UnReal World forums

UnReal World => Modding => Mod Releases => Topic started by: Brygun on November 28, 2018, 12:41:59 AM

Title: [DEVELOPMENT RELOCATED] Brygun's Added Items
Post by: Brygun on November 28, 2018, 12:41:59 AM
Updating and transferring my mod of useful additional items to the this forum and to game version 3.52

The old forum thread for my mod is:
https://www.tapatalk.com/groups/urwforum/3-4-brygun-additional-t3818.html


Currenty my mod is being adjusted to be compatible with Bouidda's crafting. The old forum thread for that is:
https://www.youtube.com/watch?v=6727Tgl1qLM&list=WL&index=2&t=0s

Title: Re: Brygun's Added Items
Post by: Brygun on November 28, 2018, 12:45:08 AM
Reserved for better instructions
Title: Re: Brygun's Added Items
Post by: Brygun on November 28, 2018, 12:45:30 AM

For the menu functions make a menu_def file as named below the first break to have the text below the 2nd.

For Boudica compatibility "G" seemed to work. What works with other mods may vary.

filename>>>>

menudef_Brygunadd.txt

file contents>>>

.Added items.  -G-  *MAKE*

-end
Title: Re: Brygun's Added Items
Post by: Brygun on November 28, 2018, 07:56:34 PM
The post after this one is the raw text so you can see the recipes. You should copy the text and save it in your Unreal directory as:

diy_Brygunadd.txt

the name of that file is set to match the menu_def described in earlier posts of this thread
Title: Re: Brygun's Added Items
Post by: Brygun on November 28, 2018, 07:56:57 PM
// Mod by Brygun to add some additional items


//Current forum thread and discussions
//https://www.unrealworld.fi/forums/index.php?topic=4654.0


//Old forum thread and dicussions
//https://www.tapatalk.com/groups/urwforum/3-4-brygun-additional-t3818.html

// Complements to other modders such as Rain's clothing and Endive's self sufficiency
// for their excellent lead work
// and of course Saami for the Unreal World
// Permission given to include this in other mod packs provided
// a comment line is made the item came from Brygun
// You may reassign the items to other menus if you wish.

// Version history now at end of the file

// <<Controlling Menu Duplication Fixes>>
// This mod now includes some "fixes"
// To turn off the mod you can leave the game running
// Just dont be in the craft menu. Just be at a normal screen
// Change to a window of the game directory
// Rename the diy_Brygunadd in some way
// I suggest an extra d in the front to keep alphabetical sort
// Go back to game and open craft menu, my mod list will be gone
// and the normal craft object menu will be correct
// To activate my mod rename back to diy_Brygunadd
// When the craft menu is opened mine will appear (assuming
// you have the my menu_def file in place)
// The duplicate items will likely be blocked by my recipes
// That is why you need to turn this mod off at times


[SUBMENU_START:Added items]

.Fur Mask. "Leather cuirass" [effort:2] [effort:2]   [phys:hands]   *HIDEWORKING*   /30/
{Animal hide}  #1# [remove] [name:%s Fur Mask] '+furs'
{Tying equipment} (1) [remove] '+tie on cord'
{Knife} <small knife> '+Shape eye and breathing holes'
[TYPE:armour]
[ARMOUR_MATERIAL:fur]
[ARMOUR_COVERAGE:face]
[WEIGHT:1]

.Fur Niska. "Fur cap" [effort:2] [effort:2]   [phys:hands]   *HIDEWORKING*   /30/
{Animal hide}  #1# [remove] [name:%s Fur Niska] '+furs'
{Knife} <small knife> '+Shape eye and breathing holes'
[TYPE:armour]
[ARMOUR_MATERIAL:fur]
[ARMOUR_COVERAGE:neck]
[WEIGHT:1]


.Leather Paws. "Fur mittens"   [effort:2]   [phys:arms]   *HIDEWORKING*   /90/
{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.
//Increased time due to complexity of seams

.Leather Laced Shoes. "Leather shoes" [effort:2]   [phys:arms]   *HIDEWORKING*   /60/ %10%
{Leather}  #1# [remove] [name:%s Leather Laced Shoes]
{Tying equipment} (2) [remove] '+for laces'
{Knife} 'A knife for shaping the work'
[ARMOUR_MATERIAL:leather]
[ARMOUR_COVERAGE:foot]
//Small skill bonus on account of being able to have a bigger hole closed by laces

.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

.Root Rope. "Rope" [effort:2] [phys:hands] *SURVIVAL*  /2h/ |-1| %15%
{[NEARBY_TILE:Spruce]}
{Rock} '+for digging and shaping'
{Stone} '+for braiding tension'
[PRICE:1]
//Represents digging out surface roots which are semiflexible
//then braiding them up with a stone weight for tension
//price reduced


//Birch-bark recipes are now a bit dated
//currently deactivated to avoid duplication overwrites
//Birch-bark Necklace
//build existing
//.Birch-bark Necklace. *TIMBERCRAFT* [effort:2] [phys:arms] /15/
//{Bark} #3# [remove]
//{Tying equipment} (1) [remove] '+to tie parts together'
//{Knife}

//Birch-bark Shoes
//build existing
//.Birch-bark Shoes. *TIMBERCRAFT* [effort:2] [phys:arms] /45/
//{Bark} #3# [remove]
//{Knife}

//Birch-bark Cap
//build existing
//.Birch-bark Cap. *TIMBERCRAFT* [effort:2] [phys:arms] /30/
//{Bark} #3# [remove]
//{Knife}


.Oakum. "Branch" [effort:1] [phys:arms] *CARPENTRY*  %30%  /60/
{Hemp} #1# [remove] '+base fibre'
//Update to correct material source of hemp
//Fibers are labouriously picked out to create loose matting

.Sealed Wooden Tub. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /180/
{Board} (3) [remove]
{Bark} #1# [remove] '+sap to mix with the oakum'
{Oakum} (1) [remove]'+packed into the joints'
{Axe} <Carving axe> '+for main shaping'
{Knife} '+for fine whittling and pressing the oakum'
//Mortise and tenon joints packed with oakum and sticking sap to seal it.
//Board size set to 3 as each board is 20 lbs.
//One board splits in two for the bottom
//Two boards broken into short lengths to form the sides.

//Birch Bark section
//Birch trees are in game. As of 3.17b4 we still can't peel their bark.
//In groves Birch appears with Adler around. Perhaps a few tiles away.
//Therefore the best access I have is to use the "bark" meant for Adler/Rowan
//as a material input for birch bark.


//.Hollowed wood for water. "Rock"
//{Rock}

.Upper block tub. "Wooden tub" [effort:2] [phys:arms] *Carpentry* /30/ \180\ %-30%
{Block of wood}   (1)  [remove]
{Fire}      '+lit nearby'
[WEIGHT:30]
[PRICE:1]
[TYPE:container]
[CONT_CAPACITY:4]
//Fire used to weaken upper core of wood the cut out a hole

.Half block tub. "Wooden tub" [effort:3] [phys:arms] *Carpentry* /120/ \180\ %-30%
{Upper block tub}   (1)  [remove]
{Axe} <Carving axe> '+removing charred core'
{Fire}      '+lit nearby'
[WEIGHT:22]
[PRICE:2]
[TYPE:container]
[CONT_CAPACITY:12]
//Dig out upper core then fire used to weaken lower core of wood

.Deep block tub. "Wooden tub" [effort:3] [phys:arms] *Carpentry* /120/ %-30%
{Half block tub} (1)  [remove]
{Axe} <Carving axe>
[WEIGHT:14]
[PRICE:3]
[TYPE:container]
[CONT_CAPACITY:20]
//Dig out lower core.
//Hefty skill penalty to keep quality down to avoid selling exploint

.Block pot. "Pot" [effort:1] [phys:arms] *COMMON* /1/ %-30%
{Deep block tub} (1)  [remove]
{Rock} (4) [remove] '+to be fire heated then put in the pot'
[WEIGHT:18]
[PRICE:4]
[TYPE:tool]
[CONT_CAPACITY:16]
[MATERIAL:wood]
//Can not model needing to reheat the rocks.
//Hefty skill penalty to keep quality down
//Add rocks for the heating process. Heat the rocks in a fire then put them inside.

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


//Supports for Rain's Ironworking. Remove the comment // from those you want to use
//Unreal world currently limits to only having only one recipe
//so these start as 'off' by the comment marks to let you build
//the first ones.
//the idea is to make second anvil/hammer of better quality
//once you already have the first one.

//.Build second anvil/hammer. "Rock"
//{Rock}

//.Anvil.    "Stone" [effort:4] [phys:arms,hands,stance] *CARPENTRY* /4h/ %30%
//{Bloom of Iron}  (5) [remove]
//{Charcoal}  (10) [remove] [ground]
//{Fire}      '+lit nearby'
//{Block of wood}  [remove] '+for a base'
//{Axe} <Carving axe>
//{Anvil} [ground] [noquality] '+existing anvil'
//{Hammer}  [noquality]

//.Hammer.    "Mace" [effort:1] [phys:arms,hands,stance] *CARPENTRY* /3h/ %30%
//{Bloom of Iron}  (2) [remove]
//{Charcoal}  (6) [remove] [ground]
//{Fire}      '+lit nearby'
//{Hammer}  [noquality]    '+to pound it'
//{Anvil}    [ground] '+nearby'
//{Wooden Stake}    [remove] '+for a handle'

//To fix bloom naming errors that occur sometimes in the
// Rain/Lasse Self Sufficiency mod
//.Bloom of Iron. "Rock" [effort:1] *Common* |-1| /1/
//{Smelt Iron} [remove]

//In case your Bog Iron got used as a 'stone' in construction
//.Bog Iron. "Stone" [effort:1] [noquality] /1/
//{Stone}


[SUBMENU_END:Added items]


[SUBMENU_START:transport]

//.Canoe making steps. "Rock"
//{Rock}

//Birch-bark Canoe
//Being Canadian canoes are a familiar item.
//There is no evidence that iron age finalnd used canoes
//Rather they used skin boats (punt), dug out canoes
//and perhaps rowing only clinker built boats
//This alternate punt was also an early mod showing
//multi stage production
//http://www.native-art-in-canada.com/birchbark-canoes.html
//http://www.northwestjournal.ca/VIII4.htm
//compared to dugout canoe meant to take less time and use a knife not axe
//this lets us have another route to a light craft
//Note the overall time is much lower than in real life to keep consistent with
//other watercraft. It is also a smaller one person canoe.
//Weight is based on https://www.canadianoutdoorequipment.com/13ft-traditional-algonquin-birchbark-canoe.html
// and http://www.barkcanoe.com/birchbark.htm

.Tree Roll of Birch-bark. "Block of wood" *TIMBERCRAFT* [effort:3] [phys:arms] /2h/
{Tree Trunk} [ground] [remove] [noquality] '+please choose a birch'
{Knife} 'A knife for peeling'
[MATERIAL:birch-bark]
//Represents a very big piece of bark


.Opened Birch Roll. "Board" *TIMBERCRAFT* [effort:2] [phys:arm] /60/ \36h\
{Tree Roll of Birch} [remove]
{Slender trunk} [remove] [ground]  (2) '+to press each side'
{Wooden stake} [remove] [ground] (4) '+horizontal braces'
{Branch} [remove] [ground] (20) '+pegging inside and out'
{Stone} (8) [ground] '+apply weight'
{Knife} 'A knife for shaping the work'
[WEIGHT:9999]
[MATERIAL:wood]
//put the stones in to open it and go do others things a while
//not to be moved while forming


.Birch-bark punt. "Punt" *TIMBERCRAFT* [effort:2] [phys:arms] /4h/ \1h\
{Opened Birch Roll} [remove]
{Staff} (2) [remove] '+for top edges'
{Board} (2) [remove] '+seat and end caps'
{Wooden stake} (30) [remove] '+curved ribs'
{Bark} #3# [remove] '+sealing with sap/pitch'
{Tying equipment} (2) [remove] '+for bow and stern'
{Knife} 'A knife for shaping the work'
[PRICE:45]
[WEIGHT:45]
[MATERIAL:wood]
[TYPE:vehicle]
//Price roughly 1/2 punt and 1-1 with weight
//Added 1 hour drying time to let the sealing set

//Renaming conversion if you had an older version
//.Birch-bark punt. "Punt" /1/
//{Birch-bark Canoe} [remove] [ground]
//[PRICE:45]
//[WEIGHT:45]
//[MATERIAL:wood]
//[TYPE:vehicle]


//Brygun's presentation of a leather punt
//https://www.unrealworld.fi/wiki/index.php?title=Punt
// I see the half the stakes used to make the U shaped ribs. The others are used to make the rim.
//The leather is sewn into a big sheet, tied around the rim and under the U ribs. Leather is trimmed. In a circular punt the seat is near where the U ribs come together. In a box punt the seat is often higher to help keep the ribs spread. I like to use Bark as sticky sealant though other mods might use their local pitch_glue or whatever they have to seal the seams against leaks.


