#Keystone - Eco-simulator
1462 messages · Page 2 of 2 (latest)
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
oh it will work like that one water mod, it has a water tower for irrigation, ( only this one will be smaller)
and will fill itself
hopfully
yeah that's interesting
along side the moss damns for badwater filtering :3
I've put it on the backlog, I quite like the idea of it.
will save it for after v1.0 though
i love the idea of adding natural utilitys like these, it fits so well into the feel
should find some for badwater too for badfurs,
Hmm... They could be these badwater boils on the land that continue spewing badwater even after the original badwater source disappears
That's great
not sure, the whole thing about badfurs is to be hard, we want to make things eazyer, not free ride lol
could hav sumthing like a block that absorbs badwater and contaminates normal water after as it flows thru it
but even then its hard to balance
and hard to find sumthing that would make sence to be there
would be cool to add coral to deep lakes
both alive and dead versions
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
another day and ill probs hav a flooded map with tons of wetlands and forests
I'm mostly concerned with crashes, performance, and compatibility with other mods
for this version I mean
yeah plenty of potential in the other water biomes besides wetlands
only big mods i dont have atm are whitepaws, seasons, frostwhiskers cus of lag and conflicts
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
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
what bad habits?
thinking it's still oldschool timberborn and has no multi-faction support basically
that's how whitepaws started: a modified folktails - literally
ah 😄
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'.
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.
my old file says 0.6.7.3 ><
maybe just the way the file is labeled
"keystonev0_6_7-3qml"
Yeah thats 0.6.7 with a random string after it
had no issues testing some with new version on folktails and leafcoats edit the one from earlier today. wow. another one 🙂
no obvious lags either
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.
The main goal being to let Keystone revive dead areas and make them look nice in the meantime?
Yep. Let the world heal, since that's a large part of what beavers do irl.
i still think that dead trees should randomly revive after a long time with adequate water without re drying or contamination resetting it
maybe you can use the same AI logic to make the peat bogs to collect water
maybe a toggle for trees with water and corruption can fall down and become mushrooms growing from the log
I suppose I can simply add a toggle to mod settings for people who dont like it
Thats interesting!
Oh yeah, just came here to look and had this issue as well.
Do love the mod and what it generally does though, it adds a nice level of dynamic behavior to the map.
For what it's worth you can turn the mod off, load save, save, restart, turn mod on, and while this will reset all of the biome growth (and delete all non-faction plants) it will fix the save and allow the basic functionality to return.
Oh yeah, I already figured that out. 👍
Fair enough.
lot of death and destruction around that lake
<
bad tides dothat
Is this Folktails?
need those moss levees now more than ever
if it still overflows i can make a channel for it
i kinda wish the wood workshop from the leafcoats was in the folktails ><
so i didnt hav to cut down the trees
what could they make logs from instead?
they use the bark from the trees, in the leafcoats
and press it together into logs and planks
yeah, and collect branches from quick growing willows
so folktails would need both trees?
or collect oak bark?
idk ?
haha. i'm trying to figure out if it was fun to make such a building for folktails
probs both / replace trees
as far as remaking the building you could probs just copy everything from leafcoats and slap it on the smelter ><
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.
would a 50% penalty work fine here with you?
idk what leafcoats are anymore, i havent played in a while
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?
i could look it up, but iirc they are not very efficient
making fake logs is a lot harder than just cutting the trees, i think thats partly why he added the mood down
its almost time!
the water must flow >;3
the water flows!
i have real power now
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
Short answer: yes, Steam will be leading for the time being
yeah
yep
that was always the case, it just wasn't visualized before. This represents a transition from one biome to another
it means the conditions in that location changed recently
yeah I clean felled it to plant pines for pine resin
interesting
i can also see underwater biomes without underwater mode on
trees and farms gain bonuses for diverse planting now :3
its better now i think
this is why this mod is amazing
this mod has definetly changed how I play
I'm far to attached to my wetland
I'm boutta reverse the river
just for that wetland
<
@visual cipher aperently if the wetland is too small or shalow the fish glitrch ><
It's funny actually: they can only spawn and swim to places that aren't next to the edge (to keep them from glitching)
And I think what you have there is one isolated tile where that is true, but none of its neighbors do
they should despawn in a second
i think they only despawned cus the tide came in a breafly changed it to a river
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
that's also a trigger for them to despawn, yeah. I'll see if the other despawn reason works correctly
they should also disappear when the water is too shallow
lmao replatform just crashed my game
o.o
@visual cipher one thing i hope is that we can reuse the dead plants , i hav collected a few
How about a 10%/day chance for them to be removed?
