#Water Extention

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valid flint
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Is there a way to roll back to an earlier version of a mod through Steam? I remember you could through mod.io. It would be nice to be able to play while we wait for Timber Commons

low moat
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I removed all related TimberCommons stuffs from Water Extension, and, the TimberCommon mod and, works well. Just loose all Irrigation towers ...

lofty locust
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Just comment out all Irrigation tower related stuff and it will be fine

valid flint
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Do I just need to turn off Commons or do I need to edit some files? I'm a mod installer, not very savvy on editing mods.

low moat
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Step 1 Turn off TimberCommons

lofty locust
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Don't forget the optional greedy builder for those who use it

valid flint
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Haven't gotten into Greedy Builders yet. Might try them on my next map

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Also I ready wish steam used named folders instead of numbered.

lofty locust
low moat
valid flint
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thank you

lofty locust
valid flint
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I'm not seeing the Water Extension/Specifications/PrefabGroupSpecifications folder. Is that hiding somewhere else?

lofty locust
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\Documents\Timberborn\Mods

valid flint
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My mods folder is currently empty. Do I just create that folder path and drop them in?

lofty locust
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oh, steam has a different folder for mods.

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I can't help with that. โ˜น๏ธ

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just search 3337906807 in the steam folder I guess

low moat
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"...\Steam\steamapps\workshop\content\1062090\3337906807" for TimberCommons

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"...\Steam\steamapps\workshop\content\1062090\3285720709" for Water Extension

lofty locust
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my only disadvantage is my TB is not Steam. ๐Ÿ˜‘

low moat
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Sometimes (in fact, almost all time), I hate steam๐Ÿคฃ

valid flint
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I was in the timber commons folder that's why I couldn't find the /Specification

lofty locust
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the Specification that you nee to replace is in Water Extension

low moat
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and, manifest.json

violet plover
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Will take minimum a day for me to get access to a pc and release a hotfix
Todor got a crashreport for igor to look at?

low moat
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Few hours ago

valid flint
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I AM IN!!! Thanks for the hand holding. I real appreciate the help.

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But new problem The Small Turbine was also removed ๐Ÿ˜ซ Is that dependent on TimberCommons?

low moat
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Guess not ...

lofty locust
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Hmm.. I guess, I did not noticed that Todor's didn't have the turbines at the end.

valid flint
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That worked. Thanks.

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Also here is phase 1 of my power plant. I was planning on adding 2 more layers but i'm no sure if I'll need more than 220k power HappyFT

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Got 2 layers of small turbines running through there

violet plover
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Hehe

coral swift
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generating over 300hp per turbine in my aqueduct ๐Ÿ˜œ three badwater sources combined with 12 water sources from the main reservoir and another 6 water sources from the water processing plant - i think i have maxed out the flow from the 3-wide exit. love these turbines hehe ๐Ÿ˜. peaks to nearly 50khp

violet plover
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Hehe

violet plover
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Mod updated

2.2.2

  • Fix: Remove broken Irrigation towers and Timbercommon Requirement
    They will be added to a separate mod when Timbercommon works again

Remember to disable timbercommon

wheat stump
coral swift
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You can use turbines with FT too - I hate the windmills so always look for an alternative, but yeah flywheels are the ๐Ÿ.

I did a 256x256 FT build in U5 which had 16 million HP in flywheels to serve the entire map, and just about survived a 30 day drought with about 500 bots and 750 beavers

You can never have too many flywheels with FT. ๐Ÿ˜…

naive wave
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fyi a 3x3 plot dynamite 2 deep with a fluid dump seems to be a sufficient replacement for one of the big water towers

violet plover
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Addon Mod Water Extention: Irrigation towers Released

1.0.0

  • Initial release with Irrigation towers as a sepereate mod

this mod enables the irrigation towers and then also add Timbercommon req = if timbercommon breaks this mod can be disabled and the rest may work

mossy sonnet
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any idea what is up with this?

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both installed through steam

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nvm, unsubscribed and re-subscribed

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that fixed it

spark lava
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You can also try the "Steam Update Buttons" mod (only on mod.io unfortunately) which should make upgrading mods a single-in-game-click instead

naive wave
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The water towers are back! ๐ŸŽ‰

visual prawn
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Is this mod working in U6 live?

violet plover
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yepp

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its split in 2 mods one base mod and one that enables irrigation tower thanks to timbercommon

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also any mod on steam workshop work on U6

visual prawn
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Sweet ๐Ÿ˜Ž Thank you ๐Ÿ™

valid flint
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So here is the "final" version of my power plant. I was feeding it from the bottom row and working up but it was causing flow restriction's that made it barely keep up with the single layer. tried a few things to fix it but i ended up switching the flow to top down. That's why I have the big box on the end to have more drop edges.

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It may not put out 3 time what I had with the single layer but 400k hp is still pretty good. I will probably rebuild the source end so that it looks better but I need to work on something else for now.

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Also there are 282 Gravity batteries incase you were wondering

naive wave
drifting rover
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I cant seem to work our how to use the deep sea water pump howe do i get power to it?

violet plover
drifting rover
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awesome thank you

naive wave
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You power from underneath?

violet plover
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You can ๐Ÿ˜‰

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But then one less block/layer to hold water

low moat
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unless you blast o hole below. What a splash ๐Ÿคฃ

naive wave
naive wave
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any one have issues with efficient irrigation tower not being supplied? i've been having to change from regular irrigation back to irrigation with tree boost when it runs dry to get the tower restocked with water. i even have the prioritize by haulers checked and 6 full haulers outposts for 127 beavers and 150 bots

coral swift
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I haven't tried it in U6 yet, but I recall having trouble with the efficient irrigation tower in U5 - as I recall, it would run out of water before the extract ran out but the haulers wouldn't refill it. It would work when I prioritised by haulers. Using dev mode I could see that because of the remaining extract the haul priority didn't get high enough for it to work normally but I didn't get around to trying to solve it as U6 experimental arrived.

At the moment I am using the booster juice mod as an alternative.

naive wave
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Ya that's what seems to happen. Extract leftbbut no water. Swapping between the 2 modes seems to reset it. Just a nuisance

violet plover
sterile condor
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quick question : how do i load this mod in my modding setup to access its scripts ?

violet plover
sterile condor
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ah, yeah timber commons

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but i don't seem to see any script called irrigation~~

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so was wondering if i was doing the same thing

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whelp, nope, i do'nt seem to see anything

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i have downloaded version 1.10.1

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oh is it becausse i need harmony and eMKA modsettings ?

violet plover
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ya else there will be errors in the console

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@sterile condor meaning mod is not loaded in unity

sterile condor
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what is mod settings though ? doesn't seemm to be a mod

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didn't find it either on steam or mod.io

violet plover
naive wave
sterile condor
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me no comprendo ๐Ÿ˜ฅ

violet plover
# sterile condor

You got no other components tried check console? And import game dlls?

sterile condor
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i can import timberborn dlls again but i'm not sure what that's supposed to do ๐Ÿค”

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still nothing, the console doesn't say anythign eiter

violet plover
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Hmm weird and im in bed sick so have a hard tie helping ๐Ÿ˜”

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Try search on igor?

sterile condor
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oh, okay. @turbid crane are you around ?

violet plover
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Wait @sterile condor what version did you download? Looks like igor had not updated live version of the mod ๐Ÿค”

sterile condor
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Yeah 1.10.1

violet plover
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Hmm weird and its unpacked right like in game mod folder.
Tried restarting unity?

violet plover
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Hmm weird

sterile condor
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@turbid crane any time to help me with getting that stuff working in 1h-ish ?

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maybe i should retry from a clean state

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actually i had to remove it yesterday because the mods wouldn't build with that stuff in

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so i zipped it

violet plover
violet plover
sterile condor
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but neither did you ๐Ÿค”

violet plover
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i did TAPI

sterile condor
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okay i'll try to add TAPI

turbid crane
naive wave
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Seems like if the water tower gets to 5 extract, even swapping the irrigation type won't force workers to refill. Had to demolish and rebuild

sterile condor
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ah, i tried and it seems to work, at least i can see the scripts now !

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i'll try to use them tomorrow

naive wave
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seems like every time i try to click the water tower now it causes a crash. i put in my crash report in mod users tab

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@violet plover

violet plover
naive wave
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experimental

violet plover
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Ok can you try switch to stable and see if the crash is removed

naive wave
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ok, how do u do change?

violet plover
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(steam) Propertys and beta and select none instead of experimental.
And copy save folder from timberborn/experimentalsave >timberborn/save

naive wave
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just found it. weird the wording for normal is none.. but i got it

violet plover
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Well its no beta ๐Ÿ˜›

naive wave
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will my experimental 6 save be able to be loaded in noraml u6?

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that just sounds dumb... dont answer that

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tested u6 IT no crashes, filled them up powered etc

naive wave
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tested u6 FT no crashes. do they have to be restocked by haulers?

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it makes sense, they just wouldnt restock from the district center

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still crashes on experimental the second you click the tower

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im not good with sending these error reports but i can send you the full one in dm if you want

violet plover
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Well i now know how to reporduce it so its fine.

  • Play with experimental
  • Click on water tower
    Error message about version so something changed when they allow multiple game versions in a mod
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Ps your not the only one to have reported it have 2 reports on steam comment 2

sterile condor
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trying to set up my irrigation towers, anyone around in case i need help ?

sterile condor
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for now i'm managing

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trying to get the reciepe-based system to work

sterile condor
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@turbid crane do you have a few minutes to help me ? ๐Ÿ˜‡

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i'm getting this ```v0.6.9.0-7b431f2-xsw
IndexOutOfRangeException: Index was outside the bounds of the array.
IgorZ.TimberCommons.IrrigationSystem.ManufactoryIrrigationTower+<>c.<Awake>b__20_2 (System.String[] v) (at <9a73d22634bf48248c500475642d38c0>:0)
System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] keySelector, System.Func2[T,TResult] elementSelector, System.Collections.Generic.IEqualityComparer1[T] comparer) (at <78e29e3c9350441c83ba23ba1abe8e2c>:0)
System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] keySelector, System.Func2[T,TResult] elementSelector) (at <78e29e3c9350441c83ba23ba1abe8e2c>:0) IgorZ.TimberCommons.IrrigationSystem.ManufactoryIrrigationTower.Awake () (at <9a73d22634bf48248c500475642d38c0>:0) UnityEngine.GameObject:SetActive(Boolean) Timberborn.TemplateSystem.TemplateInstantiator:Instantiate(GameObject, Transform) Timberborn.BlockObjectTools.PreviewFactory:Create(PlaceableBlockObject) Timberborn.BlockObjectTools.PreviewPlacerFactory:CreatePreviews(PlaceableBlockObject, Int32) Timberborn.BlockObjectTools.PreviewPlacerFactory:Create(PlaceableBlockObject) TimberApi.Tools.ToolSystem.Tools.PlaceableObject.PlaceableObjectToolFactory:CreateTool(ToolSpecification, PlaceableObjectToolToolInformation, ToolGroup) TimberApi.Tools.ToolSystem.BaseToolFactory1:Create(ToolSpecification, ToolGroup)
TimberApi.Tools.ToolSystem.ToolService:Load()
MonoMod.Utils.DynamicMethodDefinition:Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch2(SingletonLifecycleService)
MonoMod.Utils.DynamicMethodDefinition:Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter:Start()

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i tried without the last one, but no change

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or of course if @violet plover is around ๐Ÿ˜‰

violet plover
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Info sent to lapan

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(example images and files)

sterile condor
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first time i see this one First uncaught exception at 2024-10-19 18:15:46Z Stopping all root objects in active scene Creating an exception game save NullReferenceException: Object reference not set to an instance of an object at Timberborn.Workshops.ProduceExecutor.StartProducing () [0x00000] in <252f1001554a44c38297035bb733e68d>:0 at Timberborn.Workshops.ProduceExecutor.Launch (System.Single maxProductionTimeInHours) [0x00077] in <252f1001554a44c38297035bb733e68d>:0 at Timberborn.Workshops.ProduceWorkplaceBehavior.Decide (Timberborn.BehaviorSystem.BehaviorAgent agent) [0x0003c] in <252f1001554a44c38297035bb733e68d>:0 at Timberborn.WorkSystem.WorkerRootBehavior.WorkAtWorkplace () [0x00041] in <09add553ba1f459b94451f90cd023fe3>:0 at Timberborn.WorkSystem.WorkerRootBehavior.DecideAsWorker () [0x00023] in <09add553ba1f459b94451f90cd023fe3>:0 at Timberborn.WorkSystem.WorkerRootBehavior.Decide (Timberborn.BehaviorSystem.BehaviorAgent agent) [0x00027] in <09add553ba1f459b94451f90cd023fe3>:0 at Timberborn.BehaviorSystem.BehaviorManager.ProcessBehavior (Timberborn.BehaviorSystem.Behavior behavior) [0x00000] in <cd01a69d981c4502b93308cdd5944cac>:0 at Timberborn.BehaviorSystem.BehaviorManager.ProcessBehaviors () [0x00058] in <cd01a69d981c4502b93308cdd5944cac>:0 at Timberborn.BehaviorSystem.BehaviorManager.Tick () [0x00016] in <cd01a69d981c4502b93308cdd5944cac>:0 at Timberborn.TickSystem.TickableComponent.StartAndTick () [0x00006] in <fde9ead03c2048d6949b2ac91a6dceda>:0 at Timberborn.TickSystem.MeteredTickableComponent.StartAndTick () [0x00013] in <fde9ead03c2048d6949b2ac91a6dceda>:0 at Timberborn.TickSystem.TickableEntity.TickTickableComponents () [0x00021] in <fde9ead03c2048d6949b2ac91a6dceda>:0 [...]

violet plover
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me to ThinkingIT

sterile condor
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yep, happened again as soon as water got into the building

violet plover
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these are the components used

sterile condor
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since it's a manufactory, it needs simple manufactory behavior right ?

violet plover
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so it do not have workshop component ThinkingIT

sterile condor
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do you have one that repels contamination ?

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actually for the normal irrigation i don't want any crop boost, so i leave it all blank right ?

violet plover
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that is a good consumtion building for me atleast

sterile condor
violet plover
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Basic water tower:
it has Workplace components as it has a worker to transfer water

sterile condor
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yeah mine too

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@turbid crane any chance that's because there is no slot manager in my building ?

violet plover
sterile condor
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yeah but there is no slot in most of my buildings and that's not an issue ๐Ÿค”

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trying to add it to test

violet plover
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tried without block contamination range effect component and the recipie you did?
also my use of block contamination is a good transform building = only used water+ power to work

sterile condor
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strange... it actually works just fine...if i remove the workspace specification :/

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but of course in that case it doesn't have a dedicated worker

sterile condor
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whelp, yep, nope

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added the worker back, crash again

naive wave
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Is that what's doing it? I know in experimental U6 the medium sized one would crash. I tried in normal U6 and no crash and they restocked it

violet plover
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wait @sterile condor are you on stable branch? there is some bug in timbercommon on Experimental!

turbid crane
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@sterile condor The first error was likely due to wrong effects seetting. It must be in "RecipeId=Effect".

turbid crane
spark lava
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Constructor for Mod class has a new argument?

violet plover
turbid crane
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Hmm, it works just fine to me. I'm on experimental.

violet plover
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Hmm and you clicked a tower?

turbid crane
violet plover
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Have not had time to verify the steps myself๐Ÿ˜ข

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@turbid crane Check this: #๐Ÿš€mod-users message
Live error report๐Ÿ˜‰

sterile condor
sterile condor
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an i have it

turbid crane
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Spec makes the manufactory created. It happens in runtime.

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One of the changes from u6. You now add specs instead of the real components, but they are still created behind the scene.

turbid crane
violet plover
sterile condor
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hmm...not necessarily, since the timbermesh files are common i guess ๐Ÿค”

violet plover
# sterile condor but that makes the mod twice fatter to download right ?

Only relevant if the mod include the textures. But for your waterbeaver maybe better to have a seperate mod called "water beaver experimental"๐Ÿ˜œ and when its updated and replaces stable version you hide the experimental version.

But wonder how small your mod will be if it all uses timbermeh๐Ÿค”

sterile condor
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right now it's all timbermesh, and its like 250Mo i think ๐Ÿค”

violet plover
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It will be multiple asset files one for each version. So in a nut shell its just one zip with multiple versions of mods included to keep support of older versions of the game

sterile condor
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pretty much every single model is a custom mesh

violet plover
sterile condor
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i think so, at least in unity, i think the real textures are still there in blender

violet plover
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Because if not the actual material will still be included

violet plover
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And no textures๐Ÿ˜‰

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Had problem before here i had not added a dummy and it then included the actual material and the preview in unity showed textures. Resulting in much bigger mod

sterile condor
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@turbid crane sorry but i completely fail to see what is wrong with this setup

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it keeps crashing once the first delivery is made

turbid crane
sterile condor
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shouldn't i also remove the "block contamination range effect" and "modify growable growth range effect" ?

turbid crane
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If you remove just the tower component, they range components won't do anything.

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They are called by the tower. No tower - no calls.

sterile condor
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uh ? that crashed too

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without the tower

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scritp

turbid crane
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Which means, it's not the tower problem ๐Ÿ™‚ I wish I could help, but I'm good with the code only. @violet plover is the master here.

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How is it crashing? The error? (I can check the code and give hints)

sterile condor
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oh so maybe i do need the workshop scrip

turbid crane
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As far as I can tell from the code, Workshop is not added autimatically. So you likely need to add it.

sterile condor
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Creating an exception game save
NullReferenceException: Object reference not set to an instance of an object
  at Timberborn.Workshops.ProduceExecutor.StartProducing () [0x00000] in <252f1001554a44c38297035bb733e68d>:0 
  at Timberborn.Workshops.ProduceExecutor.Launch (System.Single maxProductionTimeInHours) [0x00077] in <252f1001554a44c38297035bb733e68d>:0 
  at Timberborn.Workshops.ProduceWorkplaceBehavior.Decide (Timberborn.BehaviorSystem.BehaviorAgent agent) [0x0003c] in <252f1001554a44c38297035bb733e68d>:0 
  at Timberborn.WorkSystem.WorkerRootBehavior.WorkAtWorkplace () [0x00041] in <09add553ba1f459b94451f90cd023fe3>:0 
  at Timberborn.WorkSystem.WorkerRootBehavior.DecideAsWorker () [0x00023] in <09add553ba1f459b94451f90cd023fe3>:0 
  at Timberborn.WorkSystem.WorkerRootBehavior.Decide (Timberborn.BehaviorSystem.BehaviorAgent agent) [0x00027] in <09add553ba1f459b94451f90cd023fe3>:0 
  at Timberborn.BehaviorSystem.BehaviorManager.ProcessBehavior (Timberborn.BehaviorSystem.Behavior behavior) [0x00000] in <cd01a69d981c4502b93308cdd5944cac>:0 
  at Timberborn.BehaviorSystem.BehaviorManager.ProcessBehaviors () [0x00058] in <cd01a69d981c4502b93308cdd5944cac>:0 
  at Timberborn.BehaviorSystem.BehaviorManager.Tick () [0x00016] in <cd01a69d981c4502b93308cdd5944cac>:0 
  at Timberborn.TickSystem.TickableComponent.StartAndTick () [0x00006] in <fde9ead03c2048d6949b2ac91a6dceda>:0 
  at Timberborn.TickSystem.MeteredTickableComponent.StartAndTick () [0x00013] in <fde9ead03c2048d6949b2ac91a6dceda>:0 
  at Timberborn.TickSystem.TickableEntity.TickTickableComponents () [0x00021] in <fde9ead03c2048d6949b2ac91a6dceda>:0 
  at Timberborn.TickSystem.TickableEntity.Tick () [0x00012] in <fde9ead03c2048d6949b2ac91a6dceda>:0 
Rethrow as Exception: Exception thrown while ticking entity c6da41dc-2182-4260-b3cb-3541be30e074 'BeaverAdultEkon'
[...]```
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okay

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i'm probably gonna have to go for today, but i'll try that this evening

turbid crane
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    private void StartProducing()
    {
        _workshop.InformOfStartedWorking();
    }

You definitely need the workshop component.

sterile condor
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ah, okay

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makes much more sense

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thanks !

sterile condor
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it's alive ! it's alive !.

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just one small oddity : the selector from toggleable reciepe doesn't display

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like that

violet plover
# naive wave im not good with sending these error reports but i can send you the full one in ...

hmm have atlast been able to try verify the bug about powered irrigation towers crashing the game and i can not get it to crash ๐Ÿ˜ฆ

would you be able to switch to experimental and see if it crashes and then drag here the error report zip or maybe find one from this date

This way we get the save that has problem and an error log what mods you have/had
My documents/Timberborn/Error reports

violet plover
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one more report of crash with Timbercommon but have not found why ThinkingIT
#๐Ÿš€mod-users message

violet plover
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@brave stump / @low moat have thought some and some want to slim down mods to only have parts of it in each mod
I'm thinking if it would be interesting like Irrigation tower separate out parts to enable certain building groups ThinkingIT (Example Aqueduct)
I think I still will include all translation and model files in main mod but addon mods will enable them.
What do you 2 think is it some thing that's interesting / useful?

brave stump
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I mean it never hurts to divide one giant mod into multiple smaller mods, as there might be people who don't want to use all features

violet plover
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ya and if it in reality is just enable switches its little work to maintain so i think its a good compromise ThinkingIT
and with mod sizes now being under 30mb i dont see a reason there to split it out ๐Ÿ˜›

spark lava
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Can an addon mod enable/disable a building? (or would that just have the spec for it?)

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if you're going to move the specs to a different mod, then why not move the translations and models too?

violet plover
spark lava
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so it's like splitting the mod into texture pack, model pack, and specs

violet plover
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Ya little like that or

  • main mod
  • Enable feature mods ๐Ÿ˜‰
low moat
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Hmm, why ? Already have a mod that disable such features. I mean, if More Group mod is not installed, some items will be not visible ... Can be enough that most used items to be in the default groups.

violet plover
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Thought of it as not all want to play with all items ๐Ÿค”
But maybe better to do a lite mod that disables all but a few buildings ๐Ÿ˜‰so default is current but if you want to have a lighter play it can be used and can even just uncomment remove of more/less buildings๐Ÿ˜‰

daring rune
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How is it ment this to work ? I placed a corner and another platform

violet plover
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waterblocking walls from 2 different buildings cant be in the same hex its a base game limitaiton that result in crash

daring rune
violet plover
# daring rune

ya exacly it will be water tight even if it does not look like it

daring rune
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I see it

violet plover
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ya will need to do a decoration wall thats offset so you can use the same hex as the 1piece aquaduct was built on

prisma cairn
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Why can't I build this on right side?
@violet plover

violet plover
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It currently need support under it so its more of a last resort option

prisma cairn
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Ok got it.

violet plover
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And only one building at a time can have water blocking wall in the same hex as the full block is blocked from receiving water

prisma cairn
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I can't build anything like this?

violet plover
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See how this blocks water
#1064976877170741328 message

prisma cairn
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Okay got it. It will block the water but will look weird.

violet plover
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Ya

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Soon โ„ข๏ธ you have a decoration wall to have it look ok๐Ÿ˜‰

steady snow
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There a way to make it look good with other pieces

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I've made some 1x1 on my p^revious map

violet plover
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Ya true there is wall with a L on one side and with or withou wall on the other

compact girder
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I'm questioning if I'm using the turbines properly, or if I'm just missing the proper use of them (like normal)

Mine are only averaging like 27hps, that average?

coral swift
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You get up to 30 per cm/s so that would be about right

#

Like a Badwater source is 3cms so in a 3 wide channel with 3 turbines across you would get around 29 hp per turbine

#

If you funneled that 3 wide source into a 1 wide with 1 turbine you would get around 87-90 on that turbine

valid mural
#

Yep. DOing just one doesn't do a whole lot, but they're super space efficient, and are real powerhouses in bulk

coral swift
#

My current map is powered entirely through turbines hidden in aqueducts and it produces around 30khp during temperate and over 50khp during badtides, so yeah they are actually amazingly versatile and when used in groups can generate a LOT of power ๐Ÿ˜ƒ

violet plover
#

hmm do i need to do them more expensive maybe ThinkingIT

#

are they to op?

coral swift
#

I don't think they are op - when i first started experimenting I thought the power per turbine was way too low, but after some testing i thought they were well balanced.

I'm only able to generate so much power as I've compressed like 7 badwater and around 16 water sources on the map I'm using, and set up my aqueducts with multiple layers to stack turbines to generate more power. Most maps would be harder to generate as much power purely from turbines without elaborate stacking.

naive wave
#

I kind of forgot about the turbines even tho I have the mod

coral swift
#

this is how i used them in one part of my map, i designed the aqueduct specifically to maximise power output

coral swift
# naive wave Nice. Which map is this?

Here https://mod.io/g/timberborn/m/abandoned-factory - it's not on Steam as far as I could see. It was quite a challenge to harness all the water sources but I liked all the various buildings which I've adapted to various uses for the colony. Still have parts of the map to finish, but has been fun. Currently playing around with the pipes mod to add more of an industrial aesthetic to it hehe

mod.io

Add a new map to your game.

steady snow
#

Can we have an aqueduct levee bloc? ๐Ÿ˜›

#

This feel bad

violet plover
low moat
#

Metallic levee block that cost metal to be built ? Sound awful, not bad. ๐Ÿ˜ฎ I like-it ๐Ÿ˜

spark lava
#

Like a metal version of the levee / stone wall, nice idea

violet plover
#

there will be some work but doable

#

yepp will look good ๐Ÿ™‚

#

Now the big dollar question smooth or ribbed metal ๐Ÿ˜›

prisma cairn
violet plover
#

ya it looks cool ๐Ÿ™‚

#

ps this will later be included in decoration extention

steady snow
#

YES

violet plover
steady snow
#

ribbed!

violet plover
#

Wonder how nice they will be as aqueduct pillars ๐Ÿค” well will do full set as other blocks ๐Ÿ˜‰

naive wave
#

Ribbed for our pleasure

violet plover
#

Mod updated ๐Ÿฅณ

#

will also add a few example images on mod.io and steam ๐Ÿ™‚

naive wave
#

NICE!

prisma cairn
daring rune
violet plover
violet plover
#

Mod updated:

2.2.4

  • Fix: better toggle for FT tier 2 irrigation tower
  • Fix: crash on basic FT irrigation tower
    @daring rune
violet plover
naive wave
#

FYI all the IT water towers fully functional. Restocking etc

compact girder
#

I love updating mods without reading update notes and then playing the game of "Which mod added this???"

I feel like this mod is a safe bet, seems like something I'd find from Knatte xD

compact girder
compact girder
#

struggling with my first go at the deep sea pump, it says it must be flooded, but I don't actually need it to be... and it's causing such a water level flucuation, that it's flooding my area.

Am I doing it wrong? xD

#

Or is the lack of flooding it causing it to flood everything else?

violet plover
daring rune
#

Hmm the medium tanks do not get filled up with extract

violet plover
daring rune
#

๐Ÿ™‚ 9

#

First time built it

naive wave
daring rune
#

mine never fill

naive wave
#

i have the big one running on U6, crops havent died yet

violet plover
#

think i have an idea why its not working.
it looks like the job to refill extract(fuel) is of the worker to refill

will have to rework the recipe to not use fuel and try again

#

just checking you both have haulers?

#

becasue when i try without haulers no good gets delivered but thats expected as no one has the job but if i emply one hauler it gets filled and refilled ThinkingIT

#

if they are stuck on non refilling i need a save to see that i get it fixed as i can not reproduce it

naive wave
violet plover
naive wave
spark lava
#

Knatte.Aqueduct_Wall2.Description has an "Unnecessary space at the end of column found in enUS (line 108)"

#

jaJP and ruRU have the same unnecessary space

spark lava
#

The impact is "just" an extra message in the player log

gray shore
#

hi, I was wondering if the water towers "double" irrigate fields when they are near each other
as in that they both count it as one of their fields and thereby use more water

violet plover
#

what i know ya it uses double amount but igor that did the code can answer better.
or test it by adding a wall of dirt between and check the irrigation count for the towers before and after

gray shore
#

hm ok, is this the right channel for the towers anyways?

#

since they are their own mod in the workshop

low moat
#

That mod just enable the towers.

#

So, this is the channel.

gray shore
#

ok ๐Ÿ‘
I was wondering which of these pipes is the yellow one that's mentioned in this towers description or am I missing something?

violet plover
#

๐Ÿค” O right thats canged so it uses all of them (block that need ground)

gray shore
#

ah ok

silent estuary
#

Just a quick question, but on the aqueduct floors, are they meant to snap to edge instead of center? The 3x3 and 5x5 are kinda interesting to put down in a raised aqueduct with that.

violet plover
#

Like bridge long gaps with aqueduct wall on either side

silent estuary
#

My thought on that is that Badwater sources are 3x3 so making a raised aqueduct with those 3x3 floors has me put the pillar in a corner, which while it works, looks really weird.

violet plover
silent estuary
#

I ended up going a different way with it, but heres what I was talking about:

#

You can see the Pillar on the edge there looks odd compared to the middle pillar thats also there. If I were to split the ducts from there, the Pillar would seem of centered. I could put a 3x3 on top of the pillar, but I think it looks better with the pillar model up to the floor.

#

Nothing world changing and it can be worked around. Just looks odd.

violet plover
spark lava
#

hmm, Aqueduct tools now overflowing into the dynamite tools ๐Ÿ˜ฆ

violet plover
#

Hmm you mean cant see all items in water tab?

spark lava
#

For example

#

This is without More Groups installed

violet plover
#

ThinkingIT could do the same as in more group ThinkingIT and if tapi is installed it moves them to a group

#

or disable some more items if more group is not installed ThinkingIT

sterile condor
#

@turbid crane oooh, i just realized something that... probably was not intended.
since the water tower script works as a manufactory, the beaver working inside does not prioritize supplying but actually prefers running the reciepe, which... is not very good, since it often results in the water tower being empty at night ๐Ÿค”

#

also i'm not entirely sure, but the reciepe runs faster with the beaver inside ? ๐Ÿค”

#

yeah it constantly lets the tower go dry then goes fetch water

#

yeah, it goes twice faster with a worker

turbid crane
turbid crane
#

If it's your tower, check if you have ProductionIncreaser on it. If yes, remove it. Having this component will double the speed when a beaver is inside.

sterile condor
sterile condor
turbid crane
#

Basically, there must be no production executors when you use ManufactoryIrrigationTower. The tower is the executor by itself.

#

A normal manufactory usually has an executor. But tower is not a normal manufactory ๐Ÿ™‚

thin terrace
#

I have an idea of quick and useful addition to this mod. More imp floors of different sizes like 2x2, 3x3, 4x4, 5x5, 2x3, ets

#

Just in case you can't aqueduct it

violet plover
naive wave
#

i dont mind the selection there is. it gets wonky at times but at that point in the game im usually in an over abundance of production

sterile condor
#

@turbid crane is it safe to assume that timbercommon didn't survive the move to U7 ?

violet plover
#

Ya even if its just its depenency on timberapi

turbid crane
violet plover
#

๐ŸŽ‰ Power Editon released ๐Ÿ˜„
Power levees and turbines + levee waterwheel for Ironteeth

vast owl
#

So these powered pieces won't be included in the normal Water Extention mod anymore, and we need to download the power edition as well if we want them, right ?

violet plover
#

yes correct

pliant sedge
#

Do I need to download Water Extention to use Power Edition?

violet plover
#

no its standalone ๐Ÿ™‚

#

as water extention is not yet updated to u7 it would have been bad to release it before if it was needed ๐Ÿ˜›

thorn sand
#

I was going to ask for greedybuilders, but you even beat me to it ๐Ÿ™‚ Yay!

naive wave
#

Power levees work

fathom moth
#

I added these extension to my U7 play, but i cant seem to find them in the "bar". do i miss something?

valid flint
#

@fathom moth The powered levees and stuff show up in the Power tab. Did you restart the game after adding the mod? The game doesn't recognize changes to you mod list unless you restart. I know I've forgotten more than once.

fathom moth
#

@valid flint Yes i did restart the game. The power stuff is showing. only the irrigation towers not. and did verify my files multiple times

violet plover
#

well irrigation and main water extention is not updated for u7

fathom moth
#

Ah that explains xD then i did read something wrong i think ๐Ÿคฃ

violet plover
#

Note emberpelt is broken for power edition

low moat
violet plover
#

true

pliant sedge
violet plover
#

And now full mod๐Ÿ˜›

violet plover
#

Updated

meager kraken
#

@violet plover Bug when building turbines.

The hologram and half-built model are correctly placed, but the unbuilt model is not.
As seen in the last picture, which way it jumps depends on rotation.
If the unbuilt model is inside a block, it becomes impossible to select without first clicking on another unbuilt structure to show the holograms.

violet plover
#

will look into it

#

faction folktails?

meager kraken
#

Greedy builders currently. I'll run some quick tests, though.

#

FT: Bug present
IT: No bug.

violet plover
#

they use folktails version so its easy to check

violet plover
violet plover
#

๐Ÿฅณ its updated for u7

narrow nimbus
#

thank you!

narrow nimbus
#

arg, where's the industrial water storage tank? I thought that was in this?

violet plover
#

What faction?

narrow nimbus
#

oh, damn, was hoping to get it for emberpelts

violet plover
narrow nimbus
#

k, I'll look at that, thx

low moat
violet plover
#

true true

narrow nimbus
#

ah

#

won't bother then ^_^

#

I guess this worked ^_^

#

uglier and takes far more resources, but worked ๐Ÿ˜‰

narrow nimbus
#

tiny tubeway stations make nice elevators

violet plover
#

i may add it to all factions later, why keep it to our self ๐Ÿ˜›

violet plover
#

Aha emberpelt has the tank in dev mode

narrow nimbus
#

Dev mode is kinda abusing things though and gets people yelled at and refused help on this server. Adding it to all factions would be very nice, yes. thank you.

violet plover
#

ya its just for now until its finilised

#

looks good?

narrow nimbus
#

My vanilla solution, however, is a glaring fudge.

#

looks awesome!

violet plover
#

great will do some work on other parts that not got the correct colors then release it

violet plover
#

@narrow nimbus water extention is updated:
3.0.1

  • Enable Water tank for emberpelt
  • Update Color scheme for emberpelt
narrow nimbus
#

yay! ty!

naive wave
#

Nice

narrow nimbus
#

so nice to have a proper water tower for emberpelts ^_^

narrow nimbus
#

hehehe

#

tiny tubeway stations are helpful as well to make elevators ๐Ÿ˜‰

#

a 7x3 area can store 24000 liquid that way. and with Emberpelts and all the kinds of juice they can make, that's huge ๐Ÿ™‚

icy bridge
narrow nimbus
#

never enough storage for water and juice ๐Ÿ˜‰

#

that at least comes close though

#

my totally lazy "I just want to build stuff" map :p

#

actually the FT and EP versions have another badwater spot near the right side, so it can have a rig stuck on it ๐Ÿ˜›

icy bridge
narrow nimbus
#

it's a map that basically means "I just want to build stuff and not worry too much about it."

icy bridge
#

Yup

spark lava
#

fyi:

Localization file contains errors:
Unnecessary space at the end of column found in ...\water-extention-poweredition_4747084_1.0.3\version-0.7\Localizations\enUS.csv (line 108)
thorn sand
#

Is it intentional that the pipe inlet/outlet blocks can't sit on top of an impermeable floor? I was hoping to use the pipe outlet (H) to lift from one aqueduct to a slightly-higher one

#

obviously one can use a full tile below to make the impermeable floor the top of a terrain/levee block, but it seems weird that if they can lift right off of/dump onto the ground they can't lift off of/dump onto an aqueduct (or stock impermeable floor).

#

but maybe this is related to the same "do not place levees in hex above the outlet pipe or it will crash"

thorn sand
#

Also seems to be OK dumping onto the impermeable top of an Inverted Levee Slope block. Just not with the floor of an aqueduct or impermeable floor in a platform.

thorn sand
#

Thanks!

violet plover
# thorn sand Thanks!

ok can confirm that its not a limitation of the game but a "Wrong" config of the mod
Will do an update of the mod to allow this

violet plover
# thorn sand Thanks!

its now fixed ๐Ÿ™‚

3.0.3

  • Fix Pipe not allowing impermeable floor
  • Wrong usage of block space of all pipes
thorn sand
#

Oh cool, you made it possible to double-platform over the intake side too. I'd just been using the pillars and an impermeable floor in the block above to cover that inlet square (when doing underground pipes, etc)

violet plover
#

ya may poke trought so i may update the animation some at a later date

#

but its not critical or so ๐Ÿ˜›

thorn sand
#

Ooh, and that also let me pack things down enough to finally fit all the lift pumps for the waterfall under the mountain: #๐Ÿ“ทscreenshots message

spark lava
#

Water Extention PowerEdition: Unnecessary space at the end of column found in enUS (line 108)

violet plover
violet plover
violet plover
#

Atlast its released working with both stable and experimental

magic spruce
#

YES! WE'RE BLOODY BACK!

violet plover
#

Known issue:
Water tank do not display anu icon of good in storage

violet plover
#

Something to think about, pump to transfer manually from one side to the next
early game
not fast just transfer

violet plover
#

can we use any animation of beaver with the tail?

#

a smaller wheel to stand inside?

low moat
#

Wait, a hamster wheel, but on water, to move water ๐Ÿ˜

violet plover
#

ya something like that ๐Ÿ˜› or standing on the levee with the wheel and moves water under it ๐Ÿ˜›

low moat
#

My variant don't need new animation ๐Ÿ˜›

violet plover
#

ThinkingIT so combine a waterwheel and a hamserwheel and have it transfer but how to have it move past a levee im thinking a screw or piston movement is needed

#

or some artaption of multiple buckets ๐Ÿ˜›

low moat
#

or , something like mechanized water pump, but with the hamster wheel on it

violet plover
#

or like this but with a pipe to the other side ThinkingIT

violet plover
#

๐Ÿ˜ฎ

low moat
#

No need metal, just the intake and outake connected to the hamster wheel. Nothing more.

violet plover
violet plover
thorn sand
#

including this fairly iron-teeth looking working example from somebody's garden:

#

wirtz pumps are very low flow but can push quite high pressures (so you can lift a small flow a very long way)

#

basically, you get to multiply the height of the spiral by the number of turns in the spiral, and that's the head (height) it can lift

#

I've also wished before that the pump outlet (H) was an archimedes screw instead of a piston. Just seems more beaver-y since they are basically barrel work:

#

and could maybe be modeled like a 2:1 (30-40ยฐ is optimal) stairs that could link end-to-end to make higher lifts (each non-flooded segment should cost power of course, it's heavier to turn the longer it gets since you're raising water all along its length

violet plover
#

ya looking like that will do the trick more and more ๐Ÿ˜› like the last image most ๐Ÿ˜‰

thorn sand
#

you just set it at an angle and turn the whole barrel. The water then flows along the internal "threads", and the bottom takes a fresh scoop

#

it can't work above 45ยฐ since the water could then flow back down the spiral

#

but shallower than that and it can't get over the center line to get into the next lower flute , so the turning draws it upward

meager kraken
thorn sand
#

modern examples sometimes turn just the screw against a fixed trough (leaving the top open). This gets you less drag from water flowing along the barrel, but then you need a strong axle, and you have to seal that sliding edge somehow. Ancient ones tended to just be the whole barrel style, which is much easier to construct since it's just barrel staves and maybe some pitch/resin to seal cracks.

#

depends on the number of blades and the pitch of the screw, but for timberborn purposes say it should per 2 long : 1 high and call that close enough.

prisma cairn
#

@violet plover Isn't Industrial Water tank stackable?

narrow nimbus
#

yup, just need the platform between entrances

prisma cairn
narrow nimbus
#

hehehe

thorn sand
#

Maybe that's known, certainly not a big deal, but I don't use the building too often and hadn't noticed before

violet plover
#

think it broke when u6 came ๐Ÿ˜›

thorn sand
#

Ok. Not a big deal, but bobbingabout was trying to figure out how to something similar (storage with an external gauge) for his Leafcoats, and I was going to point to your example

#

and then I noticed it didn't actually update anymore

#

and I didn't find it mentioned in the thread

low moat
#

Maybe a transparent roof (like lapan gorgeus storages), to see the liquid inside โ“ ๐Ÿค”

violet plover
#

ThinkingIT like a grill and see inside maybe

#

but that is nothing i will look at in a while maybe after summer

thorn sand
#

No problem. Maybe if bobing figures something out he can pass that to you instead

narrow nimbus
#

hunh, never knew it was intended to be a gauge lol ๐Ÿ˜›

icy bridge
vast owl
#

Hey Knatte, I tried making a new Greedy Embers game after you updated your mods to support that faction and it seems like the Power Edition doesn't provide Greedy Embers with the Small Turbine. It doesn't appear in my game, at least. Is that by design?

violet plover
violet plover
#

does it look like a real emberpelts building?

#

Mod updated and its now added both to Emberpelts and GreedyEmbers

vast owl
#

Thanks for the quick fix! The turbine looks great in this palette.

cyan fractal
#

excuse me, but I cannot understand this description
'Do not place Levees in hex above the Output Pipe! it will crash!'
Does that mean I can't stack levees over 'pipe in the middle of levee'?

sweet zealot
#

I think it means just literally do not place any Levees directly above the Output Pipes. It did lead also for me back then on U5 to crashes.

Like do not place a Platform height 1 and then Levee, that crashes.
You need at least one block of space between of the Pipe and the Levee

violet plover
silver mist
#

Just noticed that water extension power requires the material mod too. Just wondering what material it uses?

violet plover
brave stump
#

its the start of an airplane๐Ÿ˜

livid crow
#

I do beleive waterwheels and windmills inspired the early plane designs.

#

At least the ones that worked.

icy bridge
last bison
#

Can someone explain how to get use of the irrigation towers, I build them, they get filled but Iโ€™m not seeing any fertilised land around them.

violet plover
#

so as a test i would disable all mods but the irrigation mod and its dependencys and try a new map and place it using ||dev mode (Hold ctlr to place built)||
this to verify that its not some other mod breaking it

last bison
#

So does the tower need to be placed on already irrigated land and then obviously gets supplied with water by carriers

violet plover
#

No only need any dirt and then if it gets water it will irrigate out from the pipes. Know that any mod that does so it can be placed on not dirt will break the mod!

prisma cairn
violet plover
prisma cairn
#

Okay got it.

zinc mesa
#

@violet plover - Hi! I had a silly but hopefully fun idea. How about a low cost, low speed pump thatโ€™s essentially a โ€œbeaver with a hand pump/bucketsโ€ for early game fun? I was thinking it could be similar to a gathering spot and pump a single block height one side to the other. Iโ€™m sure it would helpful for cleaning up those first few accidental floods ๐Ÿ˜

violet plover
violet plover
#

WIP:
will also "lower" the cost of turbine to:

  • 1 Log
  • 12 Planks
  • 3 PineResin

this to not have to have different recipe for emberpelts and allow it little earlier in the game.

violet plover
#

Mod updated (Power edition)

  • Added Big turbine
  • Fix emberpelts
  • Update price of turbine to use more planks and some PineResin instead of treated planks
violet plover
#

Mod updated ๐ŸŽ‰

low moat
#

Really โ“ ๐Ÿคฃ ๐ŸŒŠ

violet plover
#

ya

#

will look into it should be an easy fix

low moat
#

Will be nice since it's odd to pump only on a dry ocean floor ....

violet plover
#

ya its just one spec that was renamed and then removed so its an easy fix (caused by game update)

violet plover
#

Dam only fixed Folktails, will do it and emberpelts 2

low moat
#

I was on IT ๐Ÿคช

violet plover
#

ya....

