#Water Extention
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What do you mean? This is the mod.json from the GitHub (and Mod.IO) archive:
{
"Name": "TimberCommons",
"Version": "1.6.0",
"UniqueId": "igorz.timbercommons",
"MinimumApiVersion": "0.6.3",
"MinimumGameVersion": "0.5.9.0",
"EntryDll": "TimberCommons.dll"
}
You could add to ModIO, but not to GitHub ๐
Ah, nm. You mean the dependency version. Sorry, missunderstood it.
It's still strange, though. It was this:
"Dependencies": [
{
"UniqueId": "igorz.timbercommons",
"MinimumVersion": "0.1.4"
}
]
The manifest tells the minimum version, not the maximum. Mod manager should try the get the most fresh version that satisfies the dep.
mod.json is for timberapi nothing with mod manager
Modmanager do get it from the change log on mod.io
and yesterday i added the last text to tell mod manager that it works with said version. this is to allow us to change working version without uploading a new mod version just change a config
I was under impression that mod manager uses TAPI manifest. It's a huge surprise to me that it's managed separately.
well not all uses tapi and then it would need to download all mod versions to find the one it works with ๐
@turbid crane : i might have a corner case for you ๐
also not really problematic but visually...
also i'm having trouble having the watertight one functionning, but i didn't isolate the problem yet
But, models are make by Knatte, functionality by Igor ๐ค
ah, the issue regarding this one seems to come from the "irrigate from ground tiles only" box
okay i got a weird one
i loaded a save in which the small irrigation building i had hadn't been build and...
Should be solved when unpausing the game, hope.
nope
we'll see if that get updated when the drought arrives
even drought didn't clear it
but placing the building again and then destroying it did the trick
also, the ground wansn't actually irrigated
(plants were still drying on top)
yep, does that seemingly always
looks like the visual fix is not removed when the building is removed
Seems like the terrain texture hasn't updated. How did you trigger this? What was in the logs?
Oh I didn't check the log.
Just build and fill one tower, then load a save where the tower hasn't been build yet and you have it
I don't have water Extention enabled (but it is installed), but I can see the tank. Is this safe to build? I've always wanted JUST the big metal tank. But it seems like this is unintentional and the tank is loaded in or by another one of your mods (I have Path Extention enabled? Not sure which others, though)
Well lools like its only half disabled, note the missing text in description. But if you see that it should be build able but i recomend reinstall and if you do not want pipes you can edit faction specification and remove them๐
Will try it. Just an FYI: reload the saved game and reload THE GAME is not quite the same in terms of the terrain texture update. I also noticed that the texture (it used to show the drought levels) updates differently.
oh i got a new idea, although i don't think it's accessible on your side but let's just toss it anyway :
do you think it would be possible to trick the irrigation towers into being affected by the "simple floodgate trigger" in order to have towers that activate only during droughts for example ?
it would likely be far easier to make that happen in the floodgate trigger mod, but i don't know if whoever made it is still around
Ask Hytone for that .
Ya as todor said hytone should be able to look for the irrigation components and then allow settings just as a pump.
Option 2 do a pull req with the fix for flood gate trigger
Option 3 harmony patch flood gate trigger
This can be done via Automation mod. It has templates for pausing buildings during various seasons.
For me, it seems more likely that lapan need water tower to be activated not during drought, but when the level ow water drop bellow a certain level (for water, badtide is a drought) ...
I've reproduced the case: https://github.com/ihsoft/TimberbornMods/issues/48. Thanks for the report!
TimberCommons v1.7.3 is now live.
- [Fix #37] Water tower with zero coverage consumes water.
- [Fix #43] Water towers override the highlighted range of other buildings.
- [Fix #45] Mechanical towers don't properly update the effective range.
- [Fix #48] Irrigation range highlighting from the previous saved game says after loading.
- [Fix #49] Manufacture water tower misses localization string.
- [Enhancement] Improved powered irrigation towers performance when the Power Grid gets fluctuations.
- [Enhancement] Update
deDElocalization (by @silent sorrel). - [Enhancement] Prevent beavers contamination when moving in tunnels under bad water.
how does the last point work ?
Can we get ground water? To make the beavers get all muddy and slow them down
IF the tunnel is underground, then the beavers don't get contaminated. If you simply put a tunnel in the badwater, this won't work.
Personally I think the contamination should still occur if it occurs when the tunnel is in badwater. Think about it, water is absorbed by the ground and drips through the roof of caves, why would it not do so for the tunnel if the tunnel is not fluid proof?
Atleast it its in metal ๐ค ft its in wood mostly but i would say that they are dry so i think its right
Beavers can tolerate 5% contamination when swimming in water. So, "drips" doesn't seem to be a problem even if they are 100% contaminated ๐
But therein lies the difference, the 5% is diluted, not concentrated. I'd wager bad water is acidic with how it effects the beaver's entire appearance
If bad water was a kind of acid, then swimming in 100% contaminated water would be an instant death. Btw, exposure to 100% contaminated water only triggers a possibility of contamination: 1% per tick.
๐คซ Do not talk about acid. Dev's may hear you and, next update could be much worse then badwater ๐คฃ
Aww, but then the beavers can't go on an acid trip XD
hi there ! i haven't been very present lately, but there's something i'd like to ask in case that might be trivial for you :
so i have a nuclear power plant in my mod, part of the effect is that it deletes water (negative water source) which is nice and all, except the water consumption shuts down on its own during droughts, which is not optimal.
i looked at the bad water discharge / bad water dome / bad water rig and they don't work as i would like either, basically they can force open / force close the negative source, but that doesn't pause nor block the building... which just allows the reactor to run without consuming water, which is even less desirable.
but the water source disabler script just plain disable the source as it seems, with no question asked. would it be possible to just make a variant of it to force the source open, always ? the main difficulty i see is that the script is calling a bunch of private functions from timberborn.watersourcesystem which i can't use right ?
so you want a Script that if it has supply of water in the world it produces power? (uses pre defined amount of water/power/cycle)
maybe something Igor can help with, he has some knowledge about water mower scripts from the valve
I'll star from the end ๐ You can call private methods if you want to. I do it on a regular basis in my mods ๐
As for the plant concept. How do you stop it if there is no water to negate? It sounds like you need a recipe that takes water as fuel to handle it consistently.
ah, actually i have two different things overlapping to make it pretend to consume water in the environment, first it acts as a negative water source, and second @stuck wind made me a variant of tickable water building that tolerates bad water. so the nuclear plant would always be deleting liquid, but only produce power if there is liquid.
now the problem with the water discharge script is that it can block water consumption, but that doesn't bloc power production. so you would still need a pool of water, but the water would not really ever be consumed
but if i can call private methods, that might be absolutely trivial
here's the original script i want to rework :
using Timberborn.BaseComponentSystem;
using Timberborn.ConstructibleSystem;
#nullable disable
namespace Timberborn.WaterSourceSystem
{
internal class WaterSourceDisabler : BaseComponent, IWaterStrengthModifier, IFinishedStateListener
{
private UnderlyingWaterSourceFinder _underlyingWaterSourceFinder;
public void Awake()
{
this._underlyingWaterSourceFinder = this.GetComponentFast<UnderlyingWaterSourceFinder>();
}
public float GetStrengthModifier() => 0.0f;
public void OnEnterFinishedState()
{
this._underlyingWaterSourceFinder.WaterSource.AddWaterStrengthModifier((IWaterStrengthModifier) this);
}
public void OnExitFinishedState()
{
this._underlyingWaterSourceFinder.WaterSource.RemoveWaterStrengthModifier((IWaterStrengthModifier) this);
}
}
}
if i understand correctly, i just have to change the modifier value to 1 (1.0f ?) and call the two other "using" and that should be good ?
ah, but it seems it not finding internal class underlyingwatersourcefinder
it seems simple enought, maybe i can get away with duplicating it, it's only using public and privates
hmm... there's always a bunch of things missing... ๐
There is a thing BepInEx.AssemblyPublicizer, it lets you accessing any private stuff from the game code. the usage is as simple as this (setting in the rpoejct file):
<ItemGroup>
<PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.1" PrivateAssets="all" />
<!-- Publicize directly when referencing -->
<Reference Include="..\Dependencies\Timberborn\Timberborn.SoilBarrierSystem.dll" Publicize="true" />
</ItemGroup>
Get it, install it and you'll eb able to use private clasess and methods.
This is how I interact with the game's core in my mods. It's a real deal breaker.
but where do i put that thing ?
In the project file. First, you need to install the NuGet package, then just use it
Use project file form TimberCommons as an example: https://github.com/ihsoft/TimberbornMods/blob/main/TimberCommons/TimberCommons.csproj
In case of you have more question on coding exactly the water stuff, feel free to ping me in DM. I spent a lot of time learning the water simulation logic.
Hmm... I think I don't have the coding environment or something. At the moment I'm just using visual studio code
I think battery had proposed to help me set up something like at some point but it kind of fell through
Afaik, Visual Studio is an IDE for writing code ๐ I'm using another IDE (JetBrains), but the main concept stays the same: you're writing code.
As long as you do it, you can use my advice from the above.
How do you use the deepseawater pump? like where do you pl ce it at?
At the bottom.
of your dam ๐ or hole
Wip ๐
@turbid crane its working i had just not enabled it ๐
Wonder if it should boost all crops and trees or only trees
Only trees. There is a difference in thE crops vs trees. But we can work on it. Ideas?
well trees is fine 2 ๐
Tell me what we need, I'll make the code ๐
and i plรกy to little to know what is exacly needed or reasonable ๐
But you still support the game. It's a big thing.
well when i play its one of the main games i play ๐
I have 436 games on my Steam profile. And Timberborn takes 1000 hours score. You?
169 games timberborn 1390h
You win!
if todor comes he will nuke us
Dang, finally beat Binding of Isaac for hours played in Timberborn ๐
I totally missed the other games of the same devs 
I also only recently started playing anything this much. Finally had a computer worth gaming on back in december 2022
But if you think I'm not a perfectionist, you're wrong.
I wonder how many minecraft hours I have, though because I'm sure it's close to 400 as well
This would be the complete stat.
CotL is maybe the first game I'll 100% in terms of achievements.
Nintendo doesn't have them or I'd probably have 100% on Pokemon Violet (which I think I have 500-600 hours in now?)
ACHIEVEMENTS!?
ya ๐
๐คฃ
see i told you
We're busted!
For the three of you, how much is AFK vs active play time?
80-90% active i would say
Depends on the terms. I play usually on weekends and code on weekdays. When I do it, I'm 90% online.
Which is, 10% afk?
Not too bad honestly
But not too good either? ๐คฃ
lol
In fact, if we unfold the AFK term (Away From Keyboard), then I'm 0% AFK. My work is IT. I play games at home (IT). I write mods for games (IT). My wife and kids are the only things that don't need a keyboard ๐ Yet.
Just realized, it's about 5% AFK after all 
Mod updated
- Enable Growth boost for trees to FT: Efficient Irrigation Tower
20% Boost if supplied extract and Treeboost recipe selected
My. God.
Looks like JC has a crash in the Water beavers maybe due to this mod or it interacting with something? Null Pointer
yeah, wer's having this issue :
#1070709592176197642 message
might be due to something weird happening when the irrigation tower (which itself is watertight) gets flooded.
which i suppose is prime real estate for corner cases
yep, just managed to get that
Stack trace:
IgorZ.TimberCommons.IrrigationSystem.IrrigationTower.GetTiles (System.Single range, System.Boolean skipChecks) (at <01cc541314564effb999ee0f4e02bcc1>:0)
IgorZ.TimberCommons.IrrigationSystem.IrrigationTower.UpdateState () (at <01cc541314564effb999ee0f4e02bcc1>:0)
IgorZ.TimberCommons.IrrigationSystem.IrrigationTower.OnBlockedStateChanged (System.Object sender, System.EventArgs e) (at <01cc541314564effb999ee0f4e02bcc1>:0)
Timberborn.BuildingsBlocking.BlockableBuilding.Block (System.Object blocker) (at <f7a2f41b90b74da9a6da69467967302c>:0)
Timberborn.WaterBuildings.BlockableFloodableBuilding.BlockBuilding () (at <93de72da2e1f41748131c2ac02209558>:0)
Timberborn.WaterBuildings.BlockableFloodableBuilding.OnFlooded (System.Object sender, System.EventArgs e) (at <93de72da2e1f41748131c2ac02209558>:0)
Timberborn.WaterBuildings.FloodableBuilding.Flood () (at <93de72da2e1f41748131c2ac02209558>:0)
Timberborn.WaterBuildings.FloodableBuilding.UpdateFloodedState () (at <93de72da2e1f41748131c2ac02209558>:0)
Timberborn.WaterBuildings.FloodableBuilding.OnWaterAboveBaseChanged (System.Object sender, System.EventArgs e) (at <93de72da2e1f41748131c2ac02209558>:0)
Timberborn.WaterObjects.WaterObject.UpdateWaterAboveBase (System.Int32 currentWaterAboveBase) (at <e71c356a626d4e3cb47ee18f85a12da5>:0)
Timberborn.WaterObjects.WaterObject.InitializeEntity () (at <e71c356a626d4e3cb47ee18f85a12da5>:0)
Timberborn.EntitySystem.EntityComponent.Initialize () (at <1961a4105e1e49abb1c92fdf3818f171>:0)
Timberborn.Persistence.WorldEntitiesLoader.InitializeEntities (System.Collections.Generic.IEnumerable`1[T] entitySaves) (at <43b9a6d8a7c04f92aa669eda5b35b833>:0)
Timberborn.Persistence.WorldEntitiesLoader.LoadNonSingletons () (at <43b9a6d8a7c04f92aa669eda5b35b833>:0)
[...]```
it definitely comes from the irrigation tower being flooded, if i give it "floodable building =50" i can load the save
Hmm. How exactly can I reproduce this issue? Maybe a short video?
Ah, I see what's wrong. The blocked state gets changed during loading. The tower seems is not fully initialized at this moment.
In theory, this can be solved by moving irrigation tower component before teh floodable buulding.
Temporary fix's here: #1242339605634875432 message (v.1.8.11). But it's an experimental version with pathfinding optimization and GPU sims.
wonder how big of a need the straight pipes is now days with U6
maybe still is some use for them to save some space 
pipes that bend with valves and pump stations would be nice but idk how that would work in coding... lol
what i can do is like the mechanical pump but different model and in/output position
oh yeah that's true
Actually they will come very handy to save space and materials and for visual sake
some proper viaduct pieces and or pipes could be neat
Hmm maybe i could do some viaduct pieces ๐ค๐ but will provobly happen after 2weeks
Mod updated
- Contain Pipes and Powered levees for now
https://steamcommunity.com/sharedfiles/filedetails/?id=3285720709
https://mod.io/g/timberborn/m/water-extention
New translation
For me it sorts the two powered levees between the vertical power shafts.
ya one is like T and one is all ways
And in an IT save it sorts differently. I read that the bottombar sorting is not yet finalized in TimberAPI so that is jfyi

should be fixed to next release
what do you think about ether of these?
||do like the way to have a walk way on the side
good becasue it will need to be 3 wide ( BWB B= Block water Side (uses Corner) , (Uses Path) W= Waterway, block under)||
2 in one, maintenance way and path way ๐ ๐
hmm
very near looking
but i was more thinking to have a 1x1x1 L shape that blocks water downwards and to one side while still allowing water to flow through the other directions
very modular
will probobly have some different sizes so its possible to span
*neat looking
Hmm could block water in a Block it does not use but may not work as intended better to use more blocks i think
will have to test some
Something like this?(not texutured)
yes
i like em tbh
this feels very iron teeth btw
maybe the folktails version has logs and planks for the support of the wall instead of more metal?
Nope, for IT should be solid pieces of metal and for FT, maybe logs across the metal holes (still require metal to sustain water pressure) ๐ค
With the updated water physics, instead of the set lengths id rather see:
- A powered pump piece that can suck water in and raise it X levels (more levels more power?), output to a pipe hole
- Stright/Corner pipes through levee, basically foring liquid to flow in one direction only through the block
but its still nice to have the pipes to be able to cross one fluid with another
what your wanting is not possible with base game stuff but will need code and i keep away from code
yeah fair enough
whats the best place to be able to dig into whats possible, im a software engineer but dont have unity experience
i would say use asset ripper or other program to look at the game code ๐ some info is in #๐คmod-creators pins
im thinking something like your design above, but only have 2 faces allow water, like a hollow levee
thanks for the pointers
Or a big log๐ค
this is my dream for pipes tbh
big windy boys
power shafts but for communicating water in combination with powered pump stations :9
For WB, yes ๐ค
๐คฏ
It's not full block, and the water physique is fine with it?
yepp will block all water in side block
If there was a "Lid" that could go directly on that it would be amazing (like the impermeable floor but without the need to fill it with platforms)
even without, this block is amazing. can a path still be built on the block next to it?
If you have platform you can build road at the side
Lid want to hide the water?
To make tanks/pipe like structures
oh right
they added the mechanics for that in a recent patch
So it will be 2 high with water blockage on top๐
Lid โ
Will allow placement of platforms ontop of lids ๐
and to be able to get the stuff out before i go away for a week it will be comparable for both folktails and ironteeth
๐คฃ ๐ 

Soon we will have real pipe ๐ "to be filled" thought first to show that its to replaced later but then i found that i have done pipes with the new water system ๐คฃ
Hmm ๐คฆโโ๏ธ maybe should set valid prices
Fixed prices
for now to build a pipe upward you will have to use platforms and levee ontop
@wheat stump @steady snow @low moat @dense viper
do tell if you try the test version in here and if you find any problems
mhmm
can try
what's the way to enable dev mode again?
@violet plover , on aqueduct, cannot place sluices, unless make a monstruosity that is no longer an aqueduct. Can you make , also, another kind of aqueduct wall that behave like a sluice ? ๐
do not think i will have time before i go on a week of holiday but will look at it when im back
Sure, not right now, sure you deserve the holidays ๐
@violet plover , will be nice if you can shrink a bit the aqueduct pieces to fit on bridges (metal ones, mainly) ๐ค
Found an issue with steam workshop mod. not sure if you had a chance to track it down. Im going to see if I can find the other mod it is conflicting with,
Can you send full log else i can do nothing
I can. it looks like it is a conflict with TheBloodEyes Pump Extension mod. They just uploaded it a little bit ago.
I guess your mod is loaded after theirs
TheBloodEyes is aware of the issue as well
The same error comes if Pump Extension is used with Natural Procreation mod ๐ฎ
Sadly, I wont be able to test for the moment, I'm moving from one place to another next week, so I don't have any time to play ๐ฆ
Just slap a mid line somewhere with vanilla stuff. So for example the towering columns that act as supports could be where you place the dams etc and then either side of the dams the aquaducts
I noticed that spelling mistake too, just ignored it thinking that maybe you just spelt the ID that way by mistake in the assets and renaming it was too much trouble
Am I missing something for the water extension? All I am seeing is the straight and underground pipes for it.
Should also have new aqueduct(land), powered levee x2(power) and deepwaterpump(water)
and, Industrial water tank ๐
this is the specific thing I'm missing ๐ญ
maybe I'm just blind
powered leeves and the pipes are all I feel like I see. I haven't done the update since the aqueducts got added in, so I don't have those either. But I thought the water tank was before that, anyways.
