#Grauschweif's Decorations โ›ฉ๏ธ๐Ÿฎ

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formal tulip
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Random Notes and Ideas / Progress

  • some decorative wall lights, similar to christmas decorations (might colourchange with other mod)
  • some gates

Currently features:

  • benches (can overlap; many colours, faction specific)
  • lanterns
    • wooden road lantern - can place anywhere with free 'corner'
    • small stone lantern
    • medium wall paper lantern
    • festive paper lanterns spanning path (can overlap wall) *WIP

Known issues:

  • textures are WIP
  • stone lantern has too many triangles.. (decorations aren't big on performance already)
  • bench angle is 1ยฐ off
  • stone lantern has annoying flood message (grr)
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and a spec to attach lights from json (they no longer require the floodable part, still are night-only, .. see script pack).

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for now there's three lights:

  • a lantern in corner of tile (nicely fits with bench)
  • a small stone lantern that blocks one path direction (perfect for tunnels)
  • a paper lantern that can attach to walls
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next i kinda want to make a bench for whitepaws, cause it looks awesome with the lantern ngl

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and some torii gate

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may fix the UV on the paper lantern before or after that.. overdid it some and might take it more slowly ๐Ÿ™‚

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forgot to test last changes with whitepaws.. hmm.. ๐Ÿคž

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should support Folktails, IronTeeth and Whitepaws for now

sand fable
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Yayyyyyy! Looking beautiful!!

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Those street lamps dropping the light down looks soooo good!!

chilly anchor
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looks like this is a continuation of the lantern mod

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I like

formal tulip
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this is more about me having fun messing with blender and missing lights really (plus @sand fable reminding me haha)

chilly anchor
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do you think the lights will show up if I load them with GreedyEmbers?

formal tulip
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will try tomorrow to add the factions (and costs)

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would assume emberpelts / greedyembers like to use bricks for the stone lantern?

chilly anchor
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ah okay

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dunno, the lanterns still look like they are using wood, right?

formal tulip
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the big ones do, and paper (if faction has that)

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the small ones in the tunnel are stone - so use clay for whitepaws and .. debating the bricks really

chilly anchor
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all is fine, I cheat my way through the game anyways ๐Ÿ˜‚

formal tulip
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now, this was oddly complex hahah (had to refactor the way buildings get attached and use a more proper method ๐Ÿ˜Š )

support out for GreedyEmbers, Builders and likely Coats ๐ŸŽ‰
also Emberpelts and LeafCoats

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opted for clay with emberpelts, cheap and early enough. replaced paper with just logs SadFT

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will likely lower plank costs for whitepaws and folktails with next update a little too.

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btw: LeafCoats got low costs for paper and wood lantern, but they need a shovel to dig up stones WorkHardFT

chilly anchor
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I like them. The tiny lanterns work really well in tall grass

formal tulip
formal tulip
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WIP new decorative benches (folktails collection - 4 out of 9 total)

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will test all factions and adjust costs to match visual (i.e. metal base) and maybe add another lantern. so more likely update tomorrow

sand fable
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Do you know bout fairy lights? Am not sure if that small light would make sense, but it would be cool to have something like that to decorate walls of buildings and make it look like every house has put up their own decorations too

formal tulip
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would you have a reference?

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or like christmas decorations?

sand fable
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Something like Christmas decoration! In India it's pretty common during Diwali

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Something like this but I guess the scale might be a bit tooo small

formal tulip
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yeah, .. might be able to fake something with textures..

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lights not really. they suck at small range (far too bright)

sand fable
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Fair nuf. Then it's fine. No need to get them. But something that can be put over the building edges would actually be nice

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There was a recolor mod somewhere iirc, if they can be used to change the colour of the light then I can make a disco bar too ๐Ÿ˜‚

formal tulip
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yeah, i standard-fit-all-size would be nice ๐Ÿค”
and a new material with bright light spots and much transparancy between might do.. would need to test this (if i not forget)

formal tulip
sand fable
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That's where copy paste comes in hehehehehe. It's gotten powerful ๐Ÿ’ช

formal tulip
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currently more thinking like stadiums / ranks.. the benches might do some for that

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maybe i can fake it that they intersect path too.. hmm.. rn they only connect to front, but that would look weird?

