#Emberpelts - New faction!

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rotund torrent
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@stray dragon you should write video game in assembly

stray dragon
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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.

rotund torrent
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Mmmm, I get ya

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What ya wrote?

stray dragon
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A mess.

rotund torrent
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Me too

stray dragon
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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.

full pelican
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have not tried Great cow basic for microchips? 😛

rotund torrent
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Trying to mess around with dungeon keeper in code ended up kinda badly for me

stray dragon
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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.

rotund torrent
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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

stray dragon
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It's pretty cheap on GoG, you get the MS-DOS version that runs in Dos box.

rotund torrent
rotund torrent
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I just can't find what the missing string of code was

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Well, no matter now since I don't have to fix it

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Also, wild how DK1 gets more support than DK2 in modding

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Ooh well

stray dragon
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its not as uncommon as you think. Game devs typically just make whatever assets work for them.

stray dragon
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Sometimes that means putting them in some sort of archive. Sometimes it means using a file format that's not very friendly to modders.

stray dragon
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The hardest part is getting the rope to look right

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how long can bridges go?

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how long SHOULD bridges go?

stray dragon
worn tusk
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I think if you make them longer, the pylons need to be taller

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Looks really great

thorny mantle
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I think 8 looks great. anything wider than a 16 span, bro you got bigger issues than spanning a 16 wide gap! 😛

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IMO

worn tusk
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I think double is a good stopping point, past 12 and you start getting silly

thorny mantle
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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?

worn tusk
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the normal 6 length can be built at the tip if the structure is green when placed

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or reachable at the tip

stray dragon
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what other things do you think I should add? I'm talking things like platforms and overhangs.

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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.

worn tusk
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i thought combining the two could be useful, a 3x10,

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big overhang

stray dragon
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3x10? 10 is long

worn tusk
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er a 5x10

stray dragon
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the biggest I have right now is 7.

worn tusk
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or a 3x7?

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3x6

stray dragon
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could do a 3x7, but would that be Overhang style, or metal platform style?

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and on top of that, where would the support be?

worn tusk
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2,2

stray dragon
worn tusk
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yessir

stray dragon
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Feels like a really strange place to put the support. Kinda like a hybrid between the 3x3 metal platform, and an overhang.

worn tusk
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yeah exactly, a larger overhang with some built in width

stray dragon
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I probably would have put it here

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I can see uses for both.

worn tusk
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just looks off from a stability point of view

stray dragon
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or here

stray dragon
worn tusk
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i agree with you there

stray dragon
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throw more ideas at me, can be other things too, not just platforms and overhangs. like Bridges, stairs etc.

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Ladders kinda make most of the stairs ideas kinda moot though.

worn tusk
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well a ultra wide shelf say a 6 by 4 or 5

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with posts on either end

dull pine
stray dragon
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what do you mean by sloped bridge?

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the end is on a different angle than the base?

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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.

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if you think of my lodge as a 2 story ladder.

urban linden
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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

stray dragon
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Hmmm, interesting.

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I've seen molded platforms that can be placed on walls before, but not looked into how they work.

urban linden
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yeah I know Tobbert made one, but if I remember correctly it cannot go higher than 1sq from the floor

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also unrelated, if you're really wild, instead of ladders, beavers should have a powered elevator to go to higher places

sharp glacier
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I feel like the Emberpelts would like to use explosions to go up.

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Omg. dynamite loaded spring pads.

dull pine
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A ramp basically but suspended

stray dragon
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Yeah, I see

dull pine
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Idk what the point of it is other than just for fun

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That's a lot of this game really

stray dragon
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😛

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making it would be pretty difficult though.

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Modelling has awkward rotation pivots

stray dragon
worn tusk
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whatchu talking about

worn tusk
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what if you had built in stairs to a platforms supports

stray dragon
# worn tusk 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.

worn tusk
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that makes sense, i forgot a ladder is just a path

stray dragon
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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.

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I need to check the nav spec on the tenement lodge and double vertical lodge again, I remember there being a few issues.

worn tusk
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probably a stupid question but are there any unused scripts mechanistry has in the game?

stray dragon
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No idea.

