Topic: [to 3.63 only] Community mod BAC: Smith, Cooking, Survival, Carpentry, Sewing  (Read 449704 times)


Brygun

« Reply #150 on: January 09, 2019, 07:46:48 PM »
Doing some comment text expansion

One of them is under transport adding another really good build a birch-bark canoe video

// Another excellent make a canoe video
// https://www.youtube.com/watch?v=XOM2s6y08PQ


<->
Armor group one

leather/fur "chest band" now as "chest cover" with material, weight, price from #1# to #2#. Intially I was thinking like a woman's sport bra but there isn't anyway in the code to only cover part of the thorax. The increased weight seems closer to what would be needed for front and back thorax.

fur/leather loincloth now only covers groin, not hips and groin. Material need reduced from #0.75# to #0.5#. cord still needed and accumulates to weight.

<->

New text file

Readme_BAC_for_modders.txt

Notes for those making or adjusting recipes. Explains technology steps.




Brygun

« Reply #151 on: January 10, 2019, 03:59:03 AM »
Update

Overhaul of birch-bark punt based better matching sequence of steps as seen in new videos and on data webpages. Weblinks in the diy file

Extra Pitch glue recipe in lumber removed as Barkware now has the different versions

Some more text in Readme_BAC_for_modders

edit:
Discovered bone spear from Bouidda was missing. Added it to Weapons. Slight adjustment as this version of Unreal World has its own "bone" objects now and Bouidda's bones were removed

« Last Edit: January 10, 2019, 04:13:53 AM by Brygun »

Brygun

« Reply #152 on: January 10, 2019, 04:25:06 AM »
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.


Signatus

« Reply #153 on: January 10, 2019, 05:11:11 AM »
I think I was the one who made those flora files get into the mod, though I wasn't sure if needed. Probably not.

By the way, should the punts needing Adze axe be changed to this?

Code: [Select]
{Axe}
{Adze axe} [optional]

Or perhaps Stone Adze?

Signatus

« Reply #154 on: January 10, 2019, 06:15:23 AM »
I did some testing and I spotted a small problem with cleaning fish: It's always based on the pike! This means that all the cuts will have a pike's nutrition, which is probably not optimal,

The problem with adding fish-specific recipes, of course, is that it takes a lot of menu space. Currently the Mining and more menu has space, but it's still a lot:

Code: [Select]
.Clean pike. "Pike" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Pike}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean perch. "Perch" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Perch}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean bream. "Bream" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Bream}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean roach. "Roach" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Roach}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean pike-perch. "Pike-perch" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Pike-perch}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean lavaret. "Lavaret" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Lavaret}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean trout. "Trout" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Trout}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean salmon. "Salmon" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Salmon}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

.Clean burbot. "Burbot" [effort:1] [noquality] [phys:arms,one-armed]  *FISHING*  /6/ %10% |-2| [patch:5]
{Burbot}      #1#     [remove] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[WEIGHT:1]
// by Privateer
// time per 1 lb cut adjustement by brygun

To counter this, I can only suggest the compromise of including it as a cooking recipe but then we would need a fire to "cook" it. Simple enough, but is still an unnecessary detail. It would, however, keep the ingredient's nutrition pretty easily. Would it be possible to force 1lb of fish to turn into 1lb of cut, though? Is a [roast] tag necessary?

Also, should we document each fish's nutrition values for the Wiki? Here's the snippet from my debug log:

Code: [Select]
{57:10} Day/H:M 1/14:50 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0  kcal/100g: 185  kcal/lbs: 925  kcal/esine: 691
{57:10} Day/H:M 1/14:50 void eat(5) - Item: roasted salmon cut
{57:10} Day/H:M 1/14:50 Vatsa: 147 kcal/100g:185
{57:10} Day/H:M 1/14:50 Itemruoan_Vatsatarve: 0.51
{57:10} Day/H:M 1/14:50 It's very tasty.
{57:18} Day/H:M 1/14:53 Vatsa: 144 Energia: 2608 Jano: 826
{57:18} Day/H:M 1/14:53 RAVITSE: roasted salmon cut*0.51 -> Vatsa: 255 Energia: 3080 Jano: 826
{57:18} Day/H:M 1/14:53 ravinto(roasted salmon cut) : Hi,Ra,Pr: 0,13,17 Neste: 0  kcal/100g: 185  kcal/lbs: 925  kcal/esine: 219
{57:18} Day/H:M 1/14:53 ---- eat complete ----
{2:5} Day/H:M 2/2:55 ravinto(roasted pike cut) : Hi,Ra,Pr: 0,2,25 Neste: 0  kcal/100g: 118  kcal/lbs: 590  kcal/esine: 441
{2:5} Day/H:M 2/2:55 void eat(6) - Item: roasted pike cut
{2:5} Day/H:M 2/2:55 Vatsa: 0 kcal/100g:118
{2:5} Day/H:M 2/2:55 Itemruoan_Vatsatarve: 1.57
{2:5} Day/H:M 2/2:55 It's plain good roasted pike cut and happily consumed too.
{2:12} Day/H:M 2/2:57 Vatsa: 0 Energia: 1793 Jano: 1862
{2:12} Day/H:M 2/2:57 RAVITSE: roasted pike cut*0.75 -> Vatsa: 125 Energia: 2234 Jano: 1862
{2:12} Day/H:M 2/2:57 ---- eat complete ----

