UnReal World forums

UnReal World => Modding => Mod Releases => Topic started by: Brygun on December 05, 2023, 06:13:33 AM

Title: Discontinued
Post by: Brygun on December 05, 2023, 06:13:33 AM
No further updating is planned at this time.

As a community mod it has always had agreements for others to continue it. Its time for someone else to do the work.

GO AHEAD.

There has been a unacceptable aggression from the staff with phrases like "battle" and "little" over a suggestion to have a separate make menu that would allow both large mods and game development work. It was very childish of them and I'm going to support those acting like that. Honestly, at one point I was looking for someone else to take over the significant work but no one has and honestly I don't blame them with the staff's attitudes of late.

Had a good run for hundreds of users of a small niche game.

>>>>

BAC was a community mega mod for Unreal World. It contains work from many contributors across many versions of Unreal World gong all the way back to Rain's amazing iron mod. There have been multiple caretakers and may be others in the future. Text files list various contributors.

>>>
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 06:14:22 AM
redacted

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 06:14:37 AM
reserved 1
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 06:14:48 AM
reserved 2
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 06:15:49 AM
Playing again and Calle finally came up to something relating to needing an update. So I've started the process of 3.82 update.

You can assist the process by helping to identify recipes or menus that need updating.

New item suggestions are possible, all depending on whether we can find menu space.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 07:25:00 AM
Post #1 now has the first 3.82 BAC version.

Im considering some other things and checking if other modder work can be included.

If you have suggestions now is a possible time bearing in mind that menu space is real limiter.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 08:52:07 AM
BAC_3_82_w_2023-06-09-A


Changes made this time:

>>>

Menu definitions



>>>

cookery_glossary.txt


>>>


>>>

diy_BAC_Fletching_and_Bowying

= Antler-tipped blunt arrow now uses arrow shaft not stake


>>>

diy_Fishing

= BAC net discontinued for hardcoded vanilla net

= Lippo added from vanilla

= Netting Needle added from vanilla

>>>

diy_BAC_Transport

= Removed menu line entry going to the fishing menu as space needed there







Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 05, 2023, 08:53:06 AM
BAC_3_82_w_2023-06-09-B

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:

>>>

Changes made this time:


>>>

diy_BAC_Armor_Iron_Wood

= Using menu space here for a few more leather pieces

>>>

diy_BAC_Armor_Leather_Fur

= Leather elbow cup, leather knee cup added

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 06, 2023, 07:39:58 AM
BAC_3_82_w_2023-12-06-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:


>>>

diy_BAC_Transport

= updated notes on hoped for floatation command in general at raft and on some build stages to help calculate finals

= Container capacity of dug out logs added BUT with mandator limit of 25 as higher creates glitches

= Partial dug out logs changed to use JP Finn trough graphic

>>>

cookery_glossary

= JP Finn hot smoker 1.2 added
== "*tub*" used instead of trough, allows use of block tub and proper tub



>>>

Truetile

= JP Finn smoker and trough added.

= Trough suitable for use with partial dug out logs


>>>
menudef_BAC

= JP Finn's hotsmoke added

>>>

diy_BAC_Utility

= Smoker added for JP Finn's smoker


Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 06, 2023, 07:45:06 AM
Happy to now include with permission JP Finn's hot smoker.

https://www.unrealworld.fi/forums/index.php?topic=7044.0

This is based on the practice of a building field smokers for a moderate duration preservation of food. The vanilla smoking system is much longer, requires a house while given extreme duration to the food. For hunters on the move catching large game is now more viable to use this method to get the food to market. I was able to test this as making food which should have the improved duration. One pit caught reindeer I was able to skin, butcher, roast some of the meat, deliver some of the meat to trade in village, come back and smoke it. Smoker was already built. Smoker build time is only a couple of hours though its more on gathering the materials. It is portable enough you could sail with one.


I was also happy to find the smoking stand is portable. Though it is heavy you can still walk with moderate gear. Even better is to put it on a watercraft and sail your system as you go on your adventures.

JP Finn system also has a similar moderate duration salting brine method. To save on menu space Finn's use of a trough was changed to a *tub* as BAC has both the vanilla wooden tub and a block tub. All being things to hold moderate volumes of water, salt and meat or fish. My test character doesn't have salt so I wasn't able to test it. Let me know if it needs a fix.



Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on December 08, 2023, 02:28:56 AM
Glad to support the community!

