Topic: BAC 3.86  (Read 46070 times)


Thiebs

« Reply #30 on: December 31, 2025, 11:43:20 PM »
Update: I've been using this for over a week now with zero issues (that weren't already present in BAC). Seems the BAC mod was basically already compatible, and really did only need the menu rearranged. Please let me know if you run into any issues while using it, tho!

I've managed to get BAC "updated" to 3.87

The only changes I've made were to rearrange the clothing menus around to accommodate the new changes to the new Clothing menu. I did this by putting all the BAC nettle and linen options into the mod menu under the sub-menu 'Cloth Garments'.

Please note that I don't really know what I'm doing here, so I'm only sharing for posterity and don't expect this to be totally free of issues. Though if I do run into any issues, I'll try to fix them and update accordingly.

I've also included Shrike's boat changes, because I like the sounds of it and wanted to have it all together:

I was also annoyed by the lack of netting needles and the implication I could repair nets, but I couldn't find the option.
So, once I found out about commenting out mod entries, I decided to figure out how the mod files worked, and added a new submenu file for 'boats' (could be 'watercraft', if you want to do this in the next full release) and moved all of Brygun's boat overhaul over to the modded menu, leaving the sled under 'transport'.

This fixes all the issues of not being able to make netting needles, lippos, and other things related to fishing, while preserving the utility of the Boat Overhaul.
I've attached my version of the files, in case anyone wants to use them.
Just have to put them into the UnRealWorld directory. (Make backups, of course. Usual warning)

PS: Being able to arbitrarily tag entries for submenus within other files is interesting, but certainly obfuscates the code.

Thanks to everyone who's worked on or contributed to this mod! I love it!

CapnMorgan

« Reply #31 on: January 16, 2026, 09:32:08 PM »
Eyooo! I am currently using 3.87, and this version of the mod. I have no issues; only a question!
Ive been doing some notes for my own personal little "How to Survive Unreal" guide, and I've been using BAC for ages but to be honest I've never taken note of the estimated trade prices of some of the items you can craft with BAC. Does anyone have any trade price information, or tips on any items that are particularly accessible for trading to villages early game? I've noted any vanilla items already, so no need for tips about those.  ;D

Thanks for the assistance in advance if anyone responds!

Thiebs

« Reply #32 on: January 16, 2026, 10:00:36 PM »
Eyooo! I am currently using 3.87, and this version of the mod. I have no issues; only a question!
Ive been doing some notes for my own personal little "How to Survive Unreal" guide, and I've been using BAC for ages but to be honest I've never taken note of the estimated trade prices of some of the items you can craft with BAC. Does anyone have any trade price information, or tips on any items that are particularly accessible for trading to villages early game? I've noted any vanilla items already, so no need for tips about those.  ;D

Thanks for the assistance in advance if anyone responds!

You can see the "prices" (such as they are) in the mod files pretty easily. Open a file like "mod_diy_BAC_Clothing" and look at the line under an item that reads "[PRICE:X.X]" (X will be the price, in squirrel hides iirc). So for instance, the Nettle Apron added by the mod is worth 2.4 squirrel hides.

Of course, comparing that price to the difficulty in making/sourcing ingredients for that item is another matter  ;D

Best of luck!

CapnMorgan

« Reply #33 on: January 17, 2026, 07:31:12 AM »
Wow. I feel SO SILLY because I was digging around wikis and forums.... didn't stop to think it would be indicated in the files. :D Thank you.

 

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