# UnReal World forums

## UnReal World => Modding => Mod Releases => Topic started by: Buoidda on October 31, 2020, 08:16:25 PM

Title: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: Buoidda on October 31, 2020, 08:16:25 PM
Buoidda's crafts 2.3.6
mod for UnRealWorld version 3.63
Developed with Windows 10, no testing on other ops
Release date 2021-01-12
https://www.unrealworld.fi/forums/index.php?topic=5865.0 (https://www.unrealworld.fi/forums/index.php?topic=5865.0)

So, one summer day your character thought: "I should clear out all these felled trees."

(https://images2.imgbox.com/df/e0/YwEqIob6_o.jpg)

Buoidda's crafts 2.3

DESCRIPTION

This mod is for all those characters who want to be able to walk peacefully among blossoming trees, work their bark, pick their leaves, taste their flowers and berries... aaand to chop them down and make weapons of mass-destruction!!! Muahhahahahahaaaa (crazy laughter is obfuscated by birds' cheerful singing.)

• make traditional wooden boxes sewn with quills
• make traditional sámi preserved sausages called "gurpi"
• find linden trees, a good source of bast fibre
• find two different willows, with various uses
• find big rowan trees, a source of berries
• watch the rowans flower in summer
• collect big branches out of the occasional huge spruce trees
• find slanted pine trees for compression wood
• find straight junipers, birches, rowans and elms
• chop bow staves out of them
• make bows out of spruce, juniper, birch, rowan and elm
• make those complex northern bows out of pine compression wood
• make bowstrings out of various materials
• extract linden and willow bast
• extract spruce bast by roasting spruce saplings
• make cordage from various fibres and rawhide
• make 3ft ropes by braiding cords together
• make 4ft 4-ply ropes out of birch-bark
• harvest blood, intestine and sinew from all your bone bearing kills
• make blood sausages and cakes. Yum! Tasty.
• fletch with various arrowheads of various materials. Forked fowling arrows!
• make necklaces out of bears' and seals' teeth
• ret nettle and hemp for fibre (Rain's retting process included)

QUICK INSTALLATION
• Place all the .txt files in the UnrealWorld game folder
• Place all .png image files and .bat files in the "UnrealWorld\truetile" subfolder. In most cases, simply unzipping this package to URW game folder does it for you.
• rename your original "diy_glossary.txt" to "ORIGINAL diy_glossary.txt"
• rename "ALTERNATE GLOSSARY diy_Buoidda's_glossary.txt" to "diy_Buoidda's_glossary.txt"
• If you have multiple mods you may have to check the hotkeys in menudef_*.txt -files. Each menu entry should have its own hotkey, including those in-game.
INSTALLATION DETAILS

This mod is in multiple files. They do not overwrite vanilla unreal world installation. But to achieve clean menus, you probably want to comment out some vanilla recipes from diy_glossary.txt.
• If you are upgrading, erase all files containing "*Buoidda's*.txt" in their name. I've renamed most to comply with Urw filename format. Sometimes I choose to reorder menu items with this letter: diy_l_Buoidda's_fibres.txt
• I'm providing a file to make those recommended edits, called "ALTERNATE GLOSSARY diy_Buoidda's glossary.txt".
• Rename "ALTERNATE GLOSSARY diy_Buoidda's_glossary.txt" to "diy_Buoidda's_glossary.txt".
• You'll want to rename your original "diy_glossary.txt" to "ORIGINAL diy_glossary.txt". This way it will not be read in-game.
• This mod will replace your rowan, alder, birch, and paddle graphics. Originals are provided.

ROLE-PLAY AND HINTS
There are number of things in this mod I couldn't force players to do
• I cannot mod trees to change leaf cover by season. You can change them manually with enclosed batch-files and then reloading graphics with 'F9'.
• The trees are not proper trees which you can cut down normally. Some of them you can harvest and they appear felled. Others can be picked such as lindens which give flowers (which can be converted to bast) and big rowans, which give  berries.
• Harvest: slanted pine, juniper, all willows, straight elm, rowan and birch.
• Pick: elm (or harvest and tresh), big rowan (pick young leaves to get lumber), lindens and spruces.
• Whatever the method of harvesting, you are supposed to immediately use an appropriate crafting recipe to process the harvestables into proper items.
• Linden flowers and willow leaves can also be used as herbs. Note linden are found mostly in the south-west.
• When harvesting carcass produce, use a bone on the ground: due to a bug the bone will not be consumed. You are supposed to do it as soon as you get the bones from butchering - not later: that's cheating.
• They are cooking recipes and demand fire for no obvious reason. This is due to modding constraints.
• For same technical reason blood can only be collected in a pot.

See the txt files for detailed comments!

FILE LIST

ALTERNATE GLOSSARY diy_Buoidda's_glossary.txt
BC_changelog.txt
cookery_Buoidda's_NF.txt
diy_k_Buoidda's_crafts.txt
diy_l_Buoidda's_fibres.txt
diy_m_Buoidda's_bowying.txt
diy_n_Buoidda's_cordage.txt
diy_o_Buoidda's_fletching.txt
diy_p_Buoidda's_jewelry.txt
flo-turnip.png
flora_Buoidda's_trees.txt
truetile\av-hare*.png       (3 image files)
truetile\bc-*.png           (52 image files)
truetile\ter-alder.png      (overwrite warning!)
truetile\ter-birch.png      (overwrite warning!)
truetile\ter-ndalder.png    (overwrite warning!)
truetile\ter-ndbirch.png    (overwrite warning!)
truetile\ter-ndrowan.png    (overwrite warning!)
truetile\ter-rowan.png      (overwrite warning!)
truetile\ORIGINAL *.png     (8 image files, 71 image files total)
truetile\bc-leafsum.bat
truetile\bc-leafwin.bat     (2 batch files total)
(85 files total)

LEGAL

This mod contains modifications based on UnReal World game tiles and may be used with UnReal World game only. Using these tiles in any way for any other game/project is forbidden.

