#Badfurs - Badwater Faction
1100 messages · Page 2 of 2 (latest)
can you add support for the more lights mods?
Should it be that they get contaminated if they drink good water? Because they like Badwater. I thought they get a boost of badwater 🤔 so the feral think would make more sense if it happens when they excedently drink good water or get in contact with it. 🤔
They like badwater, but it's still badwater so I want it to have some downside
I'm admittedly a little scared of the change to make the breeding pods take badwater. Some maps I don't think I'll make it before my adults die off -- admittedly because I'm a slow player
Though, can I suggest something a little off the cuff? The Arid Farmhouse is one of the cooler features of the mod, and it would be neat for you to start with it instead of the standard farmhouse. Would also be a huge differentiation from the other two factions -- you'd need to initially utilize the space you would put buildings on.
The growing period for it's only current crop is admittedly a little steep for early game, but I feel like the idea is solid
It's your mod though, I just wanted to throw it out there
I had considered that. I'd want more than just one crop though, and adding new ones is a bit tedious
Also, I had thought of making the beavers live longer, that might help balance it
I can look into it. I think for supporting other mods, I'd make it like an addon. I want to keep dependencies to a minimum
They would have the downside with normal water i thought.
By the way do you have a real Background story to the faction?
I liked the way Shimzu put it. No badwater is bad, some is good, but too much is also bad
thats what bobbing dos a lot of the time, and thats fine
i only played a little bit so far, but personaly i dont feel the faction relies on badwater enough, it plays the same as the other races so far, just with a bonus to drinking water if its badwater
also feel the farmhouses should be swapped, rewarding players that push into / start in arid environments
Yeah, I do like that idea
Found an untranslated string: The BioFuel RecipeSpecDisplayLocKey is Good.BioFuel.PluralDisplayName, which is missing
Only other issue I had with timbertrees is the Prickly Pear's drought resistance (which was easy to fix)
🤔 is it Possible to change that there are goodwater Floods instead of badwater ones.
So we would have a map that has badwater as normal water and from time to time it has Goodwater floods.
I've considered it, but I want to leave maps unchanged. Adding goodwater floods is an interesting idea, though I'm not sure how it'd integrate with existing difficulties
Maybe as a nother difficulty?
For special Maps direct Designed for badfurs. Or an upgraded hard core version of the mod?
Wanted to praise the new portrait, that looks great:
(Restarting my test playthrough)
(Looks like the resolution is very slightly lower?)
Thanks, I'm really proud with how it turned out!! I'll have to double check the resolution
Beautiful
maybe we can unlock a dirst block early only for farming that allows us to make irrigared farmland in badwater
cus badwater corruption spreading is a lot les than normal water
maybe thats an idea, badwater beaver damns double as planting area
seems that badwater aint giving them water :/ i thought badwater was suposed to boost growrth, or is that only arid plants?
Badwater gives a growth boost, but it still needs to be irrigated with regular water
Maybe instead of a dirt block, a type of irrigation barrier that lets soil around it be irrigated by badwater
is house breeding supposed to on still or is one of my other mods overwriting it
ok so it cant be pure badwater
It's not supposed to be, but I'll double check
Correct
theres a new mod by bobbing that might be messing with it, is why im ask about house breeding
Yeah, house breeding is disabled. Which mod is it?
its the only mod i hav that i can think would change that
hmm? why was I pinged?
sorry for ping but i think your mod might be overwriting the breeding set by badfurs
Which mod?
Oh, that's because there's no definition for BadFurs, so it goes with the default and assigns 50/50 Male/Female.
and Breeding works differently
So if BadFurs aren't supposed to be able to breed, I'd have to add a definition to set them to 100% ace or something
Does your mod check if the dwelling has a ProcreationHouseSpec?
No. It decorates Dwelling.
I purposely ignored ProcreationHouseSpec because I don't add it to Emberpelts or Leaf Coats buildings (they use a custom version of it so my other mod for Disabling Breeding can turn it off), and for factions like Greedy Nation, allow beavers to breed in any house.
So Breeding is intentionally not filtered by house type
dumb question, is it possable to detect a race and have mod setting to change it manualy?
Ahh gotcha, that'd be why. Not including ProcreationHouseSpec is how I did the no breeding
Like I said, I'd need to make a definition for BadFurs to set them to Ace (which translates to: unable or unwilling to breed)
That's how IronTeeth does it, so it makes sense.
