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Messages - Senthe

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1
Bug reports / Re: [3.84] Unobservered dogs don't get hungry
« on: August 21, 2024, 10:14:46 PM »
It seems like that's the reasonable behaviour for NPC dogs owned by villages (we can safely assume they get fed off-screen). But perhaps dogs owned by the player should get a different treatment.

2
Gameplay questions / Re: Leaving dogs alone with a pile of meat?
« on: August 21, 2024, 10:12:58 PM »
Oh, so I can just leave the dogs alone forever without any food and they'll still be alive whenever I return? How silly. But thanks for explaining :)

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Suggestions / Re: Pre-generate remains of dead animals
« on: August 21, 2024, 10:10:57 PM »
I take it this 'random animal remains' is different from the random Elk carcass that I found drowned while trying to walk on thin ice?

In a sense that the Elk would have to be spawned first and actually trying to cross the thin ice before the ice broke, sending the Elk into its watery grave.

There's also the occasional pile of bird feathers that I found (forgot the exact species), although I suspect this also falls to the predator-eats-prey sequence that you mentioned before.

Yeah, in all of these examples those animals have to previously be spawned, exist and move around before this can happen. So you need to hang in the area for some time for something interesting to potentially happen to animals. I'd like to just occassionally see an aftermath of them dying before I got there, without ever spawning alive ;)

4
Suggestions / Re: New Hotkeys/Controls PLEASE! Grid?
« on: August 21, 2024, 10:08:49 PM »
Do you know about the alt-t alternative to s-t? It doesn't bring up the skill menu so you don't see the flashes. You can use alt with any of the skill keys.

I know, but it's extremely inconvenient. I usually have my left hand near [a]pply, [d]rop, [q]uaff, [e]at, [w]ield and kill (like I expect most players do), and for unrelated reasons, on my keyboard there's only right alt and no left alt. And well, since it's currently impossible to customize any keybindings at all, I'm stuck with either using s-t or moving my hand to alt only for this one action :(

5
Gameplay questions / Leaving dogs alone with a pile of meat?
« on: August 19, 2024, 11:49:21 PM »
If I leave a dog in an enclosure and leave it a pile of meat, then can the dog stay there and not starve as long as there is spoiled meat available? If so, for how long (how much spoiled meat is needed per dog per day)?

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Suggestions / Re: New Hotkeys/Controls PLEASE! Grid?
« on: August 19, 2024, 11:19:36 PM »
or get epilepsy menu flashes on my screen quickly pressing S > T over and over.

This one tiny thing is something that actually bothers me a lot. I have mild photosensitivity and it's really something that messes with my eyes and brain. I have to sometimes close my eyes when I do this, which makes no sense as I'm (the player) not even seeing the terrain I'm trying to navigate anymore 😅

7
Suggestions / Pre-generate remains of dead animals
« on: August 19, 2024, 11:08:21 PM »
I recently found a pile of bear bones in a place I thought I never visited before, and I was initially astounded, before realizing it must've been a bear that I personally killed weaks ago. It would be impossible to find something like that in a completely new terrain.

It's currently possible to sometimes witness predators killing and eating prey, but they both must be spawned first before they can meet.

Why not pre-generate dead animal remains too? Logically they must be everywhere in the world, so it should be possible to stumble upon them once in a while (even if very rarely).

1. Eaten/rotten remains of an animal: If predators and prey animals get generated in a new area, then why not just pre-spawn a useless but interesting carcass alongside them?

2. Pile of bones/feathers: Shouldn't this be a normal occurence that some animals either get eaten, or just die naturally, and so their remains sometimes just lie scattered in random places?

8
Just a quick remark here, I've brought it up many times since the early days of modding capabilities that as a developer I'm more interested to develop the game than a modding engine/script. I think it repeat myself with this at least annually. As we speak the dev. plans list has no more modding goals added, even though impromevents sometimes come along.  Even though it would be super great to have super capable modding possibilities to create a world of your own - with quests, scenarios, terrain, rituals, and all that - that's just not going to be the case with UnReal World.  There are games that are crazy moddable, with that sort of deliberately chosen path of development from the start, and it's great - but it's also a different path of game development. I've got a different approach here. It's not news. And if the limited moddability is a restriction to roam the unreal world one can always pour their modding energy in the games that allow all their modding desires. There are games like that out there, a plenty of them, and good ones too.

Thanks for clarifying, apologies if I'm making you repeat yourself - it's hard to keep up with such a huge project and everything that's being said on the forums over the years.

I'm all for respecting dev's vision for their game, so if that's your path then there's nothing else to do or say I guess.

I just want you to know that as a player, I speak from a place of appreciation of URW's uniqueness rather than wanting it to be the same as every other generic survival game. It's special, and so I want it to be more moddable from a purely selfish perspective, to experience more of it. I don't have modding desires, I have playing-more-vanilla-adjacent-modded-content desires if you wish. I hope that makes sense. Anyways, I trust your decisions are what's best for the game. So I'll just do what I've been doing for the last couple years and wait for next patches. :)


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Bug reports / Encountered hunter NPC's culture is incorrectly labelled
« on: August 17, 2024, 10:42:10 PM »
Deep into owl-tribe land, I encountered a hunter on the map. The game log says "you encounter an owl-tribe hunter", but when I talk to him, he's actually labelled as "Driikiläis hunter".

