#Water Beaver Overhaul
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lost on wet fur tho, had to drop in a few more lidos since they were not walking in the river with that one
everything has a cost ๐
(i'm still waiting for the devs to make a whitepaw heart emoji)
there is somethin with the curly stairs, i have 2 versions
yeah i know, i had edited the specification file to show only the ones i like
but somehow it reverted on its own
why ? how ?
this is insanity
Maybe something in the stair mod was updated?
actually yhink i still have both on my version or it was change recently
Yup, still got both, the one i unlocked i prefer, the icon makes it easier to pick the one you want specially early on when you need to unblock one and don't have enough science for both
i checked and it doesnt seem so
plus we're talking about the thing i have in my unity not in the steam install
that's super weird
but whatever, i re-edited it
okay, deep elevator shaft is partially done
can't wait to see that one !
at least the voxels and updrade modules
(for now the modules are just templates
i'll take a screenshot
basically there's 6 slots for those modules (3 on the left and 3 on the right)
and i'll probably make an other type of module for the back
(also the power plug is in the center back)
not entirely sure which functions i'll have thought
๐
anyway, GN
we're closing on 10k downloads ๐
Ive uploaded Vertical Power Shaft that now includes WB variants
maybe you could quickly try them? Maybe tell me if you want something changed?
In the mean time im gonna do ladder
uuh, it's 2am i really gotta sleep ๐
added this aswell
oh yea, sorry forgot you have other timezone
gn
The water beaver faction alters the other factions as well. the other factions now also can't plant berry bushes, while they also don't have seeds for import.
can't play other factions with the WB in, gonna be a hot mess
yeah, the foresters still can plant them as it is still in the selection, but you can't dedicate fields. Obviously that should not happen.
did you disable the WB before playing another faction?
No no, I intend to play them again, just not today. So it was a bti of a surprise.
need to disable WB to play other factions, had that issue too at some point and there is kinda no way around that
No, that's not a good solution. The easy fix would be to simply allow berries for the water faction. I doubt it will change the gameplay and logistic, and it won't affect the other factions. because everything else is there
it works but they look like the FT ones, didn't you make them pink?
it changes a lot actually...
The WB mod adds to other factions, but as far as I can tell only the berries are gone?
Does it change crop growth?
berries are vital to the WB for science and some food things so you have to "protect" them from drying out
dandelions also should be gone, they also are not in the forester
( for WB)
no, thats a bug still
still testing
but playing league right now
have fun ! if you need some more testing just poke me ๐
aaah, cool ty ๐
The dandelions are there
that's strange cauz berries and dandelions received the same treatment with the WB, both are not plantable by the forester anymore, need the nursery
just go in the mod manager and disable the WB, no need to remove it and it should solve the berries issu ( i suppose)
Ja, will do. In the meantime I will just relax and cheat XD
I just can't be bothered to actually play after a long day of work. I'm currently playing the mods like a city simulator.
but it actually helps to identify the limits of the mod
for how long has this mod been developed? A year? two? How long does this normally take?
it's more about limitation of the game, lapantoufle tried to make a "berry duplicate" but game didn't handle having 2 types of plants making the same crop, kinda like grapes have red and white ones
He should make gooseberries, they are light green and turn pinkish red.
Not sure how the game would handle that, thing is that would need 2 receipes for anything that uses berries a bit like the press needs a white grape and a red grape juice receipe
Stair cases is updated for Waterbeaver color scheme ๐ do ping me if something is broken
Metal still loks quite darkwood
i mean more of the steps color, with the dark metal handrails the white/pink planks would look great i think and for the yellow just drop in 4 metal fastener in the receipe and it justifies the yellow ๐
Ya but there is no matching version of texture in yellow wood, ๐ค maybe mossy wood could work.
Its not the same texture as normal stairs but an other bigger planks that is used for the metal stairs
for the stairs i mean, the pink/whitewash texture would make a nice contrast with the metal handrail, maybe @shell fiber got something for you on that one
For the pillars metal fasteners gives an excuse to keep the yellow
or i'm not getting waht you say ๐คทโโ๏ธ
I think irregular wood light brown is close enough from yellow, that's what I use for roofs.
For the handrails I have a custom metal texture that could be worth trying, I'll upload it when I get up ๐ด
Now that the blood eyes fixed the timber API issue I had, the wbo mod should not impact other factions to the point of inoperability. Specifically I thought I had fixed the berry issue for other factions but I'll confirm.
You might have to just update the mod, but when you do so make sure to delete the previous install, that also might be the issue
you can use it for other things if you want too ๐
@radiant heart what do you think
A or B?
just checking @shell fiber you dont have any irregular pink planks?
Am I doing something wrong?
think its because house is water tight so it need water tight object under it
ja, that makes sense. Still, false advertising. I'm gonna sue that beaver architect....
Well you can place buildings that are not watertight on top so it's not totally false advertising ๐
Also this stuff is generated automatically from the building properties ๐
Oh I didn't think about giving your the pink painted metal ๐จ
I kind of like the white planks maybe
same here, seems to work fine, strangely enought having the duplicate call (from my spec file and yours) does not bother the game. removing my call caused no issue so all good ! ๐
yeah i like it too ๐
is the ramp black or is it just metal without light ?
dark metal ๐
just a copy of normal steel and new color values in the image
have one IT and one FT version
oh, why not shiny metal ?
wanted more contrast ๐ and not have as focus point but as a side color ๐
oh, i see. well as you like, ultimately that's an item from your mod so the choice is yours ๐
Staircase mod updated ๐
curly stairs look good !
but the metal stairs seems to still be the Folktail variant ๐
wait i did not change the Spec file
can you replace it with this and see if it works
yep i just added the ".WB" at the end of the staircase line
Prefer A, fits more with the light color pattern of the WB
WOW ! just WOW !! you keep impressing me every new thing you pop up !
@radiant heart went with the last one here with pink metal ๐ and white planks
and its live
Looks great and updating didn't make them disapear from previous save
scouting around to see if something strange happenned but everything looks fine
how does it look compared to wooded one?
do i understand correctly it works fine now?
you just removed the buildings from the factionspecification of WB?
hmm wounder if there is a stairs spec file inside WB mod
not sure when it started happening, just noticed it i'd say 2-3 days ago it was at the right place but might be wrong
well, 50 wasn't long enough, went for 70!
wait @shell fiber what is your stairs called so i can move it inside stairs menu ๐
(Prefab name)
on the UI it says "Wooden Stairs"
ya and i need the name under the hud ๐
don't know that one, sry
we will know in due time
Probably the same bug in the matrix than the other day๐ง
I fixed it in my version
did you try my save on your version to see how much gets broken?
really wanna try that elevator sthing but don't wanna remanage the whole storage/bots thing, actually started removing bots since you said they are going bye bye
Right now the elevator doors nothing, don't mind it
IGDAF, it looks cool and my beavers want one for the fun ride ๐คฃ
what kind of things can i actually use this mine for now ๐ค
the obvious thing is to mine deep and mysterious stuff.
i can definitely having an upgrade extracting natural gaz (methane) or water or something ?
i guess one can be a power module ? but isn't that a bit backward ?
