#Emberpelts - New faction!
1 messages · Page 6 of 1
Also released a new U7 version of 2 of my maps on steam.
I think he just wants to have multiple flags in a single building... plus give them a carry capacity boost.
I mean, you chop down an oak, and the beavers spend most of the time running back and forth with logs.
I guess it's like Whitepaws' Woodfelling Planification Lodge
For Emberpelts I would expect the beavers/bots to be equipped with chainsaws for that sort of building 😆
+1 for beaver with chainsaw. 😋
Consumes biofuel to boost lumber production?
Not sure if that would create a feedback loop, though…
so yeah, I haven't done extensive testing of my mods with U7.2 yet, so if you have any issues, let me know.
I only updated Script pack, Split Needs and Emberpelts, so those 3 should be fine.
No changes necessary to the breeding mods?
The actual error is...
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <13c0c460649d4ce49f991e2c222fa635>:0
at Timberborn.Common.ReadOnlyList`1[T].get_Item (System.Int32 index) [0x00000] in <614a70f7b4934863af1d50833d73962a>:0
at Timberborn.Common.RandomNumberGenerator.GetListElement[T] (System.Collections.Generic.IReadOnlyList`1[T] list) [0x0000e] in <614a70f7b4934863af1d50833d73962a>:0
at Timberborn.NeedApplication.WorkshopRandomNeedApplier.TryApplyRandomNeedToWorker (Timberborn.WorkSystem.Worker worker) [0x0000c] in <ffc187d43f224c4eb648046ce2fe9733>:0
at Timberborn.NeedApplication.WorkshopRandomNeedApplier.TryApplyNeeds () [0x0003e] in <ffc187d43f224c4eb648046ce2fe9733>:0
Worker random need applier: IE, when someone gets hurt in a factory.
I see you have Dirt mod, did Dirt update?
it could be other things, but AFAIK, the only 2 mods in there that change workshops is Emberpelts and Dirt.
Im not entirely sure, but after you updated your script pack, I went through and relaunched over and over, adding one mod at a time. If I made it to the main menu, I assumed it was working. Dirt wasnt dependant on TimberAPI or Harmony, and when selected allowed me to load into the main menu. I hadnt tried loading the game without it yet. Ill do that now
I'll try loading your game here too, without dirt, and see what happens.
Dirt is working, not need to update.
About 30 seconds in and it seems to be working without Dirt. I hadnt thought about loading it without because I had assets from the mod places in the world. Wasnt sure if it would corrupt anything
It does mean Ill have to rebuild some bridges and stairs, but its worth it to be able to continue my save. Thank you so much for your help
Shouldn't, I agree. but it might be possible that if you just rebuild and release, it might fix some issue you didn't know you had.
with the new DLLs of course.
will see what will do, some strange stuffs happen with the game. But, now is time to sleep 🛌 GN.
Yeah, I'll have to go sleep soon too.
rest well
It appears today's experimental update broke Emberpelts again
Just loaded an Emberpelts save and is working flawless. Try to check the integrity of game files, to ensure that you have all the mods updated.
can you drop a log file
verifying game files got the job done, but it's super weird that this has happened to me two days in a row (yesterday was vanilla beavers)
I NEVER had to manually check on each mod's update status before this
It's a tricky update. Some mods works without any changes, others don't.
Check your download settings on Steam. They've changed the way they are configured in the last few months.
Personally, I just set everything to only update when I launch it.
i set timberborn to high priority
Better way is to use the Steam Update Button mod
loaded up a ember save with the latest emberpelt and script pack and loaded without issues
Yeah it's working now
I used to have the Steam Update Button mod, but that broke a while back (ironically it didn't update)
But at any rate my fire beavers are saved, thanks everyone
Unfortunately it happens. It's a steam issue, and it's pretty annoying.
Glad you got it fixed, sorry I wasn't around at the time to help out.
Lucky was enough around to help someone who like Ebmberpelts so much 👍
I actually read through several logs posted in #🚀mod-users a couple hours ago too, at least 1 of those was this same issue.
It was updated yesterday, you should only need to update the script pack. At least thats what I had to do
Oh, nevermind, Discord just loaded all the rest of the messages. Nice one lol
There was another update today too, but it was just bug fixes.
Script pack, Emberpelts main mod, and the one probably nobody is using, beaver faction split needs (for GB or EP with the food expansion)
Oh, gotcha. I saw the update but didnt see any updates from the workshop. I assumed it wasnt necessary but maybe mine updated and didnt say so? I loaded my Emberpelt save just fine
On that note, I should give the charcoal beavers (the grey ones in Emberpelts) a proper name.
This is how I found out you refer to them as charcoal beavers lol
The German translator added Ashpelts
But they should probably have a better name. Something, bodypart. To fit the theme. White paw, Ember Pelt, Iron Teeth, Folk Tails.
Repeating Pelt doesn't feel right.
We could, but I have another name in mind for another faction using paws, so I'd rather not.
Fair. Something with Fur maybe? I was going to say something-feet, but I guess that would still be paws in a way
Fur could work, like Ash furs, buuut... its close to pelts.
Yeahhh. My girlfriend said claws, but again, close to paws
Tough one
It would be nice for it to be a body part, but if it werent, you could do Coal Walkers maybe
White paws are also known as the water beavers so the charcoal beavers don't have to have charcoal in their name.
My Internet keeps dropping.
That internets gotta be really fun, definitely been there a time or two. Thankfully I have fairly stable fibre now
That is if a hurricane doesnt rip my town to shreds again lol 🤞
This is fibre. It's not usually like this.
Ah. Weird, maybe theyre working on the lines
I kinda want to release an almost clone of the Emberpelts for the charcoal beavers too.
Playable charcoal faction.
What would you change between them? if its an "almost" clone
You're totally fine, I will never levy expectations against someone volunteering their time and skills to do something fun for free
What about the blank Hides?
Some different food recipes, maybe lacking beets. Some slightly different buildings. I want to do another set of decorations and attractions, but I'd need ideas.
Sounds interesting. Would you still wanna use the tubeways or swap over to ziplines?
Ziplines would differentiate them from the Emberpelts more, but if their lore is a split off from the Emberpelts, tubes would make more sense. I can see advantages for both, but I agree, tubes are nicer. The main difference for me being they can build their tubeways from the inside, rather than reaching the new area first before having to build the station
Indeed
Hate to be a bother but I'm getting some really frustrating game crashes when trying to build vertical terrain and incorporate overhangs in my Emberpelts playthrough (building the giant aqueduct thing). If it crashes a fifth time then I'm gonna hang it up for tonight but regardless I will forward you the logs to see if there's anything to be learned from what's happening
It seems that any time I attempt to construct something underneath an existing overhang, the game crashes
And I also have no way of knowing if this is just an emberpelts issue either, unfortunately
can you tunnel deep underneath trees?
Haven't tried anything relating to tunneling with emberpelts yet
ahh well if you post up your log, i can take a look
Is this the right file?
yessir
Cool, I appreciate you taking a look
KeyNotFoundException: The given key 'Dust.BuildingAnimation.Bot.Folktails' was not present in the dictionary.
i'm going to replicate your mod list. not sure if bobing patched the ladder or how that works with his mod
KeyNotFoundException: The given key 'Dust.BuildingAnimation.Bot.Folktails' was not present in the dictionary. might have caused the crash
so you may be right on your troubleshooting?
I had disabled the frog statue and a few others that weren't updated, all I'm using currently are the emberpelts mods and the dependencies thereof (harmony, ladders)
Frog statue and, most of the "other" mods are, in fact, updated
Stopping all root objects in active scene
Creating an exception game save
Unloading 5 Unused Serialized files (Serialized files now loaded: 4)
KeyNotFoundException: The given key 'Dust.BuildingAnimation.Bot.Folktails' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <13c0c460649d4ce49f991e2c222fa635>:0
at Timberborn.ModelAttachmentSystem.ModelAttachmentService.GetModelAttachmentSpec (System.String id) [0x00000] in <d29dd180a4de41e799c2d0e8a3a3e215>:0
at Timberborn.ModelAttachmentSystem.ModelAttachments.GetOrCreateAttachment (System.String id) [0x00010] in <d29dd180a4de41e799c2d0e8a3a3e215>:0
at Timberborn.Particles.AnimationParticlesTrigger.CreateParticlesRunner () [0x0001e] in <30f4ba84669e43468b68c6fbc40da5c4>:0
I have had bad luck with mod updates this week 🤣
RKG put out a video with emberpelts tunnels, so he at least had enough stability for a recording
meaning: there is a resolve for you today, probably
I think this may just be a weird edge case because of the specific type of vertical building I'm doing
BTW, former natural overhangs are in the game (stone overhangs) if you use the dirt mod (is working with Emberpelts)
- Bobingabout's Housing Optimize (v0.7.1.1)
- Harmony (v2.3.3)
- Ladder (v3.0.4)
- Tiny Tubeway Station (v0.7.1.3)
- Emberpelts (v0.7.2.0)
- Ladders for Emberpelts (v0.7.1.1)```
his running mods
It's 10:30pm here and everyone else in this house gets up at 5am for work, so I've run out of time to continue trying to record video tonight. But I am grateful for the help and I appreciate the opportunity to call out a potential issue
All of those should be updated to the latest unless I have missed one
tobbert had to update his ladder, do you know if bobing's needed an update @weak monolith ?
are the latest. Bob need to check what is with bots animation
No, Bob ladder works like a tubeway, using different scripts from the script pack
I have further tested and the game crashes any time building anything relating to tubeways in emberpelts
Underneath something else or not
So, it crashes when you try to build a tubeway right under an overhang ?