I have made some of the graphics, but this was mostly just cut and paste of vanilla tiles with some retouching. The juniper is a prime example. I'd very much welcome some of my tiles redrawn by some more skilled of an artist.

CREDITS

Credits for individual work are found in code comments.

My deepest gratitude goes for trowftd. His patient help with the various tree graphics was invaluable.

Thanks for Rain for making his original retting code.

Huge thanks for Kaaven and Atwood for their art. I may not have used much of theirs in this version, much is found in the BAC.

I have reviewed Brygun's fine community mod (BAC) and how some of my old code has evolved in the hands of others. https://www.unrealworld.fi/forums/index.php?topic=4712.0 (https://www.unrealworld.fi/forums/index.php?topic=4712.0) and found some ideas like not using only staff in Northern staff-bow's name. My code is well commented, but hopefully I haven't overlooked anything important I borrowed. I'm glad how this community has evolved over the years.

All work not otherwise marked, is mine and free to use and redistribute as you please without attribution. Claim it as yours if you feel like it. Make money! Riches! Wohou! Oh? No money? Dang. Maybe this wasn't so special after all.
Title: Buoidda's crafts 2.1
Post by: Buoidda on October 31, 2020, 08:35:51 PM
Important: Characters from previous updates will not have flora updated - at least not in explored areas. Sometimes out-dated flora will also find their way in new areas too. That's why safest is to start with a fresh character whenever flora files are changed. I will note this in changelog and also cover how meaningful the changes are. Doesn't usually matter that much.

About version numbering that I follow:

Buoidda's Crafts 2.3.1
2. <----- Major version number (not all that interesting)
3. <----- character compatibility number (likely big flora file change): if this changes, previous characters are not recommended
1  <----- new crafting recipes, bug fixes, graphics etc.: characters are compatible

Game balance appraisal

• being able to start making rope (first cord, rope from 3 cords) for stone-axe is important. Shelters and trees are done with far quicker, which is a boon if you are barenaked in the winter wonderland. Also they are made in 3ft lengths, not 15. Time consumed is realistic-ish as in very long. Expect to twist for days if you want 15 ft of spruce-bast rope.
• willows and lindens become harvestable in early summer season, when many other plants are still growing
• during summer, sources for plant cordage are abundant
• in winter you can't spam bast cordage indefinitely. Spruce saplings are the only source. In summer sources for plant fibre are almost everywhere.
• willows make tanning compounds abundant, but only harvestable during summer season
• with harvested willow roots you can make withes. Also season dependent
• plant cordage is slower to make, but available in winter (finite resources on islands)
• arrows and bows are a lot slower to make
• elm for "longbows" are available around south-west
• once you have the food and gear to make Northern bows, that makes for a lucrative trade
• teeth sell well as jewellery
• some increase in food from carcasses if you (are able to) make intestine foods
• fletching and bowying are a pain compared to vanilla. Muah. Making elm bows, northern bows and tooth jewelry is a lucrative way to make trade goods.

Running commentary

Version 2.3

This update brings big changes to the way players look at the surrounding forest. It's easy to miss a useful tree individual and the best ones are not so common. Thank you @trowftd once more with helping me out with the graphics. Your help was welcome indeed. The reason I'm bringing so many trees in one update is future character compatibility: I try to update the flora*.txt as seldom as possible to ensure best play experience. That's why we had to work extra hard for the new trees to need as little changing as possible in possible future releases.

2.3.3. Now the trees can also be 'felled' by harvesting, with the exception of big rowans. The produce doesn't feature normal lumber, the outcome is tree spesific.

Making short- and longbows has now an added step, inspired by the BAC. It now takes a few days to dry a bow preform before tillering and finishing the bow can start. It is also possible to make bows in a week or so in real world too. If one manages to make the bow very close to the final measurements without bending it too much, there is little wood left to dry. The important thing is not to strain the wood before it is dry enough or it will take permanent "set" or compression damage. The heat treating in the recipes is partly to reflect quicker drying too, though there are so many little things that just are better not to overthink about.

I left drying out of the Northern bow. It's a 'curiosity' of not needing to do it. It kinda makes sense since compression wood is so ridiculously strong in, well, compression. The backing is not likely to fail because of excess moisture content. But actually in real life it is especially important to have appropriate moisture content in compression wood since its length changes about 25 times more with moisture content changes than it does with 'regular' wood. So while a 'wet' bow might work for a while, once dry it might actually be uselessly weak in the shot. On the other hand, making a too dry compression wood bow might result it becoming impossibly strong (with ears almost touching each other) to even survive bracing in once piece once it reaches outside moisture equilibrium. This is more likely with modern replicas. The pine bellies must be roasted to eliminate some of these moisture content length changes. So it naturally brings some drying to it too. Ok enought with the spesifics: I might add it later, but lately I've been all about trees!

I really like how the trees are working now. They are not perfect, but do make a more vivid and lush atmosphere, especially in groves. Most tree produce you just pick up and process on the spot. Willow leaves and linden flowers are herbs on their own, but can also be conveted into bark and bast, respectively. You are supposed to make the decision of which ones to convert on the site. For willow roots you need to 'h'arvest and it destroys the whole tree, then 't'resh. For willow baskets you use whole willow bushes. Big rowans bear mainly berries, but before they are ripe, you can also "cut the tree down" by picking young leaves and process them into a bowstave. For other trees I doubt explanation is needed. Happy lumberjacking!

