Stonehearth

Stonehearth

Re-embark+
21 Comments
Weldisney 13 Oct, 2024 @ 11:27am 
can you do for 10 ? :D i have the mode for 10 peoples ^^
Weldisney 13 Oct, 2024 @ 11:25am 
it work for me ^^ but i keep 2 geomanvien staff but at the new world * i cant find the staves :'( 2 slot unuse
lydocia 21 Aug, 2021 @ 3:30am 
Doesn't seem to work on the latest version.
THE4GATTEN 15 Jul, 2021 @ 11:38pm 
is the mod 1.1 good or not?
Ourcasula 8 May, 2021 @ 10:33am 
Cool! It works, thanks a ton!
Dub  [author] 8 May, 2021 @ 1:24am 
@Ourcasula

I'm sorry to say that I do not remember. Though, to be on the safe side I'd recommend rezipping the thing.
Ourcasula 7 May, 2021 @ 6:59pm 
Awesome, got it! Now to see if it works....
Thanks!
(I can just leave it unzipped in the same file path as before and it'll run, right? Or do I need to re-zip and re-name it?)
Dub  [author] 7 May, 2021 @ 12:53pm 
@Ourcasula

Oh, right. If I recall correctly as I haven't modded Stonehearth in years, the .smod file is just a .zip file in disguise, so you should be able to extract it and/or open it with a zip editor. Inside there should be a .json file, IIRC, which you open with a text editor such as Notepad++. Don't open it with regular Windows notepad because it might muck with the formatting.
Ourcasula 7 May, 2021 @ 11:32am 
It's an smod file, right? How would I go about modifying it?
Dub  [author] 7 May, 2021 @ 1:15am 
@Ourcasula

In theory, I think this should be possible. You can try it out by changing the parameters shown in the above picture in the file of the mod.
Ourcasula 6 May, 2021 @ 10:33pm 
Can I manually change the number of hearthlings that embark? In tandem with the 10 or 16 starting hearthling mod, you could have anywhere up to 16 hearthlings re-embark
MegaPoggy 13 Sep, 2019 @ 11:51am 
i see. thank you for the information! =]
Dub  [author] 13 Sep, 2019 @ 12:14am 
@~Poggy~

Ah, I understand. Sadly, it's a whole other beast in that recipes are defined like this: Basically, the Ascendancy forms a set of base recipes, whereas RC and NA add onto that list, and only for their kingdom. This means that what is defined for the Ascendancy (Their T3 shrines) will stay unlocked forever, whereas things defined for RC and NA (Their T3 shrines) will disappear from the recipe list if the embarked kingdom doesn't match the re-embark.

The simple fix for this is to move the recipes to the Ascendancy list, which, as a matter of fact, was something that ACE fixed in one of their latest updates.
MegaPoggy 12 Sep, 2019 @ 3:27pm 
thanks for the reply. i dont use ACE so i dont know about any of that. no i mean crafting recipes that you earn with your t3 upgrade. for acendancy its their fountains- depending on which one you pick you get crafting recipes for your workers. acendancy stuff carries forward thru re-embarkation. the other two kingdoms dont carry to any but their own. your mod seems related to this issue is why i asked
Dub  [author] 11 Sep, 2019 @ 2:49pm 
@~Poggy~

If you are referring to the armour variants in ACE that they have, that won't be possible since they are specifically added after choosing a kingdom (It's why you tend to get a small pause when you are about to get into the hearthling customisation screen). If you are referring to their seeds that they can use as farmers (Possibly ACE feature), you just need to craft the seed boxes and you'll learn it permanently. The regional variants carry over, since they are unlocked through an in-game campaign.
MegaPoggy 11 Sep, 2019 @ 1:35pm 
excellent mod. any chance you know how to fix it so you can bring rayya or northern alliance recipes back to to the acendancy or to each other?
Ricky 7 Sep, 2019 @ 9:47pm 
Der von einem Selbst ausgelöste Neustart des Spieles würde bei Modificationsänderungen Sinn machen, weil dann viele Modificationen die ein neues Spiel brauchen, dann richtig geladen werden.

The self-initiated restart(Self Re-embark) of the game would make sense in modifying changes, because then many modifications that need a new game will then load properly.
Dub  [author] 5 Sep, 2019 @ 4:31pm 
@Leucaria

That would be entirely possible. One needs to only adjust the reembark campaign to fire whenever you want it to, be it after declaring your settlement or after defeating the titan. That said, I personally don't really think there's much point of that, since re-embarking is something you do after collecting the shrine recipes for the most part, so it being gated behind that is fine by me.
Leucaria 5 Sep, 2019 @ 3:11pm 
Awesome mod! But I wish there was a way that you can chose to re-embark your hearthlings at any time, useful for shortening too many citizens and getting a good start on items and hearthlings in other worlds
Thahat 5 Sep, 2019 @ 12:15am 
small but good mod!.. just dont forget to bring some worker-ish-types ;)
tily_lass 4 Sep, 2019 @ 4:28pm 
yaaay, thank you!:steamhappy: