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Stories / Re: The best shot I'll probably never do again
« Last post by Sami on December 04, 2025, 06:33:32 PM »
That was like hitting a coin sized moving object with a bow at 60 m !!  Through a spruce tree in the way!

This is not a coin sized object, and shot closer than 60 meters, but as it's small and moving enough I got tempted to share ;)
https://www.youtube.com/shorts/unPVxcTqX2U
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Mod Releases / Re: Njerpez Cookery Mod v2.0 - Dec 2025 Update!
« Last post by Bedlam on December 03, 2025, 12:20:07 PM »
Posted v2.02 of the mod today, minor tweaks and fixes.

In the latest URW 3.87 there's now a hardcoded "ember-roasted turnip" recipe, which mods can't update or remove. Of course NjerpCooking mod always  included its own version of this, so I did experiment with using the base game one and getting rid of the one we always had. But sadly, the base game one felt too inconvenient, as you need to burn fires for many hours to get some decent glowing embers and even these go away fast. I dont' feel that's very realistic, I myself successfully cooked root veggies in the embers of an ordinary small campfire in real life before, not to mention that you could dig a small pit for the veggies, cover with earth, and start a campfire on top to slowcook them down there.

Our vision in the mod is that roasting the turnip should be simple and convenient (otherwise why would a player not just eat them one by one, in the raw). So the current version has the original mod's "Roast Turnip" recipe included just under the base game one. You can use both, but the mod's one is recommended since all it requires is a fire and it cooks more turnips at once. It's a little confusing, having two "roast turnip" recipes under Vegetables. I hope future game versions might improve on this by making the base game ember-roasted turnip recipe a normal one, not hardcoded.

And now just for fun, a couple of mod-theme "postcards from the East":




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Suggestions / Make "ember-roasted" turnip recipe a normal one, not hardcoded.
« Last post by Bedlam on December 02, 2025, 05:18:00 PM »
I think this one cookery recipe for Ember-roasting was accidentally added as a hardcoded unmodifiable and unremovable cooking method in URW v3.87 or so.

When making mods involving cooking, you often have to overwrite cookery_glossary.txt entries to avoid having confusing dupes appearing all over the place if you altered any of the original cookery. Until now, if you just replaced the file with your own, it worked great - but with the hardcoded ember-cooked turnip recipe, you have no recourse to either change or replace it.

Would be great if it became a normal cookery_glossary.txt recipe in a future update. As I see it, there's no overarching reason why it has to be hardcoded?
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Mod Releases / Re: Njerpez Cookery Mod v2.0 - Dec 2025 Update!
« Last post by Bedlam on December 02, 2025, 05:14:34 AM »
I finally got around to updating the cookery mod properly. It's up to date with URW 3.87+ latest Steam and Lifetimer versions.  8)

Enjoy everyone. And please do post if you notice strange things, I have been playtesting my own mod alone so far, and there have been a lot of changes done to it for v2.0, so there might be annoyances or bugs we have to work out together as we find em'.  Cheers, cheftains!  >:(
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Mod Releases / Poisoned arrows
« Last post by Bedlam on December 02, 2025, 12:03:19 AM »
Poison Arrow Tips using Sand Mushroom!



Drop this file in your URW folder, and you'll be able to make poisoned arrows.

You will need:

- a wooden bowl for prepping the horrific Sand Mushroom poison paste, mixed with choice curses you have in mind for your enemies. The bowl is automatically trashed afterward immediately, being a hazard to health and life, if anyone accidentally uses it later.
- an ordinary arrow which you want to turn very evil soon
- a Sand Mushroom, please handle with care
- toxic intentions, toxic personality traits, general toxicity man, you need it all for this.

This is a simple mod that's safe to add and remove as you see fit & will not mess with any of your other mods. Simply copy the file to your URW folder, or delete the same file if/when you want to remove the mod.

On a technical level, what this does for you is turn an ordinary arrow into a broadhead; this is at the cost of effort, rare poisonous mushroom is required, plus effort to make the paste mixing bowl etc. Sadly there is no poisoning mechanism implemented in the URW engine, so what I did in the code was I tried to give it high point and edge damage upon hit, as well as turning the ordinary arrow into a broadhead for you which already improves damage.

