#Emberpelts - New faction!
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not assembly, I couldn't handle PC Assembly, it's too insane.
I did start working on one in C/C++ though.
Even wrote my own file for reading .ini config files, but, this was over a decade ago now, before I knew about more useful languages like JSON.
A mess.
Me too
The original version was in Borland Turbo C++ for MS-DOS.
I later updated to a version for Windows 95, but running on Windows XP, it wasn't the best to work with.
have not tried Great cow basic for microchips? 😛
Trying to mess around with dungeon keeper in code ended up kinda badly for me
I basically hit the MS-DOS program size limit, so had to migrate to 32Bit, which meant I had to drop all the BIOS I/O commands, and I never got to the point if it displaying anything, but I did have a 0 player AI vs AI battle simulator, that generates a team, and plays it out.
Because it crashed off with my version and I wanted to know why. There was a missing string of code from the pirate one I got from uncle
It's pretty cheap on GoG, you get the MS-DOS version that runs in Dos box.
Always something, even if it doesn't work half the time
Yeah, that version works perfectly and I own it
I just can't find what the missing string of code was
Well, no matter now since I don't have to fix it
Also, wild how DK1 gets more support than DK2 in modding
Ooh well
its not as uncommon as you think. Game devs typically just make whatever assets work for them.
Sometimes that means putting them in some sort of archive. Sometimes it means using a file format that's not very friendly to modders.
The hardest part is getting the rope to look right
how long can bridges go?
how long SHOULD bridges go?
I think 8 looks great. anything wider than a 16 span, bro you got bigger issues than spanning a 16 wide gap! 😛
IMO
I think double is a good stopping point, past 12 and you start getting silly
I think going longer than 10, you would need access to both sides to make a full bridge as you can only reach that far? I may be incorrect in assuming this?
the normal 6 length can be built at the tip if the structure is green when placed
or reachable at the tip
what other things do you think I should add? I'm talking things like platforms and overhangs.
I have a 7x7 metal platform, 3x1 overhang with the support in the middle, 5x1 center overhang, 7x1 center overhang, 7x1 normal overhang, length 7 bridge and length 8 bridge.
3x10? 10 is long
er a 5x10
the biggest I have right now is 7.
could do a 3x7, but would that be Overhang style, or metal platform style?
and on top of that, where would the support be?
2,2
here?
yessir
Feels like a really strange place to put the support. Kinda like a hybrid between the 3x3 metal platform, and an overhang.
yeah exactly, a larger overhang with some built in width
just looks off from a stability point of view
or here
I mean, beaver engineering, you can put a 6x1 playform, on the end of a 6x1 platform, on the end of another 6x1 platform, etc.
i agree with you there
throw more ideas at me, can be other things too, not just platforms and overhangs. like Bridges, stairs etc.
Ladders kinda make most of the stairs ideas kinda moot though.
90 degrees stairs are cool. 3*3 platform with ladder in middle built in. A sloped bridge would be cool. There are many types of bridges that could be made. Search for different bridge types on Google. Variety is always cool
90 degree stairs are kinda made moot by the ladder.
3x3 platform with ladders build in could be cool though.
what do you mean by sloped bridge?
the end is on a different angle than the base?
though, as you'd be able to tell from my tenement lodge, entities like the platform with a built in ladder act strange. it wants to just to mark the entire top surface as a path.
if you think of my lodge as a 2 story ladder.
maybe its interesting to explore deeper platforms, that will allow us to build against vertical walls more easily. I imagine they work kind of like lido's and pools with the base being higher than the rest of the building
I think this can work in very steep maps where there is little room for support below the structure, or if you don't like ruining the view by building brown supports everywhere
Hmmm, interesting.
I've seen molded platforms that can be placed on walls before, but not looked into how they work.
yeah I know Tobbert made one, but if I remember correctly it cannot go higher than 1sq from the floor
also unrelated, if you're really wild, instead of ladders, beavers should have a powered elevator to go to higher places
I feel like the Emberpelts would like to use explosions to go up.
Omg. dynamite loaded spring pads.
The whole bridge is sloped. Maybe a 2 over and 1 down or up
A ramp basically but suspended
Yeah, I see
😛
making it would be pretty difficult though.
Modelling has awkward rotation pivots
I do have the thought of adding a platform to the end of another platform... not sure if I can do that and still allow you to build on top. Not sure how cheaty it would be to do such a thing either.
whatchu talking about
what if you had built in stairs to a platforms supports
Someone did suggest that sort of thing, but you need the path script for a ladder to work right, but if you don't have a path on the whole surface, you end up with strange results. Like my tenement Lodge. Place one and enter path mode, try and place path on the roof and the whole roof will light up.
that makes sense, i forgot a ladder is just a path
It's only a visual bug, and it's not so bad with the relatively small roof of the lodge, and with the limited number of them youre likely to have, but it could be a bigger issue if its an entity with a larger surface and used more often, like a platform.
I need to check the nav spec on the tenement lodge and double vertical lodge again, I remember there being a few issues.
probably a stupid question but are there any unused scripts mechanistry has in the game?
No idea.
Would be best to ask one of the other coders, I've only just started to look into it. Tobbert, Battery smooth and TheBloodEyes come to mind, one of them might know.
word
3x9
you could also redo the whole bridge system
instead of making them modular, make a set of 10 fire themed bridges, like a tied-arch or something new
overhangs have changed the meta of bridges, and they're used less
something like this? where the supporting tile (marked red for convenience) is the same height as the floor its on? Maybe you can look at the model for the suspension bridge, because that basically does the same thing right?
Yes, but that occupies the tile you place it on, meaning you can't put anything else on it.
I'm wondering if it's possible to do that and leave the support tile unoccupied to allow you to build on it unhindered.
looks like there is already a mod that does this. I think its MorePlatforms
i forgot this existed
Yeah, that's the sort of thing I'm looking for.
being able to stick it on the wall like that is intersting too.
thoughts on a new windmill model?
It's good
Ooo vertical 
Nothing wrong with your design, but I've always hated these vertical wind turbines, it just feels... wrong... like it shouldn't work.
How can anything that has a simmetry axis have an unsymmetrical reaction to a uniform airflow ? What sick mind came up with that ? 🤐
A vertical-axis wind turbine (VAWT) is a type of wind turbine where the main rotor shaft is set transverse to the wind while the main components are located at the base of the turbine. This arrangement allows the generator and gearbox to be located close to the ground, facilitating service and repair. VAWTs do not need to be pointed into the win...
Aaah, my eyes 😣
That's an even worse design 🤣
Why ? If it works, and, is working 🤣
It'd look cooler if the blades were a little taller rather than fatter.
Yeah, I was considering that. The problem is... How to stretch something without making it look stretched... or how to splice 2 hight together and not makit it look spliced? especially considering the bottom part is narrower than the top.
In blender through the vertices you can move some elements and stretch some others, it shouldn't be too hard to make something that looks fine
Yeah, I can probably stretch it down by about 50%, but much more and the proportions look too off.
you do know that you can strech in edit mode?
so you use xray mode from the side and select a portion and resize/move that part 😛
Mm. You just stole it from the science huts, didn't you?
yes
And yeah, that's what I did.
but as said, if I stretch it too much, it becomes too obvious.
Does it really look that bad if you stretch it "too much"?
Paper looks less and less like rectangles, and even the wood frame starts to look odd.
Pics or it didn't happen!
flame of unity not giving the fire bonus seems like a missed opportunity
I could add the fire bonus, but it's a very long range entity, and I thought it was make it too easy to satisfy if I did.
I think the Fire wellbeing bonus is more along the lines of "oh, I cozied up to a nice and warm fire", not "I saw a flame over yonder".
That's why I limited it to things like the campfire, Rooftop terrace, Excersise plaza that has a big fire pit in it, and the Brazier with a very small aesthetic range.
Coming back to this berry problem. The dry state shows the berries in blue. So a missing or corrupted texture?
I hadn't considered that actually, should fix.
thats fair, probably good for balance
This would be neat if it had folk tails varients as a faction exchange thing
Alright!
Emberpelts mod updated.
Project Phoenix update.
Ladder for Emberpelts updated.
and Emberpelts Choo Choo patch updated.
