UOACraft is an attempt to create a detailed, easy-to-use crafting system, which will provide hours of entertainment while being as easy to use as possible. It is my hope that you will find UOACraft to be one of the best crafting systems currently available.
To begin using UOACraft, please take a look inside of your inventory. You should find a skill logbook. This is the one item which is used to report your crafting progress. Simply use the logbook and watch the messages window for your displayed information. This logbook should not be droppable or tradeable or sellable. If, for some reason you manage to lose the book, another should be created if you simply log out and log back in. One may also be created when you open any one of the crafting stations if you happen
to have lost your skillbook.
Most skills in UOACraft require some kind of a tool in order to work. You will need to either equip the tool (if it is equip-able) or have the tool in your inventory somewhere. Tools can, and will, break eventually, so it may be a good idea to have a spare tool somewhere, just in case.
Most craft-related objects you will encounter in the game will have a description, which describes how to use the object. Simply examine the object and follow the instructions. Some objects, however, may not have a description (either by design, or through modification by the GM of the module) Most of the time, simply single-clicking on the object will provide the desired results.
Some craftable 'stations' have an inventory. This inventory is where most of the crafting process takes place. When the container is opened, you will see (in most cases) several objects already within the inventory. Some of them may have descriptive labels, such as 'Use Dull Copper Ingots', or may appear as a piece of armor, a weapon, or some other craftable item. You can examine the items within the container, and it will tell you the items function, or a list of components, and what it may create. Now if, for instance, you wished to craft armor using dull copper ingots, you would select the object (take it from the inventory of the anvil into your inventory) and the anvil inventory will close and reopen. New objects will be displayed. (The 'Use Dull Copper Ingots' will now be replaced with 'Use Iron Ingots' and several fewer weapons/armor will be available.. unless you are very skilled.) You are now set to use dull copper ingots until you select a different 'Use xxx Ingots'. Now, you wish to make a shortsword. You scroll through all of the inventory until you find a shortsword. This shortsword is labelled 'Pattern - ShortSword.' You can examine it, and it will say that it requires a smith's hammer, a small casting mold, and 4 ingots. To actually attempt to make this shortsword (using 4 dull copper ingots and a small casting mold) make sure that your smith's hammer is equipped, and select (take into your inventory) the 'Pattern - ShortSword' object. The pattern will immediately disappear and re-appear in the anvil. (This is normal) and if you have all of the components in your inventory, you will begin crafting. If you do not have all of the materials in your inventory, some floating text will appear above your head (only visible to you) and will describe what you are missing.
UOACraft has a system, similar to Ultima Online's, which allows for 'Poor Quality', 'Normal Quality', and 'Exceptional Quality' on many of the craftable items. This is a reflection of the skill of the crafter, and the relative strengths/quality of the object created. Do not be disgouraged if you make quite a few poor quality items. You will find that as your skill goes up, you will make fewer and fewer poor quality items, and more exceptional quality items.
There are a few exceptions to the container-style menu system listed above. Some craftables require you to simply drop in a raw material, and it will spit out a refined material. (Gems are one example.) This style of system was decided upon based on it's application to a given purpose. No need to have a simple object, such as a 'Gem Bath' with a menu system. It's purpose is to wash away the rock-and-mineral deposits from unrefined gems. No other use is available, so all you have to do is drag the gem to the inventory of the Gem Bath, and the crafting system will take over from there. (Please note, that in most cases, the full instructions to use the crafting station are listed in the station's description, which you get by examining the station itself.)
In all cases, if you have any question about a feature of the crafting system, please examine the object. Chances are good that the function of the object is detailed there within the description.
V, Skills, Detailed
UOAcraft is a diverse skill system, with (currently) 30 skills available to the potential crafter. Many of these skills are inter-related within one crafting process. You will start all skills at 0.0% Do not be concerned about this, as this is simply your 'raw skill'. Every crafter has a base instinctual ability to perform any skill. This 'instinct' is given as a modification (invisible to you.. it only appears within the scripts themselves) to your success chance. It is normally a combination of 3 of your character's base stats. (Strength, Dexterity, etc.) However, no crafter can have a 'base instinct' higher than 35.0%. (Your module builder, of course, could have modified this.) Your 'Base skill' is compared to your 'instinctual ability' and whichever is higher is used to determine your base chance of success in any skill. If you succeed in using the skill, you will have a chance to gain 'Raw Skill' from the success. Please note.. you will never gain more than .1 skill in any 10-second period of real-time. This was implemented to prevent crafters from gaining skill too fast in some skills, or from working multiple skills (multi-tasking) to gain in more than 1 skill at the same time. (Again, your module-builder may have modified this) This delay is intended, and will not be changed (unless it is modified to 20 seconds or more instead of 10 seconds) by myself in the official release of UOACraft.
