Are you guys using any other graphic mods besides "Jaredonians Character Models + Distinct Tribes v3"
re: cookery -
Is it redundant to have "Dry meat soup" and "Smoked meat soup", when the Njerp cooking mod already includes Borsch and Goulash? Borsch is basically dry meat soup, and Goulash is basically Smoked meat soup, just with more options.
I think this community mod is a great idea, by the way.
Looking good! ;D I just finished testing building a Clinkered punt, and found some tiny issues:
Fucking A bud, your the champ Brygun!!! Thanks Signatus for the support!!!
This file has two funtions:
=1= To list bugs, errors and the like that have yet to be fixed for some reason
=2= To store comments on some of the controversial design choices. For example how long the clinkered punt steps take.
Looking at "B_B Dec 2018" there's more tiles. They seemed light in current version. Also, I remember I had a GFX tile from that sufficiency mod, not sure if i was using it or not.
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.Dang! Are you okay?
Doesn't seem like Roads and the well are,
re: cookery -
Is it redundant to have "Dry meat soup" and "Smoked meat soup", when the Njerp cooking mod already includes Borsch and Goulash? Borsch is basically dry meat soup, and Goulash is basically Smoked meat soup, just with more options.
I think this community mod is a great idea, by the way.
(etc etc)
I noticed you didn't include the pine tar gathering and glue-making... from my testing it seemed unbalanced (much easier to use birch-bark), but I'm wondering if it could be balanced somehow. Is pine tar or resin usable as glue on its own? Maybe being able to let it collect the resin for a few days or more but then get usable {*glue}, except perhaps for some more specific/complex projects which would require proper pitch glue? It feels like resin should be a low-tech way to get some glue-y material, which could be balanced by the preparation time collecting it.
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.Dang! Are you okay?
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.
I regret not having enough injuries
Only part that really hurts is my toe where he stomped on it. It hurts because he was fat!
Re the "{Knife} <Draw knife>" issue there is no [ground] command so the draw knife needs to be in your inventory.
For the "preferably" not showing im not sure. Does preferably only work with vanilla objects? this is why I asked to test is {Axe} "Adze axe" comes up with preferable as the adze is a modded in item.
however if all you have is dried/smoked meat then its just a soup isn't it?
So long as the glue comes out to a {*glue} recipe things should be okay with being grabbed.
To Signatus:
Can you please post in this thread the various recipes for your alternate {*glue} material. It will ease us all taking a look at it. Please suggest which menu to fit it into. ;)
Sorry for the long post, but this was fun to learn about! :D
On herbs I haven't tried anything about coding them.
Im now working on the lamellar as Jeb posted in the previous thread.
There is a graphics call that I don't think I have:
[TILEGFX:fw-lamelpce]
Can anyone locate that? Post it to this thread if you can. Also, a link to the source thread may also speed up writing other armor recipes.
One game balance matter, which I don't normally focus on, is that the source pine clumps have to be searched for. Instead you get these clumps pretty quick.
I might change the pine tar step to something like "Search for pine tar" and have people spend 1 hour or more with low/zero effort to mark them searching the woods for it.
You are correct it's from the work of thefinn's wilderness living mod.
[TILEGFX:fw-lamelpce]
I'm willing to bet the fw is for Finn's Wilderness modpack, but I can't find a download link...?
https://www.tapatalk.com/groups/urwforum/the-finn-39-s-wilderness-living-modpack-v1-3-t8082.html
EDIT 1: looking in the code for "short quarter log it has "{Rock} [ground] +'Can be used as a board'". Do i need a rock or to be on ground to make them?
{Rock} [ground]
Ingredient is the rock and a rock on the ground (on an ajacent tile to you) can be used from the floor (ground).I forgot about my cleaned, in the process of de-hairing squirrel skin and its rotten now. Can it be used for anything?
I noticed That flax is in the mod but there's no tile. There is one in caethan's sufficiency mod, I added it in. See if i can find it in the game. My herblore skill is 26%.
Code: [Select]{Rock} [ground]
Ingredient is the rock and a rock on the ground (on an ajacent tile to you) can be used from the floor (ground).
I guess the rock could be made [optional] if it's simply to have a line to write somethjng on?
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.I believe that with the usage above the shelter will be "named" punt shelter.
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.I believe that with the usage above the shelter will be "named" punt shelter.
.Punt. [effort:0] [phys:hands] *COMMON* /1/ [noquality]
{Rock} [noquality]
//{Knife} <Draw knife>
//{Axe} <Adze axe>
{Draw knife} <Hunting knife>
Also....
You can make an iron codpiece to protect the family jewels.
.Hardwood longbow. "Longbow" [effort:2] [phys:stance,arms] *CARPENTRY* %10% /320/ |2|
{Hard staff} [remove] [noquality] 'Hardwood staff'
{Knife}<Small knife>
{Bowstring} [remove]
[NAME:Longbow]
.Spin Yarn. "Cord" *AGRICULTURE* /1h/ [patch:5] [effort:1] [phys:hands,one-armed]
{*ibre from *} #0.5# [remove] [patchwise] [name:%s Yarn] [naming:last word] 'Fibre'
{*Spindle and Distaff}
[TILEGFX:rc-yarn]
// Icon provided by Kaaven from the Urw Forums, modified
// 'Plant Fibre' -> 'Fibre'
[PRICE:5]
.Nettle cloak. /60/ *HIDEWORKING* [effort:1] [phys:hands]
{*Yarn} (1) 'Yarn' [remove]
{Nettle *} 'Nettle Cloth' #7.0# [remove]
{Knife} <Small knife> 'A knife good for fine work'
[PRICE:24]
@cheesealmighty you would also want to account for the clothing recipes getting the birch-bark armor quality and not that of the cloth. That may or may not happen naturally. Again, a significant coding project for not much gain. Just make more birch-bark underwear recipes.
When i try to fill up my block pot with water at the river it doesn't allow me to and i get the message ''you can't store different kinds of stuff in one container'' even though its empty. All I have used it for is making pitch glue.
EDIT: I can however fill my birch basket with water from the river than pour it into the block pot. Further... the block pot of water has no usage bar, not that it really matters, for me at this point anyways.
{*reindeer * carcass*}
instead of {*reindeer carcass*}
should and indeed does work..Birch Sapling arrow shaft. "Firewood" [phys:hands,one-armed] *CARPENTRY* %-40% /15/ |-2| [patch:5]
{Birch Sapling} [remove] [patchwise] [noquality] +'Birch sapling'
.Gather Birch Sapling. "Branch" [phys:hands,one-armed] [noquality] /5/ |-2| [patch:5]
{[NEARBY_TILE:BIRCH]} [noquality] +'Birch nearby'
{Knife}
[NAME:Birch Sapling]
[TYPE:lumber]
[MATERIAL:wood]
[WEIGHT:0.5]
.Gather Rowan Sapling. "Branch" [phys:hands,one-armed] [noquality] /5/ |-2| [patch:5]
{[NEARBY_TILE:ROWAN]} [noquality] +'Rowan nearby'
{[TILE:BUSHES]} [noquality] +'Bushes to collect saplings from'
{Knife}
[NAME:Rowan Sapling]
[TYPE:lumber]
[MATERIAL:wood]
[WEIGHT:0.5]
I mentioned this in a above post, it may have gotten overlooked:
"I need barren terrain to make a whetstone, can i make the terrain somehow or do i have to go find it somewhere, up north or something?"
