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UnReal World => Modding => Mod Releases => Topic started by: Arimon on December 10, 2021, 11:36:11 PM

Title: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Arimon on December 10, 2021, 11:36:11 PM
Hi! Ive updated the BAC mod to 3.71.

If you didnt know the mod yet check the original thread:

https://www.unrealworld.fi/forums/index.php?topic=4712.0

Its a collection of different mods by different modders and originally created by Brygun.

First a little disclaimer: I dont rly plan to take over, I just wanna give life support, because I rly dont want this project to die.

While I think most recipes SHOULD be fine, I have to admit, that i did very limited testing. Thats where you come into play. Try it, test it and report. If something doesnt work, pls give as much info as possible, like which menu, which exact recipe and which ingredients did you try to use.

What I tried to do:
   - resolve any possible conflicts of BAC recipes with vanilla ones
   - make use of the new stuff as much as possible (fibre extraction, new tags (thin/strong cordage, nominlen), new bowstring mechanic, textilecraft skill)
   - restructure some categories

Changelog:

Spoiler: show

v131:

- diy_BAC_Tying_Equipment:
   - removed .Hemp rope. (as BAC plant fibres are replaced by vanilla fibres)
   - added vanilla .Rope.
   
- diy_BAC_Fletching:
   - changed {Fibre from*} to {Thin cordage} for all arrows
   - added [nominlen] to {Thin cordage} for all arrows

          (Im not 100% sure about this change yet, but because BAC plant fibres are now replaced by vanilla fibres, the only fibres
          left were birch bark and spruce fibres. Birch bark is only obtainable during a certain time of the year (spring and early summer I think) and spruce fibre is very labour
          intensive. Therefore and because I dont think you rly need specifically fibres as tying for an arrow I changed it to thin cordage. But thats definitly open for discussion, also the
          required length of cordage)


v130:

- cookery_glossary:
   .Berry porrige.: adjusted amount of ingredients needed to be in line with the vanilla recipe
   
- diy_BAC_Armor_group_one:
   - changed {Tying equipment} to {Thin cordage} for .Fur mask., .Animal headdress., .Fur footwrap. and .Leather paws.
   - changed {*cord} to {Thin cordage} for .Leather laced shoes.
   
- diy_BAC_Barkware:
   changed {Tying equipment} to {Thin cordage} for .Bark headdress., .Birch-bark necklace.
   
- diy_BAC_Boneworking:
   - removed .Bone fishhook. as there is a vanilla one
   - changed {*cord*} to {Thin cordage} for .Tooth necklace.
   - changed {*cord} to {Thin cordage} for .Antler necklace., .Elk hunting horn.
   
- diy_BAC_Bowying:
   - removed all bowstring recipes as there is now a vanilla bowstring, which simulates wearing (but is therefore unfortunatelly hard-coded)
   - removed .Primitive bow.
   - added vanilla .Spruce quick-bow.
   - added [noquality] to {Bowstring} for .Primitive hunting bow., .Birch shortbow., .Two-wood longbow., .Hardwood longbow., .Recurved northern bow., .Northern staff-bow.
   
- diy_BAC_Earthenware:
   - changed {*cord} to {Thin cordage} for .Decorated spinner.
   
- diy_BAC_Fishing:
   - changed {Yarn} to {Thin cordage} for .Fishing rod. (why should it explicitly need yarn?)
   - added [nominlen] to {Tying equipment} for .Net. (new tag to ignore minimum lenght requirement)
   
- diy_BAC_Hideworking:
   - changed {*cord} to {Thin cordage} for .Leather tarp., .Skin.
   - added [nominlen] to {Thin cordage} for .Leather tarp.
   
- diy_BAC_Toolmaking:
   - changed {*cord} to {Thin cordage} for .Dip net., .Sanding tool.
   - changed {Cord} to {Thin cordage} for .Stone hammer., .Stone adze axe., .Medieval drill.
   - added [nominlen] to {Thin cordage} for .Dip net.

- diy_BAC_Transport:
   - changed {Rope} to {Strong cordage] for .Raft.
   - changed lenght of {Strong cordage} from 10 to 12 for .Raft. to match vanilla recipe
   - added [nominlen] to {Strong cordage} for .Raft.
   - added [nominlen] to {Tying equipment} for .Braced bark hull.
   
- diy_BAC_Tying_Equipment:
   - replaced .Cloth cord. by new (?) vanilla recipe
   - added new vanilla recipe for .Cord. (Yarn)
   - added {Branch} to .Leather cord., .Leather rope., .Birch-bark rope. to match vanilla recipes
   - changed {Spruce twig} to {spruce twig} for .Split spruce twig. (as reported by Galgana in the 3.63 thread of the BAC mod on page 56 post #831 this recipe doesnt work with {Spruce twig} any more, for some reason it does with {spruce twig}, pls dont ask me why)
   
- diy_BAC_Utility:
   - changed {*Cord} to {Thin cordage} for .Bag.
   - changed {Rope} to {Strong cordage} for .Sledwagon.
   - tweaked descriptive text (added 'Rope') for .Sledwagon.
   
- flora_BAC_cultivated:
   - changed [CARB:8] to [CARB:4] for .Hemp. to match vanilla
   - added [FIBRE_YIELD:2] to .Hemp. to match vanilla
   
- diy_BAC_Weaving:
   - deactivated (you can still find it as boff_diy_BAC_Weaving)
   - moved .Loom., .Weave Nettle Cloth., .Weave Hemp Linen Cloth., .Weave Flax Linen Cloth., .Weave Wool Cloth. to diy_BAC_Textilecraft
   - moved submenu Cloth Garments from diy_BAC_Weaving to diy_BAC_Cloth_Garments
   - moved submenu Woollen Garments from diy_BAC_Weaving to diy_BAC_Woollen_Garments
   - removed BAC fibre extraction and spinning mechanic (soak, dry, extract, spin yarn) as its now vanilla
   - removed .Primitive Spindle and Distaff. and .Advanced Spindle and Distaff. as vanilla spindle is used now
   - removed .Shred Linen for Yarn. to avoid confusion (I dont known how to generate an item of the base item Yarn right now as "Yarn" isnt working, so this would be a different kind of Yarn)
   - changed *COMMON* to *TEXTILECRAFT* for .Weave Nettle Cloth., .Weave Hemp Linen Cloth., .Weave Flax Linen Cloth., .Weave Wool Cloth., all Cloth Garments recipes
   - changed Yarn needed from (1) to =50= for .Weave Nettle Cloth., .Weave Hemp Linen Cloth., .Weave Flax Linen Cloth.
   - changed Yarn needed from (1)/(2)/(3)/(4) to =10=/=20=/=30=/=40= for all Cloth Garments recipes, all Woollen Garments recipes
   - added [nominlen] to .Weave Nettle Cloth., .Weave Hemp Linen Cloth., .Weave Flax Linen Cloth., .Weave Wool Cloth., .Loom., all Cloth Garments recipes, all Woollen Garments recipes
   - changed {*Cord} to {Thin cordage} for .Loom.
   
- diy_BAC_Knitting:
   - changed *HIDEWORKING* to *TEXTILECRAFT* for .Shear a sheep., .Carding.
   - changed {*Spindle and Distaff} to vanilla {*Spindle} for .Spin Yarn.
   
- menudef_BAC:
   removed .Weaving. -G- *MAKE* as diy_BAC_Weaving is deactivated -> remaining free letters are G and V


Regarding diy_glossary: BAC moves some recipes to its own menus and does some other changes to vanilla recipes. I used the up to date 3.71 vanilla diy_glossary (to cover possible changes to the vanilla recipes from 3.63 to 3.71) and tweaked it to be in line with Brygun's 3.70c diy_glossary. So most changes mentioned below are not rly changes to BAC but rather copying old BAC changes (marked as (old)) to the up to date diy_glossary.

- diy_glossary:
   - (old) reduced [POINT_ATTACK] of .Javelin. to 5 (from 6)
      reason: .Bone spear. now equals former javelin damage with added blunt damage
   - (old except Spruce quick-bow) removed .Spruce quick-bow. (moved to Bowying), .Short bow., .Arrow., .Blunt arrow. as BAC uses its own menu 
   - (new) changed {Yarn} to {Thin cordage} for .Loop snare.
   - (old) changed {Block of wood} to {Small wooden block} for .Wooden cup.
   - (old) .Wooden bowl. now produces 2 bowls, but needs 240 min (120 before)
   - (old) moved .Birch-bark box. and .Birch-bark basket. to BAC_Barkware
   - (old) moved .Fishing rod., .Wooden fishhook., .Bone fishhook. to BAC_Fishing
   - (old) moved Tying Equipment to BAC_Tying_Equipment
   - (old) moved .Raft. to BAC_Transport


Also attached you find a ToDo list, which is by no means exhaustive, its just what came to my mind while going through the files.

So its still quite some work to do, but should be mostly balance tweaking. For some points i need a little bit of feedback (like yarn length needed for weaving cloth).

Just in case someone wants to use any "removed" recipes, I dont rly remove them they are still in the files, just deactivated. If you want to reactivate any removed recipe just remove the //.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: MilitanttiTalitintti on December 16, 2021, 02:02:59 PM
Do you think it's stable enough to use for a new character campaign? :)
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Arimon on December 16, 2021, 05:18:14 PM
Small update to v131, see changelog.

@MilitanttiTalitintti Yes Im pretty sure, I might have overexaggerated a bit by saying expect stuff to be broken. Ive played for some (in game) weeks now and had no real issues. Worst case might be a recipe not working because you are missing an ingredient and I removed the recipe to craft this ingredient ;).

It should be also no problem to always upgrade to the newest version of BAC midgame. Modding in URW might be quite simple and a bit limited, but its also quite foolproof :). Items youve already crafted wont get changed and just stay the way they are, so no real danger of breaking something.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: MilitanttiTalitintti on December 16, 2021, 07:24:53 PM
Thanks! I'll have to try it out for myself.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Brygun on January 12, 2022, 06:09:18 PM
Has my blessing.

It had been a possibility during my own BAC issues that medical situations might have ended my life so I already put in a clause that if I had disappeared for too long it could be taken over by someone else.

Brygun, of the BAC

Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: JohnDie on January 15, 2022, 01:57:52 AM
Has my blessing.

It had been a possibility during my own BAC issues that medical situations might have ended my life so I already put in a clause that if I had disappeared for too long it could be taken over by someone else.

Brygun, of the BAC

Glad to hear you're alright! Stay safe out there.

@Arimon Do you think it's stable enough to use in an already on-going save or should I start a new one? This is the first mod I'll be installing so just wanted to make sure before I mess something up.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: JP_Finn on January 15, 2022, 05:50:00 AM
Has my blessing.

It had been a possibility during my own BAC issues that medical situations might have ended my life so I already put in a clause that if I had disappeared for too long it could be taken over by someone else.

Brygun, of the BAC


Glad to hear you're alright! Stay safe out there.

@Arimon Do you think it's stable enough to use in an already on-going save or should I start a new one? This is the first mod I'll be installing so just wanted to make sure before I mess something up.

Worst I can think a mod might do is to crash your game. Make a backup of your save, install the (or any) mod, play. When saving/exiting, make additional backup.  If it crashes, try again, if it’s repeatable crash; report and it will likely be reasonably easy to fix.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Bogwisp on January 16, 2022, 06:13:56 PM
Hello, I recently started using this mod and believe I've encountered a bug:

I'm attempting to mine bog ore from cliffs. I'm standing in a spruce mire, with a cliff in the tile next to me. Yet, when I navigate to the mining menu and click Mine bog iron from cliff, the checkbox that satisfies "Cliff tile nearby" is unchecked. I've tried this at several mire/cliff areas and get the same error every time. I'm a first time user of the mod so it is possible I'm not doing something right but it reads like a bug to me.

Thanks, hopefully I'm either wrong or it can be fixed.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Privateer on January 16, 2022, 07:21:50 PM
 I've not used the mod but;
Hit F3 and examine the spot that should trigger the 'tick' in the menu.
Open the diy_name text file with the task/craft in it.
Find the recipe in question and verify that the [Nearby_Tile:] has the same name that you saw with the F3 examine.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Tinker on January 17, 2022, 09:54:19 AM
The command in question is

.Harvest cliff bog ore. "Hunting Horn" [effort:2] [phys:arms,hands,stance]    *COMMON*   /40/ [noquality] [patch] [assist:1]
{[TERRAIN:pine_mire spruce_mire open_mire]}      '+be in Mire' 
{[NEARBY_TILE:cliff]}               '+near a cliff'
{Cutting weapon}               '+as something to cut peat layer'
{Shovel}
[NAME:ore piece]
[MATERIAL:stone]
[WEIGHT:1.2]
[PRICE:0]
[TILEGFX:bc-orepiece]
// Shouldn't be able to do when ground is frozen. Needs to be done on zoomed-out map.

So you need to be on one of the three mires with the cliff next to you while zoomed out if the ground is not frozen. Any deviation from the requirements will prevent the stage getting a 'tick.''
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Bogwisp on January 17, 2022, 05:15:33 PM
Ah, thanks to you both for the clarification. I was able to mine cliff bog iron ore once I was on the zoomed out map, I was previously trying to do it on the local map. For what it's worth I successfully mined it on frozen ground in the dead of winter.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Brygun on February 01, 2022, 01:18:04 AM
Taking a look at the code the // is a comment line.

My intention had been that "one day" it wouldn't happen in winter. Since we can't code for it is on an honor system that the player really shouldn't be doing that. However the comment lines don't appear when the recipe is run so unless a player opened the recipe file they wouldn't even have seen that.

The real world process is going around the wet, thus not frozen, bog near a cliff of iron rich rock (which many are in Finland) until the stick going inches or feet into the ground gets a right sort of "thunk" on a lump of collageted bog ore. That being where the bog's biological process and criters have been pooling the iron out of the water that was running off the cliff. Now if the ground is frozen one doesn't get the stick to go down far and would bounce off the frozen layer not a lump of metal bearing ore.

Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Arimon on February 03, 2022, 11:53:06 PM
Whoops sorry for replying this late, completely missed these posts.

First @Brygun, Im rly happy you are still around and active in the forums;)!

@JohnDie as JP_Finn said a backup of your save never hurts. But I hope you already installed the mod and had some fun with it:).
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: TiasDK on February 18, 2022, 02:07:46 PM
Lumber pack frames and back packs - how do I store items in them?
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Brygun on February 19, 2022, 10:39:16 PM
Lumber pack frames and back packs - how do I store items in them?

Currently you can't due to code limits. The pack frame is primarily there as a role-play justification for carrying lots of different things. Ideally it would make it easier but it can't with the current modding code.

Some items may be containers like sacks and a if you "a" apply them you can put berries etc in them. Their code  also has a limit to a single type of material going in.

There is a sled wagon thing, forget the name, that converts heavy tree trunks or logs into tokens. Then in the presecence of the sled wagon you can use another mod line to turn them back into the tree trunks. This was one of the other community members wonderful idea that made it much more possible to move 100s upon 100s of wood for buidling cabins. In this way weight is better handled but it takes 2 craft recipes, one to convert to the low weight token and the second to convert back to the normal full weight object.

Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Brygun on February 19, 2022, 10:58:38 PM


How are things going?

>>>>

In terms of what can break the modding is very resilient. The only real difficulty is more the oddity if you delete tile graphics. An already created item will still point to that file name and since there isn't one will on the map show nothing. This makes the item invisible while moving around. If you examine the tile to see the list of items it will appear as its name with no graphic.

Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: GrimmSpector on March 29, 2022, 05:11:07 AM
It looks like the Northern Staff Bow isn't working correctly. I can produce it, and when I use it, it tells me it lacks a bowstring, but when I "a"pply a bowstring and try to repair it, it tells me it's not a bow. So I'm at a loss here. :(
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: GrimmSpector on April 01, 2022, 06:44:53 PM
I wonder if anyone has any uses for dried berries made through this other than as fish bait?
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Brygun on April 04, 2022, 10:12:52 PM
I wonder if anyone has any uses for dried berries made through this other than as fish bait?

iirc the Dried berries have a change to the spoilage so that they last much longer than normal berries. That was the intent at the time.

Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: GrimmSpector on April 10, 2022, 12:57:12 AM
I wonder if anyone has any uses for dried berries made through this other than as fish bait?

iirc the Dried berries have a change to the spoilage so that they last much longer than normal berries. That was the intent at the time.

Yeah, they just don't act like berries anymore, generic food no use in recipes or herblore.

I really can't figure out the bow issue, want that working bow!
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Nydxz on May 03, 2022, 01:48:07 AM
I wonder if anyone has any uses for dried berries made through this other than as fish bait?

iirc the Dried berries have a change to the spoilage so that they last much longer than normal berries. That was the intent at the time.

Yeah, they just don't act like berries anymore, generic food no use in recipes or herblore.

I really can't figure out the bow issue, want that working bow!

 This one is a simple problem. Head in your diy_BAC_bowying file and find this line:

 .Northern staff-bow. "Northern spear" [effort:2] [phys:stance,arms] *CARPENTRY*  /7h/ \1d\ |2|

 and alter it to this:

.Northern staff-bow. "Northern bow" [effort:2] [phys:stance,arms] *CARPENTRY*  /7h/ \1d\ |2|
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Lovesclaiton on June 16, 2022, 01:39:25 AM
Its just me or I cant find the Pliers on Toolmaking, and for some reason the Iron spectacle helm protection crafted is worst than a used one
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Pr0man on July 11, 2022, 03:02:15 PM
For some strange reason the dip net straight up doesn't work in 3.71 to scoop lake ore - works as a fishing rod, sure, but that's not why I want to use it. I even downloaded 3.63 stable and tested it out there with the mod version appropriate for 3.63 and all works perfectly fine.
I tried a whole bunch of combinations to see if I'm doing something wrong, but it does not matter if my character holds the dip net, if it is on the ground or if I have it in my inventory to select it if the game asks for the dip net - it won't be recognized as a tool when selecting the "scoop for lake ore" option. Also does not matter if I attach a bone or iron hook to it or leave it unhooked (as an aside, it's weird to be able to attach a hook to it), nothing seems to work.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Tinker on July 12, 2022, 10:07:35 AM
The dip net is based on a fishing rod, see the diy_bac_toolmaking.txt file. This means it inherits the fishing rod property, like being adlse to add hooks.

It may help to change it to Net which should allow fishing for fish as well as ore, or you may need to change it to some other tool or hunting horn.

I cannot test this myself as I am still saving up to buy 3.71,
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Pr0man on July 12, 2022, 03:34:35 PM
The dip net is based on a fishing rod, see the diy_bac_toolmaking.txt file. This means it inherits the fishing rod property, like being adlse to add hooks.

It may help to change it to Net which should allow fishing for fish as well as ore, or you may need to change it to some other tool or hunting horn.

I cannot test this myself as I am still saving up to buy 3.71,
Changing it to "Net" worked out after creating a new one.

I was previously fiddling around with the file and tried changing to "Hunting Horn" as well, but that yielded no real results. Doing so again I just had the idea of creating the item again after changing the value, I assume this flag only sets the items capabilities -after- it is created using this action, not retroactively for already existing items in the world, which is why I had not gained any results. Hunting Horn as such might also work if one wants to forego the fishing capabilities of it.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 10, 2022, 04:36:22 AM
Hello All,

I've made some modifications to the BAC files, with the primary goal of reducing the number of menus used. This version has 20 total menus (including vanilla) instead of 24, meaning there are 5 "spaces" instead of 1. There were a few removals that I thought were redundant, or unnecessary.

I'm not so arrogant as to claim this is the "new" version of BAC, but I hope that it may be useful to others who want more menu space.

Note in the attached picture the last three menus are not from BAC, but rather from my Magic Mod.

The full list of changes is below. I would be delighted to hear positive or negative feedback on the changes thus implemented. I am unlikely to stop at tweaking the mod here, and may revert changes if there is good reason given why it's a bad change.

* Renamed "Birch Shortbow" recipe to just "Shortbow"
* Renamed "Tipped Arrow" recipe to just "Arrow"
* Renamed "Wooden Blunt Arrow" recipe to just "Blunt Arrow"
WHY: This is complicated, but a good reason. These three recipes show up under the vanilla Weapons menu. BAC aims to replace them with its own 'versions' of the recipes. It removes the vanilla recipes by commenting them out in diy_glossary. This is fine if you install the mod by overwriting. However, if you install the mod with the mod manager, the vanilla recipes are still there, in addition to the versions under Bowying and Fletching menus. By changing the new recipes to exactly match the names of the vanilla recipes, that guarantees that the vanilla ones will be 'overwritten', even if they are still in diy_glossary.  (This also applies to "Spruce quick-bow", but the BAC recipe already exactly matched the name of the vanilla recipe, and so was already overwritten.)

