#Emberpelts - New faction!

1 messages · Page 7 of 1

strong pebble
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to here

stray dragon
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That's from my more platforms mod isn't it?

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would need to be added to more groups

strong pebble
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Yes, it is not a big deal but with "more groups" things are not in the same category.

stray dragon
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I added toolgroup files for FT and IT to move them over to a bob platforms tab.

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I'd probably have to delete those and leave it all up to more groups, I guess

strong pebble
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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

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paint

stray dragon
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That's because more groups moves those already

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so it's moving those, but not the new ones

strong pebble
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I figured, just didn't know if it was fixable. again not a big deal. just a convenance thing.

stray dragon
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The easy solution, as said, is for @full pelican to add them to More Groups.

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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

strong pebble
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cool. I will ask on that page too.

full pelican
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if you install latest more groups its moved 😉

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wait or is this in emberpelts?

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i may not have moved them there

strong pebble
stray dragon
full pelican
full pelican
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they went into Extra metal overhangs as other of that typ is placed when added to emberpelts

strong pebble
full pelican
stray dragon
upper bane
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holy crap, thats awesome

stray dragon
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how the heck do I have 2 things on my clipboard at once?

stray dragon
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The Legend.

worn tusk
worn tusk
shrewd latch
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Why is there four eyes?

worn tusk
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ear holes must've evolved

sharp glacier
stray dragon
stray dragon
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Patch Notes:

Updated for Update 0.7.7.0.
New Icon and Locale entry for the Tubeway Tunnels.
worn tusk
lilac maple
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@stray dragon Can we have a tunnel with power shaft.
Like you have created tunnel with tube way.

weak monolith
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Sure, but after the first piece, noone could place anothers....

weak monolith
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shaft will block builder access

lilac maple
weak monolith
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when you build underground shaft, after blasting, the shaft is built instant. How will access the next blast location ?

stray dragon
sharp glacier
stray dragon
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I'm not sure if I want to use any of these.

sharp glacier
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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.

stray dragon
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Yes, These are all randomly generated names.

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ChatGPT eventually gave me this one.

sharp glacier
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What's Farquad doing in there?

stray dragon
sharp glacier
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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.

lilac maple
stray dragon
sharp glacier
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I almost think the warbeavers would be better than a recolored Folktail icon.

stray dragon
# lilac maple Like this which I actually made from blasting the ground and putting power shaft...

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.

stray dragon
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But yes, I agree, something a bit more unique.

sharp glacier
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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.

stray dragon
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Last time it took a while to generate.

lilac maple
sharp glacier
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The one that is just a recolour of the Iron Tooth one, that you just mentioned.

stray dragon
sharp glacier
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Ah, yep. I recognize that smolder anywhere.
An appropriate look for a faction named Emberpelts, I'll admit.

stray dragon
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More appropriate than recoloured FT

sharp glacier
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Mhm.

stray dragon
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Still looks very Folktailsy.

stray dragon
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oh no, Cokenose died.

sharp glacier
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I thought you removed that name?

stray dragon
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So, Solid Power Shaft Tunnel added to Emberpelts.

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and Tubeway Levee Tunnel (for IT) Added to Tubeway Levee mod

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Neither released yet.

worn tusk
stray dragon
sharp glacier
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Oh, that's a promising one.

worn tusk
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is this too much then

stray dragon
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Probably. Also they don't have the white front/belly

sharp glacier
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There's a disney villain for you.

worn tusk
sharp glacier
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The aspiring prince brat, who learns the meaning of true friendship after a near-fall into villainy.

runic glade
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Have you considered a Human Artist by any chance?

worn tusk
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@stray dragon

stray dragon
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Though technically, Cokenose was a Charcoal beaver, not an emberpelt.

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At this point though, I'm thinking I should keep the 2 word charcoal beaver name generator, and make Cokenose their mascot

sharp glacier
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Was that a typo?

stray dragon
sharp glacier
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It never happened.

stray dragon
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Still need a better name for the faction than Charcoal Beavers. (though fits the water beavers theme)

sharp glacier
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Oh? Are they a whole separate faction?

stray dragon
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Kinda

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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.