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also hard to fill them, as beavers only randomly visit them.. ๐Ÿ˜…

sand fable
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Did not understand....

formal tulip
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like make a row of benches share path basically. so you not need a path going in front of them and make for a steeper ranks

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that one needs more roundiness i wonder ๐Ÿค”
maybe nother red lantern too, so 4 total?

sand fable
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For sure 1 more lantern !

formal tulip
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will try and push an update still for the benches and work on this one some more tomorrow

sand fable
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Also for benches I got an idea.... Lemme find a pic I tried in timberborn with log stairs

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Can't find the image of my university championship chess stadium but it's at the very very left of this image. You can see the log stairs placed next to each other. Together they looked very much like a beaver sitting area for stadium!

formal tulip
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oh, that looks nice!

sand fable
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So rather than benches you can do either something like this that can be accessed from both bottom and top and people can place rows of them

Or you can make it so that it's like 3 wide, half unit wide road in front half at back and when you connect them staggered it automatically creates proper road to walk between them

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Or whatever else comes to your mind... The second option seems a bit tooo tedious... It would be simple just turn log stairs into sitting log stairs ๐Ÿ˜…

But perk of using log stairs was I could make it look like there were different teams since different coloured stairs. It looked nice. Can't believe I don't have it's image ๐Ÿฅฒ

formal tulip
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sounds really cool! too bad about the image

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needs some more attention, but looks like a nice direction

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maybe missing a big old spotlight?

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also has a lonely fan on the last / uppermost row haha

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update is out for the benches

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will adjust costs another day (metal base should cost metal ๐Ÿง )

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includes WIP of the new lanterns too (needs materials mod update)

chilly anchor
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I like that the poles of the lanterns are placed on a different tile. It makes it seem like the lanterns are wall mounted, but they can also be used standalone

sand fable
chilly anchor
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Thats already possible in combination with the No Build Restriction mod. You can simply use platforms to place your lanterns at the desired height, and then delete the platforms

sand fable
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Cooool

formal tulip
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i could try to make them stick to walls though ๐Ÿค”

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hmm...
my plan was to make them wider and have 4 or 5 of them each..
kinda overlap/ join the poles when placed next to each other..

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but i see two issues still:

  • they might stick out of building edge here
  • when testing emberpelt walls been slightly further back
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also now i want the lanterns a little closer to the wall too and the rope curve down slightly more maybe ๐Ÿค”

formal tulip
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that beaver turned to watch the new paper lanterns i guess?

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still a little too bright (unity isn't good with small lights.. ) and colour slightly off, but getting there i guess ๐Ÿ™‚

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yeah, too bright still..

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maybe can do with 3 instead of 5 point-lights too? hmm.. material has glow in itself, so..

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but i really like the overly colourful halos on the mine entrance there.. those are kinda cool ngl

chilly anchor
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If you turn off the bloom settings in timberborn the lights will not be os bright as well

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Maybe it helps

formal tulip
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i think it's best if i try and match it to default settings (and that's bloom for medium up quality rn).
it's really just toning down emission colour and play with intensities.
more of a pain for recompiling the material and reloading timberborn each time, rather than the fixing it itself.

the wall also has problem being too bright itself, so that's a worst-case here.

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green tone to go WorkHardFT

formal tulip
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this will do for now

formal tulip
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ok, last one of those. pretty happy with the result

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update is out on steam. mod.io out too! in a few minutes

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materials mod updated too

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oh, warning on those: the colliders not match yet ๐Ÿ™‚

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need to try a little to select them when build!

formal tulip
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๐Ÿคซ

flat parrot
formal tulip
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WIP on the first gate

formal tulip
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struggling to learn how to make the ambience part of this material ๐Ÿค”
first was too dark/ contrast new one is too flat and day like? hmm.. tomorrow

formal tulip
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dam it.. i'm getting obsessed with the stadium..

formal tulip
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that's a nice list of colliders (need them 3 more times to cover construction stages ๐Ÿ˜… )

    1.5, 1.5, 1.4        0.4, 0.4, 2.8
    3.5, 1.5, 1.4        0.4, 0.4, 2.8

    1.5, 0.75, 0.7       0.3, 0.3, 1.4
    1.5, 2.25, 0.7       0.3, 0.3, 1.4
    3.5, 0.75, 0.7       0.3, 0.3, 1.4
    3.5, 2.25, 0.7       0.3, 0.3, 1.4

    1.5, 1.5, 0.38       2.2, 0.2, 0.3
    1.5, 1.5, 0.8        2.2, 0.2, 0.3
    3.5, 1.5, 0.38       2.2, 0.2, 0.3
    3.5, 1.5, 0.8        2.2, 0.2, 0.3

    2.5, 1.5, 1.8        3.2, 0.2, 0.35
    2.5, 1.5, 2.6        3.8, 0.6, 0.6
    2.5, 1.5, 2.8        4.5, 0.8, 0.3
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WIP snapshot - now only need to make it an actual building

formal tulip
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should it have a rope with some charms too ('shimenawa')?

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i'll likely make a medium sized stone gate too at some point, that will certainly have one of those

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just not sure to keep this huge thing simplistic as is or add such a detail still?

formal tulip
chilly anchor
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looks like you tuned down the size of the tori gates to actually make them usable? ๐Ÿ˜‚

chilly anchor
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I think you missed a setting

formal tulip
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maybe that slot is rotated in a odd way..

chilly anchor
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you are right

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its just the left slot

formal tulip
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just checked and it's.. 10ยฐ vs 170ยฐ.. haha

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will add a fix with the next update! thanks for the report

formal tulip
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will make a medium sized one that's 3 wide and 2 high basically. just for fun

chilly anchor
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ah

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I always felt like the big one was simply too big and out of proportion

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at least in the old mod

formal tulip
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it's kinda intended to be a monument...
trying to do it in 3x2 and 2 high just lacked the impact for me

formal tulip
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yeah, won't manage to push an update today, but will look into fixing benches and preview the gates tomorrow

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reference for placement constraints of the big one

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a small one fits inside ๐Ÿ™‚

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hmm.. might need a two-side version of the lanterns too?

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if there's any idea for a middle version of the torii gate i might make some at some point.
for now i'm rather happy with those for the wooden version. might overhaul the texture some, but design looks proper to me

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so backlog would for now say:

  • stone mid-size gate
  • 2-sided paper lanterns
  • 4-sided paper lanterns
  • wall hanging lights

and the positioning fix for the benches and some small adjustments to costs and such things.

formal tulip
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Update out on steam with the gates and more variations of the paper lanterns (corner, x-intersection and double-sided path)

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Materials mod updated too (earlier today) and update is needed for the gates

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please note, that the lantern models are really complex and cover 2-3 tiles worth of triangles in one (and you can place 2 of them at once, and add simple paper lantern and stone lantern too haha)

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so they might slow performance a little if used in big number

formal tulip
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new alt-thumbnail ๐Ÿ™‚

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hmm.. maybe i can make an actual attraction out of those booths? ๐Ÿค”

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than again i have more ideas than time (or need) haha

formal tulip
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and how about a lazy faction? that like to chill and party?
or is that too folktails/ boring?

