#Emberpelts - New faction!

1 messages · Page 9 of 1

weak monolith
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Correct

stray dragon
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Yeah, Emberpelts do not have treated planks.

brazen herald
stray dragon
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I won't have access to things for a while, so... bug report log here.

  1. Check locale entries on straight stairs.
  2. Check good usage on breeding pods.
stray dragon
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I'm home for the day

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Okay, gonna fix the Locale entry for Stairs, but not publish the mod yet, it's a locale entry, minor. There could be more issues that crop up.

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Gonna fix the Phoenix Pods issue and publish that right away.
Game crash, major bug.

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is that what a vertical power shaft is supposed to look like?

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Apparently so

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Considering context, how does this look?

shrewd latch
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Much better.

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It no longer feels like a beaver will fall through it.

stray dragon
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view of it in the game

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will be in the next version of Emberpelts when I release the update, whenever that might be.

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Give it a little time for error reports to come in

brazen herald
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Locale entry for MetalPlatform too

stray dragon
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Which, the 1x1?

brazen herald
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Yea, I assume so

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between triple platform and overhang 2x1

timber valley
stray dragon
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Yes.

stray dragon
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someone is reporting that Bob Platforms doesn't work as of the latest update. Is anyone else having this issue?

spare ocean
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greedy embers (mod io, not steam workshop) is having a wooden stairs error for me. 1.0 experimental branch btw)

spare ocean
# spare ocean greedy embers (mod io, not steam workshop) is having a wooden stairs error for m...

ArgumentException: Blueprint file not found at path: Buildings/Paths/WoodenStairs/WoodenStairs.Emberpelts.blueprint Timberborn.BlueprintSystem.BlueprintLoader.Load (System.String blueprintPath) (at <270688553c7c4ba3bcd9a490b45e2504>:0) Timberborn.TemplateCollectionSystem.TemplateCollectionService.<Load>b__8_2 (Timberborn.BlueprintSystem.AssetRef1[T] blueprint) (at <f58fd28ad00a40a5a11e395dd1dc65aa>:0)
System.Linq.Enumerable+SelectEnumerableIterator2[TSource,TResult].MoveNext () (at <7229ad31196947fdb61dcfd278f7b739>:0) System.Collections.Generic.List1[T].AddEnumerable (System.Collections.Generic.IEnumerable1[T] enumerable) (at <59bd7c40c082431db25e1e728ab62789>:0) System.Collections.Generic.List1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable1[T] collection) (at <59bd7c40c082431db25e1e728ab62789>:0) System.Collections.Generic.List1[T].AddRange (System.Collections.Generic.IEnumerable1[T] collection) (at <59bd7c40c082431db25e1e728ab62789>:0) Timberborn.TemplateCollectionSystem.TemplateCollectionService.Load () (at <f58fd28ad00a40a5a11e395dd1dc65aa>:0) Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons () (at <ace2e3f6e6894b99a54652049a1a5fa1>:0) Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <ace2e3f6e6894b99a54652049a1a5fa1>:0) Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <ace2e3f6e6894b99a54652049a1a5fa1>:0)

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is this an issue on bob's or xyuiji's end?

either way, just mentioning this incase nobody was aware.

stray dragon
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I sent him a message about it, but haven't heard back to him since.

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Before then, he was talking to me basically every day asking for help

full pelican
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just me that the stair does not have a name?

stray dragon
full pelican
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also metal platform

stray dragon
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That too

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Though if you find any others, I haven't fixed them.

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hmm, steam engine smoke is acting weird. It seems my definition of "Down" isn't quite the same as vanilla.

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might need to edit the Engine models slightly.

sharp glacier
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It seems my definition of "Down" isn't quite the same as vanilla.
lol

full pelican
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😮 looks like i have not enabled emberpelt support in staircase mod😮

stray dragon
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or perhaps I didn't fix it back then because I wasn't as good at the modelling.

sharp glacier
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I just think its funny that "down" is being defined differently at all.

stray dragon
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in my case, Down is slightly forward and slightly inward

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which is probably why the smoke drifts inwards towards the top of the engine

sharp glacier
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I always hated looking at 3D graphs, because sometimes x and y remain horizontal and people make z vertical, and sometimes y stays vertical so x and z are horizontal.

stray dragon
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or vica verca, hard to tell since the axis are different in unity

stray dragon
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so when you look at a 2D graph, your eyes are the camera, and therefore Z, the X axis is then Horizontal, and the Y axis is Vertical.

sharp glacier
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Boo. But I guess that makes sense.

stray dragon
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It's also interesting because a Lathe has an X and a Z, but no Y.

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Because you move left and right towards the Spinning chuck (Z axis) or you're pushing the tool into or away from the work (X axis)

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you don't really lift the tool up and down, otherwise you miss the center.

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hmmm

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Even in Vanilla, the smoke doesn't go "Up"

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in this case, green is up.

stray dragon
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Orientation doesn't seem to have an effect on the smoke

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okay, it does somewhat.

brazen herald
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buildings/paths/path/path{3,4,5}.emberpelts.blueprint generated warnings:

  • BobingaboutDynamicPathModelSpec contains unused field TemplateName
  • BobingaboutDynamicPathModelSpec contains unused field BackwardCompatibleTemplateNames
  • BobingaboutDynamicPathModelSpec contains unused field RequiredFeatureToggle
  • BobingaboutDynamicPathModelSpec contains unused field DisablingFeatureToggle
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btw, you should also set the Source for your BlueprintAsset to something different than "Game". It's used to populate the Source: label in the blueprint debugger

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If it's read from .blueprint.json it's autopopulated by the mod's Name (as shown in the mod list)

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but if it's a BlueprintAsset then it uses whatever Source is specified in the BlueprintAsset

brazen herald
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Crash when hovering over the District Crossing Tubeway

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  "WorkplaceBonusesSpec": {
    "WorkerBonuses": [
      {
        "Id": "",
        "MultiplierDelta": 1.0
      }
    ]
  },
stray dragon
stray dragon
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Probably tube speed bonus.

brazen herald
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CarryingCapacity?

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Is what the update 7 version had

stray dragon
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Yeah, that

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I decided since I have half an hour before I need to leave for Dury Juty, I actually have enough time to fix it

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so I've already fixed it, it's building

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Fixed Stairs locale entry.
Fixed Metal Platform locale entry.
Edited Vertical Power Shaft Platform model to make it look like a platform you can walk on.
Updates to Bot, thorn demolision related.
Minor changes to Engine model.
Fixed CarryingCapacity NeedID missing from District Crossing Tubeway, which caused the game to crash when performing actions related to it.
brazen herald
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Only 350MB to update 🙂

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District Crossing Tubeway looks good 👍

stray dragon
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Awesome

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All bugs reported so far should be fixed.

upper bane
stray dragon
upper bane
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I had like 2 weeks in some sort of medical case. It was a problem because I was 1 of 2 medical professionals who understood the system but was having issues getting the others to understand so it dragged on

stray dragon
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Question. Has anyone tried the Aquifer Rig yet?

sharp glacier
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For, like, bug testing or thoughts? I don't have Emberpelts downloaded, but if you want me to try and use it to check for problems I can.

stray dragon
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Mostly wanted to know if people thought it was balanced

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It gives you a lot of water

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It's as powerful as 15 normal water pumps. Maybe 12 automated pumps (takes 8 times the power)

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My numbers could be wrong though, this is from memory.

brazen herald
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oh, dear, I just watch'ed JC's latest episode, what entertainment.

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Water Extention PowerEdition has Powered Levee and supports Emberpelts. I assume that means it has a Powered Levee for Emberpelts too.

stray dragon
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I think it has the Power Levee, but I don't think it has the Tunnel version.

stray dragon
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uuuh... what?

shrewd latch
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Without reading that I would have never even pictured it, and now that I have I will probably immediately forget it because I see no connection.

Sun Cross.
If turned 45 degrees, you get the ||Nazi Swastika||.

Needless to say, I think you can safely ignore that comment and almost no one will ever see it, because it is not at a logical conclusion to arive at.

paper spire
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It's also まんじ, for Japan/wàn zì for China. 「卍」 Neither culture has an issue with the 'symbol', as both remember it's pre-Nazi association more than the Nazi perversion of it. I'll second it not being a logical conclusion to arrive at. Sounds like someone who has too much pattern matching going on in their brain.

stray dragon
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0lets also not forget that the iron teeth power wheel is based on a real device that actually existed.

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So... I agree, its fine, they're over reacting.

short mica
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This always comes up in any grid based game

It's a very simple shape

sharp glacier
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Almost impossible to avoid without locking yourself into very weird restrictions.

neat saffron
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Steam is a master of distribution. Lol

stray dragon
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It seems there's been a change to block object validation in v1.0.5.0, and it has me stumped on how to proceed from here.

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Basically, whenever you load a save game, anything on top of a tubeway bridge gets demolished.

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it doesn't happen with the leaf coats branches (actually, it did for the contemplation spot, but I fixed that). It seems to be a BaseZ issue.

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and when I say everything on top of a tubeway bridge, I mean EVERYTHING, even the bridge tube pieces.

sharp glacier
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Is that every time a save is loaded, or only loading in from an old version?

stray dragon
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I did a test, built a thing, saved the game, loaded it, demolished.

sharp glacier
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That's unfortunate. Does it only affect the Tubeway Bridges?

stray dragon
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the tubeway bridge, you can basically just build anything on it.

sharp glacier
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Hmm. Unfortunately, I can't offer any advice or solutions towards code itself.

However, is it possible to release an update without the Tubeway Bridges, and just warn people that they're going to go bye bye until you can fix them? How necessary are they to playing the Emberpelts?

stray dragon
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I mean, I wouldn't say they're essential, a lot of people do use them, and even if you use them how you're supposed to, they're currently broken.

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but...

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there's also people who do things like what you see on the left there, and it all just goes bye bye

sharp glacier
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I understand your hesitation. It's not a good feeling to just up and bork something like that on someone's save. And no matter what warnings you put up, there are going to be a not insignificant number of people who ignore them all, load their save, and then come at you all "what the heck".

Maybe see if anyone can help you solve this and, if in the next couple days or so, it doesn't look like an easy fix, you could upload a "backwards incompatible" version of the mod without bridges.

stray dragon
sharp glacier
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I wish you luck.

stray dragon
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in the mean time, updating some other things

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not sure if I like it

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for leaf coats, I only did the dam

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yes, that's the old top on the new bottom

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I dislike it less

sharp glacier
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Those all look great.

stray dragon
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I think the Emberpelts one is too red.

sharp glacier
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Maybe if there is a bunch next to each other? Seeing one in isolation though, it looks cool.

stray dragon
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Probably better

stray dragon
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eMka helped me narrow it down.

