Stonehearth

Stonehearth

Trapper+
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Update: 25 Jun @ 12:16pm

- Fixed an issue where Varanus Meat could be stored in large pelt stockpiles.
- Fixed an issue where actual Varanus (and Zilla) skins could *not* be stored in large pelt stockpiles.
- (ACE) All snakes will drop fangs now.
- (ACE) Dragons are now immune to snake poison.

Update: 18 Jun @ 7:51am

### June 18th, 2025 - v2.2.2
- (ACE) Fixed an issue where the Clay or Stone Smokeries would turn into the Wooden one when running out of fuel.
- Fixed an issue with the Thin Leather Stockpile not working properly nor setting its filters automatically when used with ACE.
- The Cook can now craft Rendered Animal Fat, Tallow and Lard more efficiently than the Trapper can.
- (ACE) The Shepherd can now craft Rendered Tallow, Lard and Lanolin Wax. They're less efficient than both the Cook or Trapper for rendering fat but is more efficient in making the wax.

Update: 11 May @ 7:03am

### May 11th, 2025 - v2.2.1
- (ACE) Fixed a crash when the Tanning Tub runs out of tannin.
- Adjusted the position of the Salt Box to perfectly fit a 2x3 space. You'll need new Salt Boxes, existing ones will look wonky. (This is a missing note from the previous update)
- Fixed an issue where Zillas could still drop vanilla Stonehearth Jerky.

Update: 10 May @ 5:26pm

Version 2.2
- Added a "Weak" variant of the Snake Venom for the naturally spawned (not invasions) snakes. It should be less aggressive and easier to deal with when compared to the regular Snake Venom.
- Fixed a typo on the Snake Venom description.
- Also made it so naturally spawned snakes are slightly rarer, and have a lower chance of injecting venom.
- Added a previously announced but missing recipe for butchering a piece of Pork into the recently added Raw Bacon (x2).
- Fixed a serious issue where a lot of transformations were not being properly triggered or completely impossible due to the items not being stored at all, even with the correct filters selected. Several items were affected by this like Sausages, Venison, Pork, and also some modded items like Fish Meat or Duck Meat from ACE.
- Also fixed an issue where some of these items were transforming into the wrong item, most notably the salted venison that was turning into cured pork.
- Finally, also fixed an issue that made it so certain workbenches like drying frames or tanning tubs were impossible to be undeployed and stored.
- Unfortunately many of the fixes above will require new entities to be applied, so they will not correctly work for previously placed workbenches or previously harvested/butchered meat. It doesn't require a new game, however - exchanging all the Trapper's tools and waiting for new meat should fix everything over time.
- Fixed an old issue that made the items disappear when the salt expired on Salt Boxes (or when adding new salt) or Tanning Tubs ran out of tannin.
- Salt on Salt Boxes and fuel on Smokeries should now last a lot longer than before. The idea is to, eventually, convert some tools like Tanning Tubs and Salt Boxes to use a different regime where their "change" into a lesser form is not based on time but rather on how many items the processor has transformed. This will require further changes to Dani's Core Mod but should be a nice thing for the future. For now, enjoy longer-lasting fuel and salt!
- (ACE) Added the missing "Salted Duck" filter to Smokeries.
- (ACE) Fixed an issue where the Saltbush crop displayed a "0 Hours" growth time and never really achieved the harvestable stage.
- (ACE) Fixed an issue that allowed some meat types that shouldn't be available to be sold by Pasture merchants.

Update: 8 Mar @ 10:06pm

- Added 'Sun-drying Beam', workbench. The Trapper can now dry meat under the sun with some salt to create sun-dried goods. Sun-dried meats have a decent buff and more servings, overall they're not as good as Cured (Salted + Smoked) goods, but they're better than either smoking or salting individually.
- Added 'Sun-tanning Rack', workbench. This new facility is very versatile, being able to both dry fresh pelts and skins or tan rawhide into leather. However, it is only really good at drying skins, which it can do faster than a drying frame and without quality loss. Pelts and leather are both slower than their other methods, and will have a small quality reduction.
- (ACE) Both of the workbenches above need their salt replenished after some days of use.
- (ACE) Improved the existing storage filter presets, and added a new one for Supply containers, 'Tannery Supplies'.
- The Brazillian Portuguese (PT-BR) translation has bee updated and now includes all of the content! Viva!
- Changed the Tanning Tub's debuff to be a lot less punishing. It will now last a lot less, only being an issue for those that are constantly near the vats.
- Changed and streamlined some inner workings of the mod, mostly some material tags and definitions that were very specific and are now more generic, being reusable by other features.
- Salt Boxes are now slightly slower than before.
- (ACE) Smoked dry fruits (Walnuts, chestnuts, etc.) should now have the same amount of servings as their raw counterpart in ACE.
- Fixed an issue that prevented some fish goods from being ever eaten (servings were impossible to obtain due to an issue with the `stacks` component)
- Fixed some minor visual artifacts and misaligned models (Drying Frames, Cured Steak, etc.)
- Fixed some wrong filters and filter presets, like venison being included in the white meat filters.
- Fixed some issues with meats not providing the correct buffs for the person that eats them; In particular, all Game Meat was giving the Red Meat buff instead of the Game Meat buff, among others.
- Fixed some missing or broken localization strings, like the Oinker Skin description or the names of filter presets.
- Fixed an issue where facilities that should prevent the decay of raw meats (like Smokehouses) were not preventing anything, actually, which allowed meats to spoil before they turned.
- Fixed some minor typos here and there.