Sounds good
idk im still thinking about dead trees too ><
seems your micro plants count as buildings instead of plants
x3
Yeah they’re weird
Sometimes u can remove with remove building, others mark for removal and they disappear instantly like dead berry bushes
makes it slightly harder to remove cus you need to dodge your paths and buildings
<
the dead plants give a nice color varient, but sadly still ded
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)
I can't load my latest or second latest saves
got the 2 player file?
the error report should contain a Player.log . that usually gives a lot more context here
given the message it's about loading spawned entities, so it might be an issue with plants technically. just wont tell more here 🤔
do you hav the original vertical power shaft mod installed?
I'll have a look, not as far as I know though
it might just be replatform cus of the keystone plants being buildings?
it doesn't however funny you mention replatform, it caused a crash earlier (user error) and now I'm trying to hop back in
I don't, is that not just replatform initialising to be able to replace with vertical power shaft?
i'm wondering about that one corrupting the save too
replatform was what was loading
i'll disable replatform and try again
i dont use replatform so idk
i just build, then cry when i hav to take it down to fix stuff
yea i got sick of crying lmao
just loading the save now
nope, same error without replatform
player log (should be the same)
leaves keystone and more tunnels?
I'll try w/o keystone
odd, it dont say anything....
do you hav the better crash reporting mod
i cant remember the name
More Mod Logs - helpful with many reports
I'll try with that first
more mod logs is huge when finding errors
ya, I'll get the logs in a sec
I suspect the update to keystone this morning (10:42 UK time) caused the crash
since steam will have downloaded it
hope it actualy tells us why your crashing tho cus the new version is up to date
yea this log is gonna have 2 save loads before the real one because i loaded autosaves that had no keystone by accident
odd it executes Keystone.Mod.Persistence.KeystonePersistence.Load() twice here 
ill make sure i dont have 2 keystones
so whats a singleton lol
that translates to game trying to load objects on the map (i.e. populate the empty terrain)
it might be 1.0 ... im still on 6.7.1
im grabbing 6.7.1
mod.io and steam have different versions tho
i think they're mostly the same
ye
1.0 has minor differences compared to 0.6.7.1, wouldnt explain this
it worked fine before?
I cant rule that out, but it's unlikely
never had a problem yet with the mod.io versions. not tried new one on steam yet.
a different crash maybe?
The thing is, almost all keystone is written to catch exceptions and report them
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)
I think this is an interaction with another mod
ill try removing other mods
possible. it does try to load any entitiy - proven to be one keystone adds - and fails
so it might another mod adding to that component or something
trying with only keystone and dependencies
I have to get my cat to the vet, will look into it in an hour or so
good excuse for me to revise for my exam ig
crashing without anything else
its still load singletons
hope you and kitty ok
Back
the kitten doing fine?
he had been on the receiving end of a bigger cat's wrath
should be fine with some antibiotics
So if I understand correctly, @quasi lotus and @worn knot are both having that nullreferenceexception to do with blockobjects?
yes, do you need me to test loading a new keystone save?
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
so that's why I think it might be some other mod making changes to the spects on plants
im on 6.7.1 and havent had a single issue after dumping powered roofs
thatbeaver has been having all the issues
Oh I see. Good to know
@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?
It worked before I caused a game crash (user error with RePlatform) and after a reload, the save would not load
it loads fine without keystone
The crash may have caused steam to download the update you released at 10:42 UK time though
What does RePlatform do?
Allows you to cut platforms etc
so you could place a 2 tall under a 3 tall and it will make the 3 tall a 1 tall ontop
I tried to cut a platform with an overhang in between and it crashed
Were you able to load an older save and continue?
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
i don't think that's possible, the flourishes can't be on the same tile as the platform?
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
well they can be for the high platforms, not for the low ones
i had no idea
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
I'll just clarify what I did to cause the crash, since I feel i explained it badly
I had platforms like this
and I tried to cut the platform into a 2 and a 1, so the one is on the overhang
and it crashed
the one being like this
I'm guessing it had some rocks or plants of mine underneath
ig
I think I'll have a fix for you in a few mins
thanks, I'm ready to test it
Should (hopefully) fix the NRE at startup in save games with invalid (locations for) Keystone flourishes
Awesome! Glad it worked
Would you mind also sending the player.log of the successful load?
