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UnReal World => Modding => Mod Releases => Topic started by: Brygun on June 09, 2023, 03:28:04 AM

Title: [Outdated] [3.80] Community Mod BAC
Post by: Brygun on June 09, 2023, 03:28:04 AM
This is an old thread.

Next version is at
https://www.unrealworld.fi/forums/index.php?topic=7176.0

>>>
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 3.80.


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"

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 by anyone else.

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 09, 2023, 03:28:15 AM
BAC for prior versions

3.72 and look toward the end for the final updates
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: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 09, 2023, 03:28:22 AM
reserved 1
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 09, 2023, 03:28:31 AM
reserved 1
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 09, 2023, 04:50:30 AM
Version 3.80 with 2023-06-08

Initial integration with new vanilla arrows.

There are some quirky things.

The .Arrow. recipe itself isn't in the diy_glossary so it can't be viewed and I can't see things like the time taken or skill modifier.

Also a new menu letter "A" was used which worrisome for mega mods like BAC. Currently we have the space. However I don't currently know a way to remove the use of letter "A" and with the .Arrow. not being in diy_glossary I can't move it out of it.

Some there is a bug that A for Arrow menu is just .Arrow. and all the other bits are under fletching. While it might get moved later my initial time allotment is the simplest path was to update the BAC fletching menu.

Testing of arrow making is needed to see how things go with the vanilla vs remaining BAC entries.

For reference a copy of BAC_3_80_w_2023-06-08 is attached below.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 09, 2023, 05:00:03 AM
Known issue:

BAC made Broadheads need to be made into arrows by the BAC Broadhead recipe under Fletching.

Vanilla Arrow menu Arrow won't see them.

integration with the Smithing items called "broadhead" and "arrowhead" needs work.

Currently you can make broadheads by BAC smithing but they arent the base game object as it didn't exist before

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: ByteHammer on June 09, 2023, 11:37:58 PM
Quick bug report:

Arrows and Armors of Leather and Fur share a letter. When selecting Armors of Leather and Fur, even from the list, the only product is "Arrow".
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 10, 2023, 05:44:05 AM
2023-06-09 update

Finding that the [A] for Arrow is hard coded the fletching and bowying is now all moved to there

[J] used for the armor menu overlap mentioned by Bytehammer

Broadhead smithing now uses the new base object and figured out how to get them into the vanilla make arrow recipe under arrow

Fur fletched and forked arrow are still independent things. Fur isnt with Sami's system yet. Not sure on the forked arrows.

Metal smithing now includes recovering iron and steel from existing things. This is based on smiths would collect or be paid in rusty objects which they would forge back into useful things. It can be exploited based on how the modding language works though. Bit of an honor item there.

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on June 10, 2023, 06:17:24 AM
I noticed that in some metal work recipes there's a call for medieval drill. I'm all but certain that any historical smith would've used a non-heated metal punch through heated (same*) metal sheet. Fast&simple. No need to sharpen drill to no end. And to get lot of shavings to gather for re-melting to ingot, lot easier to collect punch-off discs.

To forge to rectangle, twist, harden, quench, sharpen*2, use, sharpen, use, sharpen, use, hey got a hole in this sheet!
Compared to, forge to a round rod flat tapered end, quench, temper, punch through hot sheet. Bam another hole, bam, another hole. Cool punch, reheat sheet.


* bronze, iron, steel punch works for any period available heated metal.
*2 remember to have access to a file too!  :P
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 10, 2023, 06:56:05 AM
The medieval drill BAC refers to is also known as a pump drill. It does exist in the time period of Unreal World.

https://www.youtube.com/watch?v=HYkyfKHXw1w&ab_channel=DIYCimbrer

For the punch in hot that is one technique if you are putting a hole in metal. The drill could also be used as wood though mostly its for the metal working. BAC is set that drill is used for small precision holes and the auger for large structural holes.

The metal drilling in BAC is largely for making armor. Sometimes its for leather times and others as rivet holes. For riveting the hole needs to be close in size. Query on how accurate the sizing of punch holes would be.

