UnReal World forums

UnReal World => Modding => Topic started by: Nimbie on June 18, 2017, 05:47:04 AM

Title: Modding Tutorial and Help
Post by: Nimbie on June 18, 2017, 05:47:04 AM
this is a compilation I created of the games mod tutorial, others modding help, and my own edits. this is how I learned how to mod unreal world and make some custom content and hope it can help someone else. figured I should post it and also set up a section in the new forums for modding help and discussion, I wont be giving help (because I am less experienced than most) but I can try, and I'm sure many others will help if you post your wip mods or problems you run into.
Title: Re: Modding Tutorial and Help
Post by: Nimbie on June 18, 2017, 05:52:37 AM
the files are as follows

   Tags tutorial - the complete overview of items and list of tags with all the various tidbits of information. straight from the game
 
   Tutorial - my condensed version of the Tags tutorial (still read it though). this will help you understand how it all works together
                   after looking at the tags tutorial

   Item Tags - this is a list I composed that quickly shows every tag used in an item at the moment 6-17-2017. with a brief
                      description of each to help you out
Title: Re: Modding Tutorial and Help
Post by: aNNiPAk on June 18, 2017, 05:11:46 PM
the files are as follows

   Tags tutorial - the complete overview of items and list of tags with all the various tidbits of information. straight from the game
 
   Tutorial - my condensed version of the Tags tutorial (still read it though). this will help you understand how it all works together
                   after looking at the tags tutorial

   Item Tags - this is a list I composed that quickly shows every tag used in an item at the moment 6-17-2017. with a brief
                      description of each to help you out

Many thanks for this collection! This is what I have been looking for for a long time and who should help me understand how to correctly translate text from the game into Russian language.

By the way, if you need all the text from the game (exe file), you can download it from here (I hope that I do not violate the creator's rights to the creator of the game, if I violate, then I must be notified, after which I will delete this file): https://yadi.sk/i/wM7j5xUD3KEVhG
Title: Re: Modding Tutorial and Help
Post by: Tarwathiel on March 30, 2019, 03:54:58 AM
I don't understand the tutorial at all....is there a simpler one laying around?
Title: Re: Modding Tutorial and Help
Post by: Privateer on March 30, 2019, 05:32:34 AM
I don't understand the tutorial at all....is there a simpler one laying around?

@Tarwathiel
Here's my very simple tutorial to understand crafting (it's old but still applies)
https://www.tapatalk.com/groups/urwforum/urw-crafting-demystified-t6256.html (https://www.tapatalk.com/groups/urwforum/urw-crafting-demystified-t6256.html)
Title: Re: Modding Tutorial and Help
Post by: Vitowns on May 30, 2019, 08:21:09 PM
Hello i made items like weapons etc easily but for some reason this anvil i'm trying to add to the BUILDING menu doesn't show up at all, I even made an anvil graphic for it, here is my code thingy from the build readme txt:

.Anvil. "Bench" -Z- [effort:4] *BUILDING*  [phys:arms,stance,one-armed]   [GFX_X:10] [GFX_Y:2]    /90/         %50%         
{Log} (1) [remove] [ground]
{Raw Ore} (4) [remove] [ground]
{Stone-Hammer}
[TILEGFX:mod-anvil]

Edit: Ilu Privateer you rock i took your bird coop and studied it closely + your tutorial, I finally managed to make an anvil cheers!
Title: Re: Modding Tutorial and Help
Post by: Privateer on May 30, 2019, 10:35:24 PM
  Technically the build menu / items are hardcoded and aside from some swapping of tiles and some glitch usage, modification on the build is not yet supported. You can only "change" graphic(s) by actually replacing the original sprite(s).

Sorry probably not the answer you wanted ~_~

Thanks anything to help
Title: Re: Modding Tutorial and Help
Post by: Vitowns on May 30, 2019, 10:50:48 PM
  Technically the build menu / items are hardcoded and aside from some swapping of tiles and some glitch usage, modification on the build is not yet supported. You can only "change" graphic(s) by actually replacing the original sprite(s).

Sorry probably not the answer you wanted ~_~

Thanks anything to help

No worries and that's fine hehe
Title: Re: Modding Tutorial and Help
Post by: BlackSwan on January 31, 2020, 12:16:46 AM
Hello!

