#Leafcoats - New faction (Early Access)
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The worst part will be fixing all the materials.
I'm at this point where I should probably use a fresh set of ripped assets
but then that breaks all the emberpelt and now leafcoats materials, as all the textures would have a new GUID.
problem with that is that you will brick all existing material if you remove the shaders as new export has new guids
this is also why i keep ripped assets in a seperate project
ya but in the video starting at 17min in i do mass replace by getting what is the old and new shader file id and guid
(acual mass replace at 21:03 when all files is opened)
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.
Yeah, I can handle mass GUID replacements myself.
it's replacing single textures in my custom materials from new textures
well time to go to bed gl
Apparently I had a couple of files missing.
so after starting to make a new project... I stopped and instead went back to patching my old one
Simultaniously looks good, and terrible.
looks like a muddy road or something
I was about to say "maybe a mulch trail" but that would practically be the opposite of this faction.
so yeah, I don't like the "Mud" path, probably because it's too dark.
but I do dig the hedge liner path
Not that I don't like the walls of the skybridge, but I like the hedge even better.
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.
On any case. I should put some serious thoughts into leafcoats food.
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.
Mangroves and chestnuts.
But the thing is... without using fire, how would they process the foods?
Oh yeah, hydroponic garden with the algae, mushrooms and something new.
Couldn't they still use fire, but make any fire-using building ground only, so they can't be built in the trees?
I was thinking more iron teeth oriented. Fermenting, press, food processor...
Well, we can start with blenders, presses and fermenters. If you can find a viable reason for them to have ice, smoothies would be an option.
The mill could also be used.
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.
Gristmill, and fermenter would be a good start.
It looks like flour can be made from chestnuts.
Food packer would be another option. Makes things like fruit salad.
But what to do with said chestnut flour?
No idea yet; I'm thinking out loud, like you so often do.
I'm not saying it's a bad idea, I had the same thought
But followed up with....
Also other fruits or berries that would be good to grind... not juice.
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!
Grr... even hardtack needs baked.
Perhaps some sort of solar oven will be needed.
Salt and vinegar can also transform a lot of food into other things.
I'm just amused that you both said solar oven.
Mine was just more long winded with a bit of a story. Old writer/tech syndrome
We likes our bread!
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.
How hard would it be to make a building that has to have clearance all the way to the build limit?
That changes depending on starting elevation. And then there are mods that extend it further.
You mean nothing above it? I'm not sure.
Look at Luke's resizer. That can take you well over 10 times the normal map height.
Looks great and fits the faction, I think. Is it always the same field, or could there be random flowers here and there?
always the same field. I could possibly try and add some pink specles in the green though.
This for their primary path though
there's so many path options to choose from...
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.
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.
11 paths.
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.
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.
that's 7 hand rails and 4 hedges.
Just to be clear, in the end, will you only choose one or do you want to have different options for decoration?
Yes.
yes what 😄
yea .. if you ask me.. i would 2-3 options are enough
and I haven't even started on the decorative floor paths (like wooden paths in Emberpelts)
from all you showed so far i like the green one the most and most fitting to the faction
Personally, I'm leaning Sandy as the default.
"Campfire"
Probably gonna put something like hedges, or small shrubs in there and a large central shub in the middle.
Only Camp . No fire for this faction, will kill the trees 🤣
"Fireless Campfire"
Is that... The base of an FT campfire with the chairs from an FT rooftop terrace and without a fire?
Why not make it a Camping Site? Just needs a Tent at the center 
I think so.
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
Edited to be metal frames with ropes, rather than made of logs.
maybe, in center a leaf shrub ?
Yeah, I'm building the mods again, I'll show the result when done
I could probably move things around a bit to squeeze in an extra chair and more shrubs
also the purple and yellow leaves rather than all green give it more flare.
maybe some small lights on shrubs ?
Lights?
A kind of christmas tree for beavers, to be something looking nice during night for beavers eyes.
the only thing I can really think of adding is like this, from the FT Roof top terrace.
Consider a small fountain in the center, perhaps?
