To fully and possibly buglessly experience most changes between vanilla and modded game or earlier and more recent mod version you’ll most likely need to start a new game. I am not able to keep track of all inter-version bugs as all .json entities generated in-game prior to upgrading .smod files are not changed.
As the academic year in Poland started in October and I’m getting two bachelor’s degrees this year mod updates will be less frequent till summer break (getting my mad chemist licence requires spending countless hours in the lab)
I decided NOT to update my mods for unstable releases because of their, well, instability.
for Stonehearth A22+
Current version: alpha 1.0b
pawel_API.smod (54.5 KB)
Required by all my mods. Fixes various vanilla bugs and offers new functionality like autoharvesting renewable resource nodes. For details and changelog see docs/readme.txt
Margin removal note: the game will try to prevent you from breaking continuity of a wall. You may not be able to place windows/doors next to columns if the result would remove all vertical tiles adjacent to a column. The
find bug is fixed in 1.0b.
for Stonehearth A22+
Current version: alpha 1.4a
finetems.smod (2.1 MB)
requires Pawel API
Finetems mod focuses on adding vanilla-like construction elements, furniture and decorations and attempts to solve some issues with vanilla items like lack of fine versions and model_origin misplacement. It also removes door and window margins from all vanilla doors and windows.
Among added objects are comfy stone furniture pieces, Comfy Clay Bed, empty Stone Doorways, Stone-Wooden Doors, Stone Window Frames, Cathedral-Arch, Diamond and Latticed Windows (Wooden and Stone), Tall and Tall Latticed Clay windows in all clay colours, some wooden furniture pieces and narrow fence pieces.
Changelog and plans for future releases
alpha 1.0 ‘Initial Update’:
- added lacking fine items for Mason, Weaver and Potter,
- added missing double door variants for Carpenter,
- added new items: wooden and stone furniture, comfy stone furniture, wall-mounted standard, wooden door and window equivalents to Mason,
- added stone doorways, which can be used to craft stone-wooden doors by Carpenter,
- added Tall and Wide Diamond Windows, Cathedral-Arch Window Frames and Shuttered Window Frames (default, blue, green and purchase-only red),
- bugfix for misplaced model_origin values for Curtains, Wall-Mounted Banners and Gargoyle,
- replaced two vanilla models: Writing Desk (needed shrinking by one voxel in depth to allow for proper alignment with chairs) and Dresser (made the vanilla dresser fully occupy the three tiles it takes and added two-tile wide dresser as Narrow Dresser, which takes 2 tiles instead of three).
alpha 1.1 ‘Fixtems Update’:
- fixed misspelled .qb filenames from alpha 1.0,
- removed margins for all vanilla and Finetems doors and windows,
- replaced clay windows with symmetrical odd-depth models,
- fixed stone doorway placement bug,
- fixed iconic shelves placement bug,
- added Narrow Picket Fence and Narrow Cobblestone Fence,
- added Wooden Stool and Comfy Stool.
alpha 1.2 ‘Latticed Update’:
- added support for [MOD] [18-21] Stonehearth Doorways 2.0,
- added Tall Clay Windows and Tall Latticed Clay Windows in all colours,
- added Comfy Clay Bed,
- altered Tile Wall Mosaic so the decoration is in the middle instead of being 1 voxel below the center,
- added Double Ironclad Door and Double Ironclad Doorway,
- added Latticed Wooden and Stone Windows.
- 6th Sep 2017 hotfix: fixed tower_brazier_effect bug.
alpha 1.3 ‘Vertically Adjacent Update’:
- enabled moving already placed objects on top of Shelves (placing objects on top of other objects straight from inventory is bugged even in vanilla),
- disabled moving existing objects on top of window flower boxes,
- added transparent water to Bird Baths,
- added Stone Pond based on Firepit model,
- changed fixture margin removal method to less invasive.
alpha 1.4 ‘Migration Update’:
- NOT BACKWARD COMPATIBLE
- moved margin removal and bugfixes to Pawel API,
- clarified the code.
- release 1.4a: separated locale files, fixed margin removal bug (saved games not backward compatible because locale paths changed).
Plans for the future:
- I should make item icons more consistent at some point,
- add new furniture, windows and doors for Carpenter,
- add new decorations and furniture for Potter.
for Stonehearth A22+
Current version: alpha 1.1d
plant_lore.smod (590.4 KB)
requires Pawel API
Plant Lore mod ultimate goal is to make reproducing every plant in the game possible but with initial choice limited to plants specific to current biome rather than kingdom. The way seeds are obtained (thus the way new crops are enabled) is changed, the current Travelling Crop Merchant is no more. Plants can be undeployed and used in recipes by Herbalist. Fiber plant, herb and fruit bush seeds are crafted by Herbalist from 8 specimens of corresponding plant. Herbalist can also reproduce smaller plants in plant beds. Tree and food crop seeds can be bought from new Tier 2 Herbalist merchant, so can be plant specimens (including the ones unavailable in current biome) but in limited quantity, so in order to get the seeds one has to reproduce plants. This means automating fiber and herb production by farming them requires levelling up the Herbalist first. In addition, all floral decorations are crafted exclusively by Herbalist.
Changelog and plans for future releases
- made the Herbalist the only class capable of harvesting herbs,
- moved all floral decoration recipes to Herbalist,
- enabled undeploy UI for non-tree plants,
- added new material tag groups for plant objects (compatible with Better Stockpiles),
- added Juniper, Pine and Tree Cactus saplings as crops,
- added Tumbleweed as a fiber crop,
- added Berry Bush and Prickle Pear saplings as crops,
- changed Prickly Pear and Watermelon food category from vegetable to fruit,
- with special thanks to RepeatPan: added an option to enable crops based on starting biome rather than kingdom,
- replaced Travelling Crop Merchant with new Tier 2 Herbalist merchant selling potion, bandages, plant specimen and random seeds (note: bugs are expected, I had no time to fully test it),
- added renewable plant beds as decoration and source of plant specimen,
- added potted plants,
- basic support for Archipelago and Swamp biomes featured (lacking: Swamp plant decorations and crops, for now Ferns can be harvested by any class unlike Giant Flowers, which are Herbalist-only),
- 24th Sep 2017 critical hotfix: fixed the plant_lore_server.lua error.
alpha 1.1 ‘Migration Update’:
- NOT BACKWARD COMPATIBLE
- rewritten Herbalist’s XP gain from harvests (can harvest everything Workers can again, but only herbs give XP),
- fixed bugs with trees like harvest overlay not shown and evolving bugs,
- enabled autoharvest for fruit bushes, fiber plants, herbs and plant beds,
- clarified the code,
- 1.1a: separated locales, fixed herbalist’s shop and various smaller bugs.
- 1.1b: changed Herbalist talisman recipe ingredients from Plant Specimen to Plant Fiber.
- 1.1c: fixed pine sapling crop referring to
finetems instead of
- 1.1d: sprout.png no longer missing.
Plans for the future:
- allow crafting Herbalist talisman from plant specimen (bugged right now, I’m investigating the matter),
- add hedges and bigger planters.
W.I.P. section: how to provide Plant Lore support in your mod
W.I.P. note: I’ll release an empty .smod file featuring some examples later on.
Plant Lore changes the plant-related parts of the game heavily and thus requires proper mod support. The first step I advise you to take is to unpack plant_lore.smod and take a look at its components. The question you should focus on is: is it possible to farm everything properly in my mod?
Custom Trees and Fruit Bushes
It is advised but not necessary to provide saplings of newly added trees and fruit bushes as crops. For fruit bushes, Plant Lore replaces the harvest overlay effect with
plant_lore:effects:harvest_fruit_overlay so the former icon is reserved for Herbalist-only actions.
New plants (including fruit bushes) should have
/plant_lore/mixins/show_undeploy_ui.json mixed in,
sprout added to material tags, net worth equal to 1 and
"buyable": true so they appear in the Herbalist merchant shop. It is advised but not necessary to include a plant bed so reproducing the new plant is possible.
If the seeds are not craftable (like turnip, carrot and acacia tree) they require
"buyable": true in order to appear in the new Herbalist merchant shop as the old Travelling Crop merchant is gone. If the seeds can be crafted from plant specimen (like silkweed and berry bushes) including a proper recipe for the Herbalist is required and the plants must follow the rules for custom plants described above so they can be undeployed and/or bought.
Frostsnaps, Brighbells, Silkweed and Oak Saplings are removed from the Ascendancy starting setup. Cactus Flower, Silkweed and Acacia Saplings are removed from Rayya’s Children starting setup. This means no fiber, herb nor tree sapling crops are available from the beginning. To keep the gameplay balanced it is required to either add a way of crafting corresponding seeds from plants available in your biome (Plant Lore does that for vanilla fiber plants, herbs and fruit bushes) or list them in initial_crops.json using your biome alias instead of kingdom (Plant Lore does that for tree saplings).
Support is not necessary but in order to keep consistent with Plant Lore initial crops setup you should add only the crops which are not biome-specific to your kingdom’s initial crops.
for Stonehearth A23+
Current status: W.I.P., waiting for A23
Previously planned as a part of Finetems, Archmod became a separate mod because it adds items which do not necessarily fit Stonehearth style due to their very detailed look. The mod adds stucco as a refined resource which is used by Mason to craft elaborate architectonic ornaments in real-life styles like Classical and Gothic.