Now, on to the skill descriptions:
ALCHEMY - Alchemy is performed at the Alchemist's Workbench. This is one of the skills which sometimes requires you to select something from the inventory to make a choice, or sometimes requires you to drop something into the inventory of the workbench to create a new material. (some flowers, for instance, to make dyes, similar to Ambrosia Tradeskill System) Alchemists are instrumental in the functionality of other crafters.. most notably Scribes and Enchanters, but to a lesser extent Leather Tanners, Gemcutters, Papermakers, etc. Alchemists also create many of the materials required for potions to be created.
ARMORCRAFT - Armorers are the backbone of any good fighting force. What would a warrior be without his/her trusy shield and armor? He or she would be dead. Armorers work with metal ingots, casting molds, and sometimes pieces of leather to create armors and shields for all to use. An armorer can never create anything which is magically enhanced beyond the quality of the metals used. That is the domain of the Enchanter. Metal types will be detailed in the description of the Miner, below. Armorcrafters use the anvil and a smithy hammer to perform their trade.
BEEKEEPING - Beekeepers are a unique group within UOACraft. Bee Hives are their means of living. A beekeeper can visit a beehive hourly in order to siphon off some honey. Occasionally some beeswax or royal jelley may be found as well. In extreme instances, if a Beekeeper is in dire need of beeswax for leathercrafting, he or she may opt to break off a chuck of the actual honeycomb itself. Be forewarned that bees do not take kindly to having their nests disturbed, and a painful fate may await one unlucky enough to have disturbed them. Bees are less active at night, and actually consume some of their honey in preparation for the next day, so therefore less honey is available during the nighttime hours. Also of note, the total ammount of honey that any hive will produce is directly related to how much honeycomb is available.
BOWCRAFT - Bowyers are responsible for creating various bows, crossbows from any of 20 types of wood. Bowcrafters use the 'Bowyers Station' to mold and shape the wood into a firm, useable bow. Many wars have been won or lost by the quality of the bows employed by their forces. Bowyers need an ample supply of wood to work with.
BREWING – Brewers, sometimes referred to as brewmeisters, are the elite group whom supply the ales, meads, wines, beers, whiskeys, etc., for the local taverns to quench the thirst of those stalwart adventurers after a long day on the road. Also as part of their trade, they have the distinct pleasure of being the enablers of many a romantic encounter due to the benefits their beverages have on the appearances of those viewed by the consumer. (Sometimes called ‘beer goggles’)
Brewets have many tools available for their craft.. but the most important are the Mashing Tun, the Lautering Bin, the Brewers Still, and the Brewers Vat.
CARPENTRY - The job of the carpenter is to craft wooden items, including such mundane items as clubs, quarterstaves, and torches. More complex items are possible, but not yet included in the system.
CARTOGRAPGY - This is the art of drawing and decoding maps. The cartographer is very important
to civilized society, as maps are what keep us from losing our way.. especially in unfamilliar surroundings.
A cartographer uses silk paper and mapmaking ink to create maps of the surrounding area. A cartographer is also highly sought after by those few fortunate enough to discover a treasure map.. as most treasure maps are encoded cryptically, and require a cartographer to interpret.
CLOTH DYEING - Dyed cloth is a luxury in UOACraft, and is used in the manufacture of various articles of clothing. Dyes may be obtained from an Alchemist, and bolts of cloth from a clothmaker. The 'Dye Tub' is where the Cloth Dyer performs his or her trade.
CLOTHMAKING - Clothmakers are the backbone of the tailoring industry. Without their wares, most tailors would quickly run out of work. Clothmaking requires a Loom, and spindles of thread or balls of wool yarn in order to fashion the bolts of cloth. Balls of wool yarn, or spindles of thread may be purchased from a spindler. (Detailed below)
COOKING - It is said that an army moves on it's stomache. This is by no means an exaggeration. Nobody can live for long without some form of sustinance. A cook is a person who can prepare the best foods for consumption. The cook employs one of many tools (almost all involving fire at some point.) Campfires, Ovens, and Tinderboxes are the tools of choice. The cook may gather his or her own raw foods, or may employ an adventurer to gather raw meats, or purchase vegetables and mushrooms from farmers or mushroom-gatherers. (Your GM may have implemented a requirement to eat occasionally.. this should serve to broaden the menu a bit.
