#Water Beaver Overhaul
1 messages · Page 18 of 1
a sub-group "planting" with forester , nursery and upgrade? 🤔
I feel like the upgrade should be nested at least as far in as the actual building itself
If the upgrade for a building is visible before the building itself, that just, idk, seems wrong?
(I'm still doing wiki work, that's why I'm pulling all this stuff out)
if there is a plan for diffrent upgrade type ( like the farm) it could be wrapped up togeter
An upgrade that gathers would be super cool, and give a reason to keep it around once the grapes/berries are planted
Ooo, tree nursery gatherer upgrade... I can see it
Unrelatedly -
I always put the harvester's office far away from urban centers, in the middle of bramble or blueberry fields, so it has maximum gathering access. This means I never end up putting anything more than a roof or shrub on top, and thus the stackability is basically unnecessary. Just having s q u a r e in the middle of a field looks... not great? I think it deserves more greebles.
Maybe it could have like, a cutout for a pile of empty baskets or an awning or something. Or maybe it could have a thing sticking up out of the center, possibly with roof access, like the clinic model?
i see where you're going with that but it's "your" playstyle, i like to dump it in the river with access on the fields on both sides, if the sahpe is too weird to stack my pumps on it it's not ideal
I suppose. Still, if this mod is really going for making all the shapes slightly inconvenient,
actually let me draw out a few things
i prefer the 2 first, the clinic one at least with the upgrade is less inconvenient
Yeah, I am also #1 or #2, but I did just want to bring the extra one up in case there was ever call for a topper
Personally I like #1 more
it is just weird enough
yeah but the door on the 2 tall part not centered🤔
for No2 i'd drop the door in the cut-out part
Door in the cut out part is already being done by the woodfelling lodge
not any more?
Not anymore yeah.
A small problem with your proposed designs is that segments that are not "blocky" should not be watertight, which also means that watertight buildings cannot be build on top.
And the other issue is that I can't make this kind of L-shaped building watertight, the properly that makes that just takes a floor plan and gives it all the same watertightness level. So you can make a building that is fully 1-tall watertight, fully 2-tall watertight but cannot do "some parts one tall, some parts two tall" 😥
Typically the top part of the clinic is not actually watertight, it is only made so by the medical ward that sits on top
one more constraint is that most watertight buildings are 2-deep, so it would need to be so too
Alternatively it could be a pit & ladder type house, but visually that's not very distinctive
a possibly slightly more interesting solution would be to make it kind of like a farmhouse variant, but with different stuff in the small frontyard
could use the new herbalist 3D model for that 🤔
Can't remember, apart from making the large farm watertight, does the upgrade do anything? never really got to building one. Might be more appealing if it had something there and options like the farmhouse ones
I haven't got it but it doesn't seem that useful to make them water tight, you need the exit of a farm to be near lots of farmland and if it's in a dam you've cut off half the farmland with a pile of water
usually i drop it on platforms in the middle of the river so it can access farmland on both sides, not sure if the watertight upgrade would go on it since the platforms under are not. If it goes tho it's gonna cause massive floods so not really interested anyway
exactly you need 360 empty space to keep all 8 workers busy
Though in the end all I really want for Christmas is the bridgehouse
all i want is timber APi to be fixed and be able to play 😉
F
it's ok we have base game. I just have to remember not to build houses in the river 😅
that's the hard part, i'm alway confused when i get back to other factions 🤣
lol... I just observed the game crash as soon as the first sequoia grew up 
I'm on 3.0.8 and the latest non-mod-breaking game version
would the error log be helpful?
could sure help lapan
How do you get back to the previous experimental version? tried but can't find how on steam
@shell fiber how to download this?
idk, I got it from gog
but I remember a howto for steam when I googled it. something with Manage Installation or so...
you can get it like any other mod via mod manager or dowload it from mod.io
ok thanks i'll look that up
gog? good old games?
I see the install manager on steam, sadly i can't pick the version of experimental i play on, it's older versions 1-2-3, the live one 4 or the latest experimental. can't roll back from what i can see on the exp version
guess i'll go for a little vanilla IT run while that gets fixed, didn't do any runs with the other factions on U5 yet
me neither... failed quite early two times, now I am (was...) on cycle 61 🤣
My WB run is on cycle 22 if if remember correctly, was about to get the ENS and mega drills going. Hope the save isn't broken once it is playable again
Ho wow, i don't recognize helix mountain at all, the U5 version is a brand new map, not like the others that they just dumped a badwater source somewhere
I can't find shit in those menu 🤣 got no clue what i'm doing
I used mine to plug holes at the end of the map and block turns in the water. In the first case I'd just blast out next to the top or where I wanted the water to actually exit and place a real dam there. In the second case it never got above the 1 high for spadderdock/rice farming
Is the Architect's lodge just not watertight at all then?
it is watertight, at least it's supposed to be
Yay it's fixed !
it's cute the little tree shaking animation when they gtting cut, is that new or i just never noticed it?
Comes with the latest game update...
and crash...
from what i can try and understand in the console it looks like someting to do with plants but don't see any name directly to figure out wich one
Just started a new map with the updated timber api, so far so good longer load time but map started
I just have WB and the dependancies
and crash...
maybe there is something going on with the trees
brambles need a chopping animation?
well i'm looking at the 5.2 version trees but i don't see anything
mmm I guess it's just a object axis wobble then. good luck, I'm patiently playing base game for a while
maybe it's just a matter of updating the sript on my side and repackaging the mod
or could be lumberjack flag related
OOOOh the animation is so cute 😄
crahs
mousing over the giant sequoia causes immediate crash... 🤔
oooh
might be the sequoia yielding log messing things up
Helix map was updated, im doing a vanilla run too
it's a great map. should work well for wb too I think
getting an update out now
there's some temporary modifications
so that the plants don't crash
Playing Water-Beaver U4 for the first time atm...
BESTEST! ... MOD! ... EVER!!11eleven
Many thanks for making this possible @shell fiber !
❤️ it 😄
(Even if Napoleon might not be the greatest Human ever 😉 ) xD
Lapant is a frog, of course they'd love Napoleon
same reason why a pineapple is an "ananas"
Its ananas is most of the world, except for English 😛
exactly
spanish : pina (with an accent I can't type due to my tragic english origin)
Thats true 🙂
anyone else unable to connect building to power and get error when disabling powered buildings tried badwater pump and screwpress
i don't have sequoia yet still it crashed
lol, did the same yesterday, you went It or FT?
was ok yesterday, didn't update yet
Yooo, that drain house is super cool, wanted to try and make a turbine with a simmilar princilple!
Balloons now display as an alcool bottle in the UI 😂
Latest update ? It was crashing when hovering in the tools for sequoia, fern and decoshroom
just updated to the latest, let me check
can't unlock the craddle don't have the science yet but when hovering it didn't crash
but the sequoia chopper is gone
(power tab could use some sub-menu love, it's starts to get crowdy in there)
just getting the water wheels and the windmills togeter would be enough
Actually there is frequently multiple words for a given thing in French (possibly so as to avoid using the same word multiple times in close proximity in a text). So potato in French is indeed "Pomme de terre" but it is also simply called "patate" which is basically "potato" 😉
Temporary. Currently would crash
How about giving saltpeter to the medium mine too? small one would still be required for the NaCl but with the way multiple dynamite works, i'm at 3 smalls just for saltpeter... feels a bit dumb
(and barely getting enough)
chaos mode is starting a bit, those drunkies go for a sip of sake instead of filling up with water 🤦♂️
BTW the light green is ok for special deaths, easy to read 👍
That's what you get for trying to flatten the map 😅
just trying to make a nice trench for power
need to move that badwater to acces the only scrap left on the map, mega drills not up yet
Oh nice 😊
Well I guess such a large excavation project should take quite a while 😉
So no crash in the latest version ?
it's the only one that changed, others are ok
I think I reworked that item to be referred on the files as strong alcohol at the same time I made the distillation recipes
Just alcool sometimes was unclear
at least didn't make alcool storage look like a balloon 🤣
is it possible kimchy broke? feels like nothing been brought in the barrels and only barrels are prioritized by haulers
gonna whatch it a bit and if it doesn't move gonna mash a 99x see if something happens
deleted the barrels and rebuilt, solved the issue, guess something happenned in the update 🤷♂️
alright, let's turn this into a water canon paradise! Would be nice to have some sort of indication about the output of water tho.
Like 1 canon shooting in a zone is equal to ? water source or something ( considering a source at 1 power)
There's not that much left of the wiki to deal with
I'm not going to start updating the wiki to 3.0 until things settle down on that front though
They did put dandelions back in, I believe? Which means your whole medicine chain is back on
So I need to figure out if I care enough to document the clinics and stuff
considering how you're likely to change them
they move 0.3 m3 /s (taking one strength one block as 1 m3/s)
yep, i had to remove it again 😅
yeah don't worry about the clinics etc for the time being
i'm going to put the gristmill in the lightindustry tab, and the wine cellar in the food tab
makes more sense
what was there that really needed my attention ?
maybe subgroups for shafts etc ?
the hospital, injuries and so on ?
i have the feeling that there is a couple other urgent stuff i'm forgetting
worked out the 1 connection spot for badwater pump and screwpress no connection indicator but im still crashing when i pause badwater pump with pipe upgrade
hmm... that's a weird one
good morning
good evening !
oh just reacting to a comment on disturbedZ's channel
i'm pretty sure i'm going to remove the sequoia cradle
its original reason to be is long gone
might make a small park or something around the sequoia
or maybe a sequoia ladder 🤔
now the first 9 levels should be able to have side platforms stuck ot it
not actually tried though
might be ugly if you don't wait for the sequoia to grow up ofc
but that's not my problem
subgroups for water wheels and windmills would be nice
severe injuries, getting to a lot of useless eaters not that i'm unlocking the later stuff
how about having lemons too with the nursery? the lemonade stand is sool, too bad can't use it if there are not native lemon trees on the map
didn't i already do that ? 🤔
the lemons or the subgroups?
oh, no that was the baobab being plantable
or , other idea, those crops/trees that are in your more crops mod could be locked behing the nursery upgrade maybe
isn't there already a mod that goes subgroups for shafts ? like battery's shaft bridges thing
or a 3rd planter ENs locked
no need to wrap the wheels if the shafts are
the extra shafts with tunnels and bridges goup some of those but it's not U5 ready yet
battery_smooth doesn't have time to fix it atm
flywheels is it's onw subgroup but if i recall correctly it's not that mod that groups up the shafts
oh i see
just wheels and mills would be enough to make it easier on the eye
yeah okay
let me finish my banana greenhouse 🙂
which as you can guess was Absolute priority 😅
finished building, now the difficult part might be to force the banana trees to be only in there
can't it be the same thing that forced the sequoia in the craddle?
awesome, now i need to get that high temps foundry going i guess
but still walkable inside
ahah yeah
my rule of thumb was 2 glass panes per actual square or something ?
was held back a bit with the kimchy broken on update, still need the science for ENS
might be overdoing it but I see like 9 per wall, 4 for the square on top and 4 per angle trapeze so 56~ish
so 61
uh, yes
but if we want to be picky, the door aperture and the trapeze corners would likely be lost
hope those bananas are worth it
right now they have the highest yield
i didn't count the doors for the 9 per wall and counted half a tile for the trapeze corners, didn't take into account the angle tho that makes it a bit bigger
1.25/day-m²
han that's fine
let's pretend they just toss the waste glass back in the furnace
would have to divide those 16 for trapezes by suqreroot(2)/2 or something like that, trigo is a bit far
let's say 30deg to make it simple maths so the 16 is actually 24
so 69 glass, Nice!
🤣
but every JC viewer would have a blast with that
banana shack needing 69 glass, feels appropriate
pumpkin seeds can make oil too 😉 could sure help a ton, might make it too easy tho
not pumpkins
because it would require a variant
one crop can't make two things
so i can have banana bananas
and seed bananas
which is fine because wild bananas are actually full of seeds
what if pumpkins were like pines/brambles, can "gather" the seeds or "harvest" the pumpkins
well you can, but then they need to be prepared
people will say that's it's poinltess complexity
prep? can't just press it?
pumpkins ?
yeah, well the seeds
yeah but to get both pumpkin flesh and seeds, you need to get first a pumpkin item, then have it chopped up in seeds and pumkin slices
ok, gotcha
which is tedious
i only do it for brambles because the game really leaves me no choice
i know i do it every halloween, make pumpkin stew and bake the seeds
seems nice 😊
but maybe so-so for a game
agreed, was just tossing it out there
now that would be really neat
would be to make the megaplatform stack on the greenhouse
but isn't it too high? can't recall if clockwork is 2 or 3 high
i tried to do the same
it's a bit tight though
but i can probably make it fit one level higher
strictly speaking the megaplatform doesn't rest on the ground but on the building under it
idk, feels strange blocking the light in a greenhouse
that's why there is lights under the megaplatform 😅
forgot a bout that 😆
success !
is it a second one or the clockwork gonna have a gap?
not too bad at night
it's the same
what needed adjusting was the buidling under it and the occupancy of the plants
tought it was a tighter fit on the clockwer farm 🤔
been over a month so might be missremembering
i didn't change it
might just be an illusion, looks taller on the greenhouse
but i wanted something that actually needs to be on the ground AND that could carry clockwork farms 🙂
that's why i went with 5x5
will be funny to have the greenhouse in a 5x5 hole all the way down to the bottom of the map 🤣
hmm... what is wrong with the planting system
everytime you load the game the field is removed 🤔
they pulling a "kimchy" on you 😆
have to check when i reload later if kimchy breaks again
hope it was only the update not the loading that jams the barrel
will see this evening
well everything seems to be in order
i'll keep modding tomorrow and post an update i think
gN !
GN
Been finally trying this mod out, the limiting on science income makes things feel very linear in the progression(and restrictive) and it’s a bit awkward to try and figure out compared to the other factions
first run is always a bit messy, yes science is restrictive but you still get to pick what you want first
need to see it as a brand new game, makes it a bit easier
Fair enough, it’s also the sorta faction that’d require several maps to be tweaked so it functions properly on them
a lot of little tweaks were made to the faction actually to have it playable on most maps ( sure some are gonna be way harder then others)
Because it doesn’t have a lot of the options for badwater mitigation the others do and needs flat 2-high terrain
To dig into the wall of
one of the tweeks was to get more dynamite in the kart when you destroy it to actually be able to make mines even if the map only has 1high clifs
( you playing on U4 or U5 of the game?)
