Embark
Customize your colony!
Create or download new mods to add new game mechanics to Embark. Limited to game mechanic changes for now, modding of art assets coming soon.
Learn More
STaSHZILLA Nov 24, 2019 @ 11:25am
No Texture packs yet?
I love the style of the game but I'm surprised that no one has uploaded a texture pack yet. Anybody out there currently working on one?
< >
Showing 1-7 of 7 comments
emf  [developer] 1 Nov 26, 2019 @ 10:48pm 
I am sorta sad about that, thinking of holding some sort of competition with prizes to encourage more workshop content. But I think the main issue is we haven't been active at all with marketing Embark. So there aren't many active players and a lot of earlier players probably don't even know that the workshop is out. The plan is to push hard on that when 0.7 is done and the game has a solid mid/end game.
Last edited by emf; Nov 26, 2019 @ 10:49pm
darknutter Nov 27, 2019 @ 1:42am 
I'd consider putting the couple of mods I made up, if there was a better way to handle new items in mods. ATM i can only add new id #s that are sequential (it seems), but that risks compatibility with the game (you add new items) or other mods (duplicate id#s).

Maybe if there was a flag for duplicate id#s like "replacement = true" (or new_item = true) we could add, to replace items (or add), and then game appends/replaces any items. IE all my new items get a set of new id#s generated based on the loaded data files, vs running into competing id#s, would also make it a bit easier for modders since the first "new item" would be id# 1 in the mod, instead of having to check the game data files for the last id# and hope it doesn't change in a future update.

I've made a few QoL mods for myself, to either fill in gaps or fix some annoying resource issues.
STaSHZILLA Nov 27, 2019 @ 10:22am 
My biggest interests are more plants/trees, maybe a fibre farm, and it would be awesome to have different stone and wood walls depending on the material used. And, of course, texture packs are always fun but not top priority.

Anyways, thanks for the responses you guys. Ill be keeping an eye out for your mods @darknutter.
emf  [developer] 1 Nov 27, 2019 @ 11:26pm 
That is a good idea @darknutter. Perhaps if any of the base IDs are used the base item is replaced, but if a new ID is used the game will check and make sure there are no conflicts? So mods can't override each others new items.
darknutter Nov 28, 2019 @ 2:05am 
Only issue I can see of using a simple "does game and mod have id #132; yes, then replace" is if you add things to the game that then makes the id# used in mod become a replacement, instead of addition. IT would solve the key problem of mods battling mods though, and probably shift content creation more to mods, then your plate.

As far as texture packs for things like walls, it seems the items lose their original materials when turned into walls "IE marble stone wall, is just a stone wall"; so I don't know how easy it would be to have texture packs for the different materials for construction items; unless the material/item system is adjusted to be similar to clothes, which you could probably just use the material colour as a tint on things like walls.

Side Q, is Silk even usable in game? only time its mentioned is materials file
Last edited by darknutter; Nov 28, 2019 @ 2:08am
STaSHZILLA Nov 28, 2019 @ 11:57am 
Originally posted by darknutter:

As far as texture packs for things like walls, it seems the items lose their original materials when turned into walls "IE marble stone wall, is just a stone wall"; so I don't know how easy it would be to have texture packs for the different materials for construction items; unless the material/item system is adjusted to be similar to clothes, which you could probably just use the material colour as a tint on things like walls.

Hey, now thats a great idea. Just use a color layer to overlay colors onto blocks. Such a clever workaround.

Normally, I dont like to be the guy spouting ideas because i really dont know how to code well. But i appreciate the feedback.
emf  [developer] 1 Dec 1, 2019 @ 10:54pm 
Good idea, but shaders are not my strong suit, and it would require some shader work to have different tints on walls. Also would probably want a masking system so that only certain parts of the wall texture were tinted. Right now the terrain just uses a simple texture atlas with 64 slots. Still plenty of slots unused though, so a simple way would be to just have a few different wall options depending on what material is used.

Ah, I forgot all about silk, meant to have silk blocks in spider nests, but never got around to adding it.

< >
Showing 1-7 of 7 comments
Per page: 1530 50