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What's Going On In Your Unreal World? I'm bringing a classic back because I almost burn myself to death today. I was burning a field for herbs and walked near the fires while carrying the stakes to make the fence, the stakes caught fire under me... I was too fatigued to move and I panicked IRL for a few seconds until I tried to zoom out. That worked and saved my character.



Now my arm is useless and I can't prepare the soil I was burning or complete the fence...  :-\

May 29, 2017, 04:13:36 AM
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Re: What's Going On In Your Unreal World? Just finished my trapping for the winter. Now off to trade!


August 08, 2017, 12:03:18 AM
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[Fixed - 3.84] a very large spring Kari, a migrated character, is visiting a village which on the shore of a lake. The parts of the lake that overlap the village have been changed to a giant spring. I can provide a save if needed.


May 26, 2024, 09:33:25 AM
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Re: Antlers and bones
I recently got a fine pair of Reindeer antlers and was wondering if there was any way to hang them to the walls of my cabin.

There’s no dedicated mechanic to apply them to your cabin, but you can push them in to a wall tile.

May 26, 2024, 05:36:53 PM
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Light my shingle A new light source is coming up as we'll be adding shingles to the game.
A shingle, or päre (in finnish), is a thin oblong piece of (pine) wood which were burned to produce light, and to make baskets as well. As a light source you may think them as all wooden candle of a sort.

It may feel like a just one small item for an adventurer in the dark cabin, but the required and atmospheric additions will make producing and using shingles a rather significant feature. Traditionally shingles were burnt in a shingle holder which is a stand that keeps the shingle in a good angle for proper lighting and burning. It may be that they were also sometimes just inserted between the logs in the wall - but one had to be understandably cautious without a proper holder.
      I don't know yet if a shingle holder will be required in the game but the idea is that you could leave a burning shingle in place eg. inside your cabin. And moreover, as the shingles don't burn very long we would want to feature automatic "replace a shingle" mechanism where a new shingle eg. from a pile next the burning one, would be lighted automatically if the character is beside the burning shingle when it fades out. This way you could light a shingle, put a pile of new ones beside it, and not need to worry about replacing the burning shingle in time even if the task you were doing would take a long time.

Here's an image of a shingle in a simple single holder.


More shingle news will be posted when the things have proceeded further. And in the background the transition to pausable crafting continues. Oddities with the pausable mechanics have been pleasantly scarce in the latest release so we're on good roll with it.

These are future features - not yet functional in current version 3.84.2

May 31, 2024, 12:35:32 PM
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Re: Had a dream about Unreal World
Yesterday I had a dream were I was playing unreal world, whole dream was in the perspective of the game so no manually hitting keys in a dream.
In the game I was being constantly harrased by ever aggresive bears plus for some reason polar bear.
Even while I was visiting villages there were at least 5 on screen milling about until I was seen by them.
Character didnt die but constantly got damaged.
What the hell does this mean? Did any of you guys ever experience this?

Hey, I really liked  to hear this. Thanks for sharing.
In the early years of the game development, after really intense coding sessions, I've sometimes dreamed in programming language, in C to be precise.
I mean that all my thinking and communicating in the dreamworld happened with programming language. As an example, instead of thinking "Hmm. There's a boogie man over there, maybe I should run." I thought as
while (!boogieman)
run();
for (i=0;i<100;i++)
fatigue--;
etc.

June 06, 2024, 07:31:30 PM
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Summery summary The summer and nightless nights have made it less attractive to sweat inside the development chambers, so I've been experiencing natural and seasonal downshifting periods with coding. Nevertheless, the new features are being pushed ahead slowly but steadily amid all the other intriguing summertime activities.
So, a brief summery summary from the development chambers goes as follows:

The work with the shingles is basically all done by now, except that there's one sidetracking idea that may delay wrapping up the shingle code. See, the shingles would actually need to be split from a block of pine wood, and as we know the tree species is not currently derived into lumber products. Well, I'd dearly would like to feature it now together with shingles but as it's somewhat complex addition we don't want to delay the next release too long either. So, this is being considered now, and yes, whenever the tree type will be featured in the lumber products it will naturally start affecting to many other crafts too.

