#Water Beaver Overhaul
1 messages · Page 19 of 1
2.2.10 on U4, latest one for U5 ( need to deactivate mods that are not depedencies or it might cause problems)
Good thank
Can't wait to watch the video ☺️
got used to the uncut ones from JC and DisturbedZ feels a bit weird now watching RCE progression feels too fast
Greenhouse now moves the rubble, yay!
Those princess beavers spend so much time cleaning theyr fur they barely work or use other well-beeing stuff, think the cleaning nerf was a tad too much 😅
More then 100k views for the RCE video. New faction becomes visible to the world 👏 👍
Hello everyone. First time trying out this mod and I fear I have missed something stupidly obvious, but I am unable to store any of the special items from dismantling the starting cart, so I can't build the forge/library/etc. I've seen that there should be options to store them in warehouses but the icons are missing for me? I only have the Overhaul mod and dependencies installed.
Have I missed something I need to do before they are available, or is my game just cursed?
glorious storage is what you are looking for
the one from youtube is an older version
Aaah I see! Im guessing the playthrough was an older version that didnt have it that yet then. Thank you very much!
Yw
good morning
Hi everyone!
Just a quick question:
where can I find the bramble flowers required to make kimchi? the only resource I can get from the brambles are the plucked brambles. I'm sure its super obvious and I've just missed it, but it's making it impossible to get any science!
need to transform it in the handicrafter lodge
oh man, it was indeed super obvious. Thanks so much!
it's obvious once you know where it is 😉
Just a tought, since ladders now use metal, shouldn't they give the metal stairs bonus too?
I really like the esthetics of the new ballon pad but at the same time really miss the other one, was a nice haulling post. Could both coexist or it would cause some issues? with the one with more haulers beeing pricier obviously
me too, but it is very hard to switch between stuff. I want to make a library-set and had to build a new press because i have trouble locating the other two making sunflower oil and berry juice XD
this is your best friend when thing starts to be a clusterfuck 😉
Oh actually would not work, the balloons rely on the "bottom matching prefab" script and it doesn't have any room for X "or Y"
Was wondering how people would feel if I added variants of mechanical buildings that don't have plugs and can connect in all directions, except they would cost a lot more science, gears, and possibly some special blueprint-like thing 🤔
I kind of feel sorry for JC because he made an absolute mess of an industrial center 😅
it's part of the charm of that mod but for sure would be more convinient later in the game to make a giga dam of buildings
aren't both landing pads the same in the background just reskinned and diffrent housing/haulers?
and if you could just unlock the megastructure eng lodge and push out an update would be nice, kinda getting stuck without the megaplatforms and would prefer not to resort to cheater mode 😉
that also brings back the methane production issue that was up in the air prior to the drop of U5
I think if you reach the point where you want to make a giga dam out of those, you probably would have no problem running shafts on the back of buildings
To be fair I think a lot of JC's issues come from not having vertical shafts
true, just less convinient, the shitty one is really the chimneys of the mecha coocking house, if at least they could connect with each other would be amazing
Oh yeah right, I had some ideas regarding that
i'm not getting maple pastries just because i can't find a way to stack up 8 in a not too sshitty maner 😅
and coffee... just need another side map making spadderdock for the methane production🤣
When I play this mod, I'm doing two "layers" of power shafts like supply rails. Then I can have all the main industrial buildings in a row I hope!
i usually drop stuff all over the place and at some point try and connect all my power suply together, almost done, just need a few more gears, forgot to unpause my meca lodge at some point 🤦♂️
total should run around 19k hp when not in drought
are explosives placed by haulers or builders?
i think all building related tasks are handled by builders only
but don't forget that some of the late game buildings are megastructures build only by the megastructure engineer lodge
okay, i did a thing that should allow the mechanised kitchen to stack neatly on itself
in case people didn't know : you can do that
thing is, that also works when the sequoia is cut 😬
ah unless...
bananas seem to get cut just fine...
neet!
@karmic lava
sorry for the ping !
i saw your last video (love it
) and since i think you record them quite in advance i want to tell you about a few minor bugs i know of in the version you're using
- The crappy windmill H9 has an error in the volume it occupies, when you rotate it there should be a square highlighted in blue for no good reason that might block you from placing it / other things later
- one of the reciepe of the advanced sawmill (you won't need that before a thousand years) should make ~150 planks and 380 sawdust from a sequoia log, but due to a typo it makes only the sawdust.
- the hobby gardener building doesn't have its bottom requirement set so it can be placed in absurd ways, just make sure to keep the blocky part on top of watertight building and all should be fine.
- some text entries are outdated, specifically the assistant farmer may or may not be the one to plant green peas, just hover on the green peas planting tool and it should tell you what actually plants it (unlike building description this one is UI-generated)
- you probably should install the vertical power shaft mod, i thought i had made it a dependency at this point but i guess not. assembling industrial building in a meaningful dam will be a nightmare without this mod.
- beware of the "we all do" billboard... for uuh... reasons.
does this mean sequoia also block water?
no, but since there is nothing that can be stacked IN the trunk there's no risk of weird water shenanigans
but now that you say it... wonder if i could make the trunk actually watertight 🤔
ah no the sapling model does not fill the space nicely enough
okay, i think i've bashed my head against this greenhouse waaaaay more than i should ever have. It now works as intended for the most part, the last issue being that if you destroy the megaplatform immediately above it, it will crash the game.
thankfully that should not happen a lot.
but i can't do much about it since it is due to the building being crushable, which is necessary to not erase the banana plantation zone each time you load the game.
which would be the other option, but i see that as far more annoying that the very specific crash issue.
oh, i just found the problem !
okay, now bananas and the greenhouse are fully fixed
As soon as it's back in the game they can build those 😉 ( or i'm just blind ?)
did you forget to send the update or still got stuff you wanna do before pushing one out?
my lovely beavers are sitting in the shower forever in .14
not sure how it worked with the wagon giving clean fur need but once I destroyed it the two in the shower never leave and no one else can be clean now
cleaning never been that painfull, hopes it's unnerfed a bit in .15. at that point it's just way too much
it's broken for sure
the wet fur need is wobbling at the very end so it might be the wet fur need rising before it realises it's satisfied fully?
no sleep only clean
Lapan nerfed the effect of beeing cleaned by just going into the water but i feel like it nerfed all the cleanings method. the amount of time they spend in showers/baths now is just dumb
I mean it's clean, you can see the bars. but they're still in there
they're just not stopping
i didn't get that issue tho, at least i think not
I don't know whatthe edge case could be. they're pups, and I guess they could've been in it when I built the new district and destroyed the wagon?
maybe, there are some strange stuff sometimes can't really do anything about it
Once lapan changed the door side on one building, ended up with an eternal beaver stranded in there that got over 300 Y/O 🤣
I'll see what I can do with the showers. Not sure I understand why this happens though
my guess is something happenned when you nerfed the water cleaning effect, maybe he had beavers in there and it broke something.
but cleaning overall seems like it needs some help, since the water doesn't clean they can spend a whole day in the shower, and a huge part of it in the baths, or was that intended ?
Not to that extend
What I wanted to avoid was just one bath being enough for a thousand beavers because putting a toe in the water was enough to clean 5 hours of sweat
But I have finally solved the banana issue so I can get on to that, then the ENS recipes
it jumped from an extreme to the other, but also feels like the beavers prefer showers over baths even if they are lesss efficient to clean
Still want to add more stuff
my guess is showers end up closer then the bath since they are out of the water they go to those first sadly
That's weird
Wonder if there was some changes in the beaver AI
those beavers are as dumb as they can be, calling that AI might be an overstatment🤣
seriously tho i think it's somewhat like the problem i had with Jail/washing machine, they won't use the most efficient thing to help them but the one that is the closer
I had a similar issue with beavers getting stuck when two medication types use the same cool down need, so I think there's something rotten in their behaviour, I need to figure out what
But at the same time I have different foodstuffs that provide the same need and it doesn't cause any issue, so it's weird 😥
they eat diffrent food, it's not a location they have to go to i guess 🤔
So they ever get stuck in the bath ?
I can likely unstuck them by unticking the "fill to max" box, but I'm pretty sure I have that in the bath too
i didn't have the "get stuck" issue but they stay in the shower for a dam long time
Grumpf grumpf
if it's red when they go shower it's basically one day in there
could it be that cleanning was tied to "wet fur" and by nerfing the cleaning effect of just beeing in the water it nerfed the speed on showers and baths too?
