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UnReal World => Modding => Mod Releases => Topic started by: Brygun on December 27, 2018, 04:51:44 AM

Title: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on December 27, 2018, 04:51:44 AM
BAC stands for Brygun and Community.

While I have several contributions to the modding community over the years this collective involves the works of many. My own Brygun Added items initially covered some gaps in the survival options and opportunities in the smithing activities. Further development of the now many modders integrated mod will take place in this thread. A list of major contributions is among the Readme files.

I will endeavor to keep this post as showing the most current zip to download. If you believe this to be outdated contact me advising of a link to the post with the newer version.

One major mod type left out of the BAC is graphical conversions of vanilla objects. There is at least one, if not more, of these. These don't affect craft recipes which is the focus of the BAC project. BAC does add non-vanilla graphics. The project decision is that the graphical overalls be left out of BAC and left to user discretion.

One of these is known as "Jaredonians Character Models + Distinct Tribes v3". As far as I know it can be installed and removed independently of all the crafting menus. 
It is at:
https://www.unrealworld.fi/forums/index.php?topic=37.0

To allow easier compatibility with other mods, such as Privateer's profession mods or his mead mod, at least one menu letter is available. This will mean the user can self-edit at least the incoming mod's menudef file and/or adjust recipes to be in the existing menus somewhere. Due to the infinite possibility of other mods this menu gap is most that can be done within a widespread compatibility mod program.


Title: Re: Brygun and Community Mod
Post by: Brygun on December 27, 2018, 04:52:19 AM
reserved
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 27, 2018, 05:00:45 AM
Work in progress, first draft of the integrated files

Known issues:
= Caulked keg and barrel don't come out with the right weight

Needing testing:
= Are all items in menus?
= Building of a caulked punt
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 05:48:18 AM
Looking good! ;D I just finished testing building a Clinkered punt, and found some tiny issues:

- The items were going to my inventory due to the slashes, but it seems you corrected that one.
- {Block} needs to be {Block of wood}. Also, Short quarter logs aren't usable as blocks
- Lower and Upper clinkering steps have {Fire} twice. Also the amount of ingredients makes a mess of the menu, but I'm not sure if there's a solution
- The final step for some reason didn't say "Preferably a Draw knife" and didn't go for the one right beside me, choosing a masterwork hunting knife instead.

It was all decent until the final step, where it became an inferior clinkered punt. I did have a rough Iron hammer, but still... might've been the inferior boards, though.

Some of the steps took way too long, upwards of 10 hours, to the point I was malnourished, lol. I wonder if the effort or the time should be reduced?

I just looked through these files and it seems that Earthenware has some duplicates in the diy_BAC_Crafts, they are present in the earthenware file already.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: KKarlssoNN on December 27, 2018, 05:55:16 AM
Fucking A bud, your the champ Brygun!!! Thanks Signatus for the support!!!

Looks like there's doubles of items in barkware and i can't find a stone axe. All i can find so far.

Things are organized differently here and there as well as different keys for various things but its nothing I can't get used to it, I'am sure things have to be different because of the added stuff.

Are you guys using any other graphic mods besides "Jaredonians Character Models + Distinct Tribes v3"
 
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 05:58:21 AM
You can still find the vanilla Stone-axe in the Weapons menu, can't you?
Title: Re: BAC Mod = Brygun and Community Mod
Post by: KKarlssoNN on December 27, 2018, 06:01:52 AM
Oh ya... my mistake. It was in a different spot!

Are roads and wells included in this?I added tiles from caethan's sufficiency mod so I wasn't missing any using Signatus's version.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 06:09:12 AM
Are you guys using any other graphic mods besides "Jaredonians Character Models + Distinct Tribes v3"

Personally I'm only using that one, but this includes GFXs from various sources. Good thing Brygun included the truetile folder :)
Title: Re: BAC Mod = Brygun and Community Mod
Post by: KKarlssoNN on December 27, 2018, 06:19:39 AM
Looking at "B_B Dec 2018" there's more tiles. They seemed light in current version. Also, I remember I had a GFX tile from that sufficiency mod, not sure if i was using it or not.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 06:30:56 AM
Doesn't seem like Roads and the well are, but it should be easy to add to the BAC_alternates.txt file. I remember the road used the "ter-road" GFX, but the well is just a water tile if I'm not mistaken. I thought about/tried making a well graphic but I really suck at graphics...

The problem with the well is that you can't have both a Water catcher (the one Brygun added) and a Well recipe at the same time. So at least one of them will be commented out to be included
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Dungeon Smash on December 27, 2018, 05:12:15 PM
re: cookery -
Is it redundant to have "Dry meat soup" and "Smoked meat soup", when the Njerp cooking mod already includes Borsch and Goulash?  Borsch is basically dry meat soup, and Goulash is basically Smoked meat soup, just with more options.

 I think this community mod is a great idea, by the way.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 11:38:18 PM
re: cookery -
Is it redundant to have "Dry meat soup" and "Smoked meat soup", when the Njerp cooking mod already includes Borsch and Goulash?  Borsch is basically dry meat soup, and Goulash is basically Smoked meat soup, just with more options.

 I think this community mod is a great idea, by the way.

The Borsch is a very versatile recipe which can be made only with raw meat, only vegetables, only dried stuff... or all of them! In a pinch you can always make some Borsch, even if not optimally nutritious.

As for the smoked and dried soup, you might have a point... perhaps they just need the values adjusted, and maybe some [optional] tags? I think the smoked one at least makes sense, so that you can make simple soup out of smoked products. Also keep in mind that both of these soups are [boil]ed, while the goulash is [bake]d. I believe you need a burnt-out fire in a fireplace to bake, right? If so, this makes them functionally different.

-><-

I've found a few duplications and issues:

- .Broadhead arrow. is in the fletching file, should be removed from the ironworking one
- The BAC_Crafts.txt file has the Barkware and Earthenware menus, which can both be removed now
- I added [NAME:Arrow] to .Fur-fletched arrow., just so all arrows stack and whatnot. Functionally there's no difference
- I just noticed the .Root Rope. in the Added items menu is using the *SURVIVAL* skill... does this do anything in the current version? Just change it to *COMMON*? RIP, fire-starting skill :)
- .Short quarter log. needs to be derived from "Block of wood", not just "Block"
- BAC_Bowying.txt is duplicated in its own file... it starts again at the end

-><-

Carpentry menu seems like a good idea... I'm just wondering if some recipes should change {Wooden tub} to {*tub} in order to use them. For example, .Iron hammer. wouldn't let me use the .Simple wooden tub. as a {Wooden tub of water}, but {*tub of water} worked and should let the new "tubs" be usable as well.

I noticed you didn't include the pine tar gathering and glue-making... from my testing it seemed unbalanced (much easier to use birch-bark), but I'm wondering if it could be balanced somehow. Is pine tar or resin usable as glue on its own? Maybe being able to let it collect the resin for a few days or more but then get usable {*glue}, except perhaps for some more specific/complex projects which would require proper pitch glue? It feels like resin should be a low-tech way to get some glue-y material, which could be balanced by the preparation time collecting it.

-><-

Edit: Just tried making a Cask-style tub, but {* pot} doesn't accept normal pots (nor a fine pot). I guess it has to be changed to {*pot}

Just made a Keg-style tub, and its weight was 3 lbs. What the hell? o.O I see no reason why this would happen, except that it's the exact amount of Caulking being used. Could it be fixed by making caulking in pieces of 1 lb, rather than 2, and making the recipe then take "{Caulking} (3)" rather than the #3# as it is now?
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 05:20:14 PM
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 05:33:17 PM
It will be easier on my groggy state of mine to work and reply on each feedback message in sequence. Then, hopefully today, I will upload a fresh zip set.

Great thanks to all those assisting in the BAC mod project.


Looking good! ;D I just finished testing building a Clinkered punt, and found some tiny issues:



Clinkered punt (huge thanks for testing!)
= {Block} >> {Block of woof} done
= {Fire} twice in recipes collected and firewood totals added together
= <Draw knife> not scanning right.... unresolved
= Time is high, intentional to make it something to do as a super project, could take a break in between days to rest. The extra day to recover malnourished seems okay as some tools and skill checks seemed to add less than ideal time.


Question:
Did "{Axe} <Adze axe>" work properly?

OtherL
= Earthenware BAC_crafts entries deleted as duplicated in BAC_Earthenware
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 05:55:19 PM
Fucking A bud, your the champ Brygun!!! Thanks Signatus for the support!!!


= Adding to mod and for zips "Readme BAC unresolved.txt" to quote the header in that file

Quote
This file has two funtions:

=1= To list bugs, errors and the like that have yet to be fixed for some reason

=2= To store comments on some of the controversial design choices. For example how long the clinkered punt steps take.


= Different organization of keys
Im not married to any particular assignment of keys for the menudef_BAC.txt
The only critical thing is to leave 1 or 2 or 3 letters unusued so people can add in other special project mods like the variety of ones Privateer has

= "Jaredonians Character Models + Distinct Tribes v3" is not integrated. As far as I know it can be installed and removed independently of all the crafting menus.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 06:00:51 PM
Looking at "B_B Dec 2018" there's more tiles. They seemed light in current version. Also, I remember I had a GFX tile from that sufficiency mod, not sure if i was using it or not.

Woooops

I think I was in Brygun_add mode vs BAC mode

BAC does need all the Bouidda tilesets

All Bouidda tiles added

Hard to know if I missed a special selection so I hope they are all there.

AFAIK any missing tiles for carried items wont cause critical errors
Title: Re: BAC Mod = Brygun and Community Mod
Post by: JEB Davis on December 28, 2018, 06:01:18 PM
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.
Dang!    Are you okay?
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 07:23:06 PM
Doesn't seem like Roads and the well are,

Management of biy_XXX improved by having multiple boff_biy_BAC_alt_#.txt files which user manually turns on or off (by removing or restoring the boff_ portion of the name).

Road included in building menu
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 07:42:00 PM
re: cookery -
Is it redundant to have "Dry meat soup" and "Smoked meat soup", when the Njerp cooking mod already includes Borsch and Goulash?  Borsch is basically dry meat soup, and Goulash is basically Smoked meat soup, just with more options.

 I think this community mod is a great idea, by the way.

(etc etc)


Smoked meat and dried meat soup have different meat lines. The dried meat soup would not allow you to use smoked meat and vice versa. Just made sense to duplicate them with the one recipe line changed.

As for goulash I haven't tried it out yet so it might be more expansive. If you have the extra ingredients it would certainly seem like a Goulash. however if all you have is dried/smoked meat then its just a soup isn't it?  ???

Either way I don't see to much risk of needing more line entries within the cookery menus at this point so I'm inclined to leave both dried/smoke meat soup in.

>>>

= Broadhead arrow duplication removed

= Knife handle pieces moved to diy_BAC_boneworking.txt

= Root rope skill *SURVIVAL* changed to *COMMON*

= Short quarter log base object fix from "Block" to "Block of wood"

= diy_BAC_Bowying double list fixed

= Carpentry naming alternate tubs aka cask, keg, barrel is WIP as the keg and barrel are behaving oddly. It intend is a good idea to consider using {* tub} and {* tub of water} in other recipes. I will had it to the unresolved. Note this is also pending sorting out the keg/barrel bug:

= "Just made a Keg-style tub, and its weight was 3 lbs. What the hell? o.O "
And now you see why I was banging my head for a few days.

= Fix for cask etc of {* pot} to {*pot} done. Space interferes more than one would first think.



Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 07:45:28 PM

I noticed you didn't include the pine tar gathering and glue-making... from my testing it seemed unbalanced (much easier to use birch-bark), but I'm wondering if it could be balanced somehow. Is pine tar or resin usable as glue on its own? Maybe being able to let it collect the resin for a few days or more but then get usable {*glue}, except perhaps for some more specific/complex projects which would require proper pitch glue? It feels like resin should be a low-tech way to get some glue-y material, which could be balanced by the preparation time collecting it.


Missed that. Hadn't used your version yet. The matter is open to discussion and feedback. So long as the glue comes out to a {*glue} recipe things should be okay with being grabbed.

Currently the pitch glue is used in BAC as a self made glue with

#1# pitch glue = glue
#1# glue #1# branch = caulking
#1# glue #3# water = paint that dries to #2#

All need heating at about 1 firewood per hour

 
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 07:51:04 PM
Next version of BAC relesed

Updates include the last several posts by Brygun based on community feedback, finds and requests

biy_ handling changed a little so I suggest erasing/storing (biy*) (b as in bumblebee) from your Unreal World directory before install.

Possible other source of glue is still an open for discussion issue.

Readme_BAC_unresolved now explains some issues and decisions.

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 08:32:31 PM
oh...

HOORAY FOR A CLINKERED PUNT GOT BUILT! WOOOOOOO!!
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 08:41:15 PM
Re the "{Knife} <Draw knife>"  issue there is no [ground] command so the draw knife needs to be in your inventory.

For the "preferably" not showing im not sure. Does preferably only work with vanilla objects? this is why I asked to test is {Axe} "Adze axe" comes up with preferable as the adze is a modded in item.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 08:48:20 PM
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.
Dang!    Are you okay?

I regret not having enough injuries to be visible for police to charge him right away. You would think a blow hard dominated screaming "Crazy Russian" as the staff call him would have muscle to back up his mouth. Police are looking to get the witness testimony to charge him and remove him the area.

Only part that really hurts is my toe where he stomped on it. It hurts because he was fat!

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 09:33:05 PM
To communicate and co-ordinate adding to the mod set Readme BAC upcoming.txt which lists our various short and long term goals.

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 09:42:27 PM
Regarding rename recipes to use {*tub} or {*wooden tub} there are now clay containers that can also hold water. {*tub} allows both clay and wooden containers to hold the water for say smithing.

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 09:48:24 PM
To Signatus:

Can you please post in this thread the various recipes for your alternate {*glue} material. It will ease us all taking a look at it. Please suggest which menu to fit it into.  ;)
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 28, 2018, 09:59:43 PM
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.

Damn, that sucks! I hope you're doing better

I regret not having enough injuries

Lol, said no one ever, or so I thought!

Quote
Only part that really hurts is my toe where he stomped on it. It hurts because he was fat!

Note to the devs: fat characters should deal more Kicking damage  ;D ;D ;D it's not just Sami getting injured in the name of science!

Re the "{Knife} <Draw knife>"  issue there is no [ground] command so the draw knife needs to be in your inventory.

You sure? I was dropping everything to build it, and some options don't require that tag, I think

Quote
For the "preferably" not showing im not sure. Does preferably only work with vanilla objects? this is why I asked to test is {Axe} "Adze axe" comes up with preferable as the adze is a modded in item.

I'm pretty sure the Adze axe was being asked as a preferable tool, but I can test it later. Can the asterisk be used on that field? For instance <Draw *>, just in case

Quote
however if all you have is dried/smoked meat then its just a soup isn't it?

I think those soups require vegetables as well, though. Not a big deal, really, but there's that. I'll test today if I can make goulash with a simple campfire

Quote
So long as the glue comes out to a {*glue} recipe things should be okay with being grabbed.

That's easy, it could just be called resin glue or pine tar glue. Some research is in order to understand how much one would need and details on the process. It is also possible to make pitch glue from it, I'm sure, but I don't know if it's an important distinction or if resin can be used in place of pitch glue in all projects.

However, it makes sense that you could use resin to make a Stone hammer or Caulking, no? This would make it ppssible to acquire glue without a pot, even if taking longer. Tapping the tree has to be roleplayed tho!

To Signatus:

Can you please post in this thread the various recipes for your alternate {*glue} material. It will ease us all taking a look at it. Please suggest which menu to fit it into.  ;)

If you can find the files I attached previously, it's in the zz_glossary under the Lumber menu. It was pretty simple though, and inefficient. Pine tar was collected 0.1 lb (or 0.5?) at a time based on some other mod and the pitch glue from tar recipe used the #5# requirement of the birch-bark one

By the way, is a birch-bark lace supposed to be the standard way to get birch-bark?
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 10:51:57 PM
to Jeb or others,

Can you repost Jeb's lamellar armor recipe list from the old thread?

I'd also like to add to it at least iron helm and maybe iron spectacle helm if someone has a recipe for those to toss into the mix.

Maybe steel elbow and knee guards of
{*steel billet} #??#
{*cord} (2)

An expanded list of lamellar armor pieces would be cool.

IT does need at least a "sheet of lamellar" which can be made from raw materials and another recipe to cut it out of existing armor.


Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 11:29:04 PM
Cookery:

Dried meat soup
Smoked meat soup

Vegetables are now an optional item. Seasoning is already optional. Basically you boil the meat to restore its moisture and maybe add other stuff.

The goulash etc are a baked dish.

////

working on biy_ items some more




Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 11:48:56 PM
Leaving keg/barrel weight problem as is, for now.

biy experiments and restructuring done. The use of boff_ filename leader remains the best way I can find.

boff_biy_BAC_caves.txt for the cave specific recipes
rain catcher and well are now in separate boff_biy_BAC_Alt_#.txt files

biy_BAC_Standard now holds standard and non-conflicting items. For now that is just the road entry.

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 29, 2018, 12:25:28 AM
diy_BAC_crafts.txt is to be deleted when you get the next update. All entries have been moved to other diy_BAC_XXX files

Title: Re: BAC Mod = Brygun and Community Mod
Post by: KKarlssoNN on December 29, 2018, 12:31:10 AM
Signatus asked: "By the way, is a birch-bark lace supposed to be the standard way to get birch-bark?"

From my experience... yes. Scratched my head for a bit trying to figure the way to get it. "Strip" might be a better word. Doesn't really matter though, unless the code needs it.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 29, 2018, 12:48:52 AM
correct on Birch-bark lace

Having had birch at our (now sold  :-[ ) cottage the strips you can easily peel off can look like laces.

BrygunAdd for the canoe also added getting very big "Roll of birch-bark" which in testing did get used for the build items

>>>>

I had a look at Signatus Pine tar -> Pitch glue and find it valid. It also teaches there is more than one source. This teaching is a good thing. A survival game of this quality does put in mind how we might survive in the real world. At least better than needing 100 golden pick axes... with gold too soft to do the work of a pick.

