#Water Beaver Overhaul
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when you go that way it's less of an issue, could do tempo landing for balloons and destroy later
With the red seed i was expecting something more like a Xmas tree ๐คฃ
ahah
Base is 3x3 or 4x4?
well it's white because the texture is broken moslty ๐
and red icon = building core
base is intended as 3x3
but it will need to be planted in a "cradle" of sorts
or by a specific building (not forester)
kinda the "no forester faction" i tought about, needs a "seed bank"
i guess the best would be something that fits tomatoes and grapes, like the rails are also fences to dump in the big boy
oh i intended that to be different things
actually i think it would be pretty cool to make a faction that builds treehouses
pretty sure i can arrange slots in the tree to place houses and stuff
sadly that faction needs jobs not housing ๐
ahahah
point of merging grape/tomatoesmwith the big boy is to keep the menu not too crowded, it's getting messy down there
you mean the various plants ?
kinda like super platforms beeing a submenu would be nice
even vanilla should use that and wrap platforms in on tap/submenu
My turn to get some rest, got a 3D weekend here so might be out till Tuesday!
Later๐
GN !
giant sequoia and sequoia cradle mostly ready ๐
Redwood?
I mean...Whitewood? ๐
60 days and gives 60 wood?
Do you have that as a single mod? Would be fun to plant some of them.
Actually, more than 60, since it takes more space as well.
60 x the amount of tiles.
Actually it's going to give a few "giant logs" but this should be cuttable into planks I suppose.
Also the leaves are white because the tree textures are weird ๐
And giant logs are to be used as is for some buildings
Interesting
Is loving this mod but struggling to get goods moving between districts. Did anybody have an idea on this?
Well the very concept of district is klunky no matter how you put it...
but you're in luck, update 4 will make districts mostly unnecessary, and easier to handle.
i need to update the mod to V4 though.
With update 4, that faction is perfect if workers would prioritize living the closer they can to the place they work
that is also gonna be the end of my diorama run just a tad sooner then expected
actually game is not even loading the first menu, is it possible that the faction mod would do that? ๐ค
You need a new version of ModManager and TimberAPI. ModManager can only be install by hand, delete the old folder from plugins folder and unpack the new one downloaded from ModIO
For now i have no version of the mod that is compatible with V4 (i'll start today)
so if you want you can choose to stay on V3 if you want to finish your run
that's indeed part of the plan
whelp, enough for today. cleaned up a bunch of clutter
since it was very close to the end i'll probably just leave it there. Was just balancing food so i get more sunflower seeds and less of the ones that fill up storage and are not even beeing fully harvested.
Was first time messsing around with super platforms and they are quite cool, wish they would fit on more buildings, specialy the ones that are ground only like the mush grower. Is the top of the super platform considered ground so "ground-only" could get up there?
Will probably go for a IT run to see how they evolved with the update and get back to WB later.
mod manager and API needs to be done manually or only ModManager? cauz i did only Mod manager and game still wo't open, stuck on a black screen ๐ฆ
Mod Manager need to be installed manually. But, TimberAPI, despite been downloaded with ModManager, first, need to be removed (delete the folder on plugins folder of BeepinEx). This, because the old version of TimberAPI crashes the game !
thanks, made it to the first menu!
time to disable those lovely WB and give IT a go!
@shell fiber just ran into a situation i'd love those watertight storage houses, need to build a reservoir!
Oh, nice. But are you going to use water storage or normal storage to wall it off ?
Oh you're playing with the v4 IT ๐
would be water most probably, normal stuff is quite easy to plie up, tanks don't stack that nicely ( except for those you made, really nice quality of life)
stackable tanks would be awesome on an individual mod, is it that hard to do on V4? ( yeah i know you got a lot to deal with but if it's simple...)
afterall it's one of your building mod( mush farm) that got me into the WB and addicted. Having those buildongs available for other factions sure can bring other ppl to it
probably can do quite easily ๐
oh you mean stackable versions of the medium 2x2 tank ?
yeah that's trivial to make, i already have my gaz tank model ready if i want
also don't forget that my main priority for now is to rebuild the mod on V4 ๐
no, the small 1 block one
Oh I already did ๐
I added them to the 1x1x2 shall storage mod ๐
does it work on V4?
could sure use those on that super tiny map !
can live with that, need to stack shit up since space is even worst then diorama ๐
Ahah
and used "cheater mode" to remove one of the 2 underground ruins, no way you can have to working on that map with IT, i guess with FT since it can make science from nothing it could be usefull but with IT... second one is pointless, so removed and placed a temple there
You can use the second underground ruins for for Geothermal power plant. Will no need anymore any source of power, gravity battery and have enough power for all discord players ๐
was this mod updated ?๐ค
Last updated 5 days ago ... I assume it's for U4, but, not info on ModIO ๐ฅณ
Ya, was updated ... Look here : #1078602903822020639 message
Geothermal plant without bots is a beaver grinder, not sure i'd have the reproduction rate to keep feeding it beavers ๐ค
It is sad that people are letting beavers die from acute radiation syndrome without caring about their well-being
If they had some longer lifespan, they would be much more stable because they would not die in a day
even with a super high wellbeeing and the lifespan increased like crazy, it's still a grinder
@shell fiber Just a tought for the covered tank, could it be possible that the bleu rim around the door matches the color of the thing in it since we can't see inside of the tank like the open ones? The little board in front is not easy to see when you're zoomed out a bit
got it, no biggie, if it was an easy thing would have been nice but don't bother if it's going to be anightmare
Maybe keep the shroom icon diffrent since yours can be eaten raw and not the IT ones
"portobelo" let's get fancy!
ok, it's not that fancy... but fits the icon, would need truffles to go over the top fancy but those would have to be a crop since they grow undergound. Would not be proper for the grower i guess
nah i like those ๐
it's paris mushrooms for me
but beavers don't know what paris is
๐
i don't know if portobello is clear to most people
because it's not for me ๐คซ
i should go to bed soon
leaving early tomorrow
GN !
could it be the shrooms since yours are eatable raw and not the vanila ones?
no my shrooms have a s at the end, so as far as the game is concerned that's a completely unrelated thing
dakuf
At that point it's shitty but is it complicated to like disable all buildings to see if it's straight up un the faction programmming or a particular building that cause the problem? ๐ค
making some progress ๐
could load all of the specifications, icons and textures
now attempting to bulk-load the buidlings
slowly taking shape ๐
It's alive !
Everything seems more or less functionnal, but i have a bazillion tiny things i need to correct, and maybe some long overdue changes i need to make.
in addition to the 200 suggestions from @radiant heart ๐
shortlist for myself :
-
fix the 1x2 and 2x3 building sites (already done 1x1, 2x2 and 3x3)
-
fix all of the storage building banners (including the two houses)
-
paint everything pink
-
add the "scaffolding" ressource, add it to the architect's lodge
-
remove cogs from the handicrafter, give it to the mechanic's lodge
-
make comics consummable (artist's lodge & copist lodge)
-
add balloons reciepe to the handicrafter (to make balloons and keep them busy)
-
add scaffolding cost to all platforms and platform-like storages, make roofless storages that don't require scaffolding
-
take a decision about what to do with the buried storage from the FT
-
rework the entire food system away from the FT and IT : FT grill & cook, IT ferment & "process" stuff, so for the WP everything will be stew ?
