#Emberpelts - New faction!
1 messages · Page 7 of 1
Yes, it is not a big deal but with "more groups" things are not in the same category.
I added toolgroup files for FT and IT to move them over to a bob platforms tab.
I'd probably have to delete those and leave it all up to more groups, I guess
you can also see that your bridges are in the "paths" like they should be but, not in the bridge category that is one group higher
paint
That's because more groups moves those already
so it's moving those, but not the new ones
I figured, just didn't know if it was fixable. again not a big deal. just a convenance thing.
The easy solution, as said, is for @full pelican to add them to More Groups.
As for my FT and IT ones, my mod attempts to move them itself, so I'd have to delete those entries to let More Groups do it
cool. I will ask on that page too.
if you install latest more groups its moved 😉
wait or is this in emberpelts?
i may not have moved them there
I have the latest I think. I just installed it again today. yes emberpelts
Bob's More Platforms. Also for Emberpelts, but I have code in there to move FT and IT ones around in my mod that probably conflicts with more groups
ok will have to add emberpelt
as thats not added at this time for those buildings 😛
they went into Extra metal overhangs as other of that typ is placed when added to emberpelts
So quick, thanks 😀
was an easy fix just add 5 files and done 😛
holy crap, thats awesome
The Legend.
He still lives on!
Why is there four eyes?
ear holes must've evolved
Did you draw them yourself?
Gemini, Google's bot did it.
Patch Notes:
Updated for Update 0.7.7.0.
New Icon and Locale entry for the Tubeway Tunnels.
@stray dragon Can we have a tunnel with power shaft.
Like you have created tunnel with tube way.
Sure, but after the first piece, noone could place anothers....
shaft will block builder access
That not the use case.
You can create hidden network inside ground. So, for path crossing you don't have to go over paths.
when you build underground shaft, after blasting, the shaft is built instant. How will access the next blast location ?
Good suggestion actually.
They look battle hardened. Those pictures give me story ideas.
oh good
I'm not sure if I want to use any of these.
I don't think the two you posted are quite in Timberborn's style, though they are amazing. I just want to hug the one Nadca posted though.
What's Farquad doing in there?
When the beaver is named E (Yes, Valid name) someone said I should give him a unique Icon, the meme Icon.
ChatGPT eventually gave me this one.
That just looks like a slightly modified adult Folktail icon.
When the beaver is named E (Yes, Valid name) someone said I should give him a unique Icon, the meme Icon.
Well, it's a choice. That's about all I can say I guess.
Like this which I actually made from blasting the ground and putting power shafts manually.
You can do this type of things easily with tunnel variant.
Yes, it does.
I don't disagree with the choice.
I almost think the warbeavers would be better than a recolored Folktail icon.
someone mentioned it earlier. I can probably make a tunnel that gives solid power shaft, I don't think I want to do 2 versions of it though. (Also reluctant to do any kind of block that doesn't support buildings, because it might delete anything on top when it completes)
just keep in mind that you won't be able to get past a power shaft to build the tunnel behind it, so you'll need to add access tunnels alongside the underground shaft too.
The current one is recoloured Iron Teeth.
But yes, I agree, something a bit more unique.
Oh? Is the icon on the mod page? Since I haven't downloaded the mod, I haven't seen it yet. I'll go look at it.
Which icon?
Yes.
- Solid shafts only.
- I am thinking of above use case only. Beavers build it from top only. To connect two buildings power that are completely separated by paths.
The one that is just a recolour of the Iron Tooth one, that you just mentioned.
That's part of the mod, look at the screenshot I posted with the list of names.
Everyone except E is a recoloured iron teeth icon
Ah, yep. I recognize that smolder anywhere.
An appropriate look for a faction named Emberpelts, I'll admit.
More appropriate than recoloured FT
Mhm.
oh no, Cokenose died.
I thought you removed that name?
I did, but I had one in my save.
So, Solid Power Shaft Tunnel added to Emberpelts.
and Tubeway Levee Tunnel (for IT) Added to Tubeway Levee mod
Neither released yet.
Oh, that's a promising one.
is this too much then
There's a disney villain for you.
The aspiring prince brat, who learns the meaning of true friendship after a near-fall into villainy.
Have you considered a Human Artist by any chance?
@stray dragon
pfft
Though technically, Cokenose was a Charcoal beaver, not an emberpelt.
At this point though, I'm thinking I should keep the 2 word charcoal beaver name generator, and make Cokenose their mascot
Was that a typo?
yes
It never happened.
Still need a better name for the faction than Charcoal Beavers. (though fits the water beavers theme)
Oh? Are they a whole separate faction?
Kinda
They're supposed to be cousins of the Emberpelts, a similar faction with many shared ways of doing things, which is why some live with the Emberpelts.
but in theory, they're still another faction. I'm just not sure it's worth making a playable version of them, because it would be very similar to Emberpelts.
Or would it?! 
are you saying you want me to make it?
It's not a request, no, especially if they would be very similar to Emberpelts. They're definitely my favorite faction, so I think any new faction you make should have enough of its own identity to stand apart playstyle and technology wise.
I do want to expand the unique needs thing a bit more, would make the emberpelts and charcoal beavers do different things.
The Folktail have no sense of urgency. Atleast they can supply enough food for all of beaverkind. But who affords them that sense of security?
Those Iron Teeth aren't much better. Progress at all costs? Those fools leave themselves wide open. We can't complain much, though. We enjoy the fruits of their labour too.
Perhaps the Folktail are right, with their hippy "united we are stronger" mentality (if only they'd apply it to their defense). Without the other two factions, we would be farther behind than we'd like. But without us, those hippies and gear heads wouldn't have survived this long.
All those who who would see beaverkind fall are in turned felled by our hands. Without us, we would have been nothing more than food for those *things* out in the wastelands. Without us, the farms would be raided nightly. Without us, progress would be stalled.
We are the crimson protectors of our people. We are the ones putting our lives on the front lines. We are the ones who stand strong, so the others can work in peace.
We are the Emberpelts.
That's about what the first set of images make me feel.
AI art? more like Epic 
minor idle note for distant future: there's one typo in the congratulations screen or emberpelts. it should be "all went up in flames" instead of "all want up in flames" I think 😉
but that's just for distant future, other more important things right now I'm sure 😉
Easy to fix, already fixed it, will be in the next update
Thanks
oohh, you fixed the path boost thing?
YA
Good
are these SFW?
It looks terrifying but if it’s just faces it should be fine lol
i meant the implied nature of a human-skinned bot in a beaver controlled world 😆
tried to Dali some bot textures a while back, finally tested them
I guess it technically passes the SFW test, because it's not pornography, but it would come under horror.
like the movie Tusk and||the end scene||
I dunno. The one on the right has an upside-down face on its groin that makes it look like it has male genitalia.
that's a keeper
some names appear to be a little repetitive
Either you have over 1500 beavers (names should only repeat once they're all used, and there's 325 with Emberpelts by default), have a mod that replaces the name list with a much shorter one, or is breaking the name loading routine.
Those look like Vanilla names (Except me), so it's either option 1, or 3.
It's things like that where my name generator would be a benefit, but I haven't written in a way for custom names (like me) to still be loaded.
It seems like the way to do that would be to first check if there is a custom list, then roll a random number to decide whether to skip the name generator and load a name from the list.
with the generator, there is no list. It basically pushes a new random name to the name list if there's less than 10 on it, plus purposely doesn't load the name list so that it always gives you randomly generated names.
so the actual name list is ignored.
so
Should I keep the Charcoal Beaver name generator as a combination of 2 words, or change it to be something more like the Emberpelts name generator?
Don't have a paritcular horse in that race, but it does fit the theme of 'subfaction' better to keep it different than the Emberpelts, imo
It's how you end up with Cokenose... though I removed "Coke" from the list of options
I'm sorry... If I had seen that Beaver name show up in my game I'd have died laughing
Would it be more or less funny than finding E?
Less, but that's because 'E' reminds me of VtM: Bloodlines, so I'd be seeing my beaver as this the entire time:
Change logs:
Reworked some of the Tubeway platform script again.
Fixed a bug with the CustomBeaverByName script where custom beavers using a Graphics Set didn't have their names added to the pool.
Added Solid Power Shaft Tunnel
Changed Tubeway Bridges so the whole cost is in the bridge, and the bridge tubeway sections complete instantly (like paths)
Updated most building models to use the new WindowAtlas.Emberpelts instead of WindowAtlas.Folktails.
Italian translations by sp1um
Added Tubeway Levee Tunnel
Changed Tubeway Bridges so the whole cost is in the bridge, and the bridge tubeway sections complete instantly (like paths)
Released```
```Name Generator:
Released```
one thouht how much of the download is the materials used and how often do they change? it may speed up both download and build times
if its a seperate mod for materials
the limitation is that you need to use timbermesh for it to work as should and create dummy materials to build with emberpelts
A few of my models do use unity mesh, because it was too difficult to get them to work with a timbermesh.
Buildings still using a unitymesh:
Dirt Excavator
Gravity Battery (Rope)
Stream Guage (the moving part)
Bot Assembler (Ring)
Badwater Discharge (moving parts)
It's the whole X and Y confusion.
Dirt excavator runs on the wrong axis, so the main building is a timbermesh, but everything that moves isn't.
