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UnReal World => Modding => Mod Releases => Topic started by: rudy on November 27, 2022, 04:17:18 PM

Title: [OUTDATED] [3.72] Community Mod BAC
Post by: rudy on November 27, 2022, 04:17:18 PM
Moderator edit:Current version, BAC for 3.80 thread (http://www.unrealworld.fi/forums/index.php?topic=7020.0) ~JP_Finn

In continuing the tradition of keeping this mod alive, I've updated Arimon's updates to this mod. I started doing this in Arimon's thread, but the ability to update the first post will be important to prevent confusion in further updates. I do this with the belief that Arimon has ceased being active on this update. If that changes, I will be happy to either work with them, or turn it back over to them.

The general intent is to clean up recipes, tweak a few things, and reduce the number of menus significantly (currently with 5 free slots instead of 1). Full changelog is below, it includes a number of fixes to things that didn't work, a LOT of rearranging of menus, some tweaks to existing items, and a few new things.

The attached file is the only one you need; it includes all updates that I posted in Arimon's thread.

Next major steps are to try to incorporate some elements of other mods with permission of authors. I have my eyes on manure!

EDIT (12-20-2022) Updated to Version 2.3 of the mod. Changes for latest update below; you'll have to download to see the full changelog history (too big for this post)

IMPORTANT IMPORTANT IMPORTANT: IF you are updating from version 2.2 or earlier of this mod, rather than installing fresh, then DELETE the diy_BAC_Knitting file. It is obsolete now.


Spoiler: "Changes" • show

R2.3

DELETE the diy_BAC_knitting file.


WOOL
HUGE overhaul to wool clothing, after a lot of reading. Knitting is not a thing any more, because it did not exist at the time and location the game simulates.

Recipes were redone (in a more complicated fashion) in order to get around the hard-coded limitation on clothing quality. Now, instead of all woollen clothing being decent quality, it can be anywhere from crude to masterwork, based on your TEXTILECRAFT skill.

Large pieces of wool clothing are made primarily with wool cloth (which was a thing in a previous version of BAC), which I have now restored.

Smaller items, specifically gloves, socks and caps, were made with a process called Naalbinding (google it) which is a precursor to Knitting. The latter is somewhat slower, but does not require a loom, and is "lossless" in terms of material used.

All wool processing and clothing moved back to a single menu, though tools used in common with other textiles (e.g. loom) are still under the Textilecraft menu.

Prices were rebalanced so that each step in the wool clothing process adds value to the finished product. Wool yarn is worth 1 unit (arrow/squirrel fur) per pound. Wool cloth is worth 2 per pound. Wool clothing is worth 2.5-3 per pound (varies per clothing item; vanilla item values were not changed, and the values were built around this). This is in contrast to previous wool clothing crafted by BAC which had MUCH lower prices than the corresponding vanilla items. IT's now possible to make your living as a maker of wool clothing, if you wish.

Unraveling woollen clothing to obtain yarn is now slightly lossy (0.6 pounds of clothing gives you 0.5 pounds of yarn).

You can now "trade" for wool yarn in a village using a recipe that simulates that trade. The required input is one arrow (as the most common trade-item used by players), but this can be fairly
altered in the code for any item of equivalent value (such as a squirrel fur).

Weaving wool cloth increased from 90 minutes to 2h for one pound of cloth. This may still be too little.

Removed 'noquality' from wool yarn creation, so that you can have higher quality wool yarn. Changed length to 100 feet per 0.5 pounds instead of 15 feet (which is silly). 100 feet per 0.5 pounds is still REALLY thick, but it roughly lines up with the thickness of the vanilla linen and nettle yarn (and is in fact slightly thicker than either).

Removed noquality on spindle, but reduced the skill bonus from 30 to 10. Higher quality spindles now possible.

Removed noquality from knitting needles so that you could have good quality ones.

Wool cloth garments need {Fine cordage} now as opposed to specifically yarn to sew the parts together. (Yarn still works, this just makes it broader, AND prevents the annoying bug whereby the entire stack of yarn is used up)

Knitting needles no longer an item; instead, you can craft more generic "textile needles" out of wood or bone. (Using bone offers a 10% skill bonus to the crafting). These are intended to be a set of needles that can be used for any of the textile processes.

Woollen veil and woollen cowl presented an issue: the first weighed 0.3 pounds, the latter 1 pound, but both covered the same area (skull and neck) and provided the same protection. Veil is unbalanced in weight in comparison to other wool clothing. It should probably provide less warmth, because it is a lighter material, but that is not an option in modding. Both items were removed, and replaced with a "woollen heavy veil" that you can craft, which weighs 0.6 pounds, as a compromise item. Both vanilla items are still obtainable through trading with villages.

Woollen longsocks item added, covering feet and calves, because of the large number of woollen garments that cut off above the calves.

Woollen footrags removed as a craftable item. They are mechanically identical to woollen socks, and removed for redundancy since more menu space was desired. Woollen socks and woollen longsocks may be layered if double foot protection is desired.

Woollen hood added as a craftable item, due to lack of face coverings. Covers the same area as the fur hood (skull, face, neck).

"Woollen dress (w sleeves)" added as a craftable item. It is mechanically the same as the woollen undergarment in terms of price, weigh, and area covered. Allows layering, and RP of those who wish to wear a dress without having cold arms.



MENU CHANGES
* Renamed "Wool Processing and Garments" menu now uses the O key. Armors of Iron and Wood changed from O to I key.

* Bark clothing (previously with wool clothing) moved to Earthen/Barkware menu. That menu is now 100% full, which is not ideal for future expansion, but perfectly fine for now.



IRONWORKING CHANGES

* Removed -30% penalty from smelting iron bloom (I don't understand why it was there)

* Halved input and output and time of smelt ore into iron recipe. 4h instead of 8h, one pound instead of 2. Just to break it up.

* Reworking iron and steel recipes, in order to allow you to keep working at a piece of metal to perfect it further (can take MANY MANY tries)

* Removed two "fix errors" cheat recipes under ironworking. Haven't seen any need to use those yet. They are still in the file, just commented out.


COOKING CHANGES
* Nettle Cheese now has a price of 0.25 squirrel hides (or 0.25 arrows), as opposed to having no value.

* Dried berries and mushrooms now has a price of 0.1 squirrel hides (or 0.1 arrows), as opposed to having no value. Unfortunately this will work on poisoned mushrooms, but the value is low enough that it shouldn't be a temptation to cheese.

* Recipe to make berry turnovers from dried berries added


OTHER CHANGES

* FIX: Commented out prepared soil line test.

* FIX: Fur mittens had been altered for a previous test, and never unaltered. Restored to normal values.

* Textile needles added as a requirement for all linen and nettle clothing that use yarn to attach pieces of cloth together.

* Firewood from slender trunk effort increased to match other firewood making. Patchwise option added.

* clay amphora tub renamed to Amphora

* clay large amphora tub renamed to Large Amphora

* Changed loop snares back to using yarn because of quality issue (they were always coming out as poor quality)

* Vanilla leather and fur clothing was using the COMMON skill, while all added recipes were using the HIDEWORKING skill. They now all use HIDEWORKING.






TO DO
Re-balance and analyze linen, leather and nettle clothing as has been done for wool. Consider the process of value added at each step. Change their recipes so that they can have higher/lower qualities. (this is more time consuming that you'd guess)

(The same approach will not work with fur, because it would interfere with the way fur clothing borrows properties from the type of fur used, e.g. bear. At the present time, I don't forsee any way for me to modify fur clothing so that it can have varying quality.)

Determine to what extent it makes sense for leather and fur clothing to use textile needles. Research how such clothing was actually fastened.

Clay playset needs different tile graphic.

Digging clay too easy? Rebalance?

Incorporate manure mod into BAC.

Ensure compatibility of Privateer's bees, mead and coop mods with BAC (Privateer does not wish them to be incorporated directly)

Look into other mods to incorporate.

MAYBE TO DO (WAY IN FUTURE)

Add chainmail as optional craftable menu (ahistoric, but not implausible)
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on November 28, 2022, 09:44:54 AM
I cannot mark this post as like so will add a comment. Thank you for your work on this update, it is appreciated.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on November 29, 2022, 03:53:55 PM
Seems to be an odd problem with the building menu. Prepared soil is in the list twice but only once in biy_glossary  file, if I comment the line out it does not appear in the building menu at all. I do not recall seeing this before and am not sure why it is there.

I have also got back an old problem from about 2 years ago. Opening any menu to drop or move milkweed plants causes a crash to desktop, only milkweeds are affected and if I harvest them then thresh them before picking them up then there is no problem. I cannot see why BAC would cause this but sami said last time it was a mod that caused it, probably. Last time I removed anything from mods, tested then re added just BAC and the problem went away. This time I have the new beta urw and this version of the mod, last version worked ok this one I am getting the ctd. As far as I can tell BAC does nothing with milkweeds so am at a loss.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on November 29, 2022, 07:44:04 PM
Prepared soil should not be there at all; apologies. That is a test I was doing in preparation for the 'manure' additions. Just comment out that one line; I will remove it for next update.

I have tried replicating the milkweed crash, and nothing happens. To be clear, if you (for instance) pick up some milkweed plants, then drop them, it crashes the game? I just did that with no such effect.

I am at a complete loss as well. You're right to say that BAC doesn't change milkweed at all. I will poke at it some more, but I have no idea.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on November 29, 2022, 08:18:54 PM
Tinker, did you install this version on top of the last version, or fresh?

It should work either way, I'm just trying to brainstorm what could possibly cause the milkweed issue.

If you did install it over, delete the flora_BAC_flax.txt file, and see if that makes any difference.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on November 30, 2022, 10:20:53 AM
I had assumed the prepared soil was a mistake, I can imagine some people using itto cheat create large farms but I have removed it.

