#Water Beaver Overhaul
1 messages · Page 8 of 1
about waterwheel ... how you can store enough in battery storage to last an entire drought season, even in normal mode ?
you can't ! specially with how hard it is to go vertical with the WB
you can now use flywheels 🙂
i did a lot of dumb shits and with a battery rack all around the map you "might" last a full drought inn the end game
so, waterwheel is useless ...
but you don't need that much power with the WB
lol
taht hard run i did, ended up with 20-30 running wheels for the uselesss eaters to run a press and something else, don't remember
can be another name for wind turbine 🤣
okay, enough of this nightmare map
let's play one that is more enjoyable
or let's make a few things
And this is where today is gonna end...
( btw clay pit looks awesome) had a similar idea but a sandbox, where kids get a wellbeeing buff and get sand out to do something !
my new bridges are lookin HOT 🔥
👀
the floor part don't actually have any occupancy
you can place a path, a house of whatever
for the right bridge, must be a hell of a rope 🤣
ahah
there is a few supports underneath 😉
but yeah
also why there is two logs to hold it in 😉
Still, for a suspension bridge, the rope angle is ... weird ? and, the height of the ground pillar (supporting the rope), must have height acording to the span lenght
yeah, but i'm not an actual bridge engineer 😂
RCE guess will say the same 😄
i made it look a bit more believable, that's good enough 😉
if he actually plays it 😉
does he has a discord or something by the way ?
I don't know, but have post on this server #🚀mod-users message . You can send messages ....
Behold !
this is bridge perfection !
(when not build)
and of course since i have no way to prevent savages from building a bridge on a onverhang platform, i had to resort to adding more trusses under the bridges
this is a WB variant for @stone halo More Platforms 👏
yeah 😅
actually i went and stole his icon 😂
oh, i forgot to ask him
@stone halo do you mind if i steal your 1x1 overhang platform icon ?
🔫

since i was there i made this, was clearly lacking
but i don't know how much i really like it
it means there is effectiveley no limitation to building up
which is good in a way
i mean...ladders are a thing anyway
guess it's fine
No, i dont mind 🙂
How did you create that platform?
the corner one ?
basically the top part of a normal platform, and some parts of the bridges
did it in blender
or are you asking about the occupancy properties and so on ?
streaming now
one longer log would make more sence ( eng talking here 😉 ) it more about the rope angle then the how far behind you have support for the suspension
he talked about playing it lately 😉 not sure if it's gonna happen tho
wait a minute, you can build stairs on the bridge or my eyes are playing tricks on me?
@shell fiber are you familiar with crashes when trying to play with Folktails? I'm trying to unlock your faction but I get crashes when trying to load a new game with FT
uuh, better just start a nex game, but i can take a look
that's what I am trying
im gonna see if downloading them from the mod manager will fix
i manually added them to the plugins folder from mod.io
but the latest version ? you seem to have missing text keys that i'm pretty sure i added
I normaly delete the mod file before reloading the latests version, avoids crashing
not sure why but lately the "update" doesn't work that nicely
it's not a bridge, it's a walkway
the bridge is different
ah no
@silver phoenix seems to work fine on my side, so yeah, maybe clear completely the previous waterbeaveroverhaul mod folder and reinstall 🤔
what other mods do you have ?
@shell fiber , i think @silver phoenix is crashing while trying to unlock the WB by doing a FT run ( am I right? )
I see, don't remember how i got around tthat tho, been a while, i guess back in the days Ft were not crashing with WB active
im trying to load the Plains map on Easy mode with FT
does it work in easy mode, or should I just try normal mode?
lol what is this bug
it seems inventory gives issues
that still needs checking though 🤔
easy mode might have been the problem
Ah, i see
yes
it's trying to give you among others 300 carrots, but WB don't have carrots
wait no
you're trying to start with the FT
aaaaaah
got it, maybe
my wonderful flaming skull of death might need a box ticked
I was not prepared for that skull 😂
"some things might be weird"
flaming skull?
whitepaws cannot terraform?
nope, at least not until a looooooong long time
you can dynamite though
and place crappy levees
but it's a very very different gameplay
your houses are watertight, so you can do with that, at some extent
oh btw i fixed the crash
next update
is there any documentation on how the water pump upgrades work?
yeah I see you've had issues with placing the upgrades and terminal segments, I experience the same now
I think what is unclear is what the requirements are to place these buildings. e.g. the only requirement for water pump upgrade terminal segment seems to be that it is on top of another building. However, it does not allow me to build this on another building at all
the upgrade goes in between 2 pumps
can you show me a picture of the set up?
yeah, one min let check if i got one close by, game is not opened
https://puu.sh/JKUN7/ac25921f0a.png I have this but that doesn't let me
the 2 pumps have to be side by side and the upgrade goes above halfway on each pump
and the placement is a bit wonking for end segments but they are mainly just estetic so....
so instead of going inbetween 2 pumps, its going on top of the pump
in between the round parts 🙂
it goes on top of 2 pumps, like a pyramid style, can't have 1 pump and one upgrade, need at least 2 pumps side by side
so you cant have 2 segments next to one another?
https://puu.sh/JKUNC/5c10f81f65.png I managed to get this now
yes you can but if you want 2 upgrades you need 3 pumps under
segments are more of a decoration part, they don't bring in more water
then my suggestion is to not name them "upgrade" 😂
looks like my previous save is broken so can't show you and i'm not there yet on my actual save
But those are called terminal segments right ?
think what is crashing my previous save is I have dandelions and berries marked for planting and it can't be done anymore
"water pump upgrade terminal segments"
oh okay they are linked to the water pump upgrade
I see
The upgrade sits halfway between two pumps, so you can chain them
Which means you're bound to have a half spot at the end 😉
It's a bit whacky but this kind of stuff is not really what the game system was intended for 😅
well its a good addition
need to ram the camera in in and when you see some green, click
No I think it's somewhat easy to place from the back
yeah the orientation of your game really matters
But you can also ran the camera in the building too 😅
not sure what messed it up because it used to be way easier
the pump probably has a higher level than the rest of teh building
There was a change in v4
It's complicated
I'll go to sleep now, have fun
Tell me if something breaks
GN, later 👋
Rotate it
You see the tiny ghost protruding ? Should be inside
now ram the camera in the pump and if you see green, click
Or try to place it from the back of the pump
It definitely can fit
But might need persuasion 😅
clay pot? where the F do i make that now....
