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UnReal World => Modding => Mod Releases => Topic started by: Brygun on December 05, 2023, 06:13:33 AM

Title: [3.82 fixable to 3.83 Only] Community Mod BAC: Smith, Cooking, Survival and more
Post by: Brygun on December 05, 2023, 06:13:33 AM
BAC is a community mega mod for Unreal World. It contains work from many contributors across many versions of Unreal World gong all the way back to Rain's amazing iron mod. There have been multiple caretakers and may be others in the future. Text files list various contributors.

Im doing the update for 3.82.


A fresh BAC thread to continue the updating for the current vanilla game. Each game update may cause "collision" by taking up base menu numbers or changing some mechanic.
3.72 vanilla did a much needed change on cordage types that needed an overall beyond my own time to due. Thanks to Armion and Rudy for doing the update then.
3.80 is added minor changes to how arrows can be made, which BAC already had in its own form, and adding a lumber option for a less than board piece of flat wood called "slat"
3.82 catching the 3.81 and 3.82 changes such as changes to net making and lippo.

The first few posts are being reserved for later notes that tend to be needed.

As only the original creator of thread post #1 can adjust its attachments while it will initially be the current 3.80 BAC version you may need to check the end posts for any updates.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 06:14:22 AM
BAC for prior versions

3.80 version
https://www.unrealworld.fi/forums/index.php?topic=7020.0

3.72 and look toward the end for the final updates, aka BAC-RUDY
https://www.unrealworld.fi/forums/index.php?topic=6816.0

3.63 version
https://www.unrealworld.fi/forums/index.php?topic=4712.0

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 06:14:37 AM
reserved 1
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 06:14:48 AM
reserved 2
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 06:15:49 AM
Playing again and Calle finally came up to something relating to needing an update. So I've started the process of 3.82 update.

You can assist the process by helping to identify recipes or menus that need updating.

New item suggestions are possible, all depending on whether we can find menu space.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 07:25:00 AM
Post #1 now has the first 3.82 BAC version.

Im considering some other things and checking if other modder work can be included.

If you have suggestions now is a possible time bearing in mind that menu space is real limiter.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 08:52:07 AM
BAC_3_82_w_2023-06-09-A


Changes made this time:

>>>

Menu definitions



>>>

cookery_glossary.txt


>>>


>>>

diy_BAC_Fletching_and_Bowying

= Antler-tipped blunt arrow now uses arrow shaft not stake


>>>

diy_Fishing

= BAC net discontinued for hardcoded vanilla net

= Lippo added from vanilla

= Netting Needle added from vanilla

>>>

diy_BAC_Transport

= Removed menu line entry going to the fishing menu as space needed there







Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 08:53:06 AM
BAC_3_82_w_2023-06-09-B

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:

>>>

Changes made this time:


>>>

diy_BAC_Armor_Iron_Wood

= Using menu space here for a few more leather pieces

>>>

diy_BAC_Armor_Leather_Fur

= Leather elbow cup, leather knee cup added

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 06, 2023, 07:39:58 AM
BAC_3_82_w_2023-12-06-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:


>>>

diy_BAC_Transport

= updated notes on hoped for floatation command in general at raft and on some build stages to help calculate finals

= Container capacity of dug out logs added BUT with mandator limit of 25 as higher creates glitches

= Partial dug out logs changed to use JP Finn trough graphic

>>>

cookery_glossary

= JP Finn hot smoker 1.2 added
== "*tub*" used instead of trough, allows use of block tub and proper tub



>>>

Truetile

= JP Finn smoker and trough added.

