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UnReal World => Modding => Mod Releases => Topic started by: caethan on July 16, 2017, 11:26:49 PM

Title: URW sufficiency mod
Post by: caethan on July 16, 2017, 11:26:49 PM
Hi all, I've been working on a new sufficiency mod to add some helpful recipes for living in the wilds.  It's available on github at https://github.com/caethan/urw-sufficiency - just click the green "clone or download" button and download as a zip file.  It does write over some existing files (the encyclopedia and diy_glossary.txt) so it may not be compatible with all other mods.

A detailed description can be seen at the link, but it adds some basic ironworking and stone mining, adds a low-quality primitive cord recipe, new birch-bark crafting recipes, well-digging and road-building, some new simple recipes (drying berries/mushrooms, rendering fat, and baking hard biscuits).  There's some other stuff planned --- in particular spinning & weaving.  The new flax plant is in and available for planting, but nothing can be done with it other than eating its very nutritious seeds.

Feedback is appreciated; there's a list of issues there for things that I'd like to do in the future.
Title: Re: URW sufficiency mod
Post by: koteko on August 24, 2017, 11:27:11 AM
@caethan cool that you introduced flax! I can see why it wasn't included in the original game together with nettle and hemp: its nutrition is crazy high :P

How accurate are the other values you chose for it?
Title: Re: URW sufficiency mod
Post by: caethan on August 24, 2017, 09:21:33 PM
Wild guesses, mostly!  I pulled the nutrition values from Wikipedia for flaxseed, which really is very nutritious.  I should probably bump down the size/amount of seeds produced just to prevent it from being overpowered.  At some point I plan to introduce linen-making from flax, but that may be a ways off.
Title: Re: URW sufficiency mod
Post by: Kerlysis on September 03, 2017, 06:25:04 AM
really liking this. running into a few smithing problems, tho, with an item popping out improperly tagged/misnamed for further steps in crafting(shovel head/blade), and items requiring stuff that can only be crafted with materials you need the item to craft. so far nothing that couldn't be fixed by a few moments altering the text files.

do you like suggestions or nah? i know people either love em or hate em, and it's your time
Title: Re: URW sufficiency mod
Post by: caethan on September 03, 2017, 08:43:27 PM
Please do with suggestions, especially if you've had to make some fixes to things.  Haven't done a whole lot of playtesting of the smithing.
Title: Re: URW sufficiency mod
Post by: Kerlysis on September 04, 2017, 03:54:12 AM
 Haven't done all the smithing myself, just made 3 things. I'm hesitant to call out too much stuff as bugs/balance issues b/c i am playing w multiple iron mods and yours is not the dominant/overriding one (no idea how to adjust that, short of straight up deleting all overlap)

Pretty sure these two are your mod, tho: Wrought iron requires tongs to make, tongs require wrought iron to make. The shovel crafting line dead ended between sharpening and final shovel making because of a naming consistency problem (head vs blade).

In any case, I just discovered the well. :O game changing!

Title: Re: URW sufficiency mod
Post by: caethan on September 04, 2017, 08:02:08 AM
Tongs should be [optional] for wrought iron --- hit escape while making it, and you should be able to keep going without them.

Fixed the shovelblade inconsistency.  Thanks for pointing it out!

The well is great fun, especially if you're setting up in a cave without water nearby.  I like building roads around my settlement too, there's some extra mining options to mine stones from big rocks and crush stones into rocks to make it easier to build roads than just hunting up and down mountains for rocks and stones.
Title: Re: URW sufficiency mod
Post by: Kerlysis on September 04, 2017, 09:26:34 AM
Ah, that reminds me, the crush option makes "mine for stone" which becomes "crush stones" for me, not rocks. :P really cramping my road and arrow building style

