#Water Beaver Overhaul
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Add quadruple-terrain-bounds as dependency of WBH and is solved ...
YA, and ground + object height is limited by game settings , but can be override by quarduple terrain bounds mod
will try again on lower ground, will see, true that i tried on one of the gighest ground of my map, tought it would be cool looking....
i'm about to give it a test rn
but i also don't think anyone in their right mind would try to go above a sequoia and build stuff there (and how ?)
so i'll probably shorten them
in terms of voxel occupancy of course
not visually
aaand, yep
they immediately go planting
i'd try just because you said so ๐คฃ on a hard mode run of course ๐
okay, good luck ๐
would look cool actually having bridges go across those huge trees, make the beavers heawoks
actually i was considering the possibility
but that requires a few adjustments
Like this bridges ?
definitely doable to have overhang platforms be buildable on the side of the trunk
kindof
but going trought the tree trunk is not quite what i had in mind ๐
There are places on the west coast of canada i think trees were so big they have a tunnel for car going trough it... might be wrong on the location but I've seen that somewhere
Maybe @tawdry bronze will make tunnels go through sequoia ?
i've fixed the inner path too
and added a fake floor to allow for that
yep, think i'll jsut add quadruple terrain height as dependancy
so now what was the weird thing with the bridges again ?
First issue was the 4-5-6 were broken it's gone on 2.2.2
that's the strange one from yesterday, the path under
won't let me place one there
ah, okay,
actually might have been the same issue just didn't notice
yeah, that easy to fix
no it was a different thing
just after the fixation point, the underside of the bridge was using a full woxel
which was a remainer of the old model that had struts under it
but that caused many visual issues with the library and irrigation tower
can we get longer bridges? ๐ like 7-8-9, maybe 10 with probably a "support part" of 3-4 long instead of 2 (also higher columns or cables won't have a decent angle to support all that) ๐
(please)
later in gamei like to make a mess of bridges going all over the fileds, think it looks sweet !
on that one fields are a tad too big tho, even double 6 bridges cut it short a bit
i was thinking about balloon platform
tell me more, you know i like that ! ( usually after complaining a bit but still)
like a platform floating above ground thanks to a balloon
that's interesting !
oupsy, been forever since i opened the steel bridges
prefer the looks of suspendend bridges tho ๐
but, it's only 6, max ....
that's why I asked for longer ones, who knows maybe our WB Gods will drop that in some day
well making models that look halfway plausible would be difficult
God ? Evil one, who make beavers "eaten by a monster" ๐คฃ
not that much, need the support part to be higher so angle is better for the cables, strictly from en engineering perspective a 10 long suspended makes more sence then a 10 long steel one the way they are in the game
True, but the suspension bridges also need anchor blocks, and this must be ground only ....
beavers are not that heavy, just a good conterweight could do it ( some use for the useless rocks)
and if beavers transport a sequoaia ? ๐ฅณ
the power of magic, don't you remember they "zip" the log for the transport ? ๐
I must admit, it's the first time i heard about zipping the weight, something new ๐คฃ
at that point suspended bridges could cross the whole map (would have a beaver fall down here and there tho i guess)
Some bridge idea ? https://www.youtube.com/watch?v=SVhWu8zIhCA Or, maybe no ๐ฌ
Bridges are marvels that unite people and places, spanning over rivers, canyons, and other formidable barriers. But beware, because there are bridges that defy the very notion of safety, haunting even the boldest heart. Whether it's their towering heights, treacherous narrowness, or the relentless forces of nature they endure, these bridges have...
not quite what i was hoping for
๐ฎ Another "eating beaver" ?
bottomless pit to toss useless eaters? ๐
no i wanted to remove the bottom visual so that the building that i place on top can make the hole appear
but that's not how the "terrain cutout" works apparently
uuh, i'm not being very clear here ๐
i thought the terrain cutout script would just make one layer of ground disappear but would instead diplay the layer under it
but it doesn't
it just makes a gaping hole leading straight to the void
lol
okay, what i wanted to do is probably not worth the effort
How about just making it part of the visual of the building?
well that's what i was poking at
i could manually make a dirt shaft plunging into the earth
but that would only be for displaying some sort of elevator platform being lowered into the ground
which i can do anyway
just need to make the building a couple of blocks taller so that it still feels you're lowering into somethign
is that gonna be the tier4 mining or something else completely?
mostly some endgame stuff
i just had a good idea
take a big barrel
flip it inside out
paint it dirt
possibly allow mining plutonium or something similar
just curious, did you upgrade the output of the annas/coconut ballons so 1 per 100 beaver can make it or i still got to figure one per 80 beavers?
ok
well, the need sure changed, coconuts are whine now, wine was not there last time I made balloons so...
This, and it ain't cheap...
IMO the ratio is a bit nuts, would have it the other way around
like the beer to shells make sence but the wine to coconut.. way too pricy
hmmm
fair point
which one is easier to produce ? wine of beer ?
*mass produce
kinda hard to tell
if i got to give a awnser right away i'd say beer since the barrels can make it but still need to process the nuts
but nuts are longer to get then the grapes ๐ค
because i could exchange that
I think the beer/shell one is descent, specially since shells are not consumed that fast
maybe the shells brought back could drop to 40-45,
Coconuts on the other hand, it's basic food so they get eaten as soon as the ballon lands
like with that ratio i'd rather have more wine for my beavers then helping the islands beavers get drunk up ๐
Coconut +3 Wine +5 maths ain't hard on that one
like cocos would have to be +10 to make it half descent with that trade ratio
oh don't forget that one coconut gives a straight +1 to the need while wine gives probably +0.3
but i don't need 3 days to make 40 Wine ๐
but i think you're right anyway, when you live on a paradise island with coconuts everywhere, that's probably not a very valuable ressource
i could easily drop the cost to 20 wine
even 15 unless you're willing to give more cocos per trip
( getting back to the little buff up i mentionned sooner about having 1 ballon per 100 beavers )
How about 18 Wine for 31 cocos?
(no i didn't use my calculator) ๐
lol, kinda liked having numbers a bit messed up to change stuff
Just WOW !
20 wine for 35 cocos then?
could do
but then i want to check the other reciepes for pinapple and stuf
Ananas is taking metal fixations so who cares : up to 35
pinapple is 1 to one ratio with fastener, it's ok IMO, would just have to make it 35 to 35
Side Note : did i mention i really like the Trebs ? Tossed some all over the map just because they are cool ๐คฃ
if only i could have the impact point destroy stuff
probably would mess it all up if stuff is sent outside the map
yeah sadly
just curious, when do you think next update is dropping in,? getting close to starting a new run but at the same time i'd like to try the ballon balance with what we discussed
not sure what shape i want this thing to have, but something like that
oh, don't know exactly, but soon
did i have any urgent bug going on ?
ah, the tree nursery path issue
hmm... not super urgent
i'll set the latest version live for now
nothing really "urgent" but a bunch of little things here and there that would be nice to have corrected for sure
i have a day off tomrrow, so i think i'll play for a while and probably push an update after
guess that one gonna need the sequoia big logs !
GN
Fun FAct: Grapes are messed up, red ones produce white ones and white ones produce red ones, no wonder my wine production is crap ...
and it's all stuck due to too much mush, can that be tossed away with the treb also or i'm missing a way of using it ? ๐ค
ok so, could someone tell me what the logic is with the crappy windmills? I'm on a map with a massive cliff right there and I can't just build an overhang platform off of it and get a top grade one
tought it works from a side platform ๐ค
is that 12 above the ground under? like if you try to put the shittiest one does it work or can't place any on the platform?
wait, it's windmill or gravity battery ? ๐ฎ
the windmill
No, it's about that need to hang ๐คฃ Like a gravity battery ...
oh alright, I misread it as you asking me if I was talking about the windmill or the battery
np, @shell fiber likes to make this mode deserve his name, "water hell" ๐คฃ
so uhh... is the windmill supposed to not work when on an overhang?
Should work if is placed at least 6 block high then ground bellow....
Kinda hard to tell how high with the angle but doesn't look like 6 above
@glossy hornet tried the H3 on that?
yep, still can't place it
๐ค
the cliff's 10 high
windmills work with height diffrence with the ground under and it's base, actual terrain hight means nothing
...what the actual fuck?
why would you have it work like that
like I'm sorry for swearing but I'm actually surprised that it works like that
oh wait misread
But, the blocking area is one tile around the windmill. Maybe the blocking area also need to be 6 block above ground ?
it doesn't work on platforms apparently, @shell fiber might wanna look that up, should work IMO
I thought you meant terrain did not equal height when it comes to windmills
just tried it
it might be that the windmills treat overhangs as ground
It doesn't work at that particular spopt because WIndmills have an overhang that cannot hang off the edge of the map.
can't put a platform on a platform for whatever reason
tought about it and tried it not on the edge, still not working
cauz platforms are ground only with the WB so it's normal, also means it's not beeing treated as ground, must be something else
Huh. Interesting. Looks like a bug.
That's a bit tricky because the game contains nothing that I can access that actually measures the absolute elevation nor the amount of space under a building.
The windmills must be placed on something solid, and find something solid exactly 3/6/9/12 blocks under them.
Most watertight buildings have intermediary floors so you don't need to adjust too much on top of that but from a overhang it's more tricky
Pile up yet another house and try to place a h6 on either the top or side
so if the cliff's 10 high then throw it on a 2 high house right next to it?
Yeah that should do it
Or you can place a one tall thing under it and place a h9 too
wait, doesn't the gravity battery measure the elevation?
or is it just "X space below, therefore Y max power"
Remember that this mod is codeless, elevation cannot be measured without code.
All Knatte mods are also codeless ...
i don't understand how that actually works sadly, but it doesn't seems i can use that anyway
i'm basically rearranging and abusing existing mechanics
but there's new plants and materials, don't you have to dive into the code to add those in?
like the upgrades and buildings with internal paths, it's always been possible just the devs didn't think about / didn't want to do it
not really "code" but rather specifications
tiny code-like files that let you specify the name of a thing, the color of the box, is it consumable etc
basically one "item" like "cabbages" is a good specification for the item itself
then a need specification for the "cabbage" need that makes beavers want to eat it
and then you need to feed it an icon, text entries in different languages and you're done
or to be "eaten by a monster" ๐คฃ
A need for a monster ? ๐
everybody needs a monster
hopefully the tiny flag will be a better indicator
yeah that'll probably work
does that mean that 6 can't be placed at 3? I just through about it
uh, nope, but why would you do that ? 6 produces more ๐
I mean nobody would I was just thinking of how you mentioned the hieght thing works
got it, tought it had to be "above" not exactly
on another note, who needs ground only platforms when you have vertical power shafts
description is "at least"
well now i have something to fix
well you can do that, but that's kind of cheaty if you ask me ๐
it's like using small warehouses as platform in the base game ๐
I physically can't reach that spot without doing this. I gotta reach there to put some water wheels
there is always a way, ight be a shitty one with houses and all but there is always one ๐
you can probably pile a couple of houses and platforms and stairs ๐
typically the pit and ladder lodge can allow that pretty easily ๐
I'd end up blocking the entire river with houses
on that matter, did you notice that you cannot replant berries ?
before you brutally murder them all ๐
I got a big ol field on another spot of the map
liar, you can but not as easy as other factions ๐
which gave me a headache when I uprooted my local dandelion patch and realized every single other one has dried out
also once you managed to reach the upper ground, you can pretty easily build ladders down there, if you want to...hide the traces...
ladder doesn't work unless you get the spec file from someone, at least that i know of
didn't i make it a dependency ?
No
nah it's just in the small little list of recommended addons I completely looked over
oh you're right
recommended but not compatible atm, need the "magical folder"
you could make the magic folder into a mod and make that a dependency
not sure about the exact detail but lapantoufle knows how to drop it in
(he made the mod not me ) just been playtesting the F out of it since ...
to be honest i think ladder are kind of OP but at the same time they are just amazing to build farms and stuff high up because going down does not cost movement
yeah 'ill make a tutorial part 3 i guess
on my end it doesn't even ask for blueprints
and my artist shack doesn't have fancying it as an option either
i'm on 2.2.2, live version is 2.2.1 ๐
ah aight
testing stuff out
good time to mention I do not like the blueprint system. Adds what's essentially red tape to what coulda been a normal recipe
it's a pretty eh way to force the player to put down 12 more beds in their city
3 for the mechanic's lodge, 3 for the architect's lodge, 3 for the hadicrafter's lodge (cause ya need pencils), and 3 to fancy the blueprints
haaaa dam, forgot now you need to build the balloons ๐คฃ
with this faction, only about lack of beds you cannot complain ๐คฃ
actually i ended up with the opposite problem beeing too conservative on building extra house ( still 400 beavers tho)
Sorry, was about starting a game, not the end one ...
just destroyed a bunch of flags and replaced with the house doing the same job
think i'm on an older version or something, my metal bridges stop at 5 long ๐ค
it's more about giving the player things to think about and plan ahead.
in the base game you just build a bunch of inventors and forget about them forever. then everything is basically unlocked because you're swimming in science anyway.
Here you have to build the architect and mechanics to build gears and platforms, but you also have to thing about when and what blueprint you want to unlock next, because that will immobilize the guy for a good two weeks in game.
Update the Path Extension mod
the thing with the artist / copist is also due to a game limitation, but when you don't use them they can produce wellbeing
why not just have the blueprint be able to be used for everything? why do ya have to even have fancy blueprints?
that's because the game doesn't support duplication reciepes
will be to easy
I'm not saying "the blue blueprint will be used for these 5 buildings" I'm saying why does there have to be a fancy dam upgrade blueprint, why couldn't you just have the normal dam upgrade blueprint be used
and I'm guessing it doesn't work to have multiple possible inputs for the same crafting recipe so you can't have "blue blueprint" that the artist can craft into the usable material then have the dam upgrade blueprint be made into multiple blue blueprints?
Blueprint take a lot of time to make. Fancy is a way to make copy for BP, if faction don't changed too much ...
do you mean alternate input ? having a cooking place use logs OR coal as fuel ? the game doesn't allow that either. i could force it by having a reciepe duplicate for example but that quicly becomes unpractical
ah i see what you mean
no it does't work
the reciepe cannot be "blue blueprint X" -> "fancy blue BP X" and have X as variable
would be neat though
I was thinking moreso "blue blueprint" -> "blue blueprint for [building]" and then "blue blueprint for [X], [Y], [Z], etc" -> "blue blueprint x3"
actually I just reworded what you said aight yeah I getcha
it was like that before the fancy and regular BP but you had to wait the 300h everytimes to make another, copy/artist is to make more faster of things you want multiple like waterwheel for exemple
300 working hours ...
how about mecanic makes bleu, architect makes green and they are not specific to one building but require basically every items for all?
but then you only have one to research
that doesn't justify haveing a guy with a house for one blueprint
remove the copy?