The arrows worked well in my testing, though the increased damage code didn't seem to do much in terms of making your enemies instantly die (they do not instantly die). It's still a useful option, because at the very least your poisoned arrows should now be tradeable too for about twice as much as ordinary arrows would be. Feel free to add them to your game and enjoy.

PS: Animals downed with such arrows thankfully do not become poisonous.
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Mod Releases / Re: Njerpez Cookery Mod v1.01
« Last post by Bedlam on December 01, 2025, 10:35:54 PM »
I know this is necro'ing this thread, but I just wanted to say thank you, because after playing with this mod I made my own kvass at home and it was *delicious*.

That's heartwarming, that's the kind of feedback Njerpez chieftains would cheer for!  I too love home-made kvass in real life very much. Apparently since the fermentation naturally "catches" the spores flying around in the air and sitting on the breads you use, that means that the kvass made in each home can be expected to be slightly different in species & even taste to some degree! Your house must have the good vibes, no doubt.
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Bug reports / Re: LoydettiTarvike() bug, unknown what it does
« Last post by Sami on December 01, 2025, 05:30:49 PM »
This is the same issue as mentioned by caius, and now found and fixed. And true indeed, it gets triggered also when crafting bandages even though bandages aren't clothes per se. But bandages are categorized as armours & clothes, and that's enough for the message to get triggered.
But luckily it's only an annoyance with no affect to gameplay at all.

Fixed - persists in 3.87
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Modding / Re: A Query on Realism in Modding
« Last post by Bedlam on December 01, 2025, 04:39:13 PM »
My outlook goes something like this: I love the realism represented in URW, how the world operates based on intuitively understandable real life logic. But, I also want to enjoy my time playing the game as the player and not get carpal tunnel as much from repetetive actions that add little to my experience, so I frequently compromise the "technical" realism if that lets me get more enjoyable gameplay flow.

For example, I found that preparing and eating a tiny meal 3-4 times a day as URW character was too much fussing to constantly repeat, and was not enjoyable as the player. So instead I compromised (made more abstract) the technical water content in each cooking recipe to allow them to come out more nutrient-rich and concentrated. Each recipe lost realism in that it now only needed an abstract 1lb of water, instead of the real life measurements needed. It just became a "do you have water? ok good enough, we don't care too much about the amount you have". But in exchange, now you got nutrient rich pots of food becoming possible, and could eat twice or even once a day and be at "abundant" with some of those modded meals, but crucially for realism it still didn't create any nutrients out of thin air, it's still the same realistic nutrients you always had. You just no longer have to fuss as much on the keyboard to do the daily task of feeding yourself.

I feel like making stuff like that more abstract can be a very worthy sacrifice sometimes, where it improves the core gameplay loop & user convenience.
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Modding / Re: Mod with more character portraits from IRL photos, can I post it?
« Last post by Bedlam on December 01, 2025, 04:21:39 PM »
If you feel bummed out, having done all that work curating the photos, and not being able to post them as your own mod due to legal concerns, then as I see it there are two things you can do:

- You can just post your pic mod, and take the "legal risk", which all it amounts to is that someone in those photos may email you and ask you to take their photo down since they don't want to be a URW character and get killed by Lynxes in horrible ways. Honestly, what's the real likelyhood of that happening or anyone caring enough, considering you got the photos from openly available public sources? From a legal POV, it would be different if URW creators themselves included other people's photos without permission - they would never do that - because it makes them theoretically liable to owing money compensation to the people in said photos. Since you're just a modder and you make zero income from your mod, nobody cares.

- You could experiment with NanoBanana2, promising and powerful image AI google recently put out. You can find places that let you use it for free (https://aistudio.google.com/), and the idea would be to get this AI to make your own iron age stylizations of the photos you selected for your mod. That way it's no longer even the original people pictured, but AI stylizations of something that vaguelly looks like them.

Don't be disheartened and don't let legal concerns choke out that creative spark to see your selections actually come to life in URW!
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I made some 8-directional sprites for the blacksmiths, which can be found here: https://www.unrealworld.fi/forums/index.php?topic=7584.0

Please feel free to add them to the main mod. ;D

You are awesome! I'll try to get it done, not sure when I'll have the energy :)
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