Brygun, for testing purposes;

.Salt. /1/ [noquality]
{Knife}

Makes testing less tedious, cheaters never win anyway  ;)
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 08, 2023, 05:30:07 AM
BAC_3_82_w_2023-12-07-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:


>>>

menudef_BAC

= Added Tub cooking

>>>

cookery_glossary

= Added Tub cooking

= Porridge times split between prep and wait where there was no wait

= Added Mass of porridge for 4 servings to address making enough for one day

>>>

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 01:02:45 AM
BAC_3_82_w_2023-12-08-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:

>>>

truetile

= jp_seed added, adapted by JP Finn with Graphic by Enormous Elk, originally sorrel seeds


>>>

menudef_BAC

= added "Cutting and bait" under cookery

>>>

diy_BAC_Fishing

= Clean fish moved to the new "Cutting and bait"

>>>

cookery_glossary

= Added JP Finn's bait in the new "Cutting and bait"

= JP Finn's build hot smoker moved to a cooking submenu

= Kebab stick crafing moved to cooking submen

>>>

diy_BAC_Utility

= JP Finn's build hot smoker moved to a cooking submenu

= Kebab stick crafing moved to cooking submen

>>>

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 01:05:13 AM
With permission JP_finn's bait making, using smaller pieces added. While doing this discovered adding regular build items to the cookery menu. Moved some things over like Privateer's fish cuts, making JP_finn's hot smoker and the kebab stick making from the Nerjpez cooking (from another community member). These are also easier to find as the 2 builds are now in the same general menus where they get used.

Those moves freed up some menu space which is an important part of managing such a large mode.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 01:07:33 AM
Kebab stick making not displaying as intended though the hot smoker does. Looking into it.

Resolved and updated the 2023-12-08-A download

Apparently object building can go in user made submenus of cookery but the original ones like "meat recipes" don't like it.

Thus kebab now shows up in cooking -> utility submenu
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 10:32:18 AM
Realized I hadn't been updated thread post #1 with the current zip. Have done so.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 09, 2023, 02:27:06 PM
BAC_3_82_w_2023-12-09-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:

>>>
diy_BAC_Armor_Iron_Wood

= Menu spaces being used for new leather items that appear in the diy_BAC_Armor_Leather_Fur

= Added iron gorget and a version with pauldrons

>>>

diy_BAC_Armor_Leather_Fur

= New leather items to protect neck and neck+shoulders, aka gorget.

= Added leather gorget and a version with pauldrons
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Galgana on December 12, 2023, 12:01:07 AM
With permission JP_finn's bait making, using smaller pieces added. While doing this discovered adding regular build items to the cookery menu. Moved some things over like Privateer's fish cuts, making JP_finn's hot smoker and the kebab stick making from the Nerjpez cooking (from another community member). These are also easier to find as the 2 builds are now in the same general menus where they get used.

Those moves freed up some menu space which is an important part of managing such a large mode.

I'm having doubts as to whether crafts under cookery submenus inherit any properties from "base item" in the recipe header.
Will I have to worry about tools suddenly going stale and spoiling if I don't add a line for [SPOILAGE_DAYS:0]? (That was a coding goof in my initial release of sledwagon reborn when loads are converted to fish, but cookery submenu products receive a spoilage value by default unless specified otherwise.)

Moving DIY recipes to cookery also has an unintended consequence where, for example, .Clean fish. produces fish cuts that aren't accepted as {Raw fish}; instead, they're treated as cooked foods. And I'm assuming the same applies to the baits, which probably reduces their efficacy with animals that prefer eating raw ingredient subtypes.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on December 12, 2023, 04:00:38 PM
When I made the baits mod, the cut fish baits are indeed raw, but I don’t know if moving it to cookery messes it up somehow.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Morcalvin on December 15, 2023, 09:37:30 AM
Does this include the encyclopedia file?
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 21, 2023, 05:52:38 PM
Does this include the encyclopedia file?

BAC doesnt update the encyclopedia.

However if you open the various biy and diy files there are often notes.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 21, 2023, 05:53:37 PM
When I made the baits mod, the cut fish baits are indeed raw, but I don’t know if moving it to cookery messes it up somehow.

Huh...

if that's a thing, and it might be by the other feedback, I might be able to work the baits into BAC properly. Menu space limits.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 25, 2023, 10:10:17 PM
Ive decided to going to back up Calle's story a bit. The reason this matters to the BAC is that I mod while playing. I don't really mod a game I'm not playing.

I'll be backing out the bait recipes from cooking as that didn't work.

I will try to find space for some of the bait but I don't expect to fit all of it.

The seeds for birds seem very good.

Fishing already uses in 0.1 lb bits so thats a low priority.

