#Keystone - Eco-simulator

1462 messages · Page 2 of 2 (latest)

strange ocean
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No idea whether it could spawn by itself when conditions are right(shallow water) or it's better built manually.

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And if it then despawns when contaminated, causing big trouble downstreamThinkingFT

visual cipher
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Ooh that could work... A building that charges itself with water when its wet and discharges it as irrigation for a while until it is depleted

quasi lotus
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oh it will work like that one water mod, it has a water tower for irrigation, ( only this one will be smaller)

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and will fill itself

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hopfully

visual cipher
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yeah that's interesting

quasi lotus
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along side the moss damns for badwater filtering :3

visual cipher
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I've put it on the backlog, I quite like the idea of it.

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will save it for after v1.0 though

quasi lotus
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i love the idea of adding natural utilitys like these, it fits so well into the feel

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should find some for badwater too for badfurs,

visual cipher
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Hmm... They could be these badwater boils on the land that continue spewing badwater even after the original badwater source disappears

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That's great

quasi lotus
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not sure, the whole thing about badfurs is to be hard, we want to make things eazyer, not free ride lol

visual cipher
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Yeah the balance is completely different with badfurs

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harder to get a feel for

quasi lotus
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could hav sumthing like a block that absorbs badwater and contaminates normal water after as it flows thru it

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but even then its hard to balance

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and hard to find sumthing that would make sence to be there

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would be cool to add coral to deep lakes

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both alive and dead versions

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speaking of 1.0, i havent had any issues with the newest version, tho my currently map is mostly dry, its hard to get water going

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another day and ill probs hav a flooded map with tons of wetlands and forests

visual cipher
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I'm mostly concerned with crashes, performance, and compatibility with other mods

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for this version I mean

visual cipher
quasi lotus
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only big mods i dont have atm are whitepaws, seasons, frostwhiskers cus of lag and conflicts

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it makes me sad that whitepaws and frostwhiskers wont change how the mod works to make them seprate from all other races

it just feels lazy to me

junior compass
# quasi lotus it makes me sad that whitepaws and frostwhiskers wont change how the mod works t...

lapan did try to improve it by a lot for whitepaws and got it much less problematic now. easily put in two weeks worth of his time going through what changed since he started the faction back in U3?
could have it run with emberpelts and leafcoats somewhat even. still not perfect though. just really time intense and unrewarding task and impossible to catch all possible mod conflicts without user reports really.

really sad he went back to bad habits with frostywhiskers though.. not sure there's much hope for that one haha

visual cipher
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what bad habits?

junior compass
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thinking it's still oldschool timberborn and has no multi-faction support basically

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that's how whitepaws started: a modified folktails - literally

visual cipher
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ah 😄

visual cipher
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v0.6.7.1 now available on mod.io:

  • Fixed inconsistencies in perf window tables (count values reported as if they were time based)
  • Added some missing perf categories
  • Biome overlay now shown above water so it's visible regardless of water display settings
  • River flourishes now only spawn when the water is 1 voxel deep (old rule would create it at lower depths as well, which would show them as 'unhealthy'.
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I just need to check that it's stable with all currently supported factions (folktails, ironteeth, emberpelts, leaf coats, and whitepaws), then I think it's ready to go to Steam.

quasi lotus
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maybe just the way the file is labeled

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"keystonev0_6_7-3qml"

visual cipher
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Yeah thats 0.6.7 with a random string after it

junior compass
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had no issues testing some with new version on folktails and leafcoats edit the one from earlier today. wow. another one 🙂

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no obvious lags either

nova willow
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On the subject of recovering from droughts/badtides, aside from things like vines growing up dead trees and mushrooms spawning on them, you could also have some dead trees just flat out become alive again. They'd have to be pretty resilient to not get wiped out across the world due to the weather. I'd also like it if trees could decay over time (many, many days in-game, but it would happen eventually) and fall over. Maybe a little animation followed by a mushroom-covered log that turns into nothing? Not sure how that would work, honestly, but so long as you put an on/off button for it nobody would be able to complain about losing trees since they turned that feature on.

visual cipher
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The main goal being to let Keystone revive dead areas and make them look nice in the meantime?

nova willow
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Yep. Let the world heal, since that's a large part of what beavers do irl.

quasi lotus
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i still think that dead trees should randomly revive after a long time with adequate water without re drying or contamination resetting it

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maybe you can use the same AI logic to make the peat bogs to collect water

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maybe a toggle for trees with water and corruption can fall down and become mushrooms growing from the log

visual cipher
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I suppose I can simply add a toggle to mod settings for people who dont like it

junior crystal
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Oh yeah, just came here to look and had this issue as well.