Emberpelts:
Edited Wonder colour scheme slightly.
Adjust the Clay mining time so 1 mine -> 2 kilns for bricks.
Changed windmill model.
Fixed small engine selection box area to not include the cut out tile.
Reworked the material patch script to accept Specification files! (Modders know what this means.)
Also added script for replacing materials on buildings.
Ladder for Emberpelts:
Added path railings under the ladder when placed on anything other than ground.
Project Phoenix:
Updated the script to make use of the new Material Patching script in Emberpelts mod.
Emberpelts Choo Choo patch:
Added MaterialPatch information to recolour the buildings to match Emberpelts scheme.
I forgot to add it to the changelog, but I did also fix the berry bush dry colours
let me go update that on Mod.IO and steam
this will be great so i can use the same timbermesh as folktails, and just edit some parameters textures👍
it will be part of the stand alone mod I release, Material Patcher.
but if you want an example of how to use it...
Emberpelts itself, and Project Phoenix give examples of how to use the Material Patcher.
Choo Choo Emberpelts Patch gives examples of how to replace materials on buildings.
The problem it has though is that the Building Material Patcher can't change the colours of a texture, so if you try and use (Replace to, or from) something like BaseWood_LightBrown.Folktails or BaseWood_DarkBrown.IronTeeth that use the _Color entry to changes the colour of a greyscale texture, the result doesn't look as expected.
Any updates on resolving Unstuckify issues?
I wasn't looking into that, Tobbert was, that's his mod.
it's purely a scripting mod too, so, I wouldn't know where to begin with it
That's also one of the reasons why I wrote the material patcher.
It can be a headache to try and decompile somebody else's mod to adapt it to work with a new faction. You don't have all the assets they used, so end up having to re-animate buildings etc. but the worst part is that prefabs lose all their scripts because of the GUID thing, so you end up having to manually patch them all, script by script, prefab by prefab to work with your specific copy of the extracted game files.
1 entity like the ladder, it's not so bad.
but choo choo has... lots of them.
it was easier to just change the textures on the folktails version, than to effectively recreate the mod from the ground up (though I could still import and use Tobbert's scripts, if I knew what I was doing)
Gotcha! Thanks man, especially for all your hard work. I wouldn't be able to make a mod if my life depended on it. 
Well, this game isn't the easiest to mod. but I have come across harder.
Im getting a
Too many atlases loaded...
any Idea what Im conflicting with?
z Believe I Have too many mods loaded, I fanyone has a fast answer, for Running Emberpelts.
Does a Ember run need be streamlined down to minimal mods?
its a tell tail that your using mods as more then one factions material is loaded and can result in more memory usage but its not a Error its a Warning!
Thanks. That was my suspect. I will try eliminate them to find culprit
if you have a crash happening can you upload the error zip in #🚀mod-users and i can look into it
I wouldn't say it needs to be streamlined to minimal mods, but there may be some that aren't compatible with it for whatever reason. So reducing some mods could fix things.
RKG streamin in 15
🤦 More paths mod was culprit '
Mods that add things to the game usually don't work with WB or EP.
Agreed!. Yet if it doesn't conflict, it usually just wont appear, rather than the bl;ack bug crash screen. Ep has paths. hmm, maybe @hard lagoon could use this logic to get the ruined paths from the Mare Plants Map Maker Mod back into at least the Whitepaw Faction.
@stray dragon 
i have this Materialpatch but nothing is happening
able to use the beta update and debug?
the one besides the levees should change color 
you don't use scripts at all, do you?
I'm not sure why it's not working, but I'll take a look at it.
Ya no scripts at all
I'll send you a copy of the debug version of the dll if you want. Should tell you what it's seeing and if it replaces anything
just streaming to the game's log.
you need to have a building prefab patch specification file for a building and that faction you're using it on for it to tell you more than just the entity name of what it sees... but...
this is basically why it's not replacing the texture. Apparetly the name's on the entities are being read as MainAtlas.Folktails rather than the names of the materials.
Wonder if its because i use sub prefab to reuse it muiltiple times with different coordinates
I'm not sure. Tobbert helped me with the script so would know more about that stuff than me, but so far as I know, it should just use the materials given to it in unity, name and all.
hmm have checked the different buildings and the patcher do not work for me shows mainatlas.folktails
this is the output both when having model under a child and at #finished no differances 
IndustWaterTank.Emberpelts(Clone)
IndustWaterTank.Folktails
MainAtlas.Folktails3 - Uncolored21 (Instance)
1KA_DarkMetal.Folktails - Uncolored18
MainAtlas.Folktails1 - Uncolored3
does it have something todo with multiple models in the prefab? (constructionstages)
@main cedar got any tips?
I dunno, it shouldn't be a problem.
I have multiple models in some of the buildings I tested it on myself, but I guess I can do some more testing.
had the levees done for dam decoration so working on replaceing the loaded sub prefab and this looks ok 🙂
Yeah
It does look okay.
not sure which of my models by default has children of children anymore. I know the windmill used to, but I replaced the model
this is even prefab child the same component is reused multiple times
I meant to ask, why are some of these blue?
its if imported prefabs meaning there own files linked
so the child is from an other prefab file
so, like... your model is saying "Build a levee here" rather than including the levee as part of it's definition?
see it as building blocks that you can reuse and if any changes only one place to edit
Yeah, I've never really tested this with that. what happens if you add a file to recolour the levee?
but now with timbermesh its not as usefull
tried but nothing happended thats why i tried with the tank as its a most normal building with no prefab childs
did the tanks work?
no
this is the file i tried with and the debug output
All I can really suggest here is try using what it says in the log readout, EG MainAtlas.Folktails1 instead of PaintedMetal.Folktails
see what that does
but the model has 7 materials....
and it only listed 1?
it lists 3
It definitely feels odd
would even more debug readouts help?
well will start getting pipes and aquaducts working then we can look more into this
I'm kinda running out of time today too.
np
I don't know if it helps at all, but outside of all the loading specification files and tying everything together, etc... This is basically the entire script.
wait does it have to do that i created new prefabs and try to recolor those 
PowerLevee.Emberpelts(Clone) -- Prefab
PowerLevee.Folktails -- Model
MainAtlas.Folktails3 - Uncolored21 --Material?
nope no differances:
PowerLevee.Folktails(Clone)
PowerLevee.Folktails
MainAtlas.Folktails3 - Uncolored21
Those comments are correct, prefab, model (or mesh/renderer as it calls it) and Material.
Wonder why its not finding all the materials and only a pack tho
Yeah, that's got me baffled too.
Is 'wet fur' avoided in Emberpelts? or am I still tryin wrap my head around base game mechanics?
You can check your well-being page to see everything the faction needs
they do not like to be wet 😛 so they get a debuff if they get wet
Lol AH HA so trying reroute em into water not such a good Idea
ya 😛
thats awesome. the wet fur flags are disappearing!
New Large Lumbermill which is 3x3, and takes 2 workers.
Also a large Smelter that's 3x4.
The the question is...
Do I reduce the number of workers in the normal smelter down to only 1 to match FT and IT, so the large one has 2...
or do I keep the normal one at 2, and have the new one have 4?
they look so goot next to the other triple wides
It's odd that the base game doesn't have upgrades for many basic items
Since you also have the smaller ones... Should the larger ones cost materials that they produce, to encourage you to get the smaller one first? (though the normal lumbermill is unlocked by default)
so the smelter costs scrap metal to build, but the large one costs metal blocks instead?
Do I reduce the number of workers in the normal smelter down to only 1 to match FT and IT, so the large one has 2...
or do I keep the normal one at 2, and have the new one have 4?
I voted 1/2, because I'm struggling with actually deciding.
On one hand, four workers in a smelter sounds excessive.
But on the other hand, if you pretend the other factions had upgradable buildings, 1/2 would just match the other two factions instead of being better.
Is there any benefit to the larger building other than the number of workers?
Since you also have the smaller ones... Should the larger ones cost materials that they produce, to encourage you to get the smaller one first?
I love that idea.
I can't do a quote from mobile... do the larger ones offer more than just more workers? Not currently. It's mostly just more compact.