the main one could be some sort of attraction ๐ค
OR better : it could be some crazy housing facility
then the upgrade have the mining and power functionnalities
since you need to build the shaft for building the upgrades
it effectively works as a regular factory/house
What are you doing ? You want to left the dev's without any options for U5 ? ๐ฌ

yeah i think i'm going with the insane house thing
but then i need to rework the power consumtion etc
methane mining would be awesome, we both know the maths now on the chunkers ๐ Clearly need a better source for it, spadderdock can't be it
Also the attraction part is cool, could it be like the treb that outside working hours they can visit the pit?
probably can be both a house and and attraction if i do things right ๐
the house part i'm not sure, it's gonna be noisy there and not a nice place to rest... someone with half a brain would not want to live there, tought beavers were at least that smart ๐คฃ
but to be honest the attraction could very easily be an upgrade, except the beavers would not be displayed going down the elevator
i'm sure there is plenty of galleries to refurbish as houses ๐
i like the idea, just balancewise i'm not sure how crazy it could get even if the building has a 5x5 footprint
(but you can expect a good 45 beavers living down there ๐ )
Or more, on deeper upgrade ....
if it produce enough methane to keep 3-4 chunkers running it's ok i guess since they need a fuckton of workers, otherwise it's just a reason to create useless eaters
( yeah i know, useless eaters is the meta with that faction..)
it is mostly an excuse to make mouths to feed to be honest
but the upgrades won't be houses i think
so the workforce should be useful
also for the endgame challenge, i really want some insane crap
maybe i'll tone down the mine, but one of the five big endgame things should be some sort of beaver arcology
Challenge, endgame shit needs to be doable on diaroma ! ( i'll try it once you decided what it is ๐
oh, right
and i'm beeing nice to myself, don't wanna live with the WB on tourniquet ๐
actually, if i remove the "drain sources" with cheater mode....๐ค dam... now i'm getting even more stoopid ideas for my next run
i don't think i know this map
is it the thing from the previous context where there was negative strength sources
?
it's the super tiny map i did when U4 came out and you were patching up the WB, like a 7 or 9 wide by not that long, space is even smaller then diaorama, it's the less area available map that exist up to now ( and , gotta admit, had a blast with It on it)
oh right
i think i see what it is
i don't think i can make it achieavabke with this
on diorama it shoudl work
well, as long as the end shit is not more then max width of the map ๐คทโโ๏ธ
(and terraforming is still available)
what are the dimensions of that smallest map ?
hmm...
9 is really narrow
for a building 9 wide is quite big
even that on diaroma gonna be almost impossible
12x12 maybe, 15x15.. big "X for doubt"
diorama is 50x50
and it will likely be resting on pit and ladder lodges so above ground
but i'm not entirely sure of the shape i want it to have
but you lose at least 6 on one side for sources and undergroung mine so make it 40x50, plus water still needs to run ... I kinda see a way but ... ouch,
Aight, i'll try it on diaroma but not on hard mode... deal?
IMO a 9x9 "Wonder" would already be quite something, even on my actual run i can't find a patch of land to drop that in ๐
and i need to find spadderdock planting field too ๐
don't play hard mode ๐คฃ
oh i also have somethign cooking to allow stackability of clockwork farms
On a more serious note, How about making a receipe in the chunker that makes metal blocks from scrap metal and cost less methane? Because right now my smelter field is just decoration under the waterfall...
ah
for smaller maps it could be a nice option
hmm...
it's true that those become kind of useless once you have the huge foundry...
i mean to be fair, i don't know if you're really supposed to have 2 foundries running full time ๐
i'm thinking like 25 scrap, and 10 methane for same result in same amount of time, would still require 4 alchemist full time on methane and didn't make the maths for the spadderdock but seems right with the time and rss it takes to make the scrap from smelter
it's all your fault, you created this, don't blame me for wanting those cool buildings to run !๐ ๐คฃ
and that coffee is quite expensive, IMO would be worth a "+" much higher then 3 ๐
that's the actual value for coffee
i didn't change it
it gives 50/trip right ?
damn i should actually run the math
considering the decay rate, production of spadderdock and so on
maybe i can toss it to chatGPT
yes but making the glass is part of that methane issue, like i can't produce enough deluxe stew cauz spadderdock is going in glass to make coffee to make a less valuable buff
aah, i see
don't need that, you got ppl around that will play it and see if somethimg gets just dumb, then adjust and see how it rolls, much more fun like that
the maths is one thing but the player experience can't be done in GPT. kinda like it was a fun challenge to find how i was always running low on spadderdock, turned out it was a balance thing but trying to solve that was part of the fun
And one last thing before hitting the bed
this is still a thing ๐คฃ
GN !
i didn't push any update since last time so i guess it still is ๐
for now the mine elevator "only" houses 30 beavers, and can accomodate 60 visitors total, so 30 more can come visit the ruins for a +5 bonus to wellbeing that decays in 20 days
But, in the "borehole", no "eating monster" ? ๐ฎ
i'm working on this at the moment
nice, so no need for lights i guess!
Befor I even try this out how difficult is the mod
it's harder then the regular factions for sure
probably gonna die quick on first try with it just to get a hang of it, early game is nothing like the rest except the basic "you need food and water"
can anyone help me with my mod? ive tried it though mod manager and manual install and neither are working for me
delete the folder and try again from mod manager maybe? also gotta be a bit patient to let it download, the file is big
- dont click on anything while it download
I've made some video tutorials (you can find them on mod. Io)
You're still likely going to lose your first couple colonies but that should help
Well there actually is lamps on the underside of the platform, but I got an other idea for where the light could come from
mirrors so it's only glass?
Probably something that involves pentagrams, frozen human meat, Beaver bones and yes glass ๐
At least that's one possibility
Well to be honest that doesn't really make the whole thing much simpler
already giant sequoia logs ( 4 i guess,plus glass is some work)
I was thinking about having it consume some power and can it a day, but that leaves it open to just pausing it
ain't it already consuming power?
Well generally speaking I want (need) some sort of artificial light
The farm is
The super platform is not yet
just with glass and metal you can make mirrors, and reflect sunlight
But being a platform is not going to be affected by being paused
and mirrors could also be a nice decoration too beef up well beeing a tad more ๐ so they are not used only for that one building
Well yeah but mirrors don't create light of you don't have any around
you playing with the night only mod? ๐คฃ
It's also to be consumed in the deep mine exploration
articicial lights to boost production on farming field too? I mean if you're doing lights might as well use them
kinda like a beehive on steroรฏds that doesn't hurt the beavers
Could be yes
just concerned a bit how complicated the process is gonna get and be a mess for ppl not in here aware of actually what is going on
Oh dear good I just had an awful idea
Radium
That makes light
Zero effort, lasts forever
but how do you get it if you need lights for the deep mining shaft? ๐ค
not trying to fluf myself but think mirror could do a few cool stuff, just need to give it a tought for a bit
Well making mirrors as an item would be easy but displaying it visually would be much more difficult
A bit like glass but worse i suspect
Or maybe not actually
But mirrors are not a light source. If you make a 25x25x25 gigafarm, no matter how many mirrors you have it will be hard to convince people that light somehow reaches the bottom layers ๐ค
that's because you've never seen that mummy movie where a whole god knows how big underground thing is lit by mirrors ๐
I looked it up a bit more and... I have been lied to ๐จ
I always though that radium had the weird property of emitting visible light as part of its normal radioactive decay (X rays and gamma rays are "light" but out of the visible spectrum).
