#Water Beaver Overhaul
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Yeah 9 pop for 4 boosted workers seems better balanced I think.
something like taht or 5 for 12, the building is soo big
It looks big but it's only 4*4, three farms would take 2 more squares
sry if i'm a bit picky on the space but I love the diorramma map but don't think it's actually possible with that faction, needs so much more buildings ๐ฆ
Oh yeah definitely not possible
Sorry ๐
i'll still give it a go once you say it's close to the final version just for shits and giggles ๐
just not sure if there are pines near the start, otherwise it's straight out impossible
worst case i'll copy the map and drop in a few if it really has to come to that
antoher fun challenge i was about to start before getting that mod was a "no forester" challenge, need to keep some trees alive and let then reseed but figured it was not gonna be hard, just stoppid long
or that could be another faction with way cheaper stuff be no forester
Yeah actually if I could mod new plants I'd like to mod in some invasive brambles or something
Could be
You can try to make it !
got a big fat ZERO knowledge on "how to mod" the fun part for me would be more about balancing it out and see how dumb it could be ๐
berries are kinda invasive, good thing they can't grow on paths
๐ค shit, now we gonna need "paved paths" to prevent the spread of invasive plants ๐คฃ
could be cool but would need the bulder's shack back since they are the ones doing the cutting
I need it for the looks of my town Square
lol
almost made it to the smalter and my industrial kitchen, that cauldron update took quite a hit on me. Not mad tho, think it's really cool, just gonna need more time to make it happen!
stone paths that functioned differently would be something to make me consider using other paths, i think im gonna turn off the more paths mod
and not gonna mention the "you need to plug in here" thing, My OCD got a real big issue with that one but i'm slowly working over it
Actually the reason why I made this mod is because I think the base game is too easy and lack complexity, but once I'm done "fixing it" there's nothing preventing me from shaking my existing assets around to make yet another faction
like maybe stone paths could be placed over blueberries, dandelions, and saplings
without first clearing them
that as a standalone mod would be cool
since i donโt think iโm gonna use this mod
Ahahah, you can thank oxygen not included for that. It made me realise that games are better when just slightly inconvenient ๐
or like, they require a builder to place but not in two steps, so less micromanaging
sometimes i forget and thereโs baby dandelions or blueberries where i wanted to put stuff
that regrew
Sadly I don't think the game engine allows for that, but maybe with code...
hm yeah it could be difficult
if you duplicated the code for clearing resources and then modified that to add a stone path object instead of nothing, that would probably work
๐คฃ happens to me way more often then I would admit to
would need to show a hologram/plot instead of icon tho hm
Yeah I try to place fragments of path ASAP to avoid that ๐
is the possibily to make path over the damns something in work ? afterall beavers can walk on it normally ๐
actually, since you can place paths over dead stuff minus fully grown trees, maybe a stone path could have a modified check for that which allows non-dead non-trees and saplings
dead trees if not fulling grown can be built on or i'm confusion?
don't remember if you need to remove the stomp
yeah saplings
life gonna be sweet when my library finally works faster, need that underground pile
considered using the pillable ones from the IT?
I don't know exactly what are tree stumps for the game, but trees are items in the same way as just any building, so the problem is that you simply can't place anything in their occupancy space, unless your path occupies nothing, but to work as path they need to occupy the floor
so would need to consider trees/berries/ dandelion... like dried out ones?๐ค is that doable?
Oh my dams can have bridges placed in the before and after rows of that's what you're asking
Uuuh, in theory yes, but I don't know how
I mean like putting a platform or even more simple just a path directly on the dam
like to cross over on the yellow brick road
So the central line of the dam is watertight right ? The top and bottom rows don't actually occupy the "top segment" of voxels in which bridges placed their floor
Oh that's because you use plus shaped dams ๐
Also too wide
bridge doesn't work at "ground lvl" i need to get one up
Because it's a plus shaped dam
the corner between the dam and the pmp i tried, need a lvl2 platform for the bridge to go over the dam, lvl1 is too low
Il sent a pic soon
got it, i think
fun fact the lvl 1 works with a 1long bridge on the big one
150h left and i can have my kitchen BPs ! ( and go to bed, might do it before tho)
Would it be complicated to have the "underground pile" solid so we can build on top of it? like having a plank underground pile under the plank factory would be very satisfying!
or solid enough to get platforms on it and the mill over the platforms
and is there a lvl3 damn in the pipeline? could sure make that one taller
Is there some sort of "shared building" between districs or I have to do the good old gate moving strat? ( or get the choochoos in? )
Think levees are broken now, can't place one ๐ค
Must be next to a higher (+1) terrain .
so if terrain is +2 it doesn't work?
Nope
But, you can build some waterproof buildings ...
what is a 1 square water tight ? kinda limited in that corner
the double decker storage is it waterproof?
See in the description if is .
doesn't day anything ๐ค
so anything that doesn't say "not watertight" in the description is waterproof on at least one wall?
Guess so
seems too easy ๐
Hope to not see this the creator ๐คช
done for today, catch y'all tom ๐
sorry i was at work !
the levee in the WB can only be placed next to solid ground and on solid ground, so it doesn't fit here
the goal is to make you manage with watertight buildings, somehow
๐
Ah sorry I didn't read you correctly.
Uuh that is not really intended, but I think that it indeed doesn't fit. I'll see if the "optionally underground" property for that slot can fix that
edit : welp, nope.
figured it out, looks like the pit warehouse is watertight but not the pit pile, went with that for now
The juice can't be stored, intended or not just available yet?
Not even in tanks?
the pitwarehouse is not watertight, but because the entrance is above water level it is not bothered by the bottom part being flooded
juice is not storable, that is intentionnal
because it's essentially water that fills the carrot need
it is also highly inefficient i believe
like 15 carrots for 5 carrot juice
or 10 berries for 5
but eventually i might add booze ๐
so it's useless?
no it's i think quite useful to get your village back up and running if you ran out of water during a drought
lol, didnt realize there is no happines bar for the juices
because your beavers will stop all whatever they are doing the second a new drop of water is made
and run to the waterpump
well, maybe on hard mode but on normal it's not really an issue
so at the moment it's really only to supercharge your water production
droughts are too short to run out
i don't know for you, but for many cycles i did have this issue
also using flooded warehouses as support in the river is cheezing ๐
i'm at cycle 19 and maybe in the first 2-3 cycles i ran out but for a day so it wasn't a big problem and with the material you need for the press can't have it in the early game anyway
i used platforms like intended ๐
or that house with the entrance on top
well i think you're better than me at this game then ๐
or maybe i was too slow at unlocking the larger storage
*water storage
took me a while to unlock it but had a gazillion small tanks
and put them close to the pumps so they have a high productivity %
getting to the point i could delete the small ones
even getting the huge ones would be nice, medium ones are eating space ๐
[different story]
that is absolutely not what i intended to work on, but i suceeded.
behold today's poop !
yeah that's the mistake i made
barrels were too far
"les camionneurs" ๐คฃ love the translation, maybe i should turn my game to french
is it complicated to drop in exrta happiness bars? since juice is not very efficient it could make it more relevant to make some if they helped bring up the happiness. it's a real struggle atm, even with 14hdays of work can barely make it above 15
hmm... well i slapped those juices in existence in 5 minutes, but it could be nice for them to have a need and give more wellbeing
but in that case i'll probaly go the full length and add freezer, ice, and sorbet
i still dont understand how to first start playing using the water beavers
it's a really cool idea, but i don't see the point the way they are right now, i'll still make them because why not but...
hi !
well in the mod description there is a very short guide
i don't know how to make a tutorial yet but that could be a nice addition
cause when i start playing i didnt even know how to make a dam
it a bit confused for first timer
maybe if you could change the tutorial for it from the base and tweak it?
was really lost at first too on that faction but once you get a hang of it it's quite cool
no problem !
at first you need to establish food and water, and storage for that
the mod is really cool and i really like it a lot
to survive the drought i mean
thanks
then once you have enough to survivre, you need to make planks
with the gnawing station
i keep dying just trying to make a damn which required something the like corkscrew icon XD
dam*
forget about the dam for at least 2 cycles
made my first right before second drought and it was maths intensive with 24h workdays the last 2 ones
so with the gnawing station you can make your first 10 planks
use that to build a nex town center
took me a couple retry just to understand the basic
that why i thought it would be much better if there a tutorial video on how to first start it
from then you will unlock what you need to work metal, and eventually make a dam
yeah, i'd like to make one, but i don't know where the tutorial file is, nor how to put it in the game.
since we're there maybe @stone halo has an idea ?
i could make a video yeah
i'll try to do that
thanks โค๏ธ
billboards help a lot, don't even need to build them, can see on the ghost build
appreciate it
ooof, no, havent looked at that sadly
in the meantime, you can check out @zealous rapids playtest :
https://www.youtube.com/watch?v=_tR9q3hgCvQ
In this stream we are going to look at the mod called Water Beaver Overhaul! Lets see how it works :)
Thanks to lapantouflemagic for the creation of this Mod
the only thing i know is that each faction has its own (clearly) but it is not called in the factionspecification
so there is some implicit call for that similarily to how the golems are called
@shell fiber thanks man i've been searching on youtube for last months but cant seem to find it
actually maybe that can hit something in @tawdry bronze 's head ?
oh well the mod has only been playable for one month
maybe you could ask dev for where the tutorial file is?
they don't really support modding officially, so i doubt they would bother answering me
๐ข
owh
it's worth a try I guess, worst case they just don't respond
I dont know yet how the tutorial is implemented but when i have free time i can look and see if i find anything but high risk that its coded
is the pumping house watertight?
and i don't get it, where is the shaft suppose to connect? I don't see the spot
thanks again !
oh even if it is, there's probably a part that will look like a long chain of instruction to the player, i can just highjack that
it doesn't ๐
maybe i should clarify that in the description
just remove the 5hp , that's what confused me ๐
And, what's at red arrow, too. It looks like producing power ...
oh actually it is, but it's complicated.
i could only get it to work that way. there is a beaver inside producing 5hp, and the watermover script consumes that to move water.
mechanical pumps are really awfully coded, there is no provision for getting a manually actuated pump
and also manual power like the power (shaming) wheel have no provision for a buidling that would employ more than one beaver
i'll check again to see if i can rework it though
If you want to use my pipe from water extention do tell and i will send it to you๐
i'll try to dl it
wait how do i open it ?
it's a unity project right ?
should i dump the contents into mine ?
there is a Pipe.fbx file that you can download and use ๐ remember to set it to read/write enabled (Assets\Water_Extention\Model\PipePump)
PipePump is my input side
Pipe is Output side
are the production speed of the gristmill nerfed? looks a bit slow
Don't think I touched that
๐ค
or i'm just not remembering correctly but i had in mind that one mill can fuel one bakery
anyway, let's grow the pop some more! ( and close some stuff on my pc cauz it's getting warm a bit)
Part 3 comming up tomorrow or today 8-3 @ 20:00 gmt+1 if my internet will work then ๐คฃ
the "nothing to do in range" for the large farms is a bit anoying, can it be removed somehow? used to have it only for lumber or scrap and when the farm is full it pops up
Dumdumdummmmmmm
What does that say?
any plans on making gear just a tad easier to obtain? at 21h a pop it's quite insane just getting a big windmill or a an underground storage, up to 6 or 7 gearmakers and still never have one upfront available
Ummmm out of nowhere....
it crashed when i overed the cursor over the liquid qty thing at the top, could it be the juice that made that happen?
Yup, confirmed, tried again and it's the crahs reason
destroyed the juice and that time no prob going over the liquid tab
because it actually doesn'T have a "storage" it crashed? 
New thing, someone got stranded on his porch...
Wait what? Really? Why do I see people building 3 Gristmills and a Bakery? Do they put the other 2 somewhere else or something??
maybe how far are the inputs made my mills faster, idk, the walking time is something kinda hard to estimate in the fab time
@shell fiber Ignoring things such as "Intended difficulty of the Mod" and "Game Balance", what does a custom map need to be compatible with the mod? I heard something about Pine trees being near the starting area, but that's all so far. Anything else?
If in the district range you don't have terrain with a +2 elevation (needed for mines), be sure to have a lot of scrap metal !
that and what todor said right after sums it up pretty much
maybe also nearby river not too deep, dams can only be 2 deep with that faction. like a -3river is pretty much the deeper you can go
Yeah without pine trees you can't build the forester and this can't get pine trees, and for metal if you don't have scrap accessible a 2 tall 2 wide cliff side is necessary for placing the mines
make it 4 wide since sracp needs 2 mines. ok 2 can do but micromanaging the mine is not fun
Oh you're poking at building that are there really only because I didn't bother removing them, I didn't mod them yet
@distant wigeon WaterFall gives a good balanced starting point IMO. if you want to get a rough idea. The back cliff is there, pines nearby and river ain't too deep, and scrapmetal doesn't need a second district!
ok, i'll be patient, sry ! 
Soooo... my storage department is at risk?
Canyon is also pretty good, probably a bit harder but you can line up house next to the river to make a nice dam
true, been a while since i've played that one
Likely not, I can use backward compatibility to mod them without killing your save nor the buildings
need to recheck diaorama if it has pines at start, need to try out those water guys on it
It has
i mean for future play ๐ afterall your updated killed 2 of my beavers and quite a few BPs and it's ok!
Ahah
Noted, thanks!
What is at risk though is all those windmills, it's water beavers not wind beavers ๐
don't remember, are dandelions needed early?
No unless you want to make stew
like it, but would need a hard swing on balance for the power generated/needed
or multiple tier generators, at some point there can't be that much space and need the waterfarms too
if you need to make better stew, it is, else will have only awful stew
How many generators do you have exactly ?
Like I have 4 compact wheels for 120pop
got a 3wide good wheels and they produce almost enough, that windmill row is more of a tribute to something i liked to do ๐
but the one large windmill covers the times water slows slower
made a spot for another 4 wide but not needed atm, gonna build the batteries first
Ya, but, since no one can play this mod in hard mod, water wheels can be enough...
i'd be curious to try it on hard but has to be the right map
if the juices could be done sooner like @shell fiber intended when introducing those... might work
don't, second drought, game over !
Hey don't ruin my fun, i can try to be stoopid if i want to !
juice, for what ? beaver won't die by thirst, but by hungry, since will have no carrots ๐
doesn't juice does both?
Oh right yeah, can you give me more details about this ? You made a screwpress, made it squeeze some juice and then It crashed ?
Juice is tasty water, no food value
looks like it all works, it crashed only when i overred my mouse over the "liquid tab" up top the screen, my guess is since it can't display the storage stats because it is not storable made the game crash
tried it 2 times anfter first crash, just paused the building and evrything is fine, didn't ruin my save
I mean, you save the beavers, but, not the crops, with the juice. Will die by hungry since will have no foods with died crops...
about to try again with carrots ( first time was berry) just in case that one doesn't crash, wish me luck
Oh I didn't try that, thanks !
I'll see what's the problem
but with the water saved you can feed the water dump and keep food alive, thing the payout is worth it
yup same with carrots juice, just crashed
teh "amazing food" welbeeing, is it the "deluxe stew " or something not there yet?
Can you send me the crash log ?
heeee, yes but how? wait a sec, think it was on the crash screen where it lands
done
want the save file too?
better to send the whole zip file (crash) from documents\Timberborn\Error Reports\
that's what i sent, the 2 times it happened, one per juice ๐
Hmm... yes, yes, this ought to be compatible. Was not intended for this mod of course, but it's not a big ask to make my maps compatible with this decently popular mod with particular considerations for the maps...
But remember to have 2 wide spaces for log stairs, or the map to have slopes to be able to reach the pines !
actualy my concern would be the gap between center and pine, can't be more then 1 deep in early game or it's almost impossible to reach the pines
worst case drop in 2-3 pines in the center and we'll let them seed while trying to survive!
well, in the upper left, is OK
It's a 1-block deep channel seperating you from the pines, a crappy platform will get you there. Dandelions are further off, but not pictured, but should be reachable from the start
and water flows in from between the pines? cauz dams are 2 wide min, can't block a 1 large river
Tiny amount of scrap in the starting area, more the further out you go. Mines in the 4 corners of the map, will need a second district at least. A third if you want all 4.
The channel weaving between the pines is 3-wide.
Oooo it's a massive map, now i get a idea of the scale
196x196, IIRC
anyway atm mines don't have a building on that faction
think todor moded the FT mines with an add on to make it work but technically it's not in
only thing i really want right now it the Huge liquid tanks but not that much at the same time since gears are so painfull to make
I wish to have treated planks ...
New thing, the "pile" storages don't recognize the "camionneurs" ๐
even if i got like 10-12
Oh yeah, i noticed that. Sometimes the Pit Piles/Warehouse hates my Haulers. It's like this in the breakout mod.
weird but i'll try to see what i can do.
it's pretty much a streched normal pile so i wonder if that's my mod or a game engine issue
anyway, for the juice, when you hover on top of it in the inventory bar, the game tries to show you where it can be stored, and crashes if "nothing"
easy to fix
fixed the juice crash issue and the pitpile request issues
let's check what's wrong with the industrial kitchen
okay, probably fixed the industrial kitchen issue, although the animation is broken (again) and the slots are not made properly, but that's minor
oh, unrelated but i maybe am changing my mind about the large farmhouse, i'll probably tone down the workspeed bonus, but 4 families and 6 workers seems good.
i think the next "progression tier" of my mod will cause massive population increase, so you will need LOTS of food (and sunflower oil)
my last save is like 4 seconds before the big kitchen crash so gotta have to wait for next update
oh it's incomming
will try once maybe since game starts paused i can pause the kitchen before it crashes
like i'm compacting it right now
ok cool
no the crash is something i understand, pretty sure it should no longer happen
but since you're here, can i ask you to test it asap ?
i started to work on mod compatibility a tiny bit, right now category button is what i want to make work
it will be essential for modular buildings
of fuck no i hadn't finished that
the aquatic farm
wht's up with the aquafarm?
i have upsized it but forgot to adjust the voxel occupancy
it's done now
so now it's twice bigger, houses 3 families, employs 4 workers, and give them +25% movement speed (you said they move slower in water right ?)
when water is high enough that they swim not walk when using a path they move a bit slower
also costs twice more
so probably will be able to delete one and use only one, had 2 for a really tiny farming zone
that its kaput ๐ but its fixed now xD
yeah the problem i have with aquatic crops is that they want 1-deep water, but that is not very efficient for a water reservoir
yeah update is uploaded, currently being scanned i think
most my other runs i ended up dynamiting a aqua farming patch and have a pump watering it up
so can you try with/without category button just to check it's all good ?
OH RIGHT !
i have nerfed the waterdump
lol
now it can only be place INSIDE the Lido ๐
just because i'm a tiny bit evil
so no cheezing irrigation
oopsie !
what happends with saves that already have a dump out?
it will probably just vanish
will see, got a few around the place
oooh ffs xD
well, that's gonna kill my run if they vanish
if it causes problem for your playthrough, maybe you can just use 1.0.6 for now
i've got some spare dynamite
just gonna have "lido irrigation" now ๐คฃ good thing i got a large stock of dynamite
fix what!
what shit?
lido in the woods 10/10 would go to that
gimme a sec
so i changed the irrigation tower
to be a house of course
but also to stand 2 voxels above ground
but then i thought "hey, would be fun if the legs of the irrigation tower were a separate building
so i did that
and removed the legs
but then i realized the "leg part" as an independant building causes more issues than anything, maybe
so i removed it
so you gonna upload again? or want me to go ahead with 1.0.7?
already have it ๐ just didn't enter
2 hours to gooooooo xD
no that's okay, because i kept a duplicate with legs of the watertower
so i just need to swap, confirm and repack
ok, gonna check at least if the kitchen works and if my dump vanished
well you can also check the category button thing too
dumps vanished
now that's gonna be messy a bit!
not those build on a platform tho but they turned around
saw you here streaming think 2 days ago you were actually playing with that
oh right ^^
one of my 2 farmhouse vanished too but the second one grew bigger
thanks game, you didt for me 
i wasn't expecting that, but now that you say it... makes sense
okay, water tower functionnal
re-packaging
then upload
coool
it is a whacky building though
just trying to save all my food atm dynamithing the hell out of mi fields!
you'll probably want a bridge to connect it
at least i wasn't in a drought
oh, to make place for lidos ?
yup
wicked
i'll stay up for 20 min more, tell me if everything seems to be working
no problem with the watertower, lido or whatnot ?
beavers still running around with dynamite, lido getting in in a few
yes, that is normal
the UI cannot handle foodstuff that decrease needs
deluxe stew fixes all of your problem, including disease and bringing back the loved ones ๐
it's like for the billboards
ok so deluxe stew "cures" bee sting , that's cool, removed my beehives since i din't see the point because they were slowing down my beavers
looks real cool the dump on the lido, now just need to wait for it to build
so i'm checking the beehive data : every 2 hours it selects randomly 3 plants and speed up their growth by "0.3" which i assume to be days
so that definitely has some value
with how big my farming is it's not that much needed tho ๐
oh, i forgot to add the reciepe for mushroomjuice to the screwpress ๐
yeah, true
oh well, that's minor
works ! but that water color out of the pump... ewwww is it sewage water they fulsh in there ? 
oh right
i had a weird problem with the texture for that
somehow this green mess displays properly, but not water

will be fixed... someday
imagine it's proper water
anyway not toutching juice untill it can be stored, don't wanna crash again
it loads ๐ but my stairs went bb xD
oh, no that should be fixed too
stairs ?
logstairs
yeah log stairs xD
will give it a try then and let you know
i had an error in the prefab names
oh well let's hotfix it
okay, 1.0.8 send
seems visually fine on my part, just try to reload your save
will do
i'm going to sleep now, have fun both of you
nn!
and have a nice stream ๐
ty
GN, catch y'a later
Agree
gonna be a pain early game tho without the dynamite but later on it's quite nice
Another Thing, the "large corner watertight house" need to reduce UI to like 85% to see the button to add new routes, it's getting a bit small to see properly my ressources uptop, not sure if there is a way to shrink that, know we talked about that previously but that time around the UI reduction is not super friendly, would have to do it everytimes i need to set routes ( ok it's not that often but still)
Dude the changes are AWESOME!
its getting way more playable now โค๏ธ
Question is there a way you can make a 2nd waterpumphouse where you have the input output switched?
Now that juice is more usefull would also be nice to be able to store it ๐ ( and yes already pre-buit the press for mush juice ๐ )
Happiness up to 35, feels more like the way i like it! took forever breaking the 15 barrier but it's finaly happening.
IMO the 3 juices could be 3 different bonuses also, makes it more important to do all 3
And Happy 200pop ! computer not melting, let's keep pushing!
Like a mirrored one ? Could do but honestly animations are among the most annoying things to make๐
But I'm thinking about making a pumping house upgrade that uses mechanical power
I'll check that ๐
Wait am I the only one to think that mushroom juice gotta be absolutely disgusting ? I made it drinkable but you beavers should never drink if is there is an alternative, and if they drink too much... well... Explosive diarrhea and all that...๐
lol, i'm a big mushroom eater, actually "crรจme de champigno" is probably one of my top3 ๐
finally gonna make my pump /reservoir aquafarm, been a pain figuring it out but think i got it now
and "power cliff is comming up nicely, any plans to F that plan soon? ๐
( and wellbeeing 41 done, but hovering at 38)
Oh but "creme de champignons" if creamy mushroom soup, mushroom juice is really mushrooms that were squeezed to get the water out ๐
Maybe I should call it mushroom water instead ๐
nhaaa, kepp it like that but who are we to judge waht beavers would drink?
( can we get a "crรจme de champignon" in the stewmaker? ) ๐คฃ
like even the awefull stew, beavers can process wood, not like us 
Probably, but no cream in the game yet
I have plans for a traveling marchand ballon or something, maybe I can add in coconut milk or something
was thinking like mush/carrots/water for the "crรจme" if you wanna go the long run palm trees and coconuts, so, yeah coconut milk
actually i put potatoes and apple in my mush cream ... ho shit, another ingredient!
Ok, new thing, is there a "long arm mod" in there? like how did those dynamite got there?
now beavers can trow stuff 2 away? ๐คฃ
cream is just the fancy drip on top before service ! can live without it
we'll see
honestly if i had to complain about something it's quite a short list, juice storage and large tanks
oh about the storability of juice, i want to make food stalls for the town square, so that of course means the foodstuff served there can only be found there, hence no warehouse ๐
oh yeah large tanks
didn't try the irigation tower yet ,
but that will be blueprinted and whatnot
don't think it needs a BP, gears are so slow to get it's already painfull
but why not if you feel like it
like large storage doesn't need one, why would a large tank need it, could be fun tho a BP for "large covered tank"
actually i don't like buildings to cost gears while they are clearly not mechanical, so the largewatertank will likely not cost gears, or 3-4 tops
at least the space is "free" but the stacking needs some work
well, with 3 floors high of water you need some good pumping stuff that could sure use a lot of gears ๐ ( mechanical eng here, sry got to talk about it)
and, (not gonna mention but still mention) large tanks like that need a device to avoid stagnant fluids that could create mold/parasite spots
yeah you would likely need pumping and some valves, but that doesn't make 60 gears
oh
antibiotics !
just a valve can be 0 to 5 gears depending on the model ๐
ahah, i'll try to simplify a bit
and pumps... think we've reach too far ๐คฃ
just saying i feel the price is fair, without BPs for now ๐
so at some point i posted a glimpse of what i want the endgame to be, i'm going for some special structures that have very weird requirements, like "needs to be build 20 m above the floor" and stuff like that
so i'll need to rework the whole platform system, and make some buildings more stackable
there are already some mods for the super high stacking
i see what you mean, but for me blueprints are not so much about the cost and more about making tech tiers in a way
yeah but i don't want it to be just "pile up 10 triple platforms and make stairs"
I get it, that's why i brought up the "covered version" ( btw it's your fault, love those smal covered ones, too bad they didn't exist when i started that seed)
you'll have ground level buildings, things that can be build on top, then those that can be build on top of those, then good luck with houses and stuff
so actually instead of making a covered tank for the big one, i want to make a separe upgrade to cover it
I get it but at some point for pathing it's just gonna get a nightmare. did you look up the nuke mod for ruin?
the nuke thign has that idea of "this has to be built on top of that"
gimme a sec will give you the real name
"GeothermalPowerPlant"
you ahve that one thing over the ruin and then that second building that can only exist on top of it, might help you with your plan
I like it for something straight forward like that but if it becomes an insane 3D tettris... not a big fan
IMO food related buldings are great for that, farmes on lvl1, process lvls higher and need to make routes on lvl 2+ to spread ingredients or process again
oh i know how it works, that's how i made the scrollracks for the library in the first place ๐
uuuh ๐
anyway, right now i have a mess of ideas more than a concrete plan, but you get the idea of where i want to go
I try to, and i like it, ok i'll complain a bit about some stuff but still get it and respect what you wanna do.
Ho and btw farmhouse nerf is descent had to drop in one more planter farm to get the 2 running, just need to balance the crops a bit
almost got it to a point carrots are not an issue anymore
those juice factories sure drain it good
but berries, GEEZ wonder how much pop i'd have on IT consumming that many berries ๐ค ๐คฃ
aqua farmhouse is rocking! might wanna drop speed to 20, even maybe 15.
since movement speed also covers the path to the storing it's a bonus, not just compensating for the "in water" time
Is there some "divine creation" in that faction or a new district needs at least 2 beavers to fill up the pop space available? ๐ค
Ummmm need to flip my district center 90deg... looks like it's gonna be a problem... if i may ask, could the center have 4 doors, like one on each side? Please? ๐ณ
not sure if I forgot, the "tab mod" works
Fun fact, first time ever I have to use a metal platform ๐คฃ
Mmmmm, I get it if there is a lack of rss but don't think "nothing to do" flag should pop up because it's full, is it fixable?
but lack of builder's hut makes it sooooooo long to build it... i used that house only late in the game, maybe that one could be a BP instead of a no-show
welp, finally got forced into making district 2, out of scrapmetal and the mines are so slow it feels like gnawing gears ๐คฃ
is it possible to remove the "building lacks materials" from the dust burner? actually it's a good thing if it runs out 
uuuh... actually, can do !
that would be awesome !
sry bout the spam, just tossed things here as they came along
i need to poke at the farmhouse to see if i can allow the big farmhouse to plant crops, there is a tiny chance that was caused by the folktails tutorial and not the script themselves
no prob, i do the same ^^
honestly i like the 2 tier it makes, would not bother changing that, only the "nothing to do" flag on the large farmhouse is annoying
planned as a town square module, but i spend the last week slaying bugs and scattering myself aroud so i didn't make any progress yet ๐
it's your lost, that's why it was so long testing out the lido irrigation earlier ๐
update, 75% of my first metal platform done... and all that just for a lazy way to manage the aquacrops ๐
my pleasure !
i need to go to the lab, see you later !
gonna hit the bed soon, catch you tommorrow, or not, got a day planned at the range with a friend, won't be in front of my screen ๐
good nigth!
finaly home! time for some waterbeavers action!
So what's coocking today in water hell devloppment?
ruth rooo, game crash but no clue why this time around...
only "new" thing i had in building is the pumphouse
Yup, confirmed, crash right as the building hits 100%
tried twice just to be sure
i had this bug once, never understood what was the problem and could never reproduce it
try to demolish it before completion and rebuild it, it worked for me, somehow.
good question, i was thinking about reworking the houses, especially the double lodges, because they are litterally the first thing i modded so they are maybe a bit sub-par compared to what i can do now
especially now that i have the category button mod up and running, i can make modular building without causing crazy clutter in the toolbars
will try that, if it crash again do you want the save file to look it up ?
well, works now
strange....
that has probably something to do with the weird system i use to make it work...
maybe it's better to dump it in the trash and make a regular mechanically-actuated pump
i wanted an early game solution but in the end it's quite useless if you don't have a ton of dynamite to dig trenches
could work, alreay have 30 useless eaters, don't really need that extra pop atm ๐คฃ
depending on the map it could be used early game, could have done mine way sooner
but sure at the point i'm now with that game a real big mecha pump would sure be helpfull
i'm building some stuff now, i'll stream it just for fun
wow, didn't realize how much work one building can be, looks awesome tho
ahah, thanks !
it's actually not very hard, but finding the right pieces can be tricky
as a small teaser for everyone ๐
but now that i see it from afar... holy shit this is gigantic ๐
it's 3 or 4 high?
5?
right now it's six
lol
plus you have to reserve space for the balloon which will likely be 4 tall
the base is 5x5 as you can see ^^
OOOO, tought base is only 3x3
this is going to cost at least 500 logs + metal + whatever
๐
anyway, time to sleep ๐
oh the ballon is going to be a trader i think, so that's not a problem
but if i go this way, yes
kinda like the choo choo but airborn !
Fun fact, can build the pump prior to the lido is build, delete the lido and keep the pump if it's built on a platform!
Yes but that's cheating
I could probably find a way to prevent that of I really wanted, but meh.
It doesn't spare you digging the hole anyway and I don't see the benefit in not building a lido ๐
if we had the terraforming stuff with bots it would change the deal, reaching a point i would patch some holes to grow more crops, carrots and sunflower are insane. At least I solved berries, now lvling a field for those 2
think i got the equivalent of a full planter coverage of berries
and I barely see blue and stack is not really going up
like even if I wanted too, would brobably not be able to have the "extra food" mod in place, can't make ehoungh
no blueberriepies for those guys 
( don't wanna be pushy or a pain in the B... but have you considered what about the large tanks? my wharehouse is building up nicely but i'd need that 3x3 liquid storage ๐
one thing tho, a large tanks like that should have a propeler in the bottom to prevent stagnent liquid, so don't forget to require a little HP, no need for a boat engine so 10-25 would be fast enough ๐ค (woupsy, eng me took over for a min)
ahah, i can but i don't think we would actually see the propeller
I can live with that ๐
you sure have a lot of storage
at that point when you need those tanks zoom is out enough you don't see it
that's one of my things towards "end game" have at least one large storage of every eatable in the game
from there i can easely rebalance productions
plus i like the the "in tank" esthetics already, the stew is really cool and the sunshine reflecting on a full tank of maple syrup is cute, don't want a see-trouh liquid anyway ๐ crap the visual of the propeller. Maybe just a gear on the side to make it simple.
( and that gear thing on the side, would be cool to have it on any powered building actually since they can't plug all around, and if I may once again, have 2 so you can daysi chain power between buildings, the shaft spagetthi is getting ridiculous, reminds me of belts in dyson sphere ๐คฃ )
Heard the mod got a new feature which means another random add-in for maps I make to "unintentionally" support the mod. ๐
okay folks ! 1.0.9 uploaded, as well as the billboards update !
well well well ty man
The lack of an early dam makes it very easy to flood the starting area. Whatโs a good starting map for water beavers? Edit: I guess thatโs why I need to rush the new centerโฆ
Alsoโฆmy game is crashing with the latest update 1.0.9. Itโs the only mod I have enabled (except timber mod and Bepinex)
Try to also install category button and billboard
Also a possibility is some some leftover crap from a previous update, in that case manually going into the files and erasing the water beavers mod folder then reinstalling might help
But generally it's best to send me the crash message the game gives you
slowly getting closer to a thousand downloads ๐
maybe that's just the same 50 blokes that download every update though ๐
Waterfall is quite descent for the water beavers, still running on that first playtrough
think i'm at cycle 30 something atm
dang, wanted to hit the bed early today... ho well, time to see wassup in the new version! ( just have to wait for the download)
@shell fiber well, 1.0.9 is crashing for me too....
yes i dowloaded billboard and buttons too... ๐ฆ
and yes tried deleting the file and redownloading but it still crashes
Crash log: https://1drv.ms/u/s!ApZlssbyGcsw0UMOndRsBkFfOsQk?e=knNpB0 I added some following logs to the initial zip; the big one is with category and billboard mods, loading a save. The smaller one is the game crashing before I even get to the main menu.
sent it to you in PM , also tried rolling back to 1.0.8 but it crashes too... I need my dayli fix brother, what have you done to me ๐
brb going out in the yard and munching on a tree for a bit, should solve my personnal problem
Ah for fuck's sake, this staging shit again
i had accidentally broke a specification, but because the correct one was still in my staging folder that hid the problem from me ๐
at least it's a clear and easily fixed issue
rebuidling now, should be up and running in 10-ish minutes
so should i delete the file again and reload? ( no wonder you're close to 1k ๐คฃ )
lol
not yet
since i'm there i may as well add the dependencies properly
but it works on my side now
okay, 1.0.10 uploaded, let the website scan it and you're good i think.
i also send 1.0.9 to the trash it belongs to.
ok, will let you know when it loaded
and noticed you had some pressure for the large tank on the 1.0.9 note, that's not cool, should tell ppl to relax since you're doing that for free ๐
๐คฃ
download in progress ๐ค
Okay, game loads now!
I have a request for the library and primitive ironworks. Can the anvil and stack of books (whatever itโs called) be the first requirement listed, so that I donโt have to have a small warehouse tied up for those items? If the builders see those items first then theyโll fulfill that order and free up the warehouse.
seriously, carrots for the tank BP... ho well, love to hate it ๐
mmm i was lied to, someone told me large tanks are 2x2, guess that didn't include the metal legs around it ๐ค
at least found a nice spot, just have to delete my 7 gear makers ๐คฃ
since i can't put dirt back in place, jsut wanna be sure, those 2 metal thingnies in front, does it mean that i need those in the 3x3holes and a 1long bridge to enter the tank?
or the 3x3 is only the container?
like should i be able to put it there with proper dynamiting ?
with the looks of it i feel like it ahs to be brought one tile back or the front metal beams will have a conflict with the platforms in front
hm... i was worried the front legs would be confusing
are they just esthetic?
and anyway they gonna be underground so...
probably won't have time to try and build it today tho, getting close to lights out, and BP is only at 12%, can't pull an allnighter, in laws comming in for brunch tomorrow, if i don't sleep i won't ahev the patience to handle them
One quick question, pinnaple/coconut how long does the bonus stays ? like if i have 50 beavers, can they eat only one per 3 days to have the bonus or i need couple baloons for them?
and that would mean 3 24h straight working days ( won't happen since they will go to sleep) ...
( the building is awesome) 
for ananas and coconuts, each unit gives +1 to their respective need, and decrease by 0.05 like every other need, so it will take 20 days to be resorbed (for now, i'll rebalance an other time) and since one trip brings 50 coconut/ananas every three days one export center should be able to fulfill... 350 beavers ๐
maybe i should have run the math before uploading

so the ballon run even on "off duty times" ?
also the coconut / ananas need is not wastable, so they can't use them for food if they already ate some recently
oh, right, no, not yet
eventually it will
k, so with 300ish beavers i'll probabaly need 2 for each rss to keep everyone happy, sounds right?
at least with coconuts now they can have a pinacolada by the lido!
( yeah pool bar for the lido ! )
Can do ๐
As a possible alternative to the waterdump
mhee, waterdump is quite cool on the lido, bar would have to be on the other side, maybe a "tier 2" lido that distribute juice and booze?
Gracious, what is THAT mysterious new building? (And what are it's placement requirements?)
Right now I put it together so that I can upload both this and the large tank together, but what I really want to do is have the landing pad building have its own functionally (storage, haulers whatever) and on top of that you can build different "H" signs that call different traders, that work entirely autonomously and without breaks
I think you're taking about the giant buried tank, as the name states it need to be build in a hole
oh sorry i didn't your message !
Oh, they bring the first ressources first ? i legit never realized that ! but now that you say it i think it is true indeed.
yeah sure, let's put those first, good idea !
dang, now i have to push evrything one square back because of those legs... tought it was just to look cute ๐ well played Dr Evil, well played!
at least i did a test zone in the wilderness before bombing around my main wharehouse zone๐
but can the legs be in the ground or it has to be like i did it in the picture? ๐ค
Nah, don't. I'm going to change it again because it's confusing.
The problem is that there is no occupancy on the front part so that means you can leave the front part open.
But then it visually does not have proper structural support.
yay, my only issue was that it blocks the path, otherwise, i didn't mind the frint legs
Balloons are hovering ๐คฃ they always display enven if not builded and when using the "hight seeing tool " to see levels bellow they remain there
Oh damn, that balloon building looks amazing! The balloon itself looks slightly flat, but I understand it's a first iteration.
oh i'll have to corect a bunch of things ๐
it's not my model, i downloaded a free low poly pack from the unity store ๐
but i think it's morsly fine no ? you mean the textures are flat ?
in the meantime i'm preparting...things.
gotta go for now
for some reason the 2x2 was the hardest to get working ๐
do they fit within the building footprint ? look like it from the SS but never know what kind of evil thing you'll pop up ๐
not sure how doable it would be but I think a lot of ppl would like htat one as a stand alone mod for the other 2 factions too
The way i have made them, they are only billable above their respective buildings (and fit in the same footprint) but if you try hard enough you can probably manage to have one sitting between two buildings or something, but if I want the 2x3 to fit multiple 2x3 buildings without making a dedicated cover platform for each of them that's unavoidable (and even then you could do).
As for making it standalone, I can and can't. I can unrestrict placement and just let the players do what they want (and I'll probably do that). But I can't make it as I did here because I had to carve out spaces inside of those buildings to accommodate the anchor for the platform
the idea of the question is more like if i have 2 buildings side by side, can' both have a top platform to make a continus path on top or something like that
I also fixed the landing platform and made the balloon a separate building
Oh no they should be just fine and happy
will have to try all that fun stuff later, need to get some work done first ๐
Then I need to make an animation to have the balloon fly away
that will be nice
Well it's not uploaded yet ๐
kk
Have fun, good luck with work, time to sleep for me
GN, catch y'a later!
Something is up with the connection to path of the balloon building, are the 4 doors working or only one? cauz i'm getting the "building not connected" message
Two-story watertight lodges should block water, yes?
but not aall sides are watertight, the "terrace" part is not
Iโm trying to use the houses as a dam/levee and itโs super frustrating to not have it block the water. I put two of them back to back; do they need their backs to upstream?
think so, if you want the 2 high block
mine is facing upstream so it blocks only 1 lvl
trying out atm if backwards makes a dam, work in progree
@shell fiber nice work, they really look awesome!
I specifically made a billboard showing how those work ๐ , but maybe I'll remod them so they work as expected (check out the water beavers important information subgroup)
Ahah, you don't have to force yourself to use the irrigation tower, apparently no one like those ๐
wanted to give it a try, maybe if they had a larger radius they would be worth it but the lido irrigation spreads further and gives 2 wellbeeing bonuses so the choice is easy do make
in the "water extension mod" the irrigation tower is overpowerred but makes it worth it, like if your tower would at least cover more then a dump in lido it could become worth it
oups, was distracted.... just exploded 2 beavers in a dynamiting zone 
I think I'll rework it so that it is better. Maybe call it an aquifer pump that irrigates unconditionally (save for mechanical power) but that also means I should check the difficulty settings, in normal mode the droughts are capped at what, 7 days ? That's not very challenging
a bit over 7, had 8 for sure, probaly 10 max i'd say
the thing with hard is also the gap between droughts, you gat maybe 4 days between 2 30d droughts
normally i play hard mode but with that faction... don't think it's doable, would need an "inbetween" noraml and hard
Yeah I hate hard mode because it's not hard, it's boring. It's 30% rainy season 70% drought. Especially if you rely on water wheels
Yeah I'll poke at the custom difficult setting. I want drought to be less frequent but become longer and longer
waer wheels is simply stoopid on hard mode, that's why i mostly play with IT, the windfarm/batteries with FT is jsut dumb, some sort of reliable power is kinda a must
I should also check the nuclear power mod thing because that's kind of what I would need
would need deeper pumps for that tho, the 2 deep makes good reservoirs kinda impossible to make
Planned
tried it last game before my run on water hell, want me to DM you my save? it's in there
Sure why not
it's quite water intensive befoer you put the cooling tower on top
But I can test on my own
ok, now how do i find it 
Ahah, don't worry I'll manage on my own, I can use magic โจ
No need for a real playthrough
now they can litterally swim in soup ๐
*deluxe stew ๐
almost popped the 50average wellbeeing, at 320 beavers.. it's getting hard a bit, is teh extra food mod compatible ( carrot cakes and bleuberries pie) ?
need to figure out the ballon building for the coco/ananas bonus, looks like not all doors are connecting, had to destroy
i'll take a look, but they should
tried rotating when placing and no door makes the paths appear like other buildings do
it pops up if i'm one tile off the door
like the color line on the path
am I clear ?
ah i see.
yes that's normal. It's because the real entrance is actually in the middle and there is internal paths. but those path don't actually exist until the bulding is complete (like a platform)
ok but when built it popped up "unconnected building"
and no one was going in to work and bring in the goodies, guess it's 2 separate things
but normaly you see a dot or something in front of an "entrance" or i'm confusing
it's kinda of the edge, maybe it's that, will try again closer to district center
ok, so "in" is 2 squares in from the "diving platform" , noted
LOL,, i was 1 square too far only ๐คฃ
mmm, no wait, should have been right the exact square 
ok, gonna try again with proper orientation
well the entrance and the access point are 1 square apart, i think ๐
make a shortcut
look on your cut view, the circle is normally the entrance on a path
oh did i say that i intend to remove platforms eventually ? ๐
the ones that can be stacked infinitely
just had to rotate it 90 deg
I don't really abuse platforms unless doing over water or underground builds so it would suck a bit but not taht bad i think
oh, good ๐
well i'll have an endgame building that requires to be build 15-25 above ground ๐
dynamite and metal platforms here we come!
