I took another look, and the recipes.json still doesnāt mention brightbell bags, only iron gear piles and bronze gear piles.
ā¦
Wait,
Iām an idiot.
Iām on it.
I took another look, and the recipes.json still doesnāt mention brightbell bags, only iron gear piles and bronze gear piles.
ā¦
Wait,
Iām an idiot.
Iām on it.
My excuses for yet another bugfixing update.
Changes in v4.0.3
Hey, me again. Thanks for the response but now itās broken differently XD. So when I up a minion to engineer i get a different set of errors and still cannot do anything with it. However now when I change him back to a worker he stays as an engineer, stays wearing the engineer clothing and still cannot do anything. Also I get these errors.
release-763 (x64)[M]
c++ exception: invalid file path ā/Piles_Plus/jobs/engineer/recipes/iron_gear_pile_recipe.jsonā.
stack traceback:
[C]: in function 'load_jsonā
radiant/modules/resources.lua:33: in function āload_jsonā
ā¦nehearth/services/server/job/job_info_controller.lua:242: in function ā_build_craftable_recipe_listā
ā¦nehearth/services/server/job/job_info_controller.lua:107: in function 'activateā
radiant/modules/common.lua:539: in function ācreate_controllerā
ā¦earth/services/server/job/player_jobs_controller.lua:48: in function ā_ensure_job_idā
ā¦earth/services/server/job/player_jobs_controller.lua:77: in function 'get_jobā
stonehearth/services/server/job/job_service.lua:65: in function 'get_job_infoā
stonehearth/components/job/job_component.lua:125: in function āget_job_infoā
ā¦rver/town/orchestrators/craft_items_orchestrator.lua:17: in function 'runā
stonehearth/services/server/town/town.lua:539: in function '_thread_mainā
stonehearth/services/server/threads/thread.lua:273: in function <stonehearth/services/server/threads/thread.lua:270>
[C]: in function 'xpcallā
radiant/modules/common.lua:265: in function 'xpcallā
stonehearth/services/server/threads/thread.lua:270: in function 'fā
radiant/lib/env.lua:15: in function <radiant/lib/env.lua:14>
release-763 (x64)[M]
ā¦nehearth/services/server/job/job_info_controller.lua:252: attempt to index local ārecipe_dataā (a nil value)
stack traceback:
radiant/modules/common.lua:245: in function 'report_tracebackā
radiant/modules/common.lua:256: in function <radiant/modules/common.lua:250>
ā¦nehearth/services/server/job/job_info_controller.lua:252: in function ā_initialize_recipe_dataā
ā¦nehearth/services/server/job/job_info_controller.lua:243: in function ā_build_craftable_recipe_listā
ā¦nehearth/services/server/job/job_info_controller.lua:107: in function 'activateā
radiant/modules/common.lua:539: in function ācreate_controllerā
ā¦earth/services/server/job/player_jobs_controller.lua:48: in function ā_ensure_job_idā
ā¦earth/services/server/job/player_jobs_controller.lua:77: in function 'get_jobā
stonehearth/services/server/job/job_service.lua:65: in function 'get_job_infoā
stonehearth/components/job/job_component.lua:125: in function āget_job_infoā
ā¦rver/town/orchestrators/craft_items_orchestrator.lua:17: in function 'runā
stonehearth/services/server/town/town.lua:539: in function '_thread_mainā
stonehearth/services/server/threads/thread.lua:273: in function <stonehearth/services/server/threads/thread.lua:270>
[C]: in function 'xpcallā
radiant/modules/common.lua:265: in function 'xpcallā
stonehearth/services/server/threads/thread.lua:270: in function 'fā
radiant/lib/env.lua:15: in function <radiant/lib/env.lua:14>
release-763 (x64)[M]
c++ exception: lua runtime error
stack traceback:
Ah man, I thought I had them this time. . A well here, is the new update, and this time I know for sure all bugs are exterminated.
Thanks for the bug hunt!
Changes in v4.0.4
Hi, Alpha 23 will soon hit humble bundle, but before I start updating, I wanted to share a list of ideaās Iāve accumulated over time to make the mod better, and I will be working on this next. Be warned though that these are not promises, theyāre wishes. I still have to figure out if I can actually make these things with my current modding skills.
Here goes:
Updating the pile slate, and other compatibility issues
Spicing up the existing pile slate
UI stuff and appearance
Maybe these belong in a separate mod
Tell me what you think, should these be in this mod, or should this mod keep to being a pile expansion pack?
Priorities
For the next update, I think I will try to get all the points of the first category in, as well as points 1,2 and 4 from the 3rd category. Again, no promises.
Edit: That is, only features from the last category. The other features are going to be in the Piles Plus mod anyway. If I wasnāt clear enough and now your opinion has changed, tell me, so Iāll take it into account.
0 voters
For the UI art, I have made these prototypes:
(The tool displayed should be a crowbar)
For the overlay
#1:#2:
#3:
#4:
#5:
#6:
For the command button I have these:
#1:#2:
#3:
Opinions?