It is interesting to hear of different techniques.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on June 10, 2023, 06:01:27 PM
Basics of smithing, punching (https://anvilfire.com/iForge/tutor.php?lesson=jdpunch/punching-pt1)

After the metal sheet cools down, it also shrinks a little, so the hole can end up be fraction larger than the punch. Generally speaking the size difference is very, very small, the actual rivets should be skinnier than the punch used for the holes. 

If you have seen horned anvil, you've might noticed they often have 2 holes on the face.
One round (pritchel) and one square (hardy), the square is used to place a swage, for bending/working an angle, OR cutting hot bar/rod, sometimes a U fork for bending. The round pritchel hole is there mainly for clearance for punching holes.
There's also some tools with round shank, but they're less stable than square shank in square hardy hole.

Edit: Forgot a warning: Going to the link above at Anvilfire, can lead you to a deep rabbit hole of smithing knowledge and techniques, you might end up building your own forge! Beware.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: boyant on June 10, 2023, 09:41:26 PM
Quote
Recipes were redone (in a more complicated fashion) in order to get around the hard-coded limitation on clothing quality.
I really want to just remove that cap in vanilla. Is there a way to do that?
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on June 11, 2023, 09:34:22 AM
Quote
Recipes were redone (in a more complicated fashion) in order to get around the hard-coded limitation on clothing quality.
I really want to just remove that cap in vanilla. Is there a way to do that?

In diy_glossary.txt scroll to the bottom, Clothing is last I think. You’ll see the .apparel names. And on the same line there’s *COMMON* change that to *HIDEWORKING* or *TEXTILECRAFT*

Do note: you also need to have fine or superior ingredients or you won’t be making fine or masterwork clothes.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: boyant on June 11, 2023, 11:18:47 AM

In diy_glossary.txt scroll to the bottom, Clothing is last I think. You’ll see the .apparel names. And on the same line there’s *COMMON* change that to *HIDEWORKING* or *TEXTILECRAFT*

Do note: you also need to have fine or superior ingredients or you won’t be making fine or masterwork clothes.

Already did that before posting here. So either im really unlucky with my rolls or it's not enough to just change used skill.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 11, 2023, 11:29:46 PM
Basics of smithing, punching (https://anvilfire.com/iForge/tutor.php?lesson=jdpunch/punching-pt1)

After the metal sheet cools down, it also shrinks a little, so the hole can end up be fraction larger than the punch. Generally speaking the size difference is very, very small, the actual rivets should be skinnier than the punch used for the holes. 


I might integrate that idea. Havent gone yes yet and havent gone no.

I think Id want to add another tool like a "punch set" to be made from "iron shape". so 2 step from billets.

Looking at the steel dome recipe it is at 2 hours based on what it took me in real life to dish out the bowl for my roundshield boss. However I didnt add in the time for drilling the holes which was done modern style with an electric drill once I got home from the armouring workshop.

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 11, 2023, 11:31:34 PM
Quote
Recipes were redone (in a more complicated fashion) in order to get around the hard-coded limitation on clothing quality.
I really want to just remove that cap in vanilla. Is there a way to do that?

Material is hardcoded to pass through quality unless [noquality] tag is used. So Harsh hides lead to inferior leather cords.

If you [noquality] on all the affecting materials and give a high skill boost you get a chance to up it. Thats how the "refine iron billet" recipe works.

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on July 20, 2023, 08:25:32 PM
%^}~£$ing Steam updated me to 3.80 without even #&{!ing asking me!  >:(

I take it this means my pile of 30 perfect and over 100 fine arrow shafts are now only useful as firewood? 

On a more serious note, has anyone sorted out the bug making helmets?  I have made an iron spectacle helm and an ordinary iron helm in 3.72, and both only provided the protection of the leather used.  They were quite labour intensive, and turned out to be quite useless.  The iron codpiece has the same problem, the protection it provides is less than some linen undercrackers.  Coudes and kneecops seem to work fine, though. 
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on July 21, 2023, 04:56:52 AM
I think Brygun removed leather from the recipes.
If you lost mod item arrow shafts and want to get them replaced in 3.80, the recipe to get X shafts to cover the losses isn't to tricky to conjure.
Adjust Fine %50% so its 69 when added to your Carpentry skill. Add it in suitable diy_something.txt, save, run the recipes ingame, remove the recipes, save.


