#Leafcoats - New faction (Early Access)

1 messages · Page 6 of 1

torpid patrol
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unlike Emberpelts, I'm not going to change Leaf Coats Levees and Dam to match vanilla, and keep the classic look.

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I am however changing the Dam piece to look more like the Levee pieces.

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it will better match the style Vanilla is going for.

torpid patrol
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Mergable power leveel

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Perhaps I should make the Dam mergable like the Sluice?

torpid patrol
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you know what? I can do that later. lets release this.

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The only thing I haven't really done that I want to do is convert the trees to work with U7 and update them there.

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and a eucalyptus icon.

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accidently ticked "Update 6" for leaf coats. no, it doesn't work on Update 6.

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Updated to V1.0.
Added Spiral Stairs.
Added Banners.
Added Aquifer Drill.
Added Geothermal Engine Tree Base.
Added Willow and Eucalyptus tree models.
Added Geothermal Number Cruncher Tree Base.
Updated Dam model to be more in line with new Vanilla Dams and Levees.
Updated Power Levee to be graphically Mergable with other Levees.
Balance:
Changed Pressed Log and Pressed Plank recipes to give 2 items out. (U7 and V1)

Also updated and released the 2 addon mods, Badwater and Explosives.

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(not sure why it's saying access denied, the page did actually update)

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though, it does say that, so, it might be updated, but you might not be able to get the updated version.

hasty kettle
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thx a lot for your work! hypecat

torpid patrol
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What's next on the list of things to mod...

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Better Banners, but I'd need an artist for that... or AI...

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new Leaf Coats Breeding method, Beaver plants.

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A wonder, obviously, and decorative leafy things, like roofs.

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Beaver Faction Split Needs is a thing, I want to expand that to Beaver Faction Split Breeding...

So in Greedy Builders for example, Folktails breed in the house, but IronTeeth spawn from the Breeding Pods.

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Requires a complete replacement of the current breeding methods.

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How can only FT breed when the script doesn't know what faction a beaver is, only that the house "Allows Breeding" and "Contains Beavers"

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then if you mix other factions in there like Emberpelts (Greedy Embers), IT only spawn from Breeding Pods, Emberpelts only spawn from Phoenix Pods, and FT beavers breed to give FT beavers, and Emberpelts Beavers breed to spawn Emberpelts beavers.

Can extend that to just Emberpelts breeding too, so 2 Emberpelts always give an Emberpelt, and 2 Charcoal beavers always give a Charcoal Beaver.

viscid zinc
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@bobingabout Would you consider making a joint faction so people can play Emberpelts and Leafcoats in the same game? I think people would be very interested to play one game with your two factions that love and hate fire and that have two radically different playstyles/build styles.

@theapologist316 Has anyone brought up the possibility of you creating a mod that lets you not only play as two factions together, but let's you start a game with two separate starting districts each with their own starting faction?

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The toolbar menus would be a right nightmare as well as the topbar item tracking.

acoustic yarrow
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GreedyBuilders has this issue already.

worn ivy
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Greedy Embers has it even worse.
It doesn't help that bobingabout moved several standard buildings to a general industry tab, so things like wood production buildings are split across two different tabs.

It works just fine in Emberpelts, just not when mixed.

acoustic yarrow
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yep. It would be nice if you could toggle through each faction's buildings while in-game (or maybe it should auto-switch based on which district you're currently viewing).

pulsar crest
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i was thinking about this too. wouldnt it be cool to play the emberpelts and the leafcoats together... but to separate them into districts. it would be a nightmare to mod i think but it would be cool to play the strengths and weaknesses of each faction.

torpid patrol
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Emberleafs... maybe at some point, but the 2 factions don't like each other very much.

viscid zinc
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That's exactly why it would be such an interesting playthrough, especially if they started in separate districts.

torpid patrol
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There seems to be a need or 2 missing on leaf Coats.

Max Wellbeing should be 67 currently, but it's only 65.

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Wait, where's swimming pool?

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It's not on the U7 version either

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that only brings it up to 66.

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Wind Gauge is on the list twice, so I've probably accidently renamed something to Wind Gauge

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okay... that's not it.

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If I'm still missing one, then I was missing it in U7 too

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As far as I can tell, only Swimming Pool was missing (in U7 and V1), so I'm 1 short of where I should be.

hidden cape
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Roofs?

torpid patrol
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Roofs is on there

astral ermine
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Remember the buff being there, but item not. But I could be very wrong now. Been a minute since I ran LC

torpid patrol
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I put the buff on some of the tree toppers, like the Carousel, Observatory and windmill, but not the Tribute to Ingenuity, that already has an aesthetic buff and you can't put on 2 with different ranges.

signal fulcrum
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Hi. I would like to propose this idea.

In order to offer greater flexibility in colony layout and planning, it would be desirable to introduce a version of the buildings without rounded corners.

This would allow players to construct perfectly rectangular and horizontal structures spanning a greater width.

The idea is to then be able to add the corner elements (the rounded segments) only to the extremities of these straight structures, thus giving the player the choice of the main segment's width.

torpid patrol
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Most things are designed to be a half-tree

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Things like the Lumbermill also work as a side

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but, I'll think about it

signal fulcrum
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how does it work?

torpid patrol
signal fulcrum
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yes

torpid patrol
# signal fulcrum yes

You need to plant Eucalyptus or Willow.

though if you're on U7, that might be Eucalyptus ?

signal fulcrum
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I use V1

torpid patrol
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then as said, you need to plant Eucalyptus and Willow, it's used to harvest Bark and Branches.

torpid patrol
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Added missing Swimming Pool need (U7 and V1)
Edited the District Center and Builder's hut to match Vanilla v1.0.5 changes. (Fix for Rubble crash)
torpid patrol
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Okay, looking through my notes, there's 2 possible things where the missing 1 wellbeing point could have been for.

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I have notes for "Decorative Leafy", so, that could be an Aesthetic wellbeing point.

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I also have notes in Wellbeing for "Swing that hangs from branches"

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And I probably have both of those because I counted 2 points missing, because I didn't have the swimming pool in my list.

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So, do I go with the swing, or make Decorative leafy things give an aesthetic point?

note: I'll end up making decorative leafy things either way.

hidden cape
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i'd say decorative leafy thing, since they typically already have enough to do with other aesthetics things (pools, campfires, etc)

torpid patrol
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how do those dams look? (not the power dam, just the dam)

worn ivy
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The bottom it fine, but the connected texture on top looks awful.
Maybe if the light-colored bar on the edge matched the center it would look better.

To be clear, the connection with the levee looks fine, but between the two dams... it just looks wrong.

torpid patrol
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There's not really any way to distinguish between connecting to a dam, or connecting to a levee, so the graphic has to work for both options.

worn ivy
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You might be better off trying the darker brown in both cases, then.

torpid patrol
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.... Extend the "Platform" part?

worn ivy
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Yeah, that's a good way of putting it.

torpid patrol
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Can try that.

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that puts it here

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there is the slight problem doing it this way

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rotate 90 degrees if you put them in a 2x2 grid

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(that's how path works)

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you'd have a low panel being joined to a high panel.

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Gonna have to go with a slightly customised one

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Looks more like that

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and 2 next to each other

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the wood joining of that middle panel isn't perfect, but close enough

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Lets see what it looks like in game.

worn ivy
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It looks a little odd, but definitely better than the glaring light spot from before.
Overall, I like it. The planks merging perfectly across block edges is cool, too.

torpid patrol
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I'm actually going to change that last part

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it feels odd when it's trying to merge with the levee block

worn ivy
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Okay, fair. It still works a lot better than the light-colored edge.

torpid patrol
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eehh.... its alright.

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so, should do the power dam too?

worn ivy
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Hmmm...
The top would be fine, but I'm a bit worried about the sides. should they be opened up where they touch, or remain closed?

As for the rotor, they probably shouldn't merge, because waterwheel rotors often spin at different speeds, and if they desync it would be quite awkward.

torpid patrol
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Probably just the top, and the colour of the corner support.

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Did you even notice the corner supports changed colour on the normal dam?

worn ivy
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Not at first, but I did after a bit.

torpid patrol
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I also considered changing the side panels to be vertical like the levees

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Would be a fair bit of redesign

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Levees are horizontal in some situations and vertical in others

worn ivy
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Eh... I think a bit of contrast works well there, especially since the dams would have strangely short planks if they were placed vertically.

torpid patrol
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Half height after the redesign

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But i think you're right.

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The bottom panel was dark brown, as seen on the power dam.

Is it better with it, or like the new version, without it?

worn ivy
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Do you mean the corner posts?

torpid patrol
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No

torpid patrol
# torpid patrol

Look at the power dam in that screenshot. The bottom panel is dark brown.

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Dam used to have that too.

worn ivy
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I think that the regular dam looks better without the dark bottom panel, specifically because of how it would look when stacked on top of a levee.
It also works better when the corner pillar changes color for connected textures.

I think that the power dam could possibly keep it as an accent, but perhaps on the middle or top plank instead. That would serve as a way to quickly tell them apart. The main question is, again, if it would look odd with connected textures.

torpid patrol
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what I'll probably do is something similar to what I did with the Power Levee.

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The power levee graphics is literally just the nodes visible on the outside, which then uses levee graphics under it that change based on connection.

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So with the Power Dam, I'd split it into Water Wheel and Dam parts. The Water Wheel would remain constant, and the Dam would change shape based on connections, but only sideways.

torpid patrol
torpid patrol
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I recoloured it to green.

