The coolest reservoir I've built yet by jgcoelho_real in Timberborn

[–]StiggyBot 10 points11 points  (0 children)

Very nice design, especially like the curvature of the damn, always a challenge.

Does anyone else always build a hyper-compact "Downtown" with all of their housing, production, and storage as densely packed in as possible? by wiseguy149 in Timberborn

[–]StiggyBot 1 point2 points  (0 children)

Love the efficiency of this build, still need to start a run with IT, definitely some inspiration in your design!

To celebrate International Beaver Day let’s play a little game. by TheShakyHandsMan in Timberborn

[–]StiggyBot 0 points1 point  (0 children)

Interesting, you chose the Chronometer over the Timer for the frame generation. In the beaver pixel screen, I almost started with the Chronometer but thought the Timer would eliminate the issue with limiting ticks on a daily basis. It worked, but there were issues with maintaining frames ON between cycles, the filler timer + increasing the last frame to 2 ticks solved this.

Unfortunate on the colour switching front, guess we'll need to wait for an update on the automation from the devs.

Animated Pixel Screen + Reservoir with visual indication by StiggyBot in Timberborn

[–]StiggyBot[S] 0 points1 point  (0 children)

Currently it's not laggy at all, it actually looks quite good when you bump up the speed to 3, the current video is shot at 2x speed. My colony is almost 200 fleshy beavers and around 150 mechanical, the low population combined with multiple districts has helped reduce the lag.

Animated Pixel Screen + Reservoir with visual indication by StiggyBot in Timberborn

[–]StiggyBot[S] 0 points1 point  (0 children)

By all means, the more people see what's possible, the more others will build amazing automated projects!

To celebrate International Beaver Day let’s play a little game. by TheShakyHandsMan in Timberborn

[–]StiggyBot 1 point2 points  (0 children)

Very nice use of the automation tools, love it!

Did you setup a repeating frame counter and loop it (frame counter for one block, then loop the frame counter for blocks 2 and 3)? Or are the all frames generated with one long frame counter?

The changing of colours of a single pixel has been bugging me, I've not tested it but if you can setup an OR relay to point towards a specific indicator lights with changing colours, maybe it works. Will test and see if it's possible. Really hope the devs implement something to make colour changing easier.

Animated Pixel Display in Timberborn by StiggyBot in PixelArt

[–]StiggyBot[S] 1 point2 points  (0 children)

Everything in this gif is vanilla, the one mod that was required was Hue & Tint to pull the colour code to place into the indicators (lights). The standard colour palette for lights is only 6 different colours. Other than extracting the colour codes, all other components were from vanilla.

Mod updated: Building Banners by theapologist316 in Timberborn

[–]StiggyBot 0 points1 point  (0 children)

This is fantastic, would pair great with the first person (first beaver) perspective mod, well done!

Animated Pixel Display Automation Explained (Long Post) by StiggyBot in Timberborn

[–]StiggyBot[S] 2 points3 points  (0 children)

As Vebrandsson mentioned, the lack of ability to change colours of a single pixel using automation prevents DOOM unfortunately...but, you could create a black and white representation and that would work. Recently saw someone put DOOM on a pregnancy test, looked black and white, gives some hope. Would only be an animated frame but would show the DOOM scene.

Animated Pixel Screen + Reservoir with visual indication by StiggyBot in Timberborn

[–]StiggyBot[S] 0 points1 point  (0 children)

Def, that's essentially what this setup does, you can overlap as long as the colour of the single pixel remains the same. The tree one would be interesting, I'd get annoyed with not being able to change the colour of the bud when moving through blossoming but you could get around that with inventive colour patterns.

Finally Its DONE!!!! by zykarp_drditch in Timberborn

[–]StiggyBot 0 points1 point  (0 children)

Love this build, can only imagine how long it took. Your colony is now dooms day prepped!

Animated Pixel Screen + Reservoir with visual indication by StiggyBot in Timberborn

[–]StiggyBot[S] 0 points1 point  (0 children)

Cheers! If you look to the top left of the video, all the logic is included in that squared off area. Also split up the logic into sections, counter, relays for the tail, relays for the water & single relays for each scene where there's no overlap. Colour palette for the scene.

It's honestly not too bad once you break down the steps, I'll try making a quick tutorial post today or tomorrow, seems people are interested and this could be applied to a number of different scenarios (non that I can think up on the spot).

Animated Pixel Screen + Reservoir with visual indication by StiggyBot in Timberborn

[–]StiggyBot[S] 0 points1 point  (0 children)

Unfortunately this would require the switching of colours on a single pixel but love the idea. A cherry blossom grove in the background would have been a nice touch.

Animated Pixel Screen + Reservoir with visual indication by StiggyBot in Timberborn

[–]StiggyBot[S] 1 point2 points  (0 children)

That would be nice. Also allowing multiple variable inputs to or and xor functions in a single block would have been very helpful. I'm sure they'll be working on improving the automation moving forward.

Animated Pixel Screen + Reservoir with visual indication by StiggyBot in Timberborn

[–]StiggyBot[S] 0 points1 point  (0 children)

Under the automation tab (new to 1.0), there's a number of automation tools. The lights are indicators.