#Water Beaver Overhaul
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If that counts then there's no reason a rooftop terrace doesn't.
(In fairness, the other reason I tried was because the entrance to the irrigation tower was perfectly matched to the depth of the lake, making stairs unnecessary.)
(I decided it wasn't worth it and dynamited water retaining pits along the edge of the lake instead.)
This being said, I do put my terraces at the top of super high towers for the same reason I always try to put my shrines in places that would provide a view of untamed nature to contemplate. I like thinking about the spirit of things.
(Inside the city itself, spare corners get water tanks and rest beds instead.)
Another question. Why can't you put windmills on top of stacked Large Warehouses, but then if you add an industrial pile on top suddenly you can?
(One of my favorite Folktails setups is stacking huge numbers of warehouses on each other and then using the top ones for power generation and gravity batteries.)
The windmills need to find a floor X levels under them, most of my buildings have fake floors when they are more than 1-tall but not the large warehouses, so there is situations where you can't place windmills only because the floor they want lands in the middle of a large warehouse
should i change the door texture so that it looks like there is an actual door blocking water from entering the building ?
uploading that on the mod.io page
hopefully that helps people not playing like the folktails ๐
that would be cool but definetly not a must nor a rush
i just found the last piece of the puzzle
it seems to work just fine, the only catch is that they must be supplied by something that makes water, not haulers. they also seem to treat supplying as pretty high priority, so it's better to place them close to waterpumps
so the tank is like a torage that the pumpers will bring it to directly?
yeah but you can't go drink in it
also, even when dry beaver keep trying to get showered
but if paused do they empty it like the irrigation tower to get the water back?
despite it not working
i believe so
but storage is 30
beavers are so dumb ๐คฃ
so they stay in it forever untill someone shows up with water?
actually it makes sense, they get 1x10^-7 /hour of clean and wet fur, which is enough to overwrite their natural filth progression
oooh
can i...
eheh
seems i can
negative by negative = +
?
okay, they are just morons
attractions like the med bed have a default need value and a multiplier for when ressource X is present
so i figured if i make the default a negative, they wouldn't want to come when there is no water (because that would litterally dry them and make them dirty)
but either they are just idiot, or they always assume there will be the ressource and go even if there's not
Would it be possible to spread to other beavers in same house :-)?
hmm... not really, or at least way to complex for me
and don't need that game to become pandemic, there is a game for that anyway ๐
https://www.youtube.com/watch?v=XMOZJ3lmVWc Beavers eaten by a hungry monster at 15.00 into the video ๐น ๐คฃ
Lots of stuff to get to today, chiefly among which we have an area of the map that is begging to become its own district. But before we get to that, we have plenty of other things to attend to including storage and production improvements. Let's go!
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good thing i saw that vid first, was about to use those billboards to power my colony !
Waas down to 3 beavers, would have been the end of the run
Never trust a billboard from @shell fiber ๐คฃ
if it's too good to be true, it probably is! I was like "no way that power can be free" but didn't think much about it and had no idea about the reference
it's a bit late to watch it now, but as soon as i have time ๐
Have a lot of fun ...
not an fan, i am thinking about the struggle i would have with just supplying all the small dirstricts with what they need
this is beautiful, makes me want to start over and play the white paws more like they should be
there is alwas the optin to move your actual colony toward the intended way once it's kinda stable too ๐
but it is so big XD but maybe worth the challenge
Youy do you, starting new is also a fun challenge if there were a few version updates since you started, early game changes every here and there
i mean would be nice, but also i have just really utilised this river for power... maybe starting a second district is the key here
so much room to grow, there is still a lot of room to abuse as long as fps doesn't drop too low for your liking
buildings placed ontop of each other dont block of passages, so the beavers move right through them. Convinient for building but i am shure not intentional XD
think it's a thing with the buildings having inner pathing, it is in fact cuper convinient for building and will assume it's intended unless told otherwise. So much evil stuff in that mod, it's cool to get a break here and there ๐
Hey folks, I am having some issues with the Pit & Ladder lodge tower segment.
after building the "base" lodge I can build only one tower segment on top of it and not more. I get the warning it would be to far a way from a district, but it is clearly not. Well, I can place it, but it can not be build. Am I just missing something obvious? I have all the recommended mods installed as well (like ladders)
Oh I thought I had fixed that, which update are you on?
did you also fix the rooftop terrace that doesn't connect if built on side platforms? ( and a combination of pit lodge/side platforms, if it can be
In principle yes
Oh that's a nice town ๐
If you can spare the resources, I would replace those platforms with shaft on top with literal double platforms, so that you can give them a little roof too ๐
What are those triple platforms like things with windmills in top in the background ? ๐
looks like the 3 tall storage
There's no such thing as far as I i know๐ค
ain't the large storage 3 tall?
can't look it up, on my hard run atm, that storage is lightyears away!
at least back to 15 beavers after the appocalypse that got me down to 3
just curious, did you ask @kind spire about that shower tank thing, guess he could come up with a 2 lines of code that would fix it ๐คทโโ๏ธ
can they eat raw rice ? like it only fills up hunger with no buff but they still eat it?
8d drought without a proper reservoir is the point you need those,
so on normal, they still can be used for 2 days on long ones
need that running for wwwwwway longer on hard tho...
I have 2.2.9 now, but it already did not work with the version I startet the savegame with. I can not remember the version, but I installed it on 23.09.2023.
Hi idk why but my beaver don't use the Rest Bed when they have one of the injuries (minor burn, mild disease, minor injury). In addition Minor burn does not show on the left side of the screen that a beaver is injured
It's the Version: 2.2.9
i'll look into it
And ty again for the great mod
@strange seal is there going to be some other new harvestable plants instead ?
no plans for it atm
so what is left on the list of mapeditor-available plants ? pine, berries, birch ? ๐ค
that's not a lot
tbh it would be really cool if you could make everythign available
also did i read correctly ? is there a third faction now ?
or eager beaver is just a way to call the players ?
Nope, the gratuated modders ...
those are medium framed flyweels, i build them to compensate for the river being my only real source of power and that running dry now and then. They are 3 tall
they are pretty usefull as a place to just put your 3h windmills. better than not using the space at all
oooh, yeah right ! i had forgot about those
HI ! with update 5 everything disappeared, Water Beaver is no longer there, I have nothing left! ๐ฆ what should I do? reinstall everything? I'm sorry, I'm aware of being a disturber, but I'm Italian, I find it very difficult to follow everything you write, in my Timberborn, with nothing left
Stay in normal game mode, not experimental. This way, will be in U4 and you can contnue your playthru.
ohhh, I'll go to normal immediately, thanks!
ahah, well for a start give me more than a few hours to see what's happening ๐
no ๐ฆ
at the moment i'm pretty sure not even timberAPI nor thunderkit is working, so yes for the time being let's stay on V4
What's happened ? None of the depending mods is loadded due to TAPI fault !
but i have to admit i have no idea which of those is correct, i would assume "none" (nessuna) is correct
None means current stable version (U4)
well even beyond that, there will definitely be a bunch of scripts that will be changed from V4 so effectively i'll have to rebuild the mod from zero again, thankfully i'm expecting most "simple" stuff to be largely unchanged
I'll try to see
yes! ๐
Fault ? Only ho is not working has his mod intact (Hytone with Wireless pump ? ) ...
well it really will depend on whether we can mod in other types of liquids, but to be honest the most problematic for me will be the deletion of dandelions
Oh crap
and the medicine / ressource-consuming attractions too
which i finished YESTERDAY ๐ฃ
That's simple, just add them back in 
Make it a mod
well that's easy to do, but i had made them unplantable to force player to protect them
i'll probably have to rework that whole thing
so the issue is that i need them naturally occuring
what deletion of dandelions? WHUT? I am so not up to date...
In U5, no more dandelions !
and how are we supposed to make medicin? i am cunfused....