.Leather Punt. "Punt" *CARPENTRY* /6h/  |2| [phys:arms, stance] [EFFORT:2]
{Leather} #30# [ground] [remove] '+shell'
{Tying equipment} (3) [ground] [remove]  '+attach leather'
{Wooden stake}(16) [ground] [remove] '+supporting rim'
{Board} (1) [ground] [remove] '+seat'
{Bark} #3# [ground] [remove] '+sticky sealant'
{Axe}<Carving axe>
{Knife}<Small knife>


[SUBMENU_END:transport]

[SUBMENU_START:Earthenware]

.Clay kettle pot. "Pot" [effort:0] [phys:hands,one-armed] *COMMON*    /20/ \2h\
{Clay lump}   (2)   [remove]
{Fire}
[PRICE:0]
[CONT_CAPACITY:1.5]
[WEIGHT:1.5]
[TILEGFX:bc-claypot]
//A smaller version sized for boiling teas and medicines

.Clay amphora tub. "Wooden Tub"   [effort:0] [phys:hands,one-armed] *COMMON*    /90/ \6h\
{Clay lump}   (15)   [remove]
{Fire}
[PRICE:0]
[CONT_CAPACITY:25]
[WEIGHT:9]
[TILEGFX:bc-claypot]
//Inspired by amphora to hold large quantites.
//Tub in name to be seen by other recipes
//As a tub it isn't able to be used in cooking
//Good for storing the grains from threshing
//Used efficiency of scale on capacity vs weight


.Clay large amphora tub. "Wooden Tub"   [effort:0] [phys:hands,one-armed] *COMMON*    /180/ \12h\
{Clay lump}   (45)   [remove]
{Fire}
[PRICE:0]
[CONT_CAPACITY:125]
[WEIGHT:27]
[TILEGFX:bc-claypot]
//An amphora so big it will be about all you can carry when full
//125 lbs is about 15 gallons of fresh water


[SUBMENU_END:Earthenware]



// Version notes
// v0.1 Learned syntax to make Leather gauntlets
// v0.2 25Jul2013 - expanded beyond to wood shield, primitive pot/tub, sealed tub
// add name:%s for leather
// v0.2b fixed note from primitive cord to soaked branches,
// longer to dig out the primitive block tub to balance option for other tubs
// v0.3 added skill modifiers here and there. added birch barks, starting decorative
// v0.4 added wooden buckler, shift oakum to take hemps
// v0.41 added primitive rope string
// v0.42 added 2nd anvil and 2nd hammer
// v0.5 added bandage return, re ordered some entries
// increased time to make birch bark canoe, renamed canoe steps
// reviewed and changed effort generally higher
// v.51 returning a bandage adjusted, this avoids recipe jamming
// v.52 adjusted after tests to washed bandage,
// fix for smelt of iron and bog iron got used
//  mod on/off instructions added
// v1.0 23April2017 improved use of 3.3 era code for the clothing
// Rains iron support items 'off' by comments to avoid confusing with other mods
// v1.1 27Nov2018 began adding commands like weight and price
// adjustments now avaiable from base game updates
// Canoe recipe and weight changes with more [remove] tags
// v1.11 28Nov2018 corrected for changes in names.
// Canoe times increased
// Price on primitive types dropped
// Root rope now needs nearby spruce rather than branches
// My birch bark items deactivated to avoid conflicts
// with Boudica
// Changes underway with block tubs and pot using new commands
// 01Dec2018 Moved canoe making steps to the transport menu
// My clay additions now appear here and will appear in Bouidda's earthware menu
// Leather punt added to make -> transport menu

Title: Re: Brygun's Added Items
Post by: Brygun on November 28, 2018, 07:58:07 PM
reserved for biy instructions??
Title: Re: Brygun's Added Items
Post by: Brygun on November 28, 2018, 07:58:16 PM
[SUBMENU_START:building]

//Desconstructing in a cave might not restore cave floor status
//This lets you return the floor
.Cave floor. "Restore floor" *BUILDING* -R- [effort:1] /1/
{Rock} (1)  [ground] '+fix placeholder'

//Only one rain catcher can be active at a time
//Rain Catcher for placing on mountains with caves
//27+ game squares (e.g. 5 x 6) could yield
//6000 gallons from 1 inch of rainfall

//Stand outside the cave next to the wall
//.Water. "Cliff water catcher" *BUILDING* -C- [effort:4] [phys:arms,stance,arms,legs] /3h/
//{[NEARBY_TILE:High cliff]}
//{Board} (9) [remove] [ground] '+rain barrel side and bottom'
//{Slender trunk} (6) [remove] [ground] '+braces for barrel'
//{Rope} (2) [remove] '+banding on barrel'
//{Wooden stake} (30) [remove] [ground] '+gutters guiding water'
//{Bark} #9# [remove] [ground] '+sap for sealing barrel and gutters'
//{Axe}
//{Knife}

//Stand outside a house corner
.Water. "House water catcher" *BUILDING* -C- [effort:4] [phys:arms,stance,arms,legs] /3h/
{[NEARBY_TILE:* corner]}
{Board} (9) [remove] [ground] '+rain barrel side and bottom'
{Slender trunk} (6) [remove] [ground] '+braces for barrel'
{Rope} (2) [remove] [ground] '+banding on barrel'
{Wooden stake} (20) [remove] [ground] '+gutters guiding water'
{Bark} #7# [remove] '+sap for sealing barrel and gutters'
{Axe}
{Knife}


.Inside of a building. "Improve cave" *BUILDING* -I- [effort:4] [phys:arms,stance,arms,legs] /1h/
{[NEARBY_TILE:cave floor]}
{Board} (4) [remove] [ground] '+new floor'
{Firewood} (4) [remove][ground]'+fill low points'
{Branch} (4) [remove] [ground] '+balancing boards'
{Axe}
{Knife}

[SUBMENU_END:building]


-end
Title: Re: Brygun's Added Items
Post by: Brygun on November 30, 2018, 03:13:30 AM
Recommended changes:

1) Boudida's version I have needs a pot, of iron, needed to make pitch glue needed to make a stone hammer to do things to be able to make an iron pot. Since it appears to be collecting the glue a tub, not just a cooking pot, should suffice. Using "* tub" lets other containers such as my cored out block tubs work.

diy_q_Buoidda's crafts.txt

.Pitch glue.   "Hunting horn" [effort:2] [phys:arms,hands] *TIMBERCRAFT* /30/ \8h\ |-2| [noquality] [patch]
{* Tub}                      '+to collect the glue' 
{*birch-bark*}  #5#   [remove] [patchwise]      +'birch-bark'
{Shovel}<Shovel>                '+to cover it in soil'
{Firewood}  (10)   [remove] [patchwise][ground]   '+piled around it'
{Fire}                         '+lit nearby'
[WEIGHT:1]
[TILEGFX:bc-pitchglue]


2) To access birch bark from other sources, like the entire roll of birch taken off in my canoe steps, the build with birch park recipes are changed to use "*Birch-bark*"
Title: Re: Brygun's Added Items
Post by: Brygun on November 30, 2018, 03:27:41 AM
The next post is an update of  Buoidda's mod file diy_q_Buoidda's crafts.txt with my recommendations in place
Title: Re: Brygun's Added Items
Post by: Brygun on November 30, 2018, 03:32:13 AM
// Part of Buoidda's crafts 1.5+

//Contains additions and modifications from Brygun
//for discussions see:
// https://www.unrealworld.fi/forums/index.php?topic=4654

[SUBMENU_START:lumber]

.Split spruce twig. (2) "Cord" [effort:1] [phys:hands,one-handed]    *COMMON* /10/ [noquality] [patch]
{Spruce twig}   [remove] [patchwise]
{Knife}<Small knife>
[MATERIAL:wood]
// This is a readily available general tying equipment.
// For any mod recipe that previously had {Tying equipment} requirement
// I recommend assessing if {*cord} 'Cord' would be better:
// Like bows, arrows, bags, nets, fishing rods etc.

.Birch root. "Cord" [effort:2] [phys:hands,one-handed]    *COMMON* /20/ [noquality] [patch]
{[NEARBY_TILE:birch]}               +'A birch nearby'
{Knife}
[MATERIAL:wood]
[WEIGHT:1]
[TILEGFX:bc-birchroot]
// Should only be usable when soil isn't frozen
//
// This is a readily available general tying equipment.
// For any mod recipe that previously had {Tying equipment} requirement
// I recommend assessing if {*cord} 'Cord' would be better:
// Like bows, arrows, bags, nets, fishing rods etc.
// To prevent roots being used in such recipes.