= Trough suitable for use with partial dug out logs


>>>
menudef_BAC

= JP Finn's hotsmoke added

>>>

diy_BAC_Utility

= Smoker added for JP Finn's smoker


Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 06, 2023, 07:45:06 AM
Happy to now include with permission JP Finn's hot smoker.

https://www.unrealworld.fi/forums/index.php?topic=7044.0

This is based on the practice of a building field smokers for a moderate duration preservation of food. The vanilla smoking system is much longer, requires a house while given extreme duration to the food. For hunters on the move catching large game is now more viable to use this method to get the food to market. I was able to test this as making food which should have the improved duration. One pit caught reindeer I was able to skin, butcher, roast some of the meat, deliver some of the meat to trade in village, come back and smoke it. Smoker was already built. Smoker build time is only a couple of hours though its more on gathering the materials. It is portable enough you could sail with one.


I was also happy to find the smoking stand is portable. Though it is heavy you can still walk with moderate gear. Even better is to put it on a watercraft and sail your system as you go on your adventures.

JP Finn system also has a similar moderate duration salting brine method. To save on menu space Finn's use of a trough was changed to a *tub* as BAC has both the vanilla wooden tub and a block tub. All being things to hold moderate volumes of water, salt and meat or fish. My test character doesn't have salt so I wasn't able to test it. Let me know if it needs a fix.



Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on December 08, 2023, 02:28:56 AM
Glad to support the community!

Brygun, for testing purposes;

.Salt. /1/ [noquality]
{Knife}

Makes testing less tedious, cheaters never win anyway  ;)
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 08, 2023, 05:30:07 AM
BAC_3_82_w_2023-12-07-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:


>>>

menudef_BAC

= Added Tub cooking

>>>

cookery_glossary

= Added Tub cooking

= Porridge times split between prep and wait where there was no wait

= Added Mass of porridge for 4 servings to address making enough for one day

>>>

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 01:02:45 AM
BAC_3_82_w_2023-12-08-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:

>>>

truetile

= jp_seed added, adapted by JP Finn with Graphic by Enormous Elk, originally sorrel seeds


>>>

menudef_BAC

= added "Cutting and bait" under cookery

>>>

diy_BAC_Fishing

= Clean fish moved to the new "Cutting and bait"

>>>

cookery_glossary

= Added JP Finn's bait in the new "Cutting and bait"

= JP Finn's build hot smoker moved to a cooking submenu

= Kebab stick crafing moved to cooking submen

>>>

diy_BAC_Utility

= JP Finn's build hot smoker moved to a cooking submenu

= Kebab stick crafing moved to cooking submen

>>>

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 01:05:13 AM
With permission JP_finn's bait making, using smaller pieces added. While doing this discovered adding regular build items to the cookery menu. Moved some things over like Privateer's fish cuts, making JP_finn's hot smoker and the kebab stick making from the Nerjpez cooking (from another community member). These are also easier to find as the 2 builds are now in the same general menus where they get used.

Those moves freed up some menu space which is an important part of managing such a large mode.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 01:07:33 AM
Kebab stick making not displaying as intended though the hot smoker does. Looking into it.

Resolved and updated the 2023-12-08-A download

Apparently object building can go in user made submenus of cookery but the original ones like "meat recipes" don't like it.

Thus kebab now shows up in cooking -> utility submenu
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 10:32:18 AM
Realized I hadn't been updated thread post #1 with the current zip. Have done so.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 02:27:06 PM
BAC_3_82_w_2023-12-09-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:

>>>
diy_BAC_Armor_Iron_Wood

= Menu spaces being used for new leather items that appear in the diy_BAC_Armor_Leather_Fur

= Added iron gorget and a version with pauldrons

>>>

diy_BAC_Armor_Leather_Fur

= New leather items to protect neck and neck+shoulders, aka gorget.

= Added leather gorget and a version with pauldrons
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Galgana on December 12, 2023, 12:01:07 AM
With permission JP_finn's bait making, using smaller pieces added. While doing this discovered adding regular build items to the cookery menu. Moved some things over like Privateer's fish cuts, making JP_finn's hot smoker and the kebab stick making from the Nerjpez cooking (from another community member). These are also easier to find as the 2 builds are now in the same general menus where they get used.

