Topic: [DEVELOPMENT RELOCATED] Brygun's Added Items  (Read 58149 times)


Brygun

« Reply #15 on: December 01, 2018, 10:19:33 PM »
In my own mod

1) Added description that birch bark canoes are not native to Iron Age Finland. I'm in Canada and we like our canoes.

2) Increased the container capacity of the hollowed out blocks while increasing the weights. It bothered me that wood floats, you remove wood but get less than that in storage. Now the first step cleans the outside and starts the process. After that you free up 8 lbs of weight per step gaining 8 pts of storage capacity.


Brygun

« Reply #16 on: December 01, 2018, 10:32:07 PM »
Moved my canoe making steps to the little used transport sub menu. This will free up space for other possible items later.


Brygun

« Reply #17 on: December 01, 2018, 10:40:44 PM »
Using the ability to have the different files feed the same submenu my clay additions are moved to my own .txt file. On testing it does work though apparently mine load first so appear at the top of menu above the "dig clay" step.

If someone knows a way to control the order of submenus when loading from multiple files please let me know.


Brygun

« Reply #18 on: December 02, 2018, 12:02:30 AM »
Replacement for cookery_glossary.txt will be in the next post

Adds Fataal's hardtack
Adds Brygun's berry turnovers
« Last Edit: December 02, 2018, 12:09:41 AM by Brygun »

Brygun

« Reply #19 on: December 02, 2018, 12:03:33 AM »
// Replacement for cookery_glossary.txt
// Adds Brygun's baking->berry turnovers, baking->long bread
// Adds Faatal's baking->hardtack



[SUBMENU_START:baking]

.Flatbread. (5)       *COOKERY*   /45/       %30%   |-1|   :148: 
{Flour}     #0.5#   [remove] [roast] [name]
{Water}     #0.25#  [remove]
{Seasoning} #0.15#  [remove] [roast] [optional]
[TILEGFX:it-flbread]

.Hardtack. (12)    *COOKERY* /15/ \60\ %-5% |-1| 
{Flour}     #1.5#   [remove] [roast] [name]
{Water}    #.5#  [remove]
{Seasoning} #.15#  [remove] [roast] [optional]
[SPOILAGE_DAYS:0]
[WATER:0]
[TILEGFX:it-biscuit]
//From Fataal

.Berry Turnover. (6)  *COOKERY* /30/ \60\ |-1| 
{Stone} [ground] '+baking platform'
{Flour}     #1#   [remove] [roast]
{Berries}    #1#     [remove] [roast] [naming: last word] [name:%s turnover]
{Rock} [ground] '+crush the berries'
{Water}    #.5#  [remove]
{Seasoning} #.15#  [remove] [roast] [optional]
[COOK_WEIGHT_DIV:.93]
[WATER:0]
[TILEGFX:vl-bbrooch]
//roast may be shrinking it too much,
//manual weight adjust 1.3 using .93 to fix
//From Brygun
//Sample cooking on stone video
// https://www.youtube.com/watch?v=mkU1SJ4dNV0


//A larger bread rather than a flat bread biscuit
.Long Bread. [patch:5] *COOKERY* /20/ \60\ |0| 
{Stone} [ground] '+baking platform'
{Flour}     #1.0#   [remove] [roast] [naming: original] [name:%s long bread] [patchwise]
{Water}    #0.5#  [remove] [patchwise]
{Seasoning} #.15#  [remove] [roast] [optional] [patchwise]
[COOK_WEIGHT_DIV:.7]
//weight fix to counter roasting reducton

[SUBMENU_END:baking]


[SUBMENU_START:porridge]

.Porridge.       *COOKERY*    /30/     %50%   |-1|   :148: 
{Flour}    #0.4#    [remove] [boil] [name]
{Water}    #1#    [remove]

.Oven porridge.       *COOKERY* /5/   \320\    %50%   |-1|   :148: 
{Flour}    #0.4#    [remove] [bake] [name]
{Water}    #1#    [remove]

.Seed porridge.      *COOKERY*   /30/    %50%   |-1|   :148: 
{Seeds}    #0.4#    [remove] [boil] [name]
{Water}    #1#     [remove]

.Berry porridge.   *COOKERY*   /15/     \90\    %50%   |-1|   :148: 
{Berries}    #1#     [remove] [boil] [name:%s porridge]
{Water}         #0.5#     [remove]
{Flour}    #0.1#     [remove] [boil] [optional]


[SUBMENU_END:porridge]

[SUBMENU_START:meat]

.Meat soup.       *COOKERY* /30/  \45\   %20%   :148: 
{Raw meat}   #2#    [remove] [boil] [name]
{Water}      #2.5#   [remove] [boil]
{Vegetables}   #0.5#   [remove] [boil]
{Knife}   '+for chopping and peeling'
{Seasoning}   #0.25#   [remove] [optional] [boil]

