#Emberpelts - New faction!

1 messages · Page 6 of 1

stray dragon
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Updates released

Updated for Experimental version 0.7.2.0```

```Emberpelts:
Changed Mine Recipes to use 1 Brick for normal and 1 Brick 2 Extract for Efficient.
Edited Attraction wellbeing gain to match Vanilla changes.```

```Bobingabout Beaver Faction Split Needs:
Updated for Experimental version 0.7.2.0```
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Also released a new U7 version of 2 of my maps on steam.

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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.

brazen herald
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I guess it's like Whitepaws' Woodfelling Planification Lodge

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For Emberpelts I would expect the beavers/bots to be equipped with chainsaws for that sort of building 😆

lilac maple
shrewd latch
stray dragon
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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.

spiral trout
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No changes necessary to the breeding mods?

mild lava
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It pops up with "Uncaught Exception Occured" before the error screen.

@stray dragon

stray dragon
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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 
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Worker random need applier: IE, when someone gets hurt in a factory.

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I see you have Dirt mod, did Dirt update?

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it could be other things, but AFAIK, the only 2 mods in there that change workshops is Emberpelts and Dirt.

mild lava
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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

stray dragon
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I'll try loading your game here too, without dirt, and see what happens.

weak monolith
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Dirt is working, not need to update.

mild lava
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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

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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

stray dragon
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with the new DLLs of course.

weak monolith
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will see what will do, some strange stuffs happen with the game. But, now is time to sleep 🛌 GN.

stray dragon
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rest well

cloud scaffold
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It appears today's experimental update broke Emberpelts again

weak monolith
worn tusk
cloud scaffold
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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)

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I NEVER had to manually check on each mod's update status before this

weak monolith
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It's a tricky update. Some mods works without any changes, others don't.

shrewd latch
worn tusk
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i set timberborn to high priority

weak monolith
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Better way is to use the Steam Update Button mod

worn tusk
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loaded up a ember save with the latest emberpelt and script pack and loaded without issues

cloud scaffold
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Yeah it's working now

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I used to have the Steam Update Button mod, but that broke a while back (ironically it didn't update)

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But at any rate my fire beavers are saved, thanks everyone

stray dragon
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Glad you got it fixed, sorry I wasn't around at the time to help out.

weak monolith
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Lucky was enough around to help someone who like Ebmberpelts so much 👍

stray dragon
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I actually read through several logs posted in #🚀mod-users a couple hours ago too, at least 1 of those was this same issue.

mild lava
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Oh, nevermind, Discord just loaded all the rest of the messages. Nice one lol

stray dragon
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There was another update today too, but it was just bug fixes.

stray dragon
mild lava
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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

stray dragon
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On that note, I should give the charcoal beavers (the grey ones in Emberpelts) a proper name.

mild lava
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This is how I found out you refer to them as charcoal beavers lol

stray dragon
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The German translator added Ashpelts

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But they should probably have a better name. Something, bodypart. To fit the theme. White paw, Ember Pelt, Iron Teeth, Folk Tails.

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Repeating Pelt doesn't feel right.

mild lava
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Going off the translator, Ash Paws?

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Well, cant really use paws again

stray dragon
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We could, but I have another name in mind for another faction using paws, so I'd rather not.

mild lava
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Fair. Something with Fur maybe? I was going to say something-feet, but I guess that would still be paws in a way

stray dragon
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Fur could work, like Ash furs, buuut... its close to pelts.

mild lava
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Yeahhh. My girlfriend said claws, but again, close to paws

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Tough one

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It would be nice for it to be a body part, but if it werent, you could do Coal Walkers maybe

stray dragon
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White paws are also known as the water beavers so the charcoal beavers don't have to have charcoal in their name.

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My Internet keeps dropping.

mild lava
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That internets gotta be really fun, definitely been there a time or two. Thankfully I have fairly stable fibre now

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That is if a hurricane doesnt rip my town to shreds again lol 🤞

stray dragon
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This is fibre. It's not usually like this.

mild lava
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Ah. Weird, maybe theyre working on the lines

stray dragon
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I kinda want to release an almost clone of the Emberpelts for the charcoal beavers too.

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Playable charcoal faction.

mild lava
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What would you change between them? if its an "almost" clone

cloud scaffold
mild lava
stray dragon
mild lava
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Sounds interesting. Would you still wanna use the tubeways or swap over to ziplines?

stray dragon
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A fair question. I'm not sure.