No more medicine, just medical bed for injury and advanced medical beds for poisining with badwater ๐คฃ
feels more like a downgrade...
no to be honest the whole dandelion -> healer -> medbed was pretty pointless in the base gaem, you can just have extra beaver taking the spot of injured beavers and ignore it completely.
i made dandelions into a bunch of things in my mod specifically because i don't like having pointless stuff laying around.
i just dont understand why removing something that was at least an extra step, plus it makes it really hard for modders like you now. I think it was a strange decision. Thats all ๐
i guess it helps keep their code clean or something ? i don't know. i don't mind too much, we'll just keep going with berries and whatever else i come up with.
wow, that's something, happy i don't have to make that compatible with U5...
actually i'll probably make the science cost something that is derived from this bad water thing, seems interesting to have to actually collect and store this crap ๐
the fact that it is represented by a radioactivity symbol is actually slightly inconvenient because i was about to add plutonium from the deep mine
Don't mix plutonium with badwater then, may it blow ๐ฅ

mega dynamite that blows up the hole for the giga tank in one shot? ๐
It is in the base game in U5
hmm... i wonder if they were nice and made provisions in the scripts for a larger explosion radius, in addition to depth ๐ค
in the meantime, i think i settled on a design for my megastructure engineering lodge
not as obnoxious as i was going for, but still a pretty neat building i think
(the glass pane has a cutout for the stairs but it doesn't display in unity)
tought it was an elevated skating ring before reading ๐คฃ
basically what i want to convey visually is "i'm the guy building stuff out of giant sequoias"
It detonates the nearby dynamite ...
yeah but what if i want to make a really big kaboom by making a 3x3 stack of dynamite ? ๐
Or, a pattern for buried tank ? 
can't you just extend the "ground place" of the dynamite? ๐ค
i never tried actually ๐ค
i suspect it is scripted to only blow up the voxel directly under the pivot point
can the "pivot" be larger on an element?
probably not
So I was running waterbeavers in Experimental, am I just screwed now?
I don't see a way to continue using an old experimental build
tried dragging the "experimental" save in the "normal save" folder and try to boot it there?
I will try that later
I'm just sitting here stressing out about having three different video series all ruined at the same time because of this update

can't you just block the update? ( yeah ii know you wanna do a U5 serie too but.... )
I think the game will refuse to launch until updated unless I just physically remove the Wi-Fi adapter from my computer before I turn it on today
And that obviously isn't sustainable ๐คฃ
there is no option on steam to block the auto-update?
Nope, just stay on normal stable mode, and, after, until all mods will be fixed, you can choose to run "Old version - 0.4" ...
I don't know how I'd disable updates without steam finding out that Timberborn needs to be updated first unless I go in and change settings without the computer being connected to the internet
Aaggghhhhh
I wish they'd give us notice when these things drop
Well, let's hope I can manage to get all this to load in 0.4 stable I guess
not sure how the saves will handle it but the mods work on stable not experimental i'm 100% sure, that's how i play it so no worries there if you manage to swap the saves and the game can see it
you need to make onigiri, I think
I mean I can sorta, a little see dandelions gone, they confused new players that assumed that they were an edible, but
yeah, i was asking if it could have a lower tier version of eating rice
Cooking tent is not difficult to make
still, on hard it is a bit ๐
still a higher tier then like cabages that can be consumed raw
Why do you need rice to be consumable at the very beginning? Is it because you are running a map with a lot of water? Because the third crop being slightly more difficult to process seems perfectly acceptable to me
i was just thinking about maps like thousand islands where you have so much water land plus stairs beeing available right away would make a descent option
anyway. Think the focus for a bit gonna be moving all that to U5 so....
I don't feel like every mod needs to be able to accommodate every challenge mode
Hmm. This mod isn't doing anything with the underground ruins, the ones that look like squares on a starting map
it's a work in progess for now you can get water and anvil in there
Ah, that's the endgame mine
think it's in from 2.2.7 or 8
got it
Honestly y'all could just keep doing the thing where you specifically say you highly recommend a version 0.3 map with dandelions on, and gate dandelion planting behind something else high-ish up in the tech tree... hmm
...Perhaps the hobby farm could have a second dandelions only recipe that works somewhat faster than the berry dandelion one
it could even slowly consume clay pots if you want to make it harder
not sure dandelions will stay when you open a map on U5, didn't go there, barely started new run
bye bye dandelions in U5 ...
Also... perhaps a fun use for waste rock could be to create a "jetty", a pile of rocks that would be exactly like your levee, but cannot have anything other than pathing built on top. IRL they look like this:
https://static8.depositphotos.com/1010801/982/i/950/depositphotos_9821394-stock-photo-rock-jetty-into-the-bay.jpg
Building a giant outcropping of them out in the middle of nowhere, as a sort of landfill, would I guess be possible? Perhaps require that they be constructed in water? Hmm.
"Straight out of a beaver science fiction about a society that built everything out of rocks instead of wood!"
It is not really possible to specify that only X can be built on this of that building, but either way it would be either like a dam (blocking 0.5 water) or like a levee and I already have both ๐
Plus irl those things don't block water they just break the waves
That's a possibility too but then those maps would be missing bad water sources which would be a shame.
It's okay though, I'll rethink and rework a few things it's not a big deal.
What I'll slightly upset about is that I literally just finished 4 buildings that rely on the medicine deliver mechanism and that's likely going to go.
I'm quite confident that if you can find your save file and roll back the game to non-experimental everything should work just fine
That's exactly what I did, it works fine now
Now, remember Sef, the game player?
It seems he has started a new series again using this mod.
Which means I need to hurry up and update the translation.
https://youtu.be/q4qfBeu7JtA?si=1iXihELlUY5aNGaq
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oh boy, just at the right time ๐
i need to make a few tiny changes on some entries, so don't start too fast ๐
Oh, well, it's not that hard to find the differences, so I'll keep working on it anyway
Even at this point, some important information has already changed (like around the traders)
ah, yeah
well the one good decision i took was to generallty add stuff at the end, so the order of entries should not be massively different.
there is the occasional insertion of a few lines thought
apparently he doesn't know about the filth need, but he has a path crossing down in the river so he should be fine ๐
he will learn the hard way like me i guess XD i had a path in a river but all of a sudden all my beaver were too dirty to work and only two kits growing up saved my colony
just an idea, for all the late game stuff you could just keep the dandelions in and still have them planted by the nursery.
Actually I think the dandelions models were called through meshy so visuals might be an issue
My plan for now is that pines won't be plantable anymore along with berries. Dandelions will maybe stay as a regular plantable, at least until I settle on what to do with all that
What!!! non-plantable pines, that sure gonna mess up a ton of maps ๐ค
or is resin gonna be changed for clay as a caugking metthod for early stages of the game? ๐ค
they can proliferate on their own, and you just have to not cut them all ๐
but i'll check out the map editor too, i think most maps will have pines no matter what
no that's the point, the ressource is precious, don't wreck it ๐
Bad idea, on badtide will be dead and, game over on pine ....
from what i could see from JC's video, bad water toxicity has a range inferior to normal water's irrigation range.
but that is a fair point, i'll keep it in mind
note that this also applies to blueberries ๐ค
i mean to make the WB playable on any maps, kinda like the 1 extra dynamite in the kart so even without 2 tall cliffs on a map it can be done to dig a hole and place the mine and move on
trying to avoid situations where you start a run and end up hard lock due to the map itself and not a lack of experience/competence witht the faction
good point
Do you remember occasional floods when you have dams ? One such a flood with bad water and will kill any tree or crops in 0.1 day !
berries spread faster tho so might be doable to make them spread far away from the "bad zone" before it comes and have a shitty irrigation tower save the day
yeah but at some poiny a mapmaker that only ever plants oaks and birch (i think that's the only 2 trees commont to all factions) is just not trying to make good maps, i can't accomodate that degree of bad design
I guess I do something wrong... High temp foundry is leaving injured beavers left-right-and-center, but none seem to visit the 4 clinics/wards?
i hope my system isn't too disfunctionnal, i'll look into it
got it, but if they are too far from the start or just bad tides or whatever... ๐ค i mean you took the time to test out yourself a "pineless start2 afterall ๐
Let me know if I can help you with more info, @shell fiber
are you sure they produce? got no issue over here
( are you on 2.2.9?)
I have 4 types of medicine stocked up in the 4 types ๐
strange
and no one visits the hospitals ?
None listed in the visits history
hmm... might have miscalculated the values then
don't know when i'll have time to fix this thought, moving to a new place tomorrow
Yes am on 2.2.9, installed usual way (delete fodler -> mod manager)
let's make a few tests and if it ends up too problematic, we'll think about somethign else ๐
no rush, @shell fiber - I have plenty of beavers out of job ๐
But where will you find someone dumb enough to test those hardcore things ? ๐ค ๐คฃ
only 400 jobs for 480 odd beavers ๐ (Video card is starting to feel that)
i really wonder ๐
okay, time for bed !
