#Water Beaver Overhaul
1 messages Β· Page 17 of 1
it's true. raw fe would be better than scrap metal for sure if you do that, scrap metal can be very painful with the population requirements
yeah but it's not in the game π
unless you think badwater is that already
yeah, i thought about adding some toilet need, but i'm afraid it would be very tedious. plus there is no easy way to make beavers produce stuff from an attraction type building
i think alcool is the best solution
i'm pretty sure everyone expect rice to be turned into sake eventually
and it is low tech so....
the barrels are going to get a new reciepe
and it's not like salt onigiri gives any mood boost so something useful for rice early would be nice. i went to so much effort to get underwater farms π
yeah they are just survival food really
i might upset a lot of japanese people but white rice, even with a bit of salt is pretty boring as food goes
that's why i didn't want to make a 'rice' need
plus there's already plenty of food needs
I like it all, I think I'd like it if there were some less efficient, good underwater crops for water beavers but that's a feature thing and you seem to be bugfixing up5 at the moment
there's just two, one is v basic rice, and one is gated behind the large farmhouse and feels very endgame
there's also the very tall bamboo
ahh which I would never have seen due to the ens + tree nursery right? π that does sound good
I didn't realise it was a water crop
i've been thinking about a more interesting water crop but i'm not finding anything that has both a purpose and is nice to have
better to not do it than add it for the sake of it yeah
i want to have banana trees though !
for food, obviously, but also to give a reason to keep the tree nursery aroung once you've planted your berries / grapes / etc
(banana trees make no wood and only one harvest, to the tree must be cut to plant a new one)
cranberries if looking for a water crop, they are grown in flooded feilds
could be used in an event building for a periodic festival boosting stats
i don't think there is any way to make seasonal events without code unfortunately
i also thought about making cranberries at some point, pretty nice crop
but that would make "berries"
and having multiple plants producing the same ressource is problematic
i also considered some sort of seaweed
specifically i wanted somethign that require 2 or 3 deep water
anyway, not a priority at the moment
yeah but that's all coding stuff.
this mod is entirely made by twisting and abusing existing properties, if nothing in the games already allows to do XYZ, it's basically impossible for me to do it.
so youre scriping? what language
or are you just literally adjusting properties data
no i'm not coding, it's all adjusting values, adding existing scripts to prefabs etc
typically to make beavers live in a farm, i just take a copy of the farm, add the "house" property, and here you go
Hmm making me want to take a peek at the files, I used to do game development eons ago, lol 90s
Age of Empires
The orginal RTS game
isn't dune the original RTS ? π
don't know i was a kid
for me original rts = command and conquer series
depends on how you difine rts, starcraft was big too
and C&C of course
do you ever stream when working on mod?
i used to like AoE but i always absolutely hated the AI that plays harrassment simulator
sometimes
Ill keep my eye out for one, i have discord on a seperate monitor
i'm going to see if my current mess crashes, then eat something, then maybe i'll stream a bit
but if nothing requires adjustment, that will just be playtesting
intersting to me as well, i dont think im doing some stuff as intended lol
I kinda like having gatherable wild berries and underwater farmable berries separately, it gives you options at different stages of the game and they're harvested by different workers etc.
Dune 2 was the rts, dune was um, maybe sort of like a proto-visual novel
arguably powermonger or maybe utopia could be called rts earlier but it's close
sorry I am old and get overexcited when people ~~ask ~~ mention game history
with berry onigiri gone and the salt one not giving any special buff now... sure would be nice to have something more out of rice early on
oh there is cereal bars in the cookhouse i think π
they look great but my berries are too precious for research π
well actually making berry juice should decrease the amount of berries your beavers consume
same for cereal bars
Oh also you're going to be happy
the fermentation barrels can now have a platform placed on them
yeah, seen that, nice new thing but still is science locked, with the 2 types of onigiris available pre-science gone well-beeing took quite a drop in early game
clear the field around the berries and let them spread π
they are so slow! I've circled the ones that have grown during my very long war against the brambles
yeah, the spreading is not super fast but it's not a race it's a marathon π
with the nursery not ENS locked tho gonna be much easier to get them
yes definitely. I think I'm usually kimchi locked though, due to cabbages + farmers. it'll open up once I get the large farmhouse
soon
trying to double the field... not gonna happen in one day
build more farms π
I'm hearing "feed more beavers" and nooo way
81 beavers, 7 normal farms, two assistant buildings so
11 farmers to feed 81 beavers
kk, i don't have the assistant yet
it's a huge help. I'm actualy limited on onigiri storage so lots of rice is ripe in the fields, but that's only becasue the beavers eat eveyrthing else first obviously
if that rice gets harvested I know I'm in trouble
lol, got a 200 salt onigiri back up storage just in case but no one is toutching it
i'm just rushing to the washing machine because i want one π
π I want to see the model please post it when you get it
this is the fairground ride that levers them over into a river right? π
yeah ( well it will be in the lake in my case )
it's going there
Hey Lapan, BTW, cool replacement of the log pile for the lumberlodge π way more convinient for placement
gonna be a bit long, don't even have enough paper for the BP yet
wow you store a lot more water than me
i'm particularily fond of how that is the absolute worst place to store logs π
SAfety is for Hoomans not beavers i guess
too much hard mode runs π it has it's effect at some point
3k storage on small tanks
think last hard run i was up to 6k storage before getting the med tanks
I have med tanks and some nice storage homes for damming and a total of 1K storage for 81 beavers.
I think I may have underbuilt I need to get more planks
planks? you going all fancy with the plank tanks ? π
medium tanks! planks and tar
kk
my beavers are advanced scientists, sort of
you got everything under 1k unlocked already? π
i treat science as a cool perk but not a basic need atm
okay, let's do some playtesting π
testing 3.0.6?
I ma technically working sorry!
no prob
uploading !
would a 3.0.5 save work with it?
it should
but gonna block your science
it no longer uses the red shrooms, need to make the other component in the alchimist
gonna rack up some tar and nitro before updating π€
im going to hold off a bit just got a stable 120 pop on cycle 13
how about a 3.0.3 save?