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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.

spiral trout
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Or would it?! Thonk

stray dragon
spiral trout
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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.

stray dragon
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I do want to expand the unique needs thing a bit more, would make the emberpelts and charcoal beavers do different things.

sharp glacier
# stray dragon
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.
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That's about what the first set of images make me feel.

coral magnet
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AI art? more like Epic LUL

raw night
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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 😉

raw night
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but that's just for distant future, other more important things right now I'm sure 😉

stray dragon
raw night
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oh kk 😄

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loving the mod either way ^_^

stray dragon
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Thanks

weak monolith
stray dragon
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oohh, you fixed the path boost thing?

weak monolith
stray dragon
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Good

worn tusk
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are these SFW?

tight oyster
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It looks terrifying but if it’s just faces it should be fine lol

worn tusk
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i meant the implied nature of a human-skinned bot in a beaver controlled world 😆

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tried to Dali some bot textures a while back, finally tested them

stray dragon
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I guess it technically passes the SFW test, because it's not pornography, but it would come under horror.

worn tusk
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like the movie Tusk and||the end scene||

spiral trout
# worn tusk are these SFW?

I dunno. The one on the right has an upside-down face on its groin that makes it look like it has male genitalia.

stray dragon
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Habostomp is quite the name.

urban linden
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some names appear to be a little repetitive

stray dragon
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Those look like Vanilla names (Except me), so it's either option 1, or 3.

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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.

shrewd latch
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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.

stray dragon
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so the actual name list is ignored.

stray dragon
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so

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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?

paper spire
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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

stray dragon
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It's how you end up with Cokenose... though I removed "Coke" from the list of options

paper spire
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I'm sorry... If I had seen that Beaver name show up in my game I'd have died laughing

stray dragon
paper spire
stray dragon
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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```
full pelican
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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

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if its a seperate mod for materials

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the limitation is that you need to use timbermesh for it to work as should and create dummy materials to build with emberpelts

stray dragon
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Buildings still using a unitymesh:
Dirt Excavator 
Gravity Battery (Rope)
Stream Guage (the moving part)
Bot Assembler (Ring)
Badwater Discharge (moving parts)

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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.

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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

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The "Roof" and shaft of the dirt excavator have the same problem I encountered while trying to do the deeper warehouse box pile.

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Which I did eventually fix

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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.

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Most of the problems are related to moving along to rotating on the Y axis instead of Z.

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in the case of the battery rope, it's extending to Z instead of -Z.

upper bane
full pelican
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I see

stray dragon
upper bane
stray dragon
tropic jackal
stray dragon
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Started a new game. These are my beavers

stray dragon
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current list of beavers

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I got E

spiral trout
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Again?! That's 3 times.

stray dragon
fossil zinc
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is this an ember pelt thing or a regular thing? guy looks like he's been selected even tho he isnt

tight oyster
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What's the beaver's name?

fossil zinc
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cant find this particular one rn but i got another with similar color called battery smooth

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patreon beavers?

tight oyster
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yeah, then that's related to Emberpelts
but no, it's not paterons it's mod creator names

weak monolith
tight oyster
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yeah that

stray dragon
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I could add more names to it.

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Not sure I want to though.

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It's like, what qualifies Lapan to be on the list over someone like The Blood Eyes?

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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.

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And I think Knatte Anke should be on that list too, but he said no.

scarlet wasp
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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...

▶ Play video
stray dragon
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Unfortunately I don't understand Japanese, so I'm not sure if I'll watch it, but thanks for the link.

upper bane
fossil zinc
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ampears?

shrewd latch
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Proposed modded faction; to date it has not been made.

stray dragon
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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.

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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.

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I don't remember how I got it wrong though.

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Tobbert might look like a folktails but he's a sand beaver
And Lapan is a radioactive whitepaw.

flat karma
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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 CatSad

stray dragon
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Shame

raw night
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aww

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sorry 😦

stray dragon
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And I occasionally have people asking for something like a power switch, aka clutch mod.

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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.

raw night
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tiny tubeway station is still a wonder, I'd never ever undersell it. It's a huge gamechanger.

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It's at least nearly as big as ladders, and in a few of my builds has actually replaced them as elevators

stray dragon
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It's basically the ladder mod for Tubeways.

stray dragon
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chemical points. I think it means Science.

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The thinning. Water-eating machines... the auto-generated translations are making me laugh.

raw night
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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?