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I prefer the tubes personally.

mild lava
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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

stray dragon
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Indeed

cloud scaffold
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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

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It seems that any time I attempt to construct something underneath an existing overhang, the game crashes

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And I also have no way of knowing if this is just an emberpelts issue either, unfortunately

worn tusk
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can you tunnel deep underneath trees?

cloud scaffold
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Haven't tried anything relating to tunneling with emberpelts yet

worn tusk
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ahh well if you post up your log, i can take a look

cloud scaffold
worn tusk
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yessir

cloud scaffold
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Cool, I appreciate you taking a look

weak monolith
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KeyNotFoundException: The given key 'Dust.BuildingAnimation.Bot.Folktails' was not present in the dictionary.

worn tusk
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i'm going to replicate your mod list. not sure if bobing patched the ladder or how that works with his mod

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KeyNotFoundException: The given key 'Dust.BuildingAnimation.Bot.Folktails' was not present in the dictionary. might have caused the crash

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so you may be right on your troubleshooting?

cloud scaffold
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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)

weak monolith
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Frog statue and, most of the "other" mods are, in fact, updated

cloud scaffold
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Oh?

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Well consider me thoroughly corrected then

worn tusk
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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 
cloud scaffold
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I have had bad luck with mod updates this week 🤣

worn tusk
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RKG put out a video with emberpelts tunnels, so he at least had enough stability for a recording

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meaning: there is a resolve for you today, probably

cloud scaffold
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I think this may just be a weird edge case because of the specific type of vertical building I'm doing

weak monolith
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BTW, former natural overhangs are in the game (stone overhangs) if you use the dirt mod (is working with Emberpelts)

worn tusk
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- 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
cloud scaffold
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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

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All of those should be updated to the latest unless I have missed one

worn tusk
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tobbert had to update his ladder, do you know if bobing's needed an update @weak monolith ?

weak monolith
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are the latest. Bob need to check what is with bots animation

weak monolith
worn tusk
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i remember

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3 types of ladders then

cloud scaffold
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I have further tested and the game crashes any time building anything relating to tubeways in emberpelts

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Underneath something else or not

weak monolith
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So, it crashes when you try to build a tubeway right under an overhang ?

cloud scaffold
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I just tested far away from any overhangs

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Crash the second a bot started interacting with the unbuilt segment

weak monolith
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for beavers no crashes ?

cloud scaffold
worn tusk
weak monolith
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I'll take a look, to help Bob to pinpoint where is the issue

worn tusk
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teamwork fellas

cloud scaffold
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It seems to just be the bots

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But I am continuing to test

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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

weak monolith
cloud scaffold
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The save state window shows you what mods were used when that save was created

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That's my save file at the end of my video I posted monday, which was before the most recent Timberborn updates

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My game is crashing with the most updated versions of everything I have loaded

worn tusk
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u7 has been the weirdest update

runic glade
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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.

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Water acted crazy before this - it's gonna keep acting even weirder now.

cloud scaffold
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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)

worn tusk
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mind giving me a direction to test in? not sure what you were building or where from where the camera last was

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nvm i slow

cloud scaffold
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Actually, I can record a very quick video demonstrating what happens if you give me a moment

worn tusk
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i got the time

runic glade
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I remember Bobingabout had a weird issue they were chasing that sounds exactly like this.

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I thought they fixed that, though???

worn tusk
runic glade
cloud scaffold
worn tusk
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i got a crash too

cloud scaffold
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I'll send one more with only normal beavers as builders

worn tusk
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mine created a massive memory leak over 12GB before i killed it

cloud scaffold
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lol I can't get the bots to not interact with the items

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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

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🤣

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Anyway, this is definitely a weird issue

worn tusk
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i think it's a bot issue even if you got a beaver to build it

cloud scaffold
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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

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I can no longer replicate this

worn tusk
cloud scaffold
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Oh so it's bots building anything

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And not even related to tubeways

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Fascinating

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(and hopefully a simpler issue to fix)

worn tusk
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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

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i think i found the problem, please hold

weak monolith
runic glade
cloud scaffold
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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

weak monolith
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All can make mistakes. You don't have luck since don't edit the video's (other youtubers for sure hide many mistakes)

worn tusk
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i like mistakes

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makes ya look human

tight oyster
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Perfection is absolutely boring after not long

cloud scaffold
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Just having fun playing beavers and talking to people in the comments

runic glade
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We really need an Emberpelts verison of this emote....