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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.

worn tusk
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word

worn tusk
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you could also redo the whole bridge system

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instead of making them modular, make a set of 10 fire themed bridges, like a tied-arch or something new

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overhangs have changed the meta of bridges, and they're used less

urban linden
stray dragon
urban linden
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looks like there is already a mod that does this. I think its MorePlatforms

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i forgot this existed

stray dragon
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Yeah, that's the sort of thing I'm looking for.

being able to stick it on the wall like that is intersting too.

full pelican
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🙂

stray dragon
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:3

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Thank you @full pelican

stray dragon
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thoughts on a new windmill model?

stray dragon
dull pine
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It's good

simple escarp
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Ooo vertical LoveFT

hard lagoon
# stray dragon thoughts on a new windmill model?

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 ? 🤐

weak monolith
# hard lagoon Nothing wrong with your design, but I've always hated these vertical wind turbin...

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...

hard lagoon
weak monolith
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Why ? If it works, and, is working 🤣

sharp glacier
stray dragon
hard lagoon
stray dragon
full pelican
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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 😛

sharp glacier
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Mm. You just stole it from the science huts, didn't you?

stray dragon
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but as said, if I stretch it too much, it becomes too obvious.

sharp glacier
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Does it really look that bad if you stretch it "too much"?

stray dragon
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Paper looks less and less like rectangles, and even the wood frame starts to look odd.

sharp glacier
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Pics or it didn't happen!

deft jackal
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flame of unity not giving the fire bonus seems like a missed opportunity

stray dragon
sharp glacier
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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".

stray dragon
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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.

fallow imp
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Coming back to this berry problem. The dry state shows the berries in blue. So a missing or corrupted texture?

stray dragon
deft jackal
full imp
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This would be neat if it had folk tails varients as a faction exchange thing

stray dragon
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Alright!
Emberpelts mod updated.
Project Phoenix update.
Ladder for Emberpelts updated.
and Emberpelts Choo Choo patch updated.

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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.

stray dragon
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let me go update that on Mod.IO and steam

full pelican
stray dragon
# full pelican this will be great so i can use the same timbermesh as folktails, and just edit ...

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.

thorny mantle
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Any updates on resolving Unstuckify issues?

stray dragon
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I wasn't looking into that, Tobbert was, that's his mod.

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it's purely a scripting mod too, so, I wouldn't know where to begin with it

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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)

thorny mantle
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Gotcha! Thanks man, especially for all your hard work. I wouldn't be able to make a mod if my life depended on it. HappyIT

stray dragon
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Well, this game isn't the easiest to mod. but I have come across harder.

trail steeple
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Im getting a

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Too many atlases loaded...

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any Idea what Im conflicting with?

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z Believe I Have too many mods loaded, I fanyone has a fast answer, for Running Emberpelts.

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Does a Ember run need be streamlined down to minimal mods?

full pelican
trail steeple
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Thanks. That was my suspect. I will try eliminate them to find culprit

full pelican
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if you have a crash happening can you upload the error zip in #🚀mod-users and i can look into it

stray dragon
worn tusk
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RKG streamin in 15

trail steeple
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🤦 More paths mod was culprit '

thorny mantle
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Mods that add things to the game usually don't work with WB or EP.

trail steeple
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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.

full pelican
stray dragon
full pelican
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Ya no scripts at all

stray dragon
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just streaming to the game's log.

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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...

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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.

full pelican
stray dragon
full pelican
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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 ThinkingIT

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?

stray dragon
full pelican
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had the levees done for dam decoration so working on replaceing the loaded sub prefab and this looks ok 🙂

stray dragon
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Yeah

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It does look okay.

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not sure which of my models by default has children of children anymore. I know the windmill used to, but I replaced the model

full pelican
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this is even prefab child the same component is reused multiple times

stray dragon
full pelican
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its if imported prefabs meaning there own files linked

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so the child is from an other prefab file

stray dragon
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so, like... your model is saying "Build a levee here" rather than including the levee as part of it's definition?

full pelican
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see it as building blocks that you can reuse and if any changes only one place to edit

stray dragon
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Yeah, I've never really tested this with that. what happens if you add a file to recolour the levee?

full pelican
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but now with timbermesh its not as usefull

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tried but nothing happended thats why i tried with the tank as its a most normal building with no prefab childs

stray dragon
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did the tanks work?

full pelican
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no

full pelican
stray dragon
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see what that does

full pelican
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but the model has 7 materials....

stray dragon
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and it only listed 1?

full pelican
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it lists 3

stray dragon
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It definitely feels odd

full pelican
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and it has 4 models inside it
ya

stray dragon
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would even more debug readouts help?

full pelican
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well will start getting pipes and aquaducts working then we can look more into this

stray dragon
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I'm kinda running out of time today too.

full pelican
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np

stray dragon
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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.

full pelican
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wait does it have to do that i created new prefabs and try to recolor those ThinkingIT

PowerLevee.Emberpelts(Clone) -- Prefab
PowerLevee.Folktails         -- Model
MainAtlas.Folktails3 - Uncolored21  --Material?