I'd also need to add BadFurs to my other breeding overhaul mod (Beaver Faction Split Breeding) so they don't breed there either.
How do Badfurs procreate?
Is the definition something I could add to the Badfurs so that you don't have to?
They procreate the same as Iron Teeth, breeding pods
Just with badwater instead of water
Yes.
If you want to include the definitions in your own mod, you'd just need to get Beaver Faction Split Needs and Genders: A Procreation Overhaul, grab a copy of the IronTeeth definitions, rename them to BadFurs, and edit the contents to change the FactionID to BadFurs.
Then there's also a definition in Beaver Faction Split Needs, where you should put every need on the list that isn't Common (though that's harder to figure out, because I think Emberpelts, LeafCoats and Whitepaws all remove things that would normally be in common)
Haha, I also remove things that'd be in common
Emberpelts remove Wetfur, LeafCoats removes Campfire and whitepaws... dayum
Split needs is a bit more... Niche though, you really don't need to mess with it unless someone intents to do a multi-faction faction including bad furs
Gotcha, I'll take a look at those
Then you'd need to not only configure BadFur needs, but also a definition for that multi-faction faction to add Badfurs to it
Just stick with Genders and Split Breeding for now
the idea of a special trough that lets pure badwater irrigate land is great maybe only where the corruption is is irrigated, unless thats a pain to program
i still feel like the current state of badfurs is too close to normal beavers, and dont rely on badwater enough, the more you add to make badwater usable the better :3
I'll have to look but I don't think it'd be too difficult
thought of an upgarde where its not only get boost by badwater. get contaminated by goodwater and altough have goodwaterfloods instead of badwater ones. I think it would need special maps that have mainly badwater but. Create a map with only / one one goodwater source shoud be the eayser part but make the code to switch badwater to goodwater floods will be harder. I mean I coud create a map (Thats easy. Maybe rework one I havent released till now.) @arctic timber
a rework of one of my maps expecially made for badwater lovers
put it in .../Documents/Timberborn/Maps
to play it. the rework is not released on steam or other platforms wher you could put up maps so fare
those badwater chalange maps should be basicly eazymode for badfurs >< atleast thats what i feel should be :/
So if you install Emberpelts, it removes the need definition for wet fur entirely?
only for emberpelts?
Both the Emberpelts and Badfurs remove the wet fur need definition. The game has a check that every need that's defined has to be used, so if you just remove that the faction has that need, there'll be an unused definition and the game will crash
That should be done via the faction specific blueprints
Yes, the common needs/resources cause some problems like that.
Yup, it is
So switch it to need wet fur from badwater to give boost.
That's what the Contaminated Fur need is
so i started my first colony with the badfurs and on day one i ran out of my starting water (i gave myself 600 units of clean to keep em alive) and they started to die of thrist before the first water pump could be installed. is this a know problem?
Normal water only restores their thirst by half as much as usual
I understand that part but they were dying of thrist not even halfway through day one. I'll start another colony and see if it happens again
Hmm, I'm not quite sure why that would be. They get thirstier quicker if they're feral, but that shouldn't happen on day one
Just started a colony and they seem to get thirsty by the end of day 2
I don't recall how that compares to other factions. It should be the same, unless I have a bug somewhere
@sudden path try here there you should have enough badwater 😉
Like its build atm it should be easy. If you would use the original map i have on steam it would be hardmode ( close to Impossible) for a badwater faction.
https://steamcommunity.com/sharedfiles/filedetails/?id=3552697416
restarted on a new map. everything is golden now.
I'll give it a go!
sounds like a glitch or mod conflict, if using normal water they will demolish your supply but even then it should take like 3 days to die
I have a few mods enabled and after discovering two of my mods were turned off i reset them and everything was fine (leafcoats and another mod I can’t remember atm)
Wow I guess a lot has happened while I was away
i made a new helix map for badfurs ❤️
https://steamcommunity.com/sharedfiles/filedetails/?id=3734343419
almost all water is contaminated
@arctic timber hope your well
🙁 hope lone is ok and aint burnt out
Pretty sure they're okay. They've been working on beaver animation stuff. Been making progress with it, but need help with rigging models.
i noticed something strange and badfurs is the only thing i can think of....
my folktails are chugging antidotes like crazy but none of them are contaminated
Yeah, I'm taking a little break from Badfurs after the contest