#Flywheels
1346 messages · Page 2 of 2 (latest)
For trello, I beleive the free plan lets you share a read-only version fo the board for folks to see. Probably why it's so popular with artists. By all means do not spend money just to share progress updates, lol.
Yeah, I can always self-host, so ain't gonna pay money for it lol
but yeah trello's offering is good
or just a Google sheet with current progress and you can view it just with the link 😛
free and easy 😉
Naaaaah I want some damn KANBAN board up in here 
Update (soon™️)
Been working on getting this updated - made some good progress but hit a bit of a road-block. Was hoping it'd be updated this weekend but looks like it might be a bit longer. Apologies all, and thanks for your patience with this
massive thanks to @tranquil tusk and @nova crane
you take your time. the game isnt going anywhere. nor are we
Dang now I gotta pick out a good map lol
can't wait to get this mod back.
SOON ™️
That looks cool
Flywheels v3.0.1.86
Now live on the Steam workshop! (Coming soon to Mod.io)
Flywheels should now be back for Update 7
If you have any issues, let me know!
yes
HOORAY!!!!
russian translate for flywheels
The folk tails are saved
It's one thing for the numbers to be different between the variants at different sizes, but maybe make them consistent?
For some reason, the unframed medium flywheel is better than the framed versions, despite the other two being the opposite.
Small Flywheel: 1,500 hph -10hp loss rate
H. Framed Small flywheel: 2,000 hph -7hp loss rate
V. Framed Small Flywheel: 2,000 hph -7hp loss rate
Medium Flywheel: 20,000 hph -7hp loss rate
H. Framed Medium Flywheel: 15,000 hph -4hp loss rate
V. Framed Medium Flywheel: 15,000 hph -4hp loss rate
Large Flywheel: 120,000 hph -4hp loss rate
H. Framed Large Flywheel: 150,000 hph -1hp loss rate
V. Framed Large Flywheel: 150,000 hph -1hp loss rate
:🥹 its finally back
Prob because the framed you can’t place stuff on top unlike the framed ones
Yeah and you need to look at the capacity per block ratio. If you work out the capacity per block, along with the decay factor, then the medium flywheels are actually the least powerful in some regards
Ziplines bring new options for traumatizing beavers.
I'm reminded of the Autism Roller
No, it's a new type of Printing Press (Beaver Press) 🤣
Heads-up: the experimental update today broke this.
You have a few days, though.
Battery its some scripts regaring connections of power that has changed
working on the variables for massfixer 🙂
Champion, thanks! I actually hadn't looked at Experimental yet, so good to know it (i suppose used to) work with experimental 
Looks like it now does an automatic transfer but do look cordinates and directions of the transput some is translated but did not have every case just added my 2 cases
also to have less problem with select path i would suggest this solution:
https://superuser.com/questions/106360/how-to-enable-execution-of-powershell-scripts
thank you kindly!
Flywheels makes the game crash on startup on the latest experimental version (0.7.9.2).
Yeah it's not compatible with the experimental branch yet I'm afraid
I'm trying to make some progress updating other stuff before swapping the environment out
Game is now updated to same as experimental!
LOL, so, no pressure ? 🤣
Well just a note so he can switch all to latest😉
Flywheels v3.1.0.24
Updated for latest release 🙂
Finally!
How was your trip
Busy!
Hey, just started a game with the Fkywheels update, and the small vertical framed flywheels aren' connevting to the vertival powershafts
hey battery i just tried to load up the game with only flywheels and its dependencies and it is crashing my game. thanks in advance for the help
Hmm, llke the medium vwrtical ones aren't working either
restarting my pc made it so it loads in now
Hey Battery, are you planning on making Flywheels compatible with Greedy Embers?
Can you tell me a bit more? Are they storing power at all? Is it crashing?
Do they have a specific colour palette or do they use emberpelts/another faction colour scheme?
@wanton jungle
fly wheels are not getting connected.
And something is missing in the flywheel junctions
Damn, yeah that’s the cluster mechanical texture. I’ll try take a lookie tonight. The connection issue will just be transput specifications, should be a quick fix!
They're basically GreedyBuilders with the Emberpelts' special industry added. So they use the palettes of all three factions (FT, IT and EP).
they use emberpelts if possible and if there is a better version it uses that but else estetics of emberpelts
Example prefab file included
Ah nice! Yeah so it’ll just be an emberpelts specification then
That should be nice and easy
Flywheels v3.1.0.57
Fixed a few issues with Vertical Flywheels and the junctions
Aaaaaand
Flywheels v3.1.0.58
Adding GreedyEmbers compatability
@noble bison
Awesome, I'll update the mod as soon as it's up on mod.io. Thank you for the quick addition!
oh yeah, forgot about mod.io
posting it there now
Ive been having crashes on load or new game since around the 8th
Ok, something from the animator then. I’m pretty sure I know where to look, but can I get a copy of the save file for testing?