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I've always noticed that sometimes when loading,

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like that

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pretty sure I can't assign housing or a workplace to a large industrial pile 😉

full pelican
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what do you all think of this 2 new top bar groups 🙂

weak monolith
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Juice can be in a liquid tab not in the food one. Sure, when drinking juice they forgot to eat 🍹

full pelican
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have not moved stuff in ingredients and food top bar ThinkingIT

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but ya could be a water tab for all stuff you are drinking

weak monolith
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I know, and the food bar is the most congested one, now.

full pelican
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will look at in in next release but this works atleast

weak monolith
full pelican
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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

weak monolith
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Not quite, for IT also. I mean, what is with coffee as food ? And, even for kits ? 🤣

full pelican
weak monolith
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true, will make sense to boost work speed.

stray dragon
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Why is it far left?

stray dragon
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Somehow there's 2 of me.

runic glade
stray dragon
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I don't know why, but I just love these names.

stray dragon
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this is my current game

buoyant flower
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is emberpelts ready for U7?

sharp glacier
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It should be. Bob's been keeping up with every EU7 update.

buoyant flower
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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 😉

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Will try tonight probably

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just looking for a good map to play it on, not to hard but also not to easy

urban linden
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and wood combined with all other construction materials also just makes sense

stray dragon
stray dragon
stray dragon
# full pelican what do you all think of this 2 new top bar groups 🙂

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.

shrewd stirrup
radiant briar
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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.

stray dragon
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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.

radiant briar
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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

stray dragon
spiral trout
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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.

urban linden
stray dragon
urban linden
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but planks require logs, therefore without logs there are no planks

stray dragon
vague glacier
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Better keep coalface away from the dynamite, before we have a tragic practical joke

stray dragon
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Tiny Tubeway Station.
Ladders
Triple Ring Rivers (map)

Waking up to comments like this makes me smile.

raw night
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yup, elevators are one of the big things about tiny tubewa that I love

shrewd latch
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That and the fact that they make very nice-looking mine shaft entrances.

stray dragon
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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.

deft jackal
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Careful. Getting into lapan's territory. Lol

tight oyster
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How do you decontaminate the Emberpelts? Is it Iron Teeth style, Folktail style, or something crazy like Whitepaws?

paper spire
tight oyster
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Thanks 🙂

paper spire
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NP!

tight oyster
stray dragon
tight oyster
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People said I was mean but eh it needed to happen and I planned things out to reduce issues

stray dragon
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Could be worse, like when I accidently stranded 2 beavers in a field of dynamite, and pressed the boom button >.>

stray dragon
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something slightly wrong with my name generator's custom beaver probability.

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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

weak monolith
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Siblings ? 🤣

full pelican
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Hehe should it check the list of names in the beaver list and remove them from being possible?

stray dragon
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UseCustomNameProbability = Math.Min(_completeCustomBeaverNamePool.Count / 321.0f, 0.1f);

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with 4, it's 4/321, so about 1.25% chance

stray dragon
stray dragon
shrewd latch
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There will be beavers born that never live to see the day with where the river runs clear again.

spiral trout
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That's such a grim truth.

strong pebble
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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?

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Same question for the Iron Teeth version that was made?

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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.

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Also, Also, 😇 is the "more food for emberpelts" recommend? Does it make them easier or harder to play? What foods does it actually add?

spiral trout
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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.

stray dragon
stray dragon
stray dragon
# spiral trout Default breeding is FT style. The option was given via another mod if you prefer...

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.

stray dragon
# stray dragon

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!

stray dragon
strong pebble
stray dragon
tropic jackal
# stray dragon

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

stray dragon
stray dragon
#
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.
shrewd latch
#

Hmm... I wonder if this could fit the Emberpelts:
https://timberborn.wiki.gg/wiki/Flame_of_Progress

Timberborn Wiki

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...

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Seems to be the predecessor to the Brazier of Bonding (FT)/Flame of Unity (IT).

stray dragon
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Perhaps

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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

paper spire
coral magnet
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Why is there no berry juice?

paper spire
# stray dragon properly made script?

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

stray dragon
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Adventures of I.
I works in a mine.

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I got a new job as a Builder.

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E's a Miner.

stray dragon
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I got a new job making explosives.

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And E's a builder

stray dragon
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And now E's a woodcutter

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and I is injured

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That's why the jobs rotate so often.

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Inventor I.

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RIP E the 4th (2nd this game)

sharp glacier
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All I could think of was the I of IT. And the narrator's voice. "'Ouch,' said i, then died."

sharp glacier
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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.

stray dragon
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yes

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Beavers born before it started are unlikely to see it end.

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I is injured again. and old.

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I'll leave it there for now.

raw night
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yay a Tobbert beaver ^_^

brazen herald
brazen herald
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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

stray dragon
#

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

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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)

brazen herald
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ahh, my bad. I was thinking about just the custom names

stray dragon
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If there's a way to load more information than just a list of names, that would be good too.

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it doesn't have to be a blueprint.

brazen herald
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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.

