RP and RepeatPan's mods

Team Radiant is now officially dizzy.

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I’m… sorry? :smiley: Hope you get well soon then!

I’m sure the need to move everything in the office to perfect right angles will soon pass. :wink: Glad you got it to work for you, though! :slight_smile:

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hahaha! im visualizing this now… :smile:

@Doug and @not_owen_wilson feverishly shifting office equipment around, being directed by an overbearing @Ponder… all while Yakety Sax is playing (very loudly) in the background…

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r

has been released

Get RP here and the mods here. The changes are all listed on GitHub, too.

@SteveAdamo: I think I know what went wrong. There was a bug that prevented RP from loading .smod files… I thought it wasn’t in 1400, but it was. I guess everyone else was simply using the github zip instead of a smod file and got it to work that way… My bad. If this solves the issue, I shall name this release officially ā€œShadow of Steveā€.

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you honor me sir… i can only hope to one day live up to that which has been bestow… oh, right… :blush:

i’m heading out in a bit, and will give it a go! am i doing anything other than downloading the latest version of rp and a particular mod?

If you had any previous RP/mod of mine, delete their smod files (I’ve renamed a few and you don’t want them to have loaded at the same time). Then, for example, download the rp.smod and other mods (I’d recommend rp_spawn_stuff and rp_sized_workers - together they’re about 90% of the stuff RP does).

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im on the job… should be able to report back in about 4 hours (hitting the gym, playing with the kids, feeding the homeless… the usual thing)

[quote]About the Alternate Naming mod
I am currently editing the nametables. Feel free to inform about ā€˜weird’ names of your villagers - I’ll try to fix them for the next AltNam releases :smile:

Chris ā€œPhorCillicā€ Dabrowski[/quote]

@RepeatPan - is this okay?

Sure, go ahead. I’m not going to change anything in alternate naming any time soon, so just hit me up with a Pull Request whenever you feel like it.

Um… could you add my information to Alternate Naming mod post, please? When some people will find some ā€˜bugnames’, they could inform me thanks to it :slight_smile:

Also, Am I doing something wrong during the ā€œmod installation processā€?
Alternate Naming (and Sized People?) are not working for me… o.o

Update (reason: release 22)

  • RP 1402 is working with current SH release
  • Workforce is working

Yepp, lots of stuff broke when they released Alpha 22 a few minutes ago. I’ll have to check what exactly they have changed and update RP.

Expect r2200 to hit sometime soon.

Radiant did this on purpose, I guarantee it. They don’t want me to be happy.

Edit: If any of them reads this, is there anybody I could bother about a few, very small things that are a bit of an obstacle for modding right now? Nothing too big, a few engine related things that I can’t fix.

Edit 23:23: Extracted the update; will post changes that are of interest and/or annoying.

Here we go, the

Inofficial nerd patchnotes

radiant:

  • They’ve added radiant.util.get_config(str, default). Those bastards! I’m going to phone my lawyer. Reads the data from user_settings.json (see reply below). host:get_config("mods." .. modname .. "." .. str) is a bit odd.
    The only real usage is self._enabled = radiant.util.get_config("enable_scenarios", false), which… I don’t know man, I don’t know. The mods directory? Investigations are to be had.
  • Nothing of real interest (read: nothing that I had looked at or used previously).

stonehearth:

  • Most/All AI actions have a version field now, defaulting to 1 it seems. Nice!
  • If a workbench has no talisman (such as every workbench that was spawned in), the action is cancelled. Perhaps this allows me to add workbenches to the list of spawnable things.
  • There seems to be a journal entry upon becoming a craftsman now.
  • Something with running. Probably something that avoids that the running action runs again and again? I’ve seen something like that in the logs before, but I’m not going to take guesses.
  • ai/actions/worker_place_workshop now contains an ingredients list. I’m not sure what worker_place_workshop was before, so I guess workshops can have materials to be built now? Looks like it.
  • Hunger was reduced by 1/3. Hooray for photosynthesis.
  • KeyboardInput.ESC has been moved to KeyboardInput.Key.ESC. Might affect other things too. Likely breaks rp_spawn_stuff.
  • Looks like they can shear sheeps now.
  • Quite a few changes to the AI (+53, -178).
  • Attributes have an effective_value thing now. I thought they had that before? Did attributes permanently affect workers? That would mean that every time they got groggy, their speed was reduced by two. Oh boy.
  • Yepp, workshops can be created out of whatever you want now. Not hardcoded to one log anymore.
  • Talismans can now have a profession name set. Probably to make the ā€œpromote to Xā€ better visible.
  • Renewable resources can have a renewable effect. I’m so going to make exploding berry bushes.
  • components/workshop/craft_orders.lua was heavily modified. Mostly they used the new ingredients system thingy too. Looks like refactoring, perhaps allows new workbenches that have different materials?
  • Workshops have names, too. Promotion talismans have become optional.
  • Some re-definitions of what is required to build X, for example walls/scaffolding. Limited to things with ā€œwooden resourceā€ tag.
  • Spool of Thread is a ā€œthread resourceā€.
  • The carpenter saw’s json got a new entity_data. No idea if that existed or still does or what.
  • Yepp, workbenches can be made out of different materials. Anyone up for a hardcore version of a carpenter that requires three sheeps, 18 wooden logs and one stone of rarity + 1?
  • workbench_type has been added to the profession description’s workbench component.
  • comfy beds can be crafted. Pff, we could spawn them ages ago.
  • Weavers don’t ā€œweave stuffā€ anymore, they now ā€œmake thread and clothā€. I preferred the old version.
  • "name": "Weaver's Workshop", "long_description" : "Makes thread and cloth! Can't really have a respectable civilization without one!". Many excitement! Too much to handle! Alright, enough of this prick attitude. Sorry.
  • The weaver workbench seems to require one fibre. The definition of the workshop is inside the profession’s file, which is okay with me.
  • Weavers got a spindle as promotion talisman.
  • Sheep have been added. Meh.
  • Something something scenario hints here and there.
  • The character sheets have been added (and seemingly replaced some sort of personal journal).
  • Yes, KeyboardInput's constants have been renamed to be prefixed with ā€œKEY_ā€. Definitely breaks rp_spawn_stuff.
  • The camera service got an overhaul (+107, -46). Not really really done a lot with it so far, no comments available here.
  • PersonalityService survived.
  • PopulationFaction was changed.
  • Still using the weird/unhandy (faction, json) system.
  • Instead of using handy math.random, they’ve switched to an own random number generator. Err. Okay?
  • _set_citizen_initial_state has loots of new attributes: mind, body, spirit, diligence, curiosity, inventiveness, muscle, speed, stamina, courage, willpower, compassion and mystic. I made the last one up.
  • The basic stats are mind, body and spirit. All other stats are derived from those (at primary_attribute * 10 + rand(1, 9)
    • diligence, curiosity, inventiveness derive from mind.
    • muscle, speed and stamina derive from body.
    • courage, willpower and compassion derive from spirit.
  • Speed is now relative to body attribute, at (80 + 20 * body / 6) or put differently, about 3.34 speed per body point. To get to the old speed, you need about 6 body points. I guess this is the end of the speed boost in rp_workforce.
  • Lots of world generation related stuff, some seems to be optimization related. Also, the new prng strikes back here too. Landscapes seem to can have ā€œfeaturesā€ now, such as… forests?
  • o7 gaussian_random.lua. You will be remembered.
  • Actually, he’s now integer_gaussian_random.lua I believe. Wonder what he did to have to change his name.
  • WorldGenerationService died. It doesn’t look like anything in there was used before.
  • Oh WorldGenerator, my dear friend, what have they done to you (+64, -53).
  • There’s habitat types and a habitat manager now, coolish.
  • assert(game_seed % 1 == 0) :confused: - I hope that’s unlauc messing with me.
  • Optimize all the #tables.
  • Unless this was done before, world creation time is now measured.
  • They’ve killed _create_test_blueprint! Those bastards! :sob:
  • Also _create_world_blueprint_old, but nobody cared for him. Poor old CWBO.
  • Moving on to JS and the GUI. Nothing too serious seems to have happened; a few renamings and hopefully a world generator later RP should be back on track.
  • Something to prevent workshop flickering.
  • Still not sure what ui/game/main_actionbar actually is, but it has pirates now.
  • place_item got a little rename. Nothing serious I think for me.
  • jquery has CSS?
  • I foresee that the next button that appears in the main menu will be the credits one. I bet one lua script.
  • So far for the GUI, now what was added
  • They really take their company name seriously. Workers are supposed to shear sheeps with axes. How rad.
  • Aww, an effect for growing wool. And its json contains the word ā€œfursplosionā€. This gotta be good. I think I said exploding berry bushes before? Well, if I said sheep I would have another thing to sue them over. Oh well. One case at a time!
  • harvest berry overlay effect? Boring json. Needs more ā€œsmashā€, ā€œtearā€ or ā€œripā€.
  • Different sound for the weaver. I begin to start feeling silly for just using the general placement sound for rp_spawn_stuff.
  • Favorite sentence from the new carpenter promotions? ā€œYou want me to be the carpenter? Can I… sell the stuff I make? Or is this communal property?ā€ On this note, I absolutely love the personality and the item descriptions so far (minus the weave thing. ā€œWeaves stuffā€ was brilliant.)
  • Favorite sentence for the weaver? ā€œThere is a meditative grace in fine knotwork. Stare, my friends, stare until your souls belong to meeeeee.ā€ :ghost:
  • Sheep have different animations so far, being ā€œidleā€, ā€œidle_breatheā€ and ā€œrunā€. The only thing missing is ā€œeat_grassā€ and they would be an exact replica of the real ones.
  • I don’t know if we had this before, but right now, entities/cloth/wool/wool_bundle/wool_bundle.png is a SH-ified weighted companion cube icon. I’m so going to abuse this.
  • Today’s Words of Wisdom comes from ā€œbolt_of_cloth_recipe.jsonā€, which says ā€œTo make thicker by the width of one string: add string. Repeat 1,000,000 times.ā€
  • Whatever scenarios are, there’s one called ā€œbunny_nestā€. It contains, this might surprise you, bunnies.

