I’ve not added it to the mod yet, but I’d like to make both versions. Evil green version can also have some paint on it to make it feel 20% more evil.
All of that if I pull myself together
I also feel there’s not enough love for wood and clay as it’s a more “early” tech for both races. Haven’t figured out yet what would be lights from these like.
Intentional. I often use lights in mineshafts and don’t need them to turn off during the day.
If you’d like the lights to follow the usual game logic, it’s quite easy to edit. For example, for a torch, go to mods\lodewall-lights\entities\decoration\wall_torch, open wall_torch.json and find these strings:
“light_effect”: “/lodewall-lights/data/effects/wall_torch_effect”,
“light_policy”: “always_on”
If you delete the second string and the comma before it, the torch will turn into the usual light that goes off during the day.
Edit: I suppose I’ll change it in the next release so that only mining lamps and fire sources like torches remain permanently lit.
No rest for the engineer!
A reminder: I post alpha models several days before actually adding them in the mod. Final versions can differ a bit from these. If you have interesting suggestions or feel there’s something missing/off and you know exactly what it is, don’t hesitate! I like discussions
Keeper! Our forgemasters reported that since lamps now mysteriously require copper instead of iron, they devised a new iron lantern design. This time, more simple (with more dangerous open fire).
Feel this one needs more thought. The lantern blends with the hook, there’s not enough contrast/color difference. Perhaps I’ll change it to wooden beam in the final version.
While potters’ success was less… impressive, they have introduced a candle in a pot. Why an idea of putting wax in place of a flower took them this much time remains a mystery.
these are all quite lovely, i especially love that one on the chain.
i really need to start playing again so i can use your mod!
as far as i’m aware stonehearth doesn’t, and because of that (being as awesome as he is) @Drotten actually made a “randomized crafting” script for me awhile back, he probably wouldn’t mind you using it too.
@8BitCrab Hmmm. While digging files I’ve stumbled upon a droppable goblin badge trophy and remembered it actually has two model variants: long stake and short stake. Since the game should somehow tie two different qb files together, I started digging the corresponding ghost.json file and found this:
So it basically does… what? Randomly assigns a model from the list to an in-game item? When does it happen - on creating/dropping the item or on its placing? (in other words, will the item change its model every time it’s redeployed/moved)
I think I’ll find good use for both this trick and the script you’ve mentioned. Small variations can be applied with this trick. Significantly different models, on the other hand, are better applied with the script to “fix” their appearance for the whole duration of the game.
Drotten has answered. Things start clearing up in my head. Basically, if you want the item to use different models, invoking “one_of” incantation in the “models” section is enough. But if you want an item to “lock” its model on creation you need Drotten’s script. It should be called in the manifest during mod initialization and handles the same “one_of” listing (which basically is an array of values in json), but placed in the recipe in “produces” section.
Perhaps someone else will find it useful. I feel such knowledge would look good in the wiki, but I’m already writing one for an unrelated project and just a tiny bit lazy to do it myself. Maybe I’ll do it after all so anyone else can use the knowledge without sifting through Discourse topics.
Steel handheld carbide lantern, version 2. I’m more happy with this one, I guess it’ll make its way into the mod (although I need more tinkering if I decide to make “handheld” more than a name).
The real prototype for this one is a German bakelite carbide lantern of 1940-s.
Another iron “knob” lantern. Haven’t decided on the iron part; I feel like material progression should show in design as much as in color. Kerosene-like lamps will be good in brass, tin or copper. Not sure about this one, though.
Aaaand another handheld iron lantern, this time for making signals. Imagine a lighthouse keeper or a train mechanic with this one and you won’t be far from truth.
A little cute guy I’m trying to animate right now. The name’s Rock Borer.
Trying to understand how it should move and bite (according to my plan it’s a melee monster that randomly digs out in your tunnels and scares the crap out of your workers).
I’m not happy with the coloring. Any help here?
hmm… i checked around but couldn’t find any good reference videos for what i imagine it to move like…
ugh… i’ve always hated sandworm type enemy’s… would this guy be exclusive to the desert?
i would go with a more tan coloring for it, if it’s “desert exclusive” creature… if its for all biomes, i think maybe adding in small bits of grey might help…?
Why is that? I don’t intend him to be invisible, just unburrow-able (have no idea how to do it).
I haven’t decided yet if I want to make two recolored versions for different biomes or one biome-specific.