* Combined Boneworking and Hideworking into "Hide and Bone" submenu
WHY: More spaces for menus

* Removed 'Woollen Garments' menu.
WHY: Duplicates items from Knitting menu, Knitting option more immersive.

* got rid of 'tub' chain of recipes in Lumber.
WHY: These cluttered up the menu, and are superseded by the containers made with the Carpentry menu. These are too easy to make for things that store liquids, in any case.

* got rid of bundle/unbundle branches in Lumber, as they just used up two precious menu spaces in my eyes.

* Removed 'Weave Wool Cloth' option from textilecraft.
WHY: Was only used for Woollen garments menu, so useless with the previous menu removal.

* Armor Group One renamed to just Armor
WHY: There's no group two, so the name is redundant.

* Moved the Sledwagon and it's 'loading' recipes under Lumber menu.
WHY: There's exactly enough space in lumber, and frees up space under Utility. Appropriate place because it's mainly about moving logs and tree trunks.

* Moved bark clothing to Clothing menu.
WHY: free up more space in bark menu, hoping to combine bark & clay

* Moved Clean Bandage from 'Mining and More' to Utility.
WHY: Obviously a more appropriate place for the recipe

* Moved Clean Fish from 'Mining and More' to Fishing.
WHY: Obviously a more appropriate place for the recipe

* Moved Skin recipe back to Utility menu.
WHY: Arimon had moved it to hideworking because of space in Utility, which is no longer an issue.

* Moved Wooden Shovel, Wooden Cup, Wooden Bowl to Carpentry menu
WHY: More space in utility, fits nicely in Carpentry.

* Mining and More renamed to "Mining, Clay and Glue".  Recipes for digging clay, and for creating both types of glue (fish-skin, and pitch) moved from their particular menu to this one. Caulking could be moved here as well, but because it's currently only used by the Carpentry menu, its okay to leave it there for now, i think.
WHY: Few reasons. Most importantly, allows the combination of Earthenware and Barkware into a single menu, freeing up yet another space for a menu. Second, the fact that there were two types of interchangeable glues under the barkware and bowying menus confused at least me when I first started using the mod.

* Combined Earthenware and Barkware into "Earthen/Barkware" menu.
WHY: More space for more menus

* Armor menu letter changed from I to 'A', since barkware no longer using it.

* Cloth garments menu changed from J to G, since Weaving menu removed in 3.7x by Arimon

* Moved completed bows from Bowying to Weapons. Combined intermediate bow steps with the Fletching menu, now 'Fletching and Bowying'.
WHY: Number one, to eliminate another menu. Number two, I think it's elegant to have all final weapons under the Weapons menu. Number three, Bowstring cannot be moved from the Weapons menu, and it was awkward having that separate from everything else to do with bows.

* Renamed Cask-style tub, Keg-style tub, and barrel-style tub to Cask, Keg, and Barrel. Added [noquality] to caulking, firewood, and pot ingredients. Made the output [noquality] as well.
Why: I strongly prefer "Keg of Milk" to "keg-style tub of milk" in my menus. I'm aware that this could limit future recipes that call for *tub, but there's no recipe
that you're going to want to use a valuable cask/keg/barrel for, when you could use a (relatively cheap) wooden tub. Caulking and firewood can't have a quality, so its quality should not impact the final product. Pot can have quality, but there's no reason the quality of your pot used to hold the caulking should affect the barrel quality. I don't produce these things to sell them, but rather to store things. So, I don't want them named "Fine barrel of X", next to "barrel of X". Easy to change, though, if you want to make your living as a barrel carpenter, just remove the [noquality]

* Skill used for Earthenware changed from WEATHERLORE to COMMON, because Weatherlore has nothing to do with the skills. However, increased crafting bonus by 30%, in order to account for this change. I could easily be persuaded to make this the new TEXTILECRAFT instead, since both are fine motor skills.

SMALLER RECIPE CHANGES
Note: wherever it says I 'removed' a recipe, I just commented it out.

---------------diy_BAC_Carpentry changes
* "Simple Wooden Tub" made 'no quality', renamed to just "Wooden Tub", because it has the exact same qualities as a base wooden tub.

* removed "Caulked wooden tub". It was just a harder-to-make wooden tub, with no real advantages (only difference is its value is 2 instead of 1)

* Added [noquality] to branches ingredient for furniture section, since branches don't have quality.

* Combine wooden figurine/set for gaming into one step, because there is no need for taking up two slots for steps always done together.

---------------diy_BAC_tying_equipment
* String renamed to 'refined cord' so that it works for *cord recipes.

* Added Refine A Cord recipe, which requires a comb, and potentially increases the quality of a given Cord, with some loss of material.

THINGS I'VE CONSIDERED BUT NOT DONE
* Move bark bandage to Utility items
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Tinker on November 10, 2022, 03:35:07 PM
I do not have time to test this week, but noted that you claim no recipes use tubs, the rain water collection recipes do.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 10, 2022, 04:02:03 PM
I do not have time to test this week, but noted that you claim no recipes use tubs, the rain water collection recipes do.

I wasn't aware of this recipe (there's only one in the files), because it's disabled by default in the latest version.

However, it uses *barrel-style* in its recipe, not *tub, requiring specifically a Barrel, not any tub.  So, this is easily fixed by changing *barrel-style* to Barrel, which I've now done.

Thanks for pointing this out!
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 13, 2022, 02:55:55 AM
Been working on this the last few days, with quite a number of new changes. The changelog below is in comparison with the version posted at the beginning of this thread, still, not my last version.

Future updates will have a changelog based on my previous version.

Lots of new menu changes, optimizations, fixes and tweaks to things. I have tested all the recipes I altered. I have NOT by any means tested every recipe in the mod. I plan to play for a while to hopefully test more of them out before updating this any more.

Check out the attached images for an idea, or read the list of changes below for more detail.

Spoiler: "Changelog 3.72b-R2" • show

FIXES
* Commented out descriptive text added to Thin cordage in recipes; the item will not display properly when it has descriptive text. I have reported this bug. This applies to the armor menu, barkware, boneworking, earthenware, fletching, hideworking, toolmaking

* Changed recipe for Flax Linen Cloth to use Linen Yarn instead of Flax Yarn, to match the new weaving system.

* Northern Staff-Bow base item changed from Northern Spear to Northern Bow, so that it works with the new bow string system. Credit to Nydxz for for this simple but important fix, pointed out earlier in this thread.

* {Dip net} changed to {*Dip net*} in the recipe for scooping lake ore. This is not a perfectly satisfactory solution; under the new fishing rod system, the dip net becomes a "dip net with no hook". If you change its base item so that it's not a fishing rod, the name becomes just "dip net" again, but then it can't be used for fishing (as intended). Best of bad options, I think, is to live with the strange name. Thanks to Pr0man for bringing this to attention.
 