Fountains are hard to do
ah
Oh, now that is a fun one.
like a viewing plattform, nice idea
That's very cool.
it probably comes down a little too much after seeing it in game IMO
instead of hanging down by a full tile, it might look better hanging down by a half tile.
or 3/4 tile
though there is a slight down side of raising it.
simple fix is to occupy Top in that tile too so you can't do this.
what do we have for wellbeing...
Emberpelts:
Wellbeing boosters
Campfire, Carousel, Contemplation Spot, Dance Hall, Detailer, Excersize Plaza, Rooftop Terrace, Scratcher
Medical
Decontamination Pod, Medical Bed, Teeth Grindstone.
Folktails:
Wellbeing boosters
Agora, Campfire, Carousel, Concemplation Spot, Dance Hall, Detailer, Lido, Mudpit, Rooftop Terrace, Shower.
Medical
Herbalist, Medical Bed, Tooth Grindstone
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
Common
Wellbeing boosters: Campfire, Detailer, Rooftop terrace...
Medical
Medical Bed, Teeth Grindstone.
so we need those as a minimum
Also, the "Rooftop Terrace" analogue hangs off both sides of the branch.
not all branch mounted entities will hang off both sides.
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.
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.
Seems like something a tree dwelling faction would love to do.
a swing wouldn't be too bad. you just set a sitting animation to a node, then have that node inside an animation, and the beaver should move with the swing.
Perhaps that instead of the dance hall/excercise plaza?
or instead of the concemplation spot?
The contemplation spot could work with flowers instead of a fire, but I do like the idea of a swing.
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.
there's no icon on the detailer though. there's supposed to be an icon on it, right?
that looks really cool
Yeah, I like the style. Gonna see how many items would be appropriate to do this for, because not all would be.
also kinda feels odd to have these things not part of the tree already.
Since they don't like fire...
But should it be part of the tree?
@tender turret sent me it a while ago.
https://images.pond5.com/solar-reflector-mirror-array-olive-246125212_prevstill.jpeg Maybe, something like this, for heating or meal , with sun in name to be able to be rotated by the RotatingSun mod ?
hmmm
I would say not a part of the tree myself.
looks nice
That would take up a lot of space
and you can't stack them
which is an issue
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.
True, but will solve heat problem without fire ... And, even engine ...
I'd fo a mock up, but I'm in bed now.
Geothermal
ik fire bad but that could be a challenge
harness the geothermal spring water
or smth
just trying to think of an alternative
on underground ruin ? Could work, but won't be an earlier game stuff
mmm
perhaps
could be an alternate underground ruin though
just a thought
i'd like to know Bobingabouts thoughts about it
anyway, no wind power, is too floppy 🤣
leaves might not be too efficient at harnessing wind...
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.
I'd rather not do that. It's why Emberpelts Clay pit can be placed anywhere.
I remember this one mod that used underground ruins as a base for a geothermal plant thing
I mean, yeah, you could just use an underground ruin, but most maps have 2 or 3 total.
and it reduced life span by 100%
2 underground ruins on meander doesn't produce enough scrap metal for me so only having 2 on larger maps could be an issue...
Perhaps badwater source then
oh wait
badwater rig
That and most maps don't have many either.
You can't win 😄
You know one thing you could have done…
*Require the clay pit to be flooded to work.
Of course, the Emberpelts would hate that and do everything in their power to build a version that doesn't require being flooded.
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.
how does this moss look like when you put them 2x2? will they connect completely, or leave a gap in the center?
that treever gonna have a debuff for being near fire all the time
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.
So any building with the fire using attribute would also apply a mood debuff.
Pyrophobia - I hate working near this - -50% work speed.
along with a strong moodlet.
Or have fire-based buildings come with a burn (injury) chance
gap in the middle.
so I finally managed to fix the Gravity Battery rope issue
so the question is... what should the LeafCoats Gravity Battery look like? (Assuming they have one)
That's the normal one, obviously.
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.
so, smelting
normal: 2:1
Emberpelts: 3:2
LeafCoats: 5:2?
Whether it fits the faction or not remains a question I can't answer. I'd say if they use energy, something like that should be present. For the design... maybe some tree trunks tied together as weights?
I guess I'll come back to this one later
In that case I would recommend making the gravity battery smaller (1x1) tile, if this is not too much of a hassle.
Or 1x2 to be precise, since the overhang of the battery is also to consider.
hmmmm
They could have more than 1 option.
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.
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.
Mini gravity battery?
Should it have only half the capacity since it is half the size?
yes
also technically it's half width and half height, so a quarter the size
but the weight is half size
Eh; the height doesn't affect how much it can store.
Half the footprint.
also, technically the weight is smaller than half size. it's 1.6m wide normally, and this one is .6m wide
but lets call it half size
also the curved side doesn't transmit power
power can come in from the right side only, top, bottom and back.
now we need some sort of power generation.
Personally I'm thinking Wind and Water
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.
The observatory would actually make a decent tree topper?
though, I'm not sure if it would be funny or not people trying to figure out why there's no door
Yeah, You might have to add a "Bottom Entrance" tag of some sort if you did that.
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
would probably also need to go on the donut storages
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.
oh deer... might work in place of the beaver wheel
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
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.
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. 😄
I need to work on a new roof, but, this is the observatory tree topper powered by the gravity batteries
power will last a while.
I assume the batteries will recharge while the beavers sleep?
Wow
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.
The carousel could be an interesting tree topper. It could also be wind powered and generate power instead of consume.
hmmmm
Kind of like a larger, but also entertaining, windmill.
Carousel isn't a bad idea.
Zipline stations could also have a dual function as a topper in addition to the lower branch pylons.
I have a few ideas for how to ziplines
I still need to figure out the plants.
as previously mentioned, pickable that don't kill the plant is a main theme.
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.
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.
Leafcoats could make use of vine cordage for things as leaves instead of paper a la folktails.
I'm honestly thinking of them not having a farmhouse at all, but starting with the forester hut unlocked.
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.
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.
Doesn't the game crash if a farmhouse isn' set?
...I dunno, I mean, in theory yes, but, what if you don't have any plants that need it?
Base game might not be capable of multi-harvest from single growable, but must be processed and split from the harvested item.
It would be something I'd need to write a new script for, but even then, would it work?
Well, I suppose if it does you could probably get away with making the farmhouse a ||devmode-only|| item.
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.
or just repurpose it as a Forester for bushes
Yeah, that's what I was just thinking
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?
not that I can think of, that sounds right to me.
dandelions (FT) and Coffee bushes (IT) are also on the forrester hut.
then Mangroves, the IT aquatic crop is also on the Forrester hut
also on that note, what kind of water plants should the LC have?
I mean, I could give them mangroves
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.
you also kill both Cattail and Spadderdock when picking them
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.
I also need a way of getting logs without killing trees ¦3
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.
hmmm
You could prune branches instead of chopping them down, just have the trees revert to sapling or something when they're harvested
Tree trimmers instead of harvesters
Most of the tree parts would require Bark to build, and you probably need to process Branches into "Logs"
A tree that grows so many branches so quickly that pruning them is seen as keeping them healthy?
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.
Trees that have died due to dehydration or bad tide corruption could provide more than the default number of logs to leafcoats.
Using the natural bad tide as a source of lumber from dead trees is very in line with living in Harmony with nature.
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.
I'll have to balance the branch growth and processing chain so in theory you get more logs than just chopping down the tree.
Yeah, weeping willows and some poplars can grow 5-8ft a year
still, kinda moot if I can't have multiple harvestables on a tree.
I'll need to look at the scripts at some point, see if I can figure it out.
Crops and Trees both use the same Gatherable scripts, so... it's probably quite involved to duplicate it.
actually, that's Cuttable.
Gatherable is only on Trees and Bushes.
Could the FT wonder be one?
It's probably a bit too big.
if you could shrink it somehow it could be cool
Can't Luke's mod scale things?
I can also just scale things in blender.
