UnReal World - Sami of Enormous Elk
Version 3.86 (stable) is now released and live.

For those who were already playing 3.86 beta version there's a fistful of fixes and additions which will be mentioned below together with the full changelog. And for those who are new to this version we'll revise the most notable new features here:

New trees and tree species for slender trunks

There's quite a lot being done regarding trees and lumber. There are now aspen added as a completely new tree species, and young birch now also appear in addition to grown birch trees. The tree species now gets derived into felled slender tree trunks and this affects to crafting as preferred slender trunk species may vary depending on what you're making.

Lots of deciduous trees, including the newly added aspens, can be spotted here. Our character has also felled a good sortiment of different species of slender and big trunks for crafting purposes.


Portion based cooking and birch-bark pots

It's now possible to cook multiple portions of certain recipes. This is convenient as you can cook a full pot if need be, or use fewer amount of ingredients to cook only a single portion if that suits the situation better.
There is also a completely new cooking vessel, birch-bark pot, which is a craftable alternative to an iron pot and practical solution for cooking in the wild. Birch-bark pot has its limits but can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.

Our character is going to prepare two portions of porridge in his decent birch-bark pot.


Preserved meat in cookery

There are four new cookery recipes to utilize smoked and dried meat or fish in the cooking. Moreover, salted meat or fish can be now also used in cooking as an alternative to raw meat/fish.

For example the fish soup can be now made of any type of fish - be it raw or preserved.


More pausable crafting and separate menu for modded handcrafts

Craftable items in "Transport" category are now all pausable tasks, with some adjustments to crafting times and required materials. There's also separate menu added for player modded items, to keep them separated (at will) from the original [M]ake menu.



Changelog

We'll start the changelog listing with fixes to 3.86 beta version. These are of importance to those who were already playing 3.86 beta version. If you are new to version 3.86 scroll down to 3.86 (beta) changelog for the actual new features you're about to experience in this version.

Version: 3.86 (stable)

** Saved characters from version 3.80-> are compatible with this version. **


Fixes to 3.86 beta version:

- adjusted: excess ingredients and the basic "boil" cookery option

If the ingredients to be boiled wouldn't actually fit in the selected boiling pot the excess amount just vanished with no information of any kind. Now you can boil only the amounts that actually fit in the selected boiling pot and information about too low container capacity will be displayed when applicable.

- adjusted: outcome of appetizing herbal effect

Successive eating of food with appetizing herbal effect might get the character into loop of being able to eat endlessly. Consecutive appetizing effect is now toned down to avoid this situation. Moreover, there are specific eating messages to notify of increased appetite so that the appetizing effect is more better noticed.

- added: root harvest for riverpig and water lily

These water plants didn't provide any harvest earlier, but now they yield large roots which can be utilized as is or ground for flour. The both plants are poisonous so boiling the roots before usage is commonly practised. To collect the roots you have reach to the lake bottom so the character needs to be wading in order to harvest these plants.

- fixed: cookery recipe preparation times set incorrectly

Recipes that are left preparing on their own were cooking too quickly due to incorrectly set preparation time values.

- fixed: paddle crafting didn't take the board quality or preferred tools into account

- fixed: watercraft getting located at skerries or islets upon zooming in

Zooming in at rivers/fords/rapids might occasionally locate the character and their watercraft on skerries or islets. This long-term issue has been fixed now.

- fixed: riverpig and waterlily tile graphics were mistakenly switched

Riverpig graphics actually presented water lily, and vice versa. They are now swapped, which is correct.

- fixed: whole plant weights considering their yield

Previously harvested plants might weigh less than the total weight of the parts, ie. seeds and roots, they yield.
This has been fixed now and hopefully affects to all the plant weight inconsistency instances there were.

- fixed: wrong treetype based naming of 'block of wood' items which resulted in shingle crafting being broken

Blocks of wood were mistakenly named eg. "Block of pine" instead of the intended form of "Block of pine wood". For this reason eg. shingle crafting was broken.

- fixed: bandage item weight

It was mistakenly set to 1 lbs, and is now fixed to 0.5 lbs.

3.86 (beta) changelog:

- added: aspen trees - a new tree species

Aspen is a large deciduous tree growing up to 15-30 meters in height. It grows in groves, fresh coniferous forests, rich spruce mires and also on clearings and hills. Grown aspens provide big trunks when felled. Its bark can be also peeled for tanning purposes.

MIGRATION NOTICE: For characters migrated from earlier versions aspen trees will start to appear at zoomed-in terrain maps only at areas that haven't been explored yet.

- changed: aspen tree required in Old Man's Punt quest

Old Man's Punt quest now requires aspen tree to be used. The quest dialog is updated accordingly.

- added: young birch trees

There are now young birch trees which produce slender trunks when felled.

MIGRATION NOTICE: For characters migrated from earlier versions young birch trees will start to appear at zoomed-in terrain maps only at areas that haven't been explored yet.

- redrawn: rowan tree tile graphics

- added: tree species property for slender tree trunks

The tree species now gets derived into felled slender tree trunks. As a result slender tree trunks are now called for example as slender rowan trunk or slender spruce trunk - depending on what species of a tree was felled.
There's now also different tile graphics for the different type of slender trunks. These have been added as separate columns within truetile/sltrunk.png tile graphics file.

MIGRATION NOTICE: If possible, generic slender trunks felled in the previous versions will be converted into slender spruce trunks in this version. This applies only to trunks that have been handled eg. picked up, by the player character. The others will remain as generic slender tree trunks without tree species information.
In version 3.85 slender pine trunks already inherited the tree species but were named incorrectly as "pine slender tree trunk". These will be converted into proper slender pine trunks in this version.

- added: some crafts now require slender trunks of specific species

This is indicated within the material and tool selection dialog the same way as all the other preferences.
For example, you may be given requirements such as "You need a board, preferably of rowan or alder." or "You need a slender spruce trunk."
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 type the produced item will be of lesser quality. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.
A specific slender trunk wood species is now preferred when crafting the following items. In the previous version some of these items were always crafted in average quality, but now the used wood type affects to finished item quality.

* Blunt arrow - birch or rowan are preferred
* Lippo - spruce is preferred for the pole, and the finished item quality now varies depending on the materials used.
* Axe and shovel hafts - birch or rowan are preferred
* Spear haft - spruce is preferred
* Ski stick - spruce is preferred, and finished item quality now varies depending on the materials used.
* Stone-axe - birch or rowan are preferred

- adjusted: for crafting paddles, aspen is added as a preferred wood type along with spruce

- adjusted: for crafting wood slats, birch is added as a preferred wood type along with pine

As the wood slats are used for arrow shaft blanks now the best quality arrows are made of either pine or birch.

- added: wood species shown within the description of certain timber type items

The wood type information is shown within the timber item description. For example: wooden stakes made out of slender birch trunk will appear as "birch stake", and wood slats made out of pine will appear as "pine slat".

- modding add: [masterwoodtype] tag to derive wood type from the used wood material into the crafted timber type items

You can now derive the original wood type from the used wood material into the crafted item, but this is functional only for crafts that come out of as timber type
items.
[masterwoodtype] tag is added for the required material where the original wood type is derived from. For example, when crafting something from slender trunks we would add [masterwoodtype] tag for the applicable required material line as follows:

{Slender trunk} (5) [remove] [masterwoodtype]

This example specifies that 5 slender trunks are required and the finished item will derive the wood type from these slender trunks. If these slender trunks were of pine, the finished item wood type will be also pine.
The wood type will be shown in the finished item name but its original name remains unchanged. For example, if we crafted "Wooden stake" which derived pine as its wood type it will be described as "Pine stake", but its original item name is still "Wooden stake". So we can use that item name {Wooden stake} as a material requirement in other crafting recipes, and can still derive the original wood type from there if need be.
The game generates finished item description either by adding wood type prefix or replacing "wood" or "wooden" words in the item name. For example; "wooden stake" may become "pine stake", and "wood slat" may become "birch slat". If there's no "wood" or "wooden" word found in the orignal item name the prefix is used.

- changed: "ski stick" is now known as "ski pole"

- added: pausable transport equipment

Crafting of the items in [M]ake -> "Transport" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Paddle

It now takes 3 hours on average to make, and also requires a knife in addition to using an axe.

* Sesta

It now takes one hour on average to make, and requires an axe or carving knife for the woodworking.

* Skis

It now takes 30 hours on average to make skis, and the preferred wood type for the boards used is birch or pine.
It is precise and time consuming process to come up with functional skis, although the execution still remains simplified in the game.
In addition, slightly more fur (6 lbs) is needed to cover the underside of the kicking ski, and thin cordage is needed for tying the fur. The required cordage length is also increased to 15 feet.
As a new requirement, 6 feet of strong cordage is needed for the boot bindings.

