#Emberpelts - New faction!
1 messages · Page 4 of 1
🔴 Just another weird idea: Allow the tube station to connect from top. Connections from bottom are already possible, so why not from top?
The only reason why not top, is because it has that decorative dome on it.
I guess I could edit it a bit, but then it start to just look like a lodge
Ok, I see. Maybe a different building? But too many station types (tiny, normal, top-connect) migt be confusing.
I did make a tiny 1x1x1 that has 5 side pipe connections and a door. It's just not in the mod yet.
Ah, I remember seeing the tiny, but wasn't aware it allows top connections. Thanks!
I'm thinking that tiny one is just too convenient to include in the base mod, I'll include it in a different mod, maybe by itself.
A mod working with IronTeeth and Emberpelts, and possibly other modded factions supporting tubes?
Well, mine would just be for Emberpelts, but I could add in an IT version. I don't know if Greedy Builders have tubes, but if I assume they do, then they could have it too.
I seem to have a issue when loading the game. I only have EP and the script pack loaded but it crashes - ArgumentException: Building not found: LumberjackFlag.Folktails.. Is anyone else experiencing this particular quirk?
For the moment at least Greedy Buidlers have both new transit options
let me guess, starting a new game?
Pretty sure it's trying to run the Tutorial
now that I'm home, I can actually work on it
I've already released an update to fix the script pack, I'm working on Storage
@stray dragon I hopefully speak for a lot of folks by say thankyou for all your work. It is very appreciated.
I'm glad people are enjoying the mods.
Okay, I might have finally got Bob storage working.
one last test before I publish that one
Not sure what information you need.. version 7.0.1
huh, water wheels should be flooded 🙂
(i.e. it's not a power wheel)
There was a recent change to prevent the tube station from showing as flooded, I wonder if that caused it.
yea, sounds like it's missing a spec or something,
I assume this is an Update 7 only issue?
water wheels are supposed to flood if it's too deep in the water (since the wheel can't spin if the water is pushing it both ways)
so might be a bug in emberpelts handling of that
huh...
Water wheels show as flooded in 0.23m water and generate no power with 1cms of flow
Yeah. I'd work on fixing it, but my unity is... well, it's not working anymore
Okay, I managed to look at the new water wheel entity... it didn't actually change within U7
I just had a couple of the numbers wrong on it
I went to release it, realised I forgot to do something, forgot what it was I forgot, released it anyway, then remembered what I got so had to push another release.
I'm not sure if I mentioned, but that should be fixed now.
does it work with IT as well?
That's a screenshot in Ironteeth. So, yes. And greedy beavers, but I didn't test that one.
And emberpelts if that wasn't obvious
its in the emberpelts mod discord, wasnt sure if it was functional in IT. good to know. i've been playing FT. i feel they need a mini station as well. not sure what it would look like
currently i just put 2 stations next to each other when i need more connections
Hmmm
Well , FT also need to be happy to not loose land due to a huge station. I like-it 😍
i'm afraid of it. what if it breaks someone's save?
It's experimental. who is afraid to loose a save, should stay on stable
Experimental means to ... experiment 🤣
can we get those printed on Ts for all the homies in the back?
That should be the Small tubeway station. Title and icon don't match 😮
is that bobings tiny tubeway?
Not sure, just started the game
cuz mine should look like a kid did it with mspaint
I know from IT
free for bobings use
I kept the same icon, but thought I changed the name... hmm
Also, most of my icons aren't much better than this, look at my custom house icons, or beet and radish, those are a bit of a mess, but you can't tell in game.
Anyone find any other bugs?
Just for 100% clarification, emberpelts is U7 live?
Yes.
And much fun it is, the tubes are very cool. I had a random crash building the tubes , but now can't recreate.
Issue resolved.
The problem with allowing the small tube station to be mirrored...
What time is it?
Considering the clock is actually broken in the released version, I don't think it's much of an issue that the clock runs backwards on the mirrored version.
Well, while beavers don't look at the clock to go home 🤣
one of them is secretly a time machine sending beavers back in time
or forward, if they want
https://youtu.be/UUvXNEpUXtw?t=3205
@main cedar
Bots are up and running and it's time for us to get moving on the next steps to our second district, fix flooding FOREVER (finally) and keep automating stuff slowly as things improve. Let's get to work!
MODS/MAP USED
Badwater Ridge Map: https://steamcommunity.com/sharedfiles/filedetails/?id=3346452778
Emberpelts Faction Mod: https://steamcommun...
new Tubeway Icons
Can you seel what they all are?
Also, thanks to @worn tusk for that 2nd one.
1 Big one, 2 Medium one, 3... guess 🤣
And the "Solid Tubeway" icon has changed too. it now reflects the Levee block it actually is.
Also
new mod, I made an IT version and released that as a mod.
Oh hell yes
Absolute game changer
Bevers wanna know about Tenet
Oh, @cloud scaffold you mentioned in this video that your custom name mod is broken.
You can actually use my Scripting pack to add to, or replace the names list. Even give specifically named beavers a custom skin.
I'm still working on making it more user friendly, if you want, I can walk you through how to set it up.
them different colored emberpelts are so cozy
The script mod actually contains Gold, Silver and Bronze beaver textures and Icons, too. So you can make a custom name list for like, Patreon Tiers or something, I dunno. It felt like a good template.
you're saying i can have more colors you already made?
Yeah
and if you're daring enough to try, you can add custom ones of your own too
Lapan send me some pretty unique AI generated textures too
no, but here's a blender screenshot
This one is Gold beaver.
And another AI generated Leaf beaver
This one has a bunch of Emberpelts, and Charcoal beavers as expected...
but also Tobbert, Lapan, Battery Smooth and Me... plus 3 of each Gold, Silver and Bronze beavers.
who is teal
Battery
Supposed to be an Amp-Ear beaver, but battery hasn't done the textures yet, so I kinda made something based on his description of them.
Noted, I'll let you know
how cool does the unwrapped texture look like on the leaf beaver
yeah. NOW. how about tomorrow? it can only go up
maybe another day...i dont want to start fiddling with another thing yet
you were planning on using it?
I don't know how Lapan made these, all I know is he used an AI
i was gonna make a kiwi face beaver lmao
its gonna take a lot of imagination that i don't have at the moment
might try skinning something more abstract
4/9
or 5/10
Things change order
Tubeways are more popular than ziplines.
People love that water wheel
You know @worn tusk I actually subscribed to your platform over large water wheel when I saw it on the workshop.
those platforms?
Platform Over Large Waterwheel is Nerro :p
Oh, derp
I can't load that right now, I'm on my tablet, but I've probably subscribed to your platforms mod too.
I have a few mods on my list.
Do the mini tube station and levee tube work with IT?
The Levee Tube is specifically for IT. Emberpelts don't need it, it's build in to their faction.
The Tiny Tube station works for both.
Both mods also work with Greedy Beavers faction.
I don't know if I should do this as part of Emberpelts.
The Tubeway is a special building that connects between normal paths and Tubeway paths (Tubeways is just a special path)
Using this mechanic, I can add special "Connections" of type lodge to allow houses placed adjacent to each other to be considered as if they were 1 big house.
Those lodges on the roof of the other lodges have no path connection to the door, but are considered connected, because of these special Lodge connections I mentioned.
Imagine stepping out your front door and having no stairs
they're basically accessible from the houses below
considering the pain with the juices, will be a worthy relief 🤔
This is what's happens with the other double Decker house, right?
for sure, if you don't use ladder, just scack houses
That's just a solid unit with 2 doors, this is a little different, but same concept
You could literally just place 2 triple lodges on top of each other, and have the same effect as the Tenement lodge with this change.
they also travel through houses as if they were paths, kinda like how the tubeway station works.
So, should I implement this?
My only concern is it seems like a cheat since you don't need access to the upper level. The tenement lodge concept is nice since it has the upper guardrails. I guess my point is more asthetics
so you think, no, I shouldn't make this change?