No it should be completely separate
🤔 cauz the issue was not there prior to the nerf
Nerfing the river water cleaning effect should just make Beavers use the bath more frequently
When they are really filthy they pretty much spend a whole day in the bath, but then that takes 10 days to fill up back again
15 baths, 10 shower, 500 pop, dirty beavers alert never turns off and barely goes under 10. that's over one cleaning spot per 5 beavers ( considering the 8 places in baths)
more then one
Is the shower within the farm's aura ?
I got farm aura over the whole map so Yes
think the only aura i don't have all over the map is the high temp foundry but still covers 2/3 of it
No apparent issue with food and water ?
nothing that isn't my fault 😉
this is a tad annoying tho
also balloon balance seems descent with the last changes, the 100beaver/pad is kinda there, some a liitle more, some a little less 👍
time to hit the bed, later 👋
tested annannnas, coconuts, and starting the shellnecklaces
ananas is a bit over, coco under, but i think once i can press enough cocomilk it will be ok
necklaces i see there will not be any issue, since they only need one in a lifetime might be way over
okay, i'm back home (at last)
Won't be able to try out coffee tho, ( methane, bla bla bla, we've been over that already)
@shell fiber grats on the mod making the steam news post
oh is there something new ? i didn't see anything
todays post, fan maps and water beaver
*yesterdays
Community Showcase Timberorn Mods #2
i must be blind, can't find it 😅
"Community Showcase Timberorn Mods #2"
anyway, thanks for telling me !
even if mods are not officially supported it's nice to see the dev give em a shout out
oh, this one !
yeah i saw, but it's not new is it ? i think it was one or two months ago 🙂
It got reposted yesterday in my feed (if an old one)
i see August 21 on my thing, maybe they updated it yesterday
yeah they've reposted that and the build a map 2 contest ones
it's probably a steam bug 🙂
It was new to me anyways, only had timberborn a month or so
Fun fact i just found out about, rice fields produce methane, could some sort of greenhouse over the rice crops gather that ? 🤔
what the hell ?
i just realized i had somehow tripled the decay rate of clean fur 🤐
that explains a lot
well, i was not crazy!
I think I'll wait for that fix before trying to get further 😄
but how on earth did i do that ?
beeing evil without intention, you sleptwalwed that one maybe 😅
aaah no i see
i based the aura values on some very old test specifications i had made before introducing filth to the faction
i also reduced the time for ENS diplomas to roughly 1/3 of what it was
cost is the same though
actually no
they now all need brain salts
did i complain about the cost? 🤔 running 3 ENS at once think the cost was not the problem 😉
fair enough
you can get the bachelor in agronomy even without dirt now
in case you hate wine and only want beer / sake
Now that JC struggle with it you remove it 🤣
or are more interested in the turbo kimchi reciepe
well that's also why i look at the playthrough
with the cellar the bigger barrel is not that relevant, at that point just need a methane factory
yeah
but that also makes the small barrels not relevant 🤔 what could they do that keeps them alive late game ?
nothing, same as the bad water bucket. let them go
eventually i think small fermentation barrels can go obsolete
especially if i add a medium one$
but that mostly because they cause a lot of clutter and late game that kind of stuff can't stay
okay, update incomming soon
hopefully i'll get to make actual new stuff soon
small mines and small tents for chips in the end too tho... not advocating to get those removed, just consistency 😉
yeah if there was a fermenting barrel that was watertight and you could build on top of it'd be more useful end game
oh, yeah but those have their own workers, so they don't cause haulers to run in circle like headless chickens
problem is that would essentially be a "vanilla levee"
if it's watertight, it has to be a house 😉
levees are not houses 😝
well exactly, we have the cellar right? 🙂
but it doesn't make methane
uploaded !
ohhhh, yeah. I agree with whoever asked for that
and methane required is insane late game
i still don't think the foundry should be expected to be active all the time, but the plan was to find some methane in the deep mine maybe
oh i have an idea
if you want to have coffee you need it to run full steam on glass planes
glass=coffee, so yeah
i see
didn't get to try it out or crunch the numbers since anyway methane won't let me test it
i can reduce the amount of glass per batch of 50 coffee (10->5)
to be honest i'm not feeling super hot about all those relatively pointless luxuries 🤔
more food is nice i guess, but... meh
maybe get rid of coffee and have something like the shells that requires less
I think it could stand some slimming down too. or, abstract the luxuries. coffee gives "stimulants" and so does, um, tea?
yeah i need to rethink the purpose of that stuff
i know i want to keep the frozen human meat and the ice
i'll remove the cursed scrolls of damnation or whatever it's called
i want to keep the exotic seeds of course
i want seashells for concrete
pastries? if coffee is a gonner that one could too
yeah most likely
wont bother with it then
plus it's probably a source of confusion since people may expect being able to make them
And before i forget, bananas are stored in the freezer to make banana bread later right? 😅
what kind of sicko freezes bananas 😅
i was at first, but confusion is part of the game when playing WB
i was considering making ice cream and stuff eventually but that's the same as coffee
extra foodstuff for no purpose, we don't need
guess it's a cultural thing, here it's normal when they are about to go bad to just dump them in the freezer to make banana bread later but you end up with a shitton since you never make the banana bread
that part could have many wrong awnsers...
maybe the solution is to go from two reciepes per balloon to only one 🤔
anyway, time to sleep
have fun with the new update
hopefully everything is back in order
i'd say one permanent and on consumable is ok, just need to figure it out
without excessive lags and crashes
jungle and island are keepers IMO and don't need to change
GN, later 👋
at least they are unique, not stuff from the vanillas factions
and i'm doing them so ... yeah, don't ruin my stuff 🤣
a single need with multiple ways to fulfill seems best to me. so if it was "exotic fruit" or something and you could trade metals for ananas if you wanted a large metal industry or you could trade... I can't remember what it is but say chestnuts for coconuts if you had lots of free land for farming
free land for farming is not really a thing tho. Unless you play the super huge maps
and lots of metal isn't if you're on a small one
so it's sort of balanced. if you squint
with mega drills you can pump out quite a big amount of metal still 🤔 think it's time to return to diaorama 😂
balance of chestnuts -> coconuts vs metal -> ananas could need more metal for the same output if that's the way you think it should work.
I'll let it go I just htink it's nice for the game ot have multiple paths to achieve a single goal rather than having adozen separate goals with a single path each
balancewise the idea ( if lapan didn't change is mind) is 1 balloon for 100~ish beavers
wow, took me forever to realise there is no terraforming station and it's the mega eng lodge 🤦♂️
i'm having some problems installing the mod
can someone help me?
I installed all of the dependencies from mod manager, but when I enter to the part were you can chose the faction, the water one it's not there
are you playing on experimental or U4?
that plank receipe from the advanced sawmill is sweet, too bad it was hidden for so long 😝
aside of the dependencies, did you also install the main water beaver overhaul mod?
Too bad i can't, that would look sweet
happy that works but dang it's pricy, would it be possible to have a "pass trough" connector ? 🤔
yes "tunnel" shafts could do it but since they are one directionnal mheee...
not quite sure how i could do that 🤔
ah but there's something on my waiting list
half giant log suspended platforms
basically a bridge made of a half giant log, but that can be build on top of
FFS
i can't ever delete the slightliest thing in this goddamn unity mess
got rid of an old test mod
i contained the textures of a bunch of plants
guess i'll have to rip a previous version to get them back
it doesn't have references to textures?? 
nah it's fixed now
goddamit
the plants are broken 😑
data loss
oh wait no
oh no it is broken
for fucks sake...
there's no telling how many things just got messed up
when i thought i could get back to interesting things...
basically it's a universal power shaft that would lose the top and bottom connection and that is 5x5x1
kinda like the metal bridges but reskined with giant logs and minus the side part?
how long ? 3 min i suppose
maybe couple versions on lenght for variety, windmills fan sure gonna like a 4 one to drop 2 par platform
power note, maybe it's just me but i feel like the solar one is a bit underpowered for how late game it is and what is needed to build one
like atm i build one just to remove that "unpowered" build thing
that would be double the actual output
it only makes 100 ?
yup
oh
well that's a bit low
even though solar power is not that great irl, htat's weak
and a connector on both side so you can chain them would be the cherry on top 😉 ( yeah i know you don't like "too convinient" stuff)
i'll think about it 😉
in the meantime i think i have fixed the 3 types of medicine
i think i will make the medical degree accessible from the library directly
cool, those "severe" are getting annoying not to be able to deal with
presumably readint every medical book in there makes a beaver a doctor ? 😅
let's say a nurse since it's not the ENS 😉
well the paper is called nursing license actually
on another note, 20k dirt to go and i'll have my first battery in outter space 🤣
how are you making that much without bottlenecking ? 🙂 all I can think of is a load of drills running 100% making iron + coal, turning it into metal and drill bits, then selling the metal for food with a dozen balloons so you can eat it all.
okay, i think i fixed my mess
tell me if you see broken textures in the next version
although i should have fix everything
i think that's basically what he's doing
that's absolutely crazy. have pity and give him a dirt drill lapan
can't even store metal blocks atm, building my clockwork farming tower takes a butload of rss
plus the 5 balloons constantly trading for ananas
about to need a 6th, pop slowly creeping up to 600
actually need more builders, drill still jamming on dirt
i may or may not have decreased the speed of drills 🤐
just gonna build more 😂
please do 😄
Excess is always the solution with WB 🤷♂️
the factorio approach
actually if i build more gonna be cloging on iron/coal, those 30~ish primitive smelters not gonna be eating the rss fast enough
and my steel blade production soon gonna stop, almost filled up the storage on that one
wasn't there another more efficient place to make scarp metal or it's been changed ? 🤔
might make a larger one
doesn't make much sense to still be stuck on a primitive smelter when you can make electronics grade silicon
probably will be a job for the foundry too
that requires removing the scrap metal from the steel sawblade reciepe though
not like it's releveant
oh yeah you're right im an idiot
i thought it would have scrap as input and output
which causes issues
but scraps would be output in both cases
lol
guess it's time to prep another metallrgy degree then 😝
need to clear some ground space tho 🤔 where the F can i removing something 🤦♂️
"CyclesCapacity": 4,
"Ingredients": [
{
"Good": {
"Id": "Ironore"
},
"Amount": 80
},
{
"Good": {
"Id": "coal"
},
"Amount": 60
},
{
"Good": {
"Id": "Methane"
},
"Amount": 100
}
],
"Products": [
{
"Good": {
"Id": "ScrapMetal"
},
"Amount": 70
}```
hmm
too much methane
50 good enough
i think the big aquifer pump was eating way too many axles right ?
200 ->500 cycles
never really tried that one but seen come ppl complain in here about axel usage yes
even that is high untill we get the better methane source 😉
duration a bit excessive too, the chunker is not like the smelter, not gonna work if no one is in there
as is the primitive smelter stays a better option, gonna produce 75 with same "working" time and runs 24/7 and not require methane
not relly sure how to balance it properly without beeing too OP at the same time but like that it's not appealing at all even prior to doing the maths
( compared let's say to the logs from giant logs, numbers look tempting but when crunching the numbers still better to have a 3x3 patch of everblossom then a sequoia, still gave it a tought tho)
there's twenty workers in the foundry, that makes the reciepe be completed in 10 hours
i mean i suppose if you compare with running 20 primitive smelters...
twenty smelters would make ~300 scrapmetal in 24h ish
using 500 iron ore and coal
hmmm
"CyclesCapacity": 6,
"Ingredients": [
{
"Good": {
"Id": "Ironore"
},
"Amount": 100
},
{
"Good": {
"Id": "coal"
},
"Amount": 75
},
{
"Good": {
"Id": "Methane"
},
"Amount": 40
}
],
"Products": [
{
"Good": {
"Id": "ScrapMetal"
},
"Amount": 100
}
],
"ProducedSciencePoints": 2,```
with adjustments that should do that
that was a lot easier than i though
visuals are not great though
but i seriously need to make a roadmap of what i want to get done next
i think i'm done with most of the U5 fixing
i started working on the nuclear power plant, i know what i want it to do, but not how to reach that point
also want to get the balloons fixed
i was thinking that instead of methane, you could find hydrogen in the ruins, and use that to either make methane (by reacting with CO2) or balloons that have improved carrying capacity
probably will make the previous balloons consume methane too
i just change the recipe for methane from 10 spadderdock to 8 methane to 20 methane
because someone constanstly says he never has enough methane 😅
of course
im playing on the experimental update 5
and I have the latest versions olf all the mods
yes please! that or a better way to make axles rather than the basic way?
looks way better ! ( just eyeballing it not mathing it out)
only thing i can see is you might have one that is the latests live not the latest available, like the WB mod if you don't manually select it you will get 2.2.10 that is the latest "Live" version ( so it's for U4) you need a 3.0.X version, curent one is 15
Can you copy paste here the contents of the console (the black window with white/yellow/red text)
Hey Lapan, tought about the chaosmode/distribution issue. How about a kinda "snackbar" that could store X ( no big quantity) of all foods/drinks. workers could be haulers that are ONLY working to fill up the food court. One could dump a few here and there and have a better distribution of the stuff around the map with one main storage in one zone
doing a food courts like that is a hell of a job with small storages/tanks and can't really garanty a certain amount of haulers that would take care of it. I used to do that but it's so annoying i call it quit normally after doing the mass storage zone only nowadays
Hmm... I thought about making a food court of sorts but it's a bit complicated, there is no building that just stores stuff with a worker dedicated to keep it full. In fact the closest from such a thing would simply be a cooking tent that just serves the food it makes.
What I could do is make some sort of cooking place that uses a bit of everything and makes a foodstuff that gives no hunger but fills meant food needs
But the problem with that is that it renders many foodstuffs obsolete, unless they are the ingredients
With your modular thing you could have
-the base ( kinda hauling post)
-the modules ( storages prededicated with one for all food/drink)
thing i don't see is how to force the "haulers" only to bring stuff in the food court
Yep, the only way to make them dedicated to this building is to make it a kitchen like thing
ok, idea of the day V2, ear me out.
so the modules are "kitchen"
-they transform "X" in "X-2" ( since can't produce what they use)
-But "X-2" fills in the same need as "X" (kinda like both grapes fill in "grapes" )
-receipe time 0 ( can the game handle that or it would have to be a tiny thing? )
but that would double both storages up top and be a hot mess of way to big UI🤔 ?
I think that would mostly be super confusing
It's probably better to have just one Omni-food
unless they could be set to not show in the storage bar
But even with that, in the buildings tool that would make a building that takes one resource to make... The same resource. No one would understand why this exist
Plus beavers would not necessarily go to eat the made resource and may prefer the original 🤔
it's in the background, the player doesn't see that, to him it's just a dtorage of all types of food
do they prefer one grape over the other?
Nah the UI generated that on its own
Don't think so
the "kitchen modules" would be idden in the building, players can't see that part (unless some serious camera ramming is happening)
anyway, was also curious if it's do able even if it's not happening 😉
I'll taking about the bottom bar
Well it is doable but I'm not sure it's a good solution 😅
Maybe I should just allow beavers to overeat deluxe stew 🤔
if they can overeat anything to fill up hunger in priority would they only en up eating the closest thing only?
My understanding of their behaviour is limited but I think that is something like if they're not working they try to consume whichever item fills the most points. taking into account how much is already filled, so they won't go for carrots if carrots is 99% full already.
In that process the hunger / thirst need is basically a limiter.
So if I make an Omni food that doesn't fill hunger, they can all eat it until every need is filled even without being hungry, which means that when they will actually be hungry, most food will seem equivalent to them
Which should reduce food chaos
if that's the case those 2 could be aloud to go over maybe. issue i see is what about water and food that only covers hunger, they gonna get stuck to those forever or since there is not anything else filling up they will move on?
thay will still eat just a bit if the need is already filled and hunger won't go away
actually might be the other way around, let them eat as much of one thing even if it overfills one need but hunger needs to be filled when they eat, not just a nibble to fill up the need and move on to some other food
Ah yeah right, I still will need a tiny limiter so they don't go eat a full course of everything because they used up 1% of their food need
got a big day, might not have the brain for that ATM 😆
Ah I see, like every time they go eat something, they eat it until they're full, and won't go grab something else until the next day or so ?