Code: [Select]

[SUBMENU_START:arrow]

.Perfect Arrow shaft. (30) [effort:0] [phys:hands]  *CARPENTRY*   %95% |-2| /1/
{Board}  (2)  [remove] [noquality] [ground] [name:Arrow shaft]

.Fine Arrow shaft.  (100) [effort:0] [phys:hands]  *CARPENTRY*   %50% |-2| /1/
{Board}  (5)  [remove] [noquality] [ground] [name:Arrow shaft]

[SUBMENU_END:arrow]

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on July 21, 2023, 05:37:06 PM
Leather is still needed for the iron helm and spectacle helm recipes, so I suspect any helm I make will be useless again  :'(

I am trying to make a punt out of birch bark, but when at the first step (braced hull), I cannot continue as it will not accept wooden stakes as applicable timber.  Could be connected to the 3.80 changes to types of timber?  I have tried with stakes I made while still on 3.72, and when they didn't work I made some more stakes in 3.80, but they were still not recognised.  I tried with stakes on the ground, and in my inventory.

I decided to try for a clinker-built punt instead, but this time it is the short quarter-log that the recipe won't recognise.

Is there a way to make an iron fish-hook, does anyone know?

Also I have tried to dehaft a handaxe, hoping I could put a better haft on it.  When I try, it tells me that "Handaxe doesn't work as * axe to be disassembled". 
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on August 02, 2023, 03:58:57 AM
Ah... yeah...

Leather was removed as the naming system was grabbing the leather source material and adding it to the  helmet name.

So you got a...

Goldeneye Spectacle Helm

or

Badger Iron Helm

Which I mean can sound hillarious but not what was intended

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on August 02, 2023, 04:01:54 AM
In other news...

If you ever loose the use of critical items due to an update you can just change the recipe to require you holding a rock and take 1m of time. Ive done that a few times.

normal recipe:

.Spiffy item. /2h/ (etc)
{leather} #1# (gets used up)
{board} (gets used up)
etc


to

.Spiffy item. /1/
// /2h/ (etc)
{Rock}
//{leather} #1# (gets used up)
//{board} (gets used up)


The // is the comment marker in the unreal language. So after getting the item restored to useable you can delete them. remove the hold a rock line and restore the initial line with the normal time

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on August 06, 2023, 05:23:13 PM
Code: [Select]
.Birch-bark strip. "Birch-bark strip" [phys:hands,one-armed]   *HIDEWORKING* /15m/ |-2| [assist:1] [patch:10]
{*Birch-bark*}   #0.5# [remove][patchwise] '+source like a roll'
{Knife}
[LENGTH:75]
[WEIGHT:0.4]
[MATERIAL:birch-bark]
[TYPE:timber]
That yields twice as much birch bark strip as vanilla does. 72 feet of vanilla bb strip weights almost 1lb, you can use that 72' ball to make 143feet with this recipe. And the strip is usable as BB strip for vanilla recipes. I suggest: double the needed BB source weight, add preferred tool as <Small knife>, keep the rest the same.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Vitowns on August 07, 2023, 09:44:35 PM
Im progressing good in my game got a house and started at summer, nearly falls... Do i need to start over if i instal this mod? Thanks in advance
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on August 07, 2023, 09:55:27 PM
Installing a mod is very flexible. You can continue your existing characters perfectly. And if you later remove the mod, any modded items will remain (graphics for them might disappear). And you can still keep playing the same characters.

There are mods that add a lot of plants and with well traveled characters won’t get properly utilized, in which case it would be best to start a new character.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Vitowns on August 07, 2023, 10:24:31 PM
Installing a mod is very flexible. You can continue your existing characters perfectly. And if you later remove the mod, any modded items will remain (graphics for them might disappear). And you can still keep playing the same characters.