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And Whitepaws too, while we're at it.

worn tusk
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i think ModelAttachment.Dust.BuildingAnimation.Bot.Folktails.json became ModelAttachment.Dust.BuildingAnimation.json

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@stray dragon

runic glade
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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....

mild lava
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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 (PepeHands)

cloud scaffold
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(I say, knowing nothing about coding)

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But this would make sense

worn tusk
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testing now, i can provide you with a hotfix if it works

cloud scaffold
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The bot would be calling for an animation that no longer exists

cloud scaffold
mild lava
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This almost makes me glad that I havent started bot production on my save yet lol

worn tusk
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eh still proof of correction concept :p

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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

mild lava
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Roger that. Bio beaver bullying it is

weak monolith
mild lava
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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.

cloud scaffold
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Much to my confusion

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Although I haven't tried in Folktails since the fixes earlier today

mild lava
stray dragon
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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.

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But it looks like a simple bot update, and look at the terrain block.

mild lava
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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.

stray dragon
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0.7.2.1 updated:

Updated Terrain block.
Fixed Bots crashing when building certain things.
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I've not had time to actually test anything, let me know if this works.

@cloud scaffold

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Hopefully your issue is fixed.

cloud scaffold
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THANK YOU for resolving the problem

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Seriously

stray dragon
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You're welcome

mild lava
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Thank you so much

mild lava
cloud scaffold
stray dragon
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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

mild lava
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Sounds to my untrained ears like it would work. Ill probably test it out later tonight and let y'all know

stray dragon
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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.

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I should look into this when I get time.

stray dragon
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This is how I feel now that I'm finally home.

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Also, I hate that was the most appropriate GIF I could find.

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or maybe I'm just too tired to search for a better one.

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Seems you can't build the terrain on the side of blocks still.

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as Emberpelts

raw night
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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 ^_^

mild lava
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I agree, definitely need some rest

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And I did find a workaround until you're feeling well enough to look further into it

stray dragon
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I've actually fixed it now.

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but I don't intend to spend any more time working on things today.

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or tomorrow.

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Game ain't crashing right now though, so, no urgency.

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huh, not sure if this is a new bug or not, but the tubeway bridges no longer light up when occupied.

raw night
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interesting

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still, if the beavers aren't vanishing, not critical either

stray dragon
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Yeah, it's something I'll look into later.

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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.

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Someone did the sluice already, Todor I think.

mild lava
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Or really anything that wouldnt fit under a single

stray dragon
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Yeah

stray dragon
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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.

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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.

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will need to do testing

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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.

mild lava
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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.

faint seal
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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.

mild lava
stray dragon
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It registers that something is on top of it, so I can't demolish it, but it's not triggering the draw supports option.

stray dragon
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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.
weak monolith
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Nice, at least no need to make that tunnel 😍 👏

mild lava
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Tubeway tunnels? 👀

stray dragon
iron peak
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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!

stray dragon
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Ah yes, the "Critical Need" thing became it's own spec.

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it would effect bot fuel too

iron peak
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Ah fun! So more updates soon! rip

mild lava
stray dragon
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Soon, probably, yes.

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Thanks for pointing out the issue.

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It is literally just a UI thing though.

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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.

weak monolith
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How 😮 ❓ 😱

tight oyster
shrewd latch
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That, plus the new overhang function of dirt allowing them to build the center dirt block.

weak monolith
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True, but terrain block was placed on top of the sluice. and, YET, terrainn block was build on top of unbuilded sluices.

shrewd latch
# weak monolith True, but terrain block was placed on top of the sluice. and, YET, terrainn bloc...

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.

weak monolith
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Still, this case is a bug the hope will be fixed in the next game update.

tight oyster
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It's not a bug though.

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Well, not directly at least. Do you have multiple builders? maybe they just got to the terrain block before the sluice

weak monolith
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triggering overhang should be only if nothing is bellow. Sure, with current game logic is not a bug, just in this edge case.

tight oyster
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But yeah, I agree that it's unexpected at the very least and could be coded better for sure

weak monolith
shrewd latch
urban linden
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@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)

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is there any way to bring that feature back?

stray dragon
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I have to admit, the left image does look damn cool though

urban linden
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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

stray dragon
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Yeah, a lot changes on the April 2 update.

stray dragon
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That's one of TheAplogist's mods isn't it?

urban linden
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yep

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I asked him in the mod-user channel, we'll see

stray dragon
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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.
worn tusk
stray dragon
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The biggest problem with my Tubeway unfortunately is the invisible platform block.

