Would you like to add learning feature for crafts like swords, axes and tools, learning to forge and smelt?

Do it! Add learning for every damn item!
1 (12.5%)
Yes, I have been dreaming with this feature.
2 (25%)
Yes, but I'd like to start with some knowledge. (Tools knowledge)
0 (0%)
No, I don't like that idea.
0 (0%)
Great! As if the mod wasn't hard enough already...
0 (0%)
Am just passing by.
5 (62.5%)

Total Members Voted: 8

Voting closed: August 23, 2018, 07:41:08 PM

Topic: Crafts, Roleplaying stuff and Ritual 0.7.2 - Hotfixes (Revived)  (Read 35181 times)


« on: August 10, 2018, 05:57:13 AM »
 Edit: Now i'll keep the mod version at the title so people can see more easily if there's a new version or not.
 Edit2: - Added scan to appease the minds of anyone who wants to download but is triggered by the file size. Should've added this from the begining.

 Fully functional.

 Hello, this is my very first own mod. It's not complete yet but I can guarantee it have enough content to add a whole new flavor to UrW, I wish animals modding was add soon.

Download 0.7.2 - No smith learning
 Current size: 27MB
VirusTotal scan

Download 0.7.2 - Smith learning
 Current size: 27MB
VirusTotal scan
Hotfix 0.7.2 Smith learning

What's this mod about?

That's a good question, this mod aim to add a big chunk of "missing" content to Unreal World, giving a lot of useless items already in the game a puporse and significance. Not only that, it's going to add Rituals of some sorts and some new weaponry.


Some screenshots (Not yet done completely)

Spoiler: show
Whittling a wolf :D


New Buildings

Water well - no more water shortage, make your settlement anywhere.

Roads - Organize your settlement.

New Crafts

Craft items from bones and barks
Make low quality cords from bark fibres
New bows
Make any weapon or tool in the game (not finished)


Added Flax from Sufficiency mod

Extracting, smelting, forging and smithing

 A whole new level on the Ironworking others mod have done.

 Added recipes for all tools in the game.

 Ironworking is now based on a real skill you can level up. (This is secret and should be kept like that, don't look the files, that'll ruin your playtime, this should be keept secret)

 Quary an stone anvil for your Ironworking desires, build a Forge and Bloomery.

 Craft fishing hooks and other things.

 Slow development of the Ironworking (It will take a long time to set up and start producing... Even longer to be a master)

Spinning and Weaving

This feature was added from Sufficiency mod, it was very well done after all.

Sources, Credit, and Inspiration

 *First of to the original developers Sami Maaranen and Erkka Lehmus for creating URW and its modding system in the first place.
 *Caethan for his sufficiency mod (Whose I took the Weaving and flax from)
 *Buoidda for his crafts mod (From where I took most sprites)
 *Endive for his sufficiency mod
 *To whoever made the Shaman mod in the first place. I don't know his name, if anyone could tell me.
 *Privateer for helping out with some modding doubts and Monstrous menu mod.
 *Weathereye for modloader.
 *Hamsolovski for sprite mod
 *Wickerman_156 for sprite mod

 The mod is free to use and alter, but give credits to the right people.

Planned features
 New weapon recipes and whole new weapons.
 Rituals (the whole thing)
 Graves and funerals. (Random graves around the world)
 New plants and uses for them
 New buildings
 New animals
 New wilderness foods and cooking recipes. (Say hi to bugs)
 New structures in the wild (Whenever the game allows map modding)
 New sprites

Changelog 0.6
-Added limestone mining and limestone powder to ironworking.
-Added Whittling wood and ornament crafting. Partially. (Good for those long winter nights)
-Added new sprites (Still lacking alot of those)
-Other minor fixes.

Changelog 0.7 Smith
-Added new sprites.
-Added learning for smithing.
-Added ability to repair iron, mail and lamellar armor.
-Added some new armors and weapons.
-Armor and weapon will only have fixes from now on, no new stuff for them.
-Minor fixes.

Changelog 0.7.1 Smith
-Minor fixes to recipe descriptions.

Changelog 0.7.2 Smith
-Minor fixes to recipe descriptions.
-Minor fixes to recipe itens.
-Added Charcoal making recipe (FINALLY!)
-Fixed mispellings
« Last Edit: May 12, 2019, 12:55:05 AM by Nydxz »


« Reply #1 on: August 10, 2018, 06:38:33 AM »
Very ambitious. I am excited to see where this goes.  :D


« Reply #2 on: August 13, 2018, 07:42:28 PM »
Very ambitious. I am excited to see where this goes.  :D
Am honored to have someone excited about this. I started a poll for a new feature I have been thinking about and know how to add already. Now please, vote.

 Thank you.