I've been trying to do the same thing as Vitowns above, except with a well instead of an anvil. I realized it doesn't work as a building, so I tried to make it an object like the chicken coop. I'm trying to make it a container with a huge capacity that you can fill up and then drag closer to your house. But I can't make it work. I think there's something wrong with the graphic, because I tried a bunch of different combinations of the code, and I can craft it, but if I drop it, the graphic doesn't show up. I've done the same thing before by creating a pickaxe and the graphic for it does show up. I've tried to use that same template for the well too, but for some reason the well graphic doesn't show up (it doesn't show anything if I drop it on the ground, empty or full).

This is the code, just in case there's something wrong with it (I've also tried other random things instead of the shovel, like the pot, wooden bowl, wooden cup,... the times and resources are simplified because I keep remaking it to see if it works):
Code: [Select]
.Well. "Shovel" [effort:2] [phys:arms,stance] *COMMON* /0.5h/
{Pickaxe}
[TILEGFX:it-well]
[NAME:Well]
[WEIGHT:100]
[TYPE:container]
[CONT_CAPACITY:10000]

And attached are pictures of the graphics I tried. I tried the TILEGFX:it-pickaxe (that I've created before) and it works, but it doesn't work with the well graphics. I've tried all three, renamed them to different things, recolored the background (and the top left pixel) a bunch of times, resized the well a bit (so it's roughly the same size as the pickaxe), but can't make it work at all. I've also read the text file in the truetile folder and I feel like I followed it to the letter. I'm new at modding this game so there is probably something obvious I'm missing, but any help would be appreciated.
Title: Re: Modding Tutorial and Help
Post by: Privateer on January 31, 2020, 12:50:41 AM
used
Code: [Select]
.Well. "Shovel" [effort:2] [phys:arms,stance] *COMMON* /0.5h/
//{Pickaxe}
[TILEGFX:it-well]
[NAME:Well]
[WEIGHT:100]
[TYPE:container]
[CONT_CAPACITY:100]

Got well, dropped it from inventory (containers)
(https://imgur.com/F9kE19z.png)
Title: Re: Modding Tutorial and Help
Post by: BlackSwan on January 31, 2020, 01:06:29 AM
What the... I just tried it again (replaced pickaxe for a branch and lowered the capacity) and yep, it worked. I then changed the code back, and it still worked. I've been trying for hours to make it work before. I think this game enjoys messing with me. Thank you very much for trying it out and letting me know the result!
Title: Re: Modding Tutorial and Help
Post by: Dr.Hossa on December 08, 2020, 01:39:38 PM
Hey guys,
As i understood, this sticky thread was made for smaller questions and problems, so i wont open a new one.

Would be great if someone can help me out.

My Issue:
I lazily and shamelessly used brygun's earthenware mod as a blueprint.
As i am currently trying to make an all embracing mod, i wanted to make the pottery a little less complex, so i started to mess with it.
I ended up with quite satisfying results, just having clay lumps(which you need a shovel and a pit near the water for), a clay pot and and a bowl in the earthenware menu. I wanted it just to be functional and twerk it before adding more pottery recipes.

Then i decided that i want to have more influence on the outcome by adding "fine clay" so aquiring clay looks like that:
(the idea is, you can use both for your pottery, but fine clay would produce better quality. Realism is somehow added through being near a fire resembling ash.)

Spoiler: show
.Dig clay. "Hunting Horn" [effort:3] [phys:arms,hands,stance]    *WEATHERLORE*   /5/  [patch]
{[TERRAIN:sea lake river ford rapids]}           
{[TILE:Pit]}         'Pit for digging clay'       
{Shovel}
[NAME:clay lump]
[MATERIAL:stone]
[WEIGHT:2]
[PRICE:0]
[TILEGFX:it-bread]

.Fine clay lump. "Hunting Horn"   [effort:2] [phys:hands,one-armed]    *WEATHERLORE*   %-5%  /5/   [patch] [noquality]
{Clay lump}     [remove]  [patchwise] [noquality]
{Water} #0.5# [remove] [patchwise]
{Fire}   'get some ash' 
{Stone}
[PRICE:1]
[WEIGHT:2]
[TILEGFX:it-bread]
[NAME:Fine clay lump]
 


The pottery recipes look like that:

Spoiler: show
.Clay bowl. "Wooden bowl"   [effort:0] [phys:hands,one-armed]    *WEATHERLORE*   %-5%  /15/ \3h\
{Clay lump} <Fine clay lump>  (3)   [remove]
{Water} #1.5# [remove] '+soften clay during shaping'
{Fire}
{Branch} (6) [remove] '+fuel to dry clay'
[PRICE:3]
[WEIGHT:3]
[CONT_CAPACITY:5]
[TILEGFX:it-wdbowl]


.small Clay pot. "Pot"   [effort:0] [phys:hands,one-armed]    *WEATHERLORE*   %-5%  /20/ \3h\
{Clay lump}  <Fine clay lump> (2)   [remove]
{Water} #1# [remove] '+soften clay during shaping'
{Fire}
{Branch} (4) [remove] '+fuel to dry clay'
[PRICE:2]
[WEIGHT:2]
[CONT_CAPACITY:2]
[TILEGFX:it-wdcup]


But somehow the game only accepts the normal clay lump. I simply cannot see where the problem is, why it wouldnt let me use the fine clay.

I have the same problem with my selfmade fishing rod. the game wouldnt let me use Feathers for the swimmer:
{Branch} <Feather>   [remove] '+for the swimmer' 
(complete rod recipe here:)
Spoiler: show
//PHIL'S STONE AGE
.primitive fishing rod. "Fishing rod" [effort:2] [phys:arms,one-armed] *CARPENTRY*      /90/  %-70%     |-1|   
{Wooden stake} (2) [remove]
{Cord} =15= [remove]
{Rock}  (1) [remove] '+as a weight'
{Feather}   [remove] '+for the swimmer'
{Branch} <Bone>  #0.1# [remove] '+for the fishing hook'
{Axe} <Carving axe>      
{Knife} <Small knife>

again, the idea is to make it possible to craft the rod without having a feather, using a simple stick for the swimmer, but with an inferior result
Game only accepts branches for the recipe. i also tried <* Feather>(as i actually had capercallie Feathers to test), but still didnt work



what is wrong?? am i missing something obvious?...
Thanks
Title: Re: Modding Tutorial and Help
Post by: Buoidda on December 08, 2020, 02:25:50 PM
The thing in the <> -brackets needs to fulfill the first one too on that row, like {knife}<small knife>

Try:
{*clay lump} <Fine clay lump>

Try  [optional] for a {Feather} on a separate row.
{Feather}   [optional]

I have still to figure out myself how these optional items help, though. Comb seems to make my twisted cords only slower to make.  :o
Title: Re: Modding Tutorial and Help
Post by: Dr.Hossa on December 08, 2020, 02:55:46 PM
ok now works, but it doesnt: it is the other way around, game doesnt allow the normal clay lumps...

And with the rod, i forgot it to report that it worked yesterday "You need branch - preferably a feather"
now it randomly stopped working... didnt change a thing in that code since yesterday

The thing in the <> -brackets needs to fulfill the first one too on that row, like {knife}<small knife>
so, you sure about that?...
Because at this position, the code works well:
{Branch} <Bone>  #0.1# [remove] '+for the fishing hook'
i can use bone or branch

what a mystery...
i think i will try out renaming that "fine clay lump" to "better clay lump", since the word "fine" perhaps is messing with the game's quality system.
Title: Re: Modding Tutorial and Help
Post by: Buoidda on December 08, 2020, 03:55:12 PM
Pretty sure yeah. Are you using a vanilla bone or a modded one?

...what a mystery...
i think i will try out renaming that "fine clay lump" to "better clay lump", since the word "fine" perhaps is messing with the game's quality system.
I doubt it is the cause. My test results:

Code: [Select]
.test item. "branch" /1/
{*clay lump} <Fine clay lump>   //works with either recipe below
{Branch} <Bone>  #0.1# [remove]   // will not accept forest reindeer bone

.Clay lump. "branch" /1/

.Fine clay lump. "branch" /1/
{Bone} #0.1# [remove] // will  accept forest reindeer bone

Only way I see  {Branch} <Bone> working is that you have a test item .Bone. inherited from a "Branch". EDIT: But even that didn't work.
Title: Re: Modding Tutorial and Help
Post by: Dr.Hossa on December 08, 2020, 05:09:45 PM
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
Title: Re: Modding Tutorial and Help
Post by: Privateer on December 08, 2020, 05:43:08 PM
 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.
Title: Re: Modding Tutorial and Help
Post by: Dr.Hossa on December 13, 2020, 03:49:03 PM
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...
Title: Re: Modding Tutorial and Help
Post by: Dr.Hossa on December 17, 2020, 02:04:06 PM
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?...
Title: Re: Modding Tutorial and Help
Post by: Privateer on December 17, 2020, 08:15:21 PM
 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.
Title: Re: Modding Tutorial and Help
Post by: Dr.Hossa on December 18, 2020, 11:18:34 AM
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.

