UnReal World forums

UnReal World => Modding => Mod Releases => Topic started by: Brygun on December 27, 2018, 04:51:44 AM

Title: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on December 27, 2018, 04:51:44 AM
BAC stands for Brygun and Community.

While I have several contributions to the modding community over the years this collective involves the works of many. My own Brygun Added items initially covered some gaps in the survival options and opportunities in the smithing activities. Further development of the now many modders integrated mod will take place in this thread. A list of major contributions is among the Readme files.

I will endeavor to keep this post as showing the most current zip to download. If you believe this to be outdated contact me advising of a link to the post with the newer version.

A supporting mod has started to use the in game encyclopedia to provide information on how various crafting methods work.
https://www.unrealworld.fi/forums/index.php?topic=5540.0

A wiki has been setup to help people navigate the many options of this mod. It is at:
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide

One major mod type left out of the BAC is graphical conversions of vanilla objects. There is at least one, if not more, of these. These don't affect craft recipes which is the focus of the BAC project. BAC does add non-vanilla graphics. The project decision is that the graphical overalls be left out of BAC and left to user discretion.

One of these is known as "Jaredonians Character Models + Distinct Tribes v3". As far as I know it can be installed and removed independently of all the crafting menus. 
It is at:
https://www.unrealworld.fi/forums/index.php?topic=37.0

To allow easier compatibility with other mods, such as Privateer's profession mods or his mead mod, at least one menu letter is available. This will mean the user can self-edit at least the incoming mod's menudef file and/or adjust recipes to be in the existing menus somewhere. Due to the infinite possibility of other mods this menu gap is most that can be done within a widespread compatibility mod program.

Install directions are in the Readme BAC mod.txt file

>>>>

Local actions you might need to do:

= Menu scrolling crashes game:
If at times you see in your UnReal folder "truetile" a BAC .zip you should delete that .zip. Copying in a new BAC does not remove that file so if present from earlier versions needs to be removed manually.

= MAC users the graphics have lots of green background:
From community member caethan:
This is a known issue that shows up on Macs - they don't show PNG files with an alpha layer properly.  So you just have to get rid of the alpha layer.

You can fix them with the default Preview app:

Open the offending file(s) in Preview
Command-Shift-S to Duplicate (make a copy)
Command-S to Save
Deselect the Alpha checkbox
Save over the original file

If you want something you can do in bulk, ImageMagick is free: https://www.imagemagick.org/script/command-line-tools.php


>>>>

Known issues:
= Caulked keg and barrel don't come out with the right weight
Title: Re: Brygun and Community Mod
Post by: Brygun on December 27, 2018, 04:52:19 AM
Beta test files

Reserved for next time a steam beta version is being tested.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 27, 2018, 05:00:45 AM
Reserved

old text very outdated with this post being well positioned for future uses.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 05:48:18 AM
Looking good! ;D I just finished testing building a Clinkered punt, and found some tiny issues:

- The items were going to my inventory due to the slashes, but it seems you corrected that one.
- {Block} needs to be {Block of wood}. Also, Short quarter logs aren't usable as blocks
- Lower and Upper clinkering steps have {Fire} twice. Also the amount of ingredients makes a mess of the menu, but I'm not sure if there's a solution
- The final step for some reason didn't say "Preferably a Draw knife" and didn't go for the one right beside me, choosing a masterwork hunting knife instead.

It was all decent until the final step, where it became an inferior clinkered punt. I did have a rough Iron hammer, but still... might've been the inferior boards, though.

Some of the steps took way too long, upwards of 10 hours, to the point I was malnourished, lol. I wonder if the effort or the time should be reduced?

I just looked through these files and it seems that Earthenware has some duplicates in the diy_BAC_Crafts, they are present in the earthenware file already.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: KKarlssoNN on December 27, 2018, 05:55:16 AM
Fucking A bud, your the champ Brygun!!! Thanks Signatus for the support!!!

Looks like there's doubles of items in barkware and i can't find a stone axe. All i can find so far.

Things are organized differently here and there as well as different keys for various things but its nothing I can't get used to it, I'am sure things have to be different because of the added stuff.

Are you guys using any other graphic mods besides "Jaredonians Character Models + Distinct Tribes v3"
 
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 05:58:21 AM
You can still find the vanilla Stone-axe in the Weapons menu, can't you?
Title: Re: BAC Mod = Brygun and Community Mod
Post by: KKarlssoNN on December 27, 2018, 06:01:52 AM
Oh ya... my mistake. It was in a different spot!

Are roads and wells included in this?I added tiles from caethan's sufficiency mod so I wasn't missing any using Signatus's version.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 06:09:12 AM
Are you guys using any other graphic mods besides "Jaredonians Character Models + Distinct Tribes v3"

Personally I'm only using that one, but this includes GFXs from various sources. Good thing Brygun included the truetile folder :)
Title: Re: BAC Mod = Brygun and Community Mod
Post by: KKarlssoNN on December 27, 2018, 06:19:39 AM
Looking at "B_B Dec 2018" there's more tiles. They seemed light in current version. Also, I remember I had a GFX tile from that sufficiency mod, not sure if i was using it or not.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 06:30:56 AM
Doesn't seem like Roads and the well are, but it should be easy to add to the BAC_alternates.txt file. I remember the road used the "ter-road" GFX, but the well is just a water tile if I'm not mistaken. I thought about/tried making a well graphic but I really suck at graphics...

The problem with the well is that you can't have both a Water catcher (the one Brygun added) and a Well recipe at the same time. So at least one of them will be commented out to be included
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Dungeon Smash on December 27, 2018, 05:12:15 PM
re: cookery -
Is it redundant to have "Dry meat soup" and "Smoked meat soup", when the Njerp cooking mod already includes Borsch and Goulash?  Borsch is basically dry meat soup, and Goulash is basically Smoked meat soup, just with more options.

 I think this community mod is a great idea, by the way.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 27, 2018, 11:38:18 PM
re: cookery -
Is it redundant to have "Dry meat soup" and "Smoked meat soup", when the Njerp cooking mod already includes Borsch and Goulash?  Borsch is basically dry meat soup, and Goulash is basically Smoked meat soup, just with more options.

 I think this community mod is a great idea, by the way.

The Borsch is a very versatile recipe which can be made only with raw meat, only vegetables, only dried stuff... or all of them! In a pinch you can always make some Borsch, even if not optimally nutritious.

As for the smoked and dried soup, you might have a point... perhaps they just need the values adjusted, and maybe some [optional] tags? I think the smoked one at least makes sense, so that you can make simple soup out of smoked products. Also keep in mind that both of these soups are [boil]ed, while the goulash is [bake]d. I believe you need a burnt-out fire in a fireplace to bake, right? If so, this makes them functionally different.

-><-

I've found a few duplications and issues:

- .Broadhead arrow. is in the fletching file, should be removed from the ironworking one
- The BAC_Crafts.txt file has the Barkware and Earthenware menus, which can both be removed now
- I added [NAME:Arrow] to .Fur-fletched arrow., just so all arrows stack and whatnot. Functionally there's no difference
- I just noticed the .Root Rope. in the Added items menu is using the *SURVIVAL* skill... does this do anything in the current version? Just change it to *COMMON*? RIP, fire-starting skill :)
- .Short quarter log. needs to be derived from "Block of wood", not just "Block"
- BAC_Bowying.txt is duplicated in its own file... it starts again at the end

-><-

Carpentry menu seems like a good idea... I'm just wondering if some recipes should change {Wooden tub} to {*tub} in order to use them. For example, .Iron hammer. wouldn't let me use the .Simple wooden tub. as a {Wooden tub of water}, but {*tub of water} worked and should let the new "tubs" be usable as well.

I noticed you didn't include the pine tar gathering and glue-making... from my testing it seemed unbalanced (much easier to use birch-bark), but I'm wondering if it could be balanced somehow. Is pine tar or resin usable as glue on its own? Maybe being able to let it collect the resin for a few days or more but then get usable {*glue}, except perhaps for some more specific/complex projects which would require proper pitch glue? It feels like resin should be a low-tech way to get some glue-y material, which could be balanced by the preparation time collecting it.

-><-

Edit: Just tried making a Cask-style tub, but {* pot} doesn't accept normal pots (nor a fine pot). I guess it has to be changed to {*pot}

Just made a Keg-style tub, and its weight was 3 lbs. What the hell? o.O I see no reason why this would happen, except that it's the exact amount of Caulking being used. Could it be fixed by making caulking in pieces of 1 lb, rather than 2, and making the recipe then take "{Caulking} (3)" rather than the #3# as it is now?
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 05:20:14 PM
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 05:33:17 PM
It will be easier on my groggy state of mine to work and reply on each feedback message in sequence. Then, hopefully today, I will upload a fresh zip set.

Great thanks to all those assisting in the BAC mod project.


Looking good! ;D I just finished testing building a Clinkered punt, and found some tiny issues:



Clinkered punt (huge thanks for testing!)
= {Block} >> {Block of woof} done
= {Fire} twice in recipes collected and firewood totals added together
= <Draw knife> not scanning right.... unresolved
= Time is high, intentional to make it something to do as a super project, could take a break in between days to rest. The extra day to recover malnourished seems okay as some tools and skill checks seemed to add less than ideal time.


Question:
Did "{Axe} <Adze axe>" work properly?

OtherL
= Earthenware BAC_crafts entries deleted as duplicated in BAC_Earthenware
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 05:55:19 PM
Fucking A bud, your the champ Brygun!!! Thanks Signatus for the support!!!


= Adding to mod and for zips "Readme BAC unresolved.txt" to quote the header in that file

Quote
This file has two funtions:

=1= To list bugs, errors and the like that have yet to be fixed for some reason

=2= To store comments on some of the controversial design choices. For example how long the clinkered punt steps take.


= Different organization of keys
Im not married to any particular assignment of keys for the menudef_BAC.txt
The only critical thing is to leave 1 or 2 or 3 letters unusued so people can add in other special project mods like the variety of ones Privateer has

= "Jaredonians Character Models + Distinct Tribes v3" is not integrated. As far as I know it can be installed and removed independently of all the crafting menus.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 06:00:51 PM
Looking at "B_B Dec 2018" there's more tiles. They seemed light in current version. Also, I remember I had a GFX tile from that sufficiency mod, not sure if i was using it or not.

Woooops

I think I was in Brygun_add mode vs BAC mode

BAC does need all the Bouidda tilesets

All Bouidda tiles added

Hard to know if I missed a special selection so I hope they are all there.

AFAIK any missing tiles for carried items wont cause critical errors
Title: Re: BAC Mod = Brygun and Community Mod
Post by: JEB Davis on December 28, 2018, 06:01:18 PM
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.
Dang!    Are you okay?
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 07:23:06 PM
Doesn't seem like Roads and the well are,

Management of biy_XXX improved by having multiple boff_biy_BAC_alt_#.txt files which user manually turns on or off (by removing or restoring the boff_ portion of the name).

Road included in building menu
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 07:42:00 PM
re: cookery -
Is it redundant to have "Dry meat soup" and "Smoked meat soup", when the Njerp cooking mod already includes Borsch and Goulash?  Borsch is basically dry meat soup, and Goulash is basically Smoked meat soup, just with more options.

 I think this community mod is a great idea, by the way.

(etc etc)


Smoked meat and dried meat soup have different meat lines. The dried meat soup would not allow you to use smoked meat and vice versa. Just made sense to duplicate them with the one recipe line changed.

As for goulash I haven't tried it out yet so it might be more expansive. If you have the extra ingredients it would certainly seem like a Goulash. however if all you have is dried/smoked meat then its just a soup isn't it?  ???

Either way I don't see to much risk of needing more line entries within the cookery menus at this point so I'm inclined to leave both dried/smoke meat soup in.

>>>

= Broadhead arrow duplication removed

= Knife handle pieces moved to diy_BAC_boneworking.txt

= Root rope skill *SURVIVAL* changed to *COMMON*

= Short quarter log base object fix from "Block" to "Block of wood"

= diy_BAC_Bowying double list fixed

= Carpentry naming alternate tubs aka cask, keg, barrel is WIP as the keg and barrel are behaving oddly. It intend is a good idea to consider using {* tub} and {* tub of water} in other recipes. I will had it to the unresolved. Note this is also pending sorting out the keg/barrel bug:

= "Just made a Keg-style tub, and its weight was 3 lbs. What the hell? o.O "
And now you see why I was banging my head for a few days.

= Fix for cask etc of {* pot} to {*pot} done. Space interferes more than one would first think.



Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 07:45:28 PM

I noticed you didn't include the pine tar gathering and glue-making... from my testing it seemed unbalanced (much easier to use birch-bark), but I'm wondering if it could be balanced somehow. Is pine tar or resin usable as glue on its own? Maybe being able to let it collect the resin for a few days or more but then get usable {*glue}, except perhaps for some more specific/complex projects which would require proper pitch glue? It feels like resin should be a low-tech way to get some glue-y material, which could be balanced by the preparation time collecting it.


Missed that. Hadn't used your version yet. The matter is open to discussion and feedback. So long as the glue comes out to a {*glue} recipe things should be okay with being grabbed.

Currently the pitch glue is used in BAC as a self made glue with

#1# pitch glue = glue
#1# glue #1# branch = caulking
#1# glue #3# water = paint that dries to #2#

All need heating at about 1 firewood per hour

 
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 07:51:04 PM
Next version of BAC relesed

Updates include the last several posts by Brygun based on community feedback, finds and requests

biy_ handling changed a little so I suggest erasing/storing (biy*) (b as in bumblebee) from your Unreal World directory before install.

Possible other source of glue is still an open for discussion issue.

Readme_BAC_unresolved now explains some issues and decisions.

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 08:32:31 PM
oh...

HOORAY FOR A CLINKERED PUNT GOT BUILT! WOOOOOOO!!
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 08:41:15 PM
Re the "{Knife} <Draw knife>"  issue there is no [ground] command so the draw knife needs to be in your inventory.

For the "preferably" not showing im not sure. Does preferably only work with vanilla objects? this is why I asked to test is {Axe} "Adze axe" comes up with preferable as the adze is a modded in item.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 08:48:20 PM
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.
Dang!    Are you okay?

I regret not having enough injuries to be visible for police to charge him right away. You would think a blow hard dominated screaming "Crazy Russian" as the staff call him would have muscle to back up his mouth. Police are looking to get the witness testimony to charge him and remove him the area.

Only part that really hurts is my toe where he stomped on it. It hurts because he was fat!

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 09:33:05 PM
To communicate and co-ordinate adding to the mod set Readme BAC upcoming.txt which lists our various short and long term goals.

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 09:42:27 PM
Regarding rename recipes to use {*tub} or {*wooden tub} there are now clay containers that can also hold water. {*tub} allows both clay and wooden containers to hold the water for say smithing.

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 09:48:24 PM
To Signatus:

Can you please post in this thread the various recipes for your alternate {*glue} material. It will ease us all taking a look at it. Please suggest which menu to fit it into.  ;)
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Signatus on December 28, 2018, 09:59:43 PM
Pardon my absence I was assaulted yesterday and am pressing charges. A bit woogly today.

Damn, that sucks! I hope you're doing better

I regret not having enough injuries

Lol, said no one ever, or so I thought!

Quote
Only part that really hurts is my toe where he stomped on it. It hurts because he was fat!

Note to the devs: fat characters should deal more Kicking damage  ;D ;D ;D it's not just Sami getting injured in the name of science!

Re the "{Knife} <Draw knife>"  issue there is no [ground] command so the draw knife needs to be in your inventory.

You sure? I was dropping everything to build it, and some options don't require that tag, I think

Quote
For the "preferably" not showing im not sure. Does preferably only work with vanilla objects? this is why I asked to test is {Axe} "Adze axe" comes up with preferable as the adze is a modded in item.

I'm pretty sure the Adze axe was being asked as a preferable tool, but I can test it later. Can the asterisk be used on that field? For instance <Draw *>, just in case

Quote
however if all you have is dried/smoked meat then its just a soup isn't it?

I think those soups require vegetables as well, though. Not a big deal, really, but there's that. I'll test today if I can make goulash with a simple campfire

Quote
So long as the glue comes out to a {*glue} recipe things should be okay with being grabbed.

That's easy, it could just be called resin glue or pine tar glue. Some research is in order to understand how much one would need and details on the process. It is also possible to make pitch glue from it, I'm sure, but I don't know if it's an important distinction or if resin can be used in place of pitch glue in all projects.

However, it makes sense that you could use resin to make a Stone hammer or Caulking, no? This would make it ppssible to acquire glue without a pot, even if taking longer. Tapping the tree has to be roleplayed tho!

To Signatus:

Can you please post in this thread the various recipes for your alternate {*glue} material. It will ease us all taking a look at it. Please suggest which menu to fit it into.  ;)

If you can find the files I attached previously, it's in the zz_glossary under the Lumber menu. It was pretty simple though, and inefficient. Pine tar was collected 0.1 lb (or 0.5?) at a time based on some other mod and the pitch glue from tar recipe used the #5# requirement of the birch-bark one

By the way, is a birch-bark lace supposed to be the standard way to get birch-bark?
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 10:51:57 PM
to Jeb or others,

Can you repost Jeb's lamellar armor recipe list from the old thread?

I'd also like to add to it at least iron helm and maybe iron spectacle helm if someone has a recipe for those to toss into the mix.

Maybe steel elbow and knee guards of
{*steel billet} #??#
{*cord} (2)

An expanded list of lamellar armor pieces would be cool.

IT does need at least a "sheet of lamellar" which can be made from raw materials and another recipe to cut it out of existing armor.


Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 11:29:04 PM
Cookery:

Dried meat soup
Smoked meat soup

Vegetables are now an optional item. Seasoning is already optional. Basically you boil the meat to restore its moisture and maybe add other stuff.

The goulash etc are a baked dish.

////

working on biy_ items some more




Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 28, 2018, 11:48:56 PM
Leaving keg/barrel weight problem as is, for now.

biy experiments and restructuring done. The use of boff_ filename leader remains the best way I can find.

boff_biy_BAC_caves.txt for the cave specific recipes
rain catcher and well are now in separate boff_biy_BAC_Alt_#.txt files

biy_BAC_Standard now holds standard and non-conflicting items. For now that is just the road entry.

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 29, 2018, 12:25:28 AM
diy_BAC_crafts.txt is to be deleted when you get the next update. All entries have been moved to other diy_BAC_XXX files

Title: Re: BAC Mod = Brygun and Community Mod
Post by: KKarlssoNN on December 29, 2018, 12:31:10 AM
Signatus asked: "By the way, is a birch-bark lace supposed to be the standard way to get birch-bark?"

From my experience... yes. Scratched my head for a bit trying to figure the way to get it. "Strip" might be a better word. Doesn't really matter though, unless the code needs it.
Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 29, 2018, 12:48:52 AM
correct on Birch-bark lace

Having had birch at our (now sold  :-[ ) cottage the strips you can easily peel off can look like laces.

BrygunAdd for the canoe also added getting very big "Roll of birch-bark" which in testing did get used for the build items

>>>>

I had a look at Signatus Pine tar -> Pitch glue and find it valid. It also teaches there is more than one source. This teaching is a good thing. A survival game of this quality does put in mind how we might survive in the real world. At least better than needing 100 golden pick axes... with gold too soft to do the work of a pick.

>>>

Making pitch glue is being moved in to the "Barkware" menu


>>>>

Both glue menus need some research as to why a "shovel" is needed to put dirt on it.  :o

Title: Re: BAC Mod = Brygun and Community Mod
Post by: Brygun on December 29, 2018, 02:19:21 AM
Update  as above plus

Glues and lead up in Barkware


Researched the pitch glues and why a shovel was needed.  Shovel replaced with {Rock} as simpler build with as follows

Pine glue the rock grinds charcoal and ash into the mix

Birch-bark glue the rock is used to dig a shallow hole and bury it. With how small the hole is I dont see a shovel being needed but it does explain where the shovel need came from.


Barkware given a birch-bark cup

Birch-bark got headdress for rocking those ceremonial rituals in style, feathers are optional

Birch-bark got tassets to wrap your hip and groin for those near naked night festivals

Experimenting with birch bark clothing to have optional bone and feather additions to their names. This needs testing.



Title: Re: Collected community mods, BAC project, Smith & Primitive & more
Post by: Brygun on December 29, 2018, 05:00:57 AM
in next update:

Cookery calls for {Board} give [ground] tag so kitchen can have the board in it and you dont have to hold it

Dried berries and dried mushrooms {Board} changed to {Stone} to allow earlier survivor access to drying those items.
Title: Re: Collected community mods, BAC project, Smith & Primitive & more
Post by: Brygun on December 29, 2018, 05:36:31 AM
 ;D :) ;D :D :)

Behold!

The punt shelter!

Yes! Make a shelter with your punt and dismantle it in the morning.

I've been wondering a long time if this works and it did!

Of course when active it blocks the normal shelter building.

Im attaching the file here with the boff_ blocker for you to remove. It will be part of the next zip update.

Take with your four (4) stakes to make two X to hold up one side of the punt. Instant lean to! Well 10 minute lean to. This is much shorter in time to keep building shelters especially as you can carry/sail with all the parts the next morning so quickly.

My simple test did return the punt even with the mod turned back off.

Still, I strongly recommend recovering your punt before deactivating the mod.
Title: Re: Collected community mods, BAC project, Smith & Primitive & more
Post by: Signatus on December 29, 2018, 07:41:58 AM
What is sap/resin/pitch?

All of these are names given to the sticky material that Pine trees exude to cover their wounds and prevent bugs and infections from creeping in. Functionally they appear to be pretty much the same (at least in the context of pines), but sap is the most liquid sugary form (and it's what trees usually use to transport nutrients), while resin is the solid and hardened version of it. Pitch seems to be the intermediate, not quite either. The ones we're more interested in is the pitch and resin, which are sometimes used interchangeably. I'll refer to it as resin below.

https://downandout.wordpress.com/2013/10/17/whats-the-difference-pine-sap-pitch-or-resin/

What about pine tar?

This one is confusing... pine tar is kind of "liquid smoke", made by burning resinous wood ("fatwood") with a minimal amount of air, and the tar would then flow out of it. It seems to be best to use dead dried fatwood, rather than a fresh one, oddly. Its uses include waterproofing, firewood, preserving ropes and cordage, sealing material, etc. This doesn't seem that relevant to our intended uses, unless we wanted to use it to paint clinkered punts, which seems like a waste of menu entries when we have the very similar pitch with almost identical uses. It seems to also result in charcoal, and appears to be able to be turned into pitch glue by boiling. Seems to be a roundabout way to achieve the same thing, though

Can be used to make soap, but this isn't quite Dwarf Fortress :)

https://www.puuvene.net/phuhta/artikkelit/tar.html

https://www.survival-manual.com/pine-tar.php

Video of a guy doing it (INVOLVES A SHOVEL!): https://www.youtube.com/watch?v=PNf2Kre7ylI

What can pine resin be used for?

Mainly it can be used for creating "natural" glue and (surprisingly) medicine. While resin by itself is not usable (but is easily storable), it can be heated to become malleable and sticky, but is usually full of impurities like bugs and bark.

How to make pine pitch glue?

While there's some optional ingredients that you can use depending on your needs or resources, the main ingredients are a tiny bit of powdered charcoal and some resin.

Just use a knife to cut/scrape it off the bark. It's that simple, though it'll obviously have some impurities. While it's possible to tap a tree, it involves more preparation, tools and damage to the tree that aren't very well modeled in-game. Also, collecting naturally occurring resin feels much more in tune with Nature
You don't seem to need much charcoal, burning the tip of a branch might be enough
This has to be done carefully because it's extremely flammable. A double boiler (a pot of water with another pot inside it) is advisable, to control the heat.
A sieve can be used, but it can also be done manually, I guess.
It should still be sticky, but not so much as before. You don't really need to do it with your hands, of course
This isn't really needed, but seems to help strengthen the glue. The kind of material often suggested is rabbit/deer poop (yes, their dried and ground droppings) and finely ground plant matter. Animal fur (like your cat's fallen fur) could also be used. This is NOT necessary at all
This is only to make it more flexible and easy to work with, but is also absolutely unnecessary
It doesn't seem like you should let it boil too much or at all, since there's also the risk of it catching fire. That seems to be absolutely dangerous
Use a stick to grab/roll a bit on the end, cool it so it solidifies and then get some more. Eventually you'll have the tip full of pitch glue to carry around
[/list]

The proportion of sap to charcoal is up for debate, but it seems to be 4 resin to 1 charcoal/filler, or even 2 resin to 1 charcoal. This isn't really really something easy to mass produce, so I think that for game purposes we can ignore the charcoal and filler. They could be made optional ingredients in order to "teach", but you could accidentally be using them when you don't really need to.

Some videos:

Primitive, no fillers: https://www.youtube.com/watch?v=9-5E_aGFmW0
Uses a frying pan, but explains the whole process and shows use of resin as "bandage": https://www.youtube.com/watch?v=Vr1tQuq1rIs
You can see how flammable the resin is about 6:00 on this one, only purifying resin to be used later: https://www.youtube.com/watch?v=XOxwFwahpwg?t=360

Some sources (there's a lot more, but these are enough):

https://www.survival-manual.com/pine-pitch-glue.php
Using double boiler method, with pictures: http://www.primitiveways.com/pine_pitch_stick.html

What about the medicine?

Remember when I mentioned that pines ooze out the sap to protect them from infections and bugs? It seems that those properties extend to humans as well! Besides the melted resin "bandage" which can be used to close wounds and stop bleeding, it also has some properties such as "antiseptic, astringent, anti-inflammatory, antibacterial". Sound familiar? They sure are :)

Rather than simply use the raw or purified resin, one could possibly make a salve. The steps are simply: Heat resin with oil (resin is oil-soluble) in a double boiler, then strain it to remove impurities, and finally heat it again with beeswax. One substitute for the olive oil is some herb-infused oil, of which yarrow is mentioned around as commonly used (and is in the game already). It might need a bit more research, but it seems that you can also make oil from birch-bark (holy crap, this tree is a godsend!). I'm willing to roleplay the existing Bark-water as oil, but we have plenty of menu space in cooking, really.

I'm at a loss in regards to beeswax, but it seems some vegans (I'm a vegan but I'm not into that stuff) make healing salves using plant oils and some substitutes like cocoa butter (lol), bayberry wax and some other exotic stuff not relevant to Finland. The beeswax also acts as a preservative, so it can spoil. Perhaps using milk or just ignoring this detail?

While it seems silly to even mention the salve, what if we could emulate it? :) I'm not sure if it's possible, but what if we create a HERB which does not grow anywhere at all and is only possible to be created using a cooking or crafting recipe? This would make it possible to use it as seasoning (silly, I know), but would also let you use it along with bandages, thus getting its healing effects as defined in the herb file! If possible, this could in theory be expanded to other plants and herbs, though its only use would be to make your supply of leaves/herbs last longer, maybe.

This "hack" could be used for soap as well, but does it make sense?

Sources:

Short description of uses: https://survivalsherpa.wordpress.com/2015/02/05/16-uses-of-sticky-pine-sap-for-wilderness-survival-and-self-reliance/
Very detailed and scientific: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5434829/
Pine resin salve: https://theherbalacademy.com/make-pine-resin-salve/
Birch oil: http://ettebo.se/en/how-to-make-birch-oil/

Conclusion

Pines and birches are the best. It's very simple to collect resin and it can then be used as a makeshift bandage, to stop bleeding, is antibacterial, and it can also be made into a healing salve. There is some overlap between pine pitch glue and tar, but unless we want to make soap it doesn't seem worth it to distinguish them. Also, tar seems too much of a hassle compared to how easy pitch glue is to make.

It seems that Neanderthals used to make birch-bark pitch glue, but I haven't gotten around to those methods and how it differs from resin. I would assume that you can't just substitute resin for bark and get the same results, though.

Sorry for the long post, but this was fun to learn about! :D

Edit: Most importantly for the recipe, I think making pitch glue from resin's waiting time should be reduced from the \8h\. It's actually a relatively quick process,but you'll have to keep an eye on it in order to not screw it up

Edit2: I've tried making a recipe that creates a custom herb, but it's not working. I'd appreciate some tips for making it work. One problem I found is that it has to be a leaf or flower in order to be used in treatment, unless we make a "herb" that can be threshed for an appropriate amount of leaves/flowers corresponding to the weight of the salve. I guess it could then be put in a bowl or something?
Title: Re: Collected community mods, BAC project, Smith & Primitive & more
Post by: Brygun on December 30, 2018, 01:05:48 AM

Sorry for the long post, but this was fun to learn about! :D


Education is a vital aspect of life.

I have long looked at Unreal World as having enough realism to teach survival methods. That's one reason I don't use as much "game balance" as others choose. Things like simple cordage exist which makes survival, and thus the game, so much easier.

I would rather have friends alive by having played an educating game then friends dying with memories an entertaining inaccurate game.

Its why I no long like Bear Grylls and don't buy his products. Things like jump off a cliff make for sensational TV while teaching people things that can get them killed. A survival show should have a better focus. Example: Les Stroud's Survivor Man and numerous youtubers like Far North Bushcraft and Survival, Survival Lilly, Corporal's Corner to name but a few.

>>>>

I will reveiw Signatus's information detail. Thank you for posting it. Afterall I did ask for it.

>>>>


For those who might be interested youtube allows one to collect videos into a playlist. The following is my collection of "Outdoor" related videos. ~360 videos. You will find reference to things that ended up in the mod.

https://www.youtube.com/playlist?list=PLa3rCY8IM8d2nnaEH0hu7pq-iFKC1m6sY
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 01:43:24 AM
Single file update for Barkware.

Based on the recent material from Signatus.

Cooling times for both pine and birch-bark lowered. Pine is lowered to 2 hours like in the video. birch-bark to 4 hours.

Pine now has a branch consumed for charcoal, though not patchwise. Represents a small amount of wood.

Pine now calls for 2 rocks to have a grinding surface.

For both pine and birch-bark Im satisfied with a rock as a digging tool. Shovel in the game is needed for big projects like pit traps, charcoaling mounds and wells. Shallow digging is all that is needed for the pots in the glue making recipes. Shallow can be done with rocks... technically the right shaped rock... with a chisel like end. Those are fairly common so I dont think they need to be a tool.

Likewise shallow digging can be done with so many other tools even a knife. A rock in a recipe is pretty low cost and does give a line for explaining something.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 01:48:12 AM
On herbs I haven't tried anything about coding them.

A glue bandage does sound like it is possible but you would need fire at the time to apply it.

We have washed bandages to reduce bandage needs, or rather make them reusable to honorable players.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 01:48:21 AM
Subscribed!
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 30, 2018, 02:48:14 AM
On herbs I haven't tried anything about coding them.

Just a quick update: I was able to make a pine salve "herb" which has topical medicinal properties so it can be used along with bandages or cleaning wounds, and it exists nowhere in the game world unless you make it. The only thing breaking immersion is the fact that only leaves or flowers can be used for it so we have to create a "bunch/fistful of pine salve flowers/leaves". I haven't tried using the [name:] tag to try and override it, but I assume it won't get rid of the "bunch" part.

Would it be better to make it a cooking recipe, so that it has to be held in a container? That way you'd keep it in bowls, which at least makes some sense. You could carry a cup of it with you when travelling if you have big quantities stored and you'd be good when it comes to medicine.

Maybe add a spoilage tag to not make it last forever?

This could be extended to other plants, I suppose. It shouldn't be too easy to prepare, though!
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:06:35 AM
Im now working on the lamellar as Jeb posted in the previous thread.

There is a graphics call that I don't think I have:

[TILEGFX:fw-lamelpce]

Can anyone locate that? Post it to this thread if you can. Also, a link to the source thread may also speed up writing  other armor recipes.


>>>>>>>

Glad to hear on the herb

Its not such a big deal if there is the words like bunch or fistful around.


[SPOILAGE:0] turns off spoiling.

We are talking about the stuff that turns into amber so if not 0 the spoilage could be big, like 180 or 360.

One game balance matter, which I don't normally focus on, is that the source pine clumps have to be searched for. Instead you get these clumps pretty quick.

