#Leafcoats - New faction (Early Access)
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wait, those are bigger than I thought, hmmm
I changed it from 3x2x2 to 3x3x3 on the chart
it wants to be 3x2x3 or 3x3x2
3x2x3
3x3x2
I want to do something cool, but I don't know what to do.
Popsicles? A giant icicle? Snow?
Not that kind of cool.
and I can't really work on it more today.
and probably not much tomorrow either.
but the goal is that I want something stackable like that, where you can sit the bot assembler on top of it
Perhaps I'll go with this one (open to feedback on changes).
I'm not sure if I want a 2nd version that fits on the side.
ya i do like the one that sticks out more 2
I don't think I'm going to have this playable at the start of august.
Though, I did say In august, not at the start of august
The main thing holding back that "Playable" status is the plants and food.
I would say take your time, rome was not built in a day ๐
But legend says Beaverome was built in six hours.
yea take the time you need. the beaver community will wait and will celebrate then later 
a test
still need to do more on the assembler, but that little gap between the part facories is funny to me.
makes me laugh funny.
So I want the front to look somewhat like this, but, that's a lot of clipping.
Gonna be a fair bit of work to make this look not-terrible.
I use Irregular Planks Mossy and Irregular Planks metal a lot
I have Brown, Dark Brown, Green, White and even Light green.
Light green is never used. and the others are rarely used.
Basewood Light Green is probably used specifically only for the doorsteps of Wellbeing buildings.
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.
It was similar with Emberpelts, as most buildings had that Black Plaster look.
hmmm
something weird going on where some of these won't hold their workers, yet others will.
I think I solved the "Won't hold the workers" issue., maybe.
could have fixed itself with a save-load, so it's not fixed. But I did change something, an dthe workers went in, so..
on the one hand, it feels odd to add the refinery just to make Lubricant.
On the other hand... IT have the Grease Factory that just makes grease, and that would be the equivelent
plus they also have the Coffee brewery and Canola press that just have one recipe.
It's basically just the charging dock with a platform build int.
and a back for use in the tree
Will there be roofs with rounded corners? Or other decorative elements to finish the roof of the buildings?
There is plans for something, but I'm not exactly sure what just yet. Probably something leafy.
Will there be a way to find a craft that uses science points? Like making bots by adding science points to the crafting cost?
I mean, it's doable.
I think.
but they have a control tower without a numbercruncher, so science might be a bit tight.
I didn't get the impression that the tower really used the points.
it does for Iron Teeth and it does for other factions too.
I think I've hit that wall where I need to take a break from modding
what I did today... Export all the plants from Unity and import them into Blender. That's it.
What I did yesterday... basically just this.
take a break and come back to the projekt when you want to. your beaver brother and sisters will wait 
This will be epic. Take as long as you need.
Guess what I've been doing on my break from modding Timberborn?
Modding Barotrauma.
That's an incurable disease, modding ๐คฃ
Yes
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
Ya, switching form 3D game to a 2D coop game is something.... At least, both have water ๐
Technically Barotrauma has liquid amonia, but, they treat it like water
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
having hanging/rooftop gardens could be super cool, aslo a way to add green foliage to the tops of the trees
you could also have window boxes/similar for decorations
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
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
I don't think any of those suggestions are new.
I'm going with things like Willow Trees that grow lots of branches, and having them be harvestable for branches, that you can then press into logs or planks in a new factory.
I already have the hanging Observation Terrace, and plan to do a couple more things, including just decorative leafy things.
again, growing beavers as plants was another suggestion, I'm not sure if I want to go with it, if I do it would be an addon mod, like Project Phoenix.
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.
either way, I'm modding Barotrauma right now. I'll probably get back to this mod in another week, maybe.
Sorry, I tried to read the backlog but didnโt have the time to get through all of it. Thank you for reading anyways! Have fun with barotrauma
its all good. I don't mind repeat requests. I've considered quite a lot of things while designing this faction.
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.
Oh, and mangroves
If you need a Guineea tester ๐คฃ
You did not raise your hand ๐
(but under stand you want and will give good feedback)
I think both of you beta test emberpelts too.
I would gladly beta test as well.
I created a new construction site just for the round base of the fountain.
I'm not full swing working on things again, mostly just poking at it so I don't forget how to do things.
I'm not sure the Tribute of Ingenuity is complete either. It's probably more in a state of "Good enough for now."
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.
Most of the others have that middle tile missing, because that's where the ladder goes through.
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)
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.
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.
don't worry about how to process too much, just nothing that involves fire, or heat.
reminder of this bit here I did
I forgot I Include Maple Syrup.
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)
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
Emberpelts was kind of the opposite, needing a full 20 to make up for things like the swimming pool and mud bath being missing.
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.
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.
Leaving only 10 points for all recipes, and those recipes tend to be 2 points (and maybe 1 with 3)
so that's only 5 processed recipes, and I haven't even used Chestnut Flour or Maple syrup yet.
So I'm already kinda thinking... Which of these plants would be best to cut (not add)
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.
I probably would do something like Maple Syrup and fruit (and maybe chestnuts(or it's flour)) to make... something.
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
it feels weird to remove a basegame tree food but it's not a raw food in FT so... IG
I already added Fermented Chestnuts
ahh
Which is a thing that exists.
fair enough
I'd be more up to just removing the chestnut flour.
Ye, remove the flour for sure
what do you have planned for dandelions?
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
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
I guess I could put Maple Syrup in the Fermenter with Chestnuts instead of water.
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
google recommends a 50/50 mix of honey and water lol
not the google results I read.
The main recipe I found basically just said submerge the chestnuts in water for 2 days, then add a tablespoon of lemon juice.
Google AI is really good at giving junk advice just because one reddit post suggested it
Like smoking 1 cigarette a day while pregnant.
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.
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
and it barely did anything other than reformat the post in its reply
I've found a few actual pages on honey fermented chestnuts so
in any case. chestnuts, water and maple syrup, fermenter, 2 hours, gives fermented chestnuts.
I'd have to re-math that.
ye, seems reasonable
Maple Syrup + Apples -> Fancy Apples.
Mangrove Fruit is also a type of apple, so could go with Mangrove Fruit, Apples and Maple Syrup.
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.
will they have any way to sate thirst besides water, like with emberpelts juice, or should I leave that idea off the table?
I wasn't going to include any extra thirst quenchers, no.
Having said that, Fermented Fruit was almost Wine.
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?
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.
okay, lets simplify for a moment.
Remove Strawberries and Oranges from the to do list... just add Grapes.
Remove Chestnut Flour
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
LeafCoats:9 (Target:15)
1:Apple
1:MangroveFruit
2:FermentedDandelion - replace?
2:FermentedFruit
3:FermentedChestnuts
Todo
1:Grape
2:FruitSalad
3:FancyApple
Compare to Folktails
Folktails:15
1:Carrots
1:SunflowerSeeds
2:Bread
2:CattailCracker
2:GrilledChestnuts
2:GrilledPotatoes
2:GrilledSpadderdock
3:MaplePastry
we have relative balance
same number of foods.
just, instead of 5 2s, one went down to a 1, and 1 went up to a 3.
FT: 2x 1s, 5x 2s, 1x 3.
LC: 3x 1s, 3x 2s, 2x 3s.
not yet, because I haven't added any decorative leafy bits.
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.
Hmm, your icon is better than mine ๐ค
I have a decent 3d model for grapes
If you want I can send it
Sure.
I have no model right now.
I'll make a unity package real quick ๐
I think I finally got the Pnumatic Tubes code working right.
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.
in fact I should look at implementing that last one.
hmmmm
if (BuildingRegistry == null || BuildingRegistry.IsPaused) return;
float time = TimeSinceLastTick();
if (_mechanicalNode)
{
if (!_mechanicalNode.Powered) time = 0;
else time *= _mechanicalNode.PowerEfficiency;
}
_tickCounter += time;
and it still works while not powered.
I changed code a bit and it works as intended.
apparently Powered means it needs, or generates power, not that it has power.
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();
}
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.
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.
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.
All the things you want to look at when "Moving Items"
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.)
Thank you. Still not sure I can write my own code for this, but being able to read code in several languages really helps.
๐
https://steamcommunity.com/sharedfiles/filedetails/?id=3552203634
https://mod.io/g/timberborn/m/leaf-coats-beta
OwO
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.
Lets just say, I'm basically releasing it as it is now, because I've basically ran out of steam.
SOOOoooo excited!
Leafcoats - New faction (Beta)
All Feedback welcome.
Also, send screenshots, and if I like them I might add them to the Steam/mod.io screenshots.
Minor change to apple tree colour.
Can you tell which of these are Apple Trees and which are Chestnuts?
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.
I didn't finish the plant murderer logic.
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.
I have 2 bugs already.
- The game crashes unless you have Emberpelts enabled, something about not being able to load the Apple Tree material.
- You start with no beavers.
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.
Okay, I think I figured out why the first error happens, I'm still fixing it.
Changelog:
Unable to load Apple Tree Material crash issue.
Other asset issues like above.
So, problem 1 is solved... Problem 2 is a job for tomorrow.
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.
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.
bug: beavers don't visit the garden
EDIT: they aren't visiting the branch terrace either.
Here's the main colony. I have a remote metal processing station as well.
No log for this one. Game locked up. It was somrthing to do with dirt, I think.
Easy to fix.
also an easy fix.
just stupid mistakes in my files ยฆ3
All for the easy ones.
So, it's a problem with my district center.
I have no idea about this one unfortunately.
maybe, you want to start the game with bots ๐คฃ
I'm about to try to figure out landscaping so I'll be extra watchful for it.
It hit again, first thing in the switchover to morning. Two mods I'd rather not have to deactivate happen trigger at that time. Also I do have your housing optimizer on. But they all have been working so far.
- save everyday
- modable weather
possible coincidence but both times there was dirt right there.
I'll test the day rollover without any digging.
day rollover worked, no crash. weather changed.
I know why the beavers don't spawn now.
Something with the block object occupations.
or entrance location.
gonna do some more tests.
same here
which digging, the collectable dirt piles?
yeah
so I think it's the upstairs door causing the issue
Got an error this time.
There was a pile of dirt in the water. It was mid morning, so not a daily save or weather change.
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.
crash at daybreak with pile of dirt from digging on dry land. Still not proof, but leaning that way.
part of the error log: Timberborn.Ruins.RuinModels.Sav
Also, the game's own autosave happened right before the crash.
it says it crashed while trying to save (Serialize a persistant entity) but doesn't tell me which entity, just that it's a null reference exception.
ah Timberborn.Ruins.RuinModels.Save
Yeah, that's definitely dirt pile related.
I missed it the first time i looked at the error too.
These dirt piles do NOT trigger the crash.
one of them looks like it has ruins inside it
Redesigning the district center
I'm going to release an update where I've deleted the Ruins Hider script
let me know if that fixes the crashes.
ok. will do.
unrelated: are there any other 1-height half tree pieces aside from the housing block?
Pushed an update
exiting and updating...
I mean, there's those with parts that stick out the back, but no.
You could just put dummy blocks in there, they're in the Tree Parts menu.
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.
oh yeah, did you even notice items move themselves in a tree?
what do you mean?
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.
beavers don't need to move them, the tree moves them itself.
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.
Let me know how this update goes
happier beavers!
Next test, dirt.
hmm, contemplation spots .... One must be overhang contemplation spot, I assume ๐ค
There is a hanging one and a ground one.
YA, but the names are the same
uncollected dirt no crash on daily save! I think you've got it.
I left the dirt beaver paused to make sure the piles weren't snatched too quickly.
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.
It's more that I figured out what the problem is, rather than I fixed it. I just disabled editing the graphics script.
these are installed the wrong way around.
okay, PEBKAC error then. Did I miss am indicator as to what way to put them?
there's no real "Indicator" per say, but that part you can see on the side facing us is the power shaft connection.
and if you look closely through the floor, you'll see that the wheels are sideways
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.
fixes that prblem, but makes connecting them to your power lines a bit harder.
Yes, that's why the Power Levee exists, because it's a pain without that ยฆ3
I assume they are a 6-way connection?
IIRC, Yes.
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.
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.
suggestion: add gathering priority controls/mechanics to dirt piles.
I'm not sure I can, Loose Dirt is like Ruins, I'm basically just using the same logic as Ruins, which is why I had to add a Ruins Model Hider script (which apparently breaks saving)
Same with just demolishing dirt.
I was trying to look at how placing terrain tiles does that directional thing, but I couldn't figure it out
seems like the code is deeply burried into the system or something
but then no matter how you program the demonlition, they'll still pick up whatever is closest to the flag.
Cool. Knowing I can't change that, I shall adjust to work with it. ๐
Also...
Nox is up to his shenanigans again. ๐
This one on the end doesn't generate [pwer but the other two do.
could be a waterflow problem?
Looks silly, but it works.
that's my thoughts.
better view
No pile can be connected to ground. Must build platforms and staircase (overkill for starting game) ๐ฎ But, all other storages can connect on ground. Maybe, medium ones can connect to ground and the larger ones to the floor โ
Could be flow, it's almost right in front of another tile, which at least would be slowing things down.
don't you start with ladders?
expected a slowdown
not there
Simple Ladder should be unlocked and cost 6 logs.
YA, is unlocked, just is a total overkill. Hope dev's wont see this ๐
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.
the problem with piles is they look weird if you have a door on the bottom, as you have to have a solid door, because of the way planes work.
tree builds will be much harder
Liquid storage gets away with it, because you have to contain the liquid.
Yeah, and that's why the Core Ladder is supposed to be used, but you have to unlock that with science...
Well, guess that RC and JC will have a few nightmares ๐คฃ
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.
Question. Can you remove the Plant Crops ?
I couldn't figure out how, because that "Clear Crops" is still there!
I'm not sure where that's added, and it would probably be difficult to remove it from just LeafCoats.
maybe add mushroom as crops (grow ultra fast on ground but die instant on drought) ....
I'm still stuck in white paws mindset where science is hard to get and one spends it very carefully in the early game.
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%
uuuhh... hmmm
I think the water coorsinates might be set wrong.
but the numbers are weird.
very.
Should this really need a ladder to get... or for me to destroy the zipline station?
yeah, because of the way things are programmed, you can only specifically get Ruins from the side of the base.
I'm actually generous with how you can get dirt from loose dirt, in that you can also access it from the side of the tile above.
and that took a lot of messing about to make happen, it has to actually occupy the tile above.
What is really amusing is tahtas soon as I added the ladder, my beaver hrvested it from the top! LMAO
๐ฑ It eats dirt!!! How dare you make sense, sir!
It's based on the Vanilla version ยฆ3
It does concern me though that ruins can turn into dirt
I had no clue. I almost never make them.
Ever been around demolition IRL? There is a lot of dust and dirt! /laughs
I'll let you know if it becomes a problem but so far it is just fine.
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
thanks~
is branch pressing challenge/larp or to avoid beavers getting mood maluses from cutting trees?
Mostly the latter.
Wait, why you don't rename the lumberjack flag into .... Plant murderer flag โ ๐คฃ
Tree Murder Flag x3
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?
not currently.
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.
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
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.
does the technical solution in "cut dead trees first" mod help, possibly, or does it use entirely different mechanism?
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.
(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)
Changing it to work only when you cut down a living tree, and regardless of method is something on my to do list, it's just a lot harder to do that what I've currently done.
As for the Dirt thing, there's 2 solutions I can think of.
- 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)
- Make the Dirt something else... harvesting wise... like a tree.
I run that mod. It doesn't help.
(also @torpid patrol )
To be honest, that would lead me to think about to actively kill the trees, if the benefit is big enough.
Tree Murderer is a "Need" that gives -2 wellbeing.
...which would be completely against the point of it, oof
It's similar to the Emberpelts Wet Fur Bad thing
I mean the thing about dead trees could not give the debuff.
that interacts very funnily with Moddable Weather Rain
oh, you mean with badwater or flooding.
or not watering
Right
Nope, can you make logs from branches (no more tree murderer) ๐คฃ
Yeah, that's the intent of it
Tree murderer -can- (currently) be bypassed with a forester using replant dead trees not set to cut.
but you don't get the logs from that?
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
I either missed you doing this or I forgot about it, but this is EPIC!
Ruins also does 1 item at a time...
what other harvesting methods do we have?
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.
@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
Look carefully at the water there.
the output of the one marked as 0 is lower than the rest, suggesting it's not actually flowing there.
it does feel weird that water would flow like that though.
Sincer earlier it was reversed!
The one marked 0 was the one generating power before.
Remember, these are Dams, not just standard water wheels, so liquid flow is determined by Dam logic over standard water wheel logic
I get that. I have used it a lot in other saves with other mods.
hmmmm
Let me do a test... gonna take a bit since I need a new game on the same map.
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)
hmm
That design isn't made to work sideways but doing it anyway yielded 16, 9, 0
interesting
anyway, new idea for dirt.
instead of being a ruin... a Gatherable, like bushes.
Ohh... interesting. From where?
so, gathering the dirt from it is optional, and you demolish the loose dirt like you would a blockage.
I mean, a change in functionality to loose dirt, so it's not being annoying like it is now.
Where will you get it super early... or should the player just not have it super early?
oh, wait... Gatherable has a growth time, and it doesn't start with a yield...
I'm talking about this stuff
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.
is that effected by the recycling setting so you only get 50% resources back etc?
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.
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.
Again, I'm not sure it is conflicting. If you mean scrap harvesting.
the 2 main issues being...
- there's a Ruins model showing through inside the Dirt model.
- 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"
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.
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.
I think it changes model in steps of 20, so you'd be losing 20 scrap for 6 dirt.
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.
I wanted to find a link to the mod, but scrolling up the correspondence I saw this, now I can't stop laughing
#1377606620342648832 message
Thanks, I already saw the mod on steam - it's gaining popularity
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.
possible bug: bad water storage without a way to collect badwater.
Can't be patched; removing badwater as an item crashes the game.
Ah.
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.
Yes, so I thought best to just leave Bad Water item in the game.
self-powered extract extractor.
okay let's srart (can be hard, but interesting)
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
send more screenshots as you go on.
my spawn rubble idea works.
the question is... should I go with this instead of the dirt flag?
note, you can use the "Mark Resources for Demolition" tool to mark Blockages and Loose Dirt.
How can I plant plants? I can't find the right building(
All plants are planted with the Forester, in the Industry tab.
Yeah.
Since you don't have a farmhouse, I decided it would only be fair that the Forester is available from the start
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?
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.
I don't have carrots(
That's right, you don't have a farmhouse or anything like carrots in Leaf Coats, it makes them a bit harder to work with.
Difficult to implement?
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
The same unlock cost and materials โ
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
it was an edited copy of the other one, I guess I could try and increase the cost.
Yeah, probably a few new icons needed, like the campfire icon for the garden. I should make a note of what needs changing.
As I feared, White Paws alone breaks Luke's mod.
However, LeafCoats and EmberPelts, in theory, could be mixed.
Ember Paws? x3
Mourn my brain
Emberpelts.
I hope you're not too disappointed that I changed the way loose dirt works.
I hope the change didn't break anyone's savegame either, I didn't think about that >.>
Not at a!l. I'm at the point where I should start a new game without dev mode on. My first play was learning your new mechanics and trying to test as much as I could. That meant not playing fair. ๐
But I don't enjoy playing that way beyond testing or troubleshooting.
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. ๐
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.
that is pretty evil
Yeah, Food with Leaf Coats is the big challenge, since you can't just plan Carrots for 3 day food.
If you get power up fast enough there are fermented dandelions or sunflowers. (I just played and already forgot which one!)
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
O snap its released
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."
No mangrove on this map until layer in game when you can do a powered filtering pump.
and Willow can grow in water.
I can't remember, a few hours?
LeafCoats are actually surviving this hellscape better than WhitePaws did. (They didn't make it.)
Looks like it heals by 0.5 a day. 1 is max, so, 2 days max.
oh, and when you chop down a tree it maxes it out, so, 2 days since the last time you chopped down a tree.
Well they will just be some less happy beavers for a while, Got a lot to clear and replant.
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
kk
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
weird graphical glitch...
It is possible I just need to restart the game.
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!
I'll never climb such a horror, not even if if made by reinforced steel ๐คฃ
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.
Normal error on levee โ ๏ธ
bug: gear workshop bugged out.
Worker is assigned/unassigned several times a second.
Restart of game didn't help. As a test I manifested one just one the ground and it is working fine.
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.
Yes, day shots would be preferable.
Huh, I guess it's merging with in construction parts at all times.
You like that corner levee?
I did see this in initial testing, I thought i fixed it. Not sure what causes it...
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
Yes.
Other buildings will push items into, or pull from storages, but the storage itself won't move items by default.
If you change priority to fill, supply, or empty they will push or pull items too.
I don't know what is causing it... and I'm at work so can't look, but I wonder if it's the ladder's nav mesh definition.
You said it works fine on the ground, yes?
What buildings have you noticed have problems?
ok, i'm ready to start testing again... i hope my beavers will be happy
Yeah. I could have a bit of design fun with them.
So far, I have only seen it in the gear workshop. There may be some weirdness in the district center also, but I'm not sure. Everything else seems fine so far.
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.
Neither one of these work. So any stacking even not in a tree and they break.
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.
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.
@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?!
I spot a tree murderer.
Alcohol could help ease the shame and guit of what that beaver has done.
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.)
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.
Let me kow when it is posted and I'll immediately upgrade.
This was one I guess
allow platform on tree bridgesa ?
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?
- worker wont assign to jobs during the day.
- critical lack of alcohol. ๐
Seriously, the bugs have been pretty few.
Which jobs weren't being assigned specifically?
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.
I think all of them after a certain population? I'll research a bit...
actually, that probably is the issue.
Let me fix this one by editing models, to add some sort of side to every facing, then I'll post an update that should fix both issues.
I don't think they need alcohol.
I was serious about the alcohol... even if you have to kype stuff from EmberPelts (temporarily or permanently)
In fact, if it is added, it should be limited to a sub-mod.
I mean, there's Fermented Fruit... That's probably about as close to "Alcohol" as I want to go.
I am dropping this here to keep from making things too uncomfortable. You have your reasons. So be it.
No offense I hope?
Fixed Access for Gear Workshop.
Added sides to merged Levees.
Changed description of loose dirt.
So keep the screenshots coming, and let me know if there's more bugs
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.
Why would you need to?
The "tear out"/"uproot" tool should work.
if you use that you wont get the dirt, right?
hmm...
@torpid patrol what are all the tree toppers?
- observatory
- large windmill
- carousal
- ???
You can use the remove resources tool to drag-select a range
and you do get the dirt.
I wrote a custom script to generate the loot
One of the monuments, Tribute to Inginuity.
worked, thanks.
when I get around to it, I'll probably make a "Roof" tree topper too.
I suggest a very short one. For idiots like me who build their trees too tall.
