Good question. You just found the harvest_overlay I was looking for.
Yay! Iām glad my problems can help someone, lol
When messing around with rp_geoffers_nightmares, Iāve had to deal with those too. I would guess that the answer is āNoā. Trying to override ../horde/...
isnāt working (which isnāt too surprising). I would say this is outside of the āmodsā area and somewhat still in the āengineā portionā¦
But allowing materials/textures to reside inside mod folders is definitely something that would be nice
Drat, fudge and, tartar sauce
hmmā¦ though, I did just find stonehearth.smod/data/effects/thoughts/sleepy/sleepy.json, which points to horde/material/thoughts/sleepy/sleepy_material.xml, which points to the sleepy.png.
Do you think it would be possible to jerry-rig the json to point to another xml to point to another png? Or will we encounter a similar problem since the png-pointer in the xml file starts in the horde folder?
I do not recommend it. Butā¦ yes. You can workaround it. It wonāt work anymore, but rp_geoffers_nightmares will give you an idea how it worked with r27 (and probably still does).
The short version is that you can define an xml that is inside mods/ or whereever you want, but I highly expect that this will not work if the directory is .smodāed. I havenāt tested it (or it was too long ago), but I would say chances are slim.
Nevertheless, you shouldnāt do that. Relative paths that go beyond the top directory are dangerous and will likely be disabled at some point. I would much rather have proper material/texture support for mods than relying on this hack not breaking
As would I!
Perhaps we can bring @sdeeās attention to this inability to change icons for the sleep and hungry thoughts? Maybe? Pretty please? With on top
Good it works now.
What was the command for enabling te debugging function again?
"enable_debug_keys" : true,
Regarding modding in the horde folder, @not_owen_wilson once casually threw off āā¦and then people will be able to swap out the renderer for whatever they wantā but that was a.) right after he joined the company and b.) so shockingly awesome that c.) my brain didnāt parse anything he said right afterwards, or think to ask him what the first half of his sentence was.
But still! Paging him in now.
I did a little bit of work on this last week Still tonnes to do! Eventually weāll want to deprecate most (all?) of that āhordeā directory and move the appropriate rendering code into the mod-level, so that mods will be able to re/define the rendering pipeline themselves (at least, as much as they can via the horde shader/material/pipeline interface).
There are the usual issues to resolve (dealing with conflicting mods, etc.), but this should hopefully behave in a reasonable manner.
Is there a way as of now to add new resources to existing tabs in the stockpile?
My bamboo bundles are ābamboo_resourceā in their json file so they use use them for crafting bamboo furniture but I realized now it doesnāt fit into any of the stockpile categories and my workers get confused if you start editing the stockpile permissions. . . I havenāt found a way yet to add them to the Resources: Wood category yetā¦
Any ideas?
Try tagging them as "bamboo_resource wood"
?
Yes, the resources are just tags so adding wood will make them count as wood.
Wonāt that make them a substitute for wood in recipes too?
What if we wanted to add our own catagories to the stockpile menu?
For some reason I canāt change the model of a juniper tree with a mixinto. The juniper trees models are unique, unlike the oak ones that have 3 models for each size. But I wanted to change the model and add two more models at the same time. I remember I could do it with old methods (swapping the files directly in the stonehearth.smod).
I checked the syntax of my json files(at first I had some mistakes) but now I donāt know what is wrong. When I launch the game everything is normal, but I notice that there are no trees of that type I tried to change.
This is my mixinto file:
{
"components": {
"unit_info": {
"name": "my tree",
"description": "description."
},
"model_variants": [
{
"models": [
{
"items": [
"file(/models/trees/juniper_medium/medium_juniper1.qb)",
"file(/models/trees/juniper_medium/medium_juniper2.qb)",
"file(/models/trees/juniper_medium/medium_juniper3.qb)"
]
}
]
}
]
}
}
The manifest file:
{
"info" : {
"name" : "Candyland2"
},
"mixintos" : {
"stonehearth:berry_bush" : [
"file(/mixintos/berry_bush.json)"
],
"stonehearth:medium_juniper_tree" : [
"file(/mixintos/medium_juniper.json)"
]
},
"overrides" : {
"stonehearth/renderers/terrain/terrain_renderer.json" : "candyland2/terrain_renderer.json"
}
}
Maybe I could do it with one override+one mixintoā¦ Any help?
Remember that mixintos are additive. Therefore, you merely add your own trees. To verify that your mixinto is working, check the log file and the name/description in the game.
That being said, the issue is that it likely isnāt compatible-ish.
"model_variants": [
{
"models": [
{
"type": "one_of",
"items": [
"file(large_oak_tree.qb)",
"file(large_oak_tree_2.qb)",
"file(large_oak_tree_3.qb)"
]
}
]
}
],
Since you canāt add or overwrite that first element in the array ( model_variants.models
) with a mixinto, the only way to change that would be an override.
Iām not sure what happens when you add another, unnamed model variantā¦ I suppose itās ignored? Itās tried to spawn nonetheless (I think villagers work along those lines)? Something like that.
Mmā¦ The thing is, I used a mixinto to change the berry bush. And it worked like a charm.
I guess Iāll use an override, thenā¦
EDIT: the log says invalid file path o_0
Iāll check againā¦ it has to be syntax.
Well, there you go. You could always use Jefferson to see where your path actually points towards to.
jofferson doesnāt notice my mixintos
Thatāsā¦weird. Did you check the errors? Can you zip up the (faulty) thing?