I just tested far away from any overhangs
Crash the second a bot started interacting with the unbuilt segment
for beavers no crashes ?
Here is my save if anyone wants to mess with that
word, i'll load it up. i couldnt get a crash with the mods you had
I'll take a look, to help Bob to pinpoint where is the issue
teamwork fellas
Normal beavers don't crash the game
It seems to just be the bots
But I am continuing to test
Well, to be more specific, a normal beaver built a normal 1-high wood platform from inside the tube just fine, and then a bot came along to try and build the next tube segment and then the game crashed
First, update script pack and Emberpelts, must have version 0.7.2.0
I have updated them
The save state window shows you what mods were used when that save was created
That's my save file at the end of my video I posted monday, which was before the most recent Timberborn updates
My game is crashing with the most updated versions of everything I have loaded
u7 has been the weirdest update
I mean, the devs have probably completely ripped apart the save file and the engine and duct taped it back together, i don't blame them.
Water acted crazy before this - it's gonna keep acting even weirder now.
Additional possibly helpful details: my crashing tests involve trying to place an additional tubeway segment branching out from the root of a tubeway bridge (the one segment that automatically snaps to other segments without being removed and replaced)
mind giving me a direction to test in? not sure what you were building or where from where the camera last was
nvm i slow
Actually, I can record a very quick video demonstrating what happens if you give me a moment
i got the time
I remember Bobingabout had a weird issue they were chasing that sounds exactly like this.
I thought they fixed that, though???
i was going nuts opening one of the dev maps. water was doing this behavior, coming out of a a terrain block without any watersource nearby. so i dug apart the json map and i couldnt find anything. reloaded the map and didnt have that issue.
I had an issue where water was treating barrier blocks as not there.
Here is video of the crash when bots try to build anything from a tubeway segment
i got a crash too
I'll send one more with only normal beavers as builders
mine created a massive memory leak over 12GB before i killed it
lol I can't get the bots to not interact with the items
I changed all my builders huts and hauling posts to bio-beavers only, and the first idiot that interacted with the buildable items was a bot
🤣
Anyway, this is definitely a weird issue
i think it's a bot issue even if you got a beaver to build it
Previously, I had been able to get a bio-beaver to build a normal 1-high platform from within a tube and that worked fine but it crashed the game when a tube segment was interacted with by a bot trying to build it
I can no longer replicate this
ended with an uncaught exception
Oh so it's bots building anything
And not even related to tubeways
Fascinating
(and hopefully a simpler issue to fix)
i'm looking in to the error with dust attachment missing. seems emberpelts uses folktails dust but something must've change with 0.7.2
i think i found the problem, please hold
Well, I switched all workers to beavers and, no crashes when building tubeways .
...You don't pretend to suck at the game, do you? You have a very nice voice and I have been meaning to watch some LPs again, lately.
But all the creators I used to watch have turned.... weird....
I can assure you that any mistakes I make are actually me being dumb
Every once in a while I'll get someone accusing me of faking errors, but if you watch enough of my videos then you can probably identify patterns that lead to dumb mistakes
All can make mistakes. You don't have luck since don't edit the video's (other youtubers for sure hide many mistakes)
Perfection is absolutely boring after not long
I don't really like the whole "content creator" meta of parasociality and thus I try to just be as honest and transparent as possible, which is part of the reason I don't edit my videos to remove mistakes
Just having fun playing beavers and talking to people in the comments

We really need an Emberpelts verison of this emote....
And Whitepaws too, while we're at it.
i think ModelAttachment.Dust.BuildingAnimation.Bot.Folktails.json became ModelAttachment.Dust.BuildingAnimation.json
@stray dragon
Hmm... I suppose if there's no difference in construction dust produced by either type of Builder, it would make sense to collapse the two into one....
So they removed the differentiated animations and made it into one for both the bots and the folktails? Im not going to pretend like I know modding or much coding beyond a few classes on MatLab (
)
Fantastic work
(I say, knowing nothing about coding)
But this would make sense
testing now, i can provide you with a hotfix if it works
The bot would be calling for an animation that no longer exists
I won't be able to actually record anything until tomorrow morning (~10-12 hours from now) so no need to rush anything
This almost makes me glad that I havent started bot production on my save yet lol
eh still proof of correction concept :p
well i failed but i still think that's the right direction. definitely good idea to hold off on bots until bobing can take a look
Roger that. Bio beaver bullying it is
Must extract bot prefab from AssetBundles and change what is marked
Oh, not to add too much onto Bobing's plate, but I noticed earlier that in order to build dirt out from the edge, as per the new update, I first needed to build support structures underneath it. I couldnt place it otherwise, but once they had built it all, i could remove any 'scaffolding' and it would stay in place. I couldnt replicate what I saw on JC's Folktails video from yesterday (today?), where he drug a level of dirt overhanging over the air. (39:40 in his most recent video).
Im off to bed now as its almost midnight, but I can try and grab a recording of the problem tomorrow.
I also couldn't replicate this in emberpelts either
Much to my confusion
Although I haven't tried in Folktails since the fixes earlier today
It was giving me the same error yesterday (Apr 2nd) if I remember right, so I dont believe it was just today. Hopefully its an easy fix, and I did manage to get around it without any crashes. I just assume its not that way by design
Well, I was asleep. But I have to work. And after work, my dad's house. Very long day, I hate it.
But in about 15 hours, I can look at doing a fix.
But it looks like a simple bot update, and look at the terrain block.
No worries about time frames, we just appreciate you taking time out your day to look at it. Been there though, on those long days, they're rough.
0.7.2.1 updated:
Updated Terrain block.
Fixed Bots crashing when building certain things.
I've not had time to actually test anything, let me know if this works.
@cloud scaffold
Hopefully your issue is fixed.
Seems to have taken care of the problem based on a quick test of my failure conditions last night
THANK YOU for resolving the problem
Seriously
You're welcome
Thank you so much
Were you able to test the terrain tool at all while you were testing the bots? I havent been able to try it out yet today
I did not, that will come later this weekend when I go to record the next episode of that series
I did make a change to the terrain tool, there's a new option that says something like "Can be placed on the side of terrain", and I ticked the box.
I haven't tested it though
Sounds to my untrained ears like it would work. Ill probably test it out later tonight and let y'all know
I didn't have time to test it, but in theory it should function however the new FT/IT version functions. I haven't tried that either.
I should look into this when I get time.
This is how I feel now that I'm finally home.
Also, I hate that was the most appropriate GIF I could find.
or maybe I'm just too tired to search for a better one.
Seems you can't build the terrain on the side of blocks still.
as Emberpelts
if you're feeling like that you should probably go and rest before poking at bugs, you might miss something obvious by being too tired to notice it ^_^
I agree, definitely need some rest
And I did find a workaround until you're feeling well enough to look further into it
Yes. I did when I tried to fix it earlier, when I was home for only half an hour
I've actually fixed it now.
but I don't intend to spend any more time working on things today.
or tomorrow.
Game ain't crashing right now though, so, no urgency.
huh, not sure if this is a new bug or not, but the tubeway bridges no longer light up when occupied.
Yeah, it's something I'll look into later.
Anyway. Tunnels, when complete, basically just replace themselves with another block, a platform.
That means they can replace themselves with other things.
Ideas include double and triple platforms, sluice gate and the tubeway Levee.
Someone did the sluice already, Todor I think.
Double and triple would be super handy for being able to place small storage tanks and such immediately. I was thinking about that the other day
Or really anything that wouldnt fit under a single
Yeah
so the terrain block is fixed, but not released.
Tubeway bridges don't light up anymore, but I think I know why.
more concerning not lighting up is a symptom of a bigger issue... it's not classed as "Visitor", which means any beaver passing through probably also loses the speed buff.
On top of that, I think it's related to how the new tubeway system registers tubes, and it's setting the bridge to the tile below where it actually is... which means it's also breaking the link for any tube BELOW the bridge's main block.
Basically, the latest update means tubes have to be 1x1x1. The bridge is technically 1x2-6x2, and the base block is on the upper level.
will need to do testing
The good news is, I can probably fix it.
It would mean that when a tube is built, I have to look at the tube map, unregister the tube at the bridge's base block coordinates, if there's a tube there, register the tube, and register the bridge in the correct location.
PLUS the invisible platform is also technically a tube, so that also might be falsely registered to the tube map instead of the tube (Which is only an issue if you delete something from above a tube, and the invisible platform deletes itself), so these invisible platforms would also need to unregister themself and reregister their parent tube in that spot.
I had to read that like 3 times because Im slow but I kinda understand it. I was also curious if not being able to connect to the side of the initial bridge tubes (aside from the first tube) was intentional or not. You can delete the individual segment on the bridge, replace it with a regular tube, and it acts as normal again allowing for connections on all sides, which is why I was curious.
It is an intentional behaviour. There is actually a specific tube piece bob added that is non solid and inflexible specifically for this purpose. The individual pieces can be deleted since there is no known way to make them act as one building in the same way district crossings do, so therefore they can be demolished separately for now.
