#Water Beaver Overhaul
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you can also have the buildings cost Sunfloweroil for lubricant ๐
(again for ref)
Damn, you keep suggesting things I have in the works ๐
for example the mechanical water pump costs 50 sunfloweroil
The large flywheel is going to use a lubricant to remove the 'resistance' that I'm going to be adding to them
ahah ๐
Great minds ๐
if you want to do that, maybe we can offload the sunflower oil in a separate mod, and both use the same specifications ๐
I was considering doing a whole new fluid/good for 'lubricant' to add to the complexity (in exchange for immense power storage)
Oooo that'd be an idea
because the IT already have canola oil
UUUUUHHHHHHHH
I was searching to see is Canola oil is (in real life) a suitable oil for a mechanical lubricant.
Aaaand turns out, it is used as a lubricant, but for NSFW things
sometimes, it's complicated - I've done a surprising amount of research into this (For school engineering scheme)
Soaps are slippy, but ultimately remove the layer of protection - without that, the surfaces are more prone to deterioration, increasing friction
the vast majority of lubricants are just types of oil or grease, though fancier ones exists
it works !
hmm i see
still a bit clunky though
Looks great though!
thanks ๐
Also, I assume that the Water beaver 'medium flywheel' should not be stackable? (Folktails isn't, IronTeeth is)
Nope, this one:
ItonTeeth:
aaah
The large is a 5x5x5 ๐
hmm... stackable or not... that is the question
The idea is, if you want stackable, unlock the framed variants
i think your support beams should be made out of metal though ๐๐
oh, yeah, definitely an option
They absolutely should, but It's pretty low on my list to fix ๐
well you can just slap my "metal for beams" material on it ๐
unless it is one solid piece with the rest
I'd have to modify the blender model to do that since they share a mesh ๐ฆ
oh well
It's doable, but a future me problem
i hope the building cost is expensive ๐
40 planks, 10 gears, 50 metal blocks
The framed variants are actually cheaper, but have 50% lower capacity, and high science
ooh,right, they cost a lot of gears
nice
you can add sunfloweroil even if they have friction loss ๐
The only concern with that is then they would need to have a path connection, unless you mean adding it as a building cost?
oh, yeah as a bulding cost is fine
yeah i tried havign the mechanical pump consume oil, but that's too complicated
Okay, the zauerkraut is running ๐
Think I have the models and specification sorted, going to do some testing and then Flywheels 0.7.0 should have WB support!
yay ! thanks
oh, so what science cost did you set ?
i'd say in the 500s for the medium one
So on the top, from left to right:
Small: 300 science
Medium: 1000 Science
Vertical & Horizontal Framed Medium: 2500
So you reckon 500 for the medium, 1500 for the framed ones?
hmm... looking at the power they store... maybe 700 /1200
@radiant heart oh, it seems i was wrong with the bridge issue, my bad !
holy wowzer, you guys were busy ! that flywheel looks greaat, need to test that out too i guess !
briges are ok or they were the cause of my crash? ( and the alchimist thing? did you figure that one out ? )
not the briges i think, you had a weird crash with the alchemist but i don't see what may have caused it :/
strange, if i remember correctly it was set to tar and I already had some made for a while now, don't see what "new" thing i did that might have caused the crash
dunno, it was saying something about not being able to store a log or something
might be a very corner case
i don't see any problem witht he water pump upgrade though, except the terminal segment can be fiddly to place on one side
yeah, one side I was unable to place it, the other one was a mess but ended up beeing placed
you kind of have to ram the camera in the building to go through some weird hitbox,but you can ๐
just reloaded the last save and paused the alchemist, will see if something diffrent happen
and "camera ramming" worked for the end part of the upgrade, so it "works" but was way better before, not sure how the thing got messed up that bad, is it due to V4 or you've been naughty?
( it's when it goes above the door that it's a pain to place) not sure if it helps but noticed that
I didn't change anything, it's something in the game engine that has changed. Basically the cursor seem to follow voxel occupancy rather than just stackable floors before. But maybe I can change the pivot so that it's easier to place. But right now I'm more struggling to fix the irrigation tower, at the moment it doesn't allow crops under it which kind of defeats the purpose of having it on stilts.
Also I finished this but I'm not super satisfied with it right now. Having modules is neat technically but the constraints are kind of annoying
I'll see what I'll do
Also I want it to be slightly taller so we can see better what's going on inside
unusual bug someone has on mod.io
This is the error report v0.4.9.3-6c7fb02-sw ModAssetNotLoadedException: Asset (icons_and_textures) it not loaded TimberApi.AssetSystem.ModAssetBundle.Load[T] (System.String path) (at :0) TimberApi.AssetSystem.AssetLoader.Load[T] (System.String prefix, System.String pathToFile, System.String name) (at :0) TimberApi.AssetSystem.AssetLoader.Load[T] (System.String prefix, System.String path) (at :0) TimberApi.AssetSystem.AssetLoader.Load[T] (System.String path) (at :0) TimberApi.ResourceAssetSystem.ResourceAssetLoader.Load[T] (System.String path) (at :0) Timberborn.Goods.GoodSpecificationDeserializer.Deserialize (Timberborn.Persistence.IObjectLoader objectLoader) (at <722bcc12e3e1443fb996566745d8e343>:0) Timberborn.Persistence.ObjectLoader.Deconvert[T] (Timberborn.WorldSerialization.ObjectSave objectSave, Timberborn.Persistence.IObjectSerializer1[T] serializer, T& value) (at <5ee48de2acd640e68956ec64c3fc3e37>:0) Timberborn.Persistence.ObjectLoader.GetObsoletable[T] (Timberborn.Persistence.PropertyKey1[T] key, Timberborn.Persistence.IObjectSerializer1[T] serializer, T& value) (at <5ee48de2acd640e68956ec64c3fc3e37>:0) Timberborn.Persistence.ObjectLoader.Get[T] (Timberborn.Persistence.PropertyKey1[T] key, Timberborn.Persistence.IObjectSerializer1[T] serializer) (at <5ee48de2acd640e68956ec64c3fc3e37>:0) TimberApi.SpecificationSystem.ApiSpecificationService+d__61[T].MoveNext () (at :0) System.Collections.Generic.EnumerableHelpers.ToArray[T] (System.Collections.Generic.IEnumerable1[T] source, System.Int32& length) (at :0) System.Linq.Buffer1[TElement]..ctor (System.Collections.Generic.IEnumerable1[T] source) (at :0) System.Linq.OrderedEnumerable1+d__3[TElement].MoveNext () (at :0) Timberborn.Goods.GoodService.LoadGoods () (at <722bcc12e3e1443fb996566745d8e343>:0) Timberborn.Goods.GoodService.Load () (at <722bcc12e3e1443fb996566745d8e343>:0) (wrapper dynamic-method)
(Cut)
@radiant heart
The irrigation tower is "fixed" and presumably the terminal segment of the water pumps should be easier to place.
