#Emberpelts - New faction!
1 messages · Page 3 of 1
One is joint with Lapan, and since we haven't even talked about how to do it, I don't want to get into that one.
The other one though is the Charcoal beavers. Cousins of the Emberpelts.
Not sure I want to actually make it though.
a mysterious plant has been spotted grown from a funny looking house that humans once lived? in and has been causing much dismay as the young beavers seem to like to comume the leaves, leaving them unable to work and to eat several magnatudes of food and liquids.
x3
I dunno, they're mostly just inspired by the charcoal furred emberpelts
So their faction would probably be very similar to Emberpelts, but maybe with different foods. Might even use treated planks, rather than clay and bricks, like the other factions.
they could specialize in carbon steel because of their love of carbon
could season it with canola oil to make treated beams
so, question.
in my mod... what is Extract used for?
The only things I can think of is the Dynamite, and Dirt excavator.
zombieavers
Contamination is cured by Phoenix essence now.
Anyway, Why am I balancing food to 30-40 days per item, vs Juices at around 25?
Simple, Food is food, you need food, it's the only thing to satisfy hunger.
But Drink, you have Water, or Juice from crops.
A beaver will drink 2.12 a day, but eat 2.66 times a day, so they do drink less than they eat, but you're also making the drink from food items, when they could drink water, so it's fitting you can make more for less resources.
note: a food item gives 0.4 hunger, while a drink give 0.33
if you math that out, then a drink gives 82.5% of what food gives. this means that a drink of about 25 is equivalent to a food item of about 31.
Additionally the Detailer
I'm having trouble using the extra large piles... The image for that mod shows you can put platforms over them, but I can't figure out how to place them.
...Or is the platformed pile an ironteeth only thing?
(I didn't know where else to post for help on this, cause I didn't see a subchannel for that mod)
Ah yes, that's an important one I missed.
It's not platforms, it's overhangs.
The Iron Teeth Extra Large Industrial pile, you can just build straight on top of, but the Underground ones and the Folktails Extra Large Pile let you put a roof over it with overhangs. 4x1 overhang 1 tile behind it works.
Annoyingly, the default Vanilla Large Pile occupies the full lower block, so you need to go 2 high to put a roof over it, but my new one doesn't occupy "Top", so you can put a roof over it, still 2 high, even though it is 2 high.
Wha? I can put a 1 tall platform on top of large piles? I wonder if more platforms changes that =/
this is what I've been doing, but i'm starting to wonder if this is normal... =/ (those are ladders, yes)
uuuuuhh, that's not normal
... I see.. I wonder which of my 60 mods is doing it then
are you sure you don't have another mod modding the FT large pile?
unless that 2tall storage mod, or more platforms is causing it, I'm not sure?
It's possible. I know if I were going to mod the vanilla FT large pile, I'd change the block occupations to not occupy top.
ah yea.. it is 2tall storage
You can now place platforms on top of 2x2 medium piles
which I assume extended to 3x3 ones too
I wonder if maybe they could extend it to allow 2 tall platforms to be placed in your storages then..
I've gotta say though.. if these were the 600 storages... I'd have so much more stuff storable lol
Well, it'd be modding my mod, so, probably not something that's easy to change
I could look into making the change myself, but as said, I designed it so you can use the overhangs
I suppose that's true... unity modding is awful
its not just the unity modding, it's that the only way to edit anything about a building is to completely replace the prefab
the whole, dll and having to constantly compile mods instead of them just allowing things like straight up files
so out of curiousity, is there a way to detect whether another mod was loaded?
Nope.
yea that prefab thing is annoying.. reminds me of early Project zomboid modding, where everyone would keep replacing and overwriting entire files, instead of just a single entry
You can define dependancies, that's it. but no way to actually tell if it's loaded or not.
ah that's a shame. fair enough
You can however in scripting check to see if a class exists, so that's probably the closest way to know if another mod is installed or not, but it's specifically for scripting, not modding.
I use it to check if both my Emberpelts and unreleased scripting mods are installed, and if both are, the emberpelts one does nothing.
It causes issues if both try to do it.
It must be so hard not having a lot of the functions factorio had
I wonder how different modding for this game would have been if it was more like that (I know I'd have been able to actually make some changes... setting up modding environments for compiling dlls/jars haven't worked very often for me =/)
Well, you effectively have access to the game's code (DLL files) if you have the right tools, so cloning parts of the game to make it work the way you want is easier than in factorio (To make the liquid fuel stuff work in Factorio, I had source access and edited the game engine itself, and submit that to the devs).
however, Harmony (which I've not used) makes that even easier, because instead of having to write your own code, you can tack into existing functions, and make them do something different.
So, Factorio is easier to mod, but Timberborn, it's easier to make the game do things it wasn't designed to do.
yea I'm familiar from harmony from Rimworld.. it seems interesting, but I've never been able to mess with that, due to modding environment set up issues. lol
Yea I suppose timberborn does have more availability for that, given you're editing/expanding more of the core code, vs just using the api given... though it makes it much harder for some people to actively make mods for it
well, thanks for clearing that up. It helps to know.
Looking at every Crop available to the Emberpelts (Didn't look at all the others)
Tomatoes has a 0.2 hour planting time and 1.8 hour picking time.
Every other crop has a 0.2 hour planting time and 1.2 hour picking time.
Crops, not trees.
Looking at vanilla...
Spadderdock has a 0.4h planting time, Sunflower has a 1.8 hour gathering time (So that's where it came from on Tomatoes)
Considering the only plant in Vanilla to have a slower gathering time is sunflowers... I decided it should be the same as everything else
that should help significantly
Working on the Automated Manufactory scripts. Should stop animating and consuming power when they can't work (no ingredients, no fuel, no space for outputs, no power)
as derpy as that sounds, yes, one of the conditions for turning off consuming power is no power.
I thought I was debugging my code. Turns out I was debugging Workshop animations.
I've filed a bug report. #🐛bugs message
Emberpelts 0.6.0.24 changelog:
Changed Block Occupations of the mine's base level to include Top, to prevent you building it half off the underground ruin.
Fixed Wind effect on Large Smelter's 2nd chimney smoke.
Changed Apple Tree to give 5 apples per cycle instead of 3.
Reduced Tomato harvest time to 1.2 hours to match the other crops.
Changed Apple Pie recipe to take 1 hour instead of 1.2 hours, and give 5 Apple Pies instead of 6.
Changed Cornbread recipe to give 8 cornbread instead of 6.
Changed Beet and Radish juice to give 4 juice out, at a time of 1.2 hours.
All food items should now have a Food per Tile growing time of between 30 and 40 hours, not counting cooking fuel costs. And Juice 24 to 27 hours/tile.
Added new "Automated Manufactory" scripts to the Automated Water Pump. It should now stop animating and drawing power when it can't pump water.
I don't know if it's happening for everyone, but something odd seems to have happened with the Automated Water Pump for me in the last update. I had a large line of water pumps fuelled by a single Liquid Fuel Engine, but that entire line is now powering off/on at a regular interval. Deleting/replacing the line, pieces of it, etc, doesn't seem to be working.
seems to be map independent, though I've only checked the current game and one new one on a different map
huh.... I never experienced this in my testing, but it does look odd.
The icon above the thing suggests it's not being supplied with power.
I think I have a setup similar to that in one of my saves, I'll load that see what it does
Yea, it's pretty strange. It works fine for a few ticks, gets like 10% more progress, then loses power briefly. Doesn't seem to matter what I'm powering it with, if it's connected, or whatever else. Everything else works fine though, it's just the automated water pumps as far as I can tell
Small number of them -- 24 total? Lemme disable everything but the Emberpelts and see if I can track what might be causing it
Well, I did give them a new script in the last update. 2 actually.
1 that changes animation to pause when the manufactory process isn't actually running, and same situation, turn off power consumption.
I'm currently using the ladder mod and it's dependencies too, so it's not ladder, or Harmony.
I'm starting with just that and the 4 way district. I'll build a little testbed save real quick and run through until I'm at all of them -- shouldn't take terribly long (I hope, lol)
Automated water pump have a flow rate at a given power consumption, If stock is full or water level is achieved, no way to decrease water flow by reducing power. Only by cutting down some engine. So, for a reduce flow, they need to be turned on and off very often.
what's this mod?
Should be "Automation", v1.2.5
Would make sense for that to be a conflict, at least5
I'll test that momentarily
It'll be one of the you have with scripts in it, Automation does have scripts, but I haven't tested with it
it feels strange that my latest addition could cause these effects based on that.
It's from Simple Floodgate Trigger
Thought I had that disabled actually, but I could be wrong
The 2 new scripts are basically...
A clone of Workshop Animation Controller to run on something with a Manufactory, but without workers. (A workshop takes Workers to work at a Manufactory. Manufactory runs a script.), so it only animates while the recipe is being worked on. (Has fuel, How power, Has all ingredients, has enough output storage)
A clone of WorkshopPowerConsumptionSwitch (usually part of the workshop, which usually turns off power consumption when there are no beavers working there, like after working hours) that does the same, turns off power consumption when the recipe isn't being worked on.
So since they're basically clones of those 2 basic functions, it's strange to see why something would cut off power to them randomly like that.
You forgot that pumps have a water level to be achieved ...
So, when level is reached, power is cut off
it has the same script as a water pump, so that if the straw has water covering it, it counts as having Water in it's recipe.
so the "Has ingredients" recipe check manufactory should be satisfied
My question would then be 'why is it cutting off on all of them, when their internal storage isn't filled?' That's the part I don't really understand -- but I'm not a modder, I have no idea what the code looks like
unless of course there's another mod that's cutting off the power to it based on water level as you suggest
That's Smart Power mod, check-it ...
Testbed save down, starting to go through until I get an issue now
@paper spire (Hope that's the right one, there's 2 people with that name) Are you using smart power?
Right one! And definitely not, re Smart Power
Although looking at it, maybe I should 😛
Find anything?
@paper spiresomething else you can try...
keep your entire mod set, but go back to version 0.6.0.23, manually downloaded and installed from here https://mod.io/g/timberborn/m/emberpelts
See if it still has the same error.
Nothing yet. My testbed setup on Helix doesn't have the problem even when I get through most of the mods I'm using, but my custom map playthough (Badwater Ridge), and existing test world (which was Lemon Canyon) do.