-
add in the pink trees, and a funny surprise ๐คซ
good night !
'ello been a while! how's the mod coming along for the faction? ๐
oh shoot we got balloons now?! 
oh but it's not yet ready for V4
๐
i want to take the opportunity to rework a bunch of things
aye!
so what's you been adding to the water beavs?
lmao that's a big ask honestly ๐
since list time i saw you ? i lost track ๐
among the important things, i changed the houses and stuff to be completely watertight, including the door voxel which changes gameplay quite a lot (otherwise some weird behaviors were possible)
so now building only get flooded when covered with water
we added a new crop with the help of wolfess
lmao that's good honestly, you've kept busy af i see! 
(pumpkins, whihc is 2x2 and cause random planting
ooooooooo
that sounds so interesting
and also cool re new crop!
to be honest i didn't mod much in the last month since V4 was breaking the mod ๐
oh and something i'm quite proud of an really like is the water pump upgrade
i opened a few occupancies in the waterpump and made a building that can be placed on top
ohohoho
yah that sounds fantastic
i need to find time and try both U4 and then the mod as well
where you around when i made a "research" system ?
there's blueprints to make in order to make some advanced buildings
well, lots of stuff, i had quite some fun with the game ๐
YO WHAT

whilst duda and the rest of the devs are busy making Timberborn, you are straight up building Timberborn 2

shortlist for myself :
-
fix the 1x2 and 2x3 building sites (already done 1x1, 2x2 and 3x3) โ
-
fix all of the storage building banners (including the two houses)โ
-
paint everything pink โ
-
add the "scaffolding" ressource, add it to the architect's lodge โ
-
remove cogs from the handicrafter, give it to the mechanic's lodge โ
-
add scaffolding cost to all platforms and platform-like storages, make roofless storages that don't require scaffolding
-
take a decision about what to do with the buried storage from the FT
-
rework the entire food system away from the FT and IT : FT grill & cook, IT ferment & "process" stuff, so for the WP everything will be stew ?
-
add in the pink trees, and a funny surprise ๐คซ
Everything stew
some solid food is nice in a diet you know ๐
Maybe will have thirst also fulfilled when eating ๐คฃ
think it's more in the 50 range, kept a few for myself ๐คฃ
not strictly everything, let's be nice ๐
ooooo
what's the bottom building?
also cherry blossoms!
will cherries become a resource? and cherry pies? 
Non-stackable warehouse ๐ค guess they gonna require super platforms?
It's my modified district crossing, I wanted it stackable and with less workers, but I got lazy and just modified the warehouse
Nah this is just early game junk, because you will need to make scaffolding in the architect's lodge.
But then it makes sense for all platforms-like buildings to cost scaffolding (basically one scaffolding =one simple platform), which includes the warehouses because basically they are platforms with crap stored under them. But we still need storage early game so I need to make a roofless variant
Problem is that in a way houses also could arguably need scaffolding, but I don't want to charge that
And realistically you can just build your scaffolding on site without needing a pre-made one
Any idea when a V4 edition gonna release? kinda reached the end of the road on the tiny map thing, not much more i can do unless going full retard on side platforms and with the amount of space to plant the wood takes forever to gather
Hmm... Well it works now, mostly. I'm afraid it's full of bugs at the moment, Typically I think I need to adjust stuff on every building that has Beaver slots.
Maybe this weekend ?
ooooo interesting! i thought it was like a stackable cafeteria thing ๐
best of luck dude!
don't stress about it, it will be there when we get it, just curious
C'ant wait to burn my eyes with all that pink ๐คฃ
no problem, i'm having fun poking at things
is that mostly what i wanted to do about storage ?
some roofless box piles, the storage house that was kind of pointless is now much larger so it has actual value, notably as a dam element
added the IT covered pile, but it requires both science and scaffoldings
platforms and doubleplatforms now requite heavy stackable (watertight) under them, but accept only light stackable (non-watertight)
which should limit scaffold towers
(you can still pile up tons of warhouses though)
oh i need to take care of the dependencies
Strange mod . Cannot be played by girls, since is too hard, in the same time, cannot be played by boys, it's too pink. Even buildings are pink ๐
well their main wood source is some pink cotton candy tree ๐
very unfortunate ๐
but i wonder if the platforms being pink is not a bit excessive ๐ค
basically the color palette is
- pink (structural elements)
- yellow wood (roof and flat surfaces, door frames)
- white wood (other structural elements)
Must be a warning... don't spend to much time playing with this faction, or you may belive that the life is pink ๐ฅณ
or the monitor ... ?
so much effort just to be different from the FT and IT ๐
it's Timberborn II, don't ?
not yet ๐
@radiant heart you don't intend to retake your old waterbeaver save do you ?
because i didn't pay much attention to backward compatibility
๐
LOL, water hell on your's beta tester ? ๐ฎ ๐คฃ
So you gonna un-nerf a bit the windmills, they produce so little if on top of that there is no platforms tower to do, gonna hard to get them high enough. At that point they are basicaly useless IMO.
just a taad too much, gonna need sunglases to play that faction ๐
Nan, i consider old saves as dead, got to move on at some point
but i don't want wind power to be really reliable ๐
water power should be the way to go ๐
there is a line between non-reliable and useless, think that crosses it
hmm...
but but but... hard mode?
hard mode is crap ๐
maybe +50% power ?
15/30/45/60 ?
i think that's what you suggested before
Already getting on to 12high gonna be quite a task without platforms tower, maybe crank up the 9-12 ones a bit more so it's really worth it to go full vertical on builds?
like having 1 at 12 gonna bring in at least 12 pop if not more
maybe 15 / 40 / 75 / 120
seems fair do you know what's the output of the big one with FT? i'd say the 12 one could be around that
i think they were like 400 hp, which is absolutely ludicrous
Ooo, i see i had something like 200~250 ish in mind
400 is quite high for sure, that's an engine
i still need to mod in the engine
It's a bit hard to see just numberwise like that how to balance properly, I try to figure out how much of a pain it's gonna be to go for the 9-12
soonโข
even the 6 high gonna need 2-3 buildings under it
well i went with a geometric progression just before. i sloppily wrote it but it's :
(10 + 5/set[3height]) * set[3height]
since it's reasonnable to assume that getting higher is going to be exponentially harder, that should sort of fit
the hard part is that the reward should climb faster than the difficulty
i get it but gotta consider that on lower ground you have a lower Re number and therefore the height works exponentially up to a certain point where it becomes constant ( yeah fuild engineering was a bitch but i remember that part )
Can the formula be in the windmill so you basically have only one and the higher you place it the better it gets? ๐ค with the tripple platforms the 3/6/9/12 made sense but now since it's gonna be a bit more random with the buildings as support
idk, just tossing out the idea
no, timberborn doesn't have this kind of flexibility, but the placement shouldn't be complicated
too bad that would have been a nice quality of life thing
i'm uploading the version i have, but i didn't really test it myself (should work though)
it's mostly so you can try it ๐
it's not set as "live"
the dependencies are logstairs and billboards, the 1x1x2 storage is recommended but not vital ๐
ok, cool, with it not beeing "live" does it mean i have to go get it from mod.io manually or i can still get it via the mod manager?
