#Emberpelts - New faction!
1 messages · Page 9 of 1
Yeah, Emberpelts do not have treated planks.
k, I put a first pass up at https://darkskies.za.net/~norman/timbertrees/v1.0/enUS_Emberpelts.html
seems right
I won't have access to things for a while, so... bug report log here.
- Check locale entries on straight stairs.
- Check good usage on breeding pods.
I'm home for the day
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.
Gonna fix the Phoenix Pods issue and publish that right away.
Game crash, major bug.
is that what a vertical power shaft is supposed to look like?
Apparently so
Considering context, how does this look?
view of it in the game
will be in the next version of Emberpelts when I release the update, whenever that might be.
Give it a little time for error reports to come in
Locale entry for MetalPlatform too
Which, the 1x1?
That has always bothered me about the vanilla vertical shafts.
Yes.
someone is reporting that Bob Platforms doesn't work as of the latest update. Is anyone else having this issue?
greedy embers (mod io, not steam workshop) is having a wooden stairs error for me. 1.0 experimental branch btw)
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)
is this an issue on bob's or xyuiji's end?
either way, just mentioning this incase nobody was aware.
Yeah, Greedy Embers for V1 was build based on the U6 version of Emberpelts, zxuiji would need to fix it for the actual V1 release.
I sent him a message about it, but haven't heard back to him since.
Before then, he was talking to me basically every day asking for help
just me that the stair does not have a name?
Yeah, previously reported, and fixed, but not released yet.
also metal platform
That too
Though if you find any others, I haven't fixed them.
hmm, steam engine smoke is acting weird. It seems my definition of "Down" isn't quite the same as vanilla.
might need to edit the Engine models slightly.
It seems my definition of "Down" isn't quite the same as vanilla.
lol
😮 looks like i have not enabled emberpelt support in staircase mod😮
it could have changed over time, and my model hasn't.
or perhaps I didn't fix it back then because I wasn't as good at the modelling.
I just think its funny that "down" is being defined differently at all.
Well, it's more the Z axis than Down.
you angle the exhaust slightly upwards from horizontal, and down isn't just down, it's down and slightly forward.
in my case, Down is slightly forward and slightly inward
which is probably why the smoke drifts inwards towards the top of the engine
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.
or vica verca, hard to tell since the axis are different in unity
According to the engineers at college. Z is always "The direction of travel of the cutting tool", so a pillar drill for example, when you pull the handle to make it move down, that's travelling down the Z axis.
Another way to think of it is "The direction the camera faces is Z"
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.
Boo. But I guess that makes sense.
It's also interesting because a Lathe has an X and a Z, but no Y.
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)
you don't really lift the tool up and down, otherwise you miss the center.
hmmm
Even in Vanilla, the smoke doesn't go "Up"
in this case, green is up.
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
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
If it's read from .blueprint.json it's autopopulated by the mod's Name (as shown in the mod list)
but if it's a BlueprintAsset then it uses whatever Source is specified in the BlueprintAsset
Crash when hovering over the District Crossing Tubeway
"WorkplaceBonusesSpec": {
"WorkerBonuses": [
{
"Id": "",
"MultiplierDelta": 1.0
}
]
},
Yeah, will have to look at it when I get home later.
Probably tube speed bonus.
Yeah, that
I decided since I have half an hour before I need to leave for Dury Juty, I actually have enough time to fix it
so I've already fixed it, it's building
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.
Dury jury sucks. I actually got picked once. I know it's a requirement but it wasn't a picnic
so far it's been 3 half days of sitting in a lounge being bored. Well, that 2nd day they took us down to the waiting room, then after 20 mins send us back upstairs saying they'll get us when ready to proceed. 2 hours later they said "They pled guilty, you can go home now", then it started raining, I had to cycle home in the rain.
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
Question. Has anyone tried the Aquifer Rig yet?
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.
Mostly wanted to know if people thought it was balanced
It gives you a lot of water
It's as powerful as 15 normal water pumps. Maybe 12 automated pumps (takes 8 times the power)
My numbers could be wrong though, this is from memory.
oh, dear, I just watch'ed JC's latest episode, what entertainment.
Water Extention PowerEdition has Powered Levee and supports Emberpelts. I assume that means it has a Powered Levee for Emberpelts too.
I think it has the Power Levee, but I don't think it has the Tunnel version.
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.
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.
0lets also not forget that the iron teeth power wheel is based on a real device that actually existed.
So... I agree, its fine, they're over reacting.
This always comes up in any grid based game
It's a very simple shape
Almost impossible to avoid without locking yourself into very weird restrictions.
Steam is a master of distribution. Lol
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.
Basically, whenever you load a save game, anything on top of a tubeway bridge gets demolished.