I might change the pine tar step to something like "Search for pine tar" and have people spend 1 hour or more with low/zero effort to mark them searching the woods for it.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 30, 2018, 03:21:31 AM
Im now working on the lamellar as Jeb posted in the previous thread.

There is a graphics call that I don't think I have:

[TILEGFX:fw-lamelpce]

Can anyone locate that? Post it to this thread if you can. Also, a link to the source thread may also speed up writing  other armor recipes.

I'm willing to bet the fw is for Finn's Wilderness modpack, but I can't find a download link...?

https://www.tapatalk.com/groups/urwforum/the-finn-39-s-wilderness-living-modpack-v1-3-t8082.html

Quote
One game balance matter, which I don't normally focus on, is that the source pine clumps have to be searched for. Instead you get these clumps pretty quick.

I might change the pine tar step to something like "Search for pine tar" and have people spend 1 hour or more with low/zero effort to mark them searching the woods for it.

What would be an appropriate amount to get each time, though? Remember, you need #5# to make the pitch glue. Would a tapping mechanism as an alternative but more complex method of gathering it be appropriate?

I guess one could just search for resin while waiting for other stuff to prepare ;)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 04:01:17 AM
Some searching of the old forums found this discussion with Grande Modder Rain involved

https://www.tapatalk.com/groups/urwforum/simple-lamellar-mod-t7728.html
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on December 30, 2018, 04:14:18 AM

[TILEGFX:fw-lamelpce]


I'm willing to bet the fw is for Finn's Wilderness modpack, but I can't find a download link...?

https://www.tapatalk.com/groups/urwforum/the-finn-39-s-wilderness-living-modpack-v1-3-t8082.html

You are correct it's from the work of thefinn's wilderness living mod.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 04:17:42 AM
Can i make a stone hammer with a fine stone axe? It's all i have. My timbercraft is 25% (novice)

I need a axe haft. To make a haft it says I "need split birch trunk. I couldn't find how to make a split birch trunk anywhere. I thought it might mean "split a trunk into boards", which i can't do with a fine stone axe because it says it will take too long. In the code for a axe haft it mentions "short quarter log". When i try to make this log it has as a craft requirement "can be used as a board," that i can't meet. I tried making " radial boards" but they can't be used to make axe haft.

EDIT 1: looking in the code for "short quarter log it has "{Rock} [ground] +'Can be used as a board'". Do i need a rock or to be on plain ground tile to make them?

EDIT 2: I grabbed a rock and i was able to make a axe haft, than eventually a stone hammer. Maybe i was standing on a log tile or I wasn't on a plain ground tile, before. 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on December 30, 2018, 04:33:29 AM
EDIT 1: looking in the code for "short quarter log it has "{Rock} [ground] +'Can be used as a board'". Do i need a rock or to be on ground to make them?

Code: [Select]
{Rock} [ground]Ingredient is the rock and a rock on the ground (on an ajacent tile to you) can be used from the floor (ground).
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 04:57:36 AM
There might be an error\type-o with "short quarter log" here are the 3 requirements:

- Quarter log
- Axe
- Can be used as a board
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 05:28:45 AM
I forgot about my cleaned, in the process of de-hairing squirrel skin and its rotten now. Can it be used for anything?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on December 30, 2018, 05:43:46 AM
I forgot about my cleaned, in the process of de-hairing squirrel skin and its rotten now. Can it be used for anything?

Take it into your house, walk to the north wall, drop the pelt, use "p" and push it North onto the wall.
This commemerates a tiny failure as wall art.

P.S. No there is no use, though I've also used them as doormats at my shelter.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 30, 2018, 07:43:49 AM
I noticed That flax is in the mod but there's no tile. There is one in caethan's sufficiency mod, I added it in. See if i can find it in the game. My herblore skill is 26%.

Also i ran into fluffy mushrooms but they look the same as any other plant. I can't find a tile in the mod for it. Going to see if i can find one from another mod or are they vanilla, i can't find a tile.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:31:43 PM
I noticed That flax is in the mod but there's no tile. There is one in caethan's sufficiency mod, I added it in. See if i can find it in the game. My herblore skill is 26%.


Please attach any missing graphic file so I can merge it into the BAC mod zip

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:38:05 PM
fixes to Lumber

Axe haft = text talking of old ingredient corrected

Short quarter log = {Rock} present to allow for comment about working as a board removed as it no longer acts as a board.  Board making for that path now goes from quarter log to radial board.

Note: Sometimes I put in {Rock} as an ingredient just to have a place to say something with the extra line of "+words"

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:41:21 PM
Mod update

Various fixes as discussed recently

Also has the start of the armor making with Jeb's lamellar which I believe traces to Rudy on the old forums. There has been adjustments for BAC integration including the new standard of quality tying supplies of {*cord}.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 03:45:39 PM
Code: [Select]
{Rock} [ground]Ingredient is the rock and a rock on the ground (on an ajacent tile to you) can be used from the floor (ground).

It is also my understanding, and correct me if I am wrong, there can be a rock in your inventory >OR< if the game doesn't find that it looks on the ground at and around your current position.

My characters generally carry a rock or two as survival tool so I believe it as both inventory and then ground checks.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 30, 2018, 04:14:44 PM
 I guess the rock could be made [optional] if it's simply to have a line to write somethjng on?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 05:04:57 PM
I guess the rock could be made [optional] if it's simply to have a line to write somethjng on?

heh, yeah it could.  :P



Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 10:41:22 PM
Tool -> Medieval drill
For making long thin holes. Will be required to make fresh lamellar to make the holes the cords go in. Will also now be required for the clinkering steps of clinkered punt to make pilot holes for the nails.

Tool -> Ball iron hammer
Requires an existing {*iron hammer}. Ball will likely have higher quality as it lets you shape from the striking side more. Will be required by some recipes like iron armor, which will then need skill penalties to offset the ball iron hammer.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 11:00:30 PM
Switching from "Club" to "Sesta" for some of the tools like Auger, Drill and pliers

Sesta isnt used much, espically by advanced tool users, so should have less complications. By time you are making those tools you likely already have or  will make a paddle thats better than a sesta.

It will also avoid the comical fights of parrying with augers.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 30, 2018, 11:47:59 PM
Lumber getting a way to bundle and unbundle 100 branches, really as a housekeeping tool to reduce item counts.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 12:11:19 AM
Lumber getting spruce mat of 20 spruce twigs which you can take apart. This is the same number as needed to make a shelter.

I  thought about changing the vanilla shelter to use a spruce mat but declined as new players could get stuck.

The spruce mat is quick to assemble and take apart for handling that amount. It also works for RP for those wanting floor coverings.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 31, 2018, 12:13:26 AM
So is there a mushroom truetile in the mod or in vanilla?

Here's that Flax truetile if it wasn't already added:

EDIT: looking through the truetiles and truegfx i can't find mushrooms. I swear when i first started playing i saw them, back before i started using this mod. I think i was using the sufficiency mod, looking through it I can't find the tile.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 12:59:13 AM
Update

I had missed all the flora graphics which KKarlssoNN was instrumental in detecting. They are now in the graphics folder. If you had those graphics already you wouldn't have known they were missing.

Pine resin for pitch glue adjusted as pine resin is now 10 minutes per resin not 10 minutes for 5 resin. 5 resin now takes 50 min. This is mostly strolling the woods to find it.

I also added an experiment to make a hunting horn out of a pair of elk antlers. I was in the processing getting pine tar for pitch glue in its recipe when the rather major bug of missing many flora graphics was detected. Hunting horn still to be tested.

Tools got a drill (as mentioned) and pliers (meant for later mail armor making).

Other updates as listed in this thread.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on December 31, 2018, 01:01:22 AM
I looked at "flora_mushrooms.txt" and it refers to TILEGFX ex:

.Black ear mushroom.        (3)  :110:    [mushroom]
[TILEGFX:shr-blkear]

I looked in the game truegfx and i cann't find a ex:shr-blkear anywhere.

Mushrooms are vanilla so i don't know why there not showing up in game maybe i messed something up with my backup when i was installing mods. Or maybe its cause a older character had a higher herblore than my current.

EDIT: found them in truetile nevermind :-[
 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 01:09:54 AM
Its an old recipe if it has hte :###: in it like that. PRobably a vanilla.

I know in my game Im seeing mushrooms.

Attached is mushroom tiles from my unreal directory.


>This is not a BAC upload<

This is just for KKarlsoNN

(unless others have the same issue)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 01:11:49 AM
I need an upload for the pinetar graphic

fw-resin


I am guessing fw is Finn Wolf and I never used his mod so have none of his graphics on hand save what you guys send me.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 01:15:33 AM
Pine tar, pitch glue rebalance

10 minutes to find #0.5# with a patch of 60 minutes getting #3#

1 pitch glue from #3# pine tar
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 02:27:36 AM
WARNING

Crash occurred when attempting to make the hunting horn recipe being tested. Do not attempt it without a recent save!

Matter is under investigation.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 03:05:12 AM
Update with fix.

It was found the recipe had the wrong end bracket so the { } didn't match

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 31, 2018, 03:36:55 AM
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.

Would it be possible to do it the other way around? A .Punt shelter. "Shelter"?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on December 31, 2018, 05:14:24 AM
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.

I believe that with the usage above the shelter will be "named" punt shelter.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 31, 2018, 06:21:14 AM
I just noticed that .Shelter. is derived from "Punt shelter". I dpubt that will work.

I believe that with the usage above the shelter will be "named" punt shelter.

You are absolutely right, I just tested it! Interestingly, the building remembers which objects were used to make it, even if the punt shelter recipe is commented out, but will only be called "Punt shelter" in the menu. Too bad that we can't add new buildings by using the existing ones as a base, since that would open up some interesting possibilities

Edit: For good measure: I tested my proposed .Punt shelter. "Shelter" and it didn't even appear on the menu. Not doable, unfortunately
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on December 31, 2018, 08:01:23 AM
Brygun, I did some extra testing regarding whether or not the adze axe was being asked as the preferred axe for the punt-making steps, and it doesn't seem like it works at all for custom tools. Here's the code I was using to test:

Code: [Select]
.Punt. [effort:0] [phys:hands] *COMMON* /1/ [noquality]
{Rock} [noquality]
//{Knife} <Draw knife>
//{Axe} <Adze axe>
{Draw knife} <Hunting knife>

Neither the commented-out knife nor the axe asked for any preferable tool. By contrast, the last line did mention the hunting knife as a preferred tool but decided to use the draw knife in my inventory in spite of the masterwork hunting knife being carried as well. {Cutting weapon} rather than knife or axe also didn't work. It seems that custom tools are just not accepted in that field?

This is unfortunate, since it means we'll have to force the use of those tools or otherwise ask the player to roleplay it. The effect of using an inadequate tool is also lost.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on December 31, 2018, 05:27:47 PM
Glad the punt shelter was tried. I did seem to work that way.

On tracking graphics I noticed Finn's mod on the old forum was also doing that and talking of a leather sheet. We currently can only have one recipe. It I was to do a leather shelter for BAC I would use the entry from the hideworking that works up to a Kota extra-treated hide.

>>>>>

On the custom tools...

Darn.

We should let Sami know in the suggestions if there is something that can be done with reasonable coding. It might be far to deeply laid in the code though.

>>>>>

Lamellar armor could use some testing

Also needing testing is the Barkware headdress and tassets

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 12:00:12 AM
Based on the tool issues raised the transport items have been tweaked. This may also help with the quality result as the call for Adze axe wasn't working right.

Leather punt
Also the boating tarp is now "Large tarp" and moved to hideworking. This allowing the existence of a "recover tarp from punt" recipe in transport

Birch-bark punt
<Draw knife> (if it was there?) is now <Small knife>
Intention of birch-bark is to buildable without needing the extended tools

Finnish punt
Adze axe now mandatory during middle and deep log cutting phases
Added {fire} and {Branch} for burn helping with middle layers and adding a cool down time to help push efforts onto another day while still being doable for lower skilled on worker's time

Clinker punt
Adze axe now mandatory
Draw knife now mandatory
It already had mandatory Auger and Drill.
Clinker is, as always, intended to be highly complex requiring advanced tools and decent skills to build.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 03:00:43 AM
Researching what I could on converting Iron to Steel. Hard to get times. Implication is that it is way less than the /8h/ (8 hours) of the current recipe. Adjusted to /3h/ as still a major game item and for early iron age tools. List of relevant youtubes put into the Ironworking file.

Bear in mind that to make armor grade materials you will need steel not iron. So there will be a lot more activity and charcoal to get the right carbon content for that. Before steel was only needed only in small quantities like for the edge of an otherwise iron axe head.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 03:56:07 AM
Making changes to have leather punt <> tarp <> shelter possible

Tarp is more direct conversion of the Kota hide cover. Researched leather weight per area.

Leather punt will be reduced in weight and size
Take apart the punt to get the leather

Optional shelter from a tarp


A travel could then use a tarp to alternate between punts and shelters spending time to build and tear down to make a tarp shelter.

Or use a punt together and make punt shelters.

Also looking to confirm canoe capacities...


... cause i dunno.

 ::)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 04:37:40 AM
Update as above

The leather punt is smaller and easier to build. There is an optional tarp shelter. Together they let you make and dismantle to get a leather tarp back. Thus you can travel with a ready to build boat or shelter.

It will be a little quicker if you carry slender trunks and branches with you. The recipes for the building now use just those. They can easily be replaced in your travels.

Leather tarp weighs 10 lbs

Leather punt being smaller may have issues with how much you can carry. However Im not expecting you to haul trees with it anyway so it should be okay.

>>>

Recommended flotation for other craft update but that is just notes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 01, 2019, 05:54:56 AM
Update and Happy New Year

Big armor update in need of testing

Armor group one now has
= Lamellar making  and repair path
= Iron armors (no repairs)
= Shields (no repairs)
Shields include the Brygun Addeditems rough wooden ones and now full quality ones

Advanced armor making will need Ball iron hammer and pliers.
Upper block tub appears in some armor recipes as in real life I used a block of wood with a hollow carved out with a ball hammer as a way to make deep curves. Hint: being made of wood its under the lumber menu.



Iron working
= Iron nails moved here. They are also used for rivets.
= "Iron shape" added, as an alternate way for the various not iron nails things one might make such as a roundshield rim, decoration or something else. Same recipe as nails but listed separately to avoid being used as nails.


Also....

You can make an iron codpiece to protect the family jewels.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Dungeon Smash on January 01, 2019, 05:15:55 PM
Hooray!  Iron codpiece!  8)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 01, 2019, 09:47:26 PM
Also....

You can make an iron codpiece to protect the family jewels.

As a portuguese person, from a culture that regularly eats codfish, this image immediately came to mind:

(https://images.uncyc.org/pt/c/c6/Escudo_bacalhau.jpg)

 ;D
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 02:42:43 AM
 :D ;D

As someone who has played modern sports its also been on my mind to add an armor item "Protective wooden cup" as a low tech early game way to protect those particulars.

Not sure what armor values to assign to wood. That's the only real quandary. Recipe could be 1 x wooden cup and 1 x cord.

Actually I do want input on wood armor values as I think we could use a low tech helm.

{Wooden bowl} '+top of skull'
{Board} '+side lames'
cord?
glue?


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 03:06:11 AM
Update

minor

Under ironworking et al many recipes changed to {*iron hammer}  or {*hammer} now that there are 3 types of hammer of various tech levels

Stone hammer
Flat iron hammer
Ball iron hammer

Should work as intended with better tech working for lower tech calls.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 02, 2019, 03:23:00 AM
I realized why Sewn bark hull wasn't working: {Tying Equipment} had the [ground] tag, but it always asks from inventory. That was screwing everything up
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 04:03:55 AM
Hotfix for transport as per Signatus

[ground] removed from the {Tying Equipment} call in Sewn bark hull
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 04:58:12 PM
Amazing work!

But uh, I'm having issues with "root rope". I'm on unfrozen ground, there's a spruce. And somehow it's not recognizing the ground as such. Any idea why this could be?

As you can see here: https://puu.sh/CqADj/64dd27e559.png
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 05:04:55 PM
*looks at the wonderfully delivered screenshot*

*snaps fingers*

Got it!

Its the space between the * and ground. "ground" does not exact match " ground".

Fix is:
{* ground} -> {*ground}

Hotfix file attached
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 05:38:57 PM
Ah, quick delivery! Thank you kind sir. But it doesn't seem to work even still. :/

As you can see here: https://puu.sh/CqBom/c1ed6a92c2.png

---

Another issue I'm having is that I haven't been able to locate an "Hardwood staff". This one:

Code: [Select]
.Hardwood longbow. "Longbow" [effort:2] [phys:stance,arms] *CARPENTRY*  %10% /320/ |2|
{Hard staff} [remove] [noquality] 'Hardwood staff'
{Knife}<Small knife>
{Bowstring} [remove]
[NAME:Longbow]
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 06:42:54 PM
On ground...

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


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

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

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 07:26:43 PM
Update of above plus

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


Metal anvil now in

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

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

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

Weapon menu is now in its own diy_BAC_Weapons.txt file

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

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



Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 07:45:28 PM
Oh, interesting. You can get birch-bark yarn using this call:

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

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

Also from what I understand, these recipes should be able to use this yarn, correct?
Code: [Select]
.Nettle cloak. /60/ *HIDEWORKING* [effort:1] [phys:hands]
{*Yarn}  (1) 'Yarn' [remove]
{Nettle *}  'Nettle Cloth' #7.0# [remove]
{Knife} <Small knife> 'A knife good for fine work'
[PRICE:24]
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 08:06:13 PM
Funky.

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

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

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

I'm wondering how/if the cold were to barf if you used birch-bark thread on a loom to make cloth. However birch-bark cloth is AFAIK not valid for the existing recipes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 02, 2019, 08:09:49 PM
I've been looking at it as any yarn being usable because it's just complementing the actual cloth, while weaving actual cloth is more complex and can't be made out of anything.

You can make fibre from bark to use for cords and whatnot. I believe that making it usable for actual cloth would be way OP and take way too much menu space for no important reason
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 08:22:12 PM
Heh. It looks like a very itchy and very uncomfortable piece of hemp-like cloth. And probably not that durable.

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

While I agree with Signatus, I think I'll patch up a "hemp" cloth with %-50% modifier for my personal use. But this might end up very very unbalanced like s/he pointed out.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 08:36:17 PM
@cheesealmighty you would also want to account for the clothing recipes getting the birch-bark armor quality and not that of the cloth. That may or may not happen naturally. Again, a significant coding project for not much gain. Just make more birch-bark underwear recipes.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 08:38:49 PM
Carpentry update

Adds:

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

Accesses existing graphic elements

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


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 02, 2019, 09:10:12 PM
@cheesealmighty you would also want to account for the clothing recipes getting the birch-bark armor quality and not that of the cloth. That may or may not happen naturally. Again, a significant coding project for not much gain. Just make more birch-bark underwear recipes.

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

Well, I think I'll be keeping the "[MATERIAL:cloth]" tag. So should still be getting the cloth attributes. I think. This should be better than having it have birch-bark attributes, since the product, from what I can see is a very crude, sack cloth like thing. And birch-bark items seems to be retaining the hardness of the original material instead.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 10:22:52 PM
Update

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

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

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

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 10:39:28 PM
 ;D

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

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

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

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 02, 2019, 11:17:40 PM
Arrrg....

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

 :P  >:(
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 12:04:48 AM
Updates to earthenware and ironworking files


Earthenware updated with

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

- Added clay cup, clay mug, clay bowl

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

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

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


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 02:05:55 AM
After some thought a proper skill, not just *COMMON*, is needed for Earthware's clay goods. In my own games I rarely use weatherlore so going forward that will be used. Its about WL not really being used rather there being an activity connection between the two.

This is also keeps seperate the skills Building, timercraft, carpentry, smithing's use of carpentry, fishing and son on.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 04:19:05 AM
Update

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

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

I could use some test building on them to make sure those recipes come out right.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 03, 2019, 09:50:57 AM
Since Privateer doesn't want his mead mod (probaly his other mods besides fish cuts as well) included in this. Can BAC be made compatible, then we can add his mods in ourselves? I'am assuming there might have to be a compatibly patch of some sort.

Kind of puts a wrench in the plans, but it's his mod and his wishes should be respected.

What are the chances of the shaman mod being added?   https://www.tapatalk.com/groups/urwforum/shaman-mod-t5232.html.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 03, 2019, 11:44:53 AM
When i try to fill up my block pot with water at the river it doesn't allow me to and i get the message ''you can't store different kinds of stuff in one container'' even though its empty. All I have used it for is making pitch glue.

EDIT: I can however fill my birch basket with water from the river than pour it into the block pot. Further... the block pot of water has no usage bar, not that it really matters, for me at this point anyways.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 03, 2019, 12:31:11 PM
Whats the difference between a stone forge and a bloomery furnace? I've made both, but haven't used them yet. I'am assuming the bloomery is for making iron ingots from iron ore and the forge is for making tools and weapons from iron ingots, among other things.

Another thing i forgot to mention. I want to make a braided bowstring, I don't have any leather for the other bowstring. I have fibers from birch bark that i could make into it, but after a little research, birch bark isn't mentioned as a material that was used to make it from plants. Hemp, linen, nettle, flax, bamboo, cane, yew, silk, inner bark of basswood, slippery elm, cherry trees, and yucca are listed.

I'am roleplaying not using it as I feel as though using birch bark is kind of cheating since i don't think it would make a useful bowstring. Is there a way to block birch bark from being used, without causing too much trouble?

Is it possible to use a skinned bigger animal carcass, in your inventory or nearby, to make a bowstring. The sinew would be used without it having to be a ingame material/item/object. Or perhaps it could be a material gained from butchering bigger animals.

I need barren terrain to make a whetstone, can i make the terrain somehow or do i have to go find it somewhere, up north or something?

Outdoor table and bench are not usable for tanning hides.     
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 07:05:59 PM
Re compatibility with Privateer's other mods, or mods from other people, it is one reason at least one of the first level menu slots is being left unused. That would let an individual person choose to insert the other mod in that slot(s).

As to direct compatibility of simply downloading the other mod that isn't logistically possible to confirm. One things that might go wrong is a menu running out of space (e.g. Utility menu is pretty full). There is also the letter assignment for the menu and its own submenu which I why in general I haven't used the programming option for the BAC recipes. AFAIK the first level of menus do need letter assigned.

If you look in the menudef_BAC.txt I already have listed what letters are free.

Individual recipes from another mod might collide and over write each other. That is why the BAC was done to begin with. To combine some popular mods, including my own Brygun's Added items, to allow a wide spectrum of recipes that work together.

Additional issues can develop within the recipes themselves with how the technology and quality are accounted for within the UrW programming options. For example:
{Tying equipment} -> {Cord} -> {*cord} -> {Rope} -> {*rope}

Each of those includes or excludes certain recipes. In BAC the recipes to create those objects have been adjusted to create items that work with that scheme.

So the summary on compatibility for mods not included is I can leave a bit of space for them but it will be for the individual user to sort out menu compatibility. Other than that each user/modder would need to figure it out their own custom situation.

>>>>>

I am willing to have mods suggested as possible BAC inclusion especially if the original creator agrees. In some cases the modders might no longer be active in the community.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 07:42:02 PM
Regarding bloomery vs furnance.

The following comments are being added to the Ironworking files to explain.

// Bloomery
//
// A bloomery is a vertical intense heat chamber where raw ore
// is heated to the point that the liquid can flow.
// Gravity and bouyancy principles seperate materials.
// While the iron, being at welding heat, binds together.
// It is an impure process and will need follow up work.
//
// Weblinks on bloomery
// https://www.youtube.com/watch?v=gDy1jx6mLgs&t=436s
// https://www.youtube.com/watch?v=FUhv2OnVVDU
// https://www.youtube.com/watch?v=F3rjjpuhCLI&t=22s
// https://www.youtube.com/watch?v=bajwZPebm-g&list=PL-vRsHsClLJ4yu4Vcs9nIhm5pGhxnJ5W6
//
// The option for useing the game's fireplace as a forge
// exists. It has many qualities in terms of structure
// similiar to a bloomery. It is possible to build
// an extra fireplace as a smithy.
//
// In terms of later recipes the calls are for *forge
// so both work equally well.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 07:45:51 PM
Sinew was one of the things purged when we dropped some of the Bouidda cooking recipes (blood and guts were alongside sinew). It has been on my mind to restore the sinew to the BAC.

On outdoor table and bench not acting on hideworking: correct. It appears the hideworking recipe for scanning for table and bench are in a layer modders can't access.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 03, 2019, 08:29:01 PM
Indiviudual file update

Boneworking now has the Bouidda recipes for backstrap and sinew

Testing is needed in particular of the backstrap recipes which require a reindeer, elk or stag carcass to test

Sinew fibre given a better skill quality boost to more likely give fine or masterwork output

This is then processed in the utility menu to possibly create high quality cord for better bowstrings

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 04, 2019, 04:49:22 PM
When i try to fill up my block pot with water at the river it doesn't allow me to and i get the message ''you can't store different kinds of stuff in one container'' even though its empty. All I have used it for is making pitch glue.

EDIT: I can however fill my birch basket with water from the river than pour it into the block pot. Further... the block pot of water has no usage bar, not that it really matters, for me at this point anyways.

Sounds related to the base object

"Block pot" connects to the pot base object for use in cooking.

For a container to hold water stop once you have a "Deep block tub"  as it is based on the wooden tub not pot.

The earlier two "block tub" also count as containers have less capacity. The upper block tub is also used in some metal working steps especially for armor where you need deep curves.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 04, 2019, 05:15:29 PM
Update

I hope to start  a new job next week and with the stress of the legal matters pertaining to being assaulted I am unlikely to advance BAC much more than its already well developed state.

Please do report bugs and I will try to update for them but those updates will no longer be daily.

If I am off the forums for more than a month by all means someone else may continue the mod's development.

Today's update just catches the previously mentioned items

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 04, 2019, 07:22:50 PM
Hope everything turns out okay for your IRL job matters.

Here's an issue, the sinew cannot be extracted from the does. As can be seen here: https://puu.sh/CrD4p/c5b64425d3.png

Code: [Select]
{*reindeer * carcass*} instead of
Code: [Select]
{*reindeer carcass*} should and indeed does work.

I have a question though, I'm not sure where to get the birch and rowan "saplings" mentioned in the fletching section. Especially since it's asking for one in the inventory, and not nearby (like young trees).

Code: [Select]
.Birch Sapling arrow shaft. "Firewood" [phys:hands,one-armed]   *CARPENTRY*   %-40%  /15/  |-2|  [patch:5]
{Birch Sapling}      [remove] [patchwise] [noquality] +'Birch sapling'
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 04, 2019, 07:53:18 PM
The birch sapling should be in the lumber menu. You can gather them and then go back to camp to make the arrowshafts
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 04, 2019, 08:03:19 PM
My apologies, @Signatus but I don't see it here. There's only birch root. Unless I'm missing something obvious?

https://puu.sh/CrE6S/d861a849e6.png
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 05, 2019, 02:23:06 AM
it does seem to have disappeared... Here's the code to add to lumber menu (I hadit below big spruce branch):

Code: [Select]
.Gather Birch Sapling. "Branch" [phys:hands,one-armed]   [noquality]  /5/  |-2|  [patch:5]
{[NEARBY_TILE:BIRCH]}      [noquality] +'Birch nearby'
{Knife}
[NAME:Birch Sapling]
[TYPE:lumber]
[MATERIAL:wood]
[WEIGHT:0.5]

.Gather Rowan Sapling. "Branch" [phys:hands,one-armed]   [noquality]  /5/  |-2|  [patch:5]
{[NEARBY_TILE:ROWAN]}      [noquality] +'Rowan nearby'
{[TILE:BUSHES]}      [noquality] +'Bushes to collect saplings from'
{Knife}
[NAME:Rowan Sapling]
[TYPE:lumber]
[MATERIAL:wood]
[WEIGHT:0.5]
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 04:00:26 AM
update

the Privateer compatibility update

There are now two (2) menus available which should capture most of his mods one at a time, though to be honest you can swap mods around without losing objects existing in the game... except things like the flora/fauna like the beehives.

Added text to the first post of this thread briefly describing bringing in other mods

Delete diy_BAC_Addeditems.txt
Items moved to other menus to removed added items menu. thus there is now at 2 submenus available for using one of privateers mods
= Washed bandage, fish cut -> Mining and more
= fur and leather items -> Armor group one
(I attempted to put fur and leather into vanilla


menudef_BAC updated
Now nothing you should be able to have 2 submenus which will allow most of Privateers mod sets, though you will have to eat menudef to avoid letter conflicts

Above fixes for

= reindeer carcass
= applied carcass fix to elk and stag (still wondering if Stag is still a separate animal in the game)

= Sapling issue examine and put into Lumber. However, I believe "young rowan" may exist in groves making them findable, and possibly easier to find than a rowan and a bush side by side.
I dont know if the game even has a "young birch"
 Testing of  "young rowan" script requested




Brygun clothing recipes moved into Armor group one Brygun added items moved in like fur mask, fur niska, laced leather shoes


New clothes under "Cloth garments"
= linen/nettle ->  skirt,  breast wrap, privates wrap;

New clothes under "Armor group one"
= fur/leather -> chest band, loin cloth (bikini's may not be historical but...)
= Animal headdress (skull, face and neck) for shamans, actors and those too long alone


edit: Flash update to add optional bones and teeth to animal headdress

edit 2: flash to add optional antlers to animal headdress
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 04:31:35 AM
update

Absorb the flash updates above plus...

Noticed in hideworking a get inner birch bark recipe was present. moved to barkware.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 05, 2019, 11:59:57 AM
I mentioned this in a above post, it may have gotten overlooked:

"I need barren terrain to make a whetstone, can i make the terrain somehow or do i have to go find it somewhere, up north or something?"

Best of luck in your future endeavors Brygun! Appreciate the effort!
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 05, 2019, 01:21:11 PM
I mentioned this in a above post, it may have gotten overlooked:

"I need barren terrain to make a whetstone, can i make the terrain somehow or do i have to go find it somewhere, up north or something?"

Best of luck in your future endeavors Brygun! Appreciate the effort!

"Barren terrain" apparently implies:
Quote
barren terrain where stones would be easily visible, such as Cliffs, Mountains and Lichenous forests.

as discussed in the old Buoidda's Crafts thread:
https://www.tapatalk.com/groups/urwforum/buoidda-39-s-crafts-1-6-2-updated-2017-01-30-t8043.html

Although, if anyone has the list of these terrain type - in game grouping for the rest of the biomes, I would love to look at that.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 05:11:54 PM
Terrain types as known to the wiki

https://www.unrealworld.fi/wiki/index.php?title=Modding#.7B.5BTERRAIN:_.5D.7D
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 05:31:24 PM
Update

Got a character to a grove and there is no "young rowan" just the small "rowan" tree

Lumber updated

normally I would just post the one file but with my life transition I decided to do a full file upload to avoid newcomers missing the update.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 05, 2019, 05:57:57 PM
Update

error discovered under lumber not showing Split spruce twig due to a missing "."

In turn this led to the menu overflowing and losing "staff"

Split spruce twig moved to utility where there are other cord making recipes.

Split spruce twig [noquality] tag changed to a hefty skill penalty. The BAC concept is that it is useable cord for basic tasks, like hanging meat, but not so suitable for other things. In fact its name will fail the {*cord} style calls. AFAIK its quality won't affect drying or smoking meat. If it does let me know and we will go back to the [noquality] tag.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 05, 2019, 07:13:12 PM
Terrain types as known to the wiki

https://www.unrealworld.fi/wiki/index.php?title=Modding#.7B.5BTERRAIN:_.5D.7D

Thank you, I'm aware of that list. But unfortunately I'm looking for this empty column: https://puu.sh/Cs6gI/f773490bab.png
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 05, 2019, 09:49:43 PM
It seems like you can't use clay tubs for ironworking, even though they're basically huge. It seems all the recipes were set to
Quote
{Wooden tub of water}

Code: [Select]
* tub of water works as probably intended.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 06, 2019, 02:05:21 AM
Update

cheesealmighty's report on the tub of water issue corrected in both the Ironworking and Armor group one files.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 06, 2019, 04:18:38 PM
Bone comb cannot be used as comb in extracting fibres/weaving: https://puu.sh/CswQl/58a0e608ac.png
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 06, 2019, 05:36:35 PM
Bone comb cannot be used as comb in extracting fibres/weaving: https://puu.sh/CswQl/58a0e608ac.png

I see two issues there: {Comb} needs to be {*Comb} and the bone comb recipe needs a fix to remove the doubled word.