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Do love the mod and what it generally does though, it adds a nice level of dynamic behavior to the map.

nova willow
junior crystal
nova willow
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Fair enough.

quasi lotus
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sadly the steam version has a couple bugs atm

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it should be updated soon

quasi lotus
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im sorry cows 😭

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tada a lake!

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<

visual cipher
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lot of death and destruction around that lake

quasi lotus
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<

quasi lotus
quasi lotus
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im only just now getting bad time automation setup

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cycle 15 ><

visual cipher
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Is this Folktails?

quasi lotus
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ye

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thats a problem .....

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the badwater flow is so high it will overflow ><

visual cipher
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need those moss levees now more than ever

quasi lotus
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lol

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just need to make the pit deeper

quasi lotus
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if it still overflows i can make a channel for it

quasi lotus
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i kinda wish the wood workshop from the leafcoats was in the folktails ><

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so i didnt hav to cut down the trees

junior compass
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what could they make logs from instead?

quasi lotus
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they use the bark from the trees, in the leafcoats

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and press it together into logs and planks

junior compass
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yeah, and collect branches from quick growing willows

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so folktails would need both trees?

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or collect oak bark?

quasi lotus
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idk ?

junior compass
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haha. i'm trying to figure out if it was fun to make such a building for folktails

quasi lotus
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probs both / replace trees

quasi lotus
junior compass
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maybe it would make most sense to them to use branches from birch and bark from oak in that case 🤔

say an oak should give 1 log every 4 days.
so a birch might give 3 twigs per 9 days. an oak 3 bark every 13.5 days. and workshop would make 3 logs out of 3 twigs and 2 barks...
that would be 6 days per tile to get one log.

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would a 50% penalty work fine here with you?

quasi lotus
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idk what leafcoats are anymore, i havent played in a while

junior compass
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not sure it's too much.. but i kinda feel it not works if fake logs are just as efficient as cutting down trees? or is it?

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i could look it up, but iirc they are not very efficient

quasi lotus
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making fake logs is a lot harder than just cutting the trees, i think thats partly why he added the mood down

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its almost time!

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the water must flow >;3

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the water flows!

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i have real power now

visual cipher
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That's a proper wetland right there

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I just uploaded v1.0 to Steam

worn knot
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is steam going to stay up to date from now on?

visual cipher
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The big changes are going to come to mod.io first, but I'm not going to build anything new for at least a few days. And bug fixes and so on will be uploaded to Steam directly

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Short answer: yes, Steam will be leading for the time being

worn knot
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just updated, is riparian river-bank?

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I've also got double biomes (steam)

visual cipher
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yeah

worn knot
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two in one tile?

visual cipher
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yep

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that was always the case, it just wasn't visualized before. This represents a transition from one biome to another

worn knot
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ah alr

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makes sense

visual cipher
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it means the conditions in that location changed recently

worn knot
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yeah I clean felled it to plant pines for pine resin

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interesting

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i can also see underwater biomes without underwater mode on

quasi lotus
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trees and farms gain bonuses for diverse planting now :3

worn knot
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did trees not already get it?

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might have to shuffle my farm

quasi lotus
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its better now i think

worn knot
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oh yea it tells you how much of a bonus from biomes

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nice

quasi lotus
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this is why this mod is amazing

worn knot
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this mod has definetly changed how I play

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I'm far to attached to my wetland

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I'm boutta reverse the river

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just for that wetland

quasi lotus
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<

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@visual cipher aperently if the wetland is too small or shalow the fish glitrch ><

visual cipher
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It's funny actually: they can only spawn and swim to places that aren't next to the edge (to keep them from glitching)

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And I think what you have there is one isolated tile where that is true, but none of its neighbors do

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they should despawn in a second

quasi lotus
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i think they only despawned cus the tide came in a breafly changed it to a river

visual cipher
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it's not normally an issue because they also need a large wetland to spawn to begin with. But what you have there is a very large, very thin strip of wetland

visual cipher
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they should also disappear when the water is too shallow

quasi lotus
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it happened again lol

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its just one cingle tile ><

worn knot
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lmao replatform just crashed my game

quasi lotus
quasi lotus
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@visual cipher one thing i hope is that we can reuse the dead plants , i hav collected a few

visual cipher
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How about a 10%/day chance for them to be removed?

quasi lotus
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3% change per day to replant/regrow?

