#Emberpelts - New faction!

1 messages · Page 3 of 1

stray dragon
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I do have 2 other faction mods in mind though.

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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.

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The other one though is the Charcoal beavers. Cousins of the Emberpelts.
Not sure I want to actually make it though.

worn tusk
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what's their novelty?

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they like rolling around in soot?

radiant briar
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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.

stray dragon
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x3

stray dragon
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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.

worn tusk
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they could specialize in carbon steel because of their love of carbon

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could season it with canola oil to make treated beams

stray dragon
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so, question.

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in my mod... what is Extract used for?

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The only things I can think of is the Dynamite, and Dirt excavator.

worn tusk
stray dragon
stray dragon
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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.

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note: a food item gives 0.4 hunger, while a drink give 0.33

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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.

fallow imp
worldly vault
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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)

stray dragon
stray dragon
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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.

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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.

worldly vault
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this is what I've been doing, but i'm starting to wonder if this is normal... =/ (those are ladders, yes)

stray dragon
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uuuuuhh, that's not normal

worldly vault
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... I see.. I wonder which of my 60 mods is doing it then

stray dragon
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are you sure you don't have another mod modding the FT large pile?

worldly vault
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unless that 2tall storage mod, or more platforms is causing it, I'm not sure?

stray dragon
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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.

worldly vault
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ah yea.. it is 2tall storage

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You can now place platforms on top of 2x2 medium piles

which I assume extended to 3x3 ones too

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I wonder if maybe they could extend it to allow 2 tall platforms to be placed in your storages then..

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I've gotta say though.. if these were the 600 storages... I'd have so much more stuff storable lol

stray dragon
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Well, it'd be modding my mod, so, probably not something that's easy to change

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I could look into making the change myself, but as said, I designed it so you can use the overhangs

worldly vault
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I suppose that's true... unity modding is awful

stray dragon
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its not just the unity modding, it's that the only way to edit anything about a building is to completely replace the prefab

worldly vault
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the whole, dll and having to constantly compile mods instead of them just allowing things like straight up files

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so out of curiousity, is there a way to detect whether another mod was loaded?

stray dragon
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Nope.

worldly vault
stray dragon
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You can define dependancies, that's it. but no way to actually tell if it's loaded or not.

worldly vault
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ah that's a shame. fair enough

stray dragon
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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.

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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.

worldly vault
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It must be so hard not having a lot of the functions factorio had

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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 =/)

stray dragon
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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.

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So, Factorio is easier to mod, but Timberborn, it's easier to make the game do things it wasn't designed to do.

worldly vault
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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

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well, thanks for clearing that up. It helps to know.

stray dragon
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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.

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Crops, not trees.

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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)

worn tusk
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ah but aren't tomatoes used in more things

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higher demand + long planting time

stray dragon
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Considering the only plant in Vanilla to have a slower gathering time is sunflowers... I decided it should be the same as everything else

worn tusk
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that should help significantly

stray dragon
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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)

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as derpy as that sounds, yes, one of the conditions for turning off consuming power is no power.

stray dragon
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I thought I was debugging my code. Turns out I was debugging Workshop animations.

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I've filed a bug report. #🐛bugs message

stray dragon
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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.
paper spire
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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.

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seems to be map independent, though I've only checked the current game and one new one on a different map

stray dragon
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The icon above the thing suggests it's not being supplied with power.

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I think I have a setup similar to that in one of my saves, I'll load that see what it does

paper spire
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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

stray dragon
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they all just work fine for me...

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what other mods are you using?

paper spire
stray dragon
stray dragon
paper spire
weak monolith
stray dragon
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what's this mod?

paper spire
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Would make sense for that to be a conflict, at least5

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I'll test that momentarily

stray dragon
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It'll be one of the you have with scripts in it, Automation does have scripts, but I haven't tested with it

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it feels strange that my latest addition could cause these effects based on that.

weak monolith
paper spire
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Thought I had that disabled actually, but I could be wrong

stray dragon
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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.

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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.

weak monolith
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You forgot that pumps have a water level to be achieved ...

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So, when level is reached, power is cut off

stray dragon
paper spire
stray dragon
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unless of course there's another mod that's cutting off the power to it based on water level as you suggest

weak monolith
paper spire
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Testbed save down, starting to go through until I get an issue now

stray dragon
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@paper spire (Hope that's the right one, there's 2 people with that name) Are you using smart power?

paper spire
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Although looking at it, maybe I should 😛

stray dragon
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Find anything?

paper spire
# stray dragon Find anything?