The large tent for now has multiple recipes but I think I'll make two smaller variants for the vegetable stew and mushroom stew, maybe 3x3, and ultimately this one will be much harder to build but will be the only place where deluxe stew is made (it is the ultimate food after all)
Oh and I fixed the soybeans and renamed them green peas although they use the same model as soybeans
Oh crap did I adjust the maximum enterable limit of the large tent ๐ค๐?
I made a bunch of icons too
The basic cooking tent I think has all recipes but I think I'll let it have only awful stew and braised cabbage, since now there is zauerkraut
Which is basically kimchi except it needs salt and not bramble flowers
But I like the idea of having science stuff use one specific manufactured food so I'll probably have it consume zauerkraut. But It should be much easier to work since salt just comes from the mine and it's used at a ratio of 1 for 5 cabbages
Salt will of course also be used to make delicious fried pumpkins ๐ (does pumpkin chips transmit the idea better ?)
glad you trying to fix that, it was bugging me a bit but not a big issue
is it live so i can give it a try?
wo wo wo you said basic stew was getting back in there too. ๐ will work around it don't worry
Kimchy barrels were great, too bad you removed those, hard to manage at first but when you know how to it's a really sweet food source
oups, went in order ๐ gonna load it most probably tommorow
something is up, it shows 2.0.11 but never updates...
and it crashe the game when i tried "download" ....
no wonder you got 5k downloads, i probably have 20% on me ๐คฃ
Well they are back, sort of. Cabbages can be eaten raw but they are worth 3 foodstuff and give no wellbeing benefit, si now you kind of have to transform them either in braised cabbage or zauerkraut ๐
so berries give more well-beeing then cabbages technically ?
Uuh, yes
F the farms then untill it can be transformed !!
yeah but they spread and last a descent time even if not watered
Oh actually green peas can be eaten raw and give +2 but the growth time is really long
Like 10 days
good news, can stilll reopen the game and WB are still on 2.0.10 and okd save works, not sure what went wrong with the loading of 11
Uuh no idea
and the drying time?
I made sure to erase the staging folder before building
But it was 2am so no big testing
Unchanged I think
like sunflowers grow decently fast, don't give much food tho but last 5-6 days before dying if i remember correctly
Yeah sunflowers are drought resistant
Kimchy was even more drought resistant ๐
I think the peas should be well weak to drought, and cabbage in between
But zauerkraut is basically kimchi
yeah but didn't you say it's "science food" not food food?
kk
Just the library will ask for zauerkraut instead of raw mushrooms
but made in the tent right? or barrrels are back?
Barrels ๐
not sure if i should put a ๐ or worry about the wink ....
I think the bottleneck of kimchi was bramble flower harvesting
haulers, not the harvesting
Instead of flowers you need one salt
Which is the same as iron ore / coal so fairly easy to get
you basically needed 2 lumbers per barrel, maybe 3
i mean lumberjacks gathering the flowers to keep barrels running
That's how I calculate the cost of buildings
Ah yes you needed I think 4 flowers for 6 cabbage
Ah in terms of workers
Yeah seems about right
First thing i'll always try is the places i can dump my useless eaters ๐
Yeah but because you get one flower every 4 hours, they kept bringing them one by one
maybe, also that all my pumps are prioritized by haulers too keeps them busy
only got 35 pumps afterall
I think one pump was capable of supporting 20 beavers-ish ๐ค but then I guess you have water for droughts, mushrooms, paper and so on
i could use maybe 5 less but better safe then sorry on water, also i'm in the process of swapping small ones for deep ones, 2-3 are about to get destroyed
soooo... i need to make a path, build the new center, and then place a crossing in between? with the crossing that needs to be build, having the town center needing to be built is a tad shitty...
alright, gonna give the alchimist another try and see if it crashes agaon
I hate myself for saying that but all the bridges are terribly too yellow, mind dumping some pink in there a bit? ๐คฃ
or i just need to be a tad less cheap and the metal ones look awesome?
The metal ones are vanilla, si that will be the FT model ๐
The one two and three are only missed to remove the science cost
I'll try but the model is monolithic so that requires some blender-ing
Nah for early game that would be troublesome
can't you just wap the texture for something else that would have variation a bit?
Oh by the way the normal and deep water pumps generate just as much water ๐ if you don't actually use the depth is useless ๐คซ
i just think that compared to everything else that got variation and all the bridges are plain a bit
Stop, don't make those Fers all glowing cotton candy pink, that's not what i mean
But if I modify the bridge, I might need to also modify the platforms to fit
Ahahah ๐
Maybe I can make the bridge planks more white or something
maybe a darker wood for the planks covering it since we got oak and it's dark wood?
We have Oak ?
*chesnuts, my bad
But what kind of maniac would but chestnut trees ?
i do, nut reserve is always full so...
Actually that reminds me that I kind of wanted to experiment with various log types
Oh
(ok, i over did it on the nut farm)
Well agroforestry is a really interesting prospect even irl so I can't blame you ๐
@strange seal I think we need an urgent update
(sorry I shouldn't ping you for silly stuff ๐ )
that aint silly, it's a severe engineering failure. beavers could die there if the bridge collapse ๐
To be fair, it's usually supported against solid dirt/rock.
just downloaded the mod and went to start a new game with the whitepaws but when i go to click next it wont let me. foxtails says to disable it and start a new game do i use the foxtail or iron teeth factions or is there an issue with the mod not downloading properly for me?
i have the same showing up as the screen shot but the next button is blocked and wont let me click it to go to the difficulty selection to start the game
Ooo yeah, think you need to start a game with FT, then close it to unlock the WB, kinda like in vanilla you need to reach a certain lvl of wellbeeing with FT to unlock IT
i have a bunch of other mods endabled as well such as bendix and timber api
need those 2
so disable the white tail reach a certain level the foxtails then it would be unlocked?
also need logstairs, billboards
just start a new one with FT, and go back to main menu, should unlock the WB
YA, but to unlock with FT, must not disable WB mod ..., it's right ?
give me a sec gonna try something
the game crashes when i try to start the foxtails with the whitetail faction enabled
mmm won't let me start a game on FT' not sure about what's going on
@shell fiber if you got a min, think we got something here
you clicked on the white beaver? and got that screen but no next button?
question is how does the game know you have reached the required level to unlock the whitetail faction if its disabled
i clicked on the whitepaws but it wont let me click the next button almost like it disabled
what all mods should i use when i use the whitetail faction? maybe one of the mods is causing the issue?
yes
i have a bunch of map mods as well as 10 other mods enabled currently
disable all mods except the ones mentionned in the dependencies
ill try that
Mandatory mods
That's not a mod, it's a launcher for all
ok, Mr. smarty pants ๐ i'm just trying to help here 
Guess that I'm too academic ๐ฎ
anyway, hope I could help @agile depot but it's almost midnight here and i need my beauty sleep. Later everyone !
