********NOTE: You have to be logged in to see the downloads*************
A blank template, which is easily editable by whoever chooses.
It seems to create a large amount of real estate. Here's the jist;
Defines the additional 18 (eighteen (19 with z)) unused default menu space allocations.
Defines location for up to 25 items/tasks/crafts per menu
This layout provides for all base menus and items to be unchanged while adding a logical
format to add 18 top level menus each with up to 25 tasks
That's up to 450 items/tasks that can be added with some level of order.
Here's how it works;
Placing the menudef file (menudef_priv-maxmake.txt) in the unrealworld directory will enable all 25 top level menus.
All the new menus will be blank until you place a task at the line in the associated menu
file. You can open the menudef_priv-maxmake.txt file and add // in front of any line to hide it.
//Here's how I see it working. Using a clip from the menudef_priv-maxmake.txt
//and from the diy_menu-a.txt files;
---------------------------------
//
//Game Used letters BCLTRUW
.Menu a. -A- *MAKE*
---------------------------------
---------------------------------
[SUBMENU_START:Menu a]
.Menu a Item 1.
.Menu a Item 2.
.Menu a Item 3.
---------------------------------
//Renaming the line in menudef_priv-maxmake.txt
.Menu a. -A- *MAKE* -> to -> .My Items. -A- *MAKE*
//This will change the top level menu display to My Items
//
//In the diy_menu-a.txt file change eg;
-----------------------------------
[SUBMENU_START:Menu a] -> to -> [SUBMENU_START:My Items]
.Menu a Item 1. -> to -> paste a valid recipe over this line
.Menu a Item 2.
..
..
[SUBMENU_END:Menu a] -> to -> [SUBMENU_END:My Items]
--------------
[SUBMENU_START:My Items]
.Firing pot. "Wooden cup" [effort:3] [phys:arms,one-armed] [noquality] *TIMBERCRAFT* /90/ %20% |-1| [patch:4]
{Birch-bark} [remove] [patchwise]
{Block of wood} [remove] [patchwise]
{Axe} <Carving axe>
{Knife}
.Menu a Item 2.
..
..
[SUBMENU_END:My Items]
---------------------------------------
//Setting the [SUBMENU_START, and [SUBMENU_END lets the game know the menu display name
// and boundaries.
//Overwriting ".Menu a Item 1." with a valid recipe will make the task appear on
//the sub menu.
//The submenu ".Menu" named tasks will not populate until a valid recipe in put in.
//Your configured menus should survive UnRealWorld update(s) as no original files or names are used or changed.