Version 2.2

Spoiler: show
Most important comments are in the code but I have to say this was an interesting one for a tree-lover. Also I noticed some significant curing times for timber in the BAC. While that's pretty much how I cure my bow-staves irl, it is possible to make bows quickly irl too. Maybe in a week or so. It just needs more care and expertise. And I don't want to wait in game for months.

Also about pricing. I noticed low prices in BAC bows. That's fair balancing. I didn't include that because now finding the material is a lot more work and also because I don't like the idea of identical things having different values. Like clothes do nowadays. It still does allow to make the valuable Northern bows as trade goods (smaller bows are considerably harder to make than in vanilla). Also the tooth jewelry is valuable in my mod, for roleplay.

The tillering gear in BAC felt modernish. Dedicated tillering gear was presumably a more central European castle / city-dweller thing. But it is perfectly true that bow-making should take more time. I try to keep menu bloating to minimum to increase my own immersion.

I was tracking elks the other day (irl) and was thinking how different elk and reindeer strides are. I edited the in-game elk tracks by removing half of them. Now seems more accurate long steps. Reindeers do that annoying going about in circles irl too, messing all other tracks.

Version 2.1

Spoiler: show
I thought I put out this thing I've been working on lately. Bark cordage in the original Buoidda's crafts 1.x has bothered me since I only knew about lime and willow cordage at the time. Now I've learned the proper word: "bast" and researched and rethought parts of my old mod. Alder bast is too brittle for cordage.

One novelty is that while over the years various branches and stuff have been modded to be soaked to make cordage, it isn't always necessary to ret wood (I'm not talking of grasses) to obtain bast. It can be of help, though. But modding it is a problem since retting in winter would take totally different time than in summer. (Maybe abuse spoiling time?)

Anyway, during sap rising you can just extract the bast straight on from trees. Or during winter one can roast the wood gently to break down the 'glue' that holds bast fibers together.

I've tested it but not as punitively as back then when I was younger and full of enthusiasm. Please report any problems and of course welcome to ask and discuss. This is a fairly simple mod though. And before anyone asks, I do not plan to update or publish all of my old mods.

The majority of the original Buoidda's crafts is engulfed in Brygun's community mod (BAC: https://www.unrealworld.fi/forums/index.php?topic=4712.0) and I'm happy of it. They can stay there. I warmly thank Brygun for his stewardship. Here I'm only presenting new (for me, at least) techniques I came up with, like using animals' bones to calculate blood volume and intestine and sinew weights.

Cord quality
Spoiler: show
I'd want to mod cord quality modifiers as: fragile, weak, (normal), strong, very strong. That's how I think of them.

I've tried to mod hemp to produce the best quality fibers, then nettle, sinew, rowan and lastly spruce. But I wasn't completely happy with it. Tags like %-50% don't seem to affect output strongly enough.

The reason sinew is not the best fibre is the climate. While sinew does have exceptional qualities, they are greatly reduced in the cold and damp Finland-like climate. Sinew-backed bows could break in sub-zero conditions.

So in unreal world, I reckon plant-based fibres will produce the best, least elastic bow strings. Go for hemp. Flax would be best, it's featured in BAC.
Title: Re: Buoidda's Fletching 2.0
Post by: Dungeon Smash on November 01, 2020, 07:43:10 PM
Great to see you still making mods :) your old crafting mod was one of my favorites.
Title: Re: Buoidda's Fletching 2.0
Post by: Buoidda on November 02, 2020, 06:01:15 AM
Thank you! I wonder where the like button is...
Title: Re: Buoidda's Fletching 2.0
Post by: Dungeon Smash on November 05, 2020, 11:59:03 PM
Thank you! I wonder where the like button is...
Only in the other sub-forums for some reason, I'm afraid.
Title: Re: Buoidda's Fletching 2.0
Post by: Brygun on November 29, 2020, 06:56:04 AM
Hey Bouidda,

Just noticed this thread. Great to see you are back. Your mods have continued to be with us as chunks of them are in the BAC mod. The fletching mod draws from your extensively.  There is crediting for you is in the fletching diy. Thanks for all the contributions over the years.

Brygun
caretaker of the BAC
Title: Re: Buoidda's Fletching 2.0
Post by: Buoidda on November 29, 2020, 08:13:08 AM
Thank you! I've noticed. I'm happy they live on :)

My current interest in Urw is in things I can't mod, as you see in my suggestion spree.  ::)
Title: Re: Buoidda's Fletching 2.0
Post by: Brygun on December 03, 2020, 07:44:39 PM
Thank you! I've noticed. I'm happy they live on :)

My current interest in Urw is in things I can't mod, as you see in my suggestion spree.  ::)

:D

Right there with you. Saami and Erkka have given us an amazing game. The long term interests will always lead to more suggestions. They have added in some of the additions, like more NPC tasking, and big changes like the revamp on the cordage.

Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Brygun on December 07, 2020, 09:28:34 PM
Working on a partial integration of your new ideas into BAC.

Query:
If we can get fibres from spruce saplings couldn't we use full grown spruce or spruce twigs?

Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Buoidda on December 07, 2020, 10:15:43 PM
Code: [Select]
// The best bast is obtained from young trees cut in early summer,// though collecting it at this time implies a retting process lasting// several weeks, to degrade the soft tissues and separate the bast// from the outer bark. Bast can be processed more quickly in early// spring as the sap is rising, or in winter, in which case the bast can be// separated rapidly over a fire."// Hardy, Karen 2018. "Plant use in the Lower and Middle Palaeolithic: Food, medicine and raw materials"
Yes in real life. Though it would be much more tedious from branches/twigs since the bast is thinner there and more knots too.
The game doesn't distinguish wood species in (slender) trunks.