Ho, found that douche you were talking about in the "dev note 1.0.9" he's even more mad since juice still isn't storable ๐คฃ
๐
if the press was not a house too i'd just build a bunch, got 55 useless eaters that need a job atm ๐
The woods burner is insane; requires 50 logs to start?
mine is better for coal, better just use it do burn sawdust and prevent planks from not beeing produced
you can select one of the 2 options
it works, was really just a badluck since i'm really at the edge of my district
Just curious, anything in a near future for the underground ruins? kinda wanna drown one for a reservoir but ... if it turns out usefull ( or actually need one drowned for some stuff ) ๐ค
Oh I see what you mean, that's a pretty fun idea actually
But for now I'm not sure what I want to do with those.
One thing I might want is very long droughts (but not as frequent as hard mode), and since I also intend to nerf the windmills and the running wheels are out, I'd need some sort of power source to power irrigation towers (assuming I make them only require power) but I doubt the batteries would be enough
Maybe I can bring back the running wheels and nerf them too actually
Like 5hp each and cause hunger thirst and exhaustion
the nuclear power is not a bad one, just the cooling tower requires too much power if you wanna rely only on one otherwise it's too water sonsuming for a hard mode run
think my last one i made a nuclear thing and still needed 5-10 engines
Yeah, I also don't like that is requires and consumes treated planks which are a nonsensical resource especially in my mod
Oh but in my mod we don't really build that many factories do we ?
waht planks? ๐คฃ
grist mills, planks, juice, kitchen, ... still and the final monument
smelter
i'm close to 2k hp network
( required) produce a tad over twice when whells and wind are hot
Actually I was thinking about increasing the power consumption of some but that's good info. 2000hp for a big colony, noted
327 members atm
gonna give a try to extra food mod in a few, just wanna finish building my balloons
The large platforms will also need one
But the BP is going to be common for all of them
not even surprised
maybe have BPs like tier1, tier2 and so on, to limit the amount required
I mean it's a mechanical building so ... ๐
it becomes a lot micromaniging
Iโm playing seven cisterns and the starting location isnโt great for mines, but I finally found a spot where I can put three in a row.
Well it's part of the point, I don't want buildings you build and forget about. That's why the library burns trough your resources like hot lava
i can sorta delete it
37k science and growing
just keeping it in case....
Lol
No I don't think you'll need that much
But maybe I'll add it some entertainment value
I'm used to play IT so science is the bots boost, always need it running !
Oh I see
museum, planetarium...?
Comic books ๐
yeah, all consume a tyny bit of science for more wellbeeing
lol, you don't have the press for the books, ๐ and books is in the beeing bars ๐
if you go that way only books can be 2 pages of welllbeeing stuff ๐ ๐ค
ananas and coco bonus work
finally keeping up the average over 50 ๐ฅณ
gotta admit that faction is quite insane on the berry consumption tho
think i't the thing I have to most patches and still numbers not really going up
"more snacks" is crashing it ๐
basicaly any building that requires a plank and resin requires treated planks...
you were just saving one step
yeah, but what i mean is that if i remove the item "treatedplanks" from the faction, every building that costs some will cause a crash until i remove it of mod it
so let's leave it for now
where to get blueprint for large farmhouse?
thanks
okay, getting the animation took waaaaaaay more time than i would have liked, but i think it works as intended for now.
big update incomming
uploaded
i cant updated the mod in the mod manager
I... don't know what's happening. i just downloaded it right now, went fine
is there a new building on v.1.1.1?
there's large platforms, and the balloon trader is a lot nicer than in the previous version, but if you're not there yet in your playthrough it's not an emergency
cool
downloading right now!
Yay, we flying!
and that beeing an hauler post is sweet, chopped down on the amount of useless eaters in the colony ๐
not sure it brought anyting tho will monitor next trip
well, it flew away once, but is now stationary. rss are in tho
3rd ballon on the way, wanna see how many I actually need so the item starts to stack up a bit
this popped up, even if i got a butload of haulers...
And not sure why but one is stranded on the porch of the house...
did u check his pulse? he looks kinda dead
now he is ...
1 Balloon per 100 beavers looks like the right number
do you also have the deluxe one coocking?
Oh maybe they are not able to pick it up from the tent like it was the case for the mushroom grower.
Looks like the 2 tall storage issue, I see.
I halved the number of coconuts/ Ananas per trip so now the exact number should be 175
Yeah one of my first buildings, it's likely a mess
with 336 beavers, i ahve 3 ballons running and super slowly getting some in reserve
Hmmm ... ๐ค
biggets issue is becoming scrap metal, ruins are almost dried out all over the map and primitive smelter doesn't quite cut it
Maybe I'll make a better mine that is more efficient ๐ค
I will need quartz for glass anyway
enough mines is not the issue actually need more since i'm eating up all my coal atm but the bottleneck comes at the smelting
More smelters ?
Oh right the recipe is quite slow
I can probably speed it up. So making coal from wood is not sufficient ?
Also : hurray ! I passed the 1000 downloads ๐ฅณ
Actually more than 100 since I went to bed
I think I can make the 2x2 super platform fit on top of the primitive mine but that's probably not much of a solution.
So storage tank?
Actually Nov that I have the trader functioning, I can easily make different ones. For now what I have in stock is :
Trade with Island beavers : get seashells or [no idea yet]
(Seashells will be used to make limelight for artificial lighting)
Trade with the polar beavers : get exotic mushrooms and [no idea yet]
(exotic mushrooms will make boosting potions I suppose)
Trade with the folltails : get giant sequoia seeds and [???] (Will use giant logs for some buildings)
Trade with the ironteeth : get broken glass that you have to remelt for glass panes
But it getting metal is difficult after a while (I'm not sure you're a good example though ๐ ) I can trade for metal with them maybe
I'm not sure I want to have a tier 2 mine because what do I do with it ? If I get quartz I don't need to trade it with the ironteeth. I was thinking gold but then what do I do with it ? I can expand chemistry with sulfur but then again what ? ๐ค
Also having lots of different traders means I'll need so many landing platforms we're going to need a tier 2
if people have good ideas of course...
Well if you're making quicklime, you could also make Concrete...
yeah, that's an option
Didn't really crunch maths for the scrap metal but atm i think with only mines and primitive smelting don't think I'd have enough to keep the balloons running full steam ( need 6 atm) imo just a receipe a bit faster and less consuming in the regular smelter could do the trick, I feel like it's really the primitive smelter that is beeing the bottleneck
and i'm not even making robots yet..
