#Emberpelts - New faction!
1 messages · Page 8 of 1
on a different note: used a lifespan mod (configurable lifespan) to make beavers have 4x lifespan (0.25 instead of default: 1) and... what a life for the easteregg beaver in my greedybeavers save (died day 25 cycle 11)
I fail to see how that is a bug; piles and warehouses aren't sealed.
If anything, the change that would make the most sense would be to set the flood level at the bottom of the building rather than the door.
-# Maybe have the contents take water damage if left submerged too long?
Also, were they even refering to your mod, or Lapan's storage mod?
Assuming he is referring to Bob's Extra Large pile, it does work submerged, so it is arguably a bug.
You wouldn't want your lumber or dirt to actually be submerged
that's a comment on my storages mod
I found a shiny:
That should be Tobbert.
When it happened to me it was LaPantoufleMagic
(here)#1300977672037339188 message
Do we know an estimate for greedy embers release?
Sometime between "Tomorrow" and "Heat Death of the Universe". Otherwise known as "Soon".
So many thing I didn't know I needed just 2 weeks ago. Now I can hardly contain my excitement.
I think your keyboard failed to keyboard.
It's a big part of why I don't bother trying to code anymore. I have developed pretty bad trimmers as I have aged. It's genetic. I remember all the way back to my great-grandmother having it.
When I do big blocks like this, I am doing speech to text.
People's names tend to be the hardest. I'm relatively good at enunciating. But there are some things that speech to text just never gets right. Especially people who spell their names in an unusual way.
"Soon"
Wouldn't a mechanism that only releases when heat is low enough make something inaccesible till the near death of the sun?
some stuff that expands with heat and whatnot
if you put it next to the star I mean
that sounds like a decent safe mechanism if you can keep it next to the sun
and have a cool conversation topic as to where your gold savings are or an answer for "when can people see your artwork"
Thank you. About an hour of study to figure out what you meant, then 3 tries to get it "right", it works!
It shall suffice until if/when the original modder adds it to his mod.
@stray dragon I should have done a day photo above, but it did the Emberpelts color correctly.
The Levee itself isn't Emberpelts colours though.
Ah. Yeah, beyond a simple script change for that one.
By the by, "Berry Pie" tries to add support for emberpelts, but the recipes don't show in the bakery or the grill.
They -do- show in storage and nutrition.
Who wrote the berry pie mod?
Should be able to write a simple blueprint for Bob's Script Pack to add the recipe
Am I right that pine resin is unused by the emberpelts, or is it used someplace that I missed?
It is used, but I can't get in right now to tell you where.
Ahh, looks like it is used in lubricant
It's only used for Lubricant
Yeah, I found that.
I think in Vanilla it's only really used for treated planks
and for Frog statue 🤣
Frog statue uses clay in EP.
True, you are right, my fault 😊
Heh, not like it matters 🙂
It matters, I was blind, always waited to have resin before building 😱
@stray dragon
This is a weird one. I am getting the emberpelt wet fur penalty for FolkTails.
... huh? it's a completely different need from Wet Fur, so shouldn't have been added to the FT Faction.
you have Fire there too, so it looks like something is added all the Emberpelt needs to FT.
I'd guess Mixed beavers?
Yep. Good catch! Faction mixer got turned back on by accident when debugging today's new mod crashes.
so i know nothing about the emberpelts. how is that top house connected?
because there's no stairs there to get up there
Emberpelt special. I love it and use it a lot!
It is intentional, Vertical connection is part of the emberpelt skyways system.
Use can actually use their housing as a kind of stairs.
i can build as high as i want up to the build limit with only the bottom layer having path access and it counts?
yep. But watch your rotation
One direction will often break the connection. Not sure why.
well now this makes me want to use the map height changer
oh fortuna in teh background as a 2048 tall beaver skyscraper tower comes into view
LMAO
sigh now if only greedy embers didnt' cause ladders to crash..... buuuut meh i'll just have to wait fo rthe full release
They also can't build from within the lodges, so you need a way to construct the upper levels from outside the housing system. So the higher you go, you'll still need some sort of "(temporary) scaffolding" as you increase in height despite not needing the doors of the upper lodges to connect to a path since the path is through the housing system.
Oh, it would be sooooo abusable if one could build from within like a tubeway station.
Doors blocks don't connect out the side, top or bottom, because it breaks pathing, and doors only connect to path.
so certain rotations you'll have a Housing connection against a Path connection, or no connection. So you have to be careful with that.
However it's a lot harder to find connections that don't work when stacked on top of each other, because 3 of the 4 lodge blocks connect vertically.
Ladders causes greedy embers to crash?
indeed.
just finished the wonder of the faction for the first time, love the mod so much
love that ' win' screen lol
no idea why
thanks
changes:
Updates to the Path Placer Script
Updated for Greedy Embers support. Requires latest script pack update.
and there's a bug in the new path placer script. Fortunately nothing that should break anything already released.
Last chance to vote on the poll
🍃 🥼
Mark the ones you like the best. MULTIPLE ANSWERS ALLOWED.
9
25
3
Leaf Coats
I'm not 100% tied to leaf coats, but, it's good enough for now.
Y?
Why what? Why the icons? Why not? it's fun!
You win the lottery and get a name that's a single character and... why not get a unique icon for a bonus?
I kinda want to use unique icons for Nogusta and Ache too, but they're statistically even rarer, as not only do you have to get the correct format roll, but then each step needs to roll a specific letter, or set of letters.
No Gu Sta, start consonant and choose N, Choose O, no end, 1 mid loop, choose G, Choose U, no end, choose St, Choose A, no end.
Or No Gus Ta, Start and choose N, Choose O, No end, choose G, Choose U, End and choose S, choose T, choose A, No end.
And Ache, I think is only A Che, No start, Choose A, No end, No loops, Choose Ch, Choose E, no end)
I don't think Y is a valid name, hence the exclusion.
For my part, I was crashing with either Greedy Embers or Greedy Builders while the mod "No More Breeding Pods" was activated in my mod list. Emberpelts and the vanilla factions loaded just fine though.
"Ladder" and "Ladders For Emberpelts" do not make my game (7.9.3 stable) crash, I can play either Greedy Embers or Greedy Builders with those activated.
oh, right, Y is in just the letter Y. It can't show up by itself, it's always part of some longer name like Ya or Ye.
there was a bug with Greedy Embers where if you placed a ladder on path it would work, but if you placed it out in the open the game would crash.
I actually fixed that one as Zxuiji released Greedy Embers today.
Well in that case, all I'm waiting for now is for the popular mods supporting Greedy Builders to start supporting Greedy Embers. Then I'll take a few days' vacation from the sun and build myself the ultimate beaveropolis
.
You got it! Sorry, I would have said earlier but I stepped away for errands.
Why can't it show up by itself? Is that a game limitation?
name generator configuration. Y is classed as a consonant, so has to be followed by a vowel.
Lame.
You can write your own name generator 😛
Oh, so it's your own name generator and you wrote that rule? What's the reasoning behind that?
I just had the structure:
Consonant (or cluster like Ch), Vowel, Second vowel, end consonant (or cluster like Ty), up to 4 times.
The first consonant is also optional
So since in every sylable case the first vowel is mandatory, if the name starts with a consonant, it must be followed by a vowel.
You could easily just add Y to the list of vowels, then Y would be possible.
but then you can end up with names like Yy
Yygyy
where as without the Y vowel, it's more like
Ye and Yagey
That makes sense. But would it be too difficult to add a rule where y can't follow y?
Not with how I've written the name generator. The rules are too simple.
You're limited to "There's a chance this could happen" and "Pick one of these at random"
Mm.
it just picks a bunch of random strings and mashes them together. The strings can be as short as single letters, or entire words.
So you have examples like this (see reply link), or examples like Coke nose.
That's almost how I resorted to coming up with names. Just mash random sounds together until I find something I like.
Thornwhiskers
Lichenmaws
its how faction names work
I worked out how to stack Emberpelt housing as high as you want without stairs or ladders. 🙂
I hear it is doable if you build 2 or more side by side in a specific order.
Needs more than 2. Easiest is 4 wide.
Thinking about it, you need at least 3.
You need to build in a way where the beavers can step out of the door of the lodge onto a lower roof
Yeah, becomes difficult to build the middle one with only 3.
It's also fun if you build it with the doors facing doors, you occasionally see beavers running through the doorways
If a door faces a wall, it gets blocked off.
They can only path through door to door, or wall to wall.
I see you have a couple of those door to door building positions visible there.
so this liquid fuel? how do i get it?
is it from here?
and if so, will any recipe work?
i see that the icon matches sooooo.....
If you hover over the icon, it should tell you the names
maybe the first one, with coal and badwater?
see cause it sa8id "liquid fuel engine" i just assumed that the item it needed would be called "liquid fuel"
i did not hover the mouse over it like a smart person
Yeah, that's definitely a thing with even the base game that people don't realize you can do. (And I think was added in update 4 or 5? )
No way 🤣
It's not the most clear when looking at the name, but the name came about when it was just Emberpelts. You want "Fuel" made from bad water and charcoal, or any Emberpelts food item, radish, canola, corn or beets.
yeah i figured tha tout
greedy embers: wheres berry storage, i dont see it in warehouse
oh, scrollwheel 🤦
now what crops are ones that can be eaten straight from the farmhouse without processing
lol
carrot, kolrahbie, sunflower, radish?? tomato??, anything else? (those last two were guesses)
Does it not tell you "can be eaten raw" if you click on the little i on the crop in the menu where you go to plant it?
does it?
if so i didn't know that
It does in the base game, I'm not sure if Bob set it up for his foods
wow, it sure does
Radish, Tomato. Bell Pepper IF you have the Emberpelts food expansion.
plus standard FT and IT foods... and Apples from trees.