But turns out... no. It's an other florescent thing that makes the light, ionising radiation just activates it
So there's no point using radium more than any other material except for the properties such as half life, radiation type etc.
Apparently nowadays tritium cells are better because they're mostly safe
How about fireflies ? ๐คฃ
That's... Actually a really good idea ๐ค
also, while watching JC stream yesterday, someone mentionned a beefed up engine that burns only the sequoia logs, tought it would be smart
even with a gizillion flywheels, think 10-15 big wheels, power is just not enough
Yeah for the endgame we definitely need a new power source
But I was more going for nuclear power
Probably some sort of building that goes into the river and directly consume water from it
And of course consumes plutonium or something from the deep mine
Nuclear power is for IT. For WB could be something like a floating wave power plant 
Also tiny flywheels waste a lot of energy so a bazillion is effectively far worse than a few large ones
I don't think so, the It just burn down entire forests for power ๐
Also rivers don't really have waves ๐
and you want WB to drain all the water for power ? ๐
Yeah ๐
I mean everyone kind of expect the deep ruins to be full of radioactive crap, and I want it to be a necessary step towards more power and the endgame so that leaves only so many solutions ๐
But, you have glass. Why not a solar power field array ? Will be environmental friendly 
Well I generally like nuclear power too ๐
But that could be an idea
I have quartz for silicon
Glass and metal
and could use arid land for this....
Oh you won't have the luxury of keeping the land dry with this mod ๐
Even on a 384X384 map ?
I can have a beaver working the solar array to ensure it works mostly during daytime
But the base of the issue for me is that I don't want to make other power sources obsolete
and power stored by Fly Wheels .... winll be nice to see
I can have both solar power and nuclear power, the drawback of bucket can be that it consume enormous amounts of water
And solar requires a crapton of materials
Kind of like real life, fittingly
don't think that will become obsolete, just an alternative variant to water wheels during drought...
maybe produce less power during wet season (cloudy when raining) ?
Could ask Hytone if is a key word in the name for a prefab (sun, maybe) , and have rotating solar pannel with his mod ?
I don't know how to do that, but solar panels will be mostly balanced by the space they take up and the resources they cost, and probably won't generate a huge amount of power
Don't forget the windmills still exist, the h12 variant is still somewhat reasonable I think
Actually you can easily place a bunch on top of clockwork farms
I wasn't particularily looking for that, but i think i found the solution to my clay pot / medium cauldron / large cauldron issue
which was not really an issue for anyone but me
i think the broken kart will drop one medium cauldron back again, instead of a clay pot (you can make them anyway with zero tech)
the medium cauldron is now not only used in cooking, but is also necessary to make the primitive paper mill
and the primitive paper mill no longer requires 30 science to be unlocked
so that effectively brings the primitive paper mill down one tech level
and since metal cauldrons are so expensive (40 Scrap metal + 40 coal) that makes spamming primitive paper mills much more costly (altought since the cauldrons are never destroyed, you can still do and reuse them later for cooking), which in turn makes the real paper mill much more appealing, since it frees up one medium cauldron, that could allow for one cooking house
now the main question is : should the primitive ironworks still be able to make medium cauldrons ? because the stuff the kart drops is in principle stuff you cannot make at this moment
the factory is not excessively far, and getting better food is all but an emergency
but then there is only 2 reciepes in the primitive metalworks, which i think is low.
i guess having it make tools could be nice, but that is complicated to make
i was also considering giving it the reciepe for some bot parts at some point, but for now bots are out
metal tools that can be used as part of the build cost of some buildings could be nice
๐ค๐ค๐ค๐ค
i could take this opportunity to fix this inconsitency of having the basic farm and waterpump require no pineresing
not that basic waterpumps would require tools but the farm can, so if i make a crappier version of each...
hmm
nah
i don't want to add more trouble to the early game
oh no right, there is the planing group issue anyway
but tools remain a good idea for the assistant farmer upgrade and large farmhouse, small , medium and deep mine
i can replace the scrap metal of the handicrafter cost by tools (that's kind of what i intended to represent)
not the small mine, i don't want people to softlock themselves like idiots
Mauna Kea observatory ?
๐ฎ how do you set where it waters or does it pump up to a specific place?
also do you want help setup OBS to record on the computer instead of phone? ๐
oh i could record my screen properly, it's just a million times easier and faster to pull the phone ๐
hehe
it's the usual "water input" and "water output" scripts. i figured there is nothing binding either of them in the building's volume so i just placed the output 15 blocs away and 5 blocs up for now
the input is in the middle of the buidling basically
It's not spraying water, it throws water bomb ๐ฎ
i can't get the water material to load properly ๐
hmm but how to know where it waters 
would maybe been good with a flag but that is hard to do with the ocupation but maybe add a flag to unbuilt even if it does not take any space
oh yeah that's what i did, there is a tiny blue flag in the position where the water lands
it's purely visual though, no occupancy or anything
i'll rework the pink spinny thing animation tomorrow
You could try this material or just shader
think i got it sort of working may not look exacly as water but better then what i had first (not working at all)
may not be the exact color as in base game but that can be tweeked if needed ๐
Hello, you can also record using the native Windows app ๐
@shell fiber
Wanted to say that I'm really impressed by this mod and really like it so far, I didn't went very far yet but I'm starting to understand how to mastering it after some "small" errors lol... having enough water and food is pretty hard to manage (maybe too much?) and I was wondering if your were looking for help (btw, I'm french, it looks like you are too so it may be simpler to cooperate :P)
Damn those brambles what a mess when we miss something ๐คฃ I love them haha
It looks like there's a bug when we try to place a "solid watertight" building on top of a simple "solid" building, for example, lodge on warehouse, but a warehouse on a lodge is working.. is that a limitation of the "watertight" mecanisme ?
It is much more frustrating since we cant place watertight building on top of plateforms in addition of the levee we can't place where we would like to..
Something watertight must be placed only on ground or on other watertight buildings, This is because of how water system works in game.
Well ok but this is very frustrating to not being able to place building on top of warehouse or even platforms.. ๐ฆ
Maybe, but this is how it works with this faction. You must adapt ...
It's just that the vertical building are quite limited so, thus small maps (or with limited horizontal expansion possibilities) are even harder if not impossible to really progress and obtain higher components, I'm always trying to destroy warehouse to re-build them on-top and platforms are pretty useless (not stackable and we can't build on-top)
Imho it's a pretty hard limitation on the mod, making the other building watertight might resolve the issue and the levees like how they are implemented are very frustrating since we can't optimize the water flow to increase power generation and avoid flooding cause by tight river + chaining wheels (it increase the water level before the wheels and create flooding)
gonna destroy alll the small ones and put back shaft, maybe i overlooked that aspect of it
titanium for a high power engine that burns the sequoia logs?
Guess we found our Tree Hugger in the group ๐
probably not, i got maybe 10% left gray on my curent run ( think it's a 190~x190~ish) can't produce enough of anything, storage is always empty on most stuff except drinkables
maybe something to merge with rotating sun mod ? ๐ค so will want the pannels in the most efficient spots
Windmills are shit seriously, unless you cheat and dump them on a ladder platform
good one indeed... i'd say if the coocking tent gets another food thing ( like roasted salted sunflower seeds as exemple) the med chauldron could be pushed a step back
good call, early game is quite messy already, it could use some help and variety, not harder stuff ๐
"the Squirter" ?
Maybe @kind spire can give you a hand on the "spray" thing, it's kinda like smoke but beeing affected by gravity i guess
But pmduda says "Is no gravity in game" ๐คฃ
#๐คmod-creators message
there is still a up and down for the animation, if balloons can fly, water can spray ! ๐
Well ima large part that's the point, you don't have overly convenient dam blocks so you have to do with watertight houses. Log levies are only good for minimal ground adjustment so effectively you can't rework the terrain as much as the FT or IT.
I can't put anything watertight without also making it a house because then people would effectively start using them as levies and build a thousand just to make a dam which cause the entire faction to decay into some slightly weird folktails. It's not easy at first but I'm sure you'll eventually figure out how to arrange your buildings. And for your storage issue maybe you can try the liquid storage house and crate storage house on the storage panel, they are watertight, can store quite a lot and are stackable for the low cost of one Beaver family each ๐
Oh also some maps are really really hard on this mod, especially the ones where space is limited or that have a lot of clutter
low cost of one Beaver family each ? ๐คฃ
Someone has to keep an eye on the inventory ๐
at least storage don't have dwellers, yet ...
I did a run on diaorama, it's a hot mess but it's doable ( wasn't my first rodeo tho) think it was even after a run on hard mode so i was quite aware of what was going on with the WB ๐
smaller then that tho, not sure, been lurking at tourniquet for a while but the lack of options for 1x1 blockage is a big concern
even with IT and a crapton of mods that map was challenging but super fun, with WB tho... not sure it's doable, plantable zone VS stuff needed for vertical farming is most probably not gonna cut it
@shell fiber did you consider giving buildings 2 power plug instead of one? like on oposite side or something? with smaller maps that could be helpfull and consume a tad less place without just making a "you toutch you transfer" system like the vanilla way
Well but where to put a second one and have it still make sense ? The sawmill backside is just 2x3 so I don't see much benefit in putting an other plug 2 meters to the right
On the front side it would be a huge mess
I think
thinking more on a side, some on the left, some on the right.
Would make it possible to have a bit less shafts and more flexibility
Hmm... But that would quickly became the same at the original system don't you think ? ๐ค
Just arrange things correctly and tadaaa only one shaft powers the entire industrial complex.
I think it's more interesting to have a bunch of shafts crawling on the backside wall of your dam using side platforms ๐
not that much, with only one side it will be quite hard to link buildings, thinking more like 2 layers, front/back with having 3 buildings close to make the damn but one can be 1 square forward or something to make mor eplace for water ๐
not sure it's clear, might need to draw something out
like keeping it compact but still needing shafts
I understand you update this mod frequently, is there any chance that updating the version I'm using will break saves or mod compatibility?
Or should I just stick with one version for a full playthrough
I can probably send a modified version of the mouth-washing particle system
It could be really nice to have the two-height levee buildable along a single-height block at least, for the rest it's manageable ๐
Will be more safe this way ๐คฃ
Breaking the save entirely is very rare, but in your case it's a good idea to ask before updating ๐
As far as I know the latest version is safe and stable, @radiant heart generally finds bugs very fast and didn't find any yet ๐
Which version are you on btw ?
That seems like a job for the 1-tall logs levee ๐
More seriously it's difficult to make optional requirements when it comes to placement rules ๐
For now i'd say it's quite safe to update, been a while now since updating will crash your save
actually depending on the version you are on you could still have some bugs that don't exist anymore
pretty sure he's on 2.2.2 which was pretty stable
there is new dependencies though
gonna be missing the baloon balance and not sure if the grape mush is still on that one ๐ค that's the 2 first things that came to my mind
cut them for logs. is faster then to clear ...
thanks
need an army to cut them faster then they grow, easiest is to drown them actually
brambles don't grow during drougths, so it's easier to put paths everywhere to prevent them growing back if you remove them at that time
if you can spare the food and workforce a woodfeller plannification lodge should help, they have +25% cutting speed if i'm correct
i tryed and even with that if you don't wanna have to path behind everytime they cut it's not gonna make it
nah there's really nothing crucial he need immediately, but if i remember correctly he still had the berries planting tool hidden (not that he's anywhere close from being able to plant new ones.
but i'd like him to build the news billboard just for the sake of showing other people it exist ๐
just have to drop in a comment on his vid, will most probably be done the week after, plus it has a huge area of well-beeing boost, sure worth it in early game
btw is there a guide on how to start water beaver?
it been a long time since i last played so i forgot
https://www.youtube.com/watch?v=J1uKbaH8_ew and rest of them
First part of the tutorial for installing and getting started with the Water beaver overhaul mod (Whitepaws custom faction)
I kind of winged it, but it's not too sloppy.
it's actually a good thing you forgot since they are nothing like the other factions ๐
think the rice is still later in game too and the fried rice not available as soon or that's been a while? ๐ค
oh i don't know if i have pushed that in the last update
can you check ?
next update is going to be pretty big
so it's going to take a while for me to finish it
and it might be buggy
When you are mad about something, say "Bramble" ..., it's everywhere ๐คฃ
give me 5 need to boot the game and it's getting a bit long to load that colony ๐
nope, still not in, ( should be in the small tent right?)
yep fried rice in the small tent and rice plantable by the farm
so that's not in that version
@shell fiber good job on the tutorial BTW ๐ watched just out of curiosity and it's quite a nice heads up
Just tought about something, instead of having 5 balloons, can't there be just one and it has the receipe for every types of trade and color changes according to the trade selected?
well i had one hour to kill so i finished that thing
it's both a lido and an irrigation tower, and i'll probably have the bottom part make fertilizer and add the beehive effect to the irrigation top part
Definitely needs to be taller though๐ค
https://www.youtube.com/watch?v=7h4O3pgxqFU This was indeed a jungle bramble apocalypse ๐คฃ
Trying to figure out the Water Beaver Mods
This is without question the hardest timberborn playthrough I have ever attempted
Including the one I did with 39-day droughts
Hope will never try to play with this faction in hard mode 
@heavy lodge oh by the way, awful stew no longer kills beavers, it just makes then quite unhappy ๐
he keeps skimming over the screwpress but never sees it ๐คฃ
Well, is familiarized with a menu fill with submenus, not with a such number of items in a menu ๐ฅณ
Thereโs a reason thereโs the โis this mod too hard?โ Billboard 
No, is a reason for "water hell" moto ๐
actuallyi changed that to "welcome to your pinkest nightmare."
because they're not litterally in water all the time ๐
and it's probably how redneck feels about the color palette
Then, make bramble, pink ๐คฃ
@heavy lodge oh my bad, i just checked an i was wrong, awful stew actually still can kill beavers, but it is much much harder. basically you would need to deliberately feed them only that stuff to reach a point where that kills them, and that would take quite a few days
YA, it's how I remember to be, only if is your last food resources, will only delay the end ...
https://www.youtube.com/watch?v=xBesg_nPWXU Sorry, canot watch this now, must check the Choo! Choo! mod. Hope someone can assist this "bramble fight" ๐คฃ
Trying to figure out the Water Beaver Mods - Now with more Brambles!
we need a fire mod to turn the tides against the brambles!
Well, with realistic behaviour mod, now all plants under forester tab and aquatic crops will spread more easily, luck for us, won't grow fast like bramble ๐คฃ
oh he's streaming right now i didn't understand
Has the Series already died?๐
Not quite yet, although it's looking rough right now
Oh no lol. Well good luck trying to keep them alive haha
don't hesitate to ask if you need some advice ๐
I tend to usually prefer the school of hard knocks, but I may need to ask about some time at some point
Hope you survive watching my video ๐คฃ
i'll stock on painkiller just in case ๐
whelp, that was a lot of streaming to watch today, i guess tomorrow i'll have one more ๐
Cannot help, sorry, busy testing train mod ๐
no problem !
It's a problem, must watch later. ๐ฎ
time to sleep for me ! GN
oh i finished my thign of course
irrigation lido bathhouse beehive all combined in one building
So, a bath for bee ? ๐คฃ
GN
This is absolutely glorious
@storm gulch , still want more stuffs in the mod ? ๐
I'm fine with whatever gets put in the mod, it's already kicking my ass hard enough ๐คฃ
if I get this correctly...
do I get some basic tools when I deconstruct first district center?
Not exactly tools but you will be able to recover an anvil, the book set and chemistry set yes.
Don't destroy it before your new town center is build though !
will the water consumption be comparable to the lido or the irrigation tank?
lol, i did it a little while ago, about at the same time windmills got nerfed, was quite a mess but still manageable ๐
Wonder how with the new balance early game how it would go and will most probably do one next time i restart a run
Had a lond day, can't wait to get my dose of wet wednesday! probably gonna be spamming comments, will try not to go too hard but can't promess anything ๐
But, with "bramblepocalipse" how can you get food in hard mode when you will be busy fighting bramble ?
EldGames when goes mad in the game, now say "Bramble" ... it's everywhere ๐คฃ
I'm going to up a little bit the woodfeller lodge bonus, it's actually +10% work speed, not sufficient to cut down brambles efficiently
I bumped it to 25% but that will be for the next update.
I have prepared the needs for major injury, minor burns, major burns, mild disease and severe disease, but the scripts that can be used to apply them to beavers are save-breaking ๐
(to expand on the healthcare and so on)
Major injury, burns and disease ? Will have some kind of "beavorospitals" ?
I already added a clinic ๐
Of course the rest bed is still there but less efficient
Godamn autocorrect
bramble is easy to manage once you
1- Are aware how badly they spread
2-Have efficient ways of clearing them
3-iif shit really hits the fan there is always "cheater mode" but i avoid it as much as possible or just to repair stuff an update messed up
Basically minor injury/burn/disease can be treated with lots of rest, the others... Not really
The severe variant will need the hospital
Of course in either case the beaver won't work
I like but it's harsh, can't you just lower the recovery time so they can use whatever is available and depending on where they are the injury is gone faster?
I think pushing brambles back by placing path everywhere is acceptable too, so that's fine
like nothin is 0,2x recovery, rest bed 0,5x, clinic 1x, with meds 1,5x... and so on
at least can deal with them during drought ,not spreading during drought, yet ๐คฃ
What's bugging me a little bit more is that the elf guy is using a bunch of unconnected houses as dam ๐ค
Keyword "YET"
At least they don't grow over path and building fondations to block them now ๐
now THAT was a bramble nightmare
But, if their seeds could spread, let say, 5 tiles away ? ๐น
can the game mechanics handle that?
not that i want that, just curious on the faisability
not now
if someone will make a mod for plants to spread also vertical, can also increase the spread range (anyway the mechanism must be changed) ...
Hurray ๐
10.000 downloads ! ๐คธ
In theory yes, but that would require a custom script. Right now it just looks at the voxels immediately adjacent on an horizontal plane.
If I could just asks Santa I would want the script to allow ยฑ1 voxel up/down and a distance modifier that looks at the size of the plant, so that 2x2 plans actually try to spread 2 voxels away and not one since that can't work
#๐mod-users message
@crazy idea, could the "game modes" be tied to the faction ( or make another button) like a harder mode with , yes longer droughts but still descent amount of "wet days"
You can use custom settings when starting a new game ....
i know but having one included in the mod would be nice i think
other tought of the day, How about making clay more relevant by having a second way to build the logstair and shitty platforms?
Like remove a few logs and drop in some clay, still thinking about the balance, neeed to double check the output rate for clay
YA, but I wish to have a reverse handicap for wet season. I mean, when droughts get longer, wet to be shorter ๐
Hard mode is already there, cant get i think it's 5 D wet and 30 dry
thing would be to let dry go over 30 but at that point wet would have to be a tad longer
NOOOOO, shorter, how hard mod if wet get longer ?
can wet be even down to 0?
i mean at some point need to have water that flows some day or another
It can be, but, then it's not hard mode, it's the end of beaver life 
that's my point, reached a point on helix mountain that 0 water was leaving the map and reservoirs were never overflowing in the back up zone...
Well, it seems that can make water burning something, at least with WB ๐คฃ
with the mines and the water extractor it's already more doable tho but wonder even if supper dumb efficient if it's even possible to have a waterflowless WB run ๐ค geez i hate you now, wanna see if it's doable
i mean how long to have descent "waterless water production" to survie
๐ค
Survive waterless means not only water to drink, also to irrigate crops ๐ธ
need to see the ratio with the super tower lapantouffle just popped out, atm lido irrigation is easier on the water consumption but you lose planting ground so... the trade off is descent
If I estimated things right, the new super irrigation tower should use basically twice more water than a lido irrigation (basically 1 water for 2.5 days Vs 1 water/ 5 days)
I'll adjust the normal irrigation tower to that value too, but it won't have the baths/lido effect. Might give it a fertilising aura though, but that's a save breaking change
Or should I say "if knatte's calculations are correct"
Uugh I'll have to make duplicates of so many buildings if I don't want to make it save-breaking ๐ฎโ๐จ
maybe push a uptade prior to the save breaking one and make a heads up on the News billboard? ๐ค
like keep it playable without save breaking up to 2.2.9 and at 2.3.0 it's start over?
Could be an option, but in order to save your colony and make it compatible you'd have to raze a lot of things
It's difficult to roll back the changes that I've already made ๐
dam, didn't think about that
I'll just do the damn duplicates
Wait actually I didn't do many of them yet
I can probably manually undo them, push an update then go with the big one
I might need some testing help๐
I prepared the disease and stuff but on their own they don't do anything yet
i know someone that could help i think ๐ค
if buildings is removed you can close the console to not save and do more tries
found that out recently, helping getting over the "making a back up save prior to update"
ya
Grumpf... My internet is down again...
Not that I really need it for modding but I was planning on watching some let's plays ๐
Still going with the water Beavers
he doesn't do a stream today ?
How about a deep water something that removes filth like a Deep dive bath or something? ๐ค would be nice to have stuff to make at the bottom of the deep reservoirs other then just filling it up with bamboo
would also be helpfull for longer droughts ๐
Tomorrow
hmm...i don't really know what i could do that would be interesting with the reservoir water...
not super high priority too, i want to push an update out soon if i can
right now i'm moving forward with my plan regarding tools
and the cauldrons and so on
oh but i need to leave the ability to make cauldrons in the ironworks for now, because games that have already started won't get it otherwise
with the traction the mod got recently preserving saves gonna be a tad more important i guess
yep
about the clay, do you see anything that could obviously require clay but that yet doesn't ?
anything that involves cooking needs some for insulating i guess
the log levee could consume some arguably
i change the reciepe for pencils to use clay and no longuer oil (which is more accurate i think)
don't remember if i mentionned it in here, but the crappy platforms and the log pile stairs could have a second version that requires clay and drops a bit the amount of logs
Watertight buildings is more likely to use clay then resin ๐คฃ
both maybe? cut down the resin a bit and drop in some clay
cauz atm clay is quite underused and accessible super early
that's what i feared ๐
No, will make sense treated planks, but available at the start at the game
but i already set out to make resin and tar the caulking materials
at this point i don't want to reshuffle everything
i have clay being used as molds for anvils though
will be used for the steel sawblades when i at last get to that
actually you also need quite a lot for making clay pots, wood burners and smelters too
You asked an opinion, and , you have-it. But, in a postapocaliptic future, hwo knows how will be in the future ? Mod creator only ๐ฅณ
maybe some food processing that requires a bit of clay ๐ค there are coocking techniques that involve wraping your stuff in clay and slowcoocking it like that
hmm... i like the idea
but has to be a long process like, idk, 4 days to cook but a good boost from input amount of food to output
is there anything interesting to go with bricks ? were i to add that ?
that could be part of heavy industrial buildings, but they also used clay quite often
first ting in mind is walls but that would basicaly just become vanilla game levees
plus i would need to make it appear on the models visually
yep
oh, actually i wanted to add some palissades
just because i like making fences around my city in age of empires
with watchtowers and stuff
(completely unnecessary though)
i like the brick idea but since buildings already use clay it would only be an extra step for something that already exist so not sure it's worth your time unless some super cool idea op up
yeah, the benefit is really marginal
lol, ppl like having decoration options so why not
not really worth it
maybe i'll make it a separate mod
oh, water storages !
they could cost clay
they don't require any pine resin in general
Then make bramble , when cut, to make a kind of straws, instead of logs. That can be used for palisade, or, mixed with clay and water, for contruction ?
hmm... i think if brambles didn't at least give a log people would be very upset at them
well, nothing urgent anyway
oh, just got an idea
i can make fancy pottery that makes beavers happy
that's not the worst idea
if bramble can give an log, birch must give at least 20, and oak, God knows ๐คฃ
yeah i know it doesn't really makes sense but... uhhh, let's pretend they wave it into somethign sturdy enough ? ๐
like decoration or a place they go and make pots for fun?
i was thinking more like a consummable item,
oooh
i can make them have a slightly beaverish bowling alley
except you have to break the pots ?
or some zelda-like smash fest ๐
@shell fiber , can you add a secondary output for a farm ? Like when harvesting something that must be replanted, to produce also, let say, straws ?
i didn't try, but i don't think the plant scripts have any provision to produce multiple ressources
you can make them produce A and then have a building split A into B+C though
but this kind of things tends to lead to clogging
you can have one gatherable (bramble flower) and one cuttable (generally a log) if you want but that's about it
love the bowling alley
taht would be awesome ! gonna need treated planks for the alley tho
hello beavers! i have once again takin a long break from well games in general, what did i miss? and whats mods work with this one now?
Ladder, staircase, path extension and the depedencies ones
maybe some others but on the top of my head it's all i remember
what are the dependencie mods?
list is a tad long can see it on the mod manager
The mod needed for a mod to run
Ho flywheels and extended shafts work too
ah
okay, i just added tools, they are used...pretty much everywhere you could imagine any sort of tool could be useful
the cost is not very high, neither is production time so hopefully that doesn't blow up everything out of balance
well importantly, the medium mine consumes tools at a low rate
others use it mostly as construction stuff
and they are made in the primitive ironwork ?
yep
cool, gonna give a reason to make more anvils and more of those
for early game and to build primitive ironworks, maybe ... wooden tools (less efficient,of course) ?
that will mess up the early game balance i think
what balance ? until you manage to build a district center, you are a fish on land ...
if i remember correctly the only issue i have is sawdust lol
not that much, i made a run keeping the kart for as long as i could and turns out you can still get a crazy amount of beavers up
you can get rid of sawdust by turning it into mushrooms ๐
oh yea
you have a burner to get ridd off sawdust.
its been a hot minute
something tells me todor hates sawdust ๐
most ppl just burn it down tho, and struggle for food ๐ too bad they don't know
do you have a list of other modes that work with this?
most of them don't
No, winter is comming, so burning sawdust is the way ๐คฃ
does vertical power shafts,water extension work?
all mods that don't add new buildings sure will work !
muffins
The only mod that sure is not for playing WB is mirror mod !
water extention i believe doesn't work (would mess up the balance, or lack thereof ๐ )
vertical power shaft i think is a dependancy now
water extension add new buildings
decorative stuff ?
for that is dam (levee ) decoration mod, but, WB don't have levee ๐คฃ
But, you can use that mod if want to hide windows from houses used to build dams ๐
tried, it doesn't
vertical shaft is working, even a depedencie now i think
ok cool
good ๐
nooooo i keep crashing x.x
do you have a previous version installed?
You have uninstalled (deleted) the old version of WB ?
dear god its been a while lol
If you give us the crash message we can probably figure out what's happening.
i downloaded the updated one so ill see if it still crashing
i've made some video tutorials if you need. they're not very long
https://youtu.be/J1uKbaH8_ew
First part of the tutorial for installing and getting started with the Water beaver overhaul mod (Whitepaws custom faction)
I kind of winged it, but it's not too sloppy.
Best way will be to delete everything in the BeepinEX plugins folder, install the ModManager and then install the mod thru ModManager. This way, will have also all dependency mods installed.
@radiant heart i'm very seriously considering making the treenursery require a diploma to be honest, i really dislike how the tech tree is getting sideways because the unlocks are only dependant on the architect (balloons) and not on the mechanics, while i wanted them to converge on the large university, then spread again in all directions
is there a video for that too? ๐
i'll probably rename the "bachelor in mycology" to a more generic "bachelor in agronomy" and also make it useful for the wine cellar
tou mean to lock the nursery behind the ENS?
yes.
since you get 3 diplomas at once, you can directly get one tree nursery and 2 wine cellars
that still low, at that point you need the 3 only for cellars
got 3 cellars atm ( 600 ish beavers) and they barely keep up
oh dear got you sacred me for a sec ๐
true and got 2 schools soooo not longer ๐คฃ
probably gonna need a 3rd tho to keep up the gear production
to be fair "just make more" is how i intend this mod to balance itself ๐
hmm
like my actual playtrough is getting limited by the size of the map
and that is why there is stackable clockwork farms i guess ๐
they're not in yet tho ๐
and even with that, don't have much space left for water wheels. those beefed up engines that burn the sequoia logs would be handy !
i don't know what you're talking about
oh, right, the power issue
hmm
is 2,2,7 there but not live?
cauz i don't have the upgrade to stack them on 2.2.6
nah i'm joking it's just not up yet
"build more if you don't have enough"... Am I doing it right? ๐
they are turning into "airborn beavers!"
basically just doing stuff untill science is high enough for the fountain
jesus
so much changed
since last time i playted
ok so how does one keep water for a drought out side of regular means
hooooly crap
i really need to rework the balloons don't i ?