Plans for future releases
Plans for alpha 1.0:
- add stucco as a resource crafted from clay and stone by Mason or Potter, used by Mason to craft some artistic elements (done!),
- add Classical, Gothic and Arabic architectonic elements,
- add sculptures and fountains to Mason.
Recommended mods by other authors
Being a modder myself I like to play with mods made by others. Below is a list of mods I use - this means they should be supported by my mods. Despite some of the mods being buggy at their current stage I can still recommend them because in my opinion they add more value than their bugs cause problems.
Functionality improvement mods
Better Stockpiles by Shinsaka
Smart Crafter by Drotten
Never Furrow Fields by Wharp
Edge of Screen Panning by Wharp
Follow Cam Remembers by Wharp
Tree Stump Mod by BrunoSupremo
Unit Frame Activity Mod by illdred
Unit Frame Health Mod by illdred
Archipelago Biome by BrunoSupremo
Canyon by BrunoSupremo
Swamp Biome by BrunoSupremo
Desert/Temperate Transition Biome by BrunoSupremo
Rivers Mod by BrunoSupremo
Doorways by jomaxro
Unit Frame Revamp
I need to learn how to mod the UI so as a beginning I’d try adding an option allowing to use expanded Unit Frame UI which provides additional information like current player ID, activity, health and attitude towards the player.
Varying day length, seasons affecting plant growth, temperature, thirst, warmth and illness cured by the Herbalist - all these are planned for Clillmate mod. As Archmod progress is stopped until A23 this is the mod I’m developing at the moment.
To do list:
- create a service taking care of temperature and daytime length based on current season (in progress)
- create vegetation component and modify evolve, growing and renewable_resource_node to use the new system (in progress)
- create thirst system
- create warmth system
- create illness system
Yet Another Cooking Mod
Exactly what the name says: new recipes for your cook. I was also thinking about making Hearthlings’ diet affect their stats either by splitting the hunger into nutritional categories (proteins, carbs, fats and vitamins) or by making the last food eaten provide small (+1 to +5) buff to selected stats.
Current status: considering whether the mod wouldn’t unbalance the game too much
Adds new faction, the Cartesians, who do not believe in magic and focus on personal development instead: through performing specific tasks, Cartesian Hearthlings can improve their Body, Mind and Spirit stats up to level 5 (level 6 stats require personal predispositions, sorry). Heathlings who reach stats of 5/5/5 or higher get a special Cartesian promotion.
this is not how I would implement it now, after doing some math - the mechanics need to be way simpler than ideas proposed below
Improving Body stats
Body improvement bar is filled by performing physical activities. With every next level the least demanding activities from the last level cease to fill the bar as the Hearthling’s stamina improves.
Improving Mind stats
Mind improvement bar is filled by reading books (disabled after Mind 3 is reached), participating in lectures (enabled after Mind 2 is reached, disabled after Mind 4) and discussing theoretical problems (enabled after Mind 3 is reached). The new Scholar class (requires level 2 Herbalist, talisman crafted by Herbalist) gets three working items: writing desk, where can craft various books and study them, a podium to give lectures and blackboard to discuss theoretical problems with individual Heathlings. Bookshelves to store completed books are also added. Crafting books is different than crafting other items: books take some time to be crafted and one Scholar can only craft one book at a time. Books cover various topics and each class fills their Mind bar a bit faster when reading books, listening to lectures and discussing about a discipline which is useful to them. Each discipline fills the bar slower for a Hearthling over time, so it is important to keep the topics varied. The Scholar can give lectures on a topic they have written a book about. The books can also be bought from the travelling merchants (for horrendous price) and studied by the Scholar what is significantly faster than crafting a book. Hearthlings also have personal interests and won’t necessarily be willing to participate in lectures which would be the most beneficial to them.
Improving Spirit stats
Spirit stat is improved when Hearthlings interact with art. Two new classes: Artist (requires level 3 Potter or Mason, talisman crafted by Carpenter) and Bard (promoted from Worker, talisman crafted by Engineer) can make art. Art commissions work just like book commissions: when needed resources are available a lengthy process of crafting begins. Artists can craft various architectonic decorations and take commissions for paintings and sculptures. Bards give performances on a stage and take commissions for poetry and musical compositions. The difference between commissioning art and books is that new works of art are chosen randomly from a list of available works (the recipe shows the number of works left to discover and few new works are available with each level up) and making a copy of an already discovered work is just like regular crafting. Like books, works of art can also be bought and studied by Artists and Bards what is faster but super expensive.