Best of luck in your future endeavors Brygun! Appreciate the effort!
barren terrain where stones would be easily visible, such as Cliffs, Mountains and Lichenous forests.
Terrain types as known to the wiki
https://www.unrealworld.fi/wiki/index.php?title=Modding#.7B.5BTERRAIN:_.5D.7D
{Wooden tub of water}
* tub of water
works as probably intended.Bone comb cannot be used as comb in extracting fibres/weaving: https://puu.sh/CswQl/58a0e608ac.png
.Extract Fibre. "Rock" *AGRICULTURE* /15/ [patch:10] [effort:3] [phys:arms,stance]
{Dried Retted *} [remove] [patchwise] [ground] [name:Fibre from %s] [naming:last word] 'Dried, Retted Plants'
{Club} '+for scutching'
{Knife} <Small knife>
{*comb} [optional]
[TILEGFX:rc-fibre]
// Icon provided by Kaaven from the Urw Forums, modified
[TYPE:tool]
[WEIGHT:0.1]
.Bone comb. "Hunting Horn" *CARPENTRY* /2h/ [effort:1] [phys:hands] %-20%
{Bone} (1) [remove] [noquality] [NAME:%s comb] [naming:original]
I believe you are missing an "F" here?
- Shane
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?ini_skills file, only has effect when survivor is created.
Never mind.... it seems no, you can't.....
- Shane
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?ini_skills file, only has effect when survivor is created.
Never mind.... it seems no, you can't.....
- Shane
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?ini_skills file, only has effect when survivor is created.
Never mind.... it seems no, you can't.....
- Shane
I tried and created a test character, no additional skills. :-\
Do they just not display?
- Shane
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?ini_skills file, only has effect when survivor is created.
Never mind.... it seems no, you can't.....
- Shane
I tried and created a test character, no additional skills. :-\
Do they just not display?
- Shane
Unfortunately you can't add new skill trees to the game with the current modding system. That's also why some modders choose to use "weatherlore" as a wildcard. Usually for ironworking. That ini file is for changing the starting bonuses for different tribes.
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?ini_skills file, only has effect when survivor is created.
Never mind.... it seems no, you can't.....
- Shane
I tried and created a test character, no additional skills. :-\
Do they just not display?
- Shane
I noticed that .Flat iron hammer. and .Ball iron hammer. both use the *TIMBERCRAFT* skill. Is that on purpose?
.Spruce mat. "Spruce twig" *COMMON* [noquality] /2m/
{*spruce twig} (20) [remove] [ground]
[NAME:Spruce mat fur]
//[MATERIAL:fur]
[WEIGHT:30]
.Dismantle spruce mat. (20) "Spruce twig" *COMMON* [noquality] /1m/
{Spruce mat fur} (1) [remove] [ground]
[NAME:Spruce twig]
{Axe}
{Adze axe} [optional]
.Clean pike. "Pike" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /6/ %10% |-2| [patch:5]
{Pike} #1# [remove] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun
.Clean perch. "Perch" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /6/ %10% |-2| [patch:5]
{Perch} #1# [remove] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun
.Clean bream. "Bream" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /6/ %10% |-2| [patch:5]
{Bream} #1# [remove] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun
.Clean roach. "Roach" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /6/ %10% |-2| [patch:5]
{Roach} #1# [remove] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun
.Clean pike-perch. "Pike-perch" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /6/ %10% |-2| [patch:5]
{Pike-perch} #1# [remove] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun
.Clean lavaret. "Lavaret" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /6/ %10% |-2| [patch:5]
{Lavaret} #1# [remove] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun
.Clean trout. "Trout" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /6/ %10% |-2| [patch:5]
{Trout} #1# [remove] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun
.Clean salmon. "Salmon" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /6/ %10% |-2| [patch:5]
{Salmon} #1# [remove] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun
.Clean burbot. "Burbot" [effort:1] [noquality] [phys:arms,one-armed] *FISHING* /6/ %10% |-2| [patch:5]
{Burbot} #1# [remove] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun
{57:10} Day/H:M 1/14:50 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0 kcal/100g: 185 kcal/lbs: 925 kcal/esine: 691
{57:10} Day/H:M 1/14:50 void eat(5) - Item: roasted salmon cut
{57:10} Day/H:M 1/14:50 Vatsa: 147 kcal/100g:185
{57:10} Day/H:M 1/14:50 Itemruoan_Vatsatarve: 0.51
{57:10} Day/H:M 1/14:50 It's very tasty.
{57:18} Day/H:M 1/14:53 Vatsa: 144 Energia: 2608 Jano: 826
{57:18} Day/H:M 1/14:53 RAVITSE: roasted salmon cut*0.51 -> Vatsa: 255 Energia: 3080 Jano: 826
{57:18} Day/H:M 1/14:53 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0 kcal/100g: 185 kcal/lbs: 925 kcal/esine: 219
{57:18} Day/H:M 1/14:53 ---- eat complete ----
{2:5} Day/H:M 2/2:55 ravinto(roasted pike cut) : Hi,Ra,Pr: 0,2,25 Neste: 0 kcal/100g: 118 kcal/lbs: 590 kcal/esine: 441
{2:5} Day/H:M 2/2:55 void eat(6) - Item: roasted pike cut
{2:5} Day/H:M 2/2:55 Vatsa: 0 kcal/100g:118
{2:5} Day/H:M 2/2:55 Itemruoan_Vatsatarve: 1.57
{2:5} Day/H:M 2/2:55 It's plain good roasted pike cut and happily consumed too.
{2:12} Day/H:M 2/2:57 Vatsa: 0 Energia: 1793 Jano: 1862
{2:12} Day/H:M 2/2:57 RAVITSE: roasted pike cut*0.75 -> Vatsa: 125 Energia: 2234 Jano: 1862
{2:12} Day/H:M 2/2:57 ---- eat complete ----
.TEST clean fish. *COOKERY* /6/ [noquality] [patch:5]
{Raw fish} #1# [remove] [roast] [name:%s cut] [patchwise]
{Knife} '+for chopping and cleaning'
[COOK_WEIGHT_DIV:0.75]
NAME; CARB; FATS; PROT;
Pike-P* 0 0 16 =16
Burbot 0 1 16 =17
Perch 0 2 17 =19
Lavaret 0 3 17 =20
Bream 0 4 17 =21
Trout 0 4 19 =23
Pike 0 2 25 =27
Salmon 0 13 17 =30
Roach 0 7 23 =30
Update
Advisory:
flora_cultivated.txt removed from BAC
I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.
flora_flax.txt is still in the BAC
Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.
Update
Advisory:
flora_cultivated.txt removed from BAC
I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.
flora_flax.txt is still in the BAC
Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.
Looks like somebody pulled both of them from my self-sufficiency mod. flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).
I think I was the one who made those flora files get into the mod, though I wasn't sure if needed. Probably not.
By the way, should the punts needing Adze axe be changed to this?Code: [Select]{Axe}
{Adze axe} [optional]
Or perhaps Stone Adze?
Hmmm... I can't find fishing rod. I think it might be missing.
.Fishing rod. [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Staff} [remove]
{*fishhook} [remove] 'Fishhook'
{*Cord} (2) [remove] 'Cord'
{Knife} <Small knife>
There are a couple problems I've noticed (from the BAC mod v026 download a couple days ago; didn't see either of them explicitly addressed since then):
The "Braced Bark Hull" recipe from the Transport menu calls for Tying Equipment ({Tying Equipment} (1)[ground] [remove] [noquality] '+tie ends of belly frame') but none of the tying equipment I've tried to use, including Birch Bark fibre cords/rope, root ropes, hide cords, and others, have worked to fulfill that step. I suspect {Tying Equipment} may not be working as you intend.