Downgrading to 0.6.0.23 does work perfectly. I'm starting to wonder if it's something to do with my specific save file
I have changed the automated water pump's scripting, but it shouldn't be anything causing that behaviour
I should sleep now though. I'll check messages tomorrow.
Sleep is good! I appreciate you even caring about my wierd little issue 😄
Well, I'm completely confused. I've gone through and manually disabled / re-enabled everything, and on standard maps I'm not having any issues. It seems to be completely specific to the two saves that I have.
Well then, I'm sorry for wasting your time! New save files, here I come I guess
its still unusual
I wonder if it's a modded map with scripts?
did you try starting again on the same map?
huh...
so... Load -> Save -> Load seems to fix it.
Can you confirm?
I managed to reproduce the issue after playing around a bit.
It seems like it only happens if it's doing a hard power switch. By this I mean, you have a Generator, some power shafts, and AWPs (Automated Water Pump), nothing else. If you have something else drawing power like another workshop, then the Generator should remain running, and the AWPs should power up and keep running. If you have something else on the power network like a Wind Generator that's going to just constantly give output, it's not going to be a problem. Gravity Battery will work in both cases.
I'm not 100% what exactly is causing the issue, but if rather than using the Manufactory's "IsReadyToProduce" flag, I check specifically for what I want to look at (Has Ingredients (Pipe in water), and Has space for output), it seems to work.
I'll do more checks and release a fix later today.
it keeps drawing power when there's no water >.>
Turns out "Straw is in water" is part of ProductionEfficiency(), which is one of the problem functions (As it's triggering as being 0 because it was turned off)
So I've had to add in a whole extra "Straw is in water" check.
public new void Start() => SetLiquidType();
public void OnEnterFinishedState()
{
if ((bool) _mechanicalBuilding) enabled = true;
_manufactory.ProductionRecipeChanged += OnProductionRecipeChanged;
}
public void OnExitFinishedState()
{
enabled = false;
_manufactory.ProductionRecipeChanged -= OnProductionRecipeChanged;
}
private void OnProductionRecipeChanged(object sender, EventArgs e) => SetLiquidType();
private void SetLiquidType()
{
needsWater = false;
needsBadwater = false;
if (_manufactory.HasCurrentRecipe) foreach (var product in _manufactory.CurrentRecipe.Products)
{
if (product.GoodId == "Water") needsWater = true;
if (product.GoodId == "Badwater") needsBadwater = true;
}
}
then
public override void StartTickable() => UpdatePowerConsumption();
public override void Tick() => UpdatePowerConsumption();
private void UpdatePowerConsumption()
{
bool hasWater = true;
if ((bool)_waterInput && needsWater) hasWater = _waterInput.CleanWaterAmount > 0.0;
bool hasBadwater = true;
if ((bool)_waterInput && needsBadwater) hasBadwater = _waterInput.ContaminatedWaterAmount > 0.0;
_mechanicalBuilding.ConsumptionDisabled = !(enabled && hasWater && hasBadwater && _manufactory.HasCurrentRecipe && _manufactory.HasAllIngredients && _manufactory.HasCapacityForProducts && _manufactory.HasFuel);
}
Basically, every time the recipe changes (and on start) it checks what the recipe is, and if the output is Water (or bad water)
and if it is, says it needs it.
then on every tick, checks to see if the building even has a straw, and if so does it need water, and if so, does it have water? then again for bad water
then disables power consumption if any of the set conditions on that last line fail.
clean things up a bit (and save processing power) by dropping out if there isn't a straw.
private void UpdatePowerConsumption()
{
_mechanicalBuilding.ConsumptionDisabled = enabled && _manufactory.HasCurrentRecipe && _manufactory.HasAllIngredients && _manufactory.HasCapacityForProducts && _manufactory.HasFuel;
if (!(bool)_waterInput) return;
if (needsWater) _mechanicalBuilding.ConsumptionDisabled &= (_waterInput.CleanWaterAmount > 0.0);
if (needsBadwater) _mechanicalBuilding.ConsumptionDisabled &= (_waterInput.ContaminatedWaterAmount > 0.0);
}
.>
Somehow I've ended up with it drawing power when stopped, and not when it's running.
private void UpdatePowerConsumption()
{
_mechanicalBuilding.ConsumptionDisabled = !(enabled && _manufactory.HasCurrentRecipe && _manufactory.HasAllIngredients && _manufactory.HasCapacityForProducts && _manufactory.HasFuel);
if (!(bool)_waterInput) return;
if (needsWater) _mechanicalBuilding.ConsumptionDisabled |= !(_waterInput.CleanWaterAmount > 0.0);
if (needsBadwater) _mechanicalBuilding.ConsumptionDisabled |= !(_waterInput.ContaminatedWaterAmount > 0.0);
}
that should flip it
Change log for 0.6.0.25:
Fixed Automated Water Pump
Is it not possible to have two separate ranges for the two effects? Where flame of unity could fulfill the fire need in a smaller range than the awe.
probably not
I'd have to look, but I think that the range is set on "Attraction" script, then the needs it fulfills are set in an array, the name of the need, and amount fulfilled, so it just satisfies both just as much.
I'm loving the Emberpelt mod 💜
Probably shouldn't have picked Thousand Islands for it lol but at least I picked easy
Can people confirm that this is actually fixed?
Remember, problems only show up if you specifically have a Generator (not water wheel, not windmill, and no battery, Because it's a bug specifically related to the generator turning off when it senses no power draw) and Advanced Water Pumps, with nothing else (can have Power Shafts) on the power network.
Someone just reported the Fuel issue in the Refinery (Where they move it back to the Refinery)
I thought I'd fixed that...
Well, I'm not getting the problem, so they must just be on an old version
I think it works now
I mean, it works and I think that this is the setup you wanted people to check
I love the automatic water pumps btw, I can just hook them up to a waterwheel and they turn off for droughts automatically xd
yes
That is a good point, yes
Hi! Good news! I found a bug :)
Parts of the floodgate don't disappear when they go beyond its bottom, iirc that doesn't happen with the vanilla factions.
I did notice that one myself actually. I'm not sure how to fix it.
At the time I had more important things to look at though, like the Automated Water Pump.
But I should add it to my list to look into it.
Yeah, I've tried a few tricks to try and fix this, none of them worked.
https://www.youtube.com/watch?v=6o9DRLd9bG0 Such a drought, will be 3 episode , at least 🤣
Taking on a new challenge with the Emberpelts faction from Bobingabout.
Playing on a modified hard mode with extreme droughts and bad tides of up to 150 days!
JC's series https://youtu.be/OStgmaI8JzA?si=PfjLYO9LureBzp4v
If you like my content and want access to an exclusive let's play series, input to my future content and updates on current a...
oh wow
Seeing all these youtubers playing Emberpelts does make me feel like it's a popular mod.
YA, it's something new to have beavers that hates to be wet 😍
What I feel is slightly cheesy is that emberpelts have both a badwater discharge and a badwater rig.
Like, don't get me wrong, it's good fun. But it does feel a bit op in terms of badwater management.
Though I have not tried either with emberpelts yet so 
It makes sense for them to have the rig, but I see what you're saying, would probably have been more fitting to just have the cap, so it doesn't continue to provide bad water in the drought.
Yeah, tho I think it's mostly fine as is. Maybe the costs could be raised a bit but idk, I haven't tried to build so idk if maybe the costs are high enough to justify access to both.
They're both pretty expensive buildings. off the top of my head, I thinkt hey're both in the 1000 resources range.
let me check
Discharge (IT & EP) costs 300 gears, 200 metal and 50 explosives
Dome (FT) costs 100 plank, 200 gears, 100 metal.
Rig (FT) costs 400 gears, 200 treated planks, 150 metal.
Rig (EP) costs 400 gears, 150 planks, 100 metal, 100 bricks.
So the Discharge does cost more than the Dome.
-100 Planks, +100 gears, +100 metal, +50 explosives.
https://www.youtube.com/watch?v=CwXl37VO9DA
A random find. haven't watched yet, but apparently there's 3 parts.
Let's play Timberborn! We're back with the beavers. And we're building a new colony on a deserted island. With a new modded faction. In the middle of a badwater ocean. ON HARD MODE!
LUNCH HOUR PLAY SESSIONS
Work hard, play games. We play when the boss isn't lookin'.
Timberborn Copyright © 2023 Mechanistry sp. z o.o. DISCORD: https://discord.gg...
Somehow I have more subscribers than this guy.
I dunno about you, but this guys videos are very... ASMRish... like he's whispering into his microphone to me...
Which with my Misophonia is very annoying.
I have never watched an ASMR video, but I watching the introduction, I wouldn't say he's whispering, just that he has a very gentle voice.
Also, what audacity, claiming hard mode is the only mode anyone should play timberborn on. How judgemental.
Nice! I like the emberpelts have it's own channel!
I was saying in the other channel: I take it the mod "dirt" does not work with the emberpelts, as the lumbermill does not have the dirt recipes in it. Ohh Well. Guess I just need to wait until I can add a Dirt Excavator.
I get the whole "Should only play on hard mode" thing, I mean, if you can, that's bragging rights, but some people just want a chill game.
I forgot who makes that mod, but they were asking me questions a few days ago to update it.
Nice!
I just designed a new map just to play with the emberpelts! And having a lot of fun with them. Thank you for all the time you spent making them.
They seem pretty popular, and it makes me smile that people seem to enjoy them.
I noticed they were popular too. I also like the others as well and the greedy builders. but I could not use train with that last one so was disappointed, but you have it fixed for the emberpelts which I like.
Have you seen my new map yet? I think people might like it for the emberpelts. I am just now testing it all out. It is called Enchanted Castles.
Just noticed the Torri gates and lanterns mod does not work with emberpelts, is that on your list of to-do in the future too?
My newest emberpelt play
That's pretty cool.
Thank you
It's actually an easy thing to fix yourself if you get the non-steam version.
Is it not easy to fix it if you play on Steam?
I didn't even know that one existed to be honest.
The hard part is finding it in your steam workshop folders.
Well now you do.. LOL
I am on Steam.
then the mod updates, and overrides it
From what I understand, you can't modify the workshop version anyway, because every time steam looks at the mods, it wipes out your changes. You have to download it from mod.io to make changes.
you can still use Mod.io mods on the steam version of the game, you just have to put them in your my documents/timberborn/mods folder
Nice!