I'd like to point out that the comb is optional but I'm still unsure whether it makes any difference whatsoever... does using a comb yield better results on average? Do you get any kind of penalty when not using it?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 06, 2019, 06:17:10 PM
Looking at the modding page in the wiki: https://www.unrealworld.fi/wiki/index.php?title=Modding#.5Boptional.5D

And the recipe:
Code: [Select]
.Extract Fibre. "Rock" *AGRICULTURE* /15/ [patch:10] [effort:3] [phys:arms,stance]
{Dried Retted *} [remove] [patchwise] [ground] [name:Fibre from %s] [naming:last word] 'Dried, Retted Plants'
{Club} '+for scutching'
{Knife} <Small knife>
{*comb} [optional]
[TILEGFX:rc-fibre]
// Icon provided by Kaaven from the Urw Forums, modified
[TYPE:tool]
[WEIGHT:0.1]

I don't know by how much it improves it, but should improve it.

Changing to {*comb} worked just fine, aye.

---

For the bone comb recipe:
Code: [Select]
.Bone comb. "Hunting Horn" *CARPENTRY* /2h/ [effort:1] [phys:hands] %-20%
{Bone} (1) [remove] [noquality] [NAME:%s comb] [naming:original]

It looks like it should work, but for some reason it doubles the "bone".

That sounded wrong.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Dungeon Smash on January 06, 2019, 06:44:00 PM
Hope your job goes well Brygun, and thanks for your great work on this mod.  I think this will satisfy a lot of "itches" for a lot of people, particularly newer players.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 06, 2019, 08:10:40 PM
In diy_BAC_Weaving

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

I believe you are missing an "F" here?

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 06, 2019, 08:17:15 PM

I believe you are missing an "F" here?

   - Shane

Well F me


>>>>>>>>>>>>

Actually....

the missing F means it also works for f which is probably while it wasnt there
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 06, 2019, 08:27:42 PM
Update

Boneworking comb naming losing the original marker.
That was likely from when Bouidda needed to create its own bones rather than the bones that were added into vanilla later on.

Weaving *ibre in Spin Yarn left as is due to the risk of making it "F" and missing "f" recipes or vice versa
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 06, 2019, 08:30:27 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on January 06, 2019, 08:45:45 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 06, 2019, 08:59:57 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: cheesealmighty on January 06, 2019, 10:08:51 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane

Unfortunately you can't add new skill trees to the game with the current modding system. That's also why some modders choose to use "weatherlore" as a wildcard. Usually for ironworking. That ini file is for changing the starting bonuses for different tribes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Privateer on January 06, 2019, 10:45:46 PM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane

Unfortunately you can't add new skill trees to the game with the current modding system. That's also why some modders choose to use "weatherlore" as a wildcard. Usually for ironworking. That ini file is for changing the starting bonuses for different tribes.

 As stated above, Sorry I misunderstood the question.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 12:36:18 AM
Within BAC Weatherlore is used for earthenware so you can improve your skills  and make more valuable versions.

BAC stayed with the typical presentation of Carpentry for ironworking. Bouidda and Rain (pretty much the grandfather of all ironworking) used Carpentry.

I've not used a mod using WL for ironworking but that doesn't mean someone didn't.

If you do wish otherwise a search-replace of the appropriate diy_BAC_XXX.txt files is easy enough. Especially as now there are many diy_XXX.txt files
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 07, 2019, 04:00:21 AM
I'm actually more interested in the textile side of things, so maybe I'll use WL for that....

Anyways, thanks all for the mod and the help!

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 04:27:07 AM
BAC as per Bouidda uses alot of Hideworking calls for making clothes

There is a few carpentry and agriculture skill calls in the early production related to the handing of plants.

AFAIK Hideworking is used in vanilla not just to tan the hides but to make them into leather clothes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 07, 2019, 04:43:37 AM
I notice that carpentry is used for making most objects..... Can you not add a skill to the ini_skills file?

Never mind.... it seems no, you can't.....

   - Shane
ini_skills file, only has effect when survivor is created.

I tried and created a test character, no additional skills.  :-\
Do they just not display?

   - Shane

I did some testing, and it's just not possible even if you assign it a [KEY]. You can make a recipe use any skill, like *TEST* or *T*, even if undefined, and it'll just produce decent stuff. I even tried tweakingthe initial default and tribe specific skill with the same results. Doesn't even some to default to *COMMON*, though I might be wrong.

-><-

I noticed that .Flat iron hammer. and .Ball iron hammer. both use the *TIMBERCRAFT* skill. Is that on purpose?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 06:54:35 PM
I noticed that .Flat iron hammer. and .Ball iron hammer. both use the *TIMBERCRAFT* skill. Is that on purpose?

Ooops. Likely copy and paste error. Setting to carpentry.

<-->

Anyone know if I can remove from the BAC graphics directory the "it*" entries? Are those default game items? I think I grabbed them trying to be sure to include all references.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 06:56:56 PM
Update

Catching the skill issue on the hammers as noted by Signatus
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 08:46:46 PM
Update

Graphics cleansing

To reduce future file size removed the base game items it-XXX and vanilla plant graphics from the truetile directory

File sized went from 200+ (nearing the 256 KB upload limit) to 100+ KB

This will facilitate future graphics should they become available to attach to the BAC project

No recipes were changed nor added in this update.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 07, 2019, 09:13:30 PM
@Brygun, some success! I was able to make a spruce mat that you can wrap yourself in. I tested various formulas and it seems that it doesn't have to inherit a fur piece of clothing, not be of material fur, not even be a piece of clothing! All it needs is to be called "fur":

Code: [Select]
.Spruce mat. "Spruce twig" *COMMON* [noquality] /2m/
{*spruce twig} (20) [remove] [ground]
[NAME:Spruce mat fur]
//[MATERIAL:fur]
[WEIGHT:30]


.Dismantle spruce mat. (20) "Spruce twig" *COMMON* [noquality] /1m/
{Spruce mat fur} (1) [remove] [ground]
[NAME:Spruce twig]

I used WEIGHT of 30 to make sure it was enough. Not sure what the threshold is. Being Timber, it shouldn't be possible to use it as fur in recipes.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 09:53:39 PM
Update

Improvement of spruce mat as per Signatus to "spruce mat fur"

Testing 20, 30, 40 found that 40 twigs, weight 16 produced a "lay on" message

2 of 40 twig mats generate the "wrap yourself in" message

Build time only slightly adjusted to 4m build, 2m dismantle. Build 1m per ten twigs to lay them down.

///////////////
// Spruce mat
// Partly for RP and for storing spruce twigs.
// Now acts as warmth layer for sleeping and two
// count for being wrappted in.
// I decided against swapping the vanilla shelter to
// use this as new players wouldn't know about it
// brygun = original recipe at 20 twigs bundle (for shelter)
// Signatus = figured out method for "fur" sleep benefits
// experiments for wrap done at 20 twig/8lbs and 30/12 lbs
// and 40/16lbs. The 40/16 was found to work


.Spruce mat. "Spruce twig" *COMMON* [noquality] /4m/
{*spruce twig} (40) [remove] [ground]
[NAME:Spruce mat fur]
[WEIGHT:16]
[PRICE:0]
// As a dismantle item only one input is used, otherwise
// a tying equipment (such as a split spruce twig) would be
// called for

.Dismantle spruce mat. (40) "Spruce twig" *COMMON* [noquality] /2m/
{Spruce mat fur} (1) [remove] [ground]
[NAME:Spruce twig]
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 07, 2019, 10:22:20 PM
P.S.

 ;D Superbly done Signatus  8)

Now primitive survivors can wrap up in their lean-to wearing birch-bark and fur wraps.

Civilized survivors can now make spruce mat-tresses for their bunks.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 09, 2019, 07:46:48 PM
Doing some comment text expansion

One of them is under transport adding another really good build a birch-bark canoe video

// Another excellent make a canoe video
// https://www.youtube.com/watch?v=XOM2s6y08PQ


<->
Armor group one

leather/fur "chest band" now as "chest cover" with material, weight, price from #1# to #2#. Intially I was thinking like a woman's sport bra but there isn't anyway in the code to only cover part of the thorax. The increased weight seems closer to what would be needed for front and back thorax.

fur/leather loincloth now only covers groin, not hips and groin. Material need reduced from #0.75# to #0.5#. cord still needed and accumulates to weight.

<->

New text file

Readme_BAC_for_modders.txt

Notes for those making or adjusting recipes. Explains technology steps.



Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 03:59:03 AM
Update

Overhaul of birch-bark punt based better matching sequence of steps as seen in new videos and on data webpages. Weblinks in the diy file

Extra Pitch glue recipe in lumber removed as Barkware now has the different versions

Some more text in Readme_BAC_for_modders

edit:
Discovered bone spear from Bouidda was missing. Added it to Weapons. Slight adjustment as this version of Unreal World has its own "bone" objects now and Bouidda's bones were removed

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 04:25:06 AM
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 05:11:11 AM
I think I was the one who made those flora files get into the mod, though I wasn't sure if needed. Probably not.

By the way, should the punts needing Adze axe be changed to this?

Code: [Select]
{Axe}
{Adze axe} [optional]

Or perhaps Stone Adze?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 06:15:23 AM
I did some testing and I spotted a small problem with cleaning fish: It's always based on the pike! This means that all the cuts will have a pike's nutrition, which is probably not optimal,

The problem with adding fish-specific recipes, of course, is that it takes a lot of menu space. Currently the Mining and more menu has space, but it's still a lot:

Code: [Select]
.Clean pike. "Pike" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Pike}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean perch. "Perch" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Perch}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean bream. "Bream" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Bream}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean roach. "Roach" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Roach}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean pike-perch. "Pike-perch" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Pike-perch}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean lavaret. "Lavaret" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Lavaret}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean trout. "Trout" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Trout}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean salmon. "Salmon" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Salmon}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean burbot. "Burbot" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Burbot}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

To counter this, I can only suggest the compromise of including it as a cooking recipe but then we would need a fire to "cook" it. Simple enough, but is still an unnecessary detail. It would, however, keep the ingredient's nutrition pretty easily. Would it be possible to force 1lb of fish to turn into 1lb of cut, though? Is a [roast] tag necessary?

Also, should we document each fish's nutrition values for the Wiki? Here's the snippet from my debug log:

Code: [Select]
{57:10} Day/H:M 1/14:50 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0  kcal/100g: 185  kcal/lbs: 925  kcal/esine: 691
{57:10} Day/H:M 1/14:50 void eat(5) - Item: roasted salmon cut
{57:10} Day/H:M 1/14:50 Vatsa: 147 kcal/100g:185
{57:10} Day/H:M 1/14:50 Itemruoan_Vatsatarve: 0.51
{57:10} Day/H:M 1/14:50 It's very tasty.
{57:18} Day/H:M 1/14:53 Vatsa: 144 Energia: 2608 Jano: 826
{57:18} Day/H:M 1/14:53 RAVITSE: roasted salmon cut*0.51 -> Vatsa: 255 Energia: 3080 Jano: 826
{57:18} Day/H:M 1/14:53 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0  kcal/100g: 185  kcal/lbs: 925  kcal/esine: 219
{57:18} Day/H:M 1/14:53 ---- eat complete ----
{2:5} Day/H:M 2/2:55 ravinto(roasted pike cut) : Hi,Ra,Pr: 0,2,25 Neste: 0  kcal/100g: 118  kcal/lbs: 590  kcal/esine: 441
{2:5} Day/H:M 2/2:55 void eat(6) - Item: roasted pike cut
{2:5} Day/H:M 2/2:55 Vatsa: 0 kcal/100g:118
{2:5} Day/H:M 2/2:55 Itemruoan_Vatsatarve: 1.57
{2:5} Day/H:M 2/2:55 It's plain good roasted pike cut and happily consumed too.
{2:12} Day/H:M 2/2:57 Vatsa: 0 Energia: 1793 Jano: 1862
{2:12} Day/H:M 2/2:57 RAVITSE: roasted pike cut*0.75 -> Vatsa: 125 Energia: 2234 Jano: 1862
{2:12} Day/H:M 2/2:57 ---- eat complete ----

Some of it is in finnish, but I think it's a safe bet that "Hi,Ra,Pr" refers to Hidrates (carbs), Fat and Protein. As you can see, Salmon is 0,13,17 while Pike is 0,2,25. I assume that smaller fish have less nutrition, but I might be wrong.

Edit: Roach seems to be 0,7,23... not a big difference, but still something

Edit 2: I just tested and this seems to work to create a 1lb fish cut out of raw fish:

Code: [Select]
.TEST clean fish. *COOKERY* /6/  [noquality] [patch:5]
{Raw fish} #1# [remove] [roast] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[COOK_WEIGHT_DIV:0.75]

When roasted they lose 25% of weight, so dividing by 0.75 brings the cut back to 1lb. I'm wondering, though, if the SPOILAGE should be manually adjusted, to override the default roasting spoilage time (3 days?).

Bonus suggestion: Make the preferred tool a Fisher's knife (only to give it some actual use, especially for a fisher) and use the FISHING skill, perhaps?

Edit 3: DAMN IT! It seems that cuts made from the cooking menu don't count as raw fish... any idea on how to counter this?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 08:32:08 AM
New post just to share this table of fish nutrition I made:

Code: [Select]
NAME; CARB; FATS; PROT;
Pike-P* 0 0 16 =16
Burbot 0 1 16 =17
Perch 0 2 17 =19
Lavaret 0 3 17 =20
Bream 0 4 17 =21
Trout 0 4 19 =23
Pike 0 2 25 =27
Salmon 0 13 17 =30
Roach 0 7 23 =30

Should there just be a single fish-cleaning recipe, this should help selecting the best fit  for base object for balancing. Pike is the one giving the most protein. Roach is tied for most nutrition overall and has >20 protein and second-highest fat, while the salmon is the most balanced of them all: fatty but kinda lacking in protein.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 04:16:25 PM
The fish cuts producing just pike grade meat is mentioned in the mod's original thread.

In terms of adding many different fish cut recipes it seems better for an expansion mod than part of the BAC project. Its just so many menu slots for a very small change to the game play. BAC has to juggle many survival possibilities in limited menus.

BAC does now have to menus completely free so by all means you could use your limited (~50) custom submenu entries to house the specific fish cuts.

<->

I didn't look into it more detail on the nutrition. I did edit the original recipe in how the time worked with patch otherwise a 6 lb fish was taking 3 hours, an afternoon, to prepare for further cooking.

One could argue the nutrition should be set to the average meat level. Other weighted factors could include that you will tend to make fish cuts on large fish not small ones.

I don't do much fishing in game so it had a low impact for me.

If i were to change the nutrition it would be probably a median around 0-4-17 (edit: or Trout with 0-4-19). I would tend to exclude the roach as not often put to use for cutting and complex recipes.

I don't know if it is worth the effort to "de-pike" the recipe.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 04:47:15 PM
Almost forgot...

The way the game treats the "cookery" files the way to make the fish cuts is to use the "do it yourself" diy menus.

Hence the issue with how many menu choices a full list of fish cuts would use up.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: caethan on January 10, 2019, 05:33:55 PM
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 06:26:17 PM
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).

This is what happens when you just paste every mod on top of each other... I was suspicious that the file had some slight changes but was unsure which if any.

That shouldn't break the game at all, though. It's also cool to be able to find some of those crops in the wild without relying on villages and depleting their harvest/stock while at it.

Also Brygun, I noticed that the Shaman mod has a "Well" graphic.

As for the fish cuts, fair enough. It's a shame that we have to find a kludgy way to deal with it. One option I thought about was to make a "clean small" and a "clean big fish" recipes, but they'd rely on the player's honorable use. Another option would be to use the salmon object but force some waste in the process: 1.1lbs create 1lb for example. Not a big deal anyway.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 06:38:49 PM
I think I was the one who made those flora files get into the mod, though I wasn't sure if needed. Probably not.

By the way, should the punts needing Adze axe be changed to this?

Code: [Select]
{Axe}
{Adze axe} [optional]

Or perhaps Stone Adze?

Originally I had hoped to use {Axe} <Adze axe> but it was discovered the modded in tools don't register in the preferred tool system.

One relevant point of information is how does [optional] affect recipes outside of cookery? In cookery having the optional items present adds nutrition or medical values. Does having an optional item give you a boost? If there is no boost is there even a point in worrying about it?


There are several punts each with a different game and educational role. Please specify which. However, I can guess which ones you mean.

The ultimate punt, the clinkered punt, is intentional behind a maximum need for technology. In part this is due to it being likely post-period of Unreal World's setting. It also provides a post-first-winter goal. So specific tool calls are appropriate.

The Finnish punt is something that could entertain debate. With the {Adze axe} one must start smithing to make it. This requires weeks of game time to get going. With {Adze axe} [optional] it can be made without that the "build a smithy side quest". This has its uses as the birck-bark punt is ahistoric to Europe while the leather punt is known to be at least "nearby" if not Finnish.

If it turns out {Adze axe} [optional] gives you chances for higher grade output then I'd certainly be willing to go that way. It was the idea of {Axe} <Adze axe> to being with. If [optional] ends out to be just "fluff" I'd favor leaving the {Adze axe} in to motivate the "smithy side quest".




Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 06:47:15 PM
Update

flora_cultivated.txt returned to BAC project


Credit mention in the Readme_BAC_mod.txt file

caethan = Elements of caethan's self sufficiency mod included, in some cases as they were part of the Bouidda mod

Comment lines added to flora_cultivated and flora_flax to note that. Cethan's explanation in this thread included in the comments.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 10, 2019, 07:11:38 PM
I can see the clinkered punt needing an actual iron adze axe, no problem, but maybe the finnish one should have it optionally if possible. The option of a stone adze axe (with very low quality) would make it possible to at least make it, albeit slowly and rougher.

Stone adzes are a neolithic tool and here's no reason to believe finns wouldn't make one. After all, it's little more than a stone-axe with the blade turned 90°.

Keep in mind that you can't sail to Driik and buy an adze from a craftsman, even though it's relatively simple/common tool
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 10, 2019, 07:17:34 PM
Signatus: That's an interesting idea. A stone adze might be a way to do it.  Lemme think a bit. I have some non-Unreal world work to do today.

It be like

.Stone adze axe.

and change existing to

.Iron adze axe.


with the technology chain

{*adze axe}
{Iron adze axe}

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 01:39:38 AM
Update

Stone/iron adze technology discussed above has been implemented.

Finnish punt can now be done with a Stone adze axe though you may lose quality due to the adze's reduced quality. Iron adze axe avoids this.

Clinkered punt still requires Iron adze axe.

Lumber recipe for Refined board adjusted to {*adze axe}. No garauntee a low quality Stone adze axe will make it worth trying to do.

Carpentry had no adze calls at this time.

Readme_BAC_for_modders.text updated

I think that catches all the changes for Adze axe.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 11, 2019, 06:57:12 PM
I'am having trouble finding how to make a fishing rod. I'll keep looking.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 07:12:49 PM
Update

Minor

Under utility name correction for "Root Rope" to "Root rope" (not the second word is no longer capitalized)

Under utility "twisted and braided rope" and "root rope" price set to 1 to limit though still allow trade
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 11, 2019, 07:56:56 PM
Hmmm... I can't find fishing rod. I think it might be missing.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Greyehame on January 11, 2019, 08:32:22 PM
Brygun - Thanks for this great project.  I'm getting back into the game after a few years away, and playing around with this has been a lot of fun.

There are a couple problems I've noticed (from the BAC mod v026 download a couple days ago; didn't see either of them explicitly addressed since then):

The "Braced Bark Hull" recipe from the Transport menu calls for Tying Equipment ({Tying Equipment} (1)[ground] [remove] [noquality] '+tie ends of belly frame') but none of the tying equipment I've tried to use, including Birch Bark fibre cords/rope, root ropes, hide cords, and others, have worked to fulfill that step.  I suspect {Tying Equipment} may not be working as you intend.

Second, the recipe for Birch backing in the bowying catgory calls for {Split trunk}.  From what I read in the development thread, I think this may need to change to Quarter trunk?

Again, thanks for the great work.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 08:53:37 PM
Glad to be of service.

When a community contributes to you you should contribute back to them. True hospitality goes both ways.

Thanks for reporting issues. Looking into them now.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 11, 2019, 09:01:11 PM
Hmmm... I can't find fishing rod. I think it might be missing.

Indeed I can't find it either... I'mguessing it should be added just before .Net. in the utility file:

Code: [Select]
.Fishing rod.  [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Staff} [remove]
{*fishhook} [remove] 'Fishhook'
{*Cord} (2) [remove] 'Cord'
{Knife} <Small knife>

That should solve it!

There are a couple problems I've noticed (from the BAC mod v026 download a couple days ago; didn't see either of them explicitly addressed since then):

The "Braced Bark Hull" recipe from the Transport menu calls for Tying Equipment ({Tying Equipment} (1)[ground] [remove] [noquality] '+tie ends of belly frame') but none of the tying equipment I've tried to use, including Birch Bark fibre cords/rope, root ropes, hide cords, and others, have worked to fulfill that step.  I suspect {Tying Equipment} may not be working as you intend.

I just ran into this as I tried to make a birch-bark punt again. One of the issues I was able to solve was that you can't ask for a cord AND have the [ground] tag because it always asks for tying equipment from your inventory (from what I understood). This worked the first time I ran into this issue

However, something fishy was still happening, possibly because of the recipe having more than one {Tying equipment} call, and it was still not accepting any of them on the second call, the one with [noquality]. My solution was to make both of them ask for {*cord} and voila. It also seems silly that "sew with strong thread" can be fulfilled with split spruce twigs or bark laces:

Code: [Select]
.Braced bark hull. "Log" *TIMBERCRAFT* [effort:3] [phys:arms legs stance] /6h/ \40h\
{Opened roll of Birch-bark} (1) [remove] [ground] '+Intact sheet for bottom'
{Opened roll of Birch-bark} (1) [remove] [ground] '+Extend center sides plus other bits'
{*cord} (3) [remove] '+sew with strong thread'
{Staff} (2) [ground] [remove] '+split for inner gunwale frame'
{Wooden stake} (2) [ground] [remove] '+frame spreaders'
{*cord} (1) [remove] [noquality]
{Knife} <Small knife> '+holes cutting shaping'
{Stone}(12) [ground] [noquality] '+apply weight'
{Wooden stake} (24) [ground] [noquality]  '+braces and clips'
[WEIGHT:9999]
[PRICE:0]
[MATERIAL:wood]
// put main on ground, lay frame on it, then bend sheets up
// exterior braces hold sheet upright
// Sew extra sheet pices
// put the stones and braces in place to push on sheets
// needs to sit a long time to take shape

Another issue I found was that the 24 {Wooden stake} wouldn't grab them from the ground... I had to have them in my inventory. I think that because it doesn't have the [remove] tag it works as a tool (I had the "poor tool" message display) and the fact that it's the second call to the same item further screws it up. Having 24 stakes in your inventory throughout the whole process really sucks. As a quick workaround, just comment out the 24 stakes line and drop them on the ground, to roleplay it. Either way they wouldn't be lost.

Quote
Second, the recipe for Birch backing in the bowying catgory calls for {Split trunk}.  From what I read in the development thread, I think this may need to change to Quarter trunk?

If I recall correctly, it should be {Short quarter log}
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:07:43 PM
Update

Fixes (prior to Signatus post just now)

Utility
Fishing rod was missing and is now in

Transport
{Tying equipment} fixed, as its not the same as {Tying Equipment} note problem with second word starting with a capital letter

Bowying
{Short quarter log} replaces {Split trunk} in BAC
BAC Trees are assumed to be 3+ meters of useable length hence the short half length is still enough for ~1 to 1.5m bows

flora_XXXX needed for BAC we talked about recently renamed to
flora_BAC_XXXX to note it as part of BAC

flora_cultivated.txt and flora_flax.txt files can be deleted as their data is now in the flora_BAC_XXXX.txt versions

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:09:31 PM
I have a flora_newherbs.txt file in my Unreal directory  ???

Caethan is that one from yours that should be in the BAC?

I also see flora_berries flora_herbs and flora_mushroom
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:11:53 PM

However, something fishy was still happening, possibly because of the recipe having more than one {Tying equipment} call, and it was still not accepting any of them on the second call, the one with [noquality]. My solution was to make both of them ask for {*cord} and voila. It also seems silly that "sew with strong thread" can be fulfilled with split spruce twigs or bark laces:


Actually....

Split spruce twigs are exactly what was used historically

I can knock off the [ground] tags

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 11, 2019, 09:21:37 PM
I have a flora_newherbs.txt file in my Unreal directory  ???

Caethan is that one from yours that should be in the BAC?

I also see flora_berries flora_herbs and flora_mushroom

I think those are all vanilla... it contains Mother/Bear pipe and whatnot.

Actually....

Split spruce twigs are exactly what was used historically

I can knock off the [ground] tags

Well, I guess that the strong thread message is a bit misleading then. Was the capital E really the problem?

Edit: Just tested, and it really is.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:39:16 PM
Update

Transport fixes based on feedback

Due to the 24 Wooden stake braces not being scanned from ground I've just changed the brace line to [remove] on the first stage. Ideally they could be around for a later birch-bark canoe but most users would only make one and they are fairly low cost to make anyway.

Birch-bark price raised from 45 to 60, which is 1:1 with its weight

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:41:20 PM
P.S.

Birch-bark punt now comes to needing 10 {Tying equipment} across the recipes based on the documentary and research saying it was 200 meters (600 ft) for one canoe.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 11, 2019, 09:57:46 PM
update

Minor

phrasing for one line in the first stage of birch-bark punt changed to:

{Tying equipment} (3) [remove] '+sew with split twigs or better'

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Faatal on January 12, 2019, 05:14:34 AM
beautiful work man
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 12, 2019, 04:17:49 PM
Thank you kindly.

Thanks for the hardtack too.

Novrus keeps a few hardtacks in his pockets and there is a stash at his distant hunting cave.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 12, 2019, 04:58:23 PM
Is there a way to give myself items or start out with certain picked items? I'd like to start with a fishing rod, spear, fine knife, woodsman's axe, decent bow, 10 arrows and warm clothes. Is there a debug or dev mode or something? I've looked through my character file and i can't find my inventory.

I don't think its cheating because a guy could start out with these anyways through the RNG. From the perspective of roleplaying: I left my home to fend for myself and as a parting gift was given or allowed to keep these items i made myself\made by my family\community\ or passed down through generations.

It would be cool if the game had a custom start where the player would be given a certain number of points to select their starting inventory based around the gear's value number. 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 12, 2019, 05:33:04 PM
Is there a way to give myself items or start out with certain picked items? I'd like to start with a fishing rod, spear, fine knife, woodsman's axe, decent bow, 10 arrows and warm clothes. Is there a debug or dev mode or something? I've looked through my character file and i can't find my inventory.

I don't think its cheating because a guy could start out with these anyways through the RNG. From the perspective of roleplaying: I left my home to fend for myself and as a parting gift was given or allowed to keep these items i made myself\made by my family\community\ or passed down through generations.

I would be cool if the game had a custom start where the player would be given a certain number of points to select their starting inventory based around the gear's value number.

The only way I see that happening is using recipes to give that to you, then discarding whatever you started with. I made a primitive no iron character and immediately discarded the iron axe and knife and made stone versions, for example.

You can make a test menu (I have a diy_test.txt file for my test recipes) and then assign it a letter in the menudef file when I want to use it (I'm using Q). You can just make recipes with no ingredients and 1 minute duration to get those items and off you go.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 13, 2019, 01:23:00 AM

The only way I see that happening is using recipes to give that to you, then discarding whatever you started with. I made a primitive no iron character and immediately discarded the iron axe and knife and made stone versions, for example.

You can make a test menu (I have a diy_test.txt file for my test recipes) and then assign it a letter in the menudef file when I want to use it (I'm using Q). You can just make recipes with no ingredients and 1 minute duration to get those items and off you go.

Pretty much that. Ps, its a little off topic for the BAC mod thread. Please start a fresh thread for more discussion on that. I will add just a quick bit more.

Shift-D when you stand on things discards them

You will need the menudef like Signatus described. The menudef_BAC.txt includes mentioning a few letters free and as of right now IIRC you can use two of the letters for your own menus.

Once items are made in the game you can remove the menu entry. The data is already in the character save. If you had custom grahpics you will want to leave those in the graphics directories as the pointer will come up with an invisible blank if no match is found (which is better than crashing the game)


For your free items you will need to match the vanilla name exactly in a recipe like

[SUBMENU_START Freebie]

.Exact name. /1m/
{Rock} '+free start'


[SUBMENU_END Freebie]


Aside from that I started Novrus with the "abandoned camp" to reprsent random gifts from his family, and boy it weren't much. You could also reimagine the disasterous hunt as gifts given rather than your father's horrible death.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 13, 2019, 01:33:01 AM
Minor

diy_BAC_Transport.txt

Added improved comments for the birch-bark punt. No changes to the recipes this time.

comments include a new  link to another 1 hour video on making a canoe.

// A crafter in Minnesota explaining the steps
// https://www.youtube.com/watch?v=qFSjKRnUzVo&t

And some mentions affirming the 600 ft of cordage for a real canoe. At 10 {Tying equipment} you guys are getting off easy  ;)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 13, 2019, 12:16:09 PM
Hey guys, I made a thread with my attempt at doing what i posted earlier. Help would be most appreciated, I can't get it to work. Signatus... if possible could you upload your diy_test.txt file so i could use it as a example over in my thread.   
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 17, 2019, 08:21:17 PM
@Brygun there's a typo in the {Branch} item on the .Medieval drill. recipe, the brackets are wrong.

Ialso noticed that a lot of ironworking is using TIMBERCRAFT rather than CARPENTRY. Is this on purpose as well?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 18, 2019, 01:21:08 AM
Update

As per report from Signatus

Fix of {Branch} bracket for Medieval drill

Ironworking reviewed. Numerous switches from Timbercraft to Carpentry.

Timbercraft in place when dealing with raw ores

Carpentry used when hammering and shaping. This includes changing iron billet into a steel billet.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 19, 2019, 03:57:16 AM
Update

Adds Frostbit's .Big Rock. to biy_BAC_standard.txt

This adds a late game activity of making stone walls around your compound

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 19, 2019, 10:11:23 PM
I found a possible problem... I noticed while testing a coin-making addition that the prices are off. It seem that PRICE:1 is equal to an arrow's price, which is supposedly 8. With some small coins valued at 0.1 each I was able to buy an arrow for 10 of them. At 0.125 price I could buy it with 8.

This means that a lot of items need their prices tweaked. An iron bloom is worth 10 arrows I think. This doesn't seem right.

What should be the price of iron itself, per pound? This could make it easier to determine pricing.

Also, would smelting copper/silver/gold into coins make sense? I think we could try to balance its yield or something, but could be interesting. My idea to emulate the rarity of the ores is to depend on some specific combination of biomes. For example, being at a mountain AND near some rapids. Or a cave near 2 or 3 types of mire. It should be possible to eventually find it, though.

Another way to do it is to create "herbs" that grow on specific biomes with low commonness and different yields. That would make it more dynamic how you find them rather than finding one spot and stopping there.

The same approach could be take in regards to iron, I guess, but it's so much common it might not be worth it.

Anyway, I made coins of 0.15, 0.12 and 0.18 for copper/silver/gold with values 0.1/1/20. Bringing copper coins to 0.30 might help underpowering them because being more common I was mining and smelting it bigger batches.

One could donate coins to villages in order to simulate them having some to buy stuff from you. Let me know what you think
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 19, 2019, 10:58:57 PM
The economics have always been a question.

