#Water Beaver Overhaul
1 messages · Page 15 of 1
and tryed it out, removed sunflower seeds from the normal run and chaos was gone.... so i guess the nerf on "hunger" is just a tad too big
I want to do crafted resources but it objectively speaking makes far more sense to start from the buildings end
anyway the two mines are written up now
http://whitepaws.wikidot.com/power-plug
Trying to build around the exact plug locations can create industrial chaos! This is by design. How you somehow manage to get your power shafts into the correct places is your problem.
might ad, "carefull, a window is not a power plug"
tons of pll do it, i did it often to
I did put a bit about that
Do not confuse the power input with the windows of the building - windows generally have 2-4 spokes and are larger.
Each entry on a powered building will also say where the power plug is
Nope. But honestly setting farms to planting first is generally the best solutions, except if you really want everything harvested before a drought or something
exactly my point, but with a huge land the assistant is there to harvest not to plant at first
Yeah that's the idea 😉
I would go for something like "no one said beavers were competent engineers" 😅
Want RCE to never play that faciton? 😂
But I'm pretty sure you always en up to the saturation point where planting is done essentially at the same rhythm as harvesting. If you want it to harvest first it likely won't plant the green peas, but if you set them to plant that will plant all their peas, then harvest whatever is closest from their door.
I think if you set them to harvest first and prioritize peas, they sound harvest peas, plant peas, and then harvest whatever. I think
can't prioritize a rss on the assistant 😉
I wonder how long he will resist building an architect lodge 😅
Oh
got 2 farms on "harvest rice" they will either collect or plant rice and then collect anything available and then plant if nothing can be harvested
if assistant was either alway set on peas by default or have the drop down menu sure would be better
my other idea was to give it a tiny like 5% working speed since now it not only harvest but plants too . Just a little kick but nothing to make the large farm obselete
I'm trying to figure out how to taxonomize the power shafts
probably the four horizontal ones go on one page and the high power shaft goes on another?
Maybe I should just give all the suspension bridges just the one page
since their function is basically identical
Just a quick question, is this update 5 compatible? I had a quick skim read but couldn’t see anything mentioning it
Not yet
I can probably give the assistant the ferns back, this way the prioritize menu would show again
There is nothing with the power shafts that is exclusive to this faction, so I think you can save yourself some trouble
The only thing that deserves to be said is how they don't actually require any floor space I suppose
Working on it 😉
I finished work a bit late today but I'll have time this evening.
I made a few entries on the items that can be stored in the glorious storage
Also I didn't check if it works, but I made the large farmhouse and all the flags tolerate up to 1m of water
And maybe @radiant heart can confirm but the advanced sawmill doesn't have a recipe that makes only sawdust, it should make giant half logs, a crap ton of regular logs, or a crap ton of planks
Okay, seems i'm just one step away from getting the faction to work on U5
i got it to load without the broken kart, now need to see what's wrong with it.
GN !
and that the 1-2 ones are science free
if i recall correctly there a 3 receipes, planks, half logs and not sure bout the 3rd one 🤔 will have to look it up
3rd one is pure sawdust
Whelp I have a typo then 😅
Also bad news : I'm afraid the scripts that allow the tank shower might be kaput 😓
For the clinics and stuff I can find a roundabout way to still make Beaver consume medication to fix themselves, but I don't see that working for the tank showers
That also compromises the bowling alley idea at some degree
So U5 messes up the well-beeing managment?
Not really, but because it removes the medicine and healer, the script that leads the healer to deliver the med bed is removed, and the script that allows an attraction to consume resources is also dead
can't it be reworked with something like filth?
the bonus goes both ways
- clean fur 😉
For the medicine the easy fix is that I make medicine heal 0.1 point of injury, but also fill 1 full point of "treatment cool down" that can't be overfilled but decays in 24h, which means that injured beavers still go consume medication for faster recovery every day.
But for the shower to work that way would make a huge mess
for both showers or only the tank?
One "easy" solution would be to introduce soap as a water-free way to get cleaned
Oh only the tank shower
But I think I'll replace the crappy irrigation tower with a crappy bath
made from resin and bramble flower ? 🤣
Basically a crappy water container that constantly loses water, if you pause it Beavers can't get cleaned there, if you don't it constantly uses up water.
But at least it irritates a little bit around
i like that, anyway at the rate the shitty irrigation consumes water... it almost killed my run early untill i realized the amount to run it
Ahah, yeah it's garbage 😅
at least with the bath function it's usefull garbage
I think disturbedz almost killed his town using 4 of them
It eats up 1.5/hours, so that's as much as 18 live beavers 😅
Thank God he paused some of them
yeah, been a dick about that one, didn't say anything 😆
I mean on normal it's ok but on hard... super tower is next in the science list, 48 science to go
Victory !
I like the soap idea
IRL, what you do is you get a whole lot of ash from wood you burned, slowly trickle water through it into a bucket (this makes wood-ash lye, aka potash lye), then mix that bucket with an oil. This makes a liquid soap. (Solid soap requires NaOH, soda lye, which requires more complex chemistry to create.) So you can make the alchemist make a liquid soap with sunflower oil and wood, but it would be more accurate to make the wood burner capable of making "wood ash" and use that as input.
Maybe you could make coconut oil in the screw press and have that be needed instead of sunflower oil. Coconuts being required for soap seems completely fine to me - the shower problem is a mid to late game hard mode thing anyway, so a hard mode player having to make a mad dash to the relevant balloon trade also seems reasonable
Alternatively, another junglebeaver trade route for soapnuts or folktail trade route for soaproot
One of the ideas I had at some point was to make all buildings using wood or coal as fuel generate ashes as a by-product, then turn that into soap with sunflower oil. But eventually I chose not to because that's literally the only thing it would have been used for and I have enough stuff in this mod like that 😅
Then something like soapnuts seems like the best bet
Coconuts would also work for oil but the filth issue is actually a quite early game issue in hard mode since this nonsense is literally 84% droughts
ah
Wood ash in the wood burner may be the only workable answer then
Don't make every building make ash, that seems very silly, but something specific like that could work
Unless you want a waste rock-like situation in early game lol
speaking of, replacing one of the monuments with literally just a giant pile of rocks (ground-only) made out of like 40,000 waste rock would be extremely funny
this is made incredibly unhelpful by making the footprint unreasonably large and the radius of effect unreasonably small
My internet is still not functional in my new place so can't upload anything yet, but I'm working on the whitepaws bad water pump.
It is absolutely the worst design you could possible have for this building, and thus is absolutely the best 😅
You must change the faction moto back to "water hell" 🤣
You changed the color ?
that looks hilarious. I look forward to it
Also, while messing about with Creative Mode to try to make something tall enough to put the tall windmills on, I stumbled upon an idea for a half buried storage tower: working around the WP's lack of stackable platforms for an Ironteeth-style pilestack by simply not using any
You build a spiral staircase down into the abyss and put industrial piles in. You get a total stack of 7 piles this way
You could theoretically blast it further down, double the amount of staircases you use, and have it for large warehouses, but you are unlikely to have the depth to do so.
Above this you have to rely on complicated suspension bridge shenanigans, but this is pretty good
You can even fill in the floor level with overhang platforms if you're short on space, or abut them directly next to each other to share some of their walkways if even shorter
If you build it this way, it is also the perfect height for an architect's lodge
It's a real pity bridges won't allow power shafts or I might have been able to try for even higher
As it is, 6 is enough to let you easily do H6 windmills, which is actually extremely impressive given that a lack of stackable platforms is possibly the biggest weakness of using WP for this kind of thing
(...though now that I think about it, the sequoia platform is actually not too bad for this kind of bridging... hm. I shall experiment later when I am not in bed)
replace the double platform stairs to the 7th level with equivalent windmill and high power shafts, and you have extremely reliable and tileable bases for H6es and potential for even more flights of fancy
with a 2-3 deep lake that you domn't pump or not too much the river bath can do the trick but still got shower tank as safety, didn't hit the 30d ones yet and last 25D dropped me down to 6 beavers... had to drain the irrigations towers to drink to survive 😆
so badwater pumpers are bound to get infected? the contaminated thing is bad, basically even with decontamination ( at the actual vanilla rate) a beaver that gets contaminated willl become useless for the rest of his life...