.Braced bark hull. "Log" *TIMBERCRAFT* [effort:3] [phys:arms legs stance] /6h/ \40h\
{Opened roll of Birch-bark} (1) [remove] [ground] '+Intact sheet for bottom'
{Opened roll of Birch-bark} (1) [remove] [ground] '+Extend center sides plus other bits'
{*cord} (3) [remove] '+sew with strong thread'
{Staff} (2) [ground] [remove] '+split for inner gunwale frame'
{Wooden stake} (2) [ground] [remove] '+frame spreaders'
{*cord} (1) [remove] [noquality]
{Knife} <Small knife> '+holes cutting shaping'
{Stone}(12) [ground] [noquality] '+apply weight'
{Wooden stake} (24) [ground] [noquality] '+braces and clips'
[WEIGHT:9999]
[PRICE:0]
[MATERIAL:wood]
// put main on ground, lay frame on it, then bend sheets up
// exterior braces hold sheet upright
// Sew extra sheet pices
// put the stones and braces in place to push on sheets
// needs to sit a long time to take shape
Second, the recipe for Birch backing in the bowying catgory calls for {Split trunk}. From what I read in the development thread, I think this may need to change to Quarter trunk?
However, something fishy was still happening, possibly because of the recipe having more than one {Tying equipment} call, and it was still not accepting any of them on the second call, the one with [noquality]. My solution was to make both of them ask for {*cord} and voila. It also seems silly that "sew with strong thread" can be fulfilled with split spruce twigs or bark laces:
I have a flora_newherbs.txt file in my Unreal directory ???
Caethan is that one from yours that should be in the BAC?
I also see flora_berries flora_herbs and flora_mushroom
Actually....
Split spruce twigs are exactly what was used historically
I can knock off the [ground] tags
Is there a way to give myself items or start out with certain picked items? I'd like to start with a fishing rod, spear, fine knife, woodsman's axe, decent bow, 10 arrows and warm clothes. Is there a debug or dev mode or something? I've looked through my character file and i can't find my inventory.
I don't think its cheating because a guy could start out with these anyways through the RNG. From the perspective of roleplaying: I left my home to fend for myself and as a parting gift was given or allowed to keep these items i made myself\made by my family\community\ or passed down through generations.
I would be cool if the game had a custom start where the player would be given a certain number of points to select their starting inventory based around the gear's value number.
The only way I see that happening is using recipes to give that to you, then discarding whatever you started with. I made a primitive no iron character and immediately discarded the iron axe and knife and made stone versions, for example.
You can make a test menu (I have a diy_test.txt file for my test recipes) and then assign it a letter in the menudef file when I want to use it (I'm using Q). You can just make recipes with no ingredients and 1 minute duration to get those items and off you go.
Coins maybe not, but ingots? Small ingots of metal were likely traded at this time, heck they've found stone in much earlier sites that's non native that likely would have been traded. People trade whatever's valuable.
Trick is how to put this into the economy.
- Shane
I do think it could be an interesting chat in another thread.
If/when the other ores methodology gets developed I/we can reconsider it for the BAC.
BAC also aims to have an educational or real world aspect. In the case of weapons gold, silver and bronze are all inferior in performance to iron. For decorations they do look better. Just because something costs more doesn't mean it is better. Which also applies to dating.
To make a Stone Hammer it's asking for a axe haft.
And today I clue in that maybe Kkarlson was suggesting we use slender trunk on the stone hammer
I noticed that your diy_Boneworking has knife handle parts but I can't see anything that uses them - all the knives seem to use a branch for the handles.
- Shane
I noticed that your diy_Boneworking has knife handle parts but I can't see anything that uses them - all the knives seem to use a branch for the handles.
- Shane
It's used only by the Northern knife
Reread the recent question on the birch shortbow. Now realize it was that the old 'comment' was there. Changed it to:Just another quick foible -
'Birch cut to a short quarter log'
1) As BAC has grown to be quite large and uses file management methods when reporting it will help debug if you can mention which of the files you think the error relates too. Coming back after a while its a delay when I try to figure which_is_it.txt file that needs the check.
I've also successfully created clothing from a sub-cooking menu.
Why is it a joke? There's no [bake] tag used in the recipe?
[SUBMENU_START:baking]
.RAWfish. "Pike" *COOKERY* /1/ %30% |-1| :148:
{Rock} (1) [remove]
[SUBMENU_END:baking]
You'll get a edible, cooked RAWfish in foods.[SUBMENU_START:Weapon]
.RAWfish. "Pike" *COOKERY* /1/ %30% |-1| :148:
{Rock} (1) [remove]
[SUBMENU_END:Weapon]
You'll get a RAWfish that is still raw as vanilla "Pike", inedible....
.Next page trigger. [effort:1] *COMMON* /1/ |-2| [noquality]
//using condition hard to match
{[TILE:Inside of a building]} +'Esc this menu'
{[TILE:Inside of a Kota]} +'and next page menu will reload '
...
and a ext. script (bash/batch/powershell) monitoring MSGLOG.TXT, by using grep/findstr for certain words.(143270):d6hi:[#]{044A0609} | HANDCRAFT OPTIONS: BAC MENU
(143270):d6hi:[#]{044A0609} | BAC MENU: Next page trigger
then the script swaps alt_BAC_menu.txt and diy_BAC_menu.txt, and vise versa.Why is it a joke? There's no [bake] tag used in the recipe?
Items under cookery_* will be cooked with no exception.
For example:Code: [Select][SUBMENU_START:baking]
You'll get a edible, cooked RAWfish in foods.
.RAWfish. "Pike" *COOKERY* /1/ %30% |-1| :148:
{Rock} (1) [remove]
[SUBMENU_END:baking]
.Shred Linen for Yarn. "Hunting Horn" *HIDEWORKING* /1h/ [patchwise:5] [effort:1] [phys:hands,one-armed]
{Linen *} #0.6# [remove] [patchwise]
{Spindle and Distaff} [ground] '+to restore to thread'
{Knife} <Small knife> '+to cut and fray'
[NAME:Hemp Yarn]
[TYPE:tool]
[MATERIAL:cloth]
[PRICE:5]
[WEIGHT:0.5]
[TILEGFX:rc-yarn]
// Icon provided by Kaaven from the Urw Forums, modified
// 'Plant Fibre' -> 'Fibre'
Hi!
Great work putting together all those mods! :D
One suggestion on the Privateer's Clean Fish recipe:
The problem is game doesn't count my advanced spindle and distaff as "spindle and distaff".
Where's the download link? I can't see any.
I can't seem to find the "wooden block" needed for this recipe. I have tried a block of wood and a small wooden block.
.Medieval drill.
{Wooden block} (1) '+for flywheel'
Also, when I dry berries... the berries are optional. Not sure if that was intended/RP.
love the mod and thank you for your work.
Was pine salve implemented? I saw it mentioned, but I can not find witch menu it is under or a Boff that needs to be renamed.
Is there a way to use this with the Shaman mod? I can't find a way to enable all the menus/recipes.
EDIT: I got it to work! I just added the recipes from "Ritual Supplements" to "Weapons" and the recipes from "Shamanic Herblore" to "Mining and More."
hello, is there a complete list of things added or new possibilities for this mod?
or a wiki for this mod?
thanks in advance!