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.
and when I say everything on top of a tubeway bridge, I mean EVERYTHING, even the bridge tube pieces.
Is that every time a save is loaded, or only loading in from an old version?
Every time.
I did a test, built a thing, saved the game, loaded it, demolished.
That's unfortunate. Does it only affect the Tubeway Bridges?
Yes.
Well it also effected Leaf Coats Branches, but I was able to fix that one, because there's only a limited number of things you can build on them.
the tubeway bridge, you can basically just build anything on it.
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?
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.
but...
there's also people who do things like what you see on the left there, and it all just goes bye bye
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.
Yeah, I asked eMka if they can take a look and figure out what's going on.
I wish you luck.
in the mean time, updating some other things
not sure if I like it
for leaf coats, I only did the dam
yes, that's the old top on the new bottom
I dislike it less
Those all look great.
I think the Emberpelts one is too red.
Maybe if there is a bunch next to each other? Seeing one in isolation though, it looks cool.
Interesting. Do you have thoughts on working around this?
wait for eMka to fix it.
lol
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.
it includes things like platforms, large metal platforms, etc. by all factions that have tubeway bridges, not just emberpelts, this effects IT too!
So...if I have one high things on a two high platform when I load the game, they go poof?
Specifically on bridges, because of the way they're defined.
Oh, only for your bridges. Not just with vanilla things. Got it.
but Iron Teeth also have the bridges.
so you can build Vanilla things on my bridges, and they'll also go poof.
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.
Not Emberpelts yet.
So I updated Emberpelts anyway, even though bridges are broken.
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)
that spelling mistake can stay there.
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.
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.
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.
That's why I haven't tried to make it yet.
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)
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.||
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.
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.
i mean, that would make some sence, maybe? though not having any IT ever in the founders would be odd, no?
Perhaps low chance rather than no chance.
1 in 5 or 6
so, that would be like, 10 FT and 2 IT in your starting batch (if even RNG)
that's actually the ratio for Emberpelts to Charcoal.
and yet some people start with Bobingabout, Lapantouflemagic, Battery Smooth and Tobbert.
i remember getting 2 of those special names as staring beavers on one of my greedyembers save one time
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)
yeah like a specialised breeding pod with a grill-like recipe filter thing to produce a specific faction type (obviously for example emberpelts or charcoal wouldnt show up in non emberpelt/greedyembers saves)
any suggestions of a good map to use with emberpelts for a first playthrough with them?
oh, hey, it's RCE

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
Yes, that one.
I released an update for Emberpelts for Experimental.
But the update released yesterday breaks the Tubeway bridges.
It'll all be fine as long as you don't build anything on them.
building on the tubeway bridges is kind of cheaty anyway
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.
ah can't do Oasis with my emberpelt playthrough for reasons
they don't need badwater specifically then? (I am going in blind so no clue how they work)
they work on any map then?
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)
ah cool, got it- I wasn't sure if they were like a badwater type faction
I considered that, but no, no special ties to bad water.
cool ty, looking forward to checking them out
it wont be any time soon though as a heads up
I'm looking forward to watching you checking them out 😛
Are you going to go Raw Emberpelts, or install any of the other addon mods, like Ladders for Emberpelts, Project Phoenix (alternate breeding method) and Food Expansion (more cooking recipes)
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)
open to suggestions though
That's a fair point. And I get that.
Just keep in mind that if I made the mod specifically for Emberpelts, I'll try and maintain it alongside the main mod.
For a first playthrough, I'd recommend Ladders for Emberpelts, and Tiny Tubeway Station.
Feel free to come back and ask me anything if you have any difficulty getting things working.
oh, and bare minimum, you'll also need the "Bobingabout Script Pack", Emberpelts won't work without it.
That one is the foundation that Emberpelts and Leaf Coats run on.
Well, that was interesting.
Even if I admittedly don't watch him since the differences in what we find funny are irreconcilable.
hmmm
I mostly just watch RCE's Timberborn videos. It's been a while since I've watched any of his other ones.
I enjoy RCE's videos. I haven't watched in awhile, but I go through cycles.
I'm sure the first Incident™ will be just everyone getting wet fur.
lol
Thankfully it won't be as catastrophic as badwater contamination
Yup
One problem with oasis is that emberpelts don't have an aquifer drill
So much of that map's puzzle opening the flow of aquifers to refill basins and dry river channels is lost
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
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
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.
but it removes most of the incentive to interact with the terrain on that map
this is a fair point.
To make a counterpoint: I didn't build a single drill on that map as Iron Teeth, all the way to wonder.
Well, that's why you're allowed to build from bridges.
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.