On the note of smelter though...
Vanilla recipe is wood fuel, 2 scrap, 4 hours, 1 metal block.
Emberpelts recipe is charcoal fuel, 3 scrap, 6 hours, 2 metal blocks.
This is per worker, so even if the normal emberpelts smelter had only 1 worker, it would still be more efficient and produce 50% more metal blocks. (both per hour, and per scrap.)
Then I think 1/2 is a fine plan, if the recipe is already more efficient.
Yep. Or just be more expensive in general. Maybe it uses metal so it's forced into late game.
this one is being a lot more difficult to design
and yes, as you can tell, I basically rotated it 90 degrees
crazy how quickly you're pumping these out
well I'm editing the assets I already have. The hard part would be trying to make the FT and IT versions of these again, because I'd basically have to do my original process in reverse.
i wouldn't even think about FT & IT unless there's demand
on the note of demand, people are asking for IT and maybe FT version of the automated water pump.
it is one the best additions you have made to the mod
I was gonna look at the automation script for that, wasn't I?
is it better with the red trim, or black trim around the upper section?
Based on your in game screenshot, it seems the red would look better
The red trim matches everything else I've seen better, but I like the black trim more.
Red.
I personally agree with this.
Red matches the other buildings better, but for some reason, I think the black suits it better.
doesn't match the others that are already red.
the other smelter is black too
That was implied by "Red matches the other buildings better".
IMO, the top of all the buildings should be the same? Black or Red, not either or?
But again, I'm not the mod designer...
I like mismatched things sometimes.
So it's not my decision.
If you actually compare the Emberpelts color scheme to the other factions, Emberpelts are already FAR more consistant with where they put colours
My OCD doesn't alike mismatched things. LOL!!
I haven't paid enough attention to the consistency of the other two factions I guess.
Maybe instead of plastered wood (the red one with the cracks in it) I should go with Plaster Red (same but without the cracks)
It's worth a look.
I changed nearly all ground floor materials to use plaster black on the Emberpelts. but FT for example, Houses use plastered wood (which is white), most other buildings use Irregular Planks Light Brown, but there's a few others too
similarly, there's probably half a dozen buildings on IT that use the Plaster Orange for the ground floor walls, but other materials too, like some have the Irregular Planks Metal.
I changed all the flat buildable roofs to Irregualr Planks White, while FT mostly use Mossy, IT use a range of different ones, including having not only a different colour roof on the Piles, but it's also the platform style roof with the crossing beams, with holes.
when I did use the platform style, I at least used the same colour, Basewood White.
Anyway, The large smelter
should I keep the current model with 2 chimneys, or change it to have only 1.
and if 1, Centered, or to one side?
I like the 2.
I like the two chimneys as well.
how can you judge until you see the others?
1 offset
and 1 centered
I like the 1 for one simple reason.
It looks less like 2 stuck together ¦3
I have an imagination. That's how.
I like the 1 for one simple reason.
Whatever you like, I s'pose. I like how the two chimneys doesn't look like you just took the smaller smelter and pulled on both sides to stretch it like taffy.
Yeah, the black looks better to me. Just too much of all that red with all the other buildings around.
But isn't that the theme of the faction?
There is such a thing as leaning to hard into something. A theme doesn't have to be strictly followed on literally everything. Some contrasting elements can be useful to help break up visual monotony. Especially when the theme is "red wood". No offense Bob.
That's basically why I kept it black on the original
it's why the sides of the upper roof of the large gear workshop (or front/back of the original) are wooden planks, not red plastered wood
just these few small inconsistencies from building to building, rather than the larger range on FT/IT
Good foresight.
Yeah, gonna stick with black for the smelter.
actually, the design I dislike the most is actually the District center.
this part here being the red plaster, especially so close to the red roof, has always felt wrong to me.
I'm still playing with an old version of the mod, because I don't want to mess up my current play though. I was the one that found the incompatibility with Unstickify. 😦
but the white plaster and black plaster both didn't seem right.
Maybe change some of the red shingles to black?
I don't think anyone can figure out why that doesn't work. Even Tobbert has been having difficulty figuring it out
I was gonna say that black didn't seem like the answer...
No, I wouldn't change the shingles to black.
Maybe a dark-ish brown? Edit: The circled part, not the shingles.
same shade of brown as the logs in the 4 corners?
not easy to do because it's just a flat texture, there's no way to specifically target single shingles without changing the texture, which would change it on all models.
They've done lots, I presume, to make the game moddable. But they can't just hand over the full source code or anything.
The models are simple for a reason.
though it does make modifying them more difficult.
being shorter might help a little
I still feel for you man, I am too stupid to do what you do, and wouldn't be able to make a mod if my life depended on it.
if it was Vanilla, I'd probably just put brown planks in like this.
That model look good, but I prefer it before it was squished.
👍
The brown planks actually look good.
Lets see how the currently unused red planks look
I made 6 plank textures... Brown, Red, Light Red, Dark Red, White and Metal. and only used 4 of them.
similarly, also made 5 Base Wood textures, and didn't use Light Red there either
I still like the brown more.
I dislike the red planks the least from the 3 options (red plastered wood, and brown planks being the other 2)
The red plaster blends too much into the roof tiles.
The brown planks blend too much into the brown frame.
Maybe, but the brown planks break up the redness in a way neither of the other two do.
What else would work with a bigger version?
I think I am missing context.
double Smelter, Double Lumbermill, Double gear workshop
Ah. Could I get a list of the production buildings available to the Emberpelts?
I dunno... x3
lets see...
Food:
Grill, Gristmill, Bakery, Press.
Clay:
Clay pit, Kiln.
Metal:
Smelter
Water:
Centrifuge
Wood:
LumberMill, Gear Workshop.
Landscaping:
Explosives factory.
Science:
Bot part factory, bot assembler.
I'd include a few others like farmhouse, Tappers shack and Forester, but the game won't let you have 2 of those.
double botmaker
Oops, shower is open, I gotta snag it before it's taken again. Be back later to help think.
oh yeah, forgot about those.
Science:
Bot part factory and bot assembler.
Inventor hut and Number Cruncher are also here, but I'd rather make something new than a bigger version of one of these.
Bot maker has that ring design, with Unity scripts to make it function, so it's not a very good candidate for a double workshop.
@worn tusk
so you still want to expand and not making something new, eh? what if you could do both? double kiln
recipe for glass. silica from mine. impermeable glass panels letting you peek into a capped off channel
what about a brick wall
to go with wood and metal fences
I had thought about that actually.
but still, currently no brick texture
the problem with that is... what do you do? still only have 1 beaver, does it work at the same speed, or would it be slower for being smaller?
I'd probably rather go with a 5x3 or 3x5 and do a double.
on another note...
Should this be part of base emberpelts, or an extension mod like Phoenix pods?
what if you made them taller?
Also an option.
Another thought would be a machine that has a new recipe that produces all parts needed to make a bot.
a 5x5x3?
Or other dimensions
Bigger than the existing one at least.
Would probably take...54 hours per beaver, if my maths is right, 3x18.
Though with that recipe, it could go in either machine.
But if you have a big machine that can take 3, 6 or even 9 beavers, you probably want it making more than just 1 part
I also forgot the dynamite factory from the list.
double-wide excavator?
Again, unity script, its difficult to get working as it is, that's one of the few I have that is still mostly a unitymesh
How many workers should Smelters have?
9
11
2
2 and 4
Hmm. I think it'd be fun to upgrade everything in one way or another, though I'm not sure just making a double version of everything is the answer.
I'd include a few others like farmhouse, Tappers shack and Forester, but the game won't let you have 2 of those.
What do you mean the game won't let you have two of those?
When you have 2 farmhouse on the buildings list, the game crashes on load telling you it can't figure out what building is supposed to be for planting because there's more than 1 of them.
That's...interesting.
I don't remember if it's gathering, planting or both, but I do know it doesn't like more than 1 for plants.
Because this is one of the things I would have more than one of.
I mean, I guess I have nothing left to say because apparently there's just nothing you can do about it. Well, nothing as far as I, a non-modder, can tell.