lol, ok, just let me know when it's uploaded i'll give it a try
oh it's up
good ๐
i need to write a bunch of lockkey and so on
but it's late
i litterally spend the whole evening modding, but that was fun
i learned to use blender at a basic level, that gives me so much more freedom ๐
if you go into "download files manually" on the right
you can click on "access other version" and find 2.0.0
got it
GN, will let you know later, can't play atm
well, didn't even go past the selection menu, went back on previous IT run and the UI had little surprises for me
note for self : make sure to break the mapeditor; make sure to put the last version (exp) as requirement
i have to go to a reseach conference tomorrow, so probably no modding for me until friday evening
aye, best of luck at the conference fam!
foundry done ๐
Cool
wow, it looks amazing, tier 3 smelting?
red BP i suppose?
EXp mode downloading! time to get back to WB
dang, gotta redo all the wellbeeing lvls on the other factions...
at least i got futher then last try
@shell fiber can't see in the menu wellbeeing lvl required for IT, 15 right?
Can that be fixed?
oh, right i forgot about this
you can activate cheat mode with the FT and fill up your kart with everything to get 5 wellbeing easy
did it without cheater mode in 5 mins ๐
still can't get in
had to remove the WB and place back in tho since didn't have the wood tab with FT and the WB mod in
Since i removed and put back in WB game "forgot" i did the 5 with FT?
probably will remember
what do you mean ?
i tried to lock the factions then unlock the manually, didn't give me any issue ๐ค
think there is still a requirement of wellbeeing on IT too, did the 5 with FT and can't get into WB still, went to bed had IT at 10, think it's 15 so gonna push for that and give it another try
That's weird...
If necessary you can enter chat mode then dig in the options, you will find a button to lock / unlock the factions
still didn't reach 15 with IT, the ways the food works it's a bit pf a step to get over 12, made it to 14 for a second but not 15 yet
You can use wellbeing buffs mod to speed up .
there is no emergency, enjoying the process, first run on a regular map since update
well, game just won't open.. not sure what happenned, know there was an update on exp so....
hmm... that's kind of annoying... generally the only way to troubleshoot that kind of stuff is to remove mods one by one and see if something if fixed.
i didn't really have time to play my own mod recently so i didn't test it, but what i have now works for me so i'll upload it again in case something was rotten in the previous upload
tell me if you have time to test the latest version !
i'll probably have (at last) time to playtest it this weekend, at which point if it works i'll upload it publicly
also, i made this thing that is for now incomplete (imagine a bunch of sapling growing in the barrels)
didn't have time new job is taking an insane amount of time, past week been eat/sleep/work/repeat
Oh, that sucks, what happened to the previous one ? i had the feeling it was quite relaxed...
it was but money was not as good, it should tone down a bit in a few weeks but now we're playing catch up since there was a lot of employee movment in the past months and no one got a clue what they are doing and who should be doing what
stackable farming? love it. 
3 high with a lvl 2 entrance?
!!!!!
I did it !
Yooo, I get it you want some pink but how about tuning it down a bit on the birch?
even with all the zoom zoom cam scroll out you'll still see a pink dot ๐คฃ
I mean, I think the pink is gonna be a bit unavoidable, it is a pretty strong contrast.
i get it but a tad ligher so the contrast is not that big
maybe drop some red in the other ones? maple can be all taht yellow/orange/red to help keep the clash less intense
@shell fiber name is weird ๐
like the lousy, maybe swap it to "lazy" ๐ค
since we don't need the lodge with transport between district, can we get the lodges with a lvl2 entrance beeing haulers too?
( would really be sweet for my actual dam plan !
not up to science yet but it's working up to now on exp !
just tought about something, how about a 2x2 dam that would act as a roof over buildings ? ( or maybe i already said taht and forgot.. who knows !
Depending on how you shape the dam that would look weird (the reason mine are 3 long is so that it doesn't make a magical wall of water when it's blocking the current)
And that wouldn't prevent the houses from being flooded
Basically there's no way to have water flow on top of a house without having it flooded, there's how the game handles water, any amount of water on a tile floods everything under it.
But it is of course possible to have buildings that tolerate being flooded, or I could make buildings with the door deliberately off center since that seems to be the critical part
Actually yes that would be pretty neat to have, the 2x2x2 houses with the entrance in the first floor would be perfect for that
But maybe it's more interesting if they are larger and higher tier building rather that base ones. I want to make sort of luxury houses with a garden under a glass roof so everything is waterproof, so they would probably be 3x3, like a 2x3 triple lodge and a garden like thing
What's the difference between the 2 birches?
Pink and Regular (other than the colour of course).
Using v2.0.0, building Pit&Ladder house crashes my game with this error: InvalidOperationException: Topentrancewatertightlodge(Clone) doesn't have any required WorkplaceBehavior component ... is it just me or what?
The pink birch is slightly better, I don't have the numbers on hand but I think it grows slightly faster than pine for two logs.
It's also an excuse to not have people question where all this pink comes from ๐
I need to look that up ๐ค
There is a lot of broken stuff due to the V4 update. There's no point removing it but to be honest the pit and ladder lodge doesn't really have much purpose anymore
So it really was broken ... oh well
You probably also need to figure out how to fix the UI for the original factions (FT/IT) since they are missing some vital toolgroups with this mod enabled (can't place a lumberjack flag for example)
That part is not something I can do much about beyond doing without my custom categories. It could be fixed by the guy who made timberAPI, but that would be a lot of work and I'm literally the only person who would make use of it, so it's just better to disable this mod if you want to play with the FT or IT
yep, it was somehow missing the "hauling center" script. i fixed it on my side, will be in the next update
something is messed up qith the log gnawing station
like the foundation is rotated 90deg
What's that last thing in the handicraffter? can't even try to guess, icon is not really easy to see
well... was not the gnawing station... ๐ค forester? ๐ค
Yup, forester breaks the game, the gnawing station still builds normaly even if the foundation display is messed up
Chestnuts tree get removed with that faction or i just landed on a map with 0 at the start? ๐ค that's kind of a big one, without that stew is dead, might use cheater mode to fill up a wharehouse of chestnuts... guess it's gonna have to be that for now
Irrigation tower is broken, under part is kinda considering a super platform and needs to be build close to another building
pumpkins are not locked by large farmhouse anymore ( intended?)
Can't make science, library crashes the game....
something happenned, can't even reload previous back ups.... gonna call it a day i guess
oh, well sorry for all the bugs, but thanks for finding them ๐
I just fixed the forester and library
i'll check out the chestnuts, but i intend on reworking the food chain
the most basic food will likely be pumpkins
i'll see what happens with the big farmhouse
there's something weird i think, the pine trees now have a line saying they replace the chestnut trees ๐ค
okay, seems that all of the bugs you've raised are fixed, uploading a new version now
ok, gonna test that out, got 1h~ish and maybe a bit more in the evening depending how long the dad's day diner last
well.... after the download can't open the previous save and the faction doesn't even show up on the "new game" selection menu
( that's with 2.0.2)
You asked me to test it, knew i was getting into a hot mess!