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Makes it hard to upgrade the files, but avoid overwriting them accidentally

stray dragon
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Still, I wouldn't know where to begin on how to do this.

brazen herald
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Yea, I don't think the game can load blueprints from outside the mod folder. So it would require making that work somehow too

stray dragon
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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.

urban linden
#

beaver is casually falling down the stairs

stray dragon
#

Pfft

stray dragon
shrewd latch
#

Is it safe to assume that one is dead?

tropic jackal
#

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

urban linden
#

pretty accurate

stray dragon
#

Also, double vowels are possible, Aa is a valid name.

#

Ai is a valid name ¦3

raw night
#

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

stray dragon
#

It uses either Tubeway scripts, or something I wrote myself.

raw night
#

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)```
stray dragon
#

well it does say nav mesh in there.

raw night
#

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

brazen herald
#

any different if you remove the path, place the building, and put the path back afterwards?

raw night
#

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

brazen herald
#

oh, it crashes before you even place it?

#

or as you place it?

raw night
#

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

stray dragon
raw night
#

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

stray dragon
#

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

raw night
#

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

stray dragon
#

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.

raw night
#

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.

raw night
#

but I think that's a separate bug

raw night
#

hmm, building it reeeeeally early and really far away from everything else seemed to work.

stray dragon
#

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

raw night
#

i hope it's not unstuckify, that's critically important because beavers are idiots 😛

#

I'll try shutting off configurable tubeways

stray dragon
#

I'm not in a position where I can try for myself.

stray dragon
#

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.

raw night
#

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

stray dragon
#

Tubes under water havea speed penalty?

raw night
#

"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

tight oyster
#

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

raw night
#

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

stray dragon
#

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.

tight oyster
#

Oh, I saw it at some point, let me see if I can find it (the isTubeVisitor replacement)

stray dragon
#

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.

tight oyster
#

Timberborn.WaterSystem/Timberborn/WaterSystem/IWaterResistor.cs

Timberborn.TubeSystem/Timberborn/TubeSystem/TubeTracker.cs
12:    internal class TubeTracker : BaseComponent, IInitializableEntity, IDeletableEntity, IWaterResistor, IWaterPenaltyModifier
stray dragon
#

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

tight oyster
#

That's the top of that class

stray dragon
# tight oyster

Ah, it references Tubemap. That's the class that will have the vector3 dictionary.

tight oyster
#

gotcha

stray dragon
#

Is this applied to a beaver, or a singleton?

tight oyster
#

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

stray dragon
#

Probably per beaver/character

tight oyster
#

in the configurator class:
builder.AddDecorator<Character, TubeTracker>();

stray dragon
#

Character, so it's also on bots (and trains. Choo choo makes trains as a character)

tight oyster
#

Lul

stray dragon
#

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.

  1. Identify an output item on the network.
  2. Identify an input item on the network.
  3. 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.

stray dragon
#

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.

coral magnet
#

petition to have something to do with berries

stray dragon
stray dragon
#

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.

raw night
#

not to mention that the mod berries are delicious works with Emberpelts, offering another point to needs that can be filled.

coral magnet
brazen herald
#

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).

stray dragon
#

and the unique needs is... 11 wellbeing each side, which brings it back to 76.

urban linden
#

Whats the issue?

brazen herald
#

Maybe the little splash of water over the levees?

shrewd latch
#

Watch How the entire second section of the reservoir drains, completely ignoring the floodgate at the far end.

stray dragon
#

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.

tight oyster
#

for point 2: the water sources in there. this is Terraces map

stray dragon
#

hmm

brazen herald
#

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.

coral magnet
#

So uh, I moved the floodgate height and now water stopped phasing through it

#

So I guess it was a bug

stray dragon
#

I guess he doesn't like it.

runic glade
#

(please keep that)

stray dragon
#

I could calculate it, but, I don't want to.

brazen herald
#

heh

#

Just write a script to do it for you instead

#

How hard can it be.... 100s of hours later .... Shakes fist

shrewd latch
#

Well... that would have 3 steps.

  1. A function to break the name into its component parts
  2. A lookup function that finds the individual probability of each part
  3. 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.

brazen herald
#

combine #1 and #2 and it'll be much easier

worn tusk
runic glade
#

What madness is this????

#

WHAT DID YOU DO.

brazen herald
#

Tail is tooo fluffy

weak monolith
autumn peak
#

the tail turned from a beaver tail to a non-beaver tail 🤔

shrewd latch
#

Specifically, a bizarrely-colored fox tail.

stray dragon
#

He means placing a dirt block on the side of another dirt block, right?