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


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

Yes you did. I feared there is no way to make leather armor better. I could supplement it with [ARMOR MATERIAL:fur]... which is not satisfying. Perhaps i will do that to the cuirass and increase the working effort, to give at least that item some kind of purpose.

Thanks a lot! I am aware of that mechanics. i always start with a simple .xxx. - "Item", then adding properties and parameters step by step, until it stops working.
But i appreciate your explanations, so this conversation can actually help other people who want to learn about modding, too.

And there are still so many questions ::)...:
How does the Engine recognize {[TILES:xxx]}? For example, i have to use the word "shelter", so i can get it to work properly. But I remember reading about the mod mechanics, that the engine wants the gfx-file name(without extension). However "{[TILES:ter-shelter]}" doesnt work, but "{[TILES:shelter]}" does, which is confusing me.
Got a dried mushroom here(only second recipe works as desired):
Spoiler: show
//PHIL'S STONE AGE
.Dried mushrooms(broken).  (4)   *COOKERY*   /10/ \6d\  %30%    :151:  [patch]
{Mushrooms}   #0.5#     [remove]  [name:dried %s] [patchwise]
{Tying equipment} =1= '+to leave dem scurvy sponges high and dry!'
{[TILE:ter-shelter]} 'Rainproof place'
[COOK_WEIGHT_DIV:20]
[WATER:0]
[SPOILAGE_DAYS:180]

//PHIL'S STONE AGE
.Dried mushrooms.  (4)   *COOKERY*   /10/ \6d\  %30%    :151:  [patch]
{Mushrooms}   #0.5#     [remove]  [name:dried %s] [patchwise]
{Tying equipment} =1= '+to leave dem scurvy sponges high and dry!'
{[TILE:shelter]} 'Rainproof place'
[COOK_WEIGHT_DIV:20]
[WATER:0]
[SPOILAGE_DAYS:180]


While with the {[TILEGFX:xxx]}-tag, it's just the other way around. For example with my better stone axe(again, only second recipe works as desired):
Spoiler: show
//PHIL'S STONE AGE
.Better Stone-axe(broken). "Handaxe" [effort:3] [phys:arms,hands] *COMMON*    /3h/         %-35%
{Stone-axe-head}   [remove]   
{Slender trunk} [remove] 
{Rope} =3= [remove] 
{Fire} '+for piercing a hole for the head into the handle'
{Knife} <Small knife>
[WEIGHT:4.0]
[PRICE:50] 
[BLUNT_ATTACK:6]   
[EDGE_ATTACK:4]   
[POINT_ATTACK:-]   
[1H_PENALTY:0]
[AD_CLASS:2/1]
[NAME:Better Stone-axe]
[TILEGFX:Stone-axe]

//PHIL'S STONE AGE
.Better Stone-axe. "Handaxe" [effort:3] [phys:arms,hands] *COMMON*    /3h/         %-35%
{Stone-axe-head}   [remove]   
{Slender trunk} [remove] 
{Rope} =3= [remove] 
{Fire} '+for piercing a hole for the head into the handle'
{Knife} <Small knife>
[WEIGHT:4.0]
[PRICE:50] 
[BLUNT_ATTACK:6]   
[EDGE_ATTACK:4]   
[POINT_ATTACK:-]   
[1H_PENALTY:0]
[AD_CLASS:2/1]
[NAME:Better Stone-axe]
[TILEGFX:wp-stnaxe]


i mean, its working, but im just curious
Title: Re: Modding Tutorial and Help
Post by: Privateer on December 18, 2020, 07:30:47 PM
Quote
How does the Engine recognize {[TILES:xxx]}? For example
This tag is used as an ingredient to a recipe and states that the player needs to be standing on a specific type of tile and uses game defined tile names like "Shelter" or "Surface of the earth" (the official wiki does have a list of names, or you can just F3 the tile to see the name)
{[NEARBY_TILE:xxx}] uses the same method except the named tile needs to be on one of the adjacent tiles.