Currently IIRC the prices of the bloom and iron billet are unchanged from Boudidda's mod. Other iron goods like iron nails were then based on the iron billet to be (was it) 2 times to value a simple worked iron object.

Axes themselves have their prices as per the Unreal World vanilla objects. Don't recall shifting anything unless it was to lower a stone version.

It was only really in the carpentry decorations I had little to go by in terms of what value to give them. Even the punts have a base vanilla punt with a known price.

All of this assumes the "price" from the wiki is the same as the [Price:#] which if its not an issue.

Was the wiki set to price 1 = 1 squirrel hide? if so how does 1 squirrel hide compare to arrows?


>>>>>

A coin system is pretty much contrary to the intended barter system of vanilla Unreal World.  I actually find the non-coin system in UrW refreshing from most fantasy games.  You are happy to develop one but I don't expect to bring it into the BAC.

I suggest making a seperate thread for a coin mod.

You can keep BAC compatibility if you aim for the 1-2 menu lists which BAC left free for personal customization.

>>>>

On the metal values though...

Being early iron age the iron itself is a very valuable item. As you can see in games where you are not a smith getting a collection of axes is a major achievement. A set of five axes if you weighed just the iron might be 15-20 lbs of worked up iron for months of work. Arrows can be made a several in a day.

The values of metals need to be considered for the period values vs the modern age. In today's world there is a comparatively vast amount of metal. Think of a locker from school or a sports facility. That amount of metal by weight could make you how many tools?

Bronze is now in UrW as a vanilla trade good. Decorative pieces get much of their value from the quality of art. So I wouldn't want to hazard a guess on simple coin values. Gold is even trickier. Both bronze and gold are of course period items.

Likewise extending discussion on the bronze/gold values should be moved off to a separate thread though you have my initial views on the subject for your perusal.

 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: JEB Davis on January 20, 2019, 12:25:22 AM
I'm in agreement with Brygun that coins are out of place in UrW.

This is shaping up to be quite a mod  :)
Thanks to ALL of you working on it.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 20, 2019, 12:38:20 AM
Coins maybe not, but ingots? Small ingots of metal were likely traded at this time, heck they've found stone in much earlier sites that's non native that likely would have been traded. People trade whatever's valuable.

Trick is how to put this into the economy.

  - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 20, 2019, 01:57:58 AM
I've heard references to the Norse armbands of metal (gold or otherwise) being traded off piece by piece. The pieces would be weighed at the time of transaction.

I do think it could be an interesting chat in another thread.

Other ingots might be possible to create the bronze decorations already in vanilla.

BAC at this point is running into space issues.

A set of bronze creation is likely go be ~5 recipes just to mine/process/refine the materials to make bronze. Remember bronze isn't a natural ore like iron. Its copper with other things added in.

Then you would need ~5 recipes for making bronze things.

Thats ~10 recipes for bronze decorations.

I'm also not sure I could even fit it into BAC. Remember one of the goals for BAC is to leave 1-2 menus open for customization. Items created keep their properties so long as you leave any graphics in you can on/off custom mods as your character is doing different things.

If the other ore mod is developed it could be BAC Compatible without being in the core BAC mod maintained in this thread.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 20, 2019, 05:13:27 AM
Coins maybe not, but ingots? Small ingots of metal were likely traded at this time, heck they've found stone in much earlier sites that's non native that likely would have been traded. People trade whatever's valuable.

Trick is how to put this into the economy.

  - Shane

My idea was something like this, though originally I was testing a way to find the exact price of things by getting naked and holding only the coins while trading, then asking what they prefer (worked). The weights for gold and silver coins are based on the most ancient coins found from Persia. The idea is that you could work them into something valuable as well, but also have a "billet" or ingot form to be able to melt stuff into.

The weapons menu seem to havr enough space for some gold/silver/bronze weapons (with different values based on weapon type) but other objects could get the appropriate tagging if "X bloom" and "X ore piece" werr changed to "bloom of X", "ore of X", etc... as happens with fibres already. This would allow naming the item depending on the ore used.

The problem is that pricing these items differently would require commenting in/out a price tag. While simple and solving the space problem, it requires this manual action. But you could have a silver hammer or a golden pot!

This could be extended to other items like "Arrowhead of iron/silver/gold" used with [naming:last word]

The roasting and smelting can easily fit into the mining and and ironworking menus, I think.

I used the gold to silver ratio of 1 to 20 and about the same of silver to copper though it appears to have remained about 0.1 to 0.3 throughout history. The coin idea might need balancing to make it not broken and less valuable for the effort, resources and tools needed (don't forget that) but it could work with the idea of the metalworker in mind.

Also, bronze could be melted from bronze brooches and stuff, giving them a new purpose. Alternatively, we could mix iron and copper together to make bronze.

Edit: btw, copper, silver and gold do occur naturally, and I know there's deposits of gold in finland. Finding them should be hard, kinda balancing it out.

Edit: another option would be having a swappable menu with the bronze/etc crafting recipes
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 20, 2019, 06:31:46 AM

I do think it could be an interesting chat in another thread.


Fair enough.  :)

And done! https://www.unrealworld.fi/forums/index.php?topic=4740.0 (https://www.unrealworld.fi/forums/index.php?topic=4740.0)

BTW, I don't use much of this mod, but the parts I do use are fantastic!

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 20, 2019, 03:37:10 PM
If/when the other ores methodology gets developed I/we can reconsider it for the BAC.

BAC also aims to have an educational or real world aspect. In the case of weapons gold, silver and bronze are all inferior in performance to iron. For decorations they do look better. Just because something costs more doesn't mean it is better. Which also applies to dating.



Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 20, 2019, 04:28:38 PM
If/when the other ores methodology gets developed I/we can reconsider it for the BAC.

BAC also aims to have an educational or real world aspect. In the case of weapons gold, silver and bronze are all inferior in performance to iron. For decorations they do look better. Just because something costs more doesn't mean it is better. Which also applies to dating.

That's not quite true. Having played Dwarf Fortress quire a bit, I know that silver is actually more useful as a blunt weapon material due to being denser than iron. Bronze and iron are pretty much on par when it comes to both edged and blunt.

You can check the DFwiki for info about each material's properties : http://dwarffortresswiki.org/index.php/DF2014:Weapon#Weapon_Material_Quality

It's surprisingly realistic.

It's pointless to make a gold weapon, I guess, but it's a gold weapon nonetheless... it can either be sold or kept as a cerimonial or just a special sword. It's worth noting that it isn't easy to mine enough gold for a sword or spear, I think. I wouldn't bother with gold armor at all though.

I'll share what I made and a few proposals in the other thread first ;)
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: JEB Davis on January 20, 2019, 10:57:12 PM
Yes, silver is more dense, and gold even more so. But seriously, nobody in Iron Age Finland would have so much silver laying around that they would waste it on a mace-head and then damage it in combat, especially not a 16 year old kid that just left home. Why not do a reality check here before putting time into mods that are out of the scope of reality.

I'm also saying this because aside from it only being "realistic" in Dwarf Fortress, this kind of fantastic wealth is against the intent of UnReal World. Just a casual look at how the devs have made the game's valuables & trading system makes that obvious, doesn't it?

I think all the wealth owned by all the NPC's would hardly account for one gold mace. Who could possibly barter it from you?

All that said, of course, I'm not trying to stop anyone from modding whatever they want. Go for it. But claims that those precious metals are good for anything other than ornamentation on prize weapons need to be refuted.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 20, 2019, 11:42:25 PM
Silver and gold mining might be a stretch, it's true, because it came from commerce. But there was silver and gold there, and they probably already knew about copper mining and bronze smelting for many years. Melting silver rings and bronze jewelry into something usable is one way to get it without mining.

On the issue of copper mining in Scandinavia (Norway in this case): http://sciencenordic.com/bronze-age-people-mine-their-own (http://sciencenordic.com/bronze-age-people-mine-their-own)

And this one is native copper, worked and unworked, from Karelia: https://www.researchgate.net/figure/Native-copper-from-Fofanovo-XIII-dwelling-site-in-Karelia-This-exceptionally-rich_fig3_274311218 (https://www.researchgate.net/figure/Native-copper-from-Fofanovo-XIII-dwelling-site-in-Karelia-This-exceptionally-rich_fig3_274311218)

So it's not that much of a stretch that copper and bronze can be worked, as well as silver and gold if available. My idea with gold is that would have to be pretty rare, but could be easily worked into some nice valuables if available. The "herbal ores" idea might work better because the rarity and biomes could be tweaked much better. If not gold, I think copper/bronze are interesting though
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on January 22, 2019, 04:09:38 AM
To make a Stone Hammer it's asking for a axe haft.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 22, 2019, 08:24:22 PM
To make a Stone Hammer it's asking for a axe haft.

Investigating.

Possible the recipe for axe haft got poofed. It should be getting made now from a short quarter log.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 22, 2019, 08:34:21 PM
Update

Investigation to Kkarlsson query on Axe haft found it showing under the diy_BAC_lumber.txt

Relocation of .Axe haft. from lumber to carpentry.  Likely lumber was chosen before the carpentry menu even existed.


Along the way carpentry was separated from lumber for menu space. The concepts being :
= Lumber is now a more raw materials handling.
= Carpentry is now the more finished goods.

Axe haft in Carpentry should now be easier to find.

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 23, 2019, 05:22:55 PM
And today I clue in that maybe Kkarlson was suggesting we use slender trunk on the stone hammer

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 23, 2019, 05:28:11 PM
update

minor

Stone hammer changed from needing an axe haft to using a slender trunk

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 23, 2019, 11:16:20 PM
And today I clue in that maybe Kkarlson was suggesting we use slender trunk on the stone hammer

I kinda had the feeling it was because it's called an AXE haft. I guess it does make sense to have stone hammer/axe/adze all take the same ingredients because they are pretty much just a piece of wood + stone + rope.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 24, 2019, 02:20:43 AM
Well the advanced iron and ball iron hammer also call for an axe haft. It was picked as already in the recipe list. In their case it represents a more specific quality of inner core wood of a large tree with better shaping then the low tech whittling a slender trunk.

I do concede that the stone hammer is on the same tech level as stone axe so matching the slender rod for that also made sense.

Leaving stone hammer as an axe haft would have required felling a large tree then processing via Lumber down to a short quarter log. Which makes sense for quality tools but not for basic 'primitive' style play.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 24, 2019, 03:47:58 AM
I noticed that your diy_Boneworking has knife handle parts but I can't see anything that uses them - all the knives seem to use a branch for the handles.

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Signatus on January 24, 2019, 03:51:58 AM
I noticed that your diy_Boneworking has knife handle parts but I can't see anything that uses them - all the knives seem to use a branch for the handles.

   - Shane

It's used only by the Northern knife
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Acolyte on January 24, 2019, 03:55:59 AM
I noticed that your diy_Boneworking has knife handle parts but I can't see anything that uses them - all the knives seem to use a branch for the handles.

   - Shane

It's used only by the Northern knife

Ahhh, so it is used, thanks!

   - Shane
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 27, 2019, 02:59:50 AM
Update

Delete your diy_BAC_Ironworking.txt

"Ironworking" menu being renamed "Metalworking" in preparation for including possible bronze etc recipes.

Specific keys within that menu removed (e.g. m and w) so that new recipes will sort naturally in keys.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on January 27, 2019, 03:07:56 AM
update

Fixed wrong bracket for .Carved board. under Lumber, reduced its production time from 2h (120m) to 90m to better fit price compared to fox board (see notes in lumber text)

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: KKarlssoNN on February 02, 2019, 03:09:41 AM
So i decided that i would make some loop snares.

I only have birch bark fibers to make rope but i don't think its good enough quality to suffice. After a little research i could not find a source for birch bark loop snares, or birch bark fiber rope for that matter, so that's kibosh ed.

I have spruce root rope though, I figure that would work, but the game will not let me.

Searching I found this:  http://www.nfb.ca/film/survival_in_the_bush/. Buddy makes the loop snare, some other cool stuff too. Some of the video seems a little staged, like with the bear. Nature shows are known to use zoo/trained/show animals to get their shots\footage. I could be wrong but anyways...

It possible to work a little magic and make spruce root rope loop snares?
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 03, 2019, 01:42:02 AM
IIRC loop snares are made with "cord" while "rope" is a bigger stronger object


checking...

diy_glossary

.Loop snare. [effort:0] [phys:hands,one-armed] *TRAPPING*   /10/   %15%   |-2|            
{*Cord}      [remove]   'Cord'
// Tying equipment changed to Cord



That was carry forward from a survival mod. I think it needs to now be {Cord}

BAC Technology tree for that

{Tying Equipment}
{Cord}
{*cord}
{Rope}
{*rope}

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 03, 2019, 01:48:17 AM
update

minor

Reviewed diy_glossary.txt which had some survival mod entries like loop snare discussed above. Adjusted to match BAC tech levels as

loop snare -> {Cord} (fibres and split twigs should work now)
water skin -> {*cord} (need better but you have leather to make a skin anyway)

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Stefthegrey on February 12, 2019, 06:31:08 PM
Hello, I love your mod! However, I've noticed an issue with cords in your updated v043 and UrW 3.52 stable. I haven't been able to use split twigs, or birch fiber cord to create a loop snare.

The diy_glossary entry for loops snares shows your updated {Cord} entry but it doesn't seem to work, I have no familiarity with modding UrW so I might be doing something wrong on my end. Could other entries be overwriting the {Cord} update?

Cheers
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Dungeon Smash on February 12, 2019, 08:29:28 PM
Got to say... I really love using this mod.  Feels great, plays great, I love all the options.  My dream of an Owl-Tribe super-scientist survivalist is finally within reach...

One minor quibble: For "birch shortbow", it says it requires "split birch trunk" - - the actual object required is "short quarter trunk" - maybe it's meant to be a little murky, that the user must think/experiment in order to find the right ingredient?  You can, of course, check the .txt file to find the answer quickly, which is what I did.  However, I thought it was needlessly obscure - maybe at least more of a hint? 
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 02:35:32 AM
Re loop snares and {Cord} ...  :o  possibly there could be another recipe for loop snare that is overpower the BAC one. Or I did something wrong?


>>>>>

RE Birch shortbow...

diy_BAC_lumber is producing "log" not "trunk" now so I believe the current version is correct.

>>>>

The place Im hanging out is about to close so I can't run a test to verify. Does anyone else test the Loop snare and birch shortbow issues? Please report success or failure.


Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:14:33 AM
got home and started up the game

Self confirm issue with loop snare made from split twigs is a BAC thing. Looking into it more now

Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:42:55 AM
Soooooo

Apparently {Cord} isn't a valid recipe call even though cord is a base object

changed loop snare to use {Tying equipment}  so that split spruce twigs will work. You can now also consume a rope to make a loop snare.

BAC note to modders updated to remove {Cord} as a tech level

Will include in the next update

>>>

Spurce bow {*Cord} changed to {*cord}
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:44:59 AM
Reread the recent question on the birch shortbow. Now realize it was that the old 'comment' was there. Changed it to:

   'Birch cut to a short quarter log'
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:47:59 AM
Update

Recent loop snare and bow fixes described above


>>>
First post in this thread use of graphical conversions rephrased to explain the decision more clearly. Now reads as:

One major mod type left out of the BAC is graphical conversions of vanilla objects. There is at least one, if not more, of these. These don't affect craft recipes which is the focus of the BAC project. BAC does add non-vanilla graphics. The project decision is that the graphical overalls be left out of BAC and left to user discretion.

One of these is known as "Jaredonians Character Models + Distinct Tribes v3". As far as I know it can be installed and removed independently of all the crafting menus. 
It is at:
https://www.unrealworld.fi/forums/index.php?topic=37.0
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Brygun on February 14, 2019, 03:59:52 AM
P.S.

Thanks for the recent compliments!

  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 17, 2019, 03:25:48 AM
Update

Minor

Was reading another forum thread on fishing rods so did some check on the BAC. Yes you can make a fishing rod with the BAC.

Also...

A dip net for ores uses fishing rod as a base object so should also work as fishing gear.

Text for Dip net text updated to reflect that dual role.

Dip net now uses two branches instead of two birch roots. Birch roots were a cord type object and it calls for cords later in the recipe anyway. The branches are used to make the spreaders of the cloth.

Both Dip net and fishing rod tweaked to {*cord} format (was {*Cord})

Dip net is in diy_BAC_Toolmaking (as it is primarily a tool for getting ores)
while
Fishing rod is in diy_BAC_Utility

>>>

.Dip net. "Fishing rod" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Slender trunk}      [remove] [noquality] 'Dip net can scoop ores or fish'
{Branch}   (2)   [remove] [noquality] '+as spreaders'
{Cloth}      #4#   [remove]         'Net of cloth, fur or leather'
{*cord}      (1)   [remove] [patchwise]      'Cord'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[TILEGFX:bc-dipnet]


>>>

.Fishing rod.  [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Staff}         [remove]
{*fishhook}      [remove]   'Fishhook'
{*cord} (2)      [remove]   'Cord'
{Knife}<Small knife>

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 18, 2019, 11:09:06 PM
Update

An issue was reported on making a fishing net. Looked into it and birch-bark was made using other conventions. Reviewed the overall recipe. Found other possible concerns. Fixed same.


>>>>

.Net.          [effort:1] [phys:hands]         *HIDEWORKING*   /8h/
{Tying Equipment}        (20)    [remove]      '+cord, fibre or other for net'
{Slender trunk}   (2)    [noquality] [ground]    '+to support tying'
{*Birch-bark*}   #2#   [remove] [noquality]   '+to make floats'
{Rock}        (4)    [remove] [noquality]   '+sinker weights'
{Rock} (6) [ground] [noquality] '+additional tying weights'
{Knife} <Small knife>
[WEIGHT:10]
// Excess weight because of working time constraints
// BAC: Change birch-bark line for compatibility
// BAC: Tying Equipment used to allow primitive sources
// BAC: Number # cord reduced to closer match weight (was 40)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 18, 2019, 11:26:22 PM
Hmmm....

I wonder if the [ground] for the extra 6 rocks will make it necessary to have them sitting on the ground vs confused selection in inventory.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: santur_bard on February 19, 2019, 08:19:19 PM
Thanks for the rod update, finding the whole birch bark build area quite involved but getting my head around it, keep up the great work, enjoying the world building through crafting!  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 20, 2019, 03:39:06 AM
Thanks.

Keep in mind that birch-bark includes one of the "punt" options based on the birch bark canoes here in Canada.
Title: Re: Community mod BAC project: Smith, Cooking, Punts, Survival, Carpentry
Post by: Dungeon Smash on February 21, 2019, 03:23:31 AM
Reread the recent question on the birch shortbow. Now realize it was that the old 'comment' was there. Changed it to:

   'Birch cut to a short quarter log'
Just another quick foible -

The recipe for "Two-wood Longbow" still uses the old nomenclature of the Buoidda mod, "Split birch trunk".  Again, the actual item required is "Short quarter log".  Might want to edit this for more clarity. 
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 21, 2019, 11:52:06 PM
Update

minor

text fix for bowying as Dungeon Smash discovered.

One wonders if he is a cousin of Goblin Slayer.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on February 22, 2019, 05:49:30 PM
In spirit, perhaps ;)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Draxis on March 12, 2019, 07:15:53 PM
Loving the mod! I’m trying a survival play through with the rule I need to craft or salvage all weapons right now. Foods a big issue since I have only stone tools and they are slow. One quick question - does the net recipe work? I got split spruce twigs and it says it doesn’t work as a valid input for the net. I think it’s something related to the tying equipment tag, but I’m not sure. Fiber from birch bark didn’t seem to work either. For reference, I’m on v47
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on March 12, 2019, 08:47:26 PM
Net recipe requires "cord", possibly to prevent using things like split twigs.  You can make cords out of fibres from bark (birchbark or other)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Draxis on March 12, 2019, 09:06:09 PM
Okay, I’ll give it a shot. It said that split spruce twigs use cords at a base reference item so i thought it would work.

Edit: Yeah. The net recipe didn't work. I think that there is something wrong with the tying equipment tag because it wouldn't let me use fiber or cords either. I wasn't able to make cords from the split spruce twigs either. I ended up fixing the recipe by using a fiber tag instead which I copied from another entry. Probably want to take a look at that.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on March 13, 2019, 02:13:59 AM
Ah I see the issue, the old Net recipe used {*cord}, at some point the modding architecture changed and now it should be {Cord}.  I think...
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on March 13, 2019, 11:15:40 AM
First time on the forums, and just wanted to say a huge thank you for BAC! I got into URW recently and BAC has really fleshed it out for me. Thank you all for such incredible work!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on March 16, 2019, 10:54:50 AM
Just reporting in a bug with obtaining backstraps. I have a "largely cut small elk carcass (skinned)", but the recipe (in boneworking) refuses to accept it. I expect this is because it calls for '*elk * carcass', which means there always must be two spaces (along with an optional word) between 'elk' and 'carcass', due to there being a space on either side of the second wildcard.

Changing the recipe to use '*elk* carcass*' causes it to process fine.

Stag and Reindeer appear to have the same behaviour.

Thanks again for an awesome mod!

~ T
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on March 18, 2019, 01:47:52 AM
Reporting in another bug! In cookery_glossary.txt the baked whole fish recipe, pea soup, vegie soup, and possibly other recipes have no cooking time, resulting in them being ready immediately at the end of the preparation stage. Adding \60\ (or another appropriate time) should fix this.

Many thanks again!

~ T
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 04:59:52 PM
Checking in and see there are things to look into.

Will get back to you all soon(tm)

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 05:09:06 PM
1) As BAC has grown to be quite large and uses file management methods when reporting it will help debug if you can mention which of the files you think the error relates too. Coming back after a while its a delay when I try to figure which_is_it.txt file that needs the check.

2) I wonder if the Net issue is the capital E on Tying Equipment.... need to check/test

3) to do... backstrap issue

4) to do... cooking issue
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 06:05:39 PM
on Net
Checking other diy_BAC it likely was the capital E on Tying Equipment. Will include that fix in the next upload. Havent tested it myself.

on backstrap
Guess that space to the * would be confusing to the text editor. Adjusting to the suggestion seems reasonable.

on Cooking
Debating. There are 2 time commands available with the /#Active/ being time the character is involved and all recipes seem to have that. The other time is marked with the other slashes as \#Unavailable\. This is the unavailable time that an object exists but can't be interacted with. On checking the files and how they were written I can see in at least some cases there is the logic that after the time interacting, /#Active/, that it would be ready for consumption /#Unavailable/.



Roasting a fish you take a few min to set up on a stick then leave it to cook for 30-60 minutes. That is /5Active/ and /30Unavailable/.

Frying a fish the fist is ready after 20 minutes of frying. That is /20Active/ and \0Unavailable\

Perhaps its that we are so used to vanilla recipes having that unavailable time a player might not notices the longer activity time.

So I think for now Ill leave cookery as is.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 06:10:20 PM
Well not quite leaving cooking as is.

Updating cookery_glossary.txt to Fataal's Hardtack v1.7.0

Thus also checking relative cooking times, though do bear in mind the /#Acting/ \#Unavailable\ times mentioned above.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 20, 2019, 06:20:47 PM
Update

Above matters included

1) Typo on Net should make it work now, please test and let me know

2) Backstrap fix done for the different animals

3) Hardtack updated

4) Cooking times reviewed with little/no changes with the understanding of /#Active/ means its not instant and you won't always have \#Unavailable\

edit: fixed the unavailable to the other slashes

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on March 21, 2019, 01:17:29 AM
Thank you so much for all the updates, Brygun! I'm having a blast with BAC.

1) As BAC has grown to be quite large and uses file management methods when reporting it will help debug if you can mention which of the files you think the error relates too. Coming back after a while its a delay when I try to figure which_is_it.txt file that needs the check.

If there's a github repo for BAC then I'm delighted to report future bugs and improvements as pull-requests. :)

Many thanks again!

~ T
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 21, 2019, 03:09:57 AM
Your welcome.

I encourage the various contributing authors to also pat themselves on the back. Or rub against a tree facing backwards to simulate the experience.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Aphrael on March 21, 2019, 04:49:04 AM
Hey Brygun,

Thanks so much for this. What an incredible list of stuff you have in here. I'm new(ish) to the game and at the point where I am just now dabbling in mods.

Wondering if there is any way to make this work with the Shaman mod? I seem to be able to get one or the other going, but not both...Shaman options don't show up in the SHIFT-M menu once I install the BAC.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 21, 2019, 03:58:56 PM
The shaman mod being (to my understanding) both large and spiritual vs craft concept isn't planned for inclusion in the BAC. That being said...

BAC leaves 2-3, IIRC currently 3, menu letters available. Those are the gateway to being compatible with other mods. IIRC the BAC no longer assigns specific letters to a menu as that was one less thing to co-ordinate in this very large mod.

So the question is whether you can divert the Shaman mod to fit into those limited free slots.

I've not used that mod so I don't know how many original menu slots it currently uses (or could be squeezed into).

Another option would be for the use to manually on/off parts of the BAC mod. You can have the game running at the time >IF< you are not in any craft/build menus at the time. Unlike other games once an item is in the game world it has its properties assigned. Thus you can edit the text (though not necessarily the graphics) in the files or rename the diy_ files to on/off things. For example in BAC there is on/off used for overlapping "build" on things like water sources.

In a simpler language...

you can hot swap large mods, just leave all the graphics in place.

So... while its not planned for inclusion the above can give you some leads on how to manually include the other popular mod in your adventure.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Aphrael on March 21, 2019, 05:49:00 PM
Hey Brygun,

Thanks for clarifying. This is actually super useful and, while I'm not *quite* a modder, lol...I am pretty sure I can make this work based on  what you're saying here. In at least a minimally-functional way. Right now I'm using Caethan's mod with the Shaman integration, but I can't resist the attraction of more items and such :) Thanks again!

ETA: Woo hoo! I made it work with some finagling. Feeling self-proud at the moment, haha.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on March 23, 2019, 05:30:34 PM
Congratulations, Aphrael!  "You've taken your first step into a wider world", as Obi-Wan said.  Once you've mastered the basic modding infrastructure there's no limit to the customizing you can do :)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Credit on March 25, 2019, 08:12:12 PM
You can use a simple script to "Exchange" menudefs so that new menus become available, but needs restart w/o modloader.
Also, you can use COOKERY as parent menu, without much trouble, except skill specific items, like shovel, northern spear and the like, but a small knife is totally doable from the cooking menu.

I've also successfully created clothing from a sub-cooking menu.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 26, 2019, 07:38:50 PM
I've also successfully created clothing from a sub-cooking menu.

When your underwear comes already baked  :o
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Credit on March 26, 2019, 09:25:22 PM
What do you mean? You don't like using the cooking menu as crafting like the make?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: koteko on March 27, 2019, 11:35:43 AM
I think that was just a "dirty" joke  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Credit on March 27, 2019, 12:35:59 PM
Why is it a joke? There's no [bake] tag used in the recipe?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Aerotinge on March 29, 2019, 08:45:35 AM
Why is it a joke? There's no [bake] tag used in the recipe?

Items under cookery_* will be cooked with no exception.
For example:
Code: [Select]
[SUBMENU_START:baking]
.RAWfish. "Pike"     *COOKERY* /1/ %30% |-1| :148: 
{Rock} (1) [remove]
[SUBMENU_END:baking]
You'll get a edible, cooked RAWfish in foods.

However, if putting same items under in diy_*
Code: [Select]
[SUBMENU_START:Weapon]
.RAWfish. "Pike"     *COOKERY* /1/ %30% |-1| :148: 
{Rock} (1) [remove]
[SUBMENU_END:Weapon]
You'll get a RAWfish that is still raw as vanilla "Pike", inedible.

And yes, you might redefine your clothing via a [TYPE:] flag. But it wouldn"t change a thing that your clothing is already cooked. :o
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Aerotinge on March 29, 2019, 09:10:33 AM
And for hot swapping submenu. Here comes an idea.
If there're alt_BAC_menu.txt and diy_BAC_menu.txt with following item code entry
Code: [Select]
...
.Next page trigger. [effort:1] *COMMON* /1/ |-2| [noquality]
//using condition hard to match
{[TILE:Inside of a building]} +'Esc this menu'
{[TILE:Inside of a Kota]} +'and next page menu will reload '
...
and a ext. script (bash/batch/powershell) monitoring MSGLOG.TXT, by using grep/findstr for certain words.
Run UrW with this ext. script.
When a trigger item fires, MSGLOG.TXT goes
Code: [Select]
(143270):d6hi:[#]{044A0609}      | HANDCRAFT OPTIONS: BAC MENU
(143270):d6hi:[#]{044A0609}      | BAC MENU: Next page trigger
then the script swaps alt_BAC_menu.txt and diy_BAC_menu.txt, and vise versa.
And player will see content of another menu.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Credit on March 29, 2019, 01:08:50 PM
Why is it a joke? There's no [bake] tag used in the recipe?

Items under cookery_* will be cooked with no exception.
For example:
Code: [Select]
[SUBMENU_START:baking]
.RAWfish. "Pike"     *COOKERY* /1/ %30% |-1| :148: 
{Rock} (1) [remove]
[SUBMENU_END:baking]
You'll get a edible, cooked RAWfish in foods.

Yes, I can convert via [TYPE:armour]. I don't understand the idea of things being cooked just because you use the cooking submenu. There's nothing different from that recipe in a cooking submenu or a crafting submenu, as far as I can tell, from my tests.

What I am trying to say is, with the [TYPE:flag], you convert it into another inventory-menu, and thus it makes it unedible and not spoil and for my example with clothing, accually gives it, amour values under the armour screen. Which is why, I don't really understand why the *COOKERY*-submenu isn't used more.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Buua on April 03, 2019, 10:22:47 PM
I have a problem with recycling cloth. I'm using recipe "Shred linen for yarn", I need come linen clothes, a knife and spindle and distaff. The problem is game doesn't count my advanced spindle and distaff as "spindle and distaff". Do I need another item? Do I have to set the item somehow?

recipe says:

Code: [Select]
.Shred Linen for Yarn. "Hunting Horn" *HIDEWORKING* /1h/ [patchwise:5] [effort:1] [phys:hands,one-armed]
{Linen *} #0.6# [remove] [patchwise]
{Spindle and Distaff} [ground] '+to restore to thread'
{Knife} <Small knife> '+to cut and fray'
[NAME:Hemp Yarn]
[TYPE:tool]
[MATERIAL:cloth]
[PRICE:5]
[WEIGHT:0.5]
[TILEGFX:rc-yarn]
// Icon provided by Kaaven from the Urw Forums, modified
// 'Plant Fibre' -> 'Fibre'
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on April 08, 2019, 08:19:35 PM
try changing the recipe to {*Spindle and Distaff}, also it may need to be placed on the ground to work.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Iago.Hach on April 11, 2019, 03:53:35 PM
Hi!
Great work putting together all those mods! :D

One suggestion on the Privateer's Clean Fish recipe:

The original one is like that in the diy_ file

.Clean fish. "Pike" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/   %10%   |-2|   [patch:5]
{Raw fish}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

But this would waste some fishes that are more or less valuabe and nutritious
Breams, Pikes, Salmon, Trout etc would all become Pikes!

Here's one suggestion, try writing that in the cookery_glossary.txt:

.Roasted fish cuts.    [patchwise]   *COOKERY*  /10/  \30\    |-1|    :148: 
{Raw fish}      #1#     [remove] [roast] [patchwise] [name:Roasted %s cuts]
{Knife}   '+for chopping and cleaning'
[COOK_WEIGHT_DIV:1.3]

Or an alternative (if you guys are like me that try to mix lot's of ingredients together when hungry haha):

.Roasted fish cuts.    [patchwise]   *COOKERY*  /15/  \35\    |-1|    :148: 
{Raw fish}      #1#     [remove] [roast] [patchwise] [name:Roasted %s cuts]
{Berries}   #0.1#    [remove] [roast] [optional] [patchwise]
{Vegetables} #0.1#  [remove] [roast] [optional] [patchwise]
{Seasoning} #0.1#  [remove] [roast] [optional] [patchwise]
{Knife}   '+for chopping and cleaning'
[COOK_WEIGHT_DIV:1.3]


For me it's very useful as I mix big fishes with lake reed, berries and bear pipe leaves :D

Hope it helps :)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 02:18:39 AM
Im checking back in for any critical fixes.