.Meat stew.       *COOKERY* /30/  \240\   %20%   :148: 
{Raw meat}   #3#   [remove] [bake] [name]
{Water}      #0.25#   [remove]
{Knife}   '+for chopping'
{Vegetables}   #0.5#   [remove] [bake] [optional]
{Mushrooms}   #0.5#   [remove] [bake] [optional]
{Seasoning}   #0.25#   [remove] [bake] [optional]



[SUBMENU_END:meat]

[SUBMENU_START:fish]

.Fish soup.       *COOKERY* /30/  \45\   %20%   :148: 
{Raw fish}      #2#     [remove] [boil] [name:%s soup]
{Water}      #2.5#   [remove] [boil]
{Vegetables}   #0.5#   [remove] [boil]
{Knife}   '+for chopping and peeling'
{Seasoning}   #0.25#   [remove] [optional] [boil]

[SUBMENU_END:fish]

[SUBMENU_START:vegetable]

.Pea soup.       *COOKERY* /10/  \120\   %20%   :148: 
{Peas}          #2#    [remove] [boil]
{Water}           #2.5#   [remove] [boil]
{Raw meat}        #1#   [remove] [boil] [optional]
{Seasoning}        #0.25#   [remove] [optional] [boil]

.Green soup.       *COOKERY* /5/  \10\   %20%   :148:
{Herbs}       #1#   [remove] [boil] [name:%s soup]
{Water}           #0.5#   [remove] [boil]         
{Flour}         #0.1#   [remove] [boil] [optional]   
{Seasoning}        #0.1#   [remove] [optional] [boil]   

.Vegetable soup.       *COOKERY* /30/  \45\   %20%   :148: 
{Vegetables}       #2#   [remove] [boil] [name:%s soup]
{Knife} '+for chopping and peeling'
{Water}           #2#   [remove] [boil]
{Seasoning}        #0.25#   [remove] [optional] [boil]

.Mushroom soup.       *COOKERY* /10/  \20\   %20%   :148: 
{Mushrooms}      #2#     [remove] [boil] [name:%s soup]
{Water}         #0.75#   [remove] [boil]
{Flour}         #0.25#   [remove] [boil] [optional]
{Seasoning}      #0.25#   [remove] [boil] [optional]

.Vegetable stew.      *COOKERY* /5/  \90\   %20%   :148: 
{Vegetables}       #3#   [remove] [bake] [name:%s stew]
{Water}         #0.25#   [remove] [bake]
{Mushrooms}      #0.5#   [remove] [bake] [optional]
{Knife} '+for chopping and peeling'
{Seasoning}      #0.25#   [remove] [bake] [optional]


[SUBMENU_END:vegetable]


« Last Edit: December 02, 2018, 03:55:05 PM by Brygun »

Brygun

« Reply #20 on: December 02, 2018, 12:35:41 AM »
Turnovers have been tweaked to not need a cooking pot. Instead you use a stone as a baking board to get them hot without being directly in the fire.

Brygun

« Reply #21 on: December 02, 2018, 04:44:22 AM »
Added my recent suggestion for a leather punt

Renamed the Bouidda punt to "clinkered punt" referring to how it uses many boards in a likely clinker style boat

Brygun

« Reply #22 on: December 02, 2018, 03:38:59 PM »
Renamed canoe to birch-bark punt for better cultural connection and common * punt reference

Adaptor code is in the diy now though commented out. Remove the comments to restore it, use it, put the comment marks back


>>>

Cooking got "long bread" which has linear scaled recipe of flat breads with a cooling time. We don't have yeast or such in the game so the only ingredient is flour and optional seasoning. I imagine it could be made in various shapes.
« Last Edit: December 02, 2018, 03:41:23 PM by Brygun »

Brygun

« Reply #23 on: December 15, 2018, 03:00:03 AM »
Im experimenting with a way to remove axe heads meant for when you mount an axe haft and get a quality less then the axe head you started with. The real world options could include removing the haft and reattempting the mounting

//Rehafting a small axe
//Meant for when building an axe you don't like the mounting
//Use responsibly to make the same axe type
//To make a new type of axe use the remove iron from axe method
.Dehafted Iron small axehead.   "Hunting Horn" [effort:4] [phys:arms,hands,stance]   *TIMBERCRAFT*   /15/
{* Axe} [remove] [noquality] '+to be disassembled'
{Fire}             [noquality]      '+start burn'
{Firewood}  (3)   [remove] [ground]   '+maintain burn'
{*anvil*}          [noquality] [ground]   'Anvil nearby to brace'
{* hammer} [noquality] '+dislodge head'
[MATERIAL:iron]
[WEIGHT:2]
[PRICE:0]
[TILEGFX:bc-axehead]
//One flaw is its hard to restore the same quality axehead you started with


( :o I forgot the remove axe line  :-X)
« Last Edit: December 15, 2018, 04:29:14 AM by Brygun »

Brygun

« Reply #24 on: December 15, 2018, 04:03:52 AM »
Another change for Bouddia's craft

When rehafting axe heads I was having a real "Bugs Bunny" moment with only 4 attempts at an axe handle per birch tree. The tree being at least 2 meters if not more like 4 meters tall. Tweaking the split trunk on the premise as first cutting across the trunk for 2 x ~1.5 m lengths and then splitting those into 4. Total 8 pieces.