OMG One of my Red Beavers is Blue!
What's its name?
I think it was Batterysmooth?
yup
are most of the emberpelts and greedyembers housing catagory stuff watertight?
guess theres two ways of finding out... trying it out myself or a seeing a message here
Nope
so my idea of using walkways to go through water would end misurably, unless those are watertight. noted
Remember that Emberpelts hate to be wet .
yeah which was why i thought, oh maybe they would make more stuff watertight so they couldnt get wet
None of them are.
Beavers don't seem to get wet while inside the house, even if they wander down into a section that's under water.
A house is classed as flooded when water rises above the doorway, so on some houses the lower tile can be under water and it still works..
O
Updates Change log:
Updates to the Path Placer Script (Can handle more than just the origin position, and can have multiple copies added to a prefab)
New script to let you define the crate positions on Warehouse layouts.
New script to let you define the crate positions on Stockpile layouts, with a model Scale multiplier, and Max Height. (It also scales displayed items with actual items, so you don't have to match 1:1)
Added a Disable Fire script (for Leaf Coats District Center)
Emberpelts:
Tubeway Tunnel, and Tubeway Levee Tunnel tools changed from Rectangle to Line placement.
Adjusted scale of the tunnels.
Removed a script from the large lodge that shouldn't have been there.
Renamed Coal and Clay recipes to prevent a crash with Whitepaws.
Tubeway Levee:
Adjusted scale of the tunnel, and changed it to Line placement.
Name Generator:
Added new unique icons for beavers named with a single vowel. and Chad.
Acshually isn't Coal Charcoal?
Yes, It's actually charcoal, but internally it's Coal, it displays Charcoal as a locale entry.
This is redundant from the early days when it was going to come from other places too
You are good. I could not figure it out to get it to work.
Now I am trying to remember how I did it.
I got it so the game did not crash, but the levee did not show up in the menu to build. I don't know what I did wrong though.
If you still have the mod working, could you zip it and DM it to me? If you are comfortable with doing that.
Yes, assuming it wasn't overwritten. Maybe I did it on my laptop... let me go check.
It was on my laptop.
sent
Thanks
I do hope the mod author makes an official one.
me too
ngl i'm glad we've got vertical farming now. i could not imagine being able to do greedy embers without it. too many farmables. also where's the bread? did it get replaced with the apple pie?
@stray dragon Sorry to bug you, but I have a weird problem. It seem my game does not want to load Emberpelts. I can start a game with folktails and Iron teeth but when I try to load Emberpelts the game crashes. Is there a mod conflict that you know about?
Here are my logs. I don't know how to read them though.
I see flywheels. Last time -I- tried them they weren't working.
But they have been updated since then, so I can't be sure.
yup it is flywheels. Strange that it is only crashing when using Emberpelts.
Currently I am only playing emberpets, greedy embers, or white paws. Looking forward to leaf coats, though it may be a long way off. Bob's been doing some amazing work on it though.
Yeah, that's saying there's an error trying to load an Emberpelt Flywheel.
I just reported it the them.
its so easy to make mistakes like that when making a mod.
Did you ever figure out how to get berry pie to show up in the Emberpelts grill and bakery? I just spent 2 hours trying to figure it out but can't.
Modding or...?
Modding. The berry pie mod is supposed to work with Emberpelts but it only adds it as a need and good to be stored. It does not add the recipe to the grill or bakery. So you can't actually make them. I tried modding the mod to get it to show up but could not get it too. Also it looks like it should work as is, but it doesn't so most of my changes where just trying different random things.
Take a look at emberpelts foo extension, blueprints directory. There's a file in there that adds the new recipes to the bakery.
Copy that to the very pie mod rename it to something unique, and edit it to add berry pie.
I tried copying the way you emberpelts extra food mod adds the recipes but that just caused a crash. Tried a bunch of other stuff too but nothing worked
It's an interface for my script pack.
Make sure you rename the file, the blueprint filename is part of the blueprint too.
Other than that, no suggestions right now, I'm in bed.
I can't use the same file name? If not that may be why it crashed. I copied and edited the file but left the file name gill.emberpelt. Or whatever it was in the food mod.
Blueprints need a unique filename yeah. Otherwise the blueprint parser will think they're the same file.
I should probably edit the filenames in food expansion to include the mod name.
Nope that did not work. But I might have done it wrong...... I just went the other way. I removed emberpelts from the berry pie mod so it is not a need for them. That was easier. Just delete any file that has emberpelt in its title.
It is a good temp fix till mod author fixes it.
Does faster underwater mod work for emberpelts? As they don't like getting wet it makes sense if it doesn't but it looks like it is a universal change.
I dunno. I imagine it would work.
@stray dragon
The old recipe still exists for coal and clay.
So, the game still crashes with whitepaws enabled.
Ah nuts
You know I probably didn't even change it on the prefab either, come to think of it.
It's okay for now. I just have to delete the files.
Also, In goods because you and lapan have both coal and clay, it appears twice in the game.
Huh... different coal and clay item names internally?
I thought whitepaws needed to be installed by itself. Doesn't it say it will have strange interactions if you play other faction with whitepaws installed? as it changes core stuff.
The mod has this as its mod picture. So I always assumed it would not work with other factions.
It just says that. You can still play. Lapan plays it safe because he changes so many things.
But I need emberpelts mod to be enabled, because I have my custom mod which adds few emberpelts buildings into whitepaws. 😋
The words "custom mod which adds few emberpelts buildings to whitepaws" caused the clouds to part, and a ray of light to shine down upon my computer. Like an imaginary deity has suddenly gifted me the source of all Timberborn joy.
Whispers from the light say, in soothing tones, "you can make a custom mod, and with it, add those things which are good and righteous."
One day, Zxuiji is probably going to make a mod that mixes all the factions.
Also there's Luke's faction mixer, so in theory you can play all 4 (or 5/6 with Leafcoats and Ampears) together.
Hey @stray dragon:
Any idea why Underground Piles from your Bob's Storage mod don't show Underground Depth?
Adding to this, why is the Underground Pile 1200 not 1000?
I set it to that.
Must be a new script they added later in the U7 cycle of something, so my initial clone of it is missing it, plus until recently I still only had 0.7.0 assets on my project.
I see, thank you
I'd make a note to look at that tomorrow, but I've just gone to bed so can't take notes.
That's okay. no worries. Just something someone asked about in #🌱beginner-questions
Have a good night
Not sure I will with this LeafCoats problem
But I'll try.
Night.
I worry about silly things |3
interesting that it would work for greedy builders but not emberpelts
That's just how modding works
eh, computer code is a butt
Okay
started a new settlement, and what do I see?
Lucky start.
I do often start and get a unique beaver. More often than you'd imagine I should when you start with about a dozen beavers and 325 to choose from.
I choose to take it as a good sign for this challenge run
Nope, this is a lucky start 🤣
trying to get a stable 1k population, maybe even go for 4k, on quadrorama
Was that legitimate, or did you rename them?
Legitimate...
does renaming them after they've spawned change their coat?
Vanilla has this minor flaw of only having 321 names, so if you have 1k beavers then you'll have every name at least twice, most of them 3 times, and a few 4 times.
Yes.
oh that's nifty, means that, if I really cared, I could have an entire colony of green beavers without leafcoats
The texture is changed only on 2 conditions.
- They have a unique name or are renamed to have a unique name.
- You rename one with a unique name to anything not on that unique names list.
Though that can have issues if you use beaver faction split needs as the faction is chosen at creation based on their texture and set once. So if you rename a Charcoal to bobingabout, you now have a Charcoal faction bobingabout, even though he's normally always an Emberpelt. And if you rename him again will get a new texture at random so might end up red... but still faction Charcoal.
I've also had a starting settlement with Bobing, Tobbert, Battery, and Lapan as well. I'm not sure if I still have the screenshot.
Do you mean you had all four at once in a single starting settlement?
Or all separate at different times?
if you go through 325 beavers, you're guaranteed to get all 4 within that number of beavers.
all 4 at start is... 1/325 * 1/324 * 1/323 * 1/232 = 1/7890760800 chance
oh, actually, that's not quite right...
4/325 * 3/324 * 2/323 * 1/232 = 1/ 328781700 chance
1 in just under 329 million…
actually, that's only if you had 4 beavers
we start with 12... so it will be a higher chance, just not sure how long, it's been a while since I've done the maths.
I love math in general, but statistics specifically is pain
All 4 in a single starting settlement.
Okay... I managed to update my project to use the Timberborn renderers. It's fixed some of the texture issues. Though Liquids in Storage tanks don't look right (no foam) so I'm keeping those patches, and the patches that swap materials around (so BeaverCarryingModels and Blueberries look different, etc) but removing the rest that aren't needed anymore (including using an actual Emberpelts Path texture instead of patching Path.IronTeeth)
I'm also just fixing a few things people have been complaining about, like adding the underground depth description.
so, while my main focus is on LeafCoats right now, I haven't forgotten about Emberpelts and my other mods.
Patch logs:
Tweaks to Branch scripts.