Gravity battery rope stretches the wrong way if you use a timbermesh
Stream gauge extends sideways instead of upward if you use a timbermesh
Bot assembler's ring rotates on the wrong axis
Badwater discharge opens... weirdly.
I could probably fix some of those issues if I tried again, the only one I've really done exhustive attempts on was the Gravity Battery rope
The "Roof" and shaft of the dirt excavator have the same problem I encountered while trying to do the deeper warehouse box pile.
Which I did eventually fix
In theory it should be possible to fix all of the problems, because the devs made it work, but that Gravity Battery one... doesn't want to.
Most of the problems are related to moving along to rotating on the Y axis instead of Z.
in the case of the battery rope, it's extending to Z instead of -Z.
What is up with the mega sized storage boxes?!?!
I see
Broken, a problem I had to solve.
It's like some whacky Mario level
It's an old screenshot.
Started a new game. These are my beavers
Again?! That's 3 times.
and I've yet to find an A, I, O or U.
is this an ember pelt thing or a regular thing? guy looks like he's been selected even tho he isnt
What's the beaver's name?
cant find this particular one rn but i got another with similar color called battery smooth
patreon beavers?
yeah, then that's related to Emberpelts
but no, it's not paterons it's mod creator names
#1300977672037339188 message 🤣
yeah that
I could add more names to it.
Not sure I want to though.
It's like, what qualifies Lapan to be on the list over someone like The Blood Eyes?
Lapan had helped me with a few things back when I put him in the mod, but other people have helped me more since then.
And I think Knatte Anke should be on that list too, but he said no.
I wanted to share a gameplay video of a Japanese player with you
Also, your Factorio mod is really well-known in Japan
https://youtu.be/BLQN0bLajgw?si=v849-CkBhMEct9jU
垂れ流し配信を動画化したものです!
■Timberborn
https://store.steampowered.com/app/1062090/Timberborn/
◎Emberpelts
https://steamcommunity.com/sharedfiles/filedetails/?id=3346318229&searchtext=
【うp主関連】
・Twitter
https://twitter.com/SeF_Yukkuri
◇動画編集ソフト&使用素材
ゆっくりムービーメ...
Unfortunately I don't understand Japanese, so I'm not sure if I'll watch it, but thanks for the link.
@flat karma is a modder. He has done mods like big signs and flywheels. And some day maybe AmpEars faction.
ampears?
Proposed modded faction; to date it has not been made.
He has big plans like replacing mechanical power shafts with electricity and power cables, but he usually doesn't get the code finished before a new update breaks it all and he has to start again.
I don't think he's ever made building models or even beaver textures yet though, which is why he's green in y mod, it was based on his description of an ampear beaver. Apparently I got it wrong.
I don't remember how I got it wrong though.
Tobbert might look like a folktails but he's a sand beaver
And Lapan is a radioactive whitepaw.
Yeah I’ll be honest I don’t think AmpEars will ever be finished. I have a good chunk of the building models done, but as @upper bane says, I usually can’t get enough done before the next update. Given that I’m struggling to find time to update flywheels, I don’t see it happening I’m afraid 
Shame
And I occasionally have people asking for something like a power switch, aka clutch mod.
I haven't looked to know how hard that would be, but going by my attempts on tiny tubeway station auto-door script... not easy.
tiny tubeway station is still a wonder, I'd never ever undersell it. It's a huge gamechanger.
It's at least nearly as big as ladders, and in a few of my builds has actually replaced them as elevators
It's basically the ladder mod for Tubeways.
auto-translate auto-generated subtitles.
I still can't understand what she's saying.
chemical points. I think it means Science.
The thinning. Water-eating machines... the auto-generated translations are making me laugh.
regardless of my other crashes, is there any reason the housing optimization should show up on the district center or another building, rather than on a beaver?
I've always noticed that sometimes when loading,
like that
pretty sure I can't assign housing or a workplace to a large industrial pile 😉
what do you all think of this 2 new top bar groups 🙂
Juice can be in a liquid tab not in the food one. Sure, when drinking juice they forgot to eat 🍹
have not moved stuff in ingredients and food top bar 
but ya could be a water tab for all stuff you are drinking
I know, and the food bar is the most congested one, now.
will look at in in next release but this works atleast
will make sense, since , for Emberpelts, it's easy to survive on drought if they can make juice
ya and total how much you are able to drink i may want to do it as a standalone mod just for emberpelts as it would affect other factions 2
Not quite, for IT also. I mean, what is with coffee as food ? And, even for kits ? 🤣
hmm but coffee do not sadisfy tirst or huger is it not just like punch card or books a generic boost product 
true, will make sense to boost work speed.
huh... trying to add my juice bar, it doesn't matter what I set the order to, my new bar always shows far left.
Why is it far left?
So yeah, don't move the Juices, I'll move them in Emberpelts.
Somehow there's 2 of me.
That's a lotta juices...
I don't know why, but I just love these names.
is emberpelts ready for U7?
It should be. Bob's been keeping up with every EU7 update.
Yeah i thought so, but couldn't really find it here and last week before U7 i couldn't get any overhaul mod running, so thought to ask 😉
Will try tonight probably
just looking for a good map to play it on, not to hard but also not to easy
I havent been able to play with it yet, but from the image it does seem more logical to have these additional categories compared to vanilla
and wood combined with all other construction materials also just makes sense
Yes.
I'm not really sure why wood gets it's own category in the first place.
Also with this, one of the things I'd do is put liquids on their own tab.
so, Water, Bad water, Fuel, Lube, Extract, Catalyst, grease, Medicine, Phoenix essence maple syrup... basically if it goes in a liquid storage, should be classed in the liquid category...
but then if you start doing this, you're basically sorting by where it's stored, rather than what type of good it is.
is that the faction with the electrical poles and such? would be fun to play with those in the normal factions tbh if you ever feel like just releasing something of it
yes
New Block idea, Glass. uses dirt, made in a glass factory, this could have multiple recipes as there are a lot of uses for glass. One idea i had was a large resivouir made out of glass levies and dirt.
The only real problem with Glass is that you can't have a transparent texture. You can have fully invisible blocks though.
I know, I tried. The original idea for the Skybridge (walkways) was to have walls you can see through. I ended up with this half-wall design instead because see-through textures wouldn't work.
to bad, transparent items would be so fun. no w you mention it, i remember the "invisible blocks that Random Kiwi used on one of his series for the reservoirs
Yeah, that was made by Nadca.
Transparency would be an interesting U8 feature.
New harvestable sand can only be obtained from riverbeds/riverbanks (or I guess could use current dirt which could be processed to separate the sand from the soil [new centrifuge recipe?]), then must be heated in a new building to turn it into glass, which could be used to make transparent levees, greenhouses for faster growth/production of specialized crops.
Which leads me to think of another new feature which would be interesting for U8. Crop manipulation/splicing to produce new foods that can satisfy either multiple needs, could count for either base food in a recipe, or used in all new recipes.
probably because in early game you're completely dependent on your log supply when it comes to building and production of other construction materials
Though if you've ever played before, it's like, 5 minutes before you're also using Planks.
but planks require logs, therefore without logs there are no planks
Better keep coalface away from the dynamite, before we have a tragic practical joke
Tiny Tubeway Station.
Ladders
Triple Ring Rivers (map)
Waking up to comments like this makes me smile.
yup, elevators are one of the big things about tiny tubewa that I love
That and the fact that they make very nice-looking mine shaft entrances.
I'm being kinda mean to my beavers.
not only am I making my emberpelts get wet... but now they're working in contamination and becoming ill.
Careful. Getting into lapan's territory. Lol
How do you decontaminate the Emberpelts? Is it Iron Teeth style, Folktail style, or something crazy like Whitepaws?
Run by Phoenix Essence, which is made in a distillary from fuel, coal and a crop
Thanks 🙂
NP!
I one time let my Folktails go in the badwater on purpose with antidote on hand because if I hadn't it would have taken 3-10 more cycles to finish a project (Beaverome, Normal difficulty)
similar situation here. I let my beavers go into the bad water because I needed to build a wall and stuff, I already had decontamination pods and phoenix essence ready.
People said I was mean but eh it needed to happen and I planned things out to reduce issues
Could be worse, like when I accidently stranded 2 beavers in a field of dynamite, and pressed the boom button >.>
something slightly wrong with my name generator's custom beaver probability.
I think it's related to savegames not actually saving any custom beaver information, but still, the probability seems to be a lot higher than the 1/321 that I programmed
Siblings ? 🤣
Hehe should it check the list of names in the beaver list and remove them from being possible?
I want them to be possible, they just seem to be showing up way more often than they should.
UseCustomNameProbability = Math.Min(_completeCustomBeaverNamePool.Count / 321.0f, 0.1f);
with 4, it's 4/321, so about 1.25% chance
long
There will be beavers born that never live to see the day with where the river runs clear again.
That's such a grim truth.
I am not at my computer but was wondering if the emberpelts still have 1800 capacity in underground piles or has it been reduced like the base game?
Same question for the Iron Teeth version that was made?
Also, I know both options exist but are emberpelts intended to breed like IT or FT. As the creator of the mod what version do you suggest I guess is my question.
Also, Also, 😇 is the "more food for emberpelts" recommend? Does it make them easier or harder to play? What foods does it actually add?
