[Mod] (A15) Colorful Market Stalls: Version 3.1!


#21

Yes :smiley: Everything,
I am not so sure about black and white (and grey) but not so bright colors would be great.


#22

hmm… i’ll look into doing the less saturated as a second version of the mod, however, i’m currently working on a lot of other stuff, so it might be awhile before i get around to it…


#23

Take your time :slight_smile: but if it takes too long I will make a 8bitcrab soup hrr hrr :smiling_imp:


#24

Has anyone ever considered a dyes recipe for the herbalist? I don’t know what are the differences in the recipes, but to me, it would make a lot of sense to have a chain:

Herbalist: flower -> red or blue dye
Mason: orange dye? Yellow dye?
Weaver: x dye + cloth = fabric
Carpenter/mason/stone worker: fabric + wood/clay/stone = stall

That would make an awesome chain of production for these, IMHO.

Although I do not know what are the current recipes


#25

Does the Rainbow stall work yet because I use this in my world and it was unable to place and I got errors saying it couldn’t find the ghost image so I couldn’t place it.


#26

it should be working, but apparently it actually isn’t… i’ll check i out and do a quick fix right now. :slight_smile:


#27

##V3.1

whats new

  • fixed a problem with the rainbow and fine rainbow market stalls ghosts throwing errors

known issues

  • none!

thanks for reporting the problem @huskysniff, all should be good now so when you get a chance update to 3.1 and the errors should no longer happen…


#28

I will go and try them now. Thanks @8BitCrab


#29

They are working fine I placed a fine Rainbow Stall and a Regular one and they worked perfectly.


#30

awesome, thanks for confirming that they were fixed :smile:


#31

No problem, It is nice to see that it was fixed so quickly I thought it would be started by tomorrow and finished sometime long from now. Nice to see that you update quickly. I am also starting to use your ruins mod in a few seconds and I am going to add it to my world and try out the fire and the other items.


#32

well, since the problem was just a typo, it was a super easy and quick fix, and i had the time so no point in holding back on the quick fix. :slight_smile:

glad to hear you’re using my other mod as well :blush:

if you run into any problems with that one then don’t hesitate to say so in its thread.


#33

Just noticed upon making a fine market stall that it also duplicates and makes a normal market stall as well XD not that this is an issue but dont think this is intended lol.


#34

stonehearth itself does that with its fine items :wink:


#35

oh really? never noticed that before. sweet XD


#36

do they just sell stone and lumber? or do they eventually sell better items XD?


#37

as they are just a copy/recolor of the normal market stall, it only sells wood and stone…

unless the market stalls started selling more in A17, in which case i’ll look into updating it soon.


#38

You have two options here, create your own, or call one that is used in the encounters.

From blue_market_stall.json

"stonehearth:shop": {
         "shop_uri": "stonehearth:shops:basic_resource_shop",

Which points to mods\stonehearth\data\shops\basic_resource_shop.json that you can copy and modify to list the purchasable items you want.

Option 2
\mods\stonehearth\data\gm\campaigns\trader\arcs\encounters\\ has tier_1_shops and tier_2_shops folders, which contain the json files for the traders that pop up periodically throughout the game.

  • Level 1 Traders
  • Rugs
  • Stone Cutter
  • Tannery
  • Wood Cutter
  • Level 2 Traders
  • Bakery
  • Container
  • Door
  • Farming
  • Weapons and Armor

Because they are called through campaigns, they aren’t listed in the manifest file, so they don’t have a uri to put into your market stall json file. You will have to create a manifest entry for each one you want to use, and then use that uri to call it from the market stall.


#39

Does someone know why: ‘when a mod that add new recipes is installed, the smart part of items selection on building menu/UI stop working properly’?
I mean, on the pure vanilla, all items you are able to craft show up on the building menu, but if you have any mod that implements a new recipe you need to have an exemplar in game of the item in order to it shows up on building menus.


#40

hmm… assuming you’re talking about “Colorful Market Stalls”, that might be my fault, as i haven’t updated it for awhile and furniture/decoration behavior may have been changed in A17 with the building editor improvements…