The milkweed problem is strange, I am thinking it is a linux specific problem connected with several text files in the game and the mod have mixed encoding, this seems not to be a problem with windows but linux needs to check file encoding to allow files to run correctly. I this this problem comes from some original game file, like the encyclopedia, that contain Finnish characters that are not utf8 encoded.

The flora_BAC_flax.txt was deleted, but I will check that all files are utf8 encoded, I can cope with the problem by not picking the plants up until they are threshed and if I pick up any plants by mistake I have a mod I can add that deletes the plants from my inventory and gives me roots and leaves. I will come back to this once the game and mod are out of beta.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Cebedeo on December 06, 2022, 08:53:06 AM
Hi there! Just registered in the forum, started reading the modding guide in the wiki in unrealworld.fi, and realizing just how huge your work is here I just wanted to thank you all.
Also, if I understood correctly containers (backpack, shelves) are just decorative (for role-playing intent) and can't actually contain anything, right?
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on December 06, 2022, 09:57:09 AM
The sled wagon is a usable container for moving heavy stuff but the rest of the items are role play as you say. Clay items, pots, cups etc all work as containers for food and drink, the same as vanilla items.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Cebedeo on December 06, 2022, 10:03:25 AM
Yes, those I use already. Got so much milk I don't know what to do with it, hehehe. I even made a big cask once, and lost all I put inside because at some point my character couldn't lift it so I couldn't get it into my inventory. Would be great and quite logic too if those big bulky things could be poured into or from without having to carry them.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on December 06, 2022, 05:21:49 PM
I've added a "warning" about having a full barrel for light characters. I'll add one in for cask as well; I'm sorry that happened to you.

There is a workaround, though: if you use cheat engine file to temporarily increase the weight of your character, you can lift the cask, and put it into smaller containers. Then, you can reduce the weight of your character again. I don't know if you're talking about a current game.

Unfortunately there is nothing modding can do to let you use full containers from the ground. I agree that it would be good and logical, but it's outside the ability of what modders can affect. :(
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Cebedeo on December 06, 2022, 05:33:24 PM
It's a current game, yes, but it's not really important. I don't lack milk anyway, and it feels like it's a nice decoration in my farm  :D
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on December 06, 2022, 05:48:00 PM
It's a current game, yes, but it's not really important. I don't lack milk anyway, and it feels like it's a nice decoration in my farm  :D

BTW, are you sure it's a cask and not a keg? It's hard to believe you can't pick up a full cask; that's only like 70 pounds. How heavy is your character?
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Cebedeo on December 07, 2022, 06:49:31 AM
You are right, it is not a cask, I wrote out of memory and memory failed. I just reloaded the character to check, it's a barrel-style mug, weighting 252 lbs, when my character weights 149 lbs, poor little thing.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on December 10, 2022, 12:22:39 PM
Cool, cool.

Got a number of changes/fixes done for the next release. Mainly waiting on a response to my bug report about clothing quality, as the answer to that has a big impact on how I approach the clothing items.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Vitowns on December 16, 2022, 11:20:58 AM
Greetings, does this mod work with beta version available on steam?
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on December 16, 2022, 11:54:49 AM
Yes. It should also work with full version due soon.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Vitowns on December 16, 2022, 03:10:03 PM
Yes. It should also work with full version due soon.

Oooh thanks a lot i think ill wait for full version :D cheers
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Mr.Ocd on December 19, 2022, 06:11:58 AM
I can't seem to make half logs outta log. Standing over the log and selecting half log should do it but it acts like it doesn't detect the log underneath my feet. I can't pick the log up and put in my inventory to make the half log.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on December 19, 2022, 09:54:23 AM
First thing to check is that you have a log, it does not work with a trunk.

I usually stand next to the log, facing it but I just checked that standing on the log also works, not sure why you cannot do it, it should work with any game version as it just needs a log on the ground and an axe, preferably a splitting axe.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: MilitanttiTalitintti on December 19, 2022, 11:18:56 AM
Does this require the beta version to work?
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Mr.Ocd on December 19, 2022, 03:36:42 PM
First thing to check is that you have a log, it does not work with a trunk.

I usually stand next to the log, facing it but I just checked that standing on the log also works, not sure why you cannot do it, it should work with any game version as it just needs a log on the ground and an axe, preferably a splitting axe.

I feel stupid, lol. I've been trying to do this with a trunk instead of a log. I got the two confused. Thanks for clarifying this.
Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on December 19, 2022, 03:59:27 PM
We have all done something like this at least once so do not feel bad.

@ MilitanttiTalitintti Rudy started the conversion with the beta version and as far as I know it has only been tested on the beta version, but most things should work OK with any 3.7 version, there are problems with 3.6x versions, mainly with retting plants and yarn making.

Title: Re: [3.72b] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on December 20, 2022, 05:04:49 AM
I'm in the midst of a significant update, which I will test with the 3.72 version, but Tinker is right: anything that worked for 3.72b should still work for 3.72.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on December 20, 2022, 06:27:22 PM
VERSION 2.3 UPDATE RELEASE

Download in first post. Please let me know of any issues you have!

I don't anticipate another update until mid January, but I will certainly work on resolving any bugs or issues that pop up post-haste.


R2.3

DELETE the diy_BAC_knitting file if updating from version R2.2 or earlier.  (If installing fresh, disregard this instruction)


WOOL CHANGES
HUGE overhaul to wool clothing, after a lot of reading. Knitting is not a thing any more, because it did not exist at the time and location the game simulates.

Recipes were redone (in a more complicated fashion) in order to get around the hard-coded limitation on clothing quality. Now, instead of all woollen clothing being decent quality, it can be anywhere from crude to masterwork, based on your TEXTILECRAFT skill.

Large pieces of wool clothing are made primarily with wool cloth (which was a thing in a previous version of BAC), which I have now restored.

Smaller items, specifically gloves, socks and caps, were made with a process called Naalbinding (google it) which is a precursor to Knitting. The latter is somewhat slower, but does not require a loom, and is "lossless" in terms of material used.

All wool processing and clothing moved back to a single menu, though tools used in common with other textiles (e.g. loom) are still under the Textilecraft menu.

Prices were rebalanced so that each step in the wool clothing process adds value to the finished product. Wool yarn is worth 1 unit (arrow/squirrel fur) per pound. Wool cloth is worth 2 per pound. Wool clothing is worth 2.5-3 per pound (varies per clothing item; vanilla item values were not changed, and the values were built around this). This is in contrast to previous wool clothing crafted by BAC which had MUCH lower prices than the corresponding vanilla items. IT's now possible to make your living as a maker of wool clothing, if you wish.

Unraveling woollen clothing to obtain yarn is now slightly lossy (0.6 pounds of clothing gives you 0.5 pounds of yarn).

You can now "trade" for wool yarn in a village using a recipe that simulates that trade. The required input is one arrow (as the most common trade-item used by players), but this can be fairly
altered in the code for any item of equivalent value (such as a squirrel fur).

Weaving wool cloth increased from 90 minutes to 2h for one pound of cloth. This may still be too little.

Removed 'noquality' from wool yarn creation, so that you can have higher quality wool yarn. Changed length to 100 feet per 0.5 pounds instead of 15 feet (which is silly). 100 feet per 0.5 pounds is still REALLY thick, but it roughly lines up with the thickness of the vanilla linen and nettle yarn (and is in fact slightly thicker than either).

Removed noquality on spindle, but reduced the skill bonus from 30 to 10. Higher quality spindles now possible.

Removed noquality from knitting needles so that you could have good quality ones.

Wool cloth garments need {Fine cordage} now as opposed to specifically yarn to sew the parts together. (Yarn still works, this just makes it broader, AND prevents the annoying bug whereby the entire stack of yarn is used up)

Knitting needles no longer an item; instead, you can craft more generic "textile needles" out of wood or bone. (Using bone offers a 10% skill bonus to the crafting). These are intended to be a set of needles that can be used for any of the textile processes.

Woollen veil and woollen cowl presented an issue: the first weighed 0.3 pounds, the latter 1 pound, but both covered the same area (skull and neck) and provided the same protection. Veil is unbalanced in weight in comparison to other wool clothing. It should probably provide less warmth, because it is a lighter material, but that is not an option in modding. Both items were removed, and replaced with a "woollen heavy veil" that you can craft, which weighs 0.6 pounds, as a compromise item. Both vanilla items are still obtainable through trading with villages.

Woollen longsocks item added, covering feet and calves, because of the large number of woollen garments that cut off above the calves.

Woollen footrags removed as a craftable item. They are mechanically identical to woollen socks, and removed for redundancy since more menu space was desired. Woollen socks and woollen longsocks may be layered if double foot protection is desired.

Woollen hood added as a craftable item, due to lack of face coverings. Covers the same area as the fur hood (skull, face, neck).

"Woollen dress (w sleeves)" added as a craftable item. It is mechanically the same as the woollen undergarment in terms of price, weigh, and area covered. Allows layering, and RP of those who wish to wear a dress without having cold arms.



MENU CHANGES
* Renamed "Wool Processing and Garments" menu now uses the O key. Armors of Iron and Wood changed from O to I key.

* Bark clothing (previously with wool clothing) moved to Earthen/Barkware menu. That menu is now 100% full, which is not ideal for future expansion, but perfectly fine for now.



IRONWORKING CHANGES

* Removed -30% penalty from smelting iron bloom (I don't understand why it was there)

* Halved input and output and time of smelt ore into iron recipe. 4h instead of 8h, one pound instead of 2. Just to break it up.

* Reworking iron and steel recipes, in order to allow you to keep working at a piece of metal to perfect it further (can take MANY MANY tries)

* Removed two "fix errors" cheat recipes under ironworking. Haven't seen any need to use those yet. They are still in the file, just commented out.