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nope no differances:

PowerLevee.Folktails(Clone)
PowerLevee.Folktails
MainAtlas.Folktails3 - Uncolored21
stray dragon
full pelican
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Wonder why its not finding all the materials and only a pack tho

stray dragon
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Yeah, that's got me baffled too.

trail steeple
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Thanks Bobingabout!

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Well Done!@

trail steeple
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Is 'wet fur' avoided in Emberpelts? or am I still tryin wrap my head around base game mechanics?

worn tusk
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You can check your well-being page to see everything the faction needs

full pelican
trail steeple
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Lol AH HA so trying reroute em into water not such a good Idea

full pelican
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ya 😛

trail steeple
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thats awesome. the wet fur flags are disappearing!

stray dragon
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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?

worn tusk
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they look so goot next to the other triple wides

dull pine
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It's odd that the base game doesn't have upgrades for many basic items

stray dragon
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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)

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so the smelter costs scrap metal to build, but the large one costs metal blocks instead?

sharp glacier
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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.

stray dragon
# sharp glacier > Do I reduce the number of workers in the normal smelter down to only 1 to matc...

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.)

sharp glacier
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Then I think 1/2 is a fine plan, if the recipe is already more efficient.

dull pine
stray dragon
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this one is being a lot more difficult to design

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and yes, as you can tell, I basically rotated it 90 degrees

worn tusk
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crazy how quickly you're pumping these out

stray dragon
worn tusk
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i wouldn't even think about FT & IT unless there's demand

stray dragon
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on the note of demand, people are asking for IT and maybe FT version of the automated water pump.

worn tusk
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it is one the best additions you have made to the mod

stray dragon
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I was gonna look at the automation script for that, wasn't I?

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is it better with the red trim, or black trim around the upper section?

worn tusk
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Based on your in game screenshot, it seems the red would look better

sharp glacier
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The red trim matches everything else I've seen better, but I like the black trim more.

thorny mantle
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Red.

stray dragon
stray dragon
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Red matches the other buildings better, but for some reason, I think the black suits it better.

thorny mantle
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doesn't match the others that are already red.

stray dragon
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the other smelter is black too

sharp glacier
thorny mantle
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IMO, the top of all the buildings should be the same? Black or Red, not either or?

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But again, I'm not the mod designer...

sharp glacier
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I like mismatched things sometimes.

thorny mantle
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So it's not my decision.

stray dragon
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If you actually compare the Emberpelts color scheme to the other factions, Emberpelts are already FAR more consistant with where they put colours

thorny mantle
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My OCD doesn't alike mismatched things. LOL!!

sharp glacier
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I haven't paid enough attention to the consistency of the other two factions I guess.

stray dragon
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Maybe instead of plastered wood (the red one with the cracks in it) I should go with Plaster Red (same but without the cracks)

sharp glacier
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It's worth a look.

stray dragon
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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

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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.

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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.

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when I did use the platform style, I at least used the same colour, Basewood White.

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Anyway, The large smelter

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should I keep the current model with 2 chimneys, or change it to have only 1.
and if 1, Centered, or to one side?

thorny mantle
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I like the 2.

sharp glacier
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I like the two chimneys as well.

stray dragon
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how can you judge until you see the others?

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1 offset

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and 1 centered

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I like the 1 for one simple reason.
It looks less like 2 stuck together ¦3

sharp glacier
stray dragon
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x3

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that's in-game with the red upper part

sharp glacier
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Yeah, the black looks better to me. Just too much of all that red with all the other buildings around.

thorny mantle
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But isn't that the theme of the faction?

sharp glacier
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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.

stray dragon
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That's basically why I kept it black on the original

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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

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just these few small inconsistencies from building to building, rather than the larger range on FT/IT

sharp glacier
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Good foresight.

stray dragon
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Yeah, gonna stick with black for the smelter.

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actually, the design I dislike the most is actually the District center.

thorny mantle
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Maybe the mod developer should do something about that?

stray dragon
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this part here being the red plaster, especially so close to the red roof, has always felt wrong to me.

sharp glacier
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The vanilla district center, or yours?

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Hmm.

thorny mantle
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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. 😦

stray dragon
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but the white plaster and black plaster both didn't seem right.

thorny mantle
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Maybe change some of the red shingles to black?

stray dragon
sharp glacier
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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.

thorny mantle
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same shade of brown as the logs in the 4 corners?

stray dragon
thorny mantle
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Or darker?