Added Emberpelts Toggleable Procreation House Script from Emberpelts mod.
Emberpelts:
Actually renamed the Clay and Charcoal recipes internally, to fix Whitepaws compatability issues.
Changed Pile Storages slightly (and coal/clay definition)
Updated to use URP Renderer.
Updated some models and materials, and removed some of the material patches.
Added underground depth description to underground storages.
Moved Toggleable Procreation House Script to Script Pack
Added Underground Depth description to underground storages.
also, you'll need the latest script pack for the latest emberpelts.
Let me know if you run into any issues
uhhhh...... emberpelts just broke for me. or possibly greedy embers did. 😦
a bunch of bobingabout things were updated (nothign else in my modlist was updated) and now i'm getting an exception with "materialclaypile"
Material clay pile...
Yes, it was removed from the repository because it shouldn't be needed anymore, hold on
In Greedy Builders, go to version 0.7.9 -> blueprints -> Material Patcher
Delete ShaderPatch.GreedyEmbers.json
I've let zxuiji know to fix it.
Probability is quite a bit higher. 😀
Binomial(321,8)/binomial(325,12) is 1.08e-6. So it's about 1 in a million.
Total favorable options: pick the 4 beavers, pick 8 beavers at random from 321.
Total options: pick 12 at random from 325.
@stray dragon I was playing with greedy embers and made bots. I don't believe that they are working as desired.
I have 7 bots total. However, according to this I have 14 bots needing fuel (separating biofuel and fuel and making each a need) as well as 7 needing energy. Thus each bot requires 3 "foods" to function.
For me, this is game breaking. 😛
(Expected with an early release of a new faction.)
Would need to mention it to zxuiji, he usually has a fuel override to turn it into an optional need that provides a boost.
They're IronBots that run on mechanical power, right?
No clue. I can try and see what happens.
(I didn't pay close enough attention.)
I forward it to zxuiji anyway
Thanks.
They are indeed ironbots. I'm used to ember pelts bots needing fuel so I didn't even think to try a charging station.
They still show as needing all 3.
I've adjusted my build to deal with it. 🙂
The problem is that they burn fuel and biofuel while charging, so it is hard to keep them topped up.
Not sure if they last 3 times a long or not...?
No, they'll just be very power hungry
It's something that will need to be fixed
If zxuiji does what he did with greedy builders, fuel should give some sort of flat buff
Makes sense.
Also note that the foreseeable future all updates to greedy builders and greedy embers will be on mod.io only.
For some reason, his Steam account isn't letting him upload.
Ah yes, that.
Ah. Then I wont be getting them.
Why not?
I dislike mod.io and I wont use their subscribe feature, whch means manual downloads and installs.
I do it for white paws and that is trying enough.
Their subscribe feature doesn't even work for Timberborn in the same way that the Steam Workshop one does
You could use the Mod Manager mod
Does it play nice with the steam workshop, and most importantly prioritize steam if the same mod exists on both? Or is it totally independant and doesn't know about the workshop?
It doesn't interact with Steam in the slightest. So you may have multiple copies of dependent mods I guess. I have asked a few times but it seems to be a difficult problem to solve at the moment
Yeah. Part of what I was afraid of. I'll stick with the workshop for anything I'm not manually installing.
But thank you for the answers.
The mods have different ID numbers on the two different sites, so it would require checking the names of the mods to see if they are the same and if they are, then pick the one with the higher version number.
Unless the devs create a dedicated uploading tool that assigns unique identifiers to every mod, so there's a shared ID between both sites in the manifest.
The manifest.json file for a mod has the (hopefully) same Id field for a mod on both platforms
But that's not the problem, exactly
That would be a major pain and probably not worth it to cater to crotchety old coots like me. 😛
I owe you and everyone else here an apology for being so disagreeable yesterday. I recently had 3 teeth surgically extracted and I was in rather a lot of pain and a little extra cranky.
To be honest I can't even remember what miod.io did that pissed me off and started my avoidance of them. Perhaps I should just 'get over it' and give them another shot.
I understand. there are plenty of things I've had to force myself to try again because I couldn't remember why I disliked it so deeply
Hey, look on the bright side, at least we don't use nexusmods lol
LMAO Indeed
Ah that's the other "mod store", right. That or Thunderstore
Of the SFW ones that I know of, yes. This game does not lend itself to the other kind.
/laughs
People keep complaining about how Housing Optimise doesn't always put workers in the closest house. This is an issue related to trying to keep adults out of child slots.
So, As a step towards fixing this... I'm going to make it ignore child slots if it's not a ProcreationHouse, so it will fix the issue for Iron Teeth at least.
Someone suggested counting how many workers total, and how many adult slots total, so you know how many adults you need to assign to child slots, but that would mean a lot of extra processing.
I want to test things, but the problem is I really don't have any games I can just load with an appropriate layout for testing housing optimise
most of my maps have a central housing unit
okay, it doesn't actually work.
if you ignore adult/child slots, it assigns them correctly, but then they instantly just move house.
What if you make it that children are as far away from work places as possible?
If you didn’t do that before first time reading about this mod
They seem to assign correctly, then move
actually not sure it is assigning them correctly.
oh, it's not working because I'm calculating adult WORKERS, not Adult beavers.
@stray dragon I'm trying to port the old Housing Optimize to Update 6, because I like to play the Whitepaws and they're not available for Update 7 yet. It's my first experience modding. I was wondering, do you have the source code available of your Update 7 Housing Optimize? That would help me a lot. I couldn't find it online.
Whitepawh for U7 are available on ModIO
Lapan is about ready to put the U7 version of WhitePaws up on steam.
I have been testing it from mod.io for the past few weeks.
I have it, haven't published it.
I'd send it right now, but, I'm actively working on it. Might be best to wait until I've finished and send you the working U7 code.
Oh that's great! Though I recently started playing again after a while and just got about midgame, would love to finish this playthrough. So I'm still gonna try porting 🙂
there's no harm in having multiple versions of housing optimise out there.
Right, I read the messages above. Thanks in advance for sending!
it's been a while since I worked on U6, so I'm not sure how many things you'll have to change, but, AdultSpec used to be just Adult.
It's possible if you make just that 1 change, it'll just work in U6.
@mortal plume what software are you using to edit code?
I just installed Unity 6000.0.16f1 with Visual Studio
That's a reasonable unity version for U6.
I'd suggest you get JetBrains Rider for editing code, it's what I use, and what was recommended to me.
But VS would work too, that's what Luke (TheApologist316) uses.
Ok thanks, I'm still figuring out the basics, like how to build and stuff. I guess editing could be done in Notepad as long as I understand the workflow :p
Yes, this is true.
but I use Rider, because it includes a code dissassembler, so you just add all the Timberborn DLLs to the Assembly Explorer list, and then it just checks everything you type against the game's code and tells you if things work or not.
Oh that sounds like a huge plus. Thanks! Yeah I have an embedded systems background so all this Windows stuff is new to me
so if I load a script designed for U6 in my U7 project, it'll put red squiggles under everything that's changed, and in most cases I can just right click and it will give me options on how to correct it.
I don't think it will correct renamed object types (like Adult -> AdultSpec) but with the assembly explorer on the left hand side, you can just browse the game code, or if you search for "Adult", it'll lead you to Timberborn.Beaver where AdultSpec exists.
installing it now 👍
I've had updates sitting there and me not touching them for a while, so I thought it would be best to release them.
Bobingabout Script Pack:
Fix to AddRecipe script on ManufactoryEditor to set Capacity size. (It was possible that if you added a recipe that used a lot of ingredients or large quantity to a building that normally only has few recipes with a small item quantity, that you'd run into Capacity issues. The script now counts all total possible items after the new inventory perameters have been calculated and sets the Capacity value of the Inventory to this number.)
Emberpelts:
Fixed new URP Renderer Liquid Good materials.
Finally managed to solve the Timbermesh Rope issue on the Gravity battery. (Bad water discharge still uses a Unity Mesh though.)
PhoenixEssence material added for the Phoenix Essence liquid good.
Decontamination Pod uses new material PhoenixEssence rather than AdvancedBreedingWater.
Project Phoenix:
Advanced Phoenix Pod uses new Emberpelts material PhoenixEssence rather than AdvancedBreedingWater.
Housing Optimize:
No longer avoids putting adults in child slots of non-procreation houses (EG, Iron Teeth Barracks)
Calculates Adult Overpopulation (How many more adults than adult slots) and assigns that many workers to child slots.
Emberpelts Food Extension:
Fixed new URP Renderer Pepper Juice material.
Wow. Been sitting on a bit there.
AdvancedBreedingWater
😋 ?
The liquid in the Advanced Breeding Pod.
Oh the actual texture?
Consider the climate back then, impossible to add new liquids to the game that appeared on buildings, difficult to get any kind of liquid in storage that didn't look like garbage.
So I took a liquid that wasn't being used for anything else, and recoloured it using scripts.
I thought you meant the Good that was used to breed. that makes more sense now thanks
now that we can easily just make a new liquid material, I finally made a new liquid
Excellent
it also means Greedy Embers can have a phoenix essence that doesn't look like a tank full of the liquid from an IT advanced breeding pod.
anyone else having issues with the mod after yesterday's update... i am getting InvalidOperationException: Failed to load asset at Buildings/Decoration/Bench/Bench.Emberpelts while either starting a new game or continuing the last game.
