Poll

Would you like to add learning feature for crafts like swords, axes and tools, learning to forge and smelt?

Do it! Add learning for every damn item!
1 (12.5%)
Yes, I have been dreaming with this feature.
2 (25%)
Yes, but I'd like to start with some knowledge. (Tools knowledge)
0 (0%)
No, I don't like that idea.
0 (0%)
Great! As if the mod wasn't hard enough already...
0 (0%)
Am just passing by.
5 (62.5%)

Total Members Voted: 8

Voting closed: August 23, 2018, 07:41:08 PM

Topic: Crafts, Roleplaying stuff and Ritual 0.7.2 - Hotfixes (Revived)  (Read 9039 times)


notafinn

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« Reply #15 on: November 09, 2018, 06:09:00 PM »
How do you make charcoal?

Dungeon Smash

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« Reply #16 on: November 13, 2018, 06:37:43 PM »
With the command "Dig Clay from Seashore" - one of the requirements is "Stand in water".  My character is standing in the sea water, yet this does not seem to satisfy the requirement?

Dungeon Smash

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« Reply #17 on: November 13, 2018, 06:39:28 PM »
I figured it out - it appears you must be on an actual water map tile, IE, not simply on the sea shore, but actually out in the ocean.  I solved it by paddling out to a small island and wading off the side into the ocean.

Brygun

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« Reply #18 on: November 16, 2018, 01:27:53 AM »
Can I add this mod to an existing game or does it need to map spawn things?

Also... other folks in the thread keep asking how to make charcoal with this mod.

Privateer

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« Reply #19 on: November 18, 2018, 05:45:26 AM »
Can I add this mod to an existing game or does it need to map spawn things?

Also... other folks in the thread keep asking how to make charcoal with this mod.

You can add it whenever you like.
There is no charcoal in this mod

Brygun

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« Reply #20 on: November 24, 2018, 07:06:46 PM »
Taking a closer look at the mod now and debating it for use in the "Journal of Norvus"

https://www.unrealworld.fi/forums/index.php?topic=4640.0

Some general feedback mostly related to items in my own mod Brygun's Added Items. You may use or adapt the items if you wish. That mod is currently for much older versions before we had options like setting price or new graphics. Items I might merge in (so consider if you wish to do so to) so far include:


>>>

An all wooden roundshield.
Allows a lower quality item for fighting in the early game. While nails are useful and a rim is optional in real shields you can join wood without them. Dowels (pegs) for instance preferably with glue.

All wooden buckler
As above but smaller

.Wooden shield.  "Roundshield" [effort:2] [phys:arms] *CARPENTRY*    /180/ %-15%
{Slender trunk} [remove] [ground] '+for handle shaft'
{Board} (4) [remove] [ground]
{Axe} <Carving axe>
//Norse style shield with no rim
//Would prefer to lower the quality a step vs normal roundshield
//Small skill penalty on account of no iron rim. Not a heavy penalty as this
//style of shield still has combat uses. Enemy weapon might jam in the wood only edge.

.Wooden buckler.  "Buckler" [effort:2] [phys:arms] *CARPENTRY*    /90/ %-15%
{Slender trunk} [remove] [ground] '+for handle shaft'
{Board} (2) [remove] [ground]
{Axe} <Carving axe>
//Smaller wooden shield


>>>>

A more controversial one on the forums was a washed bandage. In my humble opinion with materials being so scarce an isolated traveller would reuse the bandage cloth. Other forums users disapproved saying they would be thrown out. It would be simple to throw them out if you weren't ripping apart your only shirt to make them. The game never generated a dirty bandage so the recipe I came up with depends on the user being honorable to not over use it get free stuff.

.Washed Bandage. "Bandage"   [effort:1]   [noquality]   *COMMON*   /10/
{Rock}  '+Use only to retun applied bandage'
{Water} #0.5# '+Washing water'

With bandage washing grievous wound can be repeatedly treated with herbs day after day. Without it you will soon run out of fabric and clothing or stop treating the wound. Which, IMHO, would inspire reusing the same bandage.


>>>

Leather hand covers

In the base game there was (at least at the time) only mittens to be made. This meant that you could only have one layer over the hands. Meanwhile you could have multiple layers everywhere else. This left the hands vulnerable to frostbite. In real life there are a few ways to keep the hands warm such as sticking inside your shift or having a hanging muff. My solution was to make an item called "leather paws" to avoid confusion with modern leather gloves. There was opposition from those saying iron age Finland archaeology didn't show gloves. My counter point remained they would have done something for the frost bite.
With a leather paw + fur mitten layer I found things safe enough in the winter. The way the reciepe at the time work you did basically get two fur layers. That was the closest that could be done at the time. Remember when I wrote this recipe we didn't have some of the code options we have now.

.Leather Paws. "Fur mittens"   [effort:2]   [phys:arms]   *HIDEWORKING*   /60/
{Leather}  #1# [remove] [name:%s Leather Paws]
{Tying equipment} (2) [remove] '+for seams'
{Knife} 'A knife for shaping the work'
[ARMOUR_MATERIAL:leather]
[ARMOUR_COVERAGE:hand]
//there is some debate whether iron age Finland had five fingered gloves
//I use the term paw to represent a hand covering with a name the game
//still lets you wear with mittens. This gives 2 layers for winter.