I mean it's your mod. I just don't like the look personally since you can have an open door with no access. Kinda breaks the illusion, even if it's a game
I mean... in theory, I could make the door turn into a window or something using a script.
The tenement makes sense. Like an apartment complex with a shared stairwell, then the upper level has a baricade
but then you place a lodge without a path, and you forget where the entrance is supposed to be
Lol, no access housing
One house with door and one with "must be placed on top of"
That's just creating extra work
I like the apt comolex idea tho
I'm just thinking which ones would need such a script.
Vertical, Double, Double Vertical, Triple and Tenement all have the "Balcony" so would look fine with no changes.
so it's just Lodge and Big Lodge (the barrack style lodge) that would need the door changing.
The Balcony ones in theory I could add an extra barrier
and it wouldn't be an extra building you can place, I'd write a script to automatically change the graphic.
I spent nearly 3 whole days working on just the Tubeway Platform script, so, this isn't something that I'd consider a lot of work.
Oh I see, so once you stack it would change
yeah
I know it's not reality, I'm just saying the extra door would break that "reality" concept for me
it wouldn't even really be based on stacking, you can connect them side to side or back to back, and they join too, basically any solid lodge block next to any other solid lodge block (so, not including balconies) it would "Connect" and allow them to travel between the houses.
Any house that is "Connected" but no path on the front door, then I change the door graphic to a Window
So you can reduce your various house options to just 3, one 1x2, one 2x2 and one 3x2.
You need just one building to connect to the path.
This works better conceptually, for me
The only ones that in theory would be redundant would be the 2 with 2 doors. Double Vertical and Tenement.
You'd still have Lodge (2x2x1), Vertical lodge (1x2x2), Double lodge (2x2x2), Big lodge (2x3x2) and Triple lodge (also 2x3x2).
but I can't really just remove the Double Vertical or Tenement lodge, because that would delete any that already exist.
I guess I could make them dev tools only, but then people who don't realise they can stack the housing would be confused.
You would add houses with this funcionality or replace existing ones?
Imagine logging in and your house is gone...
Change the existing ones to add this function
For me the vertical aspect on all houses is OP und should only be available for the buildings it is now available. But the horizontal aspect is quite intriguing.
I don't really want to remove anything to break save games
so connecting side by side (and back to back, etc), but not up and down?
Yes, up and down just for the ones that have it already.
So in your last picture it would need a double vertical inbetween to reach the upper houses on the side.
I agree yes up and down. What if they are off set tho? Like say you are building up a cliff side and there some mountains you can build half on the building below and half on the mountain. Would it still work?
That's the thing. If it can connect on any side, well, most have 2 stories, so in theory you can stack side by side and have them connect, but the one to the side is 1 block higher, so you stagger them, but still build side by side, and they'd still be connected, effectively vertical.
unless I made them connect ground floor only... but then what about those that are 4 tall?
it's complicated, easier to just allow all sides anyway.
can i just confirm what mods i need for the emberpelts to work correctly? 🙂
I agree on the all sides. Just didn't know if the script allowed for passage when staggered, if that's true it's a huge win
i couldnt find the lumberjack flag, only to realize that there is no group for wood at all, and instead the wood buildings are located in the industry tab 😅
i guess that has to do with a missing moregroups mod
Nope, was intended.
ok thats certainly something that people need to get used to
Paths has way too much stuff on it, but in contrast, Metal only has 3 items (4 in Emberpelts) and Clay only has 2 things on it. Even Emberpelts wood category is on the small quantity side. Putting them all on the same tab felt like a better use of space.
with staircase mod 🤣
Yeah, it feels a bit odd when you combine them like that, but staircase mod does add a lot of things to the paths bar
im starting to realize ive been spoiled with all these extender mods, with all of them disabled my lumberjacks cant even find trees to cut when they are right infront of them
Wait to see dam decoration what will make into landscape tab 😱
I'm ready for dam decorations!!
Omg I love it
The crazy part is, for those of us who know, know what to look for and the possibilities that are deminstrated
it does make it very easy to build skyscrapers, without having to worry about accessability
unlike bridges, you can't build from within houses though, so you still have to worry about accessibility to build them.
But you could use it as a makeshift house ladder to get up and down a cliff side
Beavers just hauling logs through your apt complex
Or will they not use it as a path?
They must if they went to the shrines and rooftop terrace
They will use it as a path, yes. But unlike ladders or tubes, you can't just build them up from the ground.
Well top down or crazy scaffolding
yup
Making the door vanish was easy enough... (Actually, no, it wasn't, but I'll get back to that), but making the door show up when there was ground or a platform in front of it was more difficult.
for some reason, whenever trying to read a serialized array, the result was always null.
I'm not sure what the problem was, but I'm sure I need to try again.
What black magic is that?
See above discussion, basically, inspiration from the tubeway station, buildings placed next to each other connect and allow beavers to travel between them like 1 big house, even though they still behave like single houses as far as occupation and breeding is concerned.
Someone said that all the open doors made it look scary, so I edited some models and wrote a script to change a door into a window if there's no path connecting it, or no floor directly outside of it.
Hmm.
You don't like it?
Well, not even considering the mechanic at all, I'm not sure entire faces of windows (or doors for that matter) looks good period.
hmm, it seems that I make just in time Building path to be compatible with Emberpelts. Now it make sense that who build the path in front of a house also make the door 🤣
Unfortunately, the script counts incomplete structures when deciding on if it should draw a window or door.
well, the architect who decided where will be the paths, build the doors, then 😛
Also it doesn't even need a path in front, just something they can walk on, like ground or a platform.
make sense, just to not have doors on a edge cliff ...
I didn't mean to sound so pessimistic. I think the feat itself is pretty cool.
will be crazy if bench could be placed on balcony 🤫
You can put other buildings directly in front of doors and they connect.
I think a small balcony would look nice
buildings on top of large industrial piles dont seem to be connecting to paths
known bug, will be fixed in the next release.
Patch notes:
Just some cleaning up of code.
Added new Door toggle script.
Emberpelts:
Fixed clock on Tubeway Stations.
Fixed not being able to connect to buildings on top of a Large Industrial Pile.
Small Tubeway Station is now Flipable, has it's own icon, and Locale entry.
Updated Levee Tubeway Locale entry, model and Icon.
Housing connects to each other when placed adjacent, allowing beavers to travel from building to building internally.
Emberpelts don't breed:
Updated to be in line with new Emberpelts update.
Bob Zipline Levee:
Fixed internal name.
did I previously release the update to the tiny tubeway station?
yes, I did
Update released, should be fixed now.
And all quiet. That's probably a good thing.
or the beavers are plotting against you
YA, it's a bug in game. Dev's will fix
cool, ty
Probably. I still can't continue my emberpelts game due to some other missing mods, but the situation is getting better every time I check 😂
experiments do be like that all the time
"Housing connects to each other when placed adjacent, allowing beavers to travel from building to building internally." this is awesome very nice addition
which missing mods are holding you back?
also, somebody post this comment on Emberpelts. I don't even know what they're trying to slay.
what is Luke's mod?
not sure what mod he's talking about, luke saves jesus has like 20 on the workshop
comment: there is a bug. thanks.
i get that english isnt everyone's first language, but when do you get taught to mention the subject of what you're even talking about?
hi, it's me, yeah that guy commented on one of my mods as well, I assume his native language is not English and unfortunately I had no idea what he talked about too.
At least, my english is not so bad 🤣
Hopefully not too OP.
I made it so they can't build other things from within the house as a compromise, unlike the tubeway where apparently you can.
yeah the tubeways you can, the IT / Emberpelts tubeways are much stronger than the folktails option.
I'm not sure if it's a bad thing being able to build from the tubes, as it would make them quite hard to use in some situations if you had to always be able to get to the route. e.g. going through bad water. vs the folktails flying over it.