barrels at first, then primitive dam
not a total rework but they need to have a bigger cargo capacity
then large dam made out of houses
that's a possibility too
ok lit
still got a spot to fit maybe 3 more on the other side of the map but .. yeah, like the balance we worked on is where we wanted it, 1 balloon is around 100 beavers but with the amount of possibilities turns out you need a ton of balloons
the problem with the ballons right now is that they are not stackable
which is why i was considering changinh them for zepplins
since they move horizontally their landing pads can be stacked
but zepplins can be an upgrate to the balloons
or dowsize the baloon a bit to a 2x2 base and have 2 per landing pad?
and the zepplin could sure handle more cargo tho
I wached the latest J C Beard gameplay. It's not a survival game. First, must survive the player ๐
and i'm out of power with 3 days left on the drought ๐ even with Half a million hph stored in the flywheels
And Nailed it on the baloon animation it's really cool how they don't go out at once and it's slow so you can enjoy it !
i didn't do that ๐ค
@kind spire did something ?
uploading soon
i'll keep it "hidden" for you to test first ๐
but it seems bug free as far as i can tell
I didn't do nufin guv
maybe he has so much stuff that needs animating that the game spreads things around temporally ? ๐ค
i have no idea
whitchcraft is just as good as any bet
I don't think there's anything that should do that, what mods of mine do you have installed @radiant heart ?
flywheels, extended shafts and maybe another, not sure exaclty what are the other mods you made
lol, poor mod.io, i'm likely sucking up a good 90% of all the storage space dedicated to timberborn ๐
holy crap, i have a total of 64 versions
that each get increasingly fatter
i need to do some clean-up ๐
@radiant heart okay ! uploaded !
have fun ! time for sleep !
The only one I can think that might have an impact is the modular roofs, but that isn't WB compatible. There shouldn't be any scripts running on the WB mod - as far as I understand it doesn't have a DLL entrypoint
wait u dropped udate?
Yay time to crash the game!
yes, but it might be unstable
i think it's all good, but at your own risks
2.2.6 is stable for sure though
ok do i gotta start a new save?
gonna let you know how bad it is, just let me make a back-up save and update
no, this one won't kill your save, but if you've litterally just started that might be better
don't forget to delete / re-download the mod. sadly i can't do much about that
Also, even if it's bug-free, there is a chance that i might have forgot stuff that make the game complicated to play
hence, @radiant heart testing it ๐
(by the way, thanks man !)
good night!
Yw, my pleasure ๐
GN
welp im testing it too now, i just re downloaded it lol
I'm wonder how will manage J C the Beard making, using and copying BP, sure, if will survive until then ๐คฃ
lol, if survive is the key part
Super irrigation won't place over crops, intended?
can't find the upgrade for clockwork farms, am I blind or it's not in?
could be that crop is to high
it's cabages, can't really be lower then that
okay help XD i updated the mod without thinking and now all the beavers are injured and wont use the beds XD i think i will reload the version before, because i am so god damn confused
i'd recommand you stay on 2.2.6, 2.2.7 is there for playtesting and finding what's wrong so stuff can go terribly wrong ๐
more white wash and pink
here it looked like yellow
yeah yeah "platform/scafolding" part
@shell fiber can probably send you the texture file for the WB to get the exact tone when he wakes up or i think @tawdry bronze got it too since it was needed for the staircases
i did feel that XD
Latest version of ladder now includes a Water Beaver variant
Do you have a ingame image for tobbert of the platform because its folktail colors mostly just different places
is there anyway currently to get a second "incredebly compact library...thingie" in the mod? I remember how it was possible in an early version of the mod
think it's still doable in the screwpress but might be wrong, actually never tried to make a second librairy since it consumes quite a load of food to make the science
ohhh! thats where it was hiding XD i am trying to get the beaver-uni to build some more advanced things and in an early version there was the office you could place in the library to write the books and so on
yeah, now the copyist and the artist make books
so you can keep them unpaused when not copying BPs, avoids the 6 homeless and useless building
i noticed, it is very usefull to be able to put them onto a "mindless" task like that
if i'm not mistaking, comic books is for a well-beeing buff and books to make another librairy
could be wrong tho
crary idea, been watching the vids that todor linked and could it actually be doable to have a "flametrower" building? like you torch a field and collect the ash for some art project or whatever?
End game shit of course, don't want that tier 1-2, gonna remove the bramble fun !
could consume a load of methane( since it's staking up like crazy could sure use a way to pass it ๐ )
... not
The central voxel needs to be crop-free
Don't remember where it is ๐ but the icon is a red cross โ I think
Can I have screenshots? It's weird because I didn't change that much regarding injuries
nope, no "X" anywhere
BTW, trying to figure out the hard mode run but the filth gonna be the killer, most probably can't keep a bath or shower alive early on, some sort of public bath that eats water and could also be more housing of course ๐
other then that the balance sounds rough but doable
(asking for a friend, been told it's stoopid and yadiyadidada so i'm clearly not going to try it)

@shell fiber interesting point someone just brought up, he's color blind, could the red BP icon be mirrored so it's easier to see if the building needs a fancy green/blue or a red one?
ok, explain it to me like i'm 5 cauz... WTF
What ? In the last update could be a dirt building ? ๐ฎ
But, anyway, such a building cannot replace the ground 
lol, found it, and fun fact, it can get build anywhere, it lands in the platform menu
Oh that's not good๐ค
It should only be on clockwork farms
that's why i tolf you ๐
That's because different voxels have different requirements, the UI can be dumb sometimes
euuu WTF, all my beavers are injured and incapacited
O and my 120 bots are out of fuel, and all the buildings for that are gone, now my kitchens and chunkers are disconnected... thanks i guess ๐คฃ
Disconnected ?
A screenshot of the inscreen log will be usefull
there was a lot of red talking about the disease/injury stff when loading the game
OH, starting value is the culpritt
I'm still at work so can you go in the specifications, and send me in PM the content of needspecification . Minor burn and minor disease?
Where do i find the terraforming stations?
Or are they missing?
I can see how to get dirt, we have the block, but i dont see the stations
dirt block can be build by beavers normally, there is no bots nor terraforming station.
i don't guarantee that terrain blocks will remain in the game in future updates though
ohhh, ok...I use blocks alot, so hope you will keep it... BTW.... VERY nice mod. Have to think all the time
thanks !
but uhh... well the point of the mod is kind of to play without levees / terraforming
i really only put the terrain blocks to get rid of the excess dirt the big drill were generating, but i added waste rock since, so dirt might go away entirely ๐
but i have other cats to whip at the moment ๐
oh since i'm here i might as well stream
Platforms say you can put things on it, but i cant
Can you look at that?
They are not solid
even that it say it
Watch out, platforms is not watertight. Due to game limits, watertight buildings (most of the WB buildings are watertight), can be placed only on ground or on top of another watertight building !
I have tried on ground, and no one working
that was what popped up in my game too. I didnt take a screenshot before downgrading to the next oldest version again. Sorry. But it got from 0 beavers to around 100 in less than one in game day
0 to 100 in less then 1 day ? What is it, faster nursery, or what ?
no the "illness" spread from 0 beavers to 100
@shell fiber apparently when trees spread under the irrigation tower it makes the tower disapear ( didn't test it but someone brought that up on JC's server)
you can't place platforms on other platforms if that's what you're trying to do
hmm... possible
i wouldn't have expected that to happen to be fair
that irrigation tower is... ugh
because of that blasted script
@shell fiber is there any (if it exists already) like progression list you have? like early, mid, late game tier buildings and such?
it's kinda linked to the blueprint system
sort of, i'm working on a chart every now and then
ok cool
no BP = tier one, green and blue tier 2 and red tier 3
So how are you going to use the windmill? It have to go from 3-12m over ground?
by pilling up buildings. don't remember if they can be built on metal bridges ๐ค
Okay, ill try
@shell fiber , must change the Category button billboard to something else, since Category button mod is obsolete ๐ฎ
one other think, it has to be on the exact height above ground the is in the description, like you can't put the 3 high one 5 above ground
trying to push a fixed version before going to bed
well nope
big plaforms broken
gn !
