#Leafcoats - New faction (Early Access)

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torpid patrol
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alright. I guess I'll give it a try.

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The worst part will be fixing all the materials.

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I'm at this point where I should probably use a fresh set of ripped assets

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but then that breaks all the emberpelt and now leafcoats materials, as all the textures would have a new GUID.

serene elm
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this is also why i keep ripped assets in a seperate project

serene elm
torpid patrol
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kind of at the point where I need to do it though... there's just so many things in my project that are already broken because of me patching and stitching ripped assets.

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Yeah, I can handle mass GUID replacements myself.

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it's replacing single textures in my custom materials from new textures

serene elm
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well time to go to bed gl

torpid patrol
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night

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@serene elm 11:19 of your video, bottom right corner.

torpid patrol
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Apparently I had a couple of files missing.

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so after starting to make a new project... I stopped and instead went back to patching my old one

torpid patrol
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Simultaniously looks good, and terrible.

hasty kettle
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looks like a muddy road or something

worn ivy
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I was about to say "maybe a mulch trail" but that would practically be the opposite of this faction.

torpid patrol
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so yeah, I don't like the "Mud" path, probably because it's too dark.

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but I do dig the hedge liner path

desert rover
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Not that I don't like the walls of the skybridge, but I like the hedge even better.

torpid patrol
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I mean, it's very similar to the Emberpelts SkyBridge, and I nay have refered to it as that before, but I'm calling these Branches.

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On any case. I should put some serious thoughts into leafcoats food.

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We've discussed things like fruit trees. Apples, oranges, plumbs.. bushes like strawberry and other bush fruits like raspberries. Dandelions.
People mentioned pumpkins, not sure about that one.
Grape vines.

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Mangroves and chestnuts.

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But the thing is... without using fire, how would they process the foods?

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Oh yeah, hydroponic garden with the algae, mushrooms and something new.

viscid zinc
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Couldn't they still use fire, but make any fire-using building ground only, so they can't be built in the trees?

torpid patrol
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I was thinking more iron teeth oriented. Fermenting, press, food processor...

worn ivy
torpid patrol
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I don't want it to be a clone of iron teeth stuff though, at least not exactly. EP ripped off FT a lot with the food processing.

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Gristmill, and fermenter would be a good start.

worn ivy
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It looks like flour can be made from chestnuts.

torpid patrol
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Food packer would be another option. Makes things like fruit salad.

torpid patrol
worn ivy
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No idea yet; I'm thinking out loud, like you so often do.

torpid patrol
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I'm not saying it's a bad idea, I had the same thought

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But followed up with....

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Also other fruits or berries that would be good to grind... not juice.

desert rover
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Well, lets go back to the 1970's and early 80s.

We were taught how to use tin foil to make solar cookers. No fancy solar cells, just reflected sunlight.

Star with a fermented dough like sourdough and then put it in the solar cooker and viola, you have bread!

worn ivy
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Grr... even hardtack needs baked.

Perhaps some sort of solar oven will be needed.

viscid zinc
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Salt and vinegar can also transform a lot of food into other things.

torpid patrol
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I'm just amused that you both said solar oven.

desert rover
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Mine was just more long winded with a bit of a story. Old writer/tech syndrome

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We likes our bread!

viscid zinc
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Beavers do eat fruits and vegetables, but they primarily eat trees/wood.
Perhaps if you want to go the tree beaver route, one of their well-beings could be based off of the different types of trees in the game. The trees would not be marked for cutting, but instead be harvested/gathered/some other action type not currently tied to another faction, to produce food items based on each tree variety.

worn ivy
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How hard would it be to make a building that has to have clearance all the way to the build limit?

desert rover
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That changes depending on starting elevation. And then there are mods that extend it further.

torpid patrol
desert rover
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Look at Luke's resizer. That can take you well over 10 times the normal map height.

torpid patrol
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thoughts on Moss path?

hasty kettle
# torpid patrol

Looks great and fits the faction, I think. Is it always the same field, or could there be random flowers here and there?

torpid patrol
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This for their primary path though

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there's so many path options to choose from...

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Normal path, Path with hand rails. Hand rails only. Path with Hedges, Hedges only.

Moss path... all 5 options as above.
mud path... all 5 options as above.

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Well, you don't actually need all 5 options on all 3 path types, because 2 of them were handrails only and hedges only.

so that's 3 combinations of 3 colours, plus 2.

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11 paths.

hasty kettle
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I just like the green, and I thought a few splashes here and there would break it up a bit. We'll have to see if it looks good with a little pink... if you connect it with a hand rail or something, I don't think pink dots are necessary.

torpid patrol
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then there's also the problem that Path... Path with hand rails... Path with hedges... all 3 versions, plus the hand rails only, and hedges only, so 3 each, plus 1 of each, would look the same when placed on a platform.

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that's 7 hand rails and 4 hedges.

hasty kettle
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Just to be clear, in the end, will you only choose one or do you want to have different options for decoration?

torpid patrol
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Yes.

hasty kettle
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yes what 😄

torpid patrol
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I don't know, could go either way.

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but that's a lot of paths

hasty kettle
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yea .. if you ask me.. i would 2-3 options are enough

torpid patrol
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and I haven't even started on the decorative floor paths (like wooden paths in Emberpelts)

hasty kettle
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from all you showed so far i like the green one the most and most fitting to the faction

torpid patrol
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Personally, I'm leaning Sandy as the default.

torpid patrol
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"Campfire"

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Probably gonna put something like hedges, or small shrubs in there and a large central shub in the middle.

wise mulch
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Only Camp . No fire for this faction, will kill the trees 🤣

torpid patrol
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"Fireless Campfire"

worn ivy
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Is that... The base of an FT campfire with the chairs from an FT rooftop terrace and without a fire?

light raft
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Why not make it a Camping Site? Just needs a Tent at the center HappyIT

torpid patrol
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I've been pulling assets from all over the place, so I got confused, but... yes, it's the base of the FT campfire with the chairs from the FT rooftop terrace

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Edited to be metal frames with ropes, rather than made of logs.

wise mulch
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maybe, in center a leaf shrub ?

torpid patrol
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Yeah, I'm building the mods again, I'll show the result when done

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I could probably move things around a bit to squeeze in an extra chair and more shrubs

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also the purple and yellow leaves rather than all green give it more flare.

wise mulch
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maybe some small lights on shrubs ?

torpid patrol
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Lights?

wise mulch
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A kind of christmas tree for beavers, to be something looking nice during night for beavers eyes.

torpid patrol
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the only thing I can really think of adding is like this, from the FT Roof top terrace.

desert rover
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Consider a small fountain in the center, perhaps?

torpid patrol
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Fountains are hard to do

desert rover
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ah

torpid patrol
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The rooftop terrace...

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or more "Branch hanging terrace"

worn ivy
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Oh, now that is a fun one.

torpid patrol
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Took a while to get that right

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also...

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you can technically build it like this

hasty kettle
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like a viewing plattform, nice idea

flat obsidian
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That's very cool.

torpid patrol
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it probably comes down a little too much after seeing it in game IMO

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instead of hanging down by a full tile, it might look better hanging down by a half tile.

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or 3/4 tile

torpid patrol
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though there is a slight down side of raising it.

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simple fix is to occupy Top in that tile too so you can't do this.

torpid patrol
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what do we have for wellbeing...

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Emberpelts:
Wellbeing boosters
Campfire, Carousel, Contemplation Spot, Dance Hall, Detailer, Excersize Plaza, Rooftop Terrace, Scratcher

Medical
Decontamination Pod, Medical Bed, Teeth Grindstone.

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Folktails:
Wellbeing boosters
Agora, Campfire, Carousel, Concemplation Spot, Dance Hall, Detailer, Lido, Mudpit, Rooftop Terrace, Shower.

Medical
Herbalist, Medical Bed, Tooth Grindstone

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IronTeeth:
Wellbeing Boosters
Campfire, Detailer, Double Shower, Excercise Plaza, Motivatorium, Mud Bath, Rooftop Terrace, Scratcher, Swimming Pool, Wind Tunnel.

Medical
Decontamination Pod, Medical Bed, Teeth Grindstone

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Common
Wellbeing boosters: Campfire, Detailer, Rooftop terrace...

Medical
Medical Bed, Teeth Grindstone.

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so we need those as a minimum

torpid patrol
# torpid patrol

Also, the "Rooftop Terrace" analogue hangs off both sides of the branch.
not all branch mounted entities will hang off both sides.

torpid patrol
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Also, from the pool of everything there...
For LeafCoats...
Fireless "Campfire", Branch Hanging "Rooftop Terrace" viewing platform, Detailer... Lido/Swimming pool, Mudpit/MudBath, Shower (Even though I'm personally not a fan)
Probably some sort of Carousel (maybe more of a Ferris wheel?), some sort of wind tunnel, and something like a Dance/Hall or Exercise Plaza?
Some sort of Contemplation spot without the fire.

Medical... Hospital Bed (or multiples), Tooth Grindstone. They'd probably also go more Herbalist than Decontamination pod.

hazy widget
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In a similar vein to the hanging terrace, you could have a branch swing. Ik animations are a bit away but you could have them swinging back and forth. Would need to make the hitbox a little bigger on the front and back.

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Seems like something a tree dwelling faction would love to do.

torpid patrol
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Perhaps that instead of the dance hall/excercise plaza?

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or instead of the concemplation spot?

worn ivy
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The contemplation spot could work with flowers instead of a fire, but I do like the idea of a swing.

glad oriole
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could have a swing set be the equivalent of contaminated beaver jail, just swing until you shake off all the nasty

But FR tho, having two of 'em next to one another could definitely be a social life bonus. Not a replacement for contemplation spot, but I feel like the leafcoats will get enough of a workout just climbing their homes so no need for the exercise plaza.

torpid patrol
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there's no icon on the detailer though. there's supposed to be an icon on it, right?

restive zenith
torpid patrol
torpid patrol
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also kinda feels odd to have these things not part of the tree already.

torpid patrol
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Since they don't like fire...

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But should it be part of the tree?

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@tender turret sent me it a while ago.

wise mulch
torpid patrol
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hmmm

desert rover
restive zenith
restive zenith
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and you can't stack them

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which is an issue

torpid patrol
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If I made if part of the tree, it would be L shaped. A flat 3x1x1 makes up the front of the building, 3x3 footprint total but only the front 3x1 needs support, the rest basically sticks out the side oc the tree.

wise mulch
torpid patrol
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I'd fo a mock up, but I'm in bed now.

restive zenith
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Geothermal

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ik fire bad but that could be a challenge

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harness the geothermal spring water

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or smth

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just trying to think of an alternative

wise mulch
restive zenith
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perhaps

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could be an alternate underground ruin though

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just a thought

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i'd like to know Bobingabouts thoughts about it

wise mulch
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anyway, no wind power, is too floppy 🤣

restive zenith
torpid patrol
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I'm not sure. Something huge would be too awkward just to cook.
As for something requiring a node... that would mean you can only play them on maps designed for them.

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I'd rather not do that. It's why Emberpelts Clay pit can be placed anywhere.

restive zenith
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I remember this one mod that used underground ruins as a base for a geothermal plant thing

torpid patrol
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I mean, yeah, you could just use an underground ruin, but most maps have 2 or 3 total.

restive zenith
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and it reduced life span by 100%

restive zenith
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Perhaps badwater source then

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oh wait

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badwater rig

torpid patrol
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That and most maps don't have many either.

restive zenith
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You can't win 😄

worn ivy
worn ivy
# torpid patrol But should it be part of the tree?

No.
It's not likely to be close to a tree anyway, since metal is so far out of the way on most maps, and I don't feel like it would be fun to force players to haul the extremely heavy scrap all the way back just to process it. Transporting metal is 4.4 times more efficient than transporting scrap.

Due to the lack of a proper smelting process, I would propose that their metals processing be less efficient than normal, possibly taking 3-4 scrap per block instead of just 2 scrap. This would exacerbate the problem above, as well.

placid patrol
# torpid patrol

how does this moss look like when you put them 2x2? will they connect completely, or leave a gap in the center?

tender turret
glad oriole
# torpid patrol

that treever gonna have a debuff for being near fire all the time

tawny scroll
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Just an idea, you could have fires. But have it have a debuff attached similar to how the beehives inflict Bee Stings in the area.

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So any building with the fire using attribute would also apply a mood debuff.

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Pyrophobia - I hate working near this - -50% work speed.

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along with a strong moodlet.

glad oriole
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Or have fire-based buildings come with a burn (injury) chance

torpid patrol
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so I finally managed to fix the Gravity Battery rope issue

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so the question is... what should the LeafCoats Gravity Battery look like? (Assuming they have one)

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That's the normal one, obviously.

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You might want to put it as a tree topper, but then you also run into the issue that the weight will come down precisely where the branches are.

torpid patrol
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so, smelting
normal: 2:1
Emberpelts: 3:2
LeafCoats: 5:2?

hasty kettle
torpid patrol
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I guess I'll come back to this one later

flat obsidian
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Or 1x2 to be precise, since the overhang of the battery is also to consider.

torpid patrol
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hmmmm

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They could have more than 1 option.

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While it would be terrible to put them on an edge, giving considered design (not putting branch hanging things too close to the branch) it might work well in a corner.

hasty kettle
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After thinking about the topic again and doing a bit of Googling, I came up with the idea for a "air pumped storage power plant." Something like a building with a balloon that inflates and then collapses back into the building... it would have to be a building with a hole in the roof. It would fit the faction well, though... nothing can happen because there's no fire.

torpid patrol
worn ivy
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Mini gravity battery?
Should it have only half the capacity since it is half the size?

torpid patrol
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also technically it's half width and half height, so a quarter the size

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but the weight is half size

worn ivy
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Eh; the height doesn't affect how much it can store.
Half the footprint.

torpid patrol
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also, technically the weight is smaller than half size. it's 1.6m wide normally, and this one is .6m wide

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but lets call it half size

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also the curved side doesn't transmit power

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power can come in from the right side only, top, bottom and back.

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now we need some sort of power generation.

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Personally I'm thinking Wind and Water

worn ivy
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Yeah, engines wouldn't fit this faction.

Actually, I was thinking about the FT Observatory... it would be a fitting science building for them, unless you want to create something new (Greenhouse?), and I think it would make a neat tree-topper.

torpid patrol
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The observatory would actually make a decent tree topper?

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though, I'm not sure if it would be funny or not people trying to figure out why there's no door

worn ivy
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Yeah, You might have to add a "Bottom Entrance" tag of some sort if you did that.

hasty kettle
# torpid patrol now we need some sort of power generation.

funny idea would be some kind of tancing mat that produce energy when beavers dance on them... like in "Rick and Morty" if you saw the episode...
or some sort of bio fuel from plants that get used... nah thats too dirty for the faction prob. ..
mhm what else

torpid patrol
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the donut storages are obvious, you'd think by the time you get to the observatory, you'd be able to figure out that if there's no side do, it needs a bottom middle entrance.

torpid patrol
hasty kettle
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I found this here... it could be implemented with a garden with Tesla coils or something... "During photosynthesis, plants produce organic material. The plant needs some of this for its own growth, and what it doesn't need is released into the soil through its roots. There, bacteria decompose the material, producing electrons as a waste product. Plant-E harnesses these electrons as electricity by "harvesting" them via an electrode. This electricity from plant power is sustainable and CO2-free."
Plant-E is the company.. i left it in there

torpid patrol
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Sounds like one of those Scam companies to be honest.

Plant Biology isn't exactly efficient, Chlorophyll has a relatively high chance to bond with Oxygen as it does with CO2, which basically just wastes the energy it took to release the Oxygen. (net loss)

The whole Photosynthesis that our entire ecosystem depends on was an evolutionary accident, and the least efficient way possible for producing energy from the sun.

So, when you take all that into account... having electricity left over of any remotely useful quantity is absurd.

hasty kettle
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You're absolutely right, of course. But we're talking about a game where little animals with the brains of golf balls have evolved so much that they even fly around the world in gliders... maybe they're clever enough to solve just that... maybe they've bred a super plant that's particularly efficient... who knows. 😄

torpid patrol
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I need to work on a new roof, but, this is the observatory tree topper powered by the gravity batteries

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power will last a while.

desert rover
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I assume the batteries will recharge while the beavers sleep?

restive zenith
torpid patrol
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I made the dome green, because, tree topper, makes it look a bit leafy.

viscid zinc
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Think about what other endgame buildings could be used as tree toppers. The observatory shouldn't be the only one and most colonies that I play end up with only 2-3 observatories/number crunchers unless Luke's science project mods are enabled.

torpid patrol
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Yeah, there will be more, just not sure what yet.

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Probably at least 1 monument

viscid zinc
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The carousel could be an interesting tree topper. It could also be wind powered and generate power instead of consume.

torpid patrol
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hmmmm

viscid zinc
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Kind of like a larger, but also entertaining, windmill.

torpid patrol
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Carousel isn't a bad idea.

viscid zinc
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Zipline stations could also have a dual function as a topper in addition to the lower branch pylons.

torpid patrol
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I have a few ideas for how to ziplines

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I still need to figure out the plants.

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as previously mentioned, pickable that don't kill the plant is a main theme.

viscid zinc
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Sure, but they could have some crops that actually need to be harvested, like potatoes. They aren't killing the plant, but the soil does need to be redone and replanted for the next harvest season.

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Especially if you add a step to the processing where the harvest is separated from the other useful material, such as leaves, stems, and vines.

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Leafcoats could make use of vine cordage for things as leaves instead of paper a la folktails.

torpid patrol
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I'm honestly thinking of them not having a farmhouse at all, but starting with the forester hut unlocked.

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I also gotta see if it's possible to have multiple harvestables on a tree, so you have like... Chestnuts, Bark and Leaves all as harvestable from the same tree.

viscid zinc
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I thin that would work because the farmable items would/could have multi-use pieces like the example I just gave, so it being a later unlock would fit fine.

worn ivy
torpid patrol
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...I dunno, I mean, in theory yes, but, what if you don't have any plants that need it?

viscid zinc
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Base game might not be capable of multi-harvest from single growable, but must be processed and split from the harvested item.

torpid patrol
worn ivy
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Well, I suppose if it does you could probably get away with making the farmhouse a ||devmode-only|| item.

viscid zinc
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Would it be weird for the forester to plant blueberries but the farmhouse to do strawberries and grapes, etc? Plants that aren't killed by the act of harvesting their crop.

torpid patrol
torpid patrol
viscid zinc
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I think the reason the forester has blueberries is because all current farmhouse crops are harvest-replant and all the forester crops are plant one and continually harvest. Unless I'm misremembering one.

Is there another real reason why the blueberry bush is a forester item?

torpid patrol
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then Mangroves, the IT aquatic crop is also on the Forrester hut

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also on that note, what kind of water plants should the LC have?

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I mean, I could give them mangroves

viscid zinc
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FT has 2, right? Spadderdock and Cattail? Spadderdock seems out because of grilling, but cattails is a good one. Both for flour and the reeds as a byproduct.

torpid patrol
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you also kill both Cattail and Spadderdock when picking them

viscid zinc
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Well they're farmhouse, so yeah. But again, I don't think that's as big of an issue if you're using all of the parts of the plant.

Take many historical indigenous communities. They hunt animals despite revering them, but they use all of the parts and pieces as a sign of respect and honor.

torpid patrol
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I also need a way of getting logs without killing trees ¦3

viscid zinc
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Maybe you could add a new workplace/job type called Shaman, or Mystic, or Druid. That role would be necessary for certain plants or trees to be harvested fully (i.e. cut, killed, etc) since they would oversee the reverence and sacrifice the plant is making for the whole community.

torpid patrol
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hmmm

silent shoal
torpid patrol
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Branches

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Bark, Leaves and Branches

silent shoal
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Tree trimmers instead of harvesters

torpid patrol
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Most of the tree parts would require Bark to build, and you probably need to process Branches into "Logs"

worn ivy
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A tree that grows so many branches so quickly that pruning them is seen as keeping them healthy?

viscid zinc
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This may be morbid and could very easily be abused by the player, but in accordance with honoring nature, they could make used of fallen and dead trees.

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Trees that have died due to dehydration or bad tide corruption could provide more than the default number of logs to leafcoats.

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Using the natural bad tide as a source of lumber from dead trees is very in line with living in Harmony with nature.

torpid patrol
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They probably have a lumberjack to chop down trees anyway, but I'm going to add a Debuff "Tree murderer" that you gain from working at the lumberjack flag.

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I'll have to balance the branch growth and processing chain so in theory you get more logs than just chopping down the tree.

silent shoal
torpid patrol
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still, kinda moot if I can't have multiple harvestables on a tree.

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I'll need to look at the scripts at some point, see if I can figure it out.

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Crops and Trees both use the same Gatherable scripts, so... it's probably quite involved to duplicate it.

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actually, that's Cuttable.

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Gatherable is only on Trees and Bushes.

restive zenith
torpid patrol
restive zenith
viscid zinc
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Can't Luke's mod scale things?

torpid patrol
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I can also just scale things in blender.

glad oriole
outer python
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you get lots of tall thin and straight growth, because the already-mature roots can feed a ton of rapid growth above

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IMO it would a fun and very different early game if you the forester was harder to get, so you were initially quite reliant on harvesting and tending to the starting natural trees in this fashion (instead of being able to clear-cut and replant them)

torpid patrol
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so...

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tanks...

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should a tank look somewhat like a tank inside a frame, like this

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or more like the other storages, just be a solid frame, like this?

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edits required either way.

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so, the tank in a frame would look something like this.

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there's still a back wall on it.

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and yes, this is just a really quick mockup, it would need more refining.

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The "Frame is the tank" would look more like this

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it would be a lot harder to do "Tank in a frame" for the tree donut storage. Gotta do the whole cutout middle part.

flat obsidian
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Logically you don't need a round tank if there are walls around it... but feeling says: No, there must be a round tank! xD

worn ivy
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I think the small tank should be a tank in a frame, but have the large just use the walls.

torpid patrol
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I think the first one, the small one, Being a "Tank in a frame" would work okay, give people the familiar feel of a traditional small tank with a double platform placed over it...

Then make the medium and large just more tree-like, like the Stockpile and Warehouse.

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Yeah, thinking the same thing there

worn ivy
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It would also make the small tank look better when placed away from the tree.

torpid patrol
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still have the back wall on it

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some minor clipping there, but the FT has clipping on the door anyway so...

torpid patrol
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adding the door probably looks a little odd on this one

worn ivy
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Yeah... You probably need to rework that middle panel.

torpid patrol
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yes, working on it

silent shoal
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Looks great

torpid patrol
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and there's not really much to show with the large tank, it looks just like the large warehouse and large pile

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I did work to change the door too, but it's not easy to show off

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time for the self-inflicted death loop from doing something dumb somewhere.

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3rd attempt

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4th attempt

torpid patrol
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it works, but there's a minor error.

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AFK for dinner

glad oriole
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I might make the half-donut tank have a second floor entrance... or have like a spigot instead of an entrance but that'd mess with beaver animations when they go for a drink

tawny scroll
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Just an idea, the medium tank should be a 1 tall donut tank.

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The medium tank has an area of 8, and a 1 tall donut is an area of 8.

torpid patrol
torpid patrol
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the 1x3 and 3x3 storages here will store less than other factions, but then they are more space efficient too

tawny scroll
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I was more in the line of thinking that it would make sense that they would have the best water storage of the factions.

torpid patrol
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hmm, perhaps they could have something else that's not standard tree?

tawny scroll
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Mmm... perhaps making their "advanced" water pump have a very high storage capacity?

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Allowing it to pull double duty.

torpid patrol
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the problem with that is it will want to remove from there and put them in a storage tank of some sort, but... Yes, can quite easily give it a new recipe where the Capacity multiplier is something like, 100.
so if you get 10 water a cycle, then you have 1000 storage capacity.

placid patrol
torpid patrol
#

I'm honestly going to just make a pool that's something like a Lido/Swimming Pool

worn ivy
#

That definitely should not be a tree part, unless they can somehow enter it from a diving board.
But that would require 1-way pathing, and I don't think the game supports that.

torpid patrol
#

So... Drill...

torpid patrol
#

still playing with it, but the idea is it will be the foundation of a tree

desert rover
#

I like htat!

#

Not what i expected. too bad the blades can't be are twisted and gnarley like roots.

torpid patrol
#

There, more like that

worn ivy
#

That is one bizzare drill.
Do all four sides need supported?

restive zenith
#

cool

torpid patrol
#

ugh, it takes so much time to just configure the nav path spec and block occupations of larger entities.

#

aand it doesn't work yet

restive zenith
torpid patrol
#

yup

#

It's silly things, like "Oh, you need to have a roof" and "The Drill head needs to specifically be named #HeadMisc.001 and even though I let you change it in a script, I'll still look for that name anyway"

tawny scroll
#

So as a curiosity, is the drill only specifically the 3x3 below the trunk?

torpid patrol
#

also, it's not connecting.

#

I think I missed a checkbox

#

that's how easy it is to break things

frank vapor
#

Honestly sounds about right

torpid patrol
#

Yeah, that fixed it

#

let it run for a bit, make sure it actually digs

#

though I can already tell the drill doesn't look right

#

I might be able to adjust the head height value on the prefab

torpid patrol
#

I have Chad, O and U

#

the drill looks correct now at least.

worn ivy
#

"The most agressive tree root"

torpid patrol
#

And Chad is driving it.

inner raptor
#

WOW - the beavers

torpid patrol
placid patrol
#

looks very violent for a faction that doesnt want to kill trees

desert rover
#

True but they can just say they are aerating the earth. 😛

wise mulch
torpid patrol
tawny scroll
#

Problem with that is you might break through bedrock. And who knows what is below bedrock.

torpid patrol
#

The Abyss

worn ivy
#

Which is routinely explored by the Whitepaws.

torpid patrol
#

I don't think I have any good screenshots, but

#

3x1x1 house, 3x3x1 horseshoe house (front and middle tiles open), and 3x3x2 donut house (well, donut with middle tile missing on top of a horse shoe with front and middle tile missing)

#

What capacity should each be?

#

Keep in mind that you need 3 slots to allow breeding.

#

Let's assume they have FT breeding for now.

flat obsidian
#

In memory of the FT houses, I would take the space consumed by a house to find out how many slots a house should have. Since they are breeding as the FT I would take about the same space consumed for a slot.
I think, the 3x1x1 should have 2 slots (I know, that prevents breeding, but FT have also a single-house 1 slot house) 3x3x1 with maybe 5 slots (would be the "standard"-house in my mind) and 3x3x2 I would make 11 slots.

torpid patrol
#

I think with FT you have 3 beavers per 4 blocks, and they're all sized in multiples of 4, except the minilodge

#

IT are a bit harder to calculate, the 3x2x2 houses 10 (slightly higher than 9 in the same sized triple lodge) and 16 for the 3x3x2 (you'd think it should be 15 as that's the same ratio improvement to volume)

#

When these in LC are 3, 7 and 15 blocks, there's no real easy maths. The 7 should be more than double that of the 3, and the 15 more than double that of the 7.

#

But if you want 3 beavers in the small, the only way to do is 1 beaver per tile.

#

I guess that's the problem of style first

torpid patrol
#

Should the Mine also be a tree base?

torpid patrol
#

I think both the Mine and the Badwater... cap, should be a tree base.

#

As for the Badwater thing... I'm thinking a single entity that can act as both a Badwater Dome and a Badwater Rig... but I'm not sure how Viable that would be.

#

Looking at scripts, would be doable, but there's no way to block one while in the other mode. So you'd have beavers in there mining bad water, while it's still gushing bad water. Could possibly with custom scripts.

worn ivy
glad oriole
#

Perhaps the open/closed could be based on if the workplace is paused or not

#

or have the rig be basically a second layer to the dome - dome is the base of the tree, and then rig is the trunk.

#

so the workplace is elevated a few blocks above the badwater source

earnest coral
#

Sorry to ask, probably already answered, but can you tell about reproduction method and transportation method? will we be able to grow them like plants? think it would be awesome to have plants grown and suddenly be a beaver. Other method in mind?or secret you dont want to tell? Will zipline be transportation method?

worn ivy
torpid patrol
torpid patrol
tawny scroll
#

For all you are saying Folktails breeding is more logical, all I can think about is the fact that Iron Teeth are basically mobile mutated blueberry bushes.

#

You don't need any beavers to create the beavers.

#

You could just do a redesigned version of it to fit the Leafcoat design, and be fine.

#

Hell, if you wanted to, you could do a multi-step setup for making them fully be based on agriculturely grown beavers.

#

They could quite literally be cabbage patch kits.

#

Grow a (non-edible) cabbage > put in retextured growth pod > get kit.

earnest coral
torpid patrol
#

They're supposed to have fur like leaves though, not actually be plants.

#

But then iron teeth are berry mutants so...

#

Where to get beaver seeds?

#

I think I'm going to do like I did with Emberpelts.

#

FT breeding by default

#

Install a mod that adds a new reproduction method.

#

Install another to disable the house breeding

#

Emberpelts Don't Breed in its current form is actually a dummy empty mod that does nothing

#

Emberpelts housing has a custom script on it that adds the vanilla FT procreation house script as a decorator only if Emberpelts Don't Breed isn't found

#

So you're installing a mod as a toggle

#

Ideally, I want something with multiple manufactories in 1 building...

#

I should look into how to do child blocks again...

#

I should have looked into that for tubeway bridge buildings actually

glad oriole
#

speaking of tubeway bridges, I noticed that the actual tubeways on them are not the solid ones that can be built on top of, so if you want to go up from them, you have to delete the segment on the end and then build a new one.

#

which is, uh, not ideal

torpid patrol
#

You're lucky I haven't figured out how to prevent you from deleting them from it yet, they should function like the normal bridge. A straight path only.

#

I was a little soft and made the base tile able to be 6 way.

#

The skybridge walkway bridges are the same, the base block can connect 5 ways (not up) but the end of the bridge is end connection only.

placid patrol
#

what do you think of this hue of green for Leafcoats? seems like a color that would suit this faction

desert rover
#

I personally like it. How does it look on dirt?

torpid patrol
#

I have 2 different greens for the faction, neither of them are that, but it's not unfitting.

worn ivy
#

The biggest issue I have with it is that it blends into the ground too much.

torpid patrol
#

yes

torpid patrol
#

The paths

#

not sure if I want to add other coloured paths, even though I do have others.

glad oriole
torpid patrol
#

this is what I was just working on

#

thoughts?

worn ivy
#

Is that a powered levee on the end?

Other than that, the colors look good.

torpid patrol
#

You kinda need the Levee (or Vertical power shaft) to make the Dam viable.

torpid patrol
#

I'm not sure if I should give them other water wheels, I probably should, and what kind of power generation the dam should have.

#

The small water wheel generates 60/cm, since it is 3 tiles long and the dam is 1, In theory, maybe 20?

#

I still want it to be something you'd consider worth using

tawny scroll
#

I'd probably do 30 or even 40. They need more functional space for function, and probably are going to be a bit more expensive per tile than a normal dam, which is already 80% of the price of a small waterwheel.

#

Also just thinking of it, you basically are forced to fully build the full infrastructure on the river you are trying to build these waterwheel dams on, as otherwise the dam part will just end up making it block water flow flowing through it at all.

#

as it goes for the easier "around" path.

viscid zinc
#

Does the water flow through the dam-wheel or does it block it and only flow though at the top like a regular dam piece and generate power?

If it flow through all the time, I wouldn't call it a dam-wheel since it isn't actually damming anything. It's more like a tiny water wheel with platform.

I think dam-wheel would have a small spoon wheel that rotates around the y axis in the small gap at the top of the dam.

#

I'd also experiment with a constant 20 hp with any flow and a cms-based 30 hp and see how each feels.

torpid patrol
#

It functions like a dam, blocks water in the lower 65% of the tile, anything over 65% flows over it, and when it flows over it the wheel spins (So it actually spins the wrong way compared to normal water wheels)

torpid patrol
#

Also, when I say 20HP, it's not 20HP, it's 20HP/CM, so if you have 2.2cms, it's 20x2.2 HPs

#

so you can get up to 44HP from this if you optimise your dam structure to allow maximum flow over each piece.

#

I could still go higher.

viscid zinc
#

Hmm not vanilla, you're right. One of Luke's science mods provides a constant minimum power to a few things, so it's definitely writable.

Oh, if it blocks water like a regular dam, then that's great! I could only see the top, so I wasn't sure if the wheel was enclosed orthogonally to prevent flow.

#

I think it all depends on how these are envisioned to be used. Why wouldn't they just use the regular wheel for more power generation in a river in the early to mid-game?

These could be great very early or at the top of a reservoir to provide some bonus extra power, but I ask myself how often do I actually use dams outside of the early game and at the top of a reservoir, and the answer is not frequently.

Levees and sluices allow for better water retention, which is one of the ultimate goals for colony survival.

worn ivy
#

A constant 20 would be awful, as you need to limit the number of water control structures in a single channel to avoid sloshing.
It would effectively make it completely unusable.

Personally, I would look at Knatte_Anka's turbines from Water Extention - Power Edition for good stats for a 1×1×1 waterwheel.

viscid zinc
#

I guess without a vision of what base game pieces the Leafcoats will and won't have, it's hard to assess how useful and what place these (or any new pieces) will have.

torpid patrol
#

so when the sluice opens, it generates power.

#

So, don't think of it as a replacement, but an extra tool to use with other things.

torpid patrol
viscid zinc
#

Hmm sluices are used for trickle flow though, not rapid flow, so there really shouldn't be even 1 cms of flow when a sluice opens briefly if it's doing its job properly.

torpid patrol
#

Personally, I'd put it at the exits of a river, or at the top of my dam

torpid patrol
#

so give me ideas for water wheels

#

I could do a wider water wheel, 3x3x3

torpid patrol
#

It's the 1x3x3 Compact water wheel stretched to 2x3x3 the size of the normal water wheel

frank vapor
#

So it's 2x3x3 or 2x9x9?

torpid patrol
#

I doubled the width only

#

what if... large water wheel (2x5x5)... but without the sticking out base tile.

#

I think I'm just going to go with the slightly modified standard water wheel (Based on the stretched compact water wheel) and if I do more, do something more novelty, like the power dam

torpid patrol
#

I modified the model a bit

#

I also increased the power output of the dam to 25hp/cms

#

also, new icons

#

Yes, that's a shrunk down water wheel icon, turned upside down and placed in the dam icon

#

I think it conveys the intention.

worn ivy
#

Levee tunnel
Powered levee tunnel
powered levee
waterwheel dam

serene elm
#

It has a marking on top to show it take power and the t one has one on each side

flat obsidian
#

Wait, do I understand that correctly, that the waterwheel dam is an own power generator?

worn ivy
#

Yeah, it's a water wheel inside the dam.

torpid patrol
#

bluh, I dislike working on large entities. So many things to define, which means so many more things to go wrong.

#

I noticed a mistake and am fixing it

#

I think it's something to do with the fact that it's one building placed on top of another building, but no matter what I do, that ground floor connection refuses to connect.

#

would it be such a big deal if you had to enter a mine via a higher level?

torpid patrol
#

a bit jank, but I got it working.

#

thoughts about it?

glad oriole
#

3 entrances, do all of them need to be connected or just any of them?

torpid patrol
glad oriole
#

Alright, don't see any particular issues. I wonder if the mine tree should have like metallic bark because it's absorbing the metal in the soil... but that'd cause issues with other buildings placed on top of it so IG not

torpid patrol
#

hmmm

desert rover
#

A gradient of metal to wood perhaps? Metal at the base slowly coming wood as it rises? Not sure if the texture mapping even allows that.

torpid patrol
#

Hmmm... not usually...

#

But dirt has a unique interaction that kinda does that, so perhaps I could make a unique metal texture with dirt urp and try it (now that we actually have shaders that work)

placid patrol
#

can you still build on top if the bridge is placed there?

worn ivy
placid patrol
#

thats what I meant

#

it looks like a tree so I suppose the idea is that you should be able to build tree segments on top

hasty kettle
torpid patrol
#

It looks like they planted a tree in the underground

torpid patrol
#

can build bridges in here too

#

also on the note of... why couldn't you do this already anyway...

Platform over the bridge's base tile.

torpid patrol
#

hmmmm

#

the effect is there, not sure I like it though.

worn ivy
#

I think if you were to do that, it would need to be tendrils of metal wrappinag around the tree.

torpid patrol
#

Yeah, deleting it.

desert rover
#

It was a thought. But I agree... it doesn't work.

torpid patrol
#

guesses?

torpid patrol
#

oh, yeah, that's how you use it.

frank vapor
torpid patrol
#

you got it

#

Their Beaver power generator

#

this looks better, but now I can see the handle is obviously in the wrong place.

frank vapor
#

I love this though

torpid patrol
#

Better than the hamster wheel that FT has.

worn ivy
#

What are you thinking in terms of output?

torpid patrol
#

60?

#

Bah, the Animation looks great in Blender, looks terrible in the game.

desert rover
#

Awwww

torpid patrol
#

I'm working on an alternate solution, rather than a shortcut

#

so the original animation was just a 9 tile platform that slowly moved back, then instantly jumped back to the starting point after the last frame, which in Blender looked fine.

#

This new animation, there's 10 tiles that slowly move from the back to the front of the treadmill, and as they reach the front, drop down, zip back to the back, and rise again to start slowly moving back to the front again

#

and it works, but it's moving ever so slightly faster than the beaver walks

worn ivy
#

I don't know about the FT Wheel, but I have noticed that with the IT large wheel as well.

torpid patrol
#

Ah crap... I said "It's moving faster than the beaver walks" so my response was to make it even faster ¦3

worn ivy
#

Wrong direction...

torpid patrol
#

yup

#

now that I know how to adjust the animation though, that was a lot easier to make slower.

#

this might not be 100%, but, looks close enough.

torpid patrol
#

probably the most out of place icon so far.

worn ivy
#

If you reduce the line weight and added a couple of wheels inside the treadmill, it would probably look like it belonged.

torpid patrol
#

I should assign Chad to that job.

I should write a script that if you're named Chad, you just get a +100% boost to work speed.

#

People could use it to cheat though

worn ivy
#

But doesn't it scale with movement speed, not working speed?
All the other beaver power generators do.

#

Which, come to think of it, is probably for keeping the animations reasonably synchronized.

torpid patrol
#

this is how it works

torpid patrol
#

clever, eh?

restive zenith
torpid patrol
restive zenith
torpid patrol
torpid patrol
restive zenith
torpid patrol
#

I mean, if you only make one building a day, gotta make it pretty epic.

desert rover
#

And you have done a lot of epic stuff with this.

torpid patrol
desert rover
#

Seriously. You took this from "hey, that's a cool idea. Let's see what he does with it" to "OMG, I can't wait to see what he does next. I wanna play it!"

restive zenith
#

im definitely playing it

torpid patrol
#

honestly, I'm half making it up as I go along. Trying to stick to the theme though, and am open to ideas.

#

Someone suggested they generate power like the rick and morty car battery thing

#

so I thought about it, and decided... the closest thing I can actually make is a treadmill

desert rover
#

Inspiraiton on the fly is how I wrote. I didn't know what was going to happen next in my stories until the words flew out of my fingers.

worn ivy
#

How hard would it be to make a windmill that attatches to branches?

torpid patrol
#

you can build a branch on the end of another branch, but then you can't build anything on the end tile of that first branch

desert rover
#

So you make the dualies. 😛

torpid patrol
#

Yeah, that's why the... Rooftop terrace replacement hangs off both sides

#

I forgot what I called it

#

oh, it's "RooftopTerrace.LeafCoats"

desert rover
#

If Lapan will let you use them, or you want to make your own, you really need the same extensions White Paws has. Those may not look great on branches but I am sure they would be used.

torpid patrol
#

Which extensions? I've not actually played whitepaws

#

I did try at some point but couldn't get it working

desert rover
#

I highlighted one of them.

#

Once can make an inversed pyramid with these if you have the patience and materials.

torpid patrol
#

He probably used a trick like I did with the branch.

#

"viewing platform"

#

that's what I have in my notes for "Rooftop Terrace"

#

so what would you call this?

desert rover
#

An arboretum

#

An arboretum is a place, often a botanical garden, dedicated to the cultivation and display of trees and shrubs for scientific, educational, and recreational purposes. It serves as a living collection of woody plants, offering opportunities for research, education about trees, and enjoyment of their beauty and diversity.

restive zenith
#

Or yk

#

just a botanical garden

desert rover
#

I was looking for a 1-word answer, but yes botanical garden works.

torpid patrol
#

Botanical Garden seems slightly better than Arboretum IMO, but only slightly.

#

.....

#

Maybe Arboretum is better, as Arbor means tree, where Botanical is any plant.

worn ivy
#

I would just call it a garden; it isn't like it is specifically set up to showcase rare plants.

torpid patrol
#

"Fireless" Campfire us also just funny.

#

Garden isn't bad either.

restive zenith
torpid patrol
#

It's a nice place to just sit.

desert rover
#

Leave things up to me and I find all kinds of archaic words for stuff.

worn ivy
#

A "terrace" or "patio" would also probably fit, but "terrace" would probably confuse some players since it isn't a "rooftop terrace"

viscid zinc
#

Shrub Shrine

glad oriole
desert rover
#

I wouldn't put too much effort into preventing cheating. A 3-key combination and one can cheat all they want.

glad oriole
#

true

glad oriole
torpid patrol
#

One of the reasons why LeafCoats is taking so long to make...

Emberpelts, most of the buildings were just existing ones recoloured.

Leafcoats, most of them I'm customising the model in some way. In many cases, basically making an entirely new one.

torpid patrol
#

the chairs for example, sure they're just copied from the FT rooftop terrace, but I made the frame metal, which required reskinning it.
Then I had to place them, and set new "Sit here" waypoints in the right spot, facing the right way.

#

Total editing time was about 5 hours.

knotty surge
#

Just now getting into mods for Timberborn - i'm really, really excited for this! especially if there is a Greedy Leafcoats in the future. Thanks for sharing.

torpid patrol
#

Incomplete, but, I'm reconsidering the design already.

worn ivy
#

What is this building supposed to be?

torpid patrol
#

woodworkshop

#

this is probably more what I had in mind actually

#

I mean, still incomplete

#

It's one of those that goes into the tree

#

Yes, I did always intend some factories like this to fit inside the tree.

#

this one goes in the tree, but can also works well enough placed in the open.

wise mulch
#

Just asking ... Will you add Leafcoats also to your name ? Will become quite lengthy ❓

torpid patrol
hasty kettle
#

looks good from the front and side nodders well done

#

prob. also from the back but i cant see yet 😄

torpid patrol
#

Yeah, I changed the roof from mossy planks to planks with metal

worn ivy
#

A few tweaks and you could have a straight-4 piston engine.

hasty kettle
#

i love the back.. its a really cool design

torpid patrol
#

probably looks a bit silly like this.
but keep in mind you'd build other tree things around it

flat obsidian
nocturne creek
#

This is so fascinating and cool!

torpid patrol
#

I plan to do the same with the Lumbermill and gear Workshop

#

And this is what I was thinking about when I was asking if I should do an L shaped building for the Grinder.

#

Wouldn't it be great to just put the grinder on top of the mine?

torpid patrol
#

what if...

#

it was shaped more like this?
I mean, it is a 2x4 in vanilla, so this is smaller.

hasty kettle
#

Ultimately, it doesn't affect the appearance of the "tree trunk," only what you can build next to it. If that's the case, it would just be a matter of balancing at the end of the day... that's where you get the best impression, knowing the most about what makes the most sense.

torpid patrol
#

I could even have the stairs built into it too

worn ivy
torpid patrol
#

yes

#

Best not do that then

torpid patrol
#

huh...

#

I broke the building. When they should be working or hauling, they just constantly get assigned and unassigned from the building

#

lets see if I can fix that

#

okay, that was an easy fix

#

either the building accessible spec was wrong (I moved it by 0.5 tiles) or the block object nav mesh settings spec was wrong (I had the movement cost set to 0 (the default) instead of 1)

#

I think I need to have more than 1 window object in there.

