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Messages - Plasmator94

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1
Hey everyone! I'm very sorry that I was absent, but I was sick and had no time at all to check forum or the mod itself.

About smithing, there was somehow missing a line of code were there was the actual recipe to gather bog stones... so was pratically impossible to actually perform smithing. Now is fixed, so download the latest version and overwrite everything (or just copy paste the mining submenu)
Can this be used along with BAC, or do they conflict?

::edit:: eh looks like BAC has issues with pushing things off the menus on it's own, i think i'll not try and mix

About compatibility with BAC, I think is not possible, and require some effort to merge the two mods.

I've been enjoying the mod so far - one more minor thing I noticed:

It appears that ashes of the dead can "spoil", as though they were a food item?  I found it a little odd when I returned to my father's cremation site to find that his ashes were no longer fit for eating  :P

Oh gosh, that is hilarious  :o  I will fix that by putting no spoiling time at all

Looks like a lot of work went into this!  Thanks for sharing your efforts.

One small typo I noticed: in the "Rituals" section, under "Talvi - First Snow Fest"
Woollen Cloak is mispelled as "Wollen Cloak" under [NAME:]

Thanks for the feedback! Going to fix that too!


This looks really cool, I've missed that old shaman mod. Did you make your own diy_glossary.txt because you want to change the vanilla recipes or because you wanted the things to be in the relevant vanilla menus?

How hard would you say your smithing is? I usually use a heavily modified verison of BAC (inspired by Nydxz's version) for smithing because regular BAC is too easy for me -- I don't want to create an armory for hiring 20 adventurers, I want to work long and hard at craft that takes a lot of time and resources. If I imagine myself trying to take up mining + smithing in real life with the body i have now and the environment i live in now i'm imaging it'd be a multi-year endeavour, starting with a long journey because the highest hill within 50km of me is 12 meters tall and it probably does not have any ore.

Yeah I made my own diy_glossary because I wanted some stuff to be inside the vanilla submenu (eg. modified torch that require pine tar, or harrowhead that require iron block instead of simple rocks). About how much smithing is hard... is not that hard, but I think is a bit harder than BAC: finding bog stone is possible only in Open Mire, and require 30 minutes of hard work. Then you have to smelt stone, and then smelt them into steel bars, and after that, forge a blade, bury it in a bog for some months, and only after that, you can actually make a weapon\tool. Also, some unique weapons like Baltic sword or Vikingr sword require you to smith also guard and pommel. So I would say is quite complex and long. I usually gather bog stones during autumn, and then in winter I spend a lot of time into forging.

2
You are awesome!

Thanks you so much!

I’ve been working on this mod for several years now, and I’m really proud of what it has become. While I know it could still use plenty of polishing and fine-tuning, I believe it’s already in a playable state and enjoyable for everyone.

Unlike the BAC, this isn’t a community-driven project—it’s something I’ve been developing on my own. Because of that, I sometimes miss details here and there, so any feedback is very welcome and extremely valuable in helping me improve the experience for all players.

Looking ahead, I’d love to expand the mod further by adding dedicated sections to the in-game encyclopedia, especially for seasonal festivals.

3
URWEP – URW Expanded Plasmator Mod

(for Unreal World 3.86, now finally updated to the latest version!)

After the legendary BAC (Brygun and Community Mod), URWEP is the largest expansion ever made for Unreal World, bringing massive depth and variety to survival, crafting, and roleplay. It expands every corner of the game world with new resources, professions, rituals, and ways to live your Iron Age life.

This massive mod adds new plants, animals, crafting systems, rituals, festivals, mining, forging, and survival mechanics, taking your Iron Age experience to a whole new level.

Explore the wild and gather hazelnuts, wild apples, rose hips, lentils, ramsons, and more, while fishing and harvesting clams, mussels, crayfish, and prawns. Cook massive meals in a giant cauldron, preserve food with berry jams, make butter, aged cheeses, mead, beer, and wine, or try new recipes like snail stew and enhanced fish soups.

Expand your crafting skills with mining, forging, and smithing: smelt bog iron into steel, craft weapons and shields, and even create jewelry with precious metals and gems. Build clay pots, cups, bowls, and huge amphorae, or craft textiles from linen and hemp.