In the mod I'm thinking game balance, since finding saplings does need extra work and on islands at least are a limited resource.

Maybe BAC could use an additional, even more time-consuming roasting recipe for twigs something like (3 twigs/ 2hrs / 0.1lbs fibre).
Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Brygun on December 07, 2020, 10:19:48 PM
trying things out with Tuukka.

The yield form a spruce sapling was 0.1 lb of fibre. This seems... light. Obviously its not the whole weight of the tree. Maybe the yield should be 0.3 or 0.4. A rope has 1 pound so you would need 4 or 3 spruce saplings to make one.

Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Buoidda on December 07, 2020, 10:25:32 PM
10-1 ratio is reasonable in the game, imho. Total bast yield of a tree would weigh seriously less than 10 to 1 irl.

This also reflects the expense of making quality cordage. Our real life foremothers were constantly making cordage, for its applications were endless.

Note that you can make 3x 3ft cords from clothes and twine them into 3ft rope quite quickly.

Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Brygun on December 07, 2020, 10:27:25 PM
mmmmkay

I need many more spruce saplings now.  :P

Thought occured to me about having a braiding of the withes into rope strength item. It would mean being able to use both birch and spruce saplings.  Not sure if they are strong enough.

Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Buoidda on December 07, 2020, 10:34:01 PM
My island is empty of saplings. I'm making more forestry damage here than a starving elk in winter.  ;D

Sure one could do that irl. I've towed a car with braided willow bark (strips of the whole bark, not just bast). Just a few meters to test it. Worked fine.  8)

The possibilites in real life are pretty much endless. The thing is, ofc, whether it would bring value to the game feel or its balance.

Never mind. Rereading your comment, I see it usable in an island setting, yes. The strength of such a thing is a complicated question, for sure it would weigh more at least.

In case you missed my edit earlier:
Maybe BAC could use an additional, even more time-consuming roasting recipe for twigs something like (3 twigs/ 2hrs / 0.1lbs fibre).
Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Brygun on December 08, 2020, 01:17:35 AM
believe the quality of the bast like "fine" can interfere with the recipe calls so they should be *fibre calls

Testing now
Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Brygun on December 08, 2020, 01:33:19 AM
Working in the BAC side of things the different use of the phrase

fibre of

is not consistent with

fibre from

Not sure if thats just in the BAC
Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Brygun on December 08, 2020, 02:51:29 AM
i ran your code for the rope as

// From Bouidda v2.1
// Rope is now made by braiding 3 cords together
// "cord" will produce cord rope, which I don't like too much
// mixed cords will produce 'mixed braided rope'
.Braided rope. "Rope"   -R-   [phys:hands,one-armed] *HIDEWORKING* /20/ [patch:5] [assist:1] |-2|
{*cord*} =3=   (3) [remove] [patchwise] 'cord' [name:%s rope] [naming:last word]
[LENGTH:3]
[WEIGHT:0.3]
[PRICE:0.4]

What happened is 3 of 15 ft long basts were consumed to give 1 of 3 ft rope.

Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Brygun on December 08, 2020, 05:27:28 AM
Suspicion:

after the =3= for 3 ft (?) the call for (3) is more powerful. Meaning it trumps the call for only =3= feet and takes (3) whole objects

=9= might work. going to test.

Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Brygun on December 08, 2020, 05:49:26 AM
This worked properly

// From Bouidda v2.1
// Rope is now made by braiding 3 cords together
// "cord" will produce cord rope, which I don't like too much
// mixed cords will produce 'mixed braided rope'
.Braided rope. "Rope"   -R-   [phys:hands,one-armed] *HIDEWORKING* /20/ [patch:5] [assist:1] |-2|
{*cord*} =9=   [remove] [patchwise] 'cord' [name:%s rope] [naming:last word]
[LENGTH:3]
[WEIGHT:0.3]
[PRICE:0.7]

If the cord lengths are two long the game warns about that so the player can trim down.
Once made ropes can be joined longer or cut shorter. Successfully used the rope to make a stone axe.
Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Buoidda on December 08, 2020, 08:18:36 AM
believe the quality of the bast like "fine" can interfere with the recipe calls so they should be *fibre calls

no quality tags cannot be referred to, though I'd like to be able to

Good testing about the rope. I have to make an update too.

I changed to the "fibre of"-expression because it is more widely accurate. You can talk of fibre from nettle, hemp etc. when referring to the original "donor" of the fibre. But fibre from bast or sinew doesn't really work language-wise, imo. They are not "from" bast since all they are made of is bast. Therefore "of" would be more appropriate. Once again, I'd love to have native English speakers' opinion on this.

Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Privateer on December 08, 2020, 08:50:38 AM
~snip~
I'd love to have native English speakers' opinion on this.

Generally it would be the 'item(s) fiber'
So cotton fiber not fiber of cotton (fibre if you prefer). You would pluralize with 'strands of fibers' or 'strands of cotton fibers'
but not 'strands of fibers of cotton'

To me anyway ;)
Title: Re: Buoidda's crafts 2.1 [released 2020-12-06]
Post by: Buoidda on December 08, 2020, 09:23:39 AM
Naturally :9 that is the way I'd like to put it, but since we don't have the [naming: first word] -tag, I can't. There was a suggestion abt this somewhere. So many times I have wanted more flexible name modding...

https://www.unrealworld.fi/forums/index.php?topic=5875.0 (https://www.unrealworld.fi/forums/index.php?topic=5875.0)

What if you had to choose between "from"/"of"?
Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Buoidda on December 12, 2020, 03:34:43 PM
Bump up for a release. I'm so excited!

So I fiddled about with flora and managed to put some quirky trees into existence.  :o

Now would-be bowyers need to actually find proper tree individuals for their craft. I find the mechanic is really interesting and immersive compared to the original bowying I had in 1.x. Wonder if someone already did something like this (mod trees)?

