3/15/2023 0 Comments Stonehearth mods localization iln![]() When a pelt is cleaned it will become Rawhide, which will then be automatically carried by haulers into Tanning Tubs. Workers and any other hearthlings with hauling capacities will help handle the tannery facilities to ease the trapper's workload, however after the pelts are dried they will require cleaning before being tanned, and that can only be done by the Trapper through their crafting menu. Drying them only requires them to be stored inside a drying rack or a hanging drying rack (depending on pelt size) for a time and then it will be automatically dried. DRYING & CLEANINGįresh pelts dropped from dead animals require drying. Added to that, the Trapper can now create hats that will slightly improve their work abilities using the pelts of animals they hunt. There the trapper can handle the cleaning of pelts, building of drying racks and tanning tubs, smokehouses, some decorations and also several butchering commands. The trapper itself is now a crafting job with its own crafting station and crafting window. The meat can be used in cooking or smoked in a smokehouse while the pelts need drying on a drying rack if it is a large pelt (Boars, deer, wolves, cougars, foxes) or on a hanging drying rack for small pelts (Rabbits, raccoons, squirrels)Īnimals will also drop Animal Fat, a new resource that can be used to create some new things or be used in cooking. CONTENTS ANIMAL RESOURCESĪnimals will now drop raw meat instead of edible jerky and fresh pelts instead of regular fur pelts. But the production will require you to go through over the new steps which are basically the following:Īdded to that, the Trapper can now perform some butchery actions like slicing larger chunks of meat into smaller ones, building a smokehouse that can be used to produce jerky and other smoked goods and also craft some decorations like animal rugs.įrom 1.2 onwards, the Trapper can now work with other forms of curing like salting, boiling of animal fat, smoking salted meats and other interesting options. In the end, to compensate for the added complexity, the ratio of furs-to-leather is increased, which means that you'll produce more leather from less pelts now. Added option to skip dialog on banner/hearth choice.Trapper+ is the first in a series of mods that aim to improve the depth and gameplay of each profession in Stonehearth by enriching their crafting processes and giving them more complexity with features akin to a somewhat more realistic experience.įor this mod the leather making process is now broken into different stages - some requiring crafting and others requiring time.Fixed Giant skeletons being called Zombies.Fixed reversed rotation hotkeys for placing building templates.Goldthread outfit now properly locked behind Tier 3 reward of Shrine (oops).Ladders can be removed using the undeploy hotkey.Quivers now sort as “weapons” in the Weaver’s recipes list.Adjusted prices for crafted items overall as a part of the Effort Refactor.Reordered NA loadouts (because 'food for days' is definitely hard mode).Updated Carpenters House template for Ascendency to have input/output bins.Added Weavers House template to Ascendency (unlocks when you have a Weaver).Slightly adjusted rate of the type of shops that arrive in town (less likely to get pet shops at low town level, more likely to get shops with basic resources).Added entlings to the Desert and Arctic biomes.Fixed Sun and Moon landmarks not being placeable.Added combat talismans to shops in tier 2 (chance) and tier 3 (guaranteed).Fixed the Steam workshop link buttons not working on mod sync page when joining a multiplayer game.Fixed Legendary equipment not getting sorted in stockpiles correctly.Added a notification that shows up when you hit the max citizens cap.Added the ability to get cricket golems earlier in the game, through an encounter.Added desert skins to most creatures for the desert biome.Fixed a crash that would happen when reading an invalid user_settings.json file. ![]()
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