#Water Extention
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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 ...
Just comment out all Irrigation tower related stuff and it will be fine
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.
Step 1 Turn off TimberCommons
Step 2 Replace manifest.json from Water extension with the one provided
Step 3 drop those file in Water Extension/Specifications/PrefabGroupSpecifications folder, overwriting the existing files.
Don't forget the optional greedy builder for those who use it
Haven't gotten into Greedy Builders yet. Might try them on my next map
Also I ready wish steam used named folders instead of numbered.
GB is like playing FT with IT stuff
It is 3337906807 for Water Extension
thank you
Yeah, not happening Steam love their numbers folder. ๐คฃ
I'm not seeing the Water Extension/Specifications/PrefabGroupSpecifications folder. Is that hiding somewhere else?
\Documents\Timberborn\Mods
My mods folder is currently empty. Do I just create that folder path and drop them in?
oh, steam has a different folder for mods.
I can't help with that. โน๏ธ
just search 3337906807 in the steam folder I guess
"...\Steam\steamapps\workshop\content\1062090\3337906807" for TimberCommons
"...\Steam\steamapps\workshop\content\1062090\3285720709" for Water Extension
my only disadvantage is my TB is not Steam. ๐
Sometimes (in fact, almost all time), I hate steam๐คฃ
I was in the timber commons folder that's why I couldn't find the /Specification
the Specification that you nee to replace is in Water Extension
and, manifest.json
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?
Few hours ago
I AM IN!!! Thanks for the hand holding. I real appreciate the help.
But new problem The Small Turbine was also removed ๐ซ Is that dependent on TimberCommons?
Guess not ...
Hmm.. I guess, I did not noticed that Todor's didn't have the turbines at the end.
That worked. Thanks.
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 
Got 2 layers of small turbines running through there
Hehe
generating over 300hp per turbine in my aqueduct ๐ 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 ๐. peaks to nearly 50khp
Hehe
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
man
I always play folktails and then spam windmills everywhere, with flywheels to store the power
You can use turbines with FT too - I hate the windmills so always look for an alternative, but yeah flywheels are the ๐.
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. ๐
fyi a 3x3 plot dynamite 2 deep with a fluid dump seems to be a sufficient replacement for one of the big water towers
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
any idea what is up with this?
both installed through steam
nvm, unsubscribed and re-subscribed
that fixed it
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
The water towers are back! ๐
Is this mod working in U6 live?
yepp
its split in 2 mods one base mod and one that enables irrigation tower thanks to timbercommon
also any mod on steam workshop work on U6
Sweet ๐ Thank you ๐
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.
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.
Also there are 282 Gravity batteries incase you were wondering
Looks good. Need to figure out better power for my FT helix. Really miss IT power generation
I cant seem to work our how to use the deep sea water pump howe do i get power to it?
Place it inside the dam under water
Route in power
Either from the bottom or in the big log at the top
There is an image on mod io as example
awesome thank you
You power from underneath?
unless you blast o hole below. What a splash ๐คฃ
I think he means if you have to blast down to power underneath then it would require you not to be able to blast down to the maps base layer
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
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.
Ya that's what seems to happen. Extract leftbbut no water. Swapping between the 2 modes seems to reset it. Just a nuisance
Can you later show image of amount of extract is left when it run out of water? (Could look at tweeking storage amount)
quick question : how do i load this mod in my modding setup to access its scripts ?
this or Timbercommon?
Timbercommon and its mods i just have inside a folder that i call Dep mods to be able to use the components added by timbercommon
ah, yeah timber commons
but i don't seem to see any script called irrigation~~
so was wondering if i was doing the same thing
whelp, nope, i do'nt seem to see anything
i have downloaded version 1.10.1
oh is it becausse i need harmony and eMKA modsettings ?
ya else there will be errors in the console
@sterile condor meaning mod is not loaded in unity
what is mod settings though ? doesn't seemm to be a mod
didn't find it either on steam or mod.io
https://mod.io/g/timberborn/m/timber-commons is updated with links to its dependencies ๐
meaning this: https://mod.io/g/timberborn/m/mod-settings
I'll get you a screen cap when it happens next
You got no other components tried check console? And import game dlls?
i can import timberborn dlls again but i'm not sure what that's supposed to do ๐ค
still nothing, the console doesn't say anythign eiter
oh, okay. @turbid crane are you around ?
Yup.
Wait @sterile condor what version did you download? Looks like igor had not updated live version of the mod ๐ค
I downloaded the latest, I think it was saying 5 days ago and something about fixing the irrigation towers
Yeah 1.10.1
Hmm weird and its unpacked right like in game mod folder.
Tried restarting unity?
tried that
Hmm weird
@turbid crane any time to help me with getting that stuff working in 1h-ish ?
maybe i should retry from a clean state
actually i had to remove it yesterday because the mods wouldn't build with that stuff in
so i zipped it
hmm that tells me you have some console error
wait you do not have timberapi in this folder 
uuh, indeed
but neither did you ๐ค
i did TAPI
okay i'll try to add TAPI
Right, I forgot to bump the versions on mod.io. Will do soon.
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
ah, i tried and it seems to work, at least i can see the scripts now !
i'll try to use them tomorrow
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
@violet plover
Are you on stable or experimental? (As its not complete zip i do not know)
experimental
Ok can you try switch to stable and see if the crash is removed
ok, how do u do change?
(steam) Propertys and beta and select none instead of experimental.
And copy save folder from timberborn/experimentalsave >timberborn/save
just found it. weird the wording for normal is none.. but i got it
Well its no beta ๐
will my experimental 6 save be able to be loaded in noraml u6?
that just sounds dumb... dont answer that
tested u6 IT no crashes, filled them up powered etc
tested u6 FT no crashes. do they have to be restocked by haulers?
it makes sense, they just wouldnt restock from the district center
still crashes on experimental the second you click the tower
im not good with sending these error reports but i can send you the full one in dm if you want
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
Ps your not the only one to have reported it have 2 reports on steam comment 2
trying to set up my irrigation towers, anyone around in case i need help ?
@turbid crane do you have a few minutes to help me ? ๐
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()
i tried without the last one, but no change
or of course if @violet plover is around ๐
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 [...]
me to 
yep, happened again as soon as water got into the building
these are the components used
since it's a manufactory, it needs simple manufactory behavior right ?
do you have one that repels contamination ?
actually for the normal irrigation i don't want any crop boost, so i leave it all blank right ?
that is a good consumtion building for me atleast
Basic water tower:
it has Workplace components as it has a worker to transfer water
yeah mine too
@turbid crane any chance that's because there is no slot manager in my building ?
Probobly you have Workplace spec but no defined slot manager and initiator = half defined to use worker
my building that do not add workers do not have that component
yeah but there is no slot in most of my buildings and that's not an issue ๐ค
trying to add it to test
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
strange... it actually works just fine...if i remove the workspace specification :/
but of course in that case it doesn't have a dedicated worker
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
wait @sterile condor are you on stable branch? there is some bug in timbercommon on Experimental!
@sterile condor The first error was likely due to wrong effects seetting. It must be in "RecipeId=Effect".
The tower only needs Manufactory component. How to properly setup the other components, here I'm not a big help.
As for NullReferenceException: Object reference not set to an instance of an object at Timberborn.Workshops.ProduceExecutor.StartProducing () [0x00000] in <252f1001554a44c38297035bb733e68d>:0 error, it's because there is no workshop component.
Which bug?
Constructor for Mod class has a new argument?
Read this:
#1064976877170741328 message
Hmm, it works just fine to me. I'm on experimental.
Hmm and you clicked a tower?
Yes.
Have not had time to verify the steps myself๐ข
@turbid crane Check this: #๐mod-users message
Live error report๐
yeah, i had read that above and now i'm on stable
you mean manufactory spec right ? the new one ?
an i have it
Spec makes the manufactory created. It happens in runtime.
One of the changes from u6. You now add specs instead of the real components, but they are still created behind the scene.
And what is "stable" anyway? The main game version? AFAIK it's the same as experimental now.
No experimental had one more update:
Mods is allowed to have multiple versions for different game versions ๐
but that makes the mod twice fatter to download right ?
hmm...not necessarily, since the timbermesh files are common i guess ๐ค
Only relevant if the mod include the textures. But for your waterbeaver maybe better to have a seperate mod called "water beaver experimental"๐ 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 timbermeh๐ค
right now it's all timbermesh, and its like 250Mo i think ๐ค
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
pretty much every single model is a custom mesh
And you have dummy materials for all your water beaver materials?
i think so, at least in unity, i think the real textures are still there in blender
Because if not the actual material will still be included
Thats fine as long as you only see colors when viewing the timbermeshes in unity
And no textures๐
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
@turbid crane sorry but i completely fail to see what is wrong with this setup
it keeps crashing once the first delivery is made
And if you remove the tower component? Without it, it will be just a regular manufactory. Will it work?
shouldn't i also remove the "block contamination range effect" and "modify growable growth range effect" ?
If you remove just the tower component, they range components won't do anything.
They are called by the tower. No tower - no calls.
Which means, it's not the tower problem ๐ I wish I could help, but I'm good with the code only. @violet plover is the master here.
How is it crashing? The error? (I can check the code and give hints)
oh so maybe i do need the workshop scrip
wait a sec
As far as I can tell from the code, Workshop is not added autimatically. So you likely need to add it.
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'
[...]```
okay
i'm probably gonna have to go for today, but i'll try that this evening
private void StartProducing()
{
_workshop.InformOfStartedWorking();
}
You definitely need the workshop component.
it's alive ! it's alive !.
just one small oddity : the selector from toggleable reciepe doesn't display
like that
Noice noice
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 ๐ฆ
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
one more report of crash with Timbercommon but have not found why 
#๐mod-users message
@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
(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?
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
ya and if it in reality is just enable switches its little work to maintain so i think its a good compromise 
and with mod sizes now being under 30mb i dont see a reason there to split it out ๐
Can an addon mod enable/disable a building? (or would that just have the spec for it?)
if you're going to move the specs to a different mod, then why not move the translations and models too?
As the models need to be inside assetbundles and will need to be updated more often i think its better to keep them in main mod.
Ya a mod can have specification to add a specific set of buildings ๐ thats how water extention irrigation towers is done
Its a manifest icon and specification no real assetbundle ๐
so it's like splitting the mod into texture pack, model pack, and specs
Ya little like that or
- main mod
- Enable feature mods ๐
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.
Thought of it as not all want to play with all items ๐ค
But maybe better to do a lite mod that disables all but a few buildings ๐so 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 buildings๐
How is it ment this to work ? I placed a corner and another platform
what you can do atm is use a overhang so the one in red come one more away and place a singel walled aquaduct piece there.
Will look at doing a decoration wall thats ofset so it can fill the void that will look like water can go out even if it in reality can not
waterblocking walls from 2 different buildings cant be in the same hex its a base game limitaiton that result in crash
ya exacly it will be water tight even if it does not look like it
ya will need to do a decoration wall thats offset so you can use the same hex as the 1piece aquaduct was built on
Why can't I build this on right side?
@violet plover
It currently need support under it so its more of a last resort option
Ok got it.
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
I can't build anything like this?
Ya exacly 2 buildings would try block water in the same hex.
The red one use one with only one wall. Later i will release a few offset decoration walls to use so it looks correct
See how this blocks water
#1064976877170741328 message
Okay got it. It will block the water but will look weird.
There a way to make it look good with other pieces
I've made some 1x1 on my p^revious map
Ya true there is wall with a L on one side and with or withou wall on the other
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?
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
Yep. DOing just one doesn't do a whole lot, but they're super space efficient, and are real powerhouses in bulk
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 ๐
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.
Omg thank you. I just had an amazing idea for my current build
I kind of forgot about the turbines even tho I have the mod
this is how i used them in one part of my map, i designed the aqueduct specifically to maximise power output
Nice. Which map is this?
I see your tunnels
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
Hmm you mean. Levee in red and back?
(Red trim back base)
Metallic levee block that cost metal to be built ? Sound awful, not bad. ๐ฎ I like-it ๐
Like a metal version of the levee / stone wall, nice idea
there will be some work but doable
yepp will look good ๐
Now the big dollar question smooth or ribbed metal ๐
Ribbed. ๐
YES
also ribbed version your intrerested of or is it smooth?
ribbed!
Wonder how nice they will be as aqueduct pillars ๐ค well will do full set as other blocks ๐
Ribbed for our pleasure
NICE!
Wow. You are awesome. Love your designs. 
My game crash when I place the basic water tower building
looks like i did it wrong when trying to do some things for FT mid tower, will release an update soon
Mod updated:
2.2.4
- Fix: better toggle for FT tier 2 irrigation tower
- Fix: crash on basic FT irrigation tower
@daring rune
That happens to the best of us
Well i did the right thing....
Just to the wrong building ๐ 
FYI all the IT water towers fully functional. Restocking etc
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
Its from pipe mod ๐
๐ฎ
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?
Well for it to work best it should be flooded and ya it removes alotbof water fast thats why its often placed inside a dam as there it should affect the things around less
Hmm the medium tanks do not get filled up with extract
Ya have gotten report that there was problems but no image of how it looks. Try to use your image to get what setting it should be.
It was set to treeboost and did not refill the extract right?
Or was it on watering and when switching it did not req extract
Ya it wouldn't refill after initial fill. You could swap to regular then back to tree boost but it wouldnt refill again once it emptied
mine never fill
i have the big one running on U6, crops havent died yet
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 
if they are stuck on non refilling i need a save to see that i get it fixed as i can not reproduce it
Are we referencing the new version or the old version that used extract? I have haulers for both. Just want to be on the same page
Old new version? Its the tier 2 advance tower that uses extract that i have gotten reports that they do not refill.
But is not able to reproduce it so need more info or a save where it happens when loading to debug it
I'll see if I can get you my save. It's u6 experimental
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
The impact is "just" an extra message in the player log
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
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
hm ok, is this the right channel for the towers anyways?
since they are their own mod in the workshop
ok ๐
I was wondering which of these pipes is the yellow one that's mentioned in this towers description or am I missing something?
๐ค O right thats canged so it uses all of them (block that need ground)
ah ok
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.
The thought was that its easier to use if the snap point is at a corner๐ค
Is that assumption wrong?
Like bridge long gaps with aqueduct wall on either side
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.
can you show a image how your thinking of using it even if extra support that you want to remove is there 
(totally possible to do a version with center pivot)
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.
hmm but would it really work as flood does not give support for walls 
hmm, Aqueduct tools now overflowing into the dynamite tools ๐ฆ
Hmm you mean cant see all items in water tab?
could do the same as in more group
and if tapi is installed it moves them to a group
or disable some more items if more group is not installed 
@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 ๐ค
also i'm not entirely sure, but the reciepe runs faster with the beaver inside ? ๐ค
yeah it constantly lets the tower go dry then goes fetch water
yeah, it goes twice faster with a worker
Hmm. The double speed can be a result of adding auto manufactory. I'll check. As for the prioritization, I don't think anything can be done here. The fertilizer tower is a manufactory, so all the normal logic applies to it. The IT tower, however, is not a manufactory.
Wait, are you making your own tower or using the Knatte's ones?
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.
I'm making my own
I'll re-check if it's there but I don't think so
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 ๐
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
there should exist 1x1, 1x5, 2x2, 3x3 and 5x5 but it need more groups mod to not spam the toolbar ๐
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
@turbid crane is it safe to assume that timbercommon didn't survive the move to U7 ?
Ya even if its just its depenency on timberapi
Timber commons depends on tapi. The latter is (was?) broken. Anyway, I'm on vacation as of now. Will be back on 02/21. I will give it a try. Smartpower was easy to switch.
๐ Power Editon released ๐
Power levees and turbines + levee waterwheel for Ironteeth
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 ?
yes correct
Do I need to download Water Extention to use Power Edition?
no its standalone ๐
as water extention is not yet updated to u7 it would have been bad to release it before if it was needed ๐
I was going to ask for greedybuilders, but you even beat me to it ๐ Yay!
Power levees work
Could you add it to the top post too
I added these extension to my U7 play, but i cant seem to find them in the "bar". do i miss something?
@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.
@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
well irrigation and main water extention is not updated for u7
Ah that explains xD then i did read something wrong i think ๐คฃ
Note emberpelt is broken for power edition
Replace the PrefabGroup for Emberpelts. Will don't have the turbine, but also, no crash.
true
*Sad Trombone*
And now full mod๐
@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.
Greedy builders currently. I'll run some quick tests, though.
FT: Bug present
IT: No bug.
they use folktails version so its easy to check
fixed steam and mod.io updated (was an easy fix and worked on an other mod)
๐ฅณ its updated for u7
thank you!
arg, where's the industrial water storage tank? I thought that was in this?
What faction?
It's for IT
oh, damn, was hoping to get it for emberpelts
well technically this should work if you add to the prefabgroup blueprint
"Knatte/Buildings/Storage/WaterTank/IndustWaterTank.Emberpelts",
it will give you a folktail colored water tank ๐
k, I'll look at that, thx
You may add this on your separate mod, to avoid break on Emberpelts update, or Water Extension update
true true
ah
won't bother then ^_^
I guess this worked ^_^
uglier and takes far more resources, but worked ๐
tiny tubeway stations make nice elevators
i may add it to all factions later, why keep it to our self ๐
Aha emberpelt has the tank in dev mode
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.
great will do some work on other parts that not got the correct colors then release it
@narrow nimbus water extention is updated:
3.0.1
- Enable Water tank for emberpelt
- Update Color scheme for emberpelt
yay! ty!
Nice
hehehe
tiny tubeway stations are helpful as well to make elevators ๐
a 7x3 area can store 24000 liquid that way. and with Emberpelts and all the kinds of juice they can make, that's huge ๐
LORD HAVE MERCY
never enough storage for water and juice ๐
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 ๐
Feel like this would be a fun map for a stupid reason
it's a map that basically means "I just want to build stuff and not worry too much about it."
Yup
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)
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"
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.
Will look into it later
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
its now fixed ๐
3.0.3
- Fix Pipe not allowing impermeable floor
- Wrong usage of block space of all pipes
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)
ya may poke trought so i may update the animation some at a later date
but its not critical or so ๐
Ooh, and that also let me pack things down enough to finally fit all the lift pumps for the waterfall under the mountain: #๐ทscreenshots message
Water Extention PowerEdition: Unnecessary space at the end of column found in enUS (line 108)
YES! WE'RE BLOODY BACK!
Known issue:
Water tank do not display anu icon of good in storage
Something to think about, pump to transfer manually from one side to the next
early game
not fast just transfer
can we use any animation of beaver with the tail?
a smaller wheel to stand inside?
Wait, a hamster wheel, but on water, to move water ๐
ya something like that ๐ or standing on the levee with the wheel and moves water under it ๐
My variant don't need new animation ๐
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 ๐
or , something like mechanized water pump, but with the hamster wheel on it
well i want it to be early game before you get metal ๐
๐ฎ
No need metal, just the intake and outake connected to the hamster wheel. Nothing more.
In 2008, Noria celebrates its ten-year anniversary. As part of that celebration, we reflect on the success of its magazines and the inspiration behind Noria Corporation.
Noria Corporation is...
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
ya looking like that will do the trick more and more ๐ like the last image most ๐
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
For efficiency reasons, it should be between 30ยฐ and 35ยฐ.
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.
https://www.youtube.com/watch?v=XO925lmpylQ&t=15s found a good clip of รพe ancient style
An actor operating the perfect replica of a water lifting screw as described by the Roman architect, Vitruvius, in 50 BC.
@violet plover Isn't Industrial Water tank stackable?
Is stackable:
yup, just need the platform between entrances
Yup. I didn't add that. ๐
hehehe
The gauge on the Industrial Water tank doesn't seem to be updating in U7: #1377606620342648832 message
Maybe that's known, certainly not a big deal, but I don't use the building too often and hadn't noticed before
ya has not moved since a few versions as is a different system so its harder to show
think it broke when u6 came ๐
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
Maybe a transparent roof (like lapan gorgeus storages), to see the liquid inside โ ๐ค
like a grill and see inside maybe
but that is nothing i will look at in a while maybe after summer
No problem. Maybe if bobing figures something out he can pass that to you instead
hunh, never knew it was intended to be a gauge lol ๐
Just a thout why not have this where you place it and if you want more storage you just place like a storage extender on it
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?
ya i added Emberpelts version but thats set to only show in ||Devmode||
Will look at fixing it very soon (faster fix)
does it look like a real emberpelts building?
Mod updated and its now added both to Emberpelts and GreedyEmbers
Thanks for the quick fix! The turbine looks great in this palette.
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'?
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
Not in the slpt right bobe correct, 2 high no problem
Just noticed that water extension power requires the material mod too. Just wondering what material it uses?
there is a hidden building that was started but not yet taken to finish
but hopefully i have time in the summer to work on it ๐
Neat!
its the start of an airplane๐
I do beleive waterwheels and windmills inspired the early plane designs.
At least the ones that worked.
๐คฉ
The world may never know
Can someone explain how to get use of the irrigation towers, I build them, they get filled but Iโm not seeing any fertilised land around them.
Note that some mods that affect if ground is needed break them
also only irrigates the same level as they are built
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
So does the tower need to be placed on already irrigated land and then obviously gets supplied with water by carriers
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!
@violet plover Beautiful Dam pieces are not working.
decoration blocks never block water try a levee instead
Okay got it.
@violet plover - Hi! I had a silly but hopefully fun idea. How about a low cost, low speed pump thatโs essentially a โbeaver 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. Iโm sure it would helpful for cleaning up those first few accidental floods ๐
There has been some thoughts about it #1064976877170741328 message
But have had yo much going on irl to work on it
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.
Mod updated (Power edition)
- Added Big turbine
- Fix emberpelts
- Update price of turbine to use more planks and some PineResin instead of treated planks
noice !
Really โ ๐คฃ ๐
Will be nice since it's odd to pump only on a dry ocean floor ....
ya its just one spec that was renamed and then removed so its an easy fix (caused by game update)
Dam only fixed Folktails, will do it and emberpelts 2
I was on IT ๐คช
ya....
remembered just after pressed upload
@low moat its now uploaded, the correct fix ๐
Water extention is yet not updated!
Hot fix should be to edit building collection and change ", > .blueprint", or wait for later today - tomorrow
Okay got it blueprint folder removal.
I really don't understand why game devs made this change.
I eagerly await your update, thank you in advance. 
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
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.
Ok I figured it out! the out flow pipe can not be covered with a Levee
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.
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.
Its a limitation of the game nothing i can do
Ps did i not add a info on the buildings to not place levee above pipe?
for both steam and ModIO, the answer is .... where ? I cannot find .
Oh, sorry, since sluices I never use pipes ๐ฎ
Np
Golem??
Maybe I should read the item descriptions more
.
We live and we learn๐

hmm Progress?
do you all think efficient Irrigation should affect only trees or also plants? or do we have beehives for plants 
1 Bee+irrigation
2 Bee
3 irrigation
4 normal
If trees are not plants ๐ค
planted at the same time
if it should affect plants too then i will update the text on the building to match
Make sense, unless you choose that mature tree gives scrap metal instead of logs ...
naa
@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.
not 100% sure if it was 1.0.5 or 1.0.6 that needed mods to be rebuilt with new unity version๐ค
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
Ok then it will not work ๐ค
Copy game folder and copy current installed mods so you can revert if needed?
@violet plover Thx for the feedback
I'm having fun with the mod Pipes from @brisk vortex but he seems not to be very active lately
That's the main reason why I'm waiting to update
My mods of version 10 is for pre 1.0.6 (1.0.0-1.0.5)
fwiw, it looks like the assetbundle is now missing for mac, but I'm guessing that it's empty?
ya mac build support was not installed for new unity version, working on a fix
are there assets in the bundle?
just DeepSeePipeSegment.Common?
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
just the pipesegment as its a prefab all other is outside
I also shortened the blueprint deserialization warnings. They now have the number of times the warning was generated before the warning:
nit: The file changelog version metadata is missing for the 1.0.1.0 file on mod.io
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?)
@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.
faction?
found it was that it want to be able to drag and then it crashes as its bigger than 1x1x1
will see if i can allow drag only in one way
Water extention power edition updated 1.0.1.2
- fix crash of big turbine
@prisma cairn
Awesome so fast. ๐๐
when i noted what reason for crash then it was an easy fix ๐
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
Ok, there is no collapsible markup on discord maybe XD
have you verified game files?
Could the game even work with faulty game files ?
there is code marks:
`
(3 before and 3 after)
verifify gamefiles force steam to update mods
Gog user there, fighting against the capitalism system and eating pasta and all, i'm extreme !
XD
But i'll try checking game fils
After checking, it redownloaded a thingy and then crashed again at the laoding of a game
But water extension is working fine, but power edition is not
wait its power edition 
did an update to that recently what version do you have of the mod?
should be one starting with 1.0
try update/reinstall it
10.x is for game version up to V1.0.4.9
Witchcraft !
there is mysterious magic at work there, i don't understand anything with version numbers XD
I'm sorry having bothered you, updating was all that was necessary
Thank you for your help, it work now
now, i can turbine my way out of my game !
They thank you with all their beavery hearts !
no problem happy to help ๐
Is it normal that placing big turbine is a bit finnicky ?
How so?
Hmmm ...
how to explain
(my english is far from good enough for that)
Lest say, if i want to place big turbines in a row, i click and ... slide ?
drag ?
but when i drag in one direction, it's okay
when i drag in the other, it's ... bad ?
like, it want to place the turbine 90ยฐ axis from my movement
so, all in all, i just go from stoping point to starting point and it work
but i feel like it should go both ways
i'm not sure if that's clear
ya im just happy it can be draged and not need to be placed one at a time, just find the pos to draw from
left to right or right to left may do a difference
A used feature ! Thanks for that ๐
Noice
Think i have something to work on ๐
Iykyk
๐
@unborn vortex BadwaterDischarge for Folktails now included in latest update of water extention ๐
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.
just wanted to let you know.
you got my vote on the golden log awards for best modder of 2025๐
@violet plover After the last update:
Exception: Aqueduct_Sluice.IronTeeth(Clone) BlockObjectSpec Blocks must contain at least one element
Ya all building mods is broken
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.
Ok will look into it
Ouuuh, nice, can i have one ?
That is really a huge improvement ! Like inifinite power ๐
To be fair, even the little turbine where absolutely op, whatever their power anyway. Just a trench with a badwater discharge and there you go on infinite power. In fact, now that there are geothermal generators, i'm thinking about a new building in water extension : a badwater turbine that act as a badwater discharge but with a big turbine on top ๐
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 !
I really hope i messed up somewhere
So that's it's not a bug
verify that you have the lastest version of the mod error points to its not using latest version
if using steam use the steam update mod or verify game files
hmm what version does it say you have?
weird that should be the fixed version but try remove the mod and reinstall
could be that some old files still exist and thats used
Hmmmmmmm, but why would it do that on Pipe mod too ?
the bug/error is becasue of base game updated v 1.0.7.x broke all building mods
and if the game still uses those files you will get that type of error
Ouuuh, bad
But i don't know why
you were right about it
there were probably old files
Ok, so the same manip' on pip mod don't fix it so too bad
But really thanks a lot for your help

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
what do you say @low moat? is the big water tower still better than V2 if it uses more water than V2?
2 water irrigate 1 block for 280days and 13h ?
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
Hard to say, but, guess that will be OK. Sure, a real test will be to compare the usage wit something similar with underground irrigation tunnels for the same area (to account the evaporation), and, the water usage should be slightly higher to compensate the pain of building underground tunnels. But, the question is who will do such a test? Sure not me ๐ข
Hi, how i can connect power to big tower? I tried every possible way and nothing works.
Broken atm will release an update for it today
@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
Thanks @violet plover!! Appreciate it as always
Not sure you can "fix" this, but the bad watter texture seems to warp arrround the big turbines
Water extention is updated:
1.0.1.5
- Update to 1.0.8.x for the game
For me the mod isn't listed on mod.io anymore. Anybody else? Could it be this problem mentioned from here on? #1070709592176197642 message
same for me as @turbid crane its marked as if it has virus 
not sure why
its a problem with mod.io
support ticket opened to get it cleared (https://support.mod.io/hc/en-us/requests/new)
Water extention is now also updated on mod.io, was problem with the site before.
@silent sorrel
nice to have the stackable tanks back ๐
i'm sad i'm barely able to play to use all that ๐ข
the large turbines are still crazy op: (image 1 = height 9, image 2 = height 13)
and all underground
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
This is now fixed.
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?
Luke already brought it back.
As a new asset even.
In which mod did he do it? ๐
#1478245263175979008 message
Looking at how fast Luke makes a lot of mods, I start thinking he is not a human. Maybe a sentient AI? 
Perhaps? But if so... faith? Rare in many AI civilizations.
Or if one thinks more sinisterly, it is a ruse to throw people off. ๐
Or maybe he (it? they??) knows something which we only can guess ๐คฃ
๐คฃ
Awesome, thank you
@violet plover Turbines have this cosmetic issue.
Verified game files?
I will ... once I beat the 50cycle achivment
Almost there
Missing UI Message:
Turbines, Emberpelts