* Ski pole

Ski stick is now made of staff, instead of slender tree trunk. It takes 90 minutes on average to make, and requires an axe or carving knife for the woodworking.
As a new requirement a withe is needed for making the lower end rim that prevents the ski stick from sinking too deep into snow. Leather is not needed anymore, but it is replaced with tying equipment requirement. The tying equipment is used to attach the rim firmly to the ski stick. Traditionally, leather straps were used but other type of cordage now also works.

- updated: SKIS and SKI POLE game encyclopedia (F1) entries

The nature and construction of ancient northern skis and ski pole are now described in greater detail there.

- added: separate make menu for modded items - key command [O]

There's now separate crafting menu reserved only for modded items, and a new key command [O] (shift + o) to open it. Alternatively, you can also access this modded items menu from the original [M]ake menu by pressing [+] which is shown as a new option there if mod files are available.
The existing method of adding modded items to the original [M]ake menu with diy_*.txt and menudef_*.txt files still works the same as always, so there are no changes required for your mods unless you want to separate them from the original [M]ake menu.

To add items to m[O]dded items make menu only the file naming needs to be changed as follows. Modding and sub-menu definition syntax remains the same.

* sub-menu categories - mod_menudef_*.txt

To use m[O]dded items make menu there needs to be sub-menu categories defined for assigning your modded items into them. These categories can be freely defined but it's not possible to add items without the categories.
To create sub-menu categories you will be using text files named mod_menudef_*.txt where the asterisk is replaced by string of your choice in the filename. There's an example file called "mod_menudef_example.txt" to be found in your installtion folder which explains the syntax in more detail if you are not familiar with it.

* modded items - mod_diy_*.txt

For adding the actual items you will be using text files named mod_diy_*.txt where the asterisk is replaced by string of your choice in the filename.

Bringing your earlier mods with menudef_*.txt and diy_*.txt filenames into new m[O]dded make menu can be done to great extent with simple file renaming. For example:

If your earlier sub-menu category file is called "menudef_mymenus.txt" to bring those sub-menus in the new m[O]dded crafts menu, just rename "menudef_mymenus.txt" to "mod_menudef_mymenus.txt" and you have a good start there. Now if some of your modded items are assigned into hardcoded categories that exist in the original [M]ake menu, eg. Weapons, Arrows, etc. you also have to add those categories in your sub-menu category file ("mod_menudef_mymenus.txt" in this example). That's because m[O]dded crafts menu doesn't have any hardcoded or pre-defined categories.
Now you have only the categories appearing in the new m[O]dded crafts menu, and you need to bring the actual items in there as well. So, if your earlier modded crafts file is called "diy_mystuff.txt" you would just rename "diy_mystuff.txt" to "mod_diy_mystuff.txt" and that's it.

Notice that the m[O]dded crafts menu itself doesn't contain anything unless there are designated mod files available in the game installation folder. Opening the menu without any content brings up a notification message, and the menu itself opens only if there's properly defined sub-menu categories and items in use.

- improved: [r]epeat information regarding crafting and cooking

Repeat last action field on the bottom right of the main-game screen now always displays the craftable item name when crafting is to be repeated. Eg. "Club" or "Fishing rod"
If the item was crafted from the modded items make menu there will be (mod) prefix tag to indicate that. Eg. "(mod) Club" or "(mod) Fishing rod"
Similarly, if cooking is to be repeated the name of the cookery recipe will be displayed. Eg. "Porridge" or "Fish soup".

- added: applicable item name shown as the title of crafting requirement and time spending dialogs

Previously these dialogs had generic "Craft an item" and "Doing handcraft" titles. Now the name of the item being crafted, eg. "Club" or "Fishing rod", is shown as the title of both dialogs.

- adjusted: occurrence of deciduous trees in fresh conifereous forests

Occurrence of dediduous trees in spruce-dominated fresh coniferous forests has been increased.

- added: new cookery recipes to prepare soups of preserved meat and fish

There are four new cookery recipes to utilize smoked and dried meat or fish in the cooking. The new recipes are: dried meat soup, dried fish soup, smoked meat soup and smoked fish soup.

- added: salted meat or fish can be used in cooking as an alternative to raw meat/fish

Fish soup, meat soup, meat stew and pea soup now accept also salted meat or fish to be used instead of raw meat or fish.

- modding add: new cookery requirement tags for utilizing preserved meat and fish in recipes

The following self-explanatory cookery tags have been added to specify need of dried, smoked and salted meat or fish:
{Dried fish} {Dried meat} {Smoked fish} {Smoked meat} {Salted fish} and {Salted meat}

There are also two more new tags to specify need of either raw or salted meat or fish:
{Raw or salted meat} {Raw or salted fish}

- adjusted: cooked porridge amounts

All the porridge recipes produce bigger portion amounts than previously as the water content is now properly taken into account in their cooking. There are also small adjustments in the amounts of required ingredients.

- added: portion based cooking

It's now possible to cook multiple portions of certain recipes. This is convenient as you can cook a full pot if need be, or use fewer amount of ingredients to cook only a single portion if that suits the situation better.
The number of portions to prepare is asked when you start cooking and the amount of required ingredients are adjusted accordingly. The initial preparation time is also adjusted when cooking multiple portions.
The following recipes can be cooked in varying amount of portions and the maximum number of portions equals to cooking a full pot.

* Porridges - 5 portions.
* Green soup, mushroom soup and vegetable soup - 3 portions.
* Meat stew and meat soup - 2 portions.
* Fish soup and pea soup - 2 portions.
* Vegetable stew - 2 portions.
* Dried and smoked meat soup - 3 portions.
* Dried and smoked fish soup - 3 portions.

- adjusted: ingredient ratios and preperation times of portion based recipes

There are minor changes to ingredient ratios and cooking times of several cookery recipes.

- added: birch-bark pot - a cooking vessel made from birch-bark

Birch-bark pot is a craftable alternative to an iron pot and practical solution for cooking in the wild. It is made from a single sheet of birch-bark with the seams sealed tightly with split twigs. You can craft birch-bark pot from [M]ake menu “Utility articles"-category, and they can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.
Cooking in a birch-bark pot requires constant care so the recipes that could be left preparing on their own in an iron pot need to be maintained constantly when prepared in the birch-bark pot. For this reason cooking in the birch-bark pot takes more of player character’s time.
Birch-bark pots also wear out a little with every heating and can be used only a limited number of times. After having been used for some time you will notice the pot quality decreasing, and when it reaches the lowest level the pot will soon become unusable. Higher quality birch-bark pots last the longest so your character's crafting skills also come into play there. The smaller size of birch-bark pots also limits the number of portions you can cook at one go.
There’s also BIRCH-BARK POT game encyclopedia [F1] entry available for more information.

- added: {Boiling pot} cooking vessel requirement for boiling based recipes

When a cookery recipe requires boiling the ingredients the required cooking vessel is now called “boiling pot”, as distinguished from the generic “cooking pot” which can be for all kinds of cooking. Suitable boiling pots to use in cooking are either the common iron "pot" and newly added "birch-bark pot".

- added: harvesting sheets of birch-bark

It is now possible to harvest birch-bark also in sheets, in addition to already existing method of harvesting birch-bark in long strips. This is done with the common ‘Peel bark’ TIMBERCRAFT option. Upon peeling bark from a birch tree you are asked whether to harvest it as long strips or sheets. Birch-bark sheets are currently used only in making of birch-bark pots, but more uses are likely to be added in the future.

- changed: some TIMBERCRAFT menu options have been shortened as follows

"Chop a trunk into blocks" -> "Chop blocks of wood"
"Split firewood from a block" -> "Split firewood"
"Carve trunk into a log" -> "Log"
"Split a trunk into boards" -> "Boards"
"Cut branches/twigs from a tree -> "Twigs and branches"
There are also new informative messages displayed when some of these commands are used to make their mechanics more clear to new players.

- modding add: [portion:num] header tag to specify cooking of multiple portions

[portion:num] is used in cookery_*.txt recipe header line to specify maximum number of portions that can be prepared for the said recipe.
For example, in a header line like this:
.Porridge. *COOKERY* /30/ [portion:5]

[portion:5] tag specifies that 5 portions of this recipe can be prepared at one go. It should be understood that [portion:] never prepares multiple items, but multiplies the size of single food item prepared.
To specify which ingredients in the recipe are prone to [portion:num] multiplying you should use the already existing [patchwise] tag.
For example:
{Flour} #0.2# [remove] [boil] [patchwise]

Here it's specified that 0.2 lbs of flour is needed for one portion of the recipe. Now the [patchwise] tag here tells that multiple amounts of this ingredient is required if multiple portions are prepared.