I think that's not something I can do much with
😅
I don't know exactly how they already behave on that matter, that's the issue
Would need to grab one Beaver and follow it thought multiple days si see how it behaves
from what i see it looks like they go for other needs before food/thirst, often they take a tiny sip or bite that unger/thirst don't fill up
Like they go read a comic book before getting to food?
I don't see that being much of a problem
No, but they eat not to fill unger but the "food type" need
like they eat sunflower seeds and if seed need is full they move away as long as the hunger bar is green, not full
so they barely get to work or somewhere before it turns red, they finish one task ( at slower speed because hunger) and move to some other food
makes for verry inneficient days
Watching JC i feel like the district crossing needs way more worker otherwise gonna have to drop a couple side by side, i think the previous district distribution was better
Yes he definitely needs more than one
The previous one was not stackable
So a solution could be to have very long and narrow warehouses so you could store lots of food with all the doors in a small area 🤔?
Like 6x1x1
hey guys!
tryna figure out how to build a large farmhouse
cant figure out where to get the fancy blueprint any pointers?
normal blueprints are made in the architect / engineer lodge (science tab), but before using them you need to make it fancy and should duplicate it a few times (artist / copyist lodges, village>village jobs tab)
oh ok awesome!
thanks
youve made such an awesome mod man ive been addicted for like 6 hrs now
last thing how do I get gears?
ah ENS nvm
ahah, thanks !
gears should only be made by the mechanic's lodge
there is a wiki if you need :
http://whitepaws.wikidot.com/
could it be rebalanced so each unit of food gives a lot of hunger need, so you'll likely be full after eating it, but the specific berry/udon need decays extremely slowly so you only need to eat each type once a week or so?
then you won't chaos around the beavers will jsut eat one thing at a time
might need changes to recipes to generate less output items and that affects storage balancing etc but it may work out?
not entirely sure that would be better, i think smaller hunger values are actually better. typically if you triple all foodstuff to make them provide 0.9 hunger and you have a beaver that spent 1.5 hunger, it gets food but can only eat one thing, since a second one would overfill the bar, so it travels across the map to eats up to 0.6, then a few hours later travel back across the map when it reached 0.9 again
wait no, not necessarily
if i'm correct, beavers will drop everything to go eat / drink when their need is in the negative
i don't know
more importantly i need to move forward on the endgame
do you guys generally like the luxury ressources brought by the balloons or it's more "meh" than anything
i have a lot of decisions to take
for example if we keep those luxuries, there is purpose in making the deep mine elevator being able to extract hydrogen
hmm...
the idea of having a phase in which you can drastically increase wellbeing is not half bad
I have only built one balloon, and I used it for pineapples, but mostly I like the idea of collecting them all but I'm not sure in a single playthrough I'd ever try and get a stable supply of all of them. stable supply si more important that getting a a lot of them so I plan to focus on one at a time as I build up.
not sure if that helps
any input helps 👍
not removing them also saves me some trouble 🤔
okay let's keep them
at least some of them
i think i should go with my hauler bots plan
i'm getting less and less convinced by my concrete idea
i wanted that for the nuclear power plant, but do we really need yet another ressource ?
using rock would probably be enough? bit tough using a byproduct of drills perhaps but redneck has proved that can work 😄
First time trying to install this mod and I am having a small issue, is this the channel to ask a question in or is there somewhere else? The error I am seeing is with the EnvironmentVertexColorPrefabOptimizer registry
This is coming up in the command window when I try to load into a map, I guess I am doing something small incorrectly so if there are any pointers, greatly appreciated
hello !
yes you're in the right place 🙂
is that the thing where you have hundred of yellow lines saying that there is too many aliases or something ?
Oh great, ya that is it
oh, yes that's normal
it's just the game being very confused at having way more assets loaded than expected
if you can see the white beaver on the new game screen, chances are you're all good
Thats fair! I thought something was a miss because I am staring at the loading screen, I guess patience!
oh, yes, it definitely takes a while to load, not much i can do about that
I well believe that! Thank you!
you're welcome ! have fun !
what more could i make possible to get from the folktails ?🤔
already have pastries
Dark scrolls of forbidden magic™
don't really have anything else that would fit
parts for a larger windmill?
Knowing this mod, yes 😂 🙃
huhuhu 😁
honestly that's not the worst idea 🤔
I try not to suggest things than need modelling time because that seems like a lot, but the ft large windmill should be around already and useable
the ft large windmill was a barely taller version of the small one last time i checked 🤔
if i were to make a large windmill, i would probably upscale it to a 2x2 base
but i just got a better idea
i'll give the exotic seeds to the folktails, that makes a bit more sense for them to be into gardening
and the jungle beavers will give firefly larvaes
i'm just really not fond of wind power
I just like trying to find roof space to place them all. it's kind of fun, like on my mass mills for udon.
I guess it might work better with wb if it were a wind mill house but that's modelling
windmill house... i kind of like the idea 🤔
but not right now
okay, i have reworked the balloons
whelp, enough for today, gotta leave early tomorrow
the painfull thing is to have to like 14 warehouses, 8 tanks , select the ressource on all of them, set them to require the stuff, would be nice to have a one thing you place and it's all preset
it's cool but there is kinda enough IMO, unless there is some sort of tier 2 balloons that can bring back way more stuff, the amount of balloons required at some point becomes a bit too much if more comes in
And it looks really cool having all that fly around
not really there is already a ton, ultimatly clay and rocks can do the job without going over the adding of another thing
"zeplin" turned into a giant bee? 😆
second yellow line, looks like you are missing the "logstair" mod and "staircase" mod or it's not the right version, logstairs I have installed is 2.0.4, from your console looks like you got 2.0.3
and ladders 1.3.0, you have 1.2.7
Is there a fix for not being able to build on platforms?
you should be able too, just can't stack them
Okay, I was trying to use them to create a straight ledge for a line of water pumps and it's not letting me.
watertight buildings need to be on topof something watertight
a levee would work but not a platform under the pump
( or a terrain square but that is far down the line)
Thank you so much, I'm still trying to figure out the mod
np, if anythng else feel free to ask it's the place for
Am i reading the above correctly that there is an issue with beavers and food? Most of my colony of ~800 beavers spend most of there day grabbing 1 item of food, running back to work, then immediately going for food so they get absolutely nothing done
it's something that happens when reaching that kind of colony size, unless you dump tiny warehouses with all types of food all over the map they spen more time walking to food then working ( plus the bla bla we are trying to find a way to solve it)
In short, beavers eat and fill a food need first, if hunger is greeen they move on but with the walking distances a bit long the hunger gonna be back in red before they do anything and the cycle starts over
usually starts above 400
might be sooner if you are really spreaded
it happens in the vanilla factions too btw
I thought that was the case, i hit 600 ish and doing naything takes several cycles now its so bad, but their so hungry they wont produce enough food so i'm in that cycle again. To eb honest, on vanilla i notice it less as i often bot everything. Fingers crossed i cna produce enough food to lower working hours to prevent it
Good to know as i'd never paid attention long enough before to notice it
when going full chaos mode, shut down all food productions except the real basic and slowly get them back when they stop running around with the yellow/brown puck over the head
riceballs/cabages regime for a few days helps reset the chaos
I'll make some hydrogen balloons with 4x the carrying capacity or something 👍
Grumpf grumpf...
Okay I'll put the food mall higher on my to-do list
All last do we can start testing what works
I'm also getting things ready for adding boys e back into this faction. But they will only be hauling
After spending so much time bashing my head at the banana issue I might even have the courage to actually make those zeppelins 😅
hydrogene making the "self-power" of the base so it flys?
Nah it's for floatability basically in the construction cost.
I might make it require a diploma or something too
Just trying to keep a purpose to the ruin running constantly other then the visits
You will be able to use hydrogen to make methane though
It looks strange to me becouse i installed the latest versión but i will try again
did you get it to work ?
are you doing it from mod manager or mod.io?
mod manager can be a bit tricky to pisk the right version, sometimes they are not in the actual release order
Before i sink 10+ hours into making a food mall (fills all hunger linked needs) and a fruit bar (fills all frinks and fruit related needs) i made the actual consumable items for testing.
they are normally not storable, and there's no reciepe yet but you can go in cheat mode to find the [unstorable] storage building and give yourself thousands of each to see if it is effective at stopping the food chaos 👍
and on that note : update incomming 🙂
ok, will try that this evening, actually didn't hit chaos mode yet, just verry low efficiency
i don't know how much modding i'll be able to do tomorrow
probably a little in the morning, i'm waiting a sofa delivery
then the GF arrives around noon
but i think you will like the extra platfrom i made 🙂
it doesn't need any support under it, but needs support on both sides
so that should allow to pile up as much storage as people want
that replaces quite well the vanilla platforms in terms of stackability, but without being as limitless
3.0.16 send
hope you got a good movie to test out the sofa!
we still have a bunch of anime to catch up to 😉
right now we're watching Helck and Sousou no Frieren (i recommend frieren) 👍
still in the process of watching all DB, DBZ and DBsuper, got all the DVDs last year, about halfway into DB atm
heck no, was watching that as a kid but was 1 episode per week, never really got to see the whole thing ( had all the books tho)
like 30 years ago we had it
oh, good
think we were getting a book per month or something like that with translation time and all
yeah for me it's more by older brother's thing
i remember my mom found it too violent for me
lol, my GF isn't a fan of the kids watching it but DB got way less fighting then DBZ so for now it's ok
i think it aired quite extensively at some point in france on some cable channels, i watch maybe most of it, but possibly not the most unpopulat parts like when goku is being made a kid again and goes on space adventures with his granddaughter i think ?
and helps them learn english so... i won my point
but tbh i don't think DBZ really aged that well
the fights are kind of cheezy, or maybe i don't remember well
that one is GT, lots of ppl hate it, got the DVDs too, back when i was a kid think i got to see like 2 or 3 episodes of those
maybe one day i'll rewatch them, the part i quite liked was the cell saga, and also when gohan played the super hero, but maybe that's because i found bidel cute 🤣
i like the whole sayan saga at the start of Z too, basically the one i'm less a fan of is the freeza one, not sure exactly but it's like 6 episodes for the "planet will blow up in 5 minutes" thing
the other part on namek is ok
ahaha yeah that's exactly what comes to my mind when i think "DBZ fights"
honestly one of the main reason why i think that whole series is sometimes a bit overrated
it was pretty good for the times, but nowadays... meh, average maybe ?
it's like watching the gundam series
it's nice but in a way... dear god
the old ones i mean
it's about the only TV time i do and not much a week so my opinion might be a bit biased 😉
apparently super is on another level but it's not as old too
the new series that were made a few years ago ? with the blue hairs, the purple cat etc ?
yup
and golden freeza that comes back from ? ( got no Fing clue, need to watch it)
yeah me neither
i guess if i ever have too much time on my hand i'll probably try to catch up with one piece eventually
that or one of the truckload of animes that i left half-finished
oh just remembered about the latest update : i also made it so that beaver can eat as much deluxe stew as they want, hopefully that reduces chaos a bit by itself
just need get my clockwork tower bigger before i an make enough, don't really have much ground space left
target is to stop using farms for anything that can be done in the clockwork farms
check out the small bridge platform 🙂
oh but the megaplatforms will require glowfluid now 😉
that light ain't magic
i'm pretty sure that's not that type of fluid 😅
Im rryong arround 6:15
Mod manager, It looks easier to me
it is, just the order the version are placed is messed up some times
don't need to, i did everything from mod manager and it worked, maybe wanna remove everything and download it all back
im checking and everithing looks up to date
( WB doesn't like beeing updated since it's too big gotta remove from pluggin and redownload when a new one pops up)
so i uninstall everything and reinstallit?
it's my best guess
ok i'll try
that's what i mean about mod manager, top one ( red) not the latest one ( green)
here is my pluggin folder if it can help, stroke out the ones i disabled, and path extension/pipette tool and smart power are not required
thanks for your help
YW
Now all I can say is Good Luck ( and have fun! )
So, 830 beavers, i cheated in 10k of the food with the pizza icon and put it on the busiest part of my map where everyone can grab it, within 2 full days, they ate 8k of it. I still have probably 100 beavers running around constantly saying their hungry but its a lot less than all of them
For reference, i was not in chaos mode before this, average wellbeing was 17 but they were just so hungry all the time that no work got done. Average food stocks were always over 500 ish at any point
that's a bit low on wellbeeing IMO, 17 for a pop that big, go 0 decoration/monuments?
walking speed sure not helping
( close to 60 at 600 pop for reference)
Correct, it was so bad from a food perspective that it took 2 cycles to build a single wooden stairs so its been impossible to get anywhere without intentionally killing pop
I genuinely considered turning off farms to cull the pop down to a workable number just to build stuff 😂
i'll be cutting out on farms "soon tm" once the clockwork farms are a bit at a higher number
That would be the dream, i haven;t even got an ENS or anything yet and i'm on cycle 80. I played through 20 cycles yesterday paying no attention and getting nowhere with the food. Lesson learnt, more decorations
even prior to decorations i was int the mid 30s, i guess you don't have much food diversity? Wine is a good one to get, gives +5
( on cycle 90 something, maybe 92 atm)
Food has always been an issue to be honest. Even in the base game i never bothered with too many foods, looks like it times. I struggled with science and still am so its taking ages to unlock stuff still. My own fault really
gonna learn and improve ( or die trying) 😉
Exactly, this is my 3rd play through trying to learn it and i've only just figured out i need to spend way more time on wellbeing. Last play through was water issues. i'm getting there. Atleast now their out of the food issue i can do stuff. That 10k food seems to have completely stopped them getting stuck food food. Its been 5 or 6 days in game since they finished it and so far, no hungry beavers
I'm at my 15th run with WB so it's a bit more natural now
Yeh. I can confirm i've gotten more done in the last 20 minutes after giving that one lot of food then i did yesterday in 3 or 4 hours
food diversity is a good way to pump well-beeing without having to spend too much science
but if you don't produce enough chaos mode kicks in
Agreed, just being able to remove the -10 buff from food with other things makes a huge difference
hunger or thirst give an extra debuff on top of the -10 wellbeeing, one is workspeed and other walking speed but not sure what is what
Huhu, I am new to this mod, started playing it today and I have 2 questions:
I installed it manually as recommended. First I tried with the newest version and it did not work, then with the version shown as default on mod.io and it worked.
How do I update from here? (It did not show up in modmanager)
How do I make cogs? I did not see any building allowing me to trade for them or produce them.. maybe blind xD
Even still I enjoyed my time so far with it and I am impressed by the sheer scale of the project
depends what version of the game you are on, if you play on U4, the 2.2.10 version is the higher you will go, over that it's for U5/Experimental
cogs?
that's the mechanics lodge in the science tab
hm.. I guess I overlooked that being able to produce them. thank you 🙂
maybe ENS still does them too in that version, not sure it's been a while since i've played on U4
what does ENS stand for?
If there was an update I would update manually, correct?
École something something in the science tab
there won't be anymore updates on U4 , unless you move to U5/Exp you got the latest and last available
Will one thing to consider is that in this mod cooking is not something that just increases wellbeing, cooking food also increases the yield. Like the braised cabbage takes 6 ingredients but makes 7 good items, so you're gaining food
alright, V16 booting, let's see that cool new stuff!
would be cool to have some dots on the Giand log bridge to get how long it is
a bit lost with it honestly
same with bridge platform
Methane in the trade... that's gonna be a problem 😭
Nice buff on the solar, feels more worth it now
And thanks for double connector! 
Am I searching for nothing if i'm searchng for the better methane receipe?🤔
gee wizz the line is monstrous to go to the pizza 🤣
since they are missing a need in that one they all rush for it even if there is other food closer to them, just proved my point i think 😉
5k pizza eaten in less then 2 days
and a +20 on well-beeing 🤣
but after the conga line party it became real quiet and everyone went to sleep on a full belly!
takes a few days they don't hit the pizza, eat other stuff and i guess when one of the needs I don't have produce for they go back for pizza
Don't forget that the methane production got x2,5 😉
didn't remember the receipe for methane prior to the update
need to get that firefly sement tho before cllockwork tower can get back nto building
Well that was the point 😉
spadderdock is the real bottleneck for methane and need my tower for it 😒
but this "omni food", can they overeat ?
Used to be 10 spadderdock for 8 methane I think, now it's 20
but my usage exploded, on top of the chunker have 15 ballons running, even with the buff...
