Stream tonight with Angelo & Justin (šŸ› ļø Let's talk mods šŸ› ļø)

Hey I was thinking about a hack for fish, could you always path to a point within a small radius of the fish that is in the water, then walk the ā€˜line’ to that position to make sure there isn’t any land? Right now there isn’t a way to get a path that’s based on the preferences of the caller. We could add that in the future, but for now we have to find a work around.

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Don’t worry.
Another way I thought is at the fish creation detect if it is near land, and then move the center of its leash away from the land.

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I’m generally kinda shy cough, so even if I write any questions here I hesitate to post them in the stream chat.

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I usually end this kinda of streams very frustrated with myself, cause I can never think of a good question, and then when it ends I remember them all… This time I wrote it in a note.

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That’s how I’m like with everything.

Anyone: ā€œWhat are your thoughts on this?ā€

Me: ā€œIt’s fine. Can’t think of anything.ā€

Then later I decide its the best or worst thing ever and I have a million thoughts on the subject :stuck_out_tongue:

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That’s a known bug that’s been around for quite some time (years). Fortunately, the Discourse team is replacing the current markdown system with CommonMark, and it is in testing as I write this! It’ll be a little while before we see it here on Stonehearth, but this will fix the preview/actual post differs issue.

MelOzone is close, to be 100% certain it will work, you need a completely blank like above and below each details block. I edited your post as such and it works now.

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As a reminder we will be doing a sequel to last week’s stream tonight!

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Is it possible to update the thread title to reflect today’s date, @jamiltron ?

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I’m rewatching the stream (because my internet was horrible and I couldn’t barely see what was in the screen in 160p quality…) and at the 42:50 time mark we can see the girl starts a conversation with a pet, and ends it with a heart icon. Is that something new?

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Yep, that’s something @linda has been working on.

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I just realized i forgot to watch the streeeeeeam…

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So, @jamiltron and @ayazar, when can we expect to see the first public release of the necromancer mod? No pressure :merry:

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I’m thinking we’ll release it as a new example mod on github. Probably want to clean it up a bit first!

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Okay I took some time today to put the startermod_class repo together. It’s still a little rough (I think I broke something in the character sheet for necromancers, and the required herbalist level is still 0), but I figured I’d share it now and improve it over time. PRs welcome as usual :slight_smile: GitHub - stonehearth/startermod_class: Example mod for adding a class to Stonehearth

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