#Water Beaver Overhaul
1 messages Β· Page 10 of 1
like "tier one" is flags and tent like buildings... afterward if you wanna boost you need to start the house madness
Not a fan of this one, would hurt big time on smaller maps, i'm not on diaromma and space is getting cramped already and still a bit far from the balloons, didn't ruch it tho, wanna do the mega drill
Work on "power river" going nicely!
I got one running, but only at night because I don't have enough power π
I added the huge ones just so you know π
Produces twice more
Before you dynamite all that ground π
Oh there's an other issue : one plant can only belong to one planter group
So I'll likely have to make a crappy pine tree to kickstart resin
Otherwise wood is guaranteed with brambles
Let's say forester plants pink trees, regular pine and chestnut trees
Advanced forester or whatever it's called plants grape vines, bamboo, sequoias
And whichever nonsense I come up with next
I guess it's fine to be locked behind a red BP then π€
Which includes dandelions and berries
That was the main point
π€
The hobby gardener needs a better walkaway
So that's it's far easier to make a line of them and build water pumps on top
(thinking about what are your options if you're really starved for berries and dandelions)
a huge baloon?
Water wheel π
same size as the FT one? needs 2 dep and 2 wide?
Uuh I don't remember which faction it comes from
It's bigger that the one you currently have
that i think is the FT one, 1 deep, 2 wide
Like it's 5x5x2 plus a little support on the side
gonna need a larger canal!
No the water part is two wide
You just need to arrange for the plug that is a bit different
kk, tought you came up with some sort of monster!
Ahah no
just gonna destroy and dynamine one lvl down
The custom animations on the water wheel currently don't work
Well be careful with your kaboom
that building is super cool, sadly the production rate makes it pointless
i know, 1k dirt per kaboom to fix is pricy
Well if it makes more it would magically feed itself π
can it have an upgrade(red BP) that makes the place the planter for dandelions and berries?
Yeah that will be a red bp
Probably will plant "domesticated berries"that produce more per day
EUUUUUU .... WTF, something is up with the waterflow over the passtrough house
my whole dam map is flooded now π€£
π€
What is going on ? They are more watertight then they should ?
Like they block water higher than that visually should ?
nope, now all my crops are dead π€£
i did but was busy chatting, managing the power river project and didn't notice untill too late ...
Even the berries and dandelions ? π
with the non-stackable platformns ladders are not that powerfull tho, can go 3 high max or need to be built from above
good thing they endure flooding more then farm food! lost 3 berries, was really time i noticed
That's the kind of situation i wouldn't feel that bad using cheater mode tho to repair the woopsy, afterll it was not me messing up a project, the building F'd me up π
@radiant heart The game engine's water has a hard limit on how much water can flow over any given edge. You can correct this issue by adding more edge for the water to flow off of, like Weirs.
Especially if you can't give it more width
I had 2 regular lodges in that exact place but tried replacing them with the other build and it got weird
And there is also that ... almost crashed my game a few times, ( same with large artis and grapes)
talking bout grapes, did you abandon the wine ? if so, how about grape juice in the press?
Ah yes that can be an issue
I don't think that can actually crash your game but I'll take care of it
maybe not crash but tons of lag minimum
Actually I don't know how I feel about adding alcohol as a drink in game
yeah.... well, as long as it's not a "vital" π
if you decide not to, it would be cool to find another use to the building because the esthetic was really pleasing
Maybe the juice factory so the press is for oil ( and whatever your evil mind can think about) And have the juice in a diffrent building
Would it be super hard to make the power output of the bigger water wheel a 4way connector instead of a 1 way? just a little quality of life thing π
( well, a 3 way instead of a 1 way since one side is the wheel itself)
And just to get back on that plants priority thing, yes brambles is infinite wood but with the harvest time.... it sucks, other wood source will stay releveant
Project Dandelions almost completed ! now it has to spread....
hmm... i don't think i want to make brambles replace pine trees
even if it is still playable it would be altering too much the looks of the maps
i might still make brambles unplantable though
but that makes some map not usuable
unless i make them replace chestnut trees, maples etc... everything that has a harvestable component except pine (and of course i re-add chestnuts as a plantable tree)
i'll put wine in the game too
i'll see if i can make it have a small "drunkenness" debuff
like if you somehow have plenty of wine and not enough water, your beavers can end up wasted
unless i make a "cirrhosis" stat that just kills them if they dring too much
the wine cellar will just be a very big fermenter i thing
should be able to make wine also in the fermentation barrels i suppose
hmm... but then it is completely ignorable...
i need to take a look at the balloon trader to see where i want it to fit
but not for today
gn

That's not ideal, most suggesitons i made were actually to make any map playable with the WB and IMO it should work on any map in the end when everything is in place
love that one
You need beavers to crush the grapew with theyr feets, the actual building is really cool, don't want to waste it but in theory you need
1- Feet press: where beavers walk all day long and dance on the grapes to squeeze out the juice;
2- Wine cave(wine cellar) to run it into booze...
Think it's not too many steps and makes it a bit better then just toss grapes in a barrel, aren't you French so you should at least try to make wine a tad properly? π
now that i think about it, the "Feet press" could be a tier one to the powered press, π€ and ratio/time can be individual right? like
10sunflower seed = 7 oils in 10h
10grapes = 9 juice in 5h
...
and anything else with a less efficient time and/or ratio then the press
IMO could use the top of a barrel, not sure if 2x2 or 3x3, maybe both, 2 versions, idk
( don'T wanna be annoying about it but power output from dust burning?) is it still a maybe or a nono?
Probably not, if possible I can to avoid this kind of controllable power as much as possible.
I'll likely make a gaz turbine that produces huge amount of power but burns through your methane faster than you can reasonably replenish it, so that it is something you only want to run during droughts
To be fair with the flywheels and gravity batteries we have plenty enough storage capacity, and the huge water wheel should generate enough power to charge them
methane is quite hard to produce, didn't think it would eat spadderdock that fast
Well that was in the old days, now people get the grape juice out with a normal screwpress π
unless gravity batteries get a serious buff flywhells are the way to go
I can probably rebalance it at some point
I think I already buffed them quite a lot
I don't remember the numbers rn but they can store 2.5x more compared to before
And they are a lot less expensive
( ladders on the left are a shortcut built from above, made my way up with logstairs and shitty platforms π
But that's a really nice stack of flywheels you have there π
gonna try them out once flywheel fall is done
Do they cost scaffolding ?
ladders or flywheels?
didn't realize i'd need that much bramble...
