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Messages - Brygun

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871
Thanks Galgana.

Welcome Mouse1122. Is that a post Norman invasion Mouse?

[quote author=Mouse1122 link=topic=4712.msg14418#msg14418 date=1592954573
Also, If anyone know a good Play-through using this mod on youtube I would appreciate a link.. Just trying to learn all the new things.
[/quote]

Love to hear of one too and Id by happy to link it in the first post.

Myself I havne't tried youtubing yet, though its a possible future thing. I did do a character blog using BAC with the Character Novrus at https://www.unrealworld.fi/forums/index.php?topic=4640.0

There was also Cornan but he died much earlier than expected

872
Thanks Tinker for helping out.

 ;)

May the next pack of animals at your door be large winter hares.

873
Minor update

As per spnreptile discovered that the glue recipes had no pricing figure so were defaulting to the rather valuable rating of their base object.

Corrected their pricing to very low.


874
Brygun, hunting horn makes “a fancy noise” or “a fancy sound” so using that for other instruments isn’t immersion breaking.

oh... didn't actually play an audio file? Maybe Im blending in other games.

>>>>

In general, if someone thinks we should add a recipe or two they can mention it preferably with some guidelines of the materials. Menu wise it would need to go into one of the existing BAC menus. Many have at least a little room. A couple are really full. The two free menu letters are "reserved" in the sense that BAC is leaving those available for users wanting to use other mods or their own custom additions.


875
Thanks for the fix, I have found it cool to 'level up' ore when smelting iron into steel.

Clinkered punt is complete, still generally nipping about in the leather tarp punt - Yabby fell in his home bear trap yesterday so has four fractures to tend too, sad times but a bright future.

As an aside it would be great to see any more craftable instruments (bone/horn flute, kantele/zither) ((envisioning gut strings)) and jewelry.

If you want to suggest the recipe details feel free. Some idea of the time to take would help. I can "translate" it into the game's modding recipe language.

For music if the base item is a horn it will make a horn noise when used. AFAIK IIRC that is the only sound we can access.

One wonders if Saami will add drum making with the player able to then make drum sounds from the ritual page.


876
Update:

Fixing pliers recipe as the *nail was missing the s to be *nails




877
Okay I've identified which recipe has the nail and cylinder thing.

.Pliers. "Sesta" [effort: 3] [phys:arms,hands] *CARPENTRY*  /4h/
{Iron shape} (1) [remove] [ground] '+for two gripping rods'
{*nail} #.05# [remove] [ground] '+Nail represents pivot cylinder'
{Branch} (1) [remove] [ground] '+for handles'
{*forge*}          [noquality]      'Forge or furnace'
{Charcoal}    (3)    [remove] [noquality] [ground]
{Bellows} [ground]
{*anvil*}   [ground]   'Anvil nearby'
{*hammer}   'Hammer'
{Whetstone} [ground] '+to make grooves and smooths'
{Knife} <Small knife> '+for whittling handles'
[WEIGHT:2]
[TYPE:tool]               
[PRICE: 8]
[TILEGFX:bc-forkbahd]


Looking into why it didn't work


878
Glad you are enjoying it.

If you can remember what the recipe with an issue was let me know. Maybe you could unzip a fresh download to a temporary directory and compare the list to what you have showing in your game. That would detect the recipe you deleted by its absence.

Brygun

879
The following has been added to post one


A supporting mod has started to use the in game encyclopedia to provide information on how various crafting methods work.
https://www.unrealworld.fi/forums/index.php?topic=5540.0

880
Mod Releases / Re: Extended Encyclopedia addon v1.0.
« on: May 24, 2020, 03:32:11 PM »
Brygun of BAC here.

Endorsing this project. Ezeaguana and I have talked already. Its his idea and his work on this encyclopedia work.

One of my thoughts is that as the text and pics are being compiled for the first while there will be a lot of messages from other community members. If this was in the main BAC thread it would flood that channel so it was my own recommendation to have a separate forum thread.

By all means support him. He has both my blessing and encouragement.


Brygun

881
General Discussion / Re: What's the warmest fur?
« on: May 23, 2020, 04:45:24 AM »
Mentioned in that wiki is that there is a +1 Warmth (or some bonus) to "winter" harvested fur. The game, AFAIK, uses the date the animal is butchered on to check against a set of dates to see if it is winter or regular fur. Winter fur is the animal fluffing it up with extra material and weight to be warmer. That stuff is shed later when its hotter to reduce over heating and be lighter in motion. Colors can change in some animals too.