COOKING CHANGES
* Nettle Cheese now has a price of 0.25 squirrel hides (or 0.25 arrows), as opposed to having no value.

* Dried berries and mushrooms now has a price of 0.1 squirrel hides (or 0.1 arrows), as opposed to having no value. Unfortunately this will work on poisoned mushrooms, but the value is low enough that it shouldn't be a temptation to cheese.

* Recipe to make berry turnovers from dried berries added


OTHER CHANGES

* FIX: Commented out prepared soil line test.

* FIX: Fur mittens had been altered for a previous test, and never unaltered. Restored to normal values.

* Textile needles added as a requirement for all linen and nettle clothing that use yarn to attach pieces of cloth together.

* Firewood from slender trunk effort increased to match other firewood making. Patchwise option added.

* clay amphora tub renamed to Amphora

* clay large amphora tub renamed to Large Amphora

* Changed loop snares back to using yarn because of quality issue (they were always coming out as poor quality)

* Vanilla leather and fur clothing was using the COMMON skill, while all added recipes were using the HIDEWORKING skill. They now all use HIDEWORKING.






TO DO
Re-balance and analyze linen, leather and nettle clothing as has been done for wool. Consider the process of value added at each step. Change their recipes so that they can have higher/lower qualities. (this is more time consuming that you'd guess)

(The same approach will not work with fur, because it would interfere with the way fur clothing borrows properties from the type of fur used, e.g. bear. At the present time, I don't forsee any way for me to modify fur clothing so that it can have varying quality.)

Determine to what extent it makes sense for leather and fur clothing to use textile needles. Research how such clothing was actually fastened.

Clay playset needs different tile graphic.

Digging clay too easy? Rebalance?

Incorporate manure mod into BAC.

Ensure compatibility of Privateer's bees, mead and coop mods with BAC (Privateer does not wish them to be incorporated directly)

Look into other mods to incorporate.

MAYBE TO DO (WAY IN FUTURE)

Add chainmail as optional craftable menu (ahistoric, but not implausible)
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on December 26, 2022, 04:03:15 PM
A very minor thing I have noticed before, so not specific to this version - Why do some wooden tubs stack but not others?  In my cellar I have loads of them, all filled with milk.  Five have stacked together, and two more in a separate stack, but the others remain as singles.  Any ideas?
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on December 26, 2022, 06:47:04 PM
A very minor thing I have noticed before, so not specific to this version - Why do some wooden tubs stack but not others?  In my cellar I have loads of them, all filled with milk.  Five have stacked together, and two more in a separate stack, but the others remain as singles.  Any ideas?
Short answer: I'm not sure.

Long answer: Stacking is a complicated thing. When it comes to foods that spoil, for example, they will only stack if they are at the same spoilage state, I think. Milk doesn't spoil, so that shouldn't be the issue.

With other objects, stacking requires they be completely identical in every property. As far as I'm aware, the wooden tub crafted by the mod has the same properties as the vanilla one. Does it seem to be the case that some of the wooden tubs are ones you crafted, and ones are ones you traded for? If the modded ones are stacking separately from the traded-for ones, then that may be a mod issue, and one I will but on the list of "to be investigated"

On the other hand, I've noticed, in some rare cases, two vanilla objects won't stack for reasons I cannot ascertain. If all your wooden tubs are ones you traded for, then this is likely to be the same issue here, and I don't think the mod has anything to do with it.

There are other strange stacking rules that I don't fully grasp. Pots that you have just traded for, for example, will not stack with pots that you have previously used to cook, even if both are empty. But once you've used them to cook with, they will then stack.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on December 27, 2022, 12:02:52 AM
All my tubs are lovingly crafted with my own two hands, split spruce twigs and boards.

I see what you mean though, I suspect that the stacking tubs may all have been filled with milk on the same day.  Maybe if I empty them into a barrel or cask then refill them, they will stack?  I reckon that could be it!
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on December 29, 2022, 05:26:55 PM
The next major update is working on furs and leather. I'd consider feedback on the following very valuable as I work to finalize the changes.

// Rudy - First, it's important for new players to know that fur clothing inherits protections from the TYPE of fur used in its creation. Bear fur generally giving the best protection/warmth.
// Most crafed fur clothing is superior in protection to the generic "fur" type clothing that you can trade for, as a result. When you craft a shirt using bear fur, it will be crafted as a
// "bear fur shirt", and be superior to a "fur shirt". For unknown reasons, the "bear fur shirt" is far LESS valuable than the generic "fur shirt" that you trade for, in spite of being
// superior. This is one of the things I have attempted to adjust for.

// I removed the [ARMOUR_MATERIAL:fur] lines from the modded armor items. This was preventing them from inheriting the greater protection values from specific types of fur, and instead
// just assigning them the protection values of generic "fur". This necessitated changing the base item of Fur footwraps to a fur cap, but that presents no issues. [TYPE:armour] is also
// unnecessary, as that is inherited from the base item.

// Vanilla fur clothing is slightly 'lossy', usually requiring 0.2 pounds more fur than the weight of the final product. Fur required by modded fur clothing was adjusted to match that.
// The fur loincloth actually required only 0.5 pounds of fur to create something weighing 1 pound! This has been fixed.

// Adjustments made to hood/cap/mask/niska.  Originally the hood weighed 1.1 pounds, and covers the face, neck and head. The cap (vanilla) and the mask and niska (modded) each cover
// only one of those things and weighed 1 pound each, making the hood the only thing it makes sense to make. The weight of the cap, mask and niska were reduced to 0.5 pounds each,
// for a total of 1.5 pounds. The fur hood weight was increased to 1.3 pounds. Thus fur hood is still slightly better if you want coverage of all three areas, but the individual
// items have their place as well.
// This does not affect the weight of the vanilla fur cap or hood that you might acquire from trading (though the fur hood from trading won't be as good as a "bear fur hood" for example).

// When considering the value that fur clothing should have, there are several limitations and considerations. There does not appear to be a way to make the value of the final product
// depend on the kind of fur used, so "bear fur cap" and "elk fur cap" will always have the same value.
// To make balance decisions, we have to look at the value of the base furs, first. Value per pound of some major fur sources:
// Elk: 1.25   Bear: 1.875   Badger: 2   Reindeer: 2.5      Squirrel: 3.33      Ermine/Hare/Weasel: 4      Grey Seal: 4.4
// All others are *significantly* more valuable per pound, from 7.5 up to 30, and so given the option it makes more sense to reserve those for direct trading rather than
// make them into fur clothing.

// A further limitation is clothing/fur quality. Fur clothing is always of decent quality, regardless of the fur used, due to a hard-coded limitation. There are ways to get around this for
// other clothing types (see wool clothing), but doing so for fur clothing prevents the inheritance of protections specific to the type. In other words, if I change the recipes to allow
// for "fine" or "masterwork" fur clothing, the higher protection of "bear fur", e.g. is lost. That does not seem a good trade, so we are sticking with the enforced "decent" quality fo
// fur clothing. This also means, unfortunately, that "ragged/harsh" furs, e.g., can be used to make clothing of decent quality. In fact, it only makes sense to do so with them, rather than
// trade them directly.

// With all this in mind, players will be presented with a short explanation that normal fur clothing should only be crafted using decent or higher quality furs, for balance reasons.
// This is not enforceable in-game, but many such issues are addressed by individual recipes (such as the instructions to players to shear each sheep only once), and so will be left
// to the sense of fair play of the players themselves. There will be a few new fur recipes that will be added that can use ragged/harsh furs to craft, e.g., a "rough fur cloak", but ones
// that will not inherent the properties of the animal type (and thus be inferior in protection, as they should be).

// With these prices and limitations in mind, I have attempted to balance around the idea of fur clothing being worth 2.5 per pound of fur used in the final product. Assuming that
// players abide by the intended restriction of not using ragged/harsh furs, then this makes turning elk fur into clothing into a profitable venture, but not obscenely so, and the final
// product is no more valuable than reindeer fur, and so should not present a major balance issue. Bear fur is profitable when turned into clothing, and badger slightly so. Reindeer
// clothing is equally valuable to the base furs, while all other furs are more valuable NOT turned into clothing. All of these statements depend on using decent quality furs; when the
// furs are fine or superior, the profitability shifts in favor of keeping the furs (only elk fur is more valuable as clothing when of Superior quality or higher).

// None of this can affect on impact the value of the generic fur clothing that you can purchase in settlements, which are not always in balance with one another in terms of materials used.
// For instance, fur overcoat and fur leggings are both worth around 2.7 per pound of fur used, while fur leggings are worth around 1.7 per pound, and fur footwear worth 4 per pound.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on January 10, 2023, 11:47:00 AM
Finally got around to testing this and have a couple of comments on the excellent idea for reworking iron and steel billets.

The time seems a little low in comparison with other metal working stages, perhaps 5 or 10 minutes longer. The main problem is that due to hardcoded game engine code when you craft items it will use the best quality ingredients and the best quality tools to make the best item your skill can do. The engine will use your best billets even if they are on the floor, but here we want the lower quality item to improve it. The easiest way to do this to give a weight of billet required, so #0.5#, it then requires you to select which billet from your inventory. I also replaced the wrought with a wildcard so I can rework iron obtained by recovering iron from old axes.

Another thing I thought about was that as this is classified as an advanced metal working process it should require advanced tools, at least an iron hammer and maybe a metal anvil and tongs.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on January 11, 2023, 08:04:58 PM
Thanks, Tinker. I'll consider that for the next version.

Speaking of which, I'm out of town, but next version should be around the end of the month?