I envied the crap outta the settlement puddles, now i can make my own w/o murdering some wealthy hermit
Title: Re: URW sufficiency mod
Post by: caethan on September 04, 2017, 04:16:56 PM
Whoops, yep, NAME wasn't capitalized when I was setting the names for those.  You should still be able to use them for building even though their names are wonky since they inherit from the correct base items.  Should be fixed now, though.
Title: Re: URW sufficiency mod
Post by: Kerlysis on September 05, 2017, 04:46:56 AM
:) no more rock hunting for me

hey, have you ever thought of/ever seen anyone do any sort of grindstone or mortar and pestle? seems weird that farmers just use random stones to make flour.
Title: Re: URW sufficiency mod
Post by: Kerlysis on September 05, 2017, 12:42:51 PM
also, is the -80% intentional for the charcoal crafting? seems basically impossible to get non low quality charcoal that way
Title: Re: URW sufficiency mod
Post by: koteko on September 05, 2017, 01:32:26 PM
Might probably make sense to make charcoal noquality?
Title: Re: URW sufficiency mod
Post by: koteko on September 05, 2017, 09:43:21 PM
Charcoal-making doesn't consume the three staves, they need remove and noquality:

Code: [Select]
.Charcoal. (25) "Firewood" [effort:3] [phys:arms,hands,stance] *TIMBERCRAFT* %-80% /2h/ \5d\ |-1| [patch:10]
{Staff} (3) [remove] [noquality] '+for a chimney'
{Firewood} (50) [remove] [noquality] [ground] [patchwise]
{[TILE:Hole in the Ground]} 'Dig a hole for the burn'
{Shovel} <Shovel> '+to bury the wood'
{Fire}
[WEIGHT:1]
[TILEGFX:it-coallump]
Title: Re: URW sufficiency mod
Post by: caethan on September 07, 2017, 01:51:23 AM
The charcoal stuff (-80%, quality relevant) was intentional, although I'll hear arguments against it.  The goal was to make it easy to make low-quality tools and quite hard to make high-quality tools.  To do so, you have to have good timbercraft and carpentry skills, and burn a lot of charcoal/smelt a lot of iron.  First pass through the whole thing, I had no trouble making decent quality tools with a reasonably tuned character my first winter.  It takes a lot more work and skill training to be able to make mastercraft tools, which I like.

Same deal with the staffs:  I left out [noquality] because I modded staffs so that you can make high quality ones, and I figured that the chimney staffs wouldn't be consumed during the charcoal burn. 
Title: Re: URW sufficiency mod
Post by: Kerlysis on September 07, 2017, 04:06:38 AM
Maybe turning down the difficulty a tad. It would be one thing if mastercrafts were easier, but it is perfectly possible to craft the same item several times even at 90+ skill and have it fail at some point in the chain and be decent or fine instead. The charcoal becomes a really harsh bottle neck- ended up trading the failures for masterworks more than crafting myself. Imo, if the current labor amount is your target switch the bottleneck to something that doesn't make me piss off the spirits w mass deforestation.

^lotta words for something that isn't even a bug  ;D
Title: Re: URW sufficiency mod
Post by: affert on September 16, 2017, 03:59:31 PM
One potential bug:

I was trying to make a birchbark canoe.  I was standing right next to a 'Rapids' square and it didn't count as water.  Is this intentional?  Is there a way to make it nearby square is water or rapids?
Title: Re: URW sufficiency mod
Post by: koteko on September 17, 2017, 11:06:58 AM
The bug was supposedly already corrected, so if you have the latest version the fix was wrong :P

Just go inside diy_sufficiency and change the recipe in this way:

Code: [Select]
.Birch-bark canoe. "Punt" *CARPENTRY* [effort:3] [phys:arms,stance] /8h/ %-10% |2|
{Birch-bark} #20# [remove] [ground]
{Tying equipment} (16) [remove] [ground]
{Board} [remove] [ground]
{[NEARBY_TILE:Water]} 'Must be near water'
{Fire} [ground]
{Axe} <Carving axe>
{Knife} <Small knife}
[MATERIAL:birch-bark]
Title: Re: URW sufficiency mod
Post by: caethan on October 21, 2017, 01:05:52 AM
@Kerlysis:  Did some playtesting with the ironworking and tuned it a bit easier, in particular changing the charcoal quality modifier as you suggested and making it easier to level carpentry.  Try it with the updates and see what you think.
Title: Re: URW sufficiency mod
Post by: caethan on November 13, 2017, 12:44:10 AM
Finally got around to adding spinning and weaving.  I borrowed heavily from Rain's mod, with some changes.  It works like this:


Cloth and yarn can be used for a number of things.  First, it makes great cords.  Twine the spun yarn into light-weight cords, great for traveling.  It can also be braided into heavier ropes for use with animals.  You can also tailor your own bags, as well as a selection of homespun clothing.  The basic clothing is light and cool, good for summer wear.  For winter, you can also quilt cloth together with feathers to make clothing as warm as fur but much lighter.

