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Is there any way to write an item code that produces byproducts as well?
For example, my punt needs 8 wooden stakes as scaffold to stand on over night, to dry.
When i use the [remove] tag, they are wasted.
I actually dont want to add a scaffold (that would be the most obvious solution; but not sure how i would acomplish that anyway), because i want my mod to be clearly laid out, not overloaded.
//PHIL'S STONE AGE
.Punt. [effort:3] [phys:stance,arms] *COMMON* [assist:2] %-20% /6h/ \1d\
{Log} [remove]
{Glue} #6# [remove] '+to make it waterproof'
{Axe} <Carving axe>
{Fire} {Water}
{wooden stake} (12)
Same for my glue item.
//PHIL'S STONE AGE
.Make Glue from fish skin. "rock" [effort:1] [phys:hands,one-armed] *COMMON* /5/ \2h\ %50% |-2| #0.2#
{Raw fish} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]
////--------(YOU ARE HERE: SUBMENU_Bowying)-------////
//PHIL'S STONE AGE
.Make Glue from bones. "rock" [effort:1] [phys:hands,one-armed] *COMMON* /5/ \4h\ %50% |-2| #0.5#
{Bone} #1# [remove]
{Pot}
{Fire}
{Water} #2#
{Knife} <Fisher's Knife>
[NAME:Glue]
//PHIL'S STONE AGE
.Make Glue from Birch Tar. "rock" [effort:1] [phys:hands,one-armed] *COMMON* /5/ \7h\ %50% |-2| #0.1#
{Birch-bark strip} =80= [remove]
{Pot}
{Fire}
[NAME:Glue]
I do not want to create an extra submenu or put it into the cooking menu(again, obvious solution).
A pot is needed for it, but this time i dont use the [remove] tag as i really dont see the pot being used up.
But that means that the pot is not occupied while the glue is cooking, so one can instantly cook a lot of the glue with just one pot.
any ideas or suggestions? is it possible to use the "pot of" expression somehow(the pot should be occupied during the cooking process, but given back of course after...)?
Would it make sense to create a scaffold "building" and give it more purposes(e.g framework for a shelter, drying rack, etc...)?
both issues are not extremely problematic or immersion breaking, but would be quite nice to get rid of.
another issue i ran into:
I cannot find the valid item tag for clothes that define the protection value... Perhaps my mind is fooling me, but i am almost sure i saw a kind of [BLUNT/POINT/EDGE...blabla PROTECTION:x] - tag...
or is it?...