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.
it did seem to actually load though
The SoftCapVersion is 0.7.6.0
I think if you try and load a save game from before that, it just says no and won't let you
but I guess the maps are more relaxed.
yea, HardCapMapVersion is 0.1.1.1 (HardCapSaveVersion is 0.7.6.0)
(this is in Data/StreamingAssets/VersionNumbers.json)
Fortunately you can always revert to u7 to load and save a savegame.
Interesting. I can certainly see how it wouldn't be that hard (there's two ancient aquifer pumps you can activate, and that plus some dynamite is can get you plenty of farmland. Just seems like the map wouldn't be all that fun if you're ignoring the mechanic it was created to show off.
I played with the seep.
I mean, I turned on that one closest ancient drill, but didn't really do anything with it.
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
"oasis" indeed
Here are the shots I took: #🐸experimental message
Looks like I used the ancient drill for some power towards the end.
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.
Yeah, it's not any feasibility problem
Oh I just scrolled through, hey RCE!
I did that with FT, I was doing a 50 beavers, no bots, no terraforming, max wellbeing challenge, and I only built/turned on drills for more power from water wheels lol. Near the end I moved my water pumps out of the central oasis to be by the close ancient drill but it was entirely unnecessary, just wanted to make the oasis itself more pretty.
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)
what did you do when you got that?
Because I think it's related to rubble
Beaver went to get drink and once he take it then it crashed. If i put the Anita beaver to stop, then it will crash on another beaver.
It was updated game with some rubbles, but also sometimes i see in the error logs placement of ladders.
And here is from fresh new game i started...
Didn't they just change how rubble works? Maybe messing with something
I was suspecting something like that i have some old rubbles which dissapeared after update... but game without emberpelt mod was ok.
But on this new fresh game it is clearly related to rubbles... deleting platform, forcing rubbles... crash
I'm not home to check right now, but, I'll take a look.
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
huh
Plaster_Black.Emberpelts does indeed exist, it's used on pretty much every building
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.
I'm not sure how useful the error save would be, as that's the save after the error
would probably be better to have 5 Starting item
lets see what happens when I load it
okay, so, it loaded fine, and as soon as I press play, it crashes
I did have a thought on it though.
Didn't the devs make a change to give the district center some storage specifically for collecting rubble?
I might not have added that.
A couple of changes, yea
The fields in SimpleOutputInventorySpec were changed,
and InventoryLimitRowHiderSpec was added
"SimpleOutputInventorySpec": {
"Capacity": 20,
"IgnorableCapacity": true,
"UnlimitedTotalCapacity": true
I made those changes, game still crashes when you unpause
HOWEVER.
Delete the rubble, and that solves the problem
and by that I mean, new rubble doesn't crash
So I guess I should push this update
So I did this with the live version (without any fixes) and it didn't crash.
so I might not have actually fixed anything.
lol
Coding is so hilarious to me. Especially watching other people do it.
You have my sympathies though. I'm not laughing at you.
okay, problem is NOT fixed.
If you demolish at night, when day starts, the game crashes
But if you demolish during the day, it's fine?
okay
here's the thing
Builder's huts ALSO have an inventory
not just the district center
wait I capitalised that wrong
https://store.steampowered.com/news/app/1062090/view/515228475882209596
Rubble can now be brought by builders to District Centers and Builders' Huts, and stored there in small amounts
The problem was I didn't add the inventory to builder's huts
Edited the District Center and Builder's hut to match Vanilla v1.0.5 changes. (Fix for Rubble crash)
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?
pretty much.
Okay... I know I've pinged you a few times already but...
Thanks for the report.
Mod updated, Problem resolved.
Thanks for the update 😇 i was sleeping so i was not able to reply earlier but looks like you had fun with fixing it 😀
Both Emberpelts colonies are now happy and ready for more Beaver suffering 😇
awesome
Emberpelts is supposed to be fun I thought, save the suffering for water beavers. 😉
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.
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.
Leaf Coats hates any factions that likes putting down trees 🍃
Emberpelts plant trees too. They burn them for fuel.
and that's why Leaf Coats dislike Emberpelts.
food expansion + faction needs(probably) breaks with greedy embers (modio) something about apple juice
Yeah, I'll pass this on to GE author, but I'll take a look at it later too.
Released an update that should fix this.
Fences (and Hedges), Paths, Power Shafts and Tubeways now have the L shape drag option to match V1.0.6 updates.
hmmm
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.
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.
I could add both options, but I went with the rig on purpose because it feels more Emberpelts.
And I'm of the opinion that it shouldn't be changed. But it's your call in the end I s'pose.
I guess I could add the Drill as another mod, make it optional.
Emberpelts has so many add-on mods; what's one more?
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.
Missing "Don't Breed"
There's still a lot though.
That's for Leafcoats too
Any known issue with "object had an invalid location and was deleted"? — https://www.reddit.com/r/Timberborn/s/W7TH0N8Mwn
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.