A bit torn between jumping on U5 to give it a try on continue the hard run of the WB... too bad i can't boot both at the same time ๐
GN !
you can go ahead and try v5 for at least a couple of days, i'll make one updates on this mod and then will try ripping v5 and poking at its insides.
don't really feel like leaving helix mountian where it's at. U5 always gonna be there later anyway
willl watch a few vids to have an idea of what those new things are about tho
hi, I'm producing grape juice, I noticed that it gives me an error (in the name?) but everything works correctly, what does that value in red mean? @shell fiber @heavy lodge
It's a missing translation key. Just annoying , not harm at all...
ah! Fine thanks ๐
strange... i though i had fixed that
@shell fiber @heavy lodge This upgrade doesn't work, and it can't contain any supplies, or am I wrong?
oh, the text is a bit old
it has a lot of farming storage, but you can't store other things like in a warehouse
i'll fix the text
@carmine dragona few new or fixed lines at the end. i had a few buildings that didn't specify "watertight building"
but it says "no activity in the area" so the 3 helpers above don't collaborate in the collection, they don't do anything?
ooh, i see
they will collect crops
the nothing to do is because they don't have any planting area designated
you need to plant the appropriate decorative pland (the fern i think) somewhere in their range to remove that mark
maybe i should just go and give them a real crop to plant...
At least not crash-to-desktop
for sequoia ? ๐
yep ๐
I was also considering a design like this with a rolling bridge, but i think animating it will be a nightmare.
now the main thing i was thinking about : what reciepes will we be doing with this ?
the obvious solution is cut it down in a crapton of logs and/or planks
Can you turn giant sequoia into giant platforms yet
Or, some giant planks as an alternative to default metal platforms ?
but since i also made this thing, and i'm thinking about making stackable bridges out of half giant logs (split lengthwise) i'm thinking about adding what essentially amounts to giant planks
there is giant platforms for clockwork mech farms for now
What if: splitting it down the center and then putting one of the halves, flat face up, across a river or gap as a sort of "bridge" that doesn't need the two ends to be the same height (scaffolding probably needed at both ends)
you can probably find other uses for a half sequoia as a giant walkable
actually i thought about making angled bridges at some point and cheekily tried to get @tawdry bronze to do it ๐๐
i will probably do some sort of giant bridge made of half sequoias, but horizontal
because i want to have houses buildable on top
i mean "houses"
because most houses are watertigth they can't be on that stuff
but that would allow to lift most storage and other non-watertight junk off the ground
The fun part about making a giant log an angled bridge is that you don't need crazy suspension scaffolding in the middle to make it look plausible
yeah ๐
Make then non watertight houses from clay and, make them non solid ๐น
Split Sequoia as a resource that is just, like, sequoia trees cut in half (you can fit exactly twice as many of them into giant sequoia storage) sounds like a fun time
I'm afraid to ask how bad will be a injury for working beavers here ... But, looks awesome ๐
basically the idea is that all injury causing injury can cause different types of injury with different probablilities and gravity
so it is entirely possible for a very unwise beaver to disregard elementary safety rules and end up sawed in half ๐ค
so, instead of 1 working beaver, to have 2 half zombie ones ? ๐ฎ ๐ฌ ๐ข
First try success !
this thing is FAT
it's litterally an entire dam on its own
because ofc it's a watertight house too
House ? Who want to live in a sequoia lumber mill ? ๐คฃ
beavers ? ๐
beavers that like noise and splinters
AAAnd of course my animation if f๏ผ๏ผ๏ผed because unity is a giant flaming turd...
apparently the sawblade animation is fine
there's somethign wrong with when an object doesn't finish its animation where it started
same issue with the trebuchet i think
okay, enough for today !
Good night !
Looks like injured beavers don't like the rest bed, had one injured for a few days and never in the bed
( early game injuries)
someone is clearly cheating there, how the F do you get a giant log cutter and a medium tank but still be on the kart ??๐คฃ
They're testing, of course.
i know lol
@shell fiber starting to hit those 12+ droughts, would be nice to have the tanks shower ๐
and small irrigation tower is brutal, uses way too much water to be reliable, had to roll back 2 cycles and make the better one ๐
dropped to 6 beavers but still alive, one week left on drought of cycle 6 |
Sing "i will survie" while looking at that mess !
How about a "safety office" that reduce injury risk in a range? ๐ค Credit to DisturbedZ
I feel like this mod needs a wiki, not just a tech tree graphic. The names should all be clickable
need someone with time to do it... it's quite a mess honestly, wouldn't want to have to do it
lemme just poke wikidot actually
http://whitepaws.wikidot.com/ there is basically nothing here so far but
I will either get to it when I am no longer too exhausted to sit up and/or I can add any of you
(Without going into specifics, I have a chronic illness.)
Do metal fasteners require exactly 0.3 coal or is that a rounded number?
http://whitepaws.wikidot.com/glorious-storage Okay I haven't actually done that much but here's a start
did you make this ? that's pretty cool !
is it some sort of free wiki generator platform ?
one coal fuels 3 reciepes, so it's effectively 0.33333 but the reciepe doesn't show more that one decimal
i made an account "Lapantouflemagic" as you could expect.
how do i request access to the page editing menu ?
I think I have sent the right kind of invitation?
you may need to go directly to https://www.wikidot.com/account/messages to see the invite
I got it ! Seems to work ! Thanks !
I guess we could get @heavy lodge and /or @radiant heart on it too if they are interested ๐
In the meantime
Use "options -> page source" (bottom right) to see how a page was created so you can copy the template at the top
I think there is some sort of page template thing but idk how to use it
Also, if you save a page and the formatting is effed up, let me know, I can fix it pretty easily
There is the possibility to upload images or make it look pretty, but those cost extra money
You get 300MB of space under the free plan so it has to just be plain text for now
... What if the Elevator to the Abyss is how Whitepaws acquire parts for their beaverbots, rather than building them in aboveground facilities? And then you would have some sort of copist lodge-like setup that consumes ENS degrees for "reverse engineering" them into usable limbs and bodies...
they would have to create their own heads though
What I mean is, The Elevator to the Abyss could mine "electrical parts".
Making them into something useful would then require building an "advanced engineering lab", which can literally just be a very large undecorated house; the description would then mention that it has a "cleanroom" taking up the vast majority of the space.
The advanced engineering lab then consumes materials, a new type of ENS degree, a big chunk of science points, and also aforementioned "electrical parts", to turn them into Bot Limbs and Bot Torsos. When not doing this, the advanced engineering lab could also be a very slow source of science points.
IDK how you'd do the heads.
Didn't Lap want to do some sort of crazy demonic black magic for getting "Bots"? Or Zombie beavers?
Alternatively, the Elevator to the Abyss literally just mines plastic.
I'm just curious at this point what Lap will do with Badwater. The icon indicates it's Radioactive, after all.
Who knows WTH extract is supposed to be, too.
Mention that the plastic gets melted down into the standard log shape and size for long-term storage, and you're good to put it in a Pile. Or just put it in a warehouse, nobody's counting.
Or rolled up Sheets for Piles.
Can still do that to acquire the Heads
But yeah, allowing the elevator to mine plastic could open the door to some real weird nonsense
http://whitepaws.wikidot.com/sawdust Also do you think this is enough, or should I put the exact ratios of log to sawdust to other product
Like this wiki isn't intended to replace the mod
It's supposed to be a thing for "but where do I get clay pots??"
Bug report: Artist's Lodge is 1) not in the Village Jobs submenu and 2) has the ENS icon instead of the Artist's Lodge icon
Another bug report: Two woodfelling planification lodges in two separate places on the menu
The one on the left has a bunch of logs in front of it and the one on the right doesn't, which I suppose is a reasonable explanation for why they are two separate entries, but why are they in different places?
(Don't mind the bunch of random buildings in the background, I am using Creative Mode to do research for the wiki)
http://whitepaws.wikidot.com/blueprints Despite the small and unassuming nature of this page, it took me like an hour to cross-reference and verify everything, and I'm still not sure of the "six total in artist and copist lounges" part
I am going to lie down now
I will work on the Billboards later
not that much interested, typing text bores me fast. i'd rather test dumb stuff ( BTW not sure if you've seen it but looks like 2.2.9 broke the rest beds, running 1-2 beavers short all the time they don't use it)
I Like that, and they have to bring down the ancient magic scroll and other stuff, hope @shell fiber is onboard with that once the display thing gets fixed
i'd guess use it for the buclear reactor but that thing is more end game, early on who knows
probably gonna be some super cool/painfull thing like the rest of that mod
i had stuff like that when i didn't delete the folder before upgrading , waht version are you on?
caus everything is fine here
well... in the menus, colony is a hot mess ๐
I'll try reinstalling when I am at my computer later
if you delete the WB folder from the pluggins and reload it problem should be fixed
Actually that's a pretty good idea, I don't like the concept of bit because I feel there's no way Beaver could make even half autonomous machines with wood and cogs, but unearthing human technology to make them is more appealing.
What I was going for fire now was to dig up "Hooman artifacts" and then you can "study" them to get all sorts of stuff, so that's not incompatible
did you manage the tank shower or beavers are too dumb and there is no way around it ?
