Modding Stonehearth: first steps

It as 3 main charters and a many, many villains. I know that’s not a lot to go on. But I’m still working on it.

as long as you’re considering the following, i’m on-board:

main characters:

  • Steven
  • Big Steve
  • Little Stevie

many, many villains:

  • Evil Steve
  • Steve the Incessant
  • Dead Eye Steve McGee
  • Steve Steve Bo Beve
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I think you missed a trick by not naming all the villains after myself, but ya know, whatever … your disregard for me seems to be a running theme lately.

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Lol, that’s not to far from what I’m trying to make.

My question as an animator, and out of curiosity about circumventing the limitations, is how is licensing handled?
Could someone with the stonehearth edition send a model they made to a co-creator with home edition for exporting and animating? Or does it end up with the old 3ds max style issue along the lines of the program saying “this file was made in a student version”?

I personally have a bit of an issue with the current $11 modding tool, It’s not the modding kit for “fully mod-able” we were promised.
I can understand there having been some negotiation compromises. But after having done a fair deal of thinking about it, it seems likely to have been a lost interest between the two parties negotiating in reaching an agreement where both parties get what they wanted.

What makes me think so?
Well, assuming all the features have the same value, there are 10 features different from Stonehearth edition and Home edition: 8 formats + landscape + height-map
The difference in price is $29, making the value of each feature $2.9. Seeing how it is reasonable to think that the landscape and height-map features are much more valued than any of the individual formats, we’d easily lower the format price closer to $1 per format.
And seeing how the only formats needed to mod Stonehearth as far as i know (including animation) are .qb and.obj, that’s only $12.

We could easily pay $15 for a fully functional modding kit while more than paying Minddesk for that one extra format.
Personally, i would be willing to pay as much as $20-$25 just to be able to fully mod Stonehearth without having all the wasted features of the $40 Home edition.
Compile all of this with the fact that as Stonehearth inevitably becomes more popular, it will be a big source of advertisement for the Qubicle Constructor, and that is why i think there could have been a lost interest in the negotiations.

No hard feelings, I’m just not satisfied with the product as it is essentially a handicapped modding kit without the animation support. :stuck_out_tongue:
The only way i could justify spending $40 on Home edition, would be if Stonehearth used all of it’s features in modding. the price difference just isn’t worth it for 1 single format.

To my knowledge there is no technical limitation in terms of exchanging files. Don’t know how to judge that from a legal perspective. From my personal point of view there might be a reason for the limitation :wink:.

I understand your point of view in terms of the features. However, the Stonehearth-Edition will be enoigh for 90% of all modders I guess. Again my personal view is that Minddesk is an independant developer like Radiant. $11 is a very good price and if someone likes the tool and additional features… the pricing gap is not that big.

This or that way I would wait for QC2 in case you are not convinced enough. Pricing might change with the new version… for the better hopefully.

The Price gap is big, especially for those of us without a lot of money to spend.
And seeing how the difference between covering 90% and 100% of the modders is just a matter of one single format, (as far as i know) i’d say the price gap isn’t justified. Especially when after calculating, i can reasonably assume the difference in price between limited and full moddability to be a matter of a few dollars.
I’d much rather pay that little extra for a fully competent Stonehearth modding kit than have to spend a fortune on a product i cannot justify buying, especially because i cannot use it for commercial purposes as Home Edition is noncommercial.

I hope you are right and that the QCv2 Stonehearth edition includes .obj exporting for an additional cost, but that would require RadEnt and Minddesk to enter negotiations again, or a strong community appeal to Minddesk.

The reason we dont get to export *.obj files is because this is a popular format for other developers/animators/companies. If minddesk makes it $15 for stonehearth. He does not sell the home version of qubicle anymore. All developers/animators/companies would just buy the stonehearth edition, even if they dont have interest in stonehearth at all.

But if you want to animate, you might be able to use other free voxel programs that can export to *.obj.

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Hello I was thinking about a thing. To add a new to the game right now, Do we have to make a workbench for the class?

@Didis You mean to add a new profession? You will need to assign a workbench to the new profession, yes. Does it have to be a “new” one? No. The easiest way is to re-use the carpenter’s workbench for your own profession.

Probably I will share a tutorial on implementing new professions to the Alpha in a da yor two.

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Thans for the answer. Yes a new profession but I want to promote the unit not with the workbench but with the tool or weapon (made with the carpenter). I tried but when I promote I haven’t the name of the profession (I have the word “undefined”). I tried to delete the lines which concerns the workbench in the function LUA but it don’t work^^

I manage one thing I have my Iconic version of the weapon in my stockpile with the button promote ^^

Unfortunately I did not investigate this yet but I guess it might be as “complex” as adding another profession. With a profession based on a workbench there are quite some changes required. Maybe you just did miss one?

Yes maybe because there is a ton of files to add or to modify when you want to add a profession^^ And I find this commentary “Expects the uri to be an entity with a stonehearth:workshop” so we can’t promote a worker into a new profession with just an object yet?

During the last 2 updates some code has changed for the professions, I guess as preparation for the weaver which should be implemented with the next patch. Although I did manage to get a custom profession up and running, I can clearly see that this is not the way it is ment to be at the end (I have to change two Lua-files where the professions are hard-coded which does not make sense for the final game). To be honest… I would wait for Radiant to implement a profession without a workbench and adjust it accordingly… just because not all elements might be in yet.

So I will use a workbench to do my new profession, let’s go do it^^.
Yes they will change the way to add content to the game, the first step will come with the next update. And it’s weird why did they compiled their code, are we supposed to have an acces to the functions lua, no?

So far I was able to do all my modding attempts without touching Lua (until now). At the moment it seems to me like parts of the code are not variable as they should / will be later on. I assum that this fixed links inside Lua will be resolved over time (as mentioned, for the professions one was already changed) and that you will not have to touch Lua-code for a mod where you are adding varieties to existing itesm, professions, etc.

Yes a lot of the files to change or add are in .json so it’s easy to modifiy but to understand the LUA functions you need to know a little bit the basis of the programming.

And when you speak about the profession which was already changed you speak about the function lua or the structure of the .json files?

So we will see in the future how will they manage to make the modding easy. =p

This game is my favorite.=P

indeed… i think a number of us are in a holding pattern (im definitely not looking at you @RepeatPan, @voxel_pirate or @Xavion), until the release that contains some modding updates… :+1:

I think too because the Modding API will be helpful to do the mod. After the release, we could do mods itself not change the original directory.

aye… this will be first and foremost, actually… otherwise, any mods that directly edit out-of-the-box files, will have to be continually updated with each client release… that would be rather tedious… :smile: