#Water Extention

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violet plover
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I added to 1.6 yesterday was not there before

turbid crane
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You could add to ModIO, but not to GitHub ๐Ÿ™‚

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Ah, nm. You mean the dependency version. Sorry, missunderstood it.

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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.

violet plover
turbid crane
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I was under impression that mod manager uses TAPI manifest. It's a huge surprise to me that it's managed separately.

violet plover
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well not all uses tapi and then it would need to download all mod versions to find the one it works with ๐Ÿ˜›

sterile condor
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@turbid crane : i might have a corner case for you ๐Ÿ˜…

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also not really problematic but visually...

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also i'm having trouble having the watertight one functionning, but i didn't isolate the problem yet

low moat
#

But, models are make by Knatte, functionality by Igor ๐Ÿค”

sterile condor
# sterile condor

ah, the issue regarding this one seems to come from the "irrigate from ground tiles only" box

sterile condor
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okay i got a weird one

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i loaded a save in which the small irrigation building i had hadn't been build and...

low moat
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Should be solved when unpausing the game, hope.

sterile condor
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nope

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we'll see if that get updated when the drought arrives

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even drought didn't clear it

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but placing the building again and then destroying it did the trick

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also, the ground wansn't actually irrigated

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(plants were still drying on top)

#

yep, does that seemingly always

violet plover
#

looks like the visual fix is not removed when the building is removed

turbid crane
# sterile condor

Seems like the terrain texture hasn't updated. How did you trigger this? What was in the logs?

sterile condor
pliant sedge
#

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)

violet plover
turbid crane
sterile condor
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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

low moat
#

Ask Hytone for that .

violet plover
turbid crane
low moat
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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) ...

turbid crane
#

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 deDE localization (by @silent sorrel).
  • [Enhancement] Prevent beavers contamination when moving in tunnels under bad water.
sterile condor
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how does the last point work ?

fallen steppe
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Can we get ground water? To make the beavers get all muddy and slow them down

turbid crane
celest cypress
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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?

violet plover
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Atleast it its in metal ๐Ÿค” ft its in wood mostly but i would say that they are dry so i think its right

turbid crane
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Beavers can tolerate 5% contamination when swimming in water. So, "drips" doesn't seem to be a problem even if they are 100% contaminated ๐Ÿ™‚

celest cypress
turbid crane
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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.

low moat
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๐Ÿคซ Do not talk about acid. Dev's may hear you and, next update could be much worse then badwater ๐Ÿคฃ

celest cypress
sterile condor
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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 ?

violet plover
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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

turbid crane
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I'll star from the end ๐Ÿ™‚ You can call private methods if you want to. I do it on a regular basis in my mods ๐Ÿ˜€

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.

sterile condor
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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

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but if i can call private methods, that might be absolutely trivial

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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 ?

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ah, but it seems it not finding internal class underlyingwatersourcefinder

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it seems simple enought, maybe i can get away with duplicating it, it's only using public and privates

sterile condor
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hmm... there's always a bunch of things missing... ๐Ÿ˜‘

turbid crane
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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.

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This is how I interact with the game's core in my mods. It's a real deal breaker.

sterile condor
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but where do i put that thing ?

turbid crane
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In the project file. First, you need to install the NuGet package, then just use it

turbid crane
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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.

sterile condor
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Hmm... I think I don't have the coding environment or something. At the moment I'm just using visual studio code

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I think battery had proposed to help me set up something like at some point but it kind of fell through

turbid crane
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Afaik, Visual Studio is an IDE for writing code ๐Ÿ™‚ I'm using another IDE (JetBrains), but the main concept stays the same: you're writing code.

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As long as you do it, you can use my advice from the above.

remote spire
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How do you use the deepseawater pump? like where do you pl ce it at?

low moat
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At the bottom.

violet plover
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of your dam ๐Ÿ˜› or hole

violet plover
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Wip ๐Ÿ˜„

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@turbid crane its working i had just not enabled it ๐Ÿ˜‰

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Wonder if it should boost all crops and trees or only trees

turbid crane
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Only trees. There is a difference in thE crops vs trees. But we can work on it. Ideas?

violet plover
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well trees is fine 2 ๐Ÿ™‚

turbid crane
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Tell me what we need, I'll make the code ๐Ÿ™‚

violet plover
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and i plรกy to little to know what is exacly needed or reasonable ๐Ÿ˜›

turbid crane
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But you still support the game. It's a big thing.

violet plover
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well when i play its one of the main games i play ๐Ÿ˜‰

turbid crane
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I have 436 games on my Steam profile. And Timberborn takes 1000 hours score. You?

violet plover
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169 games timberborn 1390h

turbid crane
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You win!

violet plover
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if todor comes he will nuke us

night rock
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Dang, finally beat Binding of Isaac for hours played in Timberborn ๐Ÿ˜„

turbid crane
night rock
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I also only recently started playing anything this much. Finally had a computer worth gaming on back in december 2022

turbid crane
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But if you think I'm not a perfectionist, you're wrong.

night rock
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I wonder how many minecraft hours I have, though because I'm sure it's close to 400 as well

turbid crane
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This would be the complete stat.

night rock
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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?)

violet plover
turbid crane
violet plover
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ya ๐Ÿ™‚

low moat
violet plover
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see i told you

turbid crane
night rock
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For the three of you, how much is AFK vs active play time?

violet plover
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80-90% active i would say

turbid crane
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Depends on the terms. I play usually on weekends and code on weekdays. When I do it, I'm 90% online.

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Which is, 10% afk?

night rock
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Not too bad honestly

turbid crane
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But not too good either? ๐Ÿคฃ

night rock
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lol

turbid crane
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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 ๐Ÿ™‚ Yet.

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Just realized, it's about 5% AFK after all ThinkingIT

violet plover
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Mod updated

  • Enable Growth boost for trees to FT: Efficient Irrigation Tower
    20% Boost if supplied extract and Treeboost recipe selected
pliant sedge
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You would think I would have a lot more hours in the game. Weird.

pliant sedge
steady dust
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Looks like JC has a crash in the Water beavers maybe due to this mod or it interacting with something? Null Pointer

sterile condor
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yeah, wer's having this issue :
#1070709592176197642 message

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might be due to something weird happening when the irrigation tower (which itself is watertight) gets flooded.

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which i suppose is prime real estate for corner cases

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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)
[...]```
sterile condor
#

it definitely comes from the irrigation tower being flooded, if i give it "floodable building =50" i can load the save

turbid crane
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Hmm. How exactly can I reproduce this issue? Maybe a short video?

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Ah, I see what's wrong. The blocked state gets changed during loading. The tower seems is not fully initialized at this moment.

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In theory, this can be solved by moving irrigation tower component before teh floodable buulding.

turbid crane
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Temporary fix's here: #1242339605634875432 message (v.1.8.11). But it's an experimental version with pathfinding optimization and GPU sims.

violet plover
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ThinkingIT wonder how big of a need the straight pipes is now days with U6

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maybe still is some use for them to save some space ThinkingIT

floral spear
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pipes that bend with valves and pump stations would be nice but idk how that would work in coding... lol

violet plover
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what i can do is like the mechanical pump but different model and in/output position

floral spear
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oh yeah that's true

thin terrace
wheat stump
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some proper viaduct pieces and or pipes could be neat

violet plover
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Hmm maybe i could do some viaduct pieces ๐Ÿค”๐Ÿ‘ but will provobly happen after 2weeks

violet plover
silent sorrel
violet plover
silent sorrel
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And in an IT save it sorts differently. I read that the bottombar sorting is not yet finalized in TimberAPI so that is jfyi

violet plover
violet plover
violet plover
#

||do like the way to have a walk way on the side ThinkingIT good becasue it will need to be 3 wide ( BWB B= Block water Side (uses Corner) , (Uses Path) W= Waterway, block under)||

low moat
#

2 in one, maintenance way and path way ๐Ÿ˜ ๐Ÿ‘

wheat stump
violet plover
#

will probobly have some different sizes so its possible to span

wheat stump
#

*neat looking

violet plover
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will have to test some

violet plover
wheat stump
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yes

violet plover
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๐Ÿ™‚ Likeing what im seeing

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but wonder if the holes is really needed ThinkingIT

wheat stump
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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?

low moat
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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) ๐Ÿค”

dense viper
#

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
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but its still nice to have the pipes to be able to cross one fluid with another

violet plover
dense viper
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yeah fair enough

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whats the best place to be able to dig into whats possible, im a software engineer but dont have unity experience

violet plover
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i would say use asset ripper or other program to look at the game code ๐Ÿ˜‰ some info is in #๐Ÿค–mod-creators pins

dense viper
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im thinking something like your design above, but only have 2 faces allow water, like a hollow levee

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thanks for the pointers

floral spear
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this is my dream for pipes tbh

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big windy boys

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power shafts but for communicating water in combination with powered pump stations :9

low moat
violet plover
#

๐Ÿคฏ

steady snow
violet plover
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yepp will block all water in side block

violet plover
dense viper
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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)

dense viper
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even without, this block is amazing. can a path still be built on the block next to it?

wheat stump
violet plover
dense viper
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To make tanks/pipe like structures

wheat stump
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oh right
they added the mechanics for that in a recent patch

violet plover
violet plover
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Lid โœ…

violet plover
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Will allow placement of platforms ontop of lids ๐Ÿ˜‰

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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

violet plover
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๐Ÿคฃ ๐Ÿ˜† HappyIT

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Soon we will have real pipe ๐Ÿ˜‰ "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 ๐Ÿคฃ

violet plover
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Alpha release:

violet plover
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Hmm ๐Ÿคฆโ€โ™‚๏ธ maybe should set valid prices

violet plover
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for now to build a pipe upward you will have to use platforms and levee ontop

violet plover
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@wheat stump @steady snow @low moat @dense viper
do tell if you try the test version in here and if you find any problems

wheat stump
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mhmm
can try
what's the way to enable dev mode again?

violet plover
low moat
#

@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 ? ๐Ÿ™

violet plover
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do not think i will have time before i go on a week of holiday but will look at it when im back

low moat
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Sure, not right now, sure you deserve the holidays ๐Ÿ˜

low moat
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@violet plover , will be nice if you can shrink a bit the aqueduct pieces to fit on bridges (metal ones, mainly) ๐Ÿค”

violet plover
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Hmm cant do them alot smaller without water poking out

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Water is 1x1x1 as smallest

dusty cove
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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,

violet plover
dusty cove
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I can. it looks like it is a conflict with TheBloodEyes Pump Extension mod. They just uploaded it a little bit ago.