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x3

worn knot
quasi lotus
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idk im still thinking about dead trees too ><

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seems your micro plants count as buildings instead of plants

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x3

worn knot
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Yeah they’re weird

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Sometimes u can remove with remove building, others mark for removal and they disappear instantly like dead berry bushes

quasi lotus
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makes it slightly harder to remove cus you need to dodge your paths and buildings

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<

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the dead plants give a nice color varient, but sadly still ded

worn knot
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could this be a keystone crash?

NullReferenceException: Object reference not set to an instance of an object
Timberborn.BlockSystem.BlockObject.AddToServiceAfterLoad () (at <98b0078515fb4ba6a96e7672e035aff7>:0)
Timberborn.BlockSystem.BlockObjectBatchLoader.AddToServices (System.Collections.Generic.IEnumerable`1[T] entities) (at <98b0078515fb4ba6a96e7672e035aff7>:0)
Timberborn.BlockAndTerrainLoadValidation.BlockAndTerrainBatchLoader.BatchLoadEntities (System.Collections.Generic.IEnumerable`1[T] entities) (at <7b58ff47ff76433389a6379bf03b15c9>:0)
Timberborn.WorldPersistence.EntitiesLoader.BatchLoad (System.Collections.Generic.ICollection`1[T] entities) (at <f221b80c1f084826bf022bac302955c7>:0)
Timberborn.WorldPersistence.EntitiesLoader.LoadAndInitialize (System.Collections.Generic.ICollection`1[T] entities) (at <f221b80c1f084826bf022bac302955c7>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadNonSingletons () (at <f221b80c1f084826bf022bac302955c7>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadNonSingletons () (at <0947737589364218af94e69e72e753c0>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <0947737589364218af94e69e72e753c0>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <0947737589364218af94e69e72e753c0>:0)
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I can't load my latest or second latest saves

quasi lotus
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got the 2 player file?

worn knot
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2 player file?

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wdym?

junior compass
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the error report should contain a Player.log . that usually gives a lot more context here

worn knot
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ah, I'll look for that

junior compass
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given the message it's about loading spawned entities, so it might be an issue with plants technically. just wont tell more here 🤔

quasi lotus
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do you hav the original vertical power shaft mod installed?

worn knot
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I'll have a look, not as far as I know though

quasi lotus
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it might just be replatform cus of the keystone plants being buildings?

worn knot
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it doesn't however funny you mention replatform, it caused a crash earlier (user error) and now I'm trying to hop back in

worn knot
junior compass
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i'm wondering about that one corrupting the save too

quasi lotus
worn knot
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i'll disable replatform and try again

quasi lotus
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i dont use replatform so idk

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i just build, then cry when i hav to take it down to fix stuff

worn knot
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yea i got sick of crying lmao

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just loading the save now

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nope, same error without replatform

junior compass
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leaves keystone and more tunnels?

worn knot
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I'll try w/o keystone

quasi lotus
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odd, it dont say anything....

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do you hav the better crash reporting mod

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i cant remember the name

worn knot
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it loaded without keystone

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I have no crash reporting related mods

junior compass
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More Mod Logs - helpful with many reports

worn knot
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I'm going to try the mod.io version of keystone

worn knot
quasi lotus
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more mod logs is huge when finding errors

worn knot
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ya, I'll get the logs in a sec

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I suspect the update to keystone this morning (10:42 UK time) caused the crash

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since steam will have downloaded it

quasi lotus
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hope it actualy tells us why your crashing tho cus the new version is up to date

worn knot
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yea this log is gonna have 2 save loads before the real one because i loaded autosaves that had no keystone by accident

junior compass
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it would help a lot to know if the save can load with older mod.io version

worn knot
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loading entity singletons failed

quasi lotus
junior compass
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odd it executes Keystone.Mod.Persistence.KeystonePersistence.Load() twice here ThinkingFT

worn knot
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ill make sure i dont have 2 keystones

quasi lotus
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so whats a singleton lol

junior compass
# quasi lotus

that translates to game trying to load objects on the map (i.e. populate the empty terrain)

worn knot
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I have exactly 1 keystone, the 1.0.0 from steam

quasi lotus
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it might be 1.0 ... im still on 6.7.1

worn knot
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im grabbing 6.7.1

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mod.io and steam have different versions tho

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i think they're mostly the same

quasi lotus
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ye

visual cipher
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1.0 has minor differences compared to 0.6.7.1, wouldnt explain this

junior compass
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it couldn't be 1.0 has a conflict with 0.3 saves?

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i never tested those

worn knot
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it worked fine before?

visual cipher
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I cant rule that out, but it's unlikely

junior compass
worn knot
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a different crash maybe?

visual cipher
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The thing is, almost all keystone is written to catch exceptions and report them

worn knot
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Mod.io crash

NullReferenceException: Object reference not set to an instance of an object
Timberborn.BlockSystem.BlockObject.AddToServiceAfterLoad () (at <98b0078515fb4ba6a96e7672e035aff7>:0)
Timberborn.BlockSystem.BlockObjectBatchLoader.AddToServices (System.Collections.Generic.IEnumerable`1[T] entities) (at <98b0078515fb4ba6a96e7672e035aff7>:0)
Timberborn.BlockAndTerrainLoadValidation.BlockAndTerrainBatchLoader.BatchLoadEntities (System.Collections.Generic.IEnumerable`1[T] entities) (at <7b58ff47ff76433389a6379bf03b15c9>:0)
Timberborn.WorldPersistence.EntitiesLoader.BatchLoad (System.Collections.Generic.ICollection`1[T] entities) (at <f221b80c1f084826bf022bac302955c7>:0)
Timberborn.WorldPersistence.EntitiesLoader.LoadAndInitialize (System.Collections.Generic.ICollection`1[T] entities) (at <f221b80c1f084826bf022bac302955c7>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadNonSingletons () (at <f221b80c1f084826bf022bac302955c7>:0)
Mods.MoreModLogs.SingletonSystemPatch.ErrorReporter (System.Action fn) (at C:/Users/Norman/Documents/src/Timberborn-MoreModLogs/Scripts/SingletonSystemPatch.cs:64)
Rethrow as TargetInvocationException: Timberborn.WorldPersistence.WorldEntitiesLoader.LoadNonSingletons() failed
Mods.MoreModLogs.SingletonSystemPatch.ErrorReporter (System.Action fn) (at C:/Users/Norman/Documents/src/Timberborn-MoreModLogs/Scripts/SingletonSystemPatch.cs:69)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadNonSingletons_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <0947737589364218af94e69e72e753c0>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <0947737589364218af94e69e72e753c0>:0)
visual cipher
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I think this is an interaction with another mod

worn knot
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ill try removing other mods

quasi lotus
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same error

junior compass
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possible. it does try to load any entitiy - proven to be one keystone adds - and fails

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so it might another mod adding to that component or something

worn knot
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trying with only keystone and dependencies

visual cipher
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I have to get my cat to the vet, will look into it in an hour or so

worn knot
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good excuse for me to revise for my exam ig

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crashing without anything else

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its still load singletons

quasi lotus
visual cipher
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Back

junior compass
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the kitten doing fine?

visual cipher
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he had been on the receiving end of a bigger cat's wrath

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should be fine with some antibiotics

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So if I understand correctly, @quasi lotus and @worn knot are both having that nullreferenceexception to do with blockobjects?

worn knot
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yes, do you need me to test loading a new keystone save?

visual cipher
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I'll look into the player.log and exception first and see what I can see. It's rather strange, I've saved and loaded the game many times over this week, and that code has barely changed

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so that's why I think it might be some other mod making changes to the spects on plants

quasi lotus
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thatbeaver has been having all the issues

visual cipher
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Oh I see. Good to know

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@worn knot It was working correctly for a while before you got that error, correct? Did you save and load during that time, or only save?

worn knot
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it loads fine without keystone

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The crash may have caused steam to download the update you released at 10:42 UK time though

visual cipher
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What does RePlatform do?

worn knot
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Allows you to cut platforms etc

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so you could place a 2 tall under a 3 tall and it will make the 3 tall a 1 tall ontop

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I tried to cut a platform with an overhang in between and it crashed

visual cipher
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Were you able to load an older save and continue?

worn knot
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the autosave before the crash also caused a crash on load