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

stray dragon
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I have changed the automated water pump's scripting, but it shouldn't be anything causing that behaviour

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I should sleep now though. I'll check messages tomorrow.

paper spire
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Sleep is good! I appreciate you even caring about my wierd little issue 😄

paper spire
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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

stray dragon
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I wonder if it's a modded map with scripts?

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did you try starting again on the same map?

stray dragon
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so... Load -> Save -> Load seems to fix it.

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Can you confirm?

stray dragon
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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.

stray dragon
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it keeps drawing power when there's no water >.>

stray dragon
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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.

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        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);
        }
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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

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then disables power consumption if any of the set conditions on that last line fail.

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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);
        }
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.>

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Somehow I've ended up with it drawing power when stopped, and not when it's running.

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        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);
        }
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that should flip it

stray dragon
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Change log for 0.6.0.25:

Fixed Automated Water Pump
burnt crystal
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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.

stray dragon
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probably not

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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.

honest falcon
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I'm loving the Emberpelt mod 💜

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Probably shouldn't have picked Thousand Islands for it lol but at least I picked easy

stray dragon
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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.

stray dragon
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Someone just reported the Fuel issue in the Refinery (Where they move it back to the Refinery)

I thought I'd fixed that...

stray dragon
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Well, I'm not getting the problem, so they must just be on an old version

burnt crystal
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I mean, it works and I think that this is the setup you wanted people to check

burnt crystal
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I love the automatic water pumps btw, I can just hook them up to a waterwheel and they turn off for droughts automatically xd

burnt crystal
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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.

stray dragon
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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.

stray dragon
weak monolith
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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...

▶ Play video
stray dragon
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Seeing all these youtubers playing Emberpelts does make me feel like it's a popular mod.

weak monolith
stray dragon
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:3

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It's such a small change, but has quite the impact.

burnt crystal
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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.

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Though I have not tried either with emberpelts yet so ShrugFT

stray dragon
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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.

burnt crystal
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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.

stray dragon
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They're both pretty expensive buildings. off the top of my head, I thinkt hey're both in the 1000 resources range.

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let me check

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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.

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So the Discharge does cost more than the Dome.
-100 Planks, +100 gears, +100 metal, +50 explosives.

stray dragon
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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...

▶ Play video
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Somehow I have more subscribers than this guy.

stray dragon
sharp glacier
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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.

placid notch
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Nice! I like the emberpelts have it's own channel!

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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.

stray dragon
stray dragon
placid notch
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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.

stray dragon
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They seem pretty popular, and it makes me smile that people seem to enjoy them.

placid notch
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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.

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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.

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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?

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My newest emberpelt play

sharp glacier
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That's pretty cool.

placid notch
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Thank you

stray dragon
sharp glacier
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Is it not easy to fix it if you play on Steam?

stray dragon
stray dragon
placid notch
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I am on Steam.

stray dragon
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then the mod updates, and overrides it

sharp glacier
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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.

stray dragon
placid notch
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Nice!

sharp glacier
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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.

stray dragon
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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

sharp glacier
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GreedyBuilders, I think. Also, wouldn't you rename it Emberpelts for your mod?

stray dragon
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IIRC, this is because Tobbert gave them a Building Specification, but not the Trains specifications

stray dragon
dark summit
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But when will there be GreedierBuilders with both Emberpelts and Water Beavers?

stray dragon
sharp glacier
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He did have plans for it.

stray dragon
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but yeah, Tobbert only half implemented choo choo for Greedy Builders.

placid notch
stray dragon
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I can't just fix it and send it over, it's nearly 90MB

placid notch
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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.

stray dragon
stray dragon
# stray dragon

@placid notch so this should be all the files you need to add to choo choo to make it work for Greedy Beavers.

placid notch
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These little signs must be exclusive to emberpelts, or I was blind and never saw them on the other ones.

stray dragon
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no, they're vanilla.

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Took a lot of effort to make them work on Emberpelts though, that's one of the tricks Lapan helped me with

placid notch
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LOL ok so I was blind then.. LOL

placid notch
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I think it is so funny the emberpelts don't like water! LOL

sharp glacier
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They were raised by cats.

placid notch
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Why is the guy on the left grey? I am playing with emberpelts

sharp glacier
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Some of the Emberpelts should be grey. Check for red patches on them.

placid notch
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Ok I see some red on his back.

