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Topics - Brygun

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Mod collision continues to happen with the 3.83 and 3.84 updates with it going to continue to cause conflicts with large mods like the BAC

If you could give us a single key for a craft menu only for modded items it would help greatly. The large BAC mod could be fired up that way with its existing ways of making axes, bows and so on that date back to Bouddia and Rain.

The existing craft menu could remain the same and modders could add to it like now, though knowing that future updates may cause collisons.

Collisions as discussed before happen when updates add items to menus that cause overflow when the total of (new vanilla plus mod items) exceeds the allowed amounts and in the case of the Hafted menu a letter (in this case "H") already being used by a mod.

There are 3 solutions.
= Tiered menu where you open crafting then choose a master menu A, B, C etc but this hasn't been implemented as a heavy coding change

= Co-ordinating the top menu of letters with a large mode like BAC which has already puzzled out things but clearly with "H" for a couple of hafting items isn't of interest

= Give modders a one letter for a seperate modders craft menu. This seems plausible and with limited coding needs. Simply put instead of the "M" for make another letter is u sed to open another craft menu. A craft menu that the dev >NEVER< puts vanilla items into. Instead the large modders can use this as a safe space to figure out on our own large collections such as BAC.

Frankly the ongoing additions of a few items like hand axes and bow making has been modded since long before BAC dating to Bouddia and Rain years ago. I agree that added pausable crafting is a good thing and in time Saami should integrate many of the crafts into vanilla. What is killing the game of those using large mods, and many do use BAC, is the mod collision along the way.

The "modder craft menu" is a more specific lower coding requirement that would support with the large mods. Unreal has long had a commitment and encouragement to modding, such as the initial webpage hosting. Its been years since the first days. You have the success of large mods. For them to function they need to avoid mod collison.

A single separate menu would work for this.

Suggestions / Marriage or village development
« on: December 26, 2023, 01:06:02 PM »
A known request being repeated.

Playing Calle's story (in the story thread) now that Im coming out of his third winter (#3) he is very well established. Long term goals other than killing Nerjpez in large numbers are a bit of struggle.

Id like to bump the request for very long ties such as marriage or live in or converting your homestead to a village.

Perhaps a mechanism where you build an extra cabin and designate it as for long term guests. Maybe a special sleeping bed that the player can't use. The long term visitor can pick up things left in the guest cabin as a way to equip or pay them.

The long term visitor would warn not days from leaving but weeks so the player has time to craft or trade things.

Payment might be pay in advance? So you can pay for them to stay for months or a year?

At least a season of three months though six or twelve months would be better.

Perhaps while staying or assigned to the guest bed the visitor might be assumed to at least produce enough to feed themselves.

Abliet with the Savo game started Im not sure the devs would divert energy to experimenting with things in UrW vs their new game.

General Discussion / You are from: Moron Heath
« on: December 06, 2023, 02:16:22 AM »

Test character for trying out mod edits... and this is where they are from

Modding / Was pausable crafts added to the modding language?
« on: December 05, 2023, 06:44:15 AM »
Now that pausable crafts were added to the vanilla game is it something we can use for modded items?

Like making a large sheet on a loom can be set for many days without needing multiple recipes fore early, middle, late and done phases?

Mod Releases / No further updates planned
« on: December 05, 2023, 06:13:33 AM »
No further updating is planned at this time.

As a community mod it has always had agreements for others to continue it. Its time for someone else to do the work.


There has been a unacceptable aggression from the staff with phrases like "battle" and "little" over a suggestion to have a separate make menu that would allow both large mods and game development work. It was very childish of them and I'm going to support those acting like that. Honestly, at one point I was looking for someone else to take over the significant work but no one has and honestly I don't blame them with the staff's attitudes of late.

Had a good run for hundreds of users of a small niche game.


BAC was a community mega mod for Unreal World. It contains work from many contributors across many versions of Unreal World gong all the way back to Rain's amazing iron mod. There have been multiple caretakers and may be others in the future. Text files list various contributors.


Off-topic / Indigenous North America display of wooden Armor
« on: December 01, 2023, 10:50:56 PM »
Those interested in old cultures should find this interesting. Malcolm focuses on Iroquois (North American Indigenous, Eastern Woodland) experimental archaelogy.

Suggestions / Add recipe command [helpful10] etc
« on: June 17, 2023, 03:11:18 PM »
I was thinking more on how to have optional items with the related complexities.

It occured to me a more plausible way is to add to the recipe language a small number of verbs:


If the item is present then that fixed number is added to the skill bonus for making an item (10, 20 or 30). Like [optional] if the helpful item isn't present you can still continue.

In the case of a possible net making variation to allow with Saami's planned tools and without it could be:

.Net. 8h /-30/
{Netting needle} [helpful20]
{Yarn} =900= [remove]
{Rocks} (8)
{Birch-bark} #0.3# [helpful10]

In this language if you have all the tool Saami was planning you have full skill.