Thanks, I added a comment to the thread saying a simpler version of that.
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
yea, apparently you have to create a new account instead
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
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.
Also I missed a mod
Bob Platforms has platforms for FT, IT and EP but I haven't updated it for LC.
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.
Oh? So…
#1300977672037339188 message
Is what i said there basically the plan so far?
Either way, as long as theres a way to bring “extinct” factions back to life in some form, whether that be a building or config option, i’m happy
Yeah, I haven't figured that part out yet. Currently you can only select a faction on the pod if that's their natural breeding method.
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)
Hmm, watching from the sidelines
Bath them in badwader, and change their faction 😂
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)
Got your work cut out for you!
Heh.
Unfortunately, I don't have a copy of your mind sitting around somewhere, so I can't help you remember.
Perhaps I reached the end of my to do list.
That would be exciting!
There's just 1 thing really.
Figure out a way to allow repopulating breeding exclusive beaver factions.
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```
https://mod.io/g/timberborn/m/beaver-faction-split-breeding
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3625836769
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.
Who did the art for the Emberpelts?
Ma'Ngonel probably held an art class.
Hmm. I should really release at least an alpha before I start thinking about commissioning.
Which art specifically?
The symbol, new game splash art, that stuff. I haven't checked whether you have new tail patterns yet.
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.
I see!
I Recoloured the beaver icons that show up when you click on them.
Still need to do that myself.
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.
Mm, I hear that a lot from the $30 commission crowd.
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.
If I could get the beaver drawn for $30, I'd consider it. I paid about $100 for the emberpelts new game beaver.
That's about what I'd expect that to cost, yeah. Good art, you're going to pay a premium.
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.
Oh I know that dance.
Let me just spoiler those words.
I did like the symbol for the Emberpelts, so I think you did a good job there.
I can't remember where I got the icon for the leaf coats tree, but again, I traced some kind of sign.
Kinda like those gas symbols for Angel's petrochem gases, I always preferred those over the molecule blob graphics vanilla Factorio had.
I used molecular blobs too.
Yeah, most do.
I actually went through the wiki credits for images and downloaded the same tool used to create them for wikipedia
I liked the way the Angel mods coloured the individual flames to differentiate them, that was a really good idea.
It's been so long since I done anything factorio.
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.
They actually offered me a free copy of the expansion pack, and I declined.
Yeah they sent out offers to about 300 modders and video makers.
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.
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.
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.
Oh yeah, you had, like, an orbit that other people's mods could get pulled into.
Like Angel, Py, Yuoki, all the big ones.
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.
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.
Yee, thanks.
I got a message from a $30 commission today, is that a scam?
I mean... could be, or could just be an artist looking for work. Its hard to tell.
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.
There's also people just against it for other things, like environmental damage, or just hogging all the RAM inflating prices to 400%, so nobody can afford to buy a PC.
Yeah I wasn't sure, their Twitter seems legit but they are a tiny bit pushy which isn't great
People are worried this AI induced RAM shortage is going to kill the steam machine before it can launch.
Even if I am interested, I lean into saying no, because I've been burned in the past.
If they pressure you, its probably a scam.
I would generally ignore anyone reaching out to you unbidden trying to get you to buy an art commission.
That is very fair reason not to like it. It's gotten out of hand. It's like Cryptocurrency all over again.
Yup
I was thinking this today...
Doh
I heard they postponed the release from Q1 to Spring.
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 🙂
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.
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.
I agree, it does look quite good
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.
I don't think I've spread any vitriol at all? I literally said I'm using an AI art avatar as my Discord profile pic, why would I give anyone (modder or otherwise) crap over using it?
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.
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.
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?
You can drop the zip. That'll be fine. Alternatively, uploading the player log from the error zip should generally suffice.
Beep.
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.)
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]
...
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
Uploading the fix now.
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.
Do folktale need to be together in the same building to breed or is it more generous than that?
Like Vanilla, you need 2 beavers capable of breeding in the same house at the same time for a chance of an offspring. Its a 3/16 chance.
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?
What is your current setup?
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.
Setup as in mods or as in colony?
Factions in the current game, and what mods you're using to achieve that.
Mod.io version of greedy embers (because it was updated later than the one on steam.)
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
I think the game prefers to fill houses to about 2/3 levels, to maximize breeding opportunities.
Yes. But i also disabled the "No more than 1/3 children" part, so 2 adult beavers can potentially fill a large building.
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.
Game started me off with 2 folktail so I was mightily concerned about them.
The barracks works for breeding? They didn't in Greedy Builders.
When you start with only about 11 beavers total, its the charcoal that worries me. Chances are with GE you'll only get 1 if you're lucky.