Update: 16 Nov, 2024 @ 2:43pm

Update 2.0.3
- (ACE and/or Archipelago Biome) Fixed fish meats not being properly stored in smokehouses or salt boxes.
- Fixed bounding boxes of drying racks and tanning tubs while using the builder
- Fixed several missing text strings, lots of missing or wrong item names and some typos.
- (ACE) Removed the repeated rendered fat filters from the Refrigerator filters.

Update: 4 Nov, 2024 @ 8:55am

- Added salt to food merchants.
- Fixed some extra instances of vanilla jerky being dropped (Goblins, Loot Chests)
- Fixed (properly) the missing ingredient for the "Slice Fish" recipe
- Fixed some missing resource icons or localizations on different storage filters
- Fixed some localization issues
- (ACE) Smoked, Salted and Cured meats will now count as "Food (Prepared)"
- (ACE) Added some filter presets for Smokeries, Smoking Pits and Salt Boxes

Update: 1 Nov, 2024 @ 11:33am

- Fixed issue with broken "Any Thin Leather" resource on recipes.
- Changed some recipes that previously specifically required Thin Leather to accept any Thin Leather.
- Improved the icons for some leather resources on recipes.
- Added support to the initial loadouts for "Firefly Clan" and "Church of Plenty"; They will no longer contain Jerky.
- Fixed an issue that could be triggered when starting a game with Jerky.
- Changed the regular bolt of leather to require non-scaly thin leather instead of any thin leather.

Update: 31 Oct, 2024 @ 7:33pm

KNOWN ISSUES
- PT-BR translation is currently outdated and will remain so until some other features are updated. Sorry about that!
- A couple of previously teased/mentioned features were proving to be difficult and didn't make the cut. They'll be here on an upcoming update: Sundrying, Drying Beams, Drying Racks.