2.0.1 same issue
What version of API do you have on? there was a new update and think it might be my issue, even 2.0.0 won't show WB on new game menu now
even with a rollback of API it's not working, testing gonna have to wait I guess cauz i really don't see what else could be the issue
What the hell is going on ๐
I didn't update anything
got no clue... but any version 2.0.0 and up won't even display WB in the new game faction selection....
sad times ..... at least gave me some time to think about my foresterless faction !
let say WB is FT V2.0, ?? will be IT V2.0
actually might be the opposite in the end but you get waht i mean i suppose
something is clearly messed up with the wood, getting oaks with FT
i think i had completely misunderstood something in the common / faction specific plants ๐ค
like you can play on your side and it works?
think i'll have to reload the game completely, removed all mods and something is still messed up, i'm still getting oaks with FT
wtf it broke the game for real, can'teven make a new colony with IT... time for complete delete i guess
well, deleted everything, game was fixed, tried again and still won't show WB in the menu....
Oh this one is my fault
Oaks I mean
Uuh, what the hell...
It works just fine on my side, but maybe because I'm launching it from unity...
Either way I'll upload something this evening ๐ฅ
and having the oaks on FT makes the game crash when trying to open IT ๐
oh, if you're around, let met upload whatever i have on hand right now
ok
updating
previous error said couldn't find logstair depedency, added log stair, game didn't even make it to main menu on reboot
what the hell
do you also have billboards
?
@stone halo @tawdry bronze
sorry to ping you guys, help ๐
how can it work perfectly on my side and not at all on yours ?
maybe my unity is the problem ?
it is a weird mess after all
with newest timberapi you cant have language lines that is empty
and remove categorybutton mod its not needed or used since update 4
you still had categorybutton ?
yes but it wasn't the issue, removing it changed nothing
oh
still tells me i'm missing logstairs
and still crashes the game upon oppening if i put it in
but you have it installed ?
hmm
okay, i'll remove the logstairs dependency for a test
give me 30 min, i'm reinstalling unity entirely
ok
oh, apparently experimental is no longer needed
i removed all of my mods except modmanager and pipettetool
don't you need billboard?
not vital if you already know the mod
i'll check the language lines, maybe that's it
seems to work for me, uploading (it's 2.0.3 again)
oh, the billboard lang file was full of empty lines
same for the logstairs mod
it's up
so i should try without logstairs for now?
without
if what knatte says is true, that was the problem
i didn't update TAPI in a while
*couple of weeks
so yours might be more recent than mine, hence this issue
you mean this weekend or right now ?
now
fuck's sakem
removed all mods except mod manager, api and WB
what does it say ?
lot of stuff,
@arctic olive did you change something in Timber API that can cause that ?
knatte seems to think so
Yes you a nauty person, adding empty string in the language file
Didn't know you did that too
The error shows which line should be removed or fixed
it's a lot easier to read / add stuff to the file if you split it in paragraphs ๐
but that might have broken a lot of my mods
possibly all of them
not hard to fix though
You can still have paragraphs just not commented ones
or if you really want to do it and abuse it, section.one,"", A super special comment for pharagraphs Could dos omething like htis
empty enters are fine
about the general language file
i just jump lines
enUS.txt
so that shouldn't be a problem ?
i see...
i tried to download my mod, and it crashed the game during the download ๐ค
saying "Object reference not set to an instance of an object"
that happened too when downloading the billboard mod
@arctic olive just to confirm, commented out text is okay in the specifications and so on right ? at least it use to be
Comment out text ?
Json doesn't have comments
i've been removing stuff for testing by adding // before it for a while, always worked just fine
but is there a chance something you changed recently caused it to go bad ?
igor fixed so that text now can be colorized
but it does not accept null so we found out this will happen
except we didn't know your mod didn't work ๐
maybe because you have not updated
are you sure
oh maybe last is not the live version ?
and you habe 0.5.5.5 ?
save for that one crash during download
letmecheck
[Info : Unity Log] Modded: true, BepInEx
[Info :TimberAPI Core] TimberAPI 0.5.5.3 - Timberborn 0.4.9.3, loader: BepInEx
thats the old version
but it mod manager it says 0.5.5.5

It's been ages since I manually updated a version so don't think it went wrong
press download ?
idkxD
just did, relaunch now ^^
things still work
apparently
but the console still says 5.5.3
yeah i'll try
oh, kaputt
[Info : Unity Log] Modded: true, BepInEx
[Info :TimberAPI Core] TimberAPI 0.5.5.5 - Timberborn 0.4.9.3, loader: BepInEx
oh
hmรน
okay
there's some new errors
"Localization Id does not have any text: Need.Minedeath.DisplayName"
no worries, i'll kill them one by one
ah, fuck, maybe my specification system is outdated
has not changed 
๐ค
search for that ID in the lang file
Yay is real
too bad i can't keep going with my previous exp save, gonna need a bit to get back there
@shell fiber Works, kinda concern by those "strange flower" or however they are called.... gonna be back on testing this evening
Noticed, still no native chessnuts on the map but oaks are gone
Oh, thank GOD !
yeah, native chestnuts seems to be a goner
but that's likely V4 more than me
maybe
makes forester mandatory before getting stew, not a bad idea
those flowers are very nice, i assure you ๐
stew is super effective food source and was a bit easy acces early on so having that step to get to it feels right
i think i'll make awful stew non-lethal actually, so i might shuffle some stuff around
i've been scribbling down stuff regarding how i want the food system to be
good idea, since papermill is a bit more down the line, i'm just burning dust
don't want my mush prod to rely on it since if it blocks somewhere i run out of food
you should grow mushrooms with it ๐
you're wasting precious ressources ๐
(joking, it's as you like)
actually think i just did a butload of storage to make paper further down the road, maybe gonna toss exp back on and see if i can continue on my old run
enough modding for me today
GN ๐
Well, just confirmed rollback is not possible, just too bad will have to start from scratch
Maybe make it fill up hunger but no other bonus ๐ค
Pumpkins placing crashes the game, cabage works tho
whelp, that was exactly the issue i suspected
@radiant heart are you around to do some testing ?
if everything seems to work, i'll upload a new version soon !
added grapes and rice ๐
and fried rice
okay, i have uploaded 2 versions, hopefully one of them works ๐
good night folks !
nope, was in meeting all day, gonna test that tonight
still won't open my previous save, could however open a back-up save I made just prior to planting food, 12-15 days rollback but at least some stuff was preserved
Giant sequoia looks a bit messed up, not gonna bother trying it and crashing the game, description still looks like it's pine FYI
Oh yeah I didn't change the growth time and didn't remove the resin production yet but it seems to plant and grow properly
And... Well aren't sequoias very big pine trees? ๐ค
But, only 2 logs ? Or, is about 2 giant logs ? Not clear from description ....