My mod adds the new split breeding procreation house to all dwellings, not just procreation houses, as a balance measure.
Yeah but you can make more in the pods so I'm not worried about that. Folktail are the only unrecoverable ones. Are charcoal special in some specific way?
Mm.
If you have split breeding, then you have split needs.
If you also have food expansion, they'll eat different foods.
Are they able to sustain off of other food, or is it compulsory minimum crop variety?
Food not in their diet are treat like berries. They'll eat them if there's nothing they like.
You should already have the same effect between FT, IT and EP/C, only FT like carrots, but everyone can eat them.
If you have suggestions on how to get more FT, I'm open to ideas.
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.
On that note...
(I do not play dwarf fortress)
Tobbert?
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
Is there a restriction of one per game/at a time or could you eventually with enough work make a tobbert district?
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
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"
Ah yes, the tobbert re-seeding initiative.
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.
How many named beavers you got now?
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.
No, I'm very "tangible gameplay impact" focused. Stellaris and rimworld have taught me that I have to have at least a little restraint with modding.
4 in EP, 1 in LC.
And i can't remember if Gary, Karen and Chad are named or not on the name generator.
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.
That sounds exceedingly strange.
Its named "exclude from name pool"
Then why would you put those names in a list in the first place?
It's one of my early tags from before bool had a default option in U6
The name generator can generate Karen Gary and Chad.
As for the others, I wanted people to be able to disable them if wanted.
Further more theres another names list file that adds them to the name pool, so you can configure appearance independent of adding them to the names list.
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
They haven't yet actually done any breeding. I've got 2 FT and 3 EP in a triple lodge and nothing is happening.
How long?
2 days in the lodge, and at least 6 or 7 in a barracks before that.
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
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.
I use a thumb drive for moving files between the two.
I use dropbox
draft emails...
USB cable.
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.
So I checked real quick, beavers do breed, and the name files are correct.
There's something not quite right in the logic though as it's assigning names like A, E, I, O, U, Karen, Gary and Chad to the name generator's custom named beavers list, even though they're not on the add to names list. This is probably an old bug.
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.
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.
Speaking of RCE, the new Timberborners episode should be out about now, shouldn't it?
posted at <t:1766163853:t>
What's the code for that timezone flexible time thing you did again?
<t:$unix_timestamp:$format>. I always forget and do a quick search for "discord timestamp generator".
https://hammertime.cyou/ is the prettiest
There are discord commands for interacting with Hammertime too
Only if you have their bot installed.
works for me, so I assume I do?
so, everything in CustomBeaverByName is being added to the custom beaver names list. and I'm not sure why. It should only do that if AddNameToList (from the replied message) is true, and it should be false in most cases.
doing some debugs
it seems to always be true
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.
Guess who
Uncle Chet?!
Guess again
Is it you, when EU1.0 came out and all your mods broke?
Also no, that would be this
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.
a named beaver
well, not actually a named beaver yet, but the meme name for a charcoal beaver
...oh. The one that you removed from your random name generator?
yes
I know which one.
You can say it
I'm debating adding him to one of the mods as a named beaver, but not sure which one
Well, the charcoal beavers are only part of Emberpelts, right?
Perhaps the new split breeding.
Yeah, they're only part of Emberpelts
and greedy embers
Oh, you were thinking of which add on to add it to, not which main faction mod.
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.
How does adding it to Emberpelts, or another mod, not force people to have him in the list?
Split Breeding is probably the most appropriate though, as you're probably only using that if you have Greedy Builders, Emberpelts, or Greedy Embers.
It still does, but you can use Script Pack on it's own, where Emberpelts is Emberperlts, and some of the others like Split Needs and Split Breeding aren't useful unless you have a faction that supports them like Greedy Builders or Emberpelts.
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.
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
That would be a neat feature.
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.
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.
So I don't see Vertical Tubeways anywhere in the hotbar for Emberpelts
Emberpelts Tubeways are multifunctional, and can do both jobs
Ah so you just combined them into one?
Good to know, thank you Norman.
if it was one mod. there would probably need to be config options or something to toggle things. so people who only want the needs have the needs, and if they want breeding and not the needs then they could do that too.
oh, just noticed lore rabbit basically said that before me. but yeah, being able to turn bits and pieces on or off in config would be something needed.
but yeah district/building faction filters would be cool.
Currently, Breeding needs the needs, as the needs holds the core logic. So the only options right now are Needs, or Needs and Breeding.
I'm still questioning if Cokenose should be the named Charcoal beaver.
Hey Bob, I just thought of this, but does your Split Needs affect bots too?
Let me check
No, specifically only attached to Beavers
Bots would be harder to do anyway, because there's different models involved.
Models, as in the visual aspect of how the bots look?