i went from 3.0.2 to 3.0.5 and no problem
didn't try 3.0.6 yet just due to the change in science thing but should not be a problem, worts case if it crashes when loading just rollback to .5 and reload previous save
any change concerning balloons? π¬
not sure if lapan had time to correct that, if you didn't destroy the pad you can try and put a balloon back on it
@shell fiber I heard @storm gulch mentioned this in his video, and i kinda had thought along the same lines, what if they had a scrapper building similar to the wood planification lodge? maybe make it look like it's literally made of scrap metal and barely standing, flavor text could read that "they crazy beavers who live here wear scrap on their head to prevent hoomans from telling them what to do"
then maybe a follow up from like a second beaver that's like "but the hoomans are all dead"
thinfoil hats beavers, lol
i forgot to suggest it when I thought of it cuz i don't come up for air from timberborn much lol
i would kill for their job moddel to be a tinfoil hat
from my understanding that kind of modifications are shitty. anything reworking the skin of the beavers ( or bots) is a hot mess
does it have to do with a texture applying poorly to the space, or are they attempting a 1:1 model replacement, cuz i assume that is the only way it would work
I like the idea of the scrap lodge but at the same time scrap is a finite rss that at some point you won't need the building anyway
but i assume beavers, and bots, are a single texture
ya, i'm aware, you could make it cost like 3 scrap so you get most of it back, and the the modle could just imply it's using like 70 scrap to make something that looks similar to a beaver dam but it's just a scrapper flag
i know there are things you could do with the finer numbers related to resources with the mindset to be about what you get back
could even just make it cost nothing like a scrapper flag, but a family of beavers still lives there
idk
them extra mouths can be a liablitiy
lol i try to keep the general unweildiness in mind when i have crazy suggestions for the mod
could also change nothing, cuz these aren't really my toys lol
i mostly play the mod to help the mod maker stamp out unwanted player behavior cuz i just like to test limits of things 

currently trying to figure out how many mechanical water pumps it takes to keep a source block area at less than .1 height for giggles
lol beaver laundry
looks like one of the spinny carnival rides the pin you to your seat, gone way way wrong
Animation ends like that , intended?
it started flat on the ground, goes upsidedown and spin in the water and stoped like that and the beaver got out
just like a fence to keep all the clean but unconscious beavers in
via levitation or teleportation?
looked like teleportation
it's beautiful
Sadly looks like the washing machines breaks the clean fur thing, got 13 dirty not working for and they are not even going in the baths
as soon as i paused it everyone runned to the baths
@shell fiber gonna have to look that up i guess π
( that's on 3.0.5)
but don't think the machine was changed to 3.0.6
and it doesn't give wet fur
Also on 3.0.6, the contamination is now an absolute killer, i have 100 beavers and 82 are contaminated so gg for the colony right now π
do you have the washing machine? cauz it removes the contamination it's all the rest that is broken so needs micromanagment to pause/unpause when needed
Sadly not, i avoided unlocking it before starting up as i assumed it was released on accident
built some jails?
Yep, it got changed to super slow in 3.0.6
yeah, lapan told something about that earlier, like the rate was chopped out by 24
Yep, the new rate is insanely slow, 7 jails does nothing to help, the number rises faster than it goes down at the moment
but how do you get that many contaminated beavers ? i get 1 here and there that's about it
An extremely bad experience with a bad tide i must admit. Touching it gives maximum contamination and it was 6 or 7 days long
i see, 7 jails is only 21 beavers, so you need like 4 times that π
theres apparantly some mushrooms in .6 that speed up the prison
Yep, i'd never seen the number so high as i was used to the old numbers, bad tide hit within 0.4 days of me loading it, i was not prepared π
they don't eat them in the prison
but yes, the red shrooms help remove contamination faster
You also need to make them and science has changed as well. I should not have saved before a bad tide then upgraded, my own fault
it's the same process as the red science shrooms from versions before
I figured I'd let you all beta test it for me π
Yeh the process is fine, i just got hit at a bad time where it made my beavers unable to work to make them, bad timing all around on my part
something is up, i'm getting a lot of contaminated beavers, way more then 3.0.5, Lapan pulled something on us
used to get one once in a blue moon, now i get at least one per day if not more π€
gonna have to ask him when he wakes up in a few hours
Yep, its pretty bad
I used to get far too many just from pumping ba water when I didn't use prisons, so might just be that if prisons are too slow now
if the washing machine worked properly it wouldn't be a big deal but the micromanagment is painfull
I've shut off all my badwater pumps to try and help, the number isn't going up now but its also taking a very long time to go down so i cna get myself out the situation
you'll survive and grow stronger, just a happy little incident !
Indeed! Keeps the map going longer thats for sure, i have just enough beavers to keep it ticking so its only a matter of time
as long as you got 2 beavers you can reproduce !
One other issue i have since loading this version
I've deleted the roads, the ramp, reconnected it, and disabled/enabled it, no luck
I see lapan definitely stopped beavers walking through walls π
Yep π
had something similar on the irrigation tower in an earlier release, it's a quick fix, just need to ping @shell fiber and he's gonna fix that in a breeze when he got a minute
Its nothing major, i have the slow option so i'm all good haha
that switcharoo on science is painfull, so many more steps, plus my rice production was not even close to ready to support that
and to really help it out i need the large farm, that i need science to unlock...
My main concern is you only have 1 alchamist for a very long time and swapping between science, tar and explosives is going to be difficult
that's gonna be shitty for sure, maybe the chimestry set gonna be brought back to the factory
π€
Even the factory is pretty deep. I'm on cycle 26 and don't have even have it unlocked yet
knew about that part so made a stack of 200 each nitro/tar prior to updating
2 chemistry from the start would solve it i think
2 anvils too π
Now thats just too far π
we had that discussion lapan and I a while back, it's not in his plans to give more of those "core items" in the kart
IMO brain boosting salt sounds more like a cheap drug made in some crappy basement, could have another building doing it
I'm not surprised to be honest, it may make it too easy having more of certain items
just getting a bit more dynamite was a big deal π
not enough for a lido but still enough to make place a mine on a map you don't have a 2tall cliff
but the removal of irrigation towers trew a wrench in that balance
To be fair, i wasted mine on making a pit for the bad water pump i was then told was likely to be removed so i didnt notice it
it's a bit dodgy becasue it's necessary for those maps and is maybe a little op for maps with multiple mine sites ready
Agreed
6 dynamite was not super op, just made more maps playable
Holy hell, you need 24 fermentation barels making sake to keep science running full time
and how many alchimist?
Bad math... 20 sake per 96 hours, 20 sake makes 20 brain boost in 4 hours, 20 brain boost does 26 hours science
So alchemist will not need to be on brain boost for long at a time
the High temp foundry also is quite dumb when you crunch the numbers to keep it running full time, it's like 8 alchimist making methane 18h per day and the amount of spadderdock needed for that can't be acheived even with a large map beeing only that growing
So 4 fermenation barrels to keep up with science
that's with 10 workers in the librairy?
so 1 barrel per librarian?
cool, got my first batch of salt ready! it works
Pretty much
beavers not drinking the sake ( yet i suppose) helps a lot
I think it will be fine once we're all used to it, but its going to slow down the science start a little, not necessarily a bad thing
all things considered it's a longer process, gonna have to slow down at some point due to the alchimist but it's not that big of a road block
60 contaminated and going down, the bad water pump was definitely causing my spikes
what model are you using?
