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Archaeological find: slate ring ornaments fragmented for friendship tokens
Abstract: Quote During the 4th millennium BC, an intensive artefact circulation system existed among the hunter-gatherer peoples of north-eastern Europe. Along with other goods, ring-shaped ornaments that were mainly made of different kinds of slates or tuffites were commonly distributed. Although commonly referred to as ‘slate rings’, these ornaments consist mainly of fragments of rings. In this paper, we suggest that the ‘slate rings’ were never meant to be intact, complete rings, but were instead fragmented on purpose and used as tokens of social relationships relating to the gift-giving system. By refitting artefact fragments together, analysing their geochemical composition, micro details, and use-wear, we were able to prove that these items were not only intentionally fragmented but also likely worn as personal ornaments. Moreover, ED-XRF analysis of 56 of the artefacts showed a correlation between their geochemical characteristics and stylistic detailing, suggesting different production phases or batches. Comparative data analysis confirmed the provenance hypothesis that the majority of the analysed objects, or at least their raw materials, were exported over hundreds of kilometres from the Lake Onega region. Link to study: https://link.springer.com/article/10.1007/s10816-022-09556-8 tl;dr reporting: https://phys.org/news/2022-04-friendship-ornaments-stone-age.html April 26, 2022, 02:25:37 AM |
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Re: Switch keyboard shortcuts
You actually can activate a confirmation message for hotkey-sleeping by changing an ini setting in the file urw_ini.txt under the game's main directory: Code: [Select] // Ask yes/no confirmation when you press a hotkey to sleep. Roads are regarded as a liminal space, which gives rise to superstitions about such places being unrestful spots for sleeping. Accordingly, the game discourages this behavior through flavor text (and maybe even some sort of consequence towards the player's standing with the spirits, though this isn't confirmed), but I can see why the message alluding to this cultural notion might come across as rather sus. I also agree that something could be done about the long wait hotkeys. Two possible methods:
May 07, 2022, 01:36:18 AM |
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Re: Everything about Njerpezit?
Njerps have a tendency to fight well with swords (their cultural proficiency is 4 out of 5 according to the text file ini_skills.txt under the main game directory) but the average redshirt will be, well, average in other disciplines (default is 3 for almost all combat skills, 2 in crossbow, and 2 in flail). Although they're famous for their lamellar armor and one-handed scimitars*, not every warrior necessarily will be using these types of equipment. It's quite possible to encounter in various states of geared-up-ness (adequately, or less so) archers, spearmen, axemen, club-handlers, as well as dogs in the warband camps that occasionally spawn as a regional event in the east, i.e. Kiesse, Reemi, Kaumo lands. *In terms of offensive capability, the scimitars are characterized by their 5 points in edge aspect, which may inflict bleeding wounds. They also have a couple of points in blunt aspect: 2 for standard scimitar, 3 for the signature cultural version. The Njerpez scimitar performs comparably to the broadsword (same attack and defense class ratings, equal in attack aspect points except the broadsword in addition has 3 points in point aspect) and is well-suited to a sword-and-board fighting style. But watch out when your opponent has already figured out the same thing! You might be wondering what do the Njerps even want with the eastern part of the Unreal World. According to the lore in the GAME.NFO [F1] encyclopedia, they're competing with the local tribes (mainly Kaumo) for hunting grounds in order to get rich from the fur trade. When the warbands are in the area, you can see in the [F6] world map where they have spread their cultural influence in the form of a purple circle. Generally, the camp will consist of a couple of wooden buildings and a few kota tents; deconstructing the kotas will net you some loot in the form of ragged reindeer furs as long as you don't have any active BIY building mods. It's also possible to encounter a few wandering Njerpez warriors, which can be an unpleasant surprise when you're traveling without companions. Don't rush to meet a strange man in red the moment you see one on the zoomed-out map! But when it does happen, getting away from them can be tough; their stealth skill is above average (4 out of 5 proficiency), which makes it all the more tricky to stay hidden long enough to move out of range from their activity. However, not every Njerp is a bloodthirsty savage. Depending on an individual NPC's personality profile, one might adhere to the adage of "discretion is the greater part of valor": sometimes you'll find a Njerp who behaves more cautiously by trying to get out of your way (with some swearing involved) if you happen to be well-armed. More behavioral patterns are described in this spoiler-tagged excerpt from the v3.19 changelog, which can be found in the text file news.txt: Spoiler: show And this is an excerpt from the v3.63 changelog covering the composition of wandering Njerp parties: Spoiler: show Another thing to remark about the Njerpez culture's skills proficiency distribution is that they're above average in timbercraft and below average in skiing. But you won't be seeing any NPCs on skis since that feature hasn't been implemented yet. The winter season is a popular time to go on counter-raids against the Njerpez in their own cultural territory located in the furthest southeastern part of the Unreal World landmass. They're about as susceptible as everybody else to fatigue from running in deep snow, which is quite conducive to the kiting-on-skis strategy (better be wielding a bow in the primary equip slot and go switching between ski stick and arrow in the secondary slot). Keep in mind, though, that the v3.71 snow update makes it so that snow depth is neutralized within the immediate boundaries of a village map tile; you'll have to lure villagers out further to get them exhausted. Night-time raids during the winter will give you the visibility advantage since the field of view for NPCs will light up zoomed-in map tiles as they wander around. It's also recommended to do some scouting yourself in better lighting conditions in order to be familiarized with the vicinity and establish some escape