Fisher Job 🐟 + Archipelago Biome


patch_notes_button Mod Updated

Through Steam Workshop, or :up: At the first post. :up:


  • Fisher:
    New workbench: mainly to work with the new crafting times, as it would look strange to see a hearthling hammering a block in the ground for a whole hour, so now they should work in a nice table instead.
    Better ai: it was common to a fisher starting at a random location to walk to a dock, fish, and then when looking for a storage, chose the closest one to his original old starting position, not the new current position at the dock. This is fixed, and fish racks should have a higher preference too.

  • New templates:

    The old generic fisher hut template got updated.
    Rayya’s and Northern A. version added, available only for those specific kingdoms.
    They all have fisher decorations and use only their main crafter material and items.

  • New mob:
    Shows in random encounters and can appear after harvesting the shipwrecks

  • Auto-Harvest:
    Finally added support for it. Sorry for missing it for so long.

  • Trees:
    Fixed hearthlings getting stuck while climbing/harvesting trees. Reverted it back to normal harvest like any other plant. Had too many bad side effects and bugs :frowning:


You should make somekind ofd totorial for making new classes as their is pretty much nothing out their rn which makes the modding community very small as only people with prior experiece will know what to do. @BrunoSupremo


I’m not good teaching, I’m more of a sponge type.
The best way to learn is to open the mods files and check how it is done. Best ones for that are the smaller or more focused on what you need. Bigger mods are usually not a good learning source as there is too much going on, and a lot of stuff is hooked into others so it ends up being hard to untangle it all and absorb what you really need.
That said, there are a few mods that just adds new jobs.
New crafters or militaries are the easiest types to make. All the code is already done and you just need to come up with new items and data. Other job types, like this fisher, ends up requiring new code and logic, so it is harder for someone without much experience.

Either way, here is a good starting point that I love to link whenever possible :slight_smile: Stonehearth's Modding Guide


Okay thanks.


patch_notes_button Mod Updated

Through Steam Workshop, or :up: At the first post. :up:

Updated to Stonehearth 1.1 and its new code standards.


  • Better minimap at the screen to select the starting position of a new game
  • Coconut, smoothie and stews now uses a drinking animation instead of eating
  • Cocolings improved model

Bug Fixes:

  • Fixed a small bug that could happen if the fisher started working before the game had time to fully load his a.i.
  • Fixed crash when placing a dock at the world edge
  • Rabbits (from the rabbit kingdom mod) can now fish without bugs (there are plans for a fishing rabbit village in the archipelago campaign for later, much later)


2019-01-01 10:48:54.911468 | client | 0 | resources | Mixin invalid format: archipelago_biome/entities/food/fish/fish.json. The mixinto value for the json field ‘material_tags’ is type ‘string’ which does not match type ‘array’. Using the mixinto’s ‘string’ value by default. Check your mixinto. See modding guide for more details.
2019-01-01 10:48:54.923522 | client | 0 | resources | Mixin invalid format: archipelago_biome/entities/food/big_fish/big_fish.json. The mixinto value for the json field ‘material_tags’ is type ‘string’ which does not match type ‘array’. Using the mixinto’s ‘string’ value by default. Check your mixinto. See modding guide for more details.


Are you using trapper+? That is the only mod I know that changes the fish here.


Yes, I was. I’ve uninstalled it and everything seems to be working correctly besides the spam at the beginning of a game load, but that is just the ignores, so no real problem there.
Just 54 lines exactly like this (just different resources) at the launch of the the map / reloading the save:
2019-01-01 12:08:29.892175 | server | 1 | resources | could not find resource for stonehearth_ace:crops:arctic_juniper_tree_crop while processing mixintos for archipelago_biome. ignoring.


Yes, if ace is not present, the log will report every single change it tried to apply to its files. I will test a new way to apply compatibility patches that should avoid this, as in, it will not even try if ace is not active. The same for other mods too.


Ah that would be awesome, thank you <3


Suddenly my fisher isn’t harvesting the crab traps - they are next to water & have crabs in them but there’s no option to harvest them or am I missing something - I’m using ACE plus a “few” more mods


If I recall correctly, the Fisher now harvests traps automatically - or at least I remember that once a crab is trapped it already calls the harvest command

So something might’ve made it not work or you might’ve cancelled it by accident, have you recently used the “Cancel orders” tool near the traps? (assuming that is possible, I don’t know)

(I might be saying boo boo, though :smiley: But I’m almost 100% sure the traps now automatically call the fisher for harvesting)


No I even undeployed & redeployed the traps to see if that would reset them & they still won’t be harvested - yes I do remember they were on auto-harvest previously.

I’m wondering if the ACE auto harvest may be interrupting?


Nope. ACE auto harvest does not under any circumstances cancel harvest orders, and the first thing the override of the base renew function does is call the old renew function (and it doesn’t touch any systems outside the renewable_resource_node_component).


patch_notes_button Mod Updated

I had skipped one update here in the discourse (only had it on steam), this report should cover both the last skipped update and the current one.

Through Steam Workshop, or at the first post. :up:


  • Ace landmarks added
  • Seaweed is now harvestable by anyone, not only the fisher
  • All crops (even from ace) now have a prefered season in the archipelago too (either dry or wet season)
  • Ace recipes about fish moved around to match “tropical and seafood” categories
  • Removed option to craft raft. It is now spawned in the campaign only.
  • Added korean translation (thanks [KOR] yun2526)


  • Fixed waves out of the water
  • Fixed floating tree in the crab island
  • Fixed floating trees when they clipped through another object at world gen. Also better performance with simpler hitboxes.
  • Fixed bug of rabbits drinking coconut
  • Fixed visual customizations not being applied to the select map screen.
  • Fixed dragonborn landmark to adapt to the biome.
  • Fixed landmarks and critters appearing at wrong terrains or elevations.
  • Fixed skull caves not having a treasure chest in peaceful mode.
  • Fixed turtle shield misaligned.
  • Fixed hibiscus plants not having the option to store it.

Editted for a new update:


  • Linked fishing data to the fisher_description.json file, allowing individual kingdoms to have their own fishing loot
  • Added 4th level perk for the fisher


  • Fixed crab traps being locked/unusable after save and reload
  • Fixed invisible object (fish) sold by merchants


Just dropped in to write the trapped crab bug was caused by Autoharvest mod and we’ve already found a fix with @BrunoSupremo, will be fixed in the next Autoharvest update (that is when I get box selection autoharvest to work).


I wonder, will the Archipelago mod get its own Kingdom? I would absolutely LOVE to be able to play as native islanders! The closest thing to that look would be the new Greekling mod on Steam.


Yeah, I think a greek inspired, bird people would be perfect. Or fish people if we go with a more low tech kingdom. I’m avoiding it because I do not want to end up with a kingdom with just model swaps, and I’m already busy with the goblins kingdom. Else, I could pump one quickly, but it would feel low effort and not be fun to use I guess.
I do plan for npc villages (part of the campaigns) but it is hard to do and as already mentioned I’m stuck on other projects.


patch_notes_button Mod Updated

Feb 10 is the mod birthday, 3 years old now :birthday:
I spent the day thinking what I could do as an update for it, but there was nothing quick and easy. So it is just this small update :slight_smile:

Through Steam Workshop, or at the first post. :up:


  • Nerfed fishing speed at high levels
  • Coconut, fish and pearl containers changed from simple decorations to actual storage, like chests
  • Shortened Miranda dialogues to avoid boring the player to death right at game start


  • Fixed beachball


yeahhhh… Was wondering where the beachball went. Thanks!