That honestly feels like the weirdest asset to cause an error.
you don't have another mod that edits it, do you?
i am not sure. i havent added a new mod since i started my game. i only update the mods i currently have
here's a log. not sure if it is standard to share this here in discord.
A few things I notice:
Bobingabout Script Pack
gpath.c:115: assertion 'filename != NULL' failed
An Assertion error in a release build is bad news.
Then a massive "null reference exception" at the bottom.
gpath.c is nothing to do with me, is it?
Hard to tell; it is in the log above, right after the end of the mod list.
Imediately after the bob script pack loads.
so while it could be related to my script pack, could also be related to Employment Automation that comes after mine
I loaded my game, placed a few benches and exit.
no mention of issues with gpath.c or bench in my log
of course I have far fewer mods
More Mod Logs would have been helpful here to see which mod had triggered it, since it was during startup.
I don't use it, but it looks like there's a lot more info in his log than I'd expect with Vanilla logs
it also looks like he's on a mac
could be a mac specific issue?
(they do use different asset bundles)
Who else uses a mac, I know Argargablar does
i can add the more mod logs mod and reshare my logs.
and yes… I am on a Mac but I’ve always used a mac for timberborn with your mods… thanks by the way for the great mods…
If you add it, move harmony to the very top of the load order with More Mod Logs right after; that way it should properly label which ones are causing the issues.
Here it is.
so the gpath.c error comes before any script loads.
I really can't see anything wrong.
You say it was after an update?
Did you try removing the mod and re-adding it?
yes I have tried removing emberpelts and all emberpelt related mods (ladder and food extension) and resubscribing again. same issue...
gpath.c is from mono/eglib/gpath.c
I assume this line
Is Rosetta enabled? (unfortunately I can't find any info about if it is from the log)
I have tried different times.
I tried disabling all emberpelt ladder, food extension, greedy embers. just kept the base emberpelt and it still gave the same error...
i then tried starting a game Iron Teeth faction but kept emberpelt mod enabled. it still gave me the error.
I have disabled all other mods but kept only the following:
- Harmony (v2.3.6)
- More Mod Logs (v0.1.7)
- Bobingabout Script Pack (v0.7.9.3)
- Emberpelts (v0.7.9.5)
and it still fails... but the error is different...
yes. I am using rosetta since Harmony does not support native Apple Silicon.
I enabled all my mods, disabled emberpelt mods and start a new game using default factions and it is working.
That looks the like asset bundle is missing
I don't see a log line for AssetBundle.LoadFromFile for emberpelts,
What's in ~/Library/Application Support/Steam/steamapps/workshop/content/1062090/3346318229/version-0.7/AssetBundles/?
does it have only emberpelts_win or something like that (with no _mac file)?
yes that is correct. I do have emberpelts_win and emberpelts_win.manifest. no _mac file
Sounds like the latest version is missing mac support
btw, in the first log I noticed that you used Steam Update Buttons to update Overhang Levee, but then didn't restart the game to pick up the change -- this isn't safe and could cause issues. Please make sure you restart the game after updating mods.
I usually do. not sure why I didn't do it that time. thank you.
I'll check that on my end, and push an update if required... but that seems like an odd problem. It shouldn't be missing at all, clean build should delete and add all files, win and mac, and I never delete them manually.
Emberpelts and Project Phoenix are both missing mac versions.
I also updated Food Expansion at the same time, and while it does have mac files, there's no real way to know if they're up to date.
so I guess I'll update all 3.
I'm guessing you updated Unity version and didn't reinstall Mac support
Maybe I could add something to More Mod Logs which checks if there's only a single AssetBundle for _win or _mac and logs if that's the case.
no, I have mac support.
perhaps this is what the "Autodetect platform" update to the mod tools means, it will only give you files for YOUR OS unless you specifically tell it to build for both.
...
wait, perhaps you're right, I just did an update and it didn't actually build mac.
I moved computers recently.
what's the tool I need?
Mac Build Support (Mono)?
Yeah, I'm looking at Knatte's guide, you have to do that through the hub, not the editor
probably yea,
okay, trying again
I've only ever used the Unity download archive
Emberpelts and Project phoenix are definitely effected.
Food Extension may also be (it has mac files, but not sure if they're up to date)
the only other mod I've edited with asset bundles since moving computers is LeafCoats.
well, it took longer to build that time, lets check files
I could probably add a check for "_win and _mac bundles are built at the same time" too (or at least within a short period of time of each other).
Alright, problem should be fixed now.
Completely my fault.
but also I've been working for the past 2 days, so I wouldn't have had much opertunity to fix your issue until tonight anyway.
Sorry for any inconvenience.
blegh, Steam doesn't preserve the file datetime
It would only care that the bundles for each platform match (were built within a couple of minutes of each other),
which if they're copied from another pc should be preserved,
so still worth checking that _win and _mac are paired correctly
and zip files will preserve datetime, not sure if Mod.io Mod Manager restores them (I assume it does).
eh, well, I uploaded everything now anyway, so it doesn't matter.
Latest update worked. Thank you @stray dragon and @brazen herald . I know there is a tiny portion of Mac users that play this game. But we surely appreciate the effort you do to include us…
purely a result of me migrating to a new computer, and not realising I missed a step in the install process.
It'd be cool if the mod tools could tell you a thing like that is missing
no idea how, but it'd be cool
to be fair, it possibly did, but I just didn't pay attention to the error message 😅
In this case it should be as simple as checking the files for matched pairs of windows and mac assets, and throwing a warning on any unmatched assets.
That'd work. I wonder if there is a way to detect it before waiting for the build process to complete
probably need an edit to the modding tools:
"Error, you are trying to build asset bundles for Mac, but don't have the build tools."
Yeah that was the idea
Poke eMka or pmduda with that suggestion.
I'm not going to because I don't want to be told off again for pinging them 😅
Sorry, I was just pondering the idea here. I can definitely suggest it more formally in the mod creator channel
sure. it's a good idea.
Do Emberpelts use a standard Haulers building? I thought that the default was changed to have 10 employees.
@stray dragon Does your housing optomizer play nice with Luke's https://steamcommunity.com/sharedfiles/filedetails/?id=3460831859 mod?
I don't know how his assign housing menu works, but I doubt my mod and his would cause a crash.
just, every morning, my mod assigns beavers to housing based on distance from their workplace. it's a fairly dumb first come first served algorithm too.
So the likely result is that you manually assign beavers to a house, then morning breaks and they're assigned somewhere else.
I wasn't sure if he and you worked together since there was some functional overlap.
nah, I've never worked with Luke.
He just reads comments, has wild ideas, and the next day we have new amazing mods.
He's a mod-making machine!
I tend to lean the other way, look at what already exists, and see what I can do with it.
Didn't someone say that about you in Steam?
Most of leafcoats stuff so far is just built on what already exists, and Emberpelts was the same way.
(a machine)
Possibly, I don't remember.
🙂
I'm thinking about leafcoats stuff... let me move over there
Platform levees added Emberpelts support. Yippy!!
hmm
I released an update today.
Fixed the above crash (MiniLodge had the wrong internal name)
Also included the new Timbermesh version of the Badwater Discharge model, so Emberpelts is fully Timbermesh now.
Latest VaingloriousGaming, Emberpelts Ep. 13, time 29:00 -- placing an incomplete Wonder over where beavers are currently work (laying dirt) will cause them to become stranded.
It also blocks completion of dirt underneath the wonder
I assume this is the same with base game wonders, and is nothing Emberpelts specific, but I haven't tested it
I don't think I watch that youtuber.
I'm in bed so can't test anything myself right now, but I'd like to know if the issue is consistent with base game content.
Thanks for testing.
Apparently Tobbert updated Choo choo.
Tomorrow, or monday, I'll have to remember to look at the Emberpelts Choo Choo patch.
Never use Emberpelts with Moddable weather (rain) if they use natural breading. Shivering wet Emberpelts are so unhappy that they don't bread 🤣
I hate when my beavers don't bread. No bread is sad. It's too tasty.
Choo choo!
🚂🚃🚃🚃🚃🚃
Yet, Wet Fur is a debuff that prevents breeding.
For sure is a new experience not loosing beavers due to starving , but to rain, I have luck that rain duration is no longer than 40 days 🤣
I never noticed because I think my weather doesn't last past 13 days.
Lucy you 🤣
Anyone else have this issue with Emberpelts Choo Choo?
just got that indeed, but my train also spawned in the grass instead of on the tracks
it generates an uncaught exception
im just checking if the tubeway is the problem here
no it will even crash without there being any tubeway entrances
I do have some tubeways on the map that serve as decoration but they are not connected to any buildings
That seems to be an issue related to flipped stations, and is an issue in base choo choo
wouldnt the train have spawned on the other side then though, and closer to the building?
but let me try it, I havent explored that option yet
actually mirroring the building did spawn it on the track
it still crashed though
it looks like there's wheels but no wagons.
I suppose the contrast should be, does it actually work for anyone?
im wondering if it will spawn if there are no tubeways on the map at all
because then it shouldnt have a need to call for tubeways, right?
and the answer is yes
no crash there
so it will crash only when tubeways exist on the map
but yes the wagons don't appear, the metal cart is completely invisible
@stray dragon
Any idea why the material of the building is not changing?
Bob, I haven't said hi in awhile. I hope you're havin' fun!
He's currently taking a break from modern Timberborn, so naturally, he went and started modding Barotrauma instead.
Well then, Bob, I hope you're having fun with Barotrauma!
Got a multiplayer game in Barotrauma today.