It's eventually going to give giant logs yes. Don't remember if I added them into the game yet
I wanted to experiment with custom pile meshes because that would require dedicated storage
Also to make some silly storage like coconuts being stored as a pile and stuff like that
Maybe 200 days to grow (produce 3 giant logs), and each of them to be cut in 20 days in a new working shop to produce 30 normal logs ? That's beyond the normal usage os giant logs.
Except I can't figure how a beaver can carry such a giant log. Maybe a superbeaver ? ๐
I want the growth time to be long but anything too realistic would be boring, I would go for maybe 50-80 days not more.
I think you should be able to cut the giant logs into normal planks or logs yes but I'll need an advanced sawmill for that
and the transport ? Or, a temporary sawmill where is the giant log ?
tought the seeds were imported by the balloonns and it was a late game thing... ( but i like the seed thing, kinda need that you know ๐ )
Is it possible to make it produce but keep on growing to reach dumb stoopid height as long as footprint allows it?
idk, let's say you can cut a log per X days and a giant log per Y days
or odds to get a giant out of the cut but i'm not a fan of RNG,
RNGesus is not often on my side quite often
Unfortunately unless some crazy maniac is willing to code some stuff, there's limits on what I can do, but having it produce a log without cutting the tree every now and then is definitely possible. I didn't bother with the sequoia seeds yet but I will put them in the mix, maybe as a cost for the cradle it as a cost of the tree nursery or something
Basically plants have only 2-3 States : sapling, mature, and mature with "fruit", plus the dried / dead variants
So having multiple stages of growth is not possible as of now
first drought for the 4th time, on crater , on normal since V4 and WB
Same for the plant itself costing seeds
Nice ๐
How do you feel about my brambles ? ๐
hate you for making the pinkies the most efficient wood source but I respect that, just gonna keep a blended forest, actually look nice
And what are those things at the foot of your dam ? The building site is wrong
used my big brain and pre-pathed around to avoid the spread, at the rate you need them tho it's nice it spreads fast
Actually pines remain ever so slightly faster, but pink birch allow more frequent harvest
the path
Maybe, a mature sequoia can produce, instead of fruits, logs ? I mean, cutting branches from seqoia can give a decent amount of logs ...
2/12=1/6
1/5=1/5.. pink shit is better as long as you plant fast enough
forgot you need planks for irrigation tower, that's gonna hurt a bit, good thing i'm noton hard mode
Yeah that's a good idea
Noooo, that's cheating ๐
But everyone is definitely gonna do that ๐ค I need to rethink this
on the map i'm on it's not a big deal, but not beeing usefull untill having a waterfarm and replacing native chestnuts... that could turn real bad on some maps
I oh I just remembered someone wanted a water highway right ?
I would call that "hard mode" ๐
you know i'll do a hard mode run soon~ish when at least food is stable ๐
Of course I want people to be able to contain the damn plant, but I would prefer it to be done with fences rather than a road. Anyway they won't grow during droughts like any plant so you can push them back with reasonable ease at that time
don't remember the map, something like waterfall but a tad harder, you got chessbuts ( evil plants) right by the base on the place you would make your farms... sure can do it, make lumberflags, delete, delete the rubble but it's just shitty at that point
Irrigation is fine !
Covered tanks gone?

Covered tanks are part of the 1x1x2 small storage mod, you should install it ๐
(Maybe make a save before)
Oooo, sry
What's that building site at the back ? It's wrong too ๐
sure will do a save, make one prior to every building i try to build atm
i's the farm on the other side of the river,
it's in place noww
Oh the trust in my modding ability ๐
just don't need to path it in right now, already at 10 useless eaters
I trust you, not V4 ๐
all of that was working before the mod
and the next one is planned a tad on the left ๐
Oh, looking closer it is correct, weird, maybe that's the night lighting
reaching the breaking point where i need the distric center and the science.
Gonna call it a day, need some sleep,
Cycle 4 day 2
Oh it's nice !๐
Potatoes won't be here for long though
I'll try to give something the backward compatibility though
I would say rice but it's a water crop ๐
version 2.0.6 Uploaded !
mm trying to upload 2.0.6 crashed the game...
had a long one, don't feel like doing some remove and reinstall and fix it, better hit the bed soon, 3d weekend ahead and need some rest to be in top shape for the kids and the friends commming home, might give it a go tommorow evening tho.
This is getting really old really fast ๐
I should really torch the staging folder every time I try to build the mod
version 2.0.7 uploaded ! it should fix the main bug that have been plaguing a few mods up to this point
@kind spire this is the dedicated thread for my mod in case you never stepped foot here ๐
Noice, thank you!
at least download didn't craash the game but reloading old save did ...
had to roll back only one save and was ok !
Fun dact, water goes higher ( visually) when beavers empty the irrigation tower ๐คฃ
brambles just don't cut.... what am i supposed to do?
i get the idea but it's not really fun, some maps can get really messed up with that kind of feature
at the point better play hard mode and hope they die fast ๐
"I killed the brambles... but at what cost...."
sounds right
(Looks at dead beaver colony)
i could make a survivor thing, divert water out of the map and way till it dies ( just 90 days)
Wish I could torch them
something is up with the dams, blocks like a 1high even not built....
also branble flower don't really seem like they are beeing collected
like i got 14 in my kimshy barrel and non in the flag with all that
and it's been up for at least 2 cycles if not 3
Hmm I wander what might be going on.
But it takes a good 8 hours to remove a bramble
Aussi the best way to kill them is flooding ๐
ok so 1 lunberjack needs 8h to grab the flower on a ramble?
i got like 7 lumberjacks in there and no one is working
tried setting the ramble on cut but nothing happennend
do i need to kill them to harvest them?
oh yeah you definitely need to set the area on cut
is your storage full ?
that's weird
something is up, still only at 19 with a gizzillion lumberjacks around and the area set on cut
*29
but if you have some it means that it used to work ๐ค
it's still going up but super slow
they brought in 15 in 45mins gameplay at 3X speed
are you sure you're not consuming some with other stuff
do they eat it raw?
cauz i close the stewmaker, and don't see other place then the kinchy barrels it would go in and anyway at that point with that many lumberjacks it should be filled up in the flags i guess
can you try give priority to brambleflowers to your lumberjacks ?
there is no priority on the flag
oh
lol, tought about it like 1h ago ๐
any chance they are busy cutting other stuff
can you send me the save file
?
i don't have much time to mod before i leave today
they just sitting on theyr asses
sure, as long as you don't complain too long for the "cheating" ๐ Afterall i'm trying to test stuff out
it's okay for this time ๐
just don't remember where to get it ๐คฃ
go in "load save" then you have a button to browse the folder
sent
got 2 kimchy barrels so total i told you is split between the 2
and there is a ramble flower storage right in front of the librairy
wait WHAT ?!
