#Emberpelts - New faction!
10328 messages · Page 11 of 11 (latest)
so this is what the FT triple lodge looks like
and this is what the Emberpelts version looks like
📈
note, the entrance being inset, and just so many extra nav meshes.
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
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.
I think so but the walkway buildings are still unique to emberpelts
Ahh, true
Yes.
Leaf Coats do a similar thing with branch bridges.
but they're different
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.
(unless you use the specific walkway to path or walkway to tube block)
I was going to do the same with Leaf Coats Branches, but was having difficulty with how it connected to a building.
I love an efficient building i can then make less efficient for the aesthetic
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.
(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)
anyway, gotta go
they can, but that's why the internals have a path cost of 2 instead of 1, to discourage it.
Oooh
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.
Set up gates that lock off the private beaverburbs during the working day
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.
Neat
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
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...
it's not something we can't recreate if desired.
in theory, depending how much time we're willing to spend on a task, in theory we can recreate everything
there's just levels of difficulty.
this thing for example, probably one of the harder things to recreate
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?
It would be sooooooo cool for LeafCoats to adopt a lot of these abandoned designs. You ahve my vote for it!
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.
I believe update 4.
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.
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.
and even then, there's no guarantee I'd be able to recreate that functionallity in the current engine.
this is gonna actually be difficult to update that
Each of those entries has their own materials.
What the...
Are they usually built like parametric CAD models?
That's a crazy number of subcomponents given the model.
I like the second one, but hard to tell empty.
Gonna save these, as I'm going to need them for reference
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.
Yep, having a replanting mod is a must. I use Natural Resources Tweaks. Current version won't save the plan in the save file if there already different plant exists on the square. You have to wait till they destroy or harvest it.
nice
Maybe the fluid level should be just a touch lower?
what shadow? has shadows turned off in graphics settings
Looked like shadows. The base of the bars
Zooming in I see it is not shaodws, but the colouring
Is that Underground Water Storage?!
Yes, with a new lid.
If I was a beaver, I'd try using it as trampoline.
Bad Idea; That's a metal grate.
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
new bubbles
new fire
It's so much better when the fire actually fills the burner, rather than just sitting in the middle of it.
Bubbles!!!
I remember extremely early on, wanting to try Timberborn before buying it and just Googling "Timberborn Demo" and found the old demo.
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?
Probably
I could send you the textures later
Would be AppleTree_D.png right?
though I did try and edit the chestnut to look more like an apple, it's not just coloured red.
That one holds the leaves and bark, pretty sure the actual apples are in a different texture because of the changes in V1
I like the edited apple!
oh, derp, you want to edit the leaves
Ill try poking at it and see what I can learn
You can use AssetRipper to extract them too, but the originals are probably better quality
I mean, the ones I'd send are edited ripped vanilla assets
Tyty! I'll see what I can do
the main reason why I didn't make my own leaves is mostly down to not wanting to mess with the normals.
It may not be able to run at full power, but its also completely passive:
I do this all the time. I'll take 80% any day if it's passive
The only thing that will catch these beavers by surprise when the next badtide hits is the sound of a klaxon.
is that around a seep?
I've been working on the Seep Cover mod. I was getting some feedback from Lapan about the Whitepaws version
Yes, that's a seep.
Covers aren't implemented publicly yet, so this is my defense.
check again ;P
Folktail wind turbines flood when water reaches the base of the blades.
This feels a bit excessive.
This one especially.
it doesnt like getting its toesies wet
I think it's an issue where when migrating from a U7 prefab to a V1 blueprint, the value was lost.
i like my reason more. but you go ahead and be all technical... haha
Seep covers aren't pathable.
Upgraded version, complete with a global alarm:
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?
They function identically to badwater domes: the source is turned off.
doh
thanks for testing
need to add a blank block object nav mesh settings spec, just to turn on Generate Floors on Stackable.
Lets see what happens with this
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).
Yeah
what I really need someone to do is see if the Whitepaws version works.