U5
start is a bit broken on U5 with the irrigation towers gone
And sadly reloading breaks the kimchy again, at least barrels that were not full and running just won't fill up...
Guess barrel cleaning needs to be back in for a bit
even pausing the game messed up the kimchy ... not just pause but goint to menu and minimizing the window... no idea wtf is happening, looks like sake too something is up with the barrels
On another note :
it's actually set as it's eating power not producing it
thuink i got it wrong, it's not a turbine but a control valve?
To an extent I suppose though it still seems like you’re forced into a general line to deal with badtides and progress a lot more rigidly than the other factions
It’s cool how much work has gone into it at any rate
Differences just make it feel extremely map dependent in ways that aren’t shared by the other two
Makes sense, guessing they were there to help you not need to do the usual floodgate-stops-badtide plays?
they were there for a long time, since dams are not easy to get, it gave the possibility to keep an irrigated field even if the rivers ran dry
Makes sense
if you want to play it the intended way sure map plays a huge part of it but if you just toss lodges in the river like if they were levees it doesn't change that much
Lotta maps use 1-2 wide rivers and many expect you to have floodgates so badtides don’t wreck you too heavily early on
Or water dump levees
the decontamination is way faster with the WB tho
not if you water-canon some clean water far enough
having those sooner is a nice way to go around the lack of irrigation towers
Biggest complain atm is that you get rushed into destroying the kart since there is no real irrigation available prior to it but it's not a mod thing, it's the game removing the irrigation towers that broke that so can't hold it against lapan
Fair enough, though I will note that the delayed and more complicated science(unless I’m missing a method that isn’t just the library) makes progression feel a lot more stilted and delayed
Less consistently growing
You get a lot of slightly worse than average tools up front but then have to go quite a bit until you can start getting more
once the library is up it's not a big deal to get science, just have to be carefull to not over do it and starve your beavers
Doesn’t too much change my statement though of it feeling like a huge number of tools spiked up front but a much longer delay on getting the rest
As opposed to consistent growth
Once you get a hang of it consistent growth is there. It's tricky tho for sure
gotta admit it took me 3-4 runs
Wait a minute, alchi doesn't make methane anymore ? 🤔
guess it's time to destroy and rebuild those barrels
not gonna bother with the sake ones, got a huge alcool reserve, should be enough to unlock the wine cellar
Spagetti party! gonna have a "fun" time cleaning that up when i unlock all the shafts
Something clearly happenned to the barrels, now they are not even prioritized by haulers yet and getting filled up
(after rebulding them)
i'll see if there is something i can do about those
lol some idiot forgot to plug one of the drills 😆
i didn't think it was really at its place here
any plans on having it made somewhere else or it's gonna be a barrel exclusive like kimchi?
nah i'll probably make a larger barrel at some point, i think in mid-late game having a bazillion barrels is going to cause trouble anyway, too many place to think about for the haulers
maybe that's the little lag i get 2-3 times a day, tought it was housing optimized tho
got at least 60 barrels atm
lol, that was a jumpscare, rock stalled right as I was going over and looking in that direction 🤣
it is restrictive, but if you ask me that's the point. of course i assume different people might feel differently about it, but as far as i'm concerned, the base game science system where you build a few inventors and then forget them until the next eclipse is so boring you could remove it entirely the game would be barely affected.
here the point is to permanently keep people a bit on edge, you might want to slow down the library during droughts and send your beavers to the mine, and back in the wet season you sent them back to reading. sometimes you have to adjust your production for more sunflowers, sometimes you have to find a new berry patch and so on.
as for linearity, there is a set progression path of course, but there is still a lot of choice for which direction you want to go for. are you going to unlock better storage asap, or are you going to unlock the power shafts ? or better dams ? will you research blueprints for industrial stuff or try to head straight for the tree nursery ? i think there is plenty of choices
(can remove the "broken animation" note from the treb, it works)
oh by the way, this is not a turbine making power, it consumes it to move water across it
yeah, learned it the hard way killed a whole berry field that got flooded because i din't pay attention 😅 good thing i took the habbit of making back up saves prior to testing your next crazy idea !
gotta admit i was a tad disapointed, had a real cool set up for it beeing turbines
changed the text to "Can pump up to 3 m³/s of liquid per second at full power."
would it be that hard to make a turbine version from it?
if i can i have to say it would be neat to make a power wheel based on this model
probably require custom code to be honest
got the turbine idea on my helix run, ended up flodding a large water wheel by narrowing too much the waterway
🤔 tought you could just reverse the way it works, create power instead of consuming with the water going across
i wouldn't assume negative power consumption to work, but could try i guess
the ruin flooded is looking scary 😅
actually i was thinking about doing something like a flooded mine based on the medium mine
that could be cool, what would be in there?
on another topic, not sure what is causing that lag 2-3 times a day, do you have that too? or i'm just asking too much of my Pc and it's about to blow up 
just thought about something
tell me more!
autosave ?
i'm thinking i could set the ruin to act as a sinkhole
nope, autosave is one but i got one that is recurent, my best guess is optimized housing
and have the outer ring watertight
(outer ring of the elevator)
and have some stuff that you can only get by flooding the mine
sure woulb be nice if the elevator was watertigh, more and more map makers like to toss the ruins in the water somewhere
Double treb action is looking real nice!
looking around and enjoying the visual stuff while School cliff is building up! guess with the time it will take to build up gonna be closer to 10-15 cycles faster then previous run then 20
a drowned canari? 😆 <
just to be sure, nursing liscence is useless atm, right?
uuuh
maybe ? 😅
i'll probably make the ENS a district center too, i really want to dis-incentivise building multiple
but i'll make the reciepes faster
forcing another district... you're not making something cool, specially for smaller maps
i get the idea of kinda forcing not building many but... if you really want to force only one just make another core item in the kart that can't be produced and only used for that 🤷♂️
You never got to see my screenshots from my WB run, I got over 1200 beavers running around. Maybe one of the upgrades to barrels could be they have bigger versions, say a 2x2, then make it take and make more to do the fermenting process. Cuz I'll confirm I had an absolute ton of fermentation barrels
that's a big colony
did you cover plains entriely ?
i think at this point trains are in order
at 600beavers fps starts to drop a tad too much for my liking
that's a pretty good idea too
but i was thinking more like "you can raze the old new district center and connect the ENS"
if you go that way maybe simplify the ENS a bit by simply making bachelor degrees that could be used for any of the buildings
wait wait wait, you wanna make ppl delete housing space, what happenned to you?
tbh i don't understand why people just prefer to build 3 of something insanely expensive and then have it being sitting here doing nothing rather than just let diplomas get done slowly
"build more" ...
it's like building 5 architects at once and researching all blueprints at the same time
It was craters & yes
well yes but still
Also I like having multiples of things
not really because at the point of the architect you don't really have the production to make 5 BPs at once, at the point of the ENS it's doable to have them all run at once
Especially things that make faster versions of scaffolds and gears and frankly any of the other top tier degrees
and with expensive stuff on science having more then one to make science faster is not that bad if you can back it up with the food production
My point being the more a building makes, the mod incentive I have to have extra copies of a building
oh, yeah that's normal
For me the point is not to be micromanagey about it
but for buildings that have a finite number of things to build 🤔
Define "finite" to a crazy person?
