#Emberpelts - New faction!

10328 messages · Page 11 of 11 (latest)

stray dragon
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To make it so you can build through walls, or straight up for building more houses does require a custom script from my script pack.

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so this is what the FT triple lodge looks like

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and this is what the Emberpelts version looks like

undone veldt
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📈

stray dragon
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note, the entrance being inset, and just so many extra nav meshes.

undone veldt
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Tbh it took me a minute to figure out how to build it but im also notably bad at accidentally failing to connect my power network

stray dragon
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In theory I could do it quite easily for Folktails, as I could just copy settings off the Emberpelts buildings, but I don't plan to.

brazen herald
undone veldt
brazen herald
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Ahh, true

stray dragon
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Yes.

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Leaf Coats do a similar thing with branch bridges.

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but they're different

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where branch bridges are basically just Path and connect to any other path, Emberpelts Walkways are not paths, and only connect to themselves or buildings.

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(unless you use the specific walkway to path or walkway to tube block)

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I was going to do the same with Leaf Coats Branches, but was having difficulty with how it connected to a building.

undone veldt
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I love an efficient building i can then make less efficient for the aesthetic

stray dragon
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Because it's technically one block inside another block, and it only works if the path nav meshes are aligned, but for some reason would only work if they were all "no group", if I tried to do it with a group, it failed.

undone veldt
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(Non resident beavers cant shortcut thru the housing, can they? I assumed resident beavers can just enter the housing by any route and then exit it by any door)

stray dragon
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anyway, gotta go

stray dragon
undone veldt
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Oooh

stray dragon
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If you want, you can actually create a housing block with 2 entrances, where each section is disconnected from each other, so they have to pass through the housing, and that will work.

undone veldt
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Set up gates that lock off the private beaverburbs during the working day

stray dragon
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I've seen people doing that in youtube videos, like RandomKiwiGamer using 1 lodge on top of another instead of a staircase, or someone else I can't remember making a tenement lodge bridge, where they pass through the houses to get to the other side.

undone veldt
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Neat

stray dragon
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or you can just use a tenement lodge to get to an upper level.

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anyway, laters

shrewd latch
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So, as expected, all of that is lost unless the devs see fit to temporarily unlock the demo version.
Probably not worth it.

The only interesting assets from the oldest version are:

  • An ancient version of the papermill
  • A windmill that only outputs power on one side (I'm glad that's gone)
  • A really cool icon for the shredder
  • The original IT farmhouse
urban linden
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at least that is a nice paper mill

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a little less bulky than the current version

shrewd latch
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One last old version: The first version with Gravity Batteries.
Yeah, maybe it's better that this version is gone.

Though I guess it would be fitting for leafcoats...

stray dragon
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it's not something we can't recreate if desired.

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in theory, depending how much time we're willing to spend on a task, in theory we can recreate everything

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there's just levels of difficulty.

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this thing for example, probably one of the harder things to recreate

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this thing would also be on the difficult side, but we can still grab that from older files, I'm not sure when it was replaced, but probably U4 or U5?

deep light
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It would be sooooooo cool for LeafCoats to adopt a lot of these abandoned designs. You ahve my vote for it!

stray dragon
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the problem with using older designs of things is the original mechanic (like the way transfering items between districts works) has been removed, so there wouldn't be an easy way to bring that back.

stray dragon
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Could be cool to bring back the Terraforming station for example. Imagine if that didn't just place dirt, but was also required for removing dirt, so Terraformers built the Remove Terrain and Loosen Terrain buildings instead of builders.

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Assuming I were to try and do such a thing, it would require obtaining whatever version of the game had the Terraforming in it, and analyse how it works.

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and even then, there's no guarantee I'd be able to recreate that functionallity in the current engine.

stray dragon
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this is gonna actually be difficult to update that

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Each of those entries has their own materials.

shrewd latch
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What the...
Are they usually built like parametric CAD models?
That's a crazy number of subcomponents given the model.

stray dragon
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huh

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that's better

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I guess the glb file only works with newer stuff

stray dragon
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so... This? (as it is now)

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or this?

deep light
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I like the second one, but hard to tell empty.

stray dragon
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Gonna save these, as I'm going to need them for reference

undone veldt
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more praise for emberpelts: I really like the production challenge of having raw materials (foods) as inputs for several different options. raw radishes, raw apples, juices, corn, roasted corn, corn flour... I can't set it and forget it the same way as on default.

heady jackal
stray dragon
deep light
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nice

stray dragon
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hmmm

deep light
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Maybe the fluid level should be just a touch lower?

stray dragon
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or the grill a touch higher.