Celebrate seasonal festivals and rites, honor your fallen with graves or cremations, and enjoy unique ritual items like drums, flutes, and masks. URWEP also introduces advanced survival features, from farming, composting, and straw harvesting to birdhouses, wells, roads, and fishing traps.

In short, URWEP transforms Unreal World into a richer, more immersive survival sandbox, where every action—hunting, cooking, forging, or ritual—adds depth to your Iron Age life.

HOW TO INSTALL
Simply copy and paste all files in the URW directory
Make a biy_glossary, diy_glossary and diy_cookery backup first!

MOD OVERVIEW

Spoiler: show
URWEP - URW Expanded Plasmator Mod - Overview

NEW PLANTS
- Bugs: Bees and Snail
- Wild fruit trees: Hazelnut and wild apple
- plants and berries: Rose hip, lentils, ramsons, oat and cabbage.

NEW SEA\RIVER FAUNA
- Clams
- Mussels
- Crayfish
- Prawns

COOKERY
- Dry mushrooms
- Seal your berries making Berries Jam
- Make butter and two kind of long lasting cheese
- Huge meals to cook in the new outstanding cauldron
- Harvest bee hives to get honey (extremely carb nutritional) or to get beeswax to seal food like Berry Jams!
- Harvest snails, a new bug food to find around. Purge them, and taste this delicious stew!
- Harvest new plant like hazelnut (hight fats!), wild apple, rose hip, lentils and ramsons garlic.
- Boil bones for marrow
- Make beverage like Mead, beer, fermented berries wine and sour milk to entertain your guests or to get drunk!
- Modified fish soups to include also shellfishes, dedicated sea soup and freshwater soup!
- Make sourdough for a lot of bread, with many new types of breads

RITES & FESTIVALS
- Seasonal festivals with unique rewards, like winter and summer solstices, harvest fest and first snow fest
- Funeral rites, graves and cremations. Horour the graves of your felled companions and pets
- Unique ritual items like shamn drums, flutes, mask, and much more

MINING
- Look for open mire to dig ferrous stones
- Look for caves to dig various ore like copper, silver and gold


FORGING
- Smelt bog ferrous stones into impure iron, smelt again for rough iron block and forge them into pure steel bars!
- Smelt and forge precious metal ores for jewelry making, to barter on your trading routes

SMITHING
- Forge and shape rough blades, then bury them in a swamp to increase the carbon inside the steel and wait for some months.
- Dig out your blades and forge them into valuable tools or weapons.
- Craftable items: almost all vanilla tools and weapons, kite-shield, roundshield, braided shield, vikings-baltic-norman swords, rus pick-axe and some more unique weapons to discover!
- Now you can make your own pot, and the huge cauldron

JEWELRY
- Make rings, brooches, sun\moon symbol pendant and brachelet with copper, silver or gold metals.
- Find and refine precious gems and put them on your ring, barter them to be a rich man, or give as a gift for your future wife\husband (if marriage will back one day :) )

POTTERY
- Dig on the river for clay, shape it and make your clay containers! Avaiable to craft: clay cup, clay bowl, clay pot, and the huge amphora

GATHERING
- Harvest pine tar to varnish punts and rafts
- Make Charcoal for pottery, smithing and jewelry crafting.
- Look for baltic amber on the seashore and put them on your own jewelry, as well quartz on mountains
- Dig for worms to use as baits
- Build and place bird-houses for harvesting eggs after a while
- Dig for stones and rocks
- Crush bones into powder to eat it in emergency situation

TEXTILECRAFT
- Craftable simple yarn clothes from linen and hemp
- Make straw hats to cover your head from the sun during summer!

FARMING
- Bird coop (code and graphic by @Privateer)
- All crops now can actually give you straw, not just hemp
- Make compost to use as fertilizer for faster prepared soil than slash-and-burn
- Scarecrow (will be used for training recipes on future versions)

FISHING
- Make and set crayfish\prawn traps (meaby I will remove the shrimp trap or modify a bit)

BUILDINGS
- Dig a primitive well
- Make roads



CREDITS
Spoiler: show
All codes and graphics made by Plasmator, except the Bird Coop code and graphic made by @Privateer
A big big thanks to @Sami to bring the separate mod menu feature to life!!! 