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not sure if I like green or brown better.

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why green? like a power shaft.

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on that note, power shafts have a white platform...

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While some things do have different platform colours, I'm wondering if it would be better brown

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Storages for example have green platforms

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the only thing I can recall with a white platform is the large water pump

torpid patrol
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here we go, this is looking better.

placid patrol
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smooth

torpid patrol
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not going to rush into releasing this, but I have done a few minor fixes too

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but the green plank on the power levee is supposed to be like "There's a power shaft in here"

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I could try and make similar changes to the power levee too, but, that goes in all directions, so the green "Dot" on the side is probably enogh.

torpid patrol
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Hopefully these are changes people enjoy

hidden cape
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the green looks good from a leafcoats and visual perspective

torpid patrol
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LeafCoats like the Green as more of an accent than a main colour.

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but I agree, looks fitting.

hidden cape
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The only other color I would think of would be white like a birch branch but that wouldn't pop as much

torpid patrol
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Also the light colour material is called "White", I don't have anything lighter.

torpid patrol
hidden cape
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would need a visual

torpid patrol
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I'd have to actually make the models to show a visual.

just look at the top of the dams, and imagine that's what the top of a platform would look like.

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like. uh...

torpid patrol
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I've actually been considering changes to my merging code.

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we have Levees and Dams and even Sluices that all merge together on the "Levee" merge system

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There's also Floodgates, but the platform is on a different level, and I don't think we'd gain much from merging those, unless I actually changed it to merge the top part, at which point, it would be it's own system anyway.

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would be a bit more difficult to do though, because they're at different heights

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but on that note, there's also Flat Floodgates, that would not only merge with each other, but also with Dams

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Maybe Levees

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And then there's Platforms, that would merge with each other too

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To make Flat Floodgates and Platforms merge would require a change in code, you'd want the actual platform to merge, which depends on the height of a platform, so Platform would merge at Z=0, but Triple Platform at Z=2.

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On top of this, I don't think Levees should merge with Flat Floodgates or Platforms.

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So, there'd need to be 2 changes to the merging script.

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  1. Z level, so you can specify which level does the merging.
  2. A group array, so Levees, Dams, and Sluices would be on the Levee merge group, but Dams, Flat Floodgates and Platforms would be on the Platforms merge group. As you can see there, Dams would need to be in both groups.
hidden cape
torpid patrol
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I'll have to put effort into making the mergable work with them.

outer python
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Seeing a crash that looks just like #🚀mod-users message, except in LeafCoats

22:41:35 Failed to describe DistrictCrossing.LeafCoats
First uncaught exception at 2025-12-06 22:41:35Z

InvalidOperationException: Bonus type spec with id not found or multiple specs found

happens when you mouse over the district crossing icon in the tool groups (before clicking on it, just hovering over it)

acoustic yarrow
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yep:

  "WorkplaceBonusesSpec": {
    "WorkerBonuses": [
      {
        "Id": "",
        "MultiplierDelta": 1.0
      }
    ]
  },
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I assume it should be CarryingCapacity like the other factions have

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Also DistrictGate is missing it's Description and DisplayName localizations

acoustic yarrow
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(weird, because timbertrees picks it up)

acoustic yarrow
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oh, haha. The DistrictGate localizations are in the Emberpelts localization files

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so if you have both factions enabled, then the localization is found

torpid patrol
torpid patrol
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I can fix that too

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can easily retroactively push the localisation fix to U7 too

torpid patrol
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flat floodgate merging

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but only 1 height

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need some code rewrites for more than 1 hight

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and yes, it joins to the dam too

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Also, even though you're probably not going to connect Levees out the front or back of the Power Dam, I added the merging for it anyway

torpid patrol
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Does it look odd that Platforms merge with Dams (and Flat Floodgates) but not Levees?

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Ignore the vertical power shaft for now.

outer python
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No, I think that's reasonable given the difference in solid vs lattice top

torpid patrol
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but the Dams to merge with the Levees

outer python
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Hmm, so they do. I'd almost say that's the one that looks odder (to my eye anyway). The lattice ought to terminate into something

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The other thing I'd love if platforms get a "merge" is for adjacent platforms to share the "center" leg - it's always looked really busy to have pairs/quads of legs right clustered together. I often end up the pillars and separate top from Knatte's staircase mod to get a lighter effect (at least when it's just a walkway), or use the big staircase pillar to surround it all if something heavy is above.

torpid patrol
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Looks like this when the platforms merge with levees

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Right, so, reprogramming complete. (well, very dirty version of the code)

so in theory, a platform (haven't done platforms yet, only floodgates) should only merge on it's level.

outer python
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I zooming in more, the lattice still has an end board, just a dark brown one. So that looks pretty nice.

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While we're picking on aesthetics, I think my forester has eaten too many fermented dandelions:

outer python
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I assume the grapes trellises were meant to form rows, like the preview (and like you really do plant grapes), not be turned at random angles?

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Or maybe the leafcoats just go for a wilder sprawl than humans and whitepaws

torpid patrol
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maybe. Probably.

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my height checks don't work.

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there's an obvious error.

worn ivy
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While we would prefer no errors, obvious ones are always better than ones that are difficult to find.

outer python
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There are two methods in software design. One is to make the program so simple, there are obviously no errors. The other is to make it so complicated, there are no obvious errors.
-- Tony Hoare

torpid patrol
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That's a partial fix...

torpid patrol
torpid patrol
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Power shaft is going to be an awkward one to try and do. There's a Platform Hider plus Dynamic platform.

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so we have the merge

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and it was hidden

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the platforms still merge with it though even when hidden

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that doesn't feel right, is that how they're supposed to look when stacking...

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Emberpelts look the same...

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and vanilla looks the same, so I guess that is what it's supposed to look like

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am I missing anything

torpid patrol
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so...

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The Sluice connects sideways, but not forward or backward.

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I could do the other sides, but I'd either have to split it in 2 parts and the metal planks would rotate in certain combinations..
or literally make every possible combination of 4 directions, so 16 variations instead of just 6.

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or just leave it as is.

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but, you're actually likely to put platforms there in some situations

torpid patrol
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Added "Levee Merging" to Dam and Power Dam, Flat Floodgates, Platforms, and Vertical Power Shaft platform.
Added "Pnumatic Tube Supplier Spec" to the Builders hut, so items can be pulled out of it through the tree.
Added Floodgate graphic merging.
Fixed Crash when trying to use a District Crossing.
Added missing Locale entries for District Gate. (U7 and V1)
Updated BobingaboutMergeableObjectModel script for groups and height offset.
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Introducing...

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Fancy Floodgates!

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I just noticed one of the textures is wrong.

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I'll just fix it for next time

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regardless, you get the point, right?

worn ivy
torpid patrol
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A little more than that, but the roofs kinda hide what's happening below

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if you zoom in on that first screenshot, there's no log barrier between floodgates, and the platforms merge too, like Dams and Platforms.

worn ivy
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I can see the platforms merging, but the roofs have always been the thing that annoyed me.

torpid patrol
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Yeah, took me a while to model this.

torpid patrol
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the dead ends are shorter too

torpid patrol
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While in theory there's very little I've made for V1 that wouldn't work in U7...

But I'm not sure I want to go through the effort of doing all this again to update U7. When V1 goes stable, nobody will really care about U7...

outer python
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They're new, and there aren't a lot of other mods that are currently leafcoats-enabled anyway. I can't think of any that are U7-only (I guess some general QoL stuff like automation). But yeah, backporting stuff doesn't seem especially worth the effort.

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Unless 1.0 ends up getting too many patches (that break mods) for you to keep up with, folks who want to play leafcoats can just use experimental...

torpid patrol
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There's not a whole lot of extra in V1 than U7 right now.

Fixed Plant Murderer so it behaves as you'd expect.
Models for Willow and Eucalyptus.
New mergeable models for Power Levee, Dam, Power Dam, Floodgates and Platforms.
Spiral Stairs (though I think Knatte Anke's mod adds some)

And things I can't backport like the Banners, and the Aquifer and Geothermal Vent buildings.

Things like missing or changed locale entries and the missing swimming need, I did actually backport to U7, as they're just JSON and Text file changes.

hidden cape
torpid patrol
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I've actually been considering a change to the way they work too.

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minor change, connect on the tile above the top dam tile, rather than the top dam tile.

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and the reason why... I've already had to chop the top off to be able to change it dynamically.

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what if you could place them as a decoration on top of dams?

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and they still merge with the top of a flood gate

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how cool would that be?

torpid patrol
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so... This

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or this?

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That big log is supposed to be for the winch lifting up the floodgate. So in theory the decorative version doesn't need it.

worn ivy
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For a purely decorative version... no log.

torpid patrol
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I'd have to agree.

torpid patrol
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how does it look?

odd swan
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awesome. 👍

hidden cape
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So nice!!

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Is the decorative top still walkable?

torpid patrol
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No, it's an obstical, like the top of the floodgate

torpid patrol
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Doesn't quite work on the curved levee though

worn ivy
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You could probably do a single rounded topper that is separate, and limit its connection to just removing the logs on the edge.

torpid patrol
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hmm

torpid patrol
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hmmm

torpid patrol
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Fixed wrong graphic of a Flood Good variation.
Added Decorative Dam Top, a decorative piece that matches the design of the top of the floodgate.
Fixed Detailer Capacity.
Fixed incorrect graphics on Loosen Dirt terraforming tool.
torpid patrol
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Very WIP

torpid patrol
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Still WIP

torpid patrol
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I gotta model the plants now.

torpid patrol
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I made zero progress after that video

signal fulcrum
merry sinew
# torpid patrol

This looks like it's going to be an awesome mechanic though, ngl

torpid patrol
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The beaver plant

torpid patrol
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The stem vanished when the plant died, and I'm not sure why.