OR, you could download the mod manager from steam, and use that to download the mods from mod.io for you. They should end up in the same place he just said though.
I'm not at home to look at the mod right now, but you basically just copy everything that says Folktails, and rename it to GreedyBuilders.
You might need to open the file in a text editor and make the same change where it says Faction too, I don't remember
GreedyBuilders, I think. Also, wouldn't you rename it Emberpelts for your mod?
IIRC, this is because Tobbert gave them a Building Specification, but not the Trains specifications
I did, it works for emberpelts
But when will there be GreedierBuilders with both Emberpelts and Water Beavers?
I think Zxuiji put it on his todo list
He did have plans for it.
but yeah, Tobbert only half implemented choo choo for Greedy Builders.
Yes you can build all the stuff, except when you push the button to build a train it crashes.
I can't just fix it and send it over, it's nearly 90MB
At the moment the trains is not an issue as I am playing on the emberpelt for a while and you fixed that one already.
@placid notch so this should be all the files you need to add to choo choo to make it work for Greedy Beavers.
Thank you
These little signs must be exclusive to emberpelts, or I was blind and never saw them on the other ones.
no, they're vanilla.
Took a lot of effort to make them work on Emberpelts though, that's one of the tricks Lapan helped me with
LOL ok so I was blind then.. LOL
I think it is so funny the emberpelts don't like water! LOL
They were raised by cats.
Why is the guy on the left grey? I am playing with emberpelts
Some of the Emberpelts should be grey. Check for red patches on them.
Ok I see some red on his back.
It just surprised me to see a grey one.. now I am finding more of them are grey with red spots.
They're everywhere! And you didn't even notice! What else could be lurking among them?
It's about a 1/6 chance that you get a Charcoal Beaver
I don't know if I should leave a comment suggesting he should try and project more, speak up.
All the clicks and... what'd you call it, whooshes? of his breath against the mic really make me cringe, it's kidna hard for me to watch.
Like I said, Misophonia.
That's too bad.
I understand it's some people's thing, just not mine ¦3
Not working with Emberpelts ? Do you have version 2.1.0 installed ? And, you have read what I written at the end of the mod description ?
I will check the version number but yes I missed your comment at the bottom. thank you for letting me know.
Well. cannot do more then instruction to make-it working, but, will be happy if will really work.
yes it was ver 2.1.0 and yes the most you can do is put the instructions in. So you did you job well. You also did well by pointing out my mistake. But I will admit I have been using the dirt mod long before I added Emberpelts, so I did not think to look back at the instructions you posted. So Thank you for pointing me in the right direction.
I hate to say this, but I moved your mod below the emberpelts mod and now I can't load my save it keeps crashing.
can you drop here the latest crash report archive ?
here you go
The first crash I did not get a report it just dropped the game .. this is from the 2nd. the 3rd crash was the same as the first.
I moved it back up where it was and I could load it again.
the crash you send do not have the correct mode order. If game break without crash, drop the Player.log file from \Users\NAME\AppData\LocalLow\Mechanistry\Timberborn\ folder
the player one is showing the dirt before the emberpelt but that is where it was before after I changed it is when it crashed.
Nope, you need to load the game, and, after crashes, send the log.
It was crashing on trying to load.
so, a new log was created. Send that log.
I sent the last one I had.
Can you send the latest autosave to see if I can load-it ?
I have already move it back to where it was and was able to load it.
and, you have now the recipes ?
no I had to move it back up above it to load it..
As I did not get very far today and I messed up with a badtide. I think I might restart this set up tomorrow and start the game off with the mods in the right order.
I manage to load the save. I don't have the Phoenix mods, however.
I did put your mod below all the emberpelt mods so perhaps that was the issue.
Jus press(click) the Reset load order and you should have the correct load order for mods.
When i hit the reset button it put your mod above the emberpelts one.
I don't know what to say, at me, the reset works as it should be 🤔
I'm thinking I want to add another recipe to the bad water rig to get even more water out of it. Like the mine where you get more metal if you use more resources, like Dynamite.
I'm just not sure what kind of speed increase you should get, or what it should cost.
Since decontamination requires phoenix essence, I think purification should also require essence
I like RandomFellow's idea of using the essence.
It also gives you a good reason to keep producing more of the essence
What do you mean Purification?
Turning bad water into good water from the bad water rig?
It's not what I was thinking when I said I wanted to add a new recipe, but... if you really want to use a bad water node to get clean drinking water, I guess I could add that.
I was thinking just get even more bad water out of it.
Actually might be nice to have both options. That way the player gets to choose. LOL
I personally like both ideas where on one bad water source I can do one thing and the other do something else.
That's always an option.
so, 3 recipes (in theory.
- As it is now, just pump bad water.
- Improved bad water, costs a resource, and gives extra bad water.
- Purified water, costs Phoenix essence, gives Water.
Nice!
need to figure out the actual recipes though, which brings me back to #2, what should it cost to get extra bad water?
Could both be the essence?
and wild idea maybe add dynamite to the clean water with the essence
That way you have normal then better then best.
Or make the clean water harder and make it Pine Resin instead of the essence.
Wait what makes essence. I have not played emberpelts long enough to remember.
I do like the idea of it costing Dynamite, or Extract. But it feels a little add that you need bad water to get extract, but use extract to get even more bad water.
OK I can see you brain is flowing with ideas now..
you need to consider at the end of the day, do you actually get enough extra bad water to make costing extract, made from bad water, worth it?
The player gets to decide if it is worth it.
I searched for Emberpelts in Youtube.
https://www.youtube.com/watch?v=lPjrhIBPNQ4
This one isn't english.
前の動画
【Timberborn(ほぼ初見)実況】第三種族Emberpelts、絶滅?【第3話】【ティンバーボーン】【Emberpelts mod】
https://youtu.be/GEoCngn0eGo
ずいぶん昔に人類が絶滅した世界線。
生き残ったのはビーバーだけ?
守りたい、この(ビーバー)笑顔。
難易度ノーマルでちょっと見た目にも気を使いつつ、干ばつに耐えうる村づくりをめざします。
#timberborn #ティンバーボーン #都市開発シミュレーション #経営シミュレーション #steam #男性実況 #ember...
I'm guessing he grows lots of corn.
Never mind, this https://www.youtube.com/watch?v=ZyjSnq_g6s4 for sure will be in english 🤣
Let's think about getting into bots, shall we?
Twitch: https://www.twitch.tv/jcthebeard
Thank you Beard Boosters for supporting the channel!
We now have so many names on the list that they no longer fit in a YouTube description! You can see all names in the credits toward the end of the video, but below are those who have supported the channel...
I saw that one already 😛
oh, live
I saw the Emberpelts hard mode 6 video that he posted yesterday, the thumbnails are almost the same ¦3
I can't really watch the live one unfortunately, I'll be in my weekly multiplayer game session.
OK I have updated my map I wanted to play the emberpelts with (Enchanted Castles) now to start a new game with the mods in the right order.. I hope! LOL
:3
I have a few mods, I was also wondering if they might need to be in a certain order too. I did use the rest load order but the dirt always pops above the emberpelts as well as the ChooChoo Emberpelts patch. so question is. how about the mod Pantry (Works with Emberpelts or not, Above or below)
I kind of think pantry might not work as it did not work with the greedy builders.
Pretty sure Dirt needs to be below Emberpelts to work right
Choochoo for Emberpelts probably should be after emberpelts, but it shouldn't matter where choo choo itself is in the list.
I don't even know what Pantry is, but, if it's supposed to add food (by the sound of it) probably won't work.
Pantry only store foods when all other storages are full 😭
Ohh really.. darn then that one might not be what I thought it was.
I wanted to use that for like other districts.
YA, not working , sadly 
ok X on the pantry then.. until someone makes a good version of it.
Bad water rig, 2 new recipes:
Normal recipe is 40 badwater in 10 hours (per beaver, so a full rig is 1 hour)
Forced Badwater Extraction. gives 3x the output (120) and costs 10 Extract.
The extract cost is about an entire bad water rig's worth at normal operation, so while you get 3x the bad water, the net gain is still double.
Purified Water. Costs 10 Phoenix essence, gives 50 water.
The problem with adding new recipes to a building that normally only has 1 is that you now have to set a recipe, so loading old savegames will have the rig not working.
That looks good to me.
https://www.youtube.com/watch?v=U6ltt7FAazk
He looks so excited about the automated water pump
Let's play Timberborn! Automated water pumps are a game changer! Is my island build on the way to being a new beaver utopia?
LUNCH HOUR PLAY SESSIONS
Work hard, play games. We play when the boss isn't lookin'.
Timberborn Copyright © 2023 Mechanistry sp. z o.o. DISCORD: https://discord.gg/j72MMcYc
@stray dragon I think I found something you might want to know about. On the farmhouse I now have Bell peppers and I have not planted any yet. Not complaining, just wanted you to know.
it looks like radishes, so, check again ...
I clicked on all the radishes and they say radish
Wait.. I found one in the tomatoes.
Thank you!
Why ? You found-it, not I 🤣
Hmm techincally it was both of us. You said check the radishes. I went on farther to also check the tomatoes.. Giggles 
Well I am not sure what it is, but I every once in a while I crash
Why is in this group ? What well-being it has ? In the science has more logic to be 🤔
Perhaps bobingabout 's reasoning was that it helps remove negative well-being/debuff
But I agree that it should be under science, since it only produces essence, and does not directly cure debuff
What does phoenix essence do, again?
One is for directly adult beavers being born, the other is for decontamination
I think the first one is only with an addon mod. Also iirc phoenix essence is consumed by the Emberpelts' wonder
I wasn't sure where to put it at first. In science like a general building, in housing next to the phoenix pods, but those aren't in the base mod... or in Wellbeing, Right next to the other building that uses Phoenix essence, the Decontamination pod.
That's why it's there, in the current base version of the mod, the only thing it's used for is the Decontaminataion pod, so I put it right next to it, so you don't have to go looking for it.
if it's going to be used for more, I guess I can move it to science.
oh yeah, it is. I kinda forgot about that one.
Also... the reason why I came here... the 2 most common issues people report to me are as follows.
There's some sort of Texturing issue, some of my beavers look like Iron Teeth...