There is a bit of a problem when trying to change textures of Timbermesh assets for Folktails and Iron Teeth.
It's because the material on the building itself is replaced with an atlas.
I haven't figured out a way to fix this yet, but in theory you can edit... I don't want to have to load my project...
blueprints\configurations\AutoAtlaser.json
Edit that to basically blank it, and it should work.
Create a blueprint file named AutoAtlaser.optional.json with the following content.
"AutoAtlaserSpec": {
"AutoAtlasSpecs": []
}
}```
Of course there's a reason why the game uses an auto-atlaser
it uses less RAM
but IMO, RAM usage has never really been an issue for me.
Okay. Thanks I will try.
Helps if I spell it right
filename is important.
Let me know if it works, because I've not actually tried it.
Also there's a slight issue that it doesn't change the tint of a texture, so if you have one like Basewood_DarkBrown.IronTeeth that is one of the lighter textures tinted, then the end result will look a lot darker than you'd expect.
I didn't figure out how to fix this
I asked Luke about it at one point, because of his recolouring mod, but didn't actually go back to try and fix it.
At the time I only used this for my Choo Choo patch, and when I asked Luke about it, Choo Choo hadn't been updated to U7 yet.
@stray dragon It worked. 🎉 Thank you.
For context, tiny tubeway station.
Added new script for custom "Tunnels" (replace terrain with something other than a building)
Added Ruin Model Hider script.
Added Pneumatic Tubes scripts.
Added a LeafCoats ruleset.
Added Leaf Coats Avatars, Avatar Map and Beaver Grow Up Map.
Added new Rubble Spawner script, that will generate Rubble when the object is destroyed. This is on top of any other rubble generated.```
How're you doing Bob?
I guess I'm okay.
Kinda burned out on modding Timberborn right now to be honest.
I released Leaf Coats and have been working on bug fixes ¦3
You were doing alot, I don't blame you.
Someone said you were playing and/or modding another game right now?
Yes.
You sail the ocean of Europa, and try to avoid the horrors of alien life.
then kill god with a nuke.
What a description. Sounds like you're enjoying it?
The end of the game really does have you kill a Boss monster named "God", the nuke is optional, but an effective way to do it.
I'm sure. Nukes are usually effective in any game.
I don't know, Riftbreaker has a lot of situations where nukes don't work, including a fairly common enemy that will just face-tank a nuke with 90% resistance, get angry over you attacking it, and smash you with its hind leg (yes, they have just one hind leg).
look who started in my greedy embers save...
love it when those special beavers show up
Battery Smooth AND Bob, more than 1 at the start is rare.
Slight edit to my custom tunnel script. (Should fix shovel rubble on Leaf Coats Loosen Dirt)
(To be read in the voice of ZoidbergProfessor Farnsworth) "Good news everyone, I added Emberpelts to timbertrees", example
Zoidberg or the Professor?
Professor Zoidberg.
Dr. Zoidberg?
Edited the "Tunnel" script used by LeafCoats Remove Terrain and Loosen Dirt to add a Z offset. (so you can set it to delete the block below the object, makes it able to function more like Dynamite)
Edited the Beaver Avatar and Texture setters for beavers with Unique names to also work with names that include a command, such as <color> and <size>
The Setters will also match First Names only if the full name isn't found. So an Icon and Texture for "Gary" will also match to a beaver named "Gary II" or "Gary Jr".
Name Generator:
Updated Leaf Coats patterns.
Added some more unique icons for certain names.
Hi, I'm new to this faction. Is there any description/explanation available about how the lodge/walkway path lengths are calculated? They seem significantly worse/slower than regular paths, but I would like to be able to predict it and design with it in mind rather than having to build an apartment complex and then seeing how (in)efficient to access the various parts are.
Thanks for a great experience btw, it really does feel like a fully-featured official faction, different enough to be interesting, but not so much as to make it almost a different game (cough whitepaws cough).
Double, basically. Speed and everything is the same, but length is calculated as double to try and discourage the "People are walking through my bedroom to get to work" effect.
Thanks, That's what I was going for.
but how do I calculate it for touching buildings? because at first glance it doesn't seem entirely consistent, I've seen adjacent buildings adding 2, 6, 10 or 12 to the distance
Guess that beavers don't want guest when trying to make kits 🤣
for example these are the numbers I'm getting here:
I'm particularly confused by the +6 vs +10, because they looked analogous to me, but apparently they're not
Might be a height difference too?
I'm not sure, there internal routes can be complicated.
so there is no "manual" for the internal routes? fair, I guess experimental it is 😉 and the height difference is only between the bases of the two complexes (bottom left and top right), within a complex all buildings start at the same height
For the most part, if there's a flat edge (usually with a window on it) placed against another flat edge, then they'll connect.
Balconies and Door ways don't connect.
You can connect the Skybridge (Renamed to Walkway) against one of these edges, and it will connect.
@stray dragon I decided to play with Emberpelts as my first new faction mod. Props to the extensive nature of the mod and how much work you put into it, but I was a little disappointed that it seemed like the base template was "take the best buildings from the others and stick them all here". You want water power? Here's your large waterwheel. You want wind power? Sure, you can have windmills too. Bad water? Go ahead and take the one that opens during droughts and also the work you can work in for water. I can see you made some faction-specific tweaks to them, but instead of feeling like their own identity and way of doing things, they just did what the others beavers did but better in every way.
I really think you've done a great job expanding the base game buildables and increasing utility in ways that are actually really helpful, but maybe the base mod shouldn't have "all the things"?
They don't actually have the big water wheel, they actually only have the smallest water wheel.
But I do see your point, especially with the Badwater Discharge AND Rig. I have considered changing the Discharge to function like the dome, so it's more like Folktails, but not now.
With a dislike of water, I was going to remove water wheels entirely, but instead just went with the smaller one, that's why they have a small windmill.
The Leaf Coats are more unique than Emberpelts. Keep in mind that Emberpelts was my first mod, so most of the assets literally are just FT or IT assets recoloured with stats tweaked. Even unique plants like the Apple Tree, that's just Chestnut with red chestnuts, the Tomatoes and Bell Peppers are basically just the Eggplant. One of them (can't remember which one) is just the sunflower with it's head chopped off, and modified eggplants copied onto it.
Dome is in Leafcoats, enough punishment for not liking water on Emberpelts ...
@stray dragon Whoops, my bad on the water wheel thing. I honestly conflate the large beaver wheel and large water wheel all the dang time when playing Ironteeth.
But I stand by my recommendation that the amount of unlockables on Emberpelts should be scaled way down. At least on the base mod. All the housing options, pathing options, tube options, etc need to be pared way back. Perfectly reasonable for them to come with a "More X" mod that pairs with, but just my 2 cents.
I really like the housing options and the versatility bobingqbout has offered, maybe an option could be added for a reduced number of options for those who don't want so many options? The problem would be that different people have different opinions and you can't satisfy everybody (unless there would be an option to choose what all science unlocks you want there to be)
Yeah, I was debating if I should have moved some of that stuff, like tube bridges into their own mod. I eventually did make another mod for it, but only put the IT stuff in there.
@merry rapids Totally understand. The extra options are really useful for those who want to build truly custom and extensive colonies, but from a "new faction mod" perspective, I feel like it muddies the line between giving the new faction their own identity, and just reskinning every other factions' options and including them all. Small example is including two triple lodges. They are literally the same thing down to the number of beavers it will house. The only difference is opening on the bottom floor or top floor. No need to have both in the base mod. I get that @stray dragon has to walk a fine line on the all the work necessary for spinning "extras" out into their own mod, and just including cool things in one that already exists.
Makes sense
personally I think it's fine as it is, energy production is going to be engines in mid-to-late game anyway, so it doesn't really matter much what other options there are, tubeway bridges are nice in making it distinct from ironteeth; in my mind emberpelts are on par with vanilla factions in that one starts with folktails and then at the same time unlocks the somewhat more complex and difficult ironteeth and much more complex but actually easier-once-known emberpelts; for faction identity I feel the juices + engines + houses are connected provide enough, my only grip would be to make bricks useful a bit more widely, but that's quite minor
I like reading comments like this.
I'd love for it to be an official faction included in the game too. Though I know there'd have to be a few tweaks. A lot of what I include by default would end up being mods.
I have to admit, it's been a while since I've looked through the discussions on discord.
This is true. There are no checks in place for crossing a district when it places down the extra tubeway segments on a bridge.
I think it's that the tunnel code doesn't check for district conflicts,
because in the core game tunnels only ever create platforms, not paths (or tubes)
It's because I have custom code that places the tubes on top of the bridge.
The custom code just blindly places the tubes on the bridge without checking if it's safe.
well, they do check for some safety, just not if the other end is in a different district.
I'll make a note to look into it later.
and, a note to look into that note ? 🤣
ahh, yes I guess if you place a tubeway bridge between districts, then it has the same issue
Added missing connection to large Smelter, right side of door, and removed the connection on the door.
Added French Translation by Arlus
Question.
Geothermal vent.
Now, we're supposed to build a power generation building on top of it, but in theory, we don't have to.
What should it do for Emberpelts?
Well, it is a non-fire heat source, which could open up quite a few options. It still isn't hot enough to smelt metal, though.