- added: applicable cookery recipe name shown as the title of the cooking requirement dialog

Previously there was a generic "IGNREDIENTS" title. Now the recipe being cooked eg. "Flatbread" or "Fish soup", is shown along with the number of portions to prepare, if applicable.

- added: RENDER_DRIVER setup option (to remedy OSX slow rendering issues)

This option isn't normally needed at all, but it may prove useful for slow rendering cases which have been rarely encountered with some OSX systems.
The said rendering sluggishness is related to default render driver chosen by SDL, which may not always be the optimal. Now you can specify the preferred render driver with this setup option. To specify the render driver to use edit urw_ini.txt in your game installation folder and find or add [RENDER_DRIVER:] tag in there. P
Possible values to use are:

default
direct3d
direct3d11
direct3d12
opengl
opengles2
opengles
metal

To overcome OSX rendering sluggnishness you may try to use metal as follows:

[RENDER_DRIVER:metal]

- fixed: superior fur and leather impossible to obtain by hideworking

Hideworking quality assesments were broken at the last stages of tanning which resulted in unintended quality degrade.

- fixed: animal in the forest cover quest occasionally not generating the tracks essential for completing the quest

- fixed: club type weapons in the villages getting stocked outside on the ground

- fixed: sestas working as shingles and being set on fire upon shingle replacement

- fixed: generic big tree trunks occasionally found at zoomed-in maps

- fixed: ski equipment in Kaumo villages were always of perfect quality

Now there's some variation, but their ski equipment still remains of very good quality.

- fixed: southern flora not being generated correctly

There was a faulty code which prevented southern flora from appearing in the southern parts of the world as intended. Due to this issue exclusively southern plants were practically non-existent in the world.



Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
Version 3.86 has reached the beta stage and is now available as a beta-branch you can opt-into at will.
Instructions on how to do it will be explained below in a separate chapter, so read on.

Assuming no serious showstoppers are found we're anticipating to come up with stable version within few weeks time. You can find full changelog at the end of this post, and here's brief summary about the most notable additions in this version - let's go!


New trees and tree species for slender trunks

There's quite a lot being done regarding trees and lumber. There are now aspen added as a completely new tree species, and young birch now also appear in addition to grown birch trees. The tree species now gets derived into felled slender tree trunks and this affects to crafting as preferred slender trunk species may vary depending on what you're making.

Lots of deciduous trees, including the newly added aspens, can be spotted here. Our character has also felled a good sortiment of different species of slender and big trunks for crafting purposes.


Portion based cooking and birch-bark pots

It's now possible to cook multiple portions of certain recipes. This is convenient as you can cook a full pot if need be, or use fewer amount of ingredients to cook only a single portion if that suits the situation better.
There is also a completely new cooking vessel, birch-bark pot, which is a craftable alternative to an iron pot and practical solution for cooking in the wild. Birch-bark pot has its limits but can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.

Our character is going to prepare two portions of porridge in his decent birch-bark pot.


Preserved meat in cookery

There are four new cookery recipes to utilize smoked and dried meat or fish in the cooking. Moreover, salted meat or fish can be now also used in cooking as an alternative to raw meat/fish.

For example the fish soup can be now made of any type of fish - be it raw or preserved.


More pausable crafting and separate menu for modded handcrafts

Craftable items in "Transport" category are now all pausable tasks, with some adjustments to crafting times and required materials. There's also separate menu added for player modded items, to keep them separated (at will) from the original [M]ake menu.




How to opt-into 3.86 beta

  • First, quit the game if you were playing it.
  • Right-click UnReal World in your Steam Library, and select Properties from the drop-down menu.
  • Click BETAS and you'll see a dialog where to enter beta access code.


  • The access code for this release is urwversion386b
    Type in the access code and press Check Code button.
  • Selection to Opt into 3.86 (beta) appears. Click it, the update starts, and you've got it!
Should you encounter showstopping problems with this beta version just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu.
This returns your game back to the previous stable version 3.85.


Changelog

Version 3.86 (beta) changelog

** Saved characters from version 3.80-> are compatible with this version. **

BETA NOTICE:

This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.

- added: aspen trees - a new tree species

Aspen is a large deciduous tree growing up to 15-30 meters in height. It grows in groves, fresh coniferous forests, rich spruce mires and also on clearings and hills. Grown aspens provide big trunks when felled. Its bark can be also peeled for tanning purposes.

MIGRATION NOTICE: For characters migrated from earlier versions aspen trees will start to appear at zoomed-in terrain maps only at areas that haven't been explored yet.

- changed: aspen tree required in Old Man's Punt quest

Old Man's Punt quest now requires aspen tree to be used. The quest dialog is updated accordingly.

- added: young birch trees

There are now young birch trees which produce slender trunks when felled.

MIGRATION NOTICE: For characters migrated from earlier versions young birch trees will start to appear at zoomed-in terrain maps only at areas that haven't been explored yet.

- redrawn: rowan tree tile graphics

- added: tree species property for slender tree trunks

The tree species now gets derived into felled slender tree trunks. As a result slender tree trunks are now called for example as slender rowan trunk or slender spruce trunk - depending on what species of a tree was felled.
There's now also different tile graphics for the different type of slender trunks. These have been added as separate columns within truetile/sltrunk.png tile graphics file.

MIGRATION NOTICE: If possible, generic slender trunks felled in the previous versions will be converted into slender spruce trunks in this version. This applies only to trunks that have been handled eg. picked up, by the player character. The others will remain as generic slender tree trunks without tree species information.
In version 3.85 slender pine trunks already inherited the tree species but were named incorrectly as "pine slender tree trunk". These will be converted into proper slender pine trunks in this version.

- added: some crafts now require slender trunks of specific species

This is indicated within the material and tool selection dialog the same way as all the other preferences.
For example, you may be given requirements such as "You need a board, preferably of rowan or alder." or "You need a slender spruce trunk."
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 type the produced item will be of lesser quality. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.
A specific slender trunk wood species is now preferred when crafting the following items. In the previous version some of these items were always crafted in average quality, but now the used wood type affects to finished item quality.

* Blunt arrow - birch or rowan are preferred
* Lippo - spruce is preferred for the pole, and the finished item quality now varies depending on the materials used.
* Axe and shovel hafts - birch or rowan are preferred
* Spear haft - spruce is preferred
* Ski stick - spruce is preferred, and finished item quality now varies depending on the materials used.
* Stone-axe - birch or rowan are preferred

- adjusted: for crafting paddles, aspen is added as a preferred wood type along with spruce

- adjusted: for crafting wood slats, birch is added as a preferred wood type along with pine

As the wood slats are used for arrow shaft blanks now the best quality arrows are made of either pine or birch.

- added: wood species shown within the description of certain timber type items

The wood type information is shown within the timber item description. For example: wooden stakes made out of slender birch trunk will appear as "birch stake", and wood slats made out of pine will appear as "pine slat".

- modding add: [masterwoodtype] tag to derive wood type from the used wood material into the crafted timber type items

You can now derive the original wood type from the used wood material into the crafted item, but this is functional only for crafts that come out of as timber type
items.
[masterwoodtype] tag is added for the required material where the original wood type is derived from. For example, when crafting something from slender trunks we would add [masterwoodtype] tag for the applicable required material line as follows:

{Slender trunk} (5) [remove] [masterwoodtype]

This example specifies that 5 slender trunks are required and the finished item will derive the wood type from these slender trunks. If these slender trunks were of pine, the finished item wood type will be also pine.
The wood type will be shown in the finished item name but its original name remains unchanged. For example, if we crafted "Wooden stake" which derived pine as its wood type it will be described as "Pine stake", but its original item name is still "Wooden stake". So we can use that item name {Wooden stake} as a material requirement in other crafting recipes, and can still derive the original wood type from there if need be.
The game generates finished item description either by adding wood type prefix or replacing "wood" or "wooden" words in the item name. For example; "wooden stake" may become "pine stake", and "wood slat" may become "birch slat". If there's no "wood" or "wooden" word found in the orignal item name the prefix is used.

- changed: "ski stick" is now known as "ski pole"

- added: pausable transport equipment

Crafting of the items in [M]ake -> "Transport" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Paddle

It now takes 3 hours on average to make, and also requires a knife in addition to using an axe.

* Sesta

It now takes one hour on average to make, and requires an axe or carving knife for the woodworking.

* Skis

It now takes 30 hours on average to make skis, and the preferred wood type for the boards used is birch or pine.
It is precise and time consuming process to come up with functional skis, although the execution still remains simplified in the game.
In addition, slightly more fur (6 lbs) is needed to cover the underside of the kicking ski, and thin cordage is needed for tying the fur. The required cordage length is also increased to 15 feet.
As a new requirement, 6 feet of strong cordage is needed for the boot bindings.

