#Water Beaver Overhaul
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maybe doing carrots/sunflower at first was not the best idea but sunflower dry out slowly compared to carrots so some crops survive the first drought
slower you mean ?
yeah
but they are inefficient
low food and slow harvest
that sounds good, but can't be too high also, wood is a luxury at first specialy since you need to let some pines alive for the resin
maybe 2-3 logs instead of 1
didn't really use sawdust so can't tell about that balance
maybe have a higher consumption on the mush farm and another type of shrooms that make beavers more happy
like the mush farm makes truffles
lol, tought all the tents building were ground only so it's already there ๐คฃ
now it is ๐
you uploaded something or just it is now for the next one?
just looked it up, it's already nerfed a bit in the 1.1.1, used to be 1 log per 50 shrooms and faster then that if i remember correctly, or was it the mush farm that was 1 log and 50?
started a new one just for fun, is there a way to tell the beavers to not eat the sunflower seeds at start so i can make some science?
yeah i had downgraded from 50 to 40 but that was more to make using sawdust more intesting
next time
fighting against the game engine to make the animations work was quite annoying so i didn't mod much those last two days
new map is a tad harder, with every edge a 2+ can't make my dam on cycle 2 for sure that time around
and starting wood was much more limited then waterfall
oh yeah this one is much harder i thing
a pit and ladder lodge to get down into the river is a good idea i think
2nd drought in 2 days, think it's gonna be the real stress test
tought about it but it's lots of wood and i'm highly limited up there
i think one water pump might not be enough
maybe i should get on modding this pump upgrade i've wanted for so long
both
is tehre a nerf on wellbeeing? cauz all my bevers have at least a +4 but overall displays 3
that should be at lest 4 average if not 5, right?
ok, i'm dumb, completely missed the natural staircase behind me
now that's an easy place to dam up
i don't know, i don't think i have any hidden well being debuff
ah, yeah but that doen't really help with irrigation
true
and also a back path to some scrap, crazy how a 180 on the view angle made that map easier!
oh i'm making the district center be a 4-way building with internal path lke the balloon pad
because that only takes two brain cells at this point
well, for someone who knows what he's doing a bit! or i'm a one brain cell person!
ahah
always tought it should be like that ! glad to see it
no i spend so much time bashing my head against walls with this navmesh setting property that know i understand how it works
and the start for max distance is from the center or one door in particular?
should be centered but it's hard to test
let's go to sleep for today
GN, Later!
it's more fun to mod simple and easy stuff, let's see where that leads me tomorrow
gn
wish beavers lived where they work as priority, watching em waste theyr time walking all across the map is painfull when you need that farmer to be getting that food in and quickly!
For the small covered tanks, is it possible to remove a plank or 2 so we see if they are filled up while nothing is built on top?
oooof,
cycle 5 almost killed me, library finished building and didn't think about the 10 default workers, food and water vanished before i can realize... maybe make the default smaller? next time i'll know for sure but beeing a first run would have been the end for sure, kinda sucks to have something that violent crushing you like that
But then dirt will get in from people walking above ๐
Oh yeah maybe that's a good idea. But you can set the workplace as low priority when it's building too
Don't know how... ๐
i know, just for firts timers it can be a run killer, i mean if it's an easy thing might as well do it , or not, it's evil ! ๐ค
Oh I think I see what is the issue with this
I'll fix that asap
But I'm not home right now
no biggie, calling it a night soon anyway, just wanna see how long next drought is gonna be and i'm out
okay, this should be fixed
also i set the default amount of workers for the library to 2
which probaly should not murder your colony even if left uncheked
But, for library, why fat beavers ? I mean, they eat a lot ... Better, a new building to produce coffee, and this to be use in library ...
oh good idea !
that can fit in the tiny corner that can also house the library office
but the food need is because making their brain work makes them hungry, it's important to snack while studying
(hopefully that doesn't make the books dirty)
gotta go for one hour
It can still murder it but gives you a little wiggle room to notice that your rss are vanishing
I prefer the original one tho, the scale on the belly looked really awesome imo, now it's the albinos faction ๐คฃ
gonna have to hide them from the sun
something strange is happening, not sure why, looks like the dam is too good at blocking water and it floods upstream ๐ค Are dam supposed to hold over 1 high of water?
the ones on the right are not upgraded
don't remember having that on previous runs
it's probably that waterfall issue
waterfall issue?
i had it too it's super weird
so the max waterflow a volume can have is 6.5
but the max amount that can fall off a cliff is 2.2
this causes some absolutely bonkers behavior
kk, cauz it's super strange that it dries out downstream of my dam even not in a drought
probably the water can't flow off a dam somewhere
only started at cycle 10 and not really sure what i changed there
oh i don't know i'm not sure
can you stream a bit ?
so i can look around
in the meantime : here's a few square patterns for my town square
right know i'm favoring the 5x7 and maybe 7x9
since it's town square, shouldn't it be around the disctrict center? or that would be too restrictive? ๐ค
ideally yes, but building around a 3x3 building is a bit tough
I like the bottom right one, (the 7x9?)
sounds right, a smaller one that can't get everything on it and the big one
started what you were talking about to dam up with buildings on the other side of the map, forgot to show you on the stream ( of course the gnawing station will be relocated )
a bit rough tho with the way power plugs work, still getting around it, too used to daysichain buildings forever
that was too easy
you can probably manage
houses made faboulus vertical power shafts ๐คฃ
the fun is also to scratch you head finding a layout that works ๐
lol, not on my watch !
problem is not to make it work, it's for my OCD to be happy with it ๐
i like it neet and well placed that it looks great too
for quality of life "vertical shafts" and "aditionnal stairs" would sure be sweet, didn't try to see if extra stairs make the game crash yet
i miss those curly staircase, the look is great and also really convinient in some occasions
oh yeah the spiral stairs seem really nice
i'll probably add compatibility soon
actually i can probably make the specification and send them to knatte
but let's get this town square done first
looked back at it, what's the point of slow mush ๐คฃ just gonna drop a gnawing station for my useless eaters to make sawdust and produce like that
oh in that case actually you produce more mushrooms per log with the slow growth ๐
LET'SSSS GOOOOOOOOO Fast shrooms for the win! ๐
gnawing three logs to dust gives you 36 sawdust but slow mushroom growth would give you 40 mushrooms for those 3 logs
but it is likely faster to gnaw and use fast growthif you have spare workforce
with the extra gnawing station i'm at flat out 0 useless beavers but 3 spare beds and 10 kids growing up
jsut tried, staircase didn't crash the game but don't see the other stair options
yeah that's normal
most mods have to tell each faction to add building XYZ to this or that faction's pool
but because my faction didn't exist when they made this mod, the file telling the waterbeaver to add the spiral stairs does not exist
i have to make it, send it to knatte, and when he'll update it it should work easy peasy
i see at least it didn't crash the game so it's a good start!
Still this is working : #1070709592176197642 message ๐ฅณ
oh right yes !
I can send to you the mod, but , you will need to add what you will keep (mods), as dependencies .
if i put that mod i'll need to have all those "on" ?
YA
water extension feels a bit too OP for that ๐คฃ
no i think it's better if i make a specification for the waterbeavers to add to each mod i want compatibility with
that would avoid dependencies
Well, try if it works, not need to used it ๐
if it's there might as well use it 
@radiant heart
do i have to drop this in the water beaver faction or in every individual mods?
and after i need to enable all the mods you listed above right?
It has all that mods as dependencies, so, without them won't work !
think i have em all, just not enabaled
alright, time to see if i did it right!
nope, i f'd up somewhere , game crashed ๐
Must check also, it's old, maybe some new specification in the main mod has added that cause the crash .
no clue, i can test shit all day but no clue how mods inside.
My hunger bar is turning red, need to grab a bite!
OK, delete the old one add-on and use this one !
Worked ๐
I know, the mod I make before the latest changes in Choo! Choo! mod ๐
There's a billboard for that.
Definitely not
partypooper, i'm trying to have a social life ๐คฃ
managed a half descent wall, need to figure out what is gonna be on the right
@shell fiber Lido irrigation finally in place! ( it's the one you saw earlier:D )
Booh a filthy wind turbine ๐
it's gonna have to go, need something watertight
There's plenty to choose from : handicrafter, artsy lodge, mechanics lodge, alchemist, copist etc
yeah most of those are now on my irrigated field, need to destroy and relocate
Even the architect is watertight I think, except it has a stupid shape
Usually I directly start by lining a bunch of buildings next to the river to make a wall
But they works a lot better on canyon that beaverome
yeah, there was no point doing it on that one, maybe on the lower plateau but needed that as farmspace
sure don't wanna do beaverome with that faction, so little space available, would need dynamite just to place the librairy ๐คฃ
i just pooped that if someone wants to give it a try :
https://mod.io/g/timberborn/m/4-ways-district-center
we getting it on next update in WB?
i'll go back to it now ๐
Balancewise, i feel like the gristmill should not require cattail roots, like wheat is basicaly useless without it so it ends up locking all wheat derivates behind a aqua farmhouse. maybe replace it by wheat? just tossing it out there ๐
hmm...
true
i didn't think much about how achievable it would be
at first
there is no other blueprintable building that effectively requires an other blueprintable building right ?
i mean except those requiring metal blocks
that's not good then ๐
let's replace that by chestnuts
i'll add chestnutflour or something to justify it being used in the gristmill reciepe
eventually
kk, that's why i was saying wheat at first
but it already requires 20 wheat
lol, didn't really look that up, just notticed i had one thing not filling up and didn't get why until i realized
wellbeeing went almost 10 points simply with lidoirrigation! have all foods available makes a huge change ๐
and i forgot the beehives ..again ๐
shows up with an error, my mod list:
error report:
nvm it says it a malicious file
I extracted the documents
Disable the 2-tall small storage mod.
yep
Question relative to the town square mod. if i make gathererflags for farmable crops (carrots etc.) but give no drawback because it's just a flag it makes even the large farmhouse obsolete, so that's not good.
unfortunately the "resource consuming buidling" property cannot disable a flag worplace so that sucks, which leaves me only (unless someone has a better idea) with the science consuming property of the control tower as the only option, but how much science per hour is acceptable so you would consider using it, but without being prohibitively expensive ? right now i'm testing 1 science per hour, but that seems salty. and of course something inconsequencial would be pointless.
maybe 0,5 per hour ?
i don't know i think i'm just not making this flag
Also different story, but does anyone has a good idea for a better name than the "waterbeavers" ?
the Aquarians
Maybe we are doing a wrong approach searching for name.... You try to make a faction closest possible to how a beaver act in real life, so, think that is the aspect to be pinpointed by the faction name.
hmm...maybe
but i'm starting to like "the whitepaws" it fits well with the other factions
important is that you must like-it !
Well, my PC didn't explode when loading my previous save, so we have a go !
tell me if you or your surroundings catch of fire !
Will try. But, do you consider of linking the unlocking faction to, let say, 40 wellbeings level for Iron teeth ? And, if you remove the sawdust, to change or add a new recipe to mushroom to make resin from carrot, water and logs ? O slow one, but to allow player to use maps that don't have pine near the start location ?
Ah having a shit recipe for resin just in case you have none is actually a pretty good idea
But unlocking the faction with condition X is probably not great, what if people don't like the ironteeth ?
Well, some don't like FT, but must play this faction to unlock IT ๐
ah actually no that doesn't work. in theory that would but both the cooking tent and the alchemist use pine resin as input, so any reciepe that would make pineresin would cause the AI to glitch
but i have an other option : the broken kart will drop 8-12 pineresin when you raze it
the nex district center is no longer watertight (with four open doors it would be a bit unrealistic) so doesn't require pine resin either
and the forester needs only 8
so should be good.
i mean, horribly painful, but playable
tomorrow i'll rearragne the "village" tab so that the tents are in their respective groups (food, industry, etc)
and maybe put the ballons in a subgroup
the town square will be in the village group too so it won't be empty
Considering how long take pine to grow and then to make resin, not sure that I want to try a map with no pine near start location ๐ฎ
i just started one, we'll see ๐
I am quite curious ...
Told you, with the new reskin it's the albinos beavers ! ๐ anyway in my heart they'll always be the Water Beavers!
I'd be more incline to have the large farmhouse gather berries, dandelion and nuts, so flags become obselet in the endgame unless some specific tight places where you can't have the huge farmhouse
Hmm... I'd like to have this kind of progression but It's hard to make obsolete a building that give one work slot with no cost and no drawback
But time to sleep for me, good night
GN
well, it's crashing for me, guess it has something to do with the mod pattch from @heavy lodge ... anyone else has issues with 1.1.2?
I'm using that mod unchanged right now, and, no crash ... post the crash archive, to take a look at it !
think the only thing i have is 2 curly staircases rest is original WB stuff...
want it here or DM?
Here, if is not secret ๐
You have disabled the add-on, and still crashing ...
but something is strange my curly stairs vanished...
What are you doing when it crash ?
just loading the game
something is strange tho when i roll back to 1.1.1, it's like all tabs are empty
other stairs are not there, metal bridges, tunnels ... all display nothing
It's normal since you have disabled the add-on .
i did that? how? ๐ค
Maybe is disabled in mod manager, maybe is missing a dependency mod and this cause the add-on to not be active or is deleted ...
But, I've updated the water beaver mod, and, the add-on remains ...
maybe because i did "download" instead of "update" and it crashed the old folder
Give me 5 minutes, and, will be in beaver-noises ...
just tried "updat" instead of download, will see if it's still there that time around
I'll be back in an hour, will see if is still some issue...
k, I won't be here probably, nap will be over for the kids
Still crashed with the add-on, anyway, don't have much time so just gonna roll back to 1.1.1 so i can play a bit for now!
Yay! curly stairs just because it's fun!
and irigation tower because why not!
need to save dynamite so no lido irrigation yet
If you did a manual download, most likely you overwrote the specifications of the other mods causing then to disappear.
Not sure what happens when you update through mod manager
both ways it deleted the add-on, dropped it back in, it worked with 1.1.1 but not 1.1.2
Lol what kind of war criminal builds a brdgehouse on the floor ๐
lol, wanted a path there and needed haulers, so...
Wait why is your town center not four ways ?
i'm 1.1.1
1.1.2 is messing up with the patch from todor, or god knows what
Hmmm... I should get in this mod compatibility thing but at the same time I want to play today...
but i have curly stairs in place so .. can't really go to 1.1.2 if it doesn't work
Maybe I'll just take care of the train and stairs
have fun, got enough to do before beeing able to test out the new balloons ๐
The mechanic/architect recipes taking 300-400 hours is insane
was 600h not so long ago ๐
Why does lapan hate us so much?
Also: crappy platform: 17 logs small covered tank: 12 logs. Crappy platform should never be used.
well using buildings as platform is fine, if you actually use the building as it should be
otherwise it's kind of cheating i think
i mean, the small warehouse costs 3 logs so...
Also: blueprints go from mechanic to artsy to copist to artsy to the building. Thereโs an extra loop.
reseach takes time ๐
oh that's to fix a game limitation
it had to be this way
-lapan
you can't have a reciepe that takes one of something and outputs 2 of the same something
i kinda like it, i pause the building and make a bunch so i don't have to redo the original one
actually i like this system because that also makes a bunch of "town houses" that are stackable
okay, i made the specifications for other mods compatibility (was not that hard to be fair)
for path extension
for staircase mod
for choochoo
wow, was expecting way more lines
for vertical powershaft
actually it's just "this faction can use this buidling"
so those files must be put with the specifications of the mod in question, not mine !
(although it would maybe work too)
Ooo, i see
i also send them to knatte and tobbert, so hopefully in their next update everyone who has the mod will immediately have this activated
would be easier if it's on your side and if anyone after wants to make a new faction it could accept whatever mod it wants without having the other modder change is stuff
well yes but then compatibility is a chore
it's far better if i manage the specification and just send them to package with their mod
you know better then me ๐
well you're right in that it's not their responsibility, but i think it's not unreasonnable because that takes zero effort
my idea was that waht Todor did is added into your mod so there must be something that can be within it to make it work.
oh yeah that definitley works too, but the issue is that is suppose that players will want mod XYZ, and if one is actually missing, well crahsh
mmm, there is no wayt to drop just a "IF" XYZ mod is there, turn on otherwise dissregard?
plus i don't want to assume players are capable of finding the right specifications to rig their custom set
not that i know of unfortunately
the game gets very upset if you tell faction X that it can use building Y but can't find building Y
i see
the only "tolerance" the game has is for reciepes that uses an ingredient a faction doesn't have access too, then that ingredient is ignored without problem
every other missmatch causes it to explode ๐
gonna make it a depedancy?
the vertical powershaft is for when i inevitably nerf the wind turbines
path is just too good to make train bridges๐
and spiral stairs just too conveninent
super convinient and they look great
no, ultimately it is not a necessity
okay, nuked my save file, not it's time to suffer
let's try a pine-less map ๐
pineless?
didn't do modded maps yet
eh, why not
just never got into it
You could replace that platform with a little warehouse. ๐
true, or a little covered tank so the irrigation tower has water right by it!
thanks! didn't think about that one ๐
yeah, was watching you, if I may, you have enough pumps, not enough tanks, they are always full so you don't store all you can out of a pumping day i think ๐
Ah yes but tanks are expensive
tanks really don't like rooftops
or it's same problem as my other ones and it should be ok in 1.1.2?
Ah fuck
Okay, in the list of things to fix
But I think that's just one box to check
I'm out right now, went for lunch to the Indian place just 2 min walk
i'm heading out to sleep anyway have a good lunch and have fun!
Thanks !
okay, because dynamite is so far off technologically, (meaning that lido irrigation is not reachable early enough) i've removed the irrigation tower science lock, but incresed it cost to 45 logs and 10 planks. it's still hard to maintain its inventory so i'll decrease its water consumption to 1/h instead of 2/h
๐ฎ
In the meantime, for everyone else, there's convenient Lido-sized holes in my most recent map release "Ruinous Shores". Not a lot, though.
Presumably, you still need to research the Lido first.
fixed.
there was also some inconstistencies in the blueprints, some costs were missing
basically they were all supposed to start with 10 pencils, 50 carrots, 50 paper, 20 logs (writing material, extra pay, and modeling raw material) and then 40 ressources loosely based on whatever the building to design is supposed to be
Staircase and Path extention updated to add support for this mod @shell fiber ๐
Thank you ๐
i'm getting really annoyed at those stupid beavers who work at a waterpump but are thirsty, can just pump a drop for themselves and instead leave their post, cross the entire village to go grab one on an other pump, go back to their workplace, realize they're still thirsty, repeat 3 or four times, then pump a couple of drops for others, then it's late, go to sleep, repeat. ๐คช
and i forgot the workspeed and movespeed debuff from being thirsty ๐
Maybe custom recipie for the pump to have more storage in the house
nah it's fine, i mean, it's beaver logic, the core issue is that i ran out of water
i was playing on Dam river, which is pretty hard for the WB
no metal, no pine
river is deep and wide
Well, another to fix ๐ฎ
Hey @heavy lodge, found out why i was crashing yesterday with the patch or didn't look upp the second repport yet? looks like yours is working !
Just curious, what was the problem ?
In the second report, was a conflict with some unexpected district position ๐ฎ
no clue crashed at loading, first time because upfdate removed the patch but even after putting it in it still crashed,
maybe since my second distric center was paused and could not change it for the 4way one? ๐ค
Could be, but could be also some tree growing in the district position. But, after 4 hours of map.json file in notepad, I decided to give-up ๐
wait, must send another mod, since Knatte added speciifications for this beaver houses in his mods ...
actually still working with 1.1.1, didn't need to change anything
Just in case, this is for 1.1.2 !
ok, hope it works ๐ค
It works, since all day was on it, and I'm still in ...
yeah but yesterday it worked for you too but not for me :S
anyway will see in a few...
That's why I spend a lot of time looking at map in notepad ๐ฎ
It's working ?
yes
only thing i can see is the paused distric center
even without the patch it loaded in 1.1.1, only the curly stairs vanished so no reason it wouldn't do the same in 1.1.2
Hon no, that new district center shortens the range by 1 ๐ฆ
This lumberjack was at the edge of beeing reachable
Get District extender?
Well, district extender mod still works, it's unbreakable ๐
for one square i won't blow a gasket ๐คฃ will just relocate
mm but curly stairs vanished ๐ค even gone from the stair tab
grills vanished too...
WTF? ๐
some waterpumps too... what the actual water hell is that ?? ๐
??
red circles were grills and green ones stairs
But, I see a funny thinks in the log : [Warning: Unity Log] Can't have a number of working workers higher than the max number of workers at Primitivemine(Clone)
[Warning: Unity Log] Can't have a negative number of working workers at Primitivemine(Clone)
This ones ?
not the log stairs, the curved ones
Well, you have updated the Knatte mods with mod manager ? The specifications now is in his mods !
woopsy ๐
That's why I've updated the add-on, to prevent a crash ...
ok, everything is fine with the stairs but grills and pumps still vanished ๐ค
I need a log from BeepiEX folder, to see if you have a warning about missing dependencies ..
I know lapan was reworking some issues with buildings over others having a "not-connecting" issue, might just be that
those small tanks on the right had the same issue as the medium one on the left, my best guess is solving that did something to buildings i had not on the ground.
anyway, just gonna rebuild, not a big deal.
Kids are up, Later ๐
Bye
I just downloaded the mod, how do i start a game with it? I restarted the game and so on... do i need to play with FT or IT first to unlock the water beavers?
with FT you must reach level 5
okay thx
IT rank was removed with last update?
No, why ?
To unlock IT you need level 16 of FT !
WB is linked to be unlocked only to FT
that is new!
? Was from the start, as I remember ...
not sure what version I started on but there was a req for IT but had it done NP, just finished a run at 75 with IT
(extra snacks and few other mods, but not the wellbeing boost)
Found a bug. Building a "watertight" building above water (on platforms or other buildings) blocks the waterflow off. But otherwise this mod is SICK! Love it, makes me use my brain
got a screen shot of that? not sure i understand and would probably help me !
watertight buildings are meant to stop water like levees if they are in the right orientation
@shell fiber grill is now ground only? And pumps too?
Gaz tank? could make so many immature jokes about that ๐คฃ
It's not water hell, it's BP and FBP hell. I cannot find a rule, some houses use bluprint to be build, other fancy one ๐ฎ
what uses regular BP? cauz everything i found is fancy ones ๐ค
could be lido hell too, who the F fills up a lido with sewer drainage ๐
Ah yes, sorry about that, but that is "intentional"
As @static glacier points out, having watertight building above water causes some very weird behaviours, but I had forgot to adjust the placement rules of some modded vanilla buildings, notably the water pump but also someothers.
Basically there is three types of restrictions : ground, heavy stackable (watertight buildings) and light stackable (non watertight) and they "rank" in this order.
So basically you should not have been able to build those pumps on top of platforms in the first place ๐ of course you could but that was my mistake
Oh right this texture needs fixing ๐
i see, so it's the same with grills?
And yes, but that is not a bug just the way the game engine works
i kinda get it for pumps but grills, should be able to build those high, IMO
Well you can build it on top of other watertight buildings like handicrafter
like to have them watertight it can't be on top of a non-watertight building?
got it
just like you can't put a levee on a platform
Problem is that you can't do conditional properties ๐ฅ
Yes exactly
too bad cauz with only one corner that needs a platform can't put a building there even tho in theory the watertight building would make is but the support makes it not working
if you see what i mean
is something messed up with water consumption on last update?
went from a constant 1k+ water to thirsty ones running around... ( yea i rebuilt the 4 pumps i lost on solid ground)
Oh it should all be fancy blueprints, my bad
That's why there is a log levee ๐
yeah, works for that case but with the bigger buildings....
Well I keep dying due to water shortage too so... ๐
i get it you don't want ppl building 10-15and + levee stuff but if at least a levee could be by another one and not only solid ground it would be ok
I know it's fancy to build, but a fancy must be copied and then make them fancy again in order to work, that's why is fancy hell ๐ฎ
Told you, it's water storage you have a problem with, you don't build enough tanks. ( at least what i've seen yesterday)
your pumps are working but you're capped so you waste precious water ๐
Ahahah, well if the game would just allow duplication recipes ๐
I absolutely agree. I think the issue is that I never bothered to calculate how much storage I would need. If I remember correctly it's 2,4 water par day right ?
Idk, i just keep on building untill they don't fill up at max
It's a loop, take a fancy, make a copy to make fancy again, and will have a lot of fancy and consume other resources, mainly paper ๐น
think if they are real close to the pump you can have 4-5 small tanks per pump
Just let it roll so you have back ups, but don't let it run out to avoid the 200-300h making ๐
think they drink twice a day if maxed out before bed, 2,4 sounds right
Do you remember that a long time ago I say that we must sell BP on steam ? ๐
I take payment only in gold/silver coins tho, what do you need? ๐
paper, to recover from BP ๐
since we need juice for alcool, can we store juice now ? ๐
You can store it as alcohol ๐
The artsy lodge really doesn't cost anything except it's population, so you can convert every blueprint into fancy ones to have less clutter in your inventory bar
@heavy lodge which building is it that requires non-fancy blueprints to build ? i can't find which one ๐ค
what mods are compatible with water beaver?
right now the staircase mod and path extension have been made natively compatible
and i have custom specifications that make ChooChoo and vertical shaft compatible on hand but you'll have to add the specification file manually
here
UI mods generally are compatible
everything else should be disabled as a matter of safety.
ESPECIALLY the mushroom mod
No, all require fancy BP, issue is that if you make BP , after make-it fancy in the fancy lodge, it can't be used. Must take-it to copyist , BP must then take-it to fancy lodge and only then can be use. And, inflation of FBP if you "sleep" ๐ฅณ
ah okay, i will keep that in mind... makes my build plans much harder XD
It is possible to change the size of dwellers window ? At 1080p, the whole large farmhouse window won't fir on screen, and, hard to find money for a 4K monitor ๐ฎ
i'm afraid the UI wasn't made for weird modders like me ๐
you can modify the UI scale in the menu but that's the best i can tell you... i have zero modding skills in terms of UI
Was afraid of this. So, 4K monitor or glasses ... Guess will be glasses, it's cheaper ๐คฃ
is the base game smelter hut ground bound? Sorry, but I am very confused. If so, it is missing in the description
is that scroll bar on the right not working?
No, it's about the recipe at the bottom that is not showing full !
Had to reduce UI to 80-85% to reach the good limit button on a district center, itโs not great but at least there is a way
think all "tents" like buildings are made to be ground-only
The UI in the small 2*2 crappy smelter should indicate that it is ground only, but if your taking about the original smelter that's also a house, it is watertight (because it looks watertight) and thus can only be place above something also watertight
i tried that (with the original smelter) and placed him on the ground overlapping onto two of the log dams (or primitiv dams...?) and it would not place. So maybe the game thinks its "ground bound" and not just bound to watertight structures. I walked around the problem and placed my working district elsewhere, so its fine now
@shell fiber @heavy lodge just notified in #๐คmod-creators that a crash happens on load because you added the 4 way districts? Probably cannot do that and just hide the original and only allow the 4 way to be used from then forward
now that you got the forester in place it's not that bad, i guess scrap metal is the biggest bottleneck
yeah
but now that i know how to calculate the amount of water storage i need, it's a lot easier
i cut the stream for a sec, but that's just to fix a bug
kk
yeah, popped out the stream window on another monitor and got the chat here open
gotta cut again
finding bugs ?
uh, also, but my mom called about some tax stuff i need to do ๐
RUH ROH, water running low !
since we talked about it i'm simply disgussed at the tought of mush juice !
why not making stew doesn't it help thirst also? don't remember
isee, i try to make it ASAP normally
i just like to have as much wellbeeing bonus as possible, so i never use the "yuk" items like log platforms and mush juice. Too bad log platforms give a debuff cauz they look nice
log platforms don't give any debuff ๐ค
tought they do due to decription and the red "-" on it
gonna use them more if that's the case!
well among other things, i'm going to remove the normal platforms eventually, to replace them with something similar but that cannot stack a hundred times
not sure yet
so you basicaly want it impossible to put gravity batteries in the sky with that faction? ๐
Water hell creator in action ๐
ahah
that's not really the point
at the end i want to have some complext buildings that can only be build X levels above ground
but it's not fun if you can just dump a million platforms
wait a sec my sound is dead for some reaon
had to restart the damn thing
thankfully this is a good computer, goes fast
๐
had an issue with my headphones earlier this week too, i dn't get it how microsoft manages to F up audio on every update
for my part it's generally an issue with the sound taking weird setting without asking
probably has to do with muting other sounds when your having voice communication
how do you like my dam ?
