the game, picking and eating berries will cost you more energy than you gain but I feel like you should be able to sustain yourself just by eating berries, at least for a while.

Fineli.fi has been actually the main source for UrW plant nutrition data. It truly seems that the current Fineli database suggests 10 carbs for blueberry, and at first I thought we've made a typo there, but then realised that some of the values are provided by THL and they have changed over the years.
Most of the values have been initially set around 2010, based on Fineli database, and you know what...I found out that (still) back in 2014 Fineli database gave 6.4 carbs for blueberry.
http://funktionaalinenravinto.blogspot.com/2014/07/mustikka-ja-sen-ravintopitoisuus.html

I really wouldn't say the berry nutrition is much off compared to the real life, but we just haven't updated it every time Fineli/THL changes the values.

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Then on the other hand, for example these plants seem to have quite high nutritional values: lake reed, bogbean and marsh calla. I don't know if these values are accurate because I can't find any information about the nutritional value of their real life counterparts. Limited information that I could find is that they are edible (some after blanching to remove poisons) but were generally used as animal feed because eating them was only slightly preferable to starving.

In the game for example lake reed has so much nutrition that it beats every cultivated plant except barley and rye. This becomes an issue because lake reed is so abundant that you can quickly gather very large amounts of it and this makes cultivating other plants kind of pointless. If it was actually this nutritious, people would have probably used it for more than animal feed and emergency food.

All the values have been fetched from different databases. I can't remember from where in case of lake reed (which is Phragmites australis in the game) but it is really packed with carbs and thus very nutritious. However, the levels actually change during the growing season.
And it has been used a lot back in the day - for both people and animals.  Little kids were told to have lake reed roots as a snack when they were outdoors by the lake.
You don't need much else to get a good boost of carbs and sugars if feeling a little low on energy.
Occasionally included in my personal diet too. Very precious plant - for the easy availability too.

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(As a side note, I was going to comment that nutrition value of turnips is really low but its actually higher in the game than in real life. You would have to consume almost 10 kg of uncooked turnip to get 2000 kilocalories. Life was hard before potatoes.)

Here again, Fineli might have had different values now than when the turnip values were initially set. Wikipedia is somewhat in line with current UrW values, though:
https://fi.wikipedia.org/wiki/Nauris

Well, if there's something to tune we'll tune it for sure, but all the values should be within reasonable and realistic range.
The thing is that after a decade or so some databases may show different values once again.

June 25, 2023, 09:47:31 PM
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Re: Thoughts on All Crops I guess you mean produced quantity from plant with the 'stack size' (stack in general is all items in inventory or ground that has matching properties i.e. 590 lake reed roots or 16 fine arrows)
You can open flora_xyz.txt file and the harvestable amount is in parenthesis immediately after the plant's name. e.g.
.Turnip.     (20)
.Pea.        (5)

Hope this helps. Wiki also seems to be mostly up-to-date on that.

If you believe clayweed should produce more, you can always edit the amount in the files, then when you sow new or load an area previously not visited, the new maximum will apply to the generated plants. After all, it's your unreal world.

August 01, 2023, 08:32:32 PM
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Re: [3.80] Canceling the building of post-spruce will make the young spruce walkable This one was acknowledged by Sami and deemed "let it be"
August 03, 2023, 10:24:23 PM
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Re: Is there any point retting nettles? If you ret and dry nettles, 150 straws will yield 10 fiber bundles. If you extract fibers from non-ret nettle straw, you'll get 9 fiber bundles from 150 straws. I've not experimented enough to say for certain there's fixed 10% loss. (at 'Skilled textilecraft' 56%)
August 08, 2023, 09:42:42 PM
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Pausable tying equipment and a few hiccups, twists and tweaks As mentioned earlier,  proceeding with the pausable crafting requires many kind of changes to the delicate core functions of the crafting system.
As feared earlier, mistakes or faulty code within these core functions might bring the whole crafting system into a state of malfunction.
And quite recently we experienced that as several batch production multipliers stopped working and the whole system kind of went out of order.
Luckily it didn't take too long to get things back in order, but it was a good reminder to continue paying careful attention to this transition and to proceed piece by piece, category by category.

When the hiccups started we were in the middle of converting crafting of the items in "textilecraft" and "tying equipment" categories into pausable crafting system.
That is now accomplished, and next we'll move into converting crafting of the items in fishing category into pausable system. When it's done, I think it would be best to start wrapping up things for a release.

With pausable tying equipment we had to allow a certain exception to the rule of continuing the paused craft. To continue paused tying equipment crafting you use any similar type of crafting again - ie. any cord, rope or withe - standing beside the partially finished item. So, even if you had eg. paused leather rope in the making trying to craft eg. birch-bark rope beside it continues the original paused craft. So, if you choose to craft any type of cord, rope or withe the existing paused cord, rope or withe at the location will be finished first. This is because comparing the item name to the recipe item name isn't as straightforward as we can have things like "Nettle cord" or "Mixed cord" etc. to be produced with "Cord" recipe. And so on. Having it work like this can be slightly confusing, but hopefully still tolerable. If not, we'll see about adding more complex comparison routines in the future versions.

And as we proceed, some new modding tags/properties will be also added as necessary. Now there will be a new [sucmodqty] item header tag to specificy success modified quantity of obtained items.  Using [sucmodqty] modifies the number of items to produce, specified as (num),  based on how the crafting attempt succeeded. Very succesfull crafting produces close to or exactly the specified number of items, and failures produce that much less. This kind of system is already in use with some hardcoded crafts but now it becomes also a modding feature, and for starters will be in use at least with wood slats and shingles.
As an example, if we had an item header like this:
.Club.   (10) /5h/ *COMMON* [sucmodqty]

This would always produce 10 clubs if there wasn't [sucmodqty] in use. But now as there's [sucmodqty] tag it can produce something like 7-10 clubs based on how the crafting attempt succeeds.

These are future features, not yet function in current version 3.84.2

October 03, 2024, 04:15:31 PM
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anything