Quote
While with the {[TILEGFX:xxx]}-tag, it's just the other way around.
This tag is used at the end of a recipe and is an item definition, as opposed to an ingredient.
It defines what sprite the product will use when set on the floor. The name of the graphic with no extension is how it's used.


Title: Re: Modding Tutorial and Help
Post by: Dr.Hossa on December 19, 2020, 01:08:38 AM
This tag is used as an ingredient to a recipe and states that the player needs to be standing on a specific type of tile and uses game defined tile names like "Shelter" or "Surface of the earth"(...)

Ah, so the engine uses the actual tile names, as i can see them ingame by f3... ...Intredasting... thanks!

This tag is used at the end of a recipe and is an item definition, as opposed to an ingredient.
It defines what sprite the product will use when set on the floor. The name of the graphic with no extension is how it's used.

yeah, kinda obvious. dumb minded, i am
Title: Re: Modding Tutorial and Help
Post by: GrimmSpector on May 22, 2021, 08:21:29 AM
I'm trying to add in a Quern flour recipe for lake reed roots, into the BAC mod. Here's how they've defined the working recipe for Barley Flour:

Code: [Select]
.Grind Barley-Flour. "barley-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:barley-flour]

It works just fine. However, when I try to modify it to do lake-reed as below, the recipe simply doesn't show up in the Utility menu with the other recipes in this file. In the BAC mod it's part of the diy_BAC_Utility.txt file.

Code: [Select]
.Grind Lake Reed-Flour. "lake reed-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]

I thought it might be a limit on the number of menu items, it's around 24, but even if I move the recipe above the other two grinding recipes in the file my recipe doesn't show up and the barley and rye flour recipes do. Anyone know what I'm doing wrong?? Thanks!
Title: Re: Modding Tutorial and Help
Post by: Privateer on May 22, 2021, 12:15:04 PM
I'm trying to add in a Quern flour recipe for lake reed roots, into the BAC mod. Here's how they've defined the working recipe for Barley Flour:

Code: [Select]
.Grind Barley-Flour. "barley-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:barley-flour]

It works just fine. However, when I try to modify it to do lake-reed as below, the recipe simply doesn't show up in the Utility menu with the other recipes in this file. In the BAC mod it's part of the diy_BAC_Utility.txt file.

Code: [Select]
.Grind Lake Reed-Flour. "lake reed-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]

I thought it might be a limit on the number of menu items, it's around 24, but even if I move the recipe above the other two grinding recipes in the file my recipe doesn't show up and the barley and rye flour recipes do. Anyone know what I'm doing wrong?? Thanks!

There are two (2) types of base flour(s) which can be produced in the game: rye-flour and barley-flour

 You could make something called "lake reed-flour" but it will still need to be either (rye-flour or barley-flour) in the background.

So something like this should work as well as expected:
Code: [Select]
.Grind Lake Reed-Flour. "rye-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]

In order to add your own flour you could probably do it via the flora files, but that's a more involved discussion.

Hope that helps you out
Title: Re: Modding Tutorial and Help
Post by: JP_Finn on May 22, 2021, 04:20:34 PM
Lake reed flour exist in vanilla, as does bogbean root flour as well.
I need to check if their base items are barley, rye or their own flours.
Title: Re: Modding Tutorial and Help
Post by: GrimmSpector on May 23, 2021, 05:19:13 AM
I'm trying to add in a Quern flour recipe for lake reed roots, into the BAC mod. Here's how they've defined the working recipe for Barley Flour:

Code: [Select]
.Grind Barley-Flour. "barley-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:barley-flour]

This puzzles me because in the base game I can grind lake reed roots into flour with the Agriculture action Grind Flour, and I get an item called Lake reed-flour. What item is it in the base game??
It works just fine. However, when I try to modify it to do lake-reed as below, the recipe simply doesn't show up in the Utility menu with the other recipes in this file. In the BAC mod it's part of the diy_BAC_Utility.txt file.

Code: [Select]
.Grind Lake Reed-Flour. "lake reed-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]

I thought it might be a limit on the number of menu items, it's around 24, but even if I move the recipe above the other two grinding recipes in the file my recipe doesn't show up and the barley and rye flour recipes do. Anyone know what I'm doing wrong?? Thanks!

There are two (2) types of base flour(s) which can be produced in the game: rye-flour and barley-flour

 You could make something called "lake reed-flour" but it will still need to be either (rye-flour or barley-flour) in the background.