this isn't enough yet for 300 beavers ( think i got 10 that gathers)
Actually I have a nice idea : I could make grape juice in the screwpress, but also have it make grape mush that you can turn into methane in the barrels. While wine in made in the winery only
just plz tell me you are keeping the visual of the cellar π
Flywheels, in the last update they should cost scaffolding
Yes
The one that will change a bit off
Is the tree nursery
didn't update my flywheel mod since i had some in progress, didn't wanna kill my run, once they are built will update
I think they are struggling with the harvest time, you should build harvesters houses instead π
got 7 flags up there
Actually one thing I want to do is give a small debuff to flags like "outside workplace" that makes them unhappy and work slower π
didn't wanna do the house since I don't need a watertight place there
Also I was thinking about how I could force players to play with multiple districts
(assuming I should)
fine, will give it a try
Because that's a mechanic I generally don't use unless I'm forced to
mheee... with smart housing that faction is the perfect one to go 1 district, " All the contraire my friend" i tought about removing distric crossings
( trying to make a ressource a pririty on the gatherer house crashes the game .....) thanks ! π
don't be , i know what i've signed up for π
But you don't need to prioritize anything right ? There's only brambles around
got some chestnuts in range
normaly yes, tried it also on the large farmhouse to prioritize spadderdock but it crashes the game too. Something is up with the priority drop down menu on those buildings
lost 4 days, not that bad
I think last time I tried it just didn't do anything π€
( 2 left on flywheel fall)
does the spicy sode buff drops faster then the others? got 2 houses running full steam and still not much have it
I don't think so
But they will always prefer soda to water
Which is something I overlooked I thing
It's somewhat easy to fix of you want to give it a try
Go in the specifications, search for "need specifications . Beaver . Redsoda. Original.json" (and since we're at it e same with "dandelTea" ) and set "wastable" to false
gonna call it a day in 1h~ish, it's only wednesday, need some sleep to not slap someone at work in the next 2 days
Oh okay
in 48h will gladly give it a try π
I might have an update in the meantime
Wow, didn't realize how buffed the harvester house is !!!
bigger in house storage would be cool tho to kill the flags once you unlock those
4 workers = 80 storage with the flags, house is only 36
Soooo, the lumber house also would be super effective in the bramble field? π€ dang you, need to test something out, but need to sleep, gonna be a reasonable adult and test that out some other day π
fun fact, giga drill can't handle 0.00000001 of water π¦
tought bramble flowers were 1 or 2 days, did you nerf it?
Maybe, don't remember. Maybe I set it to four days, not more
it's 4 atm but it used to be faster
Probably the door voxel is flooded
Yeah it used to be two but I felt it was maybe too fast
does it have to be 1+ like a watertight building or any water running by the door floods it6 ( intended way) cauz atm it's any water passing by makes it flooded
not that much IMO with harvest time VS amount needed late game, maybe let's give it a try at 3days and i'll let you know?
Got 7 flags and now 2 houses (well beeing at average 33~35) think that field should be enough for the size of the colony ( getting to 300 beavers)
and getting late, got to hit the bed,
GN
hmm... that was unexpected, but i have glass now
or should i say "glass"
it's kind of the minecraft approach
that's cute
but now i have to rethink some stuff
always fin it funny when i see the notification in french on your screen shots, never botherred to switch the language of the game
why would i ? π
it went to french by default ?
mine not, maybe something with my steam account settings
no but i'm french so i play my games in french π€
it's true that i mod directly in english, that makes a weird mix
my first language is french too but when i was a kid "french edition" of games was quite rare so i got used to play in english and it stayed like that
YOOOOOOOOO

but turns out it's harder to use properly due to the water mechanics
Oh 
and also i already fixed in an other way the problem glass was intended to solve
ah, i see what causes that
it probably happens too with the gatherer's flag
never triied that one but it happens on the large farm also
doesn't happen on my current version
it's because of the grape vines, having two plants that yield the same thing is not something the game handles very well
I'll think about how to solve that, but it might not be solvable
do wee really need the 2 grapes?
or make one Green grapes and the other red ones? will fill in the same need but the game will see 2 diffrent ressources
That's one of the solutions I was thinking about, but then to make wine you hit the same issue, you need two recipes again etc.
I think I'll still go that way because the point of having both time is just to ensure everyone have a model that fits his map
So you shouldn't ever need to actually plant both
I guess I'll have to fix the texture somehow
I think I'm going to remove the blueprint for the water pump, I don't really ever need nor want to build that thing
That will allow me to move the large water wheel BP back to the mechanics lodge, and with that open slot I can make a blueprint for the balloon trader.
Which will allow to start gathering some of the resource that will be used in the next tech tier
success !
it's really better to build on the ground, but stacked on some pit-and-ladder lodges works !
oh there's an issue though
because the pit-and ladder lodges are effectively ladders, right now they can't reach
could make bith wines each giving a well-beeing buff tho so ppl would have to make red and green π
You can build something solid over the hole of the pit and ladder? tought i tried that and it didn't work π€ maybe it was just a "blocking entrance" message and didn't notice
looks great, you keep amazing me more and more with every building you pop out!
no you're correct, only very select buildings can be placed on top of the pit and ladder lodges
hell yeah ! i'm on fire ! i added like 20 specifications, 10 icons and 4 materials at once, and no crash !
No crash.. yet, π€£
that's your job to crash it π
can do it, just need to specify something in the gather house or large farm since it's not updated yet π€£
i didn't fix it yet actually π
at least I know not to do it !
Grape mush is a step toward the wine or can be consumed as is also?
that's a lot of pink drinks!
It's not for Daltonists π€£
the rightmost one is just "alcohol" i'll rework it eventually
i don't even remember what makes it
alchemist maybe ?
booze is made in the press if i remember correctly and you didn't change it
π€
then you ferment it into booze
but that doesn't matter, i'll rework it
oh by the way, i had an hour to kill today at the lab, so i made some sort of roadmap toward my endgame
π
yeah, alchimist makes it, my bad
in very short, the university unlocks the tree nursery, that unlocks sequoias, that give giant logs that allow to make a super deep ruin exploration elevator
down there you find ancient magic whatever
and using that you can make 5 "wonders" (huge buildings with absurd construction requirement)
and once you have all five of them you can activate one last nonsense thingy that give infinite everythign
So it basicaly unlocks "cheater mode" π€
well yes and no, but it's a way to say "you've won, there's no point in doing anything else now"
Oh, i have an existential question :
should i make sure the tent buildings never become obsolete, or should i on the contrary make advanced buildings that render them useless ?
Ahahah, i'm an asshole π
i just had a brilliant idea on that matter
for now the factory doesn't make metal fixtures, not sawblades
but it can make anvils
so i made the building cost... one anvil
so you have to destroy your metal works to build the factory, then make a new anvil from it π
which is horribly expensive
but thankfully the factory is not necessary early one, so you can accumulate scrapmetal and coal
They are too cool to go to waste IMO
the looks of it is amazing, i don't even make a sawmill and just dump in a gizillion more log gnawing stations because i like the looks of it
That's evil alright but gonnabe an issue early on, not sure balancewise how it would go, would have to start a new run with that implemented to give it a try
and on a personnal note i don't like it because i love my tents/awnings buildings π don't wanna have to destroy them
Kind of the way each mining tier has a unique component that doesn't make it irrelevant in the later game ( salt for the mini one, quartz for the medium one, dirt for the mega drill....)
you can rebuild it later
actually you will have to
that's the only place to make sawblades and fixtures
actually i'm seriously considering retting rid of the quartz entirely
because how many chemistry sets will you ever want anyway ?