I fixed that weeks ago.

spiral trout
#

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.

stray dragon
#

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?

spiral trout
#

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
stray dragon
#

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.

spiral trout
#

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?

stray dragon
#

Yeah, I'm not sure yet. In theory one building could be hooked up to more than one hub.

stray dragon
#

Changing a few things to use the icons instead of a drop down

strong pebble
#

Is there a specific reason you added the old type district gate to the Emberpelts?

stray dragon
#

Sometimes you just want a place to cross without the item transfer stuff.

shrewd latch
stray dragon
#

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.

runic glade
stray dragon
#

So if you think the extra large pile costs too much, you also have to consider that the large warehouse is expensive.

runic glade
#

I suppose it has the advantage of not costing gears, too.

stray dragon
#

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.

runic glade
#

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.

stray dragon
#

I just made a note to consider making it cheaper

runic glade
#

Thank you! I appreciate it.

stray dragon
#

My head is full of thoughts on a new faction.

runic glade
#

Is it crazy post-apocalyptic Sun Religous cult beavers?

stray dragon
#

No

#

Tree beavers. Treavers

runic glade
#

Oooh!

stray dragon
#

It's a bit long winded to get fully into right now, I just went to bed.

runic glade
#

You might consider borrowing the Redwood processing chain from Lapan.

#

When i think Tree Beavers, I think of that, for some reason.

weak monolith
stray dragon
#

Most buildings end up being stacked into the shape of a tree

runic glade
#

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||

stray dragon
#

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.

restive marsh
autumn peak
#

pretty sure those are all the crops from food extension

restive marsh
#

in other words, i can't get those crops added to GB without doing it myself

autumn peak
#

what's GB?

shrewd latch
restive marsh
#

as for why i'm lookin for this.... wellll....

#

this number, it must go up., because lizard brain likes number go up

shrewd latch
#

You may aslo notice a pattern: every food item added by emberpelts is red.

raw night
#

lol

stray dragon
restive marsh
#

which means i gotta wait for greedy embers as mentioned above

stray dragon
#

also it does say "For Emberpelts"

restive marsh
#

yes i'm aware of that, but i figured because it says that, it was a mod for somethign else adpated for emberpelts

stray dragon
#

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)

restive marsh
#

i'm not maxed yet. thus... NUMBER. MUST. GO. UP.

stray dragon
#

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)

restive marsh
#

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.

stray dragon
#

Kinda.

if you're thinking a new building with a unique need, then yes.

restive marsh
#

yes. that.

#

as in "more happiness for the beavers so the number goes up to make the lizard brain happy"

stray dragon
#

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

restive marsh
#

geez i haven't even started using tubes yet. which i should connsidering i don't use districts.

stray dragon
#

Pneumatic tubes are for items.

restive marsh
#

OwO

#

wait why do you need that when you've got choo?

stray dragon
#

but we don't have choo

#

it hasn't been updated to U7

restive marsh
#

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

stray dragon
#

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...

restive marsh
#

a modder.... who doesn't like mods. does that not seem a bit hypocritcal?

stray dragon
#

and honestly, I can understand why.

restive marsh
#

or am i thinking about this the wrong way?

stray dragon
#

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.

restive marsh
#

oh

#

guess that explains the ferris wheel then

stray dragon
#

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.

restive marsh
#

yes but i'm not a modder and computer code gives me headaches

stray dragon
#

I didn't mean to suggest you should do it, just that it should be easy to do.

autumn peak
#

mmmm I love code

except when I actually have to do it, I can't get myself to actually do some coding

stray dragon
#

I feel that.

spiral trout
#

🍃

deep light
# stray dragon

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.

spare ocean
deep light
#

I haven't tried that one yet.

spare ocean
tight oyster
#

By the way, the names come from Emberpelts, even if you are playing a different faction

deep light
#

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.

spare ocean
spare ocean
tight oyster
#

I feel like whitepaws is a bad idea to mix into that, they're just so wildly different

spare ocean
deep light
#

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.

raw night
#

careful with that. beavers suffer in whitepaws, by design, it's not fun times like emberpelts can be

deep light
#

Yeah, it looks brutal.

I'm considering backing to U6 just so I can try it out today.

deep light
#

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.

runic glade
shrewd latch
# stray dragon

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.

deep light
shrewd latch
#

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

stray dragon
#

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```
stray dragon
#

I forgot to add backwards compatible name (Migration) for the power shaft tunnel

stray dragon
worn tusk
stray dragon
#

he looks sad

sharp glacier
deep light
#

I want! 🙂

stray dragon
#

It's something I'll hopefully be working on soon.

deep light
#

Care to share more?