Maybe meat slices for the small game too. However in most of my play throughs once you catch a big animal you get excess of rotted meat which they will still go for as bait.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on December 25, 2023, 10:24:33 PM
BAC_3_82_w_2023-12-09-A

Modding reference:
https://www.unrealworld.fi/wiki/index.php?title=Modding

BAC thread:
https://www.unrealworld.fi/forums/index.php?topic=7176.0


>>>

Changes made this time:

>>>
cookery_glossary

= Fish cuts and bait removed based on reports that items in cooking become cooked food and no longer work as raw

>>>

diy_BAC_Fishing

= Fish cuts restored after failed use of cooking menu

>>>

diy_BAC_Utility

= Bait moved to here, managed to fit all 3 by removing line spaces

= line breaks removed to create space

>>>



Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on January 19, 2024, 05:53:13 AM
Since Im in a dry spell of playing Im not keen to do the update for the upcoming "hafting" update... which once again creates a mod collision in using a top level letter for... what... all of 2 recipes? which basically already exist in BAC. The use of a staff already matches shaping a rod to be a handle.

Therefore recommending if you are playing from the steam directory to turn the updates off.

If might come out okay in space allotments or it might not. Not sure if its going to be a hardcoded recipe or something we can't turn off.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: rancherfer on January 27, 2024, 05:47:52 AM
Thanks for all the great work you've done!

Apparently there's an error with the stone arrowheads. They are named just "Arrowhead" but when trying to craft arrows, they are not recognized as arrowheads.

Is this an intended change?

Thanks again
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on February 05, 2024, 01:08:23 AM
Broken is never intended.  ::)

Ill take a look.

May have been a game update somewhere changed base objects.


Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on February 05, 2024, 01:11:24 AM
Apparently there's an error with the stone arrowheads. They are named just "Arrowhead" but when trying to craft arrows, they are not recognized as arrowheads.

The recipe in question appears to be a straight copy of the 3.80 vanilla recipe.

Current BAC:
.Stone arrowhead. [effort:2] [phys:hands]         *COMMON*  %-30%     /45/       [patch:5] 
{Rock}       [remove] (1) [patchwise] [noquality] '+(for the head)'
{Stone}             '+(for grinding)' [noquality] [ground]
//3.80 gave this vanilla recipe

From vanilla 3.82
.Stone arrowhead. [effort:2] [phys:hands]         *COMMON*  %-30%     /45/       [patch:5] 
{Rock}       [remove] (1) [patchwise] [noquality] '+(for the head)'
{Stone}             (1) '+(for grinding)' [noquality]

I don't see a difference.

As such if it is a vanilla bug that needs to go to the Bug forums. However before doing that can someone do a check on a vanilla non-BAC game to see if stone arrowheads work?

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: littlemoons on February 08, 2024, 09:20:17 PM
Question: Is the nettle cheese recipe in BAC 3.82 the same as this one?

https://www.unrealworld.fi/forums/index.php?topic=2360.0
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: rancherfer on February 18, 2024, 04:30:30 AM

I don't see a difference.

As such if it is a vanilla bug that needs to go to the Bug forums. However before doing that can someone do a check on a vanilla non-BAC game to see if stone arrowheads work?

Just to be super clear on this, the problem appears when trying to assemble the arrow. You have the feathers, the stone arrowhead and the shaft.
When you select the "Arrow" option, it asks for an arrowhead, it doesnt recognize the stone arrowheads as such.

Another thing I noticed its that after you craft the stone arrowheads, they just show up as "Arrowhead" (fine, inferior, etc). They don't show as stone arrowhead.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: GrimmSpector on February 21, 2024, 11:40:06 PM
So nice to see you still in the community Brygun! I want to try the new Beta but I don't want to lose BAC! I'll have to wait until someone is able to update it.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Stankman on March 07, 2024, 02:36:43 AM
Hi all! Great work on this!

Is there any word of if this works (or if there is development towards) support of v3.83?

Thanks!
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Jussi on March 10, 2024, 10:54:09 AM
Most of it still works. The only conflict I've seen so far is that the new hafting menu (H) key is now overlapping with the BAC mod's Hide and Bone menu key, but that can be quite easily fixed by modifying the menudef_BAC.txt file yourself.

And - of course - the built-in hafting functionality now overlaps with the mod's toolmaking in general. The BAC's approach for tool building it a bit more complex than UrW's mechanic, so I think BAC should need to be simplified a bit or remove hafting from BAC altogether and let UrW handle it for you.

Also, BAC's axe heads and hafts are probably not compatible with UrW's built-in counterparts, so you can't use a BAC-made axe head and attach a haft using UrW's hafting functionality.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: masataka90 on March 19, 2024, 12:17:09 PM
Bone arrowheads are not being detected.