i made 5-6 when i opened the mine and think i got 2 left
i think you'll just have to trade a new one with a balloon
basically one per thing it can produce so it's a "set and forget"
idk about that one, always felt like ballons are super late game stuff and are there for "Bonus things"
i prefer give the medium mine something more interesting to do
i'll make the ballons more approachable
Maybe a tier one mini balloon then?
having extra alchimist locked behind ballons is a lot af steps IMO, already behind medium mine was a tad far for my liking but it's ok
early on you want 2 at least to have one for tar and one for nitroglycerin
some would say one for medecine too but the beds alone do the trick, i'm still not making any since i don't have enough dandalions, can't even make the thΓ©
hmm... generally i'm fine toggleing between the two
i mostly make nitroglycerin, but sometime i set it to tar, accumulate 80-100L of it and go back to nitro
at first I make a bunch of tar, then switch it to nitro and it stays there , then build the second to get back on tar production
Maybe i use too much dynamite π€
ahah
i use quite a lot too
i should be able to upload soon
once i get it bug free
i think i have all the name keys
i just tried to adjust the connectivity of the large waterwheel
let'see
slowly creeping up to 500Mo π
rightnow 415
okay ! it's up !
i erased some specifications so it's probably better to clear your old install π
good luck breaking it !
will get to the breaking later, got some work to get done first π
gn
Oooh! I love the Blue leaves on the purple stem! Looks MAGICAL. If only it glittered, too, but that may be outside your scope.
alright, time to see if i can crash it in a new way!
OOOOOOOooooo... 2.2 !!!! almost deserves a new run, at least gonna see if if works with the previous save and get my beavers drunk a bit before tho
2.2 Running smooth, time to build shits to crash it !
Yoooo those icons for the BPs is awesome !!!!! π
Ho shit, my chestnuts farming zones got swapped into bramble.... Thanks π€£
Nah it doesn't change that much, it's just because I started modding the next tier of things
Ahah right
Sorry
It's more for when starting new games
You can just cheat mode everything back in place
Problem is that there is only one tree that could be replaced by brambles naturally and that's pine, but without pines there's just more issues
The way the game handles plants in game editor is really bad
My map editor mod fixed that but they don't want It for the contest
π€«
I know you're not a fan of floodgates but is there a house or something that could do that? like a "flow controler" that requires red BPS ?
should need power too or a crapton of workers
(mega drilll needs bigger storage space IMO if it's only haulers managed π
The utility dam upgrade works as a floodgate
cool, never tried that one
FYI, something is up with sollision detection on your bridges, let's me put a planting zone under a 2 high bridge, will not plant at least
What are you trying to plant ?
tried chestnuts and pink birch
like it lets me set the zone but won't plant at least
yes, but mine are at 2 high. normally i can't even set the zone to plant
at the same time looked kinda cool having the trees across the bridge...
lol, now i need to save my grapes cauz i can't plant more!
Mush farm prod rate is not that interesting, at that point mush tent on fast is better , would be cool if it had a buff up, maybe in the 80~100 range instead of 60. Kinda underwhelming for the trouble of making a red BP
Yeah but the point is that it's waterproof
And feeds its own population
i get it but still, since red BPs are quite far in game, having a red BP locked building not more efficient then the tier one is a bit strange IMO
Why no dirt in Tree Nursery ? They grow hydroponic? π€
Would also make the giga drill mandatory to plan back the berries and dandelions
YaY , finally made my First terraforming block!
annnnnd, shit, large wheel is five not 3.... lot of destruction to do
and thanks for making the exit a 4way!!! super cool perk
( and decent on the amount of gears)
Oh I just forgot about that
But do I want to ? The large drill is going to be pretty mandatory of you want to have metal long term anyway
nice π
How do they transport those
We may need one of this https://www.youtube.com/watch?v=gdpHAowtbac 
In today's video, we go over the Schnabel; one of the strangest railcar out there. We take a look at how they work, what kind of cargo they carry, and why they are almost never seen out on the mainline.
Official Discord Server: https://discord.gg/6xRrgEzy
nope, i'm still codeless
You have zipped the log for transport ? π€£
I could have them drag a gigantic log but that would require modding the beaver themselves, and i don't want to touch that
so... "magic"
in case that wasn't clear, both the sequoia feller and giant log storage use the same model for the building except for tiny details
the storage display system is different thought, so the sequoia feller is ground only (the log are hidden underground)
Something tells me it's time to make some storage categories π
there's like... 20 items now ? π
i want to see what happens if i make the trunk of the sequoia heavy stackable π
but maybe tomorrow
gn!
Don't need the drill with the medium mines on that one run i went up to bots i was making enough metal with 2-3 medium mines
1 sub group per "items" would be nice, like one for the piles, one for the warehouses, one for the liquids and so on....
plus production rate is better on the medium mine then the mega drill
if it was not for terraforming(and mud baths) , megadrill is pointless, output is so weak... not sure if it's what you planned for it but to compete with medium mine would need a serious buff and much more inner storage
Nursery Works A1, well done sir, well done ! π
(also tried cheating using forester to plant once unlocked but nope! it's hard locked by the nursery)
Bamboo alone is quite cool the pallet and all but it's a tad too much IMO, idk, feels totaly out of the actual esthetics for the WB....
like pink shaft and green leaves maybe or some sort of colors that are already there.. atm it just feels out of another dimension and has nothing to do with the WB
would work perfectgly with that "haunted house" skin you had for the buildings tho in black and purple π
And something funky going on with the large tank...
I like how it make the map colourful π
I don't want everything to be pink and white π
I get it but it's a bit of a big jump, idk, maybe it's just me but the clash is quite intense
quick question from the back, is there a difference in the spreading time for domesticated berries VS normal ones? i see they produce faster and it's quite cool but if i need to grow my field naturaly?
maybe give the tier 3 buildings a tad of bleu/purple so the baboom would not feel out of place? π€ Kinda the way you did the pink birch so the pink buildings make sence
Well, priority on the harvester also crashes the game π¦
I don't remember, I think they don't
You mean the harvesting flag ?
nope, the house
Oh well the house is a glorified glad so yes
Ugh
I guess I'm go for white / red grapes then
didn't dare to try the large farmhouse, is that one supposed to be fixed?
That's the only way to fix it
The farmhouse should be fixed
It was crashing because of the grape planting
it is !
made a little testing zone to see if domesticated will seed
getting closer to bot time! , but not tonight, need some sleep !
Anything for the underground ruin in a near future or i can delete them since they take up space for nothing?
Think something is up with the grapes planting tho, ain't it supposed to be the forester?
cauz none are getting planted now only living of my old plantations
Something coming, in the "near" future
Nope, tree nursery too π
The forester only plants basic stuff
Still plants chestnuts though
that's what i tought but was a bit confused since it used to be forester π
Basically I want an exploration facility that also works as a mine of sorts, I'm probably going to go for my own brand of geothermal/nuclear power.
Could do some sort of missile silo too but... For what purpose ?
Missile could just be a fun troll that ppl want to buy but once ou lauch it it just obliterates everything and flattens the while map π€£
Bigger dig, or, to be ready for an unlekly multiplayer π€£
will be funny to have a missile that spread a small amount of water to any part of the map (selected by player), not for growing crops, just enough not to die ...