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(likely not serious.. got a backlog already with seasons and a faction is a pita to make.. just would like to play it for the festive summer dusk feel..)

formal tulip
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1.2.1 out with a hotfix for greedy builders

flat parrot
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@formal tulip Will it be possible to change the PlaceableBlockObjectSpec to have "Layout": "Rectangle" for all the lanterns? It will be help full to draw everything in a line for big stretches.

flat parrot
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@formal tulip Looks awsome. Thanks for the mod. BeaverHello

formal tulip
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so... i'm messing with some contraption of "Common Material" - like "BaseWood" turning Yellow (FT), Indigo (IT), Pink (WP), Red (EP) Green (LC) depending on faction (for models that desire so).

and i wonder if i should change the posts for the paper lanterns to match those?
i wont touch the red for the wooden lantern. i like the orange/ red.

just wondered if i should keep the long lines with orange red poles or have them turn faction-coloured?

sand fable
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Would feel more locally sourced local decorations!

formal tulip
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ok, will do. will take some time (need to remap the textures)

formal tulip
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looks like auto-mapping materials now works ๐Ÿ˜Š

now technically could map the gates.. just.. dunno.. looks better than i feared, yet more boring remapping to match base woods.. (+they have less detail too)
birch is somewhat fine, double detail still, less 'planks-feel' than vanilla, so .. not sure i'd only do this for whitepaws.

what do you think? native gate wood too? or keep the fancy orange for higher contrast?

for the wooden lanterns.. they not work in white imho. too bland. but pink+green, now that's okay imho.

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oh.. wrong label: bottom-right is birch too, at night.
only bottom-left is pink

formal tulip
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native poles look kinda nice ๐Ÿค”
really surprised with the native wood gates too..
so.. is it worth it to remap gates and the wooden lanterns too?

formal tulip
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Updated Materials mod in preparation for this - needs Harmony mod now!

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oh.. dam.. i forgot to update a model last minute.. will update again in a sec ๐Ÿ™‚

formal tulip
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so, pushed to steam and mod.io.

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update to decorations later today / early tomorrow.

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decided i'd try and remap the gates too. it just feels so much better, even if it's a little bland for FT and LC

formal tulip
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Updated 2.0-alpha with new faction-matching materials is out on steam / mod.io

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can also drag-place (line, few rect) many lanterns

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orange gates have been hidden/ dev-moded. so those already build will remain when loading saved games.
faction-coloured variants are new default.

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so now backlog has:

  • remodel stone lantern (with fitting stone material)
  • make small wall hanging lights
  • simplify benches (= limit to faction colours + automap, so 5 instead of 11 variants, but no real difference for game i guess)

and some ideas

  • see if i can make lantern effect night-only
  • see if i can make a gate / fancy decorations need
  • maybe add a little walkspeed boost while night and lanterns are on? (10%? or take away 10% at night, when lantern need isn't met hehe)
  • maybe add a little work bonus with gate-need? (5%?)
formal tulip
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WIP of new stone lanterns (middle one is the current model, left should replace it and right one as variation)

formal tulip
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and WIP of the medium gate

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odd light effect on the pure-white paper ๐Ÿค” ShrugFT

sand fable
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Reduced poly count yet or not :P

formal tulip
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today's update: not yet in, no.
WIP: 200 vs 480 for the replacement and 96 for the closed one.

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given i want to keep it somewhat round 200 might be good enough imho

formal tulip
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now this one is close to fine for the square one ๐Ÿ˜Š
just not too sure for the round lantern yet..
i kinda like the 'bump' and withered mosses feel of the green top.
patterned top stone looks nice and clean too.. but not fits the green base, does it?

any hard opinion on these to help me out here?

sand fable
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The green top and bottom looks like it's sorta been weathered by rain... Maybe if you can out some green on the edges of the base of lamp where water might drip into from top, it may look a bit more realistic?

formal tulip
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more like this? for the base?

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looks better kinda. at least the transition.

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like the white top better here

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but with less 'spots' ๐Ÿค” can be somewhat smooth still for this one

sand fable
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I was saying something like this, where red is marked

What you did to the bottom just do it to the part I highlighted and see?

formal tulip
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like this?