Okay, good to know then, thank you
hmmm
It registers that something is on top of it, so I can't demolish it, but it's not triggering the draw supports option.
Patch notes:
Added new BobingaboutTubePatchSpec to set a tube's intended position and fix tubes being registered to the wrong coordines in the TubeMap.
Emberpelts:
Actually fixed the Dirt Block being able to be placed on the side of a cliff.
Minor change to the Tubeway Platform for new 0.7.2 Tubemap stuff.
Edited the Tubeway Bridges to use new BobingaboutTubePatchSpec from Script Pack.
Added Tubeway tunnels.
Nice, at least no need to make that tunnel 😍 👏
Tubeway tunnels? 👀
Well, this is Emberpelts only, so you could still make one for IronTeeth
In the latest update, the wet fur debuff alert doesn’t work! They still get the debuff in their stats, but no circle over their head or pop up on the bottom left of the screen!
Ah yes, the "Critical Need" thing became it's own spec.
it would effect bot fuel too
Ah fun! So more updates soon! 

Soon, probably, yes.
Thanks for pointing out the issue.
It is literally just a UI thing though.
There's a few other things I want to do too, like make the tube show the supports if dirt is being supported by it... I'm not sure how to do that yet... trial and error most likely, but I'm pretty sure that would only be a script pack change, not Emberpelts mod.
How 😮 ❓ 😱
You cannot build through terrain blocks
That, plus the new overhang function of dirt allowing them to build the center dirt block.
True, but terrain block was placed on top of the sluice. and, YET, terrainn block was build on top of unbuilded sluices.
Dirt can be supported from the side for up to three blocks; this behavior replaced natural overhangs.
In practice, that means a six-wide gap can be supported from the sides, with no additional support from the center, and even further with an arch.
In other words, you need to be careful when building dirt from now on; don't assume that the block beneath it has to be complete in order for it to be built.
Still, this case is a bug the hope will be fixed in the next game update.
It's not a bug though.
Well, not directly at least. Do you have multiple builders? maybe they just got to the terrain block before the sluice
triggering overhang should be only if nothing is bellow. Sure, with current game logic is not a bug, just in this edge case.
But yeah, I agree that it's unexpected at the very least and could be coded better for sure
The same case allow to build caves (multiple side by side tunnels (vanila) and then, remove the platforms
Put this in #🌴suggestions-and-feedback message
@stray dragon something changed in your latest update(s). It used to be possible to have floating objects (left), but now they will disappear once you reload the game(right)
is there any way to bring that feature back?
I'm not sure how you were able to have the floating objects in the first place. As far as I knew, that was never allowed.
It's not something I changed, it's a change to the game engine, it wouldn't be easy to undo.
I have to admit, the left image does look damn cool though
its because im also using https://steamcommunity.com/sharedfiles/filedetails/?id=3451399457&searchtext= which has a "magical foundation" which basically removes the requirement to have a support
actually the issue might be with that mod instead because the last time I was actually able to reload floating objects was prior to the april 2 update
Yeah, a lot changes on the April 2 update.
so if that mod wasn't updated specifically for 0.7.2, then that might be why
That's one of TheAplogist's mods isn't it?
Patch notes:
Tubes will add support legs for dirt on top.
Costom Beaver By Name scripts will now ignore case (Capital letters) when looking up textures and icons (EG: Bobingabout and bobingabout will both use the same graphics set.)
Fixed wet fur and bot fuel needs not reporting.
ugh crazy how much you fixed tubeways. ironteeth vanilla is pretty unbearable
The biggest problem with my Tubeway unfortunately is the invisible platform block.
It spams the log file with errors when you load a savegame
still, at least you can go up way more easily
yes
kiwi told me to add in my new textures
Some of these are great and some are still cursed 🤣
Those beet/tomato red ones that look like they are cosplaying as a beaver are something else...
It looks like they have a mouth line just under their nose (could also be a moustache?) which makes the beaver teeth below the mouth line give the impression that it's someone wearing a terrifying, giant, beaverskin mask.
4th one from 3rd row look cursed 😂
Possibly whiskers but 100% looks like a moustache
What did you call me?
I gotta get ai to animate this guy later
I think we need a name for emberpelts mascot
give the auto water pump as its own mod pls 🙏 i think it would make a good upgrade for iron teeth as they dont have a large pump
@stray dragon do you think it would be possible to create a horizontal tubeway model without the support block attached? so just the pipe itself? it kinda looks out of place considering that all the other pipe orientations have very little scaffolding
It's basically just a recolour of the Iron Teeth version.
I had thought about adjusting things and making a new model, but, it's a lot of work.
yeah thought so, alright no worries
is that the dance hall animation?
That animation and the way the eyes are moving looks...familiar.
Definitely less cursed than the static image.
I was trying to play that audio file. =/ Was it a hint?
It will be if i can get a decent recording
lol
That's the macarena (or however it's spelled), isn't it?
that's the dance i tried getting the ai to have the beaver do
Ah, it's an ai animation.
just some entertaining abominations
AI nonsense.
The 8 second mark makes me think of this.
https://youtube.com/clip/UgkxjC3942hqPkBO2IRnRt_ITrQxT_0fJteJ?si=SS3klZ4pznGVtk78
45 seconds · Clipped by bobingabout · Original video "Therapist Reacts to UP and Grief" by Cinema Therapy
Yes that's exactly what happened
Damn invisible platforms 🤣
They can build outside from inside, but get on the outside and suddenly physics takes over
bobing you've outdone yourself with this tool
This guy, I like.
Makes me want to do the bot texture by name thing, but as mentioned, the problem there is IT and FT bots have different texture maps.
so I really need to limit it to a specific faction.
You can't use the same texture, and you can't load the other factions model either. (things like bot charging are linked to the IT model, so you can't charge FT bots)
So, how should I do this...
I could just include a FactionId on the CustomBotByName definition...
or I could put the contents of the blueprint in an array defined by Faction.
or a FactionID Array (so you can put FT and EP on the same definition)
Yeah, like that.
lets see...
{
"Name": "Jimbo",
"ExcludeFromNamePool": "True",
"Texture": "CustomBeavers/Textures/BeaverAdult.Gold",
"ChildTexture": "CustomBeavers/Textures/BeaverChild.Gold",
"Avatar": "CustomBeavers/Avatars/GoldAdult",
"ChildAvatar": "CustomBeavers/Avatars/GoldChild",
"ContaminatedAvatar": "CustomBeavers/Avatars/GoldContaminatedAdult",
"ContaminatedChildAvatar": "CustomBeavers/Avatars/GoldContaminatedChild"
}
this is the example from my readme file. I really should update this example for U7 blueprints...
I'm not going to for this example though, so just pretend this is a blueprint, not a specification.
"Name": "Jimbo",
"ExcludeFromNamePool": "True",
"FactionSets":
[
{
"FactionIds": ["Folktails", "Emberpelts"],
"Texture": "CustomBeavers/Textures/BeaverAdult.Gold",
"ChildTexture": "CustomBeavers/Textures/BeaverChild.Gold",
"Avatar": "CustomBeavers/Avatars/GoldAdult",
"ChildAvatar": "CustomBeavers/Avatars/GoldChild",
}
]
}
so would you be able to have both, or is this just a case of requiring you to specify which bot model to use?
Well, the way things work, The character texture setter (Vanilla) lets you just replace the texture, it doesn't know what the model actually is.
So my script would need to filter to specific factions, based on what model the faction uses.
EP uses the FT bot model.
so your script would need to find out what model the faction is using?
I'll just let the modder figure that out.
Modder being you.
So if you want, you can just put the FT textures on the IT bots, and look terrible
Bots are inorganic, and there perfection and clone like nature should portray this.
Not only would having variety among bots be difficult, it would strip them of their organic feel.
Hi Greg!
even highlighted he looks bright and pastel-y
I figured it was stained glass.
So will this be another "Easter egg" like the modder beavers?
Personally, I think it should always be the first bot as if the beavers are celebrating their achievement.
I'm just writing (and testing) the interface. This is a thing that Nadca is gonna do
Change Log:
Added Custom Bot By Name script.
Added a Bot Naming service.
Fixed a bot avatar error
you basically have to define the complete bot name list, and it replaces the numbering system.
umm i think his name is Billy
Very bright.
More patch notes:
Added Character Graphics Set Blueprint definitions, and usage on Beaver/Bot ByName Blueprints.
Added German translation by Juf0816
Added support for new Character Graphics Sets from Script Pack update.
I released the script pack a little too hasty.
Added support for Bot Names to have a # in their name to show their number.```
Return to golemhood
The walkways look clean
I made a buried housing complex this playthrough using the building sandwich mechanic, but the skybridges and walkways look awesome for balconies and stuff. Excited for my next run already
Patch notes:
Fixed for V0.7.3.1 update
Delete redundant Bot wellbeing tiers.
Fixed for V0.7.3.1 update
What were the redundant bot wellbeing tiers? Is that something to do with todays update? Ive been working all day (still am) so I havent been able to look at much
I added a definition for Bot Wellbeing Tiers all the way back in the U6 early prototypes, all the way up to 10, but then never actually used it, since Emberpelts still only had 3 wellbeing.
Today's update changed the base ones to be more powerful, so I would either have to update the entire set, or just delete it.
and since it wasn't used, I deleted it.
