Known issue, fixed for next release. Thanks
ACE Stable will soon (next few days or so) be updated and will bring some re-organization to fluid/drink containers; since ACE is still technically “alpha” and we didn’t want to clutter the mod with deprecated things, existing Production Casks and Serving Kegs shall be “affected” (ie: cease to exist) upon the update’s launch because they were renamed/reorganized to better fit entity naming standards now that they have different roles.
So this is a warning for you, ACE user, that might have casks or kegs in your game… make sure to empty and remove them (sell or destroy) to make sure you get no errors at all. If you do get errors, they will be mostly harmless however the items you had inside those containers might disappear or be dropped down when you load your game.
So, again… make sure to empty all Kegs and Casks, undeploy them and then sell or destroy them
Sorry about the inconvenience but thank you for understanding
Stay warm and have fun!
You too Dani! -hands hot chocolate milk through the internet-
What about the Dwarfs, are they almost done??
gotta love the dude with the fitting name asking the question
Stonehearth ACE 0.9.4.5 Released!
We’re happy to bring you the latest version of ACE! This is a slightly bigger one because our goal is to have it be the last update for 0.9.4! Of course we’ll throw a couple more fixes if anything huge appears, but hopefully this will be the stable version to call home for a while!
Because that also means that the next version, 0.9.5, will be - according to our plans - the last “ACE Pre-release” version as well… and we all know what comes after that
Anyway, let’s hold on to the dreams and expectations for now and jump into the patch notes of what is actually here for now!
Oh! And if you try loading an existing game, heads up for existing casks or kegs and rabbit pastures. These will trigger harmless errors but will require some action to fix: kegs and casks will disappear if you haven’t removed them already (I sent a warning a couple of days ago) and rabbit pastures will require you to reset them! Elven King Hoods (the legendary archer hood made by Ascendancy) will also cause visual errors if already equipped/existing in your saved game.
- Hearthbud Healing Tonic, Hearthbud Tonic, Hearthbud Fertilizer, Hearthbud Ambrosia, Hearthbud Spirit, Hearthbud Fodder. These new, hearth magic enhanced consumables will unlock a new level of efficiency to your town! (And also provide you some cyclical use to all those Hearthbud Seeds and Essences!) The recipes are unlocked upon promoting or acquiring a Geomancer, similarly to how the Golem Parts recipe is unlocked.
- Mummies! This new enemy will shamble and punch you into submission if not challenged by your brave hearthlings. Mummies will also drop “Dusty Tomes”, giving you a reliable source for that prized item. Mummies have invasions of their own and will only attack your town if playing on the Desert biome or as Rayya’s Children (in any biome). You can also fight mummies through the Hearth of Glory on any biome or with any faction.
- Ogre Skeletons and Goblin Zombies! These two new enemies will form a new type of invasion - the undead goblin raid. Although these will only appear after you’ve finished the goblin campaign, they are very good opportunities for procuring very valuable “Ogre Bones” and “Honor Tokens”. Like Mummies, these new foes are also added to the Hearth of Glory battles.
- “Wooden Production Tun”, “Stone Production Tun” and “Clay Production Tun”, containers. These new and fancy containers will work as output bins for fluids, temporarily storing things right after they’re crafted before they are moved somewhere else. For their versatility of use, tuns can actually hold different types of fluids as long as they belong to the same category (dry goods, prepared drinks, simple drinks, etc…)
- Thatching can now be used as a building material. Some of the wood colors were moved to Thatching, including the only wood floor pattern. Thatch is more efficient than the other materials so it will also help in speeding up roof building (when using thatch roofs).
- To compensate for the moved pattern, multiple new building patterns have been added; 3 for Wood floors, 5 for Clay floors, 1 for Thatch floors and 2 for Thatch Roofs. Those changes will not affect existing templates, although it might slightly change their required materials.
- The herbalist can now extract seeds from carrots and silkweed, allowing you to replant these.
- Additionally, support for “Gather and Replant” has been added to “Dwarfsbeard”, “Carrot” and “Sweet Potato”.
- The Geomancer can now create “Marble Blocks” (all three sizes) from common hunks of marble and Hearth Essences.
