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If the creative mode mod won't let you spawn in the essence directly, it should still allow you to spawn in the hearthbloom flowers that allow you to grow it. If neither option is included in the mod for some reason, you can also use the debug tools (or even the "give" command in the command box) to spawn some in. But I'd imagine that the mod would have to include such an important resource as one of the items you can spawn in through it, so take a look for "hearthbloom" or "essence flower." Note that the Geomancer can also make new hearthbloom flowers out of the essence, so you can use that to rapidly expand your essence production once you have some.
How do I use that console? How do I access the Amberstone thing? When do they show up?
the tilde key (the one to the left of "1" on a QWERTY keyboard, like a backwards apostrophe) opens the console menu; but it's much easier to use the Debug Tools for this purpose -- simply go into the Mods menu, and on the left-hand side menu (the "base mods") activate debug tools. You can safely switch this mod on/off whenever you like because it doesn't actually add any content, what it really does is show/hide the buttons and UI for the debug tools that are already in the game. When it's active, you'll get a cluster of buttons/icons next to the sun icon on the top right of the screen; one of them looks like a rubber stamp and that one is the one you can use to spawn in items. Simply select it, type in the name of what you want (remember that not everything is named in code using its display name -- try searching "essence" and "hearth" to get the hearthbloom related stuff to show up), and then you can tick the box for 'iconic form' if you want a "loose" item for your hearthlings to place or you can place the flowers directly into the world.
As far as the Amberstone quest line and unlocking the Geomancer normally: once you hit town tier 2, the game starts a semi-random timer and at the end of that timer (i.e. some variable number of days; if I remember correctly it's at least 4 and maximum of like 30) you'll get an event where one of the hearthlings thinks they see something hiding at the edge of town. You'll be given the option to leave some veggies out to try and attract it, and that's the start of the Amberstone quest.
There's no real down-side to starting the quest; worst-case scenario if you can't help them with the things they approach you for then you'll lose some reputation/trust but there's no long-term penalty (trust can't go below 0, and it's not like they'll stop talking to you completely or anything.) Some of their later quests can cause enemies to spawn depending on what choices you make, but there's always an option that allows you to help them (and gain trust) without spawning enemies if you're trying to play peacefully.
Also, if you enable those debug tools from point 1, you can use the Event Browser (its icon looks like a line graph) tool to trigger the Amberstone quest early, or force it to trigger rather than wait for the semi-random timer and the random rolls to do it.
also, what's "town teir 2". is that the hearth upgrade?