Wood burner
alright
But you get one free on the kart
dang, early game got a lot harder recently!
thnx for the help
I noticed the recipe window is quite large which causes it to kinda be in the way because I can't see where I want to build. Do you think there is a possibility to move that window to the side? https://puu.sh/JKVdj/3d154c0fb0.jpg
it's bad nut not sure there is a way around it, game is set to put recipe above thing in the builders tab
suggestion, @shell fiber broken kart should be 6 not 5 dynamite, like that you can make the mine even if you only got 1high cliks on the map ( just noticed i don't have 2high on this map) and 5 dynamite doesn't make enough room for the stairs down since you need 2 tiles and 1 tiles stairs are behind salt
or make science not require the mine? ( think the easy way is +1 dynamite in the kart)
and it's still not enough for lido-irrigaiton
I am now trying to place the Giant buried tank into a 3x3, 2 deep hole. but again spacing is giving me issues placing it in the hole
giant tank is a bit tricky, the barrel needs a 3x3 holes but the building itself needs more space then that
large mine is a similar ting
does it need a 4x5 hole 1 deep?
but whenever I try to place it inside the hole the game will try and put the entrance in the hole
🤔
didn't try it since V4 update, guess it's some messed up thing like the pump upgrades
Seems like it, I'll check it
Do you have a 3 tall cliff ? In that case you can stuff the mine on the roof of an assistant farmhouse
Oh I just had an idea
I wanted to make a florist or something, but that can be the assistant farmhouse. Since the flowers wouldn't need harvesting anyway they can harvest crops
nope all clifs are 1high on that that map, it's a cool small map i tried just for shits and giggles but it's fun
Oh I see...
at least i was lucky a friendly beaver passed by and dropped me 1 more dynamite 😉
Yeah okay for one more I guess
I think I'll make it so the alchemist no longer needs a medium Caudron and the screwpress no longer need gears
100% with you on the press, the alchemist... ok but who cares honestly, you get it for free with the kart anyway
the kart doesn't drop a medium cauldron anymore
it drops an alchemy set
*chemistry
and a clay pot, the book set and the anvil
because otherwise dynamite is stuck behind :
1 - 100 iron ore (60 scrapmetal)
2 - 150 coal (100 for 60 scrapmetal, 50 for the cauldron itself)
3 - having a mechanic's lodge (more metal fixation and paper) for gears
4 - unlocking and building the screwpress, plus having sunflower seeds
with the current changes it is just locked behind science, paper, and a few not too complex buildings (alchemist, screwpress, handicrafter)
....do the flags need to be exposed on top???
yes, can't have anything there
had to make a whole fuckery of stairs to clean those 2 spots
Oh nooooooo....... The Scrap metal hell map has stuff there!
Oops, ping
hmm... all things considered i don't really need the flags to occupy any volume, but if they don't that can have weird consequences visually. like if you build a storage on the flag, the flag will just keep sticking in the middle of your boxes.
it's generally not a problem, except for maps that are full of clutter.
i don't really get the pont of the assistant farmhous, do they have a speed bonus? cauz it's same amount of workers and same amount of housing as a farm, why build those if it can't plant?
@shell fiber , TimberAPI updated, now you can add new recipes !
They can harvest, are stackable and watertight, seems a pretty good thing to me
Especially if you want to make a wall of houses
i get it but since they might have to be further from the field and the height to go down, a little speed and/or capacity boost would make them more appealing
tought about staking one under the farm like i used to do with warehouses early game on old IT runs
otherwise, without some sort of bonus ( or 2 workers, simple like that) don't really feel a need for it, the distance between getting those and the super farm is not that big and they get a lot of bonuses with the large farm
basically what i'm trying to say is to make it more relevant and an actual option it needs a little buff on gathering efficiency compared to a farm
Well if I give it a buff, then it should cost more, otherwise it makes the normal farm obsolete in comparison. The point is mostly stackable + watertight.
I suppose it's not particularly appealing depending on your playstyle, but I try to make big dams out of houses, so I basically want a watertight and stackable variant of everything
Like I was considering a harvester house that employs three harvesters with a tiny bonus, same for the lumberjack
In those cases yes I can employ multiple beavers because the work flags cost nothing anyway
But for the assistant farm, if I make it better that the original in any way you immediately fall back on using only one farm to plant and only assistant ones to harvest
At which point I might as well ditch the original farmhouse and have the assistant inherit the planting ability
But we're going this way I might want to rework the outside appearance to make it both more farm-like and watertight
Possibly with an upgrade system like the water pumps
An other option is to make the assistant farmhouse larger, house two families and three workers, like a mid point between the basic and advanced one 🤔
Hmm
But then it should cost more
Not super fond of the idea
Rn I'm more thinking about the watertight rework + upgrade potential
I also want some stackable building that plays nice with the kitchen houses in terms of stackability. I like the design of those but they really don't pay nice with water pumps, which are the main thing you should want on top of you dam wall
So the stackable farms could play that role... But you're right that the need to climb back down eats up some cultivating range 🤔
Hmmm
Difficult
placement I get it but the dam might be a bit far from the farm so that's why I tought a walking speed binus, but with the size of the building it could fit 2 workers too
But don't you usually have your farms next to the river ?
Or you tend to place lidos more inland ?
more efficient but not much, i get what you say...🤔
later in the game and on a large map, yes
Ah I see
I'm on a tiny one atm so lidos are gonna be more in the river/reserve
If it's only walking speed it could be okay I guess
sounds good, and it stays 1 worker?
I don't think I would change the amount of workers without changing the number of inhabitants
can you mess with the range of the building too?
But then wouldn't you start building those on the middle of a plain because those beavers move marginally faster ?
I'm pretty sure I can't
not really, maybe instead of 3 farms i'd have 2 farms and one of those
my basic start up it 3 farms, 2 harvest one plant
🤔
actually might keep the 3 farms but put 2 on plant plus the helper
doesn't need to be fixed, it's not broken, just a little balance to make the building more appealing, 5% walking is enough
If I make it the default farm, then by convention it should require pine resin
But that means pine-less starts are doomed
So no pine like the water pumps 🤔
Seems okay-ish
can still use resin
the building with wather tight and all is good and price is decent, i guess it makes it a "low mid game" thing
I'm taking about the possibility of the assistant replacing the default farm entirety
if you feel like it but i like the idea of both
Hmm
makes a "lower tier" large farm
Oh I though about you and gave them decorative mushrooms to remove the "nothing to do" sign 😅
I'll still think about my upgrade thing though 😅
tried to plant 2 of those but never been planted, it's the thing the helpers plant?
If they are set on harvesting and are already busy they won't plant it of course
i mean with farms
An in-between solution could be to keep the basic farm as is, but have a stackable watertight upgrade thing available
Yeah so you can do both
never tought i'd be babysitting berries 🫠
To be honest the amount of space a farmer can manage is far inferior to what can fit in it's range under optimal conditions
for the gatherer yes, the planter, if enough ppl pic it up... i'm curious
since planter jumps from plant to plant and doesn't have to bring it back it's way faster
that's gonna be a future me question, time to hit the bed
later 👋
closing on cycle 13 today
does anyone know why i dont have the option to have bots work in the metal mine or any of the other jobs?