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It's consistent at least.

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better?

deep light
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That looks so much better!

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The shadows do it

stray dragon
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what shadow? has shadows turned off in graphics settings

deep light
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Looked like shadows. The base of the bars

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Zooming in I see it is not shaodws, but the colouring

stray dragon
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Yeah, the Vector paint stuff.

supple falcon
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Is that Underground Water Storage?!

shrewd latch
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Yes, with a new lid.

heady jackal
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If I was a beaver, I'd try using it as trampoline.

shrewd latch
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Bad Idea; That's a metal grate.

undone veldt
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EP's on a custom map (expanded diorama) was the first time i followed thru and didnt get annoyed with my city and built the wonder. 👍 🙏 great mod

stray dragon
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new bubbles

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new fire

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It's so much better when the fire actually fills the burner, rather than just sitting in the middle of it.

upper bane
runic glade
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I remember extremely early on, wanting to try Timberborn before buying it and just Googling "Timberborn Demo" and found the old demo.

undone veldt
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I'm trying to orient myself around graphics editing because the obviously a chestnut leaf on the apple tree irks me (obviously not mod creator's fault...) it looks like each tree has one leaf repeated over the model, is this something where theres a leaf texture and I could create you an equivalent Apple Tree Leaf in timberborn style?

stray dragon
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I could send you the textures later

brazen herald
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Would be AppleTree_D.png right?

stray dragon
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though I did try and edit the chestnut to look more like an apple, it's not just coloured red.

stray dragon
undone veldt
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I like the edited apple!

stray dragon
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oh, derp, you want to edit the leaves

undone veldt
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Ill try poking at it and see what I can learn

stray dragon
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If I were home, I could send you the textures.

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I'm currently visiting my dad.

undone veldt
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Im at work too so no worries

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Whenever later

brazen herald
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You can use AssetRipper to extract them too, but the originals are probably better quality

stray dragon
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I mean, the ones I'd send are edited ripped vanilla assets

stray dragon
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The apples don't have normals, but the leaves do.

undone veldt
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Tyty! I'll see what I can do

stray dragon
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the main reason why I didn't make my own leaves is mostly down to not wanting to mess with the normals.

shrewd latch
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It may not be able to run at full power, but its also completely passive:

upper bane
shrewd latch
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The only thing that will catch these beavers by surprise when the next badtide hits is the sound of a klaxon.

stray dragon
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is that around a seep?

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I've been working on the Seep Cover mod. I was getting some feedback from Lapan about the Whitepaws version

shrewd latch
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Yes, that's a seep.
Covers aren't implemented publicly yet, so this is my defense.

shrewd latch
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Folktail wind turbines flood when water reaches the base of the blades.
This feels a bit excessive.

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This one especially.

stray dragon
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x3

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I'll take a look

deft jackal
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it doesnt like getting its toesies wet

stray dragon
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I think it's an issue where when migrating from a U7 prefab to a V1 blueprint, the value was lost.

deft jackal
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i like my reason more. but you go ahead and be all technical... haha

stray dragon
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Leaf Coats seems fine

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Actually, the tree topper one isn't quite right.

shrewd latch
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Seep covers aren't pathable.

brazen herald
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Do Seep Covers prevent the small amount of badwater from being released from containment after the badtide? (i.e. are they better than just surrounding the seep with levees and floodgate?

shrewd latch
stray dragon
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thanks for testing

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need to add a blank block object nav mesh settings spec, just to turn on Generate Floors on Stackable.

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Lets see what happens with this

shrewd latch
# stray dragon doh

That was a "I'm forcing instant build for that" bug, since I desperately needed that speaker and the back relay (which controls the seep cover).

stray dragon
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Yeah

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what I really need someone to do is see if the Whitepaws version works.

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(it'll have the same can't walk over it bug)

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but I don't really want to have to mess about trying to get white paws working, changing my mod list and stuff.

brazen herald
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It's worth backing up the settings before doing stuff like that.

stray dragon
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Which is why I'm asking if someone else can have a look for me

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I don't even have all the prerequisites for whitepaws

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and I have difficulty with steam just not wanting to download mods

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note: I'm not going to rush into releasing an update for the pathing over the seep cover, but I have fixed it on my end.

shrewd latch
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Won't affect me any more: Oasis only has one seep.

shrewd latch
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What is wrong with this picture?