Reading through things and the suggestions.

Not sure I want to try mucking with a script file. First impression is the building swap is only used rarely so keeping it to simple manual edits is safer. Script work certainly can open some doors to larger mod collections.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 02:55:27 AM
Note to self,

Finnish cheese gave okay to include. Consider for next BAC update. Link to that mod here

http://www.unrealworld.fi/forums/index.php?topic=2360.0

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 03:02:12 AM
Hi!
Great work putting together all those mods! :D

One suggestion on the Privateer's Clean Fish recipe:


hmmm

First thought is that the fish cut creation gives small pieces that can be used in several ways, like being raw meat for a trap (assuming it works that way in the trap code)

Cut up fish can be used in various cooking or other recipes though cooking is the most common by far.

The motto "if it aint broke don't fix it" comes to me as well. Privateer's original does work.

I think Iago's additional recipe could be done as an addition to the BAC cooking.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 03:24:43 AM
The problem is game doesn't count my advanced spindle and distaff as "spindle and distaff".

Dungeon Smash provided a solution and the OP Buua hasn't replied further. Tends to imply solved.

I think this is a case of the "advanced spindle and distaff" coming from another mod. Or have I forgotten it being part of this large mod? If its outside of BAC then DS has given a solution for local integration.

AS I am currently guessing the "advanced" is external to BAC that BAC doesn't need to apply DS's fix
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 19, 2019, 03:31:50 AM
Update

Untested additions to cookery. Due to a hardware issue Unreal world isn't currently installed on my on-hand equipment.

>>Feedback both for if it works or is broken is requested of the cooking additions<<

Additions include the zhihao1's Finnish cheese mod and Iago.Hatch roasted fish cuts.

Both modders added/updated in the readme credits

For zhihao1's cheese they are placed under "Utility recipes" of cookery section. I was concerned that adding his original menu_def would take up one of the rare limited letter slots which might already be in use by those adding mods ontop of BAC.

edit:
almost forgot the cheese graphics
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on April 21, 2019, 12:51:26 AM
Awesome!! Love the cheese.

Just wanted to say, I really appreciate how clearly and logically organized this mod is.  Other mods I have used, the mods themselves work great but the code is a mess.  Yours is much better - it makes it so much easier to modify and add my own preferences!  Thank you.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 22, 2019, 02:16:03 AM
Your welcome.

Thanks also to all the contributing modders.

While I started with ~20 recipes from me Brygun's Added Items the integration with others made the data structure, the organization, necessary. BAC then organized, reassigned, filtered and lots of recipe edits to get what we have today. It also made it easy to add in a bunch more of my own recipes sometimes expanding on others. The wood carving was like that. After integrating the existing wood carving mod I looked through the graphic tiles and picked out ones that looked like they could be carved, like the village playset.

Keeping code easy to read is part of computer programmer training. Code is read by more than you and the machine. Other team members, the client and people years down the road need to figure it out. Plus one day you may be called in to do maintenance or update on code someone wrote years ago... like that time 1999 became 2000.

:-P
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 22, 2019, 02:20:26 AM
Update

minor

Dungeon Smash in the original cooking thread find a compatibility wording issue recommending change to  {*wooden tub*}

This has been done in this version of BAC
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Strangelove on April 29, 2019, 02:34:56 PM
Where's the download link? I can't see any.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: MigrantWorker on April 29, 2019, 07:49:04 PM
Where's the download link? I can't see any.

There is no link as such. Instead, each release is attached as a zipped file to one of the responses - including the one immediately above your comment... ;)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 30, 2019, 08:32:06 PM
Thanks for answering Migrant.

I also endeavor (fancy word for try) to keep changing the link in the first post of the first page of this thread to show the current.

I do include the link whenever I say that magic "Update" word. The various update posts effectively make a set of earlier version backups just in case something gets out of sorts with a new update.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Gordon1981 on May 11, 2019, 07:25:33 PM
Was pine salve implemented? I saw it mentioned, but I can not find witch menu it is under or a Boff that needs to be renamed.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Gordon1981 on May 15, 2019, 04:45:10 PM
I can't seem to find the "wooden block" needed for this recipe. I have tried a block of wood and a small wooden block.

.Medieval drill.

{Wooden block} (1) '+for flywheel'

Also, when I dry berries... the berries are optional. Not sure if that was intended/RP.

love the mod and thank you for your work.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 16, 2019, 11:04:32 PM
Checking in and now investigating recent issues
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 16, 2019, 11:09:20 PM
I can't seem to find the "wooden block" needed for this recipe. I have tried a block of wood and a small wooden block.

.Medieval drill.

{Wooden block} (1) '+for flywheel'

Also, when I dry berries... the berries are optional. Not sure if that was intended/RP.

love the mod and thank you for your work.

Thanks for the love.

Checking the recipe it was intended to be the piece of wood you get from chopping a log into blocks. That being a largish hunk of rough wood that is shaped during this recipe's creation.

Ill see if I have a character in a situation to test it. I was under the impression it worked as IIRC someone reported having made the advanced boat this tool was called for.

edit:

timbercraft default command sequence:

alt-m > Chop felled tree into blocks

should create the intended component

>>>>

Berries still be checked on.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 16, 2019, 11:47:40 PM
Update

1) Medieval drill issue confirmed and fixed to see intended block of wood

1A) The wood stake and block are now at the top of the recipe as that made it possible to test that section in my character's current situation.

1B) I >assume< the other recipe elements are operating correctly. Not sure if my character has or could reasonably make the billets needed along that recipe.

1C) I did note the recipe is so long the text view overlapped other text. Not a critical issue. Note for Saami to consider but I doubt the energy to fix matches the minor inconvenience. Other modders note the affect of long recipes.

2) Dried berries, the berries are no long optional  :-X


Pat on the back to myself for choosing an openly named easy to read file structure making debugging even months after working on a section really easy. Commenting your code is also useful. Hooray for useful bits from a University education.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 17, 2019, 02:28:22 AM
Was pine salve implemented? I saw it mentioned, but I can not find witch menu it is under or a Boff that needs to be renamed.

I don't think it ended up in BAC.

By salve it could mean a few things from sticky substance to seal leaks or a medical treatment. I recall another modder talking about pine salve.

For sticky stuff for sealing BAC is using "caulking" under the Carpentry menu. Which itself needs "pitch glue".


Hmmm... and the boats use a thinned down "pitch glue" to represent a weather sealing paint.

"pitch glue" of two types is present in the Barkware menu, as it tends to be made from bark.

From what I recall don't think "pine salve" ended up in BAC.

(Brygun, BAC mod manager)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on May 17, 2019, 04:42:56 AM
I'm not sure if this is a bug or not, but "Woollen Veil" does not cover the face area.  I would have assumed that a "Veil" was specifically for protecting the face against cold, since few other items do so.  However, Woollen Veil does not seem to (Nor eyes, for that matter).  This may be a bug/feature of the original code, I'm not sure.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 17, 2019, 05:15:06 AM
Checking the recipe:

.Woollen veil.         /45/   [effort:1] [phys:hands]
{*Yarn}     (2)    [remove] 'Yarn'
{Woollen *}     'Woollen Cloth'      #0.5#    [remove]
{Knife} <Small knife> 'A knife good for fine work'
[PRICE:8]


Its a base object creator so its a vanilla game function what body zones the viel covers.

I also would have thought veil covers face as they are used in weddings to hide the bride until the reveal. However perhaps in their culture it is something else?

Eyes would never be covered otherwise you can't see plus the game is better without completely invulnerable mahem eye armor could bring.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on May 17, 2019, 11:03:52 PM
Yeah, it is odd.  I wonder if this is just an oversight, or if "Veil" has a different connotation in Finland.

On another note, I finally started messing around with the different punt construction methods. 

One thing I noticed - you might want to add the "remove" tag to the firewood used for the purpose of constructing dug-out hulls. Currently it has none, so the firewood which is supposed to be used for burning out the interior of the hull simply remains sitting there.

EDIT: also, "Shallow dug hull" does not require "Pointed log" to construct.  You can currently make it out of just axe, fire and firewood  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 18, 2019, 03:21:45 AM
Update

fixes for the transport section for dug out log as per Dungeon Smash

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Stoner on May 24, 2019, 04:45:07 PM
First of all, really good mod. Thanks for the hard work.

I have an issue with crafting.
I can´t seem to make pliers since i need "nails for pivot" but Iron nails are not identified as such.

Don´t know if this is a bug or i just don´t find the right item in the menu.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on May 24, 2019, 10:13:10 PM
I think I see the issue - the pliers recipe asks for "iron nails", but I think the game may be case-sensitive, and will only recognize "Iron nails" with a capital I.  I'm not sure though.  You could also change it to *nails
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Maenethal on May 31, 2019, 07:40:06 PM
Is there a way to use this with the Shaman mod? I can't find a way to enable all the menus/recipes.

EDIT: I got it to work! I just added the recipes from "Ritual Supplements" to "Weapons" and the recipes from "Shamanic Herblore" to "Mining and More."
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 05, 2019, 08:50:03 PM
Periodic check in.

Is there a way to use this with the Shaman mod? I can't find a way to enable all the menus/recipes.

EDIT: I got it to work! I just added the recipes from "Ritual Supplements" to "Weapons" and the recipes from "Shamanic Herblore" to "Mining and More."

Good to know.

Large scale mod integration isn't something I can garauntee.

The other option is BAC did leave 3 letters free for the submenus. If you put the other mods into those letters (or just cue them for the next internally assigned) it would work to.

>>>>

Ill check on the iron nails now
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 05, 2019, 09:01:18 PM
Update

Minor

Fix for the nails for the pivot in the pliers recipe

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 05, 2019, 09:06:47 PM
 :o

We past 10,000 views for this thread. Almost 11,000.

Just another 6,000 to go to tie with the self sufficiency mod, which is a predecessor to this mod.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 12, 2019, 03:44:57 AM
Routine visit by mod wrangler.

All appears well.

Thanks to all the content contributors, those making bug reports, suggestions and support. Glad to see, or rather I assume, things are running well.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: popopop1279 on June 14, 2019, 01:45:43 AM
I absolutely love the mod, made the entirety of unreal world x100 better. But I seem to be having a issue with Lamellar rerebraces. All the other Lamellar armor crafts fine, but for Lamellar rerebraces it doesn't recognize that the steel Lamellar pieces are for crafting it.

https://imgur.com/gallery/FtMdViX

Edit: I put the wrong imgur link
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 15, 2019, 03:59:29 AM
Update minor

Fix to Lamellar Rerebrace

Recipe was missing the * at the start of the Lamellar line
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Ukhata on June 27, 2019, 10:28:38 AM
hello, is there a complete list of things added or new possibilities for this mod?
or a wiki for this mod?

thanks in advance!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 27, 2019, 03:56:55 PM
hello, is there a complete list of things added or new possibilities for this mod?
or a wiki for this mod?

thanks in advance!

Not at this time.

It does add a lot (tm). This being that it draws in the work of several major and several minor modder's works as well as my own. Hence "Brygun and Community" = BAC mod.

As the focus was crafting things like the Shaman mod weren't included though on the forums someone has mentioned achieving a merge. A few (3 IIRC) first menu slots were left available for including other mods for those wanting to customize things.

If you download and unzip to an alternate directory you can browse through the mod recipes as Unreal World does those all in text files. A look of the .diy file names gives a list of topics which is pretty extensive.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Bard of Prey on June 27, 2019, 11:24:54 PM
Hey there.  I made this by re-colouring your bloomery, so it seemed only fair to share it in case you have a use for it...
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 02, 2019, 04:33:58 PM
Update

Minor

Switches new kiln builds to use Bard of Prey's graphic submission.

Note with how UrW manages builds existing kilns will still see the old graphic. The file pointer is assigned to the item instance at the time of creation.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on July 03, 2019, 06:48:13 AM
Shutter on north wall by the NE corner was fine (running east to west) until I built a regular North Wall right beside it, now it's turned north to south

 @MattHatter42 Not sure why you posted that here, but;
This is a known 'feature' of a shutter wall. The wall does not know which way to face. Once you build floor/ceiling it will snap to the correct orientation.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: MattHatter42 on July 03, 2019, 10:56:10 AM
Sorry about that, I'm a newb
BTW, you have a duplicate of ROAD building, one in biy_glossary, the other in biy_BAC_Standard
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 05, 2019, 06:11:42 PM
Thanks Privateer

Obligatory please post base game bugs in the other places where Saami will see.

MadHatter42 observations are correct. Extra road recipe commented out.

Bard of Prey added to contributor's list

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: ptr987 on July 23, 2019, 12:42:45 AM
Thank you so much for this mod!  I used various mods years ago when I played Unreal World and now I'm back playing and love the game even more, especially with this mod included.  I really like roleplaying a character and this mod allows a lot of playstyles to be distinct, while keeping everything compatible with one another.

On that note, I've been hankering to play a Woodworker that also learns how to hunt and live with the wild.  Your work and some of your comments in the forum inspired me to try my hand at modding for it.
 I've finished my own Woodworking profession mod of BAC, changes to prices as they were priced in torches instead of squirrel hides (most stuff got a lot less valuable), used the final two menus to add a Woodworking and Carving menu, and made the bow making process detailed and longer - like drying wood for a hardwood longbow and using a tiller, as well as adding steps like some of the other crafts have.

I couldn't figure out how to make some of the more important things for a woodworker work like making and trading basic iron age furniture and carvings; some of it is also based on providing carved or fancier items for richer folk who want to show off social status.  It didn't seem right that the furniture would just sit in inventory or be dropped if it was heavy enough, wherever they were, so I made tokens for each piece that had the value on it.  Now a woodworker can drop furniture for the villagers in a house and then trade the token for the goods, so the villagers actually 'use' the furniture.  This obviously takes a little imagination and roleplay as it could be abused but I've played a few hours and had a lot of fun.

No way I would've tried doing it without your work!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on July 24, 2019, 04:09:07 PM
Pretty interesting! Could we get a look at the woodworking code? I've been messing around with some similar stuff myself.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 24, 2019, 08:09:00 PM
Thank you so much for this mod!
...
No way I would've tried doing it without your work!

Thanks!

Like yourself I got inspired by others, like Rain and Endive. Saami's Unreal World engine is pretty easy for modding. I've always encouraged others even if that means competition for my own mod. BAC isn't just mine though. Its full of many people's work.

The only big limitation is the number of menu slots. Hence some things need to be a little simpler for a broad mod like BAC. The tillering of the bow for instance. I've heard of doing that though not done it myself. Its something that a more specific aimed mod could include. The clinkered boat for instance in the BAC has connections to dozens of production steps, like tools with their own production needs.

Would it be all right to add your chair and closest graphics into BAC? The closet to cover the piles of things is handy though IIRC there is a trunk in BAC along those lines. I like having variety and some "next level improvements" for long term characters.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: ptr987 on July 25, 2019, 01:30:39 AM
Pretty interesting! Could we get a look at the woodworking code? I've been messing around with some similar stuff myself.
Of course.  I'll upload it all tomorrow as I've tweaked it a bit as I played, making it a bit better.  I'm sharing it so the community can have it and have fun, as my way of giving back for the great modding I've enjoyed.

Thanks!

Like yourself I got inspired by others, like Rain and Endive. Saami's Unreal World engine is pretty easy for modding. I've always encouraged others even if that means competition for my own mod. BAC isn't just mine though. Its full of many people's work.

The only big limitation is the number of menu slots. Hence some things need to be a little simpler for a broad mod like BAC. The tillering of the bow for instance. I've heard of doing that though not done it myself. Its something that a more specific aimed mod could include. The clinkered boat for instance in the BAC has connections to dozens of production steps, like tools with their own production needs.

Would it be all right to add your chair and closest graphics into BAC? The closet to cover the piles of things is handy though IIRC there is a trunk in BAC along those lines. I like having variety and some "next level improvements" for long term characters.
Absolutely, everyone involved has my heartiest thanks.  Privateer especially, as the big menu mod made all this stuff possible.

My intention is to give variety and 'next level' feeling for a long-term woodworking character.  The furniture process takes a number of steps and uses the wait periods similar to other stuff, with wood drying, selection and then preparation before working it into a furniture shell.  Each step takes a bit, as some require time for planning, glue to set or linseed oil to dry.  I combined most of the process in one way and then diverge it at the final step so all the furniture can share the preliminary menu items.  The mod uses a lot of stuff from BAC so I can't foresee it being a standalone at all (you need glues, and flax for linseed oil as well as borrowing some graphics that work for stuff like the primitive sanding tool.)  It has two new menus - Woodworking and Carving - so it should be some sort of add-on that people can use for woodworking characters.  I've only added two items directly to the Carpenter menu.  The bowyer menu on BAC has plenty of space even after I've added a number of items to it so that's where I'll tinker around next, like adding a hunting bow and some higher tier variety stuff.

There are a few 'tokens' that are supposed to represent woodworking jobs that a woodworker would do in the iron age, like carving handles and doors, which cannot really be represented in the crafting menu.  They're between 4 - 6 squirrel hides and take a while, with a wait time at the end - to represent staying in the place and doing touch-ups to the work.  It's a similar value to some of the stuff on the carving menu.  If anyone has any idea of a way to do that better it'd be great.

As far as graphics I've done a chair, table, closet, shelves, a dining set (for sale), woodworking tools and tiller graphic so far.  I'll be adding in bed, stool and various graphics for the stages of woodwork for furniture.  I'll do some for bowyer as I get to them.  Any of them I do anyone are free to use as they wish for mods.  I'll upload them in the zip with the text files.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: ptr987 on July 25, 2019, 09:43:35 PM
Here's all the work I've done; everything is listed in the README.  Everything I did I mostly just copied patterns of stuff someone else has done and adapted the idea to woodworking.  I'm not an artist at all so I mainly copied color and shading style from existing art in the mod.  Anyone is welcome to use any of this however they'd like for Unreal World modding.  I tried to comment on every file that was changed.  I'm sure I still have a mistake or two left in there somewhere, too :P

I plan on playing with the mod a while and tweaking it to make it better based on play experience so it will take me some time.  I'll also be adding in some long-term and higher tier stuff for woodworking and bowying, akin to the Shaman mod, with rare things needing to be done/collected.  Possibly make extremely rare wood trees spawn in distinct areas that have very select wood, I'm not sure yet how to do it.  Any ideas in this area would be great!  Also, if anyone knows of a better way to do the token system so NPCs can use the furniture that would be fantastic, as it is, each finished piece of furniture takes up 2 menu items.  I'd love to see any ideas in general for woodworking, too.  That includes anything you were messing with Dungeon Smash.

All of the new graphics are shown in the attached .png, Brygun, and you're welcome to use any of them.  I did a barrel graphic and added it to the BAC Keg and Barrel in my game.
Note, there may be an issue with the Closet and Shelves graphic with covering up a tile as I copied the layout of the Loom graphic which is 66 pixels, and placed the item in the same place, so it's sitting 'back' and covering more of the tile behind it.  I'm not sure if it's the best way of doing that.  Also, in regards to price changes I roughly stuck to changing your calculated prices from torches to squirrel hides (17:1) as it appears like the price tag for modded items is in squirrel hides, not torches.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on July 25, 2019, 10:24:12 PM
I tried to comment on every file that was changed.  I'm sure I still have a mistake or two left in there somewhere, too :P

Nice work! Always felt more decor would be a great add.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 26, 2019, 04:56:31 PM
Thanks I'll take a look at it.

BAC to this point wasnt reviewed for price balance on newly added items. I aimed guess around what was already around and from the wiki. If the wiki is on an old scale (squirrel hides) than they will indeed need a fair bit of working.

Will take a bit for me to poke around on this update.
 
Thanks ptr987
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: ptr987 on July 26, 2019, 09:21:25 PM
BAC to this point wasnt reviewed for price balance on newly added items. I aimed guess around what was already around and from the wiki.
I'll be clear because I don't think I communicated it well and I don't want to waste your time on accident.  I noticed the discrepancy because when I went to trade a tub it seemed way too valuable, and as I had found the modding wiki I looked it over and found that [PRICE:X] is X squirrel hides on an item.

Your pricing (or whomever worked it out) on the Barrel research looked sound.  I found the 3.4 pricing guide and found it priced out in torches.  Squirrel hides are equal to 17 torches.  The prices that I went over in Carpentry made total sense if they were in torches, so I converted them to squirrel hides by dividing by 17.
Ex:
Barrel-style tub
Old Price: 178
New Price: 10

When I tested selling this in game it traded for a longbow fine, which is also 10 squirrel hides, so I think it works ok.  I could easily be wrong as I am new to all this.  Thanks for your efforts and I appreciate them!

Links to pages just in case
https://www.unrealworld.fi/wiki/index.php?title=Price_v3.40 (https://www.unrealworld.fi/wiki/index.php?title=Price_v3.40)
https://www.unrealworld.fi/wiki/index.php?title=Modding (https://www.unrealworld.fi/wiki/index.php?title=Modding)

Nice work! Always felt more decor would be a great add.
Thank you, your mods and guides really help out a beginner.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: GrimmSpector on August 13, 2019, 06:00:16 PM
It’s a bit unclear what this mod actually contains. Is there a proper listing somewhere without resorting to the mods game files?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: GrimmSpector on August 14, 2019, 02:14:13 AM
The birch bark and bark items all seem to not work in this :( birch inner bark isn't birch-bark, and bark I pulled off an alder is "bark" and not "alder bark" ...
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 19, 2019, 12:56:43 AM
It’s a bit unclear what this mod actually contains. Is there a proper listing somewhere without resorting to the mods game files?

Not in detail as it now includes many mods plus numerous bonus items. In general you can be make most items in the game, be a smith by mining ore, make your own clothes, additional wooden goods and several types of water craft.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 19, 2019, 01:03:08 AM
The birch bark and bark items all seem to not work in this :( birch inner bark isn't birch-bark, and bark I pulled off an alder is "bark" and not "alder bark" ...

You get usable birch bark by making "birch-bark lace" which does require standing near a birch tree.

A roll of birch-bark also works as it represents pulling a tall sheet (5-10 ft in photos) off the tree. the big sheet is needed for the canoe but it does also work for taking apart to make small items

Inner birch bark isnt meant to be quite the same material. It may be a left over from when that mod was pulled into BAC.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 19, 2019, 01:04:45 AM
PS.

I was supposed to move into a new condo ~2 months ago but the paper work and actually have them put an oven in it has caused many delays. Havent been as focused on updating this with the new furniture as promised. not forgotten but real life went unstable. been having to stay ~1-2 at different places always hoping that the next day I can get moved into my own place.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 19, 2019, 01:22:37 AM
Update minor

Changed the inner birch bark to a "birch-bark" as it was causing confusing.
Inner birch bark not appearing anywhere else in the barkware menu so appears a dead end anyway

Willow bark and Alder bark likewise might be dead ends but were left in under the less I change things the less likely something else will go wrong

birch-bark lace and rolls of birch-bark were always possible starting material for birch-bark however their names were not obvious to new users. I was already used to them so hadn't noticed until the recent report.

Not done this update is the new furniture graphics and price changes as these will be more extensive reviews im not in such a stable situation to do. The bug fixes though I do prefer to do quickly.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: fflol on August 26, 2019, 08:01:38 AM
Hi Brygun, first of all, appreciate the great work.

I'm using BAC mod v057, trying to make an axe haft, it just says I need 'for core wood', I couldn't figure out what exactly I need to use, can you please take a look?

Cheers

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 27, 2019, 04:15:12 AM
Thank you kindly.

Axe haft is under Carpentry.

Due to the expansion of the number of items the simpler linear menus couldn't always being maintained.

If  its detailed wood or carry size it is probably under Carpentry. If its big chunky wood it is probably under Lumber.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: fflol on August 27, 2019, 06:59:47 AM
Thank you kindly.

Axe haft is under Carpentry.

Due to the expansion of the number of items the simpler linear menus couldn't always being maintained.

If  its detailed wood or carry size it is probably under Carpentry. If its big chunky wood it is probably under Lumber.

I see, just using txt to open the files :)

thanks Brygun, all the best
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 27, 2019, 05:52:13 PM
I have added a note in the Toolmaking text file about it.

I do believe the premise that if one person asks about it there will probably be more soon.

I'm not doing a BAC update just for that but it is set up to be grabbed whenever the next update is done.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 28, 2019, 01:01:22 AM
Im starting on the promised update for ptr987's woodworking mod and the pricing fix (~ 1/17th original BAC for items I based on the wrong economy)

In his suggested files is a significant retooling of the bow making. I have mixed feelings primarily as its a bigger change on a long standing mod. Probably will over write other modders works. So in this case if there are any opinions on switching to his woodworking bow making or keeping the existing BAC it would be appreaciated.

Ive also looked over his token system for getting furniture graphics into NPC homes while using the token to get paid for it. My primary hesitation here is the need for menu slots and Im VERY much avoiding cutting down the free submenu letters (~3 IIRC). So on that account I might not implement it in the base BAC. Debating and will see about menu space.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 28, 2019, 01:06:22 AM
Found in the BAC truetile folder an unknown version BAC.zip of about 100kb. This probably was a file copying error. Its location does mean that the last numerous BAC versions have that as an unneeded file in the truetile folder. It should be okay to delete it.

It is removed for the next BACv###.zip so the zips going forward will be considerably smaller in size.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 28, 2019, 03:59:37 AM
I was considering a major economic look over with the wiki in torches but the game on squrrel hides

17 t = 1 sh

That would be a huge thing to do.

I think Im not going to do that right now as there isnt major complaints on the BAC prices.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 28, 2019, 04:55:58 AM
Upcoming in the next release

Adaption and integration of most of the concepts of ptr987 woodworking.

What did make it in is

= the bow making changes, it appears well integrated already,
= wood shelves, wood chest and the use of a furniture shell as a pre build step
= sanding tool now required for the better carpentry items (only, basic things unchanged)

What didn't make it in and some reasons
= linseed oil. If flax is out of season the player may be trapped from making things.
= Alternate to Pitch paint considered but not implemented. It is already available in the BAC as diluted pitch glue could be used as a sealant but that is more about things like boats or buckets constantly with liquids.
= Furniture shell steps narrowed down to save on menu space
= Carving menu as we have cups and bowls so adding decorative versions would take up menu spots. Individual user can use a free menu slot if wanted.
= the token system for zero price furniture but token carry to a town. Also needing a lots of menu space. Prices, as I see them, attached to the furniture can be set to zero and the listed price attached to a token. Or you could as a user have a single "you owe me" token that the user manually edits with their collected gifts. Either way bit tricky with new users.
= Carpentry bed commented out though listed in the text file. Beginner users might expect "Bunk" benefits which it doesnt have. Experienced users can easily take out the comment lines and put them back in.

>>>>>

Also...

I am reviewing the pricing across all BAC diy for the 1/17 issue. Many items have price 0 anyway as they were already modded a player  only uses this item. Others are usually pretty obvious given the nearly x 20 pricing differences needed. Finding it reasonable to proceed.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 28, 2019, 05:49:54 AM
Knitting and armor was found to be on the old torch currency so all its entries got the 1/17 applied to be in squirrel hides.

Iron worked items like nails or "shape" set to 4 x weight
Steel billets set to 6 x weight
Metal working typical 1.5 to 2 x value of iron/steel components seems to come out to vanilla prices
with of course the price of armor needing to be in squirrel hides

Carpentry and other getting pricing fixes now that the iron/steel is being better economy fixed.

Should be done soon.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 28, 2019, 06:32:34 AM
Update, Major

Major status do to pricing fixes. Many items had the ### of torches but as ptr987 pointed out the game is now using 1/17 that in squirrel hides. Thus those items had hugely overvalued sell rates and have been corrected. The legacy Knitting, Weaving and Armor menus for heavily affected.

 I also reviewed values of metal working leading to the now corrected armor prices and am fairly satisfied with the steps from iron working. Each crafting step adding value over the necessary components.

ptr987 Woodworking partially integrated as discussed. See the Toolmaking for the sanding tool. Some minor work in Lumber including now "dried boards" then "sanded board" then "furniture section" conceptually matching his original work. Primarily needing less menu space to fit in the BAC menus. Carpentry has new items using several of the nice graphics he made for us. This gives more multi-tech level carpentry.

Bow making got the update from ptr987. More than simple bows require making and using a Tiller now included.

Note added to the Toolmaking .txt file that axe haft is under carpentry.

The number of free lettered menus for those using other mods remains the same.

As always post any bugs reports, questions or feedback and I will endeavor to address them in time.

In service,

Brygun
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: fflol on August 29, 2019, 01:54:22 AM
Brygun you are awesome!

btw I just find out Wooden treasure chest doesn't have a tile
it says [TILEGFX:it-kvass] but there isn't one under truetile
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 29, 2019, 04:04:21 AM
Update

Restores the chest graphic missing from the previous version(s). No other changes.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Kitsune on September 12, 2019, 07:19:23 PM
wanted to say "thank you" for the work. got back after a long break from urw and my biggest fear was, that all mod's are abandoned. Now i'm happily going to play. xD
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Draxis on September 13, 2019, 07:52:21 PM
I also just wanted to say thanks! The mod is great and really adds a lot - especially the whole metal working and survival pieces. I just had a quick question about the clinkered punt and various types of transports. What is the point of a clinker craft given the amount of work? It seems like a punt would achieve most of what you want. Is it just something to try to achieve or can it carry more?


Just had two quick requests for you. For the Kota, would you be able to slow us to make a fire pit of sorts? Maybe a smaller and less efficient fireplace that uses only rocks and fewer stones? I have been successful with hunting for once and was thinking of making a tent village of sorts. I really like to be able to smoke meats in my Kota as well if that’s doable l.

And for the fishing rods, I’d suggest removing glue as a requirement. I never make rods because glue is actually pretty hard to make since you need a pot and that takes a kiln - am I missing something or is there a more primitive glue I should use instead?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on September 14, 2019, 06:09:44 AM
I also just wanted to say thanks! The mod is great and really adds a lot - especially the whole metal working and survival pieces. I just had a quick question about the clinkered punt and various types of transports. What is the point of a clinker craft given the amount of work? It seems like a punt would achieve most of what you want. Is it just something to try to achieve or can it carry more?
I have not finished my clinker ship yet, but my understanding is that the clinker ship can carry much more, with the disadvantage that it cannot be transported over land.  It could also be considered a "prestige project" for a skilled craftsman with ample tools and time.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Kitsune on September 16, 2019, 08:36:36 AM
And for the fishing rods, I’d suggest removing glue as a requirement. I never make rods because glue is actually pretty hard to make since you need a pot and that takes a kiln - am I missing something or is there a more primitive glue I should use instead?

You can make glue very early with using a wooden block pot. ^-^ should be in the lumber menu if i remember right. :3

Edit: By the way, can i use the mod with the fresh update from yesterday or have i to wait for an updated mod?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: klibu on September 16, 2019, 07:10:54 PM
For someone who is not a modder, can you explain a little better how install this mod? The readme text is a little confusing for a lay person. Thanks! I'm excited to play this mod!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 16, 2019, 09:09:54 PM
<<Caution with game update to 3.60 beta>>

Affect of the new 3.60 beta... there is a duplication of the diy_glossary.txt file happening so I dont recommend doing both 3.60 beta and BAC v059 (or prior).

IF you do go the experimental path using both the new release you cold try swapping by renaming the  diy_glossary files as needed. (Im not more specific on the principle if you aren't sure don't try it)

Current BAC menus don't yet integrate the new cord lengths and birch bark. That part I knew was going to be a work chore for managing this mod.

As BAC didnt use fixed letters for menus and at least one menu was added BAC >should< still all fit. If you are using mods in addition to BAC the introduction of a new menu letter might stop being able to fit both at the same time.