Uuh... I didn't really give any attention to bots as a whole so I probably didn't put any provisions for that
i was using the irontooth faction started a new game using that faction i had that option on an old save game but now its missing. i switch between modded and none modded depending on the mood im in.
https://steamuserimages-a.akamaihd.net/ugc/2013720707592290336/4951DA564DCBD6437829BC61F589FAA351E5570A/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false im taking a different approach to the water beaver overhaul mod
oh, that's a nice town !
now where did you get those terraforming blocs from 😏 ?
that feels like an awful lot of population to feed 😅
mods 😏
from left to right :
- original
- new (watertight)
- 2 new side by side
- same plus upgrade segment
but that poses a problem
let's say that the top segment allows for two more workers (total living space 16 blocks = 4 families) that makes way enought workers for any number of crops in range
buuut
nothing says that the upgrade has to actually be a farm right ?
it can just be a fancy attic for all i care
hmmm true i can see it
i'd probs use these as like aesthetic houses for beavers to live in suburbs
aesthetically tho they slap, good job
well the problem with making the upgrade a farm is that I also have the large farmhouse, that is much better for harvesting (4 families and 6 worker, so 150% efficiency pop-wise and +20% workspeed))
and yes, i kind of want to have them as sort of townhouses, so i think some sort of urban job would be best
typically haulers, but builders could also be nice
could also be a sauerkraut attic too
if anyone has interesting suggestions...
hmmm, so it's 4 families, right? one can be farming, one can be cooking, one can be building and one can be hauling
multi-faceted
but idk if that's actually doable given usually a building holds only one type of employment iirc
use the attic as storage space, e.g. food for the people living in the building
or maybe consider a different buff, e.g. higher respawn rate (make babies quicker)
Quicker on water beaver ? Are you joking, I hope 🥳
or the upgrade could allow for crops to grow quicker, since the crops will get more attention from the beavers, similar to how beehives work
maybe the upgrade will allow for a bigger impact radius of the building
if it's an upgrade it needs a purpose, otherwise it's just a fancy rooftop IMO
I like it, plus you wouldn't have the downside of the beestings debuffing the beavers
giving more workers if they don't have the speed would keep the large farm relevant yet still helping prior to the unlock of the super farm
really depends where you place that upgrade in the tech tree
🤔
Hmm... Well the large farmhouse is really not that far is it ? I would even say it's generally the first blueprintable building people tend to unlock
Acting like a beehive is definitely an idea...
I can make a few variants by the way
And then see which one people prefer 😉
I think early game I would actually use +1 farmer with no pop increase (but no bonus)
In the general case I would probably go for 2 builders + storage space, because I think the builder's lodge causes too much pop growth for 1 more builder, so that's a good opportunity
But I can also see how there can be situations where +2 builders is completely useless and 2 haulers instead would be more useful
Typically when you're not building anything...
For the beehive I'm concerned about the range...
with scafolding, BPs are taking a break, can't really habdle the double archi in early game
builder's loge is pricy on pop for sure but still using it, for sure a les pop hungry way would be nice
can the upgrade be like the one on the pumps and have a mid and end part? like mid is + 1 worker and end caps are builders ? that would give a ton of options to mess around with and don't think it's gonne be too strong ( no buns of course on any workers)
Hmm the end segments are a bit of a pain to make, and then there is the building orientation issue, you don't want them to be placable in weird ways
I went for an upgrade that directly covers the whole length thinking no one in their right mind would want 3-4-5 farms in the exact same location 😅
But maybe I can rework the builder's lodge instead
builders lodge IMO a 3 workers for 2 fam would be descent
Actually I was thinking about reworking the builders lodge towards something like that : one family 3 workers, and the house itself being a bit larger
Which means there would be far less need to have the farm upgrade give builders
Hmmm
🤔
Plus one family and two farmers make the building as a whole give three families and 4 workers, but no bonuses
Nah I don't like how it impedes on the large farmhouse usefulness
I think the pop-free builders/hauler remains the best solution
It doesn't impede too much on the normal hauler / builder houses too much. I mean they do but you need a lot and they are filler buildings anyway.
I still want to rework the normal builder's lodge though, one worker for three pop is too spicy
Or I could come up with weird crap like a board game attic or something 😅
Actually that's not the worst idea in the world
Well I guess I'll make 2-3 clones and see what happens
@shell fiber can you think of some small idea's you had, but required code?
Something like custom tutorials and things
It's quite minor but I wanted a script that randomises the animations when loading a game so that the balloon traders aren't all synchronized (that looks weird)
I wanted to learn how to do, but just couldn't find the time and / courage
An other thing I discussed with @kind spire I think was a death counter, that lists how many Beavers died because of the player's mistakes
*with optionally a doom trigger that causes a game over if you reach a certain number
(ie : any death cause except old age)
There's of course the glass issue but we already talked about that
He was maybe interested in doing it so ask him if that's interesting to you too
And...hmm...🤔
Maybe making custom "area effect building" script that can be applied to plants (right now the script is dependant on the "building" script which is incompatible with the "plant" script or whatever it's called)
If you want I can generate a crapton of weird ideas but the ones I could actually have a use for are there.
An other thing that would be great is a way for the windmills to know their absolute z-level (or relative elevation compared to the map average) and make their power output change depending on that (right now I simulate that by having 4 variants that requires to be placed higher and higher end produce more and more power)
Or where you asking for stuff that can be made into a json specification like the tutorial?
nono, just general small things i could quickly create and which you have uses for
This, i dont know, i would have to see some video's but doesnt seem fun for me todo
This i really like, should be doable and fun small thing, dont feel like that right now
This is interesting, so what is the usecase?
Typically could be used to make flowers that give a "nice smell buff" or could make brambles sting poor beavers tasked with cutting / harvesting them
It's quite minor, I can live without
Ooooh
Something that would be absolutely amazing but might be quite big : make it so that Beavers need some seed to plant plants
Right now they go to the planting location, "work" there for 0.2 hours, and poof ! seedling
I like this aswell
how would seeds come into the game?
Hmm well if we can add it to the starting inventory like berries and such it should be good
For example when playing easy mode, there's a script giving the player 300 of basically everything
At the start of the game
That might be a lead
Otherwise there is the "broken kart" option : just make that the starting building for all factions, and add seeds the same way I add the library set, anvil and so on
but once a seed is used, how does it come back?
Typically a building that consumes carrots to make seeds
but you need to be able to harvest more than 2
I would go for one seed=one crop, but then one mature food thing makes 5 or 10 seeds
Also one carrot field gives 3 carrots so there's that
They would be an interesting way to lock some crops out of early game
An other way of adding that in is to make the map editor mod I was thinking about last week to allow placement of anything in the maps.