I've done some playtesting but haven't extensively gone through everything yet, so bug reports are appreciated.  Enjoy!
Title: Re: URW sufficiency mod
Post by: Kerlysis on December 09, 2017, 03:12:22 AM
Any thoughts on how the 3.5 beta will affect this mod?
Title: Re: URW sufficiency mod
Post by: Ametsala on December 09, 2017, 10:00:50 AM
I haven't used this mod, but judging from the mod files and the news.txt that came with the newest version, there are two minor changes that this mod would overwrite.

This mod overwrites the encyclopedia (the GAME.NFO file), which got a couple of updates in 3.50 beta. Comparing the encyclopedias of 3.5 and 3.4, the encyclopedia got the following changes:

I might have missed some minor changes.

This mod also overwrites the flora_newherbs.txt where bogbean's anti-inflammatory property was misspelled and thus not working. In the 3.4 vanilla version of the file it reads anfi-inflammatory so fixing it is no biggie.
Title: Re: URW sufficiency mod
Post by: caethan on December 11, 2017, 08:57:02 PM
Only just saw the new release!  Will take a look at it tonight and get an update out to ensure compatibility.
Title: Re: URW sufficiency mod
Post by: Dungeon Smash on December 12, 2017, 04:11:50 AM
looking forward to testing!
Title: Re: URW sufficiency mod
Post by: caethan on December 23, 2017, 10:17:14 PM
Updated for 3.5, you can download the 3.5 version here: https://github.com/caethan/urw-sufficiency/tree/3.5beta

That said, the old one should work fine with 3.5, it's just encyclopedia changes and a minor bug fix.  Enjoy!
Title: Re: URW sufficiency mod
Post by: Puella14 on December 29, 2017, 01:07:43 PM
Thanks for updating it :)
Title: Re: URW sufficiency mod
Post by: mlangsdorf on January 19, 2018, 04:37:49 AM
My character has gotten through his first summer and is looking to set up a smithy and fabric shop.

Weaving looks easy enough: a day or two of work to set up a spool, comb, distaff, and loom. He's already got ~116 nettles soaking. Though looking at diy_weaving, that'll produce 11.6 lbs of cloth? Is that right? Do I need to go get a lot more nettles and hemp?

More importantly, setting up the smithy:
he'll need to build a bloomery and a forge. Do those need to be set up indoors? Is it useful to build them near water? It is useful to build them near a fireplace? I can see that you need fire for most ironworking recipes, but you can just build an open fire before smithing as far as I can tell.

Basically, I'm curious how most people build their smithies. I've just finished building a rather large house, and I'm not particularly interested in knocking down another 24-42 trees before I can even get started on the smithing - beyond the small forest I'm going to knock down for the charcoal burn, of course.


Title: Re: URW sufficiency mod
Post by: caethan on January 19, 2018, 06:53:43 PM
The weaving process works like this:  raw nettles and hemp weigh 0.5 lbs each, raw flax weighs 1.0 lb each.


So the weight of the output fibre/yarn/cloth is one-fifth of the weight of raw plants that go into the process (no weight is lost in spinning and weaving).  If you've got 116 nettles, that's 58 pounds of raw plants, which will produce 11.6 lbs of fibre, just as you say.  That's enough for a fair bit of clothing:  the cloak is the biggest, which takes 6 lbs.  If you want to make quilted items (Which you should!  They're really warm and light!) it'll take more.  I'm obsessive, so I go out and gather a ton of raw nettles - I've got something like 1000 lbs kicking around.  I'll just make it into soup if I get sick of weaving.

As far as smithing, water isn't necessary (although probably should be for tempering) nor is it necessary to have it indoors.  A furnace makes it marginally more convenient, as you won't have to keep relighting a fire for each stage.  I just set mine up outdoors next to my shelter.