#

remembered just after pressed upload

#

@low moat its now uploaded, the correct fix ๐Ÿ™‚

prisma cairn
low moat
violet plover
#

Hot fix should be to edit building collection and change ", > .blueprint", or wait for later today - tomorrow

prisma cairn
#

Okay got it blueprint folder removal.
I really don't understand why game devs made this change.

half finch
violet plover
#

Mod updated (Water extention)

1.0.1.0

  • Update to 1.0.5.x for the game
  • Fix crash if more group not enabled

@low moat @prisma cairn @half finch

valid flint
#

So I just encountered a crash in my current game that only happens when I have an underground pipe from your mod turned on. It's been built for several cycles but not running while I ran power to it and dug a drainage tunnel. But as soon as it starts pumping it crashes. At first I though it was from being set to pump only bad water (I'm trying to use it to filter out Badtides from the seep on the Oasis map), but I switched it to just pump whatever and it immediately crashed. I do have 24 other mods going but the only ones that deals with water is OldGophers Pipe and your PowerEdition. I don't even have TimberCommons running.

valid flint
#

Ok I figured it out! the out flow pipe can not be covered with a Levee

valid flint
#

This is a test set up that I ran with just this mod and its dependencies and the groups mod. Having a levee directly over the outflow crashes it. Having an impermeable floor there instead does not cause a crash. I didn't test it with dirt. The goal of the build on my original map was to pump bad water to an underground tunnel during Badtides. I lined the tunnel with levees to stop it from contaminating the ground above it. I will try swapping the levee above the outflow to an impermeable floor and see if anything else breaks.

valid flint
#

Ok. Impermeables don't crash the game but they do stop the pumps from pumping. I put a 2 high plat form above and that got it going.

#

also I found a graphical glitch with the 15 long pipe.

violet plover
violet plover
#

Ps did i not add a info on the buildings to not place levee above pipe?

low moat
violet plover
#

Description ingame of the building ๐Ÿค”

#

Should have it ๐Ÿค”

low moat
#

Oh, sorry, since sluices I never use pipes ๐Ÿ˜ฎ

violet plover
#

Np

low moat
#

BTW, you should replace in mod description Golem with Bot ๐Ÿคฃ

violet plover
#

Golem??

low moat
valid flint
#

Maybe I should read the item descriptions more ThinkingIT.

violet plover
#

We live and we learn๐Ÿ˜Ž

steady dust
violet plover
#

hmm Progress?

violet plover
#

do you all think efficient Irrigation should affect only trees or also plants? or do we have beehives for plants ThinkingIT

#

1 Bee+irrigation
2 Bee
3 irrigation
4 normal

low moat
#

If trees are not plants ๐Ÿค”

violet plover
#

planted at the same time

#

if it should affect plants too then i will update the text on the building to match

low moat
#

Make sense, unless you choose that mature tree gives scrap metal instead of logs ...

violet plover
#

naa

violet plover
#

๐ŸŽ‰

violet plover
half finch
#

@violet plover Hi, do your latest updates also work with version 1.0.5 of the game? I haven't dared to update yet because I don't want to lose some mods that aren't very active.

violet plover
#

not 100% sure if it was 1.0.5 or 1.0.6 that needed mods to be rebuilt with new unity version๐Ÿค”

half finch
#

It's the 1.0.6

#

They changed the Unity version

#

Unity Engine was updated to version 6000.3.0f1.

#

It's from the steam post for the small update

violet plover
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Ok then it will not work ๐Ÿค”
Copy game folder and copy current installed mods so you can revert if needed?

half finch
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@violet plover Thx for the feedback

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I'm having fun with the mod Pipes from @brisk vortex but he seems not to be very active lately

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That's the main reason why I'm waiting to update

violet plover
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My mods of version 10 is for pre 1.0.6 (1.0.0-1.0.5)

spark lava
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fwiw, it looks like the assetbundle is now missing for mac, but I'm guessing that it's empty?

violet plover
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ya mac build support was not installed for new unity version, working on a fix

spark lava
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are there assets in the bundle?

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just DeepSeePipeSegment.Common?

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btw, I'm busy adding a startup check for this:

Not found: ...\Timberborn\Mods\water-extention_2410526_1.0.1.2\version-1.0.0\AssetBundles\water extention_mac
violet plover
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just the pipesegment as its a prefab all other is outside

spark lava
violet plover
spark lava
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nit: The file changelog version metadata is missing for the 1.0.1.0 file on mod.io

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It's (probably) also wrong for the 1.0.0, 1.0.1, 1.0.0.2, 1.0.3 versions (says compatible up to 1.0.9.9, but should probably be 1.0.4.9?)

prisma cairn
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@violet plover When placing big turbine the game crashes sometime.
You don't have to even place it you just hover the big turbine after selecting from toolbar.
It doesn't happen every time.

violet plover
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found it was that it want to be able to drag and then it crashes as its bigger than 1x1x1

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will see if i can allow drag only in one way

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Water extention power edition updated 1.0.1.2

  • fix crash of big turbine
    @prisma cairn
prisma cairn
violet plover
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when i noted what reason for crash then it was an easy fix ๐Ÿ™‚

frank gull
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Hello dear lord,
I happened to stumble on a crash like so :
ArgumentException: Blueprint not found at path:
Knatte/Buildings/Power/LargeWaterWheelLevee/LargeWaterWheelLevee.IronTeeth
Timberborn.BlueprintSystem.SpecService.GetBlueprint (System.String blueprintPath) (at <a01f4f7c080b48e99fd18e6ab4076b33>:0)
Timberborn.TemplateCollectionSystem.TemplateCollectionService.<Load>b__7_2 (Timberborn.BlueprintSystem.AssetRef1[T] asset) (at <4031224ef5ea43fd96813d8304088252>:0) System.Linq.Enumerable+SelectEnumerableIterator2[TSource,TResult].MoveNext () (at <6faa6124236442759eb396cfbfdad508>:0)
System.Collections.Generic.List1[T].AddEnumerable (System.Collections.Generic.IEnumerable1[T] enumerable) (at <1eb9db207454431c84a47bcd81e79c37>:0)
System.Collections.Generic.List1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable1[T] collection) (at <1eb9db207454431c84a47bcd81e79c37>:0)
System.Collections.Generic.List1[T].AddRange (System.Collections.Generic.IEnumerable1[T] collection) (at <1eb9db207454431c84a47bcd81e79c37>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.TemplateCollectionSystem.TemplateCollectionService.Load_Patch2(Timberborn.TemplateCollectionSystem.TemplateCollectionService)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons () (at <701c66583d9b4105ad2305b5411ba7e1>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <701c66583d9b4105ad2305b5411ba7e1>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <701c66583d9b4105ad2305b5411ba7e1>:0)
I've updated water extension to last version as well as power edition (which i both like because turbines and easyrrigation) but it seems to still crash the game so maybe it's worth notifying here ?
Thanks for your mods, it's awesome to have them !
Robin

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Ok, there is no collapsible markup on discord maybe XD

violet plover
frank gull
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Could the game even work with faulty game files ?

violet plover
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there is code marks:
`

(3 before and 3 after)

violet plover
frank gull
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Gog user there, fighting against the capitalism system and eating pasta and all, i'm extreme !

