Pawel's Mod Corner: Autoharvest, Biome Crops, LostEms & others

They were for me - only the herbalist will pick the wild flowers but the regular workers can pick the silkweed & berries

Okay, now I don’t have plant lore enabled…could that be why not everything is autoharvestable?

Yes I think that would be why

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You were correct. Many thanks for the help tonight!

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So I had some free time on my hands this week what resulted in some Archmod progress. Sadly, due to the render engine stuff Archmod will require playing on high graphics setting.

So you think you can be a Doge? Maybe not in Stonehearth, but at least you can have a Doge’s Palace with Archmod’s static-animated gothic windows.

7 Likes

Much awesome, wow. Great work here.

i get this when i try to harvest berry bushes with latest stonehearth alpha 22.5 after i added the pawel api
I used fineitems before without problem but once i grabbed pawel api some ai harvest got bugged out for me. do i have to create a new world for pawel to function fully?

“release-763 (x64)[M]
…rce_node/pawel_renewable_resource_node_component.lua:286: attempt to index a nil value
stack traceback:
…rce_node/pawel_renewable_resource_node_component.lua:286: in function ‘spawn_resource’
…h/ai/actions/harvest_renewable_resource_adjacent.lua:42: in function <…h/ai/actions/harvest_renewable_resource_adjacent.lua:26>
[C]: ?
[C]: ?
[C]: ?
[C]: ?
[C]: in function ‘run’
…tonehearth/services/server/tasks/run_task_action.lua:143: in function <…tonehearth/services/server/tasks/run_task_action.lua:141>
[C]: ?
[C]: ?
[C]: ?

[C]: in function 'run’
stonehearth/components/ai/ai_component.lua:607: in function <stonehearth/components/ai/ai_component.lua:591>
[C]: in function 'xpcall’
radiant/modules/common.lua:265: in function 'xpcall’
stonehearth/components/ai/ai_component.lua:591: in function '_thread_main’
stonehearth/services/server/threads/thread.lua:273: in function <stonehearth/services/server/threads/thread.lua:270>
[C]: in function 'xpcall’
radiant/modules/common.lua:265: in function 'xpcall’
stonehearth/services/server/threads/thread.lua:270: in function 'f’
radiant/lib/env.lua:15: in function <radiant/lib/env.lua:14>”

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Seems to work fine after i made a new game instead of loading a game before i added the new mod. will update if anything strange happens :slight_smile:

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As I wrote in the first post: bugs are expected if you don’t create a new game after updating/installing my (in fact: any) mods.

3 Likes

Good luck with your molecular biology. (I assume by “disappear from my schedule” there is a final / test!)

2 Likes

Thank you so much, the test is on Wednesday.

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Good luck Pawel! Teach those mitochondria who’s boss!

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i get hearthlings stuck in the tall latticed windows quiet often

Does this happen in A22.5 or A23 Unstable?

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for both it happens.
They get stuck and in an endless loop of running but not moving

Does not seem to happen always tho. Not sure what’s causing it. I tried it with two tiny very simple houses and worked fine on those but bigger buildings seems to have more issues for me when the walls are made of slab and windows put with placement. Could be the same with normal walls but not tested that with a big build yet

Update
seems to happen when they move through it while building a house not directly after placing the window. i’m guessing they think they can go through it but they get stuck instead

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OK, so I’m bringing you good news and bad news.

Good news is I’ll have some time to investigate the Bugged Lattice of Death (BLoD) issue tomorrow.

Bad news is I’ve watched the Malley’s devstream about new asset ideas again and my conclusion is it pretty much kills the idea of Finetems mod. In future releases Finetems will be shrunk significantly, adding only these assets which should appear in vanilla but they somehow don’t, like tall clay windows in all colours and tall diamond wooden windows, which will hopefully appear in vanilla at some point. Instead of expanding vanilla item sets I decided to create new ones from scratch to keep the whole set internally consistent despite upcoming changes to the sets made by the devs. The new sets would be released as separate mods.

8 Likes

Yeah I’ve been thinking about it in my own mods for a few days now. I still like the idea of a random item of better quality.

1 Like

I have this issue with the plant lore mod where the plant says it has grown as in shows the visual and has the option but upon my herbalist trying to harvest it I get a console error and the herbalist stops. Changing his task or removing the harvest command lets him move on. After it happens on a plant the visual still shows ready but it no longer is harvestable. I have the api mod installed along with plant lore. It seems to be an issue with items always starting out as being ready for harvest despite not being ready. I can avoid the issue to a degree by just waiting a while before harvesting for them to be actually ready but some still have the issue.

I’m loving the mod and the auto harvest option is awesome. As a tack on to my above so far just using the auto harvest option seems to keep things working fine. The bugged ones do not have the option but picking up and replacing them adds the option back. Not really a big issue since as I said the auto-harvest is fantastic and I don’t need to manually harvest anymore, but still a bug nonetheless that I guess could use patching?