Topic: [to 3.63 only] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing  (Read 341046 times)


Brygun

« Reply #90 on: January 02, 2019, 06:42:54 PM »
On ground...

dang nabit... I did the space thing the other wrong way... that is with a space ahead of the *


for hardwood staff, Ill figure out a fix... probably short quarter log with more carving time. IIRC It was meant that the bow shaft was from a tree core.

I just consider the felled trees to be 3 meters or more long rather than just 2 meters of the tile


Brygun

« Reply #91 on: January 02, 2019, 07:26:43 PM »
Update of above plus

Longbow recipe no longer used Hardwood staff which no exists in BAC. Now uses "short quarter log", needs an axe to extract the core and time to make increased


Metal anvil now in

Anvil and hammer recipe calls no longer have [noquality] tags to inspire making the more advanced tools. Checked iron working, forging, weapons, armor group one, added items, mining_and_more, added items, utility

Yet to be tested if a master smith can get to masterwork items.

dehafting axes and salvaging iron/steel from weapons moved to Mining_and_more. That file is better at collecting the ways of getting ores, iron, steel

Weapon menu is now in its own diy_BAC_Weapons.txt file

Anvil stone and whetstone recipes slightly tweaked. Whetstone must come first and egads... needs a second stone around. Whetstone is then a tool to help with smoothing anvil stone.

Armor group one recipes for shields and iron parts now use a unified "Steel dome" to be found under ironworking.  We now use the one recipe entry for a dome which is then used for various purposes.



« Last Edit: January 02, 2019, 07:30:01 PM by Brygun »

cheesealmighty

« Reply #92 on: January 02, 2019, 07:45:28 PM »
Oh, interesting. You can get birch-bark yarn using this call:

Code: [Select]
.Spin Yarn. "Cord" *AGRICULTURE* /1h/ [patch:5] [effort:1] [phys:hands,one-armed]
{*ibre from *} #0.5# [remove] [patchwise]  [name:%s Yarn] [naming:last word] 'Fibre'
{*Spindle and Distaff}
[TILEGFX:rc-yarn]
// Icon provided by Kaaven from the Urw Forums, modified
// 'Plant Fibre' -> 'Fibre'
[PRICE:5]

But it cannot be woven into cloth. Which, I assume stems from the fact that you ran out of menu space   ;D
As it can be woven into a very rough piece. As can be seen here: https://youtu.be/ey68uVUuyvs

Also from what I understand, these recipes should be able to use this yarn, correct?
Code: [Select]
.Nettle cloak. /60/ *HIDEWORKING* [effort:1] [phys:hands]
{*Yarn}  (1) 'Yarn' [remove]
{Nettle *}  'Nettle Cloth' #7.0# [remove]
{Knife} <Small knife> 'A knife good for fine work'
[PRICE:24]

Brygun

« Reply #93 on: January 02, 2019, 08:06:13 PM »
Funky.

Looks like birch-bark yarn is an unplanned side affect of combining multiple mods.

Technically you are making a sewing thread. They did sew with birch-bark on canoes. Using it on clothes seems weird but doable. So I'm okay with that.

It does appear that you could use it to sew nettle cloth to make a cloak. Trying to block it would likely take a major coding rethink.

I'm wondering how/if the cold were to barf if you used birch-bark thread on a loom to make cloth. However birch-bark cloth is AFAIK not valid for the existing recipes.

Signatus

« Reply #94 on: January 02, 2019, 08:09:49 PM »
I've been looking at it as any yarn being usable because it's just complementing the actual cloth, while weaving actual cloth is more complex and can't be made out of anything.

You can make fibre from bark to use for cords and whatnot. I believe that making it usable for actual cloth would be way OP and take way too much menu space for no important reason
« Last Edit: January 02, 2019, 08:11:31 PM by Signatus »

cheesealmighty

« Reply #95 on: January 02, 2019, 08:22:12 PM »
Heh. It looks like a very itchy and very uncomfortable piece of hemp-like cloth. And probably not that durable.

But should work fine as thread, a very crude thread, but a thread nonetheless.

While I agree with Signatus, I think I'll patch up a "hemp" cloth with %-50% modifier for my personal use. But this might end up very very unbalanced like s/he pointed out.