Some of it is in finnish, but I think it's a safe bet that "Hi,Ra,Pr" refers to Hidrates (carbs), Fat and Protein. As you can see, Salmon is 0,13,17 while Pike is 0,2,25. I assume that smaller fish have less nutrition, but I might be wrong.

Edit: Roach seems to be 0,7,23... not a big difference, but still something

Edit 2: I just tested and this seems to work to create a 1lb fish cut out of raw fish:

Code: [Select]
.TEST clean fish. *COOKERY* /6/  [noquality] [patch:5]
{Raw fish} #1# [remove] [roast] [name:%s cut] [patchwise]
{Knife}  '+for chopping and cleaning'
[COOK_WEIGHT_DIV:0.75]

When roasted they lose 25% of weight, so dividing by 0.75 brings the cut back to 1lb. I'm wondering, though, if the SPOILAGE should be manually adjusted, to override the default roasting spoilage time (3 days?).

Bonus suggestion: Make the preferred tool a Fisher's knife (only to give it some actual use, especially for a fisher) and use the FISHING skill, perhaps?

Edit 3: DAMN IT! It seems that cuts made from the cooking menu don't count as raw fish... any idea on how to counter this?
« Last Edit: January 10, 2019, 08:15:33 AM by Signatus »

Signatus

« Reply #155 on: January 10, 2019, 08:32:08 AM »
New post just to share this table of fish nutrition I made:

Code: [Select]
NAME; CARB; FATS; PROT;
Pike-P* 0 0 16 =16
Burbot 0 1 16 =17
Perch 0 2 17 =19
Lavaret 0 3 17 =20
Bream 0 4 17 =21
Trout 0 4 19 =23
Pike 0 2 25 =27
Salmon 0 13 17 =30
Roach 0 7 23 =30

Should there just be a single fish-cleaning recipe, this should help selecting the best fit  for base object for balancing. Pike is the one giving the most protein. Roach is tied for most nutrition overall and has >20 protein and second-highest fat, while the salmon is the most balanced of them all: fatty but kinda lacking in protein.

Brygun

« Reply #156 on: January 10, 2019, 04:16:25 PM »
The fish cuts producing just pike grade meat is mentioned in the mod's original thread.

In terms of adding many different fish cut recipes it seems better for an expansion mod than part of the BAC project. Its just so many menu slots for a very small change to the game play. BAC has to juggle many survival possibilities in limited menus.

BAC does now have to menus completely free so by all means you could use your limited (~50) custom submenu entries to house the specific fish cuts.

<->

I didn't look into it more detail on the nutrition. I did edit the original recipe in how the time worked with patch otherwise a 6 lb fish was taking 3 hours, an afternoon, to prepare for further cooking.

One could argue the nutrition should be set to the average meat level. Other weighted factors could include that you will tend to make fish cuts on large fish not small ones.

I don't do much fishing in game so it had a low impact for me.

If i were to change the nutrition it would be probably a median around 0-4-17 (edit: or Trout with 0-4-19). I would tend to exclude the roach as not often put to use for cutting and complex recipes.

I don't know if it is worth the effort to "de-pike" the recipe.


« Last Edit: January 10, 2019, 04:48:33 PM by Brygun »

Brygun

« Reply #157 on: January 10, 2019, 04:47:15 PM »
Almost forgot...

The way the game treats the "cookery" files the way to make the fish cuts is to use the "do it yourself" diy menus.

Hence the issue with how many menu choices a full list of fish cuts would use up.


caethan

« Reply #158 on: January 10, 2019, 05:33:55 PM »
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).