The powered version, with it on i saw up to 12 contaminations in a day with no exposed bad water. With it off i see maybe 1 or 2
do you have a building above the first 6 squares?
i see, i'm using the non-powered one, apparently it's less violent on contamination
guess that proves it
ok those two exposed roof tiles on the left mean bad water on them will pison people living in it
that's in addition to the pump worker getting poisoned
with how you've built two levees should fix it to something reasonable
if you've any beavers left willing to build π
Back up to 186 working and 55 ill so i'm ok again now
Not my first mass death in this play through thats for sure
wahing machine cleans a full contamination in not even half day, That's the kind of OP cleaning i like to see ( plus cleans the fur)
Its my next goal for sure
just have to remember to pause/unpause it untill it's fixed
Thats an ok trade off for now
but don't focus camera on the beaver riding it or you'll get sea-sick π
looks like i need to up my bad water pumping game and a lot!
It does use a lot more now but i'm going to stick to 1 pump for now
pump 1 per 1,5h while the alchemist eats 80 per 4h plus the red shroom production π
powered at 1 per 0.33 is needed for sure
even there, it's 12 per 4h far from covering the bad salt, not sure if lapan crushed the maths or was waiting for us to complain to look it up π€£
In case anyone else runs into the same issue, i had to delete my library and re-build it for the new recipe to work as there were old items stuck inside that haulers wouldn't grab
Okay, so wishlist: can we get a warehouse that is watertight? I don't mind if it costs metal blocks and requires glass panes, I just want to be able to build overhang walkways to make endgame higher spiral stacks without using ladders (which still feel weird to use).
the warehouse is water tight
I meant like the other kind
also it doesn't have a 3x3 footprint so fewer of my dreams can be made true that way
3x3 pit and ladder withthe overhang storage is all you get, everything watertight seems to have beavers living in it in the mod so I'm not sure that bit is debateable
Fair enough
I was just staring at my enormous storage stacks and Wondering
But also the crate storage house is 2x3x2 so
a lot of the 2x3 buildings would be easier if they had doors on the 2 side
are there buildings that have doors on the 2 side?
only the old bad water pump model I think, unless there's something later than I've got to
doesn't the 2x3 storage house work with a 3x3 hole in the middle ? you can do overhangs and spiral staircases and loop around
it's a bit big and clumsy and not very high storage though I guess
You mean a giant giant spiral with a courtyard in the middle?
yeah it doesn't sound good now I think about it. you want the 3x3 600+ storage for it to be good
I'm thinking about a pit and ladder lodge that, instead of having the hole in the middle, has some storage but also has a nice roof balcony/walkway that is 5 units long (important to have it be more than 3 units, so it wraps around corners and also sticks out far enough that you can use it to get to other buildings' front lawns) and doesn't prevent building other buildings (much like the present pit-and-ladder lodge's front walkway doesn't have "collision")
idk this is all just fantasizing
also vaguely wondering about a superpile that holds more than 180, perhaps requiring extra supports like the giant buried tank except with a different shaped footprint... hmm
there are 2 versions actually, the 3x3 lodge in U5 has a storage version and the 2x3 crate hause is still there
I'm still contemplating a balcony-house with a very long walkway in the front
those are the 2 watertight storages for now
gotta keep in mind, in that mod watertight = house π
(except for the levee)
aha
"Pit and ladder lodge except that the hole in the center is an actual hole you can put a water dump into" still lives rent free in my brain all the same
I do not know how possible it actually is to make a house volume with a usable hole in
probably not that complicated, it's a bit like the powered bad water pump
I didn't realise that pit + ladder storage one was up5 only , that's what I meant.
it has a 5x5 ring around it for storage so it probably does what you want with a balcony too
Am I blind or the clinic is gone?
Oh I forgot to check that
I thought about that at some point, but yeah as redneck pointed out, scraps are a finite resource so I don't think anyone would really want to spend resources and have to deal with extra population for something that is ultimately temporary. The others are useful because they can be part of your dam and still have stuff to work with closeby if you make it so, but scrap gathering... Not so much.
Not really, but the entrable animation controller works like that. Either this or its always moving even when empty.
Not on purpose
How many small bag water pumps ?
Oh, oopsie π
What ? I never removed it π€
Extra motivation to make more chemistry sets π
Yeah honestly I was thinking about bumping up the amount of science produced to compensate for the extra complexity, I'll think about it
I don't mind it, a bit strange sometimes but it's ok
got one not powered and one powered, but it looks like it was just a boost when changing version, now it's back to "normal"
tought it went to the high temp foundry at some point in U4, could be wrong tho
Actually I intended the powered one to be both more efficient and safer π€
Should not, I'll double check
just having the salt be made somewhere else maybe? you probably missed it since there was a lot of talk today but IMO it feels with the name it's some sort of weird drug made in some crappy basement, some "trailer park trailler" or idk what could be in charge of the salt. managing the alchimist is already a bit tidious before you can make more chemestry sets
Thanks for the switch on the water canon! happy i don't have to micromanage that
I absolutely did not do any mathπ
There is a waterlock house that allows passage through it
Not sure I understand what you're going for, maybe a drawing could help π
Excessively easy π
at that point could the dump be included in the house and it could be the replacement for the crapy irrigation tower?
Oh yeah I read, but I doesn't particularly make me think of a crappy nose candy make in a shady basement, it used to be legit chemistry back in the days π€
Nah I made the hole watertight because it would be hard to actually remove the water if it ever got in, and I didn't want 1x1 holes like that for irrigation
Not so bad for a first on U5 ! (Cycle 17) 165pop
Only Major issue i found today is the washing machine preventing the beavers from cleaning theyr fur. other then that, some minor things here and there but nothing that makes it unplayable.
Callling it a day, Later π
Yeah, the question is are there any that allow access on the short side
pitless ladderless lodge
Complete proposal
1 and 2 both have storage in them, and justify this added storage space by not having a hole in the middle
The reason these cannot be fulfilled by normal bridges is because normal bridges cannot have passage sideways and definitely cannot have stairs built on top of them
I would pay like an extra 30 logs to have walkway lodge 2 instead of 1
The original reason I started this conversation was being salty that you can't put side platforms on large storage
Ya but I meant the mod
They got that one bit, it doesn't care what you attach it too
Side-platforms-the-mod is compatible with WB? I didn't know that
I don't think it is, I just want it to be
I did try messing around with the spec file once, it didn't work π
Universal power shafts worked fine without mod support so idk
I know he added them now, I mean before
Selfishly I also want the bridgehouse with the super long platforms because it can make dams made out of lots and lots of houses more viable, not just storage stacking
I mean to me, until the houses help transmit power somehow they won't ever be viable
What's the point of an intricate set of housing to channel water if the houses will just block the power connectors on the wheels
... The old 2x3 badwater pump would have had a power plug in the relevant place
Now that I think about it, a 2x3 house with a power shaft out the back, like the tunnel house, might actually be viable
Ya I prefer puzzle pieces over just basic blocks
Now that I'm thinking about it, you could make it the power wheel too!
A powerwheel house would be fun(ny)
You could, alternatively, make powershaft house the no-science version of the high power shaft
There's lots of new building possibilities here!
