#Emberpelts - New faction!
1 messages · Page 10 of 1
So, I'm going to release the updates I've just made to Emberpelts and Food Expansion.
But that will break Greedy Embers and Greedy Nation again, until Zxuiji makes the same update.
If you want to patch it yourself before he releases an update, open the Faction blueprint, and add EmberpeltsAddons to the GoodCollectionIds and NeedCollectionIds entries on Greedy Embers/Nation.
In Emberpelts, it looks like this:
"Emberpelts",
"EmberpeltsAddons"
],
"GoodCollectionIds": [
"Emberpelts",
"EmberpeltsAddons"
],
The reason for me making this update is that it should remove the load order issue
I hope you understand.
Emberpelts:
Fixed some warning messages.
Compatability Update for Food Extention to make it more compatible with Greedy Embers and Greedy Nation. (Pending GE and GN update.)
Emberpelts Food Extension:
Compatability Update to make it more compatible with Greedy Embers and Greedy Nation. (Pending GE and GN update.)
Any clue their timeline? Hours, days, etc?
probably tomorrow.
Thank you for fixing this and helping me get mine working.
Any chance of a pined message with things like load order and other little useful tidbits?
Part of the reason for this most recent change that currently breaks GE/GN is to remove the need for load orders.
Also I don't have Pin Rights ¦3
I think the only ones I know of right now are...
You need to put 1x1x2 storage before Emberpelts, otherwise you get graphical issues
Beaver Factions should come after GE, GC and GN, but all that really does is change how common each texture is.
Convenient large water wheel:
Updated Block Occupations to match changes in Vanilla.
queston: how does beaver plants district assignment work. is it the district that plants the plant, or...
also, do you have any plans on adding the ability to turn on filters on districts, so if you want a folktails only district for instance (on GE GN GC GB)
It doesn't. That's probably why they sit there so long before they do anything.
It seems the game itself assigns them a distinct after a second or 2, likely based on proximity, so I just let that happen.
The way you worded that makes it sound like I just have to flick a switch and it's done. I'd have to write something from scratch.
It is on my to do list to look into how possible it is to write such a function.
i see. yeah i know its not as simple as just flicking a switch. my guess it would be just as complex as the whole breeding deal, perhaps even more so.
Breeding works because I effectively replace the vanilla method with a custom written version of it.
I'm not sure I can just replace beaver distinct assignment or job assessment.
I guess the easiest way to do distinct assignment is to check the population every tick and move them if they're somewhere they shouldn't be, but that could get leggy.
Laggy*
or you could check every n ticks, (like once a second or something)
even if there was just a button that kicked out/migrated a specific faction, rather then something automated (and if it was something automated, it could just be a daily thing, or something that triggers when a weather is approaching)
im sure people would be happy with just a manual migration filter so like say the player could set filter to emberpelt and then click the transfer 1, 10, etc buttons.
saves juggling one by one to different districts to seperate them like you have to do now.
i dont know what would be easier, auto migration every weather announcement, or just a filter to the existing manual migration
That's actually a reasonable suggestion. There's currently a population auto migration. I can do that per faction.
I also want to add a filter to each building, not just the district, so you can say for example, no leafcoat lumberjacks, and no Emberpelt(or charcoal) Aquatic Farmers.
On that note, I should look how the current auto-migrate works and either Edit or clone that.
what is? the manual migration filter thing?
I don't even remember.
hmmmm.
Beaver Plants and Split Breeding.
What faction are you playing?
I don't get it.
It's saying it's crashing on the RandomNumberGenerator in CreateAdult.
there is no random number generator there.
oh, I'm looking at the wrong file
note: I won't know if I've fixed it or not unless I can repeat your setup.
as far as I can tell, this is the code we're looking at in the crash.
It's saying FactionIds is a list of nothing. no entries in it.
But if you look at the end of the Start function, that's saying "If the List is empty, put the current faction name on there"
So if you're just playing LeafCoats, the list should be ["LeafCoats"], so it shouldn't be saying the list is empty.
Like I said, I need your setup to repeat the issue before I can try and fix it.
reading this again...
Wait, does this happen on game load?
beavers shouldn't be being created on game load.
unless you somehow managed to save the game on the exact frame a beaver should be being born.
in which case, I'd need that savegame
after pondering things over, I ended up with this.
I can't really set up before Start, as the things it's reading might not be set up yet. But _beaverFactionSpecService.CurrentFaction just points to _factionService.Current.Id, which will be set up.
So... if the list isn't set up yet (length zero), just return the current faction ID.
If you're playing Leaf Coats, it'll be a Leaf Coat.
If you're playing GreedyCoats or GreedyNation, it will fail the name generator check, and pick one at random, and fail the OnCurrentFaction check, and not assign it.
so, worst case scenario, your beaver plants will spawn a random faction beaver with a random name, instead of a Leaf Coat.
Actually, this doesn't use the weight system. The Pod does use the weigh system.
I'm going to rewrite this to use the weight system
Fixed Tube Platform Block Index calculation.
Added new BobingaboutMergeableObjectModel8Way script for LeafCoats stuff.
Updated water wheel power value
Added locale entry for MetalPlatform
Fixed some warning messages.
Adjusted Hitbox and Occupation of the Tool Factory.
Fixed where Beavers sit in the entrance of the Gatherer Hut
Fixed "Underground" and "Uncovered" graphics control for Loosen Dirt.
Updated water wheel power value
Added Dynamic Roof. (Probably just the first roof)
Rewrote the random faction selector to solve an issue when a Beaver Plant spawns a beaver on game load.
so? is battery smooth ment to be a folktail faction beaver? beacuse its faction is saying leaf coats (playing greedy nation)
never mind. i see now. it chose leafcoat because its facton doesnt exist.
They're an Amp Ears, which doesn't exist yet.
So they're assigned one at random
yeah, figured that one out. same with lapantouflemagic if no whitecoats, right?
Whitepaws, yes.
yeah, my bad whitepaws
my greedynation save right now (pressure map):
main district, which is currently constantly starving to death but being sustained by a whole lot of beaver plants.
a district for a small population of my folktail beavers to live in. (of which i used two temporary district centers not connected to anything to one by one split the folktails from the others)
lol
Yeah, I imagine splitting the FT from the others took some effort.
you have split needs and split breeding?
yeah, but i dont know if split needs is working properly as i see carrots kolrahbies and all that on the leaf coat beavers. 🤔
That doesn't seem right.
you should only see the foods they like on there
and i think the emberpelts and charcoal ones were showing them too (when they were still alive)
Sounds like it's just not working at all
yeah, is the load order a problem still? cause if so, that could be it.
Shouldn't be
hmm.
do you know what version of Beaver Factions and Split Needs you have?
ill load a different faction real fast, maybe its just greedy nation
latest (steam) (yes i got update buttons)
is this greedynation or something?
That's just base Emberpelts
ah
I'll have to look into this.
bug on your end perhaps??
yes
huh, well thats funny
I'll need to look into this, I Have to go now though
it happens, there's only 321 vanilla names
makes sence. imagine a faction of like 20 of the same name. you'd need alot of plants/pods
Why are these lodges connected and inhabited? This is a feature?
It's an Emberpelts thing. They do that.
At least one must be connected to a road.
Basically. If multiple housing units... what are they called, Lodge?
If Multiple Lodges are placed next to each other, then imagine the internal wall is knocked out so beavers can travel between them as if they were one big Lodge.
So you only need to connect 1 door, and beavers can use any lodge.
You can also have them enter 1 lodge and leave another, using them like a path.
It seems the list of needs to filter isn't being built correctly
I exported the list.
Fire
WetFurBad
BeaverStatue
BeaverBust
Brazier
Clock
Lantern
Campfire
RooftopTerrace
Detailer
ContemplationSpot
Scratcher
Carousel
DanceHall
ExercisePlaza
LaborerMonument
FlameOfUnity
TributeToIngenuity
WonderEmberpelts
Apples
Radishes
Tomatoes
Juice
RedJuice
CornJuice
GrilledCorn
ApplePie
Cornbread
BakedBeetroot
WindGauge
AppleJuice
TomatoJuice
GrilledBeetroot
Faction filtered factions: GreedyBuilders
Faction filtered factions: GreedyCoats
Faction filtered factions: GreedyEmbers
Faction filtered factions: GreedyNation```
Should be 5 lists here, 1 for each need that can be filtered.
Fire
WetFurBad
BeaverStatue
BeaverBust
Brazier
Clock
Lantern
Campfire
RooftopTerrace
Detailer
ContemplationSpot
Scratcher
Carousel
DanceHall
ExercisePlaza
LaborerMonument
FlameOfUnity
TributeToIngenuity
WonderEmberpelts
Radishes
Juice
RedJuice
CornJuice
GrilledCorn
GrilledPeppers
StuffedPeppers
Cornbread
WindGauge
Pepper
PepperJuice
Scone
PepperBread
Faction needs: Emberpelts
Fire
WetFurBad
BeaverStatue
BeaverBust
Brazier
Clock
Lantern
Campfire
RooftopTerrace
Detailer
ContemplationSpot
Scratcher
Carousel
DanceHall
ExercisePlaza
LaborerMonument
FlameOfUnity
TributeToIngenuity
WonderEmberpelts
Apples
Radishes
Tomatoes
Juice
RedJuice
CornJuice
GrilledCorn
ApplePie
Cornbread
BakedBeetroot
WindGauge
AppleJuice
TomatoJuice
GrilledBeetroot```
And these are the filters per each faction
As you can see, Everything on Emberpelts is also on the filter list, but not everything on Charcoal is on the filter list.
Result: Emberpelts have all needs, Charcoal only have Charcoal needs
So I need to fix the filter list
The Filter list should be all needs from all faction options.
looks better
Why do I even need the FactionFilteredNeeds list...
There's a AllFilteredNeeds list already, why don't I just use that.
Seems to be working.
This is something I did wrong, I looked at my U7 code and, well, it's probably been broken for all V1.
Uploaded the fix.
Is there detailed list of features? Not only the paths through houses, I suspect the metal platform is different too.
I think that's the main non-standard feature.
They also don't like wet fur.
Don't think there's a list.
So the metal platform is exactly the same as wooden one? Only different material.
Oh, that one.
It's like a 1x1 overhang, it matches their style.
A youtuber asked for it once
I think in LeafCoats I named it Overhang 1x1 instead of Metal Platform 1x1
How are they made to reach the house?
the interior of housing counts as paths
Like a classic Chinese fighting movie where they have a chase through the interior of the house of a dozen people
Didn't I just answer that question?
there's a decent scrolling to do, there could be a FAQ pinned
Still a lot of work to do
It's Literally just a GUI right now, the extra buttons do nothing.
and I'm having difficulty with the numbers.
I put together some "good to know before playing emberpelts" writeup.
I like it better, but both work.
So, of the 8 pieces of information, Adult Beavers, Child Beavers, Workers, Unemployed, Dweller, Homeless, Unemployable and Contaminated...
Which are the most important ones to show on the bar? (The rest can be tooltip only)
Adult and Child are the most important, I think.
Workers is important, and if you have workers, you don't need unemployed. You can do math (*gasp*, I know).
I don't think Dweller/Homeless is important in the District Transfer window.
Unemployable...what's that? Injured?
Contaminated...I'm gonna say that's not important in the transfer window either.
Dweller and Homeless you can easily do 1 or the other, don't need both.
Worker vs Unemployed on the other hand isn't just Adults - Workers, because there's also Unemployable (Injured and Contaminated I think), so you can't just tell how many free workers you have at a glance. if anything I'd say unemployed is more important than employed.
It's also only on the Migration screen currently, not the top bar.
not here.
would it even be viable to try and add it here?
I just think all that info clutters the migration screen. But if it was added, I'd just get used to it.
tooltip
honestly, I think it's decent enough as it there
Adults and Children are probably the most important 2 to have there
Tooltips are a great solution.
but then there's still the question of what to remove
if 5 are too crowded
at least they all fit without overlap
Remove homeless. You don't usually transfer beavers because of a lack of homes. You just build more homes.
So just... Adults, Children and Free Jobs would be a good trio?
I'll leave it as is for now, see what people say when I release it.
What's vanilla behaviour?
Also, Mod names so far are:
Beaver Factions
Beaver Faction Split Needs
Beaver Faction Split Breeding
and....
Beaver Faction District Control.
what do you mean? Vanilla behaviour for what?
What does the migration screen show there normally, without mods?
in the tooltip or?
Not the tooltip, the icons.
They're right there, it's just the same but without the Emberpelts and Charcoal lines.
so you have the Adults and Bots lines with Workers, Free work slots, and Unemployed beavers.
then the Child line with nothing in it
with the Occupied Beds, Free Beds and Homeless Beavers on the Title line.
the Adults (and maybe also Bots) also lists Unemployable in the Tooltip.
and Contaminated Beavers is it's own line if you have some.
Hmm.
I used Dev mode to contaminate a beaver while the GUI was open, that's why it says 1 contaminated in the tooltip without the row
config option to toggle what you want to show mayhaps? but by default whatever vanilla does
Not easy to do, as the elements are baked into an UXML file.
I mean, it's not out of the question, you'd just need multiple UXML files
but then you'd need some sort of config menu.
Should I include new game modes in Emberpelts (And Leaf Coats?), or put them in another mod?
And if I also put some in Leaf Coats, should they be the same game modes, or different ones?
What do you mean gamemodes
When you make a New Game, you have difficulty options Easy, Normal and Hard.
With v1 you can define your own in mods
I've written 2 so far, based on what I typically choose in my custom settings.
Balanced:
The Seasons are fairly balanced.
50% chance of Bad Tide starting from Cycle 5.
All seasons last 25 days. (except for early game handicap.)
Long:
The Seasons are fairly long.
Droughts and Badtides last 50 to 100 days. (with an early game Handicap.)
Temperate seasons last 20 to 30 days.
Bad Tides can start on Cycle 3.
They're both basically Hard Mode, but with the season lengths changed.
I'd say if they're gonna replace vanilla ones it would be best to have it separate, if they can exist next to the vanilla ones then include it
They're extra options.
Updated to fix this
also updated LeafCoats and released Beaver Faction District Control.
Spoilers ||Congrats Bobbing!||
Thanks
So. I get to name a beaver in the game.
Beaver name ideas?
Honestly, I can't get "Bobing" out of my head, but that's a bit too... me.
Don't look at me -- I'd straight up go "Bob the Builder"
It would justify modding in Elton John singing Crocodile Rock
On a more serious note, though, congratulations on winning
for Emberpelts can be .... EmberBob 😍
Thanks
Congrats!
Congrats! Proud of you and all your hard work with Emberpelts, Leafcoats and all the other mods
Thank you so much.
I'm not surprised that RCE won, but I am disappointed for you that you didn't.
I was beyond happy just to be nominated
Same, I was in shock and awe when I read that I won.
Vanilla Categories don't overlap with each other, and neither do Faction Categories, but Vanilla vs Faction do, so weird migration can happen if you use both Vanilla and Faction Minimum settings.
Patched PopulationDistributor.Spare to exclude beavers reserved by other Migration Rows.
Patched IDistributorTemplate.MigrateTo to only offer Beavers for Migration not reserved by other Rows.
Patched MigrationCoordinator.ProcessAutomaticMigration to trigger Migration on all possible sources, not just like filters. (So reducing Minimum on Adults can push to a Faction requests etc.)
Yes, that's a pretty technical change log.
Well done JC too!
It isn't a surprise to me at all, seeing how you made Emberpelts and Leafcoats. I certainly voted for you.
I absolutely voted for JC as well though. RCE has advertised 'serious' playthroughs on his Patreon, while shoveling out what feels more and more like straight up ragebait sometimes on YouTube. 😛
Most of RCE's videos feel like he's exploring the game for the first time.
There's some appeal to this approach.
I voted for JC too.
Oh god, I just realised. RCE won YouTuber of the year, he gets to name a beaver.
Maybe we'll see a beaver names Paddy?
I'm still not sure what name I should request. It feels too narcissistic to ask for "Bobing".
But i do kinda want Bob in the name.
Any thoughts?
Bober
Bobinu
I mean, is there some reason you DON'T want to just use "Bobing" ? 🙂
You can always be silly and make it "Gnibob" or something, I guess. I think you should embrace the honor fully and just do "Bobing" tho 😉
Doesn't quite fit current beaver naming conventions
Bobin is probably about as close as you can do and keep convention.
Does it have to? I mean, if you want it to that's fine, but it's a reward for (essentially) contributing to the community. I think it's understandable if you break or bend naming conventions a little bit
Part of the rule for picking a beaver name was to not break immersion in the game. In other words, The names you can choose have to match the style of existing names.
I proposed Bobing, and Bobin as a more compliant alternative to Miriam
Hmm..
Maybe I missed the explanation somewhere, but what is the difference between the "Aquifer Rig" from Emberpelts, versus the stock "Aquifer Drill"? (Does the rig work through droughts or something?)
The rig works like the Folktail's badwater rig, except it produces water.
Ahh ok, the flavor text doesn't say anything about it, so wasn't sure 🙂 (the text makes it seem like it's exactly the same 😉 )
Emberpelts don't like getting wet, why would they spill it on the ground? Just put it in barrels right away...
neat
@stray dragon Any idea why all other material change work. But only Dam and Levee don't?
Because you didn't replace the new Dam material?
It has it's own material now.
Huh. Do you know what it's called?
Dam.Folktails
Looks super weird. 😂
You obviously didn't replace it with the correct Dam texture.
It's new, I wouldn't be surprised if Lapan hasn't made one.
I don't have correct dam texture for Whitepaws. Because Lapan doesn't make normal dams. 😋
Textures still come from unity right? I can't just give a png and replace it.
yes
lol at timberpunk 2.0, for Emberpelts one of the closest reserve storages is apple pies ^_^
I didn't even realise this was broken, because Steam didn't update the game.
30 min fix for Script Pack, Emberpelts and Leaf Coats.
Fixed Automated Manufactory Power Consumption Switch for V1.0.8.1
Fixed Pneumatic Tube Supplier's power consumption code for V1.0.8.1
Updated to fix Geothermal Engine crash in v1.0.8.1
Updated to fix Geothermal Engine crash in v1.0.8.1
Removed Sound Emitter from Power Levee (It's not needed, and crashes in V1.0.8.1)
yikes, thanks for fixes
considering I'm playing emberpelts in 1.0 right now, that coulda been huge
nit: the BlockObjectToolGroups blueprints should be renamed to have just aBlockObjectToolGroup prefix (the ones in the BlockObjectToolGroups directory), because each file is a single BlockObjectToolGroup.
specifically:
- BlockObjectToolGroups.Industry.blueprint.json
- BlockObjectToolGroups.Platforms.blueprint.json
- BlockObjectToolGroups.Tubeway.blueprint.json
Oh? Am i seeing faction filter on buildings, not just districts?
Does this make it so that non-charcoals can’t be born or live in that building or something?
Yep, having first invented two new races, then collaborated with zxuiji to invent diverse communities, bobing is now proving himself a man of the times, bringing another hooman innovation to the Greedy Nation -- redlining
Maybe his next mod will replace the zipline and tubeway mass transit with single-passenger-vehicle highways, and his "golden log" named beaver can be Bob Moses
Robert Moses (December 18, 1888 – July 29, 1981) was an American urban planner and public official who worked in the New York metropolitan area during the early to mid-20th century. Moses is regarded as one of the most powerful and influential people in the history of New York City and New York state. The grand scale of his infrastructure proj...
/s, of course
It's what I'm currently working on. But yes, it limits a building, workplace or dwelling, so only beavers of specific factions can live or work there.
My new map was designed with WhitePaw playability in mind, but damn it is nice with EmberPelts!
Nice
The 4 new beaver names added to the game as rewards for the Golden log:
Yula
Paddy
Bobin
Chratogad```
I'm going to guess that RCE chose Paddy.
I went with Bobin... I couldn't think of an original name that I liked, so just went with my name, trimmed down, and spelled in a way consistant with other beaver names.
several end with "in", none end with "ing"
Just wondering if I should make a named beavers mod, put characters like Cokenose, Karen, Gary and Chad in there.
Also Housing Optimise 2.
Housing Optimise triggers every morning, and the current implementation is it makes everyone homeless, then assigns them all to the first available free house with minimum distance from work.
This means the last beavers to get assigned could find themselves at the far end of the district.
On top of this, the assigned house may not be "Optimal" in Vanilla logic, so beavers living alone get moved to a new house, too many adults get kicked out, etc.
The code I'm looking at works differently. no morning nuke. Instead each beaver is assigned to a queue first thing in the morning, then each tick the game looks at the first beaver in the list (and removes them from the list) and basically checks if there is a house closer to work.
If there is, it looks at if they can move in, if yes, do it. If it could swap places with an unemployed beaver, do it.
If it can swap places with another beaver with a net gain in workplace distance (either it's beneficial for both beavers, or the the benefit for one beaver outweighs the detriment to the other), then it will do it.
Over time, it will slowly shuffle the beavers around until everyone lives as close as is viable to their workplace, without ending up with the last few assigned beavers possibly living on the other side of the map.
The only real problem is the "Beavers don't like to live alone" rule. This new code WILL move beavers to a house alone in some situations. Like if you build a scavenger flag in the middle of nowhere, and put a lodge next to it.
Vanilla housing optimisation (Keyed for Breeding, not for work distance) will move that beaver back into town.
this code is built into this mod, Beaver Faction Building Settings.
(Because it already has to do housing refactoring anyway, otherwise you could end up with a common house being filled with emberpelts, while an emberpelt house isn't full, leaving charcoal beavers homeless. The refactoring will move Emberpelt beavers into the Emberpelts Only house, and assign the Homeless Charcoal beavers to the common house)
So if I'm already refactoring to fix a homeless problem, might as well also refactor to move them closer to work.
Well, the lore has Ma' Ngonel, so there appears to be a prominent Cantonese influence (the same chinese character that is pronounced "Wu" in mandarin is pronounced "Ng" in Cantonese). But we don't know anything much about her descendants, except there must have been some if she just came to be widely known as "Ma". So perhaps Bobi'Ng is just short for Bobi'Ngonel.
Trying to figure out vertical build. Why can't they build the platform from below?
This is in 0.7, will retry experimental later.
hmm, can they get out of the house to stand on the lower platform?
Idk why not.
When I built another platform next to the bottom one, it solved the problem.
How do you build vertical lodge towers from the bottom anyway, is there better plan?
Yeah, they can't build above, its one of the challenges of building houses with Emberpelts.
I didn't know how to solve the problem back then, but now that I've had a bit more modding experience with Leaf Coats, and know more of the game engine (And the devs adding more features), i guess i could make it so they can build while standing in a doorway.
Should I make that change?
It would in theory allow you to build straight up, unless you use the big lodge as the door isn't on the top floor.
But it isn't in the doorway actually, it's in front of it.
Tried in 1.0.9.0 same result, they can't finish the right one
It would be fantastic if no platforms were needed here, yes
I would love that!
the big lodge should really be buildable if it's back to back with another big lodge, I'd think
as a thought
The problem with the way building works right now is they can't build something in the tile they're standing in, or directly above them, so you currently do need something like the left side to be able to build the house tower.
If I make the build from doorway change, at minimum the one on the right will work. And MAYBE (not certain) no platform at all.
ah
In theory I could also allow building through the back wall, but then they'd be able to build anything through the back wall, and I'm not sure if I want to allow that.
The tubeway station can, but that's to allow you to build tubes out the back of it.
ah. 🙂
Considering the Walkways... maybe I should do it so you can build through the walls.
was just a thought, wanted to add a third, all big lodge addition to my housing skyscraper 😉
I'll think about it.
I should allow them to build from the door at minimum.
Or maybe add big lodge with 2 tile wide terrace/balcony they can build upwards from.
Working on this now, lets see what happens.
I don't think it's working.
I'm comparing to both the Leaf Coats buildings and the Tubeway Station and... I don't see why it works for them but not Emberpelts housing.
Facepalm I see what I did wrong
it doesn't say can't reach!
little baby lapan
@stray dragon your district mod caused a crash
Summary:
InvalidOperationException: Couldn't move enough beavers to the target district.
at Timberborn.GameDistrictsMigration.MigrationService.Migrate [0x00035]
at Bobingabout.BeaverFactionDistrictControl.AdultsDistributorTemplateMigrateToPatch.Prefix [0x00159]
at Timberborn.GameDistrictsMigration.AdultsDistributorTemplate.MigrateTo_Patch1
at Timberborn.GameDistrictsMigration.PopulationDistributor.MigrateTo [0x00000]
at Timberborn.GameDistrictsMigration.PopulationDistributor.MigrateToAndCheckAutomaticMigration [0x00000]
omae, this means emberpelts unlocked skyscrapers?
Yeah, it happens if you have a minimum request on Adult/Child/Contaminated, but also a minimum request on a Faction.
I've written a patch for it, but not released it yet.
Thanks for reporting it though.
It is a catapult, but not that type.
https://en.wikipedia.org/wiki/Mangonel
The catapult emoji is actually an onager.
https://en.wikipedia.org/wiki/Onager_(weapon)
The mangonel, also called the traction trebuchet, was a type of trebuchet used in Ancient China starting from the Warring States period, and later across Eurasia by the 6th century AD. Unlike the later counterweight trebuchet, the mangonel was operated by people pulling ropes attached to one end of a lever, the other end of which had a sling to ...
The onager (UK: , ; US: ) was a Roman torsion-powered siege engine. It is commonly depicted as a catapult with a bowl, bucket, or sling at the end of its throwing arm. The onager was first mentioned in 353 AD by Ammianus Marcellinus, who described onagers as the same as a scorpion. The onager is often confused with the later mangonel, a "tractio...
Added a CanMoveIn check before assigning beavers to a house. Bare minimum for Beaver Faction Building Control compatabillity.
Added a filter to remove the Error that could result in trying to move more than the available number of beavers between districts.
New Release!
Added a UI Element to filter factions on a building
Migrate a beaver from a mixed faction building into a filtered faction building to allow an unassigned faction beaver to be assigned.
Check a beaver's housing distance from work, and try to move them closer.
Minor issue: It's possible for the Move closer to work logic to leave beavers living alone, and Vanilla could then move them out again.
min a random question and random thought?
for the question, have you considered adjusting platforms to the new 'all plank' standard for either of your factions?
for the random thought... tubeway platforms, srsly lol
all my tubeways seem to get built over current paths
would hope that's not just a me thing
and modular lodges are stil wonderful, thank you for them.
also, arg I did a stupid and now have to sacrifice a numbercruncher lol
need more planks :p
really need to work on food production too, got 10k apples in a 1x1x2 storage giant warehouse, and nothing to do with them except raw eating lol
juice?
need to get both juice and pies going
gonna pause large gear workshops, think 1200 will last a while
I did, but didn't want to. Why should it cost all planks when the legs look like logs?
It's not just a you thing.
what do you mean though, basically a tubeway with a platform under it by default?
exactly, in one two or three high platforms.. basically a convenience feature.
the main reason not to do that is tube want to be a 1x1x1 tile entity, I'd have to do a lot of customization and apply a "This block is actually the tube" fix to make that possible, as the tube wouldn't be in coordinaes 0,0,0.
It's not impossible to do, I had to do it for tubeway bridges, it would just be annoying to do.
oh, okay.
It was just a random thought I had when I was slapping in raised tubeways everywhere
have you ever considered requiring a large tubeway station somewhere on the network, to legitimize the system? 😉
People have talked about it before, I'm not sure how easy that would be to do.
ah hehehe
I would joke about requiring a large powered building that was really expensive somewhere as an alternative, but that feels more like something lapan would do to be mean to water beavers players for wanting tubeways.
It really would make sense though, for both tubeways and ropeways - not every station needs to be driven, but one end of a connection ought to be a powered bullwheel (or pneumatic pumps, or whatever)
So I kind of self-impose that when playing GreedyNations, I can have the tiny tree zipline or tiny tubeway stations, but there have to be some "big" stations that are powering the network
even if it's not as awesome as the San Francisco cable car powerhouse
How San Francisco cable cars work,powerhouse,steam powered,steam engines,steam engine,boilers,1906 quake,electric motor,electric motors,gearbox,tension sheaves,tension sheave,horsepower
Lapan's a sucker for punishment though, went and trapped himself on the far side of the new tubeway just so he could get away from the comforts of GreedyNations life and starve a bit:
x3
We don't worry too much, he'll come back when he wants a shower
yeah, I honestly try to build one 'big' tubeway station as an official main nexus/power place
Added check to disable self if Commute Balancer or Beaver Faction Building Controls are installed.
Update to pick the best beaver to move within a house, rather than the first valid candidate.
New mod, replacement for Housing Optimise based on live closer to work code from Beaver Faction Building Control```
so...
Script Pack
Name Generator
Beaver Faction Split Breeding
these mods are all broken with the latest update
and while eMka did ping me to say the way names are done has changed... that's actually not my biggest issue.
IModifiableEntityBadge seems to no longer exist, which is what's used for changing the beaver icons.
Either way, I can't look into things right now, I need to go to work.
More to follow:
Updated for V1.0.10.0
Added unique texture and icon for Charcoal meme beaver "Cokenose". Name not added to name pool.
Renamed the BlockObjectToolGroup blueprints to drop the s.
Edited all lodges to allow building from within.
Updated for V1.0.10.0
Renamed the BlockObjectToolGroup blueprints to drop the s.
Added "Norman" (from modder "normanr") as a Named Charcoal Beaver.
Updated for V1.0.10.0
More updates:
Made CharacterTextureSetter.RunSetup() public (for use by Beaver Factions, triggered by Name Generator.)
Added a test for Dwelling == Workplace, for Live At Work.
Updated and improved for V1.0.10.0
Updated for V1.0.10.0
Updated for V1.0.10.0
Optimisations for V1.0.10.0 and Name Generator.
Added a test for Dwelling == Workplace, for Live At Work.
Fixed a crash likely related to beavers being born in a house they're not allowed to live in.
Fixed possible crash trying to assign a worker to a dwelling with more children than child slots.
Added a test for Dwelling == Workplace, for Live At Work.
Fixed possible crash trying to assign a worker to a dwelling with more children than child slots.
First uncaught exception at 2026-02-11 17:40:55Z
ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not resolve type with token 01000032 from typeref (expected class 'Timberborn.EntityPanelSystem.IModifiableEntityBadge' in assembly 'Timberborn.EntityPanelSystem, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')```
... what?
i dunno, sorry 🙁
ugh... you're running game version 1.0.10.0 without updating the mod to version 1.0.10.0
"last updated Feb 11 at 5:31 local (5:49 now)
5:49 is after the time you posted the error (5:47)
I posted an update to script pack... 2 hours ago, and again 2 minutes ago.
that would be version 1.0.10.0 (current is 1.0.10.1) but the log you sent says 1.0.8.0
Yeah, don't worry about it.
Just make sure any of the mods you're using from that list I just posted are version 1.0.10.0 at minimum.
unless it said it updated but didn't download it to my computer
could have been the game, but not the mods?
validating all files now
Steam often lags when it comes to these updates.
If in doubt... trying the game between each step.
verify game files.
unsubscribe - re subscribe
Restart steam
verify game files again.
restart your PC
verify game files again.
if it doesn't work after that last step, give up and try again tomorrow ¦3
I suppose the new patch today broke a bunch of crap :p
Yeah, eMka @ me specifically to tell me that he probably broke my "Name shenanigans"
Also broke my Icon setter, but that was an easy fix.
the name thing was a 1 hour fix, and another 7 hour adventure.
Adventures aren't bad.
My name generator works better than it ever did before.
without Split Breeding doing shenanigans to work around things.
Actually, in theory, I could change some more things in Split Breeding to use Vanilla functions.
awesome
A lot of the work arounds were because of the naming
Steam should really check for mod updates on launch :p
Lets put it this way.
Whenever someone wants me to try something, I ask for the mod.io link.
Because when I subscribe to a mod (on that note I forgot to suggest unsubscribe resubscribed to that debug list), it doesn't download it. I think when I was keeping track of how long it took before it did, it was 5 hours.
So, something I can do, not sure if I want to or not...
now that I have Beaver Faction Building Control, Beaver Faction District Control's Faction lines Workplaces and Beds aren't the same as the district anymore, so I COULD try to have it look for filtered buildings and give you a number for how many free slots per faction.
The hard part is doing it in such a way that it doesn't become a dependency. (Though on that note the 2 mods were originally supposed to be the same mod)
Minor update for Greedy factions compatabillity.
Added missing Leaf Coats needs Swimming Pool and Greenery.
Also renamed WindGauge to Weathervane
Now I have another weird bug (but it might not be new, I just just built the impacted tubeway at the end of my last session and had never loaded it from a save).
When I have the emberpelts tubeway bridges built with the base sitting on land, at Z=1, (spanning over water that is only 1 deep and therefore is at the bottom of the map), the tubes get deleted off of them. They seem to work fine at Z>=2. Interestingly, they also load properly for Emberpelts (but not IronTeeth) if something is built on top of the bridge "abutment" block (which is solid on top)
the affected blocks disappear on load with messages like
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (...). It's not backward compatible. Deleting it.
Can't validate loaded BlockObject Tubeway.Straight.IronTeeth(Clone) at (...). It's not backward compatible. Deleting it.
I know you had said @flint hamlet broke this at one point and it was going to need a core game fix...
but I thought that fix had landed
(or use Steam Update Buttons, because it does all of that for you and quicker)
@flint hamlet is this related to your entity load order on load code that was just deleting everything from the bridge a few updates ago?
Oh, I didn't see you already pinged emka
It might be because I only just woke up, but I can't think of what else it would be, especially with that message.
It seems like it, but the algorithm wasn't changed since it was fixed I think
that was my first thought, espescially with it somehow being related to the bottom of the map
I didn't do extensive testing when you said it was fixed, I just loaded my test save and saw that it worked.
It's likely the fix worked for most cases, but didn't fix the specific case of being placed on the bottom of the map.
I'm sure as a Dev, you can appreciate the "It seems to work on my setup" situation, and miss niche cases, I know I do it.
reminds me of the edge case with the tiny tubeway stations in JC Beard's Project 1k playthrough
excuze me but my 10 year old CPU has a right to play diz too 🤓 ☝️
Hmm. Actually, the emberpelts ones that have something built on top of the bridge abutment are weirder yet - they tubeway blocks sitting on those bridges get logged as deleted
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (77, 64, 1). It's not backward compatible. Deleting it.
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (78, 64, 1). It's not backward compatible. Deleting it.
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (79, 64, 1). It's not backward compatible. Deleting it.
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (74, 64, 1). It's not backward compatible. Deleting it.
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (73, 64, 1). It's not backward compatible. Deleting it.
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (72, 64, 1). It's not backward compatible. Deleting it.
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (64, 66, 1). It's not backward compatible. Deleting it.
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (63, 66, 1). It's not backward compatible. Deleting it.
Can't validate loaded BlockObject Tubeway.Straight.Emberpelts(Clone) at (62, 66, 1). It's not backward compatible. Deleting it.
But when the load is over... they are still there
hm, interesting. I think I had two instances of battery smooth being alive lol
😄
11-10 Battery Smooth was born. tehen 11-11 Battery Smooth died of old age. :p
I forgot the how and why but the IT and EP scripts are a bit different. Sometimes the EP ones are regenerated on game load. Sometimes.
and yup I as right, it was two instances of battery smooth in the playthrough lol, the 'born' one as still there as a beaver child 😉 born before the previous one died lol
Yeah, doing my name generator tests, I ended up with 2 Tobberts, 2 Lapantpuflemagics, an eMka and a Norman. But no Bobingabout or Battery Smooth.
Also, I didn't include it in the changelog, but I added another icon to Name Generator for a beaver named Me.
So if Me shows up, he'll have a unique icon, like Gary, Karen, Chad and all the vowel named beavers.
Gary actually has a bit more in it than just an icon. He'll always be a green beaver too, and if its from the name generator will always be a leaf coat.
I put cokenose in Emberpelts, I should have put him in name generator with the other meme beavers.
The only reason why I put him in Emberpelts was so I could reuse the charcoal contaminated beaver icons.
Hi! I'm getting this crash log when I try playing with the Emberpelts, and I can't understand what the problem is. Do you have any idea, @stray dragon ?
If you have the mod from steam, do a file integrity check for Timberborn (also will check and fix the mods). If you have the mod from ModIO, reinstall the mod.
, I didn't even realise I hadn't updated EB before asking for help -_-.. Thank you.
No need, glad that has fixed.
So the error message key information is WellbeingTrackerSpec. This was removed from the game in version 1.0.10.0.
Make sure your mods are up to date, you'll need to use version 1.0.10.0 of Emberpelts with 1.0.10.0 of the game.
If you're playing through steam, then it's a steam update issue, as it likes to update games, but doesn't always like to update mods.
I can see by version numbers in that list that you have Script Pack 1.0.10.1 (the latest) but Emberpelts 1.0.8.1 (needs updating)
Luckily Timberborn is not so large a game that "verify files" takes too long (albeit, still 2G), but IMHO Steam really should add a "re-check workshop files" option to just check for workshop file updates w/o having to scan all the game files.
Ideally Steam shouldn't get into a state where it's even needed.
indeed
Well, I'm sure they rely on the staggered downloading by each client, rather than sending some push message to all running clients w/ a given workshop asset installed, telling them all to download all at the same time -- could lead to server issues 😉
I just mean that there should be a "verify workshop files" that is separate (and in addition to) the full "verify files" option - for when a user wants to actively pull all recent workshop file changes.
I've never had an issue with subscribing to a new mod. It typically starts downloading within seconds.
I think mods are checked for updates once a day, so if it checked recently then it won't check again, which is why updates don't download immediately.
Steam Update Buttons just forces the check
As I'm sure does @torn juniper's ModUpdater app
like I said, mine tends to take 5 hours before it downloads.
yea, weird
This does exactly that with option 3, only verifies workshop files https://github.com/calloatti/ModUpdater/releases
Updated for V1.0.10.1 - Fixed for change to the new Entity Namer system. (Fixed Bot Namer crash)
Updated for V1.0.10.1 - Fixed for change to the new Entity Namer system.
Tiny nit: When renaming a beaver from the population panel, their avatar doesn't immediately change to a custom one
closing and reopening the panel fixes it
Yes updating the Emberpelts mod had fixed it! I'm playing on a GOG version and using mod.io for the mods, hence the need to do everything manually, which has made me forget to update a few mods in the past... 
If you use Mod Manager, it tries to make that easier with a one "update all" button
Yeah, I'm not sure there's an easy way to fix this, but I was aware of it.
it's not a new bug
no
you could trigger an update of the avatar if the beavers/bot is renamed from CharacterBatchControlRowItemFactory.OnEntityNameClicked, but a bit harder from EntityPanel.OnEntityNameClicked.
Ideally it would need to update both images if the avatar changed
maybe triggering EntityPanel.ReloadDescription would be sufficient?
nahh, you'd need to trigger UpdateEntityBadge (maybe viaUpdateSingleton?) instead, hmmm
and then there's also the CharacterButton in DwellerView and WorkerView
kind of a pain
Renaming the character changes the icon immediately in the character panel. might be irrelevant on the Dweller view, as when you click on the beaver to rename it, it changes the side panel..
you probably have similar issues on the district screen. as it draws it once, then updates info only for the areas where it changes
which leads to the issue, even in vanilla, where if a beaver becomes contaminated while it's open, you don't get the new row for contaminated beavers until you close and reopen it.
ahhh, true
yea, it's an issue in the core game code
I wasn't thinking to click on the dweller view, just have it open when you rename with BatchControlRow
The only thing the game handles is updating the EntityPanel when it finishes construction.
weird crash from #🚀mod-users message:
NullReferenceException: Object reference not set to an instance of an object
at Timberborn.BaseComponentSystem.ComponentCache.GetIndex[T] () [0x0000b]
at Timberborn.BaseComponentSystem.ComponentCache.GetCachedComponent[T] () [0x00000]
at Timberborn.BaseComponentSystem.BaseComponent.GetComponent[T] () [0x00000]
at Timberborn.Yielding.YielderRemover.Unreserve () [0x0000e]
at Timberborn.Yielding.RemoveYieldExecutor.Unreserve () [0x00000]
The crash doesn't make sense, it can't get the Reservable from the ReservedYielder, but it can't have set the ReservedYielder unless it successfully got the Reservable earlier.
hmm
how would you feel if I removed the Windmill from Emberpelts?
or water wheel.
I'd remove 1 or the other, not both.
They have half a dozen other power sources, don't they?
Every clan should have a waterwheel of some kind, but engines seem to be the Emberpelts' speciality.
Compact water wheel
Wind Turbine.
3 levels of combination engine.
They have the water wheel simply because its expected.
If i pull anything out, I'll move it to an addon mod.
more like water wheel since Emberpelts dislike water (unless they had to drink-it) 🤔
I woukd be sad, but mostly just because I really like the vertical axis wind turbine model you made
though it would make sense to give that to the leaf coats as their stackable medium wind turbine, because the "horizontal windmill in a rounded cube" is kind of weird.
Hmm
Yeah, I'm leaning water wheel, but then I'd have to make the wind turbine cheaper so you can build it to power the planker
A thought.
I went through the trouble of writing a script for the Aquifer Rig to change the speed based on its strength, so it produces more water on more powerful aquifers.
Should I make similar changes to the badwater rig?
In contrast, the Aquifer Rig needs power, then just works. The Badwater Rig needs beavers to run.
Update for latest version of Greedy Coats/Nation.
doing a slight expansion to the Charcoal name generator.
Added a Prefix, a Suffix and a Middle with rare chances.
if you hit all the buttons, you could end up with
"Ma'Coal-on-back Jr"
"Ol'Smokenose"
I haven't actually tested it yet, but, it would be annoying to test.
if I just spawn beavers ||using dev mode||, 5/6 of them will be Emberpelts, so not use this name generator.
The alternative is to breed Charcoal beavers (||But if you use the spawn newborn button||, it uses vanilla scripts, so the same 1/6 rule applies)
So the only way to force Charcoal is to either use BFSB with only Charcoal beavers, and way for natural reproduction (or set the breeding pods to Charcoal)
or mod the mod to have 100% charcoal chance.
I guess this is another reason to make a Charcoal faction.
something is wrong here...
those are spawned beavers.
I'd expect 1/6 of them to be charcoal.
Seems to be Beaver Factions
so... in Beaver Factions, if I comment out this line, then it works.
This change was made to make the name generator work correctly with the 1.0.10.0 changes.
So, I'm not sure where my focus should be on trying to fix this, Name Generator, Beaver Factions, or the Character Texture Setter (part of Script Pack)
As far as I can tell, if you run the RunSetup on Initialize (before it's run automatically on Start), then it always picks the first texture from the list.
unless you're doing something different with Named Beavers, those still work.
Unfortunately I can't work on it right now, I have to go.
I think the problem may be this line here.
I'm not entirely sure when vanilla randomizes the texture, but if this is running on Initialize, it's probably BEFORE Vanilla randomizes the texture, so I shouldn't be trying to read what it is yet, and just pick one at random myself.
so either I delete that line so I always pick one at random (Which is what I used to do), or do a check to see if we've reached the start stage yet.
hmmmmmmmm
Patch notes: ```Bobingabout Script Pack:
Change to Character Texture Setter to avoid always using the first texture when using Beaver Factions.
```Name Generator:
More Charcoal name options.
Fix to avoid always using the first texture.
So, apparently there's a bug where you can't name the Emberpelts (and Leaf Coats) district buildings.
I can fix that.
On the note of "Named Buildings", currently only the district center does that.
Should I make other things namable?
Fix not being able to name a district center.
Is this a vanilla thing now?
I'm pretty sure that's just a charcoal beaver, unless it has a special name.
or does he mean standing on the tube?
It's basically because the tube is effectively a "Vertical Tubeway" by default. Even if the platform isn't visible until you build on top of it, it has to be able to support things on top of it in case you do try to.
A side effect is that beavers can walk on the tube.
if you place a platform over it, then it converts itself to a normal tubeway, and if you build on top of it, it draws the platform (and occupies top, to prevent you building the platform over it)
I thought about doing this auto-converting with Power Shafts too...
But the cost difference between Tube and Vertical Tube is just 2 planks (double the planks) vs Power Shafts is 1 log, vs Logs, Planks and Gears... it works for Tubes, but not for Power Shafts.
Since you need to be able to build a power shaft before you're capable of making Planks and Gears.
Hi! I encountered a crash while playing a modified version of the Emberpelts faction (modified using the mod Configurable Faction to add parts of IT and FT). The crash is related to bots trying to charge at charging stations but not having the related animation defined, I believe (see "KeyNotFoundException: The given key 'Charging' was not present in the dictionary", log attached). It happened as soon as my first bot tried to go to a charging station for the first time. Do you think this is fixable, or am I doomed to not use bots with this modified faction?
should probably report it on the configurable faction thread, honestly, standard EP ones just need control towers and grease.
You'd have the same issue if you tried to give folktails bots a charging port. Its because theres no charging animation for the Folktails bot, and the Emberpelts bot is based on the Folktails bot.
Its possible configurable factions fixed the FT bot somehow, but doesn't expect you to be playing with Emberpelts
That's probably the longest mod list I've ever seen
Thanks, I'll post this crash log on the Configurable Faction page in hope Luke sees a solution. And yes, there are too many great mods that add things I've come to find necessary for me to play anything close to vanilla 
Thankfully, with the latest crash logs I've put up on a few mod threads around here, everything is now running smoothly. Well. Nearly everything 😂 .
Little Charmuzzle is such a cute name.
Because of course Cokenose works at a farm.
They have so intensely green eyes, did not notice before
Opium farm? I smell DEA raid in their future 😂
x3
Adjusted Decontamination pod to be in line with new vanilla.
Updated for v1.0.11.0, Fixes only, no new features added yet.
Updated for v1.0.11.0
Updated for v1.0.11.0
Need "Clock" => "DecorativeClock" as per V1.0.11.0
Added German translations by juf0816
Fix Typo in unused Need and Good Collection
Updated for v1.0.11.0, Fixes only, no new features added yet.
Added German translations by juf0816
Beaver Faction Split Breeding:
Updated for v1.0.11.0
you planning to replace sluice with valve(or whatever) and add automation stuff to emberpelts/leafcoats?
I'll repeat my proposal to strip contamination control out of the sluice and keep it.
IMO, Sluice isn't redundant, as it offers a more compact badwater detection switch.
So I want to keep both
But cost them appropriately.
Valve can do more, but requires additional external devices to perform the functions of the Sluice.
So a Sluice is a "Dumb Auto-Switch" in that it can't connect to automation things (at least, I don't think it can), and the Valve is a "Smart Switch" that requires external sensors.
I think the Sluice should be cheaper in science cost, but more expensive in build cost. But what should it cost?
also, that's just a cost thought, you don't have to agree with me, but I still want to keep both, and am open to cost suggestions.
note to self: Clutch animation, Clockwise, probably 104 frames
Maybe like 100 Science as like an Early Game thing until you can build enough infrastructure to support the more adavnced sensors
So people can either use it as an early stop gap measure or just keep it for the whole run
Cause the sensors themselves already require some mid game items like Metal and Gears to function
Compared to the Sluice
That's my thoughts too, Sluice should be early game... But is still a powerful bad-water blocker
Clutch open, Clutch closed, Sluice and Valve. (of course the valve is kinda dumb right now as there's no automation sensors yet)
Well you still need the infrastructure to get to the bad water in the first place like stairs and ladders
which only costs Logs and Planks
I wonder if the Sluice should be modified to be cheaper, as in, doesn't cost metal.
Probably like make it use gears instead
You could head canon it’s just painted planks and the gears are responsible for operating the open and close
The Sensors light up but require no power
Yeah Clutch looks good
I actually haven't used it yet
What it do
Is just like a breaker switch?
Basically, yeah, Can automate disconnecting power
I forget everything that's been added, there's a Gate too.
I've mostly been using the Resource, Depth and Contaimination Sensors
Yeah I've been using that to block off all the recreational areas until after hours
NO FUN ALLOWED ON THE JOB
YOU ARE HERE TO WORK
in theory they don't do that stuff at work anyway, they just leave to get food
there a reason gates cant have automation?
vanilla gates -do- have automation.
No worries
We all miss stuff.
Multi-purpose automation.
good: if the purple light went out (< 666 surplus power) then the number cruncher would stop.
better: NOT relay assigned to the purple gate turns on the three steam engines when there is not an adequate surplus of power.
Gotta keep the bots charged during droughts.
I will say Bad water diversion hasn’t gotten any more complicated as people are saying
Yeah, but since you need a bad water detector on the input side, you can't do the same ultra-compact designs I like to use with the valve.

So we have the Clutch, the Gate, and the Valve, plus an All Wood Sluice.
Planning on changing the cost to Planks and Gears, maybe also logs.
The arrow on the red rimmed one is too light. Maybe a red for it?
Perhaps, though that might be a cool red for the arrow.
Specifically for Emberpelts, the fireworks launcher should give a well-being bonus.
Of course, the Leafcoats wouldn't want one at all.
oh I see
Yeah, I was talking about the Leaf Coats one elsewhere. Theirs would be in the Explosives addon mod, not the main Leaf Coats mod.
Now a water cannon, on the other hand…
hm?
how's this look?
The dark red wood makes for good accents, but I felt the front of the sluice, it was too much, so I went with the lesser used Red instead.
There's also a Light Red, but I'm not even sure I've used it at all
The lighter red definitely looks better on the sluice; the darker one kind of blends together into mush. Now it kind of looks like copper.
Is the frame of the valve supposed to be metal? If so the darker red works.
The arrow is better now that you changed to a lighter wood.
It's painted metal, with Emberpelts red paint
I think I'm happy with the models, I'm going to bed.
Rest well.
So, Sluice cost.
Instead of Metal, Gears, but how many, and should I add anything else?
… tubeway gate
Thats district gate for tubes
I could try add a new closeable tube gate in line with the new stuff
This is what I meant.
Not sure how doable this is actually, because the tube lights up based on occupant, but the gate also lights up based on open or closed state.
That means there's 2 lighting Illumination controllers
Best case scenario, one of those 2 does nothing.
Worst case scenario, it crashes
So you would either have to rebuild a script to remove one, or somehow merge them, which sounds like a lot of work…
I don't think I want to mess with the Tubeway lighting, and it's a decorator of Tube, so can't just exclude it
I think the Gate Illuminator is likely the same
There's also no guarantee that the Gate Spec will cut a Tubeway nav mesh.
Speaking of your tubes... I like the changes to the bridges. That starting platform over it really makes a difference to how they feel. And it still works like a vertical, so yay!
which starting platform?
The bridges were just all regular tubes initially. Current version, the first piece of a bridge is a stackable.
Keep in mind the "Platform" logic is different between EP and IT.
For IT, it follows Vetical Tubeway logic, but for EP it it follows Dynamic Tubeway logic
So that is IT specific?
For IT it always draws the platform, until you build another tube on top of it, then it removes the platform but keeps the support legs.
For EP, it doesn't draw the platform unless you build something on top of it, and if that something is a tube, it draws the legs.
I'm currently in an FT game, but afterwards EP is queued for my next game.
That it not how I have experienced it for either, I don't think. Let me load and explain with images...
what I'm describing is how I designed it, so if it doesn't work that way, something is wrong ¦3
This is what I mean. At the start of every bridge. I love it. Didn't use to be like that.
That is from an IT game.
That's an IT thing, it behaves the same as a Vertical Tubeway (the IT ones that stack) It'll remove the platform (but keep the legs) if you build a tube on top of it.
The Emberpelts version won't visually display the platform until you build something (like a path) on top of it.
how it builds in IT...
image 1 is the frame when it first starts
then after time building it went from 1 to 2 in an instant.
yup
Hrm. Okay.
each faction has their own style of Tubeways, s they behave slightly different
I basically had to rewrite a lot of the tubeway code to make the Emberpelts Tubeways work.
That's cool. I don't play IT (or FT) often so I guess I just didn't notice before.
I haven't really played the game in a while.
I spend most of my time modding it
so most of my actually loaded game time is spend in EP or LC
I'm usually either testing for you or Lapan, so I spend a lot of time playing. 🙂
I wouldn't even be playing vanilla factions but WP is borked and yours don't yet have the new stuff. (Not rushing.)
yeah, the new stuff will take time, at least you can tell I'm working on it
Definitely. And playing vanilla will let me know how they compare when it is time to test yours.
I still need to make a few tweaks, but do you think I should release what I have now (Wooden Sluice, Valve, Gate and Clutch) as 1.0.11.1, and then continue to work on automation?
Hrm... no. Valves need automation to not be annoying.
It still has a use case without automation. Limit the flow through a block.
I need to make a new icon for the Valve too
It's basically the Sluice icon but with a dot in the middle of the gear
For my playstyle that hardly is worth anything.
but mine are 4/5 the height
but you'll gain Clutch and Gate, and a cheaper wooden sluice o3o
It's an intermediate step.
True. I'll happily wait. Now if the gate differentiated between biologics and bots I'd be begging you to release.
I also have to imagine a use for the clutch. /laughs
I'm a "1 power shaft to power the map" kind of player.
There are things I can think of that it would be useful for, but, like, you could probably automate all that with automation anyway.
what determines what is and isn't automatable?
I don't know yet.
so... cost of sluice?
I almost always have an abundance of power unless it is a drought.
I am sooooo bad at balancing costs. Unless it is extreme like 1,000 dirt for a single block.
Anything further from me for a few hours, take with a grain of salt; I am now Scotch-happy.
6 plank 4 gears?
so 10 logs + time. I'd pay that.
I mean, a Valve is 5 logs 5 scrap, so not much more expensive, but scrap is harder to get than logs, and needs to be refined.
Well, depending on who's refining the scrap
Emberpelts is cheaper, Leaf Coats is more expensive
If something can be made from logs (regardless of planks or gears) without metal, it is usually a bargain.
Metal is technically an unlimited resource too; however, it is so much easier to gauge log-based building.
It is nearly 10:30 am and I've been up for 23½ hours, so I think I'm gonna crash.
Clay and Bricks is probably easier than Treated Planks, because the latter requires you to farm trees for pine resin.
So...
Gate Status is what persists.
so if a beaver is on-route and you close the gate, I saw one pass through anyway, but the one behind him stop and turn around.
though...
That's an... interesting... side effect.
Tubeway clutches?
Tubeway gates.
Brought up because it seemed like an obvious inclusion, but it seems to have had some unexpected side effects.
The lights on the tube are controlled entirely by automation, ignoring the usual "light up for passing beavers/bots," and they seemingly visually disconnect the tube...
Yeah, Paths connect based on neighbours, if the neighbour is a path, it will connect to it.
Tubeways perform additional checks to see if the neighbour is connected by a nav mesh.
Since the gate disconnects the nav mesh, that's why the graphic visually disconnects from it.
I often end up with metal before treated planks. Not sure why. Of course it depends on what faction I am playing and what treated planks are needed for.
Same
The math does not appear to be precise on these valves. My intake is 2 valves set at 1.5 m/s for a supposed total of 3.00 m/s.
To keep from overflowing the banks, however, my outflows are 3 @ .054 and 1 @ 1.47 for a total of 3.09.
Where is that extra 0.09 coming from???
Magic
Must be. 😛
Playing with the automation and water mechanics, I have discovered that we are not going to have nice clean precision engineering. 
If the fountain's little pond gets too full, the sluices near the source -fully- open. This was still causing overflows every time. So I put in 3 overflow dams on top of the sluices. Still had water going over the sides. Finally I just left the three spots on top of the sluices open and I stopped getting flows over the sides 99+% of the time.
At lest the pond around the fountain and the irrigation canals don't overflow.
Wait what is that building?
Which one? The depth sensor or the fountain?
Fountain
It is a FT awe building: Fountain of Joy.
Okay, the fireworks are sorta fun if one is not running at x30 speed.
Still, lack of delay launch. On continuous launch, is like a machine gun 🤣
Yep. Startled me the first time it went off like that.
I just set one to fire a single one every half hour.
I have played with most of the new automation. So, as soon as I finish this final wonder, I'll go back to EmberPelts even if they don't have the new goodies quite yet.
@stray dragon Have you noticed that the wooden path with railings hides the ladder hole?
same way that a impermeable floor does
The LeafCoats hedge path doesn't do this.
I am just not motivated to work on mods today.
yeah, wooden path isn't ideal for placement on top of ladders.
No worries.
Updated water wheel power reading display.
Emberpelts:
Fixed Windows
Updated water wheel power reading
Added Valve, Clutch and Gate from V1.0.11.
Changed Sluice to be all wood, and changed it's cost to 6 planks and 4 gears.
Added Tubeway Gate.
Leaf Coats:
Fixed Windows
Updated water wheel power reading
Added Valve, Clutch and Gate from V1.0.11.
Changed Sluice to be all wood, and changed it's cost to 6 planks and 4 gears.
Ah yes, someone was asking about this.
Well, The devs seem to have just done what I proposed you do with the old sluices: limiting them to only downstream control and require a contamination sensor for full functionallity.
https://store.steampowered.com/news/app/1062090/view/511859019859625208
Well, that sucks, I like how compact of a bad-water switch they are
Some of my colonies are no longer going to be able to work from this change.
(imagine a 1 wide 1 tall tube)
but, eh, my changes still make sense.
oh, wait, that's not alterations to the sluice, that's a new item.
Reads the full change logs
See, this is why I'm not in a rush to add these things to Emberpelts and Leaf Coats
Valve renamed, added a second type of valve, changed the sensors to be only 1 high.
Do my mods cause the game to crash?
unfortunately if it does, I don't have the time to fix anything right now.
ARGH ¦3
left to right, Sluice, Fill valve, Throttling Valve
So...
Fill: Planks and Gears
Sluice: Planks and Metal
Throttle: Treated Planks (or Planks and Bricks for Emberpelts) and Metal
I like bricks. So much easier than treated planks.
That and one of my many hobbies used to be pottery.
Not at all!
Might want to rename them slightly though
Fill Valve
Fill and Filter Valve?
Throttle Valve.
Can a Sluice accept Automation?
(and would it be possible to add it if it doesn't?)
Remember, Luke immediately restored sluices. So try not to conflict in your naming since many people will be running his mod.
I don't know and it sure should be!
I would suggest you spend an hour in dev mode playing with automation with IT. I think you will appreciate it more and it will make your modding decisions easier.
So I haven't played it in over a year, but the automation system feels very close to what they have in ONI. If you play that too. It is not like Factorio automation, IMO
Damn! I haven't played Factorio in some time either! That just shows how good Timberborn is at obsessing me. 😛
The hours in Timberborn show it too!
I don't think ONI even had automation last time I played it
Uh… that would put it well before 2020.
That's right
I think the last one I played was when they first added Rockets, and that wasn't playing proper
I found Factorio before ONI, but they both appeal to me in that special way.
It's going to be several hours until I'm home, so I can't test.
Someone check if it's possible to automate the sluice open/closed from a sensor.
I was playing Factorio back in 0.5 I think, was very early days.
I think my first version was 0.4.8, and went to 0.5.0 shortly afterwards
yes, back in those days, 8 minor patches for a version
Do you mean Luke's restored sluice?
I have played a long time.
A couple more weeks and it will be a decade!
Either, Sluice still exists in Vanilla, it's just hidden behind dev mode
kk. give me a couple of game reboots. 🙂
Dev-mode sluice does not react to automation. 🙁
Trying Luke's.
I wonder how hard it would be to try and add it
on that note
You can read values from Storages right?
See if all the Bob Storages things can connect
Luke's isn't automatable either.
The resource counter isn't (storage) item specific.
And yes, it detects stuff in your storage.
Long tiny too.
Sorry, my friend, but sleep is taking me.
Thanks for checking things for me
I wasn't thinking it was item specific, but some storages use a custom script (underground Warehouses, most of the Leaf Coats ones)
Very nice
I don't think I want to remake the Throttle Valve with the curved fins
the different coloured frame should be identification enough
plus if you remove sluice from the group, the Fill Valve has red wooden fins vs metal fins.
So, Costs about Automation devices
The devs added the "Metal Parts" thing in v1.0.11, and as such, where the Folktails stuff costs Paper, IronTeeth stuff costs Metal Parts.
They're literally a 1:1 between FT/IT costs.
So.
equivelent costs.
FT: Paper
IT: Metal Parts
EP: Clay
LC: Bark.
FT/IT/LC: Treated Planks
EP: Planks + Bricks.
Nice!
Planks and Bricks
cost split between them
Bark might feel a bit cheap compared to Paper and metal parts, but, it's what I've been using for Leaf Coats instead of Paper.
Leaf coats have their costs elsewhere. I wouldn't worry about it. Plus fireworks are just an enjoyment for the player. They don't really serve much purpose for the beavers.
I think one of the patches gave them a happiness boost, but when I was playing with them there wasn't.
Perhaps I'm imagining it then. That wouldn't be the first time.
Todays task is just to do the sluice update (add fill valve and change models)
I've also added the Blueprints for all the automation stuff to the right places.
I'll probably be too busy to do much the rest of the day and tomorrow
so, monday is when I'll start modelling them.
Looking at the models of them, there are a few minor difference between some FT and IT models
The Speaker for example.
The FT one is round, but the IT one there're bevelled squares
the clock one is slightly different too
Well, I'll be here when they are ready to test! I'm really looking forward to playing with automation in EmberPelts and LeafCoats.
Aside from Igor's automation, which I use extensively in WhitePaws.
Does the detonator only show up when there's something to blow up or something?
I don't see it on the GUI, even though it's in the collections list
Yes, but I need to fix that.
Very nice
As I was saying in the Leaf Coats channel, I know exactly what colour should be used where for leaf coats, so I modelled all the Iron Teeth things into a Leaf Coats version pretty easy (then spent a few hours fixing issues with their functionallity in game)
So I just grabbed the leaf Coats version to use on Emberpelts and realised they don't translate 1:1, Emberpelts have 1 less wood colour for a start
I think the colour scheme I used is fitting enoguh
These look more Emberpelts IMO
Now I want to go back and rework the Leaf Coats ones a bit ¦3
Revert Models and Cost of Sluice back to pre-v1.0.11.0 state.
Added Fill Valve with the Wooden Sluice model and cost of 6 Planks 4 Gears.
Updated the cost of the Valve (now named Throttling Valve) to 5 Planks, 5 Metal Blocks and 5 Bricks.
Added Automation buildings.
Revert Models and Cost of Sluice back to pre-v1.0.11.0 state.
Added Fill Valve with the Wooden Sluice model and cost of 6 Planks 4 Gears.
Updated the cost of the Valve (now named Throttling Valve) to 5 Treated Planks, 5 Metal Blocks.
Added Automation buildings Minus Detonator and Fireworks Launcher.
Added Detonator and Fireworks Launcher.
Added customizable light color.
hmm, has it been considered that if the Emberpelts love fire so much, they should be able to use it to clear thorns in 1.0 without the injuries? just burn them off.
was just watching that new map JC Beard is doing and realized it'd be great for something like that tunnel in "Down the Plughole"
Hmmm
I'm honestly surprised if that hasn't been suggested before.
either less chance of injury/quicker, or maybe just as much, but clears an area of them?
I could just imagine them setting off a big fire to burn away that whole line, and scorching themselves in the process 😉
ah, okay. 🙂 Just an idea. 🙂
I guess I thought it'd mostly be a line of burn flashes like dynamite explosions along with a delete terrain/object command, if there isn't one then nevermind 🙂
meanwhile I feel bad for my beavers and now realize there should probably be a penalty to well being for one housing thing. lol.
I'm doing 3x3x6 blocks of houses, the ones in the middle stack have no windows to the outside.
When I made the dynamic walls on the emberpelts lodges, I basically just put a lodge door graphic on the inside of the walkway, so its part of the walkway.
Which means the lights don't work as expected.
When I did it for leaf coats, I put it on the building.
I've been considering reworking them to leafcoats style.
It'll be a fair bit of work that will likely require rewriting scripts, which is why I'm hesitant, but it might make the result even better.
Totally your call on that one.
I mean, sure it'll look cool. but if it's too much work, is it worth diverting time/effort from other things?
Looking at how I programmed it, I'd need to change a fair bit.
whats better this or leaf coats
They're different, Emberpelts came first and is more complete. Leafcoats is newer and not 100% complete (still needs a wonder).
"Better" is subjective.
I wrote this first, and feels more Vanilla-like.
Leaf Coats is more ambitious and unique. (and also unfinished)
I think i prefer leaf coats
me too
just boot in
just looks more intresting
I've "Played" them in that I have a game going as their faction, but... pretty much everything was just cheated in, so I can test it.
hehe
like maxing out starting beavers?
no, like, entering ||Dev Mode and placing finished buildings, or placing stockpiles and filling them with resources||
that's spoilered as per server rules.
ooooooooooooooooooooooooooh
Bobingabout, Gary, Cokenose, Battery Smooth, eMka, Norman, Tobbert, Lapantouflemagic
what's this looks cool
I've tried this mod but for some reason my beavers don't want to build anything other than the regular home that's available from the start. The only way you can get them to do anything is to manually assign the highest priority. I assume it's an issue somehow unique to this mod since the regular beavers still behave as they should. Is there anything I'm missing here?
EDIT: some testing on unrelated mods revealed that the cause of this issue is Extended Builder Reach, disabling the option "extend demolishing reach" basically lobotomizes Emberpelts
Yeah, Most Leaf Coats Buildings and Emberpelts Housing have code added to them from other things like Tubeways that allow you to build directly up, and from inside them. So they're already messing with building reach.
When you get 2 mods trying to edit the same thing, it doesn't surprise me that you may get issues.
that code is absolutely amazing, thank you for adding it.
Building from within a house is a new addition for Emberpelts, you used to have to scaffold and build from above
it's much nicer being able to build giant warehouses for Beaver storage from the inside. 😉
I do worry that I'm making them overpowered sometimes though
Now allow to be completed if beavers are standing in them.
Tubeway Levee:
Now allow to be completed if beavers are standing in them.
Now allow to be completed if beavers are standing in them.
Tubeway Top Connection:
Now allow to be completed if beavers are standing in them.```
Overpowered is fine if it's avoidable. Having your base food (carrot equivalent) give +200 wellbeing is bad OP. More options for how to play is good OP.
I've done a fair bit of refactoring the internals of Emberpelts and Leaf Coats
I'm not sure how much it changes the actual mod, but in theory, if in future I need to rebuild my project, I can just dump my mods folder into the new project, and everything should just work, instead of having to mess about relinking vanilla assets (Because Materials are all GUID Linked)
so there's an actual copy of Vanilla textures used by my custom materials in the mod projects folder
Which also semi-solves issues that can show up if Vanilla updates textures (They've changed the windows Atlas texture a few times, latest was in V1.0.11.0)
I've seen a message a few times about how Emberpelts don't want to build anything. Is anyone else having that issue?
R.I.P.
I died.
So far haven’t seen that happen, just started up a new playthrough two days ago but there isn’t much going on atm besides farms
yup, just happened to catch your beaver fall over and figured it was worth a chuckle
Looks like long and happy life. Should publish an obituary like what did he do, how many children and grandchildren he had.
Emberpelts:
Stairs, Tubeways and Tubeway stations now allow to be completed if beavers are standing in them.
Fixed Minilodge Access.
General asset restructure.
Include empty EmberpeltsAddons Good and Need collections
just got this one, it was working fine yesterday
did you move the material Path.Emberpelts somewhere else?
AssetRef(Materials/UberAtlas/Materials/Emberpelts/Path.Emberpelts).Value failed
Timberborn.PathSystem.DynamicPathModel.Awake() failed
InvalidOperationException: Failed to load asset at Materials/UberAtlas/Materials/Emberpelts/Path.Emberpelts
I guess it's possible that Greedy Embers didn't import something correctly
Might be worth reporting in https://discord.com/channels/1402973864425816064/1402974281004093481
(see https://discord.com/channels/558398674389172225/1283726435730591798 if you need an invite to zxuiji's server)
oh okay I'll go there thnx
I restructured that folder Materials/UberAtlas/Materials/Emberpelts/Path.Emberpelts to Materials/UberAtlas/Emberpelts/Path.Emberpelts, the second Materials was redundant.
I did a lot of refactoring in the mod over the past couple weeks, and posted the update yesterday.
It'll definitely be broken if you're playing with Zxuiji's mods, as he won't have updated them to my changes.
I'm sorry for the inconvenience for Greedy Mod enjoyers, but it was a necessary change for long term maintenance.
If that was the only change, I wouldn't have done it, but I moved files around in a lot of places.
Also it's a bit odd that that's the error, it means Zxuiji is overwriting my Faction file, the whole file, including redefining entries that weren't changed...
or messing with the Materials Collection list.
Complete rewrite of how the Pneumatic Tube Connection system creates and changes connections, to dramatically improve performance. (Should improve Loading times of Leaf Coats games, and remove any potential game freezes when beavers complete buildings.)
Stumbled across to a couple of ancient building pictures.
No idea what you'd use them for, but they looked cool.
These are apparently the old golem factories.
old golem factory?
was it from some sort of experimental or something, because I remember goldems being made in what is currently the bot factory
if it is something we can still get the model for, I'd probably be able to make something of it
You can probably rip it from the old games files.
Assuming we can get that version of the game
yea, the old versions are on Steam
if it was from an experimental, then later replaced with the bot part factory style before the stable release, then it's not available
Like I said, I remember making golems using what is the current bot part factory
from https://timberborn.wiki.gg/wiki/Category:Bots
Update 3: Golems renamed to Bots. Model updated.
Update 2: Golems added.
so, update 2 has that?
can I just download that version without replacing my currently installed version?
by default it will replace your current version
which is why I don't really want to do it to get 2 files ¦3
with a little bit of surgery to appmanifest_1062090.acf you can get steam to store the files in a different place
You could probably also use download_depot to get the files (which will download them to a different location)
yeah, I couldn't find a download option on that page
no there isn't one
oh, I have no idea what you're talking about then
but see this post: #🚀mod-users message
I think for Update 2 on Windows, you'd want download_depot 1062090 1062091 7666673167325896587
uuuuuuhhhh
that doesn't look like those examples to me
Looks more like the Bot Assembler
like I said
so unless you know and can still gain access to the specific experimental build that those models are from, they're not accessible anymore
so how do I delete this old version of timberborn, just delete it?
I think so yea,
Where did you get the images from?
Maybe they're from an even earlier version of the game?
The images are probably from the Wiki. I'm sure if we ask Mechanistry really nicely, they might still have those models lying around and just hand them out?
Google reverse image search says it's a Wood Workshop, but it doesn't look anything like it.
https://timberborn.fandom.com has some old screenshots for Shredder and Disposal Facility, but not the same at all
They're the Golem factories, check for those?
weren't golems damaged by walking into water? ouch, the memories. that was infuriating.
They were just lying around on the backend of the wiki when I checked unused images, labeled as golem factories.
I figured I'd put them here since they looked cool, to see if the original models could be found, but apparently not. Oh well.
https://steamcommunity.com/games/1062090/announcements/detail/3226278286753213694 same images are shown here, so its some version pre U2
barrel bot recycler?
would be fun to get access to those models
that one on the right is very much a parts factory before they put the flat roof on it.
Reading that though, looks like they went from a simplified version of the Bot Assembler, to that large tall Golem Assembler, back to a more refined version of the easlier bot assembler.
The note in U3 about the "Golen Assembler" having it's model updated is likely just the "Golem" under construction in the middle being replaced with a bot being constructed.
So unless we can get access to those U2 experimental versions, I guess we're out of luck.
Or we can ask eMka very very nicely.
After reading through a bunch of historic patch notes, I think I found it.
-app 1062090 -depot 1062091 -manifest 4767435984382176697 -beta experimental
The next update after this one made the part factory roofs flat, so if it isn't this build, then it died before reaching experimental.
There is lots of cool stuff back then that is gone.
Example: Did you know that gravity batteries were stackable for exactly 1 experimental update?
Not sure I like that idea. /laughs
I mean, how do you stack a battery?
so, how do I download that version?
Depot download failed : Failed downloading 1 manifests (No connection) ```
so, looks like it's not downloadable.
Is it a current branch?
I think manifests are GC'ed unless they're a branch
eg: 5961608454880895033 worked for me (on March 3rd) to download 1.0.10.4 less than a day after 1.0.11.0 was published, but it didn't work 4 days later (on March 7th)
Where did you get 4767435984382176697 from?
By tracking historical releases on SteamDB.
ahh, the 19 April 2022 – 12:36:28 UTC release
probably 0.1.5.0?
The closest downloadable will probably be 0.1.5.2 3742279093687697973
which is just old-0.1
I find https://www.gogdb.org/product/1711765822#builds a good cross reference because it shows the version numbers too
I think I got it.
What file would the assets be in?
Method:
https://github.com/SteamRE/DepotDownloader
depotdownloader -app 1062090 -depot 1062091 -manifest 4767435984382176697 -branch experimental -qr -dir "Timber"
(if not using the steam mobile app for login, replace -qr with -username <user> -password <pass>)
-# Ever seen a program render a QR code in the terminal before?
yea, I assume they all use the same backend
Did you get this to work, or does it give a 401?
It worked
interesting
I get Encountered 401 for depot manifest 1062091 4767435984382176697. Aborting
401 should mean that it failed due to missing credentials. (i.e. the downloader wasn't logged in).
It doesn't work for me at all, I tried the latest public and experimental too
Maybe because I only have access to the game via Family account, so maybe it's not getting the licence correctly.
Quite Possible.
download_depot 1062090 1062091 3742279093687697973 in steam works fine
but download_depot 1062090 1062091 4767435984382176697 doesn't
Everything I could find.
It looks like the fancier roof to the parts factory never hit a public build.
Also note the log fence at the very bottom.
log fence looks nice.
Also, beaver totem pole!
so many buildings look different
The square forester...
interesting roof on the large tank there, bot fuel tank or something wasn't it?
Biofuel tank.
depotdownloader -app 1062090 -depot 1062091 -manifest 4803353334449751879 -branch experimental -username <PLACEHOLDER> -password <PLACEHOLDER> -remember-password -dir "Timber"
Oh, also, original dynamite.
that worked?
For me, yes.
I needed this utility to do it, though. #1300977672037339188 message
IT:
The one building that looks familiar... isn't.
Playing old versions of the game... "I have no memory of this place..."
The golems/bots are built in the tall structure.
What we know as the assembler today was actually a maintenence facility!
Also, a shout-out to the shower Water Jet needing to be in water to function.
So much cool looking stuff from way back. I don't know what all of this is for but... I like the visuals.
And I really miss the look of the original FT golem. That was such a cool face
Two of those three are in the images I posted above.
The building with the slide, though, never made it to the experimental branch.
Really a pity.
oh, you got the models?
I don't have a tool to extract them with, but I do have the build they came from.
you don't have asset ripper?
nope.
How'd you manage to get the build?
well
when you let me know, I'll try it myself.
but I only really want like, 4 models.
also, if you don't have asset ripper, I'm interested on how you have a Golem Assembler next to a Bot Assembler.
That isn't a bot assembler.
#1300977672037339188 message
oh, what did golem maintainance do?
#1300977672037339188 message
Or, if you are okay with a 7zip archive, I have that.
Encrypted for control reasons.
I have 7zip
what do I do with that command?
https://github.com/SteamRE/DepotDownloader
You need this tool, then use that command to run it from the command line (after filling the placeholders with your credentials)
wait
you don't have asset ripper, but you have some weird 3rd party steam downloader?
so what was your plan with this?
Working on getting a link for you; I had to put it on a cloud drive first.
DM Me.
Done.
I liked the old tent looking district crossings. Even tho I despise districts
At least I intuitively understood the old District distribution system. The new system? Still have yet to understand it. I mostly ended up mashing buttons and levers out of frustration until it sort of worked. I have not touched Districts since u4
can you do the same with old demo version buildings? its pre- early access, I don't see it in the build list that was shared earlier so likely they are not available. But if those models are available that would very easily create a distinct faction in itself. and some of them (e.g. house) have a very nice aesthetic
maybe they are still hidden in one of the very early versions
Yeah, I think the earliest we have access to is 0.0, and those predate that
I can try pulling the oldest listed version, but most likely the demo had a different appid.
That's very common, since it lets them terminate the user license.
Valve is very picky about that: free licenses or ones from keys sold off-platform can be terminated by the developer, but ones sold through Steam itself can't be.
Key licenses require the key to terminate unless all licenses are terminated at once (e.g. shutting down a beta test).
I got interested in all this because I once was given a "release state override" key (allows access when the product isn't publicly available yet; becomes a normal key after release).
Yep, I was right. The demo has a different appid.
i just stumbed upon a random site, but does this help maybe https://steamdb.info/depot/1237622/ ?
download_depot 1237620 1237622 7870971855805012604 fails with: Depot download failed : missing license for depot (No subscription)
depotdownloader says App 1237620 (Timberborn Demo) is not available from this account.
hmm
Im really loving the connected housing on emberpelts - is there a separate mod for this? (Not wanting the full set of items as in greedy builders, just the housing) It feels really beavery and i want my FT's to have it
It's just part of Emberpelts. I don't think it requires any custom specs from my script pack, but it did take me quite a while to customise every building for it to work on it.
I guess im playing emberpelts for the forseeable 🍅
so in theory it could be done for FT and IT, but it would take a while for someone to actually do it.
Yeah np 🙂
Basically, it's all in the nav mesh

