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Topics - Brygun

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Off-topic / Winter survival and WW 2 heroes
« on: January 20, 2019, 04:23:57 AM »
The Real Heroes of Telemark

Survival expert Ray Mears hosts 3 shows, hosted as ~16 youtube 10 min snips, on the real World War 2 special operations at Telemark. There are various other movies and shows about this. This one focuses a lot on the winter survival methods not unlike what our characters go through in Unreal World

Off-topic / Working with tree nails
« on: January 19, 2019, 03:52:33 AM »

Modding / How does diy [optional] work in detail?
« on: January 10, 2019, 06:55:36 PM »

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

Wiki modding information:

This parameter describes ingredients that may or may not be used when crafting the item. Most commonly used in cooking recipes, where ingredients may be optionally used that increase the nutritiousness of the produced dish.  In the below example, the seasoning doesn't have to be included in the mix, but will add its nutrition if it is.


.mega board. "Board" /1m/
{Axe} [optional]

Suggestions / Recipe command [LOCK]
« on: December 31, 2018, 03:51:19 AM »
There are times in recipes, especially more complex build, where tools should be locked from use until the recipe times expire. Then they are available for use again.

Right now we can say items need to be available at the start but no way of stopping them from being used for something else while the main recipe "cooks".

For example in canoe building heavy stones are left inside to get the birch bark to form. Those stones shouldnt be taken out until days later.

Pots for instance should often be [LOCK] until their food finishes their cooking time.

Clamps for major wood projects should be place for hours. After that the clamps can be used for something else.

Not bugs / [Solved] Horn recipe causing crash
« on: December 31, 2018, 02:45:48 AM »
For some reason the following recipe is cusing the game to crash

.Elk hunting horn. "Hunting horn" [effort: 2] [phys:hands] *CARPENTRY*  %-15%  /5h/
{*elk antler) (2) [remove] '+two curves to be matched'
{Knife} <Small knife>
{*cord}      (1)   [remove]   '+binding and strap'
{*glue} #0.25# [remove] '+glue together'
{Fire} '+to soften glue'
//skill penalty due to being tricky to make to get right sound

BAC stands for Brygun and Community.

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

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

A supporting mod has started to use the in game encyclopedia to provide information on how various crafting methods work.

A wiki has been setup to help people navigate the many options of this mod. It is at:

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

One of these is known as "Jaredonians Character Models + Distinct Tribes v3". As far as I know it can be installed and removed independently of all the crafting menus. 
It is at:

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

Install directions are in the Readme BAC mod.txt file


Local actions you might need to do:

= Menu scrolling crashes game:
If at times you see in your UnReal folder "truetile" a BAC .zip you should delete that .zip. Copying in a new BAC does not remove that file so if present from earlier versions needs to be removed manually.

= MAC users the graphics have lots of green background:
This should now be fixed. If this appear again:

From community member caethan:
This is a known issue that shows up on Macs - they don't show PNG files with an alpha layer properly.  So you just have to get rid of the alpha layer.

You can fix them with the default Preview app:

Open the offending file(s) in Preview
Command-Shift-S to Duplicate (make a copy)
Command-S to Save
Deselect the Alpha checkbox
Save over the original file

If you want something you can do in bulk, ImageMagick is free:


Known issues:
= Caulked keg and barrel don't come out with the right weight. This is a vanilla game limit.

Modding / [WEIGHT:##] inconsistent behaviour
« on: December 26, 2018, 05:14:42 AM »
I've been banging my head for a few days on this as mentioned in my mod building thread

There is a set of wooden containers that scale in function. Recipes very similar but for some reason only some get the desired [WEIGHT:#] while others get something else.

I've even tried cutting and pasting the working one then changing the numbers to the desired for the bigger object.

Recipes are below.

Cask works
Keg and Barrel are not getting the [WEIGHT:#] command.

Barrel for instance keeps being produced at [WEIGHT:4]  not [WEIGHT:80]


// Caulked Tub
// Size of existing wooden tub
// In researching sizes and weights good info was
// found for barrel with the smaller ones set from that
// Approx 0.5 volume (capacity) is 0.35 surface area (weight)
// By the square/cube law
// Mortise and tenon joints packed with caulking for
// effecient and reliable construction
// Barrel research
// Research on volume and mass
// 32 gallons at 8.32 lbs per gal is 267 pounds
// 30 gal barrel weight 78 with sqr/cube law
// as 32 gal barrel weighs ~80 lbs
// Total 347lbs most characters can't lift
// Push on ground of a full tube is possible
// Assumed to have a lid
// Price estimates based on wooden bowl best wiki figures as
// weight 1.5 capacity 6.5 price 2 arrows at 8 each = 16 price
// for price 2 to 3 per capacity at bowl size
// likely diminishing price return as you get bigger
// Names end in *tub so as to be useable in recipes converted to
// accept them as a possibility. Caulked wooden tub has full
// "wooden tub" in name for recipe matches
// Table of weight/capacity/total of caulked builds and prices
// wooden tub   2/10/12 p25 (usually no lid)
// cask 10/66/77 p66
// keg 28/133/161 p133
// barrel 80/267/346 p178

.Caulked wooden tub. "Wooden tub" [effort:2] [phys:arms,hands] *CARPENTRY* /105/ /30/ %15%
{Board} (2) [remove]
{*cord} (1) [remove] '+as banding'
{Caulking} #1# [remove] '+caulk seams'
{* pot} (1) [ground] '+to hold hot caulking'
{Fire}      '+to soften caulking'
{Firewood} (1) [remove] [ground] '+to sustain fire'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'