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Blah, bummer.

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Mechanistry sure didn't make your job easy, did they?

sharp glacier
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They've done lots, I presume, to make the game moddable. But they can't just hand over the full source code or anything.

stray dragon
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The models are simple for a reason.

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though it does make modifying them more difficult.

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being shorter might help a little

thorny mantle
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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.

stray dragon
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if it was Vanilla, I'd probably just put brown planks in like this.

thorny mantle
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That model look good, but I prefer it before it was squished.

stray dragon
thorny mantle
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👍

stray dragon
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...

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I made some materials that I've never used.

sharp glacier
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The brown planks actually look good.

stray dragon
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Lets see how the currently unused red planks look

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I made 6 plank textures... Brown, Red, Light Red, Dark Red, White and Metal. and only used 4 of them.

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similarly, also made 5 Base Wood textures, and didn't use Light Red there either

sharp glacier
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I still like the brown more.

stray dragon
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I dislike the red planks the least from the 3 options (red plastered wood, and brown planks being the other 2)

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The red plaster blends too much into the roof tiles.
The brown planks blend too much into the brown frame.

sharp glacier
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Maybe, but the brown planks break up the redness in a way neither of the other two do.

stray dragon
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What else would work with a bigger version?

sharp glacier
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I think I am missing context.

stray dragon
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double Smelter, Double Lumbermill, Double gear workshop

sharp glacier
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Ah. Could I get a list of the production buildings available to the Emberpelts?

stray dragon
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I dunno... x3

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lets see...

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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.

worn tusk
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double botmaker

sharp glacier
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Oops, shower is open, I gotta snag it before it's taken again. Be back later to help think.

stray dragon
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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.

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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.

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@worn tusk

worn tusk
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so you still want to expand and not making something new, eh? what if you could do both? double kiln

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recipe for glass. silica from mine. impermeable glass panels letting you peek into a capped off channel

stray dragon
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hmm

#

I was thinking Kiln, but I'm not sure I'd want something new like that though.

worn tusk
#

what about a brick wall

stray dragon
#

what you mean?

#

I haven't made a brick wall texture yet

#

not sure if I want to

worn tusk
#

what about making slim botpart makers

#

2x3

worn tusk
stray dragon
#

but still, currently no brick texture

stray dragon
#

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?

worn tusk
#

what if you made them taller?

stray dragon
#

Also an option.

#

Another thought would be a machine that has a new recipe that produces all parts needed to make a bot.

worn tusk
#

a 5x5x3?

stray dragon
#

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.

worn tusk
#

double-wide excavator?

stray dragon
#

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

stray dragon
# stray dragon
poll_question_text

How many workers should Smelters have?

victor_answer_votes

9

total_votes

11

victor_answer_id

2

victor_answer_text

2 and 4

sharp glacier
#

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?

stray dragon
sharp glacier
#

That's...interesting.

stray dragon
#

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.

sharp glacier
#

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.

hard lagoon
# stray dragon I don't remember if it's gathering, planting or both, but I do know it doesn't l...

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

stray dragon
#

So multiple gatherers but only 1 planter, got it.

stray dragon
#

Comment of the week.

worn tusk
#

Today they learned 😆

sharp glacier
#

lol

stray dragon
#

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

sharp glacier
#

I was wondering what they meant by "beach".

stray dragon
#

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.

simple escarp
#

With the wonder it's 76...

stray dragon
#

IT or FT?

worn tusk
#

folktail and ironteeth beaver boost button brings them to 76

#

emberpelts goes to 75

stray dragon
#

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.

weak monolith
stray dragon
#

The original plan was to have medicine.

weak monolith
#

It's too easy

stray dragon
#

Perhaps a medicine bath, that also gives wet fur

#

Worst of all options!

weak monolith
#

Nope, decontamination pod also require power, bath don't ....

stray dragon
#

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.

weak monolith
#

Sure, ask lapan for brambles 😜

stray dragon
#

I mean, nothing new. They have enough plants.

worn tusk
#

nobody likes medicine tho

dull pine
stray dragon
full pelican
#

ya

weak monolith
stray dragon
#

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.

weak monolith
#

Sure will play if will see as a challenge.

stray dragon
#

Hmm

#

It's no more of a challenge than ft/it really. About the same, just different.

weak monolith
#

but, not a tough one. He give up at Water Beaver 😂

stray dragon
#

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.

weak monolith
# stray dragon I don't recall seeing him play that on YouTube.