Playtesting the smithing with hurt, helpless, and afraid (i.e., no metal axe), I can generally manage to craft myself a metal axe within about 2 months of my start, fitting in smithing between food gathering and other activities.  Once you get a metal axe, it gets much faster, as firewood chopping and charcoal burning is by far the slowest part of smithing.
Title: Re: URW sufficiency mod
Post by: mlangsdorf on January 19, 2018, 11:13:27 PM
So in my testing, the bloomery is a 1000 lb item, not a building. Which surprised me, but that meant I could slowly push it around. I have plans to make a covered patio on the south side of my house near the water and set up the forge there as soon as I finish charcoal and some other stuff.

I'd already purchased masterwork woodsman and splitting axes, so making the wood for 250 units of charcoal was only a few days' work. Burning 250 charcoal - even with fine and masterwork tools - was too long a task for my settler, so I'm currently burning 125 and I'll go back in a few days to finish the job.

I took your advice and collected extra nettles, so now I have ~600 rettles in the process of drying. Which is apparently more than I need but it'll give me something to do come winter.
Title: Re: URW sufficiency mod
Post by: mlangsdorf on January 19, 2018, 11:24:55 PM
As far as quilted clothes go, am I missing something?

Fur leggings: 3.5 lbs
Quilted trousers: 4.5 lbs

Fur shirt: 7 lbs
Quilted tunic: 5.75 lbs

Fur hood: 1.07 lbs
Quilted hood: 1 lbs

You're only saving 1 lb compared to using highly available elk fur, and the elk fur has marginally better protection against tear and squeeze damage (though less against blunt). And quilting takes a lot longer than tanning elk fur.
Title: Re: URW sufficiency mod
Post by: caethan on January 19, 2018, 11:36:54 PM
Yes, what you're missing is the coverage.  The hoods are directly comparable, but the others aren't.  The trousers cover the feet; leggings don't.  And feet are difficult to get coverage for, as socks are hard to come by.  Similarly for shirt vs. tunic - the tunic covers the thighs where the shirt doesn't (albeit the tunic doesn't cover the arms, as the fur shirt is long-sleeved).  And you left out the item where the weight difference is the biggest:  the cloak.  The quilted one weighs 10 pounds, the fur one 14. 

I'd be up for tweaking these if you have suggested improvements, but it's not meant to be an enormous benefit, just a smallish one:  warm clothes that are slightly lighter than furs. 
Title: Re: URW sufficiency mod
Post by: Dungeon Smash on February 15, 2018, 04:27:37 PM
caethan - been using this mod for a while now, and it's very good!  ironworking seems to have been well-tweaked compared to some iterations i've seen, for example: i like the use of tongs.  making charcoals and such seems a bit easier now.  all good.

one suggestion, i've noticed that the "tailoring" menu has far, far too many options for all of them to appear at once.  would it be possible to split this into several menus?  For example, "tailoring pants & shoes" vs "tailoring shirts & gloves".  or it could be separated by type of cloth.  thanks for a great mod!
Title: Re: URW sufficiency mod
Post by: caethan on February 17, 2018, 01:04:57 AM
@Dungeon Smash I count 17 items in the tailoring menu --- is that too many for you?  I don't have any problem seeing them all on one page, but if people running at different resolutions are having trouble, I can split it up. 
Title: Re: URW sufficiency mod
Post by: GreyBrewer on February 23, 2018, 05:19:03 AM
I think what they meant to say, as I have the same problem I believe, is that the Tailoring menu is bugged.  The wires got crossed somewhere because the tailoring menu has such options as follows:

1 Leather Paws
2Leather Laced Shoes
3 Wooden Shield
4 Wooden Buckler
5 Root rope
~~~
9 Oakum
0 Sealed Wooden Tub
A canoe making steps
B Tree roll of Birch

...and so on.  I started looking around at what could have caused this but I don't have that much time today, as I should already be going to bed, to be honest.  Still, I just thought I'd give a heads up.  I'm gonna attach a screenshot of the menu so ya can see what I see. 
Title: Re: URW sufficiency mod
Post by: caethan on February 23, 2018, 07:31:47 AM
@GreyBrewer looks like you've got Brygun's additional mod installed and we picked conflicting letters for our menus.  Go into one of the menudef files and change the "A" menu to something that doesn't conflict.
Title: Re: URW sufficiency mod
Post by: GreyBrewer on February 23, 2018, 05:41:54 PM
I figured it was something like that ;D.

Thanks, now I know what to clean up once I get home!
Title: Re: URW sufficiency mod
Post by: Dungeon Smash on February 24, 2018, 08:20:23 PM
@Dungeon Smash I count 17 items in the tailoring menu --- is that too many for you?  I don't have any problem seeing them all on one page, but if people running at different resolutions are having trouble, I can split it up.
I apologize, I actually was getting them all in one menu.  I just mistakenly thought there was more.
Title: Re: URW sufficiency mod
Post by: aat on March 08, 2018, 07:42:51 AM
hi caethan, this mod looks great,

what are the differences between your mod and Buoidda's Crafts mod?

any plans on making use of the new antlers and bones from the 3.5 version?

btw, I see there's a branch 6-encyclopedia-expansion on the github,
can it be merged/used in the 3.5 version?
Title: Re: URW sufficiency mod
Post by: caethan on March 08, 2018, 06:24:36 PM
> what are the differences between your mod and Buoidda's Crafts mod?

This mod is intended to be somewhat simpler to use and less comprehensive than other crafting mods.  Fewer stages and less complicated recipes, generally.  E.g., I'm using wooden stakes or staffs instead of specially crafted handles when ironworking. 

> any plans on making use of the new antlers and bones from the 3.5 version?

Yes!  I've got issues for several potential uses: https://github.com/caethan/urw-sufficiency/issues
Things I've thought of:
Other suggestions are welcome:  either make an issue on github or just make it here.  Development has been slow in the last couple months since I've got a pregnant wife and my game time has cut back a bit, but I do still plan to make updates.

> btw, I see there's a branch 6-encyclopedia-expansion on the github, can it be merged/used in the 3.5 version?

Not without some extra work - the main difference in the 3.5 branch is that urw3.5 made significant changes to the encyclopedia, so I had to change it to match.  I've been waiting on the official 3.5 release to come out of beta to port the encyclopedia improvements over.
Title: Re: URW sufficiency mod
Post by: aat on March 12, 2018, 03:29:06 AM
> what are the differences between your mod and Buoidda's Crafts mod?

This mod is intended to be somewhat simpler to use and less comprehensive than other crafting mods.  Fewer stages and less complicated recipes, generally.  E.g., I'm using wooden stakes or staffs instead of specially crafted handles when ironworking. 

> any plans on making use of the new antlers and bones from the 3.5 version?

Yes!  I've got issues for several potential uses: https://github.com/caethan/urw-sufficiency/issues
Things I've thought of:
  • bone fishhooks
  • bone weapons
  • bone cookery (e.g., marrow and broth)
  • bone needles and combs (for weaving)
Other suggestions are welcome:  either make an issue on github or just make it here.  Development has been slow in the last couple months since I've got a pregnant wife and my game time has cut back a bit, but I do still plan to make updates.

> btw, I see there's a branch 6-encyclopedia-expansion on the github, can it be merged/used in the 3.5 version?

Not without some extra work - the main difference in the 3.5 branch is that urw3.5 made significant changes to the encyclopedia, so I had to change it to match.  I've been waiting on the official 3.5 release to come out of beta to port the encyclopedia improvements over.

nice ideas! regarding bonecraft, I guess you might take inspiration from Buoidda's Crafts since it had some boneworking system
