#Water Beaver Overhaul
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yeah, anyway since i'm on hard i would not get 8 so.... not a big deal
You get 50% of the ressources back on hard right ? And 75% in normal mode ?
default is 75% on normal and hard and 90% on easy mode
tought hard was lesss but ...
9 logs back from small tank so yeah, 75% even on hard
29d incoming... now that's gonna be a stress test on my colony! ( and yes i made a dying district in case SHTF) ๐
๐ค one is using 2 beds?
hmm... never saw that.
same, there's always a first time!
still on 1.1.10 tho, missed the update was away since last wednesday
the water storage houses are a great way to build up height for a dam though
To much food (pumpkins) ... some beavers are fat ๐
ahaha
don't have the large farmhouse yet, not even a papermill, too busy surviving
i'm playing on "plateau spring" it's really interesting
right now i'm working on my dams
also slowly working my way toward the aquatic farmhouse
but enough playing for today, i have a huge backlog of animes to watch ๐
still working on storage, reached 2k on small tanks ๐คฃ
Send screenshots, I want to see your village ๐
forgetting to shut down irrigation towers during the water season almost killed me twice already ๐ was like "wtf ain't my tanks filling up faster?"
On the bright side, droughts have shortened a bit, been 2-3 cycles they remain under 20days. Over 20 starts to require a ton of micromanagement ( and the use of the "dying district" )
3k storage done! added another small tank line on the lower plateau
need that alone for 4 irrigation towers running all over a 30d drought
should have lido irrigation before i need the 4 tower tho, finally can keep the librairy running all the time with only one in tho
not sure i really understand how the "pump upgrades" work and don't really have science to spare ๐
Pump upgrade are basically an extra pump to be placed between two pumps, they don't cause population creep and are watertight, it's pretty good to build a dam
can water flow over without flooding the building?
that's the one thing really preventing the damns atm, would need some sort of hardcap to cover buildings, water got to flow somewhere
or buildings are flooded in the wet season
like since damns can be built on top of houses maybe an upgrade to make them watertight on the bottom
Ah, well that's in part why I want to give a few Dynamite after breaking the kart. You can't place the dam on top of another building, but you can dig a channel in the ground part of your dam to let water flow off
i get it for early game but if you wanna build big reservoirs you need a way to bring up the "exit path" for the water without loosing buildings because they flood
Isn't there some way to make dirt for the early game implemented? Think I read that somewhere in here. If so, you could implement a terrain builder hut. I dont know how that would affect balance of the rest of the mod though. Easiest thing would be to add floodgates that are a late game item. Lapantouflemagic doesn't come across as the person who takes the easy route though. ๐คฃ
there is already a dirt/terraforming thing with the bots but that is super late game
and think it's removed from the mod atm
Yea. Thats what I figured. That's why I was talking about making a new building for the early game. This would let you elevate your dam, but would need to be balanced as to not make it possible to build massive reservoirs too early.
Pretty sure you get dirt from knawing stations right? Or can make dirt?
Oh. I know what I was thinking of. Completely different mod. There's a mod that adds a lumber mill that makes dirt.
True. Since you can't have flooded buildings without them getting destroyed, large reservoirs are useless. Lol
Can't build pumps underwater basically to make use of the extra depth.
That's a conundrum.
got some sunken that will takeover once water lvl is low enough
Now I'm confused. Lol. Won't they get destroyed if they sit there unoccupied and flooded for too long?
not that i'm aware of
Must not have implemented the destruction feature. Lol. Ive been reading and not playing it. So im not all the knowledgeable.
also i'm on hard mode so they don't stay flooded that long ๐
Ho yeah, now that you mention it i think reading something about that
Basically, the dirt mod I made to make it possible to have Mud Bath earlier in the game ...
May not be an issue on hard mode because of the short wet seasons.
Yes. Lol.
That's what I was thinking of.
I went and read over the mod page again. Apparently that hasn't been implemented yet, so your good to go. Lol.
yeah that was the intent, but i still didn't learn how to code that ๐
but keeping waterpumps like that is actually fair enough if you ask me, they're neither acting as a dam nor a passageway, so i see no problem.
plus to be fair it's already hard enough like that ๐
now that i finaly got my lido irrigation running I can start improving stuff a bit instead of just trying to survive
Haha. That seems fair. It is pretty difficult. That may be a little hard to code in though . How would you differentiate between a sunken pump in a reservoir and one that's being used as a dam/levee?
Connection to another building and touching water as pre-requisites for destruction?
Could it be that easy? Lol
that would kill the 2 pumps in the screen shot i showed
Yea. They are connecting. Lol. Would have to leave a gap between them I guess
Maybe make versions that don't block water?
Unless those pump upgrades add depth too?
That would be nice.
they mark depth 1 deeper but pipe looks the same depth when placin it, a bit confused on that one
nah i think i would have a script that i can add to those buildings that destroy them if they stay inoccupied for too long, and a similar script that kills building that stay flooded for too long. then i can just add to the buildings i want
but if i can set the number of days vacant before destruction, i would make the pumps more sturdy, but eventually they would collapse if leftin a reservoir too long
Ahhh. So just make pumps more impervious to destruction. That's a good idea. Sounds way easier then what I said. Lol
Or, may require some of the original building stuffs to be repaired, instead destruction ?
I like. Lol
kinda sucks to plan ahead tho
like that line would be "destroyed" before even beeing used
You mean your playing on hard and not planning ahead? What an absolute Chad. Lol
Ohhhh.
I see what your saying. Lol
You can't build structures ahead of time without someone to occupy them
And since you don't have a path there, those last couple house would get destoyed
Before you had the chance to platform all the way down.
i get the idea but that would prevent some huge builds
also, destruction of unoccupied buildings ...., with what is build on top what will happen, and how ?
For sure, it's definitely a major factor in limiting growth
kinda goes against the faction that is a booming one i think ๐
about the dam thing,what i was thinkgin is maybe this
let's say you want to build that
but the dams don't go that high
you will end up with 500+ pop ๐คฃ
so you dam it off with houses, and open a channel on the side
well yea, but that's for the principle
I see. Thats actually a good idea.
I get it but i see some "cheating buildings" on the right side ๐
once you got dynamite it's ok and need a map with some natural canyons
Pretty good. I like the idea behind it.
a "flat map" can't really do that
I mean, id just make my own. Theres a lot of things to account for that the average map just doesn't have available.
true, as simple as pine near the start
Once I finish my current map, I'm going to try and give this a try again. See if I can't git gud and actually understand it enough so that I could build maps specifically for this mod.
Think it could get interesting.
You need pine? For the resin or what?
yeah resin is quite important for that faction, tapper shack is available right of the bat
also reachable scrap metal is nice but with a 2 tall cliff can work around without it just using mines, it's a lot harder tho
Ahhh. So should those pines already be good to harvest. Or should they just be random maturity?
yeah tappershack is probably the third or fourth building you make
random maturity is fine
as long as there is other sources of wood
because you need to get water first
like a field of dead something and pine near the water
I see you guys building a lot of water tanks. I take it you'll need a decent chunk of wood to start, or is Forrester like the second thing you build? Hah
i try and avoid the forester a bit to save on wood and cut one out of 2 tree
checkerboard pattern to cut
so they reseed naturaly
Yea. Im as impatient as they come though. Lol. I have no chill.
something like that
Gotta be patient a bit with some builds with that faction since more buildongs=more pop
Oh lord. Lol. This is going to be rough.
would have to reload previous run but pop went close to if not over 500 if i recall correctly
on that one i try to keep it down a bit using more of the "not a house" stuff
like papermill and sawmill are a nogo
i generally build the forester quite fast
500? Lord, my laptop would catchfire
ahaha
sure was getting hot ( not sure how many bots too)
I'm having a really weird issue with the deep waterpump upgrade and i don't understand what is going wrong ๐
started shutting down some other stuff to help a bit but lag was starting to be unavoidable
maybe since the base was not made like the regular one? remember you saying someting about just stacking them together
that was easier back then but might mess up with the upgrade ?
it's really unclear. basically it's looking at what is under it one woxel lower than it should
yet the properties of the "not-deep" variant are exactly the same and couldn't care less
but the base building is not the same ( at least if i remember correctly) didn't you make it differently ?
Like the thing why it's 5 instead of 6 deep
ah, i think i found this stupid bug
there was a property that was on woxel 2:1:2 instead of 1:2:2 ๐
how the hell did that still work is anyone's guess though ๐คช
at long last !
not i'll need to rewrite the lockkeys of the superplatforms because i saw SeFu wildly misusing them ๐
like using the 3x4 on top of 2x2 and 2x3 buildings
i didn't double check, but you apparently can
but then he got a crash
oh, completely different story : isn't it quite a pain to build the irrugation towers ?
they're not rechable from the ground, which is normal, but i though building a stair to reach the underside would do
kinda, early on having to spend on 2 shitty platforms plus 2 sets of log stairs is super pricy
that's what i though
yeah
some "log ladder" that can only be built in front of the irrigation tower?
time to call it a day! Later๐
i'll just make it accessible from lower
okay, good night !
okay much better
just one stair is enough to reach it now
but you can no longer place sunflowers under it, the second layer of the building is visully empty, but is in fact full
So considering you can destroy the stairs after, it only costs 5 logs more to build
Note that with the setup I show, if I had built the stairs the other way around I wouldn't even need the stairs ๐ค
An other possibility would be up upscale the building by 50% and make the central pipe be solid, so that this part is necessarily accessible from the ground
So now it is accessible from 2 places correct? like the bridge and the stairs can connect?
i like not loosing the 4 squares ( 3 actually cauz don't know why but if you don't plant before placing it there is a 1 square that won't plant)
oups, levees vanish with the loading of my game ๐ฆ guess i get why, just sad it happened.