- Added a couple of new options for the
storage_componentallowing for containers with rendered contents to re-organize their contents whenever they are fiddled with. This should allow containers that look like piles or stacks to not present floating objects.
evolve_componentnow support containers. If an entity has storage and is transformed into another entity with storage, it will carry its contents over. If the new container has less slots than the previous one, it will temporarily remain “overslotted” until the extra contents are naturally taken away or used up.
- There is now a new bone carving recipe that allows you to break one “Ogre Bone” into two “Bone Material”.
- Fertilizers can now be stored in Input Bins.
- Couple of new loading screen tips.
- “Ogre Bone” can no longer be used as common bone material. It can still be used as a strong bone, however. This should prevent simple recipes from wasting precious ogre bones.
- Every killed ogre will now definitely drop at least one “Ogre Bone”.
- Since drinks are not essential for survival in ACE’s implementation, a hearthling will no longer drink something that they consider intolerable even if there’s no other option - they’ll prefer to be thirsty until there is something they can drink.
- Additionally, existing fluid containers have been re-organized. The idea is that fluid containers mirror the existing general containers in purpose and types. Barrels/Tanks and Amphorae will remain acting as normal storage; Production Casks have been renamed Supply Casks and will now work as input bins - priority storage - like Supply Tables or Shelves. And Serving Kegs will remain the same for now but shall soon be updated to work similarly to teapots, allowing you to craft drink kegs that can be directly used instead.
- To keep fluid storage consistent, normal storage can no longer hold simple or prepared drinks. Stockpiles still can.
- All the fluid container recipes that required specific ores (like iron ore for a “Barrel”) now require Any Ore instead.
- Crafters will now not use certain materials unless the recipe directly asks for them or there are no other options (or the options are very far away); This applies to, for example, Hunks o’ Marble being used as “Any stone” or Gold Ore being used as “Any ore”.
- “Bee Nests” will now always drop “Captive Bees”.
- “Bee Skeps” will renew their resources slightly faster.
- Improved the caution area of “Bee Skeps” so they are more likely to be removed/moved when ordered. This won’t affect existing skeps.
- Brewing, Cheesemaking and Beekeeping are now much higher priority. Cooks and Herbalists should prioritize harvesting nests and skeps or dealing with drinks and cheese above almost everything else except things like healing or survival needs. Since these activities require only a bit of attention every now and then, it’s likely that they won’t bother crafting as much as the constant flow of a crafting queue bothered them.
- Harvesting the bees from a Bee Nest will now leave the dead nest behind, which can then be harvested for some extra honey.
- Bee Nests will also take longer to decay and will be automatically queued for retrieving the bees upon discovery. If you don’t want the bees - or you don’t have an herbalist - you can still harvest it for the honey alone.
- Finally, Bee Skeps can be built without Captive Bees, but will not work. They will require the bees to be applied on them before they can function, an action that the herbalist will automatically perform as long as you don’t cancel the order and there are bees available.
- Implemented some technical changes to the rain and snow cubemitters that should dramatically improve FPS (almost doubled on tests!) during those weathers without affecting the visuals. Let us know if you spot any new “oddities” during these weathers.
- The “Biome Unlocks” campaign was changed to be more flexible, now holding all the biome-based recipe unlocks in an easy-to-mixinto JSON file located under the alias
stonehearth_ace:data:biome_recipes. The consequences of the new system is that regional seed recipes will now be locked again should you reembark on a different biome.
- Ambient Lighting was tweaked to allow a certain shading of colors on surfaces with different directions so that shaded areas do not look like completely flat colors anymore. This change will probably be more perceivable by players that prefer to build underground, improving the visibility of the shaded areas with clearly distinguishable floor and walls.
- Market Stalls can not be re-embarked nor sold anymore. Re-embarking them could cause a very specific issue that would make the stall useless if you triggered a merchant before the game master started the merchant campaign.
- The drop rate of Earthbud seeds has been greatly reduced.
- The Geomancer staff can not be sold anymore. No sharing of bunny secrets, little orc spy!
- Wild Sheep and Moo-moos will now take much, much longer to renew their harvestable resources (wool and milk, respectively). Additionally, they’re also a lot less likely to be naturally spawned. This should help encouraging shepherds a bit more without removing the possibilities these resources provided.
