

Set it back by typing the same thing, but ‘friendly’ instead of ‘hostile’ and things should return to normal, though outstanding combat orders will still resolve until you change them. Footman hearthlings can now go attack each other. So Stonehearth has Steam Remote Play support, meannnning that I can invite someone to play with me even though they don’t have the game, idealy this would work like uno or other games that allow the other player to act as though they joined normally through multiplayer, however in Stonehearth this isn’t the case. You can then use the player ID of your town, and of an opposing town to make steam_1 hostile to player_1 by typing ayer:set_amenity(“steam_1”, “player_1”, ‘hostile’). In this case, the two players are “player_1” and “steam_1”. Here’s some hints for starters: using the lua console, you can click on a banner and get the player_id of that town by typing e:get_player_id(). That said, if you’d like to make a PVP mod, you’re more than welcome to. You can compare the monstertuning files in SHED, either look at them individually in the Manifest tab, or go to the Entity Stats Browser and select the Killable Entities tab. These files are then used in campaigns to scale raid encounters depending on different factors. Though we originally envisioned an async PVP mode, we no longer feel this is in the spirit of Stonehearth, and even if it were, we think that making it feel good–ie, so that it’s more than having your hearthlings run screaming away from each other–is more work than we want to take on. You can find them under stonehearth/data/monstertuning.

"Finally, we’ve heard a lot of you ask about PVP. ) and get any config.Pvp exists but locked behind console commands. 0:00 / 46:42 StoneHearth ACE - Multiplayer Coop - Live/1440p - E001 Friendly neighbors in the Great White North mig 381 subscribers Subscribe 38K views Streamed 3 years ago Costarring intrepid.
#DOES STONEHEARTH MULTIPLAYER ALLOW YOU TO FIGHT EACH OTHER MOD#
The biggest setback I ran into was trying to work around the Lua function _config(.) since it only gets the config of the mod it’s being run from, but then I realized I could call _radiant.call('radiant:get_config'. If you’re into modding, check out a for more information. The gameplay settings tab in the UI was also reconfigured to use a jQuery accordion, organizing settings by mod. Footman hearthlings can now go attack each other.

The JSON can specify base-game settings (the ‘stonehearth’ mod) to properly track a client player’s setting for Auto Loot, etc., as well as modders being able to specify all the details needed for settings.js to automatically generate the necessary settings controls (currently limited to boolean/checkboxes, but can easily be expanded to more types). I patched the client_state and client_state_service files to include set/get functions and storage for player gameplay settings, which are populated initially by a new client service I made, gameplay_settings_service (which should really be renamed initial_gameplay_settings_service to better reflect what it does), which loads a JSON containing all relevant gameplay settings (organized by mod) and gets their initial config values, and then updated through settings.js whenever a player changes them. Thanks, I think I got it implemented mostly the way I want (it’s functional at least). Is there a way to have client settings that are savegame-independent (i.e., not relying on player-based saved variables)? If not, could you please, please, please add one? Even if you don’t retrofit all the existing settings as player-specific, we can handle that in ACE, as long as there’s a reasonable way to pull in player-specific data from outside the savegame (ideally something that doesn’t involve serializing as custom building templates). This results in really weird behavior when different players are trying to play with different settings: when players change the settings, those changes affect everyone in-game, but they don’t show up in other players’ settings! Most/all of these gameplay settings are normally considered player-specific, but as far as I can tell, the game doesn’t allow them to be. So in singleplayer, it doesn’t matter that the gamplay settings (auto-loot, auto-rescue, default stockpile settings, etc.) are all done via the “host” settings.