Shutter on north wall by the NE corner was fine (running east to west) until I built a regular North Wall right beside it, now it's turned north to south
Thank you so much for this mod!
...
No way I would've tried doing it without your work!
Pretty interesting! Could we get a look at the woodworking code? I've been messing around with some similar stuff myself.Of course. I'll upload it all tomorrow as I've tweaked it a bit as I played, making it a bit better. I'm sharing it so the community can have it and have fun, as my way of giving back for the great modding I've enjoyed.
Thanks!Absolutely, everyone involved has my heartiest thanks. Privateer especially, as the big menu mod made all this stuff possible.
Like yourself I got inspired by others, like Rain and Endive. Saami's Unreal World engine is pretty easy for modding. I've always encouraged others even if that means competition for my own mod. BAC isn't just mine though. Its full of many people's work.
The only big limitation is the number of menu slots. Hence some things need to be a little simpler for a broad mod like BAC. The tillering of the bow for instance. I've heard of doing that though not done it myself. Its something that a more specific aimed mod could include. The clinkered boat for instance in the BAC has connections to dozens of production steps, like tools with their own production needs.
Would it be all right to add your chair and closest graphics into BAC? The closet to cover the piles of things is handy though IIRC there is a trunk in BAC along those lines. I like having variety and some "next level improvements" for long term characters.
I tried to comment on every file that was changed. I'm sure I still have a mistake or two left in there somewhere, too :P
BAC to this point wasnt reviewed for price balance on newly added items. I aimed guess around what was already around and from the wiki.I'll be clear because I don't think I communicated it well and I don't want to waste your time on accident. I noticed the discrepancy because when I went to trade a tub it seemed way too valuable, and as I had found the modding wiki I looked it over and found that [PRICE:X] is X squirrel hides on an item.
Nice work! Always felt more decor would be a great add.Thank you, your mods and guides really help out a beginner.
It’s a bit unclear what this mod actually contains. Is there a proper listing somewhere without resorting to the mods game files?
The birch bark and bark items all seem to not work in this :( birch inner bark isn't birch-bark, and bark I pulled off an alder is "bark" and not "alder bark" ...
Thank you kindly.
Axe haft is under Carpentry.
Due to the expansion of the number of items the simpler linear menus couldn't always being maintained.
If its detailed wood or carry size it is probably under Carpentry. If its big chunky wood it is probably under Lumber.
I also just wanted to say thanks! The mod is great and really adds a lot - especially the whole metal working and survival pieces. I just had a quick question about the clinkered punt and various types of transports. What is the point of a clinker craft given the amount of work? It seems like a punt would achieve most of what you want. Is it just something to try to achieve or can it carry more?I have not finished my clinker ship yet, but my understanding is that the clinker ship can carry much more, with the disadvantage that it cannot be transported over land. It could also be considered a "prestige project" for a skilled craftsman with ample tools and time.
And for the fishing rods, I’d suggest removing glue as a requirement. I never make rods because glue is actually pretty hard to make since you need a pot and that takes a kiln - am I missing something or is there a more primitive glue I should use instead?
I haven't tried your community mod yet and I'm guessing as 3.52 (stable) player I can't use the BAC mod v059 pre 3.60 beta.zip
I saw your other mod uploads in your older posts and I'm wondering which one I should use.
I haven't tried your community mod yet and I'm guessing as 3.52 (stable) player I can't use the BAC mod v059 pre 3.60 beta.zip
I saw your other mod uploads in your older posts and I'm wondering which one I should use.
Quite the opposite, the v059 has the "pre 3.60" meaning it was working with the prior(s) version of Unreal World. That is the one to use if you don't go through the necessary steps to switch to the Beta version.
One exception was the wool mittens which is two pieces so someone can work or prep for that.
For making clothing of cloth like linen and wool I didn't assign the [Assist:#] as I've not known any seamstress/tailor that would want someone else handling the fabric while they are working. One exception was the wool mittens which is two pieces so someone can work or prep for that.
Thoughts from the community?
is BAC available as a git repo anywhere?
Brygun, I hope your mod doesn't git repo'd ;)is BAC available as a git repo anywhere?
:o ???
A wut?
So probably not.
My first programming language was Commodore 64 Basic so the young folk current technical terms are sometimes unfamiliar.
All versions of the BAC should be in the threads here if you want to do a side by side comparison.
Hi again, just a player here. Are there item descriptions for their use? For example, what benefit does a backpack give you? Or are all these utility items for looks and trading? Thanks!
Hey there, I'm a big fan of this mod and I'm really glad to see the UrW modding community is still active! I was wondering if there is any way to get the "Tying equipment" menu up, or am I missing something? There doesn't seem to be any cord in the utilities menu, and there is no tying equipment submenu in the handcraft options. Is there a special shortcut for the tying equipment submenu? Should I add the equipment back into utilities by hand?
Keep up the great work.
You need the file listed in the first post of this topic, BAC mod v059 pre 3.60 beta.zip
Hey, i have no idea if it's a problem with the mod or the main game, or if i'm getting robbed of one exact not very useful item over and over, but my 'primitive distaff and spindle' keeps disappearing some time after creating it.
So I'm rather new to this game, and started using this mod because I wanted my Finn to be able to survive relatively self sufficiently, then suddenly the stable version comes out.
Is the mod updated to 3.60 Stable?
Having graphical bugs with many items here, items appearing with a large coloured square around them, I've screenshotted but files too large to upload here, any ideas? (I am using an old mac) Cheers
I only use Windows equipment so if it is as Privateer describes a Mac/Apple issue I can't directly test it. Could try cleaning the one file and send it to a Mac user to see if it fixed it.
or possibly just "*bark*"? Is there any non-willow non-alder form of bark?
Ah, i see. Perhaps you can help me clarify - I'm having trouble conceptualizing how cordage is formed at this point, with the new tying equipment system and everything. How exactly does one peel bark from an alder and turn it into cordage? what are the steps? And, with birch?or possibly just "*bark*"? Is there any non-willow non-alder form of bark?
there is now, Saami added proper birch bark harvesting
Greetings, tribesmen!
In the "diy_BAC_Tying_Equipment.txt" file, plant-based cordage recipes mention plant fibres (duh), but I don't see how the game or the mod identifies fibres. Could you please tell me, in which game file is such an entry? Maybe it is hardcoded in the newest version?
I have made a few simple working recipes, so I know the basics about diy, biy, etc. glossaries and menudef files, but I cannot find the answer this one. I would like to know this because I would like to make custom plant fibre-based cordage recipes for fun.
.Dip net. "Fishing rod" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Slender trunk} [remove] [noquality]
{Branch} (2) [remove] [noquality] '+as spreaders'
{Cloth} #4# [remove] 'Net of cloth, fur or leather'
{*cord} (1) [remove] [patchwise] 'Cord'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[TILEGFX:bc-dipnet]
// 'Dip net can scoop ores or fish'
Quick question, the forum doesn't have a search in thread function, does this have wood stacks? Or should I use the wood stacks mod in conjecture with this? Thank you
EDIT: Also, the installation instructions are ambiguous.
Update
An issue was reported on making a fishing net. Looked into it and birch-bark was made using other conventions. Reviewed the overall recipe. Found other possible concerns. Fixed same.