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||Tank set to store logs||
||Note: This was caused by dev tools. Surprisingly, the game treats it as unset and doesn't crash.||

stray dragon
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checks notes I haven't released that yet.

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There's not a whole lot of new stuff in the pipeline, most of it is bugfixes and tweaks.

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The only new things are the Leaf Coats Seep Cover and Badwater Seep Rig.

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the seep covers for everyone else has been released already, and only the leaf coats will get a Badwater Seep Rig (because they need it, lacking a badwater pump)

stray dragon
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Seep Cover:
Fix pathing on Seep Cover.
Corrected Whitepaws Seep Cover.
Beaver Faction District Control:
Updated for Version 1.0.12.9
Bob Storage:
Updated model to put a lid on the Underground Tank.
shrewd latch
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A very Emberpelt-esque centerpiece above the seep on Oasis.

stray dragon
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is there a seep cover under there?

shrewd latch
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I put four levees on top of the seep cover and used that as a base for the statue.

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Half roofs on top of throttling valves surround it, which are used to make the water flow even on all sides.

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Finally, the indicator light cycle between three colors to match the season: Blue for temperate, yellow for drought, and red for badtide.

stray dragon
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Fun

stray dragon
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Bobingabout Script Pack:
New script UnderlyingWaterSourceModelChanger for the Leaf Coats Seep Cover.
Emberpelts:
Updated the Wonder of Fire's fire to be more appropriately sized.
Changed the Phoenix Distillery bubbles particle effect.
Fixed wind turbine flooding too easily.
Leaf Coats:
The Gate now correctly merges graphically with Fences.
Fixed beaver height of Wind Tunnel.
Added new Seep Cover, a Dome that can be built on the Water Seep and Bad Water Seep.
Added new Badwater Seep Rig, Similar to the Leaf Coats Badwater Rig, but it has a 2x2 footprint to fit on a Badwater Seep, but requires power and produces Extract like the Leaf Coats Badwater Rig.
vernal forge
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Wait is the seep cover out now for both Leaf Coats and Emberpelts? If they are I’m feeling dumb

shrewd latch
stray dragon
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Yeah, Leaf Coats have it built in, they need it more than the other factions due to not having a badwater pump, it also has a special script to change model based on what type of seep you put it on.

I made a "Seep Cover" mod that adds the same building (Minus model changing) to Folktails, IronTeeth, Emberpelts and Whitepaws.

vernal forge
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I’ll add it to the list of mods once I get home. I’ve had to take some out once I learned the screw pump and river raft mods weren’t available to my Emberpelt run

stray dragon
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Yeah... not being part of the actual game, many modders will create something, and not even look into making it work with Emberpelts and Leaf Coats.

shrewd latch
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In the case of the rafts, it might be easier to implement a patch yourself, since eMka made that...

As for the barkimedes screw, maybe we should talk to the creator…

stray dragon
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I'm not sure Emberpelts would want to use the rafts anyway

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so if I did it, would be a leaf coats thing, I'd have to look into how eMka did it, and try and clone his buildings.

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or do a Choo Choo for Emberpelts, where I recolour them in code.

vernal forge
stray dragon
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Is choo choo even updated for V1.0?

vernal forge
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I was just typing that very question

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from what i can tell it's still catching up to the current version

stray dragon
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Yeah, not sure Tobbert has done anything except Ladder

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His mods are probably... "Dead"

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He's one of the oldest modders still around, and last I heard he was kind of semi-retired. Came back for Ladder and nothing else.

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sighs

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if I can fix my modding project

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I'm not sure what happened, but somehow, the entire thing broke

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and it's not the project, it's the .meta files in the actual mods themselves

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so I have to delete them (from all json and timbermesh files) and regenerate them

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Some of them have settings, like write protecting any blueprints that use #append or #remove, and checking the create mesh asset option on certain objects that require it, such as visualisation planes.

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So when I think I've fixed everything, I have to build all of my mods again

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then test to make sure they're actually functioning correctly.

shrewd latch
stray dragon
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Yeah...

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Which basically means it's for Folktails only (because I never made a LEaf Coats mod)

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Okay, I don't know if everything compiled correctly, but everything seems to work, so that's good enough for now.

vernal forge
stray dragon
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hmmm

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true

vague glacier
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Back when different buildings/foods/etc granted spcific lifetime bonuses to beavers, though I don't recall what it specifically gave

vernal forge
stray dragon
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This is a Leaf Coats screenshot, not an Emberpelts screenshot, but...

what if apple trees looked more like this?