Gotcha. Makes sense then. And yeah, reading the patch notes that is a really substantial boost to all the wellbeing work speed buffs for both bots and beavers
how does the sky bridge tubeway connection for emberpelts work? would connecting it to houses serve as an entrance to the tubeway network?
great, thanks!
are there any emberpelt buildings that can cause injuries?
i mean i know the base-game injury-causing buildings but are there any emberpelt exclusives?
clay pit
smelter large
clay pit causes injuries?
gear workshop large
probabilityPerHour: 0.015
i think the mindset is if the mine causes injury, then so must them doing the same thing in another hole
also i noticed that bots don't receive penalties for being out of fuel (working and movement speed)
I thought I fixed that
0.7.2.3 should have fixed it.,
unless there's another recent change that broke it again
Okay, I see
They get "Out of Fuel" and "Refuse to Work" but don't get the speed penalty.

Huh, they never changed them!
I wonder how difficult it would be to add another type of character
Actually, I wonder if it would be possible to have more than one type of bot.
Would need a custom script to set what you build in the bot assembler... iirc the bot assembler has a script that makes a bot, but the bot is listed somewhere in the faction spec.
So if you need a custom script to handle multiple types of bot, you should he able to pick a bot another way.
The hard part would be handling the bot needs if they have a different fuel source.
Now you have me imagining really weird bot types, such as one-time use deployable bots: one that can wade into a river and transform into a five-wide dam system or go into the middle of a "forest" and scythe down a 5x5 region of trees into logs.
I tried loading a tall beaver into the game today lol
I wasn't thinking anything that unique.
oh?
I'll try again, i was doing it wrong
I know. I never thought it would be something as wild as those. They were just the first things that came to mind at the prospect of more than one bot type.
I could definitely see a new faction that had super early access to bots, but the bots were "deployable items" like the ones I mentioned since the beavers want to stay in their buildings and not go out into the hazardous landscape. (due to frailty, immunocompromised, superscience/nolabor, manual work just being beneath them, couch potato beaver inventors).
would it do my name after 10,000 names
hmmmm....
no
in theory Nadca does fit the pattern, but there's no d end consonant for 1st syllable, I removed it because it was only in less than 1% of names.
Nad
And
Dud
Ood
Odd
Ord
Nord
Nand
Bud
Budd
Bad
Brad
Lad
IDK if I should keep thinking of 1 syllable particles that end in D or not. If you don't want it, I won't clog the chat up with a rediculously long list.
Oh, I think the problem is you have a specific pattern for how you want these?
So like none of that list works?
I sent the file in the mod creators channel. The syllables are actually built up from an almost letter by latter basis.
Adding D to the end of the first syllable is easy, I just didn't include it because it's not very common in vanilla names.
It's less than 1%.
Shadrala and Chudhagas. That's it.
Any additional names that have D after the first vowel are imediately followed by another vowel, so that counts as the start of the 2nd syllable, not end of the first.
and I think Shadrala was split to Sha Dra La, so it's Dr as the start of the 2nd syllable, so that means Chudhagas is the only one that fits.
Yeah, I had to make a few descisions.
Thanks for the input though.
I'll probably add D to the end of the 1st syllable on one of the faction specific generators, so you might find Nadca can only show up as an Emberpelt or something.
I also kinda want to tie this to Beaver Faction (From "Beaver Faction Split Needs", not just normal faction) but then things get pretty complicated, because Beaver Faction is usually derived from the beaver after the name and texture has been assigned.
add the D!
I think this mod had ruined vanilla for me. It's legit hard to go back to the vanilla factions and lose some of the better features included here. You've done genuinely excellent work.
Thanks
I was skeptical on emberpelts when first released but theyre so fascinating now
Definitely developed in a cool direction
Emberpelts is pretty amazing, required full on c coding, if I recall right, to add whole new mechanics to the game . An exhaustive and extensive project. and I agree, it's an awesome faction.
C#, not C
C# has more in common with Java than it does with C.
ah
it's still a full-on programming language, which puts it heads and shoulders above a lot of other mods. does it not?
That's the point.
I thought this was ember city for a second
I don't think it's fair to compare mods in this way. Emberpelts is fantastic, sure. But there are plenty of mods with and without code that are just as great for different people.
true
But yeah, Bob put in a fair amount of effort and it feels like a great addition to the community in so many ways 
I'm not saying that there aren't other mods as good, just probably not as complicated and exhaustive to put together.
Have you looked at Whitepaws (Water Beaver Overhaul mod) at all?
I'm impressed how little code Lapan wrote and still got that to work
how hard is it? ive heard its a bit difficult
try doing JC beard's Apocalypse Mode with it, die in two cycles 😉 jk
I'll admit I laughed just as hard as he did when the beaver washing machine came up
I'm still working my way though his u5 water beaver videos. I want to say I'm on episode 10 of 70 something.
No spoilers though 😛
Final off topic message here. His laugh at ||the beaver jail or the hand of soup|| was amazing.
lol
I'd have to say that most of what is in emberpelts could still be there even without the code.
Tubeways would just be the Vanilla IT method, rather than the auto-type method I made. Bridges is another question...
A lot of the graphical stuff like the barrier on doors when there's no access is done in code.
Moving between houses would still be possible without code, as would the Skybridge stuff, but the graphics would require a unique model per variant, rather than me just having a wall with a door, and a half-wall, and it automatically toggling between the two, or neither if it's next to another walkway.
Some things like the piles would still be possible without code, but probably have to use some sort of trick and it wouldn't look as good, similarly with U7, the underground good wearhouse, there was a baseZ bug in the game that crashed it, so that would likely have been closed too.
All the other stuff like beavers remembering their texture between saves, having unique icons per texture, unique textures by name etc, that's all scripting.
and yes, I've used C, C++ and JS before, but not C# before Timberborn. I can definitely say that C# is like C++ and JS had a child.
Oh yeah, it's impressive what you've done
I have to say though, that while I'm getting the hang of what can be done with scripting, I am still kinda new to it.
Some of the things theapologist316 comes out with impress me, though. He's really having fun doing this coding.
The latest one, Buildings at angles that aren't steps of 90 degrees
I didn't even think that could be possible.
Ha those are great for sure (in no particular order I like the random color/rotation mods a lot, the science stuff is cool)
Not sure I'd use them but also love to see that they exist
Same
The main thing I'd want to do with his colour mod, is reverse engineer it to fix my own mod issues ¦3
For some reason I couldn't get colouring working on the material fixer, yet he did.
My current obsession though is this name generator.
Same.
and I know he's having fun doing it, but sometimes I just wonder...
I think it's similar to why you've added things to the mods you make. People asked him for them
That's a fair answer.
Did someone actually make the auto no fog mod?
I saw a request for that floating around.
Another good answer is just "To see if it could be done."
That too
I wanna say TImprove has the no fog thing and unlocked camera
I see
I don't know what mod or who made it, but I think I saw Disturbed using buttons to set the game speed to strange multipliers, like 20, 40, 50 etc.
I wonder who made that mod
I wanna say there are two of them floating around (Luke made one on Steam and there's a different one on mod.io)
hmm
Any thoughts on bot names?
Do people like the whole Ironbot, Emberbot... what'd FTs bot named again?
Do people like that bots are basically just Bot #, or would bot names be a good thing?
Folktail bots are "Timberbot ###"
I super don't love the numbers for bots but I also don't know what I would have in its place
The numbers could be nice if they were not just sequential I guess
can we get Bob the Bot #23 then
I already have a random name assigner (from a predefined list, that you have to define) in script pack, I showed Nadca how to use it.
Part of the custom bot by name thing.
In theory you can just put 1 bot name in the list.
Hi Greg 🙂
I don't think I posted it in here, but in the mod creators channel, but there should be a screenshot of a numbered Greg.
Can't find it though.
never got around to writing up documention? i don't blame ya
Yeah, still haven't updated any documentation since U6.
no reason not to push these updates.
patch notes:
CharacterAvatarMap should now read ChildAvatarPath and ContaminatedChildAvatarPath
Added a new EditManufactoryRecipeList script to add or remove recipes from a building.
Fixed Bot No Fuel Speed Penalty
Added German translation by Juf0816
Updated to use the new Recipe Adder from script pack 0.7.4.0 instead of replacing prefabs.
These are all version 0.7.4.0 even though I know we just got 0.7.5.0. The game updates are really pushing the numbers up now.
Name generator gave me the legendary...
20% chance for no first consonant.
90% no second vowel
90% no end consonant
50% no middle syllables
2% no ending syllable.
0.162% chance to be just a vowel.
20% that vowel is an E.
0.0324% chance to be named E.
E
Would be be poor taste to set up a "Custom Beaver By Name" entry so that if E ever shows up, it uses this icon?
do it
Please do it
lol
Cursed but amazing
😛
something i noticed: bell pepper juice presses don't show the ingredients (not producing anything either), and pepper bread cannot be made because it doesn't have the option for bell pepper juice
expected result: produce bell pepper juice and pepper bread
actual result: bell pepper juice and pepper bread cannot be produced, even after replacing bakery and press
note: this started to happen after the 0.7.4.0 update
huh...
Yeah, I think I know why, I guess.
let me see if I can do anything about it.
👍
No harm going back to the previous version, but of course steam doesn't really allow that... I could try and make the previous version the active version.
So... I do see a ManufactoryInventoryInitializer.Initialize that seems to initialize the inventory...
I just don't see a call to it.
so after staring at this for an hour...