CURING HIDES - This skill is the second step in the leathermaking process. A hide curer's task is simply to prepare a freshly harvested animal pelt for the leather tanning process. The tool of this trade is the Tanning Oven. The fresh pelt is placed into the oven, along with some tanning salt and some kindling, where the hide is carefully prepared for the tanning bath. Occasionally, a papermaker may call upon a hide curer for materials used in the creation of parchment.
DIGGING - Digging is one of those skills which has little glamour attached to it. It is dirty, back-breaking work. The monetary rewards are not so great as for other skills, but this skill offers the oppertunity to supply raw materials for other skills, as well as the chance to travel abroad (in most cases). The only tools you need are a shovel and a strong back.
FARMING - Farmers are the workhorse of society. No civilized society could exist for long without the farmer. The farmer's tools of trade are the water bucket, the shovel, and the herbalist's knife. A plot of prepared soil is normally required if the farmer is actually going to plant any of the seeds thusly gathered. (These areas will normally be invisible to the naked eye in the game. Hopefully the module builder painted these areas onto the existing fields and gardens on the map) Farmers may also grow some plants in the water directly (Rice and bamboo mainly) To gather seeds and food items from the plants grown (or encountered in the wild) the farmer must have an herbalists knife in his or her pack. To plant seeds on land, the farmer must have a filled water bucket, a shovel, and a plot of plantable land. Simply use the seed, and the farmer will plant the seed and hopefully grow an entirely new plant.
FISHING - Life on the water is far different than that on land. Many natural hazards await the unwary in the deep recesses of the oceans and lakes. Fishers brave these dangers in order to bring back the bounty of the seas, in the form of fish and other, rarer items. A fishing pole (or fishing rod) is all that is needed in order to fish inside of designated areas. Be forewarned, some creatures do not like having their natural homes disturbed by the fisherman.. and many an unwary fisher has fallen to the dangers of the deep, while others have fished up treasures beyond the boldest adventurer's dreams. Some fish are used not only for food, but also for the oils contained in their skins. See your local Alchemist for details and possible sales of your catch.
FLETCHING - The fletcher is responsible for supplying quality arrows and bolts for the crossbowmen and bowmen of the lands. A fletching lathe, plenty of lumber, some feathers, and arrow or bolt tips are needed in order to perform this trade. Be aware that only the finest quality of arrows or bolts may be able to hold any form of enchantment later on down the line. A side product of fletching is kindling, which has uses within other professions.
GEM POLISHING - The fine art of gemcrafting is a multi-step process which requires that rough gems be extracted from the earth itself, brought to a gem polisher to smooth out the rough edges, and finally sent on to a gem cutter in order to bring out the best qualities of the gemstones. The Gem Polisher is important in this regard, as a poor job of polishing will not yield a very high quality gemstone. Only the finest gems may later be used for enchantment or for the manufacture of fine jewelry. Gem polishing itself is a three-step process where a Gem Tumbler is employed to roll the rough gemstones through a combination of water and coarse polishing grit, water and medium polishing grit, and finally water and fine polishing grit. This process removes excess unwanted mineral deposits and also grinds away the scratches, dents, etc, that may have formed on the rough gemstones over the many thousands of years buried in the soil. It is an art unto itself, as knowing 'how long' to grind any specific type of gemstone, as well as proper measuring of 'how much grit' to use is a lifetime learning process. A byproduct of polishing gems, called gem dust, is often sought after by alchemists and inscriptionists.. as well as enchanters and potion-makers.
GEM QUARRYING - The Gem Quarrier is responsible for locating gemstone deposits and literally chiseling away the non-gemstone deposits while not fracturing the raw gemstones in the process. This is a skill of careful patience, requiring a steady hand and a fair ammount of strength. This skill provides one the oppertunity to do some travelling, as gem deposits are few and far between.