Brygun

« Reply #96 on: January 02, 2019, 08:36:17 PM »
@cheesealmighty you would also want to account for the clothing recipes getting the birch-bark armor quality and not that of the cloth. That may or may not happen naturally. Again, a significant coding project for not much gain. Just make more birch-bark underwear recipes.


Brygun

« Reply #97 on: January 02, 2019, 08:38:49 PM »
Carpentry update

Adds:

Outdoor bench
Outdoor table
Outdoor turned table (uses bunk graphic)

Accesses existing graphic elements

Test of hideworking step failed to register them as suitable working surfaces. I suspect if I could use base object "tree trunk" that might work. I tried "tree trunk" and "Tree trunk" as the recipe base object but then they didn't appear in the menus.


« Last Edit: January 02, 2019, 08:53:35 PM by Brygun »

cheesealmighty

« Reply #98 on: January 02, 2019, 09:10:12 PM »
@cheesealmighty you would also want to account for the clothing recipes getting the birch-bark armor quality and not that of the cloth. That may or may not happen naturally. Again, a significant coding project for not much gain. Just make more birch-bark underwear recipes.

Heh. Also I forgot even with %-50% you can get "decent" pieces. I'm just going to do %-100% instead.

Well, I think I'll be keeping the "[MATERIAL:cloth]" tag. So should still be getting the cloth attributes. I think. This should be better than having it have birch-bark attributes, since the product, from what I can see is a very crude, sack cloth like thing. And birch-bark items seems to be retaining the hardness of the original material instead.
« Last Edit: January 02, 2019, 09:15:17 PM by cheesealmighty »

Brygun

« Reply #99 on: January 02, 2019, 10:22:52 PM »
Update

Some board recipes of my own:
Refined board -> effort to clean up a board to raise its quality before crafting
Carved board -> as a money maker or RP putting carvings into your building projects

Integration of Iago.Hach whittling mod. Items placed in lumber, bonework and carpentry sub menus

Vanilla wooden cup now uses Iago.Hach small block of wood (8 from a block)
Vanilla wooden bowl adjusted for 2 x time to produce 3 bowls.

« Last Edit: January 02, 2019, 10:34:25 PM by Brygun »

Brygun

« Reply #100 on: January 02, 2019, 10:39:28 PM »
 ;D

How I feel about wood consumption and why I did re-balancing:

https://www.youtube.com/watch?v=nuVY8hqyfbw

Do love the game Sami and Erkka made. In fact I love it enough to make mods to add items and apply a view point. Its far easier to be a modder than to be the initial designer.


Brygun

« Reply #101 on: January 02, 2019, 11:17:40 PM »
Arrrg....

the number of times today I did file copy B -> A rather than A -> B

 :P  >:(

Brygun

« Reply #102 on: January 03, 2019, 12:04:48 AM »
Updates to earthenware and ironworking files


Earthenware updated with

- Now makes a kiln related in recipe to the ironworking bloomery
you need to the kiln fire the clay builds
Its heavy but portable

- Added clay cup, clay mug, clay bowl

- All clay builds now involve water to soften the clay for shaping, needing the kiln and fuel to fire the material

Ironworking
- Bloomery furnance recipe adjusted to be be similiar to the new Kiln
New bloomery is marginally portable

In theory some one with a large punt could sail around with the kiln and/or bloomery to work the materials nearby. In theory anyway.



Brygun

« Reply #103 on: January 03, 2019, 02:05:55 AM »
After some thought a proper skill, not just *COMMON*, is needed for Earthware's clay goods. In my own games I rarely use weatherlore so going forward that will be used. Its about WL not really being used rather there being an activity connection between the two.

This is also keeps seperate the skills Building, timercraft, carpentry, smithing's use of carpentry, fishing and son on.

Brygun

« Reply #104 on: January 03, 2019, 04:19:05 AM »
Update

So after today's repeat comedy of copying old files over top of update files to erase the updates I believe things are back on track.

This update now includes various "fun" and decorative items. As well as the whittling mod inclusions I have wiggled into the Carpentry, Earthenware and Hideworking some extra items for you to role play, trade and otherwise enjoy. Im leaving it for you players to enjoy seeing them so I wont give the list right away.

I could use some test building on them to make sure those recipes come out right.
« Last Edit: January 03, 2019, 04:25:25 AM by Brygun »