it's cool, is it the smaller gap you could leave for the water without flooding upstream?
not that it would change much anyway, just curious
hope it doesn't flood your alchimist/pump like it did on my run with back to back dams
ahah
well as a rune of thumb you need the dam to be X wide, where X is the number of sources
wait a minute tho there are more then 4 sources up there
8
so it's X/2
well it depends on their stength actually
kk
idk, sometimes i feel like the strenght is variable
oops
lmao at breakdancing beaver in the mush grower
i'm not gonna have enought water i think
gonna cut it close i think
at least you have one pump still active, gonna help a bit
yeah
i don't know how i should do this dam down there
the buildings seem... inadapted
You made it like that it's your fault !
i'd just dump a row of damns to have a puddle for the pumps at least and figure out the rest later
but metal fastners are gonna block you a bit
yeah
the problem down there is that the water level is a tad too high
can i dam this entrie thing ?
Ooof
i'd try to do it !
like a blockage line from the birch towards the mountain ( if you see waht i mean)
WTF is taht tank? the gas one? looks great !
it's basically the medium tank but all metal
recently i've been modding like crazy, but i never got close to used half of what i made ๐
my colonies always end up dying ๐
i'm actually contemplating a hard mode run of WB ๐ still need to figure out the strat tho
i have 4 shroom growers for 130 beavers atm, feels like you're a tad overdoing it ๐
yeah but my food is getting low and i don't have much farmland to expand to
i wait i have
i think i need the aquatic farmhouse first
large farmhouse
i already have a pond for it
small famrs don't collect fast enough
just make more ๐
still, makes your pop explode
yeah but they definitely harvest more than they eat
i large farmhouse "reachable zone" gonna need between 3 and 5 small farmhouse to seed the fields depending on the crops, my fast estimate is 10-12 small farmhouse to plant/gatther the same amount
( are you harvesting the berries left of your base?)
๐
didn't remember you dropping a gather flag there
LOL, worst punishment ever, a modder to play with his own creations in hard mode ๐ฎ 
ahahah
wai tthat run is on hard mode @shell fiber ?
i need to raise the wellbeing to get higher productivity
no no no
just "no pine no metal"
the rest is normal settings
offf, that would have been a tad insane
Still, a "little hard mode" ๐
aaaaaaah
i'd say more slow then hard, and gotta be carefull how to use the metal you make
i'm not ready for the drought ๐
24h workdays Let'S GOOOOOOOOO
Crazy is when you don't have enough logs, but don't dare to cut the pines ๐ฅณ
lol, had my brain melting over that issue early on my latest run
Must be a way to prevent players to start with this mode in hard mode (suicide not allowed) ๐ฎ
i don't think the game menu has any provision for that, but maybe with code it's possible ?
https://timberborn.featureupvote.com/suggestions/376635/difficulty-settings-per-map-presets-within-map-file Maybe can be a feature from the dev team, I hope .
Difficulty settings per map - presets within map file - Timberborn โ Bugs and Suggestions
i do that often !
GN
i think i'll duplicate the aquatic farmhouse
place the building, and then call it a day
i don't like roofs
they make no sense in this game
i like to do cute little porch in front of buildings doors
like one platform and a single roof on it
hmm
i like how it looks plus makes sure all my beavers have that boost fullfiled all the time
yeah, for covered paths it is nice
yeah, also when i do a platform bridge i'll drop a line of platform/roof on it
maybe just keep the 1x1 and 1x2?
kinda like the big 3x3 dam but as roofing?
it's only visual anyway
yes and no
i could do it 1x1
or 3x3 but narrow, no corners
actually for the + shaped dam, i'm thinking about making different types of upgrades
maybe one that can work as a floodgate
or one that can have a passage inside
fuck
the + one could take 2 upgrades to go higher?
no no
it could have two alternate upgrades
time for the famous lido irrigation ๐
actually i should arrange the hitboxes so that it's not possible to remove the lido and leave the waterdunmp ๐
at that point who cares, anyway you already dug the hole, there is no point removing the lido
true
i was waiting for paper like an idiot but had no sawdust production...
i'm also working on a medium mine to produce iron ore much more efficiently
will it have all 3 or just iron?
probably a reciepe that makes both
but also a reciepe for quartz
and possibly gold or some other stuff
will it be "free" to place like the small ones or it is to go on the underground ruins?
ok, like the huge tank, has to be underground
yeah
except it's four deep
and you have to add the stairs yourself
but it's much earlier that the huge tank
so on flat ground you'd have to pay like 50 explosives
but why? i feel like it's just an extra step not that usefull, just dump the stair cost in it
hmm... maybe i should
but it's probably better to have the actual acess point at the entrance
in case it floods
i think if you flood the giant buried tank, it's actually no problem
if it floods and you can't pump out the water it's gonna be a pain in the ass
oh right
think the flooding consider water on the entry door
GN
aren't lodges supposed to be watertight? ๐ค
they should, but i had a few errors in the placement rules of some buildings.
also the door voxel is never watertight (otherwise the building is unfloodable)
looks like the water is going across the building
door is on the right so not where the water is flowing
but water goes "across" the lodge
idk, it's strange
ah, no i see what's happenning
only the tall side of the double lodges are watertight
Ooo
so basically the water can run on the floor of the front part
and floods whatever soil the lodge is on
so front part could be built on platforms?
yea i really need to remake those shits
well right now you could argue that, but let's say no
i need to remake them
This is not an aquatic farmhouse ๐
it looks great!
is it like the big tank that you need to dig a hole befor placing it? cauz with that weird shape it's gonna be hard a bit to figureout i think how to explode
actually it's not that hard if you go layer by layer
๐ค
it indicates that i needs a 4-deep hole
i think it's clear enought that the "main" hole is 3x3
then you adjust for the stairs
but the stairs can be on platforms if you mess up
kk, will see
Oooo I see a big pump there! i like !
the house one is cute and i like the idea but it's far from pumping enough
i'm a goddamn idiot
i couldn't place the mine back on the platforms
so i though i made a mistake in the properties
but there was just a lido in the way...
can't open my mouth too much, I can't even make the diffrecence between large farmehouse and aquatic farmhouse ๐
so you can pump the water out like this if it ever gets flooded
and this is just the regular pump, but made fat
i wanted it to consume sunflower oil, but the pumping script is not made to be interrupted by anything except lack of power
so instead it is just made with 50 oil and let's call it good for a lifetime
so it's the mecha pump of the IT just reskined?