Think i capped the lenght of droughts on normal, looks like they are all 9 days long now
can't imagine going on the 30d ones of hard mode with that faction honestly, maybe somewhere in the 15 range would be managable but painfull a bit
welp, that's it, last bits of scrap left on that map
how many cycles have you been through ?
curently in the drought of cycle 48
think i'll call it quit at cycle 50 or at least take a break while you work on other stuff, probably gonna start over on another map on your next big update.
like atm only thing i can do is mess around building more mines to cover up that i can't get scrap metal from the map. not waht i call "fun gameplay" at that point
adn explodes beavers because why not ๐
well that's the issue with this game in general, you always reach a point where you have nothing to do, but the game never tells you "yeah, you won, go do something else" ๐
at that point normally i start and make robots to reduce the workdays of my beavers but the way i can't get scrap it's not gonna happen
i'd need like 3 bots factory working full time to get my beavers days to 0h/day
don't even wanna try and compute how many mines/primitive smelters that would be
Ho and forgot about gears! with the speed they make atm don't wanna rack up enough gear factories for that !
will probably break the 500pop if i try that stunt !
i'm not particularily fond of the bots, but i guess reaching 0h work needed is a good endpoint...
i'll see what i'll do with the bots, making them yourself is fine but that's not a very interesting reciepe
plus i really didn't check which buildings are usable by bots and which are not.
most are usable by bots, think it's like the small science hut that can't be for bots
but there are more "bots only" buildings" ( specially with some mods)
i'm looking at the bot properties now...mostly logic stuff but i found their life expectancy : 70 days.
it's actually pretty reasonnable
one factory ran by bots can keep a bot pop of around 60-80
if you have enough input to keep it running and that was with the "power tower" of the IT, never really made bots with FT so not sure how the fuel/energy thing works
i think i'll make them much harder to build, but have a really long lifespan.
probably will make them a bit more satanic or somehting
toutght about a "repair shop" so they basicaly never die but need to have some maintenance done
like the reciepe will use "the souls of your ennemies" ๐
instead of just spamming bot production
"cyborgs" ? need to consume one beaver to make a bot?
yeah that's very easy to do
no not that
i mean maybe, like you need to do satanic ritual to summon the soul of the dead and then infuse them in the bot, or go kidnap beavers from other faction with the balloon, i don't know ๐
as an endgame it would be fun to predend you found humans hiding on the moon (while cute androids fight for them on earth) with the telescope, and then you make a wooden rocket to nuke them back into extinction ๐
just to make sure they don't come back and reclaim the earth
That game sure lacks a "end goal"
to do that you just give them a gigantic lifespan, but you also add a maintenance need that kills them if not fulfilled
but that's not different from making new bots in a way, just the maintenance cost and building cost can be different
bot AI is dumb tho, they won't probably go to maintenace and die ๐คฃ Like they รขss in front of charging stations even if out of energy and don't refull
oh really ? i would have assumed they are basically reskinned beavers with different needs
the fun thing with the bots in the WB is that there is something broken in their walking animation, and they do something super weird that looks like an arachnoid nightmare crawling around
so i think making them some sort of hellspawn would be very fitting
lol, didn't make some yet
you can try to make a couple
do you need cogs for the botfactory and stuff ?
probably yes
hmm...
i'll think about it soon but really not a priority
could try and make a few just for fun but not really viable with the gear making speed atm
it's what 1 per 50h? don'T remember
i still have not worked on my damned village square in a while
oh yeah right, i need rocks for it
oh right, which one do you prefer ?
top one is sawdust and mossy planks
bottom is nice stone path
both look cool what's the purpose of that building?
the corners are where modules will go
boxing ring?
village square
the center can have a statue or fountain of well or whatever
the corners can house various small buildings
this one is 5x5 but if i want to make a cafe or something i'll probably need to go 7x7 or 7x9 or who knows
ok but like what's different of a building in the "square" versus out of it? special buildings only? a wellbeeing boost for Town Square chilling time?
(said small buildings will only be placable in the square, like the scroll racks in the library)
yes
typically in the center i already had made a well that give water with 1/3rd speed but all the time without condition
for the corners i want builder and hauler flags
top one for chilling, bottom one for buildings on it
"flags"
of course the whole thing will be an attraction like a campfire (probably give it its own need)
yeah, i really prefer the bottom one
the top one... ugly edges
i'm afraid
would be a nice place to put some bench ( since those are useless stand alone)
anyway, it's late, time to sleep*
GN, later ๐
If made of stone, I would prefer it made entirely out of stone, no wood border and string fence.
Is there a guide or tutorial on how this all works? Or am i just suppose to build every building and figure it out on my own?
I don't know how to make a tutorial yet unfortunately, but there is a short guide in the mid description.
Long story short you can't build a dam early on, so give up on that for a while. You will need to store water in barrels for the droughts.
Then beyond surviving, your first objective will be to make planks which at first you can only make with the gnawing tent (village tab).
With 10 planks you can build a new town center (keep it unconnected until build) and only then you can destroy the broken cart you started with. This will give you an anvil, a cauldron and a library set to build a ironworking tent, an alchemist and the library which will together allow you to build things that cost science metal fixtures and tar. (Now you can build a dam)
Later you will need to build the architect and mechanics lodges (science tab) that can research blueprints (scroll like things) to make buildings that require them. Making them is long and costly but then you can make copies easily (copist/artsy lodge)
Then well your free to play as you like because I'm still working on the next progression tier ๐
Too short story ๐ After you build some farms, you need to hurry to make mushroom farms, in order to survive, since "primitive farms" have only one worker, and is no way to make earlier a better farm when require science points and a blueprint that take 600 in game hour to be made. And, start game only in map that have pine near the start location (pine resin is required for most of the buildings) !
i decreased those reciped to 300h i think ๐
that's like 6-8 in game days, or 20min real life
What ? No longer "water hell" ๐ญ
oh it still is ๐
i think
the real question is "should the mushroom grower be a house too ?"
Why not ? Living at work ....
well yes but in terms of game balance, i deed to calculate how many beavers it can feed, compared to how many beavers it adds to your colony
True, but will save time to travel from bed to work ...
like one carrot farm can support roughtly 10 beavers, but adds 3 pop, so effectlively feeds 7 beavers
oh unfortunately i don't know how to enforce beavers living where they work
most often then live and work wherever
It's not your fault ๐ฎ
But, make something for underground pile extraction ... If I want (and I want) to use trains, no way to make in a life time (my time ๐ ) enough scrap metal for this ...
i have a medium mine on my to do list, probably will consume explosive for very efficient mining
also @radiant heart seem to think that the smelter is too slow
True, if you want to make metal bridges ๐
hmm... i can quite easily make the mushrooms be stand alone barrels, which is much better for vertical farming
problem is that in that shape, it relies on haulers for supply
and just about anyone can harvest them
i would much prefer them to be some sort of harvestable resosurce
like berries
this should be fixed next update
probably not, you have also the mush farm that is more efficient and a house, i'd keep it 2 things
the primitive smelter, the regular one is descent( at least it's not the bottleneck atm) Basicaly the issue is a fast enough source of scrapmetal once you scavanged all the ruins on the map
The actual mush grower looks awesome, i would not change it the esthetic is great!
plus it works decently, and saved my ass early game, farms are far from a viable option untill you can get the large farmhouse
Also, in the description should ad that map needs pine near the start, not all have that and it's a run killer if you don't
well if you don't have pine that's going to be a pretty short run i think ๐
unless some are accessibl with the log staairs close but still... resin is kinda a must early. was a bit surprised when i noticed the tapper shack beeing available right of the bat but understood fast why
so my concern about the mushroom grower is that you can essentially build 100 of them and feed a million beavers
with no counteracting force
like the farms require space, but the mushrooms... nothing
i see what you mean but at the same time it's the only real reliable food early on
farms are pretty reliable if you ask me
not really untill you have the large farmhouse
since you can't make a dam the crops dry out before you can harvest all
just plant more ๐
doesn't change anything
i mean yes, having mushroom helps a lot