No but it fills all needs, and 6 times more efficiently that any other food
Pause the foundry then 😉
need the scrap from the foundry for the trade 😆
removed 12 primitive smelters to put up the foundry before finding about the methane for trade 🤦♂️
But that's mostly for ananas ans coffee right ?
ananas, not producing enough to bring in enough coffee
You can do without for a while
coconuts and ananas atm mainly
and started the larvas
but metal blocks beeing eaten by building to fast, not one left out for larvas yet
okay I am heading to bed waay too late, but I wanted to say thank you to @radiant heart again for the advice as well as huge props to @shell fiber. I am now at the stage where I finally get science in and I really liked the progression so far, because unlocking something through production chain necesseties feels meaningfull to me. Similarly I liked the added challenges in building placement.
GN
actually the buff is better then i tought, forgo i've just lost about 1/3rd of my spadderdock due to the badtide, it's stabilizing ( 2nd chunker not up tho)
Major burns are pilling up anything to heal them glazing in the horizon?
Soma plant now show up pink/purple when setting plant zones, is that normal? ( spadderdock and sunflower seeds , didn't try them all)
deluxe stew for the seeds... ouch, wouldn't want to have to make that off the hobby gardner... that's mean😆
How? and where are they stuck ? 🤔
Oh right I have fixed that thing I think, try to build a clinic base and make frost balm.
The top part should not be necessary
Not exactly normal but I know how to fix that
Is that a factory ?
the new dam drain houses, do they cost power or generate it? I thought it was like hydro power
They cost power and act as a very large pump
oh I get it they can filter. looks like you could put a wheel below them and make more than they cost to run too
I will post my setup on helix mountain once my game loads. Bit different to intended but it works well for my use mixed with stream gauge logic
Water flows down, bad water gets pumped to the left, good water goes straight on. Stream gauge logic turns the good water off when my reservoir is full and the left has a dam to allow the overflow to run off. Removes all risks from bad water as i only allow through clean water. Pumps on the left are there to help force drain bad water after a bad tide
They dont pump as much as you may expect from the description as a heads up. I was expecting the 3 m3/s to mean 3 blocks wide worth, i.e. what could fit through a 1 block high, 3 wide flood gate. Not the case, it took roughly 4 at full power to achieve that
water sim is half speed so should give 3x1x1 blocks of water every 2 seconds
paused houses used as levees 😱
Nope, paused dam drains 🙂
Yeh i had that thought, they fill my reservoir until full then pause to stop overflowing...
I would love them to have no pop to be honest but i know that breaks the water tight = house rule
For reference, this is the other side of my reserviour. Each side has pumps that run to keep the water levels level either side
wouldn't it be easier to just dig a side channel and put a dam in it to let the excess water out ?
if you like the dam drains, sure, but it seems quite a hassle to me
There are easier ways for sure but i decided to go all in. Originally before i moved them to the bottom of the mountain, all water flowed to that point and those 4 pumps put clean itno my base and bad water to the left. Then i moved back as i got chance, its legacy setup in reality but i have to pop the reservior to fix it now
I find them required to an extent due to dams being capped at 2 tall and wanting taller water storage areas
soo... does it seem like the omni-food and omni-dring solved the chaos issue you have on very large colonies ?
do the grue live in the mines?
From what i can see, it appears to. I only tried the omni food.
If i put 10k pizza in a box and let them eat it all without topping up, i seem to get around 6 cycles without them running into constant low food. Thats a 1.1k beavers
I have done other things to help like better handle well being so they will be throwing it off as well but it does still happen periodically without it
Ok, i have a request/question. Is there any plan to implement a large larger battery system for late game like the flywheels mod does? (as that doesn't work)
I have loads of metal gravity batteries everywhere but with mass hydroponics to save on space later game, i'm using a ot of space for batteries
yes
i tought the same but no, they drain power to move water
looks like yes, only tried the food, since i have way too much drinks production for my pop and it's all in one spot so didn't really have issue with those
had my lesson on previous run and avoiding chaos mode on drinks is way easier then food 😉
clinic? can't see it anywhere 🤔
yeah I was confused by the nursing licence. I figured it was coming later
Methane to the trade broke the balance too, now ballons needs to fill in more materials per trip so it slows them down, not sure how to better solve that 🤔
1- have haulers in the base have a bigger carry bous
2- cut on the original item so total amount of items per trip is closer to what it was
3-crank the ouput
.... 🤔
( with the buff on the barrels it's cool for methane tho, struggling a bit for spadderdock but production rate is way more descent)
Hello. i am trying to get this mod installed. I have successfully installed mod manager and the options are showing when i launch the game. i then closed the game, download the mod file, extracted it into the bepinex/plugins folder and relaunched the game but the whitetails arent showing as a faction option. How do i get it to work?
did you get all the depedencies too? ( when downloading from mod managers it does it automaticaly)
i got all the dependencies from mod manager. but the page for this mod said it didnt work through mod manager so i had installed it alone manually.
it works but takes a bit to load since it's quite heavy, i'd suggest remove the file from pluggins and reload from mod manager to be safe
also, need the right version
U4-> 2.2.10
U5-> 3.0.16 ( and need to go over all depedencies and pick the latest one by one)
if my game is set in experimental mode will that affect it as well?
Experimental means you're on U5, no problem with that. You just need to dl the mod v3.0.16 and whichever is the latest for all dependencies (you will need to click on "show other versions" to see them)
OK thank you.
I'll thinking about giving them a worker and allow the recipe to run on its own like the mushrooms
that would be amazing
guess it will break the actual baloons and have to be another one ?
its working now. thank you both for your help
Could the flags be linked to the receipe, kinda like the storages? would be nice 😉
All the Glowing fluid chain works!
Something i noticed that husrts productivity, beavers will move production to storage even if the place is not full prior to making more ( wine cellar at least) so haulers don't ge the chance to do the moving and the workers waste a lot of time. is there a way to make them "not move stuff unless place full" ?
Coconuts are still a bit down ( 8 balloons runing and can't keep up for 600 beavers 😦 )
and 2-3 presses on milk to upgrade the coco buff availability
not even 400 have the buff, 1per50 is quite demanding
sadly i don't think so 😓
wait why does it produce 5 science 😅
probably a leftover from whatever reciepe i used as template
i think that's how they normally behave, is your storage prioritized ? 🤔
wait how many... 😱🤣
oh, wait wait wait, coconut milk is wasteful
it was originally intended for ice cream or general milk replacement in reciepes, but as a normal juxury you're better off not making juice
i'll correct that asap
okay, done
now pressing coconuts into juice makes +40% coconut need, and provides drink value
(the drink value was already here)
The mod has gigantic carnivorous fireflies now???
building big dams is so much more fun in this than just slapping down a load of levees
oh, I remember you were asking about a way to make harvester buildings good lapan. can it give an aura that boosts growth of berry bushes?
oh i was maybe more thinking in terms of improving the visuals, i don't know if the fertilization script actually works on berries 🤔
was there an update recently, my timberborn crashes on main menu 😱
I started it up a few hours ago no problem
eh, i'm reinstalling bepinEX etc
tought that was cool they study zoology afterall and it's not like waste rocks that you have a steady production so it's a cute little bumb but that's it
got wine and kimchy settled, beer still needs more ( think i got 12 overalll atm)
that's why I stuggle so much 😅 up to 10 balloons and still can't have any leftover
storage isn't prioritized, need the priority in other places otherwise everything will be prioritized 😆
maybe kinda like the herbologist of FT, have dandelions and other plants racked up on the front wall( just decorative not actually blocking a voxel like the lumber house did)
not that I'm aware of, everything worked fine before bed yesterday, didn't open up this morning, need to get some work done
if you're talking about the behive script it works on crops not bushes and trees ( unless it got changed on U4)
well i want to reserve that for stuff in which you learn by doing, like metallurgy etc. i don't want mulpliple gimmick science source to be able to replace the science you should make with the library/ ens
unless you start building a ton of giga tanks it can't really replace the science making process, production is descent and caps quite fast once you got all the ingredients in place ( would not hurt if it was longer to produce IMO)
1 balloon per giant firefly is enough to keep it running so that's that and it's ok i suppose, needing many for one production spot would be too much
unless you come up with something that consumes the glowy juice on a steady base, i don't see the issue of it handing out some science for the few times it will be producing
( also if it becomes a steady consumption, the actual production rate is better not changed before seeeing the speed it gets drained)
you and not wanting gimmics in the same line 🤔 🤣
Anyway i've reched a point in that run i don't really care about science anymore, sure got some stuff still locked but got enough to do what i want to, just slowly pilling it up to get a fountain of joy somewhere
the intend is to have it used for exploing the deep mine
so it is going to be steady consumption
but one balloon supplying larvaes should be enough
it is witht the actual rate, tried it out ( built 2 planks tanks to let it run a bit and see)
one larva and one meat balloon is working, no need for a second one
or tird, however you see it
so better not mess around with the timing untill that is up then ... Ooo gonna have to give myself a deep ruin back then, totally forgot i removed those 😅
that new IT building is cool !
i'm... a bit worried about the building flipping for the water pump upgrades😬
and the farms
yish, mudbath consuming dirt... always tought it should have been like that but....
well that part is really nice, because that means there is some script i can make use of 😉😉
well, temples gonna be broken, need extract to keep the fire alive
Smaller water bodies irrigate smaller areas.
oh no
hope my lido irrigation is good enough 🤞
hopefully
I don't use tiny pools much but some maps people have made have 1 wide water channels and I wonder how well it'll cope
and I do admit to blowing a tiny hole in a pool so I get to keep a little irrigation once I pump it all out in a drought.
to be honest i've always felt those were really exploits
my main concern is the "mirror building" beeing implemented, it's been a hot mess with a lot of mods and stuff, hope it doesn't totally break the WB
but that probably means they will put the irrigation tower back soon-ish
i hope that won't nuke my animations
i want my super fertilizer irrigation non-stingny hive lido back 😭
well it's one z level down form normal so you only get to keep irrigation in a smaller area
well, no more WB for a little while, latest update crashes the mod 😦
was expected tho, hope it's not too much work on lapan's side to fix that mess they created with mirror building beeing part of the actual game
From what I could see extracting the new scripts out should be mostly fine, the mirror thing is just a check box.
imagine beeing able to mirror the plug on the buildings.. how rude of them to implement that kind of stuff
And in case anyone had doubts, I am probably not going to make flipped Waterpump variants, that would mess with the stacking of upgrades
farms also i guess
Actually I would consider allowing those buildings to be flipped
anything with an upgrade won't be mirrorable i suppose
If that doesn't mess up anything, I don't mind
Could be made mirrorable but might be a bit fiddly to make. The benefit is mostly not with the time, I have already too many things to do
with the amount of time you spent making the power connection a clusterfuck i tought you would not let it be mirrored 🤣
totaly not worth it, you got better things to do ( coconuts juice keuf keuf 😇 )
Oh right, I didn't get to show what I was working on today
I started to make the food mall but ended up with the fruit bar 🤔
I think it looks cool, but the question is whether I'll manage to get the beavers sitting dancing etc the way I like
Because the dance hall has a script to have Beavers slots occupied in a precise order, I can make a building that is both a house and has visitors slots without ending with the inhabitants sleeping on the dance floor 😅
Or at least I hope
Game imploded when I tried to test it 
woopsies
Well it seems to be the update
I just commented out the new building but wouldn't work either
can we get the IT new building too plz, looks really nice ! 🥹
So I'll just wait for @arctic olive to sacrifice a few virgins too the programming gods
Ah the theater thing ?
and there is something that needs to be done with the temple since WB don't have extract, some other sort of fuel will be required
yes
glow worm poop
problem is the glow worm poop is kinda far down the road
Putting it in did be easy enough, but making a WB - custom slow...
wait should I be building a temple? I never have enough science to build dams with the three kinds of platforms
just dump is as is for now ì suppose and the custom a future project
ATM temple is just a wellbeing thing
temple doesn't make science
No specific plan for what to do with it yet
right but it costs science. I only buy the shrub to keep them happy
For the temple i'd say pine resin maybe 🤔 or what that has 1 step of processing could be used 🤔
lol, gotcha, think i did the bushes at cycle 85~90 on that run
when it's fixed in a few days I'll buy the 1x1 roof too. they deserve a present
started those at the same time, actually went on a decoration spree and unlocked them all at once, dumped everywhere and set to orange priority so they slowly get to those when other stuff is built or lack materials
No guarantee that the temple keeps the same functionality if I ever mod it, but if it's only a matter of patching for functionality, either brain salts or glow fluid, or maybe I want to find more interesting uses for minty bamboo shoots 🤔
my isssue is those things are either locked behind a few steps and are not available as early as the extract is on vanilla pushing the temple to a higher tier it actually is. If the well-beeing it gives gets a boost it's fine i guess tho
Oh I could come up with some weird drink to make with it 🤔
"crème de menthe" , here comes another 5-6 wine cellars 😆
Temple is +3 ? +4 ?
Probably more of a distillery thing 😉
That's a bit weak
Anyway, time to sleep for me
GN !
got only 2 of those so bring it on i suppose 🤣
GN !
+5! it's a huge boost for just logs and planks in vanilla, the tech costs doesn't matter there either
Ho wow, didn't think it was that big, guess the inclusion of some consumable is normal then
I always thought it was a little op in vanilla tbh. 5x5 and must build on ground aren't that' restricting
the extractis a good idea
often ended with problems placing it since i kept it for late game and was runnong out of ground space
the real problem I had with it was the same as alot of other things, you need one per district. I like lots of small tight districts and it's very inefficient to have one everywhere
wb is worse as you need 10+tiles of storage minimum just to have every building material avaialble 😅
getting the same issue but on a large one district, need a couple anyway in every corners of the map otherwise they don't go since it's too much walking
I think you should try to make multiple districts someday, just to see how that affects the efficiency of some stuff. Like make a micro district that just handles a bunch of kimchi barrels or mechanical drills 🤔
Next run i wanna go on a bigger map where I won't really have the choice to go many districts. On smalller ones the thing is when i get to a point i would unlock the crossing, it's already full and just finding the spots where the paths could get chopped for it is a nightmare 😅
there is also the part that the new rss distribution is super innefficient, probably gonna need 3-4 crossing at every place to keep up
efficiency should be better just wondering how bad distribution will be
probably should up it to 5 workers and check the bonuses 🤔
Vanilla is what, 10? and it looks not enough so...
yeah I agree. mine seems to work with 3 crossings but I'd feel better about it with a single building. i don't trust it works right in all cases and I have to check three places to see what's waiting to transfer
not sure if it could be done but having the good old distribution post would be much easier, not sure if both can coexist or if it is even doable
though it might be a while before we get to play again. still can't start up, seems like the flippable building code requires all textures to actually exist lapan 😄
Started a non-modded run whila lapan was fixing the WB last time, getting back to it while it gets fixed again
didn't have dynamite unlock, that irrigation thing hurts a lot
https://www.youtube.com/watch?v=wgxEdXjesfo LOL, the first player planting brambles near the main district 😮
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Episode 2 of Beavernation Street Season 1!! Or is it called Timbernation Street? Either way it's 100% original and do...
will have to watch that later
but if he doesn't remove the planting zone it won't do much...
can anyone suggest a really large map to play with the water beaver overhaul? havent yet tried the experimental branch features so would like to give them a chance with this
won't work, last exp update broke the mod
aw damn... well any suggestions I can keep in mind for when they become compatible again?
i always tend to go for helix when going for a large one. Want to try out volcano next time tho
new helix is not quite WB friendly tho
first badtide will most probably kill all your berries
something with lots of land for trees and food is good to start. plains, waterfalls etc.
or you could just do bad terrace like I did, though I removed badtides in the cutom difficulty.
might help first time too
waterfall is fun but not on the "large" size side, i guess the target is one in the 250x250 when talking about large maps
oh that's fair, it wasn't that big I guess.
150x150 is kinda the limit where 1 disctrict only is doable, over that travel time gets too dumb to be viable
Hi, there is no way I can install Water beaver in U5, neither by using the mod manager in the game, nor by installing it manually.
I deleted everything everywhere, uninstalled and reinstalled, I've done it so many times that the beavers are now telling me to fuck off..