Appreciate that might be difficult if you’re playing on (I assume) a steam deck
No worries if it’s not doable!
That’s perfect, thank you!
It may have been reported, but Flywheel crashes the game if you try to start a game with the Emberpelts faction. The game load fine it is only when you select emberpelt and try to load into a save (or start a new one) that it crashes. Works fine with iron teeth and folktails.
Here is the error log file if they help.
Do you use Mod.io or Steam?
The exception is... interesting
Also have you tried with just flywheels and emberpelts with its dependecy (so its not an other mod creating the problem
Yeah it looks like it's loading the buildings twice, which is odd
I also noticed that you're running V 0.7.9.3 - latest version is 0.7.9.4 (are you still on experimental branch?)
Sorry, that above one was for @brittle mica
No, when was the update? I'll check when I'm home
Not too sure, give it a look when you get back, might be a version issue
My game updated today so i guess it was 1 behind, i tried loading the save again with all the same mods (except employment managr which crashes the start menu), and I tried to start a new game, which also crashes. Lmk if you want those logs
... Aaaaand tried again with the current version of Employment Manager which doesn't crash the menu
#🚀mod-users message
@brittle mica Just updated it to sort out the specification issue. Make sure you've got Flywheels on 3.1.0.60 and give it another shot 🙂
@wanton jungle With the newest update, i cant load the save anymore...it loads endlessly...your mod is the only change since my last time playing it yesterday...
Is this the 3.1.0.60 version?
Yes
What other mods do you have enabled? Might be something up with the specs
I'm afraid of Faction Mixer mod....
Extra Terrain Tools, Harmony, Knattematerials, TimberApi, Ladder, Mod Settings, DamDecoration, TimberApi UIBuilder, Unstuckify, Path Extension, DamDecorations_DecorationExpansion
That are all the other...
Huh, what faction was this for?
Folktails
I’ll see if I can replicate this! Are you able to send across a copy of your save? Would help a ton with the bug hunting
It seems less like a bug, but more like your update uses way more ressources than before...Might be an optimization problem...
Check if you haven't click on the game during game if you have run in background enabled ... 🤔 I checked on FT and is loading
I dont even have that enabled...
The last update removed 3 JSON files and that’s it, so if it’s getting stuck then it might be something up with the loading order? I’ll see if I can recreate it but it’s a new one to me
Just tried an old version of the save and it did load...But that would mean discarding ca. 2-4 weeks of progress...
That’s really odd… I’ll try doing a clean build when I get home and push that up - hopefully that makes a difference
Not sure if i asked already, but is this from steam or mod.io?
Thank you^^Can test it in a week though´as i am leaving for a week later...and i get all mods from the steam workshop...
Sweet, have a nice time away! Let me know if you still have the issue when you get back
Still crashing 😔
Oop, should be able to send it within the hour
this is not a flywheel bug but zxuiji -m- Bentos (v0.7.9.00) report at his steam or mod.io page 
Oof thank you, idk how I didn't realize that. It's loading now, sorry for the confusion @wanton jungle
Ah! No worries! I'm glad to hear that because I was really struggling to track the issue down 
Steam
Sorry, so late at answering. Have not tried any other combo. I just know that turning off flywheels works. With it on it doesn't. Have not tried the update that just released yet. Will let you know.
When you planning on adding more flywheels 
the new version works with emberpelts. Thanks
The Emberpelt's small engine has a perfect spot to tuck in a small flywheel!
I’m not sure I’ll ever add more - the mod is fairly mature now and is more settled in
It was a joke in the first place wasn’t expecting you to add more
You could always add a wheel covered in flies, or a flying wheel.
Bruh that sounds awesome
As far as more wheels are concerned, the only one I could possibly see being even loosely entertained is a wheel big enough to be a second wonder for each faction.
otherwise, yeah, I think there's enough.
Still got it...Well, restart the thing another time...Might not be a bad idea, as i discovered some flaws with the changed design I tried with U7...
Shhhh, you’ll spoil the secrets!
What version of the game and mod are you running?
It would be needed to power the Amp Ear's inevitable tesla coil.
In both cases the newest...But like I said, I restart it, as there were still some design flaws for the U7 Version of the project...And I wont go for 200-300 builders this time...And yes, those were only the builders...