>>>>
.Net. [effort:1] [phys:hands] *HIDEWORKING* /8h/
{Tying Equipment} (20) [remove] '+cord, fibre or other for net'
{Slender trunk} (2) [noquality] [ground] '+to support tying'
{*Birch-bark*} #2# [remove] [noquality] '+to make floats'
{Rock} (4) [remove] [noquality] '+sinker weights'
{Rock} (6) [ground] [noquality] '+additional tying weights'
{Knife} <Small knife>
[WEIGHT:10]
// Excess weight because of working time constraints
// BAC: Change birch-bark line for compatibility
// BAC: Tying Equipment used to allow primitive sources
// BAC: Number # cord reduced to closer match weight (was 40)
Iron spectacle helm has wrong setting? I finally managed to crafted iron spectacle helm but then I found that its armor level was ridiculously low and it has the animal name on its name.
Fit I tried to 'fix' it by adding the "Iron spectacle helm" to the first line which doesn't work. I had to add [ARMOUR_MATERIAL:iron] on it to get it to work.
The bold texts are what I added. I don't really understand what happened. It should works without those two texts. But yes, my homestead area was really packed. I would try it 'outside' later though. Will tell you how that goes.
This uber mod definitely needs a wiki :) Is there anything like that for it? Thanks
The thing is I have no idea what many of the things are meant to do, so not sure how helpful would it be for me to take over such a project.
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide - this should be added to the OP so people can see it and contribute if they want to.
You are on the right track.
I checked the recipes under Carpentry including the whittling. There is no code calls to the "skill advancement" modifier so they should all progress "normally".
You are on the right track.
I checked the recipes under Carpentry including the whittling. There is no code calls to the "skill advancement" modifier so they should all progress "normally".
So from this it sounds like if a mod recipe uses Carpentry skill, I can assume it will train Carpentry more or less proportional to the amount of time I spend on it, and this isn't something modders have to specify as it's the default. Thank you, I will keep at it.
It might be helpful perhaps for some of the more complex items like the boats or furniture to explain the production chain.Definitely this after the basics are done.
.Birch-bark harness. "Birch-bark basket" [effort:1] [phys:hands,one-armed] [assist:1] *CARPENTRY* /5h/ [assist:2]
Is it my really bad luck or is it really unlikly to find cliffs and mountain in mire terrain? I would like to scoop ore in lakes but i play a minimal start and got no axe and without a better axe then stone axe i cant make a raft. so no access to lake ore. q.q and i need ore to make a better axe. XD is there something i can see the mire terrain better on the map? And bevor someone say, i should buy an new axe, no i waaant to make this without buying. ^~^
Quick question. I am trying to edit one item so I can see if I can use a negative weight to simulate a bull harness that makes it able to carry more logs. But, big but. Most of the settings I modify don't translate into the game.
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide - this should be added to the OP so people can see it and contribute if they want to.
The following has been added to the OP
A wiki has been setup to help people navigate the many options. It is at:
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide
I can certainly see Saami's point.Probably best to set up a new wiki indeed.
What if its a change to a vanilla recipe like "Stone hammer"? BAC has a version. Other modders might well have their own.
A search of unreal Wiki could confuse a user as to what their vanilla game is using.
In general I support having info on the BAC out there "somewhere" but Im don't have the mind share in life to manage the BAC wiki. It has my general blessing. If an issue comes up I could be reached to discuss otherwise I learned in life to let other farmers grow the rice while I grow the potatoes.
I'm running an older version of Buoidda's mod, but I had the same issue when attempting to dig clay. I updated the line referring to having a pit nearby to this:
{[NEARBY_TILE:Hole in the ground]} 'Pit for digging clay'
And now mine works!
I'm sure this doesn't belong here, but shy of messaging the moderator directly idk where else to write this. I'm new, obviously, and I'm having a hard time downloading this mod, i click on the link in the first topic page, then click the "BAC downlosd link" then it tells me i do not have permission to view this page. Where do i download this from, if not there..
I found it. Charcoal is under lumber. Guess I just didn't look well enough
I don’t know if you can differentiate between various bows. But 4’ bow string would not suffice for longbow, hunting bow or northern bow. 4’ or 1.2m bow string is only for short bow and primitive/juniper bows.
Nice! All good changes.
There you have it. Solution for winter time fletching.
Ah, sorry, maybe my version is a couple updates out of date.
Hey, I just downloaded your mod, which is awesome btw :D :D, it adds a whole new depth to the game, but I'm not sure what all the items do, is there a reference page I can go to? I went to the wiki page but I didn't find what I was looking for.
Just first wanted to say super great mod! I noticed that I was able to shear one sheep many times and was able to collect 200 greasy wool. Not sure if I should be able to collect this much!
Thanks for the fix, I have found it cool to 'level up' ore when smelting iron into steel.
Clinkered punt is complete, still generally nipping about in the leather tarp punt - Yabby fell in his home bear trap yesterday so has four fractures to tend too, sad times but a bright future.
As an aside it would be great to see any more craftable instruments (bone/horn flute, kantele/zither) ((envisioning gut strings)) and jewelry.
Brygun, hunting horn makes “a fancy noise” or “a fancy sound” so using that for other instruments isn’t immersion breaking.
Matching game update 3.63
Necessary function matching for 3.63
As far as I have seen so far this was for the:
= Sauna stove under building
= Vasta brush under utility
Please advise if testing doesn't go well. This was done as a quick fix upon seeing the steam announcement.
Also, if mods would only feature what's new and their own, and within their own file names, players can make integrity checks on Steam without worries - to make sure vanilla stuff is up-to-date. Otherwise the original files are grabbed again and mod installation lost.
(Nevermind, the lake suddenly froze and I didn't even realize because it was dark. LOL!)
(Nevermind, the lake suddenly froze and I didn't even realize because it was dark. LOL!)
Totally an Unreal World moment right there ;D
Interestingly - and possibly related - I noticed my game crashed sometimes when I hovered over leather ropes in my inventory (or when grabbing them from the floor) a second time in one play session. The first time would go fine and on the 2nd attempt, the moment I hovered over it, my game would crash unceremoniously. Only leather ropes, mind you, not cords, not yarn.
Edit: I should mention I also was using the NFO from Extended Encyclopedia.
Brygun. The only time I'm crashing is when I'm looking a pile of items. It could be that it's related to a tying equipment problem. Issue is, I can't narrow it down because it seems to be random.
I can confirm that I had the same crash when selecting rope. And I did have EE running at the time.
Another thing, [on MAC] new items looks like this (at least from earthenware), I will keep posted, if its only a clay problem, or other items too, when I managed to make some using new tiles.
Another thing, [on MAC] new items looks like this (at least from earthenware), I will keep posted, if its only a clay problem, or other items too, when I managed to make some using new tiles.
Another thing, [on MAC] new items looks like this (at least from earthenware), I will keep posted, if its only a clay problem, or other items too, when I managed to make some using new tiles.
The transparency 'layer' for those 'specific' tiles needs to be set/reset for Mac users.
Also I don't have a MAC so no way to self test.
Are their volunteers to help our Apple minded brethren?
First off, congratulations on the mods. I've been playing URW for a few months now, and BAC surely adds tons of gameplay! I have no bugs to report so far, but searched both the files and the forum and couldn't find the answer to a question I have: How much can the new boats carry? I know flotation still isn't in the game, so I don't know how to figure it out. If it has already been discussed, can someone point me to the answer? Thanks in advance!
If someone have an idea what can I do to repair that
Set the transparency layer for the images.
Set the transparency layer for the images.yeah, i do it for few files, it worked... but it hell of a work if you don't have tools and use "free internet" stuff.