#

something about putting it on it's side like that makes it look more phalic than normal.

knotty surge
#

still, it looks so good!

restive zenith
#

What is the wonder going to look like?

torpid patrol
#

I haven't thought that far ahead

worn ivy
#

I would say that the wonder should force you to build it on top of a tree.

torpid patrol
#

so, before I even try to fit it to a tree... this doesn't look terrible

torpid patrol
#

currently, the "Build on top of" script only works for a specific prefab, so, would need a new script (if it even works) to allow more than just 1 building.

#

on top of that, what's to stop you just placing a house on the ground, then building the wonder on top of that one house?

#

I could make it look like it's the top of a tree, but I can't really force you to build it there

#

alternatively, access via the central shaft, rather than a front door, but still, same problem, what's to stop you just building a house on the ground and building on that, or even a 3x3 array of platforms with a ladder in the middle.

torpid patrol
#

still a ways to go

#

but can you tell what I'm doing?

#

I might lower the wheel part a bit...

#

I think I'm done with it for today though

worn ivy
#

Looks like an industrial lumbermill, but using assets modified from folktails and with the door on the long side.

Alternatively, you are moving the wheel to the side so it can hang from the side of a tree.

torpid patrol
glad oriole
# torpid patrol on top of that, what's to stop you just placing a house on the ground, then buil...

could require that the 12 (or even just 4) corner and maybe corner-adjacent tiles of a 5x5 footprint are, say, 10 blocks lower than the central 3x3 it's actually built on? So it'd have to be a tree that's at least 10 blocks tall (or they'd need to blast out a deep hole at least, but if someone is that dedicated to cheesing it, just let them cheese it lol)

So like, it checks to see if the tiles -1,1,10 through 1,-1,10 are all buildable, non-ground tiles, and then it checks for obstruction in the corner tiles (-2,2) all the way from height 1 through 10. Doesn't need to be built on anything of height 0 in those corners, just that it's not obstructed.

Of course, this might be unintuitive to the players, but if you say it has to be built on top of a tree that's 10 tall in the tooltip/description, it wouldn't be that bad. Can even indicate it visually, if you have there be some hanging vines in those corners or something.

torpid patrol
#

I lowered the wheel a bit and simplified the design slightly.

#

the wheel was about 2.3 blocks high, which means that while the part you can build on would be only 1 block high, the back would be 3 blocks high, a real L shape.

#

so I decided to lower the wheel by about 0.35 blocks, so it's 2 blocks high.

torpid patrol
#

kinda looks like 2 buildings stuck together.

#

still not complete yet, because instead of being flat on the floor

#

I should raise the back end a bit like that.

torpid patrol
#

it took so long to actually put a bottom on it

torpid patrol
#

should you be able to connect shafts to the back like that?

torpid patrol
#

actually, I have 2 As in this game

#

A, O, U and Chad

#

I've had all the beavers with unique items between this testing save, and my last Emberpelts playthrough save (which I need to get back to at some point)

#

and if you get the angle right, you can actually see the underside, so it was worth the extra effort of me adding it in.

#

I think I want to add a longer reach gravity battery, just 1 extra tile, so it can get over the Lumbermill and Gear Workshop (but not the woodworkshop), that would also allow you to put more weights on this side too.

torpid patrol
#

Again as a starting point

torpid patrol
#

A lot of this was made faster by copy-paste from the previous 2.

torpid patrol
#

I can easily imagine people looking at this and thinking... Why is it on it's side?

#

then you can do this

#

slowly starting to come together.

torpid patrol
#

anyway, so now the question is... do I do that to the grinder?

#

it would end up looking like this

#

I mean, pretty much exactly that actually, though I'd need to do something about it looking like it sits on the ground

torpid patrol
#

hmmm

#

I wonder how bad of an idea this is.

#

it will be underground when placed on ground.

#

but it's akin to the frame on the bottom of the dirt excavator.

hasty kettle
#

well done on the grinder

torpid patrol
#

Lets see how it looks in game.

torpid patrol
hasty kettle
#

yea i know. i did not own the game at that time but i saw discussions about it.
what will it be for in your faction... what will it produce?

torpid patrol
hasty kettle
torpid patrol
#

hmmm, a little model collision here, but I don't think it's terrible.

#

and you can see the underside

hasty kettle
#

yea thats fine

torpid patrol
#

I get the feeling that the metal rod should extend beyond it's base tile

#

so when placed opposite like this, they meet in the middle

#

like this

#

you can also place them over a cliff like this

flat obsidian
#

In my opinion this is great work until now. The artstyle you use on the buildings is fitting each other.

#

Only one thing falls into my eye. Some storages have a frame and some not.
Each on it's own look good, but seeing them next to each other in this screenshot it feels like two different ideas following the same path.

torpid patrol
#

Yeah, the 1x1x2 storage.

#

has a frame around it, perhaps I can change the back to get rid of the frame.

#

...

#

Where's my storage models gone?

#

thank goodness there's a search option. for some reason it was inside decoration, I must have moved it by accident.

glad oriole
flat obsidian
#

Hm... yes, that would look better next to the other.
The only thing, that may be still problematic, are the diagonals you see through the window. I can't oversee them right know xD

#

Maybe I am just to far into detail right now.

torpid patrol
torpid patrol
#

oh, the support beam

flat obsidian
torpid patrol
#

Yeah, they are only in the small one

#

the ones placed by themselves don't look terribly out of place either

flat obsidian
#

In the whole picture they do not fall into the eye anymore.

torpid patrol
#

I'll keep it like this then

torpid patrol
# torpid patrol

I guess the factories look like they're strapped to the side of a big tree trunk now.

#

these are an absolute terrible placement ¦3

torpid patrol
#

Gotta look at what we have left to make, and decide if they're best placed in the tree, on the ground, or on a branch.

#

I've only really made 1 branch item so far.

#

District management:
Builders hut
Hauling post
District Crossing
District Gate?

#

Food: we'll come back to that later.

#

Landscaping:
Explosives Factory.

#

Power:
Windmill(s)
I'd say these should be stand alone, Tree topper and a branch version of some sort, so all 3.

#

Science.
Inventor hut
Bot Part Factory
Bot Assembler

Would also need to think about if the bots would be FT style (fueled) or IT style (Mechanical power), and how to make the fuel if fuel, and what the other 2 bonuses should be. Probably Catalyst or something similar, and I'd think the control tower would be better than punch cards, but I'm not sure I want control tower again after using it for Emberpelts. So you end up with Catalyst and Grease, but these are both in the same "Liquid bonus item" category.

similar thing for Number Cruncher, I like it and would want to add it, but I used it for EP, and it doesn't fit this faction as well.
Plus I already added Observatory as a tree topper.

#

There's also wellbeing, decoration and monuments to think about, but I'll get back to those later.

desert rover
#

IMO, haulers and builds would both have in-tree offices but any crossings would be regular buildings. However, you can make variants of both. An in tree [building x] and a standalone [building x]. Don't limit your options unless you want to.

torpid patrol
#

Yeah, there are a few things where having 2 options wouldn't be a bad thing

#

I wonder if it's possible to have both a hauling post and builders hut in the same building...

#

probably not

desert rover
#

?!? Good questions!

#

I havn't seen it yet, but that doesn't mean it can't be done.

glad oriole
#

I think the gravity batteries should be branch items tbh

torpid patrol
#

Builders hut: Tree and/or Ground.
Hauling Post: Tree and/or Ground.
District Crossing: Ground
District Gate: Ground
Explosives Factory: Tree OR Ground.
Windmill(s): Tree, Ground and Branch
Inventor hut: ?
Bot Part Factory: Tree (Because I like the idea of it being in the tree that has a mine at the base)
Bot Assembler: Tree (same reason as above, but this one is harder to do as it has a unique animation script)

torpid patrol
glad oriole
#

ahh

#

fair enough

torpid patrol
#

makes me second guess Branch Windmills...

#

in theory a branch could conduct power...

#

also, point of interest, something I've been thinking about.

Remember I talked about the Pneumatic tubes previously? A method of transporting items around without haulers.

#

I'm seriously thinking that Tree buildings should be able to pass items through to each other. As if the tree is one big single building.

#

not sure if this should extend to branches too though.

#

I've already been adding more power connections to buildings in the tree than you'd normally see, so in theory as long as you have a shaft going into a tree somewhere, the entire tree should be powered.

desert rover
#

Whitepaws went the other direction and OMG is it hard. Only a few buildings have passthroughs and those that don't only have 1 power connection point.

torpid patrol
#

I see.

desert rover
#

I operate under the assumption you aren't going for hard. 😛

torpid patrol
#

Not whitepaws hard.

wise mulch
worn ivy
# torpid patrol Science. Inventor hut Bot Part Factory Bot Assembler Would also need to think a...

Fuel would tend to imply combstion, and therefore fire.
I vote chargers.

For assemblers, what if you rolled the assembler 90 degrees, leaving the bot still pointing up, and added "restraints" to hold the bot in place?

For power on branches, how about a variant of a branch variant of a power shaft? You could even make it so it can't go up or down on its own.

I would like to see pneumatic tubes at some point. Maybe for specifically connecting between trees?
Otherwise, I'd like to see it as a standalone mod, because it sounds amazing.

stable viper
#

Didn't follow the whole discussion, but for power what seems the most obvious for tree-beavers would be windmills 🤔
Solar panels would also be neat, but then where do you get them from ? The mine is of course a solution but only if your beavers have no problem crossing large gaps and climbing up

flat obsidian
#

I have recognized a far bigger issue: How you can use explosives without fire or even make fire by them?

odd swan
glad oriole
torpid patrol
#

I mean, an explosives alternative can have the same functionality as dynamite. Could also just do something akin to tunnels where it just pops automatically when construction is complete

#

Actually getting dirt out of it is the hard part.

#

If you go with an alternative to dynamite though, the question is... what?

frank vapor
#

Giant shovels

torpid patrol
#

I remember when explosives used to cost paper. That'd back when IT still had the paper mill and printing press.

frank vapor
#

I don't miss those

torpid patrol
#

IT bak then was basically just FT with a few small changes, like longer pipe on the water pump, unique houses and breeding method, engine instead of windmill.

They didn't even have their own food or wellbeing buildings.

#

After making EP, and now working on LC, I definitely see the reason why you'd just reuse what already exists.

#

And why it took until U4 for them to be unique.

glad oriole
# torpid patrol Actually getting dirt out of it is the hard part.

I mean, digging by hand ||or by mole|| doesn't have to yield resources, I do still remember the struggle you had when trying to figure out how to make it work
-# And also, IRL explosives don't delete dirt, they just move it into the stratosphere for it to be some other area's problem.

#

Now, I did come up with a (likely overcomplicated) cheat method:

Make an invisible plant that grows in 0.001 days, can be harvested for some quantity of dirt.

When harvested, the game waits a second or two (so the beaver has time to leave) and then explodes the dirt block below it.

The invisible "dirt plant" has to be planted and harvested by some sort of Digger's Hut/Flag that's just constantly (and secretly) set to harvest priority, so it plants one and then immediately harvests it.

viscid zinc
# torpid patrol Actually getting dirt out of it is the hard part.

Is it possible for an item to refund a resource that wasn't used in its creation?

@stable viper had mentioned potentially giving iron and coal upon demolishing the different platforms that he uses for Whitepaws tunnels. Ignore the random probability part.

#1070709592176197642 message

If you didn't want the dirt to be contingent upon deconstruction of the platform of a tunnel, and so it would still appear when "dynamite" was used out in the open, what about the following?

  1. Is it possible to spawn rubble on dynamite detonation? This would probably be the most straightforward solution, though I don't know how simple it would be to write.

  2. If it is easier to add onto already created rubble, is it possible to write a script to listen for item deconstruction and intercept the refund of items of this particular type of "dynamite", inject the desired refunded items, and remove the terrain block on which the item was placed? One placed and built, the deconstruction would be automatic, just like the tunnel detonation. You could even limit it to just single depth as part of the drawback of not being real dynamite.

torpid patrol
placid patrol
# torpid patrol

im still wondering how on earth these structures will ever look like trees, but regardless of that you have yet again developed a very unique building style so far

torpid patrol
#

Anyway... Bad water...

#

I'm thinking these guys would have a bad water rig, bad water dome, and bad water pump.

#

basically same as FT.

#

I really want to add the rig as a stump (tree base), but after doing the mine, that would probably end up needing an upstairs door.

torpid patrol
#

I basically haven't started with any of the decoratives yet, but I do intend to add some sort of leaf effects that you can attach to branches instead of roofs.

signal fulcrum
#

Will the roof be able to adapt to the shape of the buildings?

I'm just so so so excited to play with it.

torpid patrol
#

maybe.

torpid patrol
#

kinda burned out after work, so probably not any new things to show off today

torpid patrol
#

Just a reminder... what do we use badwater for?

#

Explosives and extract, anything else?

worn ivy
#

By default, just those two things.

The only other use is your Emperpelt's charcoal + badwater fuel recipe.

torpid patrol
#

Yeah, won't be doing that for leafcoats

#

I'm thinking the badwater rig could require power and produce extract directly.

#

Possibly as a replacement for the centrifuge

#

So the only way to get extract would be from the rig.

#

Still not sure if I want it as a tree base or not

#

But then if there's no explosives, bad water itself would be useless.

#

All just thoughts, it needs more thought.

#

There's also the question of what teraforming, removing dirt blocks should cost instead.

hasty kettle
#

Badwater could be used as Fertilizer for wood /food planting

#

after they cleand it or something

torpid patrol
#

Consider bad water kills plants

#

That's what extract is

hasty kettle
#

i would then not call it extract but fertilizer

#

for that faction

torpid patrol
#

But it would still be used for other things, I'm not sure I even can do a fertiliser function.

hasty kettle
#

was just a fast idea .. i mean if you use extract in other building then i would say use both.. one building produce extract and another fertiliser.. other ideas for the use of extract... i will think about it

torpid patrol
#

I was more thinking an alternative to dynamite

#

I could make it just require extract, but I'm not sure i want to force such a delay, besides, there's no guarantee that a bad water rig could be built without some teraforming.

hasty kettle
torpid patrol
#

Not sure thermite is their style either.

hasty kettle
#

the only other ideas atm that i can come up with for a way to "delete blocks" without "explosive force" would be if they have some sort of connection with other animals like "trained ants" that do the digging for them or when the player has some sort of "pressurehouse" where water get pressed and forms a tunnel or cave or... let me thing.... when the the player has the ability to control "root canals" from the tree maybe....

desert rover
#

What -can- we be using bad water for?

worn ivy
#

Murdering trees.

desert rover
#

Just a couple of crazy ideas for bad water:

  • Might be an "art" component in some decorations and/or monuments?
  • Might be able to ferment badwater with something to make something edible/usable without needing a centrifuge.

(NukaCola Clasic j/k)

#

Wanna really up the challenge? Make extract something creatable by fermentation (no centrifuge), but have it use one or more major food sources as part of the recipe. So in order to make extract one is reducing their foodstuffs.

#

Keep going down that rabbit hole and have another buffing food that requires extract, thus reducing its stocks for industrial uses.

glad oriole
#

I'm pretty sure either IT or FT uses badwater/extract for something related to bots

frank vapor
#

Folktails use Extract (+ Maple Syrup) to make Catalyst
Iron Teeth use Extract (+Canola Oil) to make Grease

glad oriole
desert rover
#

(if any of that is helpful)

silent shoal
#

Yeah Whitepaws use it for several things

serene elm
flat obsidian
#

Maybe extract can be used to make many processes faster or more efficient (like in the efficient IT Mine).

#

In case of terraforming, I think, it would be the easiest way around explosives by actual digging. Take 1 Metal instead of explosive to simulate the use of shovels, that break while work. I don't think we need to get back earth, since explosives don't leave earth either. Just make it like the tunnel, only one with platform replacer and one without.

serene elm
#

Lubrication?

frank vapor
stable viper
# torpid patrol Actually getting dirt out of it is the hard part.

i'm pretty sure you can make a custom ruin that yields dirt, and instead of regular dynamite you can use a tunnel, that upon completion gets swapped with the "ruin" (which should probably be visually a blockage, pile of rubble or something)

edit : the tunnel doesn't have to be a tunnel, that can be a building that costs noting but has a build time of 100 using the wonder-specific buildtime setter, so you'd just place it, have a beaver hack at it for a while, then the block gets swapped for a dirt-ruin

wise mulch
#

I'm up for a tunnel, since using a normal building will mean only to digging down (not using the power of 3D terrain)...

torpid patrol
#

Actually, I kinda like some of this.

No dynamite at all, dig tunnel-type build method that turns into effectively a blockage. Costs 1 metal, or maybe even scrap.

#

Getting the dirt back could be optional, and require a dirt collector flag.

wise mulch
#

Why not using extract ? To be usefull at something ...

torpid patrol
#

Perhaps the version that gives dirt could use extract, where the version that just makes it go away uses scrap.

#

Or vica verca

#

Which is more endgame and which is more desirable?

#

Early game you might want the dirt, later game you don't mind paying extra to just make it go away

desert rover
#

Personally, I really like early access to dirt blocks and dynamite (or equivalent) so I can deal with little land annoyances in maps.

I almost cried when I saw the 1,000 dirt cost of a single dirt block in White Paws. But... they don't like to mess with dirt.

(I know it was for mechanics reasons, but I gotta give flavour to it.)

torpid patrol
#

1000? Heck

desert rover
#

Mechanically it is sorta neat because when you place the outline it is surrounded by wood and when it is finished it becomes a normal part of the landscape.

#

I have enough dirt to make exactly one of these. /laughs

torpid patrol
#

A way to get rid of dirt generated by the drill

#

Looks more like Landfill

desert rover
#

The drill generates 2 "waste" products., Dirt and "waste rocks". Dirt, of course, is useful. "Waste rock" goes into the trebuchet for entertainment value for the beavers.

torpid patrol
#

Rock and stone!