- To make it even better, pasture animal feeds are now much more efficient to craft. Fodder recipe will yield 4 units of Fodder and all the other feeds will yield 3 units. The value of animal feeds has been reduced proportionally and the crafting time increased slightly - but with much less walking back and forth. Keeping your animals properly fed will be easier now, less food will be overall invested and by consequence their products and butchering yields will be more worth the player’s time.
- The “Geomancer’s Sign” value has been reduced to 8, same as all the other profession signs.
- Yarn will not be prioritized by the auto queueing of recipes anymore.
- “Firewood Shed” will now accumulate snow on the roof, “Splitting Block” will now accumulate snow on the log rather than the axe & “Crucible”, “Enhanced Anvil”, Firepits (normal and small) and Braziers (stone and iron) will not accumulate snow anymore.
- Made the charcoal shop appear slightly more often on Tier 1 but less often on Tier 2 and 3.
- The “Testament to the Righted Wrong” item actually provides warmth now.
- Slightly reduced the size of the half-renewed “Silkweed” so they shouldn’t be confused with grown ones anymore.
- After weeks of frustration, hearthlings stopped trying to mine or chop wood with backpacks and the “Clothing & Tools” crafting category inside the Weaver crafting menu was renamed to “Clothing & Accessories” instead.
- Rotten things will now use a new effect for the flies, more similar to the ones used with bees.
- The error message given when recipes with no appropriately defined names or materials has been refined to better identify the issue.
- The Story Selection screen has been updated and will now be able to display 4 options by default (4 biomes, kingdoms, difficulties…) Since ACE brought the 4th biome and difficulty (and soon kingdom), this should increase the feeling of it being more like a real part of the game
- Daisies can now spawn facing randomized directions.
- Due to popular demand, the collision on Blacksmith Kilns is now 6-voxel tall only. I fite you!
- The effort required for crafting Light Bandages and Heavy Bandages has been inverted. It originally was 20 for Heavy and 45 for Light, which is a bit counter-intuitive since Heavy Bandages are better. The new values are 45 for Heavy and 20 for Light.
- Greatly reduced the duration of the “Stenched” debuff.
- Mushrooms now have a positive appeal rating.
- The Northern Alliance’s “Rabbit Hair Shield” has been tweaked to be slightly weaker. Although you can still use it as the best shield for Footmen, it’s not equivalent to the best Knight’s shield anymore - being now an alternative to the Steel Shield (a bit weaker but with a healing buff) before the Silver Shield.
- Pet Beds are now buyable from merchants.
- The Appeal and Worth values of quality items (Fine, Excellent and Masterwork) have been rebalanced to compensate for the recently added ability to control and improve your crafting qualities.
- Slightly improved the rate at which Shepherds gain experience, and reduced the rate at which Farmers and Trappers do.
- You can now see the Shepherd’s Corn Crook buff.
- Input bins can now be reached from one voxel below, which means they should now function properly if placed on top of blocks or tables.
- The Elven King Hood (Legendary Archer Hood unlocked by the Ascendancy) has been overhauled to be a hood with an attached body part rather than a full outfit. This should help compatibility with mods that add different armor for archers. This will cause a visual error to already existing hoods, however (when loading the game). It requires a new hood to fix, unfortunately.
- Hearthlings will now prefer to use the crafted fuels when available (Firewood, Charcoal, Coke…) for crafting or lighting fires.
- The value of the “Dusty Tome” trophy has been greatly reduced.
- Changed all the unlockable Rayya’s Children weaver recipes to require the Weaver Workshop instead of the Kiln. It was a base game thing - we’re unsure if intended or an issue, but we changed it nonetheless for consistency.
- The “Mean/Wooden Sleeping Spot”, “Clay Sleeping Spot” and “Stone Sleeping Spot” have been renamed “Bed Frame” so it’s easier to find them when searching for “bed” in the crafting menu.
- A major Stonehearth modding issue was recently found during the development of ACE. This issue caused every patch that changes the
destroy()function of a controller not work properly after a game reload. This affects any mod, not only ACE, and the fact that several patched controllers had their destroy functions not working properly, could’ve resulted in the piling up of unnecessary listeners or other residue usually cleared by such functions, which resulted in bad functionality and possibly even performance issues. This is now fixed through a library patching done on the Radiant mod, but it requires certain things to work properly if you want to benefit from this as a modder! Instructions on these can be found further below.