Had a line of levee built before digging the hole for the lido, but the levees vanished when reloading the game since they don't have a "ground tile" adjacent anymore. Reason for that was simply distric range limit... could not make it one furtur in land
Looks like the pump upgrade protects the pump from the flood, that's cool!
at least on one side
Leftmost pump still active even if technicaly flooded
pretty sure it was not intended but it's really cool
wonder if it still works if the "upgrade" is underwater
Not with the mushroom ! But, no need anymore for mangrove ๐
Ok, quick question from the back:
Since :
1-Hamster wheel is super nerfed
2-Windmills are super nerfed
3-Between 66% and 80% of the time i'm in a drought so water whells are mheee.....
How the hell am I supposed to have some power? ๐ค
Basicaly waiting for droughts to end to get some oil and keep growing now that water management is set for 30d droughts ๐
No clue how that happened but they ended up "stock inside" a logpile staircase and when i deleted the stairs they moved downward.... RIP, don't think i'll reach em in time
maybe building a log platform at the bottom of the stairs did it? ๐ค
Bridges can be build from either end so it works. And then it is at the right elevation to build the tourism tower.
Or just one stair to reach under it yes. When I'll roll out the update of course ๐
Oh that sucks ! But yeah it makes sense, when loading the game it rechecks all placements restrictions
Fuck yeah I need to look into this mess again, I though this didn't happen anymore
Well I really don't have a satisfying answer to give you, the hard mode is to my opinion just stupid and boring. I just don't play on hard mode.
But I think it would be worth trying custom difficulty settings. Severe droughts are fine, but you need longer wet seasons to produce stuff
Yes I noticed that in the Japanese YouTuber's playthrough. As far as the upgrade is concerned that's normal because it's watertight, but that also means that a building is only considered flooded if the door voxel is flooded, which has interesting applications.
I was looking up to find what @heavy lodge was talking about and found this, that's cheating ๐
any way to not make that happen? more out of curiosity ๐
any 1x1 watertight building in mind? maybe the shrine could be a small box and nice bonus all around the place to plug the gaps
maybe buff the batteries? that could be enough, with a good set of gears they could turn out a better power/hight
unlikely, that's specifically what i don't want in this mod. It has to be a house otherwise it becomes immediately far easier to just make lines of whatever it is to dam everything with no drawback
that's a possibility, but batteries are pretty hard to unlock no ?
lol, they don't even block water atm, just building up towards the rise of the river, have some real "cheating buildings" a bit down the road but they are transport stations for my next distric to bring in the scrap
Gears/metal/planks, metal is the painfull one
and 400 science...
Maybe Water/dust/gears/planks could be more accessible, 200 science? and an upgrade for sure with metal, smelter is a big power shot, kinda like the engine for IT, requires some power to unlock but once you have it it's another lvl
i'm heading toward the batteries, biggest question is where and how many do I need
Think I had 10 with maybe 20-25 deep on last run and it was way more then enough before the turbine nerf
and a butt load of wheels, but drought stayed at 9 max...
Can you add a "custom premade difficulty" for the faction? like another tab when picking up the Easy/hard/cutom/ a 4th button with WB on it
i don't know how to do that sadly
I think it's just the between droughts would be nicer with at least 2-3 more days
other then that...
Aight, F it, i'm doing it
Need to swap all that for deep ones.. is the upgrade fixed for them?
F it, Part 2
Part 3
Hey, just noticed, where is my sewer juice in my lido? ๐คฃ
those pumps spend fresh water just to rince a beaver's but
Ahah
Yep fresh water it is
Yeah I guess power wheels are the only option
Why the platforms above the shaft though ?
I'm up to 3 and was about to build 4th gnawing station... at that point wheels are better and more efficient with the better cutting
probably gonna have wind power above it
Or, to save space (path already occupied by shafts), so, platforms over is a good choice .
I need the path around anyway to acces the wheels tho
The upgrade is fixed in my version, but I don't think you would have a problem with this layout
There's a small risk though ๐
gonna try a random spot before raplacing, kinda tight on water pumpage
yoooo, 9 day wet season, feels like that next one gonna be a 30...
BTW, vanila mushroom grows in 240 hours in experimental, so, "water hell" is more forgiving ๐
What do you mean experimental ?
version 0.4.0.0 of the game
yeah but "vanilla-ish" doesn't explode your pop !
was sure that no district thing was just a big april fool's
I learned to love to hate the disctric limits... anyway that's just dumb, you could kill a beaver just by sending him too far away
Maybe, but new automated distribution system offered by the District Crossing make me to keep the Districts ๐ฎ
A "shared" warehouse? that would be the easy thing to do, just a 2 door storage
Not a shared warehouse, not working as a storage. It needs individual storage for each items to both ends in order to function .
the update seems pretty good honestly, the thing i hated most in this game was specifically districts, glad they've been brutally murdered. or at least we're no longer required to use them.
that's actually pretty good for my faction too, because at the moment i have no way to enforce beavers leaving where they actually work, but if the district supplying issues are gone i can make a tiny district for the water pump, a tiny district in the farm area, a tiny district for the mining and industry etc. thus forcing beaver to live and work in the same general area, while right now they sometime litterally live and work in to extremities of the village
the sad part is that it makes the train far less useful
maybe
Not really .. If beavers or bots have to travel long distances, less time to work, so, with "unlimited district range", goods and passengers trains become a must !
You start needing Public Transit, yeah.
Not really public, more likely interstate transport ๐ฎ
thing with that faction is you have to abuse small warehouse and dump diffrent food everywhere since houses are all over the place
Untill you reach deluxe stew
even bots would need a buff, 75 wellbeeing beavers are way more effective then boosted bots working 24h a day
But, well being buff mod is now working on experimental ๐
How high can you get with that?
70
with zero other mods?
but, with all buffs rewards at least doubled .
NO
guess , without other mods you can reach 45, easy .
with snacks, frog, ferris wheel and maybe 1-2 more got to 75 without the wellbeeing mod
I know you can, was about how easy and fast can you have buffs, not how far you can go...
got it
i like to push it, funny how the best way at some point is to be able to reduce working hours once you got enough activities and that 5-8 more covers the having fun time
Must reduce working hours, it's only way to make beaver read. Guess that reads only when are boring (nothing else to do) ๐
fire, frog, temple, carrousel, wheel, ....
and the food, the extra receipe would be nice to be compatible with WB
lido, showers ...
that's easy, since the food chains for FT is untouched !
never really used showers, just a stair down in the water and beavers will go get wet on off time
or make paths that go in water, they move slower tho
about mangrove, some wants frogs swimming there. In mangrove more likely you find sharks or alligators ๐น
is eggplant a real thing?
YA, you have a "food factory" ...
Pumkins look great
But, vanila mushrooms ... 240 hours to grow ?
for how many shrooms?
60
and the cost, if it's super cheap so you just have to build a bunch... not a big issue
but it's just water... not sure i like it , shrooms need something to grow on
and i prefer the original... went a bit overboard today, time to snooze, later๐
Bye
you mean mine ? ๐ thabks !
Okay, posted 1.1.13 (bunch of minor changes)
i'll probably try to poke at the experimental version see if anything major broke
it works !
You can cultivate shrooms from a clean roll of toilet paper soaked with water and then put 1 mushroom of what you want to grow and tie the plastic bag off to seal it in a biome, fyi. It will grow mushrooms and sustain itself off of the sugars in the roll of toilet paper.
more efficient or easier to access?
absolutely not more efficient ๐
1/5th of the storage ability, but far, far easier to build.
costs 150 science to unlock
probably gonna ear me whine about a more efficient version later ๐คฃ
or some sort of upgrade, to make en better, that upgrade thing you implementend is really great. can build "permanent" and make em better later it's a faeture i really enjoy
color palette adjustment
looks really cool
thanks !
that "log esthetic" you drop here and there i'm a big fan
the drawback is that the "good" one is going to be locked behing something else i think
well if you want to justify more efficient gravity storage, you need to change the density of the weight to pack more mass
the last one will be made of pure plutonium
might give of some slight radiation ๐
but i think this one would be quite hard to upgrade
because "upgrading" as i do it never actually removes the previous building
water plus dust would be heavier then simple logs
just water is already pretty damn heavy if you ask me
but that's not a very interesting ressource to use i think. wood has a density of 0.6 ish, rock around 3, and steel 8
and plutonium 18
uh, 20 actually
mercury is quite high i think too or i'm not done waking up? ๐ค
that could be the way and a nice visual to see what battery it is, basically the update just swaps the load hanging
*upgrade
yeah that's the idea
except you'll have to destroy and rebuild most likely
Ahahahah
had a stupid idea
i was thinking "what can i use to lock out the better (current) grav battery from easy access (beyond the 40 cogs of course)
i can change the mass model to use one beam, holding 3 cauldrons ๐
filled with whatever
that's the kind of stoopid I like, 3 chauldron gonna make them real hard to get too
one of the things i don't really like in the base game is how do they decide their costs. how is this thing originally requiring 40 cogs ? it's a rope wound around a log, and a couple of pulleys. no bueno.
no idea, probably just toss in materials and try to balance it out ๐
are the new batteries in the V13?