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(needs some tweaks)

stray dragon
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Tweaked

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not sure if you can see that, but the tree trunk is thinner than Chestnuts too

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thoughts?

heady jackal
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Looks nice. But if overhauling them, add flower stage if possible.

stray dragon
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Can't really do that.
Plants either have no product, or product.

heady jackal
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Sure. Just my thoughts 🙂

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Looking closer, the trunk does not fit apple well. They have mostly smooth light grey bark. Old trees dark grey, kind of flaky texture.

runic glade
# stray dragon Tweaked

Oh wow, this looks, like, Tropical or something! It's zany! Not sure how I feel about it. That other screenshot in #🤖mod-creators looked alright, this I would want to think about more.

timber valley
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The new leaves do look more like palm fronds.

stray dragon
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Yes, which is why I'm probably not going to do it

stray dragon
stray dragon
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on the note of this

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note: some of the colours like the frame wood look off, because the Material uses a tint which isn't imported into the blender project.

stray dragon
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Holy crap, there's actually golems in here

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I'm guessing the idea is that as the production continues the doors open and close, and a different door opens depending which stage of construction we're at.

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I'm just going to delete the golems for now

stray dragon
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Similar here

shrewd latch
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I guess that was an early attempt at the same sort of build progress that the assemblers show?

stray dragon
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If it was done now, you'd probably have all 3 golems in the same window

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could be cool trying to figure out a way to have 3 different manufactory processes happening simultaniously, so each window has a bot being built that could be at different stages

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but knowing what I do about the code, that would be close to impossible

stray dragon
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Looks like the devs fixed beavers being born on game load, an issue i was experiencing with my beaver faction split breeding mod.

I guess i should check out the changes

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When I get home

upper bane
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Problem solved is problem solved

stray dragon
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Procreation house, I disable vanilla and add my own script to all dwellings (Because now the beaver decides if it can breed rather than the house)

Breeding Pod, I keep the same functionality, but replace the function call for when the timer runs down.

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And Beaver plants is already my mod, so I just added a detection for split breeding and do things differently if it exists.

upper bane
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Ahh ok. I thought that if they fixed the bug on their side it wouldn't replicate on your side

stray dragon
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So they added a new Procreator script, added to all adult beavers, which disables itself on initialization, and adds an event monitor to enable itself later.

Procreation House now checks if Procreator exists and is enabled instead checking for Adult.

End result is it can't be triggered on load, but acts normally otherwise

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Easy enough change to make to my script, but I'll hold off until 1.0.13 goes stable

shrewd latch
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The fact that you won't let them build bridges from the far end made this annoying to build.
14 blocks long

stray dragon
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It's because I have BaseZ=1, so the upper tile is considered the ground floor

stray dragon
timber valley
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I have a confession to make, Bob. I help to run a roleplay server (not on Discord) based around a crossover setting, and I added the Timberborn clans as a background element across the setting. Including the Emberpelts.

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For some reason people really like the fire-obsessed beavers.

stray dragon
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XD

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You can do a lot of lore with fire beavers, its one of the main reasons why I went with them for the first faction

timber valley
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I wrote them up as part of the guild that is constantly beating back a really vicious jungle. So they help maintain this burnback zone called the Hotline, and happily go past it to set parts of the jungle on fire whenever they've filled up the flamethrower tanks.

stray dragon
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Hmm

timber valley
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Yeah it's a bit of a departure from the setting of the game, but in my defence, the jungle is full of Monster Hunter dinosaurs.

stray dragon
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X3

heady jackal
timber valley
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Whitepaws are a bit much, from what I know of them, but I did consider adding the Leafcoats.

timid gale
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Would the LC be isolationalists?

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I doubt they'd be happy with IT or embers

timber valley
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I think they'd be in conflict, yes.

stray dragon
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I think they'd really dislike the emberpelts, varying levels of discomfort with FT and IT. Remember, they all chop down trees without remorse, all use fire or combustion.

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All harvest crops which is also plant murder.

timber valley
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There's a degree of arborophilia (or whatever the term is) that makes it hard for them to co-exist.

stray dragon
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Yup

shrewd latch
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Uh...
That's an interesting graphical issue.
Can anyone else reproduce it?

