Readme: for new visitors
To fully and possibly buglessly experience most changes between vanilla and modded game or earlier and more recent mod version you’ll most likely need to start a new game. I am not able to keep track of all inter-version bugs as all .json entities generated in-game prior to upgrading .smod files are not changed.
This successor of Finetems mod adds several items which seem logical to be added along vanilla ones: comfy stone furniture, tall clay windows in all colours, stone windows and doors etc.
This modpack aims at making interacting with in-game flora more consistent, rewarding and enjoyable.
Autoharvest mod adds an option to automatically mark a renewable resource node for harvest when it is renewed. Enabling autoharvest for an object requires just a simple mixinto and unlike before it should work even if an object didn’t have autoharvest option earlier on (moving almost all the necesssary code to autoharvest component made it possible to enable autoharvest when the button is pressed for the first time). From v2.1 onwards it is possible to assign a hotkey for toggling autoharvest.
for Stonehearth 1.1
Current version: 1.0b
biome_crops_mod.smod (3.3 KB)
Supports ACE pre-release, Archipelago, Canyon and Tundra biomes.
Biome Crops mod allows specifying initial crop list based on biome alias in addition to player’s kingdom. Makes herb and tree sapling crops depend on biome rather than kingdom. Biome Crops mod uses its own initial_crops.json, adding support for this mod requires mixing into the mod’s .json, not the vanilla one.
for Stonehearth A23 & uA24r789
Current version: alpha 1.0
detailed_flowers.smod (71.5 KB)
*obsolete fine planters added for comparison and not featured in the mod
Replaces some plant models with more detailed versions. Currently features Brightbell and Frostsnap replacements.
OUTDATED | DISCONTINUED
These mods are no longer supported and will be removed from this list completely when their A23 counterparts are ready.
for Stonehearth A22+
Current version: alpha 1.0b
pawel_API.smod (54.5 KB)
Required by all my mods. Fixes various vanilla bugs and offers new functionality like autoharvesting renewable resource nodes. For details and changelog see docs/readme.txt
Margin removal note: the game will try to prevent you from breaking continuity of a wall. You may not be able to place windows/doors next to columns if the result would remove all vertical tiles adjacent to a column. The
find bug is fixed in 1.0b.
for Stonehearth A22+
Current version: alpha 1.4a
finetems.smod (2.1 MB)
requires Pawel API
Finetems mod focuses on adding vanilla-like construction elements, furniture and decorations and attempts to solve some issues with vanilla items like lack of fine versions and model_origin misplacement. It also removes door and window margins from all vanilla doors and windows.
Among added objects are comfy stone furniture pieces, Comfy Clay Bed, empty Stone Doorways, Stone-Wooden Doors, Stone Window Frames, Cathedral-Arch, Diamond and Latticed Windows (Wooden and Stone), Tall and Tall Latticed Clay windows in all clay colours, some wooden furniture pieces and narrow fence pieces.
alpha 1.0 ‘Initial Update’:
- added lacking fine items for Mason, Weaver and Potter,
- added missing double door variants for Carpenter,
- added new items: wooden and stone furniture, comfy stone furniture, wall-mounted standard, wooden door and window equivalents to Mason,
- added stone doorways, which can be used to craft stone-wooden doors by Carpenter,
- added Tall and Wide Diamond Windows, Cathedral-Arch Window Frames and Shuttered Window Frames (default, blue, green and purchase-only red),
- bugfix for misplaced model_origin values for Curtains, Wall-Mounted Banners and Gargoyle,
- replaced two vanilla models: Writing Desk (needed shrinking by one voxel in depth to allow for proper alignment with chairs) and Dresser (made the vanilla dresser fully occupy the three tiles it takes and added two-tile wide dresser as Narrow Dresser, which takes 2 tiles instead of three).
alpha 1.1 ‘Fixtems Update’:
- fixed misspelled .qb filenames from alpha 1.0,
- removed margins for all vanilla and Finetems doors and windows,
- replaced clay windows with symmetrical odd-depth models,
- fixed stone doorway placement bug,
- fixed iconic shelves placement bug,
- added Narrow Picket Fence and Narrow Cobblestone Fence,
- added Wooden Stool and Comfy Stool.
alpha 1.2 ‘Latticed Update’:
- added support for [MOD] [18-21] Stonehearth Doorways 2.0,
- added Tall Clay Windows and Tall Latticed Clay Windows in all colours,
- added Comfy Clay Bed,
- altered Tile Wall Mosaic so the decoration is in the middle instead of being 1 voxel below the center,
- added Double Ironclad Door and Double Ironclad Doorway,
- added Latticed Wooden and Stone Windows.