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It just surprised me to see a grey one.. now I am finding more of them are grey with red spots.

sharp glacier
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They're everywhere! And you didn't even notice! What else could be lurking among them?

stray dragon
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It's about a 1/6 chance that you get a Charcoal Beaver

stray dragon
sharp glacier
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That's too bad.

tight oyster
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But ASMR is the current YouTube craze

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But sorry it bugs you (Bugs me too)

stray dragon
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I understand it's some people's thing, just not mine ¦3

weak monolith
placid notch
weak monolith
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Well. cannot do more then instruction to make-it working, but, will be happy if will really work.

placid notch
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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.

placid notch
weak monolith
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can you drop here the latest crash report archive ?

placid notch
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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.

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I moved it back up where it was and I could load it again.

weak monolith
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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

placid notch
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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.

weak monolith
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Nope, you need to load the game, and, after crashes, send the log.

placid notch
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It was crashing on trying to load.

weak monolith
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so, a new log was created. Send that log.

placid notch
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I sent the last one I had.

weak monolith
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Can you send the latest autosave to see if I can load-it ?

placid notch
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I have already move it back to where it was and was able to load it.

weak monolith
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and, you have now the recipes ?

placid notch
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no I had to move it back up above it to load it..

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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.

weak monolith
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I manage to load the save. I don't have the Phoenix mods, however.

placid notch
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I did put your mod below all the emberpelt mods so perhaps that was the issue.

weak monolith
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Jus press(click) the Reset load order and you should have the correct load order for mods.

placid notch
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When i hit the reset button it put your mod above the emberpelts one.

weak monolith
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I don't know what to say, at me, the reset works as it should be 🤔

stray dragon
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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.

merry rapids
placid notch
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I like RandomFellow's idea of using the essence.

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It also gives you a good reason to keep producing more of the essence

stray dragon
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Turning bad water into good water from the bad water rig?

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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.

placid notch
#

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.

stray dragon
#

That's always an option.

#

so, 3 recipes (in theory.

  1. As it is now, just pump bad water.
  2. Improved bad water, costs a resource, and gives extra bad water.
  3. Purified water, costs Phoenix essence, gives Water.
placid notch
#

Nice!

stray dragon
#

need to figure out the actual recipes though, which brings me back to #2, what should it cost to get extra bad water?

placid notch
#

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.

stray dragon
#

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.

placid notch
#

OK I can see you brain is flowing with ideas now..

stray dragon
#

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?

placid notch
#

The player gets to decide if it is worth it.

stray dragon
#

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...

▶ Play video
#

I'm guessing he grows lots of corn.

weak monolith
#

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...

▶ Play video
stray dragon
#

I saw that one already 😛

stray dragon
#

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.

placid notch
#

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

stray dragon
#

:3

placid notch
#

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.

stray dragon
#

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.

weak monolith
#

Pantry only store foods when all other storages are full 😭

placid notch
#

I wanted to use that for like other districts.

weak monolith
#

YA, not working , sadly SadIT

placid notch
#

ok X on the pantry then.. until someone makes a good version of it.

stray dragon
#

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.

placid notch
#

That looks good to me.

stray dragon
#

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

▶ Play video
placid notch
#

@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.

weak monolith
#

it looks like radishes, so, check again ...

placid notch
#

I clicked on all the radishes and they say radish

#

Wait.. I found one in the tomatoes.

#

Thank you!

weak monolith
#

Why ? You found-it, not I 🤣

placid notch
#

Hmm techincally it was both of us. You said check the radishes. I went on farther to also check the tomatoes.. Giggles WorkHardIT

placid notch
#

Well I am not sure what it is, but I every once in a while I crash

weak monolith
#

Why is in this group ? What well-being it has ? In the science has more logic to be 🤔

merry rapids
#

But I agree that it should be under science, since it only produces essence, and does not directly cure debuff

sharp glacier
#

What does phoenix essence do, again?

merry rapids
burnt crystal
stray dragon
# weak monolith Why is in this group ? What well-being it has ? In the science has more logic to...

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.

stray dragon
#

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!

burnt crystal
#

Just increase severity of wet fur debuff every time someone complains

weak monolith
#

Well, you choose to make them hate to be wet (unexpected for beavers), so, must live with it 👀 🤣

urban linden
#

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

stray dragon
burnt crystal
stray dragon
stray dragon
urban linden
#

should be fine then 🙂

stray dragon
#

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.

placid notch
stray dragon
#

I should probably add a description about the charcoal beavers too, so people know it's not a bug that "Iron Teeth" show up.

placid notch
#

LOL I got caught in that one.. I was like Ohh Wow

stray dragon
#

😛

placid notch
#

So there is a new update today?

stray dragon
#

so I added these lines in the description.

placid notch
#

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.

stray dragon
#

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

stray dragon
#

I think I might want to release Bob Platforms soon too

placid notch
#

What is Bob Platforms?

stray dragon
#

an error apparently

#

go look in mod creators

placid notch
#

I don't see a mod named that.

stray dragon
#

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

placid notch
#

Ohh you meant channel not the name on the mod.. Got it now.

stray dragon
#

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.

stray dragon
weak monolith
#

❓ 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 😮

fallow imp
merry rapids
stray dragon
stray dragon
stray dragon
weak monolith
stray dragon
#

so might as well just require more groups, right?

weak monolith
#

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.

stray dragon
# weak monolith When More group mod is enabled, will no longer be hidden, that's why all other m...

