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Messages - ptr987

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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.

Your pricing (or whomever worked it out) on the Barrel research looked sound.  I found the 3.4 pricing guide and found it priced out in torches.  Squirrel hides are equal to 17 torches.  The prices that I went over in Carpentry made total sense if they were in torches, so I converted them to squirrel hides by dividing by 17.
Ex:
Barrel-style tub
Old Price: 178
New Price: 10

When I tested selling this in game it traded for a longbow fine, which is also 10 squirrel hides, so I think it works ok.  I could easily be wrong as I am new to all this.  Thanks for your efforts and I appreciate them!

Links to pages just in case
https://www.unrealworld.fi/wiki/index.php?title=Price_v3.40
https://www.unrealworld.fi/wiki/index.php?title=Modding

Nice work! Always felt more decor would be a great add.
Thank you, your mods and guides really help out a beginner.

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Here's all the work I've done; everything is listed in the README.  Everything I did I mostly just copied patterns of stuff someone else has done and adapted the idea to woodworking.  I'm not an artist at all so I mainly copied color and shading style from existing art in the mod.  Anyone is welcome to use any of this however they'd like for Unreal World modding.  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

I plan on playing with the mod a while and tweaking it to make it better based on play experience so it will take me some time.  I'll also be adding in some long-term and higher tier stuff for woodworking and bowying, akin to the Shaman mod, with rare things needing to be done/collected.  Possibly make extremely rare wood trees spawn in distinct areas that have very select wood, I'm not sure yet how to do it.  Any ideas in this area would be great!  Also, if anyone knows of a better way to do the token system so NPCs can use the furniture that would be fantastic, as it is, each finished piece of furniture takes up 2 menu items.  I'd love to see any ideas in general for woodworking, too.  That includes anything you were messing with Dungeon Smash.

All of the new graphics are shown in the attached .png, Brygun, and you're welcome to use any of them.  I did a barrel graphic and added it to the BAC Keg and Barrel in my game.
Note, there may be an issue with the Closet and Shelves graphic with covering up a tile as I copied the layout of the Loom graphic which is 66 pixels, and placed the item in the same place, so it's sitting 'back' and covering more of the tile behind it.  I'm not sure if it's the best way of doing that.  Also, in regards to price changes I roughly stuck to changing your calculated prices from torches to squirrel hides (17:1) as it appears like the price tag for modded items is in squirrel hides, not torches.

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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!

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.
Absolutely, everyone involved has my heartiest thanks.  Privateer especially, as the big menu mod made all this stuff possible.

My intention is to give variety and 'next level' feeling for a long-term woodworking character.  The furniture process takes a number of steps and uses the wait periods similar to other stuff, with wood drying, selection and then preparation before working it into a furniture shell.  Each step takes a bit, as some require time for planning, glue to set or linseed oil to dry.  I combined most of the process in one way and then diverge it at the final step so all the furniture can share the preliminary menu items.  The mod uses a lot of stuff from BAC so I can't foresee it being a standalone at all (you need glues, and flax for linseed oil as well as borrowing some graphics that work for stuff like the primitive sanding tool.)  It has two new menus - Woodworking and Carving - so it should be some sort of add-on that people can use for woodworking characters.  I've only added two items directly to the Carpenter menu.  The bowyer menu on BAC has plenty of space even after I've added a number of items to it so that's where I'll tinker around next, like adding a hunting bow and some higher tier variety stuff.

There are a few 'tokens' that are supposed to represent woodworking jobs that a woodworker would do in the iron age, like carving handles and doors, which cannot really be represented in the crafting menu.  They're between 4 - 6 squirrel hides and take a while, with a wait time at the end - to represent staying in the place and doing touch-ups to the work.  It's a similar value to some of the stuff on the carving menu.  If anyone has any idea of a way to do that better it'd be great.

As far as graphics I've done a chair, table, closet, shelves, a dining set (for sale), woodworking tools and tiller graphic so far.  I'll be adding in bed, stool and various graphics for the stages of woodwork for furniture.  I'll do some for bowyer as I get to them.  Any of them I do anyone are free to use as they wish for mods.  I'll upload them in the zip with the text files.

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Thank you so much for this mod!  I used various mods years ago when I played Unreal World and now I'm back playing and love the game even more, especially with this mod included.  I really like roleplaying a character and this mod allows a lot of playstyles to be distinct, while keeping everything compatible with one another.

On that note, I've been hankering to play a Woodworker that also learns how to hunt and live with the wild.  Your work and some of your comments in the forum inspired me to try my hand at modding for it.
 I've finished my own Woodworking profession mod of BAC, changes to prices as they were priced in torches instead of squirrel hides (most stuff got a lot less valuable), used the final two menus to add a Woodworking and Carving menu, and made the bow making process detailed and longer - like drying wood for a hardwood longbow and using a tiller, as well as adding steps like some of the other crafts have.

I couldn't figure out how to make some of the more important things for a woodworker work like making and trading basic iron age furniture and carvings; some of it is also based on providing carved or fancier items for richer folk who want to show off social status.  It didn't seem right that the furniture would just sit in inventory or be dropped if it was heavy enough, wherever they were, so I made tokens for each piece that had the value on it.  Now a woodworker can drop furniture for the villagers in a house and then trade the token for the goods, so the villagers actually 'use' the furniture.  This obviously takes a little imagination and roleplay as it could be abused but I've played a few hours and had a lot of fun.

No way I would've tried doing it without your work!

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First, this is a wonderful mod - thank you.  Second, is this compatible with the community BAC mod or do I need to make changes somewhere?  I've played with both separately but I'm not familiar with the Unreal Mod Loader that this mod comes with.  Would it be possible to mod all of the items into two menus and include it with BAC?

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