I'm doing my best to force my beavers through water, but I can't seem to manage the wet fur issue.
The wet fur is so common, that people report it as an issue on the steam comments section, even though there's clearly me telling people that Emberpelts don't like getting wet slightly further down on the same page.
I'm considering drastic measures right now, like updating their in game description to say they don't like getting wet fur.
like one of those dating profiles... or a character ref sheet.
Likes: Fire and red things.
Dislikes: Wet fur!
Just increase severity of wet fur debuff every time someone complains
Well, you choose to make them hate to be wet (unexpected for beavers), so, must live with it 👀 🤣
if its not mentioned anywhere in the mod description, it doesn't hurt to add. After all this is a feature that distinguishes emberpelts from other factions
but it actually is already in the mod description, at least on steam, so people should read that more properly 🤷🏻
there are plenty of ways to avoid beavers from travelling through water so if people ignore that they have to accept the consequences
it'd be about -10 by now instead of only -2
I've added it to the description on the mod page, and it now also says "They don't like getting their fur wet." on the faction select blurb.
Yeah, I added that only a couple hours ago
should be fine then 🙂
The most recent changes...
let me just copy paste the changelog notes I've taken
Added Purified Water and Forced Badwater Extraction recipes to the Badwater Rig.
Moved Phoenix Distillery to Science tab.
Changed order numbers on Roofs (many shared the same number, which meant the order could change).
Changed order number on Clock (should now be between Beaver Statue and hedge).
it felt odd that the clock is on the far right side of the list of buildings, when the other decorations that give wellbeing boosts are all grouped together.
Clock has the range of 3, like the beaver statue, so moving it to be next to it makes sense to me.
I thought it say before they do not like water. Which there would be a lot of people that only think Drink Water. So adding the blurb only helps.
I should probably add a description about the charcoal beavers too, so people know it's not a bug that "Iron Teeth" show up.
LOL I got caught in that one.. I was like Ohh Wow
😛
not sure when I'll release it, this is just what I'm working on currently.
so I added these lines in the description.
Those would work!
My town so far, on my new map, I am thinking I need to make districts inside the castle areas in the back.
probably, yeah.
Also looking at that forced badwater extraction recipe and realising just how long it takes them to make extract.
1.5 hours per 1 per beaver, so 0.75 hours per 1 per centrifuge (2 beavers)
that's a lot of time and beavers to get a little more badwater out of the rig
so I'm changing that recipe.
7.5 hours per cycle instead of 10 (so 0.75 hours for a full rig, same time as a full centrifuge) with a cost of 2 extract (2 centrifuges per rig)
but now I need to do some maths to figure out how much badwater that should give
base recipe is 40, so 75% time becomes 30...
and in that time you need 8 to make the extract..
53 would be +50% net gain, 68 would be +100% net gain
could do 60.
Double without the cost.
that's about +73% net gain
I think I might want to release Bob Platforms soon too
okay, 0.6.0.26 is released.
What is Bob Platforms?
I don't see a mod named that.
Yeah, because it's failing to upload
hence why I said to look in the mod creators channel, where I'm currently talking about it
Ohh you meant channel not the name on the mod.. Got it now.
I think I got it working
It's not an emberpelts mod though.
it works for emberpelts, but not an emberpelts mod
I was also thinking of just a power shafts mod that adds the 3 vertical T junctions to FT and IT.
to be clear... it works with FT, IT, GB and EP.
❓ More group is suppose to extend functionality of mods. So, why a mod would require More Group ? Or, is temporary while Knatte make a fix for More Group ?
and, SuspensionBridge7x1 , SuspensionBridge8x1 has the same unlock cost as SuspensionBridge6x1 😮
Are there the same buildings with the emberpelts theme in the emberpelts mod?
In theory it doesn't NEED it, but because I included the tool specs to add the things to the groups, if you have TimberApi without More Groups, then the game crashes because the group doesn't exist.
Plus the bar is just really damn full.
I probably forgot to change that ¦3
Thank you!
Ya, you should add-them to a vanila group hidden under dev mode and, More Group will unloch them and move to proper group.
But if they're hidden in dev mode without the more groups mod, then the mod is pointless without more groups.
so might as well just require more groups, right?
When More group mod is enabled, will no longer be hidden, that's why all other modders use More Group as optional mod, not a mandatory one.
If it was something like directly in Emberpelts, so adding more groups would reveal these new options, then sure, I can understand why it would be optional. I do understand what you're saying.
But if I did what you were describing, I'd be putting all of these new assets on the invisible tab. So without More Groups, everything added by this mod is either inaccessible or Dev mode only.
So if people don't know that they need More groups, they'd probably just complain that the mod is broken.
So I thought it would be easier to just say "You need it."
In theory yes, but what if Knatte will make changes to More Group mod (that groups no longer exists) ?
Then I have to update my mod.
which is fair, because otherwise he'd have to update More Groups mod just to add my mod's toolspecs to it.
Hmm, if you look here : #1264533154983710800 message, will see that More Group is updated for new mods or mods updated ...
Yeah, he updates it all the time because of updates to other mods, including Emberpelts.
I've talked to him about it, I'm not just doing this at a whim you know. 😛
I love the way you grouped all the paths and stairs and platforms and such. At first I was like What where are they.. then I saw it and loved it.
That's actually More Groups doing that. I just put the new ones in the appropriate groups.
Well I like it!
when you get used to it, it's a lot better than Vanilla.
True, and, wilt a lot of mods, you don't need an expensive ultra wide monitor for the menu 😜
@placid notchso, Tell me what you think of the new Badwater Rig recipes.
I can't get them yet. But from the menu it looks great so far. I will report in when i get that far and start using them.
amazing
Yours is more so
eh just supersized
i was gonna work on redoing my platforms but got addicted to PZ. glad you got this out before i started doing mine 😆
😛
Future food Factory District for my Emberpelts.
what foods?
Nice
Update to the Food Court. It is all working.
And then they celebrate by doing yoga.
Of course.. Exercise is important.. LOL
Congratulations @stray dragon you've made Facebook
Huh, that's enough for all of them? I ought to expand beyond stuffed bell peppers and raw radish...
Yeah, I'm honoured for the shout out from the devs.
7 new platforms for the 7 long themed pack?
well, technically 2 bridges, 1 platform and 4 overhangs.... but yes.
new buildings :p
also technically true
I love the 7x7 platform as I love to put the wonder up in the sky and using the others like 4 of the 5's then you can't center it.
that's what inspired me to make it
I had a feeling it might have been.
They are working away now! I love the new platform.
What items do I need for setting it off after it is built. I want to make sure I will have everything ready.
Phoenix Essence~
Thanks to pmduda for helping me with my scripting...
when a child grows up, it should now pick a texture that matches the parent.
Currently, while when you load a savegame, it'll apply the same texture as when you saved, if a child grows up, the adult just gets a new random texture.
With what I've been working on today, using InfluenceByChildhood, the two lists will be compared and an appropriate texture loaded.
I had to write an interesting map
{
"FactionID": "Emberpelts",
"TextureMaps": [
{
"ChildTextureID": "0",
"AdultTextureIDs": ["4"]
},
{
"ChildTextureID": "1",
"AdultTextureIDs": ["2"]
},
{
"ChildTextureID": "2",
"AdultTextureIDs": ["0"]
},
{
"ChildTextureID": "3",
"AdultTextureIDs": ["3"]
},
{
"ChildTextureID": "4",
"AdultTextureIDs": ["1"]
},
{
"ChildTextureID": "5",
"AdultTextureIDs": ["5", "11", "17"]
},
]
}```
not part of Emberpelts mod, but I also wrote one for Folktails
{
"FactionID": "Folktails",
"TextureMaps": [
{
"ChildTextureID": "0",
"AdultTextureIDs": ["4", "4", "4", "3", "3"]
},
{
"ChildTextureID": "1",
"AdultTextureIDs": ["2", "2", "2", "1", "3"]
},
{
"ChildTextureID": "2",
"AdultTextureIDs": ["0", "0", "0", "1", "1"]
},
]
}```
There's 3 child textures and 5 adult textures, I tried to give each texture an equal chance.
Child 0 looks like Adult 4, Child 1 looks like Adult 2 and Child 2 looks like Adult 0, with Adult 1 and 3 looking like something between the adjacents.
So, start with equal chances, Child 0 could turn into 0, 1, 2, 3 or 4, so we're going to have 3 of each of the 5 numbers as options. Lets re-assign those numbers. Since child 0 looks like adult 4, we move all the 4s onto child 0, and likewise, child 2 looks like adult 0, so we move all 0s over to child 2.
Then the closest they look like after that is 3 and 1, so we fill the last 2 spots with those numbers.
Child 1 is then left with all 3 Adult 2s, which makes sense, because that's what it looks like, and the 1 remaining 1 and 3, which it kinda looks like.
so overall, you have a 3/5 chance that they'll look like the child texture, with a 2/5 chance they'll become the texture either side.
Since child 1 is right in the middle, it has a 1/5 chance of a lighter tone, and a 1/5 chance of a darker tone, which is still 2/5 of not being the same as the child texture.
not exactly going to plan.
Programming is PIA
Yup
Progress
Apparently, as I'm working on these mods, and asking for help, it sometimes turns out that there's errors in the game code.
The reason why it worked for the Population list (and beaver info GUI) is because they're programmed correctly. And it didn't work on the Building info GUI because that isn't. It Bypasses the Badge Priority system, and just uses GetComponantFast which is faster to run, and causes less lag, but also bypasses the priority system.
and lets face it, looking up the icon of 18 beavers because you have a tenement lodge selected isn't exactly going to cause any significant lag.
most of the code you end up running the Fast way is going to make up about 90% of what runs the long way anyway.
and bots too!
note: some of the bots might change colours when you load.
To get everything in the right order (Since I'm using index numbers... I may have to rewrite this) I moved all the bot texture definitions to one file, where previously it was 4 (to make sure multiple files worked)
So I think the range 8 to 16 was after, and is now before the range 17 to 23
Hey Bobingabout I am using your other mod the storages one. and I have a question: If I let water into the back side of this storage area will the storage flood?
Timberborn buildings are considered flooded if the entrance has water on it 🙂
Well that helps alot. Thank you
Yeah, what Ants said.
It'll probably look a little strange though, because you'll see the lower half flooded with water, and it'll still work just fine.