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."

weak monolith
#

In theory yes, but what if Knatte will make changes to More Group mod (that groups no longer exists) ?

stray dragon
weak monolith
#

Hmm, if you look here : #1264533154983710800 message, will see that More Group is updated for new mods or mods updated ...

stray dragon
placid notch
#

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.

stray dragon
placid notch
#

Well I like it!

stray dragon
#

when you get used to it, it's a lot better than Vanilla.

weak monolith
#

True, and, wilt a lot of mods, you don't need an expensive ultra wide monitor for the menu 😜

stray dragon
#

@placid notchso, Tell me what you think of the new Badwater Rig recipes.

placid notch
#

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.

worn tusk
stray dragon
worn tusk
#

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 😆

stray dragon
#

😛

placid notch
#

Future food Factory District for my Emberpelts.

stray dragon
#

what foods?

placid notch
#

All the foods.

#

and juices.

stray dragon
#

Nice

placid notch
#

Update to the Food Court. It is all working.

stray dragon
#

And then they celebrate by doing yoga.

placid notch
#

Of course.. Exercise is important.. LOL

simple escarp
#

Congratulations @stray dragon you've made Facebook

burnt crystal
burnt crystal
stray dragon
#

Yeah, I'm honoured for the shout out from the devs.

worn tusk
stray dragon
worn tusk
#

new buildings :p

stray dragon
#

also technically true

placid notch
#

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.

stray dragon
placid notch
placid notch
#

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.

placid notch
#

NM I built it and found out.

stray dragon
#

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.

stray dragon
#

not exactly going to plan.

simple escarp
#

Programming is PIA

stray dragon
#

Yup

stray dragon
#

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.

stray dragon
#

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

placid notch
#

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?

simple escarp
placid notch
#

Well that helps alot. Thank you

stray dragon
#

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.

simple escarp
#

I like water tanks that are underwater, then when they dry out they immediately have no water in them 😂

urban linden
#

@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

stray dragon
#

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.

placid notch
#

I don't think people would mind using the more groups to have more design options.

urban linden
sturdy estuary
#

Hmm. Does anyone want to put that floor where there's no path?

stray dragon
#

Or whatever it's called.

stray dragon
#

Or cover a roof area with it before building anything on top, so you can see it under all the decorations.

placid notch
#

I personally like many differant building options as I never know what I think might look cool.

stray dragon
#

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?

urban linden
#

the yellow is more bright on the picture on the right

stray dragon
#

Supposed to be Brass vs Gold

#

I made them a little more unique

#

Silver and Grey metals too

radiant briar
#

gold googled bots need a gold chain with a "Nice Beaver" logo dangling from said chain.

stray dragon
#

¦3

stray dragon
#

Interesting housing complex?

sturdy estuary
#

Totally not realistic. And I love it. 😂

sturdy estuary
#

I now have 4 of those towers next to each other, which also results in a even number of squares. 🙂

worn tusk
#

which part is even? all i see is a 13 long

sturdy estuary
#

As I said, it's now 4 towers next to each other. In the screenshot, it's only 1 tower.

finite cairn
#

@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 😉

stray dragon
sturdy estuary
worn tusk
#

now you just need 3 more walls to make it a castle

flat karma
#

Sorry I'm late, but yes, there are. My Flywheels mod hinges on a no-longer-used script in the base game

stray dragon
#

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.

worn tusk
#

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

stray dragon
#

yup

#

they got it eventually

worn tusk
#

I'm guilty of that too often but usually in the moment, and not comment posts

stray dragon
#

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.

stray dragon
stray dragon
#

can you spot them?

cloud scaffold
#

Happy as always to take comments and suggestions from you especially

#

Really, really, really loving playing with these guys

weak monolith
#

A "modded" district center. Or, should I say ...., modders ? 🐸 🤣

sharp glacier
#

Love it

deft jackal
#

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 😛

weak monolith
#

I am confused about "twins" 🤣

stray dragon
weak monolith
#

Not worth, it's not a disturbing bug, it's just funny 🤪

merry rapids
stray dragon
#

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.