Default breeding is FT style. The option was given via another mod if you prefer IT style. Ultimately it's up to you. I usually play them with Phoenix Pods.
Food Extension (#🚀mod-users message) also is up to you. It makes Peppers edible with their own food need and adds needs for Apple Juice and Tomato Juice, and adds more recipes using the existing Emberpelt food items such as grilled beets; all which add a total of 11 obtained wellbeing.
Easier or harder is subjective. It might make increasing wellbeing a little easier in the early-mid game, but harder to maintain if you're the kind of player who likes to optimize and produce every single type of food/juice.
They do. I meant to change that, but forgot.
and the food extension works well if you also get Beaver Faction Split Needs, which give the Emberpelts and Charcoal beavers different needs.
Instead of just +11 Wellbeing, the food needs are rebalanced into 3 groups. EP only, C only and Both, so you need to make them in different proportions.
Also I call them food needs, there's 6 points (3 of them new with Food Extension) for Juice, which is a drink.
I feel this guy should be purple.
To is actually another of those really rare ones.
Actually, the chance of any specific name showing up is very low.
Even Purpru is low, because there's no end syllable and no end letter.
E's back!
Is it something I can change in my version? Like edit One file? Or is it buried in the code and not easy to change? No big deal if I can't.
I don't know if there's a mod that lets you easily do that.
You can't just edit one file, as it's hidden inside an asset bundle, and the game can only read it while in an asset bundle.
Ask theapologist316 in #🤖mod-creators as he's written some interface mods to change prefabs, he might be able to tell you how to make a json file to make the change.
I keep seeing this and thinking it would be funny to have a mod that all it does is add discord members to the game with funny beavers connected to the names
With my script pack, and my custom beavers mod from mod.io (purposely not on steam, because it's something you customise, and any steam update would break that), you can make your own custom list of all the discord names, and use that as the beaver names list.
Added optional FactionID to EditManufactoryRecipeListSpec. If you list a Faction ID, it will only add to that building if you're playing as that faction. If you don't list it, or give it an empty string, it will add to all factions.
Dirt Excavator is now fully Timbermesh
Stream Guage is now fully Timbermesh
Bot Assembler is now fully Timbermesh
Added Good Group: Juice
Fixed animation on the inventor hut
Fixed name of Stream Gauge
Removed most of the redundant prefab name migrations to enable Greedy Embers compatability.
Moved Bell Pepper Juice to new Juice good group.
Added Greedy Embers support
Functional updates to save name states.
Hmm... I wonder if this could fit the Emberpelts:
https://timberborn.wiki.gg/wiki/Flame_of_Progress
This will be missed... Or maybe not?This page is about something now obsolete that is no longer present in Timberborn. This page will stay on the Wiki for history purposes.
For the new versions, see Brazier of Bonding and Flame of Unity.
The Flame of Progress was a Monument shared by both Factions. It...
Seems to be the predecessor to the Brazier of Bonding (FT)/Flame of Unity (IT).
Perhaps
The model of the base doesn't really fit with the modern style of the others, but if I had the assets, I could pick and mix things around
With a properly made script, that might even be able to be automated... Huh. Something to think about. Might even be useful for the YouTube crowd. Maybe I'll think about doing that.
properly made script?
Why is there no berry juice?
Eh, not a technical term, just my phrasing for the internal thought "If I don't screw it up". I know Discord has an API, I was considering checking it and building something for fun. Maybe python or something
Adventures of I.
I works in a mine.
I got a new job as a Builder.
E's a Miner.
And now E's a woodcutter
and I is injured
That's why the jobs rotate so often.
Inventor I.
RIP E the 4th (2nd this game)
All I could think of was the I of IT. And the narrator's voice. "'Ouch,' said i, then died."
x3
I is pretty old.
You should play the game, it's a fun little thing. And the narrator is spot on.
That's quite a badtide you have on your hands there.
yes
Beavers born before it started are unlikely to see it end.
I is injured again. and old.
I'll leave it there for now.
yay a Tobbert beaver ^_^
I think if you stored the list of beavers outside the mod directory, then it would be perfectly plausible to put the mod on Steam too (and it would make it safe to update for mod.io)
how do I do this?
You'd just change the path to the file with names. You could use something like Application.persistentDataPath to store it in the same directory as the player log
uuuuhhh...
it currently reads a blueprint, can you put blueprints outside of the game directory?
Custom beavers are more than just a list of names
They're sorted either by a set of textures and icons, a TextureSet or list of texture sets which defines what they can look like, and you can even add BeaverFactionID to them (which isn't what you think, it's related to Beaver Faction Split Needs mod)
ahh, my bad. I was thinking about just the custom names
If there's a way to load more information than just a list of names, that would be good too.
it doesn't have to be a blueprint.
yea, my best guess would be to just copy the files from the mod to somewhere local (don't overwrite if the files already exist), and then load the local versions.
Makes it hard to upgrade the files, but avoid overwriting them accidentally
Still, I wouldn't know where to begin on how to do this.
Yea, I don't think the game can load blueprints from outside the mod folder. So it would require making that work somehow too
doesn't have to be a blueprint. As long as I can parse whatever is there into a data structure, it can be in any format.
if I'm allowed to read a JSON from outside, I could parse it like a blueprint manually.
beaver is casually falling down the stairs
Pfft
That is a crazy angle.
Is it safe to assume that one is dead?
Wish I was good at this stuff for beaver models because omg if I knew how to code and stuff I would make a Steve bever
pretty accurate
Wondering how U is doing?
I've had 4 Es and an I. I haven't had an A, O or U yet.
Also, double vowels are possible, Aa is a valid name.
Ai is a valid name ¦3
i'd make a joke about the appearance of that one, but most here probably haven't Oshi No Ko and wouldn't get it 😉
... wait, ladders for emberpelts doesn't need the original ladders mod anymore?
I'm going to try turning the original off then, see if it fixes my crash
It says it does, but t doesn't.
It uses either Tubeway scripts, or something I wrote myself.
well crap, I turned off ladders and left that on, and still got the crash from trying to place a builder hut on a path
IndexOutOfRangeException: Index was outside the bounds of the array.
Timberborn.BuildingsNavigation.BoundsMesh.Append (System.Int32 index, Timberborn.PrefabOptimization.IntermediateMesh mesh, Timberborn.PrefabOptimization.TranslationTransform translation) (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)
Timberborn.BuildingsNavigation.BoundsNavRangeCalculator.AddToBounds (UnityEngine.Vector3Int coordinates, Timberborn.Coordinates.NeighboredValues8`1[T] meshes, Timberborn.BuildingsNavigation.BoundsMesh boundsMesh) (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)
Timberborn.BuildingsNavigation.BoundsNavRangeCalculator.Recalculate (System.Collections.Generic.IReadOnlyCollection`1[T] area, Timberborn.Coordinates.NeighboredValues8`1[T] meshes, Timberborn.BuildingsNavigation.BoundsMesh boundsMesh) (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)
Timberborn.BuildingsNavigation.BoundsNavRangeDrawer.UpdateArea (System.Collections.Generic.IReadOnlyCollection`1[T] area) (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)
Timberborn.BuildingsNavigation.BoundsNavRangeDrawer.UpdateAreaPreview (System.Collections.Generic.IReadOnlyCollection`1[T] area) (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)
Timberborn.BuildingsNavigation.BoundsNavRangeDrawingService.UpdateNavRangeDrawer () (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)
Timberborn.BuildingsNavigation.BoundsNavRangeDrawingService.UpdateArea (UnityEngine.Vector3 rangeAreaCenter, System.Boolean isPreview, System.Boolean drawTerrain, System.Boolean drawRoadSpill) (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)
Timberborn.BuildingsNavigation.BoundsNavRangeDrawingService.DrawRange (UnityEngine.Vector3 rangeAreaCenter, System.Boolean isPreview, System.Boolean drawTerrain, System.Boolean drawRoadSpill) (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)
Timberborn.BuildingsNavigation.BuildingRangeDrawer.DrawRange () (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)
Timberborn.BuildingsNavigation.BuildingRangeDrawer.Update () (at <7e412a7a456a43bdbd3dce9f12f6ec0f>:0)```
when you say a builder hut on a path...?
well it does say nav mesh in there.
I Tried to put it on a path, right next to the hauling post
apparently someone else is getting it with just ladders though, but disabling ladders didn't help either
and on the map I'm dealing with, I really need the builder huts to work, so I can send more to build columns and platforms for vertical levels
any different if you remove the path, place the building, and put the path back afterwards?
I'll try
I'm not sure the path is even the problem
it spawns in the 'ghost' of the hut to place it and does that
I'll try to place it then puot a path to it
I didn't click to place, I just moved it onto the map to move to a position and it crashed
okay, it touched a path before I clicked place, and crashed
it did not crash before I touched the path with it
I'll try placing it then putting a path to it
okay
placed it and put a path there, then when I clicked on it to adjust priority it crashed
it also happens when I click on the district center, I'll test that now
look in the ladders thread
someone reported the same 'out of bounds' issue with only ladders and harmony active.
the exact same issue as I'm having
I mean, there's more than just ladders there, I see minimal for one
Emberpelts ladders don't share any scripts with Tobbert's version
I don't know then.