Be sure to check out and even start modding some new trees yourself!

Tag! @Brygun @Privateer @Dungeon Smash
Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Dr.Hossa on December 12, 2020, 05:48:33 PM
Didnt find any like button, so: 'thumbs up' from me then. great work.

I also made a bowying mod, but again not as detailed as yours. dont know if you were "wondering" about something like this, but i will post it here
It makes it possible(while hard and very time consuming) to craft Hunting, Long and Northern bow. results are(or should be) almost all the times inferior to found or traded ones.

A "green body", (rawling) is produced as a first workstep out of a board. that makes even shortbow crafting more tedious.
The green body is required for all bows but the primitive bow.

The mod also inhibits bowstring, which is made of 3 cords and needed for long, hunting and northern bows
Then there is glue, which you can cook from birch bark,fish skin or bones. Glue is needed for Hunting and Northern bows.
Birch bark also comes into play when making a hunting or a northern bow, resembling the composite aspect.
The northern bow in the end, requires an additional workstep(realized by a "Recurve Bow Body" interstage product) which has to be completed with a bowstring and animal fat.
That mod intentionally forgoes special tools.

Spoiler: show

//PHIL'S STONE AGE
.Primitive bow. "Juniper bow" [effort:2] [phys:stance,arms]   %25%   *COMMON*      /80/ |0|
{Slender tree trunk} [remove]
{Knife}
{Cord} =5= [remove]

//PHIL'S STONE AGE
.Green Body. "Board" [effort:2] [phys:stance,arms] *CARPENTRY*   %25%   /250/ |2|
{Board} [remove]
{Axe} <Carving axe>
{Knife} <Hunting Knife>
[NAME:Green Body]
[WEIGHT:3.0]

//PHIL'S STONE AGE
.Bowstring. "Cord" [effort:1] [phys:hands,one-armed] *COMMON*     /120/ |-2|
{Cord} (3) =15= [remove]
{Knife}

//PHIL'S STONE AGE
.tiller Green Body. "Shortbow" [effort:1] [phys:stance,arms] *CARPENTRY*   %25%   /5/ |-2|
{Green Body} [remove]
{Cord}  =5= [remove]
[NAME:Shortbow]

//PHIL'S STONE AGE
.frugal Longbow. "Longbow" [effort:2] [phys:stance,arms] *CARPENTRY*            %-50%   /320/ |2|
{Green Body} [remove]
{Axe} <Carving axe>
{Knife}
{Bowstring} =7= [remove]
[PRICE:60]

//PHIL'S STONE AGE
.unpretentious Composite Bow. "Hunting Bow" [effort:2] [phys:stance,arms] *CARPENTRY*       %-70%   /320/ \6h\ |2|
{Green Body} [remove]
{Birch-bark strip}  =60= [remove]
{Glue} #0.2# [remove]
{Axe} <Carving axe>
{Knife}
{Bowstring} =6= [remove]
[PRICE:107]

//PHIL'S STONE AGE
.Recurve Bow Body. "Wooden stake" [effort:2] [phys:stance,arms] *CARPENTRY*      /320/ \12h\ |2|
{Green Body} [remove]
{Birch-bark strip}  =60= [remove]
{Glue} #0.3# [remove]
{Axe} <Carving axe>
{Knife}
{Board} 'for tillering'
{Rope} =6= 'for tillering'
[PRICE:132]

//PHIL'S STONE AGE
.plain Recurve Bow. "Northern Bow" [effort:1] [phys:stance,arms] *CARPENTRY*            %-85%   /20/ |-2|
{plain Recurve Bow Body} [remove]
{Bowstring} =6= [remove]
{animal fat}
[NAME:plain Recurve Bow]

//PHIL'S STONE AGE
.Make Glue from fish skin. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \2h\ %50% |-2| #0.1#
{Raw fish} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]

//PHIL'S STONE AGE
.Make Glue from bones. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \2h\ %50% |-2|
{Bone} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]

//PHIL'S STONE AGE
.Make Glue from Birch Tar. "rock" [effort:1] [phys:hands,one-armed] *COMMON*  /5/ \7h\ %50% |-2|
{Birch-bark strip} =160= [remove]
{Pot}
{Fire}
[NAME:Glue]

.Arrow. [effort:1] [phys:hands,one-armed]     *CARPENTRY*        /30/    [patch:5]
{Branch}      [remove] [patchwise] [noquality]
{Knife}
{Feather} (3) [remove] [patchwise] [noquality]
{Cord} =1=    [remove] [patchwise]
{Rock}        [remove] [patchwise] [noquality]

.Blunt arrow. [effort:1] [phys:hands,one-armed]  *CARPENTRY*       /45/    [patch:5]
{Branch}      [remove] [patchwise] [noquality]
{Feather} (3) [remove] [patchwise] [noquality]
{Cord} =1=    [remove] [patchwise]
{Knife}

I am also working on an all embracing mod "Phil's stone age" ;) , but its not as detailed as yours.
I fail to overview the code so i built it with rudimentary solutions which i can change later. I have to admit that i stole some code(bacs earthenware for example) and ideas from other mods and changed them to my pleasure... which prevents me from actually "release" it because i dont want to step on anybody's toes.
The idea of my whole mod is making it possible to aquire a little bit more of the item universe while keeping it simple. Bowying is just a part of it.

