#Leafcoats - New faction (Early Access)
1 messages · Page 6 of 1
I am however changing the Dam piece to look more like the Levee pieces.
it will better match the style Vanilla is going for.
you know what? I can do that later. lets release this.
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.
and a eucalyptus icon.
accidently ticked "Update 6" for leaf coats. no, it doesn't work on Update 6.
hmmm
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.
(not sure why it's saying access denied, the page did actually update)
though, it does say that, so, it might be updated, but you might not be able to get the updated version.
thx a lot for your work! 
You're welcome.
And thanks for your support.
What's next on the list of things to mod...
Better Banners, but I'd need an artist for that... or AI...
new Leaf Coats Breeding method, Beaver plants.
A wonder, obviously, and decorative leafy things, like roofs.
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.
Requires a complete replacement of the current breeding methods.
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"
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.
@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?
The toolbar menus would be a right nightmare as well as the topbar item tracking.
GreedyBuilders has this issue already.
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.
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).
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.
Emberleafs... maybe at some point, but the 2 factions don't like each other very much.
That's exactly why it would be such an interesting playthrough, especially if they started in separate districts.
There seems to be a need or 2 missing on leaf Coats.
Max Wellbeing should be 67 currently, but it's only 65.
Wait, where's swimming pool?
It's not on the U7 version either
that only brings it up to 66.
Wind Gauge is on the list twice, so I've probably accidently renamed something to Wind Gauge
okay... that's not it.
If I'm still missing one, then I was missing it in U7 too
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.
Roofs?
Roofs is on there
Remember the buff being there, but item not. But I could be very wrong now. Been a minute since I ran LC
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.
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.
Not sure if I want to do that specifically, but I have been considering alternate layouts for some things.
Most things are designed to be a half-tree
Things like the Lumbermill also work as a side
but, I'll think about it
how does it work?
what are we looking at here? the Pruner?
yes
You need to plant Eucalyptus or Willow.
though if you're on U7, that might be Eucalyptus ?
I use V1
then as said, you need to plant Eucalyptus and Willow, it's used to harvest Bark and Branches.
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)
Okay, looking through my notes, there's 2 possible things where the missing 1 wellbeing point could have been for.
I have notes for "Decorative Leafy", so, that could be an Aesthetic wellbeing point.
I also have notes in Wellbeing for "Swing that hangs from branches"
And I probably have both of those because I counted 2 points missing, because I didn't have the swimming pool in my list.
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.
i'd say decorative leafy thing, since they typically already have enough to do with other aesthetics things (pools, campfires, etc)
how do those dams look? (not the power dam, just the dam)
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.
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.
You might be better off trying the darker brown in both cases, then.
.... Extend the "Platform" part?
Yeah, that's a good way of putting it.
Can try that.
hmmm
that puts it here
there is the slight problem doing it this way
rotate 90 degrees if you put them in a 2x2 grid
(that's how path works)
you'd have a low panel being joined to a high panel.
Gonna have to go with a slightly customised one
Looks more like that
and 2 next to each other
the wood joining of that middle panel isn't perfect, but close enough
Lets see what it looks like in game.
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.
I'm actually going to change that last part
it feels odd when it's trying to merge with the levee block
Okay, fair. It still works a lot better than the light-colored edge.
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.
Probably just the top, and the colour of the corner support.
Did you even notice the corner supports changed colour on the normal dam?
Not at first, but I did after a bit.
I also considered changing the side panels to be vertical like the levees
Would be a fair bit of redesign
Levees are horizontal in some situations and vertical in others
Eh... I think a bit of contrast works well there, especially since the dams would have strangely short planks if they were placed vertically.
Half height after the redesign
But i think you're right.
The bottom panel was dark brown, as seen on the power dam.
Is it better with it, or like the new version, without it?
Do you mean the corner posts?
No
Look at the power dam in that screenshot. The bottom panel is dark brown.
Dam used to have that too.
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.
what I'll probably do is something similar to what I did with the Power Levee.
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.
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.
I recoloured it to green.
not sure if I like green or brown better.
why green? like a power shaft.
on that note, power shafts have a white platform...