(I have a save file zipped right after this situation, if needed.)

10
Bug reports / Cows and sheep are missing in the in-game encyclopedia
« on: August 17, 2024, 08:26:54 PM »
That's it, that's the bug. ;)

I wanted to learn some more cool historical information about them, but there's nothing.

11
For an indie game of one to two devs, which is in a self built engine, what we have is honestly remarkable. 

(That's a complete tangent, but since it seems relevant to what you said, it so happens that I'm developing an indie game in a two-person team right now. I'm not comparing my work to maintaining a 30-years old project on a custom ancient engine, it's obviously completely different and my problems are way easier than what Sami has to deal with. But let's just say I'm not someone who's ignorant to the reality of indie dev either.)

Of course, I also wish we could mod everything, but the fact that we have a developed modding language for recipes, cooking, building and plants that gets expanded every patch or two with new features (when they are implemented globally) is not nothing.

I try to be just direct, buy perhaps I've come off as too harsh. Of course that's not "nothing", it's very far from it. :)

I'm just trying to say that as long as the modding system isn't updated/improved further, it will remain impossible to mod a ton of things that aren't insignificant. For example to add new, or modify (in random order):

- biomes/terrain/map gen
- weather
- animals/enemies
- cultures
- NPC behaviours
- UI elements/keybindings
- sound effects/music
- quests
- rituals
- buildings/structures
- special events/spawns
- starting scenarios
etc.

IMHO it doesn't matter much if there is an entire player-friendly language that makes modding things like that easier. It can be complicated and only understandable to the most insane and determined wizards out there ;). Having any API for it would go a long way though, vs not having it at all.

As a sidenote, there's also no save edit tools or console commands. And they could come very handy for players who want to alter their world to e.g. create an additional challenge or roleplay opportunity ("spawn 10 aggressive wolves nearby as a punishment from the spirits for all my murders"), fix a bug ("delete this bugged item and give me a new non-bugged one"), or take back a weird immersion-breaking mistake they made ("oops my finger slipped and now I accidentally set fire to my heap of furs").

12
Bug reports / Re: Stackable Items not stacking
« on: August 17, 2024, 06:49:56 PM »
Furs only stack if they're of the same size and the same season variety. I suspect you'd see them having different weights if you displayed measurements with the highest resolution.

When it comes to arrows I'm guessing they come from different sources, such as being generic ones purchased versus one constructed using different recipes. That's just a guess, though.

By "highest resolution" you mean imperial units, right? I'll check if your guess is correct later (I sold those furs in the meantime).

As for my arrows, all of them come from trading, I haven't crafted a single arrow.

They really seem to stack and unstack without any rhyme or reason. Sometimes if I trade arrows to someone, and later buy them back, they stop stacking with their own previous stack. Sometimes they don't stack already in the trader's inventory, before I buy them. Sometimes the arrows I sell stack with the arrows the trader already had, sometimes they don't. Sometimes I buy a full stack of 10 arrows and 7 of them stack with my previous arrows, but 3 don't. Sometimes I buy a number of arrows that doesn't stack with mine at all, but if I drop all of my arrows, then some of them manage to stack together, and some don't. I really don't get anything about this.

It usually works fine in the beginning, but the more belongings I gather and the more I trade, the worse it gets.

13
If the probable modders are counted in hundreds the players are nowadays counted in tens of thousands.

...And has it never occured to you why the community currently looks like that?

The current modding system is practically never getting updated, unfriendly, unwieldy, awfully incomplete, disregarded and just... not good.
No wonder the mod-liking part of the playerbase is being continously deterred from modding URW. I'd say it's impressive that BAC was ever implemented and maintained for so long despite seemingly zero effort from the base game dev cycle towards its general feasibility.

I never used BAC, I don't like it. However there are numerous mods I would most certainly use, if not for the fact that this game doesn't support them at all, and therefore nobody could've ever implemented them if they wanted.

Please reconsider the priority you assign to this overarching problem. So many games thrive largely thanks to their modding communities, and I don't just mean modern games, I also mean old classic games made eternal (like Heroes of Might and Magic III, or Gothic II, or old Infinity Engine games).

I don't see what could possibly be a downside of giving player more tools so that they can develop more content for your game that you perhaps don't have time to add or didn't come up with so far.
(Unless you literally don't want them to. Which would be fair, but for me personally pretty sad.)

14
Bug reports / Re: Stackable Items not stacking
« on: August 17, 2024, 12:36:34 AM »
It's especially problematic when it affects arrows and furs (aka stackable trading items) :(

If the bug is not getting fixed, then at least does anyone know of any workarounds that would help with this problem? I tried anything I could think of (dropping, hauling, pushing, etc.), but nothing helped. (I'd just sell all this stuff for jewelry, but it's not that easy to find.)

On latest 3.84.2:


15
Not bugs / Re: Wiki Issues
« on: August 14, 2024, 02:42:29 PM »
New wiki issue:

It is not possible to edit the official wiki at all if you don't log in to a user account.

If you don't already have an account and want to create it, there is no registration link visible anywhere.

Though if you try to recover password, then you can find the registration link: https://www.unrealworld.fi/wiki/index.php?title=Special:UserLogin/signup. However the page says "The action you have requested is limited to users in the group: Administrators".

This seems backwards, the wiki should be editable by anyone (or at least anyone willing to create an account). Otherwise there is little point in having it.

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