Mac version have this problem, and I don't know who should manage it, Sami as creator, Tukka - author of the MAC port, or mods authors
This is a known issue that shows up on Macs
>>>>>> As far as I know "ALL the Vanilla game graphics work properly on all platforms" <<<<<<
So I'd say anyone making a mod is the one who might want to fix it.. Anyone using a mod may also want to fix it.
This is a known issue that shows up on Macs - they don't show PNG files with an alpha layer properly. So you just have to get rid of the alpha layer.
{Short quarter log} [remove] [patchwise] '+for core wood'
Slender trunks replaced with staffs for several recipes. This allows staff quality to affect the final item quality, enabling you to build high quality items with some effort.
Grainflail
Ski stick
Sesta
[noquality] added for some ingredients of fixed quality to avoid negatively impacting finished quality:
Wooden cup and bowl: block of wood
skill adjustment changed from +20% to -20% to compensate
Wooden shovel: block of wood
skill adjustment changed from +10% to -30% to compensate
Wooden stake and staff: Slender trunk
skill adjustment reduced by 40% each to compensate
.Leather tarp. "Sesta" *HIDEWORKING* /1h/
{Leather cover} #8# '+from hideworking'
{*cord} =30= '+sewing and tie points'
{Cutting weapon} <Knife>
[NAME:Leather tarp]
[MATERIAL:wood]
[WEIGHT:10]
[PRICE:12]
[SPOILAGE_DAYS:0]
[TYPE:tool]
[TILEGFX:it-defpelt]
Regardless, nothing pressing, so good luck with your novel! :D
I can't seem to find the birchbark lace required to craft (...)
Many of craft items have different names and is not consistent - made by different authors...
I look at you "for core wood"...
Just grabbed this mod it looks amazing i'm excited :)
What would be an appropriate amount to get each time, though? Remember, you need #5# to make the pitch glue. Would a tapping mechanism as an alternative but more complex method—snip— selective quote
Update
Fixed old birch-bark lace issue for the two wood bow in the bowying DIY
Update
Started as going through to add the + item into the code where descriptions where given. While most were okay there were instances like those in posts above where people new might not know what base items are. So I added the + to all 'something' lines in the DIY
While doing so I also spotted some typo style mistakes including issues in the clinkered punt for the medieval drill having { } instead of ' '
A user above just asked about antler strips and it seems that is a call to a removed item so I have changed it to a general weight of antler bone.
MAC Users:
If you fixed your graphics be sure to keep the fixed graphics as these are still the original truetiles.
The request for fixed tiles for MAC to be posted is still present as I dont have a MAC to test them with myself.
Would a sea side have clay? I mean it could. It could also be rocky (which a river could to but would accumulate clay).
Proper feedback doesn't benefit from vague humor. If you can mention specific recipes and it helps with menu (or DIY file) it will help fix things.
Thanks for adding me as contributor :) .I believe the game simply scans strings of item names until it finds the first match, meaning it is scanning until it finds the "staff" in "staff-bow" and using it as staff. Either that, or the game actually counts the staff-bow as a type of staff. You can check this in the mod .txt files, in the recipe for staff-bow the first line will read something like .staff-bow. "staff" (meaning the name is staff-bow but the game counts it as staff).
I just noticed strange thing. Staff-bow can be used as staff for purpose of crafting bone javelins. This is not the case with standard northern spear. Thus it's possible to make higher quality javelins at expense of time and resources. But more importantly it can lead to losing good item during crafting. My guess is that the name is the problem.
I have one more issue with digging clay from sea shore. Even when I'm in sea I cannot dig clay due to fact that tile I'm in is named "Sea" instead of "Water". Changing tile requirement in file fixes this issue. I'm just wondering that maybe on sea shore both tiles are possible? For purpose of photo I'm not standing in water as it's cold but it shows tile name.
I believe the game simply scans strings of item names until it finds the first match, meaning it is scanning until it finds the "staff" in "staff-bow" and using it as staff. Either that, or the game actually counts the staff-bow as a type of staff. You can check this in the mod .txt files, in the recipe for staff-bow the first line will read something like .staff-bow. "staff" (meaning the name is staff-bow but the game counts it as staff).
Proper feedback doesn't benefit from vague humor. If you can mention specific recipes and it helps with menu (or DIY file) it will help fix things.
Sorry, I did not want to mock anyone or something - "for core wood" is in carpentry menu for making axe hafts - and recipe really asking for short quarter log from lumber menu.
I thought is long known bugs that author of mod should repair, and you Brygun just put everything together.
I tried as you suggested and it worked both for mixed and not mixed fibres! Thank you very much.
edit: Just a quick question/suggestion I had though, wouldn't it be better to have 'tying equipment' for the part rather than just fibres, so writhes and/or cords can also be used for arrows?
Smoking fish the vanilla way, meaning inside a finished house with a lit fireplace will always result in spoiled foods. I'm fairly certain I am doing something wrong there?
.Roast ore. (8) "Hunting horn" *COMMON* /1/ \3h\ [noquality] [patch]
{Ore piece} (8) [remove] [patchwise] [ground] '+as Iron ore'
{Firewood} (8) [patchwise] [ground] '+to pile with ore'
{Firewood} (8) [patchwise] [ground] '+as starting fire'
[NAME:Roasted ore piece]
[MATERIAL:stone]
[WEIGHT:1]
[PRICE:0]
[TILEGFX:bc-orepiece]
// To be lit
Is the firewood supposed to not be removed?
Also, as a note, the Kota has duplicate entries; one inside the biy_glossary and biy_BAC_hideworking.
... freezing issues it can go on almost 10 hours. In that time the fire goes out....
I was wandering, looking for flax, and I noticed that I couldn't see any of it.
Any ways to fix this?
Sorry in advance if this gets posted as a separate thread. I'm new to forums like this.
for next update:
Leather loin cloth
call for cord is now for 4 ft not "1 cord" which could be 15ft
= Flax graphic was missing now in
= Flax graphic was missing now inAs a note on this, soaking flax still doesn't seem to have graphics, or at least a wrong graphical call (plus inconsistent in behavior with flax needing to be in the water, while the rest can be near water).
Edit: Nevermind, seems I'm a couple versions behind and this has been fixed already. Ah, the curse of fast updates.
Checked latest version though, and seems I was half-right: The retted flax is still graphic-less. It points to an it-retted, which doesn't exist in the true-tiles folder that comes with the mod (or with the game). The graphic that the retted hemp and nettle points is the rc-retted, which does exist.= Flax graphic was missing now inAs a note on this, soaking flax still doesn't seem to have graphics, or at least a wrong graphical call (plus inconsistent in behavior with flax needing to be in the water, while the rest can be near water).
Edit: Nevermind, seems I'm a couple versions behind and this has been fixed already. Ah, the curse of fast updates.
Happy to confound you. :D
Well, so long you haven't updated this in the last few minutes or so. :P
Is there a different link at which the mod can be acquired?
Also, in general, things are easier from now on. We gave guests a permission to see signatures and attachments, so no more need to register merely to download mods.
Is there a reason there are two menus of creating the same woollen clothing? Which is better to keep?
I'll note, first, that everything in the Metalworking + Forging menus fits into one menu.
BAC metalworking in my list goes to "O" for "steel dome"
I think the merge of the forging and metalworking is the correct way to go. Good spotting that rudy. I likely was always using the metal working menu for my characters and never peeked again into the forging.Cool, cool.
