[MOD] Stonehearth Cafe (Cooking And Farming Expansion) Discontinued

I still laugh at him now…which is bad, laughing at your own jokes…

Thanks for letting me know, I’ll look in to it. I’ve only had it happen to me once, and haven’t been able to reproduce it.

I also want to relook at sound effect fall off. Its not working and should only bee (hahahhaha!) audible when you’re close to the hives, like the lullaby effect.

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Me and @Hyrule_Symbol had a similar problem as this before with our sound, the issue lay in that the sound was exported as stereo while it should have been in mono. Maybe it’s the same for you?

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Oooh, excellent. I’ll take a look! Thanks for the info :slight_smile:

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thats my community! great sharing :wink:

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I think this line is some general game bug. I’ve been seeing it a lot in the stonehearth.log since alpha 11.

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Yep, that was exactly the issue, very many thanks!

Every day is a school day.

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Hmm, this is definitely me…

I’ve fixed the issue and will update the links in a little while.

Downside to this is that the cooking ingredients no longer match the stock filters. I could create a cooking ingredients filter, quite easily, but I’m not going to start using overrides. Overrides break alpha compatibility… Overrides are bad m’kay…

So for now you’ll have to use a capture all stockpile for queens and honey. @sdee Can we get a fix for this please? e.g create new filters without having to override? Pretty please?

Fixes include:

New sheep are spawns are no longer hostile after campaign triggers ( oops :smiley: )
Bees are no longer audible throughout the universe ( thanks @Drotten for the pointer)
Hearthlings will no longer try and eat honey, or queen bee’s - getting stuck in the process ( double oops :smiley: )

Edit:

Links updated. Strongly recommend re-downloading if you have not already as the previous versions are likely to result in Hearthling head explosions.

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As long as you don’t talk to yourself, it’s fine :stuck_out_tongue_closed_eyes:

great :+1:

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But… but infinitely extensible UIs were @Tom / Stephanie / @not_owen_wilson 's LAST job. In our OLD lives!!!

I wonder if our UIs are only partially extensible in defiance.

I’ll add it to the list. :slight_smile:

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spoilers maybe
Sorry I cant find the weird tree at all.

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Hey there!

There are a few visual cues to help you locate the tree once it’s spawned

Firstly, the fog of war is lifted around the tree

Secondly the name of the tree is unique, and has a red outline

Thirdly, the model is unique.

I would include screenshots, but the forum seems to be playing up…

Thanks for the feedback though, I’ll look in to making it a little more obvious if people continue to have problems.

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Version 1.4 The Yak Update (It’s not a brown sheep!! Honest!!) - Changelog:

Added Yaks to the game. Shepherds can now place Yak Pastures in addition to Sheep Pastures.

Yaks are a source of milk and meat

Added new cooking recipes. (Cheese and Bread)

I had to use overrides in order to add Yaks, and therefore this mod is:

A. Likely to break between alphas
B. Interfere with other mods that change UI and shepherd settings.

I’m assured by @sdee that this wont be an issue in the future!

I found no bugs during my play through, please let me know if you find any.

No video this time, as it’s late! :frowning: Heres an idle Yak instead. He looks suitably impressed…

Resolved issues:

Yaks currently subscribe to the Ministry of Silly Walks. I will improve the anim at some time in the future.

Enjoy!

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No Armor of the Red Bull? :wink:

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He looks bit moody :smile:

great update.

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The yakman approaches… Prepare yourselves…

But in all seriousness, I’m pretty sure by now that a lot of what is in this mod will probably be in the final game.

I have a bug after pick up bees from tree.

develop-2494 (x64)radiant/modules/entities.luac:86: attempt to index local ‘entity’ (a nil value)stack traceback:
radiant/modules/events.luac:68: in function <radiant/modules/events.luac:65>
radiant/modules/entities.luac:86: in function 'get_world_grid_location’
stonehearth/services/server/town/town.luac:97: in function '?'
stonehearth/services/server/town/town.luac:30: in function '_restore_saved_calls’
stonehearth/services/server/town/town.luac:11: in function '_on_game_loaded’
stonehearth/services/server/town/town.luac:9: in function 'obj’
radiant/modules/events.luac:15: in function 'self’
radiant/modules/events.luac:80: in function <radiant/modules/events.luac:78>
[C]: in function 'xpcall’
radiant/modules/events.luac:78: in function <radiant/modules/events.luac:70>

wow! this mod is really coming along. i like the way the yaks just standing there “chewing”.

and… is there a problem with that? i’m pretty sure that @Froggy made this mod with that in mind.

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No, no problem at all. In fact, I’m glad he has, since I can access these features sooner rather than later.

Please let me know if you have this issue again. I think it was a coincidence

That’s my niche! My implementation of the cook arrived in February :slight_smile: But for me, I do it for the love of tinkering.

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