#Water Beaver Overhaul
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you're insane ๐
need to give it a try at least, still not sure how to approach it
ah-ah !
fixed the issue
hotfix incommign
nope, worked visually, but not functionnally
fix uploaded !
can you tell me if the district centers are corect ?
should be though
sure, give me a min
savefile getting a bit big, computer needs sometime to process ๐
i'll reupload something a bit cleaner tomorrow, but i really wanted to fix this one right now ๐
thanks !
something about the mush grower, when doing slow groth, does it keep up growing during the night? kinda like the engine for the IT can still burn fuel and run even if no beaver is in there
yeah that's deliberate ๐ mushrooms still grow at night ๐
that's why i feel like slow groth ends up giving more
but it also applies to fast mushroom grownth
Well, it suppose to grow faster at night ๐ฎ
fast grow will start a new one even if no one is in there?
Broke it btw
now there is only the 4 way that needs science
how ๐ฒ
and fastener
GN
just an idea, balancewise, since both juices go downward for amounts, maybe 10carrotJ + 10 berriJ could be more like 15 booze then 10.
and kinda suprised, booze is normally more made out of wheat and potatoes, never heard of carrot alcohool ๐คฃ
wow, placing that medium mine is a doozy, how about making curly stairs a depedency so it can at least be a rectangle?
It's really hard to get how to place it, sadly ended up one square off ๐
And why the iron60-coal40 ? you'll alaways need more coal then iron, would be better on a 100% coal IMO, that one would only ensure an overflow of iron
Unless Smelter MKII is on it's way and it requires more iron ? ๐ค
I wouldn't want things to be too easy ๐
It's a bit wacky but you'll get it right ๐
And yes both for booze and iron I want to have a more efficient building maybe
Maybe 100% coal in a bit to much, the point is to have one mine rendering the primitive ones largely obsolete (except for saltpetre)
am I too far or there is something i'm missing?
How about 20% iron 80% coal ?
Click on it see where the line reaches
shit, i forgot door is downthere
Ahah
Not even close, you need to reach the bottom of the mine I think
Why do you keep tempting fate like this ๐
i don't wanna "try stuff" right in the middle of my land
it's ok, gonna use that one to expand my maple sone, logs are running short, making a big expansion!
and lidos were a bit far for the ppl that live in that corner
starting the carrots/berry farm to make my booze!
almost done with the lvling of the ground
about to run out of scrap so not long left on that run, primitive smelting is just dumb at that point.
Smelting 15/50h,
Making iron needs 5/2h, that's 9 primitive smelters just to keep the blocks running, and that faction is scrap intensive...
Lazy ass suggestion, could the "artsy lodge" have a "just do it" option that it will empty the copy lodge and make everything it can fancy? got a few leftovers in there and it's just annoying in the BP menu to have that many
Rhu RHO
Something happened, i can't see the "large farmhouse BP" in my BP tab
like if the copist is making one only not 5 ๐ค
so it's in an infinite loop
looks like it's the only building doing that, all others BP are there
had transfer set to other distric to ship one but transport station was eating it all to stock up ๐คฃ woopsy
unfortunately that's not somethign the reciepe system can do ๐
letme check
too bad, on the "quality of life" things that would have been nice
don't i'm stoopid
items in the transport lodge don't show up in the menu
and even if i set the cap at one for the other district the worker fills up his stock ( think it's 30)
sewer spash +200! ๐คฃ . Actually that made me think about a deep diving station or something like that ๐ค
ahah
i should fix this someday
oh by the way, the oresmelter works at night too ๐
i'll still shave off 10 hours from the reciepe for now
yay
just to keep the pinapple(ananas) comming it's a lot of metal ๐
booze is the next in line, will let you now, not sure i'll be making some tonight
probably not, my "tribute to ingenuity" is part of my power line for that ๐
that one doesn't say "fancy"
probably the one todor was talking about
and it can't be copied
or be made fancy
fixed
it's so shitty to dig the mine, almost feel like the stairs shouldn't be in to make it more convinient to dig out ( yeah, i know i said the opposite when you brought it up)
not sure if there is a way to make it easier to see what you need to dig up cauz atm it's not instinctive
Nice, that's a game changer if the door can be in the water
now that is starting to be interesting to make huge dams,
Quick question from the back:
If i build something on top, does it mean the building is basicaly impossible to flood?
no the rule is the same, the entire stack floods when the entire stack is covered ๐
i didn't check what happens if you flood only one corner though
Makes the "pit and ladder" lodge a bit useles tho or i'm missing something?
yes and no
pit and ladder lodge doesn't need stairs to be accessible
but it's a fair point
actually maybe i could add a door to the pit and ladder to give it an integrated stair
could be nice
maybe with 4 haulers instead of 2 ?
i like it but with those other buildings "floodable" up to the roof it loses a lot of it's plus value
plus beavers can get wet fur easily like that with the door underwater, really decrease the appeal of the pit
that's something that will highly increase the succes chance of a hard run, finaly having a way to make a big reservoir is important ๐
Made it connect, looks like path has to go down to the bottom wall. not even the arrow
like can't see the dot at the entrance
210 scrap left on the map... the end is near but barely made it to 40 wellbeeing that time around ๐ฆ
billboards updated !
i think going to the arrow it the limit, the bottom wall is an artifact
can probably remove it actually
that's quite a lot if you ask me
New update posted ! nothing exploded yet on my side
will look it up later when kids are napping and let you know if something explodes!
are everyone else somewhat okay with the medium mine ?
nothing to do in particular now, so i'll be streaming a bit i guess
until i find new things to add/break
of i could work on my giant sequoia
nothing exploded but transporter is not moving the small chauldron from a district to another ๐ค never tried before so can't tell if it's new
looks like no one wants a seashell necklace, got some made and tehy staying there while the bonus is at 0 on wellbeeing for it
think i found a bug. If you stack watertight buildings upon another and delete one, the whole thing is for a nano second not watertight. Its not a big issue, but took me a while to figure out why the area I was draining always flooded a tiny bit again when i deleted the pump XD
sometimes water flows a bit on top and makes it flooded even if you don't see blue on the top it is "flooded", happened to me, dropped a watermeter to be sure, at 1.01 it doesn't show water on top but it is still considered flooded,
and that's it, if with that extra field i can't stack carrots i'll dump billboards like a maniac all over the place ๐คฃ
aahhhh XD
everything else is stacking up ! not sure why but that faction is carrot intensive
sry it's a bit small
easier on the eye like that
Do you have the carrot billboard anywhere?
got a few in the middle of the zone
the every building is a house makes it difficult, would just slam those near the "living zone" normaly and it would sure help more
well @shell fiber looks like you didn't kill him, he's still stranded and getting old ๐คฃ
Do you have a warehouse for them ?
yeah, not sure when but now they taking em
just looked it back and it's getting there now
guess the warehouse wasn't built, got quite a load of constructions in progress
I guess I can allow beavers to take them directly from the handicrafter
taht would have prevented me to say it's not working ๐คฃ
Ho wow, when you said 2 wide on the meca pump i was expexting a 2x1, not a 3x2... gonna have to adapt !
i'll be streaming my playthruogh if people have time to waste ๐
got a little time around, trying to figure out the proper amounts for booze, coconuts, stillnot pilling up
still don't understand why you keep that awefull stew around, just a sentimental value?
i think it can be useful
it will be once i implement a doom script ๐
that gives permanent penalty for beaver who die of unnnatural causes
if i ever manage to do it
Ho that one... as long as it's "permanent" for the ones that were alive when it happened i'm down for it ๐
got a age 412 dude around here that sure has seen a lot of shits!
and the "eaten by the grue" thing counts as unnatural? that would suck
yes but that's rare
also tried to use the "no forester" in some zones, just dumping maybe an original seed and then letting it go, it's about as bad as i expected, a "no forester" faction would need super cheap stuff
'ill rethink this of course in time
maybe with 2-3 mines and 100- it's rare but at god knows how many mines and 370 beavers i see it quite often
ahahah
but maybe i'll remove it from the medium mine, or i'll make it usable by bots
not that i care but if it's a permanent debuff it would suck
i went back to the non pop-building one since i don't need that much paper now
and even with one worker it stops due to overstock
carefull there with the dynamite, first layer is easy but you won't be able to put second layer without a bridge or something if you go like that
( like the middle square of a 3x3 hole won't be reachable on second layer)
that's why you said it would be better with the stairs separate !
