[WIP] More Professions Mod

You’re right @Stormbow they are almost the same
I’m planning on having the apothecary be the advanced job and the herbalist be the first and primary…

(The same goes for most of the professions, they will have layers and levels that enable them to do different things instead of having to sacrifice two people to cover two areas of expertise you will be able to promote an existing to do something else plus keeping what they already know)

Sticking with the herbalist as an example:

My thoughts are to promote the herbalist up to an apothecary once a certain level is reached and for the apothecary to continue to do all that the herbalist does but with more advanced features, still being able to use the workbenches and tools that the herbalist uses but also using more advanced workbenches and materials to create new more advanced uses for resources.
I am looking into creating new zones specifically for the herbalist to grow and harvest resources much like the farmer, but taking some of the load off of the farmer and the extensive list of items the farmer has to deal with. So instead of the farmer having to do all the work of planting and growing vegetables, flowers, trees and herbs the herbalist will plant and harvest the herbs.

Of course I’m still working on the descriptions of the professions and what is possible and what is not (I’m sick at the moment and so things have slowed down a bit) nothing is set in stone until I release a comprehensive detailed description of the mod and then of course the mod itself.

In short

Herbalist can be promoted to apothecary and will hopefully have their own zones to grow and harvest herbs, their own workbenches and tools etc.

Gemcutter can be promoted to jeweler and will deal with new metal and precious ores and gems and eventually will create new jewellery which I’m hoping to find a way for the hearthlings to equip to boost attributes but will definitely be able to be sold for larger amounts than the ores and gems by themselves.

The watchman can be promoted to the captain of the guard and I’m hoping to work out separate zones for each to patrol etc essentially like the footman but only being assigned to protect certain areas also having specialist equipment and armor based on job.

As I said it’s still a work in progress and once I’m feeling better I’ll get to work, but I thought I’d stop by and answer :slight_smile:

All sounds good @Kurohito !
I will be very interested to see if you make a crafter/farmer hybrid, and will def have to rack your brain over how you managed it! :smiley:

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Still sick :frowning: but I made a cute thing…

I plan on doing some work on this mod this week aswell as putting brewery mod back up after some editing now I have permissions sorted :slight_smile:

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YES!
(sorry if my reply was a bit late.)
Here’s a few last things you must remember about beekeeping:

  • Methods of collecting honey without smashing the hive, when invented, were simply boxes with wooden frames you could slide in and out, removing the honey without murdering all the bees.
  • Honey is not the only useful thing bees make! Beekeeping in the middle ages was prized by monasteries because the honey could be used to make mead in vine-less areas, and the beeswax (stuff hives are made of) could be made into candles and such.
  • DO NOT send your beekeeper out with a net queen-hunting. Queens are escorted by a swarm of workers. The bees will settle the artificial-colony basis if it is suitable. That would be a spectacle to see, all those bees descending upon the hive…
  • Honey was widely used as the only sweetener before sugar was invented… so don’t forget to implement it in some (although the cook is probably the priority, I would prefer the) baker recipes! (Also, sugar only grows in tropical-ish climates…)
  • If you’ve ever wondered if honey taste different if it is all harvested from a certain kind of flower that is… correct! So maybe you could get different kinds of honey depending on what plants you put the hive next too?

As for how the beekeeper goes from hive comb to honey, here’s my idea…
Beekeeper smokes bees and removes comb.
Beekeeper takes comb (and a jar?) to his crafting station.
Beekeeper makes honey, and also produces a leftover "empty comb"
Although beginners will throw this byproduct away, more experienced beekeepers can turn it into wax for making into things like polish and candles!

Here are a few side notes:
Shouldn’t yeast be required for baking bread? I think, since your brewery mod adds yeast, you should add that to the recipe.
If the beekeeper is ever forced to fight, him using his smoker to blind enemies would be hilarious.
Perhaps the beekeeper could require a certain amount of courage to go up to his beehive without running away a few times?
Could we be able to see bees foraging occasionally? That would be cool.
If you’re going to add more combat classes, you might wanna add more monsters as well.
And lastly, I must apologize for the wall of text!

C’ ya!

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@Sandwitch you are a genius! have I told you that?! lol
You’ve given me so many ideas my brain is practically swimming right now!

