Hey, first suggestion here. There could be a setting where you design & upload your own armors& weapons and to not keep them from being op, fit them in a category. As in, your custom Iron Roman armor you made earlier can be fitted into the ‘Iron Category’ so it takes up the same materials as Iron armor, yet looks different. Same stats & requirements, diff looks. Same for swords. This could give your city a more unique feel. Same with new weapons, you could create axe weaponry & roundshields.
first of all, welcome aboard
secondly, this can be done with modding. @honestabelink knows more about that i think…
I don’t really know how to code so I just though I’d suggest the idea to see if someone would be interested in picking it up, also thanks.
This would more of a case of copy and paste of existing weapons and then a few renames… no coding knowledge needed
If you’d like @Zhaldak I could type out a tutorial for you on how this would be done, I guarantee you’ll be surprised on how easy it is to do ;).
as always, @honestabelink is a Saint among men…
and welcome aboard @Zhaldak!
Thanks SteveAdamo. Also, it would take more than re-names. It would take modelling the weapons too, since they and the armors would have a different look to them. Though a tutorial for the re-naming would be great honestabelink.
I dont doubt that soon enough people will turn mods into “Texture Packs” and be able to give the current feel into a different era, Make everything more Medieval or as you suggest a more Roman feel to the game
Still, until then it would be great to be able to just upload your customs into a category without needing to mod them all in, just have a sort of uploader already set in the game, so all you need to do is upload it and it’ll be on the crafting list. This /could/ also be done with furniture & other stuff as long as they fit in a category like chair/bench/bed etc etc. For example a bed with green sheets, who knows?
well that can be done with Qubicle
Time to learn Voxel Modelling
Does anyone teach that here?
Eventually modding for this game will be, in the case of recolors/retextures, just a few clicks of the mouse . And once there are fully feature mod mangers you would see the ability to download/install mods at the click of a button.
Anyway here is the example on how to do it for now
To get started follow my tutorial here
http://discourse.stonehearth.net/t/question-how-do-you-add-objects-to-r188/
Follow the tutorial for the basic setup, skipping the part about adding your mod’s files, and going right to the section about manifest’s. After setting that up come back here.
Really, for you the process will be similar, except you get to copy most the files you need from SH’s files.
From there you’ll have to run through the files renaming occurrences of the old item’s name with the newer one.
For example you want to create another bed for SH.
- make a copy of the beds files from the stonehearth.smod, place them inside your mod. (Just follow my example mod to know where to add them)
- add the alias to your manifest
- go through the files renaming things, I’ll do a quick example here
Instead of comfy_bed
my item’s name is rocky_bed
I removed sections of the file that had no changes
The original file
{
"type" : "entity",
"mixins": "file(comfy_bed_ghost.json)",
"components": {
"stonehearth:entity_forms" : {
"iconic_form" : "file(comfy_bed_iconic.json)",
"ghost_form" : "file(comfy_bed_ghost.json)",
"placeable_on_ground" : true
},
...
The renamed file
{
"type" : "entity",
"mixins": "file(rocky_bed_ghost.json)",
"components": {
"stonehearth:entity_forms" : {
"iconic_form" : "file(rocky_bed_iconic.json)",
"ghost_form" : "file(rocky_bed_ghost.json)",
"placeable_on_ground" : true
},
...
Simple right…
Now you’d still have to in this case go through both… renaming things
- comfy_bed_iconic.json
- comfy_bed_ghost.json
Also don’t forget to actually change the names of the files themselves, not just the contents.
From here your item will be in the game, just won’t be craftable.
Next grab the recipe file for the item your are recoloring from inside the stonehearth.smod again. I think all recipes files exist within each jobs recipes folder, which can be found here .
stonehearth/jobs/$(job_name)/recipes
Place it into your mod… again see the example mod to see exactly where to add the file.
Now return back the tutorial I linked above and look for the section about adding recipes and making the item craftable.
If you pursue modding the items in now and run into trouble feel free to ask for help, things always seem overwhelming in the beginning but are relatively simple once you get the basics down.
Good luck
I thought “Holy sh*t I don’t know what he’s talking about.” two seconds in, but I’ll get the hang of this. Thanks! Could you give me a quick tutorial on how to import models/files from the Stonehearth directory to my desktop so I could import them to the Voxel program?
