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

also being able to paint tags on walls perhaps or atleast click drag select on blocks and just that what’s selected and not everything that’s connected like it does atm

I need this archmod, its so pretty lol

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I think I should apologise everyone interested in updates of this thread because I’m active on ACE Discord and I’ve neglected the Discourse thread recently, not sure why.

Anyway, as those who follow ACE Discord may know, I’m working on (yes, a new thing AGAIN) Adventure Mode mod. Unlike other things in the making the scope of it isn’t very precise, what I’m trying to get to work now is a proper Fog of War/Line of Sight implementation and a revamp of notification UI so it occupies less space and is better prepared for potential revamp of the campaign and introduction of a more organised quest system. Meanwhile LostEms is being reworked in terms of data organisation to make it easier to maintain in the future and prepare it for introduction of variant swapper. Archmod still has some problems with Wavefront OBJ mesh support.

Stay tuned and visit ACE Discord if you’d like to get involved in some community talk.

And if you’d like to help: I need to pick proper music for the Serene League, right now I’m heading towards Mozart’s divertimenti and early symphonies:



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Hereby I proudly present you a Fog of War/Line of Sight prototype. Comes with new notification bar (new: right click to dismiss an alert, left click doesn’t do that so you can revisit alerts) replacing these absurdly large alert panels so you can see Ogo coming. Feel free to test it!


PS If you feel something is wrong please report it to me and toggle Slice or X-ray vision mode to refresh the view.

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A little update for everyone following:

  • I know AutoHarvest is broken with latest stable ACE release, I’m working on a fix but it seems a bit more complicated than I thought;
  • Archmod is renamed to Voxailles because I like the name more (probably the most selfish update note ever), also some significant progress was made, I hope to release the mod before the academic year starts so stay tuned;
  • LostEms update is looming on the horizon as some features from Voxailles were migrated to unclutter the crafting menu (variant swapper is near);
  • I decided to fuse the Serene League with Voxailles as all of its aesthetics were designed based on it anyway, this should also allow a way more coherent experience with Architect being the League’s starting crafter, concrete becoming their basic material and a campaign node focused on silk trade (which is also a Voxailles addition); Mediterranean biome won’t be included in the initial release because it would postpone the release significantly but it will be added later;
  • Adventure Mode will be released on Steam when I get PvP diplomacy UI to work, you’ll be able to define the minimal stance (war, peace or alliance) between players, initial stance and which stance changes are bilateral (i.e. require approval of the other player, by default signing a truce and forging an alliance will do while declaring war and cancelling an alliance won’t), I’m also fighting some final issues like waterfalls visible in FoW.
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YES!

(extra characters)

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Autoharvest was updated to finally deal with ACE 0.9.4 issue, it was kinda complicated so I hope there are no negative side effects.

Also, I’m migrating my mods to GitLab, from now on I won’t be uploading .smod files as attachments, download repositories as ZIP instead (they should work without changing the extension but try doing that if you experience problems). This is because:

  • I don’t want to use up SH Discourse space,
  • I want people to be able to look into my code and take over it in case I suddenly stop modding the game (unlikely for the foreseeable future but I want you to have access to my work just in case so someone can pick it up),
  • this allows to have master and dev branches of the same mod so you can test new features earlier before they are fully polished.

I’ve cleaned up the main post to make it more compact and easier to follow, removing most of outdated information to avoid confusion.

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Guys, I’ve just uploaded a new mod to the workshop but it seems Discource doesn’t let you edit messages older than… so I cannot put it in the top post now.

Seasonal Light

for Stonehearth 1.1
Current version: 1.0
GitLab repository
also available at Steam Workshop

This little mod makes celestial bodies follow annual trajectories. Directional light angles are recalculated every day according to time of the year and latitude specified on a per-biome basis in a special JSON file (so all biome creators can provide support for the mod without breaking anything, just mix into that file, see the manifest for explanation as it is an extremely small mod). By default world directions are tilted a bit (North is -30 degrees) after @BrunoSupremo noticed the default light angle doesn’t do justice to all visible surfaces equally by going almost straight right-left.

EDIT: one thing regarding bug reports: this mod uses literally just one extremely simplistic server function so if you see a server error it’s not from the mod (everything happens on the client).

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I love it :heart:

I’m gonna make this an obligatory requirement of a little project I hope to be able to work on soon.