Brygun

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« Reply #21 on: November 24, 2018, 11:14:50 PM »
In regards to an older discussion in the thread on making cordage. As a game the user may want more difficulty and there are certainly many ways to get basic cordage. Better cordage for say a quality bow string is much more challenging to get. For tying up meat to dry various quick methods work.

Here is youtube from real world bush craft expert Mors Kochanski.

https://www.youtube.com/watch?v=i7gTlCzGwo8

Again users may want more challenge but it is surprising the ways to get cordage. My own mod add put in digging up spruce roots.

Brygun

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« Reply #22 on: November 27, 2018, 07:35:09 PM »
Typo:

diy_Forging

.Shappe hammerhead.

Has an extra p

.Shape hammerhead.

Actually there is a lot of Shappe in the recipe lists. Might want to do a global search-replace unless you had those extra p in there on purpose.
« Last Edit: November 27, 2018, 07:39:37 PM by Brygun »

Brygun

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« Reply #23 on: November 27, 2018, 07:41:02 PM »
Regarding Charcoal...

The reply earlier was the mod didn't use charcoal.

Looking at the file diy_Forging many recipes have charcoal listed


.Start working welded iron bar. "Hunting horn" [effort:4] [phys:arms,hands,stance] *WEATHERLORE* |2| /8h/ \8h\
{Welded iron bar}         [remove]
{*forge*}            [noquality]                                        'Forge or furnace'
{Charcoal}         #8#            [remove] [ground]
{Bellows}
{*anvil*}                     [noquality] [ground] 'Anvil nearby'
{*hammer}                                     'Hammer'
{Fire}                        [noquality]
[NAME:Worked iron bar]
[MATERIAL:iron]
[WEIGHT:4]
[PRICE:100]
[TILEGFX:bc-billet]



Privateer

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« Reply #24 on: November 27, 2018, 08:16:16 PM »
Can I add this mod to an existing game or does it need to map spawn things?

Also... other folks in the thread keep asking how to make charcoal with this mod.

There is no charcoal in this mod

Regarding Charcoal...

The reply earlier was the mod didn't use charcoal.


As shown by my reply, the mod does not provide charcoal NOT that it was not required for some task(s).
 My guess is the intent of the OP was to use the "pitch" item for these tasks.

spyfox321

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« Reply #25 on: December 26, 2018, 06:58:49 AM »
Hello! First time talking in this Forum, and I Wanted to thank you for making/assembling this mod.

Hopefully it gets updated often, and hoping maybe I can even help.

Nydxz

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« Reply #26 on: May 11, 2019, 03:02:44 AM »
 Hello guys,

 First off am sorry for all the time i've been away from the game and the internet in general, alot of stuff happend during this time, some harsh times have came and got away. That aside, am back now and already fixed a few bugs people have pointed out, corrected a few mispelling and FINALLY added that stupid Charcoal Recipe everyone been asking for...

 It so happens I was working on three batches of the mod back at the time and for some reason I deleted the whole Charcoal making recipe, but now it's back and you all will be able to make those nice looking armors. I endeed need to take a look at the game after this much time, I have no idea of what have changed but am quite sure things have indeed change.

 I will be working again in the mod and (maybe?) add the brewing recipes in and alcohol, cause we shall have booze for those cold winters incoming, the biggest trowback to adding booze is the impossibility to add any actual effect for it so far, but we will see what I can pull out.

 Hope you guys still want to play the mod and give feedback.

 Thanks for all the comments so far and to the kind words of some. Any suggestion feel free to tell.

Edit: I apologize for mispellings and any gramatical error, english ain't my first language so, feel free to correct me whenever you see an error.
« Last Edit: May 11, 2019, 03:05:19 AM by Nydxz »

Brygun

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« Reply #27 on: May 17, 2019, 02:35:28 AM »
Welcome back to the community.

As games go Unreal World is one to revisit. It is so far the most useful survival game in teaching to think closer to real life than any I've tried. There are no zombies, space aliens or added to give a reason to play type things. Just living in the Unreal world, survival or exploration, is a victory.


Nydxz

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« Reply #28 on: May 17, 2019, 04:49:58 PM »
Welcome back to the community.

As games go Unreal World is one to revisit. It is so far the most useful survival game in teaching to think closer to real life than any I've tried. There are no zombies, space aliens or added to give a reason to play type things. Just living in the Unreal world, survival or exploration, is a victory.


 Thank you for your kind words, and yes that's what Always fascinate people about the Unreal World, and the biggest reason to that is the mistery regarding the ritual and spiritual world of the game, we shall never know the true working behind them.

 "Is it a superstition or is it real? Who may know? Are you taking any chances? " That was the first thing I thought when playing the game first time.

ptr987

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« Reply #29 on: July 14, 2019, 02:14:50 PM »
First, this is a wonderful mod - thank you.  Second, is this compatible with the community BAC mod or do I need to make changes somewhere?  I've played with both separately but I'm not familiar with the Unreal Mod Loader that this mod comes with.  Would it be possible to mod all of the items into two menus and include it with BAC?
« Last Edit: July 14, 2019, 04:52:27 PM by ptr987 »