Major changes so far include reworking/rebalancing of fur&leather clothing, as well as incorporation of Privateer's coops/hives/mead (with permission from him).
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on January 12, 2023, 09:54:43 AM
Another thing I thought of is that most metal working needs to get metal hot with charcoal but the player gets no heat from the furnace or forge, in winter with a long production you can get very cold. Adding a need for a fire nearby, as a starter for the furnace, you get some player heat in winter and can get sweaty in the summer. This small effect will be important when sami adds temperature affecting players but is good now for RP.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on January 25, 2023, 08:02:52 PM
Bug in LoydettyTarvike() function. Report!

Just had this message appear while crafting a dipnet from this mod.  It doesn't seem to have crashed anything, and I made the dipnet successfully.

Running Windows 10 and Steam 3.72#1

"Report" was in big scary red letters, so am reporting!  Save available.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on January 30, 2023, 12:13:21 AM
I was well chuffed to make a fine northern staff-bow.  But now winter has arrived, I was expecting it to work as a ski-stick, but it doesn't seem to.  I have tested and skiing with my ski-stick makes me ski, while skiing with my northern staff-bow gives me messages that I need a ski-stick to ski.  The northern spear I made works fine as a ski-stick.

The snow is only ankle deep, may that have an effect?  Or is the staff-bow not meant to act as a ski-stick, in which case what does it do?

Edited to add a minor text bug:  When making iron armour the text still asks for pliers, rather than tongs.

Okay, things are getting weird now:  The helm I made is named "raven iron spectacle helm"; and provides almost no protection, being dark red in every category.  I used a superior raven leather in the forging, along with a fine steel dome and 2 perfect and 2 fine steel billets and all the tools I used were fine quality.  To say I am a tad disappointed would be an understatement  ;D 


Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on February 03, 2023, 02:53:53 PM
Thanks for those reports.

The issue with the dipnet I know what is causing it. The original dipnet recipe, which I inherited so to speak, was meant to act as a fishing pole as well (the idea being that you could scoop fish). The problem started occurring with the changes to fishing poles requiring hooks to be added to them. I may have to change the dipnet so that it only works for iron ore, and not for fishing, in order to avoid that error.

For the other two, I'm not sure at all about what the intention was for the northern staff-bow. If it's meant to act as a ski-stick, that's news to me, but I did not make the original recipe, so I can't say for sure yet. I'll take a look.

I definitely haven't touched the iron helmet  recipes, but I'll also take a look.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on February 03, 2023, 03:10:41 PM
With the dip net if you change the base item from fishing rod to Fishing net you can dip for ore or use it for fishing, as a net without the need for hooks.

I seem to remember 2 or 3 years ago there was some discussion about staff bows being usable as ski sticks, I do not know if it was implemented or just raised a possibility. I never made one so do not know if it was ever possible, if it was then it may have changed with snow changes in 3.7x.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 03, 2023, 06:28:47 PM
I've had a look at the northern staff-bow recipe and it includes a ski basket, and is basically a very weak northern bow.  I can't see a reason for it to exist, if not that it can be used while skiing.  Sami confirms that bows that doubled as ski-sticks were a thing here:

https://www.unrealworld.fi/forums/index.php?topic=1138.msg3620#msg3620 (https://www.unrealworld.fi/forums/index.php?topic=1138.msg3620#msg3620)

I also took a look at the ski-stick recipe and saw nothing that actually made it function for skiing - but then I know pitifully little about modding.  Is there a way to make an item function as a ski-stick when it isn't a ski-stick?  Perhaps it was only included by Bioudda in his mod for RP purposes?

It would be great if you can make it work, it took a long time to make  :D
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on February 04, 2023, 12:49:18 AM
I've figured out the issue with the northern staff-bow. That's the good news. The bad news is I don't think it's fixable.

In the original incarnation of the recipe the item used "Northern Spear" as its base item (which gave it the ability to ski), and then changed the skill to BOW in order to make it function as a bow. This worked fine. UNTIL, the game was updated with the bow-string update, and then it stopped functioning as a bow, and could not have a string applied to it because the base item was not a bow.

So, the base item was changed to "Northern Bow" (by me) to fix the bow problem. But in doing so, it stopped functioning as a ski-item (since it no longer inherited those properties from the Northern Spear).

Unfortunately, based on my current understanding of modding, this means it is not possible to make an item that functions as both a bow and a ski-stick. :( The best "solution" from my present stance is to remove the item from the menu entirely, since it serves no real purpose in its present form.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on February 04, 2023, 12:51:11 AM
With the dip net if you change the base item from fishing rod to Fishing net you can dip for ore or use it for fishing, as a net without the need for hooks.
Downside here is that nets are (and should be) really hard to make, with the dip net being relatively simpler. So it would be a "cheap" way to get a fishing net.

I could make the dip net correspondingly harder to make, but I'm not sure that's the way to go.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 04, 2023, 02:36:14 AM
Well, that's a crushing blow to morale regarding the staff-bow.  But I reckon I'll get over it.

With the dip-net thing - considering the effort required to forge metals into anything useful, I would say some extra hours to make the net matters hardly at all in the greater scheme of things.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on February 04, 2023, 02:53:41 AM
Well, that's a crushing blow to morale regarding the staff-bow.  But I reckon I'll get over it.
I'm sorry. If you'd like, I'll tell you how to modify the crafting files temporarily to make an instant northern spear, or northern bow, in place of it?

With the dip-net thing - considering the effort required to forge metals into anything useful, I would say some extra hours to make the net matters hardly at all in the greater scheme of things.
Could be true. I'll consider the option, certainly.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 04, 2023, 03:38:48 AM
Thanks but I already made a lovely fine northern spear and bow  :)
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: StanMan26 on February 07, 2023, 01:25:44 AM
Hi, I've been playing URW on vanilla for a while and looking to change things up. Is it possible to add this mod to a current save or would I need to start a new game? thanks!
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 07, 2023, 02:06:39 AM
Welcome to the forum!  You can add the mod to an existing save, but so much is added that you may want to start a new game anyway.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 12, 2023, 08:37:11 PM
The "Whole-cooked fish" recipe asks for 0,9kg of herbs.  I suspect this is a typo, and it should ask for 90g of herbs like lots of other recipes.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on February 13, 2023, 11:25:40 AM
The recipe calls for 1 pound of herbs which I see as 500g not 900. This might be slightly excessive. The way I see this being prepared, as I do irl, is the whole body cavity is stuffed full with herbs which steams through the fish as it cooks, it is not as with other recipes a sprinkling of flavour.

It would be ideal if the amount of herbs used related to the weight of the fish, but the modding is so limited that you would need a seperate menu entry for each type of fish
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 14, 2023, 12:25:12 AM
I just checked and the recipe does ask for 900g of herbs.  I admit to using the heretical metric version of the game, but I think 900g equates to about 2lbs.  2.2lbs per kilo, and all that.

I took a look at my spice rack, and most of the bottles there hold from 10 to 40g of herbs.  This means I would be using around 72 complete bottles of herbs to spice one fish.  Even were it only 500g, it would still be over 30 spice jars.  Unless I've caught a whale shark or something, that is quite excessive   :D
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on February 14, 2023, 10:13:23 AM
You are correct, just checked the original BAC and it uses 2 pounds of herbs, I had already changed my version to one pound, as two was excessive.
Do not confuse dry herbs in your spice rack with fresh herbs, there is a world of difference in flavour and weight, and often large leaves are used to wrap the fish in.

The last time I cooked a fish this way was a fish about 2kg and the filling was about 300g, I have tested setting the herbs tp .6 pounds and that asks for 300g of herbs, this seems a good average amount.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 15, 2023, 07:10:58 PM
The latest patch seems to have booted the "Repair Clothing" option from the BAC Clothes Menu.  I am running Windows 10 and playing via Steam, using the BAC and a portrait mod.

I use it quite a lot, so it would be nice to have it back  :)

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on February 16, 2023, 12:39:15 PM
Just updated and checked, it is still there in my menu.

It is a vanilla entry, not modified in BAC, it is the last entry, so if something has been added it may have pushed the repair entry off the page, my menu goes up to M and repair clothes is the last with R.
I am not sure where the repair cloths recipe is, it is not in diy_glossary, and was not there in the last version, so is probably another hardcoded entry.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 16, 2023, 02:34:32 PM
Hmm, it's definitely gone for me.  Last items on my Clothing menu are:

M Linen privates wrap
N Leather Belt
O Leather Cap

Hitting + c r doesn't do anything.

I am fairly sure that Leather belt and cap were not there before, they were in the Armours of Leather and Fur menu, where they should be and where they still are, so something seems to have added them to the Clothing menu.

I see you reported the same thing three months back, where Rudy had accidentally bumped it off the menu by adding something further up.  I can't see anything the new patch might have changed to cause this to happen again.  Odd.

My suggestion would be to add the repair clothing option to the Textilecraft menu, where there is plenty of room and it seems to fit better anyway.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on February 16, 2023, 04:28:22 PM
The BAC diy_glossary should override the vanilla one, is your diy_glossary an empty file if not it will add items that should not be there, the clothes menu should only contain nettle or linen items, and the repair entry, the two leather items have made the menu to big.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 16, 2023, 05:12:05 PM
I don't have a diy_BAC_glossary.txt, though I do have loads of other diy_BAC type files.

I do have a diy_glossary.txt, which is 9kb in size. 

I'm thinking reinstalling the BAC mod might fix things?


EDIT:  Just remembered that on loading yesterday I got a Steam error and URW failed to load.  I tried again and it loaded without problem, so I didn't investigate the trouble.  Steam may have refreshed some files in order to make the game load?