882
General Discussion / Re: Does BAC reduce realism?
« on: May 23, 2020, 04:43:00 AM »
Odd thing on the forum this the exact same original post as also recently posted on the forum but under a different user name.

ITs over here at:
https://www.unrealworld.fi/forums/index.php?topic=5533.0

I will duplicate my reply here with:

Well, now. Didn't expect that question.

Fair disclosure: I'm Brygun. The B in the BAC mod. Organizer of the mod from its various sources including my own addittions.

So where to being:

Q: Is play balance different with BAC?
A: Yes
Of course it does. There is many ways to get different tools or results other than the options in the vanilla game.
Ways of generating wealth bundled up in ways of entertaining your self with role playing whittle a board game. Even if the game tracks how much of a different good is sold that there exists multiple new items means you could profit by selling them to a village.

Q: Does it change realism?
Well what is your reference for realism? Many, though not all, players are modern urbanites enjoying the game as a trip to the woods. I'm a bit urbanized but also grew up in the country side running around in forest was normal. It was a very safe wood without bears or lynxes or wolverines or Nerjpez to worry about.

Q: Is there realism basis for items in the BAC?
A: Yes
In fact if you open up the diy_BAC_XXXX.txt files I specifically included references including links to youtube videos you can watch. Those certainly show there is realism is the mod.

Q: Did item XXX exist in real world Iron Age Finland?
Oh now there is a varied question. Item by item of all items would be too much so here is a few. Again many others have references in the .txt file comments.
= As a Canadian with a tradition of birch bark canoes I put it in yet as Saami, maker of Unreal World and a native Finlander, pointed out is the sort of birch trees in Finland are different so they probably couldn't even made at all.
= The largest of the boats, the clinkered punt, is a combination of the steamed open tree logs known to Finland plus the clinkering and caulking of what is known for sure in later ages but possible in that age.
= The steps for making iron come from Rain's Ironworking mod and do indeed match up to my own studies of blacksmithing in that period. I was surprised to find that lake ore is a real thing. I thought it was a quirky gamey thing but low and behold if one looked into it this actually is realism. Secret: Finland has/had so much surface and near-surface iron ore that it flowed down with the rains into rivers into lakes. In the lakes, like the bogs, biological processes pulled it out and tended to make it into clumps mixed with non-iron. Thus you did need to roast the lump of lake ore (or bog ore) and process.

= Back strap weaving is a real world thing. I believe there is a video for that in the .txt files.

=  Cordage is easier to make in BAC through various real world ways. Only the recent 3.60 ish (IIRC) added the withe making. Prior to that it took capturing animals to get leather to get the cords to hang meat to dry in the winter. A rather recursive if you have it (an animal kill) you can do it but if don't have it you can't do it (if that makes sense). In my own research I looked into real world ways for making cordage, like digging up spruce roots, and added them in. Real = yes. Changing the play balance = yes.

Part of the BAC goals was to include things that were known or plausible to teach woodland survival skills. Thats why the Shaman mod was excluded, that is well researched but deals with a metaphysical.

If you are new to UnReal World you might want to give a few goes at playing without the mod. It can be added mid-play or removed. The way Unrweal World recipes work once an item is created its properties are assigned to the instance thus not needing an ongoing reference. IF there is a graphic custom that might end up being empty but it should still show up in the list if you stand on a tile to pick it up. Of course without  the mod you don't need a Ball Hammer.

Good question. Think I will add the answers to the BAC forum and the text files.

>>>>

And its follow up reply of:

I'd also like to point out that a lot computer games today get crafting wrong. The do it wrong on purpose. They create artificial values and needs based on the programmers following popular tricked perceptions or to have things break to give players something to do again and again.

On tricked perceptions: Gold
Gold is a soft metal that stays shiny and conducts electricity. It is also very heavy. It is utter rubbish for making armor and weapons. The real world Kings of Europe had full plate armor of >steel< with >gold as pretty trim<. Many games make you want to use gold as something like a pick axe to pound on volcanic granite rock. Utter non-sense.

On having things break to give you repetitive things to do: Minecraft pick axe
Pick axes of real world miners last for how long? Sure a mining company will wear through them. Sure they need to be sharpened now and then. They last for weeks or months. You don't have to take a shipment of pick axes for your 8-hours of work. By having the tool break the player of the game is now forced to go to the same parts of the game world to gather the same materials. It is forcing repetition.
To be honest I love it in Fallout 4 running mods where I have to go hunt copper for the casing of my modded in .50 caliber semi-automatic anti-material rifle my power armor character uses. Bullets though really are one use except for that copper (really bronze) casing falling to the ground which could be gathered up again.

