#Leafcoats - New faction (Early Access)
1 messages · Page 8 of 1
I think I got the Jags on the lightning bolt pointing backwards
either way, @acoustic yarrow, give me feedback.
heh, looks like they're crying.
is that a good or bad thing?
hmmm
I don't really want to do something too complex, I'm not really much of an artist
and I'm basically just drawing on a Skin, a Texture, so it's not exactly a 1 to 1 with what you draw.
yea
so, you like it on the shoulder better?
I suppose I could try and do it down the back
yea, shoulder looks much better. I assume the other shoulder is pink?
yes
I can change colours too, I just went with the example from the images shared previously.
I'd go with bluer blue, and more red,
I can change eye colour too, or fur colour for that matter, I just drew it on default Charcoal beaver, I think you mentioned that at one point.
what do you mean by Bluer Blue?
Yea, I think on charcoal would be fine, although that doesn't match the leafcoats very well,
currently it's cyan and pink, something closer to blue and red would be nicer
i.e. less to no green
so, you want the more... Royal Blue colour.
I can see how you'd say it's Cyan, but it has less green than Cyan already
Like I said, based on the colours...
here
yea, it's accurate to the colors in the pictures, just not my preference 🙂
I'd like shiny, but I don't think that the game can render that can it?
I'll move them closer to blue and red
I mean it can, but that means changing the normals, AO and or Metalic layers too, and things currently aren't set up to give beavers a unique layers other than Albedo (Main Texture).
yea, something like anodized aluminum apparance, but I don't think the game is set up to do it
so a deeper blue & red might be the closest to achieve that
So, you want to be a Charcoal Beaver, or should I change the base to something else?
Yeah, I saw that one too.
Charcoal is good, I think the stripes will probably show better on gray, than the other colors
so you like it as is, or do you want me to change things?
I can change things like tail colour, eye colour, etc.
maybe the middle colors from https://www.schemecolor.com/navy-blue-and-red.php, #020082 and #BA0600?
also I think I lost track of something over time as I was making things, because Emberpelts and Charcoal beavers have blue eyes, but their icons have green eyes.
heh
BA0600 is basically pure red.
there's a little shade in there, so it's darker than FF0000
and I think the blue is basically the same, says 240 degrees, but is considerably darker.
numbers say its about 50% liminous where the red is 73% luminous
yea, maybe #CC0000 and #0000CC then?
I went with the original colours, because it has the more... Flourescent feel to them than pure colours.
also, something I noticed back when I was doing Factorio modding. I made Spitters with a hue of 240 degrees...
They looked purple on my monitor at the time, like REALLY violet.
or do those look too saturated?
"Pure" blue seems to have the least consistency of any colour on monitors.
(The ones I'm currently using are set to 100% saturation and 100% luminocity)
so #ff0800 and #0400ff?
It's your design, so I'm not going to completely ignore your imput. While I'm not much of an artist, one of the things I am pretty good at is colour theory and colour design philosophy
for example, while designing a character (Snake-like, but Pokémon themed) I came up with several pattern colours
these are 2 of the final designs I went with.
I also considered this one as a Sylveon inspired design, but when I started to do the maths on it, it actually looked terrible.
Sylveon's is nice, my son would be requesting an Umbreon in 2 seconds flat if he saw it
no, I said my son 😜 not me
does it look somewhat familiar?
I may have seen it before 🙂
No I didn't colour match it to umbreon or anything like that, I just played around with the sliders and settled on that, by looking at the this.
There's a reason why this blue on black actually shows up quite often
Basically: Colour theory says it's a good blue to put on black
My monitor already hates the blue you chose.
That or my eyes, I'm not certain.
heh, those look good
yea, show what it would look like
I'm not entirely sure what it is, but to me, anything that's too close to the 240 degree colour range doesn't look right.
almost like I can't see blue properly
It's REALLY dark, and triggers "Ultra-violet" feelings to me
Neon blue is #1F51FF, (227°, 88%, 100%), not sure what you ended up with but it looks more in that direction
my software doesn't show it in degrees, let me math this
(Neon red #FF3131, looks too washed out for my liking)
223 degrees
Yeah, 3131 basically means turn saturation down... well, to 88%
Both of the colours used here are still set to 100%100% on Saturation and Lightness
well...
depending on the scale, there's no "White" or "Black" lean, so 50% luminoicity, which is 100% lightness
so which colors are you using at the moment?
looks good to me
for reds, I typically go with anything from huge 0 to about huge 10
after 10 it starts to look orange
as for blues, I typically usually use from about 160 and below
The Google Color picker has RGB, CMYK, HSV and HSL
yea, 170 is definitely cyan to me
that's 170 degrees, which is out of 360, my numbers are out of 256
so 170 degree is more like 240
240° is solidly blue, yea
200° is about the start of "blue" for me (142/256)
Yeah, I'd use 140 to 160, or about 195 to 225 degrees as "Blue"
You start getting closer to 240 and to me it starts to become more Violet.
for me that's only around 245° (174/256)
now... contextually, yes, 240 is blue. But only for small areas.
so, how happy are you with this?
did you want any other changes, like eye colour, tail colour, etc?
ummm... Materials/Beavers/Faction I think
do they all have blue eyes?
interesting,
brown would be prefered,
the gold beaver has also auburn
I can't find their image, is it in the mod, or the script pack?
ahh,outside the assetbundle, not inside
Yeah
Same place for Emberpelts, except obviously Emberpelts not Leaf Coats
note: I may have hidden special beaver textures inside the asset bundle
Beaver looks good in game too
The colors might need to be switched with each other, nautical minded will want port to be red 🙂
sure, I can swap
like this then
icons
hmmm
Can I just go with a Charcoal and give it yellow eyes?
yea
heh, I was remoted into my machine, started downloading a Unity update, and it went into sleep mode because the remote session terminated because there wasn't enough network bandwidth for it
yes
63, heh that's me when I don't want to get up in the morning 🙂
I renamed a random beaver I had with a duplicate name
yea
okay, slight problem with just giving a charcoal yellow eyes
you can't really tell
I doubt anyone actually noticed emberpelt icons have green eyes but beaver models have blue
Terrible drawings
If you think you can do better, feel free to try.
ohhh, that's nice
they're probably not going to be noticable when you resize them down to the size they appear in the game
I can probably do better, but I need to head to bed.
so not right nwo
Hopefully the last two are never needed, but mistakes can happen 🙂
Does his infected avatar look any different?
Basically just the same icon as a contaminated Charcoal beaver
Also, Cokenose gets a unique texture and icon like the other named beavers, but his name isn't in the name pool
So you have to actually name a beaver Cokenose to see it
so no chance to auto-generate?
I removed "Coke" from the prefix of my Charcoal name geenrator, so, even with that mod, he won't show up naturally
Though, now with my other mods, Split Breeding, District Control and Building Control...
It's actually possible to have lots of Charcoal beavers, rather than just a small chance
so I should expand my name generator.
What's the earlier version of the game and script pack that support custom beavers?
{"Id": "End", "List": ["fur", "pelt", "paws", "tail", "hide", "face", "nose", "belly", "teeth"]}
I think as far back as U6
I don't think it's the same level as it is now, and back then you had Specs rather than Blueprints, but you could do it.
ahh, the sets were added later,
Yes, Sets were added later, when I added Bot Name Generator
Ironically, I allowed you to add a custom name list for Bots, but never actually made the Name Generator compatible with bot naming
I semi-did, you're allowed to actually define a bot name generator, but I didn't define one, and there's no hook for it to do anything with it.
To make it work, you'd either need Harmony, or Name Generator would need Script Pack as a dependency
I can probably get around that, so it can link to script pack without it being a dependency, but that might require some complex coding.
I just went with 0.7.10.0 as a baseline
what are you planning to do?
my first pass did absolutely nothing (in 0.7),
I can't remember how different U7 and V1 are.
Mine is similar, I just removed the Charcoal suffix from the graphics,
it works fine in 1.0
it probably isn't expecting the filename to end with .blueprint
Compare...
Emberpelts mod
the files in U6 data/blueprints/custombeaverbyname to the ones in V1 data/custombeaverbyname
oh, don't forget U7 NEEDS that Blueprints subdirectory
hmmmm
put it in the blueprints subdirectory, and have .blueprint as a suffix on the end of the file.
Yeah, might work.
are the files internally the same between U7 and V1?
awesome
U7 doesn't care about the file having a .blueprint.json extension
and V1 doesn't care about the Blueprints folder
Yeah, it looks for keywords like .optional, but it's not looking for .blueprint, so it will just see it as a suffix, like .Norman
Awesome
anyway, off to bed. Have fun
ciao
I need to put some serious thought into what to do for a wonder.