Just noticed regular farmhouse also collect the pumpkin, that is normal?
Yep that's normal, the planting group and harvesting group are separate. One planting group can only have one building which is why the large farmhouse cannot be made to plant regular crops, but both can be set to the same group. Actually they must otherwise the large farmhouse wouldn't be able to harvest regular crops
Nah I didn't think I would bet it to work that easily so I rolled the minor update first
I'll wait for knatte to clear out the mine field of update 4 before I try to poke at it myself
I hope update 4 doesn't Fup too much your work, my guess is FT based stuff gonna be ok but IT ones like deep pumps gonna shit in the pan a bit with the way they reworked the factions
Well, only good think is that pines still exists ๐
funny how they bring mushrooms and oil in the update... feels like someone been lurking at the WB faction ๐
Good that we don't have in vanila game working places with dwellers ๐ฅณ
there is quite a learning curve on how to manage your pop with that but once you get a hang of it it's ok
BTW, you have hear the sound of the scrap metal ruins ? Odd is to less to say ...
Hardest one is the pumps, i'm so used to mash a gazzillion pumps all over the place and not really care
nope, I always have music on when i play so in game sound doesn't do much for me
Lucky you ...
depends, sometimes MCRandom pops up really shitty songs ๐
Hey all, I've been gone for a while. What have I missed?
Localization for 1.1.13.
just a tiny couple updates ๐
most importantly in terms of gameplay changes, now all buildings are entirely watertight (before the door voxel was not watertight, but that causes weird behaviors), they only get flooded when covered with water, specifically the door voxel but that's a game rule, not my doing. to make it more obvious i added some sort of vent on the roof of houses to show that it would flood if water gets up there.
oh, sorry, i should have send you the few extra lines
actually, i'd prefer to keep "ใจใณใผใซใปใใซใใซใปใทใฅใใผใใผใซ" I like the pun, and it's also the school i went to ๐
there's no particular meaning in "oneminai" right ? it just the noise beavers do you said ?
Oh, I see, I'm sorry.
I didn't think it was clear that it was a research institute at all.
I thought about whether I could make a similar pun with the name of a Japanese university, but I couldn't think of anything.
Then please change it there.
oh, no problem, i'm actually pretty happy with your translations, thanks a lot !
Ooooooooo
I'm kinda of waiting for more foods and stuff to be added, been mainly looking at maps
Oooo that'll be fun
@shell fiber Have you fixed the bug that sometimes crashes when building Super Platform yet?
If you haven't already, perhaps setting the Layout of the Placeable Block Object component to Single will fix it.
Oooh
Wait does it crash every time ? I think if you only try to place one and in the right type of building, it should be fine ๐ค
But it is true that it's build in the normal platform so i most definitely forgot to untick the multiple placement
No, if a larger building has a multiple placement enabled, it means drag enabled ! Even if you don't drag, sometimes mouse click can be imperfect or you move a little the mouse, the same result, a crash ...
are we able to use mods with update 4 now?
guess it depends on the mods, some might some may not
Check the link in this post : #๐คmod-creators message for the working mods ...
Definitely not this one, if that's what you're asking...
Did some testing apparently it's the upstream dams that cauze flooding down under.... never had a flood on the lower lvl before that dam upstream. kinda strange, tought it was the downstream one that would F shit up but... anyway... The more you know
(sry could not get the screen cap before the water ran out of the lower field)
And on another note, WB is ok-ish on hard mode, maybe some balancing could help make it less micromanagy in the first couple cycles but just made it over a 30d one without lifting a finger !
there were a few hard ones along the way but it's doable... no fking way i'm doing that on beaverome tho๐
i don't see anything obviously wrong with your setup, but the dam mechanics are weird, they act like on/off gates so that can cause waves and flooding
i had to undo some tests i was doing with the korean-name girl, but before that i would like some people's opinions:
how do you like these color palette for this faction ?
i personnally like them, but if it burns your eyes tell me.
it burns the eyes just a bit, can get use to it but it's just me, i'm a fan of darker palettes
With the pink and white that pale they almost blend together. Maybe darken one of the 2 to contrast a bit more๐ค
yeah, i'm just trying to figure out the dam mecanic to avoid massive floods like on my previous run it turned into a nightmare
actually we tried a bunch of things and bright is what works best ๐
if you darken the plaster it starts to look burned ๐ค
actually i'd probably make the tiny flowers on the pink plaster much bigger, i like it ๐
but i like bright colors in general so...
and if you darken the pink a bit?
lol, we'll have to agree to disagree on that one ๐
we had tried this shade of pink, i don't know if that qualifies as "darker"
looks a bit darker but maybe it's just time of day lightning
at some point we tried some really weird stuff, maybe you would like them ๐
grass in the back also looks darker then previous screenshot
this is so cursed ๐
that is so weird but yeah i kinda like it๐
for some unholy haunted house it definitely works ๐
if i ever want to make zombie beavers or something
Haunted houses ? It's not enough the droughts ? ๐ฎ
the one i might use is this one, the others are weird tests ๐
bottom one is a bit easier on the eyes, the light bleu shade on the top one hits harder IMO
other people ?
Idk if i missed it and if I did I'm sorry. But is your mod gonna work with update 4?
maybe not right of the bat but gonna pause the new stuff to make it work ( at least it's what was written in the description of update 1.1.13)
I don't see why not . FT has unchanged food chains ! Maybe only some texture will be broken or look weird.
deep pumps, mecha pumps and a few others are IT based tho i think, those might have some issues
I'm still trying to fix it not loading from steam LOL
Ya, models and textures minor changes for pumps.
Fundamentally my stuff is not injected in existing buildings, it's modified duplicates so they should stay entirely unaffected by the changes. What I'm worried about is changes in terms of whole game system, like the district's and haulers. But getting my unity setup to work might be the biggest challenge because I already forgot 80% of how I initially made it๐
But if no one really mind the pink wood I probably will go with it ๐
Well... something happened when i left it on idle during my evening but they survived !
( open beds don't include everything i paused when comming back, before pop was around 160...
)
Thanks for telling me i'm no one ! ๐
i guess 
But you don't mind that much right ๐?
I don't wanna be a dick, it's your mod you do you but it's hard on the eyes ๐
btw, didn't know pumpkins were an invasive crop, they rolled over my potatoes ๐คฃ
the more I look at it the more I like the "haunted house skin" maybe for my "no forester faction" if i ever get into modding...
ok, i really think sources are variable and maybe at some point they put out more, first time in 40 cycles i get this flood and didn't change anything on my dams ...
lol, just noticed shrines can get flooded, like why can't beavers worship under water? 
Alright, now i'm lost, "upgrade part" is flooded but not the one under it ๐ค Guess i broke it enough for today ๐คฃ
Goood night
What do you have downstream of this ๐ค
Ahah, yeah it's hard to control how beavers will plant them, the only way to be sure is to build fences I guess ๐
Nope, pumpkins will grow thru fences ๐
i kind of want to have grapes actually... i want to try a crop that needs something to be build before it can be planted.
was there anything that needed urgent fixing ?.
oh right i needed to look at this pump upgrade thing being flooded and not the base
but there is nothing wrong with the watertighting properties as far as i can see though
hmm... i managed to reproduce this but... why is this happening exactly ?
okay this is weird
the flooded one was build once was already flooded
the door channel i mean
most likely has to do with the entrance being technically outside of the building, not sure that's fixable.
but maybe giving the building a water tolerance can solve it ๐ค
but then the building might become able to work while completely submerged...
well that doesn't fix it. i suspect it has to do with the pipe...
okay well, i don't understand why it happens and why it stays flooded.
good thing is that is goes away when you reaload your save.
making the pumps completely watertight would be nice, could have a row a pumps making a waterfall in the dam, would be esteticaly pleasing ๐
(once te upgrade and ends are on tho not the base pump alone)
nothing new for the past 10-20 cycles... just a dam and some blockade
Well it feels like your entire river is overflowing so I don't think it comes from the upstream dam
I think it would be difficult to do one without the other๐ค
my theory is lack of pumping plus smaller passageway downstream plus there is a "T" in the river right after the dam so all that combined = overflow
Do you have screenshots ?
flooding happens on the left
but still it's weird that it didn't happen for many cycles and suddenly ... Bam, flood
Another strange "flooded building"
it's not very clear to me, but it seems that your setup makes watefalls, and waterfall have limited output, that can cause water to clog up somewhere. i'm pretty sure it's due to water mechanics and not my mod
fuck's sake...
yeah, this is due to the upgrade mechanic, once a building get flooded, it stays flooded until completely dried (i think) but in order to make the waterdump work correctly i have given it some invisible occupancy under the water output
it should revert to normal next time you load the game though
yeah it did, just takes a bit since savefile is getting a wee bit big
Also ad to pause unpause the dump since the beaver that was supposed to work in it was confused and carried stuff around like a hauler but now it's back to normal
yeah it's not your mod i'm 99% sure, had some strange floods on IT runs also
I noticed something strange on the capacity display, went around my tanks, they are all full but still the display doesn't say so ๐ค could it be related to the change done to the amount tanks can have in?
never noticed on runs with other factions tho, might be happening there too, can't tell
Isn't that those five storage houses you left on pause in your dam ?
