#Leafcoats - New faction (Early Access)

8494 messages · Page 9 of 9 (latest)

dapper citrus
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There is no badwater pumps. You actually can't gather badwater with leafcoats. So I was looking at ways to handle the center seep you start with.

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There is also not much good renewable metal close by. So I need to be careful on what I use the little bit I have.

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Then again, I guess the starting water source is about as high priority as it can be.

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Also, I wanted to say that I LOVE th aesthetic of the leafcoats ^^
That is sucj a massive success xD

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Even the mines are trees.

torpid patrol
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Not everything is a tree, but I put it on as many things as was viable.

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So do you think it would be a good idea to reduce the costs of the Seep Cover?

worn ivy
torpid patrol
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Not just for Leaf Coats, but every faction? (Except Whitepaws whic his already cheaper metalwise)

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This is the cost for every faction but whitepaws

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and this is whitepaws

dapper citrus
# torpid patrol So do you think it would be a good idea to reduce the costs of the Seep Cover?

No, I think it's fair. Anything other than full metal bar would trivialize the entire map. I don't think it's bad that I need to survive a couple of badtide without a seep cover. I do enjoy the challenge. Also worth noting that I played on hard difficulty.
The only thing maybe is that food was a bit troublesome. There simply isn't enough by default on the map to support your beavers until the first harvest of grapes.
I built that first thing and still had a few deads.

torpid patrol
dapper citrus
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Up to you, but I think it's a fair amount.

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I didn't check, but is there a tree branch like border?

torpid patrol
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Yeah, Leaf Coats is a pretty difficult start, you can't just get Carrots up and running in a day or 2, and have Carrots by day 5.

dapper citrus
torpid patrol
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It's more like 10 days for Leaf Coats to get crops going, because you have to do the same for a Farmhouse but with Forester, then an additional 5 days while the plant grows before the crop starts to grow in.

torpid patrol
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Same prices as a large farmhouse

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The smaller IT Farmhouse still costs 20

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so it's only 5 logs cheaper

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I guess since it's 2x2 instead of 2x3, I could reduce the cost a bit.

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The Forester costs 10 logs 7 planks, so I think costing between 15 and 20 logs would be fair.

dapper citrus
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I don't know. It's just that very first harvest that was rough. As soon as it's passed it's all good.

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And since you don't need to replant 90% of the stuff... I think it's prefectly fair.

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I think the issue is how much berries you start with. With like... An extra day worth of berry at start would solve a lot of issues.

torpid patrol
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You can customise the difficulty to add the extra berries

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unfortunately, you can't do that specifically for a faction, so the player would have to do it manually.

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but then you're technically not on Hard Mode anymore

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You're on custom

worn ivy
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Well, I suppose the mod could intercept the district center as soon as the initial inventory is set up and increase the contents by a fixed amount, but that seems like an extreme solution.

torpid patrol
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yeah

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There's also the potentially faster Dandelion option

dapper citrus
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Yeah. I should have started with that.

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A first dandelion field, followed by grapes.

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So taht the 1st harvest gets there in time.

torpid patrol
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Grapes feels like the obvious solution, but once planted you need to wait 5 days for the plant to grow, then another 4.2 days before you can pick the first harvest, so that's 9.2 days minimum to get food.

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in contrast, dangelions will only take 3 days to grow, then 3 days to get the first dandelion, so that's 6 days, but then you need to ferment it.

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To ferment it, you need to build a fermenter, and probably a treadmill.

dapper citrus
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Didn't even realize you couldn't just eat them xD

torpid patrol
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Treadmill is unlocked from the start and costs 20 logs, same with the fermenter

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So, it costs 40 logs to get edible dandelions up and running.

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Can you do that within the 6 days while they're growing?

dapper citrus
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No idea.

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There is also the number of beaver involved in all of that.

torpid patrol
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That's a minimum of 65 logs to get dandelions up and running vs 20 for grapes.

But in theory 6 days vs 9.

dapper citrus
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2 for logs, 2 for building, 1 forested, 2 for gathering. 1 for running an d1 for fermenting. That's the 9 starting beaver.