For the farmhouses you can have one building per planting list, but you can share the harvesting lists, so for example in my mod I made a large farmhouse, it can't plant crops from the regular farmhouse but can harvest them. And if you give it some specific plants (I added pumpkins but whenever goes) regular farmhouse can gather them too.
It causes minor weirdness in the prioritize list but otherwise it's fine
So multiple gatherers but only 1 planter, got it.
Comment of the week.
Today they learned 😆
lol
By Beach, I assume they mean Lido or swimming pool.
While I didn't match everything 1:1 with FT and IT, I did include extras in other areas to make up for it, so the total wellbeing is 75, which is the same as Iron Teeth.
I've never actually counted up the Folktails max wellbeing, but it's probably pretty close to 75 too. I know their welbeing from food is a few points lower
I was wondering what they meant by "beach".
I'd guess FT have ~72 max wellbeing, as most of them seem to have a 1:1 with Iron Teeth (Same number of buildings, even if they're a bit different, with the same wellbeing scores. EG, dance hall and exercise plaza, Merry-go-round and wind tunnel, etc) but FT have less max welbeing from food.
With the wonder it's 76...
IT or FT?
hmm
Also, someone posted a comment on the mod on steam. Feels strange they the beavers dislike getting wet, yet have an extract bath as a cure for contamination.
They do have a point.
Well, then add wet fur debuff to decontamination pod and everyone will be happy, except beavers 🤣
The original plan was to have medicine.
It's too easy
Nope, decontamination pod also require power, bath don't ....
That's what I meant, the decomtamination pod, but instead of extract, you have to make medicine for it.
and then you also get wet fur debuff
Not sure what we should make medicine out of though, I don't want to have to add the dandelion plants in.
Sure, ask lapan for brambles 😜
I mean, nothing new. They have enough plants.
nobody likes medicine tho
vaporized extract?
What about a tanning bed? Might fit well.
Extract Sauna?
ya
I'm afraid of RCE . Will say a "Poo Sauna" 🤣
Do you think RCE would even play my faction? He's usually reluctant to play with mods. I know he has used them in the past, but he seems to prefer vanilla.
Sure will play if will see as a challenge.
but, not a tough one. He give up at Water Beaver 😂
I don't recall seeing him play that on YouTube.
Perhaps if someone were to suggest it to him. Not me though, would look like I'm trying to use him to advertise my mod.
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Episode 1 of Beavernation Street Season 1!! Or is it called Timbernation Street? Either way it's 100% original and doesn't rip off any ot...
Phoenix juice.
What about it?
what do you think it is?
There are several ways that phrase pulls my mind.
Considering phoenixes (what's the plural for phoenix????) don't make...juice, it's first a bit concerning. In several ways.
But if we ignore those and instead believe you're being serious and not weird, then I immediately think of Phoenix Down. Well, okay, I've been a bit obsessed with harry potter for a little while, so I think of Fawkes first, but Phoenix Down is second, I swear.
In context of Phoenix Down, it would be meant to "revive" a beaver. But since dead beavers just vanish, I would guess it could be your version of the decontamination pod for curing contamination. Since we recently had the discussion of Emberpelts maybe not wanting to dip themselves into a liquid because of their wet fur dislike.
(Also, unless it's a fancy drink of some kind, please don't call it Phoenix 'Juice', I'm begging you.)
You're on the right track.
what would you call it other than Phoenix Juice?
I have to admit, that only came to mind because I couldn't think of another name.
Phoenix Liquid? Phoenix Water?
That's much cooler than the Iron Teeth's breeding pods 
Well, the basic one still takes berries and water
i like the color, it reminds me of badwater experimental branch
😛
always wanted someone to bring those back in any form, love it
instead of 1+1+1=1, I think I'm going to go with 1+1+1=2, and have the pod use 2 per day, rather than 1.
but otherwise, it's basically done
do you like the icon?
i think it works but have you thought about how a droplet would look on fire?
So, I do probably need to add 1 more Wellbeing score to the mix, to match FT and IT...
Any other balance changes do you think I should make?
Like, I think the Corn Juice should probably give you more, because raw corn gives so many cooked corn
I'm not that good at drawing.
lemme load up and see
though I could put the fire icon in the water drop, rather than to the corner
like on the right top side being on fire could be easy and look okay
hmmmm
would be easier if I had a copy of it in layers
would basically need to start again
i think it stands out enough from the foods, and looks cool with the fire/juice combo
but it is my opinion that tomatos and apples should yield less juice than raw produce
2kg apples = 1kg juice
3kg tomatoes = 2kg juice
might require you to balance their growth and harvest
I think the apples/tomatoes -> juice recipe should be fine, I'm thinking in terms of amount you get based on yield/day per tile.
that's why I'm increasing the Corn yield.
also.
They don't like having a bath, but they dislike being contaminated even more.
10 essence?
Yeah, I know why.
I entered the numbers wrong.
it jumped ahead a bit, but, that's 10, not 5
did you change the BreedingPodSpec in the prefab?
well set that bad boy to 10 and see what happens
I did
you can see it
but yeah. The vanilla stats are 1, 5 and 2.
so I changed them to 0.5, 10 and 4.
So, ideas on where to get that extra 1 Wellbeing?
mudbath of essence
essence is oil?
Well, the Phienix Essence would be too, and bathing in it in still gives them wet fur
i figured if they're born in it, it must be healthy for them to soak in
Sure, but that doesn't mean they enjoy it
i hear ya, just giving my two cents
people dont like having to take their vitamins sometimes but it does them good
I'm not sure if I should just give them another food item or something.
Some sort of Decoration.
or an activity
An attraction like camp fire, would have to be fairly low level though, as I only need 1 point
Which is why the easy solution is to add another point in food somewhere, either just giving something another point (I previously lowered the stuffed Peppers from 3 to 2), or adding a new food.
Like... Berry Juice?
or drink the Phoenix essence? x3
i feel like people tend to think if it does before confirming, so it fills a void
grilled beet burgers? buns at bakery? buns + beets = grilled burgers
could apple pies get boosted to 3 with another apple?
hmmm
I don't want to make the entry level cooking option to the bakery too complex... but having said that, stuffed pepper kinda became the new default.
but, Apple Berry Pie.
I was also considering an overhaul in the food score system.
but, might be a bit too complex.
Nothing like a hot bun with a little sawdust sprinkled on top
like, you eat an apple, it gives you apple welbeing, but if you eat an apple pie, it gives you Apple and Pie Well beings. That means you can also throw in Berry Pie, or Beet Pie, and they'll give Berry and Pie Wellbeing, or Beet and Pie Wellbeing.
but that's probably a bad idea
oh that is clean
but also sounds very complicated to balance right
I actually ended up with less wellbeing than they are now
the problem is, you can reach max wellbeing from food, without them actually eating each kind of food, because you can get apples and Pie from apple pie, then you don't need to eat apples, or any other pie.
so if you pick and choose what to eat, you actually make it easier
so, the options are basically...
Add +1 wellbeing to a food.
Add another food with +1 Wellbeing.
Add another food with +2 wellbeing and reduce a different one by a point.
or something else.
Can even reduce food by a point (Emberpelts is already 2 points higher than IT, which is highest vanilla) and add something else with more than just 1 point.
is this a better icon for the Phoenix essence?
This. This one so much. I'm glad I begged.
10/10
Yeah, I had to think about it for a bit. As soon as that came to mind, I said to myself "That's the name!"
Icons.
I can certify that those are, in fact, 100% icons!
I'm going new comment of the week.
...what does your wonder do?
Blast fire out into the air.
That's it?
Oh. That's kind of sad.
at least they got to see a huge fire
Did you just not have any other ideas?
Partly that, but also I thought this would be funny
Also it was before I learned how to edit scripts properly, so this was something I could actually make.
Fair enough.
So I still have that question.
Should the large factories be part of Emberpelts, or an expansion mod?
Do you have any skin in the answer?
skin?
Uh, maybe you aren't familiar with the phrase. Do you care particularly either way?
a tailor will ask you if you dress to the left or right
I don't even know what that means. I put a shirt on, and button it up.
I don't know the tailor on either.
you mean like, put trousers on left leg first, or right leg first? I'm like... whichever hole is most accessible at the time.