I made 200 compact library sets. Y? Cuz I wanted to
there is no "finite thing" could need more degrees and it produces science... with those 10-12k science locked things having a bunch producing is nice
well diplomas, you won't need 300 of them so once you've made a dozen agronomist, 3 metallurgists etc you're mostly done with the ENS
maybe i just need to play more with it, i keep restarting my runs before i reach that point
Unless I wanna go again and add more 🤣
because i want to test new stuff
so basically the point is that you want to be able to research all different diplomas at once, correct ?
Ya it's apparent in the "end game" portion of the WB they didn't seem to have much play testing on that side of things
in that case the solution is somewhat easy to theorize
make many at once also, the wine cellar you need at least 15-20 of those
I like having one ready to go if I decide to build one
Keeping up with Berry juice, dandelion tea and spicy sodas was fun, 1/3 of craters was blueberries
i think the easiest solution would be rather than a monolithic building, have a modular thing where you can have a biology department, a metallurgy department etc
the acutal model could easyly turn to that i suppose, you kinda have the central peice ( let's say making science) and the 4 "corner buildings" for the departments
oh and unrelated but i don't think i can let the ladder be buildable as a platform
because then it is very easy to crush the greenhouse which can cause catastrophic destruction
Unrelated but the person whom abuses them most is in chat?
you mean to block the "ladder" part
do you ?
but you're not on U5 right ?
well i want the backside to be blocked yes
that has always been intended
i mean beeing placable on path while blocking the "back" part
plus it's tobbert stuff, i don't want to edit it uncesessarily
yeah basically that's impossible if it is placable like a platform
so you would have to destroy the path to place it
but then it becomes the path
too bad, got used to the path destroy mess anyway. rather be kinda logic with the back blocked
but i think i found a way to prevent abusing it as an infinitely stackable platform
Not currently
so no worries, functionnality will be largely unchanged
kinda need that for a massive clockwork farm tower tho
I believe this to be the first step to making a better mouse
but the cost will be far higher though 😇
we wouldn't want those curly stairs to become irrelevant 😉
mouse ?
more then it ctually is on U5?
oh you can still stack it on itself
Build better mouse traps, you get smarter mice
but no placing windmill on top
oh ahah 😅
tought that was already fixed
it was but the consequence of how i did was that you could walk through the ladder
i see
still didn't unlock ladders on that run actually as a personnal challenge
guess it's gonna happen when i start my clockwork tower
Not something I did lol
Gravity batteries, yes, windmills no
Also on the subject of having multiples of buildings, anything that makes a core resource I'm gonna be completely unreasonable with
got a terraforming project for the batteries
Planks, gears, (scaffolding & scrap in this mod,) and metal blocks
If you're running outta any of these things to over build with, you gotta reinforce production cuz screw waiting. Lives are on the line
Honestly my playthrough is a merry go round of reinforce food to reinforce the population, reinforce the population to produce more resources faster, to reinforce building, to reinforce food
On another topic, any texture comming up for strong alcohol storage? those tanks look empty it's bugging me a bit 😆
i get it it's a clear liquid but some sort of visual indication if the tank is not empty would be nice
just a shine or something yeah
Yes that is the intended play loop
i don't know how to do that
the game really doesn't handle transparency well
maybe something in the maplesyrup texture, it has that shine on top
honestly zero understanding of how it works
and not really a priority to be honest
i think i should be playtesting a bit more
U5 is still getting very basic balance changes because like, for example, dandelions were gone and then are now back so whether medicine even still works at all is a big question, and we don't have irrigation towers at the moment but perhaps begging the TimberAPI people can get us those scripts again
maybe just toss in a color for now?
Use the maple syrup texture for now maybe
but change the orange to white, with the color of the barrel it would be kinda like transparent but with some visual cue for the tank not beeing empty. Orange strong alcohol, never heard of that
IDK I've seen barrel-aged stuff having an amber tint but also I am not an alcohol drinker so I can't say for certain
true, maple syrup texture then, easy peasy !
One ENS up, not waiting for the other 2, getting late here, gonna call it a day
GN! later 👋
nope, at least not that i can recall
badwater is close to it but darker
i'll check
i've been poking at the greenhouse a lot this morning
trying to make it better, but eventually reverted to yesterday
there is some sub-optimal stuff, for example if you don't want beaver walking through glass panes, you need to make it a path i think
yet one more weird thing : greenhouses cannot touch each other
probably have to do with the hitboxes
maybe ?
anyway
let's playtest a bit
aaah, shit
they can plant the bananas even when the greenhouse is not finished
oh well, let's call it being proactive
i guess i'll give each barrel a worker
although that is very inefficient, you can just deprioritize the damn thing
i think they still work, but the "prioritize building" button seem to not have much effect
ah, nah, everything seems to be working fine with the changes i made
not sure though
well shit, crash$
okay, this time it's good
good morning !
about to start playtesting
kind of want to try that new helix mountain
(but not on hard mode like some weirdos)
😉😉
i'm looking at a video on The CRUST and hot damn this game looks fantastic
seems like a pretty neat mix of factorio, surviving mars and dwarf fortress
ild lump in captian of industry which is a closer fit than factorio
ah, didn't play this one yet
i might be mixing with an other game but i heard it was rather shallow
its good. not great, big tech tree, low replay value
okay, let's get streaming
once you gt the extended build chain set its just scale.....
should i make tools more expensive ? feels like they are quite cheap at the moment
I dont find tool production is at all something i wait for, a bit of a hike would be good
Did the kimchi barrels get sorted out? they are are acting up on reload here
okay, let's upload that
hmm 3.0.10 is availible direct download from mod.io but not yet in mod manager, does it take a while to populate?
the crust demo in the steam fest played two giant unskippable videos back to back when I started a game so I quit out and uninstalled 😄
the update download keeps stalling at 248mb?
🤔
its going again... think it was a hickup at mod io
works fine for me
hmm... something keeps bugging me about the bad water
because it is possible to seriously limit the number getting contaminated, we always feel like we should do that, which means just getting bad water immediately turns into some huge project
which delays getting science a lot
on some maps 50% of the build time is just badwater provisioning (from start)
yeah i just felt that i had to do it right
bulding this off-center mess
where half of the buildings are actually not usefull
i want something much faster
i dont generally use buildings as dams in flowing water due to bad tides contamination
having the high power shaft unlocked will make getting bad water so much easier than my last run
I can understand the problems with the standard system of set and forget inventor until you get your even more set and forget big science option, but I feel like noticeably delaying science income while giving you so many tools off-rip still removes a lot of that feeling of progression that comes from incremental unlocks that the main factions use. I also think u5 is probably shifting my perception a fair bit compared to u4 since a lot more pressure is put into place to not get wrecked by badwater
maybe you have them backwards at the moment, might work better if normal water pumps needed water to flow on top and bad water pumped up to safety like the base game/ wb current drinking water pumps
could easily lock out some maps from wb though
Also something that is not obvious : all watertight building block irrigation and pollution from the same height
so this along with the farmhouses should protect the berries from pollution
Okay, uploaded a new version
probably would strongly affect how easy it is to unlock science, if someone starts a new game (having played other versions before) i'd like to know how you feel about it ! 😊
ill give it a go
I know its only temporary but marking the sequoia for cutting by number wood cutters crashes the game still for anyone planning to try it
what version you on?
current is 3.0.11
3.0.10 unless its been patched today?