EDIT 2:  Yep, reinstalling the BAC mod seems to have done the trick, many thanks!
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on February 16, 2023, 09:45:19 PM
Yes, I mistyped and put BAC in the file name, the 9k one was the vanilla version, the BAC is about 150 bytes, glad you sorted it out, there could have been more problems down the line with to wrong file.
It is always needed to reinstall BAC after an upgrade as some BAC need to overwrite the vanilla ones
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: rudy on February 17, 2023, 01:13:50 PM
The recipe calls for 1 pound of herbs which I see as 500g not 900. This might be slightly excessive. The way I see this being prepared, as I do irl, is the whole body cavity is stuffed full with herbs which steams through the fish as it cooks, it is not as with other recipes a sprinkling of flavour.

It would be ideal if the amount of herbs used related to the weight of the fish, but the modding is so limited that you would need a seperate menu entry for each type of fish
Perhaps the best way to do it, and I might, is to have (e.g.) 2-3 herb lines, with only one required and the other two optional. The player could then elect to put in (e.g.) 0.25, 0.5, or 0.75 pounds of herbs.

(also just confirming I'm still working on this! My recently sick (not dangerously so) kids have slowed things down is all.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on February 17, 2023, 02:30:57 PM
Neat work around.

I will give it a try and report back.

Sick kids, mmm remember that time, more likely to get sick grandkids now, but solved all problems of being a free kid sitter by living on a different continent.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on February 17, 2023, 07:12:19 PM
Can't you have the kids adopted or something?  Iron-age Finns are relying on you here!   ;D
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on February 18, 2023, 10:32:55 AM
Tried the suggested tweak to whole fish recipe, 3 lines of herbs each adding 0.25 pounds, the fist is required next two are optional with the message added 'for medium fish' and 'even more for large fish'. Worked as required, you cannot cheat yourself and not use any herbs though you can just use a minimal amount with a large fish but reduces the nutrition of food.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Mr.Ocd on April 08, 2023, 04:46:38 AM
Whenever I go to make a dry quarter log in the fletching menu from a regular quarter log my game freezes then crashes. Whats up with that?
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Privateer on April 08, 2023, 04:50:32 AM
Whenever I go to make a dry quarter log in the fletching menu from a regular quarter log my game freezes then crashes. Whats up with that?

If you're on UX it's because the graphic is missing (Truetile file)
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Mr.Ocd on April 08, 2023, 03:21:41 PM
Whenever I go to make a dry quarter log in the fletching menu from a regular quarter log my game freezes then crashes. Whats up with that?

If you're on UX it's because the graphic is missing (Truetile file)

I'm on Linux Mint. Not sure what UX means unless thats Unix. How do I get the missing truetile file?
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on April 08, 2023, 04:39:07 PM
The file is ww-dry_lb_wood.png it should be in the mod folder in the truetile folder.

Not having it should not cause a crash on linux, but perhaps it does? If you cannot find the file in the BAC install or your truefile game folder I can send you a copy, let me know.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Mr.Ocd on April 08, 2023, 04:44:15 PM
The file is ww-dry_lb_wood.png it should be in the mod folder in the truetile folder.

Not having it should not cause a crash on linux, but perhaps it does? If you cannot find the file in the BAC install or your truefile game folder I can send you a copy, let me know.

Curious. I have the file and it seems the name and everything is correct. If its not the file why is my game crashing?
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Privateer on April 08, 2023, 04:54:25 PM
Whenever I go to make a dry quarter log in the fletching menu from a regular quarter log my game freezes then crashes. Whats up with that?

If you're on UX it's because the graphic is missing (Truetile file)

I'm on Linux Mint. Not sure what UX means unless thats Unix. How do I get the missing truetile file?

 Yes I mean a version of Unix, and I misspoke, I now remember this specific issue.
The problem is the file name "ww-dry_lb_wood.png" is to long for unix

to fix it; open the text file containing the recipe, find the line for "regular quarter log" (or whatever it is)
Go down to the line with [TILEGFX:]
and shorten the name to 10 or under characters.
THEN
Go to the Truetile folder in UnrealWorld and rename the graphic file to match what you used in the [TILEGFX:] name
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Mr.Ocd on April 08, 2023, 05:04:11 PM
Yup, that fixed it. Thanks!
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Felius on April 20, 2023, 07:36:13 AM
Currently the Lumber crafting file has the following recipe for staves and wooden stakes:
Code: [Select]
.Wooden stake. [effort:1] [phys:arms,one-armed]  *TIMBERCRAFT* (8) /30/ %40% |-2| [patch]
.Staff. [effort:1] [phys:arms,one-armed]  *TIMBERCRAFT* /15/ %60% |-2| [patch]
{Cutting weapon} <Axe>
{Slender trunk} [remove]

Is the absence of [patchwise] for the Slender Trunk intentional? That is, that you can make up to 80 stakes or 10 staves out of a single slender trunk?
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on April 20, 2023, 10:19:01 AM
You are correct, it is an error. you cannot just add [patchwise] to the slender truck as the same code is used for making a staff, you should edit the stake recipe to

.Wooden stake.    [effort:1]  [patch] [phys:arms,one-armed]  *TIMBERCRAFT* (8) /30/ %40% |-2|
{Cutting weapon} <Axe>   
{Slender trunk}   [patchwise] [remove]

This then works as expected and intended.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Felius on April 20, 2023, 10:27:01 AM
You are correct, it is an error. you cannot just add [patchwise] to the slender truck as the same code is used for making a staff, you should edit the stake recipe to

.Wooden stake.    [effort:1]  [patch] [phys:arms,one-armed]  *TIMBERCRAFT* (8) /30/ %40% |-2|
{Cutting weapon} <Axe>   
{Slender trunk}   [patchwise] [remove]

This then works as expected and intended.
Why would the staff recipe shouldn't have the [patchwise] tag as well for the Slender Trunk?
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on April 20, 2023, 11:33:50 AM
Because the staff does not have patch in the first line, you make one staff from one slender trunk, you could add patch to the staff recipe if you want to make multiple staves from multiple slender trunks.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Felius on April 21, 2023, 02:11:52 AM
Because the staff does not have patch in the first line, you make one staff from one slender trunk, you could add patch to the staff recipe if you want to make multiple staves from multiple slender trunks.
But it does? Just on the end of the line, both recipes have [patch]
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on April 21, 2023, 09:59:38 AM
OK, I missed that, my version does not have patch for staff, but I have changed many recipes to suit myself. You could then just add [patchwise] to the slender trunk  line under both recipes
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Felius on April 22, 2023, 05:21:14 PM
For some reasons, Large Amphoras are weighting about 1/7-1/6 of the weight of normal amphoras (approximately, because I'm using metric, and URW can be a bit funky with the conversions). An empty large amphora is 0.6kg while the empty amphora is 4.1kg. Which obviously is wrong. But I can't seem to find why this is happening. The code seems to be fine, as seem below copied straight from the .txt file.
Code: [Select]
.Amphora. "Wooden Tub"   [effort:0] [phys:hands,one-armed] *COMMON*  %30%    /90/ \6h\
{Clay lump}   (15)   [remove]
{Water} #7.5# [remove] '+to soften clay during shaping'
{*kiln} [noquality] [ground] '+to dry shape in'
{Fire}
{Branch} (30) [remove] [ground] '+as fuel to dry clay'
[PRICE:1]
[CONT_CAPACITY:25]
[WEIGHT:9]
[TILEGFX:bc-claypot]
// Inspired by amphora to hold large quantites.
// Tub in name to be seen by other recipes
// As a tub it isn't able to be used in cooking
// Good for storing the grains from threshing
// Used efficiency of scale on capacity vs weight
// Probably would be pushing what could be fit in the kiln


.Large Amphora. "Wooden Tub"   [effort:0] [phys:hands,one-armed] *COMMON*  %30%    /180/ \12h\
{Clay lump}   (45)   [remove]
{Water} #22.5# [remove] '+to soften clay during shaping'
{*kiln} [noquality] [ground] '+to dry shape in'
{Fire}
{Branch} (90) [remove] [ground] '+as fuel to dry clay'
[PRICE:2.7]
[CONT_CAPACITY:125]
[WEIGHT:27]
[TILEGFX:bc-claypot]
// A regular amphora will hold enough water to make the large.
// An amphora so big it will be about all you can carry when
// full. 125 lbs is about 15 gallons of fresh water
// This is actually too big for the kiln presented but not
// worth having a seperate menu.
Will try to debug this out later, but leaving the report here for now if someone has any idea about what's happening.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on April 23, 2023, 12:32:09 PM
I have not needed to make such a pot but I just did to test this out, it does in fact appear in game as weighing 600 grams not the expected 12 kg. To be sure it is not metric conversion I checked it in imperial and it is only 1.4 pounds.

The script seems to be correct, just not working. I changed the weight from 27 to 2,7 and it still makes a pot weighing 1, 4 pounds. It seems the [weight:] parameter does not accept decimals and it does not accept numbers greater than 9, any number with 2 or more digits is the same weight, I tried several weight settings, below 9 seems to work as expected, above 10 everything weighs 1.4 kg but a some point the weight drops to 600g. This assumption is wrong as other recipes use decimals and barrels and kegs weights work correctly. I need to check them again as it could be a change in the base code is affecting all mod weights.

Just checked the tub mod, it is listed as weighing 16 and is made in game weighing 7.3 empty, so not a game mechanic problem but an error in the earthworking script. I thought it might be due to it not having the line [TYPE:container] but adding that does not help. I have totally rewritten the code, to avoid cut paste errors with none printing characters. I have put it in a different mod section to avoid something in earthenware  affecting it, it still does not work but I cannot see why.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: niftybottle on April 25, 2023, 05:46:01 AM
Has anyone tried this on the new 3.80 beta? It doesn't sound like there was changed that should break anything, but I am not a modder.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on April 25, 2023, 01:55:30 PM
Seems to work OK, not fully tested of course.