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I guess your mod is loaded after theirs

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TheBloodEyes is aware of the issue as well

low moat
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The same error comes if Pump Extension is used with Natural Procreation mod ๐Ÿ˜ฎ

steady snow
celest cypress
celest cypress
compact girder
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Am I missing something for the water extension? All I am seeing is the straight and underground pipes for it.

violet plover
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Should also have new aqueduct(land), powered levee x2(power) and deepwaterpump(water)

low moat
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and, Industrial water tank ๐Ÿ™

compact girder
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maybe I'm just blind

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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.

violet plover
low moat
#

But, first, more groups . Is a mess on the bottombar ๐Ÿคฃ

violet plover
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Ya started working on it but had some problems

celest cypress
silent sorrel
compact girder
#

I assume it's known, but wanted to make sure - the outflow of water from the powered dumps aren't loading right

compact girder
violet plover
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Ya thats a known problem because of the high flow

compact girder
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just wanted to make sure โค๏ธ

steady snow
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need subcatecories :x

violet plover
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Ya its the next thing to fix

violet plover
#

Mod updated

Fix small things
Added/verifyed GreedyBuilders support

grave sky
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i know this was already talked about, but i just got a good look at the graphics aboce water

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at night it turns green

violet plover
celest cypress
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does it glow? XD

steady snow
grave sky
violet plover
#

Todo list:

  • Pathing over pipe levees
  • Add Aqueduct sluices,in more metal?ThinkingIT
  • Add floor pieces

react with โฐ if you want ping when released

low moat
#

Or, a separate aqueduct wall with sluice functionality ? ๐Ÿค”

#

Wall from aqueduct+ front part from sluice ...

violet plover
#

But then you need 3 variants๐Ÿค”

#

๐Ÿ˜ฎ you mean like that

#

Just visual

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I do like how it nearly looked maybe just add red trim and maybe black fins

low moat
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and, some kind of aqueduct intersection, for connecting oher aueduct segments or placing sluices ... ๐Ÿค”

violet plover
#

Iike floor piece ?๐Ÿค”

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So you can have 3 wide๐Ÿค”

low moat
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more like (functional speaking) power shafts intersections ...

violet plover
#

Well if you have floor pieces 1x1 2x2 3x3 5x5 1x5 it should help with that

low moat
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Nope, the intersection should be 1X1, to match the rest of the aqueduct

violet plover
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Will do a test and show how i mean

violet plover
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Floor piece and AqueductSluices model done ๐Ÿ˜‰

violet plover
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hehe i do like the icon i plan to use ๐Ÿ˜›

violet plover
#

Sluice ๐Ÿ™‚

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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

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this is also possible ๐Ÿ™‚

#

buy ya in the long run i may do a piece like this:

violet plover
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for some reason i will hide some items if MoreGroups is not installed ๐Ÿ˜›

#

meaning most of the floors

celest cypress
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Just make your own groups for them then?

violet plover
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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 HappyIT

celest cypress
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I doubt anyone's gonna need the name "Aquaducts" for example

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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.

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or vise versa

violet plover
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you know that toolspecification can remove devmode right? thats how i do it ๐Ÿ˜‰

celest cypress
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besides groups aren't tapi dependent so you could just make your tools look for it from get go

violet plover
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well i do add a few already so main bar start to run out ๐Ÿ˜›

celest cypress
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I mean even vanilla tools put themselves in their groups from get go after all

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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?

violet plover
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to blender?

celest cypress
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Want to check if my modifications to Bakery and FoodFactory took or not

celest cypress
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This thing

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thin red circle around the dropdown

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in corner

violet plover
celest cypress
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yeah, I remember them mentioning something for use with unity, that's what I'm about to use

violet plover
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at the top press on Timberborn and show mod builder

celest cypress
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but I also remember them mentioning some prereq

violet plover
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then you may select mod to build

celest cypress
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btw do you know how to increase the text size in unity, it's all tiny

violet plover
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nope ๐Ÿ˜ฆ

celest cypress
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darn, I feel as though unity devs just think the world revolves around their little bubble.

celest cypress
#

Unfortunately does not seem to exist on linux variant, like their giving a giant middle finger to us linux devs

violet plover
violet plover
#

Mod updated:

And its released ๐ŸŽ‰

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

violet plover
#

Todor found that i missed to add those to IronTeeth so one more update is in the works

violet plover
#

@low moat Uploaded to mod.io and Steam

violet plover
#

And now also:

  • Allow to add Lid to Aqueduct Sluice
low moat
violet plover
#

Love the idea of aqueduct to transport water more nice than pumps ๐Ÿ™‚

low moat
#

Me too, and looks really like aqueducts, not a bunch of levee ๐Ÿ˜

violet plover
#

ya ๐Ÿ™‚

#

Post in Screenshots and tell its using Water extention?

#

but maybe ctrl+H to hide interface

low moat
#

Do-it, is you mod .

grave sky
#

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)

violet plover
#

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

grave sky
#

placing a 1x1 in the gap aint possible because the other 1x1 blocks it from placing

#

this part is blocking the other 1x1

violet plover
#

hmm so if you cant place its already blocked so no water can flow but ya we need a

I_L piece

grave sky
#

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)?

violet plover
#

ya thats what i meant with a "I_L" piece ๐Ÿ™‚

#

I = wall _ = floor L = outer corner

grave sky
#

ah okay. Shows that english aint my main language

#

and that i am a slow thinker right now XD but thanks for listening

violet plover
violet plover
#

Bonus building ๐Ÿ˜›
Thinking of including also for FT now that we want to do more on the height ๐Ÿ˜›

low moat
#

Nothing against FT. I love the idea, while do not forget to include for IT the building ๐Ÿคฃ

celest cypress
floral spear
silent sorrel
steady snow
violet plover
#

Will not remove them i use them to, just like to have more options

celest cypress
violet plover
# silent sorrel

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.
violet plover
#

Mod updated

2.0.5

  • Add one more internal corner Aqueduct piece
  • Add Industrial water tank to both Folktail and IronTeeth
silent sorrel
#

