#Water Beaver Overhaul
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got 700 food in bank but they are dying of hunger ๐ค
or cheat mode the large biofuel tank full till they all die, still doesn't solve that i have to find all those planks tank all over the place that are storing the fuel/catalyst
oh, i could just have removed those items from the item list ๐ค
yeah, you can do it on your side too
go in the faction specification, and remove catalyst and biofuel from both the "goods" and "needs" lists.
plz ๐
But, tell-him to use the copyist , or will be longer playthru series in the history of Timberborn ๐ธ
i told him
how about removing bots part too? got a lot of useless storage now ๐
yep did that too
(like two minutes ago)
but something is up, got food and water but everyone is starving and thirsty
are you sure everything is accessible ? i have removed the bridgehouse and the florist placement rules are changed, so they might have disappeared
didn't have either of those
what is the food you have ? if it's only amazing stew they can't overeat it
learned that the hard way couple updates ago ๐
got 9 types of food available atm
even got 4k water but theu are still running around thirsty
nothing saying "disconnected" ? i didn't change theyr behaviors, maybe they just have too much distance to cover between everything
or maybe the update caused mass confusion with the housing attribution
let's just see if it sorts itself out
before or after the beavers dies ? ๐คฃ
preferably before ๐
had to crank up the working hours a bit since bots are finaly starting to fade out, about halfway there
(81 left)
but since they are all incapacitated it shouldn't be an issue
Why not a billboard to kill the bots if needed ?
i think they only die of old age
food starting to come back up, guess it was the 10h days that caused most the issue, went to 15 but still was a mess, back to 18 and food is at least stable
Not sure, the logic it's the same for a need
gonna all pin it on the person that removed the bots while i had 200 active and going ( not gonna name anyone tho outta respect obviously)
on another note, would it be super complicated to have the "H" pad of the balloon with some indicator of what is there? when you got 1-2 fine but with 20~ish it's a bit messy to find who's doing what ( asking for a friend )
not difficult, but would require to make more custom textures
i'll think about it
like the landing pad displaying a folktail face to show it's trading with the ft ?
just like the icon of what you are traveling for instead of the "H" would be nice
seems like a good idea, but i'll likely keep that for when i'll rework the balloon system entirely
it's just quality of life stuff, not a broken thing so no rush
looks like bots were eating regular food too or idk, shit stabalized
Nope ๐คฃ
you brought the IT bots to the WB or just running a It run?
IT run, just to combat @shell fiber , but, I have another update to Realistic behaviour, now ๐คฃ
isn't that the standartd "lifetime depleted" death message or something ?๐ค
No, it's death on minimum value for a need.
death on bots is "broken down" normally, unless it changed
Maybe .... "stuck due to rust" ??
bamboo not replanting BTW
and did anything with green peas? got some peas problem that never occured๐ค
i'll check that
It's planted fine in my save
Do you have 4x terrain bounds?
Also, let's assume I remove the bones trading recipe from the IT balloon, what else could they realistically provide ? They already give coffee so it should be more of a tech resource
Ah got an idea (add usual in the five minutes of me asking for ideas)
The answer is obviously electric motors !
or a way to get gears cheap but slow?
oh, actually i just removed the gears and scaffolding reciepes from the university, gotta keep these architects and mechanics relevant even when all blueprints have been researched ๐
does anyone know how to get the second anvil for the factory?
there's a billboard for that ๐
yeah ive got that placed im not able to make out the cycle of life buildings the billboards are in low quality
Oh well if at least you looked at them that's good ๐
You have to destroy your primitive metalworks to reclaim the anvil, complete the factory with it, and make a new anvil for rebuilding the metalworks ๐
That's what the image is trying to convey
I think the billboard are readable enough of you get the camera chose to them ๐ค
Anyway, time to sleep for me ๐ด
GN !
ah okay thank you yeah it was the image in the top right i couldnt make out
ouch, they are still releveant, tho i might not need as much now since bots are gone
be sure to store enough fastener first tho, i'd recomand to place the factory and let it build, when it only needs the anvil then and only then destroy the primitive ironwork to avoid messy surprises
yeah just had that happen haha
was impatient had to rebuild it
got it going now thank you guys
is there something that makes the beavers prioritize one drink over another? feels like they all goung for booze that is in one corner of the map and no one actually drinks water ๐คฃ
Finding the upgrade for the clockwork farm is not super intuitive, how about a sub menu with all the things they can produce and the upgrade with them? and even more simple can't it be only onee that you select the receipe?๐ค
Is that new ? visual is neat !
I don't think there is any way to change visual based on the selected recipe but that indeed would be more convenient.
I'll make a sub-menu for that eventually ๐
lol, now got 100 anvils ๐คฃ thanks abyss, guessing it was just dumped there but will produce somethink else later๐ค or anvils gonna become a consumable somewhere?
๐ฎ Do you want to make an "anvil shop" ? ๐คฃ
Hide the image, so J C the Beard to no go mad after when the first time struggled to find an anvil ๐ธ
that shit is so far down the line, no way he's getting there soon anyway ๐คฃ
you need the giant sequoia logs it's not an early source of anvil at all anyway
lido irrigation got to a whole new lvl! and it looks great, double win!!
is the radius as efficient as a lido you dynamite a hole for tho? ๐ค
now tha you mention it, looks like it's open spots like the pumpkin does, no 4x4 square left to be planted
The radius of water in a hole is 15 tiles, I think this one has 18 radius, might change though because that might be too much
I don't want to make the lido obsolete now ๐
But access is complicated unless you have ladders
Oh by the way can you try to update your ladder mod ? See if the new colour is in ๐
with the size and beeing 3 high it's quite a mess to place so i'd say it's kinda normal that it's better then the lido in a way
aight, just give me 10-20 mins to exit and reload ๐คฃ
Food tower growing nicely, was too lazy to blast all the way down and starting to regret it a bit sadly
Yeah but for example in my list advanced fake I had made a large hole to put in a lido and two river baths + a nice statue. Might be nice to keep situations where this is the optimal setup
Might reduce the range or increase water consumption to adjust. I could also play on the amount of time beavers need to spend in the bath, if I up or enough relying on this towers become prohibitive
Oh I can remove the cleaning effect ๐ค
my ladders are up to date but might be something with the spec file todor made a while ago thst i don't get the new colors
Oh right
ain't the fertilizer made from the dirt removed from the beavers tho?
Yeah but that's implicit
and does it have to be a 2 part building or it's only because you felt like it and wanna toss in some stuff later like a secon layer or idk what? ๐ค
lidos are still better to irrigate tress tho, taht ain't high enough to go above
Good point
removed and reloaded ladders, time to see if it chaged
It sort of has. Problem is that something cannot be a house and have visible beaver spots. that's why I reverted the mine elevator to the factory variant, the house variant was displaying beavers sleeping on the elevator platform ๐
lower them in the pit while they sleep!
Yeah they kept going up and down ๐
ladders still quite brown
But in a way the irrigation tower doesn't have to be a house (although that's also a good way to balance it)
Well that's fine at least it's not crashing
Right now it houses 3 but a 3x3 house could house 6
Basically the rule is 1/voxel
But only by full packs of three
maybe keep it down to 3 and give spacious house, having a hard time giving that buff to many beavers and i feel like end game should be able to have more of those
Yeah eventually I want to make a whole new set of basically every lodging but more luxurious
But that's not urgent
The irrigation tower gives the "nice view" buff though
i mean this is pretty much the "best" irrigation tower unless you wanna go full water extension mod, might as well give it the endgame perks ๐
Yeah but I might want to phase out the normal irrigation tower ๐ค
I don't want to kill it immediately though, but I need to make it less fiddly
In that case I can make it science locked and use more advanced resources
It mainly depends on whether I can fix the normal irrigation tower in a satisfying manner
Ok which case both can stay, the large one being more of a late game thing
Are the WB versions of VPS and ladder not working or just havent updated yet?
