Stonehearth

Stonehearth

Armis Maximus
85 Comments
Asken 30 Jan, 2023 @ 11:20pm 
Mod is dead guys, dont use it, its rather heavy outdated.
animemaster1991 25 Feb, 2022 @ 1:10pm 
having issues with the imbuing tonic made by the herbalists not going into containers for my crafters to pick up after, any way to fix this?
Er Cabesa 18 Apr, 2020 @ 1:19pm 
But this mod still works, and I like to have more weapons, armors and the class.

Is workshop the best site to get mods?
Thahat 8 Apr, 2020 @ 6:36am 
might want to unlike it aswell, so it doesnt show up on most popular of all time anymore (so we can keep active mods there)
Daemon Trooper 1 Nov, 2019 @ 5:10am 
Consider this mod to be dead. Thanks for it, it was a great experience, good luck for next projects !
Daemon Trooper 13 Sep, 2019 @ 4:10am 
If not updated until December, I'll have to get rid of it.
Used to be an amazing mod by the way.
CometKazy 11 Aug, 2019 @ 7:51am 
I have the offhand thing to change a worker into a blade in my inv but it says that I dont have the requirements
Zero Mutt 23 Jun, 2019 @ 2:17am 
Is this known to get an animation error crash?
DungeonDaddyXoXo 6 May, 2019 @ 11:57am 
wish thter was a way to force what they wear so i can have everyone wear one color of armor
Mimzie 22 Feb, 2019 @ 12:48am 
is this up to date/anyone able to link to anything thats like this?
Nefarious Lil guy 12 Feb, 2019 @ 1:39am 
awesome
enges44 [✚] 25 Jan, 2019 @ 8:52am 
archer clothes looks "intresting" on rabit people pls fix
Daemon Trooper 3 Jan, 2019 @ 12:17pm 
Some things changed with ACE, hope you'll have a look thank you anyay, mod is still compatible, for the people looking at the comment section, you can still use it even if not balanced anymore ;)
Daemon Trooper 31 Dec, 2018 @ 3:31pm 
Any updates in coming ?
Mimzie 20 Nov, 2018 @ 7:07pm 
For those wondering, or those like me who have asked, I think its safe to assume this isn't optomized for the newest release, let alone Alpha Stonehearth haha (last update was in May of 2017)
Grim Reaper 19 Nov, 2018 @ 10:06pm 
trying this mod today and the potter just kinda running into the station when i que up a blade's off hand
Razkil 18 Nov, 2018 @ 12:22pm 
Does this work with latest update?
Mimzie 27 Oct, 2018 @ 5:06pm 
does this mod wqork with 1.0?
Torkkar 8 Oct, 2018 @ 8:54pm 
anyone else having an issue with Blade Class over writeing the Knight as of the latest patch cause if so then that needs to be addressed fast
Luca$ 25 Aug, 2018 @ 12:33pm 
Why does my footsoldier not equip the bronze axe and sticks with the stone hammer
Selvay 5 Aug, 2018 @ 12:43am 
if you have any spare time a update now that game is like done done would be great and i would be very thankful <3
Thundersmack  [author] 4 Aug, 2018 @ 6:20pm 
@The Necromance - There really isn't any install or uninstalling when it comes to mods. They are either loaded or not. In the below case it seems like you have a save that you are trying to use that had Armis loaded in it at one time. IF the mod was loaded at any time during the play of the game then it will be looked for whenever you play that save.
The Seraph of Tomorrow 4 Aug, 2018 @ 6:02pm 
release-892 (x64)[M]
c++ exception: 'armis_maximus' has no alias named 'jobs:blade' in the manifest.
stack traceback:
[C]: in function 'load_json'
radiant/modules/resources.lua:40: in function 'load_json'
...nehearth/services/server/job/job_info_controller.lua:79: in function <...nehearth/services/server/job/job_info_controller.lua:77>

Doesn't seem to fully uninstall
Thundersmack  [author] 30 Jul, 2018 @ 2:54pm 
From a perks perspective they are almost identical however the bonus they are different. With v1 out there will be some changes to this in the near future however.
Eperos 30 Jul, 2018 @ 2:39pm 
So is the blade just a better version of the knight? Looking at the perks they just get everything a knight gets, plus the footmans faster movement.
vardilka_fo 20 Jul, 2018 @ 12:57am 
++++
Well 19 Jul, 2018 @ 3:42pm 
en.json possible errors in the lines: 9, 13, 17, 21, 25, 26 unnecessary commas +
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1445486860
did not understand where the error. do not pay attention to the bottom lines.
Shindara The immortal 18 Jul, 2018 @ 2:55pm 
the new Northern Alliance that came whit this patch :)
Thundersmack  [author] 18 Jul, 2018 @ 2:03pm 
@Shindara The immortal - Do you mean the Northern Alliance or the Norselings from the Norsehearth (?) mod? If you are talking about the Northern Alliance I am looking for ways to incorporate the items they have to make some sort of archer bow. If you are talking Norsehearth (?) then I would recommend discussing that with the mod owner.
Shindara The immortal 18 Jul, 2018 @ 5:50am 
as you are so awesome at makingweapons and others for our heathlings.
do you thing you can add a starter bow for the new norselings, as it is theyr starter weapon, but you have to make a BS, then a Carpenter to get it, so you are stuck whit 1 warrior (bowman) until then and only if you picked the items whit a bow to start whit. :)
Daemon Trooper 17 Jul, 2018 @ 5:36am 
Finally found a problem.
All of my blades died. And not any other hearthlings.