Seems to specifically be objects of height 1.

sharp glacier
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Interesting. Do you have thoughts on working around this?

stray dragon
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wait for eMka to fix it.

sharp glacier
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lol

stray dragon
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I could change the height of all 1 high objects to be 2 high, and that would fix it, but, that means finding all 1 high objects and changing their block occupations.

Things tend to be only as big as they need to be for a reason.

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it includes things like platforms, large metal platforms, etc. by all factions that have tubeway bridges, not just emberpelts, this effects IT too!

sharp glacier
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So...if I have one high things on a two high platform when I load the game, they go poof?

stray dragon
sharp glacier
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Oh, only for your bridges. Not just with vanilla things. Got it.

stray dragon
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but Iron Teeth also have the bridges.

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so you can build Vanilla things on my bridges, and they'll also go poof.

stray dragon
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Added BobingaboutAccessiblePathModifierAndHiderSpec
Removed YieldCollectionNeedApplierSpec (was used for Leaf Coats Plant Murderer in Update 7)
New PlantMurderer script, applies the need "PlantMurderer" to any beaver who harvests a crop, cuts down a tree, or demolishes any object with LivingNaturalResource. Only triggers if the LivingNaturalResource.IsDead flag is not set.
Minor change to Pneumatic Tubes script.
Fixed BobingaboutTunnel script.
Updated for V1.0.5.0

And other updates not worth mentioning.

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Not Emberpelts yet.

stray dragon
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So I updated Emberpelts anyway, even though bridges are broken.

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Updated Locale entries to rename Sky Bridge objects to Walkway to match the ones already renamed. (U7 and V1)
Updated for V1.0.5.0
(Timberborn version 1.0.5.0 has block object validation issues that adversly effect bridges)
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that spelling mistake can stay there.

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Just thinking about what to do next.
One of the options is...
I have Beaver Faction Split Needs mod, that can give different factions different needs in the same game (best examples are Greedy Builders giving FT and IT beavers distinct needs) and Emberpelts with Food Expansion (the Charcoals like different foods than the Emberpelts)

But, Extend that to Beaver Faction Split Breeding.

So if 2 emberpelts breed you get an emberpelt, and if 2 charcoal beavers breed, you get a charcoal beaver.
It extends further than that though, so if you had something like Greedy Builders, only FT would breed in housing, to get FT beavers, and only IronTeeth would spawn from Breeding Pods.

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There's also the old mod idea I had to have the Charcoal Beavers faction, but that's basically just Emberpelts with a few new buildings, probably replacing some Emberpelts ones.

Can then also make an expansion mod that lets you build the new Charcoal Beaver buildings in Emberpelts, with Beaver Faction Split Needs assigning the buildings needs to either Emberpelts or Charcoal as appropriate.

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and while that is an idea I've had for a while, I don't really have any building ideas in mind. and it would basically just be like, Emberpelts with more black beavers than red ones.

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That's why I haven't tried to make it yet.

spare ocean
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so? breeding expansion is probably going to be a seperate addon like food extention is? so people with split needs can decide if they want breeding expansion or not?

cause my main annoyance per say with the idea of restricting breeding is like, what if you only have one type of beaver, but you want a different type (for instance you only have iron teath in a greedy beavers save and you want falktails, or you have only emberpelt and want some charcoal)

stray dragon
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Then I guess you're stuck without that faction. ||Unless you dev mode in a bunch of beavers and hope the one you want spawns.||

spare ocean
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or there could be a low chance for the birth to "mutate" into a different faction (or you just briefly disable the mod and hope nothing breaks-||-if you dont want to use dev mode||) cause i mean if your save is just unlucky and you start with none of one kind of beaver, or all members of one kind gets wiped out from a drought or a badtide or whatever... i mean sure you could say skill issue, but yeah.

stray dragon
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I could probably set it up so for example, you start with only Folktails and no IronTeeth, and have to use breeding pods to get IronTeeth, on something like Greedy Builders.

spare ocean
stray dragon
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Perhaps low chance rather than no chance.

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1 in 5 or 6

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so, that would be like, 10 FT and 2 IT in your starting batch (if even RNG)

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that's actually the ratio for Emberpelts to Charcoal.

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and yet some people start with Bobingabout, Lapantouflemagic, Battery Smooth and Tobbert.

spare ocean
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i remember getting 2 of those special names as staring beavers on one of my greedyembers save one time

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but yeah, a low chance to produce a random faction beaver (excluding iron teeth perhaps) might be a way to repopulate extinct beaver factions in multi-faction saves. (or perhaps even a building that converts a beaver to a different faction or produces a beaver child of a different faction)

spare ocean
frigid pilot
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any suggestions of a good map to use with emberpelts for a first playthrough with them?

stray dragon
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oh, hey, it's RCE

dark summit
stray dragon
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Honestly, I don't have any specific recommendations for an Emberpelts oriented map. If you're planning on playing it with Experimental Try... there's a new Vanilla map that makes use of the new water sources in V1.0, let me check what it's called

frigid pilot
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Oasis?

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I assume emberpelts work with experimental then?

stray dragon
stray dragon
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building on the tubeway bridges is kind of cheaty anyway

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Hopefully they'll release a fix for that in the next couple days, so, if you get to that point, it probably won't be an issue by then.

frigid pilot
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ah can't do Oasis with my emberpelt playthrough for reasons

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they don't need badwater specifically then? (I am going in blind so no clue how they work)

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they work on any map then?

stray dragon
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Lets just say... look at the bad water usage similar to Folktails.

And yes, they should work on any map.

But keep in mind, they don't like to get wet. (If they have wet fur, their wellbeing will go down, and they won't breed)

frigid pilot
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ah cool, got it- I wasn't sure if they were like a badwater type faction

stray dragon
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I considered that, but no, no special ties to bad water.

frigid pilot
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cool ty, looking forward to checking them out

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it wont be any time soon though as a heads up

stray dragon
stray dragon
frigid pilot
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raw most likely- I don't like to use many mods as more risk of one breaking and me losing everything (which ruins a series)

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open to suggestions though

stray dragon
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Feel free to come back and ask me anything if you have any difficulty getting things working.

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oh, and bare minimum, you'll also need the "Bobingabout Script Pack", Emberpelts won't work without it.

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That one is the foundation that Emberpelts and Leaf Coats run on.

shrewd latch
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Well, that was interesting.
Even if I admittedly don't watch him since the differences in what we find funny are irreconcilable.

stray dragon
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hmmm

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I mostly just watch RCE's Timberborn videos. It's been a while since I've watched any of his other ones.

sharp glacier
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I enjoy RCE's videos. I haven't watched in awhile, but I go through cycles.

stray dragon
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I'm sure the first Incident™ will be just everyone getting wet fur.

sharp glacier
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lol

brazen herald
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Thankfully it won't be as catastrophic as badwater contamination

stray dragon
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Yup

vague glacier
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One problem with oasis is that emberpelts don't have an aquifer drill

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So much of that map's puzzle opening the flow of aquifers to refill basins and dry river channels is lost

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they do have a powerful rig that pumps water right out of the aquifers, so getting water isn't a problem, but you don't get much flow anywhere

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and a lot of the aquifers will end up submerged in deep Badwater pools that have no flow to ever clear them back out after badtides start

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Which is totally in character lore-wise, the emberpelts will have a mostly dry map with a few deep pockets of red, and plenty of water in tanks. Just how they like it.

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but it removes most of the incentive to interact with the terrain on that map

sharp glacier
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To make a counterpoint: I didn't build a single drill on that map as Iron Teeth, all the way to wonder.

timber valley
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Well, that's why you're allowed to build from bridges.

stray dragon
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I started designing a map in U7, It's a big one though, so I kinda need Luke's map resizer to be able to work on it.

I'm probably going to continue working on it in V1.

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I'm probably also going to need to rerelease all my past mods for V1 too, as the game actually throws a warning when you try and start a game on U7 or older maps.

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it did seem to actually load though

brazen herald
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The SoftCapVersion is 0.7.6.0

stray dragon
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I think if you try and load a save game from before that, it just says no and won't let you

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but I guess the maps are more relaxed.

brazen herald
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yea, HardCapMapVersion is 0.1.1.1 (HardCapSaveVersion is 0.7.6.0)

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(this is in Data/StreamingAssets/VersionNumbers.json)

stray dragon
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Fortunately you can always revert to u7 to load and save a savegame.

vague glacier
sharp glacier
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I played with the seep.

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I mean, I turned on that one closest ancient drill, but didn't really do anything with it.

vague glacier
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Ok, that's actually kind of impressive, if you made it all the way to the wonder with only the little bit of farmland around the seep

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"oasis" indeed

sharp glacier
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Here are the shots I took: #🐸experimental message
Looks like I used the ancient drill for some power towards the end.

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Anyway, to get back on topic for this thread, I think it's totally feasible to play Emberpelts on Oasis with no drills, but I can see why you would think that that's skipping out on part of the point of the map.

vague glacier
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Yeah, it's not any feasibility problem

simple escarp
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Oh I just scrolled through, hey RCE!

lone pawn
fringe shard
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Is this related to Ladders mod not yet updated to 1.0.5 or there is some other hidden fun? 🙂 or it is related to the ->
(Timberborn version 1.0.5.0 has block object validation issues that adversly effect bridges)

stray dragon
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Because I think it's related to rubble

fringe shard
dark summit
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Didn't they just change how rubble works? Maybe messing with something

fringe shard
stray dragon
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I'm not home to check right now, but, I'll take a look.

full pelican
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bob does Plaster_Black.Emberpelts still exist in emberpelts?
todor got an crash where it say its missing and im questioning if its a base game bug as he said he is playing IT and it try to load a emberpelts building

stray dragon
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huh

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Plaster_Black.Emberpelts does indeed exist, it's used on pretty much every building

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I'm not sure which mod would be doing it though, I was playing IT a couple days ago when I was looking at fixing the Tubeway Bridges, with all my mods enabled, and it seemed to work fine.

stray dragon
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would probably be better to have 5 Starting item

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lets see what happens when I load it

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okay, so, it loaded fine, and as soon as I press play, it crashes

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I did have a thought on it though.

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Didn't the devs make a change to give the district center some storage specifically for collecting rubble?

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I might not have added that.

brazen herald
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A couple of changes, yea

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The fields in SimpleOutputInventorySpec were changed,

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and InventoryLimitRowHiderSpec was added

weak monolith
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"SimpleOutputInventorySpec": {
"Capacity": 20,
"IgnorableCapacity": true,
"UnlimitedTotalCapacity": true

stray dragon
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I made those changes, game still crashes when you unpause

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HOWEVER.