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First time I get to the point where I need to start talking build order for a city management game xD

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Getting ready for competitive PvP timberborn (or it it BvB, Beaver versus Beaver?)

torpid patrol
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Just an experiment...

what if apple trees looked like this?

torpid patrol
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Definitely look different from Chestnuts now

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not sure if you can see it, but the tree trunk is thinner than Chestnuts too

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thoughts?

desert rover
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-I- like them, but I am not a tree person. So for me, all I want is to be able to visually see a difference at a glance.

placid patrol
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for reference, the current apple tree used for greedy factions is this, so your version is a big improvement already

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basically just a coffee bush on a tree bark 😂

torpid patrol
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what?

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that's terrible

dapper citrus
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Numbercruncher has no power requirements?

worn ivy
dapper citrus
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I didn't realize -.-
That explains it. It uses 500 power then ^^

worn ivy
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Technically 400, but with such a limited number, who's counting?

dapper citrus
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Nope, 500 ^^

torpid patrol
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It uses however much power comes from a Geothermal vent 😛

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For most factions, that's 400 with a Geothermal Engine, but for some reason I gave the LC GE 500 instead.

abstract reef
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How many towers do you guys usually build?

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Wind power seems like never enough

astral ermine
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Even with a small population in the last couple runs with these that I've done, it was still like 15+ in the end for 100 or less beavers, then bots to match and replace the workers so the beavers could enjoy retirement

worn cradle
torpid patrol
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So if you need more power, build more.

worldly trellis
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Sage Advice from the Master

drifting badge
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hopped on this discord to find some neat small maps but while I'm here I wanted to thank you, Bobingabout, for making Leafcoats and Emberpelts. They're both such cool factions that expand the game significantly with new play methods that add so much to existing maps and I've had a lot of fun with them. So thanks! (would absolutely love a wonder for Leafcoats if it's on the roadmap - idk why but now that wonders are in they really make a map "feel" complete even if I still have more to do)

torpid patrol
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I'm also updating some of my maps right now for V1.

smoky lily
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Maybe a food source would be flowers like dandelion or maybe berries:)

torpid patrol
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Berries already exist as a global food source, everyone has them.

And LC Already have Dandelions as a food source (have to be fermented first)

smoky lily
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Not any response just ideas

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Ok

smoky lily
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Didn’t know that you already had made the mod I was thinking that it wasn’t released yet:)

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Saw now that it was released

torpid patrol
smoky lily
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Wow that’s a lot of work

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I guess

torpid patrol
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Yup

abstract reef
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I'm certainly not complaining but shouldn't the adult beaver plant cost science?

torpid patrol
abstract reef
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Ahh fair enough

torpid patrol
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so, this is the icon for "Loosen Dirt"

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but you can only place it on the top soil

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maybe I should change the icon?

abstract reef
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Maybe just the rocks + ground under em? Removing the sides and top

torpid patrol
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I removed just the top.

abstract reef
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Perfect

torpid patrol
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That's the Loose Dirt icon

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note: Loosen vs Loose

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Random thoughts...

abstract reef
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Wouldn't it need a corner piece at the top to support additional buildings?

torpid patrol
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do you even know what I was thinking when I slapped 4 IT Golem Factories back to back?

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There's no prizes, but I would like you to guess what I Was thinking

abstract reef
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Fair enough

abstract reef
torpid patrol
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wut

abstract reef
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Robots 2005

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Making me feel ancient now

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I guess I'll grab a stick and wobble away

torpid patrol
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x3

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I recognise the movie, but, no, that's not what I was thinking.

desert rover
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I have no clue either. Pray tell?

torpid patrol
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That's not a guess either

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Wonder

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I was thinking Wonder

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and it was just one of those passing "What if?" thoughts.

torpid patrol
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I mean, it's different looking than a wonder of any other faction, I'm just not sure what I'd do with it.

wise mulch
hoary patrol
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Or it’s a weather machine that’s trying to bring rain to a dry and corrupted world?

torpid patrol
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hmmm

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I got rid of the back, now it's just a hole in the top.

hidden cape
torpid patrol
hidden cape
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It's a faction that lives in giant redwoods with factories built into them. But I get it 😁

torpid patrol
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The building before I started editing it was 3x3x5, with the edits it's 7x7x5

verbal horizon
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Leafcoats' wonder could make bee swarm. Like irl, the queens have s...er..they mate and then fly away trying to found a new hive.

torpid patrol
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hmmm

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what if it catapults beavers?

signal fulcrum
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What will the building be used for?

torpid patrol
signal fulcrum
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Great! I love having options when it comes to gender parity and offering my beavers plenty of choices. I can't wait to see the final result.

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The translations are now generated by AI. Sometimes it's strange, I can feel the change.

torpid patrol
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Gender Parity... I have no idea what the original word was supposed to be, but that's an odd translation

torpid patrol
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This is it in Unity

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Sometimes you just have to import it into Unity (or the game) to make sure it looks right

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at least since U7, the Unity version represents the in-game version pretty closely, minus animations

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(Which this has none, instead of animations, I went with node points, so scripts can animate it

drifting badge
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You'd think Leafcoats would be the ones sending tree seeds all over but the Folk Tails already have that covered with theirs

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but then the Folk Tails wonder just launches a bunch of balloons which while pretty-looking doesn't make me think tree seeds - it would be hilarious to have one that launched the maple tree seeds that fly like little helicopters

torpid patrol
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I don't think you can apply an animation controller (to make a maple seed model spin) to a model in a particle (that's how the lanterns fly off)

acoustic yarrow
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I think each balloon would have a unique translation animation. I would assume it should be possible to add a rotation to that too (but I've done zero 3d modeling, so it's just an assumption)

torpid patrol
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Basically, the PE tells the game how to move the balloon, but because its a PE, the game doesn't interface with it like it normally would interface with a Timbermesh

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It may even be one of those models you have to pack as a mesh, not a timbermesh

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I dunno, I don't even have a maple seed model

abstract reef
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Can the large water pump actually get to 6m depth? It looks like it starts flooding after 2

astral ermine
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Put it on platforms, or more aestheticaly on point, layers of the tree pieces with the center left empty for the straw to actually go all the way down

abstract reef
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Thank you

astral ermine
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Np

torpid patrol
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Isometric view x3

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Reminds me of CnC style or something

drifting badge
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lol I get that but I don't know why because I can't place it to one specific CnC building - maybe it's just because it's at the red alert angle

torpid patrol
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Yeah, more like the angle than any specific building

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also feels like something that could have been in there

drifting badge
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it feels that the pipes and the metal siding aren't like super leafcoaty though so maybe that's why it's standing out? I do love their more rounded style, folktails are very woodblocky

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i feel like the natural extension from the crazy treetop-style buildings i do with the leafcoats would be a gigantic tree, like some yggdrasil- or mana tree-lookin monstrosity

torpid patrol
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Some Leaf Coats buildings have metal on them, but I did change quite a lot of the visible metal from the original model to Bark

drifting badge
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i was imagining that bark would be a big component anyway, there always seems to be one wonder component that's kind of orthogonal to the rest of the resources

torpid patrol
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Yup

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I'm still figuring things out

drifting badge
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like with the folktails where at the end they're like "hey you need 500 paper, you WERE stockpiling paper right?"

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well now i'm just thinking about how the entire plot of Legend of Mana is bringing the mana tree back to life

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(not a spoiler because it's in the intro scroll of the game)

torpid patrol
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something I'm thinking

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those things open

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what if, when beavers work in the building, they're in these little rooms, and the doors open up with them inside.

hidden cape
drifting badge
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Confirmed: the Leafcoats are German and they use roller window shutters

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The obvious next step is for the little window shutters to roll down whenever sun hits them and then the beavers open the three-position windows at night to vent (I assume it’s not possible to change the model based on what rotation the building is in)

abstract reef
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Am I doing something wrong or do you guys also need a ridiculous amount of branches/willow to be good

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I'm at a constant 0

astral ermine
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if you're switching over to trying to use those for both logs and planks, yes, you do need a lot of them

abstract reef
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I figured yeah

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Thanks for the confirmation

torpid patrol
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it should be fairly balanced where it should take approximately the same amount of area for a branch farm (and bark farm for the logs) as you'd usually have for a wood farm when planting Chestnuts for wood.

Ironicly, you'd get logs faster chopping down willows than using willow branches to make artifical logs.

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slightly

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It's better than using Pine for wood, but not as efficient as using Oak for wood.

hidden cape
verbal horizon
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Or treat the trees with badwater dump first 👿

worn ivy
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Only if you took a shortcut and added badwater pumps.

torpid patrol
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dumping badwater on a forest to kill the trees to avoid the plant murderer debuff would be cheating

wise mulch
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In fact, any mod, for game, is a cheat 😜

verbal horizon
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Oh I forgot they have no badwater. It can still happen "by mistake".

torpid patrol
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I haven't modded in a few days, and I kinda forgot what I was doing.

torpid patrol
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Added new Tree Overhangs.
Added new Branch Platforms.
Reduced cost of Forester Hut from 25 Logs to 20 Logs.
Updated Loosen Dirt icon.
Updated to include the v1.0.13 Breeding on Game Load fix.
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@desert rover

torpid patrol
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hmmm.... what if...

astral ermine
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Would be nice for close trees that you want to go between but want a faster way than going all the way down then back up, but also didn't plan far ahead for ziplines and can only branch between 2 varying height levels.

Might be niche, but what comes to mind right away at least

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Options are always nice

torpid patrol
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I'm not sure how best to implement it, because apparently the Branch occupies Middle, Corners and Path, so you'd be able to place this in weird locations

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Placing the Ladder on the Bridge that is.

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It would probably work better if this was a unit you have to attach to the side of an existing branch than something you place on a branch.

astral ermine
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like the contemplation spots? sounds good to me

torpid patrol
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yes

astral ermine
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also seem like it would be a lot earier for you to impliment based off previous statement.

and added benefit that the branches on either level could just be any length, so long as they intersect paths with the ladders at least, and continue doing other things past the ladders

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sounds like win win to me

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small downside of maybe not looking as nice

torpid patrol
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It seems they implemented a wrap of some sort in the latest update

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I don't like it (or at least, I don't like it at this width)

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Landscaping tab is the main one effected. "Tree Buildings" is also effected with the addition of the Stairs (1 too many icons)

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I'm thinking, considering how many icons are on Landscaping, it'll wrap even without the explosives mod. Perhaps I should split it into Dams and Landscaping?

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Basically, everything before Impermeable Floor would be split into the Dams tab, it and everything after remaining on Landscaping.

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And consider moving Icons currently on the Tree Buildings tab... Ladder back to Paths, Contemplation Spot and Observation Terrace into Wellbeing.

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note: WIP graphics. no new models at all, that's just from Jigsawing the existing Branch and Stairs graphic together.

worn cradle
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Another easy way to avoid the Plant Murderer debuff is to simply have bots chop the trees. They aren't bothered by it, I guess since they are machines and all

astral ermine
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welp, time to close that loophole. make the lumberjacks beaver only haha

worn cradle
torpid patrol
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I paid someone to make new icons, replace the AI generated stuff.

Here's first WIP

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Looks decent to me, a good start

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This is from my Modder of the year prize money.

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Artist is Polish too.

harsh fern
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The colored version gets the green quite right, however expressions need to be less aggressive

wise mulch
drifting badge
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Absolute lol if they got the aggressive sicko image from tree murdering like the Contaminated icon

torpid patrol
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unfortunately "Plant Murderer" is just a need, not really a status I can look for like Contamination.

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in theory I could do it, but would require a lot of new specialised code.

torpid patrol
acoustic yarrow
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Could you make the understair slanted too?

torpid patrol
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... maybe, probably not like you're thinking, it does have a curved end to the Branch, it's not flat

torpid patrol
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To make it look continuous, you'd need to immediately switch to diagonal up, and if you do that, the floor will probably clip into the steps.

torpid patrol
drifting badge
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Nice! But also giggling at Dual Tobberts

torpid patrol
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😛

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Been working on this model again

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I'll send more screenshots when it's day time

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The inside side planks, the "Wall" has 4 planks in the same space the stairs have 3 planks.

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while this doesn't match, the ladder's wall planks are exactly 0.1 tiles of height, which was the easiest way to make all the walls line up.

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so if I were to make any changes, it would be to change the Bridge Walls to 3 planks instead of 4, not the stairs internal wall plank heights.

torpid patrol
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I think this looks better, though there's still the slight issue that the posts don't line up with the walls next to them, but that's a difficult issue to fix.

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It's a change to all branches, but I think it's fine.

torpid patrol
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Well, that's the construction base and construction stage 0.

torpid patrol
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What if...

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You activate the wonder...

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And it does this?

hidden cape
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Hell ya that would be great

torpid patrol
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I don't think I can do anything that elaborate, and I don't think I'd be able to sync up sound with graphics, but I could probably put in a backing beat or something.

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But I could do a mini rave kind of thing based on the oiia video

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Flashing lights and dancing beavers

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And spinning beavers

merry sinew
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I feel like that would be great the first time or two, but would get old if it happened every time. For me personally, at least. That's NOT to say you shouldn't do it if you want to, just giving my thoughts

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Also that video is hilarious

torpid patrol
merry sinew
# torpid patrol So... do the rave, but keep it silent?

Possibly? I think for me it would be best if there were a way to track long term if it's been seen once already, and then make it a random chance to trigger again. I don't know if that's even possible though -- long term variable storage between games might not be a thing. Or set up an extra precondition? "If the wonder is activated and you have X building, or X population" etc etc. Buuuuut, keeping it silent would likely prevent me from wanting to off myself after the third wonder

torpid patrol
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I'm wondering if it's possible to do an entirely scripted rave animation.

If so, could have it do a random rave each time, which would be easier if you didn't have to sync the animation to music.

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Animation stand for 3 second, change to zipline and spin on the spot for 5 seconds, stand again, do exercises for 3 seconds, etc.

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Put some windows behind the beavers that change lighting colours.

merry sinew
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It does sound like a lot of fun, ngl

astral ermine
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maybe dial back the rave to a 2 so you dont cause seizures 🤪

torpid patrol
verbal horizon
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even the healthy look deranged a bit

verbal dust
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so im playing the leaf coats mod for the first time and just saw a grey beaver? i have other modded fractions disabled so that shoulnt be why the beaver is gray. im a bit confused is this suposed to be like this and if so why is this beaver gray?

worn ivy
verbal dust
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found another wierd one

verbal dust
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why are they different?

worn ivy
torpid patrol
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Norman is normanr and eMka is one of the devs.

They were significant enough in assisting me while I was working on Leaf Coats stuff (Actually I think it was other mods, like Beaver Faction District Control, but, I put them in Leaf Coats) so I made a "Named Beaver" for each of them.

torpid patrol
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I don't think I posted this yet.

oblique solar
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By the way, when you get a chance, something for the Beaver Plants add-on; The adult Beaver plant should need to be unlocked with science, as at the moment, you can just eradicate kits from the very beginning.

torpid patrol
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Yeah, not that easy. Plants are unlocked by their building that Plants them, so you'd have to have a new building specifically for adult beaver plants to make it so you have to unlock them.

oblique solar
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Darn

hidden cape
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Any updates on wonder?

torpid patrol
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Ive been working on my competition mod instead

oblique solar
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@torpid patrol Idea: Tiny Tubeway Station but instead it's Tiny Zipline Station

astral ermine
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i mean, the tree zipline station is already pretty small by itself

oblique solar
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Well, yeah, but mostly for other Zipline-using factions like Folktails or maybe WhitePaws?

torpid patrol
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In theory it is possible, I just didn't really want to mess with the model at the time, it's more complex to minimise it than it was to minimise the Tubeway model.

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I could do it, but... Not now anyway, because I'm working on my competition entry.

hidden cape
torpid patrol
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no update yet

torpid patrol
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I've been working on a lot, my list of changes is getting to be quite huge, but my focus is still on the mod for the competition.

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I haven't forgot about the Wonder.

torpid patrol
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A bit of a cut down change log, the post is that big, see #1300977672037339188 message for the full list of changes.

Updated to bring the v1.0.13 update back to the version-1.0 folder
Updated Leaf Coats Beaver Icons to replace the AI generated ones.
Added the 4 beaver names from the Golden Log awards to the Golden Beavers list.
Updated Preview Image
Added Gender overrides for Emberpelts, Charcoal and LeafCoats. (Change Beavers of these factions to Ace as a way to stop breeding.)
Update to Window textures, including recolouring the FT based Window sheet to match LeafCoats style.
Slight model update to Gatherer's Hut and Food Processor using the FT style Curved window for the Alcoves.
Added Branch Bridge Stairs.
Minor updates to all Branch models.
Landscaping section was getting pretty big, split it into Dams and Landscaping. Moved everything left of Impermeable floor into the new Dams tab.
Also moved Ladder back to Paths, Contemplation Spot and Observation Terrace back to Wellbeing from the Tree Buildings tab.
Updated Beaver Icons and New Game Faction Select Image to replace the AI generated ones.
Updated preview image
Changed Lumber Press costs, replaced Metal Blocks with Gears and reduced Science cost to 250.
Updated Preview Image
Updated Preview Image
Updated Preview Image
torpid patrol
merry sinew
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I have no idea what that is, but I feel the need for it in my life

torpid patrol
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it's 4 Ironteeth golem assemblers back to back merged into a leafcoats tree o3o

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It's a very WIP model for the LeafCoats Wonder

hidden cape
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Looks Wonderful

oblique solar
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Ooooooooooooh

errant plume
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WONDERful lol

torpid patrol
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Still gonna be a lot of work on this beyond just the model

worldly trellis
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👀 DamFT

drifting badge
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I like the change about the lumber press. It felt like it was positioned closer to the endgame than it needed to be - it's not a progression step after metal, it's a refinement step of planks.

torpid patrol
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this is an absolutely massive blueprint file.

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just the block object spec is probably as big as most blueprints.

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then it's got all the usual leaf coats scripts in there, including being able to build upwards from the top middle tile, and Pneumatic tube connections (tree capillaries), and mechanical transput connectors to transmit power.

torpid patrol
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Well, it hasn't crashed yet (this is like, 4th attempt)

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it didn't crash

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so, there's technically a working Wonder in Leaf Coats.

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Still needs work, but, it didn't crash.

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Deletes "Early Access" from the mod name

torpid patrol
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hmm

alpine dew
oblique solar
torpid patrol
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I figured out why it wasn't showing the preview

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so now it does

oblique solar
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Yay!

torpid patrol
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Treated Planks and Berries.
Paper and Extract.
Phoenix Essence (which is a high end liquid)

What should this Wonder take to activate.

oblique solar
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What unique goods do they have again?

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I can't remember

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What is it going to do?

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Resources or Beaver distribution?

torpid patrol
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neither

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this

oblique solar
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Ooh

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Peak wonder

torpid patrol
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Well, I mean, it I actually made it do that it would probably be pretty annoying x3

oblique solar
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Yeah...

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Funny though

torpid patrol
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yis

oblique solar
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Maybe something to do with branches and bark?

torpid patrol
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hmmm

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Feels too easy

oblique solar
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True

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An extra refinement building or recipe to make it a bit harder?

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Otherwise...

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Tools?

torpid patrol
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Tools is a good option

torpid patrol
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no idea why the quit work half way through.

Also, this is very WIP.

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I think they quit dancing to go get the next batch of materials.

astral ermine
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i was half expecting tree roots to come srouting out of them and a big tree to grow out the top haha

drifting badge
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Well now you’re scope creepin’ but the issue of new resources is real

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dirt is fairly late in the tech tree and i don't think i've seen anyone use it in a wonder - i'd previously babbled about the folktails already taking the "tree seeding wonder" niche but maybe leafcoats could be the soil enriching guys

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maybe mulch from dirt and some output from the food processor?

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well that'd be compost i guess

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but then mulch would be some combo of bark and branches

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if i'm honest i was also kind of surprised that eucalyptus was used for bark in this mod when birch is right there (and they have the same growing time)

torpid patrol
drifting badge
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oh interesting, that makes sense

torpid patrol
torpid patrol
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this works a bit better

merry sinew
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Oh I love that

hidden cape
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Does it come with a seizure warning? Might want to include that in the mod description

merry sinew
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Doesn't look like it's the proper style to trigger seizures, but I could be wrong, and safety should be a thing

torpid patrol
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note: It's only flashing that fast because I'm on 3X speed

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if you play on normal speed it doesn't flash anywhere near that fast.

worn ivy
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Yeah, at 1x the game runs at just 100 ticks per minute (0.6 seconds per tick), which is actually quite slow.

hidden cape
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I generally play at 3x speed all the time. I don't have seizures. Just wanted to be safe just in case

alpine dew
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Maybe you could add something to check the game speed and scale the flashing to that

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Like instead of changing color every tick, increment a counter, then change the color when that counter reaches game speed. So at 1x it'd be every tick, 2x every 2 ticks, 3x every 3 ticks

worn ivy
alpine dew
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Ahh, makes sense. I'm not home right now to look at the code but I imagine there has to be some way of getting a fixed rate regardless of game speed

drifting badge
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Honestly that’d be a feature I’d want on all the time

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I rarely play on 1x and so for me timberborn is always a game with silly fast animations

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I suppose beavers would need to still move at the 2-3x pace but that’s less of an issue for me than all my windmills going wheeeeeeeeee

acoustic yarrow
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I've pushed an update for timbertrees for Leafcoats 1.0.13.1

torpid patrol
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on another note: I'm taking a break from the more difficult stuff like making the Wonder function how I want it to (It works, that's a fair step)

I'm working on other things, like...

I'm sure you've noticed a lot of Leaf Coats models lack construction stages.
Some of those models are easy enough to make.

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just one example

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I'm going to need to do a lot for the wonder, and there's some buildings that will require a fair bit of work.

torpid patrol
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I always planned to "Come back to this later", and now is later.

acoustic yarrow
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It now also reads the faction blueprint modifiers (was a change I made a couple of weeks ago, but never pushed the update for it).

torpid patrol
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ah

torpid patrol
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storages

torpid patrol
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Starts making a constructionstage for District Center.
Realises it doesn't have a construction stage

torpid patrol
drifting badge
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Oh btw since nobody’s told me to shut up yet - is there an opportunity to add a 1 z-level 3x3 “hollow” tree segment? I know I can assemble it myself right now and I do, but a premade might be handy. Examples would be if I have a path and just want to plunk down the segment to keep the path walkable but then be able to stack storage/buildings.

torpid patrol
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The only things I intend to add are the Wonder, and eventually decorative tree bits.

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Also, you ask for a hollow tree segment... for what exactly?

drifting badge
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Yeah I know it may not be a super popular need

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The concept is this - I build a settlement, and then eventually it grows into a much larger settlement. I'm not a huge fan of bulldozing and replanning, I like letting things sprawl a bit from the original layout. But the Leafcoats are excellent at building UP specifically - what I'd like to be able to do is plonk down a 3x3 frame on an existing path that creates an "up" path to build onto (large storages, housing, etc.). Right now to do that I'd have to delete the paths, replace with a central ladder, two of the door blocks, and something on either side (small storages or just the tree blocks). That's totally viable and not that hard to do, hence why my suggestion is a "nice to have," but it would be nice to have.

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left pic is the existing path. center pic is the nine different buildings i have to place to create a stable tree-looking platform to build onto. right pic is the five different buildings i'd have to place if i used small storages, but at that point in the settlement i rarely need small storages.

torpid patrol
# torpid patrol

Since this now has the embedded tree trunk that goes all the way down...

Should I have a hole in the bottom to connect down if you place it on top of things?

torpid patrol
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I need to double check my list, but it looks like I've done construction stages for all but 5 things

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Mine, Shredder, Excavation Drill, Metal Gate, Hedge Gate. (though maybe I should rename those as they're not a "Gate" the same way the new gate is. or maybe add Gate functionallity to them?)

torpid patrol
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Better with or without the hole?

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(note, different stages, so, ignore the parts that appear or disappear)

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Why the hole?

To go all the way through, like if you somehow manage to build this mid-tree or at the top of the tree.

astral ermine
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I like the idea of being able to build this near the top of an already established tree, keep the hole in the bottom

torpid patrol
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The only technical issue about building this at the top of a tree is the full structure needs support

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you can easily do it on 2 sides with Bot Part Factories, but then the other 2 sides would need something too.

torpid patrol
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I'm going to make the hole smaller, due to where the door frames are.

torpid patrol
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slow progress is slow, but progress.

astral ermine
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"It just takes time. "

torpid patrol
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If I fully model the inside of the wonder, do I need to keep the black door?

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Anyway... do you think the inside of buildings use the same bark covering or do you think they'd decorate it with something else?

oblique solar
torpid patrol
oblique solar
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Ah

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I guess you could always put some kind of decoration in the gaps though

torpid patrol
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True

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I'm not saying you can't do it, just not of the desired shape in one go.

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Would look cool to put decorations in the corners.

hidden cape
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Hmm this would be cool if there were like torches attached to the corner pieces. Could buff like a lantern. Or some other decorations attached to the corners or the 1x1 middle square pieces

torn jewel
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@torpid patrol your asset bundle has Moss.LeadCoats instead of LeafCoats btw

torn jewel
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in case its a mistake

torpid patrol
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Material or texture?

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Either way, yes it's an error.

torn jewel
torpid patrol
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Easy enough to fix. I'll do it later.

torpid patrol
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Still very incomplete, but my latest code is working

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and models

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and quite a lot of time making the blueprint

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it's coming together, one random piece at a time

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they seem to have built all the parts by 40% complete...

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so the issue is a counting issue.
There's 40 stages, yet somehow my routine calculated 100 stages.

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Yeah, the counter had an obvious bug in it

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The big problem with this, the original wonder's construction stages code reloads and reassigns all the beaver slots. Not sure if that is going to work with what I'm doing.

torn jewel
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is it hard to make?

torpid patrol
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yes

torn jewel
torpid patrol
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Working on the damn construction site is taking forever.

torpid patrol
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still feels weird that Leaf Coats have construction sites.

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It's finished all the doors, and almost finished all the outside parts (that I've defined so far), and only just started building the middle.

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truely random

torpid patrol
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It's not even finished and this blueprint is over 6400 lines long.

oblique solar
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Yeah!

torn jewel
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How lol

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I ought to build my own wonder now

torpid patrol
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The Unity Editor is definitely starting to have trouble with this blueprint

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I'm up to 6.8k lines so far, and about to add a bunch more, probaly another thousand.

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Yeah, that's nearly 8000 lines now.

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and the construction site still only looks like this

torpid patrol
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slow going

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9752 lines so far

torpid patrol
torpid patrol
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oh no, blender crashed

merry sinew
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O.o

torpid patrol
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Slightly more progress

torpid patrol
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The big problem with doing the construction site, is not only do you have to break up the structure into parts, but you also have to design the inside

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Remember it repeats, this is basically it so far.

torpid patrol
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this is the piece I need to work with next.

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as you can see, a pretty complex piece.

torpid patrol
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hmmmm

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I coloured the head wrong, looking at the back of it, I'm like... this metal is placed as if it should be Wood.

So I checked the original screenshot again, and... yes, the metal should be BaseWood Indigo (remember originally an IT model) and the wood should be BaseMetal.

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like this

torpid patrol
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up to 14k lines

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every time I make changes, I cross my fingers, because sometimes it doesn't work, and it's dumb stuff like I forgot a comma.

torpid patrol
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this is what hasn't been put into the ConstructionStages yet.

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we're up to 15k lines, and 52 models, with many of them added to the list 4 and even 8 times.

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like the pipe for example, 2 models, 8 entries each model

torpid patrol
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Something isn't quite right here.
They shouldn't be building these floaty bits until the sides are complete.

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I think I fixed it, don't have time to test.

But I probably need to add a side wall to the Top Wood's corners.

(might not make sense to you, but would make sense to me)

gritty solar
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gg with making this thing tbh

torpid patrol
torpid patrol
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I think that's every model