.Split trunk. "Board" (8) [effort:4] [phys:stance,arms] *TIMBERCRAFT* %10% /30/ |0|
{Tree trunk}      [remove] [ground] [noquality]    +'A trunk to split into halves'
{Axe}<Splitting axe>
[MATERIAL:wood]
[WEIGHT:50]
[TILEGFX:bc-trunkhalf]
// Usable as boards, used as bowstaves
// Brygun changed to 8 x 50 lbs as was 4 x 60 lbs

KKarlssoNN

« Reply #25 on: December 18, 2018, 01:11:56 AM »
So, are you making a modpack?

It kind of looks like just instructions to add or tweak things to\for existing mods. Looks quite advanced for someone new to the game and its modding, such as myself. I don't see a download link.

Would it be possible for you to upload a file with everything in it? That can be installed in one go to the games directory. Perhaps you are in the process of doing so. I'am aware of credit, although it looks like most of the other mods are kind of dead or just really slow. Would they care? Looks like you have lots of content, things that I'am looking for.

I understand if this is too much of a burden.
« Last Edit: December 18, 2018, 01:16:45 AM by KKarlssoNN »

Brygun

« Reply #26 on: December 18, 2018, 07:33:17 PM »
*nods*

A mod pack is feeling more and more likely. Im also adding and changing things. Back on the old boards I was encouraging learning modding by working this way. Now the zip files are easier to work with for downloaders.

Ill see if I can release an as is zip for you.

KKarlssoNN

« Reply #27 on: December 19, 2018, 03:58:10 PM »
Muchly appreciated!!!

I haven't started playing yet. I've been waiting for other mods\modpacks to update. So I'am not super knowledgeable about the game, however I could report problems i come across and provide feedback. I may also have questions.
« Last Edit: December 19, 2018, 04:01:06 PM by KKarlssoNN »

Brygun

« Reply #28 on: December 20, 2018, 03:09:25 AM »
Attached is a zip of "current state" of my mod along with Bouddia tweaked to work with my mod.

After unzipping copy the files into your Unreal directory. The true file subdirectory should put its files into the unreal/truetile directory

note that this's so a full mod release

Rather this is done as an "at this moment" as I am still expanding and adapting as I play through more story with these mods.

Thanks also to  Bouidda for the current build a lot, Privateer for his fishcuts (also in this), Fataal for hardtack, Rain for the earlier build a lot mod, Endive for self sufficiency rolled into Bouidda and Sami plus Erkka building a log cabin in Finland and occasionally working on this software.

>>>

Due to how the game only allows for one recipe for creation the current recommendation is to only have my biy_BrygunXXX.txt in the Unreal Directory during the times you want to use my variant build recipes. Otherwise keep the file in a storate location or rename the file by putting a blocking at the front such as: off_biy_BrygunXXX.txt
« Last Edit: December 20, 2018, 04:32:52 AM by Brygun »

Brygun

« Reply #29 on: December 20, 2018, 04:30:59 AM »
One thing Im looking to implement is different wooden containers. I already expanded on the clay pot to have different sizes and amphora.

My preliminary thinking on the wooden container sizes are:

//Caulked barrel
//https://en.wikipedia.org/wiki/Barrel
//https://www.thebarrelmill.com/barrels
//32 gallons at 8.32 lbs per gal is 267 pounds
//30 gal barrel weight 78 with sqr/cube law for 80 lbs
//Total 347lbs most characters can't lift


//Caulked Keg
//Liquid cap ~133 lbs
//sqr/cube suggest 50 lb barrel
//Total 183 which characters can lift

//Caulked Cask
//~66 lbs water
//~32 lb container
// 98 lbs liftable

//Caulked Tub
//Size of existing wooden tub


The caulked tube would replace the sealed tub currently in my mod. In stead of bark as sap for sticky sealant to use the pitch glue from Bouidda.

>>>
I'm also thinking of using pitch glue in the punt recipe(s) some of which has been talked about in this punt thread:

https://www.unrealworld.fi/forums/index.php?topic=4661.0


>>>
I'm thinking maybe of writing each style of punt as its own submenu. The user would only install one at a time. this would allow more production steps for a closer match to needing many days for one person to make a water craft.


the leather punt would be light and possibly even could be dismantled, removing the "tarp". Thus easy to travel with as you can ditch the weight of the wood. If I use "fur" rather than leather it could count as having something to sleep on.

the birch-bark would be a middle ground build, though I may add needing more than one tree roll of birch. Can be portaged as a moderate load

the clinker build would be bigger, heavier but with more flotation volume. Hard to portage.

>>>

Im also thinking for years about making a punt shelter. It >may< be possible to use a punt to make a quick shelter then take it apart to get the punt back during builld->dismantle  Not tested


 

anything