Steps I made:
Made bone arrowhead from + >> Arrows >> 5) Bone Arrowhead.
Got 1 arrowhead and 7 inferior arrowheads
Made shafts.
Got 3 inf and 2 decent.
Tried to make arrows by + >> Arrows >> Arrow
No arrowheads in the list.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on March 19, 2024, 06:35:39 PM
The make arrow recipe looks for vanilla arrowheads that are in the weapons category.
BAC arrowheads go in the Tools category.

It’s something that we, as the community need to think of: if we want to keep duplicate fletching options or convert BAC recipes to follow vanilla fletching. Some recipes from BAC would be lost, so there’s the downside.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: masataka90 on March 19, 2024, 08:10:57 PM
The make arrow recipe looks for vanilla arrowheads that are in the weapons category.
BAC arrowheads go in the Tools category.

It’s something that we, as the community need to think of: if we want to keep duplicate fletching options or convert BAC recipes to follow vanilla fletching. Some recipes from BAC would be lost, so there’s the downside.

I'm not seeing any arrowheads in the Toolmaking category.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on March 20, 2024, 12:52:22 AM
Not tool making. In inventory, under Tools.
You could try to press Tab, then T (for Tools category), then select the arrowhead. Depending what the base item is on the BAC arrowhead recipe, it might work. Might not.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: masataka90 on March 26, 2024, 01:07:28 PM
Getting reindeer backstrap from a skinned carcass doesn't work in 3.83.

Tried this on a big forest reindeer stag carcass (skinned).
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Hello Birdy on March 28, 2024, 01:44:54 AM
Most of it still works. The only conflict I've seen so far is that the new hafting menu (H) key is now overlapping with the BAC mod's Hide and Bone menu key, but that can be quite easily fixed by modifying the menudef_BAC.txt file yourself.

And - of course - the built-in hafting functionality now overlaps with the mod's toolmaking in general. The BAC's approach for tool building it a bit more complex than UrW's mechanic, so I think BAC should need to be simplified a bit or remove hafting from BAC altogether and let UrW handle it for you.

Also, BAC's axe heads and hafts are probably not compatible with UrW's built-in counterparts, so you can't use a BAC-made axe head and attach a haft using UrW's hafting functionality.

Yes, easily fixed you say... and then proceed not to tell anyone how to do it.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Plotinus on April 03, 2024, 12:28:13 PM
add a // at the beginning of the relevant line in the menudef_BAC.txt where you see
Code: [Select]
.Hide and Bone.     -H- *MAKE* . It will look like
Code: [Select]
// .Hide and Bone.   -H- *MAKE*. This will comment that lien out.

or change the -H- to a different letter, for example a menu you don't really use, for example F. Then comment the other line with that letter out by adding a // at the start.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Namu on April 04, 2024, 04:16:52 PM
.Half log.랑 .Quarter log.의 "Base item"이 "Log"로 되어있더라고.

그러면 서로를 무한히 복제할 수 있는 문제가 있어. 예를 들어 log를 쪼개 half log를 2개 만들면 log를 소모하는데, 만들어진 2개의 half log도 log니까.

난 일단 Base item을 "Arrow shaft"로 두고 하고 있어.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: stormwolf442 on April 16, 2024, 06:23:08 PM
Bringing up the crafting menu for Hide and Bone seems to only allow me to haft and unhaft my weapons and tools, I assume it's because of the newest update?
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: JP_Finn on April 16, 2024, 11:47:50 PM
Bringing up the crafting menu for Hide and Bone seems to only allow me to haft and unhaft my weapons and tools, I assume it's because of the newest update?
Correct. menudef_BAC.txt has to be amended: .Hide and Bone. -H- *MAKE* won’t be read as the Hafting is hardcoded to use -H-instead. You can change the .Hide and Bone. -Y- *MAKE* or any other available letter. I don’t have BAC installed on the newest release (easier to separate bugs&glitches). So can’t verify what letters are unused.
Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on April 29, 2024, 07:50:02 PM
Remember the BAC was last updated to 3.82. The 3.83 fix is discussed above. 3.84 will break it more.

I use a personal rule that if i'm not playing a game I'm not modding it. Currently I'm not. The item creation list of 3.83 and 3.84 was already covered by BAC and really by precussor mods going back years. The shift to pausable item creation is overall a good thing but what I would actually do isn't changing... so not really an incentive to return to play.

BAC is a community mod with a take over clause thus if someone wants to do an update if the caretaker (often but not always me) isn't around then someone can. So if someone wants to take on 3.84 updates they can and should start a new thread for it.