Explain how you plant an oak once and can continually harvest it...
Yep, this is called coppicing or pollarding - you leave a low stump (coppice stool) or tall central trunk (pollard), and some species (notable willow and hazel) will come back from the roots with tons of new shoots.
you get lots of tall thin and straight growth, because the already-mature roots can feed a ton of rapid growth above
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)
so...
tanks...
should a tank look somewhat like a tank inside a frame, like this
or more like the other storages, just be a solid frame, like this?
edits required either way.
so, the tank in a frame would look something like this.
there's still a back wall on it.
and yes, this is just a really quick mockup, it would need more refining.
The "Frame is the tank" would look more like this
it would be a lot harder to do "Tank in a frame" for the tree donut storage. Gotta do the whole cutout middle part.
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
I think the small tank should be a tank in a frame, but have the large just use the walls.
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.
Yeah, thinking the same thing there
It would also make the small tank look better when placed away from the tree.
still have the back wall on it
some minor clipping there, but the FT has clipping on the door anyway so...
Yeah... You probably need to rework that middle panel.
Looks great
and there's not really much to show with the large tank, it looks just like the large warehouse and large pile
I did work to change the door too, but it's not easy to show off
time for the self-inflicted death loop from doing something dumb somewhere.
3rd attempt
4th attempt
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
Just an idea, the medium tank should be a 1 tall donut tank.
The medium tank has an area of 8, and a 1 tall donut is an area of 8.
the other storages aren't exactly the same size either. The donut tank here is 3x3x2, but the large tank is more 3x3x3, and might even be 3x3x4.
the 1x3 and 3x3 storages here will store less than other factions, but then they are more space efficient too
I was more in the line of thinking that it would make sense that they would have the best water storage of the factions.
hmm, perhaps they could have something else that's not standard tree?
Mmm... perhaps making their "advanced" water pump have a very high storage capacity?
Allowing it to pull double duty.
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.
indoor swimming pool confirmed
I'm honestly going to just make a pool that's something like a Lido/Swimming Pool
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.
So... Drill...
I like htat!
Not what i expected. too bad the blades can't be are twisted and gnarley like roots.
That is one bizzare drill.
Do all four sides need supported?
yes
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
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"
So as a curiosity, is the drill only specifically the 3x3 below the trunk?
yes
also, it's not connecting.
I think I missed a checkbox
that's how easy it is to break things
Honestly sounds about right
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
"The most agressive tree root"
And Chad is driving it.
WOW - the beavers
Might make for a good flavour text.
looks very violent for a faction that doesnt want to kill trees
True but they can just say they are aerating the earth. 😛
May consider hiring a mole. Less power expensive 🤣
Just send Chad down there to dig by hand.
Problem with that is you might break through bedrock. And who knows what is below bedrock.
The Abyss
Which is routinely explored by the Whitepaws.
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.
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.
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
Should the Mine also be a tree base?
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.
That sounds like the opposite of what you would want... it would make more sense for it to act as a rig while closed only, and vent while open without allowing direct collection.
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
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?
It's almost certain that their secondary transportation option will be ziplines; Tubeways just wouldn't fit this faction very well.
There is some debate about how they're going to breed, but for now it is tentatively set to be the same as the folktails.
Yes, but how to script that is the problem.
Current plan is to default to FT breeding, but I have been considering other methods.
While the idea of growing them like a tree is popular, I'm not sure I like the idea.
Also, Ziplines.
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.
or fruits on a treelike building? maybe a roof for the tree-structure with pods propertys? would be big though. think big building looking like top of a tree.
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
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
It was intentionally a straight only tube.
You shouldn't be able to build on top of them, but can platform over them.
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.
what do you think of this hue of green for Leafcoats? seems like a color that would suit this faction
I personally like it. How does it look on dirt?
I can tell you've shaded red.
I have 2 different greens for the faction, neither of them are that, but it's not unfitting.
The biggest issue I have with it is that it blends into the ground too much.
yes
The paths
not sure if I want to add other coloured paths, even though I do have others.
What about the moss path?
like I said, we already have 5 options there, if I did moss that's another 3. I'm not sure if I want to.
this is what I was just working on
thoughts?
Is that a powered levee on the end?
Other than that, the colors look good.
Yes.
It's a Water-wheel Dam, and a Power-Shaft Levee
You kinda need the Levee (or Vertical power shaft) to make the Dam viable.
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
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.
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.
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)
there's no real provision for that in the code currently.
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.
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.
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.
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.
One thing you could do, is where you usually put a sluice, put a power dam, then put a sluice in front of it to block it's exit.
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.
this is also true. I haven't decided what power generation things they'd have yet, but they'll probably have wind and water, but not sure what those will look like yet.
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.
Personally, I'd put it at the exits of a river, or at the top of my dam
It's the 1x3x3 Compact water wheel stretched to 2x3x3 the size of the normal water wheel
So it's 2x3x3 or 2x9x9?
2x3x3
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
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.
Levee tunnel
Powered levee tunnel
powered levee
waterwheel dam
Seen my powered levee on water eftention power edition?
It has a marking on top to show it take power and the t one has one on each side
Yeah, that's what I did.
Wait, do I understand that correctly, that the waterwheel dam is an own power generator?
Yeah, it's a water wheel inside the dam.
yes
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?
3 entrances, do all of them need to be connected or just any of them?
any. and actually there's 5, there's another pair on the other side.
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
hmmm
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.
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)
can you still build on top if the bridge is placed there?
Of course! There is still eight more tiles that are unoccupied.
But you wouldn't be able to build another tree segment.
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
looks really cool
yes
It looks like they planted a tree in the underground
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.
okay, so, trying this.
hmmmm
the effect is there, not sure I like it though.
I think if you were to do that, it would need to be tendrils of metal wrappinag around the tree.
Yeah, deleting it.
It was a thought. But I agree... it doesn't work.
oh, yeah, that's how you use it.
Treadmill?
you got it
Their Beaver power generator
this looks better, but now I can see the handle is obviously in the wrong place.
I love this though
What are you thinking in terms of output?
Awwww
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
I don't know about the FT Wheel, but I have noticed that with the IT large wheel as well.
Ah crap... I said "It's moving faster than the beaver walks" so my response was to make it even faster ¦3
Wrong direction...
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.
probably the most out of place icon so far.
If you reduce the line weight and added a couple of wheels inside the treadmill, it would probably look like it belonged.
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
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.
uuuuuhhh?
omg thats amazing
Thanks
How did you do that?
like that
Mostly just had inspiration.
Im so observant lol
I mean, if you only make one building a day, gotta make it pretty epic.
And you have done a lot of epic stuff with this.
thanks
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!"
Yeah
im definitely playing it
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
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.
How hard would it be to make a windmill that attatches to branches?
Doable. Depends how you'd implement it.
just keep in mind that each item you place on the tile of a branch means you can't place anything else on that tile, so if you attach something to the side of a branch, you can't connect anything to the other side.
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
So you make the dualies. 😛
Yeah, that's why the... Rooftop terrace replacement hangs off both sides
I forgot what I called it
oh, it's "RooftopTerrace.LeafCoats"
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.
Which extensions? I've not actually played whitepaws
I did try at some point but couldn't get it working
I highlighted one of them.
Once can make an inversed pyramid with these if you have the patience and materials.
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?
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.
I was looking for a 1-word answer, but yes botanical garden works.
😄
Botanical Garden seems slightly better than Arboretum IMO, but only slightly.
.....
Maybe Arboretum is better, as Arbor means tree, where Botanical is any plant.
I would just call it a garden; it isn't like it is specifically set up to showcase rare plants.
Its not much of a campfire then xD
It's a nice place to just sit.
Leave things up to me and I find all kinds of archaic words for stuff.
A "terrace" or "patio" would also probably fit, but "terrace" would probably confuse some players since it isn't a "rooftop terrace"
Shrub Shrine
make chad be its own type of beaver, like the ashcoats, and give that type a boost. Since the type is set at birth, it's not cheatable, right?
I wouldn't put too much effort into preventing cheating. A 3-key combination and one can cheat all they want.
true
have it be named "Camp " with the extra spacing. No fire... but like, very conspicuously no fire
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.
I mean, you can see the campfire in this, but really, it's only the floor and the fence. Everything else in it was copy/paste from other models, scaled, recoloured, reskinned.
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.
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.
Probably will be. Might even be a Greedy Embercoats (FT, IT, EP and LC)
Incomplete, but, I'm reconsidering the design already.
What is this building supposed to be?
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.
Just asking ... Will you add Leafcoats also to your name ? Will become quite lengthy ❓
Maybe, I dunno
looks good from the front and side
well done
prob. also from the back but i cant see yet 😄
A few tweaks and you could have a straight-4 piston engine.
i love the back.. its a really cool design
probably looks a bit silly like this.
but keep in mind you'd build other tree things around it
Looks like a sci-fi-cannon xD
This is so fascinating and cool!
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?
what if...
it was shaped more like this?
I mean, it is a 2x4 in vanilla, so this is smaller.
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.
I could even have the stairs built into it too
Hmm, but wouldn't that block having two of them on the same level?
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.
still, it looks so good!
What is the wonder going to look like?
I haven't thought that far ahead
I would say that the wonder should force you to build it on top of a tree.
so, before I even try to fit it to a tree... this doesn't look terrible
not sure I can force that... what do you count as a tree?
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.
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
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.
That's what I'm doing, yes, hang from the tree thing.
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.
It's not a bad thought, but, a full 10 blocks height of free space? Don't forget I'm working on these tree blocks with sticky out parts, plus branches. if it consumes a full 10 blocks height under the wonder except for the middle 3x3, that means you have to not build sticky out bits or branches up there.
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.
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.
that's 2 on top of each other with a house between
A was born
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.
Again as a starting point
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.
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
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.
well done on the grinder
Lets see how it looks in game.
also keep in mind the base grinder is from U0 of the game, before they replaced it with the smelter.
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?
Since they don't like fire, it'll be an alternative for the smelter.
yea that makes sense now that you say it 
hmmm, a little model collision here, but I don't think it's terrible.
and you can see the underside
yea thats fine
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
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.
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.
which is why I said the corners, not the whole sides. Left room for branches. And I used 10 as a random number, could do less or more lol
like this?
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.
wait, which diagonals?
oh, the support beam
Looks far smoother 🙂
Yeah, they are only in the small one
the ones placed by themselves don't look terribly out of place either
In the whole picture they do not fall into the eye anymore.
I'll keep it like this then
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
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.
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.
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
I think the gravity batteries should be branch items tbh
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)
The problem with that is that the branch doesn't conduct power.
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.
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.
I see.
I operate under the assumption you aren't going for hard. 😛
Not whitepaws hard.
mild suffering, then ? 🥳 🤣
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.
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
I have recognized a far bigger issue: How you can use explosives without fire or even make fire by them?
The game should add another difficulty level. Whitepaws hard. 😂
simple method: remove explosives, teach beavers how to dig
less simple method: remove explosives, add mole husbandry
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?
Giant shovels
I remember when explosives used to cost paper. That'd back when IT still had the paper mill and printing press.
I don't miss those
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.
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.
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?
-
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.
-
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.
With writing new scripts, might be possible to go with something like a Tunnel, and instead of creating a platform, it creates a rubble with dirt in it.
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
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.
Missing leaves?
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.
Will the roof be able to adapt to the shape of the buildings?
I'm just so so so excited to play with it.
maybe.
kinda burned out after work, so probably not any new things to show off today
Just a reminder... what do we use badwater for?
Explosives and extract, anything else?
By default, just those two things.
The only other use is your Emperpelt's charcoal + badwater fuel recipe.
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.
Badwater could be used as Fertilizer for wood /food planting
after they cleand it or something
But it would still be used for other things, I'm not sure I even can do a fertiliser function.
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
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.
something like "Thermit" maybe..
Not sure thermite is their style either.