@violet plover Sorry second line is missing the " " there is an comma in the text.

violet plover
#

no worry

#

with the use of a CSV editor it handles that for me ๐Ÿ™‚

silent sorrel
#

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.

violet plover
#

ya i like how clean and simple it is to use ๐Ÿ™‚

prisma cairn
#

@violet plover internal corner Aqueduct piece is outside of Aqueduct group.

violet plover
#

ya need to update more groups to fix that

#

but its not crittical and know it

prisma cairn
#

Yeah. No issue. nothing important. ๐Ÿ˜‹

floral spear
#

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

grave sky
steady snow
#

@violet plover can you add an aqueduct floor? Sometimes I have to integrate imprmeable floor and aqueduct, and ... they don't mixt THAT well :/

low moat
#

Already exists

violet plover
steady snow
#

everything from steam is up to date :/

violet plover
#

But should have had 1x1

#

Try verify game files

steady snow
#

guess will have to uninstall and reinstall the mod...

violet plover
#

Or that

steady snow
#

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?

grave sky
#

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

steady snow
#

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 โค๏ธ

#

(if walkable, that would be awesome)

steady snow
violet plover
violet plover
violet plover
violet plover
#

Also will look at adding a water blocking wall

violet plover
#

do not think it will look good to have path on lid
railing is nearly at same height as lid

low moat
#

Looks like a kind of umbrella , but, no rain ๐Ÿ˜ข

brave stump
#

no need for a lid there

pulsar pivot
#

Just a question is it possible to connect all water tanks similar to electricity?

violet plover
coral swift
#

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 ๐Ÿ˜‚

celest cypress
low moat
celest cypress
#

lol

coral swift
#

๐Ÿ˜„

steady snow
#

That was ALMOST a good plan.

#

Until I discover that you can't put platforms and pillar near aqueduct.

low moat
#

You can access aqueduct with overghangs

steady snow
#

that's going to cost A LOT

low moat
#

You say nothing about cost ๐Ÿคฃ

steady snow
#

I'm looking into SOLUTIONS

coral swift
#

What about from below - they should be able to build upwards if you create a path underneath

steady snow
#

issue is how to get back the energy

coral swift
#

Ah yeh the power connection will be an issue

steady snow
#

yup

#

so, overhang it is

#

That will have to do...

coral swift
#

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

steady snow
#

yeah, but in that case you have to block the midle

coral swift
#

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

steady snow
#

You can put aqueduck on steel bridges

#

That's not busted AT ALL x)

violet plover
steady snow
#

nope, don't work

#

wood or metal

#

even 1 and 2 leg platform do'nt work

violet plover
#

Im talking about the standalone platform๐Ÿค” with only side support no legs

violet plover
celest cypress
#

that's gonna be maintenance hell for the beavers XD

violet plover
celest cypress
#

even worse for them XD

violet plover
#

its a personal taste ๐Ÿ˜›

#

but i think i will set it so it blocks contamination ThinkingIT its in metal...

#

wait its already in? ThinkingIT

steady snow
#

Yu know that now i'll HAVE to change everything? U_U

prisma cairn
#

@violet plover The lid is not stopping the water.

violet plover
low moat
violet plover
steady snow
#

The lid is a lie!

prisma cairn
violet plover
prisma cairn
violet plover
#

ya looks like it but 30min and i should have a update

low moat
violet plover
#

it was that i have switched side with height parametere where to block ๐Ÿ˜›

prisma cairn
prisma cairn
#

Weird one few single lids are blocking except the highlighted one. @violet plover

violet plover
#

:ร“

prisma cairn
#

Ps: I have very high-pressured water though.

violet plover
#

hmm tried to get 1x lid in same format but i do hold for me

prisma cairn
#

it's about rotation. If i rotate it works.

violet plover
#

:S

prisma cairn
#

One is rotated one is not.

violet plover
#

weird

prisma cairn
#

yup. ๐Ÿ˜‚

violet plover
#

well have fixed 5x lid now

#

will do some test then release it

prisma cairn
#

Okay.

violet plover
#

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 ThinkingIT

prisma cairn
#

Levee doesn't do this.

violet plover
#

it does at least the sluice in my test now only base game items

prisma cairn
#

What happens if you put a levee on top of a sluice?

celest cypress
#

I turned the river into a reservoir and let it empty any time the water got corrupted

violet plover
#

top still flow but if on side it stops

#

Mod updated

2.0.6

  • Fix so Lid 5x blocks water correct
prisma cairn
prisma cairn
steady snow
#

Yeah, that's better

prisma cairn
#

Now this has become a full fledge river in the air. ๐Ÿ˜‚

low moat
#

Watch out, or @vagrant arrow will go mad ๐Ÿคฃ

prisma cairn
#

His endgame for this season is this. ๐Ÿ˜‹

spark lava
#

but he's still only on update 5, so it won't look as cool ๐Ÿ™‚

prisma cairn
night rock
#

And I was half curious to see how well I could manage it

prisma cairn
night rock
#

Thanks ๐Ÿ˜„

prisma cairn
#

NP. ๐Ÿ˜€

brave stump
#

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

violet plover
spark lava
#

and hovering the pointer over the โš ๏ธ should show a tooltip with a reason to why it's being displayed

violet plover
#

Mod updated

2.0.7

  • Updated DE translation by Juf0816
  • Industrial water tank can be flipped
  • Fixed so Sluice do not move around
pulsar pivot
#