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It spams the log file with errors when you load a savegame

worn tusk
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still, at least you can go up way more easily

stray dragon
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yes

worn tusk
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kiwi told me to add in my new textures

spiral trout
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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.

smoky helm
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4th one from 3rd row look cursed 😂

worn tusk
worn tusk
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I gotta get ai to animate this guy later

smoky helm
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I think we need a name for emberpelts mascot

sacred kelp
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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

urban linden
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@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

stray dragon
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I had thought about adjusting things and making a new model, but, it's a lot of work.

urban linden
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yeah thought so, alright no worries

tight oyster
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is that the dance hall animation?

sharp glacier
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That animation and the way the eyes are moving looks...familiar.

spiral trout
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Definitely less cursed than the static image.

sharp glacier
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I was trying to play that audio file. =/ Was it a hint?

worn tusk
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It will be if i can get a decent recording

sharp glacier
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lol

worn tusk
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I am so sorry

sharp glacier
#

That's the macarena (or however it's spelled), isn't it?

worn tusk
sharp glacier
#

Ah, it's an ai animation.

worn tusk
#

just some entertaining abominations

stray dragon
# worn tusk

what the heck happened at the 8 second mark? xD

sharp glacier
#

AI nonsense.

stray dragon
worn tusk
#

Yes that's exactly what happened

smoky helm
# worn tusk

For some reason animated version looks cool 😂

weak monolith
# worn tusk

Looks like arguing to designer. I wish to know what is saying 😍 🤣

weak monolith
#

Damn invisible platforms 🤣

upper bane
worn tusk
worn tusk
#

bobing you've outdone yourself with this tool

stray dragon
#

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.

worn tusk
#

that wouldn't be an issue, i don't think

#

having mixed bots sounds like a nightmare

stray dragon
#

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",
        }
    ]
}
worn tusk
#

so would you be able to have both, or is this just a case of requiring you to specify which bot model to use?

stray dragon
#

EP uses the FT bot model.

worn tusk
#

so your script would need to find out what model the faction is using?

stray dragon
#

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

worn tusk
#

ahh

#

i comprehend

faint seal
#

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.

stray dragon
#

Say hi to Greg.

sharp glacier
#

Hi Greg!

worn tusk
#

even highlighted he looks bright and pastel-y

sharp glacier
#

I figured it was stained glass.

shrewd latch
# stray dragon

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.

stray dragon
#

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.

worn tusk
#

umm i think his name is Billy

stray dragon
#

Very bright.

stray dragon
#

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.
stray dragon
#

I released the script pack a little too hasty.

Added support for Bot Names to have a # in their name to show their number.```
worn tusk
#

Return to golemhood

stray dragon
upper bane
#

The walkways look clean

mild lava
#

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

stray dragon
#

😛

#

I gotta fix the mods first

stray dragon
#

Patch notes:

Fixed for V0.7.3.1 update
Delete redundant Bot wellbeing tiers.
Fixed for V0.7.3.1 update
mild lava
#

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

stray dragon
#

and since it wasn't used, I deleted it.

mild lava
#

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

stray dragon
autumn peak
#

how does the sky bridge tubeway connection for emberpelts work? would connecting it to houses serve as an entrance to the tubeway network?

urban linden
#

yes

#

thats exactly what it is

autumn peak
#

great, thanks!

autumn peak
#

are there any emberpelt buildings that can cause injuries?

worn tusk
#

probably the whole industry

#

lumber mill, gear workshop, smelter

autumn peak
#

i mean i know the base-game injury-causing buildings but are there any emberpelt exclusives?

worn tusk
autumn peak
#

clay pit causes injuries?

worn tusk
#

gear workshop large

worn tusk
autumn peak
#

huh ok

#

guess it does make sense

worn tusk
#

i think the mindset is if the mine causes injury, then so must them doing the same thing in another hole

autumn peak
#

also i noticed that bots don't receive penalties for being out of fuel (working and movement speed)

stray dragon
#

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.

worn tusk
stray dragon
#

Golem

#

From when bots were first added.

shrewd latch
#

Huh, they never changed them!

stray dragon
#

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.

spiral trout
#

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.

worn tusk
stray dragon
worn tusk
#

I'll try again, i was doing it wrong

spiral trout
#

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).

stray dragon
#

A sample of names generated by my name generator.

worn tusk
#

would it do my name after 10,000 names

stray dragon
#

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.

runic glade
#

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?

stray dragon
#

I sent the file in the mod creators channel. The syllables are actually built up from an almost letter by latter basis.

runic glade
#

Hmmm...