Will upgrade and see whats changed
Can confirm, still crashes on 3.0.11
Research progression made easier, bad water bucket building, bad water pump locked
Im going by the notes, still downloading for my other machine
Minor request although i'm sure i'm the only one to ask for it, any chance of getting a better recipie for the screwpress axles later on? I have i have 12 gnawing posts making them and its struggling to keep up
was the same with the sequoia craddle
didn't try the new one on hard... yet
once you got the washing machine and antidote having beavers walk/swim into badwater is a non-issue, decontamination is way more effective for the WB
gee wizz, how many presses are you running ? and how many beavers?
1 press but i'm attempting to mechanise as much as possible so i'm running 2 large aquifer pumps, they use 1.5 axles per day to run (each)
i see, i never use those so... yeah that might be why i don't have screws issues
I'm struggling to keep water working properly without them to be honest. Between 600 and 800 beavers, i just never have enough water
biggest issue often is tanks too far from pumps, reduces efficiency a lot
43 water pumps running constantly plus 2 of those and i only just keep up
is it just pumps or pumps and upgrades?
28 pumps, 15 upgrades
They all have at least 2 large underground storage within 20 blocks of them and at least 2 of the 3 wide houses for haulers by them
I do think i'm at the point of a death spiral now though and need to let it die and settle. Too many hungry/thirsty beavers so they can't produce enough due to debuffs now
when you looks at the "productivity" on the pumps what's the average?
yeah, once you enter "chaos mode" it's hard to get out with that many beavers
Stupidly low now as they have been just on the edge of death for too long now
my general tule of thumb is undeer 80% tanks are too far or need more haulers( if storages are not full)
but you entered chaos mode...
Yep
pause everything but food and pumps, sometimes helped me save it
and only basic food,
like juices and other drinks taking water is not helping you atm
Now i'm waiting on the death cycle so i can hopefully come back. Food should hopefully self sort if they die from the hydroponics so i should be fine as long as they keep running and the aquifiers keep going
I have 11 hydroponics running 24/7 for food. I'm aiming to have food fully from hydroponics and water the same if possible
hydroponic doesn't make all types of food, so if you want it all can't only rely on mecha production
Thats true. For now their just doing the basic cabbage, sunflower seeds and peas. If theyc na cover that, the farmers can do the rest for extra foods but i want enough basic to self sustain
Megastructural degree also useless atm? 🤔
Plus side of barrels having a worker, they now show up in the workplace tab and it's much easier to manage how many are doing what
not sure what happennned, updated to latest version, did nothing but wait for ENS to build up but all of my food kinda vanished, was rocking a steady 1,5k~ish prior to updating 🤔
did food need for beavers get modified?
or some receipes changed producing time?
like I was stable prior to updating and now i'm dying of hunger left and right, lost half my colony 😅
- 2/3 now
Not sure whats changed with this one, i'm also having trouble with jails not working at all, they just never go in it at all. Fresh map as well so no old models etc.
And there goes 50 beavers and the entire colony to contamination that they refused to cure
i deleted the jail asap, dumb beavers go in there instead of the washing machine
I'm nowhere near the washing machine right now
can you make antidote?
They have the brain stimulating mushrooms but thats it. They wont actually go into the jail is the issue, cycle 14 and its never once had a visitor.
Wonder if something is broken with the new entrance now its move. For now i just cheated back in 20 beavers when they all died and have handled the bad tides better so they rarely get contaminated at all as a work around
Also, is anyone aware if the new dam drain house is safe to use? I have a plan...
might be the door, when moving those shit can happen
i did build some but had it the other way around thinking it was a turbine not a power drain but it didn,t crash my game so should be safe to use
Aaaah shit
Forgot to mention, new landing pad is really cool! I like that you can put storage or other stuff, under, really neat!
Looks like something is up with the baloon tho, it's not beeing built 🤔 well it got built finally but "not connected" .... is that the old thing that never got fixed? And it's invisible
And on that note, GN!
Did you connect both doors?
One door is the building itself, the other is the path to the balloon pad 😉
still invisible tho, might just be a little glicth, will see tomorrow when i reopen the game if it's there i guess
nice way to avoid having the +3 pop 🤣 or both need to be connected for the balloon to fly?
Uuh if you find y connect the first door I think it should still work
hope smart power doesn't brake it 🤔
But unoccupied houses will have some issues eventually
Looks like it does 😅
that wouls suck big time, actually got half my town empty trying to get back from the pop crash, also for hard mode where pop crasehs are kind of a must 🤦♂️
will see tom, need to hit the bed for real, later 👋
Maybe we can ask whoever made this to fix it
Wait that's an issue for the it calculator too so should work
GN
Minus side of the barrels having a worker is the constant "building lacks workers (39)" alert meaning that it is even more difficult to keep track of how many of them are "real" workplaces
Like, having to remember that 9 of them are wood burners, primitive smelters, and mushroom growers is trouble enough
but how am I supposed to keep track of a gazillion kimchi barrels too
@shell fiber The bad water bucket building works great, much better than starting with the powered version... jail broke
Yeah I'll fix the jail ASAP
having occassional problems connecting mud bath to road as well
just reloading a save to see if the problem persists with a new build
having bad tide kill all but one of the berries on helix map makes for a tough start
after some careful clearing and a few cycles nursed it to 12 berry plants, the price of the tree nursery should come down a bit to allow for earlier berries
Are they gathering bad water by hand, one cup full at a time?
I had the same issue on helix except it killed all of them so i'm slowly limping through on the grow gardens until i can unlock enough
yeah that's super annoying, gonna be an incentive to even move kimchy to the wine cellar 😆
it's the idea that you have to take care of them carefully, there is the hobby gardener if you really want more but it's not a super source
Perhaps maybe the spreading speed of the berries could be buffed up a bit tho to give them the chance to grow past the contaminated line when it's too close at first
it doesn't and the balloon is back !
not much you can do to save things when a single bad tide kills all blue berries on the map except one
on the helix run i did with IT it killed all but 3, that's enough to regrow a patch away from the river with some irrigation, sure is a pain in the ass tho and will slow down the start a lot
Ive got it tapered south out of range now, waiting on a jail patch to continue that run
sure without a decontaminations method it's not ideal
I really like the bad water bucket change, brings start of research from cycle 11-12 to 8 for me on same map
it's a neat addition, just too far on my actual run to care about it, busy braking later stuff 🤣
talking about braking shit, the mega drill is not totally broken but acting up a bit, really need sorages that ask for it now to get it emptied
there is heavy machinery death in the small mine now? medium one is on pause 🤔
Ah, so it wasn't just my beavers that didn't go get decontaminated 
Any chance the overhang platforms could be built off the game's default stackable storage (Large Industrial Pile, Medium Warehouse, Large Warehouse)? Otherwise they're really not stackable, since using ladders for access no longer works (or am I just using them wrong')
That, or make a new version of those storages with their own built-in overhangs

the overhang only goes on watertight parts of buildings, since those are not it's normal you can't get the overhangs there
using ladders for acces should work, thing is to build higher then 2 you need to use your imagination since beavers can't build over themself
❓ is that something there that could be the cause of the frequent lag spikes but it happenned at the same time as a save that time around? 🤔
How a hout a mega drill only for dirt, with the amount needed for the degree and nursery i'm stockpilling coal and iron like a madman just to get enough dirt 😅
No, the new ladder (RippedLadder, was it?) doesn't seem connect/path to anything on top ... is it bugged?