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stray dragon
#

Huh,,how old is that?

#

Update 4

#

Beavernation street

stray dragon
#

Phoenix juice.

sharp glacier
#

What about it?

stray dragon
#

what do you think it is?

sharp glacier
#

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.)

stray dragon
#

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?

stray dragon
#

Phoenix Essence

simple escarp
#

That's much cooler than the Iron Teeth's breeding pods DamIT

stray dragon
#

Well, the basic one still takes berries and water

worn tusk
#

i like the color, it reminds me of badwater experimental branch

stray dragon
#

😛

worn tusk
#

always wanted someone to bring those back in any form, love it

stray dragon
#

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?

worn tusk
#

i think it works but have you thought about how a droplet would look on fire?

stray dragon
#

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

stray dragon
worn tusk
#

lemme load up and see

stray dragon
#

though I could put the fire icon in the water drop, rather than to the corner

worn tusk
#

like on the right top side being on fire could be easy and look okay

stray dragon
#

hmmmm

#

would be easier if I had a copy of it in layers

#

would basically need to start again

worn tusk
#

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

stray dragon
#

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.

worn tusk
#

hahaha that's lovely

#

most relatable suffering

stray dragon
#

doesn't quite report right though

#

also this isn't right, should say 10

worn tusk
#

10 essence?

stray dragon
#

Yeah, I know why.

#

I entered the numbers wrong.

#

it jumped ahead a bit, but, that's 10, not 5

worn tusk
#

did you change the BreedingPodSpec in the prefab?

stray dragon
#

yes

worn tusk
#

well set that bad boy to 10 and see what happens

stray dragon
#

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?

worn tusk
#

mudbath of essence

stray dragon
#

don't like getting wet

#

Mud is like, wet but worse

worn tusk
#

essence is oil?

stray dragon
#

Well, the Phienix Essence would be too, and bathing in it in still gives them wet fur

worn tusk
#

i figured if they're born in it, it must be healthy for them to soak in

stray dragon
#

Sure, but that doesn't mean they enjoy it

worn tusk
#

i hear ya, just giving my two cents

#

people dont like having to take their vitamins sometimes but it does them good

stray dragon
#

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

worn tusk
#

give the brazier another point

#

give the bench a bonus

stray dragon
#

hmmm

#

enjoy sitting on a bench, it's not a bad idea

worn tusk
#

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?

stray dragon
#

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.

worn tusk
#

Nothing like a hot bun with a little sawdust sprinkled on top

stray dragon
#

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

worn tusk
#

oh that is clean

worn tusk
#

but also sounds very complicated to balance right

stray dragon
#

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?

sharp glacier
worn tusk
#

10/10

stray dragon
stray dragon
sharp glacier
#

I can certify that those are, in fact, 100% icons!

stray dragon
#

I'm going new comment of the week.

sharp glacier
#

...what does your wonder do?

stray dragon
#

Blast fire out into the air.

sharp glacier
#

That's it?

stray dragon
#

Yeah

#

They tried to make something, but it just sets on fire when they turn it on

sharp glacier
#

Oh. That's kind of sad.

stray dragon
#

at least they got to see a huge fire

sharp glacier
#

Did you just not have any other ideas?

stray dragon
#

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.

sharp glacier
#

Fair enough.

stray dragon
#

So I still have that question.
Should the large factories be part of Emberpelts, or an expansion mod?

sharp glacier
#

Do you have any skin in the answer?

stray dragon
#

skin?

sharp glacier
#

Uh, maybe you aren't familiar with the phrase. Do you care particularly either way?

worn tusk
#

a tailor will ask you if you dress to the left or right

stray dragon
#

I don't even know what that means. I put a shirt on, and button it up.

sharp glacier
#

I don't know the tailor on either.

stray dragon
#

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.

sharp glacier
#

Back to the original question though, do you care either way?

stray dragon
# sharp glacier

as for this.