I like water tanks that are underwater, then when they dry out they immediately have no water in them 😂
@stray dragon do you think it can be an option to remove the railings for the decorative floor? I would prefer to have the decorative floor without railings to avoid these unnecessary squares in the middle of my path. Also since we already have the option to choose between paths with and without railing, seems a bit unnecessary to make it mandatory for the decorative floor
The thing with the paths on floor is that it's the same path as on top of a building, not specific to decorative floor.
I guess I could add more floor options, but 3 is already a bit much, so if I did, it would have to be exclusive to More Groups mod.
What you're asking for is effectively an invisible path.
I don't think people would mind using the more groups to have more design options.
well yes, I think the decorative floor is unique enough to exist as a seperate path
Hmm. Does anyone want to put that floor where there's no path?
I often put it under the Merry-go-round
Or whatever it's called.
Or cover a roof area with it before building anything on top, so you can see it under all the decorations.
I personally like many differant building options as I never know what I think might look cool.
Yes
There's currently a regular path, Path that always has railing, and Wooden path (always wood, railings on roof only.)
If I were to add more, there's be a No railings ever (which means invisible on roof), Wood with railing, and Wood without railings (which kinda makes the existing wood one redundant, but I don't really want to remove what already exists)
also
Can you tell the difference between these 2?
Could you at a glance?
the yellow is more bright on the picture on the right
Supposed to be Brass vs Gold
I made them a little more unique
Silver and Grey metals too
gold googled bots need a gold chain with a "Nice Beaver" logo dangling from said chain.
¦3
Interesting housing complex?
Totally not realistic. And I love it. 😂
coulda got one more battery if you used 7x1
I now have 4 of those towers next to each other, which also results in a even number of squares. 🙂
which part is even? all i see is a 13 long
As I said, it's now 4 towers next to each other. In the screenshot, it's only 1 tower.
@stray dragon Hi! I experimented a bit with the Timberborn logo and came up with something like this. Feel free to use it if you want 😉
Looks interesting. I could use it, but not sure where yet.
Here's a new screenshot showing the current state of the abomination. 🙂
now you just need 3 more walls to make it a castle
Sorry I'm late, but yes, there are. My Flywheels mod hinges on a no-longer-used script in the base game
I see JC The Beard is online.
I know you like to read in here, but I haven't seen you say anything. I've just finished watching your Emberpelts Episode 11.
I have to admit that it's not the most intuitive layout, but if you read the headers, it shouldn't lead to this level of confusion.
Confusion in this instance is not fully comprehending your response and dismissing it
You: older is on the right
Them: the right had the lower number
You: Yes
I'm guilty of that too often but usually in the moment, and not comment posts
Yeah. I've been confused by it too, but my WTF just made me read it better, at which point I understood what it was telling me.
can you spot them?
Thanks for watching my videos 🙂
Happy as always to take comments and suggestions from you especially
Really, really, really loving playing with these guys
A "modded" district center. Or, should I say ...., modders ? 🐸 🤣
Love it
was watchin someone elses vid earlier, and they said they had downloaded this mod, then noticed a green beaver with lapans name
Stormhaven Gaming. has it right in the thumbnail now lol
he was quite confused as to what was going on 😛
I am confused about "twins" 🤣
Thank you.
All I can think is its a quirk of how I add names to the RNG names list.
Not worth, it's not a disturbing bug, it's just funny 🤪
A really lucky person would have only modders as their Beavers
I think what I need to do is, on load, iterate through all beavers and make a list of their names, and only add them to the names list (not the pool of all names, just the active list) if there is no beaver with that name already.
No!
Let it be
Just mention that as a feature, kinda like collecting Pokemon cards
If people know this is a thing, you might find them saving and loading over and ver again trying to get the special named beavers to spawn, like shiny hunting.
YA, sure, will play a new game, loading a save 🤣
Well, you do have to actually make new beavers.
not beavers make new beavers ? 😮 🤣
You know what I mean.
was a joke, for sure 🐸
Loading a save game uses the same name.
... a thought...
Like I did the saving/loading beaver textures, perhaps can save/load the beaver RNG names list too.
I've loaded more saves this week than most people load up in a lifetime
That's just part of modding life.
Feels so good to only clear crash log dir once or twice a day now
So cute 😍
Depending what I'm doing, I either rarely get any, ot just constantly get them for crazy code reasons.
Last time I got a message, it was because I forgot to do something in code.
a week ago
Maybe just make that bit it's own mod? Call it "tribute to modders mod" 😜
It's definitely worth considering.
lol
Anyway
*shrug*
It's up to you if you separate the two. I see no harm in leaving it in. But people will always complain about something.
Based on this, I think I'm going to add another flag to the CustomBeaverByName Specification, "AddToNamesList", and turn it off for the custom beavers I added to Emberpelts
so if you name a beaver Battery Smooth, they'll have the unique skin, but it won't create one with that name.
Does that mean someone would have to go and edit the specifications if they want the randomly generated ones?
You can edit the specification if you want them to show up, yeah
the specification files are currently hidden inside the asset bundle, but I'm going to move them out
I started a new IronTeeth game.
I started with Tobbert and Lapan.
Like a multi player kind?
No, beavers named Tobbert and Lapan
No, the special named beavers he added to his mod.
Right, I see why. The changes I made basically made it so the first few beavers who show up are the ones on the custom list.
Undoes everything I did in the past 15 minutes
I should have known that about the names. I had read the conversations above.
Oh no
There's just, 3 of each, Tobbert, Lapan, Bob and Battery.
but yeah, I did that intentionally.
I added a new function to remove all names from the names list before adding new ones
and of course I only added 4
It's part of the new big picture.
I'm going to set up the script pack to work as a beaver name list, but also with custom textures and icons.
lol https://www.reddit.com/r/Timberborn/s/A4AXkW4nvf I guess the colors are confusing people
Yeah, I think the way I implemented it leans towards putting the unique 4 in the first 4 beavers generated
so if you start a new game, you're going to get the unique 4.
Which is one reason why I'm rewriting it.
choo choo crashes with the emberpelts compatibility patch, but only if I click on a train. using the buildings works fine.
Might be one of the other mods I have, but previously the modpack worked without issue and I could click trains.
I.... didn't check if it's a choo choo error rather than the compat patch
I'll do that now
Seems to be related to CharacterAvatarSetter...
That's part of the latest version of Emberpelts
Ah, then I went to the right place
Oh, it crashes without the compat patch, while on a different faction, with emberpelts enabled. I'll try without emberpelts at all.
ok, yeah, without emberpelts it doesn't crash
For now I'll just not click the trains ig
so... a train is a character
So that I don't have to load the game just to check... Does the tran model look right?
Is the correct texture applied?
honestly, I think the easiest fix is to replace my "Apply this to all characters" patch to "Apply this specifically to all Beavers and Bots"
So, change this:
private static TemplateModule ProvideTemplateModule()
{
TemplateModule.Builder builder = new TemplateModule.Builder();
builder.AddDecorator<Character, CharacterTextureSetter>();
builder.AddDecorator<Character, CharacterAvatarSetter>();
return builder.Build();
}
to this:
private static TemplateModule ProvideTemplateModule()
{
TemplateModule.Builder builder = new TemplateModule.Builder();
builder.AddDecorator<Bot, CharacterTextureSetter>();
builder.AddDecorator<Bot, CharacterAvatarSetter>();
builder.AddDecorator<Beaver, CharacterTextureSetter>();
builder.AddDecorator<Beaver, CharacterAvatarSetter>();
return builder.Build();
}
don't worry about it, if I do this fix, it should look fine anyway
Might the beaver model in the locomotive be an issue?
The 2nd one is how it used to be anyway, but I changed it to Character to do 1 patch instead of 2, because I asked the question "Are there any characters other than bots and beavers?" and the answer was no.
I guess that wasn't correct, Because trains are too.
they look okay to me.
Also, shouldn't that run only with the emberpelt faction? Or does it need to be always on?
It's always on, because it allows you to configure things per faction. This allows other modders to use it too.
That's why there's the Bobingabout Script Pack. It's the same script in there (Minus the "Only run this if the other doesn't exist" check), so other people can use it without having to have Emberpelts installed.
sensible
But yeah, me doing this should fix it.
I'm in the middle of a rewrite though, so I can't just push a release now. just try not to click on trains until the update
so I loaded a JSON file with comments in it in Rider, and Rider says "You can't use comments in JSON", so I google "How to comment in JSON" and the answer is basically "You can't, JSON doesn't support comments."...
But my other editor doesn't complain, and recognises the comment, and Timberborn loads the file just fine....
idk what that's about so I'll just post this accomplishment of mine :)
can confirmed, fixed trains for the next release
Noice
Update to Emberpelts and Script Pack uploaded.
Changelog: (For both, First entry is Emberpelts only)
Fixed bug where clicking on a Choo Choo train would cause a crash.
Added support for Custom Beaver By Name Specification to load a different texture for Adult and Child
Added CustomBeaverByNameListSpecification spec to allow you to make a list of names for a graphics set.
Added new tag to CustomBeaverByNameSpecification to allow not adding the name to the names pool.
Added new CustomBeaverNamesListSpecification to allow you to add new names to the names pool, or replace it entirely.
@burnt crystal
Update the mod, and clicking on a train shouldn't crash anymore.
Hmm, it seems the badwater taps also changed. They now have different recipes, including producing drinkable water using phoenix essence.
Yes that was a recent change he made.
Did the time for the normal recipe change? I'm sure it has been 40 units, but I think it hasn't been 2.5 hours.
All in All, I love the Emberpelts faction. It's the first faction mod I play, and AFAICS, it's very high quality. Should be included in the main product. 🙂
The rig, yes, that was a couple updates ago
Thanks~
and I'd love if the Devs wanted to add it to the game.
even if it means I lose control over it ¦3
I just realized I skipped some updates by just suspending my PC without stopping Timberborn. Steam can only update the mods when the game is restarted.
Maybe they hire you? 😂
true
if they offered, I'd probably accept
that's to both.
If they just wanted to put my mod in the game, I'd probably accept. If they wanted to offer me a job, I'd probably accept.
Can I just say that I am having a blast with this faction? Definitely a great entry to modded factions, especially if Water Beavers looks to daunting or overwhelming.