When im back from holiday i will look at adding it(7days)
But, first, more groups . Is a mess on the bottombar ๐คฃ
Ya started working on it but had some problems
Maybe it's load order if it's being outright ignored, I always keep it down bottom so that other mods can load their content 1st which in turn ensures the tools and groups specified by them will be noticed by the more groups mod when it's loaded
I assume it's known, but wanted to make sure - the outflow of water from the powered dumps aren't loading right
Hmm pump on the right?
Yeah. The sending side is. I should've gotten a better SS before I moved things around. But it's not water, it's pixels XD
Ya thats a known problem because of the high flow
just wanted to make sure โค๏ธ
need subcatecories :x
Ya its the next thing to fix
Mod updated
Fix small things
Added/verifyed GreedyBuilders support
i know this was already talked about, but i just got a good look at the graphics aboce water
at night it turns green
ya have problem with the visual of the water but its not critical so working on other stuff first
does it glow? XD
Simon, THANK YOU
slightly XD more like a gentle "shimmer"๐
Todo list:
- Pathing over pipe levees
- Add Aqueduct sluices,in more metal?

- Add floor pieces
react with โฐ if you want ping when released
Or, a separate aqueduct wall with sluice functionality ? ๐ค
Wall from aqueduct+ front part from sluice ...
But then you need 3 variants๐ค
๐ฎ you mean like that
Just visual
I do like how it nearly looked maybe just add red trim and maybe black fins
and, some kind of aqueduct intersection, for connecting oher aueduct segments or placing sluices ... ๐ค
more like (functional speaking) power shafts intersections ...
Well if you have floor pieces 1x1 2x2 3x3 5x5 1x5 it should help with that
Nope, the intersection should be 1X1, to match the rest of the aqueduct
Will do a test and show how i mean
Floor piece and AqueductSluices model done ๐
hehe i do like the icon i plan to use ๐
Sluice ๐
selected block is a Floor on ether side Decoration wall is placed Right outlet is Aqueduct with wall on both sides and on top a floor and deco wall
this is also possible ๐
buy ya in the long run i may do a piece like this:
for some reason i will hide some items if MoreGroups is not installed ๐
meaning most of the floors
Just make your own groups for them then?
ya doing it in moregroups to keep base mod not needing TAPI and still function but if tapi+Moregroups is installed it shows more items 
I doubt anyone's gonna need the name "Aquaducts" for example
Just add the group's json but don't set the req. then copy over to more groups and append .optional to it, do likewise for the tools themselves.
or vise versa
you know that toolspecification can remove devmode right? thats how i do it ๐
besides groups aren't tapi dependent so you could just make your tools look for it from get go
well i do add a few already so main bar start to run out ๐
I mean even vanilla tools put themselves in their groups from get go after all
btw remind me, what did I need to do with the drop down next to asset bundle name in unity editor before exporting the bundle?
to blender?
Want to check if my modifications to Bakery and FoodFactory took or not
no, in unity
This thing
thin red circle around the dropdown
in corner
that i do not use i use devs package to build mods
yeah, I remember them mentioning something for use with unity, that's what I'm about to use
at the top press on Timberborn and show mod builder
but I also remember them mentioning some prereq
btw do you know how to increase the text size in unity, it's all tiny
nope ๐ฆ
darn, I feel as though unity devs just think the world revolves around their little bubble.
Unfortunately does not seem to exist on linux variant, like their giving a giant middle finger to us linux devs
hehe
Mod updated:
And its released ๐
2.0.2
- Fix sorting of Powered levees
- Fix Pathing over Pipes levees
- Remove Plank cost of Aqueducts was not intended
- Add Aqueduct Floors, More shown if More groups(2.0.2) is installed
- Add Aqueduct Sluice
- Add Aqueduct Internal Corner
@low moat@spark lava
More group also updated to move and unhide buildings
Todor found that i missed to add those to IronTeeth so one more update is in the works
And now also:
- Allow to add Lid to Aqueduct Sluice
Love the idea of aqueduct to transport water more nice than pumps ๐
Me too, and looks really like aqueducts, not a bunch of levee ๐
ya ๐
Post in Screenshots and tell its using Water extention?
but maybe ctrl+H to hide interface
question because maybe i am dumb, but how am I supposed to close this corner? It is build with an outer corner pieve and an inner corner piece (both blue) and the only thing to "finish/close" the corner area is a single wall piece (red), but that one is not flippable and looks funky placed like that because the inside is facing outward
building with normal 1x1 pieces and one outer corner piece is not possible because the normal 1x1 will block each other from placing (because they are clipping on the inside corner)
looks like i need to do a 1x1 with corner
for now you could use 1x1 it would not look correct but will block water in both hexes
placing a 1x1 in the gap aint possible because the other 1x1 blocks it from placing
this part is blocking the other 1x1
hmm so if you cant place its already blocked so no water can flow but ya we need a
I_L piece
okay, i was very furstated XD thought i was to dump to place a single piece
would it be possible to "fix" this red area with making a flipped version of the single wall piece (blue)?
ah okay. Shows that english aint my main language
and that i am a slow thinker right now XD but thanks for listening
np in this image for now you can use a Aquaduct with one wall facing downward and it will block water
in the end the blue circle block will be replaces with the new block
Bonus building ๐
Thinking of including also for FT now that we want to do more on the height ๐
Nothing against FT. I love the idea, while do not forget to include for IT the building ๐คฃ
will releas it tomorrow
I'd rather the FT get a big ass capped barrel that's all metal
horizontal barrel in a frame?
Don't remove them, I'm still using them, because I love to have variety
Will not remove them i use them to, just like to have more options
Didn't think of that but sure, that works too
few new lines:
Knatte.Aqueduct_P_1X_Corner_Int.DisplayName Aqueduct 1x1 Inner Corner
Knatte.Aqueduct_P_1X_Corner_Int.Description Aqueduct with wall on three sides to create a corner. Also Stops water at the bottom.
Mod updated
2.0.5
- Add one more internal corner Aqueduct piece
- Add Industrial water tank to both Folktail and IronTeeth
Knatte.Aqueduct_P_1X_Corner_Int.DisplayName,Aquรคdukt-Innen-Ecke 1x1, Knatte.Aqueduct_P_1X_Corner_Int.Description,Aquรคdukt mit Wand an drei Seiten und einer Bodenplatte, die das Durchsickern von Wasser verhindert., Knatte.Aqueduct_P_1X_Corner_Int.FlavorDescription,Wasser FLIESS nach links!,
@violet plover Sorry second line is missing the " " there is an comma in the text.
I did look up ModernCSV shortly, but thought nah I don't have much text so I don't need it. But that's a very good point to use it.
ya i like how clean and simple it is to use ๐
Yeah. No issue. nothing important. ๐
yeah i think a giant keg on its side inside a frame would be cool for the industrial fluid storage
oh i was scrolled up still lol
whoop whoop
@violet plover can you add an aqueduct floor? Sometimes I have to integrate imprmeable floor and aqueduct, and ... they don't mixt THAT well :/
Already exists
Do you have latest more groups installed?
everything from steam is up to date :/
guess will have to uninstall and reinstall the mod...
Or that
okay verifying game force update mods...
Didn't knew that
all good, thank you
I can't put path on Lid, but it says it's solid :/
Am I missing something?
do we have a "Ende-Piece"? Was just wondering. I can block the end with 1x piece backwards to the opening but that looks funky
for at leat a 2*2 you can use corners
for 1*1 I don't think so
@violet plover aqueduct gates, that can be open and close at will (like the floodgates) but that can be put on impermeable floor and aqueduct floor please โค๏ธ
(if walkable, that would be awesome)
current solution :/
Hmm think i will fix that with metal floodgates๐
Will look into it
Should be able to place floor on top of platform for now๐ค
Also will look at adding a water blocking wall
like this
do not think it will look good to have path on lid
railing is nearly at same height as lid
Looks like a kind of umbrella , but, no rain ๐ข
path as seen in the screenshot looks clean and well aligned
no need for a lid there
Just a question is it possible to connect all water tanks similar to electricity?
No no support for that in base game
For that function a code mod is needed and i stick to codeless mods
Not sure if it has been mentioned but I was building a reservoir and had ladders running from the sidewall down the the bottoms to bore out with dynamite. When I finished I used your nice black impermeable floor to seal the top of the tank including the ladder entrance, but my beavers still went down through the impermeable floor - I almost lost all my builders as it was a badwater tank ๐
I'd call that a feature because now you can have beavers come up from bottom of pure water reservoirs to collect from deep sea pumps ๐
Nope, service team, to clean the reservoir from muds ๐ธ
lol
๐
That was ALMOST a good plan.
Until I discover that you can't put platforms and pillar near aqueduct.
You can access aqueduct with overghangs
that's going to cost A LOT
You say nothing about cost ๐คฃ
I'm looking into SOLUTIONS
What about from below - they should be able to build upwards if you create a path underneath
issue is how to get back the energy
Ah yeh the power connection will be an issue
I suppose it could work with a 3 or 5 wide aqueduct and the power line down the side or middle between wheels but would obviously take up a lot more space and not so neat. Am almost at the point of building aqueducts now my reservoir is done, will have to experiment
yeah, but in that case you have to block the midle
Regular power shafts don't block, only the levee ones
But you would probably want to use the blocking ones anyway so there isn't wasted fluid going through the middle not driving the wheels
Try pillar platform๐ค
Im talking about the standalone platform๐ค with only side support no legs
that's gonna be maintenance hell for the beavers XD
even worse for them XD
its a personal taste ๐
but i think i will set it so it blocks contamination
its in metal...
wait its already in? 
@violet plover The lid is not stopping the water.

That's why I insisted to have the possibility to place sluices inside aqueduct !
5 long lid?