I wish there was a way to generate random outcomes, like when you stick an "Artifact" into processing you get one of several different parts back
Oh well, multiple recipes is fine
Yeah but I have issues loading custom textures for bots so for now I gave up on that
Anyway for now you could probably just have the artifact stuff and call the rest TBD
One is the new one, the other is deprecated, they are only visible because you are in cheat mode ๐
It works, just need to finish packing that update ๐
getting in the 2weeks droughts, life is rough
the bath is only 169 tiles from the kart...
Ahahah๐
actually wanna do the district center on that island
meanwhile on the wiki I have described kimchi as "brain food"
I can easily change the icon if I want, thing is if that's bad enough to kill all plant life and poison the beavers on contact, how do I turn it into something good that makes sense ?
The only thing that's sure is that will be a job for the alchemist
if alchimist can sit in bad water and purify it? ๐ค
That sounds like a job for bots
This mod has clay, which is irl sometimes used for remediation of polluted water; perhaps that might be relevant
If badwater and/or mining is handled in the wrong way, however, that would create a very toxic fluid waste called "tailings" that would be at least as difficult to get rid of as waste rock
you could just stick it in a fluid dump and let it run off the map, which fun fact some companies do IRL and it is very very bad for everyone downstream
Which suggests use of it in mining actually... hmm.
@shell fiber something broke on 2.2.9 with irrigation tower, can't place a path there
Edit, can place the path while the building is not built tho
Badwater being used in some process or other to greatly increase yield when mining at the cost of producing something even worse than waste rock...
works on that one tho ๐ค
like that too, it works... no slue why first one is not working
Related to the irrigation tower... what does "crushable building" mean?
if trees spread naturaly under it it will destroy it
perhaps there can be an entity that thrives when coming in contact with badwater. an anti-beaver of some sort, if you get what I mean
or a specific plant or crop or w/e
does that make the game easier? ๐ค
perhaps you can affect the happiness of your beavers if the composition of the population is uneven. e.g. the ratio of beavers / bots / anti-beaver needs to be within a certain range or else your beavers will be unhappy, that could give this 3rd entity more of a purpose
You have sunflowers under it, they are 2tall
Also means that is you try to place a building which space conflicts with the tower's space, the tower will be immediately destroyed. Like a stump or dead crop
That's a bit of a corner case but yes
I need to look at the specifications, but beavers who like bad water wolf be a good idea for a new faction
I don't think I have the means to do that ๐
Clay for purification means that it may be possible for the Water Beavers to have some sort of way to treat badwater to turn it into water
Sedimentation is a physical water treatment process using gravity to remove suspended solids from water. Solid particles entrained by the turbulence of moving water may be removed naturally by sedimentation in the still water of lakes and oceans. Settling basins are ponds constructed for the purpose of removing entrained solids by sedimentation...
The idea here would be to mix clay into badwater to adsorb the impurities, then let it settle for several days, and then end up with normal water
(Adsorb means the impurities are attracted to the surface, as opposed to absorb where it gets deep into the middle of it like a sponge.)
Wait no actually
Aluminium sulfate is a salt with the formula Al2(SO4)3. It is soluble in water and is mainly used as a coagulating agent (promoting particle collision by neutralizing charge) in the purification of drinking water and wastewater treatment plants, and also in paper manufacturing.
The anhydrous form occurs naturally as a rare mineral millosevichite...
Aluminium sulfate is used in water purification and for chemical phosphorus removal from wastewater. It causes suspended impurities to coagulate into larger particles and then settle to the bottom of the container (or be filtered out) more easily. This process is called coagulation or flocculation.
Alum can be mined, or extracted from clay (the latter of which the alchemist can do)
hmm... filtering bad water into clean water is definitely possible yes, but do we want that ? water is plentiful enought
i think it would be most useful as a power source
or as some (possibly unhealthy) foodstuff would be more fun
i'll push my (probably) last update for V4 tomorrow most likely
GN !
pretty tired today, spend the whole day mounting Ikea furniture
If you play on hard its alot less water you have but maybe would be interesting as seperate mod for all factions ๐ค
Ooh I just had a great idea !
Let's say we can purify bad water to obtain some weird salts (basically radioactive elements dissolved in water), that can either directly or indirectly be used as some sort of brain-boosting salts for making science, with the side effects of slowly turning your beavers insane and/or into zombeavers ๐
This way that also gives an actual use to the zombeaver curing machinery because it seems that bad water is effectively easy to defeat of it spawns on the side of the map (cf eldgames who completely defeated bastides with just a couple floodgates)
Zombeaver shenanigans sound like a fun time
Some sort of research building using Weird Salts to Marie Curie the beavers is probably the way to go tho
Using radioactive materials to do Science! but insufficiently shielded and likely to make beavers sick long term
After that... how about a nuclear reactor?
Or some sort of extra special water wheel that can only be built in a stream of badwater specifically...
So as to prevent "floodgates on the edge of the map"
by demanding that some type of terraforming be done
IDK how difficult "extra special badwater water wheel" would be to code but it would require that badwater at least flow into the map a little ways before flowing out
Outputs at different heights and a solid top would then complete the set of "why to use it"
ok but still strange i can place it with building mode but once built i can't, just let me do it or not, not have to destroy and rebuild ๐คฃ
probably with some really specifics well-beeing thingnies but that sounds like a nightare to make happen
i tought about a "filter dam" taht would use charcoal ( since 1-WB got it and 2 it's a way to clean water)
not sure how about the other factions what could be the "filter material"
lapan had that in mind before the bad water, actually cockblocked the radioactive logo
Cycle 13, 10 days left on the drought... even if i die, i'll be happy
made it way further then i imagined
gotta give a special award to the rest bed not beeing wanted by the injured... a constant 3-4 useless eaters is a pain in the a....
it's peas, not sunflower... can't you recognize your own creation ? ๐ but i get the point
I looked into that yesterday it's weird. Somehow injured beaver are not allowed to use attractions, and the rest bed is one... I might be missing a script.
ain't it supposed to be a copy of the med bed but without the medecine?
worst case revert it to med beds and since there is no medecine they will never be boosted
BTW, is it intended that the ground irrigation tower is not a house? ( not the shitty one)
Well it is supposed to ๐
I fixed that a couple days ago I think ๐
lol
actually, WB hard is doable on 2.2.9 FYI, but can't have many woopsies...
and had a 2 deep hole to sink a bath in
getting to the long enough droughts that this will still be too shallow tho
Wait are you taking about the one on stilts ? Or the floor one that had the same design ?
Wait so beaver use the clinics an so on ?
Just but the rest bed ? Or they won't use any ?
the floor one
on my testing run i barely had any injuries so i assumed they are using it, but on my new one ( librairy not even built) the rest beds are never getting visitors even if i have injured beavers
I'm a bit sad there is no "good stew" in the early food chain, it's aunique part of the faction that should be there as soon as you get to coocking... idk, something like "cheap stew" somewhat high output be basicaly is dirty water with somewaht vegies in.
Another tought, balancewise, large farmhouse makes the assistant farmer kinda obselet unless the assistant is a bit of an in-between for the buffs, it's quite low compared to the large farm. ok it has to be less but that much less? maybe a 5% working spped too?
And of course a special crop would be cool, i'd do corn, cord be just grilled corn for the tier 1, tier 2 let's go popcorn sith some oil and higher? ๐ค
Oh actually I already have assistant farmers the green peas, too many people just don't understand that they need to plant the fern. Which makes sense because I literally withe wrote "cannot plant crops"
But adding plants is one of the most difficult things to do because of the 3d model
Oh no right the IT already have corn
Different story : I was looking up smelling salts for the bad water, and they are generally ammonia based. Sadly turning nitrate to ammonia is not easy at all.
Basically only plants do it quite well
Unless you have lots of pure hydrogen of course...
Whelp, salts will be just dried bad water or something similar
I suppose bioremediation by growing some weird bacteria is possible
So like, a hydroponic garden with whatever sort of bacteria in
I mean, peas saved my life once or twice now, that's why i'm a bit against pushing them further down the foodchain;)
on another line of toughts, i feel like moving the wood burner in the industrial tab instead of metal would make it easier to find early on.
well as far as i'm concerned, adding a new crop and finding it a new use is far more complicated that just pushing a very optionnal crop a bit later ๐ green peas are mostly good for some stew reciepes and their own wellbeing buff, but otherwise not vital
hmm... yes, could be a good idea
but it makes charcoal which is used mostly for metal working
true, got anough on your plate with U5... will keep that somewhere when you ask me "what next" in a couple ๐
but since people try to look for it long before touching metal i think it makes more sense this way
i fixed the rest bed issue too
make coal in the smelter then?
it is weird
ah, no a buidling can't have anything both as input and output
even across different reciepes
kk, was not sure about the diffrent receipe thing
i was actually thinking back on making a potter
and pretend cooking the pot happens magically
potter that is in charge of all the chauldron could be cool and more instinctive to find the place
but a potter doesn't make metal cauldrons
gotta admit some of those early on buildings i'm still a bit confused. it changed a lot since my last new run
i'll probably move the wood burner to industry for now
if not mistaking last new run was 2.2.3, maybe 4
like the anvil loop was not even in yet and the ENS not BP locked
i added :
- human relics (elevator to the abyss)
- nuclear waste (elevator to the abyss)
- Steel sawblade reciepe (foundry)
- advanced sawmill + 3 reciepes
- added giant half logs
- added megastructure engineer lodge
- elevator to the abyss is now a megastructure
- mega platfrom is now a megastructure
- rest bed are "fixed" (1 -> 3 variants)
- the trebuchet animation may or may not be fixed
- the cauldron reciepe is removed from primitive ironworks
- Added tank showers
i have a headache ๐ฃ
but i need to push that thing out
then i can start working on U5
"may or may not be fixed" lol
well i did a thing that should have fixed it, but i can't be bothered with checking
my brain is going to pop out of my skull ๐ฃ
but uploading now
will do don't worry ๐ sure wanna go back on gentle canyon and try that monstruous Sawmill!
the clay pot is still wood burner tho, right? and there is still at least one med pot in the kart ?
yep, that's the plan
to push people to make the factory
GN !
GN!
Not been here long, so not sure what the normal update procedure is. But, should I start a new game with the update you just dropped or just replace and keep going? Just downloaded and started Sunday.
(I would be working more on the wiki but the covid shot is kicking my ass rn)
normaly updates don't break saves, been a while since that happened so you caan keep on your previous colony
Might have to manually delete the faction folder and reload tho, mod manager got some issue updating it, probably due to the size of the mod but it's not clear yet
@shell fiber trying to update with mod manager didn't crash the game but it didn't update
Did it work if you retry ?
The mod doesn't work on update 5 yet though !
retry like delete the pluggin and reload as usual or just try the same thing twice?
Just re-download without deleting again ?
nope
at least now it doesn't crash, just doesn't upload
Download you mean ?
my guess is the file size but also happenned once with the extra warehouse so i'm a bit confused since size would not matter on the storage one
i mean when i clicked "update" to go from 2.2.9 it looked like it started downloading but after a while the button came back and was still on 2.2.9
when i go for download after deleting the pluggin file it downloaded
same here ๐คฃ i just keep you updated since you asked ๐
it's really cool ! it works ! Well done sir, well done !
So the rocks go in the correct direction ?
yup
Nice !
less nice, got no room available to dump in the giant sawmill ๐คฃ
Time to terraform ๐
i like the 3 inputs in the back tho! ( one on the side would be nicer to drop it in the corner but won't complain too much for now )
terraform where? i'm at like 95% occupancy of the ground
There was something weird with the animator. Basically if a movable item ended at a different point than where it started, the whole animation gets rescaled to make it happen anyway ๐ฅ
So basically I just added a fram where everything gets back into place at lightning speed
Well I guess it's time to uproot some buildings and replant them on top of the sawmill ๐
Which is a bit the cycle of d conduction / destruction i was hoping for ๐
wow, steel blades in the foundry! ( so now i need a 3rd chunker ๐ )
and methane is a tad precious already... let's see how/if it works and worry about the balance later
( btw name is not displaying properly in the foundry item list)
no more metal blocks in the foundry is intended? ๐ค
my clinics upgrade don't seem to get a ton of visits
maybe that save is cursed a bit tho with leftovers from bots and all, like all buildings still let me place bots and got the bot alive counter in the UI still....
everytimes i look at it there is no sign of visit and storage is full
still didn't fill up the ENS for the huge mill.... not complaining... yet
did you mess up with screwpress axel consuming speed @shell fiber ?
Yeah, that made too many things obsolete
one less chunker to feed !
really like my 2 set-up, don't feel like getting a 3rd one in
Basically the med bed issue was that beavers who can't work also can't use attractions, unless they are need beds but that only gives an exception for the need the med bed fixes. Do more the beds are for minor stuff and clinics for making the medicine, the upgrades are for severe injuries burns disease etc only
But I'll rework it again later
gonna give it a little try
Uh, no, why ?
But what about silicon metal ๐
cauz i'm bumb and overstock on saw dust ๐คฃ
since the huge mill doesn't make something that needs a constant supply, gonna make a few blades and swap it
Goes in and meds got in right after making the screen cap !
I still have to make proper visualisation and storage for glass, steel sawblades, and giant half logs ๐
Lots of blending in perspective
the little pot by the med beds that used to show if there was medecine in or not would be cool too ๐
Although the sawblades will literally be the same as the small ones but with a less crappy texture
We'll see it if it still exists after u5
Also they shouldn't drink scalpels
doesn't in vanilla, meds are gone, so is paper
Just saying ๐
well, a tray instead of a pot i guess
What ? Paper ?
paper is bye bye in U5
Oh it only existed for dynamite right ?
no more books and not needed for dynamite
Eh, sure why not
there was a wellbeeing thing with books, the windmillls needed it, so did the scarescrow
I can re-add it easy peasy
wonder how they are done with FT now ๐ค
So what do the windmills need now?
no clue

where do they get that problem, other 2 are getting visitors but looks like that one i don't have the requirment to injur my beavers
Barely implemented yet
holy wow
suggestion: have dust piling on the platform over the doors kinda like the other places where it piles up according to inventory
and instead of closing a door can the visual of the log stay there and the blade actually goes across instead of the brown door? if it's too messy forget it
I'm considering both but I also wanted to make the second log be here or not depending on whether there is a second log in storage or not. That will depend on how tolerant the scripts are to each others.
The insides of the building are hidden because it's actually a huge mess inside ๐ the long way seems in one piece but it's actually 3 boxes adjusted to look like one. I could fix it but not a priority. Also that saves me from animating more stuff with the sawblade ๐
Long story short : can do but lots of work needed
forget it then, it's already super cool
deluxe storage for crude blades but not balloons? ๐ค
assistant farmer still "cannot plant crops" in the description
not gonna complain about that one, you know my idea there ๐
Metal tab getting a bit crowded, might be time for sub menus, like "mines & Drills" and leave the processing on the first layer
power too could use some shrinkage but most of that isn't WB mod directly, if it's a depedency can the WB mod manage the sub-menus or the actuall mod would have to do it?
GN, getting a bit late, gonna go over the rest tom evening
Crap forgot about that
Actually I was hoping someone would tidy up that mess. Doesn't shaft extensions clean it up ?
GN !
Okay ! modding tools fixed !
just before i go to bed : is it safe to assume the latest verison is bug-free ?
didn't manage to crash 2.2.10 yet
most early game things were already built some had to swap receipe here and there but other then that it's fine
For the later ones, ENS was still in the process of filling up, will continue this evening
Did some more work on the wiki, including defining gathered resources and creating more lists of buildings
It doesnโt feel like progress when I am doing nothing but creating lists of dozens of red links but
wait, no, I made the page for ENS
(As opposed to crafted resources)
Also, exactly how many tools does the mine consume?
Oh right sorry it completely slipped out of my mind ๐
I'll check for the mine
God editing this site from a smartphone is a nightmare ๐ฃ
You could always just dump it here and make me do it lol
Do the "2-tall small storage" storages count as mandatory for the mod?
Or are they more like supremely helpful but not technically required things like Ladders
okay it looks like not having it loaded crashes the mod, so I'll count it as mandatory
I also redirected "NO3" to "Saltpeter" because someone is going to get tripped up by that sooner or later, even though I haven't actually made the page for saltpeter yet
15 pages today! Whew.