I click on the district center ant it crashes as well, so I'm gonna disable 4way district center to see if it stops that
I'd need to see the whole mod list. I can't do anything with that for a while though, this side of the week is busy. I'm in bed right now, and will be at work in the morning.
that's why I'm trying to rely on one from someone with fewer things installed
actually there's a mod missing from that, I tried to uncheck it because I wondered if it was part of the issue. When I first click a building on load? the options for beavers on housing optimize pop up. for buildings.
but I think that's a separate bug
hmm, building it reeeeeally early and really far away from everything else seemed to work.
Why does a tubeway need to be configurable?
I don't know how these mods work but... configurable tubeways and unstuckify stick out to me as either looking at or messing with the nav mesh.
More tunnels isn't needed for emberpelts, but shouldn't hurt anything
i hope it's not unstuckify, that's critically important because beavers are idiots 😛
I'll try shutting off configurable tubeways
I'm not sure what configurable tubeways does. I've not tried it.
Can you tell me?
I'm not in a position where I can try for myself.
On the note of this. Emberpelts include tubeway, tubeway levee and solid power shaft tunnels.
The main 2 I find myself missing are levee... and tiny tubeway station. (But that last one needs the correct orientation, which I hear is hard to do.)
I've not actually tried the more tunnels mod myself, but from what I hear it adds solid tubeway to iron teeth, and solid power shaft.
use. I'm in bed on the phone as well, but configurable tubeways is mostly to use them with either faction, and allows you to negate the water speed penalty, also accidentally go through solid terrain. easy to get rid of
Tubes under water havea speed penalty?
"Configure various settings of Ziplines and Tubeways. You can change their bonus speed, ziplines' max connections, distance and inclinations. You can also remove the speed penalty (50%) and this even increases game performance as the game does not need to check for beavers if they are underwater or not.
You can also enable "Zipline through obstacles" option, orignally intended only to remove the annoyance of trees blocking the zipline cables, unfortunately to make it possible, zipline cables can be created (and beavers do travel them) through anywhere. It's your game, play it with your own rule like don't create crazy cables" also doubles speed in tubeways and zip lines.
zip lines I know do by default.
that little blurb is from the mod page on Steam
it's one of apologist316's mods
Beavers/Bots in Tubes shouldn't be affected in any way by water or badwater
It's possible that part was added in the beginning of experimental when they were buggy and did slow down
yeah I think that is for the zip lines honestly
I'll try disabling one at a time, then both, when I'm back awake and back at my computer
Yeah, I don't even know how the tubes prevent water penalties in the current incarnation. The original version had a isTubeVisitor flag, but that was removed in 0.7.1? (Early on had a lot of changes) When they fixed the beavers in tubes getting wet thing. They then later revamped them again with the tube occupancy map, that assigns 1 tube per map tile (which broke my bridges, so I had to write a new script to unregister a bridge, reregister it in the right spot, and reregister a tube if one exists in the wrong spot, then the reverse when you demolish it), so... I've seen 3 versions of that code.
Theapologist tends to use harmony to patch scripts to not make mistakes. I tend to write scripts to fix mistakes.
Oh, I saw it at some point, let me see if I can find it (the isTubeVisitor replacement)
Theapologist said you can't make a blueprint add a recipe without harmony because it runs too late.
I made it work, but you do have to basically run most of the setup twice.
Timberborn.WaterSystem/Timberborn/WaterSystem/IWaterResistor.cs
Timberborn.TubeSystem/Timberborn/TubeSystem/TubeTracker.cs
12: internal class TubeTracker : BaseComponent, IInitializableEntity, IDeletableEntity, IWaterResistor, IWaterPenaltyModifier
Hmmm. I think tube tracker might be the map grid.
I can't look at things from here but does this have a map sized 3D array in it?
Or a dictionary where the key is a vector 3
Ah, it references Tubemap. That's the class that will have the vector3 dictionary.
gotcha
Is this applied to a beaver, or a singleton?
Yeah, I was mostly trying to see if I could find the thing the game used to record that a beaver was in a tube and not affected by water/badwater
Probably per beaver/character
in the configurator class:
builder.AddDecorator<Character, TubeTracker>();
Character, so it's also on bots (and trains. Choo choo makes trains as a character)
Lul
I want to do a kind of neumatic tube item transport thing.
Not sure where to start with it yet
But basically, item teleportation between linked buildings.
Maybe conveyor belts
But belts is starting to get complicated.
Just getting teleport to work would be both a good first step in any item auto mover, and a viable end product mechanic.
You basically have 3 key points.
- Identify an output item on the network.
- Identify an input item on the network.
- Assign an output to a free input, and move it.
Storage can also work, but you need to assign it as a low priority input AND output.
Actually, priority would be set by the flags that say how to behave.
Normal would be low in and low out.
Import would be 2nd in (After factories) and low out.
Provide would be low in and 2nd out.
And Empty would be no in and high out. (Same as factory)
And once a route is assigned... just subtract from one and add to the other.
The hard part is how to interact with this is the game.
I've only really done 1 GUI element so far, and I basically just hijacked an existing vanilla element to reuse it for my needs.
I'd need someone to help me write some sort of GUI for this.
Or not! It could be something you build next to a building with an inventory, and it just links anthing it touches, or in range together.
petition to have something to do with berries
Emberpelts base doesn't use berries, but you have Project Phoenix where the basic Phoenix Pod uses berries, and the Food Extension where you can make scones using berries.
Food extension just adds more recipes to the press, grill, and bakery, makes peppers edible, and adds a total of 11 more points in needs.
Pepper juice, pepper bread, grilled beets, scones...
Plus applejuice, and tomato juice needs
And the pepper bread actually makes use of pepper juice rather than peppers.
not to mention that the mod berries are delicious works with Emberpelts, offering another point to needs that can be filled.

btw, lapantouflemagic removed some of the needs for food in Water Beavers because there wasn't enough time for the beavers to enjoy all of the foods (before the effects from other foods wore off).
Yes.
Keep in mind that some of mine are drinks, not food.
but also if that does become a problem with Emberpelts, there's also the Beaver Faction Split Needs mod that splits the needs between Emberpelts and Charcoal beavers
So both like grilled corn, Charcoal likes Grilled peppers and Emberpelts like grilled beets... etc.
and the unique needs is... 11 wellbeing each side, which brings it back to 76.
Whats the issue?
Maybe the little splash of water over the levees?
Watch How the entire second section of the reservoir drains, completely ignoring the floodgate at the far end.
I don't even know what I'm looking at here, I see more than one issue.
-
the 2nd second seems to empty when you think it shouldn't, this could be a sloshing based thing.
-
where the F did the bad water come from in that tiny pool?
the video doesn't really run long enough for me to know exactly what you're complaining about though. Like I said, the water drain part just looks like extreme sloshing.
for point 2: the water sources in there. this is Terraces map
hmm
yea, this is just the water physics of the game
It's also possible that running the game at 1x speed instead of 3x speed might make it behave differently.
So uh, I moved the floodgate height and now water stopped phasing through it
So I guess it was a bug
I guess he doesn't like it.
(please keep that)
It's a randomly generated name, it's probably a really low chance.
I could calculate it, but, I don't want to.
heh
Just write a script to do it for you instead
How hard can it be.... 100s of hours later .... Shakes fist
Well... that would have 3 steps.
- A function to break the name into its component parts
- A lookup function that finds the individual probability of each part
- A function to combine all of the individual probabilities to get the total probability
#1 would be annoying, #2 would be long but simple, and #3 would be trivial.
combine #1 and #2 and it'll be much easier
Tail is tooo fluffy
Maybe, we can have a "cleaning" beaver, using the tail 🤣
the tail turned from a beaver tail to a non-beaver tail 🤔
Specifically, a bizarrely-colored fox tail.
He means placing a dirt block on the side of another dirt block, right?
I fixed that weeks ago.
I've been playing Emberpelts this week and have no issues making terrain overhangs up to the vanilla limit of 3 orthogonal blocks out from a support.
Okay, So...
Pneumatic Tubes mod.
It's going to include some sort of Buildable structure in the world. The Pneumatic Tube Hub that moves items around.
The question is, how should it actually work?
I could make it require power, and even have the item transfer rate be dependant on how much power (so it slows down if you have low power).
Should I require the player to actually build tubes from building to building to link them, or something more similar to the Ziplines, where it's done in a GUI to link buildings in range?
Love the idea of a centralized hub that is moving things around.
Would each building need to be directly connected to the hub in order to participate in the network, or would connections in series work?
Building D Building C - Hub - Building A - Building B
\_____________/
Buildings in series would be able to transfer items to any other building as long as that part of the network was connected to the Hub somewhere.
Building D Building C - Hub - Building A Building B
\______________________/ \____________________/
Every building would be able to transfer items to any other building, but each must be directly connected to the Hub.
Actually building pneumatic tubes necessitates invites logistics problems with map space, visual clutter, and layout (moreso if every building needs a direct connection), model variants (assuming just a differently colored tubeway), etc.
The "zipline-style" GUI interface would reduce the visual clutter, especially if there is no actual, physical connection/object in the world required for the connection (i.e. just a connected status indicator in the building info pane). This would allow your storages to be enclosed, underground, etc. It would be bulky and make it difficult to make warehouse complexes if a "zipline pylon" was necessary next to every building you wanted to connect.
