[MOD] Piles Plus v5.0 (The SH 1.0 update!) šŸ“¦

I took another look, and the recipes.json still doesn’t mention brightbell bags, only iron gear piles and bronze gear piles.

…

Wait,

I’m an idiot. :man_facepalming:

I’m on it.

1 Like

My excuses for yet another bugfixing update.

Piles Plus v4.0.3

Changes in v4.0.3

  • Fixed a bug where engineer recipes didn’t work.
1 Like

Hey, me again. Thanks for the response but now it’s 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.json’.
stack traceback:
[C]: in function 'load_json’
radiant/modules/resources.lua:33: in function ā€˜load_json’
…nehearth/services/server/job/job_info_controller.lua:242: in function ā€˜_build_craftable_recipe_list’
…nehearth/services/server/job/job_info_controller.lua:107: in function 'activate’
radiant/modules/common.lua:539: in function ā€˜create_controller’
…earth/services/server/job/player_jobs_controller.lua:48: in function ā€˜_ensure_job_id’
…earth/services/server/job/player_jobs_controller.lua:77: in function 'get_job’
stonehearth/services/server/job/job_service.lua:65: in function 'get_job_info’
stonehearth/components/job/job_component.lua:125: in function ā€˜get_job_info’
…rver/town/orchestrators/craft_items_orchestrator.lua:17: in function 'run’
stonehearth/services/server/town/town.lua:539: in function '_thread_main’
stonehearth/services/server/threads/thread.lua:273: in function <stonehearth/services/server/threads/thread.lua:270>
[C]: in function 'xpcall’
radiant/modules/common.lua:265: in function 'xpcall’
stonehearth/services/server/threads/thread.lua:270: in function 'f’
radiant/lib/env.lua:15: in function <radiant/lib/env.lua:14>

release-763 (x64)[M]
…nehearth/services/server/job/job_info_controller.lua:252: attempt to index local ā€˜recipe_data’ (a nil value)
stack traceback:
radiant/modules/common.lua:245: in function 'report_traceback’
radiant/modules/common.lua:256: in function <radiant/modules/common.lua:250>
…nehearth/services/server/job/job_info_controller.lua:252: in function ā€˜_initialize_recipe_data’
…nehearth/services/server/job/job_info_controller.lua:243: in function ā€˜_build_craftable_recipe_list’
…nehearth/services/server/job/job_info_controller.lua:107: in function 'activate’
radiant/modules/common.lua:539: in function ā€˜create_controller’
…earth/services/server/job/player_jobs_controller.lua:48: in function ā€˜_ensure_job_id’
…earth/services/server/job/player_jobs_controller.lua:77: in function 'get_job’
stonehearth/services/server/job/job_service.lua:65: in function 'get_job_info’
stonehearth/components/job/job_component.lua:125: in function ā€˜get_job_info’
…rver/town/orchestrators/craft_items_orchestrator.lua:17: in function 'run’
stonehearth/services/server/town/town.lua:539: in function '_thread_main’
stonehearth/services/server/threads/thread.lua:273: in function <stonehearth/services/server/threads/thread.lua:270>
[C]: in function 'xpcall’
radiant/modules/common.lua:265: in function 'xpcall’
stonehearth/services/server/threads/thread.lua:270: in function 'f’
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. :frowning: . A well here, is the new update, and this time I know for sure all bugs are exterminated.

Thanks for the bug hunt! :slight_smile:

Piles Plus v4.0.4

Changes in v4.0.4

  • Fixed two bugs related to the engineer.

Hi, Alpha 23 will soon hit humble bundle, but before I start updating, I wanted to share a list of idea’s I’ve accumulated over time to make the mod better, and I will be working on this next. Be warned though that these are not promises, they’re 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

  • Add appeal to everything. Shouldn’t be that difficult.
  • find out if the item filter for input bins also put’s my piles in, and fix any related bugs
  • Add a chest of gold flakes. I was thinking about a giant version of the gold coins chest, except now with flakes in it, or bags of flakes.

Spicing up the existing pile slate

  • Add a spinning animation for the thread spindles to be played when harvested. I have yet to find out how this should work. Sadly, I haven’t seen an ā€œanimationā€ variable being used un the resource nodes, as of yet, so I’ll need to add my own code to make it work. (never coded stonehearth before)
  • Add a coloured variant of the cloth piles to both RC and AC (a red and a blue one , respectively) The difficulty with this one is that I want the cloth piles to change to right colour in the right kingdom. Placing a model in the RC mod is the easiest way to do that, but specifying in a thrid mod that certain models only load in RC, and others only in AC, i don’t know how to do that yet.