GEMCUTTING - The Gem Cutter is the final step in the process by which fine quality gems are produced. The Gem cutter's responsibility is to take a polished gem and enhance its natural beauty by literally removing flawed sections, filling in pits, scratches, and holes where needed, or simply adding facets to an otherwise rounded or smooth gemstone, to enhance it's light-reflecting sparkle. Gemcutting is tedious work, requiring attention to the most minute details of the gem at hand. One wrong cut, and a stone could shatter, resulting in nothing more than gem dust.
INSCRIPTION - Inscription is a skill which many of the magical arts require at some point or another. The secrets of Insciption are jealously guarded by the scribes, wizards, sorcerers, etc, who practice this craft. In order to qualify for the use of this skill, the potential scribe must have proven his or her worth in life through experience. (For all intents and purposes, must be level 7 or higher) He or she must also have the ability to cast spells. (Cleric, Druid, Sorcerer, Wizard, Paladin, Ranger, and Bard) In many cultures, the scribe is only allowed the ability to scribe the spells he or she can cast from memory, although in some cultures the scribe is allowed to scribe any spell he or she can memorize. In order to scribe any spell, the inscriptionist must have somehow obtained some parchment, and must specifically prepare the spell ink for the spell in question. These inks are *not labelled* as necessity requires that scribes not share their individual formulae (or the product) with any other scribe or, worse, a non-scribe. Many materials could be used for this ink.. including (but not limited to) mushrooms, plant parts, gem dust, or monster parts.
LEATHER TANNING - The leather tanner is the crafter whose purpose it is to turn cured hides into tanned leather. His or her tools are a tanning bath, filled with a mild acidic solution, tanning salts, and time. The tanner takes the cured hides and submerges them into the tanning baths, adding in some extra tannic acid, which may be obtained from your local alchemist, and some tanning salts. Many days later, the fine hairs and epidermis of the cured hide are literally eaten away by the acid, and preserved by the salts into a workable, pliable tanned leather. This product is then passed on to the leatherworker, for transformation into either soft or hard leather.. depending on the desired end product.
LEATHERWORKING - The leatherworker is the final step in the leather preparation process. The leatherworker takes the tanned leather hides and either applies a tanning oil, purchased from an alchemist, who makes it from the natural oils contained in fish, or beeswax, which is obtained from beekeepers (or at some personal risk to the leatherworker, directly from the bees themselves.) The end product is either softened or hardened leather, which the leatherworker can then use to manufacture leather armor, or garments, bags, etc, crafted from leather. Sometimes the finished leather is sold to armorcrafters for use in crafting some specialty armors as well.
LUMBERJACKING - Lumberjacks are the muscle behind civilized society. They clear swaths of land for the settlements, provide raw lumber for the building of houses, inns, and other forms of construction. Their product is used in one form or another, in nearly all crafts. A lumberjack's tool is his or her trusty axe. Some of the less-able lumberjacks resort to the use of an orchard blade, which also enables them to gather other resources from many trees. (note: The axe must be equipped, but the orchard blade can remain in your pack, or equipped.) This is one skill which allows the crafter to explore the lands, seeking to find a new type of tree to gather lumber from. Currently, there are 35 known types of trees. Most of these trees produce a specialty type of wood. Many of the fruit-bearing trees are general-purpose wood, and are lumped together as one type of wood. The list of known trees follows: (There may be more or less in the module itself)
Oak, Elm , Birch, Almond , Willow, Orange, Green Apple, Yellow Apple, Red Apple, Plum, Pear, Cherry, Tangarine, Grapefruit, Elderberry, Pecan, Fig, Lemon, Lime, Walnut, Olive, Yew, Maple, Mango, Kiwi, Coconut Palm, Pine, Fir, Sausage, Date, Mahogany, Hickory, Redwood, Ironwood, Mangrove.
MINING - What would the world be like without the miner? The world would be far more dangerous, and far less comfortable. It is the miner, who delves into the depths of the very earth itself to bring forth ores containing rare and precious metals. The tools of a miner, the Miner's Pick, or the Miner's Pickaxe, and a strong backbone are all that are required for this strength-intensive craft. A miner braves constant dangers persuing that elusive vein of rich minerals. Monsters, cave-ins, bandits, even the very weight of the ore itself all prove constant challenges to the miner. Dwarves, especially, enjoy mining, as their frames are perfect for delving into the earth, requiring less crawlspace, while still packing the power of a man (or woman) twice their physical size. This is a skill which those who tend to be stronger, or have an affinity for the use of weapons of combat, excel at.. whereas the more studious of crafters tend to be much slower at the task.
