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71
Solved'n'fixed bug reports / Re: Superior furs and leather impossible to craft
« Last post by Sami on March 11, 2025, 06:57:27 PM »
Took a quick look at the code and it confirms that there's indeed bug potential with the code in 3.85 in regards to that stage of tanning.
In 3.84 it seems to be in order and this sort of issues weren't (probably) encountered.
I'll check more closely with some character tests, but judging from your mere experiment alone it's very likely that we've hit the bug there.

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Development News / Re: Portion based cooking
« Last post by Sami on March 11, 2025, 10:10:15 AM »
Are you looking at any other parts of cooking code at this time?
e.g. using salted, smoked or dried proteins in the recipes, or option to cut large fish to smaller pieces.

Yes, there are some more cooking additions coming up, and utilizing utilizing salted/smoked/dried meat/fish in the recipes is now being pondered too.
It might be that we'll go for adding separate recipes for utilizing dried or smoked meat/fish as their cooking times and weight based need is so different from the
raw meat/fish recipes. That would also be traditional way to approach it.
For salted meat/fish, I think we'll go for adding a new cookery requirement "raw or salted meat" which would accept the both, as there's no need to change recipe ingredients ratio with salted meat.

I remember option to cut large fish into smaller pieces have been suggested occasionally, but I don't quite recall what's been the desired need/importance for that.
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Adding tanning material during hideworking always results in reduction of quality of superior skins. 

Tested over 100 times by backing up saves and multiple different superior skins with a 100 hidecrafting character with minimal encumbrance.  Fine skins and below maintain quality nearly always.   Confirmed it wasn't a mod created problem by  creating a new 85 hideworking character on a completely vanilla install and ran about a dozen tests, same result.
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Development News / Re: Portion based cooking
« Last post by Fineland on March 10, 2025, 09:33:59 PM »
At last I wont have to buy multiple pots for a full pot of porridge!
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Development News / Re: Portion based cooking
« Last post by JP_Finn on March 10, 2025, 04:37:31 PM »
That's good news!

Are you looking at any other parts of cooking code at this time?
e.g. using salted, smoked or dried proteins in the recipes, or option to cut large fish to smaller pieces.
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Development News / Portion based cooking
« Last post by Sami on March 07, 2025, 06:56:12 PM »
Now working on portion based cooking, which means that you will be able to cook multiple portions of certain recipes and prepare for example a full pot of porridge if need be.
The number of portions to prepare is asked when you start cooking and the amount of required ingredients are adjusted accordingly.
Portion based cooking won't be a thing for all the recipes, but for the relevant ones where it becomes most handy; porridges, some stews and soups.
At the same time we'll be checking all the recipes and some ingredients adjustments and corrections will also take place.
There will be also a new [portion:num] modding header tag added so that you can utilize the portion based cooking with modded recipes too.


As Klavus goes for cooking basic porridge he's now asked how many portions to prepare. 5 is maximum in this recipe, and it equals to preparing full pot of porridge.


Klavus starts to prepare 5 portions of porridge, and the ingredient requirements are increased accordingly. It takes good amount of flour to make a full pot of porridge.

These are future features - not yet functional in current version 3.85.

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Solved'n'fixed bug reports / Re: [3.84?- to present] can't find missing farm animal
« Last post by Sami on March 06, 2025, 08:28:35 PM »
And indeed, there's been a bug here. Sometimes animals have decided not to move prior to getting into forest cover, and that's why they haven't left any tracks to find either.
This has been fixed now.

Fixed - persists in 3.85

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General Discussion / Re: Where from comes myth from the game's intro?
« Last post by Andrboll on March 05, 2025, 11:34:17 PM »
Thanks for detailed explanation!  8) 8) 8)
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General Discussion / Re: Where from comes myth from the game's intro?
« Last post by Plotinus on March 05, 2025, 08:26:51 PM »
Thanks for the explanation, Erkka!

I used to wonder why the game was called unreal when it was so realistic, when the thickness of the ice was modelled to the nearest millimetre and everything was do deep and real...but then I saw one of your videos that you and Sami did some years ago, in the real world, the one outside with grass and the bright fireball in the sky...and understood that no matter how real the game was, it would always be unreal, compared to the outside place
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General Discussion / Re: Where from comes myth from the game's intro?
« Last post by Erkka on March 05, 2025, 07:37:06 PM »
The first winter is an adaptation (and combination) of "stealing of the Sun", and "Sampo" myth. The idea that a long long time ago there was an age of prosperity, when earthly life was somehow free of trouble. And then something happened (the sun went down and didn't rise up the next morning), things got difficult. But the humanity coped, and eventually the Sun returned - but somehow it was no more the same, things were different, something had changed permanently.

I remember that about the same time when UnReal World turned from a more generic "sword and magic" phantasy to Finno-Ugric mythology, Sami was also considering changing the title of the game. But a considerable number of players resisted, saying that they had grown attached to their mental images of a phantasy world which is somehow "unreal".

So, we took these ingredients and cooked a fictional mythology which both keeps the original name of the game, explains it, and still draws from Finno-Ugric mythology - not being a direct reference, but an artistic adaptation of the age old themes.

EDIT: Hmm, so I think that the theme of "unreality" as such isn't a theme in Finno-Ugric mythology. But there is this idea of world being made of various layers, most of the layers being unseen to the normal waking consciousness, but those unseen layers oftentimes being the most influential. So, the "unreality" is an adaptation from that idea, thinking that once humans had a direct contact and communication with all the unseen layers, but then they lost it - humanity survived, but the direct contact with the unseen world became more like a rarity, something for trained professionals, and rare occasional supernatural encounters experienced by common folks, and a loose collection to beliefs and rituals to manage these relationships.
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