I think it's a dependency but I don't remember at the moment. Strictly speaking you could play without but I originally made it for this faction
I eventually split it because why not
May as well be useful for other people too
Remind me to add the wiki to the mod page ๐
My life philosophy is basically that if something needs to be done by "someone" "eventually", I should be that "someone" and I should make that "now"
anyway I'm currently downloading 2.2.10 and after that I'll take a crack at a couple more
dams, probably
I'm going to contemplate how I want to cover the flags and the matching houses
yes it's still a depedency
still not done with the new stuff in ENS, tried that "going to bed early" thing yesterday ๐
tool consumption for the mine (might change) :
coal/iron/mix : 1 tool / 100 cycle
Cave water : 1 tool / 200 cycles
Quartz : 1 tool / 50 cycles
yeah i can definitely double the consumtion
sounds good
ahah
in the end anyway you end up with one medium for quartz and made a second for coal just in case the mega drill gets stuck
actually Quartz could be double ๐ค afterall it's more needed for end game stuff so should be the most ressource consuming one
yeah i'll probably double all of them
one tool costs 0.5 metal, and one metal costs like... 1.666 coal and 1.666 iron ore, so effectlively 1 loop of the ore reciepe already makes up more than the cost of one tool, so consumption could be much higher
i just don't want to make the medium mine become less interesting than the small one due to tool consumption
i mean double the tool consumption for quartz, 1 per 25 cycle instead of 50
i think i could easily go for one tool / 30 recipes for ores, half for water, and double for quartz
yeah that too
smalls mines are closed except for the salt one, didn't destroy the others just in case but it's close to happen
receipes for the "abyss" seem to work just got nothing to do with them ๐
got a guy running around with minor burn even tho i got the beds and the clilnic for it ๐ค
will look again next time
don't think so tho
probably got him on the way back from the food or sleep i guess
to be honest at the moment i want to take advantage of many people having to update their maps to push my mapeditor mod ๐
if i can get many maps to have natural brambles or other fun stuff, that would be neat.
opens possibilities
no stress, still 100 pencils to go before the megastructual platform research starts...
and can't do much 3x speed dropping to 10-15 fps at 3x
my thing works ๐
"ruined path" ? just a texture name or you're introducing earthquakes?
just a name
it can be placed from the mapeditor only
something is sucking up all my water and can't put a finger on it ๐ค
only thing ( i think) that i build new that uses water is the shower tank and made only one, does it consume that much
stilth house crashing my game ๐ค could it be that i started building it in previous version and finishing on 2.2.10?
will delete and try to redo
and yes, starting to build it and update before finishing was the issue
good to know !
still can't figure out what is draining my water taht fast tho ๐ค
Made some changes in some things that now consume more?
ooo, building 5 clockworks famrs at once i guess consume a bit of water ๐
ok, i'm dumb
hope clockwork farms won't do the same as irrigation tower ๐ค
no they don't consume water, they recyle it infinitely ๐
it just costs 5000 water to build ๐
i mean they were set in place prior to the update
so i hope they don't crash me when it gets done
got built !
enough modding for today !
got the baobab, the lemon tree
well need to see if the textures work
the grapes are in
getting "too much products" with power saving mod on the abyss even if there is none
display is of and swaps when selecting but looks like they don't gather it, or maybe it has to do with the power saver mod... the anvils were collected tho
Ooo maybe since it's already full of anvils it blocks
looks like it
yeah, once the anvils are drained it works
So basically nothing is really broken ? Nice ๐
I'll keep pushing the mapmaker mod this weekend so that people have plenty of options to choose from
but all those new cool crops/trees are just eaten raw and once dried no way back i guesss?
mmm no more rest beds? so before science injured beavers need to walk it off and that's it?
(back on my hard run, don't feel like waiting out the 700h atm)
Can I get stand alone dandelions and dandelion tea mods now that the devs left me with just the cursed blueberries?
Also kinda wondering if this mod will use bad water for engines since it kinda looks like petrol
that would be cool, think dandelions planting is gonna stay and still be later game stuff but it needs a replacement for all the early stuff
think the idea was around a massive engine that burns the sequoia logs but who knows what lapan will come up with
I'm just mad they're getting rid of a plant I use for decorations
Maybe it uses bad water as a primer to get the log burning
Like lighter fluid, but on more of a jet fuel scale lol
lol, would need some processing first i guess since that's gonna be late game and just using it straight up lacks a bit of steps
I mean any of the wind mills are easily late game
So logically an engine would be too
the taller ones for sure but the 3 maybe even the 6 can be done early-mid game
not like they produce a ton tho, better rely on water wheels specially with the bad water always flowing it's gonna make longer droughts a non-issue
I like that bad water makes me use water wheels cuz they typically aren't useful in vanilla anyways.
with WB don't really have a choice to use the wheels, anything else is locked behond power
I don't mind this, it's honestly the faction I've gotten the most use outta the water wheels with. Helps with water tight buildings
I'm contemplating how exactly using houses as dams does and doesn't interact with badwater
Since pausing them is technically still cheating
Ones with aboveground access are really important of course
will not want the entrances in water like i normaly do
Yep
wet fur was always off the charts!
Like, the second-story entrance butted up right next to the riverbank
Perhaps a second-floor access variant of the long tiny lodge is in order?
I am also thinking about using the Pit and Ladder Lodges' front entrance to provide direct sealed access to a second damhouse that has a floor entrance
it's gonna be a lot map and luck dependant
Yep. Still, more buildings with high or even top access may be in order
gonna need some sort of floodgate mainly i think, the one available now is a bit far
A floodgate house??
probably since everything has to be a house
A very very tall house with a floodgate - actually hold on let me draw this
Perhaps the gate needs to be staffed for it to have a height above zero? Perhaps if you don't have anyone in there it will remain stuck in its current position?
The Simple Floodgate Triggers mod has a thing where you can set it to one height at the start of drought and another height at the end of drought. It also has some weird schedule and time of day stuff I have never used
But perhaps staffing the lodge allows for that kind of automation?
Though the simplest implementation is to just... attach a house to a floodgate.
3-high floodgate, because the utility dam upgrade caps at 2. Possibly they could go higher than 3-high. The top of the floodgate could be walkable to ensure the top access lodges can be top accessed...
Why am I thinking about possibly having power conduction
Having the houses conduct power might not work, but if you make something buildable then someone could pass a power shaft through... hmm.
Let me think more on it
how about this for an advanced version
The idea would be that you use either one walkway side, or possibly a walkable top?, to actually access the lodges, but then there is also an extra ledge you can use to construct power shafts or pit piles or railroad tracks or whatever on
Simple one-floodgate lodge would be relatively early in the tech tree, cost comparable to a primitive dam upgrade, and then the one with the walkways would be later in the tech tree
Because bridges are easy to construct early in WBO, the primitive one could either be walkable-top or just have one tile of "balcony" sticking out the side of the top that you would then use as a platform for building bridges across... hmmmmm...
The advanced version could also be used to provide very high walkways on dry land, without ever using the floodgate part, but I think that's fine as long as you make it expensive
I'm going to go poke at the wiki more in a bit
I want to rework those actually, and get rid of the small overhang which is a relic of before I added side platforms.
Also watching disturbedZ 's playthrough make me realise that to wild be super cool to have warehouses variants of those, would give more vertical play
overhangs are a really nice visual + walkway, heard lots of good comment about those on vids. it's part of the WB signature IMO, has to stay
Not sure I fully understand your design, but I specifically think that floodgates are a bad idea design wise. As a player you surely want them, but it's the same issue as ladder as windmills : they're so efficient that they make everything obsolete, and therefore they are bad to the game.
I saw a video of eldgames in which he defeats the badtide event completely with 3 floodgates, which should have been the entire purpose of the update. Basically making his playthrough revert to update4. Honestly that was almost depressing
yeah disturbedz got a nice serie going on, was about to go for thousand island on that run but caught his vids and decided to do other stuff
What I'm most likely going to do is make "water drainage" houses or something like that, basically a house with a big pipe on the first floor that can open the valves to drain the dam. (Works like the mechanical water pumps or knatte's big pipes)
So you still should play be making a water reservoir, but it gets pulled whenever a badtide comes, at which point you have to drain it entirely up clean it, and hopefully get it filled back up before the next drought
i see a way with irrigation towers/water dumb where you have to make the entire colony far from the main flow but building time and all the balance is not there, maybe with the shitty irrigation tower buffed, think lower consumption over bigger range
IDK, I can see someone making a sort of "entry reservoir" ringed with like five utility dams
At some point you really do have to be like "it is physically possible to play the game this way but I'd prefer you not because it's not the intended experience", like you are with the damhouses
Defeating the badtide with three floodgates is something that they are probably gonna deal with before the patch gets pushed from experimental to main
Perhaps the floodgates could have "lag time", where they take several hours to open and close?
...I will also note, the fact that utility dams always have a 0.5 dam at the bottom makes this... actually an issue in your mod? You can't totally flush the reservoir
Like, because the alternative is building and demolishing a house whenever they want flow added or removed
Which is only not practical because it is somewhat unpredictable when beaver builders will get there
...Hm. Are you proposing a mechanical water pump/house that doesn't require endgame resources and genuinely excessive amounts of power to run in lieu of floodgates?