( i don't like that tho)
can't you only get research from the library? or are you saying research as a term for drawing up blueprints
trying to think of a way to make it a bit more simple while keeping it closer to the "intended way"
plus that would mean for example that the clockwork farm is made the same as the mechanical water pump
oh yeah i mean drawing up the blueprints
to be honest i like the system as it is
plus in that stage of the game, it's nice to have a variety of watertight houses to build a dam
otherwise it's going to be mostly haulers
just feels like it's at the limit, there is a fuckton of BPs already, can't really add more green/blues
i have no plans to add more
next is the diplomas
๐
noticed ๐ thing tho is it would be nice to have the icons everywhere the same as the ones in the archi/mecha for faster finding
I only have one active house and yet I have 160 beavers, and my food/water production can barely keep up. Houses are useless apart from lodges acting as ladders for those who haven't installed that mod
and an archive building to store those ๐คฃ
scrolls rack in the librairy ๐
Nope, it's too important to be stored there
Can you send some screenshots of your map ? Out of curiosity
yeah sure lemme boot up the game rq
well, could have a "university archive right there"
should I do top down or try to fenangle the angle that I can get some pics of a lotta stuff. I mainly built wide instead of tall
looks like a nice flat zone for an "upgrade"
whichever you fells lets us see how is your thing organised
you're not really meant to store diplomas you know ๐
I'll just take a couple pictures of the map and do the best I can
dear god the bramble nightmare
planted that field actually, it's my flower source for food ๐
straight up took me 3 attempts trying to remove a bramble bush around the size of hte field in the bottom right
best way is to flood them but shh ๐คซ it's a secret ๐
the 6th pic is the backside of the first pic
well, if i want to go from mush tent to mush house i'd need more then one production so would want to store and copy before doing the actual build
actually they tolerate water more now ๐
there's a shut off paper mill and an active rudimentary sawmill buried in the windmill hell
oh that's quite a nice build ๐
i like how it actually looks like a village
but yeah you definitely need more waterpumps
probably more farmland too
I wasn't even going for aesthetics or anything I just build like this
so you lost all of your dandelions rigth ?
got a field replanted recently
that's what I tried 3 times to remove the bramble bush for
because the hobby farmers are not what most would call efficient ๐
ah i see
to let the dandelion spread ?
so that I have room to plant some
ah i didn't see you got a tree nursery
had way too many brambles placed to get some kimchi going, cabbage is the weak spot rn
image 4, go a bit down from the center
i think your version is quite outdated to be honest
wait what?
mod manager seems to not be working fully
i don't know what's happening to be honest
I'm on 2.2.0
ooh, i see
not so late then
the tree nursery is supposed to require "exotic seeds" that you get through a balloon trader
which requires a green BP
but in your case it's good you could replant the dandelions early ๐
already planted, they're front n center on image 4
dam, missed that one, glad i built it on earlier version
it is also no longer watertight, but you can build the glass walls for watertighting when you have glass
which is quite further down the line
is it possible to have the top floor walkway without the glass walls ? think it'scool it can be a "staircase building" kinda like the librayry
uuh, no the trees are blocking the way
but you can build a bridge on the top door
so that's getting wrecked on next update?
not the first time and probably not the last you pull one out like that, getting used to it ๐
one last complaint before I go to sleep: the hitboxes when placing the dam upgrades and the upgrade end cap things are jank asf and I could barely place the end caps, each individual one took at best a minute to get on there
gotta afk for a little while !
you mean the pump upgrades?
later, gonna hit the bed soon here, ttyl ๐
not the upgrade itself, there's a secondary building that's just for aesthetic purposes that's made to be put on the halves of the main pumps that aren't covered by the upgrade
icon's a little blue house with a circle with a line through it
yeah, that one is shitty to put in place, it's a problem that popped up with the U4 of the game and apparently there is no fixing it
ram camera in and when you see a smidge of green you click, only real way to do it without wasting a lot of time
is WB included in it or i should save the spec file prior to the update?
Is included. But, is incomplete. You should throw this in the specifications folder of Path Extension
probably just need to toss that in then, cauz mod looks up to date
YA
anyway, that's gonna be a tommorow thing, ( actually today) time to hit the bed
GN
later ๐
Knatte will release today a fix, so ....
didn't make so many changes today in the end, i played a bit on a map, turns out i didn't like it so much (terrain too irregular, just annoying to build on) so i just ditched it and started a new one again.
but i still uploaded my current version (hidden) for someone eager to get the balloon reciepes fixed ๐
HI ! Can anyone tell me which building I need to have to make "grape juice"? (I have to make wine, I have everything I need, but he asks me for grape juice) I can't find it anywhere
the screw press, can only make "grape pulp" ๐ฆ
Have not checked these 2 videos but could have some good info.
#๐คmod-creators message
Hey guys, I'm on my first playtrough for this mod. Can someone explain how I can place the mine? ๐
Apparently, it has to be against a wall/cliffside that's at least two tiles high. Something like this
I'm confused on what building I would need to make in order to make anvils...
More than welcome. I'm on my first playthrough as well
do you know which factory in specific?
This one:
I see. but then my question then changes to, "Is there any other building that makes them?". Because in order to make the Factory, you need a anvil and metal fasteners, which in order to make those, you need to make the Ironworks, which also needs a anvil to make the building.
Do you know how to make explosives? I think the explosives factory is missing
Let me check for you
You can make this ironworks from the anvil that comes from the cart, which you have to destroy after building your district center
there is one anvil in the cart
Handicrafter lodge
Thx Panda ๐
The broken expedition cart has a anvil?
Yes
Yes. You have to build a district center first
AAAAAHHH, i see it now
It's in the rubble after you destroy it. Make a small warehouse and set it to explosives. You can use them after they have been brought to the warehouse
Thank you both for that information!!
You're welcome ๐
Build a district center (it can't be connected to paths). Once it's built, destroy the cart. Then connect the district center
Yes, if you don't build one first, you're fucked ๐
Fair enough!
Correct. Lol
Panda, I have fermentation barrels to produce Kimchi, and storage tanks set to obtain it, yet still the barrels stay at 0% production. Can you think of any reason why they don't work?
That i found out after looking over everything for about 10 minutes
You have to make Lodges which makes one of the beavers in the house a hauler.
Then they can move the items to make Kimchi into the barrels
Ok, but I seem to have those. And there are items in the barrels
In the picture, you're one Bramble flower short of it actually starting the fermentation
Gotcha! I see that is true for all my barrels ๐
then it auto makes the kimchi without any beavers needing to look at it
Damn, 60% reduction in work speed and 20% reduction in movement is really something when you try to prevent everyone dying from hunger ๐
Rip

something funky with the briges ๐คฃ not complaining, sure is fun beeing able to build it in before the platforms are there but i guess it's not "intended"
@shell fiber did you remove medecine from the med beds? ( now rest beds) like i can destroy the alchimist making the medecine and the tanks or there is some sort of hospital i can't find?
Also, just noticed, berries seem to be gone from the plantation options in 2.2.2, was that on purpose or a woopsie?
That's an unavoidable side effect of having the bridge occupy no space on their support. I don't know what happens if you save and load in that state though.
I think the hospital is in the village tab but maybe it would be better in wellbeing
The berries are a oopsie, it's fixed in the latest (2.2.3)
For once that punishment is not from me ๐
I really need to get that third video going ๐
And thanks everyone for helping each other. I'm in Japan so when most people are active it's the middle of the night for me.