The series vs direct connection question still exists with this method though. Ziplines are currently limited to 2 connections, essentially making them single pathways that can only branch at a station. Unless you have a workaround for this to increase the number of connections a building can accept, you could only connect multiple buildings to each other in series. You'd need to solve this either way: either to allow buildings to connection to each other in a web with one connection to a hub; or to have more than 2 buildings connected to the hub itself.
Building E Building F
| /------/ /--Building G
Building D /
|_______ Building C - Hub - Building A Building B
| \___________________/
|
Building H
The problem with "Is a building touching another, and therefore connected" means I'd have to define some method of detecting that. I could rely on power transmission, but many buildings (Storages) don't transmit power.
Code could get messy very fast. I'm not even sure of the best way to do a "is this pipe I built touching a building?" easily. as that would need similar definitions of "Can pipe connect here" logic, similar to power shaft logic, and again, that would either mean using the power connection logic (which many buildings don't have) or defining something new (Which means defining... SOMETHING for every prefab I want to connect to, which means it wouldn't work for buildings added by other mods.)
The advantage of the Zipline style definition is I can allow targetting of, lets say... Everything with HaulCandidate. And that covers everything you'd want to connect to, Except the Wonder. (but also include the district crossing, which the logic doesn't work on)
so the filter logic is basically, Anything with WonderInventory or HaulCandidate, but not DistrictCrossing.
So...
The easiest to program would be something Zipline style.
Direct connection only.
And I would have to write my own interface anyway, not re-using zipline connections directly, so I can increase the limit from 2.
I might be able to do a Series method of Controller 1 to 9 buildings, and controller 2, and controller 2 to 8 other buildings and controller 3, which is connected to 9 other buildings...
and items can move between all 26 buildings
but if you're smart, you don't really need that, the most complicated one would be farmhouses that can have serveral different item types needing to connect to all the different stockpiles, 1 for each item.
I agree that the zipline system is the better option gameplay wise as well as coding wise for you.
Have you thought about whether there would need to be a physical attachment to each building, like a pylon, in order for it to join the network (which would be tricky to layout with a large stack of piles/warehouses), or if it could be a non-visual connection?
You mentioned the hub linking to buildings within range earlier.
Are you thinking/designing this to be a 1 hub per map system or a multi-hub system depending on the distances?
Would and how would hub networks talk to each other to transfer goods between systems, or would each hub network have to be compartmentalized?
Would hubs have to link to each other in order to transfer items between networks, or could one building be connect to multiple hub networks? Would any of that just cause outright crashes because of multiple hubs?
Yeah, I'm not sure yet. In theory one building could be hooked up to more than one hub.
Is there a specific reason you added the old type district gate to the Emberpelts?
Options.
Sometimes you just want a place to cross without the item transfer stuff.
Change logs.
Added Minilodge.
Removed Wet Fur Bad Injury from Clay Pit. (Mostly for Greedy Embers support.)
Changed the way you select recipe for a few things. (Bot part factory, Kiln, Gristmill, Mine, and Badwater rig.)
Reduced the cost of Underground Pile from 20x Log, 40x Plank, 40x Gear, 60x Brick to 20x Log, 40x Plank, 20x Gear, 40x Brick
Reduced Underground Pile Capacity from 1800 to 1200.
Italian translations by sp1um
Russian translations by Blotto
Reduced Iron Teeth Underground Pile’s cost from 20x Logs, 80x Planks, 40x Gears to 20x Logs, 60x Planks, 20x Gears.
Underground pile capacity changed from 1800 to 1200.```
```Bobingabout Beaver Faction Split Needs:
Added Greedy Embers support
It's been too long since I've updated The storages.
Oh yeah, I also noticed the Extra Large pile cost is a tad bit on the high side for it's storage capacity compared to the Vanilla Underground Pile's cost and storage.
Yeah... I thought the same thing, but...
It costs the same as the warehouse.
So if you think the extra large pile costs too much, you also have to consider that the large warehouse is expensive.
I suppose it has the advantage of not costing gears, too.
that too
but it really throws the pricing off.
I could lower the cost of the extra large piles on all 3 factions, but that wouldn't change the warehouse costs.
I dunno, I'd like to ask for a 10 plank discount on it's build cost, but I won't push the issue, fully up to you.
I just made a note to consider making it cheaper
Thank you! I appreciate it.
My head is full of thoughts on a new faction.
Is it crazy post-apocalyptic Sun Religous cult beavers?
Oooh!
It's a bit long winded to get fully into right now, I just went to bed.
You might consider borrowing the Redwood processing chain from Lapan.
When i think Tree Beavers, I think of that, for some reason.
It means that the houses (at least) contaminated, get destroyed ? 🤔
Most buildings end up being stacked into the shape of a tree
Also; don't wear yourself out, now.
We like having you around!
And we love your mods.
||At least I do, IDK about anyone else.||
||Presumably they do||
I'm mostly spinning ideas around right now, but I've been thinking about this for a while. I've just not had a decent enough idea to put real thought into it until yesterday.
https://steamcommunity.com/sharedfiles/filedetails/?id=3455624260&searchtext=food so i see there's food plants here that i dont' recognize. do they come from anotehr mod?
pretty sure those are all the crops from food extension
in other words, i can't get those crops added to GB without doing it myself
what's GB?
Emberpelts adds several plants:
- Radishes
- Tomatoes
- Bell Peppers
- Beets
- Apple Trees
You would have to add them yourself, but it wouldn't do much, since you would also need to add all the needs and modify several buildings to include extra recipies.
Or you could just wait for Greedy Embers, which is apparently being made.
OwO it is? sweet
as for why i'm lookin for this.... wellll....
this number, it must go up., because lizard brain likes number go up
Then you are going to like juice.
Juice counts towards the water need instead of the food need, essentially doubling the number of food bonuses a beaver can get in one day.
You may aslo notice a pattern: every food item added by emberpelts is red.
lol
They're all crops from Emberpelts. I jsut didn't take a new screenshot and re-used it for Food Extension.
which means i gotta wait for greedy embers as mentioned above
also it does say "For Emberpelts"
yes i'm aware of that, but i figured because it says that, it was a mod for somethign else adpated for emberpelts
Food Extension basically just adds 6 new food recipes, which a few extra needs (Apple Juice usually just gives the Apples need, so this adds an AppleJuice need, same with Tomatoe Juice) for a total of +11 wellbeing.
And if you use it with Beaver Faction Split Needs, it makes some of them EP Exclusive and others Charcoal exclusive, giving both factions a max of 76 (or 75 realistically achievable)
@stray dragon
i'm not maxed yet. thus... NUMBER. MUST. GO. UP.
You'd probably enjoy Greedy Embers when it's ready.
And this works in Greedy Embers (even though greedy embers isn't finished, I checked with the WIP version, and made it work)
nice. btw do emberpelts have their own engame wonder thing?
and/or other monuments
note to self: try ember pelts instead of askign these questions.
Kinda.
if you're thinking a new building with a unique need, then yes.
yes. that.
as in "more happiness for the beavers so the number goes up to make the lizard brain happy"
yup
I've made progress with Pneumatic Tubes, but I need to take a break from that.
but I am also thinking about the next project.
and it's not small
geez i haven't even started using tubes yet. which i should connsidering i don't use districts.
Pneumatic tubes are for items.
ah beans.
also i guess the maker of that doesn't liek the dude who made gb and said they wouln't make it compatible iir
Tobbert doesn't like to look outside of Vanilla
it only really worked with Emberpelts because I wrote a compatability patch mod for it
Sure Tobbert helped me write that, but he doesn't really want to include non-vanilla factions by default...
a modder.... who doesn't like mods. does that not seem a bit hypocritcal?
and honestly, I can understand why.
or am i thinking about this the wrong way?
It's more a case of... if I add compatibility for another faction, then people are going to assume I'm going to bend over to make it compatible with every other mod.
Tobbert is actually in this Semi-retired state, so we'd be lucky if he even updates his mods. So he'd rather just help us make his mods work with ours.
And like I said, I can understand why he's doing it this way.
There's a difference between modding because you enjoy it... And modding because other people want you to.
Like I said, he didn't want to update his mod to add Emberpelts Compatability, but he helped me write a patch mod to make it work with Emberpelts.
In theory, you can make it work for GB with a simple patch too.
I mean... if it worked in U7.
honestly, if you know of greedy Builders... it's pretty easy to add support to it.
You have to choose to add a building to FT or IT... so if you add to either, just also include a file for GB with .optional on the name, and that's all it takes.
yes but i'm not a modder and computer code gives me headaches
I didn't mean to suggest you should do it, just that it should be easy to do.
mmmm I love code
except when I actually have to do it, I can't get myself to actually do some coding
🍃
Those look really cool!
Speaking of "Really cool" I installed mods for the first time into this game. As I am desperate for new factions, Emberpelts was almost the first mod on the list. It is amazing.
Then, on Cycle 34 I just happened to catch a very non-beaver name be born. Someone slipped in a VERY cute and fun Easter egg.
Whether it was you or @hard lagoon (I am running his 4-way and his small storage mods), I say well played! I'm glad I saw it and could share.
yes, i would like to see a side mod made that has all these easter egg reskins/names. it feels cool to find the odd beaver among my greedy beavers save every now and then,
the three ive seen before:
battery smooth
lapantouflemagic
bobbingabout
I haven't tried that one yet.
you haven't tried playing greedy beavers?