also good luck with your family!  you'll have even less time in few months  ;)


 
Title: Re: URW sufficiency mod
Post by: caethan on March 25, 2018, 10:27:05 PM
>> btw, I see there's a branch 6-encyclopedia-expansion on the github, can it be merged/used in the 3.5 version?

> Not without some extra work - the main difference in the 3.5 branch is that urw3.5 made significant changes to the encyclopedia, so I had to change it to match.  I've been waiting on the official 3.5 release to come out of beta to port the encyclopedia improvements over.

Version 1.1 now released on github (https://github.com/caethan/urw-sufficiency) with compatibility with the newly-released URW 3.5.
Title: Re: URW sufficiency mod
Post by: princebunnyboy on May 17, 2018, 05:01:41 AM
Version 1.1 now released on github (https://github.com/caethan/urw-sufficiency) with compatibility with the newly-released URW 3.5.

Is it possible to add this into existing games? Or does it need to be a new one? Thanks :)
Title: Re: URW sufficiency mod
Post by: Privateer on May 17, 2018, 05:03:21 AM
Mods can be added or removed pretty much whenever you want.
Title: Re: URW sufficiency mod
Post by: DemAvalon on May 18, 2018, 02:20:42 PM
Could someone help me?, I'm trying to make a birch bark canoe, but even though I'm beside a river (or even in the river) it says I'm not near water, I did the code change koteko suggested but that did not do anything.

Spoiler: Here is how the canoe code looks like (I just downloaded the mod a day ago) • show
[SUBMENU_START:transport]
// We could make this more complicated by making you peel off a big piece instead of in small
// 1/2 lb increments, but I like the extra work this takes.
.Birch-bark canoe. "Punt" *CARPENTRY* [effort:3] [phys:arms,stance] /8h/ %-10% |2|
{Birch-bark} #20# [remove] [ground]
{Tying equipment} (16) [remove] [ground]
{Board} [remove] [ground]
{[NEARBY_TILE:Water]} 'Must be near water'
{Fire} [ground]
{Axe} <Carving axe>
{Knife} <Small knife>
[MATERIAL:birch-bark]

[SUBMENU_END:transport]


What is wrong with it?
Title: Re: URW sufficiency mod
Post by: davidor on May 18, 2018, 05:58:20 PM
I think you might stand next to rapids but not water, they are different tiles. You can change that line to
Code: [Select]
{Water} #1000# [remove]
Title: Re: URW sufficiency mod
Post by: caethan on May 18, 2018, 06:22:09 PM
Oh, interesting.  Maybe I should change that line to
Code: [Select]
{[NEARBY_TILE:Water Rapids]} 'Must be near water'
Title: Re: URW sufficiency mod
Post by: PALU on May 18, 2018, 08:11:26 PM
I believe other mods (Rain's?) has run into problem with this and gone for just requiring lots of water. If I understand it correctly, multiple tile types doesn't work as intended. Also, I think there may be additional types as well (Ocean?).
Title: Re: URW sufficiency mod
Post by: Nydxz on August 19, 2018, 05:26:18 PM
Code: [Select]
{[NEARBY_TILE:Water Rapids]} 'Must be near water'
From my experience with modding, this line of code would not work. Unfortunatelly, the game can't check tiles like that, because of this I suggest using:
Code: [Select]
{[NEARBY_TILE:water]}and adding the well recipe. Multi-tile codes doesn't work in this game. Unfortunatelly.

Sorry for necro-posting somehow.
Title: Re: URW sufficiency mod
Post by: Maenethal on September 01, 2018, 12:46:50 AM
I'm having a similar issue. I'm trying to make cloth from nettles and I can't soak them. I've stood next to and in all the different water types and it still doesn't work.
Title: Re: URW sufficiency mod
Post by: caethan on September 01, 2018, 06:10:43 AM
@Maenethal - Can you provide more information, please?  I haven't had problems with it.  The current code for retting plants is like this:

Code: [Select]
.Soak Nettles. "Hunting Horn" [noquality] *AGRICULTURE* /1/ \14d\ [patch:20] |-2| [effort:0] [phys:arms,stance,one-armed]
{Nettle} #0.5# [remove] [patchwise]
{[TILE:Water]} 'Soak thoroughly in water'
[NAME:Retted Nettles]
[TILEGFX:it-retted]
[TYPE:tool]
[MATERIAL:cloth]
[PRICE:0]
[WEIGHT:2]

So you should need to stand in water while you craft the item.  I can confirm that this works on my machine.  If it doesn't work, can you provide some more info on where the failure is?
Title: Re: URW sufficiency mod
Post by: caethan on September 01, 2018, 06:39:11 AM