OOOOOOO
ok, I'm stoopid
completely forgot about that project ๐
guess that's why I shouldn't play and work at the same time ๐คฃ
I dont think thats the only reason
why doesnt decent stew add to the stew nutrition need
it should be, it's not on the list or it doesn't fill it up ?
Caus for me the "stew" bar fills up
Just tought about something, with the new update making tress and all diffrent for every factions, would it be doable to swap maples to produce "maple water" instead of syrup directly?
Thecnicaly it's water that is harvested and could be drank just like regular water or processed in the suger shack to make syrup and other maple products !
Oh well replacing trees has always been possible I think, but for a long time I didn't actually try to do it.
That's not a bad idea but since they would only produce sap when hydrated the question is mostly how does that compare with water pumps ? Also how much "water" can you generate from a lido ?
To be fair we could ask the same question with carrot juice but since it requires multiple buildings I doubt it's an efficient way to produce drinkables.
Actually one thing I wanted to mod in for a while was rope from wheat or something ๐ค
๐ค
Rope will be nice if we can get rid off the unlimited building down... to have beavers using ropes for this will be nice ๐คฏ
I was more thinking about using them for bridges, balloons and who knows what ๐
Gravity batteries also clearly use rope
rope bridges ? will be nice if someone can make such animation ๐ค
it would have to be quite a lot to make it somewhat descent but the sap could cover thirsts + sugar or something to make it worth doing
not sure i follow what you mean by "generated from a lido" like watering a lido for carrots let's say and turn that into juice?
It's not much about beeing efficient ways to make drinkables but more of a way to have a backup. Kinda like the medium mine that is 1/3rd of the efficiency of a water pump if I recall correctly but can save your ass if SHTF.
even less then 1/3rd actually since it's more then one beaver for 1/3rd of the output
On another note, there is clearly something with the logpile staircase, once again ended up with a bunch of stranded it has something to do with the staircase lower part going into other stairs or platforms, beavers get stuck "inside" the log stair
and again
simple enough tho, looks like if you build from the bottom of the stairs when you turn around to go home you get stuck
I've had beavers stuck in them even after the stairs have been built. They use them for a while then suddenly I realised I'm missing quite a few beavers and that's where they are.
the stairs were built for me too, it's when they build something from the tip of the stair that they end up stranded
WOW, didn't think the red BP center was that big, it's awesome tho!
hi all !
sorry i haven't been modding so much this week, new job and all
yeah the log issue is annoying.
okay, this time it should be fixed, but then the beavers won't walk up and down following the 2x1 slope but there's no saving that, that's the cause of the bug, when they stop anywhere in the 2x1 slope they get stuck in limbo.
hurray ! 3000 downloads ! ๐
My game just doesn't work anymore lol
I launch and I'm just stuck at a black screen Xd
they were already not following the 2x1 slope so.... no big deal
Actually sometimes they did I think but not always because I had given both path to be safe
Anyone take got this ?
Maybe try to delete the mod and redownload it ?
think i'm still on 1.1.12, been a few days since i played
can you try to update to 1.1.14 then 1.1.15 ?
My game still borked even after removing mods
Make sure you haven't accidentally enabled the Experimental.
It's been enabled since I got it...is that bad?
not tonight, maybe by the end of the weekend i'll get to it
need to do both or can go directly to 1.1.15?
i didn't cover experimental yet, i have no idea what might be happenning
Oooooo the uncharted lol
i'm working toward making the logstairs compatible with the other logstairs mod (at least so that it doesn't implode) and for that i had to change the prefab name, but i had to do it in two steps, so if you skip the first one your log stairs may vanish
if it's the only thing it's not a big deal, think i don't have much left around anyway
So... actually, I haven't been able to test it for a while because my computer broke, but the latest version gives an error in Japanese
Probably because every line has an extra comma
Also, the name of the beaver university is blank because of the double comma
This is a file that at least works
finished my dam project ๐
oh, okay, 'ill put it in the next update
Updated to 15, didn't lose the logstair and no kaboom that i can see yet
Any plans with the better power source in a near future? it's getting a bit ... what's the word.... dumb?
guess it fits my dumb plan on doing that on hard mode tho ! ๐
those "light batteries" look real great, too bad i'm passed that point cauz they are awesome !
Alright @shell fiber you win, what's the price for storable juice? tired of trying to math it out, wanna just over do it and dowsize to "sustainable" too much maths involved ๐คฃ
Ahah I'll think about it but I haven't been modding much recently.
was about to send you a DM the other day to see if you were OK, been MIA in the chat a bit ๐
hope you like your new job, still looking for it over here but might get an offer tomorrow
Is it intended that the "barrel" behind the huge school has random mvt or it should only be rolling on it's axis? cauz now it's all over the place
....I don't think that's supposed to be doing that.
ahahah. no no, the animation is broken, but removing it will cause me more trouble down the line
it's because the building is rotated, but the animation data doesn't take it into account
i tried to fix it but ran out of motivation midway ๐
yeah, the new job is good, but i'm mostly training for now, and reading articles and stuff
actually the main reason is that i don't know if it's a good idea to be poking at the experimental version before it's released
just curious, what is the plan for the underground ruins? getting to a point it will be my only option for scrap except the mining coal/iron soon a gain
actually i'm not sure where i want to go with that, maybe i want to make a missile silo or something, maybe i want to make some sort of custom mine, i don't know
i had some ideas for the endgame, but i'm hesitating a tiny bit
missile silo ? ๐ like the goal is to launch a missile and nobody know but it falls back on you, destroy a huge part of your buildings and kills god knows how many beavers? ๐ค
Will be better to be used for water .... Maybe, a limited time, to resurrect water source during drought ? 
The nuclear power plant is quite nice on it, wish it would be compatible with the WB. Specially since there is no real reliable power soure yet
Looks like deluxe stew is not covering for hunger, got a side district that I only send that and beavers are dying of hunger...
tought they were not eating it because it was in the district ( even if number was going down, made a tank and still they are hungry
Like coffee time for IT (it's odd that in vanila, coffee is a food) ...
so description is wrong, it should not have a + on hunger?
In my mod, I changed-it to a basic need , with a negative description ๐คฃ Don't say what ...
gonna send some pumpkins rush rush, hope it saves them, not sure how long beavers been dying cauz of that
with auto-emigration i was just killing more and more beavers and not even noticing it
Yup pumpkins save the thing... guess it's why my last run almost died out at the end since i was only making super stew๐
it's intended, you can't feed a colony only with deluxe stew because the "amazing food' need is set as non-wastable, similarily to thirst and hunger. no matter how tasty it is, no one wants to eat the same thing again and again forever ๐
figured it out, once i sent another type of food the hunger was gone, really curious how many died because of pickyness ๐ค
maybe they are french beavers ๐๐
It's nice that the mecha pump has power plugs on both sides but they don't line up if you want to chain them, are you really that evil ?
Guess that means yes ๐คฃ
Ok, gonna do my weekly wining about power issue
fun thing is I can build batteries fast enough that destroy and rebuild is kinda my best power source atm ๐คฃ
(since they are at max charge when building)
BTW reached 74 well-beeing on 15h days ๐ quite happy with that. And been a few cycles i don't really need to care about the droughts for water even on a 30d one, only the power beeing shitty since wheels don't spin long enough to cranks batteries back up
on 15th cycle you mean ?
not, i'm at cycle 70 but dropped the working hours to 15h per day so they have more time for the fun stuff
better just shelve it a bit and wait for motivation, it's not your job or anything, should be fun
think i'm kinda done with that run, happy that i conquered hard with the WB, now not sure if i wanna start a new on on diorama to see how bad it would be with so limited space or if i open back up dyson sphere, or some other game...
recently i felt like changing my mind so i've been playing a bit of terraformers, it's really nice. i've tested against the storm too, with the amounts of ads and discout they give i figured they were desperate for cash, but usually i don't buy early access games anymore
Just a tought, how about the dust burner producing some power ? nothing too crazy since it's available early in game but could help a bit and maybe a supersized one for late game
could do, but right now i cant mod until i manage to unlock V4
but the problem with power you have is hard to fix because deep down it comes from the hard mode. if i make a power source that works somewhat efficiently during the constant droughts of the hard mode, it immediately renders the water wheel completely obsolete, which is something i don't want. i could make something reliable for the late game such as nuclear power, but i think it would be more fun to make some sort of magical power source of insane power (that works even during droughts)
Sure hard mode makes it rough even with all the wheels i got.
an overefficient water wheel that will recherge batteries faster could do the trick tho, tried boosting the water sources a bit and the faster flow was almost enough for batteries to recharge nicely plus the gizzilion wind turbines that work from time to time help too
Early game just the dust burner making like 10hp would be descent i think and not too unbalanced, specially since at that point you don't wanna be burning dust but using it for shroooms and paper so it's a tradeoff one would have to consider.
i went full retard at some point and just smashed down 20 hamster wheels to help boost power but it wasn't close to be enough
other thing i tought about is maybe a small un-nerfing of the 12high windmills since they are not easy to place with all the platforms required. don't remember what a normal one got for base power but at 40 for top hight is kinda weeks
to unlock V4? you mean that the update completely crashes your faction? ๐ข
for now my modding tools are not right, i assume the faction will be mostly okay, save maybe for the exporter houses and district centers
i expect the pump houses and other stuff to be just fine
O yeah, with the updated districts i see there could be some problems
So I seen a suggestion on reddit that I think would be perfect for this Faction. They were asking if there was mod that increased beavers movement/working speed while in water. They were wanting to build water trenches for their beavers to travel through to get them across the map faster.
Think it would fit into this Factions gimmick rather well.
I can post a link to the reddit post if you want.
i don't know how to boost swimming speed specifically, but that is an interesting idea ๐
Thought you'd like it. Lol
but i can think of one way to make it work i think, some sort of water highway is possible
Thats what they were calling it. Lol. Would come in handy in U4 with no district limits. Would allow you to make a large district more effective.
So... I've got to know. Does your name translate into "the magic slipper?" It's been killing me not knowing. Hahaha
๐
Is that a yes? Lmao
Google says Pantoufle means slipper. Lol. It better not be lying to me. Hah
It's been done for the beavers in the aqua farmhouse, others gonna swim like normal tho
Sounds about right ( i speek french on a daayli base too)
Beavers in the aquatic farmhouses aren't hindered by water? That's interesting. I wonder if that's what Slippers is going to use to make that "super highway." Lol.
Sorry not sorry for the nickname Lapatouflemagic. Lol. That name is a chore to type out. Hahaha
ahah, no problem ๐ yes that's what my pseudo means ๐
I gave the aquatic farmhouse workers a speed bonus that makes them move faster, but that applies everywhere, it's not limited to water nor to their worktime (i think)
the way i would make a water highway would be by making a building that is essentially a path, but that needs to be underwater, and have it give off an aura (like the beaver statue essentially) that fills up a hidden need. and that need that gives a very high movement boost when satisfied. then i have that need decay extremely fast so it is effectively active only when actively using the water highway.
at least that's the idea, pretty sure there is nothing preventing me from doing that.
they are but for that faction the dev was nice enough to boost walking ( swimming) spped for those that work in the aquahouse, in the vanilla game they are slower
Ohhh. Okay. That makes sense.
I kind of thought that's what you had in mind. I really like it. Lol.
Let's go, diaorama with WB ! it started
It's to extreme even for easy mode ๐ฎ
Here is also the lack of space ...
yeah, giving it a try because... why not
once you got the way the faction works almost anything can be done, just gonna be harder if you don't have the small stuff like pine at the start and 1 down max to water
Your a masochist. Lol. Ain't no way I'd be doing that. ๐คฃ
After the run on hard mode that should be a walk in the park !
Haha. I suppose your right.
sPace is sure gonna be an issue, gonna need to control well my pop growth
Noticed something with the irigation tower, now it can't be built from the ground, trying to get stairs to the door see if it will be buildable then
3 cycles in, still no dam... hope that drought won't be too long
You could always try one of my custom maps sometime. No dams needed on a few of them. ๐
Kind of defeats the purpose of the water beaver mod though. Lol.
it has always been the case i think, but now just one stair should be enought to access the build target volume
yeah, need only to go one high to build it
was not always the case, not sure what version but they were buildable from the ground
I stepped out of existence again what I miss LOL
hi ! not much, i've not really been modding since V4 was announced, i just finished updating my modding tools but a change in the game system is extremely problematic. there is a workaround but... messy.
just noticed, large farmhouse : solid?
No not really, it's a thing for the super platforms
ok, was confused a bit, tried to build on top of it since it's solid but obviously nothing worked
@shell fiber special request from a fan, if it's not much trouble... can you turn on the terraforming stuff on the golem side. Did a major woopsy with dynamite and it's either terraform or try to find an autosave prior to it ( impossible i think, it happennned long ago)
or restart
Hmm... I can't patch the mod right now because I updated my modding tools, but I can give you a few lines to add to your waterbeaver faction specification this evening
no stress, just askin ๐
worst case i'll do some "cheating buildings" and it would be much easier anyway
Yeah no prob, it happened to me a couple of times
Cycle 18, had some rough ones but it's going in the way i wanted
covered tanks saved my life
might use "cheater mode" to remove the ruin since it's useless on that faction anyway and gonna ned the space but other then that, been loyal to the "intended way"
Yeah I can see the covered tank tower ๐
Maybe not very cost efficient though
I see you added ladders ๐
had a plan with log stairs and stuff but since it's available, took a bit longer to get planks but it's worth it
also made a big woopsy orienting the ladders ...
Seems fine to me ๐ค
How much does a ladder cost ?
Ah
6logs 8 planks
Yeah makes sense
pricy a bit but worth it
made a back access in the back and gonna fix that ladder once my reservoir is set
It's basically a staircase and a platform fused together
guess next step is hard mode on that map 
no "F" ing way, need to keep at least once oz of sanity ๐
tried it with FT and IT, only IT made it to "no matter the drought you bring"
Yeah there's just not enough space to make a big enough reservoir and grow food I think
On this map with the ft I generally turn the corner that you've filled with chestnut trees into a big reservoir, but with we waterbeaver I think the base of the cascade is better ๐
made it to a 200 colony with IT, one big storage per food type ( including extra stuff mod, no packer mod) don't remember how many bots. my first run after V3 if i remember correctly. think 150-175 gonne be the max with WB
One question, "Haulers", if I don't set enough buildings to "prioritize" will they seat on theyr asses or help the other buildings?
idk if i'm just not seeing it but haulers seems lazy if nothing is "prioritize"
Unrelated story, but I was thinking about what I can do to make the architect and engineer lodges still relevant even once you've researched all of the blueprint.
Do now I think the way I might go might be to have the architect fabricate "scaffoldings" which would be a building materials similar to gears and built only there.
Of course I would want something equivalent for the engineers lodge, which logically should be gears.
But then it makes more sense to remove this recipe from the handicrafter.
I think it's still a sound plan, what do you think ?
gears are required too early to move it IMO, already the making time is shitty enough
"scafolding" ?
maybe a thing for the 3 high platforms? with the 12high windmill, it's kinda impossible to remove those. or if you do, windmills need a major buff, just getting 2-3 high enough gonna be rough. plus there is no way to know how efficient they really are since wind is random/unknown
that would be a huge wall with oil blocked by the gears
if you drop 2 gears in the kart so it's possible to get the press they could be pushed further
like, putting gears behind science is bad IMO, would wrexk the balance
Not sure if there is a way to balance that a bit but sometimes i got 10 useless and within a few days got 30 kids and 15 lack or work... some sort of "helder home" so it frees spot for kids in other buildings? ๐คฃ funny but still a bit serious
kinda surprised pumps upgrade don't need tar tho
Yes the scaffolding would be for the most part the base building material for platforms (except crappy platforms)
Maybe I can leave the handicrafter gear recipe much crappier, and the handicrafter one more efficient ๐ค
Or lower the science cost of the engineer.
But giving a couple gears for the oil press in the kart is also a good option
Maybe that's the best option actually
If you want to put the gears behind science it's the best i can find
and yes, nerfing science for archi/eng could be nice, maybe 100-150
It's not really that I want them behind science, I want them made by the architects lodge
Isn't that already 100?
But we could do for 40-50
think it was 250
sry got a goldfish memory, even if i unlocked eng 2 hours ago can't remember
Alright, last update, just noticed it's past midnight, gotta work tom a bit
plan is a 5 deep reservoir that follows the edge of the map
soon enough can to it with proper explosive management, no need for more housing
fun fact, if you block one side of some buildings they aren't considered flooded even if underwater
but the building under it is flooded ๐คฃ
Yeah, the door voxel is the real determinant
i see, just like the pump on my previous run that at end of the line it was flooding and not the other ( without the end cap for the upgrades)
But the rules about flooding are still weird at times. What triggers unflooding the building is unclear
only place i had issues with the "unflood" is the pump/upgrade combo and not on the deep one
at least up to now
finaly got to the smelter!
after I swap those wheels for the good ones gonna start the gristmills, finally๐
Stackable water tanks made that run much funnier then expected, with place that limited that add-on is amazing 
does the path in the utility dam lets water across or it blocks it?
asking for a friend ๐
One hard thing is that those watertight buildings can't be built on platforms, remember you saying something about game mechanic or something, no way it can be done right? Like I had a perfect spot on platforms over water for the smelter , no way it caan be doable right?
It's "possible" but leads to extremely weird behaviours so not really.
Basically a watertight block raises the ground under it by one block, so putting a watertight building in the water or putting it on platforms above the water would be the same as far as the water flow is concerned, so it would block your river anyway and make a huge mess.
Yes it's watertight ๐
I think if you calculate, the liquid storage houses are also a very efficient way of building up a dam, it stores 150 water, which is enough to satisfy 3 beavers for 20 days.
Plus they are watertight
yeah but food... i'm quite tight on it atm and not much more space for farming, so tank-house is a no-no. once i get the super kitchen and destroy the school should be able to reclaim that land at least.
juice is not happening on that run unless i find a way to downsize the pop without "cheating"
Send the extra pop to a new district, and broke the path ๐น
that's gonna be a temporary solution and won't work, would need a permanent dying district for that to work and don't wanna go there
nooo, death districts are bad ๐
The evil who make this mod to overpopulate is more bad ๐ธ
eventually i want to have some way to farm vertically, though, right now all crops are ground only, but i want to make some bioreactor or some sort of hydroponic farm. might reuse the IT mushroom grower
on the plus side, save for all animation that need to be repaired (naming has changed) most of my buildings seems unaffected by the update. i have some trouble with the more fiddly buildings though, the light gravity battery for now is not working but i'm hopeful. i expect the floodgate dam to be a pain too.
also all of the beaver slots in buildings need fixing too.
Maybe not fix the dwelling slots and solve the overpopulate issue ๐
Vertical farming would sure help a ton, is it possible to make it grow the "regular" stuff or it would have to be whole new crops?
well it would not actually be using any real crop, so i can make it grow gears if i want to ๐
one thing i had done was mushroom barrels, they turned wood into shrooms without any work required, but needed to be serviced by haulers
might do something similar for winemaking
nice way to make having haulers mandatory
well... do i want that ? haulers are really useful either way, giving them too many tasks might not be very good
i just priotize the water pumps and they can do whatever they wnat on theyr free time
at some point anyway to make a giga dam you end up with tons of haulers or workers so it's not really an issue
hmm...i prefer to not poke too much at the hauler priorities, i feel that causes them to do a new trip every time one new unit of water is made
with enough pumps and not too many haulers they just won't be able to grab 1 at the time i guess
Does evaporation increase overtime? like the water before a dam ( no pumps in there) barely last 2 days, kinda strange, used to last longer ( that's why I asked about the tunnel letting water pass at first)
Really like the update on the mines! quite nice now only the 3x3 hole needs to be dugout. can make some stoopid stuff for acces and i love it ! 
plus the tiny wirefram under the edge gives a real sweet visual cue to place it properly
But then they will never take care of other tasks ๐ค
atm i don't really care, got so many haulers ๐ trying to play the intended way without cheating ๐
also noticed the primitive smelter works like the engine, doesn't need someone in to make the stuff, was that intended?
cauz it's really cool!
The recipe can run without any supervision, that's intended, I thought that once lit it should keep running through the night ๐
that's basically the same as the mushroom barrels. I noticed the mushroom grower also works this way for the same reason I felt that mushroom would keep growing even when no one's watching
Thing to note though, is that in that case it works only at half the speed
even at half speed, you can just have a gazzilion smelters with haulers feeding them, the slower ain't much of an issue except on that map since space is so limited
No way i'm getting the ballons on that run...
maybe one beacause i could say i did it but anyway won't be able to feed it , specially with alcool, juice is a big nono with that little farming space
just a tought, how about making booze from potato directly? with another building or i don't know. cauz the juice one is very rss intensive and kinda impossible on smaller maps
or just the vertical farming would solve it 
Could be possible, but being resource intensive was the point, to force people to expand and irrigate more land to grow more crops ๐
i get it but if you want the faction to be playable on any map got to consider the small ones too IMO
Only the balloon base gonna be a hot mess to place, don't know why but i like those thiny maps where efficiency has to be maxed out, specially with the update the removes district limits it's a joke now on any large map
At least as you push forward in tech I can to make it more and more possible to use less land and build up, at the very least because I want to have buildings that require to be high above ground (not only the wind turbines)
with diorama gotta go upwards, no choice, ground space is so limited
got workdays down to 15h and wellbeeing at 32 atm, kinda nice without the ballons to be that high, didn't think i could get there
(and not having 2/3 monuments unlocked, now gotta find a place for batteries so tribute to inginuity can still run during droughts... or get a shitload of windmills , still have 0 atm
*14h workdays
sad thing, smelters don't show the "prioritize by haulers" until you reload the game ๐ฆ
not a big deal but when you reach a descent pop/size the in&out takes a bit to do
BTW, totally skipped the paper/plank that require power on my last 2 runs, the "industrial" version could use a little nerf otherwise you only need patience to do it with the basic buildings ๐
You mean the handmade version are too efficient ?
no, it's a pain in the ass but just need to be patient
got 4 gnawing stations
3 paper thing
yeah but since power is so hard to get...
you need 10 hamster wheels to run a plank factory... that's a shitload of space too
Are you allergic to water wheels ? ๐
I'll think of something
I'm so used to play on hard mode, for me it's not a reliable power source, rather build stuff on platforms over the river
You can place super platforms on top of water wheels
even on a water wheel that is on platform?
Plan is to dig that out and have wheels there, on platforms so i can stock more water
FYI, used the "that should not be name" mode to remove the ruin since there is nothing to do with it yet... needed the space
Also tought about having super platforms a whole sub menu, could use much more size
like a 3x3 to cover underground storage, that's a lot of wasted space
Oh, no the super platforms need to be in solid ground I think
I don't know what I'll do with underground storage, I don't hate it but maybe I want to move the faction away from FT stuff, since the IT are also made different by the update4.
Maybe I could go with some giant mechanised storage.
Or I can come up with magic crap and invent a dimensionnal storage.
Oh crap that's a good idea actually.
I should ask @stone halo if he's interested
Like a "floating" inventory that can be accessed from multiple locations.
Basically a Minecraft ender chest
Tobbert made a long time ago such a mod, but was abandoned since the new storage system was launched ....
been a while, don't remember the IT storage, playing too much with the WB ๐คฃ
from what i remember IT stuff is stackable
Well, with Faction Exchange, will have stackable storage for FT, too 
Wrong chat bud, we trying to make the WB the supreme faction in here ๐คฃ
Well, even on smaller maps then Diorama ? ๐คฃ
that looks stoopidly cool, did you try it?
I like to play on hard mod, not the extreme one ๐ฎ
overall there is only a 4 "ground space" diffrence between those 2, ( tourniquet beeing the smaller)
and, Yes, i'm dumb enough that both are super tempting ๐คฃ
might do that instead of a restart on diorama but hardmode
Maybe this is a little larger https://mod.io/g/timberborn/m/dobhrans-tower-challenge-map
that's about 400 tiles bigger... think i've seen a pleytough of that one actually
Ya, but with Water beaver faction to reach the bottom of the map to expand will be, a pain ...
Dear God what the hell ๐
Lol !
ruins are eating a shitload of space that will be available since you don't need those with WB
Well, faction makers must check what kind of maps make the map makers, don't ?
I hate you @heavy lodge , now my brain is already thinking about how to run on tourniquet ๐
why?
technicaly a faction should be able to play on any map available
Eventually the ruins will have an use, don't worry ๐
If they want their faction to be the supreme faction, must be playable on every map ๐ฎ
worst part is finding a goofball that will playtest it ๐คฃ
if its a custom faction and a custom map, there will always be a possibility they won't match up
its up to the user to determine if they want to play with both or not
getting late a bit here, Have a good one, catch y'all later !
user are dumb, they will do anything for fun and pain! ๐
if one map isn't suitable, there will be 100 others that are
i'm out๐
Good night !
I think tourniquet is going to be very interesting. But simply placing water pumps require 4 width: path, house house pipe.
You'll have to dig your reservoir ๐
Luc.TESTHOUSE.Description,FUCK !,-
Well, update 4 is up, let's see how bad it wrecks my run
what do you mean up ? it's live ?
is it not going to be compatible with your modded save. zero chance
A new โ ๐ธexperimental Update 4 patch is now live on all platforms, bringing updated decorations and more! missed the part where it says experimental ๐ got to wake up properly before reading stuff
somehow my brain totaly skipped the "experimental" in there
that would have sucked big time, really enjoying my actual run
I'm pretty sure Steam allows rollback at some extent.
Sunday I should try, there is old assets I might want to aspirate, typically the skunk skin ๐ฆจ and some others
just in case you care MrSlipper, diorama run is going awesome!
yeah you can roll back but still, think the biggest issue gonna be with the map gen to know what tress are supposed to there since it's now faction specific and your mod didn't have to deal with that
getting to the batteries
funniest part is i didn't have to cheat with the buildings, unless you consider putting copy and art on pause since they are useless a cheat
Oh that shouldn't be a problem. Basically prefabs (buildings, plants etc) can be set to replace an other prefab (in addition to being valid on their own ofc). Si u suspect the new IT trees are just set to replace some FT ones. And if something just doesn't exist in one faction it just goes poof and disappears.
Yeah I want to fix that...
Maybe I can simplify the comic book thing
like the comic book thing think you mentionned it before
lol,
building is free but need to be feeded one book per day ? ๐ค
Nah I'll just remove the comic book corner I think. Just make it consumable and call it a day
eng house is detroyed, don't need it anymore, architect one still around in case i need super platforms
but there is already books, that is gonna stay in the "visitors " of the library?
like it's gonna be like "books" for other factions but in the art/copy lodge instead of the printing presss?
For now I think that's the idea, if it's not consumable sooner or later the player will have made enough and that will become useless
Which of exactly what I don't want
Maybe I can change the library's buff to "education"or something
i did 12 for the comic corner and woopsy missed i had enough so got 10 useless, that's why i suggested the comic corner could consume 1 a day just so you need to keep the thing producing without beeing a drain on paper since it's already limited
So that it doesn't feel like a duplicate.
I like ๐
Yeah but the "resource consuming building" script is weird
or eng lodge could be that too and library stays books
It doesn't disable all effects
I just like having more stuff available for wellbeeing, and try to cap it
I think library giving basic education is better. Maybe reduce the wellbeing and give a minor work speed buff
Then the artist can make consumable comic books
And the copist...๐ค
Or maybe the copist makes comic books, and the artist makes fancy paintings
Both consumable and building material for fancy higher class buildings
and you can place paintings on walls?
forget it, still would have a no need at some point
Not unthinkable. Could be purely decorative
rotating billboards that consume copy material but give alll food boosts?
Ahahah, that...is possible actuality. But you mean reduce all food needs right ?
yeah
like a one billboard that does it all
that woud be a sweet mid-late game thing
i'd say 20-40 paper, 6-8 gears , 40-50 logs and consumes whtever comes out of the copy shack
But if you really think about it... It just makes your beavers miserable because they can't eat extra to fill every need
doesn't it make the filled need drop down lest fast?
with that many food items available they can't eat enough to keep it filled so i tought it can make the boost stay on longer
at least that's what i tought
No the billboards make the need decrease faster
This way they wear more of the foodstuff you tell them to eat ๐
the green arrow makes it look like a boost help, not a "gonna eat more"
time to delete all those nasty billboards!
since they don't give a boost i'll drop statues and scarecrow instead ๐
But ultimately they don't eat more food
Actually that's what I could do ๐
A billboard that just say "be fat"and reduces the hunger need, so they can eat more to fill more food needs
not saying i'll use it on a regular base but would sure give it a try
i'd prefer one that makes the diffrent food bonus last longer tho, if possible, would be more releveant and less of a troll shit that could kill your run
I had this weird idea a while ago that may not go anywhere, but which maybe you could use: Accordian Mass Storage. Basically, the lower in the world it is built, the more it can store. Building a bridge over it, for example, cuts it's max inventory. It can hold almost anything, and as more stuff goes into it, it unfolds like an expanding accordian and gets taller and taller and taller until it hits the build limit. Drawback being it's a gigantic 9x9 building or something and uses a ludicrous amount of paper.
๐คฃ gained a +3 on wellbeeing after destroying the boards ๐คฃ that's kinda sad, tought they would help bring it up
i have a strange love/hate relation with that idea ๐ค
like with large maps it would just be a joke to do it but on a small one would have to be super effective to be worth it
The alternative was silos. Small 2x2 or up to 3x3 footprint but they're obscenely tall instead. A shorter silo is available as well, but is 5x5. Kinda like these:
https://i0.wp.com/dekalbcountyonline.com/wp-content/uploads/2016/07/silos-grainbins.jpg?resize=550%2C418
So the Harvestore is 2x2 by, like, 10 or something, the Concrete is 3x3x maybe 5 or 7 tall, and then the Grain bin would be 5x5x3
dam, is it possible to make super platforms not "ground-only" ? since they can go on wheels?
asking for a fren ๐คฃ
Ooo and watertight buildings don't count as ground...
a shit, my large farmhouse is on platforms... wow, today i learned the hard way ๐
Not really possible to have the food needs go down slower I think, but there's one thing I didn't test yet that might allow that.
Long story short the decay speed of a need is a fixed value in the need's specifications, other than that effects can only fill or empty the need's gauge.
Now the problem is that filling a need apparently overrides the emptying. As long as it is applied, so if for example the need decays by -0,1/h and you make a building that applies +0,05/h, the result is just +0,05 and the -0,1 is ignored.
But what happens if instead you apply -0,05 ? Does it overwrites the normal rate ? Does is cumulates this time ? Is it ignored because weaker ?
๐ค guess that's how you made necklasses last forever
but a in between... not sure I see a way
Oh that easy, the decay speed is zero ๐
Needs testing
I'm there if i can help ( but not tommorow, it's range day with my friend)
Shooting range ?
yes
Have fun ! And be careful ๐
Sure gonna be fun, got 7 or 9 new toys to try, just hope we have enought time to try em all
( been 9 months for approval and transfer) finaly we can give em a go
Ho shit, and gotta leave in 4-5h, GN, TTL๐
๐ gn !
oh, uh, well, not really.
I mean engine-wise, it is possible but i intend to have the steel super platform allow for placement of a giant log super plaform, on top of which a last plank/refined wood/whatever super platform could be placed. so basically i don't want all that mass to be resting on the little wooden legs of a normal platform ๐
On heavy stackable (watertight buildings) It could be acceptable i suppose, but then i need to recheck the bottom 1 woxel of the legs because i adjusted the looks so that they fit nicely event in a ground corner.
but there is an issue with those super platforms anyway, which is that wanting people to build up is one thing, but the watertightness mechanic make a huge mess when placed above nonwatertight stuff, so in the current state it would be bad to let people build watertight structures on top of the super platforms
don't you know that it's post apocalypse world where the wood is super tough due to nuclear genetic boosting? it can stand any load. I mena, if you can stack 10 large storage on a basic platform it should be able to handle a super one ๐
not talking about having watertight on the super, just beeing able to dump a super over the wheels that are on regular platforms, wanted that place for a monument ๐
well yes, for the waterwheel the problem is not quite applicable.
but i think that rather than having 3 platforms that each fits multiple buildings, i will have one dedicated per building, and make some watertight by having glass panes on the sides ๐ (i didn't add this broken glass for no reason, but that's not the only one)
but i'm testing something that might solve the issue entirely
well not entirely, but that would strongly affect the super platform that fits on the waterwheel
Hmm...no bueno.
i just had the idea of giving building negative watertightness, so i could make the waterwheel superplafrom have -999 height, which would negate the watertighness of anything place above.
but the game says no. doesn't work
typically this is what happens
Ooh, i have good news though !
lol,
mmm cheater mode activated? tought log platforms were ground only ๐ค
yeah i'm poking at the game system
both beaver spawned at the same time
the board reduces hunger, but by less that the natural rate ๐
so it is possible to make board that reduce the decay rate of a need
Oh i had a rather...mean idea ๐ making most advanced buildings consume ressources...for some reason
mheee, it's ok to be hard but IMO this is just too much
ahahah
no worried, i won't do balance changes like that until i manage to reach a point i think it gets too easy while playtesting
balancewise atm the faction is really nice, ( esception for power on hard mode)
i'll put in the engine eventually, but there's also many things on the list
there sure is a lot to do, you know you can tell me to STFU if i become too pushy ๐ just that your faction brought me back to the game and i really enjoy it so... you're a victim of your succes i guess ๐คฃ
nah i'm happy you like it, and i'm glad to have someone testing it and giving me feedback ๐
the more i think about it, the more the engine doesn't feel right for the way that faction works unless it's like a red BP, the dustburner making power feels more fitting. Not sure yet balancewise how much it should bring out tho
Maybe a lvl2 ( no BP) the needs water for the steam turbine... i feel like sawdust is a smart one but is not used enough ( maybe more shrooms par dust would make it more releavant since you need to make it not like logs)
Yo, that ooks super cool
having a blast with the "no cheat buildings" run!
and honestly didn't use that many on the hard run!
tought about something, like atm i have a bit of useless beavers, how about a builder/builder flag that doesn't give any boost, even maybe a 15% speed debuff since they are lazy leeches on the colony but at least they do something?
was about to build builders lodge or haulers post but that's gonna make 2 extra useless eaters per beaver that gets a job... a bit too commie for me ๐คฃ
one last thing before bed ๐ maybe make super platform a menu extension like the extra stairs... it's getting a bit crowded when opening the "path" menu"
Later ๐
Well I think the builder's lodge will go down the drain because the new district system should be far more easy to handle and each district center also employs 4 builders, so maybe I'll make it a flag because I doubt anyone will really need it anymore anyway
I wonder if I give debuffs to flag workplaces and in exchange make a proper building that houses one family but also employs like 4-6 beavers
Ah but that will just saturate the stuff to do in range...