By the way, the names come from Emberpelts, even if you are playing a different faction
Yesterday was the first time I modded timberborn. I play other games modded but just never did this one. So I'm still on my first playthrough with the ember pelts.
i figured as much, one of bobbingabouts mods that is a dependency does the reskin stuff, i beleve
im exited for the eventual addons for greedy beavers, imagine ironteeth. folktails, emberpelts and whitepaws all in the same settlement
I feel like whitepaws is a bad idea to mix into that, they're just so wildly different
i mean, fair, i havent played whitepaws myself, so idk how crazy they are
The white paws look really cool and I love the pink and white color scheme that was chosen. But the thing that really has my interest right now is what's going on with those leafy green ones that there was the art for earlier today. Proof of concept or just screwing around? Either way it was neat.
Although the moment the white paws are working and available, I'll be saving my game and starting a new one with them cuz I've been really anxious to try them out after discovering them yesterday.
careful with that. beavers suffer in whitepaws, by design, it's not fun times like emberpelts can be
Yeah, it looks brutal.
I'm considering backing to U6 just so I can try it out today.
Bobbingabout;
This mod has spoiled me. I went to give Greedy Beavers a try and I kept going, "But where is X? Where is Y? I want Z!" /laughs
It did take me mucking about in dev mode to figure out the housing and skybridges. Once I did, they are cool. But if you happened to explain them anywhere in the mod download itself, I missed it.
Oh these look great!
Hmm... I get the sense that these guys wouldn't get along with the emberpelts at all.
They would probably even be pyrophobic to the point of refusing to work in bakeries or grills. Metal processing could be a problem.
Ooh! So many ideas pop into my head with that dynamic.
If I could still program worth a damn I'd learn how to mod this game. Alas, I think my modding days are behind me (age and health crap.)
Hmm... this looks perfect for a tree-themed faction.
No idea what version of the game the mesh is in though.
#🌴suggestions-and-feedback message
Updates:
Gave the Emberpelt beaver on the faction select screen green eyes.
Updated for 0.7.9```
```Tiny Tubeway Station:
Updated for 0.7.9```
```Tubeway Bridges:
Updated for 0.7.9```
```Convenient large water wheel:
Updated for 0.7.9```
```Vertical T Intersection Power Shafts:
Updated for 0.7.9```
I forgot to add backwards compatible name (Migration) for the power shaft tunnel
I think he's more worried about the monster behind him.
I want! 🙂
It's something I'll hopefully be working on soon.
Yay, storage matches now 😀
Almost. Vanilla holds 1000, mine is slightly more expensive and holds 1200. But they are a lot more closely balanced.
Another new faction. Tree beavers. Name pending. Not actually started modelling anything yet.
Very early stages of planning
I don't know if the plans are even good, but it does drift away from vanilla more than Emberpelts.
They'd vertical by default too, the general building plan would be flat topped round buildings with walls like bark, basically like huge tree trunks.
Nice!
Do tree beavers not cut down trees?
Undecided
Would be cool if they collected leaves instead, but... then what do they build their tree trunk buildings out of?
Leaf Coat and Green Coat immediately pop into my head for names.
If you like it, then it is yours.
I'm an old creative, just not up to doing my own modding anymore.
I said coat as an alternate to pelt. It was used with horses a lot when I was a kid.
I'd say between myself and lapan, that has most of the elements covered. Water, fire... leaf is close to earth...
Just missing wind, or electric... @flat karma poke poke, ampears.
But you are forgetting the badwater beavers. The ones who get boosts from being contaminated and grow strange giant mushrooms on "tainted" lands. 😛
Nadca should have a go at that
I'm interested in your leaf beavers.
Though with his modding, it'll probably be unplayable. No offence, just a comment on their luck.
When I'm not in bed, I should post more of my notes.
Possibly start a new thread here to talk about them?
Please add/@ me if you do. I wanna follow it.
There are pros and cons to a new thread. You already talk about all your mods here (I think?), but a new thread would give more organization.
Of course, then you'll get the people asking you about the same mod in both threads, because you don't have a thread for each of your mods (not that I've looked, so I might actually be wrong).
I do generally use this for everything I've made so far, but the original intention was all emberpelts only.
Well a lot of your mods are loosely related to emberpelts, even if not directly. I use all of them in my playthrough as they work well together.
There's a few that aren't, like tubeway levee. Emberpelts has that built in, same with tubeway bridges and storage.
Convenient Large water wheel is IT only.
And zipline levee is FT only.
Then there's scripting mods that work with all factions.
The only one of yours I am not subscribed to is "emberpelts don't breed"
Side note.... flywheel's just updated, can you add it to the Emberpelts?
I tend to have that turned off too.
Pretty sure that's battery smooth's mod, and he had Emberpelts support in it.
Cool. Just added it to my game. The description did not say. Will check when I play.
then what do they build their tree trunk buildings out of
-
Give trees a lifespan, harvest only the fallen trunks of those which have died naturally (so wood is very expensive in time...)
-
Or maybe their buildings are built by sculpting still-living giant trees (like whitepaws's giant sequoias, but with functionas) - so you have to plan the buildings, plant the buildings, and wait for them to grow...
- Maybe they could do coppicing/pollarding, and do more wickerwork look than solid planks?
Of those, coppicing seems like it best fits the game engine's mechanics (there are already trees that "fruit", so you'd just have to script something so the "stump" after cutting willow/ash/hazel wasn't dead, it would be instead be "mature" stage of a stool that would grow withys that could be harvested over and over.
Flywheels do work out of box. Thanks. Next can you add support for Overhang Levee to emberpelts. I think it is simply that the icon does not show up in the menu. As there is support already for "bobs platforms extended" built into the mod.
I ask the other mod author on the workshop. But figured I would ask here too.
That could give a very different early game too; you could make the forester hard to get (science points or just much slower tree growth), so you have to rely on managing the natural trees into stools for early wood.
Could have them plant the trees the buildings are made of, and then tend to them to make them grow into the shape they want
so the needed materials are for shaping the growing tree-buildings
As for names, I was thinking Barkclaws
Overhang Levees is something I was going to do at one point, but someone else said they were going to, so hadn't looked at it since.
Yay, it is a fairly new mod. Just does not have Emberpelt support.
So the main 3 name suggestions right now are...
Arboreavers (Arborial does sound like a good alternative to tree)
Leaf Coats
And of course my Treevers (tree beavers)
Someone also suggested bark claws
I'm not against the poll, but I'm still open to new suggestions.
if it isn't too late, I apologize for yesterday, for forgetting to turn ping off in #mod-users when asking a question about a post.
ghilliebobr
minor: Wrong motto for Emberpelts
I've had to revert to nitpicking to find things to report. /laughs
I just discovered that you can sneak hidden storages in under your connecting houses.
Not sure. I could have sworn I had it before I was playing with Whitepaws...
it is from 1x1x2 storage
Yes, that is a LaPan mod.
It probably works with regular storage. I just haven't tried yet. (soon)
if you have it where the entrance of the storage faces a lodge door, it will work.
you can do the same trick with the tiny tubeway station
Also, should have minilodge now too
Also guys, don't forget there's a poll right now
congrats on 10k
none of the names in the poll sound very appealing tbh
That's okay, it's entirely preliminary.
To be honest, I don't expect the name to come as easily as Emberpelts did.
Oh, name idea: call them Beavherbs
feel free to suggest more
or reverse it.
Herbeavers?
on the one hand, I am open to some wordmashing like this.
But on the other hand, I am leaning more to the conjoined words...
like Arbour-Backs.
then it's also, Arbor vs Arbour?
I prefer Beavherb to Herbeaver, mostly because you can split the latter into something... naughty.
I didn't see that, thanks for pointing it out >.>
also would technically be Herbeavers with an S on the end, but that's not much better.
And yeah, Arborbacks (no hyphen, just like Emberpelts doesn't have a hyphen) seems like a fine name too. Not sure about US vs UK spelling tho
Doesn't have to be Arbor Backs.. could be Arbor Paws, or Arbor Coats.
Could do 2 polls.
1 for prefix and 1 for suffix
Tree, Herb, Grass, Arbor, Leaf
Coats, Pelts, Claws, Paws, Backs.
Grass Beavers was a very early name idea for them.
So...
Door here
and yes, I'm either going to go with IT door, or make something a little more custom
but square
and square windows (based on IT, rotated 45 degrees to be square)
Looks really good.
I may need to pull the sides in just a little. This footprint works fine for levees, but it means that if I want windows they have to stick out the side.
I guess that's why on the lodge, they're inset.
Also, I think I should delete the pillars
The basic blueprint so far
I mean, you can tell I started with a 3x3 grid with 7 levees, a platform and a ladder, but it's come a long way since then.
These will stack into a nice tree
The door will always be in the middle like that, and the middle tile will always be a ladder, but the door might not always be on the front like that.
And perhaps make alternates of each piece with no door?
a 2 story one might have the door on the upper tile, and the upper level front might be solid too.
Yeah, some might have a door, but no front access, so you HAVE to access it via the ladder
Yep. Some of the things in White Paws are like that. Gives the player a lot more design freedom.