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Mod support is trivial, you mixinto seasonal_light_path:biome_constants and if you create a weather which you’d like to actually use its own angles see how I disable seasonal light for titanstorm weather.

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I wanted to do something like that but on a weather by weather basis, since this would be very important for my project :smiley:

But since you delivered it on a silver platter already (:jubilant:) I will just make your mod a requirement. Of course my mod would still run without it, but I’d definitely encourage that yours is used :stuck_out_tongue:

just out of curiosity, in what direction do i have to think for your super secret squirrel mod?

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I’m getting an error when loading new game with just A.C.E. and LostEm loaded:

release-949 (x64)[M]
…ices/server/crafter_info/crafter_info_controller.lua:245: attempt to index a nil value
stack traceback:
[C]: ?
…ices/server/crafter_info/crafter_info_controller.lua:245: in function ‘_get_least_valued_entity’
…ices/server/crafter_info/crafter_info_controller.lua:230: in function ‘_get_recipe_cost’
…ices/server/crafter_info/crafter_info_controller.lua:160: in function ‘_format_recipe’
…ices/server/crafter_info/crafter_info_controller.lua:72: in function ‘_create_maps’
…ices/server/crafter_info/crafter_info_controller.lua:22: in function ‘post_activate’
radiant/modules/commons.lua:306: in function ‘create_controller’
…ervices/server/crafter_info/crafter_info_service.lua:97: in function ‘add_crafter_info’
…ervices/server/crafter_info/crafter_info_service.lua:106: in function ‘get_crafter_info’
…ervices/server/crafter_info/crafter_info_service.lua:92: in function <…ervices/server/crafter_info/crafter_info_service.lua:90>
[C]: ?
[C]: in function ‘trigger’
radiant/modules/events.lua:55: in function ‘trigger’
…tonehearth_ace/monkey_patches/ace_player_service.lua:9: in function ‘add_kingdom’
…vices/server/game_creation/game_creation_service.lua:129: in function <…vices/server/game_creation/game_creation_service.lua:124>

LostEms:
Since the latest update, the LostEms recipes in the crafting interfaces are not displaying properly. For example, instead of having separate carpentry recipes for window frame, latticed, crossbeam, shuttered, and cathedral arch window frames, the one recipe is having its icon switch between them all. None of the text on the recipe is changing when selected. Effectively makes me unable to craft the items added by this modpack.
Tested with only this mod and the debug options enabled, and on a couple fresh saves, but issue persists. Only occurred since the update, yesterday everything was fine.

You do realise this is Variant Swapper, a carefully crafted major feature of the last update on which I’ve been working for a few months, don’t you? While placing an item you can choose the variant by pressing hotkey listed under Building/Cycle Through Variants.

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the default key to toggle is now " / "
making it so you dont have dozends of nearly the same item in the crafting window.

I’m not sure how you would implement it, but maybe some kind of documentation or info pop up in game would help, like the first time you click on the recipe? Or some kind of short memo in the description for recipes that utilize Variant Swapper? At least a mention of it in the description of the mod at the top of the page if possible, for people coming into your series of mods fresh. Since it’s a system that doesn’t exist in the base game, or to my knowledge even in ACE at the moment, it is a completely unique and new system/mechanic to be introduced to suddenly. I don’t think that it would need to be as full on as @BrunoSupremo and his Goblin Encyclopedia to get across the concept of hatching Goblins to expand rather than the standard daily check-in for regular hearthlings, but it makes me wonder if one person has questioned it will there be others who don’t understand or can’t figure out why there’s a single recipe now that looks like it’s constantly changing.

There is a hotkey tooltip in placement menu, in ACE it will show only if the item selected has variants. The building menu has no tooltips at all so I haven’t added it there. The only place left where I could add it is the crafting menu but that would require UI modding and with ACE heavily reworking some UI parts it’s not easy to do.

You could probably use the recipe descriptions or the recipe flavor. I do that a lot in ACE - explain some mechanics and how to use things through the recipe screen, like how to use fermenting vats, when certain hats are used, etc.

You could change the flavor text of these recipes to be something like “This item has multiple style variations that can be changed during placement” or something like that.

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I did not realise! My apologies, I didn’t see that the description on Steam Workshop had been updated.

Thanks for the ongoing work!

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