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Delete the rubble, and that solves the problem

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and by that I mean, new rubble doesn't crash

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So I guess I should push this update

stray dragon
sharp glacier
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lol

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Coding is so hilarious to me. Especially watching other people do it.

You have my sympathies though. I'm not laughing at you.

stray dragon
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okay, problem is NOT fixed.

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If you demolish at night, when day starts, the game crashes

sharp glacier
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But if you demolish during the day, it's fine?

stray dragon
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okay

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here's the thing

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Builder's huts ALSO have an inventory

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not just the district center

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wait I capitalised that wrong

vague glacier
stray dragon
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Edited the District Center and Builder's hut to match Vanilla v1.0.5 changes. (Fix for Rubble crash)
sharp glacier
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Ah, that makes sense. So to me, a layman, it sounds like builders were trying to take rubble to a builder's hut, and that cuased the crash?

stray dragon
fringe shard
raw night
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Emberpelts is supposed to be fun I thought, save the suffering for water beavers. 😉

stray dragon
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Emberpelts are kind of that weird middle.

They don't like Water Beavers because they don't like water.
But Leaf Coats don't like the fire-loving Emberpelts.

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and when I say "Don't Like", that's what I mean, they don't hate each other, it's more neutral, they don't Like them, no positive opinion.

weak monolith
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Leaf Coats hates any factions that likes putting down trees 🍃

stray dragon
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Emberpelts plant trees too. They burn them for fuel.

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and that's why Leaf Coats dislike Emberpelts.

spare ocean
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food expansion + faction needs(probably) breaks with greedy embers (modio) something about apple juice

stray dragon
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Yeah, I'll pass this on to GE author, but I'll take a look at it later too.

stray dragon
stray dragon
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Fences (and Hedges), Paths, Power Shafts and Tubeways now have the L shape drag option to match V1.0.6 updates.
stray dragon
sharp glacier
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I disagree with that person. I don't know about hard mode, but I built to wonder whitout ever building a drill, and only using the nearest ancient drill provided for a bit of power late into the game.

shrewd latch
# stray dragon hmmm

Hmm…
Mechanical fluid dump?
Direct item export to it like leafcoats?

That would essentially let the player decide if they want to attach a spout or not.

stray dragon
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I could add both options, but I went with the rig on purpose because it feels more Emberpelts.

sharp glacier
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And I'm of the opinion that it shouldn't be changed. But it's your call in the end I s'pose.

stray dragon
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I guess I could add the Drill as another mod, make it optional.

shrewd latch
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Emberpelts has so many add-on mods; what's one more?

stray dragon
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if you don't count Choo Choo, I think it's about the same as Leaf Coats?
Ladder
Food Extension
Project Phoenix.

vs

Badwater
Explosives
Beaver Plants.

shrewd latch
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Missing "Don't Breed"
There's still a lot though.

stray dragon
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That's for Leafcoats too

brazen herald
stray dragon
# brazen herald Any known issue with "object had an invalid location and was deleted"? — <https:...

Yes.

When loading a savegame.

Anything you built on a Tubeway Bridge that is only 1 block high will be deleted.

This includes other tubes than the one that it spawns with (I specifically edited that one to be 2 high), overhangs, metal platforms, and the 1 high platform.

I can't fix it, eMka admit that they made a mistake with a code update for v1.0.5 and said they'd fix it "For the next update", then forgot to tell pmduda to include it in v1.0.6.

brazen herald
#

Thanks, I added a comment to the thread saying a simpler version of that.

stray dragon
#

I'd respond myself, but I don't know if I even have a reddit account

#

Apparently my name is Plane_Connection_971 and it won't let me change it

brazen herald
#

yea, apparently you have to create a new account instead

lone pawn
# sharp glacier I disagree with that person. I don't know about hard mode, but I built to wonde...

I did that on hard, also limited my pop to 50, went for max wellbeing, no terrain modification, and no bots. It's not difficult, it's just tedious and slightly cramped.

I built a few more drills eventually, bc I was bored while waiting for the treated planks for the wonder, but didn't need 'em for the water (it was still contaminated bc I didn't cap off the badwater source) or even for the power (took me from 450% excess to 600% excess lol). Just did it because I could.

#

Fluid pumps and fluid dumps are also an option if you just need green space

stray dragon
#

I do see the point that Oasis is kind of designed with a plan in mind, where you're supposed to put drills on the aquifers, but Emberpelts lacks a drill.

#

Like with Bad Water Sources where you have a Cap and a Rig, I am starting to lean towards having Both the Drill and Rig in Emberpelts.

#

Trivia: I did make a drill for them, and get it working, and forgot to delete it from the files.

So if you want a drill, you just need to add the line to enable it on TemplateCollections.Buildings.

stray dragon
#

Also I missed a mod

#

Bob Platforms has platforms for FT, IT and EP but I haven't updated it for LC.

stray dragon
#

WIP on Beaver Faction Split Breeding.

#

Still very WIP, but I've done Procreation House and Breeding Pod so far.

#

It's basically controlled by this block of text.

#

I need to change it to be a blueprint

#

In theory, "No Breeding: Emberpelts and Leaf Coats" will include a modification to ban breeding on Emberpelts, LeafCoats and Charcoal.

#

and perhaps the Pod option will be False on Emberpelts and Charcoal by default, unless you install Phoenix Pods

#

There's currently no filter for Breeding Pods vs Phoenix Pods.

#

Breeding Pods are kinda integrated into a few things. They have their own inventory, and beavers deliver to the pod, etc. Trying to replace that functionallity on my own pod script would have been a pain, so I decided to just reuse the existing stuff.

I ended up leaving Breeding Pod mostly in tact, and just editing the TimeTrigger to call a function in my script, instead of the one in the BreedingPod script, and the main difference is that it calls my beaver spawning function instead of the vanilla one, then building on it to add all the Faction related stuff, and the GUI for faction selection.

ProcreationHouse on the other hand, I completely disabled the Vanilla one, and replaced it with my own. It first has to check if a beaver is of a faction that can breed, then instead of a "Had Breeding Partner" check, does a "Find Breeding Partner" check instead (which still returns the first it finds, but I can change that to pick a random one), then the offspring's faction is just a random choice between the 2 parents.

#

oh yeah, I don't know if it existed on the Vanilla script or not, but if you save the game at night, with a building full of sleeping beavers... When you load the game, breeding events trigger, and you typically end up with a couple of new baby beavers.

spare ocean
spare ocean
spare ocean
stray dragon
#

In theory, every now and then you'll get a tobbert (Folktails) or Bobingabout(Emberpelts) and that can respark breeding for that faction, if they have anyone to breed with.

#

But you're still missing charcoal from the list, and I think right now, it overwrites their default faction and just sets the chosen faction (So a red bobingabout could come out of the breeding pod and would be assigned to ironteeth faction)

simple escarp
#

Hmm, watching from the sidelines
Bath them in badwader, and change their faction 😂

stray dragon
#

I have to rewrite so many mods for BeaverFactionSplitBreeding.

#

Mods I've modified for it so far:
Script Pack
Project Phoenix
No Breeding
Beaver Faction Split Needs
Name Generator
Leaf Coats Beaver Plants.

#

Mods I've modified for other reasons:
Script Pack (a Leaf Coats fix)
Emberpelts (Add Aquifer Drill)
Platforms Extended (Add Leaf Coats platforms)
Name Generator (Bug fix with Multiple Factions (EG, Charcoal in Emberpelts) beavers being renamed when they grow up)
Leaf Coats (Various)

sharp glacier
#

Got your work cut out for you!

stray dragon
#

Getting to the end of this run.

#

I've honestly forgot what else I was going to do

sharp glacier
#

Heh.

#

Unfortunately, I don't have a copy of your mind sitting around somewhere, so I can't help you remember.

stray dragon
#

Perhaps I reached the end of my to do list.

sharp glacier
#

That would be exciting!

stray dragon
#

There's just 1 thing really.

Figure out a way to allow repopulating breeding exclusive beaver factions.