.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

.Charcoal.  (50) "Firewood" [effort:3] [phys:arms,hands,stance] *TIMBERCRAFT* /60/ \5d\ |-1| [patch:5] [noquality]
{Slender trunk} (3)    [remove]          '+for a chimney' 
{Firewood}  (50)   [remove] [ground][patchwise]   '+piled around it'
{Shovel}<Shovel>                '+to cover it all in soil'
{Fire}                         '+lit nearby'
{Torch}                    '+to transfer the flame'
[WEIGHT:1]
[TILEGFX:bc-coal]
// From Rain's Ironworking mod v0.91

.Pitch glue.   "Hunting horn" [effort:2] [phys:arms,hands] *TIMBERCRAFT* /30/ \8h\ |-2| [noquality] [patch]
{*Pot}                      '+to collect the glue' 
{*birch-bark*}  #5#   [remove] [patchwise]      +'birch-bark'
{Shovel}<Shovel>                '+to cover it in soil'
{Firewood}  (10)   [remove] [patchwise][ground]   '+piled around it'
{Fire}                         '+lit nearby'
[WEIGHT:1]
[TILEGFX:bc-pitchglue]

[SUBMENU_END:lumber]

[SUBMENU_START:utility article]

.Twisted cord.       "Cord"      [phys:hands,one-armed] *HIDEWORKING* /45/ [patch]
{Fibre from *} #0.5#   [remove] [patchwise] 'fibre'   [name:%s cord] [naming:last word]
[WEIGHT:0.5]

.Twisted and braided rope. "Rope"      [phys:hands,one-armed] *HIDEWORKING* %-10% /2h/ [patch:5]
{Fibre from *} #1#   [remove] [patchwise] 'fibre'   [name:%s rope] [naming:last word]
[WEIGHT:1]

.Sauna scoop. [effort:2] [phys:arms,one-armed]      /90/   [noquality]      
{Block of wood} [remove]
{Axe}       <Carving axe>   
{Knife}

.Wooden tub.      [effort:2] [phys:arms,hands]       *CARPENTRY*   /4h/
{Board}   (6)      [remove]
{Split spruce twig} (8)   [remove] [noquality]
{Axe}<Carving axe>
{Knife}<Small knife>

.Net.          [effort:1] [phys:hands]         *HIDEWORKING*   /8h/
{*Cord}        (40)    [remove]      'Plant fiber cord'
{Slender trunk}   (2)    [noquality] [ground]    '+to support tying'
{* Birch-bark} (5)   [remove] [noquality]   '+to make floats'
{Rock}        (10)    [remove] [noquality]   '+for net weights'
{Knife} <Small knife>
[WEIGHT:10]
// Excess weight because of working time constraints

//.Net weight vanillazation.    "Net"   /1/ %100%
//{Net}      [remove]
//[NAME:Net]

[SUBMENU_END:utility article]

[SUBMENU_START:transport]

.Clinkered Punt. "Punt"         [effort:2] [phys:hands]       *CARPENTRY*   /10h/
{Board}      (20)   [remove]
{Birch root}   (30)   [remove] [noquality]      '+for sewing'
{Pitch glue}   (10)   [remove] [noquality]      '+for sealing'
{Fire}             [noquality]      '+for applying glue'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:100]

[SUBMENU_END:transport]

[SUBMENU_START:Barkware]

.Willow-bark. "Bark" [phys:hands,one-armed] [noquality]      /5/ [patch]
{[NEARBY_TILE:BUSHES]}             +'Bushes nearby'
[WEIGHT:1]

.Alder-bark. "Bark" [phys:hands,one-armed] [noquality]      /10/ [patch]
{[NEARBY_TILE:ALDER]}                 +'Alder nearby'
{Knife}
[WEIGHT:1]

.Fibre from bark. "Hunting horn" (7) [phys:hands,one-armed] *HIDEWORKING* %-20% /45/ [patch:5]
{*-bark}   #1#   [remove] [noquality] [patchwise] [name:Fibre from %s] [naming:original] 'willow or alder bark'
{Knife}             [noquality]
[MATERIAL:birch-bark]
[WEIGHT:0.1]
[PRICE:0]
[TILEGFX:bc-fibre]

.Birch-bark lace. "Cord" [phys:stance,hands,one-armed] /20/ [noquality] [patch]
{[NEARBY_TILE:BIRCH]}               +'Birch nearby'
{Knife}
[MATERIAL:birch-bark]
[WEIGHT:1]
[PRICE:0]
[TILEGFX:bc-birchlace]
// This is a readily available general tying equipment.
// For any mod recipe that previously had {Tying equipment} requirement
// I recommend assessing if {*cord} 'Cord' would be better:
// Like bows, arrows, bags, nets, fishing rods etc.
// To prevent roots being used in such recipes.

.Fibre from birch-bark. "Hunting horn" (5) [phys:hands,one-armed] *HIDEWORKING* %-70% /1h/ [patch:5]
{*Birch-bark*}   #1#   [remove] [noquality] [patchwise] [name:Fibre from birch-bark] 'birch-bark'
{Knife}             [noquality]
[MATERIAL:birch-bark]
[WEIGHT:0.1]
[PRICE:0]
[TILEGFX:bc-fibre]

.Birch-bark box. [phys:hands,one-armed] /1h/ [noquality]
{*Birch-bark*}   #1# [remove]
{Knife}

.Birch-bark backpack. "Birch-bark basket" [phys:hands,one-armed] /5h/ [noquality]
{*Birch-bark*}   #4#   [remove]
[CONT_CAPACITY:10]
{Knife}
[TILEGFX:bc-bbbpack]

.Birch-bark basket. [phys:hands,one-armed] /5h/ [noquality]
{*Birch-bark*}   #5#   [remove]
{Knife}

.Birch-bark cap. [phys:hands,one-armed]   *HIDEWORKING*  %10% /90/ |-2|
{*Birch-bark*}   #2#   [remove]
{Knife}                [noquality]

.Birch-bark shoes. [phys:hands,one-armed]   *HIDEWORKING*  %10% /2h/ |-2|
{*Birch-bark*}    #3#   [remove]
{Knife}                [noquality]

.Birch-bark necklace. [phys:hands,one-armed]   *HIDEWORKING*  %-30% /6h/ |-2|
{*Birch-bark*}   #1# [remove]
{Knife}<Small knife>

[SUBMENU_END:Barkware]

[SUBMENU_START:Earthenware]

.Dig clay. "Hunting Horn" [effort:2] [phys:arms,hands,stance]    *COMMON*   /1/ [noquality] [patch]
{[TERRAIN:lake river]}            'Lake or river (not rapids)'
{[TILE:Hole in the ground]}         'Pit for digging clay'
{Shovel}<Shovel>
[NAME:clay lump]
[MATERIAL:stone]
[WEIGHT:2]
[PRICE:0]
[TILEGFX:bc-clay]

.Dig clay from sea shore. "Hunting Horn" [effort:2] [phys:arms,hands,stance]    *COMMON*   /1/ [noquality] [patch]
{[TERRAIN:sea]}            'Sea shore'
{[TILE:Water]}            'Stand in water'
{Shovel}<Shovel>
[NAME:clay lump]
[MATERIAL:stone]
[WEIGHT:2]
[PRICE:0]
[TILEGFX:bc-clay]

.Clay pot. "Pot"   [effort:0] [phys:hands,one-armed]    *COMMON*    /30/ \3h\
{Clay lump}   (5)   [remove]
{Fire}
[PRICE:0]
[CONT_CAPACITY:5]
[TILEGFX:bc-claypot]

[SUBMENU_END:Earthenware]
Title: Re: Brygun's Added Items
Post by: Brygun on November 30, 2018, 03:45:44 AM
Fixed a critical issue in my changes to the barkware. Using the weight #2# for two lbs got it to open the menu for selecting items. With the original (2) it was auto grabbing anything nearby including a worn birch-bark necklace and a birch-bark basket full of seeds.

Mentioning this here is also to alert other modders to favor using #n# weights rather than item counts
Title: Re: Brygun's Added Items
Post by: Brygun on November 30, 2018, 04:51:44 AM
I just realized that since Bouidda included clay pots there isn't the build block I thought so I can switch that part to *pot. That >should< register the clay pots. The birch-bark change is still useful and tested out properly with my own gathering the entire tree's bark at once.

I'm also not entirely sure he wanted the clay pots to work for cooking but they would be heatable. Like a clay dutch oven.

Title: Re: Brygun's Added Items
Post by: Brygun on December 01, 2018, 02:06:22 AM
Added fur mask and a fur niska.

Niska is finnish for neck. It could be a scarf, a tube or a band of fur held together by a peg. Most importantly its on your neck for warmth and when bears bite you.

These two locations seemed a little unattended to in getting dressed for winter.

Title: Re: Brygun's Added Items
Post by: Brygun on December 01, 2018, 08:33:32 PM
Added to the crafts under Earthernware diversity for the clay section.

Ever thought of making a healing herbal tea without using a full gallon of water? Well now you can have a "kettle" to make your "tea". Fairly light weight so you could carry one with you on your travels.

When doing agriculture threshing you can end up with some huge quantities. Game wise you can just have a huge dump of them in your cellar. Ive been trying to store them more properly. Now there is a larger clay vessel which thanks to the squared-cube law for area vs volumes is more efficient for you clay. It no longer works for cooking though so uses the base object tub. The tub in the name is there to be seen by other recipes looking for a tub. Amphora was selected as a name. Actual amphora varied a lot in size and shapes and it really can be seen as meaning a clay storage vessel with handles.

Others using or tweaking Bouidda are as always encouraged to add these to their mods. Kindly just mention my name in the comments somewhere.


.Clay kettle pot. "Pot" [effort:0] [phys:hands,one-armed] *COMMON*    /20/ \2h\
{Clay lump}   (2)   [remove]
{Fire}
[PRICE:0]
[CONT_CAPACITY:1.5]
[WEIGHT:1.5]
[TILEGFX:bc-claypot]
//A smaller version sized for boiling teas and medicines

.Clay amphora tub. "Wooden Tub"   [effort:0] [phys:hands,one-armed] *COMMON*    /90/ \6h\
{Clay lump}   (15)   [remove]
{Fire}
[PRICE:0]
[CONT_CAPACITY:25]
[WEIGHT:9]
[TILEGFX:bc-claypot]
//Inspired by amphora to hold large quantites.
//Tub in name to be seen by other recipes
//As a tub it isn't able to be used in cooking
//Good for storing the grains from threshin
//Used efficiency of scale on capacity vs weight
Title: Re: Brygun's Added Items
Post by: Brygun on December 01, 2018, 09:08:30 PM
Oh why not!  ;D

There were amphora sometimes so big a worker could just manage to walk with it. This is on the scale of the sizes that would have been used by trade ships. When full it would weigh in at 152 lbs.

125 lb of water is ~15 gallons of fresh water.

.Clay large amphora tub. "Wooden Tub"   [effort:0] [phys:hands,one-armed] *COMMON*    /180/ \12h\
{Clay lump}   (45)   [remove]
{Fire}
[PRICE:0]
[CONT_CAPACITY:125]
[WEIGHT:27]
[TILEGFX:bc-claypot]
//An amphora so big it will be about all you can carry when full
//125 lbs is about 15 gallons of fresh water


Title: Re: Brygun's Added Items
Post by: Brygun 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.

Title: Re: Brygun's Added Items
Post by: Brygun 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.

Title: Re: Brygun's Added Items
Post by: Brygun 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.

Title: Re: Brygun's Added Items
Post by: Brygun 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
Title: Re: Brygun's Added Items
Post by: Brygun 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]


Title: Re: Brygun's Added Items
Post by: Brygun 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.
Title: Re: Brygun's Added Items
Post by: Brygun 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
Title: Re: Brygun's Added Items
Post by: Brygun 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.
Title: Re: Brygun's Added Items
Post by: Brygun 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)
Title: Re: Brygun's Added Items
Post by: Brygun 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
Title: Re: Brygun's Added Items
Post by: KKarlssoNN 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.
Title: Re: Brygun's Added Items
Post by: Brygun 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.
Title: Re: Brygun's Added Items
Post by: KKarlssoNN 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.
Title: Re: Brygun's Added Items
Post by: Brygun 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
Title: Re: Brygun's Added Items
Post by: Brygun 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

Title: Re: Brygun's Added Items
Post by: Brygun on December 20, 2018, 04:46:25 AM
I am also thinking that the barrel created object would be used in my building (biy) for the rain catchers. Current it takes a lot of boards to make the barrel in the one action.

Caulking would use Bouidda's pitch glue to include another production step and action for more immersion and things to do.