Blast a hole and place a strength 0.5 water source inside somewhere?
I didn't really attempt to balance it yet, expect for how much the drill bits cost and how much they will produce before they break. I can make more efficient
Edit : oh yeah the production was trash, but mostly because the medium mine is so much more efficient. but since i don't want to nerf it (it takes 10 beavers to run after all) i increased the output of the drill by a factor 30 π
so now for one 3h cycle, it produces 60 iron, 60 coal and 200 dirt (i didnt x30 this π).
on the drawback side, drillbits still cost 30 scrap metal, but now require 50 methane to make, and are only good for ten cycles, down from 75.
one thing i'm not super happy with, is that it is completely unrealistic to imagine a place so rich in mineral that you can conveniently just drill it and find craptons of both iron and coal, so i'm pretty sure i'll make one variant for each, probably one variant for dirt too.
but i don't like producing so much dirt either, so i'm thinking about making it generate litteral waste, like just plain rocks that you need to get rid off the map with a catapult or something.
That would be a pretty fun idea actually, but without code this seems difficult π₯
I actually kind of want to see if I can make custom watersources
you'd be surprised how easy it is to model a trebuchet
Just an idea I had while briefly looking over it, but what if this specific beaver type had like an upgrade station? As in, there is a station with different things you can upgrade for beavers e.g. slowing down dehydration for beavers, increasing efficiency, etc
And as the levels get higher, the resource demand is a lot more, to create more for endgame?
I will definitely be trying this mod later though
That's an interesting idea, I had tested time stuff that can actually slow down hunger thirst and so on but didn't do anything with it yet.
It's not going to be age of empires style "armor upgrade" and things but there is stuff that is doable in roundabout ways π
An idea of an upgrade that'd fit the theme & both be useful could be one that just like increases the amount of resources it gathers, e.g. 1x to 1.5x logs or something
LADIES AND GENTLEBEAVERS
WE GOT TREBUCHET 
oh so kinda like a techtree that researches upgrades?
While not will require more BP, a research tree will be a good idea π
yeah like that, maybe it could use science points as once you unlock everyting you have no use for them
hmmmmm, that could be interesting
i kinda enjoy the current upgrade system that exists, where building upgrades are applied directly on top of the old building, so the mod plays w the core modular form that timberborn allows
Or, use SP as a general and very expensive wellbeing boost ?
hmm... that one's complicated. duplicating stuff is super messy in this game
i need to check what happens when you make a reciepe that generate negative science points π€
will be more easy to consume SP as fuel 
that would be cool
a case for using science points to say boost your crops growth or amount you get, or other similar things
Guess that SP should be only for wellbeing boost. For crops boost, a fertilizer can act as a fuel for something similar to FT bee hives. Maybe toilet for beavers, and what they left inside to be that fertilizer ? π

but also yeah, honestly lol
lavaratories and the manure produced becomes fertilizer for crops
okay, so we can have reciepes that consume science.
the only thing is that when you reach zero science....nothing happens
the game wil happily let you slide in the negative with no care in the world.
but i think i want to be conservative with science consumption, it's made by having beaver read books and study, not witchcraft.
but i will definitely add in witchcraft, at least for the bots.
i actually thought about this π
and, don't need yet animation for the beavers queuing at the toilet π€£
problem is that i don't know how to make it produce poop more or less depending on how many beavers will come.
i can make a building that generate some every X hours inconditionnally and give beavers a need that drives them to come here regularily
that seems like a solid plan actually
π€
i need some way to make fertilizer anyway
although using nitrate (saltpeter) from the mine is a lot less trouble.
yeah, toilets would actually pose quite an issue in regards to scalablility
i think i'm at 300 beavers now
even if building toilets would not be an issue, the amount of poop generated would
can always dump it in the river i guess.
only if is not dried out π€£
oh wait, herbivoran poop can be fermented into methane π€
ah, the cities skylines approach i see π
time to employ the water cleaning facilities
but the real question is : would that be interesting gameplay-wise ? π€
anyway, time to sleep for me !
GN
GN
sleeb well, see ya!
that's so dumb I LOVE IT
Methane is a bit of a doozy to make tho, those haulers only barrels are not really reliable. will see how it effects the balance and let you know
Didn't you make Methane doable in the alchimist tho?
Maybe base it on the control tower from the IT, it consumes the SP to boost the bots
Last time I tried this script was really weak, it's only made to block the ranged effect but does nothing to the rest
I think in my version I made the spadderdock recipe far more efficient
that would be nice cauz i've had 2 barrels prioritized forever and tank is barely filling up, and i'm not really using it unless i missed some place that use it
For now methane is not used a lot. The plan was to make lamps with methane and limelights but I keep getting lost in other things π
exactly my point, even if it's not used a lot i can't fill up a tank the way it's produced atm, would need a better place to make it ( like a medium or large barrel that has a beaver dedicated to it maybe)
thinking about some sort of reskin of the "normal" large tank but it takes spadderdock, poop or whatever the F makes methane with a dedicated worler
is harvestable on the bamboo planned in the next update also?
still got an issue with that eyesoar so if it's only for wood will remove them π
Not sure if it's an issue or not but the right one is making wine so i get it it's a grape flag but the beer one still has a grape flag ? π€
It's planned but I don't know what I'll do in which order.
The main point of bamboo is to be grown in a dam reservoir though, as is okay with up to 7 metres of water
Ah that's leftover from when this building was tasked with harvesting, not fermenting.
I didn't really think it though to be honest, but I guess you're right
Euuuuuuuu now opening cheater mode kills a beaver? π€£
That's a possibility but I think your problem is mostly not enough spadderdock or not enough fermentation barrels. Did you also set the Gaz tank to "request goods" ?
You probably accidentally hit delete with a beaver selected π
yes, spadderdock is always capped out, field not even beeing fully harvested due to full storage
have 2 barrels and tank is set on request
If you are an evil dev π€£
Soooo more fermentation barrels ? π
got 2 already on methane and i'm not using it ( and not been using it for a lot of time... tank should be more then full by now )
Oh I see
You're not using it at all ?
used it for the chimestry set or not sure what else but atm i got nothing using it
When you're in cheat mode can you click on a barrel and open the "see priorities something"?
That will indicate the priority of the request
Do you have a lot of other prioritized buildings ?
Hmm
water pumps and other barrels
Same thing with the Gaz tank ?
nothing else is priority and got at least 40 haulers
Prioritizing water pump is a bad idea in my experience
0.92 on obtain
To be honest 0.38 is not terribly low
oups, was not prioritized, bumped up to 1.42
Oh yeah your priority list is clogged
The way I understand it, the task list has no safety check to ensure task don't stay buried forever
will let it run a bit and see, tought it was prioritized, might have been on a save i lost and had to rollback
With the zauerkraut issue the priority was often stuck at 0.1 meaning carrying even one drop off water was more important
But prioritising water pumps also will lead to that
At least I think
kimchy barrels are between 0,14 and 1 for empty, all fill up is above 1
Not prioritizing water pumps made me die quite often,
but i get the issue it can cause, like the haulers are running there but by the time they arrive someone came and drink it
so early on water priority = yes, later = no
That's normal basically the priority is 1-fill rate
will turn it off and see
1.42 seems pretty high so they should fill it
Should be at least on par with water pumps logically
thnk water not beeing prioritized helped, now tank is empty and producing
let's just hope i don't kill my beavers due to dehydration
*barrels are empty and producing
lol, gained like 30 methane while we are talking about it, looks like I had not enough haulers for the amount of buildings prioritized
That whole mess is only one district so... might explain the hauling issues ( speed boost for haulers plz? π )
Why?
1-2-3 would work but 4-5-6 won't let me place them π€
tought it was the double thingny in the back but the 4 doesn't ahve it so ....
looks like 4-5-6mcan't be built on ground... intended?
WTF? works on one side but not the other...
idk, something is up with the bridges i think ... or i'm dumb and missing something
the 5 one works on the left but not the 6 one... π€ super confused
Il check
Probably some occupancy issue
The original build are indeed confusing but I rolled with it assuming it made sense to whoever made it
tried a lot of stuff but would not let me place the 6 on the left whatever i tried
Probably some wrong occupancy issue
that's the thing that makes me go hummmm, the set up on the left is the exact same thing but on the left it will not work
*on the right it doesn't work with the bridge going left
That's a bit ... Excessive maybe π
that one worked once i dropped it on any combination of platform/ladders, but if I do a 180deg it never works
And on a side note, they drink booze quite fast, is it possible to make the wellbeeing buff last longer? atm they are just dumb alchoolics π€£
is that a "mountain Dew" skin for the dandelionthea?
Nah I just googled "green yellow liquid" and picked just whatever
lol
The different drinks needs are I think -0.05 per day and each unity consumed fils 0.2 so you should consume 1/day/4 beavers
kinda sad the press worker won't put the grape mush himself in the barrels... is there a way to make that happen or the storage for the mush is unavoidable? ( will see tommorow, already way past bedtime for me )
Ooooh makes sense
Hmmm
Okay maybe I'll make a bigger barrel with one Beaver managing it
50~ish beer a day, for 350 beavers... guess i need another booze maker then
I'll keep the small ones for early game though
I don't have any good way to make them Stackable anyway so it's fine to eventually phase them out
super platforms? or you gonna ditch those?
( and GN, i'm out, need some sleep not much time left )
Yep, they were (in addition to glass) the answer to the lack of Stackability of many industrial buildings
But I solved that in a different manner
Si they are basically pointless now
I could put the one from the large farmhouse back though π€
idk, maybe some sort of upgrade for the large farmhouse, maybe a hauler attic that doesn't make more pop? ( out for real)
GN π
damn, there's a lot more downloads since the mod showcase post π
ya made it fam!
yay ! 7k downloads !
my trebuchet animation is messed up though, despite being perfectly fine in unity editor
Need ti to toss useless eaters out of the map not rocks, might solve it π
Not sure if you changed anything but the end part of the upgrade went super smooth for one side, the other is still a hot mess to put in place tho
you wouldn't guess what can happen with a 3/1000 chance π
yeah, there's not much i can do about that i'm afraid
some unlucky beaver will have his paw stuck in the treb i guess
XXXX thought it would be hilarious to hide in the trebuchet basket. For the record it was.
if youmake the "end peice" inclluded in one upgrade could it solve the placement issue?
uuh...i guess but that pose issues with science cost to unlock and stuff
end part would have to be more expensive since it contain an upgrade
but at the same time you would need a left and a right one so here you double the cost againπ€
yep exactly
i added in the description "ram the camera into the building if placement is difficult"
ah, i found the issue causing the crash with the berry harverters etc
it's more than i originally thought
there's the grapes of course
but there's the berry duplicate too
i would be a lot happier if the devs could fix that someday.
might be worht asking
time to crash my game! ( this evening, now gotta work a bit)
gn
am I the only one who noticed that the bottom one swaps direction when the 2nd one gets added to the shelf.
it's alll part of the magic π
ahhh, nobody told me to ignore the dude behind the curtain.
is there somewhere a modlist, which mods works with this mod?
not much actually, flywheels i know work, for the others i'm not sure which ones have a specification folder included for the WB
It's because they are added from the bottom then raised up π
How would you ever put the second one above the first ? π
The same magic that let's them carry it as a small log π
well, my drill is still there, but it decided to do ore... kinda bad
Oooo, cool trbuchet making science is awesome! well played sir, well played
white grapes = food, red =juice/wine? is that it or they can still eat the red ones raw?
is there something on 4-5-6 bridges set to ground only? looks like i can't place those on platfors atm
well, even on ground something is up π€
on the little overhang of the buildings it still works tho
Mangroves and bananas incoming? π€
Oh I assumed the iron ore would be more important π
Both grapes are exactly the same
Oh sorry it completely slipped out of my head
Hmm ... Maaaaybe maybe not
Isn't there a barrel with dandelions and one with a berry bush ?
Mangrove doesn't really have any use with the huge bamboo
And the other thing is a coconut tree, but I think coconuts will only be traded
yes, also pine,bramble and bamboo
Mangrove is for the fruits not the wood, it's an emergency wood but basically you want the food from it
so we could get bananas ? π€£
missed all that on the first one, did a sunken one... it looks amazing
animation on the treb looks ok, not exactly how it should move from an engineering POV but it's not glitchy
just misses the "basket" at the tip of it and the rocks flying away
I think it looks somewhat natural, maybe a bit wobbly ?
it's just the last part that is not natural and feels a bit odd but unless you know how a treb works and look at it carefully it's working no problem
Actually that's a good idea, I was missing something to trade with the jungle beavers I think
like the animation after the trow is a bit too stiff,
Hmm π€
Well I did Google a tiny bit trΓ©buchet videos to get the launch angle correct, I'll see
I also asked chat gpt to calculate the ballistics for me π
angle and all is cool, just the "gets back to stable" animation is rough a bit, with all that inertia it would have to wobble a bit more
Ah yes
nice, wanted to see it hapen before hitting the bed !
I felt that it could use one more left right cycle of wobbling but I got lazy
Could do without an extra cycle but that cycle is too fast/doesn't go back and forth enough IMO
just noticed the basket is there, just not moving with the treb π
Might not be worth the effort tbh π«€
Especially because when the arm is wobbling around the vertical, I need to animate the half attached bucket flailing around
Which I had done, but then unity did unity thing and it didn't look the same at all in game
there are more cool things you can do, just put it there in the "might happen one day"
(was about do hit the bed when you popped up, can't fight it anymore)
GN
GN π
Ahahah
Just though about something
I don't need to animate the bucket flailing around if I make it toss the bucket too π

simple! MAGIC π₯³π€©π€«
oh damn. didnt read further π
@shell fiber Quick question - is there any plan to reskin the power shafts for the White Paws?
Make them yellow and pink or something
well i should but i'm not sure the animations will work with the meshy thing issue
I've got an animator script for it already if you'd like that?
it replaces the Mechanical Animator script and works with Unity animators
balloons had never left
but they were very far in the late game
now i want it to be more mid-tier
so i've lightened the structure, reduced the cost
and so on
Nice one! It's such a neat Idea π
is the large baloon pad gonna stay and there will be one for mid-game and the other for late game or it's entirely moving ?