#

Ok, I see.

stray dragon
#

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.

stray dragon
stray dragon
#

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.

worn tusk
#

add the D!

tropic jackal
worn tusk
paper spire
#

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.

stray dragon
#

Thanks

shrewd stirrup
#

I was skeptical on emberpelts when first released but theyre so fascinating now

#

Definitely developed in a cool direction

raw night
#

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.

shrewd latch
raw night
#

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.

meager goblet
#

I thought this was ember city for a second

tight oyster
raw night
#

true

tight oyster
#

But yeah, Bob put in a fair amount of effort and it feels like a great addition to the community in so many ways LoveIT

raw night
#

I'm not saying that there aren't other mods as good, just probably not as complicated and exhaustive to put together.

tight oyster
#

Have you looked at Whitepaws (Water Beaver Overhaul mod) at all?

raw night
#

Yes I have, it is good.

#

if extensive in its its learning curve

tight oyster
#

I'm impressed how little code Lapan wrote and still got that to work

sacred kelp
#

how hard is it? ive heard its a bit difficult

raw night
#

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

tight oyster
#

I'm still working my way though his u5 water beaver videos. I want to say I'm on episode 10 of 70 something.

raw night
#

Wait until episode 21

#

about 25 minutes in

tight oyster
#

No spoilers though 😛

raw night
#

nope

#

lol

#

I will however say, that I have never heard him laugh that hard

tight oyster
#

Final off topic message here. His laugh at ||the beaver jail or the hand of soup|| was amazing.

raw night
#

lol

stray dragon
# tight oyster I don't think it's fair to compare mods in this way. Emberpelts is fantastic, su...

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.

tight oyster
#

Oh yeah, it's impressive what you've done

stray dragon
#

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.

tight oyster
#

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

stray dragon
#

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.

stray dragon
tight oyster
#

I think it's similar to why you've added things to the mods you make. People asked him for them

stray dragon
#

That's a fair answer.

#

Did someone actually make the auto no fog mod?

#

I saw a request for that floating around.

stray dragon
tight oyster
#

That too

tight oyster
stray dragon
#

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

tight oyster
#

I wanna say there are two of them floating around (Luke made one on Steam and there's a different one on mod.io)

stray dragon
#

hmm

stray dragon
#

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?

tight oyster
#

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

stray dragon
#

Randomly generated names?

#

Could keep the number too.

tight oyster
#

The numbers could be nice if they were not just sequential I guess

sacred kelp
#

can we get Bob the Bot #23 then

tight oyster
#

Can he bot it? Yes he can!

#

</lame joke>

stray dragon
#

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.

stray dragon
#

A later version even includes the number.

tight oyster
#

Hi Greg 🙂

stray dragon
#

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.

worn tusk
#

never got around to writing up documention? i don't blame ya

stray dragon
#

Yeah, still haven't updated any documentation since U6.

stray dragon
#

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.

stray dragon
#

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.

sacred kelp
#

E

stray dragon
#

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?

sacred kelp
#

do it

mild lava
#

Please do it

stray dragon
#

It'll only work if you also have the script pack installed.

raw night
#

lol

tight oyster
stray dragon
#

😛

autumn peak
#

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

stray dragon
#

huh...

stray dragon
#

let me see if I can do anything about it.

autumn peak
#

👍

stray dragon
#

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.

stray dragon
#

So... I do see a ManufactoryInventoryInitializer.Initialize that seems to initialize the inventory...

#

I just don't see a call to it.

stray dragon
#

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.

stray dragon
#

actually, that's garbage.

#

I mean, it worked, but badly.

stray dragon
#

Okay, this works better, but...

#

I'm half rebuilding the thing, instead of hacking and patching, let me just rebuild it entirely.

worn tusk
#

sometimes the lesson is building it once before you know how to build it how you want

stray dragon
#
        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.

worn tusk
#

is that the new guy you found

stray dragon
#

I still don't know where it's called.

stray dragon
#

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

worn tusk
#

will make u8 easier for ya

stray dragon
#

I'll do an upload (of the script pack, that's what was broken)

worn tusk
#

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;
    }
  }```
stray dragon
worn tusk
#

ah yeah

stray dragon
worn tusk
#

Greg has an E in it

#

so i guess it's Greg's vowel

#

is E short for Greg then?

stray dragon
#

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.

spiral trout
#

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.

stray dragon
autumn peak
stray dragon
worn tusk
#

Do one for father Cokeface

stray dragon
#

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.

worn tusk
#

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

stray dragon
#

Coalnose

stray dragon
#

Could give him more than a custom icon too.