  1. it's listing fields I either don't know much about, or avoid.
  2. Are you sure it's not something specifically American?
sharp glacier
#

It may or may not be specifically american, I wouldn't know either way.

stray dragon
#

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.

sharp glacier
#

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.

stray dragon
#

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

sharp glacier
#

You could just keep them all the same colours and slowly work on replacing the textures.

stray dragon
#

though, IT don't need the large lumbermill

sharp glacier
#

If Emberpelts get the large smelter, then Iron Teeth get the large lumbermill.

stray dragon
#

I want to reduce the number of beaver workers in their smelter to 1, to have 2 in the big one.

sharp glacier
#

Hmm.

stray dragon
#

I mean, they do already have that more efficient recipe, having 2 beavers makes it as productive as 3 vanilla smelters

sharp glacier
#

Iron Teeth don't have a more efficient plank recipe though. Just faster since two workers.

stray dragon
#

True. I guess I could edit the big model to have 4 wheels?

sharp glacier
#

Or one larger one.

stray dragon
#

hmm

sharp glacier
#

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.

stray dragon
#

X3

#

Yes it has 2 wheels.

stray dragon
#

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

stray dragon
#

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.

sharp glacier
#

Texture maps are so funny.

stray dragon
#

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!

sharp glacier
#

Woo!

stray dragon
#

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.

sharp glacier
#

Does the vanilla game not save which texture each beaver is?

stray dragon
#

EmberpeltsBotTextureSetter does the same functions as previously mentioned, but for bots.
the list is read from a BotTexturesSpecification file.

sharp glacier
#

I never would have noticed.

stray dragon
#

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.

stray dragon
sharp glacier
#

I did know that one from Greedy Builders.

stray dragon
#

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.

  1. 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.
  2. 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.

worn tusk
#

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

stray dragon
#

Perhaps, but what did you have in mind?

worn tusk
#

Faint spots, stripes maybe, more neutrals beiges and some redder hues

stray dragon
#

Perhaps still black and red, but more with black on the red ones, and red on the black ones?

#

Some sort of pattern

stray dragon
#

I guess I'll see tomorrow.

worn tusk
#

Some deer action

stray dragon
#

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

worn tusk
#

Yes i like

stray dragon
#

If I do the harmony patch to make the beavers match colours, I can just add it back in.

worn tusk
#

Sounds workable if you really don't want to rely on Harmony

#

Does texture file size slow down loading times by any margin?

stray dragon
#

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.

worn tusk
#

I found pretty decent reduction in filesize when compressing the pngs in both vanilla and your mod. Most 30% but some were higher

stray dragon
#

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.

worn tusk
stray dragon
#

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.

worn tusk
#

You got an extra file in the timber zip to keep track of the cuties?

stray dragon
#

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.

worn tusk
#

Was that implemented in version .20?

stray dragon
#

No, I'm still working on it, it's not released yet.

#

.21 is gonna have a pretty big change log

worn tusk
#

You've been pretty busy

stray dragon
#

Yeah, that's the main reason I haven't joined kiwi in pz

worn tusk
#

I figured as much. Why i didn't make kiwi feel bad gaming without ya 😅

#

Watching him drive can be painful sometimes

stray dragon
#

I think he's been doing mostly okay.

#

Some good melee combat skills too

worn tusk
#

Id join but I'd just be another Austin

#

That and i don't want to get sucked in

stray dragon
#

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.

worn tusk
#

Hmm for $13 right now too

worn tusk
#

btw kiwi said he got his map running. "been running for 4 hours" that's all i know

stray dragon
#

oh good

#

The one with full metal arms and legs looks slightly odd, because it still has the normals of wood

stray dragon
#

just a bunch of random bots

stray dragon
#

Variety good, or Variety bad?
I think there's probably too many with non-standard colours

worn tusk
#

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

stray dragon
#

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

worn tusk
#

i know but you gotta see them working to understand how it'll look

stray dragon
#

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

worn tusk
#

this is a cool one

stray dragon
#

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

worn tusk
#

tomorrow woohoo

stray dragon
#

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

worn tusk
#

woah district center limited, doesn't that inhibit early game?

#

i like the juice addition

stray dragon
#

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.

worn tusk
#

it's your mod. sometimes asking what other people want helps you choose, even if it's not everyone's first choice when asked

stray dragon
#

They already have the more efficient recipe, so they don't really need 2 in the normal smelter.

worn tusk
#

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

stray dragon
#

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.

stray dragon
#

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

worn tusk
#

or, 10 miners for 4 ironworkers

#

IT advanced recipe is 10 miners for 12 ironworkers?

stray dragon
#

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.

worn tusk
#

ah yes better yield from high ore processing temperatures

stray dragon
#

so IT get +50% from the mine.
EP get +50% from the smelter

stray dragon
#

Anyone try the new update yet?

stray dragon
#

Was also thinking about adding more larger floodgates

#

Thoughts on that?

worn tusk
#

what if you put the metal I beam icon inside the toolbar icon instead of the up down arrows?