They will never be rescued if they fall.

Even if the blade is the only guy on the ground.
Thundersmack  [author] 16 Jul, 2018 @ 2:49pm 
@The NEcromancer - Yes there is more but it is going to be a bit before i can get to it. As for guides i would recommend going to the below link or the SH discorse. The devs also created a small mod called the Silent Woods which i believe they streamed on twitch/stonehearth.

https://stonehearth.github.io/modding_guide/modding_guide/index.html
https://discorse.stonehearth.net
The Seraph of Tomorrow 16 Jul, 2018 @ 5:51am 
Might we see new armor and classes by you in the future? If not i'd love to see a youtube video on how you did it so I can make my own.
Daemon Trooper 12 Jul, 2018 @ 2:59am 
Ok, sorry, I wanted to answer yesterday, but Valve had some problems apparently ^^
So I have absolutely not any problems with any weapons or any armors, and YAY, it would be cool, I stay tuned !
Thundersmack  [author] 10 Jul, 2018 @ 4:11pm 
I have planned to use chitin in the game since they added it to the manifest. Now that it is officially in game I need to play some RC to get a feel for how they might fit into the game better. The blade was initially going to use the chitin :)
Daemon Trooper 10 Jul, 2018 @ 5:39am 
So, I don't have any problem, I have a black archer, a red knight, my footmen are equiping what I bought, and I've got 2 blades. No symptoms doctor, I will come once I'll have a problem again xP

Then, for the moment, they added the "chitin" item, but there's no craft with it, do you plan to make some chitin armors for Norses or Rayas ?
Daemon Trooper 10 Jul, 2018 @ 2:13am 
Ok, I susbcribe, I'll tell you !
Thundersmack  [author] 9 Jul, 2018 @ 5:36pm 
@Daemon Trooper - not sure as i still cannot get this bug to manifest.
Thundersmack  [author] 9 Jul, 2018 @ 5:35pm 
@Skrill501 - https://discourse.stonehearth.net/ has a load of helpful information as well as links to videos. There is also a helpful and active community.
ElectrifySkrill 9 Jul, 2018 @ 1:56am 
Can you tell me how to add my own profession pls I am trying to make a mod an I on't know how to add one pls help
Daemon Trooper 8 Jul, 2018 @ 5:10am 
Fixed ?
Biggs 26 Jun, 2018 @ 2:06am 
Yeah I ran into the bought items bug earlier today as well, Bought some weapons from a merchant and they could not be interacted with. Hearthlings wouldn't haul them, Warriors wouldn't equip them and even putting stockpile zones under them woudln't store them. Love the mod though just hope this bug gets squashed hehe.
Thundersmack  [author] 24 Jun, 2018 @ 8:37pm 
@DreadSwarm - thanks for the post. I couldn't seem to get this bug to occur.
DreadSwarm 24 Jun, 2018 @ 5:16pm 
@The Necromancer I've had to place a storage space under armor and weapons inorder to get some to pick up and use. ingame bug not mod bug
Thundersmack  [author] 20 Jun, 2018 @ 2:30pm 
@The Necromance - Thanks for the update. I will take a look.
The Seraph of Tomorrow 19 Jun, 2018 @ 8:58pm 
@Thundersmack - Single player, as soon as they spawn once purchased they get left there, though if crafted they appear to be equiped and used like normal unless droped while being taken to a container. I'v done a little testing since, and it may be a compatability issue, as i was testing it with the latest unstable branch. I switched back to the latest stable branch and it appears to be working thus far as expected.
Thundersmack  [author] 19 Jun, 2018 @ 1:57pm 
@The Necromancer - I haven't played in a bit. Is this in multiplayer or single? Also do the items get placed into storage or are they sort of left where they drop? If they are left on the ground try selecting them with the loot tool. If they simply won't be used by your troops please check the requirements of the weapons / armors as it may be they are either not high enough level or the item is lower "gear rating" than what they already have equiped.
Thundersmack  [author] 19 Jun, 2018 @ 1:53pm 
@D.E.K.3 & @Gunvarrel - The blade is a knight replacement with less health/armor but higher parry. He should also move faster. Outside of that I really created the class to utilize the potter / herbalist in Rayya's. Sorry to disappoint but I don't plan on altering anything in regards to the build.
The Seraph of Tomorrow 19 Jun, 2018 @ 7:03am 
weapons when bought from a merchant my people will not go pick up, any fixes?
ChonkiestHonky 14 Jun, 2018 @ 5:13pm 
@Gunvarrel thanks, lol. im glad my concerns over the blade class and how its just a slightly buffed knight rather than being its own class. i just want it to be more unique, while also making it useful in numbers. we have a base fighting class, and a defense-tank class, and a ranged class, we need a true to form melee dps, maybe with some unique abilities.