GN
@shell fiber how make pencil?
handicrafter
is the everyone getting hurt thing solved ?
couldn't do a lot of testing before no one wanted to work and just die ๐
hmmm... let me let a game run for a little while to confirm
Just lost 120+ beavers, mushrooms saved the day and now I'm coming back
true, it's pretty square atm
could someone suggest me good maps to play whitepaws? not the base map btw
if that's your first time playing i would say gentle canyon
once you're more used to it i recommend new yosemite
@radiant heart new version uploaded ๐
download on mod io or in mod manager?
the new version ? there might be bugs, but if you want to go for it either is fine, just find the version selecter and pick 2.2.7
aight
guess i may as well stream/record
progression so far ๐
that's pretty good !
pink trees are a more efficient source of wood though (but don't make pine resin)
thanks again @kind spire for the display pillow model
this is so much better than some lame old crates
okay, that was the last one for now
any suggestions for rice-based recipes ?
i have mountain salt, so just rice + water + salt makes onigiris, there is the fried rice too (rice, dandelions, mushrooms, cabbage, green peas and Sunflower oil)
if we accept cononut milk as a replacement for actual milk, we can make some sort of risotto.
but eventually we will hit a point where there is too much foodstuffs to be eaten
true there
risotto is rice cooked in milk essentially right ?
and cheese, yeag
i can make a building that makes beavers more hungry so that they can fill up more food needs, but that is a quite dangerous thing
(and pretty hilarious to be honest)
yeah that sounds like a plan ๐
Sugarcane plant for making sugar ... ? 
let's inbue that in a building that is necessary for progression, so that can represent beavers wanting a more luxurious way of life as the city develops
we can already extract sugar from whatever if we want to ๐ค
but what do i do with sugar ?
oh right i wanted to make some sort of panettone
with raisins and berries etc
Sugar + milk + rice ๐คฃ
mainly for kits ...
oh wait what's this thai dish, sticky mango rice or something ?
@storm gulch hi ! sorry to ping you, are you goind to stream tomorrow or today ?
(i'm totally jumping from one thing to the other ๐
i just played for a good 3-4 hours today and no bug in sight, so that might be safe for him to update before his next stream
because the glorious storages are, indeed, glorious
Will be safe to wait for @radiant heart to confirm too 
No streams this weekend, unfortunately. I'm out of town on business but there's a water beavers episode that will go public in under an hour
How do we make dynamite?
oh, it's already recorded then
okay, next time
Thanks for your new episodes. I look all of them
Do you have nitroglycerine, first ?
But what building?
i'll send you a PM when there is an update that is safe for you to download (likely the next one)
screpress (industry positioni 4) makes sunflower oil
then oil + saltpeter (small mine) makes nitroglycerin (alchemist, village jobs)
I will be recording the next episode of water beavers probably Monday or Tuesday
then the handicrafter makes nitroglycerin into dynamite
Thanks, i will look at it
okay, i think my update will be ready in a couple of hours at worst ๐
Cool, so long as it doesn't break my save I will gladly update
Where do i find it?
well you can always make a manual save, they are never overwritten
but this update won't be save breaking.
village jobs
Got it, thanks
no problem ๐
Concerning about breaking the saves ? ๐ฎ Some update breaks my brain, that's hurt ๐คฃ
The levee, cant you make like a high wall with it? If yes, do you have a guide? No matter what i do i cant place them on top of eachother
Nope, you can make dams only with with houses
that's by design, you should be building your dam with houses, not with boring "dam blocks" ๐
Update uploaded !
Another unlucky Youtuber to play with WB https://www.youtube.com/watch?v=R-Z8mDh6h_0 ๐คฃ
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muahahah, they fall into my trap one by one ๐
@kind spire , hope you didn't watch the latest J C the Beard playthrough with WB ๐คฃ
oups, a bit late to the party, had one of those weeks and went to bed soon yesterday !
getting there, gonna need some packing plan or something i gues in the future !
don't spoil it, starting it right now plz ๐
mmm 10 mins and 2.2.7c not loaded yet ๐ค
Awesome recover in the new episode
finaly ! geez that mod is geting big ๐
mm 10 mins trying to load the save, think previous save on 2.2.7 isn't compatible ๐ค i mean it's a late game save but still don't remember it beeing that long
probalby wanna stick to 2.2.6 max for now, not sure for eveyone else but can't open my save on 2.2.7c
looks like problem is I had bots on my previous save, most error messages have "refinery" or stuff bot related in it
well, something clearly is brokken...
Appreciate it, thanks for watching!
Trying to get the Water Beaver Overhaul to work, is the a mod/s that updated that make it crash when you try to load up a new game?? and if so, how far back do I need to go, to fix it??
I did watch it, but somewhat in the background
Better for you , I guess ๐
stay on 2.2.6 at max for now and won't have any problems
allright, geez that was long but it oppened, ( on back up save prior to pre-test 2.2.7) test on 2.2.7 didn't wanna load
(on 2.2.7c atm)
@shell fiber Just noticed, you like those chips greasy, can't it be a "oven baked" receipe ? trying to help the health of my beavers ๐ ( ok and oil is a hot mess to get)
depending how you wanna go, i'd say
3 salt 25 pumpkins 1 log to make 50~ish bags but in 4h
[Info : Unity Log] Load time: 110375ms
so.. power is a hot mess, guess loading time is due to all the deleting bot stuff without crashing, giving it another shot, hope it loads faster this time !
well, 8k more ms to load but at least it loads!
@shell fiber screew press axel won't store anywhere, not available as an option in the pillow storage and the top Ui shows it goes in warehouse but the warehouse doesn't
Green works, red doesn't
Side platform bone bye bye?
removing bots but tanks still want fuel and catalyst, now gotta play where's waldo finding the fuel tanks i had all around ๐คฃ
poor guys
What do you mean ? I didn't touch that ๐ค
Screw axles are stored is piles like logs
I re-changed it, having a deep mine being a house causes problems
But basically everything really game related works fine right ?
His save is like 4h in, so loading time won't take that much
hmm... i can make them cost less oil and more pumpkins, but it's not chips if it's not deep-fried is it ? ๐
used to be warehouse tho, right?
used to
warehouses are for boxes
so basically 2.2.7c was just taking a long time to load ? no particular issue ?
I think JC needs an update, he needs to be able to grow rice, and is trying to make blueprints (that i have removed) for the dams ๐
agreed, never liked oven baked chips ๐ can there be 2, like a cheap oven chips and a deluxe one that produce more?
highly doubt 3 pumpkins make only 10 bags of chips, we talking snak size right? not family packs ๐คฃ
told him he should jump to 2.2.6, that is safe
but 2.2.7 is not that much different, i just added more pillow storages and rice reciepes
update was a mess but ended up loading
and the mine thingny
but he's a million years away from the mine ๐