I guess I do tend to put my left arm in my shirt first more often than right... if it's a button up shirt.
It's a phrase I've heard before, but don't know what it actually means.
Back to the original question though, do you care either way?
as for this.
- it's listing fields I either don't know much about, or avoid.
- Are you sure it's not something specifically American?
It may or may not be specifically american, I wouldn't know either way.
Either makes sense.
On the one hand, I fear that if I include it in the main mod, it could break some of the original intended feel, or Balance to the other factions.
On the other hand, if I put it in it's own mod, it might not be used much.
The only one that seems to fit the original vision would be the large smelter.
That's why I gave the original smelter 2 beaver slots instead of 1, but was still practicing with the modelling, so didn't make the bigger smelter at the time.
Okay, my suggestion then is to make it a separate mod that can work for any faction (that you program it to). It's a neat idea that works for any faction, and you could tweak numbers for each faction as you see fit.
Having things like this in separate modules is very useful for people who don't want it don't need to have it bog up their toolbar, and can use it regardless of faction.
Less people may use it, but I think the trade-off is worth it.
reskinning them for FT and IT is a lot of work... plus for IT I need to replace all the doors and windows z3
could do it though
You could just keep them all the same colours and slowly work on replacing the textures.
though, IT don't need the large lumbermill
If Emberpelts get the large smelter, then Iron Teeth get the large lumbermill.
I want to reduce the number of beaver workers in their smelter to 1, to have 2 in the big one.
Hmm.
I mean, they do already have that more efficient recipe, having 2 beavers makes it as productive as 3 vanilla smelters
Iron Teeth don't have a more efficient plank recipe though. Just faster since two workers.
True. I guess I could edit the big model to have 4 wheels?
Or one larger one.
hmm
Hold on, I mispoke. The original Iron Teeth version has two wheels, right? I meant add one larger one in the middle. Not just one wheel total.
Still WIP, but... multiple bot textures, remembered in save, and loaded.
and I don't think I mentioned it previously, but, Same with beavers. Their textures will be saved and loaded.
I needed to implement a new specification file so you can define bot textures
Okay, lets try this again with actual bot textures, instead of just applying beaver textures to bots
It's hard to tell what you're even supposed to be looking at with this.
I think I know what the teeth are, and the foot.
Texture maps are so funny.
There's 4 bots right there. Normal one and black one on the elft. Then there's an orange one in the middle, and golden metal one on the right
here's a light wood one, and a silver metal one.
Okay, time to save/load cycle and check again
looks like they're all the same colours to me, looks like it's working!
Woo!
Though the game crashed when I tried to load Folktails.
I already know why, it's because there's no bot textures defined, so the array size is 0, and there's no check for that, so it's trying to set the texture at index 0, which doesn't exist.
I just need to add a check to the bot SetTexture routine to only set a texture is the TextureID (Index number) is less than the array size.
since size 6 = range 0 to 5, index should ALWAYS be smaller than size.
there we go. now it works.
Okay, so... Summery of the feature.
EmberpeltsBeaverTextureSetter will read the list of textures for adult beavers and child beavers from the faction definition. It will pick one at random and set it (Overwriting vanilla functionality, but it's the same functionality), but also save the one it picked when you save the game, and load and set it when you load the game.
Does the vanilla game not save which texture each beaver is?
EmberpeltsBotTextureSetter does the same functions as previously mentioned, but for bots.
the list is read from a BotTexturesSpecification file.
nope.
I never would have noticed.
Also, unfortunately, a beaver is deleted, and a new one created when it grows up, so if they were born with black fur, they might grow up to have red fur, and vica verca.
the charcoal fur emberpelt beavers kinda make it more obvious
I did know that one from Greedy Builders.
Same savegame loaded from before the save last time, as you can see, bots have different textures set
I have 6 baby beaver skins now (up from 3, basically the same 5 adult red beavers, plus a black one), and 8 adult beaver skins (same 5 red, but 3 variations of black)
And 6 bot skins.
the normal red wood with 3 different metals, Silver, Brass and Gold (Brass is the normal emberpelts metal)
then 3 alternate woods, light red, Orange and Black, all with Brass metal.
Baby beavers and Bots are currently equilly as common, but Adult beavers aren't, all the red ones are listed 3 times, once for each black fur beaver, to maintain that 5:1 ratio.
in theory I could do it so adults keep the same texture as the child, but... 2 problems.
- Since the beaver is deleted and a new one created when they grow up, The only viable way to remember the skin would be to use Harmony.
- the numbers and colours of the textures don't actually line up between Child and Adult. EG, Child 1 is the same colour as Adult 5, Child 2 adult 3 and Child 3 adult 1. Not to mention whatever I did with the new 3. So I'd need some way to define what each can turn into. (As that black child, probably number 6, can turn into 6, 7 or 8, which are actually index numbers 6, 12 and 18)
Also, yes, it saves it by index number, not texture name, so if you change the order of the textures in the list in the factionspecification and bottexturespecification files, then they'll end up with a different texture.
What if baby beavers had their own set of skins that are different enough that they can grow up with an adult coat that doesn't need to look like their baby coat
Perhaps, but what did you have in mind?
Faint spots, stripes maybe, more neutrals beiges and some redder hues
Perhaps still black and red, but more with black on the red ones, and red on the black ones?
Some sort of pattern
Oh yeah
I guess I'll see tomorrow.
One of the new charcoal beavers has red spots on its back and neck
Perhaps I should just not have the black baby
Would make more sense if some gained rare black fur rather than red turning black, and black turning red
Yes i like
If I do the harmony patch to make the beavers match colours, I can just add it back in.
Sounds workable if you really don't want to rely on Harmony
Does texture file size slow down loading times by any margin?
I'm not sure, I don't have anything measuring times, but it is basically just doing something vanilla already does... though does it twice on beavers as I'm not suppressing any vanilla functionality.
I could write a harmony patch to skip that function too.
I found pretty decent reduction in filesize when compressing the pngs in both vanilla and your mod. Most 30% but some were higher
The main difference between vanilla and my function is that vanilla picks a random number, and sets that skin, but mine loads the number from a save file.
Why does yours have to function like that?
To remember the skin used on the beaver, so it doesn't change on save/load.
If you're not loading a save, mine still does the same random number generation.
You got an extra file in the timber zip to keep track of the cuties?
I used the build in save/load routines, so it just adds an extra array somewhere in the save game file, just a single int per beaver and bot.
Was that implemented in version .20?
No, I'm still working on it, it's not released yet.
.21 is gonna have a pretty big change log
You've been pretty busy
Yeah, that's the main reason I haven't joined kiwi in pz
I figured as much. Why i didn't make kiwi feel bad gaming without ya 😅
Watching him drive can be painful sometimes
I see
You should give it a try. I also have a weekend game I play, and I can easily get burned out on the game if I play too much.
Hmm for $13 right now too
btw kiwi said he got his map running. "been running for 4 hours" that's all i know
oh good
The one with full metal arms and legs looks slightly odd, because it still has the normals of wood
Variety good, or Variety bad?
I think there's probably too many with non-standard colours
variety good if they have a standard
otherwise it looks chaotic mess
like if all the tails stood out, and the body had different variety
I mean, there's 4 different wood colours (Red, Brown, Pink and Black) and 4 metal colours (Brass, Grey, Gold and Silver)
Red and Brass are the most common because those are the standard colours
That's a nice shot showing off the 3 different charcoal coloured adults and the 1 baby
i know but you gotta see them working to understand how it'll look
I think adding in the full metal arms and legs, and the wood coloured tail is probably a bit too off-spec to look good though
this is a cool one
That's one of the ones I mentioned, with the "Wooden Tail" and "Metal arms and legs"
I'll leave em in, see what people think
Perhaps I should wrap up what I'm working on and publish it tonight, so Kiwi can explore the new stuff on stream tomorrow
tomorrow woohoo
Patch notes so far
Emberpelts:
Added Large Gear Workshop. 3x3 and has 2 workers.
Added Large Smelter. 3x4 and has 2 workers.
Updated textures on Smelter and changed max workers to 1.
Updated textures on District Center.