I had to re-enable the previous one (Ladder.WaterBeavers) in the FactionSpecification
what version are you on?
ladder is essentially the same but more expensive
Lapan tweeked some things tho so they caN't be used as platforms for windmills and such tho so maybe something broke
on v3.0.11
there was some modification Lapan had to do on the ladders on 3.0.10 but not sure if it was done on 11.
He should be up in 3h~ish tho, will let him awnser to the concern, i'm not sure so rather say nothing
No idea what is causing that but the lag is getting quite bad, not talking about fps dropping but actual freeze for a few seconds, anyone else getting that?
Are balloons not flying anymore?
I think I already made it accessible quite a lot earlier, the problem here is clearly helix mountain.
I'll get a bigger barrel going soon 😉
gonna sure enjoy it on another run, got my first batch of degree done, second one forgot to remake shroom juice 🤦♂️ probably lost a whole set of 3 ond that woopsy
Im determined to play through on helix, just waiting on jail fix
You probably have to properly build a path on the ladder for it to connect now
To play on helix I think you need to make a levee barrier to protect berries from the river pollution
But that also blocs irrigation...
in the south east its a matter of getting ahead of the brambles allowing berries to spread south
with a lido on the platform 1 block higher gives room for about 30 berries safe from tides
Just a tought, Gaz tanks seems a bit procy when you can just make a gizillion barrels that will actually make and store it 🤔
Is it possible to make a larger cauldron on the hot storage?
Can increase the storage cap I guess 🤔
But it's okay for it to be somewhat unnecessary
specially with a larger barrell, might just scrap it and make the larger barrell use metal directly 🤔
oh that's an idea 🤔
but every item needs a storage anyway
Already tried that, it doesn't work ... gotta get some screenshots to show what's going on
🤔
well, i just uploaded a fix for the jail, didn't touch that
i'll check next time
@radiant heart i tried to refresh the deep water pump worker count, tell me if anything has changed (i couldn't see anything wrong)
both fermentation barrel types are available for people bothered by the empty worker slot thing
@shell fiber
Started a new game to make sure my save wasn't somehow broken
Still, it doesn't connect anywhere on top, even makes a path passing on it break ... also, why can i build a platform inside/over the ladder ?
have you got a road touching the bottom of the ladder back to district center, should see path line
yes i do have a path connecting the ladder to the district center ... the issue is with the ladder itself
Just wanted to say i'm really enjoying the dam drain house! completely changed how i handle water and bad tides although it does pump less than i was expecting...
I'm also likely using them a different way to planned but i actually prefer it the other way. I build the drain to pump filtered water and build it so the bad tide can over flow before hand so i guarantee clean water and anything i can't pump gets lost elsewhere anyway
is the one with no workers fixed tho? if not might just wanna put a warning in the description ( for those that read those things)
freeze is still there, gonna try to delete them all later see if it's that.
so changing the pumps didn't do anything... removed the deep ones and changed for normal ones
one thing tho, i took that delete and rebuild as an oportunity to dumb a few coocking houses under my pumps to rise them a bit and idk, feels like it got worst 🤔 could it come from there?
honestly i'm clueless, maybe i could send you my save and you open it to see ? maybe it's a local thing with my PC and i'm making you search for nothing🤔
or if anyone else is willing to test it out, just let me know i'll send it
What's your pop
only 370
The map is 256x256 right?
nope, i'm on waterfall, it's not that big if i recall correctly
Hmmm
Ya I think that one's 192x192 or something close
I mean what you're describing sounds like the grinding lag i live with 
it just freeze kinda like it does when autosaving but it's actually not
Ya, my end games, every action causes lag that freezes the game for at least 15-30 seconds if not full minutes
it does freeze even at 1x and i'm just watching it, had colonies over 600 pop without that problem
Maybe it's one of the buildings? Like any funny or bugged animations?
Like the game doesn't like to render it
maybe, problem is i can't recall when it started so it's a bit hard to find out what could actually be the cause
Ya, it's usually difficult to ferret the issue down
Start with buildings you only have one of?
at first tought it was optimized housing moving beavers around too much, completely removed it and nothing,
afterwards i had a strange message in the console about deep pumps, deleted them all, still not the issue...
only building I have one of are the district center, librairy and the copy/artist lodges 🤣
On another note, dirt production becoming a bottleneck, even with pausing all the terraforming, can't really get a steady supply for degrees, nursery and the advanced shroom maker.
Not sure if it can be done but tought about that a while ago, some sort of sand square like a playground for the kids where they "make dirt"
Otherwise the simple one would be just a giga drill with a dirt only receipe ( and waste rock of course)
I liked lapantouflemagic's idea to just have them dig down 1 block at a time removing 1k dirt from each block till you hit the bottom
Paw-dug-dirt
It's artisanal
Maybe this job makes them filthy faster or a higher rate
Or better yet, higher chance of filth tick as the hole gets deeper
Occasional death message about the earth having swallowed a beaver
Ya know, from like a cave in
and gonna end up with a shitload of stuck beavers in the holes 🤣
Fun fact, looks like beavers caN't survive drinking grape juice and sake only 😆 woopsy, forgot my water tanks were deconnected due to repathing project
FInnaly domesticated brambles!
what cycle?
56
could have been a bit sooner but wanted to make them in one particular spot
and dynamite production issues ...
didn't bramble use to take a day to make a flower?
Not 3 ? At least, with extra crops mod, it takes 3 days 
finally updated, and my reservoirs and farming all work now the pit_+ladder lodge is actually 2 high 😄
the dam drain looks useful but I'll have to think before I try and integrate it into a design
maybe it's an old version that used to be 1 and never really paid attention back to it untill now
Maybe you can check also, if, on a dead but unharvested for log bramble, you can build something , whithout the need to demolish first ...
on a wild one you don't need, my domesticated ones are quite protected, can't really try that out
I was talking about a bug with brambles in extra crops, want to know if in this mod is also present
Is there any "more/most" official way to share feedback or is it just here? 😉
Best is in here, Lapan usually reads everything
can also do on the mod page on mod.io
I'll try here then, thanks!
I guess I need to apologize for my former Napoleon comment first:
It is not any dislike towards M. Bonaparte ... it is more myself being mostly "non-martial" in my mind/world.
I truly adore M. Pasqueur and Mme. Curie ... I just dislike war and violence! ... ❤️ the sciences though! 😉
Could you please add some Billboards for them as well? 😉
And I still credit the French for pushing the "metre" and all of our modern measurements.