I'm also using this time to fix some iron vs steel issues where recipes could use either when it was supposed to be just iron and other *iron errors Ive seen but hadnt dealt with. :-X
Knitting-woolen is still under consideration due to the important time investment to make a sheet of wool
Personally I'd remove the "Woolen Garments" menu entirely, and then remove the "Woolen Cloth" option from Weaving (as it would then have no function). That's what I've already done for my copy.
If you were only doing one it would be fairer to keep the knitting menu recipes with the longer build times.That's the one I am keeping. I said I got rid of the Woolen Garments menu, not the Knitting Menu.
What does "Fibre from* for thin tying" stand for? The basegame crafting instructs where/how to get the lacking materials, but this mod doesn't do that at all, and the descriptions are often vague, like the aforementioned 'fibre from*'.It's the extract fibre option, under Weaving menu.
Thank youWhat does "Fibre from* for thin tying" stand for? The basegame crafting instructs where/how to get the lacking materials, but this mod doesn't do that at all, and the descriptions are often vague, like the aforementioned 'fibre from*'.It's the extract fibre option, under Weaving menu.
You need to soak the plants, then dry them, then extract the fibre from them.
These recipes seem to be fully pointless:
.Trim Birch-bark.
.Tall roll of Birch-bark.
.Opened roll of Birch-bark.
Large clay amphora tub I also recommend removing. It's stupidly large, way too big for the player to actually make.
Minor issue:
The yard created by .Spin Yarn. under the Weaving menu has "cord" as its base item, and thus under the new tying system has (15 ft) on the end of its name, and can be subdivided into sections. As does .Unravel woollen cloth into yarn. under the Knitting menu.
The yard created by .Shred Linen for Yarn., under the Weaving menu, has "Hunting Horn" as its base item, and so does not count as cord for these purposes, and does not have the (15 ft) on its name.
Both work for creating clothing out of, but it's an inconsistency. If you want yarn to be usable as cord, then all three should both be based on cord. If not, then all three should be Hunting Horn.
In something I'm not entirely sure if it's an overlook or a design choice, as of the recipe to extract fibre from dried retted plants lack a [noquality] tag on the ingredient, which is produced with said tag.
They are different things.
Bloomery (youtube) (https://youtu.be/uO6HXn18x8A) is an enclosed furnace capable of higher temperatures and forge is a regular blacksmith's forge/fireplace.
For roleplay reasons it is good to know that the bloomery is for smelting the ore to get the iron and in the forge you heat the iron to start hammering it.
You can get more info about some BAC functionalities if you download the Extended Encyclopedia 8)
:
there is no reason to have the .Build a simple stone forge. recipe at all, or the .Assign a fireplace as a forge. recipe.
My original mod intended these two to be used for roleplay*, yes, but also for those (rare ?) instances where you want to forge stuff out of existing iron items
The recipes for extracting fibre from Birch-Bark and spruce saplings (but not Rowan Bark), in the Barkware module, all have the base ingredient with a noquality tag, allowing them to be made fine. The recipes for extracting fibre from dried retted plants on the other hand, in the Weaving Module, don't, not allowing fibre of better quality than the dried retted plant, which is a noquality ingredient.In something I'm not entirely sure if it's an overlook or a design choice, as of the recipe to extract fibre from dried retted plants lack a [noquality] tag on the ingredient, which is produced with said tag.
Tuukka has seen some fine fibers. I checked his stockpile and im showing fine from spruce bast. Which isn't the right plants. I think he had fine nettle/hemp fibers that he used in his clothes. It will be a while before I have a fresh stock of retted hemp/nettles to check again.
Weaving in real life was something people, typically women, specialized in so I think there should be skill ratings.
.Dry Retted Plants. "Branch" [noquality] *AGRICULTURE* /2/ \7d\ [patch:20] |-2| [effort:1] [phys:arms,stance,one-armed]
{Retted *} [remove] [patchwise] [name:Dried Retted %s] [naming:last word] '+use retted hemp or nettle'
//[TILEGFX:rc-dried]
[TYPE:tool]
[WEIGHT:0.25]
.Extract Fibre. "Rock" *AGRICULTURE* /15/ [patch:10] [effort:3] [phys:arms,stance] [assist:1]
{Dried Retted *} [remove] [patchwise] [ground] [name:Fibre from %s] [naming:last word] '+Dried, Retted Plants'
{Club} '+for scutching'
{Knife} <Small knife>
{*comb} [optional]
[TILEGFX:rc-fibre]
// Icon provided by Kaaven from the Urw Forums, modified
[TYPE:tool]
[WEIGHT:0.1]
// Adapted from Bouidda 2.1
.Extract Spruce fibre. "Hunting horn" *CARPENTRY* /45/ %-50% [patch:5] [effort:0] [phys:arms,stance] [assist:1]
{Spruce sapling} [remove] [patchwise] [ground] [noquality]
{Fire} [noquality] '+for softening inner sap'
{Beater} [noquality] '+for scutching'
[NAME:fibre from spruce-bast]
[TYPE:tool]
[WEIGHT:0.1]
[PRICE:0]
[TILEGFX:bc-fibre]
.Fibre from birch-bark. "Hunting horn" (7) [phys:hands,one-armed] *HIDEWORKING* %-70% /1h/ [patch:5]
{*Birch-bark*} #1# [remove] [noquality] [patchwise] [name:Fibre from birch-bark]
{Knife} [noquality]
[TYPE:tool]
[MATERIAL:birch-bark]
[WEIGHT:0.1]
[PRICE:0]
[TILEGFX:bc-fibre]
/A/U/C/MacOS $ ./UrW
> Running under: Mac OS (X)
! Can't find linked file '/Users/tom/Library/Application Support/urw3-Darwin/truetile/*.txt': remove old link
> Entering The UnReal World RPG Version 3.63
> App data dir is: '/Applications/UrW.app/Contents/MacOS/../Resources'
> App home dir is: '/Users/tom/Library/Application Support/urw3-Darwin'
./UrW: line 170: 79770 Segmentation fault: 11 "${URW_BIN_DIR}"/"${URW_BIN}"
Straight up, simple to fix, bug:
In the .Make Lamellar. recipe, under armors, the Steel Billet ingredient is missing the [patchwise] tag.
The recipes for extracting fibre from Birch-Bark and spruce saplings (but not Rowan Bark), in the Barkware module, all have the base ingredient with a noquality tag, allowing them to be made fine. The recipes for extracting fibre from dried retted plants on the other hand, in the Weaving Module, don't, not allowing fibre of better quality than the dried retted plant, which is a noquality ingredient.
I seem to be having problems installing this on OSX (Catalina). I copy the files into the directory, replacing all, and the game crashes. I tried running from the ter
Hello, does anyone know how to craft a water skin with the mod? I can't seem to find it in the crafting menu.
I think that the skin was removed from the mod despite the fact that its mentioned in the enciclopedia.
I kinda feel stupid asking this but how do you build a tarp shelter?It is disabled by default. boff_biy_BAC_Tarp_shelter.txt in the game folder has the instructions. It can be made available without starting a new game.
Only one type of shelter can be active at a given time. The game itself doesn’t recognize more than one type. (Spruce-leanto, punt on stakes, tarp, et cetera)
Ok, played 100+ hours through the game with this mod and here are a few bugs and possible exploits i encountered:
Pliers are meant to be a stronger tool than tongs. Its also a case that we can't do "OR" statements in recipes. AFAIK the ones with pliers are meant to be higher level recipes than those of tongs.then pliers are completely absent diy_bac_toolmaking has a comment //pliers followed by the tongs recipe,
Can you recall which ones?shovel blade and arrowheads
I think I found a bug, I'm trying to craft a lamellar cuirass and it takes 75 lamellar pieces, I've the lamellar pieces of perfect quality but it doesn't let me use them as crafting material.