Need to check
Damn, Brambles dont die in water ;-D
@shell fiber are trade balloons the only way to trade in this mod?
even with other district you own?
i have a bunch of silly death messages that can occur rarely, but that's about it
yeah
muffins
but to be fair "trading" is mostly flavor
those buildings are essentially workshops that converts ressource X into ressourc eY
if you want to ship ressources between buildings, the choo choo mod seems to be the solution
does that work with water beavs?
i don't think it is compatible with this faction though
in theory it should, but that would require custom specifications
we can give it a try if you want
either that or early ways to trade between districts, cause then ur kinda stuck with one
Sadistic mod creator say this. With the amount of planks and scrap metals needed for tracks ? Not to mention the lack of stackable platforms ...๐น
but there is disctrict exchanger buildings right ?
but you can still stack houses and storage ๐
im not seeing anything
also just got to pumpkins
they op
but good for what u need for them
meant for this one
it's in the village tab (but not village jobs)
im not seeing them
i suspect if you toss that in the choochoo mod folder, there is a non-zero chance that it works just fnie
im trying to learn but its hard haha
maybe @heavy lodge would be kind enougth to give it a try
no problem
i would guide you through, but it's really late for me
and if any issue arises we're here for a good hour
but if you're around tomorrow
or whatever that will be in 18-ish hours from now
we can give it a try
i sadly wont be
i go into the office tuesday and wednesdays
ill figure out something and see how far my paths will go
ahah
good luck
but you should be able to manage with the distrcit crossing
hopefully
i never actually used it more than basic testing
anyway, goodnight
good night
Could you check if with this in the specifications folder of Choo! Choo! mod, is working ? It should, but, never knows...
Hi, only 'just' started playing WBO... Must say well impressed how well it is designed. Kudos @shell fiber
I have 2 farm houses in water. They're fine. Just built a Farm upgrade 'assistant farmers' on top. It claims flooded.
Did I do something wrong :-)?
After building it actually took in 2 dwellers, but no workers. Saved - reloaded (without game restart) and it no longer has the dwellers (nor workers)
The upgrades list as watertight. The large farmhouse lists as "can be made watertight later"
Am on the 2.2.7c update by the way.
I'll look into it, probably forgot to adjust a little something
Ah yes I can see on your screenshot, I forgot to modify the entrance
I'll push a quick update this evening
Note that the large farmhouse is a different building
i'm torn a bit with science and BPs, BPs make it long but since makes it kinda shitty since you need the food to make it, got some stuff about that balancewise but need to make it clear before i get into giving you my toughts
i'm currently on 1.2.6 ( removed the folder and reloaded so it's what they look like with current version unless save file saved the esthetics)
not anymore, gonna have to appologize to alot of ppl i guess for spreading the way out
balloons are to get some rss you can't get otherwise, the district gate is still in for "inside" your map, baloons go in other worlds and bring back goodies
when lapantoufle sleeps and i work from home i can help out, just last 2-3 weeks been a nightmare at work and most probably gonne for still 2 weeks
guesing it's kinda like the farm in 2.2.6 but the upgrade was done the same way for the door voxel ๐ค
( @wild ermine how dare you find bugs before me !!!! ๐คฃ , thanks)
Like at what point is basix stuff but "tier upgrade so BPs) and at the other end it's luxury so science
not sure that last one is clear, it's exactly what i'm trying to sort out
As exemple, vertical shafts, shaft extension are cool quality of life but not required to move ahead so science, not BPs, who cares ahow long some day you get it and life is easier
large farmhouse on the other end is quite a must once you reach a certain point so BPs to limit growth but don't have to starve your beavers to get is fast, it will take that time and that's it ...
see where i'm going with this?
I'll not sure I'm getting you. You're taking about the cost of researching blueprint ?
Or which buildings should/shouldn't have BP ?
nonono, just about the double cost of some buildings that need science and BPs, sometimes it feels a tad too much.
like "main shit" to progress is BPs
"quality of life" is science
just not both at the same time or a very little amount of science if it needs a BP since it's already locked
Oh I see
another exemple, the "broken kart" locks anvil and so on, they are the "BPs" to get you out of tier 0
But it's that really an issue to have stuff cost both science and blueprint ?
I think it's somewhat natural for stuff to cost both
Otherwise science becomes just overabundant and unnecessary
I think
But that's a good point
lot of stuff is super expensive in science, at cycle 85 and don't even have all monuments ...
More libraries ? ๐
basically waiting on science to get that fountain
can't even keep one full steam or i'd have some food issues
You have only the university for science right ?
128x128 map and 600 beavers
Overabundant when all "scientist" want snacks all days to research something ? ๐คฃ
librairis, 2 universities, 3 or 4 trebs and think there is another you dropped science in that is doing it
give me an equivalent to the number cruncher and giant log engines i'm done complaining on science ๐
Maybe you can try to rationalize your population to increase your farmland / pop ratio ? I know you use a lot of gnawing stations/ primitive paperwork and so on ๐
Ahah
building is mostly done and don't need the planks for bots so it's already done
Give me some time, I'm not even started on the nuclear reactor
no rush, but shouldn't be the power engine before nuclear? ๐ค
Oh right, not enough power for the clockwork farms right ?
I don't know if I want a power engine
and to make plutonium useless until nuclear reactor is developed ?
I'll make solar panels though ๐ the thing we discussed with @todor the other day
Just find it in the mine
I also found a neat model for fireflies
It might be giant and carnivorous ๐ค
can it be an upgrade on buildings? or maybe see with @kind spire for his more roof thing?
Thankfully the beavers digging the frostpunk ruins have an endless supply of that
Problems is power connection
Ho yeah, forgot for a minute you were a dick on that one ๐คฃ ๐ 
Don't remind me. I've added a sound for them for ETS, and I have the sensation that are in the room with me ๐คฃ
I can imagine something like a "solar farm" with another building, a generator that must be placed inside the farm. Farm will use glass and metal to "plant" the solar panel (instant plant). Will be harvested when growth (maybe with a broken glass texture, as message for players) after some time to feed the generator the will produce mechanical power (here you can have a power connector that can make sense) ....
๐ค a building upgrade that is solar power? kinda like that super platform used to be but with power gen....
โ๏ธ science to unlock solar power but BPs for the diffrent buildings, and a solar pannel that goes on ground noBPs but unlocks with "solar science" ... doable? ๐ค
like lapantoufle said, power connection gonna be a problem, wonder if it can be in the upgrade since power gonna come from that anyway and not the base building ๐ค
That's I imagine that power generator building inside that will have that power connection.
the upgrade can use some gears depending on size and connect maybe not all around but at least have 2-3 directions it sould connet to, afer that just gotta toss a dice on what voxel is the connection and maybe rectify if some are more "natural" then others
That's an interesting idea but I don't want to put more pressure on cultivable ground, I'll thinking about a relatively straightforward building, one of the construction costs will be an electric motor bought from the Ironteeth, so it will directly output mechanical power
Because the whitepaws don't trust this "electricity" thing yet
๐
Good point, since, maybe could have seasons and solar power will gone in the winter, I guess
Hmm... That's not within my ability at the moment but if they make seasons maybe there will be interesting scripts to reuse and abuse
Exactly ๐
I don't think I'll need a blueprint because it will be locked behind glass for sure but what degree of complexity should I go with ? I may want to remove the iron ore to metal blocks recipe from the large foundry, but having just one recipe is sad. I was thinking silicon metal because that's an actual component of solar panels, but that is also quartz based. Which is fine I guess but it would likely be more interesting to induce a new metal from the deep mine and smelt that. Or some variation of this idea
Solar panels?
This is very interesting
Well behind the curtains is going to be a running wheel reskin, the easiest way for me to make it work only daytime is to have a beaver activate it, or should I say "supervise" this definitely untrustworthy electric thing
Which aussi means I'd probably need to look into the properly that makes is produce more when beavers have movement speed buff
I just don't feel satisfied with anything but proper silicon metal ๐
I feel like a generator tied to the day/night cycle would be pretty straight forward, now thatโs something I actually could code in afternoon ๐
Unlike the shafts, and animation offset manager

That would actually be pretty cool ๐
Can even get it to produce like 50% more during droughts ?