.Caulked cask tub. "Wooden tub" [effort:2] [phys:arms,hands] *CARPENTRY* /150/ /30/ %15% |1|
{Board} (4) [remove] [ground]
{*cord} (2) [remove] '+as banding'
{Caulking} #2# [remove] '+caulk seams'
{* pot} (1) [ground] '+to hold hot caulking'
{Fire}      '+to soften caulking'
{Firewood} (2) [remove] [ground] '+to sustain fire'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'

.Caulked keg tub. "Wooden tub" [effort:2] [phys:arms,hands] *CARPENTRY* /180/ /30/ %15% |1|
{Board} (6) [remove] [ground]
{*cord} (3) [remove] '+as banding'
{Caulking} #3# [remove] '+caulk seams'
{* pot} (1) [ground] '+to hold hot caulking'
{Fire}      '+to soften caulking'
{Firewood} (3) [remove] [ground] '+to sustain fire'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'

.Caulked barrel tub. "Wooden tub" [effort:2] [phys:arms,hands] *CARPENTRY* /210/ /30/ %15% |1|
{Board} (8) [remove] [ground]
{*cord} (4) [remove] '+as banding'
{Caulking} #4# [remove] '+caulk seams'
{* pot} (1) [ground] '+to hold hot caulking'
{Fire}      '+to soften caulking'
{Firewood} (4) [remove] [ground] '+to sustain fire'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'

Modding / Cord doesnt count as * cord
« on: December 25, 2018, 04:08:16 AM »

Im missing something I hope another modder can quickly point out.

Due to the variety of materials in the  mods now I am trying to avoid use the recipe call for {Cord} and instead use {* cord}. This is to allow primitive low grade things like split spruce twigs to be used for hanging meats but not where quality solutions like are needed, like a bow string or structual cord.

Likewise {* rope} would be a very strong and  long with its own abilities like leashing animals.

{Tying equipment} is what I hope would allow any including those primitive items.

The attempted cord is freshly made vanilla cord made from leather.

I seem to be missing something in my understanding though.

The full recipe in question in the screen shot it:

.Caulked barrel. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /240/ /30/ %15%
{Board} (8) [remove]
{* cord} (4) [remove] '+as banding'
{Caulking} #4# [remove] '+caulk seams'
{* pot} (1) [ground] '+to hold hot caulking'
{Fire}      '+to soften pitch'
{Firewood} (4) [remove] [ground] '+to sustain fire'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'

Gameplay questions / What affects watercraft speed?
« on: December 23, 2018, 03:35:57 AM »
As many know Im working on an elaborate watercraft overhaul.

I am wondering what factors affect a watercraft's speed?

For example does a "fine punt" go faster?

Suggestions / New command [FLOTATION:###]
« on: December 21, 2018, 02:40:45 AM »
I'm working on a multiple method to make punts/boats

AFAIK right now the flotation is  fixed # x the weight of the craft

I'd like if there was a [FLOTATION:###] command. This sets the amount of capacity for a water craft.

FLOTATION would be the capacity to float things beyond the craft's own weight. This would include the character's weight, things the character carries and things dropped in the craft

Consider that a log floats at half way up without bark on it

From that 1 Tree trunk floats 500 lbs for its 500 lbs of weight (weight/float ratio 1:1)
(that weight needs to include the character)

Consider that a raft of 3 trunks 1,500 lbs would have 1,500 lbs load

(or Jeb's 3 logs of 1,200lbs floats 1,200 lbs)

Consider that a simple dug out canoe with 400 pounds of wood removed could have the original 500 lbs plus that removal for 900 lbs floated by 100 lb dug out canoe (weight/float ratio  1:9)

A flare out of steaming the side could increase that even more possibly even getting to 1,200 lbs floated, roughly the same as a raft.

Leather used as tarp over wicker framing would also have a high weight/flotation

If we modders could set the flotation we can present various technologies with their own pros and cons much better.

Another factor might be boat durability but nothing I know of can damage a boat.

Mod Releases / Looking up vanilla item prices and weights
« on: December 20, 2018, 04:48:15 AM »

The wiki has some info such as this incomplete on the wooden tub

As Im writing a mod I'd like to base my weights and prices in proportions to the vanilla but Im not sure of the data.

Is there a way to drill into the data files to look those up for vanilla items?

Modding / Any Buoidda's Lake Ore references
« on: December 17, 2018, 03:57:40 AM »
My current Novrus play through is using Buoidd'a mod.

Getting iron as bog ore is well documented and back in the day I recall myself posting some video links.

Lake ore though as puzzled me.

Does anyone have/seen references to getting ore lumps from lakes?

The bog ore process we know comes from iron rich high ground (mountains... and I am adding cliffs) drain into a mire. There organic (is bacteria etc) actions pull the iron out into lumps. You can find the lumps which we call bog ore. Bog ore is harvested IIRC once per generation and the next generation can check the same bog again.

Lakes as bodies of water would have had thousands of years of water flow going down but I don't know whether the iron forming by bacteria would happen.

Perhaps the lake ore are large rocks with iron that fell into the lake?

I say Nydxz decided to remove lake ore from his mod variant.

Real Finland is AFAIK rich in iron. They may have had ways of getting iron other than bog ore. Bog ore as worked well in the Unreal World as there is a travel and danger to going out there. Could they have lakes with ore to be scooped up?

As they say...

The absence of evidence is not evidence of absence.
(Though it certainly does imply)

Any references to "lake ore" would be appreciated.

Off-topic / New way of herding sheep
« on: December 17, 2018, 02:38:30 AM »

Off-topic / How badgers escape
« on: December 07, 2018, 05:27:34 PM »
And you thought you had problems catching badgers. Trying keeping one in a pen:

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