Not so sure, Yet, beavers got wet fur from underwater tubeway, I don't dare to test with badwater 🤣
Yeah.
Apparently it protects them from contamination, but not other needs
the code for the tubeway is actually fairly small
I don't know how it works (yet), but there's literally just this code.
namespace Timberborn.TubeSystem
{
public class TubeVisitorContaminationResistor : BaseComponent, IContaminationResistor
{
[HideInInspector]
public TubeVisitor _tubeVisitor;
public bool IsResistant => this._tubeVisitor.IsInTube;
public void Awake() => this._tubeVisitor = this.GetComponentFast<TubeVisitor>();
}
}
if a tube has a visitor, the visitor "IsResistant"
I see, IContaminationResistor is a class
huh...
Contamination was a need. I don't see it in the needs blueprints section
ah, because it's BadwaterContamination
So there's nothing special in the need definition as far as I can tell. Everything present on BadwaterContamination is also present on Injury.
anyway, hope devs will solve the wet fur issue with tubes, or, you will be forced to switch to ziplines 🤣
Yeah, the "Contamination System" is hardcoded to a specific need ID
So...
it MIGHT be possible to duplicate parts of the badwater contamination system to add my WetFurBad need to the list.
on that note, since my need is different than the standard WetFur need, any patch the devs do might not work for my need, because it's a different need.
however, both are dependant on NeedAffectedBySoakednessSpec
so it might be better to block NeedAffectedBySoakedness than to block a specific need
either way, best to wait and see what the devs come up with before I try and do my own
public override void Tick()
{
if (!this._threadSafeWaterMap.CellIsUnderwater(NavigationCoordinateSystem.WorldToGridInt(this.TransformFast.position)))
return;
foreach (InstantEffect effect in this._soakedEffectService.Effects)
this._needManager.ApplyEffect(in effect);
}
That's just a snippet of code, but basically, there's a list of needs that have the NeedAffectedBySoakedness on _soakedEffectService.Effects, so if you're "in a tile that contains water" then "Apply these needs"
so, this is the code that would need to be intercepted.
There's no native interception point for this, so I'd have to use Harmony (Which I haven't used yet) to replace that script with one that also performs a check against IContaminationResistor.IsResistant.
as far as I can tell, literally the only time IContaminationResistor.IsResistant is turned on is if you're in a tube.
The biggest one is Choo Choo.
Which can't be updated until TimberAPI is, and that hasn't yet.
Also, Choo Choo is a Tobbert mod, and Tobbert is "Basically retired" from modding.
so there's no guarantee he even will update it
He'll do it if he wakes up one day and feels like modding Timberborn, and all the dependencies are ready.
Yes. Maybe I just start a new game with Emberpelts eventually. For now, I'm still busy with my IronTeeth Update 7 game, using rather few mods intentionally. 🙂
Some other mods I definitely used in the old savegame are the 4-Way district center or the 1x1x2 storage (I used the very huge warehouse, and some of the tiny ones).
And there are some like "more platforms" or "more bombs" which have been active, but I'm not sure they're actually used in the game. Like if the save game doesn't contain any actual 4x dynamite instances, a missing "more bombs" mod should not prevent it from loading.
Don't get me wrong, this is not meant as a complaint. Using mods on an experimental pre-release game is my own risk, and I'm very grateful for all the effort you (all the modders) put in.
And, btw, I absolutely love the tiny tubeway station!
Trains are probably less required now that you have tubeways
Yes. But I'm a fan of trains, and I intentionally changed some logistics so the trains have some work just to see them hurrying around. 😁
I had a fully functioning settlement with about 500 bots doing the work, and 200 beavers enjoying their life, and then enabled the Choo Choo Mod and built a mine far away on an unused spot, and paused the existing one just to give the trains something to do. 🤷🏼♂️🚂
It's on the same map JC the Beard is playing in his ember pelts hard mode series. It actually inspired me. I thought I could do better, failed very badly, and tried a second time, this time very successful.
Bad water ridge, IIRC.
Comment of the week.
this one is worth looking at though.
I could probably have 2 different roofs and switch between them... or more accurately, have the roof as a 2nd texture that gets hidden when you build on top of the station.
Pressing F is flip, so, can't do that.
Better no, will be transformers, not tubeways 🤣
I could technically do everything except the press F thing.
You're on a roll with these extra block mods! Any chance you're working on a levee with powershaft block?
And any chance you could make the Convenient water wheel's base water tight? (both have been done in older mods but those don't show any sign of recent activity)
hmmm
Just beware the feature creep demons
I wasn't going to do the power levee block, because Knatte Anke has made one previously, but could.
As for the solid block on the large water wheel... it's not unreasonable...
it should be on the block ABOVE the water level though, so I didn't think it was necesary.
I know the mech pumps now have a levee as their base but it ends up not actually meaning a whole lot from what I remember, based on how they're typically used
(Ignoring the levees under it, that's just so I have /somewhere/ to show it being green)
But like, the way the spout works, the built-in levees do basically nothing
IIRC, they're not actually levees either
But the patch notes mention that they're effectively levees
Anyway, sorry not trying to pull off topic too much
No, it was in u6 I think
then in theory mine should already be that
but I've not really used them in a while
With the one from the uh. I think it was the water extension mod. It's the base itself that acts like a levee allowing for 3block deep water instead of having the channel overflow at the bottom of the axle block.
Updated buildings: Mechanical Fluid Pump and Deep Mechanical Fluid Pump. Power shafts can now connect from front and back (or even bottom!), and not just from the sides. Also, the Pump’s lower part now acts like a three-block levee, blocking water.
From the Update 6 patch notes
@stray dragon have you encountered any uncaught exceptions with these new modular housing blocks? i wasnt doing anything in particular when all of a sudden the game froze. all that is on the map is a bunch of houses on top of eachother
Can you send the player log?
Or if you started the game once since, the player prev log?
i tried to find it, but its not in the timberborn folder
unless im looking in the wrong place
%appdata%
ye ok lemme check that one
Change to local, then mechanistry/timberborn
I won't really be able to look at it now though, my phone just downloads the file, then can't open it in anything, but I'll look later.
I've not seen any issues with it so far, but it is possible there's an issue.
Also, looks pretty neat.
yeah its a bit chunky for my liking, but I can understand the restrictions
You mean with the beavers and build range?
more like the size and footprint of the buildings that can be created with a modular approach like this
Ah
but that might also just be a matter of experimenting
i think what will help if the no construction limits mod gets a u7 version, that would allow for creative structures
because then we're not dependent on supports
You can go pretty crazy if you use platform scaffolding
If it crashes again, send more logs.
A fix for beavers in tubes getting wet.
The devs say they plan to patch the game anyway, but until then, here's a mod that does it. It uses Harmony.
huh... that's an unusual on...
Apparently a beaver got confused trying to wander around.
I have no idea what to do with this information.
i dont know if itll ever be possible to pinpoint which beaver was confused, but perhaps it had to do with one of these. I noticed some beavers were wandering around in that position but they couldnt go anywhere because there is no path, whereas other beavers were sitting in the door which seems to be the normal behaviour?
only way to check is to reproduce the build i suppose but thatll be for another day if its worth the effort
I mean, they're still technically in the doorway. hmm
Recreate then delete beavers one by one?
Looks like you skinned him. Didn't know beavers were plants.
Tobbert updated the ladder mod and broke the emberpelts ladder.
I'm considering doing it in an alternate way.
did your ladder depend on his mod?
yes
If you look at it from the U6 ladder, I can do all that if I just use the new TubeSpec script.
If you look at it from the old U7 ladder, the only thing I can't do is automatically placing path under the ladder.
Which method would be better?
automatically placing a path under the ladder if there isn't one? (and I can do that without automatically deleting path if a path is there), the advantage being you don't have to wait for the ladder to be built for it to be considered a path...
or include the path graphics as part of the ladder? (U6 functionality) the disadvantage being that it doesn't count as being a path until you build it.