Maybe should not wish more power from this mod. Few have a bad experience with a billboard π€£
The thing is that the power shaft house is actually kind of necessary for certain types of building/channeling
on the short side ? generally the front has some "building visual identity" stuff, the back has connectors, pump straws or vents, the top and bottom must be flat for stackability, and the sidesalso kind of have to be flat so as to make a tight seal with other buildings to form a dam, i don't think a building that goes out of this mold would be very convenient.
oh but i think you can already do that kind of stuff with side platforms π
i think battery smooth made a pretty cool mod called 'shaft extention" that includes power shafts bridges π
i need to try it
It's one of my favorites of his in terms of raw power utilities
i can make a bigger live-in warehouse but there's already the 2x3x2 one
I noticed that one, but two yt ppl I follow with WB playthroughs haven't noticed it yet. This one and the tank one are very useful for the food malls I like to build
hmm this is what you told me earlier when I was asking about it, I guess you changed it?
be careful they all house a few beavers
the middle pic is exactly like the pit_ladder storage building that's already in the game?
who was it who had an issue with the balloons ?
which balloon was it ?
and did you have both doors of the building connected ?
#1070709592176197642 message
thanks
Yep, it wasn't in the calculus early game, worked better in the mid to late game
okay, balloons seem to all work
fixed the sawmill issue (ofc)
found a small weird thing in JC's video
Having an issue connecting the basic sawmill to a road in 3.0.6
lol just read above
re balance, i think the bad water requirement for brain booster is a bit high
hmm... possible.
but at the same time i want to make sure that using the unpowered bad water pump is not really a viable option long term
I restarted for '06, wanted to try the new science progression, other than sawmill working great
regarding the accidentology of bad water pumps :
mecanised medium one : 3% chance / 3.4hours to get 0.1 contamination
small manual one : 10% /3.4hours to get 0.25 contamination
sooo... you shouldn't abuse the small one π
hmm 10% that's a bit much
especially considering the speed nerf
let's go for 7% of getting 0.2 contamination
I say keep it 3% , the same as the other, as umpers will be working much more if it produces slower. the illness only happens if they're actually pumping right? if storage is full they won't get ill?
the illness only occurs when they are actually working yes π
3% barely ever happens π₯
Splitting the baby at 5% maybe
Maybe 5% but .3
More often than base rate and with maybe extra incentives to move to the better less colony lethal version
And maybe so you gotta turn it off to manage the sick
you can play with this to tune it, p = 0.03 (or whatever), n is number of cycles of 3.4 hours
I agree 0.03 seems a little low, only 2-3 ill beavers average in 340 hours of pumping
https://homepage.stat.uiowa.edu/~mbognar/applets/bin.html
I hope I remembered enough maths that I've picked the right distribution
yeah basically that means 80% chance of having 1 to 4 sick beaver over the course of 340 hours, which considering 18 hours worktime makes 19 days , or basically more than a cycle
which is honestly, ignorable
with 0.07 over the same time course you're pretty much garanteed 4-8 sick beavers
honestly i'm quite happy with these numbers π
i didn't know this website, thanks !
okay, time to playtest again !
okay, red shrooms work as intended, so is the jail
the washing machine now only removes contamination, probably beavers get confused if two different buildings fill the same need
who makes chemistry sets?
the factory
streaming now btw
poorly made sake should be drinkable, but honestly it's not a net gain in terms of thirst value
but it does give a +2 to wellbieng
produced drink, berry juice etc. is better than water becasue it can't be stolen by librarians or mushroom makers or other fools leading to everyone dying of thirst
I'm not actually doing this at all yet but it's the plan
yeah but they are limited in how much they can drink of it
ahaha
i have a one year old beaver drinking sake
oh well, they are french beavers after all
I'll believe that once I get coconut milk cheese
I don't think so but you can do it with the power of modding. and it's seems more likely than us getting cows or sheep from mechanistry
actually i just looked it up
you can make some sort of cheese-like thing from coconut milk
jungle beavers
yes
great, thanks! Nonetheless I'm reluctant to update because I really like the effectiveness of the decontamination jail in 3.0.3 π
god science is hard...
i should work on rebalance things
maybe brains stimulating mushrooms weren't so bad π€
just so you know : i think the temble will be temporarily removed
i'm going to tear it apart and reuse some elements for some other stuff
or maybe not
i'm hesitating between a beaver school, or a beaver assembly
as an intermediate science producing thing
i'll make the library science a bit weaker but will revert to the previous reciepe
the question is : how do i make that intermediate science building necessary so that people don't just mass-produce science with the library and disregard the new thing entirely ?
anyway, uploading version 3.0.7, science is back to its prior easy mode but slightly weaker
mushrooms are back as brain stimulating mushrooms
the jail heals 0.01 per hour so a couple of days should heal most beaver that did not get full contamination
(those would still be cured in 5-6 days)
i think i might swap the model of the ENS for something like this, and make the other school use the ENS model
but i just can't help but think it looks...british π€’
sorry @kind spire π
maybe enought for today
GN
Can the walkways get one or two squares cut out for adding stairs?
π₯Ί please?
Maybe you can make the entry-level library smaller and not provide the wellness buff and make the middle library the "Public library" that is also an attraction
Or, only the middle library has scroll racks
Or, only the middle library can have the "library books" recipe in it and no longer have that in the copyist/artist lodges
Since the library book recipe is supposed to be copying books, not writing them new longhand
Beaver school allowing copying library books also works on a logical level because then that means it's their homework!
Needs different shapes, I think - for example, what if the corner towers taper inwards? Or perhaps rooftop gardens instead of flat roof? Or arches instead of square walls? Or you can finish making it a castle and add a moat and drawbridge and some banners along the outside
Having the washing machine "on" doesn't block the beavers from using the baths anymore in 3.0.7 π
kinda like the librairy gives the book buff, the new one could have another ( +5 to make it better then the librairy)
Just to be sure, as it is right now, any "Severe" something makes the beaver useless for the rest of his life?
looks like brain boosting salt automaticaly cleans contamination without even consuming one
just toutching the warehouse with it stored does the trick
Wait how didn't I think of that π€
just a tought, how about making double and trible dynamites beeing dynamite+ nitro instead of just multiple dynamites? I feel like ppl just won't use the feature even if it's nice with the cost beeing that big for it
I'm for a fact not lazy enough to use 7 dynamites for a3 deep hole, π
Hmm... That's a pretty good idea π€
hmm... much better already
less harvard vibes
not that i ever went to harvard though
hmmm... i'm just not feeling this plan as a whole is very good.
i can probably just make a crappy science reciepe in the library, and a better one that uses more advanced stuff
In the population well being screen the drinks catagory is missing a label
Also in the fermentation barrel the mouseover label for sake displays beer
whats the difference between the two giant buried tanks? I see the little green thing but not sure what it means
it's the position of the door, now there is a bottom entrance variant
okay, my ideas are falling back in order
the bad science reciepe in the library will be bad notably because it will consume 2 berries and amond others and produce only 2 science
the "better" science reciepe will require more tedious things (brain salts) but will be much better and require only 1 berry (which is generally the limiting factor i believe)
and produce... i don't know, 4-5 science i guess ?