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I can try older if needed

visual cipher
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I think what may have happened is that trying to cut the platform produced an incorrect configuration: the platform intersected with one of Keystone's flourishes

worn knot
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i don't think that's possible, the flourishes can't be on the same tile as the platform?

visual cipher
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and then if you try to load the game afterwards, the game invalidates the flourish, the game later tries to report on dropping the flourish, and crashes because my plants don't have a label spec

visual cipher
worn knot
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i had no idea

visual cipher
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I'm now building a fix that adds the label so that if the game wants to drop the entities, they don't NRE when trying to report about it

worn knot
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I'll just clarify what I did to cause the crash, since I feel i explained it badly

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I had platforms like this

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and I tried to cut the platform into a 2 and a 1, so the one is on the overhang

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and it crashed

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the one being like this

visual cipher
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I'm guessing it had some rocks or plants of mine underneath

worn knot
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ig

visual cipher
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I think I'll have a fix for you in a few mins

worn knot
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thanks, I'm ready to test it

visual cipher
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Should (hopefully) fix the NRE at startup in save games with invalid (locations for) Keystone flourishes

worn knot
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I'll test it

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It worked, thanks Shim!

visual cipher
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Awesome! Glad it worked

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Would you mind also sending the player.log of the successful load?

worn knot
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Sure, let me find it rq

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how do I get a player.log for it? the game hasn't crashed, so there's nothing in error reports

visual cipher
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C:\Users\ [Username]\AppData\LocalLow\Mechanistry\Timberborn

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Have to fill in username there

worn knot
visual cipher
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Can you verify that the RePlatform action that you were trying to execute was at (181, 56, 15)?

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It's not super important, just double checking

worn knot
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how would I do that?

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can ||devtools|| tell me?

junior compass
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shift+alt+x can tell

visual cipher
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if you press alt+shift+X in game, you can hover over the tile and get the position

worn knot
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👍

visual cipher
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I need to check which panel shows the info though

junior compass
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the top-most

worn knot
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(181, 82, 13)

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cursor panel?

junior compass
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there should be a box on the tile the cursor is pointing to - that's what it shows

worn knot
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yea ive put the box where I believe the bug was

visual cipher
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and what is at the coordinate I sent you?

worn knot
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the given position is halfway back along my blasted channel

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it's where dynamite would have been

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the block is gone now but the tile above is the given coordinates

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so its the block dynamite was ontop of

visual cipher
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hmm

worn knot
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could keystone trying to save a bush there have coincided with the crash due to replatform?

visual cipher
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Hard to say. May be a timing issue

quasi lotus
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cute foxes in the forests/grasslands would be cute :3

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like on the border

junior compass
worn knot
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can I ask what are the conditions required for Riparian?

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It's not on all of my river banks

quasi lotus
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i think its only fast moving water

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like waterfalls

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could be wrong tho

worn knot
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I've got riparian between my wetlands and the shore though, and the water pretty much doesn't move at all there

junior compass
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biomes are 4x4 sized, so it might detect them more easily with better overlap and skip them without?

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like if the cliff is on the edge of a chunk, it might not detect them?

visual cipher
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@junior compass Good point actually! That used to be the case in the old system. But through quite a bit of effort this past week, that's no longer true. The riparian zone is now calculated at a per-tile basis, unlike everything else.

visual cipher
junior compass
visual cipher
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if the cliff is 2 or more, it doesn't consider it a riparian zone

visual cipher
quasi lotus
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see was wrong ><

quasi lotus
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riparian being fast small drops?

junior compass
quasi lotus
junior compass
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it's the shore areas technically, but shallow rivers would count if they rise and fall over time

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a very beautiful and unique biome. glad it was added to keystone

quasi lotus
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https://www.climatehubs.usda.gov/taxonomy/term/390

"Riparian areas are zones of vegetation adjacent to water, such as on floodplains and streambanks. Riparian areas exist across a range of climatic environments and support various communities of vegetation from native plants, grasses, shrubs to trees. Riparian areas are critical water storage areas that enhance local water supply through the infiltration and storage of water. Riparian areas also influence local water quality acting as filters of nutrients, pollutants, and sediments. Riparian vegetation physically protects landscapes by stabilizing streambanks, reducing erosion and storm runoff. As the climate changes, the benefits of riparian vegetation may become increasingly important for species reliant on clean, cold water and shade. Riparian areas are vulnerable to change due to land-use conversion and a warming climate that changes the habitat and distribution of riparian area species, and intensifies stressors such as fire, pests or pathogens."