I've expanded
if (_editManufactoryRecipeListService.TryGetRecipesToAdd(_prefabName, out ImmutableArray<string> recipesToAdd)) _manufactorySpec._productionRecipeIds.AddRange(recipesToAdd);
to
if (_editManufactoryRecipeListService.TryGetRecipesToAdd(_prefabName, out ImmutableArray<string> recipesToAdd))
{
_manufactorySpec._productionRecipeIds.AddRange(recipesToAdd);
foreach (string recipe in recipesToAdd)
{
RecipeSpec recipeSpec = _specService.GetSpecs<RecipeSpec>().FirstOrDefault(r => r.Id == recipe);
_manufactory.Inventory._allowedGoods.Add(recipeSpec?.Ingredients.Select(r => new StorableGoodAmount( StorableGood.CreateGiveableAndTakeable(r.Id), r.Amount )));
_manufactory.Inventory._allowedGoods.Add(recipeSpec?.Products.Select(r => new StorableGoodAmount( StorableGood.CreateGiveableAndTakeable(r.Id), r.Amount )));
}
}
Now lets see if it works.
Okay, this works better, but...
I'm half rebuilding the thing, instead of hacking and patching, let me just rebuild it entirely.
sometimes the lesson is building it once before you know how to build it how you want
private void UpdateInventory()
{
Dictionary<StorableGood, int> goods = new();
_manufactory.Inventory._allowedGoods._storableGoods.Clear();
_manufactory.Inventory._allowedGoods._outputGoods.Clear();
_manufactory.Inventory._allowedGoods._inputGoods.Clear();
foreach (var recipeSpec in _manufactorySpec._productionRecipeIds.Select(recipe => _specService.GetSpecs<RecipeSpec>().FirstOrDefault(r => r.Id == recipe))) ManufactoryInventoryInitializer.ProcessRecipe(recipeSpec, goods);
_manufactory.Inventory._allowedGoods.Add(goods.Select(r => new StorableGoodAmount( r.Key, r.Value )));
}
Lest try this.
ManufactoryInventoryInitializer.ProcessRecipe is doing A LOT of work here.
is that the new guy you found
I still don't know where it's called.
but after this, I found myself replicating a lot of code in there, so I'm like... Well, it accepts and edits a dictionary that's a variation of the final array anyway, so...
might as well use it.
and at first I was just using it to patch the previous data.
but I also have a remove recipes function, so I'm like...
might as well just build the inventory from the new recipes list, rather than patching the old one
will make u8 easier for ya
Seems to be working now.
I'll do an upload (of the script pack, that's what was broken)
are you using increaseamount at all
public static void IncreaseAmount(
IDictionary<StorableGood, int> goods,
StorableGood storableGood,
int amount)
{
if (goods.ContainsKey(storableGood) && goods[storableGood] >= amount)
return;
goods[storableGood] = amount;
}
}```
not directly, but I think ProcessRecipe calls it.
ah yeah
So @worn tusk you like E?
I think due to the scramble to fix that recipe thing, I didn't show off the Emberpelts and Charcoal names.
Emberpelts has a proper generator.
"Id": "BeaverEmberpelts",
"Pattern": [1, 2, 2, 3],
"Stages": [
{"Parts": ["FirstStart", "FirstVowel", "SecondVowel", "FirstEnd"]},
{"Parts": ["SecondStart", "FirstVowel", "SecondVowel", "FirstEnd"], "Chance": 0.3},
{"Parts": ["SecondStart", "FirstVowel", "SecondVowel", "LastEnd"], "Chance": 0.98}
],
"Parts": [
{"Id": "FirstStart", "Chance": 0.8,
"List": ["B", "B", "Ch", "Chr", "D", "D", "F", "G", "G", "H", "H", "J", "J", "J", "J", "J", "K", "K", "K", "K", "Kh", "Kh", "L", "L",
"M", "M", "M", "N", "N", "Ng", "Ny", "P", "R", "R", "R", "R", "R", "S", "S", "S", "S", "Sh", "Sh", "T", "T", "T", "Th", "Tr"]
},
{"Id": "SecondStart", "List": ["b", "ch", "d", "dr", "g", "j", "k", "kr", "l", "m", "n", "p", "pr", "r", "s", "st", "t", "tr", "y", "x"]},
{"Id": "FirstVowel", "List": ["a", "a", "e", "i", "o", "u"]},
{"Id": "SecondVowel", "Chance": 0.125, "List": ["a", "a", "a", "a", "e", "e", "i", "i", "o", "u"]},
{"Id": "FirstEnd", "Chance": 0.1, "List": ["d", "ck", "k", "l", "m", "m","n", "n", "r", "r", "t"]},
{"Id": "LastEnd", "Chance": 0.65,
"List": ["ck", "d", "d", "g", "h", "k", "l", "lt", "m", "mp", "n", "n", "ng", "ny", "r", "r", "rt", "s", "s", "sh", "t", "th", "thy", "x", "x", "y"]}
]
},
But Charcoal, I was like... meh...
"Id": "BeaverCharcoal",
"Pattern": [1],
"Stages": [{"Parts": ["Start", "End"]}],
"Parts": [
{"Id": "Start", "List": ["Ash", "Coal", "Soot", "Charcoal", "Coke", "Char", "Smoke"]},
{"Id": "End", "List": ["fur", "pelt", "paws", "tail", "hide", "face", "nose", "belly"]}
]
}
just spits out names like "Sootface" or "Charcoalnose"
"Ashpaws"
if you have any suggestions, let me know.
this includes telling me to just rewrite something like the others... or just to add, or remove name parts.
and you can suggest changes to the Emberpelts name rules too, not just the Charcoal.
Ah yes, Cokenose, the family-friendliest of the Charcoal beavers. Always the life of the party. Always works 24h even if your working hours are set to 16. Then you find him dead on the side of the road with a pile of dropped logs or covered in liquid from an overflowing juice press.
oh... yes, Cokenose is a valid name from that generator ¦3
I might need to rethink that as an option.
yay! it's crazy how you do so much, you impress me!
Thanks~
If people mention there being an issue, and I'm available (Like, not asleep, not at work etc), I'll usually try to fix it as soon as possible.
dying @ 24h worktime
Do one for father Cokeface
I really should remove coke as an option. You know it was supposed to be like the coking coal, not the more implied meaning of cokenose.
i didn't understand and i'm drinking a can right now
long live mama cokepaws and papa cokeface and their dear son, RIP Cokenose
Coalnose
Need more unique beavers like E
Could give him more than a custom icon too.
A
what about Y
I actually didn't end up using Y as a vowel.
So, the name generator.
The problem I have right now is I basically have 3 things that change the names list, and they're not all compatible with each other.
CustomBeaverByName and CustomBeaverNamesList let you add names to the beaver name service name pool. The 2nd one even lets you clear the list to replace them with your custom names.
Then there's CustomBotByName and CustomBotNamesList that basically does the same as the previous example for beavers, though in this case there is no Bot name service, so it adds one, and you have to turn it on in CustomBotNamesList
And the 3rd one is this new random name generator I'm working on, which clears the names list on load, then generates a new name and pushes it to the Names list. This Bypasses the names pool.
(When a beaver is created, a name is grabbed from the Names list and removes it. If there are no names on the names list, it clones the names pool onto the names list first, then grabs a random one. This means it cycles through everything on the pool once before repeating.)
So if you have the name generator, then CustomBeaverNamesList is ignored.
So the thing is... how should I handle this?
I found a bug in Emberpelts that has probably existed for as long as Emberpelts has existed, and nobody has told me about it yet.
The back wall of the Tapper's Shack is... well... it has no back wall.
hmmmm
That image hurt my brain for a good minute
Looks more like a strange irrigation tubeway system 🤣
the lil floating supports
it wouldn't surprise me at all if no one even noticed the tapper shack visual issue, as long as the tapper shack worked as intended.
whatever happened to this guy
I could totally use that for something, I just couldn't be arsed to install an older version of the game to rip the assets.
where'd you get it from?
I'm not at home, so can't do anything with it right now, but I'll try to remember to grab it later.
what if bots had a home
What if bots wanted more items to improve their "wellbeing" and going to this Metal Shredder Bar was their way of eating food complementary to their lubricant/grease/punch card bonus (since fuel is their base need).
#1 idea so far, another bot bonus fabricator
i think you'll like this one @stray dragon ^
Punch Bars
hmmmm
I think these bits are probably using the wrong texture.
I'm still not sure what I'd use this for.
but some sort of shredder.
Industrial mixer?
If you have too many beavers and are in desperate need of food, you can send them to the shredder to turn them into a resource 👀
mmm? beaver juices? 🤢
x3
i was thinking the same thing, but just for fun and no resource retrieval
I'm not sure of a beaver killing machine
in both that I'm pretty sure I don't want one, and I'm not sure how to do it.
Seems like something you'd find in the Whitepaw faction, anyways.
true
IIRC, the Wonder that Lapan made kills all the beavers assigned to it.
So does the Iron Teeth Wonder, effectively
Is this maybe a reference to the Power Billboard?
how many people here have used Emberpelts: Food Expansion and/or Beaver Faction Split Needs?
BFSN is hard to understand
how so?