Sure, let me find it rq
how do I get a player.log for it? the game hasn't crashed, so there's nothing in error reports
C:\Users\ [Username]\AppData\LocalLow\Mechanistry\Timberborn
Have to fill in username there
ya
Can you verify that the RePlatform action that you were trying to execute was at (181, 56, 15)?
It's not super important, just double checking
shift+alt+x can tell
if you press alt+shift+X in game, you can hover over the tile and get the position
👍
I need to check which panel shows the info though
the top-most
there should be a box on the tile the cursor is pointing to - that's what it shows
yea ive put the box where I believe the bug was
and what is at the coordinate I sent you?
the given position is halfway back along my blasted channel
it's where dynamite would have been
the block is gone now but the tile above is the given coordinates
so its the block dynamite was ontop of
hmm
could keystone trying to save a bush there have coincided with the crash due to replatform?
Hard to say. May be a timing issue
this will still help with any kind of weird glitches with placement in the future
cute foxes in the forests/grasslands would be cute :3
like on the border
i want this cutie in my game 
can I ask what are the conditions required for Riparian?
It's not on all of my river banks
I've got riparian between my wetlands and the shore though, and the water pretty much doesn't move at all there
biomes are 4x4 sized, so it might detect them more easily with better overlap and skip them without?
like if the cliff is on the edge of a chunk, it might not detect them?
@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.
If it's working correctly, the riparian zone is only present where the cliff is 1 voxel
was pondering how to suggest a change and you already did 🙂
if the cliff is 2 or more, it doesn't consider it a riparian zone
I can confirm that's it
good idea, but water speed doesn't factor into this (or is not supposed to at least)
see was wrong ><
so its the diffrence between rapids and a waterfall
riparian being fast small drops?
more like the waters edge, if its only 1m height difference.
rapids like that would be awesome if the game had them 
just looked it up,
"Riparian areas are unique because they are the transition between terrestrial (land) and aquatic (water) ecosystems. In general, riparian areas are along streams, rivers, and other flowing waterways."
basicly shallow rivers?
it's the shore areas technically, but shallow rivers would count if they rise and fall over time
a very beautiful and unique biome. glad it was added to keystone
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
we have plenty of those around here. wonderful flowers in spring
might be hard to make, but flowers and flower fields would be a nice addition to grasslands or sumthing ❤️
absolutely! would be a nice addition to riparian too.. long grassy plants and yellow and pink and purple flowers
more things to add to the backlog lol
Haha definitely
I think I'll first work on making contaminated areas spawn thorns as decorations
i wish we had a running tracker for all the backloged stuff
I've found that you can mimic rapids using the rubble pieces. They have bits that tend to poke up above the waterline, and mixing full and half rubble pieces makes for a rapids-like waterway. Has the downside of being unbuildable, but that seems realistic to me.
imho it's fair to add such aesthetic touches to maps 😉
I have wondered whether dynamiting areas shouldn't sporadically spawn rubble as well
we might be able to reuse said rubble "natural damns" when we have the moss damns
That seems like a whole mod unto itself, honestly. It would be reasonable, but ultimately just tedious since it doesn't really add any mechanics to the game, just makes clearly areas more time consuming.
unless maybe they were a way to get dirt earlier in the game?
Oooh, that would be an awesome addition. Boom -> Rubble -> Dirt
Olessan is working on one
i think leafcoats have mid game dirt collection stuff?
its a replacement for TnT i think tho
makes sense
"keystone - building addons" when lol
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
Agreed.
I agree, no worries 🙂
actually I do quite a few changes specific to faction already right now.
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.
we need keystone mods that add new plants
they should be very sparsely growing. like only 2-3 plants in a 4x4 square
keystone biomes tend to become very dense
agree, we need room for the tumble weeds to roll about
maybe an occasional cow skull too? or is that too dark?
probs too dark, but then again in the litral opening cutscrean of the game there are bones in the badwater
whitepaws actually have frozen hooman meats (to feed the big flies with that make glow fluids for the lamps)
glad they not otherwise tell what happens to them
and i sugested adding bones and dead fish in flowing badwater
i'm always in for such a nice atmosphere
well i would like keystone to have a small darkside because we have badfur beavers now
I was thinking even sparser. Like, when a cactus or j-tree spawns it blocks future spawning for others within 3 blocks of itself. That, coupled with the very slow growth rate, should prevent them from becoming too all consuming.
there are natrual groups of cacti tho, so
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
cacti with berrys would be cool for badfurs
and maybe could make cacti flower tea ><
could be a halfway thing between tree and thorns too. less annoying / more diverse
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.
if it is harvestable or cuttable it must be blocking
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?
