#Water Beaver Overhaul
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lol
surprised about that one, tought they eat the insects on the wood
well, today i learned
just an idea also, I've really come to enjoy the pumps that you can dump straight into the water, would it be complicated to get that as a standalone mod for the other factions? I guess some ppl would like that
seems quite nice to me
you mean like the bot-operated pump in knatte's water mod ?
no, just the actual pumps of the WB
they can be in 1deep water without beeing drowned and it's quite cool
it's nice alright but gonna be a nightmare to place if i get it right
nah it can be placed on flat ground, the support legs are purely visual
kk, i see, tought it was like the mine that you need a 2 hight clif for the "house part" and then the terrasse had to be 2high
no it's just because it would feel wrong to have it just hanging above ground
now i look at ppl playing and i'm "why the F don't they just put the pump in the river?" ๐คฃ and then my brain connects
although the large beams would be sufficient as support
but even with the wb it's better to put it on the riverside
to make a dam wall
that's gonna be a later thing, early on it's cool to use natural mini lakes in the river when it dries out
didn't have much time to play lately so the run is not super far, think i was in the 70~80 beavers range yesterday before hitting the bed
nice ๐
i try to make my towns plannign for the long run
like thinking in advance how i'll dam the whole river
i drop some buildings ahead and put them on low priority for the "future dam" actually messed me up a bit since had too many builders and not enough projects, it ended up flooding all my crops ๐
i guess now i need to wait for @stone halo to have some free time to help me with the tobbytools mod not working and i can add in the tutorial
oh right, so about that, i could but honestly maintaining a bunch of mods is quite a drag
i prefer to avoid it
then just don't ๐
so used to the watertight buildings now, can't get my mind on the right track to play without those
thanks for messing up my brain๐คฃ
Muahah that was my plan all along ๐
Happy days, didn't need to delete the folder before updating from mod manager!
glad you fixed that, I don't mind since i'm used to it but for the average player sure is a nice quality of life thing right there!
ladder still doesn't work tho, didn't you give @tawdry bronze the script to make it compatible?
And did tobbert update the shafts to make it work or it's now native in the WB mod?
and i lied, it was 90 beavers ๐
and might wanna give a little boost to all gravity batteries since flywheels are in, batteries become kinda irrelevant
Put this in the specification folder of ladder mod !
thanks, just would be nice if it's implemented in the actual mod so it's a tad more user friendly for ppl that don't wanna mess around with that ๐
If Tobbert has not enough time, what can I do ?
exactly what you did ๐ thanks
oups, toughtknatte did ladder since it's similar to staircase... sry for the ping i guess
this in the specification folder of vertical power shaft mod ....
with all that vertical building, i don't mind using the log stairs, they look pretty cool but in some cases i'd really like the ladders
vertical shafts are working
at least i have the option, didn't try to build one yet, not making gears still, but on previous runs it was working
It cannot, at least not for WB since was no definition for WB...
i know but in the sub menu they don't show up
got the curly ones and the metal ones ( icons not updated but who cares) but no ladder
i run very limited mods since WB don't like much of them
got stairs and ladder on but only stairs are in my options, ladders are not
YA, delete the factionspecification, waterbeafer from ladder and put this in the specification folder of staircase mod ...
do i delete the ladder folder?
No, just the factionspecification.waterbeaver.json from specification folder of ladder mod
It seems that it need to add dependency from ladder to staircase in order to work, but, better not to mess with that 
How about merging the mods? would that be too complicated?
it's all staircases afterall, would make sense to have it in one bundle
No, just send to me the factionspecification,waterbeaver.json from water beaver mod !
No, it's in the specifications folder
or this?
there is something in the "extra specifications" sub folder with a subfolder called "ladder" but discord won't let me send it
Put this (replace the old one) in the specification folder of water beaver mod
and, put back this in the specification folder of staircase mod
alright let's see
game didn't even load... gonna delete the WB and ladder and try again
give me 5
error repport if you wanna look it up while i delete/reload
wow, ladder was way down there, been a while since it received some love
downloads in progress
Ya, I forget a "," Sorry ๐ฌ
don't be sry for helping me ๐
that's the one that goes where?
Sorry for you. Don't have to delete water beaver and download-it again ๐คฃ
specification folder of water beaver mod
got some catch up to do on the download counter, missed a week remember ๐
alright, if i didn't mess up it should work, let's go !
there was some red text about greenudon but that's some sheninanigans @shell fiber is playing with, rest is white and yellow, game loaded, waiting on the opening
Thanks!
now just need for next update to F it up i guess ๐
or, send again the file to add ladder ...
would you DM me the 2 files with the where plz? gonna be easier next time since update will most probably F it up
That pumping wall gonna look so cool with ladders !
I need the FactionSpecification.waterbeavers.original.json from the updated water beaver mod, in case that something new is added into the mod
shit, gonna be a short night I guess ๐
well, you know who's in charge of that ๐

gonna look even better with the pump upgrades but not there yet
love the way the bridges work with the WB, wished the dev of the game made them like that
@shell fiber med beds still 80 science ๐
For this layout the overhang platforms are much better ๐
Also it's not very obvious but if you go in the specifications folder of the wb mod, you should find a zip file containing extra specifications for ladder, paths extension and staircase mods
What's the message about green udon ? Did I forget the lock key ?
Your inventor will stand too low in regard to the pump upgrades
And I think you could use a nice pass-through house in that big wall of houses ๐
ain't pass-through a 3x3?
still need 36 science to open that one up and the barrel is not cooperating tonight ๐ฆ
reached 100 pop, almost half is haulers, barrel is prioritized and still... not here to complain but that one sucks...and yes i got the ingredients available
it's temporary, once i can make dynamite, i'll swap it for a pump
the way the groun is on the other side i can't put a pump( well, i could but only would go one deep, dumped the inventor there and once the hole is blasted on the other side will bring in the pump to replace it
might be able actually to blast low enough for a 6 deep instead of a 2 deep, not sure tho
and it's not watertight apparently
and let's get stoopid with the pit tanks! kinda sad the covered ones don't store about the same if you stack 2, maybe a plank edition of the covered one so 2 stacked can store more then one pit? afterall gonna need to acces 2 places instead of one, more trouble should give more space IMO ๐
and ... softlock, waiting game starts since science is a pain in the ***,
time for micromanagment of the barrels
but not tonight, i'm done for the day!
How do you manage to get softlocked ? I usually get science running at 50 beavers quite easy.
Not that it runs at 100% all the time though but still
on the bright side, library won't be a run killer since it doesn't consume anything due to the barrels ๐คฃ
But you manage to unlock the mechanics to you have science
took forever, got 4 barrels, prioritized and still one worker in the library eats it up too fast
nope
Not enough cabbage ?
is the cabages that don't come in quick enough but i got some in the warehouse
So let's grow more cabbage ๐
that's what i've been working on for the last 2 cycles
even braised cabage storage is overflowing
and half my 10 farms are cabage prioritizeed...
