#Water Beaver Overhaul
1 messages Β· Page 20 of 1
i'm very confused at this π
Its weird that it deleted about half, cabbage clock works not affected at all, sunflow, grean peas and rice were
let me boot it up and see ( loading undertimned, strap up buttercup)
Will reload the save again in case it was a fluke. Not a huge loss to re-build those if needed
what in the F... is going on ? i'm crashing on the title screen again now !
everything is in place π
Deletions happend on a complete restart as well. It seems to be the last ones i placed on the day before the update, maybe something from v3.0.16?
do you remember what type disapeared ? i had only spadderdock and sunflower built atm
Rice, Sunflower, Green peas were deleted but only half of them
Spaddocks and cabbages were fine with no issues
Lost 12 mega platforms but again, thats about half of what i have in the block
Anything not built yet was not affected (i.e. blueprints for them), the other half are working as normal
Maybe placement is a factor?
The first 4 towers were all at the same height as the cabbage on the left. All the green houses had them built on top and they all went
holy crap
π
that looks awesome btw
Thanks, it was my latest automation expanse
going for something similar but on a smaller scale
i was hoping for this kind of endgame but damn ! that looks nice π
can i use those pics on the mod.io page ?
Sure
sure
yay !
free of charge !
I will give you a full populated one once i can load the map properly
hey guys need a little help, which factory make the scaffoldings?
architect lodge ( science tab)
good thanks a lot
Yw
time to hit unpause π€ hope my lido are as op as i hope they are
welp, not as bad as it could have been
I hope so, although once my clockworks are done i can scrap half my farms π€
If volume affects the irrigation now, i wonder if going 2 blocks deep instead of 1 would get it back close or if they only could the volume on that level
gonna lose 2 giant sequoias (solved with farm dynamite, yay)
depth as nothing to do with the range
I thought so, so just volume on that layer, damn
all of that tho... not sure i'll be able to save it in time
Thats a lot of range to lose...
the base game change is brutal
think if i destroy the lido down left of the pic and blast up to under the road i'll get the dandelions back and a good chunk of the peas, can let go the few chessnuts on the right, overproducing a bit so no biggie there
3x3 seems optimal by the looks of it?
looks so. also for evaporation
So just expand the lido hole an extra 1 and hopefully that should sort it with minimal land loss
just blast a 3x4, and put the lido on platforms π went 4x4 and the path also on platforms to be safe but was not needed
stairs down + up on the two platforms tiles next to the entrance forces people to path through the water and get a tiny wet fur /cleaning bonus form it?
I run all my paths through my irrigation chanels
redneck your skyscrapers are incredible
Would not have even considered that... Idea stolen
fruit + dancing π
Sad kit, dancing all alone
wait is this some kind of night club that sells fruit with a glass wall π what is this
sadly the script that doesnt work is the one intended for ordering beaver slots, the one i'm using now is the one for the exerise plaza, can prioritize any number of spots but i'm afrait the attribution among those will be random
yep, exactly
there's 9 beavers living in, and 4 workers bringing the ingredients for the omni-drink
the reciepe will be really fast and have a large capacity, but the drinks available only there
gatsby-raising-a-glass-but-hes-a-beaver.gif
(no midjourney here use your imagination)
considere it given π no need to steal
so i'll need a couple of those all over the map? π€
will be hard to test out since i don't really have a drink issue, need the pizzeria a bit more !
it's not going to be an actual pizzeria though π
So, yeah, blasting the part under the deck of the lido gives it the same range it had before! a bit more costly to set up but problem solved quite easily once dynamite is beeing produced enough, gonna suck early game tho
it's super non-intuitive, blasting on the left expends irrigation on the right π€£
time to go to sleep, at least the mod is no longer broken now !
GN , and thanks for the quick fix 
from J C The Beard video π€£
Maybe beavers don't use the same dictionnary we do π€·ββοΈ don't question it, just assume it's part of the lore
the evaporation is going to kill me. I might need to restart
build a gizillion pumps
it's irrigation for food
I have enough water stored I just can't keep food growing through drought anymore
even if it's a large total area just a little bit on a single tile shoots evaporation up so high it seems
and as you can't build single tile dams in wb I can't just block off the single wide feeder channels from the 4x4 pools
oh and the 2 wide channels for water wheels are gonna dry out quick too I need to have 4 wide with two wheels. yeah I think this is a restart
I'm not moaning it's a good change and will work well even with wb but I cna't retro fit to it
just blast a bit wider where you want to drop the dam and badaboom badabing you can drop a 2x3 dam
yeah but that's blowing up half the housing now π
they can survie homeless for a few days, just the time you build them somewhere else i guess
well I mean they're dead from starvation, they don't need homes but those home are the farms so the problem is a bit more serious
well with water stored just lidos and dumps don't work?
it might be possible but at the moment I'd be dumping into areas with extremely fast evaporation
2 lidos are enough for that zone ( it's quite the limit tho)
I mean I don't think I have the storage to keep it up
I can keep epople in berry juice through a drought but I can't keep pouring it away
only 1.7k stored
it's done, I restart all the time that's why I'll never have your armada of balloons
don't give up, as long as you got 2 beavers and a dream the run is alive
storage sure is important tho
and I keep all the tech I bought no matter how bad it goes I guess π
beavers can survive on rice balls and water only for a bit while you stabilize, even braised cabage at that point is luxury if shit hits the fan for real
always tought about having a side district for "survival" that has a pump and a shroom maker to have beavers alive if SHTF but never really did it, guess it's a project for my next hard mode run
Time to delete all my lidos and get out the dynamite, its rebuild time
blasting the path and not only under the deck gonna get you a bit more range if you really need it
Ahh ok, i will blast out enough to rebuild the lido then expand. I think this is where the aquifiers will start to come in handy late game now
depends how much pumping you got going on i supppose
I'm managing with 1 right now but i can almost see the need to lido dump and fill some kind of water channel at the rate their nerfing it
this looks enough for now, with 11 dumps
Very nice, i must admit, a nice looking settlement has never been my strong point
dream still alive I guess
I've seen those numbers far too many times lately
lower i went is 3 ( on U4) haven't tried hard mode on U5 yet
WB normal is bad enough in u5
one of those beavers is 45 years old. they need to get busy quick
hope he does before Beaveropose
i'll get there someday still on my first U5 run
( with WB) got an IT one also when WB get messed up by exp
This is my 3rd, only played WB on u5, water and food are the killers for sure with the bad tides. On my current playthrough on helix, the fact i lost all of my blueberrys on the first bad tide crippled my science and massively delayed the entire game
yeah, my last hard run was helix but U4, don't think on U5 it's a good idea, the map is already not really WB friendly at the start
Even late game its hard to find decent flat land and places to store water
I am pushing it thought i guess
that's a bug for lapan
that looks funny
my computer is crying at that amount of beavers, 800 fps starts to drop a tad much unless i close other stuff around like music, discord and so on
I'm on triple speed around 16 fps at that, it slows the game down a lot
at taht point i'd settle for 2x max, i like my frames
I'm too impatient for that, on hard mode i used to run u4 at 30x in dev mode to start as i hated waiting
Now i just queue stuff and let it chug in the background while i watch movies or code something
lol, i started that run on 1x enjoying the ride and not stressing about it
lasted a few cycles then 2x got in and 3x when starting the ENs researches
I don't think i even looked at ENs until i hit cycle 80 on this playthrough my science was so bad
Thats pretty fast from what i have seen with u5
it's my run No15 with WB, kinda know what i'm doing so i planned ahead on time consuming stuff like the compact librairy set
pretty much all sawdust from day1 went to paper prepping for that
Yeh. My biggest learner from this play through is the well being matters way more than i thought. at 400 beavers i was struggling for water, i now have 1200 and haven't changed my pumps at all, just better well being
more haulers too i guess, hauling is way underestimated by a lot of players
I really want a hauling post with 6 pop and 6 haulers, would make life easier. I always have way too many beavers doing nothing
need to use more of those popless buildings then π
There aren't many besides the mines etc. that are useful late game. I have 110 idle beavers right now
I haven't figured out a good balance of popless buildings to normal buildings yet
some runs i never did the sawmill or the papermill, ran on the gnawing station and the primitive paper
I did that on my last play through just to use them to be honest. It was wasteful on wood so i needed more space for wood, viscous cycle
gnawing station is ok, the primitive paper is very wasteful. might depend if you make comic books for needs or not?
Not something i have made yet actually
it's the first run i actually make a real papermill
+2. and my copyists aren't doing much usually
was making comic books on all my runs
with primitive? wow you must have more trees than me. and more sawdust gnawers?
I have copiests doing nothing as i forgot about comic books entirely...
Any of you having issues getting baloons to actually take methane? i have 6.6k methane including storage right next to the baloons, loads of haulers and they just refuse to take it
baloons are prioritized by haulers?
Yep
All haulers on the left, methane tank between, they take all other resources like stew but not the methane
They were working when first built then just stopped. I'm considering rebuilding them in case their bugged
strange, used to work on 3.0.16, didn't play much on 3.0.18
I had the same issue before the update on those, since methane was added to be honest. They did maybe 12 trades then stopped
when methane was introduces i had some stalling, swapped receipe on some, others deleted and rebuilt was all working in the end on .16
Yeh, i built all new after it was swapped just in case. I'm going to build 3 new ones next to those and see if they work and eave the others just to check
Buildings without workers have issues here and there. Game doesn't handle them very nicely, ( one of the reason fermentation barrel now has a worker edition)
And they work way better with it. I do wish they would go and fetch the items needed for the building though, mine never seem to, they just sit there and wait on haulers to bring them stuff
maybe remove the prioritized by hauler on those, since you have so many useless eaters, it's not like they will go without workers
right how do I fix this?
water source is top right. you can see there's loads of tiny one wide channels all over. I need the ridge to be irrigated.
I think maybe I make a 3 wide channel next to the ridge on the top level, go round to the west, then down into a new 3 wide channel, then block it going off map the same way and widen out the little bit with the shower next ot the farm to 3 wide too?
My brain hurts following the water flow and paths
you see!
blasting that useless green zone between berries and cabbages will help for sure, that would be No1 on my list
yes but I think I just don't need it
true
I'd be tempted to try and slowly level most of it down to maybe 2 levels instead of 4
I need the water to go all the way around the top first, then I can get rid of the 3x3 dam in the middle (the 3x2 dam :D) and block it off
yeah but I really want thr ridge irrigated. so I think I keep the top level which will be mostly a 3 wide channel, then level the rest?
flatten the whole dam thing and that's it π€£
Thats my go too haha
flatten the whole, thing, then flatten the ridge down to the same level
gotta be honest I did really consider just nuking this map the vertical distance is crazy π
There are a lot of level changes in a tiny area, i wouldn't have even considered building there
But my planning is clearly not up to your level
it's the starting location π
"Dynamite is a beaver's best friend"
-anonymous
the food tent is where the wagon goes
Thats a very cruel start with the latest water changes
New balloons are being delivered methane
you can see why I was about to give up
Yeh, could you split the flow so it goes down the left where the path is and joins the bottom?
I'm going to try and send all of it there. I can blow into the ridge to made the water flow 3 wide at the top, then go down the path, then pool at the "bottom"
and then just flatten it all down so that pool irrigates at full strenth, same level
That should cover everything from what i can see
You may have trouble with the pump height and those higher blueberries without blowing down that bit
I might have to give up on the high blueberries. the widening will blow most of them up anyway
You have a lot anyway so you could lose a few without issue
if you reached the tree nursery who cares about losing some berries
Thats a long way away by the looks of it
no balloons, no 1k science for greater cooking tent, no nursery
No large farm for spaddocks
there's a lot more off screen but I need to fix this bit of the map first. then it's on to the other farm bit with pumpkins.
no spaddocks, no mill yet
still on windmills and crappy water wheel. I was saving up for the 1K water wheel
i never use the windmills
the map is very vertical I got some nice H9 ones
Fair
probably wanna try and preserve those as much as possible then
they're gonna die off if I don't fix the irrigation. need more dynamite now π
as long as you have some that survive on that lvl, nature gonna spread them later when you irrigate it back
Losing those 9 clockwork farms on my playthrough has really set my food back, its been on 2 hours and still constantly hit 0 food
Playing this mod for a while now ...