OLD MOD FOR 3.72: https://www.unrealworld.fi/forums/index.php?topic=6911.0

4
Modding / Re: Pausable tasks and modding - Is any task pauseable?
« on: September 29, 2025, 06:46:01 PM »
Far as I know is hard coded, but I didn't talked a look yet at the last update, I've seen that they added pausable option for more tasks, so meaby yes

5
Didn't know about it, that was an interesting reading!

6
Mod Releases / Re: Plasmator Expanded mod [OUTDATED -3.72.2]
« on: September 26, 2025, 12:14:36 PM »
PLASMATOR URW EXPANDED V1.0

This is the final version (1.0) of my mod for URW 3.72. With this release the project is officially considered complete, and it’s unlikely I’ll update it further — since my next goal is to port everything to URW 3.86.

That said, if any bugs or issues are reported, I’ll be happy to provide fixes when needed.

New Features in 1.0:

- Complete overhaul of the rites submenu: 5 new seasonal festivals (solstices, harvest fest, etc.), plus a new ritual mask and kantele. Removed non-historical/unpractical rituals, tweaked recipes.

- Finished armorsmith menu: you can now craft lamellar armors and splinted vambraces/shin guards (still needs some balancing).

- Added Cabbage plant.

- Added Quartz (spawns on mountain tiles, can be polished into a gem and mounted on a ring — designed to add more variety alongside Baltic Amber).

- Added Mugwort (Artemisia), useful for many rites.

- Added Straw-wrapped cheese.

- Added Suonetar Grass, a unique plant with all healing attributes. (Only obtainable through specific rites; this still have a 1% chance to spawn in open mires).


As always, check the changelog for detailed tweaks and adjustments.

See you soon on URW 3.86!


CHANGELOG
Spoiler: show
Plasmator URW Expanded v1.0 Changelog

NEW FEATURES
- Overhaul of the rites submenu: 5 new unique seasonal festival (solstices, harvest fest,etc), new ritual mask and kantele. Removed many non-historical and un-practical rituals, adjusted some recipes.
- Finished the armorsmith menu. Now you can actually make lamellar armours and splinted vanbraces\shin guards. (need some balancing and adjustments)
- Added Cabbage plant
- Added quartz. Spawn on mountain tiles, can be polished to get a gem, and putted on a ring. Added to make more variety with the Baltic Amber.
- Added Mugworth (Artemisia), usable for many rites.
- Added straw-wrapped cheese
- Added Suonetar Grass, an unique plant that have ALL the healing attributes (acquirable only by doing certain rites) - bear in mind that have a chance of spawning of 1% so there is a possibility that spawn in open_mires


FIX & ADJUSTMENTS
- Reduced from 0.4 to 0.1 salt requirement for pit cheese
- Reduced stone requirement for burial rite from 15 to 10
- Removed bear totem, spring fisherman rites and other generic midsommer and midwinter rites
- Adjusted output nutrition value for pit cheese
- Reduced beewax required to make berry jams
- Swapped spoilage time of cheeses and oils to 0 (never spoils)
- Adjusted some drink spoilage time to last longer (mead, beer)
- Added 0.1 lb flour for fried meat recipe
- Added seasoning for the sour milk recipe
- Reduce requirement of steel bars for cauldron from 38 to 33
- Changed name of "rough blade" to "rough sword blade" to be more intuitive
- Removed "gather birch young leaves" craft recipe
- Adjusted "look for seashells" to actually work only when you are on the seashore

7
General Discussion / Festival and Rites suggestions?
« on: September 25, 2025, 10:17:03 PM »
Hey everyone,

When I first started the “Rites and Festivals” section of my Plasmator Expanded Mod, it was purely for roleplay purposes. Lately, I’ve been thinking about taking it further, but I’m torn between two directions and would love your input.

One idea is to implement a spirit cred system, similar to the old Shaman Mod, where you earn cred by performing rituals and spend it on unique rewards. The other idea is more about unique, tangible rewards from performing these rites—things like:

Special herbs or plants that you can grow yourself, with unique healing properties not found anywhere else in the game

Special grains or crops that mature faster or give extra yields

Enchanted weapons or items

Ukko beer that lasts forever and is extremely nutritious

Other rare, one-of-a-kind consumables or equipment

Up until now, on 3.72, my mod didn’t have space for a dedicated submenu because it’s already packed with pottery, mining, smithing, and other content. But with 3.86, the new separated modded submenu feature could make a full Shaman-style system totally doable.

