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UnReal World => Modding => Mod Releases => Topic started by: Nydxz on August 10, 2018, 05:57:13 AM

Title: Crafts, Roleplaying stuff and Ritual 0.7.2 - Hotfixes (Revived)
Post by: Nydxz on August 10, 2018, 05:57:13 AM
 Edit: Now i'll keep the mod version at the title so people can see more easily if there's a new version or not.
 Edit2: - Added scan to appease the minds of anyone who wants to download but is triggered by the file size. Should've added this from the begining.

 Fully functional.

 Hello, this is my very first own mod. It's not complete yet but I can guarantee it have enough content to add a whole new flavor to UrW, I wish animals modding was add soon.


Download 0.7.2 - No smith learning (https://www.dropbox.com/s/cx3yx0rh3btfet1/Nydxz%20Crafts%200.7.2.rar?dl=0)
 Current size: 27MB
VirusTotal scan (https://www.virustotal.com/#/file/b4db445f55a68e77415a92f7e953398b2a602fad6a3fd7b7104bacf7fe57e917/detection)

Download 0.7.2 - Smith learning (https://www.dropbox.com/s/tzoep01ajafmabo/Nydxz%20Crafts%200.7.2%20-%20Smith%20Learning.rar?dl=0)
 Current size: 27MB
VirusTotal scan (https://www.virustotal.com/#/file/df58e4e5fe889aee18e13c0f017f0a3cf93cf86fac7c5f71bac135cbb30b5bbc/detection)
Hotfix 0.7.2 Smith learning (https://www.dropbox.com/s/20qtcrzrrtrpw2g/Hotfix%200.7.2.rar?dl=0)

What's this mod about?

That's a good question, this mod aim to add a big chunk of "missing" content to Unreal World, giving a lot of useless items already in the game a puporse and significance. Not only that, it's going to add Rituals of some sorts and some new weaponry.

Changes

Some screenshots (Not yet done completely)

Spoiler: show
Whittling a wolf :D
(https://i.imgur.com/PUStDkF.png)
(https://i.imgur.com/ny1wLgT.png)
Menus
(https://i.imgur.com/7mfAMKJ.jpg)
(https://i.imgur.com/P5OctHC.jpg)
(https://i.imgur.com/Ge6PCMW.jpg)
(https://i.imgur.com/V6eB0IC.jpg)


New Buildings

Water well - no more water shortage, make your settlement anywhere.

Roads - Organize your settlement.

New Crafts

Craft items from bones and barks
Make low quality cords from bark fibres
New bows
Make any weapon or tool in the game (not finished)

Flora

Added Flax from Sufficiency mod

Extracting, smelting, forging and smithing

 A whole new level on the Ironworking others mod have done.

 Added recipes for all tools in the game.

 Ironworking is now based on a real skill you can level up. (This is secret and should be kept like that, don't look the files, that'll ruin your playtime, this should be keept secret)

 Quary an stone anvil for your Ironworking desires, build a Forge and Bloomery.

 Craft fishing hooks and other things.

 Slow development of the Ironworking (It will take a long time to set up and start producing... Even longer to be a master)

Spinning and Weaving

This feature was added from Sufficiency mod, it was very well done after all.

Sources, Credit, and Inspiration

 *First of to the original developers Sami Maaranen and Erkka Lehmus for creating URW and its modding system in the first place.
 *Caethan for his sufficiency mod (Whose I took the Weaving and flax from)
 *Buoidda for his crafts mod (From where I took most sprites)
 *Endive for his sufficiency mod
 *To whoever made the Shaman mod in the first place. I don't know his name, if anyone could tell me.
 *Privateer for helping out with some modding doubts and Monstrous menu mod.
 *Weathereye for modloader.
 *Hamsolovski for sprite mod
 *Wickerman_156 for sprite mod

 The mod is free to use and alter, but give credits to the right people.

Planned features
 
 New weapon recipes and whole new weapons.
 Brewery
 Furniture
 Rituals (the whole thing)
 Graves and funerals. (Random graves around the world)
 New plants and uses for them
 New buildings
 New animals
 New wilderness foods and cooking recipes. (Say hi to bugs)
 New structures in the wild (Whenever the game allows map modding)
 New sprites

Changelog 0.6
-Added limestone mining and limestone powder to ironworking.
-Added Whittling wood and ornament crafting. Partially. (Good for those long winter nights)
-Added new sprites (Still lacking alot of those)
-Other minor fixes.

Changelog 0.7 Smith
-Added new sprites.
-Added learning for smithing.
-Added ability to repair iron, mail and lamellar armor.
-Added some new armors and weapons.
-Armor and weapon will only have fixes from now on, no new stuff for them.
-Minor fixes.

