UnReal World

UnReal World

Othobrithol Feb 29, 2016 @ 4:03pm
Extended Crafting (formerly Rain's Mods)
Stole my own thread to keep it all together.

I'm working on updating all three of my mods to fully utilize all the new functions available. There were things I didn't do before just because they felt awkward or broke immersion.

Cookbook is almost completely done, with a few new recipes but mostly just balancing. I did add recipes to make a double baked biscuit which will never spoil, and some bad hacky style dried mushrooms and berries. This is the only portion that requires replacing vanilla files, so it might be kept seperate.

Cloth portion is about half done including some new tools and tiles (thanks to Privateer for the loom). It's quite a bit more labor intensive than it used to be, and should be a good way to spend the winter.

Iron portion has only the most basic improvements and might not actually be brought forward. On the one hand I am not sure it is actually needed anymore with the good variety of goods in villages now. On the other hand, it's now been elaborated on by so many people that there is an abundance of mods for ironworking (most with more items than I would add anyway).

I'm also tinkering with the bog iron plant still.

If iron working does go forward, I'll end up integrating into one sold modpack but keep it as modular as possible so people have some choices. I'll likely also add a few optional packs:

All Axes: simple addition of all the house building axes I don't imclude in the base.
Fishing: Balanced recipes for fishing rods, nets and punts using iron and clothmaking materials.
Archery: Recipes for a longbow and iron broadheads.
Birchbark: Boxes, clothing, baskets. I think I have a way to simulate birch bark collection that will keep immersion.

I'm crap with gfx, so that will be a big timesink.



Original post:
how compatible are my old mods (Rain's ironworking, clothmaking, cookbook) with the current version? I've been away a long time but I miss them already.
Last edited by Othobrithol; Mar 17, 2016 @ 1:45pm
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Showing 1-12 of 12 comments
Privateer Feb 29, 2016 @ 4:15pm 
My guess is (generally any previous mod) they should not have more issues than before
Othobrithol Feb 29, 2016 @ 5:30pm 
It looks like the only tokens added since then that should affect them are [effort:] and [phys:] but I'm guessing these have sensible defaults. Other than that, maybe just making sure Sami hasn't removed any of the items used. Tomorrow then :)
Bedlam Feb 29, 2016 @ 10:32pm 
They're fairly compatible with 3.30, but could be improved in a lot of ways if they got updated. Things like: previously there was no way to specify the trade value of self-made items, now there is, etc. That would allow Rain's Ironworking to be tuned to not be so unbalanced trade-wise for instance.

Rains Ironworking included ring armor and metal armor both of which were removed in 3.30 when lamelar was added. Rain's clothsmaking has the big prob that you can make overpowered trade-value clothing with it, when v3.30 has just nerfed self-made furs so they're only half as valuable as village-bought and cannot be Masterwork...
Last edited by Bedlam; Feb 29, 2016 @ 10:34pm
Othobrithol Mar 1, 2016 @ 9:56am 
Yes, remember reading Sami removed unrealistic armor types. Not sure if I'll add lamellar armor in, seems like it should be rather labor and technology dependent and beyond the homeworker. I guess it should all depend on if the game characterizes it as metal or hardened leather lamellae. Of course I guess a homeforge could make metal scales, but it'd have to be very labor intensive and would be very low quality.

Heavier metal armors and mail were never part of the original btw, they were added in by others that picked up and carried the torch. I only included ring (which is essentially metal rings sown to a leather backing, thus easy to do)

Do you happen to know the code token for the value? That would seem an important step to updating, and I'm still at work so I haven't had time to reserach the changes.

The quality issue is one that I'm just going to have to play with a lot. I wrote them before Sami added in quality. The target should be that the player can make decent gear, but not the best stuff.

Also, does anyone know if the issues with the [name] token were resolved? Seemingly at random it would occasionally not work correctly.

So it looks like my outline goes something like:

Adjust the menus so it fits well with hotkey/ui changes
Remove the armorcrafting
Add [phys] and [effort] tokens
learn how to limit homemade item value
tinker with the %difficulty% to whittle item quality to low-med
consider adding lamellar
see if changes to plants make the "bogiron plant" feasible now
integrate the two mods into one
Bedlam Mar 1, 2016 @ 10:01am 
They're nicely intuitive! You simply go:

[PRICE:18]

The units are "squirrel hides". You can also use things like [TILEGFX:supersword] to give your item a totally different tile graphic, and you can change all the combat properties of armor and weapons.

You will find all the details of the syntax laid out in news.txt near the top. It's a very sweet system now, far more flexible than before!

The [name] token is still a little weird (sometimes) in my experience.

Really looking forward to leaner, meaner, integrated Rain's Mod!
Last edited by Bedlam; Mar 1, 2016 @ 10:03am
Bedlam Mar 1, 2016 @ 10:06am 
Note about lamelar, it's now something that is pretty much exclusive to the Njerpez culture. You do not, in my experience, find any lamelar from Drik and other villagers...
Othobrithol Mar 1, 2016 @ 10:15am 
Ah then no lamellar then.

Nice to know I can tinker with the properties more than before as well.

Hilarious that squirrel hides became the reference unit.

Thanks for all the information.
Last edited by Othobrithol; Mar 1, 2016 @ 10:15am
Othobrithol Mar 2, 2016 @ 8:59pm 
Any input would be appreciated
Here's my first pass at a plan:

v2
Removed references to ring armor
combined cloth and iron into one file set

TODO:
Check for duplication recipes with vanilla
Check vanilla UI for hotkey conflicts

Add [Effort:] Tags
Add [Phys:] Tags
Add [Weight:] tags where appropriate
Add [Type:] tokens. metal working pieces valuables? or maybe timber?
Add [Material:] where appropriate (eg: unfinished blades, iron) for future compatibility
Replace ROUGH keyword (used as a quality)
change how retting checks for water to {[NEARBY_TILE:water]}
migrate base items from hunting horn (rock?)

make charcoal and maybe iron [noquality] to simplify stacking
make thread and maybe cloth [noquality] to simplify stacking

Investigate making forge and standing loom tiles

Create proper hand loom tool if no standing loom
change hammer into a tool

Add iron arrowheads and broadhead arrows
Add iron fishing hook and fishing pole (hook + string + staff)
Add nets (several rocks, lots of string, lots of time)

Consider culling clothing lists to reduce menu clutter

Balance %Difficulty% to promote low-med quality
Balance [Value] for certain items
Balance times, skillgain, etc in light of changes

Custom sprites (priority : charcoal, iron, hammer, anvil, loom, forge)

Investigate Bog Iron Plant implementation (again)

Come up with new name. Extended Crafting?
Roman Richter Apr 24, 2016 @ 10:20pm 
so, mod is still alive?
Othobrithol Apr 26, 2016 @ 5:21pm 
Yes, I've got versions of the cookbook and the cloth portion updated and posted on the UrW forums, although the cloth needs some more art. I'll likely take a stab at iron starting next week as long as my workload is light.
Artiph Hastaenax Dec 6, 2019 @ 10:22pm 
Any update on this? I can't get the updated versions from the UrW forums, since invisionfree seems to be dead, and they're likely out of date again anyways since the last post was about 3 years ago, but I could really use these mods.
Othobrithol Dec 7, 2019 @ 1:05pm 
I have not played UrW in quite a while, so I don't know how the mod scene is going. I was lucky and quick to use a method for data carrying (through item renaming) that other later picked up on and used.
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