Things large mods like BAC really need are one of these solutions:

A= A new keyboard menu for "modded crafting" where it opens a craft menu that the dev >NEVER< puts vanilla items into
B= Tiered menus where you can swap around the 26ish letters so load between vanilla and mods
C= Co-ordinating the existing mods for submenus like what was broken when "hafting" H collided with the H of a mod.

Without one of those each update will further break large mods like BAC and I don't really plan on chasing updates on a game I'm not currently playing.

Title: Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Post by: Brygun on April 29, 2024, 09:06:57 PM
Please show support for the suggestion thread for the above at:

https://www.unrealworld.fi/forums/index.php?topic=7264.msg23129

Title: Re: [3.82 fixable to 3.83 Only] Community Mod BAC: Smith, Cooking, Survival and more
Post by: Jugger69 on June 02, 2024, 12:52:47 PM
Here are my personal 2 cents. I find it sad that the BAC mod is not updated right after a new game update release. I know that the mod's author can do as he pleases but I rather like the ideas behind BAC and would have liked to use it further in my actual game while at the same time using newer URW versions.

Its understandable that the mods author does not care to update a mod for a game he is not playing. On the other hand: its meant to be a "community" mod - so it should not depend on a single persons whim when and if to receive a timely update or not. As it stands its not usable - all the work for nothing and my save-game in jeopardy. :(

As it stands I think I will try to "downgrade" to vanilla and leave the beloved BAC mod - I hope my save-game will not be broken too much.

As a side note: I don't intend to anger anyone or to demand anything - if it sounds to harsh in your mind .. its not intended to (imagine a nice smile on my face while I am typing this). Gaming (and modding) should be fun without any pressure.
Title: Re: [3.82 fixable to 3.83 Only] Community Mod BAC: Smith, Cooking, Survival and more
Post by: Brygun on June 11, 2024, 03:03:09 AM

Its understandable that the mods author does not care to update a mod for a game he is not playing. On the other hand: its meant to be a "community" mod - so it should not depend on a single person

It doesn't.

BAC agreement includes others can take it over. One offer made was turned down. They don't have to do it either. Someone else CAN take over updating the mod.

When asking for a stable place for a large mods was treated rudely with terms like "battle" and "little" I've not much interest in chasing the dev's BAD attitude to his customers. That's right... modders are customers too! Even more so they gave more content for other players which had been for years a benefit to the dev. Breaking the greater gameplay from the large mod for a few duplicated items.

There are other things like the magic snow ninja's the Nerjpez have become entirely immune to snow affects. Used to be learning the Finnish tradition of skiing gave you an advantage over the foreigners which did teach you the culture. Now its more like a DM who got pissy people where beating his villians so let the villians cheat.

The so called "smithing" update was hoped to actually be smithing but was "shopping". The mod community for years, before BAC, let you BE a smith. So it was a pretty pointless direction to have done the shopping.

Across those the BAC had been updated.

Frankly, if I do play Unreal World I'n not likely to bother with the game updates and stick to the version that the BAC works with.

You see similiar approaches to communities in games like Fallout 4 etc where people turn off updates to play the game >they the customer< wants to play.



Title: Re: [3.82 fixable to 3.83 Only] Community Mod BAC: Smith, Cooking, Survival and more
Post by: JP_Finn on June 11, 2024, 08:38:14 AM
That’s funny Brygun. It almost reads like you do not want the game to be developed any further, just so the mod compilation stays functional.
If I understood your response correctly, that’s a peculiar approach to receiving updates to a longest in active development game in history of computer gaming. Maybe I truly misunderstood your response.
Title: Re: [3.82 fixable to 3.83 Only] Community Mod BAC: Smith, Cooking, Survival and more
Post by: Brygun on June 14, 2024, 09:35:33 AM
If I understood your response correctly, that’s a peculiar approach to receiving updates to a longest in active development game in history of computer gaming. Maybe I truly misunderstood your response.

You definitely misunderstood and badly so. Its funny that someone who has been around the community mod so much would think that way.

The suggestion was to have a separate key for a make menu that would be a place modders would use. Then any ongoing development wouldn't disrupt the large mods. Since I had talked about a place where BOTH could happen that is on you not understanding. Trying to turn it in not developing the game is one of the gaslighting things people.

I personally can just play, should I play, on the existing versions of the game. The whole point of offering the suggestion was for the benefit of others.

A customer coming into a store having a staff tell them its a "battle" and how "little" the customer means the staff is an asshole.

By all means JP if you're up for it you can take over the community work. Content goes back to Rain's ironworking were we could already make axes and axe handles. Along the way dehafting was added for when you got a bad result mounting a handle. The use of new make menu letters has happened a few times and each time has meant a lot of work was needed to keep Rain and mine and everyone else's stuff going. By all means step up and: GO AHEAD.