Though I do want to try and keep it on par with vanilla, so no fancy features like making the map green, or spontaneous plant growth.
A Mallorn tree, a new bakery recipe for Lembas, and a lawsuit from the Tolkein estate
"Just this morning I received a letter saying please see attached..." -- (||Skye Storm||)
I still think Grow the wonder. instead of build. haven't given much thought to the effect.
Kinda like lapans whitepaws, having the giant golden sequia tree, have a giant maple tree. You'd research a special forester with a set "grow" boundary, aka the 7x7 area typically reserved for wonders. Then once done the forester needs to feed the tree water and extract?idk... but when launched releases a bunch of the little helicopter seeds out into the world
I was thinking extract, Dirt, Bark and Branches. Maybe Golden Apples for the effect
Idea for the wonder, some form of the World Tree ( Yggdrasil? but Beaverfied? )
I chucked "Yggdrasil timberborn style" into Gemini and it gave me this
(Obviously this is just for inspiration 😄 )
Not sure I'd want that as a wonder, but it does match leafcoats building style.
Hi @torpid patrol ,
I am getting an error loading my leafcoats save.
InvalidOperationException: Need with id Apple not found or multiple needs found
I am wondering if you can help me out.
well, I was about to head to bed, but... I have seen that issue before. I can't remember what was causing it.
Zxuiji send it to me. Are you using any of his mods?
i have it in my installed mods (the Greedy... factions) but for this save, i only used just the Leafcoats.
no worries. Go to bed. I will experiment disabling the Greedy factions to see if it fixes it
I don't remember all the mod configurations, could be a mod load order issue too, not just if you have them installed.
For example, you want Greedy factions after Emberpelts or Leaf Coats, but extension mods like Emberpelts: Food Extension after Greedy factions.
oh. okay. i'll review the order too. Thank you. I will post my observations here (if i ever figure it out)
Good luck!
Keep in mind I've just spend the past 8 hours (with only a half hour break for food) working on v1.0.10.0 updates.
I reported that error last week, happened if I had greedycoats or greedy embers in the load order prior to split needs.
if I loaded split needs first, no crash but the wet fur and plant murderer debuffs didn't work
haven't tried again with all of today's updates
That's probably it then.
Not sure why split needs after would cause it to complain about apple.
Since I haven't gone to bed yet...
okay, they don't have #append in the file, that could be it.
Here's the post with a player.log: #1377606620342648832 message
my theory was it was actually the "or multiple needs found", since leafcoats and emberpelts both have apples
but we never specifically confirmed that.
or at least, I had to leave and you had something else too,
there has to be a faster way to move a mod down 40 steps in the mod list
hmmm
it didn't crash, but filtering isn't right.
Emberpelts for example have Wet Fur and Wet Fur (good and bad)
but only Folktails have Carrots
okay, there's definitely some corruption here. the Emberpelts and Charcoal files are identical.
oh wait, that's normal
you have to put food extansion after split needs
wait...
why do emberpelts have 78 need score, but Leaf coats only 66?
I know there's no 10 points from the Wonder, but that's 2 points lower than they should.
Missing Swimming Pool and Greenery.
So, Faction mods first.
Then Greedy Faction mods.
Then Split Needs
Then Emberpelts Food Expansion.
Most of the other mods (like Split Breeding, or adding buildings like Emberpelts: Project Phoenix and Leaf Coats: Badwater don't care about load order)
Minor update for Greedy factions compatabillity.
Added missing Leaf Coats needs Swimming Pool and Greenery.
Also renamed WindGauge to Weathervane
off to bed.
Ok, that load order works now, and even made the Wet Fur/Plant Murderer debuffs appear
Thanks!
Thought.
Change Pruning Flag to be unlocked from the start (if it isn't already) and add a Pruning Lodge (Like the Gatherers Lodge)
Probably not going to do it, but it's a thought.
I have other thoughts too, unfortunately still no plan for the wonder.
Most of the other things I'm thinking about are aesthetic
I'm all for upgraded buildings to make the less beavers more efficient locked behind science and resources
yes
Updated for V1.0.10.1 - Fixed for change to the new Entity Namer system. (Fixed Bot Namer crash)
Updated for V1.0.10.1 - Fixed for change to the new Entity Namer system.
difficult to test for when the mod just doesn't work for me.
Since I can't test myself, due to not being able to run base Greedy Coats/Nation... Try this.
let me know if it works.
We have greedy builders, embers, coats and nation...
I'm considering a few of my own.
Emberpelts and LeafCoats for example.
I'm also not sure if I'd want other combinations.
Leaf coats for example feel like they'd mesh well with folktails... but then their food choices and some features of architecture mesh better with iron teeth.
And vica verca with emberpelts
Emberpelts feel like they'd get along better with iron teeth, but building style and food feel more folktails.
I think if I do anything, I'd do Emberpelts and LeafCoats, but then go the other way, and make the Charcoal faction, mostly Emberpelts but with a few changes.
Then the Emberpelts and Charcoal faction... but Charcoal are already in Emberpelts.
So perhaps it would be a Charcoal free Emberpelts faction?
Update for latest version of Greedy Coats/Nation.
So, apparently there's a bug where you can't name the Leaf Coats (and Emberpelts) district buildings.
I'm also thinking I should make the Contemplation Spot satisfy Greenery, because the beaver is basically staring at a flower.
On the note of "Named Buildings", currently only the district center does that.
Should I make other things namable?
Fix not being able to name a district center.
Since the Leaf Coats contemplation spot has flowers, they now also grants Greenery wellbeing.
Translating to deDE I stumbled over these missing lockeys. Are you interested to include this translation in the mod?
Yeah.
You've done translations for me before, if you want to add new translations, that would be cool.
Will be playtesting the translations for a little longer.
Regarding BeaverPlant. For me both plant descriptions are not visible and the doubled growth time for adults seems not to work. Both showing 5 days growth time.
Adult plants start another timer once they're fully grown.
so
Child plants will have the beaver born as soon as the plant grows.
Adult plants will start a 5 day maturing timber when the plant grows, then when the timer fills up, the beaver is born.
So it's like other harvestables like berrys, grapes etc. Would it then be possible to add the fragment for the second stage?
Translation deDE
Yes, but it has a unique locale entry.
Changed the Good.Shovel entrys from "Schaufel" to "Spaten". Spaten is specifically used for loosening dirt.
And thank you very much for another great vanilla-like faction. Another great gameplay variation.
I guess that's like the difference between Shovel and Spade
It'll be in the next update, but I'm not going to push an update just for this... unless I don't do anything before V1 goes stable, then I'll release it anyway, even if the mod doesn't need updating.
A new deceptively dangerous map {333 x 222 x 111+13} I made that I am currently testing with LeafCoats on modified normal (I -always- do 100% building refund).
The first test was with WhitePaws, but my computer started really choking at 1,500 beavers around cycle 35.
My current goal is to get this colony to around cycle 75, to see if I have a snowball's chance of surviving a late-cycle explosion I have planned. 😉
@torpid patrol In case I have never said it, I much prefer this ladder over the default ladder. 🙂
It's why I included it.
and changed the price and everything so they're the same, just a costmetic difference
The one in the frame is supposed to be the one you use in the tree core
I like it everywhere. Prevents visual ladder abuse too.
Ideally, the other one should be limited to "Against the wall"
not even Stackable, just "Against the wall"
Since it is only visual abuse, how important is it to change?
but that would require editing not only the block object validator, which in theory should be possible because there's one to allow it to be built on the side of terrain, but also additional code for the rotation.
Save your effort for the final monument. 😛
and I'm not sure how important it should be.
Also I've kinda been avoiding working on that, partly because I haven't finalised the idea
I've actually been thinking more about the Charcoal faction lately.
I get this.
the idea for Charcoal faction is...
Make a set of new Wellbeing and Decoration buildings (half as many as currently exist in Emberpelts, specific combinations), make this a Emberpelts Amenities Extension pack (like food extension)
Then for Beaver Faction Split Needs, make a division between them so Emberpelts like some, and Charcoal like others, with about a 3rd of them total in common (so they both like 2/3 of the whole range)
Then, based on the split needs divisions, make a Charcoal Solo Faction, and an Emberpelts Solo Faction.
I've never messed with the split, but that sounds neat.
So, the original Emberpelts faction, with Food Expansion and Amenities Expansion would be equivelent to Greedy Builders.
I could do the Embercoals faction as the two together, but the original Emberpelts mod already has the two together, so I'd rather keep that as the combined faction mod.
Floodgate Scripting with LeafCoats
I thought I would share one of my little script configuration for LeafCoats.
image 1 - simulated drought showing nearly everything sealed up.
image 2 - simulated flooding causing the floodgates to drop a bit
image 3 - simulated overflowing causing floodgates to fully open
image 4 - actual normal operating condition (generating power) without any overflow
image 5 - (actual weather) bad tide starts - everything opens
image 6 - bad tide is here (dam is producing power as the water level rises faster than it can drain)
top floodgate script (signal from depth gauge):
condition:(and (le (sig Signals.NOX.main.drain) 265) (and (ne (sig Weather.Season) 'DroughtWeather') (ne (sig Weather.Season) 'BadtideWeather')))
action:(act Floodgate.SetHeight 160)
condition:(and (gt (sig Signals.NOX.main.drain) 265) (and (ne (sig Weather.Season) 'DroughtWeather') (ne (sig Weather.Season) 'BadtideWeather')))
action:(act Floodgate.SetHeight 150)
condition:(and (gt (sig Signals.NOX.main.drain) 280) (and (ne (sig Weather.Season) 'DroughtWeather') (ne (sig Weather.Season) 'BadtideWeather')))
action:(act Floodgate.SetHeight 100)
condition:(and (gt (sig Signals.NOX.main.drain) 290) (and (ne (sig Weather.Season) 'DroughtWeather') (ne (sig Weather.Season) 'BadtideWeather')))
action:(act Floodgate.SetHeight 0)
condition:(eq (sig Weather.Season) 'DroughtWeather')
action:(act Floodgate.SetHeight 200)
condition:(eq (sig Weather.Season) 'BadtideWeather')
action:(act Floodgate.SetHeight 0)```
middle floodgate script (opens/closes powered dam):
```py
condition:(eq (sig Weather.Season) 'DroughtWeather')
action:(act Floodgate.SetHeight 100)
condition:(ne (sig Weather.Season) 'DroughtWeather')
action:(act Floodgate.SetHeight 0)```
bottom floodgate script:
```py
condition:(ne (sig Weather.Season) 'BadtideWeather')
action:(act Floodgate.SetHeight 100)
condition:(eq (sig Weather.Season) 'BadtideWeather')
action:(act Floodgate.SetHeight 0)```
(The scripts are using Igor's automation mod - it exports in lisp)
Oh, and if you were wondering, here is the setup from behind.
Contemplating the toxic waste radioactive doom!
linq? Maybe you meant Lisp?
Yes. I keep doing that. -FIXED-
linq is a data query language
Language-Integrated (Natural?) Query
I did -not- know that. I just know I had to learn it on the fly enough to make something work, pre 2010.
huh, apparenly only Language-Integrated Query. Natural is not part of the name
I have to keep reminding myself that this isn't WhitePaws; I should have had robots at least 5 cycles ago.
I also realized that will a little creative stacking I could get everything needed "inside" one tree.
@torpid patrol we need a tree shelf! Something that uses 1/3 of a floor and has a platform on top of it like the bot part factories. 😉
Of courser if I really had my way, you'd make 3 more of the 2x3 storage units with opposite configuration on the door placement so I didn't have to use so many medium piles to balance the stairs.
(In my mid- to late-games the sides are used up by bot charging stations so no longer work for ladders.)
Well, a couple of bad tides later and I discovered I needed to revise my script. Three conditions could be active at once and it was behaving unpredictably. I believe I have it fixed but before I post it I want to test through another bad tide (whenever that hits).
btw, log are still showing these warnings (maybe you fixed already I don't remember):
FactionSpecGoodsValidator failed for Faction LeafCoats: GoodCollectionSpec with id LeadCoatsAddons not found
FactionSpecNeedsValidator failed for Faction LeafCoats: NeedCollectionSpec with id LeadCoatsAddons not found
The leading double space is an issue with the FactionSpecGoodsValidator code (it's present in the debug string)
but the extra trailing space seems to come from the CollectionId?
Adjusted Decontamination pod to be in line with new vanilla.
Updated for v1.0.11.0, Fixes only, no new features added yet.
Updated for v1.0.11.0
Updated for v1.0.11.0
Need "Clock" => "DecorativeClock" as per V1.0.11.0
Added German translations by juf0816
Fix Typo in unused Need and Good Collection
Updated for v1.0.11.0, Fixes only, no new features added yet.
Added German translations by juf0816
Beaver Faction Split Breeding:
Updated for v1.0.11.0
I would say yes... just to make it look a little more different from the sluice
But being mergeable, I am not 100% certain on that.
I plan to remodel the sluice anyway
Leaf Coats Valve is sideways mergeable, just like the Sluice, because pretty much everything in Leaf Coats is Mergeable.
I prefer the green look then.
like that?
I think I really like that
Yes!
in theory though, from the front like that, the only way to tell the difference between a valve and a sluice is by the green bar.
back is a bit more obvious
I think I'm going to change the sluice to be all wood
and change the recipe to not need metal
I could adjust the wooden top a bit too, to be more like that of the levee
I have less of an opinion on the top, but that is because it usually has other stuff on it, or, at minimum, one of your hedge-lined roads.
No... I like the top adjustment even if it will usually get buried
While you are designing stuff, what did you think of my "wishing-for-this" requests? 1) Would they be easy and 2) would you even consider them? #1377606620342648832 message
I don't want to eat a lot of time right now while you are trying to get updated if they are going to be a significant effort.
(or if you just don't like them)
hmmm
I thought you were talking about Branch Platforms, but then it mentions storage...
I'm not sure if I'm confused, or that's multiple ideas.
There are 2 ideas.
-
a tree platform 3x3 total, but only 1x3 is part of the tree. the other 2x3 extends outward to put stuff on.
-
make opposite-entry-positions variants of the 3 3x2 storage items. So we have a 3x2 liquid storage with a bottom entrance and one with a top entrance. And so on for the other two.
So, Tree platform. kind of like an overhang, except the base of the overhang is a tree block?
Exactly. In function like the bot part factories.
I was planning on making (and delayed due to the 1.0.5.0 bug that deleted things on tubeway bridges, and would effect this) a Branch platform. Kind of like how you can put the Branch Contemplation Spot on the side of a branch, you'd be able to put this Platform on the side of the branch, and build decorations on it.
This is what inspired me:
That would be cool.
I really liked being able to add the refinery in there.
I'm not sure about making new storages though. Part of the reason why the doors on the Piles and Warehouses are backwards is to help differentiate them
I usually put them in pairs for ladder reasons when I want the sides to still be usable. Often that leaves me with a major excess of piles. /laughs
Could just be me though.
Offset the heights
they're 2 high, you don't have to put everything on the same slice
Put a 1x3x1 house on one side or something, then stack more 1x3x2 warehouses on top of that, the doors will be offset from the others
That is an option and one I have done, but I like them even for ease of putting big things like wind generators up and such.
That's where you put something else 1 high on the top.
Granted, there's not a lot of 1 high options
That is the problem. More 1 x 1 x 3 options would be really cool.
a small house, a bot charging station, and one of the branch access blocks, that's about it of the useful things
last number is height, so 1x1x3 would be like the 1x1 storage, but 3 high instead of 2 😛
Using houses leads to the WhitePaws problem of ending up with more bavers than one needs.
1 x 3 x 1 then. 😛
Either use no breeding and beaver plants, pause the house, or just don't have a dedicated housing block.
if you use something like Commute Balancer or Housing Optimise, you really should be mixing houses in with your workplaces.
Again, because of WhitePaws, I have trained myself not to pause housing, which is considered cheating. I need to break that conditioning for LeafCoats
I love Commute Balancer. It is even working adequately for 2nd shift although I was warned it could be funky.
See, a lot of my problems are just that; --my-- problems.
It is possible that one mod will move a beaver, then the other mod moves them back.
Commute Balancer optimises for them to live near their work, where 2nd shift optimises for everyone working in the same building living together.
But I figure if I am having them, sure others might be.
in theory, they both have the same end goal.
I'll put the "Tree Overhang" on the list, with a description of what it is.
In function, so far at least for me, they play nice. Even in WhitePaws with 1.5K beaver population.
there's also ideas for breaking the 3x3 tree trunk style, but some things like the storages would be hard to do.
I have so many ideas but I don't want to overwhelm you with them.
I mean, you'd need 4 variations of the 1x3x2 storages.
the current "Both ends curved" version.
a "one end curved" version.
a "Neither end curved" version.
These can't be done dynamically, because the pneumatic tube and power transput connections will be different.
Then the "One end curved" version MAY need 2 versions (a left and a right) depending on if it can be flipable.
Why wouldn't it be flippable? position of goods would be different inside them. The Liquid storage would probably even need a unique plane for each variant.
that last point is also a reason why it can't be done dynamically.
I was just requesting 3 new ones, still having the rounded sides.
Yes, but this is a previous request I've had.
Ah
and I'm not against it, it's just a lot of work.
I default to everything rounded except when it isn't.
the rounded corner levees are... interesting too.
I like them and use them when i can.
people are requesting a version where they don't stop water, because it leaves that hole as the water is expecting a square levee
I never noticed the hole?
I should load up a LeafCoat game. I was just playign with the new stuff so I was in IT.
Yep, now that I am looking for it I see the water hole.
This is sorta silly, but also half serious for when you are pondering new stuff.
I can't do it justice in-game, but imagine if you will some rounded platforms that could support larger storages. To keep it from being so visually jarring, the bottom platform would have a curved bottom going to the center trunk. Then there could be a top platform that does the same, but in reverse.
Then one could make onion-dome like bulges in their trees.
onion
Except in the middle, not the top.
I like the dark one but not the light one.
dark and light what?
arrows
ah, yes.
I could put metal arrow on it, but I wanted all wood.
Could try another material.
The brown? or both?
I like the brown myself in this context.
Yeah, I think it fits
I know this isn't the Emberpelts channel, but, here's theirs
I'll switch channels.
I like how it looks kinda mossy
Can you tell I drew the dam decoration icon by hand?
Looks like all the others. Good job if that was hand drawn
I often use vectors to make it look neat. That one i was just like... YOLO! Freehand it!
So, this is the sides of a levee
Dam
Sluice
Valve
I'm not sure I like that the Sluice and Valve are different from the Levee and Dam
That extra bottom border will make them standout more form the side, but I am not auew if I see that as a bad thing or not.
To be fair... in MOST situations, the side would be hidden anyway
The Front and Back are what you're more likely to see
I am just not motivated to work on mods today.
Updated water wheel power reading display.
Emberpelts:
Fixed Windows
Updated water wheel power reading
Added Valve, Clutch and Gate from V1.0.11.
Changed Sluice to be all wood, and changed it's cost to 6 planks and 4 gears.
Added Tubeway Gate.
Leaf Coats:
Fixed Windows
Updated water wheel power reading
Added Valve, Clutch and Gate from V1.0.11.
Changed Sluice to be all wood, and changed it's cost to 6 planks and 4 gears.
I think that's all the parts from 1.0 except the actual automation sensors (and outputs like Fireworks)
Fireworks were fun.
I haven't tried any of the automation stuff myself yet
just the things I've added to Leaf Coats and Emberpelts.
I have said it before somewhere (maybe even here) but it feels very much like the automation in Oxygen Not Included.
I'll figure it out when I get around to trying it.
I have no idea how much vanilla was modified to make automation work, hopefully things just work in Emberpelts and Leaf Coats, they have a lot of custom scripts.
At a glance it seems universal, so I am thinking it is a whole new subsystem and maybe the regular buildings simply need set to be automatable? We could be that lucky.
I'll find out soon, I guess
Sluice vs Valve.
Valve: A one way flow limiting device, allowing you to set the flow rate allowed through, can be controlled by sensors and automation logic buildings.
Sluice: A simple on/off valve without flow limiter, with contamination percentage sensor built into the input and water level sensor built into the output.
I haven't really poked the logic stuff yet, but is there a way to have a valve allow flow of different speeds based on logic conditions?
Or what about height of floodgates?
I should ask in another channel.
Nore to self: Vanilla change i probably need to account for.
Stairs, Tubeways and Ziplines now allow to be completed if stranded beavers are standing in them.
You can definitely change the height, but only 2 height settings per valve, from what I experienced.
Same with the floodgates. They have an on height/rate and an off height/rate.
As an example, I had one at 0.95 and the other at 0 for drought protection.
In another setup I did the whole badwater off the side with one contamination sensor and two sets of valves. One set was 0 & 1, the other set was 1 & 0.
Actually, instead of 1 they were "unlimited"
For finer control, keep using Igor's automation.
Given how busy my weekend is going to be, I think the best bet for doing the required changes, is to just leave it until monday
I doubt there'll be an update on monday, but I'm sure there will be on tuesday
so monday and tuesday will be a good time to react to the changes over the week, and convert the automation stuff into Emberpelts and Leaf Coats.
Fireworks is on Common...
so I gotta remove it on Leaf Coats, and re-add it on Leaf Coats: Explosives ¦3
it works but
probably not a great idea to include all 4 faction's dynamites in the list
I mean, it's great for compatibility on something like Greedy Nation, but...
Looks like there's a missing localization step
That plus Distinct() would make the message shorter
It's not my custom message, it's Vanilla
and the untranslated locales aren't locales, they're buildings not loaded, so because they're not loaded it's probably not looking up the building's locale entry
Something else that needs some thought.
Leaf Coats Badwater Rig, built on the badwater source is the only source of Extract.
What do we do on maps without a badwater source?
There's the Seep, could build a rig on that, but there's no guarantee that a badwater seep is present either, it could all just be drains.
It could just be badtides.
Just seeps probably needs dealt with, since a vanilla map has that, but I doubt we will see a vanilla map with only drains/badtides.
That said, maybe a variant that has a pump hanging off the side, with logic that only shows it in the menu if no badwater source is found?
I was afraid that would happen x3
with the way things work, you'd have to build on top of it, can't easily interface from the side
fixed it
Storage doesn't work, but the other 2 with icons do...
Lets see if I can do the storage trick
yup, the trick worked.
this is the trick by the way, Just put the paper on a layer by itself, then put the rest of the model as a child.
So I think that's the leaf coats ones all complete
Should start on Emberpelts
Some of the models between FT and IT are different, as a general rule Emberpelts would use FT models and Leaf Coats would use IT models, so where the models differ (like the speaker) I'll have to start over, but otherwise I could just use my Leaf Coats file as a starting point for Emberpelts.
(and the speaker is one of the pain in the backside ones to do)
looks like it's just speaker and chronometer
One of the problems with trying to convert the Leaf Coats models to Emberpelts...
Leaf Coats actually have 5 used basewood textures (and I remember the places for each of them. Brown is standard wood, Dark Brown is for Bases and some features, Green is for accents, White is situational, light colour and Light Green is doorsteps)
Not only can I not really remember where the Leaf Coats textures are supposed to be used (Because I did it longer ago), but there's only 4 of them, so I can't just do a direct translation from Leaf Coats to Emberpelts.
Leaf Coats also typically follows the Iron Teeth model to a degree, so if they used Indigo, I use Green, there's no direct translation for that from Folktails.
I THINK I need to be using Plaster Black on some of these things.
What block occupation does the detonator have?
Just middle?
just Top
Between Path and Dynamite, that's the only one not used
It's basically standard for things that go on top of other things.
Huh... So you can't fit them under overhangs, then.
unfortunately not
but... It NEEDs an occupation, and Dynamite uses almost everything else.
Let me see if they changed it in vanilla
this is vanilla
If it occupies Top, it can't be placed under an overhang
if it occupies Middle, it can't be placed in front of a Sluice or Valve
I'll change it to Middle and see what happens.
EP and LC version that is
this happens
what? X3
updated to match the v1.0.12.2 models.
Also, yes, that lip look on the contamination sensor was intentional
Revert Models and Cost of Sluice back to pre-v1.0.11.0 state.
Added Fill Valve with the Wooden Sluice model and cost of 6 Planks 4 Gears.
Updated the cost of the Valve (now named Throttling Valve) to 5 Planks, 5 Metal Blocks and 5 Bricks.
Added Automation buildings.
Revert Models and Cost of Sluice back to pre-v1.0.11.0 state.
Added Fill Valve with the Wooden Sluice model and cost of 6 Planks 4 Gears.
Updated the cost of the Valve (now named Throttling Valve) to 5 Treated Planks, 5 Metal Blocks.
Added Automation buildings Minus Detonator and Fireworks Launcher.
Added Detonator and Fireworks Launcher.
Added customizable light color.
Bobingabout, Gary, Cokenose, Battery Smooth, eMka, Norman, Tobbert, Lapantouflemagic
Gary is a weird one, in that the name generator WILL Generate "Gary" for a few factions (definitely leaf coats, not sure about others), and then it will assign the icon and texture for him to be a leafcoats.
It also has the LeafCoats faction listed as the prefered faction, but because it's created from the name generator, rather than a special name, that part might not function.
I'd need to double check the code.
Timberborn Mod Squad
Now allow to be completed if beavers are standing in them.
Tubeway Levee:
Now allow to be completed if beavers are standing in them.
Now allow to be completed if beavers are standing in them.
Tubeway Top Connection:
Now allow to be completed if beavers are standing in them.```
I didn't answer back then but thank you Bob for the explanation on how the Beaver population spreads for house breeding.
This vanilla breeding mechanic does indeed make the Leafcoats' start harder because you always have a few beavers with a debuff at the start since it's the only way to get wood.
If like me you keep pausing/unpausing the lumberjacks you can end up even worse with too many beavers with the debuff and your population plummets, especially since all you have available at the start are smaller houses (costs less wood, which you are currently hoarding to lessen the debuff).
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3686783117 the frog now blesses leaf coats too 😉
hope my trying to match it to the faction is acceptable?
nice detail on that one!
It's just the same as previous, except I resized the huge grinding wheel down, and put 2 side by side
yeah, those little details make such a difference in how it feels
Makes it feel more... Violent
Like it's actually going to "Eat" metal, and chew it up
Build and load the game to test a thing
end up messing around and quitting without testing it
looks alright
So...
Tangent talk gave an idea, not sure if I should do it or not
You know how when you slice down through the terrain, Platforms have an "Uncovered" model, where the actual platform is missing, so it's just legs.
What if I did that with Storages so you can see down into them?
Should I?
i mean, it's a pretty cool idea and would look fancy and fun and i would plenty enjoy it
but it's likely some effort to do and . .not many might notice it
It's... 12 buildings. and all I have to do is chop the top off
It's not that much work.
but still, should I?
Rollback I guess
no such thing, you now know 1 way which it wont work... haha
sorry it not worked.. 🙁
was there a different district center in the past this looks different to current
Thats from the very early days. The main change was to the bark colour on the outside.
so, this building occupies 5 tall.
if you actually rotated the lens down, wouldn't it stick out the side as much as it sticks out the top?
I'm also just thinking perhaps I should reduce the height a little, so I don't have to occupy that top tile.
a dirt block on top would go half-way into the green
but not really matters i guess
the only situation it would really matter is map-height-limit?
How likely is it to clip something on that top layer if you simply remove the collision?
Depends what you're doing. It will still occupy Top, so you can't build anything that puts a floor on the level above, so even if you do get clipping, it's not going to do something crazy like stick through the floor.
yeah, only dirt blocks/ side attachables would be able to
could you run a branch or bridge through it?
so this is a valid position, and as you can see, sticks through into a neighbouring building
that's about how much it sticks through the top
Bridge requires air below (so can't be built if something occupies top below), Branch actually occupies part of the tile below, so no in either case.
So, if I just change the height from 5 to 4, it's probably not going to change much, but you can build the tree 1 tile higher.
If it does end up being an issue later, I would just make the radius of the dome slightly smaller.
given the location of those i'd doubt it is likely a situation like this happens anyway
the size looks really cool as is tbh
Yeah
Stairs and Zipline Stations now allow to be completed if beavers are standing in them.
Corrected Fill Valve Blueprint.
General asset restructure.
Updated Shredder model.
Changed the Observitory to only be 4 blocks tall. Not much should change but you can build your tree 1 tile taller.
Include empty LeafCoatsAddons Good and Need collections
Anti-AI sentiment is getting pretty fervent as of late. And honestly, you're nicer about the comments than I would be. My response would be "I don't have $200 to drop on hiring an artist to make assets for the hobby I do for free in my spare time solely because the users don't like AI. Here's my Patreon -- pay me and I'll pay an artist."
$200 is probably about right.
I intend to spend the €500 I got for Modder of the Year on the art for this mod.
The Faction Select icon for Emberpelts cost me $90CAD
I understand the hate from the artists who were ripped-off to make a lot of the base that AI was built on, but AI, just like CGI before it, and so and and so forth, is here to stay. As the old saying goes, "The genie is out of the bottle".
This kind of hate of change and innovation has been going on for longer than most people realize. Example:
Adolphe Sax, the Belgian inventor of the saxophone (patented in 1846), faced extreme, life-threatening harassment, relentless legal battles, and concerted efforts to destroy his reputation and livelihood. His rivals, primarily Parisian instrument makers, saw his revolutionary designs as a threat to their business, leading to a "campaign of persecution".
Sax's reputation eventually helped secure him a job teaching at the Paris Conservatory in 1857. He continued to make instruments later in life and presided over the new saxophone course at the Paris Conservatory. Legal troubles involving patents continued for over 20 years, with rival instrument makers attacking the legitimacy of his patents and Sax suing them for patent infringement. He was driven into bankruptcy three times: in 1852, 1873 and 1877
I'm almost 100% on the artists side when it comes to AI. The problem I have is when those artists freak out about AI and then follow it up with "but you could do the ethical thing and pay me insert insane price here to do it for you."
If growing up in the age of online piracy taught me anything it's that people will almost always pay for quality or personalized things, or things they love, provided they have the money. Everyone needs to pay the bills, but the common person doesn't have any more money than the artist does.
I have even less sympathy for end users/mod users who freak out about AI art. They receive what's largely a labor of love for free and feel it's necessary to judge the creator because of small amounts of AI art? Put your money literally where your mouth is if you're going to complain and either pay for the art yourself or make it yourself without expecting payment -- like the mod author is doing for you
I feel the same in reverse about AI code. I will always, infinitely, prefer human code. If an artist wants to make a mod and has no code skills though? I get it. Not great, but I'm not going to judge either.
I used AI to generate a whole bunch of test boilerplate today, saved me a whole bunch of time, but then when it came to filling in what was really needed, it was quicker for me to do it than wait for the AI to do it right.
So I let it do the boring stuff, and I'll do the important part.
Yeah, 3 of my mods have AI assisted coding. And that's the key word, assisted.
My most common prompt was "Look at this code and sanity check it for me", very little code was generated by the AI, and when it was, I was asking for ideas on how to solve a particular issue. Like where in the code would be best to patch with Harmony and how do I do that.
There's probably less than a dozen lines of AI generated code in an about a thousand line document for beaver faction building control.
Same with beaver faction district control and commute balancer is built around a specific piece of code from building control.
Those are the only mods where I used the AI for assistance with code. Because I either wasn't getting a response when asking people (District Control some people did help me get started with Harmony, Normanr included) or just didn't want to bother people when I could ask the AI (Building Control)
In the past with my other mods, I googled for code help. Takes a while. Asking the AI is basically just a faster Google search.
When the code is still 95%+ unassisted written by me, I don't feel like it's unethical to use the AI.
A lot of the time, we'd discuss why I wasn't doing a thing, only for it to bring it up again 2 posts later.
I also refused to use AI code until I understand what it was doing and why.
Keep in mind I've never used C# outside of modding Timberborn.
I think it was Luke ( TheApologist) who suggested I ask AI when I was asking for help with code.
I'm fine with the AI art. I think we should chip in and help you pay for real Art as time goes on and more and more people use the mod
At this point in time, I just need to find the right artist.
I have some money set aside for it
All this talk about it though, you know I'm going to get all the scammers and beggers commenting asking if I'm still need this month's and even years from now.
I made a comment in mod creators a while ago, and after 5 or 6 people asked if I needed it drawn, I eventually deleted the original post
so, a thing worth mentioning.
MiGly was complaining that Leaf Coats was taking forever to load, and getting a 3 second pause every time a building completed
after some investigation, it's due to the crappy way I wrote setting up Pneumatic tubes.
Basically, every time one is built, the code recalculates the entire network system. All networks, all connections.
He had enough buildings that it locks up the game for 3 seconds when you build something (which doesn't sound like much), but consider on game load, the game is literally placing everything again then applying settings to it.
Instead of taking 20 seconds to load (when I disabled this connection script), it was taking 20 minutes to load.
Yeah... I'm going to have to rewrite this code.
ouch
Complete rewrite of how the Pneumatic Tube Connection system creates and changes connections, to dramatically improve performance. (Should improve Loading times of Leaf Coats games, and remove any potential game freezes when beavers complete buildings.)
after the coding, my tests show it takes about a minute to load the save (instead of 20) and I'm not seeing any noticable delay when building or deleting a structure with Pneumatic tubes.
and there's still room for improvement
Might be good enough though
It was taking 20 minutes to load?!?
Wee trees was, yes.
doesnt help he builds like an absolute madman lol
It was purely based on the number of buildings he had, not where, and how my crappy code was reprocessing all of them on every change.
And since the load routine rebuilds the map effectively by just places all the things in the right place and setting them to the right state, that meant it was reprocessing some of them thousands of times while loading the game.
Starting a new save, and testing part of my adventures in making your factions compatible with Whitepaws... Learned I could reshuffle the Natural Resources to... and immediately was like "Hey, I can make Birches and Oak trees long term viable!"