The lid is a lie!
Yes.
Huh?
ya looks like its a bug but its fast fix will verify it
Okay so single ones work?
ya looks like it but 30min and i should have a update
If you keep 0.80 water level on aqueduct, it won't spill
it was that i have switched side with height parametere where to block ๐
Ohh yeah aqueduct slows down water.
Weird one few single lids are blocking except the highlighted one. @violet plover
:ร
Ps: I have very high-pressured water though.
it's about rotation. If i rotate it works.
:S
weird
yup. ๐
Okay.
ya looks like its a problem with the high pressure
even sluice can have the same stuff
wonder if i can repruduce it with out mod buildings 
Levee doesn't do this.
it does at least the sluice in my test now only base game items
What happens if you put a levee on top of a sluice?
as you'd expect, the water rises if there's not enough room to let it out or the sluices are closed. I had that very setup in a previous playthrough
I turned the river into a reservoir and let it empty any time the water got corrupted
top still flow but if on side it stops
Mod updated
2.0.6
- Fix so Lid 5x blocks water correct
Hmm. Sluices leak from side. Great. ๐
Works fine now. No leakage. 
Now this has become a full fledge river in the air. ๐
Watch out, or @vagrant arrow will go mad ๐คฃ
His endgame for this season is this. ๐
but he's still only on update 5, so it won't look as cool ๐
Yeah. @violet plover did an amazing job with the aqueducts. They look amazing. 
What map is this? I donโt think RCE ever mentioned the name
And I was half curious to see how well I could manage it
Thanks ๐
NP. ๐
just wondering what the exclamation mark is behind the mod title. I thought it meant that there was a newer version of the mod available, but after I downloaded the latest from steam its still there
mod seems to work just fine though
got it on steam?
it means a dependency is to low version to be correct
verify game files should solve it
and hovering the pointer over the โ ๏ธ should show a tooltip with a reason to why it's being displayed
Mod updated
2.0.7
- Updated DE translation by Juf0816
- Industrial water tank can be flipped
- Fixed so Sluice do not move around
Just a question. Can water dumper can take water from tank ๐ค
no base game does not do such things so i cant do it ethere
but you may use pumps to move water up one block
or underground to get to your watering pond
and it will not fill higher then where the pipe is
The idea is tank store more water than dam also tanks don't have evaporation. So i was thinking of a mega storage and using dump to fertile land ๐ค
then you need to currently use bots or beavers to move between
but atleast deepsea pump is a fast pump that sits in the bottom of a dam
And, deep sea pump is also a wave generator ๐คฃ
hehe ya its to fast ๐
but then again if you use pipes then you have less water out on the map spread out meaning less evaporation
missed example images
- has underground pipe with a wind powered pump
- has a highflow pump to raice the water one step also powered by wind
Now what we need is water tight underwater opening for beavers
Through which beavers can pass but water won't
you mean, a tunnel? that is already available in the Path Extention mod
#1064984389299212288 message
source block cap
Ya its a base game bug
Todo list:
[X] Pipe 1x and highflow should be placeable on levees etc
[ ] Add more construction stages
[X] Water tank
[X] DeepseaPump
[W] Aqueduct_Wall
[X] Aqueduct Floor + Lid
[X] Powered levee (Use Base Levee)
[X] Pipes
[X] Fix water drop
React with โฐ on message or channel for ping at mod update
Can you only build these black and red aqueducts 2 tiles wide?
No with aqueduct floor you can do them any width
See:
#1064976877170741328 message
I think I saw comments about if you build the corner blocks it leaks less?
First build stage item done ๐
DeepSeaPump:
have thought some and for Aqueduct wall and lid i think i will go with a stack or 2 of metal bars
so its like the material is delivered to the ground ๐
First constructionStage building done ๐
Oh the square water storage building. Was wondering what this was
๐
Very nice
DeepWaterPump โ
this looks so good. Can't wait to see it fully in action.
Does this mod include water pipe ๐ค
Yepp only the water alarm and irrigation towers thats not implemented in u6
Even add Aqueduct pieces to help transfer water ๐
Next update the water glitch will be "Better"
Mod updated:
2.0.8
- Fix Pipe 1x and Highflow variant so its placeable on Levees and other items
- Add Construction stages to all buildings
- Fix Water drop material
@fallen bluff @naive wave @pulsar pivot
Do the pumps work if the exit end is submerged?
it will only output to the height of the pipe (full block) so ether 1 or 2 high. then it will stop.
as seen in these images
first is a underground pipe where output pipe is in lower block
#1064976877170741328 message
and secound its one higher and lift the water one block height
๐ฎ also you should now be able to place Platforms beside Aqueducts uses the new Middle Ocupation
Ok, finishing up aega build and plan on working with the aqueducts. Love the black and red
ya me 2 ๐
Blocking system is not OK ๐ฎ
I solved-it having for stages the same blocking system as for finished model.
Think its more the latest added middle that is missing from block occupation
Nope, can be placed also during stages ...
And, in this case, if anything is placed and constructed in the future block places, what will do ? Delete the construction in progress ? ๐ฎ ๐ค
block ocupation is the same from construction site to fully built
Mod updated:
2.0.9
- Fix PowerLevee Construction Stage
- Fix Block ocupation for Industrial water tank
@low moat
@violet plover any idea when the irrigation towers will be fixed ?
Its a question for Igor its his timbercommon that allow them and have heard nothing
I hope he gets a chance to work on it, maybe when U6 is finalised is suppose - even though we have sluices I still miss water valves as I think they can still be useful as you can control the flow rate
Hmm Looking to add Standalone Aqueduct wall that do block water.
But the Question:
Should the wall be where the Constructionsite is in the image or where the wall is?
Pro At constructionSide:
- Can use it as an underwater blocker in same space
Pro at Wall location
- Can be placed on same platform as other Aquaduct pieces and sticks outside
Underwater would be my pick
inside means you can place a road/building next to it
outside means you can't because it will partially overlap
i'd go for inside
both will be able to have a path at the same hex as the wall the differance is if it is outside the platform or not
but will it not overlap?
Option 1: at the buildhex
Option 2: Besides the buildhex
I found 2 issues when it comes to the pipe outlets.
- As soon you place either an Aquaduct Floor or Impermable Floor above the Pipe that outputs water (as seen on the picture, a 1 block high Platform is used) the Pipe Outlet's cease to function entirely. Only as soon i remove those Floors again they start working.
My reasoning why i even wanted to place the Floors above the pipes was to stop the extreme flow output that would make the water spill around, but alright gotta live with it.
- If you were to place instead of the Floors a Levee (Vanilla, unsure if other buildings can cause the problem too, probably yes), the game actually crashes.
(Report coming in below, have to make 2 messages as it's to long for 1 and i'm unable to send the txt itself as discord currently states "upload failed".)
v0.6.4.0-bf0cac1-xsw
ParallelTickException:
Exception 1/1:
System.InvalidOperationException: Column for index 29748 and height 10 not found
at Timberborn.WaterSystem.WaterMap.GetColumn (System.Int32 index, System.Int32 height) [0x00053] in <9036df5a8d6142b9aa26df4d9d385300>:0
at Timberborn.WaterSystem.WaterMap.GetColumn (UnityEngine.Vector3Int coordinates) [0x0001b] in <9036df5a8d6142b9aa26df4d9d385300>:0
at Timberborn.WaterSystem.WaterSimulator.UpdateWaterChanges () [0x0001e] in <9036df5a8d6142b9aa26df4d9d385300>:0
at Timberborn.WaterSystem.WaterSimulator.TickSimulation () [0x0001d] in <9036df5a8d6142b9aa26df4d9d385300>:0
at Timberborn.WaterSystem.WaterSimulationController.TickSimulation () [0x00000] in <9036df5a8d6142b9aa26df4d9d385300>:0
at Timberborn.SimulationSystem.SimulationController.ParallelTick () [0x00004] in <6744004b84b94b9d94d82000664fffcb>:0
at Timberborn.TickSystem.TickableSingletonService+<>c__DisplayClass15_0.<StartParallelTick>b__0 () [0x00000] in <5426818c960744e1999e76e18377c871>:0
at Timberborn.Multithreading.ParallelizerTask.Execute () [0x00008] in <94f5ef742fb54a86a5b8d3a15af9ea11>:0
at Timberborn.Multithreading.ParallelizerPool.ExecuteTask (Timberborn.Multithreading.ParallelizerTask parallelizerTask) [0x00000] in <94f5ef742fb54a86a5b8d3a15af9ea11>:0
at Timberborn.Multithreading.ParallelizerPool.ThreadStart () [0x0001a] in <94f5ef742fb54a86a5b8d3a15af9ea11>:0
Timberborn.TickSystem.TickableSingletonService.FinishParallelTick () (at <5426818c960744e1999e76e18377c871>:0)
Timberborn.TickSystem.TickableSingletonService.TickAll () (at <5426818c960744e1999e76e18377c871>:0)
Timberborn.TickSystem.TickableBucketService.TickNextBucket () (at <5426818c960744e1999e76e18377c871>:0)
Timberborn.TickSystem.TickableBucketService.TickBuckets (System.Int32 numberOfBucketsToTick) (at <5426818c960744e1999e76e18377c871>:0)
Timberborn.TickSystem.Ticker.Update (System.Single deltaTimeInSeconds) (at <5426818c960744e1999e76e18377c871>:0)
Timberborn.TickSystem.TickerUpdater.Update () (at <5426818c960744e1999e76e18377c871>:0)
Not sure why this is happening ๐ the mod is codeless so probobly some problem with basegame but is not possible to have impregnable floor so it happens in base game
have to say this looks pretty sick ๐
big ol' box girder
though with the metal platform underneath, you don't really need to truss on top to have water+power+road all carried along
does look nifty though
well you need some way to add placement of path ether bridge or overhangs and this 8x1 bridge does so it can be built from one side
hell ya
Sorry if this has been asked before, but One way valve vs Pipe Outlet (Regular one not the high power one). Other than one needing power they seem to function pretty much the same. Can someone explain the differences between the two?