weak monolith
worn tusk
#

i wish adjacent also meant above and below

stray dragon
#

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?

weak monolith
#

I tried to figure how to use Unbelivable tall bamboo (from More crops mod) 🤣 . Else. all it's OK 😍

worn tusk
#

I had no issues running the update

weak monolith
stray dragon
#

I see Mixed Beavers in there too

weak monolith
#

YA, the most colored dance hall I see in Timberborn 🤣

stray dragon
#

😛

#

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

weak monolith
#

And, how it works, is just with specifications 🥳

weak monolith
stray dragon
#

Sure

stray dragon
#

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.

worn tusk
#

I thought it was 1-6, did you add two more or am i misremembering?

stray dragon
#

Yeah, the latest version added 2 more charcoal beaver skins

fallow imp
#

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?

radiant briar
#

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.

stray dragon
fallow imp
#

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.

stray dragon
#

What's the recipe on the refinery?

fallow imp
#

Tested 3 (badwater, canola and beetroot) of the 5 fuel recipes.

stray dragon
#

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

fallow imp
stray dragon
#

Hmm. That suggests it could be an issue with the new phoenix essence recipe.

lilac maple
#

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?

weak monolith
#

Do not use more path mod.

lilac maple
weak monolith
lilac maple
urban linden
#

is it normal for tomatos and bell pepers to not be affected by a flood? 😂

weak monolith
#

It seems that only beavers hate to be wet, not the crops 🤣

weak monolith
#

In the same time, hope that will no make crops to like fire 🤣

stray dragon
#

@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.

merry rapids
#

Does wet beavers generate any separate notification like stranded beavers do? If not, I think that would be a good idea

stray dragon
#

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.

merry rapids
stray dragon
#

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

stray dragon
#

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..

merry rapids
stray dragon
stray dragon
#

Extract would be the most obvious...

merry rapids
urban linden
#

phoenix's arise from ashes

stray dragon
#

but I moved away from extract for a reason

urban linden
#

since uve already got charcoal and wood u could make something from that

stray dragon
#

Bell Pepper, Charcoal and Fuel

merry rapids
stray dragon
#

I don't want to make a new liquid to make a new liquid.

urban linden
#

put logs or planks in an incinerator to create aashes

stray dragon
urban linden
#

or you could keep it simple and just use the badwater (instead of fuel) because the color scheme makes sense

stray dragon
#

I'm leaning more towards using a new building

merry rapids
urban linden
#

so keep the same recipe but use a new building to produce? makes sense as well

stray dragon
#

yeah

#

Something fairly small.

merry rapids
#

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

stray dragon
#

1x2, 2x2, 2x1.

#

maybe 1x3 like the fermenter?

merry rapids
stray dragon
#

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

merry rapids
# stray dragon

Nice, bit can there be an altar type of apperance on top of the barrel or something?

stray dragon
#

Could even change it from 1x2 to 2x1

#

what do you mean by Alter?

#

give me an example aesthetic

merry rapids
merry rapids
urban linden
#

does that fit in a 2x1 tile? 😂

worn tusk
stray dragon
stray dragon
#

I don't think I have the materials or skill to make that though

merry rapids
merry rapids
#

I think it can be made from bricks and metal

#

Should use coal as fuel to make essence

stray dragon
#

that's an end-on version

merry rapids
#

I prefer the other one

stray dragon
#

I prefer this profile, but not this shape

#

also the things on the roof are backwards

stray dragon
#

like that

worn tusk
#

that looks better that the 2nd one, but i might be partial to the first one

#

but 3rd one would take up less space

stray dragon
#

Well, they take up the same "Space", but the one with the door on the end is probably easier to squeeze into gaps

stray dragon
# stray dragon

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

worn tusk
#

yes to all of it

stray dragon
#

so how many beavers do you think can fit in here?

worn tusk
#

1 lol

stray dragon
#

not 2? 😛

urban linden
#

2 in the building, and another 2 in those barrel things

stray dragon
#

that's a vote for 4 workers 😛

stray dragon
#

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.```
worn tusk
stray dragon
worn tusk
#

i agree. i wonder if he'll even finish the last map or start a new one.

worn tusk
#

that's a 12/10 building right there. can you change the bubble color?

stray dragon
#

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.

worn tusk
#

dont mess with a good thing

weak monolith
#

If you don't have industrial water tank .... This 😱

stray dragon
#

fun

#

Does anyone actually have 0.6.0.22? I'm hearing reports that some people are still on 0.6.0.21

full pelican
#

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:

  1. Disable all but pipes as these is ok color scheme
  2. enable all items even if some is not right color scheme
  3. Seperate mod to enable incorrect color scheme items?
full pelican
weak monolith
#

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...