I want to ephasize that my coding is nothing compared to the work of many of you experienced modders, i just have a more minimalstic approach because i want to move on familiar ground inside the codefile...
just feel free to use, copy, "steal"ideas and ofc destroy ::) codelines

edit: reading again i realized that i missed your call regarding the trees. Sorry if this here is completely out of place
Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Brygun on December 12, 2020, 07:10:57 PM
Tag! @Brygun @Privateer @Dungeon Smash

Well one thing about the 2020 lockdown in my city... more Unreal modding going on.  ;D :P
Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Brygun on December 12, 2020, 07:16:46 PM
Do the new trees still work for things like havesting bark, branches and twigs like the originals? Does the straight birch give you birch-bark? rowan give rowan-bark?

Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Privateer on December 12, 2020, 07:24:10 PM
I'm so excited!

Be sure to check out and even start modding some new trees yourself!

Tag! @Brygun @Privateer @Dungeon Smash

I'm most happy to see people find something that excites / inspires them.
Once again the tree chopping game becomes the tree growing game!
I'll be sure to have a look.

Do the new trees still work.

This is probably another thing that should be cleaned up/added to flora_ parameters. Have option to make item 'solid". The trees will function the same as all 'flora' and you can walk on/over/through them.
Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Brygun on December 12, 2020, 07:56:34 PM
Checking over the new items from Bouidda for BAC. Main issue I always have to look into is available menu space. Since these would replace some of the existing bowying entries its possible.

Note to users: possible change to bowying coming suggest you finish current bows or hold off on updates until your current bows are done.

>>>

Along the way noticed the bone working.

The price on the tooth necklace is currently forty-eight (48) which is 48 squirrels hides, which is HUGE. Previous tooth necklace price im seeing in BAC was two (2). The tooth necklace would be worth more than the animal's hide. I suspect there is a typo in there.

Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Buoidda on December 12, 2020, 09:39:47 PM
... which prevents me from actually "release" it <snip> I want to ephasize that my coding is nothing compared to the work of many of you experienced modders

Though, tbh, you just did (release). Now it's forever in the abyss of the internet ;D But don't be humble, I think you should just go ahead and make a thread even if you don't plan updating it loyally. And I do think ppl here are more on the chill side than usual, so borrowing from others shouldn't be a problem to anyone. Just don't expressly claim all of it yours if it isn't.

Thank you for all the praise! The reason my release style is so 'formal' is (apart from the usual ocd) perhaps my background in computer science. Hard to break old habits... I'm partly doing it also to set some example on commenting and study material for future modders. All of my stuff at least is out there to use without attribution (to make ppl feel comfortable modifying it as they see fit). All that said, by no means I expect anyone to use up time as stupidly for all the needless chatter.  :P

Do the new trees still work for things like havesting bark, branches and twigs like the originals? Does the straight birch give you birch-bark? rowan give rowan-bark?

I see Privateer answered already. No. They are walk-through ghosts of trees. They or parts of them are to be picked-up as tokens and immediately processed into proper lumber. At least for now. I did make a suggestion about tree modding here: https://www.unrealworld.fi/forums/index.php?topic=6109.0 (https://www.unrealworld.fi/forums/index.php?topic=6109.0)

Thanks @Privateer  :)

@Brygun. Yes you are right, the jewellery value is probably off. Pricing values are then my weak spot, since that is not a typo. You see I spend most of my Urw time starving to death somewhere I wish I wasn't. I remembered from years-back northern bows being valued something like 176 hides so I thought 48 would be ok. Using my mod it's a lot quicker to make a northern bow than to have 12 teeth of the same animal. At least if you somehow conjure up those 5 perches.

I have to start reassessing prices across my mod.

On menu space. Well that's up to your judgement. The intermediary steps of processing tokens into raw lumber items might be bypassed for one. I just didn't wan't ppl to collect millions of tokens on their travels (though it's still possible if you abuse same terrain elsewhere). I chose not to continue two-wood longbow-line and nerf the old 'Buoidda's recurvedNB 8p' down to vanilla. Reason is that back then I was under the popular misconception that the wiki bow accuracy attribute affected bow shooting accuracy. This topic is discussed at length here: https://www.unrealworld.fi/forums/index.php?topic=5649.0 (https://www.unrealworld.fi/forums/index.php?topic=5649.0) So now that Northern bows are so superior (rightly so in my biased-ass mind), I see no reason to make longbows anymore. That two-wood longbow item was anyway a spin-off historical example because I've read of similar archaeological finds near Oslo, Norway.
Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Brygun on December 12, 2020, 10:08:42 PM
@Bouidda totally agree on being uncertain on prices

One of the old wikis had their price list in torches, not squirrel hides, which is IIRC 8-12 torches for one squirrel hide.

A day's labour unskilled is worth less than the work of a skilled worker.

Just made a punt with Tuukka and Im staring at the price value I set for it and wondering if I was way off.

Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Brygun on December 12, 2020, 10:23:08 PM
Better price reference

https://unrealworld.fandom.com/wiki/Prices_(v3.40)

1 squirrel hide is worth 17 torches

Title: Re: Buoidda's crafts 2.2 [released 2020-12-12]
Post by: Dr.Hossa on December 13, 2020, 01:46:36 PM
Though, tbh, you just did (release). Now it's forever in the abyss of the internet ;D But don't be humble, I think you should just go ahead and make a thread even if you don't plan updating it loyally. And I do think ppl here are more on the chill side than usual, so borrowing from others shouldn't be a problem to anyone. Just don't expressly claim all of it yours if it isn't.

Thank you for all the praise! The reason my release style is so 'formal' is (apart from the usual ocd) perhaps my background in computer science. Hard to break old habits... I'm partly doing it also to set some example on commenting and study material for future modders. All of my stuff at least is out there to use without attribution (to make ppl feel comfortable modifying it as they see fit). All that said, by no means I expect anyone to use up time as stupidly for all the needless chatter.  :P

yay thanks and yay i did...  :o Although its just a part of my mod and i thought i was contributing to your topic.
But reading again i realized that i missed your call regarding the trees. Sorry if that was completely out of place.

