Topic: [DEVELOPMENT RELOCATED] Brygun's Added Items  (Read 58169 times)


Brygun

« Reply #30 on: December 20, 2018, 04:46:25 AM »
I am also thinking that the barrel created object would be used in my building (biy) for the rain catchers. Current it takes a lot of boards to make the barrel in the one action.

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


Brygun

« Reply #31 on: December 20, 2018, 05:09:55 AM »
Untested wooden container code

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

>>>>
[SUBMENU_START:lumber]


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


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



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


//Caulked barrel
//https://en.wikipedia.org/wiki/Barrel
//https://www.thebarrelmill.com/barrels
//32 gallons at 8.32 lbs per gal is 267 pounds
//30 gal barrel weight 78 with sqr/cube law for 80 lbs
//Total 347lbs most characters can't lift
.Caulked g. "Wooden tub" [effort:2] [phys:arms] *CARPENTRY*    /240/ /30/
{Board} (8) [remove]
{Tying Equipment} (4) '+banding'
{Branch} (8) [remove] '+whittle shards for seams'
{Pitch glue} #4# [remove] '+caulk seams'
{Fire}      '+to soften pitch'
{Axe} <Carving axe> '+for main shaping'
{Knife} <Small knife> '+for fine whittling'
[TYPE:container]
[PRICE:10]
[WEIGHT:80]
[CONT_CAPACITY:267]


[SUBMENU_END:lumber]

Signatus

« Reply #32 on: December 20, 2018, 07:57:13 PM »
Hi, there! I made my own "mod" over the last few days based on your adaptations to buoidda's and the sufficiency mod. I can post it here if you'd like.

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

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

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

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

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

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

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

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

Edit: btw, I corrected some issues in your files, like typos and wrong ingredient names, but I didn't take notes about which they were. I know the Tree roll would end up as "birch-bark" but the following step wanted "Birch", for instance
« Last Edit: December 20, 2018, 08:15:40 PM by Signatus »

Brygun

« Reply #33 on: December 21, 2018, 12:03:32 AM »
Cool

By all means zip and attach.

I've always supported a mod community for UnReal World

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

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

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

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

>>>
Draft of revised canoe making, not tested

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



>>>
[SUBMENU_START:lumber]

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

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


[SUBMENU_END:lumber]

[SUBMENU_START:transport]

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


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

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

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

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


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

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


//Wicker boating frame
//stakes and branches

//Boating tarp?
//extra tanning


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

//Recover tarp?

[SUBMENU_END:transport]


Signatus

« Reply #34 on: December 21, 2018, 12:40:34 AM »
There's the typo:

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

Should be:

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

It wasn't being accepted when I tested. Maybe make the previous step produce "Tree roll of Birch" so that it can't be used as birch-bark in other recipes?

Brygun

« Reply #35 on: December 21, 2018, 12:50:00 AM »
Ah thanks,

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


KKarlssoNN

« Reply #36 on: December 21, 2018, 01:32:01 AM »
Very nice guys! Now seems like a good time to jump in.

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

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




Brygun

« Reply #37 on: December 21, 2018, 01:34:22 AM »
One of my replies got eaten by Nerjpez


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

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

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


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

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

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


Brygun

« Reply #38 on: December 21, 2018, 01:37:20 AM »
Currently working on:

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


>>>

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


Signatus

« Reply #39 on: December 21, 2018, 01:47:41 AM »
Ah thanks,

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

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

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

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

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

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

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

As for jaredonian's models, I'm pretty sure I'm using it with no particular problems. It's just graphics, so should be completely independent from the biy_* and diy_* files.

Brygun

« Reply #40 on: December 21, 2018, 03:22:19 AM »
Note: regarding cooking consistency

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

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

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


KKarlssoNN

« Reply #41 on: December 21, 2018, 04:28:51 AM »

Signatus

« Reply #42 on: December 21, 2018, 04:34:13 AM »
I am attaching my text files to this post. I'm unsure about the flora_cultivated and flora_newherbs files, but I kept them anyway. There's a separate file for flax. Flax can be made into linen and used as fibre, besides cooking it. I'm also including my vanilla biy_glossary, diy_glosary and cooking_glossary, with relevant parts commented out.

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

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

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

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

Note: regarding cooking consistency

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

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

Likewise the .Long Bread. recipe uses a different scaling altogether.

Privateer

« Reply #43 on: December 21, 2018, 05:43:01 AM »
What is even a flatbread?

A very simple bread like a tortilla.
To help is it's own reward.
Mods:
https://www.unrealworld.fi/forums/index.php?action=profile;area=showposts;sa=attach;u=10 Player Quests, Arrow quiver, Bee hives honey & mead, Massive menus, Fish Farmer, Combat trainer, Player made markers, Weaving, Wood stacks, Chicken coop Fish cuts, string&bone.

Brygun

« Reply #44 on: December 21, 2018, 05:46:41 AM »
The following is a draft, untested, needing grammar and in character testing for an overhaul on watercraft. If I got the counts right with the base vanilla transport items the entire 25 slots for transport will be used.

edit:
oh.. I'm replacing raft so there is one (1) slot free in the transport menu (maybe)
« Last Edit: December 21, 2018, 06:13:49 AM by Brygun »