Changelog 0.7.1 Smith
-Minor fixes to recipe descriptions.

Changelog 0.7.2 Smith
-Minor fixes to recipe descriptions.
-Minor fixes to recipe itens.
-Added Charcoal making recipe (FINALLY!)
-Fixed mispellings
Title: Re: [WIP] Crafts, Roleplaying stuff and Ritual
Post by: Faatal on August 10, 2018, 06:38:33 AM
Very ambitious. I am excited to see where this goes.  :D
Title: Re: [WIP] Crafts, Roleplaying stuff and Ritual
Post by: Nydxz on August 13, 2018, 07:42:28 PM
Very ambitious. I am excited to see where this goes.  :D
Am honored to have someone excited about this. I started a poll for a new feature I have been thinking about and know how to add already. Now please, vote.

 Thank you.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Nydxz on August 14, 2018, 10:13:50 PM
 Sorry for double-posting.
 The mod is now fully functional and updates will be slower since my free-time will be reduced from now on.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Aethernai on August 17, 2018, 09:43:08 AM
Looks good.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Aethernai on August 20, 2018, 06:11:04 AM
Update: When crafting bone spearhead, it asks for bones, grinding, grinding, and knife. What ingredient is grinding?
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Nydxz on August 20, 2018, 01:55:55 PM
 The itens you use for grinding a bone spearhead are a stone and a rock.
 I will recheck the recipes descriptions to see if there's any other problem of that sort.

 Edit: Found two or so more misplaced descriptions, hotfix is up.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: notafinn on September 10, 2018, 04:53:19 PM
Sorry if this has already been answered somewhere else, or if I have a bad install of your mod, but how do you make charcoal? I have checked every craft and skill menu and can't seem to find the recipe for it.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Dungeon Smash on September 29, 2018, 06:57:24 PM
I'm sorry if this is a stupid question, but...

How exactly do I install this mod?
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Stareye on October 05, 2018, 04:37:36 PM
Yep same question here how do install this? :(
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: d2shr6o8av on October 15, 2018, 10:49:37 PM
I'm sorry if this is a stupid question, but...

How exactly do I install this mod?

Extract the zip file somewhere you'll find it.
Open the extracted folder and go into: /Nydxz Crafts 0.7.1 - Smith learning/mods/Nydxz smith/files/
Copy/paste the files into your game files folder.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: d2shr6o8av on October 15, 2018, 11:02:36 PM
I'm not sure if it was intended, but the Wooden Tub recipe does not work, even though I do have pitches in my inventory.

I looked at the diy_Nydxz.txt (both in Nydxz Crafts 0.7.1 - Smith learning.zip AND Hotfix 0.7.1.zip) file and found that you had:
Code: [Select]
.Wooden tub. [effort:2] [phys:arms,hands] *CARPENTRY* /4h/
{Board} (6) [remove]
{*cord} *4* [remove]
{*resin} #10# [remove] +'Sealing material'
{fire} '+lit nearby'
{Axe}<Carving axe>
{Knife}<Small knife>

*resin
and
if I remember correctly the lower case f in fire and the lack of indents for the fire code line was keeping the recipe from working.

I changed it for my file into:
Code: [Select]
.Wooden tub. [effort:2] [phys:arms,hands] *CARPENTRY* /4h/
{Board} (6) [remove]
{*cord} *4* [remove]
{Pitch} #2# [remove] [noquality] '+for sealing'
{Fire} [noquality] '+lit nearby'
{Axe}<Carving axe>
{Knife}<Small knife>

I reduced the pitch required from 10 lb to 2 lb (copied from sufficiency mod).

I'll attach my modified diy_Nydxz.txt file if anyone wants to use it.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: tedomedo on October 17, 2018, 01:11:11 PM
Add crafting bricks from stones and using stones or bricks for making house walls. Something like in minecraft.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Dungeon Smash on November 06, 2018, 07:43:04 PM
Hello friend! Finally figured out how to install this mod and have been having great fun with it.  A couple things I noticed:
1) For splitting trunks and such - the phrase used is "Shapped split trunk", "Bow shapped split trunk", etc.  This is incorrect spelling, it should be "Shaped" with one P.
2) When crafting a fishhook, the pitch does not disappear.  Not sure if this is intentional or not.  Also, when crafting fishing rod, the fishhook does not disappear.

Thanks again!  I will keep testing.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Dungeon Smash on November 07, 2018, 09:54:59 PM
I have to say, the cordage crafting system in this game is quite nice.  It strikes a good balance between the "Buoidda" system (where split spruce twigs or birch roots are so easy to obtain as to make cordage production trivial) and the old school "Rain" system (where branches must be soaked for multiple days before becoming workable).  The "overnight" drying requires you to think a little ahead, to where you need a supply on-hand for smoking big kills.  But, you also don't need to tear your clothing to pieces just to process some meat.  Twisting 3 cords to make a rope is also an elegant solution which makes rafts feel a little more credible.