Some might have parts that stick out, like a platform/overhang on one side where the window is, so you can build out like branches. They might also have a Zipline attachment point (and access) built in.
and I'm probably going to have the Skybridge system like with Emberpelts too, so if you build 2 side by side, they can travel between them.
I have bakeries that are accessed via sky bridge from the housing. No other way to get to them.
what's that saying?
If it's dumb, but it works, it's not dumb.
I'm not 100%, but I think you could have even put the skybridge door tile right in front of the bakery.
Yes.
there's no real advantage to that though, the skybridge has the same speed and priority as path.
And leaving the gap leaves me options for the future.
yup
what looks better for a ladder?
1
2
The top step being the same as the others, or going all the way across to fill the width of the hole?
#2 definitely
I imagine these beavers a lot more artsy & chaotic. No rigid IT designs here.
2, but may need some hand rails ...
also slightly back so it's kind of built into the wall, rather than on a rope?
It looks like the beavers would fit better, especially with their loads.
Instead of the IT window, I would have envisioned a fairy window for them Something like this, perhaps? But that may be too many triangles and way too much work.
I tend to go by the philosophy of make it work, then make it work better, then make it look fancy.
if you actually look at the iron teeth window texture (This is my Emberpelts version), they are square.
there's 3 different square window designs here
so I can customise them a bit from that basic square frame
/nods
I was also thinking I should change the platform there. Having the "Platform" platform in it doesn't feel right...
But then, I'd probably have a different platform there for different buildings anyway, so... it's not important at this point.
There's also questions like... could you incorporate something like a Warehouse or Large Industrial Pile into the tree trunk?
and should you?
Yes and yes. If it is big enough. Tree buildings should probably take up a lot more floor space.
Tile 9 would be the ladder and would need to be empty.
you could easily do log pile storage with this pattern, but something like Dirt storage would be awkward.
then there's tiles 5, 6, 7 and 8, they're in the corners, you'd need to square them off to fit pile models here.
and while 1, 2 and 3 is a quite obvious yes... what about tile 4? should that be an open doorway, or closed off for use as storage, meaning you have to build it on top of something else?
Then you can also do 1x1 and 3x1 piles/warehouses, so you can build a tree trunk shape by having 4 different storage units, 1 taking up 5, 2, 6, another in 7, 4, 8, and a couple of small ones in 1 and 3, with a Ladder in position 9. (or more accurately a trunk middle, because it should conduct power too)
I say closed for storage. Really lean into that central ladder.
Not sure on that one
/nods
I could do the same to the sides that I did to the top
It's probably fine as is for now
can also put a window in there, because why not?
Also. I already have a custom script for extra large industrial pile, and underground warehouse...
perhaps I could also just write a new script for placements of objects in a pile for this faction, so you can have the curved corners with the piles placed diagonally?
If that would work that woulf be cool.
I was reminded of the OLD storage look.
(not by your work)
I reverted to version zero to get that. /laughs
I remember having to "tetris" things together if I wanted clean blocks.
is that what the old underground warehouse looked like?
Yep.
That takes me back, I was playing before they added "golems" as they were called.
I was thinking how to do the district center.
this will be the least district center-like district center anyone will have ever seen
should I make it like the 4 way?
Definitely.
I need to make a construction site for these too...
the problem with doing a 4 way...
what do you do with the ladder?
3-way then?
could try a 3 way
I started a game at U0 updated to U1 updated to U2 but it would not let me update to U3. I was wondering how far I could get before it totally broke.
Yeah, U2 to U3 with the new storage is where it breaks
but you should be able to go from U3 all the way to U7
Oh, cool.
just keep in mind that the mines and bad water sources weren't added until later, so the older maps could be considered "Unplayable", because you only have Finite metal, and badwater only during a bad tide (Which may be turned off by default?)
I can always ||use dev mode to edit the map in game to add those things in|| when I update to where they are added.
Is that where you are stopping it, or will there be any more levels up for the district center?
the ladder hand rails.
Probably the size I'm keeping it.
I mean, it's designed to look fancy... in this case it's a good tree base block.
You also have to consider just how big is the vanilla district centers are, for useful internal space. And this probably matches.
now a question is... would this look better if I removed the wooden beam going around the middle?
It kinda makes it look like it's 2 buildings on top of each other when it's one building.
Yes, it would.
It would be nice if from the side there was no banding no matter how many layers one adds.
so just bark all the way up?
Definitely.
hmm
Doesn't look good?
I haven't done it yet
still working on it, but how's that so far?
the white on the end of the bark texture isn't ideal either
Yeah, agreed,
Can I see it with the emblem facing the viewer?
I really like it except the white, If the white were more random it would work
Oh, much much better
not sure I like it. but I get it.
Well, in the end, it is yours. Everuone will have opinions. 😛
I don't hate it
@stray dragon how hard would it be to add emberpelt compatibility for this mod? It adds just one item to the menu. https://steamcommunity.com/sharedfiles/filedetails/?id=3480392003
For me, absolutely completely impossible... I can't edit someone else's mod 😛
You'd have to ask them for Emberpelts Compatability, or I'd have to make my own version of the assets and make mod that adds those items.
of you could write a little JSON mod that adds the FT/IT version to Emberpelts.
I could have sworn it was working for me with emberpelts.
The mechanics weren't what I was expecting but it functioned once I figured out what I was supposed to be doing.
Oh, I figured you could just make a patch that adds the icon and just requires the other mod to be installed for the rest of it.
The icon does not show up under the Emberpelts menu. I am sure the mod works with them. Just it does not have the icon to build the levee
All the mod does is add a levee that can be built under the overhangs.
It's not a separate piece. It's a mechanics change. You build your leeve. Then you build your overhang on top of it and it goes right down flush with the levee instead of sitting on top of the levee
It's more complicated than that.
at the very least it would need a 3rd mod that requires Emberpelts and Overhang Levees installed that just adds the overhang levees to emberpelts.
but then they'd all be the wrong colours.
wait, it adds a special levee that can be built under an overhang?
I thought it added a new platform for each (I've not actually tried it)
either way, would still look wrong.
It is literally just one item for all overhangs. It is just a levee that gets built under them. But I don't know how the code works. Just how it functions in game. It may be super complicated under the hood.
I can jump back into U7 and verify.
Feel free, if you find the icon let me know. I would love it to work in my emberpelts game.
It didn't when I tried it. Or at least I could not find a way to build them.
Yup, I was surprised too. I thought it would be new overhangs, but nope just one levee for all overhangs.
so the messages I'm getting in #🤖mod-creators is that nobody likes this.
but then I'm not sure if they understand it's supposed to stack and look like a big tree.
I was watching.
I like it without the dividers because it would look like a tree
I agree I don't think they are thinking about it as a stacking thing
Hrm... if it ever worked for me it doesn't now. I followed his instructions but no joy.
the levee go under the overhang, you can place it only after the overhang is placed (doesn't need to be build yet).
There were a lot of nice windows in https://mod.io/g/timberborn/m/modular-roofs#description - battery_smooth might let you have the models since he deprecated the mod
It is not a normal levee. It is a separate icon that builds a special levee. But it looks like a normal levee when built.
I see
Should make it pretty easy to do, not sure why it needs to be built in a specific order though.
it let you stick dormer windows and such wherever you pleased in the roofs (and then adjust their angle, protrusion, etc - it was pretty fancy. But he definitely had some pretty window shapes.
Just make a levee that you can't build on top of that doesn't occupy Top or Corners.
Not sure either. But you get a red text that says "needs to be built under x" if you try to build it by itself.
Hmmm
here, looks like this.
That is quite a long error message 😐
not really an error. more a warning to let you know, where to build it. But yup, quite long.
Not to nitpick words here. It's red so it's an "error message"
Okay, I went to an old save and had it... but it was Iron Teeth.
but that is besides my point
the author did add support for Bobs overhangs. which is nice. hopefully they will add the emberpelts too. I left a message on the workshop page.
Night
Take care
@stray dragon Just an idea: Would it be possible to have a crop or harvestable tree that spawns beavers as it's product?
That could make for a unique breeding mechanic if so.
WHy not? That is essentially what the breeding pods do.
like this?
it was a simple blueprint addition for the overhangs and for the levee
it'll be interesting to see how this building looks like when its stacked on top of other eachother, because the missing dark border on top and bottom that is typical for housing buildings gives this design a very slick and clean look
but now that I think of it, since you want it to resemble a tree it makes sense why these borders are not present
Yup
I'd have to write a new script, but it should be doable.
I'm torn now.
On one hand, they're not supposed to be plants. Just plant loving beavers that have fur that looks like leaves.
On the other hand, that would be a cool new breeding mechanic.
Looks like you have two new factions to make!
Or like phoenix pods, an add on mod to change breeding method.
I hadn't thought about breeding method actually.
I just woke up so I'm sort of sleep groggy but my mind immediately went to invasion of the body snatchers and pod people.
Does make you wonder though.
Did humans go extinct because... they went extinct, then beavers rise up and take over many centuries later...
Or is it more of a planet of the apes type deal, where genetically engineered and uplifted beavers killed the humans?
If the latter, plant hybrid beavers would make more sense.
Would definitely love to see deeper lore in the game at some point
It's really hard to tell what happened. The nice peaceful front image gives fallout vibes with that ruined truck in the background that you can barely see as the forest slowly eats it.