The large amphora detailed above still has the wrong weight.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on April 26, 2023, 02:14:15 AM
Brygun,

Here glad to see the mod collection getting updated.  :D

Also that someone else got to the see the scope of work need to keep updating this.

I was thinking of maybe playing some Unreal world again to find that when my laptop hard drive died the relevant game version to my last own BAC update (3.63) was only on that. Making it either to track down through fellow lifetimers or ... oh hey... someone has updated the BAC! Hooray!

I survived some life and health issues. It was always intended that BAC, the AC meaning "And Community", could continue on should the transition between world's have happened.

So to the maintainers, you have my blessings and my sympathies.

One hope I do have is for Saami to incorporate the tiered menu system so we can stuff all of this under one submenu rather than the heavy work needed when new items or menus are added to the base game, which I also glad to see Saami doing.

>>>

A small part of me going  ;D :D ;D :D ;D :D wasn't me who did the update!  :D ;D :D ;D :D ;D
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on April 26, 2023, 10:21:09 PM
Happy to hear you're on the mend.  It's good to see you BAC!
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on April 27, 2023, 05:00:29 AM
Loop snare is currently asking specifically for yarn. This blocks using other bush craft skills to make bird and hare snares, including leather.

Yarn itself is a huge tech tree requiring a sheep as well as phases of wool production.

IMHO loop snares should be on general access.

Perhaps a loop snare of yarn can get a quality bonus as a second entry.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on April 27, 2023, 05:07:57 AM
opening the trapping file I see Arimon caught the need to change the cordage type with:

.Loop snare. [effort:0] [phys:hands,one-armed] *TRAPPING*   /10/   %15%   |-2|            
{Thin cordage} =6=   [remove] [nominlen]
// Arimon 3.7x: changed {Yarn} to {Thin cordage}


Also note that the length needed has also changed so the Tying equipment file also needs this:

.Untie Loop Snare.   "Cord"   *COMMON*   /5/    [effort:1] [phys:hands]
{Loop snare}   (1)         [remove] [name:Cord]
[LENGTH:6]
// Returns default generic cord which might be higher value then what made the snare in the first place


which puts the length back to match the 6 needed to make it

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on April 27, 2023, 06:05:13 AM
nevermind Wooden shovel is under Carpentry

From utility the vanilla wooden shovel is missing. Without the wooden shovel its hard to get started on other tech trees like making iron as you dont have a metal for a metal shovel until after your first gathering (with a wooden shovel)

Recommend adding it instead of one of the line breaks around the quern stone. IMHO its better to have an item than the line marker.

.Wooden shovel.   [effort:2] [phys:arms,stance] *CARPENTRY*         /240/          %10% 
{Block of wood} [remove]
{Axe} <Handaxe> 'An axe for rough cutting'
{Axe} <Carving axe> 'An axe for finishing the shape'
{Knife}

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on April 27, 2023, 06:40:42 AM
Believe this is known but not in the page 1 download

Under Lumber -> Wooden stake

if you select multiple sets to make it still only takes one slender tree trunk not one per set.


needs the [patchwise] as would staff

.Wooden stake.    [effort:1] [phys:arms,one-armed]  *TIMBERCRAFT*    (8)    /30/         %40%   |-2|   [patch]
.Staff.      [effort:1] [phys:arms,one-armed]  *TIMBERCRAFT*      /15/         %60%   |-2|   [patch]
{Cutting weapon} <Axe>   
{Slender trunk}    [remove][patchwise]
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on May 01, 2023, 01:40:50 PM
I suggest that the first post should include a link to Buoidda's original crafts mod, with a caveat that some things have been changed since back then.  The reason is that while recent changes have been well documented in the changelog, a lot of the basic stuff remains as Buoidda designed it and there is a lot of still very relevant information to be found there.  Linky:

https://www.tapatalk.com/groups/urwforum/buoidda-39-s-crafts-1-6-2-updated-2017-01-30-t8043.html (https://www.tapatalk.com/groups/urwforum/buoidda-39-s-crafts-1-6-2-updated-2017-01-30-t8043.html)
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 01, 2023, 07:11:16 PM
Paying respects has been a part of BAC. There are text files with notes to the numerous contributors.

I'm not so sure a direct link is helpful though as Bouidda was no longer compatible to the updated vanilla game for a few years now. That lack of compatibility is part of how BAC was started in the first place. The more recent changes to the tying methods would further mess with the Bouidda recipes of old. Bouidda is very much appreciated for their work. Bouidda AFAIK has been silent on these forums for years.

The user Rain is generally regarded as the grandfather ancestor of the modding. Their iron working mod inspired me and AFAIK predates Bouidda.

For the list of contributors see:

_Readme BAC for users.txt





Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on May 01, 2023, 07:22:01 PM
Yes, I know the history of the mod and revere Rain as much as anyone!

I meant that Buoidda's first post on the thread that I linked to gave me a lot of useful information on many of the items that can be made.  New users might also find it helpful.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 02, 2023, 12:17:29 AM
I meant that Buoidda's first post on the thread that I linked to gave me a lot of useful information on many of the items that can be made.  New users might also find it helpful.

That is true.

The list from Buoidda's page includes:

>>>>


DESCRIPTION

This mod is for all those characters pursuing a career as a travelling craftsman. It suits really well for hermits as well.

It adds possibility to:
collect ore from lakes and mires, under certain conditions
build bloomery furnace for smelting ore
build simple stone forge and use fireplaces as forges
forge all the basic iron tools, axes, pots etc.
forge some iron weapons, including short spears (iron javelins)
make punt, fishing rod and net
make several bows, including three historical two-wood bows out of pine compression wood
make the staff-bow and ski while shooting!
fletch with various arrowheads of various materials. Forked fowling arrows!
harvest birch root and split spruce twigs for tying equipment
harvest bone, antler and sinew from your deer kills
collect bear teeth to make a necklace
make cordage and rope of various fibers, including willow bark!
make birch-bark items and containers
build kotas with covers of fur, leather and wool
wrap yourself in fur covers when sleeping
make finished fur covers into leather
collect guts and blood for sausages and cakes!
shear sheep and knit yourself woollen clothes!
Rain's Clothing Mod v3 included!
Rain's clothing addition: weave wool cloth.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 02, 2023, 03:17:04 AM
FYI

Weight not coming up right for a deep dug hull. Should be 100 but its coming up at 23.2 lbs (the weight of the tub base object?). Havent seen why the error is there. 100 is correct as its still more weight then the final boat of 90. Weight matters as the current game code links what can be floated as a multiplier on the boat weight. A low weight boat then isn't going to work right.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 02, 2023, 03:38:50 AM
Yeah there is something weird going on both deep and expanded steps of Finnish punt arent getting the desired weight. Maybe the one before that did to and I had recognized the importance.

Not seeing anything obvious in the text file why its that way.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on May 02, 2023, 10:16:34 AM
weight This may be connected with the weight of the large amphora problem noted week ago (weighs 600 grams not the expected 12 kg). I can see no reason why the scripted weight does not work.

With the punt ny final punt is the correct weight but I cannot remember what intermediate weights were. It may not be connected to the weight of the base object, the amphora and large amphora both use tun as base one works correctly one does not.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 02, 2023, 06:39:50 PM
I wonder if custom weight has a 2 digit limit like 99?

Any examples of over 100 come to mind...?
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 02, 2023, 08:32:08 PM
Started a separate bug thread on the wrong weight issue:

https://www.unrealworld.fi/forums/index.php?topic=6963.0

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 02, 2023, 10:46:13 PM
Confirming the report that finished item, Finnish punt, does have the proper weight of 90.

So the recipe will end up in the right place for the boat.

As for the dug out hulls along the way they have wrong weight but still act as a container of high volume. Currently seems a base game issue.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 03, 2023, 03:49:32 AM
Fish skin glue is bugged as the weight of fish is used but no item is found in inventory.

I missed that it has a 1 day cooling time. Its fine.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 03, 2023, 07:44:06 AM
As I've been playing Calle with BAC-Rudy I've noted the things posted above and made some tweaks. Most are fixes.

I've also added some things like a wooden canteen and a two flour bread that is great as you balance the protein of hemp with the carbs of rye or barley.

Though to share these with you. The intention is you would unzip this and overwrite the BAC files. Suggest making a backup but you can do that be repeat unziping the BAC download.

If Rudy comes along he's encouraged to roll these into the page 1 download.

[File removed as an updated is now a few posts farther down]

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on May 03, 2023, 10:33:31 AM
Thanks for the updates. You will also find the vanilla weight of clothing changed some time to be about half what it was, the wiki shows the new weights, all clothing in BAC uses twice as much cloth as it should.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 03, 2023, 06:17:50 PM
Huh, guess thats what Ill be doing the next day or two.

Im seeing most items drop by 1.0 to 0.5 lbs. like 7.0 to 6.0.

so it wasnt crippling but worth fixing. One could argue on wastage but IMHO with material costs be so much higher they tended to be more frugal and reusable than the modern society. (much the same as how I believe in being able to reuse a bandage in BAC)
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 03, 2023, 07:50:36 PM
The wiki lists nettle cloak at weight 6 but my character right now has a bought one weighing 2.8

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 03, 2023, 08:29:41 PM
Updates 2023-05-03

Added update for clothing weights.

Have some concerns like the wiki lists a nettle cloak at weight 6 but my character bought one for 2.8

Im assuming the wiki was done faithfully for crafting with the oddity in the randomness of generating goods in towns to buy.


>>>

(was missing grinding hemp seeds on Quern, see fix below)


Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 03, 2023, 08:37:11 PM
As mentioned Im  a little concerned on the weights of things like the nettle cloak seen. However Im assuming the wiki was done faithfully.