Put a watertight building with its face butted right against the door lol
it works for pit and ladders
But also WP decontamination probably gets to go into the medicine system
special bed or clinic or whatever
I just feel that the way WB are intended to be played, it would be knida normal that they have to take a swim in bad water here and there, making decontamination a really early need and clearly can't be as slow as vanilla is atm
aha
I'm looking at wikipedia pages about chelation therapy now lol
Unfortunately, it appears that the least technology-intensive of the chelating drugs, penicillamine, has as its simplest production mechanism purifying the pee of people taking penicillin, and I doubt that pee-purification is quite the tone you want to take with this mod here lol
(They use a different chemical process now)
Hrm. Okay, lipoic acid (ALA) is also a candidate for something that could be reasonably made in a lower-tech setting
It's not a very good candidate but it can technically be purified from a large amount of a food source if you try hard enough
Prussian blue is used for radioactive cesium poisoning, which means it's probably the most relevant one
Basically that's the idea, but you should be able to build it so the beaver don't actually get contaminated
I didn't poke at it too much yet but that's the idea, I'll make it so you can actually fix them
DTPA is the one that is used for uranium and plutonium poisoning. Interesting.
Or... look. Iodine is supposed to be something you take before radiation exposure to protect your thyroid, so technically administering it afterwards does a lot less good and thus is less realistic, but "iodine" is at least somewhat understandable.
It is found most in shellfish and seaweed, neither of which are easily found in the Timberborn universe. But you can purify it from certain types of underground ore deposits if you are desperate enough.
... It's associated with underground brine.
It's something
You make
Out of mountain salt.
Now that isn't quite how it works, the real thing is gotten out of brine that they get out of the layers above oil wells, but if you can use the alchemist to turn 20-40 units of mountain salt into 1 unit of iodine and then use 1 unit of iodine to make a beaver better in 3-6ish days, then you're close enough to the truth.
i like it, don't get me wrong, just the contaminated thing needs a whole rework to make it playable, FT/IT doesn't work
for the vanilla mode it's basically you toucht bad water you have 3 days to become a total peice of trash that won't do anything else for the rest of your time on planet beaver
at least if it killed them faster would help sometimes with pop managment tho 😅
Learned over the last few years to not thrust the WHO so let's just make something creative gamewise 🤷♂️
Like I said, iodine is close enough to the truth to be getting along with
I may be annoyed about realism, as I have established I like adding realism where it really doesn't belong, but iodine is at least something people are going to understand to have something to do with radiation poisoning.
anyway @shell fiber this is my actual final proposal re: badwater poison treatment in the early enough part of the game to matter
It even interferes with food production in that one way you seem to like doing with useful stuff!
Balance note, with the tier 3 irrigation tower, lido is turning a tad less interesting, might wanna drop the science cost a bit to make it more releveant in early-mid game, otherwise it's an easy skip ( what i did )
I don't know if I'll make an iodine medication strictly speaking, but that is a pretty sound idea. One option I had was to just rename bad water into polluted water and change the icon but that's not much better.
We shouldn't really stress about realism because... Well you don't really get radiation poisoning by just bathing in contaminated water, skin is specifically here to protect you from the outside after all, you would only need decontamination if you actually drink it, but that wouldn't turn you into an useless slob, it would just give you cancer.
Maybe make it go dirty furr super quick?
Basically my plan for now is that bad water is turned into some sort of "brain boosting salts" in the alchemist that is then used for science, with the occasional Beaver going insane because of it every now and then (or maybe the alchemist going insane 🤔)
(or just the bad water pumper 🤔)
diffrent odds at all lvl?
consumer is the most at risk and production lvls a tad less
Could be an option
but "crazy makes them produce faster to get more salt to do more salt and soo on..."
One thing that is important is that exposure to bad water only turns the beaver insane three days, si the pumper going crazy is not a big issue for me
sounds good, my big complain for vanilla is decontamination time, it's just dump, hope they make it more playable
What I need to check is : does the random need applier script only work when a recipe is running or are long as the building is active ?
What I wouldn't want is Beavers working on the library getting insane despite not actually working because there is no brain boosting salts
How long is it ?
Can't do, as far as i have access to, dirty water is just water
basically yhe rest of the beaver's life JC tried it out it's non-sense
Easy to do better then
I also need to think about what to do with dandelions too. Wolfess fixed the texture for me (somehow it is on grey scale in the v4 data) but I don't know if I'll going to keep everything the same
early on it would have to be swapped out for lower tier stuff unless plantable by the forester
For now science is kimchi + sunflower + berries + dandelions + water right ?
Will be plantable by the forester
I didn't forget anything ?
so who cares, leave it like that
nope, 5 ingredients
Yeah I just don't want the science recipe to become unnecessarily bloated
But up to 6 won't take more space in the UI
So I'll just add brain salts and call it a day
Basically anything that needs a lot of brain power 😅
maybe remove seeds since there is so much need for oil/eating, crazy salt could go there
So also the ENS and blueprints
That's a possibility
to keep it down to 5
Needing water is certain, berries are still not plantable so I want it in the recipe, dandelions is useless crap otherwise, so the removable ingredients are only kimchi and sunflowers indeed
and kimchi is blocked by having haulers so i wouldn't remove it
If I make kimchi useless the barrels really loose in usefulness
i like how they force ppl into haulers
So that has cascading effects
Yeah I think removing sunflower seeds from the science recipe is the best solutions
But I might make the brain salts recipe use a tiny bit though 😅
( on another note) Cycle 30, back up to 80~ish after down to 6 beavers not that many cycles ago 😅
Sometimes you need lipids to do distillation 😉
Kittopia
ewww, gonna make a whole other cycle or comething... so like the press not gonna be science locked anymore ? 🤔
evaporate the badwater in the wood burner () gonna nerf the mush too if you want to make more)🤔 another way to extract the salt and much more simple
has to be tier one~ish stuff
except kimchy everything is 1 step from collect to turn into science
Ooh, actually that gives me a fun idea
If you grow mushrooms on bad water, that should give you weird mushrooms
Then you distillate that to make brain salts 😂
That is even more messed up that just boiling off the water part of bad water 😅
but how do you "grow them" on bad water? a diffrent receipe in the mush tent?
Yeah
keep that one for the ENS ? 😉
Possible 😅
the alchimist for the mush salt for the ENS, but for the librairy just evapore it
Or science could just consume weird mushrooms
Ahh
No tier one would be weird mushrooms
tier 2, for the meca and archi
Then yes tier two could be brain salts from the alchemist
Tier three I don't know yet
Small issue is that in my head the kimchi was supposed to be the brain food
Then make brain salt part of the kimchy receipe 🤣
today in adventures of me being unreasonably dedicated to realism where it doesn't belong, I made a science district specifically for the ENS that is intended to be a "college town", with library, mech lodge, arch lodge, and also I topped all the local farmhouses with nerdy attics for giggles
Should I really bother making the u5 version compatible with saves from u4 ? It seems rather pointless and that's a good opportunity to fix a few things
don't think you should have to, it's quite normal with that much change that the save is not compatible, worst case players can revert to U4 with steam to play an older save
Yay hamster wheel is effected by walking speed, now getting 6 HP ! 😅
temporary solution to keep the press running untill i can get some flywheels unlocked
just a tought, how about having a hauler in the tank house? same size house got 2 so that one could have only one maybe. Just give it a little buff so it is more appealing for players to build it
You can have this one 😅
Hmm but then the basic lodge becomes essentially worthless because for a tiny bit more resource you can get the same thing with 150 liquid storage
it's still quite a rss bumb `tho
Having no jobs inside is part of the balance but it's mostly watertight storage =one family
You can technically build a suspension bridge initially on a support, delete the support, and still have the bridge, but that is 1) definitely cheating, 2) doesn't allow for longer spans since you can't build a bridge off the support poles of another bridge, and 3) how would you even get up there afterwards to use it?
Pretty sure they would vanish upon save/load
Interestin'
from the small lodge with one hauler to the tank house the rss diffrence is ok IMO, but the 2 story with 2 haulers compared to the tank with one hauler i see it would mess up the balance
I'll check in a bit
The fact that they can be build is because of a corner case in how the game tells if a building is ready to be build or not, but the presence of the support should be rechecked on loading
kinda like blasting the square behind a levee, it will stay there for vanish when you reload the save
Maybe had some planks to the tank house 🤔 idk, just tossing it out there. Since it's not really a early game thing would be nice having them just not as storage maybe a bit pricier
Anyway once I have a while and a computer, I believe today is the day I will write up all the Piles
Well they are fairly straightforward, maybe you don't really need to elaborate much
The ft fountain monument cost 12k science ??? Holy crap !