CHANGES
- This is a huge update for the mod, so we're calling it version 2.0! Many of the changes are unlisted here due to simply getting lost across complete reworks; The major points, however, are listed below.
- The mod now utilizes the reworked and much more advanced/flexible "PASSIVE TRANSFORMER" component from Dani's Core Mod.
- Added Snakes! This new creature will show up as a trappable animal but also as a possible foe from the "Forest" faction. Snakes have an unique poison effect that require special treatment provided by the Herbalist...
- (ACE) The Trapper can also create a new Tonic called Snake Juice to prevent infections.
- Snakes have their own pelt and meat (white, small).
- Added Saltbush, a new type of shrub that can be harvested for fiber. Saltbush bundles can also be dried on a small drying rack (Crafted by the Trapper) and then used in a special crafting recipe to obtain salt.
- (ACE) Saltbush can be learned as a farming crop when using ACE.
- All raw meats have been remade and follow a new, more streamlined structure. There are now 4 types of raw meat: Red, White, Game and Fish (if using ACE and/or Archipelago Biome). Each meat type has associated buffs and unique appearance. Additionally, raw meats will now display the animal they come from on their icons.
- The buffs mentioned above will also combine with the 3 different buffs from the ways meat can be preserved/processed: Smoked, Salted or Cured (which is Salted + Smoked, in that order). Cured meat pieces will become Jerky.
- Added Smoking Pit, a very simple new structure used to smoke raw meats. Will reduce the quality of items it preserves.
- Added Simple Smokery, a new structure that can be used to smoke your raw and salted goods on the mid-game.
- The Smokehouse will now increase the quality of items it preserves.
- The visuals of Smokehouses has been reworked and they look much nicer now!
- The visuals of many other items/facilities has been tweaked/polished.
- Smokehouses will now use the new "ENTITY CUTAWAY" component from Dani's Core Mod, allowing you to peek into their contents when selected.
- Added Bacon! Bacon is a (very delicious!) food that is made by smoking Raw Bacon. Raw Bacon can be obtained by the Trapper as a second choice of butchering for Raw Pork. It might also sometimes drop from Boars. Unlike other meats, bacon does not need to be salted and will be smoked straight into "Cured" form, its best possible state.
- (ACE) Raw Bacon will also more commonly drop from Oinkers!
- Trappers will verify their trapping grounds less often, however they can now place up to 6 traps per field (and the traps can be closer to each other); This should give them some extra crafting time without compromising their efficiency.
- Removed the "Tannery" trait from Trappers (it wasn't really needed for anything)
- Filters for the smokehouse and salt box have been adjusted.
- The fish trap recipe has been removed from the Carpenter.
- The "Pemmican" recipe now produces 6 items instead of 3.
- Sausage recipes have been similarly buffed, producing more than before.
- Sausages now require a cut of animal fat.
- The "Trapper's Campfire & Pot" recipe now requires an ingot of Iron.
- (ACE) This requirement is "any hard metal" when using ACE.
- Removed the filters for fresh pelts in priority storage (these were preventing the drying racks from being used). The filters are still present with ACE since it allows different priority on different storage.
- The "Trapper's Campfire & Pot" will no longer have fire and light when in ghost form (still unplaced)
- The "Tanning Tub" will no longer have its fumes when in ghost form (still unplaced)
- The "Fresh Leather Stockpile" has been renamed "Thin Leather Stockpile" to avoid confusion with all the other "Fresh" stuff like pelts.
- Carpets have been slightly lowered into the ground so they look thinner.
- Merchants have been updated to offer the new meats from Trapper+
- (ACE) This includes the ACE Pasture and Hunting merchants.
- (ACE) Added support for ACE's ducks.
- (ACE) Added support for Oinker's pelt. They will work as rawhide straight away when dried, not needing to be cleaned!
- (ACE) The Trapper's crafting UI has been updated to work with the new ACE update.
- (ACE) Added "Bar of Soap", a new healing item for infections of any severity and cuts and pierce wounds of low severity. Made by the Trapper using rendered fat, charcoal and clay.
- (ACE) "Slice" recipes will be ignored by the ACE Smart Crafter.
- (ACE) Specific filters for ACE (and removal of "single item restrictions") for all drying racks.
- (ACE) Adjusted the Supply containers filters to not include general categories anymore since ACE allows multiple selections.
- (ACE) Priority has been adjusted for all the containers.
- The Warm-Wolf recipe will produce two units instead of one.
- (ACE) Warm-Wolf will now be crafted on a Cook's Table if using ACE.
- (ACE) Fixed lots of recipes that were broken because of resource changes and also added some Trapper+ stuff to some of the new ACE recipes.
- (ACE) Fuel has been removed from all recipes that previously used fuel.
- (ACE) There's now "Trapper" support for the "Finished Work Shelf" output containers.
- (ACE) The Trapper can split firewood now.

Update: 5 Feb, 2020 @ 8:29pm

- Added a new boiled leather craftable item: Boiled Leather Worker's Backpack! This item will only be present if using ACE.
- Added new and improved filters for certain containers. Input bins (Supply baskets, supply tables, etc...) can now hold Clumps o' Rock Salt, Salt, Smoked Salt (and not just any salt), Cuts of Animal Fat and Any Rendered Animal Fat or the specific types.
- If using ACE, you'll now be able to put the different kinds of rendered animal fat, salt and rock salt in barrels or supply casks. Additionally, output tuns will accept salt as a dry good and rendered fats as other fluids.
- The transformation times of all items in the mod have been tweaked slightly. Should now be a bit more challenging in the early game and you probably won't drown on pelts and jerky by the end game. This change only affects the transformation time and not the dropping rates - which means you can achieve the same production if you just increase the amount of transformation tools (drying racks, smokehouses, salt boxes, etc.)
- Really fixed (this time for real!) a bug that caused the Fish Trap limit to reset. (Only for ACE users)
- Fixed an issue that didn't allow the player to craft the Rayya's Children exclusive cooking recipe "Meat Tagine".
- Trapper+ is now officially compatible with the "Home Sweet Home" mod and it is now possible to craft its "Ingredients Pantry" item using Trapper+'s meat.
- Trapper+ is also now compatible with lots of biome mods so that they can display the proper colors for salt nodes. These are: Canyon (already worked by default), Archipelago, Lorki's Biome, Plains, Meadow, Midgard Forest, Taiga (both versions), Rocky Mountains, Sacred Grove, Savannah, Seasonal Forest, Swamp, The Coast, Pale Peaks, Silent Woods and White Cliffs.