stray dragon
#
Small modifications for BeaverFactionSplitBreeding compatability.
Edited BobingaboutTunnel script to allow dynamic map bottom.```

```Emberpelts:
Added Aquifer Drill. While the Aquifer Rig is more Emberpelts, sometimes letting the water spill out is more useful.
Added Beaver Faction Split Breeding compatabillity.
Added Beaver Faction Split Breeding compatabillity.
Added 1x1 metal platform (Overhang style) to FT and IT.
Added Leaf Coats versions.
Small modifications for BeaverFactionSplitBreeding compatability.
Fixed issue: With Beaver Faction Split Needs, Non-primary faction beavers changed name when they grew up.
Small modifications for BeaverFactionSplitBreeding compatability.
Released```
#

now people need to find the bugs.

#

This thing is tied into so many of my other mods, and other mods tied into this, it's crazy

#

It's likely I ended up breaking something that was previously working.

timber valley
#

Who did the art for the Emberpelts?

sharp glacier
#

Ma'Ngonel probably held an art class.

timber valley
#

Hmm. I should really release at least an alpha before I start thinking about commissioning.

stray dragon
timber valley
#

The symbol, new game splash art, that stuff. I haven't checked whether you have new tail patterns yet.

stray dragon
#

I paid an artist way too much for the new game beaver.

I did most of the rest myself. The faction fire icon, I basically traced a fire hazard sign in vector art then modified it to match vanilla faction symbols.

timber valley
#

I see!

stray dragon
#

I Recoloured the beaver icons that show up when you click on them.

timber valley
#

Still need to do that myself.

stray dragon
#

I used ai for leafcoats newgame beaver and beaver icons.

#

With mixed feedback.

#

Usually the only bad I hear is people calling me an unethical monster for using AI.

#

I should pay a real artist.

timber valley
#

Mm, I hear that a lot from the $30 commission crowd.

stray dragon
#

And I'm just like.... my budget for this, based on income from the previous mod is basically zero. And barely having an income at all, my choice was basically either AI or a bad vanilla recolour.

stray dragon
timber valley
#

That's about what I'd expect that to cost, yeah. Good art, you're going to pay a premium.

stray dragon
#

Of course it doesn't quite fit the game style, but that's what I get commissioning someone who usually draws ||furry hyper porn||.

#

But hey, if he was willing to draw something... not in his usual list of things, great.

timber valley
#

Oh I know that dance.

stray dragon
#

Let me just spoiler those words.

timber valley
#

I did like the symbol for the Emberpelts, so I think you did a good job there.

stray dragon
#

I can't remember where I got the icon for the leaf coats tree, but again, I traced some kind of sign.

timber valley
#

Kinda like those gas symbols for Angel's petrochem gases, I always preferred those over the molecule blob graphics vanilla Factorio had.

stray dragon
#

I used molecular blobs too.

timber valley
#

Yeah, most do.

stray dragon
#

I actually went through the wiki credits for images and downloaded the same tool used to create them for wikipedia

timber valley
#

I liked the way the Angel mods coloured the individual flames to differentiate them, that was a really good idea.

stray dragon
#

It's been so long since I done anything factorio.

timber valley
#

I've been working on updating my electric trains mod, someone posted a workable solution to a problem I had from the very beginning, so that was nice. I really should add manual mode charging.

stray dragon
#

They actually offered me a free copy of the expansion pack, and I declined.

timber valley
#

Yeah they sent out offers to about 300 modders and video makers.

stray dragon
#

I don't mod anymore. I used to.

#

But there's a reason why i stopped modding. I have mixed feelings about factorio.

#

I effectively left the entire factorio community.

timber valley
#

I was never particularly deeply involved (aside from those mod roundups I used to do on the subreddit), these days I just tinker with my mods occasionally and fire it up when I don't have something else to play. Somehow, Subnautica keeps pulling me back more than Factorio.

stray dragon
#

My mods were so influential that Bob's mods has its own entire subforum in the modding section of the forum. They don't offer those anymore iirc.

timber valley
#

Oh yeah, you had, like, an orbit that other people's mods could get pulled into.

#

Like Angel, Py, Yuoki, all the big ones.

stray dragon
#

Yeah.

#

With my factorio history, is it surprising that when I modded Timberborn, I did something big?

#

Also there's a reason why I used some of the same branding for Timberborn from Factorio. Attract people who recognise it.

#

But this wasn't the first thing I did after factorio. Those projects just didn't get any attention.

#

Still, I guess the 2 main things that helped me stand out with Timberborn...
Make something good.
Do it while mod content is still limited, so it gets noticed.

timber valley
#

Ha ha, I saw your name on a couple of things and I was 'ohhh, there's bob working on something for a new basebuilding gaaaame' and I chuckled.

#

But it was good to see you were still around.

stray dragon
#

Yee, thanks.

simple escarp
stray dragon
sharp glacier
# stray dragon And I'm just like.... my budget for this, based on income from the previous mod ...

And that's the rub, isn't it? AI can enable so many people who don't have the funds to do things. Especially for projects that don't make money.

The whole argument has been done and dead by now, so there is nothing new I can say on the matter. I can understand people being upset by commercial endeavors using AI art. But projects that aren't making any money whatsoever? I think people need to lighten up a little bit.

stray dragon
simple escarp
stray dragon
#

People are worried this AI induced RAM shortage is going to kill the steam machine before it can launch.

stray dragon
#

If they pressure you, its probably a scam.

sharp glacier
#

I would generally ignore anyone reaching out to you unbidden trying to get you to buy an art commission.

sharp glacier
simple escarp
stray dragon
#

I heard they postponed the release from Q1 to Spring.

simple escarp
#

Hmm, more time to finish my old playthroughs 😂
Well if it's like why Nintendo delay or delayed games back in the old days, then that's good 🙂

paper spire
# sharp glacier And that's the rub, isn't it? AI can enable so many people who don't have the f...

I don't know that I'd lighten up if someone stole my work and used it for their commercial profit, so I can't really expect artists to either. That's the bigger problem with AI Art. Even if the people using it aren't making money, the people making the AI itself generally are, and they're doing it by stealing wholesale from many, many people who will never see a cent of the profit the AI creator will make.

Not judging -- my avatar is AI generated from someone else who put in their 'conception' of me as a description -- but I think being angry about AI Art's existence is pretty reasonable given how exploitive the whole market is.

stray dragon
#

Agreed.

I consider my AI generated graphics as placeholders. I'll replace them if I get the funds.

#

I really do like the AI generated adult beaver icon for leafcoats, but the others, not so much.

paper spire
#

I agree, it does look quite good

sharp glacier
# paper spire I don't know that I'd lighten up if someone stole my work and used it for their ...

Like I said before, the entire argument has been beaten to death. I get it. Corporations are scummy. But taking it out on, for example, modders who make mods for free who can code but aren't expert digital artists and are just providing fun things for other people to enjoy for games is also scummy.

This argument can go on forever with us saying the same things over and over again, so let me just say this:
I understand why people hate ai art. But hopefully you understand that spreading vitriol, especially to those who don't deserve it, is not a good thing either.

paper spire
sharp glacier
#

No, you haven't spread vitriol. I'm jsut going to give up now, because apparently there is no way for me to phrase something without being misunderstood. I guess I'll just avoid this topic from now on.

stray dragon
#

I personally have mixed feelings. I get why people hate it, there's things I don't like about it, but it can also be kinda useful sometimes.

tight trellis
#

Had a crash with split breeding (which doesn't appear to have a specific thread in here, but I do use emberpelts so close enough), should I just send the entire zip in here for you to look at, or how does it work?

sharp glacier
#

You can drop the zip. That'll be fine. Alternatively, uploading the player log from the error zip should generally suffice.

tight trellis
sharp glacier
#

Here Bob. (You did exactly what I asked, no worries Neko. The benefit of the zip is that it contains the save that crashed as well.)

brazen herald
#

stack trace snippet:

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

System.Collections.Generic.List`1[T].get_Item
Timberborn.Common.RandomNumberGenerator.GetListElement[T]
Bobingabout.BeaverFactionSplitBreeding.BeaverFactionSplitBreedingProcreationHouse.TryGetDwellerToProcreateWith [0x0003d]
...
stray dragon
#

Sounds like it tried to get a random element when the array had no elements in it.

#

specifically when trying to pick a breeding partner.

#

wait, WTF

#

Yeah, that's basically saying "Just do it!"

#

should be this

#

BTW, the full line

#

I should also probably go like this, so I'm not comparing it twice

stray dragon
#

Apparently Mod.io won't let me do anything right now

#
Removed extra file that could be causing issues with Greedy Embers.
Fixed Crash when finding a breeding partner if there are no partners.
tight trellis
#

Do folktale need to be together in the same building to breed or is it more generous than that?

stray dragon
tight trellis
#

How do you move them around to make that happen? Or do I just have to make another district and banish just the folktale to it for that to happen?

stray dragon
#

Also, there's no easy way to move specific beavers around yet, but i have been trying to think of if it would be possible to ban certain beavers from districts or buildings based on their faction ID. I've not looked into how doable that is yet.

tight trellis
stray dragon
tight trellis
stray dragon
#

Should be supported to have all 4 factions, FT, it, ep and charcoal

#

Not tested myself though.

#

But I can see how ironteeth could prevent breeding.

#

I recommend just using large houses, like the large barracks or tenement lodge.

#

Gives your beavers more potential mates

brazen herald
#

I think the game prefers to fill houses to about 2/3 levels, to maximize breeding opportunities.

tight trellis
#

Okay, barracks worked.

#

Good stuff.

stray dragon
#

It will still try and fill a lodge to 2/3 with adults though, then start to fill a different lodge.

#

I just removed the cap that blocks breeding if it already has 1/3 children in it.

tight trellis
#

Game started me off with 2 folktail so I was mightily concerned about them.

sharp glacier
stray dragon
stray dragon
tight trellis
sharp glacier
#

Mm.

stray dragon
tight trellis
stray dragon
#

If you have suggestions on how to get more FT, I'm open to ideas.

tight trellis
#

I think the most reasonable method would be like dwarf fortress where they just hear about what you've got going on and simply invite themselves.

stray dragon
#

On that note...

tight trellis
#

(I do not play dwarf fortress)

stray dragon
#

Tobbert is always FT

#

And has a 1/325 chance of spawning

tight trellis
#

Tobbert?

stray dragon
#

If you have emberpelts, there are 4 named beavers.
Bobingabout, Tobbert, Lapantouflemagic and Battery Smooth.

#

Bobingabout always spawns as Emberpelts and Tobbert always as Folktails

tight trellis
#

Is there a restriction of one per game/at a time or could you eventually with enough work make a tobbert district?

stray dragon
#

So approximately every 325 beavers, you'll get an FT beaver.

Assuming emberpelts can still breed, there's a chance that when a beaver breeds with Tobbert, you get new FT beavers.

#

You can get more than 1 Tobbert, but unless you have around 600 beavers, it'll be very rare

tight trellis
#

So you're saying that it's not "one out of every 325 FT" but "one out of every 325 beavers spontaneously becomes a folktail and the ironteeth still haven't figured out what's gone wrong with their pods"

stray dragon
#

Thats right.

#

It could be born, from a pod, or even a leaf coats plant

tight trellis
#

Ah yes, the tobbert re-seeding initiative.

stray dragon
#

Are you using my name generator?

