[MOD] Fortify v0.6 [A24/Beta] (now on SteamWorkshop)


#1

Fortify

Overview
This Mod is basically like most other “I-was-missing-some-Items-in-Vanilla-Mods”. The focus (for now!) is mainly on a fortification theme, but actually I got a carried away a bit. The mod wasn’t intended to be public, but I like what I did and thought that some of you might also enjoy it.
I just started learning the whole coding/moddeling/animating-thing so the mod is still Work In Progress and should improve as my knowledge improves. And I would say it improved a lot over the past few weeks.
If you think something is missing or you find bugs, I would rejoice if you reply.

I left the old versions online. If you consider to start modding on your own, feel free to roam through the different versions. It might gives you an insight to a progressing modding procress. You can ask when something is unclear, but I highly recommend the official guide. Feel free to use the Items in shared building-templates, only inform me, so I can keep track of it :slight_smile:

Features










Known Bugs

  • Clicking the “workshop” button on the scholar workshop opens the herbalist workshop
    – Will be fixed in next version. But already fixed in SteamWorkshop

Download
Finally: Stay up-to-date with the SteamWorkshop Version!

Fortify v0.6.1
Fortify v0.6
Fortify v0.5
Fortify v0.4
Fortify v0.3
Fortify v0.2
Fortify v0.1 - Removed due to uploading issues

Supported Translations:
DaLaBo’s Traditional Chinese Translation

Changelog
v0.6.1:

  • A lot of fixes corresponding to name strings
  • fixed recipes not shown in workshops

v0.6:

  • Isn’t it boring to tell you exactly what changed?
  • Some changes can be found in the Preview above, but not everything to keep it exciting.

v0.5:

  • Hatches added
  • added paper / books
  • added Bookcases (normal and weird one)
  • totally reworked drawgate / portcullis aniomations to a final version
  • corrected collision
  • Improved support for Language-Mods (specially for @dalabo)

v0.4:

  • added mystical Armor
  • added special drops to entlings and stonelings
  • added refined resources
  • added some ornate Items
  • added stone Drawgate
  • reworked “Cids Sword Monument”
  • replaced old doorframes (the previous ones based on the vanilla double Door)
  • fixed the offset of the portcullises
  • a lot of minor improvements

v0.3:

  • (finally) added the drawbridge
  • overall polished up the code

v0.2:

  • added Bridge
  • fixed names not showing properly
  • renamed “Drawgate”/“Stone Drawgate” to “[…] Portcullis”

v0.1:

  • release

What’s next?

  • Building Templates
  • As always, your suggestions are welcome.

:v:


Hatches & Skylights
Stonehearth Mod List
[solved] Animation in Blender fine, but messed in SH
[Solved] Would appreciate help with rotation
#2

Looking good!
Have you used SHED? It can help with naming items. It is an editor shipped with the game now, search in its folder.
Or maybe get a few bits from here and you will figure it out: Localization


#3

That looks bloody good! Well done!


#4

I tried SHED, but the result was the same. If you paste the items with the item stamper, the names and descriptions work properly.
Another look in the guide won’t hurt, I guess :slight_smile:


#5

Great stuff. I built myself some castle templates years ago and have always had a gaping hole in the gatehouse. Your portcullis gates look like the answer :smiley:


#6

You can’t craft them, but there are specialty door traders that come around late in the game who sell portcullises. It would be neat if a level 5-6 Engineer could craft them since they can also make the lockable iron doors, and they can’t make a whole lot right now.


#7

Good point. Making a Mod with an engineer recipe for the bronze portcullis wouldn’t be that hard. But I think the posibillity to craft the portcullises might come in one day, therefore I rather handeled them as semi-released content and left them untouched.

But maybe you can fill the gap with this mod, like @TobiasSabathius :wink:


#8

My comment was actually meant as a reply to @TobiasSabathius but for some reason it didn’t show up as a reply. I must’ve clicked the wrong Reply button. :stuck_out_tongue:

Edit: weird, when I edit this and my previous comment, they show that the comment is a reply to a particular user’s comment, but they don’t show that in the main render of the page like the above comment by @JohnnyTendo in reponse to @BrunoSupremo.


#9

The problem with the names is solved. I just messed up the aliases in the recipes :grimacing:
I probably wouldn’t have found out if you hadn’t pointed to the Guide and I took another look at the recipes in detail. Thank you!


#10

Psst…I want to brag a bit with what’s coming in a future release…
stonegolem_fullarmor

:v:


#11

Is that stone armour :o?


#12

i thinks its more like the corpse of a golem…
btw, love that bridge


#13

Oh shit that’s awesome, forgot aboutbthose


#14

@No_Name is right. The working title is “Stonegolem_Armor” :wink:


#15

Did you know he brought a friend?
full_golem_armors


#16

These are excellent.
You have created wonders that look like they have always been part of Stonehearth.
Perfect design congrats


#17

that right one on second thought actually looks like it could be a prety decent race all on its own…


#18

That’s actually a great idea. At the moment this would exceed my lua skills…but maybe some day… :thinking:


#19

Thank you very much! Getting such a feedback is the best motivation to do more like this (:


#20

You don’t need lua for a custom race. Just Json’s and. Qb really