About the treb, is it the visitor and/or the worker that can take a ride in the basket?
well turns out i had an excellent reason to make that building how i made it, so i just reverted to what it was and lowered the cost
i fixed the animations too
only the worker actually
although i can probably make it so it can happen to visitors too using the beehive script π€
mhe, that would result in too much deaths i think
just was curious in case someone wants to send a specific beaver in the air π
ahah
seeing sudden influx of notes going "beaver fell from the balloon" π
ballon is a drone i think for now so no beavers should die from that
poor little things, give them a parachute, don't let them become beaver sludge !
Trading with the canibal beaver could be dangerous tho 
someone here reads my mind that's worrysome π
"XXX was devoured by cannibal beavers during his expedition"
I'm gonna go ahead and crown @shell fiber as the king of funny death messages
time for manned beaver flights
next stop - the moon
god there is so much potential for funny easter eggs w this one tho π
can you write multiple potential death messages by balloon expendition? lol
since there are many type of expeditions i guesss each one could have it's own
the treb one really cracked me up
Ditto, so so good
i'm not certain i can have beaver ride the balloon in a meaningful way yet, so let's not get too hasty
but if i can, yeah, i can likely put at least one per balloon
and you can make parachute n the base to avoid the deaths? ( well except for the canibals) π€
oh i didn't actually plan to have them fall off the balloon so no need for parachute
but they can be eaten by cannibals, get excessively drunk at an islandbeaver party, get enlisted in a strange folktail cult, being jailed by the Ironteeth for breaking some ludicrous law etc...
oh, i may have partially suceeded
on tiny detail though : kits can also ride the balloon
which means...
π€
well crap
when a beaver gets out of the maps boundary due to riding the balloon the game crashes π
which is annoying but just means i need to fix that other beaver displaying issue
using a regular work slot otherwise woudl have worked just fine
can't the "worker" stay in the ballon base technicaly and just have a visual of a beaver in the baloon, so game won't see teh beaver actually leaving the boundaries?π€
yes that would be the idea, but i can't get the beaver to actually display properly π
just let it roll without a beaver in it for now then i guess, if it works, kinda like the treb animation, it works but could have some fine tunning on a later date
Would it be worthwhile having the beaver 'enter' the trbuchet (like a warehouse) and then have a fake beaver in the slot?
well there is also issues with having the beaver work the balloon because they leave their workplace during the night
which in that case would mean teleportation
can't it be stuck there while teh baloon is away, kinda like a builder will not go to bed with a log in hands, he's gonna dump it before going to sleep
i can easily slap a FT model though a meshy summon though, but that implies the ft come to trade, not the other way around
which is fine
yeah, there might be a possibility for that, i need to do some testing
can't wait for new ways to crash the game ! π
well nothing seems to work
attractions can force a beaver to stay in the balloon overnight, but being both an attraction and a workplace only works when you have a lot of enterable slots
for now that's how it's gonna be
no cannibal beavers yet
feels kind of right to have the other factions visit them since they are the new kids on the block π
Not sur eif i'm doing something wrong, the sequoia is not getting planted 
Is the tree nursery in range ?
yes
tried a forester too, not getting planted
do I have to build the storage before they plant?
make his workspace, his home?
No maybe I made some change I shouldn't have. I'll check this evening, hopefully most people won't have reached that point yet
I'll have to be more careful with updates from thereon I think, otherwise I'll be flooded with people complaining π
I think I'll make some sort of large update bulletin billboard to make sure people have the info π
I don't have any mean to ensure that, even the house optimiser mod doesn't work that way. π«€
But it's okay, in the current state is satisfactory and functional, no need to flip the earth and sky just to get some funny death messages going
I think next on my checklists is to make the blueprints for the balloon trader, then rework the sequoia seeds item and recipe into "exotic seeds"
Then I can start working on stuff that uses giant logs, particularly the super deep mine shaft that goes on top of ruins
Oh and see what I do with the chemistry set. If I make it directly tradable with the balloon, maybe I want to ditch the quartz entirely, but if I do maybe I should find something else to give to the medium mine.
Or the current state of things can be just fine I suppose π€
But if I keep the current state of things, I needed to remove the broken glass trade with the IT
Which is fine
At least I'll get to use my wonderful high temperature foundry model
Yeah seems like a better plan
But then what do I use glass for ?
The large farmhouse upgrade is an obvious first pick
So is the tree nursery
I guess I can just go wild with deluxe watertight houses
With some sort of glass backyard that gives view on the dam's wall of water
let me do the complaining, think i'm doing a good job at it π
chemestry atm is made from quartz, just need the medium mine ( which is fine) putting it behind the balloon makes a bit too much micromanagment , at least for someone that didn't do 8~10 WB runs, the line is hard between hard and still doable for less expiremented players, now that you got the spotlight on the mod billboard early game can't have dumb bugs IMO ( and most are out actually from what i can recall0
ZZZ time, just seen what time it is
GN
Oups, i forgot, A mothat F ing big YAY for door voxel abuse π€£
metal fall looking better everydays
out
You monster π
Yeah I think I'll just keep the chemistry set as is, so in effect it is locked behind gears, the factory, and the medium mine, si basically a bunch of science and no BP
Since methane is readily available
and medium mine, hated it at first but with a step back it's ok i guess
Aight, out for real, stop the ping for 10 mins plz so i can hit the bed π
You know that ladders are way more expensive than stairs right ?
I just had the greatest idea for fixing the relatively boring mechanical Waterpump
i am intrigued
Water CANNON ! π
these beavers will learn to fly and to use canons before they unlock the secrets and merits of the catapult, smh my head π©
also re: trading w FT - i feel they'd be able to trade secrets about the wind, and how to utilize and harness wind power
#π€mod-creators message
that, and more advanced techniques for growing crops
i know but far more efficient too, and stairs i'm at the point where i delete and replace by metal stairs for the buff
bots factory are starting to build up, just need to finish exploding the way for the shafts to power all that
well, not sure if it's just something broken with a mod i got in but sequoia just won't plant
Could it be possible to have the nursery also harvest? feels kinda sad deleting that building but it's pointless once the dandelion/berries/grape fields are done
i don't know what's going on, they plant properly on my end, so that at least should be fixed next time i update it, just pause the building for now
need the beds, went a bit over the top with flags and now i'm missing beavers π
feels strange having population issue but the other way around
today i reworked all balloons reciepes, next i need to make a bunch more items that work with them
so i sould prebbuild like what? 20-30 landing pads?π
well there is five balloons, each have 2 reciepes, but one is luxury and the other is for progression stuff.
actually except for the exotic seeds, most will be bots damned souls related
anyway, got to go to sleep
Good Morning, is there a guide for your Water Beaver faction? It seems that some buildings can't be placed. But since I play this faction the first time today, I am not sure, if I'm the problem or if it is buggy. (For example: the water dump requires to be build inside a lido, but I can't build in anywhere at all.) So, I'd like to do some reading about the faction.
hello !
hmm... sadly there's no good tutorial for now, but i should try to make one.
as far as i know there is no issue with the lido/waterdump, the slot in which it needs to be placed is indicated by a tiny blue flag in the lido, does that help ?