#

If you are, its a 1 in 80ish chance of getting a named beaver, which is from the pool of named beavers. It will give 1 of each until you've had them all.

If you're not, it will just have all 4 on the list of 325 total names. When all 325 names are used, it adds them to the list again.

sharp glacier
#

How many named beavers you got now?

stray dragon
#

So while you can get 2 Tobberts in a row, it would be the 325th name, followed by the 1st name of the next cycle.

tight trellis
stray dragon
#

Actually i need to double check if I did them right on LC too, as the "add to list" option is a text field with a negative. So false adds it to the list, and anything else doesn't.

tight trellis
stray dragon
#

Its named "exclude from name pool"

tight trellis
#

Then why would you put those names in a list in the first place?

stray dragon
#

It's one of my early tags from before bool had a default option in U6

stray dragon
#

I have my own version of a mod that allows people to add their own names list to the game.

#

Did I actually update the mod.io mod for 1.0?

#

Im in bed, I cant check

tight trellis
#

They haven't yet actually done any breeding. I've got 2 FT and 3 EP in a triple lodge and nothing is happening.

stray dragon
#

How long?

tight trellis
#

2 days in the lodge, and at least 6 or 7 in a barracks before that.

stray dragon
#

That's a long time without breeding... I'll have to check again myself tomorrow

#

I can't even take notes.

So, tomorrow. Check if breeding still works.

Check if I filtered named beavers in name generator and leaf coats correctly

tight trellis
#

I have an entire private discord server that I use exclusively for notes and "smuggling" files between my phone and my computer, because that's way easier than literally any other way of moving files between my phone and my computer.

sharp glacier
#

I use a thumb drive for moving files between the two.

stray dragon
#

I use dropbox

brazen herald
#

draft emails...

shrewd latch
#

USB cable.

stray dragon
#

Email worked until Microsoft changed it so you can't use Web based outlook on your mobile unless you install CoPilot. I don't even want that on my PC, I ain't installing it on my phone.

stray dragon
stray dragon
#

The vanilla name selector will be using them correctly (not added to the list), but the name generator will be assigning them as "Named Beavers", and using them when its not supposed to.

#

There's supposed to be a difference between "Custom beaver by name", this changes graphics, or forces a specific faction based on name, and "Named beavers", which is a specific name to add to the random names list.

The generator is using "Custom Beaver By Name" as "Named Beavers"

#

So i need to look into what I programmed it to do, and change it to what it should be doing.

stray dragon
#

Okay, I think I see the problem.

#

AddNameToList = ExcludeFromNamePool == null || ExcludeFromNamePool.ToLower() == "false";

#

This worked in U7.

#

In V1, it's likely the spec will have auto-included a "ExcludeFromNamePool": "" in the spec file

#

so I should change it to AddNameToList = string.IsNullOrEmpty(ExcludeFromNamePool) || ExcludeFromNamePool.ToLower() == "false";

#

or is it, I'm not sure

#

so, if you don't include the line, it's an empty string, or "false", then it will be added to the name list.

If you type anything else in there, it won't be added to the list.

sounds right.

#

I see an RCE online.

stray dragon
#

Speaking of RCE, the new Timberborners episode should be out about now, shouldn't it?

brazen herald
#

posted at <t:1766163853:t>

sharp glacier
#

What's the code for that timezone flexible time thing you did again?

brazen herald
#

<t:$unix_timestamp:$format>. I always forget and do a quick search for "discord timestamp generator".

#

There are discord commands for interacting with Hammertime too

shrewd latch
#

Only if you have their bot installed.

brazen herald
#

works for me, so I assume I do?

stray dragon
#

doing some debugs

#

it seems to always be true

stray dragon
#

Okay, I'm not sure why it wasn't working that way, but I just deleted AddNameToList and put the actual check if (beaver.ExcludeFromNamePool == null || beaver.ExcludeFromNamePool.ToLower() != "true") AddNameToNamePool(beaver.Name); down where it builds the names list.

stray dragon
#

Guess who

sharp glacier
#

Uncle Chet?!

stray dragon
#

Guess again

sharp glacier
#

Is it you, when EU1.0 came out and all your mods broke?

stray dragon
#

Also no, that would be this

sharp glacier
#

lol

#

What it looks like is a recolored contaminated folktail. Probably a charcoal beaver. But I don't know what condition would give that look, or if that's for a named beaver.

stray dragon
#

a named beaver

#

well, not actually a named beaver yet, but the meme name for a charcoal beaver

sharp glacier
#

...oh. The one that you removed from your random name generator?

stray dragon
#

yes

sharp glacier
#

I know which one.

stray dragon
#

You can say it

#

I'm debating adding him to one of the mods as a named beaver, but not sure which one

sharp glacier
#

Well, the charcoal beavers are only part of Emberpelts, right?

stray dragon
#

Perhaps the new split breeding.

#

Yeah, they're only part of Emberpelts

#

and greedy embers

sharp glacier
#

Oh, you were thinking of which add on to add it to, not which main faction mod.

stray dragon
#

that's right

#

I don't really want to put them in the script pack, as people can use that to make a custom names list

#

if I add it to script pack, that basically forces everyone to have Cokenose in their list

#

Emberpelts would work.

#

Could also do Leaf Coats, don't have to be of the native faction.

sharp glacier
#

How does adding it to Emberpelts, or another mod, not force people to have him in the list?

stray dragon
#

Split Breeding is probably the most appropriate though, as you're probably only using that if you have Greedy Builders, Emberpelts, or Greedy Embers.

stray dragon
sharp glacier
#

Ah, so some people might be using script pack without emberpelts. Got it.
I would then, either, just add it to Emberpelts, or if you want it to be a surprise that's a little harder to find, stick it with one of the addons for Emberpelts.

stray dragon
#

Split Breeding?

#

Would actually serve a purpose that. if all the charcoal beavers die (and you're not using Phoneix Pods), then on the rare chance that Cokenose spawns, his offspring could be Charcoal to repopulate them.

#

I have no idea where to even start coding with this

#

but I want to write in Filters by FactionID

#

So, a house. Set Filter to Charcoal, then only Charcoal live there.

Set a district Center to Charcoal, then everyone not Charcoal moves out.

Set a workshop to Charcoal, then only Charcoal will work there. (Which is a bit less useful)

#

if you're playing something like Greedy Embers, then it would be very useful to, for example, set an Aquatic Farmhouse to FT Only (or FT and IT?)

#

Because, you know you don't want Emberpelts or Charcoal working there

sharp glacier
#

That would be a neat feature.

stray dragon
#

Like I said though, I have no idea where to start with it.

#

I'll need to look through code and stuff.

#

see if I can figure something out

#

So I have split needs, and split breeding, so the next would be split filtering...

#

Perhaps it would be easier to just combine it all into one mod.

Beaver Faction Split.

sharp glacier
#

As long as you can turn off pieces. I know some people might have fun with, say, Split Needs, but don't want to bother at all with Split Breeding.

hasty kestrel
#

So I don't see Vertical Tubeways anywhere in the hotbar for Emberpelts

brazen herald
#

Emberpelts Tubeways are multifunctional, and can do both jobs

hasty kestrel
#

Ah so you just combined them into one?

sharp glacier
#

Good to know, thank you Norman.

spare ocean
spare ocean
#

but yeah district/building faction filters would be cool.

stray dragon
stray dragon
sharp glacier
#

Hey Bob, I just thought of this, but does your Split Needs affect bots too?

stray dragon
#

No, specifically only attached to Beavers

#

Bots would be harder to do anyway, because there's different models involved.

sharp glacier
#

Models, as in the visual aspect of how the bots look?

stray dragon
#

I'm looking for how it picks which bot to spawn.

#

this suggests if there's more than 1 option, the game crashes.

#

I don't actually see anywhere where it says what bot to spawn, just that there's only 1 bot on the Template Collection for Characters.

sharp glacier
#

Interesting. Is that why Greedy Builders only spawns one type of bot?

They do use both types of fuel though.

hasty kestrel
#

What does Greedy Builders do?

stray dragon
stray dragon
hasty kestrel
#

Aye

sharp glacier
brazen herald
#

I would assume the bot type depends on the recipe in the bot assembler

stray dragon
#

oh, right, I think they removed the boost spec.

stray dragon
#

so, Beaver Faction Split Breeding had a couple of bugs.

  1. Pretty sure some Procreation Events caused the game to crash, Leaf Coats Beaver Plants did for example, and it's probably related to them not being a Multi Beaver-faction Faction. (I fixed this bug before checking the other factions)
  2. Folktails wouldn't breed at all, probably because it was failing due to their being no FactionId, as a result of it not being a Multi Beaver-Faction faction.
#

So basically, if you weren't playing Greedy Builders, Greedy Embers or Emberpelts, things didn't work right.

#

and I have to update pretty much all the way down the dependency chain to fix it.

#

Well...
Script Pack has a name generator fix, not related to this problem.

But the Plants mod needs a fix in split breeding, and split breeding needs a fix in split needs.

#

and leaf coats has it's own fixes not related to this problem

#

so it's just Split Needs, Split Breeding and Beaver Plants that need fixing to fix this issue

stray dragon
#
Fix to Custom Beaver By Name for the Name Generator.

Bobingabout Beaver Faction Split Needs:
Fix a Crash that can happen if you were using Beaver Faction Split Breeding on a single beaver-faction faction.

Beaver Faction Split Breeding:
Fix for LeafCoats: Beaver Plants.
Fixed FT not breeding in a FT game (probably also effects other single-faction factions)
stray dragon
#

oh dear. the Emberpelts wonder launcher lanterns, I should fix that.

brazen herald
#

hmm, why are the [TubewayStation, TubewayStation.Small, BotAssembler, Detailer, Wonder] buildings being added to the Folktails FactionAtlas?

#

and a bunch of Pipe stuff (from oldgopher maybe?) is being added to the IronTeeth FactionAtlas

stray dragon
#

I honestly have no idea.

#

Pretty sure I removed references to most FT materials.

#

let me load up blender for a moment

brazen herald
#

let me try without pipes loaded,

#

yea, that removed the warning

stray dragon
#

Okay, Bot Assembler does actually make use of Basewood White.folktails for the bot's teeth.

The entire thing also has BaseMetal.Folktails on it for no reason.

#

Wonder uses Thatched Roof

#

the Detail probably does too

#

so that's why those 3 are on there, but, no clue why the Tubeway Stations are.

stray dragon
brazen herald
#

yep

#

btw, I assume these fields should be considered immutable and should never be changed by an optional blueprint:

      {"BotTexturesSpec", "FactionID"},
      {"CharacterGraphicsSetSpec", "SetId"},
      {"CustomBeaverByNameSpec", "Name"},
stray dragon
#

notice for example, Bridges 2 to 6 have the warning, but 1 doesn't?

I probably clicked on bridge 1, let it parse, gave me no errors, and was like "Okay, bridges are fine, moving on"

brazen herald
#

My pending change to More Mod Logs

stray dragon
#

Yeah, but I mean, which specs they from?

brazen herald
#

BobingaboutScriptPack

stray dragon
#

That's very non-specific ¦3

brazen herald
#

any/all, there's no bug in any of your blueprints

#

I'm adding a warning in More Mod Logs if anything tries to change those fields

stray dragon
#

So... Bot Textures Spec, Faction ID... I'm guessing that's Game faction, so, probably could be changed... is that one an array I forget

brazen herald
#

because TemplateCollectionSpec.CollectionId has been changed too many times, and it always causes pain

stray dragon
#

The other 2 you listed, probably fine to be immutable, I guess.

#

I'm not sure about BotTexturesSpec though.
IIRC, FactionID is a filter, so you can't accidently apply FT Bot Textures to an IT Bot.

brazen herald
#

but would it make sense to change the FactionID of an existing file from another mod?

#

This is mostly to catch where a file has been copied, renamed, and the field is forgotten to be changed, and causes weird stuff to happen

stray dragon
#

if it's an array, I should have used FactionIDs

brazen herald
#

eg, the main file has