(it'll have the same can't walk over it bug)
but I don't really want to have to mess about trying to get white paws working, changing my mod list and stuff.
It's worth backing up the settings before doing stuff like that.
Which is why I'm asking if someone else can have a look for me
I don't even have all the prerequisites for whitepaws
and I have difficulty with steam just not wanting to download mods
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.
Won't affect me any more: Oasis only has one seep.
What is wrong with this picture?
||Tank set to store logs||
||Note: This was caused by dev tools. Surprisingly, the game treats it as unset and doesn't crash.||
there's no cover.
checks notes I haven't released that yet.
There's not a whole lot of new stuff in the pipeline, most of it is bugfixes and tweaks.
The only new things are the Leaf Coats Seep Cover and Badwater Seep Rig.
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)
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.
A very Emberpelt-esque centerpiece above the seep on Oasis.
is there a seep cover under there?
I put four levees on top of the seep cover and used that as a base for the statue.
Half roofs on top of throttling valves surround it, which are used to make the water flow even on all sides.
Finally, the indicator light cycle between three colors to match the season: Blue for temperate, yellow for drought, and red for badtide.
Fun
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.
Wait is the seep cover out now for both Leaf Coats and Emberpelts? If they are I’m feeling dumb
LeafCoats is the only faction that has it integrated (because they desperately needed it). For all other factions it is a separate mod.
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.
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
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.
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…
I'm not sure Emberpelts would want to use the rafts anyway
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.
or do a Choo Choo for Emberpelts, where I recolour them in code.
with the train available would imagine the raft is unappealing. I like to build as much as i can to the natural terrain of the maps so I leave plenty of rivers and streams which I thought a few "enterprising" Emberpelts would try to use for quick transportation of goods
Is choo choo even updated for V1.0?
I was just typing that very question
from what i can tell it's still catching up to the current version
Yeah, not sure Tobbert has done anything except Ladder
His mods are probably... "Dead"
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.
sighs
if I can fix my modding project
I'm not sure what happened, but somehow, the entire thing broke
and it's not the project, it's the .meta files in the actual mods themselves
so I have to delete them (from all json and timbermesh files) and regenerate them
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.
So when I think I've fixed everything, I have to build all of my mods again
then test to make sure they're actually functioning correctly.
No, and even on update 0.7 it crashes if you have both tracks and tubeways on the same map.
Yeah...
Which basically means it's for Folktails only (because I never made a LEaf Coats mod)
Okay, I don't know if everything compiled correctly, but everything seems to work, so that's good enough for now.
I imagine the Leafcoats hate trains. Since they have to burn trees to function….. so I guess it’s a loss for players rather then the faction itself
That one was the kindergarten, for what it's worth - hence the slide for the little 'uns to play on
Back when different buildings/foods/etc granted spcific lifetime bonuses to beavers, though I don't recall what it specifically gave
Funniest option would be to to take "kindergarten" very literally and use it as the farmhouse for planting https://mod.io/g/timberborn/m/leaf-coats-beaver-plants 🙂
Yee
i wonder of theres a why to have that building increase the growth rate of kits or give the beavers a increase in stats of some kind?
This is a Leaf Coats screenshot, not an Emberpelts screenshot, but...
what if apple trees looked more like this?
(needs some tweaks)
Tweaked
not sure if you can see that, but the tree trunk is thinner than Chestnuts too
thoughts?
Looks nice. But if overhauling them, add flower stage if possible.
Can't really do that.
Plants either have no product, or product.
Sure. Just my thoughts 🙂
Looking closer, the trunk does not fit apple well. They have mostly smooth light grey bark. Old trees dark grey, kind of flaky texture.
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.
The new leaves do look more like palm fronds.
Yes, which is why I'm probably not going to do it
so you're saying this (Mangroves, needs a bit of editing to fit in) would fit apples better?
on the note of this
Recreated this
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.
Holy crap, there's actually golems in here
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.
I'm just going to delete the golems for now
Similar here
I guess that was an early attempt at the same sort of build progress that the assemblers show?