I'd always regarded it as an annoyance that I couldn't just place a ladder on an existing path, but had to disconnect the existing path and wait for the ladder to be built again.
But that's just my self-serving opinion as a player. 😁
I can agree with this. That's one of the advantages of the 1st option, automatically building a path under it if none exists means you actually can build it on a path.
it also means you can built it on a non-standard path
like the wooden path
Would be nice for the visual enthusiasts 👍
The problem I have right now is... Every time you load a savegame, it adds the path.
This means if you ever delete a path from under a ladder, loading a savegame puts it back.
All Emberpelts stuff currently works with U7.
Tobbert released a ladder mod update yesterday that broke the ladders, but he reverted it, if you experience any issues, go on Mod.io and get the previous to latest version of Ladders.
All other Bob's Mods except Platforms have been updated for U7 (Platforms used a feature in TimberAPI that hasn't been updated to U7 yet)
yay
Patch notes:
Bobingabout Script Pack:
New script for new Ladder.
Emberpelts:
Changed Icon for Industry tab to include Wood, Metal and Clay icons.
Updated Tubeway Station Models
Ladder:
Updated to use my own custom script.
Bob Platforms:
Updated for Update 7.
Bob Tiny Tubeway Station:
Roof Dynamic Graphics updater.
The old ladder implicitly had a path, always. Could you prevent the path from being deleted as long as the ladder is there?
in theory, Pathing should still work even without the path there.
If you force the ladder to have to have a path, then you're basically just rebuilding it if it's deleted, but then you can't play a fancy one down to replace the basic on.
Ah, I see.
Which method would be better?
I would not want ladders automatically adding paths. I don't want anything automatically adding paths. Sometimes, I purposefully keep paths disconnected in builds so that new buildings don't get staffed before I'm ready for them to, etc.
As for the problem you mentioned, that's unfortunate.
All that together, it seems the best compromise to always add the paths manually. Might break old savegames which will need to have paths added by the player, however.
I went with the Auto-path one. while it does currently build a new path every time you load a savegame, I've found a fix to that, but haven't released it yet.
when I do post the update, it'll basically place the path when you build the ladder, but if you delete that path, never replace it.
Also, the path is mostly just decorative anyway, if you delete the path under the ladder, it's still connected (when the ladder is complete) as that's part of the nav mesh spec.
unrelated, I just noticed that there are nearly 8k subscribers to this mod which 🎊 congrats
Thanks :3
So one of the things I'm working on for the Tiny Tubeway Station is the sides changing automatically so you can have either a Door, or a Tube connection on the side.
These are just phantom doors. it's just a door with a nav mesh to connect the internal tile to the external tile.
As you can see here, it works.
you put the actual station in there, and it doesn't.
so... that's step 1 anyway I should do the same with a tube connection.
The Tube connection version doesn't seem to work though
Might need more experimentation, but... it might not be possible to auto-tube/door the same wall
Didn't Nadca or someone do it with their mini station already?
I don't know, someone requested the feature though
@worn tusk, did you build the mini station that autoconnects to tubes and paths depending on what's next to it?
Considering the difficulty I'm having getting it to work, I doubt it.
but if he did, I'd like to know how.
Umm maybe but it wasn't working right
I abandonded the mod anyway
Shame. Sorry Bob.
Mine needed the extra pathways for the tubeways to even work. Not sure where i went wrong to even be helpful. I'm sure bobing knows more than me about the tubeway stations anyway
hmmmmm
So a tubes will only link to another item that occupies the Path occupation, and you can only have 1 per tile.
so the base has to include a tube connection in every direction.
The door on the other hand, only really needs the nav spec for each direction, and doesn't need to occupy path, so can be placed in the same location...
but...
Path won't connect if there's also a tube connection point in the same place
sounds a bit like my issues where i gave up because i felt it was impossible to adapt the 2x3 into a 1x1
feature for feature
but i also gave up because the .5 update fixed some things in my mod but not everything
im just wondering why would anyone want a 1x1 building that automatically moves its door
you can just rotate the building 90 degrees to get the same result
my specific issue was replicating the tubeway connections. vanilla tubeway station has none of them checked as two-way, but the only way to have any connections is to make one of them two-way
You have to demolish a building to do that.
yes, but is that a problem?
it is if it's at the bottom of a stack you gotta rebuild
ok i see the point
what if your entire society rested on that one block? that could be a lot to rebuild
then i'd say you didn't plan out your city very well 😂
that would be the piss-poor planning challenge. PPPC
but honestly it doesnt sound like a situation that will happen very often
Yeah. The question is... Can I change THAT while the game is running, using a script?
the ether responds back with a yes
Oh, I thought your name was Nadca, not Magic 8 Ball.
well bobing know i don't know the answer to that, so i took the place of an 8-ball for him
figured i'd respond back with some mild encouragement
;)

I can access it, but the question is, what happens if I try?
foreach (var edgeGroup in _blockObject.GetComponentFast<BlockObjectNavMeshSettingsSpec>()._edgeGroups)
{
List<BlockObjectNavMeshEdgeSpecification> _addedEdges = edgeGroup._addedEdges;
if (edgeGroup.UseGroup && edgeGroup.GroupName == "Tubeway")
{
if (hasPath && _addedEdges.Exists(edge => edge._end == _doorPosition))
_addedEdges.Remove(_edge);
if (!hasPath && !_addedEdges.Exists(edge => edge._end == _doorPosition))
_addedEdges.Add(_edge);
}
if (!edgeGroup.UseGroup)
{
if (!hasPath && _addedEdges.Exists(edge => edge._end == _doorPosition))
_addedEdges.Remove(_edge);
if (hasPath && !_addedEdges.Exists(edge => edge._end == _doorPosition))
_addedEdges.Add(_edge);
}
}
no, didn't work.
did it do anything?
no
trying a different implementation
hmmm
if you put the path down first, then the tubeway station, it works, but if you put the station down first, then the path, it doesn't
Loading a save game doesn't connect them properly either.
careful getting into a debughole from an expiremental build
protip: if you start feeling gaslit by correct code, then it could be a sign to give up
x3
There's probably a way to refresh the nav mesh
Also, that's why I made a backup of the station before tinkering with it
my dev setup is in such disarray and i don't feel like cleaning up yet
x3
this might do it...
_blockObject._transformChangeNotifier.NotifyPreChangeListeners();
_blockObject.RemoveFromService();
_blockObject.UpdateValues(_blockObject.Placement);
_blockObject.AddToService();
_blockObject._transformChangeNotifier.NotifyPostChangeListeners();
that made it even worse.
lol
I found this
_blockObject.GetComponentFast<BlockObjectNavMesh>().RecalculateNavMeshObject();
I know exactly what that does.
what does it do?
Should I have added the /s tag?
oh, right ¦3
=)
I love listening to you guys be all nerdy. But I don't know any of it.
well, it seems to look at the BlockObjectNavMeshSettingsSpec, which I changed, and use it to build BlockObjectNavMesh, and considering I'm changing the BlockObjectNavMeshSettingsSpec, it's probably a good idea to call this.
InvalidOperationException: Can't unblock edge to 420075, it wasn't blocked
huh
did it have a path?
I didn't get chance to check
I've just implemented a copy of the update script without the edge blocker
so, trying again
just cuz you got
{
if (!hasPath && _addedEdges.Exists(edge => edge._end == _doorPosition))
_addedEdges.Remove(_edge); ```
I can remove edges easy enough, it's adding them back in that isn't working
though...
NavMeshGroupService exists, that lists IDs of path types.
but I can't see how the IDs are set on the nav meshes.
it would be easier in theory, to set a new ID than remove and re-add an edge
if I could find where they're set.
I have something that mostly works. Needs refining.