๐
i see i see
you only need to remove 2 to be able to do it all at once, it's not terrible but will sure make you find "non-PG13" words first time around
ahah, yeah i see
tried to see if only one could be removed but don't think it can be done
but that's not very good, it"s really impractical then
told ya ๐
or i wasn't clear enough..
dafuq is that bumby roller ? ๐คฃ

something similar on the kitchen
those 3 are having a "รpilepsy" crisis all night long
happens also sometimes on lumber/gather flag
but they don't get "shelter" since they are outside
it's a mess i agree
update, ghost of the update is now 416 ๐คฃ
BTW, made it up to 50 average wellbeeing at some point ! quite happy about it ( specially since 2nd distric is not even getting half the bonuses)
and about to make my first bots !
( gonna be my first ever on a WB run)
you'll see they look funny
Why so many mills? got only 3 for almost 400 beavers and they don't run 24/7 ๐
yes they are "camioneurs" prioritized
^^
2 wheat, one cattail
and cattail one i removed the transport priority, aqua farm food seams to last real long in the wellbeeing bonuses
droughts are a bit too frequent, that kidn of annoying
it's just "heyn pause your game and do nothing for a while"
10 min every 20 min
i don't even care anymore about droughts, wish there was a way to make em longer in game just to see how long my setup could make it
( I'm at cycle 65 on that run)
^^
And think i found the proper balance for the farming, looks like once beavers walk fast enough 2 famrs are more then enough to seed a large farmhouse
Quite happy with how that turned out
and from another corner view
what?
the double lodges with floor entrance
i had the wrong coordinate for the entry point
woopsy !
here, last 2 corner views of my crew
what map is this ?
that's a lot of mines !
need to keep the "ananas" rolling
would have to double check, can't remember the name, it's one of the basic ones
not much, when i log in or place them they fly and then... not sure i've seen those move on other circumstances
gotta admit i didn't give it much attention, in theory shouldn't they fly out at least once every 72h?
one cycle should take three days yes
got one at 92% gonna keep an eye on it and let you know
oh, not it's not actually linked to the reciepe progression
they should only stay at the platform a little while
then fly away, and come back, repeat
think the "stay" part is too long, don't really remember seeing them flying out
okay, there must be something wrong with the animation then
( outside before mentionned happenings)
i'll find out soon enough
in what, 15-20 cycles?
think on that run my first balloon was cycle 45 but it was late, was faster on previous one
can dams go on any watertight building?
yes
wow, now that's a game changer
can't you just drop it in the mod so it's not a dependant ? ( if asking the maker obviously)
got it !
and then asking people to enable / disable this and that depending on this and that is probably going to be messy
plus i don't want everything to be too square so i like those stairs )ร
๐
is there some sort of outline that can be all around to hep figure out the digging area? I'm thinking kinda like the "front legs" on the previous model of the large tank that would just go underground and not cause any isue but be there to show the "zone" ( not sure if that is clear)
like straing pegs under the fence that would be underground once in place but at least help when trying to figure out the digging zone
just a visual assistance, maybe with a clear horizontal line for every lvl underground
yeah ๐
was thinking about something like the platforms that there is a light brown at every box lvl
but in metal because it looks better ! ๐
not sure i see where youre going ๐
exactly what you are doing atm but with the "legs" of the large tank, not a wood component
and instead of stretching it, one over the other so there is some visual cue for the depth
that's where i was going ๐
i'll go have lunch
Bon apรฉtit!
i'll probaly be in bed when you come back ( or at least i hope so) catch y'a later!
(could you drop back the treated plank worker in the pool? would like to put some ferrish whells and frog statues ๐ ) not that much of a must but would be nice to make those fellers a tad happier
Done for today, thanks again for the great mod!
Oh, uh I'll think about it.
Might go into the refinery or something
adjusted the scroll rack so they are less annoying to select
the (real) papermill was really not that impressive as a paper production building, plus the original reciepe is weird (1 log to 2 paper ?)
now the reciepe is 10 sawdust, 15 water and 2 pineresin (twice the cost of the crappy paper tent reciepe) gives 10 paper in one hour (vs 1 paper in 5 hours) otherwise.
so it is roughly 50 times more efficient
added a reciepe to the gristmill to make it grind logs into sawdust with higher efficiency (1 log to 20 sawdust) than the gnawing station (1 to 12)
might readjust that later tough
Just enough for some termite, but, I don't think that beavers will like that ๐
how?? XD
i don't know, water mechanics can be strange
especially dams, they let water pass or not pass in an ON / OFF manner, so sometimes that causes waves and such
i build some drainage, so it will work but it floods every time the water returns without connection to the streams XD
two-story watertight lodge broke down i think with last updates, transporters don't transport stuff anymore in those
which one ? the ones with the entrance on the second floor or first floor ? i had an issue with those on the first floor
why not have 2 receipe, one with logs and one with dust? just an idea like that
entrance on second
It's happening !
lol, the animation is completely messed up, they walk upside down ๐คฃ
super platform don't fit on the grill ๐ฆ
think it's in the medium mine, the small one has Grue eating your beavers once in a while
ah so specific to the mod
yeah it's specific to that one
well, medium mine is always stalling because excess of iron ...
didn't expect it to be that bad but got 4 small, one medium and still lacking coal and medium one is not working cauz iron is capped out, there is a limit to the "build a pile, delete the pile, the rubble and rebuild the pile" strat, is get annoying
you can make coal from wood in that case no ?
but i'll add a 100% iron ore and 100% coal too
yeah there's somehting weird in the asset extraction i think
i kind of feel weird about making paper from logs directly, like how does that even work ?
but i'll think about it
i think irl it's turned to pulp and then to paper
not like shaved super thin
a more realistic resource for beaver tech would something more papyrus-like
tho they somehow can make ai robots so like, kinda unrealistic regardless lol
yeah that's why i prefer to have it made from sawdust
but i saw some japanese woodcrafter use wide wood planers to shave paper-thin sheets from a block of wood, so that's not unthinkable, but the equipment is completely different.
in this factions the robots will be made with dark magic and the souls of the damned ๐
lol
i wonder if beavers eat insect if given the opportunity...
okay, i think i fixed the lodges, added the 100% iron and coal reciepes...
nerfed a bit the windmills
or should i say "made them more interesting"
Ok, how high above ground does the windmill has to be ? ๐
Forgot about that one, but logs are running short atm, building second bot factory and had to do it over the river since iโm running out of space ๐ wanted to go over bakery/grills but the super platforms are not super enough, chimneys are in the way
oh i think the bakery and grill cannot have superplatforms because of the chimney
i believe the bakery can have a 2x2 superplatform though
3, 6, 9 or 12 for 10/20/30/40 hp
Then will make a map with 22 high terrain points ๐ฅณ
ahah
nice try, but it won't work
the base of the actuall windmill wants a stackable only, and 3/6/9/12 under that wants solid ground ๐
so the only way it to stack stuff from the ground to the required height
but i didn't remove the basic platforms yet
for what it's worth
40hp only ? ๐ thatโs quite a nerf
Will test tomorrow , maybe, who knows ...
Will see how bad my power production drops when I get home later, got meetings all day today
Guess they will vanish I think most are only 2 above ground ๐ฉ
At least I went a bit overboard with the waterwheels, might need more batteries for the drought tho
But, it seems more hellish .. water hell + wind power hell ๐น
oh maybe that's why you were so fast in your playthrough ? you've been using wind turbines all along ?
but to be fair, 200hp for these puny tiny wind turbines is absolutely demented. this crap would barely ever manage to spin its own mass, yet alone produce any power
but i'll add the IT engine eventually i think
except it will consume methane
You can left only the large windmills one, and increase the amount of paper required to build ....
there's really not much of a difference between the big and small one for my purposes, the big one is one block taller, but otherwise essentially the same
oh and for people who have extra workforce, i put back the powerwheel
except it only produces 5hp
which means that one beaver has the strengh of five horses, which is already impressive if you ask me
maybe you can replace hp with bp (beaver power) ? ๐
ahah, no, that's an UI thing
deep down the thing is that i want people to rely on waterwheels, not always the powerwheel/engine/wind turbines that are much more reliable because there is just too many droughts in this game
@radiant heart when you're very far into the game, the drought are all 9 days or does it remain somewhat random between 6 and 9 ?
just because someone actually reached the point of having bots
i wanted to give them some sort of halo of darkness, but no can do
i'll try to find some smoke effect or something
oh also they will live on for 5000 cycles ๐
no idea what building they can/cannot use though
LOL, bots from hell ? ๐ฎ
i said they were made from the souls of the damned ๐
i need to decide by what whacky system we will make them, of course you need to make the bot, but for the poor soul trapped inside i want to make something really awful, like a special baloon trader that goes kidnap kits of other factions
then you use them in some satanic ritual ๐
but maybe i can settle for something a bit less evil
Hope so. If not, you can name your mod just Evil ๐ฅณ
maybe just satanic ritual without kit sacrifice is good enough
NOOOOOO, or the game will be rated 18+ ๐ฎ
ahahahaha
wait that's seriously among the PEGI guidelines ?