I actually planned to bring the mod out sometime, but i still work on explanations regarding the funktions and regarding the "stolen" "concepts".
Funnily i had some own ideas, which I found now reading other mod posts... But I won't claim to be the inventor. And since i didnt read the hole forum(but im working on it ;D), I am not sure any of my ideas are new.
I am also quite "chilled" about that and i even wouldnt mind if someone else would stole my recipes...
My point of view is, that this open "source-community thing" (or however you call it) really amplifies creative ideas. I definitely standing on the point that knowledge in general has always been in danger of getting lost, and speaking of me as a chef, i almost dont have any secrets besides company secrets. I always give away all of my recipes, especially to young people who want to learn.

I think there also is one thing many modders have defined as a goal for themselves: One day perhaps the idea or even the whole mod is integrated somehow into the main game. And there are only two persons who should make profit out of that.

Since i cannot contribute to the tree modding topic, i will shut up now and read myself into it. :-X 8)
And I already have some kind of a disclaimer for my "mod" in mind...
Title: Re: Buoidda's crafts 2.3 [released 2020-12-26]
Post by: trowftd on December 26, 2020, 10:44:32 PM
New version 2.3 up and running just letting people know ::)
Title: Re: Buoidda's crafts 2.3 [released 2020-12-26]
Post by: Buoidda on December 26, 2020, 11:54:18 PM
Thanks @trowftd. There were still a couple of graphical issues - now fixed.

Important: Characters from previous updates will not have flora updated - at least not in explored areas. Sometimes out-dated flora will also find their way in new areas too. That's why best practice is to start with a fresh character whenever flora files are changed.

Here is a good place to say something about version numbering that I follow:

Buoidda's Crafts 2.3.1
2. <----- Major version number (not all that interesting)
3. <----- character compatibility number (likely flora file change): if this changes, previous characters are not recommended
1  <----- new crafting recipes, bug fixes, graphics etc.: characters are compatible

EDIT: Bugs fixed in 2.3.1:
• .Juniper bowstaff. recipe was not possible in dry terrain, even though they can be found on it (heathland):
{[TERRAIN:cliff grove meadow settlement clearing fresh dry]}    'Cut branches on site'
There were also weird numbers on the recipe but they have no effect. It was fixed by removing the 'settlement'.
• {Cord} requirement in fletching recipes won't work with "cord of rawhide" (because the base item is not a cord). Changed reqs to {*Cord*}
• Offset graphics in straight winter rowan

EDIT: Other changes in 2.3.1:
• bowstaffs are staffs (weapons) now, possible to get better quality staffs now with a stone axe, at the expense of finding the material
• updated bowstaff graphic
• Straight birches' commonness down to 20. (Minor flora update, old characters might see more of them.)
• [mushroom]-class changed to [root] in *trees.txt. They randomly spawn up until withering period - not just sprout month.
• [noquality]-tags off from lumber items. (Timbercraft much more important in bowying.)

Characters started with previous versions might have trees spawn little differently, but nothing serious.

Any feedback on flora distribution is especially welcome.
Title: Re: Buoidda's crafts 2.3.2 [released 2021-01-01]
Post by: Buoidda on January 01, 2021, 07:59:58 AM
Bowstaff update 2.3.2
- shortened pine belly making from 6h to 5h to allow making it with a handaxe
- deprecated offal since it was unnecessary with the ground item not consumed bug [urw 3.63]. Use bones on the ground for carcass harvestables.
- removed <axe> from bowstaffs since it preferred stone-axe over (iron )knife and unnecessarily multiplied time use
- slightly increased skill bonus modifier for bowstaffs
- large spruce now also found in the north (albeit more rarely: *big* spruce is not) [minor flora update!]
- typo in .spruce bowstaff. "Staff " (extra space) prevented it from appearing in menus
Title: Re: Buoidda's crafts 2.3.2 [released 2021-01-01]
Post by: JP_Finn on January 01, 2021, 09:19:14 AM
Next update
- ? ? ?

Maybe medicinal/herbal produce (https://www.unrealworld.fi/forums/index.php?topic=6183.0) from trees.. until Sami gets that to vanilla.
Title: Re: Buoidda's crafts 2.3.2 [released 2021-01-01]
Post by: Buoidda on January 01, 2021, 09:58:45 AM
Gotta think about that, in the meantime, boil urself some linden flower tea.
Title: Re: Buoidda's crafts 2.3.3 [released 2021-01-05]
Post by: Buoidda on January 05, 2021, 06:45:49 PM
Lumberjack update 2.3.3
- rowan leaves appear as felled rowan
- number of big rowans on an area increased from 3 to 5
- specified credits for trowftd in tree comments
- edited 'revamped rowan graphic' smaller to better distinguish from 'berry-bearing big rowans' and to cover less space
- adjusted lindens' bast yield down to 40%
- adjusted willow bast recipe a little
- adjusted willows' and lindens' maturing time from 120 to 100 days
- small skill bonus for bowstaves
- added "felled" graphic for all modded trees. They appear when harvested or picked up and dropped.
- fixed summer rowan graphic
- deprecated elk (track) graphics, recommend Galgana's creature sprites: https://www.unrealworld.fi/forums/index.php?topic=5743.msg17355;boardseen#new
- antler-tipped blunt arrows output just blunt arrows, but with an altered graphic
- leather instead of cured skin for staff-bow
- redefined vanilla ski stick as weapon for easier selecting
- made fowling arrows heavier from 0.15 to 0.25
- adjusted bowstring lenghts in bowying
- added [MATERIAL:wood] tags to bast and bark
- changed willow bark [TYPE:timber] for it to work in tanning