FT and IT have a different model. There's also different Blueprints that include different actions like if they can use a zipline or not, if they can recharge or not, it's a bit more complicated.
I think if you just give an FT bot the option to recharge, the game crashes.
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.
Interesting. Is that why Greedy Builders only spawns one type of bot?
They do use both types of fuel though.
What does Greedy Builders do?
They specifically use the Iron Teeth version that uses Energy.
Then the definition for Fuel is changed so it's a booster.
New Faction, Folktails and IronTeeth at the same time.
Aye
Is that new? Because last I heard, both fuels were required because he couldn't figure out how to make one optional.
I would assume the bot type depends on the recipe in the bot assembler
That might be true for U7 or V1, but in U6, pretty sure he had it changed to be a boost
oh, right, I think they removed the boost spec.
so, Beaver Faction Split Breeding had a couple of bugs.
- 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)
- 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
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)
oh dear. the Emberpelts wonder launcher lanterns, I should fix that.
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
I honestly have no idea.
Pretty sure I removed references to most FT materials.
let me load up blender for a moment
let me try without pipes loaded,
yea, that removed the warning
now "just" the unused fields
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.
these warnings probably exist because I haven't changed the blueprint since the U7 to V1 conversion
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"},
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"
where's that from?
My pending change to More Mod Logs
Yeah, but I mean, which specs they from?
BobingaboutScriptPack
That's very non-specific ¦3
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
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
because TemplateCollectionSpec.CollectionId has been changed too many times, and it always causes pain
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.
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
You might want to take an FT bot and add Emberpelts to it, or take a IT bot and add LeafCoats to it.
I forget if FactionID is an Array or a single value.
if it's an array, I should have used FactionIDs
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"
]
}
}
oh THAT ONE, no, shouldn't be changed afterwards
yea
it should be a new file in that case
so I'm adding a warning if those fields are ever changed,
right, so I poked all those buildings, so next mod release should get rid of the warnings.
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.
¯_(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
could be useful, I guess
so...
Should I add a Power Levee and Power Levee Tunnel to Emberpelts?
or, make it an addon mod?
As in...a levee and levee tunnel that also acts as a shaft?
Isn't it already part of the water extension/more tunnels mods?
i.e. do those mods support Emberpelts?
Some of them don’t
And my game is crashing post update
oh, dear. I think that's me
Update to More Mod Logs 0.2.9.1 and try again
There we go
Would you send me the working log, so I can see the warning message
There should be a "has conflicting values" section
Where do I find that?
probably %APPDATA%\..\LocalLow\Mechanistry\Timberborn\Player.log
ahh, Airlock Chamber
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
Whichever you would rather, honestly, I'm sure the players will be happy either way. 🙂
Been working on some new icons.
How are these for the Walkways?
here they are ingame
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.
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.
Emberpelts enter the Walkway Tubeway connection.
"Why are we in a washing machine!"
lol
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?
Weren't you talking about them last night? You never responded after asking your question.
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.
And you aren't just interested in supporting Knatte's, but adding your own to your faction?
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
They should just go download Knatte's mod. }=|
You do you though, of course.
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?)
Hmm. It might have had more utility before everything was capable of being placed on everything.
Unless it's also an airlock?
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.
Oh. That tunnel.
but yes, Blocking contamination and irrigation is probably the main reason for it.
I thought it was a walkable tunnel through a levee block. =(
That would be kind of useful.
if I did that, would probably do it as a seperate mod.
Loving all those new icons! They'll make everything easier to select, for sure.
Continuing... updated the Charcoal Beaver Contaminated icons, so they're not just grey.
Here's a before and after.
niiiice
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.
You know, if you wanted to annoy people…
On birth: automatically contaminated.
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.
Lore game strong if you do!
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.
I think adding a new section might be easier,
theapologist316 has done that plenty
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.
and I'm a minimalist, scratch the itch, and get it done, and nothing more
I need to be more like that. If I push too hard, I get burned out, so currently I typically do a couple hours a day, or work on things slowly while doing other things.
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.
What use would the walkways have over like the current bridges and overheads we have rn?
The main difference is they connect to actual housing, not paths (unless you use the walkway entrance), plus they're solid, so you can build other things on top of them.
I assume you’re also supposed to combine it with Vertical Farming to create like Gardens and stuff
Walkways? they're like bridges for housing, so... I dunno, maybe?
Does it protect them from the rain? I think theapologist316 has a rainy season right?)
I mean... it has a roof, so it should.
I don't know how Luke defines if someone gets rained on or not, but they have a top above their head, so it should.
Hmm, Ladder for Emberpelts doesn't have a LadderSpec
Nope, that's one of Tobbert's things.
If I include it and it doesn't exist, the game complains it doesn't exist.