@kiibu
Just copy the files into the directory though I would NOT combine 3.60 beta and BAC v059

Re: fishing rod
Remind me to review this in a few weeks. Currently as the block pot will work for heating the pitch it is a doable item. I believe that version of the fishing rod was one brought in by someone else's mod. As fishing methods go the fishing rod is fairly effective so for game balance reason having some middle level technology to do (pitch glue and the block pot) seems reasonable. Basic fishing can still be done by a spear or javelin. In all cases I need to review the fishing rod for the change in cord game code.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 16, 2019, 09:14:50 PM
Re: Clinker boat

The current game code bases how much will float on a craft by how ## times the weight. Thus making the clinker weigh more means it can carry more. I did make a request to Saami to separate the flotation from the weight. For instance a dug out canoe is a log that displaces water that you take wood out of yet still displaces the same same total combined weight of boat, person and stuff. Thus the dug out should have a better float to weight ratio as the original log.

Currently if you are just do short trips or lots of portages the other punts are the way to go. As mentioned it is indeed intended that the clinker punt, aka a small Viking boat, is a late game item for established crafters to aspire too. As it is too heavy to effectively portage its not a good choice for inland life though will carry much more for coastal inhabitants.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on September 17, 2019, 12:03:58 AM
I'm building mine on the shores of a large lake system :) Can't wait to ply it through the waves and visit the villages on the other shore, I'm going to finish it once it becomes Spring-time in the game.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 17, 2019, 12:40:07 AM
Dear BAC users

I have started a "hotfix" by working on the diy_glossary file issue. I will likely have to address the menu definitions as well.

My intention is to release the diy_glossary (and related) file(s) as a hotfix for those on the 3.60 beta path.

More full scale integration of 3.60 beta diy improvements will follow after.

Brygun of the BAC mod
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 17, 2019, 01:03:09 AM
I may have forgotten to answer about the fireplace in the Kota request

My own characters haven't used Kota's and my currently playable character isnt in a situation with supplies for making a Kota. Unfortunately I can't test Kota code. The recipes are drawn on from an earlier modder.

How fires behave inside a Kota is vanilla game code.

A fireplace, like in a stead, can be modded into be made with less materials but you would get a vanilla game fireplace.

So right now I don't see what I could do to help with that nor test any inventions I might try. If other users have ideas or Saami wants to do something that could be useful.

Short term I suggest the Kota users make a thread in the Suggestion forum  as the idea seems reasonable to me.

Brygun
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 17, 2019, 01:48:29 AM
>>>ONLY for 3.60 Beta users<<<<

>>>Experimental<<<

If unfamiliar with coding or moding you might be best to wait until this is further developed.

As such this file in not being added to the post #1 of this thread where I keep the current version, as its not really "current" >yet<.

This is a partial hotfix only for those on the 3.60 Beta branch. Dated to this timestamp.
As a partial hotfix there are things still needing testing and debugging.
Report any bugs here after reading the notes in this post what had been done so far.

Done so far:
= diy_glossary work over
= Vanilla bow making disabled as before as BAC has a bowmaking menu
= leather rope and cord making forced back to utility menu
= birch-bark rope forced to BAC barkware menu
= birch-bark cap and footwear forced to BAC barkware menu
= untying a raft fix to new raft creation [Length:10], not sure yet if the freed rope will still work

Testing needed
= Do alternate ropes still work using "Rope" as base object

Things yet to do:
= Barkware menu has >NOT< yet been fully integrated
= The great "birch-bark" integration
= The great "use length" used everywhere, including bow making section
= Review and assign [assist:#] for NPC helpers

Not possible:
= "join" and "shorten" still in the "Tying equipment" menu as no mod command to do change
= Can't remove the "Tying Equipment" menu as no mod command to do change

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 17, 2019, 09:14:58 PM
General note relaying a message from elsewhere.

Having been in moddable game communities like Never Winter Nights and Kerbal Space Program I am in general agreement that popular modding can be integrated into the base game or inspire similiar work. If at such times as things from or like BAC items should make it into the base game I will see about trimming duplicates out of the BAC.

One possible exception style being where BAC goes into more depth and more creation steps such as its more elaborate bow making and transport craft. In this case the mod is adding that in depth and "more like real" presentation. That is more of a style choice. Still if the in-depth steps were to go into the base game I would be happy to see it and as mentioned trim the BAC as seemed appropriate.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 18, 2019, 02:44:57 AM
>>Only for BAC v060 on the 3.60 Beta with hotfix 1<<

update to the diy_glossary.txt
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: d2shr6o8av on September 18, 2019, 11:46:43 PM
I haven't tried your community mod yet and I'm guessing as 3.52 (stable) player I can't use the BAC mod v059 pre 3.60 beta.zip
I saw your other mod uploads in your older posts and I'm wondering which one I should use.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 19, 2019, 12:45:03 AM
I haven't tried your community mod yet and I'm guessing as 3.52 (stable) player I can't use the BAC mod v059 pre 3.60 beta.zip
I saw your other mod uploads in your older posts and I'm wondering which one I should use.

Quite the opposite, the v059 has the "pre 3.60" meaning it was working with the prior(s) version of Unreal World. That is the one to use if you don't go through the necessary steps to switch to the Beta version.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 19, 2019, 12:55:43 AM
>>>only for 3.60 Beta users<<<

diy_glossary update for hotfix 2
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: d2shr6o8av on September 19, 2019, 01:14:22 AM
I haven't tried your community mod yet and I'm guessing as 3.52 (stable) player I can't use the BAC mod v059 pre 3.60 beta.zip
I saw your other mod uploads in your older posts and I'm wondering which one I should use.

Quite the opposite, the v059 has the "pre 3.60" meaning it was working with the prior(s) version of Unreal World. That is the one to use if you don't go through the necessary steps to switch to the Beta version.

Somehow I didn't notice the "pre" in the name.
Thanks.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 20, 2019, 01:43:29 AM
>>for 3.60 BETA Only<<

Major update for the 3.60 Beta users only.

Have made major efforts to adjust for bark and the new tying equipment system. Testing and feedback requested.

Yet to do:
= Figure in the [assist:#] entries

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 22, 2019, 01:16:42 AM
>>for 3.60 Beta only<<

Major update

Completed known integration issues for 3.60 Beta including

= diy_glossary.txt
= biy_glossary.txt
= cookery_glossary.txt
= Adaption to using the Tying Equipment menu
= Use of new cord/rope lengths
= Assignment of [assist:#] in all diy and biy

Feedback, testing and bug reports highly desired. BAC is so big now its not so easy to single handed test it all in a reasonable time.

A special thanks to Palu advising on using Steam "repair" to get a fresh biy_ file which also revealed the need to do the cookery file
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 22, 2019, 03:27:45 PM
Point of debate I'd like to hear on:

For making clothing of cloth like linen and wool I didn't assign the [Assist:#] as I've not known any seamstress/tailor that would want someone else handling the fabric while they are working. One exception was the wool mittens which is two pieces so someone can work or prep for that.

Thoughts from the community?

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: d2shr6o8av on September 22, 2019, 04:41:35 PM
One exception was the wool mittens which is two pieces so someone can work or prep for that.

Footwraps, shoes, boots, gloves and maybe their metal counterparts in the future.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on September 23, 2019, 03:55:45 AM
For making clothing of cloth like linen and wool I didn't assign the [Assist:#] as I've not known any seamstress/tailor that would want someone else handling the fabric while they are working. One exception was the wool mittens which is two pieces so someone can work or prep for that.

Thoughts from the community?

While it's hard to have two people handling the same item simultaneously, it's certainly common for a more experienced clothesmaker to do the initial construction, and then to hand-off to a helper to do the endless amount of hand-sewing that's involved. While I don't believe URW lets us simulate this precisely, I think it's extremely reasonable to have an assist property on clothes, to represent that hand-off.

Reference: Me doing endless amounts of hand-sewing for my talented friends who are into cosplay. :)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 24, 2019, 12:03:33 AM
hotfix 3 for 3.60 Beta doesn't appear to make changes that would require changes to BAC
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on September 24, 2019, 12:04:33 AM
Thanks for the quick turn-around on the new version, Brygun!  My time has been short lately but once I get a chance I'm excited to try it out.  I'll be sure to report any bugs/fixes I find.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on September 24, 2019, 02:07:13 PM
A huge thanks here as well!

Just a quick check, is BAC available as a git repo anywhere? I tend to make lots of local adjustments, and being able to track BAC more easily would make my day!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 25, 2019, 02:21:05 AM
is BAC available as a git repo anywhere?

 :o  ???

A wut?

So probably not.

My first programming language was Commodore 64 Basic so the young folk current technical terms are sometimes unfamiliar.

All versions of the BAC should be in the threads here if you want to do a side by side comparison.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: JEB Davis on September 25, 2019, 03:46:12 AM
is BAC available as a git repo anywhere?

 :o  ???

A wut?

So probably not.

My first programming language was Commodore 64 Basic so the young folk current technical terms are sometimes unfamiliar.

All versions of the BAC should be in the threads here if you want to do a side by side comparison.
Brygun, I hope your mod doesn't git repo'd  ;)
I have never heard of that either.
My first programming was FORTRAN on punch cards!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Teellox on September 25, 2019, 09:11:28 AM
C-64 basic was my first language too! There's still a small (but very enthusiastic) C-64 demo scene that exists today!

Git is a free and open source change management system with a significant learning curve, but lots of power when it comes to teams. Linux and the CKAN mod manager for Kerbal Space Program are examples of projects that use git, and the URW self-sufficiency mod (https://github.com/caethan/urw-sufficiency) is a more local example that does the same.

Mostly I wanted to make sure I hadn't missed a git repository if there was one; this isn't a suggestion that you should or should not use git either way. :)

Thanks again for updating BAC so quickly for the new URW release!

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 25, 2019, 05:13:22 PM
Thanks for the support and thanks. Appreciation for isolated work is always encouraging.

A reminder that while managing this there is content from many, many people like the long absent Rain for the game by Saami and his log cabin making friend Erkka. A full list of who did what is in the readme.txt files to the best that I know them.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 26, 2019, 11:38:48 PM
>>For 3.60 Beta only<<

Minor

Based on user feedback improved assist to the Weaving category. Also considering that the help is 5-10% per helper its less impacting than first considered.

Typically assist 1 for all as someone can do something even holding the cloth tight or holding it up for measurement

Assist 2 is set for things of 60 minutes or longer build

+1 for mittens and such with 2 distinct objects as work can be done in parallel

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: klibu on September 28, 2019, 02:35:15 AM
Hi again, just a player here. Are there item descriptions for their use? For example, what benefit does a backpack give you? Or are all these utility items for looks and trading? Thanks!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Space on September 29, 2019, 02:13:28 AM
Hey there, I'm a big fan of this mod and I'm really glad to see the UrW modding community is still active! I was wondering if there is any way to get the "Tying equipment" menu up, or am I missing something? There doesn't seem to be any cord in the utilities menu, and there is no tying equipment submenu in the handcraft options. Is there a special shortcut for the tying equipment submenu? Should I add the equipment back into utilities by hand?
Keep up the great work.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 29, 2019, 02:45:23 AM
Hi again, just a player here. Are there item descriptions for their use? For example, what benefit does a backpack give you? Or are all these utility items for looks and trading? Thanks!

In game mechanics...
Backpack is an alternate container with a bigger capacity. Which is useful for herbs, berries, salt and water (oddly).

In role play...
I have a toon make and carry one to simulate having a backpack to hold all the odd travelling gear in


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 29, 2019, 02:48:03 AM
Hey there, I'm a big fan of this mod and I'm really glad to see the UrW modding community is still active! I was wondering if there is any way to get the "Tying equipment" menu up, or am I missing something? There doesn't seem to be any cord in the utilities menu, and there is no tying equipment submenu in the handcraft options. Is there a special shortcut for the tying equipment submenu? Should I add the equipment back into utilities by hand?
Keep up the great work.

Are you on the Beta version? The Tying Equipment menu is now base game code so if its missing you might not be on beta being test version of the game.

If you want to go onto the beta test there is versions somewhere else on the forum and the BAC versions being worked on now is for it

If you can't get on the beta, or don't want to, there is the pre-3.60 beta BAC version IIRC v059 which at this time should be accessible on post 1 of this thread
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on September 29, 2019, 02:50:15 AM
>>for 3.60 Beta only<<

Minor

Some work in the Tying_Equipment menu

// =Pricing debated. Quality materials lost price code to go
// with default. Low quality ones set to low price values.
// = List reordered to group quality from primitive
// = Root rope from Brygun_Added_Items now using birch-bark rope
// as base object
// = Review of skills assigned
// = Fix Untie loop snare to return 3 ft as used to make it
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: treahblade on October 10, 2019, 08:48:43 PM
Which of these would I need to use if I am on the 3.52 version of the game instead of 3.60?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Tinker on October 11, 2019, 10:02:50 AM
You need the file listed in the first post of this topic, BAC mod v059 pre 3.60 beta.zip
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: dambuk1 on October 14, 2019, 12:53:27 PM
Hey, i have no idea if it's a problem with the mod or the main game, or if i'm getting robbed of one exact not very useful item over and over, but my 'primitive distaff and spindle' keeps disappearing some time after creating it.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: treahblade on October 14, 2019, 06:02:31 PM
You need the file listed in the first post of this topic, BAC mod v059 pre 3.60 beta.zip

Cool thank you, I was able to get it working. I am actually going to buy the game on steam when I can cause its great. I suspect I will need to restart my char when I do that tho?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on October 16, 2019, 05:26:51 PM
Though off topic first a little help...

Continuing is quite possible.

You will need to find and then save the character directory. I zip mine. You can reinstall the character directory. It will see them. You can try searching your hard drive by the character name as that is what is used for the directory.

What you need to watch for when changing mods is that there are the graphic files (truetile) from them. IF BAC is the only mod reinstalling BAC in the new game directory will see to that.

As for restarting characters... don't worry... they'll die often enough that you'll get used to it. :-)

Further help on character migration should be in a separate thread.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on October 16, 2019, 05:31:45 PM
Hey, i have no idea if it's a problem with the mod or the main game, or if i'm getting robbed of one exact not very useful item over and over, but my 'primitive distaff and spindle' keeps disappearing some time after creating it.

Sounds like inventory overflow which is a base game issue. If that's the case its mostly its about having too many things on the map at one time. Best report it in the bug thread.

The only other possibility is a missing graphic:
[TILEGFX:rc-distaff]
which is showing as currently in the BAC truetile directory. Perhaps you didnt copy those into the game's truetile directory. Unzipping inside the game directory "should"(tm) have seen to that.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: pandorasBurette on October 29, 2019, 11:42:49 PM
So I'm rather new to this game, and started using this mod because I wanted my Finn to be able to survive relatively self sufficiently, then suddenly the stable version comes out.

Is the mod updated to 3.60 Stable?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on October 30, 2019, 02:18:09 AM
So I'm rather new to this game, and started using this mod because I wanted my Finn to be able to survive relatively self sufficiently, then suddenly the stable version comes out.

Is the mod updated to 3.60 Stable?

"Should be"

I didn't see anything immediately obvious to stop it from working. I'll give it a closer look shortly.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on October 30, 2019, 01:22:21 PM
Actually it will need a diy_glossary update at least in order to see the new 3.60 tying item

Game updates over write the diy_ etc so until you recopy in BAC you lose the ability to make new BAC items

The way the mod and game works is any existing item will continue as each instance gets its data attached to it directly save for the reference to a graphic (which don't delete on updates anyway so are still around)

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on October 30, 2019, 04:35:52 PM
Major update for 3.60 release

New vanilla "withe" settled into BAC tying equipment file
biy fence changes settled into BAC biy file
raft change, or rather agreement on default weight 1200, settled into BAC transport file

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: santur_bard on November 09, 2019, 04:24:21 PM
Having graphical bugs with many items here, items appearing with a large coloured square around them, I've screenshotted but files too large to upload here, any ideas? (I am using an old mac) Cheers
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on November 09, 2019, 07:28:34 PM
Having graphical bugs with many items here, items appearing with a large coloured square around them, I've screenshotted but files too large to upload here, any ideas? (I am using an old mac) Cheers

 It's a transparency layer issue. To fix it, all the images (affected) need to have the transparency layer 're-set'
Only apple/mac expose the image issue as far as I know.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on November 09, 2019, 07:47:39 PM
Brygun here

All BAC graphics are from other modders so they are currently as received.

Short term if you can name of the graphic files with the issue I can see if the Corel Draw package I have can help clear this up.

Long term I/we would need a list of the graphic tiles known to have this issue so once we have a way to fix the first one we can process the others.

I only use Windows equipment so if it is as Privateer describes a Mac/Apple issue I can't directly test it. Could try cleaning the one file and send it to a Mac user to see if it fixed it.

 
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on November 09, 2019, 08:13:54 PM

I only use Windows equipment so if it is as Privateer describes a Mac/Apple issue I can't directly test it. Could try cleaning the one file and send it to a Mac user to see if it fixed it.

I'm on windows as well and used "transparent png" to fix images once this issue was reported to me on an unrelated mod.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: santur_bard on November 10, 2019, 09:50:46 AM
 'and used "transparent png" to fix images', can you clarify this at all, please? Ta

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: santur_bard on November 10, 2019, 09:55:53 AM
Brygun, is the first step (1) of 'dip net' broken? I have all the mats but cannot gat beyond step one.

Semi-related I'm generally having trouble obtaining iron ore, is there a short guide around this at all?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on November 11, 2019, 04:43:30 PM
I am on a Windows OS and do not experience graphical issues so far.

I've finally gotten a chance to tamper around with this mod some.  I'm running a fishing character, and I have some questions about some of the recipes.  Fishing rod currently requires 2 cords - in the new infrastructure, this means 30 feet worth of cord.  Is this meant to that way?  30 feet seems like an exceptionally long fishing line but maybe I'm not conceptualizing it correctly.  I changed mine to require =10=
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on November 11, 2019, 08:24:53 PM
some replies:

On fishing rod cord length I'm willing to entertain debate. The =30= is probably a quick transfer over of 2 cords each now =15=. Im not 100% sure on what the period fishing rod looks like. That said my current vision is the cord runs the length of the rod (about 5 ft), then down to the water (a few feet), then into the water anywhere from a few to a lot of feet to catch the bigger feet. From my own real life fishing the bigger fish are probably more than 10 ft below the surface. So I would suggest more than 10 perhaps 20 if you weren't happy with 30.

>>>

On getting ore...

The most common method Ive used is to get bog ore. This take having a shovel, preferably a metal one but hey you may have to make that, into a "mire" when the ground isn't frozen (for UrW no snow on the ground).

I do recall successfully testing the dip net though that was before the move to the new cordage system. Curious about the dip net method I even did some research and did indeed find that in iron rich places, like Finland, it was possible to get ore this way. Chunks of rock fallen out with iron veins and/or similar processes that make the bog ore.

>>>
Dip net check...

Are you able to make a dip net?

When on a lake, rowed out on a raft or other boat, can you get the lake ore or do you get an error message?


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: santur_bard on November 13, 2019, 07:36:41 PM
Dip net:
When trying to make a dip get I get the message '(1) you need dip net can scoop ores or fish' canceled
Lake ore:
dip net not working so no.

Bog iron?
in 'Mining and more' I have
1 scoop lake ore
2 harvest mountain bog ore
3 harvest cliff bog ore

Allthe mountains I find are surrounded by heathland or conifer forest :(

Winter is arriving, navigating is becoming harder....
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on November 14, 2019, 07:48:12 AM
It is a hard find, but there are cliffs and mountains near mires + bogs.  Just takes adequate searching, much as it must have been hard to find native bog iron.  If it's too hard, you can always edit the files to make it gatherable in any mountain

I have a different question - I am trying to make fibre to create cordage, the mod seems to be telling me "Sheet of alder bark doesn't work as willow or alder bark!"
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on November 15, 2019, 11:00:55 PM
Graphics for apple users still needs to be looked at.

>>>>

santur_bard try exploring northward. There is a lot of mires up there. You might be in the pleasant south.

>>>>

Dungeon Smash: sounds like a wild card needs to be inserted in the recipe line "*alder bark" for instance might fix it.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on November 16, 2019, 08:34:21 AM
or possibly just "*bark*"?  Is there any non-willow non-alder form of bark?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on November 18, 2019, 12:17:54 AM
or possibly just "*bark*"?  Is there any non-willow non-alder form of bark?

there is now, Saami added proper birch bark harvesting
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Kazamar on November 23, 2019, 08:04:45 PM
Hi there, I'm pretty new around here, but is there still a version of this that works with the free version 3.52? I seem to only be able to find the one for 3.60.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on November 24, 2019, 04:39:39 AM
or possibly just "*bark*"?  Is there any non-willow non-alder form of bark?

there is now, Saami added proper birch bark harvesting
Ah, i see.  Perhaps you can help me clarify - I'm having trouble conceptualizing how cordage is formed at this point, with the new tying equipment system and everything.  How exactly does one peel bark from an alder and turn it into cordage?  what are the steps?  And, with birch?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on November 24, 2019, 04:44:46 AM
Ok, I found out the chain for making alder bark cordage.  Right now, I don't think it works as intended - the recipe calls for *-bark*, but it should be *bark*.  This makes the recipe work with Sheet of Alder Bark.  It takes 2 Sheets of Alder Bark currently to make 7 fibers, which I'm not sure is intentional or not?   Also, it may work with birchbark as well, not tested yet. 

After that, the fibers can be combined into Twisted Cord the same as in the last version.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on November 24, 2019, 05:01:12 AM
Birch bark strips do not work for the bark fiber recipe described above - birch-bark strips must be harvested from trees using the Timbercraft skill, and then use the recipe "Birch-bark rope" under "Tying equipment"
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on November 27, 2019, 01:31:33 AM
oof

Im hopefully moving soon so things are a bit crazy to get back into the modding mindset
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on November 30, 2019, 09:49:07 AM
I hear ya - I often lack the time even to play, much less mod!

I have been messing around with the new version and new mod recently however, just fyi: birch root recipe currently produces 15 feet of birch root cordage each time, it might be better if it were more like 5?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BoogieMan on December 12, 2019, 08:04:33 PM
Super spiffy mod, it's going to take a good bit of time to absorb it all. I do have two questions though.

What are the easiest and earliest ways to get "fiber" for making arrows? Are there any arrows that you can make using very basic cordage like withes, or even cords from furs?

Can anyone advise on what the more straight forwards things you can make with this mod that will work well for a trade good?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on December 13, 2019, 10:48:36 PM
Easiest way to get fibres is to peel bark from trees and process it with a knife.  Because of new changes in the main game, this cannot be done in the winter any more.  There is a bug in the mod currently (or at least i think it's a bug), in the recipe for "Fibres from bark" you need to change
*-bark* to *bark*

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on December 14, 2019, 06:29:25 PM
Im still floating around. Haven't been on UrW in months though.

As Dungeon Smash has been explaining the fibre section needs some care.

The mod itself is a collection of many other modders beside myself. Their mods being made at various times under various version of UrW. In general Im happy when new versions of UrW that absorb or even interfer as it means the ideas for the mods are now getting into the base game. Occasionally a new big idea like having length on cords and ropes.

It does mean that I have to get into the coding mindset to dissect and reintergrate what was often coding done by someone else.  :-\ Not always on the top of my list to do.

Real live I have been supposed to move since June but its been complicated by a key figure, other than myself, having been in the hospital for months. Every few days we give a go at sorting all this out but something comes up and it takes a week to setup to try again. The mental fatigue has been quite draining as I am basically living hostel style with a tablet and not a regular computer.

Ive been hoping to get into the new place, ship in my computer and wide screen from storage, and then play re-coding with the BAC. I did pull it off for the cordage rework.

Anyway... thats my bit of whine.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on December 14, 2019, 07:07:22 PM
Update:
Minor attempt at fibre from bark fix, untested.

Brygun, whine less code more.

Ive attempted to incorporate what Dungeon Smash suggested.

Havent tested it yet.

There is also a tweak to the Bark Bandage and that needs testing. *-bark* to *bark*

>>>

PS...

Helpers reporting needed recipe changes can you also include which file to look in. BAC has quite a lot of files in it now.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on December 18, 2019, 01:48:06 AM
Update for 3.61

I think the only issue is the need to incorporate the new "fence gate"

still also looking for feedback on the recent *bark issues for making ties for arrows and the bark bandage
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dynggyldai on December 19, 2019, 07:07:35 PM
Greetings, tribesmen!

In the "diy_BAC_Tying_Equipment.txt" file, plant-based cordage recipes mention plant fibres (duh), but I don't see how the game or the mod identifies  fibres. Could you please tell me, in which game file is such an entry? Maybe it is hardcoded in the newest version?
I have made a few simple working recipes, so I know the basics about diy, biy, etc. glossaries and menudef files, but I cannot find the answer this one. I would like to know this because I would like to make custom plant fibre-based cordage recipes for fun.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on December 20, 2019, 10:39:24 PM
Greetings, tribesmen!

In the "diy_BAC_Tying_Equipment.txt" file, plant-based cordage recipes mention plant fibres (duh), but I don't see how the game or the mod identifies  fibres. Could you please tell me, in which game file is such an entry? Maybe it is hardcoded in the newest version?
I have made a few simple working recipes, so I know the basics about diy, biy, etc. glossaries and menudef files, but I cannot find the answer this one. I would like to know this because I would like to make custom plant fibre-based cordage recipes for fun.

Plant fibres for are made from bark so they are in the barkware file diy_BAC_Barkware.txt
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Arethgif on December 28, 2019, 06:13:48 AM
Thank you for all the effort to compile and maintain this mod.  It has greatly improved an already wonderful game experience and is much appreciated.

In the Weaving submenu, when trying to "Shred Linen for Yarn", neither the Primitive nor Advanced Spindle and Distaff work as a Spindle and Distaff.  URW v3.52 and BAC mod v059.   Is there something I'm missing?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on December 28, 2019, 07:18:26 PM
Update, minor fix

This sounds familiar... 

{*Spindle and Distaff}

is the fix.

In this update. It really only changes the diy_BAC_weaving.txt file
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Arethgif on December 29, 2019, 02:53:17 PM
Thank you for the quick response.  I think I found another.  In the carpentry section, creating a Furniture Section actually results in a Furniture Shell, due to [NAME:Furniture Shell], which isn't usable in any of the carpentry recipes.

Edit:  In the toolmaking section, when I tried to make a dip net while not near a slender trunk, it told me I needed a 'Dip net can scoop ores or fish', which was a bit confusing.  I moved that comment to the bottom of the recipe and then the message indicated I needed a Slender trunk.

Quote
.Dip net. "Fishing rod" [effort:0] [phys:hands,one-armed] *CARPENTRY* /2h/
{Slender trunk}      [remove] [noquality]
{Branch}   (2)   [remove] [noquality] '+as spreaders'
{Cloth}      #4#   [remove]         'Net of cloth, fur or leather'
{*cord}      (1)   [remove] [patchwise]      'Cord'
{Axe}<Carving axe>
{Knife}<Small knife>
[WEIGHT:8]
[PRICE:0]
[TILEGFX:bc-dipnet]
//  'Dip net can scoop ores or fish'
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on December 31, 2019, 02:26:17 AM
Update

minor

Bug fixes for dip net and furniture section/shell as recently reported

Well done on mentioning which BAC file/menu to look at. Knowing that makes these a real quick fix.

I believe "furniture shell" was the original modders phrasing and I had decided locally to call it "furniture section" for linguistic reasons

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on January 06, 2020, 05:05:39 AM
Hello Brygun!  Been having a good chance lately to try out the newest version of the game along with your esteemed mod.

Sorry to hear about your real life troubles - i hope the holidays have treated you well, and I hope you know i hold your work in the highest regard.

So far all is going smoothly.  One thing I will suggest - currently the recipe for "Stone adze axe" (found under diy_BAC_toolmaking) requires "Rope", which I think might be a little much under the new nomenclature.  I don't actually have any rope to test with at the moment, but I think it probably requires 15 ft of rope.  I would suggest changing it to instead perhaps 5 or 10 feet of Cord, since nowadays rope is harder to come by and I think cord would probably do the job.  Anyway, that's what I've changed to but you're welcome to make your own decision.

Thanks again my friend, hope you are doing well, and I'm loving all the good work that's been put into this mod.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 08, 2020, 06:55:04 PM
Update a few post down

Rope length set to =5= for two (2) recipes under tool making. Stone axe and stone adze didn't specify a length so it defaulted to 15 ft. As per the very reasonable suggestion by Dungeon Smash they are set to use 5 ft to tie the stone head to the handle.

Again, thanks for mentioning the specific file to look into.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 08, 2020, 07:13:08 PM
oh I left it as rope... it should change to cord.

Ill fix that in a jiffy
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 08, 2020, 07:21:06 PM
Update

included the change from rope to cord for the stone axe and stone adze axe

Hopefully this was done quick enough no one had downloaded the v070 as Ive reused that number

edit
I used {Cord} rather than {* cord} so it will be easier. Those stone tools are the starters afterall.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on January 23, 2020, 03:06:47 PM
Quick question, the forum doesn't have a search in thread function, does this have wood stacks? Or should I use the wood stacks mod in conjecture with this? Thank you

EDIT: Also, the installation instructions are ambiguous.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 24, 2020, 11:24:02 PM
Quick question, the forum doesn't have a search in thread function, does this have wood stacks? Or should I use the wood stacks mod in conjecture with this? Thank you

No wood stacks in BAC

There are IIRC 2 first level menu letters left to be used for integrating personally chosen mods.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 24, 2020, 11:49:06 PM
EDIT: Also, the installation instructions are ambiguous.

Always fair for a user to raise a concern. Been modding so long its just second nature for me to install and update it. Did go and do a check.

"Install directions are in the Readme BAC mod.txt file" has been added to post 1.

There are instructions there already. I did rewrite them separating some into a few smaller steps.

As this is just an update to a readme I don't feel that by itself it warrants a new version of the BAC. The updated instructions should automatically go through in the next update, whenever that is.

For those really needing them the install instructions are now:


Install Instructions

Recommend backing up your game files.

Note: As the diy_glossary core file (and possibly others) will change this will likely fail a Steam check of the game's installation.

1) download the BAC zip

2) unzip the BAC files to its own directory

3) Locate your Unreal World directory, such as by using Steam's show local files. Tip: you may  want to a shortcut to it.

4) It is a good idea to store the biy, diy and cookery glossary files.

5) BAC will have to overwrite a few files so really should back these up and any steam auto-update will affet these files:
biy_glossary.txt
diy_glossary.txt
cookery_glossary.txt


4) Copy the BAC unzipped files and subdirectories into your Unreal World directory. You should see a question to overwrite the diy_glossary (and maybe others) that is to be allowed.


6)In the process the BAC truetile subfolder contents should copy into the Unreal World truetile subfolder.

Special:
As of this writing modders have limited intereaction with the "build" menus so a work around is needed to allow multiple versions of doing a similiar thing.
The boff_biy_XXX files are meant to be activated when needed then turned off again. This is due to how overlapping recipes currently work. To activate rename the file to remove the "boff_" portion of the name. To store the file rename and restore the the "boff_".

Be sure to report any bugs or issues on the forums so we can all share in their resolution

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on January 26, 2020, 05:27:39 PM
Update

An issue was reported on making a fishing net. Looked into it and birch-bark was made using other conventions. Reviewed the overall recipe. Found other possible concerns. Fixed same.


>>>>

.Net.          [effort:1] [phys:hands]         *HIDEWORKING*   /8h/
{Tying Equipment}        (20)    [remove]      '+cord, fibre or other for net'
{Slender trunk}   (2)    [noquality] [ground]    '+to support tying'
{*Birch-bark*}   #2#   [remove] [noquality]   '+to make floats'
{Rock}        (4)    [remove] [noquality]   '+sinker weights'
{Rock} (6) [ground] [noquality] '+additional tying weights'
{Knife} <Small knife>
[WEIGHT:10]
// Excess weight because of working time constraints
// BAC: Change birch-bark line for compatibility
// BAC: Tying Equipment used to allow primitive sources
// BAC: Number # cord reduced to closer match weight (was 40)

The additional tying weights string is too long and can't be read, while it's also a bit ambiguous.

Also, thank you for the answer for some reason I did not get a notification, I just saw it, sorry.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BLKCandy on January 26, 2020, 05:46:39 PM
Iron spectacle helm has wrong setting? I finally managed to crafted iron spectacle helm but then I found that its armor level was ridiculously low and it has the animal name on its name.