Just a question. Can water dumper can take water from tank ๐Ÿค”

violet plover
pulsar pivot
violet plover
#

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

low moat
#

And, deep sea pump is also a wave generator ๐Ÿคฃ

violet plover
#

hehe ya its to fast ๐Ÿ˜›

violet plover
#

but then again if you use pipes then you have less water out on the map spread out meaning less evaporation

violet plover
#

missed example images

  1. has underground pipe with a wind powered pump
  2. has a highflow pump to raice the water one step also powered by wind
pulsar pivot
#

Through which beavers can pass but water won't

brave stump
#

you mean, a tunnel? that is already available in the Path Extention mod

pliant sedge
naive wave
#

source block cap

naive wave
#

nm, doesnt work

#

tested in game with a stream gauge near it. kept leaking

violet plover
#

Ya its a base game bug

violet plover
#

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 โฐ on message or channel for ping at mod update

naive wave
#

Can you only build these black and red aqueducts 2 tiles wide?

violet plover
spark lava
violet plover
#

First build stage item done ๐Ÿ™‚

violet plover
#

DeepSeaPump:

violet plover
#

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 ๐Ÿ˜‰

violet plover
naive wave
#

Oh the square water storage building. Was wondering what this was

violet plover
#

๐Ÿ™‚

desert void
#

Very nice

violet plover
desert void
#

this looks so good. Can't wait to see it fully in action.

pulsar pivot
#

Does this mod include water pipe ๐Ÿค”

violet plover
violet plover
violet plover
#

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
naive wave
#

Do the pumps work if the exit end is submerged?

violet plover
#

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

violet plover
#

๐Ÿ˜ฎ also you should now be able to place Platforms beside Aqueducts uses the new Middle Ocupation

naive wave
#

Ok, finishing up aega build and plan on working with the aqueducts. Love the black and red

low moat
#

Blocking system is not OK ๐Ÿ˜ฎ

violet plover
#

๐Ÿค”

#

Will look into it

low moat
#

I solved-it having for stages the same blocking system as for finished model.

violet plover
#

Think its more the latest added middle that is missing from block occupation

low moat
#

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 ? ๐Ÿ˜ฎ ๐Ÿค”

violet plover
#

block ocupation is the same from construction site to fully built

violet plover
#

Mod updated:

2.0.9

  • Fix PowerLevee Construction Stage
  • Fix Block ocupation for Industrial water tank
    @low moat
sterile condor
#

@violet plover any idea when the irrigation towers will be fixed ?

violet plover
#

Its a question for Igor its his timbercommon that allow them and have heard nothing

coral swift
#

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

violet plover
#

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
naive wave
#

Underwater would be my pick

brave stump
#

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

violet plover
#

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

brave stump
#

but will it not overlap?

violet plover
#

Option 1: at the buildhex
Option 2: Besides the buildhex

sweet zealot
#

I found 2 issues when it comes to the pipe outlets.

  1. 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.

  1. 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)

violet plover
violet plover
#

have to say this looks pretty sick ๐Ÿ™‚

thorn sand
#

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

violet plover
#

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

naive wave
#

hell ya

silent estuary
#

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?

violet plover
#

@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

spark lava
#

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

violet plover
#

๐Ÿ˜ฎ right lets test uncovered stage also there

violet plover
#

๐Ÿ™‚

violet plover
#

Also adding the Standalone wall ๐Ÿ™‚

#

Mod updated

2.0.10

  • Fix/Add Uncovered state for Lid @spark lava
  • Add Non decoration wall that blocks Water in full block
spark lava
#

oh, wow. That was fast.

violet plover
#

well did the same for Metal platforms some time ago and could steal the model from construction stage ๐Ÿ˜›

silent sorrel
naive wave
#

NIce

vast owl
violet plover
#

Default download is for stable branch!

vast owl
#

woooow, it seems I downloaded the old version indeed... such a simple mistake, sorry about that ๐Ÿ˜‚

violet plover
#

Np

desert void
#

was this updated to work with greedy builders?

violet plover
#

It should have it since some time ago but you may force update all mods by verifying game files

vast owl
#

Yep I use it with greedy builders without issues.

naive wave
#

ty ty ty for the impermeable flooring

celest cypress
#

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?

celest cypress
#

never mind, I'm going to use the vanilla impermeable floor icon as that seems suitable too

violet plover
#

Hmm why not use assetbundle from more groups? It should have support for aqueduct and some icons๐Ÿค”

celest cypress
#

Oh I still have my customised version of the more groups mod so I never bothered to install it

violet plover
#

Ya but the asset bundle in it has icons and could use the groups if you want ๐Ÿ˜‰

#

Because the icons used is only saved on building not included in assetbundle other than with more group

celest cypress
#

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

violet plover
#

Just joink the assetbundle and some of the categories you want have them grouped by added toolbar๐Ÿ˜‰

celest cypress
#

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

sterile condor
#

@turbid crane : hi ! How have you been ? Just wondering if you are going to fix the irrigation towers soon ๐Ÿ˜‰
(I need them for my mod or I'll have to think of something else)

turbid crane
sterile condor
#

Oh makes sense ๐Ÿ˜ƒ
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 ๐Ÿ˜‰

#

Would be a shame to not be able to use my custom irrigation tower models ๐Ÿ˜…

violet plover
violet plover
turbid crane
#

I'm still a very beginner Unity user. Packing models for me is a hell.

celest cypress
violet plover
#

@turbid crane Debug build with Irrigation tower and the big tower /no mid range atm becasue have to redo the animation for that

turbid crane
#

Is it an empty setup or just no irrigation tower component setup?

violet plover
steady snow
violet plover
#

not atm its just a building that can be built without any function for the player ๐Ÿ˜›

steady snow
#

Love the building stages on the aqueduct!

low moat
#

It's a first, considering the work needed for stages ๐Ÿ‘

steady snow
#

At first I was like, "why is my aqueduct only 4 long?"
And then it hit me

#

And I love it

steady snow
#

May I ask for an aqueduct "facade" for this kind of moment?