Somehow... this is what works.
if (!hasPath)
{
_navMeshUpdater.EnqueueRegularChanges(new List<NavMeshChangeSpecification> { new(_pathEdge, NavMeshChangeType.RemoveEdge) });
_pathSet = false;
}
if (!hasTube)
{
_navMeshUpdater.EnqueueRegularChanges(new List<NavMeshChangeSpecification> { new(_tubeEdge, NavMeshChangeType.RemoveEdge) });
_tubeSet = false;
}
if (hasPath && !_pathSet)
{
_navMeshUpdater.EnqueueRegularChanges(new List<NavMeshChangeSpecification> { new(_pathEdge, NavMeshChangeType.AddEdge) });
_pathSet = true;
}
if (hasTube && !_tubeSet)
{
_navMeshUpdater.EnqueueRegularChanges(new List<NavMeshChangeSpecification> { new(_tubeEdge, NavMeshChangeType.AddEdge) });
_tubeSet = true;
}
Only place the path/tube connection if you want it and it doesn't exist...
but remove the path/tube connection if you don't want it even if you think it doesn't exist.
Updates to the Tubeway Levee block.
Makes perfect sense to use the Emberpelts materials I did for the platform, they have a colour scheme, it's the only choice.
Iron teeth on the other hand, Dark Brown, Grey and Indigo would all match their colour scheme for the platform.
Do you think I made the right choice?
I don't think I made the right choice actually, the path fence blends in with the platform.
I like this one.
Change log:
Tubeway Levee model updates depending on what's on top of it.
Path Placer script (used by ladders) no longer places paths on Game Save Load.
Added new TubewayConnection/Platform/Roof script, used on the Tubeway Levee to update it's model depending on what's on top of it.
Should I release Emberpelts?
The only real update implements the same change to the Tubeway levee
I've spent 2 days working on a script for the tubeway station that causes all beavers to just stand still and use tail whip instead of working.
so I'm not gonna use that.
This update is also a double edged sword.
on the one hand, it's not gonna keep adding the paths back that you've deleted from under ladders...
but on the other hand, if you update from U6, it's not gonna add paths that used to be part of the ladder.
screw it, I released it anyway.
Tubeway Levee model updates depending on what's on top of it.
U7 should be met with new maps anyway tbh
I was a bit lazy to install/reactivate the ladder mod... 🙂
(The bottom level has entries on the other side.)
sir that's an elevator
and, require no power. I should have one , in real life 🤣
i live on the 3rd floor with only organic methods to get up here, i hear ya
I know what you meant by organic methods, but what you meant is not what I thought.
hmmm i don't catch a ride from some amoeba or a horse upstairs
uhh not sure how close i am to the direction you thought
...not close.
well i don't use the ol' organ tubeway of pressurized colon gas to propel my body anywhere?
No, what was immediately conjured into my mind was some biological building-creature, who has atleast one esophogus-like passageway that squeezes (gently enough) around contents to move them between floors.
see, i had one neuron fire about some HR Giger-esque forms but i was led to simple cells. i like your imagination
i wish i had that
Hah, thank you.
but alas, i have a stairwell
lol
plain and inanimate
90% of the time for a 3rd floor, I'd take the stairs if I weren't carrying anything stupidly heavy
Elevators make me nauseous.
It's not so bad. Only if you are inside and, power lost 😛
No, I mean, they literally make me feel sick and give me headaches.
EDIT: I presume it's the lurching from starting and stopping.
make sense, it feels like a quake ...
That looks like you're using the older version of Tiny Tubeway Station, before I added the roof graphic.
Do cars to the same thing to you? You might just be very sensitive to vertical acceleration
They need to work on their drive settings/valve configuration if it feels that bad to ride, or it's really fuckin old I suppose
Possibly. I entered the message with the screenshot and forgot to send it. Chatted here using my phone, and when I actually returned to discord on the PC, I found the message rotting there unsent, while the PC has been hibernated. 🫣
😛
Did the latest update break emberpelts? I've been diagnosing my crash at start up. Ive tried the following
- script and ember pelts - crash
- script only - runs
- ember pelts only - crash
Already fixed
ok thanks, ill see if steam will give me the updated files 🙂
Yeah, probably about 10 hours ago, the game update broke (almost) ALL mods
so I spent 2 or 3 hours after I woke up (4 hours after the update) working on fixing them.
That, after the fight to update Unity and modding tools..
ArgumentException: Missing required specification field: BlueprintModifiers
Parameter name: BlueprintModifiers
is the start of the error cascade i get.
That definitely means you have an old version of the mod.
That's a failure on the Emberpelts Faction specification definition.
You need to have version 0.7.1.0 of all my mods, if any aren't 0.7.1.0, it hasn't updated.
ok, got it fixed, i unsubscribed from Emberpelts and script then re subbed and it got the corrected versions.
thanks for the help
I used to get carsick easily. It mostly went away when I started driving, but sometimes I still get carsick as a passenger.
Otherwise, it wasn't the same effect as an elevator.
I got carsick as a child as well, for me it went away when I started going on roller coasters, and still love them to today. Funny enough I work on elevators now
the middle one is kinda redundant now.
Make path 3 a dev tool (hidden), and replace it with 4 (wood, no railing) and 5 (wood with railing)?
Patch notes:
Bobingabout Script Pack:
Fixed Ladder placing completed path on preview entities, resulting in floating paths.
Emberpelts:
Added Wooden Path without Railings and Wooden Path with Railings, making the Wooden Path tool hidden.
and if you use this, make sure it's after Emberpelts in your list.
Or, press the Sort on first window when start the modded game
That's the updated screenshot, using the current version:
makes for a great elevator.
It's basically a path, but specifically for connecting between houses.
note: it can't connect to where a house would normally have a doorway.
for the same reasons why my tiny tubeway station can't have walls that automatically change between being a door that connects to a path, or a tubeway connection that connects to a tube.
also note, the image of the door that shows up in the skybridge is part of the skybridge that signifies that you placed it next to a house. It doesn't actually mean it connected.
yea, that looks nicer
Looks more like a skyway without the prison bars
Yeah, also changed the frame from dark red to brown, but kept dark red on the wall, because it's a similar principle to the railing on paths.
I thought about other colours for the wall too, but eventually settled on the black to match the housing.
from the middle of the window. just my two cents
if it's too much, i get it. i like the skybridge. would be cooler if it didnt need supports between houses
You can use pillars from Staircase mod.
oi, i accept that solution. but if it's just a stackable box, is it really a bridge?
If you use 2 leg pillar and rotate-it be be near the house, what's on top for sure looks like a bridge.
i'm saying having a built in function to the bridge would improve aesthetic and novelty
true, but only if pillars are separate models. I don't know if game can handle different pillars height.
Tobbert has in More platforms mod, something that can be atached to vertical walls, but that mod seems abandoned.
could limit it to just two and three height versions with blockobjectspec
Hope nobody will want to build this https://www.weirdosabroad.com/wp-content/uploads/2018/05/petronas-towers-kuala-lumpur-e1527031027217.jpg in game 🤣
100% on their own with that megabuild
there ya go
from memory lmao
While possible, that wouldn't be that easy.
I'd either have to chop up the texture to put a different piece in the middle... or add an extra strip piece just in front of it.
Why specifically from there though? why not a basewood brown plank?
and while I agree, I'm just not sure how I'd do it. You can't build one entity to the side of the other, the game doesn't like it.
You can, it has been done, but you need to patch a function to allow it.
and I'm not sure how I'd do that without Harmony.
(I'm not sure how I'd do it with Harmony either, I just know it has been done in the past, using Harmony)
you can use overhangs if you really want it to look like a bridge
how did you build those floating ground pieces without supports?
i just put them on top
easiest way is to build with mods, then load save without mods
Yeah, I guess I could make a skybridge that kinda has overhang/platform build in, but you can just as easily place an overhang first.
are you referring to my design suggestion? i understand not liking it, but it was never a functionality thing if you can platform between buildings, right?
maybe i fail to understand the difference between your skybridge and anything else that can be used for beaver platform pathing
i love your skybridges but they're not the thing that stands out, to me, in this screenshot
oh my mistake, it makes doorways
Yes, it makes the doorways
if you zoom in closely...
you'll notice that the surface is further forward, and there's no wood at the top like on the house.
kind of a lazy way to do it, but it's placed in front of the house wall, to cover over the window.
could you make your roof thicker
well a lot of skyways here don't look like they belong to either building's aesthetic
looks good, cant fit all
hmm
hmmm
it looks like it's coming out of what used to be a window, so that lines up with what I ave
im liking the OSHA regulations of the walk way
oh?
Like here, in the city I live:
https://www.apotheke-adhoc.de/nachrichten/detail/panorama/kempten-glasbruecke-fuer-die-bahnhof-apotheke/
Nach mehr als zwei Jahren Planung ist es endlich so weit: Dietmar Wolz, Inhaber der Bahnhof-Apotheke Kempten, weiht einen Anbau für die Produktion ein. Der Pharmazeut ist für seine naturheilkundlichen Produkte bekannt. Eine Fläche von 2000 Quadratmetern kommt hinzu. Zuvor war in dem Gebäude eine C&A-Filiale untergebracht.
Let's migrate this save to Update 7 and get started with some tubeways!
MODS/MAP USED
Badwater Ridge Map: https://steamcommunity.com/sharedfiles/filedetails/?id=3346452778
Emberpelts Faction Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3346318229
Ladders for Emberpelts: https://steamcommunity.com/sharedfiles/filedetails/?id=33714...
is this updated for experimental 7?
YA, and, most mods with with it.
I'll be watching that later then.
Time for changelogs.
Added SkyBridge script.
Also other tweaks.```
```Emberpelts:
Added SkyBridge block
Fill in optional entries of character customiser blueprints, preparing for a possible future change.
Fixed District Crossing, Builder's hut and Hauling Post being named Folktails internally.
Changed costs of some buildings to match balance changes made in Vanilla.```
```Bob Tiny Tubeway Station:
Changed order on IronTeeth to put the Tiny Tubeway Station before the normal Station.```
```Bobingabout's Housing Optimize:
Reworked for Update 7.```
does this break any custombobingbeaverscripts like 0.7.1.1 did to 0.7.1.0
uuuhh... no?
it might if the devs remove optionals, that's why I added all the blanks in, but custombobingbeaverscripts templates already included all the optionals, so should be fine
appreciate all your hard work on the game 🙂
Are the houses interconnectivity working properly?
should be, yeah.
and now you have the skybridge walkways.
and tubeway district gates
Nice. About to start my first emeberpelts
nice
does frog statue work with emberpelts?
no. It doesn't even work with U7 AFAIK.
ok. jc had asked. i didnt think it was up yet
Honestly, it should actually be fairly trivial for someone to update it to work with Emberpelts. I'm not sure what materials it uses, but in theory it would work with the originals. it would be a bit of extra effort for someone to convert it to have Emberpelts colours.
i'd do it for mr anka
did he make the frog statue mod?
Looks like the statue itself is a custom texture, but the other parts are faction specific. Looks like basewood brown and irregular planks moss, both folktails materials.
White, brown, red, dark red and metal iirc, not sure if all are actually used.
White is most flat roofs, I think brown as decorative on a few buildings like the farmhouse, red on the district center, dark red on the floor of the warehouses and metal on a few buildings like the smelter.
I don't have a mossy for emberpelts.
What does iron teeth version use? I don't think they have a mossy.
maybe you should patch it
I could probably add a campfire fire to it in the right spot.
they just have metal and the series you have
metal forged
I meant specifically for the frog statue
o
I want to make another new faction, but it'll be difficult to match Emberpelts.
Water beavers are water element. Fire beavers are fire element, appears are electric. So I'd say ideal others would be Ground or plant.
Muddy paws or green... okay I don't have a name for plant beaver faction.
is ice being worked on
Not that I know
It's probably beyond my current ability
Most of what I've made is just from poking at specific parts of the code and asking for help occasionally
sick, lovely
What about elemental beavers and you can call them castors?
hmmm
hmmm, what should the Tubeway to Skybridge look like?
Kinda like the one with the path door, but with a tube connection on that end?
it doesn't want to draw the pathing in the tube version, but otherwise it seems to be working correctly.
hell yeah
I also made the roof border wider to better match the housing
the lack of the nav path is likely due to having to set it as a tubeway station.
do they go fast or regular speed?
regular
nice, good plan
Doesn't actually work it seems.
beavers don't want to go through it
there's a few other things I can try
so the path line says it's connected
but the beavers are somehow stuck there
So yeah, looks like this one might be a no go
I probably should have just played around with trying to make the prefab first instead of the modelling.
okay, I actually got this working.
but, it hides the beavers that enter it
so I guess I should make it look more like a tube.
is the one side going to be open/window or does the model have to be fully enclosed. i dont care either way. just didnt know if the was concept of complete
The beavers inside it are invisible, because it's technically a tube, so it has to be completely enclosed.
I have more work to do.
door
love the window
the door is just part of the base model, and the Window is part of the barrier, placed in front of the door to hide it when nothing is connected on that side.
#1300977672037339188 message
@stray dragon wasn't sure if frog statue was working for U7. I checked it out and it is. Just updating. Maybe we will get a fire frog statue
Change log for Emberpelts:
Added District Gate.
Reduced District Crossing Science cost to 250.
Added Sky Bridge Tubeway block, which lets you connect a tube to the Sky Bridge walkway.
Italian translations by sp1um
SKY BRIDDDDDGE
Tubeway
SBTB
Tube bridge....
....
We have bridge
Could make a skybridge... bridge
And even a tubeway bridge
But will it get a Bridge Review?
If RCE ever plays Emberpelts
He played Whitepaws for a few episodes at least
Yeah
Yeah, I forget.
i'm making a bridge but afraid to release it till it's RCE-proof
I'm not sure what I'd do about tube bridge. Should it be straight only?
The auto graphics thing only works on a 1x1x1, so if we wanted the head end of the bridge to be more than just the end connection, it would need a custom graphic script.
Probably just a clone of the normal script without the restriction
Slightly customised I guess
Since the up (north) end would be always connected.
I do need to take a break from timberborn modding to get back to barotrauma though.
At least there's probably not another mod breaking update until next week (I hope)
Yeah, I've noticed (Thankfully) they don't push updates that aren't super important hot fixes on Friday and never on weekends. Monday seems rare as well
And I released all my updates on a Monday 2 weeks in a row.
LOL
@stray dragon dunno if you're aware, is it intentional for the skybridge entrance to not be able to connect 3 buildings?
You can't use skybridge where you would connect a normal path. You could just use a platform for that.
oh, I see, you're connecting the lower level, the normal path in on the upper level.
yeah all buildings are connected at the same height, yet one of them doesnt connect
on ground level
that's odd, it should connect.
That's left side, let me take a look.
this should be a 0
the same error is present on the tubeway skybridge too
oh havent used that one yet
game crashed because it didnt let me place an exercise plaza on top of a single line of sky bridges
huh?
ill share a screenshot in a minute
Are you in much of a rush for me to fix this issue? I was trying to take a break from modding Timberborn to work on something else.
no no not at all
i just happened to come across this
you can do with the info as you please
plus, yes, you could put a path on top of that.
this will trigger an uncaught exception
for obvious reasons
actualy maybe its the exercise plaza thats the issue
Why is it green clipping through the roofs?