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I like how they just sit on the ground like they fell off the plant.

hidden cape
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So when it dies/turns brown they are "born"?

torpid patrol
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Best function ever ¦3

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The plant reaches maturity, and the child beaver is born.

or the "Adult" plant starts another 5 day timer.

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is that a good enough name for the mod?

hidden cape
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Looks good to me

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So is there a baby beaver and adult beaver option like IT pods and advanced pods?

torpid patrol
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The Breeding pods take resources though, so they have the same time to grow each beaver, but more expensive resources.

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In this case, you just plant it, it grows, and you get a beaver. So the incentive/cost to choose each beaver is that the Child Plant takes 5 days to grow, but the Adult Plant takes an additional 5 days to mature, so 10 days total for an Adult beaver.

worn ivy
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Are they planted by a forester or a "farmer"?

torpid patrol
torpid patrol
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I released it.
Needs testing.

merry sinew
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Er, sorry for the ping, forgot to turn it off

torpid patrol
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Hope you enjoy.

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This mod holds it's own scripts.

I'll probably end up updating it when... if I get around to it... write the Beaver Faction Split Breeding mod.

I've talked about it before, it would require overhauling the entire breeding system, but in this case, make it so the plants always generate Leaf Coats, when used in a multi-faction faction.

none currently exist that have Leaf Coats though, but Zxuiji is probably going to make a Greedy Coats mod. Then Greedy Nation (FT, IT, EP and LC)

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I'm probably going to make an EP LC hybrid mod at some point.

hidden cape
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The game loads. That's as far as I got tho

merry sinew
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I just got a crash when planting them -- I'm deactivating mods to make sure it's the breeding mod before I get you the crash log

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Okay. Paired down to just:

  • Harmony (v2.4.1)
  • Bobingabout Script Pack (v1.0.0.2)
  • Leaf Coats (Early Access) (v1.0.0.3)
  • Leaf Coats: Beaver Plants (v1.0.0.0)
  • Mod Settings (v1.0.5.0)

I have a crash when trying to plant an adult beaver. Haven't tried the child yet

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I'll tell you in a sec if a child beaver also crashes

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It does indeed crash. The error log appears to be exactly the same, but I can upload it as well if helpful

hidden cape
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Wasn't aware harmony and mod settings updated. I had crashes last week with both

acoustic yarrow
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Here's a summary of the exception in the log:

NullReferenceException: Object reference not set to an instance of an object

Timberborn.Forestry.TreeCuttingArea.AddYielder
Timberborn.Forestry.TreeCuttingArea.OnEntityInitialized 
System.Reflection.RuntimeMethodInfo.Invoke
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke
System.Reflection.MethodBase.Invoke
Timberborn.SingletonSystem.EventBus+<>c__DisplayClass15_0.<RegisterMethod>b__0
Timberborn.SingletonSystem.EventBus.PostNow
Timberborn.SingletonSystem.EventBus.Post
Timberborn.EntitySystem.EntityComponent.Initialize
Timberborn.EntitySystem.EntityComponent.InitializeIfUninitialized
Timberborn.EntitySystem.EntityComponent.Start
Timberborn.BaseComponentSystem.BaseComponentUnityAdapter.Start
hidden cape
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It was timber api and mod settings crashing me last week. Not harmony

acoustic yarrow
merry sinew
worn ivy
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I should note that TimberAPI has been discontinued for 1.0.

hidden cape
hidden cape
merry sinew
hidden cape
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That and many modders wait until stable version instead of experimental so they don't have to fix the mod with each hot fix or update

acoustic yarrow
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TimberAPI has been "updated" to "work" with 1.0, it no longer crashes -- but it also no longer does anything.

torpid patrol
torpid patrol
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Also weird that it's crashing for everyone but me.

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Event bus and reflection...

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Still, nothing i can do about it for several hours.

merry sinew
torpid patrol
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Because Harmony uses Reflection. I don't think anything I've written should be using it, nor should Vanilla be using it.

torpid patrol
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The fact that it uses reflection (Method to edit something you don't have direct access too, basically the foundation of Harmony, but you can code it manually) makes me think another mod is looking at the plant, and trying to read the non-existent Cuttable class, to see what it creates.

hidden cape
merry sinew
# torpid patrol Try without Harmony, see what happens.

Same crash without Harmony (or Mod Settings):

NullReferenceException: Object reference not set to an instance of an object
Timberborn.Forestry.TreeCuttingArea.AddYielder (Timberborn.Forestry.TreeComponent treeComponent) (at <92bf74e671ea4f4ca8d612366d868a7d>:0)
Timberborn.Forestry.TreeCuttingArea.OnEntityInitialized (Timberborn.EntitySystem.EntityInitializedEvent entityInitializedEvent) (at <92bf74e671ea4f4ca8d612366d868a7d>:0)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1eb9db207454431c84a47bcd81e79c37>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1eb9db207454431c84a47bcd81e79c37>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <1eb9db207454431c84a47bcd81e79c37>:0)
Timberborn.SingletonSystem.EventBus+<>c__DisplayClass15_0.<RegisterMethod>b__0 (System.Object e) (at <d501a03a21274f15b3a7267ca55fc8cb>:0)
Timberborn.SingletonSystem.EventBus.PostNow (System.Object eventObject) (at <d501a03a21274f15b3a7267ca55fc8cb>:0)
Timberborn.SingletonSystem.EventBus.Post (System.Object eventObject) (at <d501a03a21274f15b3a7267ca55fc8cb>:0)
Timberborn.EntitySystem.EntityComponent.Initialize () (at <41c977f4ca2745c19544e0d851d2495b>:0)
Timberborn.EntitySystem.EntityComponent.InitializeIfUninitialized () (at <41c977f4ca2745c19544e0d851d2495b>:0)
Timberborn.EntitySystem.EntityComponent.Start () (at <41c977f4ca2745c19544e0d851d2495b>:0)
Timberborn.BaseComponentSystem.BaseComponentUnityAdapter.Start () (at <11921a33066b4cfa894829ec34af764d>:0)
merry sinew
torpid patrol
#

Yeah, I put down a cutting area on my beaver plant, and it crashed

#

Though I think I Have a solution

#

Steam didn't want to upload it, I had to try it 3 times

#

also check out what the patch notes say

worn ivy
#
Fixed Crash when planted in a Tree Chopping area. Why were you even chopping down trees, Plant Murderer!
torpid patrol
#

Yup

#

So, if you define something as a tree, the game expects that you also define cuttable.

I changed it to be defined as a bush instead.

merry sinew
merry sinew
#

Nevermind, there was a small update I didn't notice. I take it back, you did not, in fact, use witchcraft to curse my family line

#

😛

merry sinew
#

Re Leafcoat growing babies, updating that now to test it again. In terms of balance for it though, would it make sense to make adults unlockable later in the tech tree? Right now, it's a bit like getting adults free at the start of Iron Teeth... not that I'm complaining for worker production, mind

torpid patrol
#

but that also means a different specific building for Child Plants vs Adult Plants

hidden cape
#

Baby Forester and adult Forester .. seems a bit excessive. I agree it seems a bit unbalanced if you can get adults right away without some sort of lock out. But I also understand the complexity of it

merry sinew
#

Can confirm that it appears to be working properly, including working within cutting zones

merry sinew
torpid patrol
#

Garden Nursery..

what's that in German...

Kindergarten?

#

the thing is, if I wanted to make a building that would plant beaver plants, it would probably be a cheap early game (logs only) hut... which means, basically just another forester.

torpid patrol
#

but, I could just do Child plants.

merry sinew
torpid patrol
#

Kindergarten is "Child Garden"

merry sinew
torpid patrol
#

Yeah, I get that.

merry sinew
#

I think I did the autism and didn't get the point on that one XD

hidden cape
merry sinew
hidden cape
#

No, kindergarten is actually a German word borrowed in English for child (kinder) and garden (garten)

#

Not that I want bobingabout to do more work but a Nursery (both the meaning for a gardening store that has plants and a place to raise small children) would be hilarious for babies, and a Nursing home for adults (that makes less sense tho since it's for elderly who need constant care)

#

But it could provide a buff to the beavers tending to growing the adults (providing care) it's just extrapolation of thought. I'm not suggesting you do this bobingabout

torpid patrol
#

hmmm

#

I'm not sure there's a way to make children live in the nursery and adults in a nursing home.

worn ivy
#

Well, for a nursery…
How hard would it be to create a house with only child slots that doesn't allow adults?

Or maybe a "child-only workplace" (which is more of a place to play)

hidden cape
#

They don't have to live there, it was just like a 2 building idea. Like a nursery for babies, logs to build, then plant babies. nursing home for adults costs gears or metal and plants adults but locked behind science. Again it's all just spit ball stuff. I'm not asking you to do more work

hidden cape
torpid patrol
#
Grape Vines are all planted to line up.
Moved Order of Trees to make room for Beaver Plants.
Changed BeaverChild material texture to green, to make Beaver Plants (Another Mod) look right.
Fences (and Hedges), Paths, and Power Shafts now have the L shape drag option to match V1.0.6 updates.
hidden cape
torpid patrol
worn ivy
torpid patrol
#

and I'm not sure how to change things so they go there without living there.

hidden cape
hidden cape
torpid patrol
#

so, Decorative?

hidden cape
#

Can it be a building that plants adults and be decorative? If it can't be both then forego the buff

torpid patrol
#

I'm not sure. in V1.0 you're only allowed to have 1 Range.

#

you'd have a Planting Range and a Need Area Effect Range, so, might not be able to.

hidden cape
#

Ok. I'm just throwing stuff out there. Was more so just having fun with the idea

torpid patrol
#

Feel free to just throw stuff at me. just don't be dissapointed if I don't use it, but there is a chance I'll use an idea.

#

LeafCoats itself was based on an idea someone threw in the mod-creators channel. I wish I remember who it was ¦3

hidden cape
#

Fair enough. I won't be butt hurt that my ramblings of a mad man may not come to fruition. I love the mod regardless

torpid patrol
#

So, no more crashes?

merry sinew
#

I didn't get to play more after that last test, but so far nope. I'm about to take a break from work to play for an hour. Gotta add the no breeding mod too, forgot to do that last time

torpid patrol
#

True plant beavers

merry sinew
#

Thus far, no other unexpected issues. Aside from the child/adult thing I'm super happy with it. Kinda feel like it's going to be my default way to play the faction -- even if that means I'm stuck with phoenix pods with the Emberpelts

astral ermine
#

just caught this in a vid that dropped 45 minutes ago

#

looks like it worked properly, just put the feature up in the air for whatever reason

torpid patrol
#

Not the latest update yesterday, but the one before it from 2 or 3 days ago.

#

I basically set the offset of the parent to move the graphics down, then in the child, didn't move the tunnel dynamite graphics, but moved the dynamite flag back up.

It actually looks fine in Unity.

For the latest fix I deleted the offset from parent, deleted the offset from the dynamite flag, and added a new offset on the Tunnel Dynamite

#

I should probably check the graphics of a lot of my buildings with dynamic graphics, like Emberpelts Lodges (The door changes graphic based on if there's a tile beavers can walk on in front of it or not), and things like Walkways (Emberpelts) and Branchs (Leaf Coats)

Also pretty much all Leaf Coats buildings use Dynamic graphics for Window, Door, or Branch connection, but they're typically defined as a single item, not on a group like the Walkway and Branches.

astral ermine
#

well thats good. figured i'd throw it your way at least. and if you wanna watch your mod get abused chaotically, could watch the vid lol

#

just knew it was at least close to the latest update since the willows had the new model

torpid patrol
#

link vid, I'll watch in a bit

astral ermine
#

Series Playlist: https://www.youtube.com/playlist?list=PLelipWd9VJGoy3ispFMnhmxZvZ6Ph65Rb

Our Leaf Coats have done all they can do ensure they have enough food to last this long drought, though with less than 200 food to begin with you better hope they've done enough to survive!

More MiGly Timberborn:
https://www.youtube.com/playlist?list=PLel...

▶ Play video
torpid patrol
#

I guess he likes Willow trees.

#

wait, Battery Smooth just looked like a leaf coat?

Is my Beaver Texture By Name and Beaver Badge By Name stuff broken?

#

Definitely using an older version of the mod, it's from before I fixed the District Crossing Crash

#

Not just a plant murderer, a Beaver plant murderer.

torpid patrol
astral ermine
#

couldnt say. im across the pond so i wont even try to say i have an ear for the sublties of the variouis English accents lol

torpid patrol
#

I mean, I'm in the north, and Newcastle and Scotland are north from me.

merry sinew
#

Only thing I can confidently say about any English/UK accent is 'more pleasant to listen to than whatever drivel I sound like'. He's somewhat over-enunciating though, so I don't think I could guess even on a good day.

torpid patrol
#

I see

hasty kettle
acoustic yarrow
#

My goodness, that brogue is thick!

torpid patrol
#

Some people were saying too much white wood, so..

#

Better?

torpid patrol
#

So, in Emberpelts, I have 4 beavers with custom names, because they were invaluble for helping in the development of Emberpelts.
Bobingabout, Battery Smooth, Tobbert and lapantauflemagic.

#

(and Knatte Anke, but he didn't want one)

#

I wonder who I could add to Leaf Coats.

#

The only person who I can think was really invaluble was eMka.

acoustic yarrow
#

What about play testers/people who reported bugs/gave feedback that improved the mod

torpid patrol
#

I honestly don't remember who suggested what.

#

I kinda want to add CokeNose

hidden cape
#

i say JC, but im biased

acoustic yarrow
#

Wouldn't CokeNose be a charcoal beaver?

torpid patrol
tawny zealot
torpid patrol
torpid patrol
#

I asked eMka if he wanted a custom beaver in Leaf Coats, as a thanks for all the help.

#

He went with a custom Emberpelt.

torpid patrol
#

So, eMka is an Emberpelt...

#

Lets see what the others are, just to make sure I'm right

#

Battery Smooth is an AmpEars (which doesn't exist, so, random)
Bobingabout is an Emberpelt.
Lapantouflemagic is a Whitepaws
and Tobbert is Folktails.

#

So we have no custom IronTeeth, Charcoal or LeafCoat beavers.

torpid patrol
#

CokeNose would be good as a Charcoal beaver.

#

Maybe

worldly trellis
#

I volunteer to be a LeafCoat. I've spent a lot hrs playing them. made my own custom Decals ,tail stamps for them. just a suggestion LoveFT

torpid patrol
hidden cape
#

JC the Beards preferred faction is IT

torpid patrol
#

I could add JC, but then what about the other youtubers, like Disturbed and Kiwi

worn ivy
#

Hmm... At that point you would practially be building a "add your favorite YouTuber as a beaver" mod.
That could get out of hand very quickly.

torpid patrol
#

yes

#

It's supposed to be a thank you for people who helped me.

#

Knatte Anke could get on the list, but he doesn't want one x3

worn ivy
#

I don't know why my first thought was "random chance for a spiral staircase to show Knatte_Anka as the title in the building information panel"...

torpid patrol
#

x3

#

not part of Emberpelts or Leaf Coats, perhaps I could include the special beavers that aren't modders part of Name Generator. There's already A, E, I, O, U, Gary, Karen and Chad in there.

#

though to be fair, those all come out of the name geenrator as a random name, they're not specially named beavers.

#

but I could edit Gary slightly to always be a LeafCoat

limber mason
#

I have done almost nothing to actually help with development so don't feel like I need to be added to anything lol

#

Gary is a fun Easter egg though

tawny zealot
signal fulcrum
#

Why are all my beavers injured at the start of the game?

torpid patrol
signal fulcrum
#

Because of this, I can't start the game properly.

torpid patrol
#

Didn't have that issue myself, but I somehow started with 2 Lapans

#

Could it be a bad interaction with a different mod?

signal fulcrum
#

Maybe. It's happened to me twice, but how can I tell which mod it is?

Is it because I broke some bushes?

torpid patrol
torpid patrol
#

High chance of Injury, you will hurt your beavers trying to demolish this stuff.

#

It's a V1.0 thing, new vanilla.

signal fulcrum
#

I need to relearn the game in version 1.0

#

Okay, I have to restart the game. How can I restart the game without going through the menu again?

torpid patrol
hidden cape
worn ivy
#

I generally make a save right after naming the settlement specifically to deal with issues like this.

torpid patrol
#

no idea why I ended up with 2 lapans, the only way that should be possible is if the list was exhausted (Put all 5 custom names in the pool), reset the list, then added Lapan a second time.

but the chance of adding a custom name to the list at all should be only 5/321.

signal fulcrum
#

What does that mean?

wise mulch
#

No chopping trees is recommended ...

hidden cape
# signal fulcrum What does that mean?

Being leafcoats they love trees. Cutting them down causes the debuff. Any beaver with the debuff can not procreate. Eventually you would want to harvest sticks and bark to craft logs and planks

#

On that note. Wouldn't the planting beavers mod take away from the debuff?

swift imp
#

how is this coming along

merry sinew
#

There's no wonder, and I dream of more branch attachable stuff, but it's otherwise low-key my favorite faction if I'm not trying to murder myself with Whitepaws. It's fully playable. I'm working towards 200 beavers atm

hidden cape
# swift imp how is this coming along

its a fun and challenging take on the game. it requires you to change some of your preconceived notions of how the game plays. you can just play by building everything on the ground but it works better if you build everything like a tree (vertical). doesnt have to be 100% tree shaped. the reason for verticallity, other than it looks cool, is you plant tons of trees and crops, so verticallity allows for less land usage from housing/buildings.

acoustic yarrow
#

Also more efficient goods transport (because it's partically free within a tree)

merry sinew
#

And Ziplines have a station that can be built into a tree, which is even better for efficient goods transport

hidden cape
merry sinew
#

It's been super useful XD

#

Also kinda awesome to watch the beavers zip between trees

#

I'm in 1.0, so if it's not in v7, probably added there

worn ivy
#

Ziplines were added to leafcoats in U7

hidden cape
#

It was in u7. I just didn't utilize them right

hidden cape
#

oddly it was an after thought because it didnt click in my brain to use them this way. i used them, just not correctly

swift imp
#

wait this is peak actually ill have to try this when i get the chance

torpid patrol
hidden cape
torpid patrol
hidden cape
#

Mind my odd narration, I just finished watching Wake Up Dead Man

torpid patrol
#

It's okay, I'm in bed.

hidden cape
#

Are the emberpelts v1 stable?

torpid patrol
acoustic yarrow
#

burning --> bug in?

#

I was wondering about Phoenix Essence, does Project Phoenix make it easier to produce early game? If I remember correctly it's mid to late game in the main mod (needing bell peppers, charcoal, fuel, logs, planks and clay).

torpid patrol
torpid patrol
#

It is a lot harder to build the advanced pod, and costs phoenix essence, Bell Peppers, Coal and Fuel. mid-late game

astral ermine
#

nice bit of observing and contemplating amongst the stars 🙂

torpid patrol
#

nice

astral ermine
#

this is fine right? 😛

worn ivy
#

That's an interesting hitbox conflict.
The question is… which one is wrong?

astral ermine
#

willing to bet the control tower

tawny zealot
#

Cough RCE?

acoustic yarrow
#

yeaa, it did give hints of a certain shape

torpid patrol
#

Oh my

astral ermine
#

on a more trouble shooting note, "remove terrain" not allowing, or even showing up able to be placed on layer 1 or 0. I know it shouldnt work on level 0, but it just doesnt show up at all on either

#

all the other terrain modifications working as intended afaict

torpid patrol
#

Okay, so it should work on Layer 1, but it isn't? I'll look into it.

astral ermine
#

yup, drew the "x" where my mouse was, but since the mouse doesnt show up in screenshots and the icon wasnt showing up. kinda hard to convey much lol

torpid patrol
#

I see it, Change in code, fixed code lets you place the Loosen Dirt in position 0 though

#

So, gonna need to fix that too

#

Unfortunately, since I'm making changes to the script pack that effects other things, I can't really release an update for this until I'm done with my current project

#

assuming I fix it

astral ermine
#

not a big deal

#

just wanted to bring it to your attention

#

things being silly and all

#

at least it doesnt break the game like the loosen on 0 did lol

#

then just another little height oddity. bust acting as intended. your little 'not a roof' maybe not so much.

but should be put on lowest of priorities unless its just a super simple fix lol

hidden cape
#

So far so good running leafcoats. Adult and baby beaver planting works. Have not had a crash 6+ cycles in

torpid patrol
torpid patrol
#

I had to add a whole extra value to the spec to set minimum height offset.

#

I could probably have done it a different way, but... eh.

#

at least now you can tune the offset on an entity per entity basis.

#

so, the beaver bust is about 1.2 blocks tall

#

the Dam Decoration really should be 2 blocks high though, and isn't.

#

as the model is about 1.4 blocks high

torpid patrol
#

Should you be able to loosen dirt with nothing below it?

astral ermine
#

im inclined to say no...but i can see either way having arguments for or against

#

mostly since its available a fair bit earlier than base game dirt removal of any kind and could be used for some silly things on the right map

torpid patrol
#

Yeah

#
Small modifications for BeaverFactionSplitBreeding compatability.
Edited BobingaboutTunnel script to allow dynamic map bottom.```
```Leaf Coats:
Changed graphics of Flood Gates and Decorative Dam Top to use Roof texture.
Decorative Dam now occupies 2 blocks high.
Added eMka as a named custom beaver.
Fixed Loosen Terrain should work on Layer 1.```

```Leaf Coats Beaver Plants:
Updated GUI to read "Growth Progress".
Added Beaver Faction Split Breeding compatibility.```

```Beaver Faction Split Breeding:
Released.```
#

Other changes too, but I posted them in the Emberpelts chat.

astral ermine
#

remove terrain works on layer 1 now confirmed 🙂

#

though the icon still disappears when hovering over layer 0 instead of going red saying you cant place it there

torpid patrol
#

The Loosen Dirt uses more Dynamite behaviour

#

(Even though it uses identical scripts to Remove dirt, it's how they interface with the validity checks)

hidden cape
#

because im sick and not catching anything but this cold, what exactly does split breeding do?

#

oh, nm. its if you use greedy builders. they will only reproduce based on their IT of FT faction similarity

torpid patrol
#

The main effect it will have on Greedy Builders is:
FT Breed, IT come from pods.
The main effect it will have on Emberpelts:
Red beavers that breed will produce red beavers, black beavers that breed will produce black beavers. If a red breeds with a black, the offspring will be random between the 2.
If you have Phoenix pods installed, you can choose which comes from the pod.

With Greedy Embers:
FT vs EP vs Charcoal breeding producing offspring to match a parent. IT from pods.
with Phoenix pods, IT, EP and Charcoal randomly from pods, or you can choose which one.
With No Breeding: Emberpelts and LeafCoats, only the FT can breed.

#

Anyway, other than trying this out, and general bugfinding, there's 1 more thing I'd like people to try.

#

Leaf Coats: Beaver Plants.
It doesn't assign beavers to any specific building or even district.

Someone try it out with a multi-district colony, see what happens.

hidden cape
#

so will leafcoats only procreate with planting them if this mod is on?

torpid patrol
#

If you have plants and no breeding

merry sinew
hidden cape
#

If just leafcoats and planting it's the planting mod and no breeding mod?

merry sinew
#

Yep, just those two

torpid patrol
#

Even though the method is completely different.

odd swan
#

@torpid patrol
Grinder is not getting connected in this situation.
Bottom building is geothermal engine.

torpid patrol
#

there's no nav mesh spec

#

what were the other 2 I added at the same time...

#

Aquifer Drill: shouldn't be effected, you can't build on it.

#

number cruncher

#

it needs Block Object Nav Mesh Settings Spec, with just Generate Floors On Stackable turned on.

torpid patrol
#

(though not sure why the gear workshop is connected when the grinder isn't)

torpid patrol
#

seems fixed

astral ermine
#

is it just me, or are they flying rather low?

torpid patrol
#

hmmm

#

Possibly. I think their position is done by a waypoint though, and those were copied from the IT version

torpid patrol
#
Fixed internal name Shower.LeafCoats
Fixed Pathing when building on top of the Geothermal Engine and Geothermal Number Cruncher.
astral ermine
#

cant remember. did you have the beehives boost the maple trees too?

#

not that its really gonna matter for me atm, just gonna put them in to match aesthetics lol

astral ermine
#

nvm. tested it and answered my own question 🙂

#

no, for anyone else that might be remotely curious and actually finds this haha

torpid patrol
#

and bushes

#

I can't remember if that includes Dandelions.

#

but I think so

astral ermine
#

it does

#

and you are spot on from what i could see just doing the little tests 🙂

astral ermine
#

working as intended or?...

worn ivy
astral ermine
#

fairly certain you can connect power from underneath a dirt excavator in the base game yeah

#

i could be wrong though

#

obviously not underneath where the drilling is happening

astral ermine
#

guess i did zoom a bit close and crop out too much to make it easily apparent what i was trying to convey. power not being transferred from my underground power line into the bottom of a side extrusion of the dirt extractor

torpid patrol
torpid patrol
#

these values should be 0s

#

I'm only going to fix this for V1, but since I haven't changed the transput connections in the migration, U7 is probably also broken, but I'm not going to go back in fix U7.

astral ermine
#

just that side?!? talk about luck lol...

torpid patrol
#

The other 3 sides are fine

astral ermine
#

saw another video where this popped up, nothing major again. but figured i'd throw it your way again 🙂

torpid patrol
#

hmm, has no nav mesh settings spec at all...

#

if in doubt, do this.

#

wait, no, this

#

I'll do a quick test before that change first

#

so I can confirm there's no path past the control tower in V1.

#

BTW, @devout arrow slight error in the mod tools here.

#

Set BaseZ to 1

#

Nav mesh is now showing incorrectly, it should move down with the block objects

#

Haven't tested with other things like power connections

#

custom pivot too

torpid patrol
#

not gonna publish right now though, it's game time

astral ermine
#

not a worry 🙂

merry sinew
#

I literally just ran into the control tower bit a few hours ago. Weird timing, cool that is being fixed

torpid patrol
astral ermine
#

no bugs to report this time. just thought I'd show off what I've been up to the past few days 🙂

astral ermine
#

little more prep work for the platform readied up for a wonder 🙂

torpid patrol
#

you put my icon as a sign? x3

astral ermine
#

and tail detailer

#

figured i should for this run at the very least

#

little show of appretiation at least 🙂

#

would be shocked if someone could name all the ppl for the detailer that i have there 😛

acoustic yarrow
#

I've watched: Skye, JC*2, Zeddic, RCE

#

I know of Atomic (but not watched),

#

not sure who the rest are

#

ahh, that's JC and JC Trains (Beard Railway)

astral ermine
#

most would probably get about the same

#

😛

acoustic yarrow
#

I also watch Dolthra, Disturbed Simulations, Vainglorious, Sargon Destroyer of Worlds, Random Kiwi Gamer, and more recently MiGly Plays.

#

other creators (that I've not watched): ToadieZzz, ChubbyPanda, EldGames, STHedgehog, Alistair Raven

#

ahh, the G is Glynabyte

astral ermine
#

cookie one he did 4 vids earlier this year and has been quiet for 7 months now checking the channel. im 1 of 2 subscribers haha

#

other small one, but finishing up a leafcoat play himself here within a few days is ThreePint Plays. have had a lot of fun helping him out with lots of comments on the faction nuances

torpid patrol
#

I guess I've watched Skye Storme, JC, Random Kiwi Gamer, RCE, Disturbed Simulations and MiGly playing Timberborn.

Of those, Disturbed, MiGly and JC playing Leaf Coats. Those and Kiwi playing Emberpelts.

#

oh, and a couple episodes of STHedgehog.

astral ermine
#

other that not surprisingly didnt get picked out, Lord Nelson Gaming. another that hasnt uploaded in 8 months. think he moved and had another kid on the way, so ya know, busy life. it happens. he liked putting bushes everywhere and dealth with districts seamlessly from what i remember lol

#

i like finding small channels 😛

torpid patrol
#

MiGly is actually fun to watch for me.

He lives like, 100 miles north of me.

acoustic yarrow
#

ahhh, so not too hard to understand what they're saying then 😛

#

I'm more used to the RP accent, but I lived in Ireland for 6 years, so every time I hear MiGly my brain does a double take and has to change gears

torpid patrol
#

I'm sure you've seen me say "Aye" before. That's not normal for where I live, but I'm north enough that it is used. MiGly would say "Why Aye" or even "why aye man!" as the default affirmative.

acoustic yarrow
#

It always reminds me of the scene in Hot Fuzz where they have to take the guy from the office that has an accent so thick you could butter toast with it when they go to see the farmer.

torpid patrol
#

I put the farmer on loop, and after about 2 minutes, had transscribed what he says.

acoustic yarrow
#

Something, something, hedge, something.

torpid patrol
#

https://youtube.com/clip/UgkxDMarchGHKwDDD5QiS0O3LkTLDPQ-ctJa?si=R0zJtgqpaQ-mcvC_

'Edge is 'edge i'n'it, I only chopped it down 'cus I cu'n't see view no more, what's he moan' 'bout.
right, what did he say?
He says a hedge is a hedge, i'n'it, he only chopped it down 'cus he couldn't the view no more, what's he moaning about?
what did he say?
He said a hedge is a hedge, he only chopped it down because it spoiled his view, what's reaper moaning about?

YouTube

19 seconds · Clipped by bobingabout · Original video "That Time a Scottish Accent Caused Implied Incest" by Fact Fiend

▶ Play video
acoustic yarrow
#

That's the one

torpid patrol
#

I have to admit, that first one is pretty hard to get on the first time hearing it.

#

You have to get used to the accent to be able to get it

#

It's what we'd call a carrot cruncher accent.

#

and when I say we, I'm probably refering to my local area ¦3

#

where is the movie set again, Cornwall or something?

acoustic yarrow
#

It could be worse, you could be buying a caravan from a pikey

torpid patrol
#

"You can't park there mate!"

acoustic yarrow
#

Or buying a caravan for 'is mum, with some nice periwinkle blue scatter cushions

hidden cape
#

just a point of inquiry since i dont have an active FT playthrough, does the zipline station (the normal building one) always have 3 connections or is this leafcoat exclusive?

astral ermine
#

lc

hidden cape
#

well i applaud the extra connection. it made a rather weird scenario much easier to build

acoustic yarrow
#

There's a mod to enable it for FT

hidden cape
#

noted!

acoustic yarrow
#

"Configurable Tubeway & Zipline"

merry sinew
torpid patrol
#

Same principle I guess

torpid patrol
devout arrow
#

Doesn't matter I guess, the important thing is that I'm aware about the problem now

hidden cape
#

I barely scratched the surface of this map. These leafcoats are so much fun

torpid patrol
#

Glad to hear it

torpid patrol
#
Fixed Power Shaft Connection locations on the Dirt Excavator.
Fixed Control Tower blocking path access when placed on a branch bridge.
Edited Eucalyptus and Willow trees to only occupy 2 blocks tall.
Minor update to Willow Tree models.

Leaf Coats Beaver Plants:
Spawned Beavers should now inherit Rotation from the plant.
Fixed 2 beavers spawning if using Beaver Faction Split Breeding. (Well, actually the game crashed if you were using BFSB, but fixing the cause of the crash in BFSB resulted in 2 beavers spawning, and that's what I fixed here.)
acoustic yarrow
torpid patrol
acoustic yarrow
#

yea, dunno

torpid patrol
#

though, I did rewrite the Pneumatic Tube code. They were making use of code for position definitions from Power Shafts, because back in U7 when they were prefabs, you couldn't have one custom data structure reference another custom data structure.
in V1, with them being Blueprints, I could change it to not reuse that code.

And since it was causing issues with the modding tools blueprint previewer, I rewrote it to use my own class instead.

#

so that's what those redundant values are, code I was never using, that I removed when I cloned it.

#

@acoustic yarrow how extensively are you browsing my code?

acoustic yarrow
#

not at all, afaik you don't post it anywhere and I don't have any reason to dig with ILSpy

#

I added the warnings to More Mod Logs, because it's an easy way to spot typos or when the game renames/replaces a field

torpid patrol
acoustic yarrow
torpid patrol
#

Some day, I'm going to have to learn to use Harmony.

#

Would it surprise you to know that there's absolutely zero harmony usage in all my mods?

#

There's only a couple places where I'm like... Yeah, I might need to use Harmony to do that.

acoustic yarrow
#

not really, I don't use it for Steam Update Buttons

torpid patrol
#

The main one was on Material Cloner. I can't put things back onto the Material Repository, Even using Reflection, because of loading order.

But since I wrote the original unfinished block of code for it, the need to clone materials doesn't really exist anymore.

#

whenever I get stuck, I usually ask for help, and eMka has helped loads.

acoustic yarrow
#

ah, good old eMka. If only beavers had taglines too

torpid patrol
#

indeed

#

can do text size though

torpid patrol
#

working on some new icons

#

You may have already noticed I replaced the treadmill icon to one that's less chonky.

#

Well, I just made a full new set of branch icons.

#

and here they are in game.

#

Ladder with frame vs ladder without frame.

#

what if...

worn ivy
#

The lower one is definitely better

torpid patrol
#

Yeah, this is very much just a QoL series of small updates

#

Doing some for Emberpelts too

hidden cape
#

I like the ladders and branch icons. Again I had issues finding the branch bridges because I saw the default rope bridge icon and skipped over them. I finally found them but it was definitely a me thing. The icons will help immensely

torpid patrol
#

I think that's a general consensus on things.

#

I'm just going to change the patch notes to say "Updated a bunch of icons." and not try and keep a list of all the ones that have changed in both Leaf Coats and Emberpelts, I've done a lot today.

#

I'll see if I can change the order of those last 2 around

#

and lower the floodgate icon slightly

torpid patrol
#

seriously though, these 2 for Square and Curved Levee.

better, right?

hidden cape
#

💯

torpid patrol
#

it also felt weird that the dam and levee and other icons were taller than wide, when the blocks are cubes, so shortening it makes it look better IMO.

torpid patrol
#

what if

#

the lantern looked like this?

#

it doesn't cost metal blocks currently though.

#

should I create a 2nd "Metal Lantern" or change the existing one to this?

worn ivy
torpid patrol
#

would probably look like this with no merging.

worn ivy
#

Also, what does the current lantern look like?

torpid patrol
worn ivy
#

Hmm.

If you do add it, I would keep both, and name the metal one something like "fence lantern"

torpid patrol
#

if LC had a wooden fence and a metal fence, I'd probably edit the wooden one to link to the wooden fence

#

they only have Hedge and Metal Fence though

torpid patrol
#

So I guess the next question, should the top remain wooden, or should I make that metal too?

#

an all metal lantern.

#

It's not bad, I like it.

#

Almost looks like a flower.

torpid patrol
#

hmmmm

#

I think this is better.

#

should I get rid of the extra legs?

worn ivy
#

Hmm…
I think they're fine when it's freestanding, but they should be chopped off when it's part of a fence not going in that direction.

torpid patrol
#

That's what I'm thinking too

#

showing all the directions

#

Feels right to put an arch there

#

Perhaps a metal "Gate"

#

not a district gate, just "Gate"

hidden cape
#

these all look really nice

#

i had a weird idea of a hanging garden, kinda like the observation terrace that hangs off the branch bridge. just like a decoration or well being buff but to add some more dimension to the use of bridges

torpid patrol
hidden cape
#

figured you might be able to repurpose the observation terrace assets but instead of beavers sitting in it, they could be like a garden instead

torpid patrol
#

perhaps

#

Gate

#

anyway, off to bed.

hidden cape
#

good night, another great day of work

#

maybe a branch bridge platform. like a 1x1 that attaches to the side so you can place things like lanterns, busts, bushes

torpid patrol
#

That arch still needs works, but I'll look it it tomorrow

#

And the platform is an interesting idea. Though the game is still bugged, if you build something 1 high on the bridge, it will be deleted on load.

#

And if I try to edit a platform in a way to make that work, anything 1 high placed on the platform will be deleted on load.

#

Currently everything that can be placed on a branch bridge is more than 1 high.

astral ermine
hidden cape
hidden cape
torpid patrol
#

Lets just say more decorations is on my to do list, but adding stuff for platforms is on delay until that BlockObjectValidationOnLoad issue is resolved.

We can talk about it, and I can model it, but best not actually add it to the game yet.

hidden cape
#

Sounds good 😊

torpid patrol
#

Overhangs collide with the big tree.

#

Solution, shorten the tree

torpid patrol
worn ivy
#

Which factions?
FT + IT + LC for sure, but are Emberpelts included?

I doubt whitepaws are included; they basically don't mesh with anything else.

torpid patrol
#

when he's finished it, I'll have to right a BFSN ruleset

#

for Greedy Coats and Greedy Nation.
Rulesets already exist for Greedy Builders and Greedy Embers.

torpid patrol
#

so, things like the Branch specific Contemplation Spot, and the Observation Terrace to the Tree parts tab, or leave them on Wellbeing?

torpid patrol
#

ah yis, this looks snazzy as!

#

I've been watching too much MiGly.

#

Like I said, he only lives 100 miles north of me, so people do actually talk like that around here sometimes.

astral ermine
#

you and your fancy pants wee tree

torpid patrol
#

the merging madness continues

#

I don't think I'm going to add a Hedge "Gate" though like I did on the fence

#

at least not now

astral ermine
#

must admit, i do miss my little roof pieces for a nice little bridge centerpiece

torpid patrol
#

There are notes to do something about "Roofs", but I don't just want recoloured vanilla roofs.

hidden cape
#

Some sort of leaf?

torpid patrol
#

Maybe

torpid patrol
#
Updated a bunch of Icons.
Added new Metal Lantern. It merges with Metal Fence.
Also added a Metal Gate for the Metal Fence.
Fixed internal name of TreeTrunk Side Branch, Scavenger Flag and Lumberjack Flag.
Moved the solid ladder onto the Tree Parts tab, to try and make it more obvious that the tree should include a ladder.
Also moved the Tree attaching Contemplation Spot and Observation Terrace to the Tree Parts tab.
Added new Greenery Need. Applied by the Garden, Shrubs, Hedge and Hedge Path.
Shrub and Hedge graphics merge.
Added Hedge Gate.
#

Requires a script pack update to 1.0.0.5

#

I really should keep those Dependencies Minimum version values up to date.

#

I don't like the hedge gate.

#

I like everything I did this update, except the hedge gate.

#

oh, there's an item I forgot to include in the changelog ¦3

#

Shrub's don't just graphically merge with each other, and the hedge.

There's Green, Yellow and Red shrubs, and which one you get is random.

#

you still get to choose the shrub shape though

hidden cape
#

Dang I gotta go check this out

torpid patrol
acoustic yarrow
#

and for the district center

torpid patrol
#

Really great work.

acoustic yarrow
#

yeaaa, not sure how

torpid patrol
#

Which part aren't you sure about, how to detect when to draw it, how to draw it, or how to package it?

acoustic yarrow
#

one way (which I'd like to avoid) would be to duplicate all of the RegularModelVariant PathMarkers to add the vertical line

#

but that's a lot

torpid patrol
#

Yeah, not how I'd recommend you do it

acoustic yarrow
#

Detect when to draw I think I've got already

torpid patrol
#

Okay, that's good.

#

So if you know when to draw it, can you draw 2 objects?

acoustic yarrow
#

at the moment I'm just calling the regularMeshDrawer instead of the stairsMeshDrawer

torpid patrol
#

I see.

acoustic yarrow
#

when I detect more than 1 connection on either the current level or the other level (for above and below)

torpid patrol
#

Yeah, good first step

acoustic yarrow
#

So I think I'd need to add an extra mesh thingy in the check to above mode

torpid patrol
#

Yeah, and if you think you need to connect above, Draw the extra path marker.

#

So, I sent you the model, I can send it again if needed.

you basically just need to package that in the correct place in a mod, then add a new "Connection" specifically for Vertical.

now, in theory, you SHOULD do that in a blueprint, buuuuut... since it's your own mod, you could just hardcode it to look for that TimberMesh file

acoustic yarrow
#

so I need some way of loading the mesh too

#

yea

#

Currently it uses PathMeshDrawerFactorySpec

#

and I don't have the code/model into Unity. I'm just shoving a class into More Mod Logs for testing

astral ermine
#

lookin good so far!

torpid patrol
#

I've already closed down all my software for the day, was about to head to bed shortly, so, I'm not looking at code.

torpid patrol
acoustic yarrow
#

I did get Mod Manager resources rebuilt, so that was my first Unity forey

torpid patrol
acoustic yarrow
#

if you want a different random do you just remove and replace them?

astral ermine
#

how they got randomly loaded in

torpid patrol
torpid patrol
#

I'm not sure if it picks at random when you place it, or when construction is complete... but probably when you place it.

acoustic yarrow
#

🙁 something's broken Web UI avatar detection

acoustic yarrow
#

even with Folktails

#

sigh

torpid patrol
#

Is it my script pack?

acoustic yarrow
#

ohhh, let me check

#

yes, but why?!?

torpid patrol
#

I basically override the vanilla icon drawing routine for Beavers and Bots, to allow a unique icon to be drawn per beaver/bot.
Emberpelts makes use of this to show a different icon for Emberpelts vs Charcoal beavers, but also many of the bots have unique icons too

#

I don't disable the original, they have an interface for multiple to exist, and use the one with higher priority.

acoustic yarrow
#

Is _entityBadgeService.GetEntityAvatar(subject), not good enough?

torpid patrol
#

let me load code.

acoustic yarrow
#

noooo, you closed down already

torpid patrol
#

So, Vanilla uses BotEntityBadge and BeaverEntityBadge to draw the "Badge" for beavers and bots

#

Script Pack replaces both of those with CharacterAvatarSetter

#

they have a unique Awake, and GetEntityAvatarAsset, but everything else is routed through the original.

#

this is achived with inheriting IModifiableEntityBadge and setting public int EntityBadgePriority => 3; (Higher priority than Vanilla)

#

then using _entityBadge = _isBot ? GetComponent<BotEntityBadge>() : GetComponent<BeaverEntityBadge>(); and lines like public void SetEntityName(string entityName) => _entityBadge.SetEntityName(entityName);.

acoustic yarrow
#

IModifiableEntityBadge or IEntityBadge?

torpid patrol
#

IModifiableEntityBadge inherits IEntityBadge, so if I use IModifiableEntityBadge, it uses both.

acoustic yarrow
#

but then it should work for EntityBadgeService.GetEntityAvatar?

#

how is the Asset Loaded?

torpid patrol
#

That's the primary function that I've replaced.

#
        public Sprite GetEntityAvatar()
        {
            string avatarPath;
            bool isContaminated = (bool)_contaminable && _contaminable.IsContaminated;
            // Custom Icon By Beaver Name
            if (_isBot ? _customBotByName.TryGetAvatar(_character.FirstName, out avatarPath) : _customBeaverByName.TryGetAvatar(_character.FirstName, _isChild, isContaminated, out avatarPath)) return GetEntityAvatarAsset(avatarPath);
            // Icon based on Set
            if (!string.IsNullOrEmpty(_characterTextureSetter._set) && _characterGraphicsSet.TryGetAvatar(_characterTextureSetter._set, _isChild, isContaminated , out avatarPath)) return GetEntityAvatarAsset(avatarPath);
            // Icon based on Texture
            if (!string.IsNullOrEmpty(_characterTextureSetter._textureName) && _characterAvatarMapService.TryGetAvatar(_characterTextureSetter._textureName, _isChild, isContaminated, out avatarPath)) return GetEntityAvatarAsset(avatarPath);
            // Vanilla icon lookup
            return _entityBadge.GetEntityAvatar();
        }
acoustic yarrow
#

I wonder if it's getting the right asset, but failing to find it's path

#

but then do you bind your own EntityBadgeService?

torpid patrol
#

no, this is all done through the vanilla Entity Badge Service.

It just uses whichever IEntityBadge has the highest priority, which is mine.

#

so, you patch vanilla GetEntityAvatar() to get the asset path, or...?

acoustic yarrow
#

no, I just call it directly

#

to get the Avatar,

torpid patrol
#

It should still return a Sprite.

acoustic yarrow
#

yea, but then I look that up in sprites loaded through Lazy AssetRef

#

to get the original path

torpid patrol
#

private Sprite GetEntityAvatarAsset(string avatarPath) => _assetLoader.Load<Sprite>(avatarPath);

#

It just loads my sprites through the asset loader, so, if you're going through the asset ref, it should find them...

#

not sure why it isn't working then.

acoustic yarrow
#

no I patch the Lazy constructor,

#

wtf, now it's fine for FT?

torpid patrol
#

It's fine for FT, with my script pack?

acoustic yarrow
#

yeaa, I don't trust it

#

the only thing I did was add a debug line, and recompile

torpid patrol
#

what mods do you have installed, Emberpelts? Leaf Coats? Name Generator?

acoustic yarrow
#

unless my data was stale (possible)

#
- Bobingabout Script Pack (v1.0.0.4)
- Harmony (v2.4.1)
- KnatteMaterials (v1.0.1.0)
- Ladder (v1.0.0.1)
- Leaf Coats (Early Access) (v1.0.0.7)
- Long Names (v0.0.1)
- Mod Manager (v3.0.5)
- Mod Settings (v1.0.6.0)
- Moddable Tool Groups (v10.4.0)
- More Mod Logs (v0.2.12)
- TimberApi UIBuilder (v1.0.2.1)
- Steam Update Buttons (v0.1.7)
- Tool Finder (v0.1.0)
- Water Extention (v1.0.1.2)
- Web UI (v0.2.1)
torpid patrol
#

Rename a beaver to eMka

#

Did that break it?

acoustic yarrow
#

nope

#

Is that loaded with lazy?

#

I can't patch AssetLoader with Harmony because it's generic

torpid patrol
#

No, it's loaded with Asset Loader.

#

Crazy that it didn't break it then.

acoustic yarrow
#

It did break, the path can't be detected,

torpid patrol
#

ah

#

Well, how would I replace that asset Loader line to use Lazy?

acoustic yarrow
#

because it was loaded with _assetLoader.Load<Sprite>() and not AssetRef

#

hmmm

#

You could try return new AssetRef(avatarPath, _assetLoader.Load<Sprite>(avatarPath));

#

err, no

torpid patrol
#

I'm looking at things

acoustic yarrow
#

has to be: return new AssetRef(avatarPath, new Lazy(() => _assetLoader.Load<Sprite>(avatarPath))); I think

torpid patrol
#

basically, instead of loading the string name of the sprite, I'd have to load the AssetRef<Sprite> of the sprite

#

so, I'd need to update my CustomBeaverByName spec, CharacterGraphicsSet spec and CharacterAvatarMap spec

acoustic yarrow
#

This should be enough:

private Sprite GetEntityAvatarAsset(string avatarPath)
{
  return new AssetRef<SpriteT>(avatarPath, new Lazy<Sprite>(() => _assetLoader.Load<Sprite>(avatarPath)));
}
#

yes, or you'd need to change your Specs to use AssetRef<Sprite> directly

#

like FactionSpec does

torpid patrol
#

Yeah

acoustic yarrow
#

but running it through Lazy would be enough to register it

#

you can even still return the Sprite directly,

#

it just has to passed to new Lazy<Sprite>() once

torpid patrol
#

as it stands, the game probably seeks your drive to find the avatar first time every session you want to load a unique beaver's avatar, rather than on game load.

using the "Lazy" method would buffer it into memory on game load.

acoustic yarrow
#

although it would be a good idea to ensure that the original Sprite is pinned and not garbage collected

torpid patrol
#

you mean within lazy or...?

#

I imagine Lazy will hang onto it.

acoustic yarrow
#

then you need to pin Lazy instead

torpid patrol
#

if it's done the same way as Faction, then it should be, no?

acoustic yarrow
#

correct

#

because the AssetRef is pinned via the Spec

torpid patrol
#

then I will make a note that I should do that overhaul.

#

no promises as to when.

#

also, did you like the look of the eMka beaver?

#

Replacing the icons, sure, that's not going to break anything.

#

Replacing the Textures however...

#

I think they're referenced in several places of Script Pack, Beaver Faction Split Needs AND Beaver Faction Split Breeding.

#

Split Needs for example, determines a faction by the beaver's texture.

Split Breeding interfaces with split needs a lot.

acoustic yarrow
#

Web UI doesn't care about the textures,

torpid patrol
#

Yeah, I'm just thinking if I update 1 part, I should update the whole thing.

but some parts are harder to update than others.

acoustic yarrow
#

ahhh

torpid patrol
#

The Avatars are listed in those 3 different services (CustomBeaverByName, CharacterGraphicsSet and CharacterAvatarMap), but the textures are referenced all over the place.

#

the first one gives them a unique icon if the beaver has a specific name.
the second one is an extension of the first, for "Graphics sets", so instead of a specific texture, it picks 1 at random from the set, and you can also set icons, not just textures.
CharacterAvatarMap changes the icon based on the texture (That's why Charcoal beavers have the black icon not the red icon)

#

so, the icon is set based on Name, Set or Texture, but never read by anything

#

Where as the Texture is Saved, Loaded, Referenced to see what Faction a beaver is from, Set for a specific Faction if the Faction is decided first, etc.

#

and it's all currently done by Texture Name or Texture Path.

#

Doing it by an AssetRef would probably simplify things in some places, but it would still be a huge rewrite.

acoustic yarrow
#

why would just enabling script pack with FT cause issues?

#

doesn't that just delegate to the base game?

#

ahh, no it goes to the EntityBadge directly

#

which should be okay, hmmmm

torpid patrol
# acoustic yarrow why would just enabling script pack with FT cause issues?

My Avatar Setter is always running.

It's likely that it's seeing that a beaver has the folktails texture applied, then loading the associated icon for that beaver using AssetLoader.

In theory, if you're correct about AssetRef being able to associate the same sprite, it SHOULD work.

But the reason why my Avatar Setter continues to run is because you can use it to set custom beaver names, and set custom textures and icons for your custom beaver names.

or if you have my name generator, you could end up with Chad.

#

I won't send a pic of Chad again, but, you know Chad.

acoustic yarrow
#

nope these bevers were created before the mod was added

torpid patrol
acoustic yarrow
#

oh?

torpid patrol
#

Then SAVE that texture so it's the same one next time.

#

that's something with Vanilla. It sets a random texture each time. My script pack makes sure to save the texture name so each beaver gets the same one every time.

#

in any case, I've made a note to rewrite it, I'm off to bed.

acoustic yarrow
#

because of the CharacterAvatarMapSpec? gotcha

#

nite, have a good one

torpid patrol
#

Yes

#

Night

acoustic yarrow
#

I think I should be able to add a harmony postfix patch to register the asset. I'll try it later when I get home.

hidden cape
#

went testing and the new ladder icon is there, but the ladder mod ladder is not? or am i missing something

astral ermine
#

found it, its in the tree parts section

hidden cape
#

ahh ok

astral ermine
#

i feel like 1 of these shouldnt be allowed lol

hidden cape
#

I mean. If beavers don't know about physics then it can't apply

acoustic yarrow
#

got it working

torpid patrol
torpid patrol
acoustic yarrow
#

I don't mine either way.

#

The patch is literally only (plus all the boiler plate to only apply it to CharacterAvatarSetter.GetEntityAvatarAsset if it's present):

public static void Postfix(string avatarPath, Sprite __result) {
  __result = new AssetRef<Sprite>(avatarPath, new Lazy<Sprite>(() => __result)).Asset;
}
torpid patrol
#

I'll probably still do it later.

acoustic yarrow
#

As you said AssetRef should make the code cleaner too

torpid patrol
#

Indeed

astral ermine
astral ermine
#

not sure how i feel about the hedged paths giving a bonus and not costing anything

hidden cape
#

But I guess it could be like a regular cost like a log or 2

astral ermine
#

maybe give it to the decorative floor and not paths?

hidden cape
#

Makes sense

torpid patrol
#

Floor is made of wood.

#

If anything, I'd just remove it from the path, hedge has it too.

astral ermine
#

can you have it cost say like even 1 bark and still function as a path before it gets constructed?

torpid patrol
#

I don't really want paths to cost things to build.

astral ermine
#

fair

astral ermine
#

took the time to upgrade the wonder platform i had ready. took way too many shrubs to finally get them all red lmao

torpid patrol
#

at least they can be all red now.

#

you don't know how big the wonder is going to be though.

#

if it's like the emberpelts one, it would be a full 7x7 square.

#

I honestly haven't decided on it's footprint yet though

#

where are people getting that picture of me from?

hidden cape
#

Probably just stole your discord icon

torpid patrol
#

Possibly, it does look fairly low res.

#

Though on that note. I am kinda tempted to make an Archway Sign.

#

like what you can see there of that sign on top of a platform, but set back so it's centered in the middle of the tile.

worn ivy
#


Tree-mounted billboards.

hidden cape
astral ermine
astral ermine
astral ermine
#

on a non-aesthetic idea / request, had the idea for some center piece tree gravity batteries last night, just forgot to put it in here.

torpid patrol
#

center piece tree gravity battery?

astral ermine
#

You've got batteries that go on the corners for the trees. Figured the middle bit could get a battery too

torpid patrol
#

Oh, from the edge

#

When you say middle, I thought you meant the inside, like where the stairs are.

astral ermine
#

Ah. Lol. Nope, overhanging outside like the others.

hidden cape
#

i thought he meant down the middle too, i was confused

#

do large water pumps work submerged?

torpid patrol
#

Up to the door line, so 2 tiles.

hidden cape
#

gotcha

astral ermine
#

but the straw can go down 6 if need. just gotta build up a base

torpid patrol
#

linked icons, texture name, not path, not linked

#

whole thing is names, not linked

#

so it doesn't use the asset loader at all now, it's all loaded with AssetRef.

hidden cape
#

Slowly working towards a mega reservoir

acoustic yarrow
#

InvalidOperationException: Need with id Greenery not found or multiple needs found (with GreedyCoats). Is Greenery the new LC need?

torpid patrol
#

Yes, newly added with the latest LC update

acoustic yarrow
#

zxuiji has uploaded a fix already

torpid patrol
torpid patrol
#

Vanilla has changed the models for Terrain Block.
Should I make the same change for Leaf Coats?

worn ivy
torpid patrol
#

The main change for the new one is there's a frame when you first place it

worn ivy
#

Then yes, you should update.
They made the change back in U7 specifically because the flags laying flat look really weird when you are supporting the terrain block from the side. They just float in midair!

torpid patrol
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Not sure how i missed it when I made leaf coats then.

torpid patrol
worn ivy
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Those look perfect for road signs.

hidden cape
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B-E-A utiful

torpid patrol
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Thanks

hidden cape
hidden cape
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slight bit of confusion: a bad water rig "Employs workers who extract badwater directly from the source." then convert it directly to extract? i thought a badwater rig would just extract bad water at a greater rate than a bad water pump

torpid patrol
hidden cape
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oh, its because i use dynamite

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vs digging

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makes sense

torpid patrol
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Yeah, if you use Dynamite, you need the bad water.

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in normal play you wouldn't have dynamite, so don't need bad water, so it's pointless for the rig to give you bad water (Though that also means you can't dump bad water, but who really does that anyway?)

hidden cape
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i dump bad water into pools all the time to prank the beavies

hidden cape
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contemplation spots, zero visitors, zero well being. are they not meant to be used this way?

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even did this with 8 hour work day and not a single visitor

torpid patrol
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do the ones on the ground work?