merry rapids
#

Just mention that as a feature, kinda like collecting Pokemon cards

stray dragon
#

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.

weak monolith
#

YA, sure, will play a new game, loading a save 🤣

stray dragon
#

Well, you do have to actually make new beavers.

weak monolith
#

not beavers make new beavers ? 😮 🤣

stray dragon
#

You know what I mean.

weak monolith
#

was a joke, for sure 🐸

stray dragon
#

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.

worn tusk
#

I've loaded more saves this week than most people load up in a lifetime

stray dragon
#

That's just part of modding life.

worn tusk
#

Feels so good to only clear crash log dir once or twice a day now

weak monolith
#

So cute 😍

stray dragon
#

Last time I got a message, it was because I forgot to do something in code.

worn tusk
#

a week ago

stray dragon
#

No, last night.

#

A week ago, I got about 15 one day.

stray dragon
#

hmmmm

#

in reference to the new special beavers.

deft jackal
#

Maybe just make that bit it's own mod? Call it "tribute to modders mod" 😜

stray dragon
#

It's definitely worth considering.

sharp glacier
#

What do you mean?

#

You already deleted your message and now I look crazy. =(

stray dragon
#

I sent it to the wrong place

#

I asked it again in Mod-Creators

sharp glacier
#

lol

stray dragon
sharp glacier
#

*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.

stray dragon
#

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.

sharp glacier
#

Does that mean someone would have to go and edit the specifications if they want the randomly generated ones?

stray dragon
#

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

stray dragon
#

I started a new IronTeeth game.

I started with Tobbert and Lapan.

placid notch
#

Like a multi player kind?

tight oyster
#

No, beavers named Tobbert and Lapan

sharp glacier
#

No, the special named beavers he added to his mod.

stray dragon
#

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

placid notch
#

I should have known that about the names. I had read the conversations above.

stray dragon
#

I made it worse

tight oyster
#

Oh no

stray dragon
#

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.

stray dragon
#

I'm going to set up the script pack to work as a beaver name list, but also with custom textures and icons.

tight oyster
stray dragon
#

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.

burnt crystal
#

I.... didn't check if it's a choo choo error rather than the compat patch

#

I'll do that now

stray dragon
#

That's part of the latest version of Emberpelts

burnt crystal
#

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

stray dragon
#

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"

burnt crystal
#

I thinik it looks right

#

I'm booting the game back up

stray dragon
#

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();
        }
stray dragon
burnt crystal
#

Might the beaver model in the locomotive be an issue?

burnt crystal
stray dragon
stray dragon
burnt crystal
#

Also, shouldn't that run only with the emberpelt faction? Or does it need to be always on?

stray dragon
burnt crystal
#

sensible

stray dragon
#

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....

burnt crystal
#

idk what that's about so I'll just post this accomplishment of mine :)

stray dragon
#

can confirmed, fixed trains for the next release

stray dragon
#

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.

sturdy estuary
#

Hmm, it seems the badwater taps also changed. They now have different recipes, including producing drinkable water using phoenix essence.

placid notch
sturdy estuary
#

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. 🙂

stray dragon
stray dragon
#

even if it means I lose control over it ¦3

sturdy estuary
sturdy estuary
stray dragon
stray dragon
#

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.

runic glade
#

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.

placid notch
#

So when you HAVE to have them in water it does not kill you.

stray dragon
#

I have thought about making the wet fur have more of an impact, but only like giving even more negative wellbeing.

stray dragon
placid notch
#

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?

stray dragon
#

I want it harsh enough that you actively try to avoid it, but not so harsh that it ruins your game.

stray dragon
placid notch
#

I try to avoid it at -2 LOL

stray dragon
#

Needs is something quite involved, so I don't really want to go outside the interfaces the game gives me.

placid notch
#

What about if a building is built?

stray dragon
# placid notch I try to avoid it at -2 LOL

-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.

placid notch
stray dragon
#

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

placid notch
#

Would just be cool if it could like say I have 20 beaver and it goes up a level then again at 50

stray dragon
#

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.

placid notch
#

Well it was just a thought to help the too harsh at the beginning thing.

stray dragon
#

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...

placid notch
#

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.

sharp glacier
#

Is it currently possible to have the negative to well being change depending on how far the bar has progressed?

stray dragon
#

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.

stray dragon
runic glade
#

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??

sturdy estuary
#

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.

sharp glacier
#

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.

sturdy estuary
#

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. 🤷‍♂️

stray dragon
sturdy estuary
# stray dragon it is possible to build such a machine, but it's probably better to just build a...