I also asked in Mod-Creators.
eMka and Knatte Anke both suggested Sauna attraction.
besides another building type that can create More Power from the geothermal vents then the other factions (Emberpelts already do this with charcoal gnerators), Maybe in addition to that a "heater" system that can remove the Emberpelts "disdain for water" debuff by using the geothermal vent to dry off
As previously mentioned, anything that can reduce wet fur will cause wet fur to be a top priority debuff like injury.
As soon as they get wet, they'll drop everything they're doing to go dry off.
I previously did have a way to dry them, but the result was that a beaver would head to work, step in a puddle, then turn around to go dry off, freeing up the spot for another beaver to do the same.
didn't realize that Emberpelt society already had a crisis like that before they were told to suffer like Frostpunk survivors 😅
Someone actually making a comment that isn't "This doesn't work in V1.0 experimental, please fix."
Hmm…
Maybe around half of the projects would just work right out of the box, but the rest of them are faction-specific and would need to be completely replaced to work with Emberpelts, let alone Leafcoats.
Need a way to post a top of page banner message on mod.io and Steam "Mods may not yet work with experimental, deal with it, don't bug the devs or mod authors about it"
Once this is up Im gonna delve into emberpelts v1.0
Might still be a while, I haven't started on it yet.
Though I have done most of everything else first already.
No pressure from me. If you don't then I can also do a run on u7
I'm starting on Emberpelts today, but I'm probably going to be spending several days just validating prefabs->blueprints, and reworking blueprints due to changes from U7 to V1
I'm drained, don't feel like modding tonight. I got a little bit done on migrating Emberpelts, but it's a lot of work, and I'm not up for it.
Just remember you do this for fun. Ty for the effort and community contributions
I'm still kinda burned out from doing the Leaf Coats. I've basically been sat looking at an imported Emberpelts project and barely touched it for 2 days.
I have a list of things that need to be done.
- Fix the materials: done.
- Go through every "Prefab" and convert them to a blueprint.
- Update the Blueprints.
- Test
2 and 3 are pretty large tasks, and I've basically fixed 1 prefab so far.
and 5. would be something like... Fix anything that doesn't work.
Take a break. The games not going anywhere
Things have already broken once
fortunately something I hadn't released yet.
But yeah, I've verified that Decorations are all accurate.
Step 3 2 should be assisted by the modding tools. They added a Prefab to Blueprint exporter tool to the update-7 branch (it looks like you have to use the update-7 branch with update-7 project to export the blueprints and then go back to the main branch for experimental project)
when I say update the blueprints, I meant BLUEPRINTS, not Buildings that used to be prefabs.
The structure of Faction has changed a lot, so things like Needs and Goods are no longer lists, but point to other files in a similar way that it does for buildings and materials.
You're thinking of Step 2.
And yes, greatly assisted by the modding tools.
But there's still scripts that get deleted in the migration because the name change or something, and or the values get deleted because the structure changed.
plus a lot of my custom scripts have multiple instances, which isn't allowed anymore (Because you can't have more than one code block with the same name in a JSON file)
So, those custom scripts would need to be re-added and me enter all the values again.
So a lot of comparing to U7.
then also compare to updated items in V1, like, what's the difference between the Grill in U7 and V1? there are differences, I need to apply the changes to the imported U7 assets.
Which means... going through them all 1 by 1 Making sure they're accurate to U7 and V1, and updating as needed.
Yes, I was thinking of step 2, my mistake.
and I don't discount the amount of work required once the automated conversion is done. Enough changed that it still needs manual care and attention 😕
aaand there's no guarantee that some experimental patch won't break everything again
indeed. all of this is true.
most of the bugs I was getting were fixed just by re-importing DLLs after the update.
the final bug was a tiny little change to my code, because 1 of the things that was previously a variable became an array.
I mean, it took me 3 days to rewrite my script pack too. Most of the fixes were just tiny things, like variable name changes.
Another step up was that most of my scripts were just included directly, without a spec, so I had to make specs for them.
Though there were a few where I had to do a bit of a rewrite too.
On another note... there's places on Leaf Coats buildings where I just include random scripts from the game... I'll probably have to create a spec and add them as a decorator for that spec to do that now >.>
Trying to construct a whole faction feels very awkward so far, everything feels like it's defined in the most roundabout way possible.
Can't blame you for wanting to put it off.
The least I can do is a little bit here and there, even if it's only an hour a day.
Take your time, no rush.
Long slow process
Housing took a long time to just update the blueprints, so many scripts to re-add.
then I looked at the Dirt Excavator, and some of the graphics were missing, because apparently you can't put more than 1 timbermesh on a component anymore, so I had to add extra children to the component.
Is it still the connected housing?
If you're asking if that feature will stay, yes.
If you're asking if that's what took so long to update them, no.
Meant if it was staying. Appreciate the quick response
@stray dragon , that housing mechanic is the best feature in a mod ever. Going back to vanilla factions feels like a massive downgrade. I just want to give you my thanks and thumbs up for that. looking forward to having Emberpelts in v1 so we can enjoy this again.
The disabled breading mod does both emberpelts and leafcoats now. Does it have settings? For example if I want emberpelts to not breed but leafcoats to use the housing method? @stray dragon
No settings. use it as if it is a setting.
If you want Breeding, turn it off, if you want Pods and no breeding, turn it on.
I planned to add an alternate breeding method for Leaf Coats, but haven't got around to it yet.
So...
The Iron Teeth "Steam Engine" in V1.0 now uses Logs AND Water.
Should the Emberpelts engines also use water?
Possibly, but I think any changes should wait until the debate about how much water they use settles down.
that's an ongoing discussion? okay
Also the assets I'm looking at probably aren't up to date anyway, I Haven't even loaded the game in over a week.
when I finish what I'm doing with Emberpelts, I'm likely going to just load the game to make sure things aren't broken before I try and load Emberpelts.
Small engine logs and water, engine coal and water and for extract use , you guess...
Extract?
You mean Liquid fuel?
and extract
hmm
too powerful, so, an expensive recipe could be fair
It already burns more Fuel than it does Logs or Coal.
I think the numbers say you go through Fuel 4x as fast as either of the others.
either way, I'll come back to it later.
it's also about space used / power produced. Sure, for smaller map is a good choice, but consumption rate can be a problem ....
That always kinda bothered me so it's good to see that added.
I wonder if its possible to add a straw as the water input.
You can do that with a manufactory, in theory.
Would need some custom code though.
I wouldn't count on it being possible without some modifications.
The straw logic is tied to the recipe and a custom script for it, but it requires water as the output good to function.
Yeah. The spec for adding a straw seems like it's specifically made for pump buildings.
I could in theory make custom code to make it work for other things.
Showers are a thing too.
I still haven't figured it how to look into the raw C code, but my guess would be you'd have to write a custom spec.
Yes
There's 2 ways to look at the code. You need to decompile it.
JetBrains Rider has it built in and the devs recommend it.
Luke uses something else. I forget what its called.
Something spy... and MSVC
ILspy.
Probably
I'm on Linux so that adds some complications, I'll figure it out. But looking at the shower, it does have a WaterNeederSpec.
I wonder if rider works on Linux.
So maybe thats more plausible than I thought. You might be able to just throw that and the WaterInputSpec on an engine and call it a day.
I just use the Linux version of ILSpy, once I figured out which version worked it works fine
I'll look into that. I just got the Timberborn menu back in the Unity project, it's being very temperamental lately.
I don't remember if an official build worked, or if I ended up using AvaloniaILSpy.
I seem to have both in my downloads folder
This is why most people still use windows. Things like this are made to run on windows, and Linux support is often an afterthought.
I've not used that yet.
The current version of asset ripper can't even extract json files.
1.3.5?
Seems to work fine for me
but you don't even need AssetRipper to get the json files,
Their zips are in the game data files directly,
That at least is not an issue anymore.
AssetRipper just copies the StreamingAssets directly
There is a copy of the jsons inside of assets, but the zips files should have identical contents.
I used 1.3.6 today, and the json files came out destroyed again
It doesn't give me a .json files, it gives me a .asset file instead.
But yes, I have the json files from the zip
yea, the contents is the same at the end,
inside the asset it's just encoded into the _content field
Maps have something similar with a _bytes field
I did look at the data as text in one of those asset files.
The JSON is in there, encoded weirdly.
it has things like /r/n /" and things like that in there.
so rather than giving us the text file, it's giving us the bitstream
I think that's just the yaml encoding of the newlines and quotes.

I don't get it
The building exists.
It's on the Building Template Collection.
The Template Collection is on the Faction Spec.
Okay, not only was the template collection named wrong, but the ID of the collection was also wrong.
It's loading buildings, but I'm getting other errors.
I'm going to continue testing, and trying to get it to work.
oh.
I will probably be of absolutely no help, but I'll cheer you on.
Oh yeah, your modular housing stuff.
Purely the graphics updating side of it
the question is if it's a specific entity doing something wrong, or the script.
Hey Bob, quick question that just came to mind. You've just started getting back into updating your mods. I haven't followed much of any of the modding in EU1.0, have you done Housing Optimize yet?
What's easier to check?
yes
Just don't use House optimize with Living at Workplaces mod. Will end with 50% homeless beavers 🤣
Good to know. Though is there a good reason to run both at once anyway?
Well, maybe that a pumper should live in the pump ? ❓ 😜
It's erring on creating the preview...
I have no idea why this isn't working.
It's failing to create a variable of a custom class
...
It's not failing to create it, it's failing when the variable returns.
Facepalm object not set to an instance of an object...
The LIST doesn't exist!