{
  "BotTexturesSpec": {
    "FactionID": "Emberpelts",
    "BotTextures": [
      "Materials/Bots/Emberpelts/Bot1.Emberpelts",
      "Materials/Bots/Emberpelts/Bot2.Emberpelts",
      "Materials/Bots/Emberpelts/Bot3.Emberpelts",
      "Materials/Bots/Emberpelts/Bot4.Emberpelts",
      "Materials/Bots/Emberpelts/Bot5.Emberpelts",
      "Materials/Bots/Emberpelts/Bot6.Emberpelts",
      "Materials/Bots/Emberpelts/Bot7.Emberpelts"
    ]
  }
}
#

I assume it would be weird to have a mod do something like (override the same blueprint):

{
  "BotTexturesSpec": {
    "FactionID": "MixedEmberpelts",
    "BotTextures#append": [
      "Materials/Bots/Emberpelts/Bot42.Emberpelts"
    ]
  }
}
stray dragon
#

oh THAT ONE, no, shouldn't be changed afterwards

brazen herald
#

yea

#

it should be a new file in that case

#

so I'm adding a warning if those fields are ever changed,

stray dragon
#

it SHOULD be enough to just click on the blueprint, then click off it with the latest unity mod tools, right?

#

because it basically rewrites the file when you do that.

brazen herald
#

¯_(ツ)_/¯

#

no idea

#

do you want the list for leafcoats too?

#

If you run the game with More Mod Logs, it'll show the current status

stray dragon
#

could be useful, I guess

stray dragon
#

so...

#

Should I add a Power Levee and Power Levee Tunnel to Emberpelts?

#

or, make it an addon mod?

sharp glacier
#

As in...a levee and levee tunnel that also acts as a shaft?

brazen herald
#

Isn't it already part of the water extension/more tunnels mods?

#

i.e. do those mods support Emberpelts?

hasty kestrel
#

Some of them don’t

hasty kestrel
brazen herald
#

oh, dear. I think that's me

brazen herald
hasty kestrel
brazen herald
#

Would you send me the working log, so I can see the warning message

#

There should be a "has conflicting values" section

hasty kestrel
#

Where do I find that?

brazen herald
#

probably %APPDATA%\..\LocalLow\Mechanistry\Timberborn\Player.log

hasty kestrel
brazen herald
#

ahh, Airlock Chamber

brazen herald
#

I've put up a new version without the log message, and with faction validation added too

#

hopefully that doesn't cause any additional issues

raw night
stray dragon
#

Been working on some new icons.
How are these for the Walkways?

#

here they are ingame

stray dragon
#

I'm just going to change the patch notes to say "Updated a bunch of icons." and not try and keep a list of all the ones that have changed in both Leaf Coats and Emberpelts, I've done a lot today.

sharp glacier
#

The second one in the toolbar looks like a magnet, and the one with a circle looks like a washing machine, but they all look good regardless.

stray dragon
#

Emberpelts enter the Walkway Tubeway connection.
"Why are we in a washing machine!"

sharp glacier
#

lol

stray dragon
#

next up, Dam pieces.

#

The Flat Top Floodgate uses the same icon as the Floodgate, so lets fix that.

#

not only did I change the icon between them, but I also changed the height slightly to give me room for the bit on top, and changed the entire range to remain consistant.

#

using the same icons for leaf coats too

#

wait

#

does Emberpelts not have a Levee Tunnel?

sharp glacier
#

Weren't you talking about them last night? You never responded after asking your question.

stray dragon
#

I fell asleep, probably

#

So, currently, Emberpelts have a Levee. Thats it.

Meanwhile, Leaf Coats have the Levee, Levee Tunnel, Power Levee and Power Levee Tunnel.

The Power Levee is basically a power shaft in a Levee. I think one of Knatte Anke's mods has one already.

sharp glacier
#

And you aren't just interested in supporting Knatte's, but adding your own to your faction?

stray dragon
#

Knatte Anke's is the reason why I didn't make one already.

#

but people keep requesting that it should be in Emberpelts by default.

#

Definitely going to add the Levee Tunnel by default.

#

I'll leave Power Levee for now

sharp glacier
#

You do you though, of course.

brazen herald
#

I'm confused about the utility of a Levee Tunnel, why tunnel something out just to replace it immediately with something that also blocks water,

#

(unless it's to block contamination?)

sharp glacier
#

Hmm. It might have had more utility before everything was capable of being placed on everything.
Unless it's also an airlock?

stray dragon
#

I agree, it's less useful than a normal tunnel, or tubeway tunnel, or even tubeway levee tunnel, but sometimes you just want to replace dirt with a levee.

sharp glacier
#

Oh. That tunnel.

stray dragon
#

but yes, Blocking contamination and irrigation is probably the main reason for it.

sharp glacier
#

I thought it was a walkable tunnel through a levee block. =(

stray dragon
#

That would be kind of useful.

#

if I did that, would probably do it as a seperate mod.

fallen mulch
#

Loving all those new icons! They'll make everything easier to select, for sure.

stray dragon
#

Continuing... updated the Charcoal Beaver Contaminated icons, so they're not just grey.
Here's a before and after.

brazen herald
#

niiiice

stray dragon
#

Yeah, just small things that could be improved.

#

I had these at hand anyway, because I was considering making Cokenose a thing

#

doesn't look very different normal vs contaminated.

#

No I haven't actually added him in yet.

shrewd latch
#

You know, if you wanted to annoy people…
On birth: automatically contaminated.

stray dragon
#

Pfft

#

no, just high.

#

no I'm not going to implement a new need just for cokenose

#

Though, someone suggested I should try and add a flavour text for beavers, so certain names have a description of sorts.

sharp glacier
#

Lore game strong if you do!

stray dragon
#

GUI stuff is complicated though, even if I could figure out how to edit a GUI element to add an extra layer to it, I'd probably need to use Harmony to add in extra code to do something with it.

#

and I hear you thinking "But you managed to replace the icon already, how much harder could it be?"

There was already an interface for the icon, that's how it chooses between Beaver Adult, Child and Contaminated vs Bot.

I just tapped into the already existing Interface and added a new one with higher priority.

#

I think I'm at that point in the day when I'm done modding though.

brazen herald
#

I think adding a new section might be easier,

#

theapologist316 has done that plenty

stray dragon
#

Yeah, but he's a Harmony junky 😛
The community needs people like him, and I completely respect what he does, I'm just not one of those people.

#

Lets just say he pokes at the type of thing I typically don't, and vica verca.

brazen herald
#

and I'm a minimalist, scratch the itch, and get it done, and nothing more

stray dragon
#

You can see where I started to work on Leaf Coats, and when I hit burn out on this chart

#

I mean, that's what the chart says to me, it's probably a little out in areas.

hasty kestrel
#

What use would the walkways have over like the current bridges and overheads we have rn?

stray dragon
hasty kestrel
#

I assume you’re also supposed to combine it with Vertical Farming to create like Gardens and stuff

stray dragon
#

Walkways? they're like bridges for housing, so... I dunno, maybe?

brazen herald
#

Does it protect them from the rain? I think theapologist316 has a rainy season right?)

stray dragon
brazen herald
#

Hmm, Ladder for Emberpelts doesn't have a LadderSpec

stray dragon
#

my Emberpelts ladder also uses a custom Path Placer, Leaf Coats ladders do not place a path.

brazen herald
#

but Emberpelts Ladder requires the Ladder mod to be present

stray dragon
brazen herald
#

Then do either EP or LC need to have the path mesh fix?

#

I should just load them up and check

#

yeees, they do 😕

#

so my "check for LadderSpec" isn't good enough

#

and LC has the same (also with it's buildings)

stray dragon
#

Yeah, LC has "Ladder-like" buildings all over the place.

#

I'm not sure what to suggest on how to check if something is a ladder, or Ladder-like.

#

As said, personally, I use TubeAccessPathModifier on all my Ladder-like buildings.

#

but then that also exists on the Tube, BUT, The tube also disables the path mesh

stray dragon
#

note: I can't really use LadderSpec, because that would conflict with Tobbert's mods.

#

anyway.

#
Replaced Charcoal Contaminated Beaver icons.
Added the GatherablePollinateeSpec spec to AppleTree, compatabillity with LeafCoats BeeHive, it shouldn't make a difference.
Fixed Wonder launching Lanterns instead of fire.
Fixed bridge support beam on Walkway Bridges being 1 tile off.
Updated a bunch of Icons.
Added Levee Tunnel.
brazen herald
#

yea, a Spec would be the easy way , but it would require them. I'm hoping to make it auto-detect

stray dragon
#

A much better solution.

#

if you can figure out how to auto-detect it.

brazen herald
#

Got Web UI working for Emberpelts too

shrewd latch
#

Quite the cluster of easter egg beavers you have there.

brazen herald
#

It's easy when you rename them manually

stray dragon
#

Yes. The CustomBeaverByName stuff works when you rename them.

#

If you install the Name Generator, there's also A, E, I, O, U, Chad, Karen and Gary.

#

That last one for JC

brazen herald
#

ahh, I was looking for them and didn't find them

stray dragon
#

Name Generator. They also only have icons. Only Gary has a texture

brazen herald
#

That's fine, Web UI doesn't have a way to show textures, only the Avatars

stray dragon
#

Gary is always green now.

stray dragon
#

and assigned to Leaf Coats.

#

So, Battery Smooth is always an AmpEar (but that faction doesn't actually exist, so...)
Bobingabout and eMka are always Emberpelts.
Lapantouflemagic is always a Whitepaw
Tobbert is always a Folktails.
Gary (in Name Generator mod) is always a Leaf Coats.

sharp glacier
#

Who you gonna make always on Iron Tooth?

stray dragon
#

While it could be interesting to include an Iron Teeth faction beaver... We don't need one, as with with the Split Breeding, they'll always come from Pods

#

The others (unless you install Phoenix pods or Beaver Plants) can only be obtained from breeding.

#

So, the only real hole, where you can't restart the population is Charcoal.

#

(though Gary is a generated name, it's not in the custom names list, and in the name generator mod, not Leaf Coats, so... if you're only using Leaf Coats, he can't show up)

sharp glacier
#

Maybe someday we'll get an always Iron Tooth.

stray dragon
#

I know I keep saying Cokenose should be a Charcoal.

But there's a reason why I removed him from the name generator.

#

Maybe I should make it a stand alone mod

#

just "Charcoal Beaver: Coke Nose"

#

Anyway, Currently, Beaver Faction Split Needs is a thing, has the core of Beaver Faction baked into it.

As such Name Generator interfaces with it to figure out Beaver Faction.

And Beaver Faction Split Breeding also interacts with it to figure out (and set) Beaver Faction.

#

So, because of how interweaved Beaver Faction Split Needs and Beaver Faction Split Breeding are, and I was thinking about the extra Beaver Faction Split Buildings mod...

Well, I'm thinking of 3 options going forward.

  1. Just add Beaver Faction Split Buildings to the list, so there's 3 mods.
  2. Combine them into 1 for the full experience, just Split Beaver Factions.
  3. Split the "Needs" part of Split Needs and Beaver Factions, so each is it's own mod. So there'd be 4 total. (or the current 2 become 3)
#

1 is obviously the lazy option.

I'm guessing most people would either ask for option 2 (just 1 big mod that does everything) or option 3 (able to choose each component independently)

#

Because I can definitely see people already wanting split breeding without the needs.

sharp glacier
#

I've already stated my opinion. As long as whatever method you choose lets us choose which part we can play with, I don't think it matters too much in the long run.

I assume there are pros and cons to keeping them all separate mods or combining them into one.

stray dragon
#

Well, the only real reason why Name Generator and Split Breeding want Split Needs is to access the Beaver Faction part of it.

so, if I'm not going to combine them all into one, it would be wise to split Split Needs into 2.

#

Split Breeding does also want (optional) access to the name generator though, because it will call it to choose the correct Faction.

upper bane
stray dragon
#

Because they're the only ones with End end "ry".

#

I guess it means if you have no leaf coats, you can't get more leaf coats, even via Gary.

sharp glacier
#

So combine them all into one mod, and give us a config to turn off parts we don't want.
You can even add optional dependency on the mod settings mod so we can do it in timberborn instead of going through files.

stray dragon
#

Not sure how the mod settings mod works yet

#

but.