Oaks do branches, might need to rebalance them, I'll see how I feel playing this save. But I feel pretty gleeful I could do this for LeafCoats, so they're not just for deco as much as I like making deco forest setups
Back when I wrote leaf coats in U7, the intent was to add Bark as a harvestable resource to Birch, but the game didn't allow a "Migration" to add an item, it would crash trying to load an inventory that didn't exist.
And now it's got the Blueprint Modifiers, which enables this.
Even without those... you could disable birch and do a migration to force another plant to load in birch's place, and that would still crash
Also funny how we landed on the same Birch for Bark logic. Side note on that actually, the fact that you made the general bark gatherer a Eucalyptus Tree. My adoration, for seeing them in a game.
I am Aussie, I see my tree
I guess I could change things to make birch give bark and get rid of Eucalyptus.
honestly though, I'm not sure it'd worth doing that as Branches are just as important as Bark, if not more so, and I want to keep Willow. So getting rid of Eucalyptus to give Bark to Birch is a little pointless.
That is my Home, I grew up next to a giant Eucalyptus, the way it would shed seasonally, I like the potential to have choice of which one will be bark resource from my modifier. And works imo.
I bet it smelled good
Oh very distinct
We once even had a Koala show up in one of the trees on our street
It was like "Hi, Hi! Where did you wander in from?"
Eucalyptus is just, pleasing. Also the choice makes the LeafCoats stand out, same with the willow, though the models you use don't feel very willow to me... but that's because I'm used to the ones with the trailling branches that kind of make a leafy cover, the "weeping willows"
they do that when the branches grow out. that's what they cut off.
but yeah, I could remodel them a little more, but it's just a recoloured and slightly modified birch
I'm not good ad modelling
God, if you do decide to swap the Eucalyptus bark gathering to Birches though, you could do an edible from them
Sooooo, this is just something for the back of your mind, but I will be honest, the other reason for their nickname of Gum Trees. Their sap, though I don't think it's every species, the sap is edible.
Me and my family used to go out in the season and collect and eat it.
sounds fun
It is. So yeah, that can be an alternative, but more ideal would be if both options were viable but it looks like plants can only have one harvestable 😔
Also ultimately up to you, I'm more throwing it out as here's an option for it. And because I'm like "Hey my tree! From my home!"
Oh, an aside, but I'm curious, for the Beaver Plants add on, are you planning on making a higher tier planting building or something to eventually lock the adult beaver plant behind?
Just because right now it's kind of like "Why would you plant child plants when you can have the adults immediately?" and maybe I'm dumb to the balancing but it's yeah...
Thats why Adult plants take twice as long to grow
They both say 5 days, but the adult plants have a maturing timer after the plant grows, where the child beavers just pop straight off the plant.
People have been pointing out to me how in V1 LeafCoats have some flaws
Since they don't normally have a badwater pump, or Centrifuge...
On New maps with no Badwater Source
- There's no place to build a Rig, so no way to get Extract.
- One way to deal with the Water Seep giving Badwater in a Bad Tide is to clean it with a Pump, there's no pump so no way to clean it.
-
Since you typically have either BadWater Sources or Badwater Seeps (or both), one suggestion is to add a bad water Rig for the Seep
-
Add some sort of Dome or Filter to the water seep.
The Dome would just give you manual control over it being open or closed, and since the badwater dome can already be automated with the automation system, this could be automated that way too.
The Filter would basically just be the dome that is already automated.
Thoughts?
Thoughts happen
what if... a Seep Dome, can be built on the Badwater Seep too?
A seep dome that has an internal water storage system?
Why don't we already have a Badwater Seep dome?
Well, it would behave just the same as the badwater dome, so... no, that's more the sort of thing a Rig would have.
Nice, and so easy to build on top of!
in theory, yes.
Oooh neat
Same building works on both seeps
Though, Given that Leaf Coats have 2 different painted metals, and use Purple for Badwater buildings, I'm considering trying to do that.
It look longer to make this work than it should, because I'm out of practice x3
Stahppp
yes
Can they be used with the new automation? Not saying they need to. Don't need you doing extra work
If you look at the video, it had three options for being open or closed.
Ty. I'm just blind when I see cool new stuff
Thank you for giving them time to open and close. Instant open and close on dome things like this is just too safe. I like a little danger.
Very cool looking. Could you either adjust the sound to be less metal dome and more wooden or use a different sound from another building that fits the wooden acoustic better?
No, they don't have the option, I checked Vanilla Domes and they don't have it either.
I'm not sure how difficult it would be to add automation to domes.
At the end of the day, the dome itself is actually pretty simple.
wait, there's 3 options there...
what's the 3rd option?
3rd option is automation, you can automate it
so the answer is yes, you can use them with the new automation
I think this slight modification looks better, and fits in with Overhangs and Platforms better
Nice!
Trying to wrap my head around leafcoats buildings, it's a puzzle when some storages have entrance upstairs 🙂
Also I see that birch bark was already discussed, I have similar dumb idea - rl willows grow both in shallow water and outside. Would be a boon if they were so flexible ingame too.
Not really; you have ladders by default.
As for willows… they already do that.
We discussed it in the past, and it turned out to be trivially easy to implement.
I had problems trying to build ladder under large pile entrance...now I retried, guess it was my own clumsiness. Would perhaps help if it shows up as red instead of completely vanishing when the placement is invalid.
Can please willows be marked like "semi-aquatic" in the flavor text?
I had found it by accident, then went testing all the trees. 😛
just a minor detail.
side note, dont think its possible to play LC on the Timberpunk map on hard mode haha
Hello hello what would timberpunk need to make playing as leafcoats possible?
All their food needs 2 cycles. The plants grow, then harvestable stuff needs to grow
Pretty sure my first cycle was shortest possible, but rushed getting the aquifer running and planting food to grow, but was still at least 4-5 days from at the earliest to getting consumable food. Even found your little stache of berries underground
Struggled with water but managed, beavers starved to death
Yeah, I think the game over text on both Emberpelts and Leaf Coats just points to the Folktails locale entry.
I think the biggest issue with "Difficulty" on Leaf Coats is due to them not having any crops, only Bushes and Trees.
So you can't have the 2 or 3 day growth times of carrots and... whatever IronTeeth have, the fastest growing plants require like, 5 or 6 days before you can get fruit from them. And you have to build the building that plants them. So even if you have a great start, you're looking at about 8 days to get food started.
So, if you play on Hard, and don't set up some sort of dam really fast, it is possible you can wipe without getting a single crop, so you're often dependant on a starting area having ready-to-pick berries
So to morr directly give an answer to the question, maybe just upping the hidden cache of berries to 75-100ish would buy you a couple more days for things to grow which might be enough time without doing big changes to things on the map.
It looked really neat. I spent a good bit looking around the map and got an idea of a plan put together before I let the beavers set foot out of the DC
I will look for a way to make it compatible, for now feel free to edit the map in editor to give yourself a bunch o berries
Cuz it Might be a while until i can get around to it
Or just do a custom difficulty and give yourself more starting food
Suggestion: farming mushrooms on logs to get some food quickly.
@torpid patrol Minor potential bug with the Leafcoats Wood Workshop: It has an optional second entrance on the side, but if you connect a path to that entrance, it does not show as connected to the network. You must still connect to the other entrance. This might be the intended behavior, in whch case, disregard, I just wanted to make sure you were aware.
semi-intended, you need to at the very least put a path in front of the other entrance, even if you don't connect that path to a path.
I could in theory get around it, but that would cause other issues
gotcha, thanks.
not bad for a 1 day build. didnt run any issues that I noticed, so thats good 🙂
adjusting TP2 for leafcoat compatability
i changed the initial food stockpiles to foods that leafcoats can nom, leafcoats now start with more food than the 2 base factions.
never mind leafcoats use fermented chestnuts, not roasted
ok you start with standard amount of foods :)
yay!
I think the only Vanilla food that Leaf Coats actually have would be Berries and Mangroves.
Been working on the Wind tunnel
they look somewhat more similar in animation now
also I changed the colours, it had the same purple vertex colour as IT, and I'm like.... LC wouldn't use IT colours like that, lets make it yellow with a few green ones.
better?
I love it.
Question, does the LC Large water pump not work with badwater at all?
I have had one for several days now, but it does not seem to be working. Wanting to make sure I am not just missing something.
Is it labeled as a badwater pump? No.
They don't actually have one; instead they use a fancy badwater rig with a built-in centrifuge to directly produce extract.
That may change, but it is the current setup.
The description says Badwater contamination slows pumping, it was not clear that it doesn't work at all. That may be a vanilla limitation, not a LC thing, I don't think I ever tried it before. I just like the LC LWP, so favor it over the other pumps.
I have the explosives for LC mod, so it does have a badwater pump, not just the rig
So, what that means is that the speed decreases linearly according to contamination (i.e. half speed at 50%, 1% speed at 99%, completely stopped at 100%). The base game does the same.