>>>

Making pitch glue is being moved in to the "Barkware" menu


>>>>

Both glue menus need some research as to why a "shovel" is needed to put dirt on it.  :o

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 29, 2018, 02:19:21 AM
Update  as above plus

Glues and lead up in Barkware


Researched the pitch glues and why a shovel was needed.  Shovel replaced with {Rock} as simpler build with as follows

Pine glue the rock grinds charcoal and ash into the mix

Birch-bark glue the rock is used to dig a shallow hole and bury it. With how small the hole is I dont see a shovel being needed but it does explain where the shovel need came from.


Barkware given a birch-bark cup

Birch-bark got headdress for rocking those ceremonial rituals in style, feathers are optional

Birch-bark got tassets to wrap your hip and groin for those near naked night festivals

Experimenting with birch bark clothing to have optional bone and feather additions to their names. This needs testing.



Title: Re: Collected community mods, BAC project, Smith & Primitive & more
Post by: Brygun on December 29, 2018, 05:00:57 AM
in next update:

Cookery calls for {Board} give [ground] tag so kitchen can have the board in it and you dont have to hold it

Dried berries and dried mushrooms {Board} changed to {Stone} to allow earlier survivor access to drying those items.
Title: Re: Collected community mods, BAC project, Smith & Primitive & more
Post by: Brygun on December 29, 2018, 05:36:31 AM
 ;D :) ;D :D :)

Behold!

The punt shelter!

Yes! Make a shelter with your punt and dismantle it in the morning.

I've been wondering a long time if this works and it did!

Of course when active it blocks the normal shelter building.

Im attaching the file here with the boff_ blocker for you to remove. It will be part of the next zip update.

Take with your four (4) stakes to make two X to hold up one side of the punt. Instant lean to! Well 10 minute lean to. This is much shorter in time to keep building shelters especially as you can carry/sail with all the parts the next morning so quickly.

My simple test did return the punt even with the mod turned back off.

Still, I strongly recommend recovering your punt before deactivating the mod.
Title: Re: Collected community mods, BAC project, Smith & Primitive & more
Post by: Signatus on December 29, 2018, 07:41:58 AM
What is sap/resin/pitch?

All of these are names given to the sticky material that Pine trees exude to cover their wounds and prevent bugs and infections from creeping in. Functionally they appear to be pretty much the same (at least in the context of pines), but sap is the most liquid sugary form (and it's what trees usually use to transport nutrients), while resin is the solid and hardened version of it. Pitch seems to be the intermediate, not quite either. The ones we're more interested in is the pitch and resin, which are sometimes used interchangeably. I'll refer to it as resin below.

https://downandout.wordpress.com/2013/10/17/whats-the-difference-pine-sap-pitch-or-resin/

What about pine tar?

This one is confusing... pine tar is kind of "liquid smoke", made by burning resinous wood ("fatwood") with a minimal amount of air, and the tar would then flow out of it. It seems to be best to use dead dried fatwood, rather than a fresh one, oddly. Its uses include waterproofing, firewood, preserving ropes and cordage, sealing material, etc. This doesn't seem that relevant to our intended uses, unless we wanted to use it to paint clinkered punts, which seems like a waste of menu entries when we have the very similar pitch with almost identical uses. It seems to also result in charcoal, and appears to be able to be turned into pitch glue by boiling. Seems to be a roundabout way to achieve the same thing, though

Can be used to make soap, but this isn't quite Dwarf Fortress :)

https://www.puuvene.net/phuhta/artikkelit/tar.html

https://www.survival-manual.com/pine-tar.php

Video of a guy doing it (INVOLVES A SHOVEL!): https://www.youtube.com/watch?v=PNf2Kre7ylI

What can pine resin be used for?

Mainly it can be used for creating "natural" glue and (surprisingly) medicine. While resin by itself is not usable (but is easily storable), it can be heated to become malleable and sticky, but is usually full of impurities like bugs and bark.

How to make pine pitch glue?

While there's some optional ingredients that you can use depending on your needs or resources, the main ingredients are a tiny bit of powdered charcoal and some resin.

Just use a knife to cut/scrape it off the bark. It's that simple, though it'll obviously have some impurities. While it's possible to tap a tree, it involves more preparation, tools and damage to the tree that aren't very well modeled in-game. Also, collecting naturally occurring resin feels much more in tune with Nature
You don't seem to need much charcoal, burning the tip of a branch might be enough
This has to be done carefully because it's extremely flammable. A double boiler (a pot of water with another pot inside it) is advisable, to control the heat.
A sieve can be used, but it can also be done manually, I guess.
It should still be sticky, but not so much as before. You don't really need to do it with your hands, of course
This isn't really needed, but seems to help strengthen the glue. The kind of material often suggested is rabbit/deer poop (yes, their dried and ground droppings) and finely ground plant matter. Animal fur (like your cat's fallen fur) could also be used. This is NOT necessary at all
This is only to make it more flexible and easy to work with, but is also absolutely unnecessary
It doesn't seem like you should let it boil too much or at all, since there's also the risk of it catching fire. That seems to be absolutely dangerous
Use a stick to grab/roll a bit on the end, cool it so it solidifies and then get some more. Eventually you'll have the tip full of pitch glue to carry around
[/list]

The proportion of sap to charcoal is up for debate, but it seems to be 4 resin to 1 charcoal/filler, or even 2 resin to 1 charcoal. This isn't really really something easy to mass produce, so I think that for game purposes we can ignore the charcoal and filler. They could be made optional ingredients in order to "teach", but you could accidentally be using them when you don't really need to.

Some videos:

Primitive, no fillers: https://www.youtube.com/watch?v=9-5E_aGFmW0
Uses a frying pan, but explains the whole process and shows use of resin as "bandage": https://www.youtube.com/watch?v=Vr1tQuq1rIs
You can see how flammable the resin is about 6:00 on this one, only purifying resin to be used later: https://www.youtube.com/watch?v=XOxwFwahpwg?t=360

Some sources (there's a lot more, but these are enough):

https://www.survival-manual.com/pine-pitch-glue.php
Using double boiler method, with pictures: http://www.primitiveways.com/pine_pitch_stick.html

What about the medicine?

Remember when I mentioned that pines ooze out the sap to protect them from infections and bugs? It seems that those properties extend to humans as well! Besides the melted resin "bandage" which can be used to close wounds and stop bleeding, it also has some properties such as "antiseptic, astringent, anti-inflammatory, antibacterial". Sound familiar? They sure are :)

Rather than simply use the raw or purified resin, one could possibly make a salve. The steps are simply: Heat resin with oil (resin is oil-soluble) in a double boiler, then strain it to remove impurities, and finally heat it again with beeswax. One substitute for the olive oil is some herb-infused oil, of which yarrow is mentioned around as commonly used (and is in the game already). It might need a bit more research, but it seems that you can also make oil from birch-bark (holy crap, this tree is a godsend!). I'm willing to roleplay the existing Bark-water as oil, but we have plenty of menu space in cooking, really.

I'm at a loss in regards to beeswax, but it seems some vegans (I'm a vegan but I'm not into that stuff) make healing salves using plant oils and some substitutes like cocoa butter (lol), bayberry wax and some other exotic stuff not relevant to Finland. The beeswax also acts as a preservative, so it can spoil. Perhaps using milk or just ignoring this detail?

While it seems silly to even mention the salve, what if we could emulate it? :) I'm not sure if it's possible, but what if we create a HERB which does not grow anywhere at all and is only possible to be created using a cooking or crafting recipe? This would make it possible to use it as seasoning (silly, I know), but would also let you use it along with bandages, thus getting its healing effects as defined in the herb file! If possible, this could in theory be expanded to other plants and herbs, though its only use would be to make your supply of leaves/herbs last longer, maybe.

This "hack" could be used for soap as well, but does it make sense?

Sources:

Short description of uses: https://survivalsherpa.wordpress.com/2015/02/05/16-uses-of-sticky-pine-sap-for-wilderness-survival-and-self-reliance/
Very detailed and scientific: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5434829/
Pine resin salve: https://theherbalacademy.com/make-pine-resin-salve/
Birch oil: http://ettebo.se/en/how-to-make-birch-oil/

Conclusion

Pines and birches are the best. It's very simple to collect resin and it can then be used as a makeshift bandage, to stop bleeding, is antibacterial, and it can also be made into a healing salve. There is some overlap between pine pitch glue and tar, but unless we want to make soap it doesn't seem worth it to distinguish them. Also, tar seems too much of a hassle compared to how easy pitch glue is to make.

It seems that Neanderthals used to make birch-bark pitch glue, but I haven't gotten around to those methods and how it differs from resin. I would assume that you can't just substitute resin for bark and get the same results, though.

Sorry for the long post, but this was fun to learn about! :D

Edit: Most importantly for the recipe, I think making pitch glue from resin's waiting time should be reduced from the \8h\. It's actually a relatively quick process,but you'll have to keep an eye on it in order to not screw it up

Edit2: I've tried making a recipe that creates a custom herb, but it's not working. I'd appreciate some tips for making it work. One problem I found is that it has to be a leaf or flower in order to be used in treatment, unless we make a "herb" that can be threshed for an appropriate amount of leaves/flowers corresponding to the weight of the salve. I guess it could then be put in a bowl or something?
Title: Re: Collected community mods, BAC project, Smith & Primitive & more
Post by: Brygun on December 30, 2018, 01:05:48 AM

Sorry for the long post, but this was fun to learn about! :D


Education is a vital aspect of life.

I have long looked at Unreal World as having enough realism to teach survival methods. That's one reason I don't use as much "game balance" as others choose. Things like simple cordage exist which makes survival, and thus the game, so much easier.

I would rather have friends alive by having played an educating game then friends dying with memories an entertaining inaccurate game.

Its why I no long like Bear Grylls and don't buy his products. Things like jump off a cliff make for sensational TV while teaching people things that can get them killed. A survival show should have a better focus. Example: Les Stroud's Survivor Man and numerous youtubers like Far North Bushcraft and Survival, Survival Lilly, Corporal's Corner to name but a few.

>>>>

I will reveiw Signatus's information detail. Thank you for posting it. Afterall I did ask for it.

>>>>


For those who might be interested youtube allows one to collect videos into a playlist. The following is my collection of "Outdoor" related videos. ~360 videos. You will find reference to things that ended up in the mod.

https://www.youtube.com/playlist?list=PLa3rCY8IM8d2nnaEH0hu7pq-iFKC1m6sY
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 01:43:24 AM
Single file update for Barkware.

Based on the recent material from Signatus.

Cooling times for both pine and birch-bark lowered. Pine is lowered to 2 hours like in the video. birch-bark to 4 hours.

Pine now has a branch consumed for charcoal, though not patchwise. Represents a small amount of wood.

Pine now calls for 2 rocks to have a grinding surface.

For both pine and birch-bark Im satisfied with a rock as a digging tool. Shovel in the game is needed for big projects like pit traps, charcoaling mounds and wells. Shallow digging is all that is needed for the pots in the glue making recipes. Shallow can be done with rocks... technically the right shaped rock... with a chisel like end. Those are fairly common so I dont think they need to be a tool.

Likewise shallow digging can be done with so many other tools even a knife. A rock in a recipe is pretty low cost and does give a line for explaining something.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 01:48:12 AM
On herbs I haven't tried anything about coding them.

A glue bandage does sound like it is possible but you would need fire at the time to apply it.

We have washed bandages to reduce bandage needs, or rather make them reusable to honorable players.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 01:48:21 AM
Subscribed!
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 30, 2018, 02:48:14 AM
On herbs I haven't tried anything about coding them.

Just a quick update: I was able to make a pine salve "herb" which has topical medicinal properties so it can be used along with bandages or cleaning wounds, and it exists nowhere in the game world unless you make it. The only thing breaking immersion is the fact that only leaves or flowers can be used for it so we have to create a "bunch/fistful of pine salve flowers/leaves". I haven't tried using the [name:] tag to try and override it, but I assume it won't get rid of the "bunch" part.

Would it be better to make it a cooking recipe, so that it has to be held in a container? That way you'd keep it in bowls, which at least makes some sense. You could carry a cup of it with you when travelling if you have big quantities stored and you'd be good when it comes to medicine.

Maybe add a spoilage tag to not make it last forever?

This could be extended to other plants, I suppose. It shouldn't be too easy to prepare, though!
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:06:35 AM
Im now working on the lamellar as Jeb posted in the previous thread.

There is a graphics call that I don't think I have:

[TILEGFX:fw-lamelpce]

Can anyone locate that? Post it to this thread if you can. Also, a link to the source thread may also speed up writing  other armor recipes.


>>>>>>>

Glad to hear on the herb

Its not such a big deal if there is the words like bunch or fistful around.


[SPOILAGE:0] turns off spoiling.

We are talking about the stuff that turns into amber so if not 0 the spoilage could be big, like 180 or 360.

One game balance matter, which I don't normally focus on, is that the source pine clumps have to be searched for. Instead you get these clumps pretty quick.

I might change the pine tar step to something like "Search for pine tar" and have people spend 1 hour or more with low/zero effort to mark them searching the woods for it.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 30, 2018, 03:21:31 AM
Im now working on the lamellar as Jeb posted in the previous thread.

There is a graphics call that I don't think I have:

[TILEGFX:fw-lamelpce]

Can anyone locate that? Post it to this thread if you can. Also, a link to the source thread may also speed up writing  other armor recipes.

I'm willing to bet the fw is for Finn's Wilderness modpack, but I can't find a download link...?

https://www.tapatalk.com/groups/urwforum/the-finn-39-s-wilderness-living-modpack-v1-3-t8082.html

Quote
One game balance matter, which I don't normally focus on, is that the source pine clumps have to be searched for. Instead you get these clumps pretty quick.

I might change the pine tar step to something like "Search for pine tar" and have people spend 1 hour or more with low/zero effort to mark them searching the woods for it.

What would be an appropriate amount to get each time, though? Remember, you need #5# to make the pitch glue. Would a tapping mechanism as an alternative but more complex method of gathering it be appropriate?

I guess one could just search for resin while waiting for other stuff to prepare ;)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 04:01:17 AM
Some searching of the old forums found this discussion with Grande Modder Rain involved

https://www.tapatalk.com/groups/urwforum/simple-lamellar-mod-t7728.html
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on December 30, 2018, 04:14:18 AM

[TILEGFX:fw-lamelpce]


I'm willing to bet the fw is for Finn's Wilderness modpack, but I can't find a download link...?

https://www.tapatalk.com/groups/urwforum/the-finn-39-s-wilderness-living-modpack-v1-3-t8082.html

You are correct it's from the work of thefinn's wilderness living mod.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 04:17:42 AM
Can i make a stone hammer with a fine stone axe? It's all i have. My timbercraft is 25% (novice)

I need a axe haft. To make a haft it says I "need split birch trunk. I couldn't find how to make a split birch trunk anywhere. I thought it might mean "split a trunk into boards", which i can't do with a fine stone axe because it says it will take too long. In the code for a axe haft it mentions "short quarter log". When i try to make this log it has as a craft requirement "can be used as a board," that i can't meet. I tried making " radial boards" but they can't be used to make axe haft.

EDIT 1: looking in the code for "short quarter log it has "{Rock} [ground] +'Can be used as a board'". Do i need a rock or to be on plain ground tile to make them?

EDIT 2: I grabbed a rock and i was able to make a axe haft, than eventually a stone hammer. Maybe i was standing on a log tile or I wasn't on a plain ground tile, before. 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on December 30, 2018, 04:33:29 AM
EDIT 1: looking in the code for "short quarter log it has "{Rock} [ground] +'Can be used as a board'". Do i need a rock or to be on ground to make them?

Code: [Select]
{Rock} [ground]Ingredient is the rock and a rock on the ground (on an ajacent tile to you) can be used from the floor (ground).
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 04:57:36 AM
There might be an error\type-o with "short quarter log" here are the 3 requirements:

- Quarter log
- Axe
- Can be used as a board
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 05:28:45 AM
I forgot about my cleaned, in the process of de-hairing squirrel skin and its rotten now. Can it be used for anything?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on December 30, 2018, 05:43:46 AM
I forgot about my cleaned, in the process of de-hairing squirrel skin and its rotten now. Can it be used for anything?

Take it into your house, walk to the north wall, drop the pelt, use "p" and push it North onto the wall.
This commemerates a tiny failure as wall art.

P.S. No there is no use, though I've also used them as doormats at my shelter.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 07:43:49 AM
I noticed That flax is in the mod but there's no tile. There is one in caethan's sufficiency mod, I added it in. See if i can find it in the game. My herblore skill is 26%.

Also i ran into fluffy mushrooms but they look the same as any other plant. I can't find a tile in the mod for it. Going to see if i can find one from another mod or are they vanilla, i can't find a tile.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:31:43 PM
I noticed That flax is in the mod but there's no tile. There is one in caethan's sufficiency mod, I added it in. See if i can find it in the game. My herblore skill is 26%.


Please attach any missing graphic file so I can merge it into the BAC mod zip

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:38:05 PM
fixes to Lumber

Axe haft = text talking of old ingredient corrected

Short quarter log = {Rock} present to allow for comment about working as a board removed as it no longer acts as a board.  Board making for that path now goes from quarter log to radial board.

Note: Sometimes I put in {Rock} as an ingredient just to have a place to say something with the extra line of "+words"

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:41:21 PM
Mod update

Various fixes as discussed recently

Also has the start of the armor making with Jeb's lamellar which I believe traces to Rudy on the old forums. There has been adjustments for BAC integration including the new standard of quality tying supplies of {*cord}.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:45:39 PM
Code: [Select]
{Rock} [ground]Ingredient is the rock and a rock on the ground (on an ajacent tile to you) can be used from the floor (ground).

It is also my understanding, and correct me if I am wrong, there can be a rock in your inventory >OR< if the game doesn't find that it looks on the ground at and around your current position.