Like you could have wild carrots growing here and there, harvest them, have some make seeds in the seed maker thing (that job probably had a real name)
And you have your carrot seeds
(requires a lot more work though)
Typically that's how I ideally would want to plant giant sequoias
Im looking right now for how doable requiring seeds is
Okidokie 👍
It's more of a suggestion than a request, but I think many people would like it
Oke, seems doable
How i see it right now is the following:
Just have a component like "PlantableGoodUser" or something, which will take a GoodId and a amount. I will add logic so that a farmhouse beaver will go fatch re relevant seeds and on planting, will use currently equiped goods.
Name should be better, not sure yet
for sure, otherwise i wouldnt do it
and i would tell you, like i did with the shader
that is not fun
this is
but can you help think of a better name?
Think of a better name ? For that seed thing ?
Or are you talking generally about how to name your firstborn 😅
Could also be "better agriculture" or "extended agriculture" to stay on the same branding as "path extension" and "more platforms"
Do you think it would be possible to modify the yielder specification script to have a plant yield more than one type of thing ? It's somewhat easy to make a workaround, but it would be more elegant this way. Like pine trees can be either tapped for resin or harvested for pine seeds, both coexisting at the same time
ive been thinking about it a bit more, but im not sure how to add to existing crops
oh seems like i got some reading to do, what's y'all cooking here? 
probably need specifications 
im trying to add seeds
For existing crops, maybe a "generic" seed, and, farmhouses, to work, will consume seeds as fuel ?
Nono, i mean from a coding perspective
ive thought about the system already
but to edit those settings (resource id and amount) it probably needs specificatiosn
i have really no idea how to name that kind of things, but no one will ever see it most likely right ?
oh, yeah i can definitely conjure a bunch of new items in the game, easy peasy
by the way, i finished my farm upgrades
new update posted
that would be nice as a standalone mod so it can be used with any faction
Is that a 2-block high wall or a 3-block high wall?
2, was only one so i dug up a hole for the mine
Thanks!
I need to make some billboards for that 😅
The map is done... Releasing this Saturday...
hmm...
i need to come up with better things to research for the mechanic's lodge, most of the good stuff is in the architect's lodge
i'm pretty happy with the kitchen house in the end
the watertight farms are quite nice, but using them as part as a dam is kind of clunky
not that it is a problem, right now they are stictly better than the original ones and the upgrade possibility is neat
i just think that something like that should be some sort of water farm
i also want a dam house that allows walking throught the dam wall (although the utility dam upgrade already does that)
and i need a larger variety of stackable, watertight buildings.
just building a dam out of hualer's lodges is not very satisfying
harvester's house and lumberjack house are possible ideas
pretty good ones actually
one family, 4 workers (more than you actually need), probably 2x3x1 or 2x2x2
and some buffs
what else could i come up with ?
better, stackable variants of the tent buildings ? like a proper forge + house, a livable mushroom farm
oh i know
now that i can use blender, there's nothing preventing me from reworking the lumbermill, screwpress, gristmill and whatever to be more stackable
hmmm...
i'll need to come up with some new concepts
but if people around have good idea for "mechanical stuff" that you would actively want to research, i'll take it.
right now i'm thinking about some sort of mechanized farm or something
oooh
100% mechanized buildings !
that just need power to work, no beavers
like a step before making bots
why didn't i think of that earlier ? that was staring at me all along
(i need to go to sleep, gn !)
before i lose that thought : change the farms to also plant some of the water crops, modify the aquatic farmhouse into some sort of deep underwater farm
don't you already have a non-watertigh bersion of that? or it's been removed ? the "bridge house" or something like that
yes, but i want a watertight one
the bridge house is mostly an experiment in making buildings that don't need full support
but it indeed allows walk-trhough
i'd go more for bigger buffs 4 lumberjacks is a bit much i think
thing i gonna be the "plug" for the shafts, if you wanna keep it only one spo per building vertical shaf gonna become quite a must to have dams with power
like the number cruncher for the IT but that produces stuff? still gonna need haulers i suppose or some automatic hydroponic farm?
yeah that's the idea
still will need haulers indeed
but that's already a given in this faction
do you have the vertical shafts installed ?
i think at least half my pop is haulers anywaysince they are my dam 🤣
i can give you the specifications if you want
the specs for what?
for adding vertical shafts to the waterbeavers
maybe carrying capacity bonus ? that will save them one trip when cutting a pink tree
not sure if it would work, will they carry more logs from the trees? 🤔 i was thinking walking/working speed, would also help when haulers are busy somewhere else so they bring the logs faster to the storage
for now i'm ok without it anyway won't have much time to play for a bit over a week, going on vacation, not bringning my computer otherwise they are gonna make me work
guess that's gonna lower the download rate of the mod if I'm not there to load it 3-4 days a day 🤣
Then, you must download and try each version, to restore the download rate 🤣
Okay, the harvester's house and lumberjack's house were pretty easy to make
almost first try
the regular farm can plant and harvest spadderdock
the aquatic farmhouse is now pretty pointless though
I like the idea of a deep water version, like the algeas of the IT could grow if water above >1
tought about that on my last run to have a "fun" building to put in deep water in front of the dams so beavers can play there( i like to have the doors on the water side so wet fur is never an issue)
yep, i need to shake some people to see if someone can get me some nice seaweed
je paye uniquement en mises a jour 😅
did the pass-through lodge too (it just employs one hauler but is 2x3, and a lot more expensive)
good night
no update today because it's in a messy state i think
Should I make a tapper's flag ? Would simplify quite some stuff
wonder if it possible to do so you can only plant berries where there are dead berries 
anything is possible with code, but without that, it seems difficult. not sure what happens behind the scenes, but i don't see how it could be done, planting crops or trees ignore mostly everything except block occupancy
thought of the componet for mine but may not work
ah, well no the plants ignore this thing completely
even if it didn't once you crush the dead bush, the placement would become invalid and it would vanish on the next load
i think
😦 to bad could have been an alternative
i think @stone halo is trying to work on a system that makes beavers require seeds to plant stuff 🙂
in the mean time, i realized i needed to make this
tapper's flag
this way i can have resin available from the start of the game
nice, gonna make the early game a bit easier because now all the changes made it a bit rough, cool to see some nerf a bit
thus i don't have the weird thing where some buildings require caulking material and some others not
yeah, it's also a bit rough to have to build a house just for that
but 'ill adjust the tapper's shack to be watertight
and it will be much more powerful
tapper shack gonna be a bit pointless with the flag tho
if it had and aura to make the pines produce resin faster maybe but even there, it's not that hard with a descent size forest to not miss some
it's mostly variety to put atop your dam
true
i think the one think i want from the tapper's shack is maybe enormous storage
the working/walkng speed for lumber house will keep it relevant tho, for mid game and later
maybe i can add some tappable essence to the pink trees
true, if it saves a warehouse it could be descent but needs a ton of space since it's a house also. warehouse is free on pop
something completely pointless early on, but important late game
so you can be happy to have a powerful tapper's shack rather that crappy flags
but i think the most interesting thing would have to make a special lumberjack's house - tapper's shack upgrade
like put them side by side and you can build a really neat thing
no idea what though 😅
forester, so you have one bigger building that does it all maybe
for large maps it might not be that relevant but on small ones every ground peice you have available for plant/trees is precious
do you mean the upgrade should be a forester too ?