and the university science will consume only things that you can more or less mass produce i think
as for the brain salts, i had made the reciepe use "bad sake" only because i wanted to make it accessible early, but if sake is drinkable that goes out the window
ideally i wanted it to use strong alcohol as a solvent (because it's chemically plausible)
but now that i have an early science reciepe, this thing can come in later
but i still can't have a same building use an item both as ingredient and as output (the distillation reciepe)
so i'll just add a new distillery buidling, that will make alcohol from wine, chestnut beer, or sake
possibly will have it distill mint essence from the bamboo to cool off the nuclear reactor (because of course that's how it works π€£)
and i've been ogling that reffinery 3D model for quite a while anyway
problem is : it should logically require a chemistry set
but i don't want to go as far as that π€
eh, an issue for later
Im not sure if im on the right track on cycle 20 pop is 250, seems a little high
hmm... that seems a bit high
i would recommend taking it easy on the "optionnal" buildings such as harverster's office and woodfelling lodge
or maybe not
maybe @radiant heart has a better opinion, he plays this far more than me π
My pop isnt crashing but i do get low on water during bad tides
well as long as you survivre i guess π
nine day bad tide ran out of water with .2 days left
eh, that's plenty π
it's not really about cycle and amount of beavers, I tend to take it slow at the start to stabilize and prep production for a pop boost, can go for 10-15 cylces with a pop in the 50 but then bump to 200 in 3 cycles
as long as you can produce food and pump enhough water the amount of beavers you have is not really releavent
ive been steady at 250 for about 5 cycles now
i'm at cycle 21 and 180 pop but it dropped a bit, closed my kitchen house since i can't get enough bramble flowers and dandelions for the the/soda
23 here
starting the massice lvling of ground to have more plantations going on. Only issue gonna be the brambles, not even close to the tree nursery
i have 5 irrigation lidos
only 4 , gave a try yo the canons, it's super cool !
ive pretty much given up on planting on the river shore, bad tides just not worth it
same
well almost, still got a dandelion patch there
dumped a bunch of pumps and giant tanks
i wish there was i bigger pump, i have 31 guys pumping
31 looks quite high for your pop, is productivity on the pumps low?
terrible...
walking=not pumping, need those tanks as close as you can from the pumps or a bunch of haulers
early game 95 is the bare minimum, at that point i'd say you should target something in the 70~80% range at minimum
oh you can still plant a bunch of cabbages on the riverside, it's okay if they die
they grow quick anyway
Ive got some built in overkill, to refill from empty in a single cycle 4.8k
because ive been getting back to back tides
do sunflower seeds have a better resistance to bad tide like thay have a better one to drying?
crazy idea, not sure if it's doable, but a crop that can only grow on contaminated soil? (kinda like the red shrooms could be used for science)
no bad tide killing crops is hardcoded π
i whish i could
maybe in a future update
oh, different story, while playing did you notice red notification for beaver dying ?
no
i tried to edit the color of those messages, but no idea if that works
for now could you remove the "severe" stuff since there is no curing it? you know how i feel about useless eaters π had one at 12 Y/O getting a severe injury and just wondering around for the rest of his life beeing a burden on the colony
i'll work on it as soon as i finished rebalancing that science thing
so
__bad science : __
1 badshroom
1 kimchi
2 Berries
1 Sunflowerseed
3 water
2 science
Better science :
1 brain salts
1 kimchi
1 berry
1 greenpea
2 water
4 science
really like the no sunflower on the second one
that's the point ππ
give every incentive to move to the second one
but brain salt require to distill alcohol
why would you even do the first one ?
because brain salts require alcohol π
and beavers are alcooholics, they will run all over the place for a drop of booze
ahahah
i'll reajust the sake reciepe if need be
same for the chestnut beer
basically i added a distillery
requires just a medium cauldron and some scrap metal
should probably cost a bunch of clay actually
sake receipe could sure use a boost
so does the alchemist, in fact
it was what ? 96 hours ?
yeah because i had it make clear sake
now it's the half fermented couly kind
so i'll chop that in half i guess
can't remember would have to open the game
it's more about the output then the making thime tho
hmm...yes but if i increase the yield it will actually generate more drink value than the water you put inside
which is something i would like to avoid
maybe up the water cost a bit thenπ€
let me boot it up and look back at it
like what kind of barrel/beaver makes sence to keep them drunk? π€
i think they should only drink one unit every 4 days
now that i made the reciepe 48 h
that's 0.25 /beaver*day
i guesss at that point rice production gonna be the bottleneck
was thinking keep the time but use 20 water and produce 25
so one barrel should keep 40 beavers satisfied ?
technically yes, as long as you got enough haulers and rice to keep the barrels running 24/7
honestly won't make much a difference
if it comes to that, the easiest option is to bumb the rice production from 3 to 4
or reduce growth time a little
that would be nice, with the ceral bars too rice is getting consumed quite fast
i have almost double the rice production of my 650beavers run and can't keep up
ahah
okay, let's bump it to 4 for now and think later
true that in one update it went from "junk survival food" to essential π
yeah, and has much more uses
back in my days it was onigiri and fried rice only
talking about output, how about giving spadderdock +1 too, in the endgame when you need a ton of methane the field need is just mathematically impossible π
(not even gonnna mention the 8 alchimist, that is at least doable)
true, that ginormous field i had on U4 was totally harvested almost all the time
i can skim 2 days odd without issue
oh but actually
that would be a good opportunity to make a deep water plant
i had a model somewhere
not edible, but makes good methane
or somethign like that
sounds good
maybe still skim 1 day from the spadderdock since i suppose that deep water thing gonna be nursery locked π
most likely
we'll see
it's been a million years since i've played on plains
tried the flooded edition?
yes
"flooded plains"
there is a giant reservoir in a corner that floods the place every now and then
tried it with WB, was cool but didn't feel like doing it for a long time, was more of a let's try that today and never get back to it
welp i wasn't looking at my stuff, and now all my beavers are dirty π
two kits about to turn adult though
hmm
the drounght is comming early
apparently the cleanliness buff of the broken cart was not working, now it does
didn't really notice it, learned my lesson, now i make sure they can get clean fur ASAP
i blast an extra row of 4 for showers on lidos for bid tide cleaning
good call, i forget that lido doesn't clean
oh right the dynamite thing
just remembered
oh, well
is it reaally that expensive ?
once you have plenty of dynamite
yes
well, once you procude enough to store 1K i guesss not
but at that point you might not even need it anymore
true
ill never produce enough to store, this map needs flattening as i cant build up with dams
it's mostly quality of life versus cost
and cost is too high to be worth it atm IMO
actually i want a 4 deep dynamite too
for the medium mines
right now 1 dynamite per depth
science cost down to 0/ 40/ 80/ 120
plus 2/4/6 nitroglycerin ?
sounds good, could even be a bit more nitro, the big issue is paper production to make the dynamite since you need it for BPs too
I had 3 nitro per extra depth in mind
well it is true that it is ultimately purely a matter of convenience, so it can't really be expensive
there's already people who can't be bothered with anything but ladder and universal connectors π
i'm still rocking the log stairs, got to try and see if i can access a medium mine with it. In theory it could work
no, it wont fit the footprint
the door is down the pit, the "entrance" in the fence is just decoration if i'm not mistaking
i believe the outside edges need to be solid
worth a try just for shits and giggles
it wouldnt let me build with a piece of road on the edge
okay, if this doesn't crash, i'll upload that and go to bed
i made the dynamites models reflect what is added to the cost π
can't wait to see !
well, gonna have to unlock it first
curently saving up science for the deluxe stew
Im looking forward to it too, tons of blasting planned, am stable at 250 pop on cycle 25, going to up to 300
only 184 more tar and my floodgate dam is done... so much tar for base and top, i opened a quartz mine, mined all the stuff and made a new lab equip in the time it took to do one block
floodgate sure ain't cheap
π
okay, uploading now
okay, not gonna work this afternoon!
GN!
gn
I 'had' stuff to do too, gotta see the changes
didn't break anything on my side
2 tier science is in
good
still can't go to the second one right away since you need the distilleri for No2
I started out keeping low pop to manage food and water, now im thinking bigger is better
what map(s) you using?
hm, im on plains this one, lots of lido space
probably gonna give volcano a try on my next run, seen a glimpse of it and it looks cool
im n cycle 25, gonna stay on this playthrough and see how far down tech tree i can push, factory is producing special items, flood gates, medium mine, large farm etc unlocked
as of now
ENS is the big one, used to be much easier to get to, once that is done it's time to explode the pop to the max your Pc can handle
Im finding i can pretty much hands off the settlement while i plan and build with the exception of having to manage sawdust which is a pain in the ass
I keep a wood burner on it and let it go, unless i see a real lack i'll pause it
with 5 gnawing stations i produce more then enough dust
i have problems with it getting either empty or full blocking planks
yeah, wish there was a way for it to be less micromanaging
Im going to take a look at the triggers mod to see if theres anything i can think of
if the wood burner can be tied to wet/dried/drought there might be a way to balance it out
that's a lot of beavers gnawing wood
i use 3 gnawers
i like the looks of those tent buildings plus no need to manage power and make blades π
1 for screws 2 for sawdust
4 for planks, one for screws!
where do you get paper from
the 4 planks makers produce enough dust
#1070709592176197642 message
numbers may have changed since this message
the aquifirer prints dont get copied?
all BPs should be copiable, probably a woopsy
i found how to copy the small version but not large
is the large an ENS one? never really played with those pumps
by the look of the ingrediants the large may take small prints x2
both sizes use the same prints, they arent named consistantly aquifier pump blueprints, small aquifier pump, and aquifier pump fancy
there used to be only one so that's why i guess there are multiples names, lapan will correct that in a breeze π
dumb ass beavers going in jail instead of the washing machine to get decontaminated π€¦ββοΈ
Always ?
most of the times, just deleted the jail and voila, problem solved. they sit in the machine untill contamination reach 0
now i force them to get contaminated, the washing machine is too cool not to be running a lot π€£
nice !
old age still white
we wouldn't want to miss anyone riding the trebuchet wouldn't we ?
yeah that's normal
ok, it's only "special" deaths that are colored ?
I'm getting too good at preventing overgrowth of population, 40 empty jobs π
That guy been sitting there for over 24h, i guess wet fur not beeing in when contaminated stalls him there π€
You should try the sawmill sometimes π
Ah I see
Yeah there's some weird behaviours because the contaminated status suspend some needs
also looks like beeing contaminated prevents them from crashing exausted, he walked around the village for 2-3 days
with sleep bar totally red
do you have any control on what gets removed when contamination hits?
No
π€
It's all out of my hands
But I suspect it's all but the "basic needs"group
Not sure
but wet fur is in the basic
looks like sometimes the waching machine isn't washing π€ 3rd spin and contamination bar is not moving, could it be because it was outside working hours when he got in? ?
poor guy, 24h in the machine and stilll contaminated π€£ π€’
Distillery is up and running, looks like the antidote works
looks like we suck at maths, the theory was 40beavers/sake barrel ( not making alcool with it) got 7 barrrels running, so should be ok for 280 beavers, yet got only 225 and it's still getting drank faster then the production... rice is now stacking up so it's not the issue π€
calling it a day, Later π
I like the idea of colors for the special death messages, however, I can only tell that there's red on a brown background, I can't read any part of that
Formally requesting alternate color choices for the color blind
Are bots disabled?
it's unreadable to me and I'm not colour blind π
it's normally white text on a dark green background and I think the red is too dark to easily read on the dark green.
people can't read if the text and background have a different colour, only if they're different brightness
making the red text brighter, more of a pastel white/red would help it be readable while making it stand out
and a bug question, any idea why my beautiful clean water is flowing through my 3x3 water storage buildings ? it's acting like the top floor isn't a dam.
what are the buildings involved ? just pit and ladder lodges ?
pit + ladder lodge (hauler + liquid storage)
both of them are the same, same orientation too
hey what version of this should I install?
2.2.10?
I'm confused as there's way newer versions
they're for upd5
I'm not playing on experimental
oh ok, so 2.210 yeah?
ah I scrolled down in the description haha, got it thanks
I think so but lapan was just here and I don't want to lead you wrong as I've not played on up4
I only know theres some it's not compatible with, the comments on the mod.io page have a few
yeah but how can I disable them if I cant see the mod manager?
you tried to install it from the mod manager? it's usually a bit big and I do it manually
downloads go to here so you can move the bad one out to start up
G:\SteamLibrary\steamapps\common\Timberborn\BepInEx\plugins
ah right, thanks
so if I delete all mods from there, and then download from mod io and move them to the folder it should work?
I'd keep the ones in there somewhere safe for later π I think there's a set of required dependcies on the mod.io page you'll need to keep around too, as well as the main modmanger etc.
ah I think I know what caused the crash
I updated all my mods
must've been a bad one in there
what's a nice easy map for this faction?