Maybe the fact that Beavers can also eat sauerkraut as regular food is a problem ๐ค
at that point i feel like it needs a little balance work
More sauerkraut barrels ๐
If you have a hundred beavers eating one every 4 days
That's 25 per day
most food transformation make more then the input normally, cabage+salt is a 1 to 1 ratio on that one, maybe make it 1 to 1,5?
Which is more than 1 barrel produced
I think most food recipes have a ratio of 1:1.2 at best
Except the deluxe stew that has a bit more
not sure for everthing but potatoes are a 1 to 4 ( and the 0,1 log)
That would make for way easier and other recipes wasteful
Yeah but the amount of potatoes you get per day and per square meter is balanced around it
Wheat is insane yes
But it requires 2 transformations
I have an excel table with those calculation,
Ahah
Yeah but it's actually allowing you to "mine food" since salt is effectively food
IDK, just think that science should be a tad easier, been tempted a few times to use cheater mode and drop in a 1k science just because it's taking forever
like 2h of gameplay at 2x speed and barely made 75 science...
at least half receipe of sauer stuff seems to be working properly, 4 barrels are running
Well it's kind of intended to be slow and resource intensive
or maybe just have another building to cook it faster a bit? ( that cost only like 10-20 science)
If you could just unlock everything
That would be rather pointless
Well more barrels = more per day
at that point it's not about unlocking everything, it's about unlocking one thing ๐ i get it it is about the road not the destination but i rather have some HP under the hood, not running an old mule that is about to die
Which is exactly why I wanted this kind of slow recipe in small things tout can build many of
I'll think about it, but it's kind of meant as a factorio like system : you need more of A but then B becomes the bottleneck, so you make more B but then C is the bottleneck and so on and so on
totally agree, but i think that bottleneck is just a wee bit too tight to be enjoyable
gonna call it a day, too bad the pumpingdam is not done but i need some sleep, later ๐
there is a branch on the river on the right of the right hill on the image, gotta keep some suspense ๐
Nice
hmm...i had made a silly mistake in one of the mechanic's blueprints
also i think that the farmhouse would be so much better if it didn't hvae that crappy small yard in front
but then i should recheck the amount of space the large farmhouse takes
hmm...
i'm also considering making the pit & ladder lodge house only 1 family
and one job
because it is mostly useful as a towering thing
i kind of want a variant that has no side doors just so that it looks later when you're just piling up but don't need a side exit
i think there's still something wrong with the sauerkraut barrel
before closing yesterday the half receipe looked like it worked
i hope that's not going to be a problem with the mechanical drill and so on
because they consume goods for maintenance
so they need deliveries
i'm a nit far from the drill will let you know when i get there
it's going well ๐
i think the early game is mostly finished
i'm reworking the mid-game
now playtesting it
i just added drill bits as a core for a bunch of buildings
of course as consummable for the big drill
and as construction material for the aquifer pump
because you need to dig a big hole
But, change the unlock faction to IT, maybe with 20 wellbeing, afterall, it's the hardest faction yet ๐ฎ
well the issue is that it need to be triggered once the mod is installed
there's no looking back on previous games
so if you want to play that mod, you shouldn't have to play 20hours of IT first
I know, that's the needed wellbeing is only 20, you'll have to unlock playing vanila ๐น
that's not the point, if i want to buy an ice cream and the seller tells me to run a marathon first, i just don't buy the ice cream. i want people to play the mod not welcome them with a "go away" message.
especially if people don't like the IT.
and personnally i like the ressource management and town building, i really don't care much about the wellbeing
so 20 is a lot for me
Good point, indeed ...
But if this faction was integrated into the base game, sure ๐
But, will lose you as modder (will be dev then) ๐
if you want them to build faster need a better well-beeing ๐ early game i think it's capped at 10~ish atm as long as you don't break the kart
just remembered that, and yes, definitely
flywheels are much stronger despite losing power over time
i'll probably x4 or x5 the amount of power
basically i want a tiny one place 4 or 5 meters up to be worth 4 or 5 batteries
hmm
but that's a whole crapload of power
it's a crapload, yes but got to fill it up
ok it's free when you build it but afterwards need to fill it up
You can take a look over the realistic behaviour mod, I've doubled the amount of energy stored per tile ...
since there is no more making platforms to the sky each bloc higher is well earned
yeah, true
IMO balancewise, 1 battery ( the shitty one) at 4-5 high should have enough to power a 50hp building for the lenght of the drought, maybe make them a bit pricier but would need less, at some point it's not really pleasing on the eye to have a gizillion batteries everywhere
(considering the 9d max drought on normal, not a 30 one on hard, that would need 3-4 batteries)
i'll probably eyeball it ๐
2.1.12 uploaded
(accidentally hit enter) ๐
pretty happy with my poop
glad your blatter are healty! and your pop looks good too!
question, how can a shower be flooded?
IMO it should still work if water lvl is not higher then one
but will your berver need a shower when they are in the river ? ๐
apparently yes, or going in the water removes filth?
Question, why a fish must be washed before cooking ... Comes from water, no ? ๐ฅณ
yes, just swimming around also removes filth
Is a hot dog a sandwich? and ketchup a smootie ?๐ค
is the ocean soup ?
kinda, but a cold one ( don't remember the name, mexican cuisine got one of those)
That makes me think how about tomatoes if you're looking at more food options!
with all oil tanker, is a dirty soup ๐ฌ
Phoenix and Edgeworth have a heated discussion on whether the ocean is soup...
i should go to sleep soon, i have a date tomorrow ๐
GN and have fun !
Good night
oh, well before i go to bed : which one of those two icons feels best for the drill bits ?
second feels like old starfox graphics on virtual boy !! I prefer the first one
Interesting, I would have said the first, but to be honest itโs a close call
Theyโre both great!
there could be 2 types of drillbits someday and both could be used, idk
one for the drill and one for the water extractor or something like that
Just a tought, maybe walking/working speed for the builder lodge instead of carrying cap? or a mix, with optimized housing i don't see a real need for having many district so the walks are getting long for our poor whitepaws ๐
The farm upgrade looks AMAZING!!! well done sir, well done!