Title: Re: [3.82 fixable to 3.83 Only] Community Mod BAC: Smith, Cooking, Survival and more
Post by: Brygun on June 14, 2024, 09:40:18 AM
Go check out other large mod games like Fallout 4 and KSP 1.

Its a thing that people shut off game updates to run their game without updates that do more harm than good. That's a "solution" too. The suggestion was to allow both the large mod and further updates to coexist so its pretty "funny" for someone to tell a lie that it was about stopping development.

Title: Re: [3.82 fixable to 3.83 Only] Community Mod BAC: Smith, Cooking, Survival and more
Post by: Brygun on June 14, 2024, 09:53:38 AM
From the first post in the thread for those who have missed the ongoing problems the game updates create:

Each game update may cause "collision" by taking up base menu numbers or changing some mechanic.
Title: Re: BAC looking for new caretaker
Post by: Erkka on June 14, 2024, 11:21:55 AM
Quote
A customer coming into a store having a staff tell them its a "battle" and how "little" the customer means the staff is an asshole.

I 100% agree with that. But I must admit that I haven't seen that happen in the context of this discussion about "please add a new hotkey for modded crafting recipes". I have seen Brygun making that interpretation, and then sticking with that feeling. Okay, I think that is natural for humans, so not going to continue more on that theme.

So, the way I understand it, this is what we have at the moment:

1. The discussion and considerations about adding a new key for modded crafting recipes is still open, a final decision has not been announced. I haven't seen Sami saying that the suggestion is already rejected, I have seen him saying that before making the decision it is good to think about it from many different perspectives to make a balanced and well-grounded decision.

2. Currently there is no-one actively maintaining the BAC mod. And if anyone / some people want to continue maintaining it, they are free to do so.
(And, both there in the forums and in the community Discord I have seen players mentioning that they'd like to have an updated version of BAC compatible with the latest version of UrW, but maybe those players don't have the modding skills themselves, or then they somehow perceive it as "a ready-made project handed down for us", or, somehow perceiving some distance between them as players and mod creators, while the fact seems to be that mod creators are players, and players can be mod creators, and that the magical "someone" does not exist, but it is always this or that person, you, me, them, everybody.)
Title: Re: BAC looking for new caretaker
Post by: Privateer on June 17, 2024, 07:31:29 PM
 UW mod making used to be about adding a thing or two that I felt were needed IMO in a version, or in my specific game play.
I've not played the last couple versions so I am uninformed as to what has been added.

 Even though I put out the menu mod, I've never been of the mind that consuming every slot was a valid mod method outside of a specific version. We are only boroughing the keys that aren't used.
Title: Re: [3.82 fixable to 3.83 Only] Community Mod BAC: Smith, Cooking, Survival and more
Post by: smccamish on June 23, 2024, 10:01:09 PM
If I understood your response correctly, that’s a peculiar approach to receiving updates to a longest in active development game in history of computer gaming. Maybe I truly misunderstood your response.

You definitely misunderstood and badly so. Its funny that someone who has been around the community mod so much would think that way.

The suggestion was to have a separate key for a make menu that would be a place modders would use. Then any ongoing development wouldn't disrupt the large mods. Since I had talked about a place where BOTH could happen that is on you not understanding. Trying to turn it in not developing the game is one of the gaslighting things people.

I personally can just play, should I play, on the existing versions of the game. The whole point of offering the suggestion was for the benefit of others.

A customer coming into a store having a staff tell them its a "battle" and how "little" the customer means the staff is an asshole.

By all means JP if you're up for it you can take over the community work. Content goes back to Rain's ironworking were we could already make axes and axe handles. Along the way dehafting was added for when you got a bad result mounting a handle. The use of new make menu letters has happened a few times and each time has meant a lot of work was needed to keep Rain and mine and everyone else's stuff going. By all means step up and: GO AHEAD.

Doesn't steam have a beta option build in for game designers to use already, I'm sure i've used it for other games.

So wouldn't the solution be to have it by default run the Designers live version but leave that window open so that there is say a stable build (or last few key builds) you can re-gress to.

That way people dont need to mess about downloading essentially pirateable old game files and additionally the Modders and Designers can sync up, modders can then choose to bring themselves in line with the Devs as the main game hits more major and interesting content updates.

Say every 0.25 (not an exact figure i think 3.80 and 3.72 were the last 2 bigger milestones) build versions a solid state (Stable) version is optional in steam. Wouldn't this please everyone?

