Stonehearth

Stonehearth

Clan Amberstone (Now with engineers!)
Torkkar 7 Oct, 2018 @ 11:03pm
Bugs & Interaction Fails with other mods
ok so since theres no bug reports discussion I'll get it started so first off I'd like others to use 2 rules as I do for posting a bug:

1.) Besure its ACTUALLY a bug with Clan Ambewrstone mod
2.) IF its a Bugged interaction with Clan Amberstone and Mod X Please list BOTH mod names and what happened so the error can be reproduced studied & fixed

IF we can all follow this process I'm sure we can all have fun & keep this awsome mod clean & stackable thank you all for your time.
Last edited by Torkkar; 7 Oct, 2018 @ 11:04pm
< >
Showing 1-15 of 15 comments
Torkkar 7 Oct, 2018 @ 11:07pm 
First Bug found today I have loaded C.A. & Fisher Job + Arcipelago Placed a pock to fish from & my bunny got stuck on the dock frozen in place aswell as poping the debug Dialoge box going to test with one of the Basic peoples later to see if its just fisher will update when I do.

- Just tested and found out its a Missing animation from the Bunny body for fishing so adding an animation dependency on fisher job and if possable to set a Clause IF X mod detected enable X animations might also be nessisary to contact the other modder. Happy Hearthing guys
Last edited by Torkkar; 8 Oct, 2018 @ 10:59am
Torkkar 8 Oct, 2018 @ 12:24pm 
so on another note I'm not sure of I discovered that the Bunnies have No access to some classes most notably the Knight & Trapper classes are not on the list anywhere the Knight may be gone due to be having Armis maximus and its bladder class might be over writeing it as of the latest updates but the trapper should not be missing, also with the Bunny mod Geomancer staff the whole Geomancer class is locked because of not having an Earthbud seed/hearth essence might want to have an award for one of those when promoteing a new Geomancer for the first time
Last edited by Torkkar; 8 Oct, 2018 @ 12:24pm
MouseyArtist  [developer] 18 Oct, 2018 @ 10:54am 
Ah yes, thankyou for that... any custem animation needs to be special added in or else it breaks the bunnies...

of note, my mod uses the same animation table as the vanilla bunnies, so any mod that would work with those, would work with mine...
H3tzer 15 Jan, 2019 @ 8:54am 
It seems the rabbits' hats don't sit on their head, rather they hover over the head
Fab Lil Jedi 16 Jan, 2019 @ 7:29am 
First off, I really love this mod, hats off to you for doing it.

I'm having a few issues with it though. As I mentioned in the general comments my building templates aren't loading correectly, I only get select options rather than the entire list. It seems to restrict me to the first few crafters I promote and thats it. For example when I first plant my banner, the template list is empty, then I promote a mason and a herbalist and those two workshops appear on the list, but then a bit later I promote a carpenter, but that workshop doesn't appear. Neither do any of the common buildings like residences or dining hall.

Another issue I'm having is with customizing the toons, I can only select from 1-2, sometimes 3 of the fur/skin colours, the counter scrolls through 1-6 but they only change once maybe twice. Is this complication form the "many faces" mod?

Finally, I've found the quest line text reverts to the northern alliance one mid way through being told about your hearth upgarde. It starts out as Jillis and then becomes Ronia (or whatever her name is) mid way through.

I apologize, I don't mean to be a pain, I just really like this mod and want to see it be the best it can be, but sadly I am not a "code minded" person so I can't make these awesome mods myself...

I should add I only have this, ACE And many faces installed as mods.
Last edited by Fab Lil Jedi; 16 Jan, 2019 @ 7:35am
Torkkar 16 Jan, 2019 @ 7:44am 
ok so the templaes thing is new to me but the customisations a known issue the text swap is also new.

your not being a pain the purpose of this discussion thread is to make bug & issues known so they can be fixed without clogging up the general comments & also to allow for more details than 1000 characters worth.

the more info the better.
Fab Lil Jedi 17 Jan, 2019 @ 7:42am 
So I've tried on my desktop and my laptop and on both the templates don't show up for bunnies but do for northern, it's curious. I also did an uninstall reinstall of the mod and even the full game. I've looked in the mod folder and the code is there for the templates, my guess is its somehow not launching correctly for bunnies? I'm not sure, as I said, I'm not much with coding...

The customization I suspected was a known issue, I just didn't see anything about it so wanted to be sure (granted I didn't go through all the comments...)

The text swap thing caught me off gaurd because we started the chat she was Jillis, then suddenly she was Ronia, and at that point I hadn't played as northern so it confused the heck out of me haha.
MouseyArtist  [developer] 26 Jan, 2019 @ 12:25pm 
The templates are not pointing to the rabbits... I would end up deleting those templates eventually anyways, but looking into it right now.
Fab Lil Jedi 27 Jan, 2019 @ 7:55am 
Sounds good, also I found another little issue. The bunny cook wants to use wheat to make sheep feed, but wheat is not an option for bunny farmers
MouseyArtist  [developer] 28 Jan, 2019 @ 7:29pm 
Interesting, but I probably won't fix soon sadly. Sheppards and Trappers both have fluff issues that I need to solve first before I know how to fix that...
Fab Lil Jedi 30 Jan, 2019 @ 6:23pm 
That's cool, farmer vendor comes around plenty often (especially once you put up a few market stalls to prompt trader visits)selling wheat and fodder, so its easy enough to keep sheep alive
MouseyArtist  [developer] 31 Jan, 2019 @ 9:22am 
Yeah. My overall plan involves emphasizing Vegan style of play, so hunting meat douse not fit neatly... This will gimp the trapper and Sheppard alot, so I am toying with merging them.

My actual draft idea is a "Hunter" who is a weaker footsolder who can do both of those jobs.
As the rabbits are not good fighters in lore, and instead of removing/leaving 3 core jobs gimped, merge them together.
Puppydemon 2 Mar, 2022 @ 8:08pm 
Could not find animation named /stonehearth/data/rigs/entities/rabbit_biped/effects/combat_heal_quick.json

Playing with ACE installed, so I'm assuming this is just a small incompatibility due to ACE adjusting classes.
MouseyArtist  [developer] 3 Mar, 2022 @ 12:14pm 
ah yeah, ACE mod is brutal to figure out. the problem is it changes everything abit.
Torkkar 3 Mar, 2022 @ 12:20pm 
ok so I'm assuming this "Merging" classes will only affect C.A. Bunnies / the Vanilla Bunnies? also dude I would look at the mod Trapper + & its dependencies, I use that mod because its a more Real / fun way to get leather, if your doing anything with the trapper for the bunnies please look at these mods & try to keep compatibility, I'd hate to need to chose one mod over the other.
< >
Showing 1-15 of 15 comments
Per page: 1530 50