I just need to learn, still new to the modding world, it's the first game i play with mods ;0
ok, out for real ๐
that didnt work either hopefully i can get it to work eventually. have a good night redneck thanks for the help
Hi ! I'm not at home right now but I'll try to see what's going on. I think the warning message might be confusing people more that I though ๐
Regarding other mods, you can keep UI mods (typically pipette tool) but other mods that try to add buildings/ressources often simply won't work.
Only curly stairs, ladder, vertical shafts and flywheels I believe are working without any manual fiddling
If you can reach the faction selection screen it means that you at least have all dependencies correctly installed, but apparently the last version 2.0.11 didn't upload properly so I'll push an new one this evening (Japan time, UTC+9)
awesome thank you. im looking forward to using your mod the game is starting to get boring as its become rinse and repeat at this point.
hmm... i tested on my side and see no obvious bug, can you give me a list of the mods you've installed ? and if possible the crash message (in the console, the small window with lots of red text)
totaly forgot, I had issues also with 2.0.11, on the download screen take 2.0.10 and you should be ok
OOOOOOh
i have updated something in the 1x1x2 small storage mod, make sure you update it !
i have changed the dependency to require the latest
honestly that was maybe unnecessary on my part
you probably launched the game and clicked continue, but the mod was not active
sometimes you have "acces denied" crashes i don't know where that comes from
not having the 2-tall updated would crash my game when downloading the WB update? ๐ค that seems strange
well it won't update to 11 again, will see later, gtg for now
wait what ? when downloading ?
oh, that must be your access denied issue
maybe try a manual install ๐ that's not something i can do much about, seems to be on your side ๐
but i'll revert the 1x1x2 dependency because really there's no vital need to have this update specifically, it just allows to render salt and kaolin properly
hmm... i have no idea what to make the medium tent look like... ๐ค
not able to click next after selecting the whitetail faction i have tried to start a new game with the folktail faction but it goes to a black screen shown in the second picture i have all mods except the dependencies disabled
if you alt-tab in that state you should be able to see the console somewhere
no console is coming up
i need to see the red error message to see if i can understand what's happening
you have timber API right ?
yes i also have the bepinex which wont let me disable it
oh, sometime it's weird, try to alt-tab to chrome or discord, then try to find the console
if there is really no console, then there is something very strange
theres no console at all i have checked everything. if i delete the bepinex will it make all mods not useable?
uuuh, let's ask in the general #๐คmod-creators channel because i'm not sure
when i placed the water pump the game crashed
back on the V3 version i didn't have a console opening
hm, that's a new one
good morning. thank you not sure why it wont let me place the water pump
no sure yet either, might be related to how i fixed an other issue
i have a little hour right now, so i can try to fix it quicly
awesome thank you
Aaaah, i see
yeah, the "crushable" propery doesn't play nice with the "optionnally underground" one
long story short, the pipe of waterpump is allowed to be underground
but in order to place the pump upgrades easily i made the building crushable (you're allowed to place new buildings even in the building volume)
but if a volume is full of dirt, unsurprinsingly...
so i need to place it on a higher surface then?
ok
actually i already fixed it but i wanted to adjust something at the same time
except this one is a tad bit more difficulut
how do i make the last resource needed for the library? it the red book looking item
ahah, you won't be able to make that before a long time ๐
take a close look at the broken kart ๐
i see now you have to destroy the broken cart to gain the needed item. that's very cleaver.
if you look closely you can probably see an anvil laying aroung an a metal cauldron ๐
same location as the broken cart or different building?
in the broken kart
just closed the game as its almost 9pm here. just about to head off to bed.
oh, okay
ill take a look in the morning.
yeah, i should have the update up soon
have a great night ill post any other issues i come across for you to take a look at.
just in case my next verison happens to be broken too, you can try to rollback to i think 2.0.10
one of the not-toot-distant ones was pretty stable
ill give that a try if i come across issues with the new update/updates
any ways im off to bed good night everyone. thank you for the help @shell fiber and all those who have helped me.
goddamit, don't have time to fight against this thing right now
there's a custom base level and pivot issue that is causing me trouble on multiple buildings
i'll fix that once 'im back home
in 6-ish hours
maybe more
IGNORE THAT, SORRY WRONG CHANNEL
12 loaded !
6 long bridge gone ? 
where's that super cool food tent? gonna be a 13 thing or my thing is broken again?
@shell fiber something is messed up big time with irrigation towers
the worker in it is just jurking off in the water storage and never brings water to the tower... good thing i caught it before the drought, that's it for today !
later ๐
okay i fixed the irrigation tower, and moved the pivot point of pump upgrades so they are easier to place.
i'm a bit confused about the terminal segment because sometimes they are easy to place, sometimes it's a huge pain
6 long bridge ? was there ever such a thing ?
@radiant heart there's something weird happening with zauerkraut barrels, new ones are being serviced properly, but not pre-existing ones, at least in my save. destroying/rebuilding seems to do the trick
not much of a fix to be fair
What map is this? It kind of of looks like one of mine
I swear if it is, that's kind of awesome. Lol. First person I've seen playing one
note to self :
kitchen house with side chimney (stackable)
rework irrigation tower entirely
fix all the bridges ?
add tools as ressource ? (handicrafter reciepe)
change the small cauldron in a clay pot, make the primitive ironworks able to make small cauldrons (kitchen house, alchemist)
possibly remove the anvil mold and cauldron mold from the game
Hmmm I think I may be better off ditching scientifically plausible glass making and just coming up with a clay pit for clay ๐ค (I need a clearly heat resistant material for the foundry)
ha ! first try ! (okay that wasn't hard, i reskinned a building ๐ )
(the regular grill will go through the window)
Hey man, you make good maps!
Ayy looks nice!
Thanks. Lol. I try and put a lot of thought into them, hope people enjoy them. Only one of them took off with the downloads, and U4 broke it. ๐คฃ
Okay. Yepp. Just seen this one. Thats definitely my map. Haha. Hope you liked it
Even crazier considering that map only has 24 downloads
oh i think i have downloaded it too
didn't play it much though
okay, the debris that are stuck in a warehourse are not collected, that's uncool
yes, bridges from 4 to 6 ( normal ones not metal ones) used to exist
but they still do ๐ค
It's tourniquet, i like those small maps it's a fun challenge, sadly non-playable with WB, they need too much space due to the way they operate, didn't even try diorama yet, maybe someday when it's a bit more polished, for playtesting it's not fun
@shell fiber were you able to fix the water pump?
i think
ok cool ill check it out and let you know if it has any issues.
@shell fiber did you mess around with mush production? feels like my production sank big time and can't even stocl up some with 5 growers
no but do they have someone working them ? there is a strange bug that affect deliveries to zauerkraut barrels
my mushroom storage is full
yeas, i even have useless eaters still...
and plenty of logs and water ?
yes and yes
but up to the previous update science and blueprint consume mushroom right ?
aren't they just vanishing in there ?
think so
idk, gonna pay a bit more attention to it ( at least try)
nvm the bridge thing, they are there it's just strange the way they display now, like the 1-2-3 are not in the sub categorie and the 4-5-6 are
Aaah, that's because of the path extention mod i believe
dumped in 4 more mush growers will see if it racks up a bit
plans on getting the grilled nuts back in the gril? or that could be a coocking tent thing IMO since it's one ingredient and simple to make
just wanna be sure i can cut my nut farming trees without second toughts ๐
Looks like i was just not producing enough shrooms with all the food that need it as an ingredient, with +3 growers it's sloly going up
8 growers for 200 beavers... used to be way above with 4-5 and 300+ beavers Maybe production could be speeded up a bit since so much stuff requires them in that new food chain
the chestnuts will only be for stew and ground for flour, no gilled chestnuts for this faction ๐
yeah but because i replace shrooms with Sauerkraut in science reciepes (turns out it's written with an S) you will need less
and i'll get to work on the bridge issue i also want stairs to be placed nicely together
my OCD will sure like that
is branble flowers useless now? can't find a place where they are needed 
i feel like at the speed they grow they should have food stuff only for them in early game
well they are more here to be an invasive crap than to help the player ๐
question why wont the beavers pick up the resoruces from a demolished building?
they need to bring them in a wharehouse
i have warehouse for all of the resources that need to be taken to the warehouse

i got the district center up and destroyed the cart but theres lots of scrap metel and logs they wont pick up and take to the warehouses
logs i'd say look if your storage is full but normaly that early on you don't have enough scrap to fill up your storage
log storage is not full i built 5 so theres enough space for logs and planks but for some reason they wont pick it up.
it's also possible they are busy with a lot of other tasks, try to click on the rubble you want cleared and tick 'prioritize"
trry putting priority higher, if they are busy building stuff somewhere else they won't pick it up
i have the priority set all the way up and currently have nothing to be built.
that's strange
its the first time i have had the issue so not sure what the problem is. i wunder if its because the warehouses are to far away?
don't think so, it would take forever but thay would bring it
hmm ill just let it sit and see if they will eventually pick it up.
did they pick up the chauldron and anvil?
I can't do 1x anymore, maybe first 3-5 days and then it's 2x minimum
i usually set it to 3 once i get the game going and running smooth.
trying to figure out what to build next kinda lost as to what needs to be built first
water and food first ๐ after it's up to you what kind of food
water and food is going. the library is almost built
carefull, librairy eats food, almost killed a run once overfilling it
ill pause work until the food supply is built up.
better put it to lower pririty and make sure no one works in it caux the building itself gives a well-beeing buff
same for me, later ๐
not sure what caused the game to crash this time.
hmm... the log is not super helpful indeed... seems like there's a problem with a need and a ranged building
Oh, no rigth
that's the billboards
thanks, i had completely forgot about that
fixed, billboard mod updated
new update on the 1x1x2 small storage mod ๐
so i need to update the storage mod?
well you don't "need" unless you want to have those
but you probably should update the billboard mod
i updated both i like the little storage for making tiny villages.
for some reason im not able to build on top of the single and double platforms.
oh, sorry i just saw your message
you can't place watertight buildings on top
anything that looks like it could block water (typically a forester's lodge) is watertight
and thus can only be placed on ground of watertight buildings, otherwise weird things happen because the water mechanics are a bit crude
check with a tiny storage to see if that works
i cant build platforms on top of platforms or other buildings on top of the platforms.
platforms on top of platforms being not possible is intended
but you should be able to build paths and storage and stuff
stackability is very limited
that's to avoid people just building a huge scaffolding tower to immediately get the best wind turbines and gravity storage
the game must be hard ๐
but i think it's more fun to try to build with the terrain and actually stack houses to make a dam wall
can i see some screenshots of your village ? out of curiosity
ill load up the game and take some
what about the placeable blocks of terrain are those not active with this mod?
ah, the terraforming thing that uses bots right ? it's not in, but to be honest i'm not there yet as for the faction tech tree
i'm thinking about adding some sort of terrain block for the very VERY late game, but it would be pretty expensive and require advanced ressources
the point of the faction in general is to terraform with houses, so that effectively your village is your dam
heres a few when i first started the village a couple of the buildings were able to be built on the platforms but now im not able to for some reason.
what map is that ? it seems nice !
just so you know those blocky houses are watertight
but it seems to me that the river is very shallow
ill look it up i dont remember what the name of it is
the river is about 1 block high
the name of the map is old capitol terraces
i choose a harder map for this game save.
that does't seem right, old captial terrace look like that
but it's okay, what makes a mad easy or harder with this faction is probably very different than with the FT/IT
for example i find "meander" quite hard
i just noticed that im looking for the right map name now. sorry about that
is there a way to see what map you choose when starting a new game?
ill find the map name and post it
but that's okay, the point is that there are maps on which is it hard to form a dam without making a huge mess and flooding everything, or where arable land is scarce
ok found it the actual name of the map im using is new yosemite
ah, yes, i see
land is a bit scarce on the map im currently playing on. im thinking i might need to find a different map for this mod sense theres more to it then the basic in game factions.
it's an interesting one
its going to be hard to build up to the top levels not being able to build on top of platforms lol
but you can still stack some buildings
typically the pit-and-ladder lodge can tower up really easily
(if you can support the population ๐)
im trying to figure out how to place the mines. do they need a big hole in the ground?
the primitive mine, no, it just needs a 2x2 cliif
im needing salt for the zauer barrels
the medium mine yeah, requires you to dig a hole with dynamite
which one produces the salt?
the small one
primitive
basically you need to place the two tiny flags on solid ground
the small one is perfect it will fit right behind the barrels on the cliff behind them.
i think the entrance doesn't have to be on solid ground though, if youhave a 3x2 cliff you can put it on top of a warehouse or somethign
so basically it just needs to be elevated and on some dirt?
ah ok. about to head out for the day. so far everything seems to be working properly at least what i have placed so far. none of what i have placed other then the library needed to be built by the beavers is that the way its set up?
none of the houses or storage nor the platforms were built by the beavers just placed them and they were atomatically built.
what ?