Edit: Fitting a crowbar in the style of the axe overlay and the pickaxe overlay has been difficult. Here are the results of my second attempt:
#7:#8:
#9:
#10:
#11:
I wanted an overlay to meet the following demands:
Most of these meet one demand really well, and the others less, so Iām not quite sure which balances those demands the best
I liked the tool in front of the crate. 6 and 11
For the command button Iām not sure about the red arrows, it looks confusing. You could reuse the same icon from the overlay, without the background.
Thanks for the feedback. Now I know the idea I had in my head doesnāt translate well into the picture. I will make a new icon.
For the record, this was the idea behind the arrows:
When you fill a create, you collect lots of things. One could visualise this by having many arrows pointing inwards. Unpacking a crate, then, is the opposite, so multiple arrows pointing outwards. It had the advantage of looking like the deploy, move and undeploy item buttons, and in a sense it is not all to different of an operation to those.
Hello,
A few dayās ago, Humble Bundle updated to A23. (YAY ). That means I finally have the new version to
steal get inspiration from when it comes to updating mods. I will update this mod this week.
We have gold flakes now, so I took a whack at trying to store them. I donāt know how well the gold pattern does, mainly trying a low-resolution one to see wether I can get away with it. Here it is:
I also thought this would maybe work:
This one should be rescaled by 2.
Metall shell colors look great! But its shape is too rectangular
This is an compatibility update for A23, it adds appeal, an overlay, some changes to pelt storage and bugfixes. I found out that the deer and cougar pelts werenāt actually in the game yet, and the gold flakes stack themselves, so they donāt need to be stored. Iām not complaining, less work for me.
Download
At the first post.
Changes in 4.1.0
Noticed there is no catalog in the entities files. How do they stack in warehouses? Canāt get them working with better storage. They currently just pile on the ground.
Anyways it is still awesome and the models are fantastic. Hope we can come up with a solution for bs
What do you mean? I donāt think there is supposed to be a catalog in the entities file. Maybe you mean the manifest, and it should be in there, although not in the entities file.
Do you mean placement? well, you place them in a building the same way as you do furniture, and then hearthlings place them.
This is true. It takes an extra effort to get any mod working with better-storage, I suspect. I donāt quite know, all I read about it was this thread. I have yet to do a material tags pass. But I have to study what each material tag does, and how betterstorage does the catagorisation, and maybe add new categories myself (although this mod has just items which have a variant in the game, so it might work out fine.) I hope the ites work with the current stockpiles in all cases, so if this is not the case let me know.
āstonehearth:catalogā: {
ādisplay_nameā: āi18n(hearty_stew:entities.food.hearty_stew.hearty_stew.display_name)ā,
ādescriptionā: āi18n(hearty_stew:entities.food.hearty_stew.hearty_stew.description)ā,
āiconā: āfile(hearty_stew.png)ā,
āis_itemā: true,
ācategoryā: āfoodā,
āmaterial_tagsā: āfood_container prepared_food stew meat refined stockpile_prepared_foodā
},
from the entities food hearty_stew.json
Is it not the same for stockpiles? with your permission I will mess with it and try to make a better storage version for you. I have done it with the cook mod and the archipelago mod.
Like I said the mod is awesome and models amazing I just need it to work with bs
Thanks in advance Unka Bean
This mod is now available in the Steam Workshop. Since Deer and Cougar are now in the game (can someone confirm the cougar for me?), I will post an update where those can be piled as well. I will probably change the wolf_pelt_rack into the large_pelt_rack for large hides, similarly to how there is already a rack for small hides. That update will hopefully come soon, and will be pushed to both discourse and steam.
Feedback Needed
Just looked through the files for Stonehearth 1.0, and wow there are lots of things that could be made into piles. However, from lots of it, I donāt quite know wether it is in the game, and if it is used often enough to merit making a pile for it.
So the question is to everyone who has already done a decent playthrough of 1.0:
What resources/refined items/other from the new update could you use a pile of? Let me know?
Piles of jerky. Ohhh so much jerky. Maybe like a barrel or crate of it?
Iāll probably have to do a barrel or crate as you suggested. I tried thinking of an obvious way to store it, and maybe I could do something with a rack to leave it hanging and drying. You see that often. But I have no idea how Iām going to make that look good and stonehearthy. Iāll have a lot of thinking to do.
do these piles have to be crafted, or are they natural once you set up a stockpile? if they have to be crafted, I think there is a problem⦠why do I have to spend time crafting piles I will then have to harvest if i have more important things my crafter needs to make? Not trying to question, just trying to follow the idea.
Thanks again!
Yes you do need to craft the piles.
The answer as to why would you make them, is the same as why you would make the log piles currently in game. That is as any problems these piles have, the piles from the current game (for wheat, logs, clay and stone) also have.
When would you use them, I think when you know you have a lot of stuff that you need to save for later, then it is useful. I do think piles could be more useful if there were, say,m an autopiling system in the game where your town piles resources up and down as necessary, but alas the game doesnāt and I donāt have the skills to implement it. That would however be the ultimate pile system. (Maybe somedayā¦)
I made this mod mainly because it I though it was an easy way for my modding skills to add a lot of functionality and practical use to the game. After all, itās just models, no fancy gameplay systems. You are right when you say that it is not always useful to have all your resources crafted up in piles at all times. At least it is useful if you craft some of your resources up, and if you need to save alot for later. (maybe youāve just hewn out a giant underground castle, and you know youāre gonna need the stone and metals).