* Ski pole

Ski stick is now made of staff, instead of slender tree trunk. It takes 90 minutes on average to make, and requires an axe or carving knife for the woodworking.
As a new requirement a withe is needed for making the lower end rim that prevents the ski stick from sinking too deep into snow. Leather is not needed anymore, but it is replaced with tying equipment requirement. The tying equipment is used to attach the rim firmly to the ski stick. Traditionally, leather straps were used but other type of cordage now also works.

- updated: SKIS and SKI POLE game encyclopedia (F1) entries

The nature and construction of ancient northern skis and ski pole are now described in greater detail there.

- added: separate make menu for modded items - key command [O]

There's now separate crafting menu reserved only for modded items, and a new key command [O] (shift + o) to open it. Alternatively, you can also access this modded items menu from the original [M]ake menu by pressing [+] which is shown as a new option there if mod files are available.
The existing method of adding modded items to the original [M]ake menu with diy_*.txt and menudef_*.txt files still works the same as always, so there are no changes required for your mods unless you want to separate them from the original [M]ake menu.

To add items to m[O]dded items make menu only the file naming needs to be changed as follows. Modding and sub-menu definition syntax remains the same.

* sub-menu categories - mod_menudef_*.txt

To use m[O]dded items make menu there needs to be sub-menu categories defined for assigning your modded items into them. These categories can be freely defined but it's not possible to add items without the categories.
To create sub-menu categories you will be using text files named mod_menudef_*.txt where the asterisk is replaced by string of your choice in the filename. There's an example file called "mod_menudef_example.txt" to be found in your installtion folder which explains the syntax in more detail if you are not familiar with it.

* modded items - mod_diy_*.txt

For adding the actual items you will be using text files named mod_diy_*.txt where the asterisk is replaced by string of your choice in the filename.

Bringing your earlier mods with menudef_*.txt and diy_*.txt filenames into new m[O]dded make menu can be done to great extent with simple file renaming. For example:

If your earlier sub-menu category file is called "menudef_mymenus.txt" to bring those sub-menus in the new m[O]dded crafts menu, just rename "menudef_mymenus.txt" to "mod_menudef_mymenus.txt" and you have a good start there. Now if some of your modded items are assigned into hardcoded categories that exist in the original [M]ake menu, eg. Weapons, Arrows, etc. you also have to add those categories in your sub-menu category file ("mod_menudef_mymenus.txt" in this example). That's because m[O]dded crafts menu doesn't have any hardcoded or pre-defined categories.
Now you have only the categories appearing in the new m[O]dded crafts menu, and you need to bring the actual items in there as well. So, if your earlier modded crafts file is called "diy_mystuff.txt" you would just rename "diy_mystuff.txt" to "mod_diy_mystuff.txt" and that's it.

Notice that the m[O]dded crafts menu itself doesn't contain anything unless there are designated mod files available in the game installation folder. Opening the menu without any content brings up a notification message, and the menu itself opens only if there's properly defined sub-menu categories and items in use.

- improved: [r]epeat information regarding crafting and cooking

Repeat last action field on the bottom right of the main-game screen now always displays the craftable item name when crafting is to be repeated. Eg. "Club" or "Fishing rod"
If the item was crafted from the modded items make menu there will be (mod) prefix tag to indicate that. Eg. "(mod) Club" or "(mod) Fishing rod"
Similarly, if cooking is to be repeated the name of the cookery recipe will be displayed. Eg. "Porridge" or "Fish soup".

- added: applicable item name shown as the title of crafting requirement and time spending dialogs

Previously these dialogs had generic "Craft an item" and "Doing handcraft" titles. Now the name of the item being crafted, eg. "Club" or "Fishing rod", is shown as the title of both dialogs.

- adjusted: occurrence of deciduous trees in fresh conifereous forests

Occurrence of dediduous trees in spruce-dominated fresh coniferous forests has been increased.

- added: new cookery recipes to prepare soups of preserved meat and fish

There are four new cookery recipes to utilize smoked and dried meat or fish in the cooking. The new recipes are: dried meat soup, dried fish soup, smoked meat soup and smoked fish soup.

- added: salted meat or fish can be used in cooking as an alternative to raw meat/fish

Fish soup, meat soup, meat stew and pea soup now accept also salted meat or fish to be used instead of raw meat or fish.

- modding add: new cookery requirement tags for utilizing preserved meat and fish in recipes

The following self-explanatory cookery tags have been added to specify need of dried, smoked and salted meat or fish:
{Dried fish} {Dried meat} {Smoked fish} {Smoked meat} {Salted fish} and {Salted meat}

There are also two more new tags to specify need of either raw or salted meat or fish:
{Raw or salted meat} {Raw or salted fish}

- adjusted: cooked porridge amounts

All the porridge recipes produce bigger portion amounts than previously as the water content is now properly taken into account in their cooking. There are also small adjustments in the amounts of required ingredients.

- added: portion based cooking

It's now possible to cook multiple portions of certain recipes. This is convenient as you can cook a full pot if need be, or use fewer amount of ingredients to cook only a single portion if that suits the situation better.
The number of portions to prepare is asked when you start cooking and the amount of required ingredients are adjusted accordingly. The initial preparation time is also adjusted when cooking multiple portions.
The following recipes can be cooked in varying amount of portions and the maximum number of portions equals to cooking a full pot.

* Porridges - 5 portions.
* Green soup, mushroom soup and vegetable soup - 3 portions.
* Meat stew and meat soup - 2 portions.
* Fish soup and pea soup - 2 portions.
* Vegetable stew - 2 portions.
* Dried and smoked meat soup - 3 portions.
* Dried and smoked fish soup - 3 portions.

- adjusted: ingredient ratios and preperation times of portion based recipes

There are minor changes to ingredient ratios and cooking times of several cookery recipes.

- added: birch-bark pot - a cooking vessel made from birch-bark

Birch-bark pot is a craftable alternative to an iron pot and practical solution for cooking in the wild. It is made from a single sheet of birch-bark with the seams sealed tightly with split twigs. You can craft birch-bark pot from [M]ake menu “Utility articles"-category, and they can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.
Cooking in a birch-bark pot requires constant care so the recipes that could be left preparing on their own in an iron pot need to be maintained constantly when prepared in the birch-bark pot. For this reason cooking in the birch-bark pot takes more of player character’s time.
Birch-bark pots also wear out a little with every heating and can be used only a limited number of times. After having been used for some time you will notice the pot quality decreasing, and when it reaches the lowest level the pot will soon become unusable. Higher quality birch-bark pots last the longest so your character's crafting skills also come into play there. The smaller size of birch-bark pots also limits the number of portions you can cook at one go.
There’s also BIRCH-BARK POT game encyclopedia [F1] entry available for more information.

- added: {Boiling pot} cooking vessel requirement for boiling based recipes

When a cookery recipe requires boiling the ingredients the required cooking vessel is now called “boiling pot”, as distinguished from the generic “cooking pot” which can be for all kinds of cooking. Suitable boiling pots to use in cooking are either the common iron "pot" and newly added "birch-bark pot".

- added: harvesting sheets of birch-bark

It is now possible to harvest birch-bark also in sheets, in addition to already existing method of harvesting birch-bark in long strips. This is done with the common ‘Peel bark’ TIMBERCRAFT option. Upon peeling bark from a birch tree you are asked whether to harvest it as long strips or sheets. Birch-bark sheets are currently used only in making of birch-bark pots, but more uses are likely to be added in the future.

- changed: some TIMBERCRAFT menu options have been shortened as follows

"Chop a trunk into blocks" -> "Chop blocks of wood"
"Split firewood from a block" -> "Split firewood"
"Carve trunk into a log" -> "Log"
"Split a trunk into boards" -> "Boards"
"Cut branches/twigs from a tree -> "Twigs and branches"
There are also new informative messages displayed when some of these commands are used to make their mechanics more clear to new players.

- modding add: [portion:num] header tag to specify cooking of multiple portions

[portion:num] is used in cookery_*.txt recipe header line to specify maximum number of portions that can be prepared for the said recipe.
For example, in a header line like this:
.Porridge. *COOKERY* /30/ [portion:5]

[portion:5] tag specifies that 5 portions of this recipe can be prepared at one go. It should be understood that [portion:] never prepares multiple items, but multiplies the size of single food item prepared.
To specify which ingredients in the recipe are prone to [portion:num] multiplying you should use the already existing [patchwise] tag.
For example:
{Flour} #0.2# [remove] [boil] [patchwise]

Here it's specified that 0.2 lbs of flour is needed for one portion of the recipe. Now the [patchwise] tag here tells that multiple amounts of this ingredient is required if multiple portions are prepared.