Would be helpful is someone ran some tests or data mining on vanilla items to reconfirm the wiki.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 04, 2023, 03:34:28 AM
Wrong BAC utility in upload, accidentally over wrote the one where I had grind hemp on quern figured out.

Will fix shortly.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 04, 2023, 03:45:21 AM
Grinding hemp seeds with quern back in.

>>

dern it I over wrote the canteen too
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 04, 2023, 05:32:36 AM
BAC update  2023-05-03 C

Turns out the wrong direction copy had deleted the canteen entry too.
and the Stone-axe fix.

Things can get a bit confusing when you have the same file name in several directories.   :P ::)


>>>

BAC update 2023-05

Changes made:


>>>

diy_BAC_Utility:

Some reordering to group bandage entries together

Emergency bark
   = Added hidden item. Oops recovery. It is possible to dehair after the tanning step but you never recover the tanning material. If this was an accident open the text file, remove comments to activate, reopen menu to load in game, use it, restore comments in text file

Canteen
   = Added item. Provides a better fit to a stoppered carrier or wooden bottle. Made by joining two wooden cups as a water carrier. Performance similiar to a bowl. Cord can be primitive such as split spruce twigs. Allows making a medium container with no leather required.

Grind Hemp Flour
   = Added item. For use with the Quern. Ran into the similiar issue with Clayweed flour in that the modding language doesn't detect hemp flour. The wiki had the nutrition stats so using base rye-flour then adjusting to proper values. Tested okay in recipes.

>>>

diy_BAC_Weapons

Stone Axe
   = Tweak. Change from rope to thin cord for easier primitive start and to match stone adze axe.


>>>

diy_BAC_Lumber

Wooden Stake
   = Fix. Needed the [patchwise] as would staff


>>>

diy_BAC_Tying_Equipment

Untie loop snare
   = Set to return new vanilla length of 6

>>>

diy_BAC_Transport

Finnish Punt
Expanded log hull
   = the tying equipment gets [noquality] as its doing a simple job of holding weight in place.

Finnish Punt
   = Known bug that while making the Finnish Punt the dug out logs have the wrong weight. Thankfully Final punt is proper weight of 90.

Freed rope
   = reactivated. Length set to the 12 now used in making a raft. The purpose is that be carrying and recoverying a rope a character could cross multiple rivers. Useful if traveling by skis in the early spring when the melting ice cuts you off from your boat.

>>>

cookery_glossary.txt

Hemp swirl bread
   = Added to allow mixing the flours of high protien hemp with high carb rye or barley.

Pastry ball
   = Added as a way to use up small amounts of flour.

Flat bread adjusted
   = tweak to instead of 45 prep time to 15 active 30 cooling

>>>

Clothing updates

Tinker pointed out: "You will also find the vanilla weight of clothing changed some time to be about half what it was, the wiki shows the new weights, all clothing in BAC uses twice as much cloth as it should."

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

Some weights increased.
Nettle cloak in question as wiki listing 6 but my character bought one at 2.8.

Updating has been applied to:

diy_BAC_Clothing.txt
diy_BAC_Wool.txt
diy_BAC_Armor_Leather_Fur
diy_BAC_Armor_Iron_Wood

Barkware wasn't changed as the wiki had very few data points to figure out changes from. Also birchbark constructions to tend to have wastages that can't be rejoined like cloth or wool can.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 04, 2023, 08:17:04 AM
Adding the ability to convert birch-bark by weight into strips. This was present in the 3.60 BAC. Its needed for making the large tall roll of birch be useable for all recipes. Some birch bark recipes use weight but some require strips.

>>>

Admin:

Im going to stop deleting the old versions of my update in case I screw up and reverse copy files again.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 04, 2023, 10:12:36 PM
Now that fibre is a thing changed over caulking from branches to fibre

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 04, 2023, 11:32:06 PM
Noticed leather cord coming out at 1 lb for 15 ft when rope is 1 lb for 15 ft, lowered leather cord to 0.5 lb

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on May 05, 2023, 01:53:05 AM
Noticed leather cord coming out at 1 lb for 15 ft when rope is 1 lb for 15 ft, lowered leather cord to 0.5 lb
Vanilla leather cord (15') is 1lb.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 05, 2023, 06:14:29 PM
Isn't the vanilla rope 15 ft to 1 lb?

Ropes are thicker and stronger than cords so they shouldn't weigh the same.

The other Cord recipes in BAC are 0.5 weight.



Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on May 07, 2023, 08:23:46 PM
The recipes for iron helmet, coudes, kneecops and codpiece require pliers, which seem to have been replaced by tongs.  The recipe for the iron spectacle helm seems to have been updated to require tongs, but not those listed above. 

EDIT:  As noted before; while the iron spectacle helm can be crafted, it only seems to provide the protection of the leather used in its manufacture.  That is to say, it's useless.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 09, 2023, 01:00:09 AM
Ill look at the iron making recipes again.

This patch update is for:

Quern Stone to Quern Grinder
   = Oddly having lost my character while traveling it may be and certainly is a risk that an object named "stone" might get used up in recipes or building. Thus renaming it to Quern Grinder for game purposes.


Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 09, 2023, 01:23:17 AM
Toolmaking restored name from tongs to pliers. Added notes in text on the difference in the tools. Chiefly pliers magnify the grip force by a lot where as tongs are more to handle things lightly or because they are hot.


For the spectacle helm didn't see a flaw but added specific mod phrasing. Armor coverage, material and weight explicit stated for both helm and spectacle helm. If someone could test it that would be great. Spectacle helm tool swap from tongs back to pliers.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on May 09, 2023, 04:19:24 PM
I will be pleased to test, but can you confirm that the update you just posted is for 3.72 and not 3.80?

I have a ludicrously long-running character and so I am sticking with 3.72 for now!
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 09, 2023, 06:48:08 PM
Confirming UrW 3.72 patch #1

I'm not currently in the Beta. Updates are coming largely based on playing Calle. I'm playing Calle with an Lifetimer's copy of the game so that Steam updates won't hit me either.

Calle's story:
https://www.unrealworld.fi/forums/index.php?topic=6953.0

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on May 09, 2023, 07:12:35 PM
Excellent, I shall download and test.  Probably not this evening though as it's my wedding anniversary, and the local steak house has a steak tartar with my name on it  8)
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 10, 2023, 06:20:44 AM
Meat.

Fire.

Good.

(An old Canadian Harvey's restaurant ad. Most effective ad slogan ever.)
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 10, 2023, 06:59:57 AM
Minor upload error for the Utility menu still having the Lost Quern-Grinder vs the Assemble Quern-Grinder still active.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on May 11, 2023, 09:30:17 PM
Okay, testing done, delayed a little by a herd of reindeer hitting my trap fence.

Iron coudes and kneecops work as intended.

Iron helm, iron spectacle helm, and iron codpiece work, but have the armour protection of the leather used in their fabrication.  This makes them very resource intensive and almost useless.  I don't know how to fix it, but likely remove the leather from the recipe and they will work.  The leather would just be a trim to keep the metal from contact with skin, with the helmets you'd wear a cap comforter of leather or padded cloth underneath.  With the codpiece I am not so sure, having never worn one!
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 12, 2023, 05:39:38 AM
That is wierd.

The spectacle helm specifically recipes in the material type.

Ill look into options.

Tester: That was the recipe versioon for iron spectacle helm that had [MATERIAL:Iron] in it?
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 12, 2023, 06:03:21 AM
2023-05-11 A

Two issues being addressed:

Iron armors as leather fix attempt by commenting out leather in recipe. Hoping to avoid the change to leather. Affects helm, spectacle helm and cod piece.

Barrel when full needs large characters to lift. Have decided to reduce capacity, price, materials aiming for a 120 lb character so even female characters can lift it. Needs confirmation that this works now.



Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on May 12, 2023, 05:42:29 PM
That is wierd.

The spectacle helm specifically recipes in the material type.

Ill look into options.

Tester: That was the recipe versioon for iron spectacle helm that had [MATERIAL:Iron] in it?

In the recipes both helm versions have [ARMOUR_MATERIAL:iron] in them.  Coudes, kneecops and codpiece do not.

Edit:  The recipes are in the file  diy_BAC_Armor_Iron_Wood.txt
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Bert Preast on May 12, 2023, 06:16:33 PM
Also a rather minor issue is that while fresh milk never spoils, sour milk made with this mod does spoil, albeit over many months.  The only two ingredients are milk and nettle leaves, neither of which I have ever seen spoil.  I would expect that making sour milk would help to preserve the milk, so I suggest that until fresh milk in the base game spoils, the sour milk recipe should be set to not spoil.   
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 12, 2023, 08:52:01 PM
In this update:

When fixing the barrel in 2023-05-11 A saw notes from a conversation with Saami warning that containers with WEIGHT above 25.5 get weird.

In this update

Large amphora reduced from 27 to 25.5. Close enough no other changes.

In the Finnish punt stages were victims of that container weight bug. There are other large containers under carpentry (cask, barrel) and earthernware (amphora, large amphora). Decided to just remove the capacity from the various dug out log sections. Better to keep the issues of moving a 200 pound object then on a replaceable container function.

>>>

Note the iron helm etc was reworked in 2023-05-11 A and thus also in this one so needs to be retested.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 13, 2023, 08:10:28 PM
Birch-bark fixes thanks to Calle having quiet winter days with lots of food on hand.

Birch-bark armors given specific calls to material and armor material in case the protection might come out with the base leather. No bugs reported on that just seem like a good precaution.

Birch-bark strip from the tall of roll birch calibrated. On hand Calle had a I believe a vanilla 75 ft strip at 0.4 pounds. Making the BAC strip from on hand birch now outputs the same 0.4 though using 0.5 to imply wastage as you aren't picking the best spots off a standing tree but using anything you can, which may have holes from branches.