Hey : ) No, if I place it there the game crashes. The game by the way also crashes when you place a normal water pump but you're on cheat mode ^^
do you have other mods active ? particularily mirrored buidings ?
oh, nopenopenopenope
I didn't use it
I'll deactivate and uninstall it and try again
i have the game on hand so 'ill see if something went wrong but i don't think so
Ja indeed, it doesn't crash now that I have the mirrored building mod uninstalled
By the way: You did an AMAZING job with the design
ah, good.
no issues on my side
oh, thanks π
And I can personally confirm the brambles are growing the same fast in my garden as in your mod XD
ahahah π
i only have weeds, but they are equally out of control
i'm going to push an update soon if you're interested.
but there is a moderate risk of kaboom
Well, I crashed the game 5 times this morning due to the incompatibility. I'm not afraid of kaboom
right now I'm playing the mod, but also cheating a bit, because it is difficult to understand all the co-dependencies. I shall see what I can do to help with the guide.
i'm adding in the mod description that mirrored building is specifically not compatible, i think many people assume it's an IU mod and should work, but i really have no idea what's inside
and you're like the 7th person who has issues with it π
Ja, it makes your buildings totally glitch out
Which is sad, because it is the one best mod this game needs XD
i think it's not that of an issue
especially with this mod
with the FT and IT it is useful mostly for a few select buildigns notably the waterpumps i think
but here you have incentive to build a nice straight line of pumps, so being able to flip them becomes unnecessary
everything seems in order with the new version...
2.2.2 update uploaded !
i kept it hidden for now, just in case it's buggy, test it at your own risks !
If you want to try the latest version, it's set as 'hidden' in mod.io but you can get it if you click on "see other versions"
@radiant heart : when you test the newer version from thereon, can you try to just update without clearing the previous install ? i suspect most people won't know that so it would be great if you could tell me if that works or not. of course i'll try to be careful about this issue but it's hard to tell and i have to clear staging too often when adding stuff.
I posted a video tutorial for the mod ! enjoy !
I'm gonna be a youtuber now π
Just started playing white paws today. Dumb question: how do i get tar to build the farmhouse upgrade?
tar is made in the alchemist
I always try update first but it almost never works and i have to delete and reinstal the more up to date version
it worked once in a long time
can't be on hidden if you want me to try update instead of destroy old folder π
2-tall storge is not updating too now, got to delete and reload .... "Access to path C... denied", same as when i try to update the WB without deleting the old file.. like mod manager can't delete the old version
In modmanagr To updated select the mod and select from the list π€
Need chemistry set to finish alchemist but i have no idea what happened to it. I have a warehouse designated for it but the warehouse is empty.
I demolished the supply cart hours ago. Idk what happened to the chemistry set.
Any ideas?
since it's hidden gto to go from mod.io, it doesn't show up on mod manager
Are you sure its not that its not the live version?
maybe it's already in the building and you're missing other materials?
did you prioritize the rubbles from the kart? maybe it's still on the ground
And you have not deleted piles?
live is 2.2.1, not 2.2.2
Ya so select 2.2.2 from the list when you open the mod description in modmanager
Yeah i did. Pretty sure it all got picked up. Pretty sure i never deleted any piles from the cart.
that's strange, otherwise you can make some in the factory but it's a bit far down the road...
actually might be locked by the alchimist don't remember the path to it
I see it now, my bad tought it was not on the mod manager when not live
Factory requires tar, so yeah
Its just not the version it mass update to π
@shell fiber The water beaver video really helped. I'm still trying to figure out the balancing for housing, population, jobs, science etc. The faction looks amazing, and there are a lot of co-dependencies that challenge the player. Some maps don't work well with this faction, but now water maps are much more interesting. I didn't have time to try the latest update today. I was stuck deep cleaning my kitchen.
well, shit... that's strange...
balancing is quite a mess, took me 2-3 runs to get the start running smooth
@shell fiber trying to load 2.2.2 crashed my game ( during the download, didn't even get to open it)
Yes, there are so many benches on this mod, I wish one of them was a 'watch the clouds pass bench' and it gives you like 1 science π
Also, how does the factory require an anvil to build, but it's the only structure that makes them and there was only 1 to start with which was needed for the ironworks?
But you need the ironworks to make the metal fastners which are required for the factory?
Yes, that's where I am stuck right now as well
It's a shitty trick lapantoufle pulled on us, gotta store a bunch of fasterner, destroy the primitive ironwork, grab the anvil and make another one to rebuild it
LOL, I thought maybe there is one in the shipwreck, just like the book for the library?
actually got passsed that point before it became a thing on my last run so didn't have to do that struggle, gonna be for next run
Side note. The. Log gnawing station makes WAY too much sawdust. I can't keep up with the storage requirements
And not enough planks, it's a bit unbalanced
make a burner ( in the metal seciton)
it gets more balanced with the sawmil
or make fast groth shrooms
better make shrooms then just burn it but have a burner built in case of excess
make paper also π think I have like 6-7 gnawing stations on my curent run and burner is almost never on
So with the alchemist, I'm screwed and have to restart or find an early enough save?
if the woodburning would at least be usable for regenerative wood-pellet-energy ^^ of be good for the bubble bath or the cooking tent ^^
so environmentally unfriendly π
suggested back then to have the burner make a bit of power but it nerver happen, maybe it's still in his mind but not a priority
no...the other left....
interesting keyboard, I recommend a vaccuum
Before i ran on laptop i was getting keyboards at the dollar store and just toss em away when too sticky/dirty, now i can't so eat/drink while gaming is a bit of a No,No
I'm way too cheap for that. I regularly clean them with a brush. Sometimes also with Q-Tips and acetone.
My old cherry keyboard I would disassemble and put it in the dishwasher. Sadly that's how I lost the F12 key. It's inside the radiator now....
Rest in pieces...for real....
sawmill=more pop tho, those "not a house" building become more and more usefull as you go on
yes, the houses and haulers combination is a tough one.
playing that faction made me realize how much haulers are valuable tho ( and on that one a must, don't wanna spoil, you'll find out when you get there π )
I mean I'm using haulers in the other factions, but I believe with this one it is much more important due to all the ingedients
some buildings actually don't work if you don't have haulers since no beavers work in there
While downloading did you not click on anything while its downloading(if you click it crashes!)
nope, just deleted old 2.2.1 file and it loaded perfectly, lapantoufle always had issues with the file "updating" since U4 except once it worked and nobody understood why that one time it was ok
π€
well, @shell fiber V2.2.2 didn't mess up my previous save too bad, only issue is the rework of the nursery, it's now not connected anymore... other then that everything looks ok ( for now), well, it's not only not connected anymore but also flooded even if the top door is in the air... it's bye bye time then
Looks like the issue with 4-5-6 bridges is fixed too
New dumb question.
Where the hell are the explosives in this mod? I can't find them in any of the menu categories.
off topic question...why do we all have different coloured names? Is this some discord function?
Idk how i didn't see that. Lol. Thanks
same?!?