Update send !
@radiant heart feel free to reclaim ressources from your wind turbines before updating !
oh i forgot to make them cost 5 Sunfloweroil (need grease of course !)
oh well
Update 1.1.8 send too !
not really, went for wheels and batteries firts but since they won'tlast all the drought added the windmills, just recently changed the small ones for the big ones, a bit before getting the bots
I mostly get only 9 days, tbh i can't tell 100% sure since i don't even care about the droughts aanymore my shit is set to survive
will do a backup save before updating just to see how bad it goes or not first
1.1.8 won't dowload, it crashrd the game...
guess i'll enjoy my windmills a little more!
Honestly that is probably gonna be a runkiller, far from having enough batteries to last a drought and at the speed i can build them will probably need 5+ cycles to dynamite a trench and build those up. basically need to replace every big windmill by 4-5 at a 12 height
@shell fiber How about a distribution post that doesn't need to be built on a "watertight" tile?
And removing the "nothing to do in range" for the large farmhouse, not sure why it pops up but it's super annoying
you can use 1.1.7 in the meantime ๐
i'll try to reupload it soon
can't even do that, something is up on the download screen
working on it, i need a bunch of 3D models from wolfess firs
the drop down menu on version doesn't work, guess i could get it from mod.io directly tho
i think there was something weird when i tried to upload 1.1.8
just reverted to 1.1.7, killed 1.1.8
try to restart the game and download 1.1.7 to see if it works ?
ok, need some loading time, my bandwith been shit past 2-3 weeks not sure why
ahah
this mod is also a good 200+ Mo
will take a little while
unless you have crazy optic fiber connection and whatnot
at least i don't need to ear the "connecting sound" of the phone line !
one week of download to take one night to burn the CD you'll do the maddest sharpi desing on it !
117 download crashed the game
can you send me the error message ?
Why, if Water beaver, don't have to build waterproof buildings only in water ? And, to be destroyed if water dries out ... But, think that in this case the faction moto will become "revenge of the sith" ๐
you shouldn't give me this kind of idea ๐
Just asking ๐
Hello! I downloaded the mod but i dont see the faction whenever i try to start a game. Is there something like i have to pick the folktails and it will use the water faction itself?
no, it should be there
it somehow isnt, i am not sure if im doing something wrong
i am using the mod manager thing, and all the other mods work fine for me
i have enabled only the water faction, BepInEx, and Timber API
need billboard and some others that are in the dependencies also
extra stairs is now compatible with the water beavers if you want to keep it on
oke i got them now! Thanks
well, i apparently need to unlock them first xD even tho i got iron teeth already, which needs higher wellbeing score
it can be done quite fast the requirements are not that hard to do
ye its only 5
basicaly housing a carrots/sunflowerseeds and youre done
exactly
its 2 am for me now tho, but its def something to eat up most of my day tommorow B)
lol, GN and enjoy tommorow!
thank you!
oke now i can sleep XD
Any map recommendations for the mod? Or is it like, any map goes
better have pines near the start
waterfall is a good for a first run, not too hard and can acces srap and pine from first distric center
oki! thanks!
Hope you like it ๐
Uploading 1.1.9, no major change but hopefully it update correctly. no idea why 1.1.7 and 1.1.8 didn't work.
it seems like all the buildings can have beavers sleep in them xD
Yep, that's the point ๐
Good luck managing your population ๐
Is the reason for this like... you are forced to have tons of beavers and are forced to expand?
Long story short yes, I wanted the game to be more challenging and give a reason to build more stuff than a small dam and a small farm, which in the base game is enough to survive basically forever
i see
Think Iโll have to start a new run, 450 beavers + 100 bots, fps is dropping by time
Oh god
Yeah. Thatโs the a thing with this mod, pop grows outta control fast, think at least 50 of that pop is gear making to keep the bot factories running and itโs not even enough ๐ hope we get a better way to make gears someday ( wink wink)
Do you even need robots if you got mass beavers?
With robots I can lower the workdays time so beavers can be more happy, also since they work 24/7 can drop some double buildings
We donโt really have bot exclusive workplace in this mod but I guess weโll get that too someday
With IT normally my ยซย end gameย ยป is zero hours days and bots do all the job
A tad harder here the way pop is managed
YA, and, if you want taller dams, you need to use houses for that, and, population explode ๐น
how does it even work with the happiness from not working all day? is it just allowing them to do all the extra bits like go to shrines, have a shower, sit by a campfire etc?
Could be better to have a negative happiness for an unemployed beaver, will complicate even more the game, but, will be more realistic ๐
Exactly
If they have food and fun how would they be unhappy from not working?๐ค
oke, bc i couldnt see anywhere ''not working'' XD
The way pop is managed itโs almost impossible to keep everyone employed or you just build a load of gnawing station set to low priority and extra beavers go there
Our luck is that, at least for now, beavers do not need to pay for their stuffs ๐ฎ
Basic rule of thumb is 18h days is ok to let them eat/drink/sleep and thatโs about it, maybe a little shrine/campfire/terrasse time or something if itโs close to theyr house
i literally never change it, im always at 16hr lol
16h they have time to walk around a bit and do stuff but not everything, 12-14 they really start to have a ยซย lifeย ยป outside of work
Almost killed my run dropping hours and forgot to put bots in the water pumps
how often do they need to do things? Like do you need to go to a rooftop terrace every day, or is it like... every other day is ok?
same with food, do they need like grilled chestnuts everyday?
Not entirely sure about that, and some stuff last longer then others
oh ok
Food is more then a day 90% sure, on another run with the extra snacks on, it would be simply impossible for them to eat one of each per day and they had all bonuses on ( was at 75 overall well-being)
interesting
basically each foodstuff gives a bonus that takes 4 days to decay
Once you get the deluxe stew itโs easier a bit, it covers a lot of foods
and activities? wet fur, shrine, etc?
for those it depends how much time they manage to spend in the appropriate place
Shrine is an easy one, just dump some all over the map and itโs done ๐
also the coconuts and Ananas from the traders take 20 days to decay, and the shellneckace never decays
ye i wonder more about the bigger ones like temple xD
FYI Itโs about 1 trader per 100~120 beavers to keep the bonus active
And only one booze factory for 3 traders maybe more, would need to test it out
Metal is a bit of an issue since constant bot making eats a lot but still manageable, guess itโs my lack of gear that saves me there
interesting
i'm trying to make some sort of "Beaver Institute of technology" to unlock the next tech tier. it's just a bunch of buildings taped together but still, what do you think ?
i tried a bunch of stuff but that's the only one that sort of looks nice
Now the library increases the "book" need ๐
but i had to reduce the number of workslot to 10 otherwise the UI window is overstretched
was surprisingly easy to do
Looks nice
thanks !
i arranged a space in the irrigation house so a bridge can be placed in the door voxel
also i renamed the faction "The Whitepaws" thanks @tawdry bronze ๐
ooo cool name
Ooo new stuff!!! I like ๐
Gonna try tonight I think to update, just felt like playing yesterday, didnโt mess around with the upload
The new update with windmills is really great... But I wonder if it was really the idea to build windmills at the right height "above the ground". Earth blocks with a height of 6 don't count, is that logical?
kinda, i guess, flow close to the ground is affected by ground and surrounding, need to be higher to be optimal
IMO with the nerf they got on the power output better aim at wheels and enough batteries to last a drought ( 9 days max on normal)
still making some just to see but the output will sure be not enough
That is some? Good joke ๐
what? that's only 31, at 40hp at max height it's just 1,2k hp, actually use close to 4k when everything runs, basically that's a tad under half what i need
(considering batteries can recharge during windy nights)
OK ok... I'm just saying that I expected a more battery-like performance where the height counted a little differently.
yeah, but think it's game limitations, would have to ask @shell fiber about it.
I'm just playing the F out of this mod, not making it ๐
Why not?
I want a refund on that free thing you make for free on your sprare time ๐คฃ
Good morning ๐๐ด
At the moment I don't know of any way to have it being on the absolute z-level rater than blocks above ground, but that would pose other problems anyway because different maps have different base levels.
Typically on the map canyon the starting area is at z two or 3, while on beaverome it is probably 10 or something.
Of course it is weird that when you get out of the starting. Canyon you get to build in top of the cliff which is "high" and thus should be windy, but it's not recognised as such because it's still "on ground"
I think the best solution is to use some overhangs like in the "extended architecture" mod si you can build them just over the edges of the cliff and thus benefit from the height of the wall, I'll look into it ๐
Do you have something directly under the water output ? I think it want it unobstructed
Edit : yes I think you have a path that occupy the voxel
yeah, got a path -1 under it, is it possible to make it work?
if the nozzle was on the other side I could rearrange the staris but on that side i can't, it's right in front of the door
might have a one dynamite solution!
or not, got another building underneath with a door on the opposite side
hmm... i guess the pump could be satisfied with just the top segment of that block...
which would allow a path directly under
that would be nice, kinda sucks with the doors now watertight that i can't make a shower in front !
poor beaver, getting sewage splashed on his face everytime he gets in/out ๐
not gonna be everytimes, that gonna be a pound so it only sprays water a few times a day, the house pump should be enough
it works ๐
I hate to be a dick about it but what are the plans for the "more efficient" scrap metal once ruins dried out? got 60 useless eaters so sure could make more mines and primitive smelters but still... input is too low ๐ฆ
traders with IT too, don't wanna count how many i'd need plus the mush growers
even with the medium mines ? i think they are five time more efficient already ?
mine is ok-ish, real issue is the smelting
building second medium mine atm
notably because i want something to melt broken glass into non-broken glass
basicaly just need a "non-primitive smelter" the 15 per 40h is way too slow
( and gears ๐ )
those are the 2 real bottleneck atm
i think rather than make more efficient gear manufacturing i might change the reciepes for bot limbs and stuff
CHONKY Mechanical pump
what do you think ?
I like it, that's the one thing making gears a problem
for the buildings sure sure it's a pain but you got time, for the "steady income" it's way too slow
Is it possible to make bot a combination of It and FT bots so they can use fuel/hp and be boosted with catalyst/sciencetower?
beeing able to boost the bots would be nice bceause with the working speed, almost don't need them if working days can be a tad under 13h, beavers boost with good wellbeeing is far superior
WTF, got almost 8k food but someone dies of hunger?
probably got stranded somewhere no ?
nope

Mr Stranded is alive and well
Air quote "well"
Anything can be done for the "nothing to do in range" on large farms? pops often for nothing and is kinda annoying, looks like if one can't find a patch to gather it will pop up. at least if it was if all 10 could not gather thing it would be more relevant
i have some idea on how to solve that
You can use https://mod.io/g/timberborn/m/statushider ๐ฅณ
if that's a UI thing, it should work
but will it hide all "nothing to do" flags?
YA
just wanna get rid of the one on the large farm
but the real fix for the farm is to add a new crop and make it plantable by the large farm only, then as long as you have one farm plot of that in range of the farmhouse it won't display anymore
Well, then the author must solve-it ...
i'm working on a giant pumpkin modded crop, but i need 3D models for that, so it wasn't a priority
is that where the "giant seed" comes into play?๐ค
Giant pumpkin needs an halloween face ! ( Please!)
and thank you!
i can't have planting crop cost seeds because there is no provision for that in the game, but the seeds will be required to make a plant nursery
and only that nursery will be able to plant giant sequoias
can maybe do it for the dead pumpkins ๐
that sounds awesome for the "no forester faction" i told you about, still trying to figure out how to balance it out but that "seed" thing would be a must so whatever map you start with it can be playable
on the plus side i managed to fix the green sewage water thing ๐
almost disapointed, came to like it ๐
you too, later ๐
If other people grew to like the sewage water I can put it back though ๐ it was literally the nitroglycerin texture
some ppl on the screenshot channel talked about it beeing "fertilizer pumps"
Swimming in nitroglycerin ? This is true NitroHell ๐น
liked the idea, kinda like the beehive but in a waterdump mode
Multiple districts?
only 2 and both got food
Huh. Weird. Maybe one of the Shippers between district forgot to eat? Not sure.
Depends on how far apart they are, I guess
*3 district. all got enough food. plus the death was in the main one that has all the food and food types and export to the other 2, really strange
Hmmm... Actually that can be a funny idea and make the showers useful ๐ค
Like I change the waterdump recipe to consume a little bit of saltpeter (nitrates are fertilizer) and add a growth aura to the lido. But I'm exchange I give it the "yuck" debuff that can be washed off by taking a shower ๐ค
Seems pretty fun to me
mheee, anything that gives a debuff should be skipable IMO
player can suffer, but not my albino beavers ๐
I can maybe make both a regular water dump and a yucky fertilizer dump
Hmmm... But the issue is that the fertilising effect is not actually carried by the liquid
And the lido can be placed anywhere
maybe use the "normal" water dump to be a fertilizer? so you just have to dig one hole and dump it there in the field, or like the irrigtion tower but a fertilizer tower
Would that be better if I make the shower not only clean off the yuck but also give a "silky fur" bonus ?
Hmmm... Good idea too
I'll think about it, but maybe I can get the pumpkins rolling first even if it is with placeholders ๐
Or I can expand the cookin things
would make the shower relevant just for the extra bonus, never really build those
Like now that we have coconuts to replace eggs, we can make lots of stuff : pies, cakes, gratin etc
Yeah it's pointless stuff like that that made me want to mod this game. Just... Why make a building that is so obviously bad ?
they were a good in between before you can make lido but wet fur is easy just making paths in the water
Plus I've been itching to add ash and soap for a while
Not sure about ash though, seems like a drag
It rather what I was thinking for a while was to make all buildings that consume wood as fuel should generate ash too
But I'll just add that to the charcoal maker I guess
IMO there is a lot of cool stuff already, might wanna head towards quality of life like the engines and ????. All those other things can be nice bonus later on but now the mid-game and up lacks some stuff to keep up pushing
( pressure tanks for power could be cool, like a pneumatic/hydrolic system to store power) with the wind nerf and wheels beeing the only other option, need a way more efficient storage for the droughts, actually the wind nerfing cancelled my hard mode plans, batteries are too far down the road and wheels will work like 10% of the time.
Hard mode is 3-6 days ( 8 if lucky) of water with 30d droughts
watertight door was a super sweet push towards making that possible but you crushed my dream with that power nerfing
RHU RHO, can't even make enough scrap to make sawblades....
yeah hard mode is nonsense
but a pressure tank for storing energy... interesting, could work
or i can make the gravity batteries more accessible
yeah i think i'll make gravity batteries more accessible, and variants that store more energy by using heavier elements. easy one should use logs, next rock or dirt or something, then metal, then plutonium ๐
that seems quite easy to make
in the meantime :
still some issues with connecting the road to the modules
hmm...i don't understand why the ballon animation stops after one loop ๐ค
You're merging grill and industrial kitchen?
more accessible is one thing and also storing more if you plan on removing platforms
won't be able to rise crazy high
oh i buid the module on the base of the grill, but it won't necessarily have the same reciepes
i mostly want to make the industrial kitchen run 3-4 different reciepes at the same time
that's cool
well if it can run all reciepes it could be nice too, like a small foodcourt where everyfood is available !
or that's something for the "town square ๐ค
oh right, the townsquare ๐
so about the balloons, they do the animation once, then never again ? or they redo it if you wait long enough ?
never seen the balloon move except when they get build or i load the game
a one and done thing
Not sure that you can run multiple reciepes at once, but, you can have all ingredients at input and multiple outputs !
oh yeah but then it's hard to choose
each module will have 3-4 recipes and maybe different modules could exist
so in the end it's not really the kitchen that is running multiple reciepes, but it feels like it does
because those kitchen modules are not hourses
So, in fact will be different buildings, afterall ...
๐คซ
mmm, trying to upload 1.1.9 crashed just like 7 and 8...
here the crash file if it can help
will try get it manually from mod.io
Manually delete the whole mod folder (water beaver), and install-it again !!
any chance you were about to finish a pumping house ?
mmm, I had one building, probably was about to finish
the error message is very uninformative, that reminds me of that issue
wonder if i should rework this darned thing
now that the power wheel is back in i can make a less weird building instead
so it would need external power?
anyway, reaching an endpoint on that run, with the nerf on windmill it just doesn't work anymore and i'm too lazy to find a way to make it work, just gonna start up a new one, any map suggestion?
well now that the houses are completely watertight, how about some insanity with beaverome or some waterworld stuff ๐
yeah likely
waterworls is tempting gotta admit
but maybe i'll just ditch the house part and make it a pump with crappy properties.
still have that hardrun on waterfal in mind but someone said it would be insane
well you're already pretty out there playing this on hard mode ๐
honestly don't think I would survive 3 droughts on hard
i am very tempted to play waterworld with this faction...
still got the day to figure it out, can't work/play today, need to focus a bit ๐
if someone want to suggest color patterns for marketplace stalls...
problem is that it's pretty damn hard to make a decent building with only 2-3 blocs i'm afraid
lim and black alternate stripes?
lim ?
*lime
strange combination but sure, why not
for what kind of stall ?
if you have any idea of course
with that set of color it has to be monster energy drink ๐
having the color sorta matching what will be in there sure gonna help
is there no booth?
the 3D model is not finished yet
What's the "Categorybuttons" mod mentioned in the description?
it's so buttons have an extra layer
Where do I find it?
you should be able to find it easy in the modmanager ๐ค
oh btw i found why the balloons animations would run only once
there was a box to tick
simple as that
the box was just poorly labeled
taking a little break from the beavers, gonna run lttpr seeds for a bit, if you need a test on something @shell fiber just ping/DM me i'll be happy to help!
Feel like waterworld would be really hard with this faction because you cant get dirt blocks to landscape with and alot of buildings can only be built on ground and nothing else so you would run out of room really fast also no regular levees would make it difficult to block off new areas
well what you're describing is the principle of this faction, except watertight buildings are not restricted to the ground but can be placed above other watertight buildings, so you can make a wall of houses to block off an area, it's just more complex and will cause your population to expand ๐
sure !
i have spend the last week playing some other game too, that's why i didn't mod so much
Expand ? More likely, explode ๐ฎ
๐คญ
Is there any way to turn off the "building flooded" notification? My only problem with building water tight houses under the water is the annoying notification lol
You can use https://mod.io/g/timberborn/m/statushider You can hide what you want.
Oh nice didnt know about that one
Okay, i have the placeholder working for Pumpkins, that will only be plantable by the Large Farmhouse, and harversable by either the large farmhouse of the normal one.
so as long as you have one in range of the large farmhouse it won't say "nothing to do" anymore
@shell fiber I just noticed there is a thing sticking out at the bottom of your incinerator https://puu.sh/JDkEu/559804317a.png
oh, yeah right
i had noticed on the smelter and removed it last week or so, forgot to check the incinerator
Thanks again @clever flax for the 3D model and texture !
so we gettting some starbucks with pumpkin spice late for halloween? ๐คฃ
can you hide only from specific building? like the "nothing to do in range" I want it deactivated only with the large farm
No, just global (for all buildings) ....
for late game it's gonna be ok but early on i like the notification to see and area was cleaned
like old dead wood and scrapmetal
Just wait for the next update, pumpkins will fix that
Hope don't wait until halloween for pumpkin ? ๐
i think i'm going to add a ton of new items and reciepes soon, right now i'm going do add :
salt (dig from the mine)
fried potatoes
Ananas Juice
Coconut Milk
Pumpkin Spice Smoothie
Ice blocks
Ice cream
Cocoa
Ice ? Then you need to add, also, flu , as a negative state and, a treatment ๐ณ ๐
why ? ice is just to make ice cream ๐
And, ice cream it isn't cold ?
love me some ice cream soup
But cold doesn't actually causes influenza ๐
Can make a "brain freeze" debuff though ๐ค
with that many reciepes gonna need to make the wellbeeing bonus last longer or it will be useless to rack them all up since beavers won't be able to eat it all once before they need to refill on one
There's always the packing plant mod...
not familiar with that one, looked a bit but didn't try, don't really understand what it does
And so it begins....
Hard mode activated
Honestly, not that bad, a larger tank but that works as a house too would be nice, managed to keep pop low enough to even have homeless
like wood/construction time is a bit harsh
Maybe a 2x2 with 200 storage for 30logs๐ค ( a 3pop of course)
planks before logs on irrigation tower? plz? lost almost a day there.. someone asked about something similar for another building and if i remember correctly it was easy,
IMO for all buildings should be higher tier items first in the building list so the crafting places can run more efficiently
well, survived 2 droughts, time to hit the bed, tought would not make it over 3rd one but that gonna have to wait till tommorow!
Oh oops
I think I'll get back to modding a bit today ๐
Yeah that's a good idea I think, I had made some tests before with storage houses so I know it works.
Plus I want to have more stackable waterproof houses that are worth being built.
But I also want them to have a job so they might have a hauler job
Wonder if I should get rid of the normal warehouses then ๐
That would not be very nice though
I'll try to put up an update before I lose track of what I added in this one
Or, let the players to discover what's new or changed in the faction, and have heart attack ๐น
Basically, instead of your beavers visiting multiple warehouses to fulfill a single food need, the packing plant can pack multiple foods together into a single unit, so a beaver needs only to visit one warehouse to fulfill multiple food needs at once.
yeah that's also why i made the deluxe stew, fills up a lot of different food needs
early on you need the tiny one, maybe the large one could turn into housing also tho
feels like early game house VS not a house balance is descent for a normal run, went over conservative on this one to avoid getting wrecked but could probably have built one more farm
If you drop a dam on a house and water flows over the dam, is the house considered flooded or the dam protects the "top vent" ?
nah it's going to get flooded
mm, now that F's up my plan a bit then ๐ค
at least looks like i'll survive 3 droughts!
sorry i didn't do any modding today in the end, paperwork to do and stuff
eventually there will be a dam upgrade MK2 though
no biggie, trying to survive that run ๐
water storage becoming an issue a bit
quite surprised tho reaching cycle 7, never tought it would last that long
started cheating a bit at cycle 9, medium tank is quite far and droughts are getting over 10 days ๐ฆ can't really see a lidget way to make it work on hard , at least on that map or with some tweaking on the cost/buildings
which map ?
don't remember the exact name
it's part of the starter pack
Meander?
think i F'd myself up a bit tho, center is a bit too far from the river, c'est use all the land
ok, I'm dead, 20 day drought incoming, no way i have enough water
oh i like this map, it's the one with the slope you didn't see for a while right ?
i think it's quite hard
I thought I should let you know that a little popular streamer in Japan is using your mod for a playthrough series
I'm considering localizing it, but it would be a lot of work
Also, there are a lot of line breaks, so it might be difficult to work with in a spreadsheet
https://www.youtube.com/watch?v=KD3xIFqbnaY&list=PL2mmFCl_Fv5Z_VJYaFrpkI4iNevAyGlw4
ไปใพใงใฎๅธธ่ญใ้ใใชใ๏ผใใผใ๏ผใใผใใผ็ๆดปใไปใๅงใพใ
โ MOD
ใปWater Beaver Overhaul
https://mod.io/g/timberborn/m/water-beaver-overhaul
ใใ๏ฝไธป้ข้ฃใ
ใปTwitter
https://twitter.com/SeF_Yukkuri
โๅ็ป็ทจ้ใฝใใ&ไฝฟ็จ็ด ๆ
ใใฃใใใ ใผใใผใกใผใซใผ4๏ผhttps://manjubox.net/ymm4/
้ญ็้ญๆง๏ผhttps://maoudamashii.jokersounds.com/
DOVA-SYNDROME https://dova-s.jp/
ๅนๆ้ณใฉใ๏ผhttps://soundeffect-lab.info/
VOICEVOX๏ผhttps://vo...
Oh, that's cool ! thanks for telling me !
Making different localization would be nice, but i'm making frequent changes and new stuff is not necessarily added at the end, so the file might be an awful mess. but part of me thinks that some of that would actually be better in a spreadsheet. anyway, it goes without saying that i don't even try to maintain multiple languages at once.
But in which language would you like to translate ?
I think I can localize it into Japanese (That is if I can translate the puns like Jack the Ripper well
)
I think it's ok to mix Japanese and English as it won't be that hard to read, but if it's a burden on the mod creators, I can wait until you settle down
ahah, no, any help is welcome, but let's wait for the next update at least (soon) so i can think about making the file maybe a tiny bit more organized.
maybe i should try to open it in excel actually, wonder if that works
oof, i can speak japanese quite well, but the electronic voice and the tone variations is hard on my brain ๐
Understood, this is your mod and you can make all the policy
Haha, yes, there are some free text-to-speech software programs available now that sound more "natural"
However, the artificial voice (Yukkuri) has been popular in Japan for a long time and many people still use it๐
Eh, that was still fun to watch, they explain it quite well actually. I'm just very worried at the choice of the difficulty setting ๐
okay, enough fooling around, i have pumpkins to add in.
It is still being updated and the latest chapter was posted yesterday
Unfortunately, the most recent update caused all of his windmills to be destroyed, and he's been struggling with the aftermath ever since๐คฃ
https://www.youtube.com/watch?v=z12XkspjT-Q&list=PL2mmFCl_Fv5Z_VJYaFrpkI4iNevAyGlw4&index=12
ไปใพใงใฎๅธธ่ญใ้ใใชใ๏ผใใผใ๏ผใใผใใผ็ๆดปใไปใๅงใพใ
โ MOD
ใปWater Beaver Overhaul
https://mod.io/g/timberborn/m/water-beaver-overhaul
ใใ๏ฝไธป้ข้ฃใ
ใปTwitter
https://twitter.com/SeF_Yukkuri
โๅ็ป็ทจ้ใฝใใ&ไฝฟ็จ็ด ๆ
ใใฃใใใ ใผใใผใกใผใซใผ4๏ผhttps://manjubox.net/ymm4/
้ญ็้ญๆง๏ผhttps://maoudamashii.jokersounds.com/
DOVA-SYNDROME https://dova-s.jp/
ๅนๆ้ณใฉใ๏ผhttps://soundeffect-lab.info/
VOICEVOX๏ผhttps://vo...
ahahahahahahaha
oopsie
i did say it in this thread though
๐
but if he managed to survive, lack of power is more of a setback than an existential threat i thinnk
@radiant heart which building was it where you had an issue with important ressources being in the wrong order ?
nope it's not the same as my previous run, it's the one with the nnarrow riveer and high clifs all around, was kinda messy finding a spot for the mine !
it's the irrigation tower, planks are second so my mill jammed since beavers were filling up logs before planks
aaah, i see
uuh, but generally i put logs before planks because i put them in the order you become able to get them, save for the red ones
i see, i'd prefer the last you can get goes first would help the production not get stock but i get it, just gonna need better managment
depends, it killed my run, even if i had a load of 12high platforms ready for the wind it dropped way too much
( ok my network required over 6k hp, maybe it was a bit much) !
anyway it's most probably the end of Hard mode run No1, cycle 10, 30 water left and 6 days to go on the drought...
Gonna give it another run probably, atm the big issue is I would need a storage tank in between the small one and the medium one, or have tar a bit more accessible idk...
i'm making it right now, then upload
storage house for boxes, (144 units) and for water (150 liquid)
a tiny bit more than four days, but your efficiency starts to collapse once all of your beavers get thirsty, they keep running in circles looking for water even though they are the ones tasked with pumping water :/
barely survied that cycle 10 and already flashing red and 2 days till next drought... now that should be the last one that kills me
had 2 die of thirst only,
but i really think that hard mode is just dumb. better try to come up with some custom difficulty that takes the drought length of the hard mode, but the frequency of normal mode
the "in between" is kinda insane i agree, barely 5 days to refill in between
11 days... should survive it but gonna loose some lifes for sure ๐
How about having the 6deep pumps like the IT instead of the 2 one like the FT? I mean if you want ppl to build up dam houses super high it needs some sort of purpose, with a 2long tube going over that height is not really a required thing
oh, yeah, that on my list of things that get constantly pushed back ๐
oh well, i'll just slap a copy of the IT pump real quick
To make that unique, be driven by the wind (a small windmill on top), and, a house ๐
that could have save my ass big time on that run! anyway, gonna see, it's still running, survived a 20day drought ( ok ppl had to die ) but still survived!
i saved myself quite some time by slapping the house part UNDER the pump instead of sliding the whole pump up
so i don't have to redo all of the block object settings
so it will be only five deep in the end
but that's good enough
yeah, 5 is descent
will it be available from the start or it's science and/or BP locked?
think it's been at least 5 cycles my librairy could not even run ๐
Maybe, for hard mode, normal dam and levee (vanila), but with building cost for levee 200 lumber and 50 resin and for dam 150 lumber and 25 resin ?
made it cost 250 science i think
well, could not even get it, only was able to unlock regular stairs and then librari got sutdown due to surviving issues ๐คฃ
would just be pointless woood too hard to get on hard mode early game
plus it need some nails, planks, and oil
lol, cycle 13 and i don't even have the oilpress
i don't really like the stackable levees ๐ค
Not quite for early games, but to have a chance in long drought ...
well hard mode, too busy trying to survive ๐
oh i see
yeah, but then i think i'll make up some sort of concrete cube
long droughts come quite fast tho, cycle 11-12 it's already 20d+
something horribly expensive
with such a cost in lumber, will be impossible in earlier stages of game .
okay, everything seems to work, time to pack and send ๐
need that number closer to 3k storage so water will be ok no matter how long the drought is ( considering the cap at 30) at that point i guess expending and stuff gonna be more doable
good thing is that the pumpkins are very efficient in terms of manpower
it's 2x2, grows in 7 days, and takes 2 hours to harvest
my guys are survive out of berries, mush and a bit of stew here and there atm
so basically in the same amount of space and time, you would need to plant grow and harvest 4 carrots twice
how many pumpkins does it land out?
nice, sure gonna be helpfull! See, you can be nice when you want to ๐
there had to be a catch !
but on the plus side, you won't be bother by the "nothing to do" mark anymore ๐
so now large farm can plan too? like they don't need the small ones or they only can plant pumpkins?
that's the catch ๐ธ
well that's a game limitation litterally
all crops are locked until you have at least one of THE building that can plant them
big "THE"
the game expect one prefab and not more to anwser the call
otherwise kaboom
but the basic crops are never "locked" since regular farms are available at the start. Not sure what i'm not getting
anyway, i like the way regular/large farms have to coexist so it's not bothering me at all
๐ค
maybe it's "until it's unlocked"
you'll see, the pumpkin have a tiny padlock until you unlock the large farmhouse
Ya, if you have SP to make BP for large farmhouse ๐
yeah but once you got the BP you could just flush out the small farms, i like that they have to stay
was out for lunch, give me a min i'll save and upload
no kaboom
What's the point of making the kistchen modules? they work like grills but don't make pop space only or they work faster?
for now a mix of grill and kitchen
but i'll add variants soon
so you can choose what kind of cooking your kitchen does
๐
gonna crab carrot cakes and blueberies pie from the extra snack mod?
i need to check what that mod does, but maybe that's not necessary, there will be blueberry-coconut ice cream after all ๐
actually the amount of coconuts that will be needed is bound to be insane, i should try to think of some alternative way.
anyway, time to go to sleep !
have fun !
GN !
Good job for the book bonus with the library, that wellbeeing kick sure helps a ton ! 
Oh I just noticed : we're going to need to mod discord so we have WB emojis ๐
about the localization, you can work with a CSV file, it's actually far more convenient. I tested it yesterday and immediately shifted to that (was using notepad until that point).
If you download the last update, you should find a enUS_source.csv file in the staticfiles folder, as well as the enUS.txt the game actually uses.
so most likely you can do the localization whenever you want, since i can sort the entries in the spreasheet tools i'm just adding new stuff at the end now, so after each update you can just grab the new entries, and if something is missing, you can just sort the entries on your side to get the ones that have no japanese lockkey ๐ (or use the "compare documents" function)
I'm reviewing the entire file, using a csv revealed a bunch of issue, there is also deprecated entries to remove
this is the current good version, i added "watertight building" to those that are
clearly people get caught in FT or IT habits and don't get that many buildings are watertight
only a tiny part.
most mods simply won't do anything, my other mods (typically mushrooms & sawdust, tall tiny storage, logstairs) are EXTREMELY incompatible with this one, make sure to disable them before restarting your game with this one.
Otherwise right now only curly stair and path extension are natively compatible, ChooChoo can be made compatible easy, same for vertical power shafts, i can give you the specification file if you need
streaming for a little while
i see, thank you
quick question for people who have played this mod enough to use dam upgrades :
i added a variant of the cross-shaped dam that has a passage and a power shaft inside, and now the upgrade of this dam had a floodgate functionnality. if it far more expensive, but considering that it is far more useful my question is : is there really any purpose left in having the normal cross-shaped dam around ?
i suppose an alternative would be to make the upgrade to the vanilla cross-shapped dam have the floodgate upgrade, and the upgrade of the other utiliy dam (passage-shaft) be just a vanilla height upgrade ๐ค
have fun !
don't forget to check out the billboards ๐
haha thank you, will do!! saw the mod the other day
but i have to say, you have some good ideas
i' m currently using your 4-Ways district center, 2-tall small storage, Logstairs
i love them
Thank you very much
It certainly makes the translation process much easier
It may take some time, but I will share it with you when it is completed
thanks !
maybe, but not many of us have the time for modding. so im always thankful for the mods in the games i play no matter how small
it's actually quiite fun to mod this game, the mechanics allow for far more that the devs intended
i noticed by the mods i've seen so far even before the game is fully released
that's insane
btw quick question, do you happen to know what mods might conflict with "Creative Mode" mod, i wanted to try some sandboxing but it keeps crashing
hmm... i don't know how it works exactly but if it doesn't work with other factions it likely won't with mine
yea im still trying to figure out why this is happening
power finaly back, time to see if i can survive that 27 days drought ( cycle 15) died once before the power went out and couldn't try again, might give it one or 2 tries again, if that is survivable, means that hard mode is kinda doable , and doable on an easier map
i'm quickly getting annoyed at how inefficient water pumping is. you have a dam, plenty of water, and yet everyone is thirsty because not enough pumps. but i don't want to have 50% of my damned village be composed of water pumps so i'll get that upgrade done
maybe you should consider the ability to extract juice from trees, which can be used as a substitute for water
would fit right into your overhaul mod
or use carrots to make carrot juice
things like that
berry juice?
apple trees to produce apple juice
i alrady have carrot and berry juice, but i don't want them to be stoable goods...for now.
my issue is that i have like 12 pumps for 130 beavers, and yet i just can't fill my damn reserves.๐
okay, actually 11 pumps for 150 beavers, but still
more pumps just make too much pointless population
i mean, i always meant to have some more powerful pump (similarily to the large farmhouse and mushroom growers) but i know how annoying the pump-like buildings can be to mod, and no mistake here, that's a pain in the ass
at last !
that took you a good 4 minutes ๐
i was on it for the last hour actually ๐
The Japanese translation has finally been completed!
There are some issues such as unnatural line breaks, but they are trivial and I think it is of sufficient quality.
Issue found: Giant buried tank and Smelter do not have the Fancy blueprint version of lockey.
i was on it for the last day actually
you spend the whole day doing this ? no need to rush ๐
is the japanese youtube channel yours by anychance ?
It's a different person. He seems to be planning to finish the series soon, so I wanted to let his listeners know that the Japanese translation is complete by translating it into Japanese before he does so.
YA, more people in hell (water hell) ๐น
i'm just finished with my water pumps upgrades, so i'll try to roll out an update ASAP
i might have a dozen new entries though
Lapantouflemagic.DeepWaterPumpUpgrade.Description An upgrade module to be placed between two adjacent deep water pumps <color=#00FFFF>Watertight building</color>
Lapantouflemagic.DeepWaterPumpUpgrade.FlavorDescription We can make a full dam out of thisย ! -Toothless the wise, beaver elder
Lapantouflemagic.waterpumpUpgrade.DisplayName Water pump Upgrade
Lapantouflemagic.waterpumpUpgrade.Description An upgrade module to be placed between two adjacent water pumps <color=#00FFFF>Watertight building</color>
Lapantouflemagic.waterpumpUpgrade.FlavorDescription If only the pump wasnโt so shortโฆ
those pump upgrades clearly call for a tiny dam block to finish the side of the pump, otherwise you can make a wall of it, but never complete the corners
Nice!
Here's what it says there.
I'm worried that I can't test it because sometimes it crashes because of commas.
Lapantouflemagic.DeepWaterPumpUpgrade.Description,้ฃๆฅใใ2ๅฐใฎๆฑฒๆฐดใใณใ๏ผๆทฑๆฐด๏ผใฎ้ใซ่จญ็ฝฎใใใขใใใฐใฌใผใใขใธใฅใผใซใ\r\n<color=#00FFFF>ๆฐดใ้ใใชใๅปบ็ฉ</color>,"An upgrade module to be placed between two adjacent deep water pumps <color=#00FFFF>Watertight building</color>"
Lapantouflemagic.DeepWaterPumpUpgrade.FlavorDescription,ใใใใงใใ ใฏๅฎ็งใชใใฎใซใชใ๏ผใโๆญฏ็กใใฎ่ณข่
,"We can make a full dam out of this ! -Toothless the wise, beaver elder"
Lapantouflemagic.waterpumpUpgrade.DisplayName,ๆฑฒๆฐดใใณใ๏ผใขใใใฐใฌใผใ๏ผ,"Water pump Upgrade"
Lapantouflemagic.waterpumpUpgrade.Description,้ฃๆฅใใ2ๅฐใฎๆฑฒๆฐดใใณใใฎ้ใซ่จญ็ฝฎใใใขใใใฐใฌใผใใขใธใฅใผใซใ\r\n<color=#00FFFF>ๆฐดใ้ใใชใๅปบ็ฉ</color>,"An upgrade module to be placed between two adjacent water pumps <color=#00FFFF>Watertight building</color>"
Lapantouflemagic.waterpumpUpgrade.FlavorDescription,ใใณใใใ็ญใใชใใใฐใชใโฆโฆ,"If only the pump wasnโt so shortโฆ"
And a few more
Lapantouflemagic.DeepWaterpumpupgradewallsegment.DisplayName Deep water pump upgrade terminal segment -
Lapantouflemagic.DeepWaterpumpupgradewallsegment.Description A watertight structure to block off the extremity of a chain of deep water pumps. <color=#00FFFF>Watertight building</color> -
Lapantouflemagic.DeepWaterpumpupgradewallsegment.FlavorDescription We make our dams the proper way, weโre not savagesย ! -
Lapantouflemagic.Waterpumpupgradewallsegment.DisplayName Water pump upgrade terminal segment -
Lapantouflemagic.Waterpumpupgradewallsegment.Description A watertight structure to block off the extremity of a chain of water pumps. <color=#00FFFF>Watertight building</color> -
Lapantouflemagic.Waterpumpupgradewallsegment.FlavorDescription What if we just build that without the pump to blockโฆ Nah, thatโs a silly ideaย ! -
Oops, I'm in the middle of a bath and my hands are tied, so don't worry about it, just update๐
It works !
oh wait, water can go even higher
holding tight
i'm actually pretty happy with this thing ! looks nicer than i thought it would
nothing imploded after adding the japanese text file
let's try to put my game in japanese then
seems all good, let's get that rolling
Updated Billboards too !
Maybe this is good.