- added: applicable cookery recipe name shown as the title of the cooking requirement dialog

Previously there was a generic "IGNREDIENTS" title. Now the recipe being cooked eg. "Flatbread" or "Fish soup", is shown along with the number of portions to prepare, if applicable.

- added: RENDER_DRIVER setup option (to remedy OSX slow rendering issues)

This option isn't normally needed at all, but it may prove useful for slow rendering cases which have been rarely encountered with some OSX systems.
The said rendering sluggishness is related to default render driver chosen by SDL, which may not always be the optimal. Now you can specify the preferred render driver with this setup option. To specify the render driver to use edit urw_ini.txt in your game installation folder and find or add [RENDER_DRIVER:] tag in there. P
Possible values to use are:

default
direct3d
direct3d11
direct3d12
opengl
opengles2
opengles
metal

To overcome OSX rendering sluggnishness you may try to use metal as follows:

[RENDER_DRIVER:metal]

- fixed: superior fur and leather impossible to obtain by hideworking

Hideworking quality assesments were broken at the last stages of tanning which resulted in unintended quality degrade.

- fixed: animal in the forest cover quest occasionally not generating the tracks essential for completing the quest

- fixed: club type weapons in the villages getting stocked outside on the ground

- fixed: sestas working as shingles and being set on fire upon shingle replacement

- fixed: generic big tree trunks occasionally found at zoomed-in maps

- fixed: ski equipment in Kaumo villages were always of perfect quality

Now there's some variation, but their ski equipment still remains of very good quality.

- fixed: southern flora not being generated correctly

There was a faulty code which prevented southern flora from appearing in the southern parts of the world as intended. Due to this issue exclusively southern plants were practically non-existent in the world.



Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
Warm greetings and sunny day to all you adventurers out there!
It is happening again.... the spring... and Steam Spring sale!

So grab your skis, find a nearest village deep in the backwoods, and use your precious squirrel hides to make a good trade,

Err, wait, that's how it might go in UnReal World... in the real world just add UnReal World in your shopping cart for a decently discounted spring sale price and then experience the former along with tons of other things.

Sami (UnReal World creator) skiing throught the forests far away from development chambers,

Skiing is something that UnReal World devs actually like to do in real life too. It's especially rewarding way to roam the forests during the snow crust - which is a springtime phenomena where surface of the snowpack becomes so hard that it can completely support a walking or skiing person - and some animals as well. The crust results from partial melting of the snow surface by warm spring day sunlight followed by re-freezing when the temperature drops again, usually after the sunset.
The crust normally only lasts for part of the day, but being able to travel on snow without sinking in there at all is a great asset for a hunter.
Elks were traditionally hunted on skis during crust as it can't support the heavy animals and hunter gliding on skis eventually became faster than their fatiguing prey.

If you are new to UnReal World now let me reveal that these snow crust mechanics and are actually modelled in the game making the said hunting method and many other wintertime scenarios possible in the Far North where the game takes place.
Among with tons of other things.
Hmm. Did I already say that.

UnReal World was first released in 1992, has been 33 years in the making and there's no end in sight.
And before all the spring snow melts we'll be releasing yet another fresh patch as UnReal World version 3.86 is expected to reach beta stage this very month.
Welcome aboard!
ːurw_sageː
UnReal World - Sami of Enormous Elk
You know what... there's smell of spring and new UnReal World release in the air.
And come March, I'm hopeful we'll see them both taking place.
The most fundamental additions in the upcoming version will concern new trees, raw material wood types and their varied impact on crafting. Let's have a sneak peak at these...

Aspen trees

Aspen trees will now appear in the game world. These large deciduous tree grow up to 15-30 meters in height. They grows in groves, fresh coniferous forests, rich spruce mires as well as on clearings and hills.
This addition precedes a slightly more distant goal of eventually adding character crafted punts into the game. For the time being, aspens will bring nice variety into the world, and an additional type of timber to utilize. Grown aspens provide big trunks when felled and their bark can be also peeled for tanning purposes.

Aspens growing in the grove.

Wood type for slender trunks

Wood type is now added also for slender trunks and as a natural consequence some crafts will require slender trunks of specific species. For example: axe handles are best made of birch or rowan trees for the required durability, blunt arrows were almost exclusively made out of birch, and spear hafts of spruce.
And so on.
There's also different slender trunk tile graphics for different tree species so that the different type of slender trunks are easily distinguishable the same way as the big trunks currently are. Some tree tile redrawing/stylizing has been also made, eg. for rowan trees, so that they better express the essence of the tree species both in their standing and felled appearance.

Here you can see small piles of slender alder, rowan and birch trunks placed to the south of the relevant standing young trees.

Spin-off and crafting dialog improvements

Several spin-off features, improvements and adjustments have emerged from these wood type related additions, and you'll be seeing their full effect on the gameplay in the next version. These last two screenshots along with their descriptions show a little bit of the new wood type additions in effect.

Sara is crafting wood slats, with an intention to make arrow shafts from them - and there are several additions to be seen in the screenshot.
Firstly, we'll see that birch is now also a preferred wood type, in addition to pine. As a result the best wood slats, and the arrow shafts thereof, are now made of pine and birch.
But here Sara goes making her wood slats from spruce, which is also doable, although the highest quality results can't be expected.


Sara has been making some wood slats from slender spruce and birch trunks and is now crafting arrow shafts.
Here you can see that Sara's inventory shows wood slats described by their wood type rather than the generic name. This is the new wood types in effect.
Certain applicable timber type items now derive the original wood type from the materials used.
Notice also that the material requirements dialog now shows the actual item name, "Arrow shaft", rather than previously seen generic "Craft an item".


Stay tuned. The spring is coming.

So, if everything goes smoothly we'll be releasing a new version in March. There are bunch more features still to be added, and bunch of not mentioned here already added. Stay tuned. The spring is coming.
UnReal World - Sami of Enormous Elk
Dear adventurers,

once again the year is nearing its end and with these season's greetings we wish you all the best with the festivities and holiday season you might have at hand - and happy new year!

With the seasonal sale going we'd also like to warmly welcome all the new adventurers into the Far North.

Northern fire works

As a seasonal speciality let's share a fresh episode from UnReal World creator's traditional archery YouTube channel. As some of you may know, we're the kind of devs that are into various real life crafts and adventures as well - in addition to creating digital worlds.
Now we've just recently passed the winter solstice in the Northern hemisphere and the days are slowly but steadily getting longer and longer. So let's celebrate it with this sort of a northern fire works:
https://youtu.be/JdsLobHDp1Y?si=5ALfXSuqhGMwUPbO

Picture greetings

And here's the seasonal picture greetings for the winter 2024.



Take care, best wishes and see you all in 2025! ːurw_sageːːurw_treeː
Nov 27, 2024
UnReal World - Sami of Enormous Elk
Today, on the verge of Steam Autumn Sale, we're most happy to release version 3.85 stable for both the old adventurers already roaming the UnReal World - and for the newcomers who have only now found their way into the far north.

Feel warmly welcomed to witness and enjoy yet another UnReal World release!

Find the changelog below. Those who have already been playing 3.85 beta will find few fixes and additions since the beta listed first, followed by actual 3.85 changelog.


Changelog

Version: 3.85 (stable)

** Saved characters from version 3.80-> are compatible with this version. **

- added: wooden canteen - a new item

Wooden canteen is a closed wooden container for carrying water, milk or other beverages. They have a capacity of holding 5 lbs of liquid. Wooden canteens are not craftable by the player character but can be found in the villages.

- added: WOODEN CANTEEN encyclopedia (F1) entry

- improved: grinding flour

Foremostly, grinding flour is now pausable task. You can cancel the task at any time and the receiving container will be filled with how much was ground at the time. Even though you may be asked how many items from the stack you wish to grind the receiving container size always defines the actual amount used. So you can freely select too much, and only the necessary amount to fill the container will be ground. Also, there are no more limits to how many pounds you can grind at one go, except for the receiving container capacity.

- added: pausable log carving with the original tree species inherited

Carving logs is now a pausable task. The produced logs now also inherit the trunk's tree species property, so you'll get pine logs, birch logs and spruce logs.

- fixed: preferred tool autoselect issues, eg. with blunt arrows

Axe or sturdy carving wasn't autoselected upon crafting blunt arrows.

- fixed: plural form missing from the message for trying to pick up several items in crafting

- fixed: tree species property missing from the lumber products found in the villages and at certain start-up scenarios

Changelog of the features already featured in 3.85 beta starts here:

- added: tree species property for big trunks and some assorted timber products

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 a tree was felled. Felling small trees still produces the generic slender tree trunks, but in the future tree species property will be added for slender trunks as well.
There are also different tree trunk tile graphics for pine tree trunk, birch tree trunk and spruce tree trunk. These have been added as separate columns within truetile/trunk.png tile graphics file.
When making blocks of wood or boards out of the big trunks these products now also inherit the original tree species property. As a result these basic timber products will be now called for example as "block of spruce wood" or "pine board", etc.