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(Double floodgate on top of a triple platform)

stray dragon
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I mean, it's specifically only the paper layer that's still visible

runic glade
shrewd latch
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With the grates on top now, think the flavor text should be changed say something like "The adults weren't about to let the kits try swiming in these."

shrewd latch
shrewd latch
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Decorative floors are so nice.

stray dragon
stray dragon
shrewd latch
stray dragon
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Added new Tree Overhangs.
Added new Branch Platforms.
Reduced cost of Forester Hut from 25 Logs to 20 Logs.
Updated Loosen Dirt icon.
Updated to include the v1.0.13 Breeding on Game Load fix.
stray dragon
hearty narwhal
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using greedy nations with 4 factions playing... the blueberries are renamed Sealed Blueberries, i beleive this is causing the breeding pods for emberpelts to not breed, possible due to the name change of blueberries..

EDIT
sorry.
just saw its the phoenix pod not breeding.. i dont think this is your asset!!!

stray dragon
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Phoenix Pods is one of my things, yes. If the change to "Sealed Berries" is caused by Zxuiji's mods, it's something he'd have to fix.

stray dragon
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I get so many friend requests, I typically don't accept them anymore unless it's someone I know, but, I think this one is worth a mention.

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I read the name, it made me laugh.

deft jackal
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😛

simple escarp
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I get mostly scammer friend requests 😂

stray dragon
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I'm sure most of the ones on the list there are people who saw my mods.

azure flicker
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@stray dragon can we get a uranem powered engen that macks 90000 hp(the full mast cos cuntamachen to the beavers by 95%)

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fuel*

stray dragon
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that is very badly spelled, but I'm laughing at "Full mast"

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trying to ask for a nuclear reactor that causes Contamination?

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I wouldn't add it to Emberpelts, but if I ever did do such a thing, would be as an addon mod.

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though, where would the Uranium come from?

shrewd latch
stray dragon
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I don't really want to add Whitepaws levels of difficulty.

dark summit
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Would you ever make another faction with that level of difficulty? I generally lean toward the more complicated the more fun it is

shrewd latch
stray dragon
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At the current time, I doubt I'll make another faction.

azure flicker
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@stray dragon i think its needs 20 badwater, 60 extrackt to make 1 uranem in 2 days and can be stord in a small/medem and large ware house the bulding can have a max of 4 bevers and 2 bots and the reacter needs 0.1 every houer

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and needs 40 water every 0.5 of an houer

timber valley
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Why not make it a requisite to immerse the reactor in water?

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Contamination shouldn't make a difference for cooling.

azure flicker
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good idea

stray dragon
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Change log:

Minor compatibility update for Genders.
Minor compatibility update for Genders.
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Fix to allow beavers of a gender where the slots for house is full can still move in if they're homeless.
Fixed bug where game could crash if you left the District Population Window open when a child was born.
Beaver Factions checking, including compatibility with Beaver Faction Split Breeding.
Added Gender indicators to Beaver Icons, including Housing slot icons.
Removed the Gender UI element (Redundant now that the beaver icons have a gender icon).
stray dragon
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So, Beaver Faction Building Control has "Commute Balancer" built in.

Do you think anyone would mind if I removed the Commute Balancer component from BFBC, so you have to use the Commute Balancer mod?

There's basically just 4 lines of code in BFBC that aren't in CB, and I could quite easily just put those in CB with a "If BFCB exists, do this" check.

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The main reason why I ask is because I'm going to try and add new filters for the Genders mod I'm working on, which I'd effectively have to do in both mods, and it's like... both mods are basically doing the same thing, why do I have 2 mods doing the same thing?

upper bane
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Makes sense to put the check in. That way people aren't struggling to figure out what mod broke their game

stray dragon
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the BFBC version technically came first.

upper bane
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I'm not the best on understanding all this. But my understanding this far is you have the code in both and are asking if you should remove the code from the other and force the user to have the two mods as a dependency?

stray dragon
# upper bane I'm not the best on understanding all this. But my understanding this far is you...

Not FORCE.

Currently, if you have Commute Balancer and BFBC, then Commute Balancer disables itself, because it's code is a copy of the version in BFBC (which also has faction checks)

I'm improving the Commute Balancer script to also include Gender checks, which I obviously have to do for both Commute Balancer and Beaver Faction Building Controls.

So what I'm proposing is delete Commute Balancer from BFBC, and just have Commute Balancer, which will correctly filter by Faction (and Gender) if it detects either or both are installed.