It's an endgame science sink
they had to make it pricy, science is turning useless at some point for the FT since they don't use it to boost the bots
To be fair WBO doesn't have endgame yet but
Imo "endgame" is once you go past the ENS
Yeah makes sense, since science is free
ENS is lategame
There's still a significant amount of tech afterwards like tree nursery and clinic
ENS is the start of late game 😉
yea
Still, you can't turn the library off
and you have the trebuchet and medicine making
which means you have lategame science still in question
ENS, treb, clinics can make science and probably some other crazy stuff lapan will come up with, just don't wanna turn off the librairy to get taht +3 books bonus really helps buff up the beavers
Good news, the contamination need turning beavers into slobs works exactly as I expected
The part when contaminated water turns them though is pure witchcraft
Ahahah
I found how to cure the contaminated beavers
Take the carousel
Increase its spinning speed by a lot
Have it be submerged
BEAVER WASHING MACHINE
Washing machine for the beavers ! like it
clearly has to be named "washing machine"
Probably should be usable to get the clean fur very quick
gonna be ready to start testing that out soon, went a bit too agrssive with the expension on hard mode and propably won't survive the next drought without having to resort to cheating mode....😆
or a dying distric 🤔
food is stacked water gonna be the issue
Apparently they updated the experimental branch and there's something wrong with the plants, of they just implement a script governing how long each plant can tolerate pollution (which is what I expect) I might be able to upload an experimental update tomorrow
Mushroom juice ?😅
don't stress about it, will get there when we get there
last resort, but with not much HP from a thirsty beaver in the wheel not gonna get much
Oh I've just spend all evening poking at stuff, everything seems to work
I'm trying to push more filth in the farm, diseases etc
I can't make custom icons without internet atm
But I could prepare all the specs 🤔
with med beds science locked, i would not push to hard on farms for diseases tho. Feel like it will make early game quite a mess and atm balance is quite fair there
I was thinking more adding a bit more filth, not disease
I realised in the latest versions the amount of points you get by just swimming in the river was huge
Like in セフ's playthrough he could literally pass the first drought without ever being the bath just because he had one road crossing the river
So I made that weaker, but I also want to make more baths become necessary as population increase
sounds good, i saved my ass a few times too in early droughts by just having a path down in the river. I'd say just be carefull not to make it too pointless, want that "trap" for when badtides come around 😉
Nothing better that bathing in toxic waste 😅
free buzz!
Platform upgrade for the fermentation barrel? or just a "covered one" kinda like the tank🤔
or just have the normal platform fit on it? not sure if the barrel is too high and would look weird
other thing, i think blades and press axels should use similar storage type, don't get it why one is glorious but the other one reguler. IMO both of those could be regular since they are consumables not so much "core items" like the anvil and med chauldron
similar for drill bits, they are a consumable. Baloons on the other end are more "core" items
experiments with edge cases of the sequoia cradle
http://whitepaws.wikidot.com/giant-sequoia-cradle Did I need to do this much work on edge cases? No. But I had curiosity that wanted settling.
🤔 not all 4 but i think you still need more then one , would have to look it back
Yeah, 1 didn't work and I don't think 2 worked?
I can't be bothered to set up the ability to modify the exact hydration levels that finely, so I can't get anything more precise than "not all"
have a row of those on my test run that was set up to try it out but i don't remember the final outcome
To be honest for me it's a bit of "whatever" but it's true that maybe the sawblade did be stored as a pileable. If only because you would want to store more than five
Problem is that the display system for those is really weird and it would be quite a price of work to do. I'll probably get to it when I'll take care of the balloons and glass display but each of those require a finely tuned 3d model
don't stress about it, just little details here and there i find 😉
Or I can make them then all fit the glorious storage
That might be actually easier 🤔
either way, just a bit on consistancy 😝
Actually I was thinking more about a very large storage for the balloons and steel sawblades, at which point there is just a portion of the core items being displayables
how about just one big warehouse for the "core stuff" and consumables go to piles/warehouse? it's cool but getting a tad to complex maybe🤔
But then what happens to the glorious storage ? 
"big glorious warehouse"
😉
it's so nice clearly don't wanna lose those
basicaly i just mean to say that blades don't belong in there , simple like that
at least that's the way i see it, just feels more natural that the "glorious" storage is not for consumable that you won't care at some point
But in a way I intended it to be more of a showcase of the stuff your beavers made 😉
"just build more"
-someone famous
well, stabilized at 18 beavers, didn't realize the super water tower was that consuming. Might pause the swaps for a bit
Do you mean the crappy irrigation tower ?
Ah, but it's still not that much considering how powerful it is
clean fur takes forever to reload in the super lido tower tho... like 6-8h
Be careful things might start to collapse eventually 😉😉
If they stay unoccupied for too long
for normal it's not a big deal but for hard mode... those pop waves are normal i guess, decay would have to cover let's say min 2 cycles of 38 days before the collapse
anyway I knocked out all the warehouses and piles on the wiki. I'll get the tanks before I log off too
The small covered tank is stackable/flat-topped but does not require Scaffolding in its construction. It is in fact the only such storage building that does not require Scaffolding. Is this intentional?
http://whitepaws.wikidot.com/giant-buried-tank I hope I have explained the "hole in the ground" placement requirement well
and that should be all the tanks
I think I am going to continue work on Industrial and/or Metal tomorrow
oh I forgot the scroll rack and gaz tank. eh w/e I'll also get those tomorrow
Also, I'm sure you've probably had this complained about to you before, but "ananas" are "pineapples" in English
If you want to keep it that way because "pineapple" is a dumb word, I completely understand and will not get in your way, but I wanted to make sure it was intentional and not a Translation Weird
So basically never 😅
Yes
I felt like it was sturdy enough to be stacked on itself without constraints. Also to make sure players have at least one thing stackable from the start in case they need to pile up stuff to get out of a hole. Something like that
It is absolutely intentional 😅
Fixing the English language one word at a time
I'm actually tempted to make an "easy mode" for this faction.
Juuuuust in case
got some storage house that been there for a while, acces path is not getting built super fast, guess those would be gone for sure 😅
I agree that's the one thing that is problematic, no way to differentiate this from a cheaty house
Also internet still not fixed at home so no upload yet
it's ok i guess since i ended up saving my mess on Helix! still got stuff to play with 😉
Quick question : how many factories do you build in a quite advanced game? One per recipe it has ?
think i had some in double at some point
1 on bits permanently for sure, anvil and chemestry sets were not a dedicated one
I guess you might want one for metal blocks and one for drill bits right ? Because the rest is not really consumable
Yeah that's what I was thinking
aren't the steel blades made in there or it's the foundry? don't remember that one
Factory
so that's another one
so 3 min in the end game, think i had 2 for blocks when bots were still in but swapped it on steel blades probably when they went away
Oh steel blades sorry I misread
No steel blades are in the foundry
probably have 2 on blocks then still 🤣
The factory is meant for making utilities mostly
So basically 2 or 3 max
What about mechanical drills ? One of each ?
unless metal becomes a consumable in some form 2 is ok
2 for coal 1 for iron ( don't think i built the second coal tho since i moved all old mines to coal)
except 1 medium for quartz and one small for salt & saltpeter
You probably can raze the rest I think
How many greater cooking tents in a big run ?
Just one ?
And alchemists one per recipe too right ?
great tent i was at 2 and propably needed a 3rd one
(with 600~ish pop) maybe even 700 in the end when i dropped in all the new stuff
alchimist at one per receipe, yes but some swaps like if tar and explosives are full those 2 would do something else, didn't keep them on a steady receipe except for the alcool one for the traders ( and 1 is not enough for that but i've left it like that cauz wine production was not quite there too)
Wine cellar is a big one, was up to 5min, maybe more would need to reopen the save to be sure
Yeah I figured there would be multiple wine cellars in any given game
Also I game sole thought to what your were saying about the tree nursery having something interesting to plant on a regular basis beyond bamboo
I think banana tree would be perfect
Which, fun fact, are not actual trees but giant grass
Probably would require a sequoias cradle like greenhouse
thing is too much food type is part of the chaos i have ( and the seeds not filling up hunger enough)
Which would be perfect to give more use to glass
Well I have some stuff in my sleeve that will make Beavers more demanding as game progresses
So if they need more food, they can fill more needs 😉
just a tought, can the line where hunger/thirst goes from green to red be moved ? like atm it's about 75% red for 25% green, something closer to the 50/50 would most probably solve the chaos without too much changes on the rest
Can be moved but wouldn't solve anything
Or maybe it will
Actually that's a good idea
That makes them stock up more food, so more time before they will drop whatever they are going to get food and water
But ultimately that wouldn't change consumption
Are you sure your chaos is not sure to storage being scattered everywhere ?
Anyway, time to sleep !
GN
GN!
tried making small storages section with all types of food all over the place, same for water/wine and beer, there is something with setting of the storage tho i noticed too, didn't put my finger on it quite yet but looks like places that "acquire from other" are not prioritized even if right by the beaver to go get a snack, turned all that to normal and it helped a bit eith the wine/beer never getting filled up but food is still and issue
Maybe a packing plant like building could fix many things
most advanced foods are doing that tho, like deluxe stew is a lot of stuff at once
and the food chaos i had in early game was claerly the seeds, all other food was stacked up but they "Wanted" seeds to so kinda like water issue when everyone is thirsty i suppose, as soon as a seed is available it's everyone runs towards it to get it
At the water chaos point the remedy really is to just grow more seeds
easier said then done, my "testing run" got maybe 4-5 tiles of ground left available on the whole map
Grape production to make enough wine is, i think the biggest thing i'm growing, right after spadderdock
Try to give yourself a ton of sunflower seeds with cream mode to see if the food chaos settles down
that's waht i kinda did on Helix, made a seed plantation with 2 farms, one assistant and a large farmhouse, all they do is seeds on a quite large field.
Chaos went down a bit but it's still early and don't have much food options, want me to try it with the test run one ?
Yeah the on that has no land space anymore
Ah, I see that stews fill up thirst too... I'm worried that can cause chaos in the beaver behaviour 🤔
That would deserve some testing
I don't have any update 4 working on hand but if you feel like trying stuff, you can go in goodspecification.deluxestew.original (same with "greenstew" and "chestnutstew") and delete / comment out the thirst values to see how it affect things ?
bigger gaz tanks?
not sure if it's intended but looks like nerdy attic give the farms under the ability to plant green peas 🤣
I had 5 for that one playthrough
1200 population beaver settlements needed 6 Great Cooking Tents to keep them all fed
Internet Fixed !
thats... a lot 😅
That's like a minimal population colony for me. I'm usually at 600 meat bag beavers and another 2000 bots
My PC hates me I'm pretty sure lol
could try and push that far but i'm on a med map, on a large one 1k is quite easy
last or second to last IT run i did had about 1k bots serving 10 meatbags in the end, will never know how far that could go, it's an old U3 thing
i update your mods at latest version which need logstair at lates version too. but it crash when logstair mod active
I was going to complain about scaffolding, made of two different pile resources, not also being a pile resource for realism reasons, but then I realized you would need a 3D model for it and decided I'll just think of it as being like flatpack furniture
@shell fiber HI. I WOULD LIKE TO HAVE THIS INFORMATION: since you introduced the clinic, it has been almost impossible for me to continue a game. Even by setting the creative mode, even by setting a 1% chance of injury, the beavers get sick after a short time, stopping working, I don't have enough time to be able to build everything necessary to create the drugs, it takes a long time, there are too many hardworking. I can no longer finish any game, the only solution is to totally exclude the possibility of injury, precluding a good part of the game. Any strategic suggestions? Am I doing it wrong?
Thank you
did you build the 3 types of med beds? if the injuries are "minor" it willl help heal a lot of beavers even if you don't have a clinic yet
I don't know if the injury chance setting in the options will affect the chance of sickness and burns. But I don't understand, are all of your Beavers getting sick in a completely abnormal manner ? It's normal for Beavers to get sick every now and then, but that shouldn't stop your colony from working
Need to look into it
Yes it's an IKEA package 😅
Make sure you are not using the update 5 experimental version with upgrade 4 waterbeaver mod
@shell fiber @radiant heart yes, I have built all types of beds, as you can see, because in the previous version, it was enough to stall! not now.. they all get sick at the same time, while in the other version, if I indicated a low percentage, they got sick sporadically and very few at a time
how on earth does that happen 😐
and I'll tell you more, I'm in creative mode, I can add all the beavers I want, well... even the new ones get sick, so not even the beds are enough anymore
you are on the latest version right ? you didn't build any of the hidden "doom statue" or "death statue" right ?
and you said you modified something with the chance of injury setting ? try to put it back to default, maybe there is a weird bug with it
I have the up 4 version, I'm not even aware of these statues
good 😅
they are stuff i made to test the disease and injury mechanic
not supposed to be build
at the moment i have really no idea what's going on to be honest.
I don't have anything new that you built, I checked on your site today, it tells me that the version I'm using is the latest one that is available on your site
the best i can tell you is to try to start a new game with default settings and see if new beavers still immediately get sick/injured
then try to find what setting caused that to happen
i'm suspecting the "injury chance" thing though
I have already tried to leave a higher percentage, the result was even worse, with a percentage of 1%, it let me play for 1 hour, if I set for example 75%, I play for 10 minutes and it's all over
I'll try to set 0% now, let's see what happens and I'll inform you. I wanted to ask you, did you add anything new, the construction for the redwoods? I don't have it, I can't even find it in the mods.. or does it still have to be inserted?
In my previous playthrough I did notice beavers seemed to ignore all medical beds, but that was update 2.26 and I have played a current u4 file of WB. Could this be what it's occurring?
Maybe follow a beaver from injury to death. None of mine used a medical bed, medicine went unused
@shell fiber the choice of the percentage of injury, it works, I confirm it, I started a new game, setting it to 0% and no one gets sick, I can continue easily, but at this point, the clinic will be completely useless, I could build it just for beauty , consequently also all the buildings used to create the various medicines. So, either 0% no sick people, or from 1% to 100% they all get sick at the same time without a solution, the medical bed alone does not alleviate the situation
Well you're in uncharted territory here, I have no idea what the percentage of injury does to the game so I really would not advise touching it, the default values seen to be just fine as far as I've tested.
I have a lot of buildings all having various chances of injury and various dive rolling intervals, some of them for example rolling for 0.1% chance of something really bad happening every 1.8 hour or whatever. So if you change the injury chance value for all I know you may actually be bumping up the accident rate by ten times.
There's also a chance that one of my buildings is rotten and causes excessive injuries but no one reported that yet.
I can try to check this evening but I'm not home now. Is there any building that seem to trigger diseases appearing ?
Also just to confirm you have no other mods in addition to the dependencies?
The red wood (giant logs) are obtained by cutting down giant sequoias, they are planted by the tree nursery and need a giant sequoia cradle
Okay, not only did I write articles for the three water wheels, each one gets customized tips for use
Does anyone know if optimized housing works in u5?
Optimized housing works in u5 , but not the waterbeaver mod (yet)
Apparently you can build metal platforms over the solar array without compromising its power output. This seems... weird. Is this something not worth fixing?
Ty good sir
2.10 bug report: Repeated error in BepInEx window saying "The given key Lapantouflemagic.LitteralDoublePlatform.DisplayName was not present in the dictionary."
This does not harm functionality but produces a lot of red text.
Gravity battery wiki page text I am writing: "Strictly speaking, the only part of the building that needs support is a 2x1 part in the back. You can physically fit up to 2-height buildings underneath the "bundle" part, if you wish to render the building useless."
And that's all of the Power tab!
I'm going to go back and try to pick at some of the others now.
I understand, later when I get home, I will do this further check and confirm for you. thank you for now
crossed all the Crops off the list, though I'll have to go back and check over their uses later
same thing as sunflowe is happening with juice and thirst, guess it's game mecanic that beavers go by default to the one thing that fills in more needs so if production is not up to the size of the colony, it creates chaos....
Hmm... 🤔
Well the solution is clearly to make more of everything 😅
But more seriously, yes I need to think about this
I'm making a table with all the Beavers needs and what fills them, hopefully that will help me come up with some solution
Probably the solution is simply more foods that fulfill multiple needs.
Like a seed and chestnut onigiris, or some cereal bar or something
An other option would be some sort of food court where beavers can go an fulfill food needs, but that provides no hunger
is juice also nerfed on thirst kinda like seeds on hunger?
neither is nerfed though 🤔
had in mind at some point you said seeds fill up less hunger when they eat those 🤔
no, not particularily
other thing i think it's kinda like when water is low and there is not enough to fill in tirst let's say. so they go for a sip but it doesn't fill up, same with any ressource that you don't have enough made🤔 that means i'd need like 2-3 presses pressing berries to have the chaos stop, one is not enough for 150 beavers
yeah it's likely that they would do that, but probably not during their worktime
it happens during work time or at least it feels like it
basically the way i understand it, is that as long as they can work, they should stay at work, unless they have a need in the negative. but maybe there is something specific to the vital needs groups, i should check
they leave work for water that one i'm quite sure ( when thirsts gets red)
yep
i'd assume the same for hunger
but if they are thirsty they will go for juice before water?
had something similar with wine and beer on the testing run, cellars were in one corner of the map and everyone was running over there to have a sip even if there was water all over the placed. Swapped the fuel/catalyst tanks to wine/beer when bots got the boot and it helped
like they are not smart enough to go for the closer thing, they will go for one that fills in more needs i suppose
"mostly" 🤣
it's cool but a stew can be eaten cold 😉
fried rice i get it, it's bad cold tho
there's some weird crap happening when you try to give yourself some of its contents
also braised cabbage
and all the stews
except the awful one
it costs 100 clay to build, so you have a very good reason to keep the clay pit running
does it consume logs to keep it warm?
and it burns i thing 4 logs/day
yep
i also made all the factories use the "toggleable reciepe" thingy
could there be 2 receipe for heat and have one on dust too? 🤔
nope
it's clunky enough as is
but in theory i think it could be done
like atm on my hard run i'm burning the dust, shroom farms are exploding with shrooms and the dust is pilling faster then i can make paper/explosives
but you will need sawdust for weird shrooms now, maybe best not burn it
that's gonna be a future me on U5 problem
do you have 20 log gnawing stations again ? 😅
nope, 2 and a mill, ( mill run 20~30% of the time tho) need to unlock flywheels and batteries
whelp, time to make paper and get that second library set going !
or just make comic books i guess
😉😉
need to finish my reservoir first, really stretching it to the limit with the 25+ droughts
need way more pumping before getting into expension
that's awesome !
only the mushroom grower doesn't have it yet (and copist / artist etc)
because i would need to make two icons for fast / slow mush.growth
and i can't be bothered atm
a turtle and a rabbit ! that's pretty universal i suppose !
i also need a visual texture for fried rice and braised cabbage
yeah that's what i thought too
i just hope the building game won't be picky with loading the icons
sometimes it does when they are not attached to a real thing
this think is particularily good because there is no longer a "no reciepe selected"
hence whatever is first becomes the default
soooooo much better for all those damn kimchi barrels
although i guess you might prefer methane
oh crap it's already 2am
my new pc setup is so comfy i didn't see time fly
i have 3 screens now 🙂
GN i guess !
(is there a U5 WB uploaded yet or still too unstable?)
Oh it's stable (except maybe for the warm storage) but o have yet to finalize the beaver decontamination process
I want to make the beaver washing machine, but I feel it would be nicer as a mid game thing (possibly blueprint replacing the mechanical water pump that no one uses anyway)
*mid game
So I need an early game solution, maybe
Make the shower tank do it?
I also have still no clue about what to do with the bad water season
It's broken
Too bad cauz i't cool, didn't use it as much as i tought honestly tho
Yeah I showed it in the main chat hoping some devs might like it but right now its dead
2 drowned baths that get "undrown" later in the drought also do the trick
just need a deeper zone not too far
I'll have to rework the medicine etc, next update will be very experimental 😉
But I'll make the leaky bath that will be good enough
is it possible t make the river bath tolerate more water above, could be cool to have a nice bath by the tall bamboo deep underwater!
Oh actually I meant more in terms of "oh there's a big hole in the game" type of thing 😅
Well beavers need to breathe 😅
Oooh
Idea for a faction !
fishy beaver !
GN
the quality of your fried rice might be low, fried rice is like pizza, you should be able to eat it cold
feels a bit much now that i think of it 🤔
Cold Pizza 🤮 unless i'm super drunk at the end of the party it's at least getting a minute in the microwave
i mean there is a difference between pizza and cold pizza
but cold pizza is acceptable if there is no microwave or heating source
really depends on the amount of drugs/alcool, sober it's not happening
maybe....lol
@shell fiber Hi, I confirm that, as you suggested, it is better not to change the injury percentage, but to leave it with a setting between 75 and 100%. They still get sick quickly, but it was 1 beaver that started it, and not the entire population. However, in order to guarantee the care necessary for the clinic, starting at least with "food and care", the quantity of buildings to create the various ingredients and plantations with attached buildings are so many as to require a greater quantity of hours of play, compared to at the rate at which they get sick. At a certain point in the game, when we have barely managed to create everything necessary for the first part of the clinic, everyone starts getting sick, with all kinds of ailments, eh nothing... I won't be able to finish this game either.
it's all I have
"more platforms" work with the WB? should not
@shell fiber is there a way to lock the buildings that would do "major" injuries behind the appropriate clinic so you sure have one by that pooint since it's not very clear where the injuries happen ?
Like require the specific medicine as part of building material? 🤔
do you mean these?
nope, more platform mod gives taller ones
that's the basic ones for WB
ah! I understand! no, they don't work in this faction
be sure to disable at least the mods that are not compatible, could cause some unknown issues
There's a bunch of mods that seems not compatible or that I just don't really know, but nothing I imagine while cause such a mess
Probably would try to reproduce the issue to see if it's a game issue or a mod issue
i don't have the issue on my actual run but i'm not in the later game stuff with a risk of major issues... i think
And here it comes, first 30 drought, sadly the reservoir was not done... fingers crossed
well, only lost 33% of my folks! if next one is not a 30 again i should reboom nicely
pumping power is solved at least, once the upgrades are in i think 200~250 gonna be manageable
went back from almost none to 4k in 4 days!
How fast are gears consumed by the paper mill exactly?
idk, I use the tent ones since they look better and don't need power 😆
gotta admit beeing locked behind the factory makes it a bit shitty but it works
I'm writing it up for the wiki
i know, just can't help much so i say stuff .. can STFU if you prefer 😉
don't worry, I'm just obsessed with getting all the information lol
Need to look it up
@shell fiber quick one from the back of the class:
would it be that hard to make the deep pump 6 like the IT or maybe even more ?
i feel that with badwater gonna need some massive reservoir/pumping power
That was the point 😉
Making the good paper mill more relevant by making the primitive one more difficult to scale up
I hate you but i like it 😉
one anvil away from factory, just need to store a few blades
I'll pretty sure the deep one is literally the IT pump
But I is raised one level for the house part
yeah, so it's 5 from ground not 6... the "house part" is the power of that faction so.. idk, can we just say the housing part is in the top?
just remembered you dais something about beeing shit to extend it like the regular one back then, maybe nowadays it's just and easy quick fix 
But because the house is watertight too, plus the upgrade, means you can pump from a dam that has two more layers of water than what the IT would allow for
Also changing it so that the pump stands lower would require to rework the upgrades too
But generally speaking I want to complete the late game, I probably will only ever change the early game if something is really broken
so maybe a tier 3 exclusive pump?
at that point it could use coal or something to purify bad water too 🤔
like 10 deep or if the is a way to make it "to the bottom"
something is messed up with priority on farms, even if set to plant, will gather seeds before planting rice unless i prioritize the rice
maybe
i had some ideas in that direction
but that may become merged with the nuclear power plant
note that there is aquifer pumps too
although i think the small ones might be a bit weak for the investment they represent
Is this available in u5 now? I get there’s still a lot to do with it but looking forward to trying it out
not yet
Not until the decontamination system gets worked out, I believe
getting closer to it, got to strike off stuff from my checklist
i fixed/improved that mess
also definitely the best way to treat bad water contamination
(yes it's a jail 😅)
also i reworked the warm storage so that it is no longer buggy, but now it is in two parts (base consumes wood, top is actual storage)
cage the zom-beavers 😄
next really important i think before being able to push the update is completing the sickness and injuries, which shouldn't take long
actually i'm wondering, should i make it so that it heals the beavers, but they still consume food and water, or should i make it so that they don't consume food and water, but don't actually heal the beavers
both are ultimately better than leaving them roam around all day eating your food and not healing on their own.
of course later you will have an efficient way to heal them with a "beaver washing machine"
which may or may not be an even more ridiculous contraption than anything before
so let them die of thirst/hunger or heal them using ressources ?
I think the cage should just be a cage and any healing needs to be another tech level up from there
Not really leave to die
More like stasis?
Not really either
Just... Jail
Don't o don't know how to make them consume no food without it being weird
Right now it a jail but the description says they are just too polite to escape (it's made of wood after all)
incredible
But at the moment they still will get out to get food and water I believe
just to be sure i get it right, the Jail is for contaminated beavers while we wait for the washing machine?
(needs testing)
Yes
The washing machine will be a mechanical building with blueprint
blue one i suppose?
g2g, later 👋 ( and GN)
GN
Also, there is literally nowhere to go 😅
Shouldn't the ladder be on the outside?
Arguably, but then they wouldn't be able to go get food 😊
Crazy idea, how about awefull stew is made with bad water instead of clean one and actually cleans contamination ( but you still get the yuk) 🤔
Other beavers climb the ladder and throw the food down to them!
I would like to do that, but that would require scripts that no longer exist 😥
Specifically the med bed thing
can't the old script be used in the mod directly to make it happen?
I don't know if that's possible, maybe @kind spire knows 😉
i'd guess yes
I'm watching disturbedZ's playthrough, and maybe you're right about sunflowers seed being always low 😅
between the fried rice, punpkin chips, nitroglycerin, tar and beavers eating the seeds, we need an absolute crapton 😅
maybe one solution could be to make the oil more generic (like vegetal oil) and add a new crop that is more efficient to make oil than sunflower 🤔
or i could just give a small bumb to existing sunflowers, wouldn't hurt too bad if they produced 3 seeds instead of two
hmm
okay, for now i gave them a tiny +15% production speed, from 2seeds ever 5.1 days to 3seeds every 6.7 days.
also the higher yield per harvest shaves some harvesting time
but gotta go now 🙂
peanut oil, plus , if i'm not mistaking, they are pretty resistant to drying 🙂
think there is something about gathering time, can you do something about that instead?
Have a good one, gonne hit the bed soon
and also watching Disturbedz's playtrough, it's funny how i feel the struggle of the first time around, fun~ish memories
lmao jc the beard screwing up giant buried tank placement
inhis defence, it doesn't say anything about the 4X5 area it covers, only the 3x3 hole, was fun to watch tho
The description does say the trusses must be stuck in ground or heavy stackable
But apartment I missed a couple of his videos, will watch this evening
Actually now that I can use blender correctly... 🤔
I can probably make it 3 deep, and I always wanted a bottom access one that you can stick in an alcove in a cliffside
Yeah I wrote about it on the wiki and everything
I trust that given the incompatibility the new version of the mod will be version 3.0?
The wiki pages do note which version they were written for so a major version update will be visible there
ah shite there's a way to state which pages are parent of which pages
looks like I have a good hour of work to do lol
The thing that messed me up, I think, is that when I was playing off-camera to test stuff I had placed a giant tank with the doorway facing a long path and hadn't had anything next to it on the other three sides. But in the video I put the hole in a completely different location that was bounded on two sides instead of just the one with the path
No worries, I take great care in making everything slightly inconvenient (I took the concept from oxygen not included 😉) so it's normal to hit a corner with your toes every now and then 😅
The entire mod is built so that nothing quite fits together perfectly; that's part of what makes it a fun time
Also I kinda got sidetracked learning that pumpkin chips are a real thing, they're how you make the skin of a pumpkin edible after you make pie and roast the seeds
and with that I have completed all the food that comes out of the cooking tent
cooking house next
Quite often, yes it does work. It does depend what other scripts have been changed in the update, but yeah generally you can do that
http://whitepaws.wikidot.com/early-game-tips I probably did not need to do this lol
Anyway I wrote up a bunch of food today
In idiomatic English, the thing the Polarbeavers want should be "hearty food", not "stuffy food"
oh, also i'm a little late in your videos, but in case you haven't done it yet, the latest update for V4 is stable (2.2.10)
it has a bunch of fixes, better subgroups etc. most notably for you there is a decent irrigation tower that would help you nicely i think.
yeah but we're talking awful stew here, so maybe that's appropriate ? i don't know english is not my native language
I'll try to remember to update to this before the next video. Thanks!
No, it really is hearty. "Stuffy" is never used to describe food
okay 👍
stodgy for bad food
okay, i finished my shenanigans with the pit and ladder tower
also made the giant buried tank much more giant
now stores 4000
and need a 3x3x3 hole
but there is also a bottom entrance variant
reworked the bad water pump to be more compact
oh, crap, already 2am again
enought for today
GN
I need to figure out how to write up balloon trade
Mechanically it is just a weird production building, but
I suppose that the trading balloon submenu can just be the one page
Are the beavers employed in the landing pad normal haulers or balloon only haulers?
Normal haulers
i've been itching to rework those damn landing pads for a looooong time
new is the left one
old one on the right
much less blockyness
less haulers
looks a bit taller
also, balloons now have a "balloon" aura that gives +2 happiness
so as to give incentive to scatter them around, and not bunch them all up together
n'est-ce pas @radiant heart ? 😉😉
everything seems in order...for now
who reads those ? 😆
that's cool, now just needs a connector that can put the bottom entrance one on top of the top entrance one ! 😝
i like that, also, a question, about the "baloon ride" happiness, is it like the shell necklece that they only need one ride in theyr life to be happy about it or it has a decay?
( is it just visual work or there is also a buff in production ?)
don't remember, but i wanted to make a balloon that just takes beavers on a small trip above town, might have to scrap it though
actually let's remove it for now
that would be cool tho, just aminiature balloon pad that goes around the map and come back
not sure if it would be simpler a bit but just have another baloon that can be placed on top of heavy stackables and do those "joyrides"
well what the balloon goes on top of is hardly the problem (and it would definitely be just a regular landing pad)
it's more about how to i make the beaver actually ride the balloon and not jump off midway in the trip
which would thankfully or not teleport them at the landing pad
also it's not super interesting to make a stationnary flight
but if i make it go in any direction and beavers on it go out of bounds... well crash
i should have done that a long time ago
can the path be limited to a certain range around the pad to make it impossible to go to far and crash ? for the "joy ride" model
that billboard needs to be massive to be readable tho, police is not that large on that
it's quite high rez
if you get close it's perfectly readable
update incomming !
don't get too attached to those new playthought though 😅
Have you tested with Flood mod ? 🤣
i'd say don't make it the "live version" tho
oh i forgot to untick that thing
not there yet 😅
whelp, it's almost 2am
might go punch the bed
with my face
Bed time 🛏️
GN
no kaboom yet ?
need to update to experimental first
don't have time for that ATM, probably this evening
gives me time to crack up the shell and see if it's a hot mess 😉
Do the "cursed scrolls of forbidden magic" do anything?
I'm missing something obvious here, what makes a water tight dam home flood? water on top or the entire entrance tile being completely full of water?
or either?
entirely flooded entrance tile, this is fine 
The entrance tile specifically
are the pumps supposed to list a maximum depth of 2 but give no production unless the tile immediately below them has water? (update 5)
Not yet
That's a leftover from what I intended for making bots. But that went through the drain
Might find an other use someday
It's supposed to be visually equivalent to the depth of the straw, if that helps any
think it might be wrong but as it's my first time playing it I can't be sure
Not sure what you're taking about, water pumps are largely unchanged
So like, so long as the "straw" is in water you're fine
no there's something else going on. I guess that worker wasn't at work during work hours due to starvation / disease or something, my bad sorry
Use the double green arrow to prioritize staffing mission critical infrastructure such as pumps and farmhouses
thanks 😉
no cheating! I just need to uh , finish the district before I let everyone move in ok?
while I'm talking again, the power requirement mixed with the submerged requirement on the bad water pump, without any tech to get vertical power shafts, is brutal
I think my confusion was the pump doesn't pump out the full two levels below it, it leaves a little bit remaining without pumping it dry
If that can help, you can always let the bad water pump be entirely submerged
Oooh I forgot to write this in the description
it would have if I'd realised the trouble I was in before I built it yeah
It works underwater?
The bad water pump (and only this building) can be completely submerged
Whelp, that's what I get for writing descriptions at 1am
😅
It's actually intended to
But that cause the beavers living inside to get contaminated soo 🤐
Unless you have bots, of course...
