There are also some buildings that are missing windows that are build (The hole is there but the window isn't added) no matter what I do they aren't been added. There also is still a problem with scaffolding, for example at the watchtower, they aren't able to deconstruct the scaffolding if you aren't building ladders for them to reach it. Most of the blueprints haven't all that extra stuff because it seems like there is still a problem ingame with the game realizing which block belongs to the building and that stuff, so for example the baldachins count as extra buildings what is wierd because the roof over the blacksmith counts as part of the building, then there are parts where you put a blueprint on and start building and then they lose a few windows or furniture that was in the blueprint but wasn't coppied into the workingprocess. Ironically the blacksmith (wich seems most complex to me) was the easiest build. I am looking for a work around right now. There are also some moments were furniture can't block the windowframe placement, especially in my new healershut. I would recommend to place flowerboxes and curtains after the building is finished. I have a few houses in my settlement (Blue roofed ones probably because these were the ones I added flower boxes in the blueprints) that have empty holes and I can't find a way do animate my heathlings to place the missing windowframes. There also seems to be a problem with flower boxes and curtains, when they are placed before the windowframes are, the frames sometimes don't get placed at all, in some cases it helps to remove the flower box/curtains in others it doesn't help. There are also some things that seem to block the building mechanism, for example building a single free block at the top of a window normally blocks the placement for that window, thats why the watchtower got that decorblocks one block apart from the windows in the second floor. I need normally 2 or 3 times where I save the game when they stop building and then reload the map so they restart building. This way we can have perks that add permanent buffs to the hearthling, or equip invisible equipment that adds custom AI actions so that they can do more fancy things (like a new combat skill), or increase the maximum number of turrets / golems that the town can have, for example.It got a lot better since Alpha 15. The extra fields can be used for data to pass to that custom function. Sometimes it will be defined in stonehearth/jobs/base_job.lua instead, since all jobs inherit from it. This "type" is the name of a function defined in the job's controller file. If the perk involves something more elaborate, it will have a "type" field plus any additional custom fields for data. If the perk consists in something that is automatically controlled by other files (such as unlocking recipes - each recipe defines at which level it will get unlocked) no extra fields are needed. The "id" is an identifier used to perform checks in Lua when we need to know whether a hearthling has unlocked a perk or not. The minimum fields are "name", "id", "icon", "description" and "level". They all consist of an array of JSON objects. The way job perks from the job_description.json file work is: E.g.: "controllers": - the list of job perks for this job. The existing jobs are inside the stonehearth/jobs directory.Īdd an alias for your custom job in your manifest, pointing to the JSON file that contains the description of the job.Īdd an alias in the "controllers" section of your manifest, pointing to the Lua file of your job. Preferably one that is most close in functionality to what you're creating. These are generic steps for creating a new job:Ĭopy an existing job from the stonehearth mod. We can create our own jobs / classes and alter the existing promotion tree to suit our preferences.
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