Dani’s Core Mod

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Author: DaniAngione

Last revision: 6 Feb, 2020 at 03:28 UTC (1)

File size: 131.07 KB

On Steam Workshop

Description:
Warning!

If you experience any issues with objects not being properly moved around and/or transforming into other objects, it might be a conflict with either (or both) of two unfortunately outdated mods that will break not only this mod but many others (including ACE) because of their old way of mixing entity tags: Piles Plus and Better Storage! Please remove these mods before reporting errors 🙂

As of now this mod contains the necessary systems, materials and animations for the Glassworks mod, however I plan to expand on it in the future and also create new mods that will utilize the same common basics.
By itself it 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.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.