this one explains it way better

junior compass
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we have plenty of those around here. wonderful flowers in spring

quasi lotus
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might be hard to make, but flowers and flower fields would be a nice addition to grasslands or sumthing ❤️

junior compass
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absolutely! would be a nice addition to riparian too.. long grassy plants and yellow and pink and purple flowers

quasi lotus
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more things to add to the backlog lol

visual cipher
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Haha definitely

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I think I'll first work on making contaminated areas spawn thorns as decorations

quasi lotus
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i wish we had a running tracker for all the backloged stuff

nova willow
junior compass
visual cipher
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I have wondered whether dynamiting areas shouldn't sporadically spawn rubble as well

quasi lotus
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we might be able to reuse said rubble "natural damns" when we have the moss damns

nova willow
visual cipher
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unless maybe they were a way to get dirt earlier in the game?

nova willow
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Oooh, that would be an awesome addition. Boom -> Rubble -> Dirt

junior compass
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Olessan is working on one

quasi lotus
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its a replacement for TnT i think tho

visual cipher
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makes sense

quasi lotus
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"keystone - building addons" when lol

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i feel like any and all buildings need to be a seprate mod that way keystone will always work no matter the race like it dos now

nova willow
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Agreed.

visual cipher
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I agree, no worries 🙂

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actually I do quite a few changes specific to faction already right now.

nova willow
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Say, what do you think about various cactus and joshua trees? For plants that grow in the unwatered areas of the map. Cactus could have sparse berries (like 10% as much as bushes) while taking up the same space and having a lower spawn rate and a much lower growth rate. Joshua Trees/Large Cacti would have a longer growrate than oak trees (maybe even double it) while only being as wood productive as birch. The only advantages they'd have is that they don't need water. Just as a way to spruce up the maps a little.

junior compass
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we need keystone mods that add new plants

junior compass
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keystone biomes tend to become very dense

quasi lotus
junior compass
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maybe an occasional cow skull too? or is that too dark?

quasi lotus
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probs too dark, but then again in the litral opening cutscrean of the game there are bones in the badwater

junior compass
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whitepaws actually have frozen hooman meats (to feed the big flies with that make glow fluids for the lamps)

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glad they not otherwise tell what happens to them

quasi lotus
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and i sugested adding bones and dead fish in flowing badwater

junior compass
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i'm always in for such a nice atmosphere

quasi lotus
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well i would like keystone to have a small darkside because we have badfur beavers now

nova willow
quasi lotus
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there are natrual groups of cacti tho, so

junior compass
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yeah, makes sense for them.
i like a darker side for balance alone already. there's mostly just benefits right now and dry or contaminated areas aren't using any of their potential really

quasi lotus
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and maybe could make cacti flower tea ><

junior compass
nova willow
# quasi lotus there are natrual groups of cacti tho, so

Can't let perfect be the enemy of good enough. That said, those could be non-blocking plants (like the little rocks and reeds that exist already) which just add a bit of flavor and spawn within 1-2 blocks of an existing desert plant.

junior compass
visual cipher
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About the density of plants from Keystone: there is a slight performance penalty from checking plant proximity when I spawn something, which is the main reason I haven't done it so far. But at the same time, spamming the map with plants certainly has a performance penalty as well. Not to mention it can simply be annoying. On the other hand I felt like, if grasslands naturally evolve into forests, there is something kinda cool about that. So my question is: should I add a rule to limit spawning of plants/trees in an area?

nova willow
quasi lotus
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kinda like how the fish work

nova willow
junior compass
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similar with the mangrove-only wetlands

nova willow
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Like, just tall grass. It doesn't block roads, buildings, ext, but it does prevent other plants from growing.

junior compass
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should not turn monoculture imho

visual cipher
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myeah.. the trees are nice and useful at least

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and having an entire field of dandelions is annoying to me too, I must admit

quasi lotus
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lol

junior compass
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or have more than enough tree farms..

visual cipher
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better to let grasslands just be grasslands?

junior compass
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nothing against sparse trees in it really.

visual cipher
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I mean, there is already a mod setting for it. You can turn off the spawns whenever you want.

