Topic: [Not a bug] [3.70b Beta] Big bull has very low carry weight  (Read 8455 times)


White Hair

« on: July 15, 2021, 05:03:51 AM »
I just obtained a big bull named Moostache. I tried loading him up with my gear but it seems he reaches capacity at only 55-ish pounds. Pictures and save file upload for reference:

https://i.imgur.com/LDrLrY3.jpeg

https://i.imgur.com/usCwM68.png

https://i.imgur.com/kW8Omsw.png

https://ufile.io/s2f2q35c
« Last Edit: July 15, 2021, 05:06:24 AM by White Hair »

Galgana

« Reply #1 on: July 15, 2021, 05:41:16 AM »
Congratulations on buying a big boy! The issue you're likely running into is the NPC item stacks cap, which is considerably fewer than what player characters can manage.

Try taking some of the low-weight items from your bull and start prioritizing heavier loads when needed. You can check his weight capacity with slender trunks, stones, and then rocks to find an exact figure. I have a habit of appending the names of my pets with their weight as a reminder.

Consider buying a sheep or pig to offload those smaller items until you find a suitable spot for hoarding these hunting goodies.

ineedcords

« Reply #2 on: July 15, 2021, 12:57:37 PM »
I just obtained a big bull named Moostache. I tried loading him up with my gear but it seems he reaches capacity at only 55-ish pounds. Pictures and save file upload for reference:

https://i.imgur.com/LDrLrY3.jpeg

https://i.imgur.com/usCwM68.png

https://i.imgur.com/kW8Omsw.png

https://ufile.io/s2f2q35c
As per Galgana it's the stack limit you hit and not the "carry weight limit". I think the limit is 20 "stacks".

As suggested in the other post, you can buy a second animal of burden.
Alternatively you can try to load heavy stuff on to the bull but keep light stuff on your person, such as "loop snare". That is of course a small weight but it is taking 1 out of 20 slots on the bull; it's a wasted slot.

To workaround the stack limit, I personally have 4 bulls in my current game, one as armoury, one as non-cooling-cellar, one as fur-carrier, the last one is to carry any big game carcass to the nearest processing plant (i.e.: "waterside shelter with cellar").

Edit1: @White Hair , as we already know this is "not a bug" I will move this thread now to the "Not a bug" section of the forums, find it here:
https://www.unrealworld.fi/forums/index.php?topic=6505.msg19329#msg19329

Edit2: Added this question & thread to the Tips, Tricks, FAQs thread, here: https://www.unrealworld.fi/forums/index.php?topic=6459.0
« Last Edit: July 15, 2021, 01:17:22 PM by ineedcords »
This could be a good day to utilize your squirrels hides.

White Hair

« Reply #3 on: July 16, 2021, 01:17:39 AM »
Have NPC stack caps always been a thing? I don't recall it from the last time I played, but I might just not have loaded them with much stuff.

ineedcords

« Reply #4 on: July 16, 2021, 02:22:34 AM »
Have NPC stack caps always been a thing? I don't recall it from the last time I played, but I might just not have loaded them with much stuff.
Due to the age of this game, other than the devs, not many people can tell you whether <xyz> has always been that way however what I can tell you is, in 2013 (version 3.17 era) someone was already complaining about the "inability to push 21st stack-item on to the bull".
( ref: https://www.tapatalk.com/groups/urwforum/viewtopic.php?p=22021600#p22021600 )
This could be a good day to utilize your squirrels hides.

Galgana

« Reply #5 on: July 16, 2021, 02:24:11 AM »
Have NPC stack caps always been a thing? I don't recall it from the last time I played, but I might just not have loaded them with much stuff.
I searched through the news text tile in the game folder for carrying- and packing-related updates. You can view them in chronological order under the spoiler:

Spoiler: show
v2.12
Quote
- animals can be used to carry loads.

       Now you can get yourself a horse, bull or whatever you want to
       (is animal is tame and willing to be leashed) and pack  it  up
       with your stuff. There are two new commands to  be  used  with
       pack-animals; [#P]ack and [#U]npack. (Commands can be executed
       by pressing
  • first and then selecting Pack or Unpack option

       from the menu) [#P]ack is used to pack animals  and  [#U]npack
       get  something  that  has  been  packed. To  keep  the animals
       following you, you should leash them with a rope.
v2.60
Quote
- pack animals carry varying loads.

       This depends on the  animal  size  and  strength.
       Cattle can carry more than a sheep, and horse can
       carry more than a cattle, and so on...
v2.80
Quote
* In addition to a maximum number of  items  a  certain
         animal can carry there's also limit in weight now.
         You can't pack logs on a sheep no more etc.
v3.17
Quote
- added: watercraft capacity restrictions

   You can transport either 40 different item stacks or 200 times the
        weight of your watercraft. If your punt/raft is overloaded you
        can't row it and notification about it will be displayed.
        (Weight restriction is far from realistic, but we need to allow
        transporting logs with watercrafts until floating timber is
        implemented.)

 - fixed: animal same item limit when packing

        If you packed more than 255 same items on an animal some of them
        disappeared. This is fixed so that more than 255 same items will be
        now distributed in separate item stacks.
v3.30
Quote
- fixed: companion accepted weight limit

        It was bugged and companions accepted less items than what they could actually carry.
        Fixed now and we shouldn't bump into "Sorry, it's too much for me carry." nagging that often.
v3.32
Quote
added: need to pay companions & companion inventory restrictions

        * companion inventory restrictions

          You can't anymore freely pick all the items of your companions to yourself. Companions now tend to keep
          their most valuable and usable personal items to themselves, and usually only the cheap items and
          food are freely pickable. However, all the items you have delivered to your companion can be picked
          back at will if they are not in use (wielded or worn) at the moment. So it is still safe to pack or lend
          your companions even the most valuable goods you have.

v3.52
Quote
- added: NPCs will store the obtained timber in the village

         NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around
         causing unncessary burden for themselves. Now they eventually store the timber in the village.

- fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade

          Now the excess items NPCs can't properly carry are put on the ground as a common village property.

- tweaked: recruiting companions who carry village property from failed/cancelled trades
 
        There are two new conditions to prevent exploiting companion recruiting with returned village goods:

        * Companions don't count the returned village property as their own when checking if they have enough
          equipment to join you.

        * When companion agrees to join you they won't keep carrying the returned village property but drop it on
          the ground where other villages come to reclaim it.

 - changed: children won't anymore participate in picking up village property left on the ground
            after failed/cancelled trades

        This is because you can't do one-to-one trading with children, and sometimes you would like
        to go for that with some items NPCs just picked.

 - added: NPCs wearing the new clothes/armours they get

        NPCs can now actively wear the new clothes/armours they have obtained. They'll usually
        go for wearing new clothes/armours after being delivered or having picked some.
        Delivering useful pieces of clothing/armour to your companion is now worthwhile, even
        though NPCs make the final decision whether they will wear something or not.
v3.60
Quote
- changed & fixed: foreign traders won't accept more furs than they can carry

          Previously foreign traders dropped their excess load after completed trade and this opened an
          exploit where dropped furs could be picked up and used again in trading. Now foreign traders simply
          reject the offered items they can not carry.
v3.70
Quote
- added: foreign traders can share the excess trading load

        Previously a single foreign trader wouldn't accept more traded furs than he could carry. This made trading of heavy pelts often all too awkward. Now foreign traders can share the excess load so that if the NPC you are trading with can't carry it all the excess items are distributed to his fellows who can.

 

anything