I could not comment... 👀
Aw, well I'm sorry it's caused issues, I wish I could figure it out 
Dont worry, the new design eliminates the flaws, so better this way. Improving the design flaws on the unloadable map would have been way more work, as it would have needed extensive deconstruction, terraforming and reconstruction...TNT alone would have been 4k+...
Hello, I am having a problem with your mod, I am trying to use Configurable factions and it crashes and have found out it is because of flywheel. So I am reaching out to you to see if you can help. Here is error log.
Hi @wanton jungle looking forward for a 1.0 version of your amazing mod
a'ight, on it 👍
May take some time to get the modding environment set up, but will see about finding some time, at least for Flywheels
Amazing ! It would be great if you or another mod creator could record the process of creating (or updating) a mod like this, unfortunately there aren't many resources that I'm aware of on how to do this or it's totally outdated.
🙏 by the good graces THANK YOU! I am also looking forward to it!
@wanton jungle hello! Any progress on Flywheels?
If you are looking for an update for experimental, don't bother. He prefers to stick to the stable branch when modding.
Yea it’s unlikely to get an update before 1.0 hits general availability. There’s been a LOT of major changes to the modding workflow since I last looked at it, so it’s been a bit of a battle to figure it out I’m afraid
No worries. Yeah, the change with TimberAPI was a huge one. Thanks for the update!
Yeah there’s also the swap over to using blueprints rather than raw prefabs, taking a bit of time to get used to and figure out
No guarantee but bobingabout has been working with another modder and might be a good resource if you get stuck
Public Service Announcement
I'm sorry to say but I've made the decision to officially hang up my proverbial hat for the foreseeable future. Long story short, I burnt myself out and haven't been able to catch up since. Maybe (hopefully?) I'll get 'the itch' back - been having great fun with the new HTTP automations - but for the meantime, I'm calling time out on Flywheels.
I'm not going anywhere - I still love the game - but it's more appealing to me to play the game rather than mod the game.
If there is anyone that would like to take over the mantle, or would like me to share any assets from the mod, let me know and I can send them over.
See ya around 
If no one want to take over, I'd like to try
cause I love this mod and my beaver need more energy storage 😄
Take care mate 💖
More than happy to provide the assets and source code if you'd like
would be great, so I don't need to start froim scratch and have the assets, as I'm bad with images
note for AlkHacNar there will be some learning and work to get both project and code up and working
Yeah, when I say "assets" I mean the raw images, meshy, and c# files - that's all
need to setup modding env (unity editor) but there is a video guide in pinned message in #🤖mod-creators
I know, but hey, I don't have time to speed run smb3, but modding flywheels? I find time 😄
wanted to start trying the new features, but that comes later
and now I have a reason more, why I needed my 2,8k new PC ^^
All the best man!!!! Take care and enjoy :D
We are all here to enjoy first all things later

it's just I don't know how to upload it later, but thats a future Alk his problem 😄
I can help with that, that bit's super easy
Start with getting the official modding env working and if you get that working its worth going forward
you will also need to setup codeing tool
think some use rider and some VS code
installing the right version right now 😄
note live version of modding env is for experimental version of the game
sent 🙂
quick question, does it matter if I have the gog version of timberborn, or do I need the steam version?^^
As far as uploading to the workshop goes, yes, but unsure about the rest - I've only ever used the steam version
You should be able to dev in the gog version at least
It should only matter for uploading to the workshop.
Yeah I think that might be the way to go with it
Just gotta be careful to strip the TB assets
I can host the original version on my GitHub, in case others want to try and tackle it as well.
Battery_smooth, sorry to hear you're letting go of your tail here, i really loved the mod and the work you put into. It remains one of the most "what seems like a 'built-in game' but is actually a mod" mod and this is 100% it. I recall writing you a big review because it genuinely revitalized a lot of enjoyment in timberborn after being a bit burnt out on it.
Hope things go well for you IRL and someone carries on your proverbial torch well!! 😄
OK, I have less time atm as I though, but I have vacation from 16.3., not it's not because of the 1.0 release^^, so I have time in 2 weeks
And I can look into the new automation working with it too
@wanton jungle Thank you and take care and recover. We are all grateful for this mod.
@mortal jetty looking forward to what you’ll do.
Look forward to see what you got 😊
Vacation, finally, from tomorrow on I try to get the flywheels to run again
Today smb3 speedrun training is a must. Skipped last Sunday xD
Good luck, looking forward to having these back in the mix
Flywheels (On Hiatus)
Just had a bit of a panic when I saw that the Flywheel mod was removed from the workshop. Happy to see that someone has taken over its development.
Gonna miss my favorite power mod, hopefully it will be back soon.