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certainly improves the feel of it ๐Ÿค”

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thanks for the feedback!

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will prepare the material some more for an update and tomorrow push the stone lanterns and medium gate i hope

formal tulip
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Materials mod updated with new stone material (WIP) - will add more detail for close up views and tune shade and colouring another time.
Preparing mod update next for the new stone lantern models and gate.

formal tulip
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too late for a preview update today.
still should fix that light on the stone lantern there. the special costs for modded factions too.
so only a picture of it working for today ๐Ÿ™‚

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hmm.. did i make the stone gate a little too shiny? ๐Ÿค” ShrugFT

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last-minute worry: the square stone lantern should be lowered by half? (~0.5m high still, so ~0.35 after)

chilly anchor
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that stone does look kinda nice

formal tulip
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so update is out.
new fancy stone lantern models
new stone medium torii gate
dev-mode only fairy lights (WIP) for @sand fable -> i guess it can work? just no idea how to style or 'attach' them to buildings / walls really. flat rectangle in lack of model ideas. texture is open to debate too. need your ideas here please ๐Ÿ™

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also it seems unity has a limit on the number of active lights and will tone things down at some distance / as number of lights increases.. made me a little sad to notice..

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just realised i can place some of them inside the garden too

chilly anchor
sand fable
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Usually what you would have is ability to join them from top to bottom so that it feels continuous

formal tulip
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so more like 'configurable length' maybe. or skip the 'hangings' on top?

sand fable
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Skip the hanging top

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Just have it so that if you place them one above other, they just feel continuous... That should be more easy to do

formal tulip
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just a 4-6 lines each square, extends vertically / horizontally to fill huge walls?

sand fable
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A great bonus would be if you can do that over sloped roofs too :P

formal tulip
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nah, not fun.. i would need to model every single slope by hand and make a unique upgrade-building for those..

sand fable
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Aaagh fair nuf man

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Would be too much for sure

formal tulip
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yeah.. sadly.. it's tricky enough to fit dirt blocks (+0.12m reaching _out) and buildings (.01-0.12 backwards) with same model without looking weird

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also having trouble with the buildings tbh, as i can't attach to them yet, only solid below or ground behind options so far

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yet i guess for fairy lights they should go up any big flat wall building to the top

sand fable
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Oooh if it's too much of a pain, you can honestly skip it! Paper lanterns are still super pretty and should allow for most beautification needs. It was just an idea

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And I also rank up!!

formal tulip
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thanks for the help with figuring out what they should look like / could be used for

sand fable
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Well thanks to you our colonies are gonna be glittering like gold LoveFT Love

sand fable
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Since you been looking at physics and floating lanterns (didn't know they even existed irl!)

But something very similar happens even in India where we send floating cups of flames down the river in hopes that they take out prayers to the gods and goddesses. Don't think it fits the beavers much though but just FYI:D

formal tulip
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we use nutshells here actually

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for visuals paper lanterns are a little more fitting for size and contrast imho

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but i might try both. i wanted to test how bad adding fire particles to them was

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currently just struggling with the UI and some parts around timers for spawning them (broke the raft mod somehow and no idea why haha)

sand fable
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Can surprise my german friend hehehe

sand fable
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It could be a great wonder idea honestly of collecting like 1000 lanterns from flowing waters all across the map into single place and it launches them all together

formal tulip
formal tulip
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currently rate-limiting them from a small launcher (1x1 river-side building)

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but might play around with that or make a workshop later (=> make lantern "good" => transforms into floats on docks (at dusk - many at once? .. something like that maybe)

sand fable
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Let's get them floating first haha. There too much cool stuff that could be possible with the floating physics

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Just throwing out ideas as they pop. There's tons of time to explore. No rush just enjoyment hopefully LoveFT

formal tulip
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physics work. eMka made those and made a mod just for the logic

formal tulip
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the most important feature fixed ๐Ÿ™‚

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they can jump the ramp now!

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now need to teach them to glow too (without being buildings.. grrr.. )
and fix a few cases they may crash (like leaving the map haha)
and that should give some fun preview feature ๐Ÿ˜Š

formal tulip
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still a few edges to fix. yet they spawn, they float, they glow, they can interact with the ramps!

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enough for a day

sand fable
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Pretty ๐Ÿ˜

formal tulip
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oh, before i dive into it too deep, here's the plan for those lanterns:

  • make them dispatch only at dusk for around 2-3 hours.
  • lanterns will vanish after 6h or so (not to block anything up after a few days)
    -> they will float by till some hour after dawn this tway
  • lanterns will cost tiny amounts of paper / logs
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i might make a preview-release without those. just a little ramp that spawns them at no cost for now.
i wont make colliders or ramps for the river - can use rafts mod for those.
sadly i can't attach a fire, so i will try and make light flicker, if that's not too bad for performance.

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what i also want to make is a little workshop to make "lantern packs". like 10 lanterns = 2 logs, 2 paper, 1 resin or so.
that would make it more reasonable to balance how many you want to make and be a fun addition.
it also would mean i can make the non-stone lanterns cost 'lantern packs' and make them a little more special

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if easy it will be a triangle roof to allow upgrades for whitepaws (never did before, but would seem the best choice in style and size for a workshop)

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spawn points i will keep more or less like this:
(only will try and add 'inventory' - little boxes that show how many are stocked)

formal tulip
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small gif

sand fable
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Pretttttyyyy

sand fable
formal tulip
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that's a good point. they should pause at least. maybe.

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rn. it literally slides down the ramp, dip into the water almost full height, and start to float.
i disabled rotation still (it would be tilted here) since i need to figure a way for them to not start upside-down

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jumps from higher up go further to the side even! makes a fine curve.

formal tulip
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got them all toppling and wobbling in a safe way now.
took more time than i planned so preview tomorrow only

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2x speed here. but can see them turn over and re-balance somewhat.
and can see how they slide (catapult haha) out of the dispatcher

sand fable
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Hahaha idk why but it's really cute looking at them just wobbling!!! Really adds to the effect for sureee

formal tulip
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Uploading to steam. Already on mod.io

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just a preview. dispatcher not yet has inventory or need for path connection -> it will get those some day.
gotta work on some other things first though.

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have fun with some decoration to your rivers ๐Ÿ˜Š

formal tulip
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isn't part of this mod, but made a small beauty overhaul for frog statue patches (Whitepaws + LeafCoats).
logs are now all smooth and round. and most importantly: the frog sound is back!

formal tulip
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little WIP shot of carps (need to fix the light haha) - 2x speed here

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plan is to make a 3x3 decorative water plant spawn a few of them (3? 5?) add some ambient glow to the water
and maybe some growth boost to surrounding water plants (timbercommons feat - just a little more than it takes away by blocking the tiles).

kindred trail
formal tulip
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well, they will be fake. just swim in cycles, wiggle some and be pushed off with the current.

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currently debating costs to put the plant that spawns them.
for folktails it will look like 6 log 1 spadderdock 1 cattail 2 wheat. it wont require research (it's planting essentially)
that's essentially what the model looks like: low grass, cattail and spadderdock

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other factions will go with what's in. emberpelts + whitepaws need some clay for logs for example

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only: what to do about leafcoats? is it fair to use a shovel or is that too late in tech tree?

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hmm.. shovel needs metal block, which is pretty late.. and 1k science cost .. that's too much sadly..
makes sense for tree lovers to have trouble making stone lanterns like this. but planting.. nah..

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otherwise: costs in general aren't a problem with this mod, are they?