I'm rusty ¦3
I was trying to find an appropriate gif, but gif search is wild. And also terrible.
Okay, next problem
One of those problems where I had a building with multiple Timbermeshs on the same level, and you're not allowed to do that anymore.
I didn't catch that they were missing on the Bot Assembler.
huh...
I'm not really a programmer and I haven't dug into Timberborn at all, but is that saying you have multiple waters?
Yes, apparently.
not sure what it means
I'm just going to comment out Wonder for the moment and move on, then come back to it
See if Flame of Unity causes an error
it has similar water specifications on it
actually, I should compare my flame of unity to the vanilla one too
Yeah, mine seems to be the same as Vanilla.
I'm just going to reduce the water related things to Floodable Fire
woah
Looks like you lost a couple objects in your save!
Those random handrails sitting around are hilarious.
so I should have fixed the 3 main missing objects there.
Platform 3x1 centered, tiny tubeway station and Ladder.
oh, and the ladder is broken. easy fix, trying again.
small error after small error ¦3
all related to me moving a bunch of things to a different folder.
I think I've got them all, run the game, and it turns out I didn't
what
Yeah, updating the mod is a long slow process.
Apparently I don't know how to spell Radish.
WTF
Looks nice
The transparent rails?
I mean, I thought we were going for a worn down used path look
It's applying dirt texture to the railing
Remember when I was asking how it knows which texture to apply where?
yeah...
it just does it here when it loads the dynamic path script
It's not a bug, it's a feature
you haven't seen what the wooden path looks like.
even if unintended, this looks rather interesting
lol
Well, there's a few things I'll need to fix
Then I'll need to add any new buildings.
like something to put on the Geisers and something to put on the cracks.
and what else new was there?
and add water usage to the engines
I'm also having difficulty removing the good wet fur need
Typo ¦3
I guess I was able to remove the wet fur from common.
Yeah that's an issue I have with this structure, there's assumptions being made about what should be common to every clan and it's not even very consistent.
Pines are in the common resources, yet treated planks are not.
I noticed that
Which for me is good, because Emberpelts don't have them
oh, and it seems that the Emberpelts automatic type changing tubeways script causes the game to crash too.
If it was just a common collection and you could just add that to the faction spec, that would be fine, but you don't have a choice, you're gonna get pines and metal blocks whether you like it or not.
You made some progress though!
Yes.
I like the dynamic tubes, but how terrible would it be if I had to just go with Vanilla style tubes?
If it means getting the problems solved vs so much stress you might give up, just go with the vanilla tubes. It's not like vanilla tubes are useless.
You can always try to add your new version back at a later time after you've solved all the other problems.
I could do a half way measure. Always support and never occupy top. There are problems doing it this way, but that is the default config before they dynamically change to the scenario.
They change to occupy top if you build something on top of them, it adds the platform graphic.
They change to not support above if you build something over them, like a platform or overhang.
Hope will not led to build a path over tube 😮
Not making these changes has the oddity that you can build an overhang through a vertical tube and cut it off.
And if you demolish the tube under the overhang, it still demolishes everything on top.
But vs everything breaking, those oddities are minor.
eg:
import yaml
yaml.SafeLoader.add_constructor('tag:unity3d.com,2011:114',
lambda loader, node: loader.construct_mapping(node))
with open('DistrictCenter.Folktails.blueprint.asset') as f:
a=yaml.load(f, yaml.SafeLoader)
print(a['MonoBehaviour']['_content'])
```is the minimal required python to decode the asset content
Hey Bob, I'm sure you'll see it, but just letting you there were some modding changes in today's update. Hopefully they will be useful to you.
currently struggling to get steam to update timberborn
but yes, 1.0.2 of the modding tools
first test, does the game crash when I load it
Yes.
Greyface, what are you doing?
He must have just watched a movie about landsharks or something.
You heard of waterbeavers, I give you landbeaver
I pressed play and he teleported somewhere. I think he was in a tube.
I'm wondering if there should be something more unique for these for Emberpelts.
I think eMka or someone else suggested a Sauna for the geothermal vent, because they don't have swimming pools, but not every map has a vent.
As for the drill... I'd need to look at code, but perhaps a water rig?
Its fitting for Emberpelts to automate such a thing to not spill into the world.
But would that be instead of a drill, or in addition to it?
Explain to me the thoughts behind the rig? The drill already doesn't output water unless it's powered.
Oh! Unless you mean it produces water (good) like the badwater rig does.
Yes, like the bad water rig, for good water, built on a fissure.
I like the idea of a drill for constant good water. I'm surprised the game devs didn't do this for like a large science cost end game feature
Being emberpelts, wouldn't a sauna be the opposite of what you want, wet fur? I guess my interpretation has always been wet heat. Saunas do have dry heat options
A Sauna, as per the one I encountered at the local swimming baths 30 years ago, was basically a room with a fire in it.
You had the option of pouring water on the fire to generate steam.
now, I say fire... 30 years ago, my memory is a bit fuzzy, I'm not exactly sure what it was, but it was definitely something that got hot
Good news everyone.
Tubeway script is fixed. Thanks to eMka's assistance.
didn't you remove bad water from the aquifier?
oh, does it still give bad water in a bad tide?
Aquifers treat badtides as droughts, and only use power during temperate weather.
Instead, badwater can pour out the newly added of badtide drains.
yeah
Clone of Dynamic Path Model script, removing 1 line. (and a few edits around removing that line)
use it on all my custom paths, they now look fine.
Still need to do a little work, but
that's the Aquifer Rig
Thoughts?
(I need to do Locale entries, Model, Icon, etc)
So I guess I should ask the question again. Should the be instead of the Aquifer Drill, or in addition to it?
I guess it depends on the output, manned or unmanned. Powered?
Manned and Powered.
100 power, 4 beavers.
It's like a mix of the Aquifer drill (Powered, and must be on the Aquifer), Bad Water rig (Basic functionallity, gives you resources as goods, rather than spilling into the world), and large water pump. (Same water generation speed per beaver)
as said, I can change these things, that's why I'm asking for opinions.
It seems a little strange for the clan that doesn't like water to be the one that has no issues procuring it.
They have use for it, they just don't like getting it on their skin. Keep it bottled up and controlled.
Guess I'm of the belief that more is better. They all serve a specific purpose that can be useful as the need arises
Hmm. Well, the Folktail have the two badwater caps. One that just closes, and then another that lets them harvest safely.
On the other hand, the Emberpelts don't really like getting wet. Would they really drill up water to let it flow, or would they just skip straight to harvesting it Rig.
Exactly.
My thoughts exactly.
The only reason I'd include the drill is because players would expect it. Which is why I'm leaning to rig only, no drill.
I forgot everything left to do for Emberpelts.
I think it's all modelling stuff.
All the plants need remodelling.
The crops like radishes work, but don't animate.
The apple tree also always has fruit on it.
So bare minimum, I need to export the new chestnut tree, recolour it slightly to match current apple tree, and reimport it as apple tree.
And a new model for aquifer rig
I just turned on some layers. I don't hate this.
unfortunately it can't occupy the corners. I tried to make it work doing that, but it complains it's not placed on the Aquifer, even when it is.
but, it's a decent starting aesthetic, yes?
Weird that it won't animate.
I'm taking a step back and working on a Smelter clone or something like that, try get that to work, then put it back on the node
I'll second this. The logic tracks
I love the little smoke trails.
I have no idea why it won't spin. it's crazy
wait, why is it spinning when nobody is working there?
It's shy.
Apparently, the Aquifer Drill Underground layer has an Animation in it.
and for some reason, Workshop Animation Controller was tripping over it.
So, it's instead of an Aquifer Drill.
Should it cost Beavers to opperate, or just run by itself like the Automated water pump?
There is no "Only operational during the wet season" thing though, it basically works like the bad water rig. When it's placed, it just runs.
Bad water rig doesn't have a "Doesn't operate during a drought" option either.
Should I try and write a thing to disable it in droughts and bad tides?
So... 3 main questions.
Should it be powerful and endgame, or slow and early game?
Require beavers/bots or fully automatic
Should it shut down during a drought/bad tide?
Note: Might be difficult to make it shut down during drought/bad tide if beaver/bot powered.
Currently: It's fairly cheap, on par with aquifer drill, costs Metal, so mid-game.
Gives 5 water/h per worker
allows up to 4 workers
Works all year, like a bad water rig.
Updated the apple tree. it now sways and correctly renders fruit.
We're getting close to Emberpelts V1.0 release.
The only thing left on my to do list for them is "Remodel all the plants. All of them. Even shrubs."
I could release it as is, as everything "Works", but the emberpelts crops and shrubs (and hedges?) won't sway with the wind.
Its not essential that the plants sway... but it offers so much to the feel of the game that I should.
To note, I don't know how stable the script pack actually is, but the things in it used by emberpelts feels stable.
I'll likely find that when I try and do leaf coats that I'll need to fix something and update it.
Take your time
Plants not swaying just reminds me I'm playing a mod, made by a person who's busy with their life as well as doing an incredible job of making a mod that many many people play!
Indeed. Yet people still typically recognise me as "That Factorio guy"
Topic, the aquifer rig
I'd need to look at how the aquifer drill works to grab the seasonal code, but I probably already have 90% of the required scripts on the Automated Water Pump already.
But, should I?
I think so. It feels right that it shuts down in dry seasons like every other source of potable water.
Wondering how focused i can make this.