Signatus

« Reply #159 on: January 10, 2019, 06:26:17 PM »
Update

Advisory:

flora_cultivated.txt removed from BAC

I >hope< this is just vanilla entries. If it is vanilla I dont want to overwrite it if Sami updates the vanila entries.

flora_flax.txt is still in the BAC

Im not sure where those came from. If someone knows and especially if removing the cultivated will make things explode let me know.

Looks like somebody pulled both of them from my self-sufficiency mod.  flora_cultivated.txt isn't just vanilla --- I added some code to make cultivated plants spawn randomly in low quantities in the wild (in groves and grassy areas).

This is what happens when you just paste every mod on top of each other... I was suspicious that the file had some slight changes but was unsure which if any.

That shouldn't break the game at all, though. It's also cool to be able to find some of those crops in the wild without relying on villages and depleting their harvest/stock while at it.

Also Brygun, I noticed that the Shaman mod has a "Well" graphic.

As for the fish cuts, fair enough. It's a shame that we have to find a kludgy way to deal with it. One option I thought about was to make a "clean small" and a "clean big fish" recipes, but they'd rely on the player's honorable use. Another option would be to use the salmon object but force some waste in the process: 1.1lbs create 1lb for example. Not a big deal anyway.
« Last Edit: January 10, 2019, 06:31:48 PM by Signatus »

Brygun

« Reply #160 on: January 10, 2019, 06:38:49 PM »
I think I was the one who made those flora files get into the mod, though I wasn't sure if needed. Probably not.

By the way, should the punts needing Adze axe be changed to this?

Code: [Select]
{Axe}
{Adze axe} [optional]

Or perhaps Stone Adze?

Originally I had hoped to use {Axe} <Adze axe> but it was discovered the modded in tools don't register in the preferred tool system.

One relevant point of information is how does [optional] affect recipes outside of cookery? In cookery having the optional items present adds nutrition or medical values. Does having an optional item give you a boost? If there is no boost is there even a point in worrying about it?


There are several punts each with a different game and educational role. Please specify which. However, I can guess which ones you mean.

The ultimate punt, the clinkered punt, is intentional behind a maximum need for technology. In part this is due to it being likely post-period of Unreal World's setting. It also provides a post-first-winter goal. So specific tool calls are appropriate.

The Finnish punt is something that could entertain debate. With the {Adze axe} one must start smithing to make it. This requires weeks of game time to get going. With {Adze axe} [optional] it can be made without that the "build a smithy side quest". This has its uses as the birck-bark punt is ahistoric to Europe while the leather punt is known to be at least "nearby" if not Finnish.

If it turns out {Adze axe} [optional] gives you chances for higher grade output then I'd certainly be willing to go that way. It was the idea of {Axe} <Adze axe> to being with. If [optional] ends out to be just "fluff" I'd favor leaving the {Adze axe} in to motivate the "smithy side quest".





Brygun

« Reply #161 on: January 10, 2019, 06:47:15 PM »
Update

flora_cultivated.txt returned to BAC project


Credit mention in the Readme_BAC_mod.txt file

caethan = Elements of caethan's self sufficiency mod included, in some cases as they were part of the Bouidda mod

Comment lines added to flora_cultivated and flora_flax to note that. Cethan's explanation in this thread included in the comments.


Signatus

« Reply #162 on: January 10, 2019, 07:11:38 PM »
I can see the clinkered punt needing an actual iron adze axe, no problem, but maybe the finnish one should have it optionally if possible. The option of a stone adze axe (with very low quality) would make it possible to at least make it, albeit slowly and rougher.

Stone adzes are a neolithic tool and here's no reason to believe finns wouldn't make one. After all, it's little more than a stone-axe with the blade turned 90°.

Keep in mind that you can't sail to Driik and buy an adze from a craftsman, even though it's relatively simple/common tool

Brygun

« Reply #163 on: January 10, 2019, 07:17:34 PM »
Signatus: That's an interesting idea. A stone adze might be a way to do it.  Lemme think a bit. I have some non-Unreal world work to do today.

It be like

.Stone adze axe.

and change existing to

.Iron adze axe.


with the technology chain

{*adze axe}
{Iron adze axe}


Brygun

« Reply #164 on: January 11, 2019, 01:39:38 AM »
Update

Stone/iron adze technology discussed above has been implemented.

Finnish punt can now be done with a Stone adze axe though you may lose quality due to the adze's reduced quality. Iron adze axe avoids this.

Clinkered punt still requires Iron adze axe.

Lumber recipe for Refined board adjusted to {*adze axe}. No garauntee a low quality Stone adze axe will make it worth trying to do.

Carpentry had no adze calls at this time.

Readme_BAC_for_modders.text updated

I think that catches all the changes for Adze axe.