#New Building Styles +

96 messages · Page 1 of 1 (latest)

tardy locust
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⣴⠶⠖⠛⠛⠛
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| 田|門| ฅ ₍ᐢ•(ܫ)•ᐢ₎ ฅ ฅ ₍ᐢ•(ܫ)•ᐢ₎ ฅ ฅ ₍ᐢ•(ܫ)•ᐢ₎ ฅ
´´ ̛ ̛ ´´ ´´ ´´ ̛ ̛ ´´
☝️ I can't post images so imagine this but beavers ☝️

Some new designs for existing buildings plus a few new things I wanted to see in the game!

This mod is mostly esthetic as all the building function the same as they did before. I've left the originals in so you can pick which you think suits your city the best. ( other then the district center which gets replaced at the start )

https://steamcommunity.com/sharedfiles/filedetails/?id=3723883597

Currently includes

Folktails District center
Folktails Mini lodge
Folktails Lodge
Folktails Double Lodge
Folktails Triple lodge
Folktails 1x2 Roof
Folktails 2x2 Roof
Folktails 2x3 Roof
Folktails Roof Top Lounge
Folktails Bakery
Folktails Lantern
Folktails Inventer
Folktails Shrine
Folktails String lights
Folktails Zip line Tower
Ironteeth District Center
Ironteeth Lantern
Ironteeth Barrack
Ironteeth Large Barrack
Ironteeth Row house
Ironteeth Tall Row House
Ironteeth 1x2 Roof
Ironteeth 2x3 Roof
Ironteeth 3x3 Roof
Ironteeth Food Factory
Ironteeth Stringlights
Ironteeth Tubeway "train" station

More on the way! Open to suggestions ! ᴷᵉᵉᵖ ᶦⁿ ᵐᶦⁿᵈ ᴵ ʰᵃᵛᵉ ⁿᵒ ᶜᵒᵈᶦⁿᵍ ᵃᵇᶦˡᶦᵗᶦᵉˢ !

rough echo
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Downloading this when I get home. I need the aesthetics for my FT

split plank
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Nice tube station 🙂

tardy locust
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I was trying to make a tiny footprint bus stop kinda thing but it kept crashing XD

split plank
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Feels county style 🤠

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And i now have some competition 🙂

digital spoke
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the roof style looks familiar 😏

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but very nice to see its put into a single model

digital spoke
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the ironteeth district center should be a monument tbh

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its too pretty to be just a district center

tardy locust
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Ah I was thinking it should be like a government building sorta

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Do wanna make some statues tho

split plank
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redic could you try add <> around the link in the first message and then edit it again and remove the <> this may add the image now that permissions is set

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or try post a image here

tardy locust
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testtest

split plank
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asked dev if he new that normal players could not post images 😛

tardy locust
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Thank you so much! I didnt wanna bug anyone XD

tardy locust
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Tested it out and I can make the Gristmill just generate power so I can make a literal windmill mill .. mill

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Im stuck with the entrance being on the corner so I can have a set up like this without needing to switch anything

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I was suppose to be doing more IT stuff but this is esthetically VARY important to FT haha

tardy locust
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switched up the roof a bit

tardy locust
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New Steam engine plan I've been trying to figure out

digital spoke
tardy locust
tardy locust
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Updated with new WindMill building

rose brook
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Someone tell me how to vote right now! Like this is awesome

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Apparently we can't vote but that's okay

digital spoke
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I saw a comment on the steam page regarding overhauling storage buildings. perhaps you could give them a market-stall look? dunno just sharing some images for inspiration

harsh portal
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Yes! It's Here!!

loud aspen
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your string lights has hedge-texts still - also the colliders are very off - can't click the post nor the string nor really the lanterns

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well i guess you not adjusted colliders for any of the buildings?

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really like the designs and that windmill - adds a lot to the game!

tardy locust
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Oh yeah I have no idea how to redo the colliders and I need to fix the descriptions still

loud aspen
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you'd use unity for colliders usually:

  • select the blueprint you want to edit
  • select "preview"
  • there's under "children" > "colliders" options to add and modify them
    • you might want to set visible only the one you working on (usually #Finished - the eye-symbol)
    • you can drag your model into it (-> set "create asset" on timbermesh, mouse-drag into the model field)
    • you now can see colliders and model in the preview 🎉

it's a little boring to do them tbh. just for playing it's more fun if you can click roughly where you see something

tardy locust
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Ah yeah but I can't get Unity running still. Can I mess with the blueprint values? 🤔

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I could just mess with these until it works haha

loud aspen
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technically. just can't see it directly

tardy locust
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New steam engine wrapping up soon

loud aspen
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oh, wow!! those flipping roof bits are awesome!

digital spoke
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1 step closer to introducing steam trains

tardy locust
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The most not moving train

tardy locust
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updating the houses to be a little less hard core with the tiling windows

tardy locust
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Also slight edit to Bakery

tardy locust
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was kinda bugging me I didn't make a cool cyprus so did one up this morning

tardy locust
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here we go, uploaded just now

digital spoke
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ohhhhhhh yes

loud aspen
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it's missing texts still it says in the log:

No localization for WindMill
No localization for StringLight
No localization for Lamp
No localization for Cabin
No localization for Mini Cabin
No localization for Double Cabin
No localization for Triple Cabin
No localization for WindMill
No localization for Cyprus Tree
No localization for Building.CabinRoof1x2.DisplayName
No localization for Building.CabinRoof2x2.DisplayName
No localization for Building.CabinRoof3x2.DisplayName
crystal canyon
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do any of the new building give new astatic well being

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end what dos the yellow thins do there

loud aspen
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the yellow is the effect range

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it means that the lantern will affect any beaver while they are in range - or inside a building within range

crystal canyon
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end what is the power thing by the wind mill

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dos it now need some power to work \

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or still\

loud aspen
loud aspen
crystal canyon
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more what the yellow thing is

tardy locust
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I hope its not like crashing because of that 😬

loud aspen
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no, just warnings in the log and odd texts in the panel

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you can put a Localizations/enUS.csv with content like this

ID,Text,Comment
Building.TreeOfLife.DisplayName,"Tree of Life",

basically a comma-seprated list with three columns "ID", "Text" and "Comment"
where the ID is what you have in DisplayNameLocKey etc of the LabeledEntitySpec and "Text" is what will appear in game for that language

tardy locust
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ohhhhhh thank you thank you! 🙏

tardy locust
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instead of like a proper description / name

loud aspen
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that's not nice of it to do!

does the filename match exactly? Localizations/enUS.csv? (likely case-sensitive)

the ID in a line you want translated matched exactly what the blueprint has? (case-sensitive i believe, must be no spaces before or after ID)
log is saying it loads translation but not complaining about errors? it would ignore a mal-formed list

when i put Building.TreeOfLife.DisplayNameas LabeledEntity.DisplayNameLockKey it shows as Tree of Life for me.

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can't do much today, but might have time tomorrow to test with your mod

winged cosmos
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What's your .csv look like?

tardy locust
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not error messages at least

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just this right now

winged cosmos
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Ah I see, try this format instead

#
cutdeadtreesfirst.settings.mode,"Prioritization Mode",""
cutdeadtreesfirst.settings.mode.tooltip,"Determines how dead trees are prioritized for cutting",""
cutdeadtreesfirst.settings.mode.off,"Off",""
cutdeadtreesfirst.settings.mode.designatedonly,"Designated Only",""
cutdeadtreesfirst.settings.mode.expanded,"Expanded",""
cutdeadtreesfirst.settings.species.oak,"Prioritize Oak (dead first)",""
cutdeadtreesfirst.settings.species.birch,"Prioritize Birch (dead first)",""
cutdeadtreesfirst.settings.species.pine,"Prioritize Pine (dead first)",""
cutdeadtreesfirst.settings.species.chestnut,"Prioritize Chestnut (dead first)",""
cutdeadtreesfirst.settings.species.maple,"Prioritize Maple (dead first)",""
cutdeadtreesfirst.settings.species.mangrove,"Prioritize Mangrove (dead first)",""```
tardy locust
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ahh

winged cosmos
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Just copied my CDTF's csv, but you're missing the quotation marks in several spots

loud aspen
winged cosmos
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Also don't forget the last bit

loud aspen
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yeah, right. that last line hasn't a , after translation, that would make the file fail

tardy locust
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goodness gracious

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ID,Text,Comment Building.StringLights.Description,"Hanging lights between two post","" StringLights.DisplayName,"StringLights","" StringLights.FlavorDescription,"Buncha hanging Lights",""

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humm still no good 🤔

loud aspen
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is that an empty line at the start of the file?

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the rest looks fine (would like put a warning in log for trailling spaces, but that not does anything)

tardy locust
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OH it worked nvm

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I was missing a capital L 🥴

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cool cool tho thank you!

split plank
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i use moderncsv to edit csv files and it handle quotes 😛

split plank
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saw a comment about smokestack
not sure if fixed but its defined at building blueprint with this:

"TemplateAttachmentsSpec": {
    "Attachments": [
      {
        "AttachmentId": "Smoke",
        "Prefab": "Buildings/Food/FoodFactory/FoodFactorySmoke",
        "Parent": "#Finished",
        "Position": {
          "X": 1.5,
          "Y": 1.5,
          "Z": 1.5
        },
        "Rotation": {
          "X": 0.0,
          "Y": 0.0,
          "Z": 0.0
        },
        "Scale": {
          "X": 2.0,
          "Y": 2.0,
          "Z": 2.0
        },
        "CreateInstantly": true
      }
    ]
  },

and what to add and if affected by with with next 2

  "WorkshopParticleControllerSpec": {
    "AttachmentIds": [
      "Smoke"
    ]
  },
  "WindParticleControllerSpec": {
    "AttachmentIds": [
      "Smoke"
    ]
  },
tardy locust
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Ahhhh woodchips that's right I need to fix the smoke stack

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Thank you!

tardy locust
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Smoke now not off center over food factory 🫡

loud aspen
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roof of big cabin is odd when placing things on - most visible with the contemplation spot

tardy locust
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humm yeah I could lower them a tad 🤔

loud aspen
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have to admit it works really well with the frog statue

tardy locust
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What doesn't work with Frog Statue!