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things should be fairly cheap and mostly fairly early available?

chilly anchor
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you could consider it a luxury to have pet fish just for decoration

formal tulip
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so many odd things to get stuck on.. i'll wrap this up and just throw it out half-ready..
expect fish stuck on waterfalls ๐Ÿ™‚

chilly anchor
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are they free flowing just like the lanterns?

formal tulip
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a little more resistant to flow. and the circle animation is uneffected mostly.
also they can't easily pass anything less than 1.6m wide, so they would get caught by platforms for example

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well, give me a little more time today and you can see them yourself

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(they work best with wider rivers / without waterfalls or too much to collide with. but mostly not tested how they interact with things, like plants)

chilly anchor
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aight

formal tulip
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ok. update is out.

3.1.0 - WIP of fish spawning decorative plant (4x4 ground-only; outer ring can be planted on).
Note that fish animation does go through walls, fish might get stuck at platforms (desired) or waterfalls (undesired) and fish poop makes plants grow well like you would expect from the beehive (effect slightly smaller).
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not sure about putting them under decorations really.. they are more like the beehive. should they go under farming group?

chilly anchor
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would make sense yes

formal tulip
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this one will need tuning i fear...
not even sure where the light came from haha.
just copies the bees and put in some of these over-exposed fellows ๐Ÿค”

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also will need a little script to only set them to like 2% of plants at random + night only.. well. no priority on this one i guess

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regarding the question: fireflies should be possible.
can do same as with the bees technically. just they might not glow much.
might make a simple version to feel them out at some point

formal tulip
formal tulip
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so.. this mod kinda turned weird.. from making a few lights and gates.. to floats.. fish.. fireflies.. ShrugFT

so, if the fish are fun (?) the fireflies work favourably too (?) โ€“ how about birds?

like a rare random blackbird on the oaks? just sitting, going circle, sitting again, hiding at night?
could do a little nest too maybe ๐Ÿค” but nothing beyond a simple loop animation like with the fish.
and only on healthy & grown random tree. no moving away far from that either.

as i essentially hand draw all of these it's limited how well they look too (to be fair - my digital drawing skill is limited).
also not sure i can make sound for it. or where this will lead to.. haha

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as long as the game not comes to a crawl i kinda start to enjoy seeing these random little effects / 'animals' (=versus actively placed 'things')

formal tulip
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(btw: i wont make giant beaver eating earthworms fighting to extend their desert - this is staying cozy decoration only!)

sand fable
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Beaver shepherd and cowboys when :P

formal tulip
sand fable
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Ayeeee beware of the chicken!

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If you do go ahead with animals, you can create another mod called animal husbandry or something lol

formal tulip
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would be natural, yes

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certainly not wanted that layer in here

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but .. really should stop procrastinating on seasons haha

formal tulip
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preparing small update regarding fireflies.
currently they only spawn on Cattail (any), Wheat seedlings and Rice (whitepaws) for now. something from 2-5% chance.
anything else that should have them?

formal tulip
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3.2.0 - added fireflies to some plants - cattail, rice, wheat
these randomly appear at night (around 5%)
they not like water going too high though
not like mature wheat either, only fresh & green
formal tulip
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3.2.1 - harvesting plants at night no longer should crash
(thanks NoxBestia for the report)
formal tulip
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fixed the bug with the floating plants.. but this looks a little.. too high for the flies haha

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good nox did catch these.
patch will be out a little later.
will show fewer of them on high water (i.e. water reaching above model of seedlings for example)

formal tulip
# formal tulip

now, in the light of a new day this looks odd, with how much it raised the plants haha

digital breach
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I got a crash in Grauschweif.Decorations.FireflyParticleController.Pause last night:

formal tulip
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should be fixed with todays update 3.2.1

formal tulip
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3.2.2 - keep plants in place when adjusting spawn height for fireflies
some adjustment to spawn heights and rates.
note: seedlings will not spawn fireflies in deep water (> 0.75m). as wont dying plants.
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@fierce egret still had some trouble with finding a good height for the fireflies.
i kinda want them going through the green parts here, yet they vanish below water, so should spawn higher depending on water level..

for now i made them appear 0.15m above water to counter some.
that's 0.4-0.85m for seedlings or around 0.8-1.15m for mature plants.

but given that one's essentially a block of thick yellow the flies might be hard to spot - from right above or at edges of rice fields.
slightly increased spawn rates too.