@silent estuary Pipe outlet lift water to max height of 1 and can filter only fresh water
Valve output never goes higher than input side. Can have more flow and can be set how much water to flow.
So valve is a more basic version but with more flow controll but less height control
I noticed that the layer visiblity tool doesn't let you see inside an aqueduct with a lid on it (without also making the aqueduct inviisble).
I assume that's because the lid is "inside" the aqueduct?
and so at the same height as the aqueduct block, so is shown/hidden at the same time
๐ฎ right lets test uncovered stage also there
๐
Also adding the Standalone wall ๐
Mod updated
2.0.10
- Fix/Add Uncovered state for Lid @spark lava
- Add Non decoration wall that blocks Water in full block
oh, wow. That was fast.
well did the same for Metal platforms some time ago and could steal the model from construction stage ๐
NIce
The update doesn't work, at least on mod.io : the files that are supposed to be in the archive like the manifest aren't all there and the mod isn't detected by the game. The folder architecture isn't the usual one (eg a folder named "lang" instead of "Localizations", another called "assets" instead of "AssetBundles"...).
Are you sure you downloaded the right version for experimental? Its under view other version or click on the mod in mod manager and select the version?
Think there is some toggle to use latest in mod manager bit not using it alot
Default download is for stable branch!
woooow, it seems I downloaded the old version indeed... such a simple mistake, sorry about that ๐
Np
was this updated to work with greedy builders?
It should have it since some time ago but you may force update all mods by verifying game files
Yep I use it with greedy builders without issues.
ty ty ty for the impermeable flooring
I'm trying to make a tool group for the aquaduct stuff because I'm tired of struggling to find vanilla stuff with so much of the aquaduct stuff taking the view. I tried "Knatte/Buildings/Landscaping/Aqueduct/Aqueduct_S_1XIcon" for the icon but that just crashed TB, mind telling me the path I should use for it?
never mind, I'm going to use the vanilla impermeable floor icon as that seems suitable too
Hmm why not use assetbundle from more groups? It should have support for aqueduct and some icons๐ค
Oh I still have my customised version of the more groups mod so I never bothered to install it
Ya but the asset bundle in it has icons and could use the groups if you want ๐
Because the icons used is only saved on building not included in assetbundle other than with more group
well maybe, but then I'll have to get round to going through all the tool files to change them to whatever new names I give my duplicates of yours and I'm not in the mood for that right now
Just joink the assetbundle and some of the categories you want have them grouped by added toolbar๐
Well that would work if I never upload the modified version (renamed to CadreGroups in case I do) but if I do then would clash with yours because of the asset bundle. I'll deal with having to use vanilla or custom icons. Either way time to make a start on those bomb textures
@turbid crane : hi ! How have you been ? Just wondering if you are going to fix the irrigation towers soon ๐
(I need them for my mod or I'll have to think of something else)
I plan to start working on it. Probably this weekend. Still have some work on SmartEngine and Automation.
Oh makes sense ๐
That's good for me, I don't have to rework my stuff around not having irrigation towers, that's what I wanted to know ๐
Would be a shame to not be able to use my custom irrigation tower models ๐
Its fine if you do upload it can even send you the icons later if you want to compile it from scratch๐
Should i add the buildings without your scripts or do you think its easy to port?
YES, please! It will make my life easier ๐
I'm still a very beginner Unity user. Packing models for me is a hell.
Appreciated, I'll let you know then if I do decide to do so, for now since I'm the only one using my variant (since it's not uploaded) I'll stick to vanilla icons even if they're not perfect for the job
@turbid crane Debug build with Irrigation tower and the big tower /no mid range atm becasue have to redo the animation for that
Is it an empty setup or just no irrigation tower component setup?
No irrigation so only missing your component
should it be tested by players too?
not atm its just a building that can be built without any function for the player ๐
Love the building stages on the aqueduct!
It's a first, considering the work needed for stages ๐
At first I was like, "why is my aqueduct only 4 long?"
And then it hit me
And I love it
May I ask for an aqueduct "facade" for this kind of moment?
Mmmhhh, unsure if that's doable...
so like this image but that the wall is rotated 180degree so it looks the same just inset some? 
Don't think you can do something about that...
well could be half inset so it looks like its little less wide but may look nicer than dirt wall 
Yeah, I'm not sure :/
can do some tests and see how it would look
@steady snow what do you think?
Right wall is dummy wall just for visual
Can you make it slightly longer? So it overlap with the other wall?
btw you're spelling aquaduct wrong in the paths, you got aqueduct instead of aquaduct
An aqueduct is a watercourse constructed to carry water from a source to a distribution point far away. In modern engineering, the term aqueduct is used for any system of pipes, ditches, canals, tunnels, and other structures used for this purpose. The term aqueduct also often refers specifically to a bridge carrying an artificial watercourse. Aq...
Are we good now?
never knew that whoever 1st named aquaducts could not correctly deduce ua from the sound.
aque is not even a prefix, even the spell checker identifies it as the incorrect spelling so whoever 1st spelt aqueduct spelt it wrong to begin with
read the wiki that was linked, you will understand why its spelled like that.
The only thing I'm finding is Adapted borrowing from Latin aquaeductus (โconveyance of waterโ), from aqua (โwaterโ) + dลซcล (โI leadโ, โI bringโ); which doesn't tell me why the wrong spelling is used
the way I see it that incorrect spelling that the average joe clearly does not use because it is not the 1st thing they think of when they hear aquaduct should just be abandoned for what any regular person would think of due to how aqua is spelt
Thats because it came from latin, the real word is aquรฆductus
When english borrowed the word instead of choosing a, they choose e for some reason from รฆ
The word aquรฆductus is in fact is not combination of aqua and ducere, it is a combination of aquรฆ & ductus
Ductus mean pipe
aquรฆ is the latin plural for aqua
So simply aqueduct mean pipe for waters/liquids
It's still the wrong spelling for modern day usage, aqua is the prefix in pretty much every other scenario, 'bout time aquaduct become the only spelling used too.
still, since you've already set the file names like it it's gonna have to stick for existing structures in your mod, just please use aquaduct for future structures
we don't use old spellings for plenty of words I'm sure, for example we no longer use o'er but instead over
This is too much for 9 o'clock in the morning
14:09 here in the uk m8 ๐
Suxh a funny mod
At least we can agree color isn't spelled with a U
no, it's always been spelt with a u, americans just got lazy when writing it
Simplified a redundancy
Ok. Have fun with spelling. I'm going to build some aqueducts with this mod
And my starting name for them was aquaduck and in Donald duck๐
But felt wrong so i went with the spelling of wikipedia and its what i will keep
Do you know what ? For a beaver civilization, have been a better name ๐ฆ
a group of beavers is colony or a family
Knatte, found a small balance issue with aqueduct
In theory, a 1x1 aqueduct should be 10 scrap, and 10 metal, BUT it's better in term of ressources to build a 2x1
hmm 1x1 maybe should be little cheaper 
The 1 metal difference you pay for in the game having 3x objects, and running every so very slightly slower ๐
Real ultimate power, courtesy of a zillion Knatte_Anka mods (mainly Water extension aqueducts + Path extension platforms)
25k hp might not be all that impressive by crazy megaproject standards, but I'm proud of how unobtrusively it's crammed vertically into that (natural) slot canyon...
And the new middle overhang 3x1 pieces, combined with the 5x1 aqueduct walls and alternating the large and compact water wheels sure makes for tight stacking of the 3 layers
That's from Igors uploaded version in TimberCommons thread
Water extention crashes after the latest game update. Not only it, tho ๐
Getting a NullRef when I click on the IT Large Water Wheel with Levee:
NullReferenceException: Object reference not set to an instance of an object at Timberborn.PowerGenerating.WaterPoweredGenerator.ValidateSetDirection () [0x00000] in <1793f407c3d14e4b86edc59cad3628f4>:0 at Timberborn.PowerGenerating.WaterPoweredGenerator.Start () [0x00000] in <1793f407c3d14e4b86edc59cad3628f4>:0
ok will look into it later
yep, was on a brand new game, hadn't unlocked it yet, v.2.0.11 of Water Extension
figured I'd pass it along, thanks for all your work this weekend ๐
just saw this problem today to0... glad someone found it first earlier
Mod updated
2.0.12
- Fix crash for Water wheel with levee
- Update De Translation by Juf0816
Force update the mod by verifying game files or unsubscribe and subscribe
@unreal blade @past plank @digital dove
Does it also fix the bug when going to the menu from the game? I got a crash there too
well i did load a save and went to main menu so if from my mod ya
OK, I'll try later
yes.. crashed
when i load the map and then go back to the menu.. i disable your mod and no problem
Hmm can you send full error log
NullReferenceException: Object reference not set to an instance of an object.
at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <e0515d0136a2442abd5c3795bd0995e7>:0
at UnityEngine.Component.get_gameObject () [0x00006] in <e0515d0136a2442abd5c3795bd0995e7>:0
at Timberborn.BaseComponentSystem.BaseComponent.get_GameObjectFast () [0x0000d] in <c97627931f5c4754b2f638dc17d66f63>:0
I only built Sluice + some other stuff (I don't know the names now)
strange, even if I create a new map, I have a crash after returning to the menu
Still i do not get the error so ether save or full error report๐ค
And i do not know if any of your other mods is affecting it as i dont have your full mods list
It don't like the combination of your mod and my DeveloperMode
Hmm weird when i use no code only base game components
found it...
loading map: https://pastebin.com/raw/WXvZCJK1
saving map -> go to menu: https://pastebin.com/raw/8xhF3XkH
compare it.. you see the NULL ? it probably shouldn't
I'll fix it in my mod so it doesn't crash, but the NULL ones shouldn't be there in my opinion
for example Sluice exists but Aqueduct_Sluice not (is NULL)
i don't know why.. maybe you know
hmm, maybe that's right, some game objects are also null... so I don't know, I'll fix it on dev mode and probably not deal with it
Works for me
Player.log just for information which mods are in use.
