Kitty's Design Corner


#646

Mod concept #919 - Class Overhaul, including new classes

  • Mason Branch: For those who deal with digging and the refinement of what comes out of the earth

  • Footman Branch: For those who deal with combat, be it ranged, heavy, or holy / healing the results of combat

  • Farmer Branch: For those who deal with cultivated materials, both production and refinement, be it from trees (Forester / Carpenter), water (Aquaculturist), animals (Shepherd / Weaver), or just preparing it into something tastier (Cook)

  • Gatherer Branch: For those who deal with wild materials, be it scavenging (Gatherer), hunting (Trapper), or brewing (Herbalist)


#647

Looks neat, though one question.

For kingdoms starting with a higher tier job, how will that handle?
Take Rayya’s Children for example. They start off with a potter, without getting a mason for a while.
Same for the Ascendency, they start with a carpenter.

How will that handle?


#648

They would get to skip up the branch for those particular ones.


#649

I really like this structure and some of the new concepts, especially the gatherer (like a starting forager) or the aquaculturist. I’m just concerned with the Weaver’s location, although weavers do work with wool, they also work with plant fiber (more often than wool, arguably) so I’m unsure if they make sense after the shepherd. Besides, being a third tier class, that would require quite the rebalancing for all the early-mid game cloth needs :smiley:

In my opinion the weaver could perhaps be after the gatherer?


#650

I was uncertain about the weaver myself, and didn’t think of that one - will keep it in mind, thanks! :smiley:


#651

“Um… Madame Benefactor… are you sure this is a good place for a new colony…? -gulps-”


#652

an old town with well…and a whole lot of graves.
something bad happened in the past thats for sure XD


#653

Well, for all the settlers know, the graveyard might be hundreds or thousands of years old with generations’ worth of graves, not necessarily a sign of recent calamity/mass hearthling deaths…

Worth a quick inspection to see if all the graves look like they were built at the same time, or over many years.

… Just make sure to do that in the middle of the morning, not the evening hahahaha!

@Kittyodoom are you perchance using a mod to increase landmark spawn rate and/or density? And would you be so kind as to upload a save taken right around the time of the image (before any major construction is started)? Unfortunately just sharing the seed won’t necessarily replicate the landmark formations (I’m a bit fuzzy about the whys and hows, but I remember that the exact location you pick on the embarkation map also has an effect on landmark spawns – apparently the same seed will spawn different landmarks and a slightly different map if you move the “embark here” cursor just one tile)


#654

Ummm, well… unfortunately, I’m not sure if I can, as I produced it while testing a mod that I’m currently developing >.<

(Which is presuming I even saved that one, checking atm)

However, I can definitely say I don’t have a mod to increase the rate, as I currently have NO mods installed (aside from my own, which are mostly the WIP ones)


#655

WIP sneak peek!


Aquaculturist field with tester crop (“water carrots” xD)

alfalfa_crop
The first actual crop - Alfalfa!
Main product is alfalfa fiber, a lush grass type fiber that will be used to make animal feed by the cook. Also has a chance to drop the flowers, which are a type of herb.


#656

Slowly building my Aquaculturist from scratch following a significant computer failure;

Male Aquaculturist outfit:
aquaculturist_outfit

Female Aquaculturist outfit:
aquaculturist_outfit_female

Aquaculturist’s Polenet:
aquaculturist_polenet

Used to clear the grow-boxes of any remnant debris prior to filling with fresh water and new plants/creatures.

Creatures such as…

Crabbycrab! (he returns!)
crabbycrab

darkcrabby
Oh… I think you left him in the grow-box too long…


#657

Crabs are not terribly cute as babies…

crabby%20-%20let%20me%20out

“Hey, you! Let me out of here!”

(Too late…)


#658

Not Stonehearth related; I just spent an hour playing around with 3DS Max tonight, learning how to do things, and was pleased with myself:

image


#659

Thank you again for this, @BrunoSupremo. Helped me finally solve a problem I was having with another mod that I’d put on the back burner out of frustration (and kinda forgot about until recently because of it).


#660

Throwing some love to anyone who needs it


#661

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