* Renamed "Birch Shortbow" recipe to just "Shortbow"
* Renamed "Tipped Arrow" recipe to just "Arrow"
* Renamed "Wooden Blunt Arrow" recipe to just "Blunt Arrow"
WHY: This is complicated, but a good reason. These three recipes show up under the vanilla Weapons menu. BAC aims to replace them with its own 'versions' of the recipes. It removes the vanilla recipes by commenting them out in diy_glossary. This is fine if you install the mod by overwriting. However, if you install the mod with the mod manager, the vanilla recipes are still there, in addition to the versions under Bowying and Fletching menus. By changing the new recipes to exactly match the names of the vanilla recipes, that guarantees that the vanilla ones will be 'overwritten', even if they are still in diy_glossary.  (This also applies to "Spruce quick-bow", but the BAC recipe already exactly matched the name of the vanilla recipe, and so was already overwritten.)


REMOVED ITEMS - Removed items are "commented out"; nothing was actually deleted from the files.
* Removed 'Woollen Garments' menu.  This duplicates items from Knitting menu, Knitting option more immersive, and more sensical, than "wool cloth".

* Removed 'Weave Wool Cloth' option from textilecraft. Was only used for Woollen garments menu, so useless with the removal of that redundant menu (see above)

* Removed "Caulked wooden tub" in Carpentry. It was just a harder to make wooden tub, with no real advantages (only difference is its value is 2 instead of 1)

* Removed 'tub' chain of recipes in Lumber. These cluttered up the menu, and are supersceded by the containers made with the Carpentry menu. These are also too easy to make for things that store liquids, in any case.

* Removed bundle/unbundle branches in Lumber, as they just used up menu space in my eyes.

* Free ropes from raft recipe removed, mainly for space, but also because it's very unsatisfying to get the ropes back from a raft but the logs are destroyed.


MOVED RECIPES / COMBINED MENUS

* Moved the modded boat recipes (which are a lot of entries) into the criminally empty Fishing menu. Not the best fit, since that menu cannot be renamed, but a better fit than anything else would be. Added a note in the transport menu to look there.

* Moved the Sledwagon and it's 'loading' recipes into the Transport menu.
WHY: Frees up space under Utility for more miscellaneous recipes.

* Moved the peeling and trimming of bark to the Lumber menu.
WHY: Space optimization, and oppropriate since it uses fallen trunks.

* Moved Clean Bandage from 'Mining and More' to Utility.
WHY: Obviously a more appropriate place for the recipe

* Moved Bark Bandage to Utility
WHY: So all three bandage recipes are together.

* Moved Clean Fish from 'Mining and More' to Fishing.
WHY: Obviously a more appropriate place for the recipe

* Moved Skin recipe back to Utility menu.
WHY: Arimon had moved it to hideworking because of space in Utility, which is no longer an issue.

* Moved Wooden Shovel, Wooden Cup, Wooden Bowl to Carpentry menu
WHY: More space in utility, fits nicely in Carpentry.

* Mining and More renamed to "Mining & Iron". Initial smelting steps for iron (including charcoal) moved here.
WHY: Frees up space in the Metalworking menu for more options there in the future, perhaps. Balanced out the spaces used in the two menus.

* Glue recipes moved to Utility.
WHY: The fact that there were two types of interchangeable glues under the barkware and bowying menus confused at least me when I first started using the mod.

* Moved completed bows (final step) from Bowying to Weapons. Combined intermediate bow steps with the Fletching menu, now 'Fletching and Bowying'.
WHY: Number one, to eliminate another menu. Number two, I think it's elegant to have all final weapons under the Weapons menu. Number three, Bowstring cannot be moved from the Weapons menu (it's a vanilla recipe without an entry in diy_glossary), and it was awkward having that separate from everything else to do with bows.

* Combined Boneworking and Hideworking into "Hide and Bone" submenu
WHY: More spaces for menus

* Moved bark clothing (excluding Headdress and necklace - the decorative items) to Armors of Iron and Wood
WHY: free up more space in bark menu, hoping to combine bark & clay. Now ALL clothing items are broken into Clothing (Nettle & Cloth), Armors of Leather and Fur, Armors of Iron and Wood (Iron, wood, bark)

* Combined Earthenware and Barkware into "Earthen/Barkware" menu.
WHY: More space for more menus

* Moved all the vanilla leather and fur armors OUT of the Clothing menu, to the new Armors of Leather and Fur (A) menu.
* Leather and fur armors moved OUT of the Armor Group One menu to the Armors of Leather and Fur Menu.
* A single item did not fit, so I moved Animal Headdress to Hide & Bone menu (it uses bones, and fits there well).
WHY: Now ALL Leather and Fur armors/coverings are in a single menu, more appropriately named than 'Clothing'  Also:

* Moved all nettle and cloth garments from the Cloth Garments menu to Clothing. Cloth Garments menu removed.

* Armor Group One renamed to Armors of Iron and Wood (I). Retains metal and wood armors/shields.

* Moved the fibre recipes under Barkware into Tying Equipment. With the fact that most *fibre* recipes have been replaced with various forms of cordage, the only use for these fibres (I'm pretty sure) is making cords from the Tying Equipment menus. Thus, it's natural to group them together.
 
* Moved Everything from the knitting menu that's not the clothing items (e.g. Shearing, Carding, spinning wool) to the Textilecraft menu.

* Moved Caulking to Utility menu, to be with the glues.
WHY: One more space in Carpentry (otherwise 100% full), and it naturally follows from the glue recipes.

 
 

OTHER SIGNIFICANT CHANGES
* Reorganized the way that alternate files work to make it more clear to users.

* Renamed several files to match new menus.

* Moved Obsolete files into separate folder (rather than delete them)

* All Knitting recipes use TEXTILECRAFT now (most had no associated skill before).

* Skill used for Earthenware changed from WEATHERLORE to COMMON, because Weatherlore has nothing to do with the skills. However, increased crafting bonus by 30%, in order to account for this change. MAY CHANGE IT AGAIN TO TEXTILECRAFT, since they both reflect fine manual skill.




OTHER MENU RENAMING
* Armor menu letter changed from I to 'A', since barkware no longer using it.
* Metalworking renamed to Smithing. Mainly so it matches the letter (S), and because it is now only smithing.

NEW ITEMS
* Added Refine A Cord recipe under Tying, which requires a comb, and potentially increases the quality of a given Cord, with some loss of material.


SMALLER RECIPE CHANGES
* Spin Yarn under Knitting menu renamed to Spin Wool Yarn. The vanilla Spin Yarn option cannot handle wool yarn, and this is to distinguish it.

* Removed the '+furs' added to the fur ingredient in new fur armors, making them in line with the vanilla fur armors. It caused it to display as (e.g.) "1 lb of fur furs". No impact on actual use of recipe.

* Recover tarp from punt now requires a tarp-weave punt. Under the old recipe, it would allow a 'cheat' where you could create infinite tarps. Under the new recipe, it has the downside of destroying the punt, but if you're recovering a tarp from the punt, then that probably means you don't want the punt anymore.