#

A

worn tusk
#

what about Y

stray dragon
#

I actually didn't end up using Y as a vowel.

stray dragon
#

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?

stray dragon
#

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.

worn tusk
#

hmmmm

stray dragon
#

You can do crazy things with those bridges.

mild lava
#

That image hurt my brain for a good minute

weak monolith
#

Looks more like a strange irrigation tubeway system 🤣

worn tusk
#

the lil floating supports

raw night
#

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.

worn tusk
#

whatever happened to this guy

stray dragon
#

where'd you get it from?

worn tusk
#

0.0.5

stray dragon
#

I'm not at home, so can't do anything with it right now, but I'll try to remember to grab it later.

worn tusk
#

what if bots had a home

spiral trout
#

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).

worn tusk
#

#1 idea so far, another bot bonus fabricator

#

i think you'll like this one @stray dragon ^

stray dragon
#

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.

worn tusk
#

idk what else to use

#

circa 2021:

shrewd latch
urban linden
#

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 👀

tight oyster
#

mmm? beaver juices? 🤢

stray dragon
#

x3

worn tusk
stray dragon
#

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.

runic glade
stray dragon
#

IIRC, the Wonder that Lapan made kills all the beavers assigned to it.

tight oyster
#

So does the Iron Teeth Wonder, effectively

tight oyster
stray dragon
#

how many people here have used Emberpelts: Food Expansion and/or Beaver Faction Split Needs?

worn tusk
#

BFSN is hard to understand

stray dragon
#

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.

shrewd latch
stray dragon
#

Hmmm

shrewd latch
#

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.

worn tusk
# stray dragon how so?

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

smoky helm
#

@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

stray dragon
worn tusk
#

i'm seeing what ember flavor looks like

spiral trout
#

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.

stray dragon
#

Again I can see inspiration for the dirt escavator in that thing.

worn tusk
#

you mean shredder

stray dragon
worn tusk
#

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

#

🙃

stray dragon
#

Fair

runic glade
raw night
#

that's, uh, crazy lol

smoky helm
#

@stray dragon sorry for ping, but it would be wonderful if you are able to make a wiki for the faction.

stray dragon
#

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.

worn tusk
#

Or just main game it ThinkingIT

stray dragon
#

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...

#

or this?

#

or something else.

#

something like that.

shrewd latch
stray dragon
#

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?)

shrewd latch
#

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.

stray dragon
#

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

lilac maple
weak monolith
#

Just disable Vertical Power Shaft mod !

stray dragon
#

wait, there was another update?

#

that log is huge...

weak monolith
#

and, Unity change, too

lilac maple
stray dragon
#

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.

weak monolith
#

It means , Vertical Power shaft no longer works since in the base game now we have dynamic power shafts

stray dragon
#

though the error seems to be related to Timberborn.Beavers.BeaverFactory.Load()

lilac maple
stray dragon
#

wait, wasn't vertical power shafts a U6 mod?

lilac maple
lilac maple
weak monolith
#

Not bob vertical ones 🤣

stray dragon
#

I don't see it on the list

#

The T shafts are for IT only

lilac maple
stray dragon
#

well, IT and FT

weak monolith
stray dragon
#

well, now that I know there's an update, I'll just read my own crash log

stray dragon
# weak monolith

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!```
weak monolith
#

Disable that, since crash the game

stray dragon
#

either way, now that I know there's a problem, I can fix it... or try to

weak monolith
#

Yeah, I'm on IT now

stray dragon
#

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

weak monolith
#

In the main game is only power shaft and solid power shaft (for vertical)

lilac maple
#

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)

stray dragon
stray dragon
#

That's going to be... a nightmare.

weak monolith
#

dynamic power shaft, now

lilac maple
#

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.

weak monolith
#

all power shaft are now Universal ones....

lilac maple
stray dragon
#

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

weak monolith
#

You can, if is reachable by beavers (like upward and downward ones)

lilac maple
stray dragon
#

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.