routes. Perhaps you might even take the time to set up some traps, but NPCs generally are savvy about how traplines work and can disarm them. Another downside about winter is that permafrost makes it impossible to dig out trap pits. So, who lives in a Njerp village? Besides warriors, there also are the typical tribesmen, womenfolk, and children as you would encounter on less hostile territory. But unlike other cultures, they don't keep elders around. Some villages are fortified, which in this case means they have a fence around the village perimeter. Nothing fancy. Such settlements are indicated on the F6 map by the color red when you have toggled off the map marker display. Once you have eliminated all the residents, you're free to try your hand at taming their livestock. But dogs will always remain loyal to their dead masters and never can tolerate accepting a new leash under these violent circumstances. As for any cattle, sheep, or pigs, there's a chance that they'll attempt to fight back upon being leashed for the first time (unlike animals acquired through honest barter), but they'll calm down if you unleash the animal and try again. June 03, 2022, 11:11:24 AM |
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Re: Small agriculture question
Milkweeds are the raw grass-type plant obtainable by harvesting with the agriculture skill. Milkweed leaves are a raw product of the plant and are obtainable through either threshing with the agriculture skill or picking by hand. A picked plant will grow back in the same place next year if you don't disturb the tile it occupies (i.e. by building or digging). The same applies with withered plants, but a harvested plant never regrows unless the map tile data is reset. The only use for harvested milkweed plants is being threshed to obtain both milkweed leaves and milkweed root. These products can then be used as ingredients in cooking recipes. You can grind milkweed root into flour with the agriculture skill, but a container is required to hold the flour. The leaves can also be used as healing herbs for wound treatment with the physician skill. The herbalism skill allows you to check what herbal effects your character is aware of. You can check patches of plants on tiles adjacent to you or whatever plants/plant products are in your inventory. Raw effects usually will persist in cooked foods. Boiling herbal products separately through the cooking menu often enables additional effects. Boiled leaves and flowers become an herbal beverage, while the roots, seeds and flour retain their product identity. Boiling can also remove negative effects such poisoning or gut irritation, but you have to be careful when using plants and mushrooms you have not yet identified because some species always remain poisonous. November 19, 2022, 08:26:17 AM |
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Re: The UrW Anti-RSI Campaign group. ARSI, for short.
Point 1 can be resolved by editing [INVENTORY_ORDER] in urw_ini.txt For example, this is how I have it customised: Code: [Select] [INVENTORY_ORDER:FOOD,PLANT,SKIN,TOOL,WEAPON,CONTAINER,FIREWOOD,VALUABLE,CARCASS,ARMOUR,VEHICLE]
January 28, 2023, 03:42:32 AM |
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Re: Krutzel's Spirited Sprites
Wow, these are amazing! Congratz on sharing these critters! I'm really gonna be looking forward to seeing them in action for my next adventures in unrealworld. Lots of love especially for the plumage on the flapping birds. Regarding the alternate sheets in my sprite revamps: they won't do anything unless the user manually changes the file names to replace vanilla sprites. It's possible to automate the necessary renamings through use of bat files. This method can be seen in action with Buoidda's Crafts, which has summer and winter versions of trees and the hare. Another method for setting up seasonality is to separate summer and winter versions under different mod folders when using Weathereye's Mod Loader. I hope the explanation below is clear enough to show how I use the mod loader to manage seasonal replacers: Spoiler: show February 19, 2023, 07:43:11 AM |
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Re: Krutzel's Spirited Sprites
I feel pretty confident about winter sprites becoming implemented some time this decade. At least with deciduous trees there's already some alpha-blending going on to simulate dropping and growing in their leaves. By the way Galgana, would you be cool with me using your waterspirit as a base for an 8 sided NPC? I like it much better than the original oneAnd yeah, go ahead! Hmm, now that I think about it, IIRC unlike the case with the vanilla water spirit being just a slightly edited copy of npc-eman, Forest Maidens simply use npc-ewoman. There's a quest dialogue that describes them having hollow backs, though I can't remember ever witnessing the spirits face away from my player character. It certainly is a detail that makes supernatural encounters rather spooky. February 19, 2023, 09:20:23 PM |
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Re: Krutzel's Spirited Sprites
I've never actually experienced the spirits in the game, but any information about the visual descriptions would be very appreciated. I'd love to see the quest dialog you are referencing. At the moment I don't have on hand the lines about the Forest Spirit. I do remember something about how he can change his size at will. It would be funny to have alt versions of the sprite where he's as high as a little gnome or a giant (like the preview pics of the URW v3.30 graphics update). Forest maid: Spoiler: show Waterfolk: Spoiler: show February 20, 2023, 09:12:31 PM |
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Re: Krutzel's Spirited Sprites
I drew up some track revamps in case you wanted to include them in the spirited sprites. They're mostly birds since I happened to remember I changed the ones for the capercaillie in my resprite set.
March 01, 2023, 10:44:31 PM |
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Re: Krutzel's Spirited Sprites
I added double tracks for the mallard and loon, so they fit in better. I don't know if the single set tracks where on purpose though. My rationale was that the foot shapes for waterfowl make moving on land a clumsy affair, though I will concede that ducks get by just fine for waddling. I have to admit, I hadn't pulled up videos in the loon's case. Now that I did have a look (example), the placement of their legs further back on their bodies actually calls for for a dragging track similar to the seals' between splayed parallel footprints. March 02, 2023, 08:25:23 PM |
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