While some things do have different platform colours, I'm wondering if it would be better brown
Storages for example have green platforms
the only thing I can recall with a white platform is the large water pump
here we go, this is looking better.
smooth
not going to rush into releasing this, but I have done a few minor fixes too
but the green plank on the power levee is supposed to be like "There's a power shaft in here"
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.
Hopefully these are changes people enjoy
the green looks good from a leafcoats and visual perspective
LeafCoats like the Green as more of an accent than a main colour.
but I agree, looks fitting.
The only other color I would think of would be white like a birch branch but that wouldn't pop as much
Also the light colour material is called "White", I don't have anything lighter.
Random thoughts.
not sure if I like it or not.
Platforms merge, basically the same way as the Dams here.
would need a visual
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.
like. uh...
this screenshot.
I've actually been considering changes to my merging code.
we have Levees and Dams and even Sluices that all merge together on the "Levee" merge system
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.
would be a bit more difficult to do though, because they're at different heights
but on that note, there's also Flat Floodgates, that would not only merge with each other, but also with Dams
Maybe Levees
And then there's Platforms, that would merge with each other too
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.
On top of this, I don't think Levees should merge with Flat Floodgates or Platforms.
So, there'd need to be 2 changes to the merging script.
- Z level, so you can specify which level does the merging.
- 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.
Do I ever love a flat top floodgate. rather sexy if I do say so
I'll have to put effort into making the mergable work with them.
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 22:41:35ZInvalidOperationException: 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)
yep:
"WorkplaceBonusesSpec": {
"WorkerBonuses": [
{
"Id": "",
"MultiplierDelta": 1.0
}
]
},
I assume it should be CarryingCapacity like the other factions have
Also DistrictGate is missing it's Description and DisplayName localizations
(weird, because timbertrees picks it up)
oh, haha. The DistrictGate localizations are in the Emberpelts localization files
so if you have both factions enabled, then the localization is found
I just saw someone else report that too.
So I'm already fixing it
doh
I can fix that too
can easily retroactively push the localisation fix to U7 too
flat floodgate merging
but only 1 height
need some code rewrites for more than 1 hight
and yes, it joins to the dam too
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
Does it look odd that Platforms merge with Dams (and Flat Floodgates) but not Levees?
Ignore the vertical power shaft for now.
No, I think that's reasonable given the difference in solid vs lattice top
but the Dams to merge with the Levees
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
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.
Looks like this when the platforms merge with levees
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.
I zooming in more, the lattice still has an end board, just a dark brown one. So that looks pretty nice.
While we're picking on aesthetics, I think my forester has eaten too many fermented dandelions:
what's wrong with it?
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?
Or maybe the leafcoats just go for a wilder sprawl than humans and whitepaws
While we would prefer no errors, obvious ones are always better than ones that are difficult to find.
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
That's a partial fix...
Power shaft is going to be an awkward one to try and do. There's a Platform Hider plus Dynamic platform.
so we have the merge
and it was hidden
the platforms still merge with it though even when hidden
that doesn't feel right, is that how they're supposed to look when stacking...
Emberpelts look the same...
and vanilla looks the same, so I guess that is what it's supposed to look like
am I missing anything
so...
The Sluice connects sideways, but not forward or backward.
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.
or just leave it as is.
but, you're actually likely to put platforms there in some situations
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.
Introducing...
Fancy Floodgates!
I just noticed one of the textures is wrong.
I'll just fix it for next time
regardless, you get the point, right?
Oh, yay, the roofs merge around corners!
yup
A little more than that, but the roofs kinda hide what's happening below
if you zoom in on that first screenshot, there's no log barrier between floodgates, and the platforms merge too, like Dams and Platforms.
I can see the platforms merging, but the roofs have always been the thing that annoyed me.
Yeah, took me a while to model this.
the dead ends are shorter too
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...
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.
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...
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.
Omg these are some hot dams! 🔥🔥🔥
I've actually been considering a change to the way they work too.
minor change, connect on the tile above the top dam tile, rather than the top dam tile.
and the reason why... I've already had to chop the top off to be able to change it dynamically.
what if you could place them as a decoration on top of dams?
and they still merge with the top of a flood gate
how cool would that be?
so... This
or this?
That big log is supposed to be for the winch lifting up the floodgate. So in theory the decorative version doesn't need it.
For a purely decorative version... no log.
how does it look?
awesome. 👍
No, it's an obstical, like the top of the floodgate
You could probably do a single rounded topper that is separate, and limit its connection to just removing the logs on the edge.
hmm
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.
I gotta model the plants now.
I made zero progress after that video
I would like to have the same thing on the rooftops of the houses, belonging to the different factions.
This looks like it's going to be an awesome mechanic though, ngl
The stem vanished when the plant died, and I'm not sure why.
I like how they just sit on the ground like they fell off the plant.
So when it dies/turns brown they are "born"?
Kind of the other way around, when the beaver is born, the plant dies and turns brown.
Best function ever ¦3
The plant reaches maturity, and the child beaver is born.
or the "Adult" plant starts another 5 day timer.
is that a good enough name for the mod?
Looks good to me
So is there a baby beaver and adult beaver option like IT pods and advanced pods?
yes
The Breeding pods take resources though, so they have the same time to grow each beaver, but more expensive resources.
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.
Are they planted by a forester or a "farmer"?
Leaf Coats only have the Forester. So, that.
I released it.
Needs testing.
Welp, I know what I'm doing tonight
Er, sorry for the ping, forgot to turn it off
'tis fine.
Hope you enjoy.
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)
I'm probably going to make an EP LC hybrid mod at some point.
The game loads. That's as far as I got tho
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
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
I'll tell you in a sec if a child beaver also crashes
It does indeed crash. The error log appears to be exactly the same, but I can upload it as well if helpful
Wasn't aware harmony and mod settings updated. I had crashes last week with both
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
It was timber api and mod settings crashing me last week. Not harmony
Do you have Steam Update Buttons installed? It checks for updates each time the game loads.
They've been stable for me, at very least. I don't have TimberAPI, but mod settings at least
I should note that TimberAPI has been discontinued for 1.0.
I'll try again. Last week I was troubleshooting and with just mod setting checked I had crashes
Hrmm, there were mods with dependencies for timberapi.. that's a bummer
Not a shocker -- I've had four or five different mods crashing on me pretty regularly. The move to 1.0 feels like it's been rockier for mods then previous updates. Prolly cause of the modding API changes
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
TimberAPI has been "updated" to "work" with 1.0, it no longer crashes -- but it also no longer does anything.
Going to be a few hours before I can open a zip file.
This is weird. There should be no yielder to initialize, it's not gatherable nor cuttable.
Also weird that it's crashing for everyone but me.
Event bus and reflection...
Still, nothing i can do about it for several hours.
No worries -- same crash that normanr gave you the gist of. 🙂
Try without Harmony, see what happens.
Because Harmony uses Reflection. I don't think anything I've written should be using it, nor should Vanilla be using it.
Thought... tree cutting area...
Does it crash when you plant a beaver plant in an area marked for cutting?
Alternatively, do you have a mod that tries to automatically add a cutting area?
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.
I'll check later with the dependency mods and report in those channels
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)
Testing that now, one sec
That one seems to be it! Still without Harmony. I had been placing the Beaver plant beside the starting trees that were being cut. Removing the cutting area and then planting successfully planted a beaver without a crash.
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
Fixed Crash when planted in a Tree Chopping area. Why were you even chopping down trees, Plant Murderer!
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.
Classic case of 'the end user will always do the dumb thing you don't expect them to do' in my case 😛
That's how we fix bugs.
I think you cursed me, btw. I have the exact same version of ModSettings, and the exact same Timberborn version, that my above crashlog (where the game loaded correctly and played until it crashed with leafcoats) had. It's now crashing for me with an Index out of range error.
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
😛
That is mod settings crashing.
Yep, I know, just replied in here because Drexos mentioned he'd been crashing with ModSettings while I was fine earlier in the convo
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
With the way plants work, can't really do that unless I add a new special building to plant them, and planting group to go with it.
but that also means a different specific building for Child Plants vs Adult Plants
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
Can confirm that it appears to be working properly, including working within cutting zones
Ty for the update
Makes sense. From a balance perspective I feel like only babies would be a decent compromise -- that puts them at a hybrid IT/FT kind of faction. IF you wanted to consider adding buildings, a garden nursery might make sense? And I really don't want to suggest you do extra work when you're already doing all of this for free. (Thank you again, btw, I really enjoy your mods).
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.
As for the Balance between Child plants and Adult plants...
that's why Adult plants take twice as long to grow.
but, I could just do Child plants.
I think it would be Gartenbaumschule? My German is crap but an image search seems to pop up the right thing
Kindergarten is "Child Garden"
Without a material/research cost I don't know that it feels like there's an appreciable difference tbh
Yeah, I get that.
I think I did the autism and didn't get the point on that one XD
On the child garden thing?
Yea -- I thought he was asking what the literal translation of a garden nursery was, lol
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
hmmm
I'm not sure there's a way to make children live in the nursery and adults in a nursing home.
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)
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
I never really paid attention, but babies live in houses?
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.
Also, OSHA might have issues with child labor lol
You just say how many house slots, and the housing script assigns them 2:1 for every 3 slots.
In theory, I'd have to write my own Dwelling script, and I have no idea how many things I'd have to try and tie it into to make it actually work.
That's why it was in quotes. It would only be a workplace according to the code. No player would ever view it as such.
and I'm not sure how to change things so they go there without living there.
Ya I was just screwing around
I just meant the nursing home is a building that provides a buff like a statue or lamp. They don't actually have to physically go
so, Decorative?
Can it be a building that plants adults and be decorative? If it can't be both then forego the buff
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.
Ok. I'm just throwing stuff out there. Was more so just having fun with the idea
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
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
So, no more crashes?
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
True plant beavers
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
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
Pretty sure I fixed that already.
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.
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
link vid, I'll watch in a bit
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...
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.
not sure where he's from, but he sounds more northern than me.
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
I hear hints of Scottish, but also I know someone from Newcastle, and he's saying a few words that my friend does.
Both are in the north 😛
I mean, I'm in the north, and Newcastle and Scotland are north from me.
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.
I see
I was just about to write "grow baby grow" , then I thought it might be misunderstood... then I thought... okay... and here we are now 😄
My goodness, that brogue is thick!
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.
What about play testers/people who reported bugs/gave feedback that improved the mod
i say JC, but im biased
Wouldn't CokeNose be a charcoal beaver?
Yes.
Does what it says on the tin, so yeah I think so
That is what I was going for.
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.
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.
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 
Pretty sure the Decals I used were just recolours of Vanilla assets. Would you want me to include those in the official build? (Assuming I like them, I haven't seen them yet)
JC the Beards preferred faction is IT
I could add JC, but then what about the other youtubers, like Disturbed and Kiwi
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.
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
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"...
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
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
It is fun seeing your name in Waterbeavers though, and Lapan even added me 🤣
-# I hope you don't jump in a Treb...
No idea. that doesn't seem normal.
Because of this, I can't start the game properly.
Didn't have that issue myself, but I somehow started with 2 Lapans
Could it be a bad interaction with a different mod?
Maybe. It's happened to me twice, but how can I tell which mod it is?
Is it because I broke some bushes?
wait, you "Broke some bushes", were they thorns?
Yes
High chance of Injury, you will hurt your beavers trying to demolish this stuff.
It's a V1.0 thing, new vanilla.
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?
Load an earilier version?
if you saved.
Otherwise you have to go to the main menu.
I generally make a save right after naming the settlement specifically to deal with issues like this.
Exactly
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.
What does that mean?
No chopping trees is recommended ...
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?
how is this coming along
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
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.
Also more efficient goods transport (because it's partically free within a tree)
And Ziplines have a station that can be built into a tree, which is even better for efficient goods transport
Is this new for 1.0 or a mod? I dont remember this for u7
Not a mod afaik at least. I don't check the changelogs too much, but here:
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
Ziplines were added to leafcoats in U7
It was in u7. I just didn't utilize them right
oddly it was an after thought because it didnt click in my brain to use them this way. i used them, just not correctly
wait this is peak actually ill have to try this when i get the chance
You can demolish the beaver plants and you get plant murderer debuff for doing it.
I mean the negative to the debuff is they can't procreate, but if you're growing them then the debuff is void
True, but they still take the -2 wellbeing.
You could bypass the same breeding penalty from wet fur on Emberpelts with Phoenix Pods.
Sadly I have yet to play emberpelts. Haven't gotten around to it to have drawn a similar conclusion. But you're right, they do suffer the well being debuff
Mind my odd narration, I just finished watching Wake Up Dead Man
It's okay, I'm in bed.