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tl;dr hope it works better now. can adjust if not.

fierce egret
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Updated. I'll let you know.

fierce egret
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Fireflies all over. ๐Ÿ™‚

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Oh! And I caught a Valheim fish in that (face down). ๐Ÿคฃ

chilly anchor
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the fireflies dont seem to be working for greedy factions ๐Ÿค”

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or is this a special kind of cattail/wheat that you are using?

formal tulip
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oh, it's just the default cattail + wheat (+whitepaws rice) yet

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will see if i can test greedy again

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they might not like water too high (>0.7m) or unhealthy plants though

chilly anchor
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im gonna assume that greedy mods dont use the default crops

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theyre probably customized to fit multifaction play

formal tulip
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i'm kinda annoyed with supporting greedy factions.. they are such a pita to deal with now..

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and timbercommons is down with experimental ๐Ÿ™ƒ

formal tulip
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so.. turns out greedy makes (hard?) copies for all plants.
need to add those too

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at least i could load them now

formal tulip
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will take some time to duplicate and also duplicate rappelling rope patches to plants..
there's sooo many more variants (=exact duplicates) with greedy factions..

median linden
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are the fish meant to stay if you delete the plants? hehe, not complaining, i like them hehe

formal tulip
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they are free to float anywhere ๐Ÿ™‚

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(they will hide themself after 3 days)

median linden
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yeah, they disappeared after a few days ๐Ÿ˜ญ

formal tulip
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the plant will spawn new ones, so usually around 6 fish per plant. and they make other plants grow better around them too. (random boost, like beehive)

median linden
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I had them near a dam so the fishies were ending up swimming near the overflow, so I moved them to a pond I made, they can swim more freely there hehe

formal tulip
formal tulip
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guess i could fix this. but i kinda not want too..
lanterns too. ignore the layer tool for now.

sand fable
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Flying fishes ๐Ÿ˜

signal pike
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I had to use a decal for the fishing rod, but at this point, you could add them yourself... this mod is beautiful, beautiful, beautiful!!!LoveFT

formal tulip
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thank you!

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adding a fishing spot perfectly makes sense! never thought of it!

signal pike
formal tulip
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will take a while. want to finish the tree mod first

silver mesa
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How many benches does this mod add to FT? Just the Brown, White, Yellow?

formal tulip
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right now it adds yellow, white, brown and common (orange wood) one

silver mesa
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does the common one have a shared blueprint between IT and FT? I've been asked to add compatibility with these benches to Contemplation Hammock and I assume if I add that need to the shared bench it'll crash as IT don't have the contemplation spot need

formal tulip
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blueprint is shared, yes

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you could use modifiers in the factionspec?

silver mesa
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thanks, I'll have a look in to that after work tomorrow

formal tulip
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works something like this

{
  "FactionSpec": {
    "BlueprintModifiers#append": [
      {
        "Original": "buildings/decoration/bench/bench.grauschweif.blueprint",
        "Modifier": "Modifiers/Bench.Folktails.optional.blueprint"
      }
    ]
  }
}
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Original used to be lowercase-only. not sure that still is needed (it works).

silver mesa
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Thanks

half cypress
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btw, I noticed that the game is attempting to load your MaterialCollectionSpec modifiers directly (i.e. not only as modifiers)

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A work around for this is to rename them to be .optional as well (like the example above)

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I don't think that there's any impact from this except for noisy logs

formal tulip
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spamming logs a lot too ๐Ÿ˜…
will cleanup some after the contest

half cypress
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I noticed it via this log: #๐Ÿš€mod-users message, but I don't think it's the cause

formal tulip
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Grauschweif's Decorations โ›ฉ๏ธ๐Ÿฎ