Oak tree saplings can now be farmed, harvested, and planted in the world.Īdded and updated a number of cook and carpenter recipes including corn bread, poyo pot pie, roast poyo, fried eggs, and omelettes. Remember to create animal feed from the Cook so that your animals have something to eat! Well fed animals also now have babies and poyos will lay eggs that can either hatch into chicks or be used in recipes. Rabbits, poyos, and sheep… oh my! The shepherd can now raise multiple types of animals. If you are experiencing idle hearthling or other performance issues, try lowering this limit. To help manage performance, we’ve also added a slider to Settings->Gameplay, which allows you to control the maximum number of citizens in a town. Please let us know how it works in your new towns. Also, we have made big improvements to the pathfinding algorithms which should significantly improve the idle hearthling problem. The bug causing hearthlings to repeatedly pick up and put down items has been fixed. See ‘startermod_locale’ on Github for more information: The localized strings are now in a single file to simplify translation. Stonehearth has been internationalized! After installing a localization mod, you can change the language on the Settings->System menu. The world generation parameters are now fully moddable from json files which will enable the creation of new biomes. Pine trees have also been added to the world. The world has a new look! Huge mountain ranges and large bodies of water are now the norm, and multi-layer detailing can be seen on the side of foothills and mountains. You can access the crafting UI from a selected crafter, a selected workbench, or from the new crafters button on the game’s button bar. The crafting UI also has an ‘Orders’ tab that shows details of all the crafting orders and what might be blocking an order from being fulfilled. For example, if you have two weavers, they will both use the same Loom (or multiple Looms) to weave cloth. You can place multiple workbenches of the same type, and the crafting queue is now shared between all crafters of the same profession. After the workbench is created, you place it just like any other placeable item. Workbenches are created using the crafting UI just like any other craftable item. For example, in addition to the standard workbenches we now have the Weaver Loom and Spinning Wheel, Blacksmith Forge and Anvil, Cook Stone Mill Grinder, Oven, and Cauldron, Carpenter Toolbench, and Mason Pedestal. So what’s new in Alpha 12? Read on for all the details.Ĭrafters now have new specialized workbenches which are required for crafting certain items. Alpha 12 is required if you want to enjoy Candledark. You’ll also find new content and capabilities for crafters enhanced capabilities for the shepherd and cook and much more.īonus feature! Candledark, our Halloween-esque holiday mod, will be releasing shortly (watch this blog for more info). We’ve been particularly focused on performance improvements in pathfinding and AI naturally, we’ll continue to work on these, but you’ll find significant improvement over the previous release. This release is filled with both content and “under the hood” improvements. The applied/hotloaded manifests are usually inside some subfolder of our mod, and they have the "deferred_load": trueįlag inside their "info" section.Alpha 12 is now live on Steam and will be available on Humble Bundle within the next day or so. In most cases you'll have to add those into your main manifest. adding new crops to the list of initial crops). It's a known issue that certain mixintos won't get applied correctly from a hotloaded manifest, because the game has already cached those values (e.g. Not everything in applied manifests will work. Hotloading manifests is only allowed before world generation completes -OR- for 'client_only' manifests from client Lua. In the past we called it "hotloading mods", but in the present it should actually be called "applying manifests", since we're not activating whole mods here. For instance, when we choose to play with the Rayya's children mod, we override some images so that the UI looks different, and when we choose to play in the Desert biome, we override some models of goblins and other animals, so that they look more desert-like. Well, you might have created a custom kingdom or biome, and want only certain campaigns or other features to be enabled only when that kingdom / biome has been chosen. In the case of Stonehearth, it means activating something at run time, that is, after the game has already initialized everything.
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