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XD

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But i'll try checking game fils

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After checking, it redownloaded a thingy and then crashed again at the laoding of a game

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But water extension is working fine, but power edition is not

violet plover
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wait its power edition ThinkingIT
did an update to that recently what version do you have of the mod?

frank gull
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hmmmm, 10.0.0.0.something i think

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10.0.2

violet plover
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should be one starting with 1.0
try update/reinstall it

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10.x is for game version up to V1.0.4.9

frank gull
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Witchcraft !

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there is mysterious magic at work there, i don't understand anything with version numbers XD

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I'm sorry having bothered you, updating was all that was necessary

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Thank you for your help, it work now

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now, i can turbine my way out of my game !

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They thank you with all their beavery hearts !

violet plover
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no problem happy to help ๐Ÿ™‚

frank gull
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Yaaaaaaaaaaaaaay !

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Big turbines !

frank gull
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Is it normal that placing big turbine is a bit finnicky ?

meager kraken
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How so?

frank gull
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Hmmm ...

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how to explain

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(my english is far from good enough for that)

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Lest say, if i want to place big turbines in a row, i click and ... slide ?

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drag ?

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but when i drag in one direction, it's okay

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when i drag in the other, it's ... bad ?

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like, it want to place the turbine 90ยฐ axis from my movement

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so, all in all, i just go from stoping point to starting point and it work

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but i feel like it should go both ways

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i'm not sure if that's clear

violet plover
frank gull
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ok, so that's already known

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If it's documented, then it's a feature

frank gull
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A used feature ! Thanks for that ๐Ÿ˜„

violet plover
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Noice

violet plover
naive wave
violet plover
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๐ŸŽ‰

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@unborn vortex BadwaterDischarge for Folktails now included in latest update of water extention ๐ŸŽ‰

unborn vortex
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ohhhhhh

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thank you!

unborn vortex
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also, @violet plover (sorry for ping), but the new big version of your turbines from the "water extention poweredition" mod are a little op. they are 1x3 instead of 2x3 like normal whaterwheel, but generate the same power meaning you can literally double your output just by building those instead of normal waterwheels. so idk what you wana do with this info. you can balance it or leave it, i dont realy care, im still gona use them either way lol.

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just wanted to let you know.

unborn vortex
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you got my vote on the golden log awards for best modder of 2025๐Ÿ˜‰

turbid crane
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@violet plover After the last update:

Exception: Aqueduct_Sluice.IronTeeth(Clone) BlockObjectSpec Blocks must contain at least one element
violet plover
loud oxide
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i am not getting any power to the water/irrigation towers that require power. i am on version 1.0.1.4 of the mod.

frank gull
frank gull
# violet plover

That is really a huge improvement ! Like inifinite power ๐Ÿ˜„

frank gull
frank gull
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So it happens that i have stumbled on a bug :
What's strange is that it's triggered byt water extension power edition and ... oldgopher's pipe ^^' Two mods working on water !

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I really hope i messed up somewhere

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So that's it's not a bug

violet plover
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if using steam use the steam update mod or verify game files

frank gull
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I updated just an hour ago ?

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I'm using mod manager and mod.io

violet plover
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hmm what version does it say you have?

frank gull
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beaver santa updated mod manager for me because he's so nice

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1.0.1.2

violet plover
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weird that should be the fixed version but try remove the mod and reinstall

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could be that some old files still exist and thats used

frank gull
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Hmmmmmmm, but why would it do that on Pipe mod too ?

violet plover
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the bug/error is becasue of base game updated v 1.0.7.x broke all building mods

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and if the game still uses those files you will get that type of error

frank gull
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Ouuuh, bad

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But i don't know why

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you were right about it

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there were probably old files

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Ok, so the same manip' on pip mod don't fix it so too bad

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But really thanks a lot for your help

violet plover
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ThinkingIT
working on irrigation tower
and did some water usage test and wondering if the big tower should use little less water/block or if its fine as it cover alot of area

Parameters:

2 Water, 1 block to irrigate:

FT

* FT1                111D 20H
* FTV2_W             280D 13H
* FTV2_Boost         224D 6H
* BigIT_FT           124D 16H

IT

* IT1                111D 20H
* ITV2_Old           175D 8H
* ITV2_W             275D 2H
* ITV2_Block         220D 17H
* BigIT_IT           124D 16H
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what do you say @low moat? is the big water tower still better than V2 if it uses more water than V2?

frank gull
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2 water irrigate 1 block for 280days and 13h ?

violet plover
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so if it only irrigates 1 block it uses less water/h

and Folktails V2 in water mode irrigates one block for 280 days 13h

low moat
final quartz
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Hi, how i can connect power to big tower? I tried every possible way and nothing works.

violet plover
violet plover
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@final quartz @loud oxide its now fixed update the mod to 1.0.0.3 and you should get power
note to get the block contamination you need to replace the irrigation tower

loud oxide
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Thanks @violet plover!! Appreciate it as always

steady snow
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Not sure you can "fix" this, but the bad watter texture seems to warp arrround the big turbines

violet plover
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Water extention is updated:

1.0.1.5

  • Update to 1.0.8.x for the game
silent sorrel
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For me the mod isn't listed on mod.io anymore. Anybody else? Could it be this problem mentioned from here on? #1070709592176197642 message

violet plover
violet plover
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Water extention is now also updated on mod.io, was problem with the site before.
@silent sorrel

narrow nimbus
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nice to have the stackable tanks back ๐Ÿ™‚

frank gull
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i'm sad i'm barely able to play to use all that ๐Ÿ˜ข

unborn vortex
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the large turbines are still crazy op: (image 1 = height 9, image 2 = height 13)

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and all underground

steady snow
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If I remember, the beaver maintaining Timbercommons do look at this thread:
Latest update broke it:
09:36:58 TimberCommons: Failed to start from ...\1062090\3337906807\version-1.0 after 00:00:00.0009996

turbid crane
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What do you, folks, think about sluice deprecation? Even though we can setup it with automation now, I really liked that component. In fact, it was once existing as "Valve" in this mod. Maybe we should bring it back to whose who likes the old behavior?

livid crow
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As a new asset even.

turbid crane
livid crow
turbid crane
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Looking at how fast Luke makes a lot of mods, I start thinking he is not a human. Maybe a sentient AI? DamIT

livid crow
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Perhaps? But if so... faith? Rare in many AI civilizations.

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Or if one thinks more sinisterly, it is a ruse to throw people off. ๐Ÿ˜›

turbid crane
livid crow
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๐Ÿคฃ

steady snow
violet plover
prisma cairn
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@violet plover Turbines have this cosmetic issue.

steady snow
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Pretty sure this should be positive ๐Ÿ˜›

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standart ireigation tower

violet plover
steady snow
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Almost there

meager kraken
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Missing UI Message:
Turbines, Emberpelts