Block Occupation of all the roofs, and the Excercise Plaza look correct to me.
you definitely have something funky going on there
YA, semi underground exercise plaza 😮
the mixture of features within Emberpelts housing allows for really dense housing structures without using any stairs or support structures
the possibilities are endless really
that's also a really long walkway bridge
also, point of interest. a skybridge can't connect to where a building normally has a door... but you can place the entrance of skybridge entrance facing the door and it will connect to it.
yeah I use that approach for all regular buildings, connecting them with the entrance of a house connects them to the grid without requiring any paths
e.g. the grills and science buildings in my screenshot
the challenge is now to create enough jobs in close proximity to the housing
also just random windmills in the housing, using the houses as a power shaft.
I'm considering what other skybridge and stuff I can include.
Skybridge as an actual bridge, so you only need to support 1 tile.
Tubeway bridges too.
Literally just the bridge but with a tube on it.
Skybridge stairs where it steps up a tile.
Skybridge ladder...
I think one of the bigger improvements I could make to a skybridge is to open the bottom if you place it on top of something it can connect to. But if it's a house, the best I could really do is a black hole similar to a doorway on a building.
If it's on top of a ladder (skyridge ladder, I don't know if it would actually connect to a normal ladder) I could just not draw a floor at all.
Ladders are different than paths and tubes.
Path is just all 4 edges as outputs, they connect to other paths because they also have only outputs, so it sees the neighbours output as an input, and connects to it.
Tubes do the same, but in all 6 sides.
My housing also does this for every flat surface, so doesn't include the balcony areas of vertical, double, triple, double vertical and tenement lodges.
Ladders on the other hand have the same 4 sides as outputs, but only 3 so you cant go through the actual ladder, but also a 2 way top edge, and even outputs for all edges on the top.
So you don't actually need a path on top of a ladder, it's built in.
I wonder if that 2 way path let's it connect to things above it, even if it is of the incorrect path connection type.
Someone build a tube, a lodge or a skybridge on top of a ladder, see if they can enter/exit between the ladder and tube/skyridge/lodge.
I'd test myself, but I'm at work.
I guess the question would be... do we want ladders to grant access to things built on top of them?
Tubes I'd say no. Tiny tubeway station yes, homes and skybridges.... maybe?
ultimate freedom would be sky bridges that don't require supports
JC discovered the SkyBridges. I'm ready to bet that won't use, however, District Gate and Crossing for tubeways 🤣
Yeah, gonna work on bridges, so they'll still need support, but less of it.
In any case, for the brief moment I was home, I was able to do some quick tests
I built 2 ladders, and built a few things on top of the ladder.
Ladders don't connect to Tubes, not to the Tiny Tubeway Station.
They did however connect to Houses AND skybridges, all 3 blocks.
It's strange.
The Lodge connection I've used is basically the same way a tube is defined, but because it has tubespec or tubestationspec on it, it doesn't want to connect to anything else.
I might be able to edit the tiny tubeway station to make it connect to a ladder, but I'm not going to put much effort into that.
SHOULD the houses and skybridge walkways connect down if placed on a ladder?
(Actually not sure how to stop that unless I refine the way ladders work, and would also need to edit the paths too)
i would rather put a tube station instead of a ladder in that situation tbh
but no complaints about putting houses on top of ladders and them being accessible?
No way! Tree houses!
Someone should drop that hint to JC, Kiwi (when he plays Emberpelts next) and... Disturbed?
"Did you know, if you build a lodge on top of a ladder, Beavers can access the lodge through the ladder!"
But, don't let RCE to know that 🤣
I doubt he'll ever play Emberpelts
I think the only way he would is if he Patreons ask him to
or, if someone challenge him to do-it
So... Tubeway bridges and Skybridge... bridges.
Those are next on my to do list
plus Skybridge floor opening up to allow beavers to travel up into the skybridge, Skybridge stairs, and a skybridge ladder?
one vote for skybridge bridge
I would remove the "door". It doesn't really look right with the stairs coming right up next to it.
Of course, if it's more trouble than it's worth to remove, people can just deal with it.
that's just the blanking for if it's not connected. it could be open, a wall, or a door.
Oh nice, that looks good then.
I was just thinking the sides looked too open
That backing looks a bit funky. I presum that's because it's a changing side with nothing next to it? The half door though...
That's because every possible layer is being drawn.
Mm.
It'll be a door if it's backed against a lodge, open if it's backed against a skybridge, and the 1/3 height wall of it's against something it can't connect to.
and basically the same goes for the solid wall in front of the base of the stairs too
new script. Floor. (open, wooden floor or open portal) will it work.
It's literally just the Wall script, but with the conditions on what it should draw when changed.
so it crashed. I know why.
note to self. Don't use "GetBottomObject" to grab the object, then assume "Path" object exists in that location.
how did I make it worse.
Almost got it
Since I have the stairs that has sides that can't be opened to the skybridge, I need to edit the wall script to check if it can actually connect to the skybridge block before just deleting the wall graphic
I don't know why, but everything works except specifically the WALL (Door works fine) at the top end of the Skybridge staircase
It's not a 2 way problem either, the skybridge block placed in front of the upper stairway entrance correctly doesn't draw a wall.
It's too late to do more work on it tonight though.
I wonder if it is a z offset issue. I placed it against the wall of a 2 story building set to the same height of the stairs. If I try with a normal lodge, or raised big lodge, I wonder if it would draw the door correctly then.
Good luck.
JC should be moving into housing next emberpelts episode, can't wait to see what he builds
Fun
He tried waterbeavers but it broke his brain lol
Just a tad
Okay, it seems to do it on buildings too. like it's looking at the wrong edge for Z+1
I guess I need to put in a special exception for if doorPosition.z != 0
just open the wall if it's against something it can connect to, even if it isn't connecting.
It seems to be an issue with the nav script.
Used a different method, same issue
so yeah, I'll just add a doorPosition.z != 0 filter
Going with a more modular design, so I don't have to make a new model for every possible length. I probably need to change this a little, but, that's basically 1 Skybridge bridge module.
This is a bit better, and of course, walls.
Walls are modular too
these are amazing, bobing
and now that I've done one, making a longer one is easier.
From this point on it's basically cloning a section, then tweaking numbers
so, do I use bridge naming convention and say it's 1x1 and 2x1, or overhang convention and say it's 2x1 and 3x1?
on the one hand, it looks more like a 2x1 and 3x1 to me, but on the other hand... they look more like the bridges, so it might feel odd that they're named different.
LxW so 2 long 1 wide, right?
Yeah
...
https://youtu.be/1lQ6P5I4hEc?t=616
They don't have any beets because they don't have any beets.
The last pre-recorded video.. I'll be back....
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!
If you like my content and want early access to most videos, input to my future content and updates on current and future projects consider...
how does it connect to a building?
same way skybridge does.
The base block from all 3 sides, and the end block on the end.
you can basically tell where by the screenshot, because that's where the Wall with Door images are
oh okay
I figured out this issue
I defined where the door is, like how Vanilla defined a doorway, and was comparing nav route from base tile to the door.
Which is fine is the door is on the ground floor of a 1x1 entity, but breaks when you look at the stairs, because there's an upper floor. and a bridge because it has more than a 1x1 footprint.
so instead of defining a door as a x,y,z, I need to define it like an edge, x,y,z to x,y,z.
Gotta redefine the door on every walkway now, and then test them all.
"Why does this side not work?"
Because you put a -1 instead of a 1.
"why does the end of the bridge not work?"
Becuase you forgot to define the nav mesh that far...
¦3
doh
okay, so I think I've patched it all now.
Takes ages to build the mod.
I like how the stair model turned out.
