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


#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