yeah, like if you have a Forest Folk culture tree, you can gather Forest Folk Skill Points through activities like beekeeping, gathering herbs, hunting, tracking, or fighting in forest terrain. Then you can spend those points in the Forest Folk Culture Tree to unlock perks related to those activities. There would also probably be items like Forest Folk Yew Shortbow, which also provides skill points in that tree, and benefits from relevant perks.
Adam Bredenberg
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That sounds great! Bear in mind that the tech tree should be a culture tree too, so NPC/camp upgrades can be split across multiple cultures. For example, one which specializes in forestry, herbalism, alchemy, wooden constructions; another which specializes in stone, mining, metallurgy, etc. This doesn't need to be handled at the beginning, but eventually we will have multiple tech trees under different paths.
Update: I fixed it! Jay_SoundtrackManagerMZ.js has a naming error.
Find "playLoadedBgm" and replace with "playLoadedBGM" and everything will run fine. This takes care of the "not a function" error.
Meanwhile, the overworld theme can easily "continue" into the battle theme. When you run the plugin command Load BGM, leave Alias blank so the alias will be the same as the track title. Set "starting point=continue." Now you can choose your tracks with "System 1: Music" or "Map Properties: Autoplay BGM." As long as the track has the same name as the alias chosen in "plugin: Load BGM" that track will always use the settings you chose under Load BGM, including "continue."
I'm using MZ. I have all of my tracks preloaded and they are all the same length so I can use "continue" to fade between them seamlessly. I want the overworld theme to fade into the battle track without missing a beat. I don't need to use random encounters, so it's fine if this only works with event encounters.
How do I make this work with battle BGM? I tried playing the battle track before a battle starts using the plugin command, and setting "Database: System 1: Music: Battle: None" but this doesn't work. It just starts playing my battle track when I call the plugin command, then mutes it when the battle starts. I guess the BGM "None" overrides the plugin command.
Also, I get this error when the battle ends (before leaving the battle):

btw, this plugin works great in general. Even if it only works for events, I still love it.
Five stars, incredible game.
Positives:
- Absolutely beautiful
- Very fun and relaxing, pleasantly challenging without being frustrating
- Legitimately good values, solarpunk, redemptive, very heartening
- Visionary sci-fi
Criticism:
- Intuitively, it feels like greenhouses and toxin scrubbers should produce their effects constantly rather than once. The current system does start to make sense after a while, though.
- Steam plants are very hard to place on maps with no wetlands.
- Could be GOTYE material if it had narrative elements.






