Also, I'm close to rolling out the script that causes buildings to collapse of they stay unoccupied for too long, so soon that won't work either 😅
everyone is moved in now! it just took a while to finish
Screenshot ? 😉
you don't believe me 😮
What map is it by the way ?
including extra "actually works" bad water pump, and yes the original is paused but as I wasted all my dynamite making the hole for it this is not cheating at all
Nah I do, it's just out of curiosity. It's always good feedback to see how people play 😉
terrace valley, badwater version. I've disabled badtides, but I do that anyway in vanilla too.
no idea how to deal with it in this without flood gates, probably just let everyone die
Oof
This map is hard
It's the one where your have barely a trickle of fresh water right ?
😭
To be honest I have no idea how to deal with them either 😅
I've done it in vanilla ok. climbing up the hill to get more water was surprisingly easy even with the log stairs
yes that one
the plan is to build a new district up there to deal with it
there have been some extremely wild population swings. I thought I'd lost at one point but survived the drought with 11 left
Even in vanilla that was quite the pain...
I think normal Waterpumps still work in half-polluted water right ? In that case badtides is just a pain for a little after the badtide is over
And the bad water pumps should eat up some of the pollution
So I figured it would be fine...ish
yes but badtide is 100% bad so it won't help there
it very quickly takes over a water store
Are you making bad shrooms to use it up ?
not sure what you mean. the brain stimulating mushrooms?
Yeah
if I could pump it sure but like I say I only have the static badwater sources, the badtides are disabled, and it's tiny so I still haven't got the badpump set up to work with the water wheel
Ooh
maybe on this map with the trickle of water you could actually pump the badwater fast enough to use it up 🤔
I just realised this design is going to force the water so the wheel doesn't spin. argh
I really can't tell this is a horrible map and settings for it. someone else will have to try with something normal
I think it would be v hard on vanilla maps with 1 tile deep rivers too though
yeah I know I'm suffering alpha pain here
To be honest I thing the map is even harder with the bad water.
In the u4 version you could dam of a small plain near the start and get it to fill up to make a large rice paddy, but now instead of water coming from the left side cliff you have bad water so you can't even do that anymore
yeah I did that in vanilla update 5 attempt but with waterbeavers I don't think it's viable 🙂
as you say the badwater there hurts
ok I redirected the water and now i have Too Much. and it's 2am so I'm done for tonight.
great mod, thanks for making it. my favourite building so far is the Pit + Ladder Lodge (liquid storage) because it absolutely saved me during a drought and blocks a huge amount of river.
If you only want to block off water the regular liquid storage house is slightly better 😉
Easier to access too
@shell fiber Love that one!

and "update" crashes as usual...
Need a tier 2 of that for hard mode runners 😉 JC gonna do one most probably
And game crash after closing mod manager when download worked...
Tier 2 of what ?
I wouldn't recommend starting a new streaming playthrough just yet, I might change a bunch of things early on
and crash when doing "start new game"
and nope, not happening i guess i'll do a little more Helix over the week-end, wanna at least build the ENS before calling it done
the achievement
It is? One of my u4 runs for WB is in terraces I got that 1 little spring bringing water absolutely everywhere on that map
It makes power easy once you got a steady stream of materials
I think the starting area is either 11 or 12 allowing you to put the 12H windmills at ground level late game
Ya, know, when you end up burying literally everything
it took a long time for me to get update 5 versions of every other mod. I had trouble with it switching versions for some mods so I had to do it manually and rename the directories + edit manifest files so mod manager understood what version they were
I admit defeat, if the water wheel floods I don't see how you can do this bad water pump
you literally need bad water above the level of the building to pump it, and you need the wheel to be on the same level as the building as you have no vertical shafts, and you need an unbroken connection for the power, so the level of badwater will always fill the waterwheel and flood it. I don't see any buildings with multiple power connectors to use as a dam to transfer it
ok fine I eventually got it, I don't think there's another way though and it seems really harsh to gate everything through one solution. I had to dev mode in dynamite and terrain to get the layout. I'm not sure the original 6 would have been enough even if I hadn't spent them on things that didn't work
don't ask how many contaminated beavers I have
yeah the first variant of the bad water pump had a power shaft plug in the front too
if you want to try, go in the factionspecification.waterbeaver.json file (in specifications) find the 'water stuff' segment and replace "SmallBadwaterPumpWP" by "BadwaterPumpWP"
and see if it's less nightmarish
but i also would like to know how tempted you'd be of using these houses in random places to block of water instead of pumping bad water
that will give you the previous variant, but i felt it was too big and too bulky
if it has power on two sides I think that's very tempting tbh
i tried a bit yesterday but couldn't make it work, guess i have to install everything manually from mod.io, is that what i understand?
in the end only billboards and the storage one messed up for me, I couldn't manually select the newest version in mod manager and have it install correctly
so I had to install those manually
but I did it inside the modmanager named directories so it didn't get confused
i'll give it another try later then, feel like playing a it atm not messing around with updates/downloads and whatnot
it was a bit of a mess yeah
If you're going to make the new version incompatible with the old one, this is your opportunity to ditch the "Barrel cleaning" recipe, which has only ever confused people
Good call, that's some old relic from the past that doesn't need to survive !
ORRRRR..... Use it as a tier one decontamination for the beavers ? 🤔 that would be sweet, as long as you are carefull go ahead and produce whatever, if SHTF just swap the barrels on decon mode !
The hilarity of the image of a beaver crawling into the fermentation barrel to decon is too much, 😂
I mean the contaminated beavers do have white eyes so maybe they're blind until they heal, idk. Funny image for me though
Flavor text could say "hopefully the haulers don't forget about the beaver being decontaminated"
well, unfortunately that is two completely different functionnalities 😑
also there is no longer any script that consumes a ressource to fill a need (that's the tank shower / med bed issue)
So that's what they broke, when they removed dandelions?
yep
But wait.....how does food work then?
Oh you mean as in a building that performed this function. Sorry I'm slow
Oof
I guess let me ask this a different way, does the shower as a building or the lido consume water to function?
I mean we could try to get the TimberAPI folk to put it back in
Or is said water only subject to evaporation?
the shower and lido don't actually consume water
Lido is only subject to evaporation, I believe shower consumes water?
Huh, if not then that's cool
See this is what I thought
if the shower does, i never noticed it and don't know how it does
Thanks for the clarity
no prob
I figured you'd know cuz you mod lol
You can see the wizard behind the curtain
ahah, i don't know what's in the scripts, i just did a lot of testing and trial-and-error to understand how things work 😅
too bad, that would have been cool, any idea if @kind spire could fix that? ( sry bout the poke bro) 
I think he said that should be possible
i'm about to remove the pumps from my shower zone, will let you know
if builder's lodge buff on cap would let them carry 2 scrap metal it would be nice 😉
@shell fiber been following beavers around since chaos is starting to happen, looks like some food stuff fill the other wellbeeing stuff but not hunger... could there be a typo somewhere in there ? 🤔
Shower doesn't suck water, confirmed 😉
Do you know which item does that ? I'm pretty sure the game would not tolerate typos in needs
I take a look into specification, and Amaizingfood need exist, but that good, don't
Also, no receipe.
yes i'ts one of the effects of the amazing stew
I can extract old game script for you @shell fiber, so if there’s something that’s been removed, let me know!
waaait, different foods give different amounts of hunger points?? cabbage is 0.25 compared to every other plantable at 0.3! no wonder everyone is starving all the time
the upgrade says it has a depth of 3, is it supposed to be pumping that little trough? I've found that the upgrades hardly ever pump, I often see just the main buildings pumping and none of the upgrades doing it
that's because cabbage needs to be cooked to be a good food 😉
but all others are 0.3 like any generic foodstuff, except the awful stew that is 0.9 but that's moslty to make sure it is not eaten in normal circumstances
well in the old med bed you had a "good consuming attraction effect booster" script or something like that, it could be used to make buildings that consume ressource XYZ to fill up whatever need you set it too
and this script is dead in V5
but i cannot tell how deep it was uprooted
oof ! i have to say you were 100% right on this, the power shaft CANNOT be in the back, that is just... a big big no
i don't know what i was thinking
probably not anything smart and probably not clearly
building size set aside, it absolutely need a front power plug
and probably would be nice to have it go through the entire building for the late game when you want to build other watertight stuff (including factories) on top
hmm... althought possibly a stupid concern, i don't like the implications of having the shaft connect both front and back.
both seems a lot with the restrictions on other buildings
basically that means the shaft is running through the length of the building entirely, which means it occupies 3 squares... in a 3x2 house
which means that there is basically 1-2 blocks of livable spaces in the house
so i want it to be larger
so the older model is better
i think it's not that crazy to connect both ways
because it's a buidling that is mostly useless as part of a dam when there is no bad tide
OR i can remove the power requirement 🤔
in which case the house becomes a regular-size, fairly livable building
actually that's a lot better
yeah, let's try that
sure would be nice is mechanistry's AI didn't have my water pumpers get thirsty and leave work (and 3 units of water) to run across the city to get a bit of water
will pay more attention next time around, didn't note what was or wasn't filling the hunger bar
well, deluxe stew gives barely anything on hunger, went from just in the red to just in the green, beaver gonna be starving again by the time he hits home
the U5 version Compatible with another mods like stairs or paths? or even district expansion?
district expansion is kinda pointless now since there are no more limits since U4 or am I missing something?