Remove the creative mod ... LOL Still working in U4 ?
ooooh
aahahah
i was wondering "damn you have a lot of big storage quite early on !" but i figured different people have different priorities for what to unlock ๐
i deleted the creative mod. i was thinking there might still be part of the creative mod somewhere thats causing the building to be automatically placed
I have no idea how that mod works ๐
the library had to be built with the parts from the destroyed cart then everything else was automatic not sure whats causing the issue ill have to dive into it once i get back home and let you know whats going on. ill look into to the creative mod and see how it works.
so in just taking a quick look there is part of the creative mod still in the plugins folder but does not show up in game.
just erase the entire creative mod folder
sometimes there is stuff that is not cleaned up properly
oof, that map is going to make for a tought start
not much wood, narrow valley
no slope to go in the river
are you reffering to the yosemite map? @shell fiber
im currently looking for a better map for the wb faction as the yosemite seems like its not the best map for it.
yes, well it's tough, but there is a nice oppportunity to dam and flood the entire valley ๐
Uploaded version 2.1.0 !
It changes a bunch of stuff so it might mess up your saves a little bit (don't hesitate to cheat to give yourself a chemistry set or two)
if it ends up being not that stable, you can probably roll back to the previous verison.
IMPORTANT : Because i erased some specifications, it is possible that mod.io updating forgets to delete them. uninstall the mod completely (delete folder) and reinstall properly if some weird crash happen
"weird stuff" how could that happen, it's impossible, it nevers happens in that game ๐
WTF , same bug as last time, "update" won't do anything stays on 2.0.13
and download crashes the game... think the delete previous is a must
I don't really get the 2 recipe thingny in the barrel? dou you have to swap it everytimes it's full?
Love the giga coocking tent,
those buildings you can walk across is super cool, we definetly more of those,will save a bunch a space at some point
i guess modules are not in yet or i'm just blind?
the amount of sawdust produced is a bit rough to deal with i have had to build 10 large storages just for the saw dust. is there a ways to slow the production of sawdust down a bit when producing planks?
make paper or shrooms with it, or just burn it
in the metal tab you have the wood burner, it will solve the dust issue if you don't use all that you produce
ok ty. gotta start planning the main village out so hopefully some of it can get used and i can demolish some of the stroage buildings.
ive looked at every building and cant figure out how to make tar any pointers? tar and gears are my hold up cant figure out which building or buildings i need for them.
pointers?
tar is in the achemist but make a save pior to it, don't know why but sometimes tar crashes the game, actually if it happens to you it would be helpfull, @shell fiber not sure wtf is happening with the error logs i sent him
gears i'm not sure where they've been moved, there was a lot of replacing recently
actually might ditch that run and start a new one so see from scratch what the rebalance looks like
The two recipe are exactly the same, but I need to have two to be able to choose none (in order to refresh deliveries, you need to have the barrel be emptied)
The gears are made by the mechanic's lodge, in the science tab
I've seen them but I have no idea what really causes them at the moment ๐
Producing planks with the sawmill actually generates a lot less sawdust per plank than une gnawing tent, and more planks per log too ๐
I'll thinking about moving the mechanic and architect into the village tab but then there won't be much left in the science one ๐ค
with alll the shit you got in mind that tab gonna overfill anyway ๐
and mechanic logde needs gear, life is great ๐คฃ
jk
which building produces the fancy blue prints? ive been trying to figure it out for hours now i placed tons of buildings but none of them say anything about fancy blue prints.
this mod is great but a bit confusing. im hung up on multiple things that my brain cant seem to figure out. is there a spread sheet that tells you what each building does?
you make the basic bp in the meca or architect and then need to make it fancy in another building
sure is confusing but the game limitations made it be that way
i know how that is farm sim is the same way. theres so many restrictions that make it a head ach to create mods.
what other building makes them fancy?
eventually ill get it all figured out and wont have to bug you guys. lol
can't remember, the copyist copies the fancy to make more so you don't have to rewait the librairy time
i've been there, don't worry
im the kind of person that doesnt like to ask for help i try to do it all on my own but some times i run into road blocks that i just cant get past.
thing is i need to bug @shell fiber when i get lost ๐คฃ
Now you are here too, it's fun !
exactly what that faction will do to you ๐
im enjoying the mod but some of it is a bit confusing
i knew it was going to be a learning curve but gees my tiny little brain is smoking at this point. lol
You have to get in it with the "it's a brand new game" minding
Maaaaybe I should try to bug tobbert to help me make a tutorial ๐
or i'm not sure how to make it more instinctive, just the thing that you ahve to make a warehouse to get the anvil and all..... confused me big time on my first run can't they be "in" the cart but the buildings are locked untill you make a district center? that would help ppl finding out about it
Uuh, the game can have things locked behind an other building's science lock but not behind the buildings being build I think.
But I think having a tutorial that explains that stuff step by step would be nice

trying to find a way you don't need to build wwarehouse for the anvil/....
Is it possible to have a box that spawns once the kart is destroyed that doesn't need a warehouse?
at least for a first timer it would sure be nice
once you know you know but i had to ask to know, that's not a nice game design IMO
or maybe a billboard, if it's clear up top from the mods that the "tutorial" is the billboards... way easier, just have to make them in the right order and a "tuto" tab in the sub menu
so far no game crash from the production of tar.
I could indeed make a billboard ๐ค
Making things spawn out of thin air is not within my capacities though
Yes but that's base game behaviour... Granted in the base game that is less of an issue because you don't need to wreck stuff before you've likely build some storage
ive come acrossed an issue with the mechanics lodge im trying to produce the smelters blue print and the beavers keep taking the gears out and putting them back so it never gets to the 10 gears it needs to produce the blueprint.
Aaah shit
I though I had fixed that ๐ค
Hmm well this is a really problematic thing
If you want I can tell you how you can hotfix it on your side but otherwise that requires a new update
sure whats the info and ill take care of it
So you need to quit the game first, then go in the mod folder, specifications and find the one that is likely called "recipespecification.smelter.original.json"
Or something extremely similar
Open it with notepad and you should have a list of ingredients
Well before you quit the game actually
Oh well
lol just closed the game but wont take but a minute to reload the game
ok
In the list of ingredients change the "Gear" with let's say "Clay" and change the value to 50 or something
That is a game engine bug that happens when a building both uses and consume a sale item, even across different recueillis recipes ๐ซค
all but one of the recipes takes gears the one that doesnt is the sawtoothed gears that are produced
they all do. the one that is produced is the sawtoothed gears
how difficult would it be to add the production of the sawtoothed gears to a different factory?
ok
Wait it's almost noon maybe I can sneak home quickly and hot fix this
i can always take a dive into the mod and see what i can come up with. im use to creating mods for other games so it wouldnt take me long to figure it out.