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.

worn tusk
#

what's for dinner

runic glade
#

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???

worn tusk
#

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.

runic glade
radiant briar
#

pine resine + charcoal = waterproofing to create building that are waterproof and unable to be flooded perhaps?

sturdy estuary
sturdy estuary
sturdy estuary
# worn tusk what's for dinner

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... 😂

worn tusk
#

they fell through, i tried FPP and also fell through. oopsie

worn tusk
#

we are the same 🤣

merry rapids
simple escarp
stray dragon
runic glade
radiant briar
#

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.

stray dragon
# radiant briar Greetings fellow Emberpelters, I have an idea for a QOL item that could go nicel...

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.

radiant briar
#

lol, i can see a silly beaver doing just that.

stray dragon
#

Yeah, I basically let them run like this for a couple of hours, then changed it.

merry rapids
sharp glacier
#

Hey Bob! How you feelin' about U7?

runic glade
#

Can we have Catapults as this faction's fast travel service? Or failing that, ski lifts.

#

Ooh! Or maybe airports???

sharp glacier
#

Ski lifts are most definitely not fast.

tight oyster
#

Make it cannons 😛

#

Would be on theme with fire

sharp glacier
#

Ugh, discord doesn't have Doofenschmirtz using this method and missing one of these canons as a gif.

tight oyster
#

Why can’t giffy search not stink? i asked for doffenschmirtz cannon and it shows me Nick Cannon

sharp glacier
#

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.

tight oyster
#

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)

stray dragon
stray dragon
worn tusk
weak monolith
#

Except that in the repo, still exists Specifications. Must be replaced by Blueprints 🤣

worn tusk
#

Just wondering if it's easier to adjust block spec because I'm 100% not looking forward to it

stray dragon
#

Should Emberpelts have the ropeway, tubes, both, or neither?

#

Personally, if any,I'm thinking tubes.

weak monolith
#

Guess not. Too many items IT style, so, I vote for ropeway.

stray dragon
#

They do lean IT I guess.

#

Perhaps I could even make something new. But what.

weak monolith
#

well, engine, numbercruncher ....

#

those for sure could be a dream for FT

stray dragon
#

It was number cruncher or observatory back then, and I went with the unmanned option.

#

I want to add more unmanned things like that.

weak monolith
#

well, a water powered (like waterwheel) Emberpelts observatory 🤔

stray dragon
#

Automated water pump was just the first one

#

Imagine an unmanned gristmill.

#

Or unmanned press

weak monolith
#

better an explosive factory 🤣 At least, less injured beavers 😆

stray dragon
#

Unmanned Mine, or bad water rig.

#

Would probably need a lot of power for that.

#

More realistic though... unmanned dirt excavator.

weak monolith
#

Sure I don't build that (dirt mod 🤣 )

stray dragon
#

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

weak monolith
stray dragon
#

Where are the patch notes?

#

Anyway...

weak monolith
stray dragon
stray dragon
tight oyster
# stray dragon

Maybe mine carts or something to that end? Not trains but more like in Minecraft or similar

merry rapids
merry rapids
stray dragon
#

In theory something I can actually do.

#

I'm not sure how doable writing my own will be.

stray dragon
#

Also, 2x3 house as the entrance? Maybe I could do a 1x2x1 micro hut.

stuck wharf
#

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.

merry rapids
worn tusk
#

someone's never heard of a flaming catapult

weak monolith
#

Greek fire. But, then will need to change the faction name 🔥 🤣

lone pawn
buoyant flume
merry rapids
#

They can't be immune to fire

#

And Greek fire never dies

urban linden
weak monolith
stray dragon
#

For now, I'd just settle for the faction loading at all.

runic glade
sturdy estuary
# stray dragon

What about having the tubes for transportation, and the zip lines as an attraction, like the carousel?

stray dragon
sturdy estuary
#

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.

worn tusk
#

How are you doing

worn tusk
#

oof

#

where you at with your bluepies

#

(pronounced blue-pees)

stray dragon
#

I'm at work, so I can't even work on my mod right now.

worn tusk
#

"UnlockableFactionSpec": { "PrerequisiteFaction": "Folktails", "AverageWellbeingToUnlock": 15 },

runic glade
#

I like to think the 1 right now is intentional?

sharp glacier
dry socket
#

ships

#

or conveyor belt

burnt crystal
sturdy estuary
#

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.

sturdy estuary
#

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.

upper bane
sturdy estuary
#

How comes I see the profile picx on the phone, but not on the PC?

stray dragon
# stray dragon
poll_question_text

Should Emberpels have:

victor_answer_votes

9

total_votes

19

victor_answer_id

5

victor_answer_text

Something else (comment)

upper bane
#

What's the something else, flying saucers?