Title: Re: Brygun's Added Items
Post by: Brygun on December 20, 2018, 05:09:55 AM
Untested wooden container code

Very much need to better understand the prices of the vanilla tub

>>>>
[SUBMENU_START:lumber]


//Caulked Tub
//Size of existing wooden tub
//Mortise and tenon joints packed shards and warm pitch
//Pitch must cool so delay now in recipe
//Board count reduced as each board is 20 lbs.
//Boards would be split thinner for this small container
//one of half a thin board makes the bottom
//three of half thin boards are cut and shaped to make the uprights
.Caulked Tub. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /120/ /30/
{Board} (2) [remove]
{Tying Equipment} (1) '+banding'
{Branch} (2) [remove] '+whittle shards for seams'
{Pitch glue} #1# [remove] '+caulk seams'
{Fire}      '+to soften pitch'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'
[WEIGHT:2]
[PRICE:1]
[TYPE:container]
[CONT_CAPACITY:10]


//Caulked Cask
//~66 lbs water
//~32 lb container
// 98 lbs liftable
.Caulked Cask. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /180/ /30/
{Board} (4) [remove]
{Tying Equipment} (2) '+banding'
{Branch} (4) [remove] '+whittle shards for seams'
{Pitch glue} #2# [remove] '+caulk seams'
{Fire}      '+to soften pitch'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'
[TYPE:container]
[PRICE:3]
[WEIGHT:32]
[CONT_CAPACITY:66]



//Caulked Keg
//Liquid cap ~133 lbs
//sqr/cube suggest 50 lb container
//Total 183 which characters can lift
.Caulked g. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /180/ /30/
{Board} (6) [remove]
{Tying Equipment} (3) '+banding'
{Branch} (6) [remove] '+whittle shards for seams'
{Pitch glue} #3# [remove] '+caulk seams'
{Fire}      '+to soften pitch'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'
[TYPE:container]
[PRICE:6]
[WEIGHT:50]
[CONT_CAPACITY:133]


//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 g. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /240/ /30/
{Board} (8) [remove]
{Tying Equipment} (4) '+banding'
{Branch} (8) [remove] '+whittle shards for seams'
{Pitch glue} #4# [remove] '+caulk seams'
{Fire}      '+to soften pitch'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'
[TYPE:container]
[PRICE:10]
[WEIGHT:80]
[CONT_CAPACITY:267]


[SUBMENU_END:lumber]
Title: Re: Brygun's Added Items
Post by: Signatus on December 20, 2018, 07:57:13 PM
Hi, there! I made my own "mod" over the last few days based on your adaptations to buoidda's and the sufficiency mod. I can post it here if you'd like.

I reorganized the files and their names so it's easier on the eyes and finding stuff. I made a few small changes like adding a pitch glue revipe from pine tar, birch/rowan saplings which can be gathered and then used (near a shelter for example) to make arrow shafts and a few other tweaks.

I also added a few bonestuffs, like bone/antler combs and necklaces, which keep the animal's name (e.g. arctic fox necklace). I think rings should also be a thing, to flesh out (heh) boneworking.

I'm also using Njerpez cooking mod along with some of your recipes. I think the bread recipes really need an overhaul.

I'm using the 3 punts in the transport submenu. I was in the process of completing the last step of the birch punt, and seems fine to me that it takes several days. Perhaps the same should be applied to the other ones.

I'm thinking that some standards ahould be agreed upon. Like using {*glue} and then naming stuff which can be used as glue other than Pitch glue, to allow some flexibility with ingredients and recipes.

I removed most of buoidda's bloodstuffs and boneworking since it became obsolete in my view. Felt like bloat.

I'm using a certain header standard to point out all that is overridden and what should be commented out. None of the files override vanilla and it should be easy to add/remove only what you need.

Let me know if you want to see it and I can attach it later!

Edit: btw, I corrected some issues in your files, like typos and wrong ingredient names, but I didn't take notes about which they were. I know the Tree roll would end up as "birch-bark" but the following step wanted "Birch", for instance
Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 12:03:32 AM
Cool

By all means zip and attach.

I've always supported a mod community for UnReal World

Im working on a revamp of the birch bark canoe. Based on (re)watching more make a canoe vids and puzzling how to "teach" while still working within the UrW engine. I also wanted to integrate the pitch glue from Bouidda.

I agree on Bouidda blood/bone fell out of suitability with some of the game updates.

I also agree naming conventions like * glue and * cord  have grown in importance. It also allows there to be cord like objects NOT suitable for some recipes. For example "split spruce tie" could be a game "cord" which does not qualify where recipes say "* cords" vs "tying equipment"

For smithing we can use "* hammer" for most recipes while advanced things like making a metal helmet or metal cuirass need "ball and flat hammer"

>>>
Draft of revised canoe making, not tested

note the large rolls of birch now exist under lumber in two forms as original and  opened.



>>>
[SUBMENU_START:lumber]

.Tree Roll of Birch-bark. "Block of wood" *TIMBERCRAFT* [effort:3] [phys:arms legs stance] /2h/
{Tree Trunk} [ground] [noquality] '+please choose a fresh birch'
{Knife} 'A knife for peeling'
[MATERIAL:birch-bark]
[WEIGHT: 20]
//Represents a very big piece of birch bark
//No longer destroys tree trunk

.Opened Birch Roll. "Board" *TIMBERCRAFT* [effort:2] [phys:arms legs] /2h/ \18h\
{Tree Roll of Birch} (1) [remove]
{Club} '+to smooth bark'
{Slender trunk} [ground]  (2) '+to spread load'
{Wooden stake} [ground] (8) '+to spread load'
{Stone} (6) [ground] '+apply weight'
[WEIGHT:20]
[PRICE:1]
[MATERIAL:birch-bark]
//put the stones in to open it and go do others things a while
//waiting time is getting it stay in an open shape


[SUBMENU_END:lumber]

[SUBMENU_START:transport]

//Birch-bark punt also known as a Birch-bark Canoe
//
//Being Canadian canoes are a familiar item.
//There is no evidence that iron age finalnd used canoes
//Rather they used skin boats (punt), dug out canoes
//and perhaps rowing only clinker built boats
//This alternate punt was also an early mod showing
//multi stage production
//http://www.native-art-in-canada.com/birchbark-canoes.html
//http://www.northwestjournal.ca/VIII4.htm
//compared to dugout canoe meant to take less time and use a knife not axe
//this lets us have another route to a light craft
//Weight is based on https://www.canadianoutdoorequipment.com/13ft-traditional-algonquin-birchbark-canoe.html
// and http://www.barkcanoe.com/birchbark.htm
// Overall build time increased requiring significant work
// with in between time to let gravity press the shape


.Braced bark hull. "Log" *TIMBERCRAFT* [effort:3] [phys:arms legs stance] /4h/ \40h\
{Opened Birch Roll} (3) [remove] [ground]
{Stone} [ground]  (18) '+weight used to push birch'
{Slender trunk} (6) [ground] '+for-aft braces in and out'
{Wooden stake} (24) [ground] '+interior/exterior braces'
[WEIGHT:9999]
[PRICE:0]
[MATERIAL:wood]
//put the stones and braces in place to push on sheets

.Sewn bark hull. "Log" *TIMBERCRAFT* [effort:1] [phys:arms legs stance] /6h/ \40h\
{Braced bark hull} (1) [remove] [ground]
{* cord} (6) [remove] [ground] '+sew with strong thread'
{Knife} <Small knife> '+cutting sewing holes'
{Stone} [ground]  (18) '+weight used to push birch'
{Slender trunk} (6) [ground] '+for-aft braces in and out'
{Wooden stake} (24) [ground] '+interior/exterior braces'
[WEIGHT:9999]
[PRICE:0]
[MATERIAL:wood]
//Sew the two side barks to the belly bark
//Trim and sew the bow and stern
//Let it settle into this new shape

.Sealed bark hull. "Log" *TIMBERCRAFT* [effort:1] [phys:arms] /6h/ \12h\
{Sewn bark hull} (1) [remove]
{Pitch glue} #3# '+seal all seams and defects'
{Fire} '+lit to soften pitch}
{Stone} [ground]  (18) '+weight used to push birch'
{Slender trunk} (6) [ground] '+for-aft braces in and out'
{Wooden stake} (24) [ground] '+interior/exterior braces'
[WEIGHT:9999]
[PRICE:0]
[MATERIAL:wood]
//Seal sewn sides, bow, stern and any defects
//Let cool and to settle in shape the last time

.Birch-bark punt. "Punt" *TIMBERCRAFT* [effort:3] [phys:arms legs stance] /8h/
{Sealed bark hull} [remove]
{Staff} (2) [remove] [ground] '+gunwales and ribs'
{Board} (1) [remove] [ground] '+seat and end caps'
{* cord} (4) [remove] [ground] '+secure bark to wood'
{Axe} <Carving axe> '+split and shape wood'
{Knife} <Small knife> '+whittling and shaping'
{Stone} [ground]  (18) '+weight used to push birch'
{Slender trunk} (6) [ground] '+for-aft braces in and out'
{Wooden stake} (24) [ground] '+interior/exterior braces'
[PRICE:60]
[WEIGHT:45]
[MATERIAL:wood]
[TYPE:vehicle]
//Split staffs length wise into fours for enough pieces
//Price roughly 2/3 punt and 1-1 with weight


//Renaming conversion if you had an older version
//.Birch-bark punt. "Punt" /1/
//{Birch-bark Canoe} [remove] [ground]
//[PRICE:45]
//[WEIGHT:45]
//[MATERIAL:wood]
//[TYPE:vehicle]

//Brygun's presentation of a leather punt
//https://www.unrealworld.fi/wiki/index.php?title=Punt
// I see the half the stakes used to make the U shaped ribs. The others are used to make the rim.
//The leather is sewn into a big sheet, tied around the rim and under the U ribs. Leather is trimmed. In a circular punt the seat is near where the U ribs come together. In a box punt the seat is often higher to help keep the ribs spread. I like to use Bark as sticky sealant though other mods might use their local pitch_glue or whatever they have to seal the seams against leaks.


//Wicker boating frame
//stakes and branches

//Boating tarp?
//extra tanning


.Leather Punt. "Punt" *CARPENTRY* /6h/  |2| [phys:arms, stance] [EFFORT:2]
{Leather} #30# [ground] [remove] '+shell'
{Tying equipment} (3) [ground] [remove]  '+attach leather'
{Wooden stake}(16) [ground] [remove] '+supporting rim'
{Board} (1) [ground] [remove] '+seat'
{Bark} #3# [ground] [remove] '+sticky sealant'
{Axe}<Carving axe>
{Knife}<Small knife>
[PRICE:90]
[WEIGHT:90]
[MATERIAL:wood]
[TYPE:vehicle]

//Recover tarp?

[SUBMENU_END:transport]

Title: Re: Brygun's Added Items
Post by: Signatus on December 21, 2018, 12:40:34 AM
There's the typo:

{Tree Roll of Birch} (1) [remove]

Should be:

{Tree Roll of Birch-bark} (1) [remove]

It wasn't being accepted when I tested. Maybe make the previous step produce "Tree roll of Birch" so that it can't be used as birch-bark in other recipes?
Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 12:50:00 AM
Ah thanks,

I changed to 'Birch-bark' on the end of rolls so that other birch-bark recipes could use it as raw materials. Basically acquiring a sheet of birch-bark rather than Bouidda's original strips

Title: Re: Brygun's Added Items
Post by: KKarlssoNN on December 21, 2018, 01:32:01 AM
Very nice guys! Now seems like a good time to jump in.

So, according to Signatus i can add the "Njerpez Cookery Mod"?

How about "Jaredonians Character Models + Distinct Tribes v3", seems rather essential?



Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 01:34:22 AM
One of my replies got eaten by Nerjpez


I agree on cleaning out the Bouidda blood/bone/guts as most of game updates change the view

Im happy to have feedback and error checking!  :D thank you  ;) you're cool  8)

I have ideas for the punts going through my mind ill post those later


Use of * glue and * cord are becoming more significant as we open up ways to make things

split spruce is fine for some tasks, like hanging meat, but in my mind not so much for things like bow strings

Tying equipment would allow the split spruce, cords and rope... though ropes are expensive you could use them

Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 01:37:20 AM
Currently working on:

Untested draft of transport revised with new birch-bark and a very portable and dismantable leather punt


>>>

Regarding other mods just mentioned... remind me in a few days. My mind is focused on the punts right now.

Title: Re: Brygun's Added Items
Post by: Signatus on December 21, 2018, 01:47:41 AM
Ah thanks,

I changed to 'Birch-bark' on the end of rolls so that other birch-bark recipes could use it as raw materials. Basically acquiring a sheet of birch-bark rather than Bouidda's original strips

I guess that makes sense! I wasn't sure if it was the same kind of "bark". Is the other one, usable for tanning, the "Bark" we see elsewhere? I was under the impression there were two types of bark from birches

Very nice guys! Now seems like a good time to jump in.

So, according to Signatus i can add the "Njerpez Cookery Mod"?

How about "Jaredonians Character Models + Distinct Tribes v3", seems rather essential?

I don't think the Njerpez cooking mod conflicts with this one, they're mostly new recipes on cooking menus, except the kebab stick which is in lumber. I'm keeping some vanilla and some of brygun's additions, though, but they're not consistent when it comes to ingredient amounts. That's why I mentioned it needing an overhaul for balance and consistency.

Njerpez mod has some interesting uses of [optional] tags (hunter's borsch) and makes use of the full capacity of pots. It's a bit dated though, and I didn't mess too much with it to avoid breaking its own internal balance.

As for jaredonian's models, I'm pretty sure I'm using it with no particular problems. It's just graphics, so should be completely independent from the biy_* and diy_* files.
Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 03:22:19 AM
Note: regarding cooking consistency

The nutrition value of the outcome, unless mod specific over written, is based on the ingredients.

Thus is a recipe uses more or less of items x and y it can be considered along the lines of regional variations in cooking recipes.

I do think cooking needs to be more robust than vanilla. Can you post a link the cookery mod you mentioned... though again right now Im working on multiple forms of water transport

Title: Re: Brygun's Added Items
Post by: KKarlssoNN on December 21, 2018, 04:28:51 AM
https://www.unrealworld.fi/forums/index.php?topic=1106.0

Cooking Mod.
Title: Re: Brygun's Added Items
Post by: Signatus on December 21, 2018, 04:34:13 AM
I am attaching my text files to this post. I'm unsure about the flora_cultivated and flora_newherbs files, but I kept them anyway. There's a separate file for flax. Flax can be made into linen and used as fibre, besides cooking it. I'm also including my vanilla biy_glossary, diy_glosary and cooking_glossary, with relevant parts commented out.

You should look through the recipes and note any changes. I was initially just tweaking the mods I was using, so there might be small changes where they shouldn't, like switching {Pine tar} for {*glue} or increasing some action's time.

Also, does not having optional tools affect the time and quality of the items? I made a comb an optional tool in one of the initial weaving steps with the idea that you don't need it but you can get higher quality in less time with that tool.

Also made a {Primitive Stone Hammer}, and a normal one needing glue. Both need axe hafts, rather than the primitive one needing a stake. Maybe change the name to wooden handle? Made a primitive/advanced spindle and distaff with same thing in mind. It might be better for them to create the same named item but with a high skill penalty for the primitive ones.

I made the .Wooden Tub. use {Tying Equipment} because it seemed silly to need specifically the spruce twigs.

Note: regarding cooking consistency

The nutrition value of the outcome, unless mod specific over written, is based on the ingredients.

Yeah, but my point is that the recipes use different values. The preparation time will always have to be expended, so having a recipe that uses 6 pounds vs 1 is going to yield different results. I have the Njjerpez mod's .Flatbread., which does that, but it means I need 6 pounds of flour straight away for flatbreads. Maybe model their making individually? What is even a flatbread? lol

Likewise the .Long Bread. recipe uses a different scaling altogether.
Title: Re: Brygun's Added Items
Post by: Privateer on December 21, 2018, 05:43:01 AM
What is even a flatbread?

A very simple bread like a tortilla.
Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 05:46:41 AM
The following is a draft, untested, needing grammar and in character testing for an overhaul on watercraft. If I got the counts right with the base vanilla transport items the entire 25 slots for transport will be used.

edit:
oh.. I'm replacing raft so there is one (1) slot free in the transport menu (maybe)
Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 06:01:57 AM
On flat breads vs long breads

The flat bread recipe takes x pounds of ingredients #x# to make IIRC 6 pieces. That is each flat bread is x/6 pounds in weight.

Long bread produces the ingredients as one piece, hence the name a long bread, of #x#

The flat bread pieces need more handling to not just mix but separate and shape the smaller pieces.

The long bread is one mass so no separation time and the shaping time is greatly reduced.  Based on my own flour/bread/cake mixing in the real world seemed about the right amount of time.

Long bread was primarily made it to make the game play of eating breads much easier. the small flat breads tend to need more interactions for a full belly. A long bread is a good tummy top up.
Title: Re: Brygun's Added Items
Post by: Signatus on December 21, 2018, 06:28:54 AM
I made a birch-bark punt! It might be way too valuable, though. I managed to get a bronze bracelet and some dried food and random little things for it. I bought out the whole village except for their glutton furs (which seem to be about the same price as the decent punt) and then traded stuff back for the bracelet. It'll be a good way to store value. I'm going to make a second one now, this time for me, but I wonder if it's exploitable or actually somewhat fair.

Maybe I'm not seeing breads right, must admit I'm not a baker :)

I noticed that the .Antler necklace. created a "forest reindeer antler antler necklace" and I'm not sure what caused the doubling

Edit: Just looked at your new watercraft steps. and it's looking really good! Is the finnish punt doable without an Adze axe, though?
Title: Re: Brygun's Added Items
Post by: KKarlssoNN on December 21, 2018, 07:19:48 AM
So If i wanted to combine a item\recipe from one mod into another, for example: the ".Hardtack" from Brygun's "cookery_glossary.txt" into Njerpez's "cookery_glossary.txt". All I do is copy paste the paragraph (not sure of proper term) over to the .txt file that's in the games directory and than in between the proper [SUBMENU_START]... correct? Anything else i have to change? Is the order that it goes between the submenu headings (again not sure of terminology] matter? I'am going to put it between .Flatbread and .Korovai. Also if its a item that has a corresponding .png\tile that has to be in the game's directory as well or it won't show up as a graphic\sprite. 

This question is for whoever, mostly Signatus. I understand Brygun's busy.

I'am getting too tired to continue this tonight but tomorrow I'am going to attempt to combine the cooking recipes that are in Brygun's mod into Njerpez's so I'am not missing any using one or the other.     
Title: Re: Brygun's Added Items
Post by: Signatus on December 21, 2018, 08:13:42 AM
Yeah, you just have to paste it into the appropriate section. The advantage to having them all in the same file is that you can order them, otherwise they'll be ordered as the files are read. Meaning they'll be grouped according to the file they're from. For example, I grouped all the fletching stuff in one menu, so that arrow shafts and arrow heads, etc are grouped correctly. Much easier to find them
Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 08:16:35 AM
I made a birch-bark punt! It might be way too valuable, though.

AFAIK and from the wiki the normal punt has a trade value of 90. Birch-bark punt is 45 or 60 in the recent one. Same 1-1 weight-price as the punt but made smaller.

Prices certainly can be tweaked now that we have the [PRICE:] command

FYI Im not the origin of Hardtack, I put it in from their mod. They gave it [SPOILAGE:0] so it never goes bad. Handy as an emergency food in the pouch and some at a hunting support camp you visit once/season.


I noticed that the .Antler necklace. created a "forest reindeer antler antler necklace" and I'm not sure what caused the doubling

Needs fiddling with name commands. Without recalling the exact command...

source: forest reindeer antler

name as: (source) + "antler necklace"

generates: forest reindeer antler antler necklace

So change name as line to (source) + "necklace"


Edit: Just looked at your new watercraft steps. and it's looking really good! Is the finnish punt doable without an Adze axe, though?

Thanks.

command line
{Axe} <Adze axe>
 means you can use any axe but its an advantage to use an Adze axe.

A line of

{Adze axe}
means you can only proceed if you have an Adze axe.


>>>>>


I  woke up realizing logic issues with the water craft by leather and clinker

The removable tarp worn as a cloak can be damaged in combat reducing its weight/materail

the extra protrected tarp is basically the same as the kota material so could have the preparation merged with the kota content in hideworking

A patch of sealed leather of 1 lb could be created as a means to patch kotas or the leather punt's tarp.

If I have the leather punt use #lbs# of material instead of (1) tarp you could fix the damaged cloak-tarp with the patches

>>>>

Clinker build order is wrong.

Keel+Ribs first then strakes is a Caravel style build

Clinker build is keel then strakes then ribs fitted to the strakes.

Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 08:22:10 AM
I'am getting too tired to continue this tonight but tomorrow I'am going to attempt to combine the cooking recipes that are in Brygun's mod into Njerpez's so I'am not missing any using one or the other.   

Recommend avoiding putting cooking in other menus as those may become quite full

Privateer's fish cuts currently display in lumber. I tweaked the time as the X time ended up calculated per lb of fish rather than per fish.
Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 08:23:26 AM
Hardtack came from Fataal

Original mod presented here:
https://www.unrealworld.fi/forums/index.php?topic=47.0

Be sure to credit him in the file for his own work
Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 08:25:33 AM
One of my own plans for an enlarged/merged mod is to keep 2 or 3 of the  menus, whole menus, free. This way a user can add in items relevant to their game or current tasks.

For instance Privateer mad a series of trade mods. Each trade afaik takes 2-3 menus.

This merged mod also needs to bring in metal armors like mail and lamellar. I have vague thoughts for that but boats are current task.
Title: Re: Brygun's Added Items
Post by: Brygun on December 21, 2018, 09:12:10 AM
Update to water craft as:

- Clinkered punt build order corrected, added 1 more step to it

- Listed desired flotation ratings should those ever come along

- Price lowered a little on birch-bark punt and leather punt

>>>>

Not yet done:

= connect boating tarp with making kotas

= kota/tarp patch for repairs
Title: Re: Brygun's Added Items
Post by: KKarlssoNN on December 21, 2018, 06:42:18 PM
So Signatus... If i want to use your version i install Bryguns mod first Than yours on top of it, keeping all files, or do  I swap out all the _Brygun_... and _Buoidda's .txt files for yours that have the _zz_... example:

biy_Buoidda's_glossary.txt for biy_zz_glossary.txt
diy_p_Buoidda's boneworking and cookery_Buoidda's boneworking.txt for diy_zz_boneworking.txt
etc, etc

Or can I just use the truetile from Brygun's and Njerpez's Cooking than use all of your .txt files instead of theirs. Should i keep anything else from Brygun's or Njerpez's.

Also i noticed that your cookery_glossary.txt, diy_glossary.txt, diy_zz_brygunadd.txt and diy_zz_mining.txt is spaced left to right instead of top to bottom... that matter. Further... diy_zz_earthenware and menudef_zz_additional is missing .txt at the end and the latter is spaced left to right. 

 
Title: Re: Brygun's Added Items
Post by: Signatus on December 21, 2018, 08:03:12 PM
So Signatus... If i want to use your version i install Bryguns mod first Than yours on top of it, keeping all files, or do  I swap out all the _Brygun_... and _Buoidda's .txt files for yours that have the _zz_... example:

biy_Buoidda's_glossary.txt for biy_zz_glossary.txt
diy_p_Buoidda's boneworking and cookery_Buoidda's boneworking.txt for diy_zz_boneworking.txt
etc, etc

Or can I just use the truetile from Brygun's and Njerpez's Cooking than use all of your .txt files instead of theirs. Should i keep anything else from Brygun's or Njerpez's.