There's a poll running, don't forget.
My headcanon is that humans didn't go extinct, they just trashed their planet (hence badwater, and longer droughts/heat waves than temperate seasons, and no rain) and so went and settled on another one (hence no humans around, so their buildings become ruins and scrap metal)
Cloud cities on Jupiter, please
Venus's clouds are corrosive, Jupiter's are just dense
I think gravity might be a bit too high for viable cloud cities on Jupiter.
Gravity on Venus is basically the same as earth, the atmosphere is just thicker, so if you have a light enough city filled with breathable ait, it will float.
You just need to build your exterior out of something that doesn't corrode or dissolve in sulphuric acid.
https://discord.com/channels/558398674389172225/1377606620342648832
I opened the thread.
You also have to consider that the lower levels of Venus's atmosphere are at a high enough pressure to be supercritical.
Yes, which is why you need a floating city of some kind.
Well, perhaps that's how they could produce bots. I'm not sure how you'd make a complicated process to limit the planting rate, though.
Basically, they would deliberately grow a tree around a core module.
Like golems
It'd only be 2.5x earth gravity. If filled with normal earth atmospheric pressure air, that'd be lighter than the surrounding atmosphere and thus providing some degree of buoyancy. But generally speaking, in fiction, cloud cities are either in orbit, in powered flight/hovering, or on some kind of super-strong spindly support.
I mean, just make the bot farmhouse require materials to run lol.
How did you do that? Cool. Hopefully the mod author does it soon.
In the blueprintals folder, i added the folktails overhanglevee to list of emberpelts buildings. Had to make that file
And then for the overhang list, i copied ironteeth overhangs, pasted, and replaced with emberpelts. Same file
You could release it as a mod patch mod, but might be better to ask the original modder to add it.
Even better recoloured.
So young and cute 😍
Hauler. Not far from my real job sometimes.
Oh, I am not good at that type of thing.
Nad could send you the files?
That works for me. But up to them.
Would have to figure out how to stop steam from updating the mod after I add the files. But I think I can just move it to be a manual install. Would have to see if I could figure it out.
Star Trek command deck?
no, that's just looking into the entrance of the tree
After work but the modder has already been takin requests for yours and mine platform mods. And someone requested emberpelts.
Yup, that was my request
Wow that was bigger than I thought it would be.
Oh I absolutely would, let me know if you want them
I also still have the positionable prefab system too, it's just the UI I didn;t want to remake
Bobingabout; I just came across something (I believe) of yours and it has me very confused.
There is a 1x1 metal platform. I saw it and thought, "oh cool, something to use when I am low on wood but flush with metal. Like right now." But then I looked at the cost. Not only does it use more logs and planks than a 1x1 wooden platform, but then it has a metal cost on top of that.
Why? Why does it exist if it costs more wood than the wooden one? Is there some special benefit to it I am missing?
It's decorative to match the overhangs, with the style to match.
It costs about as much as a 1x1x1 overhang should too.
I know people who'd use it ¦3
It's also obviously absolutely not a cheap option.
If it clung to the side of the ground, then it would be worth the cost.
I tried doing that. It's not easy.
It isn't. I've seen it done, but it isn't easy.
I think you can do it only on terrain, not on the side of buildings, unless you use harmony to hack buildable detection
I deleted them before they built so I got all my mats back. Just out the science points for unlocking it. Bit they'll come back too.
Jokingly I went all conspiracy theorist mindset. I decided it must have been a trap that you made specifically for me, long before you even met me. 😛
That's what you have to use to allow you to build something on the side of terrain
not actually tried it with anything other than dirt
they might get deleted on game load.
yeah, probably not worth it.
I guess i did it wrong 😦 and here I thought I did it correctly.
there's no such thing as a Buildings/Landscaping/OverhangLevee/OverhangLevee.Emberpelts, you need to use the Folktails or IronTeeth version, and just load it into Emberpelts.
Oh, I thought that was what I did. Like I said not good at this stuff. So I leave it named ****/ overhanglevee.folktails and just change the first line from folktails to buildings.emberpelts then?
@stray dragon I told you I would do a deep test of building from tubeway stations with emberpelts. The results:
- GOOD - building from tubes
- FAIL - building from tiny station
- FAIL - building from small station
- FAIL = building from normal station.
I do not know how to switch factions mid-game so I'll need to redo the test with Ironteeth to be 100% certain. However, I -remember- building one of these from the regular station in a different Irontooth game.
Okay, so my tubeway stations were basically made all the way back in 0.7.0.0 experimental, only patching things as they broke.
Tubeways and their stations have actually changed many times since then and now.
So I've compared mine with the station from 0.7.9.0
I am guessing there are significant differences?
There's an entire new script added to allow you to build through their walls, so I've added that to mine.
Nice!
I'm not set up to be able to edit stable anymore
but I'll release it for experimental soon
Fortunately Experimanal is supposed to go stable in, quote "A week or 2"
I only return to sable for special tests or if experimental is too broken.
I typically stick on Stable when an update goes Stable, and only go to experimental if there's new issues people want me to fix.
like this mod breaking power shaft connection change.
on that note, they completely changed the way power connections work on Generators (water wheels, windmills and engines), so I copy/paste them from the vanilla versions, but if you notice any connection issues with those, let me know.
like the small engine I had to redefine the connection points myself.
and the convenient large water wheel (iron teeth), I had to define the new connection points.
Will do.
Mod updates:
Adjustments to Tubeway stations to make block access more like Vanilla
Greedy Embers support
Greedy Embers support
Greedy Embers support
Added block access spec
Greedy Embers support
Why no berry juice?
Eh... I thought about it a few times, but didn't include it
I almost added it to the Food Extension mod
but instead, I added scones.
It just occurred to me as I was building up all the juicers, made me wonder.
BTW, am I right that pine resin does nothing?
I was also thinking juices should grant some food and thirst, but then it's like, why does juicing give food and thirst satisfaction, but if you eat a juicy apple, it not grant thirst?
Hmm... I don't think eating an apple IRL relieves thirst. Maybe a bit, but not like drinking juice would
If you consider "thirst" as all liquid intake, it does, just by a negligible amount.
Now watermelon on the other hand...
Yeah, but chewing and swallowing even juicy foods generally makes you want to drink. It might help ith thirst in teh context of keeping you alive, but it won't make you not want something to drink. At least that is my perspective.
From the perspective of a mod, I can definitely see juice providing for thisrt, but eating apples not
I think the problem is more the sugar, not the chewing.
Probably
Most things that aren't water (with minerals) are not properly hydrating for hoomans.
the problem afaik is that we use the water to properly absorb nutrients
not enough water, we no get no nutrients from what we eat
some animals get a large % of their water from their kills but we ain't drinking blood and whatnot anytime soon
if we eat our weight in tomatoes we maybe don't need to drink as much?
Watermelon
Coconuts
I think you can theoretically survive without water for a few months before you start getting major issues
drinking stuff like coconut water
You put the lime in the coconut.
And drink it all together.
Completely off topic, but I just like to point out that everybody knows that song, but almost know one (other than the many Nillson fans) know that this song is off the same album. https://www.youtube.com/watch?v=CfjNpgZ4C5Q
"Jump into the Fire" by Harry Nilsson
Listen to Harry Nilsson: https://HarryNilsson.lnk.to/listen_YD
Subscribe to the official Harry Nilsson YouTube channel: https://HarryNilsson.lnk.to/subscribeYD
Follow Harry Nilsson:
Facebook: https://HarryNilsson.lnk.to/followFI
Website: https://HarryNilsson.lnk.to/followWI
Spotify: https://HarryNilsson.l...
That song has made people think of him as some kind of novelty artist, but he is a really amazing musician.
I only know of Lime in the Coconut because of Practical Magic.
It is by far his most famous song, but that album is considered one of the best albums ever by a big chunk of hardcore music fans
I wouldn't rank it that high personally, but it is a great album
You have also heard this song probably, if you listen to classic rock at all https://www.youtube.com/watch?v=BFKDyVPkonc
Official Audio for "Everybody's Talkin' (From "Midnight Cowboy")" by Harry Nilsson
Listen to Harry Nilsson: https://HarryNilsson.lnk.to/listenYD
Subscribe to Harry's YouTube channel: https://HarryNilsson.lnk.to/subscribeYD
More Harry Nilsson videos: https://HarryNilsson.lnk.to/listenYD/youtube
Follow Harry Nilsson:
Facebook: https://HarryNilss...
And https://www.youtube.com/watch?v=6jRh2PRa1tU which is also used in a famous movie soundtrack, though I am drawing a blank on which one
“Gotta Get Up” by Harry Nilsson
Listen to The Essential Nilsson: https://HarryNilsson.lnk.to/the_essentialYD
Subscribe to the Harry Nilsson YouTube Channel: https://HarryNilsson.lnk.to/socialsYI
Follow Harry Nilsson:
Facebook: https://HarryNilsson.lnk.to/socialsFI
Twitter: https://HarryNilsson.lnk.to/socialsTI
Instagram: https://HarryNilss...
I gues I am wrong, that wasn't from a famous movie soundtrack, it was used in the TV show Russian Doll.
What is greedy embers?
It is a forthcoming merger of Greedy beavers and emberpelts as I understand. Not presently available
Nice