How's the progress going @mortal jetty? Need any assistance?
my heart broke when I saw flywheels fell off the map. this is, and always have been, one of my go to mods before the 1.0 update instead of the gravi batteries.
I wish both battery and alkhacnar good health always
Flywheels



So, turns out all it needed was some relief of pressure to get back the itch!
Flywheels v 4.1.0.0, compatible with Update 1.0, is now available on Steam and Mod.io
It's just base factions currently, though modded factions will be coming shortly
Hey Battery, really excited to see this up to date for 1.0!!
I tried loading up the game, a fresh playthrough of a map and ONLY this mod and encountered an error
which map?

Check the template files, you may have forgotten to put #append in there
I just tried Oasis and waterfalls map, same thing lol
Ah, yeah no the template editor panel likes to remove the #append
it is, in fact, a missing #append. I'll put it back (for the 4th time
)
Yeah... any time you edit that file with unity it removes it...
Thats why I just edit that file manually now 
Thing is, I didn;t even edit it in unity, probably just accidentally opened it
got darn
Done
I was thinking Spillage or Oasis were a good map to try out, given the lack of regular water power but the presence of geothermal power would make it interesting.
Works currently for me, gonna try loading up a few other mods to see if it plays nicely lol
Oh how I missed the flywheels! Its so amazing to have them back!
I’ve got more content planned for them too, hopefully I can get on that one soon
I'm already putting the mod to good use lmao
Le gasp! Could it be??
I am driving home, recklessly, to try it on my 1.0 colony with other mods. Will revert back here if any errors come up
update y'all. the mod works beautifully even with other mods! 😄
we just gotta wait for a few of them to be compatible (e.g. More Groups)
So exciting. I've subscribed but I'll have to leave it disabled until it supports the 3 modded factions. I am just thrilled to see it alive again!
disable template validation for all but building blueprints 😉
and/or handle #append in a better way
when its validating blueprints atm and finds #append it removeds it
its created a ticket so hopefully it will be fixed
What's not compatible about this and More Groups?
does it not group or is it that this mod had it before and it do not have lukes toolbar mod or support? 
could check on adding it to more groups as i have a needed update there 2 but not sure i get it done before tomorrows vacation
Oh boyyyyyy This is so awesome
more groups is updated to group flywheels 🎉
(and more)
@magic hinge ^
Yayyy

Sorry it took me awhile to reply.. work was a bit rough today hehe
Np just wanted to give notice 😉
Flywheels are back!!! 🎉 🥳
Sneak peak: Being able to "jump start" your (ancient) drill really is awesome. Instead of having to invest in a gravity battery (huge cost in science, and having to start up a metal production early), you can use the small flywheel to store even a meager amount of power to jumpstart your drill from empty and then let it run itself. This makes drills a ton easier to use early on.
Medium horizontal flywheel really can fill in weird open spaces in your colony. Shown here, 2 of them hidden in between spaces where I couldnt really build anything else but resolved a power issue. Love it!
The medium framed ones really are mvp
Just dig 3x3 with triples before laying in new industry, then you have a 45k unseen battery. Or slot them in as mentioned for some nice little 15k backups tucked away
But the smalls are accessible early enough to be useful too
The big ones are for showing off haha
Usually are 
thank you based battery smooth
i like to build them in my reservoirs, good way to make use of otherwise lost space since they don't flood or cost me any water capacity.
Same goes for Number Crunchers, I think of it as building a water cooled data center 😆
Liquid cooled gpu
My game isn't loading so i can't take a screenshot but
the addition of a clutch and a large framed flywheel battery, connected to an array of windmills allows for a specific use - to "pre-charge" your flywheel and then reconnecting to your power grid seamlessly. Pregenerating 150,000 HP is a ton of power but if you're able to disengage the clutch and let it purely store up before engaging the clutch again, you'll find yourself a system that has a TON of stored power on top of a way to add more power to the entire power grid!
Quick Question, Not seeing flywheels in Ember Pelts or Leaf Coats. WIP?
Not included yet.
Ahhh, OK. Just Making sure the problem wasn't on my end somehow. Thanks
Waiting patiently for the 3 mod factions to be supported. At least trying to be patient. 😛
The leafy ones will take the longest for sure - I haven’t got textures for them yet so will need to figure out their colour palette
Ember will likely be first (already have the models) and then whitepaws
And the various greedy variants are just specification additions
Even after all the time this wasn't working, @obsidian pier never removed it as a recommended mod for WhitePaws. 
I only got to use it in one run, and that was an EmberPelt run.
Would be really cool if you did rounded medium ones that lay flat that had room for a loaded in the middle to be added right to a tree. But that's super wishful thinking lol
That would kick ass.