There are mods that add a lot of plants and with well traveled characters won’t get properly utilized, in which case it would be best to start a new character.
Ty kindly sir so i guess i could grab BAC mod for my existing game, also i love collecting plants and mushrooms lol
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Vitowns on August 07, 2023, 11:45:32 PM
I got an issue with BAC mod i can't make wooden bowls anymore?
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on August 08, 2023, 12:01:54 AM
BAC moves bowls from Utility to Carpentry, check under that.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Vitowns on August 08, 2023, 12:23:08 AM
BAC moves bowls from Utility to Carpentry, check under that.

Oooh lol ty so much :)
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: c00de on August 22, 2023, 04:03:54 PM
Hey guys so I'm playing around with this on 3.81 and made me a perfect iron arrowhead. Also made a 'masterwork' broadhead arrowhead. When I try to make a regular arrow I can only select the broadhead arrowhead for it. Guess this is some problem to do with vanilla arrowmaking as the iron arrowheads end up under tools in my inventory and the broadhead arrowheads show up under weapons? Any way I could fix this myself? If not I guess it's time to find some traders again. Btw long time player here and I have to say wesome work on this mod guys! Cheers
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on August 22, 2023, 04:53:59 PM
If the arrowhead/broadhead shows under ‘tools’ and is given quality as ‘perfect’ not masterwork, then it’s from mod and as such the vanilla fletching (arrow crafting) doesn’t know to look for it.
I guess writing a recipe to take {iron broadhead} and output .broadhead. with heavily skill boosted, but quality restricted, could be the cure to make them usable.
If no one else steps up, I might do that later today/tomorrow. Just got back home to California from trip to Finland. Tired. Medieval fair was fun.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: c00de on August 22, 2023, 05:07:57 PM
Awesome, it's not that big of a deal tbh but might be interesting to know for fixing in the future. Just tested it and the masterwork broad arrowhead (under weapons in inv) became a superior broadhead arrow while the perfect iron arrowhead (listed under tools) cannot be used at all. I can still melt those back into wrought iron and I'll just look around to buy superior normal arrows for now, only seen them once though and I had no skins on me lol. That's a pretty long journey you had JP, hope you had a good time and rest well.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on August 22, 2023, 09:19:06 PM
If you use the "Broadhead arrow" recipe, not the "Arrow" under Make|Arrow, you should be able to use the "iron broadhead".

or add this recipe at the bottom of the diy_BAC_fletching_and_bowying.txt:
Code: [Select]

.Refine iron broadhead. "Broadhead" /1/ *COMMON* |-2| %50%
{iron broadhead} [remove]
[NAME:Broadhead]


Then you should be able to use it in vanilla arrow making.
If you want to use BAC for broadhead smithing and avoid the use of the above refine recipe; then you can replace this section in the diy_BAC_metalworking.txt:
Code: [Select]
.Iron broadhead.  (5)  "Broadhead" [effort:2] [phys:arms,hands,stance] *CARPENTRY* /4h/ [assist:1]
{*iron billet}  [remove]     '+Iron billet'
{Fire} [noquality]
{Charcoal} (6) [remove] [noquality] [ground]
{*anvil*} [ground] '+as an anvil nearby'
{*hammer} '+as any hammer'
{* tub of water} [noquality] [ground] '+for water for quenching'
[MATERIAL:iron]
[CATEGORY:Weapon]
with this:
Code: [Select]
.Iron broadhead.  (5)  "Broadhead" [effort:2] [phys:arms,hands,stance] *CARPENTRY* /4h/ [assist:1]
{*iron billet}  [remove]     '+Iron billet'
{Fire} [noquality]
{Charcoal} (6) [remove] [noquality] [ground]
{*anvil*} [ground] '+as an anvil nearby'
{*hammer} '+as any hammer'
{* tub of water} [noquality] [ground] '+for water for quenching'
[MATERIAL:iron]
[NAME:Broadhead]

They should then stack with vanilla broadheads and thus be usable in Make|Arrow|Arrow crafting.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: c00de on August 23, 2023, 01:35:13 AM
I see, thank you JP. Although the broadhead arrowhead from smithing menu is the one that is working fine with make menu Broadhead arrow, it's the normal iron arrow heads from smithing menu that don't want to be used in the Arrow recipe from that Arrow menu. I'm using that menu to craft arrows because I don't have another menu entry that has arrow making. Would your code work for normal iron arrowheads with a slight adjustment?
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on August 23, 2023, 04:05:14 AM
Yes, modding is really straightforward and robust.
Few caveats: your recipe needs to have unique name in the crafting menus, or you’ll lose original recipe’s requirements or your modded recipe won’t follow the steps, one placed first in parsing the diy_ files takes priority.