Balanced Corn Juice and Beet and Radish Juice Recipes. Changed from 1 hour to 1.5 hour, but gives 5 juice instead of 3.
Updated Underground Tank model slightly.
Added Phoenix Essence, made in the Refinery. It's used by the Advanced Phoenix pod in Project Phoenix mod.
Changed the Decontamination Pod to use Phoenix Essence instead of Extract.
New script to save beaver texture IDs, to make a beaver keep his texture after a save/load.
Added some new beaver texture variants.
Script also works on bots, and added new Bot Variants too.
Floodgates (All 3 variants) can now have (double or triple) platforms placed on top of them.
Added a new need "Juice" to bring total needs up to match vanilla factions. Satisfied by drinking any juice.
Project Phoenix:
Advanced Phoenix Pod now uses Phoenix Essence instead of all other ingredients.
let me rework that 4th line
woah district center limited, doesn't that inhibit early game?
i like the juice addition
that's why I reworded it. It's the smelter that was changed to have max 1 beaver, not the district center
I know that most people voted that it should keep 2, and the large one have 4... but changing it to 1 and 2 felt more balanced, and in line with the original vission.
it's your mod. sometimes asking what other people want helps you choose, even if it's not everyone's first choice when asked
They already have the more efficient recipe, so they don't really need 2 in the normal smelter.
whats the fastest the mine can produce scrap metal?
i'm sure you chose right, but if you cant produce enough from a mine to provide for x amount of smelters, then the smelters are overpowered
I think in vanilla,
1 FT mine can provide for 2 smelters (but then it is crap)
1 IT mine can provide for 3 smelters.
1 IT mine with the advanced recipe can provide for 6 smelters.
Before the patch, basic EP recipe can provide for 1 smelter, and advanced recipe can provide for 2.
the new version with only 1 beaver in the smelter would be basic for 2, and advanced for 4.
and it's released.
also a small patch to storage too.
Apparently, the entrance of the underground tank had a couple of missing faces.
so I had to fix all 3 versions of it
can you elaborate? can 1 EP mine supply 2 large smelters?
or, 10 miners for 4 ironworkers
IT advanced recipe is 10 miners for 12 ironworkers?
I think so, with 9 workers I think.
I'd have to load the game or look at the numbers or something.
IT mine gives +50% than FT mine.
Plus has an advanced recipe that doubles it again to 300%.
EP's is only standard FT rate, plus a double to 200%
The smelter should use the same metal as both the FT and IT smelter, but use Charcoal instead of logs, to give +50% metal out.
ah yes better yield from high ore processing temperatures
so IT get +50% from the mine.
EP get +50% from the smelter
Anyone try the new update yet?
I think I forgot to include the line about the new flat top floodgates.
Was also thinking about adding more larger floodgates
Thoughts on that?
i think they're beautiful
what if you put the metal I beam icon inside the toolbar icon instead of the up down arrows?
It's your fault 🤣 Too many new items added at once 😍
i wish adjacent also meant above and below
I hate it when someone leaves a message that just says "The game crashed when I added this mod"
Okay, that's not helpful at all.
Some mods are known to cause it to crash, though I don't remember them all, Aqua Cadre is written there saying not to use it with my mod
I think I just left a reply saying "Was this a fresh install of just the mod, are you using other mods, or did this happen on a mod update?"
Anyway, feedback from anyone who's tried the new update?
I tried to figure how to use Unbelivable tall bamboo (from More crops mod) 🤣 . Else. all it's OK 😍
I had no issues running the update
I see Mixed Beavers in there too
YA, the most colored dance hall I see in Timberborn 🤣
😛
Looking at how the Mixed Beavers mod works, it'll make Charcoal beavers a lot more rare. (Especially the children)
This isn't really a bad thing if you look at them as exchange beavers, but I think as the code is right now, they end up being even rarer than the other faction beavers.
Did you check out the save/load feature I added? In theory, it should save the index of migrant beavers too, so that Water Beaver should always be a water beaver
And, how it works, is just with specifications 🥳
Will check, but later. Some work to do in Unity ....
Sure
I'd say throw a few extra child6 in on the child list
Then 1 of each 6, 7 and 8 for the adults.
not sure how you'd want to add them to other factions, but 6, 7 and 8 are the Charcoal beavers.
I thought it was 1-6, did you add two more or am i misremembering?
Yeah, the latest version added 2 more charcoal beaver skins
Someone else on version 0.6.0.21 having the refinery acting as an storage option like tanks, so haulers moving fuel back and forth between the two? From the tank back to the refinery?
I was thinking since the emberpelts love fire, we need a portable flame thrower, items that get marked for destruction could be burned with the flame thrower.
That sounds like odd behaviour
Did further testing after verifying the game files and this odd behaviour only occurs for the fuel. The other two produced liquids work fine and stay in the tank.
What's the recipe on the refinery?
Tested 3 (badwater, canola and beetroot) of the 5 fuel recipes.
So it's when making fuel, they'll take it out, but then put it back in?
I'll try tomorrow, see if I can see this behaviour
Yes.
Played on another map with earlier versions and the fuel produced with badwater worked fine.
Hmm. That suggests it could be an issue with the new phoenix essence recipe.
InvalidOperationException: Sequence contains no matching element
at System.Linq.Enumerable.Single[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) [0x00070] in <78e29e3c9350441c83ba23ba1abe8e2c>:0
at Timberborn.ToolSystem.ToolButtonService.GetToolButton[TTool] (System.Predicate`1[T] predicate) [0x00013] in <349f583393d340869b0f697a4e7b9cdd>:0
at MorePaths.Core.BaseGamePathToolButtonHider.PostLoad () [0x00000] in <70ac98dfe4484f3d8d0e1f484fe0affb>:0
at Timberborn.SingletonSystem.SingletonLifecycleService.PostLoadSingletons () [0x00010] in <2cf8a69d91ab4139baf8d8d9e11adc45>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
at Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () [0x00000] in <2cf8a69d91ab4139baf8d8d9e11adc45>:0
@stray dragon do you know what is causing this?
Do not use more path mod.
Thanks. I thought I disabled it.
Tooo many mods. 😂
How many have you ? Look at my save 🤣
I have 62. 😂
is it normal for tomatos and bell pepers to not be affected by a flood? 😂
It seems that only beavers hate to be wet, not the crops 🤣
not normal, no.
In the same time, hope that will no make crops to like fire 🤣
can confirm, this seems to be happening for me too.
@Devs this is probably an issue with the game engine.
It seems that if the same building has 2 recipes, where the one recipe has an ingredient that is the product of the other, they'll continue to take it out and put it back in.
Does wet beavers generate any separate notification like stranded beavers do? If not, I think that would be a good idea
It's possible that they can give warnings like injured and contaminated, but considering it's likely that someone was going to run through water fairly often, especially if you're trying to expand into a an area with water, I didn't want to overwhelm the player with these messages.
I don't think that it would overwhelm someone, unless there is some notification sound? All it would show would be the icon and the number of wet beavers...
hmmm
should be easy enough to add
Oh right, I think last time I tried it, it cleared all positive needs when they got wet
like they do when contaminated
On the note of this...
I'm thinking I need to either change Phoenix essence to cost something other than fuel, or make a new building to make it, like the medicine hut..
Oh damn
Bell peppers? Perhaps since chillis are kinda like fire and bell peppers are from the chilli family and thus fire?
Centrifuge?
it actually works as intended.
it already takes bell peppers. I was thinking it needs a different liquid.
Extract would be the most obvious...
Oh ok
I see
phoenix's arise from ashes
but I moved away from extract for a reason
since uve already got charcoal and wood u could make something from that
it contains Charcoal too 😛
Bell Pepper, Charcoal and Fuel
Nah not extract, maybe a new liquid?
I mean, it already is a new liquid.
I don't want to make a new liquid to make a new liquid.
put logs or planks in an incinerator to create aashes
haha lol
That's basically how you make the charcoal, which is why it felt appropriate
or you could keep it simple and just use the badwater (instead of fuel) because the color scheme makes sense
I'm leaning more towards using a new building
sounds good, perhaps Phoenix Altar or Rebirth Forge
so keep the same recipe but use a new building to produce? makes sense as well
how about getting ashes from each building type that fulfills the fire need, and then this ash is used as well in the new building? haulers could empty the ashes from the buildings
I think 2x2 with an altar like appearance
Phoenix Distillery?