#

Or too early?

strong pebble
stray dragon
stray dragon
#

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.

deep light
#

Nice!

strong pebble
stray dragon
deep light
#

Leaf Coat and Green Coat immediately pop into my head for names.

stray dragon
#

Leaf coat isn't bad.

#

Leaf pelts came to mind... but i used pelt last time

deep light
#

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.

stray dragon
#

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.

deep light
#

But you are forgetting the badwater beavers. The ones who get boosts from being contaminated and grow strange giant mushrooms on "tainted" lands. 😛

stray dragon
#

Nadca should have a go at that

sharp glacier
#

I'm interested in your leaf beavers.

stray dragon
#

Though with his modding, it'll probably be unplayable. No offence, just a comment on their luck.

stray dragon
#

Possibly start a new thread here to talk about them?

deep light
#

Please add/@ me if you do. I wanna follow it.

sharp glacier
#

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).

stray dragon
#

I do generally use this for everything I've made so far, but the original intention was all emberpelts only.

strong pebble
#

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.

stray dragon
#

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.

deep light
#

The only one of yours I am not subscribed to is "emberpelts don't breed"

strong pebble
#

Side note.... flywheel's just updated, can you add it to the Emberpelts?

stray dragon
stray dragon
strong pebble
#

Cool. Just added it to my game. The description did not say. Will check when I play.

vague glacier
# stray dragon Undecided Would be cool if they collected leaves instead, but... then what do th...

then what do they build their tree trunk buildings out of

  1. Give trees a lifespan, harvest only the fallen trunks of those which have died naturally (so wood is very expensive in time...)

  2. 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...

#
  1. Maybe they could do coppicing/pollarding, and do more wickerwork look than solid planks?
worn tusk
#

fallen branches

#

natures dead trees

#

concrete

vague glacier
#

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.

strong pebble
#

I ask the other mod author on the workshop. But figured I would ask here too.

vague glacier
#

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.

lone pawn
#

so the needed materials are for shaping the growing tree-buildings

#

As for names, I was thinking Barkclaws

stray dragon
strong pebble
stray dragon
#

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

shrewd latch
stray dragon
#

I'm not against the poll, but I'm still open to new suggestions.

upper bane
#

Treevers is ingenious

#

I'm still hoping for a magic user clan called Castors

raw night
#

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.

vague glacier
#

ghilliebobr

deep light
#

minor: Wrong motto for Emberpelts

stray dragon
#

¦3 this is true, wrong motto

#

I'll make a note of it

deep light
#

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.

stray dragon
#

huh

#

that looks like it's from Lapan's mod?

#

the storage

deep light
#

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)

stray dragon
#

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

stray dragon
worn tusk
#

congrats on 10k

urban linden
#

none of the names in the poll sound very appealing tbh

shrewd latch
lone pawn
#

Oh, name idea: call them Beavherbs

stray dragon
stray dragon
#

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?

lone pawn
stray dragon
#

also would technically be Herbeavers with an S on the end, but that's not much better.

lone pawn
#

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

stray dragon
#

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.

stray dragon
#

Grass Beavers was a very early name idea for them.

stray dragon
#

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)

deep light
#

Looks really good.

stray dragon
#

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

stray dragon
#

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.

deep light
#

These will stack into a nice tree

stray dragon
#

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.

deep light
#

And perhaps make alternates of each piece with no door?

stray dragon
#

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

deep light
#

Yep. Some of the things in White Paws are like that. Gives the player a lot more design freedom.

stray dragon
#

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.

deep light
#

I have bakeries that are accessed via sky bridge from the housing. No other way to get to them.

stray dragon
#

what's that saying?
If it's dumb, but it works, it's not dumb.

deep light
stray dragon
#

I'm not 100%, but I think you could have even put the skybridge door tile right in front of the bakery.

deep light
#

Yes.

stray dragon
#

there's no real advantage to that though, the skybridge has the same speed and priority as path.

deep light
#

And leaving the gap leaves me options for the future.

stray dragon
#

yup

#

what looks better for a ladder?