Yeah just on tick;
_isGenerating = _timeService.isDay
(Or equivalent)
I think thereโs also a drought service too
So yeah
Oh that seems easy
But to be honest I like the idea of having a beaver supervise it
Because that means the building needs to be accessible
And also because that gives me an excuse to have Beavers get zapped ๐
Basically that's just a way to balance things so you can't just plop a million without any requirement
Not that workforce should really be an issue at this point but still
Fair enough!
You could always trade with the AmpEars for silicon ๐
(Because they are absolutely going to have silicon in their tech tree)
But, please, don't make it also watertight ! Enough with this type of buildings, or, may need to change the faction name in "Watertight beavers" ๐คฃ
no reason to make it watertight, it's not meant as a living place ๐
oh, that's a good idea
can you pm me that black silouette you made ?
so i can make an icon if i make a balloon
it's going to be shrunk to 112x112 so no need ๐
but i think it's better to trade for the electric motor
they can make silicon i think
Yeah that makes sense too!
Once I get the electrical network system figured out, the rest of the AmpEars is gonna be pretty straight forward I think
i fixed that in the update i just uploaded ๐
I should probably make a mod thread so I can shout into the void about it 
that's the best part of modmaking ๐
testing results : it is not possible to have a building pump water and immediately use it through a "good consuming building" script
you can't have a factory run on its own with the production increaser script AND have the beaver workplace as a building supplier job
solar array
footprint is 4x5 as you can see
and the wiring has absolutely been made by an expert who totally knew what he's doing ๐ค
Why not solar panels small individual prefabs, with sun in name, to use rotating sun mod ?
i... don't understand what you're saying
if i make each pannel have "sun" in its name, the rotating sun mod will somehow rotate it ?
If it's prefab, YES. Better ask @high rune .
hmm... too much trouble
plus if i do that, i need to find a good reason why they are high-tech, sun-following pannel
as opposed to dumb sheets of glass and silicon
efficiency (high power output) ?
that's a beaver problem ๐
i mean when i say good reason
i mean "then it has to cost gears, electronics etc"
to justify it spinning
Was an idea. You decide, it's your mod .
thanks for the suggestion
but solar pannels facing south work well enought inmost cases
to be honest, even in real life, i'm skeptical about whether this kind of spinning pannels are really worth it. like won't you eat up half of your energy stracking the sun and all ?
But, without rotating sun mod, where is the south in game ? ๐คฃ
especially considering computing power and stuff
You need a arduino based controller, 2 light sensors and a small electric motor ...
plus financially too, there's the added cost of the gear and added complexity, etc
oh well crosspost i guess
at some point i had seen some ridiculously over engineered unfolding, sun-tracking smart whatever solar pannel being pitched
like... how many normal ones can i get for the price of this one turd ?๐
(personnally i'm more into nuclear, but that's an other story)
if the occupied land value is an issue, it's wort. But, for beavers , can matter, I guess, only in Diorama ๐คฃ
well rotation parts do so it takes more land area so not sure its even a real world scenario that it is better
more baloons ๐ฒ gee wizz, gonna need to play only on 256 maps or bigger ๐
IF i make a new balloon
i mean i'm already struggeling for place anyway, not sure if i can make enough clockwork farms to reduce farming land and be able to dump in more ( still don't have enough, need like 6 per type for food related stuff)
yeah, the balloon pads take too much space, i'll make a proper zeppeling sky port or something...eventually
or... maybe if i modify the animation...
but nor right now
Maybe have a secondd receipe like "big load" or something like that, same ratio and time but uses/bring back more ๐ค
Oh i just got a great idea !
at some point i intended to make some ludicrous dimentionnal storage with near-infinite capacity
i can just make it an item core, and later you can build balloons that can carry 10k items if you want
that would fix it quite well
(i'm concerned about the mass a balloon could actually carry)
(not that you really could trade riding balloons in the first place but still...)
hmmm... but still i want the balloons to have some more stackability
idk, feel like it would just make them completely broken
you still would need to load them with 10k of the stuff you provide too ๐
but that would reduce the need to one balloon of each
and of course i'm saying 10k, but could be 300 of 1500 or whatever
just a pretext to disregard the mass and volume constraints
so capcule corp is setting foot in pinkertown? ๐คฃ
okay, solar pannel works just fine
that was the hardest part probably
next : โข๏ธ NUCLEAR POWER โข๏ธ
actually going to bed not too late seems a pretty sound plan too ๐ฅฑ
choices choices...
so : i want it to take water directly from the river
but i also want it to immediately evaporate it
but that doesn't seem possible
it sort of can but it's whacky and possibly crashy
i need to try that "not going to bed too late" thing, lack of sleep starting to catch up, last week was a hot mess with work and week-end was not enough to recover
GN
Works a treat! Thanks ๐
Oh crap I just noticed there is a bunch of mistakes in my tech tree ๐
someone mentionned in JC's server that the BP for ENS made in the architect crashed his game and the ENS still got built without it. didn't have time to test it out yet and probably won't be for 2 days if you wanna look it up maybe some typo in there i suppose
Uuh that's weird
I'll look into it
i had my architect make a ens blueprint, and no crash
but i did forget to make the ENS cost its blueprints
and some naming was wrong
aint there a way to store fried rice? i have been skimming through the storage options and cant see it. Is it becaus the rice has to be kept "hot" inside the kitchen? Maybe a storage house for the cooking house to place on top with a "warm storage" would be nice?
oh, you're right, it is unstorable as of now.
yes that's essentially the idea i had, making it so that is is only edible when freshly cooked so no storage, or possibly making some sort of restaurant, but it's difficult to implement how i would have wanted.
making some sort of hot storage is actually possible, i'll think about it. in the meantime i'll make it storable in regular stockpiles nex update.
i am like really deep in midgame and when going to build the medium mine, i cleared to much space so now i have been spending like 15 cycles to rebuild the missing walls XD i want it to be right there to look good
oh, ahah, well good thing there is still terraforming blocks๐
yep, i am so insanly greatfull for the terraforming still in the mod. It is insane slow, but it is so helpfull and it makes sense to be slow when building it all by hand
problem i have with dirt at the moment, is that there it is a "waste product" of the large drill but there is no way to get rid of if when afk-ing, unlike sawdust that can be burned and rocks that can be thrown away with the trebuchet
maybe like a "dirt-dump" that could also be build over the underground ruins? I know you have a building for above them now, but that could be one way to get rid of it. Or a pottery-class-building that uses the dirt and a bit of clay?
Or maybe something like "gold-washing" where they find gold that could be traded as a shiny toy or something. Just dumping some ideas
that's an interesting idea
This idea are, in fact, 3 ๐ Which one is interesting ? 
i'm thinking more about the last one, but now that i'm thinking a bit more about it... i don't have anything really good to do with gold. if anything i could use it for electronics, but as money that's too much of a hooman thing
hmm
๐ค
i'm still favoring the "remove dirt entirely" option to be honest
Or, make a dirt dump working similar to control tower, using dust to boost workers speed in range ?
maybe dirt could also be used for the great coocking tent to build it? like building the firepit out of dirt? idk... or make the mudbath consume dirt rather then just need it for building? Because marinaiting in the sauce of the beaver before you is kinda ewww and the white paws seem to be fond of being clean right?
going back to the medium mine for coal and iron ore, because the haulers wont store dirt at the moment. Idk why, the stoppped doing it after i build new storage. Not killing my run but slighty annoying. Maybe there is another task at hand and they will continue after that
thing with dirt is you have to sonsume it so if it's just to build a building you'll end up with an overflow some day or anohter, i started terraforming shits i don't need to just to get rid of it atm.