The pausable crafting transition naturally continues and it's now considered and prioritized as the main sector of work until all the crafts are prone to pausable mechanics.
It won't be yet completed with the next release, but we'll be closer to the goal with every patch. When going through the all item definitions the bigger and lesser chances to some crafting recipes will follow. For example, as we're now getting shingles the concept and crafting of torches is being re-considered.

The idea of featuring separate key-command for modded items has been brainstormed and very lightly sketched amid the ongoing conversation and is likely to be first featured as a "beta-feature" which can be used/tested at will alongside the current way of adding modded items. The current system of simple diy_*.txt snippet additions is going to stay as it is, and easy as it is. We're hopeful, but can't quite promise, that the separate modded item key-command will be featured in the release - it depends on the favourableness of the spirits of priorities.

There are also several new arrow types being considered, eg. whistling arrow, together with introducing a separate ARROWMAKING skill. We're hopeful that these will be also feature in the next release - if the spirits be on our side.

And then, a brief summery summary of the past weeks from outside the development chambers goes as follows:








Cheers!

June 30, 2024, 08:30:41 PM
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Summarizing shingles, showcasing tree species based timber Let's sum up and showcase a few recently mentioned crafting related ambitions with some screenshots.

As mentioned earlier we'll be featuring a new light source, shingles. They are thin and flat oblong pieces of pine wood which were burnt to produce light - especially for lighting up houses during the dark time of the year.
         Shingles are lit by using [a]pply command. Once a shingle is burning you can drop and set it wherever the light is needed, or carry it with you. Traditionally shingles were burnt in a specific stand that kept them in a good angle for proper burning, but in the game the dropped burning shingles are imagined to be inserted between the wall logs or set firmly in place by some other means.
         One shingle burns for about 30 minutes in the game so for continuous lighting a new one needs to be lit before the previous one fades out. This sort of shingle replacement is done automatically if your character is located beside the burning shingle and there's a stack of new shingles nearby on the ground. You character then automatically replaces and lights a new shingle when necessary, and you don't need to worry about maintaining the lighting even if the task you were doing would take a long time.

Here a cabin is lighted up by two shingles burning in place. There's also a stack of shingles on the ground and if the character remains beside it a new shingle is automatically lit when the previous one fades out.


Shingles can be crafted by the player character, and they may be needed in quite amounts during the dark season. An axe and a knife and suitable block of wood are needed for splitting the shingles. The preferred tree species is pine so our shingle splitting requirements will look like this.

A block of pine wood is required for splitting the shingles.


Currently the felled trunks in the game are all of the same generic wood type, and tree species don't have much difference in crafting.
But now that is going to chance as we'll be adding tree species property for big trunks and assorted timber products. At the first stage this addition only covers big trunks and
slender tree trunks will remain generic, but in the future also the slender tree trunks will get the tree species property.
         So, upon felling big trees the tree species now gets derived into the produced tree trunk. As a result the tree trunks are now called as pine tree trunk, birch tree trunk or spruce tree tunk - depending on what species of tree was felled. There are also different tree trunk tile graphics for pine tree trunk, birch tree trunk and spruce tree trunk. The basic timber products made of big trunks eg. blocks and boards will now start to inherit the tree species resulting in eg. "pine boards" or "block of birch wood". And so the tree type will now start to affect to what type of wood is needed/preferred for crafting this or that. Some tree type preference adjustments based on this addition will be made to craftable items in the next version and it will continue to grow more detailed in the versions to follow.


Here our character has felled big spruce, pine and birch trees and they appear on the ground like this.

The coding focus remains in the pausable crafting transition, but it also seems to grow more complex and comprehensive as we advance.

These are future adjustments - not yet functional in current version 3.84.2

July 10, 2024, 02:45:23 PM
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Ancient Savo beta 30 : pottery, children learning skills, and the modding script Ancient Savo public beta version 30 is now available at itch.io. And the work continues towards planned September release on Steam

This version adds pottery and related tasks. You can dig soil to get clay, and craft clay items. Construct a pottery kiln to fire clay items to turn them to ceramics.

