Pawel's Mod Corner: Autoharvest, Biome Crops, LostEms & others


#258

I’ve just updated LostEms, the mod now fully supports ACE!


#259

There is a slight issue with the latest version of EMS that I noticed… that being that I cannot, under any circumstances seemingly, load up my save that used the previous version.

Quite frankly, it tries to load it in, and then at around 90-95% the game just closes, and LostEms is the only mod that has changed since then. Did you perhaps remove or edit things that could have caused this?

If possible, and if you still have it, could I have a download of the previous version for my save, as I can’t simply start a new one unfortunately


#260

The new one has quite a lot of changes, it now has its server script to make it compatible with other mods. I suppose you were in the middle of crafting something what had its recipe changed. Sadly I don’t have the old version anymore :frowning:

EDIT: ACE support submod had typos in the manifest, uploaded fixed version (1.1a) here and to the Workshop.


#261

Thanks for the update! Are there any plans for wide window boxes? ACE brought in all types of curtains but not window boxes yet it seems.

And please tell me tablecloths are not abandoned!


#262

Entities covered with or made of cloth are on hold because I’m waiting for ACE to develop its array of entities so I know the design principles for each set and windows wait for curtains. This mod is on top of my priority list so worry not. LostEms 1.1a has two errors I haven’t yet managed to fix. I’m also trying to provide new version of Autoharvest with ACE support.


#263

Ho, ho, ho, a bit late this year but I bring you a gift: Autoharvest is with us back again, this time faster and ACE-friendly! This wouldn’t happen without @paulthegreat who found two final, stupid mistakes in my code.


#264

Just dropped in to write that whoever removed banner recipes from Rayya’s Weaver workshop will pay for this. The next update for LostEms will be named “Who took my banners?!” and will not only re-enable them but also provide a whole new set of red Weaver items to match Rayya’s style.

It will also add tons of stuff we already have. In new, different sizes.


#265

I’m using an Imac and Autoharvest isn’t working between saves. When I load back in it has a two side by side selection boxes, and I have to go through all the crops individually to reset it.


#266

This happens if you loaded a save with older version of Autoharvest after the last update. Sadly, with the changes made, there is no way to avoid this and changes are mandatory to support ACE.


#267

I’m using ACE and have started repeated new games (because of ACE mod disconnects). And I’m on the 3 Jan Autoharvest from Steam. Will Stonehearth Cafe cause the issue? I noticed it hasn’t updated to ACE yet.


#268

Cafe could be problematic if its entities use it because the way one enables autoharvest has changed in 2.0 (now it is simply injecting a command, not creating a whole component, the command will create the component when pressed for the first time, this actually proved to save a lot of memory).

I uploaded 2.0a, I finally got some time to test and adjust the mod for multiplayer use.

EDIT: Uploaded Autoharvest v2.1: fixed bug @c2beverly reported, added Swamp biome support, added an option to assign a hotkey for toggling autoharvest.


#269


I should rename the mod to FoundEms…

Autoharvest got a minor upgrade (renaming one function) to avoid problems with unstable and future versions of ACE and other mods mixing into renewable_resource_node_component.lua.


#270

Autoharvest just got a long wanted feature: box selection enabling. Link at the first post, Steam version was updated as well.


#271

Finally: LostEms got its major 1.3 update.

Added:

  • 3x3 windows for all crafters,
  • red banners for the Weaver,
  • clay windows in all sizes,
  • large window planters,
  • missing input containers for all crafters,
  • a part of W.I.P. Blacksmith set,
  • windowed wooden doors.

Also:

  • reorganised crafting categories for Carpenter, Mason and Potter,
  • redone ACE support,
  • fixed Ascendancy wall banners not available to Rayya’s Weaver,
  • fixed wide window and wall standard rotation errors,
  • optimalised localisation files.

#272

Good job, even though the image is almost 100% modded items, it looks like a vanilla game


#273

LostEms 1.4 is up, Blacksmith and red Weaver sets are complete, also added mullioned wooden windows and some other minor stuff. Enjoy!


#274

And one more update for LostEms, just a bunch of elaborate fixes this time but so complicated that I decided to number it as 1.5. Going for Archmod now.


#275

did you fix the long horizontal blue lattice clay window turning green when placed for some reason?

not sure if its blue or beige, but I’m sure its a long lattice window


#276

Erm, no because I don’t experience such a bug. I’ve just checked .qb and .json files and everything is in order so the only possible problem is wrong colour space in QB export settings.


#277

As some of you may know, I am working not only on Archmod now, but also on Serene Kingdom and Coast Biome, which all share the same purpose: to give Stonehearth that unmatched Mediterranean feeling. Kingdom and biome will be one mod, but they could also become a part of Archmod, allowing deeper interaction (Archmod entities in building templates, tier reward unlocks for the Architect etc.). The question is: should the mods be merged or kept separate?

  • merge Archmod with Serene League and Coast Biome
  • keep Archmod separate from Serene League and Coast Biome

0 voters