All you really need to know about it:
If you play Greedy Builders, then FT and IT factions exist within the same map, so the FT will want to interact with FT things that give needs (like eat carrots and ride the carousel) and IT beavers will want to interact with IT things that give needs (like eat Kohlrabi and visit the wind tunnel)
For Emberpelts, it assigns the grey coloured beavers to the Charcoal faction, which by itself does nothing.
but if you also use Food Expansion where it adds another 11 needs for food and juice) (and some more food items, and pepper juice), it splits those needs between Emberpelts and Charcoal beavers... so in short, they like different foods.
then if you install the unreleased beaver random name generator, it gives Charcoal beavers a different name style than Emberpelts
Like good old Cokenose.
A thought:
Grind up metal scrap and charcoal. Then, in a separate facility, add a little extract and clay...
Fireworks!
Hmmm
Of course, that ends up as more than a bit complicated:
- Scrap
- Logs -> Charcoal
- Badwater -> Extract
- Water -> Clay
- Scrap + Charcoal -> Intermediate
- Intermediate + Extract + Clay -> Fireworks
I count 9 steps, which puts that well beyond almost any other recipe, except maybe bots.
ah that makes sense. i kinda flies right by me when i don't find it relevant. good to know it makes greedy builders more functional, even if it does nothing to solid factions
who you calling a facility?
@stray dragon just an idea i have. Was going to add to my faction but i don't think i can make one any time soon
Bad water -> chemical+ non drinkable water
Non drinkable -> drinkable water
Chemical can be used for multiple things. My idea is a chemical energy plant
Oddly enough, that thing on the right is probably more useful, because it could be literally anything.
i'm seeing what ember flavor looks like
1 (One) Fireworks Facility
The question remains: how could fireworks be implemented into the game? Some ideas.
a) a wellbeing consumable with no game visual like FT books
b) a stockpile item and another Fun attraction shoots off stockpiled fireworks (like a mini wonder with visual firework explosions) for the wellbeing boost
c) they are so exciting and enthralling that they negate the sleepy, hungry, thirsty need because the adrenaline just keeps you going for one more day without needing to satiate those needs
d) Child only item that speeds up growth into adulthood (Could be mid-to-late game for FT and non-pod Embers, but may have no purpose for advanced pod IT and Embers.)
Would be cool to see beavers running around holding sparklers, but that would be more animated models to make.
Again I can see inspiration for the dirt escavator in that thing.
you mean shredder
Both this thing, and the stredder have elments on them that I recognise in the dirt excavator.
well this belongs with the dirt excavator as they are siblings of the same update
so it's way more likely the shredder was the sole influencer to what you see in both the excavator and terraforming station
🙃
Fair
I think it used to be worse. Before they released the wonder update, they shared a preview with me where ||ALL the beavers in the Wonder's AoE died. Which is usually your whole colony.|| <-- SPOILER FOR WHITEPAW FACTION - BUILD THE WONDER FIRST.
that's, uh, crazy lol
@stray dragon sorry for ping, but it would be wonderful if you are able to make a wiki for the faction.
I'm not going to make my own Wiki.
Someone else would be welcome to.
Ideally, we should add Emberpelts to a wiki that already exists.
Or just main game it 
not sure if the devs would be okay with adding a modded faction to the official wiki
But some random thoughts
I often get people asking me to make my newer mods work on U6... I'm not doing that.
But I also get people asking me to make some of the Emberpelts things available for other factions.
Like the Automated water pump, and Tubeway bridges.
I was considering Moving the Tubeway bridge out of the main Emberpelts mod (They are a bit overpowered, along with the tiny tubeway station, and that station is in it's own mod), and also make an IronTeeth version too.
So... Iron Teeth Tubeway Bridges, and move the Emberpelts Tubeway Bridges into it.
For the IT tube base, do I go with this...
this?
or this?
or something else.
something like that.
Even if it were allowed, then it would really need to be set up as a dedicated subsection of the wiki specifically for mods.
Which means Emberpelts would likely end up with just a page, rather than the sprawling integrated system FT and IT currently have.
so which platform looks best?
Also, worth considering. The EP only need 1 bridge per length, because it has the auto-platform thing.
Should the IT use Tubeway (so you can't stack them) or Solid Tubeway for their bridges? (or both, or auto-type?)
Hmm... In a vacuum, I like the two white variants best, but I tend to associate that more with the folktails, which have a lot of yellow and white. I tend to think of blue and orange as the primary colors of the Iron Teeth.
The only one I dislike is the solid brown one.
yet the solid brown one is the most vanilla IT when compared to the bridge.
I'm probably going to go with the 3rd one
it will have a tube on top most of the time anyway
@stray dragon Emberpelts is broken after todays update.
Just disable Vertical Power Shaft mod !
and, Unity change, too
Yup just ignore all of the beginning. 😂
so much crap added by more logs that I have no idea how to read, that it's making it difficult to read the actual error.
Duplicate materials detected: System.InvalidOperationException: Material BaseMetal.IronTeeth is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material BaseWood_DarkBrown.IronTeeth is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material BaseWood_Grey.IronTeeth is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material BaseWood_Indigo.IronTeeth is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material RoofPlanks.IronTeeth is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material WindowsAtlas.IronTeeth is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material BaseWood_Brown.Folktails is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material BaseMetal.Folktails is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material WindowsAtlas.Folktails is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material IrregularPlanks_White.Folktails is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material IrregularPlanks_LightBrown.Folktails is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material IrregularPlanks_Brown.Folktails is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material BaseWood_LightBrown.Folktails is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material BaseWood_White.Folktails is already loaded.
Duplicate materials detected: System.InvalidOperationException: Material Details.Folktails is already loaded.
Duplicate materials?
IIRC, the game force crashes if a mod tries to load duplicate materials.
It means , Vertical Power shaft no longer works since in the base game now we have dynamic power shafts
though the error seems to be related to Timberborn.Beavers.BeaverFactory.Load()
yup that is a mod that allows game to load duplicate material.
I think it's all the power shafts that causing the crash.
wait, wasn't vertical power shafts a U6 mod?
With Vertical Power Shaft mod disabled also it crashes.
Yours. The T junction.
Not bob vertical ones 🤣
I will send the logs with all other mod diabled.
well, IT and FT
well, now that I know there's an update, I'll just read my own crash log
Yeah, you can't just disable that, because for Emberpelts, it's built in
The referenced script on this Behaviour (Game Object '') is missing!
The referenced script (Timberborn.MechanicalSystemUI.MechanicalModelVariantProviderSpec) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'PowerShaftIntersection.Emberpelts') is missing!
The referenced script (Timberborn.ModelVariantSystem.NeighbourBasedModelVariantProviderSpec) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '') is missing!
The referenced script (Timberborn.ModelVariantSystem.NeighbourBasedModelVariantProviderSpec) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '') is missing!
The referenced script (Timberborn.MechanicalSystemUI.MechanicalModelVariantProviderSpec) on this Behaviour is missing!
The referenced script (Timberborn.ModelVariantSystem.NeighbourBasedModelVariantProviderSpec) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'PowerShaftVerticalTIntersection.Emberpelts') is missing!
The referenced script on this Behaviour (Game Object 'PowerShaftVerticalTIntersection.Emberpelts') is missing!
The referenced script (Timberborn.ModelVariantSystem.NeighbourBasedModelVariantProviderSpec) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '') is missing!
The referenced script (Timberborn.MechanicalSystemUI.MechanicalModelVariantProviderSpec) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'PowerShaftUpwardTIntersection.Emberpelts') is missing!
The referenced script (Timberborn.MechanicalSystemUI.MechanicalModelVariantProviderSpec) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'PowerShaftDownwardTIntersection.Emberpelts') is missing!```
Disable that, since crash the game
but if he's running Emberpelts that won't fix it, because they're built into Emberpelts
either way, now that I know there's a problem, I can fix it... or try to
Yeah, I'm on IT now
so... MechanicalModelVariantProviderSpec
Downward T:
Buildings\Power\PowerShaftDownwardTIntersection\PowerShaftDownwardTIntersectionLLL.Emberpelts
Buildings\Power\PowerShaftDownwardTIntersection\PowerShaftDownwardTIntersectionLLR.Emberpelts
Buildings\Power\PowerShaftDownwardTIntersection\PowerShaftDownwardTIntersectionRLL.Emberpelts
Buildings\Power\PowerShaftDownwardTIntersection\PowerShaftDownwardTIntersectionRLR.Emberpelts
I've gotta screenshot and grab the text from these, before I update the DLLs, because I'm almost certain it's all going to just vanish when I update them
on that note, it's not limited to my new ones.
'PowerShaftIntersection.Emberpelts'
That's just the normal 4 way
It's everything with more than 2 connections
Intersection:
Buildings/Power/PowerShaftIntersection/PowerShaftIntersectionLLLL.Emberpelts
Buildings/Power/PowerShaftIntersection/PowerShaftIntersectionLRLL.Emberpelts
Buildings/Power/PowerShaftIntersection/PowerShaftIntersectionRLRL.Emberpelts
Buildings/Power/PowerShaftIntersection/PowerShaftIntersectionRRLL.Emberpelts
In the main game is only power shaft and solid power shaft (for vertical)
So, in game there is only two power shafts now.
Like the tube way.
One is normal (Which you can't stack)
One is solid (Which you can stack)
Yeah, I'm guessing it's just a power shaft issue, but power shafts are... very finely calibrated, I don't want to lose that.
wait... really?