urban linden
stray dragon
#

Honestly, I don't know yet. I've been a bit busy just trying to get Emberpelts to work.

upper bane
upper bane
brazen herald
#

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,

stray dragon
brazen herald
#

yea, I'm looking at the code,

stray dragon
#

I'd say you want BotEntityBadge and BeaverEntityBadge

#

in Timberborn.BotUI and Timberborn.BeaverUI

brazen herald
#

yea, but it entirely ignores CharacterAvatarSetter at the moment

stray dragon
#
        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);
        }
brazen herald
#

yea

stray dragon
#

They're using GetComponentFast, when they should be using some custom method they wrote for Avatar priority system

brazen herald
#

GetComponentsFast

#

(with priority)

stray dragon
#

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...

brazen herald
#

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)

stray dragon
#

ah

brazen herald
#

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,

stray dragon
#

hmmmm

brazen herald
#

how do you do the same for bots?

stray dragon
#

I just assign the same function to both BeaverSpec and BotSpec

#

or Beaver and Bot if you're in U6

brazen herald
#

ahh, you use AvatarMap?

stray dragon
#

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.

brazen herald
#

I'm currently doing:

        if (entityBadge is BeaverEntityBadge) {
          return (entityBadge as BeaverEntityBadge).GetEntityAvatarPath();
        }
        if (entityBadge is BotEntityBadge) {
          return _factionService.Current.BotAvatar;
        }
stray dragon
#

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

brazen herald
#

So the low-cost way might be to just dynamically detect if there's a GetEntityAvatarPath method instead of using class type

stray dragon
#

so you mostly just defer to vanilla scripts

brazen herald
#

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

stray dragon
#

also my last line there is mostly vanilla anyway, I just added the _isBot ? _factionService.Current.BotAvatar : part to the front of it

stray dragon
cloud scaffold
#

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)```
brazen herald
#

yea, the basename is available, but the dirname is gone

cloud scaffold
#

Game was last saved on emberpelts v0.6.0.28 and it wants to run v0.6.0.29 but can't start

stray dragon
cloud scaffold
#

I appreciate it 🙂

stray dragon
#

Material BulletinPole.Folktails is already loaded...
That's... I'm not sure what's causing that.

cloud scaffold
#

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

stray dragon
#

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.

cloud scaffold
#

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

stray dragon
cloud scaffold
#

Hm

stray dragon
#

Emberpelts Ladder uses the script in Tobbert's ladder mod

cloud scaffold
#

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

stray dragon
#

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

stray dragon
cloud scaffold
#

Hm, still crashes with both ladders disabled

stray dragon
cloud scaffold
#

oh there's so much

#

Gonna try loading with just emberpelts and nothing else

stray dragon
cloud scaffold
#

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

cloud scaffold
brazen herald
#

(at least on it's own)

stray dragon
#

This is the nature of mods unfortunately.

cloud scaffold
#

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

brazen herald
#

I don't think either Harmony or TimberAPI have been updated

stray dragon
#

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?

brazen herald
#

Yes!

stray dragon
brazen herald
#

More Mod Logs was fine too (it only uses Harmony)

stray dragon
#

Okay, 1 of only a handfull

cloud scaffold
#

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 🙂

stray dragon
#

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.

brazen herald
#

I've pushed the Web UI update that supports Emberpelts avatars

stray dragon
#

Ah, cool

brazen herald
#

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,

stray dragon
#

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.

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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.

tight oyster
#

mmm lexicographical sorting

stray dragon
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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.

tight oyster
#

Oh yeah, it’s just funny

stray dragon
#

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.

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It's the CD mentality all over again. "We have all this space, we might as well use it."

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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.

tight oyster
#

Yeah, the difference in old games on a Gameboy vs the Switch are a decent example of this

stray dragon
#

I think the better example is to look at games in the Playstation era.

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when CDs first came out.

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you can compare something like the Nintendo 64 to the Sega Dreamcast

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It's honestly probably a good reason why the game cube went micro-discs, rather than full CDs. To keep the focus on quality.

tight oyster
#

That’s fair

simple escarp
#

This works on Windows Folders

tight oyster
stray dragon
#

so the problem with adding tubes to emberpelts... I'd need to make a new custom texture.

stray dragon
#

okay, so, tubeways...

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2 variants of tube. normal and Solid.

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Solid isn't actually solid, it's just the normal one with a platform on it.

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occipations are as such too, so you can literally build a normal tube, and build a platform over it for the same result.

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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.

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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.