oh i just realized something
yeah, like you have a lumber and tapper house on ground lvl and forester on top
if you make the forester a farmhouse, it can plant and cut trees at the same time
or plant and harvest resin
aah
oh, sorry i made a silly mistake, i meant forester-tappershack
but the idea stands
except there is still the issue that only one prefab can have the planting ability
so that would necessarily be the forester getting the ability to cut stuff
but i'm not that fond of the idea
it simplyfies the game instead of making it interesting
sometime too much convenience is bad 😉
in the meantime, that's what i came up with for the tapper's shack
lacks the storage space though.
but it keeps the same visual identity
in that case what could be nice on top / between those two buildings ? we already have an overkill lumberjack house (1 family, 3 workers, +10% workspeed + 25 % movespeed +50% carriying cap)
the forester has a watchtower, maybe i can play on that, like a gigantic watchtower.
i've been toying in my mind with the idea of having some sort of cartographer / explorer thing that would make some sort of map for the balloon traders, but i'm a bit reluctant to make yet another blueprint-like thing
actually on that matter i think the big "ecole normale subeaveure" will make red blueprints, but they will actually be called "diplomas" and therefore not copyable.
like you have to train one beaver to have a PhD in astrophysics to actually be able to build the telescope or something
i'll probably make it so you would never want two anyway.
anyway, time to sleep
gn !
with a bigger tower an increase of planting range maybe? 🤔
there is alreay a bunch of BP, cartographer/explorer could provide a walking speed bous for the beavers? with the no range limit now that could be relevant
Unfortunately planting ranges are out of hands, and attached to the planting/ harvesting scripts, basically I can't do anything interesting on that side 😓
That's actually a pretty good idea 🤔
Like a guy on a big tower that shouts at people to move faster 🤣
GN, got to work a bit 😉
Yeah GN !
@shell fiber according to the description of the Pit&Ladder lodge, we should be able to stack this building. However, when doing so, the bottom lodge will become inaccessible https://puu.sh/JLnp3/698abf5e04.png
dunno if thats intended
my guess is it's not intended, the goal to stack those was to be able to do a skyscraper appartment
I also can't seem to be able to delete the bottom lodge with the delete button
if its elevated there is no issue
oh okay I found the issue of that one
https://puu.sh/JLnqH/ea034659c2.png the one on the left can be deleted without any issue. you can see its connected to the path despite there not being a path. The one on the right cannot be deleted because the path is covering the platform of the lodge
mm, think it connects due to the platform you can see on your previous screenshot that you have on the second lvl one
like if there are 2 spaces between the door and the road dows it still connects?
nope
Yes that is a weird interaction between the "is a path" and "is Stackable" elements
So the paths connecting without them being visually there is not something I can do much about
But this is intriguing, I thought I had specifically checked for that...
still need to delete old mod to get the new one, is there a way around it? not beeing a plug and play with mod manager is tidious and could discourage ppl from playing it
and in the comments, there is a big F up in the description and it stops at 2.1.0 with a huge blank afterwards
tapper flag not in yet? 😦 started a new run to try it out 
yo.... seriously, now they are the princess beavers, filth is to strong, can't do shit
How about making the lido no science and the water dump cost the 250 science, and maybe make it a bit more expensive too? it's sad lidos got pushed that far but i think the idea was to make it not easy to use as irrigation, without the dump they could be there much sooner
?
10 logs for the dump... should use ... idk, maybe 2-3 gears and 6 to 8 planks?
this thing better be good, because that took way more time than i like
everything seems normal to me 🤔
not yet, sorry
if you overwork your beavers they will waste a lot of time going to the shower to get a small scrub, then back to work
hmm... could be a possibility
but the lido requires dynamite anyway
i have no idea what causes this to be necessary to be honest 😕
you can dump a lido in the river without dynamite 😉
looks like that on my side
forester/tapper/lumber combo building?
and a spot for the baloon on top? or that's the place for the beaver yelling "move faster" 😆
damn, filth almost killed me once again, and almost built the river bath before my first farm... think it needs some rebalancing, maybe have a cheap, not too efficient shower ?
The Shower should still be in the game? Or does that need planks/science? I think I saw Lapan build a shower before a Library, though.
In the livestream.
ok, i'm blind....
lol
yeah and it's quite cheap, my bad
Also, super hard map is out, see #🔭maps-general
looks fun, but not with the WB tho
It is compatible!
Berries, Dandelions, a 2x2 wall, all are available on the starting island, though more are available later.
kinda, i don't see salvageable dandelions, with the WB not beeing able to plan berries and dandelions, it's a bit more messy to be playable on any map but i also get what lapan wants to do with that
time for drought No1 but also bed time, will have to see another fay if i managed to survive!
let's just say i'd try with IT before WB on that kind of mess 😉
Later 👋
Starter island has starter dandelions, second green island also has dandelions, though they need space to spread (which necessitates reaching it)
But yeah, try IT first, if somehow not hard enough, then try WB
Hell yeah ! It works !
the pile of sawdust even grows as the internal storage is filled 😉
thanks 🙂
new screpress
it...wobbles 😅
I'm trying to make more building with random overhangs to help build up and connect stuff
it's also a way to break a bit the blockyness of watertight buildings, since the game doesn't allow me to have different voxels have different water blocking heights, i'm forced to make the "solid" part blocky
but by adding some appendages it looks more interesting
like you probably can't see in the picture, but the trellis box in the sawmill contains the spinny round thing
actually i'd like to make it an actual sawblade
but i don't know how to slap a texture on my mesh
it's also functionnal, during my playthroughs, i keep finding it difficult to make a dam with something intersting inside, because you can put one copist, one artist, two handicrafter... then what ? a bazillon haulers ? that's not super interesting
so i'm reworking the industrial buildings to make them properly stackable, so they can be really part of the damn dam 😅
👀
maybe you could explore the possibilities of reducing the footprint of a 2x2 lodge to allow them to overhang? example: https://puu.sh/JLvbR/8e2a552f1a.png
saves you from having to come up with completely new buildings
you could perhaps consider that the only tiles that need support are the ones with an entrance, whereas all other tiles can float freely
ah, well yes but that only works for non-watertight buildings
long story sort, watertightness is made by virutally raising the ground level under the watertight block
makes sense
so that means a watertight overhang would make it look like there's a weird forcefield pushing the water back
ive seen that behaviour before yes
but for storages and stuff, yeah it's a fun thing to play with 🙂
you wouldn't happen to know how to extract just a mesh from a fbx file by any chance ?