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Basically, currently, if you have BFBC and Commute Balancer, then Commute Balancer silently disables itself.

My proposed change would mean IF you want Commute Balancer function, then you need to have Commute Balancer, instead of it also being part of BFBC.

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So I'm just removing the Duplicate.

upper bane
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In that case yes. Remove it

stray dragon
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There's 4 new names added as the Golden Log winners.

Should I include a file in Script Pack that makes those beavers appear gold in game?

lucid sluice
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YES

stray dragon
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Patch notes:

Updated to bring the v1.0.13 update back to the version-1.0 folder
Updated Leaf Coats Beaver Icons to replace the AI generated ones.
Added the 4 beaver names from the Golden Log awards to the Golden Beavers list.
Updated Preview Image
Added Gender overrides for Emberpelts, Charcoal and LeafCoats. (Change Beavers of these factions to Ace as a way to stop breeding.)
Removed "Map Bottom Underground Cutoff Spec" from the underground Tanks and Warehouses. They'll stick out under the bottom of the map now, but that means you can't see through them anymore when placed at the bottom of the map.
Removed check to disable if Beaver Faction Building Control is present.
Update to Window textures, including recolouring the FT based Window sheet to match LeafCoats style.
Slight model update to Gatherer's Hut and Food Processor using the FT style Curved window for the Alcoves.
Added Branch Bridge Stairs.
Minor updates to all Branch models.
Landscaping section was getting pretty big, split it into Dams and Landscaping. Moved everything left of Impermeable floor into the new Dams tab.
Also moved Ladder back to Paths, Contemplation Spot and Observation Terrace back to Wellbeing from the Tree Buildings tab.
Updated Beaver Icons and New Game Faction Select Image to replace the AI generated ones.
Updated preview image
Changed Lumber Press costs, replaced Metal Blocks with Gears and reduced Science cost to 250.
Updated Preview Image
Updated Preview Image
Updated Preview Image
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Optimisations.
Removed the Commute Balancer code.
The GUI elements for Faction Filters should show/hide correctly when you switch between Beavers and Bots.
Removed check to disable if Beaver Faction Building Control is present.
Added Faction Filter checks from Beaver Faction Building Control.
Added Gender checks from Genders: A Procreation Overhaul.
Change to not hide the Gender icon from the Beaver avatar if there's only 1 Gender in the game.
timid gale
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Might be a dumb question but what are Charcoal beavers? Is it a different faction? Or the Charcoal skin ones in emberpelts? I'm assuming the latter but no clue

shrewd latch
timid gale
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🫡

stray dragon
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Yeah, if you install Genders and load/save, they'll be assigned a gender, then turn on no breeding, and they'll still breed, but the offspring will all be Ace.

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Fun little issue i had when testing and i thought it was a fun quirk.

stray dragon
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my brain is fried from the competition and all the leaf coats stuff, I forgot the plans for Emberpelts.

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I remember what I wanted to do with the Amenities expansion and Charcoal, but I remember I was planning to overhaul power generation, and can't remember how.

paper spire
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Breaks, you should take them. 🙂

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You've done a tonne recently, don't burn yourself out again.

stray dragon
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indeed

spare ocean
stray dragon
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Adaptors is out is it?

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I know it lists split breeding, but AdultSpec not found?

brazen herald
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The new game line says it was an IronTeeth game, I have no idea how Casthorde does things though

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Some of the logs look like French to me

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The faction-factory messages translate as:

[Casthorde-faction-factory] BeaverFactory.Load: adult=BeaverAdult (5 matches but none match IronTeeth faction -> 1st (BeaverAdult)) child=BeaverChild (5 matches but none match IronTeeth faction -> 1st (BeaverChild)).
[Casthorde-faction-factory] BotFactory.Load: bot=Bot.IronTeeth (match name -> bp=Bot.IronTeeth).
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hmm, crash site is:

InvalidOperationException: Blueprint with component AdultSpec not found or multiple templates/components found
  at Timberborn.TemplateSystem.TemplateService.GetSingle[T] () [0x0003b]
  at Bobingabout.BeaverFactionSplitBreeding.BeaverFactionSplitBreedingNewbornSpawner.Load () [0x00000]
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So I wouldn't be surprised if Casthorde patched the game's NewbornSpawner, but not BeaverFactionSplitBreedingNewbornSpawner

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It looks like it loads multiple blueprints into the game context, and then filters them to the selected faction when spawning a new beaver (or when they grow up)