* Added "false ingredients" for ore-scooping actions, in order to make it clearer how they are meant to function to players. e.g.
{-} [optional] '+You need to be zoomed out,'
{-} [optional] '+in a mire, by a mountain.'
{-} [optional] '+For most immersive play, do'
{-} [optional] '+not use on frozen ground.'

---------------diy_BAC_Carpentry changes

* "Simple Wooden Tub" made 'no quality', renamed to just "Wooden Tub", because it has the exact same qualities as a base wooden tub.

* Renamed Cask-style tub, Keg-style tub, and barrel-style tub to Cask, Keg, and Barrel. Changed the (disabled by default) Rainwater collector recipe to require 'Barrel' instead of '*barrel-style*'
WHY: I strongly prefer seeing "Keg of Milk" to "keg-style tub of milk" in my menus. I'm aware that this could limit future recipes that call for *tub, but there's no recipe
that you're going to want to use a valuable cask/keg/barrel for, when you could use a (relatively cheap) wooden tub.

* Added [noquality] to caulking, firewood, and pot ingredients for Casks, Kegs, and Barrels. Made the output [noquality] as well.
WHY: Caulking and firewood can't have a quality, so its quality should not impact the final product. Pot can have quality, but there's no reason the quality of your pot used to hold the caulking should affect the barrel quality. As for the output quality, I don't produce these things to sell them, but rather to store things. So, I don't want them named "Fine barrel of X", next to "barrel of X". They don't stack, then, if nothing else. Easy to change, though, if you want to make your living as a barrel carpenter, just remove the [noquality] from the first line of the recipes.

* Added [noquality] to branches ingredient for furniture section, since branches don't have quality.

* Combine wooden figurine/set for gaming into one step, because there is no need for taking up two slots for steps always done together. Combined the times for each step into a total time.

---------------diy_BAC_tying_equipment
* String renamed to 'refined cord' so that it works for *cord recipes.

WHAT I WANT TO DO, BUT DON'T THINK I CAN
* Move vanilla Bowstring recipe from Weapons to Bowying. It's not included in the diy_glossary, so I don't think it can be moved/edited.

THINGS I'M PRETTY SURE I CAN DO, BUT HAVEN'T YET

* Gather bait recipe, under fishing, to get worms (e.g.) from thawed ground.
* Divide raw meat or fish into 'bait piece' recipes. Longer spoilage days?
* Add TEXTILECRAFT to woolen clothing? Probably.


Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Tinker on November 16, 2022, 03:18:14 PM
Managed a quick look and half an hour test play.

The layout looks a lot tidier and more logical, I think there may be a few things missing though. Perhaps I am looking in the wrong place which would not surprise me.

I miss repairing clothes but making new replacements is possible. I also miss the block pot chain, I often start with no metal tools and cooking with hot rocks in a wooden pot was always useful. Making clay pots is still an option but making radial boards with a stone axe seems to take about a week.

I also make life a little more complicated by needing glue to make arrows and several other recipes are tweaked to take longer or more inputs. I also need to add privateers chicken coop and beehives with honey and mead, but with so many menu slots free I can add my other recipes to a spare slot.

I will test further to see if I can find anything else.
 
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 17, 2022, 01:00:01 AM
Managed a quick look and half an hour test play.

The layout looks a lot tidier and more logical, I think there may be a few things missing though. Perhaps I am looking in the wrong place which would not surprise me.

I miss repairing clothes but making new replacements is possible. I also miss the block pot chain, I often start with no metal tools and cooking with hot rocks in a wooden pot was always useful. Making clay pots is still an option but making radial boards with a stone axe seems to take about a week.

I also make life a little more complicated by needing glue to make arrows and several other recipes are tweaked to take longer or more inputs. I also need to add privateers chicken coop and beehives with honey and mead, but with so many menu slots free I can add my other recipes to a spare slot.

I will test further to see if I can find anything else.
Thanks for taking a look!

The repair clothes option I did not even realize was "bumped off" the page. I will definitely figure out a way to rearrange things so that is brought back. This is why input is so valuable, thank you!

I had removed the block pot for space, but with the latest version there is room for it, so that will be restored in the latest version (posted tomorrow). (It's just commented out; I think I had done that temporarily and then forgot about it)

If you find anything else 'missing' super good to know!

Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 17, 2022, 01:21:56 AM
I will test further to see if I can find anything else.

This 'hotfix' fixes both issues you observed, as well as two other changes.

Anyone downloading this, it needs to be unzipped on top of the R2 version a few posts up.

Spoiler: Changes • show
Version R2.1 (changes as compared to Version R2)

FIXES TO THINGS I DID:

* Commented out Linen privates wrap, and linen breast wrap, two mod-introduced clothing items. This was to bring back the "Repair Clothing" option that I'd accidentally bumped from the clothing menu; I had to cut two clothing items. I chose these two for a few reasons. First, nettle clothing is (apparently) softer, and more suitable to being against the privates or breasts. Second, this distinguishes nettle and linen clothing a bit more (linen already had some unique clothing items, such as undershirt, now nettle has some unique clothing items too). Users can easily comment out some other clothing items instead, if they so choose

* Restored the block tub / block pot under lumber. I had commented them out for a test, I think, and then didn't restore them.

CHANGES TO OTHER ASPECTS OF THE MOD:

Changed the cloth recipes under textilecraft to require 150 feet of yarn instead of 50, and output a piece of cloth that weighs 0.66 instead of 0.5. With the reworking of the vanilla yarn system, the vanilla yarn was much lighter per length than the yarn in earlier versions of the mod (it was the same thickness as cord), and under the original recipe 0.2 pounds of yarn was becoming 0.5 pounds of cloth. With the recipe change, a full 150 bundle of yarn will be used each time (satisfying), and 0.66 pounds of yarn will become 0.66 pounds of cloth. Prices of the cloth output were scaled up proportionally (32%). Time scaled up from 36m to 1h. The time scale was difficult to judge, because the length of yarn increased three fold, but the cloth output only increased 32%, so I went with something in between. Patch option reduced from 10 to 5.

Extracting fibre from rowan and spruce increased to 3 units, to be more competitive with the 7 units from birch bark. Getting 0.7 pounds of fibre from one pound of birch-bark, but 0.1 pounds of fibre from one pound of rowan bark, makes little sense to me. I don't understand the relatives trees well enough, though, to increase the entire recipe to match the 7 units confidently.


Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Bert Preast on November 17, 2022, 11:20:23 PM
So in Finland nettles around the nasties are considered comfortable?  Dayum but these guys really are savages.

Many thanks for your work on the mod  :)
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 18, 2022, 12:31:47 AM
So in Finland nettles around the nasties are considered comfortable?  Dayum but these guys really are savages.

Many thanks for your work on the mod  :)
I actually don't know how undergarments worked in Iron Age Finland. Those two items were added by the BAC mod, both in linen and nettle forms; they don't exist in the base game at all. All I did was research briefly and find that nettle clothing was often considered close to silk for many cultures, and preferred for underwear.