- added: some crafts now require wood material of specific tree species

Some crafts now require specific species of wood as raw material. This is indicated within the material and tool selection dialog the same way as all the other preferences. For example, you may be given a messages such as "You need a board, preferably of pine or birch." or "You need a spruce trunk."
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 produced item will be of lesser quality. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.
A specific wood species is now preferred when crafting the following items. And this feature will likely get more widely utilized in the future updates.

* Longbow, pine or birch is preferred
* Shortbow, pine or birch is preferred
* Wooden shovel, birch is preferred
* Wooden cup and bowl, birch is preferred
* Wood slat, pine is preferred
* Shingle, pine is required
* Paddle, spruce is preferred

- modding add: preferred tree species requirement

Where applicable you can specify preferred tree species as a required material within <> tag. For example:

{Tree trunk} <Spruce, Birch> [remove]
{Block of wood} <Birch> [remove]

On the first line a big tree trunk is required, and it should be preferably of either spruce or birch. On the second line block of wood is required, and it should be preferably of birch. In these cases 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.
If only a certain type of tree species is accepted you should specify it directly by its full item name including the species. For example:

{Pine tree trunk}
or
{Spruce board}

- added: shingles - a traditional light source

Shingles 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. In addition, shingles are also used as handicraft raw material in the making of shingle baskets - which is a new item featured in this verison.
Shingles are timber type items, and they 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 neccary, and you don't need to worry about maintaining the lighting even if the task you were doing would take a long time. Your companions will also automatically set a new shingle burning if they happen to be beside the fainting one.
Villagers now also stock shingles and can utilize them to light up their cottage houses. Villagers set shingles burning only when necessary so this kind of lighting in the villages is mostly seen only during the dark autumn and winter periods.

- added: SHINGLE game encyclopedia (F1) entry

- added: crafting shingles

You can find the option for crafting shingles at [M]ake menu under [L]umber category.
Shingles are split from a block of pine wood. The process requires an axe, knife and hammering tool such as club. First the block is split into smaller pieces and then the shingles are split and pulled apart one by one by using a knife and hands. One block of wood yields hundreds and hundreds of shingles, but it is time consuming process that can take a full working day. The exact amount of shingles produced from one block of wood is based on the success of your TIMBERCRAFT skill.

- added: shingle basket, a new container item

Shingle basket is a rather large container made out of shingles. You can craft shingle baskets from [M]ake menu under tility articles.

- changed: Staff item type and role

Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes.
There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand.

MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves.

- updated: STAFF game encyclopedia (F1) entry

- changed: Flail item type and role

Grainflail is now classified as a tool type item, rather than being a weapon. For a long time flails were considered weapons but that approach was foremostly generic medieval weaponry relic from the past and quite inappropriate for the game world. Naturally the FLAIL combat skill no longer exists either.
In addition, the small flail item has been removed completely so there's only one flail item in the game world now - the grainflail.

MIGRATION NOTICE: FLAIL skill gets removed from the migrated characters upon their first load in this version. The old flails continue to appear as weapon type items, but their usage as weapons is now unpredictable.

- updated: GRAINFLAIL game encyclopedia (F1) entry

- added: pausable arrowhead making

Crafting of the arrowheads are now pausable tasks allowing you to have breaks and continue at will later on.

- changed: bone and stone arrowhead crafting batch size increased from 5 to 10

- changed: blunt arrow crafting

Blunt arrow crafting batch size is now increased to a dozen (12). As one slender trunk now yields 3 blunt arrows this is more reasonable batch number considering the sparing material usage.
An axe or carving knife is now also required in making of blunt arrows - for efficient rough cutting. You can still craft a blunt arrow with any knife alone, but using an axe or sturdy knife makes things easier.

- added: pausable fishing equipment

Crafting of the items in [M]ake -> "Fishing" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Wooden fishhook

It now takes 30 minutes on average to make.

* Lippo

It now takes 6 hours on average to make.

* Netting needle

A wooden stake is now required as a raw material to carve the netting needle from.

- added: pausable tying equipment

Crafting of the items in [M]ake -> "Tying equipment" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused tying equipment crafting use any similar type of crafting again - ie. any cord, rope or withe - standing beside the partially finished item. So, even if you had for example a leather rope in the making, trying to craft birch-bark rope beside it still continues the original paused craft. So with tying equipment we hereby have an exception to pausable crafting continuing rules. If you choose to craft any type of cord, rope or withe the existing paused cord, rope or withe at the location will be finished first.

- added: pausable textilecraft

Spinning yarn and crafting of the spindle in [M]ake -> "Textilecraft" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Spindle

It now takes 2 hours on average to make. Moreover, in addition using a knife alone, an axe or carving knife is preferred for rough cutting of the initial spindle shape.

- added: pausable utility articles

Crafting of the items in [M]ake -> "Utility articles" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Grainflail

It's now made of two staves instead of a slender tree trunk. The staves are carved smooth and the impact stave is joined to the handle with a piece of cord.
It now takes 3 hours on average to make.

* Wooden cup

They can be now made in batches of up to 5 at a time, and one block of wood yields five cups. Production time of one cup has been increased to 90 minutes. Previously it was 1 hour.

* Wooden bowl

They can be now made in batches of up to 4 at a time, and one block of wood yields two bowls. Production time of one bowl has been increased to 3 hours. Previously it was 2 hours.

* Torch

They can be now made in batches of up to 10 at a time. Some tying equipment is now also required to keep the bundle of branches tight and convenient to handle. The tying equipment can be anything from withes to cords.

* Bandage

To make one bandage 0.5 lbs of cloth is required, instead of previous 1 lb.

- removed: skin (ie. waterskin) item

This item was actually a remnant from the very early years of the game where wilderness exploration and abundance of water wasn't so obvious. Moreover, water containers made out of leather are also somewhat anachronistic for the game world.

- modding add: [sucmodqty] tag to specificy success modified quantity of obtained items

Using [sucmodqty] tag at the item header modifies the number of items to produce, specified as (num), based on how the crafting attempt succeeded. Very succesfull crafting produces close to or exactly the specified number of items, and failures produce that much less.
For example, if we had an item header like this:
.Club. (10) /5h/ *COMMON* [sucmodqty]

This would always produce 10 clubs if there wasn't [sucmodqty] in use. But now as there's [sucmodqty] tag it can produce something like 7-10 clubs based on how the crafting attempt succeeds.

- changed: wood slat production amount is now prone to success modified quantity

The number of wood slats you get from one board is modified by how the crafting attempt succeeded.

- added: yield information of raw materials, where applicable, is now indicated upon starting to craft something

For example, when starting to craft staves there will be a message telling that "You can make 3 staves from one slender tree trunk." This way crafting can be planned sparingly in cases where certain raw material yield has been set.

- adjusted: availability of small garments such as socks and mittens in the villages has been increased

The chances to find small garments such as socks and mittens from the villages has been increased. You still may have to visit several prosperous villages to find a spare pair of precious woollen socks or mittens, but there's noticeable increase to the previous.

- added: proper stocking of skis and ski sticks in the villages

Skis and ski sticks are now properly stocked in the villages and the equipment quality can vary depending on the culture. Ski equipment restocking, if needed, is based on the village population and season.

- fixed: start-up scenarios generated too close to the villages

Sometimes a new character's location and start-up scenario were generated too close to the existing villages which caused scenario effects to spread into the villages. This was noticed for example with scenarios like "Unfortunate hunting trip" and "Not all who wander are lost."

- fixed: two animals getting caught in the same trap

- fixed: holes in the ice refreezing in slightly above zero degrees celsius temperatures

- fixed: glitches with using village trade credit for blacksmith orders

If you had enough village trade credit to cover the whole blacksmith order, asking the blacksmith's opinion about preferred items to trade only used up your credit but didn't proceed with the order.

- fixed: crawling while skiing

These two movement modes were erroneously simultaneously allowed. Now the crawling character with skis keeps only crawling, with the crawling speed.

- fixed: running while skiing

These two movement modes were erroneously simultaneously allowed. Now running is not possible when skiing.

- fixed: felled saplings in darkness displayed incorrectly

- fixed: rare shovel disappearance potential when digging a pit was paused

- fixed: NPCs occasionally setting fires at unsuitable and random locations

- fixed: being able to shoot broken arrows with a bow

- fixed: shoreline waters at the village area converted into spring water for migrated characters created before the spring addition


Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
The time has come for yet another UnReal World version to go live as version 3.85 beta is hereby now released. Being in beta phase it's available as a beta branch you need to opt-into at your Steam Library. This will be explained below. In few weeks time, if no showstoppers are found, we can expect a stable release.