Aight, y'all. What building(s) do i need for the bachelor's in mycology so i can finish my shroom farm? I've been looking for 2 days and can't seem to figure it out.
oh, sorry, it's made in the "ENS" which is a very large end-game building in the science tab
provided that your mod is up to date of course
maybe need a flow chart for all resources and buildings 
tried, it stays there ๐
actually i have
but it might be a huge mess
if i omit a few things though it might be readable
just need to update it
you mean 2.2.3 is up?
need to work
Morning guys, can someone tell me how I'm supposed to build upwards if I cannot place platforms on other platforms? ๐ also how do you produce the scaffolding thing for the platforms?
actually i just uploaded 2.2.4
scaffolding is made in the artchitect's lodge (science tab)
you cannot stack platforms but you can stack houses and warehouses ๐
and there is some side platforms things too
or, you can use District Management mod and, extend the beaver arms ๐คฃ
still not updating with a press of "update"
2-tall storage worked tho
@shell fiber , will have some fun now https://www.youtube.com/watch?v=HsPg01oxXTU ๐ฎ
We're finally starting a new series with the incredible Water Beaver Overhaul mod and all of the crazy complex new mechanics that come with it. Let's get to work!
Want to support me and get recognition in videos? Join the channel to get access to perks as a Beard Booster here! https://www.youtube.com/channel/UCPBH_pjwd8AqdZIadn_G8qg/join
Or, if...
no spoilers plz, had to stop mid vid for a meeting ๐
It's first try, I guess ๐คฃ
Might wanna drop in the nursing liscence in the copy shack, i get it for the giant foundry it will probably not need many but the hospital, that one could require a few and a whole 500h for going over 3 feels a bit excessive
@shell fiber , take a look into video at 19.19 ! I understand French, but, others, don't ๐คฃ
feels better in the wellbeeing since the med beds were there too, feels more natural
@shell fiber Hello, good evening. Say all your benches. Could it be possible to have one bench that is a so called 'look at the clouds' bench and the beaver sitting there is musing about the world and gains 1 science per x time? Science is currently rather late game.
once you destroyed your kart science is available, need to grab the book from the rubbles and build the librairy ๐
kinda is the point where you move from "early game" to "mid game"
yes, I learned that from some nice person who recently made a video about this ^^
I really like the wagon style district center
same, i usually last as long as possible before deleting it
GN !
you have a good night
thx !
Just an idea, the way it displays in the well-beeing menu, how about swapping "filth" for "clean fur" or something like that ?
I see you found my video
Reading through some of this thread has been very helpful so thank you to everyone who posts in here
And, I replay into your video about recovering stuffs from broken cart ...
Am I blind? Which building produces dynamite?
the crafter lodge if i'm not mistaking, but you also need to make the nitroglycerin in the alchimist
thank you
yw
What is this wizardry?
@shell fiber I vote for the restore of platform functions. Building against mountains kinda sucks when you can't use platforms
๐ฆ
So, I have a question regarding the order of what to use the first anvil you get from the Broken Expedition Cart. I was attempting to build the Primitive Ironwork building to make Metal Fasteners, and the building requires 10 clay, 4 logs, and 1 anvil. After learning about a anvil being in the cart yesterday, it did solve the issue of obtaining one, however, after looking at the Factory building to make it as well, it not only required a anvil of its own, it also required 25 Metal Fasteners, which to my knowledge so far, is only obtainable through the Ironworks, which needs a anvil too. Am I missing a building/factory that would make a alternative recipe for Metal Fasteners besides the Ironworks?
Or is there another building/factory that makes anvils besides the Factory?
I see why that would be an issue. Does it help if you build the metal fasteners with the ironworks and then destroy it? Does it give an anvil in the rubble when you destroy the ironworks?
I'll test that out
It does return the anvil once the building is demolished.
Great ๐
I guess you just use the anvil for the fasteners until you're ready to make the factory?
gotchya. seems a bit much just to build a shroom farm, but thank you
also i still cant figure out how to collect sunflower oil
you need to stock up on fastener, destroy the primitive, make the factory to make an anvil and then rebuild the primitive iron work
yes
press is using sunflowers to make oil, need a ton tho cause beavers are gonna eat them before you can press the oil
you got a shroom maker in the lower tier buildings that is gonna make some and doesn't serve as a house, the shroom farm is the watertight edition of that and also serves as a house
it's actually one of the first food source early game beside the farms
ywah i thought i had built one but it turns out i was wrong
happens to the best of us, no worries, been playing that faction for so long actually i'd be lost trying to go IT or FT since buildings are not watertight, my whole shit would be drowned in no time ๐คฃ
I modified the 3d model of the ruins and put an inside-out barrel with the dirt material to make the hole. The terrain is removed by the "terrain cutout" script ๐
Then it's just a matter of swapping the item call in the map editor prefab list specification
That's for my future deep mine exploration facility
Building on mountainous maps is really hard I agree, but I really dislike infinite stackability without constraints. I'm sure you can manage your way stacking small warehouses, pit warehouses etc.
But try to keep them actually connected ๐
In normal mode the game always returns I think 66%-75% of building costs, and always rounds up so your anvils, chemistry sets and other core items should never be destroyed.
The shroom farm you're trying to build is an endgame building, it's a watertight building that can feed more than its population so it is extremely efficient to build huge dams, that's why it needs a diploma ๐
there is some echo in the house today ๐คฃ basicaly what i replied with a diffrent wording ๐
and gonna be my turn to call the GN, happy tho made it to that monster volcano project !
Hi, I'm sorry if I've asked something already answered, I tried looking but didn't find anything helpful.
Basically, I can't get WBO to become a Faction option at New Game no matter what I do. I've ensured all dependency mods are installed, I've uninstalled every OTHER mod that's not on the dependency list, I've uninstalled and reinstalled the game, I've uninstalled all mods and reinstalled from scratch... nothing. Everything's up to date (game, mods) and I can't really think of what else to do. I know I have to be overlooking something, I just can't think of what.
Anyone able to assist? ๐
Play with FT to achive level 1 and will unlock WB
Oh, so by uninstalling and reinstalling the game I've reset my progress there? I'll try that, thank you!
No, you need to unlock WB. Since this mod was installed just now, you need to play a short game with FT to unlock...
Thank you so much, that wasn't explained in the mod description so I was really confused. Appreciate the help!
Well that was written in the green ribbon on the folktail need game miniature ๐
But no worries ๐
Nice !
You know that small flywheels quickly eat up their stored power right ?
I'm sorry, I don't see that anywhere. I tried looking, I promise, but if you say it's there then I must just be missing it somehow. ๐
Do you see the white Beaver guy in third position in the new game menu ?
No, he's not there. ๐ Also I got my FT to Happiness 4 and still don't see it (I assume that Todor Alin saying "Level 1" it meant Happiness level? Or maybe I misunderstood)
Oh I see, no you probably are missing something, that's why
We need to check your mod list
It's happiness. But, how do you installed the mod ? Manual or with ModManager ?
I installed manually since I saw the warning about it on the mod page.
Do you see in the game menu ModManager button ?
Wait why is there a "assets" and "Lang" folder in there ? Maybe you put them in the wrong parent folder
Yes, I just sent the file list because it was more compact than trying to screenshot the mod manager install list.
If YES, delete all folders except ModManager and download the mod again using ModManager
I did that earlier.,
BepInEx/plugins
Uuhhh that's odd
delete manifest.json file and folders assets and lang. After that, if WB won't apear, drag and drop here the LogOutput.log file from BeepinEX folder.
The Assets folder contains a file for the Mod Manager plugin; I don't know if that's a good idea.
Picture of the ModManager folder ....
I'm not at home so it's hard for me to tell right now
Other mods should be next to the mod manager mod folder in the plugins folder, was that the case ? ๐ค
yep; and I tried deleting the files that Todor suggested and still didn't see the WB guy.
Did your modmanager works by any chance ?
Do you have the button in the main screen ?
Yeah it seems to work just fine; I've modded the game many times over the past few years and never had an issue with it.
... wait why does it say modmanager isn't installed...
And you did manual download ?
of WBO, yes I did
No that's normal
Hmm... This is weird, there's something we're missing๐ค
@boreal pasture , if you can accept my aufull english and can make a live, come to beaver-noises channel.
Il go back to work, I'll come back later
Good luck
But no worries we'll get this to work
Okay, sorry to bother you at work, thank you for your assistance ๐
@heavy lodge helped me out and it seems to be working! โค๏ธ Looks like it was just a faulty install via the ModManager, probably I clicked something too quickly and it didn't work right. Sorry for the hassle, and thank you both so much for your help. ๐
Oh good ๐
You can do that with a specification??? ๐ฎ
Yeah sure
I don't guarantee you can swap anything with anything though
I just find it endlessly wonderful how much you can do with just specs
Maybe you can make a mod so other faction can have this mine . Guess will make a lot of players happy , me included. And, you can change your name to "Water beaver magic" ๐คฃ
but it's just visual, there's nothing actually changed ๐ค
For visual, of course, look so cool ๐
something is meesed up could it be the logs in the back of the Wine cellar blocking the voxel behind? ๐ค
yep, i had the wrong values ๐
time to sleep, good night !
@shell fiber probobly missing the generate floor check box tick
Thank you for the clarification
Something is up with the scrolll racks for the hydroponic farm, ot doesn't see the storage, others that i made up to now are working, only this one got something wrong****
Try to store it in a different scroll rack in the library ๐ค
Might be an access issue
Or is your artist paused / doing something else ?
Though I fixed that ๐ค
well, not sure what happenned but forgot about it and now the scroll rack if fulll๐คทโโ๏ธ
Oh well ๐
Good
Because I don't want to touch the scroll rack and library ever again ๐
looks like medecine is not transfered to the general ward, suply upstairs is dry but downstairs it's loaded
Oh I probably forgot that one script
The med beds supply is specifically handled by the building producing it for some reason
Well I have material for an other update I guess ๐
Yesterday I wasted my time playing that planet drilling game RCE showcased
So I didn't mod anything
It's pretty fun though, albeit very dumb ๐
didn't watch that one, been catching up on OOT triforce blitz tournament, missed quite a few
I need a treb for grap mush ๐คฃ
at that point i'm making warehouse, deleting them, delete the rubbles and repeat
oh yeah right
turns out i had forgot to fix the 6-long bridge, i thought i had though
i spend too much time on this ๐
WHen do we get dynamic images for user input 
that would require code wouldn't it ? ๐
Maybe 
dear god, a script that just takes one image and generate the entire building would be great ๐
The image is just a sprite with the same board ?
but to be fair for my purposes i already did the work so here goes the benefit ๐
well i need to load the image in a material, then make a new prefab and slap it on the board, define the entry keys
also give it to the factions in the specifications etc.
but to be honest, making the image is most of the work
Define entry keys ?
the name of the thing as it will appear in the build menu
I see
i suppose with code you can just make one template, then have a script that just duplicates it and ctrl-H all occurences of "template" for let's say the name of the image you're trying to feed it
What would be better.
- Placing a board (empty)
- Clicking on board
- Click on button
- Select an image from a popup
or
- Have 40 buildings in tool groups

That would be not too hard to make, except for the UI.... ALWAYS THE UI..
Maybe a dumb scrollable list with just showing the image might now be too hard to make 
Maybe @kind spire wants to code it as a small challenge
, does not seem too hard.
- Create a BillBoard BaseComponent (Step could be skipped if all done in fragment)
- to set the image in the billboard
- Create fragment on Billboards with a button to change image
- Create Panel to show list of images
- Load images from specification
- On save place the material or texture in the correct prefab thingy
- Retrieve image from a single use specification like
BillBoardSpecification.json- Just a list of links to materials or textures, like
lapan/billboards/anime-weeb
- Just a list of links to materials or textures, like
,-, maybe it's alot of work 
But if done once, INFINITY IMAGES
Maybe image could be linked to a receipe to change it? so let's say the Help billboards coulld all be in one with the image changing. Is that the idea or i'm not understanding correctly?
Well well, I'd be up for that!
Oh, BTW @shell fiber I built a system for adding smoke particles that react to the in-game wind if you were interested in using that somewhere? ๐
He is getting fancy, shaders ?
He gettin FENCY!
Nah no luck with shaders so far I'm afraid - it's using particle system and particle forcefield
then it just needs a quick bit of trig, and bam

Scavenger doesn't feel like getting the log from the giant sequoia ๐
oh, damn ! that's amazing !
just to be clear, it's cut by the sequoia feller ๐
not the giant log, the regular ones you get weekly
in the description it says picked up by gatherer flag
It means that now can have clouds ? (A big particle up in the sky affected by the wind) ๐ฎ
oh, right ! it's not functionnal yet
yeah that would be nice ๐
And didn't bother with picking up the giant logs since no building requires it yet
I hadn't thought of that, but yes!
I'll give it to the tapper's flag for now
fair enough
by the way, what do you think is best ? a heavy sawmill that can cut it down to planks / logs or just an other reciepe for the sawmill ?
Is the tier 3 sawmill close on your list? got like 6 gnawing stations 3 mills and can't produce fast enough for my expension project ๐
ah wait no, there would be an issue with the fuel part
Heavy sawmill, log is to big to fit the actual one ๐
something Heavy foundry size or just a tad smaller
(actually making a second of those so yeah copy BPs would be cool ๐ )
plus i have this placeholders for steel sawblades and even a neat 3D model of it ๐
you can't copy diplomas ๐
i mean you can but... you know
and the headmaster can't be at two places at once, guess you'll have to train another one !
got to ENS now ๐คฃ so 2 headmaster i suppose
gear production is not up to my needs, starting to set up for bots
guess when they change that' will be then end of that run or maybe sooner, fps atarting to drop a lot
didn't you wonder what were those very weird ressources you get from the balloons ? ๐ค
didn't wonder, but really curious to see how it shapes up
hooman meat got me concerned a bit i gotta admit
well i wanted the bots to be ungodly abominations ๐ค
already the skin is nightmare fuel...
Then ears and red tail ๐น
third video tutorial uploaded ๐
Part 3 of the two part tutorial for the Whitepaws faction (Waterbeaver overhaul mod) for Timberborn.
We'll see the updated dependancies and cover a few of the things many people have difficulties with.
have fun !
I've been playing around with this mod now for a few days. A lot of maps don't work well without floodgates. Often you have a one tile gap between waterproof houses and rock, or need to reroute water depending on season, then you need to break your damn dam.
How do you guys deal with this emotional beaver trauma?
i think it would kinda help if there was a one-tile dam rather than starting on two. but i haven't played that far in the mod/not using a map that would make the need for rerouting water that much of a necessity
The utility dam upgrade acts as a floodgate of you need to
jaaaa....no ^^
You can build one less house on the dam and build a3 wide dam no ? Plus I recently made a narrow tall damhouse to help with that
No ? It's there an issue with it ?
Well, the utility dam can't be used in all situations.
Ah I see.
You can probably place a log levee or a tall log levee on this tiny gap. Might need to bow up a terrain block or two though
It's not a tiny gap. The dam is 3x3 in size. I can't place it on top of the previous damns as these are already double hight. it doesn't work. The damn glitches out into the mountain side, that is what the picture shows.
So basically the game limits the total damn height to max 3? At least that's what I experience.
This place in the river was a place where I had enough space for such a dam.
take for example this situation:
With this kind of dam you're limited to. 2 high actually. Most of the time you're really expected to build your dam out of houses
So, I use the houses as damns as you intended. in the front you see a dam, and at the bottom of the picture, just outside the frame, are more houses and another damn. Depending on the season I need to controll the water flow. Which is of course not really possible, since the damns are limited in functionality
That's a weird system you have here ๐คฃ
It looks really nice though
oh, and is it true that you can'T plant berries
XD thanks
You should see the long Channel
Yeah I can see you made a long tentacle to irrigate some land
which key combination lets me hide the UI again?
That's not really a layout I though about but it's interesting
No idea
So basically you want to fill the channel with 1 height of water then block it in by raising the floodgate right ?
yeah
I can fill it with 1 height of water, but then I flood the rest of the map. because the height of other places limit my options. I think the idea of beaver dam-houses is just awesome, but you limit the options because of the offered damn widths.
Holy crap I never saw anyone use that many storage houses ๐
I guess that means they are balanced somewhat correctly
And, if you allow me...a personal questions...why do you hate windmills XD
these storage houses are pretty nmeat, they are 3 long but only 2 wide.
but they are also very empty....I somehow forgot the beavers need more than love and water...
So you're having trouble setting up a proper floodgate on that part with the sad face upstream right ?
well yes, there but also at the tentacle inlet.
Well I want to force people to use waterwheels, and I felt they were ridiculously overpowered, like how can you extract 400hp from this tiny crap and barely a breeze ? It just feels so wrong.
I already have an idea for another strategy. I will try to place the houses in such a way that I encircle farmland, and flood the whole outside.
windmills are beaver magic XD
you gotta believe in green energy
(the waterwheels won't work on hard mode wiht long draughts)
Well, 01:00 o' clock, That explains why I ran out of ideas. I'll try again tomorrow. You have a very good night lapantouflemagic
Yes but that's because hard mode is trash ๐ฉ
(sorry I really dislike how it is set up)
XD I like it, it is challenging.
It's morning for me ๐
Good night !
The first 30 min- 2hours maybe, but then it's just the waiting game.
This mod should be hard enough as it is, my recommendation is to choose a hard map rather than use hard mode
True. The challenge with your mod is not the hard mode. It's the balancing.
different playstyle.
But the drawback is that they have almost zero functionality in themselves ๐
Wonder with the new early game balance how insane it's gonna be on hard mode... some da=y it will happen for sure but enjoying a bit too much the new cool late game stuff for now
which early game balance?
there was a lot, think the first version I played didn't even have a 1 in front
Probably the parts when I added clay and stuff
tapper flag doesn't look like much but is quite a game changer early on
Yeah, but it makes things easier right ?
ja, learned that the hard way
Oh and also filth
it's about the only thing you made easier actually ๐คฃ
LOL, one day ALL my beavers were filthy, and I stopped ALL jobs and put everyone in building to finish the river bath
it was like day 11 or so... that was a close one
ok, gn8 you two. or good morning : )
don't remember if I said it or only tought about it but the way it displays in well-beeing, i'd change the name of the buff for "clean fur" or something like that, might be a bit more clear for players
Are higher elevation windmills better? Bc the 3 meter ones don't do shit
yes, they improve but even the 12 one is... mhee, focus for power should be on wheels
even the hamster wheels are better ( wonder if @shell fiber made it so it improves with walking speed just like it is now in vanilla game ๐ค
It does ? If so probably too with mine
yeah it's a thing from U4, basic output is 50hp and if the well-beeing gives a walking buf it's the same on power output, let's say a 25% walking speed bonus would give 62.5hp instead of 50 or something like that, not sure if it's directly applied, never really paid attention
got an issue, don't have a freezer to put my ice cubes from the polar beavers, hope they don't melt before the FT receives them ๐
Ah yes, I'll probably just unearth the folktails buried storage because anything that would look like it would keep cold would also look like it is watertight.
But I'm also considering making the deep mine thing have lots of modules. It's 5x5 so I could easily fit with up to 18 different 1x1 modules
Good evening all, the scroll holder for the library, how do you attach the road to it?
they have to be built in the librairy on the walls
I did build one, there are designated spaces for it, but it is not connected to the road, but I can't build a road inside t he library
the "road inside" is part of the building, you should see the paths inside the librairy
@shell fiber now billboard also doesn't update, need to delete and reinstall ๐ค
i am back at this mod after i think half a year and my first run almost ended because of filth XD lucky me, the newly grown up kits where willing to build for me
is you don't have baths or showers, just a stair down to the river can save you, it's slow but they will go walk in there and it removes filt slowly
they build a bath for me, i am saved XD
now the bath dried up (small building mistake with the damms) and i have a stair into the river and they wont go in. I would have to rely on sheer luck that they "bathe" in it
It's counterintuitive. It won't always look like it's connected. Just pick a spot and rotate until the dialogue box about entrance being blocked vanishes.
@shell fiber something broke the connection to lodges in the latests release
looks like it's all the "Two-story" that broke, door up or down, left or right
and for some obscur reason door changed side on the ones with door on the ground lvl
Personally i find the blueprints to be an unnecessary complication on top of the already insane level of complexity in this mod
Especially considering they're not even needed in all cases and the process doesn't make sense.
Mechanic and/or architect make a print, the print goes to the artist lodge to get a fancy print, but then the copist lodge takes a fancy print and makes it a regular print again? What's the logic in that?
it's the only way to avoid making the BP in the architect/mecanic lodge and wait the whole 300h everytimes you want to make one
game does not let you simply copy the BP in it's mecanics so the "fancy/normal" thing came up
So shorten the time required?
Some of these requirements are ridiculous like 1000 dirt per terrain block and there's no excavator equivalent to get dirt quickly.
Everything in this mod seems to take 18x longer than would be even halfway reasonable. I don't understand.
300h to make a blueprint is insane
lapantoufle didn't even want to put terraforming in so it's better then nothing i guess, sure i slong but with 2 mega drills i don't run out of diirt and it's advancing
Bots are back to FT skin BTW, gonna be easier to sleep tonight i guess ๐คฃ
Having kids fix the parents mistakes, bad beavers ๐
Disregard the arrow for the scroll racks and just place it so that it fits visually on the wall. It's weird but should work
yeah... but they are doing okay now XD i must say this mod has gotten a lot harder and more managable at the same time XD
But how do you determine whats too slow what's too fast and what's unnecessary ? It's like taking factorio and saying the rocket should be builable with steel plates crude oils and green electronics.
I think it makes sense to have some guy work for a couple of weeks on designing something complicated that makes your life easier. When I play the 300 hours are never an issue for me because I have so many other things to deal with.
I could go the direction you want but if the blueprints are quick to make then I can remove the artist and copist, and then the expensive cost is pointless to let's just remove blueprints entirely and just unlock things with science and we're back on the boring system where you build the "science thing" and forget about it forever and everything is basically unlocked it you let the game run in background for two hours.
I understand your point but design-vise that's not the kind of game I like. I want the game to have multiple small steps of progression, like setting up some proper paper mill so you can stop having to wait hours to make just pencils and dynamite, then a factory because you need a second anvil to make more sawblades, but that calls for a bigger mine etc. It goes in all directions and everything is tangled together which is more interesting.
At least to me
Actually now that I have put waste rocks I could remove dirt entirely ๐ค
rock could still be used for terraforming with clay and wood i guess but spending that would not give the science from the treb price of the terraforming patch would have to be a bit more descent ๐
and need dirt for mudbath so ....
maybe 2 forms of terrain blocks ? ๐ค
the one with rock and clay beeing faster a bit, like a tier 2
I think near the end I want to make some mortar or concrete by calcinating seashells
concrete is more of a dirt/rock mix
that not connected buildings cutting like 42 beds is devastating my town ๐
Actually the floor ones are messed up a tas more then i tought, the "entrance" is on a side but the visual door on the other
actually looks like all double story lodges the "entrance" moved down to bottom right not giving a F about where the door is
saved a few haulers by remaking some paths but the rest are dead untill it's fixed, the actual voxel entrance is behind a pump pipe
Fun fact, don't need the cradle to be built for the beavers to plant the sequoia ๐
That's a lotta sap
What the f... It's going on, I just added the fake floors and the damn things exploded ๐ค
Oh I see what I did wrong. I copied the block object for the fake floors but forgot this contained also the door location
I might be late on making some visuals ๐
Good Morning /afternoon / evening Does the balloon actually take off?
Can berries really not be planted?
Oh btw previous version should not have this issue
Not until you reach the tree nursery (requires exotic seeds which requires a balloon which requires the blueprint from the architect)
Aaahhh, yes, I'm not there yet.
to build the iron factory i really have to destroy the ironworks right? That kinda hurts XD but okay, i get the logic behind the one anvil thing
I didn't really touch anything regarding bots yet, vanilla stuff likely doesn't make sense
But recipes will just ignore resources that don't exist with this faction so effectively that's free I guess
Ja, I'm currently testing the logic of the game design. I agree that it can go. Simply because you've got an armada of haulers anyway.
Spadderdock is available
Oh there will be bots of sorts, they simply won't be made of sugar spices and everything nice (I did consider making the recipe exactly that though ๐ )
The question is, what type of faction is it, what is the core culture? Waterbeavers are about trade. Is there a bot, or actually any other artificial entity that can act as bot, but also fits the trader design?
I would say, you can include pumpkins as heads for design purposes, bamboo as legs and barrels as body, Circuits can be made from all those artists.
How do i get the "gatherer" to collect the dirt from the decorative plants. I figured out the correct flag but it says no work nearby
also why? the normal pumps beneath work just fine
oh, sorry decorative plants are just decorative, they can't actually be collected
that is a very weird thing that i really do not understand myself and for whatever microscopic amount i get, there's no fixing it.
that said the buildings should stop being flooded if you completely get the floor z-level dry behing them,(next drought) or you can just save and reload, and they should be no longer flooded.
update now uploading ๐
How do you change the colours of things? Do you need a special program to be modding? Or can you just open the file and fumble around with it? I checjed my installation, but don't recognize the file types
each building is a different file in unity, you need that to poke at it. but i don't really "change" the color of existing building, i just make a duplicate of an existing one that i can modify as i want, then load it up.
gotta go to bed !
GN !
Gn8 : )
Yeah fuel is quite free for now !
It's nice to replace those haulers by bots actually what i've started on my curent run
My problem is, I would like to pause the haulers, but if you pause the houses, the poor beavers do not only lose their jobs they even get evicted! THEY TAKE THEIR JOBS AND HOMES! ๐ญ ๐ฑ
Make them at the lower priority then?
still need delete and reload
Ja, it was lowest priority at the beginning, now I've got 70 unemployed beavers anyway
are beavers getting happy or unhappy when unemployed?
Happy, since will have more time for fun
ultimalty you need working hours really low to cap well-beeing
Ah, right. I always let them work like 8 or 9 hours, everything more will cause more accidents.
thing also is walking distance, first i try and swap haulers and builders to bots , with optimized house they live close to the job so it helps a ton too, my days are at 18h early game, dropped to 15 recently and will keep dropping as more robots pop up
Sadly Pinkertown XII about to reach an end, those beavers don't need the great white pointer in the sky anymore, they have a 500 colony in the depth of "Gentle Canyon" and can live a happy life
( yes i will try to build a freezer before moving on but that's about it, went way further then i tought i would on that one )
That's a pretty nice city ๐
What's going on with the balloons ? They just happen to be there when you took the screenshot or the animation is not looping correctly ?
Only one district ?
And I can see the trebuchets are in the correct orientation ๐
Thankfully the rock according to my calculations should fall a good 190m away
Or double that, I fed the Initial angle and velocity to chatGPT because I was lazy, but I feel there's a factor 2 missing somewhere
By the way, how about I upload that on the mod.io page ? ๐
Oh you didn't finish your sequoia cradles you monster ๐
be my guess ๐
they happenned to be there, seen them moving a few times
yes only one district, feels tho this is the maximum size map to be decent on only one district, bigger then taht will require 2 minimum
there was a 3rd one by the balloons but removed it, there are 2 more ballon things beeing built, wanna try that "freezer storage" and a few other dumb stuff before calling it quits for good
they are on the way but built a gazillion crappy platforms to connect power from both ends of the maps so having a little log shortage atm
send me some screenshots when it will be fully complete ๐
oh by the way, i have a tiny issue with the bots
i probably can't have them look the way i want
which is a problem
because if they don't look like dark abominations escaped from the dephts of hell... well they're rather pointless aren't them ?
you had a skin on a previous version, what happenned to it ?
That was in update 3
Now there is some things changed. Modding bot properties seem easy enough but the visuals are called through meshy and I think no one understands it yet
Maybe I can summon him for a sec ๐
@tawdry bronze any progress on the meshy issue ?
i'll pretend i understand what you're taking about ๐คฃ
I tried to load up the version3 bot in the game but there's some bugs that I don't quite understand
Basically it's a script that allow items to call a visual. So effectively all game building have one object that contains the scripts and behaviours and such, but for the visual they all tap in one single memory cell. At least that's how I understand it.
In theory I could just make it call my visuals but somehow it doesn't work, not for me not for anyone.
Anyway, GN!
GN
Started a new iron teeth colony. Suddenly i don't have an option to plant berry bushes. Is this a known glitch caused by the white paws mod?
Guess that you must remove the WB mod 
playing other factions with the WB mod active will be a total mess
Is there an easy way to disable mods other than moving the files?
in the mod manager you can disable it
What mod manager?
mod manaager is a mod that makes an icon in the main menu of the game to maange the mods
Oh gotcha. I'll have to find that
nope none
do you want the actual save file so you can get all the screen shots you want?
spadderdock consumption is a tad intense ... i'd say make it produce 4 or tone down the cycle to 10 days would be a bit more balanced, actually both at the same time might still not be enough.
That whole field geting turned to spader dock and if my maths are right it will barely be enough
Mmmm, looks like waterpumps upgrades are leaking..
might also be the cause of the "staying flooded issue"
Forgot to mention, pumpkin chips is a super cool food thing! Would be nice tho to have a ยซย better foodย ยป that uses salt and basic cropsโฆ since salt is trier one and the cocking tent also. Thought about rosted salty sunflower seeds, WB need so much, having something to buff it up a bit would be cool
hey can i ask about how to get dirt in this mod ?
if you want to do terraforming, it's really extremely limited (i didn't even want it in the mod actually), dirt is only made as a byproduct by a quite advanced building (the mechanical drills in 'industry' tab)
the waterpump + upgrade is only 2 high in terms of watertightness
aren't you above that ?
what do you use it for ?
i definitely have my priorities straight ๐ง
methane, deluxe stew and whatever else i can't remember it's required for
nope, could drop in a gauge to be sure but quite sure it's not too high, feels like the caucking between the pump and the upgrade is worn down and need some work
that looks cool, but what is it?
How do you get rid of dirt appart from terraforming? ๐ค
That the issue, I put terraforming back in as a way to get rid of dirt. But I might get rid of it entirety and the drill will just make rock
terraforming is nice to have, need an option if you do a woopsy with dynamite ๐
Or I can toss it out with the trรฉbuchet
that too, cauz now i'm stalling since dirt is accumulating, the "build pile, destroy rebuild and rince and repaet is not a fun option
Oh wait the endgame mushroom farm is consuming dirt right ?
yeah but 5 per 64h, and don't really need it...
Hmm
the basic shroom farm is enough if you build many and they look great so...
need a little dirt for the mudbath too
btw, finally finished the sequois craddles ๐
to be fair didn't cut them before the craddle were done but anyway got nothing to build with the giant logs yet so...
more af a that's cool i did it then an actual need
Ready for the final blast of spadderdock land, just need the drought to end or i'll kill everything i got planted already
Not at a powerpoint mode yet but my computer doesn't like 3x speed now ๐
And , yes balloons are flying !
BTW regular logs not getting harvested from the sequoia, not sure if it's supposed to be in, just letting you know ๐
the very definition of necessity ๐
good night !
(i also have a bunch of small changes in my hood)
Hi, Good Morning, which map is this?
Gentle Canyon
Good map
does that mean screws, anvils chemestry set and drill bits are getting a personalized storage system?
Yeah ๐
I also want to do a few others too (cauldrons, library set) but that is very time consuming
well, that's gonna be the run killer on that one i guess then !
space is cramped up a lot and don't really wanna redo all the storage managment, anyway it's quite far and don't really have projects left
yeah, lol
(nice name btw ๐)
I think I'm also going to remove bots entirely for the time being until I decide what to do actually with them
is the giga drill going bye bye or only the bits?
lol
getting to cycle 74, don't think i've haad one going that long yet
601 beavers and 122 bots
and my stoopid big spadderdock plantation is still not enough ๐
BTW farm got a little watertitghness isue
Ahah, that's literally the last thing I fixed yesterday evening ๐
I'll need to look at your save on details to see what eating too much
it'S methane and deluxe stew only right? or there is something else? ๐ค
got 2 alchimist few barrels and methane production doesn't keep up
Oh btw I gave rice to the small farm and spadderdock to the large farmhouse, and the fried rice recipe to the cooking tent.
This way water can be exploited for food production much earlier, and spadderdock is not really usable before you're in a situation to make blueprints anyway
Who would have thought ๐
But in a way it's okay, it's good that resource use would push you to extend your city and cultivate more land
at that point i need to expand the map ๐
Actually I need to work on the stackability of clockwork hydroponic farms
But for that I need to make a bunch of items again
just an upgrade with glass?
kinda like the tree nursery
Calcinate seashells for quicklime, then glass a metal to make limelights, then consume a tiny bit of methane and you get artificial light
That's the easy option ๐
i mean there is already a shitloads of material, i'd rather be able to use them for more building instead of having new ones that are used only for 1 building
kinda like clay, it's not having that much use
๐ค
That's true
But I also want it to be somewhat plausible
You really shouldn't be able to grow crops in the dark after stacking ten farms
So that's why I want to add some light stuff
true, but methane needs a more efficient receipe at that point
But there is other options
I was thinking of using the refinery as a more efficient way to transform this kind of stuff
I can also make a clockwork farm for spadderdock
sounds good, but refinery is easier to make then an alchemist ๐ค or refinery gonna get a rework to make it a higher tier i suppose?
Rework
Right now it's the vanilla building
still, the consumption is intense 10 per 8 methane and the chunkers consume together about 350 methane per day (i'm on a 15h cycle atm) that's 20~ish alchimist making methane and 400 spadderdock per day
not even sure a 256x256 map only making spadderdock would be enough ๐
Oh whoa I hadn't calculated that
What are you doing with all this glass ?
Or metal ?
me neither, just did the maths right now
glass to get my coffee from the IT and metal to build stuff
also just noticed, alchemist and fermentation barrel take sam etime and have same ratio for methane, shouldn't the alchemist be a bit bettter?
Hmm ๐ค yes
@shell fiber can you provide me with the neccesairy materials to create WB variants of ladder and VPS
@radiant heart what?
Toddor made a spec file for the ladder to work but it basically just uses the FT model
can send it if you want but not sure it will be really usefull
no i need the unity materials
oh, it's super easy, just replace the Basewood brown with Basewood yellow (folktails)
for example with the straight staircase that's the result
for the power shafts i was hoping to go for something like that, but on my side i'm not confident in my ability to repaint the wood AND get it to animate
because of meshy whitchcraft and all.
Oh I can do the animation no problem
the only thing you don't have is the pink wood
that would be really nice ๐
I think (?) I've got the Update 3 stuff still downloaded so should just be a copy, paste, reskin and changing out the animator script
Urgh I do not
damnit
An export of the entire Power resources folder would be chef's kiss
oh, okay ๐
oh right ! one thing i forgot ! it's a tiny bit more involved, but can you make any of the stackable items (ladder, vertical power shaft straight, vertical power shaft T, and universal power shaft) cost one "Scaffolding" (good specification for reference, one scaffolding effectively cost the same a small plaftorm) ?
you don't need to declare the item, you just list it as a cost and my mod will recognise (and it will never be called by people not playing with my mod so that won't impact them). @kind spire did that for some of the flywheels ๐
for example :
will try to remember
might do that tonight or hopefully very soon ๐
there's no hurry, it's mostly visual so no need to force/rush ๐
so its add scaffolding and remove planks and logs?
basically yes, -2 logs - 4 planks +1 Scaffolding should keep the price equivalent
๐
and science cost?
any formula?
originalx2?
or what?
keep same?
we will have to discuss this some more 
i feel like thats ugly
but you can decide
I think science is usually cheaper
but ima have dinner until idk when xD
thx 
Science is a luxury item with the WB so most are tone down from the FT/IT versions
have a nice dinner ๐
but at the same time i used them, and they didn't seem overpriced to me
the universal power shaft is pretty salty though, because i make gears more expensive
same, for the ladders i'd keep it the same i guess
but that's not an issue
well ladder should cost one scaffolding but that won't change the price in logs and planks
They could be a bit pricier to slow the abuse of ladder platforming ๐ค
hmm... it's true that it's very monochrome. in that case the third main color on the WP color pallete is folktails white wood, which generally is good to highlight the rest
Not that i did that to make a 30~ish long bride but some ppl might ๐คซ
well the issue is that if people want to abuse ladder as platforms, they have a million possibilities that also work : small warehouse, vertical power shafts etc
- a 50 long bridge ๐