Topic: [Fixed - persists in 3.86] masterwoodtype item can't be used in next recipe  (Read 570 times)


Plotinus

« on: April 16, 2025, 10:19:34 PM »
The first recipe produces a poor aspen pointed log. But the next recipe can't use this, it doesn't recognise it as a Pointed log.

I first noticed this with another recipe but I wasn't sure if i'd messed something up or not, but it's happening again with this one, and this one is a more minimal example than that one was.

This recipe worked in 3.85 without the <Aspen> and without the [masterwoodtype] parts.

Code: [Select]

[SUBMENU_START:transport]

.Pointed log. "Log" *TIMBERCRAFT* [effort:4] [phys:arms legs stance] /2.5h/ [assist:3]
{Log} <Aspen>           [remove] [ground] [noquality] [masterwoodtype]  '+as a log smoothed on sides'
{Axe}<Broad axe>        [wearpct:20]
[TYPE:timber]
[MATERIAL:wood]
[WEIGHT:350]
[TILEGFX:bc-trunkhalf]

.Shallow dug hull. "Log" *CARPENTRY* [effort:4] [phys:arms legs stance] /6h/ \4h\ [assist:3]
{Pointed log} <Aspen> (1) [ground] [remove] [masterwoodtype]
{Axe} <Hand axe>        [wearpct:20]
{Fire} '+to start a burn'
{Firewood} (12) [remove] '+to put in area to weaken'
[TYPE:timber]
[PRICE:3]
[MATERIAL:wood]
[WEIGHT:200]
[TILEGFX:bc-trunkhalf]

[SUBMENU_END:transport]
« Last Edit: May 05, 2025, 08:15:01 PM by Sami »

Plotinus

« Reply #1 on: April 17, 2025, 10:05:28 AM »
So here's the other minimal example that I mentioned in the previous post. In this case, the "quarter log" can be used as an ingredient in recipes or it can be chopped further into a short quarter log, another lumber item that will be an ingredient.

And the error I get when trying to make the quarter log is "Pine half log doesn't work as half log to split from half to quarter section!"

Code: [Select]
[SUBMENU_START:lumber]
.Half log. "Log" (2) [effort:4] [phys:stance,arms]  [noquality] *TIMBERCRAFT* %10% /25/ |0|  [sucmodqty]
{Log} [remove] [ground] [noquality] [masterwoodtype] '+to split from full round to half section'
{Axe}<Splitting axe>    [wearpct:100]
[MATERIAL:wood]
[WEIGHT:200]
[TILEGFX:bc-trunkhalf]

.Quarter log. "Log" (2) [effort:4] [phys:stance,arms]  [noquality] *TIMBERCRAFT* %10% /25/ |0|  [sucmodqty]
{Half log} [remove] [ground] [noquality] [masterwoodtype] '+to split from half to quarter section'
{Axe}<Splitting axe>    [wearpct:100]
[MATERIAL:wood]
[WEIGHT:100]
[TILEGFX:bc-trunkhalf]
[SUBMENU_END:lumber]

Plotinus

« Reply #2 on: April 17, 2025, 10:10:50 AM »
If I change it to {*Half log} it'll work but the issue is that there's a further recipe for "Short quarter log" and if I use {*quarter log} in other recipes then that'll match short quarter log, which is undesired.

So this is the part that doesn't seem to be working:
Quote from: news.txt
The wood type will be shown in the finished item name but its original name remains unchanged. For example, if we crafted "Wooden stake" which derived pine as its wood type it will be described as "Pine stake", but its original item name is still "Wooden stake". So we can use that item name {Wooden stake} as a material requirement in other crafting recipes, and can still derive the original wood type from there if need be.

Sami

  • UnReal World creator
  • Administrator
  • Member
  • *****
  • Posts: 1353
  • Total likes: 3392
  • UnReal World creator
    • View Profile
    • UnReal World
« Reply #3 on: May 05, 2025, 08:14:45 PM »
Ah yes, it's bugged and the issue comes up with items that don't have their unique in-game types but are checked with string comparison.
The cause was that the tree type gets mistakenly always added to the item name in string comparison rumble even if the code asks for plain item name with zero extra information.
Luckily I got it fixed now.

Fixed - persists in 3.86
 
- Sami | UnReal World creator

Plotinus

« Reply #4 on: May 06, 2025, 05:54:10 PM »
Thank you!