Yw
no clue about that one
help me again with that anvil please. My primitive ironworks just doesn't build. Didn't you say there should be one initial anvil?
When you destroy the cart (after building a district center), there is an anvil among the rubble
Ah, well...that's ...creative
Why does my sawmill not have power? Water is flowing, the wheel is spinning, what gives?
There's a bunch of special items in there
Yeah that fixed it
Exactly, buildings receive power only from that point
gotta look carefully, plugged my shafts in windows a few times π
Kids are done napping, pool time, bbl π
Have fun : )
didn't like it at first too but you get over it, ( flywheels work with the WB so more shafting = more power storage)
Are any of the platforms stackable in this mod?
nope, but later you got terraforming that is not locked behind bots
That's pretty annoying early game
Hi all, I'm using the mod for the first time today π I'm struggling to make Kimchi. The fermentation barrels do not produce anything. In red there is the text "Set storage barrels to 'request goods' and prioritize to allow storage"
However, in the storage menu there are no storage barrels... where can I find those damn things? π
it is but you get free of science logstairs that are quite usefull ( and IMO they look awesome)
it's the "tanks" same as you use for water
early on it's a bit hard to make the kimchy since beavers are gonna eat the raw cabbages before they get to the barrel, once you get a bit more source for food it truns out better ( more haulers helps a ton too)
ah thanks, good to know! A little bit confusing to call them storage barrels there lol. I found it now π
Cheers!
true, maybe @shell fiber can change the description so it's a bit more claer
Yeah but that doesn't help when you need to go up 4 or more levels
I can't figure out how to get sunflower oil. I'm sure it's simple and I'm stupidly missing it, but...
the press makes it, and need a fuckton of seeds since beavers like to eat them, might wanna drop in some billboards to help theyr need go down slower( i always forget about those when playing but they help)
need to make a funky assortment of the buildings π
well, call me crazy but think it's time for another hard mode run... anysuggestion for a map? i'm thinking waterfall but at the same time i'd like something a little bigger but not crazy hard π€ gonna give me some reasons to complain and stress test the balance for real π
lol, coal is an issue cauz i forgot to prioritize the dirt management ( aka terraforming project)
@shell fiber sequoia still not beeing plant, is there some magic trick that has to be done to get it planted other then the square planting thing and marking it as planting?
Good morning !
Thanks for taking care of the forum while I was sleeping π
I thought the tree nursery didn't connect ?
But I'm really confused now because it works just fine on my side
The easiest way might be to stack a bunch of pit and ladder lodges until your high enough, of you can deal with the extra population π
Yes you're crazy π€£
It's related to how many messages you've posted on the discord
Good Morning, need someone to keep up the fort while the grand master sleeps π
Just stupid question you planted giant sequoias in this cradles right ? Not pine trees ? π
I ain't that stoopid π
the door on the top used to be the one managing the "flooded" status, and yes it connected, kinda like the librairy is a "ladder"
but since you removed the little walkway around on the second floor it doens't work anymore
Can't say for sure but if you cancel a building while a beaver is carrying an item for it, he will bring it back to the storage, but if the storage has been changed to another resource the item will just vanish from his hands
Oh yes that's because the glass cage/ walkway is an upgrade now π
well, i don't have that version yet i guess π
and that is sequoia right?
But it's sort of platform-ish soo π€
Looks like it
IMO a cool thing would be to use the "more groups" thing, like the farm is now a tab and on top you have the farm itself and the upgrades beside it
That's weird
More groups mod ? What does that do ?
basicaly what you are doing with the storages, menu is now 3 layers and it's easier to find waht you want
I'm a big fan of that one, my OCD likes it a lot
you said it last time and it helped out balancing stuff a lot so... π€·ββοΈ
I'll take a look
would be super cool, like you don't need to search for the farm upgrades all across the place, they are right there with the building and it's easy to see what it does so... ( like the nerd shack, don't have to think about ooking in wellbeeing, it's right there with the other options for the farm upgrade)
the power one could sure use some shrinkage, specially with the flywheels in !
like windmills, 1 on the secoond stage and after you get to pick from all the windmills
didn't try the mod but it gets shafts together too
DAFUQ?
and the claw is a bench too?
were you drunk last time you modded ? π€£
eu... the nursery upgrade is there ok, but the base building... can't find it ( might be blind tho )
and even with the upgrade it's not connecting anymore
not flooded tho
and they are not planting bamboo anymore... gees, yuo said 2.2.2 would be at my own risk but... at least it fixed the 4-5-6 bridges, won't complain, just find shit that broke π
Ahah, no that's a weird thing, in order to get the icon for the blueprint recipe you need to load a building that has it (or load it as an item icon or something) so I made bench duplicates as icon holders
What ? Wth π€
could those benches do something special ?
like a "chilling time" well-beeing bonus?
You deleted the previous version right ?
used them sometime just to look cool but actually having a buff tied to them would make them releavent not only a " let's do that shit cauz i got a hole and nothing to drop there"
yes. had to
What the f... It's going on ?
update still doesn't work and had the same issue with 2-tall-storage, had to delete to update
π«€
told Knatte earlier today and was confused too about what would cause that, maybe ask the devs at that point? it's free to ask and nothing to loose
I would assume it has more to do with the way the modmanager works
Why can't I place a path on either of those? 
( and having a path on the left would not let me place the bridge
You should π€
tell taht to the mod maker π
I guess there's still some weird occupancy issues π
that's what i tought
at least they can be dropped on platforms now, gonna be a 2.2.3 or + fix i guess
I guess so
But I need to try to replicate your issue with the tree nursery because that just doesn't make sense
Oh also can you try something ? When you pause a house, are inhabitants still kicked out as usual ?
Like yesterday I had a Waterpump that was flooded, but beavers where still living inside
yes
dang, that was confusing alright, tried to make a forester and found all that stuff, might wanna change the icon
Oh
Well I though people would look for the forester first so this icon would be best
i get it for new commers, just gonna have to get used to it i guess, makes sence
just FYI, tried also dumping a forester nearby, and they also don't plan the bamboo
would be curious to see what was the first version of the WB i played, seems like ages ago
Although, artist and copyist would feel more appropriate in the "science tab"
That is kind of true
i try to be constructive a bit, not only complain you know π
everything is a village job π€·ββοΈ
Yes π
( trying to find a way to say "blue collar" in beaver ways)
to replace "village job"
Menial labour ?
The problem with the categories is that you always can think of 2-3 way that all make equally sense
i get it, maybe some newer player to the mod could give an input on that one, to a fresh eye something that Fs me up could be really claer since they didn't play 5-10 runs on those
sooo... thaT's a good point to do a ping everyone and see what comes in ? π€£
on the bright side, now grape juice works so wine is getting in shortly!
Let's avoid that, I feel like half of the people are not actually around π
probably gonna need more production to get everyone drunked up tho, 2 beer factories are not even close to enough
328/384 on beer atm ( are kids aloud to have booze?)
that would bring it down to 328/363,
anyway, gonna let you do your magic while I sleep and crash my game a little more tommorow π
Have a good one
(booze should not help thirst tho) π
GN
They are clearly French beavers π
Why not? It's still mostly water π
GN !