- Fixed an issue that made pasture rabbits drop incorrect loot and without applying their own quality to it. This happened because of component conflicts since the pasture rabbit used the same entity as the “wild” rabbit. To fix this, we created a “pasture version” of the rabbit that will work better now. The problem is that this will result in errors being thrown on games that already have rabbit pastures upon loading. The errors are harmless however, so all you have to do is click the pasture and set them for “Rabbits” again. Existing animals might not work properly so you might want to harvest them as well…
- All the ACE Mixins have had their
”type”property removed. Unfortunately having the type be set as
mixinwould cause issues by replacing the type of entities unless mixed through the
mixinsproperty on entities themselves… That, however, would cause errors if ACE was not present and a mod had items calling ACE mixins. They should now work properly as long as their mixing is handled through the manifest.
- Novgnar Silverfist, the famous northern smith, was developing a bad habit of taking trips to the lands of Iskender to obtain desert headgear. We told him that he is not supposed to do that and he reluctantly complied.
- A secret hideout of the asymmetrical resistance was found: pretty much every large meat piece (mutton, pork, poultry, poyo, varanus, venison…) was offset and misaligned by 0.05 voxel on both axis. They now have been righteously purged by the God of Symmetry and also slightly shrunken as a reminder of their insignificance.
- Fixed a couple of typos on the wall-mounted decoration “Siv’s Paw”’s description and recipe.
- The “Testament to the Righted Wrong” and “Crystalline Arbalest” items have been properly repositioned and should not look offset during placement anymore. (This will not fix existing items). The God of Symmetry is happy that this wrong has also been righted.
- The description of the “Testament to the Righted Wrong” was, unfortunately, changed to fit the space. The text was rather nice, but was cut in half… We tried our best to keep it nice!
- Fixed a typo in the
constants.jsonfile. It said
underground. Luckily it was buried so deep that pretty much no one would find it without digging in the files.
- Fixed a small typo with the Winter Morels description.
- Fixed some typos in some other items like the Lantern Mace, the Zephyr Bow and in the Amberstone Clan dialogues. Also one typo fixed in the Dragonborn quest.
- Probably fixed a rare issue that could throw an error when Rattley interacted with pets.
- Fixed an issue with the job component that could throw errors sometimes.
- Fixed the icon for the “Cancel Order” command when military units or a combat party is selected. The red “X” was very off-center.
- Fixed the Animal Fodder model placement.
- Fixed an issue with a couple of mixintos (Berry Bush and Pear Cactus seeds) that were not functioning properly.
- Fixed a couple of inconsistencies with the name of the Hearthbud flower. Some places called it “Earthbud” (crafting screen) while some dialogues called it “Hearthbloom”. Since Hearthbud was the most often used, we defined it as the official one and changed the others to avoid confusion.
- Adjusted some values to biome generation that were not producing the desired results.
- The models of all fertilizers were slightly off-center and are now centered as well.
- Fixed an issue that caused beekeeping hats to “float around” when the hearthling was demoted in the middle of using them.
- Fixed an issue with some trader events that could throw an error when not finding a certain items that had their URIs changed.
- The Northern Alliance Summer Hats for crafters and field workers incorrectly displayed that they also protect from Hot Weather. This is now removed. Ascendancy and Rayya’s Children hats still do, however.
- Fixed an issue with the camera controller that caused it to cancel out.
- Fixed an issue that made certain items not properly show up in the re-embarking selection screen.
- Fixed an issue where the Rayya’s Children cook would not craft the RC variant of the Moo-moo feed recipe but rather the NA one, requiring sweet potatoes.
- Fixed an issue that prevented pasture animals from being protected from bad weather by receiving the “Feeling Warm” and “Refreshed” buffs.
- Fixed an issue with the filtering of Input Bins for the Bolt of Leather. They can now be properly stored in those containers.
- Fixed the repeated recipes of Gruit for the Herbalist.
- Fixed an issue where the “Auto-Harvest Tree Stumps” setting would also harvest algae stub, effectively exterminating algae from the map.
- Fixed an issue that made the Northern Alliance soldiers still attack certain wild animals even though they’re not hunters like the archer.
- Fixed a possible issue with the promotion tree and parent jobs.