I'd say you want a shallow , wide river and plenty of farmland. plains is good, waterfalls probably too though I've not tried.
vanilla maps tend to be a little light on wood and you need lots for the stairs, so not running out before you get the forester is important too. I don't think either of those gate map wood behind a staircase
I haven't tried. would probably take a few restarts to get it on normal, you can't necessarily just dam a river to survive the first drought and there's a lot of things to not know about and lose from when you find out
easy it is haha
oh hi !
thanks for comming !
yeah if you're on not-experimental 2.2.10 is the good one,
hope I got that all right lapan, sorry if not
the only thing to be careful about is to not install too much mods
no i think you got it all good
@RCE (i'll refrain from ping-ing unless i really have to)
one good advice i would give is to check the small video tutorials i've posted on the mod.io page, unless you want to go the trial and error route π
that said, current experimental version seems to be stable and bug-free
but it might break again if the devs push an update π¬
anyway, don't hesitate to come back if you have trouble ! most people here know their way around this mod π
oooh
does the water storage have the right watertightness property ?π€
nope it was set to 1 high !
that will be fixed in the next update π
I uninstalled all my mods and just installed the sugegsted ones
I prefer trial and (hopefully not) error
but thanks!
it was very fun, I did play on easy but it seems to be going well so far
oh, good ! if you got past the install stage you can probably manage on your own π
good luck π
Oh man I can't wait to see what you do lol
Sorry got the ping I got excited
the last three distillry reciepes are all set to strong alochol
nevermind i get it now
distillery receipe for sake is a rip off, alcool lvl of sake is closer to wine then beer so it should consume a similar amount to wine not beer π
How about bringning back the potatoes, give them to the large farmhouse and use those directly to make alcool in the distillery? π€
@shell fiber really liking the two tier science
it's actually 3 tier, ENS can science too π
I havent unlocked ens yet on any play throughs
it's my next thing once i make the great coocking tent
won't be done probably till mid week it's super long to do π
last run i ended building it on cycle 57~ish if not mistaking ( and started the process around cycle 45)
I unlocked tree nursery now backtracking to unlock ballons
i need seeds for construction
hopefully the balloons are fixed
ive not used them, single landing pad and a ballon work?
didn't try it yet but was broken in like 3.0.3, guess it was fixed but not sure
as far as building im focsed on lab equipment, poor alc is working overtime
need to get some done too, forgot about it, that's gonna be before ENS for sure
need to unlock the medium mine
i just did, basted down three levels before hitting the floor of the map =/
that suck, at least you got a spot for a giant tank if you only blasted a 3x3
im on plains map, doing 1 lido for each crop type, working well with pop of 270, sitting at 3k food with no down time durng bad tides
plain is easy on dynamite, kinda miss that
think i got plans to blast about 1/3rd of the map, need to up my production big time π
i really think there should be a bulk fermentation tank
Wine cellar does the beer way faster then the barrel, think all other barrel receipes are exclusives
Nvm it's been changed, now all barrel receipes are in the cellar
(except methane, it's alchi)
one of the big reason i want to go for ENS as soon as i can
400hours for degrees
all that getting flatten to make wine for my little drunkies !
400-700 thatis
yeah it's a long run, not sure yet if i'll be building 2 or 3 ENS, already starting to make books for the librairy set
worst part is you can't copy the ENS "BPs" so only 1 ENS is not really an option
what your well being at?
21
0 decorations, could sure use a buff there
just shrubs and roofs is a easy quick boost
heay it does the same reciepes but 5times faster and 5 times the volume π
so no real incentive to get more pop π€ could just spam the barrels
i guess so π
but it makes a nice dam element since it has many walkways
FYI, Sake barrel atm is closer to 1 per 10-15 beavers got 21 and starting to see it stack very slowly
true but with the badtides it's a bit less interesting to make a huge dams of buildings at least till i figure out exactly what's up with decontamination. sometimes it looks like it's not working and can't put my finger on it
@shell fiber is the ballon trader working?
Pretty sure I fixed it
great, need seeds
Shouldn't the clockwork hydroponic farm be put in the Food category, or did you fix that too?
Oh I forgot
Can confirm ballon trader is working π
Where is dirt produced?
the mechanical drills I think, not that I've got one
out of the more advanced stuff i have large farm, med mine, ballon trader, tree nursery, just doing giant tank
Doing a side project ENS, the timers are so long might as well get it built now
I'm trying to grow enough chestnuts to keep me in udon, beer and ceraeal bars
I've underestimated
but at least the science is ticking up at a decent rate in the background now
i'm doing the dam drain building i was thinking about for a while
How does everyone go about bad tides without levees in water beavers I am thinking of starting my first playthrough of water beavers but unsure whether I should start out on update 5 or start on update 4
I like bad tides, makes it more challenging, use lidos for irrigation!!!
No fluid dumps I presume can't remember as alot of what I have watched is jc the beards playthrough mostly in the background
fluid dump is used to fill lido
Also I think bad tides are one of the best things introduced to the game in general ah sweet yeah I assume you could also use fluid dump and the baths
I blast an extra row when placing lidos for 4 ahowers, place to keep clean during tides
Nice well I'll start getting it all ready tomorrow for some streams later in the week maybe do a little test play through first
If going U5 dont forget to update mod manager itself before you start
Yeah I'm already on u5 mod manager been doing some iron teeth playthrough with some basic qol mods mainly ladders and stairs
Also floodgate controller so I could afk some resource gain to do a mega build before I move on
I turn them off, but I turn them off in vanilla too
i had made a bunch of irrigation towers, but the devs broke them π₯
so right now, yeah it's lidos, mechanical water pumps and water canons
I personally think irrigation towers proper are too critical to this playstyle to not have :(
wow cylce 29, 30, and 31 all bad tides at least 31 is only 5 days
Lidos and cannons just feel wrong in a way I can't explain
It just seems... incorrect to open a public pool to irrigate the land around it, I don't consciously understand what the problem is, it just feels wrong
It would be nice if you could ask for scripting help...
I think he's doing great this mod has a huge scope, and is improving daily
Yeah
This is the first run Ive really gotten into the mid game tech ens etc, adds a lot more complexity
I just have a thing for unreasonable amounts of realism/accuracy
its beavers...
I'm fully aware
I understand that I am asking for something that isn't entirely reasonable to ask for
I think the dams should be largely made of mud, seprerating out the build reuirements, and give us a bit more stacking
/ taller dams
you mean clay from the clay pit?
I was thinking a new item, clay would work as early tech with minimal goods to build
You want a difference between clay and mud?
I find large scale use of buildings as dams leads to massive contamination during bad tides
moving in and out dips them in tide
Its ok if there's no flow over top
I havent been playing very long and started on this mod shortly after getting Timberborn so i may just be doing things badly
oh i'm not the only one who wants the irrigation towers back, and tobbert has the script saved somewhere apparently
okay, my dam drain works quite well
i'll make the mirrored version tomorrow, then the icons
I don't like the water going overthe top of my house dams so I keep a bit at the side with a channel and an actual dam to let it flow down there.
It's a bit of a pain, perhaps the dam drain will help, becasue the dams are 3 long and all 3 long houses have doors in the 3 long side not the end, and you can't have two 2x2 houses with a door into the water side, you can only build dam channels at the side of a house dam in very specific places based on terrain, even with levees or dynamite
The water cannon is fun, chaining a series of lakes together
What do you do with waste rock?
trebuchet it off the map π
That logical, I should have got it
wow, gotta love deluxe stew, from 21 to 30 well beeing in a day!
are giant sequoias working? cant plant at tree nursery
err what craddle
oh, problem sloved, I more less picking stuff at random to build working my way backwards for the elements needed
also need the special cutter to chop them, it's not the regular lumberjack
I saw
(building left of the craddle)
I have 380 hours to kill for secong ENS print..