#

On the note of rocks... leafcoats could use it as a building resource.

desert rover
#

Yes. Rock and wood look good together anyway.

torpid patrol
#

I'm just not sure the best way to generate it.

#

Manually excavating dirt, and from the mine come to mind.

desert rover
#

Have some classic 1970s. Shag carpet, wood paneling, and a rock hearth.

torpid patrol
#

Mine, 2 recipes, 1 costs treated planks to give scrap as usually, the other costs nothing, but gives stone, and maybe a little scrap.

desert rover
#

I like it much better now than I did in the 70s. 😛

torpid patrol
#

Hmm

desert rover
#

There are much classier examples. I just couldn't pass that one up. 😛

torpid patrol
#

The wood wall and brick fireplace does kinda say upper class.

desert rover
#

It didn't back then. /laughs
(At least where I'm from)

torpid patrol
#

Carpet is just normal for British, the really thick shag carpet though is something special.

#

Consider modern construction is to just throw up plasterboard, plaster it, and get an off the shelf wooden fireplace if you even have a fireplace anymore, as modern housed aren't built with one, taking the extra effort to get a real hardwood wall, not timber, real dark hardwood like mahogany or cherry, and manually build a fireplace.... that's prestige.

#

Like when I went to see my dad's cousin in Malta, his entire house was decorated with Marble throughout. Like, the staircase was built out of marble, marble worktops in the kitchen, even marble in the walls.

desert rover
#

True wood construction (not cheap paneling) is always classy to me. I'm used to this 3 mm crap that they used to tack onto walls everywhere with staple guns.

torpid patrol
#

Yeesh

#

If it's not at least 10mm thick, it's not real wood.

desert rover
#

It wasn't real wood. Maybe compressed sawdust and glue.

#

It even had repeating patterns if you looked close enough.

#

totally fake garbage.

#

When I bought the house I am living in right now (in 2000) it still had some of that fake crap in the basement and the garage. The house was built in 1974 or somehting. A few years younger than me.

torpid patrol
#

The house I live in currently is pre ww1

#

Over 100 years old

desert rover
#

Nice. I love old houses. Especially if they were 1) built well and 2) taken care of.

torpid patrol
#

We had to have it gutted from flood damage in 2007/8

#

Yeah, it's reasonably well maintained

#

There's a few things that need doing that we're kinda neglecting, but it's all small things.

desert rover
#

That happens.

I mean the big stuff. I had a relative who inherited a nice place, but he did not believe in putting any money at all into maintenance. By the end of his life, the building was so gone that they had to just knock it down and rebuild.

torpid patrol
#

Most recent work since 2008 would be the back garden, basically paved the whole thing.

#

New shed

#

New fence

#

But that's not actually the house, but still the property.

#

We even had some new windows fitted in 2008. I mean, we were like... we should have them done, might as well do it while the house is a mess.

#

Save making another mess later

desert rover
#

That was a good idea.

torpid patrol
#

the paper on the roof of the district crossing is obviously too bright and green, so I'll fix that, and the district gate has the wrong path, I can fix that too.

torpid patrol
#

I'll consider an in-tree version of the hauling post and builders hut too.

torpid patrol
#

also note the use of Basewood Dark Brown Bark for walls.

#

Emberpelts have black plaster as the basic wall material, Leafcoats use dark brown bark.

frank vapor
#

What's the point of the district gate?

#

I know some people ask for it from time to time but I don't really follow their logic when pressed

wise mulch
frank vapor
#

Yeah, that's different though. those don't separate districts. They cordon off brambles and the path on boths sides is the same district

torpid patrol
#

I guess you could say it's mostly aesthetic

frank vapor
#

I feel like people want it in places that are more visual than functional

#

yeah lol

torpid patrol
#

In the older game when it existed in vanilla you needed to connect districts with a path for beavers to carry items from one to another. The crossing handles all 3 buildings in one.

frank vapor
#

Yeah but now the crossing handles all of that so the gate is functionally useless. Just leave a gap in the paths if you need close pathing for some reason.
The beavers that can go off path to things outside the district lines don't need the gate or crossing to do so:

  • Builders
  • Farmers / Foresters
  • Gatherers / Lumberjack / Scavenger flag workers
torpid patrol
#

yup, like I said, it's more Aesthetic in the modern game.

#

I'm thinking about how to do in-tree versions of the hauling post and builders hut

#

and all I can really think so far is... a tree slice.

desert rover
#

Half tree?

torpid patrol
#

I mean, we basically have 3 patterns so far

#

edge 3 tiles (probably too small for this.

#

and that includes sticky out bits, so, lets not include that right now

desert rover
torpid patrol
#

there's also the rare L shape, where it extends down one side

desert rover
#

What about a 2 height or even 3 height half tree?

torpid patrol
#

and then there's full slice
which can either have a cutout for a path (horseshoe) or not (donut)

desert rover
#

They should have potential branch access.

torpid patrol
#

so, a 3x1x1 with branch access is doable, but would be too small for a builders hut or hauling post.

#

3x1x2 is viable

#

full slice horseshoe or donut is also viable.

#

considering we have the on-ground version, there's no need for a horseshoe.

desert rover
#

/nods

torpid patrol
#

hmmm

#

just wondering if there's some sort of defining features for builders hut and hauling post I can try to include.

torpid patrol
desert rover
#

Only symbols come to mind.

#

The building shapes of those two don't hint at function to me.

torpid patrol
#

the hauling post has what looks like a compass on the roof, which I guess acts more like a sundial.

#

builders hut doesn't really have anything that speaks to me like that.

desert rover
#

If you do a full donut can it have 8 windows?

#

Just for the compass look

torpid patrol
#

not easy to add windows to that curve on the corners

worn ivy
#

I think this but 2 tall for the builder's hut.

torpid patrol
#

a short horseshoe?

worn ivy
#

yes

#

For the hauling post... could you turn the top of the normal hauling post into a decoration on the outside?

And maybe a top window from a tubeway station on the builder's hut?

torpid patrol
#

you mean the dome?

worn ivy
#

Yeah, that.

#

I don't know how easy it would be to repurpose it, though.

torpid patrol
#

I could put the compass roof part of the hauling post as a decoration on a wall, similar to how the district center has the faction emblem on 3 walls.

#

there's also function indication via window style

#

if you look at the windows in the industrial buildings, they have a different style of windows

#

than say, houses

#

3x1 edge feels like it doesn't take up enough space, might as well just build that one instead of the ground based on, on the ground.

#

so would need to either go with full slice, or most of a slice.

#

and the short horseshoe also feels like it's too convenient, it would have the same footprint as the ground based version, and not only be just as accessible, but also have a ladder build in to make stacking them easy.

#

I think to justify having both versions, you'd need a full donut.

torpid patrol
#

so then I have to ask... do we keep 2 versions, or just go for the 3x2x2 short horseshoe as the only version?

signal fulcrum
#

Will this invoice be compatible with the decoration mod?

viscid zinc
#

What about a true corner 3x1x3 for some things (builder, hauler, etc) that can be paired with a single corner that functions as a lantern or shrub or zipline access point with solid top to continue building up?

 X X X
     X
 O   X

Would the south and west gaps also need to be filled with solid top in order to build across the entirety of the next level? If so, then the O building could be changed into the rest of the perimeter.

 X X X
 O   X
 O O X
torpid patrol
#

Yeah, those are options. Not exactly sure it makes for a good building design to be that kind of shape though.

#

taking 3 of the 4 corners though will kinda make it difficult to figure out what else to put in the other corner though, because currently there's not really anything with that footprint.

signal fulcrum
torpid patrol
torpid patrol
#

put a ladder in there like real bunk beds.

worn ivy
signal fulcrum
#

celle la est mieux

#

this one is better

torpid patrol
#

I'm wondering if I should do some sort of branch hanging beds or something

signal fulcrum
#

he likes the height of this faction.

placid patrol
#

hammock

torpid patrol
#

This heat isn't helping though, I can't really be very creative

#

so right now I'm just tweaking materials and stuff on the buildings I've already made.

torpid patrol
#

too generic.

torpid patrol
#

hmmmmm

#

Same area, less generic, still friendly to Tree construction.

#

so should that be for the builders hut or hauling post?

hasty kettle
torpid patrol
#

whats that link?

hasty kettle
#

a website that rolls a dice for you

#

odd - builder and even hauling 🙂

torpid patrol
#

and then there's this one

#

slightly larger, so, perhaps this should be the hauler, and the smaller one the builder?

#

and the shape design means you shouldn't need the ground version

#

which is a bit of a shame, because I think I made them look pretty good.

hasty kettle
#

you did.. maybe both options?

#

and the tree one maybe + 2-4 more possible workers?

desert rover
#

Even if the ground and tree versions have 100% the same stats, having the option to use either or both is really nice.

torpid patrol
#

You should be able to just build the tree version on the ground

signal fulcrum
#

How many buildings will there be?

worn ivy
#

I feel like the builder's hut could be repurposed as a mess hall or clubhouse...
Especically with the brown/dark green asthetic, it feels very much like a lodge you might find at an upscale golf course.

torpid patrol