That's going to be... a nightmare.
dynamic power shaft, now
yes. It acts like tube way only. Dynamic. You can have really universal power shaft now. 😂
I think the same implementation like what you did for tube way would be awesome.
all power shaft are now Universal ones....
Not the normal one right? you can't stack them.
so if you disable my power shafts mod, would that make them go away (not migrated)?
Might need a "Fix" mod for that.
anyway, gotta AFK
You can, if is reachable by beavers (like upward and downward ones)
Nope If I want to play emberpelts no. It's still crashing.
With only Emberpelts enabled.
Yeah, that's what I said, Emberpelts have it built in.
plus it's erroring on all power shafts, not just vertical T, so I'll have to fix this.
this isn't going to be a small update.
it's basically... Abandon everything you've done for power shafts and start over.
and I just earlier had someone post a suggestion saying I should add upward/downward corners.
That would be because they removed all of the static power shafts entirely.
this isn't a good starting point
this is also not a good sign. This is freshly ripped assets, with updated DLL files.
okay, I guess it hasn't imported the DLLs
I pressed import, but it says "Waiting" for about 10 seconds, then just silently fails
nothing new, force close the editor and open again. Will continue to import dll's
I did, it didn't work
for me, has worked 😮 🤔
Okay, I guess it did
anyway, question.
Do I try and make a magic power shaft like I did with the tubeways?
or keep the 2 different ones?
The existing ones, no need for more shafts.
Magic please. 
But, it's on the main game, anyway
Considering all the pain the Tubeway one has caused, AND it's possible that it will still crash the game right now...
probably not a good idea to do the magic one.
though to be fair the last crash was "Failed to create Rubble in tile X,Y,Z, Rubble already exists"
I wonder if instead of using a phantom block, I can just change the block occupations.
Thinking about the Tube that is
Turns out the update broke my tubeway script anyway
Apparently I already change the Block Object spec to change Stackable.
I could probably delete the phantom platform and change the block occupations at the same time
Ya that's what my steam comment was for lol
I think it's broken because of a variable name change.
Bobing you would really sub to the the announcements/update ping...
I think I should fix what is currently broken before trying to improve it
Okay, now the hard part
not only colouring all the Gears and Shafts again... but Animating them... the right way around.
Okay, I have... all the parts in unity
now to wait 10 minutes for it to compile
Crash...
I don't even know what the error is here
It's crashing because BeaverFactory.Load() isn't working, but I don't know why that wouldn't be working.
10m to compile just for a crash
what works
what in the bloody...
Number of threads: 3
First uncaught exception at 2025-04-23 19:49:00Z
what's wrong with that?
Minor script fix to Tubeway Platform script, for 0.7.6.0 game changes.
Fixed Tappers Shack model.
Updated to new Power Shaft method.
And other bug fixes related to the update.```
```Vertical T Power Shafts:
This mod is now Redundant.
This version overwrites the new vanilla shafts to add migration.
i'm saying there's no error
...displayed in player.log that caused the exception, it looks like
oh, it's bigger than discord will display.
you have to download it to see the whole log.
I edited my platform script...
Rethrow as Exception: Exception thrown while ticking entity 6e971a58-96be-4127-91c3-a6eb692dd9c5 'BeaverAdult(Clone)'
at Timberborn.TickSystem.TickableEntity.Tick () [0x0007a] in <ca12bf8997784354877c407ff4285d0c>:0
what happened in this latest update...
I could only find the exception that occurred when trying to exception save but my eyes failed to find what caused the exception save to begin with, since it can't be the save error
It feel like you say this to me once a day, in a response to me loading the whole save file in notepad (i don't know any other way to read the whole log file than to open it)
Ah, right
Either way, since the latest update, it's being weird.
did the game always used to create saves with uncaught exceptions?
because most of what i encountered was not including any map saves in my error log
that only happened with caught exceptions
Since modding is legal or official. I don't feel like they would be against it but i feel like it might need a tag or something to differentiate from OG factions
Github allow website hosting. Thats what i was thinking. Make a page in wiki and redirect to the github wiki for details
you know, I almost have to laugh. I was just asking over in JC beard's server whether we might get magic power shafts like the tubeways for Emberpelts. And I come here to find that they're already being discussed. yes, please do make that!
I can reuse tube code for this on a power shaft, but I want to stabilise the code first.
cool
There's still a couple ways you can crash the game with this code.
ah. oh. hope you can find and squash those bugs quickly
There is a change I want to try and make when I have time. We'll see if that changes any crashes.
cool
Just not until after work.
I don't have my replacement computer yet, so can't play anyway right now, I can wait 😉
Yeah, I should look into a new computer too... but they're not cheap these days. You can pay as much just for a motherboard as you used to for motherboard, CPU and RAM.
Then the graphics cards, the entry level ones like a 4060 are as much as the high end cards like a 1080.
Some of the prices are crazy
Funny that a card model number lik 4060 is less good than a smaller numbered 1080
At least the price of SSDs has come down, it uses to be like £300 for a TB, now it's closer to £100
doesn't really understand NVidia anything tbh
The 4060 would be better than a 1080, it's 3 generations newer. I'm just saying 1080 was high end where 4060 is considered entry level.
GT 1030 still performs better than iGPU
If the iGPU is Intel?
Oh that makes sense
from the very simple basis that GDDR4 is faster than DDR4
you cant get VRAM without a video card. that's my primary loss with iGPU
I know AMD a bit more but even then model numbers are lost on me in general
Nvidia did weird numbers. They went from the 100 series, to the 200 series... 300, 400, FX (5000), 6000, 7000, 9000, 100 (mobile only), 200 (low end only), 300, 400, 500, 600, 700, 800, 900, 1000, 2000, 3000, 4000 and now 5000 is the next gen.
back to FX i hope lmao
RTX FX series
with the worlds largest GPU heatsink and fan
6 PCI high
I doubt it. That's from the era when you had the Athlon XP and Windows XP
X was the in thing.
Elon is about 2 decades late with x.com
Sine I have to fix every day 2 or 3 melted power connectors on NVidia board, I don't recommend those boards.
Though, ITV renamed their streaming service to ITVX, so maybe X is making a comeback?
If I got an Nvidia, I'd probably go for a 4060.
I just want more VRAM
16GB minimum
No need, for all current games on market, 8 Gb is enough, more is just money lost
oh that takes me back to my Athon single-core CPU back in grade school
My current old card is 8, and that's 10 years old, so by that logic I should greet a 32GB graphics card or something. The PC was 32GB, so I guess I need about 128GB now.
-# The nice part of having a Mac Studio is I don't have to get individual parts (at the cost of lack of custom things I guess)
I just like being able to run more than 1 thing t once
Timberborn easily eats 6 to 8GB
well i sincerely hope you beat me to a new computer as i'd like to see emberpelts take less time to compile for ya
Then I have IdleOn running too... if the PC is running, IdleOn probably is. That doesn't use much RAM, maybe 2GB, but it does use nearly a full CPU core.
Then there's probably Chrome open with a YouTube video playing.
With all that, plus unity and rider and other stuff, my PC is about 80% RAM usage, with the CPU maxed out, and while the GPU is mostly just Idling, it's RAM is mostly filled.
The problem is when I run Barotrauma, I have to close everything else, otherwise it chugs.
CPU bottleneck
Is it properly multithreaded
But yeah, the dilemma with compiling emberpelts is... it would go faster if I closed Chrome, or IdleOn, but then I'd be bored waiting for it.
No, that's a single core hog
It'll be running flat out at 25% CPU usage, and won't go higher.
It's a 4 core 8 thread CPU
Is IdleOn an idle game, or something else?
It's an idle, platformer RPG hybrid.
You have up to 10 chars, you log one out mining for example, then when you log them back in, you get AFK time ores and mining exp.
And while he's idle, you might be logged into a mage with autoplay turned on killing monsters.
Some things need to be done actively, logged in, but you can turn auto on, other things need to be done AFK, that's logged out. Most things can be done either way.
Its free to play, but buying packs usually helps. You can unlock most things with time, the only thing I'd say you should really pay for is auto loot. That means that if you wait a couple of seconds, drops are automatically placed in your inventory.
And autoloot isn't really an issue until later game where you turn on auto, and the whole screen of enemies dies withing seconds, the respawns seconds later, over and over again, with loot spewing everywhere.
Almost all classes eventually level up into a walking genocide machine.
The main exception so far is the secret class, who's basically your family bonuses guy. Family is the word that refers to every char collectively on your account.
He exists to boost everyone else... and go mining.
There's so many errors in what I typed... thanks phone.
Oh, right, if the devs were to ever allow mods to be listed on the wiki, the correct way to do it would be pagenames like Mods/Emberpelts/Clay Pit. basically Mods/Emberpelts would be the base.
It isn't used much for regular wiki pages becuase it looks ugly as a title.
I still don't expect it to happen, but that would be how.
It makes sense
I spent so long just getting Emberpelts to work, I forgot to check if the power shafts spin thr right way.
That just isn't correct anymore for the new AMD stuff coming out, if anything they're closer to a 1660ti
Wait, 1660 has a TI?
TI used to be reserved for "Better than the highest number", and I had a 7950GX2
Yep, 2000 series cards were the start of extra dumb names from Nvidia
And the 1660 is just a 2060 without rays
Ah I'm a bit behind, what APU/SoC can benchmark VRAM as fast as a dedicated card?
