Awww shucks Thanks
The buff which speeds up workers doesnât show its name, nor its lenght.
EDIT: Also, yaks donât show their description sometimes (when my shepherd first brought a yak it had its description, now I have two and neither of them has it).
Fixed, Fixed and Fixed
The description issue only occurred after the animal collar was placed, and the animal had been milked.
I hadnât set an unripe description.
Ohoh - hereâs another one! The stone well doesnât require any workshop.
While weâre at it, Iâd also suggest for the well to require a âropeâ component (fiber or thread) and to be moved to level 2 (which is were most crafters get collaborative insight).
I like the idea of a rope⌠but I still feel the well shouldnât require a workshop. After all, its just a deep hole with some bricks around it.
Itâs not like you would craft a well in a workshop, and then move it to a site where you have a predug hole though.
Open to feedback either way
I agree, you can only creare a well around the hole, normally.
The mason doesnât make the hole, he crafts the hole-extraction structure, which is quite complex and surely would require a workbench (I mean, even stone fences require it and theyâre like a component of the stone well).
EDIT: considering how wells require basic mechanisms to work, they might even be moved up to level 3.
RIEDIT: the well fed effect could also increase the diligence stat.
Excellent idea. I have implemented it.
Reworked the mod, and brought the json files in line with Radiantâs (Thanks to SHED and therefore Yang!)
Added the scarecrow from my Candledark mod, because it fits the theme quite well.
Reworked the values of all items to be in line with their material component cost.
And finally⌠I added a workbench requirement for the well -.-
I love it when things go exactly my way. ^-^
Oh, the scarecrowâs icon lacks the Cafe mark in the corner.
Iâm going to leave this update here (link removed - refer to opening post) due to all the new moving parts. Iâll update the original post when I get confirmation that this doesnât only work for me in a microworld.
Iâm away as of Tuesday for about 2 weeks, and will most likely have no or very little interwebs access - so think of this as an alpha mod beta test O.o
This mod now makes it so that Hearthlings have to drink.
At the end of every working day, your hearthlings will search for a refreshing beverage to unwind with.
Initially Hearthlings will be able to get by on the juice from berries and prickly pears - but itâs advisable to get your well and subsequence recipes in place.
All filters are in place to enable you to have drink containers storable in chests and stockpiles.
All feeback is welcome, especially if it explodes.
Oh Well, there went General Order #1 out the window. The Soldiers will be overjoyed.
One thing I noticed is that recovering characters spring out of bed as soon as the thirst bubble pops out, also characters go to bed only to wake up minutes when the thirsty bubble comes, but I donât know if this happens with hunger too.
Also, wouldnât broths and stews use water too?
The âDrinkâ category string should be plural.
The âThirstyâ thought bubble lacks a clearer box unlike the hungry bubble. I fixed it myself, if you want it just ask.
Thanks for the feedback!
I noticed that berry juice doesnât require any workshop, although berry wine uses a cauldron. Is this intentional?
Anyways, after some days of playing the thirst system appears to work fine, only weird thing is the way everybody goes to drink in unison as if it were teatime; But youâre probably already aware of that.
Anyways, I was thinking about the well fed stat. Speed is useful for building and hauling while diligence is useful for everybody besides soldiers (who can be forced to stay awake with no repercussion) but I think somehow well fed soldiers should have a better performance, by getting an increase to muscles and stamina as well.
Thinking about it, I might even propose for the well fed stat to slightly boost every attribute (because, you know, a healty body gives a healthy mind).
For the yaks, rather than having âNot ready for milkingâ and âSlow and stinkyâ, maybe it would be better to have âReady for milkingâ and put the âSlow and stinkyâ line when they are not ready to be milked.
The original concept was at the end of the day they seek out a drink to unwind. So âDRINKTIMEâ is currently set to 2000 hours. Dehydration tick per hour is set low, because I didnât want to over burden the player. Especially during initial testing. Increasing the tick in Cookstants.json will make it so Hearthlings want to drink during the day, and not just at âdrinktimeâ.
The buffs can be improved, and more varied but I feel there is little value to until eating is improved.
Eating needs to be so that food is selected based on its satisfaction. Why eat a turnip when there is a delicious pie going cold? There should also be a âpreferred byâ data element in the foods .json. So you could specify that Fortification wine is preferred by footman etc. (@Sdee? Puhleeease? :D) This will allow you to create foods that buff specific classes, rather than being forced to make food buffs all powerful.
Quite a number of descriptions need reworking, because more times than not, I canât think of anything witty to add! Iâll take a look at the Yaks.
I think a common âdrinking timeâ is very cool, itâs nice when all heathlings gather at occasions. Where exactky can i download the newest mod beta?
Scroll up 7
As it seems to be problem free Iâll update the opening post in the morning
Sheep feed on the ground retains the vanilla name and description.
Also, the stonehearth:ai.action.status_text.drink string is missing.
Also the stockipiled fancy cook outfit misses a description.
I found a problem with storing potatoes and rice. If I place a stockpile, they will get placed there. However, if I edit its filter, they wonât put them there anymore.