- 6th Sep 2017 hotfix: fixed tower_brazier_effect bug.
alpha 1.3 ‘Vertically Adjacent Update’:
- enabled moving already placed objects on top of Shelves (placing objects on top of other objects straight from inventory is bugged even in vanilla),
- disabled moving existing objects on top of window flower boxes,
- added transparent water to Bird Baths,
- added Stone Pond based on Firepit model,
- changed fixture margin removal method to less invasive.
alpha 1.4 ‘Migration Update’:
- NOT BACKWARD COMPATIBLE
- moved margin removal and bugfixes to Pawel API,
- clarified the code.
- release 1.4a: separated locale files, fixed margin removal bug (saved games not backward compatible because locale paths changed).
for Stonehearth A22+
Current version: alpha 1.1d
plant_lore.smod (590.4 KB)
requires Pawel API
Plant Lore mod ultimate goal is to make reproducing every plant in the game possible but with initial choice limited to plants specific to current biome rather than kingdom. The way seeds are obtained (thus the way new crops are enabled) is changed, the current Travelling Crop Merchant is no more. Plants can be undeployed and used in recipes by Herbalist. Fiber plant, herb and fruit bush seeds are crafted by Herbalist from 8 specimens of corresponding plant. Herbalist can also reproduce smaller plants in plant beds. Tree and food crop seeds can be bought from new Tier 2 Herbalist merchant, so can be plant specimens (including the ones unavailable in current biome) but in limited quantity, so in order to get the seeds one has to reproduce plants. This means automating fiber and herb production by farming them requires levelling up the Herbalist first. In addition, all floral decorations are crafted exclusively by Herbalist.
- made the Herbalist the only class capable of harvesting herbs,
- moved all floral decoration recipes to Herbalist,
- enabled undeploy UI for non-tree plants,
- added new material tag groups for plant objects (compatible with Better Stockpiles),
- added Juniper, Pine and Tree Cactus saplings as crops,
- added Tumbleweed as a fiber crop,
- added Berry Bush and Prickle Pear saplings as crops,
- changed Prickly Pear and Watermelon food category from vegetable to fruit,
- with special thanks to RepeatPan: added an option to enable crops based on starting biome rather than kingdom,
- replaced Travelling Crop Merchant with new Tier 2 Herbalist merchant selling potion, bandages, plant specimen and random seeds (note: bugs are expected, I had no time to fully test it),
- added renewable plant beds as decoration and source of plant specimen,
- added potted plants,
- basic support for Archipelago and Swamp biomes featured (lacking: Swamp plant decorations and crops, for now Ferns can be harvested by any class unlike Giant Flowers, which are Herbalist-only),
- 24th Sep 2017 critical hotfix: fixed the plant_lore_server.lua error.
alpha 1.1 ‘Migration Update’:
- NOT BACKWARD COMPATIBLE
- rewritten Herbalist’s XP gain from harvests (can harvest everything Workers can again, but only herbs give XP),
- fixed bugs with trees like harvest overlay not shown and evolving bugs,
- enabled autoharvest for fruit bushes, fiber plants, herbs and plant beds,
- clarified the code,
- 1.1a: separated locales, fixed herbalist’s shop and various smaller bugs.
- 1.1b: changed Herbalist talisman recipe ingredients from Plant Specimen to Plant Fiber.
- 1.1c: fixed pine sapling crop referring to
- 1.1d: sprout.png no longer missing.
NOTE: This mod is being split into a modpack for A23.
WORK IN PROGRESS
These mods are in the making and will be released in more or less distant future.