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....
Wrong question! 😛
What -can- we be using bad water for?
Murdering trees.
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.
I'm pretty sure either IT or FT uses badwater/extract for something related to bots
Folktails use Extract (+ Maple Syrup) to make Catalyst
Iron Teeth use Extract (+Canola Oil) to make Grease
could reuse the beehive functionality to make something that consumes fertilizer (extract) to boost crop growth in an area perhaps? And if the faction has an easy method of decontaminating beavers, perhaps instead of bee stings, it has a small chance to make them unwell
There was a mod that specifically focused on this (Booster Juice). Also, increasing plant growth is a function in White Paws and in @serene elm's irrigation mod.
(if any of that is helpful)
Yeah Whitepaws use it for several things
Ya i use timbercommons code to add irrigation tower and one of folktails tower boost tree growth
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.
Lubrication?
Could even do similar to Water beavers with the tools. Turn 1 metal block and 1 log into some number of shovels
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
I'm up for a tunnel, since using a normal building will mean only to digging down (not using the power of 3D terrain)...
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.
Why not using extract ? To be usefull at something ...
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
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.)
1000? Heck
😭
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
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.
Rock and stone!
On the note of rocks... leafcoats could use it as a building resource.
Yes. Rock and wood look good together anyway.
I'm just not sure the best way to generate it.
Manually excavating dirt, and from the mine come to mind.
Have some classic 1970s. Shag carpet, wood paneling, and a rock hearth.
Mine, 2 recipes, 1 costs treated planks to give scrap as usually, the other costs nothing, but gives stone, and maybe a little scrap.
I like it much better now than I did in the 70s. 😛
Hmm
There are much classier examples. I just couldn't pass that one up. 😛
The wood wall and brick fireplace does kinda say upper class.
It didn't back then. /laughs
(At least where I'm from)
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.
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.
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.
Eww
The house I live in currently is pre ww1
Over 100 years old
Nice. I love old houses. Especially if they were 1) built well and 2) taken care of.
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.
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.
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
That was a good idea.
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.
I'll consider an in-tree version of the hauling post and builders hut too.
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.
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
Watch the JC on WhitePaws streams, and will see that those gates combined with fences is the only way to contains brambles. Hope no brambles here, however 🤣
Yeah, that's different though. those don't separate districts. They cordon off brambles and the path on boths sides is the same district
It's basically a compact crossing between districts. It's not really thar useful in the modern game, the tubeway version I gave to emberpelts has more of a use though because thar has a travel speed boost.
I guess you could say it's mostly aesthetic
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.
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
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.
Half tree?
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
This one is what I ment when I said half tree.
there's also the rare L shape, where it extends down one side
What about a 2 height or even 3 height half tree?
and then there's full slice
which can either have a cutout for a path (horseshoe) or not (donut)
They should have potential branch access.
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.
/nods
hmmm
just wondering if there's some sort of defining features for builders hut and hauling post I can try to include.
without including any sticky out bits like this... not really
Only symbols come to mind.
The building shapes of those two don't hint at function to me.
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.
not easy to add windows to that curve on the corners
I think this but 2 tall for the builder's hut.
a short horseshoe?
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?
you mean the dome?
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.
this version would be great, if it was the only version.
so then I have to ask... do we keep 2 versions, or just go for the 3x2x2 short horseshoe as the only version?
Will this invoice be compatible with the decoration mod?
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
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.
I put the cross in the middle, I won. :p
put a ladder in there like real bunk beds.
Is that a three-beaver medical bed?
for that faction, yes.
I'm wondering if I should do some sort of branch hanging beds or something
he likes the height of this faction.
hammock
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.
too generic.
hmmmmm
Same area, less generic, still friendly to Tree construction.
so should that be for the builders hut or hauling post?
for that specific question i would suggest : https://online-wuerfel.de/ 😄
whats that link?
i feel the same
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.
Even if the ground and tree versions have 100% the same stats, having the option to use either or both is really nice.
You should be able to just build the tree version on the ground
How many buildings will there be?
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.