I find it's best to just stay a little ahead of the game, always keeping a little fiber drying or laying around.  This also lends a nice rhythm to the day, as spare moments are often taken up by idly tying more cords.  Can't wait to try out more complex pastimes.   
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: notafinn on November 09, 2018, 06:09:00 PM
How do you make charcoal?
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Dungeon Smash on November 13, 2018, 06:37:43 PM
With the command "Dig Clay from Seashore" - one of the requirements is "Stand in water".  My character is standing in the sea water, yet this does not seem to satisfy the requirement?
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Dungeon Smash on November 13, 2018, 06:39:28 PM
I figured it out - it appears you must be on an actual water map tile, IE, not simply on the sea shore, but actually out in the ocean.  I solved it by paddling out to a small island and wading off the side into the ocean.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Brygun on November 16, 2018, 01:27:53 AM
Can I add this mod to an existing game or does it need to map spawn things?

Also... other folks in the thread keep asking how to make charcoal with this mod.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Privateer on November 18, 2018, 05:45:26 AM
Can I add this mod to an existing game or does it need to map spawn things?

Also... other folks in the thread keep asking how to make charcoal with this mod.

You can add it whenever you like.
There is no charcoal in this mod
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Brygun on November 24, 2018, 07:06:46 PM
Taking a closer look at the mod now and debating it for use in the "Journal of Norvus"

https://www.unrealworld.fi/forums/index.php?topic=4640.0

Some general feedback mostly related to items in my own mod Brygun's Added Items. You may use or adapt the items if you wish. That mod is currently for much older versions before we had options like setting price or new graphics. Items I might merge in (so consider if you wish to do so to) so far include:


>>>

An all wooden roundshield.
Allows a lower quality item for fighting in the early game. While nails are useful and a rim is optional in real shields you can join wood without them. Dowels (pegs) for instance preferably with glue.

All wooden buckler
As above but smaller

.Wooden shield.  "Roundshield" [effort:2] [phys:arms] *CARPENTRY*    /180/ %-15%
{Slender trunk} [remove] [ground] '+for handle shaft'
{Board} (4) [remove] [ground]
{Axe} <Carving axe>
//Norse style shield with no rim
//Would prefer to lower the quality a step vs normal roundshield
//Small skill penalty on account of no iron rim. Not a heavy penalty as this
//style of shield still has combat uses. Enemy weapon might jam in the wood only edge.

.Wooden buckler.  "Buckler" [effort:2] [phys:arms] *CARPENTRY*    /90/ %-15%
{Slender trunk} [remove] [ground] '+for handle shaft'
{Board} (2) [remove] [ground]
{Axe} <Carving axe>
//Smaller wooden shield


>>>>

A more controversial one on the forums was a washed bandage. In my humble opinion with materials being so scarce an isolated traveller would reuse the bandage cloth. Other forums users disapproved saying they would be thrown out. It would be simple to throw them out if you weren't ripping apart your only shirt to make them. The game never generated a dirty bandage so the recipe I came up with depends on the user being honorable to not over use it get free stuff.

.Washed Bandage. "Bandage"   [effort:1]   [noquality]   *COMMON*   /10/
{Rock}  '+Use only to retun applied bandage'
{Water} #0.5# '+Washing water'

With bandage washing grievous wound can be repeatedly treated with herbs day after day. Without it you will soon run out of fabric and clothing or stop treating the wound. Which, IMHO, would inspire reusing the same bandage.


>>>

Leather hand covers

In the base game there was (at least at the time) only mittens to be made. This meant that you could only have one layer over the hands. Meanwhile you could have multiple layers everywhere else. This left the hands vulnerable to frostbite. In real life there are a few ways to keep the hands warm such as sticking inside your shift or having a hanging muff. My solution was to make an item called "leather paws" to avoid confusion with modern leather gloves. There was opposition from those saying iron age Finland archaeology didn't show gloves. My counter point remained they would have done something for the frost bite.
With a leather paw + fur mitten layer I found things safe enough in the winter. The way the reciepe at the time work you did basically get two fur layers. That was the closest that could be done at the time. Remember when I wrote this recipe we didn't have some of the code options we have now.

.Leather Paws. "Fur mittens"   [effort:2]   [phys:arms]   *HIDEWORKING*   /60/
{Leather}  #1# [remove] [name:%s Leather Paws]
{Tying equipment} (2) [remove] '+for seams'
{Knife} 'A knife for shaping the work'
[ARMOUR_MATERIAL:leather]
[ARMOUR_COVERAGE:hand]
//there is some debate whether iron age Finland had five fingered gloves
//I use the term paw to represent a hand covering with a name the game
//still lets you wear with mittens. This gives 2 layers for winter.

Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Brygun on November 24, 2018, 11:14:50 PM
In regards to an older discussion in the thread on making cordage. As a game the user may want more difficulty and there are certainly many ways to get basic cordage. Better cordage for say a quality bow string is much more challenging to get. For tying up meat to dry various quick methods work.

Here is youtube from real world bush craft expert Mors Kochanski.

https://www.youtube.com/watch?v=i7gTlCzGwo8

Again users may want more challenge but it is surprising the ways to get cordage. My own mod add put in digging up spruce roots.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Brygun on November 27, 2018, 07:35:09 PM
Typo:

diy_Forging

.Shappe hammerhead.

Has an extra p

.Shape hammerhead.

Actually there is a lot of Shappe in the recipe lists. Might want to do a global search-replace unless you had those extra p in there on purpose.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Brygun on November 27, 2018, 07:41:02 PM
Regarding Charcoal...

The reply earlier was the mod didn't use charcoal.

Looking at the file diy_Forging many recipes have charcoal listed


.Start working welded iron bar. "Hunting horn" [effort:4] [phys:arms,hands,stance] *WEATHERLORE* |2| /8h/ \8h\
{Welded iron bar}         [remove]
{*forge*}            [noquality]                                        'Forge or furnace'
{Charcoal}         #8#            [remove] [ground]
{Bellows}
{*anvil*}                     [noquality] [ground] 'Anvil nearby'
{*hammer}                                     'Hammer'
{Fire}                        [noquality]
[NAME:Worked iron bar]
[MATERIAL:iron]
[WEIGHT:4]
[PRICE:100]
[TILEGFX:bc-billet]


Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Privateer on November 27, 2018, 08:16:16 PM
Can I add this mod to an existing game or does it need to map spawn things?

Also... other folks in the thread keep asking how to make charcoal with this mod.

There is no charcoal in this mod

Regarding Charcoal...

The reply earlier was the mod didn't use charcoal.


As shown by my reply, the mod does not provide charcoal NOT that it was not required for some task(s).
 My guess is the intent of the OP was to use the "pitch" item for these tasks.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: spyfox321 on December 26, 2018, 06:58:49 AM
Hello! First time talking in this Forum, and I Wanted to thank you for making/assembling this mod.

Hopefully it gets updated often, and hoping maybe I can even help.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7 - Smith update
Post by: Nydxz on May 11, 2019, 03:02:44 AM
 Hello guys,

 First off am sorry for all the time i've been away from the game and the internet in general, alot of stuff happend during this time, some harsh times have came and got away. That aside, am back now and already fixed a few bugs people have pointed out, corrected a few mispelling and FINALLY added that stupid Charcoal Recipe everyone been asking for...

 It so happens I was working on three batches of the mod back at the time and for some reason I deleted the whole Charcoal making recipe, but now it's back and you all will be able to make those nice looking armors. I endeed need to take a look at the game after this much time, I have no idea of what have changed but am quite sure things have indeed change.

 I will be working again in the mod and (maybe?) add the brewing recipes in and alcohol, cause we shall have booze for those cold winters incoming, the biggest trowback to adding booze is the impossibility to add any actual effect for it so far, but we will see what I can pull out.

 Hope you guys still want to play the mod and give feedback.

 Thanks for all the comments so far and to the kind words of some. Any suggestion feel free to tell.

Edit: I apologize for mispellings and any gramatical error, english ain't my first language so, feel free to correct me whenever you see an error.
Title: Re: Crafts, Roleplaying stuff and Ritual 0.7.2 - Hotfixes (Revived)
Post by: Brygun on May 17, 2019, 02:35:28 AM
Welcome back to the community.

As games go Unreal World is one to revisit. It is so far the most useful survival game in teaching to think closer to real life than any I've tried. There are no zombies, space aliens or added to give a reason to play type things. Just living in the Unreal world, survival or exploration, is a victory.

Title: Re: Crafts, Roleplaying stuff and Ritual 0.7.2 - Hotfixes (Revived)
Post by: Nydxz on May 17, 2019, 04:49:58 PM
Welcome back to the community.

As games go Unreal World is one to revisit. It is so far the most useful survival game in teaching to think closer to real life than any I've tried. There are no zombies, space aliens or added to give a reason to play type things. Just living in the Unreal world, survival or exploration, is a victory.


 Thank you for your kind words, and yes that's what Always fascinate people about the Unreal World, and the biggest reason to that is the mistery regarding the ritual and spiritual world of the game, we shall never know the true working behind them.

 "Is it a superstition or is it real? Who may know? Are you taking any chances? " That was the first thing I thought when playing the game first time.