Silly me forgot last night that they really don't like the water - added an interesting micro-challenge to dam-building.
Nice thing is the not liking water negative it not really bad too.
So when you HAVE to have them in water it does not kill you.
I have thought about making the wet fur have more of an impact, but only like giving even more negative wellbeing.
I like it the way it is.
I'm just thinking instead of -2 wellbeing, it might be -5... probably not as far as -10 though.
Well -5 is not terrible, but I would hate anything past that.
Is there a way to change that level by Cycles? like at first have it only -2 but it gets worse as you have more cycles?
I want it harsh enough that you actively try to avoid it, but not so harsh that it ruins your game.
unfortunately, not really. It might be possible with some heavy scripting.
I try to avoid it at -2 LOL
Needs is something quite involved, so I don't really want to go outside the interfaces the game gives me.
What about if a building is built?
-2 might be harsh when you only have 4 or 5 anyway, because they're just eating radishes and have a place to live... but it's basically nothing when everyone is already up near 75.
Why I was thinking needs to change over time.
The need system is already a web that weaves through many types of interfaces...
It would be difficult to try and add in another functionality without breaking it
Would just be cool if it could like say I have 20 beaver and it goes up a level then again at 50
As said, there's really no kind of interface to allow this
Also, pretty sure there's no easy way to figure out how many beavers exist. You'd have to iterate through all entities, and count how many of them are a beaver.
Well it was just a thought to help the too harsh at the beginning thing.
so this is definitely not something you want to happen every tick for every beaver
Basically, what you're asking for is that the Specification for a need changes based on the current state of the game...
Well as I am a programmer, but not a game programmer, it is harder for me to tell if it is an easy thing or not, So I leave that part up to you. LOL
Perhaps maybe in future updates if they add something that would make it easy, then you might consider it.
Is it currently possible to have the negative to well being change depending on how far the bar has progressed?
Timberborn is full of things and it's like... sometimes you think it should be easy, but then it's interwoven in so many places it's hard to do anything to it. But in other cases, it's easier than it looks.
I'm not sure. all examples of it I can think of give the max effect, but you can only really change if it fills to max "On given" or go up slowly over time.
Well I noticed the one beaver of mine that got wet slowed down, on top of the wellbeing hit - I think those two enough are probably fine. -5 is probably fine.
Also, are you aware that boxes of stuff in-world are darker colored than boxes of stuff in warehouses? Especially with Apples. Red Boxes under the tree - Yellow boxes in warehouses??
hmmm...
Did anyone successfully build a perpetuum-mobile style device with the water wheels and mechanical pumps with the Emberpelts and Update 6 water physics?
My last try had been long time ago (Update 4, big water wheels for Iron Teeth, worked fine), and I don't want to try if you say it won't work anyways, either due to the wheels being not strong enough, or the updated water physics.
While my previous stance on the use of perpetual motion as a phrase (#📷screenshots message) hasn't changed, it should be more than possible to build the so called "perpetual motion" water wheel arrays that people have always been building. The new water mechanics haven't changed that.
I know the phrase is used loosely within the community. Which I'm personally okay with, as long as people don't try to scam others by selling "free energy" generators for lots of $$ in real life. As people say, the most difficult part of building a perpetuum mobile is how to hide the batteries.
But as a fun project in a well established colony within a game I'm just playing for fun, why not. 🤷♂️
it is possible to build such a machine, but it's probably better to just build a wall around a water node to let nature push the water up, then create a large multi-story water wheel canal to generate power.
While it is possible to build a pump system to lift the water, it's difficult to get more out than you put in.
I agree it's not that easy. I couldn't get it to work with the small water wheels and folktails back then, only with the large wheels (more power for the same water flow) and iron teeth pumps (higher elevation of the pumps).
That's why I'm not sure whether it will work with ember pelts.
I have an established colony (about 500 bots and 20 Choo Choo trains doing the work and 170 beavers enjoying their life), and was thinking what to place in the unused parts of the map.
what's for dinner
Oh my god that looks amazing
I wonder what else the vertical screen could be used for?
@stray dragon Sorry for ping if you don't mind, but do the Emberpelts actually use pine resin for literally anything? At the moment, it seems they only use it for Flywheels, which aren't even an official part of this mod, and thus pine resin would be utterly useless if I didn't have flywheels installed - Unless I missed something???
but let me know if you have any ideas, i half tempted to throw it on the workshop
he left it out, err made recipes with treated planks use something else. iirc. or something.
Only thing I can think of off the top of my head is water filtration.
That or water flows through it slower than if nothing was there.
That or you can somehow pin buildings to the side of it unsupported. IDK how useful that would be.
pine resine + charcoal = waterproofing to create building that are waterproof and unable to be flooded perhaps?
Treated Planks are replaced by bricks, made out of clay, in EmberPelts.
Pine Resin is used by the refineries to make lubricant.
Amazing!
And I'm officially declared stupid. Saw your screenshot, and tried to rotate and zoom the view to check that lost beaver on the ground behind the chair... 😂
they fell through, i tried FPP and also fell through. oopsie
so umm, i had the similar situation with the solo chair on the #general channel. opened timberborn back up and tried clicking on the model to edit it.
we are the same 🤣
How was this made?
The Waterbeavers mod has a similar thing for treated planks which is present only so mods can make use of it
It's used to make Lubricant for Bots.
Ah! Okay! Thank you! So I should indeed have a few pine trees lying around near my maple tappers. Thanks!
Greetings fellow Emberpelters,
I have an idea for a QOL item that could go nicely into Eberpelt ecosystem.
Since the Emberpelt beavers hate to get wet and get a debuff,
I was thinking we could have a mechanism to remove the debuff.
Yes I know they naturally dry out and the buff gets removed but
I was thinking it could be a GFD (Ginormous Fur Dryer)
it would work similar to a decontamination pod for dry time,
charcoal to run the heater and blower assembly
and phoenix essence to give a water proof buff that diminishes over time.
Good idea or Dumb idea let me know.
Thanks for reading.
Yeah, I had one of those before. When wet, they'd go dry off at a camp fire, or rooftop terrace...
The problem was, if they had to get wet to go to work, they'd go to work, realise they're wet, and quit instantly to go get dried off.
This would include if you have a remote building site, you basically end up in a loop where a beaver heads to the building site, hits it once with a hammer and runs away to get get their fur dried.
It basically made it impossible for wet beavers to work.
lol, i can see a silly beaver doing just that.
Yeah, I basically let them run like this for a couple of hours, then changed it.
Is there no way of not allowing workers till they finish their job?
Hey Bob! How you feelin' about U7?
Can we have Catapults as this faction's fast travel service? Or failing that, ski lifts.
Ooh! Or maybe airports???
Ski lifts are most definitely not fast.
Ugh, discord doesn't have Doofenschmirtz using this method and missing one of these canons as a gif.
Why can’t giffy search not stink? i asked for doffenschmirtz cannon and it shows me Nick Cannon
Well, that's the wrong spelling for doofenschmirtz, first of all. (Maybe you just typo'd here though.)
But I totally get you. Far too much unrelated stuff.
definitely typoed it here (but general issues with gif search selecting only one of the words I searched for and finding nothing for all the words)
It basically just uses beaver need behaviour and they treat it the same as broken tooth. It's not something I can easily change.
It's a lot of work to update my mods.
I see
Did you try the new modding repo
Except that in the repo, still exists Specifications. Must be replaced by Blueprints 🤣
Just wondering if it's easier to adjust block spec because I'm 100% not looking forward to it
Should Emberpelts have the ropeway, tubes, both, or neither?
Personally, if any,I'm thinking tubes.
Guess not. Too many items IT style, so, I vote for ropeway.
It was number cruncher or observatory back then, and I went with the unmanned option.
I want to add more unmanned things like that.
well, a water powered (like waterwheel) Emberpelts observatory 🤔
Automated water pump was just the first one
Imagine an unmanned gristmill.
Or unmanned press
better an explosive factory 🤣 At least, less injured beavers 😆
Unmanned Mine, or bad water rig.
Would probably need a lot of power for that.
More realistic though... unmanned dirt excavator.
Sure I don't build that (dirt mod 🤣 )
I kinda want factorio style good pipes now. Pump straight from something like a centrifuge into an automated dirt excavator. Perhaps even pipe from a badwater rig into the centrifuge too.
Adding pipes like this is probably a lot of work... plus also likely shares things with pipes by old gopher
Dirt excavator no longer need extract (read the U7 changelogs) 😂
I'll have to read that later then.
Maybe mine carts or something to that end? Not trains but more like in Minecraft or similar
A rocket/launchpad kind of system perhaps?
Should be limited by range ofc
In theory something I can actually do.
I'm not sure how doable writing my own will be.
I see
Also, 2x3 house as the entrance? Maybe I could do a 1x2x1 micro hut.
How about telegraph kind of teleporters? Using the zipline models as wiring and the transmission lighting and speed of the pipes for the movement. It’s not true teleporting but it would be a combination of the two current methods.

Nah that suits waterbeavers more than emberpelts
someone's never heard of a flaming catapult
Greek fire. But, then will need to change the faction name 🔥 🤣
Water beavers will use pressurized water cannons, with water slides to catch them when they land, duh
coal powered mine carts would be fantastic
Hey we don't want to kill the beavers
They can't be immune to fire
And Greek fire never dies
this but with fireballs
Still the Greek fire : #1300977672037339188 message 🤣
For now, I'd just settle for the faction loading at all.
Emberpelts should have a Trebuchet and a pile of straw to land safely into!
What about having the tubes for transportation, and the zip lines as an attraction, like the carousel?
Making the attraction, especially if you want to be able to see the beavers, would be very difficult to pull off.
I'd imagine just a single station, and some pylons and beams, so the ride actually ends where it started. So it's not part of the path network any more.
Maybe actually a different logic, just reusing the assets. 🤔
But yes, it's probably too much work.
How are you doing
I'm at work, so I can't even work on my mod right now.
"UnlockableFactionSpec": { "PrerequisiteFaction": "Folktails", "AverageWellbeingToUnlock": 15 },
I like to think the 1 right now is intentional?
Internet hug for you if you want it.
maybe also add to that allowing 4 connections to stations but only 2 to pylons, so that unlike emberpelts you need stations to branch out, and unlike folktails you can branch the system.
Or 3. But 2 is too restricted.