If you replace “broadhead” with “arrowhead” you’re good.

About modding:
 .item. is what is shown in crafting menu, and will be the name of the product, such as .iron broadhead. If [NAME] is used then item gets the name of the tag from [NAME]. (Name can also be used on requirement line of the recipe.
{item} or {tool},{location}; are requirements for recipe.
“item” is base item that’s needed for about everything except *COOKERY* recipes.

And last three bits of advice: 1st read the UrW wiki on modding, 2nd open and read existing recipes, and 3rd don’t hesitate to post in the modding forum.
(I do feel that all this advice should be there and not on the BAC thread, but I’m still sort of jet-lagged. Don’t feel like splitting the question off)
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on September 07, 2023, 05:47:50 AM
JP_Finn thanks for answering various questions.

I've been off to other games as I tend to but thought to wander back to see if there were critical issues. Glad folks like JP_Finn are around to keep it going.

BAC is a "community" mod and though there are caretakers, like myself, it really belongs to the community and as numerous community contributors.

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on September 07, 2023, 08:49:16 PM
Is there a BAC coming for 3.81?  I am cursed to run URW via Steam, which I do not understand very well and which has a tendency to automatically install updates without the courtesy to ask me first!

My character is almost five years in now, and I don't want to risk any problems with an inadvertent upgrade to 3.81.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on September 07, 2023, 09:19:39 PM
Is there a BAC coming for 3.81?  I am cursed to run URW via Steam, which I do not understand very well and which has a tendency to automatically install updates without the courtesy to ask me first!

My character is almost five years in now, and I don't want to risk any problems with an inadvertent upgrade to 3.81.

3.80 to 3.81 isn't huge difference. I think Netmaking is only thing that needs to be commented out / adjusted in BAC.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: balketh on September 20, 2023, 07:31:24 PM
Three things to report: A bug discovered in playing 3.81 with this mod, and two small fixes for odds problem in the mod!

One: I seem to have found a bug when crafting a dip net for ore scooping.

Attempting to craft a dip net using decent quality cloth and perfect quality cord from BAC resulted in an error that said: "Bug in LoydettyTarvike() function. Report!" The dip net itself functions fine when used with the BAC ore scoop option, but insists that it has no fishing hook and asks for one if (a)ctivated.

Two: I think I've worked out why some recipes like in BAC_Textilecraft - specifically recipes like the Loom, and the Weave Cloth options, fail to allow the user to select anything other than the exact quantity of yarn or cord required, despite having the [nominlen] tag.

When Arimon added the [nominlen] tag in their 3.7x update, I think they added it incorrectly, as tag order seems matters: they placed [nominlen] AFTER [remove], which seems to cause the game to try and fully remove the exact length (or weight) of item before acknowledging the [nominlen] tag, which means it refuses to allow for multiple pieces to be used. This is a guess, because in other recipes, like the Nettle Apron from BAC_Clothing, the [nominlen] tag is placed after the [remove] tag for their yarn entry, but the recipe accepts smaller yarn lengths as per the correct function of [nominlen]. It may have something do with the fact that the apron's yarn ingredient is a wildcard, where as the Weave Cloth ingredients are not. Unsure.

However, I have tested and confirmed that it works: simply shifting the [nominlen] tag to be before the [remove] tag causes the recipes to allow for multiple lengths/weights to be selected, much like other default crafts.

I have confirmed that this change also returns any unused materials to your inventory as per any other style of this craft. This completely removes the need for any recipes that specify "Use exact length, surplus is lost.". I'm currently testing this bug across other uses of [nominlen] to see if any others aren't working, and fixing accordingly. Will report if I find anything else.

Three: I also intend to poke around more in BAC's files and clean up a lot of the descriptive text formatting. In doing so, I learned why the descriptive text tag doesn't seem to work right half the time, causing many inconsistencies and difficulties in use in BAC's item text display in crafting.

The descriptive text tag can be used in two different ways:

'+as weights for the warps' - this version has the + on the inside of the ''s, which simply causes the descriptive text to be added to the end of the ingredient's name. "Stone" becomes "Stone as weights for the warps".

+'as weights for the warps' - this version is different, with the + on the outside of the ''s. This version does not show the ingredient's name at all in the display, and is mostly for using with {[TERRAIN:word]} tags to hide the code part. "[TERRAIN:barren]" would become "as weights for the warps", as would "Stone", unlike above. This is useful for placing more ambiguous/concise ingredient instructional text in place of the full name of an ingredient, while hiding unsightly wildcard and TERRAIN/TILE tags.

By moving the + outside of the ''s for all descriptive texts with visible tags (and a standardization pass, maybe), the ingredient lists for many recipes could be much more readable and easier to intuitively discover and use, in the absence of detailed encyclopaedia entries for BAC items and the like.

I've some regex experience, so I'll be playing around with making some careful cleaning passes of BAC display text and neatness, and see if I can't improve the foundations a bit for everyone. No promises, but it might help.

Cheers! Hope this has been helpful.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on September 20, 2023, 08:27:23 PM
I had the same error with the dipnet, it didn't seem to cause any further problems so you can safely ignore it.  Rudy explained what the cause was:

"The issue with the dipnet I know what is causing it. The original dipnet recipe, which I inherited so to speak, was meant to act as a fishing pole as well (the idea being that you could scoop fish). The problem started occurring with the changes to fishing poles requiring hooks to be added to them. I may have to change the dipnet so that it only works for iron ore, and not for fishing, in order to avoid that error."

I suppose that as we are due to get nets to scoop fish in the next update, the dipnet could be used exclusively for ore, or retired entirely and use the upcoming "lippo" net for scooping ore as well as fish.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on September 20, 2023, 09:22:49 PM
Three things to report: A bug discovered in playing 3.81 with this mod, and two small fixes for odds problem in the mod!

One: I seem to have found a bug when crafting a dip net for ore scooping.

Attempting to craft a dip net using decent quality cloth and perfect quality cord from BAC resulted in an error that said: "Bug in LoydettyTarvike() function. Report!" The dip net itself functions fine when used with the BAC ore scoop option, but insists that it has no fishing hook and asks for one if (a)ctivated.

Two: I think I've worked out why some recipes like in BAC_Textilecraft - specifically recipes like the Loom, and the Weave Cloth options, fail to allow the user to select anything other than the exact quantity of yarn or cord required, despite having the [nominlen] tag.

When Arimon added the [nominlen] tag in their 3.7x update, I think they added it incorrectly, as tag order seems matters: they placed [nominlen] AFTER [remove], which seems to cause the game to try and fully remove the exact length (or weight) of item before acknowledging the [nominlen] tag, which means it refuses to allow for multiple pieces to be used. This is a guess, because in other recipes, like the Nettle Apron from BAC_Clothing, the [nominlen] tag is placed after the [remove] tag for their yarn entry, but the recipe accepts smaller yarn lengths as per the correct function of [nominlen]. It may have something do with the fact that the apron's yarn ingredient is a wildcard, where as the Weave Cloth ingredients are not. Unsure.

However, I have tested and confirmed that it works: simply shifting the [nominlen] tag to be before the [remove] tag causes the recipes to allow for multiple lengths/weights to be selected, much like other default crafts.

I have confirmed that this change also returns any unused materials to your inventory as per any other style of this craft. This completely removes the need for any recipes that specify "Use exact length, surplus is lost.". I'm currently testing this bug across other uses of [nominlen] to see if any others aren't working, and fixing accordingly. Will report if I find anything else.

Three: I also intend to poke around more in BAC's files and clean up a lot of the descriptive text formatting. In doing so, I learned why the descriptive text tag doesn't seem to work right half the time, causing many inconsistencies and difficulties in use in BAC's item text display in crafting.