Im assuming you need both types to build it
lol, just finished both ENS BPs, the library set in copacting, need a med mine to make a chemestry set tho
yes, the green and the blue one
and make copies, you'll probably end up wanting more then one ENS since you can't copy the ENS scrolls
I made the mistake of placing my drill before coping the print, you lose the bp when you demo it
ouch
242 dirty beavers, new personal record
my very compact, but also very twisted first industry setup in cycle 23. I have done better ones in the past but i wanted to build "the beaver way" aka in the water
just found out some weels werent properly connected. thats what happens when you cook spagetti i guess
my network is a clusterfuck atm, didn't put any science in the vertical shafts stuff so... yeah, gonna have to clean that up a bit someday
anyone knows if the bridge and tunnel shafts been updated for U5?
You mean battery's mods?
Nah, fair, checks out, looking like the Houses of Parliament for sure
None of my mods are on U5 yet, all will work with the specification edit, though modular roofs will be missing aesthetic functionality
Said like someone who's chronically late
See mod creator chat for context π
Are you enjoying your holiday dude?
Not particularly, hopefully will be back on the regular online soon
yes
You just gotta go into the specifications text file for WB and remove "Common" from "CommonBuildings"
Works after that
looks like a hospital tbh
You shouldn't lose it. The only way to lose something like that is to have no storage, and cancel the building asking for the blueprint when a beaver is carrying the items.
That's because the beaver then cancels his action, but if he had nowhere to put the item he had in hand, it just vanishes
Yeah I didn't finish fixing that
Way you all really build multiple ENSs ?
I didn't calculate with that in mind π
If it because the recipes are si slow ?
getting there, 7 BPs/type ready, second compact set missing 30 books
forgot the chimestry set, curently making the med mine for quartz
mainly because i can't copy the stuff in there
doing a 400-700h thing once i don't care but redoing it everytimes... gonna do more then one at once !
π€
Could increase the output
Or reduce the cost
What I had in mind if that people would regularly swap recipes but always keep a bunch of beavers in training
it's not about the cost but the time, when you get to ENS pop gonna be high enough will need more then 1-2 wine cellars to avoid starting "chaos mode"
Yeah you might need five of six, plus advanced mushroom farms etc.
so 3500h ( plus the time to fill up the ENS) to avoid chaos mode...
building multiple is not an option
it's a must
even with 2 ENS it's close to 2k hours if you include the filling up time
I usually run with at least 3 ENS
One doing the recipes for the advanced degrees, and 2 obliterating my wood for fast gears and scaffolding
gears and scafolding been gone from the ENS for a while, what version are you on?
2.26 I think lol, haven't gotten back around to WB playthrough yet
Tbh even my current colony in building is one on hold for Big Irrigation Towers to return
the irrigation towers are there up to 2.2.10, it's U5 that wrecks them
Ya I'm talking in the water extension mod
that works with WB?
No idea, I could try it lol
don't think it will
but the WB got a super efficient irrigation/lido/fertilizer tower anyway just need to update π
In 2.26 I had no shortage of lidos lmao
lol, it works !
Ah, yeah of course.
You can make a channel so that you can drain the water if you ever get it flooded
well it took me 40 cycles but ens being built π Ill do it much earlier next run, lesson learned
I've finally clawed up way up the tech tree and I have a balloon trader and a giant drill, and a trebuchet, cycle 37.
I guess I could start trying to make an ens now but I'd rather have a tree nursery first. not sure I could rush it earlier
I did tree nursery first too
A tip, ENS requires two types of prints, an anvil, medium cauldron, and compressed library
i use copiest downtime to make books
yeah I can see the ingredient.s and the blueprints require dandelion tea and another flower tea. and I am not doing the 100 books yet
no down time, 100 large farmhouse blueprints. no regrets
200! well even more no. my second and third district still need a library to cheer the beavers up too
and I suppose I should make a handicrafter exclusively for pencils
to make one one each ens print takes 1600 kimchi, im gonna need more barrels
500 each for the expensive ones right? then the cheaper ones are 300 for 3
ENS done!, the agro one is x3
don't know if it'll need an update but the new experimental version has some nice changes for WB, previewing unresearched buildings is great for knowing how big they are and where we can put them
and finally my 100 year old starving stranded beaver might finally be allowed to die
refuse to build stairs to let him out?
it's a bit more serious than that. he's inside that building somehow, and that building is a very important dam so he just stays there π
"the stranded one"
π
I updated the new U5 WB crashing
all mods affected?
probably
only mimic mods and wind changer has survived π€£
Uh ... What is this "chaos mode"
Nothing more than a game update on 13 that broke TimberAPI π€£
Man, I was literally in the middle of making a "modding how-to" video and the damn game broke mods
@heavy lodge , or someone else. How many sub layers does water beavers use ?
I don't know any mods , YET, to use more than 1 submenu, so, guess a maximum of two, will be enough ...
the idea was to test out if it was locked by any type of stairs or ultimately it could be done with only logstairs π
Had one like that not sure U3 or U4 when lapan changed the side of the door on one building, it stayed there forever and never died, think when i left the run he was well over 350 Y/O
"chaos mode" is when you have one rss too low and all beavers run around for it, best exemple is water when even the pumpers are gonna let go of pumping to go get water somewhere else but by the time they get there there is none left or they just dip theyr lips and are still thirsty and go run for the next available drop. Almost killed a few of my runs with that ( also happenned a lot with sunflower seeds when not making enough)
Oh yeah that happened to me in a recent episode with this mod π€£
feel like it's been like that in a few others of this mod π
at least when you know it's comming you can plan ahead, main reason i'm not toutching the wine before i have at least 3-4 cellars up and rnning
Can't wait until I start my Water Beavers play through. Think I might wait until U5 is out fully though. Thanks for the mod!
so no WB tonight or something got fixed that i need to update? π€
It looks like it'll be a while before mods work on u5 again
π’
What do you call sub layers ? I have subgroups, but no sub-subgroups if that's the question
Yeah yesterday's update broke timber API as far as I understand
ok, thanks, too bad, was time to build ENS No1 and 2 π¦
and 2 mega drills... I need my fix !!!! π©
I had my ens finished sniff
I'll try to adjust thing so you only need one though
Maybe I'll only build one ENS when I do my playthrough. People like to find the most efficient way of doing things though, and they might surprise you!
oh i'm okay with people playing how they want, but i have hidden milestones in the mod and building the ENS is one of them. if people tend to build two i need to take that in to account
can't do much modding for now, but i changed the death messages to green should be more readable hopefully
made water cannon variants since that doesn't require any testing
depends on the green, if it's a lime green it's not the ideal,
will see when everything is fixed i suppose
that could help pick the proper color π https://coolors.co/contrast-checker/112a46-acc8e5
Why is the tree nursery watertight upgrade outside the village jobs submenu and the tree nursery itself is inside?