« Reply #3 on: August 14, 2018, 10:13:50 PM »
 Sorry for double-posting.
 The mod is now fully functional and updates will be slower since my free-time will be reduced from now on.


« Reply #4 on: August 17, 2018, 09:43:08 AM »
Looks good.
« Last Edit: August 17, 2018, 09:55:05 AM by Aethernai »


« Reply #5 on: August 20, 2018, 06:11:04 AM »
Update: When crafting bone spearhead, it asks for bones, grinding, grinding, and knife. What ingredient is grinding?


« Reply #6 on: August 20, 2018, 01:55:55 PM »
 The itens you use for grinding a bone spearhead are a stone and a rock.
 I will recheck the recipes descriptions to see if there's any other problem of that sort.

 Edit: Found two or so more misplaced descriptions, hotfix is up.
« Last Edit: August 20, 2018, 02:22:14 PM by Nydxz »


« Reply #7 on: September 10, 2018, 04:53:19 PM »
Sorry if this has already been answered somewhere else, or if I have a bad install of your mod, but how do you make charcoal? I have checked every craft and skill menu and can't seem to find the recipe for it.

Dungeon Smash

« Reply #8 on: September 29, 2018, 06:57:24 PM »
I'm sorry if this is a stupid question, but...

How exactly do I install this mod?


« Reply #9 on: October 05, 2018, 04:37:36 PM »
Yep same question here how do install this? :(


« Reply #10 on: October 15, 2018, 10:49:37 PM »
I'm sorry if this is a stupid question, but...

How exactly do I install this mod?

Extract the zip file somewhere you'll find it.
Open the extracted folder and go into: /Nydxz Crafts 0.7.1 - Smith learning/mods/Nydxz smith/files/
Copy/paste the files into your game files folder.
Hoarder of hungry dogs.


« Reply #11 on: October 15, 2018, 11:02:36 PM »
I'm not sure if it was intended, but the Wooden Tub recipe does not work, even though I do have pitches in my inventory.

I looked at the diy_Nydxz.txt (both in Nydxz Crafts 0.7.1 - Smith learning.zip AND Hotfix 0.7.1.zip) file and found that you had:
Code: [Select]
.Wooden tub. [effort:2] [phys:arms,hands] *CARPENTRY* /4h/
{Board} (6) [remove]
{*cord} *4* [remove]
{*resin} #10# [remove] +'Sealing material'
{fire} '+lit nearby'
{Axe}<Carving axe>
{Knife}<Small knife>

if I remember correctly the lower case f in fire and the lack of indents for the fire code line was keeping the recipe from working.

I changed it for my file into:
Code: [Select]
.Wooden tub. [effort:2] [phys:arms,hands] *CARPENTRY* /4h/
{Board} (6) [remove]
{*cord} *4* [remove]
{Pitch} #2# [remove] [noquality] '+for sealing'
{Fire} [noquality] '+lit nearby'
{Axe}<Carving axe>
{Knife}<Small knife>

I reduced the pitch required from 10 lb to 2 lb (copied from sufficiency mod).

I'll attach my modified diy_Nydxz.txt file if anyone wants to use it.
Hoarder of hungry dogs.


« Reply #12 on: October 17, 2018, 01:11:11 PM »
Add crafting bricks from stones and using stones or bricks for making house walls. Something like in minecraft.

Dungeon Smash

« Reply #13 on: November 06, 2018, 07:43:04 PM »
Hello friend! Finally figured out how to install this mod and have been having great fun with it.  A couple things I noticed:
1) For splitting trunks and such - the phrase used is "Shapped split trunk", "Bow shapped split trunk", etc.  This is incorrect spelling, it should be "Shaped" with one P.
2) When crafting a fishhook, the pitch does not disappear.  Not sure if this is intentional or not.  Also, when crafting fishing rod, the fishhook does not disappear.

Thanks again!  I will keep testing.
« Last Edit: November 07, 2018, 10:28:49 PM by Dungeon Smash »

Dungeon Smash

« Reply #14 on: November 07, 2018, 09:54:59 PM »
I have to say, the cordage crafting system in this game is quite nice.  It strikes a good balance between the "Buoidda" system (where split spruce twigs or birch roots are so easy to obtain as to make cordage production trivial) and the old school "Rain" system (where branches must be soaked for multiple days before becoming workable).  The "overnight" drying requires you to think a little ahead, to where you need a supply on-hand for smoking big kills.  But, you also don't need to tear your clothing to pieces just to process some meat.  Twisting 3 cords to make a rope is also an elegant solution which makes rafts feel a little more credible.

I find it's best to just stay a little ahead of the game, always keeping a little fiber drying or laying around.  This also lends a nice rhythm to the day, as spare moments are often taken up by idly tying more cords.  Can't wait to try out more complex pastimes.