With this version we've now accomplished featuring the vast majority of crafting as pausable tasks. Now only a few item categories still remain to be done on our way to comprehensive pausable crafting.
The other most notable additions in version 3.85 are also linked to crafting. One to mention is the shingles - a new type of light source with its unique usage mechanics. Secondly, there's now tree species property for big trunks and assorted timber products which affects to what type of wood is needed/preferred for crafting this or that.
You can find full changelog at the end of this post, and a closer look at the few mentioned features with screenshots here.

Tree species property for big trunks and assorted timber products

Upon felling big trees the tree species now gets derived into the produced 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.

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

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. Here's how it goes when longbow crafting is initiated - pine or birch board is the preferred raw material.


Shingles - a new, traditional light source with new game mechanics

Shingles 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.
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, or companion, is located beside the burning shingle and there's a stack of new shingles nearby on the ground. The 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.

There are two shingles being burnt to light up a cottage in this Koivulais settlement. Stack of reserve shingles lays on the floor and a close by player character, their companion or the villagers might automatically set a new shingle burning if need be.


How to opt-into 3.85 (beta)

  • First, quit the game if you were playing it.
  • Right-click UnReal World in your Steam Library, and select Properties from the drop-down menu.
  • Click BETAS and you'll see a dialog where to enter beta access code.


  • The access code for this release is urwversion385beta
    Type in the access code and press Check Code button.
  • Selection to Opt into 3.85 (beta) appears. Click it, the update starts, and you've got it!
Should you encounter showstopping problems with this beta version just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu.
This returns your game back to the previous stable version 3.84.2.


Changelog

Version 3.85 (beta) changelog

** Saved characters from version 3.80-> are compatible with this version. **

BETA NOTICE:

This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.


- added: tree species property for big trunks and some assorted timber products

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 a tree was felled. Felling small trees still produces the generic slender tree trunks, but in the future tree species property will be added for slender trunks as well.
There are also different tree trunk tile graphics for pine tree trunk, birch tree trunk and spruce tree trunk. These have been added as separate columns within truetile/trunk.png tile graphics file.
When making blocks of wood or boards out of the big trunks these products now also inherit the original tree species property. As a result these basic timber products will be now called for example as "block of spruce wood" or "pine board", etc.

- added: some crafts now require wood material of specific tree species

Some crafts now require specific species of wood as raw material. This is indicated within the material and tool selection dialog the same way as all the other preferences. For example, you may be given a messages such as "You need a board, preferably of pine or birch." or "You need a spruce trunk."
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 produced item will be of lesser quality. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.
A specific wood species is now preferred when crafting the following items. And this feature will likely get more widely utilized in the future updates.

* Longbow, pine or birch is preferred
* Shortbow, pine or birch is preferred
* Wooden shovel, birch is preferred
* Wooden cup and bowl, birch is preferred
* Wood slat, pine is preferred
* Shingle, pine is required
* Paddle, spruce is preferred

- modding add: preferred tree species requirement

Where applicable you can specify preferred tree species as a required material within <> tag. For example:

{Tree trunk} <Spruce, Birch> [remove]
{Block of wood} <Birch> [remove]

On the first line a big tree trunk is required, and it should be preferably of either spruce or birch. On the second line block of wood is required, and it should be preferably of birch. In these cases 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.
If only a certain type of tree species is accepted you should specify it directly by its full item name including the species. For example:

{Pine tree trunk}
or
{Spruce board}

- added: shingles - a traditional light source

Shingles 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. In addition, shingles are also used as handicraft raw material in the making of shingle baskets - which is a new item featured in this verison.
Shingles are timber type items, and they 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 neccary, and you don't need to worry about maintaining the lighting even if the task you were doing would take a long time. Your companions will also automatically set a new shingle burning if they happen to be beside the fainting one.
Villagers now also stock shingles and can utilize them to light up their cottage houses. Villagers set shingles burning only when necessary so this kind of lighting in the villages is mostly seen only during the dark autumn and winter periods.

- added: SHINGLE game encyclopedia (F1) entry

- added: crafting shingles

You can find the option for crafting shingles at [M]ake menu under [L]umber category.
Shingles are split from a block of pine wood. The process requires an axe, knife and hammering tool such as club. First the block is split into smaller pieces and then the shingles are split and pulled apart one by one by using a knife and hands. One block of wood yields hundreds and hundreds of shingles, but it is time consuming process that can take a full working day. The exact amount of shingles produced from one block of wood is based on the success of your TIMBERCRAFT skill.

- added: shingle basket, a new container item

Shingle basket is a rather large container made out of shingles. You can craft shingle baskets from [M]ake menu under tility articles.

- changed: Staff item type and role

Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes.
There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand.

MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves.

- updated: STAFF game encyclopedia (F1) entry

- changed: Flail item type and role

Grainflail is now classified as a tool type item, rather than being a weapon. For a long time flails were considered weapons but that approach was foremostly generic medieval weaponry relic from the past and quite inappropriate for the game world. Naturally the FLAIL combat skill no longer exists either.
In addition, the small flail item has been removed completely so there's only one flail item in the game world now - the grainflail.

MIGRATION NOTICE: FLAIL skill gets removed from the migrated characters upon their first load in this version. The old flails continue to appear as weapon type items, but their usage as weapons is now unpredictable.

- updated: GRAINFLAIL game encyclopedia (F1) entry

- added: pausable arrowhead making

Crafting of the arrowheads are now pausable tasks allowing you to have breaks and continue at will later on.

- changed: bone and stone arrowhead crafting batch size increased from 5 to 10

- changed: blunt arrow crafting

Blunt arrow crafting batch size is now increased to a dozen (12). As one slender trunk now yields 3 blunt arrows this is more reasonable batch number considering the sparing material usage.
An axe or carving knife is now also required in making of blunt arrows - for efficient rough cutting. You can still craft a blunt arrow with any knife alone, but using an axe or sturdy knife makes things easier.

- added: pausable fishing equipment

Crafting of the items in [M]ake -> "Fishing" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Wooden fishhook

It now takes 30 minutes on average to make.

* Lippo

It now takes 6 hours on average to make.

* Netting needle

A wooden stake is now required as a raw material to carve the netting needle from.

- added: pausable tying equipment

Crafting of the items in [M]ake -> "Tying equipment" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused tying equipment crafting use any similar type of crafting again - ie. any cord, rope or withe - standing beside the partially finished item. So, even if you had for example a leather rope in the making, trying to craft birch-bark rope beside it still continues the original paused craft. So with tying equipment we hereby have an exception to pausable crafting continuing rules. If you choose to craft any type of cord, rope or withe the existing paused cord, rope or withe at the location will be finished first.

- added: pausable textilecraft

Spinning yarn and crafting of the spindle in [M]ake -> "Textilecraft" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Spindle

It now takes 2 hours on average to make. Moreover, in addition using a knife alone, an axe or carving knife is preferred for rough cutting of the initial spindle shape.

- added: pausable utility articles

Crafting of the items in [M]ake -> "Utility articles" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Grainflail

It's now made of two staves instead of a slender tree trunk. The staves are carved smooth and the impact stave is joined to the handle with a piece of cord.
It now takes 3 hours on average to make.

* Wooden cup

They can be now made in batches of up to 5 at a time, and one block of wood yields five cups. Production time of one cup has been increased to 90 minutes. Previously it was 1 hour.

* Wooden bowl

They can be now made in batches of up to 4 at a time, and one block of wood yields two bowls. Production time of one bowl has been increased to 3 hours. Previously it was 2 hours.

* Torch

They can be now made in batches of up to 10 at a time. Some tying equipment is now also required to keep the bundle of branches tight and convenient to handle. The tying equipment can be anything from withes to cords.

* Bandage

To make one bandage 0.5 lbs of cloth is required, instead of previous 1 lb.

- removed: skin (ie. waterskin) item

This item was actually a remnant from the very early years of the game where wilderness exploration and abundance of water wasn't so obvious. Moreover, water containers made out of leather are also somewhat anachronistic for the game world.

- modding add: [sucmodqty] tag to specificy success modified quantity of obtained items

Using [sucmodqty] tag at the item header modifies the number of items to produce, specified as (num), based on how the crafting attempt succeeded. Very succesfull crafting produces close to or exactly the specified number of items, and failures produce that much less.
For example, if we had an item header like this:
.Club. (10) /5h/ *COMMON* [sucmodqty]

This would always produce 10 clubs if there wasn't [sucmodqty] in use. But now as there's [sucmodqty] tag it can produce something like 7-10 clubs based on how the crafting attempt succeeds.