So I’m wondering: would you find a spirit cred system more engaging, or do you think unique ritual rewards—like growable plants and special crops—would be more fun to explore?

I’d love to hear your thoughts, and if you have any wild ideas for unique items, crops, or effects for these rituals, drop them here

8
Mod Releases / Re: Plasmator Expanded mod
« on: September 20, 2025, 08:03:25 PM »
It’s been almost two years, and unfortunately I haven’t had much time to dedicate to URW due to personal matters. Still, every now and then, whenever I had the chance to relax and play, I also spent some time expanding this mod.
The next step, aiming toward version 1.0, will be a global balancing of all the new features, adding more to the rituals section (such as crafting a kantele and new specific rites), and most importantly, updating everything to the latest version of URW.



Sorry in the file is missing the menudef_mod, I will fix it on Monday morning!

If you want to try the new version, just download the 0.8, and move the menu_def file to the main folder (menu_def has no changes between latest version and 0.8)

9
Mod Releases / Re: Plasmator Expanded mod
« on: September 19, 2025, 12:42:47 PM »
It’s been almost two years, and unfortunately I haven’t had much time to dedicate to URW due to personal matters. Still, every now and then, whenever I had the chance to relax and play, I also spent some time expanding this mod.
The next step, aiming toward version 1.0, will be a global balancing of all the new features, adding more to the rituals section (such as crafting a kantele and new specific rites), and most importantly, updating everything to the latest version of URW.

New features:

Spoiler: show
With this update, URW Expanded Mod grows with plenty of new content focused on cooking, crafting, rituals, and gameplay balance:

New cooking recipes: smoked and dried soups, several types of bread, fried dishes (eggs, meat, fish), plus a full three-step beer brewing process.

Farming & extraction: new oat crops, straw obtained from threshed cereals, oil extraction from seeds and grains, and composting with straw and raw food.

Crafting & items: straw hat, clay bottle for fermented drinks, fish cutting, handmade clothes from hemp, nettle, or linen yarn, iron fish hooks, and a rebalanced pickaxe recipe.

Rituals & spirituality: seasonal and animistic rites, ritual instruments (shaman drum and bone flute), and totems of reindeer and bear.

Balancing: adjusted prices for jewelry such as feather, bone, and antler necklaces or bone rings.



If I've missed something, let me know. I may have missed to load from older mod some tile images. For any bugs and problems, feel free to let me know, and I will fix it asap.

I'm also planning to make a full overview guide to the mod, and some encyclopedia entires (not a priority atm)

10
Modding / Re: Fat keyword don't work?
« on: November 20, 2023, 08:12:14 PM »
Thanks you! I see...



Another thing worth mentioning: the display tag [TILEGFX:] makes using :148: in recipe headers obsolete.
Numbers enclosed in colonmarks specify an item's spritesheet index, but for URW version 3.30+ this is no longer needed since sprites are managed as separate files.


Yeah I know that but I'm too lazy to delete it, and it never gave me any issue, when I use custom TILEGFX

11
Modding / Fat keyword don't work?
« on: November 19, 2023, 07:43:19 PM »
Disclaimer: I'm using the URW 3.72.2 version

Hi everyone, I'm trying to use Fat in some cook recipes, but it doesn't seem to work as I expected.

By transforming milk into Fat or seeds into oil (Fat), when I go to use them on another cooking recipes it doesn't consider them valid... any advice?

Spoiler: show

.Extract oil from grains. "Fat"   *COOKERY* [effort:2] [phys:arms,hands] /15/ [noquality] 
{* grains}    #4#   [remove] [boil] [name:%s oil]
{Stone}           +'to crush the grains'
[COOK_WEIGHT_DIV:16]
[SPOILAGE_DAYS:200]

.Butter. "Fat"      *COOKERY* /30/     %20%   :148: 
{Milk}   #4#    [remove] [roast]
{Pot}
[COOK_WEIGHT_DIV:4]
[SPOILAGE_DAYS:14]