AHAHAHAHAHAAHAHAHA
I thought my shenanigans didn't work ! i had forgot about that ๐คฃ
the brambles capable of invading roads ๐
but do they actually keep invading ?
they even invade places i dropped foundation now i got flags under the brambles
they pretty much invaded everything they could
actually i think in 2.0.6 they stopped growing, there is still a tiny gab in there
*gap
oh that's definitely not normal
you need to make a clean install, go in the mod folder and remove waterbeaverfaction folder entirely, then install again
i'll upload a correction now
ok
uploading
but brambles were being cut propoerly when i tried your save
they cleared the area quite quicly
but i made the brambles easier to cut now
but since they spawn seedlinig so fast, completely killing them requires a drought or flooding
or mincromanagement
and when they cut they harvest a flowe or it's like berries, kinda not clear on this one
?
it's like a tree but that gives a flower instead of a log$
on another tought, how about some "steel platforms" but small ones the could do the 3 and 4 high like the wooden ones do 1 and2 ? (sure keep it ground only but at some point you need to accesss those upward house dams ๐
but to be honest behaving like berries would be better
tought about acting like berries but can be cut for "small wood" you either burn or make dust
could be a nice way to get coal early on, not sure how much balancewise to make it not too OP but....
on maps without a 2tall ledge it could be the starter source
i think a log for cutting the plant is too much, as it doesn't seem it would give more than twigs
but twigs for sawdust or charcoal seems okay
that's what i meant "twigs" by the "small wood"
but you really just want to harvest the flowers actually
so in that case it would just be an invasive bush
i get it but it gives options, it's always nice
yeah
is it just me or it injures them a lot gathering the flowers? ๐ค
geez, i see what you mean by fast seeding ๐
Grats on forcing my hand into doing the cotton candy birch btw, took me a while to realize it's the most efficient log source
looks like with 9 lumberjacks i can beat the seeding ๐
wo, cycle 10 and already rocking 100 beavers! popexploding is real
still won't make any Kimchi, got a gazillion haulers, and the barrels don't fill up.... gonna be my last complain for today! gonna let them build stuff a bit and hit the bed in a few
nvm got it, had watertanks set to require goods and since they are right by the irrigation towers the haulers were busy 24/7 getting water there, think it will work better now
11 Cycles in finally got science !!! gonna call taht a day, Later ๐
It doesn't injure them any more than any tree I suppose, I don't know how the brokenteeth effect is done
classical mistake ๐
this doesn't happen for me, probably your install is deeply broken ๐
some of the crash logs you had sent me were sayign "access denied" or something like that
grapes will be nice ๐
they look awesome, also not sure if it's intended but soybeens are beeing eaten raw
Imean with all the crash i had not surprised something broke
ok, took me way to much time to realize where you make gears instead of the handicraft lodge ๐คฃ
@shell fiber FYI, most of the "cheaters buildins" are now used in the district ๐
"it's not cheating. it's planning ahead" ๐
Side note, since Kimchy is required for science, would be nice to have a more reliable way to do it, got a load of haulers but it's still not happening,,,, maybe in the coocking tent?
I'm actually making planting zones for that nightmare bush just to try and get science going...
Yup, even removing Cotton Candy land...
@shell fiber did you rework the "simple code lines" for ladders, stairs, vertical shaffts and other cool quality of life mods so they work with WB on V4?
Or want me to try to see if they still work before going over the trouble if not needed ?
i see no reason why they wouldn't work, i need to try playing a bit more myself to see if that needs rebalancing
but to be honest i'm not super passionate about this whole kimchi thing
I like the idea but it would have to be a side thing, not required for science, maybe just swap it for soybean in the needs for library?
since there is already all those tiers and this blocking that and all, having a not so reliable thing needed for science... makes it a bit shitty
i made it because i wanted some early cooking before reaching the stews, but it kind of is redundant with the green stew anyway, to i thinkg it will go through the window entirely
but then what cooking can we make instead ?
I'd keep it for the barrel and stew, just remove it from science
dandelions for science if you wanna keep it a forester thing and not a farm one
also soybeans are a problem because it takes 8 days to make 1 soybean, in the IT they are supposed to be fermented at a ratio of 6 for 20, so 1 for 3 foodstuffs
hmm...
but right now i'm too lazy to make yet another entirely new plant
can't you just make it "soybean" instead of "soybeans" and make the ratio nicer? kinda like the "S" on shrooms
the real issue is science, just remove the kimchi and drop something else there and it will work
IMO it'S either dandelions or soy, depending if you want it to rely on forester or farms
right now i have a problem with grapes not being harvested :/
that sucks but i'll never get grapes anyway since science isn't rolling ๐
mmm mecha lodge blocked by gear but handicrafter can't make gear anymore... need to work that out cauz it's not working ๐ @shell fiber
oh, that's something i was wondering about ๐
hope it gets fixed soon cauz I can't move forward without cheating ๐
yep, i already fixed that on my side
i realized that cabbage and mushrooms are not cooked together early on (and both are accessible from start) so i added braised cabbage which cost 1 cabbage, 3 mushrooms and makes 7 rations of braised cabbage (does't have a dedicated need, only +0.1 for each ingredient)
also made the awful stew only being made of unedible stuff, so you can make some when you realise you're starving and have no ressource anymore
both are made in the cooking tent
vegetable stew and mushroom stew have been moved to the old grill house
(along with fried rice)
i gave up on the grape for now, it is not harvested and i can't fix it
the plant can be cut, so i can make some very stupid wine where beavers cut the vine each time :/
now 'ill playtest for a while see if kimchi is that bad
now i want to fix this pit and latter lodge to make it how it should always have been
Version 2.0.9 uploaded ! It should be stable and science no longer require kimchi ๐
5000 downloads ๐
the power of updating the mod thrice a day ๐
gonna give thata a try
looks cool, just a big house/hauler post or something more?
dang my irrigation towers vanished, and i'm in a drought.... that's gonna hurt
actually they are broken...
the door does't connect
Aaah, shit ๐
I see what I forgot
Oh and I see water is still floating above ๐
Well except this it should be fine ๐ค
It's just the pit & ladder lodge that has been improved ๐ now it's stackable on itself and has a side entrance too. Pretty convenient for climbing two levels because it's also easy to place logstairs on top
had to take a break or either cheat my way into lido irrigation, decided to just take a break ๐
that might be broken only for me, didn't remove the mod, just did update
That's a building property so it might be for everyone. Leftover crap is mostly due to removing specifications or buildings as far as I understand
I need to make tiny adjustments though, right now the top entrance doesn't actually occupy any volume so you can place weird things on it. But I'll need to also make a niche for it in the district center so it can be put on top
that would look really cool like a tall appartment under the center!
But will you be able to feed them ? ๐
well, removing the stew from the coocking tent sure made a dent in my food production, not a fan of the change but i'll get used to it
with a vertical farmtower next door it should work ๐
Ahah
Actually yes I should work
Hmm
Now that I think of it, these towers will likely become the cornerstone of tall builds, since platforms are now ground only people will have to rely on those and bridges
I'll need to think this really carefully ๐ค
Can I make some really strange balloon hanging platform ๐ค
kind of a reskin of the sideplatforms?
Side platform ? You mean in the extended architecture mod ?
not sure exaclty in what mod they are but can basicaly make a whole flooring at any heigh over all the map as long as you got on point to fix the first one
Yeah I think that's this one.