I mean that the main plant - berry cactus, tall cactus, and j-tree - would be an interactable plant and then they'd spawn a few non-interactable plants that don't block buildings and exist solely for decoration.
only in specific biomes i think, like the dry areas, if corrupted or watered then it would turn off the limit
kinda like how the fish work
Some mechanism to have non-blocking plants spawn around blocking plants would probably be just as good? Like, instead of every single non-blocking plant becoming a tree, bush, or reeds or whatever, some of them just... decorate. They look pretty and add atmosphere but don't block buildings or anything, but they do prevent 'real' plants from growing there?
that's a tought one. i'd say grassland in recent versions felt difficult being essentially either only berries or turning into forest quickly.
having it 20-40% sparse might give a nicer visual effect maybe. and cut the annoyance to clear it too
similar with the mangrove-only wetlands
Like, just tall grass. It doesn't block roads, buildings, ext, but it does prevent other plants from growing.
should not turn monoculture imho
myeah.. the trees are nice and useful at least
and having an entire field of dandelions is annoying to me too, I must admit
untill you need to build there
lol
or have more than enough tree farms..
better to let grasslands just be grasslands?
nothing against sparse trees in it really.
I mean, there is already a mod setting for it. You can turn off the spawns whenever you want.
just had clusters for 4-6 chestnuts, birches and such all over them
grasslands need grasslands but small things like bushes or flowers scattered around would be a nice touch
and if i cut trees it went pure-berries quickly
basicly same thing with the dry desserts
Decor-only stuff that doesn't block buildings but does block real plants would probably be optimal, if that can even be implemented?
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.
i believe this mostly calls for a spawn / reproduce blocking decorative plant
reproduction of berries is about 1-3 per cycle
theres a lot of that already, the issue i think is half of it turns into real items
yeah, that's a good point
Did you factor in that all existing plants will spread on their own, regardless of the biomes? Like, having sparse spawning trees is great, but those trees make baby trees and suddenly you have a forest.
I suppose I didn't
it can. i worked with the reproduction some to make plants spawn vertically and there's easily patched in logic to block it
i think this is probs the biggest issue, once a tree or bush is spawned randomly it spreads like wildfire
yeah, and the spawn logic puts them with all free tiles around - which makes it much more likely
so maybe keystone needs to cut the base game baby plant chance
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.
as it already makes new plants
or block it with decorative plants (some of them)
lowering the speading of bushes and trees would allow keystone plants to block them natraly
the issue is the base game spead is too fast atm
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
Could it be made a slider or toggle?
yes, certainly
more toggle or sliders lol
lol
That's the spirit 🙂
could add a popup on new game launch and loading into a old save telling players about the change
you already have the one about a old save new mod
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.
Not to mention the project will be open source
Are you referring to the keystone popup? I didn't know if anyone had spotted that one yet. It's just supposed to show when there's a problem 🙂
theres one that shows up when you load keystone onto an old save that didnt have it b4
says how it needs time to load the biomes or sumthing
Ah okay. I'll have to tweak that, it wasn't really supposed to show out of dev mode.
Don't want to spam people
i think it should stay, it tells the players exactly whats gona happen and why nothing is showing
and it only shows up once
unless you unload and save again
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
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.
ok cool
its the only one i have seen other than when you remove keystone the game says a bunch of things are deleted
gettings pictures
:3
this one shows when you remove keystone
That's just a default panel but yea
I got that one too, it scared me for a few moments xD
its a lot of things removed lol
Yeah that one is vanilla
my game takes so long to load 😭
but alas thats what happens when you have like 90 mods
this one, should stay,
maybe remove the 2nd half but it saying it needs to build the ecology from scratch is huge for understanding
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
but on an existing save it takes a long time before you start seeing plants
its at minimum like 6 days
Yeah, second half should go for sure.
And I did consider putting together a little tutorial window with some instructions and what to expect
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
yeah, can do
The repo is up
https://github.com/everboom/timberbornkeystone/
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
I thought I needed to add you as users, but i guess that's not actually the case.
Now all I need to do is figure out how to turn that on 🙂
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.
only downside is i hav to be logged in ><
ok i voted and left comments on basicly everything
❤️
Amazing, thank you!
i hope we can get more imput on all the ideas and maybe new ones
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.
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.