My characters generally carry a rock or two as survival tool so I believe it as both inventory and then ground checks.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 30, 2018, 04:14:44 PM
 I guess the rock could be made [optional] if it's simply to have a line to write somethjng on?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 05:04:57 PM
I guess the rock could be made [optional] if it's simply to have a line to write somethjng on?

heh, yeah it could.  :P



Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 10:41:22 PM
Tool -> Medieval drill
For making long thin holes. Will be required to make fresh lamellar to make the holes the cords go in. Will also now be required for the clinkering steps of clinkered punt to make pilot holes for the nails.

Tool -> Ball iron hammer
Requires an existing {*iron hammer}. Ball will likely have higher quality as it lets you shape from the striking side more. Will be required by some recipes like iron armor, which will then need skill penalties to offset the ball iron hammer.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 11:00:30 PM
Switching from "Club" to "Sesta" for some of the tools like Auger, Drill and pliers

Sesta isnt used much, espically by advanced tool users, so should have less complications. By time you are making those tools you likely already have or  will make a paddle thats better than a sesta.

It will also avoid the comical fights of parrying with augers.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 11:47:59 PM
Lumber getting a way to bundle and unbundle 100 branches, really as a housekeeping tool to reduce item counts.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 12:11:19 AM
Lumber getting spruce mat of 20 spruce twigs which you can take apart. This is the same number as needed to make a shelter.

I  thought about changing the vanilla shelter to use a spruce mat but declined as new players could get stuck.

The spruce mat is quick to assemble and take apart for handling that amount. It also works for RP for those wanting floor coverings.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 31, 2018, 12:13:26 AM
So is there a mushroom truetile in the mod or in vanilla?

Here's that Flax truetile if it wasn't already added:

EDIT: looking through the truetiles and truegfx i can't find mushrooms. I swear when i first started playing i saw them, back before i started using this mod. I think i was using the sufficiency mod, looking through it I can't find the tile.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 12:59:13 AM
Update

I had missed all the flora graphics which KKarlssoNN was instrumental in detecting. They are now in the graphics folder. If you had those graphics already you wouldn't have known they were missing.

Pine resin for pitch glue adjusted as pine resin is now 10 minutes per resin not 10 minutes for 5 resin. 5 resin now takes 50 min. This is mostly strolling the woods to find it.

I also added an experiment to make a hunting horn out of a pair of elk antlers. I was in the processing getting pine tar for pitch glue in its recipe when the rather major bug of missing many flora graphics was detected. Hunting horn still to be tested.

Tools got a drill (as mentioned) and pliers (meant for later mail armor making).

Other updates as listed in this thread.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 31, 2018, 01:01:22 AM
I looked at "flora_mushrooms.txt" and it refers to TILEGFX ex:

.Black ear mushroom.        (3)  :110:    [mushroom]
[TILEGFX:shr-blkear]

I looked in the game truegfx and i cann't find a ex:shr-blkear anywhere.

Mushrooms are vanilla so i don't know why there not showing up in game maybe i messed something up with my backup when i was installing mods. Or maybe its cause a older character had a higher herblore than my current.

EDIT: found them in truetile nevermind :-[
 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 01:09:54 AM
Its an old recipe if it has hte :###: in it like that. PRobably a vanilla.

I know in my game Im seeing mushrooms.

Attached is mushroom tiles from my unreal directory.


>This is not a BAC upload<

This is just for KKarlsoNN

(unless others have the same issue)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 01:11:49 AM
I need an upload for the pinetar graphic

fw-resin


I am guessing fw is Finn Wolf and I never used his mod so have none of his graphics on hand save what you guys send me.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 01:15:33 AM
Pine tar, pitch glue rebalance

10 minutes to find #0.5# with a patch of 60 minutes getting #3#

1 pitch glue from #3# pine tar
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 02:27:36 AM
WARNING

Crash occurred when attempting to make the hunting horn recipe being tested. Do not attempt it without a recent save!

Matter is under investigation.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 03:05:12 AM
Update with fix.

It was found the recipe had the wrong end bracket so the { } didn't match

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 31, 2018, 03:36:55 AM
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.

Would it be possible to do it the other way around? A .Punt shelter. "Shelter"?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on December 31, 2018, 05:14:24 AM
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.

I believe that with the usage above the shelter will be "named" punt shelter.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 31, 2018, 06:21:14 AM
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.

I believe that with the usage above the shelter will be "named" punt shelter.

You are absolutely right, I just tested it! Interestingly, the building remembers which objects were used to make it, even if the punt shelter recipe is commented out, but will only be called "Punt shelter" in the menu. Too bad that we can't add new buildings by using the existing ones as a base, since that would open up some interesting possibilities

Edit: For good measure: I tested my proposed .Punt shelter. "Shelter" and it didn't even appear on the menu. Not doable, unfortunately
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 31, 2018, 08:01:23 AM
Brygun, I did some extra testing regarding whether or not the adze axe was being asked as the preferred axe for the punt-making steps, and it doesn't seem like it works at all for custom tools. Here's the code I was using to test:

Code: [Select]
.Punt. [effort:0] [phys:hands] *COMMON* /1/ [noquality]
{Rock} [noquality]
//{Knife} <Draw knife>
//{Axe} <Adze axe>
{Draw knife} <Hunting knife>

Neither the commented-out knife nor the axe asked for any preferable tool. By contrast, the last line did mention the hunting knife as a preferred tool but decided to use the draw knife in my inventory in spite of the masterwork hunting knife being carried as well. {Cutting weapon} rather than knife or axe also didn't work. It seems that custom tools are just not accepted in that field?

This is unfortunate, since it means we'll have to force the use of those tools or otherwise ask the player to roleplay it. The effect of using an inadequate tool is also lost.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 05:27:47 PM
Glad the punt shelter was tried. I did seem to work that way.

On tracking graphics I noticed Finn's mod on the old forum was also doing that and talking of a leather sheet. We currently can only have one recipe. It I was to do a leather shelter for BAC I would use the entry from the hideworking that works up to a Kota extra-treated hide.

>>>>>

On the custom tools...

Darn.

We should let Sami know in the suggestions if there is something that can be done with reasonable coding. It might be far to deeply laid in the code though.

>>>>>

Lamellar armor could use some testing

Also needing testing is the Barkware headdress and tassets

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 12:00:12 AM
Based on the tool issues raised the transport items have been tweaked. This may also help with the quality result as the call for Adze axe wasn't working right.

Leather punt
Also the boating tarp is now "Large tarp" and moved to hideworking. This allowing the existence of a "recover tarp from punt" recipe in transport

Birch-bark punt
<Draw knife> (if it was there?) is now <Small knife>
Intention of birch-bark is to buildable without needing the extended tools

Finnish punt
Adze axe now mandatory during middle and deep log cutting phases
Added {fire} and {Branch} for burn helping with middle layers and adding a cool down time to help push efforts onto another day while still being doable for lower skilled on worker's time

Clinker punt
Adze axe now mandatory
Draw knife now mandatory
It already had mandatory Auger and Drill.
Clinker is, as always, intended to be highly complex requiring advanced tools and decent skills to build.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 03:00:43 AM
Researching what I could on converting Iron to Steel. Hard to get times. Implication is that it is way less than the /8h/ (8 hours) of the current recipe. Adjusted to /3h/ as still a major game item and for early iron age tools. List of relevant youtubes put into the Ironworking file.

Bear in mind that to make armor grade materials you will need steel not iron. So there will be a lot more activity and charcoal to get the right carbon content for that. Before steel was only needed only in small quantities like for the edge of an otherwise iron axe head.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 03:56:07 AM
Making changes to have leather punt <> tarp <> shelter possible

Tarp is more direct conversion of the Kota hide cover. Researched leather weight per area.

Leather punt will be reduced in weight and size
Take apart the punt to get the leather

Optional shelter from a tarp


A travel could then use a tarp to alternate between punts and shelters spending time to build and tear down to make a tarp shelter.

Or use a punt together and make punt shelters.

Also looking to confirm canoe capacities...


... cause i dunno.

 ::)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 04:37:40 AM
Update as above

The leather punt is smaller and easier to build. There is an optional tarp shelter. Together they let you make and dismantle to get a leather tarp back. Thus you can travel with a ready to build boat or shelter.

It will be a little quicker if you carry slender trunks and branches with you. The recipes for the building now use just those. They can easily be replaced in your travels.

Leather tarp weighs 10 lbs

Leather punt being smaller may have issues with how much you can carry. However Im not expecting you to haul trees with it anyway so it should be okay.

>>>

Recommended flotation for other craft update but that is just notes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 05:54:56 AM
Update and Happy New Year

Big armor update in need of testing

Armor group one now has
= Lamellar making  and repair path
= Iron armors (no repairs)
= Shields (no repairs)
Shields include the Brygun Addeditems rough wooden ones and now full quality ones

Advanced armor making will need Ball iron hammer and pliers.
Upper block tub appears in some armor recipes as in real life I used a block of wood with a hollow carved out with a ball hammer as a way to make deep curves. Hint: being made of wood its under the lumber menu.



Iron working
= Iron nails moved here. They are also used for rivets.
= "Iron shape" added, as an alternate way for the various not iron nails things one might make such as a roundshield rim, decoration or something else. Same recipe as nails but listed separately to avoid being used as nails.


Also....

You can make an iron codpiece to protect the family jewels.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Dungeon Smash on January 01, 2019, 05:15:55 PM
Hooray!  Iron codpiece!  8)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 01, 2019, 09:47:26 PM
Also....

You can make an iron codpiece to protect the family jewels.

As a portuguese person, from a culture that regularly eats codfish, this image immediately came to mind:

(https://images.uncyc.org/pt/c/c6/Escudo_bacalhau.jpg)

 ;D
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 02:42:43 AM
 :D ;D

As someone who has played modern sports its also been on my mind to add an armor item "Protective wooden cup" as a low tech early game way to protect those particulars.

Not sure what armor values to assign to wood. That's the only real quandary. Recipe could be 1 x wooden cup and 1 x cord.

Actually I do want input on wood armor values as I think we could use a low tech helm.

{Wooden bowl} '+top of skull'
{Board} '+side lames'
cord?
glue?


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 03:06:11 AM
Update

minor

Under ironworking et al many recipes changed to {*iron hammer}  or {*hammer} now that there are 3 types of hammer of various tech levels

Stone hammer
Flat iron hammer
Ball iron hammer

Should work as intended with better tech working for lower tech calls.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 02, 2019, 03:23:00 AM
I realized why Sewn bark hull wasn't working: {Tying Equipment} had the [ground] tag, but it always asks from inventory. That was screwing everything up
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 04:03:55 AM
Hotfix for transport as per Signatus

[ground] removed from the {Tying Equipment} call in Sewn bark hull
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 04:58:12 PM
Amazing work!

But uh, I'm having issues with "root rope". I'm on unfrozen ground, there's a spruce. And somehow it's not recognizing the ground as such. Any idea why this could be?

As you can see here: https://puu.sh/CqADj/64dd27e559.png
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 05:04:55 PM
*looks at the wonderfully delivered screenshot*

*snaps fingers*

Got it!

Its the space between the * and ground. "ground" does not exact match " ground".

Fix is:
{* ground} -> {*ground}

Hotfix file attached
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 05:38:57 PM
Ah, quick delivery! Thank you kind sir. But it doesn't seem to work even still. :/

As you can see here: https://puu.sh/CqBom/c1ed6a92c2.png

---

Another issue I'm having is that I haven't been able to locate an "Hardwood staff". This one:

Code: [Select]
.Hardwood longbow. "Longbow" [effort:2] [phys:stance,arms] *CARPENTRY*  %10% /320/ |2|
{Hard staff} [remove] [noquality] 'Hardwood staff'
{Knife}<Small knife>
{Bowstring} [remove]
[NAME:Longbow]
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 06:42:54 PM
On ground...

dang nabit... I did the space thing the other wrong way... that is with a space ahead of the *


for hardwood staff, Ill figure out a fix... probably short quarter log with more carving time. IIRC It was meant that the bow shaft was from a tree core.

I just consider the felled trees to be 3 meters or more long rather than just 2 meters of the tile

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 07:26:43 PM
Update of above plus

Longbow recipe no longer used Hardwood staff which no exists in BAC. Now uses "short quarter log", needs an axe to extract the core and time to make increased


Metal anvil now in

Anvil and hammer recipe calls no longer have [noquality] tags to inspire making the more advanced tools. Checked iron working, forging, weapons, armor group one, added items, mining_and_more, added items, utility

Yet to be tested if a master smith can get to masterwork items.

dehafting axes and salvaging iron/steel from weapons moved to Mining_and_more. That file is better at collecting the ways of getting ores, iron, steel

Weapon menu is now in its own diy_BAC_Weapons.txt file

Anvil stone and whetstone recipes slightly tweaked. Whetstone must come first and egads... needs a second stone around. Whetstone is then a tool to help with smoothing anvil stone.

Armor group one recipes for shields and iron parts now use a unified "Steel dome" to be found under ironworking.  We now use the one recipe entry for a dome which is then used for various purposes.



Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 07:45:28 PM
Oh, interesting. You can get birch-bark yarn using this call:

Code: [Select]
.Spin Yarn. "Cord" *AGRICULTURE* /1h/ [patch:5] [effort:1] [phys:hands,one-armed]
{*ibre from *} #0.5# [remove] [patchwise]  [name:%s Yarn] [naming:last word] 'Fibre'
{*Spindle and Distaff}
[TILEGFX:rc-yarn]
// Icon provided by Kaaven from the Urw Forums, modified
// 'Plant Fibre' -> 'Fibre'
[PRICE:5]

But it cannot be woven into cloth. Which, I assume stems from the fact that you ran out of menu space   ;D
As it can be woven into a very rough piece. As can be seen here: https://youtu.be/ey68uVUuyvs

Also from what I understand, these recipes should be able to use this yarn, correct?
Code: [Select]
.Nettle cloak. /60/ *HIDEWORKING* [effort:1] [phys:hands]
{*Yarn}  (1) 'Yarn' [remove]
{Nettle *}  'Nettle Cloth' #7.0# [remove]
{Knife} <Small knife> 'A knife good for fine work'
[PRICE:24]
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 08:06:13 PM
Funky.

Looks like birch-bark yarn is an unplanned side affect of combining multiple mods.

Technically you are making a sewing thread. They did sew with birch-bark on canoes. Using it on clothes seems weird but doable. So I'm okay with that.

It does appear that you could use it to sew nettle cloth to make a cloak. Trying to block it would likely take a major coding rethink.

I'm wondering how/if the cold were to barf if you used birch-bark thread on a loom to make cloth. However birch-bark cloth is AFAIK not valid for the existing recipes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 02, 2019, 08:09:49 PM
I've been looking at it as any yarn being usable because it's just complementing the actual cloth, while weaving actual cloth is more complex and can't be made out of anything.

You can make fibre from bark to use for cords and whatnot. I believe that making it usable for actual cloth would be way OP and take way too much menu space for no important reason
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 08:22:12 PM
Heh. It looks like a very itchy and very uncomfortable piece of hemp-like cloth. And probably not that durable.

But should work fine as thread, a very crude thread, but a thread nonetheless.

While I agree with Signatus, I think I'll patch up a "hemp" cloth with %-50% modifier for my personal use. But this might end up very very unbalanced like s/he pointed out.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 08:36:17 PM
@cheesealmighty you would also want to account for the clothing recipes getting the birch-bark armor quality and not that of the cloth. That may or may not happen naturally. Again, a significant coding project for not much gain. Just make more birch-bark underwear recipes.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 08:38:49 PM
Carpentry update

Adds:

Outdoor bench
Outdoor table
Outdoor turned table (uses bunk graphic)

Accesses existing graphic elements

Test of hideworking step failed to register them as suitable working surfaces. I suspect if I could use base object "tree trunk" that might work. I tried "tree trunk" and "Tree trunk" as the recipe base object but then they didn't appear in the menus.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 09:10:12 PM
@cheesealmighty you would also want to account for the clothing recipes getting the birch-bark armor quality and not that of the cloth. That may or may not happen naturally. Again, a significant coding project for not much gain. Just make more birch-bark underwear recipes.

Heh. Also I forgot even with %-50% you can get "decent" pieces. I'm just going to do %-100% instead.

Well, I think I'll be keeping the "[MATERIAL:cloth]" tag. So should still be getting the cloth attributes. I think. This should be better than having it have birch-bark attributes, since the product, from what I can see is a very crude, sack cloth like thing. And birch-bark items seems to be retaining the hardness of the original material instead.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 10:22:52 PM
Update

Some board recipes of my own:
Refined board -> effort to clean up a board to raise its quality before crafting
Carved board -> as a money maker or RP putting carvings into your building projects

Integration of Iago.Hach whittling mod. Items placed in lumber, bonework and carpentry sub menus

Vanilla wooden cup now uses Iago.Hach small block of wood (8 from a block)
Vanilla wooden bowl adjusted for 2 x time to produce 3 bowls.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 10:39:28 PM
 ;D

How I feel about wood consumption and why I did re-balancing:

https://www.youtube.com/watch?v=nuVY8hqyfbw

Do love the game Sami and Erkka made. In fact I love it enough to make mods to add items and apply a view point. Its far easier to be a modder than to be the initial designer.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 11:17:40 PM
Arrrg....

the number of times today I did file copy B -> A rather than A -> B

 :P  >:(
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 12:04:48 AM
Updates to earthenware and ironworking files


Earthenware updated with

- Now makes a kiln related in recipe to the ironworking bloomery
you need to the kiln fire the clay builds
Its heavy but portable

- Added clay cup, clay mug, clay bowl

- All clay builds now involve water to soften the clay for shaping, needing the kiln and fuel to fire the material

Ironworking
- Bloomery furnance recipe adjusted to be be similiar to the new Kiln
New bloomery is marginally portable

In theory some one with a large punt could sail around with the kiln and/or bloomery to work the materials nearby. In theory anyway.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 02:05:55 AM
After some thought a proper skill, not just *COMMON*, is needed for Earthware's clay goods. In my own games I rarely use weatherlore so going forward that will be used. Its about WL not really being used rather there being an activity connection between the two.