Also i noticed that your cookery_glossary.txt, diy_glossary.txt, diy_zz_brygunadd.txt and diy_zz_mining.txt is spaced left to right instead of top to bottom... that matter. Further... diy_zz_earthenware and menudef_zz_additional is missing .txt at the end and the latter is spaced left to right. 

My files are a compilation of Buoidda's, Brygun's and sufficiency. It includes Brygun's added items in diy_zz_brygunadd.txt, but I moved some stuff to other menus. You don't need to install anything else except maybe Buoidda's and sufficiency's truetile folders... I'm not sure which tiles are actually being used, but it shouldn't hurt to have all their files, lol.

Some of the files are pretty much Buoidda's with little to no changes, but renamed and reorganized in a more "logical" way, imo. It's easier to find stuff related to Barkware or Earthenware if they're all in the same file, and it makes it also possible to order their menu.

The simplest way to use it is to just backup your vanilla files (as should always be done) and then paste my files to your folder. I already included my vanilla files with stuff commented out, so it should be functional like that. All the zz_* files will be ordered last alphabetically, so it should be easy to find them and remove if necessary.

I'm not sure what I mean by spaced from left to right... but thanks for noticing the lack of .txt! I'm not sure if it was causing issues, but that makes it easier to fix it.


My objective by doing this was to not have to deal with the pain of making different mods compatible with each other. When I initially included Buoidda's + Sufficiency there were quite a few duplicated functions (with different names) and the menudef_* files were a mess because of the keyboard shortcuts. Each had interesting stuff the other didn't, though, but it was all jumbled. I removed the "soaked branches" method of making primitive cords, for instance, because it can now be made from Fibres.


So change name as line to (source) + "necklace"


I did, with [naming:original] in front. I tried without the [naming:original], and it only gave me an antler necklace. I'm confused

Edit: Just looked at your new watercraft steps. and it's looking really good! Is the finnish punt doable without an Adze axe, though?

command line
{Axe} <Adze axe>
 means you can use any axe but its an advantage to use an Adze axe.

A line of

{Adze axe}
means you can only proceed if you have an Adze axe.

My question was that because of the 8h time, without a proper axe it might just say you can't finish it in time, especially a low skill character
Title: Re: Brygun's Added Items
Post by: KKarlssoNN on December 21, 2018, 09:20:43 PM
Quote: "I'm not sure what I mean by spaced from left to right"

It seems to be working fine anyways, but those text files show up as though the enter key was not used. For example for the "cookery_glossary.txt" Instead of the text being dozens, or more, of lines long downwards, pargraph under a pargraph, its all to the side and only 3 lines down.

Instead of this:

item

item

item

Its this:

item        item            item

I copy pasted it into the post and it arranged itself properly so i don't know, its working anyways.

So just to make sure... is there any content in Brygun's mod that is not in your mod, besides the truetiles, the water transport stuff he currently working on, the stuff you mentioned that you omitted for easier access, organization and things you felt that were redundant?

All truetiles needed should be in Brygun's and Nejerpez's mod?

Big thanks by the way guys, playing now. Hardly know what I'am doing but I'am enjoying it. Baby steps. Probably help if i tried vanilla but i avoid that if i can. 



Title: Re: Brygun's Added Items
Post by: Signatus on December 22, 2018, 02:35:19 AM
Not sure what's up with the text... maybe it's because I'm on Linux?

So just to make sure... is there any content in Brygun's mod that is not in your mod, besides the truetiles, the water transport stuff he currently working on, the stuff you mentioned that you omitted for easier access, organization and things you felt that were redundant?

All truetiles needed should be in Brygun's and Nejerpez's mod?

Big thanks by the way guys, playing now. Hardly know what I'am doing but I'am enjoying it. Baby steps. Probably help if i tried vanilla but i avoid that if i can.

I think everything Brygun added is in my files, but the zz_brygunadd only includes the Added Items menu. I've added their watercraft mod as well. There might be some tiles from Sufficiency mod, like the .Road. one.

You should definitely try vanilla, though

There's a typo in .Finish a Finnish Punt., should be "Expanded" hull log but it's "Expanding" hull log in the recipe.

Also, for some reason I'm not able to use any cords for the .Sewn bark hull. step. What could be the issue? I even made the vanilla cords to no avail. Are cords not Tying Equipment?
Title: Re: Brygun's Added Items
Post by: Brygun on December 22, 2018, 02:37:55 AM
My question was that because of the 8h time, without a proper axe it might just say you can't finish it in time, especially a low skill character

Almost missed this

<ponders>

The time is meant to exhaust the character and force them to build other steps on other days. Overall taking ~5 days for assembly plus the days working up the supply items like boards and nails

Its possible to lower it to 6h but that may make it possible to work 6 hours, rest 2 then work 6 again, then sleep ~10 hours on the same day.

As for being too low skilled to proceed without an Adze, in the case of a clinkered punt I'm okay with that. Being a shipwright is pretty advanced. A low skill person without proper tools sounds like the type who couldn't build one.

During testing you could lower the hours to even 1 hour just to make sure the steps sequence right.

Title: Re: Brygun's Added Items
Post by: Brygun on December 22, 2018, 02:41:34 AM

Also, for some reason I'm not able to use any cords for the .Sewn bark hull. step. What could be the issue? I even made the vanilla cords to no avail. Are cords not Tying Equipment?

Erm... i thought Tying Equipment meant all types of cords and ropes from vanilla plus any mod with those as base objects

If thats not the case Ill have to rethink some things.

I was hoping to use:

Any even primitive = {Tying equipment}
e.g. hanging meat to smoke or dry

proper thin = {* cord}
e.g. bow string needs a cord

Long and strong = {* rope}
e.g. raft lashing
Title: Re: Brygun's Added Items
Post by: Brygun on December 22, 2018, 03:10:53 AM
Im thinking of removing the idea of the wearing a leather punt's tarp as a cloak. the leather punt is already the lightest of all of the watercraft and if you need temporary watercraft you can take apart rafts

Title: Re: Brygun's Added Items
Post by: Brygun on December 22, 2018, 03:24:42 AM
Tonight's adjustment to Brygun's watercraft

expanding/expanded typo fixed. thats for the spotting

removed the remove the leather punt's tarp

minor adjustment to recommended FLOTATION based on my new hopes for sum(weights) vs sum (flotations) code

added wooden stakes to starting the clinkered punt as the various braces that would be needed, consumed for simplicity and you might shape them to the one boat anyway

Ive debated on time changes but dont think I changed much

One pitch using step, I think it was in the clinkered set, had /6h/ /6h/ not /6h/ \6h\, the latter is now there to have pitch cooling


///
to do

merge leather making for punt with leather making for kota

test clinker building in regards to time.
note an unskilled improper equipped character being blocked is actual correct for this advanced water craft

possibly include vanilla "transport" menu items to check consistency on placement. if so rename files to brygun_transport rather than watercraft

 

Title: Re: Brygun's Added Items
Post by: Brygun on December 22, 2018, 10:21:21 PM
Today's work on the watercraft

Leather punt now draws on Bouidda's hideworking  Kota making sheets. This removed one entry line.

Can no longer remove the leanter punt's tarp
(lots of logic issues with out much gain to game play)

Clinker punt gained one entry line for a middle clinkering stage. Now 12 boards thus 6 per side.

# nails per pound investigated with an increase on the #x# nails needed for the clinker boat

Price of clinker boat increased due to value of now #15# nails

Time to work on Birch-bark punt set to /6h/ steps in support of concerns of low-skill, low-equip characters building a boat. Has few calls for tools.

Finnish punt also now using /6h/ steps though has various tool calls. A moderate skill low equip  or a low skill medium equip character hopefully can build the vanilla game's punt

Added Draw knife as a specialized boat building tool

Clinker punt still uses /8h/ as a 'late game' challenge to have the skill and custom tools to be able to build the largest of the watercraft
Title: Re: Brygun's Added Items
Post by: Brygun on December 22, 2018, 11:51:59 PM
Renaming mod entries for me and Bouidda

Split trunk -> Quarter tunk

Split half trunk -> Short quarter trunk

To move toward item names like

Prepared quarter core

Prepared short quarter core

or decorated quarter cores etc

which can then be used in recipies where the split trunk was.

Title: Re: Brygun's Added Items
Post by: Brygun on December 22, 2018, 11:56:20 PM
 :o

And this is the point I realize Bouidda's original recipe created 4 split trunks though the text says you are splitting it in half
Title: Re: Brygun's Added Items
Post by: Brygun on December 23, 2018, 01:15:12 AM
and another update

Split trunks were changed to quarter logs and now start with a log not a trunk

reason: you are trimming them for fine crafting and thats really a log

Split half trunk renamed to short quarter log

These renames affect my watercraft and Bouidda's bowyering and Bouidda's axe haft

In my own tweaking of the axe haft making I now have it produce 4 hafts with time = (time x 4). As I feel a quarter of a tree can be vertically cut into more than one axe handle. 4 radially seemed reasonably. This means a  felled tree now makes 32 axe hafts where as originally it was 4 total.


some tweaking on the clinker

Its now #16# total nails

Staffs not stakes are now used in the first step to be braces. Reason: The ship's sides will get tall and I dont see stakes as being that tall.

The idea of a "prepared quarter log" was dropped. Its pretty well prepared by the debranching of starting from a log not trunk


>>>

Clinker ribs are now made using short quarter logs. You would get the different hardness of core wood rather than a staff. There would be a lot of the wood removed though.

Oh.. and I forgot to mention... from earlier today

Leather Punt woven boat frame now uses branches, lots of branches, to make the weave.

Leather punt's woven boat frame now uses slender trunks as the initial holders for the weaving. Reason: now you dont need to make boards for this early technology punt.


>>>

Feed back is requested on the punt weights and suggested flotation.

I am concerned if someone can carry the clinker punt as that is needed for portages.  I am trying to moderately correct the weight on each stage with some loss of wood for shaping.

>>>
Prices are a hard guess as these are very complex builds object so should be worth ... something. I am basing the cost of each as roughly a factor on their weight. The vanilla punt being AFAIK 90 price for 90 lbs.

Roughly speaking

Leather punt needs to be worth more than the leather that went into it, but not by too much

Birch-bark isn't as durable as the Finnish punt and also it doesn't float as much. So Birch-bark price/weight is less than 1.

Finnish punt is the vanilla baseline AFAIK price 90 for weight 90 making it 1:1. Represent the most that can be done with using one tree by how the sides are folded out (Thanks Erkka).

Clinker punt is massively complex, requires lots of iron, specialized tools and good skills. It is the only one of the punts that is made to be massively bigger and more seaworthy than what can be done with one tree.

>>
I wouldnt commit a character to building a clinker yet though. there could be changes still to come  and it is a costly productions

>>

Opinion:

In the video on making the Finnish punt that Erkka gave us they added a board to each side. In affect one layer of clinking. Erkka stated he didnt think they used those historically so they were left off.

Would it be of interest to allow expanding the Finnish punt?

(which also means seeing if we have a line entry to free up.
Woven boat frame could be moved to lumber for instance)
Title: Re: Brygun's Added Items
Post by: Brygun on December 23, 2018, 03:27:48 AM
I did a review of the weights per step for the clinkered punt. The per step jump in weigth is now explained as X from this and Y from that.

