#Leafcoats - New faction (Early Access)

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torpid patrol
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not sure if I want that.

torpid patrol
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wait, those are bigger than I thought, hmmm

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I changed it from 3x2x2 to 3x3x3 on the chart

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it wants to be 3x2x3 or 3x3x2

torpid patrol
torpid patrol
torpid patrol
torpid patrol
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I want to do something cool, but I don't know what to do.

worn ivy
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Popsicles? A giant icicle? Snow?

torpid patrol
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Not that kind of cool.

torpid patrol
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and I can't really work on it more today.

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and probably not much tomorrow either.

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but the goal is that I want something stackable like that, where you can sit the bot assembler on top of it

torpid patrol
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I'm not sure if I want a 2nd version that fits on the side.

serene elm
torpid patrol
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I don't think I'm going to have this playable at the start of august.

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Though, I did say In august, not at the start of august

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The main thing holding back that "Playable" status is the plants and food.

serene elm
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I would say take your time, rome was not built in a day ๐Ÿ˜›

worn ivy
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But legend says Beaverome was built in six hours.

hasty kettle
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yea take the time you need. the beaver community will wait and will celebrate then later hypecat

torpid patrol
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a test

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still need to do more on the assembler, but that little gap between the part facories is funny to me.

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makes me laugh funny.

torpid patrol
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So I want the front to look somewhat like this, but, that's a lot of clipping.

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Gonna be a fair bit of work to make this look not-terrible.

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I use Irregular Planks Mossy and Irregular Planks metal a lot

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I have Brown, Dark Brown, Green, White and even Light green.

Light green is never used. and the others are rarely used.

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Basewood Light Green is probably used specifically only for the doorsteps of Wellbeing buildings.

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but, most buildings have that Basewood Dark Brown Bark asthetic, so most places where you would use Irregular planks in other factions, aren't really used here.

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It was similar with Emberpelts, as most buildings had that Black Plaster look.

torpid patrol
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hmmm

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something weird going on where some of these won't hold their workers, yet others will.

torpid patrol
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I think I solved the "Won't hold the workers" issue., maybe.

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could have fixed itself with a save-load, so it's not fixed. But I did change something, an dthe workers went in, so..

torpid patrol
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on the one hand, it feels odd to add the refinery just to make Lubricant.

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On the other hand... IT have the Grease Factory that just makes grease, and that would be the equivelent

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plus they also have the Coffee brewery and Canola press that just have one recipe.

torpid patrol
torpid patrol
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It's basically just the charging dock with a platform build int.

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and a back for use in the tree

signal fulcrum
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Will there be roofs with rounded corners? Or other decorative elements to finish the roof of the buildings?

torpid patrol
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There is plans for something, but I'm not exactly sure what just yet. Probably something leafy.

signal fulcrum
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Will there be a way to find a craft that uses science points? Like making bots by adding science points to the crafting cost?

torpid patrol
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I mean, it's doable.

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I think.

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but they have a control tower without a numbercruncher, so science might be a bit tight.

signal fulcrum
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I didn't get the impression that the tower really used the points.

torpid patrol
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it does for Iron Teeth and it does for other factions too.

torpid patrol
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I think I've hit that wall where I need to take a break from modding

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what I did today... Export all the plants from Unity and import them into Blender. That's it.

torpid patrol
hasty kettle
desert rover
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This will be epic. Take as long as you need.

torpid patrol
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Guess what I've been doing on my break from modding Timberborn?

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Modding Barotrauma.

wise mulch
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That's an incurable disease, modding ๐Ÿคฃ

torpid patrol
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Yes

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to be honest, I've been putting off some of this Barotrauma stuff for a while, so I was just finishing off a project I started a year or 2 ago

wise mulch
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Ya, switching form 3D game to a 2D coop game is something.... At least, both have water ๐ŸŒŠ

torpid patrol
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Technically Barotrauma has liquid amonia, but, they treat it like water

willow valley
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you could have them coppicing trees if you dont want them cutting them down
it's a method to harvest long, straight limbs from trees without killing them

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having hanging/rooftop gardens could be super cool, aslo a way to add green foliage to the tops of the trees

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you could also have window boxes/similar for decorations

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for a leafy plant you could go with a palm, fern, or banana-like plant? big leaves. you could also thatch the rooves with them

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also. could be fun to grow new baby beavers from plants. its wild, but ironteeth do have incubation pods, so.
maybe cabbage-looking plants like that one greek myth of babies coming from cabbage patches

torpid patrol
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I don't think any of those suggestions are new.

torpid patrol
torpid patrol
torpid patrol
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some people just like "Natural breeding", I know people who refuse to play Iron Teeth because they don't want to have to use the pods.

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either way, I'm modding Barotrauma right now. I'll probably get back to this mod in another week, maybe.

willow valley
torpid patrol
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its all good. I don't mind repeat requests. I've considered quite a lot of things while designing this faction.

torpid patrol
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I could release it as beta before it's finished.

There's still a few things I need to do before it could be considered ready for beta though. I mean, there's currently only berries and apples for food items.

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Oh, and mangroves

wise mulch
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If you need a Guineea tester ๐Ÿคฃ

serene elm
torpid patrol
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I think both of you beta test emberpelts too.

desert rover
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I would gladly beta test as well.

torpid patrol
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I created a new construction site just for the round base of the fountain.

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I'm not full swing working on things again, mostly just poking at it so I don't forget how to do things.

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I'm not sure the Tribute of Ingenuity is complete either. It's probably more in a state of "Good enough for now."

torpid patrol
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I also made a special 3x3 construction site variant for Tribute of Ingenuity, based on the Donut, but without the middle tile missing, so it's a full 3x3 with rounded corners.

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Most of the others have that middle tile missing, because that's where the ladder goes through.

torpid patrol
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So, Food.

Need to define a food tree.

This is what I have so far.

Berries (Bush 12d) 12.2d3
Dandelions (Bush 3d) 3d1

Trees:
Red Apples (Tree 16d3) 8d5
Mangrove (Tree 10d) 6d4

Chestnut (Tree 23.5d) 8d3
Maple (Tree 28d) 12d3

Should add between 2 and 4 plants to be on par with Folktails/IronTeeth.

Possibilities I'm considering:
Strawberries
Grape vines.
Oranges

Currently defined:
Target time 30 to 40 hours. (hours per edible item per tile)

Edible
Berries: 3 in 12.2 days, 97.6 hours
Apple Tree: 5 in 8 days, 38.4 hours
Mangrove: 4 in 6 days, 36 hours

Ingredient only
Dandelions: 1 in 3 days, 72 hours.
Chestnut: 3 in 8 days, 64 hours.
Maple: 3 in 12 days, 96 hours.

Chestnut Flour: 1 to 2, 32 hours. (0.5 hours to process)
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Yes, since I'm working with a clone of the mangrove tree, I adjusted the growth time from 10 days to 6 for the leafcoats version, to bring it inside that 30 to 40 hour target window.

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I'd be interested in ideas. Like, other plants instead of strawberries, grapes and oranges.
And recipes of things we can make with the current set of items.

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don't worry about how to process too much, just nothing that involves fire, or heat.

glad oriole
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reminder of this bit here I did

torpid patrol
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I forgot I Include Maple Syrup.

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Also, with all the other boosts given from the current Decorations and Wellbeing items, there's only room for 15 wellbeing from food (Same as FT)

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Folktails:15
1:Carrots
1:SunflowerSeeds
2:Bread
2:CattailCracker
2:GrilledChestnuts
2:GrilledPotatoes
2:GrilledSpadderdock
3:MaplePastry

Ironteeth:17
1:Kohlrabi
1:MangroveFruit
2:AlgaeRation
2:CornRation
2:EggplantRation
2:FermentedCassava
2:FermentedMushroom
2:FermentedSoybean
3:Coffee

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Emberpelts was kind of the opposite, needing a full 20 to make up for things like the swimming pool and mud bath being missing.

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As things currently stand (even though I'm a little short on plants right now), we have Apples and Mangrove Fruit as 2 direct edible.

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Strawberries, Oranges and Grapes... are the kind of thing that you probably would be able to just pick and eat raw, so that's 5 wellbeing 1 foods before we even start processing.

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Leaving only 10 points for all recipes, and those recipes tend to be 2 points (and maybe 1 with 3)

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so that's only 5 processed recipes, and I haven't even used Chestnut Flour or Maple syrup yet.

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So I'm already kinda thinking... Which of these plants would be best to cut (not add)

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not sure about Jam. On the one hand, I like it. but on the other hand, it's usually made by mixing crushed fruit with sugar, then boiling the mixture, Caramelizing the sugar and mixing it with the juice.

Leaf Coats wouldn't have anything to get sugar from, nor use cooking to boil it.

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I probably would do something like Maple Syrup and fruit (and maybe chestnuts(or it's flour)) to make... something.

glad oriole
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I'd remove chestnuts tbh, they're generally not particularly appetizing raw (bitter and acidic) and the flour is even more bitter. Plus they've got tannic acid that can cause or worsen stomach issues

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it feels weird to remove a basegame tree food but it's not a raw food in FT so... IG

torpid patrol
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I already added Fermented Chestnuts

glad oriole
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ahh

torpid patrol
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Which is a thing that exists.

glad oriole
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fair enough

torpid patrol
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I'd be more up to just removing the chestnut flour.

glad oriole
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Ye, remove the flour for sure

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what do you have planned for dandelions?

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also, since one of the methods for fermenting chestnuts involves honey (and spices) that could be a use for honey (if you're adding that) or just replace it with maple syrup

torpid patrol
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so, removing Oranges from the list (provisionally), here's what I have so far.

1:Apples
1:MangroveFruit
2:FermentedChestnuts
2:FermentedDandelion - replace?
2:FermentedFruit

Todo
1:Grapes
1:Strawberries
2:prepared food 1
3:prepared food 2
8 Dandelions -> 16 Fermented dandelions. 2 hours
6 chestnut + 1 water -> 14 fermented chestnuts. 2 hours (Lemon juice, or orange juice would be a good low percentage addition too)
7 MangroveFruit + 7 Grapes (currently apples) -> 15 fermented Fruit. (or wine) 2 hours

Berries + Strawberries + Grapes -> Fruit Salad
Maple Syrup + Chestnut Flour + Apples -> Fancy Apple
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I guess I could put Maple Syrup in the Fermenter with Chestnuts instead of water.

glad oriole
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the other methods involve specific strains of mold/bacteria, or specific temperatures (like 60ยฐC, so not likely to get that without involving fire) so I think that's probably the best for fermented chestnuts

glad oriole
torpid patrol
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not the google results I read.

glad oriole
torpid patrol
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The main recipe I found basically just said submerge the chestnuts in water for 2 days, then add a tablespoon of lemon juice.

frank vapor
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Google AI is really good at giving junk advice just because one reddit post suggested it

torpid patrol
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Original context was probably advice for a pregnant woman to REDUCE smoking to no more than 1 a day...

While the context Google AI gave was to take up smoking while pregnant.

frank vapor
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I've been told it's better now but I've seen it give me a break down based on a single reddit post many times in the last week

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and it barely did anything other than reformat the post in its reply

glad oriole
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I've found a few actual pages on honey fermented chestnuts so

torpid patrol
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in any case. chestnuts, water and maple syrup, fermenter, 2 hours, gives fermented chestnuts.

I'd have to re-math that.

glad oriole
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ye, seems reasonable

torpid patrol
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Maple Syrup + Apples -> Fancy Apples.

Mangrove Fruit is also a type of apple, so could go with Mangrove Fruit, Apples and Maple Syrup.

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Also, I like to imagine that when they consume an apple, they're not actually eating 1 apple. They're eating 1 portion of Apples, several of them.

glad oriole
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will they have any way to sate thirst besides water, like with emberpelts juice, or should I leave that idea off the table?

torpid patrol
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I wasn't going to include any extra thirst quenchers, no.

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Having said that, Fermented Fruit was almost Wine.

glad oriole
# torpid patrol not sure about Jam. On the one hand, I like it. but on the other hand, it's usua...

Also, honey or maple syrup can be used in place of sugar for jam, so I'm thinking one of the processed foods could still be "jam sandwiches". Those would be the more complex recipe, akin to the FT maple pastries, as they require turning various kinds of fruit (plus maple syrup) into jam, then combining any of the types of jam with bark (instead of bread, bc beavers do eat bark).

I'm not sure if it should be multiple recipes for one generic "fruit jam", or multiple jam recipes for one generic sandwich, or multiple types of sandwich that all give "sandwich" wellbeing as well as the base fruit's wellbeing if it has one (so like strawberry jam sandwiches give the strawberry wellbeing too)

Since it's two layers of processing, that does somewhat justify the 3 wellbeing slot IMO, or at least the 2 slot + 1 for whatever the jam was based on.

The sandwich would be made in the same building that produces the salad and/or the fancy apples, the jam... probably in its own separate building IG?

torpid patrol
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Bark is probably going to mostly be used as a building material (I still need to go and edit building receipes), so I'm not sure I want beavers eating it.

torpid patrol
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okay, lets simplify for a moment.

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Remove Strawberries and Oranges from the to do list... just add Grapes.

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Remove Chestnut Flour

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Edible
Berries: 3 in 12.2 days, 97.6 hours
Apple: 5 in 8 days, 38.4 hours
MangroveFruit: 4 in 6 days, 36 hours

Ingredient only
Dandelions: 1 in 3 days, 72 hours.
Chestnut: 3 in 8 days, 64 hours.
Maple: 3 in 12 days, 96 hours.

8 Dandelions -> 16 Fermented dandelions. 2 hours
6 chestnut + 1 Maple Syrup + 1 water -> 15 fermented chestnuts. 2 hours
7 MangroveFruit + 7 Grapes -> 15 fermented Fruit. 2 hours

Berries + Apples + Grapes -> Fruit Salad
Maple Syrup + MangroveFruit + Apples -> Fancy Apple

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LeafCoats:9 (Target:15)
1:Apple
1:MangroveFruit
2:FermentedDandelion - replace?
2:FermentedFruit
3:FermentedChestnuts

Todo
1:Grape
2:FruitSalad
3:FancyApple

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Compare to Folktails
Folktails:15
1:Carrots
1:SunflowerSeeds
2:Bread
2:CattailCracker
2:GrilledChestnuts
2:GrilledPotatoes
2:GrilledSpadderdock
3:MaplePastry

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we have relative balance

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same number of foods.

just, instead of 5 2s, one went down to a 1, and 1 went up to a 3.

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FT: 2x 1s, 5x 2s, 1x 3.
LC: 3x 1s, 3x 2s, 2x 3s.

signal fulcrum
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Having this kind of finish. Is it possible in your mod?

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Hi

torpid patrol
torpid patrol
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Grapes

viscid zinc
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You've noted a possibility to eliminate the fermented dandelions. I think switching/upgrading this to Dandelion Wine would be a thematically smart move.

It doesn't need to sate thirst, just provide a need like IT coffee.

That gets you 2 need and I'd lower the Fancy Apple to 2 and make the Dandelion Wine 3.

Dandelions + Maple Syrup + Grapes + (no citrus here) Apples/MangroveFruit.

That may be stretching Apples and Mangroves a bit thin since they're both edible and used in two other recipes each already.

stable viper
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I have a decent 3d model for grapes

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If you want I can send it

torpid patrol
stable viper
torpid patrol
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I think I finally got the Pnumatic Tubes code working right.

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There's no graphical connection stuff yet, because Leaf Coats don't use it, and no "Don't transfer if the building doesn't have enough power", but everything else is there.

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in fact I should look at implementing that last one.

torpid patrol
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hmmmm

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            if (BuildingRegistry == null || BuildingRegistry.IsPaused) return;
            float time = TimeSinceLastTick();
            if (_mechanicalNode)
            {
                if (!_mechanicalNode.Powered) time = 0;
                else time *= _mechanicalNode.PowerEfficiency;
            }
            _tickCounter += time;
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and it still works while not powered.

torpid patrol
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I changed code a bit and it works as intended.

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apparently Powered means it needs, or generates power, not that it has power.

desert rover
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Just out of curiosity, what was the correct one?

torpid patrol
# desert rover Just out of curiosity, what was the correct one?

Correct is Subjective...

        public override void Tick()
        {
            if (BuildingRegistry == null) return;
            BuildingRegistry.Update();
            if (BuildingRegistry.IsPaused) return;
            float time = TimeSinceLastTick();
            if (_mechanicalNode && _mechanicalNode.IsConsumer)
            {
                if (_mechanicalNode.PowerInput <= 0) time = 0;
                else time *= _mechanicalNode.PowerEfficiency;
            }
            _tickCounter += time;
            if (_tickCounter < Interval) return;
            _tickCounter -= Interval;
            MoveItems();
        }
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I went with this, basically checking if it IsConsumer (requires power, vs Powered that means it either uses, or generates power), and then checking if PowerInput is 0.

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and yes, I actually check for Less than or Equal to zero, rather than just is zero, because that's the opposite of Greater Than Zero, but it works.

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also, BuildingRegistry is a bit of a misnomer, because it's an entry of the BuildingRegistry. it basically just contains info about the building like... what type of building is it (Storage, Manufactory, etc.), It's inventory, what type of goods it stores, and movement priority.

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All the things you want to look at when "Moving Items"

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and the "What type of building is it?" is more internal to that class than important information for moving things around, a Manufactory needs to check "Did the recipe change?" on the update cycle, where a Storage might check "What mode am I in?" (modes being normal, store, provide and empty) (In the context of Pneumatic tubes, Store mode will pull items in, Provide and Empty will push items out, and tell other buildings not to do the opposite. Normal mode just sits there doing nothing, but lets other buildings give and take items.)

desert rover
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Thank you. Still not sure I can write my own code for this, but being able to read code in several languages really helps.

torpid patrol
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๐Ÿ˜›

torpid patrol
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OwO

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Still incomplete. Most things are in there.
Using the Whitepaws' Grape plant.
I still haven't made a Eucalyptus or Willow tree model yet.
And I should probably edit the Apple Tree a little more, as it looks too much like the Chestnut tree.

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Lets just say, I'm basically releasing it as it is now, because I've basically ran out of steam.

desert rover
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SOOOoooo excited!

torpid patrol
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Leafcoats - New faction (Beta)

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All Feedback welcome.