This is also keeps seperate the skills Building, timercraft, carpentry, smithing's use of carpentry, fishing and son on.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 04:19:05 AM
Update

So after today's repeat comedy of copying old files over top of update files to erase the updates I believe things are back on track.

This update now includes various "fun" and decorative items. As well as the whittling mod inclusions I have wiggled into the Carpentry, Earthenware and Hideworking some extra items for you to role play, trade and otherwise enjoy. Im leaving it for you players to enjoy seeing them so I wont give the list right away.

I could use some test building on them to make sure those recipes come out right.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 03, 2019, 09:50:57 AM
Since Privateer doesn't want his mead mod (probaly his other mods besides fish cuts as well) included in this. Can BAC be made compatible, then we can add his mods in ourselves? I'am assuming there might have to be a compatibly patch of some sort.

Kind of puts a wrench in the plans, but it's his mod and his wishes should be respected.

What are the chances of the shaman mod being added?   https://www.tapatalk.com/groups/urwforum/shaman-mod-t5232.html.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 03, 2019, 11:44:53 AM
When i try to fill up my block pot with water at the river it doesn't allow me to and i get the message ''you can't store different kinds of stuff in one container'' even though its empty. All I have used it for is making pitch glue.

EDIT: I can however fill my birch basket with water from the river than pour it into the block pot. Further... the block pot of water has no usage bar, not that it really matters, for me at this point anyways.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 03, 2019, 12:31:11 PM
Whats the difference between a stone forge and a bloomery furnace? I've made both, but haven't used them yet. I'am assuming the bloomery is for making iron ingots from iron ore and the forge is for making tools and weapons from iron ingots, among other things.

Another thing i forgot to mention. I want to make a braided bowstring, I don't have any leather for the other bowstring. I have fibers from birch bark that i could make into it, but after a little research, birch bark isn't mentioned as a material that was used to make it from plants. Hemp, linen, nettle, flax, bamboo, cane, yew, silk, inner bark of basswood, slippery elm, cherry trees, and yucca are listed.

I'am roleplaying not using it as I feel as though using birch bark is kind of cheating since i don't think it would make a useful bowstring. Is there a way to block birch bark from being used, without causing too much trouble?

Is it possible to use a skinned bigger animal carcass, in your inventory or nearby, to make a bowstring. The sinew would be used without it having to be a ingame material/item/object. Or perhaps it could be a material gained from butchering bigger animals.

I need barren terrain to make a whetstone, can i make the terrain somehow or do i have to go find it somewhere, up north or something?

Outdoor table and bench are not usable for tanning hides.     
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 07:05:59 PM
Re compatibility with Privateer's other mods, or mods from other people, it is one reason at least one of the first level menu slots is being left unused. That would let an individual person choose to insert the other mod in that slot(s).

As to direct compatibility of simply downloading the other mod that isn't logistically possible to confirm. One things that might go wrong is a menu running out of space (e.g. Utility menu is pretty full). There is also the letter assignment for the menu and its own submenu which I why in general I haven't used the programming option for the BAC recipes. AFAIK the first level of menus do need letter assigned.

If you look in the menudef_BAC.txt I already have listed what letters are free.

Individual recipes from another mod might collide and over write each other. That is why the BAC was done to begin with. To combine some popular mods, including my own Brygun's Added items, to allow a wide spectrum of recipes that work together.

Additional issues can develop within the recipes themselves with how the technology and quality are accounted for within the UrW programming options. For example:
{Tying equipment} -> {Cord} -> {*cord} -> {Rope} -> {*rope}

Each of those includes or excludes certain recipes. In BAC the recipes to create those objects have been adjusted to create items that work with that scheme.

So the summary on compatibility for mods not included is I can leave a bit of space for them but it will be for the individual user to sort out menu compatibility. Other than that each user/modder would need to figure it out their own custom situation.

>>>>>

I am willing to have mods suggested as possible BAC inclusion especially if the original creator agrees. In some cases the modders might no longer be active in the community.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 07:42:02 PM
Regarding bloomery vs furnance.

The following comments are being added to the Ironworking files to explain.

// Bloomery
//
// A bloomery is a vertical intense heat chamber where raw ore
// is heated to the point that the liquid can flow.
// Gravity and bouyancy principles seperate materials.
// While the iron, being at welding heat, binds together.
// It is an impure process and will need follow up work.
//
// Weblinks on bloomery
// https://www.youtube.com/watch?v=gDy1jx6mLgs&t=436s
// https://www.youtube.com/watch?v=FUhv2OnVVDU
// https://www.youtube.com/watch?v=F3rjjpuhCLI&t=22s
// https://www.youtube.com/watch?v=bajwZPebm-g&list=PL-vRsHsClLJ4yu4Vcs9nIhm5pGhxnJ5W6
//
// The option for useing the game's fireplace as a forge
// exists. It has many qualities in terms of structure
// similiar to a bloomery. It is possible to build
// an extra fireplace as a smithy.
//
// In terms of later recipes the calls are for *forge
// so both work equally well.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 07:45:51 PM
Sinew was one of the things purged when we dropped some of the Bouidda cooking recipes (blood and guts were alongside sinew). It has been on my mind to restore the sinew to the BAC.

On outdoor table and bench not acting on hideworking: correct. It appears the hideworking recipe for scanning for table and bench are in a layer modders can't access.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 08:29:01 PM
Indiviudual file update

Boneworking now has the Bouidda recipes for backstrap and sinew

Testing is needed in particular of the backstrap recipes which require a reindeer, elk or stag carcass to test

Sinew fibre given a better skill quality boost to more likely give fine or masterwork output

This is then processed in the utility menu to possibly create high quality cord for better bowstrings

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 04, 2019, 04:49:22 PM
When i try to fill up my block pot with water at the river it doesn't allow me to and i get the message ''you can't store different kinds of stuff in one container'' even though its empty. All I have used it for is making pitch glue.

EDIT: I can however fill my birch basket with water from the river than pour it into the block pot. Further... the block pot of water has no usage bar, not that it really matters, for me at this point anyways.

Sounds related to the base object

"Block pot" connects to the pot base object for use in cooking.

For a container to hold water stop once you have a "Deep block tub"  as it is based on the wooden tub not pot.

The earlier two "block tub" also count as containers have less capacity. The upper block tub is also used in some metal working steps especially for armor where you need deep curves.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 04, 2019, 05:15:29 PM
Update

I hope to start  a new job next week and with the stress of the legal matters pertaining to being assaulted I am unlikely to advance BAC much more than its already well developed state.

Please do report bugs and I will try to update for them but those updates will no longer be daily.

If I am off the forums for more than a month by all means someone else may continue the mod's development.

Today's update just catches the previously mentioned items

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 04, 2019, 07:22:50 PM
Hope everything turns out okay for your IRL job matters.

Here's an issue, the sinew cannot be extracted from the does. As can be seen here: https://puu.sh/CrD4p/c5b64425d3.png

Code: [Select]
{*reindeer * carcass*} instead of
Code: [Select]
{*reindeer carcass*} should and indeed does work.

I have a question though, I'm not sure where to get the birch and rowan "saplings" mentioned in the fletching section. Especially since it's asking for one in the inventory, and not nearby (like young trees).

Code: [Select]
.Birch Sapling arrow shaft. "Firewood" [phys:hands,one-armed]   *CARPENTRY*   %-40%  /15/  |-2|  [patch:5]
{Birch Sapling}      [remove] [patchwise] [noquality] +'Birch sapling'
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 04, 2019, 07:53:18 PM
The birch sapling should be in the lumber menu. You can gather them and then go back to camp to make the arrowshafts
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 04, 2019, 08:03:19 PM
My apologies, @Signatus but I don't see it here. There's only birch root. Unless I'm missing something obvious?

https://puu.sh/CrE6S/d861a849e6.png
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 05, 2019, 02:23:06 AM
it does seem to have disappeared... Here's the code to add to lumber menu (I hadit below big spruce branch):

Code: [Select]
.Gather Birch Sapling. "Branch" [phys:hands,one-armed]   [noquality]  /5/  |-2|  [patch:5]
{[NEARBY_TILE:BIRCH]}      [noquality] +'Birch nearby'
{Knife}
[NAME:Birch Sapling]
[TYPE:lumber]
[MATERIAL:wood]
[WEIGHT:0.5]

.Gather Rowan Sapling. "Branch" [phys:hands,one-armed]   [noquality]  /5/  |-2|  [patch:5]
{[NEARBY_TILE:ROWAN]}      [noquality] +'Rowan nearby'
{[TILE:BUSHES]}      [noquality] +'Bushes to collect saplings from'
{Knife}
[NAME:Rowan Sapling]
[TYPE:lumber]
[MATERIAL:wood]
[WEIGHT:0.5]
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 04:00:26 AM
update

the Privateer compatibility update

There are now two (2) menus available which should capture most of his mods one at a time, though to be honest you can swap mods around without losing objects existing in the game... except things like the flora/fauna like the beehives.

Added text to the first post of this thread briefly describing bringing in other mods

Delete diy_BAC_Addeditems.txt
Items moved to other menus to removed added items menu. thus there is now at 2 submenus available for using one of privateers mods
= Washed bandage, fish cut -> Mining and more
= fur and leather items -> Armor group one
(I attempted to put fur and leather into vanilla


menudef_BAC updated
Now nothing you should be able to have 2 submenus which will allow most of Privateers mod sets, though you will have to eat menudef to avoid letter conflicts

Above fixes for

= reindeer carcass
= applied carcass fix to elk and stag (still wondering if Stag is still a separate animal in the game)

= Sapling issue examine and put into Lumber. However, I believe "young rowan" may exist in groves making them findable, and possibly easier to find than a rowan and a bush side by side.
I dont know if the game even has a "young birch"
 Testing of  "young rowan" script requested




Brygun clothing recipes moved into Armor group one Brygun added items moved in like fur mask, fur niska, laced leather shoes


New clothes under "Cloth garments"
= linen/nettle ->  skirt,  breast wrap, privates wrap;

New clothes under "Armor group one"
= fur/leather -> chest band, loin cloth (bikini's may not be historical but...)
= Animal headdress (skull, face and neck) for shamans, actors and those too long alone


edit: Flash update to add optional bones and teeth to animal headdress

edit 2: flash to add optional antlers to animal headdress
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 04:31:35 AM
update

Absorb the flash updates above plus...

Noticed in hideworking a get inner birch bark recipe was present. moved to barkware.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 05, 2019, 11:59:57 AM
I mentioned this in a above post, it may have gotten overlooked:

"I need barren terrain to make a whetstone, can i make the terrain somehow or do i have to go find it somewhere, up north or something?"

Best of luck in your future endeavors Brygun! Appreciate the effort!
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 05, 2019, 01:21:11 PM
I mentioned this in a above post, it may have gotten overlooked:

"I need barren terrain to make a whetstone, can i make the terrain somehow or do i have to go find it somewhere, up north or something?"

Best of luck in your future endeavors Brygun! Appreciate the effort!

"Barren terrain" apparently implies:
Quote
barren terrain where stones would be easily visible, such as Cliffs, Mountains and Lichenous forests.

as discussed in the old Buoidda's Crafts thread:
https://www.tapatalk.com/groups/urwforum/buoidda-39-s-crafts-1-6-2-updated-2017-01-30-t8043.html

Although, if anyone has the list of these terrain type - in game grouping for the rest of the biomes, I would love to look at that.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 05:11:54 PM
Terrain types as known to the wiki

https://www.unrealworld.fi/wiki/index.php?title=Modding#.7B.5BTERRAIN:_.5D.7D
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 05:31:24 PM
Update

Got a character to a grove and there is no "young rowan" just the small "rowan" tree

Lumber updated

normally I would just post the one file but with my life transition I decided to do a full file upload to avoid newcomers missing the update.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 05:57:57 PM
Update

error discovered under lumber not showing Split spruce twig due to a missing "."

In turn this led to the menu overflowing and losing "staff"

Split spruce twig moved to utility where there are other cord making recipes.

Split spruce twig [noquality] tag changed to a hefty skill penalty. The BAC concept is that it is useable cord for basic tasks, like hanging meat, but not so suitable for other things. In fact its name will fail the {*cord} style calls. AFAIK its quality won't affect drying or smoking meat. If it does let me know and we will go back to the [noquality] tag.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 05, 2019, 07:13:12 PM
Terrain types as known to the wiki

https://www.unrealworld.fi/wiki/index.php?title=Modding#.7B.5BTERRAIN:_.5D.7D

Thank you, I'm aware of that list. But unfortunately I'm looking for this empty column: https://puu.sh/Cs6gI/f773490bab.png
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 05, 2019, 09:49:43 PM
It seems like you can't use clay tubs for ironworking, even though they're basically huge. It seems all the recipes were set to
Quote
{Wooden tub of water}

Code: [Select]
* tub of water works as probably intended.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 06, 2019, 02:05:21 AM
Update

cheesealmighty's report on the tub of water issue corrected in both the Ironworking and Armor group one files.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 06, 2019, 04:18:38 PM
Bone comb cannot be used as comb in extracting fibres/weaving: https://puu.sh/CswQl/58a0e608ac.png
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 06, 2019, 05:36:35 PM
Bone comb cannot be used as comb in extracting fibres/weaving: https://puu.sh/CswQl/58a0e608ac.png

I see two issues there: {Comb} needs to be {*Comb} and the bone comb recipe needs a fix to remove the doubled word.

I'd like to point out that the comb is optional but I'm still unsure whether it makes any difference whatsoever... does using a comb yield better results on average? Do you get any kind of penalty when not using it?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 06, 2019, 06:17:10 PM
Looking at the modding page in the wiki: https://www.unrealworld.fi/wiki/index.php?title=Modding#.5Boptional.5D

And the recipe:
Code: [Select]
.Extract Fibre. "Rock" *AGRICULTURE* /15/ [patch:10] [effort:3] [phys:arms,stance]
{Dried Retted *} [remove] [patchwise] [ground] [name:Fibre from %s] [naming:last word] 'Dried, Retted Plants'
{Club} '+for scutching'
{Knife} <Small knife>
{*comb} [optional]
[TILEGFX:rc-fibre]
// Icon provided by Kaaven from the Urw Forums, modified
[TYPE:tool]
[WEIGHT:0.1]

I don't know by how much it improves it, but should improve it.

Changing to {*comb} worked just fine, aye.

---

For the bone comb recipe:
Code: [Select]
.Bone comb. "Hunting Horn" *CARPENTRY* /2h/ [effort:1] [phys:hands] %-20%
{Bone} (1) [remove] [noquality] [NAME:%s comb] [naming:original]

It looks like it should work, but for some reason it doubles the "bone".

That sounded wrong.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Dungeon Smash on January 06, 2019, 06:44:00 PM
Hope your job goes well Brygun, and thanks for your great work on this mod.  I think this will satisfy a lot of "itches" for a lot of people, particularly newer players.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 06, 2019, 08:10:40 PM
In diy_BAC_Weaving

.Spin Yarn.       "Cord"    *AGRICULTURE*   /1h/    [patch:5]   [effort:1]    [phys:hands,one-armed]   
{*ibre from *}       #0.5#   [remove] [patchwise]  [name:%s Yarn] [naming:last word] 'Fibre'
{*Spindle and Distaff}
[TILEGFX:rc-yarn]
// Icon provided by Kaaven from the Urw Forums, modified
// 'Plant Fibre' -> 'Fibre'
[PRICE:5]

I believe you are missing an "F" here?

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 06, 2019, 08:17:15 PM

I believe you are missing an "F" here?

   - Shane

Well F me


>>>>>>>>>>>>

Actually....

the missing F means it also works for f which is probably while it wasnt there
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 06, 2019, 08:27:42 PM
Update

Boneworking comb naming losing the original marker.
That was likely from when Bouidda needed to create its own bones rather than the bones that were added into vanilla later on.

Weaving *ibre in Spin Yarn left as is due to the risk of making it "F" and missing "f" recipes or vice versa
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 06, 2019, 08:30:27 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on January 06, 2019, 08:45:45 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 06, 2019, 08:59:57 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 06, 2019, 10:08:51 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane

Unfortunately you can't add new skill trees to the game with the current modding system. That's also why some modders choose to use "weatherlore" as a wildcard. Usually for ironworking. That ini file is for changing the starting bonuses for different tribes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on January 06, 2019, 10:45:46 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane

Unfortunately you can't add new skill trees to the game with the current modding system. That's also why some modders choose to use "weatherlore" as a wildcard. Usually for ironworking. That ini file is for changing the starting bonuses for different tribes.

 As stated above, Sorry I misunderstood the question.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 12:36:18 AM
Within BAC Weatherlore is used for earthenware so you can improve your skills  and make more valuable versions.

BAC stayed with the typical presentation of Carpentry for ironworking. Bouidda and Rain (pretty much the grandfather of all ironworking) used Carpentry.

I've not used a mod using WL for ironworking but that doesn't mean someone didn't.

If you do wish otherwise a search-replace of the appropriate diy_BAC_XXX.txt files is easy enough. Especially as now there are many diy_XXX.txt files
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 07, 2019, 04:00:21 AM
I'm actually more interested in the textile side of things, so maybe I'll use WL for that....

Anyways, thanks all for the mod and the help!

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 04:27:07 AM
BAC as per Bouidda uses alot of Hideworking calls for making clothes

There is a few carpentry and agriculture skill calls in the early production related to the handing of plants.

AFAIK Hideworking is used in vanilla not just to tan the hides but to make them into leather clothes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 07, 2019, 04:43:37 AM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane

I did some testing, and it's just not possible even if you assign it a [KEY]. You can make a recipe use any skill, like *TEST* or *T*, even if undefined, and it'll just produce decent stuff. I even tried tweakingthe initial default and tribe specific skill with the same results. Doesn't even some to default to *COMMON*, though I might be wrong.