- Fixed a UI issue that could happen when you clicked an empty pasture while having a functioning pasture already clicked.
- Fixed an issue where farm contents without crops caused errors in persistence data.
- Entites harvested with the Harvest Tool (or Harvest and Replant) that have a loot drops component will properly set an auto loot flag to the player that harvested it.
- The positioning of pets sleeping in pet beds has been fixed. It worked fine for only one direction but was broken on the other three. It should now work fine on all directions. This fix will unfortunately not be retro-actively applied to existing pet beds, new beds will need to be crafted. Existing building templates will be affected as well since their overall placement has been modified. We’re sorry about that!
- Fixed an issue that prevented goblins, orcs and kobolds from dropping bones and skulls as they should’ve been doing for a while now.
- Fixed an issue where the Rayya’s Children “Small Clay Firepit” decoration unlocked by one of the Tier 3 shrines could not be crafted or seen anymore.
- Fixed the “idle effect” for the Northern Alliance and Rayya’s Children breweries. They were still using the oven effect and it looked completely out of place… Oops! This fix will only apply to breweries created after the update.
For Modders & Enthusiasts!
This change overrides unclasslib.lua to add metatable functions for
destroy. The base game caches
destroy in all (server) controllers loaded from a save, meaning they cannot be monkey-patched. Additionally, the initialize function gets called on saved controllers before monkey-patches can be applied, so a cached initialize can only be handled by overriding a file, and thus this metatable change is limited to the destroy function.
(You can read more at Shepherd_pasture_component's destroy() method fails )
This change makes the metatable destroy function get cached instead, allowing monkey-patching of existing controller functions in the following manner:
Contents of example lua controller monkey-patch file, which refers to example file “/stonehearth/base_class.lua”:
local BaseClass = require 'stonehearth.base_class' local MyClass = class() MyClass._old_destroy = BaseClass.__user_destroy function MyClass:destroy() if MyClass._old_destroy then -- BaseClass.__user_destroy may not be defined; if you know that it is defined, you don't need to include the check MyClass:_old_destroy() end -- perform MyClass destroy actions end return MyClass
Alternately, you can directly initialize the
__user_-prefixed functions instead of relying on the metatable to rename them
Keep in mind that client controllers are not saved, and thus not loaded from a save, and thus do not have their functions cached pre-monkey-patching. This issue only arises for server controllers, though since the unclasslib metatable is used for all instances of
class() on server and client, you will also need to refer to applicable functions of monkey-patched client classes using the
Adapted from Paulthegreat’s readme for his standalone mod version of this change, “Metaclass Override”
For modded tree stumps to work with the “Auto-Harvest Tree Stumps” setting you now need to add the stump entities to the
plants category under the
reposition_items key as either
shift to reorganize the contents of a container every time someone takes something from it. “Fill” will randomly fill “holes” by grabbing whatever is at the bottom of the content list while “Shift” will move the entire list up, filling holes. In practical terms, “Shift” is ideal for vertical stacks while “Fill” is better for unorganized piles or stacks of the same item.
You can now customize a maximum amount of something to be re-embarked by adding a new field
”reembark_max_count” (must be an integer) to the
”stonehearth:reembarkation” entity data.
Well, that is it for now!
Stay safe, stay warm and happy town building!
Amazing work guys keep it up !
Where i can download new ace ?
The original post up there has a link I would go copy it but i’m on the phone The link is updated with the new version tho.
If you use the game on Steam, then you can find the mod in the workshop it should also be automatically offered when you open the game!
Here it is:
stonehearth_ace/ai/lib/drinking_lib.lua:80: attempt to perform arithmetic on a nil value
stonehearth_ace/ai/lib/drinking_lib.lua:80: in function ‘item_rating_fn’
…hable_storage_containing_best_entity_type_action.lua:63: in function ‘rating_fn’
…th/ai/actions/find_best_reachable_entity_by_type.lua:76: in function <…th/ai/actions/find_best_reachable_entity_by_type.lua:64>
(tail call): ?
stonehearth/components/item_finder/item_search.lua:214: in function <stonehearth/components/item_finder/item_search.lua:204>
(tail call): ?
A wild SECRET UPDATE appears!
IT’S SUPER EFFECTIVE!