If i want it to give the same amount of water you'd get from the Aquifer drill, you'd get 2300/48 (47.91...) water an hour, multiplied by the Aquifer strength.
You can't have 47.9 goods.
So you'd have to do it the other way and say, like. 50 goods every 1.0434782609 hours.
But even that's a horrible number
2300 every 48 hours is too big, but also too long, so we can divide.
1150 every 24 hours.
115 every 2.4 hours is looking a bit better.
23 every 0.48 hours is probably reasonable.
Then you just multiply the recipe speed based on aquifer strength.
I think Aquifer strength changes to 0 in a bad tide and drought, so that's the only real control you need.
Yeah, i think I like this plan.
Do you have to make your plants sway by yourself? Or does the new game code making the vanilla plants sway help at all? I have no idea how it's doing it.
The new plants have not 1, not 2, but 3 UV layers.
Things on UV layer 0 show as normal.
Things on UV Layer 2 show when the plant is bearing fruit (so bushes and some trees have this, but crops don't)
UV Layer 1 is a gradient, if the texture area is set at the bottom, it doesn't move at all, if it's at the top, it moves a lot.
What's UV stand for?
uuuuuhhh, no idea
In 3D, UV stands for the horizontal (U) and vertical (V) axes of a 2D texture, chosen to distinguish them from the X, Y, and Z axes used in 3D space. UV mapping is the process of unwrapping a 3D model's surface and projecting it onto a flat 2D plane, represented by the U and V coordinates, so that a 2D image (the texture) can be accurately applied to the 3D object.
from Google
so it doesn't really stand for anything. It's just like XYZ
Then I'm just going to keep calling it Ultimate Velocity in my head.
horizontal (U)
That's stupid. There isn't even a 'U' in 'horizontal'.
Regardless, it sounds like you need to supply the texture for swaying yourself?
I was thinking Ultra Violet ¦3
and no, it just works the same way dirt does, but dirt uses it for transparency.
it doesn't even use a texture, you just set y=0 for no movement, y=1 for maximum movement, and anything inbetween as you like
Kulesz refered to it as UVMap1.y
but I guess it's technically V?
Hm. So you just set y to some non-zero value and your plants will automatically sway?
On UVMap layer 1 (the second one) yes.
I could show you what that's like, but I'm not home yet
Fridays are long.
No worries. I'm patient.
I'll probably forget later, so you might need to ask again in about 4 hours
Hah, alright. I'll be at work then, but I'll poke you some time.
That's actually wrong, because that's the same screenshot twice ¦3
There's UVMap0 and UVMap1 anyway, UVMap2 is missing
So... to make my building work as expected, I want to read WaterSource.SpecifiedStrength, and use if (this._hazardousWeatherObserver.IsBadtideWeather || this._hazardousWeatherObserver.IsDroughtWeather) to turn the manufactory off.
what am I looking for to make the machine run without workers...
Prodction Increaser Spec perhaps
So
Aquifer Rig:
Must be placed on an Aquifer.
Requires 400 Power to operate. (Same as Aquifer Drill, No Workers required.)
Strength of Aquifer acts like a production speed multiplier.
Gathered water is 23/0.48h (Equivalent to how much would spew out using an Aquifer Drill)
Costs 1000 science to unlock (Vs the Drill's 400)
Costs 120 Planks, 50 Gears, 30 Metal Blocks and 30 Bricks to build (vs the Drill's 40 Planks, 25 Gears and 15 Metal Blocks)
It works like a combination of the Automated Water Pump, Badwater Rig and Aquifer Drill.
One of the things about the bad water rig, it really doesn't matter what water source you place it on top of, it always runs at the same speed.
This thing will run at a different speed based on the Aquifer you place it on.
It still reports 1x speed (0.48h) regardless of actual speed though. I wonder if I can change that.
Okay. Since it reads that straight out of "Current Recipe", I can create a clone of the "Current Recipe" with modified production time instead of multiplying the production speed, and it will report a changed recipe time on that GUI.
The one on the right is Strength 1
The one on the left is Strength 8.
or strength 0.1
I think what I should do next (Even though I need to do all the plants) is the expansion mods, Project Phoenix and Food Expansion.
Ladder is already done, and Emberpelts Don't Breed... shouldn't need updating.
I'll probably update it anyway, because apparently you need to for the tags.
If you upload the exact same files, then adding tags doesn't actually add a changelog entry
I tagged my 4 mods, and 2 did create new changelogs, and 2 didn't
I assume I must have done local rebuilds for the 2 that did update.
because they didn't have any new features
I've definitely updated a mod solely for a version number bump before.
Can't get the GUI element working that tells you a beaver's faction, but...
Battery Smooth likes Bell Peppers.
Must be a Charcoal Beaver.
Chad likes Apples and Tomatoes.
Must be an Emberpelt Beaver.
Food Expansion and Beaver Faction Split Needs mods updated.
lol, Chad.
The most well known beaver in Timberborn world 😍
He looks a bit grumpy in his profile pic though.
No, unfortunately not. It can only be done when uploading in game.
As usual, eMka gave helpful advice, and I got the Beaver Faction GUI element showing again.
Beetroot done.
when I first did it and loaded the game, it was absolutely hilarious.
The model names had changed (Added the word Model into them, because that's what the blender export does) so it was using the new material, but old model.
The leaves were static, and the root was just a pulsating purple blob. I should have recorded a video, but didn't
the line between "Can barely notice them moving" and "they're swaying like a dancing toy" is annoyingly narrow.
I think I landed on the line with this
🎵 Oh beautiful, with clouds adrift, o'er swaying waves of grain... pulsating purple blobs beneath; I hope it tastes the same? 🎵
Well, it's almost all complete
Just done the Shrubs and Hedges. (simple re-import Folktails assets, then apply the new textures again)
Leaf Coats is gonna be a pain in some areas.
Their shrubs are more unique
and there's lots of them everywhere
like, the CampFire alternative has 7 of them in it.
It would probably be easier to remodel it using the fresh import than it be would to try and retexture everything that exists.
Still, gotta finish Emberpelts first. Getting pretty close.
I'm going to try and finish it off today so I can release it before I start my Jury Duty. (Because I'm not going to have much time for the next 2 weeks)
I actually have a fair few mods to release for V1. I wanted to get the Script Pack "Stable" before I release it, but there's quite a few mods that depend on it.
So some things like the Name Generator, or Bob's Storages, even Tubeway Bridges have been updated for a while, but not released because I was holding up Script Pack for Emberpelts.
So, this "Mod Dump" when I finish Emberpelts is going to be pretty much everything except Leaf Coats.
Updated to V1.0
Added a few new simple scripts. BobingaboutTubeAccessiblePathModifierSpec and BobingaboutDynamicPathModelSpec.
Added AutomatedManufactoryWaterSourceProductionIncreaserSpec and AutomatedManufactoryParticleControllerSpec for the Emberpelts Aquifer Rig.
Updated to V1.0
Added Spiral Stairs, Geothermal Engine and Banners to match new V1.0 assets.
Added an Aquifer Rig instead of Aquifer Drill, to better fit the "I don't want to get wet" theme of Emberpelts. It functions like a mix of the Automated Water Pump and Bad Water rig, built on an Aquifer, to give clean water.
Added Wind Gauge Need. in line with V1.0 changes to Folktails.
Small Engine and Engine have been renamed to Small Steam Engine and Steam Engine and now consume half as much fuel, but also some water. In line with V1.0 changes to Iron Teeth.
Remodelled all the plants to add wind sway (including shrub and hedge)
Emberpelts and most of my other mods (not Leaf Coats) are now available on Steam.
And now also available on mod.io.
Please report any errors with any of my mods here, and any inconsistencies you find between U7 and V1.
ooof, 1.2GiB download?
What ?
Emberpelts is only 1.2GB? I'd swear it would be 1.5GB by now.
but yes, half a gig is just for v0.6
it's almost a gig for that and v0.7
I get 1.44GB on my local drive.
Steam must have good compression
seems about equal
makes sense
There's a lot of data that is literally just in there 6 times.
Win and Mac versions of all the models for V0.6, V0.7 and V1.0
yea, 1.44GB once downloaded, it must have "saved" 200mb when downloading
in theory, it should only download the differences, so should only be downloading that 500MBish for V1.
yea, dupeGuru says 275MB duplicates
I wasn't subscribed previously, so it had to download everything
ah
But yeah, it's not just Emberpelts that's updated. It's everything else too.
Tubeway bridges, Tiny Tubeway station, Beaver Faction Split needs, Name generator.
Pretty much everything except Leaf Coats.
yea, I'm just trying to see if timbertrees will parse it
not immediately, because I need to extract the blueprints?
hmm?
You put the building blueprints as part of the assetbundle, so I need to extract them so that timbertrees can read them
so that kinda works, it doesn't detect any forester plants yet 😕
and it's failing to read the BlockObjectToolGroup blueprints
mostly because it still cares about the file name
which it shouldn't
If I manually rename those, it seems to work 100%
missing translations for WoodenStair and MetalPlatform apparently (Building.WoodenStairs.DisplayName and Building.MetalPlatform.DisplayName)
hmmmm
And yes, the building blueprints are in the asset bundles, alongside the models, where the old prefabs used to be.
❓
yea, I need to fix timbertrees loading of blueprints, at the moment it cares too much about the filename matching
TurbineSmall is from Knatte_Anka's mod right?
Yeah TurbineSmall would be from Knatte's Water Extention PowerEdition