shrewd latch
stray dragon
#

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

weak monolith
stray dragon
weak monolith
#

for me, has worked 😮 🤔

stray dragon
#

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?

weak monolith
#

The existing ones, no need for more shafts.

weak monolith
stray dragon
#

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

worn tusk
stray dragon
#

I think it's broken because of a variable name change.

worn tusk
#

Bobing you would really sub to the the announcements/update ping...

stray dragon
#

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.

stray dragon
#

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

stray dragon
#

It's crashing because BeaverFactory.Load() isn't working, but I don't know why that wouldn't be working.

worn tusk
stray dragon
#

yup

#

So lets get these working versions released

worn tusk
#

what works

worn tusk
#
Number of threads: 3
First uncaught exception at 2025-04-23 19:49:00Z
stray dragon
#
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.
worn tusk
#

...displayed in player.log that caused the exception, it looks like

stray dragon
#

you have to download it to see the whole log.

stray dragon
#

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...

worn tusk
worn tusk
stray dragon
#

Either way, since the latest update, it's being weird.

worn tusk
#

because most of what i encountered was not including any map saves in my error log

#

that only happened with caught exceptions

smoky helm
smoky helm
raw night
#

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!

stray dragon
raw night
#

cool

stray dragon
#

There's still a couple ways you can crash the game with this code.

raw night
#

ah. oh. hope you can find and squash those bugs quickly

stray dragon
#

There is a change I want to try and make when I have time. We'll see if that changes any crashes.

raw night
#

cool

stray dragon
#

Just not until after work.

raw night
#

I don't have my replacement computer yet, so can't play anyway right now, I can wait 😉

stray dragon
#

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

tight oyster
#

Funny that a card model number lik 4060 is less good than a smaller numbered 1080

stray dragon
#

At least the price of SSDs has come down, it uses to be like £300 for a TB, now it's closer to £100

tight oyster
#

doesn't really understand NVidia anything tbh

stray dragon
worn tusk
#

GT 1030 still performs better than iGPU

stray dragon
tight oyster
#

Oh that makes sense

worn tusk
#

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

tight oyster
#

I know AMD a bit more but even then model numbers are lost on me in general

stray dragon
#

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.

worn tusk
#

back to FX i hope lmao

#

RTX FX series

#

with the worlds largest GPU heatsink and fan

#

6 PCI high

stray dragon
#

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

weak monolith
#

Sine I have to fix every day 2 or 3 melted power connectors on NVidia board, I don't recommend those boards.

stray dragon
#

Though, ITV renamed their streaming service to ITVX, so maybe X is making a comeback?

stray dragon
#

I just want more VRAM

#

16GB minimum

weak monolith
#

No need, for all current games on market, 8 Gb is enough, more is just money lost

tight oyster
stray dragon
#

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.

tight oyster
#

-# 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)

worn tusk
#

do u deal with large datasets

#

like 64-bit Excel is not useful to 99% of excel users

stray dragon
#

I just like being able to run more than 1 thing t once

#

Timberborn easily eats 6 to 8GB

worn tusk
#

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

stray dragon
#

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

worn tusk
#

Is it properly multithreaded

stray dragon
#

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.

stray dragon
#

It'll be running flat out at 25% CPU usage, and won't go higher.

#

It's a 4 core 8 thread CPU

shrewd latch
#

Is IdleOn an idle game, or something else?

stray dragon
#

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.

shrewd latch
#

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.

stray dragon
#

It makes sense

stray dragon
#

I spent so long just getting Emberpelts to work, I forgot to check if the power shafts spin thr right way.

dark summit
stray dragon
#

Wait, 1660 has a TI?

#

TI used to be reserved for "Better than the highest number", and I had a 7950GX2

dark summit
stray dragon
#

And the 1660 is just a 2060 without rays

worn tusk
dark summit
coral magnet
#

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

stray dragon
#
Fixed a power shaft model animation direction.
coral magnet
#

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

stray dragon
#

what even causes injury here...