And I use other scripts to perform the same functions, like TubeAccessPathModifier (Allows them to build straight up)
my Emberpelts ladder also uses a custom Path Placer, Leaf Coats ladders do not place a path.
but Emberpelts Ladder requires the Ladder mod to be present
More of a "Thank you" to Tobbert. If you actually load the game with Harmony and Ladder turned off, it still works.
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)
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
would also checking for TubeAccessiblePathModier also work, or should I create a dummy Spec for you to check for?
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.
yea, a Spec would be the easy way , but it would require them. I'm hoping to make it auto-detect
Got Web UI working for Emberpelts too
Quite the cluster of easter egg beavers you have there.
It's easy when you rename them manually
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
ahh, I was looking for them and didn't find them
Name Generator. They also only have icons. Only Gary has a texture
That's fine, Web UI doesn't have a way to show textures, only the Avatars
Gary is always green now.
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.
Who you gonna make always on Iron Tooth?
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)
Maybe someday we'll get an always Iron Tooth.
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.
- Just add Beaver Faction Split Buildings to the list, so there's 3 mods.
- Combine them into 1 for the full experience, just Split Beaver Factions.
- 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.
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.
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.
So what are the Gary conditions?
Gary is a name that can be generated by the name generator... Looking at the rules, Specifically only for Leaf Coats... hmmm.
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.
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.
ModSettings currently only integrates with code, but I've wanted it to work with blueprints before
Yeah
From looking at the Beaver Faction Split Needs mod, I never really wrote it with splitting it into parts in mind.
Like #append but #if(ModSetting.ModName.SettingName)
Also, Morning, did you see my other messages about the nav mesh mod you were working on?
Yea, I've been doing family things this morning, so haven't had time to look at it yet.
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?
The screenshot you posted looked like it was all working nicely.
Short story. I fiddled with it for a bit, but you need to turn on this setting for the Timbermesh.
Then point to the Timbermesh in your blueprint
yes
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
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.
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
Beevers?
Do they build dams out of wax to control the flow of honey?
Honestly, I don't know you do with a bee-themed faction anyway, but I couldn't resist.
indeed
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.
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
hmmm
Vanilla has changed the models for Terrain Block.
Should I make the same change for Emberpelts?
It didn't get updated with vanilla? I don't see why you shouldn't update it to match.
Because I made my own custom coloured clones of the U6 ones.
Ah.
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.
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.
Not sure how to do that to be honest
though I do know Tobbert does that with the railway parts on the railway station.
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.
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
Probably not.
While in theory you can connect paths "One way", the nav mesh system needs a "2 way connection", be it connecting 2 ways on the block, or 2 different blocks connecting 1 way into each other, but it needs the connection to be both ways for it to be able to connet.
Makes sense.
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.
Does that mean that you don't necessarily have to have the beavers physically walk the entire distance?
I'm just saying, I tried to make a connection that could connect to either Tube or Path, and the result broke the entire network.
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.
Yes, but the nav mesh connection is defined and doesn't change, it's always Nothing or A Path, it's not Nothing, A Path, or A Tube.
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.
Well the devs have already made water cool as shit compared to what it was to start, maybe navmesh will happen at some point.
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.
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?
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.
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.
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
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.
@stray dragon Does your script pack still have the material change feature?
If so does the json looks same?
Will this work in 1.0 also?
should be, you just need to add .blueprint to the file name.
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.
You suggested this file for v7. Should I add this also?
That would delete the Atlases, and make the script work.
Let me try.
"PrefabName": "ZiplineBeam.Folktails",
The field name will be PrefabName?
@stray dragon
Can you please help me. It's not changing the material. Game is also not crashing.
While in theory it should work, I haven't tried it myself with V1.
I'll have to look at it when I get time.
@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
Thanks. 👍
@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
ah
Well, it's working, that's good.
Not the colours I would have chosen for each spot, but it worked.
The frame should be Basewood_Brown for example.
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.
tomato juice seems a bit overpowered not gonna lie
20 days and I've consumed 200 units of water with 50 beavers
it almost feels like tomatoes are producing x100 the liquid they consume
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
I like what juices do, I think they do it too well
Juices are the Emberpelts superpower
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.
And I love it, but I think they might be too "super"
I don't want to completely make the water mechanic obsolete just by having a few juices
I'm saying this after like at least 50 hours of playing them and doing different things
This is my current setup, water just isn't consumed
10 days and replenishing like half or 1/3rd of that pool and it's pretty insane
and that's mostly just evaporation
Yeah, if I nerfed Tomato juice, I'd have to nerf all juices.
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
Honestly, if you were going to nerf them, why not just add a small water requirement for each juice?
Corn already has that
Bah.
I just noticed a couple of my mods are wrong.