It came out even higher  ::)

at 310 lbs  :o

Which im pretty sure is beyond anyone's ability to lift.

Thats not completely bad as the big boat is supposed to be on the water.  :P


 It would also explain why typical NPC uses the Finnish punt which can be carried about.

The clinker would work for someone on the sea or along the major river networks and lakes.

A one person portage of a 310 lb clinker is going to have to be a push the boat.


>>>

Im not sure what the upper limit for carrying is but I think 310 is beyond most characters even in their undergarments.
Title: Re: Brygun's Added Items
Post by: Brygun on December 23, 2018, 03:34:00 AM
Maybe if I reduced it from 6 strakes (clinkers) per side to ...

3?
~250 lb final

or

4?
~270 lb final


Title: Re: Brygun's Added Items
Post by: Signatus on December 23, 2018, 03:35:54 AM
I'm pretty sure some (all) of my Kaumo characters can lift 310lbs... I can carry 5-6 slender trunks before being unable to move. It would still be hard to move with both the punt and equipment.

Do you have a picture of what this clinkered boat is supposed to be? Might be easier to determine if it should be liftable or not
Title: Re: Brygun's Added Items
Post by: Brygun on December 23, 2018, 04:12:45 AM
Its been hard to get a picture but this one is fairly good

http://www.vikingskip.com/innherredsbaat.htm

Based on the pictures Im okay with lowering it to 4 strakes per side

Title: Re: Brygun's Added Items
Post by: KKarlssoNN on December 23, 2018, 04:23:24 AM
What if there was a way to use multiple straight logs underneath to roll the bout out to the water, like a conveyor belt with no belt just rollers.

I watched this video about viking bouts. It's about longships but it has info about pre longship building and clinkers. May or may not be useful.

There's one part where there's a diagram showing the stages. The building starts on land than moves closer each stage eventually ending up in the water for the final stage where it would be the heaviest. These bouts are probably bigger than what you are after, not really one man jobs. Could a NPC be hired to help?

 https://www.youtube.com/watch?v=tEROvgTrjuU
Title: Re: Brygun's Added Items
Post by: Brygun on December 23, 2018, 04:40:29 AM
The issue comes down to having the clinker boat able to portage or note. Portage as in to carry or move overland from one body of water to another. Currently the game doesn't allow weight of one object to be shared over multiple bearers.

I'm fine if the clinker punt comes down to a near-naked portage. It makes it a challenge to decide what little to carry with you over hopefully short trips. If you have to make lots of portages that is where the others work out.

I did a lot of rethinking, remeasuring and calculating on a 4 strake clinker and its coming in ~250 lbs. Means you could carry it, clothes and a limited weapon supply.  You would likely need to make a shelter/map marker where you dump the cargo then come back for it (or move the punt last). This is fine. That is what fur traders in Canada did back in the day.

Title: Re: Brygun's Added Items
Post by: Brygun on December 23, 2018, 04:46:05 AM
Only just found this website and it appears to show construction well

Im not sure of the size of their boat but preliminary puts at about twice the length but same height as the clinkered punt.

https://www.vikingeskibsmuseet.dk/en/professions/boatyard/building-projects/previous-projects/the-small-boat-from-gokstad/#top

Title: Re: Brygun's Added Items
Post by: Brygun on December 23, 2018, 04:50:02 AM
I might use the freed 6->4 strake slot to add a "paint and seal the outside" step of the clinkered boat.

Probably add 5-10 lbs for 260 lbs range.

//

Ive also been debating adding some [Cloth] consumption as caulking in the seams along with the pitch glue.

Title: Re: Brygun's Added Items
Post by: Frostbit on December 23, 2018, 05:19:23 PM

Also, for some reason I'm not able to use any cords for the .Sewn bark hull. step. What could be the issue? I even made the vanilla cords to no avail. Are cords not Tying Equipment?

Erm... i thought Tying Equipment meant all types of cords and ropes from vanilla plus any mod with those as base objects

If thats not the case Ill have to rethink some things.


I ran into the same thing and can't remember exactly where the problem was since I have so many different mods installed along with my own silly creations, but one or more of the base items was written as "cord" instead of "Cord". I changed them all to the latter and it fixed the issue for me.
Title: Re: Brygun's Added Items
Post by: Signatus on December 23, 2018, 05:42:50 PM
I'll have to test that and see how it goes. It's weird because they are derived from "Cord" so it shouldn't matter what it's called.

As for the finnish punt, it can hold 44 logs and still be usable (45 logs = 18000 lbs = 200 × WEIGHT) but for some reason it couldn't carry all my loot (weapons and tools) from my test run trading through Driik. I had to carry the bags of salt to be able to row, but that doesn't explain how it was overloaded... it surely wasn't at 18000lbs already. Any idea what causes such overloading? Is there an item limit?

Perhaps the game lets trunks or logs be easier to carry on a watercraft to simulate towing wood?

I'll try to test an inferior vs a fine finnish punt for any difference in carrying capacity. I'll also try to measure the carrying capacity in bags of salt or raw pikes for a more precise value. Also, Brygun, there's an extra space between "name:" and "finnish punt".
Title: Re: Brygun's Added Items
Post by: Frostbit on December 23, 2018, 05:57:58 PM
Yeah, I just tested it and both "cord" and "Cord" work as "Tying equipment" so the problem was most likely something else I tweaked. I'll keep playing around with it and see if I can figure out what went wrong...er, right.
Title: Re: Brygun's Added Items
Post by: Brygun on December 24, 2018, 02:32:22 AM
Thanks for everyone testing and word checking.

Finnish punt extra space in name removed, thank you

Right now AFAIK I have no control over the weight the boats can carry. AFAIK it is factor Y times the weight of the craft. Hence I designed the different tiered punts to also stage their final weight.

There is some # item limits in regards of avoiding other glitches. So that might explain the bag thing.

Clinkered punt still undergoing revisions.
Title: Re: Brygun's Added Items
Post by: Brygun on December 24, 2018, 02:37:17 AM
On cord

{* cord} which is in some steps must find the phrase cord in name

{Cord} is any item with the base object cord

The trend in thinking is to do things like

Split spruce twig {Cord} can hang meat but NOT be used in better crafting like sewing the canoe

Cord (vanilla) meets {* cord} and {Cord} can be used in the more advanced crafting

Birch-bark cord {* cord} and {Cord} can be used in the more advanced crafting

Sexy string will only match {Cord} recipe calls

Ill have to check what the source in Bouidda is.

Do you remember what specific object name you were trying to use
 
Title: Re: Brygun's Added Items
Post by: Brygun on December 24, 2018, 02:48:47 AM
Update for watercraft

Splitting logs into quarters now has a half log step. This may be useful to later recipes or for roleplaying an outdoor bench. You make a half log then twice make those into quarter logs. Then can make each into short quarter logs. Those then used for bows or axe hafts

Birch-bark steps no longer use {* cord} all now {Tying equipment}. The first use is tying frame together which doesn't need quality. Later sewing should be better quality but then you are covering the stitch in glue anyway.

Finnish punt has extra space in name removed

>>>
Clinker punt

Final build weight now 260

Caulking strakes now part of clinkering

Clinker caulking material represented as 1 x Branch more just as a teaching step that some form of material should be there. Many sources or types of plants could be used. I think this is a simple way to get the point across.

Painting hull now part of the step installing ribs

>>>

I think clinker punt could be tested.
You might want to use short cuts to get tools.  Below are tester cheat sets without the full properties. As the game recipes just look for names and base type these should do for testing.


.Adze axe. "Carving Axe" /1/
{Rock} '+freebie for testing'

.Drawing knife. "Knife" /1/
{Rock} '+freebie for testing'

.Iron hammer. "Mace" /1/
{Rock} '+freebie for testing'

.Iron nails. "Hunting Horn" /1/
{Rock} '+freebie for testing'
[MATERIAL:iron]
[WEIGHT:1]
[PRICE: 20]
[TILEGFX:bc-billet]



and so on


(zip file removed as an error was promptly reported. fixed file in a new post)
Title: Re: Brygun's Added Items
Post by: Signatus on December 24, 2018, 03:24:55 AM
.Quarter log. is using {Log} as input, rather than a {Half log}. I think it's a pasting error because the comment is the same, about splitting into quarters.

Wait... maybe you just forgot to make it create 4 items rather than 2 on the quarter log?
Title: Re: Brygun's Added Items
Post by: Brygun on December 24, 2018, 03:30:13 AM
oooooppps

 :P
Title: Re: Brygun's Added Items
Post by: Brygun on December 24, 2018, 03:44:05 AM
Quick update

Quarter log now properly comes from a half log

Radial board added. This is just splitting a quarter log lengthwise to make board like pieces. In the base game stone axes had trouble making boards due to "takes too long". Now the process is broken into half log -> quarter log -> radial board so the stone axe user can get to boards.

Note the short quarter logs now use base object "Block" so no longer count as boards. No need to duplicate that feature. The short section might not match board intents anyway. It certainly is meant as you might use a block for big carving.

>>>

a quick reupload done to also fix the half log/quarter log text

>>>

another quick change coming so a new zip
Title: Re: Brygun's Added Items
Post by: Brygun on December 24, 2018, 03:54:44 AM
Clinkered punt steps for adding the strakes changes {* board} for specifically {Radial board} which is now part of the mod.

Radial boards have better structural properties with how the growth rings go through them and how they are split along natural fiber lines. This is desirable in the ships. This is consistent with the drawings for real builds I've seen.

I am assuming that the vanilla boards are more done for maximum area coverage for houses etc and not necessarily for maximizing the strength the way radial boards do.
Title: Re: Brygun's Added Items
Post by: Brygun on December 24, 2018, 10:35:22 PM
Started some clean up and prep for merging the original Brygun_Add items

The zip file is given the 010 version number to coincide with the recent Watercraft version.

Brygun_add had some name adjustments to only capitalize the first word. I think and hope this shouldn't cause any problems.

This one includes the plans for wooden storage containers up to barrel size.
Title: Re: Brygun's Added Items
Post by: Brygun on December 24, 2018, 10:48:27 PM
Here I am presenting goals for the mod work.

Short term:
Confirm watercraft is working including the clinkered punt

Biy (build it yourself) updates to use barrels from my wood containers

Biy attempt alternate names for rain barrels for water to see if they can work that way

>>>>>>

Mid term:
Merge content into one set of files , like Signatus had started doing.

This includes removing and editing the source Bouidda files (e.g. the bows now shouldnt call for split logs but short quarter logs). There is also Privateer's fish cuts (edited on time and possibly which menu it is in) and Fataal's hardtack.

Njerpez cookery is sounding well recommended though I haven't used it yet.

method for making and mending Lamellar armor,
Lamellar IMHO is steel billets made into plates mounted on leather. (Erkka or Sami can you confirm this?)

Method for making and mending iron armor including helmets
Tools to require ball hammer

>>>>>>


Long term:


method for making and mending chain mail armor,
Chain armor being riveted. Wire would need to be made. I dont think we need a rivets item and just account for rivets as coming from the wire.
chain armor tools to include "Draw block", "Iron wire", "Pliers" x 2, "Iron cutters", "Rivet set" (from a rock).