#

Clay pit does, probably shouldn't, gonna change that to WetFurBad

coral magnet
#

might have been some type of singularity or something, I'll post if it goes back up again

stray dragon
#

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

coral magnet
#

unsure, I guess no

stray dragon
#

As far as I can tell, all other buildings that can cause injury are on par with Vanilla versions

coral magnet
#

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'

stray dragon
#

not sure there's a way to say you can't build anything above a building.

coral magnet
#

sad, I guess if they implement that they'll have to use it with crops first 😬

stray dragon
#

also, I don't know how to make animations, and I'm not sure there's an appropriate animation for sunbathing.

coral magnet
#

one can dream

stray dragon
#

I forgot I have my name generator turned on

tight oyster
#

Great names 🙂

stray dragon
#

you're not gonna fine Cokenose here though. I removed Coke from the list.

tight oyster
#

Awwww

stray dragon
#

You want me to add it back in?

tight oyster
#

No, just being silly

stray dragon
#

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

shrewd latch
#

Yay!

stray dragon
#

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.

vague glacier
worn tusk
sharp glacier
#

Oh that's almost really nice! I'm not sure the magenta teeth are great, but I like the stained glass wood look.

tight oyster
#

Make them Orange? Like real beaver teeth?

stray dragon
stray dragon
worn tusk
#

"turn all black outlines silver"

shrewd latch
#

I think the teeth really need to be metal, though I do like the glowing blue cyberbot.

worn tusk
stray dragon
worn tusk
#

whereas first one was "make everything gold" then "darken outline"

#

looks like a worn Tonka truck

stray dragon
#

Yes

tropic jackal
upper bane
stray dragon
#

nope, can't say I've ever done that.

tropic jackal
stray dragon
#

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...

▶ Play video
#

Feels like a natural extension to Vanilla, with a few fun additions.

urban linden
#

this is very true

strong pebble
raw night
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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

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lovin it ^_^

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hmm, a green beaver lol

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battery smooth hehehe

stray dragon
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Script pack adds the tools to let people easily add more.

raw night
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hehehehehe ah

shrewd latch
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  • Bobingabout
  • battery_smooth
  • lapantouflemagic

What is the last one?

raw night
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love it ^_^

stray dragon
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This is what I landed on for Tubeway Bridge platforms

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I think it fits

shrewd latch
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It looks great!

stray dragon
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I can't post the bridges mod until I update the script pack

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and I can't post the script pack update until I'm done testing the other chagnes.

strong pebble
# stray dragon

Those look cool. Hope they are relatively expensive because they will save so much in resources.

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I look forward to using them.

stray dragon
stray dragon
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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```
urban linden
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did I fail at Emberpelts?

weak monolith
urban linden
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such traitors

vague glacier
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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?

raw night
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lol

shrewd latch
vague glacier
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no, that just means it's bad for them. There are plenty of things that are fun but bad for you

strong pebble
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Emberpelts need their own form of transportation. Like maybe something like a tramway.

stray dragon
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Sounds like choo choo mod

strong pebble
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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.

stray dragon
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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.

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Anyway...

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There were a few big changes the last update, anyone have any feedback or issues on the changes?

stray dragon
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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.

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And both changes effect the emberpelts tubeway bridges.

tight oyster
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(Sorry for off-topic and the ping)

raw night
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see I told you it was that funny

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😉

tight oyster
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And then ||he clicked the "follow beaver" button and the camera omg||

raw night
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lol yeah

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||One way to ticket to motion sickness right there||

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I had actually been wondering if you got to that point, I'd been intending to ask you at some point 😉

tight oyster
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I mostly watch these before bed or random unwind times so it's taken a moment

raw night
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nod, ah

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but yeah, that is just diabolical 😉

tight oyster
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Lapan is a genius for sure

raw night
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the initial "what the <quack>" when it ||started lifting up||. lol

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along with that dystopian music, of course 😉

vague glacier
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The clear response to the Water Beavers having washing machine technology is that the Emberpelts need to invent a dryer

weak monolith
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A super fast hot air wirlpool to wipe water from wet beavers, then ?

vague glacier
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Plus some kind of spinner drum so they can also get a motion-sickness camera

fallow imp
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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.

stray dragon
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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.

vague glacier
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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?

shrewd latch
vague glacier
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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.

stray dragon
# vague glacier My other recent musing now that we have tubeways that have a movement speed boos...

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.

strong pebble
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@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.

stray dragon
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Power Levees?

stray dragon
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I think Knatte Anke's Water Expansion covers that.

shrewd latch
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Water Extention - Power Edition for U7
Water Extention for U6

Yes, they are misspelled. It's a running joke at this point.

stray dragon
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¦3

strong pebble
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Oh did not know that. Cool thanks.

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Does water extension - power edition for u7 work with Emberpelts?

shrewd latch
strong pebble
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it does work 🙂

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Is it possible to get get the platform and overhangs to go from here.