The 13 known metal ores that can be mined are as follows: (There may be more or less in the module itself)
Iron, Dull Copper, Shadow Iron, Copper, Bronze, Gold, Agapite, Verite, Valorite, Silver, Platinum, Mithril, Adamantite.
MYCOLOGY - The Mycologist is a true breed of explorers. The mycologist spans the entire breadth and length of the world in search of mushrooms to gather. This, in itself, is no small feat, as no matter how skilled the Mycologist may be, there is always the possibility of disturbing a mushroom and causing it to release its spores in a cloud, which could prove fatal if the mushrooms are especially harmful. Mushrooms, however, are a requirement in some alchemy processes, as well as in some inscription formulae, so the talents of the Mycologist are jealously sought after by those of these professions. Cooks, as well, make use of some of the mushrooms which are gathered, as many of them are not only edible, but quite tasty as well.
PAPERMAKING - The papermaker is responsible for creating paper and parchment products. It is a multi-step process, and somewhat time-consuming. First, wood chips (or rice grains) are digested with an acid to create a wood pulp, which is then placed into a special tub where it is bleached to create bleached pulp. Sometimes silk is added to the mixture as well. The bleached pulp is then sent through a paper-mill in order to form pressed sheets of paper. Optionally, the papermaker may opt to use cured hides instead of wood chips. The hides are placed in the digester to remove the hairs and unwanted fatty tissues. The digested hide is then placed in the bleaching tub, where unwanted coloration is removed from the digested hide. The final product is then dried and cut into sheets of parchment, suitable for inscription. The materials for this process are obtainable from lumberjacks, farmers, hide curers, and alchemists.
PELT SKINNING - The skill of pelt skinning is a precursor to taxidermy, which is not (as yet) detailed here. The pelt skinner simply needs a skinning knife and a dead animal to skin. The skill of the skinner determines whether he or she successfully removes the pelt properly for use in the leathermaking or parchment making process. Meat from the dead animal is also gathered, for sale to the cooks, who make fine foods for all to enjoy. The pelt skinner is another adventuring skill, as some of the skins thusly gathered come from animals which would just as easily kill a man (or woman) as we might swat a fly. Some pelts are highly sought after.. especially the elusive colors, such as black and white.. maybe even red. (note: at some point I may add a 'furrier' skill which would use the pelts to create fur coats, etc)
POTTERY AND GLASSBLOWING - This skill is a multi-purpose skill which allows a potterer/glassblower to create cast molds from clay, or to create glass ingots from sand, and glass tubes, vials, bottles, etc, from glass ingots. This is a utility skill profession, and such services are sought after by alchemists, inscriptionists, weaponsmiths, armorcrafters, etc. Raw materials are either gathered by the potterer/glassblower themselves, or purchased from a digger. The tool of choice of the potterer/glassblower is the Kiln.
SMELTING - What use would a miner be without a smelter? A smelter is one who uses a forge to melt down the precious metals contained within the raw ores which the miners bring forth. It takes much skill to know exactly how hot to fan the flames in order to produce the highest quality ingots, while either burning off, or draining away the useless slag as a waste product. The ingots are then sold to tinkerers, weaponsmiths, armorcrafters, etc, for use in their crafts.
SPINDLING - The spindler is the crafter who takes raw cotton, piles of wool, or silk strands, and carefully spins them into threads, which are used in clothmaking. The preferred tool of the spindler is the spinning wheel. The more skilled a spindler is, the less wasted strands, and the more spindles of thread or yarn are produced. Raw materials may be bought from pelt skinners, who sometimes collect wool from various animals, farmers who grow cotton, or adventurers who return from the far reaches of the world with silk strands from spiders and their nests. Occasionally a fisher, as well, may bring forth some of the rare silk.
TAILORING - Tailoring is the fine art of crafting clothing. A tailor uses cloth or leather in this process, requiring naught but a pattern or two, a sewing kit, some patience, and skill. Tailors prefer to work at desks and dressforms, where they may match patterns to sizes, etc. Many fine garments are produced in this fashion.. after all, what makes a better impression than a fancy outfit to fit the occasion?