Fit I tried to 'fix' it by adding the "Iron spectacle helm" to the first line which doesn't work. I had to add [ARMOUR_MATERIAL:iron] on it to get it to work.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 26, 2020, 08:24:49 PM
Iron spectacle helm has wrong setting? I finally managed to crafted iron spectacle helm but then I found that its armor level was ridiculously low and it has the animal name on its name.

Fit I tried to 'fix' it by adding the "Iron spectacle helm" to the first line which doesn't work. I had to add [ARMOUR_MATERIAL:iron] on it to get it to work.

I'll look into this. It should, if the name match up, just grab the properties of the base object.

Did the base object name get changed in an update?  ???
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 26, 2020, 08:30:08 PM
Not seeing anything at all that would change the properties in the recipe.

Can you check that your diy_BAC_Armour_group_one.txt has the recipe like below?

Alternate guess is that maybe its a too many items in your homestead area bug which has done quirky things, usually a deletion, in the past.





>>>>


//Spectacle helm
.Iron spectacle helm. *CARPENTRY* %-60% /8h/ [effort:3] [phys:hands, arms] |2|
{Steel dome} [remove] [ground] '+initial frame'
{*steel billet} #2# [remove] '+add curved plates'
{Iron nails} #0.25# [remove] '+as rivets'
{Leather} #0.25# [remove] '+as suspension and head band'
{Ball iron hammer} '+hammer complex shapes'
{Pliers} '+hold while hammering at odd angles'
{*anvil*} [ground] '+to hammer on'
{Medieval drill} [ground] '+to drill rivet holes'
[PRICE:30.6]
// reference showed price 520 torches = 30.6 squirrel hide
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 26, 2020, 11:15:22 PM
Additional


you can test it by temporarily changing the recipe to only require
{Rock}
and have a rock in hand. Try this 3+ wilderness tiles away from your homestead. If that goes okay then it was the overload bug.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BLKCandy on January 27, 2020, 01:16:03 AM
It is:

//Spectacle helm
.Iron spectacle helm. "Iron spectacle helm" *CARPENTRY* %-60% /8h/ [effort:3] [phys:hands, arms] |2|
{Steel dome} [remove] [ground] '+initial frame'
{*steel billet} #2# [remove] '+add curved plates'
{Iron nails} #0.25# [remove] '+as rivets'
{Leather} #0.25# [remove] '+as suspension and head band'
{Ball iron hammer} '+hammer complex shapes'
{Pliers} '+hold while hammering at odd angles'
{*anvil*} [ground] '+to hammer on'
{Medieval drill} [ground] '+to drill rivet holes'
[ARMOUR_MATERIAL:iron]
[PRICE:30.6]
// reference showed price 520 torches = 30.6 squirrel hide

The bold texts are what I added. I don't really understand what happened.  It should works without those two texts. But yes, my homestead area was really packed. I would try it 'outside' later though. Will tell you how that goes.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 28, 2020, 12:29:24 AM

The bold texts are what I added. I don't really understand what happened.  It should works without those two texts. But yes, my homestead area was really packed. I would try it 'outside' later though. Will tell you how that goes.

A quick test recipe is the "cheat with a rock" method to avoid burning/needing the complex resources:

.Iron spectacle helm. *CARPENTRY* /1m/
{Rock}

your bold items might be needed back in.  Let me (and Saami) know if they are needed even in the away from home quick test.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BLKCandy on January 28, 2020, 04:02:55 AM
It works normally with:

//Spectacle helm
.Iron spectacle helm. *CARPENTRY* %-60% /1/ [effort:3] [phys:hands, arms] |2|
{Rock}
[PRICE:30.6]
// reference showed price 520 torches = 30.6 squirrel hide

So it was probably my game then. Thanks for the help.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on January 31, 2020, 08:17:49 PM
In case others run into this...

It is a thing that UrW wasn't necessarily expecting the voracious production abilities of some players. If there are too many things on a local tile (and adjoining?) things can get a bit wonky. Memory exceeding sort of thing. Saami has done things on this. Still there is a bit of useful advice:

One of the big offenders for overloading the counts is agricultural. So make sure there is a 2+ wilderness tiles gap between your homestead and the nearest field.

If you are doing a super stockpiling of something you may want to set up a storage bunker likewise 2+ wilderness tiles from the homestead and your farms.

It sometimes happens if you have mega stacks on board water craft and you enter another mega location, like the homestead, things can poof. AFAIK this has been addressed by the new coding done to how you land water vehicles.

Usually(tm) the spaced away farms is enough to avoid this.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 11, 2020, 11:29:19 AM
This uber mod definitely needs a wiki :) Is there anything like that for it? Thanks
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 11, 2020, 08:07:13 PM
This uber mod definitely needs a wiki :) Is there anything like that for it? Thanks

No such undertaking.

Feel free to start one.  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 11, 2020, 08:24:39 PM
The thing is I have no idea what many of the things are meant to do, so not sure how helpful would it be for me to take over such a project.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 12, 2020, 03:54:15 PM
The thing is I have no idea what many of the things are meant to do, so not sure how helpful would it be for me to take over such a project.

Understandable. If I've been away from it for a few months and a new bug is reported or a new base game version comes out I feel the same way. Muddling around a bit of what was the other modder trying to do and how did it get incorporated.

There are a variety of discussions in the dit_XXXX.txt files. IF you open those in say notepad you will see some items have discussion or links to youtubes etc that elaborate on the technology/survival method.

I for one was surprised at the real world varieties of making cordage. Although how many of those were being one in Iron Age Finland is hard to say. The quick organics, like twisted branches or spruce roots, are prone to deterioration over time and too cheap to have made worthy grave goods.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on February 15, 2020, 07:58:46 PM
I'm not so much of a whiz with technology and I've never created a wiki page before.  However, I feel I understand the mod pretty well and I would happily contribute my knowledge if somebody else were willing to set up the wiki. 

For now, I'm also happy to answer any specific questions you may have - IE, "How do I make cordage?" "How do I smelt iron?" etc
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 15, 2020, 09:22:10 PM
Thanks but I won't pursue such a task alone, and certainly not as commander in chief. I could help in a team, but that's it.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Tinker on February 16, 2020, 10:26:31 AM
I agree that 'something' is needed. I spend half my time trying to find where in the menu something is, or trying to work out why would I want to create x, until some time later I find out I need x to make y.

A wiki would be suitable for users to use and add to as they see fit, and once set up it would require minimal maintenance. I have worked with several commercial style wikis as well as open source game wikis and might be able to help here if there is some consensus on the overall layout and a list of what needs to be included. It might be an idea to start a new topic for this so as not to clutter the BAC thread.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 16, 2020, 10:31:57 AM
Well, then @Brygun should say how should we do it. A wiki will also help him to maintain the mod.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Tinker on February 16, 2020, 11:22:44 AM
I jumped in and created a page on the unreal wiki, I updated Bryguns mod on the mod list to point to this thread and the new page. No details added yet.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 16, 2020, 11:30:20 AM
Next step, we need a team leader to assign tasks. Who does what files. And a format we should follow, a template. Also we need somekind of online management tool where we can add what we did so we don't do the same things twice. A collaboration tool.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Tinker on February 16, 2020, 12:23:07 PM
Mediawiki provides management tools. I created a talk page at http://www.unrealworld.fi/wiki/index.php?
Templates are no problem, several exist already.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 16, 2020, 01:21:31 PM
I have no idea how does Talk work on the wiki page :)) I just edited the page.
EDIT: It seems you can add your signature when editing pages, and the signature automatically adds timestamp too.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Tinker on February 16, 2020, 03:42:20 PM
Yes everything wiki is just editing pages, 4 ~'s add signature and time stamp, you can use other numbers to add just your name or just the time. Check the wiki guide page on the wiki home for other formatting commands, or media wiki for a fuller guide.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 16, 2020, 03:56:55 PM
One thing the wiki discussion doesn't have is notifications, which complicates a bit things. Can we set something up for notifications?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 17, 2020, 12:47:49 PM
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide - this should be added to the OP so people can see it and contribute if they want to.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: marginoferror on February 17, 2020, 06:30:21 PM
Question: what's a good way to improve your carpentry skill with BAC? I'm having a devil of a time increasing it no matter what I do, to the point where I'm wondering if the actions I'm taking like whittling blocks and making figurines out of them don't even train the skill at all. But it's such a hard skill to increase normally that I'm not sure.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 18, 2020, 03:53:25 PM
You are on the right track.

I checked the recipes under Carpentry including the whittling. There is no code calls to the "skill advancement" modifier so they should all progress "normally".

How well a character progress in a skill will depend on their attributes. Look to the + signs next to the skill. +++ skills go up quick. Your character in question might be just a + or no marker meaning they will learn Carpentry slower.

IIRC it was something like dexterity for finger working skills like carpentry.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 18, 2020, 03:56:13 PM
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide - this should be added to the OP so people can see it and contribute if they want to.

The following has been added to the OP

A wiki has been setup to help people navigate the many options. It is at:
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide

 :)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: marginoferror on February 18, 2020, 07:59:09 PM
You are on the right track.

I checked the recipes under Carpentry including the whittling. There is no code calls to the "skill advancement" modifier so they should all progress "normally".

So from this it sounds like if a mod recipe uses Carpentry skill, I can assume it will train Carpentry more or less proportional to the amount of time I spend on it, and this isn't something modders have to specify as it's the default. Thank you, I will keep at it.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 19, 2020, 09:09:40 PM
You are on the right track.

I checked the recipes under Carpentry including the whittling. There is no code calls to the "skill advancement" modifier so they should all progress "normally".

So from this it sounds like if a mod recipe uses Carpentry skill, I can assume it will train Carpentry more or less proportional to the amount of time I spend on it, and this isn't something modders have to specify as it's the default. Thank you, I will keep at it.

Unless a modder adds the code to the recipe to change the skill gain rate it is at the default.

The ones I checked didnt seem to have that modifier listed.

>>>>>

On the Wiki:

I like the idea. I dont have experience with making it and am pretty open to letting someone else organize that.

The actual recipes may change over time.

It might be helpful perhaps for some of the more complex items like the boats or furniture to explain the production chain.

A list of how to get an iron piece starting with ore would surely help new players. Same with clay.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 19, 2020, 10:43:08 PM
It might be helpful perhaps for some of the more complex items like the boats or furniture to explain the production chain.
Definitely this after the basics are done.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Kitsune on February 21, 2020, 10:53:56 AM
Is it my really bad luck or is it really unlikly to find cliffs and mountain in mire terrain? I would like to scoop ore in lakes but i play a minimal start and got no axe and without a better axe then stone axe i cant make a raft. so no access to lake ore. q.q  and i need ore to make a better axe. XD is there something i can see the mire terrain better on the map?  And bevor someone say, i should buy an new axe, no i waaant to make this without buying. ^~^
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 21, 2020, 11:32:55 PM
Quick question. I am trying to edit one item so I can see if I can use a negative weight to simulate a bull harness that makes it able to carry more logs. But, big but. Most of the settings I modify don't translate into the game.

I started with this:
.Birch-bark basket. [effort:1]  [phys:hands,one-armed] [assist:1] *CARPENTRY*  /5h/ [assist:2]         
{Birch-bark strip}   =60=   [remove]
{Knife} 

When I rename it to
.Birch-bark harness. [effort:1]  [phys:hands,one-armed] [assist:1] *CARPENTRY*  /5h/ [assist:2] 
it doesn't appear in the menu anymore. - https://prnt.sc/r5x43g

Moreover, adding
[WEIGHT:10]
under the {Knife} doesn't change the weight, no matter what weight I write, it's still 1lb.

Could someone help please? Thank you.

If I change the required material, or the number of items produced, it works fine. But renaming the item or adding weight doesn't work at all.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on February 21, 2020, 11:36:47 PM
 To rename .Birch-bark basket.
Use:
Code: [Select]
.Birch-bark harness. "Birch-bark basket" [effort:1]  [phys:hands,one-armed] [assist:1] *CARPENTRY*  /5h/ [assist:2]
Since Birch-bark harness is not an in game item, the menu option does not appear.
Adding the in game item in quotes should resolve this.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 21, 2020, 11:49:02 PM
Thank you.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 22, 2020, 12:31:37 AM
Solved the bull harness issue too. Using "Branch" allows me to give negative weight, so the bulls can carry more.
.Bull harness. "Branch" [effort:1]  [phys:hands,one-armed] [assist:1] *CARPENTRY*  /1m/ [assist:2]         
{branch}   (1)   [remove]
{Knife}
[WEIGHT:-1000]                    - if you use more than -1000, when you drop the item you still end up with negative weight for some reason.

Replace branch material with whatever you want, this was a test item.

Thanks to everyone, including @Night who edited character.obj and gave me 3 bull harnesses giving me -15k weight :D As I said on discord, he reversed gravity. https://prnt.sc/r5xmss
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 25, 2020, 09:50:21 PM
Is it my really bad luck or is it really unlikly to find cliffs and mountain in mire terrain? I would like to scoop ore in lakes but i play a minimal start and got no axe and without a better axe then stone axe i cant make a raft. so no access to lake ore. q.q  and i need ore to make a better axe. XD is there something i can see the mire terrain better on the map?  And bevor someone say, i should buy an new axe, no i waaant to make this without buying. ^~^

Good well be where in the world you are. There are way more cliffs to the north than in the south. If staying in the south or on the islands there isn't going to be as much luck.

The lake ore thing surprised me but research did find it out to be true. There is so much iron in Finland that it does tend to naturally pool in lakes in ways similar to the bacteria that collect the iron in the mires.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 25, 2020, 09:52:09 PM
Quick question. I am trying to edit one item so I can see if I can use a negative weight to simulate a bull harness that makes it able to carry more logs. But, big but. Most of the settings I modify don't translate into the game.


While a supporter of modding and learning modding if the item is not a BAC item I would prefer if people started a new thread for a new item rather than debugging already BAC'd items.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: StefanPravda on February 25, 2020, 09:57:24 PM
Sorry, but I thought the issue is BAC related, else I'd have opened a new thread. Since I have pretty limited modding skills I wasn't sure what was wrong.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 26, 2020, 04:26:06 PM
Welcome to modding, in a way learning a second language.

Little hiccups like this happen in life. If I didnt say something there might be a lot more dropped in.

BAC itself only exists because myself and other modders got helped along. After all we were all once newborn and naked.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Sami on February 26, 2020, 09:19:25 PM
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide - this should be added to the OP so people can see it and contribute if they want to.

The following has been added to the OP

A wiki has been setup to help people navigate the many options. It is at:
http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide


Wiki is definitely good for maintaining and keeping stuff updated and accessible, but I'm not sure if UnReal World wiki is the place for it.

Before getting too much unique mod related pages twisted in there it's probably worthwhile to consider if setting up a designated BAC mod wiki would be the way to go.
That's a path many mods choose, within many games.

If all (or even the few advanced) mods would have all their pages set up within the game Wiki it would end up in horrible confusing mess where it would be hard to figure things out and where page names would occasionally fight over each others, and newcomers putting in searches would get confused with the results.
UnReal World wiki naturally needs to be reserved for UnReal World and we have to avoid things that need may need extensive cleaning, renaming, and re-arranging on the long run.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on February 26, 2020, 10:55:49 PM
I can certainly see Saami's point.

What if its a change to a vanilla recipe like "Stone hammer"? BAC has a version. Other modders might well have their own.

A search of unreal Wiki could confuse a user as to what their vanilla game is using.

In general I support having info on the BAC out there "somewhere" but Im don't have the mind share in life to manage the BAC wiki. It has my general blessing. If an issue comes up I could be reached to discuss otherwise I learned in life to let other farmers grow the rice while I grow the potatoes.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: ineedcords on February 27, 2020, 01:06:39 AM
I can certainly see Saami's point.

What if its a change to a vanilla recipe like "Stone hammer"? BAC has a version. Other modders might well have their own.

A search of unreal Wiki could confuse a user as to what their vanilla game is using.

In general I support having info on the BAC out there "somewhere" but Im don't have the mind share in life to manage the BAC wiki. It has my general blessing. If an issue comes up I could be reached to discuss otherwise I learned in life to let other farmers grow the rice while I grow the potatoes.
Probably best to set up a new wiki indeed.
As for software, I would recommend tiki wiki as the free open source wiki software (rather than MediaWiki which is what Wikipedia and URW uses). It has a lot of stuff built-in, more convenient, easy to use.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Tinker on February 27, 2020, 10:22:57 AM
Despite having created several pages for the BAC mod, all identified with a BAC prefix, I was coming to the same conclusion, mainly because the urw wiki is broken. I have started a new one, initially on my local system so I can then upload a working framework once the outlines are sorted.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 16, 2020, 11:57:26 PM
3.62 update should be fine for the current BAC. There was nothing in the notes from Saami of changing recipes. Also the time and date stamps on the glossaries doesnt seem to have changed for me.

If an error does pop up do let us know here.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BirdiesGrimm on March 21, 2020, 05:45:40 AM
Oddly, even when I dig the pit in the right area (lake) the game doesn't register that I'm standing in a pit. I've tried at multiple locations, any ideas?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Roheline on March 22, 2020, 06:36:47 AM
I'm running an older version of Buoidda's mod, but I had the same issue when attempting to dig clay. I updated the line referring to having a pit nearby to this:
{[NEARBY_TILE:Hole in the ground]}      'Pit for digging clay'

And now mine works!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BirdiesGrimm on March 22, 2020, 04:44:41 PM
Quote
I'm running an older version of Buoidda's mod, but I had the same issue when attempting to dig clay. I updated the line referring to having a pit nearby to this:
{[NEARBY_TILE:Hole in the ground]}      'Pit for digging clay'

And now mine works!

Funnily enough for some reason I had to change "hole in the ground" into just "pit" and that worked for me. Thank you so much for helping me out.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 24, 2020, 10:34:01 PM
Odd. I know my guy Novrus dug up clay and made stuff back in the day. Dont recall any thing in recent vanilla game changes.

Ill look into it.

Please remember where possible, like if you have a fix, to mention which of many files it is in. Just speeds things up for me.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 24, 2020, 10:36:53 PM
Id need some clarification. There are two commands for digging up clay. The from the sea shore requires you stand IN the water next to the pit. It was a trick to ensure the pit was actually at the shore.

A switch to "nearby tile" would also be a way to do that.

Okay relooked...

The pit can be made in any lake or river map and you stand ON the pit to simulate climbing into the pit, past the soil and vegatation layers

The seashore version is you go to a SEA map tile, getting wet, dangerous in the cold, by climbing into water to access the already exposed clay.



>>>>>>>>>
diy_BAC_Earthenware
>>>>>


.Dig clay. "Hunting Horn" [effort:2] [phys:arms,hands,stance]    *WEATHERLORE*   /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]    *WEATHERLORE*   /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]
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BirdiesGrimm on March 24, 2020, 10:45:33 PM
I looked into it and the update on the 20th changed it from "hole in the ground" to "pit"
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 25, 2020, 10:27:17 PM
thanks

Ill implement it shortly

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 26, 2020, 01:37:57 AM
I think it needs to be using "Pit" as the word as it should be completed pit.

I suspect that since Nearby_Tile is still seeing "Hole in the ground" that phrase might be referencing a partial pit not a completed one.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 26, 2020, 01:40:18 AM
Update

Using the "Pit" phrase for the getting clay from the land near a lake or river

Needs confirmation test

>>>
Code change for this version also include reference to standing on the tile vs next to it

.Dig clay. "Hunting Horn" [effort:2] [phys:arms,hands,stance]    *WEATHERLORE*   /1/ [noquality] [patch]
{[TERRAIN:lake river]}            'Lake or river (not rapids)'
{[TILE:Pit]}      'Stand in a pit'
{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]    *WEATHERLORE*   /1/ [noquality] [patch]
{[TERRAIN:sea]}            'Sea shore'
{[TILE:Water]}            'Stand in the sea water'
{Shovel}<Shovel>
[NAME:clay lump]
[MATERIAL:stone]
[WEIGHT:2]
[PRICE:0]
[TILEGFX:bc-clay]
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Mcrmccain on March 28, 2020, 08:33:59 PM
I'm sure this doesn't belong here, but shy of messaging the moderator directly idk where else to write this. I'm new, obviously, and I'm having a hard time downloading this mod, i click on the link in the first topic page, then click the "BAC downlosd link" then it tells me i do not have permission to view this page. Where do i download this from, if not there..
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Tinker on March 29, 2020, 10:23:52 AM
Works OK for me using the link in the first post or the link in the post above yours.

I think you need to be logged in to download so maybe that is your problem?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on March 31, 2020, 12:02:13 AM
I'm sure this doesn't belong here, but shy of messaging the moderator directly idk where else to write this. I'm new, obviously, and I'm having a hard time downloading this mod, i click on the link in the first topic page, then click the "BAC downlosd link" then it tells me i do not have permission to view this page. Where do i download this from, if not there..

First option is the post 1 of this whole thread

Second option is the most recent update message, a few posts above. Probably the same message will come up making it a board moderator issue or login issue.

Third option would be for someone to let you use the forum message feature to arrange an email exchange, but that again takes us back to logging into the forum.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 23, 2020, 07:17:58 PM
A BAC update is planned for soon (tm) based on things noticed during my Cornan play through

https://www.unrealworld.fi/forums/index.php?topic=5461.0

A major item it turns out I code the [LENGTH:] wrong for my things.

There are other play balance and time tweaks.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: reminded on April 23, 2020, 10:46:16 PM
Just in case you haven't had time to test it yourself, the change listed above for digging clay by a lake works.

But, can you please tell me where to find the recipe for making charcoal?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 23, 2020, 11:25:56 PM
The charcoal recipe I believe is a carry forward from Rain's iron working mod. He wrote that mod years ago. We were on the old forums then and a much earlier version of the game. Rain's work has been at the core of several major mods.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: reminded on April 24, 2020, 12:15:34 AM
I found it.  Charcoal is under lumber.  Guess I just didn't look well enough
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 24, 2020, 02:20:45 AM
I found it.  Charcoal is under lumber.  Guess I just didn't look well enough

I totally misunderstood your question  ::)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: reminded on April 24, 2020, 03:02:24 AM
lol

And I misunderstood your answer.

I, first thought you were saying, this mod did not include charcoal making.  Which made no sense at all. :)

It's all good now.

And thank you for the quick replies.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 24, 2020, 04:18:46 AM
The Cornan phase 1 update:

Lumber:
= Rebalance time for splitting to 30 minute steps. Tested with stone axe and low skill.
= small wooden block time from 200 (typo?) to 20
= Birch sapling removed as new game version has its own version

Bowying
= Dry quarter log now linked to quarter log from lumber not boards.
= Bow strings are no longer 15 ft long but 4 ft

Tying Equipment
= Split spruce twigs now come out 4 ft long not default 15 ft
= Split spruce and braided rope price adjust downward

Armor Group One
= Fur foot wraps added. Intended to be worn over other foot wear by using cords to hold on more fur.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: JP_Finn on April 24, 2020, 07:32:33 AM
I don’t know if you can differentiate between various bows. But 4’ bow string would not suffice for longbow, hunting bow or northern bow. 4’ or 1.2m bow string is only for short bow and primitive/juniper bows.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 24, 2020, 02:50:41 PM
I don’t know if you can differentiate between various bows. But 4’ bow string would not suffice for longbow, hunting bow or northern bow. 4’ or 1.2m bow string is only for short bow and primitive/juniper bows.

Mostly I wanted to stop the bowstrings coming out at the default 15 ft length. Previously they were just a cord object with their unique name.

There was a question of if not 15 ft what length to use what to use.  4 ft matches the withe length. A change of the bowstring to 6 ft could be done.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 24, 2020, 03:39:09 PM
UPDATE

Bowying
= Bowstrings length tweak to 6 ft, weight to 0.3

Barkware
= Birch bark backpack container capacity from 10 to 20. This is more ruck sack size now. Could be higher by volume but its not a great material strength.

Lumber
= Add .Lumber pack frame. as a decorative item for carrying

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on April 25, 2020, 12:35:45 AM
Nice! All good changes.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 25, 2020, 01:23:08 AM
Nice! All good changes.

Thanks. While the Cornan play through certainly isn't hard core mode (with a few reload I openly admit) it has meant I'm playing BAC with a beginning character. A lot of these changes wouldn't have happened if I wasn't going through new character struggles .

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 25, 2020, 01:27:24 AM
Opinions requested:

Fletching, making arrows.

One thing that has come up in the play through is BAC making arrows in winter.

There is call for "fibre". This is to produce very fine tying materials to keep an arrow head on.

Normally that is plants or bark. In deep winter neither is around.

I'm debating doing one of:
=1= make it possible to make fibres in winter by thinning cords?

=2= an alternate arrow making that uses larger cord not fibre.

=3= whittling spruce(?) to make fibre, though maybe thats not flexible

Reader thoughts are encouraged. Cornan needs arrows.


Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: JP_Finn on April 25, 2020, 05:13:54 AM
1st, I’ve not used any mod beyond graphics change.

But! Any (pre-winter, still growing) plant material in winter is brittle. Spruce, pine, birch, alder, rowan, willow, juniper. Doesn’t matter. Unless going to further technology and have full on cellulose production... what’s ~1,000 years here? LOL

If anything, my suggestion would be to add recipe to “unravel woven cloth” to remove very carefully and slowly threads from linen and nettle fabrics. And the resulting product/thread should be *no quality* item.

I’m surprised no one has mentioned (not sure it’s in any mod either) is tendon sinew. That has historically been widely used material for strong & thin cordage. Just need to add that as “by-product” when butchering any sizable quarry.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 25, 2020, 05:19:27 AM
Oh that reminds me:

In BAC there is backstraps from animals which can be used in things. Reindeer and elk types of animals.

ITs under the boneware menu



///////////////////////
// Backstrap
//
// The backstrap can refer to not just the meat but
// to the long strong ligaments running along the spine
// of large animals.
// The backstrap concept and recipe traces to Bouidda's mod
// It can be used to make sinew fibre
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: JP_Finn on April 25, 2020, 05:21:39 AM
There you have it. Solution for winter time fletching.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 25, 2020, 05:32:11 PM
There you have it. Solution for winter time fletching.

Isn't it just like survival that you'll have what you seek when you have gotten it already.  ;)

In this case materials to make arrows once you have the animals you wanted the arrows to hunt with.

 ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on April 25, 2020, 08:29:06 PM
Just a heads up -
"Dig Clay" recipe under diy_BAC_Earthenware calls for {[TILE:Hole in the ground]}
The game does not seem to recognize this term - changing it to {[TILE:Pit]} makes the recipe work as intended.

Edit: One other thing-
The recipe for Leipäjuustokeitto, under "UTILITY RECIPES" in cookery_glossary, calls for 0.5 pounds of cheese, but this item does not have the [remove] tags.  So in essence, you get to keep the cheese when making this recipe.  I assume this is probably an issue from Njerpez cookery or the cheese mod, but just thought you might want to be aware.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 25, 2020, 11:02:39 PM
Update

Fixes related to Dungeon Smash

Dig Clay : Mine already shows the Pit terrain call.


Leipa cheese: Fixed as per Dungeon Smash
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on April 26, 2020, 01:50:14 AM
Ah, sorry, maybe my version is a couple updates out of date.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 26, 2020, 01:52:20 AM
Ah, sorry, maybe my version is a couple updates out of date.

Better to report too often then to leave the bugs in!  :)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on April 26, 2020, 11:16:49 PM
Your attitude is appreciated as always.  Sorry to inundate with suggestions but I did have another:

Recipe ".Build a Bloomery Furnace." under diy_BAC_metalworking:
I would suggest adding the [ground] tag to the 64 branches for feeding the fire.  Ditto for the 18 branches needed for a Kiln in diy_BAC_earthernware.  There may be other recipes which call for the branches to feed the fire too but those were the first ones I noticed.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on April 27, 2020, 11:20:56 PM
Minor
Update to diy_BAC_metalworking

Various [ground] commands added

Slight rewording on the steel dome for the use of the upper block tub: '+hammer curves into hollow' to better describe why you are using the hollowed out wood

edit:
v076b added [ground] to various Earthernware recipes
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BroncoRider on May 05, 2020, 12:50:55 AM
Hey, I just downloaded your mod, which is awesome btw :D :D, it adds a whole new depth to the game, but I'm not sure what all the items do, is there a reference page I can go to? I went to the wiki page but I didn't find what I was looking for.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: JP_Finn on May 05, 2020, 04:48:43 AM
Hey, I just downloaded your mod, which is awesome btw :D :D, it adds a whole new depth to the game, but I'm not sure what all the items do, is there a reference page I can go to? I went to the wiki page but I didn't find what I was looking for.

Hey, welcome and glad you're here!
Di you check here on the wiki: BAC User Guide (http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide)

And Brygun is here on the forums... like always anyway...  :D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Tinker on May 05, 2020, 10:29:01 AM
The BAC user guide never really got started, nobody was interested in adding info, Some pages were deleted by an anonymous admin despite Sami saying it was for us users to add stuff.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 06, 2020, 08:05:24 AM
IIRC

Part of the wiki issue was the overlap with the vanilla items could confuse new users. BAC does tweak some things here and there.

There is something of a read me if you manually open the various diy_####.txt files. I did make quite a few comments including various links to youtubes on some items.

The scope is pretty big now. I find it a bit daunting at times when I'm playing too. Typically I focus on one set of related tasks, like making clay pottery, for a few in game days. So its worth the read of that file for how it works or review the notes.

Iron making is pretty complex too leading to tools leading to equipment leading to better tools.

The high end ultimate work project in the BAC is the largest of the boats: the clinkered punt.
By the time you cam make the clinkered punt you have made tools to make tools all the while feeding and surviving the unreal world. All the time needed means weeks even once established so months overall. Its like a summer two project. If you can make the clinkered punt you can pretty much do anything like make a giant stead. IT would just be a matter of time... and not dying... and no arrow to the eye.

One does not simply walk onto a clinkered punt
[insert a Beomir meme]

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Dungeon Smash on May 07, 2020, 05:32:56 AM
Yeah at one point I made a list for the wiki of the various things to be found in each menu of the mod, but it's really not much easier than just looking at each .txt file.  I really think that's what new users should do, just open each .txt file and read them to get a feel for everything.  Occasionally I forget things too and it really doesn't take much time to just find the appropriate file.


Just waiting for winter to end before I finish my clinkered punt ;) I'm sure I could finish it now, but it just seems odd to be working on a boat in hip-deep snow.  Plus, it will be very satisfying to launch her at last just as the spring ice is melting.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 07, 2020, 11:26:26 PM
Plus the text files will be up to date.

 ;)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Shemashko on May 15, 2020, 12:13:34 AM
Just first wanted to say super great mod! I noticed that I was able to shear one sheep many times and was able to collect 200 greasy wool. Not sure if I should be able to collect this much!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 15, 2020, 04:00:18 PM
Just first wanted to say super great mod! I noticed that I was able to shear one sheep many times and was able to collect 200 greasy wool. Not sure if I should be able to collect this much!

Self-regulated feature or exploit?

The way the recipes work AFAIK there isn't any way to change data on the host "sheep" to indicate its been sheared.

And thanks for the support. There is a lot of other great modders that contribute to this. One of them did the clothing, wool and shearing. They are the folks in the other 2 letters of B A C.


*does some digging*

From the diy_BAC_knitting.txt  its Brygun based it on Signatus who got it from Bouidda updating from Rain

Rain did a lot of amazing inspiring work. Rain's ironworking is also the majority of the BAC metal working.

// BAC integration
//
// Signatus v1.0
//
// v1.0
// - Unchanged from original

// Part of Buoidda's crafts 1.5+
// Based on parts of Rain's Clothing v3
//

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Shemashko on May 16, 2020, 04:29:01 AM
No worries, thanks for the reply. I'll definitely self-regulate my sheep shearing and keep it to a minimum... after I craft my entire outfit out of wool.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 23, 2020, 04:31:33 AM
Based on a question else where in the forums the following has been added to the Readme BAC mod.txt

Its a supporting text file not a recipe so I won't cycle a BAC update at this time. The text addition is:


>>>>>>>>>>>


Does BAC reduce realism?
A question from JaxonThomas in the thread
https://www.unrealworld.fi/forums/index.php?topic=5533.0

Brygun answers thus:

Well, now. Didn't expect that question.