>>>

Hoping to here if the as of  2023-05-11 iron helms are coming out correctly in their protection values.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 13, 2023, 11:37:43 PM
2023-11-13 B

Made bear fur leggings with final weight of 7.4 so changed material needed to that.

Query on whether different fur types may lead to different final weights.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 14, 2023, 09:48:57 AM
2023-05-14-A

diy_BAC_Boneworking

Backstrap for stag -> bull elk
   = Changed as the game animal is now known as "bull elk"


Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Tinker on May 14, 2023, 10:11:50 AM
As the elk backstrap recipe use {*elk* carcass*} this should also catch the bull elk, this would mean the bull elk could be used to get backstrap tendons from another large animal like a bear.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 14, 2023, 09:30:24 PM
As per Tinker there is now a bear backstrap recipe

Raft given 1 minute cool down to force dropping it

Freed rope from raft now detects raft on the ground and will delete it. Note that since the modding only creates one item per recipe you can't get both the rope and the trunks. The idea is that you could carry a rope from river to river to make a raft from the local trees each time. Axe + Rope + Sesta/Paddle = river crossing you can carry.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 14, 2023, 10:46:25 PM
Oh if I didnt mention...

i had a duuuh moment on testing the iron helm codes to comment out the materials needed.

Ran the test and was getting the proper armor values without or with leather being consumed.

However...

"Tufted duck iron spectacle helm" sounds pretty wierd.

It was attaching the leather qualities to the name.

Dropped the leather for now.

Though..  ??? there are name modding codes I might around with or add cords as an item. The leather or cords is for the helmet strapping and lining. Padding would be whatever else you wear on your head.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 15, 2023, 07:54:00 AM
2023-05-15-A

Birch-bark strips from tall roll
   = Added patch and patchwise lines. Happier cold winter production from what you gathered in warmer times.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 16, 2023, 03:24:25 AM
Dug out various
   = 2023-05-15-B
   More fine tuning away from being containers. Now using base log and should show up in timbers not containers. See punt below for the issue with large containers.
   If no cool down from fire or hot glue step given 1 minute of cool down so that it is dropped not heavy object put into inventory

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 16, 2023, 05:52:26 PM
2023-05-16-A

Added swirltack as a hard tack version of mixing two flours. So the dual nutrition of swirl bread with the longevity of hardtack.

Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 22, 2023, 08:54:09 PM
for discusison:

Based on quick mention by Saami is he expected the helms to take longer to make. Currently it is set at 8 hours as in a game with eating and drinking that's about the max any one step can do.

I've been thinking about how to add time especially to the spectacle helm.

there is already iron shape which could simulate making the eyes and nose guard

There is menu space in smithing where you make the steel dome. So Im thinking of adding an "armor plate" or such. This would be different from lamellar which is lots of small plates. The armor plate would add time based on flattening the steel billet and drilling some holes for rivets.

Then the basic helmet would call on a few armor plates and nails (as rivets).

Spectacle helmet would then call on the basic helmet, more plates, nails and "iron shapes".

>>>

In real life I have made some "crude" metal armor for medieval re-enacting that I fought in. Also made a steel dome (like in BAC) for a shield boss. Starting with a circular plate the dome was pounded out in an afternoon as that's all the time I had with the guy who had the stump and clamps. Drilling holes came later (with modern electric drill thank you very much).

The BAC uses the steel dome as stair stepping to the top of the helms, elbow guards and knee guards.

My own fighting helm was made by someone else as I wanted a skilled craftsman to trust my brain too. Did need to be around the workshop for measuring and for working on my knees and elbow cups at the time.

So though I didn't make a helm I've seen some building styles like the spaganhelm. Basic is that you have a wide sheet of steel that makes a cylinder for the base, the upper half gets upright U shapes cut out, the remaining columns are bent inward to join on the dome top. Those columns are single axis bends so not very hard.

To fill in the gaps you need other tear drop plates (slightly larger than what you just cut out) that are shaped to a shallow bowl. Their sides overlap with the columns to which rivets join them. Collectively the tear drops (4 - 6) collectively make the shape of helmet.

I may look for links letter to show.

A cross bar than tear drop method at:
https://www.instructables.com/Basic-Spangenhelm-Viking-Helmet/




>>>

Any way opinions welcome.
Title: Re: [3.72] Community Bod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on May 24, 2023, 03:40:19 AM
2023-05-23

To add more production time to the helmet under Smithing there is now "steel shape" matching the existing "iron shape". This modding technique is a generic name to use in different projects. the intention is the player has in mind what the shape is for when making it rather than just stocking "shapes"

iron helm recipe no longer uses "steel billets" but "steel shapes" for more overall production time

iron spectacle helm now uses "steel shapes" and requires an "iron helm" as a starting point. Again, overall production time for this treasured equipment going up.

Skill penalty on helm and spectcale helm made not as bad though still there. The player likely hasnt years of crafting and may still want to trade for the best in the game.
Title: Re: [3.72] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on June 05, 2023, 08:03:46 PM
Birchbark punt requires 3 fire wood in the recipe to keep the fire going. But they're not consumed.
3 fire wood only burn for 30min. For the 6h recipe you should really need 36 fire woods.

I also noticed the recipe to remove rope from raft seems obsolete: most rafts are built with 3 spruce withes. It's easier to leave raft behind and fell couple saplings for more withes really.

Ribbed bark hull step asks for 2+6 wooden stakes, now with fletching update in 3.80, the recipe would be better with 2 stakes + 12 wooden slats.
Title: Re: [3.72] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 06, 2023, 12:17:58 AM
Looking those over.

>>>

Birch-punk firewood is used only to keep a small fire going to heat the pitch glue to apply it. So it wouldn't be 3 woods put on all at once but added 1 at a time over the time. Query on how long one added fire wood last. Secondly the glue being sticky to seal isnt the whole 6 hours either. Its a sealing step after the tying is done. So that slow fed fire need not be burning for the whole time.

Will add that note to the explanation.

>>>

Raft

BAC raft doesn't use waithes but {Strong cordage}      =12=   

So while you might have used waithes its not the only option.


The recovered rope is an honor item meant to reflect carrying the tying resource with you to the next time you need tree trunks for a raft.

>>>

Ribbed bark hull

Good idea for the 3.80 version. This thread is still on 3.73


>>>

Speaking of which

3.80 hasn't yet been incorporated into this BAC which is still using its own arrow system.

Im estimating it won't be too hard to update BAC for 3.80 but it will take some hours of mental clarity to do it.

Likely a new forum thread will be posted for the 3.80 BAC.



3.80 will

Title: Re: [3.72] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 07, 2023, 06:24:46 AM
Just starting to poke at the 3.80 files

Regarding raft construction this is 3.80 vanilla

.Raft.  [effort:3] [phys:stance,arms]   *COMMON* [assist:2]   /80/
{Tree trunk}     (3)       [remove]   
{Strong cordage}  =12=     [remove] [nominlen]
{Cutting weapon}  <Axe>


So its the same as BAC, rather BAC didnt change construction. You could use 3 x waithe which are 4 ft. When you deconstruct though there is no memory in the game of what was made to make it. Thus the need to have some form of strong cordage be the result.

Title: Re: [3.72] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on June 07, 2023, 08:36:47 AM
To deconstruct a raft, to make 3 trunks vanish, is more labor hours to fell 3 more trees, if ever coming back to the spot (traveling back?). Versus cutting down 2 spruce saplings to make withes to build raft at next needed crossing. (trees at 2nd site would still need to be felled/hauled the same either way)

Seems unnecessary to me to have deconstruct raft option.  ???
Title: Re: [3.72] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 08, 2023, 06:04:40 AM
Actually you don't need to fell trees. You can find fallen trunks. Find 3 and use your carried rope.

You can't carry 3 trees overland on long distances but you can carry the rope.

Game only allows a recipe to output one type of item so its not possible to provide both trunks and rope. Therefore you get the rope.

This is more for low resource characters like escaped slaves. A rope from tearing up clothing lets make a raft, cross a river, and get the rope back for the next river.
Title: Re: [3.72] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 09, 2023, 03:23:57 AM
2023-06-08-A

Likely the final update for 3.72 BAC.

Added note in transport explaining the why the freed rope exists (resource low like slave or naked with alternating river land to cross) and thats not so needed when resources are high (like when you have many bird skins and could just keep making more rope)

The upload here is in two forms. One is the normal update file set I've been doing assuming you have BAC-Rudy for 3.72 already installed. The other is for new users on 3.72 where the combining is already done.

If someone has a way to reach Rudy please suggest updating the first post in this thread.

My own intention is now to start on a new thread for 3.80
Title: Re: [3.72] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: JP_Finn on June 10, 2023, 05:58:19 AM
I can edit the top post. What would you like it to be?

Link to the 3.80 thread, or?
Title: Re: [3.72] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Lovesclaiton on June 10, 2023, 06:06:57 AM
For the 3.80 BAC Update Link

http://www.unrealworld.fi/forums/index.php?topic=7020.0
Title: Re: [3.72] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and More!
Post by: Brygun on June 10, 2023, 06:51:17 AM
Thanks for the link.

As only the author can change post #1 it would take Rudy to change the title of the thread or add a link in post 1.

Title: Re: [OUTDATED] [3.72] Community Mod BAC
Post by: JP_Finn on June 11, 2023, 09:37:41 AM
Thanks for the link.

As only the author can change post #1 it would take Rudy to change the title of the thread or add a link in post 1.

Or a moderator  ;)
Title: Re: [OUTDATED] [3.72] Community Mod BAC
Post by: Brygun on June 11, 2023, 11:32:31 PM
Not sure one wants moderators doing that sort of thing.

Having been an internet moderator its a dicey thing to be changing someone else's attachments.


Though I do see [OUTDATED] is now on the thread name which is a good solution.