The descriptive text tag can be used in two different ways:

'+as weights for the warps' - this version has the + on the inside of the ''s, which simply causes the descriptive text to be added to the end of the ingredient's name. "Stone" becomes "Stone as weights for the warps".

+'as weights for the warps' - this version is different, with the + on the outside of the ''s. This version does not show the ingredient's name at all in the display, and is mostly for using with {[TERRAIN:word]} tags to hide the code part. "[TERRAIN:barren]" would become "as weights for the warps", as would "Stone", unlike above. This is useful for placing more ambiguous/concise ingredient instructional text in place of the full name of an ingredient, while hiding unsightly wildcard and TERRAIN/TILE tags.

By moving the + outside of the ''s for all descriptive texts with visible tags (and a standardization pass, maybe), the ingredient lists for many recipes could be much more readable and easier to intuitively discover and use, in the absence of detailed encyclopaedia entries for BAC items and the like.

I've some regex experience, so I'll be playing around with making some careful cleaning passes of BAC display text and neatness, and see if I can't improve the foundations a bit for everyone. No promises, but it might help.

Cheers! Hope this has been helpful.

Also when using resource that isn't cord, yarn, tying material i.e. no length value, you can use [ask_num] to force player selection of the source resource. That does prevent the crafting mechanism from picking up a modded item with base item such as {Branch}.
I find it useful to use "Wood slat" as the base item, then change the [MATERIAL:] from wood or [TYPE:] from timber. That avoids accidental use of modded item for something else. Especially when only vanilla recipe to use wood slat is Make|Arrow|Arrow shaft, which forces manual selection.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on September 20, 2023, 10:56:13 PM
I had the same error with the dipnet, it didn't seem to cause any further problems so you can safely ignore it.  Rudy explained what the cause was:

"The issue with the dipnet I know what is causing it. The original dipnet recipe, which I inherited so to speak, was meant to act as a fishing pole as well (the idea being that you could scoop fish). The problem started occurring with the changes to fishing poles requiring hooks to be added to them. I may have to change the dipnet so that it only works for iron ore, and not for fishing, in order to avoid that error."

I suppose that as we are due to get nets to scoop fish in the next update, the dipnet could be used exclusively for ore, or retired entirely and use the upcoming "lippo" net for scooping ore as well as fish.

Indeed.
.Dip net. "Fishing rod" produces the error and a Dip net with no hook
Changing the base item to
.Dip net. "Fishing rod with bone hook" causes the recipe to not pass craft recipe parsing. So not shown.
One could change the base item to trident, and set attack values to -1. And type to tool(Might get too many large fish)
Or we can wait few days/a week and we'll likely get the lippo.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on September 21, 2023, 05:10:06 PM
I was curious what'll happen with the trident as dip net, i.e. the prompt of attacking with all attack type with -1.
Works pretty well, just the actual fishing flavor text is little bit off. See attached pic.

Here's the
Code: [Select]
.Dip net. "Trident" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2/
{Slender trunk} [remove] [noquality]
{Branch} (2) [remove] [noquality] '+as spreaders'
{Cloth} #4# [remove] '+to make catching net from cloth, fur or leather'
{Thin cordage} =15= [remove] [nominlen] [patchwise]
'+for tying together'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[BLUNT_ATTACK:-1]
[EDGE_ATTACK:-1]
[POINT_ATTACK:-1]
[AD_CLASS:0/0]
[1H_PENALTY:30]
[MATERIAL:wood]
[TYPE:tool]
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Lurtz on October 02, 2023, 08:48:39 PM
Amazing mod, but I can't figure out what I do with the fibres from birch bark, I thought maybe I could soak them and turn them into birch yarn or something but not sure exactly what they are for at this point.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on October 02, 2023, 10:06:05 PM
I think the fibers from birch bark in BAC are for cordage.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: demol on November 11, 2023, 07:18:16 AM
Do BAC in its current state work with current 3.81/3.82 version?
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Senthe on November 14, 2023, 11:42:12 AM
Where can I find a full list of BAC features? As far as I can see there's a few threads with updates and such, but is there any place with a full doc with all the features that are currently supported?
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on November 17, 2023, 08:11:34 AM
I believe the only way to find out ALL the features in BAC is to get open all of the files included in the mod and read through the files. Each .this item. is added “recipe” some are items, some are actions; like harvesting bog ore.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: niftybottle on November 18, 2023, 07:54:18 AM
Do BAC in its current state work with current 3.81/3.82 version?
Pretty well. Some things like ore scoops may be slightly bugged.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: hubertus on November 18, 2023, 02:50:41 PM
Do BAC in its current state work with current 3.81/3.82 version?