#

Mmmhhh, unsure if that's doable...

violet plover
steady snow
#

Don't think you can do something about that...

violet plover
#

well could be half inset so it looks like its little less wide but may look nicer than dirt wall ThinkingIT

steady snow
#

Yeah, I'm not sure :/

violet plover
#

can do some tests and see how it would look

violet plover
#

@steady snow what do you think?
Right wall is dummy wall just for visual

steady snow
#

Can you make it slightly longer? So it overlap with the other wall?

celest cypress
#

btw you're spelling aquaduct wrong in the paths, you got aqueduct instead of aquaduct

steady snow
#

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...

celest cypress
#

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

brave stump
#

read the wiki that was linked, you will understand why its spelled like that.

celest cypress
#

The only thing I'm finding is Adapted borrowing from Latin aquaeductus (โ€œconveyance of waterโ€), from aqua (โ€œwaterโ€) + dลซcล (โ€œI leadโ€, โ€œI 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

pulsar pivot
#

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

celest cypress
#

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

naive wave
#

This is too much for 9 o'clock in the morning

celest cypress
#

14:09 here in the uk m8 ๐Ÿ˜„

modern spade
#

Suxh a funny mod

naive wave
#

At least we can agree color isn't spelled with a U

celest cypress
naive wave
#

Simplified a redundancy

celest cypress
#

but it's not pronounced like contractor but instead like neighbour

#

hence colour

naive wave
#

Ok. Have fun with spelling. I'm going to build some aqueducts with this mod

violet plover
#

And my starting name for them was aquaduck and in Donald duck๐Ÿ˜œ
But felt wrong so i went with the spelling of wikipedia and its what i will keep

low moat
#

Do you know what ? For a beaver civilization, have been a better name ๐Ÿฆ†

naive wave
#

a group of beavers is colony or a family

steady snow
#

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

violet plover
#

hmm 1x1 maybe should be little cheaper ThinkingIT

steady snow
#

yeah, or the combo wall+floor should be higher ShrugFT

#

It's not that important I know...

spark lava
#

The 1 metal difference you pay for in the game having 3x objects, and running every so very slightly slower ๐Ÿ™‚

thorn sand
#

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

silent sorrel
turbid crane
#

Water extention crashes after the latest game update. Not only it, tho ๐Ÿ™‚

steady snow
#

yeah, dev's broke everything

#

can't use simon2 this time

past plank
#

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

violet plover
#

ok will look into it later

past plank
#

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 ๐Ÿ™‚

unreal blade
violet plover
#

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

digital dove
violet plover
#

well i did load a save and went to main menu so if from my mod ya

digital dove
#

OK, I'll try later

digital dove
#

yes.. crashed

#

when i load the map and then go back to the menu.. i disable your mod and no problem

violet plover
#

Hmm can you send full error log

digital dove
#
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

violet plover
#

Still i do not get the error so ether save or full error report๐Ÿค”

#

And i do not know if any of your other mods is affecting it as i dont have your full mods list

digital dove
#

It don't like the combination of your mod and my DeveloperMode

violet plover
#

Hmm weird when i use no code only base game components

digital dove
#

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

silent sorrel
#

Player.log just for information which mods are in use.

#

Ignore, hadn't noticed this #1064976877170741328 message

digital dove
#

I do, it's already fixed in #1153800491864703046 (crashed when returning from game to menu when using this mod)

violet plover
#

Is this broken with the update today? Or only tapi?

unreal blade
unreal blade
violet plover
#

If tapi is not installed its moved ya

#

Stock game have no support for subtabs/menus

unreal blade
violet plover
compact girder
violet plover
#

you mean frog statue? ๐Ÿ˜›

naive wave
#

Turbine?

violet plover
#

yepp

low moat
#

hmm, if will fit in an aqueduct, must see how to transfer power ๐Ÿค”

violet plover
#

forward/backward so you will need shafts on ether side

low moat
#

not that, how to exit shafts from aqueduct without causing beaverical (former biblical) floods โ“

violet plover
#

cap the top?

low moat
#

YA, can use for that universal power levee ...

violet plover
#

vertshaft do not take up Floor so can have it together with floor/lids ThinkingIT

naive wave
#

What depth does the water power stop at?

violet plover
#

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)

naive wave
#

Just meant if you put it like 3 blocks deep it probably won't work

violet plover
#

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 turbine๐Ÿ˜‰

digital dove
violet plover
#

Ya

brave stump
#

submarines incoming

violet plover
brave stump
#

this works like a mini waterwheel?

violet plover
#

yepp

#

water going in the same direction as the shaft is the plan

violet plover
brave stump
#

another way to cheat the game

violet plover
#

Think i need to tweek the power generation a little ๐Ÿ˜›

violet plover
#

hehe 298 BP instead of 268bp for Water Wheel but alot more expandable ๐Ÿ˜›

#

Last image did not work as i wanted because it do not start to fill up ThinkingIT

lofty locust
violet plover
#

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

digital dove
lofty locust
quiet edge
lofty locust
violet plover
digital dove
#

Can you add a filter to Sluice only for clean or contaminated water?