Those moves freed up some menu space which is an important part of managing such a large mode.

I'm having doubts as to whether crafts under cookery submenus inherit any properties from "base item" in the recipe header.
Will I have to worry about tools suddenly going stale and spoiling if I don't add a line for [SPOILAGE_DAYS:0]? (That was a coding goof in my initial release of sledwagon reborn when loads are converted to fish, but cookery submenu products receive a spoilage value by default unless specified otherwise.)

Moving DIY recipes to cookery also has an unintended consequence where, for example, .Clean fish. produces fish cuts that aren't accepted as {Raw fish}; instead, they're treated as cooked foods. And I'm assuming the same applies to the baits, which probably reduces their efficacy with animals that prefer eating raw ingredient subtypes.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on December 12, 2023, 04:00:38 PM
When I made the baits mod, the cut fish baits are indeed raw, but I don’t know if moving it to cookery messes it up somehow.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Morcalvin on December 15, 2023, 09:37:30 AM
Does this include the encyclopedia file?
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 21, 2023, 05:52:38 PM
Does this include the encyclopedia file?

BAC doesnt update the encyclopedia.

However if you open the various biy and diy files there are often notes.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 21, 2023, 05:53:37 PM
When I made the baits mod, the cut fish baits are indeed raw, but I don’t know if moving it to cookery messes it up somehow.

Huh...

if that's a thing, and it might be by the other feedback, I might be able to work the baits into BAC properly. Menu space limits.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 25, 2023, 10:10:17 PM
Ive decided to going to back up Calle's story a bit. The reason this matters to the BAC is that I mod while playing. I don't really mod a game I'm not playing.

I'll be backing out the bait recipes from cooking as that didn't work.

I will try to find space for some of the bait but I don't expect to fit all of it.

The seeds for birds seem very good.

Fishing already uses in 0.1 lb bits so thats a low priority.

Maybe meat slices for the small game too. However in most of my play throughs once you catch a big animal you get excess of rotted meat which they will still go for as bait.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 25, 2023, 10:24:33 PM
BAC_3_82_w_2023-12-09-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:

>>>
cookery_glossary

= Fish cuts and bait removed based on reports that items in cooking become cooked food and no longer work as raw

>>>

diy_BAC_Fishing

= Fish cuts restored after failed use of cooking menu

>>>

diy_BAC_Utility

= Bait moved to here, managed to fit all 3 by removing line spaces

= line breaks removed to create space

>>>



Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on January 19, 2024, 05:53:13 AM
Since Im in a dry spell of playing Im not keen to do the update for the upcoming "hafting" update... which once again creates a mod collision in using a top level letter for... what... all of 2 recipes? which basically already exist in BAC. The use of a staff already matches shaping a rod to be a handle.

Therefore recommending if you are playing from the steam directory to turn the updates off.

If might come out okay in space allotments or it might not. Not sure if its going to be a hardcoded recipe or something we can't turn off.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: rancherfer on January 27, 2024, 05:47:52 AM
Thanks for all the great work you've done!

Apparently there's an error with the stone arrowheads. They are named just "Arrowhead" but when trying to craft arrows, they are not recognized as arrowheads.

Is this an intended change?

Thanks again
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on February 05, 2024, 01:08:23 AM
Broken is never intended.  ::)

Ill take a look.

May have been a game update somewhere changed base objects.


Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on February 05, 2024, 01:11:24 AM
Apparently there's an error with the stone arrowheads. They are named just "Arrowhead" but when trying to craft arrows, they are not recognized as arrowheads.

The recipe in question appears to be a straight copy of the 3.80 vanilla recipe.