-><-

I noticed that .Flat iron hammer. and .Ball iron hammer. both use the *TIMBERCRAFT* skill. Is that on purpose?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 06:54:35 PM
I noticed that .Flat iron hammer. and .Ball iron hammer. both use the *TIMBERCRAFT* skill. Is that on purpose?

Ooops. Likely copy and paste error. Setting to carpentry.

<-->

Anyone know if I can remove from the BAC graphics directory the "it*" entries? Are those default game items? I think I grabbed them trying to be sure to include all references.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 06:56:56 PM
Update

Catching the skill issue on the hammers as noted by Signatus
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 08:46:46 PM
Update

Graphics cleansing

To reduce future file size removed the base game items it-XXX and vanilla plant graphics from the truetile directory

File sized went from 200+ (nearing the 256 KB upload limit) to 100+ KB

This will facilitate future graphics should they become available to attach to the BAC project

No recipes were changed nor added in this update.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 07, 2019, 09:13:30 PM
@Brygun, some success! I was able to make a spruce mat that you can wrap yourself in. I tested various formulas and it seems that it doesn't have to inherit a fur piece of clothing, not be of material fur, not even be a piece of clothing! All it needs is to be called "fur":

Code: [Select]
.Spruce mat. "Spruce twig" *COMMON* [noquality] /2m/
{*spruce twig} (20) [remove] [ground]
[NAME:Spruce mat fur]
//[MATERIAL:fur]
[WEIGHT:30]


.Dismantle spruce mat. (20) "Spruce twig" *COMMON* [noquality] /1m/
{Spruce mat fur} (1) [remove] [ground]
[NAME:Spruce twig]

I used WEIGHT of 30 to make sure it was enough. Not sure what the threshold is. Being Timber, it shouldn't be possible to use it as fur in recipes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 09:53:39 PM
Update

Improvement of spruce mat as per Signatus to "spruce mat fur"

Testing 20, 30, 40 found that 40 twigs, weight 16 produced a "lay on" message

2 of 40 twig mats generate the "wrap yourself in" message

Build time only slightly adjusted to 4m build, 2m dismantle. Build 1m per ten twigs to lay them down.

///////////////
// Spruce mat
// Partly for RP and for storing spruce twigs.
// Now acts as warmth layer for sleeping and two
// count for being wrappted in.
// I decided against swapping the vanilla shelter to
// use this as new players wouldn't know about it
// brygun = original recipe at 20 twigs bundle (for shelter)
// Signatus = figured out method for "fur" sleep benefits
// experiments for wrap done at 20 twig/8lbs and 30/12 lbs
// and 40/16lbs. The 40/16 was found to work


.Spruce mat. "Spruce twig" *COMMON* [noquality] /4m/
{*spruce twig} (40) [remove] [ground]
[NAME:Spruce mat fur]
[WEIGHT:16]
[PRICE:0]
// As a dismantle item only one input is used, otherwise
// a tying equipment (such as a split spruce twig) would be
// called for

.Dismantle spruce mat. (40) "Spruce twig" *COMMON* [noquality] /2m/
{Spruce mat fur} (1) [remove] [ground]
[NAME:Spruce twig]
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 10:22:20 PM
P.S.

 ;D Superbly done Signatus  8)

Now primitive survivors can wrap up in their lean-to wearing birch-bark and fur wraps.

Civilized survivors can now make spruce mat-tresses for their bunks.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 09, 2019, 07:46:48 PM
Doing some comment text expansion

One of them is under transport adding another really good build a birch-bark canoe video

// Another excellent make a canoe video
// https://www.youtube.com/watch?v=XOM2s6y08PQ


<->
Armor group one

leather/fur "chest band" now as "chest cover" with material, weight, price from #1# to #2#. Intially I was thinking like a woman's sport bra but there isn't anyway in the code to only cover part of the thorax. The increased weight seems closer to what would be needed for front and back thorax.

fur/leather loincloth now only covers groin, not hips and groin. Material need reduced from #0.75# to #0.5#. cord still needed and accumulates to weight.

<->

New text file

Readme_BAC_for_modders.txt

Notes for those making or adjusting recipes. Explains technology steps.



Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 03:59:03 AM
Update

Overhaul of birch-bark punt based better matching sequence of steps as seen in new videos and on data webpages. Weblinks in the diy file

Extra Pitch glue recipe in lumber removed as Barkware now has the different versions

Some more text in Readme_BAC_for_modders

edit:
Discovered bone spear from Bouidda was missing. Added it to Weapons. Slight adjustment as this version of Unreal World has its own "bone" objects now and Bouidda's bones were removed

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 04:25:06 AM
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 05:11:11 AM
I think I was the one who made those flora files get into the mod, though I wasn't sure if needed. Probably not.

By the way, should the punts needing Adze axe be changed to this?

Code: [Select]
{Axe}
{Adze axe} [optional]

Or perhaps Stone Adze?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 06:15:23 AM
I did some testing and I spotted a small problem with cleaning fish: It's always based on the pike! This means that all the cuts will have a pike's nutrition, which is probably not optimal,

The problem with adding fish-specific recipes, of course, is that it takes a lot of menu space. Currently the Mining and more menu has space, but it's still a lot:

Code: [Select]
.Clean pike. "Pike" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Pike}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean perch. "Perch" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Perch}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean bream. "Bream" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Bream}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean roach. "Roach" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Roach}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean pike-perch. "Pike-perch" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Pike-perch}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean lavaret. "Lavaret" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Lavaret}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean trout. "Trout" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Trout}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean salmon. "Salmon" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Salmon}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean burbot. "Burbot" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Burbot}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

To counter this, I can only suggest the compromise of including it as a cooking recipe but then we would need a fire to "cook" it. Simple enough, but is still an unnecessary detail. It would, however, keep the ingredient's nutrition pretty easily. Would it be possible to force 1lb of fish to turn into 1lb of cut, though? Is a [roast] tag necessary?

Also, should we document each fish's nutrition values for the Wiki? Here's the snippet from my debug log:

Code: [Select]
{57:10} Day/H:M 1/14:50 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0  kcal/100g: 185  kcal/lbs: 925  kcal/esine: 691
{57:10} Day/H:M 1/14:50 void eat(5) - Item: roasted salmon cut
{57:10} Day/H:M 1/14:50 Vatsa: 147 kcal/100g:185
{57:10} Day/H:M 1/14:50 Itemruoan_Vatsatarve: 0.51
{57:10} Day/H:M 1/14:50 It's very tasty.
{57:18} Day/H:M 1/14:53 Vatsa: 144 Energia: 2608 Jano: 826
{57:18} Day/H:M 1/14:53 RAVITSE: roasted salmon cut*0.51 -> Vatsa: 255 Energia: 3080 Jano: 826
{57:18} Day/H:M 1/14:53 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0  kcal/100g: 185  kcal/lbs: 925  kcal/esine: 219
{57:18} Day/H:M 1/14:53 ---- eat complete ----
{2:5} Day/H:M 2/2:55 ravinto(roasted pike cut) : Hi,Ra,Pr: 0,2,25 Neste: 0  kcal/100g: 118  kcal/lbs: 590  kcal/esine: 441
{2:5} Day/H:M 2/2:55 void eat(6) - Item: roasted pike cut
{2:5} Day/H:M 2/2:55 Vatsa: 0 kcal/100g:118
{2:5} Day/H:M 2/2:55 Itemruoan_Vatsatarve: 1.57
{2:5} Day/H:M 2/2:55 It's plain good roasted pike cut and happily consumed too.
{2:12} Day/H:M 2/2:57 Vatsa: 0 Energia: 1793 Jano: 1862
{2:12} Day/H:M 2/2:57 RAVITSE: roasted pike cut*0.75 -> Vatsa: 125 Energia: 2234 Jano: 1862
{2:12} Day/H:M 2/2:57 ---- eat complete ----

Some of it is in finnish, but I think it's a safe bet that "Hi,Ra,Pr" refers to Hidrates (carbs), Fat and Protein. As you can see, Salmon is 0,13,17 while Pike is 0,2,25. I assume that smaller fish have less nutrition, but I might be wrong.

Edit: Roach seems to be 0,7,23... not a big difference, but still something

Edit 2: I just tested and this seems to work to create a 1lb fish cut out of raw fish:

Code: [Select]
.TEST clean fish. *COOKERY* /6/  [noquality] [patch:5]
{Raw fish} #1# [remove] [roast] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[COOK_WEIGHT_DIV:0.75]

When roasted they lose 25% of weight, so dividing by 0.75 brings the cut back to 1lb. I'm wondering, though, if the SPOILAGE should be manually adjusted, to override the default roasting spoilage time (3 days?).

Bonus suggestion: Make the preferred tool a Fisher's knife (only to give it some actual use, especially for a fisher) and use the FISHING skill, perhaps?

Edit 3: DAMN IT! It seems that cuts made from the cooking menu don't count as raw fish... any idea on how to counter this?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 08:32:08 AM
New post just to share this table of fish nutrition I made:

Code: [Select]
NAME; CARB; FATS; PROT;
Pike-P* 0 0 16 =16
Burbot 0 1 16 =17
Perch 0 2 17 =19
Lavaret 0 3 17 =20
Bream 0 4 17 =21
Trout 0 4 19 =23
Pike 0 2 25 =27
Salmon 0 13 17 =30
Roach 0 7 23 =30

Should there just be a single fish-cleaning recipe, this should help selecting the best fit  for base object for balancing. Pike is the one giving the most protein. Roach is tied for most nutrition overall and has >20 protein and second-highest fat, while the salmon is the most balanced of them all: fatty but kinda lacking in protein.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 04:16:25 PM
The fish cuts producing just pike grade meat is mentioned in the mod's original thread.

In terms of adding many different fish cut recipes it seems better for an expansion mod than part of the BAC project. Its just so many menu slots for a very small change to the game play. BAC has to juggle many survival possibilities in limited menus.

BAC does now have to menus completely free so by all means you could use your limited (~50) custom submenu entries to house the specific fish cuts.

<->

I didn't look into it more detail on the nutrition. I did edit the original recipe in how the time worked with patch otherwise a 6 lb fish was taking 3 hours, an afternoon, to prepare for further cooking.

One could argue the nutrition should be set to the average meat level. Other weighted factors could include that you will tend to make fish cuts on large fish not small ones.

I don't do much fishing in game so it had a low impact for me.

If i were to change the nutrition it would be probably a median around 0-4-17 (edit: or Trout with 0-4-19). I would tend to exclude the roach as not often put to use for cutting and complex recipes.

I don't know if it is worth the effort to "de-pike" the recipe.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 04:47:15 PM
Almost forgot...

The way the game treats the "cookery" files the way to make the fish cuts is to use the "do it yourself" diy menus.

Hence the issue with how many menu choices a full list of fish cuts would use up.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: caethan on January 10, 2019, 05:33:55 PM
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 06:26:17 PM
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).

This is what happens when you just paste every mod on top of each other... I was suspicious that the file had some slight changes but was unsure which if any.

That shouldn't break the game at all, though. It's also cool to be able to find some of those crops in the wild without relying on villages and depleting their harvest/stock while at it.

Also Brygun, I noticed that the Shaman mod has a "Well" graphic.

As for the fish cuts, fair enough. It's a shame that we have to find a kludgy way to deal with it. One option I thought about was to make a "clean small" and a "clean big fish" recipes, but they'd rely on the player's honorable use. Another option would be to use the salmon object but force some waste in the process: 1.1lbs create 1lb for example. Not a big deal anyway.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 06:38:49 PM
I think I was the one who made those flora files get into the mod, though I wasn't sure if needed. Probably not.

By the way, should the punts needing Adze axe be changed to this?

Code: [Select]
{Axe}
{Adze axe} [optional]

Or perhaps Stone Adze?

Originally I had hoped to use {Axe} <Adze axe> but it was discovered the modded in tools don't register in the preferred tool system.

One relevant point of information is how does [optional] affect recipes outside of cookery? In cookery having the optional items present adds nutrition or medical values. Does having an optional item give you a boost? If there is no boost is there even a point in worrying about it?


There are several punts each with a different game and educational role. Please specify which. However, I can guess which ones you mean.

The ultimate punt, the clinkered punt, is intentional behind a maximum need for technology. In part this is due to it being likely post-period of Unreal World's setting. It also provides a post-first-winter goal. So specific tool calls are appropriate.

The Finnish punt is something that could entertain debate. With the {Adze axe} one must start smithing to make it. This requires weeks of game time to get going. With {Adze axe} [optional] it can be made without that the "build a smithy side quest". This has its uses as the birck-bark punt is ahistoric to Europe while the leather punt is known to be at least "nearby" if not Finnish.

If it turns out {Adze axe} [optional] gives you chances for higher grade output then I'd certainly be willing to go that way. It was the idea of {Axe} <Adze axe> to being with. If [optional] ends out to be just "fluff" I'd favor leaving the {Adze axe} in to motivate the "smithy side quest".




Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 06:47:15 PM
Update

flora_cultivated.txt returned to BAC project


Credit mention in the Readme_BAC_mod.txt file

caethan = Elements of caethan's self sufficiency mod included, in some cases as they were part of the Bouidda mod

Comment lines added to flora_cultivated and flora_flax to note that. Cethan's explanation in this thread included in the comments.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 07:11:38 PM
I can see the clinkered punt needing an actual iron adze axe, no problem, but maybe the finnish one should have it optionally if possible. The option of a stone adze axe (with very low quality) would make it possible to at least make it, albeit slowly and rougher.

Stone adzes are a neolithic tool and here's no reason to believe finns wouldn't make one. After all, it's little more than a stone-axe with the blade turned 90°.

Keep in mind that you can't sail to Driik and buy an adze from a craftsman, even though it's relatively simple/common tool
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 07:17:34 PM
Signatus: That's an interesting idea. A stone adze might be a way to do it.  Lemme think a bit. I have some non-Unreal world work to do today.

It be like

.Stone adze axe.

and change existing to

.Iron adze axe.


with the technology chain

{*adze axe}
{Iron adze axe}

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 01:39:38 AM
Update

Stone/iron adze technology discussed above has been implemented.

Finnish punt can now be done with a Stone adze axe though you may lose quality due to the adze's reduced quality. Iron adze axe avoids this.

Clinkered punt still requires Iron adze axe.

Lumber recipe for Refined board adjusted to {*adze axe}. No garauntee a low quality Stone adze axe will make it worth trying to do.

Carpentry had no adze calls at this time.

Readme_BAC_for_modders.text updated

I think that catches all the changes for Adze axe.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 11, 2019, 06:57:12 PM
I'am having trouble finding how to make a fishing rod. I'll keep looking.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 07:12:49 PM
Update

Minor

Under utility name correction for "Root Rope" to "Root rope" (not the second word is no longer capitalized)

Under utility "twisted and braided rope" and "root rope" price set to 1 to limit though still allow trade
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 11, 2019, 07:56:56 PM
Hmmm... I can't find fishing rod. I think it might be missing.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Greyehame on January 11, 2019, 08:32:22 PM
Brygun - Thanks for this great project.  I'm getting back into the game after a few years away, and playing around with this has been a lot of fun.

There are a couple problems I've noticed (from the BAC mod v026 download a couple days ago; didn't see either of them explicitly addressed since then):

The "Braced Bark Hull" recipe from the Transport menu calls for Tying Equipment ({Tying Equipment} (1)[ground] [remove] [noquality] '+tie ends of belly frame') but none of the tying equipment I've tried to use, including Birch Bark fibre cords/rope, root ropes, hide cords, and others, have worked to fulfill that step.  I suspect {Tying Equipment} may not be working as you intend.

Second, the recipe for Birch backing in the bowying catgory calls for {Split trunk}.  From what I read in the development thread, I think this may need to change to Quarter trunk?

Again, thanks for the great work.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 08:53:37 PM
Glad to be of service.

When a community contributes to you you should contribute back to them. True hospitality goes both ways.

Thanks for reporting issues. Looking into them now.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 11, 2019, 09:01:11 PM
Hmmm... I can't find fishing rod. I think it might be missing.

Indeed I can't find it either... I'mguessing it should be added just before .Net. in the utility file:

Code: [Select]
.Fishing rod.  [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Staff} [remove]
{*fishhook} [remove] 'Fishhook'
{*Cord} (2) [remove] 'Cord'
{Knife} <Small knife>

That should solve it!

There are a couple problems I've noticed (from the BAC mod v026 download a couple days ago; didn't see either of them explicitly addressed since then):

The "Braced Bark Hull" recipe from the Transport menu calls for Tying Equipment ({Tying Equipment} (1)[ground] [remove] [noquality] '+tie ends of belly frame') but none of the tying equipment I've tried to use, including Birch Bark fibre cords/rope, root ropes, hide cords, and others, have worked to fulfill that step.  I suspect {Tying Equipment} may not be working as you intend.

I just ran into this as I tried to make a birch-bark punt again. One of the issues I was able to solve was that you can't ask for a cord AND have the [ground] tag because it always asks for tying equipment from your inventory (from what I understood). This worked the first time I ran into this issue

However, something fishy was still happening, possibly because of the recipe having more than one {Tying equipment} call, and it was still not accepting any of them on the second call, the one with [noquality]. My solution was to make both of them ask for {*cord} and voila. It also seems silly that "sew with strong thread" can be fulfilled with split spruce twigs or bark laces:

Code: [Select]
.Braced bark hull. "Log" *TIMBERCRAFT* [effort:3] [phys:arms legs stance] /6h/ \40h\
{Opened roll of Birch-bark} (1) [remove] [ground] '+Intact sheet for bottom'
{Opened roll of Birch-bark} (1) [remove] [ground] '+Extend center sides plus other bits'
{*cord} (3) [remove] '+sew with strong thread'
{Staff} (2) [ground] [remove] '+split for inner gunwale frame'
{Wooden stake} (2) [ground] [remove] '+frame spreaders'
{*cord} (1) [remove] [noquality]
{Knife} <Small knife> '+holes cutting shaping'
{Stone}(12) [ground] [noquality] '+apply weight'
{Wooden stake} (24) [ground] [noquality]  '+braces and clips'
[WEIGHT:9999]
[PRICE:0]
[MATERIAL:wood]
// put main on ground, lay frame on it, then bend sheets up
// exterior braces hold sheet upright
// Sew extra sheet pices
// put the stones and braces in place to push on sheets
// needs to sit a long time to take shape

Another issue I found was that the 24 {Wooden stake} wouldn't grab them from the ground... I had to have them in my inventory. I think that because it doesn't have the [remove] tag it works as a tool (I had the "poor tool" message display) and the fact that it's the second call to the same item further screws it up. Having 24 stakes in your inventory throughout the whole process really sucks. As a quick workaround, just comment out the 24 stakes line and drop them on the ground, to roleplay it. Either way they wouldn't be lost.