Are the emberpelts v1 stable?
More or less. There's a bug in vanilla game load code that will delete things built on tubeway bridges
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).
yes, damn phone.
The basic pod that gives children just costs logs, and then Berries and water to run.
It is a lot harder to build the advanced pod, and costs phoenix essence, Bell Peppers, Coal and Fuel. mid-late game
nice bit of observing and contemplating amongst the stars 🙂
nice
this is fine right? 😛
That's an interesting hitbox conflict.
The question is… which one is wrong?
willing to bet the control tower
Cough RCE?
yeaa, it did give hints of a certain shape
Oh my
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
Okay, so it should work on Layer 1, but it isn't? I'll look into it.
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
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
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
So far so good running leafcoats. Adult and baby beaver planting works. Have not had a crash 6+ cycles in
Loosen on 0 didn't actually crash this time, it just silently failed to do anything.
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
Should you be able to loosen dirt with nothing below it?
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
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.
https://mod.io/g/timberborn/m/beaver-faction-split-breeding
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3625836769
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
Pretty sure that's standard tunnel behaviour.
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)
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
That's basically it.
Currently should work with any faction defined in Beaver Faction Split Needs, which is Greedy Builders, Greedy Embers and Emberpelts (Emberpelts and Charcoal beavers are different factions)
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.
so will leafcoats only procreate with planting them if this mod is on?
If you have plants and no breeding
If you have the plants mod, you can plant them. They'll still breed with houses, however. To prevent that you have to have the no breeding mod -- which will also require phoenix pods if you want to play with Emberpelts
If just leafcoats and planting it's the planting mod and no breeding mod?
Yep, just those two
and the functionallity remains the same with the Beaver Faction Split Breeding.
Even though the method is completely different.
@torpid patrol
Grinder is not getting connected in this situation.
Bottom building is geothermal engine.
I bet I know what it is.
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.
Thanks for the report, should be fixed in the next release.
(though not sure why the gear workshop is connected when the grinder isn't)
seems fixed
is it just me, or are they flying rather low?
hmmm
Possibly. I think their position is done by a waypoint though, and those were copied from the IT version
Fixed internal name Shower.LeafCoats
Fixed Pathing when building on top of the Geothermal Engine and Geothermal Number Cruncher.
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
nvm. tested it and answered my own question 🙂
no, for anyone else that might be remotely curious and actually finds this haha
No, not Maple or Pine. just "Fruit" trees.
and bushes
I can't remember if that includes Dandelions.
but I think so
working as intended or?...
Can you build the same structure with one of the base game factions, as well as with Emberpelts?
It's obviously a bug, but the question is where the bug is.
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
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
Yeah... that block is built on solid ground, so in theory should allow connection from below. I'll check it out in the mod.
aha, seems like the transput connections are defined wrong on that specific side of the building.
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.
just that side?!? talk about luck lol...
yup x3
The other 3 sides are fine
saw another video where this popped up, nothing major again. but figured i'd throw it your way again 🙂
if I'm reading this right, the Control Tower is blocking the path?
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
in the end I did this, it seems to have fixed it.
not gonna publish right now though, it's game time
not a worry 🙂
I literally just ran into the control tower bit a few hours ago. Weird timing, cool that is being fixed
Fixed but not release.
But yeah, it's a bit odd that bugs exist for a while, then several people discover it at the same time.
no bugs to report this time. just thought I'd show off what I've been up to the past few days 🙂
little more prep work for the platform readied up for a wonder 🙂
you put my icon as a sign? x3
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 😛
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)
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
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
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.
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 😛
MiGly is actually fun to watch for me.
He lives like, 100 miles north of me.
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
You'd be surprised.
While I'm sure you only get half of what he says, I'm probably only getting about 90% of it.
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.
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.
I put the farmer on loop, and after about 2 minutes, had transscribed what he says.
Something, something, hedge, something.
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?
19 seconds · Clipped by bobingabout · Original video "That Time a Scottish Accent Caused Implied Incest" by Fact Fiend
That's the one
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?
It could be worse, you could be buying a caravan from a pikey
"You can't park there mate!"
Or buying a caravan for 'is mum, with some nice periwinkle blue scatter cushions
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?
lc
well i applaud the extra connection. it made a rather weird scenario much easier to build
There's a mod to enable it for FT
noted!