Award for worse realism in a computer game goes to Minecraft for making players strive to get the so called high quality tool of a Gold Pickaxe that breaks regularily.

#2 for the award also goes to Minecraft for the diamond headed pick axe. Seriously. You want to poke fun at realism in a computer game try to find a real world example of a diamond headed pick axe.






883
General Discussion / Re: Does BAC reduce realism?
« on: May 23, 2020, 04:40:32 AM »
I'd also like to point out that a lot computer games today get crafting wrong. The do it wrong on purpose. They create artificial values and needs based on the programmers following popular tricked perceptions or to have things break to give players something to do again and again.

On tricked perceptions: Gold
Gold is a soft metal that stays shiny and conducts electricity. It is also very heavy. It is utter rubbish for making armor and weapons. The real world Kings of Europe had full plate armor of >steel< with >gold as pretty trim<. Many games make you want to use gold as something like a pick axe to pound on volcanic granite rock. Utter non-sense.

On having things break to give you repetitive things to do: Minecraft pick axe
Pick axes of real world miners last for how long? Sure a mining company will wear through them. Sure they need to be sharpened now and then. They last for weeks or months. You don't have to take a shipment of pick axes for your 8-hours of work. By having the tool break the player of the game is now forced to go to the same parts of the game world to gather the same materials. It is forcing repetition.
To be honest I love it in Fallout 4 running mods where I have to go hunt copper for the casing of my modded in .50 caliber semi-automatic anti-material rifle my power armor character uses. Bullets though really are one use except for that copper (really bronze) casing falling to the ground which could be gathered up again.

Award for worse realism in a computer game goes to Minecraft for making players strive to get the so called high quality tool of a Gold Pickaxe that breaks regularily.

#2 for the award also goes to Minecraft for the diamond headed pick axe. Seriously. You want to poke fun at realism in a computer game try to find a real world example of a diamond headed pick axe.






884
Based on a question else where in the forums the following has been added to the Readme BAC mod.txt

Its a supporting text file not a recipe so I won't cycle a BAC update at this time. The text addition is:


>>>>>>>>>>>


Does BAC reduce realism?
A question from JaxonThomas in the thread
https://www.unrealworld.fi/forums/index.php?topic=5533.0

Brygun answers thus:

Well, now. Didn't expect that question.

Fair disclosure: I'm Brygun. The B in the BAC mod. Organizer of the mod from its various sources including my own addittions.

So where to being:

Q: Is play balance different with BAC?
A: Yes
Of course it does. There is many ways to get different tools or results other than the options in the vanilla game.
Ways of generating wealth bundled up in ways of entertaining your self with role playing whittle a board game. Even if the game tracks how much of a different good is sold that there exists multiple new items means you could profit by selling them to a village.

Q: Does it change realism?
Well what is your reference for realism? Many, though not all, players are modern urbanites enjoying the game as a trip to the woods. I'm a bit urbanized but also grew up in the country side running around in forest was normal. It was a very safe wood without bears or lynxes or wolverines or Nerjpez to worry about.

Q: Is there realism basis for items in the BAC?
A: Yes
In fact if you open up the diy_BAC_XXXX.txt files I specifically included references including links to youtube videos you can watch. Those certainly show there is realism is the mod.

Q: Did item XXX exist in real world Iron Age Finland?
Oh now there is a varied question. Item by item of all items would be too much so here is a few. Again many others have references in the .txt file comments.
= As a Canadian with a tradition of birch bark canoes I put it in yet as Saami, maker of Unreal World and a native Finlander, pointed out is the sort of birch trees in Finland are different so they probably couldn't even made at all.
= The largest of the boats, the clinkered punt, is a combination of the steamed open tree logs known to Finland plus the clinkering and caulking of what is known for sure in later ages but possible in that age.
= The steps for making iron come from Rain's Ironworking mod and do indeed match up to my own studies of blacksmithing in that period. I was surprised to find that lake ore is a real thing. I thought it was a quirky gamey thing but low and behold if one looked into it this actually is realism. Secret: Finland has/had so much surface and near-surface iron ore that it flowed down with the rains into rivers into lakes. In the lakes, like the bogs, biological processes pulled it out and tended to make it into clumps mixed with non-iron. Thus you did need to roast the lump of lake ore (or bog ore) and process.

