Songs of Syx

Songs of Syx

Lunaari v1.4 (V69)
38 Comments
FlareFluffsune 9 Jul @ 9:19am 
And that's why I didn't want to jump the gun haha
Nomris  [author] 9 Jul @ 4:42am 
I just want to thank y'all for using my mod, I am grateful and I am reading the comments.
It's been updated for V69, let me know if there are any issues!
I haven't gotten a chance to do a thorough run this time.
Himiko Moonsea L 9 Jul @ 1:10am 
I love this race, thank you
FlareFluffsune 9 Jul @ 12:07am 
That's weird, I never had that issue. I did have a quick look and it appears that v65/v66 have a different race.txt layout to v67/v68. So make sure you're renaming the latest version folder and using the ea69 beta.

As for showing as incompatible, you need to edit the _Info.txt in \content\1162750\3203128094\ where all the versions are for that otherwise it should just work with what I mentioned below. Just edit "GAME_VERSION_MAJOR:68," to 69.

I would upload an updated version of the mod to the workshop myself but I don't want to jump the gun in case the mod author is just waiting for some stability for v69 as its still a bit buggy and lots of new file layouts.
Mr. X WeregλrurumonX 8 Jul @ 3:56pm 
Also when loading after doing said trick below.

Missing property: POSSESSIVES, in object starting at line: 1

\content\1162750\3203128094\v69\assets\text\race\Lunaari.txt
Mr. X WeregλrurumonX 8 Jul @ 3:52pm 
FlareFluffSune. Followed steps, still shows outdated.
FlareFluffsune 18 Jun @ 12:38pm 
Read previous comment.
Sharknato 18 Jun @ 11:52am 
v69 when
FlareFluffsune 9 Jun @ 12:25am 
You can manually update this to v69 I did and it works, first rename the v68 folder to v69 (Or copy paste the folder and rename it to v69)
Then find your Steam Workshop folder and go to "1162750\3203128094\V69\assets\init\tech" and open Lunarri.txt in Notepad++ (Or Notepad if you're a boring scrub)
Go down to line 6 it should say "CATEGORY: 99," and add a blank line 7 under it and add "COLOR: 255_255_255," to Line 7, save the file and it should now function in v69.
(I'm not a coder, Syx seems to have a very good error reporter and it let me figure out what to do.)
Kasel 2 Jun @ 12:27pm 
V69 coming?
amjh 12 Apr @ 1:30pm 
Is anyone else noticing that lunaari seem much harder to keep happy than other races? They get less happiness from population and religion, and that isn't compensated for elsewhere.
Nomris  [author] 16 Mar @ 1:11pm 
Ugh yeah that's been the hardest to test out since mercenaries are random, I'll check it out, I probably forgot to edit the height. Thanks for reporting it.
Big Miss 16 Mar @ 12:45pm 
Found a funny bug. When hiring mercenaries the Lunaari's picture one has their helmet floating above them.
Nomris  [author] 16 Mar @ 2:51am 
@Big Miss
That's solid reasoning, it'll consume wood at relatively the same rate as a carpenter but it's a late game building so it should be better and you should be able to supply it with the wood you need. I shall update the mod to fudge the numbers a bit upwards. And of course they should like to work in the sawmill, it doesn't make sense for them not to.
@amjh
I see that I indeed forgot to add humans to the list of people that like refined wooden buildings

Update should be live in a few hours
Big Miss 15 Mar @ 8:48pm 
As of now, the Lunaari sawmills only can make the refined wood and the furnitures. The Carpenter uses 3.6 wood to make 0.9 furnitures while the Lunaari sawmill make 2.4 wood into 1.2 furnitures. Of course the Lunaari sawmill needs to refine the wood first, but that only means that the per worker result is then 1.2 wood into 0.6 furnitures per worker.

The Lunaari sawmill thus twice as efficent when it comes to wood consumetion and only the upkeep of it needs iron making the sawmill itself is a later game building without trading.

But fair is fair althought why they don't like to work there?
Nomris  [author] 15 Mar @ 4:04am 
@Big Miss, the worry there is that I don't want them to consume all of the raw wood once you make one, though perhaps those worries are unfounded. I'm not sure. Loads of structures still require raw wood, the marketplace requires wood, and maintenance may require raw wood as well. Therefore I don't want the sawmill to eat up everything and cause the collapse of your settlement.
Big Miss 15 Mar @ 1:24am 
Good mod, but may I ask why Lunaari is not skilled nor like to work in the Lunaari sawmills?
Nomris  [author] 22 Feb @ 5:55am 
It's been updated to the most recent version of 0.68.28
General_Heinkel 12 Feb @ 6:03am 
Plz Update this mod to actual Version.
amjh 19 Jan @ 10:17am 
Is the mod abandoned?
amjh 17 Sep, 2024 @ 3:29pm 
I got the mod running in 67, but I just copied human stuff for the new things.
amjh 15 Sep, 2024 @ 12:41pm 
Are you going to update the mod for the new version?
amjh 12 Aug, 2024 @ 10:03am 
Fox friends!
Nomris  [author] 18 Jun, 2024 @ 3:14am 
I'm glad you figured it out!
I didn't manage to get that error message haha
I have WarMasters as well, but it doesn't seem to cause any problems?