Thing is terraforming is kinda needed for a woopsy with dynamite, no one is safe from an accident, maybe if dirt is removed keep the terrains blocks but made from rocks clay and logs ๐ค gonna have to choose between studying balistics or making rettain blocks
Well that's what clay is here for, dirt is not quite the same๐ค
I thought about that too, but the idea was mainly to remove terrain block indeed
so you will remove dynamite too? i mean moving dirt around to change soil is quite more "natural" then blowing the F out of the map ๐
Well dynamite doesn't allow you to raise huge walls to keep water in without drawback
But I probably will leave the terrain block because it's true that's it's good to have to fix a oopsie
Only the mud bath requires water ?
you mean dirt?
think so, but don't think it would be super hard to swap the dirt for clay
GN !
GN !
why? I rebuild it multiple times and it is now not on the lodge but on the overhang. Is the way ontop of the logde not meant to connect to anything else?
looks to me like it should connect ๐ค
i will wait till tomorrow to see, if it is intentional but it is indeed frustrating ๐
it's clearly not intentionnal, this should work
Are there maps specifically built for Whitepaws? For this playthrough I paused on day 1 and modified another map to have 2-high cliffs and enclosed bramble locations using Creative Mode, but that does not appear to be the intention
any map should work, with the kart giving enough explosives to make a place for the mine
but there are no maps specially made for WB
on a first run i'd suggest waterfall to get a grip on the "how to" and then adapt to whatever map you end on
running gentle canyon atm and it's quite WB friendly but still challenging a bit
It's this thing entirely resting on side platform and squewer platforms? It should indeed work, I'll look into it
Edit : pretty sure there is a property missing in the side platforms, I'll try to fix it soon
By the way, I was also considering making those Beaver statues cost one giant log... Because they are clearly carved into one massive piece of wood no ?๐
fair enough but buff up the bonus plz since it's clearly changing the tier of the statue ๐
Maybe ๐
anyway, gonna need a crash course on well-beeing management once i figured out the basics to make the alley
been trying to figure out hard mode strat, got one small but super big issue, everything that helps clean fur early on is related to beeing in water, other then that one tiny but huge thing it's manageable...๐ค
ok, that made my day, cracked me up big time !
Giant burried tank placement is ... wonky a bit mayybe ?
once in place the tank is ok, just the foundation doesn't display properly
Oh I fixed that, no problem
I'm bad at my own game, lost 3/4 of my population ๐
But to be fair, this map kind of sucks
if you need help i know someone well versed in the WB ๐ ๐
I'm playing on terrace valley
Water inflow is so miserable that I spend all of my time and brain power fixing it
But then forgot about food
like bunch of high plateau and not much water source
You start in a crater
not the one i was thinking about then
Sources are high up but 99% of the water flow goes to the valley on the other side
You get like 1% of it
Not even enough to get clay from the clay pit
At least you can dam the whole thing with little consequence, flooding not gonna happen
But I think I just don't have enough harvesting power
Because I have land
Now that o have finished my amazing everything combined water tower
(this thing is way too powerful)
Like "should have a blueprint" powerful
And on the other hand since I make the old irrigation tower have far better water efficiency, I think I'll just revert it to be a ground building
The drawback will be that it's taking a but if floor space
But it will be far easier to build
And still a house
Because of course
I think I'll just increase the cost of the good water tower, but no BP
the lido/beehive/ittigation going gound you mean or the other one?
gonna make it way easier to use tho since the access to the top was tricky sometimes (specially until you unlock the ladders)
keep it one above ground just to mess with ppl ? ๐คฃ
nah there's no point
i just looked at a couple youtuber's playthrough, and i'm slightly annoyed at how most people just abuse ladder litterally all the time
i don't want to remove them because they can be a lifesaver, but... they need a real nerf
like make them cost 4 Metalblock
that and maybe lock it with more science?
(which locks them after the factory)
yeah, increasing the science cost to 1000 would seriously not bother me
they just make everything else obsolete
bridges, curly stairs, platforms... everything
or just make them use a BP?
actually less excessive then the 1k science
+4 metal blocks and + 1 BP sounds right to me ๐ค
well unlocking the basic stairs, then curly stairs cost total 310 science, the ladder costs 300
so it needs to cost at least 500 i would say
1000 just to really discourage people from just afk-ing it out
1k gonna afk it out while the science build up
kinda where i'm at to unlock the fountain
once your colony is going well, having a library run full power should not be difficult, no ?
well i at least want the metal block cost
it is, i go no place for food growing ๐คฃ
think it's still running on one worker in the librairy even with 600+ beavers
with the 7-8 clockwork farm it's helping a bit, might be able to push some more workers in there
can't you just build a bazillion mushroom farms ? the stackable ones
biggest bottleneck is the berries actually
you know i prefer my yellow awning mush maker ๐ and got enough of those shrooms are ok
i can't control what my beavers eat ( or drink) they are alcoolics big time, they walk all the map to get booze instead of drinking water right by
started dumping plank tanks with booze all over the place they are wasting too much time walking it's insane
ahaha
well i guess it's time to get districts and choochoo compatibility ๐
that booze must be shipped across the world
trying to chop that down in district gonna be a hot mess, got walkways all over the place, no way it's happening on that run
how do you remove the UI for a screenshot ?
crtl+H
thanks !
that basically my situation
trapped in this cuvette
thankfully there is a nice floodable plain where i planted a ton of rice
gonna be a hot mess for suer untill you get ladders but it looks like you can escape with a lot of zig zag and log stairs
yeah it's difficult
and because the current flow is so miserable as i said, zero power
barely got the screwpress powered at 50% capacity
hamster wheels for the win!
had 2 press running only on that when you nerfed the windimlls on my hard run ๐
insert you get what you Fing deserve joker meme ๐คฃ
well i didn't really plan it for that... but it has a spot to put a windmill
i totally deserve my misery ๐คฃ
oh about the mushroom farm : i strongly boosted the output
the one diploma locked?
amount of shrooms per ressource is marginally better, but speed is doubled or more
yeah
and it requires to press some shrooms into shroomjuice to make more shrooms ๐
(but i calculated that in the reciepe output)
so now we are forced to make yuk stuff ๐
ahahaha
i wasn't going to waste a perfectly good yucky asset ๐คฃ
Ah-ah !
at last !
for the first time, i found an use to this stupid thing i did !
may way out !
A ladder ?
i don't have that much science ๐
but the backside of that buildign is a very big stairs ๐
i should go to bed
gnight !
Is this by design :-)?
nope clearly something is wrong @shell fiber will have to fix that
I'm sure he will ๐
Actually I noticed that yesterday and already fixed it, but not pushed the update yet.(someone told me there was an issue with the ENS)
But no worries, that's just the wrong name being called, and actually on this version I had forgot to make the ENS actually cost the blueprints
I have a small list of things to change so maybe I'll put a new one out this weekend
๐ด
Just misnamed is a bonus ๐
Again: compliments just how well it is all thought out, designed and implemented.
that mod is just sick, most ppl i see play it jsut call it a "whole other game" plus that is codelss, it's crazy
at that point i feel like the dev of the game could just buy it out and give lapan something for all that cool stuff he made happen within the actual game limitations
๐ค
@radiant heart can you check how much ram the game is sucking when playing with this mod ? In my case it's...a lot
don't really wanna konw honestly , gonna turn me to the dark side and try to optimize the F out of my consumption
Ahah okay ๐
about to upload something a bit experimental
Oh god, you're doing spicy butt fire for the tier 2 monument...
oh that's an idea ๐
okay, update uploaded !
tell me if your entire colony collapses due to everyone being sick/burned/injured of all at once๐
(2.2.8 is not set as the main one for obvious reasons)
that's encouraging !
had a change of heart on the irrigation tower?
well, my ENS are now useles.. ๐ฆ
apart from that nothing seems to be broken
forgot to do a back up save. kinda scared to hit play ๐
anyway getting late a bit, won't be trying that today
mmm
The warsd need medecine but can't figure out where it's made now ๐ค is that a woopsy and it should be using the pink hearts?
and is there a way to make those stackables or i need 4 clinics to have all the injury sources taken care of?
Giant pillar = super cool !
and ladder is still the cheap edition
ok, time to try that "not going to bed super late" thing ! have a good one ๐
Cheap edition ? Watch out, or @shell fiber will make ladder to rewuire 3 BP to build ๐คฃ
Ladder is not modified yet, I need to crack open tobbert's mod to change it and send him (unless he's okay with me outright stealing it)
That's normal, I can't replace the old bamboo with the new one because the harvestable part won't connect.
Just cut / rip it out and plant a new one
Note that I could make this better, at the moment it can technically still be planted ๐ค
At the moment yes that's the idea, I don't know if I should make a big hospital, but space-wide the constraints are essentially the same
Oh but it's relying on the standard upgrade method so it has to be on the clinic
Tell me if that really feels too clunky
I can still rework the buildings
Just didn't have time
I want to make it cost metal blocks because it's just too cheap for the power level
Did you try putting platforms on the side ?
It's it still called medicine ? I though I changed that
Basically the alchemist makes a base balm, which is then used by the clinics to make each their specialised medicine
But for now I only made the "food and care" medicine for the general ward (which consumes food and balm)
Also, the balm contains some clay ๐
(what do you mean I'm justifying my weird add-ons however I can ?)
Oh I just got a nice idea
Since specialised medicine is unstorable and consumption is limited by the number of sick beavers, I can make the recipe for medicine produce science, since you learn about medicine my medicining ๐
That would likely make the whole disease and injury more palatable I guess
But, Tobbert has reinforced ladders ๐ฎ
Bad idea, will make player to wish beavers to get sick, for science ๐คฃ
Oh there is ?
YA, and lateral platforms can be placed anywhere on them
Oh right that mod !
Definitely not compatible because it uses light/heavy stackable in a weird way
But I'll take a look at the building appearance and cost
Perhaps you can switch the clinic to being able to produce science instead of medicine, but extremely slow and inefficient science compared to the library
Umm... if I am supposed to be able to use houses as dams, what am I doing wrong here?
you can use houses like that, but buildings still get flooded if water gets above them.
Is it cheating to pause them if they are unusable and I get the game trying to assign beavers to them and them ending up homeless?
typically in that case the best thing might be to complete your dam until you reach the ground level of the sides, then dig a channel in the ground with a primitive dam to allow water to flow without getting over the houses
i think even flooded they are usable as houses, but i'm not sure
No they are not, I simultaneously see both empty beds and homeless beavers
oh, i see
if you leave it paused forever, i would say that's cheating, but if you're just in the process of tixing the mess i guess that's fine
not that i'm any sort of judge for that but basically if you are using the building like an oversized levee, that's probably cheating
Honestly what I am tempted to do is build a copy of the exact same houses somewhere that is otherwise completely useless and using that to "compensate for" this game shortcoming
hmm
i think the "best" way to proceed would be to build your dam not from the bottom up, but from left to right
or right to left of course
like an entire column, then the next one, then the next etc
I do not have an easy place to build an overflow channel so I was kind of hoping to just be able to use the center column
in that case there is a trick of sorts, which is that buildings actually only get flooded if the door voxel is flooded
so if you find the right buildings, you can arrange them so that water goes over 2 columns that have no doors
for example colums 5-6 starting from the right would tolerate water above them
hmm...
but you might hit the waterfall issue
what you can do, is build tall narrow lodges on top of each of the colums that carry doors ๐ค
that would leave more space for water
yep, that's the watefall issue
๐ฃ
I thought doing this might at least make the two rightmost lodges not flood
even if not any of the others
well in theory it should
Maybe there is too much flow on this map?
but there is some weird thing in the water mechanics
long story short, a one-wide channel can let up to 6-7 m3 of water per second horizontally, but a watefall can only allow like 2.5 m3 or somethign ?
that's a quite ridiculous constraint
try the same thing with tall narrow lodges it should work
...I'm just going to proceed with the "build a second copy of the same lodges somewhere else to compensate" plan. If this does not work then I am not sure anything will.
nah nah, try the tall lodges
i'm pretty confident it should work
the ones that are 1-wide
I will manually save, turn on creative mode, and temporarily try, give me a tic
which map for the record ?
waterfalls
but I changed it some so that there would be bramble spots available at spawn
ummm...
I tried different widths to see if that was the problem
well, having one clinic per injury is a bit over the top IMO
ahah, no just one over each door colum
nope, don't see a need for them now but they are cool!
OK let me see
but i just checked the map, there is just too much water
it would be actually equivalent to the situation with three on the right actually
you have 12 sources of strength 1
and the river is 7 wide
but with a 5 gap you can only let 2.2*5 = 11 water
and there's 12 incomming
so you need the gap to be at least 6 for the water level to drop
Does this mean that the side channel idea would not work unless it was also wide?
I also have a large part of the town that is right underneath where I should put that channel
uuh
Which ordinarily I would be like "my own consequences" about
and rebuild
But if the water flow is physically impossible then there is no point
giev me a sec
basically you won't be able to dam this effectively unless you split the stream uphill
That is a lot of water to be giving up on
you only need to reduce the water flow a little so just a tiny gap on the right would do it
oh hm
but you can't stop it all either way right ?
as long as the dam get filled it's good
I was using all the water to run a long corridor of water wheels
ahhahahahahah
oh, i see
in that case uuh
i guess floodgates (utility dam upgrade) and automatic floodgate control
if that even work ?
... I'm just going to build the equivalent size random apartment block in the middle of nowhere idea
there is no "balm" in the alchimist BTW ๐
okay, that's a solution i suppose
Yeah I know it isn't great
oh right the reciepe call ! i forgot to change it
or you can widen the river by dynamiting / building artificial wall (houses) etc
OR
you can enter creative mode and modify the waterfall value
because honestly it's BS
but the problem is that this change won't be saved so each time you load you will need to do it again
I think I could move some of the sources from above it to below it, I guess
again, long corridor of water wheels
that's a reasonnable fix i think
How about making the diffrent upgrades of the clinic modules so you can toss more then one on it? ๐ค kinda like the super kitchen used to work
hmm... that seems a good idea
i'll probably complete it under the current shape for now (reciepes, custom medicines etc) and see what i come up with for the shape, but having some big modular building could be fun yeah
okay, need ot go to bed !
gn !
Intended ๐
alright, time to set shit on fire and hit play with the how the fuck will they heal !
(gonna cheat my one clinic per injury but that's it)
did i mention this looks so cool at night?
not to be a dick about it but some sort of metal collar at the junctions would make it a tad more realistic ๐ ( and look awesome )
well, planting the new bamboo crashed my game
and double crash.... Bamboo is broken ....
soloar pannel didn't crash the game but they are not plugged into the network yet
i'm clearly missing something, got 7k food, 10k water and beavers are running all over the place thirsty and starving.... ๐ค
Work time ? Not enough baths ? There is a bunch of things that are set so they have to fill the need completely before going out
Or maybe it's just housing attribution temporary chaos
You're using shaft extensions right ?
Hi, where do i store the blueprints i make?
Must build racks and place them, as many you can, inside library ....
Ohh, thanks
How can you put them on top of eachother?
there is a separate platform like building that can be placed on top of clockworkfarms
then you can place a new clockwork farm, then a new platform and so on
yes but how does shaft extension messes things up?
No it probably doesn't, just curiosity
got pretty much all quality of life mods that are compatible
gonna toss in baths, not sure where i can have plce for those tho but...
is bath faster then showers or it's just the amount of beavers that can use it at the same time?
10 extra showers, 2 extra baths, still running all over the place with dehydrated and starving above the head ๐ค guess it wasn't that
Water canon works but not like i tought it would, actualy makes more sence for it to work like that but gonna have to keep it shut or my precious dandelions will die!
like this thought! Would make them more special
not me, responding to something not really a conversation anymore XD
when do you think will the next "stable" version of the mod be there? i am seeing all this cool stuff but i am still scared because of the pandemic i had after updating the mod XD
this problem also appears when only partially on the overhang
not sure what last live version is but it should be safe, i'm on 2.2.8 atm and not having issues but built all the clinics to be safe
i am on a version from a few weeks ago XD i think i will try updating after i build the hospital XD
gonna need 4 clinics with one of each upgrade to go to 2.2.8 safely, otherwise 2.2.7 ( c or d) is safe
(actuallly don't think you can make the upgrades before moving to 2.2.8)๐ค
at least not the ones specific to some injuries
okay, i will try 2.2.7, that was the one where suddenly all my beavers were ill and i pray that it is fixed XD
it is fixed for sure on 7
I've got a crash on 2.2.8 - upon planting bamboo (suppose upon completion)
This is in the Exception file of error log zip:
v0.4.9.3-6c7fb02-sw
NullReferenceException: Object reference not set to an instance of an object
Timberborn.Cutting.Cuttable.HideLeftoverModel () (at <eaf50b509f1d4839880c6965f89f4807>:0)
Timberborn.NaturalResourcesModelSystem.NaturalResourceModel.HideModels () (at <8a648256df49414a9521d0059fafd362>:0)
Timberborn.NaturalResourcesModelSystem.NaturalResourceModel.ShowCurrentModel () (at <8a648256df49414a9521d0059fafd362>:0)
Timberborn.NaturalResourcesModelSystem.NaturalResourceModel.Start () (at <8a648256df49414a9521d0059fafd362>:0)
Let me know if there is something else useful I can provide.
ENS on 2.2.8 seems fine (It build, it created mycology & metallurgy so far)
Seems sequoia get planted before the cradle is complete:
By design? unavoidable? Actually not right?
Hi! Perhaps this topic has already been discussed here and I've only been playing this mod for the third day... it's really great. Would anyone mind telling me how to regularly dispose of the dirt from my drill? Very often they don't want to work because of it (2.2.7c version)...
I thing this is only graphic glitch and yes.. actually not right. After building they work properly ๐
bamboo issue is a known one on 2.2.8, sequoia planting sithout the cradle been like that for a few versin, looks like there is no fixing it or lapantoufle just didn't get to it yet
make terrain blocks, it's the only way
unless you wanna build a pile, delete the pile, the rebblue and rince and repeat
ok... how make terrain block?
in the same tap as dams, houses, dynamite and all, it's the last one on the left
*right
Oh yes i find it thanks ๐
Tree nursery seems to suggest (priority dropdown, its graphic) it is supposed to handle blueberry, but I don't have it under planting tab
would have to boot up the game to look that one up, on previous versin it was planting, maybe a woopsy when making 2.2.8
save is quite big, don't have 10 mins to load the game atm, sry
One more questions - log gnaving station is the only way to get screwpress axles?
yes, you will notice every lower tier building gets one thing that is exclusive so even in the end game they don't become obselete ๐
some stuff can't be stored, fried rice also has no storage place
and mush juice you don't really wanna make a lot of that anyway, beavers get a debuff if they end up drinking it
but i need 200! to nurse lincense
could it be tanks set to "obtain" are not prioritized by beavers to eat/drink from there?
prioritize haulers on the juice maker or the ENS and production should keep feeding the research, actually, didn't realize it needs that much. @shell fiber might be kind and make it storable but he likes to make us live in hell a bit so who knows ๐
I decided to put the alchemist and handicrafter who work on explosives behind a blast shield from the rest of the colony
In vanilla this is less possible because the explosives factory runs on power, thus providing an incentive to attach it to your power grid
but no such issues here :)
(The large amounts of rubble are because I did a reorganization recently)
See also the gigantic multiple sets of log stairs, which is also there for "roleplaying" purposes
I know accidental explosions aren't a thing, I just 1) thought doing it was funny but also 2) had trouble fitting the alchemist into my existing build
so I put the alchemist in the corner first and then was like "hang on I can make that a thing"
Yeah I know about that and it shouldn't really happen, but that's how planting behaves ๐
Hmm... You probably have some leftover specification from some older version.
How do you update the mod usually ? Do you delete the mod folder and re-install or just update with mod.Io / overwrite & replace manually ?
Hmm... I'll make it storable when I have time. Need to find a good disgusting texture for that...
Oh so how did you handle that "too much water" issue ?
the tent upgrade for fried rice storage would be much cooler then that IMO, getting 200 is not hard with haulers, if you really wanna micro manage can also drop workers in the ENS to 1 untill it's all in, no prob there , not like the other juices i've been complaining forever. this is a yuck you wanna make once in a blue moon, not a permanent thing to feed your colony
I'm sure there was a sane way to do it but I kind of just gave up
Just do it, who cares if there is a more elegant way
lol
my power network is a *** mess
but it ended up like that
now just gotta decide if i start PinkerTown XIII or go full retard on trying to make that baby mod i wanna try
I ripped out like half my colony to re-stack my warehouses
so like
I care about this kind of thing?
idk, in games i can care about a really dumb thing and don't care about an important one, just has to be fun !
starting to think is it that all those fancy beverage that fill less of stuff and more at the same time hurt that much๐ค
Yup, berries are not plantable in 2.2.8, another woopsy, happenned not so long ago, @shell fiber gonna fix that in a minut or less ( doesn't include loading time of the mod)
chimney on the mechanized kitchen are a Fing nightmare, they block power paths and look quite dumb flooded... don't get me wrong it looks grat but... idk, specially when under water it looks bumb
kinda sad tree nursery doesn't have some "on ground" harvestable... ( ok if bamboo worked there could be a need to keep one but otherwise once grapes, berries and dandelions are growing it's a no braner they can go away
fried rice still quite far for beeing in the tent, tought the idea was to make one of the water crop "early game" with the receipe needing oil... it's pushed quite far ๐ค even with salt onigiri, need a good map or to at lest delete the kart for the 6 dynamites
maybe "rice milk" ( basicaly boiled rice in water and you drink it, let's consider they eat the rice so it's food tho)
looks like berry juice helps a lot, never really tried it after it's been neerfed, balance is way better like taht, now dandelions are the real struggle in the librairy
Could the issue be that with the "spacious house" and "nice view" beavers are always shuffeling to get a better buff? ๐ค dropped down working hours to 15h 7k food , drops to 6,5k sometime but that's about is and total drinkables above 8k all the time
(with 660 beavers)
Geez Louise,, just noticed the updated animation of the Treb !!!! GG @shell fiber you nailed it it's awesome !
not sure if it was intended but with the super platform it saves a lot of trouble with the ladder up, don't have to cheat into a double column of ladders to go up, platforms make it work, super cool!
Wait what ? The rocks are still wrong right ?
Oh you mean the bucket and stuff ? ๐
Delete folder, install via modmanager. Modmanager crashes for me without delete
Hmm... ๐ค
I guess I messed up something then
If you absolutely need to plant berries now there's a manual fix though
How can you stack them? ;-D
no i think they have the same thirst value as just about anything
fixed the berry bush issue. i probably changed it accidentally when trying to hide the old bamboo
ahahah ๐คฃ
yeah they're a pain, but i felt that it would also be good to have some sort of stuff bothering you in the dam structures, otherwise it's just too tempting to put waterpumps on top everywhere.
yeah, now that i've added onigiris, the fried riced could be pushed back to the kitchen houses i think
basically berry-containing recipes are intended to be more berry efficient for the berry need than berries themselves. berry.๐คซ
i don't think beavers get to decide where they live, but it is possible that too many needs being fullfillable causes chaos๐ค
megaplatforms, in the platform (sub)menu
bamboo is fixed now
i also added a bunch of new category buttons this weekend
@radiant heart what else did i have on my chopping board ?
(i'm afraid) making mushroom juice storable can wait
yeah i really don't feel like making textures right now.