I don't know what to do anymore, can someone kind-hearted help me? 
it won't work rght now due to an update yesterday
though, that error looks like you don't have the latest timerapi not the problem with WB
make sure you manually select the latest version as the default is to pick the u4 one
thanks, but I installed the U5 version
no I mean the u5 version of the mods in the manager
i have it
the error looks like timberapi, the latest for that is 0.6.3.1 ?
yes
sorry I don't know, you do have tw otimberapis with different version in that mod folder though, is one disabled somehow?
with wb and other mods installed right now I can load into the main menu and it's only breaking when starting a new game or loading, on a "unstorablestorage" texture. if that helps
I check, but I seem to have only one version, having manually deleted any previous version, moreover
I mean this one, looks like the old + new versions both installed together and the old doesn't have the number mod manager gives it so it might have been done manually? But honestly I'm guessing a little now, if it's not starting up I think it's more likely to be a general mod problem not WB and people in #1064824859563130951-basics are probably better at helping than me
now I only have the one indicated by you, and it tells me this
I'll try again to uninstall everything and repeat the procedures, then I'll give up, I've been trying for many weeks now Thanks anyway for your help
aha 😄
sorry missed it as you said u5, wb is very old there.
here's mine in the main menu
as I say wb won't work for a bit until lapan fixes it, but when it does you'll likely need 3.0.17
3.0.16 shoudl load to main menu at least for now
Yeah WB is broken on newest update
Hmm. As to the bamboo shoots having another use - maybe a "curry rice" that is kind of like the fried rice except it uses later stuff like coconut and ananas alongside the bamboo shoots? I was very surprised when I realized bamboo shoots aren't edible
Also, still pulling for "hot spring" which is an attraction where it's a nice completely normal-looking bathtub except you need to dig a 12 unit deep hole for it
I had several other ideas but I am going to wait for after I get an opinion from lapant on hot-spring to say anything else
Sounds interesting. If Lapan doesn't want to include it maybe you could make your own mod
There is already plently of food stuff, beavers hardly can eat them all already, it was discussed a few days ago in here and the idea is probably to cut out some not adding since it's already a tad overcrowded in the food section
fair
I like the idea, but remind me someday 😅 I have broken stuff to fix 😞
Yeah I don't think I'll be adding any more food, but I want the minty bamboo shoots to be useful so I may base a drink on it, and probably want to use it a coolant for the nuclear pizza power plant (don't question beaver logic)
could be tradable maybe? getting a bit redundant to have all trades use methane, could switch some for the bamboo stuff
Right now my priority is to fix the mod, then fix the food and drink chaos, then nuclear power plant
At lest Battery_smooth is back and arranged the flywheels ( before i even have my first bettery in space 😆 )
But how do you get hot air for a hot air balloon without something to burn 🤔
you cool the air around so the ballon is hotter and floats ( don't question beaver logic😝 )
honestly didn't think about it that way, tought they were bringning methane on top of the other rss, makes more sence like that
Just a tought, if it's only the flip option that wrecks the WB, can't the mod itself simply disable it ? at least as a quick fix
Attempting to deal with WB's awkward building shapes is part of the fun, so I honestly don't mind if WB turns flipping off permanently
maybe some basic buildings like the woodfelling lodge to swap the door but nothing in the industrial zone, they look great and don't wanna imagine the trouble to flip all those cool visual/animations
it's gonna explode if we run out of water right?
DON'T give them ideas 😱
I'm pretty sure that's not the issue
Only if someone makes a script that does that 😅
Will mostly depend on whether flipping buildings works effortlessly or not
But for example of I make the paper mill flippable, it might be more convenient in some situations, but it doesn't change that the door and plug are in weird places.
Flipping the water pump would make it extremely convenient, possibly too much so
I mean part of what I'm thinking about wrt excessive convenience is things like the screw press
help my game cant load it just red screens me I want to make new whitepaws settlement
we need to know versions of everything, game and mods, to help
i only have the nessecary mods downloaded and activated
the ones in the 'dependencies'
it depends if you're trying to play on the "normal" game version or the "experimental" one (that includes the new bad water, bad tides etc)
more stable than my beaver's food supply then, ship it
i'm having graphics problems where i'm getting pink cubes instead of fire after installing this mod (and its dependencies) with game version 4
are you playing on mac by any chance ?🤔
yes! it's monteray 12.7.1 (edit: thats an excited "yes!", not an annoyed "yes!")
hmm...
i think you're the second person who has this issue (at least that i know of) and unfortunately i have no idea what's causing it 😥
my game log file has hundreds of these repeated errors: [Error : Unity Log] Desired shader compiler platform 14 is not available in shader blob [Warning: Unity Log] The EnvironmentVertexColorPrefabOptimizer registry size is now 265, exceeding the expected size of 30
i was told those are just saying there are mods present but when i searched "pink cubes" here, i found this message #🤖mod-creators message where a modder talks about pink cubes being involved with shaders
maybe @tawdry bronze has any idea about the shader part ?
i the meantime i managed to get the mod to lauch, no idea why it crashed before
starting a new game first seems to have helped for some reason
[Warning: Unity Log] The EnvironmentVertexColorPrefabOptimizer registry size is now 265, exceeding the expected size of 30
this message is because we add stuff to the game
[Error : Unity Log] Desired shader compiler platform 14 is not available in shader blob
unsure exacly why this message is but can be a defective shader that does it.
do you have a complete Bepinex/logoutput.log that you can upload and its possible that it gives a hint of why
what OS do you use?
oh okay if they're separate errors that makes more sense that the first one is just saying there are extra files
here's the log. it's a txt file because i copied the original to remove my username in textedit
he's on mac
only other person who reported that was on mac too
ya so it could be that the shader behave different for him
(sorry to ping you btw, but i'm a fish out of water for that stuff)
in my game yes
my problem was in my game i did not see water drops from the pump but had added it but on mac it showed as pink 
but have not found a sure solution for the problem 😦
have you seen this?
https://forum.unity.com/threads/error-in-mac-build-desired-shader-compiler-platform-15-is-not-available-in-shader-blob.457515/
just googling but it seems like the assembly package can be given a different version to the main unity version, and if mac unity doesn't support all the ones pc does that might do it?
I resolved changing the Graphics API in Edit - Project Setting - Player, to same API in project build game.
I avoid getting too deep in unity and the thunder* stuff for modding confuses me even more , sorry if I'm way out
well we are happy it builds and we are using thunderkit to build it 😉 its 80% magic
and if its some change needed when building we cant do anything for current stable (we have updated for U5 to get that working)
oh you mean his issue is fixed in U5 ?
i just fixed the mod
also made a bunch of inconsequencial building flippable, this thing work really nice
Neet!!
Does it remove building tools in the bottom bar ?
why would it remove building tools ? i guess the flipped lodge is removed but that seems about it
i didn't confirm the animations are in order yet though
i'll jsut upload it and leave that for @radiant heart to figure out 😅
aaaah
i made a terrible mistake
i removed the flipped variants that i had made myself, but forgot that it would make them entirely disappear in people's saves
uploading a new version immediately
loading the save actually crashed on the sound error you had earlier
not sure it even got so far as to hit this problem. there might be an issue with one of the buildings
ahhh
hmm... i had the game crash on title screen, but clearing staging fixed it
why... ?

okay, fixed version uploading
it's almost midnight 😥
deleted 3.0.17 was bad
well uploaded 3.0.18 if the game start it means nothing is really rotten at least
it works
including your save ?
not sure what i did but nice !
a quick check shows all my buildings exist 😄
maybe that was indeed the staging / libraries folder
yeah I thought it being a mustic problem meantit was unrelated to your fix but eh vOv
3.0.18 crashes on the sound error for me when loading btw. Not done a new save yet
is it as dumb as loading a second time and it works ?
it might be luck. I'll try saving and reloading
Hmm i think i have an issue with timberapi so let me fix that first and i will try again
if it works it works, don't overthink it !
one of the thing that might help is reinstalling timber api for some reason ?
don't know why, i did that and it worked once 🤔
well good news for you @radiant heart i can most likely add back the tank showers 🙂
seems solid to me save -> main menu -> load worked fine
also the hospital is back on the table
not that i'm going for a hard mode run soon tho but still nice to have them they look cool and might want some for whatever obscur reason
probably some near the "dirty buildings"
lido irrigation FTW ! think i'll be ok, can't wait to see
Fetched a new timerapi as i had forgotten to update after the update
Still loading but currently seeing these in the log
I have enough dynamite to fix it I think
never getting to the endgame saves me again 😉
strange... how old is your save ?
are your megaplatforms on top of clockwork farms or on top of greenhouses ?
The map is maybe a week old but the save is just before the update? I had some ontop of clockworks, some ontop of greenhouses
Half my clockworks and mega platforms are there, the rest are missing