My load order is:
0: Vargen
1: Draken
2: Warmasters
3: Lunaari

And this runs well.
I am not aware of any conflicts or compatibility issues.
Zenneh 17 Jun, 2024 @ 6:01pm 
Redownloaded it and turned off War Masters and seems to be working so its either corrupted or not compatible with that mod.
Nomris  [author] 17 Jun, 2024 @ 5:20pm 
Interesting, I'll look into that
Zenneh 17 Jun, 2024 @ 2:14am 
Getting This file/directory does not exist: C:\Program Files (x86)\Steam\steamapps\workshop\content\1162750\3246769969\V66\assets\sprite\settlement\structure\Refined_wood.png on World gen.
gunningminer69 13 Jun, 2024 @ 8:08am 
think your refined wood is missing something
Nomris  [author] 5 May, 2024 @ 4:26pm 
I will update the mod to V66 soon-ish
I have no intention of removing the refined wood resource.
[T.M.K] Tricolor 5 May, 2024 @ 1:52pm 
any plans to updated to v66? if so can you remove the refined wood cause songs of spirit kinduf has a system like that..either way grate mod
RAT FELLA 1 May, 2024 @ 7:22pm 
based furry shit enjoyer
Nomris  [author] 30 Apr, 2024 @ 6:12pm 
You are welcome haha
I had fun making it and I learned a few things, so I personally gained a lot.
And as a massive added bonus, a lot of people seem to enjoy it too!
On top of that, it's been encouraging to see the numbers and messages!
I'll be making more stuff in the future for sure.
Bishop Heket of the Old Faith 30 Apr, 2024 @ 9:54am 
Thank you for working on fox people as one of those who likes "furry shit" in their games.
Some_Skrub_ 24 Apr, 2024 @ 1:09pm 
I would gladly send you my save file. I'd like to keep in mind that I'm not super good at math and stats and stuff. I only realized yesterday that "oh, my 26 carpentry workers are struggling to make a consistent amount of furniture but when I gave the job to my 9 sawmill workers they pumped out like crazy" XD. I don't know how to send a save file over steam. My discord is Skrub_Quill. Or just add me as a friend
Nomris  [author] 24 Apr, 2024 @ 7:20am 
Looking further into this, Lunaari don't have the 40% species buff for the sawmill as they do for the carpenter. Are you maybe comparing the daily input of carpenter with the yearly output of the sawmill? Are both working at 100% efficiency?

As described, sawmills should only output 25% more furniture than a carpenter does if they had the exact same modifiers. If your sawmills are producing way more than this, then I'd like to investigate further and kindly ask for your savefile!
Nomris  [author] 24 Apr, 2024 @ 7:20am 
Thanks for the kind words!

You are correct:
Carpenter produces 0.75 furniture per 3 wood
Sawmill produces 1 furniture per 4 refined wood

This alone is a 25% increase in both input needed and output given

Added to this is the x2 efficiency of raw materials required (as 2 wood -> 4 refined wood)
This efficiency does not effect daily output, however.

This is offset by the workforce you need to sustain this rather than the raw input.
You need 1 carpenter to get the furniture, whereas you'd need 2 'sawmillers' to first produce the refined wood, and then the furniture. Both in workforce and rooms/building space.

I'm okay with reducing the rate from 4->1 to 3->0.75, but I think it's a nice reward for putting in the effort and manpower?
Some_Skrub_ 23 Apr, 2024 @ 10:11pm 
I'm loving the mod. I did find one mistake however

The Lunaari Sawmill, it costs 2 wood to make 4 refined wood. Then 4 refined wood to make 1 furniture

In the normal carpenter station, it costs 3 wood to make 0.75 furniture (and this is with me having upgraded the carpenter output with technology). I think this is a major oversight as you can effectively print wood. I have 26 workers in my current carpenter station and only 9 in my sawmill. The 9 workers can produce 200 furniture in a half day where as my normal carpenters can produce only like...25 or so. I didn't do the exact math.

Anyways, just a oversight I saw. Please fix when possible. Love the Lunaari, I hope that you keep this mod updated ^^
Pogrzebacz 14 Apr, 2024 @ 2:17pm 
Good job with the mod and good luck with future work!