"Configurable Tubeway & Zipline"
Honestly? Not really. Humans have a long history of simultaneous but independent discovery or invention of things. Authors who make nearly identical books but have no connection, musicians who mix nearly identical tracks, etc. There's no official scientific basis for it, but I wouldn't be shocked to learn that 'the collective unconscious' was a real thing
I basically just came to the conclusion that everyone is playing at around the same pace, so you don't try and use Remove Dirt for a week, then everyone suddenly wants to do it at the same time, then by the next week you progress to bots, so everyone discovers the control tower is broken at around the same time. etc. etc.
Same principle I guess
Also, I noticed I pinged eMka in here.
I meant to do that in mod-creators, whoops.
Doesn't matter I guess, the important thing is that I'm aware about the problem now
Glad to hear it
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.)
unused fields
crazy that housing units are on there, I reference those fairly regularly.
yea, dunno
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?
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
so it's just a script that taps into the blueprint loader, you're not specifically writing code to look for those things?
Here's the check BasicDeserializerPatch.cs#L28
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.
not really, I don't use it for Steam Update Buttons
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.
ah, good old eMka. If only beavers had taglines too
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...
The lower one is definitely better
Yeah, this is very much just a QoL series of small updates
Doing some for Emberpelts too
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
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
seriously though, these 2 for Square and Curved Levee.
better, right?
💯
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.
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?
Would the base part adaptively connect to fences?
It would look akward if that base was always visible.
I can probably create the dynamic merging
would probably look like this with no merging.
Also, what does the current lantern look like?
Hmm.
If you do add it, I would keep both, and name the metal one something like "fence lantern"
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
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.
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.
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"
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
Not the first to suggest it. I should make a note for that as an option, but, I do plan to add some sort of Decorative leafy thing that goes on branches.
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
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
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.
I'll never complain about having more options to make things look nice
Again just throwing out ideas. I love the bridges, just look a little empty
That's what I was going for. It's such a fun mod with all the nuances
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.
Sounds good 😊
Zxuiji send me that screenshot, it's of the WIP Greedy Coats mod.
Which factions?
FT + IT + LC for sure, but are Emberpelts included?
I doubt whitepaws are included; they basically don't mesh with anything else.
not in Greedy Coats.
Greedy Builders: FT + IT
Greedy Embers: FT + IT + EP
Greedy Coats: FT + IT + LC
Greedy Nation: FT + IT + EP + LC
The screenshot is from Greedy Coats.
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.
so, things like the Branch specific Contemplation Spot, and the Observation Terrace to the Tree parts tab, or leave them on Wellbeing?
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.
you and your fancy pants wee tree
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
must admit, i do miss my little roof pieces for a nice little bridge centerpiece
There are notes to do something about "Roofs", but I don't just want recoloured vanilla roofs.
Maybe
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
Dang I gotta go check this out
Just need to add in the Vertical line I sent you.
Really great work.
yeaaa, not sure how
Which part aren't you sure about, how to detect when to draw it, how to draw it, or how to package it?
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
Yeah, not how I'd recommend you do it
Detect when to draw I think I've got already
at the moment I'm just calling the regularMeshDrawer instead of the stairsMeshDrawer
I see.
when I detect more than 1 connection on either the current level or the other level (for above and below)
Yeah, good first step
So I think I'd need to add an extra mesh thingy in the check to above mode
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
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
lookin good so far!
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.
ah.
Definitely looks very Leaf Coats Paradise.
I did get Mod Manager resources rebuilt, so that was my first Unity forey
I can see 2 red shrubs in the upper right, and a green and yellow lower left.
was that intentional, or just embracing the randomness?
if you want a different random do you just remove and replace them?
how they got randomly loaded in
Aha.
Well, I think you need to put Timbermesh files in an asset bundle, but I've heard some people have had success just looking for them in "Data" in V1. not sure if it works, not tried it myself.
yes.
I'm not sure if it picks at random when you place it, or when construction is complete... but probably when you place it.
🙁 something's broken Web UI avatar detection
oh.
Is it my script pack?
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.
Is _entityBadgeService.GetEntityAvatar(subject), not good enough?
let me load code.
noooo, you closed down already
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);.