UI stuff and appearance

  • Add a new harvesting effect to most piles, which uses the fondling/crop harvesting animation. Most piles, by their nature, don’t need to be chopped or mined.
  • Fix the wheat bale having the mine harvester effect. Because why does it even have that. You don’t mine a wheat bale. That’s not how this works, that’s not how any of this works.
  • Add a command in the unit frame that issues a harvesting order. For ease of use, mostly.
  • Add a harvest_overlay_effect for the piles. Overlay effects are these little icons you get above an to-be-undeployed item. There are alos ones for pile harvesting, but they feature either an axe or an pick, which is weird if you’re harvesting a spindle of thread.

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?

  • Output bins for mines, farms.
  • Supply shleves for dining halls, pets and animal feed, building supplies.

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.

Do you want input/output bins and related features to go into the Piles Plus mod?

Edit: That is, only features from the last category. The other features are going to be in the Piles Plus mod anyway. If I wasn’t clear enough and now your opinion has changed, tell me, so I’ll take it into account.

  • I want this in the Piles Plus mod
  • I don’t mind either option, but I wanna vote
  • I want this in a separate mod
  • I don’t want these features at all

0 voters

For the UI art, I have made these prototypes:
(The tool displayed should be a crowbar)

For the overlay
#1:crowbar_overlay_4#2:crowbar_overlay_7#3:crowbar_overlay_6#4:crowbar_overlay_2#5:crowbar_overlay_1#6:crowbar_overlay_5

For the command button I have these:
#1:harvest_command_1#2:harvest_command_3#3:harvest_command_2

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:crowbar_overlay_9#8:crowbar_overlay_10#9:crowbar_overlay_11#10:crowbar_overlay_12#11:crowbar_overlay_13

I wanted an overlay to meet the following demands:

  • be like the axe overlay and the pickaxe overlay in terms of
    • composition
    • colour scheme
    • general theme
  • be iconic. You must be able to see that it is a crowbar
  • fit inside the overlay label

Most of these meet one demand really well, and the others less, so I’m not quite sure which balances those demands the best

3 Likes

I liked the tool in front of the crate. 6 and 11
For the command button I’m not sure about the red arrows, it looks confusing. You could reuse the same icon from the overlay, without the background.

3 Likes

Thanks for the feedback. Now I know the idea I had in my head doesn’t translate well into the picture. I will make a new icon. :slight_smile:

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 day’s ago, Humble Bundle updated to A23. (YAY :grin:). 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 don’t 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:
image
This one should be rescaled by 2.

6 Likes

Metall shell colors look great! But its shape is too rectangular

image

Piles Plus v4.1.0

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 weren’t actually in the game yet, and the gold flakes stack themselves, so they don’t need to be stored. I’m not complaining, less work for me.
Download
At the first post.

Changes in 4.1.0

  • Added appeal to everything
  • Fixed in-game piles having variable quality (I consider this an exploit.)
  • Fixed clay pile having -2 appeal, whereas the other resource piles in-game (wood, stone) have -1
  • Json cleanup
  • Fixed locales typo
  • Fixed the varanus skin rack having the wrong iconic
  • Changed wolf pelt rack to large pelt rack and other minor changes to pelt racks in anticipation of the cougar and the deer.
  • Added crate-with-crowbar harvesting overlay
  • gave the wheat bale the crowbar overlay (before it was the chop overlay)
1 Like

Noticed there is no catalog in the entities files. How do they stack in warehouses? Can’t 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 :slight_smile:

What do you mean? I don’t 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 don’t 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.

ā€œstonehearth:catalogā€: {
ā€œdisplay_nameā€: ā€œi18n(hearty_stew:entities.food.hearty_stew.hearty_stew.display_name)ā€,
ā€œdescriptionā€: ā€œi18n(hearty_stew:entities.food.hearty_stew.hearty_stew.description)ā€,
ā€œiconā€: ā€œfile(hearty_stew.png)ā€,
ā€œis_itemā€: true,
ā€œcategoryā€: ā€œfoodā€,
ā€œmaterial_tagsā€: ā€œfood_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 :wink:

Thanks in advance Unka Bean

Announcement

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.

2 Likes

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 don’t 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?

1 Like

Piles of jerky. Ohhh so much jerky. Maybe like a barrel or crate of it?

1 Like

I’ll 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 I’m going to make that look good and stonehearthy. I’ll 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!

1 Like

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 doesn’t and I don’t have the skills to implement it. That would however be the ultimate pile system. (Maybe someday…)

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, it’s 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 you’ve just hewn out a giant underground castle, and you know you’re gonna need the stone and metals).

1 Like