Building that will be an issue unfortunately.
this will be buildable.
actually, no it won't, not until the platform is built ¦3
and the rear platforms of the building too
I think it might look better with some metal in it. But how much metal should it cost, and would having it cost metal be too expensive?
this seems fine. you can level the structure very easily by surrounding the bridge with the 1x2 narrow houses and cover up the gaps with a regular skybridge
then the bridge will blend in just fine
without requiring any platforms
i always cheat my way into the resources so i dont really have an opinion on that
if you consider skybridges to be mid/late game, then metal is ok
It just feels like it should use something a bit more than just wood.
what do regular bridges cost?
and considering it looks like there's barely any support, a little metal feels fitting.
logs and planks.
and the skybridge itself costs just logs and planks
in U5, some bridges did also cost metal
in U6 onwards, the overhangs cost metal.
then this makes sense
it's like they moved the metal cost to the overhangs, because you can build on top of them.
and in theory, you can build on top of these skybridges
I think the longer variations should cost some metal. Maybe half the price of overhangs?
I didn't really want mis-matched costs.
in any case, I think I like the 2 metal per tile cost, and we'll see if people complain about it when playing.
now... what about tubeway bridges?
Tubeways already cost some metal. Maybe 1.5 the amount, or even twice?
They cost 1 metal and 5 planks, I think.
but I mean, should I try and make a tubeway bridge?
I'm also concerned about what it would look like, especially the head end connection point.
Vanilla scripts, the variants only work on 1x1x1 entities, but I'm pretty sure I can just clone that, remove the restriction, and then maybe make a slight tweak so that the... Up direction, I think, is always true.
Directions are: Down, Left, Right, Up, Top and Bottom.
so if you're thinking Cardinal directions.
Left is West, Right is Easy, Up is North, Down is South, Top is... Up (Towards the sky) and Bottom is Down (into the ground)
I'm almost there
oh... this... could be an issue.
when a beaver enters the bridge... the entire bridge lights up, not just the tile they're in.
I don't think I can change this lighting behavour, it seems the lighting toggle is basically the entire building as the only option.
Is it possible to limit what can be built on a building? The bridges could be blank but specify only tubes can be built on them? You could telegraph this to players who don't read by covering the bridge with tube brackets.
Oh actually yes, you can limit what can be built on something. Nothing but a mine or efficient mine can be built on Underground ruins and I'm pretty sure those are treated as a building in the game's logic...
All I did was (re) subscribe to Empberpelts and the script pack mod...
@stray dragon is there anything specific you want tested with Emberpelts on macOS or just that I can load a new game with the faction?
I didn't realize the mod was nearly a gig
been that way since u6, whole lotta new goodies. like 50% more game
I think the last time I played this faction it wasn't even publically available yet
Or just starting to be
Now there's over 8k subs to the mod
what do you think the number will be this time next year
Depends, it could grow slowly and be 10k, it could explode to like 30k. If Bob keeps updates going and content in-line with new base game features.
Just somebody said the game crashed with the latest version
That's not a bad idea.
Actually, it's about 250MB per asset bundle... there's just 4 of them. A set of PC/Mac bundles for U6 and another set for U7.
The U7 ones are bigger than the U6 ones, but not by much, either way, it's still nearly doubling the mod size to have both of them there.
Okay. So, at leat with just the bare-bones installed for it to work, I'm able to start a new colony and name it and nothing crashes.
Would definitely be helpful to know which other mods they play with for further testing and I'm happy to lend a hand with any of this (since has macOS)
It could be something silly like... they also need to update the script pack and didn't, and it's not a Mac specific problem at all.
They just specifically said "Latest update" and "On Mac"
well, they actually said "0.7.1.4" which is the latest update
Makes sense. Yeah, let me know if there's anything you need tested on mac ever and I can try to make time for you
Thanks for looking at it for me.
Actually, I'm not sure I can do this. It isn't the underground ruin that says you can only build a mine on it, it's the mine that says you can only build it on an underground ruin.
so I'd need a special tube just to build on the bridge.
But you can't build anything on the underground ruins (paths, buildings, etc) so something is telling the game to not allow that
does everything just explicitly exclude the mine as a building site?
where is the underground ruin or badwater... source located?
prefab
aha, buildings/mapeditor
Yeah, it doesn't say that you can't build on it, it just occipies everything.
Except Top, so you can still build an overhang over it
and then the mine says you can only built it on top of Underground Ruins.
and the bottom layer only occupies Top.
So I don't think there's any easy way to make it so you can only build a Tube on the bridge.
The freaky thing about my bridges is that my tubes can go under bridges, so you can do this.
Why are some tubes blue and others cream colored?
Blue have bots in them?
oh, you mean unlit and lit up?
They're lit up if there's a beaver in it.
Oh those all have beavers/bots in them? It looked solidly lit I thought it was a different color tube
Yeah, that's the problem I was wrestling with, and I don't think there's a solution to the problem.
That's a bridge, and the entire bridge lights up if there's a beaver in any of the tiles.
Ah I see now
I'm not sure if I should include it or not.
it works fine... But since Lights are turned on on a building level, I'm not sure of a solution on changing that.
Normally with just 3 items, this wouldn't be necessary but... this isn't a bad idea, right?
Housing is also looking a bit full
imagine if you had all those tubes, platforms and paths on the same tab.
Hmmm... darn. Ok, new idea: Bridge pipes that are only a block long BUT you can hang another bridge pipe off the end of another bridge pipe.
That's even harder to do. I tried to do that with Overhangs, and the game crashed.
I know someone made a mod before U6 where you could platform on the side of things, like cliffs, but they had to patch scripts to make it work.
you basically need to occupy part of the block to make it work.
Oh poo. I'm outta ideas, then.
Same
Wait. Wait wait wait wait....
So you know the length 1 bridge?
How does that thing work?
Could you mess with the code to let you slap a length 1 bridge on the end of another length 1 bridge? Or is bridge code a tangle of spaghetti code??
Who made that mod with the bridges you could build paths or rails or power shafts on top of them? Maybe they could think of something?
About the idea of having separate tube pieces on top of the bridge: could a bridge automatically spawn tube buildings (or sites) when it's placed or finished?
an uncaught exception occured when I tried to place this vertical lodge
its like the stacked houses are causing some kind of pathing issue or something
Hmmm
I'm not home, so not the best place to try and figure that out, but it looks like a random number generator issue when deciding where to wander
I've done plenty of tests and it's never crashed for me. But it's also not the first time I've seen this error.
You have small tubeway station by nadca?
You also have my tiny tubeway station, it should make nadcas version redundant and replace it with mine
And what is that unlimited district range mod for? There's plenty of mention of district code in that error report, could that mod be conflicting with mine?
If it's the mod I remember, it shouldn't even be needed. Districts are already unlimited in range.
I disabled that mod in a second attempt, and then it allowed me to build that exact configuration
however, shortly after it gave me again an uncaught exception when deleting a windmill
so i dunno
in both cases, the error was the same
Hmm
could there be an issue with storage management? because it seems like these uncaught exceptions occur only when my district center has maximum storage of every item
Bobingabout's Housing Optimize (v0.7.1.1)
Bob! Did you update Housing Optimize?!
How are you storing items in your district center?
I did
I'm torn. I wanna play with Tubes, but I love the idea of housing optimize.
I know one doesn't necessarily preclude the other, but Tubes become much less important if your beavers all live near where they work.
Tube lines for haulers, of course, would likely still be prominent.
There's a few mods in the list that I haven't tested against, so it's possible that it's a conflict in one of those, but when it comes to the new housing stuff, it's all just using built in navigation changes to U7.
It's no different than the tube system, or building a house in the middle of a bridge.
I'm not sure how the going ti get food stuff works, but it's still likely that your beavers need to travel long distance to visit places other than work. Like the gym.
That's why you build all new well being buildings near each housing center.
EDIT: Oh, and as for food, same with food warehouses. Just build new warehouses near each housing center. That's why you'd still get good use out of tubes for haulers.
Also, tubes work like paths too, so you can literally just build a station at each location, and connect them with tubes, no paths between
I can sense some frustration.
This is how the game makes me feel sometimes.
the problem is I don't exactly know what's causing the error, so this is where I throw in half a dozen debug log lines.