Because that's always been my issue with the Mechanical Water Pump, the fact that it takes a significant amount of time and tech tree to get there so it's just not something I design for ever
But no, seriously, this is still going to be an issue no matter what kind of water management you try to introduce to the game. Badtide being able to be defeated by building a relatively small waterbox around the source, and turning something off and just letting the badtide run off a shorter edge on the side, is always going to be an option. Even if you have the reservoir, you can just put another pump house or two on the opposite side of the reservoir and turn them on during badtide instead
Like, there's no "drain and clean" if you wall off the source closely enough, this is just always going to be a thing
And in fact the thing you did with the utility dam upgrade where it always retains the 0.5 blocks regardless of what you do is really the only thing I have seen that can make it even slightly difficult
Do brambles actually take longer to cut down than other types of trees or is that placebo effect?
they are LLoooooonnnng to cut/ delete
lapan could correct me but i think atm it's 8h cut/remove and 4h collect flower
Not very expensive
Hmm ... Yes in a way it remains possible even in this mod, if you wall off the source and place floodgate dams you can get the bad tide to make an u-turn of the map๐ค
How many gears does the Gristmill take
You mean consumes ?
Yeah, consumes per use to create weird udon or sawdust or chestnut flour
because it says 0
Would need to check
0 according to the display ๐คฃ
And a new day is rising on pinkertown XIII
went down only to 22 on last drought! getting good at it
Udon is a type of Japanese noodles that are thick and chewy. How a simulacrum of this is created with chestnuts and spadderdock is left as an exercise to the reader.
Sometimes you just have to be snarky on the wiki
Yeah I guess the only real fix is to place the water source basically in the center of the map, so at least it takes a lot of effort to drive it off
I'll probably make a long post about what can be done to make it more interesting. O think the best solution is to make an map edges walls (si no leaking out) and have water drains in select location, which is convenient because that already exists (water source with negative strength))
I fully support this ๐
http://whitepaws.wikidot.com/weird-udon not kidding
it's perfect, beavers don't have to live by the hoomans rule!
I mean it is "weird" udon so... 
yeah p much
Basically I'm saying "explaining this isn't my problem" and backing away slowly
I also had to think about whether to use the word "simulacrum", and concluded that even if someone doesn't understand the word, it looks enough like "simulation" that people are at least not going to get the wrong idea
My writing just has ten-dollar words in it sometimes
(I also once described something in another piece of my writing as "rotating like a deranged screensaver", so I would like to think I'm at least somewhat conscious of what I'm doing)
(I am actually a reasonably accomplished fanfic writer! That's a story for another time, though.)
anyway now I'm gonna strap in to try to do all the water pump variants
wish me luck
Nah it's good, I think it's important to not only use 4 letters words ๐
http://whitepaws.wikidot.com/water-pump ok this is basically filled out now, except for the small aquifer pump bit
http://whitepaws.wikidot.com/pit-and-ladder-lodge Is suggesting uses on the wiki page a good idea, or would you prefer people figure it out for themselves?
http://whitepaws.wikidot.com/dams-houses-and-damhouses totally complete!
Um... is there any reason to make awful stew? Is it just a desperate hunger thing or
Sadly no use for the hooman remains yet
Okay I knocked out a bunch of food buildings also
I think that's enough work for today
there are so many crafted resources though...
Ah well. Marathon, not a sprint.
I don't have a deadline to crunch for.
you don't even have to do it so... yeah, anything is something !
welll, finally had to build one
dw, this is something to do after my last Project ended lol
cycle 17, not that bad
nan, i'm good playtesting, will help out with the info and all but i'll most probably F up the pages and shits if i try, rather leave that to someone who got a clue how ti
The traumatology ward, burns ward, and infections ward all say that recovery can be improved by "XXX". I am to presume this does not mean alcohol.
...Hmm! Should the monuments count as megastructures?
The icon for "half giant log" has two halves of a giant log, which seems counterintuitive. Shouldn't it only be one-half?
What are minty bamboo shoots used for?
Oh placeholder text ๐
Yeah but then readability would suffer. Plus one giant log make two giant halves so...
also I threw together a quick page for "billboards" so I could document the eaten by a monster and Napoleon's face ones
No that's good ๐
People coming to the wiki would likely be the ones looking for hints and answers so it's a good thing to have that explained
i would leave the monster out, maybe just explain the reference and put something like "build at your won risk" not telll ppl straight up it's a beaver grinder like the geotermal mod
nah, don't bother with billboards, it's better to let people discover by themselves
Hey @shell fiber is any healing source now science locked?
that's a bit harsh imo ๐
no the rest bed are not locked are they ?
what ?
or did you move them somewhere else?
had beige lines talking about rest beds in the bepin while opening previous save and they seem to be gone had one right there
oh that's because i changed the prefab name
didn't want to get in any bugs trying to save a dysfunctionnal thing
and where?
can't you see those three beds
oh they are science locked
oh but that's fine
who gets hurt before science anyway ๐
i do ๐คฃ
and probably not the only one, not sure where they get injured but they do
probably in the wood burner
whelp, one more reason to get that science going 
log gnawing station can cause injuries
it is going but... yeah... hard mode ๐
sawmill too
Injury ? More likely broken teeth ๐คฃ
also ๐
cycle 18 and got like 40 science ๐
Why the "hungry" billboard can't produce science points ? Some may found the trade ... fair ? ๐ธ
power one is a good "birth control" might have to use it if droughts get too long
can't remember, treb and ENS can make science too, other then that is there a lower tier one to help out?
the clinics making medication generate a bit of science
but overall you won't dodge the library
grow more food, make more beavers ๐
cant really "grow more berries" someone made sure of that ๐
at least i saved a patch of those and dandelions but it was a close call
lots of beavers died of dehydration to make that happen
berries repopulate quite fast actually
having them really expand is something else though
but you can replant them with the tree nursery right ?
it's the lack of green space, stretched quite to the max untill i get the lido irrigation or the super irrigation tank
should, but i'm quite far from that
want the save file to look at the hot mess i'm in?
are you making berry juice and berry onigiris ? that should help with beavers eating them
onigiris yes, juice, the press is in process
gonna be for oil at first tho, want 2-3 hamster wheels until i can unlock the giga flywheels
the 5hp thing ?
yeah, had like 20 of those on my last hard run
lol
gonna see if it's also affected by walking speed like the vanilla ones
or go full retard and use some power billboards ๐
it is, that is intrinsic to the beaver powered generator script
which is slightly inconvenient for the solar pannel
the faster they walk the more solar power output is big? lol
I will not compromise on explaining the beaver grinder. There is literally a comment on your mod that says something like "why does my settlement keep getting eaten by monsters?" and answering questions like that is what a wiki is for.
in that case you should make a redirection page for "hungry monster" ๐
but fair enough
Also, I have a beaver in one district that has a disease. Why can I not tell him to go to the other district where I put the disease ward?
oh
the game doesn't allow i guess
but i'll rework diseases and stuff eventually
I kinda wanted to have different specialists in different districts where beavers might travel long distances to go to the right ward for their particular affliction
I just liked the idea? It seemed realistic and cool
in practice it is quite complicated as you can see
but if it's for mild disease just med beds can do the trick
and i believe the medication can be transported
no it's the serious kind
Hm
I guess I'm supposed to do the thing where I build a storage to allow import? Okay
oh
hrm
no they can't be stored
wait cross district transport only works if there is dedicated storage ?
Unless you manually set it to "obtain always"
It does not believe that there is a demand
For example if I am building a dam in a remote district it will not import metal fasteners until I build a metal fastener storage
This despite the fact that there is a building going on that needs them
I guess I could set it to "obtain always" and roleplay that as having the medicine mailed in from very far away but that just doesn't feel the same and also idk if that will even work
but I guess what I am supposed to do is suck it up and make more nursing licenses
for which I am just going to say "OK fine"
oh i see the issue, it is possible that it won't be delivered, because delivering to med beds is a special task
okay, i'll keep that in mind
when i'll rework it you likely won't need more than one licence per district
okay, the mapmaker mod and mapmaker mod reader are for now complete
i'll get to work on updating this to V5 sunday, maybe
GN !
GN
might sound crazy but how about making sunflower not eatable raw?
Roasting sunflower seeds in the cooking tent? Could work
You may want to call the harvested crop "raw sunflower seeds" or "shelled sunflower seeds" to emphasize that they need cooking, if you go that route, since people may become confused if their "sunflower seeds" are inedible by WP when FT can just eat them
Note that this is going to be an early game recipe and so I would prefer that it not require any input other than the seeds themselves; mountain salt should be reserved for onigiris and up
I'm imagining "raw sunflower seeds" as input, a fairly short cooking time, and "sunflower seeds" as output - like, maybe in batches of 10 in to 10 out
Also can the "wellness" menu hide wheat, bread, and grilled spadderdock? My reaction in midgame, while scouring the menus for easy well-being improvements, was "Did I miss something? Is there a special building I need for those?" and then several minutes of anxious searching of menus
To be fair, "several minutes of anxious searching of menus" is a major part of the gameplay of this mod though lol
And people say I can't control feature creep ๐
Oh I didn't know it was still here.