If you're okay waiting one hour or so
sure im up most of the night any way.
Oh where are you from ? I'll currently in Japan (I'm French though)
4.9.3
i just checked and in my last build i purged gears from all blueprints costs
oh, sorry, i meant mod version
that is really weird, this is what i have on that version
letme check what's on mod.io
there's no error on mod.io either
each blue print has the gears
try to delete/reinstall the mod i guess ๐
kind of a drag but if it doesn't update properly...
Do you remove the mod folder before installing new version ? Seems left over old specifications.
i replace the folder with the updated folder i can try deleting and adding a fresh download of the mod
yep that is the old reciepe
should have been overwitten by the new one but for some reason you stiill have it
ok ill redownload the mod and delete the current folder for the mod
if you want you can just overwrite the specification folder, but htat's cleaner to wipe it all
sorry again for the trouble
i have learned that some times windows doesnt overwrite the files like it should
no worries i understand things happen beyond our control. it comes with the use of mods territory
Oh i ditched the kaolin, there's just clay from the clay pit now
from what i looked up it is chemichally plausible to make glass out of kaolin, but you can also grind it finely to make a clay that has refractory properties
so it would have been a nice ressource to add in the game
the thing is the gristmill (that may be renamed "broyer") is a blueprintable building, thus quite far from the early game
streaming now, because why not
what am i doing wrong?
are you live streaming the game?
do you have a twitch or youtube?
oh ok. what am i doing wrong with placing the mine?
Not sure ๐
does it need to go down more?
Can't tell without a screenshot
oh i did 4x4 3 tiles deep
Ayyye
how many tiles deep does it need to be?
oh, sorry
uh, well four deep
if you look at it carefully you can try to figure out the exact shape
putting the camera vertical might help
game just crashed.
you build a Lido right ?
that's weird, firt time i see this bug. ever
it's complaining about a type of animation slot that only exist in the lido, yet i never modified this part ๐ค
at least as far as i know
that is weird, log says you have version 2.0.13
Renamed slot names for update 4? #slot#swiming etc
if that's the case i'm very surprised @radiant heart didn't already hit that bug ages ago ๐ค
it seems you're correct, but i'll fix that tomorrow
LOOONG boi
i built the lido and placed the water pump inside it
never had that bug on V3 but my V4 run doesn't have/need lido irrigation i used the towers and built some sweet haulers house dams, cana give it a try tomorrow ( if i don't forget ๐ )
actually i would need dynamite for that and i'm far from making some... or i'll just toos a lido in a random spot to test it out
No need, I tried and it indeed crashes the game
I have some new stuff !
because i added the clay pit, i felt it was very wrong to see those white pristine beaver not get all grimy and dirty, so i added a need for that. but because of game limitation i shall spare you from having to deal with soap...for now.
so i modded the shower to actually remove filth not just wet their fur (filth also takes 3x longer to reach the point where they need to shower) and added a new riverbath thing to drive them to get cleaned in the river
LOL, was expected something like this, but for mud bath ๐คฃ
well i didn't really think about the mud bath, but yes
i should do this too
but i don't like the mud bath so much
because my beavers make stew, they shall make a STEW BATH !
MUAHAHAHAHAHA !
I'll be uploading the mod soon
It's up
IMPORTANT !
before you update, save your game, destroy your mud pit if you have one, then save the game again
the game seemed oddly upset at not finding the "need applier" property in the existing building when i added it
oooooooo
damn
ok that is very smart, i like it!
reminds me also a bit of a building that used to exist, where beavers would drink directly from the river
i cant recall what it was called, but i feel this could be reutilized in your mod if it doesn't exist already!
Hope it's 1 tile depth, only ....
yes only one deep
well won't they get sick from drinking directly from the river
oh, important precision : beavers will refuse to work when too grimy
that is the justification given for removing the building 
ahah
but there is waterpumps
htat's almost the same
but yeah, that building got replaced w waterpumps
which i recall back when it happened caused quite a stir
but the old building was too useful tbh; you didnt need to store water and redistribute it across your village cus you could just plot one of these by the river, and beavers would go, have a drink, and carry on
Sick from untreated water, solved with need for active carbon to eat ๐คฃ
well yeah, and if you think about it, why even have a building then ? just... drink in the river wherever you like
exactly!
i do feel these buildings could come back, but w a modifier that if a beaver drinks raw water they could potentially get sick from it being unfiltered
thus more reasons to utilize medicine as well 
true that medicine is kind of useless
i feel the bigger issue w medicine is that illnesses are kinda... not really dangerous
they're just temporary debuffs, but the injuries and illnesses never lead to beavers losing their lives, esp in the case they might need treatment
which i both kinda like, cus it allows for a chiller game experience, and kinda dislike, cus yeah it is ultimately just temporary a debuff
but even if they die, there's no penalty for that
in which we turn timberborn into the pathologic simulator
quick, make a polyhedron
ahah
i just realized i made a terrible mistake
was wondering why everything was so easy
oh no
i had left the cabbage set to make 3 cabbages
while at the same time a cabbage is worth three food
so i had accidentally made a mega-crop
i'm thinking about something... what if you couldn't plant dandelions and berries ?
you'd be forced to protect them where they are ๐ค
oooooooooooo
๐ฅ 
but should i go completely unplantable, or just requires very high tech ? ๐ค
maybe unplantable is best
let's hope the "toolspecification" trick works on plants
to make them devmode
Penalty ? Maybe all beavers refuse to work couple game hours, to say good bye to unlucky beaver that past away ?
hmmmm
i could see potential in this, esp if there are things like commemorating the last day of wet or dry season for instance, where beavers celebrate for instance as well
but i could see, if the game tracked the genealogy of the beavers and from whom they came from, to have a need to pay respects to their departed family members, thus an x amount of beavers are out of action, or underperforming for a day, maybe more if we wanna be more realistic/hardcore
cus grieving aint easy, esp if the death was not from old age
A dead beaver last a time until game remove-it. That remove could end the commemorative period ?
Now couple of.... minute in game time, maybe
aye, makes sense; should probs be caluclated in terms of in-game days as well to make a more accurate assessment
if you can slap an aura on the corpse, that's a pretty easy thing to do, have it emit a need that prevent works and you're good to go
~~also, loving how the water beaver is becoming the hub for all the wild timberborn ideas too xD ~~
aye, that's a simple and neat solution
question - are corpses movable, or are they immboile always?
cus then the potential of a graveyard and a graveyard keeper does increase; someone tending to the departed and removing them from in-game
taking them to their final resting place and all that
to be honest, i have no idea how anything in the beavers work
and as far as i know, they don't interact with each other
ahah !
victory !