That's some power generation there.
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.
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.
The dirt has to be gone before I can place the extract maker.
It is slow going but I am getting there. Makes me feel a bit like Lord Farquaad though.
I finally get down there and it is one complication after another. /laughs
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)
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
15? that's a powerful water source.
I have some a lot stronger on this map.
what do you mean by submersible tree sections?
My underwater maps have some badwater sources at strength 60+
3x3x1 and 3x3x2 tree sections that don't get flooded when under water.
that do what?
just spacer
It would be nice if they had a function, but spacer is better than nothing. ๐
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.
Once this root is build the water level will drop... here. Not all places are that lucky.
Yeah, I spent a couple of days on the design for this.
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?
You can make Antidote like Folktails do
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?
I'm not sure
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?
I think the door is on the top floor, so it can be submerged by up to 2 tiles.
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
just think of it this way
This can be submerged by 2 tiles.
The folktails one needs to be completely dry.
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.
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.
crash is replicable. Got an error report this time.
@torpid patrol
poocano
huh
This is talking about Transput connections... what exactly were you doing?
also I'm not sure if the zipline is related to your issue
I was trying to place a power shaft against the back of the grinder.
maybe the zip line was in the way?
I guess I should check for double definitions.
let me save, then delete the zip line and try it.
still crashed with zip line deleted.
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.
I connected to the side without issue.
That looks about right to me.
maybe I should remove the 2 on the back here
better
Update:
You're laughing, but it's a good way to test it.
I'm laughing becuase that is EXACTLY what I would have done in your shoes.
:3
How else do you think I found the problem with the gear factory? ๐
๐
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
By the time I saw your request to test if it was the ladder, I had already narrowed down what the problem was.
rest well. I'll keep beavering in the green.
Try not to find too many bugs ;P
I mean, try to find them all, I just hope there's not too many.
Hopefully they are all simple ones
I also knew what to look for with the power shafts thing because I've fixed the bug before in Emberpelts.
crash.
Reproducible.
This time I had changed builders from beaver to bots. It was a couple of seconds before the crash hit but reading the logs it is definitely bot related.
LeafVoats? ๐
Yeah, I have since renamed it. ๐
Next, maybe ... LeafBoats โ ๐คฃ
Leafmoats.
Leafdotes
Leafgoats
Leafnotes
Leaftotes
Sounds like it would be difficult to try and fix.
I can't even do anything about this for most of the day.
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.
Yeah, I just read it. Probably not as annoying as I thought, just try and find that, and figure out why it can't find it.
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?
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.
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?
The gap was left on purpose so trees don't touch, also gives a little room to add other details to the outside like windows without going outside the tile.
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
Maybe they should add sticks to their craft, for example?
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?
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
Birch would have been the bark tree if the game didn't crash when you try to add an item to it.
1 item max per tree, and i haven't done the new tree models yet.
But yeah, i can edit willow to grow faster.
The main reason why it doesn't is because I started with a maple clone.
Sad
Guess I need to use Map Resizer mod ๐ญ
@winter igloo , have you consider making tree version of flywheels โ ๐
Must try on Diorama, but not on hard ๐คฃ
this must have been an error that crept in. I compared it to the Emberpelts bot and it just has Dust.BuildingAnimation, so I changed to that.
Fixed this.
what would this be for. Levees?
Reduced growth time to 10 days to give 2 logs.
Looks like you put the side block in there facing the wrong way.
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.
Decor, so that you can imitate the roots of a tree from below if there are many buildings nearby - stick a broken wall like this one.
YA, on some spots, side blocks is wrong placed, but, I live with that (not going to demolish or restart the game only for that) ๐คฃ
I never tried to have them both loaded at the same time. I use a special mod profile for only WhitePaws.
Tree part is harder to do because of the intentional gap on the outer edge.
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.
Alright, give this another try.
Realized I don't have EmberPelts loaded with LeafCoats either.
That is going to be an unnatural crossing when put into greedy beavers or something. ๐
Bots are building and no errors. Time to send them under badwater.
I have Emberpelts active and, no issues
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. ๐
you need only bot builders as a minimum
I suppose I could have done that too. ๐
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. ๐
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.
I noticed you already posted the screen shots, but I added a non-marked one in case you wanted more.
I'll save it, might use it later.
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.
Unless game behaviour changed, had I not split districts the organic beaver haulers would be lugging materials to this build site.
I thought only builders brought things to a construction site.
I know only builders will pick up rubble. I am uncertain about haulers.
Pretty sure Haulers only take things from, and bring things to completed buildings.
I was 100% on that, but now you have me doubting.
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.
Yeah, vanilla doesn't do that.
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.
or, running from bees ๐
All those towers.