TINKERING - Tinkering is a skill unto itself. A tinkerer is a combination blacksmith, jewelcrafter, clock-maker, handyman, etc. A tinkerer produces most tools used by the other skills, including even the tools for tinkering! Many of the traps which are encountered were likely prepared, in part, by a tinkerer. Tinkerers require a tinkers toolset, and a tinker's workbench in order to perform their art.
WEAPONCRAFT - A weaponcrafter is your best friend. Without his or her services you would not be able to physically defend yourself with anything except your hands and feet, or whatever magical spells you may have. A weaponcrafter takes ingots, purchased from a smelter, casting molds from a potterer/glassblower, a smithy hammer which was likely created by a tinker, and uses an anvil to literally pound out the ingots into the form of a weapon. So the next time you cross arms with a dreaded monster, thank your weaponcrafter for the fact that you have a fighting chance!
VI. Additional Gameplay Features
UOACraft now features some new systems which may or may not be familliar to the everyday player of Neverwinter Nights. These new features will be detailed below.
TREASURE HUNTING - In order to hunt treasure, you must have a decoded treasure map. These maps
are obtained when an undecoded treasure map is interpreted by a cartographer with enough skill to properly understand the map. A cartographer is also required in order to track the path of the map to the treasure.
To track a map, the cartographer needs to use the map and a series of floating arrows will appear over his or her head.. pointing the general direction that the cartographer needs to travel to reach the location of the treasure. These arrows will, at some point, become 'smoking holes' which indicate that this is as close to the location of the treasure that this map will take you.. You will have to possibly make several digging attempts in order to find the true location of the treasure.
In order to actually dig up the treasure, you will require a digger with enough skill to unearth it properly. The digger will require Excavation Tools, which can be bought from a tinker. The digger must have the map in his or her inventory, and use the tools on the map to begin digging.
If luck and good fortune are with you, and the location is good, slowly the buried treasure will be unearthed. This has the unfortunate effect of disturbing the treasures guardians, whom will swoop in to attempt to slay those who are attempting to steal their loot. Beginning with the digger!
If, through wits and combat, you have managed to survive the guardians, the treasure chest will be sitting there.. unguarded.. or is it? A professional thief will be required in order to gain access to the contents of the chest.. as it is most assuredly locked and trapped.
Once the chest is successfully opened, you can easily dig right in and begin removing the contents of the chest.. but again beware.. there is a good possibility of the arrival of additional guardians of the treasure, whom will be rather displeased to catch someone with their hands in the cookie jar, so to speak.
COMMODITIES - Commodities can be described as raw materials and semi-proccessed materials. The materials are a neccesity of UOACraft, and without them the crafter would have nothing to do... or to do it with.
This system is unique to UOACraft, as far as I am aware, and may actually be considered unnecesary by the GM of your module, so may or may not be implemented.
In order to use this system, you must have purchased, or otherwise acquired an 'empty commodity bundle'. This bundle is your way of accessing the commodities feature. You must also be standing within a designated 'commodity-accessable' area in order to use the bundle. (Similar to how you must be standing in a plantable field in order to plant seeds.)
To access the commodity deature, use the bundle and target any UOACraft resource or partially-completed materials. The system will count how many of these items you have, and add them to a 'filled commodity bundle' and remove the actual items from your inventory.
The benefit of this system is that you could literally store thousands of items into one item.
To get the commodities back from the bundle, simply use the filled bundle within the commodity area, and you will be presented with a menu.. add more, recover some, or do nothing.
Selecting 'add more' will again count your inventory for the specific item already stored in the bundle, and add them to the bundle, removing them from your inventory. Thusly increasing the number stored in the bundle.
Selecting 'Recover some' will recover up to 10 items or 10 stacks from the bundle. (More would have been possible, but this prevents dropping items if your inventory is too full)
Be aware that these bundles will disappear completely if you remove every item from them.
To offset the benefit of allowing these bundles to store near-infinite quantities of resources, these bundles have been left as 'stealable' meaning an expert thief could literally rob you blind.. so be careful storing too many items.
As a safety note: These bundles utilize Biowares new HotU feature that allows storing variables on inventory items. This is important because if the actual item is ever 'copied and destroyed' the copy may not have all of the variables properly set.. meaning the commodity bundle will have nothing... so do not place them inside of bankboxes or persistent chests, as these devices do *NOT* store variables from the items placed therein.
Keep the bundles on you at all times unless you are trading a bundle to another player.