Or maybe a small station allowing only a single connection, and the big one allowing 3 or 4.
In the ntework in my current beaver city, I have two places (maybe 3) where I would really like a 3rd connection. I actually build two stations next to each other in those places. But, so far, I didn' thave the need for a 4th connection.
Nice profile pic 😃
How comes I see the profile picx on the phone, but not on the PC?
Should Emberpels have:
9
19
5
Something else (comment)
What's the something else, flying saucers?
Honestly, I don't know yet. I've been a bit busy just trying to get Emberpelts to work.
Honestly I think it's fine as is. People are having fun. JC is fumbling around but enjoying it as well 😋
If only
How do I get the beavers to be colored? (for testing Web UI)
i.e. their avatars
nm, found
only works for modders, not metals,
A custom script that I wrote
yea, I'm looking at the code,
and trying to figure out how to fix my code: https://github.com/normanr/Timberborn-WebUI/blob/main/Scripts/CharacterInformation.cs#L68-L73
I'd say you want BotEntityBadge and BeaverEntityBadge
in Timberborn.BotUI and Timberborn.BeaverUI
yea, but it entirely ignores CharacterAvatarSetter at the moment
Yeah, I had to overwrite it
public void Start()
{
// Force this to be first to fix GetComponentFast issues in Timberborn.CharactersUI.CharacterButton, Timberborn.DwellingSystemUI.DwellerViewFactory, Timberborn.WorkSystemUI.WorkerView and Timberborn.AttractionsUI.AttractionFragment.
if (ReferenceEquals(GetComponentFast<IEntityBadge>(), this)) return; //Even though it's going to fail every time, poking the _componentCache with GetComponentFast prevents the game from crashing in some situations.
var entityBadges = (List<object>) _componentCache._objectsByType[typeof(IEntityBadge)];
entityBadges.Remove(this);
entityBadges.Insert(0, this);
}
yea
They're using GetComponentFast, when they should be using some custom method they wrote for Avatar priority system
Which is good if there's only 1, because it returns the first one that it finds, but there's multiple avatar setters, so the places I mentioned in the comment aren't using it
lets see...
I'm using the plural version,
but it only looks at base-game classes,
because I wanted the full path to the avatar,
but since then I've figured out how to read the image data from textures,
(and sprites)
ah
so now I'm wondering if I can actually render the image returned from GetEntityAvatar directly,
I need some way of having a unique reference to each image,
hmmmm
how do you do the same for bots?
I just assign the same function to both BeaverSpec and BotSpec
or Beaver and Bot if you're in U6
ahh, you use AvatarMap?
builder.AddDecorator<BeaverSpec, CharacterTextureSetter>();
builder.AddDecorator<BeaverSpec, CharacterAvatarSetter>();
builder.AddDecorator<BotSpec, CharacterTextureSetter>();
builder.AddDecorator<BotSpec, CharacterAvatarSetter>();
erm
private string GetEntityAvatarPath()
{
string texturePath;
bool isContaminated = (bool)_contaminable && _contaminable.IsContaminated;
// Custom Icon By Beaver Name
if (!_isBot && _customBeaverByName.TryGetAvatar(_character.FirstName, _isChild, isContaminated, out texturePath)) return texturePath;
// Icon based on Texture
if (_characterAvatarMapSpecificationService.TryGetAvatarPath(GetComponentFast<CharacterTextureSetter>()._textureName, isContaminated, out texturePath)) return texturePath;
// Vanilla icon lookup
return _isBot ? _factionService.Current.BotAvatar : isContaminated ? _isChild ? _factionService.Current.ContaminatedChildAvatar : _factionService.Current.ContaminatedAdultAvatar : _isChild ? _factionService.Current.ChildAvatar : _factionService.Current.Avatar;
}
so, something calls GetEntityAvatar() and it uses it.
I'm currently doing:
if (entityBadge is BeaverEntityBadge) {
return (entityBadge as BeaverEntityBadge).GetEntityAvatarPath();
}
if (entityBadge is BotEntityBadge) {
return _factionService.Current.BotAvatar;
}
Also, they're both type Character, so my script just assumes they're a character, then checks if they have BotSpec to do a Bot vs Beaver, and checks if they have Child to do the child differences
So the low-cost way might be to just dynamically detect if there's a GetEntityAvatarPath method instead of using class type
so you mostly just defer to vanilla scripts
yea, I wish there was a way to get the full path to the image from the Sprite, but there doesn't seem to be
also my last line there is mostly vanilla anyway, I just added the _isBot ? _factionService.Current.BotAvatar : part to the front of it
no, by the time it's there, you're already past the path stage. You might be able to reverse lookup _assetLoader or something
Hey there, sorry to interrupt but I'm trying to load my Emberpelts playthrough in update 6 and the most recent version of the mod isn't wanting to work for me. I keep getting this exception:
InvalidOperationException: Material BulletinPole.Folktails is already loaded.
Timberborn.TimbermeshMaterials.MaterialRepository.LoadMaterials (System.Collections.Generic.IEnumerable`1[T] specifications) (at <50593fe72ce847dd8802f682363f02d9>:0)
Timberborn.TimbermeshMaterials.MaterialRepository.Load () (at <50593fe72ce847dd8802f682363f02d9>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch2(Timberborn.SingletonSystem.SingletonLifecycleService)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <2579d550bc1b42bdb6e168fd168b1679>:0)```
yea, the basename is available, but the dirname is gone
Game was last saved on emberpelts v0.6.0.28 and it wants to run v0.6.0.29 but can't start
oh hi, been watching your videos.
I appreciate it 🙂
Material BulletinPole.Folktails is already loaded...
That's... I'm not sure what's causing that.
Yeah it's super weird
I wanted to see if it was something else, because I had my name change mod die on me and that had been causing EVERYTHING to fail
But it seems Emberpelts is the only thing that updated since I last played this save
I did play update 7 experimental for the past several days but this is with Steam running normal update 6 files
The only way you should see that error is if someone tries to load that material in another mod.
The likely scenario is that you have a mod that's trying to add the material to IronTeeth or something, so it exists on both the Folktails and IronTeeth materials list. Emberpelts does actually load both, so would be a conflict.
but Emberpelts mod itself shouldn't be adding a 2nd copy of that material to the list.
I'm going to try looking again to see if I accidentally ticked the wrong mods on game start
Ohhhhhhhhhhhh I bet I know what it might be
I have both normal ladders and emberpelts ladders ticked
you actually need both ticked.
Hm
Emberpelts Ladder uses the script in Tobbert's ladder mod
Ladders was recently updated to work with Update 7, do you think that might have caused issues? I'm going to try loading with both ladders disabled
Ladder did update for U7 though, make sure you're running version 2.3.something of the ladder mod in U6, not 3.0.0
The game SHOULD be able to tell the difference, the devs have a subfolder system, so a mod can contain more than 1 version.
Hm, still crashes with both ladders disabled
What else might be enabled on the mods list?
It's a good idea. Do that, then slowly turn on the other mods one by one.
Pretty sure before I released 0.6.0.29, I made sure it worked with at least Emberpelts and the Ladders mods.
WELL
That worked
Very very confused as to what else might be borked but at least we have confirmed this is categorically not due to Emberpelts
I though the game would have accounted for dependencies with different mod versions, yeah
(at least on it's own)
This is the nature of mods unfortunately.
When I was manually installing mods prior to Update 6, there weren't any surprise mod update issues because I had to manually change files out. I'm guessing some major important thing like timberAPI or Harmony got an update and the game refuses to load the older one
Anyway this is now beyond the scope of being something you need to be troubled with, thanks very much for humoring me while I was messing with things
I don't think either Harmony or TimberAPI have been updated
Playing our weekly modded multiplayer Barotrauma game, every time a new area loads, you get streams of error and warning messages, but at least that game doesn't outright crash at the slightly imbalance.
Wouldn't it just be better if Timberborn notices that the material is being loaded twice, and just not load it a 2nd time, instead of crashing?
Yes!
Harmony is probably the only mod in the steam workshop that doesn't need an update to work with U7.
More Mod Logs was fine too (it only uses Harmony)
Okay, 1 of only a handfull
The only mod I absolutely cannot continue this playthrough without is Ladders because of how much I've relied on them to build things out, everything else would be annoying loss (whether temporary or permanent) but could be worked around
And yep, ladders/Emberpelts ladders loads fine
Thanks very much for your help 🙂
You're welcome.
as said, best course of action, slowly turn your mods on a couple at a time, until you either have them all again, or it crashes and you figured out which one is the problem.
So, there's kind of an error in the Good Pile Column Visualizer (Boxes in Warehouse) in that if the building isn't BazeZ 0, it crashes. I finally found where in the code it is, and made a fixed clone, so Emberpelts is currently where it was in U6. Complete with ladder.
So, time to look at the fast travel systems. (Tomorrow, I'm going to bed now.)
I'm just leaning towards the Pipes like Iron Teeth. They fit the Emberpelts style better than the Folktails cables, and while I could probably make something new, that would take time.
So, We all good if I give them Pipes?
I'll customise the station too, so if you have suggestions on the size and shape.
I've pushed the Web UI update that supports Emberpelts avatars
Ah, cool
I can't figure out why Beavers are sorted by Name, and Bots are not,
ahh, because they're sorted by SortableName, not Name
which pads numbers to 5 places,
Yeah, I gave up a long time ago when it comes to sorting by number.
in windows 98, I remember it would go, basically... 1, 10, 100, 101, 102.... 109, 11, 110, 111 etc. Literally just sorting character by character.
now it goes 1, 2, 3, 4.... 9, 10, 11... 99, 100, 101 etc. Sorting by actual numerical order.
so my folder that contains downloaded images from different sources, where the files often begin with numbers of variable lengths... it's hard to say where in the list an image is going to end up.
mmm lexicographical sorting
Well, you can forgive old computers, I mean, in the days of windows 98, we were only just getting to the point where processors were fast enough that doing tasks like sorting files could use more complex sorting algorithms, they just hadn't thought to actually include it in windows yet.
Oh yeah, it’s just funny
These days unfortunately, functionality seems to be considered before the processing cost of doing so, so software takes WAY more Memory and CPU power than it needs to. in many cases a little optimisation could reduce this massively.