Current BAC:
.Stone arrowhead. [effort:2] [phys:hands]         *COMMON*  %-30%     /45/       [patch:5] 
{Rock}       [remove] (1) [patchwise] [noquality] '+(for the head)'
{Stone}             '+(for grinding)' [noquality] [ground]
//3.80 gave this vanilla recipe

From vanilla 3.82
.Stone arrowhead. [effort:2] [phys:hands]         *COMMON*  %-30%     /45/       [patch:5] 
{Rock}       [remove] (1) [patchwise] [noquality] '+(for the head)'
{Stone}             (1) '+(for grinding)' [noquality]

I don't see a difference.

As such if it is a vanilla bug that needs to go to the Bug forums. However before doing that can someone do a check on a vanilla non-BAC game to see if stone arrowheads work?

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: littlemoons on February 08, 2024, 09:20:17 PM
Question: Is the nettle cheese recipe in BAC 3.82 the same as this one?

https://www.unrealworld.fi/forums/index.php?topic=2360.0
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: rancherfer on February 18, 2024, 04:30:30 AM

I don't see a difference.

As such if it is a vanilla bug that needs to go to the Bug forums. However before doing that can someone do a check on a vanilla non-BAC game to see if stone arrowheads work?

Just to be super clear on this, the problem appears when trying to assemble the arrow. You have the feathers, the stone arrowhead and the shaft.
When you select the "Arrow" option, it asks for an arrowhead, it doesnt recognize the stone arrowheads as such.

Another thing I noticed its that after you craft the stone arrowheads, they just show up as "Arrowhead" (fine, inferior, etc). They don't show as stone arrowhead.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: GrimmSpector on February 21, 2024, 11:40:06 PM
So nice to see you still in the community Brygun! I want to try the new Beta but I don't want to lose BAC! I'll have to wait until someone is able to update it.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Stankman on March 07, 2024, 02:36:43 AM
Hi all! Great work on this!

Is there any word of if this works (or if there is development towards) support of v3.83?

Thanks!
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Jussi on March 10, 2024, 10:54:09 AM
Most of it still works. The only conflict I've seen so far is that the new hafting menu (H) key is now overlapping with the BAC mod's Hide and Bone menu key, but that can be quite easily fixed by modifying the menudef_BAC.txt file yourself.

And - of course - the built-in hafting functionality now overlaps with the mod's toolmaking in general. The BAC's approach for tool building it a bit more complex than UrW's mechanic, so I think BAC should need to be simplified a bit or remove hafting from BAC altogether and let UrW handle it for you.

Also, BAC's axe heads and hafts are probably not compatible with UrW's built-in counterparts, so you can't use a BAC-made axe head and attach a haft using UrW's hafting functionality.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: masataka90 on March 19, 2024, 12:17:09 PM
Bone arrowheads are not being detected.

Steps I made:
Made bone arrowhead from + >> Arrows >> 5) Bone Arrowhead.
Got 1 arrowhead and 7 inferior arrowheads
Made shafts.
Got 3 inf and 2 decent.
Tried to make arrows by + >> Arrows >> Arrow
No arrowheads in the list.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on March 19, 2024, 06:35:39 PM
The make arrow recipe looks for vanilla arrowheads that are in the weapons category.
BAC arrowheads go in the Tools category.

It’s something that we, as the community need to think of: if we want to keep duplicate fletching options or convert BAC recipes to follow vanilla fletching. Some recipes from BAC would be lost, so there’s the downside.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: masataka90 on March 19, 2024, 08:10:57 PM
The make arrow recipe looks for vanilla arrowheads that are in the weapons category.
BAC arrowheads go in the Tools category.

It’s something that we, as the community need to think of: if we want to keep duplicate fletching options or convert BAC recipes to follow vanilla fletching. Some recipes from BAC would be lost, so there’s the downside.

I'm not seeing any arrowheads in the Toolmaking category.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on March 20, 2024, 12:52:22 AM
Not tool making. In inventory, under Tools.
You could try to press Tab, then T (for Tools category), then select the arrowhead. Depending what the base item is on the BAC arrowhead recipe, it might work. Might not.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: masataka90 on March 26, 2024, 01:07:28 PM
Getting reindeer backstrap from a skinned carcass doesn't work in 3.83.