Ignore, hadn't noticed this #1064976877170741328 message
I do, it's already fixed in #1153800491864703046 (crashed when returning from game to menu when using this mod)
Thankyou!
thanks alot
Is this broken with the update today? Or only tapi?
I'll check.
Seems to be working fine.
:also you move the pipe tab?
If tapi is not installed its moved ya
Stock game have no support for subtabs/menus
Oh, ok.
@quiet edge @compact girder
Model work started ๐
You are a god and I will make an altar in my game for you ๐๐
you mean frog statue? ๐
Turbine?
yepp
hmm, if will fit in an aqueduct, must see how to transfer power ๐ค
forward/backward so you will need shafts on ether side
not that, how to exit shafts from aqueduct without causing beaverical (former biblical) floods โ
cap the top?
YA, can use for that universal power levee ...
vertshaft do not take up Floor so can have it together with floor/lids 
What depth does the water power stop at?
can be set and is planned to be higher than normal water wheels
Waterwheel 0.15
LargeWaterwheel 0.15
thinking about 0.2-0.25 (blades is around 0.2 from bottom)
Just meant if you put it like 3 blocks deep it probably won't work
If water flows there it should but we will see
Hmm will prob do a little different design to not have as enclosed becasue i cant enforce that anyway ingame
More straight shaft with a turbine๐
into the water as a generator?
Ya
submarines incoming
Wonder if it will work in more directions 
(Not final design but enought for a first test)
this works like a mini waterwheel?
Hmm just some Quark to sort out ๐
Think i need to tweek the power generation a little ๐
hehe 298 BP instead of 268bp for Water Wheel but alot more expandable ๐
Last image did not work as i wanted because it do not start to fill up 
Just a few tweaks an it will be good.
well the blades is little to big i think but for a first release its fine.
Todo list:
- Add IT varaint
- [X] Construction stage
- [X] Locfile updated
- [X] Turbine icon
- [X] Better Textureing of Blad and Shaft ( not critical but good)
but time to sleep now
Inspiration for a water pump that would increase water pressure? ๐ค
Another idea made to reality! ๐
Holy beavers! Your just talkin about this yesterday! 
Your question/request is becoming a reality. ๐
Well have wanted it for a long time, haf just not been possible before easily ๐
Can you add a filter to Sluice only for clean or contaminated water?
will need code for that nothing that exist in base game.
but can use Pump that has filters in them
that's why I thought you would use the same code for the deep mechanical fluid pump and just add a filter to the UI.. but I don't see how demanding it is, but it would be quite useful
this would be without a pump and just pass clean/dirty water
Mech pumps need mec power and an input and output side so i do not see how that would deffer from pumps 
and you can set it(Sluices) to stop if contaminated 
the idea was for Sluice to be able to filter the fluid and, for example, leave only contaminated water in the water channel and pass the clean water on
I don't want it to stop the flow of water when it is contaminated, but to filter out the contamination and let in only clean water
maybe it would need another object like e.g. FluidFilter, but 1 block like Sluice that could do this without power would be great
in reality, even water purifiers don't necessarily use energy, but coal and chlorine and other chemicals.. so something like that?
my self i feel that it would be to overpowered 
where is the enginering challange if you get one block to fix all ๐
it could be more expensive but currently the water pump is stupid in that it's almost endgame and requires more space, energy etc.
imagine that you have 1 water channel and you want to remove the contamination from it so that it is completely at 0.. it is simply extremely difficult
if anything maybe do the first pipe only use scrap metal or less Metal 
Do you mean a recipe? or?
like if it's easy to make a new recipe and goodId in Unity, just a new recipe for metal plates using iron and then dirt and wood planks... this is how I would make the recipe for this 1 block "OP" filter
mean the cost to build the first type of pump that do not lift it just transfer
Updating! ๐
now my dirty water and aqueduct will be useful and not directly going off the map ๐
How do you transfer the power out. Use a bend then up?
That i would say ya, or directly up
Is there connectivity on top or just out the middle?
just front and back
Good to know. Gonna fire up a FT playthru soon. Haven't played them in a bit
will be added in the next release
finally
Hmm wait, model has metal but recipie has Treatedplanks 
well will have to check that later
What's this
the new small turbine created by Knatte_Anka
With a cover?
i just put in impermiable floors ontop of it for increase in pressure
Oh ok
Just got a crash that seems related to the Pipe Outlet
System.InvalidOperationException: Column for index 7920 and height 13 not found
at Timberborn.WaterSystem.WaterMap.GetColumn (System.Int32 index, System.Int32 height) [0x00053] in <68a9dc7b37dc41dbb829fc8ce5f9540e>:0
at Timberborn.WaterSystem.WaterMap.GetColumn (UnityEngine.Vector3Int coordinates) [0x0001b] in <68a9dc7b37dc41dbb829fc8ce5f9540e>:0
at Timberborn.WaterSystem.WaterSimulator.UpdateWaterChanges () [0x0001e] in <68a9dc7b37dc41dbb829fc8ce5f9540e>:0
at Timberborn.WaterSystem.WaterSimulator.TickSimulation () [0x0001d] in <68a9dc7b37dc41dbb829fc8ce5f9540e>:0
at Timberborn.WaterSystem.WaterSimulationController.TickSimulation () [0x00000] in <68a9dc7b37dc41dbb829fc8ce5f9540e>:0
at Timberborn.SimulationSystem.SimulationController.ParallelTick () [0x00004] in <f2cc57849d3744cf815953f9b243f8f3>:0
...
at Timberborn.TickSystem.TickerUpdater.Update () [0x0000b] in <d68103ebee0044b395cdeb423c19ab09>:0
Seems to happen if if a levee block is directly above the pipe outlet. I hit it with the Levee 2x2 from Dam Decoration (, but the same seems to happen with the base game 1x1 levee block placed on an overhang. It doesn't seem to be a problem as long as there's at least one "air" space above the pipe outlet, only if the levee is immediately above
This is OK:
This will crash:
(the one I was actually trying to do is buried much deeper in a vertical structure, but this caused the same crash, and is much easier to take a legible screenshot...)
maybe related, I also have one Pipe Outlet (H) that won't pump - it's got space below it to dump to, but immediately above the outlet is an overhang covered with impermeable floor (which is covered with more water; the whole structure is on the bottom of a deep reservoir ). So it's kind of acting like it's maybe asking about the water column one level too high (thus inside the water for the one with an impermeable floor above, or inside of the levee when there's a levee above?
I don't know enough about how the mod works to know if that theory is sensible, just speculating on the off chance my guess landed anywhere helpful ๐
Hmm, It does seem that clearing one full tile above the outlet is enough to get the immersed one to pump (I added the little hump on top of the overhangs to get a full voxel of clear air above the outlet pipe, and now it's working to pump contamination out of the main reservoir above into the submerged badwater diversion tunnel)
Looks like its a limitation of base game and nothing i can do about more than maybe disable stuff above but that feels bad 2
i will add warning message in description for next release
hehe
is this a medium size turbine?
thinking big not sure it will be a medium 
or do you feel that its medium?
next step is then 5x5x1 .....
1x3x3?
thats 3x3x1
it has to be an uneven number to get the shaft wher it can be used
or maybe a big is 3 long 
if your making a 5x5x1, 3x3x1 is mid
ya but would anyone use 5x5x1
practicality wise, no. but who knows. 
That should be in it's own mod IMO
Yeah, even a 3x3 would take like 60cms of water to fill the channel. Only Thousand Islands could even come close.
That's a Skye Storm megamachine, not a practical part. a 5x5 is just nuts...
ya
the outlet had better not contain any level changes
or you'll need to fan it out across the entire map to get enough waterfall edges
Thanks for checking. Putting a levee over a sluice output doesn't crash, so I was hoping it might just be something simple, like an off-by-one in setting the outlet height. But if it's a base game issue (I assume you're borrowing the mechanical pump's code?), there's not much to be done.
ya exacly i use mec pumps code and it has stuff above so the bug cant happen for base game but i use no code so not much i can do
its model with the arched rocker would make placing a levee right above impossible
think i will see it as a known limitation( by noteing it in description) and keep it as is
but blocking the square entirely isn't great either, since placing something there that isn't waterproof doesn't crash and doesn't hurt anything.
so yeah, best of bad options, unless a dev happens to see this thread and decides to fix the crash even though it doesn't affect their part
it probably is just a counting-from-zero vs counting-from-one error where they ask for the water column starting 1 voxel too high
but not in anything you can fix
normally that wouldn't hurt anything; if the block above is air (or water permeable), it'd have the same depth underneath it anyway
Listen, while that already exists, I meant more so making an entire altar with that at the top xD
this wasn't how I imagined it, tbh
this is beautiful, omg
Idea if you're looking for even more water-related models - How about an intake tower dam (or floodgate)? Basically, a dam/floodgate block (presumably .65 high like usual, or maybe adjustable) that lets water in the sides and out through the bottom, instead of passing it from one side to another. So you could place it over a hole and drop 4 edges (8.8cms) downward into that hole, but stop prior to fully draining the level above like just having a plain hole would.
maybe a sluice-acting outlet too (intake from the top, releases to all 4 sides, can auto open/close based on outlet depth/inlet contamination. Ideally I'd say average of the depth on 4 sides, but I bet reusing the game code would mean you have to pick one...