= Back strap weaving is a real world thing. I believe there is a video for that in the .txt files.

=  Cordage is easier to make in BAC through various real world ways. Only the recent 3.60 ish (IIRC) added the withe making. Prior to that it took capturing animals to get leather to get the cords to hang meat to dry in the winter. A rather recursive if you have it (an animal kill) you can do it but if don't have it you can't do it (if that makes sense). In my own research I looked into real world ways for making cordage, like digging up spruce roots, and added them in. Real = yes. Changing the play balance = yes.

Part of the BAC goals was to include things that were known or plausible to teach woodland survival skills. Thats why the Shaman mod was excluded, that is well researched but deals with a metaphysical.

If you are new to UnReal World you might want to give a few goes at playing without the mod. It can be added mid-play or removed. The way Unrweal World recipes work once an item is created its properties are assigned to the instance thus not needing an ongoing reference. IF there is a graphic custom that might end up being empty but it should still show up in the list if you stand on a tile to pick it up. Of course without  the mod you don't need a Ball Hammer.

Good question. Think I will add the answers to the BAC forum and the text files.

885
General Discussion / Re: Does BAC reduce realism?
« on: May 23, 2020, 04:27:46 AM »
Well, now. Didn't expect that question.

Fair disclosure: I'm Brygun. The B in the BAC mod. Organizer of the mod from its various sources including my own addittions.

So where to being:

Q: Is play balance different with BAC?
A: Yes
Of course it does. There is many ways to get different tools or results other than the options in the vanilla game.
Ways of generating wealth bundled up in ways of entertaining your self with role playing whittle a board game. Even if the game tracks how much of a different good is sold that there exists multiple new items means you could profit by selling them to a village.

Q: Does it change realism?
Well what is your reference for realism? Many, though not all, players are modern urbanites enjoying the game as a trip to the woods. I'm a bit urbanized but also grew up in the country side running around in forest was normal. It was a very safe wood without bears or lynxes or wolverines or Nerjpez to worry about.

Q: Is there realism basis for items in the BAC?
A: Yes
In fact if you open up the diy_BAC_XXXX.txt files I specifically included references including links to youtube videos you can watch. Those certainly show there is realism is the mod.

Q: Did item XXX exist in real world Iron Age Finland?
Oh now there is a varied question. Item by item of all items would be too much so here is a few. Again many others have references in the .txt file comments.
= As a Canadian with a tradition of birch bark canoes I put it in yet as Saami, maker of Unreal World and a native Finlander, pointed out is the sort of birch trees in Finland are different so they probably couldn't even made at all.
= The largest of the boats, the clinkered punt, is a combination of the steamed open tree logs known to Finland plus the clinkering and caulking of what is known for sure in later ages but possible in that age.
= The steps for making iron come from Rain's Ironworking mod and do indeed match up to my own studies of blacksmithing in that period. I was surprised to find that lake ore is a real thing. I thought it was a quirky gamey thing but low and behold if one looked into it this actually is realism. Secret: Finland has/had so much surface and near-surface iron ore that it flowed down with the rains into rivers into lakes. In the lakes, like the bogs, biological processes pulled it out and tended to make it into clumps mixed with non-iron. Thus you did need to roast the lump of lake ore (or bog ore) and process.

= Back strap weaving is a real world thing. I believe there is a video for that in the .txt files.

=  Cordage is easier to make in BAC through various real world ways. Only the recent 3.60 ish (IIRC) added the withe making. Prior to that it took capturing animals to get leather to get the cords to hang meat to dry in the winter. A rather recursive if you have it (an animal kill) you can do it but if don't have it you can't do it (if that makes sense). In my own research I looked into real world ways for making cordage, like digging up spruce roots, and added them in. Real = yes. Changing the play balance = yes.

Part of the BAC goals was to include things that were known or plausible to teach woodland survival skills. Thats why the Shaman mod was excluded, that is well researched but deals with a metaphysical.

If you are new to UnReal World you might want to give a few goes at playing without the mod. It can be added mid-play or removed. The way Unrweal World recipes work once an item is created its properties are assigned to the instance thus not needing an ongoing reference. IF there is a graphic custom that might end up being empty but it should still show up in the list if you stand on a tile to pick it up. Of course without  the mod you don't need a Ball Hammer.

Good question. Think I will add the answers to the BAC forum and the text files.










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