Unlike DIY recipes (where a single
"base item" can be created under multiple entries and with various modifiable properties), a maximum of
one recipe entry per .terrain tile. (which includes man-made structures as well as natural terrain features) is readable by the game when it comes to biy_*.txt files.
For reference, here is the vanilla kota wall recipe:
.North-west corner of a kota. [effort:2] *BUILDING* [GFX_X:5] [GFX_Y:0] [assist:3] |+1| /15/ %10%
.Northern wall of a kota. [effort:2] *BUILDING* [GFX_X:6] [GFX_Y:0] [assist:3] |+1|
.North-east corner of a kota. [effort:2] *BUILDING* [GFX_X:7] [GFX_Y:0] [assist:3] |+1|
.Western wall of a kota. [effort:2] *BUILDING* [GFX_X:5] [GFX_Y:1] [assist:3] |+1|
.Inside of a kota. [effort:2] *BUILDING* [GFX_X:6] [GFX_Y:1] [assist:3] |+1|
.Eastern wall of a kota. [effort:2] *BUILDING* [GFX_X:7] [GFX_Y:1] [assist:3] |+1|
.South-west corner of a kota. [effort:2] *BUILDING* [GFX_X:5] [GFX_Y:2] [assist:3] |+1|
.Southern wall of a kota. [effort:2] *BUILDING* [GFX_X:6] [GFX_Y:2] [assist:3] |+1|
.South-east corner of a kota. [effort:2] *BUILDING* [GFX_X:7] [GFX_Y:2] [assist:3] |+1|
.Kota doorway. -D- [effort:2] *BUILDING* [GFX_X:9] [GFX_Y:1]
{Cover for kota} [remove]
{Slender trunk} [remove] [ground]BTW for the sake of convenience, multiple
recipe headers can be stacked in either DIY or BIY files when it is desirable for the outputs to share the exact same inputs.
The required item
{Cover for kota} is a pre-defined material that accepts a skin-category item (which normally is a finished tanned hide of either fur or leather) weighing more than 7.0 pounds (
see this discussion thread on steam for how this number was obtained).
The game's native behavior for returning inputs from map-generated kota walls upon deconstruction will yield 1 slender trunk and 1 ragged reindeer fur (which happens to weigh 10 pounds).
If you're using mods that overwrite entries from
biy_glossary.txt, you're likely to encounter issues due to the game not recognizing modded inputs for whatever reason.
The simple fix: disable modded BIY additions by renaming the BIY text file to something else that doesn't start with biy_ when you're not actively building.
(Depending on whose BAC fork it came from, your game directory might already have them as boff_biy_BAC or bin_biy_BAC)
Here is what BAC lists for the required items under
biy_BAC_kota_hideworking.txt or
biy_BAC_hideworking.txt (again, depending on which version you've downloaded):
{Slender trunk} [remove] [ground]
{* cover} [remove] 'Kota cover'BAC's approach to DIY-ing kota covers under its hideworking module (modded crafting submenu:
Hide and Bone) is to utilize a minimum weight of 8 pounds (whether from a single source or multiple pieces). This accomplishes 3 things:
- Rather than having to commit an entire large hide to building a single kota section, the player is free to use the remainder of the hide in other projects;
- Similar to the [nominlen] tag for {Tying equipment} with =length= requirements, multiple pieces of the required material can be used to craft a BAC cover;
- Since these BAC cover recipes have clothing as a base item, the outputs should inherit armor properties (namely the warmth value) from the original skin(s) (or an average of these inputs).
But when I tried to deconstruct the kota, the wall only gave me 1 generic slender tree trunk, instead of 1 slender tree trunk and 1 kota cover/fur.
To confirm, I save-scummed another ongoing character, built a kota and then deconstructed the wall. It correctly gave me 1 slender tree trunk and 1 kota cover (used BAC, so might be different in Vanilla?).
In this case, the main problem comes down to the required item string. It uses an asterisk as a wildcard character, which can be a boon for crafting but ends up being indecipherable in the situation of deconstructing map-generated terrain structures.
While the game memory does retain building inputs from the player, it can't retrieve anything to fill in the modded asterisk blank.