Fair disclosure: I'm Brygun. The B in the BAC mod. Organizer of the mod from its various sources including my own addittions.

So where to being:

Q: Is play balance different with BAC?
A: Yes
Of course it does. There is many ways to get different tools or results other than the options in the vanilla game.
Ways of generating wealth bundled up in ways of entertaining your self with role playing whittle a board game. Even if the game tracks how much of a different good is sold that there exists multiple new items means you could profit by selling them to a village.

Q: Does it change realism?
Well what is your reference for realism? Many, though not all, players are modern urbanites enjoying the game as a trip to the woods. I'm a bit urbanized but also grew up in the country side running around in forest was normal. It was a very safe wood without bears or lynxes or wolverines or Nerjpez to worry about.

Q: Is there realism basis for items in the BAC?
A: Yes
In fact if you open up the diy_BAC_XXXX.txt files I specifically included references including links to youtube videos you can watch. Those certainly show there is realism is the mod.

Q: Did item XXX exist in real world Iron Age Finland?
Oh now there is a varied question. Item by item of all items would be too much so here is a few. Again many others have references in the .txt file comments.
= As a Canadian with a tradition of birch bark canoes I put it in yet as Saami, maker of Unreal World and a native Finlander, pointed out is the sort of birch trees in Finland are different so they probably couldn't even made at all.
= The largest of the boats, the clinkered punt, is a combination of the steamed open tree logs known to Finland plus the clinkering and caulking of what is known for sure in later ages but possible in that age.
= The steps for making iron come from Rain's Ironworking mod and do indeed match up to my own studies of blacksmithing in that period. I was surprised to find that lake ore is a real thing. I thought it was a quirky gamey thing but low and behold if one looked into it this actually is realism. Secret: Finland has/had so much surface and near-surface iron ore that it flowed down with the rains into rivers into lakes. In the lakes, like the bogs, biological processes pulled it out and tended to make it into clumps mixed with non-iron. Thus you did need to roast the lump of lake ore (or bog ore) and process.

= Back strap weaving is a real world thing. I believe there is a video for that in the .txt files.

=  Cordage is easier to make in BAC through various real world ways. Only the recent 3.60 ish (IIRC) added the withe making. Prior to that it took capturing animals to get leather to get the cords to hang meat to dry in the winter. A rather recursive if you have it (an animal kill) you can do it but if don't have it you can't do it (if that makes sense). In my own research I looked into real world ways for making cordage, like digging up spruce roots, and added them in. Real = yes. Changing the play balance = yes.

Part of the BAC goals was to include things that were known or plausible to teach woodland survival skills. Thats why the Shaman mod was excluded, that is well researched but deals with a metaphysical.

If you are new to UnReal World you might want to give a few goes at playing without the mod. It can be added mid-play or removed. The way Unrweal World recipes work once an item is created its properties are assigned to the instance thus not needing an ongoing reference. IF there is a graphic custom that might end up being empty but it should still show up in the list if you stand on a tile to pick it up. Of course without  the mod you don't need a Ball Hammer.

Good question. Think I will add the answers to the BAC forum and the text files.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 24, 2020, 03:40:05 PM
The following has been added to post one


A supporting mod has started to use the in game encyclopedia to provide information on how various crafting methods work.
https://www.unrealworld.fi/forums/index.php?topic=5540.0
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: santur_bard on May 25, 2020, 08:39:47 PM
Hey guys.

Long time not about but have quite a bit of spare time at the moment, funnily enough. I won't report the graphical bugs applying to MAC on the mod items as they are too numerous.

Immersing myself back into this marvel of a mod!

@ Brygun, I did however today struggle with using 'iron nails' as nails for something, I'm afraid I forget what, I've basically made 'all' the tools today. I ended up deleting the line temorarily out of frustration but it said 'Iron nails to not count as nails, nails represent cylinder'.

Yabby is entering his second spring boldly, with 1000 leaky clay cups, the clinkered punt calls.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 29, 2020, 02:19:29 AM
Glad you are enjoying it.

If you can remember what the recipe with an issue was let me know. Maybe you could unzip a fresh download to a temporary directory and compare the list to what you have showing in your game. That would detect the recipe you deleted by its absence.

Brygun
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 29, 2020, 09:21:56 PM
Okay I've identified which recipe has the nail and cylinder thing.

.Pliers. "Sesta" [effort: 3] [phys:arms,hands] *CARPENTRY*  /4h/
{Iron shape} (1) [remove] [ground] '+for two gripping rods'
{*nail} #.05# [remove] [ground] '+Nail represents pivot cylinder'
{Branch} (1) [remove] [ground] '+for handles'
{*forge*}          [noquality]      'Forge or furnace'
{Charcoal}    (3)    [remove] [noquality] [ground]
{Bellows} [ground]
{*anvil*}   [ground]   'Anvil nearby'
{*hammer}   'Hammer'
{Whetstone} [ground] '+to make grooves and smooths'
{Knife} <Small knife> '+for whittling handles'
[WEIGHT:2]
[TYPE:tool]               
[PRICE: 8]
[TILEGFX:bc-forkbahd]


Looking into why it didn't work

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 29, 2020, 09:24:25 PM
Update:

Fixing pliers recipe as the *nail was missing the s to be *nails



Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: santur_bard on May 29, 2020, 10:57:45 PM
Thanks for the fix, I have found it cool to 'level up' ore when smelting iron into steel.

Clinkered punt is complete, still generally nipping about in the leather tarp punt - Yabby fell in his home bear trap yesterday so has four fractures to tend too, sad times but a bright future.

As an aside it would be great to see any more craftable instruments (bone/horn flute, kantele/zither) ((envisioning gut strings)) and jewelry.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on May 29, 2020, 11:22:59 PM
Thanks for the fix, I have found it cool to 'level up' ore when smelting iron into steel.

Clinkered punt is complete, still generally nipping about in the leather tarp punt - Yabby fell in his home bear trap yesterday so has four fractures to tend too, sad times but a bright future.

As an aside it would be great to see any more craftable instruments (bone/horn flute, kantele/zither) ((envisioning gut strings)) and jewelry.

If you want to suggest the recipe details feel free. Some idea of the time to take would help. I can "translate" it into the game's modding recipe language.

For music if the base item is a horn it will make a horn noise when used. AFAIK IIRC that is the only sound we can access.

One wonders if Saami will add drum making with the player able to then make drum sounds from the ritual page.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: JP_Finn on May 31, 2020, 07:49:44 PM
Brygun, hunting horn makes “a fancy noise” or “a fancy sound” so using that for other instruments isn’t immersion breaking.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 01, 2020, 03:55:47 PM
Brygun, hunting horn makes “a fancy noise” or “a fancy sound” so using that for other instruments isn’t immersion breaking.

oh... didn't actually play an audio file? Maybe Im blending in other games.

>>>>

In general, if someone thinks we should add a recipe or two they can mention it preferably with some guidelines of the materials. Menu wise it would need to go into one of the existing BAC menus. Many have at least a little room. A couple are really full. The two free menu letters are "reserved" in the sense that BAC is leaving those available for users wanting to use other mods or their own custom additions.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: santur_bard on June 06, 2020, 12:04:51 AM
I'll have a potter over the weekend to make something approaching a flute (optional materials (bone/wood)) and kantele/zither ingredients. The odd Njerp or some such  could have bought/inherited/slain for some funky stuff all the way from the Silk Road and China for all we know (xun, pipa, lyre cultural variations?):P
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: spnreptile on June 13, 2020, 04:20:37 PM
Hi, not sure if its posted here, but pine tar value should be reduced. Its way too easy to gather for it to be this valuable.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 13, 2020, 05:18:14 PM
Minor update

As per spnreptile discovered that the glue recipes had no pricing figure so were defaulting to the rather valuable rating of their base object.

Corrected their pricing to very low.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Ballhammed on June 20, 2020, 04:02:16 AM
Hi, when I click the download link at http://www.unrealworld.fi/wiki/index.php?title=BAC_User_Guide
It says:
"An Error Has Occurred!"
"You are not allowed to access this section"
Am I doing something wrong?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Tinker on June 20, 2020, 03:36:25 PM
The wiki guide was abandoned shortly after it was started, for various reasons. The link does not work from there and it points to an older version of BAC.
Easiest way to download it to use Brygun's latest link, the post above yours or more generally from the first post of this topic, which always points to the latest version.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Ballhammed on June 20, 2020, 06:30:33 PM
Ah ok thanks a lot I appreciate it
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 20, 2020, 10:13:01 PM
Thanks Tinker for helping out.

 ;)

May the next pack of animals at your door be large winter hares.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Mouse1122 on June 24, 2020, 01:22:53 AM
Hi, I am very new to this mod.

Just a quick question...

I got some fistfuls of hemp leaves .. and I cant find a way how to turn hemp leaves into into just HEMP to soak it and process it?

Thank you for your time.

Also, If anyone know a good Play-through using this mod on youtube I would appreciate a link.. Just trying to learn all the new things.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Galgana on June 24, 2020, 12:44:35 PM
To get just hemp, you need to harvest the hemp patch through the [A]griculture skill menu. Then the hemp patch becomes the hemp plant (under the Plant inventory category), which is what the soaking recipe requires.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on June 29, 2020, 04:04:53 AM
Thanks Galgana.

Welcome Mouse1122. Is that a post Norman invasion Mouse?

[quote author=Mouse1122 link=topic=4712.msg14418#msg14418 date=1592954573
Also, If anyone know a good Play-through using this mod on youtube I would appreciate a link.. Just trying to learn all the new things.
[/quote]

Love to hear of one too and Id by happy to link it in the first post.

Myself I havne't tried youtubing yet, though its a possible future thing. I did do a character blog using BAC with the Character Novrus at https://www.unrealworld.fi/forums/index.php?topic=4640.0

There was also Cornan but he died much earlier than expected
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BlankPaper on July 07, 2020, 02:33:39 AM
I've got a small issue; none of BAC's buildings (road/big rock/tarp shelter) seem to display in my game's building menu. Am I looking in the wrong place? Did I forget to activate something?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Galgana on July 07, 2020, 05:04:29 AM
The new building recipes are packaged as initially disabled via file name with the prefix "_biy_". The rationale for this is because some vanilla recipes are replaced. To enable the new recipes, delete the first underscore in order to get the proper prefix "biy_" which makes the text file readable to the game. You can find previously-unbuildable objects under the wooden building menu (or at least that's where they end up in my setup).
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BlankPaper on July 08, 2020, 09:24:47 AM
Cheers! The already enabled ones also used the names of vanilla buildings, made them blend in.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 09, 2020, 01:26:42 AM
Thanks for helping each other out.

A core functionality of Unreal World is that each "result" will only use the most recently loaded "recipe" so there is only one way to build an X at a time. Thus if there were several ways, that is several recipes, there does need to be those manual steps. So far they have only been needing for the uilding menus.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 09, 2020, 01:28:16 AM
Matching game update 3.63

Necessary function matching for 3.63

As far as I have seen so far this was for the:

= Sauna stove under building
= Vasta brush under utility

Please advise if testing doesn't go well. This was done as a quick fix upon seeing the steam announcement.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Sami on July 09, 2020, 12:53:53 PM
Matching game update 3.63

Necessary function matching for 3.63

As far as I have seen so far this was for the:

= Sauna stove under building
= Vasta brush under utility

Please advise if testing doesn't go well. This was done as a quick fix upon seeing the steam announcement.

Hmm. To easen updates, I'm not sure if I've mentioned it clearly anywhere but with mods it's the best policy that the mods feature only what's new addition,
and within their own file names, and don't include the vanilla stuff at all.
This makes it all easier as if new vanilla stuff is added you don't have to touch mods.
But in contrary if mod incorporates all the vanilla stuff, and uses the vanilla file names, and then we make slightest update to vanilla files - even to fix a single character- the steam auto-update grabs them and thus resets stuff for all the Steam users have it on.
Also, if mods would only feature what's new and their own, and within their own file names, players can make integrity checks on Steam without worries - to make sure vanilla stuff is up-to-date. Otherwise the original files are grabbed again and mod installation lost.

Just a though, as it's surely a burden to keep things updated. With only-new own-filenames approach the compatibility with version updates remains better.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 09, 2020, 01:28:16 PM
Also, if mods would only feature what's new and their own, and within their own file names, players can make integrity checks on Steam without worries - to make sure vanilla stuff is up-to-date. Otherwise the original files are grabbed again and mod installation lost.

First thanks Sami for stopping by.

The viability of that approach is limited by game mechanics of:

1 = Only one way to build an item. 
So no duplications are allowed. Thus mods which allowed other walls or kota building require blocking the vanilla recipes. For example there there are different "shelter" options in the BAC like using a tarp you carry or even a punt as a roof but only one of three (remember to count the vanilla) is allowed to exist. If you want to use one of those alternates then there must be a modification of the vanilla to "switch off" or forced loading order.

2 =  No sub menu branching:
 In order to have the spaces for the number of items that now exit they must make use of the limited spaces in the vanilla menu lists.  In order to be findable there must be reallocation of which menu vanilla items go. If there were sub menus then I could use a few "letters" to start off the branching for all the necessary slots.

3 = Reasonable organization:
There are are alot more things to deal with say wood to so there is a split into different categories. In some cases it makes more sense to move the vanilla item into another menu. In concept the vanilla game may have an item in "X" but in the large mod there is now "X1" and "X2" so the glossary file must be edited in someway to put the item in the write new menu. This is a smaller influence than the desperate need for menu spaces but it does have an impact.

4 = Menu location is done by a zone in the text files:
If it was possible in the recipe to assign what menu an item went into, which is not part of the current language, than I could use load order (of even the single recipe construct) to tell the vanilla file to put item "Y" into a different menu like "Z". Currently this is not possible. Menu location is controlled by being written as:
[start menu]
X
Y
Z
[end menu]
This is a core programming decision which I believe could be very consuming to implement a change to.

So long as the # of new items is small so far I need to edit typically the diy_glossary and biy_glossary which does indeed mean a system verification would see the mod versions of the file as not the same.

I do remain in favor of things like trades being pulled into the vanilla game for things like iron working, weaving etc though currently mods like the BAC are managing that. In theory any recipe pulled into vanilla structure is one less for the BAC to worry about.

Again thanks for stopping by Sami, could to see you.
[/list]
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 09, 2020, 01:39:30 PM
 ???

Hmmm

If there was some way for a modder to tell a vanilla recipe to go to a different menu I would be able to avoid editing the biy_glossary and diy_glossary.

I can already tell the game to use the alternate recipe for an item.

Currently AFAIK the only way I can tell the game to put an item someplace else is by glossary editing.

Query: Is  that true  :o



Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Zhid_13 on July 10, 2020, 10:24:14 PM
I just installed the mod but now I can't use my usual fishing spot. When going to the lake I used to fish on and trying to fish, the game says "There is no open water around here!"

Any help?


(Nevermind, the lake suddenly froze and I didn't even realize because it was dark. LOL!)
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 11, 2020, 12:02:53 AM
(Nevermind, the lake suddenly froze and I didn't even realize because it was dark. LOL!)

Totally an Unreal World moment right there  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Zhid_13 on July 12, 2020, 03:08:55 AM
(Nevermind, the lake suddenly froze and I didn't even realize because it was dark. LOL!)

Totally an Unreal World moment right there  ;D

Yup!.. Been having fun with your mod, is very interesting and I love having all the self-sustainability options each with it's cost.
However today I've been trying to build a bunch of fences, and when I open the Tying Equipment tab on the crafting menu, the game suddenly crashes! I've never experienced this, not even before with your mod installed while I crafted some other ropes for smoking food.

I dunno why this happens, I can attach my game files if it'll help.

I've noticed it always happens after I open the Tying Equipment menu, craft something, and then if I open it a second time, that's when the game crashes
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BlankPaper on July 12, 2020, 09:47:10 AM
Interestingly - and possibly related - I noticed my game crashed sometimes when I hovered over leather ropes in my inventory (or when grabbing them from the floor) a second time in one play session. The first time would go fine and on the 2nd attempt, the moment I hovered over it, my game would crash unceremoniously. Only leather ropes, mind you, not cords, not yarn.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 12, 2020, 03:43:40 PM
Interestingly - and possibly related - I noticed my game crashed sometimes when I hovered over leather ropes in my inventory (or when grabbing them from the floor) a second time in one play session. The first time would go fine and on the 2nd attempt, the moment I hovered over it, my game would crash unceremoniously. Only leather ropes, mind you, not cords, not yarn.

 :o ???

Not sure how a recipe change could do that.

Are you able to make the leather rope at least once?

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Zhid_13 on July 12, 2020, 09:32:29 PM
I just experienced a crash after loading up the game, next to a trap fence I'm building. I had a single split spruce twig in my inventory. I pressed S+M+F, accidentally, then pressed S+R+F to keep building up the traps. Realized I needed more split twigs to continue, and after picking some from the trees nearby, I used  "+"+Y for Tying Equipment, and the game crashed. Weird since it usually crashed before by opening it a second time and not the very first.

Update: Game crashed when I tried to pick up a leather rope
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Zhid_13 on July 13, 2020, 02:34:18 AM
After playing more and testing a little with the Tying Equipment, I'm pretty sure that the problem is being caused by leather ropes. First BlankPaper up there saying he had troubles crafting a leather rope, then me having the game crash when I tried to pick up one from a settlement to buy it, and just now, I realized that if I open the Tying Equipment tab, the game doesn't crash instantly. It only crashes if I press the down key to scroll all the way down to the other stuff I need to craft, but the second item in the list is Leather Rope, so as soon as I open it and scroll down, the game crashes.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 13, 2020, 02:49:19 AM
hmmm... I'll start poking at it.

For reference the recipes including one above and below are:

.Cord.   [effort:1] [phys:hands,one-armed] *COMMON*   [patch:5]  /30/ %50% |-2|
{Cloth} #0.5# [remove] [patchwise]
{Knife}

.Leather rope. [effort:1] [phys:arms,one-armed]   *COMMON*  [assist:1]      /60/   %50% |-1| [patch:5]
{Leather} #1# [remove] [patchwise]
{Knife}
{Water} #1# [remove] [patchwise]      

.String.      "Cord"      [patch:5]   %15%   *HIDEWORKING*    /30/    [effort:1] [phys:hands]  [assist:1]
{Fibre from *}       #0.5#   [remove] [patchwise] 'Plant Fibres'
{Knife}
[LENGTH:15]



Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Zhid_13 on July 13, 2020, 02:51:32 AM
Sorry for being spammy, just an update on troubleshooting this issue. After realizing that I could manually type the key for each item on the Tying Equipment list, I used it normally, but then accidentally typed the key for the problematic Leather Rope. Didn't crash like always. I thought that the problem might be with the Encyclopedia being bugged and crashing every time it would display, which would explain why the rope didn't crash when I went directly to craft it, but would crash anytime the encyclopedia entry would display.

So I made a backup of my game folder, reinstalled the game for a fresh GAME.NFO, and restored my old modded game files but instead of the modded .NFO I used the brand new one. The issue was gone.

The weird part is that when I went to confirm this was the issue, and used the modded .NFO, the error didn't happen. So at least my game isn't crashing anymore, though you might want to check the Encyclopedia mod to make sure there's no issue with it and with the entry for Leather Ropes.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 13, 2020, 02:55:18 AM
Reporting on bug tests, reproduction and so on is a >good< thing.

Currently, I fired up Cornan and was able to get into the menus for making the leather rope and string under neath. Thus I did not reproduce the problem on my own system.

Of note the game did just update 3.63 and that meant changing over the diy_glossary

>>>>

As my local game failed to reproduce the reported error I suspect you are on BAC version minus one and had the diy_glossary over written and now the menus are confused that way.

>>>>

Another suspect error is the stack overflow but those are rare; require tons of goods and/or farms within 1-2 tiles; unlikely to be occuring int two users at once. I doubt it as I know Sami has hunted that wee beastie few times.

>>>>

Please:
1) make a zip backup of your current character directory (just in case)

2) download the most recent BAC and reinstall

The most recent is always on post 1 on page 1 of this thread. ITs also a few back too but I suggest just going to post 1. Im very regimental on updating it.



Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 13, 2020, 03:06:30 AM
Novrus loaded and made a leather rope the issue reported recipe.

Im really thinking its the recent vanilla game update issue, please redownload and reinstall the newest BAC on page 1.

Also, if I can't reproduce the problem locally there's not so much I can do to fix it.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: BlankPaper on July 13, 2020, 08:08:08 AM
Of note that the issue happened for me when I was on the correct match of BAC and UrW versions (which was a version ago, I haven't been fiddling with leather cords since, because I dread those crashes). I didn't have an issue crafting them (but that's possibly because I use the letter shortcuts to do that), but I had issues selecting (or simply hovering over them) them in my inventory.

I'll see if I can try and find a way to reproduce the crash consistently, though Zhid's troubleshooting of it having something to do with the onscreen encyclopedia entry for it might actually match the pattern of crashes I've also been facing (since the entry would pop up if I hovered over it in my inventory, but wouldn't pop up if I used the letter shortcuts to craft it).

Edit: I should mention I also was using the NFO from Extended Encyclopedia.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 13, 2020, 02:26:40 PM
Edit: I should mention I also was using the NFO from Extended Encyclopedia.

Request reporters run a test without the Extended Encylopedia.

This is currently about isolating the root cause. I don't use the ExEnc so we can add that as another pointer toward ExEnc.

>>>

If it is ExEnc then it may be related to it being a vanilla recipe

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: teapot156 on July 14, 2020, 08:13:18 AM
Brygun. The only time I'm crashing is when I'm looking a pile of items. It could be that it's related to a tying equipment problem. Issue is, I can't narrow it down because it seems to be random.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 14, 2020, 05:18:07 PM
Brygun. The only time I'm crashing is when I'm looking a pile of items. It could be that it's related to a tying equipment problem. Issue is, I can't narrow it down because it seems to be random.

That actually happened before with too many items in an area. Yes, that was a thing. I helped debug that by having saved games. If it is then its a base game issue not a mod issue.

You mentioned a pile of goods so are you at your stead? how far away are your farm fields? These have been known to matter before.

Try posting in the general UrW bug thread. Make a zip of the game in case Saami wants to see it.



Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on July 14, 2020, 05:23:58 PM
Does a vanilla version of the game crash with the save(s) in question?
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: teapot156 on July 15, 2020, 12:46:44 AM
Priv- Didnt test.

I thought it may have something to do with the homestead or the quantity of items but I just made some cords out of killed njerps' clothes and I got a crash while scrolling through the list.

Now, there where a lot of items in this area (scattered across hundreds of meters) but I didnt get a crash until I made the cords.

Bry- you brought up that a lot of items crash the game but I've had a lot more than this without instability in previous versions. I think everything is related to the cords lengths improvements in the base game, yet we would be hearing more about it so I'd say that it's a compatibility issue with the latest version of both the mod and base. I'll come up with something better but it's random (reloading fixes) so it's hard to pin down.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 16, 2020, 03:03:23 PM
For teapot156

Looking over the notes here I'm not sure if you are running the Extended Encylopedia or not.
= Can you tell us if you are using EE?
== If you are using EE can you do test with it deactivated to see if you get the same problem?

Remember to save a copy of your character's directory somewhere else just to be safe.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Deathshead61 on July 19, 2020, 07:02:58 PM
I can confirm that I had the same crash when selecting rope. And I did have EE running at the time.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 24, 2020, 03:38:57 AM
I can confirm that I had the same crash when selecting rope. And I did have EE running at the time.

Can people try having EE removed with BAC still there to see if it still crashes. I don't see this error on my BAC-yes EE-no game.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 24, 2020, 03:48:13 AM
I've made a note in the EE thread as I am fairly confident this is an EE issue.

If its an EE+BAC issue I'm not even sure what I could do within BAC to change the outcome. BAC doesnt modify anything vanilla but where a few core recipes are located in menus and only issues known recipe commands.

That thread is over here:
https://www.unrealworld.fi/forums/index.php?topic=5540.0

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Ezezaguna on July 24, 2020, 04:35:48 AM
Hi, Ezezaguna from Extended Encyclopedia here. I have read the issue and I am doing some fixes. The EE wasn't updated to v3.63, so I am going to update it. I will notify if I can check this bug after that.

-Update-

1. I tried to reproduce the crash with the EE v1.0 (the one online) and the UrW v3.63 with BAC 3.63, but I didn't find any problems.

2. I updated the EE to be compatible with UrW v3.63 (there was some issues due to the recent UrW update) and now works fine.

3. I tried to recreate the crash with the EE v.1.1 with UrW v.3.63 and BAC 3.63, but, again, I didn't find any problems.

Also, the EE v1.0 didn't change the .LEATHER ROPE. entry, so It is weird and I can't figure out why it crashed.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Ezezaguna on July 24, 2020, 05:57:23 AM
I have just updated the mod. Sadly I couldn't  recreate the crash. Please try the new version and tell me if it happens again  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: zwierzax on July 24, 2020, 09:13:33 AM
Ok, I just try to install BAC on my Mac, and had a crash at startup, in PC/windows works like a charm, with and without EE.
I use Steam, and is a fresh installation.
Right now I try to find with file replace is making the crash, because afer reinstalling (repair via Steam) , some mods contents works

update:
I manage to find that in true tile folder was BAC_mod.zip containing all mod contents, after deletion, no crash
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 24, 2020, 02:10:10 PM
Whelp... I stand corrected. It was a BAC error.

Instruction to ALL users:
Go to your Unreal truetile folder and remove the BAC .zip file
Installing a fresh BAC doesn't remove this file. You must manually remove it.

>>>>

Update, bug fix:

Removes the extra zip of the BAC within the truetile.

I have reorganized to reduce the chance of this returning. As it was my local "Old Versions" where I store the zips is on screen close to the "truetile" of the active version. A slip of the mouse could have dropped a copy the zip back into the truetile. If undetected it leads to a bloatware cycle of zip within a zip within a zip. Local directory arrangements have changed to reduce the risk.



Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: zwierzax on July 24, 2020, 04:34:38 PM
Another thing, [on MAC] new items looks like this (at least from earthenware), I will keep posted, if its only a clay problem, or other items too, when I managed to make some using new tiles.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 24, 2020, 09:34:47 PM
Another thing, [on MAC] new items looks like this (at least from earthenware), I will keep posted, if its only a clay problem, or other items too, when I managed to make some using new tiles.

the green space around those should be computing as "nothing" so the rest of the nearby graphics show through.

Its also disturbing that those are two different shades of green. Id have expected the same miscomputing to give the same color.

 ???

Not sure what I can do about that.


Can you post that in the main gain bugs along the lines of "modded graphics display wrong in MAC". Maybe there is something they can do on their end.

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on July 24, 2020, 10:15:16 PM
Another thing, [on MAC] new items looks like this (at least from earthenware), I will keep posted, if its only a clay problem, or other items too, when I managed to make some using new tiles.

 The transparency 'layer' for those 'specific' tiles needs to be set/reset for Mac users.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on July 25, 2020, 01:10:51 AM
Another thing, [on MAC] new items looks like this (at least from earthenware), I will keep posted, if its only a clay problem, or other items too, when I managed to make some using new tiles.

 The transparency 'layer' for those 'specific' tiles needs to be set/reset for Mac users.

I have Corel photo shop which might be able but I've not tried.

Also I don't have a MAC so no way to self test.

Are their volunteers to help our Apple minded brethren?

Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on July 25, 2020, 02:05:15 AM
I've used "Transparent PNG Generator" on Windows. It's free, easy and works to set transparent layer so non-windows understand.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: zwierzax on July 25, 2020, 11:48:12 AM
Also I don't have a MAC so no way to self test.

Are their volunteers to help our Apple minded brethren?

I spotted it, so i can test. Ususaly play on PC, sometimes mac
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: c_m_ on July 25, 2020, 09:38:31 PM
First off, congratulations on the mods. I've been playing URW for a few months now, and BAC surely adds tons of gameplay! I have no bugs to report so far, but searched both the files and the forum and couldn't find the answer to a question I have: How much can the new boats carry? I know flotation still isn't in the game, so I don't know how to figure it out.  If it has already been discussed, can someone point me to the answer? Thanks in advance!
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: c_m_ on July 25, 2020, 10:13:38 PM
First off, congratulations on the mods. I've been playing URW for a few months now, and BAC surely adds tons of gameplay! I have no bugs to report so far, but searched both the files and the forum and couldn't find the answer to a question I have: How much can the new boats carry? I know flotation still isn't in the game, so I don't know how to figure it out.  If it has already been discussed, can someone point me to the answer? Thanks in advance!

Ok, disconsider my question. Just found the answer on the encyclopedia!  ;D
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: zwierzax on July 27, 2020, 01:11:56 PM
Back to my problem with transparency layer, right now I crafted something from weaving, stone tools ETC, and the problem persist only in earthenware. If I got more time, I will test more things.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: zwierzax on July 31, 2020, 11:13:05 PM
So, i copied save games from my PC to Mac to see more items and check their tiles, and I was not right, almost all items are bugged by transparency layer.

If someone have an idea what can I do to repair that, or need me to test things, I will
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on July 31, 2020, 11:40:04 PM
If someone have an idea what can I do to repair that

 Set the transparency layer for the images. <-Full Stop
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: zwierzax on August 01, 2020, 12:25:07 PM
Set the transparency layer for the images.

yeah, i do it for few files, it worked... but it hell of a work if you don't have tools and use "free internet" stuff.

it still not worked perfectly, and It not worked like readme in truetile folder says (see attachment)
the upper left corner stays blue, in game should only the colour in 0,0 tile interpreted as "invisible"


tiles from weaving mod looks perfectly normal - loom, spindle/distaff but knitting needles are not (probably its from another author). Still on PC tiles works like intended, only Mac version have this problem, and I don't know who should manage it, Sami as creator, Tukka - author of the MAC port, or mods authors
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Privateer on August 01, 2020, 07:11:13 PM
Set the transparency layer for the images.
yeah, i do it for few files, it worked... but it hell of a work if you don't have tools and use "free internet" stuff.

 Mac version have this problem, and I don't know who should manage it, Sami as creator, Tukka - author of the MAC port, or mods authors

 >>>>>>  As far as I know "ALL the Vanilla game graphics work properly on all platforms"  <<<<<<
 So I'd say anyone making a mod is the one who might want to fix it.. Anyone using a mod may also want to fix it.

 Far as I know this is a MAC only issue and may be created by things default Windows editor adds now.

For free I use "Transparent PNG Generator" on Windows, as stated earlier. This lets me make MAC compatible graphics, even though I use Windows.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: caethan on August 01, 2020, 10:51:47 PM
This is a known issue that shows up on Macs - they don't show PNG files with an alpha layer properly.  So you just have to get rid of the alpha layer.

You can fix them with the default Preview app:

Open the offending file(s) in Preview
Command-Shift-S to Duplicate (make a copy)
Command-S to Save
Deselect the Alpha checkbox
Save over the original file

If you want something you can do in bulk, ImageMagick is free: https://www.imagemagick.org/script/command-line-tools.php
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: zwierzax on August 02, 2020, 12:51:41 AM
This is a known issue that shows up on Macs

I do what you said so, it works, file came lot bigger but works (test file 381 -> 975 bytes), I also checked other mod tiles that haven't had this issues and they don't save alpha.

>>>>>>  As far as I know "ALL the Vanilla game graphics work properly on all platforms"  <<<<<<
 So I'd say anyone making a mod is the one who might want to fix it.. Anyone using a mod may also want to fix it.

Yes, I don't have any problems with original graphic.
That's why I type post in here not in general bug report.
Title: Re: Community mod BAC: Smith, Cooking, Punts, Survival, Carpentry, Sewing
Post by: Brygun on August 02, 2020, 03:28:12 PM
This is a known issue that shows up on Macs - they don't show PNG files with an alpha layer properly.  So you just have to get rid of the alpha layer.


Well done.

I've added your instructions to the first post of the BAC thread.