You're very welcome; I hope it's useful.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Tinker on November 18, 2022, 10:12:05 AM
Bear in mind that retting removes everything from the plant and just leaves the long stalk fibres. I would not consider puttinf freah nettles anywhere near my wobbly bits.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Bert Preast on November 20, 2022, 11:03:22 PM
Is there a reason "Skin" appears twice on the Utility menu, at 4 and 9?  At first glance both appear to make the same thing with the same components.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 21, 2022, 02:05:24 AM
Is there a reason "Skin" appears twice on the Utility menu, at 4 and 9?  At first glance both appear to make the same thing with the same components.
Thanks for the catch! There should not be two, even though the recipes are not identical (One uses 'cord', the other 'thin cordage'). I'll remove one for the next version, but need to decide which recipe is more appropriate. 'thin cordage' is more universal, but allows for using things like linen yarn, which probably doesn't make sense for a skin?
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 21, 2022, 07:43:41 PM
I'm going to be away from my Unreal World computer for the rest of the week. Here's a view of where I am in the latest updates. Other ideas or suggestions are always welcome.


R2.2
DONE (for next posted version)

BUG - Skirt items in clothing had "hig" instead of "hip" coverage. fixed.

Added new recipe to lumber menu turn a slender trunk into firewood; attempted to maintain same ratio of time and mass as turning larger logs into firewood.

Changed the skill used for Quern Stone creation to AGRICULTURE (instead of COMMON)

Cloth recipes changed to use 'hunting horn' base item, then other properties adjusted. This is because the 'bandage' base item was not allowing higher quality cloth from higher quality yarn (it was treated as though it had the [noquality] tag on output).

Cloth recipes changed to use 225 ft of yarn in order to produce a 1 lb. cloth output of equivalent weight. Better to have cloth in single pound units. (Doing 2 units at a time will still allow the use of exactly 3 150 foot spools of yarn, or yarn can be created in 225 foot spools in previous step). Time and price adjusted proportionally. Patchwise max reduced from 5 to 4. In-recipe warning added that input should be exact length required, or surplus is lost (I know of no way around this while requiring the specific type of yarn). Shorten/join cords command allows exact length to be accomplished easily, though.

TODO - SHORT TERM
Issue with two 'Skin' recipes in Utility; decide which to keep.
Removal of the Trim birch bark recipe? This seems a legacy option from earlier versions that has no function now.
Switch nettle/linen clothing undergarments?
Max weight on barrel is an issue for light characters; I've added a warning. Anything else to do as safety measure?
Experiment with barrel base object so that it can be interacted with from the ground? Unlikely to work based on my understanding, but worth a look.

TO DO - LONG TERM
Ask permission from some other authors to incorporate aspects of their mods. E.g. manure, bait, coops, mead, honey. Or, otherwise ensure compatibility between them.
Optional menu to add in chain mail crafting. I've seen this in a previous mod - a-historical, but not implausible.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 22, 2022, 11:54:22 AM
Hi, slight question: downloaded BAC, installed every patch I could find in this thread (in order), now facing a small number of issues;

* s -> Hideworking takes me to the armorcrafting menu

* Clothes and Cloth Garments produce the same menu

* Bundling up branches no longer appears to be under Lumber, nor anywhere else for that matter. Bundles themselves still exist, but I can't find a way to unbundle them anymore.

Have I mucked things up royally with my patching, or are these oversights? Either way those are things I'm noticing.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 22, 2022, 01:01:27 PM
I'm not at my desktop to check explicitly, and won't be for a few days, but I think I know what is causing at least some of these off the top of my head.

Bundling branches was entirely removed, because I found it taking up space on the menu while not being an important recipe. However, it is still there in the code, just "commented out" with the '//' in front of it, which you should be able to remove. Since you have now provided evidence that at least one person actually uses that recipe, I'll strongly consider putting it back it. In the meantime, you should just be able to remove the comments.

Could you tell me what 'menudef' files you have in your game folder? Make sure you just have the one. When you open up the menudef_BAC file it should have the following in it. Note the commented out menus. Cloth Garments shouldn't even be a menu anymore, and S going to Smithing is a small change in the lettering scheme.

.Knitted & Bark Clothes. -K- *MAKE*
.Armors of Leather and Fur. -A- *MAKE*
.Armors of Iron and Wood.      -O- *MAKE*
//.Barkware.      -A- *MAKE*
//.Boneworking.      -N- *MAKE*
//.Bowying.      -O- *MAKE*
.Carpentry.      -P- *MAKE*
//.Cloth Garments.   -G- *MAKE*
.Earthen/Barkware.   -E- *MAKE*
.Fletching and Bowying.   -Q- *MAKE*
.Hide and Bone.      -H- *MAKE*
.Mining & Iron.      -M- *MAKE*
.Smithing.      -S- *MAKE*
.Toolmaking.      -D- *MAKE*
.Utility recipes.    -U- *COOKERY*
//.Woollen Garments.   -Z- *MAKE*


Finally, your diy_glossary file should be empty (blank) inside the file. Please ensure that it is.

If any of those things aren't the case, let me know; that will give a good diagnostic of what happened.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 22, 2022, 01:24:12 PM
Right, well let's see.

First off - I just kinda like bundling the branches up nice, heh. Both for a spot of roleplay, and to keep things tidy since loose sticks just litter my whole yard. Plus, I use 'm' to drag stuff around a lot, and it at least feels like the bundles work better for that.

So for menudef, looks like I've got 'menudef_additional' and 'menudef_BAC'.

diy_glossary is *not* empty, see attached for contents - too much to just paste on here, I feel.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 22, 2022, 02:10:02 PM
Okay well I'll definitely work the branches back in the next update. You can uncomment the recipe in the meantime like I said. It looks like you may not have installed the latest full version in post number 28 because that would have overwritten the DIY glossary file with a blank version. I would check whether the zip file you downloaded ends in r or r2. You want the latter. You don't need the first. Right now it's r2 followed by the hotfix a few posts after that. The first file in post 25 is not necessary, though it shouldn't hurt if you install that first.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 22, 2022, 02:55:40 PM
Hokay, got #28's patch in, re-installed #25 just in case first too. diy_glossary is empty as intended.

Things look to be working as intended! Gonna see about removing that comment on the branch bundle recipe now - but just in case someone else stumbles on a similar thing and is as uninitiated as I am, would you mind spelling out the process too? It's *really* tough finding much info on... Anything, regarding URW.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 22, 2022, 03:35:19 PM
I definitely sympathize with the lack of documentation. One of the long-term goals would be to create better general explanation of all the recipes in this mod but that's a tall order when most of them not created by me in the first place.