Dandelion tea is not giiving much on thirst too... tank is almost full so not like the little guy could take a huge sip
Based off how modular scripts usually are, it's probablty OK to just add it back in
Maybe the shaft goes through an extra room above the living quarters, which makes the whole building L-shaped
We've got L-shaped buildings with the entrance on the front or the second floor, and we've even got the Architects lodge which has the entrance out the back, but we don't have any L-shaped buildings with the entrance on the side 😉
Also a dam with power transmission on the second floor is lacking, the utility dam transmits power on the first floor
(much to my frustration at some points)
Districts restrict pathing, so beavers will not go halfway across the map to fill a need; this helps substantially with efficiency
(I also like using them to make restricted special-purpose districts like the "mining district" or the "science district", but you don't need to do that)
🤔 so beavers will have a set max distance they walk from theyr home ?
No, they don't have a set max distance, it's more of a comparable/in practice thing
Like, walking is not fast
And if you really want some subset of beavers to not eat your goddamn sunflower seeds, put them in a different district, disable import/export, and they will carry on as though sunflower seeds never existed at all.
Did... um... did using districts for that not occur to you?
You'll obviously need to balance jobs and housing on each side but like, you can just, have some beavers not,
kinda but need science for other stuff then the district crossing, so i just built more farming land with a gizillion sunflowers 😉
Maybe they will add it back in if enough ppl make noise about the FT needing tea since IT got coffee
The names of the "irrigation tower lodge" and "irrigation tower" feel like they are the wrong way around
The taller one should be the tower and the lower one should be the lodge
"Irrigation lodge" and "irrigation tower" would work better and be easier to parse I think
the one not on ppillar should not have "tower" i agree
Probably it has its dandelion tea already filled
Yeah good idea
Very common and annoying issue 😅
not sure, but that's probably the whole base of the chaos mechanics...
is there a way to make sure the beaver fills up both needs not only one, specially the "vital" ones🤔
like deluxe stew, , IMO, if one goes for that snack it should fill up all the needs it displays in the description, not stop at some point because one is already filled up
There's some issue with that, mostly being that the script that defines the watertight voxels is a bit limited and doesn't allow weird shapes to be defined properly, but I'll see
The issue with that is that if the dandelion tea / red soda need can be overfilled, they become strictly better that water in all circumstances, like vanilla berries that are effectively not eaten because even eating raw kohlrabi when the kohlrabi need is 99% full is still better than a foodstuff that only fills hunger
But what I could do is maybe give water a supplementary need, which would allow to uncap the tea / soda one and make them all somewhat equivalent
But that will still cause beavers to drink a lot more tea/soda than they currently do
Hmm... 🤔
I think the solution is still to make stuff that fill multiple needs...
Maybe some lunch boxes like things 🤔
I was looking through all the food recipes, and it seems that there is one thing that sates "Nutrition: grilled chestnuts" and it is mushroom stew
Chestnuts + sunflower seeds + possibly berries? as a granola sounds like a fun time and way to bridge the gap
I'm thinking about it in terms of... like... how many distinct foods would I need to have as a bare minimum of nutritional needs?
I'll probably make something like that, but not clear yet what ingredients to put in.
Probably rice, chestnuts, sunflowers, could do berries but that makes blueberry onigiris irrelevant.
Not a big issue though.
Maybe a bit of pine resin as a binder ?😅
Yeah I just couldn't be bothered with remaking the chestnut need at the time I made the recipe, fixing it is on my bucket list
Turns out pine resin is edible 🤔 sort of
I'd still make berry jam onigiris regardless of usefulness, but I could be the only one
well i need to rationnalize things every now and then 😉
skim off excessive complexity when it doesn't serve a good purpose etc
@radiant heart are you making green stew in your playthrough were you just can't get enough sunflowers ?
i'm checking the maths behind the curtains, and green stew effectively has a x10 multiplier between consumed need and output need (one seed makes 10 stew, each filling as much sunflower need as one seed)
enough poking at that stuff for now, time to playtest
oh, regarding the bad water pump : one of the reasons why i want it to be more readily usable, is because there's no telling how long it will take for the second badtide to arrive, and i want to make sure all players manage to get one operationnal before the first one.
i'm also removing the thirst value of stews for now, i'm pretty sure that causes a lot of chaos (and that caps the consumtion of stews)
according to my exel file, with only vegetable stew, chestnut stew and pumpkins, you should be able to easily cover all crop-based needs.
then i need to rework the cooked dishes to remove orphan needs such as weird udon, that solely exist to give a food reciepe to the gristmill
also the spadderdock need is woefully underfilled because even the vegetable stew doesn't use it, only the deluxe stew fills it
now weird udon fills both chestnuts and spadderdock needs
btw i renamed them (at last)
talking of weird udon, in the top right you can see me slowly realising how slow 4/hour is and how many gristmills and waterwheels I'm going to need
I was trying to justify it to myself and I figured it didn't use water, and had such a small number of ingredients that travel time was minimal so maybe it was ok
like producing stew full speed in a drought is a little risky
and green stew is 5/hr but with so many ingredients one of the workers is likely out getting more fairly often
ah, yes, that's why many buildings have more workers than just one
i figured that they would actually spend most of their time gathering ingredients, so i put more workers
the ratio between inputs and outputs is something i've put tought in, but the rest like cooking time ? not so much
stews take a while because that's how a stew is made
otherwise... 
Trying to get water beaver working U5, getting the following:
[Error : Unity Log] ArgumentException: There is no GoodSpecification with id: ScrewpressBlueprint
Stack trace:
Timberborn.GameGoods.GameGoodFilter.Load () (at <71994a431bde4ef1a7c335073a993c77>:0)
(wrapper dynamic-method) Timberborn.SingletonSystem.SingletonLifecycleService.DMD<Timberborn.SingletonSystem.SingletonLifecycleService::LoadSingletons>(Timberborn.SingletonSystem.SingletonLifecycleService)
(wrapper dynamic-method) Timberborn.SingletonSystem.SingletonLifecycleService.DMD<Timberborn.SingletonSystem.SingletonLifecycleService::LoadAll>(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <a38ce14644da437795019583808b06f8>:0)
- Did you download the u5 specific experimental build?
- Compatibility is being broken between u4 (WBO 2.2) and u5 (WBO 3.0) saves so you cannot carry over. This is being used to completely overhaul the medicine system in the new absence of dandelions, clean up a variety of legacy cruft, deal with the new absence of certain scripts, and also because the badwater processing subsystem isn't in place yet
If it's not those, gonna have to wait for Lapant to get here
[there is no good specification with Id screwpressblueprint]
How on earth did you get that ?
Did you have a very old version of this mod installed by any chance ? Do you have mods installed beyond the dependencies ?
jeez, not having access to bad water AND no badtide comming is such a drag 🙁
i'm cycle 5 and i can't get any science running because no access to that red crap 😑
time to make a building that fixes that...
badwater is post metal in vanilla, I think you might be making WB difficult on most vanilla up5 maps as you've switch it around
fwiw I'm going slow now as I'm on to the factory + metal and the number of missing limbs is becoming a serious problem 😅 might need to wait for more healthcare to reappear
did you change the injury risk in the options ? beavers getting maimed should be extremely rare early on
oh I didn't realise, thanks that'll keep them working harder for a while
yeah there is a weird behavior occuring when you try to change it, not sure why
best is to keep that value as default because what is does makes no sense to me
hmm, ok, I didn't touch it I just got unlucky I guess.
can you upload a few screenshots ?
hmm... im getting quicly irritated at the lack of badtides
maybe i should rework my nonsense to make it not dependant on that
tapping in the bad river seems a more viable option
but i want the solution to also be good for bad tides
🤔
Why don't use flood mod ? I have badtide straight from cycle 1 🤣