@shell fiber How about getting the treated planks back in? some cool stuff that works with the faction require it like the frog statue and the flywheels ๐
I know there is always cheater mode to build it anyway but rather not have to ๐
Didn't I give this recipe to the refinery or something ?
i don't see any building that can do it
and with 10 barrels running half receipe on sauerkraut science is kinda working ๐
How about making a place like the gnawing station but less workers and diffrent awning? ( for treated planks)
really like those "tent" buildings, we got a shitload for dams, might wanna make more open air places ๐
kinda confused, remember we talked about forester upgrades, is it in or it's still a WIP?
cauz mine could sure be a bit more watertight!
farm upgrades are a tad annoying tho, when it's assistant farmer they pop up the "nothing to do in range" quite often... do they need theyr own crops to remove that? ( if so, i'd say tomatoes! )
How about a MKII bath/shower that does both depending on water lvl? ๐คฃ
Well I really think treated planks are a trash resource that shouldn't exist so I don't intend to give it any use, I'll probably slap it on the alchemist or foundry (that will likely be renamed "factory") but that's just to allow for other modded buildings or things I've overlooked
I'm seriously thinking about making homeless beavers refusing to work (at least once their "shelter" need is depleted) and so that it doesn't affect the early game the mine kart would emit a shelter aura in a large area
and to compensate i'll make some crappy tents / barracks to house homeless beavers (but no breeding)
this is mostly because it feels not very nice to make 40 beavers suddenly homeless as soon as the drought starts by stopping the water pumps.
But, you can force the need to sleep to be full before wake up, even if they sleep outside. Since outside that need take longer to be fulfilled, having "homeless" beavers will be harsh ... ๐น
hmm... i didn't think about that...
i think beavers will sleep litterally anywhere if their sleep need reaches zero
Something like this. But, will need to add dynamic specification as dependency
The idea is to sleep longer if don't have a house. Sleep ouside is not comfortable ๐
wait that's what "satisfy to max value means" ?
i thought it was a tickbox to have the need filled instantly
if that's so, it's quite interesting indeed...
i'll be streaming a bit now
@shell fiber how long you gonna be streaming in voice chat? might join later in an hour or so
That means, for dwelling, as example, that beavers won't leave the house at starting working hours, but, when sleep need is full ...
no particular plan
i'l probably still be there in one hour
okie-dok fam, i'll see ya around!
i may have done something both amazing and ridiculous
tell me more !
give me a moment, fixing some other nonsense
mm something happened, can't reload last save ...
nope
loading 2.1.12 as we speak
first is 2.1.11 crash, second 2.1.12
(timewise, they uploaded on the in the oposite order)
trying with older saves just in case
maybe something to do with the file @heavy lodge gave me so the ladders work ๐ค still it was working fine last time I played and updated nothing before the first crash
had to roll back 3 cycles but it loaded
all ladders vanished tho
yeah there was a problem with ladders
but i don't know what it was
there's something just bonkers in this game
i just spend a couple hours fighting agaisnt that
sometimes you change one minor thing and the game craps itself
do i have ladders loaded in my playthrough ?
don't think i used any
i had this idea like "would be nice if beaver could just walk on the backside of the architect's house, too bad it's too smooth to climb"
and then this
anyway, plenty enough for today
thing is it worked with ladder , closed the game, changed nothing and when i came back to it it wouldn't open....
kinda sad, was getting to a point to test the drill...
how far back did it send you ?
the save i found that still works send me back 3 full cycles, and have a fuckton of disconnected buildings since ladders vanished
i see
guess i can fix a good part of it fast by cheating my way into double platforms but some stuff will require more thinking
well you can remove the ladder from the specifications and load the last one in all likelihood
if i just disable the ladder mod maybe, gonna give it a try
nope, using flywheels ๐
But, the latest version of flywheel is not what is auto downloaded by mod manager ๐ฎ
GN
GN
it auto downloads now? tought you had to ask for the download
and nope, disable ladder didn't work it still crashes
No, I mean if you open mod manager , on auto update will download not the latest version ...
? not getting what you mean
latest version is 0.8.16, but, mod manager see version as string, so, will download 0.8.8
with ladder diseable even the save that they vanish won't load anymore... guess it's time for a new run...
i'm at 0.8.16 with flywheels, never had issue with those
my guess is something with the way ladders saved and try to reopen, can't see anything else the would cause the crash since I changed nothing
Lucky you, not what happened to J C the Beard last night ...
shhhh no spoiler, gonna watch that later ๐
mm, looks like ladder spec for WB is gone from the folder, kinda strange since i didn't update or download it...
Would you be kind enough to resend me the file plz?
that's the one for the ladder folder right?
That's enable ladder on WB
didn't i have one to put in the ladder folder also?
alright, let's see
so it puts the ladders in the mod or i still need the ladder mod turned on?
No, you need to activate the ladder mod
and... crash
this is with the latest save, gonne give a try with the one that worked sooner
Wait to download the WB
it's already downloaded, sould i roll back to 2.1.11?
No, in the specification folder you have an archive containing the needed file for ladder to work
dang, deleted the wb folder to load 2.1.12, so that archive is gone
i'll reload 2.1.11 and see, trying too many changes at once ain't good to find where the issue is
this file must be in the specification folder of ladder mod
But, you need to send the mod.json , to add the dependencyes
the mod.json from the WB?
YA
send it to you?
here
i'm back on 2.1.11 so the one you already gave me should work
well it doesn't ! here you go
Here it is
Try to uninstall tobbytools
uninstall or simply disable?
Remove
to be honest, these icons are a bit abstract. without any context I wouldn't recognize them as drill bits. I'd like to suggest something like this https://cdn.iconscout.com/icon/premium/png-256-thumb/drill-3316116-2778255.png you can alter the shape of the ground to resemble the shape of your drill
and tobby tool is now listed in the depedencies of the WB ( at least on the mod manager not in the mod.json file tho
Ya, I've downloaded the WB (latest version) and, guess what ... An extra "," in mod.json ๐ฎ
Wait, I have to put together all mods to work and will send to you the whole plugins folder....
Shit, must unlock WB ๐คฃ
so i delete the WB files and reload the 2.1.12 ?
Wait, I will send to you the plugins folder when I finish
the whole pluggin folder ? with all the mods and stuff?
YA, to be sure is working
cool, thanks a lot, really appreciate the effort ๐
be back in 15~ish, gf is back with the grocery, will help her
nice, looks like it works! hope it opens my previous save
I don't know, hope so...
๐ค
But, uploading to Mega is a pain
too large to just send in DM?
500 Mb, zip file
lol
bottom menu looks way better like that, all stairs combined is much cleaner
You have the file
I like how it looks the power group at mine ๐คฃ
engines? lapantoufle dropped them back in or it's you? ๐
No, it's IT play
nice, but dirt is a bit far down the road, at that point you have the stairs anyway, or i'm missing something
well, crashed trying to load previous save...
Not with the dirt mod .... It's early in game ...
Try a new game, to see how it works
Can be something wrong with WB mod itself.... 
WTF???
got 2 WB faction to pick from, right one crashes the game, let's see the left one
left one too...
Power of WB is 2 ๐ฎ
WhitePawsยฒ
You have something more in the plugins folder then I send to you ?
had WB V2.1.11 but deleted it... deleted everything and gonna try again
what I send to you is 2.1.12
yeah, i mean in my plugin folder i had the 2.1.11 but deleted it before opening maybe there was still a trace somewhere so I ended up with 2 WB, the .11 and the .12
delete all files from BeepinEX\cache folder
ok, now i only got one in the selecction menu, still crashes with old ( before deleting the cache)
new game loaded at least, guess my old run is a gonner ๐ฆ
maybe since flywheels are not in your package and i hed some in place๐ค will give it a try
looks like not? see anything in the error log that could solve it?
YA, replace the file in specification folder of staircase mod
๐ค
still won't, but it's strange, in the stair file there is double specks there... is that normal?
Nope, the error is from WB mod, this time
@shell fiber must see what is about with that
Just play the new game until then
maybe later, spent my playtime trying to get that to work ๐คฃ Thanks for the help, hope lapan can fix that one later
The specification is not doubled, it exist the meta file ...
not exactly sure how that works, my modding skills are not really existant so, if you say so i'll beleive you
Me neither, so ๐
Holy shit it worked !!!!!!
My guess it's either florist or farm upgrade that messed up with the going from 2.1.11 to 2.1.12 since the save that has those not built yet work ( and ladders are there thanks to todor
)
alright, let's build them one at the time see which one crashes the game
guessing the issue was already there in 2.1.11 tho since i didn't build any of those prior to that save and never reopened
farm upgrade is a succes ( assistant farmer)
sry for the spam, using this as a reminder also to what i tested and not ๐
Nerdy attic is next, then florist
nerdy attic : check and it's the issue
game won't reload with the nerdy attic built
@shell fiber nerdy attic prevents game reload, here is the repport
gonna try florist too just in case there is a double trouble but need to get the kids in bed and eat something first ๐
and yup, pre-nerdy save loads no problem so the attic is clearly the issue
Good morning !
I see there was a lot of troubleshooting while I was sleeping, sorry for that ๐
I'll check what's wrong
If you're confident the nerdy attic is the issue and want to reclaim your previous save, go in the main WB faction specification and find the line that ends with "FarmupgradeC" (likely in the "town stuff" paragraph) and delete it or comment it out by adding // in front.
Then save changes and try to load your save
still didn't try the florist, confirmed one issue wanna be sure there are not 2, anyway at that point main thing i lost is dynamite production, not a big deal
maybe 1-2 ideas but gonna have new ones it's ok
like that hill was flat
There's a higher chance to be the florist I think, I don't remember what I changed last time
Still it's weird that it started crashing despite your changing nothing
Water barrels in the river... You monster ๐
never reloaded a game with attic built, it's not when you build it it crashes, it's when reopening the game and one is buolt
Did you find the Extra specifications I left in a zip file ?
love my pit tanks in the middle of the road !
guess not, only uploaded with mod manager. but todor setted me up this afternoon
florist loaded no problem ๐
and shrooms are planted with that huge tic tac toe frame
side note, for now only thing keep big farm relevant is the pumpkins since i know they are supper effective but for a first runner the upgrade makes it decently
is there any 1x1x? watertight building?
would be cool if sauerkraut was not required for BPs since it's already a hot mess for science ๐
(and the "nothing to do in range" for the farmer helper) guess it needs it's own crop like all other farming stuff to get it out
Yes that's what I thought with my playthrough, the farm upgrade already has a pretty good pop/worker ratio so I think I'll boost the large farmhouse but it will also get other crops. Probably rice at the very least but I'll see.
And yes I made an other decorative plant for the farm upgrade yesterday, but that caused a good two hours of head bashing and the only solution I have is to kill the assistant farmhouse and add in a clone with a different prefab name ๐
Let's hope that's the last time I get caught by this issue
The log levee and tall log levee ?
I thought about making a crappy 1x2x2 damhouse but that seems like a very unpleasant place to live (and that would call for a top entrance variant)
For the large farmhouse I'm thinking one less family (3 families, 6 workers +boost)
Or keep 4 families but increase to 8 workers + boost
Which would be double the amount of workers for the same footprint
I also exhumed the old mushroom farm building (stackable) but that will be a red blueprint
It's a 3x3x3 building with 3x2x3 watertight part that would make food so it's the kind of think you can build a hundred of
Also contains a walkway
I think it's going to consume both logs and sawdust to make shrooms
Possibly dirt too
and water.... it's a must !
Oh well that goes without saying ๐
I kind of feels this faction should have mangrove trees too, but they will also be for an advanced building
Note that I have enough room for one more architect and one more mechanic's blueprint
maybe cofee, too ?
I also want them to be taller and bigger
For deeper water
I though about coffee and I think it nicer to just trade it with the balloons ๐
I need to give those a rework eventually too
They provide waaaay to many haulers
well, i officially have no idea what was the problem.
there's no issue with the nerdy attic as far as i can see, and somehow my unity stopped complaining about me changing stuff in the plants so... that's good i guess ?
@heavy lodge
hmm maybe is better to do a seperate mod with all mods needed and any specs needed to use with WB. Example "Water beaver compatibility patch" that has the mods needed as req in mod.json and on mod.io and a Specifications folder for any changes done๐
Should be possible
And, if someone don't want ladder or staircases ? Of curse, it can not use then, but, not sure if it is an option ...
Hmm if they dont want ladder or staircases they cant disable those no but they can chose to not use em.
Trouble is that we do not have an optional dependency. It is possible that a json to be loaded before the original one, and, this mean trouble ...
Hmm what changes have you had to do? Add it to load for factions and move them?
Not too much. Completed the dependency in WB mod.json to be sure that WB is loaded last and added correct WB factionspecification in dependency mods.
Not touching the factionspecification.original in WB !!
Thinking if i maybe can update my mod with the stuff๐ค
well we could put the specs i have prepared in your mod ๐๐๐
the ones about staircase and path extention i mean
hmm have to find them an other day then
but in the specification for staircase is missing 2 stairs ...
This is the compete one
But they are just visual variants right ? I think one copy is enough
YA, but @radiant heart has a crash because those 2 are missing ...
I can send them to you again
If you had time a variant with the right color palette would be neat too but it's not vital
will take a few days before i even have time or energy ๐ฆ
In principle you can not have crash because of a missing prefab, that was likely not the issue
No prob
if its in the save and then removed then you can get a crash
because if removed something above becomes invalid = crash
@shell fiber , see this #1070709592176197642 message
also not that in staircase mod i move the ladder to a different subgroup the same can be done by you for the subgroup ๐
Yes I made those specifications too, with the staircase mods (or is it path extension ?) I have my log stairs placed into the stairs subgroup and my custom bridges in your bridge group
๐
so i should expect to lose my save?
just a watertight storage to plug the gaps in the dam/terrain
Well that's always the same issue : anything watertight that you can build without severe restriction makes everything else irrelevant.
I think not but honestly these bugs are so much BS that I have zero understanding of what it okay or not. Like I have a large farmhouse build since quite a while, I modify it to add two more workers (total 8) start the game and my last save crashes no matter what I do. But if I load an other save that is one cycle early it's all good. What the hell ? What changed ? Nothing ! This is absolutely nonsense.
a tier 2 producer that consumes both sounds nice, i like the "mush farm" model that is a standalone mod, that could be the tier 2 and the 3x3x3 the tier 3
Honestly my best bet at this point is that I still have a inventory need behaviour on some low priority building that corrupts saves every now and then ๐
just remove the nerdy attic for now i gues then, other upgrades are working fine
You can change worker amount using dynamic specification. I never loose any save this way 
ruth rho, game not loading
same here nut usually has to be 3 cycles back
Nerdy attic is working fine for me too though ๐
today's fun...
if levees could be built on the side of a levee at minimum, they could only extend natural thing, not plugging holes in nuildings and at the price they are... it's not an "easy" way out
not sur ewhat's the issue tho
had to go 3 saves back, lost only 20 days tho, made frequents back up
OOOO, i see, might be the lumberjack house
Just build houses ๐
What ?
sometimes the land is wonky, need a 1x1x1 or 1x1x? plug to make it fit
I'll try to avoid modifying existing stuff but I really have no idea what is going on
that's the other new building i had in progress... was built on last save
Then dynamite the blocking part ๐
still used to not having terraforming so i'm verry cautious about what i blow up since there is no going back ๐
But that doesn't make sense, it's just a reshaped flag
kinda like why does the nerdy attic crashes my game and not yours
There's definitely something random in this, I need to look it up
It's gotta be some behaviour that got duplicated because the buildings are perfectly fine
gonna build it up at 3x speed, save and see, and then it's GN for
Permanent issues doesn't let the game crash
I'll try to find what's wrong and upload this evening
Now that I think about it, having the farmhouse upgrade have an extra storage seems a very bad idea
my wanna see with todor, he made a sweet chunk of compatibily work with other mods and like knatte suggested to have that in there. Just some quality of life thing
why,?i really like it, can remove the small shitty warehouses by the farms
4 planks and i'll see if it's the lumberhouse
Try to save a second before it's finished too
Well yes but since the building also had an inventory from its farmhouse script, that makes three same thing having two inventory scripts, which can understandably make a huge mess
I'm only taking about the assistant farmers upgrade the others should pose no problem
well, nothing wrong with it yet
got 3 of those and they work perfectly
Lumber house crash repport
and i'm out, GN
Well that was the issue with the inventory need behaviour script. The game can roll with it no problem, but it causes nerves to have duplicate tasks. I suppose when the finish one the duplicate disappears but if you save while the duplicate exists in the beavers talks lists, that creates a state that the game cannot load saying "multiple matching elements"
At least that was the issue before and I suspect the same thing to be happening here
I'll check the lumberjack house too
mmmm, file prior to the lumber house is crashing tooo......
anyway, got to hit the bed, back tommorow for more "WTF is going on"
aaannd, first try !
found a crashing save
removed the stockpile property of the farm upgrade
now it loads fine ๐
i increased the farm output inventory to 150 to compensate though.
guess the files that loaded properly had the upgrade empty and if it had something it would crash when reloading
is that it?
2.1.13 uploaded
no if there was something in the upgrade, it will likely be deleted
the game is really not bothered by stuff disappearing as far as i've experienced
but the zauerkraut barrels are still dysfunctional
i suspect this is actually a priority issue more than a bug
when a buidling is empty, the priority of the "fill me" order is 1 (because it is 100% empty) , but when a barrel contains 36 cabbages and 0 salt, is it 90 full, so the priority of the next filling is 0.1
hence it never get to the top because litterally anything is more important.
so for now i tried to put the salt first, but i'm afrait that might not solve the issue
the barrels will get stuck when you run out of salt
because they will get filled with cabbage
which is also why you can restart the thing by emptying it
gonna have to try that later, need to get some work done first ๐
I hope it doesn't mess up the ladders too, todor did some work to make it happen, would be nice if it still works, hope it's only gonna need a update of the mod.json file in the V2.1.13
uuuh
if the specification file for adding ladders to the WB is in the ladder mod folder, there should be no issue
there is one in the ladder folder but he also modified the mod.json in the WB folder
uuh
don't modify the one in the WB folder, it will be a pain every time i update
give me a sec
this is to be placed in the ladder specification folder
think he mentionned something about making it a depedencie, guess it's not a biggie if it's not there, right? like you can have mods that are not depedencies anyway , right?
well yes, but ladders are not vital for this mod to work and i don't want to force people to have them
so it's not a dependancy
but vertical power shafts are absolutely necessary
so they are
as long as tobber doesn't put the specification in the actual mod can't really make it a must anyway, it would simply not work
well no if i decide it must be in the mod, i can make my specification file call for something in his mod, that works just fine
but then if you don't have said mod, the game will crash
so it's all or nothing
๐ค
anyway, i want go to bed a bit early today
IMO they are pretty essential but that's just me, i basically use logstairs or ladder ๐คฃ
GN
well... they're nice, but they're a bit too strong actually
anyway, next thing i need to do is fix the sauerkraut thing... or remove it entirely
gn ๐
at least removing it from BPs would be nice since it's such a pain, maybe if it's fixed get it back there but for now it's already a hot mess for science
Should I take the lack of complaints as everything working ? ๐
just sat down
does that fix the farm upgrade issue or I should not upload yet?
Should fix it
They might have disappeared though
alright, upgrading right now ๐ค
But you can summon them back with cheat mode ๐
is sauerbugger out of BPs too?
Nope
nan, just gonna complain in here, you know the drill!
I might revert to kimchi actually, I want brambles more useful
Plus too many recipes in the small mine is annoying
maybe make salt a tier 2 for food and only medium mine can get it?
But I want to also work on adding the custom mangroves
output gonna be just stoopid tho if it's medium mine ๐ค
i like the idea of salt for food, would keep it there for now, maybe another stew in the small coocking tent that gives another bonus and uses salt๐ค
guess i still need to delete previous folder
if you make the ladder a depedencies, can you alter the price of them at the same time? tought if it's one scafolding, 4 planks and 8 fastener it would make it ok~ish for how effective they are
๐ฅณ
Upgrades are gone ( rambling complain, rambling) but it loaded and everything else is in place
and got to unlock them again with science that requires a buttload of sauerbugger..... aight, cheater mode is on but only to get the science back ๐
does the decorative from florist and upgrade give a boost for ppl walking around or really just a way of getting rid of the "nothing to do" alarm?
feels like floris is useless with the assistant farmer tho, got plans for the future for it? otherwise, it's not really releavent
Just to get rid of the nothing to do mark
Yeah it's quite useless at the moment
would be cool if they had an array of buff kinda like the bush, or maybe like the beehive, one or the other so they have a purpose
Maybe I can just get the model from tobbert's mod and make my own variant, I would need to talk to him but I think he's on holidays or something, he's not being very responsive lately
At the moment it's not something I can do
tried to ping him a few days ago, no return yet, he's busy IRL i guess
or just that they give something, IDK, maybe for some BPs? like you need the decorative plans for the large farmhouse would make sence at the same time to lock the large farmhouse behind at least one farm upgrade, otherwise one could just skip it
Oh it's okay to skip it I think
But the idea of having the deco plants produce something for blueprints is not bad
too bad my architect is already in place, the back stairs is a pretty sweet add-on!
You can rebuild it you know ๐
yeah but not sure where, might actually build 2 to make scafolding faster
nerdy attic still has a storage, should i delete or it's fixed ? ๐ค tought you said the storing in the upgrade was the issue
It was only an issue because the farm part also has an inventory, the other upgrades don't so they're fine ๐
let's see....
and....
3
2
1
....
YAY !
decorative plants look really cool!
what is "nice view"? got a few with that but not sure what gives it
What's this about decorative plants???
the florist and farm upgrade can plant decorative plants so you don't have the "nothing to do in range" alert on those
power upgrade in progress!
It's a buff to wellbeing given by the irrigation tower, I was thinking about doing more with it but I kind of left it there for now
cool
just dropped a 2 more towers so it will boost me a bit more!
and gave up on sauerbugger, turned on chest mode but try to go at the beat "i feel like" it should be comming in ๐
To bad it still consumes far more water than a lido๐
Oh right, I fixed that yesterday
Went back to kimchi
maybe drop it to 0.5 per hour? and can you extend the range? would make it more releavent then the lido irrigation
Should work better
I don't know if I can actually, I think the script wants a round number
don't you have something like that on wood in some places they consume 0,1 or something ?
But if I really want to I can make fertiliser or something that is made with a 20:1 ratio with water
That's for recipes, you can specify how many recipes I've unit of fuel last
and the "farm upgrade" could be the fertiliser maker, makes sence, and if they are full they help gathering
Hmm... No if don't think those functions could coexist happily
But I'll think of something
Yesterday I made the copist and artist bigger because they are not super useful, so at least they are good dam blocks
lol, just deleted those 2 because they were not high enough for my project ๐คฃ
Be careful what you suggest, I might add a "poo" need and use that for fertiliser ๐
I have them walkways too ๐
make ladders mandatorry and we got a deal ๐
Actually as soon as you start to build a big-ish dam ladders become really necessary really quick
honestly, i'd remove regular stairs, keep the log ones, ladder and metal/curly
log ones look soo cool, IMO it should be the only way until mid game
I wouldn't go that far, regular stairs are one of the things that push the player to make planks because you want them
you need a butload of planks for everything else already
Well you can build logstairs when you want to save up on planks then ๐
Wonder if I should add hemp and ropes to the game ๐ค
Any excuse to add more types of watertight houses is good
....can I see them?
Basically i'm using this asset pack
https://assetstore.unity.com/packages/3d/vegetation/mushroom-land-1035
i can make more flower variety
i just found a pretty nice coconut tree too
better than the one i have
i also have grapes and a lemon tree
if i find the motivation this next few days i'll make a custom plant reader (for playing) an add extra plant to the all crops plantable mod
the rice and big mangrove trees are supposed to be in water though (the big mangrove is okay between 2 and 3m deep)
OOOh, i just had the best idea !
some very big tree, but the trunk in heavy stackable so we can put overhangs on the side ๐
could do with the giant sequoia too though
hmm...
maybe i should get to work on that
Nan i build logstairs because they are cool ! nothing to do with rss managment ;P
not sure if the beavers will start trying to smoke it tho... rope is cool but at some point I feel it could become too much, there is already a lot of stuff compared to the regular factions, there is a braking point where it just will be too much IMO
Unless you have a lot of use for it, like clay, ok you need some but it becomes irrelevant quite fast since you don't need that much, maybe having a thing similar to the packing plant that consumes it or idk but basicaly it was on for 2-3 cycles, now reserve is full and it's never getting used
yeah it's true that clay is not that useful
IMO it could be a basic material for ground only stuff like it serves as fundations
or for "plugs" like if you have a hole to patch in a super dam project, not sur tho how to make it work that ppl can't just make monster clay dams ๐ค
had to rework a whole dam project just because of a 1x1 gap and finaly just did it in another place since there was no real solution
like if levees could be build on and beside watertight buildings but not levees could that work?
I get what you want to avoid but try to figure out a way to have more flexibility
problem is that there is only three types of support : ground, heavy stackable (watertight) and light stackable (non-watertight) so you can't specify next to heavy stackable but not next to itself if it is heavy stackable.
so basicaly anything that is 1x1 could serve as regular levee, right?
well only if i make it watertight ๐ค
i'm not sure i understant what problem you're having, i've made the log levees specifically to give a tiny bit of terraforming ability to fill some pesky 1x1 spaces
in the pilling of the buildings, ended up with a 1x1 gap between to buildings and could not place the dam on top
the whole was not close to the ground so i could not drop in a levee and on another instance since the ground was 2 blocks high and i wanted a 1 high levee it didn't work either
like that for the second issue
the hole i had in the dam simply didn't work because the levee is ground only
ah i see
to do something like that
well in that kind of situation the easiest is simply to dig out the last dirt to make a 2x2 hole and then place a house inside
more houses ! ๐
lol, but that would be cheating, the bottom of the river is not accessible ๐
that area is already a cluster fuck anyway decided to make something nicer on the other side ๐
ahah
but that's also why i made buildings that have their entrance on the first floor
so that you can fit them in a hole like this to complete your dam
it is kind of a clusterfuck indeed ๐
what did that mountain ever do to you ๐
nothing, but need the land for farming, my beavers are on the edge of dying from hunger, actually think i lost a few due to that
if i have to pick between the mountain or my beavers, the choice is easy, bye bye mountain
i had an idea for the clay, i think it should be used to make metal fixations (molds), but also anvils and whatever
you mean for the fasteners?
ah, yes.
sunflowers are really inefficient as a food crop
they are there for the oil not the feeding mainly
got to get on the aquafarm so i can start making the super cool coocking tent
what does the aquafarm has to do with this ?
it is so useless that i was about to remove it
but i was a bit too efficient at removing brambles, now i'll have to replant some ๐คฃ
dam, now i don't feel like working and want to fix my food situation.... ๐
Oouf, was the unlock of more alchimist always that deep or you reworked it to make it a higher tier to get? don't remember needing that much stuff just for a set
the alchemist used to be slightly less complicated but i've modified it in my current build by giving the methane reciepe to the barrel (now fermentation barrel)
but the chemistry set or whatever it was before was always intended to be made in the factory (formerly smelter)
i'm working on putting the grapes back in, somehow my brain worked out the solution while i wasn't thinking
oh i forgot the size randomizer
aren't those nice rows ?
(they are planted by the large farmhouse, and so is rice)
okay, enought for today
gn !
Why do you do this to me... double platforms can't stack over llog platforms ๐ฆ sad time in Pinkertown ....
@shell fiber would you mind fixing science before the next thing? ๐ don't like living the cheaters way but that sauerfuckthing gave me no choice
yeah i'll push an update today
you'll need bramble flowers though ๐
oh, turns out i did'nt ever bother to remove the grapes item
Hmm... I'm thinking about removing clay entirely...
If I add it to many things just to make it useful it probably will feel forced, and make too many things to supervise (planks, logs, gears, scaffolding, fixtures) which means more reasons that can lead to production halting.
good, it's a really interesting mess you created but didn't push it to what it could be IMO ๐
Well sauerkraut is not working because of how the game engine handles priorities for hauler deliveries. Basically any building that requires lots of A but a tiny amount of B will face this issues UNLESS there is a beaver working full time at the building in question
So my backup solution would have been to make an intermediary "sauerkraut mix" item made in a manned workshop (for ex handicrafter) and then the barrel turns that into sauerkraut
Which would be nice in that it makes an excuse for a watertight house
why not just make the sauerfucker in the small coocking tent? would give clay more usage since ppl would need more tents and there is a worker in so it would run steady?
but sauerkraut is made by fermenting cabbage, not by cooking it, and i want to have this type of small buildings running reciepes.
don't worry it will be better with the next update
so i made the berry juice more interesting to make, now it requires water but you can fill more betty need with berry juice that with raw berries, which means less will be eaten and more available for science
i (at last) made the proper icon and item for chestnut flour
i added "red soda" which is a drink made from bramble flower
i (at last, again) added the coconut milk reciepe and item, but it doesn't fill more coconut need, it's going to be a cooking ingredient
added some dandelion tea
basically i was thinking that there was little to no variety in drinks
cool, and can we store those drinks in tanks or it's only in the press like the carrot/berrie juice used to be?
nah i made them storable because i'm so nice ๐
i'm about to update too
i've made a squewer-type overjang platform
that can extent other platforms once
or itself once
but it costs metal blocks which is quite expensive
i'm not making much metal yet, should start soon to try the super drill!
can't wait to try the one out, it looks sooo cool
florist is cool but kinda pointless with the farm upgrade and large farmhouse, any plans with that one?
i gave it a nicer overhang that allows to place a curly stair and go on the top floor
but otherwise it is supposed to plant decorative stuff, so in essence it will always be useless i'm afraid ๐
2.1.14 uploaded !
Loaded ! do they eat raw grapes or it has to be processed somehow? And they require the large farmhouse but are planted by the forester? kinda confused on that one
And crash...
it crashes when you hit the "prioritize" in the large farmhouse, tried it again and it causes the crash
Wow, you said low output but that is crazy low for the hobby gardener... think it could use a little boost, either produce 3 each or just faster prod
Something is up with the screw press, the worker got stuck ...
21 cycles in!
suggestion : would be nice if the "plug" for power on the buildings was a bit easier to see, turns ou i plugged my gristmill in a window not the actual plug on the second floor ๐
florist bugging, says not connected even tho it is
honestly you could just get rid of it and bring it back later if it serves a purpose but with the farm upgrade and the large farmhouse... it's not really releavant
Path doesn't look like it works, and can't pu a bridge on the is the bridge thing intended?
Grapes are causing lag big time when you click them
same with wine cellar
Whine Celler got a "prioritize tab like the large farm that also crashes the game
ah, right, this stupid issue again...
i'll see, but it's meant as a way to prevent soft-lock, it's not really supposed to be efficient.
lost the module thing on the big kitchen? why? Now it's more lelevant then never with all the things you added to food, still not getting why the tea and the soda are not press things but... let's say i builded too many press just because...
okay, i fixed the florist and wince cellar
This
and grapes are not beeing picked up
or it's only the cellar that can pick them up?
grapes need some adjusting to be less confusing,
1-need large farmhouse to plant ( need it to unlock or the large only can plant?)
2-it's in the bush/tree tab, so is it the forester that plants it? ( I know it's not, did a test)
3- Harvest?
Stuck there, won't build any further
even if i use cheater mode and tell it "finish now" nothing happens... and that was my last test for today!
GN
(BTW, mountain is gone )
the mechanics is watertight, there's no error with that i think it's your setup that cause water to fall direclty on top of it
it's planted by the large farmhouse but harvested by the wine cellar
but yeah, it's a bit weird
uuuh... i've spend too much time on that crap
i'll just make the grapes plantable by the forester and harvested by harvester's flag
i wanted to do something more interesting but it's complicated
and i've been modding too much since yesterday
need to unwind and just play for a while
2.1.15 uploaded
so they eat it raw?
oh, ah, yes
it's a crappy food, but it fills up thirst
regular foodstuff fill up 0,3 hunger and drinks fill up 0.3 thirst
grapes fill 0.1 of each
good deal, gotta figure something else for my dam tho ๐ค
i'm making some sort of humongous bamboo that can tolerate 7m of water
also seriously considering making all watertight buildings tolerate 1m of flooding, which would allow to use them directly as dam
which could be a pretty huge change
or at least if you put a dam on it it doesn't flood, but yeah that would be awesome
that's unfortunately the same
dams are either pass or block
so water going through a dam on top of the house = house underwater
is there 2 numbers you can enter or it's only one limit like 0.5 to 0.9 = not flooded?
i think it's only round numbers saying how much water is okay
too bad, think that would have coverred the "if dam on top donT' flood"
Just curious, are you still on experimental or WB only works on normal?
caus i'm on normal
Works on both, since now the both are the same build.
Forester not planting the mangrove, or it has to be under between 1 and 2?
okay, that likely won't work. a pile of watertight buildings covered with a thin layer of water still makes every building think it's under Xm of water, where X is the difference in height between entrance and water level so they still see themselves as flooded
and there's no elegant way of changing that, except making all buildings entirely unfloodable
so let's keep it how is is now
I had a silly idea pretty happy with it, but that's not quite the color i was going for
better
ah, at last
Hmmm.... I preferred the Second purple.
Second in the first image, or in the second one ? ๐คฃ
made the right color palette for the rooftopterrasse and campfire
hmm... it is nice too
Huge dam completed !
holy crap when did i get 300 beavers ?
no wonder my supply of food is slowly dwindling
That is ot a dam, thats a city
This one not having a great time
no that's the dam it's supposed to let water pass through
although visually it's a bit strange
i need to trim those bamboos a little bit, i can't see a thing ๐
okay, i need to rework the clockwork waterfarm because right now it's not very interesting
updated !
some minor fixes
i'm still undecided about the bamboo color
we already have pink trees
which is why i wanted them blue
but it's true that forcing the blue by removing the red tint entirely makes it visually a bit dull
i'll think about it tomorrow
how about making roofs watertight so if you put over over the door it will not be considered flooded? will give them another use then just the wellbeeing bonus
i prefer that green edition tho, the purple ones are a bit not natural enough, maybe greeen shaft and purple leaves? kinda same thing that you did for pink birch
Do not dare to make them pink. We'll need then pink panther, too, and, he hates water ๐คฃ
That would make weird visual artifacts with the water magically staying around. Also you could just use a bunch of them at levees
Not really, it was also wolfess who did it but the entire color palette was modified
I think it's possible though, but o don't know which I prefer yet
But I want them to look kind of unnatural
I mean the roof decoration, they could "block the door from flooding" and they caN't stack so yeah, could do a one row but that's about it
Still way too much ๐
But that also just doesn't work, if it is watertight without being heavy stackable you can end up with situations that visually are nonsense, but if it is heavy stackable you can no longer place it on platforms. There's just no good option except the current state of things
but i already see the issue if you put in on a platform it's gonna be a dam.....kinda like when i dropped a watertight build on super platforms over the river....
Basically yes
Need to sleep though GN and have fun
GN
making my waterway one dynamite at the time !
Forester sitting on his ass not planting the bamboo
Maybe a bit more of an indigo color then?
Like this one!
HAving a switch to only get dirt on the mega drilll would be nice, feels like my terraforming project ( like 10 tile) will never happen since i'll be stock with and overexcess of the other stuff
But I don't want terraforming in the first place ๐ฅ
You keep trying to revert to the folktails ๐
nan, just as simple as a wrong dynamite, at some point waant to be able to correct it
not complaining about the 1k price ( ok it's dumb but prevents abuse) sometimes tho that one square is worth it, want to be able to do it
I never liked FT so dont't insult your hard work plz ๐
plz tell me that only the door voxel is gonna make the mega drill drowned ! , tought it would be cool to have it with water flowing across to keep it cool!
And looks like Methane is not beeing moved from the barrel to the storage, been at least five cycles i'm stuck at 15 even with the barrel and the tank on "prioritize by haulers"
i think the door voxel is the one that matter but i'm not 100% sure
i havent's reached the point where i actually want to store methane so i need to test
i might be better to prioritize the barrel though
ah, seems like you need to set the gaz tank to "obtain from other storages"
oh, i like this !
Hmmm.... Is it possible for the stalks to be a different color? Or darker?
Give Indigo or violet a try?
violet seems promising
letme load it up
(btw i reduced the density from 5 stocks on a 2x2 space to 2 )
Next level of approach - megalumber
We got the giant stalks
Now for the sequoia trees and the huge pines
Would be fun if those huge trees could only be lumbered w specialized equipment you have to build too 
The worst possible thing is to give to @shell fiber some idea ๐คฃ
That's exactly my plan 
well that was the plan all along
๐ฅ
๐ฅ 
i want the sequoias to give giant logs, that you can either use as is, or cut down to planks with a special sawmill
hmm makes sense
i'm still hesitating : should i give the giant bamboo a harvestable component ? like it look cold so i could harvest some leaves to make mint tea or something
oh, yeah, i can pretend it makes 'incredibly strong mint" that you can use for ice, then icecream
that would save me making a compressor-refrigerator building
i mean i will need a dedicated building anyway
but if it doesn't use a compressor it saves me a lot of trouble for the animation
Basing this off of what you've said earlier in here, maybe this method could lead to a more industrialized one later down the line and this is the way to discover that other way?
I feel like the harvestable would be leaves so they could make decorations or baskets or whatever... don't really have a clear idea
That no planting dandelion is pure nightmare in late game 
just a crazy idea, instead of having the berries and dandelions not plantable, how about the brambles? ( would also prevent the place plnating zone to clear them easily) ๐ค
Well ideally I would want that, but I can't guarantee brambles present on most maps unless I make them replace pine trees
Which seems a bit extreme
But maybe I should try
I think that is my second next thing to mod, i'll add the huge water wheel with a blueprint and then go on the advanced red BPs that will re-allow planting berries and dandelions and so on
hmmmm, so you'd be replacing already generated trees within a map w others?
this gives me some ideas ๐
if it's achievable at least
the game has a function that allow to have something the faction you're playing doesn't have (but is specified in a map / savegame) to be replaced with something your faction actually have. but it only work in a certain measure, the most annoying right now is that you cannot replace a "simple" tree like birch (just makes wood) with a "producter" tree that generates a ressource (chestnut, pine, etc).
ahhhhh rip
yeah, my idea was, if you crack that code like a fresh omelette and are able to scramble it, to try and see if the idea for tree placement depending on height and distance from a water source can be achieved in a reasonable and fine fashion
oh, not even close from what i can do, not without code
Time tro intriduce yourself to code 
ok cool cuz I almost finished the school and have a real dig dandelion shortage, curently deleting everything around and leveling the ground so they can spread a bit, quite a mess but not even sure that would be enough tho
there was only one patch of dandelions on that map and quite a small one too, that thing is a lot map dependant
The university is going to require two blueprints just so you know ๐
I also added tiny icons next to the blueprints recipes
won't be watertight nor a house either
given how ridiculously large and expensive it is, it could be watertight without being a house i guess
but that's moslty to save up space in the UI
enought modding for today
Why am I not surprised ! a blue and a green i suppose or you got some other evil trick behond your head? ๐ค
Well it's supposed to be the threshold for go the next tech level
Does that mean the one i'm building ATM with get destroyed?
Am I mining mountain salt for nothing? ๐ค ๐คฃ
How about a "seasoned kimchi" or something like taht in the barrel that uses salt also? could fill in "salty food" well-beeing and any receipe that has salt in would fill it
oh right i forgot to add the fried stuff. i was thinking fried pumpkin and uuuh... don't know ๐
no but it would be better to wait for the next update before you complete it, otherwise you'll skip the blueprints
but i'm slightly concerned how far i want the exotic plants and stuff to be in the tech progression
maybe i can make a tree planter flag that only plants pine trees (if i make the brambles replace pine)
and then the real forested is locked behind some science
gotta be able to plant the pink birches, it's the mascot of the faction ! ๐
then the exotic forester (that can plant vines, bamboo, sequoias etc) is locked behind...
hmm... well i don't want to render the real forester pointless
with pine and birch you can do a log, then the rest can be science locked and depending on the maps you get some freebies, feels fait
it's hard to compete with a flag
maybe i can make the trader's balloons far more accessible
can the forester have a boosting aura kinda live the beehive does for the plants?