A bunch of files that are supposed to be in Beaver Factions are in Beaver Faction Split Needs and vica verca.
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.)
https://www.youtube.com/watch?v=q6Y3cKMPtyU Emberpelts Inventor at work (turn on captions for commentary)
Primitive Technology: Convection turbine experiments (hot air windmill)
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I'm always struck by how good he is at making his own fire.
PSA: He fakes some of his stuff
tbf we don't know what's actually true besides what's on camera, cause there's been instances where he clearly used machinery
Really. Such as?
Primitive technology channels are lying to you. They make their survival builds seem so realistic, yet in this video, we're going to break down how almost every part of the process is completely and utterly fake. From the digging, to the concrete, to the painting, we've got a boat load of evidence for how staged these channels are... besides one...
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
Yes, the imitators do, that's well known. John doesn't.
If you can spot a track mark somewhere in one of his videos, I'd be interested to see it.
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.
Oh, nevermind... The buff only occurs when you launch
Just like any other wonder.
Yeah, I didn't realize that the buff expired. I knew you had to launch, but I assumed the proximity remained afterwards.
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.
But every other monument is by proximity alone... You should be able to understand why I was confused.
Wait, other wonders are proximity alone? When did that change happen?
Other monuments.
All monuments except wonders are based on proximity.
I am an avid player but not so obsessive that I pay attention to things like that.
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.
Ten I thought about it more, and did another launch and confirmed it was due to the launch, so I posted that.
So, you've not really used any wonder before?
No, i just don't obsessively track my buffs. Even the ingame tooltip only says it is related to proximity, not procximity and time.
Does say "When launched"
But it doesn't say "and then expires sometime later"
I had already launched... THis was sometime later.
If it lasts 100 days, that's basically set for life.
"Matches the behaviour of other factions wonders" 🙂
Except that every other monnument only requirwes proximity.
You understand that I figured outy my mistake on my own, right?
Do you inderstand how fucking condescending it is to be lectured on why I should have figured it out faster?
I'm just using the locale description from Vanilla Wonders.
I don't mean to lecture
I undersand.. Did I say, "bob, you are wrong here!"? No, I was confused, then I figured it out
I just woke up x.x
The first person who responded condescendingly likely didn't just wake up.
I was already farily pissed off for having to defend myself from them, so your response just was fuel on the fire.
I hope you know how much i respect you and everything you do.
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.
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)
Hmmm
Are you sure you have latest version of beaver faction split needs and beaver factions?
I only added greedy nation support in the latest version.
I haven't added support for it in the beaver plants mod yet though.
i would assume so, (i'm running workshop version of your mods, only the 5 greedy mods(builders,coats,embers,groups and nation) are modio downloaded), i'll try unsub and resub or something)
Check out Steam Update Buttons if you don't have it already
"Hrm... gonna make LeafCoats immune to thistle?" he asks as his EmberPelts get shredded by the stuff. /laughs
I know... just build bots and be done with it. 😛
Okay, Only new content for Leaf Coats, but a total of 16 mods updated for V1.0.7.0 fixes.
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
If a mod isn't listed here, no update needed.
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.
Updated a bunch of mods to be compatible with the new way Greedy Builders/Embers/Coats/Nation loads Buildings.
this includes:
Emberpelts Ladder
Project Phoenix
Storage
Platforms
Tiny Tubeway Station
Tubeway Levee
Zipline Levee
Tubeway Bridges
Also edited Emberpelts Food Extension to add the needs to Greedy Nation.
I really should try Greedy Nation. It looks cool.
From the name, I assume Greedy Nation is all the factions that we know of, mod and vanilla.
The 4 main. No WhitePaws. They are rather incompatible with the others.
Fair. Thank you.
FT, IT, EP and LC?
Yes
@stray dragon Greedy Nation crashes on load or new game if the emberpelts food extension is activated.
Yeah, I'm not sure why, but Zxuiji is talking to me about it right now.
Try adding this file to the mod, see if that fixes it.
You using a steam or mod.io version?
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
steam
It's deliberate. All houses that are touching each other are connected.
That did not fix it.
What file(s) from the crash report do you need if any?
put in: ..Program Files (x86)\Steam\steamapps\workshop\content\1062090\3455624260\version-1.0\TemplateCollections
Food extension is after greedy nation, right?
very important on load order in this one
all housing touching can be accessed by 1 path?
and thats only a emberpelt thing?
yes, that's an Emberpelts thing.
No... greedy* are all last.
I think Bob is telling you to put food extension after greedy nation and try it again.
Yeah. Showing him what I had. Changing...
Trying to collaborate all these mods, and cross-author too, is probably so much fun.
that is probably why it can't find the need.
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.
Gonna do a test now.