- changed: wood slat production amount is now prone to success modified quantity

The number of wood slats you get from one board is modified by how the crafting attempt succeeded.

- added: yield information of raw materials, where applicable, is now indicated upon starting to craft something

For example, when starting to craft staves there will be a message telling that "You can make 3 staves from one slender tree trunk." This way crafting can be planned sparingly in cases where certain raw material yield has been set.

- adjusted: availability of small garments such as socks and mittens in the villages has been increased

The chances to find small garments such as socks and mittens from the villages has been increased. You still may have to visit several prosperous villages to find a spare pair of precious woollen socks or mittens, but there's noticeable increase to the previous.

- added: proper stocking of skis and ski sticks in the villages

Skis and ski sticks are now properly stocked in the villages and the equipment quality can vary depending on the culture. Ski equipment restocking, if needed, is based on the village population and season.

- fixed: start-up scenarios generated too close to the villages

Sometimes a new character's location and start-up scenario were generated too close to the existing villages which caused scenario effects to spread into the villages. This was noticed for example with scenarios like "Unfortunate hunting trip" and "Not all who wander are lost."

- fixed: two animals getting caught in the same trap

- fixed: holes in the ice refreezing in slightly above zero degrees celsius temperatures

- fixed: glitches with using village trade credit for blacksmith orders

If you had enough village trade credit to cover the whole blacksmith order, asking the blacksmith's opinion about preferred items to trade only used up your credit but didn't proceed with the order.

- fixed: crawling while skiing

These two movement modes were erroneously simultaneously allowed. Now the crawling character with skis keeps only crawling, with the crawling speed.

- fixed: running while skiing

These two movement modes were erroneously simultaneously allowed. Now running is not possible when skiing.

- fixed: felled saplings in darkness displayed incorrectly

- fixed: rare shovel disappearance potential when digging a pit was paused

- fixed: NPCs occasionally setting fires at unsuitable and random locations

- fixed: being able to shoot broken arrows with a bow

- fixed: shoreline waters at the village area converted into spring water for migrated characters created before the spring addition


Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
Some of you are aware of this already, and for the rest it's time for a little cross-promotion...

Ancient Savo, another game by Enormous Elk was recently on Steam.

Created by Erkka Lehmus (UnReal World co-designer) this open-ended survival and resource management game is focused on raising a family. The game takes place in 1200 CE Eastern Finland, in the pristine woodlands of a region called Savo. If you have played UnReal World you may notice some familiar elements there, drawn from the same pool of inspiration, but Ancient Savo is an independent game its own. Maybe you'd better go see yourself, the introductory sale is on until 30th of September:

https://store.steampowered.com/app/2872000/Ancient_Savo/

Ancient Savo is being developed independently and aside from the UnReal World, and the route the Enormous Elk's flagship is sailing remains the same - as does the crew.

Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
Steam Summer sale lasts for a few days more, so we encourage all the new adventurers to take this advantage of entering into UnReal World with a discounted price. Feel warmly welcomed!

The summer and nightless nights in real world do continue for good while longer and although it's been less attractive to sweat inside the development chambers we'll hereby bring you a little summary summary about the ongoing development stuff. And hey, let's add a few real world summer photos at the end of this post as well, shall we?

So, a brief summery summary from the development chambers goes as follows:

Shingles

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 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 dropped burning shingles are imagined to be inserted between the wall logs or set firmly in place by some other means.


Here's a shingle in a traditional shingle stand. In the game a stand isn't needed, but here you'll get a picture of the item in question.

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.

[/imgA block of pine wood is required for splitting the shingles.

Tree species based timber

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.


Pausable crafting

The pausable crafting transition naturally continues and is 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 all the 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. All the crafts and their requirements are prone to grow a little more complex and comprehensive as we advance.

Summery dev summary

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









Cheers! Stay tuned! ːurw_sageː
UnReal World - Sami of Enormous Elk
Steam Open World Survival Crafting Fest 2024 is here ...
... and we welcome you into the far north with a discounted price!

In case of UnReal World it's hard to imagine more suitable Steam Fest to participate in.
First released in 1992 the game sports more than 30 years of active development with still no end in sight and has got Guinness World Records Gamer's Edition (2019) recognizition for being the first open-world survival game. Yes, these titles are always debatable but the content and eligibility is not.

UnReal World is a unique low-fantasy roguelike game set in the far north during the late-iron age.
The world of the game is highly realistic, rich with historical atmosphere and emphasized on survival in the harsh ancient wilderness.


For newcomers we'll highlight a curiosity that the game is created by devs who tend to practice what they code also in their real life. The ways of their ancestors, primitive and wilderness skills, traditional builds and crafts of many sorts.

From left to right, Erkka (co-designer) and Sami (creator) of UnReal World building something else than a computer game.

Steam Open World Survival Crafting Fest is about games where you start with nothing or very little, and eventually end up with... well, maybe still nothing. If you survive long enough though, you might find yourself with a nicely decorated base. But the threat of all of that coming down around you is ever-present.

UnReal World is completely open-ended and it's up to you how you decide or manage to live off the land. If you wish to, you can pick one of the varying start-up scenarios to send you into the far north with different conditions and rough plot to follow. Here's a brief introduction about what you would start with in these scenarios, and where they may lead you. But in the end, everything is up to you, and in the procedurally generated world not even the start-up equipment is always the same.


The Village
Starting at the village provides a safe way to start playing. You may equip your character carefully before going out to the wilderness and have a safe place to return to if you face setbacks or dangers on your journeys. Villages are also sources of quests which may lead you into looking for water spirits, encountering forest maidens, returning lost village animals from the wild, assisting with village chores, and so on.


Runaway slave
Having been slave to Njerpezit for years you finally take a step to escape from your captors.
You are lightly dressed, carrying only few weapons. If you manage to escape, surviving in the wilderness like this, without supplies, may get very hard. On the other hand fighting against superior enemy may be more foolish - even though they are carrying equipment you too could use.


Unfortunate hunting trip
Your father lies dead on the ground and the beast who killed him is still present.
If you manage to down the beast or even escape from it you are on your own in the middle of the wide, unfamiliar environment. The equipment of your late father may become very useful to you if you manage to pick them up - and that way even though you are alone in the world now, your family will be with you.


Lonely settler
You find yourself alone on a foreign ground with two unfinished cottages.
You may want to finish the cottages on your own and settle here - whatever you do there's much to learn about life and making your livelihood. However, the area where your father brought you feels like home to you now more than the unfamiliar wilderness around.


Hurt, helpless, and afraid
Wounded and left for dead, you struggle to survive in the wilderness.
This is a difficult scenario, as you have suffered rather severe injuries, making you incapable of walking. You also lack anything but your knife and a few pieces of clothing. It is very possible to die from the injuries you have suffered.


Traps and trapping
Your character is equipped with various traps and tools to make traps including wooden stakes for building fences and a shovel. Even if you can't make your livelihood immediately learning to use traps can be very interesting.


I want to be a fisherman
One night you sneaked into the fishing shed and took all the equipment you could carry. "I know
enough to make my living by fishing alone", you mumbled as you left your home for good. The days
after that weren't easy but little by little you began to learn to use you your fishing tackle better - and the further you travelled the more friendly the waters seemed to be.


Abandoned trap-fence
You find an old trap-fence in the wilderness.
This scenario gives you an idea of what kind of trap-fences you should build yourself and encourages you to learn by using this starting trap-fence. It will only need repairing and improvement rather than construction from scratch by yourself.


Abandoned camp
You find an old camp with a shelter, firewood and useful items.
What brought you here and what kind of your past is like is a matter of your imagination. You are at a camp where to ponder about the path to take. You can take items lying around as a hint, or you can make a fire and throw them into it one by one... as always everything is up to you.


Agriculture
You posses some valuable seeds and are ready to try out your agricultural skills.
At the age of sixteen you left your home not only with some clothes, weapons and necessary equipment but also with some valuable seeds. When you find a nice place to settle down you can start growing your own crops.


There be robbers!
You encounter a band of ruffians in the wilderness.
This scenario puts you face to face with possible danger. Will you take the offensive or try to escape with your skin intact? The next step is up to you. Keeping your starting equipment means risking your life and fighting the bandits off.


Not all who wander are lost
You set out into the unforgiving wilderness with a four-legged companion.
Left alone with only the supplies and tools you carry and your four-legged companion you set out into the unforgiving wilderness, just another wanderer looking for their place in the UnReal World.


Congratulations for reading this far!
If this all sounded like a lot to digest now bear in mind that this just scratching the surface.
Feel free to go discover - the fest and discount is on.

Cheers! ːurw_sageː


...

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