Possibly introduce an iron anvil for producing better goods or bonus in production. Easiest method is to have iron anvil a big skill bonus to come out as fine or materwork vs the stone anvil rough or decent.
Would require adjusting all {* anvil} recipes to remove the [noquality] tag on anvil lines

Inspect and possibly integrate Privateer's mod for improving weapon skills with the dummies. I have mixed views on killing folks for parts.
Title: Re: Brygun's Added Items
Post by: KKarlssoNN on December 24, 2018, 11:58:18 PM
Sounds good looking forward to it!!!
Title: Re: Brygun's Added Items
Post by: JEB Davis on December 25, 2018, 01:09:29 AM
In case you have not seen the mod for salvaging lamellar scales from enemy armor, here it is.
When I changed the original, it is noted.
Assuming lamellar scales are sewn onto leather backing, I recommend adding the appropriate leather garment into the recipes... not sure why I didn't think of that long ago and add them.

//
// JEB included 2018-01-03
//        for UrW 3.50
// JEB's modifications noted below.
// Credit for this mod is not mine, it was found on the old forum.

[SUBMENU_START:Armor]

.Lamellar Piece.    "Rock" [effort:0] *COMMON* /2/ [noquality] [patch:10]
{Knife}
{*lamellar*} #0.2# [remove] [patchwise]
[WEIGHT:0.18]
[MATERIAL:iron]
[ARMOUR_MATERIAL:lamellar]
[TYPE:valuable]
[PRICE:0]
[TILEGFX:fw-lamelpce]
// JEB: added [PRICE:0], added [TYPE:valuable]

.Lamellar Hauberk. "Lamellar Hauberk" *HIDEWORKING* [effort:1] [phys:hands] %-30% /300/ |-1|
{Lamellar Piece} (175) [remove]
{Tying equipment} #3.5# [remove]
{Knife}

.Lamellar Cuirass. "Lamellar Cuirass" *HIDEWORKING* [effort:1] [phys:hands] %-30% /240/ |-1|
{Lamellar Piece} (75) [remove]
{Tying equipment} #1.5# [remove]
{Knife}

.Lamellar Forearm Guards. "Lamellar Forearm Guards" *HIDEWORKING* [effort:1] [phys:hands] %-30% /80/ |-1|
{Lamellar Piece} (20) [remove]
{Tying equipment} #0.4# [remove]
{Knife}
// JEB: changed to %-30% like all the others, was %-15%

.Lamellar Shin Guards. "Lamellar Shin Guards" *HIDEWORKING* [effort:1] [phys:hands] %-30% /80/ |-1|
{Lamellar Piece} (45) [remove]
{Tying equipment} #0.9# [remove]
{Knife}
// JEB: changed to %-30% like all the others, was %-15%

.Lamellar Rerebraces. "Lamellar Rerebraces" *HIDEWORKING* [effort:1] [phys:hands] %-30% /60/ |-1|
{Lamellar Piece} (25) [remove]
{Tying equipment} #0.5# [remove]
{Knife}
// JEB: changed to %-30% like all the others, was %-15%

.Long Lamellar Hauberk. "Lamellar Hauberk" *HIDEWORKING* [effort:1] [phys:hands] %-30% /360/ |-1|
{Lamellar Piece} (190) [remove]
{Tying equipment} #3.8# [remove]
{Knife}
[WEIGHT:38]
[ARMOUR_COVERAGE:long_hauberk]

[SUBMENU_END:Armor]


Title: Re: Brygun's Added Items
Post by: Signatus on December 25, 2018, 02:58:23 AM
Quote
Lamellar armour consists of small platelets known as "lamellae" or "lames", which are punched and laced together, typically in horizontal rows. Lamellae can be made of metal, leather cuir bouilli, horn, stone, bone or more exotic substances. Unlike scale armour, which it resembles, lamellar armour is not attached to a cloth or leather backing (although it is typically worn over a padded undergarment).

I just wanted to point this out from wikipedia, because you seem to be making the wrong assumption. It's essentially something like {* plates} and {* cord}.
Title: Re: Brygun's Added Items
Post by: JEB Davis on December 25, 2018, 03:06:08 AM
Quote
Lamellar armour consists of small platelets known as "lamellae" or "lames", which are punched and laced together, typically in horizontal rows. Lamellae can be made of metal, leather cuir bouilli, horn, stone, bone or more exotic substances. Unlike scale armour, which it resembles, lamellar armour is not attached to a cloth or leather backing (although it is typically worn over a padded undergarment).

I just wanted to point this out from wikipedia, because you seem to be making the wrong assumption. It's essentially something like {* plates} and {* cord}.
I stand corrected, thank you Signatus... and I knew better actually *duh*.
Title: Re: Brygun's Added Items
Post by: Brygun on December 25, 2018, 05:01:53 AM
Thank you both.

Jeb, its a wonderful thing when modders work together like this.

>>>

Trivia:


I'm a retired SCA Marshall and once made a coat of plates hung on canvas

>>>>

I'm currently testing the barrel recipe. Which now using {*cord} with no space grabs the right item. Oddly the barrel will hold the desired water but the barrel's own weight keeps coming up as 4 not the requested value


.Caulked barrel. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /240/ /30/ %15%
{Board} (8) [remove] [ground]
{*cord} (4) [remove] '+as banding'
{Caulking} #4# [remove] '+caulk seams'
{* pot} (1) [ground] '+to hold hot caulking'
{Fire}      '+to soften pitch'
{Firewood} (4) [remove] [ground] '+to sustain fire'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'
[TYPE:container]
[WEIGHT:80]
[CONT_CAPACITY:267]
[PRICE:178]
//Sliding price-capacity now 2:3
Title: Re: Brygun's Added Items
Post by: Brygun on December 26, 2018, 01:23:55 AM
Project update:

Henceforth this is the "Brygun and community" mod, BAC mod for short.

The attached zip includes the first of these. Bedlam's Nerjpez cookery is now fully integrated.

Bouidda's mod should still be installed first though evenutally I intend the BAC zip to include everything. For now delete your Bouidda cookery files to save menu space.

Only have my biy_ file in your directory when you want to build my style thing. This is due to the "last recipe output" style of the base game. I hope to experiment with alternates around this but that hasn't been done yet.



>>>

On item programming:

Caulked barrel wrong weight is still under investigation

A new tool "auger" has been added and is now a mandatory for the great complexity build known as the clinkered punt.

Clinkered punt is still looking for testing and feedback


Title: Re: Brygun's Added Items
Post by: Brygun on December 26, 2018, 04:38:08 AM
Headache making progress report...

Cask will generate correct weight

Keg and barrel will not

 :o
Title: Re: Brygun's Added Items
Post by: Brygun on December 26, 2018, 05:01:17 AM
As is BAC update

Still cant get keg and barrel to have their right weight. Even using a fresh cut and paste of cask.  :-\ :-\ :-\

Bouidda's wooden tub now grouped with the caulked tubs. May later move them all from "lumber" to a new menu like "carpentry". Bouidda's simple tub recipe balanced as taking longer, lower quality, lower price while using much simpler materials, as in no caulking so no pot needed. Works as an early game tub to solve things, like having one in the smithy to be able to make a pot to make the caulked tubs.



Title: Re: Brygun's Added Items
Post by: Brygun on December 26, 2018, 05:08:37 AM
Signatus cooking recipes and tweaks will be in the next update.

Just happened to browse a file set he sent me and they were good ideas.

 ;)
Title: Re: Brygun's Added Items
Post by: Signatus on December 26, 2018, 08:49:15 PM
I'm looking through the latest files at the moment and I noticed that the auger recipe is asking for an {Axw}. I've also noticed in several places that you have e.g. /8h/ /2h/, with the same slashes for both... does this make a difference? Example:

.Caulking. "Hunting horn" [patch:3] [noquality] [phys:arms] [effort:0] *CARPENTRY*   /15/ /30/  |-2|

For comparison:

.Clay kettle pot. "Pot" [effort:0] [phys:hands,one-armed] *COMMON*    /20/ \2h\

Edit: .Short quarter log. needs to be based on "Block of wood", not "Block", otherwise it won't even show up on the menus
Title: Re: Brygun's Added Items
Post by: KKarlssoNN on December 27, 2018, 01:01:07 AM
How do i make fish cuts, can't find it in the menus, I've just been roasting them? Is it the preservation recipes?
Title: Re: Brygun's Added Items
Post by: Signatus on December 27, 2018, 01:16:47 AM
It's .Clean fish. at the end of the "Added items" menu. You can then roast the cuts too
Title: Re: Brygun's Added Items
Post by: Brygun on December 27, 2018, 01:27:31 AM
Signatus thanks for catching those

One set of /#/ is the build time, default unit is minutes

\#\ is the cool down or hold time. When you are done the work this is the delay before you can pick it up. For recipes involving caulking or glue I like to have a delay to show things drying and cooling.

Title: Re: Brygun's Added Items
Post by: Brygun on December 27, 2018, 01:34:31 AM
Quick patch for the issues Signatus just reported on

Title: Re: Brygun's Added Items
Post by: Brygun on December 27, 2018, 01:36:31 AM
It's .Clean fish. at the end of the "Added items" menu. You can then roast the cuts too

FYI the original "Lumber" location was getting full so it got moved to Added items.
Title: Re: Brygun's Added Items
Post by: KKarlssoNN on December 27, 2018, 02:17:24 AM
Oh... I've been using Signatus's file that he uploaded and its missing from the diy_zz_brygunadd.txt. I'am going to replace it with diy_Brygunadd.txt from BAC mod v003. Hopefully it dosn't mess anything up. I'am waiting for the next update that adds Signatus stuff before switching to BAC.

I'am quite enjoying my time with the game. Went through 3 characters very quickly before my current. I did the game course\task that gives you the free fishing rod, key to survival. I'am able to sustain myself now.

EDIT 1: It's there now haven't used it yet though!

EDIT 2: Looks like there is changes to stuff in some of the menu's, not a big deal still just doing basic unadvanced stuff. As Signatus mentioned, and looking through the files, he had stuff organized differently, so some stuff might be wonky. I'll be good till I switch over.   
Title: Re: Brygun's Added Items
Post by: Brygun on December 27, 2018, 03:01:57 AM
Taking a break from the blocked keg/barrel issue for work on the integration

The following menudef_BAC is being set up for future work

Title: Re: Brygun's Added Items
Post by: Signatus on December 27, 2018, 03:18:13 AM
Oh... I've been using Signatus's file that he uploaded and its missing from the diy_zz_brygunadd.txt. I'am going to replace it with diy_Brygunadd.txt from BAC mod v003. Hopefully it dosn't mess anything up. I'am waiting for the next update that adds Signatus stuff before switching to BAC.

I'am quite enjoying my time with the game. Went through 3 characters very quickly before my current. I did the game course\task that gives you the free fishing rod, key to survival. I'am able to sustain myself now.

EDIT 1: It's there now haven't used it yet though!

EDIT 2: Looks like there is changes to stuff in some of the menu's, not a big deal still just doing basic unadvanced stuff. As Signatus mentioned, and looking through the files, he had stuff organized differently, so some stuff might be wonky. I'll be good till I switch over.

Yeah sorry mate, I had 3 or 4 mods at the same time and it was getting messy so I grabbed Buoidda's and brygun's changed as a baseline and then went through the files I had to see what I wanted to keep, like the road and well. I organized it by menus (mostly) and also reordered them on the menus. You can still copy and paste brygun's updated recipes into the appropriate submenu files, but it can be a bit of a hassle.

Edit: look in the zz_glossary, it should have most of those missing recipes
Title: Re: Brygun's Added Items
Post by: Brygun on December 27, 2018, 04:50:00 AM
Meanwhile back at in the Bat Cave...

Im about to release the integration file set

Title: Re: Brygun's Added Items
Post by: Brygun on December 27, 2018, 04:57:40 AM
https://www.unrealworld.fi/forums/index.php?topic=4712.0

The above thread is where all further comments and discussions should take place.