Maybe kind of like the log-in-a-tube look of the water pumps, but with the outer sleeve full of slots?
would be a neat late-game way to start overcoming the 2.2cms waterfall limit by packing a lot of intake/outlet edges into a small space
(assuming it's even possible to move around the intake/outlet sides of the Dam/floodgate/sluice code...)
hmm do not looks like its possible for ether Floodgate or Sluice
but you can build it with multiple sluices and Damdecoration 
Worked on the model for the Tubine to get more wood in it as the cost of it show and do think i like this one ๐
found a slight visual glitch i think the 1x1 aquaduct floor has a halo on it one of those is built fully as well the top most one in the pic https://i.imgur.com/5geODoT.png
hmm im not sure what you mean is it not Shadows that your seeing?
no they are full 3d models it looks like the roof build stage hold on i'll go place one in another part of the map
or do you mean you place it and it looks built but is not?
๐ฎ so you have not added lid i see
put the 5x1 and 3x3 in there to compare
not yet but am planing to but for those that don't want to that might be a bit annoying
found it will be fixed in the next version but it may take some time working on some things with Igor
np it;s no game breaking just a niggle but you can't fix what you don't know about
Changed lockey copied from ModernCSV
Knatte.TurbineSmall.Description Eine kleine Turbine die Energie erzeugt, falls die Antriebswelle in Flieรrichtung zeigt.
also for Pipes i have had to add this text to Description:
Do not place Levees in hex above the Output Pipe! it will crash!
gah hate reporting another one so soon but the auqaduct slice gates build stage seams to be off as well https://i.imgur.com/v9sOyBf.png
https://i.imgur.com/9yl4fVI.png
https://i.imgur.com/llSEKuy.png but the build seams to be fine
Das Platzieren von Deichen direkt รผber Ausgangsrohren fรผhrt zum Spielabsturz!
I noticed some odd behavior of the turbines if fully submerged (I put them here in some sort of badtide disposal pipe that runs under a reservoir):
If there is water above the impermeable floors covering them, one row is marked as flooded ans stops producing power despite the other row working fine under the same water level.
If the reservoir is empty, all turbines work as intended, so the 'high pressure' of the overfull badwater pipe surrounding the turbine should not be the issue.
hmm ya and before it was possible to do this
and generate power 
but could add that it can be in 2 deep water so your setup should work but not my example
(all did generate power ๐ )
this is now possible and its a good middle way i would say
I am sorry, I don't fully understand what you are trying to say
none of the turbines in my example are stacked
What I was trying to point out is that all turbines you see in my screenshots (the two horizontal rows and the four rows in the back) are under the same conditions
(= directly on terrain, under a 1-high platform with impermeable cover, full with flowing badwater)
all of them produce power in that setup
if there is more water on top (sealed off of everything), one row is marked as flooded while the rest works fine
well they think they are flooded and from next update i now allow them to rotate up to one row under water so any where between 0.25-1.99 in water height they will work
Love this design the woods add more details to It. ๐
Ya i like it to ๐ and its more realistic that it need treated planks ๐
the animation of the turbine seems to be a bit inconsistent? also, how strong does a current need to be to generate power output? even in a raging river as in the gif you can see theres a turbine that isnt spinning
and also many of them are not spinning despite having similar or more water movement than the spinning ones
though I am using the FreeFlow mod, maybe that one is impacting the turbines and water flow๐ค
You've got them turned the wrong way - these are turbines, not drag wheels. They spin with flow parallel to the axle, not perpendicular
Aaaah makes sense, I will check tomorrow
So a weird thing just happened with an underground pipe/pipe outlet setup I have. Pumping from a completely clean water source it just started spitting out bad water.
The nearest bad water is 8 tiles below and 6ish tiles away diagonally. And that is apart of a completely separate channel system.
Hmm is the pump setup to pump anything or just clean water?
And this is weird as it takes from one hex and place in the next never in the world in between.
And its base game functions reused
It was set up to pump anything. But it still shouldn't be putting out bad water if there isn't bad water in the source.
I've had my irrigation networks get contaminated before but most of the time I just assumed (or I knew for fact) that the source had gotten bad water in it. But there were a few times that I wasn't sure. This was the first time that I saw it happen right before my eyes.
if you have badwater tides turned on, that means that normal water sources can turn into badwater sources during badwater spells, right? or did they change that
Mod updated ๐
2.2.0
- Add Water Drop Particles to Pipes
- Requieres the use of mod:Timbercommon!
- Add back Irrigation towers
- More settings for Pumps thanks to Timbercommon
- If using Dam decoration it needs to be updated also
- Fix Turbine now work in 0-2 deep water
@low moat @quiet edge @inland rock
Wait... didn't the water drop particles get axed in the last experimental update ?
ah. ok. I wish somebody got put those back.. oh well..
i think timbercommons is the issue
try remove water extention and install it again
looks like its corrupt
Irrigation towers you say...
Yup, that worked, thanks.
I'm guessing it is, whatever it is
Ya exacly you need to install timbercommon
That a new thing?
Ya recenty updated for u6 and its allows me to do irrigation towers ๐
It also allow pumps (mec and my) to limit at specific height
When I was saying source I meant from the channel that the pump was being fed from not water source block. I have a sluice gate set up that kicks my bad tides off the map right next to the source blocks so Bad Tides are a non issue for me.
so i have mod settings, timbercommons and water extentions but i still crash? any thoughts?
since i had 2 mods updated i tried turning off the other (dam decorations) with mod settings/timbercommons/water extension on. game crashed. turning off the 3 and turning on dam decorations the game loads. i believe im running the most up to date versions of all 3 mods for the water extensions
We need logs to figure out what's happening.
Just checked with water extention + dam decorations. Worked just fine.
Are you running the latest game version?
yup, on experimental u6
oddly, it was running previous to downloading timbercommons and mod settings (yesterday)
Well, then we need logs. The's the only way to tell what's wrong.
ok. see what i can get
Got harmony first?
Tried verifying game files?
If nothing else drag latest error report here
Is in mydoc/timberborn/error report
I'm no expert on this programming stuff. I found the crash log. But there's a lot of info. Would you prefer a dm?
its fine to drag it here no critical information is saved in them
or if you want you can send message your choice but here more people than me can help ๐
ok, wont let me drag and drop the error file, and the file is bigger than 2000 words.. want me to just chunk it out?
error 1
error 2.1
2.2
2.3
this is why i labeled them error 1 and 2. not really sure what im doing
side note: i turned off just Water Extensions, crashed. water extensions+timbercommons, no crash. but mod settings is still active.
Hmm weird installed from steam or mod.io?
Tried verifying game files right?
Ya re-verified each before attempting. From steam
And you do not have bepinex installed right? If so rename the bepinex folder to bepinex_u6
I see something related to bepinex in the logs. From the error itself, it seems the timbercommon mod is being started before the other game stuff has initialized. Thus, the patch call fails.
Can be something related to the bepinex bootstrap. Not sure what it is and for what.
well bepinex should not be needed so start with disable it right
ok, i'll check my local folders
look whats on the menu
apparently i still had benpix in the folder from my U5
simply deleted it and it worked
thank you @turbid crane and @violet plover
Yesterday I finally had time to play my u6 colony for several hours. I ended up building towers v2 even though the tiles had enough water. Just for the 20% growth boost!
Better than a beehive ๐คฃ
A much, much better. Beehive occasionally gives boost to the random plants. It's not like it increases rate for all of them in the area. The tower gives a constant boost to every tile.
I have it set so that when a bee stings a beaver, it starts running and working faster. It's like motivation and a physical boost ๐ฎ
๐คฃ Stand still and you will be stung again....
Haven't know that bee venom has such an effect. Must try ๐คฃ
Perhaps I might add that a bee sting also adds a little thirst, after all, poison is also a liquid ๐ค
in Egypt they built monumental structures in the same way, they simply stuck scarabs in their shorts
so why can't it work with beavers and bee stings ๐ค ๐
How old are you ? I didn't know that you witness that in ancient Egypt ๐คฃ
I saw the hieroglyphs and the paintings on the wall with the strange postures of the people seemed to be suffering from pain in the lower abdomen ๐ค
for pain, bee venom has effect, but for working speed.... Or you say ...., no pain, work faster ?
beavers don't have whips here, so why not use other means of coercion?
And, how train the bee to "boost" only lazy beavers ?
every beaver is lazy until it has at least one stinger
New Timberborn slogan : Let the bee sting them ๐
crash, all mods to latest version
- KnatteMaterials (v1.0.2)
- Mod Settings (v0.6.8.0)
- TimberApi (v0.7.7.0)
- TimberCommons (v1.9.1)
- Water Extention (v2.2.0)
Bee stings will continue until morale improves
do you use bepinex? got report that timbercommon do not support that 
no, but 2.2.0 have dependency on TimberCommons
hmm and no other errors in the log?
nope
the above mentioned mods has a dependency between them
tried without water extention still crash?
also did you get water extention from mod.io with modmanager?