@clever flax did something neat for me again ๐
now we can say that the whitepaw have evolved camouflage ๐ ๐
almost 4000 downloads ๐
New birch skin?
Need an excuse for where all the pink logs be coming from ๐
don't really see the link between new district system and not needing he builders lodge ๐ค
Hmm... Maybe I should test v4 a little more, but it seems to me that supplying districts will be far less of a pain so people should build more, which means you will easily get enough builders if you can just drag a path to where you have stuff to build no ?
I mean I can keep the builder's lodge for a while and see if I/you ever feel like building it
think i got 3 builders lodge in my actual dam
relocating as much as possible on platforms over the water so i have more farming space, gonna give juice a test seee if i can make it happpen even on a map that small
basicaly the zone on the left will lose all gnawing stations and 2 muush grower to make more farmland
maybe delete the 2 papermills since i'm not using that much anymore
tought about deleting the library too but don't want to lose the bonus and got a lot of fancy BP in there i don't want to lose too, made a bit of a woopsy not putting that one in the dam
Wouldn't it be better to get rid of all those underground storages first ?
tought about it but where will i store my stuff?
Hmm
super water tower also eating a lot of place, might destroy it and dump a huge tank close to the temples but kinda like it it's been there so long now
Non stackable, floor only building are a bit of an issue I think
mush grower beeing ground only is eating lots of space for sure, would gladly dump that over the water
Well I can't mod on V3 anymore but I'll probably change that a bit
On the next one.
I'm going to change a lot of things to be fair
I think tiny maps are more interesting and challenging than extensive ones. diorama is the only one I really enjoyed in the base game, you can set yourself an objective and actually have to struggle to achieve it. So I think I'll probably focus of vertical building and not worry too much about how it behaves on extensive maps
But if possible I also want to go be challenging on large maps
So likely I'll make the tent buildings buildable anywhere and give them a super platform
those small "tent like" buildings are super cool tho, would be sad to see them go
Yeah I like them too ๐
and super platforms not beeing ground only, is it doable?
I'll think about it ๐
Short answer is yes, but I want to limit it a little bit
I mean considering how expensive they are actually... ๐ค
lol, didn't notice the price, just dumped them wherever i could and tought "i'll figure out later what to build on them" ๐
Ahahah
ho well, enough space finding for today, Later ๐
dumb idea of the day, since pumpkins are more efficient then carrots, why not make a carrot/pumpkin juice that makes it worth making both
Not with a well-beeing bonus bonus making the ratio worth it a bit more ( and storable)
going overtime, superplatform 3X4 to work on lido
would need it to be on a 1 deep zone tho unless it's totally too powerfull
sounds simple but not sure how bad it would be to mod in
Hmm... Definitely doable
I hadn't thought of the lido
I think pumpkin juice could be done, but to keep both relevant it's probably better to go a different way with pumpkins.
That said, since in V4 the IT will have completey different foodstuffs, it would be nice to do the same with this faction. I'm seeing with Wolfess what can be done, but likely the base food for the WhitePaws would be pumpkins instead of carrots, and I want to add grapes / tomatoes/ cabbage etc
sounds great but the way the faction works IT way would be a bit too harsh, they rely on power to make food except that one "carrot" one.
If carrots become pumpkings, thay would have to drop to the small farm, plus the way they plant randomly and waste space is a nightmare
Iron teeth still have carrots ? ๐ค
Well yes they would become plantable by the small farm, and I think the random planting of pumpkins is actually amusing ๐
But the reason I want tomatoes / grapes of because they grow on treillis, and the pumpkins would not be able to overwrite that. Si you could make a nice grid of crops to keep the pumpkins in check like that
๐ง๐ง๐ฉ๐ง๐ง๐ฉ๐ง๐ง๐ฉ๐ง๐ง
๐ง๐ง๐ฉ๐ง๐ง๐ฉ๐ง๐ง๐ฉ๐ง๐ง
๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ๐ฉ
๐ง๐ง๐ฉ๐ง๐ง๐ฉ๐ง๐ง๐ฉ๐ง๐ง
๐ง๐ง๐ฉ๐ง๐ง๐ฉ๐ง๐ง๐ฉ๐ง๐ง
At least that's the idea
The treillis would presumably not block Beaver pathfinding
Although that could be a fun idea ๐
But the food system overall would still be more akin too the folktails I think
no they have the corarbi or something like that it's theyr version of the carrots
i made a sort of grid like thhat with other crops and pumpkins, as long as the others gets planted first pumpkins will go where they are supposed to, it's just longer to put in place
Oh yeah right, I looked it up it's some sort of turnip๐
Yeah that works too. But to be fair the pumpkin is very efficient as is so the random planting and unused spaces it makes can be seen as some sort of balancing thing.
But to be fair once you know how it's actually being planted you can just plant the right corner and be done with it. You'll just have to suffer the patchy aspect of you field ๐
super platforms on farms will crash the game or it's just not in the list?
guess the issue here is what you mentionned about having a watertight building on platforms, did the juice presse on top of the water wheels and now i'm getting a lot a flood... 2 seconds before the screen cap the wheel was on dry land and flow going in the trees behind
can see a bit of the dryland there
so having a superplatform with a watertight building over it will watertight the whole section under said building? 
What do you mean ? The 2x3 does not indicate the regular farm as target ? It should
Ahah, yes that's what's happening. I guess I didn't set the super platforms correctly
nope, regular farm is not on the list but platform is green whn trying to put it over
didn't do it to kill my run ๐
and , just ... WTF
how did they get in there and get stuck when the path is not built
if super platform had some "walling visual" ๐ค would be nice to "watertight" farms and such to include those inside the dam. atm i try and build over water to keep farming ground but to go super vertical that couls be nice
"Super Watertight platforms" ? ๐
Actually that's kind of the plan, I have found a nice glass texture, but I haven't made the foundry that is supposed to re-melt broken glass into normal glass. ๐
But it will be powered with methane so you'll have to farm a lot of spadderdock ๐
will there be a vertical aquafarm too?
and, just a tought before I got to hit the bed, maybe pump up the numbers a bit for the balloons, ATM one hardly fullfill 80 beavers, getting it closer to 1 per 100 beavers would be nice, with the ammount of ballons available, it gets just dumb the amount needed ๐
catch y'a later ๐
Gn ๐
I had plans to make a bigger balloon pad that can accommodate 4 balloons instead of one but that's not very high on my priority list ๐
As you can see I have a million things to mod ๐ and right now I'm mostly waiting for someone to fix the sound specifications for me because I have no idea how to do that.
No matter how big the pad is, i'm talking about the rss brough back per balloon per trip, even with a pad that fits 16 balloons the amount needed to keep up the bonus on X beavers will be the same
150 instead of 100? maybe? for small maps, just getting to space for the balloons is quite a mess, making a bridge mess to gain space so i can try and get booze to feed the balloon, not sure it will be possible tho
tossing it out just because that's what i see right now, balloons are super cool but already you need at least 5 to get everything, at 1 per 100 it's 25 balloons already, quite a mes
or more then one baloon on one pad? with a 6x6 station it could fit 2 in a similar area
just feel like it needs a little buff. At the same time, if vertical farming is a thing... could solve the feeding issue a bit but not the space one totally,
just thinking out loud ๐
well right now the normal balloon pad is 5x5 and can fit one, but i think the advanced one will use the same blueprint and fit 4
but i guess a 3x7 that fits 2 ballons is also concievable.
oh, also the number of haulers per pad will likely go down, 12 is excessive
at that point you have a shitload of useless beavers soo....
of i can make zeppelin-like ballon that move mostly horizontally and have an insane vertical pad
well there is a whole tier of buildings to man
that doesn't exist yet ๐
unless i go full retard and make "side platforms all over the place there is no way i'm getting all baloons needs filled up, not even gonna mention the booze that is impossible to brew with how much land you neeed to grow the berries/carrots
and yes i used "cheater mode" to give myself a few treated planks to make frogs and ferrish wheel
they are completely broken
How the F is that supposed to hold...?
if i can find a way to smash in 2-3 more wheels i'll probably dumb in mud baths but my river is quite overcrowded atm
i mean, he clearly said that is was creative platforms, it's not meant to be realistic
i definitely wouldn't put that in this mod
oh one simple thing i intended to maybe do, was to make the steel platforms stackable on each other
actually that would be a trivial mod to make i think
anyway, have to hop by the lab, see you later !
basically es
but thinking about it, zeppelin-type balloons would really be much better
why not both?
ballons the "tier 1" no BP and zep a more efficient one
yeah, that's the general idea