Okay, i fixed the dirt issue
you can do goldpanning in the mudpit. that turns 100 dirt into 1 gold dust, then you can melt 100 gold dust into one gold bar. then...uuh, make a big pile of gold i guess ?
i'll probably try to find some excuse to use it for some monuments or whatever
or trade it for something
but for now with a 1:10k storage compaction, we should be fine
Ahahahahah !
i got yet another stupid idea
when you have enought gold, you make a big pile with it
and then you can get a dragon !
https://www.youtube.com/watch?v=Sk3hAk4iS6s Placing scroll racks funny ๐คฃ
We've figured out how to make clay pots, so let's make some new onigiri for our beavers and advance a bit further into the tech tree while we wait for our reservoir to fill up thanks to the completion of the dam extensions.
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oh, neat ! thanks !
i didn't think it would get out before monday ๐
Poor J C, had to fight with windmills hell placement ๐คฃ
@shell fiber , bug at 42.41 into the video, or beavers has superpower to get thru walls ๐คฃ
yay, my gold idea XD i am insainly happy
yes please!! or at least make it a dragon monument with a wooden/steel dragon built on top of a pile of molten gold. maybe like a gold-well
NO, a golden dragon !
uhhh yes. Could it spit fire when placed ontop of the big metal-fabrik-thing? Or it could replace the chimney on it and spit smoke
know this is very unlikly but very fun to think about
50 wellbeing, kinda proud
what rock? , yes the bucket and stuff
there is a platform made of giant logs that can be built on top
true, forgot about the onigiris ๐
from the top of my head, bamboo and berries...
The Sequoia beeing planted even if the craddle is not build, did not test if you can harvest before the craddle is built ( talking about harvest, is the regular log thing set?)
did you rework on the baloons input/output ?
some way to manage dirt but i guess that gold thing will be handling it for a while
and the Fing chaos but... not sure what causes it / how to fix it ๐ค
I don't think I can do much about the sequoia being planned before the cradle is complete, but I'll re-check
Wait a second...
I don't need the sequoia cradle anymore do I ?
The plan was that the cradle would cost seeds but in the end the tree nursery does
I need to rework that tree entirely anyway
For your chaos thing what I would need to do is open cheat mode and select beavers, then look in their task list see what they are trying to achieve
But I suspect it might be an issue due to your district being to big and too populated
๐ค
Wondering if the diseases and injuries are going to cause issues with the house optimiser script
Do you have a lot of injured / sick beavers ?
But even that should not be a massive issue
It's only done at midnight too
could be, house optimizer try to relocate workers to live in a house closer at possible, but, a sick or a injured beaver do not have a job (refuse to work) 
Well yes that's what it's supposed to do, jobless beavers would likely inherit the houses that are not taken by workers.
But that wouldn't cause them to run like headless chickens.
Most likely they try to get 1 of X, 1 of Y, 1 of Z etc. If they are all in different locations it can be problematic
But, you have other unfavorable wellbeing that prevent work ? Just asking, in my case swapping jobs and houses is an intended behavior since will have more chances to fulfill the wellbeing ...
nope, got one per thing and not even able to make balm so it's not clear yet how bad the situation could/should be
there is filth, injury and?? think there is a turd one...
So instead of not working just giving a major debuff like thirst, hunger and lack of sleep could prevent the chaos? ๐ค
YA, not working is a super strong debuff, but, all negative ones (with a value less then -3), prevent beavers to breed (in case of water beavers can even help, maybe) ...
at first it ight but gonna be shitty down the road when you lose beavers to the grue or whatever other woopsy made them die
Well, any wellbeing that cause individual cumulative level of wellbeing to be bellow 0, has that effect ...
Wait what ? Beavers can't breed when wellbeing is negative ? I didn't know that
Third one is burns
All prevent beavers from working
burn is part of injury IMO ๐
Yeah but different type ๐
one of the 4 new things to deal with
still solution is the same, clinic + appropriate upgrade
I could give them a debuff when injured / sick / burned but then it's unclear if they would go to spend enough time in the hospital
I think I'll make a large modular hospital
at least we can give it a try to see if it solves the chaos?
if you tell me how i'll try it but was actually starting PinkerTown XIII ๐
( helix hard mode )
Could you add something like this to attraction specification {
"NeedId": "Clean",
"PointsPerHour": 5.0,
"SatisfyToMaxValue": true
} Important is "SatisfyToMaxValue": true !!
yeah i already did that for some, but it's problematic for something like the rest bed or hospital where treatment can take a few days, if they can't get out until it's full they'll starve.
okay, i finished making the specific medications : surgery kits for injuries, frostbalm for burns, and antibiotics for diseases
90% of the time it took was litterally making icons
but now i should really make shroomjuice storable because the antibiotics is using some, and we can't have a screwpress running just for that
lol, gonna have one anyway, too lazy to micro manage the press ๐
note that you would need one running for the stackable mushroom farms
you reallly want me to make one, told you i prefer my yellow awnings ๐
best i can do ๐
lol, ok, now i feel obligated... gonna do it when i get back on my gentle canyon run, keeping that one for playtesting stuff that comes up but started my hard mode run yesterday, made it to the first drought and not dead yet. i think if i can make it over the 3rd drought it will be more manageable, thing is gonna be filth...
well don't forget that the irrigation towers are much more efficient now
so you can probably get by with growing trees, then pressing them into mushroom juice ๐
also : update posted !
i'm feeling somewhat confident with it so i made it live directly
everything is fine except keeping the fur clean since only ways to clean early game need access to water, untill droughts last 10 days or more it won't be an issue but after... basicaly a race to the lido
i'm not sure the lido actually make beavers clean
no but unlocks the water dump and can make a bigger hole for lido+ bath ๐
just need tp figure out if it can be done before droughts last too long
and then two bath in front of each other
and you even have a little space to put a silly beaver statue ๐
except for the part where it needs a giant log of course ๐
tell me if you see any issue with it !
gonna give it a go later, need to work a bit atm ๐
apart from the injury stuff and berries beeing back is there anything you want me to look at in particuler?
hmm...
nah, nothing special
just shake it see if it crashes
try to make the new medicines, see if something seem to be missing
"injury stuff" is kinda that ๐
i should try to do that myself to be honest
try the "going to bed not to late" and i'll take care of that this evening ๐
thanks
i'll just check if all ingredients of the reciepes are there and go to bed
welp, everything seems in order
GN !
GN
Blueberry is back in 2.2.9 - but kind of tempted to let it grow now it has jumped the line ๐
oh right question for people hanging around here : now that i can makde district centers with various effects (not only builder hub) would it be excessively annoying if i forced 3-4 different building in the progression to be district centers of their own ?
for example my initial idea was to make at least the ENS a district center (urban / science district), but i'm considering making the large farmhouse a district center too (for a farming district), probably the large foundry could be one too (industrial district), and so on and so on.
that could be either a way of balancing an excesively strong building (combined irrigation tower) or just a way to force the player to start using districts in order to advance.
thoughts ?
Super annoying IMO, for smaller maps it's gonna be just not fun to have to manage that, imagine having to make 4 disctricts on diaorama as exemple
Btw, trebuchet animation is awesome, and not at all defective for me ๐
not sure if it was fixed in 7 or 8, used to be a bit stiff, now it's awesome
worked in .7 ๐
There are some map even smaller then Diorama ๐คฃ
i know, did tourniquet qith the IT early on after U4 came out, at that time it was the smallets available
And, in Diorama, if you have Brambles, no need for farms.... Only gatherer and lumberjack flags ๐คซ
Details ๐คฃ Was about what you need to survive .
another thing i wanna try and see is how crazy the colony can get without destroying the kart, guess that's gonna be PinkerTown XIV. Probably not too far down the road, don't expect the hard run to last long
ice blocks it's the ones from the balloons? might wanna lower that, gonna let it run a bit and see how it goes but i feel like it's gonna be a supply issue ..