IModifiableEntityBadge or IEntityBadge?
IModifiableEntityBadge inherits IEntityBadge, so if I use IModifiableEntityBadge, it uses both.
but then it should work for EntityBadgeService.GetEntityAvatar?
how is the Asset Loaded?
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();
}
I wonder if it's getting the right asset, but failing to find it's path
but then do you bind your own EntityBadgeService?
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...?
It should still return a Sprite.
yea, but then I look that up in sprites loaded through Lazy AssetRef
to get the original path
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.
It's fine for FT, with my script pack?
what mods do you have installed, Emberpelts? Leaf Coats? Name Generator?
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)
nope
Is that loaded with lazy?
I can't patch AssetLoader with Harmony because it's generic
It did break, the path can't be detected,
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
I'm looking at things
has to be: return new AssetRef(avatarPath, new Lazy(() => _assetLoader.Load<Sprite>(avatarPath))); I think
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
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
Yeah
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
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.
although it would be a good idea to ensure that the original Sprite is pinned and not garbage collected
then you need to pin Lazy instead
if it's done the same way as Faction, then it should be, no?
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.
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.
ahhh
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.
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
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.
nope these bevers were created before the mod was added
Script Pack will still read their Texture and set the appropriate Icon for said texture.
oh?
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.
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.
went testing and the new ladder icon is there, but the ladder mod ladder is not? or am i missing something
ahh ok
i feel like 1 of these shouldnt be allowed lol
got it working
Turn the ladder to face the other way.
That shouldn't be allowed.
I've been considering making it not stackable, but that would break everything for anyone who has built on it.
I presume you still would like me to make the discussed changes
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;
}
I'll probably still do it later.
As you said AssetRef should make the code cleaner too
Indeed
yeah, just looks real funny by itself is all lol
not sure how i feel about the hedged paths giving a bonus and not costing anything
It's a nice early game buff when you need to get over that well being goal. I believe on every 7 (7,17,27,etc)
But I guess it could be like a regular cost like a log or 2
maybe give it to the decorative floor and not paths?
Makes sense
Floor is made of wood.
If anything, I'd just remove it from the path, hedge has it too.
can you have it cost say like even 1 bark and still function as a path before it gets constructed?
I don't really want paths to cost things to build.
fair
took the time to upgrade the wonder platform i had ready. took way too many shrubs to finally get them all red lmao
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?
Probably just stole your discord icon
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.
…
Tree-mounted billboards.
I do really like the red arches
true, but its at least a start. can expand or move if needed. just used the existing ones as a rough guesstimate
opened up steam profile in a browser
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.
center piece tree gravity battery?
You've got batteries that go on the corners for the trees. Figured the middle bit could get a battery too
Oh, from the edge
When you say middle, I thought you meant the inside, like where the stairs are.
Ah. Lol. Nope, overhanging outside like the others.
i thought he meant down the middle too, i was confused
do large water pumps work submerged?
Up to the door line, so 2 tiles.
gotcha
but the straw can go down 6 if need. just gotta build up a base
So, working through this. I ended up doing it on Icons and Texture Path entries (but not Texture name entries)
Yeah, it's better.
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.
Even better
Slowly working towards a mega reservoir
InvalidOperationException: Need with id Greenery not found or multiple needs found (with GreedyCoats). Is Greenery the new LC need?
Yes, newly added with the latest LC update
zxuiji has uploaded a fix already
ah yes.
Vanilla has changed the models for Terrain Block.
Should I make the same change for Leaf Coats?
Does your current one have a frame when unbuilt?
Flat on the ground before you put anything in it.
Chunkier frame with dirt in it being built.
The main change for the new one is there's a frame when you first place it
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!
Not sure how i missed it when I made leaf coats then.
Those look perfect for road signs.
B-E-A utiful
Thanks
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
Nah, it's special.
and unless you install the addon mods (which in this case are just to give you options), is the only source of extract.
Leaf Coats don't need bad water.
Yeah, if you use Dynamite, you need the bad water.
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?)
i dump bad water into pools all the time to prank the beavies
contemplation spots, zero visitors, zero well being. are they not meant to be used this way?
even did this with 8 hour work day and not a single visitor
Seems unusual, that's how they're supposed to be used.
do the ones on the ground work?