Badwater pumps do the opposite: the lower the contamination, the slower they work, stopping entirely at 0%.
Yeah, I never tried in vanilla because the description was vague, so I just used the specific pump. I tried this one since the LC pump is substatially different
It's a water pump, it doesn't pump bad water.
Yeah, that's how Vanilla ones work too.
100% water: 100% speed.
50% water 50% badwater: 50% water speed, and if you let it pump it'll slowly turn full badwater in the pond and stop pumping.
Leaf Coats: Explosives needs you to also install Leaf Coats: Badwater, otherwise there's no way to obtain badwater.
I presumably already installed it since I have the badwater pump. I just like the large water pump better. oh well, I'll live 🙂
Think Folktails.
They have a Water Pump, Large Water Pump and Badwater Pump.
For Leaf Coats they have Water Pump and Large Water Pump, with Badwater Pump in Leaf Coats: Badwater
Yeah, I get it. I never tried the LWP in vanilla because I was too lazy to figure out what "slows with badwater contamination" meant. But the benefit of the LC LWP made it worth trying.
and you have to connect power anyway so fermenter's next
And re: badwater, I was on map that does not have classical badwater sources (Down the Plughole) only seeps. Had to add them in map editor to get any extract. Clearly non optimal.
Yeah
I've been thinking about a solution to that issue
Basically a Badwater Seep Rig.
Perhaps would be in character if they had phytoremediation plants that would clean slightly contaminated water and produce extract.
If it's even possible to implement, plants affecting water they are in.
A hyperaccumulator is a plant capable of growing in soil or water with high concentrations of metals, absorbing them through their roots. The metals are concentrated at levels that are toxic to closely related species not adapted to growing on the metalliferous soils. Compared to non-hyperaccumulating species, hyperaccumulator roots extract the ...
honestly not sure. would probably have to code something new for it.
Bob, why no single wide gravity batteries to match the corner ones? Just a balance decision?
Nothing stopping you from using the corner ones as a single elsewhere.
Oh. Duh. Never thought about that.
Mini extract rig for use with seeps?
It doesn't function as the base of a tree, but that's to be expected since it's the wrong size.
Seep Rig, yes.
and correct, can't function as the base of a tree because it's the wrong size.
That should solve most of the edge cases.
There's still the potential for problems if the only source of badwater is badtides, but at that point, honestly, I would just say to go play a different map, since that's just as problematic for all the other factions.
Or install the Leafcoats badwater mod
oh, look who's working here
Need to move the smoke spawn point slightly, and add Locale entries and a new icon
The contra-rotating top makes for a neat visual.
Yeah, I thought it would look better than them both rotating the same direction.
4 beavers vs the Badwater Rig's 10.
Same recipe
Requires 200 power instead of 500...
Half the cost
slight model update too
Door frame colour changed, and the "Rust" is now a crust along the top edge, rather than all down the wall
Basically, smaller in every way.
That said, 10 beavers has always been insane in the badwater rig. Most of the time even 2 beavers is excessive.
Not to mention that the Folktail's version has as much storage as a LARGE TANK.
...will the storage capacity be equivalent to a medium tank?
Since I'm using the same recipe, the storage will be the same on both rigs.
which looks to be 500.
I also just had a thought on a different layout.
unlike the badwater source where it's basically flat to the ground, so entering on the ground floor makes sense, the badwater seep is about half a block tall, so you can't just walk in on the ground floor the same way. So maybe I should make the door upstairs.
adjusting the height slightly...
would put the door here.
Can you see the smoke spawn points in the editor? or do you have to check them in-game?
Can see them in the editor, but they're not exactly intuitive as to where the smoke will actually come from.
this is the correct placement
I don't know why that amuses me but it does.
Yeah.
I love the observation terrace! Had to make a screenshot (see #📷screenshots )
@torpid patrol Any idea why these ziplines are not connecting to the network? Beavers are having to walk to the building, despite the zipline.
try place a path in the middle there.
That did it.
Not sure why it's drawing the nav mesh marker, but they're technically not connected, because there's no Path or Ladder in the same tile that the doors are opening onto
If you did put a path there, not sure why it's not working
I've never needed a path before, but possible this is the first time I have built one above a tank as opposed to a warehouse or pile.
In theory, even with a Warehouse or Pile, in theory you should need a path there too
or a ladder
The ladder is built in to the warehouse.
All of them are the same, there's no nav meshes above this point, which means the warehouse isn't connecting to anything on top of the warehouse
you need to add a ladder, or path on top to make it connect sideways
or another building with a ladder built into that tile, like a Builders hut
Weird. I guess I have just always built the ladders before noticing they weren't working
I have had just two ziplines across from one another with nothing else many times. They must have not been working except to transit through.
I dunno what to say, what you've built, there should be no connection between the doors
now, if you built it on top of a ladder, that's different, Ladders do have path connections on top
so if you built it on top of one of these ladders, then it would connect
anyway...
What I have had previously was essentially this. I've had setups like that for long periods, but it looks like they never actually worked, and I never noticed. They allowed beavers to pass through, but not access the building. I assumes it automatically connected to the path.
Yeah, those aren't connected
I always add laddeers eventually to build higher, but not always until I need more [whatever]
The ladders would fix it.
or as said, if the level below was something where you manually built a ladder, that would connect, because ladders are a bit odd
Yep. Just never noticed
so why does my door not work...
It correctly hides the model when it should be hidden, but doesn't unhide it.
From what I can tell, it's failing the CanConnect check
what I'm not sure about is why.
It might be the lack of "Is Path"
here we go
Doing some minor model tweaks at this point.
So the base needs to be that high (Even though it's larger than it needs to be to cover the seep), for the mechanical connection.
so I moved the metal band up to the top of the bark, rather than below it, because it fits better there. I also just moved things around a little.
you might be able to tell the lower part of the roof was squashed up a little more.
still looks reasonable with alternate connections too
I think there's just 1 more tweak I want to make
Change it back from the metal door to a green wooden door.
Odds of fireworks coming to LC anytime soonish?
Soon(tm), I'm sure 😉
They're already in the Explosives addon mod
The problem is...
- They're made in the Explosives Factory, which Leaf Coats don't have without the Explosives addon.
- They cost Badwater which leafcoats don't have without the Badwater addon.
So i put them in the Explosives addon mod
Makes sense I suppose
The problems with trying to make a more unique playstyle is sometimes you have to make sacrifices and compromises like this.
Didn't even think to check that. Knew that was an additional mod for them, but knew it wasn't... for lack of better phrasing I guess, in the spirit of how the faction was setup to play so I have avoided that one
Yeah.
Unfortunately that means no fireworks in base leaf coats
Makes sense. Nbd. Just gotta grab another mod when I get home haha
What exactly does the beehive work on? I'm assuming berries, grapes and apples
Anything else?
Should be most things
No to maple and pine off the top of my head
Berries, mangroves, grapes, chestnuts, apples, and... memory failing me... lol
Dandelions
It specifically does not work on the initial growth of trees and bushes, but does work on most secondary products.
Thank you
It also works on crops like a normal bee hive, but LC don't have any.
That's only important for multifaction stuff.
But does it work on the beaver plant?
Would be funny, no idea on that.
They just wanna get off the plant quicker so they quit being stung... lmao
no
LOL
Would be a funny addition for the adult beaver plants. Takes a little time off the maturation, but pop off the vine with bee stings
waitwhat, there's a beaver plant?
Add on mod to go with the base LC mod
Yeah, Leaf Coats: Beaver Plants is an addon that lets the Leaf Coats plant "Beaver Plants" that grow with a beaver on them, it's their version of a Breeding Pod, except it's mostly automatic, you can't pause them and you need to keep the ground irrigated, else they die.
I love them!!!
Leaf Coats can be a little confusing on what addons you're supposed to use.
Because there's Badwater and Explosives that you're not supposed to use, but exist for those who want to.
Then there's Beaver Plants that you are supposed to use.
With Emberpelts, it's more like, Yeah, Sure, use everything.
There's only really Ladder (which I could just make part of Emberpelts like I did with Leaf Coats) and Project Phoenix.
There's also Food Expansion, but that one is a bit more "How do you want to play?" type of mod, because I like the full Beaver Factions thing, that really needs that to be worth it.
I think I may have spent too long doing minor edits to the Badwater Seep Rig.
can you even tell all the changes I've made?
Looks great
with all the work I've put into it, it should~
and I should say, thanks for saying
Is the bottom one the final? Looks good either way
Of the 3, the first and last are the same model.
The 2nd is what it changes to when you put a branch in front of it.
Because, most leafcoats buildings are dynamic in some way
Cool! This is looking really good!