#

I'd probably split them up

brazen herald
#

ModSettings currently only integrates with code, but I've wanted it to work with blueprints before

stray dragon
#

Yeah

#

From looking at the Beaver Faction Split Needs mod, I never really wrote it with splitting it into parts in mind.

brazen herald
#

Like #append but #if(ModSetting.ModName.SettingName)

stray dragon
#

Also, Morning, did you see my other messages about the nav mesh mod you were working on?

brazen herald
#

Yea, I've been doing family things this morning, so haven't had time to look at it yet.

upper bane
#

So if playing leafcoats there's a possibility but if playing another faction with greedy and split faction he may appear if there's other leafcoats?

brazen herald
#

The screenshot you posted looked like it was all working nicely.

stray dragon
#

Then point to the Timbermesh in your blueprint

upper bane
stray dragon
# upper bane Thanks for the clarification

Actually, my mods don't really support Luke's Beaver Factions.

The Faction IDs are pre-coded for each faction.

So if you're playing as Folktails and adding all the other members to it, the "Beaver Faction" mods won't link up to it, because they'll think you're just playing Folktails.

#

I forgot what his mod is called

stray dragon
#

Gah. I can't touch anything in Beaver Faction Split needs, because it breaks Name Generator, Beaver Faction Split Breeding, and Leaf Coats Beaver Plants.

#

I mean, I can, but, that's quite the ripple.

stray dragon
#

oh, and Food Extension

#

not for scripts, but because it has blueprints

#

and for some reason, I named the BFSB ones BeaverFactionSplitBreedingSettings instead of BeaverFactionSplitBreedingSpec

shrewd latch
#

Beevers?
Do they build dams out of wax to control the flow of honey?

stray dragon
#

typo ¦3

#

not an idea for my next mod

shrewd latch
#

Honestly, I don't know you do with a bee-themed faction anyway, but I couldn't resist.

stray dragon
#

indeed

stray dragon
#

Progress on splitting the Beaver Faction Split Needs into 2 mods is going well.

#

I've effectively done it inside the same mod, and all the stuff that external mods should access is done with a pass through.

stray dragon
#

Okay, seems I didn't need to update Beaver Plants.

#

but I've had to do minor patches to Name Generator and Beaver Faction Split Breeding.

#

and food extension

stray dragon
#

hmmm

#

Vanilla has changed the models for Terrain Block.

#

Should I make the same change for Emberpelts?

sharp glacier
#

It didn't get updated with vanilla? I don't see why you shouldn't update it to match.

stray dragon
#

Because I made my own custom coloured clones of the U6 ones.

sharp glacier
#

Ah.

stray dragon
#

I can just link to the new ones, as they use common materials.

#

The old ones didn't

stray dragon
#

An interesting point I've never thought of before.

stray dragon
# spare ocean happened again. lol

All I can really say is, make sure you have the latest version of Both.

I know Zxuiji is trying to update Greedy Embers, and he has Food Extension.

Though on that note, I also keep saying to zxuiji he needs to make sure he has the latest version of my mods too.

tight trellis
# stray dragon

One part of that could be solved by making the walkway tubeway unlock when purchasing the tubeway station, like with the food crops and their relevant farming building. If that's something that can be modded.

stray dragon
#

Not sure how to do that to be honest

#

though I do know Tobbert does that with the railway parts on the railway station.

tight trellis
#

Is it possible to have it so you can't place something unless something else already exists placed on the map? If so, you could require the standard tubeway station to exist before allowing the walkway tubeways, something something subsidiary something something power the system something something branch and leaf.

#

Somewhat unrelated, is it possiblet o have tubeway connections that you can only exit and not enter? Because having an exit-only that's a smaller size wouldn't be unreasonable, both in realism and balance, and that could be its' own entire thing not strictly related to the walkways. Like, just a mini-mod or what have you.

stray dragon
#

Would probably be easier to do your first suggestion, since that logic already exists, I just need to know how to tap into it.

#

Like I said, Tobbert does it in Choo choo

stray dragon
stray dragon
#

and you don't want to mesh with the nav mesh, I've tried before, it's way too easy to break everything.

#

I thought I had the Tiny Tubeway Station, where each wall could be a Tubeway Connection, or a Door to Path connection working, but while the paths did actually connect in both instances, it broke the mesh entirely, you zoom out and you'd see beavers sitting on a path "Lost" or walking, then teleporting back and walking on the same piece of path again.

tight trellis
stray dragon
sharp glacier
#

I thought you had the whole connect a door at any point it meats a path thing working?

#

Oh wait, I was watching you do that with the housing, not the station.

stray dragon
#

It's that "Path or Tube" that breaks everything

#

in fact I was tripping over this with the Branch Bridges too. The solution was basically... Screw it, It's all just Path.

#

That's why you can place a Path next to a Branch and they'll connect

#

Originally it was going to be more like Walkways, where you needed the "Gate" to cross from Branch to Path. The Branch Block is kind of a holdover from that system, because originally there was more than 1, where you had an Arch on it exit to Paths.

#

The Branch block does still have uses though.

#

But with it's current implementation, you can look at it more like a decorative path.

tight trellis
stray dragon
#

I think we already have the "Cool as S*" Paths, with Tubeways

#

and Ziplines

#

You can do a lot with it, the only thing it doesn't really support is 1 edge being able to connect to different things dynamically.

#

On that note, I think the last time I tried to do the dynamic walls of Tiny Tubeway Station was back in U7.

#

I've had to completely rewrite the Tubeway Bridges (Which are still broke BTW, don't build on them. eMka did say he wrote a fix, but forgot to include it in 1.0.6) for V1.

#

The game engine effectively removes the tubeway (or bridge), reconfigures it, then places it again (without deleting anything on top of it)

I could in theory do that for Tiny Tubeway Station too.

#

though, there is the slight problem that if you do this more than once per update, the game crashes, so for the Tubeway Bridge, I have to restrict it to OnTick.

#

Which means you have to unpause the game for the update to happen.

stray dragon
#

Looking at the Tiny Tubeway Station dynamic Nav Mesh thing again.

#

I actually implemented something that works...

#

Until you destroy the station, then the nav meshes remain anyway

#

and sometimes it crashes saying something along the lines of "Cannot create nav mesh, it already exists"

#

so...

#

Not publishing that.

#

Though eMka does say I should "Wait for one frame" before calling Enqueue

#

How do I wait a frame?

stray dragon
#
Patched CharacterAvatarSetter to use AssetRef instead of a string and AssetLoader.
Also Converted Texture loading to use AssetRef.
Correct spelling of TryGetBeaverFactionId on CustomBeaverByName and CharacterGraphicsSet as used by Beaver Factions.
Fixed a bug where if another mod set a beaver's fur color on creation, it may not have actually been applied.

Emberpelts:
Updated Terrain block to match vanilla factions.

Bobingabout Beaver Faction Split Needs:
Split out the Faction control to new Beaver Factions mod. This is a new Dependency.


Emberpelts Food Extension:
Updated for Changes to Beaver Faction Split Needs.


Name Generator:
Changes to use look for Beaver Factions mod instead of Beaver Faction Split Needs.

Beaver Faction Split Breeding:
Changes to use new Beaver Factions mod instead of Beaver Faction Split Needs.


Beaver Factions:
New. Split off from Beaver Faction Split Needs.
stray dragon
# stray dragon How do I wait a frame?

TickableComponent calls Tick() every update cycle (only when game isn't paused)

Apparently, IUpdatableComponent calls Update() every frame (Even when paused)

#

so it's likely that's what I should be doing with Emberpelts Dynamic Tubeways and Tiny Tubeway Station's Path connections.

stray dragon
#

Did I update Emberpelts Shrub and Hedge to V1 animations?

#

I definitely did Leaf Coats.

#

Yes I did, I loaded the game and checked.

I can't find my working files in Blender for it though.

#

oh, it's all in Plants V1

stray dragon
#

Name generator throwing out borderline names again

#

I'm not sure I can get around this, it's basically made up like...
U + d + i + ck + n + a + s

#

The only way to block such a name would be to write a list of banned words, and reject any name that contains that substring.

which adds a lot of processing time, because you'd have to run every generated name through the routine that tries to find a substring for every banned word one at a time.

lilac maple
stray dragon
#

Though I'm not sure if that would actually work, because most Folktails materials are in an atlas.

#

also you've listed a lot of materials there that don't actually exist.

WindowsAtlas.Folktails and WindowsAtlas.Ironteeth exist, and are very different.
Emberpelts use both. so the Folktails one is WindowsAtlas, and the IronTeeth one is WindowsAtlas2.

#

Folktails also don't have Plater_Black.

lilac maple
stray dragon
lilac maple
#

Let me try.

#

"PrefabName": "ZiplineBeam.Folktails",
The field name will be PrefabName?

lilac maple
stray dragon
feral belfry
#

@stray dragon Do two layer deep leveels block irrigation on emberpelts, in addition to badwater contamination?

#

It appears they do, just making sure I am not missing something

lilac maple
# stray dragon While in theory it should work, I haven't tried it myself with V1. I'll have to...

@stray dragon Found the issue. AutoAtlas file name casing was wrong.
configurations\autoatlaser.blueprint.json Game don't use camel case here. (Don't know why 😭 )

So making everything small works. Found this in the AutoAtlaser.blueprint.asset
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 424675227, guid: b5fd5e0bfcb5b053539bf980e22fe13d, type: 3}
m_Name: AutoAtlaser.blueprint
m_EditorClassIdentifier:
_path:** configurations/autoatlaser.blueprint**
_content: "{\r\n "AutoAtlaserSpec": {\r\n "AutoAtlasSpecs": [\r\n {\r\n "Name": ........}"
_source: Game

stray dragon
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Well, it's working, that's good.

stray dragon
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Not the colours I would have chosen for each spot, but it worked.

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The frame should be Basewood_Brown for example.

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The side walls should be Plaster Black, but since they're the same colour as the sloped sides, if you change the front and back, it will change the roof too.

coral magnet
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tomato juice seems a bit overpowered not gonna lie

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20 days and I've consumed 200 units of water with 50 beavers

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it almost feels like tomatoes are producing x100 the liquid they consume

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I would honestly advocate for each tomato giving 2 units of juice instead of 3 but that would probably need to cascade to all juices

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I like what juices do, I think they do it too well

brazen herald
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Juices are the Emberpelts superpower

shrewd latch
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Honestly, the most ridiculous crop is corn.

  • Fuel for bots/liquid fuel engines
  • Grilled corn
  • Cornbread
  • Corn Juice

Plus, if playing greedy embers… corn rations.

coral magnet
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I don't want to completely make the water mechanic obsolete just by having a few juices

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I'm saying this after like at least 50 hours of playing them and doing different things

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This is my current setup, water just isn't consumed

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10 days and replenishing like half or 1/3rd of that pool and it's pretty insane

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and that's mostly just evaporation

stray dragon
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Yeah, if I nerfed Tomato juice, I'd have to nerf all juices.