That’s about it. A few things that don’t work but should be corrected. It’s now 00:35, T+80mins.

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You can always ask, but nobody guarantees any answers. :wink:

user_settings.json

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Heh, And I’ve got… another mod idea. New topic or write here? This one may be more difficult to create though xD

Heh, if there was one thing I’d really like then it would be that _host.require properly throws lua errors when something goes wrong (I think syntax errors in particular). I’m pcalling the mods and it logs the error into the stonehearth.log but of course, pcall doesn’t catch it. Just a little nibble.

Second one would be if there’s already a way to have an initialization file in the mods for the server side (something similar to manifest.json:client.init_script, just on the other side.

A tiny bit more complex would be a list of all available smod/directories accessible in lua. I would love to get rid of dir.

Ah. Then mods can have sections in that file now I guess? Sounds neat, although I kind of would prefer standalone files for some mods (nothing that has been done yet, but in the future).

Just go ahead here. I’ll wrap up the changelog first, however, and patch RP to 2200.

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good grief @RepeatPan, you have seemingly boundless energy for modding… can’t believe how quickly you dissected the build! :+1:

I’m not done yet. It helps to have the extracted smod as git repository, however. Then I can just delete the old files, unwrp the archives, and commit - and TortoiseMerge tells me what I need to know.

Ok, I started the game, placed a flag, located the Stockpile and builded my Carpenter’s Workbench.
To get my carpenter work quickly, i located also smaller stockpile (wood only) in ā€œhis homeā€:

But when carpenter hasn’t any wood near, he must visit the main stockpile:

The question is: How we can fill stockpile?
Current answer is ā€œby denying wood in all stockpiles with the lesser numberā€. If for example, that stockpile will be ā€˜Stockpile no. 16’, you will wait for any wood unless all previous 15 stockpiles will be filled/removed/changed (to deny wood)

My idea for the answer is: ā€œby setting an order/duty to fill the stockpileā€. There are many ways to do this. For example: let’s give stockpile a table with ā€˜requests’. Like this:

STOCKPILE NO.1
Requests
---------------
Wood to Stockpile no. 2
Fruits to Stockpile no. 3

When worker with the item enters the stockpile, he gets the information, what to do with this (for example) oak log. If there will be free space in Stockpile no. 2, he will bring the block there, otherwise (if there won’t be any more Wood requests or all stockpiles with the wood request will be filled already) he will put the item in this stockpile.

I don’t know how it will be fixed in later Stonehearth versions, but at the moment it could help some players.

Sounds an awful lot like stockpile managing. What I could, perhaps, offer would be to give stockpiles a priority (i.e. a number), from which workers pick the highest (instead of the closest) one - but this could lead to issues too, so perhaps it’s a distance/priority related thing and and and.

I’ll have to take a look at the whole stockpile code later. I believe it’s still some sort of construction site, however, so I’m not going to touch it anytime soon. Well, not today at least. :wink:

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The problem there is that we’d need to prioritize each resource individually - the mason will want more stone then the carpenter - but some things might need equal priority to split between stockpiles - wood would need to go to building sites and craftsmen in potentially different spots. The other issue is that you don’t want them traipsing to carry wood to the other side of the village with every log and rock, you’d need to have them dump to closest then move later. The manual control of move x amount of y from a to b would probably be better for that reason.