Didnt find any like button, so: 'thumbs up' from me then. great work.
I also made a bowying mod, but again not as detailed as yours. dont know if you were "wondering" about something like this, but i will post it here
It makes it possible(while hard and very time consuming) to craft Hunting, Long and Northern bow. results are(or should be) almost all the times inferior to found or traded ones.
A "green body", (rawling) is produced as a first workstep out of a board. that makes even shortbow crafting more tedious.
The green body is required for all bows but the primitive bow.
The mod also inhibits bowstring, which is made of 3 cords and needed for long, hunting and northern bows
Then there is glue, which you can cook from birch bark,fish skin or bones. Glue is needed for Hunting and Northern bows.
Birch bark also comes into play when making a hunting or a northern bow, resembling the composite aspect.
The northern bow in the end, requires an additional workstep(realized by a "Recurve Bow Body" interstage product) which has to be completed with a bowstring and animal fat.
That mod intentionally forgoes special tools.
also moved arrows from the weapons menu to the bowying menu
[SUBMENU_START:Bowying]
//PHIL'S STONE AGE
.Primitive bow. "Juniper bow" [effort:2] [phys:stance,arms] %25% *COMMON* /80/ |0|
{Slender tree trunk} [remove]
{Knife}
{Cord} =5= [remove]
//PHIL'S STONE AGE
.Green Body. "Board" [effort:2] [phys:stance,arms] *CARPENTRY* %25% /250/ |2|
{Board} [remove]
{Axe} <Carving axe>
{Knife} <Hunting Knife>
[NAME:Green Body]
[WEIGHT:3.0]
//PHIL'S STONE AGE
.Bowstring. "Cord" [effort:1] [phys:hands,one-armed] *COMMON* /120/ |-2|
{Cord} (3) =15= [remove]
{Knife}
//PHIL'S STONE AGE
.tiller Green Body. "Shortbow" [effort:1] [phys:stance,arms] *CARPENTRY* %25% /5/ |-2|
{Green Body} [remove]
{Cord} =5= [remove]
[NAME:Shortbow]
////--------(YOU ARE HERE: SUBMENU_Bowying)-------////
//PHIL'S STONE AGE
.frugal Longbow. "Longbow" [effort:2] [phys:stance,arms] *CARPENTRY* %-50% /320/ |2|
{Green Body} [remove]
{Axe} <Carving axe>
{Knife}
{Bowstring} =7= [remove]
[PRICE:60]
//PHIL'S STONE AGE
.unpretentious Composite Bow. "Hunting Bow" [effort:2] [phys:stance,arms] *CARPENTRY* %-70% /320/ \6h\ |2|
{Green Body} [remove]
{Birch-bark strip} =60= [remove]
{Glue} #0.2# [remove]
{Axe} <Carving axe>
{Knife}
{Bowstring} =6= [remove]
[PRICE:107]
//PHIL'S STONE AGE
.Recurve Bow Body. "Wooden stake" [effort:2] [phys:stance,arms] *CARPENTRY* /320/ \12h\ |2|
{Green Body} [remove]
{Birch-bark strip} =60= [remove]
{Glue} #0.3# [remove]
{Axe} <Carving axe>
{Knife}
{Board} 'for tillering'
{Rope} =6= 'for tillering'
[PRICE:132]
//PHIL'S STONE AGE
.plain Recurve Bow. "Northern Bow" [effort:1] [phys:stance,arms] *CARPENTRY* %-85% /20/ |-2|
{plain Recurve Bow Body} [remove]
{Bowstring} =6= [remove]
{animal fat}
[NAME:plain Recurve Bow]
//PHIL'S STONE AGE
.Make Glue from fish skin. "rock" [effort:1] [phys:hands,one-armed] *COMMON* /5/ \2h\ %50% |-2| #0.1#
{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/ \2h\ %50% |-2|
{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|
{Birch-bark strip} =160= [remove]
{Pot}
{Fire}
[NAME:Glue]
.Arrow. [effort:1] [phys:hands,one-armed] *CARPENTRY* /30/ [patch:5]
{Branch} [remove] [patchwise] [noquality]
{Knife}
{Feather} (3) [remove] [patchwise] [noquality]
{Cord} =1= [remove] [patchwise]
{Rock} [remove] [patchwise] [noquality]
.Blunt arrow. [effort:1] [phys:hands,one-armed] *CARPENTRY* /45/ [patch:5]
{Branch} [remove] [patchwise] [noquality]
{Feather} (3) [remove] [patchwise] [noquality]
{Cord} =1= [remove] [patchwise]
{Knife}
[SUBMENU_END:Bowying]
I am also working on an all embracing mod "Phil's stone age"
, but its not as detailed as yours.
I fail to overview the code so i built it with rudimentary solutions which i can change later. I have to admit that i stole some code(bacs earthenware for example) and ideas from other mods and changed them to my pleasure... which prevents me from actually "release" it because i dont want to step on anybody's toes.
The idea of my whole mod is making it possible to aquire a little bit more of the item universe while keeping it simple. Bowying is just a part of it.
I want to ephasize that my coding is nothing compared to the work of many of you experienced modders, i just have a more minimalstic approach because i want to move on familiar ground inside the codefile...
just feel free to use, copy, "steal"ideas and ofc destroy
codelines
edit: reading again i realized that i missed your call regarding the trees. Sorry if this here is completely out of place