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and if I do that, I'd have to watch Corn Juice, as that takes water.

I don't want it taking more water to make than it gives in thirst reduction

shrewd latch
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Honestly, if you were going to nerf them, why not just add a small water requirement for each juice?

stray dragon
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Corn already has that

stray dragon
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Bah.
I just noticed a couple of my mods are wrong.

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A bunch of files that are supposed to be in Beaver Factions are in Beaver Faction Split Needs and vica verca.

stray dragon
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Fixed Emberpelts Tubes only updating Stackable and Occupy Top while the game wasn't paused. TickableComponent -> IUpdatableComponent. (BobingaboutTubePlatformVariant script) Thanks eMka.
Stackable: Can build on top of a tube, and support what's on top of them.
Occupy Top: Allow you to build platforms or overhangs over a tube, but prevent you from breaking a vertical tubeway by building a platform or overhang in the middle of it. 
Fixed Leaf Coats crash when demolishing a Loose Dirt block. (BobingaboutRubbleSpawnerSpec script)


Emberpelts:
Increased the Unlock and Construction Cost of the Tubeway Walkway block, brining it more in line with Tiny Tubeway Station than a Tube.


Emberpelts Ladder:
Added Ladder Tunnel


Beaver Factions:
Fixed Had incorrect Blueprint set. (Had files that should have been in Beaver Factions Split Needs, and files that should have been here were in there.)
Added Greedy Coats and Greedy Nation Definitions. (Now supports Emberpelts, Greedy Builders, Greedy Embers, Greedy Coats and Greedy Nation. Other Factions like Folktails, Iron Teeth, Whitepaws and Leaf Coats that only have 1 Faction of beavers don't need support. Doesn't support Configurable Faction as a means to play multiple factions at once.)


Bobingabout Beaver Faction Split Needs:
Fixed Had incorrect Blueprint set. (Had files that should have been in Beaver Factions, and files that should have been here were in there.)
vague glacier
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https://www.youtube.com/watch?v=q6Y3cKMPtyU Emberpelts Inventor at work (turn on captions for commentary)

Primitive Technology: Convection turbine experiments (hot air windmill)
Subscribe: http://bit.ly/subPT | Never miss a video! Enable ‘ALL’ Notifications!
Watch my newest content: https://youtube.com/playlist?list=PLGnWLXjIDnpBR4xqf3FO-xFFwE-ucq4Fj&playnext=1&index=2

Follow Primitive Technology:
Wordpress: https://primitivetechnology.wordpres...

▶ Play video
timber valley
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I'm always struck by how good he is at making his own fire.

coral magnet
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PSA: He fakes some of his stuff

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tbf we don't know what's actually true besides what's on camera, cause there's been instances where he clearly used machinery

timber valley
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Really. Such as?

dark summit
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They don't do anywhere near all of the excavation by hand and there's a lot more people behind it than who's on camera

timber valley
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Yes, the imitators do, that's well known. John doesn't.

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If you can spot a track mark somewhere in one of his videos, I'd be interested to see it.

feral belfry
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Hmm... I have the Wonder of Fire built right next to where all my beavers live, but not getting a buff a s a result.

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Oh, nevermind... The buff only occurs when you launch

shrewd latch
feral belfry
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Yeah, I didn't realize that the buff expired. I knew you had to launch, but I assumed the proximity remained afterwards.

shrewd latch
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The moment you launch, it sets them all to full, and if it's set like the others, it theoretically lasts 100 days.

I say theoretically because while the buff lasts 100 days, the beavers don't, and newborn beavers don't get the buff.

feral belfry
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But every other monument is by proximity alone... You should be able to understand why I was confused.

stray dragon
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Wait, other wonders are proximity alone? When did that change happen?

feral belfry
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Other monuments.

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All monuments except wonders are based on proximity.

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I am an avid player but not so obsessive that I pay attention to things like that.

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So when I noticed that I wasn't getting the buff, despite being within the proximity, I don't think it was unreasonable to have a first reaction that something was wrong... So I posted the comment.

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Ten I thought about it more, and did another launch and confirmed it was due to the launch, so I posted that.

stray dragon
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So, you've not really used any wonder before?

feral belfry
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No, i just don't obsessively track my buffs. Even the ingame tooltip only says it is related to proximity, not procximity and time.

stray dragon
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Does say "When launched"

feral belfry
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But it doesn't say "and then expires sometime later"

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I had already launched... THis was sometime later.

stray dragon
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If it lasts 100 days, that's basically set for life.

brazen herald
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"Matches the behaviour of other factions wonders" 🙂

feral belfry
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Except that every other monnument only requirwes proximity.

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You understand that I figured outy my mistake on my own, right?

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Do you inderstand how fucking condescending it is to be lectured on why I should have figured it out faster?

stray dragon
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I'm just using the locale description from Vanilla Wonders.

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I don't mean to lecture

feral belfry
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I undersand.. Did I say, "bob, you are wrong here!"? No, I was confused, then I figured it out

stray dragon
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I just woke up x.x

feral belfry
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I was already farily pissed off for having to defend myself from them, so your response just was fuel on the fire.

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I hope you know how much i respect you and everything you do.

stray dragon
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Things happen. I do in general try not to take things personal or as an insult.

I've done and said dumb things in the past, and know I likely will in the future.

spare ocean
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greedy nation v1.0.5.00 (mod io): split needs dont appear to be working? maybe? (also leaf coat breeding plant thing) im seeing carrots in nutriton on an iron teeth beaver for instance. i wonder what else is broken... (and i wonder if greedy embers and such is broken too? i gotta check that)

stray dragon
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I only added greedy nation support in the latest version.

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I haven't added support for it in the beaver plants mod yet though.

spare ocean
deep light
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"Hrm... gonna make LeafCoats immune to thistle?" he asks as his EmberPelts get shredded by the stuff. /laughs

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I know... just build bots and be done with it. 😛

stray dragon
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Okay, Only new content for Leaf Coats, but a total of 16 mods updated for V1.0.7.0 fixes.

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Fixed for V1.0.7.0

Emberpelts:
Fixed for V1.0.7.0

Emberpelts Ladder:
Fixed for V1.0.7.0

Project Phoenix:
Fixed for V1.0.7.0

Bob Storage:
Fixed for V1.0.7.0

Bob Platforms:
Fixed for V1.0.7.0

Tiny Tubeway Station:
Fixed for V1.0.7.0

Tubeway Levee:
Fixed for V1.0.7.0

Zipline Levee:
Fixed for V1.0.7.0

Tubeway Bridges:
Fixed for V1.0.7.0

Tubeway Top Connection:
Fixed for V1.0.7.0

Convenient large water wheel:
Fixed for V1.0.7.0

Leaf Coats:
Updated District Crossing Model.
New Models for the Tree Side Block Branch Access.
Added new Gatherer Hut (Like a Farmhouse but for Gathering). Beavers work twice as fast and carry twice as much compared to a Gatherer Flat, has 2 workers.
Added Worker Outfits.
Fixed for V1.0.7.0

Leaf Coats Beaver Plants:
Added Greedy Coats and Greedy Nation support.
Fixed for V1.0.7.0
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If a mod isn't listed here, no update needed.

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Mods not updated:

No Breeding: The mod doesn't actually contain any assets, it's just a key. (it contains a few blueprints that Beaver Faction Split Breeding looks for)

Housing Optimize: Scripts only, and doesn't touch anything that changed.

Beaver Factions, Split Needs and Split Breeding: All custom scripts.

Name Generator: All custom scritps

Emberpelts Food Extension: no building blueprints, it's all recipes and modifiers.

Leaf Coats Badwater and Explosives: The actual assets that were broken are stored in the Leaf Coats mod. These just include a Template Collection to enable the buildings.

stray dragon
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Updated a bunch of mods to be compatible with the new way Greedy Builders/Embers/Coats/Nation loads Buildings.

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this includes:
Emberpelts Ladder
Project Phoenix
Storage
Platforms
Tiny Tubeway Station
Tubeway Levee
Zipline Levee
Tubeway Bridges

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Also edited Emberpelts Food Extension to add the needs to Greedy Nation.

deep light
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I really should try Greedy Nation. It looks cool.

sharp glacier
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From the name, I assume Greedy Nation is all the factions that we know of, mod and vanilla.

deep light
sharp glacier
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Fair. Thank you.

timber valley
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FT, IT, EP and LC?

stray dragon
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Yes

deep light
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@stray dragon Greedy Nation crashes on load or new game if the emberpelts food extension is activated.

stray dragon
stray dragon
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You using a steam or mod.io version?

tawny terrace
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do the houses connect with out stairs or ladders vertically? i have 2 houses stacked and they are in the top ones with out a way up and was wondering if its a glitch or on purpose

deep light
shrewd latch
deep light
stray dragon
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very important on load order in this one

tawny terrace
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and thats only a emberpelt thing?

stray dragon
deep light
sharp glacier
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I think Bob is telling you to put food extension after greedy nation and try it again.

deep light
sharp glacier
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Trying to collaborate all these mods, and cross-author too, is probably so much fun.

stray dragon
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I had an idea on how to fix it so load order doesn't matter, but it means updating all of the related mods.

Food Expansion, Emberpelts, Greedy Embers and Greedy Nation.

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Gonna do a test now.