![]() Obsolete with Bruno’s Extra Map Options: Rivers Mod by BrunoSupremoĥ] Guys, is it possible to make a crop available from the beginning based on starting biome rather than kingdom? I think it is because I don’t see Coconut Palms available in my recent Desert start with Rayya’s.ĮDIT: I’m confused now. Obsolete from A23: Unit Frame Health Mod by illdredĭesert/Temperate Transition Biome by BrunoSupremo Obsolete from A23: Unit Frame Activity Mod by illdred Obsolete with ACE: Tree Stump Mod by BrunoSupremo Obsolete with ACE: Smart Crafter by Drotten Obsolete with ACE: Better Stockpiles by Shinsaka Despite some of the mods being buggy at their current stage I can still recommend them because in my opinion they add more value than their bugs cause problems. Below is a list of mods I use - this means they should be supported by my mods. You can test it from GitLab dev branch for now, the first release is planned after PvP diplomacy UI is ready.īeing a modder myself I like to play with mods made by others. This is the newest of my projects so it’s at the very beginning but I already got a crude Fog of War/Line of Sight prototype to work. The overall goal of the mod is to increase the importance of PvE interactions, including exploration, quest lines, functional NPCs and third parties as well as some strategy-oriented mechanics like tech trees and PvP diplomacy. add a new Mediterranean biome ( postponed for later releases).add a new Modern Era Mediterranean-style kingdom, the Serene League ( ongoing),.add new furniture and decor sets to create fancy and consistent interiors ( ongoing),.The mod adds Architect class, capable of crafting stucco as a refined resource which is used to craft elaborate architectonic ornaments in real-life styles like Classical and Gothic. Voxailles (previosuly known as Archmod) became a separate mod because it adds items which do not necessarily fit Stonehearth style due to their very detailed look. Currently features Brightbell and Frostsnap replacements. Replaces some plant models with more detailed versions. * obsolete fine planters added for comparison and not featured in the mod Biome Crops mod uses its own initial_crops.json, adding support for this mod requires mixing into the mod’s. Makes herb and tree sapling crops depend on biome rather than kingdom. ![]() Supports ACE pre-release, Archipelago, Canyon and Tundra biomes.īiome Crops mod allows specifying initial crop list based on biome alias in addition to player’s kingdom. Smaller projects (out of active development) ![]() From v2.1 onwards it is possible to assign a hotkey for toggling autoharvest. Enabling autoharvest for an object requires just a simple mixinto and unlike before it should work even if an object didn’t have autoharvest option earlier on (moving almost all the necesssary code to autoharvest component made it possible to enable autoharvest when the button is pressed for the first time). Supports ACE, Archipelago and Swamp Biomes.Īutoharvest mod adds an option to automatically mark a renewable resource node for harvest when it is renewed. ![]() This successor of Finetems mod adds several items which seem logical to be added along vanilla ones: comfy stone furniture, tall clay windows in all colours, stone windows and doors etc. GitLab repository, currently dev branch only json entities generated in-game prior to upgrading. I am not able to keep track of all inter-version bugs as all. To fully and possibly buglessly experience most changes between vanilla and modded game or earlier and more recent mod version you’ll most likely need to start a new game.
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