Tried this on a big forest reindeer stag carcass (skinned).
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Hello Birdy on March 28, 2024, 01:44:54 AM
Most of it still works. The only conflict I've seen so far is that the new hafting menu (H) key is now overlapping with the BAC mod's Hide and Bone menu key, but that can be quite easily fixed by modifying the menudef_BAC.txt file yourself.

And - of course - the built-in hafting functionality now overlaps with the mod's toolmaking in general. The BAC's approach for tool building it a bit more complex than UrW's mechanic, so I think BAC should need to be simplified a bit or remove hafting from BAC altogether and let UrW handle it for you.

Also, BAC's axe heads and hafts are probably not compatible with UrW's built-in counterparts, so you can't use a BAC-made axe head and attach a haft using UrW's hafting functionality.

Yes, easily fixed you say... and then proceed not to tell anyone how to do it.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Plotinus on April 03, 2024, 12:28:13 PM
add a // at the beginning of the relevant line in the menudef_BAC.txt where you see
Code: [Select]
.Hide and Bone.     -H- *MAKE* . It will look like
Code: [Select]
// .Hide and Bone.   -H- *MAKE*. This will comment that lien out.

or change the -H- to a different letter, for example a menu you don't really use, for example F. Then comment the other line with that letter out by adding a // at the start.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Namu on April 04, 2024, 04:16:52 PM
.Half log.랑 .Quarter log.의 "Base item"이 "Log"로 되어있더라고.

그러면 서로를 무한히 복제할 수 있는 문제가 있어. 예를 들어 log를 쪼개 half log를 2개 만들면 log를 소모하는데, 만들어진 2개의 half log도 log니까.

난 일단 Base item을 "Arrow shaft"로 두고 하고 있어.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: stormwolf442 on April 16, 2024, 06:23:08 PM
Bringing up the crafting menu for Hide and Bone seems to only allow me to haft and unhaft my weapons and tools, I assume it's because of the newest update?
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on April 16, 2024, 11:47:50 PM
Bringing up the crafting menu for Hide and Bone seems to only allow me to haft and unhaft my weapons and tools, I assume it's because of the newest update?
Correct. menudef_BAC.txt has to be amended: .Hide and Bone. -H- *MAKE* won’t be read as the Hafting is hardcoded to use -H-instead. You can change the .Hide and Bone. -Y- *MAKE* or any other available letter. I don’t have BAC installed on the newest release (easier to separate bugs&glitches). So can’t verify what letters are unused.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on April 29, 2024, 07:50:02 PM
Remember the BAC was last updated to 3.82. The 3.83 fix is discussed above. 3.84 will break it more.

I use a personal rule that if i'm not playing a game I'm not modding it. Currently I'm not. The item creation list of 3.83 and 3.84 was already covered by BAC and really by precussor mods going back years. The shift to pausable item creation is overall a good thing but what I would actually do isn't changing... so not really an incentive to return to play.

BAC is a community mod with a take over clause thus if someone wants to do an update if the caretaker (often but not always me) isn't around then someone can. So if someone wants to take on 3.84 updates they can and should start a new thread for it.

Things large mods like BAC really need are one of these solutions:

A= A new keyboard menu for "modded crafting" where it opens a craft menu that the dev >NEVER< puts vanilla items into
B= Tiered menus where you can swap around the 26ish letters so load between vanilla and mods
C= Co-ordinating the existing mods for submenus like what was broken when "hafting" H collided with the H of a mod.

Without one of those each update will further break large mods like BAC and I don't really plan on chasing updates on a game I'm not currently playing.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on April 29, 2024, 09:06:57 PM
Please show support for the suggestion thread for the above at:

https://www.unrealworld.fi/forums/index.php?topic=7264.msg23129