i'm stuck on that for the small piles and so on
i fixed that thing
i think it will be a lot easier to notice when you have too much sawdust 😅
uploaded 2.1.8 !
my knowledge of unity is limited
but I guess this mesh should be in a folder together with the fbx file? if so, a simply copy/paste would work maybe?
e.g. the mesh needs to be pasted into the same folder as all the other meshes
wait
cant you just import the entire fbx file into unity?
and then locate the mesh from there
I tried but that didn't seem to work
I mean importing the fbx work
But calling just the mesh from that didn't
Although it might be worth an other try
https://puu.sh/JLvT2/ca26ef68cb.png when you import your fbx file into unity, does it show you this?
a slider which contains all of its components
including the mesh
potential mechanic idea unlocked @shell fiber
#🐉beaver-memes message
"OH SHIT THE FRIDGE!!"
Interesting, but, first, we need seasons 🐸
@lament axle 
is there a seasons forum topic btw, or is this mainly discussed in one of the modding channels btw?
It's almost a meme
, since it has not yet been released
OH lmao
ripppppp
ok lads, we gotta get to it
says i, w negative programming experience
excuse you i try my best
I know 
i genuinely want to see this mod 🙂
It'll most likely be after I release SteamWorks
Hmm... Problem... I really can't make the water pump and farmhouse cost pine resin, otherwise many maps may not be playable
pretty happy with my current playthrough (New yosemite)
How far is this mod? I know you are always adding things but has terraforming been completed?
And is it buggy?
Not played yet, questioning what I've read in the past.
right now it's stable but there is some things that are not accessible because i made a lot of changes recently
as for terraforming, it's not back in, but i don't guarantee that it will be back, and if it does, in what shape
i think i'll make it an end-game thing, for when you litterally have nothing else to do, but that's about it.
oh i forgot half of the question ! right now i have the early game fleshed out : everything from settleing to getting a stable survivable situation. then the "expansion phase" where you start to use science to unlock stuff, grow your population and arrange your environment a bit is also fine, and then we reach the tech growth phase where you need to research blueprints to really get some powerfull stuff going. that one was finished before but i ended up being unsatisfied with a few things, notably the balance between the architect and mechanics, so i need to rework a bunch of stuff.
hmm... it seems a farm requiring mechanical power is not really bothered by not having power. that's a shame.
@kind spire do you want to help me sort that mess to have accurate gear ratios ? 😂
(this is going to be a clockwork seaweed farm)
let's face it : i like my chemistry accurate, but i can't be bothered with accurate mechanics 😅
(not that i couldn't if i REALLY wanted to)
but it's not as if i could make a believable contraption anyway
and i don't want a blocky black box
i'm kind of afraid of the animation though 😅
not just the gears, but also the harvesting mechanism, i want some sort of overhead crane
cracks knuckles
Do your worst, let's do it!
Do you have a blender file for it or unity package?
i was joking, pretty sure that's not even possible 😂
teeth size don't fit, probably have cogs forming triplets and so on 😅
Awwww, was excited for a challenge 😉
What am I looking at
Exactly what I was going for 😅
A good old clockwork mess
But at the end of the day it makes food out of mechanical power
Or should
😊
why it doesn't work?
i need sauerkraut
it's a weird thing that happens sometimes, not clear why.
change the reciepe to the other one and that will cause the haulers to unload / reload it.
at least in my experience that works
(there is basically no difference between the two reciepes)
specifically, it seems to happens sometimes when you load a save, some barrels will break and no longer recieve deliveries.
i have made a tiny change in the half recipe, allowing it to have storage for 2 reactions, it seems to not happens in that case but i'm not sure.
This looks awesome, back from my week of vacation, did some good not toutching a computer for a week. Guess there is a lot of new stuff to try out, probably gonna start a new run this week
first tought, since spadderdock is available much sooner, would be nice to get a food ite that requires it, grilled spadder in the coocking tent maybe?
hi ! sorry for now answer, discord was quite empty these days i almost lost the habit 😅
hmm... yeah, i have been thinking about what to actually do with the spadderdock because it's plantable from the start, but not usable before the kitchenhouse which is quite far i think
in the meantime today i've been making this :
it's not really supposed to be on a cliffside though
but it's an aquifer pump (or at least tries to be)
generates water from nothing
except well, mechanical power of course
which during droughts has a limited use, so that batteries be more important.
wait can i make it also irrigate the land a bit 🤔
also, first time something loaded first try no crash 🙂
(there is still some missing stuff though
got no clue what i'm looking at but it's wonderfull!
irrigation tower V2.0, sounds good
basically a well
It's 3, Two is in Water Extension mod 🤣
the tower on that mod is just abusing, I like it but the range is just dumb compared to the wateruse, needs a little nerf IMO
Well, if water tower abuse, what about giant water tower (cover a quarter of plain map) 😮
Wonder if you can Nerf it with #1128257322175705198 
It's an aquifer pump 😉
But I'm not super fond of the chimney in the end
are you "burning" water in there?
or it could have some double function like water digging and coocking something
it's the steam exit or whatver you want it to be 😉 it looks great, wouldn't want to change it
Maybe I'll keep the model for a Mark 2 or something, but I think I want something lighter first
cute !
wait a min, that means you can still get some water even in the drought? ( sounds like a hard mode run will be required) !!
Maybe a MarkIII of it to put over the ruins ?
or you got better plans for the ruins?
Well yes but... Power
Still don't know 😅
would be nice to have options, like atm you can do the mine or get the nuclear generator( mod) on a small map with only one makes you think what you really need and on a big one makes having more a bit more fun since 1 maybe 2 are required in the end game, over that it's pointless
is there a list mods that work with this mod
plus with the mines you already have don't need that one for scrap metal, can be infinite basically
not much atm
stairs work, more bridges and that's about it that i'm aware of
also im sad at the removal of oaks and alot of the food you can grow
you got pumpkins tho to cheer you up!
Who needs oaks when you have sequoia ? 🤣
also giant sequpoia dont get planted
yeah it's a known issue , it's a future thing that you will need seeds, it's just not explained in the description
so are the seeds able to be gotten?
not yet, it's a work in progress
at least that i know of
been offline for a few days so not sure where it's at
The sequoias are a very late game thing, they need to be planted in a sequoia cradle, but at the moment I didn't work a lot on them.
The food stuff are supposed to be entirely different just like the IT and FT have different food system 😉
ooooooo
Other mods that works are IU-related mods like pipette tool and house manager mod
shit, just opened the game , are we still on 2.0.9 or i'm late on download?