Quote
Second, the recipe for Birch backing in the bowying catgory calls for {Split trunk}.  From what I read in the development thread, I think this may need to change to Quarter trunk?

If I recall correctly, it should be {Short quarter log}
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:07:43 PM
Update

Fixes (prior to Signatus post just now)

Utility
Fishing rod was missing and is now in

Transport
{Tying equipment} fixed, as its not the same as {Tying Equipment} note problem with second word starting with a capital letter

Bowying
{Short quarter log} replaces {Split trunk} in BAC
BAC Trees are assumed to be 3+ meters of useable length hence the short half length is still enough for ~1 to 1.5m bows

flora_XXXX needed for BAC we talked about recently renamed to
flora_BAC_XXXX to note it as part of BAC

flora_cultivated.txt and flora_flax.txt files can be deleted as their data is now in the flora_BAC_XXXX.txt versions

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:09:31 PM
I have a flora_newherbs.txt file in my Unreal directory  ???

Caethan is that one from yours that should be in the BAC?

I also see flora_berries flora_herbs and flora_mushroom
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:11:53 PM

However, something fishy was still happening, possibly because of the recipe having more than one {Tying equipment} call, and it was still not accepting any of them on the second call, the one with [noquality]. My solution was to make both of them ask for {*cord} and voila. It also seems silly that "sew with strong thread" can be fulfilled with split spruce twigs or bark laces:


Actually....

Split spruce twigs are exactly what was used historically

I can knock off the [ground] tags

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 11, 2019, 09:21:37 PM
I have a flora_newherbs.txt file in my Unreal directory  ???

Caethan is that one from yours that should be in the BAC?

I also see flora_berries flora_herbs and flora_mushroom

I think those are all vanilla... it contains Mother/Bear pipe and whatnot.

Actually....

Split spruce twigs are exactly what was used historically

I can knock off the [ground] tags

Well, I guess that the strong thread message is a bit misleading then. Was the capital E really the problem?

Edit: Just tested, and it really is.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:39:16 PM
Update

Transport fixes based on feedback

Due to the 24 Wooden stake braces not being scanned from ground I've just changed the brace line to [remove] on the first stage. Ideally they could be around for a later birch-bark canoe but most users would only make one and they are fairly low cost to make anyway.

Birch-bark price raised from 45 to 60, which is 1:1 with its weight

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:41:20 PM
P.S.

Birch-bark punt now comes to needing 10 {Tying equipment} across the recipes based on the documentary and research saying it was 200 meters (600 ft) for one canoe.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:57:46 PM
update

Minor

phrasing for one line in the first stage of birch-bark punt changed to:

{Tying equipment} (3) [remove] '+sew with split twigs or better'

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Faatal on January 12, 2019, 05:14:34 AM
beautiful work man
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 12, 2019, 04:17:49 PM
Thank you kindly.

Thanks for the hardtack too.

Novrus keeps a few hardtacks in his pockets and there is a stash at his distant hunting cave.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 12, 2019, 04:58:23 PM
Is there a way to give myself items or start out with certain picked items? I'd like to start with a fishing rod, spear, fine knife, woodsman's axe, decent bow, 10 arrows and warm clothes. Is there a debug or dev mode or something? I've looked through my character file and i can't find my inventory.

I don't think its cheating because a guy could start out with these anyways through the RNG. From the perspective of roleplaying: I left my home to fend for myself and as a parting gift was given or allowed to keep these items i made myself\made by my family\community\ or passed down through generations.

It would be cool if the game had a custom start where the player would be given a certain number of points to select their starting inventory based around the gear's value number. 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 12, 2019, 05:33:04 PM
Is there a way to give myself items or start out with certain picked items? I'd like to start with a fishing rod, spear, fine knife, woodsman's axe, decent bow, 10 arrows and warm clothes. Is there a debug or dev mode or something? I've looked through my character file and i can't find my inventory.

I don't think its cheating because a guy could start out with these anyways through the RNG. From the perspective of roleplaying: I left my home to fend for myself and as a parting gift was given or allowed to keep these items i made myself\made by my family\community\ or passed down through generations.

I would be cool if the game had a custom start where the player would be given a certain number of points to select their starting inventory based around the gear's value number.

The only way I see that happening is using recipes to give that to you, then discarding whatever you started with. I made a primitive no iron character and immediately discarded the iron axe and knife and made stone versions, for example.

You can make a test menu (I have a diy_test.txt file for my test recipes) and then assign it a letter in the menudef file when I want to use it (I'm using Q). You can just make recipes with no ingredients and 1 minute duration to get those items and off you go.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 13, 2019, 01:23:00 AM

The only way I see that happening is using recipes to give that to you, then discarding whatever you started with. I made a primitive no iron character and immediately discarded the iron axe and knife and made stone versions, for example.

You can make a test menu (I have a diy_test.txt file for my test recipes) and then assign it a letter in the menudef file when I want to use it (I'm using Q). You can just make recipes with no ingredients and 1 minute duration to get those items and off you go.

Pretty much that. Ps, its a little off topic for the BAC mod thread. Please start a fresh thread for more discussion on that. I will add just a quick bit more.

Shift-D when you stand on things discards them

You will need the menudef like Signatus described. The menudef_BAC.txt includes mentioning a few letters free and as of right now IIRC you can use two of the letters for your own menus.

Once items are made in the game you can remove the menu entry. The data is already in the character save. If you had custom grahpics you will want to leave those in the graphics directories as the pointer will come up with an invisible blank if no match is found (which is better than crashing the game)


For your free items you will need to match the vanilla name exactly in a recipe like

[SUBMENU_START Freebie]

.Exact name. /1m/
{Rock} '+free start'


[SUBMENU_END Freebie]


Aside from that I started Novrus with the "abandoned camp" to reprsent random gifts from his family, and boy it weren't much. You could also reimagine the disasterous hunt as gifts given rather than your father's horrible death.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 13, 2019, 01:33:01 AM
Minor

diy_BAC_Transport.txt

Added improved comments for the birch-bark punt. No changes to the recipes this time.

comments include a new  link to another 1 hour video on making a canoe.

// A crafter in Minnesota explaining the steps
// https://www.youtube.com/watch?v=qFSjKRnUzVo&t

And some mentions affirming the 600 ft of cordage for a real canoe. At 10 {Tying equipment} you guys are getting off easy  ;)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 13, 2019, 12:16:09 PM
Hey guys, I made a thread with my attempt at doing what i posted earlier. Help would be most appreciated, I can't get it to work. Signatus... if possible could you upload your diy_test.txt file so i could use it as a example over in my thread.   
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 17, 2019, 08:21:17 PM
@Brygun there's a typo in the {Branch} item on the .Medieval drill. recipe, the brackets are wrong.

Ialso noticed that a lot of ironworking is using TIMBERCRAFT rather than CARPENTRY. Is this on purpose as well?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 18, 2019, 01:21:08 AM
Update

As per report from Signatus

Fix of {Branch} bracket for Medieval drill

Ironworking reviewed. Numerous switches from Timbercraft to Carpentry.

Timbercraft in place when dealing with raw ores

Carpentry used when hammering and shaping. This includes changing iron billet into a steel billet.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 19, 2019, 03:57:16 AM
Update

Adds Frostbit's .Big Rock. to biy_BAC_standard.txt

This adds a late game activity of making stone walls around your compound

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 19, 2019, 10:11:23 PM
I found a possible problem... I noticed while testing a coin-making addition that the prices are off. It seem that PRICE:1 is equal to an arrow's price, which is supposedly 8. With some small coins valued at 0.1 each I was able to buy an arrow for 10 of them. At 0.125 price I could buy it with 8.

This means that a lot of items need their prices tweaked. An iron bloom is worth 10 arrows I think. This doesn't seem right.

What should be the price of iron itself, per pound? This could make it easier to determine pricing.

Also, would smelting copper/silver/gold into coins make sense? I think we could try to balance its yield or something, but could be interesting. My idea to emulate the rarity of the ores is to depend on some specific combination of biomes. For example, being at a mountain AND near some rapids. Or a cave near 2 or 3 types of mire. It should be possible to eventually find it, though.

Another way to do it is to create "herbs" that grow on specific biomes with low commonness and different yields. That would make it more dynamic how you find them rather than finding one spot and stopping there.

The same approach could be take in regards to iron, I guess, but it's so much common it might not be worth it.

Anyway, I made coins of 0.15, 0.12 and 0.18 for copper/silver/gold with values 0.1/1/20. Bringing copper coins to 0.30 might help underpowering them because being more common I was mining and smelting it bigger batches.

One could donate coins to villages in order to simulate them having some to buy stuff from you. Let me know what you think
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 19, 2019, 10:58:57 PM
The economics have always been a question.

Currently IIRC the prices of the bloom and iron billet are unchanged from Boudidda's mod. Other iron goods like iron nails were then based on the iron billet to be (was it) 2 times to value a simple worked iron object.

Axes themselves have their prices as per the Unreal World vanilla objects. Don't recall shifting anything unless it was to lower a stone version.

It was only really in the carpentry decorations I had little to go by in terms of what value to give them. Even the punts have a base vanilla punt with a known price.

All of this assumes the "price" from the wiki is the same as the [Price:#] which if its not an issue.

Was the wiki set to price 1 = 1 squirrel hide? if so how does 1 squirrel hide compare to arrows?


>>>>>

A coin system is pretty much contrary to the intended barter system of vanilla Unreal World.  I actually find the non-coin system in UrW refreshing from most fantasy games.  You are happy to develop one but I don't expect to bring it into the BAC.

I suggest making a seperate thread for a coin mod.

You can keep BAC compatibility if you aim for the 1-2 menu lists which BAC left free for personal customization.

>>>>

On the metal values though...

Being early iron age the iron itself is a very valuable item. As you can see in games where you are not a smith getting a collection of axes is a major achievement. A set of five axes if you weighed just the iron might be 15-20 lbs of worked up iron for months of work. Arrows can be made a several in a day.

The values of metals need to be considered for the period values vs the modern age. In today's world there is a comparatively vast amount of metal. Think of a locker from school or a sports facility. That amount of metal by weight could make you how many tools?

Bronze is now in UrW as a vanilla trade good. Decorative pieces get much of their value from the quality of art. So I wouldn't want to hazard a guess on simple coin values. Gold is even trickier. Both bronze and gold are of course period items.

Likewise extending discussion on the bronze/gold values should be moved off to a separate thread though you have my initial views on the subject for your perusal.

 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: JEB Davis on January 20, 2019, 12:25:22 AM
I'm in agreement with Brygun that coins are out of place in UrW.

This is shaping up to be quite a mod  :)
Thanks to ALL of you working on it.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 20, 2019, 12:38:20 AM
Coins maybe not, but ingots? Small ingots of metal were likely traded at this time, heck they've found stone in much earlier sites that's non native that likely would have been traded. People trade whatever's valuable.

Trick is how to put this into the economy.

  - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 20, 2019, 01:57:58 AM
I've heard references to the Norse armbands of metal (gold or otherwise) being traded off piece by piece. The pieces would be weighed at the time of transaction.

I do think it could be an interesting chat in another thread.

Other ingots might be possible to create the bronze decorations already in vanilla.

BAC at this point is running into space issues.

A set of bronze creation is likely go be ~5 recipes just to mine/process/refine the materials to make bronze. Remember bronze isn't a natural ore like iron. Its copper with other things added in.

Then you would need ~5 recipes for making bronze things.

Thats ~10 recipes for bronze decorations.

I'm also not sure I could even fit it into BAC. Remember one of the goals for BAC is to leave 1-2 menus open for customization. Items created keep their properties so long as you leave any graphics in you can on/off custom mods as your character is doing different things.

If the other ore mod is developed it could be BAC Compatible without being in the core BAC mod maintained in this thread.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 20, 2019, 05:13:27 AM
Coins maybe not, but ingots? Small ingots of metal were likely traded at this time, heck they've found stone in much earlier sites that's non native that likely would have been traded. People trade whatever's valuable.

Trick is how to put this into the economy.

  - Shane

My idea was something like this, though originally I was testing a way to find the exact price of things by getting naked and holding only the coins while trading, then asking what they prefer (worked). The weights for gold and silver coins are based on the most ancient coins found from Persia. The idea is that you could work them into something valuable as well, but also have a "billet" or ingot form to be able to melt stuff into.

The weapons menu seem to havr enough space for some gold/silver/bronze weapons (with different values based on weapon type) but other objects could get the appropriate tagging if "X bloom" and "X ore piece" werr changed to "bloom of X", "ore of X", etc... as happens with fibres already. This would allow naming the item depending on the ore used.

The problem is that pricing these items differently would require commenting in/out a price tag. While simple and solving the space problem, it requires this manual action. But you could have a silver hammer or a golden pot!

This could be extended to other items like "Arrowhead of iron/silver/gold" used with [naming:last word]

The roasting and smelting can easily fit into the mining and and ironworking menus, I think.

I used the gold to silver ratio of 1 to 20 and about the same of silver to copper though it appears to have remained about 0.1 to 0.3 throughout history. The coin idea might need balancing to make it not broken and less valuable for the effort, resources and tools needed (don't forget that) but it could work with the idea of the metalworker in mind.

Also, bronze could be melted from bronze brooches and stuff, giving them a new purpose. Alternatively, we could mix iron and copper together to make bronze.

Edit: btw, copper, silver and gold do occur naturally, and I know there's deposits of gold in finland. Finding them should be hard, kinda balancing it out.

Edit: another option would be having a swappable menu with the bronze/etc crafting recipes
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 20, 2019, 06:31:46 AM

I do think it could be an interesting chat in another thread.


Fair enough.  :)

And done! https://www.unrealworld.fi/forums/index.php?topic=4740.0 (https://www.unrealworld.fi/forums/index.php?topic=4740.0)

BTW, I don't use much of this mod, but the parts I do use are fantastic!

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 20, 2019, 03:37:10 PM
If/when the other ores methodology gets developed I/we can reconsider it for the BAC.

BAC also aims to have an educational or real world aspect. In the case of weapons gold, silver and bronze are all inferior in performance to iron. For decorations they do look better. Just because something costs more doesn't mean it is better. Which also applies to dating.



Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 20, 2019, 04:28:38 PM
If/when the other ores methodology gets developed I/we can reconsider it for the BAC.

BAC also aims to have an educational or real world aspect. In the case of weapons gold, silver and bronze are all inferior in performance to iron. For decorations they do look better. Just because something costs more doesn't mean it is better. Which also applies to dating.

That's not quite true. Having played Dwarf Fortress quire a bit, I know that silver is actually more useful as a blunt weapon material due to being denser than iron. Bronze and iron are pretty much on par when it comes to both edged and blunt.

You can check the DFwiki for info about each material's properties : http://dwarffortresswiki.org/index.php/DF2014:Weapon#Weapon_Material_Quality

It's surprisingly realistic.

It's pointless to make a gold weapon, I guess, but it's a gold weapon nonetheless... it can either be sold or kept as a cerimonial or just a special sword. It's worth noting that it isn't easy to mine enough gold for a sword or spear, I think. I wouldn't bother with gold armor at all though.

I'll share what I made and a few proposals in the other thread first ;)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: JEB Davis on January 20, 2019, 10:57:12 PM
Yes, silver is more dense, and gold even more so. But seriously, nobody in Iron Age Finland would have so much silver laying around that they would waste it on a mace-head and then damage it in combat, especially not a 16 year old kid that just left home. Why not do a reality check here before putting time into mods that are out of the scope of reality.

I'm also saying this because aside from it only being "realistic" in Dwarf Fortress, this kind of fantastic wealth is against the intent of UnReal World. Just a casual look at how the devs have made the game's valuables & trading system makes that obvious, doesn't it?

I think all the wealth owned by all the NPC's would hardly account for one gold mace. Who could possibly barter it from you?

All that said, of course, I'm not trying to stop anyone from modding whatever they want. Go for it. But claims that those precious metals are good for anything other than ornamentation on prize weapons need to be refuted.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 20, 2019, 11:42:25 PM
Silver and gold mining might be a stretch, it's true, because it came from commerce. But there was silver and gold there, and they probably already knew about copper mining and bronze smelting for many years. Melting silver rings and bronze jewelry into something usable is one way to get it without mining.

On the issue of copper mining in Scandinavia (Norway in this case): http://sciencenordic.com/bronze-age-people-mine-their-own (http://sciencenordic.com/bronze-age-people-mine-their-own)

And this one is native copper, worked and unworked, from Karelia: https://www.researchgate.net/figure/Native-copper-from-Fofanovo-XIII-dwelling-site-in-Karelia-This-exceptionally-rich_fig3_274311218 (https://www.researchgate.net/figure/Native-copper-from-Fofanovo-XIII-dwelling-site-in-Karelia-This-exceptionally-rich_fig3_274311218)

So it's not that much of a stretch that copper and bronze can be worked, as well as silver and gold if available. My idea with gold is that would have to be pretty rare, but could be easily worked into some nice valuables if available. The "herbal ores" idea might work better because the rarity and biomes could be tweaked much better. If not gold, I think copper/bronze are interesting though
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 22, 2019, 04:09:38 AM
To make a Stone Hammer it's asking for a axe haft.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 22, 2019, 08:24:22 PM
To make a Stone Hammer it's asking for a axe haft.

Investigating.