Officially released version 1.2.  Biggest change is some modifications of the vanilla cookery recipes to make them more versatile and useful and the addition of bone clubs and javelins.  Finally another use for bones other than feeding your dogs.  Also includes miscellaneous fixes and a few minor things.  Available as always here:  https://github.com/caethan/urw-sufficiency
Title: Re: URW sufficiency mod
Post by: teenencore on September 15, 2018, 06:19:45 AM
Hey man im a bit lost, charcoal isn't popping up on any of the skills. help please
Title: Re: URW sufficiency mod
Post by: JEB Davis on September 15, 2018, 12:07:22 PM
Hey man im a bit lost, charcoal isn't popping up on any of the skills. help please
I'm not using this mod, but I use other mods so my suggestion may not be good.
Are you looking in the stock game skills, or looking in the Make menu "shift-+" (or "shift-M") ?
Title: Re: URW sufficiency mod
Post by: shorun on September 16, 2018, 11:49:02 PM
@Maenethal - Can you provide more information, please?  I haven't had problems with it.  The current code for retting plants is like this:

Code: [Select]
.Soak Nettles. "Hunting Horn" [noquality] *AGRICULTURE* /1/ \14d\ [patch:20] |-2| [effort:0] [phys:arms,stance,one-armed]
{Nettle} #0.5# [remove] [patchwise]
{[TILE:Water]} 'Soak thoroughly in water'
[NAME:Retted Nettles]
[TILEGFX:it-retted]
[TYPE:tool]
[MATERIAL:cloth]
[PRICE:0]
[WEIGHT:2]

So you should need to stand in water while you craft the item.  I can confirm that this works on my machine.  If it doesn't work, can you provide some more info on where the failure is?


if the water is to cold, use a punt/raft. it works.
Title: Re: URW sufficiency mod
Post by: teenencore on September 17, 2018, 04:10:08 AM
Im looking in Shift/m for the charcoal does anyone know what skill its under? i would think lumber checked again today and still nothing. Please someone help me. my character made and got everything for making bloomery iron but the charcoal
Title: Re: URW sufficiency mod
Post by: Privateer on September 17, 2018, 04:19:00 AM
Looks like it should be in lumber menu.
Title: Re: URW sufficiency mod
Post by: teenencore on September 17, 2018, 05:04:14 AM
ok i got it i had to copy paste the code in was missing for some reason
Title: Re: URW sufficiency mod
Post by: KKarlssoNN on November 26, 2018, 05:21:23 AM
How's compatibility with latest game version?
Title: Re: URW sufficiency mod
Post by: Brygun on November 27, 2018, 06:46:05 PM
AFAIK its fine with the current version. I believe I still have it in.

The more recent versions added options like setting the price and the option to link to custom graphics. Since this was made before then it just doesn't have those benefits. Generally try not to sell easy made things and be okay with using standard graphic pics.
Title: Re: URW sufficiency mod
Post by: KKarlssoNN on November 27, 2018, 09:01:22 PM
Would anyone be willing to share what others mods they use together with this mod?
Title: Re: URW sufficiency mod
Post by: Brygun on November 28, 2018, 12:47:23 AM
Currently Im using a version of Boudica's smithing and have used Rain's smithing before

I also use my own Brygun's added items mod - cause thats me

Title: Re: URW sufficiency mod
Post by: KKarlssoNN on November 28, 2018, 03:09:30 AM
You don't use this "Jaredonians Character Models + Distinct Tribes v3" and this "Kullervo Graphic Pack" ?

I'am new to Unreal World and am trying to get as big as i can, combination of mods that work together. Not sure yet what i will use. I wish there was a community project that adds together all the major ones and makes them compatible.
Title: Re: URW sufficiency mod
Post by: cb513 on June 08, 2019, 03:18:15 AM
Hey, I'm trying to make a birch-bark canoe but it tells me I am in the wrong setting when I'm not. I've stood by a pond, a river, rapids and several tubs of water. None of the fixes here work for me. Somebody please help. Thanks.
Title: Re: URW sufficiency mod
Post by: Privateer on June 08, 2019, 03:31:34 AM
Hey, I'm trying to make a birch-bark canoe but it tells me I am in the wrong setting when I'm not. I've stood by a pond, a river, rapids and several tubs of water. None of the fixes here work for me. Somebody please help. Thanks.

 Though the files I looked at may be out of date, it appears you need to be next to a tile which on F3 examination says "Water".