Updated compatibility patches and functions Tweaked Molecular Nutrient Resequencing position in research tree Fixed replicated meals allowing food poisoning Fixed non-infants being able to request baby food as a meal item Fixed pawns being stuck at Replimat Terminals while trying to fetch baby food Added inspector text to indicate if a meal was replicated at a Replimat Terminal Added check to disable Replimat tab in Architect menu if Molecular Nutrient Resequencing research is not unlocked Affected traits are automatically patched with an additional description regarding this new debuff Added "ate replicated food" thought memory and mood debuff if a pawn with the Gourmand trait eats a replicated meal Removed logspam of voidenlist, Taranchuk just hid the tick Balaclavas now cover neck to prevent multiple being worn Trading fixes so VOID can sell their implants and melee weapons Credited ko-fi supporters who helped get mod out of beta Fixes for hybernation chamber being craftable VOID alliance issues resolved (If you have VSE, and alliance issues are continuing, it is a VSE sided conflict with our events, it has been flagged to legodude) Shieldbelt namespace changed due to MoHAR conflict the monsters inside are from the N-4 faction. Conversion chamber incidents are no longer V.O.I.D. Begging and never being able to annoy V.O.I.D. as a member of the faction has been fixed Planetary killer issues with event fixed I recommend starting your save over for a full experience, since VOID has base generation now. Taranchuk came through and fixed all known issues that isn't a mod conflict. When I do the helmet, visor may be gold like big ol John 117's so that it will resemble your Halo 3 default visors. However, hear me out lads, what if I make a barebones Halo mod because after MGS I wanna do Halo? Think about it. I will get to DOOM, and after DOOM we do the long due MGS faction and MGS update for the mod. "uwu what's this?! Frickin busy and can't finish a rocket launcher but you got time mincing to do Halo MJOLNIR Mk V power armor?" On other new, Fiendakko is almost done being busy so he'll get to Utilitarian soon. Mans dying, yes, bloody busy and on leave I'll probably spend my whole time updating the mods. Rangers helmet toxic resistance fixed, stat invertedĪm still on this launcher. Reinforcements ticket nerf by a few hundred (Moved to Red Horse 1 folder in the RH2 Google Drive for 1.4) Raids will now more commonly include the more difficult units to deal with The mod made it in time for Remembrance parade, an event which I am actually going to attend, hence I am so busy(er) lately. Much thanks to Gur, I was concerned at first cause it was a lot and I didn't want him doing this out of some concerning welfare reason. I didn't want people making profit off of my own work, and having the extra cash money was nice to fund projects here. Taranchuk flagged me cause he was asking anybody to update it. He's paid an exorbitent amount of money to update this mod in particular. How to save time with SHED : how to start using the Stonehearth Editor to save time when modding.Special thanks to Gur for funding the war effort.Startermod example : how to play with the starter mods to experiment and get used to modding.The default console : list of commands of the default console.The debugtools mod : built-in mod with many useful debug tools.Using debug tools : how to use debug tools to cheat and help testing faster.How to debug your errors : tips for debugging your mod.Localization : how does localization work for mods.Mixintypes : how to use "mixintypes" to remove content from the stonehearth mod.Mixintos and overrides : the basic API for modding.Mixins : what are mixins and how are they used.Entities and components : what are they and how to represent them in JSON.The manifest : what is the manifest and its structure.Small intro to JSON : basic explanation of JSON syntax.The Stonehearth mod : how to explore the game files.Tools for modding : which programs do we need for creating mods.What can be modded : modding possibilities and legal questions.Programming languages : which programming languages do we use in Stonehearth.Local mods : all about installing and uploading non-Steam Workshop mods.Steam Workshop mods : all about installing and uploading Steam Workshop mods.Managing mods : where to get mods and how to enable / disable them.The basic, intermediate and advanced guides assume that you know all the essentials explained here. Please read the contents of this guide before attempting to do any modding. In this guide we'll talk about how to start modding, what things can be modded, initial instructions and tools needed to start modding Stonehearth.
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