#

The top step being the same as the others, or going all the way across to fill the width of the hole?

deep light
#

#2 definitely

#

I imagine these beavers a lot more artsy & chaotic. No rigid IT designs here.

weak monolith
#

2, but may need some hand rails ...

stray dragon
#

also slightly back so it's kind of built into the wall, rather than on a rope?

deep light
#

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.

stray dragon
#

I can definitely edit the Textures

#

Make it look more like 🪟

deep light
#

I tend to go by the philosophy of make it work, then make it work better, then make it look fancy.

stray dragon
#

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

deep light
#

/nods

stray dragon
#

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?

deep light
#

Yes and yes. If it is big enough. Tree buildings should probably take up a lot more floor space.

stray dragon
#

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)

deep light
#

I say closed for storage. Really lean into that central ladder.

stray dragon
#

hmmm

#

Could I build the ladder more into a corner so it doesn't block the door?

deep light
#

Not sure on that one

stray dragon
#

okay, the door itself. This looks a bit more unique

#

material pending of course

deep light
#

/nods

stray dragon
#

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?

deep light
#

If that would work that woulf be cool.

stray dragon
#

it's worth trying.

#

I'm not really at a point where I can start that yet though

deep light
#

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.

stray dragon
#

is that what the old underground warehouse looked like?

deep light
#

Yep.

#

That takes me back, I was playing before they added "golems" as they were called.

stray dragon
#

yup

#

I played in the original U0

#

Obviously I haven't done any texturing yet.

deep light
#

Okay, that is really cool.

#

I like the hallway effect

stray dragon
#

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?

deep light
#

Definitely.

stray dragon
#

I need to make a construction site for these too...

#

the problem with doing a 4 way...

#

what do you do with the ladder?

deep light
#

3-way then?

stray dragon
#

could try a 3 way

deep light
#

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.

stray dragon
stray dragon
#

but you should be able to go from U3 all the way to U7

stray dragon
#

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?)

deep light
#

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.

deep light
# stray dragon

Is that where you are stopping it, or will there be any more levels up for the district center?

stray dragon
#

the ladder hand rails.

stray dragon
#

I mean, it's designed to look fancy... in this case it's a good tree base block.

deep light
#

kk

#

excellent for a core going up and up.

stray dragon
#

You also have to consider just how big is the vanilla district centers are, for useful internal space. And this probably matches.

stray dragon
# stray dragon

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.

deep light
#

Yes, it would.

#

It would be nice if from the side there was no banding no matter how many layers one adds.

stray dragon
#

so just bark all the way up?

deep light
#

Definitely.

stray dragon
#

hmm

deep light
#

Doesn't look good?

stray dragon
#

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

deep light
#

Yeah, agreed,

Can I see it with the emblem facing the viewer?

stray dragon
#

like I said though, still working on it

#

So that would be done

deep light
#

I really like it except the white, If the white were more random it would work

#

Oh, much much better

stray dragon
#

not sure I like it. but I get it.

deep light
#

Well, in the end, it is yours. Everuone will have opinions. 😛

stray dragon
#

I don't hate it

strong pebble
stray dragon
deep light
#

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.

strong pebble
strong pebble
#

All the mod does is add a levee that can be built under the overhangs.

deep light
#

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

stray dragon
stray dragon
strong pebble
#

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.

deep light
#

I can jump back into U7 and verify.

strong pebble
#

It didn't when I tried it. Or at least I could not find a way to build them.

strong pebble
stray dragon
# stray dragon So that would be done

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.

deep light
#

I was watching.

strong pebble
#

I agree I don't think they are thinking about it as a stacking thing

deep light
stray dragon
#

Normal levee?

#

Sounds like scripting shenanigans

vague glacier
stray dragon
#

Hmm

#

If he still has them, he probably would.

strong pebble
stray dragon
#

I see

#

Should make it pretty easy to do, not sure why it needs to be built in a specific order though.

vague glacier
#

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.

stray dragon
#

Just make a levee that you can't build on top of that doesn't occupy Top or Corners.

strong pebble
#

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.

stray dragon
#

Hmmm

strong pebble
#

here, looks like this.

tight oyster
strong pebble
tight oyster
#

Not to nitpick words here. It's red so it's an "error message"

deep light
#

Okay, I went to an old save and had it... but it was Iron Teeth.

tight oyster
#

but that is besides my point

strong pebble
#

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.

stray dragon
#

We'll see

#

I need to sleep

strong pebble
#

Night

deep light
#

Take care

shrewd latch
#

@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.

deep light
#

WHy not? That is essentially what the breeding pods do.

worn tusk
#

it was a simple blueprint addition for the overhangs and for the levee

urban linden
# stray dragon So that would be done

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

stray dragon
#

Yup

stray dragon
stray dragon
#

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.

sharp glacier
#

Looks like you have two new factions to make!

stray dragon
#

Or like phoenix pods, an add on mod to change breeding method.