Don't burn yourself out. Know that those of us who use these mods greatly appreciate the work you do. We know these are not required to play the game but they do enhance the game play and make it that much more enjoyable. take your time, we will be patient
Oh don’t worry, I’m saving my energy to try and tackle the big one I can never seem to finish 😉

I feel like it's an IYKYK situation 😉
Yeah I mean I thought I’d have that mod finished over a year ago and, well…
Well I am now in the know
Room for me in that IYKYK Tub?
I heard rumors of these guys. I know the name I was told. But I know nothing about them really. Did you have a color scheme you decided upon? My imagination went blue and yellow when I heard about him but I had no idea.
Current working theme is teal and black, but all still wip
Oooh! I love that combo!
Blue and gold like this beauty
I went for the storm deck from Culdcept, but same effect.
These are some Flywheels... I'll see myself out
Teal and black…
If I see bright green with that, then I will be asking where the chrome crusher is.
@fast plaza is a DM okay? I'd rather not ask my question publically.
Go ahead.
Thank you
did you remove the flywheel junction?
I did, although that's reminded me that removing them may affect saves, so I'll be adding them back in as a ||Dev mode|| only building for backwards compatability. They're not needed anymore after the changes to the mechanical shafts
funny. i just felt like deleting my save just now due to the update hahaha
cuz im gonna start from scratch in case some new update bugs my save
new map and stuff 😄
To be fair I don't think many people will be bringing U0.7 saves over to 1.0, but I'd like to give them the option (even if I just remove them in a later version)
am here to maximize battery storage and ensure half my colony doesn't go out if and when wind and water power becomes unavailable 😄 hahahaah
without using the gravi batteries
that's a smart move battery. good on ya 😄
yeah so did i but understand why they were removed it also means less work for battery
true...
It’s also because in the past they were practically required since shafts couldn’t go vertically up, but now they can
Flywheels v 4.1.1.14
- Added Junctions back in for backwards compatibility (these will be removed at a later date in a few updates time)
- Added Emberpelts support
Yay!
Emberpelts conquered! Good job battery
junction gang wins again
@wanton jungle Question: why would I -not- want a nice clean junction over this? I am curious your reasoning. (It is your decision, of course.)
What is this?? I'm curious lol
The platforms I mean
So I could put in a large flywheel on top of them.
maybe my phrasing was bad. instead of "over" replace with "in place of"
Oooh makes sense
I usually hide the horizontal batteries in the ground
Like the Folktail observatories
Keeping some out of sight and out of mind whilst still supplying my spaghetti noodle power network lol
On this map I could have dropped them into the badwater abyss. /laughs
Hahahaha huh. Never thought of it that way lol
Man that sea of bad water
This map is generating over 3,000 strength of bad water constantly.
POV: you fell into the bad water
How many bad water outlets do u have? 😮
Look at that fountain.
That's a lot of outlets.
*Furiously plugs them one by one if I could
Most are under a shell of varying thickness. But it has been breeched.
Hnnngh makes me want to plug them hahahahaha
And have batteries in the badwater abyss
Now that all the bombs have gone off, plugging this would be easiest.
The bombs (every 25 days) reshape the world considerably.
The starting area was right about where the circle is. It gets blown up along with most of that level.
The goal is up then
The top layer isn't safe, but it is the safest place. It still looses a large chunk.
To be honest, I think it'd be too easy - at the stage when you're using large framed flywheels, I reckon there should be some work that needs to go into making them work
I can absolutely understand that you may prefer a more clean and solid base for them, but if that's the case then either dirt or levees would do the trick
I think my main use of them was for placing a number cruncher or observatory on them lol
Maybe keep them but just increase the cost
it's kind of useful actually to have a wide platform that can take power shafts from every side
can understand if you don't tho
Am I misremembering or In the old version, were there platforms that were also with the flywheels?
That'd be the junctions which we were discussing above
Oh lmao
I think the junctions are still useful, more costly than platforms and vertical shafts, but they fit the mod better tbh
More elegant
Battery, thank you for picking this mod up and bringing it to current. One of my most favorite mods.
So, to the author of the flywheel mod, for some reason it makes it so that you cant see the needed resources in the construction tabs
Could you post a screenshot for me?
Do you use Timprove 4UI mod ? If so, you need to scroll down to see the materials needed.
Give me a moment
strangly enough it only seems to affect the path and water structure categories, but it goeas away when i disable flywheels
ahh, i see that now, but why is it not a problem when the flywheel mod is off
Only if is a lot of stuffs in the UI, the scroll bar becomed needed
Good to know