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.
for Stonehearth 1.1
Current version: 1.5
lostems.smod (2.0 MB)
also available at Steam Workshop
Supports ACE pre-release.
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.
WORK IN PROGRESS
These mods are in the making and will be released in more or less distant future.
for Stonehearth 1.1
Current status: W.I.P
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 Architect class, capable of crafting stucco as a refined resource which is used to craft elaborate architectonic ornaments in real-life styles like Classical and Gothic.
Plans for alpha 1.0:
- add stucco as a resource (done!),
- add Architect class (done!),
- add Classical architectonic elements (ongoing),
- 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.