And I say: EFF off "Freedom-Units!" with all my heart 😉
Feel free to @ or DM for further discussions if you like 😄
Carefull what you ask for, a Pasteur/Curie billboard will probably have a radiation aura that will contaminate the beavers that go around it with some nuclear green glowy thing 😝
I'm scared of moaning about napoleon becasue I can't tell which of the three it is supposed to be.
four if you include the pig from animal farm
I'll take the risk ... and yes, I built and figured the hard way what some of the more Anime related Billboards did :p
lol, didn't try, it, was a bout to but seen JC do it on YT
woops, was busy planning badwater diversion and didnt notice water wasnt topped off before second 9 bad tide in a row, from 169 to 2 beavers
as long as you got 2 the run is alive!
3! now
that's gonna be a huge inbreed pool tho
they're all named jr
I just only watched like 2 JC vids and asked myself: "He for real?"
Then I tested for myself, then I knew ... YES ... he for real! 😄
yeah he wasn't trowing for content 😆
To (try) to say in modernist: That Bitch is for REAL! 😉
I am in the early end-game with my own U4 White-Paws atm...
Any need to worry about more "time-sinks"? 😉
what do you call "early end-game" ? just built the ENS?
WB update 5 is a big step up
the biggest thing with U5 is irrigation towers gone (and the bugged stuff)
other then that it's not harder or anything, just diffrent
I like the badwater, makes it less linear progression
I got several copies of most derees, I plant and harvest some BIG trees, regularly ...
I have a big solar-farm to power everything ... nice hospital, nost foods and drinks...
I do not want to throw any "hard" feedback around before I know better, mostly 😉
One nice change to early game is a unpowered badwater bucket station
I, personally, am not a big friend of any and all "badwater" stuff!
BUT ... any advice for my U4 game? 😉
There are still some issues to solve! 😉
yeah that's a neat one
build more balloons to keep all the needs full and shoot for the sky on well-beeing
60?
think it goes over that, 60 isn't the vanilla max?
yeah with the extras i bet 100 is possible
think it's somewhere in the 70-80 if not more for WB
some are impossible to get to all beavers tho, Spacious house as an exemple
I try more less to go up 1 per cycle to keep up productivity
that's easier said then done, at some point extra well-beeing needs many steps and reduced working hours
yeah it happens to me around 40
how massive?
not that massive but from 330 to 100
some feeding problem, drained my shrooms to make juice for the degree but it was my main food source
@shell fiber unity error The given key Lapantouflemagic.DeepMineMechModuleTemplate.Description was not present in the dictionary (it didnt crash just happened to notice in bepinex window)
there are a few of that, not a big issue, tends to be stuff still in development .. or woopsies from lapan 😆
Still in Dev, haven't had time to touch those in a while tbh
Yeah I don't understand this one either, I looked inside but I see nothing wrong that would cause that
But being able to flatten dead brambles is not too much of an issue to me 😉
Ahah no worries, I was not upset 😉
I use meters in the text of some buildings because sometimes I just don't find a nice wording to describe what I want to say. I just assume most people would connect one meter to one base length unit of the game
Oh yeah that works !
Why didn't I think of it before 🤔
Maybe I'll re-word it someday
Anyway, the point is in not some sort of French supremacist it anything 😅
lmao
Any chance you could make the red text in building info boxs a lighter shade of red to make it easier to read
Megadtructure engineer lodge has a color tag showing
possible
but this kind of things require a bit or trial and error
Do grapes and Bamboo spread naturaly like all others in the "trees / bush" tab?
Yay!
@radiant heart how many ballon pads do you use, im debating on switching ballons as needed
Anyone else having trouble loading saves on .13? .12 is fine
roughly, ballons are intended to be 1 per 100 beavers for the food needs, might not be fully ballanced but it's the rough idea
like atm i bumped over 400 beavers, need to build a 5th for ananas
Im still early stages, around cycle 33, have large farm, ballon pad, giant tank, washer, am just doing both ens bps
might wanna get the tree nursery too before going for the ENS stuff
loading was a bit long but nothing dramatic
My previous run i had raw grapes but didnt get to wine
wine is a +5 wellbeeing, good to get
sinve only purpose of the treb workers is to carry rock, shouldn't they get a little carry capacity buff?
Or a huge capacity buff with a slight walking speed debuff? 🤔
I waited about 5 minutes and gave up, .12 was around 40 seconds for the same save
what pop size ?
- Ok, another request, can we bump the dam drain speed a little? On helix, 3 full speed drains isn't enough to handle the main bad tide run and as they shouldn't be stacked, they can't fully stop it
gonna see when i reopen the game if loading time is that bad, maybe i didn't have that many of the buildings with the new features
well, that's something i never did the maths for... 3 trebs per giga drill to keep it empty is a bit intense 🤣
Nice for science though
yeah but it's hard on ground space untill we get the sequoias back and can make clockwork tower farms
With .13 and required mods i get to load 273 prefabs and it hangs (let it sit for 20 minutes just in case) i dont get as far as the loaded in x ms line
Plant some, then remove the planting area
tried that but they don't seem to spread, was asking to see if it was intended for them to spread or not
looks like treb consumes a lot of ressources, fps tanked big time with 5 built 😦
forgot to mention, a little power project too for clockwork tower when soquoias get back in 😉
Something strange still going on with the ladder, can't put a 3rd on top even if there is a ground lvl (under the rubble) at the same height as the top of the second one
Normaly they should be able to get on the land to build the 3rd one , no?
if i put 2 columns of ladders side by side it works but not if i build up the land beside it, didn't wanna do that double ladder cheaty shit but... becoming my only option
hmm...last one for me is 266 and it takes roughtly 4 minutes 🤔
all those buildings with the gigantic aura freeze
crap
guessing it's also the reason why reloading is super long
probably
had none in when first opened 13, took the average normal time, now it's been 4 minuntes and not open yet,
well shit
that compromizes the entire system
but don't really have that much time to mod today
just shrink the aura a bit maybe, like keep it "fountain of joy" size, i know it's not waht you wanna do but it's better then nothing i guess
and could help the freeze
well i need at least the district center to have a gigantic range
otherwise weird crap happens
but for the other i can do with 40-50 range
wow, 8 minutes loading time...
yeah
later 👋
cya
can you put tower segments in a hole and have the entrance above then with gound level door
yes
good! blasted a hole for giant tank in a spot that was too shallow
did that mistake too, forgot they got deeper on U5 😂
did you end up with multiple ens?
back to none, had 3 at some point
did you do all the degrees?