As an extra advantage the designers could also make it possible to Opt in to a newer (experimental Branch) for those that want to offer them support and assist with developement of the main path.

I know you can't always please everybody but wouldn't this essentially put it in the players hands to please themselves ;) pun Intended. Whilst at the same time after intial setup be less work to designers? With the more die hard fans able to support them with feedback where it counts.

May have typed and essay sorry if what I'm saying doesn't sound viable not a coder just and ideas guy.
Title: Re: No further updates planned
Post by: JP_Finn on June 26, 2024, 01:39:46 AM
Beta in this case would work almost backwards? Unless you are thinking that Sami should set an arbitrary version as beta, folks mod to that version, and then non-modder people would be stuck on that with their mods?

Seems like additional work on juggling what version would be locked in beta(“mod safe”) version. And that would only be Steam specific, Lifetimers, Twitch* etc still would need to fine tune their version.

When pretty much any development branches; it’ll almost certainly increase workload, leaving less actual developer time for features, bugs, or community involvement.

* I have exactly zero(0) knowledge how Twitch works or doesn’t work.
Title: Re: No further updates planned
Post by: smccamish on June 29, 2024, 07:27:56 PM
Beta in this case would work almost backwards? Unless you are thinking that Sami should set an arbitrary version as beta, folks mod to that version, and then non-modder people would be stuck on that with their mods?

Seems like additional work on juggling what version would be locked in beta(“mod safe”) version. And that would only be Steam specific, Lifetimers, Twitch* etc still would need to fine tune their version.

When pretty much any development branches; it’ll almost certainly increase workload, leaving less actual developer time for features, bugs, or community involvement.

* I have exactly zero(0) knowledge how Twitch works or doesn’t work.

So minimal extra work for the Devs (Sami) initially except cacheing versions of the game on steam, so that people can choose to revert to builds without downloading from 3rd party sites. This gives freedom to the Modders to play catch up with the patches wtih Sami at thier own pace. Less a beta and more just a repository of game build versions on steam. that would be step one.

Puts it on the modders to be able to do their own thing at their own pace.

I'm not silly enough to think this can be sorted entirely in one pass but this would take advantage of an existing steam feature to just give freedom to the Modders, would also potentially mean Sami could draw a line and say Old versions are there for players and Modders, however no bug support if your not on the main branch.

Seems a fair compromise that may remove the need for some of the kinda hostile arguments that seem to have been occuring between long time community members on here.

Apreciate i haven't posted much, but have been playing for years, and for a small tight community to be having as much grumbling as this just seems a real shame, trying to find a reasonable compromise isn't easy but there should be a way.
Title: Re: BAC looking for new caretaker
Post by: Brygun on July 29, 2024, 07:06:14 PM
Quote
A customer coming into a store having a staff tell them its a "battle" and how "little" the customer means the staff is an asshole.

I 100% agree with that. But I must admit that I haven't seen that happen in the context of this discussion about "please add a new hotkey for modded crafting recipes". I have seen Brygun making that interpretation

Those are quotes from Saami's words not an "interpretation". Not facing the issues only made you look worse.

"a battle you can't win" was in Saami's original responses.

Not an interpretation. A quote.

Title: Re: BAC looking for new caretaker
Post by: Sami on July 29, 2024, 08:04:05 PM
Quote
A customer coming into a store having a staff tell them its a "battle" and how "little" the customer means the staff is an asshole.

I 100% agree with that. But I must admit that I haven't seen that happen in the context of this discussion about "please add a new hotkey for modded crafting recipes". I have seen Brygun making that interpretation

Those are quotes from Saami's words not an "interpretation". Not facing the issues only made you look worse.

"a battle you can't win" was in Saami's original responses.

Not an interpretation. A quote.

So here's the thread so everybody can read it and make up their mind:
http://www.unrealworld.fi/forums/index.php?topic=7264.0

If somebody is till puzzled about what I mean with a certain phrases it's best to ask me directly for a first hand opinion.
Title: Re: Discontinued
Post by: Plotinus on July 29, 2024, 08:44:11 PM
Quote
A customer coming into a store having a staff tell them its a "battle" and how "little" the customer means the staff is an asshole.

I 100% agree with that. But I must admit that I haven't seen that happen in the context of this discussion about "please add a new hotkey for modded crafting recipes". I have seen Brygun making that interpretation

Those are quotes from Saami's words not an "interpretation". Not facing the issues only made you look worse.

"a battle you can't win" was in Saami's original responses.

Not an interpretation. A quote.


Brygun, it sounds like you had a really strong reaction to Sami's post in that thread, but did you see in another thread where he said he's making some preliminary progress towards implementing your suggestion? I think actions speak louder than words here.  https://www.unrealworld.fi/forums/index.php?topic=7309.0
Title: Re: Discontinued
Post by: chad on July 31, 2024, 08:14:40 PM
You say you want someone to continue your work and carry on updating the mod. I agree that this would be good.
However it seems all of the most recent updates have been removed from the forum- so a) the mod is far less available to the community, and b) anyone wishing to update the mod will have 2 extra years of changes to work through.

I can say from experience that finns are very direct and straightforward, and this can sometimes catch people (from different cultures) off-guard and lead to misunderstandings. I don't think the devs had any bad intentions and if you look at the latest devnotes it seems they're implementing the features suggested.

Overall I'd wish that you don't bite your nose off to spite your face. Long hours of hard work have clearly been put into this and I think many people are grateful for that, so it's a shame for it to just vanish. Even if you understandably don't want to keep updating, surely it would be better to leave a legacy than a void, especially considering the "community" aspect.
Title: Re: Discontinued
Post by: Cavanoskus on August 02, 2024, 01:57:28 PM
This is the latest version, downloaded June 7 2024. I hope this helps whoever decides to continue it. (I can't do it myself; somewhat ironically I don't actually use it, but I downloaded it to see how certain things were done. Sadly I'm not experienced enough with modding yet.)
Title: Re: Discontinued
Post by: Mrprofilen on August 08, 2024, 08:45:03 PM
This whole situation seems so blown out of proportion. People are free to disagree with how a developer is steering their game, but when I originally read the beginning of the thread, I expected to see the developer saying something quite unfair (or bad). I just don't see the "aggression".

Now, there's a chance I am just inept and that I have misunderstood the whole situation. It's sad to see a great mod be discontinued over this. But I understand that everyone has their own views and can make their own decisions based off of what they have read/seen. If I have misunderstood this, I would love for you to point it out to me, I'm always down for a discussion.

Lastly, I would like to thank you for all the work you've done with the mod (everyone involved as well), regardless of whether it gets continued or not. UnReal World is good on its own, but this mod truly gave me a lot of enjoyment.
Title: Re: Discontinued
Post by: TheyCallMeSibs on August 09, 2024, 01:33:47 PM
Just as a heads up: Now that we've found some mod files, I'm updating it to 3.84. I'll make a new thread when it's done :)
Title: Re: Discontinued
Post by: chad on August 09, 2024, 07:09:34 PM
Just as a heads up: Now that we've found some mod files, I'm updating it to 3.84. I'll make a new thread when it's done :)


legend
Title: Re: Discontinued
Post by: TheyCallMeSibs on August 14, 2024, 06:09:17 PM
New thread is up.https://www.unrealworld.fi/forums/index.php?topic=7330.0 (https://www.unrealworld.fi/forums/index.php?topic=7330.0)
Title: Re: Discontinued
Post by: prodigiousbastard on August 15, 2024, 12:21:51 AM
You say you want someone to continue your work and carry on updating the mod. I agree that this would be good.
However it seems all of the most recent updates have been removed from the forum- so a) the mod is far less available to the community, and b) anyone wishing to update the mod will have 2 extra years of changes to work through.

I can say from experience that finns are very direct and straightforward, and this can sometimes catch people (from different cultures) off-guard and lead to misunderstandings. I don't think the devs had any bad intentions and if you look at the latest devnotes it seems they're implementing the features suggested.

Overall I'd wish that you don't bite your nose off to spite your face. Long hours of hard work have clearly been put into this and I think many people are grateful for that, so it's a shame for it to just vanish. Even if you understandably don't want to keep updating, surely it would be better to leave a legacy than a void, especially considering the "community" aspect.

unfortunately you were a day too late, your words fell on deaf ears. the guy stopped logging in on the 30th.
Title: Re: Discontinued
Post by: TheyCallMeSibs on August 16, 2024, 03:03:38 PM
I think it's time to give this a rest.

Tempers flared, Bryg is gone, the mod is not lost and can be maintained by the community.
We should be thankful for the years of maintenance and not dwell on the sour end. :)
Title: Re: Discontinued
Post by: Privateer on August 16, 2024, 06:40:03 PM
 It's a thankless work. Good on you for picking it up.
Title: Re: Discontinued
Post by: prodigiousbastard on August 17, 2024, 07:32:59 PM
I think it's time to give this a rest.

Tempers flared, Bryg is gone, the mod is not lost and can be maintained by the community.
We should be thankful for the years of maintenance and not dwell on the sour end. :)
Not dwelling on anything, and I do agree with you. Just telling the other guy he was a day too late.