.Lamellar Cuirass. "Lamellar Cuirass" *HIDEWORKING* [effort:1] [phys:hands] %-30% /240/ |-1|
{Lamellar Piece} (75) [remove]
{*cord} #1.5# [remove]
{Knife}
{*Lamellar Piece}
Hey, just popping in to say that you rock a bunch, and that it's awesome to see you keeping up with the mod. You're the hero we don't deserve. Cheers.
Just noticed that crafting the "furniture section" under Carpentry causes a crash to desktop when finished. Tried it again, it's reproducible.
I just have BAC and the enhanced in-game encyclopedia mod installed.
@flibbo If you could try an isolation test without the encyclopedia that would confirm Privateer's theory.
I don't recall a recipe crashing the game. A failed recipe might come out with no graphic or wrong properties. I don't run the EE on my own game though it has my support and encouragement.
Still I'll go check.I believe you selected the "furniture section" which is meant to just be a text placeholder not something to be built.
Nope... furniture section is an assembly of well prepared working as a middle step in large constructs. It leads to a few different big projects.
I have made those in my EE free game.
OK I removed the extended encyclopedia mod and tried again, but it still crashes on me. Not sure what else could be the cause if you say it works for you
I've noticed when crafting half logs, the game accepts the short quarter logs already lying there instead of choosing the full, uncut log,
Next debug:
Try a fresh download the BAC.
Eliminate any old recipe issue.
"Sanded Boards" are involved and those take a while but if we have to we can always switch the feeding parts recipes to just {Rock} to spawn enough for a test
I uninstalled, deleted the remaining folder, re-installed from steam, copied my save backup back, then re-downloaded BAC and installed - no success though, it still crashes.
Did not reproduceWeird. I got no idea then. Other than maybe the fact I'm running this on Linux?
Using character Novrus using {Rock} only as a stand in to speed make some Sanded Boards then used the furniture section with the current recipe.
I uninstalled, deleted the remaining folder, re-installed from steam, copied my save backup back, then re-downloaded BAC and installed - no success though, it still crashes.
I'm fascinated, bored and would like to help.
Details: Running Steam version URW v3.63
Removed and reinstalled URW
Reinstalled BAC version ?
Copy back save folder
No other additions to game at this time.
Sorry I don't use BAC, can you tell BAC version and what menu and item is causing this?
Does it crash/freeze up when item is crafted / completed?
After reinstall can you do other things with the save eg; make other item(s) cut trees or pick up items without the game crashing?
Thanks for the great clarity.
My next guess is the file name for the image in the task is to long causing a problem
Try shortening the file name;
Rename ww-furnshell_fin.png to something short(er)
then modify the line:
[TILEGFX:ww-furnshell_fin]
to contain the shorter name of the png file. Restart URW and try it.
~snip~ blah blah blah
Yep, that actually did it - renamed it to ww-f.png and now it's not crashing any more. Thanks a bunch.
It’s possibly an issue with the naming ingredients. If the recipe calls for “stone” and the product is “quern stone”; then second crafting could use the first “quern stone” as a stone.
Try to move the made quern stone away from the character (further than to adjacent tile) and you should be able to make another quern stone.
Technically, there should be only 1 quern stone and then a muller stone. But for gaming sense, it doesn’t really need to be separate recipe.
Does the zip work for 3.62 version?
Message #3 of the first page of this thread for now holds a copy of the v078 for 3.62
Not entirely sure why you would need to stay on the old version unless its a free or "alternate-free" version.
There is a limited number of files allowed attached to each message so at some point may convert that extra message.
Either way as I post each version in the discussion threads they are all here, just need digging by date of UrW version change to find them.
You can get plant fibres from a tall roll of birch bark, the fibre can also be used to make string which is usable as cord.Thank you!
How does the backpack in this mod work? Does it only contain food? Is the food stuck in it once put inside? Thanks!
Update minor
The above text display on the backstrap recipes
When referencing BAC issues please include the filename or at least the menu like Barkware, Utility etc as it helps in my checking. The mod is huge and I don't have all the entries memorized.
Dried berries don't work for the Turnovers recipe (cooking glossary file), and I think not in any recipe, which kind of makes berries useless except for immediate cooking due to spoilage. Is there a way to make the dried berries work?
Dried berries don't work for the Turnovers recipe (cooking glossary file), and I think not in any recipe, which kind of makes berries useless except for immediate cooking due to spoilage. Is there a way to make the dried berries work?
???
Maybe edit the cooking with a wildcard like
* berries
or
*erries
Dried berries are preserved in one way and not sure if you could/should make turnovers with them but I suppose one could
your welcome to do a local customization of the cooking recipe
Foods store nutrition data so when you stick them together its added up. There are weight changes and preservation settings. Off the top of my head drying the berries turns them into lower weight, longer safe time without changing the nutrition. You could do a turnover where you add in water with the dried berries to restore them.
Or add recipe “reconstitute berries” to get them back to pre-dried weight. Then use them in the recipes accepting them.
Rather than adding duplicate recipes to take dried berries with extra water.
Or add recipe “reconstitute berries” to get them back to pre-dried weight. Then use them in the recipes accepting them.
Rather than adding duplicate recipes to take dried berries with extra water.
Interesting, I wonder if this would be a bit cheaty though, because any recipe cooking changes spoilage, right?
Correct, but dried berries would preserve beyond ingame maximum, so would likely be set as non-spoiling to begin with.
Heh, for me personally picking berries is for:
1) bird trap bait
2) berry porridge for breakfast variety, mostly RP element.
3) pass time when waiting for dispersed forest reindeer or sow herd to regroup after getting spooked
LOL
After installing this mod I can't make a wooden shovel anymore. What gives?
PROPERTY FAIL! WRONG RAW: Selected item has no properties to be derived into Tying Equipment.{Spruce twig} is rejected as an ingredient, which at first seems to be a consequence of the material updates for tying equipment in the 3.70 build.
- added: sleeping on spruce twigs
Sleeping on spruce twigs now gives a little extra warmth and protection from the cold.
While attempting to craft a split spruce twig in 3.70b, I get this error:QuotePROPERTY FAIL! WRONG RAW: Selected item has no properties to be derived into Tying Equipment.{Spruce twig} is rejected as an ingredient, which at first seems to be a consequence of the material updates for tying equipment in the 3.70 build.
However, the root rope recipes do work as intended even though the non-birch one calls for a rock and a stone. Perhaps the issue is with the update for spruce twigs:Quote- added: sleeping on spruce twigs
Sleeping on spruce twigs now gives a little extra warmth and protection from the cold.
I tried changing the recipe header into a substitute for spruce saplings, like a young spruce bough, but saplings are not accessible as a base object in the crafting system and cannot be spawned this way. Looks like we'll have to give up on spruce twigs for cheap typing equipment.
I've been away from the "scene" for a bit Brygun, but let me know if you need any help bugtesting/editing for the next update. Shouldnt take me too long to remember how the modding infrastructure works.... I hope....
I did offer to coordinate updates but it seems nobody was interested in helping. I am working on a version update but it will take some time as I have 3 other projects that I am working on and urw mod was waiting for the final release version before doing much work. You could try Caethan's UnReal World self-sufficiency mod, much of BAC is based on it and there is a recent update for a beta version.
Does the Lumber Pack frame work on it's own, or do I have to wear it?