So something like this should work as well as expected:
Code: [Select]
.Grind Lake Reed-Flour. "rye-flour" [effort:1] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{lake reed root} #1# [remove] [patchwise]
{Quern-Stone} [ground]
[NAME:lake reed-flour]

In order to add your own flour you could probably do it via the flora files, but that's a more involved discussion.

Hope that helps you out
Title: Re: Modding Tutorial and Help
Post by: GrimmSpector on May 23, 2021, 05:21:20 AM
Lake reed flour exist in vanilla, as does bogbean root flour as well.
I need to check if their base items are barley, rye or their own flours.

How can I find out? Is it possible from the game files? I've searched up flour in all of them, but no dice. I'd like to make the recipe appropriate to the vanilla recipes if possible. Whatever it gives, it seems to be at a 3:1 proportion, but I assume the nutritional values between Rye and Barely flours vary in the game files, otherwise why have them both right?
Title: Re: Modding Tutorial and Help
Post by: Privateer on May 23, 2021, 06:37:07 AM
Lake reed flour exist in vanilla, as does bogbean root flour as well.
I need to check if their base items are barley, rye or their own flours.

How can I find out? Is it possible from the game files? I've searched up flour in all of them, but no dice. I'd like to make the recipe appropriate to the vanilla recipes if possible. Whatever it gives, it seems to be at a 3:1 proportion, but I assume the nutritional values between Rye and Barely flours vary in the game files, otherwise why have them both right?

For all the "Base" or vanilla items that exist in the game (That can be made from a craft etc) You can search the file "create_objects.txt" after running the game at least once.

Note: Certain mods may add "names" in to this file even though they are not true base items.
Title: Re: Modding Tutorial and Help
Post by: GrimmSpector on May 23, 2021, 10:43:29 PM
Lake reed flour exist in vanilla, as does bogbean root flour as well.
I need to check if their base items are barley, rye or their own flours.

How can I find out? Is it possible from the game files? I've searched up flour in all of them, but no dice. I'd like to make the recipe appropriate to the vanilla recipes if possible. Whatever it gives, it seems to be at a 3:1 proportion, but I assume the nutritional values between Rye and Barely flours vary in the game files, otherwise why have them both right?

The item for lake reed root flour isn't in there, the other two are, so I'm quite puzzled.

For all the "Base" or vanilla items that exist in the game (That can be made from a craft etc) You can search the file "create_objects.txt" after running the game at least once.

Note: Certain mods may add "names" in to this file even though they are not true base items.
Title: Re: Modding Tutorial and Help
Post by: Primethion on May 14, 2022, 10:50:15 AM
Hello all.

I just have a quick question regarding modding.

Can new items be added to the game with no ingredients attached? E.g. new types of stone, ore, etc?

Cheers.
Title: Re: Modding Tutorial and Help
Post by: Privateer on May 14, 2022, 07:23:40 PM
Hello all.

I just have a quick question regarding modding.

Can new items be added to the game with no ingredients attached? E.g. new types of stone, ore, etc?

Cheers.

Yes - Something like a new type of stone, ore, GOLD! You still need to perform some action 'to create the item in the world' because it's new.

No - Something like a new type of stone, ore, GOLD! Item just laying on the floor in a spawned world*.
* - Items you define in 'flora' can be new and will be able to spawn on the floor without any further player action.
Title: Re: Modding Tutorial and Help
Post by: Primethion on May 16, 2022, 01:46:12 PM
Hello all.

I just have a quick question regarding modding.

Can new items be added to the game with no ingredients attached? E.g. new types of stone, ore, etc?

Cheers.

Yes - Something like a new type of stone, ore, GOLD! You still need to perform some action 'to create the item in the world' because it's new.

No - Something like a new type of stone, ore, GOLD! Item just laying on the floor in a spawned world*.
* - Items you define in 'flora' can be new and will be able to spawn on the floor without any further player action.

Thanks for that Privateer!

My last and probably most important question would be are there any simple and straight forward guides to follow on making mods for UnReal World?  8)
Title: Re: Modding Tutorial and Help
Post by: JP_Finn on May 16, 2022, 05:23:24 PM
Modding is pretty straightforward and pretty robust.
Here’s a decent place to start: URW wiki on modding (http://unrealworld.fi/wiki/index.php?title=Modding)
Title: Re: Modding Tutorial and Help
Post by: JP_Finn on May 16, 2022, 05:30:06 PM
Also, please check the attachment and links on the first page on this very topic.