#Leafcoats - New faction (Early Access)
8494 messages · Page 9 of 9 (latest)
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.
Then again, I guess the starting water source is about as high priority as it can be.
Also, I wanted to say that I LOVE th aesthetic of the leafcoats ^^
That is sucj a massive success xD
Even the mines are trees.
Not everything is a tree, but I put it on as many things as was viable.
So do you think it would be a good idea to reduce the costs of the Seep Cover?
There is two ruins fairly close that should give more than enough for basic industry and protection, even with the low production.
That said, you could always use six levees, 2 floodgates, and a fluid dump to keep it topped off during a badtide.
Not just for Leaf Coats, but every faction? (Except Whitepaws whic his already cheaper metalwise)
This is the cost for every faction but whitepaws
and this is whitepaws
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.
I just meant, reduce the numbers, so instead of costing 50, perhaps 20.
Up to you, but I think it's a fair amount.
I didn't check, but is there a tree branch like border?
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.
Yes, but you need to harvest wood for the forester, to start planting. With water need on top, It feels like the 1st harvest comes 1 day too late.
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.
It has the same cost as a Farmhouse for other factions
Same prices as a large farmhouse
The smaller IT Farmhouse still costs 20
so it's only 5 logs cheaper
I guess since it's 2x2 instead of 2x3, I could reduce the cost a bit.
The Forester costs 10 logs 7 planks, so I think costing between 15 and 20 logs would be fair.
I don't know. It's just that very first harvest that was rough. As soon as it's passed it's all good.
And since you don't need to replant 90% of the stuff... I think it's prefectly fair.
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.
You can customise the difficulty to add the extra berries
unfortunately, you can't do that specifically for a faction, so the player would have to do it manually.
but then you're technically not on Hard Mode anymore
You're on custom
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.
Yeah. I should have started with that.
A first dandelion field, followed by grapes.
So taht the 1st harvest gets there in time.
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.
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.
To ferment it, you need to build a fermenter, and probably a treadmill.
Didn't even realize you couldn't just eat them xD
Treadmill is unlocked from the start and costs 20 logs, same with the fermenter
So, it costs 40 logs to get edible dandelions up and running.
Can you do that within the 6 days while they're growing?
That's a minimum of 65 logs to get dandelions up and running vs 20 for grapes.
But in theory 6 days vs 9.
2 for logs, 2 for building, 1 forested, 2 for gathering. 1 for running an d1 for fermenting. That's the 9 starting beaver.
First time I get to the point where I need to start talking build order for a city management game xD
Getting ready for competitive PvP timberborn (or it it BvB, Beaver versus Beaver?)
Just an experiment...
what if apple trees looked like this?
Well, it is hard mode.
Definitely look different from Chestnuts now
not sure if you can see it, but the tree trunk is thinner than Chestnuts too
thoughts?
-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.
for reference, the current apple tree used for greedy factions is this, so your version is a big improvement already
basically just a coffee bush on a tree bark 😂
Numbercruncher has no power requirements?
That's because it has to be built on top of a geothermal vent.
I didn't realize -.-
That explains it. It uses 500 power then ^^
Technically 400, but with such a limited number, who's counting?
Nope, 500 ^^
It uses however much power comes from a Geothermal vent 😛
For most factions, that's 400 with a Geothermal Engine, but for some reason I gave the LC GE 500 instead.
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
I am yet to find a map with sufficient wind. I always have to use a mixture of wind, water wheels, and increasingly creative battery configurations to even begin to have a "stable grid".
Wind is inheritantly unreliable, so you need batteries to go with it.
So if you need more power, build more.
Sage Advice from the Master
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)
The primary reason why Leaf Coats is marked as Early Access is due to the lack of the Wonder.
I don't have an actual Plan (just some vague ideas of what could fit in), but I do plan to include a Wonder at some point.
I am actively working on leaf coats, but most of what I intend to include is already in there, except for the Wonder.
I'm also updating some of my maps right now for V1.
Maybe a food source would be flowers like dandelion or maybe berries:)
not sure what this is in response to.
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)
Didn’t know that you already had made the mod I was thinking that it wasn’t released yet:)
Saw now that it was released
Yeah, it's been out since about 2 months in, and I've been working on it for nearly a year.
Yup
I'm certainly not complaining but shouldn't the adult beaver plant cost science?
There's no way to unlock plants directly, they're unlocked with the building that can place them, and since both Child and Adult plants are both planted by the Forester, they're both unlocked from the start.
Ahh fair enough
so, this is the icon for "Loosen Dirt"
but you can only place it on the top soil
maybe I should change the icon?
Maybe just the rocks + ground under em? Removing the sides and top
Perfect
Wouldn't it need a corner piece at the top to support additional buildings?
Who said you build on top of it?
do you even know what I was thinking when I slapped 4 IT Golem Factories back to back?
There's no prizes, but I would like you to guess what I Was thinking
Fair enough
wut
Robots 2005
Making me feel ancient now
I guess I'll grab a stick and wobble away
I have no clue either. Pray tell?
That's not a guess either
Wonder
I was thinking Wonder
and it was just one of those passing "What if?" thoughts.
I mean, it's different looking than a wonder of any other faction, I'm just not sure what I'd do with it.
Maybe, launching bots, but not like IT gliders. Straight up, to explore space ? ❓
The Folktails have a wonder that shoots out a ton of trees and seeds over the planet to bring green back to the world. The Leafcoats could have the new wonder building launch ballon’s with plants growing new leaf coats in mass
Or it’s a weather machine that’s trying to bring rain to a dry and corrupted world?
This would have been interesting for the 4 way district center
I mean... it's absolutely massive, a bit excessive for a district center.
It's a faction that lives in giant redwoods with factories built into them. But I get it 😁
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.
What will the building be used for?
I was thinking Wonder, but it's barely an idea at this point. Just playing with the model.
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.
The translations are now generated by AI. Sometimes it's strange, I can feel the change.
Gender Parity... I have no idea what the original word was supposed to be, but that's an odd translation
This is it in Unity
Sometimes you just have to import it into Unity (or the game) to make sure it looks right
at least since U7, the Unity version represents the in-game version pretty closely, minus animations
(Which this has none, instead of animations, I went with node points, so scripts can animate it
You'd think Leafcoats would be the ones sending tree seeds all over but the Folk Tails already have that covered with theirs
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
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)
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)
The balloons are a unity particle effect, with a 3D model as the particle
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
It may even be one of those models you have to pack as a mesh, not a timbermesh
I dunno, I don't even have a maple seed model
Can the large water pump actually get to 6m depth? It looks like it starts flooding after 2
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
Thank you
Np
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
Yeah, more like the angle than any specific building
also feels like something that could have been in there
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
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
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
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
like with the folktails where at the end they're like "hey you need 500 paper, you WERE stockpiling paper right?"
well now i'm just thinking about how the entire plot of Legend of Mana is bringing the mana tree back to life
(not a spoiler because it's in the intro scroll of the game)
something I'm thinking
those things open
what if, when beavers work in the building, they're in these little rooms, and the doors open up with them inside.
It does look stuffy. They would need some ventilation 😀
Confirmed: the Leafcoats are German and they use roller window shutters
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)
Am I doing something wrong or do you guys also need a ridiculous amount of branches/willow to be good
I'm at a constant 0
if you're switching over to trying to use those for both logs and planks, yes, you do need a lot of them
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.
slightly
It's better than using Pine for wood, but not as efficient as using Oak for wood.
You need a bunch to keep up with demand. I generally took the woodcutter debuff to play at the pace I wanted. But I'm impatient (and H2O intolerant)
Or treat the trees with badwater dump first 👿
Only if you took a shortcut and added badwater pumps.
dumping badwater on a forest to kill the trees to avoid the plant murderer debuff would be cheating
In fact, any mod, for game, is a cheat 😜
Oh I forgot they have no badwater. It can still happen "by mistake".
I haven't modded in a few days, and I kinda forgot what I was doing.
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.
@desert rover
hmmm.... what if...
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
Options are always nice
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
Placing the Ladder on the Bridge that is.
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.
like the contemplation spots? sounds good to me
yes
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
sounds like win win to me
small downside of maybe not looking as nice
It seems they implemented a wrap of some sort in the latest update
I don't like it (or at least, I don't like it at this width)
Landscaping tab is the main one effected. "Tree Buildings" is also effected with the addition of the Stairs (1 too many icons)
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?
Basically, everything before Impermeable Floor would be split into the Dams tab, it and everything after remaining on Landscaping.
And consider moving Icons currently on the Tree Buildings tab... Ladder back to Paths, Contemplation Spot and Observation Terrace into Wellbeing.
note: WIP graphics. no new models at all, that's just from Jigsawing the existing Branch and Stairs graphic together.
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
welp, time to close that loophole. make the lumberjacks beaver only haha
Not a loophole. Machines don't feel emotions, therefore they cannot feel guilt. It balances out because it takes a short while to comfortably support bots in my experience
I paid someone to make new icons, replace the AI generated stuff.
Here's first WIP
Looks decent to me, a good start
This is from my Modder of the year prize money.
Artist is Polish too.
The colored version gets the green quite right, however expressions need to be less aggressive
for a lumberjack (tree murderer) is OK.
Absolute lol if they got the aggressive sicko image from tree murdering like the Contaminated icon
unfortunately "Plant Murderer" is just a need, not really a status I can look for like Contamination.
in theory I could do it, but would require a lot of new specialised code.
Could you make the understair slanted too?
... maybe, probably not like you're thinking, it does have a curved end to the Branch, it's not flat
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.
Nice! But also giggling at Dual Tobberts
😛
Been working on this model again
I'll send more screenshots when it's day time
The inside side planks, the "Wall" has 4 planks in the same space the stairs have 3 planks.
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.
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.
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.
It's a change to all branches, but I think it's fine.
Hell ya that would be great
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.
But I could do a mini rave kind of thing based on the oiia video
Flashing lights and dancing beavers
And spinning beavers
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
Also that video is hilarious
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
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.
Animation stand for 3 second, change to zipline and spin on the spot for 5 seconds, stand again, do exercises for 3 seconds, etc.
Put some windows behind the beavers that change lighting colours.
It does sound like a lot of fun, ngl
maybe dial back the rave to a 2 so you dont cause seizures 🤪
even the healthy look deranged a bit
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?
Click on it and show us its name.
found another wierd one
not sure if its the same tho. but he looks exactly like the other
why are they different?
As I suspected, it's one of the easter eggs from the Bobingabout Script Pack.
@Normanr is one of the more important modders in the community.
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.
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.
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.
Darn
Any updates on wonder?
Ive been working on my competition mod instead
@torpid patrol Idea: Tiny Tubeway Station but instead it's Tiny Zipline Station
i mean, the tree zipline station is already pretty small by itself
Well, yeah, but mostly for other Zipline-using factions like Folktails or maybe WhitePaws?
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.
I could do it, but... Not now anyway, because I'm working on my competition entry.
Any info on the contest mod or is it a secret?
Ok that's fine
no update yet
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.
I haven't forgot about the Wonder.
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
I have no idea what that is, but I feel the need for it in my life
it's 4 Ironteeth golem assemblers back to back merged into a leafcoats tree o3o
It's a very WIP model for the LeafCoats Wonder
Looks Wonderful
Ooooooooooooh
WONDERful lol
Still gonna be a lot of work on this beyond just the model
👀 
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.
this is an absolutely massive blueprint file.
just the block object spec is probably as big as most blueprints.
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.
Well, it hasn't crashed yet (this is like, 4th attempt)
erm
hmmm
silly
it didn't crash
so, there's technically a working Wonder in Leaf Coats.
Still needs work, but, it didn't crash.
Deletes "Early Access" from the mod name
The conspiracy theorists will say it's a UFO
THEY'RE COMING FOR US!!!
Yay!
Treated Planks and Berries.
Paper and Extract.
Phoenix Essence (which is a high end liquid)
What should this Wonder take to activate.
What unique goods do they have again?
I can't remember
What is it going to do?
Resources or Beaver distribution?
Well, I mean, it I actually made it do that it would probably be pretty annoying x3
yis
Maybe something to do with branches and bark?
True
An extra refinement building or recipe to make it a bit harder?
Otherwise...
Tools?
Tools is a good option
no idea why the quit work half way through.
Also, this is very WIP.
I think they quit dancing to go get the next batch of materials.
i was half expecting tree roots to come srouting out of them and a big tree to grow out the top haha
Tall dancing XD
Well now you’re scope creepin’ but the issue of new resources is real
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
maybe mulch from dirt and some output from the food processor?
well that'd be compost i guess
but then mulch would be some combo of bark and branches
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)
I ran into issues where the game would crash if you tried to add a gatherable resource to a plant that didn't have one before.
This may longer be the case for V1, but I don't want to remove the eucalyptus at this point, plus you can't do much with bark without branches, and I'd want to keep those on the new Willow tree.
oh interesting, that makes sense
Oh I love that
Does it come with a seizure warning? Might want to include that in the mod description
Doesn't look like it's the proper style to trigger seizures, but I could be wrong, and safety should be a thing
note: It's only flashing that fast because I'm on 3X speed
if you play on normal speed it doesn't flash anywhere near that fast.
Yeah, at 1x the game runs at just 100 ticks per minute (0.6 seconds per tick), which is actually quite slow.
I generally play at 3x speed all the time. I don't have seizures. Just wanted to be safe just in case
Maybe you could add something to check the game speed and scale the flashing to that
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
That wouldn't work all the well, because the game speed is dynamic above 1x.
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
Honestly that’d be a feature I’d want on all the time
I rarely play on 1x and so for me timberborn is always a game with silly fast animations
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
I've pushed an update for timbertrees for Leafcoats 1.0.13.1
what was required?
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.
just one example
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.
I always planned to "Come back to this later", and now is later.
No changes required, it picked up all the seep covers, etc.
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).
ah
Starts making a constructionstage for District Center.
Realises it doesn't have a construction stage
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.
The only things I intend to add are the Wonder, and eventually decorative tree bits.
Also, you ask for a hollow tree segment... for what exactly?
Yeah I know it may not be a super popular need
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.
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.
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?
I need to double check my list, but it looks like I've done construction stages for all but 5 things
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?)
Better with or without the hole?
(note, different stages, so, ignore the parts that appear or disappear)
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.
I like the idea of being able to build this near the top of an already established tree, keep the hole in the bottom
The only technical issue about building this at the top of a tree is the full structure needs support
you can easily do it on 2 sides with Bot Part Factories, but then the other 2 sides would need something too.
"It just takes time. "
If I fully model the inside of the wonder, do I need to keep the black door?
Anyway... do you think the inside of buildings use the same bark covering or do you think they'd decorate it with something else?
Couldn't you just use the tree trunk overhangs?
Yes, except I didn't design one of the required shape, so you'd either have to do it over 2 levels, or have more flat open area than required.
True
I'm not saying you can't do it, just not of the desired shape in one go.
Would look cool to put decorations in the corners.
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
@torpid patrol your asset bundle has Moss.LeadCoats instead of LeafCoats btw
in case its a mistake
2dtexture
Easy enough to fix. I'll do it later.
Still very incomplete, but my latest code is working
and models
and quite a lot of time making the blueprint
it's coming together, one random piece at a time
they seem to have built all the parts by 40% complete...
so the issue is a counting issue.
There's 40 stages, yet somehow my routine calculated 100 stages.
Yeah, the counter had an obvious bug in it
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.
u making wonder?
looks cool
is it hard to make?
yes
good luck
still feels weird that Leaf Coats have construction sites.
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.
truely random
It's not even finished and this blueprint is over 6400 lines long.
Yeah!
Wow
How lol
I ought to build my own wonder now
The Unity Editor is definitely starting to have trouble with this blueprint
I'm up to 6.8k lines so far, and about to add a bunch more, probaly another thousand.
Yeah, that's nearly 8000 lines now.
and the construction site still only looks like this
oh no, blender crashed
O.o
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
Remember it repeats, this is basically it so far.
this is the piece I need to work with next.
as you can see, a pretty complex piece.
hmmmm
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.
like this
up to 14k lines
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.
this is what hasn't been put into the ConstructionStages yet.
we're up to 15k lines, and 52 models, with many of them added to the list 4 and even 8 times.
like the pipe for example, 2 models, 8 entries each model
Something isn't quite right here.
They shouldn't be building these floaty bits until the sides are complete.
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)
gg with making this thing tbh
I think that's every model