That could be an idea but I would go more with one big 3x3 or 5x5 platform hanging from a balloon, with just a path on the center and some sort of light (fake) crop growing on the sides
It's really more of an excuse to have vertical farming that is not contained in a barrel than anything
Although I will definitely have a food equivalent to the tree nursery
But I think I need to play more to see if I find more bugs and more balancing that needs being done
I still have work to do on the foundry for glass and ceramics
did you fix the impossible gear thing? didn't really notice, was a bit busy with my irrigation issues ๐
anyway, getting late a bit, catch y'a next time !
Oh I think, although since I'm an idiot I may have made it cost sunflower oil instead, but I just remembered that the screwpress requires gears too ๐
But didn't the broken kart drop a couple gears ? ๐ค Need to recheck
But worst case scenario you can use cheat mode to give yourself 10 sunflower oil and here you go ๐
okay, i wasted a lot of time making beaver become dirty with time and then trying to make showers that use soap, so i also made ashes and soap. if all is correct, beavers get gradually dirty (makes them unhappy) but getting in the water removes the dirt. alternatively using a shower also removes the dirt and gives a "fluffy fur" bonus. the shower is a lot faster if it consumes soap. and then going in the river slowly removes the fluffy fur buff.
at least that was the plan, but it doesn't seem possible for shower to apply a certain need only if they have soap.
long story short : big waste of time :/
good night ! version 2.0.10 uploaded ๐
Yay 2.0.10 didn't kill my save !
Side note, maple pastries are still there even if we don't have maple ๐
ouch, made a uge kimchy production line to feed my beavers, now food gonna be a problem
The idea of having a food source producing on it's own was cool, too bad you ditched it
Oh so it was finally working? I tried on my side and didn't really find it efficient
I just realised that I changed the cabbage plant to produce 3 cabbages instead of one and made each unity be worth one food item, but forgot to rebalance all recipes to require more cabbage
if i have a major complain for the food thing is the stew going out of the coocking tent, you don't need a grill to toss a bunch of stuff in water and make it food,
was running
-2 tents/one (per stew)
-1 grill for chesnut
-4 kimchy barrels
balancewise it was nice
Now
-swapped the 2 tents for cabage
-added one grill to keep making both stews
-no more barrels.....
Food produced per houssing needed is too low IMO
currently building up the large farmhouse tho, pumpkins might help balancing it out but it's quite shitty atm sith the swap
just used cheater mode to remove the bramble i planted ๐คฃ Guess it's fair
Well yes but then the grill house would have no purpose ๐ค
Plus you can still use the tents to make braised cabbage
I mean your point is correct that visually the cooking tent is appropriate, but it was more intended as primitive cooking place with crappy recipes
Hmm... Maybe I can flip things around...๐ค
Like early on you make the cooking house that makes braised cabbage (and later on fried rice, cake, whatever) and awful stew. And when you have the ingredients for the stews you can build the cooking tent (that I would make larger like 3x3 for good measure) ๐ค
Except well... I kind of want the game progression to move towards watertight houses not away from it ๐ฅ
braised cabage is far less efficient then the 2 stews, since you wanna keep a tad of control on the pop, had a grill for grilled chesnuts and those helpped too since they were not in the other food bonus. you already need a bunch of farms since they have only one worker. IMO it's just making the early game a tad too shitty for someone just starting the faction.
don't forget i even went Hard mode, i know how to play it and can survive dumb shit even without cheater mode. for "intended" gameplay, i feel like it cranked up the food making a tad too far for early game
Hmm... True
I'll rethink this
Oh about the maple pastries, that's on purpose, the folktails balloon trader can bring you pastries ๐
"spoiler allert"
and scafolding/platforms works, about to get my first overwater building
honestly, I think just keeping the kimchy would have kept the balance descent
since haulers = dam.... it's super fitting and the ration was ok~ish
But kimchi uses basically the same ingredients as the vegetable stew so it's not super interesting.
Maybe once I add salt back I can make sauerkraut ๐
i planted damn ramble to get more and make more kimchy, wasn't it just water and flower?
i'm missing it but there was a dif and made it worth it
Kimchi was just cabbage and flower but veg stew also need beans and dandelion I think
can the large farmhouse gather aqua farm stuff? that would be real cool, i always end up building my large farm over a river
But kimchi had only +1 food compared to the ingredients while stew has +3 I believe
sunflower seeds.... that's the dick part
and beans and logs...
Aaah yes
Right ๐
Oops
Hmm not possible I think
and the +6pop to make 2 stews ๐
Well yes but I think the overall gain covers that
nope
The recipe takes how many hours ?
So If they make four batches per day that's +12food and one Beaver eats basically 3 food a day ๐ค
Plus water yes
But water gets easier to produce
the change looks small nut made me go from Ok at 170 beavers to ... holy shit how will i feed them
Oh ahah
(including the removal of the kimchy)
Okay I'll put them stews back in the cooking tent then ๐
yay !
But I think if that's going to be a permanent building, I want it to be bigger
making it 3x3 just upscaling the curent one could work
Well yes
But I can use blender now, so I can make it look better ๐
But yes make space around it so hopefully it doesn't disappear ๐
will have to relocate
or could it be a "lvl2" that produces a bit more? that you build over the previous one
and my first pumpkins drying out...
Oh whoa you're already there ๐
How do you feel about the architect making scaffolding and the mechanic making gears ?
Does that make the building feel more useful ?
I could make a larger cooking tent but it could hardly be an upgrade, because the thing on top doesn't hide the previous one
yes but the building is a bit far compared to how soon you want it.(architect) At least crappy platform cover that part .... simple awnser: Yes
as long as you don't need gears to make the mechanic ๐
Cycle 22 Day 1
Oh right, you would want to make it soon after unlocking science right ?
Maybe both the architect and mechanic could be cheaper to unlock and build ๐ค
maybe since they now make basic stuff just have them at 0 science but same building price? even price could be nerfed since they eat a lot for the scrools
*BPs
Maybe 50 science to unlock and 20 planks instead of 40 ๐ค
I don't know maybe I should try myself more, if I didn't waste so much time making silly showers
But I still like the idea that they should take baths sometimes
Well there the lido for that
lido is kindof a bath for them you know ๐
just like the lake when in cmaping, it counts as a "shower"
But I kind of wanted to add soap for a while
Ahah yes
Best shower ๐
When I was a kid I did that too, but the water is full of calcium so you can feel it on your skin when you're dried up ๐
should get on aqua farm tommorow, architect just starting to make the BP but i gotta call it a day
I guess soap can be a valuable trading resource ๐ค
Okay
Light day at work for me
I've been reading news and stuff more than working
trade is already doing a lot, don't wanna turn it into a "feed the balloon" game ๐
The safety cabinets being an taken didn't help
safety cabinet ? dafuq is that? some sort of panic room?
