Stonehearth

Stonehearth

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Dani's Core Mod
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Tags: core, services
File Size
Posted
Updated
219.049 KB
Jun 4, 2018 @ 11:01pm
Oct 31, 2024 @ 7:30pm
10 Change Notes ( view )

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Dani's Core Mod

In 2 collections by DaniAngione
Dani Mods Collection
9 items
[ACE] Approved Mod Collection
29 items
Description
By itself this mod does not add anything to the game and is only a necessary base for other different mods.

About
The Core mod was born during the creation of the Glassworks Mod upon the realization that some
of the systems and/or materials and effects created for Glassworks could be useful for
other mods - especially the "cooling down" service that allows items to be transformed into
different items depending on where they are, stored or not.

If these things remained inside Glassworks, it would always become a dependency for other
mods even if the player didn't want to use glassworks itself. To allow for greater flexbility
for the players and to also provide such systems to other modders that wish to use them, the
Core Mod was created.

Special Thanks
All my appreciation goes to the people that helped!
Max, BrunoSupremo and Relyss - THANK YOU! <3

Contents
Color Maps
The Core mod contains the following color maps' aliases:
"core_dani:color_map:glassworks"
"core_dani:color_map:heat"
"core_dani:color_map:fluids"


Material Maps
The Core mod has a single material map that contains the definitions of all the materials in
the different color maps. Its alias is:
"core_dani:material_map"

Animations & Effects
The Core mod adds two animation tables for rigged entities and their accompanying effects.
They can be found with the following aliases:
"core_dani:animations:glass_door"
"core_dani:effects:glass_door"
"core_dani:animations:glass_double_door"
"core_dani:effects:glass_double_door"


Storage Component
You can use the "default_filter" key to define the default filter for a storage entity.
You can also use the "reposition_items" key (set to either "fill" or "shift" to make your entities be
reorganized inside containers when things are taken from them. That allows piles of things to not
have floating items, for example.

Buff Scripts
Use the "script": "core_dani:buff_scripts:add_thought" to add a thought (key is "thought") to a buff.
Any entity inflicted by this buff will present this thought.

Faction Unlocks Campaign
You can mix into this campaign to unlock recipes based on faction. This should be very helpful for creating
custom recipes per faction without conflicting with mods that redefine faction jobs like ACE.

Cooling Service
This service allows you to create items that can be transformed into different items - just
like the Food_Decay service - but the items can be different depending on whether or not the
original entity is left on the ground or inside storage.

For modders: details on how to use it can be found in the 'readme' file within the mod folder.

Compatibility
This mod should always be compatible with most mods as long as they do not override basic
functions of the game.

Localization
The Core Mod has no localization since it adds no entities. All documentation is in english.

Stonehearth Discourse Thread
https://discourse.stonehearth.net/t/danis-modding-corner/36452

Support & Tipping
Like what I do, appreciate my work or just want to generally be a very helpful and lovely person? :)
[ko-fi.com]

Credits, License & Contacts included in the 'readme' file.
26 Comments
mad_exx Feb 15 @ 7:25pm 
What happened to the glassworks mod? I can't find it anymore.
小白狮 Jun 22, 2021 @ 6:52am 
Will this mod destroy ace now
caviskull89 Feb 19, 2021 @ 5:16am 
hi i just started a world with this mod and some of your others. i was wondering where can i find salt rock. i would really appreciate any one able to help me. thank you in advance.
Mynx Jan 3, 2021 @ 9:05am 
so wait this mod works with Ace, but not Piles Plus and Better Storage? but having one of these two mods essentially causes this mod to break Ace?
AceGoat Dec 26, 2020 @ 3:53pm 
Hey, love all your mods, etc. I don't suppose you could make a Multiplayer Mod which adds diplomacy and trading? That would be the most incredible mod around being able to declare war, send resources, etc.
Lurch456 Dec 19, 2020 @ 6:34pm 
i can't wait untill i can use these with ACE it is going to be awsome i need pirimitve amory i want glass bowing and all the others except harth tech that one dosent work too well with the medievel theam of the base game and the other mods
Echo's Agony Jul 29, 2019 @ 5:18pm 
@Dani Thats wonderful to hear! thank you for replying and letting us know whats up!
DaniAngione  [author] Jul 28, 2019 @ 10:04pm 
Yes, I plan to return and update them really soon!
Sorry for this taking so long ;-;
I know how frustrating it can be...

As for adding it to ACE, it involves a different level of complexity and depth that we didn't want to incorporate into the base game, although some elements of it did make their way into ACE, things like Trapper+ remain better as standalone choices.

Besides, this is SUPER hacky and poorly made. It was some of the first things I made in SH and I was still starting to learn. I plan to, eventually, rewrite the cooling service completely - probably making it a component with a lot more sophistication and capabilities for multiple "transforming" processes, for example instead of just being able to smoke meat, you could either smoke, sun-dry or cure with salt.

:)
Echo's Agony Jul 28, 2019 @ 5:19pm 
Also why don't you see if you can add this to ACE?
If you are on the team these would be a great addition and the people requesting the fixes would be happen
its a win win :D
Echo's Agony Jul 28, 2019 @ 5:17pm 
Hey Dani! i just have a small question would you be returning to these mods?
i really enjoyed them and having them just be 'broken' or bugged out in heart breaking
i know you are working with ACE but is there any news??