I mostly just included them because it's a fairly standard thing to have.
Oh boy this is exciting
Oh, there he is
I was just being silly.
That that people (Mostly Nox) are playing it and reporting bugs, I'm starting to feel like this is getting stable now.
I'm back home so going back into it.
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.
@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.
Someone suggested it's a conflict with the grape need.
That wasn't the error we got. Let me activate it and see what happens.
the more reports the better.
Activated and restarted.
ArgumentException: Material StonePath.Moreplant not found in repository.```
-----
I'm gonna deactivate LeafCoats and see if this happens with EmberPelts.
It did crash with EmberPelts as well. ๐
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.
okay, this is a different one. The Need issue someone mentioned was specifically between Lead Coats and White Paws.
what's the blue and purple stuff?
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.
Incredibly tall bamboo (aka minty bamboo)
purple is dead
interesting.
This mod allowoed 3D stuff before U7 released. It was/is incredible for map making and playing.
There they are. Trying LeafCoats on that fish tank map....
crash... same as before.
Lapan's mod. The one I noted above.
Lapan, hmmm
It works with EmberPaws but not LeafCoats.
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.
It is named weird in steam... one sec...
Actually, it isn't.https://steamcommunity.com/sharedfiles/filedetails/?id=3397941873
Says it needs Lapan's texture pack too
I've had that active and no problems, I think. Checking...
He has there there too.
And I do have the texture pack active and it has worked fine with both factions.
1 sec... I'll try..
is this it?
Yes
It has a special file for Emberpelts that adds the new materials
no file for Leaf Coats
Ah! That explains it.
I mean, Leaf Coats is new.
Not sure if @stable viper even realised I released it ๐
Indeed. And I'm not modder enough to know that was what was needed.
but that explains why the more plants mod doesn't work
Ah okay, I'll try to add specs for them soon ๐
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
Sorry about that, I'd give an @ here or something, but I'm fairly sure mass pinging is against the server rules.
Like any good server, it is disabled for normal users.
there should be some exceptions. I mean, sure I shouldn't be allowed to do @ everyone, but an @ here in a thread I made should be allowed.
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.
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 ๐
There's still more things I need to do, but I feel that what we have should be more or less Stable now.
trying to make this thing look like a proper tree is actually much harder than one might think
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
did you try this : https://steamcommunity.com/sharedfiles/filedetails/?id=3450786281 ?
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
With the rain weather from mod, the whole map is very green.
@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.
All good. I think I need a couple days off anyway.
is it supposed to be only trees for food
Only food sources that do not kill the plant when harvested.
Which does limit the trees and bushes, yes.
What the heck is a water tower?
Hope it's not large water pumps ๐คฃ
Those aren't meant to be stacked.
it is missing "Generate Floors on Stackable" though.
will this faction use 'normal' powershafts ? i'm in the process of reanimating the corpse of battery's power shafts extensions (shaft bridges / tunnels)
its probably the liquid storage tanks, they indeed do not connect to paths when stacked 2 high and when not built inside a tree trunk
they work fine when built on top of a housing unit
Put a path on top of the ladder?
I tried, does not make a difference
Yes.
you need to put a path on top of a ladder on this one.
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.
Fixed "Stackable" on Large Water Pump, Medium Tank and Small Tank.
Increased cost of Triple Hospital Bed.
Adjusted costs of Gravity Batteries and Windmills.```
@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.
Of course. Switching games...
In your own time, really.
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.
I guess you built it in such a way to let that happen.
Not intentionally, but yeah.
that's good.
I'm mostly interested in like... things collapse when they're supposed to, and don't when they're not.
So if something collapses when it's not supposed to, or doesn't when it should, I need to fix things.
Looks good so far at least.
https://mod.io/g/timberborn/m/leaf-coats-badwater
https://steamcommunity.com/sharedfiles/filedetails/?id=3556403458
https://mod.io/g/timberborn/m/leaf-coats-explosives
https://steamcommunity.com/sharedfiles/filedetails/?id=3556403578
First 2 "Addon" mods for Leaf Coats.
(And the assets are actually in the main Leaf Coats mod, this just turns them on)
No more pain drilling only one block at once โ ๐
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.
Well, seems that remove terrain obey game rule (max 3 tiles terrain support). So, terrain above, if has latteral support, will stay.
Yeah.
So, lets say you want to dig out a reservoir in a mountain...
you'd dig out the side walls of the tank first, then just remove the bottom layer of the reservoir, and that huge mountain of dirt between will just collapse and vanish.
These add to, not replace, correct?
YA, extract tree power hunger monstrosity remain .
That's right
Also I think I fixed Loosen Dirt giving the Shovels back.
Edit to script pack, not leaf coats
not released yet
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
At a glance, no.