Probably
If it was done now, you'd probably have all 3 golems in the same window
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
but knowing what I do about the code, that would be close to impossible
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
When I get home
Problem solved is problem solved
Fixed in base might not mean fixed in my mods, especially when you consider I'm replacing the vanilla breeding methods.
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.
And Beaver plants is already my mod, so I just added a detection for split breeding and do things differently if it exists.
Ahh ok. I thought that if they fixed the bug on their side it wouldn't replicate on your side
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
Easy enough change to make to my script, but I'll hold off until 1.0.13 goes stable
The fact that you won't let them build bridges from the far end made this annoying to build.
14 blocks long
Unfortunately it's not that I won't allow it.
Since there's not actually any occupations on the end upper tile, the builder can't see it to build.
It's because I have BaseZ=1, so the upper tile is considered the ground floor
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.
For some reason people really like the fire-obsessed beavers.
XD
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
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.
Hmm
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.
X3
Encroaching on whitepaws territory and fighting the brambles lol
Whitepaws are a bit much, from what I know of them, but I did consider adding the Leafcoats.
I think they'd be in conflict, yes.
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.
All harvest crops which is also plant murder.
There's a degree of arborophilia (or whatever the term is) that makes it hard for them to co-exist.
Yup
Uh...
That's an interesting graphical issue.
Can anyone else reproduce it?
(Double floodgate on top of a triple platform)
A known bug that I can't figure out how to fix
I mean, it's specifically only the paper layer that's still visible
I'm now Imagining a double floodgate block inside a triple floodgate frame and having a single building that manages the flows of 2 entirely seperate channels.
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."
Decorative floors are so nice.
Kits would probably still try and use them as a swimming pool
what's going on here?
Ground transparency is a different mod; I just though this combined image of storage and pumps looked nice.
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.

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!!!
what the heck is sealed berries?
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.
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.
I read the name, it made me laugh.
😛
I get mostly scammer friend requests 😂
I'm sure most of the ones on the list there are people who saw my mods.
@stray dragon can we get a uranem powered engen that macks 90000 hp(the full mast cos cuntamachen to the beavers by 95%)
fuel*
that is very badly spelled, but I'm laughing at "Full mast"
trying to ask for a nuclear reactor that causes Contamination?
I wouldn't add it to Emberpelts, but if I ever did do such a thing, would be as an addon mod.
though, where would the Uranium come from?
They would have to import it from the whitepaws.
I don't really want to add Whitepaws levels of difficulty.
Would you ever make another faction with that level of difficulty? I generally lean toward the more complicated the more fun it is
That's why they would have to import it; let those mad scientists figure out how to extract it instead.
At the current time, I doubt I'll make another faction.
@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
and needs 40 water every 0.5 of an houer
Why not make it a requisite to immerse the reactor in water?
Contamination shouldn't make a difference for cooling.
good idea
Change log:
Minor compatibility update for Genders.
Minor compatibility update for Genders.
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).
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.
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?
Makes sense to put the check in. That way people aren't struggling to figure out what mod broke their game
I mean, yeah, I'm going to put the check in, but should I remove the duplicate code for "Commute Balancer" from Beaver Faction Building Control?
the BFBC version technically came first.
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?
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.
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.
So I'm just removing the Duplicate.
In that case yes. Remove it
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?
YES
That would be a nice gesture
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
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.
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
It's the gray beavers mixed in with the emberpelts.
🫡
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.
Fun little issue i had when testing and i thought it was a fun quirk.
my brain is fried from the competition and all the leaf coats stuff, I forgot the plans for Emberpelts.
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.
Breaks, you should take them. 🙂
You've done a tonne recently, don't burn yourself out again.
indeed
casthorde multiplayer mod might be broken with split breeding (tested on adapters faction with it, lc, ep, ft beavers enabled)
The new game line says it was an IronTeeth game, I have no idea how Casthorde does things though
Some of the logs look like French to me
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).
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]
So I wouldn't be surprised if Casthorde patched the game's NewbornSpawner, but not BeaverFactionSplitBreedingNewbornSpawner
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)