I mean I would really love to try and implement your ideas into the beekeeper if that would be okay with you?

I was thinking of using my previous apiary model ( not sure if you remember it, it was a wooden box with a lift-able tray inside) because I don’t want to kill the poor little bees every harvest! :bee:

I was originally planning for the apiary to be harvested for a number of items including beeswax, royal jelly, honeycomb and of course honey! but now i’m thinking perhaps harvesting the comb initially and using it to create everything and leaving behind the empty comb like you pointed out in your example is an amazing idea! and using the empty comb to create other items at a certain level of beekeepeing… like candles! (Seriously you’re a genius)

I also love the idea of not going to “hunt” a Queen but having her come to the apiary. I’m throwing some ideas around in my head about how to script it etc and what I want to happen… I had a thought of combining some of the original critter trapping… having the apiary once built act like a sort of “trap” for the bees, giving a percentage chance that the bees will “settle” in the apiary… and so you will see the bees go up to the apiary and either disappear inside or buzz away… But obviously keeping the apiary once the bees have settled and having a harvest function to harvest the comb.

The idea of having the flowers influence the honey is amazing! I’m still pondering how I can get that to work though… but hopefully I can figure it out!

The same goes for having the bees forage… Its going to take a bit of time and trial and error to see what I can do with the code and with my own coding skills but I seriously love all of your ideas!

As for the yeast I completely agree and was something i’ve been meaning to do for a while now, the next update to brewerymod will have that fixed and the Brewer class in More Professions Mod will also have that fixed :smile:

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You said that when I gave you the initial inspiration for this mod…

Well, since I’ve been your apiaripedia up to this point, I"ll explain royal jelly. Although many people believe it has health, “size” (whatever that means) and fertility benefits, but this has been dis proven by the FDA. But your hearthlings can always sell it off that way, and perhaps it can be used for magic stuff?

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Just making sure you know @Sandwitch lol

I was thinking about the royal jelly being part of the apothecary ingredients, I know technically its not realistic as you’ve just pointed out but i’m trying to think like a medieval person… what they would believe in, etc and I think it would be fair to say that back then they would believe that it had some health benefits etc?? idk… would that be in tune with and feel “stonehearth -ish” or am I just delirious because its 5am? lol

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A quick scale test ended in this adorable little bee and I had to share it. :stuck_out_tongue_closed_eyes:
currently working on the scale of the bees in comparison to the apiary and the hearthlings although this isnt the bee model that i’ll be using (this was just a quick test bee) :bee:

Edit- Here is a scale test with the beekeeper

Its tricky, to have details and yet make the bee’s small enough… instead of just having random flying voxels I want the bees to be recognizable… I think this scale is the best its going to get…

What do you guys and gals think?

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I think it looks perfect

Great job, I can’t wait to see more :+1:

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Love it even if you could scale it down a little bit more because right now it almost looks like a familiar pet!
Will you animate the wings?

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are the bees part of the apiary? if so, you could potentially put a bit more detail into them and then have the actual model scaled down in game…

or is my code knowledge failing me again…

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nope you are right :wink:

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I’ve decided I’ll give you some more feedback, because why not!?

I do believe the professional term is “lapadarist” or something like that…

Wait a second… when you say “watchman” do you mean someone who can literally keep an eye out for monsters for you and alarm your footmen/town (you should be able to toggle this.) when they approach? The very concept of this is revolutionary… parties could literally be reduced to only being needed when you want to attack something… that’s… amazing!

Sorry if this is an obvious question, but do you mean as in the captain of the guard auto-assigning time shifts and patrolling zones?

Not to mention that herbs require a process of drying and hanging to work for any non-medical purposes…

Agreed. Also, since this is a video game, we can always use royal jelly for MAAAAAAAAAAAAAGIC!

Also, I forgot to mention:
You may continue work on the poyo coops mod, since radiant said they were too busy to add coops themselves.

Lapidary. Gemcutter still persists as a term, so it may be more appropriate for this kind of game. Indeed, Lapidary comes from a latin term which literally meant “stonecutter”. A lapidary is a gemcutter who has put on airs :wink:

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it seems a astronaut ASKOPPSAOKPOKASPKOAS but it’s a nice idea XDD