Possible the recipe for axe haft got poofed. It should be getting made now from a short quarter log.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 22, 2019, 08:34:21 PM
Update

Investigation to Kkarlsson query on Axe haft found it showing under the diy_BAC_lumber.txt

Relocation of .Axe haft. from lumber to carpentry.  Likely lumber was chosen before the carpentry menu even existed.


Along the way carpentry was separated from lumber for menu space. The concepts being :
= Lumber is now a more raw materials handling.
= Carpentry is now the more finished goods.

Axe haft in Carpentry should now be easier to find.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 23, 2019, 05:22:55 PM
And today I clue in that maybe Kkarlson was suggesting we use slender trunk on the stone hammer

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 23, 2019, 05:28:11 PM
update

minor

Stone hammer changed from needing an axe haft to using a slender trunk

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 23, 2019, 11:16:20 PM
And today I clue in that maybe Kkarlson was suggesting we use slender trunk on the stone hammer

I kinda had the feeling it was because it's called an AXE haft. I guess it does make sense to have stone hammer/axe/adze all take the same ingredients because they are pretty much just a piece of wood + stone + rope.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 24, 2019, 02:20:43 AM
Well the advanced iron and ball iron hammer also call for an axe haft. It was picked as already in the recipe list. In their case it represents a more specific quality of inner core wood of a large tree with better shaping then the low tech whittling a slender trunk.

I do concede that the stone hammer is on the same tech level as stone axe so matching the slender rod for that also made sense.

Leaving stone hammer as an axe haft would have required felling a large tree then processing via Lumber down to a short quarter log. Which makes sense for quality tools but not for basic 'primitive' style play.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 24, 2019, 03:47:58 AM
I noticed that your diy_Boneworking has knife handle parts but I can't see anything that uses them - all the knives seem to use a branch for the handles.

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 24, 2019, 03:51:58 AM
I noticed that your diy_Boneworking has knife handle parts but I can't see anything that uses them - all the knives seem to use a branch for the handles.

   - Shane

It's used only by the Northern knife
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 24, 2019, 03:55:59 AM
I noticed that your diy_Boneworking has knife handle parts but I can't see anything that uses them - all the knives seem to use a branch for the handles.

   - Shane

It's used only by the Northern knife

Ahhh, so it is used, thanks!

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 27, 2019, 02:59:50 AM
Update

Delete your diy_BAC_Ironworking.txt

"Ironworking" menu being renamed "Metalworking" in preparation for including possible bronze etc recipes.

Specific keys within that menu removed (e.g. m and w) so that new recipes will sort naturally in keys.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 27, 2019, 03:07:56 AM
update

Fixed wrong bracket for .Carved board. under Lumber, reduced its production time from 2h (120m) to 90m to better fit price compared to fox board (see notes in lumber text)

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on February 02, 2019, 03:09:41 AM
So i decided that i would make some loop snares.

I only have birch bark fibers to make rope but i don't think its good enough quality to suffice. After a little research i could not find a source for birch bark loop snares, or birch bark fiber rope for that matter, so that's kibosh ed.

I have spruce root rope though, I figure that would work, but the game will not let me.

Searching I found this:  http://www.nfb.ca/film/survival_in_the_bush/. Buddy makes the loop snare, some other cool stuff too. Some of the video seems a little staged, like with the bear. Nature shows are known to use zoo/trained/show animals to get their shots\footage. I could be wrong but anyways...

It possible to work a little magic and make spruce root rope loop snares?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 03, 2019, 01:42:02 AM
IIRC loop snares are made with "cord" while "rope" is a bigger stronger object


checking...

diy_glossary

.Loop snare. [effort:0] [phys:hands,one-armed] *TRAPPING*   /10/   %15%   |-2|            
{*Cord}      [remove]   'Cord'
// Tying equipment changed to Cord



That was carry forward from a survival mod. I think it needs to now be {Cord}

BAC Technology tree for that

{Tying Equipment}
{Cord}
{*cord}
{Rope}
{*rope}

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 03, 2019, 01:48:17 AM
update

minor

Reviewed diy_glossary.txt which had some survival mod entries like loop snare discussed above. Adjusted to match BAC tech levels as

loop snare -> {Cord} (fibres and split twigs should work now)
water skin -> {*cord} (need better but you have leather to make a skin anyway)

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Stefthegrey on February 12, 2019, 06:31:08 PM
Hello, I love your mod! However, I've noticed an issue with cords in your updated v043 and UrW 3.52 stable. I haven't been able to use split twigs, or birch fiber cord to create a loop snare.

The diy_glossary entry for loops snares shows your updated {Cord} entry but it doesn't seem to work, I have no familiarity with modding UrW so I might be doing something wrong on my end. Could other entries be overwriting the {Cord} update?

Cheers
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Dungeon Smash on February 12, 2019, 08:29:28 PM
Got to say... I really love using this mod.  Feels great, plays great, I love all the options.  My dream of an Owl-Tribe super-scientist survivalist is finally within reach...

One minor quibble: For "birch shortbow", it says it requires "split birch trunk" - - the actual object required is "short quarter trunk" - maybe it's meant to be a little murky, that the user must think/experiment in order to find the right ingredient?  You can, of course, check the .txt file to find the answer quickly, which is what I did.  However, I thought it was needlessly obscure - maybe at least more of a hint? 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 02:35:32 AM
Re loop snares and {Cord} ...  :o  possibly there could be another recipe for loop snare that is overpower the BAC one. Or I did something wrong?


>>>>>

RE Birch shortbow...

diy_BAC_lumber is producing "log" not "trunk" now so I believe the current version is correct.

>>>>

The place Im hanging out is about to close so I can't run a test to verify. Does anyone else test the Loop snare and birch shortbow issues? Please report success or failure.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:14:33 AM
got home and started up the game

Self confirm issue with loop snare made from split twigs is a BAC thing. Looking into it more now

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:42:55 AM
Soooooo

Apparently {Cord} isn't a valid recipe call even though cord is a base object

changed loop snare to use {Tying equipment}  so that split spruce twigs will work. You can now also consume a rope to make a loop snare.

BAC note to modders updated to remove {Cord} as a tech level

Will include in the next update

>>>

Spurce bow {*Cord} changed to {*cord}
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:44:59 AM
Reread the recent question on the birch shortbow. Now realize it was that the old 'comment' was there. Changed it to:

   'Birch cut to a short quarter log'
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:47:59 AM
Update

Recent loop snare and bow fixes described above


>>>
First post in this thread use of graphical conversions rephrased to explain the decision more clearly. Now reads as:

One major mod type left out of the BAC is graphical conversions of vanilla objects. There is at least one, if not more, of these. These don't affect craft recipes which is the focus of the BAC project. BAC does add non-vanilla graphics. The project decision is that the graphical overalls be left out of BAC and left to user discretion.

One of these is known as "Jaredonians Character Models + Distinct Tribes v3". As far as I know it can be installed and removed independently of all the crafting menus. 
It is at:
https://www.unrealworld.fi/forums/index.php?topic=37.0
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:59:52 AM
P.S.

Thanks for the recent compliments!

  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 17, 2019, 03:25:48 AM
Update

Minor

Was reading another forum thread on fishing rods so did some check on the BAC. Yes you can make a fishing rod with the BAC.

Also...

A dip net for ores uses fishing rod as a base object so should also work as fishing gear.

Text for Dip net text updated to reflect that dual role.

Dip net now uses two branches instead of two birch roots. Birch roots were a cord type object and it calls for cords later in the recipe anyway. The branches are used to make the spreaders of the cloth.

Both Dip net and fishing rod tweaked to {*cord} format (was {*Cord})

Dip net is in diy_BAC_Toolmaking (as it is primarily a tool for getting ores)
while
Fishing rod is in diy_BAC_Utility

>>>

.Dip net. "Fishing rod" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Slender trunk}      [remove] [noquality] 'Dip net can scoop ores or fish'
{Branch}   (2)   [remove] [noquality] '+as spreaders'
{Cloth}      #4#   [remove]         'Net of cloth, fur or leather'
{*cord}      (1)   [remove] [patchwise]      'Cord'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[TILEGFX:bc-dipnet]


>>>

.Fishing rod.  [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Staff}         [remove]
{*fishhook}      [remove]   'Fishhook'
{*cord} (2)      [remove]   'Cord'
{Knife}<Small knife>

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 18, 2019, 11:09:06 PM
Update

An issue was reported on making a fishing net. Looked into it and birch-bark was made using other conventions. Reviewed the overall recipe. Found other possible concerns. Fixed same.


>>>>

.Net.          [effort:1] [phys:hands]         *HIDEWORKING*   /8h/
{Tying Equipment}        (20)    [remove]      '+cord, fibre or other for net'
{Slender trunk}   (2)    [noquality] [ground]    '+to support tying'
{*Birch-bark*}   #2#   [remove] [noquality]   '+to make floats'
{Rock}        (4)    [remove] [noquality]   '+sinker weights'
{Rock} (6) [ground] [noquality] '+additional tying weights'
{Knife} <Small knife>
[WEIGHT:10]
// Excess weight because of working time constraints
// BAC: Change birch-bark line for compatibility
// BAC: Tying Equipment used to allow primitive sources
// BAC: Number # cord reduced to closer match weight (was 40)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 18, 2019, 11:26:22 PM
Hmmm....

I wonder if the [ground] for the extra 6 rocks will make it necessary to have them sitting on the ground vs confused selection in inventory.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: santur_bard on February 19, 2019, 08:19:19 PM
Thanks for the rod update, finding the whole birch bark build area quite involved but getting my head around it, keep up the great work, enjoying the world building through crafting!  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 20, 2019, 03:39:06 AM
Thanks.

Keep in mind that birch-bark includes one of the "punt" options based on the birch bark canoes here in Canada.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Dungeon Smash on February 21, 2019, 03:23:31 AM
Reread the recent question on the birch shortbow. Now realize it was that the old 'comment' was there. Changed it to:

   'Birch cut to a short quarter log'
Just another quick foible -

The recipe for "Two-wood Longbow" still uses the old nomenclature of the Buoidda mod, "Split birch trunk".  Again, the actual item required is "Short quarter log".  Might want to edit this for more clarity. 
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 21, 2019, 11:52:06 PM
Update

minor

text fix for bowying as Dungeon Smash discovered.

One wonders if he is a cousin of Goblin Slayer.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on February 22, 2019, 05:49:30 PM
In spirit, perhaps ;)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Draxis on March 12, 2019, 07:15:53 PM
Loving the mod! I’m trying a survival play through with the rule I need to craft or salvage all weapons right now. Foods a big issue since I have only stone tools and they are slow. One quick question - does the net recipe work? I got split spruce twigs and it says it doesn’t work as a valid input for the net. I think it’s something related to the tying equipment tag, but I’m not sure. Fiber from birch bark didn’t seem to work either. For reference, I’m on v47
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on March 12, 2019, 08:47:26 PM
Net recipe requires "cord", possibly to prevent using things like split twigs.  You can make cords out of fibres from bark (birchbark or other)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Draxis on March 12, 2019, 09:06:09 PM
Okay, I’ll give it a shot. It said that split spruce twigs use cords at a base reference item so i thought it would work.

Edit: Yeah. The net recipe didn't work. I think that there is something wrong with the tying equipment tag because it wouldn't let me use fiber or cords either. I wasn't able to make cords from the split spruce twigs either. I ended up fixing the recipe by using a fiber tag instead which I copied from another entry. Probably want to take a look at that.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on March 13, 2019, 02:13:59 AM
Ah I see the issue, the old Net recipe used {*cord}, at some point the modding architecture changed and now it should be {Cord}.  I think...
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on March 13, 2019, 11:15:40 AM
First time on the forums, and just wanted to say a huge thank you for BAC! I got into URW recently and BAC has really fleshed it out for me. Thank you all for such incredible work!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on March 16, 2019, 10:54:50 AM
Just reporting in a bug with obtaining backstraps. I have a "largely cut small elk carcass (skinned)", but the recipe (in boneworking) refuses to accept it. I expect this is because it calls for '*elk * carcass', which means there always must be two spaces (along with an optional word) between 'elk' and 'carcass', due to there being a space on either side of the second wildcard.

Changing the recipe to use '*elk* carcass*' causes it to process fine.

Stag and Reindeer appear to have the same behaviour.

Thanks again for an awesome mod!

~ T
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on March 18, 2019, 01:47:52 AM
Reporting in another bug! In cookery_glossary.txt the baked whole fish recipe, pea soup, vegie soup, and possibly other recipes have no cooking time, resulting in them being ready immediately at the end of the preparation stage. Adding \60\ (or another appropriate time) should fix this.

Many thanks again!

~ T
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 04:59:52 PM
Checking in and see there are things to look into.

Will get back to you all soon(tm)

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 05:09:06 PM
1) As BAC has grown to be quite large and uses file management methods when reporting it will help debug if you can mention which of the files you think the error relates too. Coming back after a while its a delay when I try to figure which_is_it.txt file that needs the check.

2) I wonder if the Net issue is the capital E on Tying Equipment.... need to check/test

3) to do... backstrap issue

4) to do... cooking issue
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 06:05:39 PM
on Net
Checking other diy_BAC it likely was the capital E on Tying Equipment. Will include that fix in the next upload. Havent tested it myself.

on backstrap
Guess that space to the * would be confusing to the text editor. Adjusting to the suggestion seems reasonable.

on Cooking
Debating. There are 2 time commands available with the /#Active/ being time the character is involved and all recipes seem to have that. The other time is marked with the other slashes as \#Unavailable\. This is the unavailable time that an object exists but can't be interacted with. On checking the files and how they were written I can see in at least some cases there is the logic that after the time interacting, /#Active/, that it would be ready for consumption /#Unavailable/.



Roasting a fish you take a few min to set up on a stick then leave it to cook for 30-60 minutes. That is /5Active/ and /30Unavailable/.

Frying a fish the fist is ready after 20 minutes of frying. That is /20Active/ and \0Unavailable\

Perhaps its that we are so used to vanilla recipes having that unavailable time a player might not notices the longer activity time.

So I think for now Ill leave cookery as is.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 06:10:20 PM
Well not quite leaving cooking as is.

Updating cookery_glossary.txt to Fataal's Hardtack v1.7.0

Thus also checking relative cooking times, though do bear in mind the /#Acting/ \#Unavailable\ times mentioned above.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 06:20:47 PM
Update

Above matters included

1) Typo on Net should make it work now, please test and let me know

2) Backstrap fix done for the different animals

3) Hardtack updated

4) Cooking times reviewed with little/no changes with the understanding of /#Active/ means its not instant and you won't always have \#Unavailable\

edit: fixed the unavailable to the other slashes

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on March 21, 2019, 01:17:29 AM
Thank you so much for all the updates, Brygun! I'm having a blast with BAC.

1) As BAC has grown to be quite large and uses file management methods when reporting it will help debug if you can mention which of the files you think the error relates too. Coming back after a while its a delay when I try to figure which_is_it.txt file that needs the check.

If there's a github repo for BAC then I'm delighted to report future bugs and improvements as pull-requests. :)

Many thanks again!

~ T
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 21, 2019, 03:09:57 AM
Your welcome.

I encourage the various contributing authors to also pat themselves on the back. Or rub against a tree facing backwards to simulate the experience.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Aphrael on March 21, 2019, 04:49:04 AM
Hey Brygun,

Thanks so much for this. What an incredible list of stuff you have in here. I'm new(ish) to the game and at the point where I am just now dabbling in mods.

Wondering if there is any way to make this work with the Shaman mod? I seem to be able to get one or the other going, but not both...Shaman options don't show up in the SHIFT-M menu once I install the BAC.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 21, 2019, 03:58:56 PM
The shaman mod being (to my understanding) both large and spiritual vs craft concept isn't planned for inclusion in the BAC. That being said...

BAC leaves 2-3, IIRC currently 3, menu letters available. Those are the gateway to being compatible with other mods. IIRC the BAC no longer assigns specific letters to a menu as that was one less thing to co-ordinate in this very large mod.

So the question is whether you can divert the Shaman mod to fit into those limited free slots.

I've not used that mod so I don't know how many original menu slots it currently uses (or could be squeezed into).

Another option would be for the use to manually on/off parts of the BAC mod. You can have the game running at the time >IF< you are not in any craft/build menus at the time. Unlike other games once an item is in the game world it has its properties assigned. Thus you can edit the text (though not necessarily the graphics) in the files or rename the diy_ files to on/off things. For example in BAC there is on/off used for overlapping "build" on things like water sources.

In a simpler language...

you can hot swap large mods, just leave all the graphics in place.

So... while its not planned for inclusion the above can give you some leads on how to manually include the other popular mod in your adventure.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Aphrael on March 21, 2019, 05:49:00 PM
Hey Brygun,

Thanks for clarifying. This is actually super useful and, while I'm not *quite* a modder, lol...I am pretty sure I can make this work based on  what you're saying here. In at least a minimally-functional way. Right now I'm using Caethan's mod with the Shaman integration, but I can't resist the attraction of more items and such :) Thanks again!

ETA: Woo hoo! I made it work with some finagling. Feeling self-proud at the moment, haha.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on March 23, 2019, 05:30:34 PM
Congratulations, Aphrael!  "You've taken your first step into a wider world", as Obi-Wan said.  Once you've mastered the basic modding infrastructure there's no limit to the customizing you can do :)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Credit on March 25, 2019, 08:12:12 PM
You can use a simple script to "Exchange" menudefs so that new menus become available, but needs restart w/o modloader.
Also, you can use COOKERY as parent menu, without much trouble, except skill specific items, like shovel, northern spear and the like, but a small knife is totally doable from the cooking menu.

I've also successfully created clothing from a sub-cooking menu.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 26, 2019, 07:38:50 PM
I've also successfully created clothing from a sub-cooking menu.

When your underwear comes already baked  :o
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Credit on March 26, 2019, 09:25:22 PM
What do you mean? You don't like using the cooking menu as crafting like the make?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: koteko on March 27, 2019, 11:35:43 AM
I think that was just a "dirty" joke  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Credit on March 27, 2019, 12:35:59 PM
Why is it a joke? There's no [bake] tag used in the recipe?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Aerotinge on March 29, 2019, 08:45:35 AM
Why is it a joke? There's no [bake] tag used in the recipe?