That's entirely relative, the latest DDR5 8000 is going to be faster than most of the cards that came with GDDR5. There's a huge range of memory speed for GPUs
There might be something going on with injuries, I keep fluctuating between 15-30 injuries and I think equal vanilla buildings aren't doin' that
Fixed a power shaft model animation direction.
hmmm
I know, weird, my injuries peaked to 30 and are right now at 10 and I haven't done anything, it's been playing in the background
might be a vanilla thing or an emberpelts thing, unsure
minimum of 8 injured beavers, peak of 30, something seems off
what even causes injury here...
Clay pit does, probably shouldn't, gonna change that to WetFurBad

might have been some type of singularity or something, I'll post if it goes back up again
Since I'm making that change... should working in any other building give any other type of negative effect?
EG, water pump giving wet fur
unsure, I guess no
As far as I can tell, all other buildings that can cause injury are on par with Vanilla versions
coolio, it hasn't picked back up again so maybe it was some type of normalization period after I built them spare beds
One thing that came to mind, idk why there's to sunbathing beavers
a solarium would be nice, can't be covered by anything, fulfills recreation
I just picture a beaver with one of those 3 part sun reflecting screens just laying down chillin'
not sure there's a way to say you can't build anything above a building.
sad, I guess if they implement that they'll have to use it with crops first 😬
also, I don't know how to make animations, and I'm not sure there's an appropriate animation for sunbathing.
one can dream
I forgot I have my name generator turned on
Great names 🙂
you're not gonna fine Cokenose here though. I removed Coke from the list.
Awwww
You want me to add it back in?
No, just being silly
ok
I finally figured out how to update block occupations of a block object, so I can get rid of the phantom block.
that means no more log spam
Yay!
I'm not sure if it's more stable though, so I'm not sure if I want to make the stackable power shafts.
you know, auto
One of the main issues with it is the cost difference. Normal is just 2 logs, but stackable also has 2 planks and a gear.
and you have to unlock it with 80 science
while the auto upgradable one would be cool... it's probably better to have seperate ones because of the costs.
Couldn't you just make it really tall (possibly without the model actually drawing anything up top...)
Oh that's almost really nice! I'm not sure the magenta teeth are great, but I like the stained glass wood look.
Make them Orange? Like real beaver teeth?
But then you hit the top of the map and can't build it.
too orange?
"turn all black outlines silver"
just some experiments
I think the teeth really need to be metal, though I do like the glowing blue cyberbot.
that one was my favorite. i may explore more attempts at full neon outline
Some nice ones here. Someone went a bit light, yet wild on the yellow paint on that middle one.
"retexture gold foil"
whereas first one was "make everything gold" then "darken outline"
looks like a worn Tonka truck
Yes
Speaking of Greg, what about an old Greg variant 🤣
nope, can't say I've ever done that.
lol
https://youtu.be/8FuLywKQLXc?t=1625
I have to completely agree with what he's saying here, and that's what I was going for.
It's been a fun series, let's fix some nagging stuff and then say goodbye as we prepare to move on to what's next!
Game saves available here:
https://drive.google.com/drive/folders/1bqAK-qNoyaBoWKHsCGrFw3Ot1dN5qRwv?usp=sharing
MODS/MAP USED
Badwater Ridge Map: https://steamcommunity.com/sharedfiles/filedetails/?id=3346452778
Emberpelts Faction...
Feels like a natural extension to Vanilla, with a few fun additions.
this is very true
I just started watching that series. On episode 5. They look cool.
Thanks~
I finally got my replacement computer and figured out which mods were crashing timberborn on launch, so I'm back into my own u7 emberpelts playthrough
lovin it ^_^
hmm, a green beaver lol
battery smooth hehehe
Ah yes, there's 4 named beavers of unique colour. Unless you install or make a mod to add more.
Script pack adds the tools to let people easily add more.
hehehehehe ah
- Bobingabout
- battery_smooth
- lapantouflemagic
What is the last one?
love it ^_^
- tobbert
It looks great!
I can't post the bridges mod until I update the script pack
and I can't post the script pack update until I'm done testing the other chagnes.
Those look cool. Hope they are relatively expensive because they will save so much in resources.
I look forward to using them.
I don't remember, but they do cost whatever tubes normally cost, plus what bridges cost, plus 2 metal per bridge extension.... or something like that.
Change log:
Update for the Tubeway Platform script, to change block occupations instead of using a phantom block.
BobingaboutTubePlatformBlockObjectSpec is now redundant.
Added new script ITTubePlatform, which is a copy of the Tube Platform script with coordinates, for use on Iron Teeth Bridges.
Changes to BobingaboutTubeBridgeModel so that it no longer draws the base tube connected to the bridge, when you've deleted the tube section it wants to connect to.
Changed Clay Pit to give a chance of Wet Fur instead of Injury.
Removed the phantom Tubeway platform block, as it's redundant with new script pack.
Other slight tubeway clean ups.
Fixed accessibility when you build on Gristmill roof.
Released```
did I fail at Emberpelts?
More likely, wrong faction. Should be waterbeavers 🤣
such traitors
So the question is... how do emberpelts feel about swimming in badwater? Do they like the red color more than they hate the wet fur?
lol
They hate it even more: wet fur plus contamination, and a much more annoying recipie for decontamination.
no, that just means it's bad for them. There are plenty of things that are fun but bad for you
Emberpelts need their own form of transportation. Like maybe something like a tramway.
Sounds like choo choo mod
Choo choo is cool. Never played with it yet, but from the description it does not move beavers only goods. I was thinking more along the lines of ziplines and tubes, but something unique to the Emberpelts.
I'd have to look into things.
Just consider if I were to add something like that, would I want to keep tubeways?
Plus, you'd need to have something that is both something I can actually manage to do, and solid enough to compete with tubeways.
Anyway...
There were a few big changes the last update, anyone have any feedback or issues on the changes?
I mean, the changes were kind of minor both in code, and visualised effect, but it changed the way things happen, especially with tubeway bridges, and the emberpelts tube.
And both changes effect the emberpelts tubeway bridges.
I /finally/ got up to this and I'm losing it over this fantastic device
(Sorry for off-topic and the ping)
And then ||he clicked the "follow beaver" button and the camera omg||
lol yeah
||One way to ticket to motion sickness right there||
I had actually been wondering if you got to that point, I'd been intending to ask you at some point 😉
I mostly watch these before bed or random unwind times so it's taken a moment
Lapan is a genius for sure
the initial "what the <quack>" when it ||started lifting up||. lol
along with that dystopian music, of course 😉
The clear response to the Water Beavers having washing machine technology is that the Emberpelts need to invent a dryer
A super fast hot air wirlpool to wipe water from wet beavers, then ?
Plus some kind of spinner drum so they can also get a motion-sickness camera
My take for an Emberpelts dryer could be using the model of the old district gate (3 stacked on 2 blocks) and when they walk through flames get thrown to the outside of the gates.
The problem with a drier is that it can't actually cure wet fur. If it does, beavers treat Wet Fur like Injury, and will immediately leave work to get dried when wet, which is okay if you have a zero wet travel situation (at which point, why do you need a drier?), but if a beaver travels through water on the way to work, they just get stuck in a loop of running between work, and the drier, and never get any work done.
Hmm. Could you make wet fur like "beaver is unwell", where it takes 12 hours (or whatever) before the "beaver is contaminated" debuff actually kicks in (and sends them off to the drier)? Or is that a very hard-coded special case?
It's honestly funny how the wellbeing system can offer so many broad possibilities while simultaneously being incredibly restricting with any sort of edge case.
My other recent musing now that we have tubeways that have a movement speed boost - can you make a one-way nav mesh? Because then you could make waterslide parts that are like one-way stairs, that require water (like the pool/lido/shower to operate), and move you fast but in the downhill direction only. And then give them a Fun need so beavers would climb back up a (normal) staircase to do it again.
Obviously not an activity any self-respecting Emberpelt would ever engage in.
You say "One way nav mesh" and I'm like "That's already a thing.", it's a completely different thing than you're thinking though.
Basically, the way the game is written, lets take stairs as a decent starting example.
The mesh will be... The edge at 0,0,0 facing south, is one way, 0,0,0 to 0,-1,0.
The edge at 0,0,1 facing north is one way, connecting to 0,1,1.
then the edge at 0,0,0 Top (going up) is 2 way to 0,0,1.
sim within the entity, you're free to move between 0,0,0 and 0,0,1 in either direction, but can only exit the entity to 0,-1,0 or 0,1,1.
so if you place 2 stairs next to each other so 0,0,1 north is against the other stairs 0,0,0 south, well, you then have the same edge where object 1 is one way into object 2, while object 2 also has one way into object 1 on the same edge.
This creates a 2 way connection, and connects the nav mesh.
So that's basically how it works. You need 2 way for them to connect, so all unconnected edges are just 1 way.
@stray dragon no pressure or anything, but I would like to request a mod similar to the "Tubeway Levee" mod but only for power shafts. It would be great to be able to build them through the side of dams.
Power Levees?
Already exists.
I think Knatte Anke's Water Expansion covers that.
Water Extention - Power Edition for U7
Water Extention for U6
Yes, they are misspelled. It's a running joke at this point.
¦3
Oh did not know that. Cool thanks.
Does water extension - power edition for u7 work with Emberpelts?
Check and see. If it doesn't, it should be fairly trivial to make it work.