Yeah maybe I should shelf that for a while
Ahah no, it's the thing for cell culture, so that the filth form the outside doesn't contaminate the cells
Yeah good night ๐
and there is something about the ratio, either spadderdock needs a boost on production ( either spped or amount per spadder) or fried rice uses too much
no more grilled spadder tho?
that's gonna be it for this morning, need to get back to work
i couldn't keep things simple, as you could have expected ๐
the improved coocking tent ?
yes
but the issue is that one building cannot have multiple recipes cooking at once, so i need to make the hot pots modules
kinda like for the modules on the industrial kitchen?
Who has made more buildings now, knatte or lapan
so that mean i need to place the pots in locations that will be easy to find out when placing modules
but yes, originally there were 3 in equilateral triangles, and one at the center
i guess we need to start counting ๐
might replace the industrial kitchen entirely for all i know
but no blueprints
possibly will cost a few scaffoldings to push it a bit away from early game
How would cooking different recipes even work at the same time ?
it already works on another building but it has some separated section that cook each food
well if multiple instances of the workshop script could coexist in the same building, you could imagine multiple reciepes running at the same time
but here i just make the big tent that does nothing except being an attraction spot
Yes but like would 1 recipe go faster than 2 ?
and i put niches inside for the hot pots that each are manufactory buildings
no but that's not the point
it's a building that i expect should be only build once per colony
but i have multiple stew reciepes
so likely people (for ex @radiant heart ) will want to make both reciepes no matter what the circumstances
so he would likely build multiple of those, which i think is not the desired outcome
so one big tent, and 4 tiny cauldron each making whatever reciepe
Yea
if they give diffrent well-beeing bonuses for sure i'm coocking them all !
for now they both feed in the same "stew" need but have no specific need (the deluxe stew has the "amazingfood" buff though)
i could give them each a specific +1 i suppose, but when there is too many types of food, they just can't eat and fullfill everything anyway
sorry, i think i won't be able to update before going to bed, you'll have to survive one more day with the current build ๐
no problem, still got a few things to test out ๐
I get it why you wanna have the platforms beeing groung only but with that limitation i feel it's not needed to remove the 3high one, would even use the ones from "more platforms" and have them go up to 6, the basic need to make walkways on a 6high dam and deep water pumps ๐
( ladder and vertical power shafts don't work anymore, remember you making a simple few code lines to give to the dev of the mod to make it work with WB, might wanna get that updated too ๐ )
at least i can still get my metal and curly stairs !
Something is broken with the pump upgrades, just won't work
it's really hard to place it, not sure what changed but it's not cool
Aaah, shit, this goddamn issue again.
Yes there has been some change in the pivot that doesn't play as nice as it used to. That's why I modified the irrigation tower, there's something weird going on.
I think in the case of the pump upgrade the fix should be somewhat easy though, I just hadn't poked at it yet
i mean it's doable to place it but really shitty
(Pivot is the point of the model that attaches to your mouse when trying to place it)
Yeah because now the pivot seems to be forced linked to the entrance when there is one
Before you had complete freedom including on the Z Axis but not anymore
But if you manage to place them, do they work?
Oh really ? I thought the ladder and vertical power shafts still did ๐ค
it worked on earlier versions on experimental
at least i think so, could be mistaking
well, don't know where i went wrong that bad but 184 pop and still 29 useless eaters...
(sure no pump upgrade doesn't help but it's not only that)
So they don't work or are just really hard to place ?
really hard to place, couldn't make it happen on the normal and the deep one took me a while
I installed the curly stairs yesterday and saw no problem, also the ladder and vertical shaft but I didn't attempt building them
Oh okay, so I have only one problem to fix ๐
i have the mods on right now but don't see them
curly and metal stairs are there, didn't buuild one yet tho got a mega bridge network in progress
only ladder is missing
I'll think about it, but 3 tall platforms directly allow you to build windmills on top which is not great ๐ค
with the nerfing on 3 and 6 it's not that big of a deal, I mean at that point it just encourage "cheating buildings"
Oh wait I think there is something slightly strange with the bridges too, they can no longer be build face to face for some reason
For example ?
one could just make a bunch of small whatever buildings and drop the mills on top without ever connecting them since there is no other way to build high enough for mills
Why do people hate water wheels so much ๐
in my case it's 90% hard mode, 10% water farming
Maybe store a crapton of energy in flywheels ๐
didn't try that mod yet
But I think something like the overhang platforms of the more platform mod could be nice
Well @kind spire is working on it ๐
Actually that would be a very good mod for this faction
it's live already if i'm not mistaking, didn't look it up since new stuff would probably just crash the game if i try it with WB ๐
Will not work since has no faction specification for WB. Must talk with battery_smooth to make also a variant for WB too.
so this will not work?
welll, game crashed, not sure if it's the 2 bridges thing, it's either that or the pump upgrade...
Likely not the bridges
Good news is, my god canceled today's meeting
Bad news is, I hardly got any sleep tonight and feel like crap ๐
the bug you send me has to do with the alchemist
super weird
On it! Iโll get that on the ready!
ahah, thanks ! but no hurry ๐
For specification files (etc), what's the faction prefix? "WaterBeavers"?
(or suffix, I guess)
@shell fiber Specification is as follows for folktails:
"CommonBuildings": [
"battery.flywheels/battery_flywheels/SmallFlywheel.Folktails",
"battery.flywheels/battery_flywheels/MediumFlywheel.Folktails",
"battery.flywheels/battery_flywheels/MediumHorizontalFramedFlywheel.Folktails",
"battery.flywheels/battery_flywheels/MediumVerticalFramedFlywheel.Folktails"
]
}```
this is the file name, inside is just like any other faction spec
you can just copy paste the specs for the FT and it should work easy peazy
thank you for making the compatibility ๐
Just gotta get the models looking slick now!
Thoughts?
@shell fiber Generally, do Whitepaws/WB use metal textures? If so, Folktails?
nice ๐
for relatively advanced buildings yes
folkails is i think slightly brighter and shinier, but doesn't really matter
i have made this if you ever need
it's a metal texture that fits most beam-like game objects
although you probably don't need that ๐
and for the "painted metal" i usually use the FT one ๐
It actually might help, will give it a look!
Ah, I was considering making a pink painted metal texture - thoughts?
typically most of those beams were originally wood
that would be nice ๐
Oooooo she lookin' nice!
There's a Unity package for the painted metal you can import
thanks !
yeah, looks nice !
but maybe yellow wood instead of brown would fit the color palette more
and for the grid like thing on top and bottom i would go for white wood (FT)
noice ๐
Oh, that was my next target ๐
Gimp. Pirating PS got too much effort ๐
(for legal reason, the above statement is a joke)
It's so different from Photoshop that it's quite tricky
lots and lots of light differences
Also may need a hand with the recipie/bilding costs (I recall you saying that stackable buildings should use scaffolding, but not sure how to go about that)
Also, adjusting science cost too, maybe? Again, not too sure, I didn;t get too far through in my playthrough ๐
oh, science is kind of "whatever" but small things should be in the hundreds, while only very advanced stuff costs in the thousands
for reference
you don't need to declare the good in your mod though
basically 1 scaffolding = 1 small platform
Aye, just the name key in the prefab, right?
yep, just "Scaffolding" in the cost and will do just fine
So would 2500 science be realistically attainable for the medium framed flywheel?