There is that overwhelmed feeling I was talking about
the .smod’s are basically .zip’s, just with a re-name. So any program that can open .zip’s will open the .smod’s.
Download - Free
WinRAR archiver, a powerful tool to process RAR and ZIP files - Not free
Both of these are very good archivers, and will allow you to open the .smod’s.
Once installed, you should be able to right click any .smod and use the archiver to open it. From there just drag the files out of the window to where ever you want
Ahhh. Got it! I just have two questions if you could answer them that’d be great: How would one go about changing a weapons damage code? (As in, copy, paste, re-name & changing the damage effect.) And secondly, do I have to re-animate weapons if I ever so slightly change their look? Or do I have to re-animate beds if I change their color/shape? Same for chairs. Just slightly though.
Oh also, I can’t find the models for anything, all I see is pictures. Not an actual model file… Is that normal?
Also in my mixins I can’t find any ‘carpenter_recipes.json’ or anything like that. All I got is this: Screenshot by Lightshot
The long_sword is fully implemented check out it’s files
stonehearth\entities\weapons\long_sword\
Make a full copy of the long_sword folder…
open up long_sword.json, for my example my new swords name is even longer sword
here are the changes I’ve made for the rename, once again I shortened this post by removing parts of the file again that had no changes
{
"mixins": "stonehearth:mixins:item_properties",
"type": "entity",
"components": {
"item": {
"category" : "weapons"
},
"model_variants": {
"default" : {
"models": [
"file(even_longer_sword_equipped.qb)"
]
}
},
"stonehearth:entity_forms" : {
"iconic_form" : "file(even_longer_sword_iconic.json)"
},
...
"unit_info": {
"name": "Even Longer Sword",
"description": "Sharp, with extra extra reach. A faithful weapon.",
"icon" : "file(even_longer_sword.png)"
},
"stonehearth:material" : {
"tags" : "long melee_weapon"
}
},
"entity_data" : {
"stonehearth:combat:weapon_data" : {
"base_damage" : 25,
"reach" : 2.2
},
...
also open long_sword_iconic.json
...
"model_variants": {
"default": {
"models": [
"file(even_longer_sword.qb)"
]
}
},
"unit_info": {
"name": "Even Longer Sword",
"description": "Pointy. Shiny. Longer.",
"icon" : "file(even_longer_sword.png)"
},
...
Then just rename all of the files…
long_sword.qb becomes even_longer_sword.qb
long_sword.png becomes even_longer_sword.png
long_sword_equipped.qb becomes even_longer_sword_equipped.qb
…ect
Also change the folder name from
long_sword
to
even_longer_sword
Thats all the renaming
"entity_data" : {
"stonehearth:combat:weapon_data" : {
"base_damage" : 25,
"reach" : 2.2
},
Controls the damage, just change the value. You can also specify reach
, which is how far away the weapon can attack from.
No, it’s all magic . In the case for items though you need to export most of them centered around the 0,0,0 of the world. That’s very easy to do and is just some text you have to change in QC. Right above the color palette you should see the word “Position” just click and follow this example
Ex
Model is 10x10x10
Position would be 5, 0, 5
The models are stored in the .qb files. They are not any standard 3d model format.
carpenter_recipes.json
is a file you should have created and added to the mixins
folder you also should have created. Take a look again at the tutorial or check out the example I provided again.
Other than that if you have the file… but still get the error, then you’ve setup the manifest/carpenter_recipes somehow wrong. Most likely a typo some where, or have not followed the JSON spec.
I use http://jsonlint.com/ to validate my JSON’s. It will find any errors you might have.
I’ve found all this stuff and am way along my way, I loved your ‘it’s magic’ response. Cracked me up, you’re a nice dude. I’m now modelling/renaming everything/reading your tutorial. I think I should have this well underway. If I learn enough I could even make a mod. Thanks! Just need to learn how to rotate this pesky camera Quibicle 2…
Adjusting the view is one of the most annoying parts of Qubicle 2. Once you get used to it, though, you shouldn’t have much of a problem. Good luck!
Got used to it. Camera> Isometric View. Now for some well deserved voxel practice. rubs hands together