▶ Play video
stray dragon
# full pelican Working on water extention some but can not get material patcher to work and do ...

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.

stray dragon
stray dragon
full pelican
stray dragon
full pelican
#

ya water extention need it if not useing that mod its fine without

#

last test was on an irrigation tower tho

stray dragon
#

which requires mod settings

weak monolith
stray dragon
#

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.

weak monolith
#

and, that's why all are trying to make them optional 😛

stray dragon
#

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

full pelican
#

think he only has them ingame? ThinkingIT

stray dragon
#

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

full pelican
#

then you need to change from main menu

stray dragon
#

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.

full pelican
#

ya then i will need to do custom models and im not sure when i will get that time 😦 but thanks for looking

stray dragon
#

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

stray dragon
#

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

stray dragon
#

Exactly

worn tusk
#

did you watch RKGs video from today?

#

i think he was having productivity issues with his refineries on v21 so he built more

stray dragon
#

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

worn tusk
#

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

stray dragon
#

Looks like he only just updated it now

stray dragon
#

so many bots

worn tusk
#

they look great, brings more charm to the mod

stray dragon
#

yeah

stray dragon
#
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.

stray dragon
#

plus the stockpile script is something I can mostly understand.

#

that and the texture fixing/replacing stuff

stray dragon
#

Notice anything?

urban linden
#

notice me senpai

#

we can build on top of storage barrels

#

i approve

worn tusk
stray dragon
# worn tusk 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.

worn tusk
#

I hear ya

merry rapids
#

It could be used on top of all large tanks and underground tanks

stray dragon
# merry rapids What about large platform (3x3)?

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.

stray dragon
#

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

stray dragon
#

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?

worn tusk
#

Maybe he should have an orchard since whatever he has set up for apple harvesting is inadequate

worn tusk
#

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

stray dragon
#

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

worn tusk
#

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

stray dragon
#

Consider that beavers also eat the apples, and can make apple juice, Radishes have the superior growth speed.

worn tusk
#

So I'm gonna assume a they aren't growing radishes

#

Kiwi skipped a whole bunch of crops first playthrough

stray dragon
#

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

worn tusk
#

So it is underpowered? How do you balance something that works great for one player and doesn't work for another

stray dragon
#

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

worn tusk
#

you could go back to your pie idea and make it a pie need

stray dragon
#

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

worn tusk
#

mangrove is 4 every 10 days?

stray dragon
#

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?

worn tusk
#

even with dual usage? what else is used it in multiple recipes?

stray dragon
#

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

worn tusk
#

i was gonna say 4 but 5 works

stray dragon
#

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?

worn tusk
#

how many does it currently make

stray dragon
#

only 5 pies makes it 31.36 hours per pie, making it closer to radishes.

#

6

#

Lets do the others too.

worn tusk
#

beetroot?

stray dragon
#

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

stray dragon
#

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

worn tusk
#

still at 3 wellbeing?

stray dragon
#

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

worn tusk
#

any room for a berry pie?

stray dragon
#

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?

worn tusk
#

what's the hours on that?

stray dragon
#

As it is now it's 20.8, but if I change it, it would be 26, very close to Tomato and Apple juices.

worn tusk
#

might as well since it's all the same juice need?

stray dragon
#

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?

worn tusk
#

they get neglected after early game

stray dragon
#

Because they're pointless after early game, unless you have Phoenix pods.

worn tusk
#

i mean forgotten

#

exactly

#

should just get rid of them entirely and have some apple trees to start your colony with

#

or...use them

stray dragon
#

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.

worn tusk
#

imma run to the store

stray dragon
#

to buy berries? 😛

worn tusk
#

caffeine lol

stray dragon
#

those are kinda berries

#

Beetroot juice recipe...
Beetroot, Apple, Carrot (substitude Radish for Carrot)

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Radish juice recipe.
Radishes, Apples, Beetroot and Celery

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so yeah... Radish, Beetroot and Apple is the recipe, but I didn't want to include an apple, because I already have apple juice.

worn tusk
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lemons

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apple cider vinegar

stray dragon
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I'll just cut the output to 4, as previously mentioned

worn tusk
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well if you ever add the fermenter

stray dragon
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I think Emberpelts have enough buildings

worn tusk
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call it a brewer