violet plover
digital dove
#

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

violet plover
#

Mech pumps need mec power and an input and output side so i do not see how that would deffer from pumps ThinkingIT
and you can set it(Sluices) to stop if contaminated ThinkingIT

digital dove
#

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?

violet plover
#

my self i feel that it would be to overpowered ThinkingIT

#

where is the enginering challange if you get one block to fix all ๐Ÿ˜‰

digital dove
#

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

violet plover
#

if anything maybe do the first pipe only use scrap metal or less Metal ThinkingIT

digital dove
#

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

violet plover
violet plover
#

Mod updated:

2.1.0

  • Add Small Turbine
#

@quiet edge @lofty locust ^

lofty locust
quiet edge
naive wave
#

How do you transfer the power out. Use a bend then up?

violet plover
naive wave
#

Is there connectivity on top or just out the middle?

silent sorrel
violet plover
naive wave
#

Good to know. Gonna fire up a FT playthru soon. Haven't played them in a bit

violet plover
cedar sand
#

finally

violet plover
#

Hmm wait, model has metal but recipie has Treatedplanks ThinkingIT
well will have to check that later

naive wave
cedar sand
#

the new small turbine created by Knatte_Anka

naive wave
#

With a cover?

cedar sand
#

i just put in impermiable floors ontop of it for increase in pressure

naive wave
#

Oh ok

thorn sand
#

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 ๐Ÿ™‚

#

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)

violet plover
violet plover
#

i will add warning message in description for next release

violet plover
lofty locust
violet plover
#

thinking big not sure it will be a medium ThinkingIT

#

or do you feel that its medium?

#

next step is then 5x5x1 .....

lofty locust
#

1x3x3?

violet plover
#

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 ThinkingIT

lofty locust
#

if your making a 5x5x1, 3x3x1 is mid

violet plover
#

ya but would anyone use 5x5x1

lofty locust
#

practicality wise, no. but who knows. ShrugFT

steady snow
#

That should be in it's own mod IMO

thorn sand
#

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...

violet plover
#

ya

thorn sand
#

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

thorn sand
violet plover
thorn sand
#

its model with the arched rocker would make placing a levee right above impossible

violet plover
#

think i will see it as a known limitation( by noteing it in description) and keep it as is

thorn sand
#

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

compact girder
compact girder
thorn sand
# violet plover it has to be an uneven number to get the shaft wher it can be used

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...)

violet plover
#

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 ๐Ÿ™‚

gaunt fiber
violet plover
gaunt fiber
#

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

violet plover
#

or do you mean you place it and it looks built but is not?

violet plover
#

๐Ÿ˜ฎ so you have not added lid i see

gaunt fiber
#

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

violet plover
#

found it will be fixed in the next version but it may take some time working on some things with Igor

gaunt fiber
#

np it;s no game breaking just a niggle but you can't fix what you don't know about

silent sorrel
#

Changed lockey copied from ModernCSV
Knatte.TurbineSmall.Description Eine kleine Turbine die Energie erzeugt, falls die Antriebswelle in FlieรŸrichtung zeigt.

violet plover
gaunt fiber
silent sorrel
inland rock
#

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.

violet plover
#

(all did generate power ๐Ÿ˜› )

inland rock
# violet plover hmm ya and before it was possible to do this and generate power <:ThinkingIT:913...

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

violet plover
quiet edge
violet plover
#

Ya i like it to ๐Ÿ™‚ and its more realistic that it need treated planks ๐Ÿ˜‰

brave stump
#

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 flow๐Ÿค”

thorn sand
#

You've got them turned the wrong way - these are turbines, not drag wheels. They spin with flow parallel to the axle, not perpendicular

brave stump
#

Aaaah makes sense, I will check tomorrow

valid flint
#

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.

violet plover
valid flint
#

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.

brave stump
#

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

violet plover
#

Mod updated ๐ŸŽ‰

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

rich rune
#

Wait... didn't the water drop particles get axed in the last experimental update ?

violet plover
#

no only water fall particles

#

not water pumps and mec pumps

rich rune
#

ah. ok. I wish somebody got put those back.. oh well..

rich rune
#

I get a crash with only these mods installed

cedar sand
#

i think timbercommons is the issue

violet plover
#

looks like its corrupt

naive wave
#

Irrigation towers you say...

rich rune
compact girder
violet plover
#

Ya exacly you need to install timbercommon

compact girder
#

That a new thing?

violet plover
#

Ya recenty updated for u6 and its allows me to do irrigation towers ๐Ÿ˜Ž

#

It also allow pumps (mec and my) to limit at specific height

valid flint
naive wave
#

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

turbid crane
#

We need logs to figure out what's happening.