Studying, yes.
Prefer the left one.
I mean, one is the Pile, the other is the Warehouse
Oh. I was looking at the coloring difference.
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.
I nver knew that.
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.
I was actually filling up shovel storage and had to make more just so they weren't lying around. ๐
I didn't actually add any code, just changed the order that instructions were executed.
hmmmm
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
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
I am curious, if you wish to answer, what you have been considering for the final big construction item?
Edit the Branch Contemplation Spot to fix some Pathing issues.
Fixed Placement Center of Observation Terrace.
You mean the wonder?
The short answer is... I don't know.
fair enough.
How about a Mother Tree like in Avatar?
if you start with grapes from day 1, it's OK
Initial food was a challenge, but not insurmountable.
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.
I could make the grapes grow faster, but at this point, I'd probably be changing the fruit cycle, not the initial growth time
I'm not sure I recommend that. But I'm not great at balance.
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.
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?
I mean, nothing is impossible, but it would mean doing more than just hooking into a "Tree chopped down" event.
so, the difficulty would be a lot higher
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. ๐
@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?
i wish you a lot of fun 
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!
I am so glad this works!
x3
it wasn't originally supposed to interface with paths like that, but it wouldn't program correctly, so... it does.
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 ...
sometimes it can be hard
Maybe for grapes, growth time can be 4 days and harvest 2, that's to be able to harvest something before the initial drought in hard mode ๐ค
Dandelions could do it, but you need power to ferment them.
right, I forgot about those ๐ฎ
YA, no more Plant Murderer, but .... 5% injury rate ? It's a punishment for not killing trees ? ๐คฃ
Trees are spreading even if marked for planting ๐ฑ
I haven't been paying attention to that, nor changed it.
I always thought it was vanilla behaviour until recently.
Difficult at the start of the game though, because the fermenter needs science to unlock, and needs power to run.
Perhaps I should check that, might be a bit high.
not sure when it's supposed to be in the tree.
Power, yes. I could have sworn it was unlocked though???
I just woke up, so my brain could be mis-remembering. I'll start a new game.
unlocked on brand new game
hmmm
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?
I've just started on normal mode for the first time. I had no prior knowledge to how they work. The time is fine. I just didn't understand the food chain. If I had planted dandelions and grapes at the start o would have not gotten to near zero food
One more under-delete test. Yes, it deletes unbuilt buildings!
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
Also, before I break this, I love how the distance gradient looks in this tree.
Wow that's cool looking
Build them -almost- like any other tower of buildings, except you need to use the unlocked ladder piece inside. That means you always need at least one of the 4 sides to be solid for the next piece up.
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.
Ya that's what I was running into. I was trying to over complicate it and build efficiency in every spot
The sold tree parts do serve a function. They act as materials and power transfers within the tree.
Basically trying not to use the filler pieces
(just in case you have too many parts that don't.)
Also can't seem to figure out the rooftop terrace piece
The "observation terrace"?
It needs to be on a branch, like this:
Ahhh that makes much more sense. Now if I can figure out the branches I'll be unatoppable
What map is this?
Beavers Cave Cliff - 99x199x100. One of @hasty kettle 's masterpieces.
Note: you need Luke's resizer mod to use it. Both below.
https://steamcommunity.com/sharedfiles/filedetails/?id=3499060463
https://steamcommunity.com/sharedfiles/filedetails/?id=3470646045
@hidden cape When you are building ladders inside, don't be afraid to rotate them. (You sorta have to.)
This is the one I'm doing
Haven't tried that one yet but it looks cool.
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
JC The Beard doing a stream of Leafcoats: https://www.youtube.com/watch?v=a4P_Ok4rLfg
@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.
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)
No need to apologize
This faction is AWESOME
Was having an absolute blast up until my Internet decided we were done
That is quite gracious of you. Thank you.
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?
@torpid patrol I expected the corner and side blocks to be waterproof. They aren't. /laughs
Oh, the flooding!
I'll help.
Please past a screen shot of your installed mods down where WhitePaws is located.
I don't have WhitePaws ๐คฆโโ๏ธ was I meant to install that?
Oops. Wrong channel
One sec... let me get my head int he correc tmod. ๐
It should not
I am too. ๐
LeafCoats itself isn't there though.
Just opened my Steam library and seen it's still downloading
my bad
yep, I can see it now, lol.
Ah. There ya go. No worries.
Thank you
Of course.
I'm used to helping install problems with WhitePaws because it can be a pain to get going the first time. /laughs
Ah, I'll come back to you if I install that one then ๐ (Hope I don't need to)
I watch that channel too, so if you decide to, I'll likely be there. Ya, know, except when sleeping and so on. ๐
๐
๐ thank you
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)