๐ฅ
๐ฅ 
actually let's remove the bramble flowers too
i mean 'hide'
oh, wait no that's a bad idea
there is maps with none maybe
๐
but it's okay, no one in his right mind would plant those more than necessary
uploaded 2.1.2 to be honest this one might ruin your game if you've (carelessly) ripped out all of your dandelions ๐
make sure to replant some before updating ๐
honestly, would be a cool mechanic if there was forraging of some kind
where in order to unlock specific trees, you'd have to actually find nuts and berries they're made out of
instead of just unlocking everything
would lead also to themed maps as well
yep
i'd like to have planting actually need seeds
isn't there a roadmap for the game ?
streaming mod playthrough ๐
lies
oh yeah i had a zoom for one hour ish
i may have accidentally created a new defeat condition ๐
the filth-pocalypse
what is going on here
i make a tiny change to the tree stup of my pink tree, and now i have this :
[Error : Unity Log] Failed to read data for the AssetBundle 'C:\Users\lapan\Documents\Timberborn\Water beaver overhaul\ThunderKit\BepInExPack\BepInEx\plugins\WaterBeaverFaction\plugins\WaterBeaverFaction\assets\icons_and_textures'.```
Ask help from the mod maker 
is it timber API related ?
i tried deleting staging and rebuilding but that didn't help
Change back waht you changed ?
already did
Did you commit your work ๐
well not really i just keep modifying my stuff

Try to revert it manually as best as you can I thin
The error makes no sense at least fo rme
hmm
You sur ehave the correct string used ?
i never changed it
Have you removed all files from staging
and the place it gets dumbed after
and then rebuild
uh ? it's okay now

not sure what i did
well, my village died because of my mistakes ๐
turns out the map "new yosemite" is hard
who would have thought
good night folks !
looks like i misssed quite a party! 2 days way and shit never got this active in here ๐คฃ
It felt empty without you ๐ you missed like 5 updates ๐
that's sure not gonna help the download counter
so i guess i should delete the file prior to uploading ? ๐
well, been on the loading screen for 15 mins, looks like something is going wrong
trying some custom maps for shits and giggles, the way ramble works, it has to be a primitive food source if you wanna have less maps that just won't work sith the WB
like that's not gonna last 1 cycle since the ramble is useless early on and it replaces starting wood that is kinda required
keep it in, just make it kinda like the tress, 1 "log" ( talked about it already) when cut and the flower is a harvest ( chestnuts and the wood)
like you don'T even have enough wood to make 1 water pump since bramble replaces some wood
well, confirmed, that map doesn't work, not even enough wood to make a pump ... because ramble, thaT's clearly an issue IMO
and looks like previous save is totaly fucked up... been waiting 1h on the loading screen
is the lido fixed?
clay for wood burner.... I feel like early game is getting a serious beat up...
thanks i built some prior to that update ๐
Lido is fixed
In that case...
Hmm
I think the best solution is to make the pink tree look bigger, give 3 mod every 15 days (better rate than pine) while the brambles give 1 log on cutting but can be harvested for flowers
But then should I swap the replacement property for pink birch replaces oak and maple while brambles replace normal birch ๐ค
That mean brambles are an endless source of wood but requires an army of lumberjacks because the harvesting time is insane (4 hours, might go back to 8 if they give wood)
Also replacing birch ensure pretty much every map has some ๐ค
Which means I likely can hide the planting tool
still might want to plant some on a huge map where drylands become wet later on tho
does harvesting and cutting time has to be the same or it can be let's say 1h for the flower and 4h for the wood?
with pink birch at a log per 5 day it's the most efficient so i guess yes it should replace maple/oak
i set destruction at 4h, harvesting wood at 8 (just have a bazillion lumberjack, that's infinite wood) and flower harvesting also at 4 hours
i felt that it would help keep your beavers busy since you always have useless mouths to feed ๐
sounds right, at the speed it spreads it's gonna be a nice infinite wood source, not super efficient tho so forester doessn't become useless
well it's also going to be hell clearing the space once you want to get rid of them ๐
there is a cool trick for that but not gonna say anything or you'll make it not working ๐คซ
puttin paths everywhere ?
that sure is a way
but not sure if it's going to grow over the paths again so might not be the best solution
"cheater mode" ๐คฃ
can you build over it?
wait a min, does it spread over a "planting zone" let's say i don't have a forester nearby and mark the zone to plant branble.... will it spread over the zone it should be planted? That sure is a way better option then the paths if it works
still ppl need to think about it... it's not obvious
yeah
plus blocking them off is not actually hard
there's no real point "cheating" to contain them, because they tend to contain themselves pretty easy
unless you start with that next to your village, in case a path does the trick
anyway, i wasted most of my evening fighting against some mind-boggling nonsense bug comming from nowhere
now i can play, but i have like one hour before going to sleep so i might as well watch some anime instead
i uploaded 2.1.3
have fun!
I already was on 2.1.3 so is it 2.1.4 but you did a little typo or ???
mmm, how the F do I make a path to those pumps....
๐ค
I guess some elements of more platforms could be in order
gonna sucke but it's the only "easy" way without cheaters buildings
This works too
don't even have the smelter, BP is at 30% ๐
Honestly that's not a solution I particularly dislike
i like it but gonna take forever to build
The factory must grow ๐
at least it gives me 2 spot for rooftop terraces at the same time
In case of doubt just erase whatever you have installed and DL the new one ๐
Nice ๐
is the bramble modified in the last version, would like to give another go to that custom map i tried 2-3 days ago but without that iT's just impossible
?
I think you aussi could build some sort of warehouse ziggurat and link everything with bridges
Yep
true, but most storages would en up not connected i suppose, or it's gonna be a logistic nightmare i don't feel like going for
Now that it think about it, we need more buildings like the bridge House
Typically the 2x3 warehouses and 3x3 industrial piles should only require corner support
buildings like the big tent that has 2 ways is super cool, also the librairy that can be used as a stair, that's something you came up with that is very nice
I'll try to make a few others but there is limitations
I think with small side overhang platforms and bridge buildings it should be possible to stack up without real blockage
Oh also making glass is for now not possible
So I don't know what I'll do with the super platforms
idk, one one side you want ppl to do dumb big dams with buildings but on the otherside making path is just a nightmare....
see what i mean?