#

Just checked with water extention + dam decorations. Worked just fine.

turbid crane
naive wave
#

yup, on experimental u6

#

oddly, it was running previous to downloading timbercommons and mod settings (yesterday)

turbid crane
#

Well, then we need logs. The's the only way to tell what's wrong.

naive wave
#

ok. see what i can get

violet plover
naive wave
#

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?

violet plover
#

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 ๐Ÿ˜‰

naive wave
#

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

#

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.

violet plover
#

Tried verifying game files right?

naive wave
#

Ya re-verified each before attempting. From steam

violet plover
#

And you do not have bepinex installed right? If so rename the bepinex folder to bepinex_u6

turbid crane
#

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.

violet plover
#

well bepinex should not be needed so start with disable it right

naive wave
#

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

turbid crane
#

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!

naive wave
#

Better than a beehive ๐Ÿคฃ

turbid crane
#

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.

digital dove
#

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 ๐Ÿ˜ฎ

violet plover
low moat
digital dove
#

Perhaps I might add that a bee sting also adds a little thirst, after all, poison is also a liquid ๐Ÿค”

#

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 ๐Ÿค” ๐Ÿ˜‚

low moat
#

How old are you ? I didn't know that you witness that in ancient Egypt ๐Ÿคฃ

digital dove
#

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 ๐Ÿค”

low moat
#

for pain, bee venom has effect, but for working speed.... Or you say ...., no pain, work faster ?

digital dove
#

beavers don't have whips here, so why not use other means of coercion?

low moat
#

And, how train the bee to "boost" only lazy beavers ?

digital dove
#

every beaver is lazy until it has at least one stinger

low moat
#

New Timberborn slogan : Let the bee sting them ๐Ÿ

digital dove
#
  • KnatteMaterials (v1.0.2)
  • Mod Settings (v0.6.8.0)
  • TimberApi (v0.7.7.0)
  • TimberCommons (v1.9.1)
  • Water Extention (v2.2.0)
naive wave
violet plover
digital dove
violet plover
#

hmm and no other errors in the log?

digital dove
#

nope
the above mentioned mods has a dependency between them

violet plover
#

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)

digital dove
#

it crashes even without WaterEx. otherwise everything is through the Manager

#

I think it crash because of this TimberCommons and Mod Settings

violet plover
#

if it crashes without water extention is not this mod ThinkingIT
and Knattematerials is just materials so ethere timberapi or timbercommon that is the culpit ThinkingIT
wonder if @turbid crane has any ideas whats happening

digital dove
#

ye, but all these mods are between dependency, so... ๐Ÿ™‚

#

there was no dependence on Commons before

violet plover
#

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 ๐Ÿ˜‰

violet plover
digital dove
#

and why was it necessary to add the whole mod as a dependency? ๐Ÿค”

violet plover
#

becasue if timbercommon is not installed, components used do not exist and game crashes

digital dove
#

hm, isn't it enough to just use the conditions of if it doesn't exist, then ignore it?

violet plover
#

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

low moat
violet plover
#

ya

digital dove
#

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

low moat
digital dove
violet plover
# digital dove ok, but this destroys the atomicity of the mod, just like with Water Beavers.. a...

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

low moat
#

Automation_Addon ?

violet plover
#

dont even have correct loc file yet

low moat
violet plover
#

na its your job to secure it bu only doing a line at a time so it cant happen ๐Ÿ˜› and so the do not walk on it to go to the next

digital dove
#

ok, it works now, I had to download the mods again... the Manager made an update somehow stupidly

low moat
#

then, as I say, risky buisness ๐Ÿ˜›

violet plover
naive wave
violet plover
#

Or it may work better when workshop is not hidden

digital dove
naive wave
#

U5 or u6?

violet plover
#

He is not using steam as his game is on other platfom๐Ÿ˜‰

naive wave
#

Oh ok

turbid crane
# digital dove crash, all mods to latest version

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.

digital dove
#

it has already been solved.. the manager downloaded or rather wrongly updated the prev version

spark lava
#

oh, nm I see 1.8.3 is comptable with Update 6.

#

I wish ModCodeStarter.StartMods would report which mod it failed to Start

turbid crane
spark lava
#

hmmm,

#

then there must be a couple of other mods that depend on TimberCommons?

#

yea, like Water Extention

turbid crane
#

Water Extention and, maybe, water beaver overhaul.

spark lava
#

There's no U6 for WBO yet, (that I know of)

digital dove
#

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'

violet plover
#

could be that example Specifications\RecipeSpecification\RecipeSpecification.BigBadWater.original.json is not removed when you updated

digital dove
violet plover
#

ya remove the .original ones

#

they are from Pre V2.2.0

digital dove
#

ok, then I'll try, the Manager must have caused this too

violet plover
#

ya

brave stump
#

why is this irrigation tower not working?

violet plover
#

it thinks it cant get to any tiles weird got a save to test?

brave stump
#

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

violet plover
#

hmm tried with one of my saves and it works without problem so could be some mod collision

brave stump
#

hmm

violet plover
#

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)
brave stump
#

weird

violet plover
#

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

brave stump
#

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

violet plover
#

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

brave stump
#

yeh I disabled no construction limits and it works now

violet plover
#

only installed no construction limit and the error appear

turbid crane
#

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".

spark lava
digital dove
#

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

foggy carbon
#

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.

low moat
#

I suggest you to delete the TimberCommons mod (workshop folder is 3337906807), and download-it again. Could be a broken download

foggy carbon
#

Nothing worked.

#

Most likely you are right, the problem is in the Timber Commons mod.

violet plover
coral swift
#

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

  1. build 1x1 floor on anything
  2. 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)
  3. 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!

violet plover
#

if from steam tried verify game files to force mod updates?

violet plover
#

Wait it happens for me to ThinkingIT

#

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

violet plover
#

Mod updated 2.2.1

  • Fix Bug with 1x1 Aqueduct Floor
  • Add uncovered state to all Aqueduct Floor (Temporary model)

@coral swift

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 HappyIT. Thanks @violet plover

violet plover
#

๐Ÿ™‚ 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

coral swift
#

๐Ÿ˜

valid flint
#

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

low moat
#

YA, it's TimberCommons that was broke