Just the first version idea.
I could easilly pull the rear back to make it 2x2
but, I like these odd shaped buildings sometimes too
Nice, bit can there be an altar type of apperance on top of the barrel or something?
Could even change it from 1x2 to 2x1
what do you mean by Alter?
give me an example aesthetic
yeah I am searching online
Somewhat like this
AI generated, since I couldn't find exact aesthetic, and this image matches what I had in my mind
does that fit in a 2x1 tile? 😂
that's pretty sick
Looks more like a 5 wide thing to me 😛
Does look fancy
I don't think I have the materials or skill to make that though
This is just for inspo for bobing
Damn
I think it can be made from bricks and metal
Should use coal as fuel to make essence
I prefer the other one
I prefer this profile, but not this shape
also the things on the roof are backwards
that looks better that the 2nd one, but i might be partial to the first one
but 3rd one would take up less space
Well, they take up the same "Space", but the one with the door on the end is probably easier to squeeze into gaps
Any place you can put this... You'd probably put down a pair of hospital beds, or teeth grinders or something.
I think it would look better if I change the window though
Window on the back like this
yes to all of it
so how many beavers do you think can fit in here?
1 lol
not 2? 😛
2 in the building, and another 2 in those barrel things
that's a vote for 4 workers 😛
Also, you can do this now.
Mod updated
Should actually be able to put (Double or triple) platforms on floodgates now.
Removed Phoenix Essence Recipe from the Refinery to fix an issue where haulers would bring fuel back to the refinery.
Added new building Phoenix Distillery to make Phoenix Essence.
Wet Fur now gives a warning message like Injury.```
as skye storme says, "oh hell yeah"
I think he'd enjoy playing as my faction
i agree. i wonder if he'll even finish the last map or start a new one.
umm
that's a 12/10 building right there. can you change the bubble color?
I tried, more than once, but it didn't want to load.
Probably an issue with the material/shader
And since these are already pink (though just a little on the orange side) I thought they were close enough.
dont mess with a good thing
If you don't have industrial water tank .... This 😱
fun
Does anyone actually have 0.6.0.22? I'm hearing reports that some people are still on 0.6.0.21
Working on water extention some but can not get material patcher to work and do not got time to retexture at this time
so the question is:
- Disable all but pipes as these is ok color scheme
- enable all items even if some is not right color scheme
- Seperate mod to enable incorrect color scheme items?
Today we're finally starting a video series on the fantastic Emberpelts Faction mod by Bobingabout. There's new production chains, interesting changes to base mechanics, and some fun new buildings to check out. Let's get going!
----MODS/MAP USED----
Badwater Ridge Map: https://steamcommunity.com/sharedfiles/filedetails/?id=3346452778
Emberpelts...
Material Patcher can be a bit awkward.
Ideally, releasing things with the correct colours is the best option, but IMO, Releasing them with the wrong colour is the next best option.
You can always update again later with correct colours, either by updating the models, or getting a working material patcher.
If you want, you can send me what you currently have and I'll see if I can figure out why the materials aren't patching.
I'll definitely watch this
IIRC from last time though, they had awkward names, didn't they?
here is a beta version that add all buildings as dev mode if not correct colors
if you do not find anything easy to fix i will releas that version with only correct color versions for now
looks like it needs Timber Commons, a mod I don't currently have
ya water extention need it if not useing that mod its fine without
last test was on an irrigation tower tho
which requires mod settings
Yet, don't have a mod that requires all other mods 🤣
It's one reason why I don't want Emberpelts to require any other mods
So, Water Extension Irrigation needs Timber Commons.
Timber Commons needs Timber API and Mod Settings.
Timber API then needs Harmony.
and, that's why all are trying to make them optional 😛
The first thing I've really I don't even see any setting options.
so the Timber Commons seems to need Settings, then appears to not use it
think he only has them ingame? 
I think perhaps I should turn on more groups too
it showed up in a game, but, mod settings won't let you change them when the game it running
then you need to change from main menu
I've also just never really played Modded Timberborn before I started modding it, so I've never really played with Water Extension before, so I don't really know what I'm doing with the mod.
I'm still just setting up my debugging ATM though
I tried to output so much log data that the game just stopped rendering the text in the debug window
Yeah, going to place the big irrigation tower, and it's listing the textures as "MainAtlas.Folktails2" and "MainAtlas.Folktails1"
Are you sure that's not the right name for your materials?
okay, it's not just you. Apparently my centrifuge lists materials as follows.
MainAtlas.Folktails1 would be what should be WindowAtlas.Folktails.
@full pelicanI'm not sure if there's anything I can do to fix this.
ya then i will need to do custom models and im not sure when i will get that time 😦 but thanks for looking
These are all Timbermesh, right?
In theory I could fix it by lookint at each instance of a timbermesh before it's used to make an entity, but I'm not sure how to do that.
I even deleted my code for editing non-timbermesh models pre-load. I know why that code didn't work now, but I don't have it any more to fix it
I think I'm trying something pretty dumb right now... but... it could be an entry point to fixing the material patcher
if it's dumb and it works, it's not dumb.
NullReferenceException: Object reference not set to an instance of an object
Exactly
did you watch RKGs video from today?
i think he was having productivity issues with his refineries on v21 so he built more
not from today
I was talking to him earlier today though, because he didn't have V22 yet
He must be suffering from that bug some people get, where they don't get the mod update even though one is available
so he filmed some while it was out?
i figured he did some more recording before finishing the ep with the new update, or continued into next episode while playing.
could be steam though. would be cool to see version # on screen :p
Looks like he only just updated it now
they look great, brings more charm to the mod
yeah
Increased Power Consumption of the Large Gear Workshop to 180.
Changed Wonder to need Phoenix Essence instead of Fuel and Coal.
Removed Decontamination Pod giving Wet Fur.
Changed order of items on the Wellbeing tab.
I was going to try and write a new script so that the decontamination pod gives wet fur in a similar way to injury chance, but the code is difficult to read. and if it's difficult to read, it's difficult to make a copy do what you want.
it makes sense to have the bath give wet fur, but writing that script was too much effort for just that one effect IMO.
I know I spent about 7 hours straight working on the stockpile script, but I was learning when I did that. The needs one is just a pain in the arse.
plus the stockpile script is something I can mostly understand.
that and the texture fixing/replacing stuff
What about the big tank?
I mean, in theory if you had a platform big enough, that could work. But... you can't really do the not occupy corners thing, because then people can just put a triple platform inside the side of the tank.
Would probably have to be a special entity like the mine, or the bad water cover/rig.
I hear ya
What about large platform (3x3)?
It could be used on top of all large tanks and underground tanks
The problem is that the legs of a platform occupy "Corners", and by corners, it's all 4 corners. There's not really a way to say that it should only occupy certain corners.
So if you allow corners, then you allow other platforms too.
Bah.
There was the bug that the mine could be placed off-center.
To fix it I need to mark the bottom layer as occupying Top, but that's the same layer as overhangs.
so if you have a bottom level overhang over the mine, it'll be deleted with this update.
I'd rather it no do that, but there's no other way to fix the centering issue
Damn
topic of the day... Apple Trees...
I've got a few comments about my mod. One guy is saying how he just likes using lots of Apple trees, for both food and wood...
Yet another guy is saying that he needs way too many apple trees, he never seems to have enough apples to make pies.
Thoughts on this?
Maybe he should have an orchard since whatever he has set up for apple harvesting is inadequate
Did you get the confirmation his beavers are getting all the other foods? It would be impossible to diagnose any issues without that
Of course he wouldn't be able to make enough Apple pies if that's their only food, that's by game design and nothing to do with your mod
I don't remember the maths, but I think Apples lie somewhere between Radishes and Berries on growth rate.
you know what, let me load up the unity
Radish is 3 every 4 days.
Apples are 3 every 8 days
and berry is 3 every 12.2 days
Still think we're dealing with two completely different players. If one has success with apple trees for food and wood, and another isn't able to produce enough apples. without knowing about the second player, I'm going to assume they're more a beginner that doesn't know how to play the game well
Consider that beavers also eat the apples, and can make apple juice, Radishes have the superior growth speed.