#

I hadn't thought about breeding method actually.

deep light
#

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.

stray dragon
#

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.

tight oyster
#

Would definitely love to see deeper lore in the game at some point

deep light
#

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.

stray dragon
lone pawn
#

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)

stray dragon
#

They all live on Mars.

#

And the cloud cities of Venus

lone pawn
#

Cloud cities on Jupiter, please

#

Venus's clouds are corrosive, Jupiter's are just dense

stray dragon
#

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.

shrewd latch
stray dragon
#

Yes, which is why you need a floating city of some kind.

shrewd latch
stray dragon
#

Like golems

lone pawn
lone pawn
strong pebble
worn tusk
#

And then for the overhang list, i copied ironteeth overhangs, pasted, and replaced with emberpelts. Same file

stray dragon
#

You could release it as a mod patch mod, but might be better to ask the original modder to add it.

#

Even better recoloured.

weak monolith
#

So young and cute 😍

stray dragon
#

Hauler. Not far from my real job sometimes.

strong pebble
stray dragon
#

Nad could send you the files?

strong pebble
#

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.

upper bane
stray dragon
worn tusk
strong pebble
#

Wow that was bigger than I thought it would be.

flat karma
#

I also still have the positionable prefab system too, it's just the UI I didn;t want to remake

deep light
#

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?

stray dragon
deep light
#

LMAO

#

Okay, paying for style. I like that.

stray dragon
#

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.

deep light
#

If it clung to the side of the ground, then it would be worth the cost.

stray dragon
#

I tried doing that. It's not easy.

deep light
#

It isn't. I've seen it done, but it isn't easy.

stray dragon
#

I think you can do it only on terrain, not on the side of buildings, unless you use harmony to hack buildable detection

deep light
#

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. 😛

stray dragon
#

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.

deep light
#

yeah, probably not worth it.

strong pebble
stray dragon
strong pebble
stray dragon
#

Yes

#

I think

#

I haven't actually seen the file they're using.

deep light
#

@stray dragon I told you I would do a deep test of building from tubeway stations with emberpelts. The results:

  1. GOOD - building from tubes
  2. FAIL - building from tiny station
  3. FAIL - building from small station
  4. 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.

stray dragon
deep light
#

I am guessing there are significant differences?

stray dragon
#

There's an entire new script added to allow you to build through their walls, so I've added that to mine.

deep light
#

Nice!

stray dragon
#

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"

deep light
#

I only return to sable for special tests or if experimental is too broken.

stray dragon
#

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.

deep light
#

Will do.

stray dragon
#

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
feral belfry
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Why no berry juice?

stray dragon
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Eh... I thought about it a few times, but didn't include it

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I almost added it to the Food Extension mod

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but instead, I added scones.

feral belfry
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It just occurred to me as I was building up all the juicers, made me wonder.

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BTW, am I right that pine resin does nothing?

stray dragon
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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?

feral belfry
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Hmm... I don't think eating an apple IRL relieves thirst. Maybe a bit, but not like drinking juice would

shrewd latch
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If you consider "thirst" as all liquid intake, it does, just by a negligible amount.
Now watermelon on the other hand...

feral belfry
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From the perspective of a mod, I can definitely see juice providing for thisrt, but eating apples not

sharp glacier
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I think the problem is more the sugar, not the chewing.

feral belfry
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Probably

tight oyster
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Most things that aren't water (with minerals) are not properly hydrating for hoomans.

coral magnet
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the problem afaik is that we use the water to properly absorb nutrients

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not enough water, we no get no nutrients from what we eat

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some animals get a large % of their water from their kills but we ain't drinking blood and whatnot anytime soon

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if we eat our weight in tomatoes we maybe don't need to drink as much?

shrewd latch
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Watermelon

coral magnet
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Coconuts

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I think you can theoretically survive without water for a few months before you start getting major issues

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drinking stuff like coconut water

sharp glacier
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You put the lime in the coconut.

shrewd latch
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And drink it all together.

feral belfry
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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...

▶ Play video
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That song has made people think of him as some kind of novelty artist, but he is a really amazing musician.

sharp glacier
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I only know of Lime in the Coconut because of Practical Magic.

feral belfry
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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

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I wouldn't rank it that high personally, but it is a great album

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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...

▶ Play video
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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...

▶ Play video
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I gues I am wrong, that wasn't from a famous movie soundtrack, it was used in the TV show Russian Doll.

mild galleon
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What is greedy embers?

feral belfry
mild galleon
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Nice