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Modding Tutorial and Help

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Dr.Hossa:
erm...
i did not add any bone item...
But i think i did not test it correctly. I just saw "you need branch - preferably a bone" and i had only branches, and i just supposed it would work with a bone. So i think i have to put in some interstage product, like two different swimmers and two different hooks.

and now im really confused, you mix up the bone with the clay lump in one recipe... i dont get it, sorry...

yeah, didnt work with "better clay lump"
its now really messy, i guess i will have to take a step back and simplify things.


For every person who is wondering what we are talking about: I want to make a clay lump item with better quality, out of a normal clay lump. In the final clay pot recipe both should be allowed

Privateer:
 The parameter afaik (designed for preferred tool) is not made to distinguish between different items when string text is used.

Eg; {Knife} is a generic call for any knife item <Fisher`s knife> would set a preference to use the fisher`s knife.
{Clay lump} is calling for a specific item spelled exactly as "Clay lump" and this <Fine clay lump> is ignored.

I could see this sort of thin working if the generic item types are used in the {};
{Tying equipment} <Random string name>
{Cutting weapon} <some edged weapon name>

 Though I have not tested that the above works.

Edit: Tried to apply some items using the <preferred> tag
Tried {Raw fish}<Roach> and it auto used a pike
Tried {Tying equipment}<Random cloth> and it prompts for selection on tying equipment
Neither of these generate text message that xxx is preferred
Added {Cutting weapon}<Axe>  to see what happens, with no axe, it displays text that Axe would be preferred and auto selects a knife. With Axe in hand it auto uses an axe.

 Even without [remove] in the recipes that may force selection only the axe worked as expected. So I'm back to don't think it's possible.

Dr.Hossa:
thanks a lot for also looking into this. i think i now understand some mechanics way better.
Alas, this leads me a much more simple way to implement desired things...

Dr.Hossa:
Next question:

Is there any way to write an item code that produces byproducts as well?

For example, my punt needs 8 wooden stakes as scaffold to stand on over night, to dry.
When i use the [remove] tag, they are wasted.
I actually dont want to add a scaffold (that would be the most obvious solution; but not sure how i would acomplish that anyway), because i want my mod to be clearly laid out, not overloaded.
Spoiler: show//PHIL'S STONE AGE
.Punt.  [effort:3] [phys:stance,arms]   *COMMON* [assist:2]      %-20%   /6h/   \1d\
{Log}   [remove]   
{Glue}   #6#    [remove]          '+to make it waterproof'
{Axe} <Carving axe>    
{Fire} {Water}
{wooden stake} (12) 

Same for my glue item.
Spoiler: show//PHIL'S STONE AGE
.Make Glue from fish skin. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \2h\ %50% |-2| #0.2#
{Raw fish} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]   


////--------(YOU ARE HERE: SUBMENU_Bowying)-------////

//PHIL'S STONE AGE
.Make Glue from bones. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \4h\ %50% |-2| #0.5#
{Bone} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]   

//PHIL'S STONE AGE
.Make Glue from Birch Tar. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \7h\ %50% |-2|  #0.1#
{Birch-bark strip} =80= [remove]
{Pot}
{Fire}
[NAME:Glue]     
I do not want to create an extra submenu or put it into the cooking menu(again, obvious solution).
A pot is needed for it, but this time i dont use the [remove] tag as i really dont see the pot being used up.
But that means that the pot is not occupied while the glue is cooking, so one can instantly cook a lot of the glue with just one pot.

any ideas or suggestions? is it possible to use the "pot of" expression somehow(the pot should be occupied during the cooking process, but given back of course after...)?
Would it make sense to create a scaffold "building" and give it more purposes(e.g framework for a shelter, drying rack, etc...)?

both issues are not extremely problematic or immersion breaking, but would be quite nice to get rid of.


 another issue i ran into:
I cannot find the valid item tag for clothes that define the protection value... Perhaps my mind is fooling me, but i am almost sure i saw a kind of [BLUNT/POINT/EDGE...blabla PROTECTION:x] - tag... 
 
or is it?...

Privateer:
 Firstly,
There are no 'byproducts' per say, AND/OR every task must have a product outputted.

Now, there are three 'types' of 'crafting'
Cooking - adds/combines removed (consumed) recipe items nourishment values into a brand new item.
 Using hardcoded cooking method 'logic' ie: boil, bake, roast. Which sets default water %, spoilage etc.
When cooking, 'containers' generally need not be programed as the cooking method asks for it automatically, and does not destroy it, but use it to hold the product.

Crafting - Ingredients are purely for ambiance/emersion and realism.
 Only existing (defined in the game) items can be made and a simple .name. will produce it.
Since no ingredients are truly needed, any with [remove] are destroyed. To create "unique" items further values need to be changed in the recipe to 'alter' the game defined object.

Flora - Items created here can be 'Crafted" with .name. once the game has read them in they become defined items to the game.

 I babbled on for a while and am not sure if I answered any of your questions.

Edit ~ about armor tags
From ver. 3.30 notes
Spoiler: show
***

        [ARMOUR_MATERIAL:] - material of armour type items. This defines the protection values.

            possible values: lamellar / iron / mail / leather / fur / cloth / wool / birch-bark

            Examples:
            [ARMOUR_MATERIAL:iron] - the armour is made of iron

        ***

        [ARMOUR_COVERAGE:] - bodyparts covered by the armour

            possible values:
              one of these predefined coverage categories:
                 cloak / hauberk / long_hauberk / habergeon / cuirass / overcoat / greaves / rerebraces / vambraces /
                 shirt / short_shirt / long_shirt / trousers / tunic
              or any combination of these bodyparts values:
                 skull / face / neck / shoulder / upper_arm / elbow / forearm / hand /
                 thorax / abdomen / hip / groin / thigh / knee / calf / foot

            Examples:
            [ARMOUR_COVERAGE:overcoat]         - the armour has coverage of an overcoat
            [ARMOUR_COVERAGE:skull neck shoulder] - the armour covers skull, neck and shoulders


There for 'protection level' is only modifiable by area covered and which 'hard coded" material values you use to define the specific components.

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