( sometimes it do not do a clean install but add new/updated files so a clean reinstall can be needed)
it crashes even without WaterEx. otherwise everything is through the Manager
I think it crash because of this TimberCommons and Mod Settings
if it crashes without water extention is not this mod 
and Knattematerials is just materials so ethere timberapi or timbercommon that is the culpit 
wonder if @turbid crane has any ideas whats happening
ye, but all these mods are between dependency, so... ๐
there was no dependence on Commons before
try only mod settings first then add timberapi then timbercommon then knattematerial and water extention to locate what mod is corrupt or try redownload them all ๐
ya added to support irrigation towers
and why was it necessary to add the whole mod as a dependency? ๐ค
becasue if timbercommon is not installed, components used do not exist and game crashes
hm, isn't it enough to just use the conditions of if it doesn't exist, then ignore it?
nope game crashes if component do not exist and cant set a condition on Prefabgroup spec to only load if optional mod x exist
the option would be to split it to more mods but then i will not be able to support as many items as there is a max how many mods i can keep active
That's why, also, I requested this : #๐คmod-creators message
ya
ok, but this destroys the atomicity of the mod, just like with Water Beavers.. as soon as one of the X mods doesn't work, nothing will work.. can't the support be solved, for example, with your own custom dll, where would these conditions be set?
the only thing I can do now is try to download everything manually and see if that works, but I think the Commons broke it
The same is with your mods .... If TBMPL_core broke, nothing will work
yep, on Update 6 you have right, on the other hand, I only have a few patches there to minimize the chance of breakage.. I wish there wasn't one, but mainly because of the UI it's there
i do codeless mods = no dll and if timbercommon breaks for all users i will do as i did before remove the item and release a version until its fixed.
in this case you have some problem at your end to solve
i have these and load both Ft and IT without problem:
Modded: true, official
- Harmony (v2.3.3)
- 1x1x2Storage (v2.3.2)
- Append Vanilla Resources (v0.6.5.00)
- Beaverpower (v1.1)
- Enhanced Goods UI (v0.1)
- Frog Statue (v2.0.5)
- KnatteMaterials (v1.0.2)
- Mod Manager (v3.0.2)
- Mod Settings (v0.6.8.0)
- Goods Statistics (v0.6.5.1)
- Staircase (v2.1.8)
- TimberApi (v0.7.7.0)
- AquaCadre (v0.6.5.03)
- Automation (v1.2.2)
- Automation_Addon (v1.0.0)
- DamDecoration (v3.0.8)
- Employment Manager (v0.0.6)
- Flywheels (v2.0.2.0)
- More Paths (v3.0.1)
- EvenMorePaths (v1.0.0)
- MoreGroups (v2.0.7)
- Path Extention (v2.0.11)
- SmartPower (v1.11.2)
- Steam Update Buttons (v0.0.8)
- TimberCommons (v1.9.1)
- Vertical Power Shaft (v2.0.3)
- Water Extention (v2.2.0)
so best bet is to remove and reinstall the suspected mods and also verify game files
Automation_Addon ?
ya custom mod that adds a automation to blow dynamite when built ๐ no more automations atm
dont even have correct loc file yet
risky business (not the movie ๐คฃ ), or you use automation to not blow if is a chance for worker to get stuck ?
na its your job to secure it bu only doing a line at a time so it cant happen ๐ and so the do not walk on it to go to the next
ok, it works now, I had to download the mods again... the Manager made an update somehow stupidly
then, as I say, risky buisness ๐
ya modmanager do not always remove old files it has to be fixed so it removes the old mod folder before a new version is installed but after downloaded.
Ya currently you need to unsubscribe and then resubscribe when mods update. I think mechanistry said there would be some sort of notifications in the future to let you know mods are out dated
Or it may work better when workshop is not hidden
I don't have any mods to unsubscribe, but redownloading helped
U5 or u6?
He is not using steam as his game is on other platfom๐
Oh ok
The error comes from the game core, it's not related to any specific mod. However, the error complains about Timberborn.ConstructibleSystem which has changed in u6 couple of items and broke many mods. It seems, you have some old mod that cannot load in the new game. Remove all mods, manually cleanup "mods" folder to ensure there is nothing there. Then, re-install the mods that are compatible with the latest game.
If you use ModManager, then it may be a problem with the game version tag on some mod which results in downloading a wrong version. So, I suggest you install all mods manually one by one to find out which one is broken.
it has already been solved.. the manager downloaded or rather wrongly updated the prev version
It's because TimberAPI depends( used to depend?) on Timber Commons. Maybe you could release an "update 6" version of Timber Commons (even one that just does nothing) so that the update 5 version isn't installed unintentionally.
oh, nm I see 1.8.3 is comptable with Update 6.
I wish ModCodeStarter.StartMods would report which mod it failed to Start
It's the opposite: TimberCommons depends on TimberAPI ๐
hmmm,
then there must be a couple of other mods that depend on TimberCommons?
yea, like Water Extention
Water Extention and, maybe, water beaver overhaul.
There's no U6 for WBO yet, (that I know of)
crash after loading the map.. if I disable WaterExt, no problem
An element with the same key but a different value already exists. Key: 'BigBadWater'
hmm check Specification folder that there is not 2 Specs that add BigBadWater 
not sure what has happened but before a clean install has helped with this error
could be that example Specifications\RecipeSpecification\RecipeSpecification.BigBadWater.original.json is not removed when you updated
ok, then I'll try, the Manager must have caused this too
ya
why is this irrigation tower not working?
it thinks it cant get to any tiles weird got a save to test?
mind you there are a lot of mods active so idk if you can load it
but anyways the behaviour is consistent for all irrigation towers, i tried the efficient irrigation tower and big irrigation tower as well
hmm tried with one of my saves and it works without problem so could be some mod collision
hmm
i do see that you have 3 workers try disable that mod?
loading your save and it also just work
my mod list:
- Harmony (v2.3.3)
- 1x1x2Storage (v2.3.2)
- Append Vanilla Resources (v0.6.5.00)
- Beaverpower (v1.1)
- Enhanced Goods UI (v0.1)
- Frog Statue (v2.0.5)
- KnatteMaterials (v1.0.2)
- Mod Manager (v3.0.2)
- Mod Settings (v0.6.8.0)
- Goods Statistics (v0.6.5.1)
- Staircase (v2.1.8)
- TimberApi (v0.7.7.0)
- AquaCadre (v0.6.5.03)
- Automation (v1.2.2)
- Automation_Addon (v1.0.0)
- DamDecoration (v3.0.8)
- Employment Manager (v0.0.6)
- Flywheels (v2.0.2.0)
- More Paths (v3.0.1)
- EvenMorePaths (v1.0.0)
- MoreGroups (v2.0.7)
- Path Extention (v2.0.11)
- SmartPower (v1.11.2)
- Steam Update Buttons (v0.0.8)
- TimberCommons (v1.9.1)
- Vertical Power Shaft (v2.0.3)
- Water Extention (v2.2.0)
weird
wait it can be No construction limit as it checks what slots req ground to irrigate out from
and if it has no ground req anymore it cant irrigate
lets see
you dont have any of the tbmpl mods running? because i have a lot of them so wouldnt be surprised one of them does some wacky stuff other than the No construction limit
ya got no TBMPL mod
but as it thinks it cant find any tiles to irrigate it should not be that it has 3 workers more the rules where it can be placed that brake it
yeh I disabled no construction limits and it works now
only installed no construction limit and the error appear
Seems like the "No construction limit" mod modifies the building spec and removes "ground only" flag. And tower needs at least one such spec to start finding the tiles. The alternative could be clearing the flag "IrrigateFromGroundTilesOnly" on the tower. Can be a feature request to "No construction limit".
It's a known issue, I reported it as issue #64 yesterday.
in fact, it rather adds Ground to blocks if they only have Stackable.. I am editing the individual blocks that make up the entire object, so it is probably not possible to set an exception for a specific object here
I would rather recommend modifying the object in unity, because all the buildings (basic in the game and some of the mods) work for me without a problem, so there is something different from the Tower
Hello! I played the game on Steam with this mod installed, version 2.1.0, and everything was fine. Today I decided to update the game files, and when I did, the game stopped launching, and not only the save, but also a new game. I looked in the Steam workshop and saw that Timber Commons was needed. I also installed it, version 1.9.1, but the game still does not launch. If I delete this mod ( WE), then everything is fine. What am I missing? What is wrong with my files?
Here are my mods.
I suggest you to delete the TimberCommons mod (workshop folder is 3337906807), and download-it again. Could be a broken download
Nothing worked.
Most likely you are right, the problem is in the Timber Commons mod.
Can you drag here or in #๐mod-users the latest error report and we will try to understand what is or is not happening.
One thing you need to open the game folder and disable full bepinex (rename bepinex folder) if its there.
(steam/Propertys/location)
Hi Knatte, i was having a problem with disappearing aqueduct floors and I have managed to recreate the steps whereby the 1x1 floor disappears visally, but still exits and functions in an invisible state -
How to reproduce
- build 1x1 floor on anything
- use layer tool and go below level
3 when returning above level, the 1x1 disappears, other ones like 2x2, 5x1 etc seem fine (haven't used the others) - you can see that even though it's invisible, when you delete the object (platform in this case) there is a metal block in the destroy list
i was going crazy building some aqueducts and i thought i had left holes but the floor just went invisible and stays that way even after reload of game. managed to work out how to reproduce, hope it is fixable without having to rebuid everything!
what version do you have?
if from steam tried verify game files to force mod updates?
Wait it happens for me to 
but i do not see why its happening will compare with base game impermeablefloor
hmm the differance is that base game do have set #uncovered state will test add it and see
Mod updated 2.2.1
- Fix Bug with 1x1 Aqueduct Floor
- Add uncovered state to all Aqueduct Floor (Temporary model)
@coral swift
Nice! Yeah I always check for new mods each time I play so am always on latest - great that you managed to fix it so quick - I actually discovered the problem a couple of days ago but wanted to be able to reproduce it before reporting
. Thanks @violet plover
๐ and i was happy i was able to fix it before tomorrow as then i will not have alot of time to do anything and not even sure i have access to the pc
๐
Just verified my game files and version 2.2.1 of this mod is causing a crash. I turned all my mods off and turned them on one by one and this was the only one that caused a crash. I even did a start with just this mod and its dependencies and it still crashed. Kinda sucks because I just finished a the first stage of a powerplant using the turbines last night and I wanted to share.
I was on 2.2.0 last night
YA, it's TimberCommons that was broke

this time