On the zone preview for a flag or whatever, the zone doesn't extend with the ladder unless you drop a path on it, guess it's part of the same problem, hope it helps a bit finding the issue
Bananas will grow without the greenhouse but won't be gathered btw
bananas are cut by lumberjacks, not farmers
i reduced the auras to 75 which causes less trouble but is still huge
probably fixed the ladder
i took the time to read that one 😉 so yes i tried with lumberjack. guess it's something greenhouse related
Grennhouse is acting strange yes, tried to put 2 not directly side by side leaving a 1 square in between but it made the other disapear when placing the second. In diagonal with a one square space it worked tho
yeah i have really no idea what the hell is wrong with those, i see no issue with the block occupancy, yet the damn thing collapses when you do just anything next to it
and i was not directly next to it, left a space since in the description it's clear that they can't toutch
Maybe make the greenhouse have a worker and work kinda like a clockfarm that doesn't require external planting ( and have it consuming exotic seeds)
cauz atm all the nursery stuff can be planted once and forgotten about so the seed balloon becomes obselete quite fast
not that big of a deal with the amount of balloons required to keep up with the larger pops but still, in the miindset that nothing becomes obselete
oooooh i just understood
is it becaause it doesn't cost 69 glass ? 😝
no it's because it is crushable (no shit sherlock) but because on the first level it has "full" occupancy, which notably include the "bottom" segment that is occupied by the rubble, so if any rubble gets moved into the greenhouse space, it collapses
if you try to build on clean ground it's just fine
so i'm changing the occupancy so that it doesn't conflict with rubble.
still going to be a fragile mess though
but i'm not going to make an update just for that
time to sleep, i'll get up early tomorrow
cool! GN
got a few notes for balance stuff but untill sequoias are back most of it is subject to change so let's keep that for a later date
next thing i should really add to my list : custom storage for glass panes and sawblades
think the sequoia should work now
ok, will try them out
later tho got a day of meeting can't really test stuff out till the evenng
Just downloading, Ill check the sequoias this afternoon
hope it works, need my clockwork tower, food is getting tight with the extra 200 mouths to feed that popped up yesterday 😅
🤔 removes the one under at least when clicking
Can't define the planting zone for the sequoia in the craddle
but bananas can go in the middle square of the sequoia craddle
ladders looks ok tho
sequoias geting planted outside the craddle tho
do we still need the special cutter for that or it's lumberjacks now?
not sure why but that time it worked and now it won't let me put them side by side, need a 1 gap
Sequoia cradle is no longer necessary
Oh right, they can probably fit in weird places, need to check that out
Well they clearly overlap here so that's not surprising 😅
the 2 on the left don't
it worked that time but tried again and it won't work
Special cutter is on holiday with the irrigation towers at the moment 😥
had to place them like that
ok, but can the lumberjack cut them or they just decorations for now ?
If you clear all that rubble first they should fit nicely adjacent to each other. At least I think
I saw one munching on the tree when testing so they should cut them fine
ok, will give it a try, 25% of the growth done
yup, it does
Ah good
and here starts the journey to the clockwork food tower !
if giant sequoias wiggle when getting cut down it's gonna be scary 😅
The only thing that is slightly weird is that lights glow before the building is build 🤔
kinda like the great tent, the fire is there before the thhing is built
lol, the sequoia shake is quite funny
and it got cut and didn't crash!
might have stayed up a bit too late but worth it! that works, storage feels a bit useless tho, can you lower the amount the lumberjack stores without affecting the capacity for regular logs?
still getting the storage cauz it looks awesome tho!
and bananas beeing bananas... not waiting for the greenhouse ( kinda like sequoia did with the craddle)
nope, that's the problem
yeah makes sense
ahhh pop crash and last couple beavers are starving to death in the shower
does that count as a success in building vertical? XD i have no idea where my buildings are and how they are powered
Beavers are definately getting stuck in showers during bad tides
Ive been watchingone thats been in for 9 days, wet & clean fur at full green
can't gather them tho so it's alright !
love it !
i mean can't gather with the green house not build, still need 400 science for the chunker to make the glass
to try it out
(i try and go along without cheater mode even if testing) so i'll wait, at least the treb science output is quite nice with 6 firing almost full time!
at that point a mega drill that pumps out only waste rock would even be interesting
My new science center !
be careful i might want to nerf that science output 😅
just boosting the worker and amount shot at once would still reduce the science and be more convinient, 3 trebs per mine is a bit much IMO
or even more simple, just reduce the rock output of the drill
well the amount of rock produced by the mine needs to feel right relative to the amount of other stuff produced
i already doubled the amount of rocks thrown away
Oooo didn't notice
was wondering why science wasn't going faster, that was on .14?
but i also doubled the amount of science generated
no it's from the last one
but probably you end up clogging on smelting and/or on metal usage
well guess i didn't look at my trebs since the change
with 5 balloons constantly bringning in annanas for metal fastener...
not much blockage
even with 400 beavers, that's a hundred fixtures consumed / 3 days, which is what one drill makes in what ? 24 h ?
eh
that's fine
didn't do the maths
but maybe i will reduce the science output
got 5 primitive metal shop doing just that ( maybe 6)
the one science was meant as a silly gimmick, not intended as an actual science source
i doubled the trebuchet reciepe because i don't want people to need 12 of them
drop it by half would be fair i think
well, 4 drills and you will need those 12 trebs
i feel like 1,5 treb / 1 mega drill would be a descent ratio
(excluding walking time with rocks)
i think when i at last move to make the nuclear power plant, i'll make it cost concrete and stuff, probably costing in the thousands of rocks
is the sequoia burning mega engine on the table or we going straight nuclear after the large waterwheel?
probably straight to nuclear
idk, would be nice some half descent BP locked reliable power, solar array is a cool back up but output is kinda mheee
for the size it is at least, can't build thatmany of those
oh right i had completely forgot about this one
but i don't want something too reliable, it makes the rest useless
well, it's water or shit wind atm....
well water then 😇
droughts 
batteries 🙂
I think this game often suffers from the "optimal solution" issue
like people are not satisfied with something accessible like batteries, because they can't directly put them in outer space 😅
if i'm gonna do it, i'll do it once at max efficiency !
once one are 2 are built curious to see max power
also need to finish shafting my map, now power is beeing made everywhere, trying to do it neat without just mashing universal shafts 😉
Did you nerf the cleaning speed of the showers too?
not sure bout you but i don't need a full day to wash 😆
those a clearly not environmental friendly
way too much wasted water
oups, how about moving the door one to the right 🤣 asking for a fren
Im finding the beavers get stuk in showers
it's super long to get them to clean theyr fur in there
maybe when lapan nerfed the cleaning from beeing in water it messed up the shower ? 🤔
lumberjacks are shy of the bannannnass, not getting in the greenhouse to get them
🤔 Looks like they don't wanna build the giant platform, at least on the greenhouse, bee sitting like that for a few days now ( and got 18 buildders)
forcing it didn't crash the game at least
deleting it froze the game tho
rubbles falling in the greenhouse maybe?
🤔 remember when i said something about super platform no the same height on clockwork or greenhouse? right was greenhouse before i deleted it, it's clearly one block higher
and same deal on top of the clockwork farm, it won't get build... they don't bring the ressources
be careful they only can get in thrtough the doors
yes the greenhouse is one block taller
don't forget those are megastructures now, only build by the megastructure engineers
hmm... contaminated beavers ? or normal beavers ?
normal, dirty, thristy, hungry
Any way to make the dam drain not have dwellers? Since if its handling bad water its going to have bad water on either side so their always getting contaminated
Will have some new fun https://www.youtube.com/watch?v=9gIa1LYRtC0 🤣
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Episode 1 of Beavernation Street Season 1!! Or is it called Timbernation Street? Either way it's 100% original and doesn't rip off any ot...
oups
the door wasn't blocked
on my side they don't get stuck but they need a ludacris amount of time to get cleaned up, maybe the nerfing of the clean fur in water affected the shower?
Am I blind or engineers are gona atm?
I've been watching JC The Beard's brain melt, can't imagine RCE doing much better
Good luck to both of you though!