Linden flower beverage update 2.3.4
- linden flower beverage now properly named due to missing name tag fixed in flora*.txt (minor flora update)
- added ability to dry perch-skins
- perch-skin glue now boiled in a pot and quality affecting crafted bow quality (but not antler blunts)
Title: Re: Buoidda's crafts 2.3.5 [released 2021-01-09]
Post by: Buoidda on January 09, 2021, 08:06:27 PM
Sausage update 2.3.5
- added gurpi, a preserved sámi "sausage"
- more fat in blood cakes
- doubled amount of blood obtained (still less than rl)
- added sour tanning sludge which only works inside birch-bark container
- absorbed sour milk and nettle cheese from BAC
- made all withes [noquality] to condense inventories because of apparent lack of impact otherwise (well skis, minor)
- fixed tanning solution
- dropped fowling arrow damage 1 more point, removed [noquality]-tags in an attempt to cap quality (fine is counterproductive here)
- reverted fowling arrows' weight back to 0.15lbs
Quote
// Forked arrows' main benefit is that they do not penetrate deeply underground and thus are easier to find.
// They also have a wide two-pronged point that more easily hits small targets.
// I cannot mod the above, but but at least they do less than normal damage to not grislify birds.
// After testing there was no perceivable effect on range even with 9lbs arrows.
- duplicate 'straight elm' variety more common in southern groves and meadows (flora update!)
- elm more rare (minor flora update!)
- late summer lindens appeared felled. Lifted them up again. Just pick the flowers, do not harvest linden (there's no additional gain anyway). Same behaviour expected of other trees near their withering period in december. I can't do much more about it, I still prefer the visual effect of trees falling down when harvested.
- fixed missing 'felled' graphic to harvested slanted pine (in addition to picked and dropped)
- Harvest: slanted pine, juniper, all willows, straight elm, rowan and birch.
- Pick: elm (or harvest and tresh), big rowan (pick young leaves to get lumber), lindens and spruces.
- Testing above some more, likely decide to revert so that only harvested and treshed trees appear felled (if they yield lumber). I want to see first how long before december they "fall down" by themselves.
- season colours on hares, as in Galgana's creature sprites
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: Buoidda on January 12, 2021, 04:51:20 PM
Wooden box update 2.3.6
- fixed typo in batch files concerning hare fur colour change
- turnips' graphic changes now when harvested
- smaller blood cakes (increased number produced)
- mixed flatbreads bigger (smaller number produced)
- changed perch-skin glue type to [food] to be able to remove it from the pot
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: rudy on January 12, 2021, 05:26:37 PM
Just want to comment that I'm excited by this mod, and plan to use it on my next playthrough.

I have to figure out how to incorporate it with BAC; currently trying to consolidate BAC for my own use.

It's funny that BAC is based on your older version, and now I'm trying to incorporate your newer stuff into it =D
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: Buoidda on January 12, 2021, 06:54:30 PM
Thank you. I'm unsure how many are actually using this - so it's good to hear  :)

- or how many would if it only was compatible with BAC.

Although I don't spesifically wish my mod to become popular by itself. This has been a modding demo/testing lab for flora modding I wasn't familiar with before. I play with it, it contains those things I feel are essential additions to the vanilla.

I'm guessing others of the silent masses are/will be doing exactly what you are. I've been meaning to open a (private?) discussion with @Brygun about us doing the merge on behalf of the audience. But I wanted BC2+ to mature to a certain level of stability (especially concerning flora files) before that.
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: Brygun on January 13, 2021, 06:18:00 AM
A conversation is possible.

Ive been watching for stability.

I've also been a bit hesitant on adding new on-map trees, which many of the new recipes have as early inputs.

Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: Buoidda on January 13, 2021, 07:48:26 PM
Hmm. They're kind of central to the whole thing. Try playing them!

I'm not foreseeing new updates in close future btw.
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: Ezezaguna on January 22, 2021, 08:39:17 PM
I'm testing this mod and it gives me a very wildlife feeling to my quarantine days. Lovely  ;D
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: Buoidda on January 24, 2021, 08:15:19 PM
I'm testing this mod and it gives me a very wildlife feeling to my quarantine days. Lovely  ;D
The trees spice up the scenery somewhat, don't they :) Please let me know what your testing finds.

Currently I'd reduce the tub from 6 down to 3 boards at least. (What was I thinking? Nothing.)
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: abbo1993 on February 27, 2021, 02:54:18 PM
Probably a stupid question but is this compatible with BAC?
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: JP_Finn on February 27, 2021, 04:14:33 PM
Probably a stupid question but is this compatible with BAC?

Since BAC moves around some vanilla items, I doubt it is compatible with anything but graphical, non-crafting, mods.
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: abbo1993 on February 27, 2021, 05:18:28 PM
Ok, thanks.
Title: Re: Buoidda's crafts 2.3.6 [released 2021-01-12]
Post by: Brygun on March 01, 2021, 03:49:23 AM
Brygun keeper of BAC here

Buoidda and I have talked a little about his ver 2+ and the BAC.

The "bast" idea for cordage was moved into BAC

A major thing Bouidda did for this upgrade to his mod was add custom vegetation and rework bowying/fletching sections. That would stop anyone mid-process in making bows but that might be tolerable to players wanting the new ones anyway.

New plants don't spawn on tiles you've already visited and you have to find new tiles.

I've not "yet" implemented the Bouidda 2+ beyond the bast for that reason.  I respect Bouddia greatly and they are one of the early contributors to BAC.

I've wondered if Bouidda aimed to use specific menus as overwrites that might work. Most of BAC menus are getting very full so just adding more into an existing menu is going to be a very fussy case by case.