I have specifications to make vertical shafts work but I'm not at home atm
don't wanna exit and come back 😉
might be wrong on the 0, just remember it ends in 9 so i should be on latest!
things getting along nicely!
Yeah I don't think you skipped 10-12ish updates 😅
missed 2 or 3, not sure if last i was on is 6 or 7
Yeah probably about right. I've been updating a bit slower recently, the clockwork farm was a big thing
can't wait to try those farms upgrades, it looks awesome
It will require a blueprint eventually but I need to put some order in all that
about to buildmy town center on that run
and , as usual, just because i think it's funny, running no forester for as long as possible !
Ahah
Just find some brambles and your good to go 😅
Darn I need to get that mapmaker mod running
still gotta save some pines/berries/Chestnuts trees and dandelions from drying out tho 😉
And from being build on 😉
branbles can take over other plants?
not doing that, ain't my first rodeo with that faction 😉
buildings are going in the river to dam it up or on higher gray grounds
and actually ended up doing a tapper shack, was running out of pop , that's a first ! 🤣
As you may have seen I've tried to make it a lot easier to navigate above ground 😉
Bridges can be fused with houses
And you have overhang platforms
yeah it's super cool, seen the post but didn't get to try it out
Also a bunch of buildings directly come with overhang/ walkway
didn't you say something about a 2high shitty platform also?
Uuh
Ah no, I made a "real" double platform
Like two tiny platforms on top of each other
would be nice early game to not get rushed into making science just because you can't go over a 3high cliff, some maps have real messy starting point , maybe 40 logs and 5 resin?
just make the legs longer on the crappy one and "Voila" shitty platform lvl2
Ah yeah I could do something like that
that should be a standalone mod, pretty sure ppl would enjoy it
plus having stuff like that a required instead of the actual mod would make the update much faster, file is getting long to download a bit
Or maybe you were talking about the two high log levee ?
you changed it for 1 and 3 to 1 and 2 ? having all 3 would be cool, never know what funcky terrain you need to adjust to and need something wathertight under those buildings
Hm?
No the log levee is the 1x1 watertight thing that needs to be next to solid ground
I make a taller variant
at the price they are and the "by land" requirment, would not break anything to have a bit of lee way with those
But right now my priority is to finish the aquifer pumps, make a mechanised drill to get worker free input of minerals, then put some order in the blueprints that still / no longer exist
But I also should get going on the mapmaker mod to make it so that more maps have naturally occurring brambles in interesting places
Oh right !
They opened a new mapmaker's contest !
I need to get that stuff rolling fast ! I want to make a giant "world tree" like thing
those new bridges are super cool, good job sir!
I might change the irrigation tower again someday because I still think it's quite underwhelming compared to the lido
but i must say that I love this tower. Please no major changes 😄 i love that you have to get up there to work, makes it a bit harder
Probably no large change in placement rules and so on, but i was thinking about making it also some sort of bath attraction + fertilizing effect, so it has something that is not available to the lido (that is just an attraction)
in the meantime, my drill has taken shape
need to get the animation nice and smooth and it will be good to add in the game.
That's a darn nice drill
That's so cool!!
Just need to steal the dirt particles from the excavator to use for it 😉
Oh... I didn't even know there were
I just adjusted the drill so that it goes a bit deeper in the cliffside, it felt a bit too shallow
Looks like a TBM 😮
What's a tbm ?
Tunnel boring machine
Those ones we looked at the other day that they use to make railway tunnels
We've just launched our first giant TBM. But what actually is a TBM? In this video, we explain what a tunnel boring machine is and where they fit in Europe's largest infrastructure project.
Ten giant tunnel boring machines (TBMs) will dig 64 miles of tunnels between London and the West Midlands. We will use Tunnel Boring Machines (TBMs) to exc...
Argh... It's a workshop particle controller 🥲 didn't work with purely mechanical buildings
Oh yes, that's intended 😊
Oh, I think you can add particle objects into an animator, so you don't even need the controller
GoodNight
really like the fertilizer idea, basicaly the beehive effect without the sting?
WOW !!!!!
@shell fiber Would be nice also if you updated the extra stairs compatibily thing and toss it to @stone halo cauz we ain't getting ladders and i had a little cool set-up in mind for rooftop terrassses over the damn 😉
Think you said it's not a big thing and you might actually already have it done
Thanks Ahead !
First district center, cyle 5 just pre-demolition
kinda like the balance lvl of ease of access for wood on the brambles and time to cut down, makes it a nice relax way to get constant wood without worrying about the forester too early in the game
the more i think about it... the more i can't help but realize the waterdump should simply not exist.
why would anyone really build mechanical water pumps if you can have just a bunch of manual pumps and water dumps🤔
-Reworked the Gristmill, Papermill and Smelter
-Removed the blueprints for those buildings too
-Removed the Superplatforms (were obsolete anyway)
-Removed the WaterWheel blueprints (now just costs a lot more science to unlock)
-Added blueprints for Small Aquifer Pump, Mechanical Drill, Clockwork Waterfarm.
added freshwater laminarias for the clockwork waterfarm
Added a new foodstuff made at the gristmill from spadderdock and Chestnuts
i have a bzaillion icons to make i guess
Icon time babeeeyyyy
that's the easy ones
that should do
oh, some people might be glad to know that i've added terraforming back...for now.
long story short, i felt it was weird that the horizontal drill made just magically iron and coal, but not also a crapton of dirt, sand and rock
but if i make it make that, what do you do with it ?
storing it wouldn't make sense
just magically erasing it doesn't either
so... you pile it up to make new ground
one terrain block costs 1000 dirt and the drill produces 10 every 3 hours so don't get too excited though 😅
everything seems in order...uploading soon
@radiant heart ah, i finally managed to get your alchemist tar crash 😅
no idea what caused it though
best bet is that there is a possibility of odd behavior due to it consuming both wood as a reagent and as fuel
but i can make it burn coal instead
Think i have had problem before if game want to do 2 storages of the same type in a building.
I have lost the USB on which I was making the tutorial files so I have to redo it all I suppose.
Which I expect to be equally valid as a summoning ritual for said USB 😅
Also I went to ask on RCE's discord if he was playing to use my faction in the next season and he was under the impression that the mod was still broken from the V4 update so next one maybe 😔
Which gives me more time to add stuff 😉
What does this error mean? It crashed instead of creating a new Folktails game
Possibly relevant is that Mod Manager absolutely refused to download or install Water Beaver Overhaul, so I had to download it manually and put it in the relevant folder myself.
Possibly also relevant is that this is running through Proton on Linux, not native
I can give you the entire error log folder if you need more information
In settings at main menu try uncheck tutorial and verify that you have all needed dependencys
hmm...might be a TAPI version issue, i need to check.