Stonehearth ACE 0.9.4.6 Released!
Many seasonal greetings, folks
December is here and it is that time of the year again!
It’s time for… Frostfeast!
As most of you know, Frostfeast used to be a christmas-themed mod that was officially endorsed (similarly to ACE) and acted as a seasonal “holiday event” for Stonehearth, changing many aspects of the game. In many ways it felt like a complete new experience, creating a whole new gameplay, new mechanics, etc… I miss it greatly, and secretly decided to go out of schedule to make this season a bit more special, warm and cosy for all of us
For ACE, I decided that we should keep the in-game name for the holidays as “Frostfeast” - not only to honor the mod we all love but also to keep tradition and make it neutral and lore-friendly We came up with our own little “event”, which is a bit less game changing and completely seasonal (like the Holiday Cheer Cap last year, it will be “removed” soon after the holidays) but I’m sure it will be very fun! If for some reason you’re not interested (Boo! ) the event is completely unintrusive - it’s simply based on things you can craft and has no special quests or dialogue.
Oh, and some fixes and tweaks also made it in, as usual
So on with the details!
- The holiday season has arrived to ACE with some new additions! Honoring the community and the Stonehearth tradition, the in-game holidays are called Frostfeast! /fistbumps Froggy
- But what is the Frostfeast? Let’s get started! The ACE “Holiday Cheer Cap” recipe has been updated (more under “Changed”) and added back to the weaver.
- All basic crafters (Carpenter, Mason and Potter) can create presents. Presents come in three sizes and cost only gold coins to make.
- Presents can be placed as decorations and also opened, each size contains increasing amounts of stuff, with random and exciting loot that can even surpass the value that the present itself costs to be made! Or not…
- However, the most exciting prizes are a handful of new and exclusive “Frostfeast” themed items, decorations and furniture. We won’t be detailing all of them here - and we please ask that if you look for them in the mod files or with Debug Tools, don’t publicly share all the things you find. We’re looking forward to watching the community discover things by themselves and sharing pictures in our Discord Server or here
- Additionally, the Herbalist can craft a Frostfeast Tree. Their size perfectly allows for presents to be stacked underneath!
- All the recipes will be removed shortly after the holidays. All acquired items will remain, of course - but the cap, the tree and the presents won’t be craftable anymore…
- Updated the “Holiday Cheer Cap” to protect from chilly weather and heat strokes - as all other hats in the game.
- Improved the “drinking library” for the AI, also adding some extra log information for errors.
- Rebalanced the game modes a little; there is now a random chance of getting no events or attacks at all when an attack is supposed to be generated - which means that you can actually be lucky enough to get several days without invasions in a row.
- Made it so no random attacks can spawn on “Lucky Days”. Special campaign events (like Goblin War or Orc War invasions) can still happen.
- Finally, the minimum time between random invasions and events has been slightly increased; the maximum time has been greatly increased.
- Slightly increased the chances of obtaining bundles of thatch when harvesting Silkweeds, Wintermoss and Tumbleweeds.
- Slightly reduced the odds of obtaining bones when mining in the desert. It is still higher than all other biomes, though.
- Increased the time between hunting campaign events when playing as “Northern Alliance”, which means that you’ll have less “Wild Game sighted!”.
- There are also some new weather restrictions for wild game spawns, and they’re unlikely to occur during extreme weather conditions (like strong snow, blizzards or storms). This should add some random/luck element to hunting, making it possibly more exciting! Get ready for an even more challenging winter…
- Slightly rebalanced the rarity of certain tree seeds on traders, some should be more common (basic trees like Acacia or Pines) while others should be more rare (special ones like the snowy version of Pines)
- Slightly improved the
movement modifier shapeon tables; this should help preventing hearthlings from walking on top of tables even more. (we could make it never happen for good, but that could also create “pathfinding” prisons with certain layouts, so as much as we can reduce the “odds” - the possibility must always exist)
- Improved the
destination regionon consumable foods and drinks that can be placed (i.e.: teas). They should now work more nicely when placed on top of tables since hearthlings will be able to interact with them (retrieve a serving) without going on top of the table.
- Fixed an issue that prevented banner shards from being reembarked.
- Fixed a typo with the mushroom colonies’ recipes.
- Fixed a base game typo with the Bronze Gear recipe.