Not sure, i don't play much FT, i prefer IT
like i played FT to unlock IT and that's about it , didn't do a long run
4 deep instead of 6 i suppose?
yeha
"the homeless hut" ? ๐คฃ
to be able to have proper waterproofing, i need it to be made in two parts
so one will be this crappy unfinished house
and the second one will be more normal
O, i see, for the problem I had yesterday you mean?
just curios, is there anything planned to be done with the ruins from the original base game? Not really to extract metal because i enjoy the hard gameplay, but some kind of gameplay aspect. Maybe something like "hot springs" to build over them as a new kind of lido and then you have to flood it manually so it functions. Just a thought because the useless spots in my map bug me XD
yes
yes, in time i will have something with that
i like the geothermal power plant on the ruin, would be nice to have a reliable power source for that faction cauz wind and wheels can't work all the time
i like the idea of it being a nuclear waste deep storage to be honest ๐
can be both !
aye, that will do
ahahah
lol "dgaf" in one image
just curious, do you plan on having drop-off stations or it's intended to stay distric centers only?
did i remove the drop-off stations ?
yes or i'm blind
hmm... ah yes
probably
because i removed the entire "labor" category
i can put them back of course
it's highly inneficient like that, would be nice to have those back, plus the "tent" like look fits the faction already ๐
i like the paint splash on the artsy loge, can it be on the awning ?
on the what ?
or something else just to make it pop so they are easy to find
do we really need a reason for everything or "why not?" can be enough ๐
oh right I also wanted to fix that
i'm annoyed that the "terasse" part of the double lodge is not actually walkable
do you know of any building that has a 1-wide wall with a window toward the inside ?
nah i use pars of this one for many things, it doesn't have the right window like i would need now
yeah, me too
maybe in the distribution mod, the small export center... but really not sure
funny
it looks flooded event though it's nto
not
because the water display does not like 1 gaps
that's actually good
trick the player into believing it's not watertight yet, when it is
so you could block the water with part 1 without having the full building? basically strange looking dam?
yes, but that would be cheating ๐
gonna need some of that "cheating" for a hard moe run ๐
noooo
i'll make them more expensive than dams then ๐
nah that would be prohibitive
๐
what going on?
not much, trying to figure out if i wanna go over a hard mode run with WB and watching lapan do some stuff for the faction
wdym wb
Water Beavaers ( this mod)
lol, not sure why but i guess there will be a lot of "criminals" ๐
hmmm.... stackability on each other is...poor.
๐ค
is it doable to turn on the "prioritize rss" tab in the large farmhouse? Or it's like taht on purpose?
Like here i'd like the right one to go carrots first otherwise the left one ends up with nothing to do in range. when the right one goes berserk on sunflower
hmm...that's an issue with the farmhouse script, not sure i can find a workaround
cauz the drop down menu is there, just nothing to pick
yeah that has to do with the same issue that make the big farmhouse unable to plant
i see, well , tought it was intended that it cannot plant ๐
no clue, maybe game doesn't like the 2 part build that goes one over the other?
nah, that's fine, but the rules are a bit whacky
the difficult part is to make it so that it cant be put backside in front for example
i'll finish that and go to sleep
making the mirrored one is trivial
the triple lodge is basically redoing the same thing
and then the big corner ones will wait
oh it's only 1AM
EZ
can mod a tiny bit more
who needs sleep anyway ?
lol, i try to avoid going over mignight otherwise i find it too hard when the kids wake me up next morning
kinda miss those days when i could sleep when I want how I want but wouldn't go back
well i guess it's nice to have a family
i mean i have parents and brothers but no wife/kids
but soon enough i guess
it's nice, it's a quite a rollercoaster tho ๐
oh, by the way, i got the job i applied for recently !
grats!
thanks !
i need to find a new one, kinda tired of my old one but I absolutely hate job searching, the interviews and all that crap
yeah i know that feeling. i hate that crap too
in research what i really hate is labs that ask you for a research proposal in your application
fuck that shit
seriously i don't even know if they're interested in me and i should already come with a whole research plan ?
like i have nothing better to do ๐
and if they don't like you but like the plan they just steal it...
oh the house connected ! yay
yeah maybe, i actually wonder if they do
so those houses should allow something like this
lol what ?
"should" ๐ค
accidentally cut discord
okay, there might be some weird rule i'm missing
probably has to do with the "bottom matching prefab" property
it is weird
but i don't think my brain is working well enough now
let's just sleep
catch some rest, there will always be tomorrow!