If you none of them you are making a lower quality net with -30 skill adjustment. It is after all possible in real life to make a net without those.

In this example the netting needle is twice as helpful as having the birch-bark.

By using a finite set of numbers it should be possible to scan with the existing parsing of the item lines. A variable amount would be harder to program. This seems more possible.

I can think of other recipes where this could apply. Like with smithing have a second hammer is helpful but not critical. As the second hammer has a different shape there will be times it makes the output a little better.

Decorations could also have optional items that would give more chances of raising the output quality which in turn leads to a higher price when sold.

Suggestions / The forced drop should tell us what we drop
« on: June 14, 2023, 01:18:17 AM »
Having established a homestead with crops, food stocks and mounds of craft supplies I get hit by the too many item thing a lot. Like once or twice per game session if im near the homestead.

Sometimes Im standing on top of things when it happens. For example my house has a tile where tools and materials are kept. I stand there when crafting.

At least lately the drops have been food. It is however possible for it to drop important tools like a shovel, travel medicines and so on. When Im on a pile of many things its an annoying puzzle to figure out if Im kitted out for a trip.

Right now Im having trouble finding Calle's iron headed shovel and worried that a force drop I might not have noticed plopped it out in the woods some random spot.

I would like it if when the force drop is firing off that it tells us what it drops.

Suggestions / Bush smoker for meats
« on: June 09, 2023, 06:56:57 AM »
Currently smoking takes building a cabin size structure.

Watching alot of shows and documentary on survival and indigenous and they had alot simpler options.

Like a tripod of slender trunks over a fire, the covered in spruce to hold the smoke in. In this game its very similar to a shelter. That one seems reasonable to build a smoker.

There was other things like putting the meat in a bag, then the bag over a chimney to catch all the smoke which seems wierder to do in this game.

Gameplay questions / New arrowheads as weapons?
« on: June 09, 2023, 05:22:16 AM »
The new arrowheads pop under the weapon category and can be wielded.

Soooo.. are they are little stabby knives too?

I was going to ask to move the category to tool but they are wieldable. A low resource start might like that.

Modding / Is there a way to disable a vanilla menu letter?
« on: June 09, 2023, 04:40:16 AM »
For large mods like BAC the limited number of menu letter spaces has been an issue at times.

Been a while since I was deep in this games modding language. I know there is a way to add new menu items. What Im looking for is to turn a vanilla modding letter off. In this case the "Arrow" menu contents all but the mysterious recipe for "arrow" is moved to "Fletching" menu

Thus im stuck at what is shown in the pic. The new vanilla Arrow is now alone in the [A] Arrow menu.

This is an example of collisions with updates (steam or otherwise) and large mods.

How can I turn off one of the base game menus?

(asking in another thread about the mystery of the arrow recipe not being in diy_glossary )

Modding / Is feather a base object?
« on: June 09, 2023, 04:16:31 AM »
Relating to BAC updating the 3.80 arrow making

Im thinking of having a strip broken arrow for feathers

Is feathers a base object?

Modding / [3_80] Arrow recipe is where?
« on: June 09, 2023, 04:13:05 AM »
Im updating the BAC for the 3.80 changes.

The diy_glossary lists the arrow parts under [SUBMENU_START:arrow]

which has Blunt arrow; Arrow shaft; Stone arrowhead; Bone arrowhead

But... not the final Arrow  :o

Was that intenitonal?
Is it hidden somewhere else?

BAC has alternate arrow heads not covered by the new vanilla recipes and Id like to integrate them.

Also dont want to cut off the actual arrow making by mistake.

Mod Releases / [Outdated] [3.80] Community Mod BAC
« on: June 09, 2023, 03:28:04 AM »
This is an old thread.

Next version is at

BAC is a community mega mod for Unreal World. It contains work from many contributors across many versions of Unreal World gong all the way back to Rain's amazing iron mod. There have been multiple caretakers and may be others in the future. Text files list various contributors.

Im doing the update for 3.80.

A fresh BAC thread to continue the updating for the current vanilla game. Each game update may cause "collision" by taking up base menu numbers or changing some mechanic.
3.72 vanilla did a much needed change on cordage types that needed an overall beyond my own time to due. Thanks to Armion and Rudy for doing the update then.
3.80 is added minor changes to how arrows can be made, which BAC already had in its own form, and adding a lumber option for a less than board piece of flat wood called "slat"

The first few posts are being reserved for later notes that tend to be needed.

As only the original creator of thread post #1 can adjust its attachments while it will initially be the current 3.80 BAC version you may need to check the end posts for any updates by anyone else.

Suggestions / CAPS LOCK indicator
« on: May 22, 2023, 04:51:25 PM »
With "q" for Quaff for drinking being a regular thing the pop up of "do you wish to die" is a bit alarming.. which comes from capital Q aka shift-Q. This happens if caps lock got pressed.

Small thing. Could you add a display in the game screen whether caps lock is on?

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