I think so ๐
But I don't want people to just build a scaffolding tower ๐ค
So I think overhang platforms are the best choice
the big issue is one you can't control sadly, the thing with watertight/non-watertight buildings beeing built over one and another
ain't there something in the "tunnel mod" that could solve a part of it?
or the "water pipe" one? ๐ค
Not as far as I know
Not sure what you mean tbh
Watertight is only on top of watertight
let's say i want to build a water pump but i can't have a square over a platform, simple like that
Ah
Well log dam or dynamite + watertight building
But I want to make more useful watertight houses
Typically a farm helper watertight house
(cannot plant but otherwise is a farmhouse)
at the price you made the levees, they could work like "normal" ones almost ๐ and thanks for the 3high one, didn't use it yet but sure gonna help someday
Actually it's 2 high I made a typo
lol
I'll think of other things regarding platforms and pathing
didn't you bring back the stews to the small tents or we just talked about it and it's not getting back in there? can't remember
Uuh early game is just sauerkraut, braised cabbage and awful stew
kk
When you have science unlocked you can build kitchen houses
With unlocks the other stews
( and yes, latest should be 2.1.4, bramble is still the old way on 2.1.3) ๐
you mean grill? or that is changed also on 2.1.4?
kk
Might come back in an other role though
well, according to mod manager i'm on 2.1.3 and got a grill and bramble is only flowers ๐
i didn'T update, just seems like the number didn't go up on your update in the last 24h
so mod manager soesn't tell me i have an update available
i don't care anyway, testing out the clay buildins and baths/chowers
Oh okay
Maybe I had a brain fart and forgot to upload
I'm more and more thinking about remaking all of the bridges
So that they occupy less their resting tile and don't require an other place to turn
but why, with the suspended and metal bridges there is already a ton of options, better put your efforts on other stuff IMO
OOOOO corner connections! I LIKE !
like this here would not need the platforms?
Yeah but typically, take the irrigation tower, I would want to be able to make a bridge from it to connect (in front of the door) and not block the other one tile
You would still need one of course
But that's the idea
one, not 3
Yeah
That requires reworking the model too, but that would be the same change six times
Not extremely hard
gonna hit the bed, i'm brain dead.
Good news, caly/bath/showers seems to work properly!
only thing left is to flood the bath over 1 tile but that's gonna be for another day ๐
Have a good one!
Should flood it
there is nothing on industrial option and i cannot find lumberjack on the bar
the lumberjack is now in the "village" tab
time for second try on slim pickin with the branble now giving wood!
hope i get to build pump that time around
mm, 0 brambles at the start? how did the rss been ratributed?
WTF is that log size ??๐
not sure, are the non-seeded beries a thing you managed in the mod or it's just this map? anyway food gonna be rough at start but beavers are getting a cute little setlement
does water have to be at least 0,5 high?
aaah, shit
i had set the minimum to 0.4 but it was too high, i had the same issue on an other map
i feel 0.1 is too low visually but it needs to work even with minimal water
fixed the bath but clay is too far ...
with how deep in the tech the dams are, it has to work with barly no water IMO
it's fixed so... i managed, but it was shitty
buildings are paused only because path is not reaching due to seeding trees, not to cheat ๐
the not connected notice was bugging me
anything else new on that upload worth closing and reopening?
well it adds an assistant farmhouse that is stackable and watertight, but can't plant crops
i'm considering giving it some pointless crop that will only be there to remove the "nothing to do" mark when there is nothing to harvest
good idea, but not pointless, needs something to do with it since we go over the trouble of doing it ๐
on my save i barely managed to build an irrigation tower to save my last 2 dandelions ๐
holy shit, just noticed you can't plant those anymore
and berries... that's gonna be an issue on some maps for sure
well, not all maps are meant for the waterbeavers ๐
a good faction should be playable on any map ( and on hard mode) ๐
berries are usually available near the start on any map ( kinda must be for IT and the breeding pods) but dandelion... it's not an early game thing so... let's say ok for no berries planting but dandelions kinda required, even some base maps they are far enough that if you don't rush for it they dry and need to plant some
If you don't manage to build a dam after the 2-nd drought in hard mode, most, if not all bushes will dried out in the 3-rd drought ...
well, really don't play on hard mode ๐
i really like the concept of plants you can't grow yourself, so you have to protect them
and making a damn with WB is quite an accomplishment in 2 cycles, remember my first play and i was all happy ( on normal) to do it by the start of 2nd drought
now i don't really care, i play more relax and try dumb shit ๐
them, make the vanilla levee available from the start, but , to cost, let say, 100 logs each ...
i'd like to, but it's not possible to put a cost on plants
dam levee ๐คฃ
and any cost that is actually achievable would undermine the concept seriously i think ๐
levees are nicely priced, problem is you can't pu one on the side of another
vanila one's, you can
that's the point ๐
otherwise you could make an entire wall out of them, and you're just playing weird folktails again ๐ค
but, if will cost a lot of logs to build-them, will be not so funny in the earlier stages of the game ๐น
hmm... cost is largely irrelevant if you ask me, it just drags on the waiting game
Then make the dam to cost 100 logs and 20 resins . Will be a headache, since almost all buildings use resins ๐ธ
you can just build an irrigation tower to keep the dandelions alive you know ๐ probably less expensive
the path to get there tho, sometimes it's impossible
I hate the irigation towers in this game ...
but i made them better ๐ฅ
and you can always stack up a house or two, put logstairs and so on
"better" sure are cool but the lvl2 entrance is a bit hard early on with all you need to get up there
hmm... i could make a crappy one ๐ค
like 1x1, on the floor, but only irrigates in a 4-5 radius
just to keep the dandelions and berries alive
seems a good plan
So, we had to make a choice ... To keep bushes alive during first's droughts, or to die from thirst , if you don't have enough stored water ๐คฃ
in normal mode it takes a good 5-6 cycles before the drought really get long
so if you play in hard mode... well you get the pain you asked for ๐
after 2200 hours in Timberborn, to play normal mode ? Are you joking ? ๐ธ
well if you like a game that is 60% drought 40% rainy season that's up to you. i think the hard mode is not hard, it's boring
if you want a challenge i'm playing on some pretty insane map by puppy
even on normal mode, it's hell
i don't know why i keep playing it, maybe i'm just too stubborn to call it quits ๐
I'm only up to 1,5k hours, 2/3 of that was on hard mode !
but you would have reached the same point in 1000 hours in normal mode because of all the time spend waiting ๐ฌ
not that much waiting, they can build in the drought
but no power, sometime no crop growth either
unless you have masisve battery storage and wind turbines, but i always felt that undermines the 'beaver" part
You have wind for FT and logs to burn for IT ๐
cries in waterwheel