- Fixed a base game UI issue related with multiplayer that could make the banner not placeable when creating a new game. This could happen even on single-player games if you clicked the “Multiplayer” button in the main menu before starting your game.
And that’s it!
We wish you a very, very, very happy end of the year! Enjoy the holidays!
Awesome cant wait to try
Hey I have found a problem with the Frostfeast stuff and that is I can’t craft the presents. All that the crafters will grab the gold but won’t craft the present and will put the gold back in the town inventory. is there something I need to do or no?
By the way thank you for the great update and for keeping this event in the game. Thank you for all of your guys hard work.
Some people seem to randomly get this error every now and then but we’re still not sure what is happening.
Here are some tips that could work in fixing them, at least until we can find a better solution:
a) sometimes, simply reloading the game fixes it
b) it seems more likely to happen when you have multiple crafters trying to make presents - either multiple crafters of the same job (for example, 2 masons) or multiple jobs (for example, one carpenter and one mason, both with queued presents)
In this case, cancelling the crafting for all of them and then just queueing with a single crafter seems to fix it.
I’m sorry for the inconvenience and I hope these are able to help you!
This problem also happen for Blacksmith use money to make gold ingots
and 2 tips can’t fix it…
It still happens after reload?
Could you provide that save game, please? It might help us understand the issue
Great work overall. Loving the improvements, fixes, & balancing. There are 3 things I would like to suggest, though. Couldn’t find them suggested elsewhere but I only searched for a few minutes.
1- Modifying the re-embarkment to allow you to take 5 citizens instead of merely 3. Given the hassle of re-rolling the initial citizens, the potential horrible stats new citizens can have (as low as 1/1/1?!), & the complete lack of any method of improving their stats during the game, taking our initial 5 citizens with us during re-embarking seems like the least we could get.
2- Improve the replanting feature by allowing trees to be replanted with the farm-grown saplings. You must presently fell the trees, then set the stumps to be harvested & replanted which attempts to replant them with seeds of that tree type. Unfortunately, I only get approximately 20% as many seeds as the trees I harvest, so I never have enough seeds to auto-replant trees, while I can easily grow many more farm-grown saplings than I need. At least, I never found any method to auto-plant the saplings. An alternative could be increasing the drop-rate of seeds, but that would probably remove any reason for the ability to farm-grow saplings, though would almost certainly be much easier to implement.
3- Including/implementing some method of improving citizen stats. I’m not thinking anything game-breaking like being able to hit 100/100/100 or anything, simply tired of getting citizens with 1/1/3 or 3/1/2 or otherwise horrible stats with no method of improving them. I don’t expect it to be easy & quick to improve their stats, I would prefer it to be either slow or difficult, but it would be massively appreciated.
Thanks for all your work.
There are some mods on the Steam Workshop that do some of the things you are asking for.
Beam mod https://steamcommunity.com/sharedfiles/filedetails/?id=1617895793 lets you alter starting stats and traits in the Roster screen.
Re-embark+ https://steamcommunity.com/sharedfiles/filedetails/?id=1854137818 lets you take 5 Hearthlings and 15 items.
Vitamin Potion https://steamcommunity.com/sharedfiles/filedetails/?id=1465561648 lets you increase stats from 1 to 3 for Mind Body and Spirit through making some potions with a Herbalist
Self Improvement 6 https://steamcommunity.com/sharedfiles/filedetails/?id=1479503316 lets you raise stats, again Mind, Body, and Spirit from 3 to 6 by crafting training equipment.
While I wasn’t aware of Re-embark+, last I checked, the other 3 were either very buggy, not being updated any longer, or quirky & not great to begin with.
You can enable the Auto-Harvest Tree Stumps gameplay setting to skip stumps completely when you’re doing Gather & Replant. The replanting saplings functionality actually already exists in ACE, to a certain extent: when the replant request is made, it checks if there is a
sapling_alias specified for that tree and if any are available in your inventory before defaulting to the
seed_alias (this can only be done immediately when requesting the replant instead of always allowing whichever becomes available first to be used without making more significant changes to the “ghost” system, which actually might be much closer to possible with things we’ve changed and added since then). I just checked, and it looks like the
sapling_alias was never added to all the tree jsons, but I’m sure it will be added in soon.