So, here we go again!
-Stonehearth, develop 2871
-Mods: Terrain Colours, Storable Plants, Stonebunny, Spiros Container Mod, Settlement decor, Jomaxro Doorway Mod, Endpieces, Cookmod, Debugtools, Brewery Mod
The poor shmucks g- I mean, the Expedition Roster of our brave pioneers:
Our scouting party’s map of the region:
While there were a few places that caught our leader’s eye, the spot she so elegantly marked with an X is where we shall begin our tale.
…presuming that this isn’t anything of real concern, as it popped up while the area was generating:
…h/components/entity_forms/entity_forms_component.lua:492: attempt to index local ‘entity’ (a nil value)
…h/components/entity_forms/entity_forms_component.lua:492: in function ‘_destroy_tasks_for’
…h/components/entity_forms/entity_forms_component.lua:486: in function ‘_destroy_tasks’
…h/components/entity_forms/entity_forms_component.lua:328: in function ‘_cleanup_item_placement’
…h/components/entity_forms/entity_forms_component.lua:288: in function ‘cancel_placement_tasks’
…h/components/entity_forms/entity_forms_component.lua:149: in function ‘_on_player_id_changed’
…h/components/entity_forms/entity_forms_component.lua:125: in function <…h/components/entity_forms/entity_forms_component.lua:124>
[C]: in function ‘resume’
radiant/modules/events.lua:341: in function <radiant/modules/events.lua:340>[/spoiler]
I always loved a good Ascendancy-in-the-desert playthrough for some reason. Looking forward to seeing this develop!
I somehow failed to realized two of my settlers had similar names. Ah well!
Ishi Vanison has been renamed Moku Musachen.
Well, there might not be an Ancient One in our starting area, but there is gold in them there hills!
Saying something about “doing it right this time” (we’re quietly concerned), our leader put out orders right away for crops to be farmed.
It is a shame we don’t have some kind of sign posts we could stick in the ground next to the plots, to make it easy to identify what each kind is from just a glance like the leader’s plans…
It is also odd that there are two different kinds of rice, but clearly there are.
(Names in italics are mod added crops, naturally)
After several complaints about the heat from those still acclimating to the new environment, the leader presented these plans to carve out a shelter within the cliffside:
Many ladders were involved in clearing the stones from in front of the designated site;
Rufus Garrow the Stonecutter came late in the night to do business with our leader. She traded away several baskets of blueberries, garlic, strawberries, and corn, as well as the wall lanterns that Till had crafted, and all the hides and jerky brought back by Moku, in exchange for a smattering of coal lumps, copper, tin, and iron.
Just from an overhead glance, there are some early signs of our influence in this canyon already…
Our leader has talked about carving back the ledge at the furthest reach, to make a stairwell of sorts so that we can explore out further, particularly in search of more trees while our saplings are still cultivating.
It may have taken longer than the leader expected, but as the sun began to set for the second time on our little settlement, we finished clearing out the area for the shelter.
Now it just needs to be cleaned up and furniture installed! Though the leader did mention some idea concerning “walls” and “flooring” for the cavern…
We were thrilled to welcome a new mason into our community;
He set to work right away with the collection of stone that our excavation work has produced, including a proposal for a fence to set across the furthest reach of the uppermost valley floor, to support the leader’s idea for a stairwell while maintaining some amount of exclusion from the ouside world so as to try to keep the eventual town safe.
Our leader may have grand plans, but all this prepwork has left many of our workers too exhausted to keep going at their duties as they have;
A simple merchant who introduced himself as Havaad came mid-afternoon; our esteemed leader traded away some of our freshly harvested crops and the finer lamps crafted by Till to acquire some spools of thread and bolts of cloth. Though we do not yet have anyone who can really work with them, it has inspired some talk among the community, and some noticed Ishi especially eyeing them with interest. Perhaps he will be our next great designer of fashion!
Oh no! Goblins! Who will rise up to protect us?!
Lujang will not tolerate this thievery!
“Have at thee, villains! You shall not pass!”
Oh no! One has slipped by!
Not so fast, you wretch!
There will not be a camp for you to guard for long…
“Olgi the Ripped no like!!”
Our leader has hung this picture of Lujang on top of her desk. We do not understand it, but he is quite flattered.
Havaard returned again, and this time the new cloth and thread was simply too great a temptation - Ishi may think he is stealthy, but everyone saw him start setting up the loom over in the corner.
Yumi successfully got herself stuck in a mining pit…twice.
Despite the ladders. We’re all a little concerned about her…
Yumi looks just like half the folks in my college after a long Friday night. You sure there isn’t a hidden stash of vodka somewhere in that hole?
…I just accidentally closed out of the game without saving. I think the last time I saved was Day 1…
Yep. Last save was Day 1.
WELP! I’m going to bed. I’ll start this again from Day 1 after some sleep to ensure I don’t manage that a second time…
If anyone would like to add me on Steam for any reason, my username there is rswhisper
Autosave saves lives.
Turn on Autosave now and save the lives of your Hearthlings.
Or call 0909-autosave to get help turning on Autosave.
Autosave saves lives.
I will add you.
Wow you are really a Stonehearth addicted
There will be more story in the morning!
It will turn out that the previously written logs were made by the leader during a drunken stupor; but now feeling herself prophetic, she is going to assign Lujang to be the town guard, Ishi will become a tailor…and Yumi will be made a farmer to keep her from digging herself into pits again.