I'll remove them
You are a masochist
As someone who likes sunflower seeds, I must protest even the idea of the removal of eating of the glorious sunflower seeds
Look what happened to dandelions
Dandelions could have a sequoia-cradle-style building where you could have the forester plant them, if you want to keep dandelions hardish to get during early and midgame
but idk
Alternately, the broken cart could plant them
no no no, ear me out, ( and @shell fiber too) seeds are really shitty to fill up unger but you need a lot for oil and science, a small patch could do it for those 2 purpose, problem is those twits are gonna eat them before they can serve a better purpose
The solution is clearly, more sunflowers
heard that one before ๐
like with roasted seeds in the coocking tent with a not much bigger hand out but at least you can preserve the raw ones for the other stuff
Oh, you're suggesting that the raw seeds should have some sort of processing barrier so the beavers don't eat all the raw ones before they go to the library and oil press?
Wouldn't the real solution be, to have more food items that use and consume sunflowers, also meet the nutritional values of sunflowers so they are less inclined to eat them
nutritionnal value of the seeds is already super low but they will go for it to fullfill another wellbeeing buff even if it gives barely nothing on hunger
Maybe there could be some sort of seed-and-rice-ball, in the same general vein as the way berry jam onigiris fulfill berry need more efficiently than raw berries? hrm
Or maybe there could be a "trail mix", ingredients blueberry/sunflower seed/whole chestnut
I like that as a food source idea lol
nothing that complicated, just roasted seeds so you can have a way to decide if they it eat or press/science it
Any way to make it so the sunflower oil in cooked foods could chip away at the nutrition value, allowing them to reach for other foods more often?
Okay, I gotta ask again - what are minty bamboo shoots for? They are not edible, are they a trading good or something?
There is a stray "<color=#green>" in the description of the Mega platform
Does the megastructure engineer lodge provide Nice View? Spacious House?
There is also a Need for "freshwater laminaria" that likewise does not appear to have anything to satisfy it. I checked scrollback and apparently you added it as a hydroponic farm at some point and then... presumably removed it?
I don't think it does, this is the last building I made so it might miss some features ๐ค
Yep, removed
Need to erase the need too
Well that's the same issue as for berries actually. They try to eat them as you try to use them for other things. That's how I expected things to be honestly, but I don't know how annoying that is
I like the trail mix idea to be honest, but a sunflower seed onigiri seems that is most practical. I'm pretty sure the green stew (vegetable stew) also gives more sunflower seed need value that the ingredients alone
(there is a very good reason to make advanced foods)
But also making sunflower seeds inedible on their own would bleed on the other factions because consumable item properties are fixed and not faction dependant
Still a question I need answered
Oh sorry ! They're used for the frost balm but I'll probably add some other uses later
it's super annoying ๐ berries i guess is fine since it's basically the step 0 of feeding beavers. Seeds tho since you have to plant them feels a bit more shitty when you can't do what you wanna do with them cauz they get eaten super fast and are crap to fill up unger
well since you can't play other factions anyway with the WB active, i don't really see the issue there ( or just in the background call them something else that would not affect the others)
Something I wrote on the Scavenger Flag page
Some custom maps use aboveground ruins to gate progression: because you cannot delete ruins, access to certain areas will be physically barred until one has a scavenger flag to harvest the ruins (and, implicitly, enough science to acquire said scavenger flag). Because the Whitepaws have the scavenger flag unlocked immediately, these maps may not play as intended. It is pretty obvious when a map is doing that, though, and if you really want to block off an area, you can build a line of unusable unconnected flags.
Advice on making things harder for yourself
is lido science locked in vanilla factions?
You can totally play other factions with WB mod active
At least in u4 lol
Eagerly awaiting to see what @shell fiber will do with the bad water in u5 once that's all ready
Is there a way to make them bias against the blueberries like the iron teeth?
he's on it, nothing should happen to the WB untill he manages the u5 thing
like 2.2.10 is most probably the last version not compatible with U5
Cool, I'll update my u4 install and see what it breaks sometime
Or just start a new playthrough
My old one was kinda full
started a new one a tad to close to U5 so i'm not messing with that yet, gonna enjoy my last U4 run intil they force it uppon us
22 cycles in, finally unlocked the "minor injury" med bed ๐
WB injury before medicine: "paper cut? Nice knowing you"
Question: What are the pink birch trees?
Ahah !
right in time, almost conquered hard mode, made it over 25D droughts without too many deaths and i guess it won't last many more cycles before i see if a 30D is survivable, once that's done i'll be all set to test ou U5 stuff ๐
...can WP get hot springs instead of mudbaths?
What you do is, it's basically the model for the mudbath, except it needs to go in a 2x2 and 12 units deep hole in the ground, completely surrounded by also ground. Blasting this kind of ludicrously deep hole will require both dynamite and access to a tall enough piece of terrain, most likely a mountain, which is rarely easy to access from the starting location.
The building cost should probably be tweaked to better fit the mod. Whether you still also require a power hookup can be your business, but I think it is unnecessary given the super high mountain thing? Or perhaps it consumes some other resource
Then the actual 3D model is just the mud bath, only you have water inside instead of mud, and copy-paste the straw from the deep water pumps to sit underneath the model to visually justify why the hole has to be so ludicrously deep. It can still sit four beavers in the same locations and have the same entrance and everything
The description for "Farm upgrade - assistant farmers" still says it cannot plant crops even though you moved green peas there
Similarly, the description for "Large farmhouse" says it "Can only plank pumpkins !", which is wrong twice: It is "plant" not "plank", and it can also plant spadderdock now
/
Well, looks like most of the chaos is sunflower seeds, removed them all and everything is running smooth, not sure how big the nerf is on feeding but it might be a bit too intense
I'll probably go with the mixed seeds onigiri, something like 10 rice, 3 sunflower seeds and 3 chestnuts for 16-20 onigiris that each fill 0.1 of each need. So basically you get 1.6-2 points of need for an initial input of 0.6. Which should divide they consumption of raw seeds by three
will have to try out the removal of seeds on my test run and see if it really clears the chaos
worked on the hard helix one at least
I don't really want to remove the raw edibility, I think that's part of the point of cooking stuff
But sunflower are a bit slow to harvest so it's best to plant them near a large farmhouse to benefit from the huge harvesting power
It's a standard foodstuff so I guess 0.3 hunger and 0.2 of the specific needs
The main issue being it's the worst crop
5 days for 2 units of food and 2h harvesting time
how bad is it? might be the other issue then but still have a lot of food so... it's like a drug once they had it they want that one need filled and as soon as one is available they walk all over the place to get it? kinda like water when everyone is thirsty?
I never really faced this behaviour so I don't know what causes it
kinda why you introduced berry juice at first, to prevent a situation where everyone needs one thing and stop working as soon as one is available all beavers rush to it
want my gentle canyon save?
Ah I see what you mean. Yes the original reason was to give manufactured drinks to get out of thirst chaos faster
I suppose the same can happen with starvation too
Probably won't have time to actually check it any time soon tbh ๐
The mod loads on U5 but there is a weird bug
gonna keep it running a bit still, made a stable colony for 90 beavers with tier 1.5~ish buildings, as long as i have enough tanks and pumps it's working.
Starting to get into stuff like factory and mill. like if you know what you are doing, the balance is there for hard mode mostly, still gotta figure out if some real bad times were due to my dumbness or balance stuff ๐คฃ
Yay watertight farms!
otherwise that cabage would be drowning
Oh you're low on something, just build more of it ๐
tanks are everywhere, the 6 days to fill up getting a bit short
Wait, so the back of farms is watertight even though the front isn't?
If so I need to prod at the wiki page
One thing I did find in my own experimentation is that farmhouses still work even if the entrance is partially underwater so long as it's less than a block deep
However, upgrades do not work if the entrance has any water on it
(I also suggested on the page for the Nerdy Attic that for people who like "realism" the way I do, one might fill its extra storage space with comic books or wooden toys lol)
Only the 2x2 blocky part is watertight
I think I pulled the upgrade entrances back in the farm's watertight volume so it shouldn't flood unless it's covered in water
That doesnโt match my experimentation
Loollll !!
are peas exclusive to the assistant or the farmers too can plant them? cauz atm no one is planting them it seems
ok, i'm dumb, with assistant set to harvest peas are not getting planted, swapped it and they got planted