Like the extra "medecine science" with science that hard i really like having all those buildings that give a little here and there
Just checking in to say I loved Chainsaw Man
No further context offered as to why until you see in my video tomorrow
3H to go! can handle that
fun fact, removing the UI with Ctrl+H also wakes up beavers sleeping anywhere outside a house... something is messed up with the priority of sleep or something, had like 1/4th of the colony sleeping on bridges and underwarer ๐คฃ
could that be the reason for the chaos? ๐ค
ladder is still cheap edition
also something is strange with the press, worker gonna fill up the inventory before working, so had to wait days before first shroom juive was produced
Think i found a source of the chaos, "deluxe Stew" only fills up that in the hunger need...
ain't that supposed to be a super food that fills you up?
similar with coco milk and thirst
they don't get enough of the basic filled with the better ones so they run around after every trip to something
think i got something here
Quick question, just installed this mod, how do I get past the firework/streamer things when I create a game?? Like tbh they're super annoying, can't see my beavers or my tc
not sure what you are talking about, you mean the skull thin with the FT or actually when starting with the WB?
That could be a possibility, deluxe stew and coconuts have their own need that cannot be overfilled, so it makes sense that they go get a tiny bit because the WB is so high, and then try to get filled with something else
I'll try to poke at that
is it possible to make the "whatever amount they take in" it fills up the basic ones?
irrigation tower sub menu made me search a bit but it's really cool, the bars were getting clunky
Well that would allow them to go eat a coconut when they really should be eating a mushroom
Also check out the farms and Waterpumps tabs ๐
i'd put the clockwork farm upgrade/platform with the clockwork farms tho, not super intuitive to go look in platfors, at least untill it can cover other buildings
I think a better solution might be to remove the food need from the coconut, hopefully that change their behaviour priorities
Oh right, completely forgot about that
and finally seen the "rock" from the treb it's funny that it shoots itselft
Oh right, good point
you nailed it on that one, it's perfect, the "shoot itself" is just a fun bonus feature !
No it needs fixing but it's kind of annoying ๐
the treb itself is perfect IMO
just the rock but at the same time it's a funny silly thing kinda like the deaths messages, idk, i like it like that
I think I'll just make the ENS a district center so effectively you will be able to just replace the tiny one
It's also because as game progresses I want to make beavers have higher needs
i get it but need to think about it, with gears and bots removed i'm not sure if more then one ENS is still needed. if 1 is enough it could sure be interesting
One should be plenty enough
But maybe I'll make an other building instead
sounds weird from the same guy that always tells me "build more" ๐
The general idea is that I want an even better town center at some point
that's cool for sure, or could it be an upgrade on it ? ๐ค
i'm not a fan of forcing the more districts
Nah it would be again the "build new and destroy the previous one"
Problem is that the ENS don't have builders
And there is certainly fools that won't read the text no matter what I do
id' read it but still mess up and complain about it after ๐
But it's a big building do I can easily split the center part and make different functions coexist this way
well, did a lot of woopsies in the start, think hard run not gonna see 2nd drought ๐คฃ it's all my fault tho, been to conservative with the pines and ended up with severe walking time on my only 2 builders
Oh I can make a water tank shower for hard mode
would really be cool
Basically use the med bed function to run a water-consuming shower
starting to sound like an old record but the only big issu gonna be filth
That seems a fun thing to build
would sure be fun to use ๐
don't remember, is clay pot locked behind destroying kart?
It's not locked at all
Just clay and wood in a wood burner
lol, been so long since i started a new game ๐คฃ
Which also costs wood and clay
did a clay pit but didn't remember what i had to do it for ๐
Probably metal working ?
not even close to deleting the kart, need to manage water and food first
did you crank up logstair cost? had in mind it's 17 not 20 ๐ค
ho yeah that reminds me, 2nd version of log stair/platform that uses some clay and less wood, since shrooms are a good early on food source would make clay pit more releveant early on
otherwise it's build the tent and then wait forever till you need it again
Ooof, down to 3 beavers, 7 days left on drought No2...
The White paw gazette is soo cool, idk why but it feels so cool
Another one for hard mode, how about making the deep pump not science lock but more expensive basically just planks, logs and resin, afterall, IT get those for free, just makin it more expensive but available doen't seem that bad
actual ratio to coock rice is closer to 1water for 4 rice, onigiris are a tad abusing water ๐
fun thing with a new run, it's so cool to have 130fps instead of 13 ๐คฃ
Always been 20, 17 is the crappy platforms
I think right now it's 20 for 4, not that far ?
not sure if you checked the things i sent for last update, nothing major stable but needs some balancing i think, there is already what we discussed about the balloons but on top of that the medecine that requires it, just didn't catch yet what building does what injury so how much is it blocking progression, unless any injury could still cure overtime by doing nothing
20 rice for 10 water
that's some soggy shitty coocking
would not want that rice ๐
Cycle 3 day 2 filth starting to hurt but the dam is in place!
Cooking rice in a water excess is a perfectly legit way of doing it ๐
Of course the "just right amount" is more appropriate for sticky Japanese rice
I think the eyeball technique is two shares of water for one share of rice
I have only so many hours to mod per day ๐
Balloons will have to wait
is the receipe balance for balloons just a file with "balloons" in the name that i could find and try to mess with?
just curious how insane it would have to be to move the ratio from 1 balloon per 100 to 1 per 500
Injury chances are not indicated, mostly everything industrial has a chance of injury. Things that uses fire have a chance of burns, and diseases are intended to be random in appearance
so in theory a run without deleting the kart could only get disease here and there still?
There is a specification file for each recipe, the contents are quite self explanatory ๐
will try and find that out like a big boy ๐
Hmm... Mines also have a chance to make their workers sick, but except that everything that triggers diseases is science locked
Also diseases don't actually spread
as long as beds/clinic/... only make the healing faster instead of rendering a beaver useless for the rest of his life
Only the severe variants don't heal in their own, the rest will get better with a med bed but still might take 3-4 days to heal
I would need to play a full run to see how bad it can get
so they die of thirst or hunger before healing ?
They can get out of the rest bed to eat I think
i hope !
on my end game run it's fine, think the worst i had was 10 injured at once
none yet on the helix
In the default bed those needs were suspended actually, which doesn't make sense to me. Useless mouths to feed is much better ๐
well, maybe have beds require food water ? i mean when you are sick it's cool to have shit brought to you when you are not alone so you get better faster !
a bit like medecine used to work, might force haulers a bit sooner tho ๐ค cauz you don't want someone to work at the bed
( or kinda sequoia craddle but corners are beds and the little square has a worker/hauler)๐ค
How about a half tall levee for early game, most flows would be to much to make it super overpowered but on maps with smaller sources it could be fun to have ?
Hey sorry for getting back so much later.. Yeah basically I opened up a new world with folktails, and right at spawn there were these streamer/firecracker things placed on the ground in the shape of a heart around my tc, putting out red like smoke blocking the view of my beavers and tc... also with a message on the ground saying "water beavers unlocked!" I thought it would go away after a minute so I sped up the game but it stayed. So I had to disable the mod and start over
Let me grab a picture
it's part of the game mechanis, any faction that is not the FT got to be unlocked, once you started the game and have the "insert whatever it is now" it unlocks the WB so you can just quit the game and start a new one, should unlock the ability to hit next when the WB are selected on the factin menu
So I have to start a water beaver game before I can play folk tails or iron teeth again?
no, you need to disable the WB mod to play IT or FT, some modificaitons to the games menu make it impossible to play the 2 original factions if the mod is active
Ah okay I can live with that. Thank you!
I feel like rooftop terraces should be able to provide Nice View.
Like, the vanilla text for it is quite literally "A great place to talk the night away, and what a view!"
I'm aware it provides "Social Life: Rooftop Terrace" but idk it just seems like
a lot of buildings provide more then one bonus in that faction, rooftop terraace giving nice view sure makes sence
That's a pretty good point... But would it provide a nice view of it was a measly 1m above ground ? ๐๐๐
What's going on with the fire texture ๐ฅ
well, you have a "view" kinda like the irrigation tower could be in a clusterfuck of a dam and not see anything but walls ๐คทโโ๏ธ