Also, send screenshots, and if I like them I might add them to the Steam/mod.io screenshots.

torpid patrol
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Minor change to apple tree colour.

Can you tell which of these are Apple Trees and which are Chestnuts?

torpid patrol
# hasty kettle i would say yes

I should probably change the shape a little too, but most of these modelling changes are what's crippling my motivation right now.

torpid patrol
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I didn't finish the plant murderer logic.

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it's applied when you chop down a tree, regardless of it it's dead or alive, and you don't get a penalty if you remove plants.

torpid patrol
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I have 2 bugs already.

  1. The game crashes unless you have Emberpelts enabled, something about not being able to load the Apple Tree material.
  2. You start with no beavers.
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The first is... I have no idea what's causing that, but I have ideas on how to try fix it.

The second... I don't even know what might be causing that.

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Okay, I think I figured out why the first error happens, I'm still fixing it.

torpid patrol
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Changelog:

Unable to load Apple Tree Material crash issue.
Other asset issues like above.
torpid patrol
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So, problem 1 is solved... Problem 2 is a job for tomorrow.

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what I'm going to have to do, Tomorrow now, because I have to sleep, Rename the district center prefab (backup), clone the Folktails (or Iron Teeth) one, rename it to Leaf Coats, and see if you spawn with beavers then.

If yes, it's my district center, if no, I don't have a clue.

desert rover
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bug?: grapes are not food?

Grapes are listed as a nutrition need for beavers but they don't eat them. In the bars grapes are listed under ingredients, not food.

desert rover
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bug: beavers don't visit the garden

EDIT: they aren't visiting the branch terrace either.

desert rover
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Here's the main colony. I have a remote metal processing station as well.

desert rover
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No log for this one. Game locked up. It was somrthing to do with dirt, I think.

torpid patrol
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just stupid mistakes in my files ยฆ3

desert rover
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All for the easy ones.

torpid patrol
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So, it's a problem with my district center.

torpid patrol
wise mulch
desert rover
desert rover
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possible coincidence but both times there was dirt right there.

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I'll test the day rollover without any digging.

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day rollover worked, no crash. weather changed.

torpid patrol
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I know why the beavers don't spawn now.

Something with the block object occupations.

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or entrance location.

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gonna do some more tests.

desert rover
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same here

torpid patrol
desert rover
torpid patrol
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so I think it's the upstairs door causing the issue

desert rover
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There is another pile of dirt on the map. This was a scavenger leftover. Not having any problems.

Could it be dirt in the water? Bene a couple more days since last crash. Gonna try exploding on dry ground.

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crash at daybreak with pile of dirt from digging on dry land. Still not proof, but leaning that way.

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part of the error log: Timberborn.Ruins.RuinModels.Sav

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Also, the game's own autosave happened right before the crash.

torpid patrol
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ah Timberborn.Ruins.RuinModels.Save

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Yeah, that's definitely dirt pile related.

desert rover
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I missed it the first time i looked at the error too.

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These dirt piles do NOT trigger the crash.

torpid patrol
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one of them looks like it has ruins inside it

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Redesigning the district center

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I'm going to release an update where I've deleted the Ruins Hider script

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let me know if that fixes the crashes.

desert rover
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ok. will do.


unrelated: are there any other 1-height half tree pieces aside from the housing block?

torpid patrol
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Pushed an update

desert rover
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exiting and updating...

torpid patrol
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they're like platforms you can't walk through, or levees that don't block water, look like the tree, and actually conduct both Power and Pneumatic Tubes.

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oh yeah, did you even notice items move themselves in a tree?

desert rover
torpid patrol
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You put a Wood Press making Logs (though why would you if you can make planks directly), a sawmill making planks, and a woodworkshop making treated planks all in the same tree, and the tree will move the logs from the press into the sawmill, then the planks from the sawmill to the workshop.

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beavers don't need to move them, the tree moves them itself.

desert rover
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NICE!!!

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I did not notice

torpid patrol
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It's mostly vertical only, but does have some sideways connections on edges that face into the tree, like the front of the 3 buildings I mentioned there.

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Let me know how this update goes

desert rover
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happier beavers!

Next test, dirt.

wise mulch
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hmm, contemplation spots .... One must be overhang contemplation spot, I assume ๐Ÿค”

desert rover
wise mulch
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YA, but the names are the same

desert rover
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I left the dirt beaver paused to make sure the piles weren't snatched too quickly.

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feedback: power dams performance

Not a bug per se, but the power dams may need tweaking. They don't automatically connect to their neighbors and water passes without them always making power.

torpid patrol
torpid patrol
desert rover
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okay, PEBKAC error then. Did I miss am indicator as to what way to put them?

torpid patrol
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and if you look closely through the floor, you'll see that the wheels are sideways

torpid patrol
# desert rover

since the power shaft connections only run sideway, that far left one should be a power levee block, so you can access the power from the front, or top.

desert rover
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fixes that prblem, but makes connecting them to your power lines a bit harder.

torpid patrol
desert rover
torpid patrol
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Also, I have 2 Tree Gravity Batteries (reach 1 and reach 2), and then a normal one.

I think I meant to disable the normal one, but forgot to do so.

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oh, and the change log

Fixed Grapes Edible.
Fixed beavers not visiting Garden and Observation Terrace.
Fixed no beavers spawning on new game by editing the District Center
Test: Remove the Ruins Hider from the Loose Dirt.
desert rover
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suggestion: add gathering priority controls/mechanics to dirt piles.

torpid patrol
desert rover
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Ah. nvm then

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๐Ÿ™‚

torpid patrol
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Same with just demolishing dirt.

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I was trying to look at how placing terrain tiles does that directional thing, but I couldn't figure it out

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seems like the code is deeply burried into the system or something

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but then no matter how you program the demonlition, they'll still pick up whatever is closest to the flag.

desert rover
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Cool. Knowing I can't change that, I shall adjust to work with it. ๐Ÿ™‚

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Also...

Nox is up to his shenanigans again. ๐Ÿ˜›

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This one on the end doesn't generate [pwer but the other two do.

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could be a waterflow problem?

torpid patrol
torpid patrol
desert rover
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better view

wise mulch
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No pile can be connected to ground. Must build platforms and staircase (overkill for starting game) ๐Ÿ˜ฎ But, all other storages can connect on ground. Maybe, medium ones can connect to ground and the larger ones to the floor โ“

torpid patrol
torpid patrol
desert rover
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expected a slowdown

desert rover
torpid patrol
desert rover
#

OH! yes, i have simple ladders all over

#

misread the question.

wise mulch
torpid patrol
#

I could make the ladder cheaper.

also as it stands you can build on top of the simple ladder, maybe you shouldn't be able to thuogh.

torpid patrol
desert rover
#

tree builds will be much harder

torpid patrol
#

Liquid storage gets away with it, because you have to contain the liquid.

torpid patrol
wise mulch
torpid patrol
#

I think I should make the simple ladder look a little more like the old Ladder that Tobbert made, some sort of Log Platform frame.

wise mulch
#

Question. Can you remove the Plant Crops ?

torpid patrol
#

I'm not sure where that's added, and it would probably be difficult to remove it from just LeafCoats.

wise mulch
#

maybe add mushroom as crops (grow ultra fast on ground but die instant on drought) ....

desert rover
desert rover
#

This still seems wrong. all of these have water and are facing correctly but only the one with the lowest flow is producing power. CMS is decent... do these count badwater??? Contamination is 80%

torpid patrol
#

uuuhh... hmmm

#

I think the water coorsinates might be set wrong.

#

but the numbers are weird.

desert rover
#

very.

#

Should this really need a ladder to get... or for me to destroy the zipline station?

torpid patrol
#

and that took a lot of messing about to make happen, it has to actually occupy the tile above.

desert rover
#

What is really amusing is tahtas soon as I added the ladder, my beaver hrvested it from the top! LMAO

#

๐Ÿ˜ฑ It eats dirt!!! How dare you make sense, sir!

torpid patrol
#

It does concern me though that ruins can turn into dirt

desert rover
desert rover
desert rover
torpid patrol
#

what would happen if...

#

honestly I'm expecting the game to crash here.

hard charm
#

I haven't given this the amount of attention it deserves, yet, but the amount of work to fit the theme of trees is astounding

hard charm
wise mulch
#

Wait, why you don't rename the lumberjack flag into .... Plant murderer flag โ“ ๐Ÿคฃ

torpid patrol
#

Tree Murder Flag x3

hard charm
#

can you actually bypass the need to ever cut wood, somehow? I feel like that's impossible, from what I checked out so far, unless I missed something

#

...is there an exception for cutting dried husks?

torpid patrol
#

That's something I want to try and expand on later, so it will only count if you cut down a living tree, or even if you demolish a tree using a builder.

but currently, it just triggers when the "Cutting Complete" event happens.

hard charm
#

that would definitely be exploitable, but even then it feels like it would be on point, but that is entirely ignoring the technical aspect, which I suspect would be very non-trivial

torpid patrol
#

Yeah, I got it to work in the first place because I hook into an event. The event doesn't tell you what type of tree was cut down.

hard charm
#

does the technical solution in "cut dead trees first" mod help, possibly, or does it use entirely different mechanism?

torpid patrol
#

I don't know how that mod works, so I don't know.

#

Anyway, Loose Dirt.

I'm considering removing it because of the way Ruins can turn into dirt, but then that means you can't terraform until you get access to extract, which can only be obtained by building a rig.

#

I need to come up with a better solution.

hard charm
#

(I am asking these question in effort to both sate my curiosity, and to be constructive in brainstorming-like aspect, in case they fail the latter aspect, please let me know)

torpid patrol
#

As for the Dirt thing, there's 2 solutions I can think of.

  1. Clone the entire Ruins Harvesting Logic (which is A LOT of code, and it's interwoven into a lot of things, so that's a lot of cloning and editing)
  2. Make the Dirt something else... harvesting wise... like a tree.
desert rover
flat obsidian
#

To be honest, that would lead me to think about to actively kill the trees, if the benefit is big enough.

torpid patrol
hard charm
torpid patrol
#

It's similar to the Emberpelts Wet Fur Bad thing

flat obsidian
#

I mean the thing about dead trees could not give the debuff.

hard charm
torpid patrol
#

or not watering

flat obsidian
#

Right

wise mulch
#

Nope, can you make logs from branches (no more tree murderer) ๐Ÿคฃ

torpid patrol
desert rover
#

Tree murderer -can- (currently) be bypassed with a forester using replant dead trees not set to cut.

torpid patrol
desert rover
#

Doesn't get you wood but gets rid of them.

#

I just deal with the -2 hit, myself.

torpid patrol
#

Anyway... I need to AFK.

#

but I'm going to consider, like I said, replacing the loose dirt with something other than a ruin, like, a fake tree.

#

but then harvesting dirt would trigger tree murderer x3

desert rover
#

I either missed you doing this or I forgot about it, but this is EPIC!

torpid patrol
#

Ruins also does 1 item at a time...

what other harvesting methods do we have?

worn ivy
#

As for exploiting dead trees if the plant murderer thing ever gets patched...
Close off access to the tree farm (gate mod or similar), then flood it with badwater.
The beavers don't need to know.

hard charm
#

...do all the "tree segments" pass power?

#

that is awesome

desert rover
#

@torpid patrol @stable viper @idle ibex I want to mix green and white beavers so badly! I haven't tried Luke's mod to do it yet, but I am tempted.

Mechanically, deference in most cases would need to go to WhitePaws since it is a major conversion/overhaul.

#

@torpid patrol you may still have the wrong flow being checked. 0, 6 , 59 power

torpid patrol
#

it does feel weird that water would flow like that though.

desert rover
#

Sincer earlier it was reversed!

#

The one marked 0 was the one generating power before.

torpid patrol
#

Remember, these are Dams, not just standard water wheels, so liquid flow is determined by Dam logic over standard water wheel logic

desert rover
torpid patrol
#

hmmmm

desert rover
#

Let me do a test... gonna take a bit since I need a new game on the same map.

desert rover
# torpid patrol hmmmm

same location, same settings. emberpelts.

12, 17, 12. That is morning of day 1 so water isn't even at normal force. The flow gives to all with the middle strongest (expected)

torpid patrol
#

hmm

desert rover
#

That design isn't made to work sideways but doing it anyway yielded 16, 9, 0

torpid patrol
#

interesting

#

anyway, new idea for dirt.

#

instead of being a ruin... a Gatherable, like bushes.

desert rover
#

Ohh... interesting. From where?

torpid patrol
#

so, gathering the dirt from it is optional, and you demolish the loose dirt like you would a blockage.

torpid patrol
desert rover
#

Where will you get it super early... or should the player just not have it super early?

torpid patrol
#

oh, wait... Gatherable has a growth time, and it doesn't start with a yield...

torpid patrol
desert rover
#

Hrm....

#

ya know... sorry to keep brining this up, but Lapan made something in white paws with that kind of behavior.

If you did a tunnel then collapse it, you get trash rock and a few other ingredients in the rubble.

#

Just need your builders to pick it up and store it.

#

trash rock could easily be dirt.

torpid patrol
#

is that effected by the recycling setting so you only get 50% resources back etc?

desert rover
#

Not sure what the recovery is. But I -think- you can override the settings.

#

I mean trash rock isn't even in the ingredients list to make the stuff.

torpid patrol
#

honestly, if it just turns into a blockage that you can then demolish, that's probably okay for me.

#

Getting dirt from it was just me trying to be generous.

#

I just don't like that it's conflicting with the Ruins.

desert rover
#

Again, I'm not sure it is conflicting. If you mean scrap harvesting.

torpid patrol
#

the 2 main issues being...

  1. there's a Ruins model showing through inside the Dirt model.
  2. There's a chance when collecting from Ruins that when it reaches Height 1 it can turn into Dirt instead of a 1 height ruin.
#

Okay, in theory, I can create a clone of Blockage, that when you destroy it will drop rubble, by calling:

RecoveredGoodStackFactory.Create(Vector3Int coordinate, IEnumerable<GoodAmount> recoveredGoods)

#

alternatively, cutting down a tree (or harvesting a plant, like carrots) creates a "Good Stack"

desert rover
#

Sticky one... not sure I can suggest which route would be best...

I play different than a LOT of people. To me loosing 1 scrap for 6 dirt (or whatever it is) seems like an ok deal. Others may freak out.

As for visually...maybe it is because I am running on minimum graphics on my laptop, but I didn't notice the two-in-one you mention for digging up a block.

torpid patrol
#

Good Stack is still harvestable the same way as the original item, so in theory you could make it require the flag to be harvestable... but I don't see any easy way to create it, it seems to just be a component of the tree, rather than a new entity.

torpid patrol
desert rover
#

I'll go watch one

#

a scrap that started at 15 did not become dirt.
a scrap that started at 30... changed at 15. Yeah, that is expensive.

#

LORE-wise, it can be explained at waste because they aren't good with metal. but that is a stretch.

#

Welp... it totally makes sense that this tower is flooded. Would have been cool though.

tepid lodge
#

I wanted to find a link to the mod, but scrolling up the correspondence I saw this, now I can't stop laughing

tepid lodge
#

I haven't played the mod yet (it's downloading), but... I want to throw an idea to the author, if he likes it. Maybe add something like a strangler ficus? Such trees only develop on other trees (they kill them under themselves), but they give fig fruits.

desert rover
#

possible bug: bad water storage without a way to collect badwater.

worn ivy
desert rover
#

Ah.

worn ivy
#

The reason is because mechanincal pumps and fluid dumps reference the item to get the icon for the clean water/badwater selector, and changing that would be excessively complicated.

torpid patrol
#

Yes, so I thought best to just leave Bad Water item in the game.

wise mulch
desert rover
#

self-powered extract extractor.

tepid lodge
#

okay let's srart (can be hard, but interesting)

torpid patrol
tepid lodge
# torpid patrol And that's just a normal Blockage isn't it?

Yeah... I don't know how he got there, but it's a funny start) I'm trying the faction on my location, but I expected that the player would quickly build a farm there, but the faction doesn't have any. In general, we'll see if we can survive

torpid patrol
#

my spawn rubble idea works.

#

the question is... should I go with this instead of the dirt flag?

wise mulch
torpid patrol
#

note, you can use the "Mark Resources for Demolition" tool to mark Blockages and Loose Dirt.

tepid lodge
#

How can I plant plants? I can't find the right building(

torpid patrol
tepid lodge
#

Tnx

#

Ah... At first I didn't realize that this building was open.

torpid patrol
#

also note, without a Farmhouse, you can't just plant 3 day carrot crops, and survive a nasty drought/bad tide

#

The fastest growing plant takes 8 days to grow (I think) and then it needs to grow fruit after.

#

I think the fastest you can grow food is 13 days?

tepid lodge
#

Why don't grapes grow on a slope? I think it would be more interesting to place the vine on your houses, for example, as a decorative element with food.

torpid patrol
torpid patrol
#
Added Leaf Coats Avatars, Avatar Map and Beaver Grow Up Map.
Added new Rubble Spawner script, that will generate Rubble when the object is destroyed. This is on top of any other rubble generated.```
```Leaf Coats 0.7.10.4:
Removed Digger Flag.
Changed the way loose dirt works, to be more like Blockages, that drop dirt in rubble, rather than being harvestable.
#

also, yes, I'm aware I'm using 0.7.9.x for most of my mods and 0.7.10.x for leaf coats.

#

no real reason.

#

I should probably change all my files so the next version of any mod that isn't already in 0.7.10.x to 0.7.10.0

wise mulch
#

The same unlock cost and materials โ“

hard charm
#

stronger for bigger

#

makes sense to me

tepid lodge
#

Well... looks like my beavers are dead... I'll try to play again tomorrow, so far I like it - the buildings are interestingly implemented, but the decorative ones wouldn't hurt to have new icons

torpid patrol
torpid patrol
desert rover
torpid patrol
#

Ember Paws? x3

desert rover
#

Mourn my brain

torpid patrol
#

Emberpelts.

torpid patrol
#

I hope the change didn't break anyone's savegame either, I didn't think about that >.>

desert rover
#

I'm strongly considering trying leaf coats on this rather evil map I made before I started modding. It has no player accessible clean water until mid-game at least..

#

(messages out of order) /laughs

#

Emberpelts survived it, btw. ๐Ÿ™‚

#

Long time ago (months!) when I first started trying mods.

#

With LeafCoats I fear starvation more than the impure water. Starting food runs out so fast on this map.

torpid patrol
torpid patrol
desert rover
#

If you get power up fast enough there are fermented dandelions or sunflowers. (I just played and already forgot which one!)

torpid patrol
#

Bushes:
Berries (Bush 12d) 12.2d3
Grape vines. (bush 8d) 7d5

Dandelions (Bush 3d) 3d1

Trees:
Red Apples (Tree 16d3) 8d5
MangroveFruit (Tree 10d2) 6d4

Chestnut (Tree 23.5d4) 8d3
Maple (Tree 28d6) 12d3

LeafCoats:15
1:Apple
1:MangroveFruit
1:Grapes
2:FermentedDandelion - replace?
2:FermentedFruit
2:FruitSalad
3:FermentedChestnuts
3:FancyApples

#

8 Dandelions -> 16 Fermented dandelions. 2 hours
6 chestnut + 1 Maple Syrup + 1 water -> 15 fermented chestnuts. 2 hours
7 MangroveFruit + 7 Grapes (currently apples) -> 15 fermented Fruit. 2 hours

1 Berries + 3 Apples + 3 Grapes -> 9 Fruit Salad, 1 hour
1 Maple Syrup + 3 MangroveFruit + 3 Apples -> 9 Fancy Apples, 1 hour

placid patrol
#

O snap its released

torpid patrol
#

so... Dandelions... they're like "Oh, I just need this small patch of Berries and dandelions to make some antidote."

with Leaf Coats, it's more like "Oh, you're infected? Lets just use some of the Dandelions and Berries you're already growing to make food, to make some Antidote."

desert rover
#

No mangrove on this map until layer in game when you can do a powered filtering pump.

torpid patrol
#

and Willow can grow in water.

desert rover
#

But probably not 25-30% contaminated water.

#

How long does 'plant murder' last?

torpid patrol
desert rover
#

LeafCoats are actually surviving this hellscape better than WhitePaws did. (They didn't make it.)

torpid patrol
#

oh, and when you chop down a tree it maxes it out, so, 2 days since the last time you chopped down a tree.

desert rover
#

Well they will just be some less happy beavers for a while, Got a lot to clear and replant.

torpid patrol
#

Yeah, Leaf Coats definitely have a hard start to the game

#

Then them of the other difficulties are things like, no bad water, so Extract, which is still used as much as any other faction, gets locked behind a relatively end-game building, the Badwater Rig.

#

Did I rename that?

#

It really should be named the Extract Rig or something.

#

throw ideas at me and I might change the locale entry.

#

also, keep the screenshots coming, I still want to fill out the steam page with your entries.

#

Then I'll @ Miami, he did tell me about 6 weeks ago to let him know when the mod is out so he can do a twitter post, but I want some screenshots first.

#

anyway, bed time

desert rover
#

kk

desert rover
#

You want ones like this with temporary structures and to-be-built stuff?

#

I'll also work on taking ***day ***shots.

I have no idea why I have such an habit of catching screen shots at night. /laughs

desert rover
#

weird graphical glitch...

It is possible I just need to restart the game.

desert rover
#

Different angle, but contrast this to thee old one: #1377606620342648832 message

I even have some water dumps running now. Finally a bit of blue water!

wise mulch
#

I'll never climb such a horror, not even if if made by reinforced steel ๐Ÿคฃ

desert rover
#

probable bug: workers wont assign until night

As my population grew I began having trouble with workers not getting assigned until after working hours were over.

Possibly related: the workers in the district center have started getting stuck in the tree during the day, but will leave at night. They aren't building regularly, if at all, often getting stuck inside the next day. They go up and down the tree just fine during the day.

wise mulch
#

Normal error on levee โš ๏ธ

desert rover
#

bug: gear workshop bugged out.

Worker is assigned/unassigned several times a second.

desert rover
#

Restart of game didn't help. As a test I manifested one just one the ground and it is working fine.

desert rover
#

I tried again in a different tree. The worker was hired at night then left early into the morning and it went back to no workers in district. There are plenty of workers.

The bot factories in that same tree are working fine.

#

After the grinder opposite finished, it assigned a worker at night and started working the next morning. Still no gear workshop in the tree.

#

Also, I tried assigning a bot. It does the rapid hired/fired routine.

torpid patrol
torpid patrol
torpid patrol
dusky fable
#

I play with Leafcoats yesterday, just starting out, but I'm already loving it. Thank you for another great faction mod!

#

Although the version I start with is the one which grape cannot be eaten raw, when the mangrove fruit fully grown, my colony already left with 4 survivors.

#

So about tree moving item inside, does this work with storage?

#

Like pile and warehouse

torpid patrol
torpid patrol
#

You said it works fine on the ground, yes?

#

What buildings have you noticed have problems?

tepid lodge
#

ok, i'm ready to start testing again... i hope my beavers will be happy

desert rover
wise mulch
desert rover
torpid patrol
#

Could be lack of floors on stackable tag of whatever it's on top of.
Improperly defined path on ladder.
Or it might want me to add the nav mesh on the entrance, even though it shouldn't need it if the door is on the ground floor.

desert rover
#

Neither one of these work. So any stacking even not in a tree and they break.

torpid patrol
#

That's on a platform... what happens if you delet that stack of ladders, so it leads straight onto the platform?

#

To rule out an problem with the ladder

#

But I'm thinking probably just need to check the gear workshop nav mesh settings and entrance position.

desert rover
#

The first two pictures are fails. The second two work.

@torpid patrol This was a tricky little devil to track down. I hope it is an easy fix.

#

First off, the dirt extractor excavator is really cool looing. Second, when you have no clean water, you make clean water! Needed the dirt to make a mangrove bed.

desert rover
#

@torpid patrol if one associates the LeafCoats with druids, which one should, then there is something drastically missing. Druids must have their fermented fluids. You need some sort of liquid tank and some sort of alcoholic liquid. You have the first. Your green beavers cry for the second.

I recommend mead. But then you'd "have" to add bees back in.

Absinth would be a good one too. Make it require bark.

Why not both?!

desert rover
#

He'll, I'd go full druid/Scottish and make the observatory require alcohol to function.

#

(said as someone VERY proud of his Scottish/German ancestry.)

torpid patrol
# desert rover

needing the platform under that tile is weird... but the door position is set to 1.5,0,1 (This is one of the few places using Unity co-ordinates, so that 1 forward and 0 up)
so the door position is actually between the 2 tiles.

So I'm moving it to 1.5,0,0.5, middle of the front tile, and hopefully that fixes it.

desert rover
#

Let me kow when it is posted and I'll immediately upgrade.

torpid patrol
#

seems fixed

#

What else were the issues you found today?

torpid patrol
wise mulch
#

allow platform on tree bridgesa ?

torpid patrol
#

For point of reference... this bug exists in vanilla, it's just less obvious because the entities that use it are fairly low.

#

So I guess the solution is to put side walls on these entities?

desert rover
torpid patrol
#

Actually... That's PROBABLY related to the gear workshop one.

#

The game only assigned 1 beaver per couple of ticks, so if the beaver is being assigned, then immediately un-assigned, the gear workshop probably ends up next on the list to be assigned, which prevents everything else from being able to be assigned.

desert rover
#

I think all of them after a certain population? I'll research a bit...

#

actually, that probably is the issue.

torpid patrol
worn ivy
#

I don't think they need alcohol.

desert rover
#

I was serious about the alcohol... even if you have to kype stuff from EmberPelts (temporarily or permanently)

worn ivy
#

In fact, if it is added, it should be limited to a sub-mod.

torpid patrol
#

I mean, there's Fermented Fruit... That's probably about as close to "Alcohol" as I want to go.

desert rover
torpid patrol
#
Fixed Access for Gear Workshop.
Added sides to merged Levees.
Changed description of loose dirt.
wise mulch
torpid patrol
#

So keep the screenshots coming, and let me know if there's more bugs

desert rover
#

I have tested and can confirm that this fixed the gear workshop as well as the daytime hiring issue,

#

When performing a large demolition like this, having to manually cluck demolish on the leftovers is a bit tedious. Otherwise the new system works great.

worn ivy
desert rover
worn ivy
#

hmm...

desert rover
#

@torpid patrol what are all the tree toppers?

  • observatory
  • large windmill
  • carousal
  • ???
torpid patrol
#

and you do get the dirt.

#

I wrote a custom script to generate the loot

torpid patrol
desert rover
torpid patrol
#

when I get around to it, I'll probably make a "Roof" tree topper too.

desert rover
#

I suggest a very short one. For idiots like me who build their trees too tall.

#

That's some power generation there.

desert rover
#

note: I am NOT asking for a change.

Getting access to extract on -my- map is a challenge and a half. It wouldn't be so bad if I had "remove terrain" but that requires extract.

I have to use "loosen terrain" all around the section I need gone so it ceases to exist on its own.

torpid patrol
#

The thing with loosen terrain is it can only be used on the surface too

#

where Remove Terrain can be tunnels

#

so once you have the extract, you can just tunnel under the dirt you want removed and let it collapse.

desert rover
#

I finally get down there and it is one complication after another. /laughs

torpid patrol
#

Yeah, not that bad on the map I chose for Leaf Coats Test, but all 4 of the bad water nodes are under overhangs.

#

now the original version of the map actually has Overhangs that you can just demolish, because it was a U6 map

#

but the version I used was the U7 edit when they removed overhangs from the game.

#

I have 3 versions of that map.
U6, U7 without Overhangs (overhanging Dirt) and U7 with Overhangs (some of the terrain is altered to make use of the Terrain on the side of other terrain feature of U7, but I kept actual Overhangs still in there)

desert rover
#

Well, getting these should cause the center to demolish.

#

A quick pop into dev mode and that is a strength 15 (temporarily 20 with ebb and flow) badwater with 3 strength 4 clean water sources around it.

#

And it is open... at the cost of 5 unwell, 3 contaminated, and a few more sick ones that died of old age.

#

(plus however many more I'll lose building the rig.)

#

No more beavers need fall to this project. Ladders removed.

#

LeafCoats need 1-height and 2 height submersible tree sections. /laughs

torpid patrol
#

I added some screenshots to the mod.io and steam page.

torpid patrol
desert rover
#

I have some a lot stronger on this map.

torpid patrol
desert rover
#

My underwater maps have some badwater sources at strength 60+

#

3x3x1 and 3x3x2 tree sections that don't get flooded when under water.

torpid patrol
#

just spacer

desert rover
#

It would be nice if they had a function, but spacer is better than nothing. ๐Ÿ˜›

torpid patrol
#

the problem with adding a function is... if it has a door, it can be flooded.

Now, the Zipline and Tubeway work when flooded anyway, because they don't actually do anything, they're just a path type converter.

desert rover
#

Once this root is build the water level will drop... here. Not all places are that lucky.

torpid patrol
desert rover
#

Also, I'm spoiled because of all of the 100% submersible buildings that the White paws have.

#

Still submerged, but at least it is clean water. I can make a drain for this.

#

@torpid patrol Where are contaminated beavers supposed to go to convalesce?

tepid lodge
torpid patrol
desert rover
#

Yep. got a herbalist. doesn't seem to help much. and they don't even stay in hospital beds.

#

Wait do I need tanks? They wont just het it from the herbalist?

torpid patrol
#

I'm not sure

desert rover
#

They came

#

New challenge. The river is higher than the badwater extracter.

#

So how low do I need to get the water on the rig so it doesn't think it is flooded?

torpid patrol
desert rover
#

Didn't work for me. The one above it is no longer flooded though. /laughs.

There is another...

It sits about its fresh water companions and even sits higher than this one. It is strength 18.

#

everything else sits lower

torpid patrol
#

just think of it this way

#

This can be submerged by 2 tiles.

#

The folktails one needs to be completely dry.

tepid lodge
#

The bench hangs straight up in the air, although the building rotates, you will have to place a building.decorativefloor.description under it to make it look normal.

desert rover
#

We have fountain!

#

And badwater under pressure!

tepid lodge
desert rover
#

We have extract and scrap processing.

#

crash

I was attempting to place a horizontal power shaft on top of that column and connecting to the grinder. I'll attempt to replicate it.

#

@torpid patrol

torpid patrol
torpid patrol
#

also I'm not sure if the zipline is related to your issue

desert rover
#

maybe the zip line was in the way?

torpid patrol
desert rover
#

let me save, then delete the zip line and try it.

#

still crashed with zip line deleted.

torpid patrol
#

Yeah, it's not the zipline

#

I'm looking at these transput directions and the first thing that comes to mind is WTF

#

Aaand, yes, that tile you were trying to connect to is defined twice, that's why it's crashing.

desert rover
#

I connected to the side without issue.

torpid patrol
#

That looks about right to me.

#

maybe I should remove the 2 on the back here

#

better

#

Update:

torpid patrol
#

You're laughing, but it's a good way to test it.

desert rover
#

I'm laughing becuase that is EXACTLY what I would have done in your shoes.

torpid patrol
#

:3

desert rover
#

How else do you think I found the problem with the gear factory? ๐Ÿ˜›

torpid patrol
#

๐Ÿ˜›

#

Believe it or not, that did tell me where to look.

#

I had several ideas what it could be, but when you said it worked with the platform that, Symptom 1 on my list was door location

#

or more accurately, the Access spec

#

there's 2 door definitions

desert rover
#

By the time I saw your request to test if it was the ladder, I had already narrowed down what the problem was.

torpid patrol
#

yeah

#

anyway, sleep time

desert rover
#

rest well. I'll keep beavering in the green.

torpid patrol
#

Try not to find too many bugs ;P

#

I mean, try to find them all, I just hope there's not too many.

desert rover
#

Hopefully they are all simple ones

torpid patrol
#

I also knew what to look for with the power shafts thing because I've fixed the bug before in Emberpelts.

desert rover
wise mulch
acoustic yarrow
#

LeafVoats? ๐Ÿ™‚

desert rover
#

Yeah, I have since renamed it. ๐Ÿ˜‰

wise mulch
#

Next, maybe ... LeafBoats โ“ ๐Ÿคฃ

desert rover
#

An X would be more likely with my shaking.

#

LeafXoats?

worn ivy
#

Leafmoats.
Leafdotes
Leafgoats
Leafnotes
Leaftotes

torpid patrol
desert rover
#

The error seems to me to indicate a "dust" effect for bots is missing.

#

KeyNotFoundException: The given key 'Dust.BuildingAnimation.Bot.IronTeeth' was not present in the dictionary.

torpid patrol
tepid lodge
#

I hope the save doesn't die

#

Please add a concave block of wood so that you can create rounded patterns

#

And I would also like to ask if the ladder are too steep? They can be placed anywhere and in any way, quickly overcoming any height or obstacle. With the original steps, we still had to create large platforms for climbing, and then their essence was completely lost. Maybe make them more expensive, open them for science, or something else? It is also not very clear to me why it is possible to place a platform or other objects on the ladder

#

I also don't quite understand the point of this action. Why?

tepid lodge
#

Well, I also wish there wasn't this hole. What if I wanted to make one giant mega tree that would house beavers? And here it is - all the parts would be disconnected.

torpid patrol
# tepid lodge I also don't quite understand the point of this action. Why?

Yeah, I'm thinking you shouldn't be able tk build on top of the basic ladder, ut that will break everyone's save who used it already.

Perhaps migrate to core ladder, make the core ladder a bit more expensive, and make some sort of support you can build around the simple ladder like a topless platform?

torpid patrol
#

The problem with changing the ladder to not be stackable is without a stackable ladder, it makes building the tree more difficult.

#

Considering other factions, you have to unlock the stairs, having a stackable ladder be rather cheap to unlock isn't a bad thing.

#

But having ladders does fit this faction

tepid lodge
#

Maybe they should add sticks to their craft, for example?

torpid patrol
#

Hmmmm

#

You'd have to plant them and let them grow, then harvest them. A bit more involved than crafting with logs, but since it doesn't need power, easier to get than planks?

tepid lodge
#

My job is to suggest. In any case, their craft should be more expensive. So the player will have to open this technology for collecting sticks much faster, because I, for example, still do not use it

#

And so the player will have a choice - to open boards that require energy or initially start collecting sticks and bark

#

In general, since the topic concerns plants, then maybe it would be possible to, for example, collect birch sap?

#

I am also confused by the fact that the willow takes so long to grow... After all, the willow and the birch are the same kind of trees.

#

I honestly thought you would have a eucalyptus like this. It is possible to make, for example, decorative objects for the use of which one would need the bark of such a eucalyptus.

#

I would also like to see my own faction wonders

torpid patrol
torpid patrol
#

But yeah, i can edit willow to grow faster.

#

The main reason why it doesn't is because I started with a maple clone.

wise mulch
#

Guess I need to use Map Resizer mod ๐Ÿ˜ญ

#

@winter igloo , have you consider making tree version of flywheels โ“ ๐Ÿ™

desert rover
#

I did the same thing

#

Except I didn't resize.

wise mulch
#

Must try on Diorama, but not on hard ๐Ÿคฃ

torpid patrol
torpid patrol
torpid patrol
torpid patrol
torpid patrol
#

On steam someone left a message about a conflict with white paws.

I'm not going to fix this yet, but will make a note of it. All I know is they said it's related to grapes, but it looks like the need is conflicting between the mods.

tepid lodge
wise mulch
desert rover
torpid patrol
#
Willow grows faster, but gives less logs.
Reduced Grape vine growth time too.
Fixed bot building dust animation crash.
Fixed locale description on Lumber Press.
torpid patrol
desert rover
desert rover
wise mulch
#

I have Emberpelts active and, no issues

desert rover
#

Damn it! This is NOT a mod error. It has just been too long since I tried to have only bots in badwater. To keep my regular beavers safe, I need a new bot-only district. ๐Ÿ˜

torpid patrol
#

you need only bot builders as a minimum

desert rover
#

I suppose I could have done that too. ๐Ÿ˜›

#

No... I tied that once. Haulers got contaminated. That was what drove me to my first bot-only district.

#

Waiting for this to unflood too. ๐Ÿ™‚

torpid patrol
#

Bot Haulers too, I guess.

or just design your paths so nobody has a reason to go down to the contaminated area unless they're specifically a builder.

desert rover
#

I noticed you already posted the screen shots, but I added a non-marked one in case you wanted more.

torpid patrol
#

I'll save it, might use it later.

desert rover
#

Oh you glorious madman! I love the bot control towers needing to be on a branch!

#

question: is there any functional difference between the branch piece and the tree-side block with branch access? Or is it just aesthetics?

Oh, and I suppose the block has power and tube passthrough where the other one wouldn't.

desert rover
torpid patrol
desert rover
#

I know only builders will pick up rubble. I am uncertain about haulers.

torpid patrol
#

Pretty sure Haulers only take things from, and bring things to completed buildings.

#

I was 100% on that, but now you have me doubting.

desert rover
#

I can't ever trust my memory.

#

This -could- be ebb&flow coincidence, but when I capped two other badwater sources this one went crazy and increased its outflow more than I have seen before.

torpid patrol
#

Yeah, vanilla doesn't do that.

desert rover
#

And with that cap, leafcoats have cleaned up half the map's water.

#

Why did the LeafCoats invent bots? So they wouldn't have to feel guilty about cutting trees down anymore.

wise mulch
#

or, running from bees ๐Ÿ

torpid patrol
#

All those towers.

torpid patrol
limber mason
#

Oh boy this is exciting

torpid patrol
#

Oh, there he is

desert rover
torpid patrol
#

That that people (Mostly Nox) are playing it and reporting bugs, I'm starting to feel like this is getting stable now.

desert rover
#

I'm back home so going back into it.

desert rover
#

I had to add in some sluices for level control, but all badwater sources are capped, with one being used for extract. I'm still waiting for some pockets of badwater to drain from the map but no new is coming in.

desert rover
#

@torpid patrol

With the tribute to ingenuity complete, I do believe that I have built at least one of everything that you have customized for the LeafCoats... so far! This faction is very playable. A bit quirky with a few items, but all in all, they survived my hell map and I had a blast playing them.

#

At some point, between you and @stable viper we need to figure out that material crash so that we can use the special map mod of his. I am making a lot of my maps with it now.

torpid patrol
desert rover
torpid patrol
desert rover
#

It did crash with EmberPelts as well. ๐Ÿ™

#

Wait... this EmberPelts crash may be my fault!
IndexOutOfRangeException: Index was outside the bounds of the array.

#

I might not have Luke's map resizer active.

#

Yep. Map Resizer was not active. Take 2.

#

@torpid patrol It did start with EmberPelts. I even used one of my special maps.

One more test I want to run... having EmberPelts and LeafCoats both active.

torpid patrol
torpid patrol
desert rover
#

Yeah. This was the first crash I got when I tried to run LeafCoats with my normal mod loadout.

I have -never- tried to make WhitePaws work with any other faction.

desert rover
#

purple is dead

torpid patrol
#

interesting.

desert rover
#

This mod allowoed 3D stuff before U7 released. It was/is incredible for map making and playing.

torpid patrol
#

who's mod is adding StonePath.Moreplant?

#

and who made it?

desert rover
#

Lapan's mod. The one I noted above.

torpid patrol
#

Lapan, hmmm

desert rover
#

It works with EmberPaws but not LeafCoats.

torpid patrol
#

Well, I don't know how Lapan adds materials to the game, but by the feel of what I'm getting, probably a custom materials list that he's adding to each faction, but not Leaf Coats (probably because they're new) but I'd need to have the mod and look at the LUA to know.

desert rover
#

It is named weird in steam... one sec...

torpid patrol
#

Says it needs Lapan's texture pack too

desert rover
#

I've had that active and no problems, I think. Checking...

torpid patrol
#

if I do it on steam, I'd need to mess about finding it, would be easier with mod.io

desert rover
#

He has there there too.

#

And I do have the texture pack active and it has worked fine with both factions.

torpid patrol
#

I can't find the plants mod on mod.io

desert rover
#

1 sec... I'll try..

torpid patrol
#

is this it?

desert rover
#

Yes

torpid patrol
#

It has a special file for Emberpelts that adds the new materials

#

no file for Leaf Coats

desert rover
#

Ah! That explains it.

torpid patrol
#

I mean, Leaf Coats is new.

#

Not sure if @stable viper even realised I released it ๐Ÿ˜›

desert rover
#

Indeed. And I'm not modder enough to know that was what was needed.

torpid patrol
#

but that explains why the more plants mod doesn't work

stable viper
#

Ah okay, I'll try to add specs for them soon ๐Ÿ‘

wise mulch
#

That's a transformer ๐Ÿคฃ

#

This deserve a courage bonuses ๐Ÿ˜

glad oriole
#

BUG: I wasn't pinged when this was released, how could you, after all the suggestions I made...

But FR tho, whoohoo, I gotta give this a go... as soon as I can, bc my home is currently, uh, in shambles due to a sewage leak

torpid patrol
worn ivy
#

Like any good server, it is disabled for normal users.

torpid patrol
#

but hey...

#

On that note. Mods I'd recommend people include:

Housing Optimize, top of the list.
Since the only 1 height slice, or partial slice that fits between the factories is housing, you're probably going to have housing interwoven with your factories, so living right next to work would be an advantage.

#

Name Generator.
Mostly just because I like using it personally. Also would want input on changing the name rules if appropriate.

#

That's it actually. Beaver Faction Split Needs doesn't really do anything yet.

#

Addon mods I plan to write:
All the models and prefabs for Dynamite, Explosives Factory, Bad Water Pump and Centrifuge are actually in the asset pack. I should remove them, but rather than just deleting them, move them to a pair of mods:
"Explosives and Dynamite for Leaf Coats", and
"Bad Water Pump and Centrifuge for Leaf Coats".

#

and of course, Some kind of alternative breeding method.

#

Yes, I intend to stick with the way Emberpelts did it, and have an alternate breeding method as optional.

viscid zinc
#

Super excited to play Leafcoats this weekend after a week of work and childcare! Thank you to all the people bug testing since the beta release and to Bobing for all the time and effort he's put into creating another interesting and fun faction ๐Ÿ’š

torpid patrol
#

There's still more things I need to do, but I feel that what we have should be more or less Stable now.

placid patrol
#

trying to make this thing look like a proper tree is actually much harder than one might think

placid patrol
#

this kinda looks more like it

#

would be nice if you'd somehow be able to grow crops on top or underneath the branches, instead of on ground

#

make use of the foliage

placid patrol
#

yes, thats the mod I used to be able to plant those trees like that

#

but its not native to Leafcoats nor is it very practical

#

it looks nice but right now those trees can barely be harvested because they're placed on hidden platforms

dusky fable
#

With the rain weather from mod, the whole map is very green.

desert rover
#

@torpid patrol I was gifted a couple of new games, so I haven't been paying close attention to the beaver world.

PLEASE, if you want my opinion or would like me to test something, just @ me. I am very willing and eager to do that. Otherwise I fear I might miss something since I'm not watching the channel like a hawk at this time.

torpid patrol
vocal oak
#

is it supposed to be only trees for food

worn ivy
torpid patrol
#

What the heck is a water tower?

wise mulch
#

Hope it's not large water pumps ๐Ÿคฃ

torpid patrol
#

Those aren't meant to be stacked.

#

it is missing "Generate Floors on Stackable" though.

stable viper
#

will this faction use 'normal' powershafts ? i'm in the process of reanimating the corpse of battery's power shafts extensions (shaft bridges / tunnels)

placid patrol
#

they work fine when built on top of a housing unit

placid patrol
#

I tried, does not make a difference

torpid patrol
#

Either way, I'll double check and make sure they have that Add Floors on stackable box checked

#

it doesn't have a block object nav mesh at all

#

Small and Medium tanks, and the large pump are all missing it.

torpid patrol
torpid patrol
#
Fixed "Stackable" on Large Water Pump, Medium Tank and Small Tank.
Increased cost of Triple Hospital Bed.
Adjusted costs of Gravity Batteries and Windmills.```
torpid patrol
#

@desert rover Something that could do with testing... if you feel up for it.

Build the Remove Terrain building under things, see if they're deleted correctly.

desert rover
torpid patrol
desert rover
#

I does indeed take the building out. That was a forester.

#

Do you wish many things tested?

#

Interesting effect on a tree

#

It does NOT work on a mine since you can't build under a mine.

#

It does take out ruins.

#

And finally, this -was- a dirt tree.

#

I tested a few other things (zip line post, scaffolding, water fountain, etc..) and they all fell.

torpid patrol
desert rover
torpid patrol
#

Looks good so far at least.

torpid patrol
#

First 2 "Addon" mods for Leaf Coats.

#

(And the assets are actually in the main Leaf Coats mod, this just turns them on)

wise mulch
#

No more pain drilling only one block at once โ“ ๐Ÿ˜‚

torpid patrol
# wise mulch No more pain drilling only one block at once โ“ ๐Ÿ˜‚

There is that hard barrier with Leaf Coats landscaping.

On the one hand, Loosen Dirt can be pretty painful as you can only do the top layer.
But then when you get Extract you can get Remove Terrain and build like tunnels, going down further than just 3 at a time like you do with dynamite, so you can just tunnel under a mountain and make the entire thing vanish, rather than having to blast out every single tile of it.

#

But I know the new mechanic might not be enjoyed by everyone, so, an Explosives AddOn mod makes sense.

#

but you need bad water, which isn't normally available, so another mod to add in the Bad Water Pump and Centrifuge.

wise mulch
torpid patrol
desert rover
#

These add to, not replace, correct?

wise mulch
#

YA, extract tree power hunger monstrosity remain .

torpid patrol
#

Also I think I fixed Loosen Dirt giving the Shovels back.

#

Edit to script pack, not leaf coats

#

not released yet

torpid patrol
#

not the first person asking for a 3x1x1 storage, I should probably consider it.

#

I don't think I want 3x2x1 with the ladder cut out though

torpid patrol
#

hmmm, single story water tank isn't that easy

torpid patrol
#

I can do the other 2 at least.

#

can you tell them apart?

desert rover
#

At a glance, no.
Studying, yes.

Prefer the left one.

torpid patrol
#

I mean, one is the Pile, the other is the Warehouse

torpid patrol
desert rover
torpid patrol
#

honestly, the main way to tell the difference between the medium and large, Warehouse, Pile and Tank, is the colour of that block above the icon banner.

desert rover
#

I nver knew that.

torpid patrol
#

hmmm

torpid patrol
#
Changed Order value of some Landscaping items.
Adjusted Scale of Remove Terrain model.
Added a 3x1x1 Warehouse and Pile (but not Tank)
#
Slight edit to my custom tunnel script. (Should fix shovel rubble on Leaf Coats Loosen Dirt)```
#

no more shovel refunds.

desert rover
torpid patrol
#

I didn't actually add any code, just changed the order that instructions were executed.

torpid patrol
#

it actually built this one, until I demolished it and put it down again, now it won't.

#

okay, so it works

#

but then you build this one

#

and it stops working

torpid patrol
#

I can't figure out why it's doing it.

#

Seems to specifically be the Contemplation Spot blocking access specifically if it's in the tile before.

#

and it blocks the construction of other branches too, not just other contemplation spots.

#

That's why the big construction on the end hasn't been built yet

#

if you delete the contemplation spot right next to it (and not the one before that) then it starts building.

#

...

#

what if...

#

I add Block Object With Path Range Spec

#

that's on the branches and bridges.

#

that wasn't it

#

Perhaps Block Object Access Spec

#

set to 0,0,0, the entry tile.

#

That fixed it

desert rover
#

I am curious, if you wish to answer, what you have been considering for the final big construction item?

torpid patrol
#
Edit the Branch Contemplation Spot to fix some Pathing issues.
Fixed Placement Center of Observation Terrace.
torpid patrol
#

The short answer is... I don't know.

desert rover
#

fair enough.

dusky fable
#

How about a Mother Tree like in Avatar?

torpid patrol
#

Some people are still saying plants take too long to grow.

#

thoughts?

wise mulch
#

if you start with grapes from day 1, it's OK

desert rover
#

It is time to try the LeafCoats on one of @hasty kettle's tall maps. This should work together really well.

#

Or crash because I forgot Luke's resize mod again. /laughs

#

@torpid patrol I'm also testing your LeafCoat dynamite mod on this one.

torpid patrol
#

I could make the grapes grow faster, but at this point, I'd probably be changing the fruit cycle, not the initial growth time

desert rover
#

I'm not sure I recommend that. But I'm not great at balance.

desert rover
#

I had to get across some mixed water for where I wanted my grape fields, so I'm two days late, but I am starting to get fully grown grape plants. Food is low but not critical. I still have wild berries to harvest, so it should last until the grapes start coming in.

desert rover
#

One change I really wish you could make would be to have dead trees not cause the plant murderer debuff, but that isn't possible, is it?

torpid patrol
#

so, the difficulty would be a lot higher

desert rover
#

The debuff isn't even the real beef. It is more the logic of it. But if it isn't worth the effort, then ignore this. ๐Ÿ™‚

#

@hasty kettle Ebb &Flow is particularly brutal on this map. I just lost half of my early grape crop. Fortunately, you designed it so the badwater here can be stopped with a single levee... once the beavers can get there.

#

@torpid patrol Your housing script works with LeafCoats, right?

desert rover
# torpid patrol yes

I was about to claim that it wasn't working, but it just took one more day than I expected and now everything is as I expected. Yay!

desert rover
#

I am so glad this works!

torpid patrol
#

x3

#

it wasn't originally supposed to interface with paths like that, but it wouldn't program correctly, so... it does.

wise mulch
#

Today we're starting a new livestream playthrough in Timberborn with a brand-new faction where everything is a tree. The Leafcoats are a new faction from Bobingabout, whom you may recognize as the creator of the Emberpelts faction mod.

Twitch: https://www.twitch.tv/jcthebeard

Thank you Beard Boosters for supporting the channel!
We now have so ...

โ–ถ Play video
tepid lodge
wise mulch
desert rover
wise mulch
#

right, I forgot about those ๐Ÿ˜ฎ

wise mulch
#

YA, no more Plant Murderer, but .... 5% injury rate ? It's a punishment for not killing trees ? ๐Ÿคฃ

#

Trees are spreading even if marked for planting ๐Ÿ˜ฑ

torpid patrol
torpid patrol
torpid patrol
desert rover
torpid patrol
desert rover
#

You may not have intended that, but it always has been, I think.

#

It has been a while, but I thought it was unlocked in IT at start as well?

hidden cape
desert rover
#

One more under-delete test. Yes, it deletes unbuilt buildings!

hidden cape
#

I like the powered dam. I do need to sit down in dev mode and build these trees. I'm so confused as to how to make them work

desert rover
#

Also, before I break this, I love how the distance gradient looks in this tree.

hidden cape
#

Wow that's cool looking

desert rover
#

One combinaiton that works well is a medium pile on 1 side and a medium warehosue ont he other. Then you need to fill in the middle with platforms and/or tree parts.

hidden cape
#

Ya that's what I was running into. I was trying to over complicate it and build efficiency in every spot

desert rover
#

The sold tree parts do serve a function. They act as materials and power transfers within the tree.

hidden cape
#

Basically trying not to use the filler pieces

desert rover
#

(just in case you have too many parts that don't.)

hidden cape
#

Also can't seem to figure out the rooftop terrace piece

desert rover
#

It needs to be on a branch, like this:

hidden cape
#

Ahhh that makes much more sense. Now if I can figure out the branches I'll be unatoppable

desert rover
desert rover
#

@hidden cape When you are building ladders inside, don't be afraid to rotate them. (You sorta have to.)

hidden cape
#

This is the one I'm doing

desert rover
hidden cape
#

Oh they will hop over? Nice

#

It's a lot of knowing where inside the hidden passages the water flows. It's pretty complex water system

acoustic yarrow
worn ivy
desert rover
#

@limber mason Sorry about your stream. It was entertaining.

Commcast/Xfinity really does suck. I hate them with a passion. I live in a house comprised of techs or ex-techs and a dedicated streamer so $300+ a month for business ISP is just accepted.

#

Also, I apologize if I was making too many suggestions. I have spent a lot of time in LeafCoats and know a lot of the tricks and quirks.

desert rover
# worn ivy

Repurpose those massive platforms. /laughs

#

old man problems: someday, perhaps, I will learn to STFU. I have a story and/or opinion about damned near everything and I understand it annoys people.
(in regards to JC's stream... but also here sometimes)

limber mason
#

This faction is AWESOME

#

Was having an absolute blast up until my Internet decided we were done

desert rover
twin steeple
#

I've just downloaded this map but it doesn't show.

#

I downloaded the recommended mods with it, restarted my game but no new factions.

#

Any help please?

desert rover
#

@torpid patrol I expected the corner and side blocks to be waterproof. They aren't. /laughs

Oh, the flooding!

desert rover
twin steeple
#

I don't have WhitePaws ๐Ÿคฆโ€โ™‚๏ธ was I meant to install that?

desert rover
#

Oops. Wrong channel

twin steeple
desert rover
#

One sec... let me get my head int he correc tmod. ๐Ÿ˜›

twin steeple
#

๐Ÿ˜‚

#

I'm in experimental mode, does that matter?

frank vapor
#

It should not

desert rover
twin steeple
#

Just opened my Steam library and seen it's still downloading

#

my bad

#

yep, I can see it now, lol.

desert rover
#

Ah. There ya go. No worries.

twin steeple
#

Thank you

desert rover
#

Of course.

#

I'm used to helping install problems with WhitePaws because it can be a pain to get going the first time. /laughs

twin steeple
#

Ah, I'll come back to you if I install that one then ๐Ÿ™‚ (Hope I don't need to)

desert rover
#

I watch that channel too, so if you decide to, I'll likely be there. Ya, know, except when sleeping and so on. ๐Ÿ˜›

twin steeple
#

๐Ÿ˜€
๐Ÿ‘ thank you

desert rover
#

I tend to run heavily modded. This is my current LeafCoats load. 40 mods total. /laughs

(and that is trimmed down from my regular mod load)