Another new feature is simulation of characters learning skills when working together with more talented people. So, typically children first helping their parents, then working together with them. Each skill can be defined to have unique learning curve, and skills (very) slowly degrade if not used regularly enough.

There are also some new ailments, and accidents. The likelihood of an accident is mostly determined by the character fatigue, and partially affected by skill level. An accident can simply spawn an ailment, or trigger an interactive text story so that player decisions will affect the outcome.

Like most of the other game elements, ailments, accidents and text stories are defined in XML files making them fully moddable. The modding system was already capable of handling variables and logical conditions. Now there is also a GOTO statement, which can be used to re-direct the script flow.

For more information see the release news on itch.io

---

And, a little bit of background information for those who haven't been following the early stages of the Ancient Savo project; this is an Enormous Elk sideproject, a smaller sister game to UnReal World. From the development point of view this gives me a development sandbox where I can freely test with different algorithms and simulation mechanics without a risk of messing up the vast UnReal World codebase. So, some of the Ancient Savo features might eventually get adapted to UnReal World. But also, as a side project Ancient Savo allows coding adventures of its own. Ancient Savo is built to be moddable from the ground up. At the moment the weather and the map generation are hard-coded. I have some simmering ideas about a possible future sequel, which would be just a set of tools for any modder to create their custom survival scenarios. Ancient Savo already has fully moddable menus and submenus, and the modder can add pretty much anything from terrain types to animals and items and their variables. Well, but future developments depend on the reception and resources - and after so much of coding Ancient Savo my fingers are increasingly itching to write some pieces of UrW code to help Sami with the development.

August 25, 2024, 10:17:51 PM
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Scattered remarks of pausable items and core functions Oh yes, there's been decent workflow going on in september. And some rainy days too, which always increase the coding endurance. ;)
Here are some brief remarks and additional details to where we were at with the earlier posts from the late summer.

The main work remains the same, transition to pausable item crafting. At this point majority of the Make menu item categories are now pausable.
If all goes well, only clothes and transport categories will still persists in to-do non-pausable stage upon release of the next version.
The upcoming tree species based timber is now in effect with the applicable craftable items
and specific tree species is occasionally preferred, or sometimes even required. This brings in a whole new approach to acquiring timber and item crafting.

To give a few examples birch tree is preferred for making wooden shovels, cups and bowls. For wood slats pine is preferred, and shingles need to be made exclusively from blocks of pine. For crafting a paddle spruce is required. And the bows are best made out of pine or birch.

The tree species preference is indicated within the material and tool selection dialog the same way as all the other preferences.
In the screenshot below you'll see how it goes when longbow crafting is initiated:


In cases where certain tree species is preferred it's still possible to use material of any tree species, but if it differs from the preferred types the quality of the produced item will be lower. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.

..

As we undergo transition to pausable crafting many item recipes go through adjustments and additions.
Recently we introduced raw material yield property, which is also available for modding as [yield:num].
This property defines how many crafted items a certain raw material can yield. It's in use for example with making staves, so that you can make
three staves out of one slender tree trunk. The yield information is now also indicated upon starting to craft something,
and before selecting the desired number of items to craft. This way crafting can be planned sparingly.
In the screenshot below you'll see the slender trunk yield indicated when staff crafting is initiated:



It's likely that the crafts that are currently made in batches will be checked for possible use of the yield property to make their crafting more informative and intuitive.
The yield property is not practical for all the items, but in cases where you are kind of asked for "how many batches of items that are made eg. 5 items in one go" it
can help to simplify things to quite an extent.

With all the new properties and tags and preference specifications we've had to touch the very core functions of item crafting that lay deep within the game.
It's been quite unnerving to open these functions up for tweaking as if we make mistakes there the whole game will suffer from the consequences.
Thus, we've led easy paced and precise coding and testing periods with these.
So far, so good.
So let's continue.

These are future features - not yet functional in current version 3.84.

September 13, 2024, 05:29:16 PM
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