Bobingabout Script Pack:
New script UnderlyingWaterSourceModelChanger for the Leaf Coats Seep Cover.
Emberpelts:
Updated the Wonder of Fire's fire to be more appropriately sized.
Changed the Phoenix Distillery bubbles particle effect.
Fixed wind turbine flooding too easily.
Leaf Coats:
The Gate now correctly merges graphically with Fences.
Fixed beaver height of Wind Tunnel.
Added new Seep Cover, a Dome that can be built on the Water Seep and Bad Water Seep.
Added new Badwater Seep Rig, Similar to the Leaf Coats Badwater Rig, but it has a 2x2 footprint to fit on a Badwater Seep, but requires power and produces Extract like the Leaf Coats Badwater Rig.
Is there an option for a rig to actually pump Badwater (for explosives and fireworks) or do the poor Leafcoats have to get it manually? I discovered the rig making extract last night and got quite confused. If there isn't another option, maybe having the rig use a recipe could work.
no way to get bad water in the base mod. need an add on mod
Leaf Coats: Badwater
i was just asking about fireworks just the other day myself
I have that mod. Guess I have to pump it manually then. I really wanted to avoid visible badwater on this build too 😭
well, without too much effort you can keep it mostly hidden still. just have a little 1 wide channel inset 1 from the edge of the map if possible, dug down as deep as the pumps will go. extra creativity points for hollowing out a channel part way up and put contamination barriers there and covered up. then automate everything so they only pump when theres bad water there and you need to pump
😛
I mean, their style would be to not use badwater at all, that means no explosives and no fireworks. That's why they have alternative terraforming methods.
The Badwater and Explosives mods exist as extension mods for those who want to play them more traditionally (as you would place FT or IT)
I wasn't expecting Fireworks to even be a thing, but I added them to the Explosives mod anyway.
In the spirit of no badwater/explosives, perhaps in the future, instead of dynamite, the leafcoats could develop a water-based analog that performs the same function. The material cost could start at a log and 5 water for a single and double/triple would use 10/15 water. Basically forced liquefaction. Just a thought... QoL question - would it be possible to add the ability to pause/unpause the numbercruncher? The IT and EP can both pause theirs and it makes automation easier.
- I'm not sure you need Liquifaction, you have seen the Loosen Terrain and Remove Terrain options, right?
- Why would you want to pause the number cruncher?
The LC Number cruncher just sits on the Geothermal Vent and produces science points. It doesn't consume nor generate power, it just generates free science for existing.
Why would you want to pause that?
I have seen, and extensively used, those options. In fact, they would make a great standalone mod for other factions. I was only asking due to ease of scaling. I'm currently terraforming Thousand Island, and that is going to be an absolutely STUPID amount of shovels, lol. The numbercruncher question was more me just being anal about numbers, automation, and persistent perfectionism.
Question on Balancing of the Leafcoats Beaver Plants:
Am i understanding it right, that for the adult plants it spits out an adult beaver as long as the plant doesnt die during the process whereas the baby beaver plant has the benefit of releasing the beaver earlier?
Basically, same conditions, 10 days for adult vs 5 days for child.
The functional difference:
They both take 5 days for the plant to grow.
Child Plants just plop the child out at this point.
Adult Plants have a 5 day maturing timer.
At any point, the plant can run out of water, or be contaminated, at which point the death counter starts.
Thanks!
then i got it right - and i like the choice of having to take care for a plant or for a baby beaver
In thinking over my terraforming scale issue, I came up with an idea that would both solve my issue and be fully in the spirit of the mod. Specifically, the "Remove Terrain" ability, could be theoretically be altered to allow for double and triple depth removal, the idea being that number of Extract determines depth, from 1 to 3. A possible solution to the Fireworks could be to replace them with Water Cannons, Fountains, or fireworks derived from something like Bark and Extract. This way, the functional gameplay benefits of Badwater, Explosives, and Fireworks can still be achieved without ever actually using them. The Tool Factory could possibly be renamed just the Factory and produce Shovels and the eco-friendly Fireworks. Just another way to make a very fun faction even more enjoyable.
If you want to excavate large volumes of dirt, do the edges method.
Just tunnel under the area and take out the sides and the interior will just collapse away
I'm going to end up doing several variations.
the main ones being a 1x2 and 1x3, to extend out the side of a tree by 1 or 2 tiles
but then the corner should be treat differently
Can be a 1x2/3 for extending one side only, or 2x2, 2x3 or 3x3 to extend out in 2 directions.
I was literally thinking about this exact overhang idea as I was playing last night. Can't wait to see the results! 😄
It looks kinda terrible when you look at it like this
but it does actually have the normals to bend it more subtley
ah crap
you can't see where my cursor is, but when you flip this building, the anchor point doesn't flip with it, so you can't actually place the flipped version
Looks pretty good though
but I'm going to have to make a 2x3 flipped version.
or...
Oh, I'm so moving almost everything into the trees with this
The Pneumatic Tubes (Capilleries) will work through it too
Yes, I really like the idea of modular construction.
Do you plan to create platforms of different lengths? With straight and curved walls to create different architectural styles?
Do the angles also measure 3 in length to create consistent platforms?
nop
hmmm
It's difficult to explain from one point of view to another.
from one angle to another angle.
Ah ok, now I understand.
this problem is bugging me
Can't make the 2x3 flippable, because if I do, the cursor is in the wrong spot.
Have you tried the Modular Platforms/Overhangs? I know it's broken at the moment, but it looks like it could be used for dynamic building.
blegh, it also requires Harmony
This is soooooooo much better than what I asked you for! 
While there's nothing stopping me from making larger ones, I think on balance, this is all I want to make.
This actually will make what I asked for, but not as a single piece. This is so much better!
Can you @ me when this is live so I can experiment with it? 🙂
Could be a while, I'll probably forget you asked by then ¦3
Such is life. 😛
if ppl want further from the tree, could just put dirt on top of them and go from there
or just put another one on the edge
like how you can put an overhang on an overhang
I will, of course, abuse this. But it will be fun!
I should probably increase the costs. They transmit power and pneumatic tubes on all flat surfaces. Thats means all but the platform side on the square ones, minus the rounded side on the corner ones, and up on the full flat surface of the platform
what if u made it so that even if the ground is flooded beavers can live completely in the trees with water up there even and all
I will gloriously abuse them as well! Beaver motto - When physics doesn't work, make your own.
what's new here?
The platforms attaching to other items
Basically, a Branch Platform
People were asking for the platforms that can go on the side of bridges, that you can build Decorative items on
Since you can only place one "Branch" in a tile, I added "Branch Platform" that goes out 1 side and "Branch Double Platform" that goes out both sides.
So, the features of the next update so far are.
Tree Overhangs.
Branch Platforms.
Here's my Idea's list.
Tree Overhang (a 1x3x1 base like the house, and platform that sticks out the side, similar to how the Bot Part Factory works)
Add platforms that go on branches to be able to place 1x1 items like decorations on them.
Badwater Seep Rig?
I think I just finished them all
that doesn't mean I'm done though
my file is big, and there's multiple lists around it.
Like...
To do:
Wonder
Roofs
"Leafy decorations"
with no specific "Ideas" attached to them.
Did they draw them by hand to add an icon?
I drew those icons myself.
Well, Semi-jigsaw, because some of that icon is taken from Vanilla Overhang icon.
Are they difficult to draw? Could you make a short video tutorial on how to draw a Timeberborn icon?
I mean... I use an ancient art program from like, 2000, because I know how to use it, I seriously doubt anyone else actually uses it, so any guides I'd make would only be semi-useful at best.
What program?
Jasc Paint Shop Pro 8
ahhh, good ol' PSP
yup
I know that well! Wasn't that the last one before Corel bought it and turned it into photo enhancing software?
No, 9 was.
It and GIMP are my goto for image stuff.
I know Coral bought it by 10
I'm testing to see if Krita is a decent replacement for GIMP, given GIMP's glacial development.
I've never used it, but it looks like a better creative tool than GIMP
I know some artists who use Krita
I have never heard of Krita. I shall have to research it.
Not that I do much with graphic editing anymore now that I'm no longer modding CK2.
I am trying to do the Oasis map on hard with the leafcoats. Is there any way to clean the water oasis from badwater? I don't see anything to pull bad water out of the source in the mod.
Use a mechanical pump or rush to get a cover on the source.
Seat covers are allowed on both types of seeps.
That would mean rushing metal O.o. And a lot of cogs. I can't do that in time -.-
Change of plan I guess. Rush the pre-build ancient aquifer and use the high ground only once the low ground becomes unusable.
Wouldn't the badwater pump have also cost metal?