As far as the specific case of the bundle of branches, the simple fix is to open up the DIY_bac_lumber file, and find the line that has bundle branches and unbundle branches. Remove the // that's in front of the lines dealing with that recipe. The only current problem is I don't recall how many items are currently in the lumber menu. Menus cannot go past 25 items, or the letter O. If the current lumber menu has 23 items or fewer then there will be no problems at all. If it has more than that the last items at the end of the list will be pushed out of the page and inaccessible in game. This is a problem I will easily fix the next update but maybe more difficult to fix yourself. If you can let me know what the current size of the lumber menu is, AKA what letter it goes down to. Again not on my desktop to easily check
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 22, 2022, 03:47:30 PM
Counted, and it's 20 entries on Lumber; 18 pre-adding the branch bundlings back!
Seems to be all there now, and functional. This'll do me nicely.

Oh, but as a wish for the future if possible? Could we get a "wild flour" option for the quern-stone flour grinding recipes? It looks to work if selected manually as a tool for the purpose via Agriculture, but I feel that speed-wise there's hardly any difference - and I'm pretty sure the already included quern use recipes are faster for regular grain.

EDIT: I take it back, apparently the quern-stone only counts as one nearby stone if placed down, and as both if picked up and selected manually from the inventory? Very strange.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 22, 2022, 04:42:30 PM
That recipe I can speak of confidently since I created it myself. Making the quern Stone requires grinding two stones into a quern Stone shape, and then assembling it with the second step. Then you need to use the specific recipes to grind barley or rye flour.

The individual pieces unassembled, count as regular stones and therefore can be used for regular grinding, though using them in this way provides no speed benefit. Unfortunately there is no way to have the quernstone device apply to flours in the game other than barley and rye. This is because other flours do not exist as base item types, and thus cannot be directly created by a modded recipe. I've searched for a way around this problem but with no luck.

Theoretically I could have it grind a wild flour into a copy of either barley or rye flour and simply rename it, but then the nutrition would match that of barley or rye not of the actual flour you are grinding. Which didn't seem satisfactory to me.

Let me know if that clarifies the situation for you.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 23, 2022, 07:04:59 AM
Damn, that's a shame. Reed root flour's kept me living for quite a few games, I bet that's the case for a number of others too. Would've been great, but can't have 'em all! Nice to know the reasons behind why it's not possible, though.

Gonna keep that in mind then going forwards, regular stone grinding it is.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 23, 2022, 09:28:10 AM
... And so, new issues arise: after all this modding, looks like the large bear deadfall trap recipe's buggered. Shows as needing an impossibly high number of ropes to finish, somewhere ~900000. Where do I go to fix this? Been looking around but can't seem to find it.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Tinker on November 23, 2022, 10:41:10 AM
The heavy deadfall bear trap is a vanilla item, not altered by the mod. I just checked and it needs 3 strong cordage 1.3m long, a couple of root ropes should be enough. Can you tell us what the recipe actually asks for?
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 23, 2022, 12:26:07 PM
It asks for the same, up until I try to input the ropes. I had five root ropes prepared in advance, and those weren't enough - number didn't even change actually, so I think it might be demanding a much larger number than it can display? Picture attached.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 23, 2022, 05:20:23 PM
Honestly, like Tinker says, BAC does not modify that recipe. I can't say more until Saturday at least, when I'll be at my desktop and see if I can replicate it.

I won't say it's absolutely impossible that the mod is doing something, because computer programs are fickle things, but I currently find it hard to imagine how BAC could have such an effect.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Tinker on November 23, 2022, 05:35:35 PM
Just to test I just made one with a couple of root ropes, no problem. The only thing I can think of is that something else you did has broken the cord system. Can you build a raft, that needs logs and rope?

If there is a great problem you could try to zip the save file and send it to me to look at. PM me for an email address.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 23, 2022, 07:06:43 PM
The only theory I've come up with is that it was a problem with how you modified the diy_BAC_lumber file in order to restore the bundle branches recipes.

If you could post a copy of just that file (after you modified it), I'd be happy to take a look.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 24, 2022, 11:57:47 AM
First, all other rope/cord-related recipes seem fine, as with pretty much every other trap - looks to be localized to the big bear deadfall trap.

Second, see attached for the requested file.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 24, 2022, 02:49:51 PM
Sorry, but the requested file was diy_BAC_lumber, not trapping.  :)

Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: Tinker on November 24, 2022, 04:15:00 PM


TODO - SHORT TERM
Issue with two 'Skin' recipes in Utility; decide which to keep.
Removal of the Trim birch bark recipe? This seems a legacy option from earlier versions that has no function now.
Switch nettle/linen clothing undergarments?
Max weight on barrel is an issue for light characters; I've added a warning. Anything else to do as safety measure?
Experiment with barrel base object so that it can be interacted with from the ground? Unlikely to work based on my understanding, but worth a look.

TO DO - LONG TERM
Ask permission from some other authors to incorporate aspects of their mods. E.g. manure, bait, coops, mead, honey. Or, otherwise ensure compatibility between them.
Optional menu to add in chain mail crafting. I've seen this in a previous mod - a-historical, but not implausible.

Skin - which ever you think. Agree on trim bark, it was a legacy item, I think from before 3.6. Barrels, and large pots working from the ground would be great but not possible I think.

Incorporating other mods would be great, something broke the coops in the last update and I have not seen any beehives for months, but I have been in the wrong biomes..

Other suggestions - I have recreated Bryguns floating log, different recipe but with sprites if you want to consider it. I have also changed the arrow production to need a small amount of glue and therefore a fire, blunt arrows a a small piece of cloth fixed with some fibre as the tip and broken arrows need a broken arrow a new shaft and feathers just to get rid of the thousands I collect. I assume the head is reusable, but there is a seperate recipe for broadheads. Broke blunt arrows are just replaced with new ones.

The two wood bow might be better named composite or laminated. There I a few other tweaks I was going to suggest but it is beer o'clock and my brain has stopped.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 24, 2022, 05:07:30 PM
Phbt, I'm an idiot - correct file here.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 24, 2022, 10:31:14 PM
I don't see any problems with the changes that you made, though I do notice you didn't add the 'hotfix' in post 31.  (I know it's a messy 'release'; the next update will be all-in-one.

It's not a critical update, unless you want the changes listed in that post, though if you do install it, you'll have to 'uncomment' the bundle sticks again.

I'm still at a loss as to what could be causing your issue. Do you have any other mods you are using, or are you using the mod manager? (I'm assuming no to both currently).
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: esko-seteli on November 25, 2022, 08:11:43 AM
No other mods, no manager. Just BAC.

Guess I'll grab the hotfix because why not, all else fails I could try verifying my files via Steam in case something vital's gone buggered over this progress for whatever reason. It's not a *huge* issue, since bear traps aren't exactly something I make often, but still a rather strange one.
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 25, 2022, 03:30:22 PM
Yeah, sorry; I'll have another 'full' update up on Sunday probably. All else fails, you can try installing that over a 'fresh' install (after backing up your character of course).
Title: Re: WIP[3.7x] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing
Post by: rudy on November 27, 2022, 04:18:48 PM
I've moved my version to a new thread, so that I can update the first post and prevent more confusion in the future. See that post for details.

esko-seteli, I tested this new version on a fresh install of the game, and had no bug with the bear trap.