.Fried eggs.    *COOKERY* /3/  \5\   %20%   :148:
{Stone cooking plate}
{*egg}   #0.5#    [remove] [roast]
{Seasoning}   #0.1#   [remove] [optional] [roast]
{Fat} #0.1# 'for frying' [remove] [roast]





ps
I hope I didn't forget something trivial after hours of writing code xD

12
General Discussion / Gathering suggestions about rituals
« on: March 17, 2023, 09:45:04 AM »
Hello everybody, I'm working on my mod and I want to expand much more the possible rituals, and I'd like to hear some suggestions about possible rituals to add. At the moment, I writed the code of those rituals:

- Bury a corpse and cover with stones
- Midsommer and midwinter rituals ---> sacrifice a cow (summer) or a pig (winter)
- Bury dead's ashes ---> Burn the body for ashes, then pour an amphora with those ashes and bury it
- Items: shaman drum, bone flute, bells (meaby ritual masks? I know in finland they use mask for some festivals)


13
Suggestions / Re: Remove some armor and weapons.
« on: March 16, 2023, 06:21:35 PM »
Good discussion and suggestions, MHB and Plasmator94. Nice food for thoughts, and we'll be exploring all this along with blacksmith coding.

I just add a little remark here that in our opinion (too) many metal goods, swords especially, should be far more a rare than they currently are.
All the blacksmiths will produce culturally related items to the level of their expertise, and it's likely that (at least some) blacksmith NPCs are able to produce swords too.
In the long run the villages actually should get rid of valuable goods lying around in storehouses and available for trade, and eg. swords had to be ordered from a capable blacksmith or traded from (foreign) traders. This sort of rarity, however, is hard to accept by many players. As well, as the fact that not just anyone can forge themselves an usable sword, or even a knife.

Sorry for my late reply. I totally agree about the (historically true) fact that there were not so much steel weapons at the time, or at least a sword. Get your hand on everyday steel tools like a knife (in early medieval scandinavia, for example, but as well in other places, a free man , the "Bondi", have always to carry his knife, because was the simbol of a free person) or a axe was quite easy, but get a sword... only a very rich warrior would have a sword, and probably, most of the time, a sword with poor metal. I don't know so much about finland, but in scandinavia, frankish swords were the most precious and were often ordered from great warriors (see the story of the legendary Ulfhbert).

About the fact that not everybody could be a blacksmith and know how to work with iron... that true, but I think in a game like URW, it's ok if someone want to be "the blacksmith" instead of the hunter, the carpenter or the potter... A lot of people here maked mod with smithing. But I see your point and I understand it :)

Anyway I get a try with all this stuff in this topic, and I've tried to make some historical weapons of the time, each one with their own slightly different attack value

From left to right: Bearded axe (skeggox), rus pick-axe, Norman sword, Skramasax (plain sword without guard and pommel), baltic sword, viking sword, and rus saber (there where a lot of straight sabers in rus armies, other than curved sabers)

I hope all this stuff can be good food for your development! Thanks again for your work guys, I love this game!




14
Mod Releases / Re: Plasmator Expanded mod
« on: March 16, 2023, 08:58:21 AM »
Hello everybody, here are some new stuff for this version 0.8. New weapons to forge, and armors, all based on actual historical finds on the period where URW is based on. Check the cheangelog for more info

Hey, so i installed the most recent version of the mod and when i check some of the cooking sub-menus they are completely empty.

With new version this is fixed
Just remove diy_harvesting, diy_preserving, diy_beverage and diy_hugemeals after you've overwritten all files with v0.8 files

This will be compatible with your older save

V0.8 Changelog
Spoiler: show

Changelog_v0.8 - Expanded Plasmator mod URW

- Created dedicated sub-menus for Armorsmith, weaponsmith and toolsmith crafting recipes
- Added Rus lamellar, lamellar with shoulders, Lamellar with tassets, lamellar tessets and lamellar shoulders.
- Added Broadhead arrow crafting option.
  Changed requirment for arrow and broadhead arrow from rock to iron block.
  Is not so easy to make your own arrow now
- Removed dedicated cooking recipes and ported again to diy_cookery.txt since was not showing the recipes
- Added Baltic sword, Vikingr Sword, Rus Saber, Langseax, Braided shield, Rus shield, Norman sword

15
Modding / Re: Modded weapons and armours not appear in the menu
« on: March 11, 2023, 11:37:51 AM »
Every item you want to add needs to be based on something that already exists, you can overide parameters to make your item different as in

Thanks you. I remember that for other items you're not forced to base your item on vanilla as long as you set up all parameters. Good to know, thanks you

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