- (Unnamed Yet) Porting items added in Finetems to A23 mod
- (Unnamed Yet) Splitting Plant Lore into smaller, modular mods
for Stonehearth A23+
Current status: W.I.P
Previously planned as a part of Finetems, Archmod became a separate mod because it adds items which do not necessarily fit Stonehearth style due to their very detailed look. The mod adds stucco as a refined resource which is used by Mason to craft elaborate architectonic ornaments in real-life styles like Classical and Gothic.
Plans for alpha 1.0:
- add stucco as a resource crafted from clay and stone by Mason or Potter, used by Mason to craft some artistic elements (done!),
- add Classical, Gothic and Arabic architectonic elements,
- add sculptures and fountains to Mason.
Recommended mods by other authors
Being a modder myself I like to play with mods made by others. Below is a list of mods I use - this means they should be supported by my mods. Despite some of the mods being buggy at their current stage I can still recommend them because in my opinion they add more value than their bugs cause problems.
Functionality improvement mods
Town Monitor by Gruffus
Better Stockpiles by Shinsaka
Smart Crafter by Drotten
Never Furrow Fields by Wharp
Edge of Screen Panning by Wharp
Follow Cam Remembers by Wharp
Tree Stump Mod by BrunoSupremo
Obsolete from A23: Unit Frame Activity Mod by illdred
Obsolete from A23: Unit Frame Health Mod by illdred
Outdated: Doorways by jomaxro
These are some of ideas that came to my mind. They may become mods in the end but they may be forgotten and abandoned as well.
Yet Another Cooking Mod
Exactly what the name says: new recipes for your cook. I was also thinking about making Hearthlings’ diet affect their stats either by splitting the hunger into nutritional categories (proteins, carbs, fats and vitamins) or by making the last food eaten provide small (+1 to +5) buff to selected stats.
Current status: considering whether the mod wouldn’t unbalance the game too much
Adds new faction, the Cartesians, who do not believe in magic and focus on personal development instead: through performing specific tasks, Cartesian Hearthlings can improve their Body, Mind and Spirit stats up to level 5 (level 6 stats require personal predispositions, sorry). Heathlings who reach stats of 5/5/5 or higher get a special Cartesian promotion.
this is not how I would implement it now, after doing some math - the mechanics need to be way simpler than ideas proposed below
Improving Body stats
Body improvement bar is filled by performing physical activities. With every next level the least demanding activities from the last level cease to fill the bar as the Hearthling’s stamina improves.
Improving Mind stats
Mind improvement bar is filled by reading books (disabled after Mind 3 is reached), participating in lectures (enabled after Mind 2 is reached, disabled after Mind 4) and discussing theoretical problems (enabled after Mind 3 is reached). The new Scholar class (requires level 2 Herbalist, talisman crafted by Herbalist) gets three working items: writing desk, where can craft various books and study them, a podium to give lectures and blackboard to discuss theoretical problems with individual Heathlings. Bookshelves to store completed books are also added. Crafting books is different than crafting other items: books take some time to be crafted and one Scholar can only craft one book at a time. Books cover various topics and each class fills their Mind bar a bit faster when reading books, listening to lectures and discussing about a discipline which is useful to them. Each discipline fills the bar slower for a Hearthling over time, so it is important to keep the topics varied. The Scholar can give lectures on a topic they have written a book about. The books can also be bought from the travelling merchants (for horrendous price) and studied by the Scholar what is significantly faster than crafting a book. Hearthlings also have personal interests and won’t necessarily be willing to participate in lectures which would be the most beneficial to them.
Improving Spirit stats
Spirit stat is improved when Hearthlings interact with art. Two new classes: Artist (requires level 3 Potter or Mason, talisman crafted by Carpenter) and Bard (promoted from Worker, talisman crafted by Engineer) can make art. Art commissions work just like book commissions: when needed resources are available a lengthy process of crafting begins. Artists can craft various architectonic decorations and take commissions for paintings and sculptures. Bards give performances on a stage and take commissions for poetry and musical compositions. The difference between commissioning art and books is that new works of art are chosen randomly from a list of available works (the recipe shows the number of works left to discover and few new works are available with each level up) and making a copy of an already discovered work is just like regular crafting. Like books, works of art can also be bought and studied by Artists and Bards what is faster but super expensive.