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if the normal one can auto-platform, then the "Solid" one could actually be "Solid" like a levee

brazen herald
stray dragon
#

This is still the 3x2 building, but, looks Emberpelts now.

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The question is, should I stick with this, or do something different?

weak monolith
#

Not quite. Why glass dome, when it should be a fire one ? 🔥

stray dragon
#

Silly

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I could do a flat roof, but then it would look more like a house.

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is suddenly struck with the dumb idea that I should just add tube ports to all housing

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it probably would be cool though if you could just path from house to house without having to connect all the front doors

weak monolith
#

Yeah, and, if you place houses side by side, will transfer not only power, but also beavers 🤪

stray dragon
#

It's an idea that I should write down, but I don't want to just include it.

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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.

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just... specific "Procreation Houses" would also be deleted ¦3

stray dragon
dry socket
#

its good

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so... are Emberpelts compatible with u7?

stray dragon
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I'm still working on it, but it's basically up to where it was in U6

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It'll probably be a day or 2 before I release it

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on that note

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Which one do you think seems more Emberpelts?

  1. "White" (Orange)
  2. Red
  3. Brown
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"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.

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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.

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That's with Red.

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that's with White

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and since the frame is brown, I kinda don't want brown.

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so I'm leaning Red.

stray dragon
#

this is all the same entity. Auto-plaform.

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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.

stray dragon
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let me highlight the problem.

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You can build platforms in there, which breaks pipe connectivity, then you can't demolish it without also destroying the pipe stack above it.

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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.

dry socket
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tubeways are boring

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why dont you make something new?

urban linden
stray dragon
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Especially considering the platform you could build in there would sever a pipe connection

south ibex
paper spire
# stray dragon Yeah, I had one of those before. When wet, they'd go dry off at a camp fire, or ...

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)

stray dragon
sharp glacier
#

Is that your Tube Station?! Nice!

stray dragon
#

is there any reason to have a 3x2?

sharp glacier
#

Where is the first?

stray dragon
sharp glacier
stray dragon
#

is it the door?

sharp glacier
#

Yeah.

stray dragon
#

hmm

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Both?

sharp glacier
#

I don't know. That's up to you. I wouldn't complain if you had only one of them.

stray dragon
sharp glacier
#

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.

stray dragon
#

I know...

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It's just way too convenient.

in fact the large one being inconvenient is what motivated me to make this oen.

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This would probably work better as an addon mod

sharp glacier
#

Sounds like a good idea.

stray dragon
#

Nadca has his own tiny IT station on the workshop already, so I really don't need to make my own version of that.

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and FT don't have tubes

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so, I only need to worry about Emberpelts tiny station

stray dragon
# stray dragon

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.

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Which is like... I'd rather just not have the block.

sharp glacier
#

Is that at all related to the update pushed yesterday?

stray dragon
#

they did what?

#

that might be what broke my IDE ¦3

#

no, it's not related to that

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I don't know what was in the update, but I know I've been pointing out code bugs to eMka.

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well, if I have the up to date version, the bug I pointed out is still in it.

sharp glacier
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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.

stray dragon
#

The bug is related to the stockpile good column visualisation... IE, drawing boxes in warehouses.

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if you set the BaseZ to anything other than 0, it doesn't behave right

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well, it crashes actually.

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but even with my first fix, you'd get this

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so I sent a 2nd fix to fix drawing boxes below the surface... again related to not taking BaseZ not being 0 into account.

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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.

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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.

worn tusk
#

Game doesn't like when unconnected blocks are underground either, at the moment.

stray dragon
#

I think I'm getting close

stray dragon
#

thoughts of the new bar layout?

stray dragon
#

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.
worn tusk
#

ahhh

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great job!

stray dragon
#

no I haven't released the mini-station yet.

worn tusk
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nah i'm wondering about getting my mod to not crash now that ember is working

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i'm sure it will lol, i added experimental emberpelts support

stray dragon
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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.

worn tusk
#

yeah...i janked it taking over NaturalOverhangs

stray dragon
worn tusk
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sounds good, i'm back at work now so maybe i can catch you after

whole sphinx
#

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)

stray dragon
#

Hmmmmm, custom beaver by name script...

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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.

stray dragon
whole sphinx
#

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

stray dragon
#

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.

whole sphinx
#

No worries man! Glad to have some decent storage options back for my IT save 😉

stray dragon
#

So that's 2 bugs I need to fix already.

whole sphinx
#

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

wheat crown
#

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

stray dragon
whole sphinx
stray dragon
#

Huh...

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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.

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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.

whole sphinx
#

yep all of the new underground buildings

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in case it helps at all