Tought of something for the hardrun, is it "cheating" to keep the kart a bit after the district is built? 2 extra workers could be usefull early on๐ค
I wouldn't call it cheating - the kart drops important resources for continued advancement, after all, you're just establishing yourself more with your current tech level.
i had a similar idea, cooked food ought to spoil, and having it sit around instead as like raw potats, flour, maybe pickled stuff, and then cooked a bit more on demand, maybe with some temporary storage, but like actually make it spoil over time so you canโt stock up too much
and maybe instead of having a ton of different recipes to manage setting it to, a restaurant/kitchen/whatever building takes many ingredients and the well being bonus depends on the variety of ingredients it has. instead of having dozens of various meals, it would just be the raw ingredients
i have a few ideas of food related stuff and when i get around to modding idk whether i want to make one big food overhaul or a bunch of little mods
I think it's possible to simulate spoilage by having the building consume the resource slowly.๐ค
But the game really isn't capable to handle alterate or optional ingredients, at least as far as I know. But making different recipes is not very hard so I can do like for the stew : four five recipes with various ingredients, and if you have everything you can even make deluxe stew which is must better
Yeah go for it ๐
Knatte modding tutorial is quite well done
i guess what i was thinking is instead of making an item, beavers go in, it removes some fraction of some items based on a list of meals, and they leave fed and with some amount of meal wellbeing bonus
If you can code you probably can do that
yea iโll have to learn/relearn c#
But all I can do is rearrange existing elements, so I have more limitations
unless unity has some way to interface with it using other languages, which i donโt think it does
I think unity has sort of it's own language
But I don't know much about it
There's a tutorial tobbert recommend to me but it's like 12h long ๐
No you can no problem
iirc unityโs c# works a bit different from c# in other stuff but itโs mostly the same language
Alternatively I can make a building for extras builders quickly
i think unity might transpile to c++ but iโm not sure
Well I can help for anything that is not coding ๐
could sure use it , planting that dynamite with only 4 workers takes forever
maybe tonight iโll get started on it after trying again at compiling ngspice (for an unrelated project)
dear god making those doublelogdes properly watertight and stackable is an absolute shitmess
there's just no good solution.
if i want both watertightness and stackability they need to be 2x2x2 cubes
or i can limit stackability to non-watertight stuff
do those lodges have any real puropose anyway ?
as compared to a normal 1 tall 2x2 house
it makes sense for a building such as the sawmill to be bigger
but a hauler's logde... ?
added a builder's lodge, which retook the mallet icon, now the handicrafter has the cissor and thread icon
i think i'm just doing to ditch the double lodges entirely, instead i will make larger version of each of those that cost a lot more ressources, but offer additionnal wellbeing for being larger (and consequentially are more efficient dams in terms of population creep)
(assume hauler / exporter lodges will also be treated the same)
gotta go !
Oh I should flip the copist with the handicrafter, so that we have one left and one right door both for those who are likely singleton (artist & copist) and those people may want to build multiple of (handicrafter and builder)
well, kinda like all other buildings, there is the "living part" and the "workpart" hauler can be smaller since they don't have a real "workspace" in theyr own building but the distribution center needs a storage room at minimum
Yeah I agree on that, that's why I originally chose the double lodges for that
not a big deal if it's not watertight in the front, i mean my fancy placement was more of a test then something i wanted to do for real anyway
Well I actually want people to make a big dam out of houses so proper stackability is important
in order to do that would need "working buildings" to have less pop space, i mean pop grows so much how it's set up right now there is no real need for a monster amount of houses
Yeah that was the point of the town Square mod but I didn't make a lot of progress on this one
even there, i'm almost at 300 beavers again and some useless eaters, i'm far from need housing, actually thinking about crashing some hauler's houses to cut out on pop a bit
Sometimes I think you're the odd one here ๐
story of my life!
i must admit that i just need a few houses too, building pop aint the biggest problem but keeping the water contained XD
is the large kitchen supposed to be watertight?
found the hole then! lol
I'll try to make an update soon
update sent !
How bad is it gonna wrekc my save ? ๐
Handicraft also got his door swapped, any reason? (just curious)
balance, sort of
Gonna be an issue on that one ๐คฃ
ahah, sorryใ๐
but i just took a decision regarding the watertightness of buildings !
2 out of my 3 got Fd up ๐
well yes, but if you intended to build builder's lodges, those have the door on the good side
that's why i did this
you have two lodges you may want to build multiple of, and both of them had the door on the same side, which is not good in terms of choice
sorry ๐
i did write "don't get too attached to your saves in case i break them" ๐
i get it no probs, it's part of the game when playing on something getting modified that often
so the big change comming soon, is that i will make the door voxel of buildings watertight too (that will prevent messy water behaviors) which means buildings will only flood when covered by water
not of fan of the 2 distric center thing beeing not same price and one locked behind science tho, it's quite a mess just to swap it later on and redo all exchange routes
so i added a small vent on the roof
oh it's a mess because you're already far ahead
in a new game you have ample time to unlock the four-way one before you need to build one no ?
even right of the bat, it forces the one door one and later requires a change
hmm...
how do you get the science and fastener before building the first one?
"as it alwasy should have been" remember ;P
that was also to avoid the issue @heavy lodge had
but to be fair i think it was quite a corner case
well yes, but i think it didn't hurt to have both
i had an issue to but it was since my other was on pause and game couldn't change it to a 4way while pause,
hm...
i don't mind having both but both should be available at the same time and for the same price IMO
or , not sure how complicated it would be but make the 4way and "upgrade" on the one door one, kinda like the damns upgrade
what I'm trying to avoid is to have to delete a district center to rebuild a 4 way since it's tidious to delete and rebuild one
yeah that's a good point
i need to make some tests
yeah i can definitely go for the 4-way one being an upgrade of the normal one
dang, one builder for 3 pop ๐คฃ that's hars
did you make any change to the giant tanks? need to unlock them again๐ค
Other then that didn't lose anything and nothing else is messed up! Honestly was expecting worst with the warning on the update ๐
i think they had no science cost, no ?
can't remember but i think you're right
well, you just killed 2 beavers with that update, hope theyr ghosts don't haunt you forever ๐ป
ahah, sorry again
don't be you brought back this game to life for me ๐
i have a problem i can't fix fast enough for the district center upgrade
no rush, i'm quite far on that run it's not an issue anyway
so i'll just make the 4 way one default, and fuck it
lol
no i think it's not solvable