There is no such thing 
Did you update TimberAPi /
the meca pump is way more efficient if you want a large place to build aquatic farming by a big reservoir, lido irrigation is ok for ground crops but not efficient at all when you have a large area to fill, tryed it out on my hard run to have the aquaplants only kept underwater with the dump and it's a mess
dirt sand and rock could be used for other buildings, kinda like the clay, rock/sand could be for better/higher dams
JC alaso is probably gonna do one soon, he post full let's play, not edited like RCE, he's fun too watch too, a bit more relax, kinda like the "bob ross" of timberborn
mmmm... game crashed when i downloaded 2.0.10...
@shell fiber do something i need my fix !!! lol
well, crashed the game but works when opening back!
Crash during download ?
right after it was loaded
would be nice if the drill had some options to the drilling receipe, like you wanna drill the line of material you want to get, maybe could have some that give more "useless shits" for later game but get some cool stuff like diamonds and gold to make a "beaver idol"
just like you did with the medium mine but with a higher tier
would be nice to have med beds not science locked tho, mines are cruel and beds without the juice are not that much of a boost
Oh I think the med beds are still vanilla
But a clinic or hospital would make for a nice new watertight building 😊
I though about it but it's really just a big dumb grill, so I wouldn't assume it has the ability to select what you get. Plus I don't want to make the medium mine obsolete
But I thought about adding more "valuable" ores like gold, but they don't have so many uses
do you have a link to his channel by any chance
here you go https://www.youtube.com/@JCTheBeard
thanks !
that would be cool for sure but in later game, early on the beds would be enough just they need to cost no science.
I don't like to rush to the librairy just because this or that can't really be done before, the tier system you made is quite nice. IMO there should be a "tier 1" available even before destroying the kart for more stuff
Yw
Yeah JC is great, he's doing more long-form stuff now too by the looks of things, last 2 episodes were 1h45m - 2h long
still playing catch up, just finished the drowned serie
maybe just stuff specific to mine/drill so you stil need both. small mine not even obselete since medium one doesn't do salt ( at least that i remember of, not at the medium yet on that run)
well that's the only thing that makes dirt right ?
think so or the bot dirt extractor is in? didn't get on last update yet
Or, I can make dirt mod available for Water beaver 
Maybe do you want something like this : #🤖mod-creators message
with bots inside ? 🤣
not for bots, but my bots will be cursed souls chained to a mechanical body
they won't need anything 😉
it's kinda sad, science was a mess with the seeds, berries and stuff but now it's just plain stoopid, requires qay too many stuff to get it started, maybe make cabages grow a day or 2 faster if it's gonna be that much required? or lower the amount in the receipe?
i don't think i changed anything recently except adding a dandelion to the reciepe
i guess we could do with raw cabbage, but then sauerkraut just becomes some pointless gimmick
My point is that it takes some time to make the sauerkraut on top of all the other stuff required to finally reach one science beeing made ( plus the sauerkraut barrels are a bit wonky and don't always work properly) Having this extra step that may or may not work depending how the barrels feel is a bit annoying
if the barrels stop working, refresh them by switching the reciepe
but yes, i see what you're getting at
i get it but ii think it'S better if you can "set and forget"
yeah, i think the half reciepe no longuer has this issue, but i didn't have much time to text extensively
but i like the idea of having lots of small buildings that run slow reciepes like that
like i wanted to add wine too
although i need to get the plant fixed
it's cool i agree, the kimchy barrel was really cool, making food just with the haulers, i like it
since most of the dam is hauling houses stuff like that makes a lot of sense
would it be too annoying if the sauerkraut also required bramble flowers ? 😅
It's already annoying enough lol,
bramble flowers instead of cabages maybe? ( wait ain't that the kimchy barrels)
the kimchi barrels also required cabbages 😉 but salt was replaced by flowers
Maybe not drop it in the sauerkraut receipe but bramble flowers could sure have theyr own little thing since they are available early and grow fast, would make a neat food source in early game
and a descent failsafe later on
i kind of treat them as dandelions to be fair, more of a medicinal thing that actual food
with the amount you can get without much trouble beeing just a medecine make them not too releveant tho, it just becomes an infinite source of wood basicaly
or it's a failsafe if all your dandelions die ?🤔
I get why you don't want ppl to plant dandelions/berries but i'm not a fan,
Llike if you lose your dandelions it's game over on medecine and some other receipe, same with blueberries
maybe some later game building that can plant them back?
yeah i'll have that i think, but it will be so far that that won't change the "lose them and game over" part
but there's no way around it
if you allow to plant them, that completely remove all incentives to protect them and to build with terrain
but it shouldn't be that hard to keep them alive
no i meant it's kind of the same type of ressource
but i want to give it more uses
i mean if you really want to you can actually use the pipette tool to plant some
if the building to plant them back is hard locked behind like red BPs and whatnot, it's not game over if you lose them but not gonna see some back till you are really late in the game,
wouldn't pipette tool be considered cheating tho 😉
at the moment the pipette tool is kind of cheating yes 😅
like don't you need those for the deluxe stew? so if you loose them the super cool kitchen becomes a bit pointless 😦
but red BP are locked behind a ton of science and other blueprints
yes but why and how would you lose them ?
that's my point, so you could get them back someday but not for a long time if you let them die
well don't let them die 😂
that's the idea but shit happens
are you leaving the game to run overnight sometimes ? 😅
i'm kind of confused at how that can happen
or is it some hard mode related shenanigans 😉 ?
no i'm there when i play but even on normal sometimes they dry out
yeah on very long droughts that can happen
on hard mode they will die for sure within maybe 3 to 6 cycles if not waterred that's a given
an idea could be to have a building that cultivates dandelions and berries and such at home, like low production rate and have to feed some pop, but can provide dandelions even if you lose them all
that works too, idea is simply that if you have a problem they are not gone forever
that would at least remove the risk of a hard lock
but the building that can replant them will be very veeery far
right now i have i think 8 blueprints
just those 2 can't be in the science making process or it's gonna be a hardlock
GN
i'm trying to get everything set before i can implement the tutorial
but the billboard mod has some issue
that i don't understand
looks like the harverter office ain't watertight
oh, oops ! thanks.
apparently so was the new tapper shack and the lumberjack's house
almost killed all my berries with that 😂
ahaha
oh, right, let's do that thing
i have just the right model for that, just needs light modifications
that would make a nice bar tho where beavers could drink there booze
yeah that's why i made it in the first place 🙂
it was meant as a noodle shop
but there is issues with the slots and recipes i intended
first tought was "it's a snack bar" hot dogs and fries !
that works too 😉
fries would need the potatoes back tho, and not sure if beavers eat meat
i'll keep a duplicate either way