It's the CD mentality all over again. "We have all this space, we might as well use it."
so you went from squeezing an optimized game into a 1MB ROM chip, or 1.44MB floppy disk... to just sprawling massive pointless content on a 650MB CD.
Yeah, the difference in old games on a Gameboy vs the Switch are a decent example of this
I think the better example is to look at games in the Playstation era.
when CDs first came out.
you can compare something like the Nintendo 64 to the Sega Dreamcast
It's honestly probably a good reason why the game cube went micro-discs, rather than full CDs. To keep the focus on quality.
That’s fair
You can fix this by putting the correct number of leading zeros in before the number
So 01, 02... 09, 10, will sort correctly, or 001 if you want 999 digits max etc
This works on Windows Folders
Yeah but it tends to be more difficult to read if you’re not used to 0-padded numbers
so the problem with adding tubes to emberpelts... I'd need to make a new custom texture.
okay, so, tubeways...
2 variants of tube. normal and Solid.
Solid isn't actually solid, it's just the normal one with a platform on it.
occipations are as such too, so you can literally build a normal tube, and build a platform over it for the same result.
however, it's not quite the same, because the normal one isn't designed to let you build on top of it, so doesn't connect upwards.
I'd ask if we need both versions. The only time I can think that you might want the normal over the solid is if you want to build an overhang over it, or build it under an already existing overhang/platform.
if the normal one can auto-platform, then the "Solid" one could actually be "Solid" like a levee
(this is what the game does internally, it pads "numeric words" to 5 digits)
This is still the 3x2 building, but, looks Emberpelts now.
The question is, should I stick with this, or do something different?
Not quite. Why glass dome, when it should be a fire one ? 🔥
Silly
I could do a flat roof, but then it would look more like a house.
is suddenly struck with the dumb idea that I should just add tube ports to all housing
it probably would be cool though if you could just path from house to house without having to connect all the front doors
Yeah, and, if you place houses side by side, will transfer not only power, but also beavers 🤪
It's an idea that I should write down, but I don't want to just include it.
Also, instead of adding another copy of houses that overwrite the original copy for "Emberpelts don't breed!" mod, I might look into a scripting method that checks if "ProcreationHouseSpec" is attached to a building prefab, and remove it. If it's possible, you can do that and it would work with any faction too.
just... specific "Procreation Houses" would also be deleted ¦3
in any case, thoughts on this?
Only my own personal copy.
I'm still working on it, but it's basically up to where it was in U6
It'll probably be a day or 2 before I release it
on that note
Which one do you think seems more Emberpelts?
- "White" (Orange)
- Red
- Brown
"White" is typically used for wooden path, platform surfaces and roofs.
Red isn't used in many places, but you do see it here and there, and is used more for Decorative flooring, like the Decorative floor tile, or the floor on the dance hall. It's also used for the teeth on gears.
Brown is used... basically everywhere, it's the standard frame material.
Reasons to use each:
White: it's recognisable.
Red: It's less common, so using it more would be good.
Brown: Boring, but everywhere, and makes sense they'd use it for the support structure.
That's with Red.
that's with White
and since the frame is brown, I kinda don't want brown.
so I'm leaning Red.
this is all the same entity. Auto-plaform.
not sure if I want to release it like this though, because you can place a platform or overhang in the middle of a verticle pipe, and it severs it.
let me highlight the problem.
You can build platforms in there, which breaks pipe connectivity, then you can't demolish it without also destroying the pipe stack above it.
I wonder if it's possible that I can change the block occupation of an instance, so that if it draws a platform, it counts as being occupied.
isnt that normal behaviour though? you cant demolish an object if something is built on top, without destroying the entire build
Yes, but I want to block placement of that platform in the stack. Basically, if the pipe draws a platform (because you've built something on top of it) then it should be treat as a solid platform, so you can't/don't need to build another platform in there.
Especially considering the platform you could build in there would sever a pipe connection
I like the zip lines, adds a bit more depth when looking at the world
Two things: first, thank you for finding and fixing that issue I was having a while back with the automated water pumps. I had a family emergency come up and kind of forgot to thank you, so wanted to make sure I remembered now that life is less crazy.
Other thing though -- IRL resin is used to both make coatings/varnishes as well as salves. What about a resin byproduct need that acts as a buffer for the water issue? Water could be a bigger detriment than it is now, while also being more manageable for larger projects if you have the resin for the beavers to coat their fur like artificial ducks. Maybe the need drops super duper slow except when they're in water, and then it's faster, but they can't get the heavy water debuff until it's gone, at which point they'll seek to dry off and fulfill the duck sauce need. (No idea if that's either interesting or viable, it's just an idea that cropped up as I was catching up in the chat)
Is that your Tube Station?! Nice!
The 2nd one. not sure if I should replace the first with it, or have multiple.
is there any reason to have a 3x2?
Where is the first?
up here
The symmetry looks nicer on a 3x2.
is it the door?
Yeah.
I don't know. That's up to you. I wouldn't complain if you had only one of them.
That one I don't know how I feel about.
Thematically speaking, I could see those popping up in particular places, but the player base is going to ignore the larger station in favour of that one everywhere instead.
I know...
It's just way too convenient.
in fact the large one being inconvenient is what motivated me to make this oen.
This would probably work better as an addon mod
Sounds like a good idea.
Nadca has his own tiny IT station on the workshop already, so I really don't need to make my own version of that.
and FT don't have tubes
so, I only need to worry about Emberpelts tiny station
I've been trying to get this to work all day.
I successfully have a script that creates a block to prevent you building a platform in a block that already has something built above the pipe... but the game crashes when you you want to delete it.
Which is like... I'd rather just not have the block.
Is that at all related to the update pushed yesterday?
they did what?
that might be what broke my IDE ¦3
no, it's not related to that
I don't know what was in the update, but I know I've been pointing out code bugs to eMka.
well, if I have the up to date version, the bug I pointed out is still in it.
I have no clue. I haven't gotten to tubes yet. If ind that just hitting 3x speed and waiting is good enough for me so far.
The bug is related to the stockpile good column visualisation... IE, drawing boxes in warehouses.
if you set the BaseZ to anything other than 0, it doesn't behave right
well, it crashes actually.
but even with my first fix, you'd get this
so I sent a 2nd fix to fix drawing boxes below the surface... again related to not taking BaseZ not being 0 into account.
and since I'm making a custom script already, I customised it specifically for the underground warehouse.
In a normal wearhouse, piles are grouped into 3x3 tiles, so there's a gap between tiles that you can imagine are some sort of walkway.
but since this is underground accessed from above, probably with some sort of crane, I'm like... why not do it solid?
so I modified the script to draw more boxes closer together.
so isntead of a 3x3 grid in the middle of a tile, it instead figures out how many boxes will fit in the area, and fills it.
Game doesn't like when unconnected blocks are underground either, at the moment.
I think I'm getting close
Patch notes:
Updated to U7.
Added new script for my new custom warehouse.
Added new script for my customised tubeway building.
Emberpelts:
Updated for U7.
Adjusted the good column fill of the underground warehouse using a custom script.
Added customised version of the tubeway.
Changed order tool groups of bottom bar.
Ladder:
Updated to U7, and the new Ladder script.
Project Phoenix:
Updated to U7.
Emberpelts don't breed:
Updated to U7.
Bob Storage:
Updated to U7.
Bob Platforms:
Updated to U7.
no I haven't released the mini-station yet.
nah i'm wondering about getting my mod to not crash now that ember is working
i'm sure it will lol, i added experimental emberpelts support
I also haven't started updating my platforms (and bridges) mod yet. The only real reason why that wouldn't work is it uses TimberAPI to do the groups thing.
yeah...i janked it taking over NaturalOverhangs
I have work tomorrow, so I'm off to bed, but if you need help we can talk about it when I'm home.
sounds good, i'm back at work now so maybe i can catch you after
getting a crash when trying to load a save using only the bob Storage and Scripts mods Also crashing on new game start (By only, I mean I'm not currently using the full Emberpelts mod)
v0.7.0.5-37896dc-xsw
NullReferenceException: Object reference not set to an instance of an object
Timberborn.BlueprintSystem.SpecService+<GetSpecs>d__9`1[T].MoveNext () (at <83a0500df3cb4b3ca565b1a67d9f03d1>:0)
Bobingabout.CharacterCustomizer.CustomBeaverByNameService.Load () (at <a92918d906f24d63b225ec81303d0373>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons () (at <1aabd92ae53e462bb53a819a4d73c590>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <1aabd92ae53e462bb53a819a4d73c590>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <1aabd92ae53e462bb53a819a4d73c590>:0)
Hmmmmm, custom beaver by name script...
I'm not going to be able to look at anything until after work tomorrow, but I am aware that starting a new game as Emberpelts crashes, likely because its trying to run the Folktails tutorial.
But this one.... I probably forgot to include a blank CustomBeaverByName file in the script mod. If you install and activate the Emberpelts mod, it'll make it work, even if you don't plat as emberpelts. I'll look at fixing it properly tomorrow.
Actually, Once I added the base Emberpelts mod my IT save is loading ok again
Added emberpelts and ladder for emberpelts mods to the list instead of just having the storage and script mods
The new blueprint system has a bug in it that requires at least 1 of each defined blueprint to exist.
I was kinda in a rush to get everything working, so neglected to try the script mod alone.
No worries man! Glad to have some decent storage options back for my IT save 😉
So that's 2 bugs I need to fix already.
got another one. IT Crashed when I unlocked the Bigger industrial piles
error stack is bigger than the message limit DM me tomorrow if you need the error details and I can send you the error report package
well I know what my new off camera save is going to be, thanks for your awesome work @stray dragon can't wait to try these guys with update 7
Let me know if you have any issues, and I'll look into fixing them when I get home from work.
ok the extra large industrial pile is ok. It is crashing when I unlock the underground pile/warehouse/tank in IT, and Underground warehouse/tank for FT
Huh...
All 5 of them?
Actually, I think I neglected to configure the new #Underground layer, that could be it.
I guess I gotta compare them to the working Emberpelts version.
The down side of getting emberpelts working then coming back to Storage later... and now that I think about it, it was taking so long to compile the mod (Unity was just using lots of CPU power when idle) that when I finally got it loading without errors, I got called away and forgot to actually check it.
yep all of the new underground buildings
here's the error package from my last crash
in case it helps at all
oh thats a thing?
ty