Items under cookery_* will be cooked with no exception.
For example:
Code: [Select]
[SUBMENU_START:baking]
.RAWfish. "Pike"     *COOKERY* /1/ %30% |-1| :148: 
{Rock} (1) [remove]
[SUBMENU_END:baking]
You'll get a edible, cooked RAWfish in foods.

However, if putting same items under in diy_*
Code: [Select]
[SUBMENU_START:Weapon]
.RAWfish. "Pike"     *COOKERY* /1/ %30% |-1| :148: 
{Rock} (1) [remove]
[SUBMENU_END:Weapon]
You'll get a RAWfish that is still raw as vanilla "Pike", inedible.

And yes, you might redefine your clothing via a [TYPE:] flag. But it wouldn"t change a thing that your clothing is already cooked. :o
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Aerotinge on March 29, 2019, 09:10:33 AM
And for hot swapping submenu. Here comes an idea.
If there're alt_BAC_menu.txt and diy_BAC_menu.txt with following item code entry
Code: [Select]
...
.Next page trigger. [effort:1] *COMMON* /1/ |-2| [noquality]
//using condition hard to match
{[TILE:Inside of a building]} +'Esc this menu'
{[TILE:Inside of a Kota]} +'and next page menu will reload '
...
and a ext. script (bash/batch/powershell) monitoring MSGLOG.TXT, by using grep/findstr for certain words.
Run UrW with this ext. script.
When a trigger item fires, MSGLOG.TXT goes
Code: [Select]
(143270):d6hi:[#]{044A0609}      | HANDCRAFT OPTIONS: BAC MENU
(143270):d6hi:[#]{044A0609}      | BAC MENU: Next page trigger
then the script swaps alt_BAC_menu.txt and diy_BAC_menu.txt, and vise versa.
And player will see content of another menu.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Credit on March 29, 2019, 01:08:50 PM
Why is it a joke? There's no [bake] tag used in the recipe?

Items under cookery_* will be cooked with no exception.
For example:
Code: [Select]
[SUBMENU_START:baking]
.RAWfish. "Pike"     *COOKERY* /1/ %30% |-1| :148: 
{Rock} (1) [remove]
[SUBMENU_END:baking]
You'll get a edible, cooked RAWfish in foods.

Yes, I can convert via [TYPE:armour]. I don't understand the idea of things being cooked just because you use the cooking submenu. There's nothing different from that recipe in a cooking submenu or a crafting submenu, as far as I can tell, from my tests.

What I am trying to say is, with the [TYPE:flag], you convert it into another inventory-menu, and thus it makes it unedible and not spoil and for my example with clothing, accually gives it, amour values under the armour screen. Which is why, I don't really understand why the *COOKERY*-submenu isn't used more.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Buua on April 03, 2019, 10:22:47 PM
I have a problem with recycling cloth. I'm using recipe "Shred linen for yarn", I need come linen clothes, a knife and spindle and distaff. The problem is game doesn't count my advanced spindle and distaff as "spindle and distaff". Do I need another item? Do I have to set the item somehow?

recipe says:

Code: [Select]
.Shred Linen for Yarn. "Hunting Horn" *HIDEWORKING* /1h/ [patchwise:5] [effort:1] [phys:hands,one-armed]
{Linen *} #0.6# [remove] [patchwise]
{Spindle and Distaff} [ground] '+to restore to thread'
{Knife} <Small knife> '+to cut and fray'
[NAME:Hemp Yarn]
[TYPE:tool]
[MATERIAL:cloth]
[PRICE:5]
[WEIGHT:0.5]
[TILEGFX:rc-yarn]
// Icon provided by Kaaven from the Urw Forums, modified
// 'Plant Fibre' -> 'Fibre'
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on April 08, 2019, 08:19:35 PM
try changing the recipe to {*Spindle and Distaff}, also it may need to be placed on the ground to work.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Iago.Hach on April 11, 2019, 03:53:35 PM
Hi!
Great work putting together all those mods! :D

One suggestion on the Privateer's Clean Fish recipe:

The original one is like that in the diy_ file

.Clean fish. "Pike" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/   %10%   |-2|   [patch:5]
{Raw fish}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

But this would waste some fishes that are more or less valuabe and nutritious
Breams, Pikes, Salmon, Trout etc would all become Pikes!

Here's one suggestion, try writing that in the cookery_glossary.txt:

.Roasted fish cuts.    [patchwise]   *COOKERY*  /10/  \30\    |-1|    :148: 
{Raw fish}      #1#     [remove] [roast] [patchwise] [name:Roasted %s cuts]
{Knife}   '+for chopping and cleaning'
[COOK_WEIGHT_DIV:1.3]

Or an alternative (if you guys are like me that try to mix lot's of ingredients together when hungry haha):

.Roasted fish cuts.    [patchwise]   *COOKERY*  /15/  \35\    |-1|    :148: 
{Raw fish}      #1#     [remove] [roast] [patchwise] [name:Roasted %s cuts]
{Berries}   #0.1#    [remove] [roast] [optional] [patchwise]
{Vegetables} #0.1#  [remove] [roast] [optional] [patchwise]
{Seasoning} #0.1#  [remove] [roast] [optional] [patchwise]
{Knife}   '+for chopping and cleaning'
[COOK_WEIGHT_DIV:1.3]


For me it's very useful as I mix big fishes with lake reed, berries and bear pipe leaves :D

Hope it helps :)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 02:18:39 AM
Im checking back in for any critical fixes.

Reading through things and the suggestions.

Not sure I want to try mucking with a script file. First impression is the building swap is only used rarely so keeping it to simple manual edits is safer. Script work certainly can open some doors to larger mod collections.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 02:55:27 AM
Note to self,

Finnish cheese gave okay to include. Consider for next BAC update. Link to that mod here

http://www.unrealworld.fi/forums/index.php?topic=2360.0

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 03:02:12 AM
Hi!
Great work putting together all those mods! :D

One suggestion on the Privateer's Clean Fish recipe:


hmmm

First thought is that the fish cut creation gives small pieces that can be used in several ways, like being raw meat for a trap (assuming it works that way in the trap code)

Cut up fish can be used in various cooking or other recipes though cooking is the most common by far.

The motto "if it aint broke don't fix it" comes to me as well. Privateer's original does work.

I think Iago's additional recipe could be done as an addition to the BAC cooking.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 03:24:43 AM
The problem is game doesn't count my advanced spindle and distaff as "spindle and distaff".

Dungeon Smash provided a solution and the OP Buua hasn't replied further. Tends to imply solved.

I think this is a case of the "advanced spindle and distaff" coming from another mod. Or have I forgotten it being part of this large mod? If its outside of BAC then DS has given a solution for local integration.

AS I am currently guessing the "advanced" is external to BAC that BAC doesn't need to apply DS's fix
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 03:31:50 AM
Update

Untested additions to cookery. Due to a hardware issue Unreal world isn't currently installed on my on-hand equipment.

>>Feedback both for if it works or is broken is requested of the cooking additions<<

Additions include the zhihao1's Finnish cheese mod and Iago.Hatch roasted fish cuts.

Both modders added/updated in the readme credits

For zhihao1's cheese they are placed under "Utility recipes" of cookery section. I was concerned that adding his original menu_def would take up one of the rare limited letter slots which might already be in use by those adding mods ontop of BAC.

edit:
almost forgot the cheese graphics
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on April 21, 2019, 12:51:26 AM
Awesome!! Love the cheese.

Just wanted to say, I really appreciate how clearly and logically organized this mod is.  Other mods I have used, the mods themselves work great but the code is a mess.  Yours is much better - it makes it so much easier to modify and add my own preferences!  Thank you.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 22, 2019, 02:16:03 AM
Your welcome.

Thanks also to all the contributing modders.

While I started with ~20 recipes from me Brygun's Added Items the integration with others made the data structure, the organization, necessary. BAC then organized, reassigned, filtered and lots of recipe edits to get what we have today. It also made it easy to add in a bunch more of my own recipes sometimes expanding on others. The wood carving was like that. After integrating the existing wood carving mod I looked through the graphic tiles and picked out ones that looked like they could be carved, like the village playset.

Keeping code easy to read is part of computer programmer training. Code is read by more than you and the machine. Other team members, the client and people years down the road need to figure it out. Plus one day you may be called in to do maintenance or update on code someone wrote years ago... like that time 1999 became 2000.

:-P
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 22, 2019, 02:20:26 AM
Update

minor

Dungeon Smash in the original cooking thread find a compatibility wording issue recommending change to  {*wooden tub*}

This has been done in this version of BAC
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Strangelove on April 29, 2019, 02:34:56 PM
Where's the download link? I can't see any.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: MigrantWorker on April 29, 2019, 07:49:04 PM
Where's the download link? I can't see any.

There is no link as such. Instead, each release is attached as a zipped file to one of the responses - including the one immediately above your comment... ;)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 30, 2019, 08:32:06 PM
Thanks for answering Migrant.

I also endeavor (fancy word for try) to keep changing the link in the first post of the first page of this thread to show the current.

I do include the link whenever I say that magic "Update" word. The various update posts effectively make a set of earlier version backups just in case something gets out of sorts with a new update.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Gordon1981 on May 11, 2019, 07:25:33 PM
Was pine salve implemented? I saw it mentioned, but I can not find witch menu it is under or a Boff that needs to be renamed.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Gordon1981 on May 15, 2019, 04:45:10 PM
I can't seem to find the "wooden block" needed for this recipe. I have tried a block of wood and a small wooden block.

.Medieval drill.

{Wooden block} (1) '+for flywheel'

Also, when I dry berries... the berries are optional. Not sure if that was intended/RP.

love the mod and thank you for your work.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 16, 2019, 11:04:32 PM
Checking in and now investigating recent issues
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 16, 2019, 11:09:20 PM
I can't seem to find the "wooden block" needed for this recipe. I have tried a block of wood and a small wooden block.

.Medieval drill.

{Wooden block} (1) '+for flywheel'

Also, when I dry berries... the berries are optional. Not sure if that was intended/RP.

love the mod and thank you for your work.

Thanks for the love.

Checking the recipe it was intended to be the piece of wood you get from chopping a log into blocks. That being a largish hunk of rough wood that is shaped during this recipe's creation.

Ill see if I have a character in a situation to test it. I was under the impression it worked as IIRC someone reported having made the advanced boat this tool was called for.

edit:

timbercraft default command sequence:

alt-m > Chop felled tree into blocks

should create the intended component

>>>>

Berries still be checked on.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 16, 2019, 11:47:40 PM
Update

1) Medieval drill issue confirmed and fixed to see intended block of wood

1A) The wood stake and block are now at the top of the recipe as that made it possible to test that section in my character's current situation.

1B) I >assume< the other recipe elements are operating correctly. Not sure if my character has or could reasonably make the billets needed along that recipe.

1C) I did note the recipe is so long the text view overlapped other text. Not a critical issue. Note for Saami to consider but I doubt the energy to fix matches the minor inconvenience. Other modders note the affect of long recipes.

2) Dried berries, the berries are no long optional  :-X


Pat on the back to myself for choosing an openly named easy to read file structure making debugging even months after working on a section really easy. Commenting your code is also useful. Hooray for useful bits from a University education.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 17, 2019, 02:28:22 AM
Was pine salve implemented? I saw it mentioned, but I can not find witch menu it is under or a Boff that needs to be renamed.

I don't think it ended up in BAC.

By salve it could mean a few things from sticky substance to seal leaks or a medical treatment. I recall another modder talking about pine salve.

For sticky stuff for sealing BAC is using "caulking" under the Carpentry menu. Which itself needs "pitch glue".


Hmmm... and the boats use a thinned down "pitch glue" to represent a weather sealing paint.

"pitch glue" of two types is present in the Barkware menu, as it tends to be made from bark.

From what I recall don't think "pine salve" ended up in BAC.

(Brygun, BAC mod manager)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on May 17, 2019, 04:42:56 AM
I'm not sure if this is a bug or not, but "Woollen Veil" does not cover the face area.  I would have assumed that a "Veil" was specifically for protecting the face against cold, since few other items do so.  However, Woollen Veil does not seem to (Nor eyes, for that matter).  This may be a bug/feature of the original code, I'm not sure.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 17, 2019, 05:15:06 AM
Checking the recipe:

.Woollen veil.         /45/   [effort:1] [phys:hands]
{*Yarn}     (2)    [remove] 'Yarn'
{Woollen *}     'Woollen Cloth'      #0.5#    [remove]
{Knife} <Small knife> 'A knife good for fine work'
[PRICE:8]


Its a base object creator so its a vanilla game function what body zones the viel covers.

I also would have thought veil covers face as they are used in weddings to hide the bride until the reveal. However perhaps in their culture it is something else?

Eyes would never be covered otherwise you can't see plus the game is better without completely invulnerable mahem eye armor could bring.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on May 17, 2019, 11:03:52 PM
Yeah, it is odd.  I wonder if this is just an oversight, or if "Veil" has a different connotation in Finland.

On another note, I finally started messing around with the different punt construction methods. 

One thing I noticed - you might want to add the "remove" tag to the firewood used for the purpose of constructing dug-out hulls. Currently it has none, so the firewood which is supposed to be used for burning out the interior of the hull simply remains sitting there.

EDIT: also, "Shallow dug hull" does not require "Pointed log" to construct.  You can currently make it out of just axe, fire and firewood  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 18, 2019, 03:21:45 AM
Update

fixes for the transport section for dug out log as per Dungeon Smash

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Stoner on May 24, 2019, 04:45:07 PM
First of all, really good mod. Thanks for the hard work.

I have an issue with crafting.
I can´t seem to make pliers since i need "nails for pivot" but Iron nails are not identified as such.

Don´t know if this is a bug or i just don´t find the right item in the menu.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on May 24, 2019, 10:13:10 PM
I think I see the issue - the pliers recipe asks for "iron nails", but I think the game may be case-sensitive, and will only recognize "Iron nails" with a capital I.  I'm not sure though.  You could also change it to *nails
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Maenethal on May 31, 2019, 07:40:06 PM
Is there a way to use this with the Shaman mod? I can't find a way to enable all the menus/recipes.

EDIT: I got it to work! I just added the recipes from "Ritual Supplements" to "Weapons" and the recipes from "Shamanic Herblore" to "Mining and More."
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 05, 2019, 08:50:03 PM
Periodic check in.

Is there a way to use this with the Shaman mod? I can't find a way to enable all the menus/recipes.

EDIT: I got it to work! I just added the recipes from "Ritual Supplements" to "Weapons" and the recipes from "Shamanic Herblore" to "Mining and More."

Good to know.

Large scale mod integration isn't something I can garauntee.

The other option is BAC did leave 3 letters free for the submenus. If you put the other mods into those letters (or just cue them for the next internally assigned) it would work to.

>>>>

Ill check on the iron nails now
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 05, 2019, 09:01:18 PM
Update

Minor

Fix for the nails for the pivot in the pliers recipe

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 05, 2019, 09:06:47 PM
 :o

We past 10,000 views for this thread. Almost 11,000.

Just another 6,000 to go to tie with the self sufficiency mod, which is a predecessor to this mod.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 12, 2019, 03:44:57 AM
Routine visit by mod wrangler.

All appears well.

Thanks to all the content contributors, those making bug reports, suggestions and support. Glad to see, or rather I assume, things are running well.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: popopop1279 on June 14, 2019, 01:45:43 AM
I absolutely love the mod, made the entirety of unreal world x100 better. But I seem to be having a issue with Lamellar rerebraces. All the other Lamellar armor crafts fine, but for Lamellar rerebraces it doesn't recognize that the steel Lamellar pieces are for crafting it.

https://imgur.com/gallery/FtMdViX

Edit: I put the wrong imgur link
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 15, 2019, 03:59:29 AM
Update minor

Fix to Lamellar Rerebrace

Recipe was missing the * at the start of the Lamellar line
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Ukhata on June 27, 2019, 10:28:38 AM
hello, is there a complete list of things added or new possibilities for this mod?
or a wiki for this mod?

thanks in advance!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 27, 2019, 03:56:55 PM
hello, is there a complete list of things added or new possibilities for this mod?
or a wiki for this mod?

thanks in advance!

Not at this time.

It does add a lot (tm). This being that it draws in the work of several major and several minor modder's works as well as my own. Hence "Brygun and Community" = BAC mod.

As the focus was crafting things like the Shaman mod weren't included though on the forums someone has mentioned achieving a merge. A few (3 IIRC) first menu slots were left available for including other mods for those wanting to customize things.

If you download and unzip to an alternate directory you can browse through the mod recipes as Unreal World does those all in text files. A look of the .diy file names gives a list of topics which is pretty extensive.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Bard of Prey on June 27, 2019, 11:24:54 PM
Hey there.  I made this by re-colouring your bloomery, so it seemed only fair to share it in case you have a use for it...
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 02, 2019, 04:33:58 PM
Update

Minor

Switches new kiln builds to use Bard of Prey's graphic submission.

Note with how UrW manages builds existing kilns will still see the old graphic. The file pointer is assigned to the item instance at the time of creation.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on July 03, 2019, 06:48:13 AM
Shutter on north wall by the NE corner was fine (running east to west) until I built a regular North Wall right beside it, now it's turned north to south

 @MattHatter42 Not sure why you posted that here, but;
This is a known 'feature' of a shutter wall. The wall does not know which way to face. Once you build floor/ceiling it will snap to the correct orientation.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: MattHatter42 on July 03, 2019, 10:56:10 AM
Sorry about that, I'm a newb
BTW, you have a duplicate of ROAD building, one in biy_glossary, the other in biy_BAC_Standard
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 05, 2019, 06:11:42 PM
Thanks Privateer

Obligatory please post base game bugs in the other places where Saami will see.

MadHatter42 observations are correct. Extra road recipe commented out.

Bard of Prey added to contributor's list