So I'm gonna assume a they aren't growing radishes
Kiwi skipped a whole bunch of crops first playthrough
when compared to other foods, because of that "eaten raw" nature, applies are pretty slow, look at corn, it's only 2 every 10 days but then you cook it to get 8
(also, that's actually crap compared to Iron Teeth, because they package 1 corn to make 5 packaged corn)
I'm just saying, apples could grow faster...
but then berries are really slow
it's hard to balance it
So it is underpowered? How do you balance something that works great for one player and doesn't work for another
until you compare the entire food tree, what it takes to make each food, it's hard to say if apples need a buff or not
That's why I changed the recipes and growth times of the Bell Peppers
and changed the Canola press recipe to give 2 oil per, instead of 1 like Iron Teeth
Give me a few minuts and I'll go through the tree
The final listing for each food wants to be food per day per tile, I guess?
or hours per food per tile, because food per tile per day will be less than 1.
keep in mind that all food items have equal hunger satisfaction, and same with drinks on thirst, so it is balanced for a portion, rather than a literal food item.
so lets start easy. Lets just go through all the Crops, even though that aren't directly edible. we can then use these values as a base for calculating the foods (Add the item values together, divide by number of items added), rather than doing the same process on each recipe.
We won't get answers for how many Radishes per how many beets you need for something like the juice recipe, just the pure land usage for each food item.
that'll at least tell us how far out apples are.
we can then go in depth on the apple pie recipe to see how bad that is, and if it's apples causing it or not
you could go back to your pie idea and make it a pie need
Radish: 3 in 4 days. 32 hours
Tomatoes: 3 in 5 days. 40 hours
Beetroot: 2 in 6 days, 72 hours
Bell peppers: 3 in 6 days, 48 hours
Apple Tree: 3 in 8 days, 64 hours...
I have a note here saying it should be 6 apples in 8 days
it's only 3
mangrove is 4 every 10 days?
Well, we have 32 and 40 hours for tomatoes.
apples would change from 64 to 32 if I change it to 6.
lets do maths on the pie
wheat is 3 in 10 days, that's 80 hours.
wheat to flour is 1:1 so still 80 hours.
apple pie is 1 wheat and 2 apples for 6 pies.
so...
2x64+80 = 208 hours. 6 pies = 34.66 hours per pie.
2x32+80 = 144, /6 = 24 hours per pie
what's corn...
2 in 10 days. 120 per corn.
or 30 hours per grilled corn
So... faster apples alone makes apple pies too awesome.
what if something between?
even with dual usage? what else is used it in multiple recipes?
it makes the apple PIE too awesome
Apples would be on par with radishes, it puts the juice better than tomato
lets do maths for 5 apples per cycle
i was gonna say 4 but 5 works
that's 38.4 hours per apple, making it closer to Tomatoes.
and 26 hours per pie. still too good...
but what if we change the recipe to only 5 pies?
how many does it currently make
only 5 pies makes it 31.36 hours per pie, making it closer to radishes.
6
Lets do the others too.
beetroot?
Canola 72 hours.
Canola Oil 36 hours.
Maple 96 hours.
grilled pepper = 2 pepper 1 canola = 4 Gpeppers. 2x48+36 = 33 hours.
Stuffed pepper = 2 pepper + corn + 2 tomtatoes for 6 = 2x48+120+2x40 = 296/6 = 49.3
stuffed peppers is terrible
I gotta AFK
Baked Beetroot, 1 beetroot, 1 canola, 1 maple = 6 baked.
72 + 36 + 96 = 204/6 = 34 hours per tile.
Cornbread, 1 flour, 1 cornmeal, 1 maple syrup = 6 cornbread.
80 + 120 + 96 = 296/6 = 49.333 hours per tile.
so cornbread and stuffed peppers are equally bad when compared to grilled corn's 30 hours per tile.
in fact they both have exactly 296 hours between them.
if I change corn bread to 10, that's 29.6 hours per tile, better than corn, 9 becomes 32.8, reasonable. and 8 becomes 37, which is still better than tomatoes.
Meanwhile, stuffed peppers takes 2 peppers, corn and 2 tomtatoes, so we could improve it by also requiring fewer tomatoes
that's 42.6
still at 3 wellbeing?
cornbread has 3, stuffed pepper only has 2.
also consider baked beetroot that also has 3, but only 34 hours per tile
Given baking time differences... these are the changes I want to make.
Apples yield 5 instead of 3.
Apple pie cooking time down to 1 hour from 1.2, to give 5 pies instead of 6.
stuffed pepper only cost 1 tomato instead of 2 (It's only a minor boost in time/tile)
Cornbread gives 8 instead of 6.
Sigh
info is out of date again, Stuffed pepper is already 1+1+1
208/6=34.66 hours per tile
it was balanced previously when I changed the grilled pepper recipe, but didn't update my notes.
so with these changes, all foods should have a time per tile of between 30 hours (grilled corn) and 40 hours (raw tomatoes)
Except berries at 97.6
any room for a berry pie?
While I could add in Berry pie, I don't really want to have to add in another need for it. so if I did, I'd change apple pie need to just Pie, and both pies would satisfy this need.
plus berry pie would have a bad grow time value, as even if I make it cost only 1 berry, isntead of 2 apples, the grow time for a berry is more than double.
lets do the maths on juices for fun
lets see, we need numbers...
Radish: 3 in 4 days. 32 hours
Tomatoes: 3 in 5 days. 40 hours
Beetroot: 2 in 6 days, 72 hours
Corn: 2 in 10 days, 120 hours
Apple Tree: 5 in 8 days, 38.4 hours...
Tomato juice and apple juice are 2:3
Tomato Juice 26.666 hours
Apple Juice 25.6 hours
Radish and beet = 32+72 =104/5 = 20.8
Corn = 120/5 = 24
Radish and beet would have been more balanced at 4, not 5, which is 26 hours.
corn also costs Water
Should I change Radish and Beet juice to 1.2h for 4 juice?
what's the hours on that?
As it is now it's 20.8, but if I change it, it would be 26, very close to Tomato and Apple juices.
might as well since it's all the same juice need?
the times are a bit wonky too, lets see...
apple and tomato are 3 per hour, or 0.333 hours per item.
corn juice is is 1.5h for 5, or 0.3h
Actually, Red Juice (Beet and Radish) and Corn Juice also have their own needs.
Apple juice satisfies Apples, and Tomato Juice satisfies Tomatoes.
they all otherwise all satisfy Juice
So assuming your beavers are going to also be eating apples and Tomatoes, you only really need to make Red Juice and Corn Juice.
but then they'll over-drink it (when they don't need to fulfil the need)
the way the game works is a bit strange sometimes.
they'd rather drink the corn juice, even though the juice and corn juice needs are satisfied, than drink water.
Which is fitting for Emberpelts, but wastes corn.
so I am slightly torn between reducing the amount from red juice
on that note, I am wondering if I should add a 3rd ingredient to it.
Internally, it's "Red Juice", not Beet and Radish Juice, Red Juice
and I remember when looking up the recipe, there are usually other ingredients in the IRL version of the juice.
Apples being one of them, but I didn't want to include apples.
I could put bell peppers in there... or maybe Berries, you want me to use berries for something, right?
they get neglected after early game
Because they're pointless after early game, unless you have Phoenix pods.
i mean forgotten
exactly
should just get rid of them entirely and have some apple trees to start your colony with
or...use them
They are used in Antidote for Folktails, so in theory I could also add it to the Phoenix essence, but I put bell peppers in there because it's more fitting.
imma run to the store
to buy berries? 😛
caffeine lol
those are kinda berries
Beetroot juice recipe...
Beetroot, Apple, Carrot (substitude Radish for Carrot)
Radish juice recipe.
Radishes, Apples, Beetroot and Celery
so yeah... Radish, Beetroot and Apple is the recipe, but I didn't want to include an apple, because I already have apple juice.
I'll just cut the output to 4, as previously mentioned
well if you ever add the fermenter
I think Emberpelts have enough buildings
call it a brewer