Also some things may be missing from menus: it looks like the Fishing [M]enu is too full to show the netting needle that can be crafted from there since 3.81.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on November 18, 2023, 06:04:07 PM
Where can I find a full list of BAC features? As far as I can see there's a few threads with updates and such, but is there any place with a full doc with all the features that are currently supported?

There is an old and partial list of the features in the link below.  Lots has been added since then, but there is still a large amount of useful info:

https://www.tapatalk.com/groups/urwforum/buoidda-39-s-crafts-1-6-2-updated-2017-01-30-t8043.html (https://www.tapatalk.com/groups/urwforum/buoidda-39-s-crafts-1-6-2-updated-2017-01-30-t8043.html)
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on November 24, 2023, 02:38:53 AM
Do BAC in its current state work with current 3.81/3.82 version?

Also some things may be missing from menus: it looks like the Fishing [M]enu is too full to show the netting needle that can be crafted from there since 3.81.

My last update to BAC was for 3.80 so 3.81 will have issues

If its just not showing then you can temporarily comment out one of the items you're not making then it should pop in.

3.81 really didn't inspire me to make another round of updates as things like nets were already in BAC and its predecessors for years.

Also you don't need a needle to make a net. It helps with quality but its not mandatory. I went through an exercise of making a landing net using my own palm as the spacing guide.

IIRC modding language doesnt yet allow having optional items to boost quality which is something thats been requested.

Mod interference will happen when items are added to vanilla since BAC uses almost all the slots available.

Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Senthe on November 24, 2023, 02:16:15 PM
3.81 really didn't inspire me to make another round of updates as things like nets were already in BAC and its predecessors for years.

Mod interference will happen when items are added to vanilla since BAC uses almost all the slots available.

Hmm, is there some kind of help that you'd like with it? Like, I don't know, going through all the BAC items and manually removing the ones that are now obsolete because they were added in vanilla? How does this additional work needed to resolve those conflicts look like?
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on November 30, 2023, 09:28:43 AM
3.81 really didn't inspire me to make another round of updates as things like nets were already in BAC and its predecessors for years.

Mod interference will happen when items are added to vanilla since BAC uses almost all the slots available.

Hmm, is there some kind of help that you'd like with it? Like, I don't know, going through all the BAC items and manually removing the ones that are now obsolete because they were added in vanilla? How does this additional work needed to resolve those conflicts look like?

BAC is community held. If you wish to submit updates thats a good thing. Its even written in that if the caretaker, usually but not always me, isnt around for awhile then someone else can continue the mod updates in a new thread.

When the game updates do come in there will be "mod collision" due to how extensive BAC is. This occurs in the following ways:
-1- a menu letter is used by Saami that wasn't used before in vanilla but is used by BAC. Now we have to rejuggle multiple menus.
-2- Saami adds an item to an existing menu and now the BAC overflows like the current net issue
-3- a duplicate recipe is created and we need to decide to stay on BAC or use the new vanilla recipe (like the net)
-4- A fundamental change happens requiring a massive overhaul, like it did with the cordage change a while back. while glad to see it there was a huge amount of work by someone else to update BAC.


Right now the updates have been done what could help is to check over what the new items added are and are there menus that dont show all items.

>>>

What long term would really help is if menu system was made 2 levels. So all of the BAC could be under one letter that then opens up the ~20 letters. This would remove most of the collision issues except for #4, even then you could continue BAC version of items like arrowheads.
Title: Re: [3.80] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on December 05, 2023, 06:11:31 AM
Well....

Its begun.

Working on updating the BAC to 3.82.

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