junior compass
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just had clusters for 4-6 chestnuts, birches and such all over them

quasi lotus
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grasslands need grasslands but small things like bushes or flowers scattered around would be a nice touch

junior compass
quasi lotus
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basicly same thing with the dry desserts

nova willow
visual cipher
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that should be RNG at work. I've put the spawn percentage at like 0.05 percent per day, I'm surprised it keeps filling up this quickly.

junior compass
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i believe this mostly calls for a spawn / reproduce blocking decorative plant

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reproduction of berries is about 1-3 per cycle

quasi lotus
nova willow
visual cipher
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I suppose I didn't

junior compass
quasi lotus
junior compass
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yeah, and the spawn logic puts them with all free tiles around - which makes it much more likely

quasi lotus
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so maybe keystone needs to cut the base game baby plant chance

nova willow
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I used to plant a handful of trees over an area and let them spread to create forests, so yeah, the default spawn system will swiftly fill out every open space. A simple fix, if possible, would be the 'fake' plants that don't block buildings but do block plant spawns.

quasi lotus
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as it already makes new plants

junior compass
quasi lotus
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the issue is the base game spead is too fast atm

visual cipher
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I'm quite reluctant to alter vanilla mechanics too much, but I do agree that just tuning the native spawn rates down should be an acceptable measure

nova willow
visual cipher
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yes, certainly

nova willow
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(Woops, didn't mean to quote anyone there xD)

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"When in doubt, slide it out." xD

quasi lotus
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lol

visual cipher
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That's the spirit 🙂

quasi lotus
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you already have the one about a old save new mod

visual cipher
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I'm going to migrate to github and set up a work item board tonight by the way. Then you can all add backlog items there.

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Not to mention the project will be open source

visual cipher
quasi lotus
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says how it needs time to load the biomes or sumthing

visual cipher
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Ah okay. I'll have to tweak that, it wasn't really supposed to show out of dev mode.

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Don't want to spam people

quasi lotus
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and it only shows up once

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unless you unload and save again

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if you have keystone loaded in the save it never shows, but if you load keystone into a save that didnt have it, it pops up

nova willow
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I agree with Mishka on this one, keep that specific popup. It was very informative the first time I booted up an existing save with Keystone.

visual cipher
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ok cool

quasi lotus
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its the only one i have seen other than when you remove keystone the game says a bunch of things are deleted

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gettings pictures

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:3

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this one shows when you remove keystone

worn knot
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That's just a default panel but yea

nova willow
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I got that one too, it scared me for a few moments xD

quasi lotus
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its a lot of things removed lol

visual cipher
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Yeah that one is vanilla

quasi lotus
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my game takes so long to load 😭

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but alas thats what happens when you have like 90 mods

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this one, should stay,

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maybe remove the 2nd half but it saying it needs to build the ecology from scratch is huge for understanding

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and you can add the "keystone changes the spread rate of trees and bushes" (or whatever) to that popup too telling them they can change it in the mod settings

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but on an existing save it takes a long time before you start seeing plants

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its at minimum like 6 days

visual cipher
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Yeah, second half should go for sure.

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And I did consider putting together a little tutorial window with some instructions and what to expect

quasi lotus
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but adding a popup to a brand new save saying it changes the tree rates, and or what to exspect from keystone/ i feel should be a thing too, but like this one, after that first one it dont show up again

visual cipher
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yeah, can do

visual cipher
visual cipher
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Actually, apparently the preferred way to do the backlog is that you guys can post Discussions as 'Ideas' and then you can vote on them directly as well.. so that's perfect i guess

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I thought I needed to add you as users, but i guess that's not actually the case.

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Now all I need to do is figure out how to turn that on 🙂

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Ok should be up. So you guys can create a 'Idea' from the discussions page and then others can react to it and vote on it.

quasi lotus
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only downside is i hav to be logged in ><

quasi lotus
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❤️

visual cipher
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Amazing, thank you!

quasi lotus
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i hope we can get more imput on all the ideas and maybe new ones

visual cipher
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Two changes coming up: vanilla tree reproduction scaled down to just 5%, but changeable via mod settings. And forest biome now requires 25% mature trees to be fully effective. An area with seedlings only counts as grassland.

visual cipher
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Two more features done: 10% chance of dead flourishes to be removed from the map per day. And a preview of random plant and tree planting marker tools based on an existing mod, Forest Tools. Pending while I discuss with the author of that mod how to credit him for his work.