Lapantouflemagic.DeepWaterpumpupgradewallsegment.DisplayName,ๆทฑๆฐดๆฑฒๆฐดใใณใ๏ผใขใใใฐใฌใผใ๏ผๆซ็ซฏ็จ,-"Deep water pump upgrade terminal segment"
Lapantouflemagic.DeepWaterpumpupgradewallsegment.Description,้ฃ็ถใใฆ่จญ็ฝฎใใใๆฑฒๆฐดใใณใ๏ผๆทฑๆฐด๏ผใฎ็ซฏใฃใใซๅปบ่จญใใใใณใใ\r\n<color=#00FFFF>ๆฐดใ้ใใชใๅปบ็ฉ</color>,-"A watertight structure to block off the extremity of a chain of deep water pumps. <color=#00FFFF>Watertight building</color>"
Lapantouflemagic.DeepWaterpumpupgradewallsegment.FlavorDescription,ใใๆณฅใจไธธๅคชใงใใ ใไฝใใใใชๅๅงไบบใใใชใใๆใ
ใฏใกใใใจใใใใ ใไฝใๆๆไบบใ ๏ผ,-"We make our dams the proper way, weโre not savages !"
Lapantouflemagic.Waterpumpupgradewallsegment.DisplayName,ๆฑฒๆฐดใใณใ๏ผใขใใใฐใฌใผใ๏ผๆซ็ซฏ็จ,-"Water pump upgrade terminal segment"
Lapantouflemagic.Waterpumpupgradewallsegment.Description,้ฃ็ถใใฆ่จญ็ฝฎใใใๆฑฒๆฐดใใณใใฎ็ซฏใฃใใซๅปบ่จญใใใใณใใ\r\n<color=#00FFFF>ๆฐดใ้ใใชใๅปบ็ฉ</color>,-"A watertight structure to block off the extremity of a chain of water pumps. <color=#00FFFF>Watertight building</color>"
Lapantouflemagic.Waterpumpupgradewallsegment.FlavorDescription,ใใณใใฎ้จๅใใชใใใใใใฐใ่ฒฏๆฐดใใ ใซใชใใใใโฆโฆ๏ผใชใใฆใญใใใๅพใชใๅฆๆณใ ใ,-"What if we just build that without the pump to blockโฆ Nah, thatโs a silly idea !"```
thanks !
Oh my god, we're getting eggplants in Update 4.
ahah, not a chance, i hate eggplants ๐
I do too, but maybe the beavers will like them?
if i put them in they will definitely have the "yuck debuff" ๐คญ
Wait, can beavers even eat eggplants?
i guess ๐ค
from what i googled, any soft plant matter is fair game to them
but time to sleep for me !
have fun with the new pump upgrades, i think 'ill roll a new map because that changes a lot how i would build my town.
(tomorrow)
Good night!
Unfortunately this was not good
For some reason, the game crashes when I use this
So please overwrite with this file
It was fortunate that the submission was late and not reflected in the update
Also, seems to be missing Lockey
Oopsie ๐
hmm... somehow ใใต got a crash because of the pumpkins, not sure what happened
found the bug, i had corrected it, but the re-made it by mistake ๐
Will you be updating soon?
well yes it's an important bug fix so i want i rolling asap
in the meantime i have added the missing dam upgrade key:
Lapantouflemagic.primitivedam3x3Utilityupgrade.Description Upgrade of the utility dam, Acts as a floodgate. <color=green>Overrides base dam when water is higher than 0.5m </color>
Lapantouflemagic.primitivedam3x3Utilityupgrade.FlavorDescription Behold the incredible power of sticks and glueย ! And screws, planks and proper plannig of course.```
oh i just saw that you added the missing fancy keys for the fancy blueprints ! thanks ! i added the right key in the item specification
and fixed the english of course
the files you had were broken somehow, the last column must only contain a dash (-) to indicate the line is over
but i fixed it pretty easy
i love your translations thought ! really nice !
Ah, now I know why
Here is the new file
Most importantly, I didn't realize that the faction descriptions had been updated and were out of date, so I changed them.
This removed the "unoccupied or flooded buildings will be destroyed" information and added the recommended map information instead
oh i see, i didn't check for that.
thanks, i'll test it right now
okay seems all good, uploading in 5 min
(it's uploaded)
i'm going to upload the pumpkin standalone mod, anyone up for testing ?
I was wondering why the happiness totals don't add up
There may be an error in NeedSpecification.Beaver.Disgustingfood.original.json
It's a negative need, so when it's met, it should make the beavers unhappy, and when it's not met, it shouldn't affect their happiness
Also, there was a comment that a library cannot be built because "you need a screw press to build a library, which is a facility to generate science points, but you need science points for the screw press"
hmm... well yes but i can only do so much for people who don't read text :/
i specifically made the faction description say "check the billboards" and the one that explains how to get the cauldron, book set, and anvil is litterally the second one in a tab marked as "important information" ๐
Hmm, for example, maybe write in the description of the Broken expedition cart that "items will come out when demolished"?
hmm... yeah, good idea ๐
no guarantee that people will read the description of the broken kart though ๐
It's guarantee that will not read . ๐ฎ
Yeah, it might be redundant
it is also written in the mod description actually
dont expect people to read a wall of text ๐
true ๐
well, you can not read the laws, but, still gets convicted if you don't respect them ....
yeah... but we're talking about a game here...
Me too ๐ Just that in this case, if you don't read, the beavers will die ๐น
my point is, that if there is a key piece of information needed to progress in the game, you might want to reconsider hiding it in a wall of text, or behind a mandatory building order
it should be more obvious, in some shape or form
because clearly if multiple people come back with the same feedback, its not obvious enough
It can the in the description when selecting the new faction to play, but ... , will all players read ?
Ngl, I asked this exact question about a month ago. Lol. ๐ This mod is a pretty intricately woven web of game mechanics that I spent about 3 hours unraveling. Still don't know what I'm doing. Kinda set it off to the side for now until I get the urge to punish myself. Lol
Well, then, if a player game becomes death with this faction, then must conclude that the player don't know to read ๐ฎ Except if it plays in hard mode ๐ฅณ
๐คท
I'm not entirely sure there is a good way to go about informing people. The only way you could be sure that people know is by making some in game tutorial. But thats not possible currently, or at least that's what I've been told before.
I mean, you people have done all you can do just about. If people aren't reading things when its plastered almost everywhere, it's kind of their fault honestly. Lol.
I did actually try the billboards, used dev mod to place them down. But they didn't really say anything useful. At least at the time I tried over a month ago. Maybe I messed it up. Who knows.
Are you complaining about the mess you created ? ๐คฃ
That look awesome! the way i usually rack pumps on the shore it's a perfect fit ! Nice one! 
thing about this one is the need to build a smalll wharehouse so they use it when deleting the kart. not really intuitive too look in the rubish to find those precious things and think that you need the warehouse so someone will pick it up before it is used to built
Hmm... ๐ค that's true
That could be a billboard
Maybe you were using the old version, it was quite a mess
It's quite possible. Lol. Like I said, that was about a month or more ago. I'll have to try it out again here soon. Currently up to my neck in things to do in this game. Haha
is it intended that the irrigation tower doesn't work uphill?
uuhh, i didn't change that behavior so i suppose so.
it's been a while since i didn't play properly, 'ill stream a new game i guess ๐
oh this "foot of the mountain" map is pretty interesting to play on
especially with this faction
Tar and PineResin are now listed in the "construction material" tab (formerly logs only)
The broken kart will also drop 5 explosives (3 on hard mode) to help settle maps with very rugged terrain
oh, i had forgot the "disgustingfood" debuff that was inverted accidentally ! enjoy your +3 happyness !
Did you by any chance comment on the ใใต video?
Maybe people may not pay attention to it because no one realizes you are the author of the mod.
You can easily get their attention by using the following format
ใใฎMODใฎไฝ่
ใงใใ
ๆฅๆฌใงใไบบๆฐใๅบใใฎๅฌใใ๐
ใกใชใฟใซ(-Here is what you want to tell ใใต)
He also has a Twitter account
https://twitter.com/sef_yukkuri/status/1644717938010914817?s=46&t=0bU3PZgr4GIxfEyn9j
yeah that was me ๐
I added what was obviously lacking : comic books and a comics space in the library 
(i mostly wanted an excuse for people to keep the copist and artist around when not using them)
now the copist can copy library books that will eventually allow for a second library
and the artist makes comic books
comic books will likely be used for trading, and also to build manga cafรฉs or stuff like that
that will refill a "comic book" need
It's a shape that i'll be losing the amazing lockkey of the librarian office though ๐
i'll think about something...
8 would be nice to get a "free" lido irrigation early ๐
๐