Little Update:
- Also removed that they patrol the fields … so you dont need that much soldiers to patrol all anymore
- changed category to ulities so its in the same cat. like the new safety banner ^^
Little Update:
is it now A14 compatible? if so, you should update the title
its still compatible Title updated xD
Updated to Version 2!
Hey there, i get this error when I use your Mod ^^
develop-2797 (x64)No matching overload found, candidates: custom [class std::shared_ptr<class radiant::client::RenderNode>] create_qubicle_matrix_node(lua_State*,unsigned int,std::string const&,std::string const&,Point3 const&)stack traceback:
[C]: ?
[C]: in function 'create_qubicle_matrix_node'
...rth/renderers/farmer_field/farmer_field_renderer.lua:65: in function '_create_node'
...rth/renderers/farmer_field/farmer_field_renderer.lua:99: in function '_update_and_get_dirt_node_array'
...rth/renderers/farmer_field/farmer_field_renderer.lua:52: in function '_update'
...rth/renderers/farmer_field/farmer_field_renderer.lua:29: in function <...rth/renderers/farmer_field/farmer_field_renderer.lua:28>
[C]: in function 'push_object_state'
...rth/renderers/farmer_field/farmer_field_renderer.lua:32: in function <...rth/renderers/farmer_field/farmer_field_renderer.lua:7>
Thx! Fix uploaded
update for 2818 releast
Still working with 504
This mod is great!
I hope they add it into the vanilla game since all it really does is add what I would consider to be core functionality.
Anyway, I was checking for compatibility and found it can be simplified quite a bit. It seems that so long as auto_patrol
is disabled for an entity it won’t be patrolled. This can be done by mixing the following into the entity files (crates, stockpiles etc) instead of overriding them with copies:
{
"entity_data": {
"stonehearth:town_patrol": {
"auto_patrol": false
}
}
}
I just put that code in a disable_entity_auto_patrol.json
file and the manifest became like this:
"mixintos" : {
"stonehearth/jobs/carpenter/recipes/recipes.json" : "file(recipes/recipes.json)",
"stonehearth/entities/containers/large_crate/large_crate.json": "file(disable_entity_auto_patrol.json)",
"stonehearth/entities/containers/large_urn/large_urn.json": "file(disable_entity_auto_patrol.json)",
"stonehearth/entities/construction/stockpile/stockpile.json": "file(disable_entity_auto_patrol.json)",
"stonehearth/jobs/farmer/field/field.json": "file(disable_entity_auto_patrol.json)"
}
Doing so means all the files that were copied from the base game can be deleted which should make it much more compatible with future changes I expect, and I didn’t run into any problems with the quick test I ran, so I’d suggest you update it something like this.
I was gonna attach the modified version I’m using to make it easy to update your mod if you wanted to but new users can’t attach files it seems. I’ll check back later and see if I can edit it in maybe.
Also, I was just thinking how it could be made more compatible and I reckon ideally it’d run some code after all mods have loaded to disable auto_patrol
on all entities then enable it for just the patrol point, but IDK if that’s possible or how.
Anyway, thanks for this mod, I love it!
Heyho Thx for the feedback ^^
Mostly i dont use mixintos because mostly i get errors etc xD soo i use it only when im sure that i add a new line in the old file ^^ when i will change an info and the line already exist im always use overwrite to make sure it works xD
for example lomc: when i mixitin it doenst work correctly only with overwrites ( and there i only add some new lines xD)
You’re welcome.
Haha that sucks! Do you know what causes the errors or what they’re related to? Like I would’ve expected changing a named object value like this would be fine, but you might get trouble trying to change stuff in JSON arrays or something like that. I’m new to modding this game so don’t know the quirks. It didn’t pop up any errors when I tested a stockpile and patrol point anyway.
Here’s the version I modified so you can see for yourself if you like: patrol_mod simplified.zip
Edit: These were the changes I made, I forgot to add them.
- Removed overrides and associated files
- Added mixintos to disable entity auto_patrol (using aliases to reference entities)
The reason I did this was because when I checked one of the containers was missing some store info which had been added, and rather than just fix it I thought find a way to do it so that that problem doesn’t ever occur instead. I’d seen other examples like the blog post about mixintos where they were used to change the tree scale properties IIRC, so tried like that, and it worked as expected as far as I could tell.
Heyho sy for the delay ^^
So i have checked and jup works fine - THX i will upload it to the mainthead xD
Nice one man!
I have one suggestion actually, that it be changed to be craftable from right at the start by making it use the workbench
is it called? And also removing the carpenter level requirement. My reasoning is that the patrol point structure is basically a workaround for a unit order that has not been implemented, so it’s not really appropriate to require people to level up a carpenter and get cloth to use it. I just made it cost 1 wood and be craftable right away in my game. What do you think?
Also, would you like me to take a look at that other mod you mentioned, the locks of many colors, and see if I can get it working using mixintos instead of overrides so that it’s easier to maintain? I don’t mind taking a look, but I don’t want to step on any toes, so you’ll have to tell me whether or not this is a good idea because I don’t have a clue .
so update done - requirement removed but for the cost one wood and one cloth (cloth must be because a flag without cloth its not really realistic xD)
and for lomc - yes why not but there are lots of modders who have taken a look and there wasnt any option because when you have mixin something they have used different colors for every part … ok i havent test it since the headsystem change ^^
Still works for A16^^ Have fun xD
If possible and not already implemented. I suggest that you add a directional guide such as a number or something to allow for finer control of the order in which patrol points are visited.
Nope not possible at the moment … i cant make hardcode ^^ at the moment there is no directional system for the patrolling implented - so its not possible for me to change it ^^
but normally they go from point to point counterclockwise … ^^
Well, if it ever becomes possible it would be a pretty cool feature.
aslong i know they will implent them
funny part: right after i have done this mod they have released their flagssystem
where builds the flag ?