1st. and foremost: GREAT MOD, LOVE IT!!!!1111eleveneleven
But! ... Ratios and usage of resources feel a little "off".
I understand the BIG need of water ... but I feel a bit put-off by all the need of:
- Bramble-Flowers
- Dandelions
- Oil
Hard to get enough surface-area to grow all the stuff needed -.-
I have not analyzed any of that ... yet ... but it seems like too much "surface" needed for a "water-based" faction imho...
Need lot of farming ground for sure, smaller maps like diaorama are a nightmare for WB.
I see ... not happy obviously π
Guess I need to find a way to contact the creator -.-
Because: Otherwise: MOST FUN I ever had in Timberborn so far π
He's asleep at that time, something like 4am in his time zone, he reads everything in here on a dayli bases normaly
he works on it waay too hard π
Thanks! ... I will try to be more patient! π
but yeah huge maps and dedicated giant production. I think you can see end game you get clockwork farms which can be stacked to produce without land. mostly the mod's limits are only early and it opens up. redneck is the expert in that
Maybe ... but I really do LOVE and appreciate his dedication! π
Just one thing I am most glad for? Those "stackable" lodges! ... Pure Genius for this game imho! π
i did a diorama run a while back, maybe was even on U3, it's doable just harder.
Taking "vertical" to another level ... GREAT! π
harder = slower? you feed fewer until you can get to endgame?
harder because you have to balance wisely between sacrifice land for buildings and keep land for farming, clockwork farms were not even a thing back then
Well, my current playthrough with those cute, Pink-tailed, "rodents" has me at 500 to 600 "happy" residents (all between 50 and 70 happiness) ... so I like to believe I do at least some things right π
that's about where i'm at too on my curent run
I'm at way higher pop but much lower wellbeing (~35) so your doing something right
I just noticed that I ran out of space for some plants ... -.-
getting 70 happiness in this is not easy. is that u5 with omni food?
U5 no omnifood here
same
It is U4 w/o any other (than the recommended) mods.
For me at least π
omnifood is not even officially in, need cheater mode to get some
I have my happy beavers to cook ALL the foods (even that AWESOME stew ... for trading π )
by awesome for trading you mean the Yuky stew right? don't remember the deluxe one beeing in the trade
I mean the totally disgusting "Awesome" Stew to trade to those Polar-Guys π
Gotcha
early game when you're in panic mode it is awesome to save your ass with it but that's about it π
mine are scrabbling for life at 13, when they're not starvingand dehydrated
I always play "The Long Game" ... I try to NEVER enter an "unstable" state...
I want my furry brothers to always survive ... and be mostly happy ... and I LOVE to automate EVERYTHING ... that's why I do not like badwater so far ... not totally "automatable" π
once you got the washing machine you don't care about badtides, it's just a change of color in the water every now and then
first stage done, now I need to stabilise again and build up more explosives before doing the rest
thanks for the help
Or you just get "Simple-Floodgate-Triggers" ... which should have been in the Vanilla-Game for AGES" ...
It has not been included so I'll try to manage -.-
never used the triggers ( tried once but i'm too dumb to set them up properly)
yeah it should definitely be in vanilla since bad tides. after the fourth time I forgot to change the floodgates in time and lost a colony I just turned them off
which is why that design above is possible in u5. otherwise it'd be boring pumps and dumps
"Close at 1% pollution" ... then "open at 0% pollution" .... I mostly ignore everything else ... not really "rocket-science" imho ^^
water canon, looks amazing and does the trick without having beavers haul water around
Never tried U5 "seriously" so far ... are there any options beyond "clever water pathing" and "manually manage the gates to do it"?
pumping it out, pour it into a hole separate from the potentially bad tide water source
canon it into the hole
do you have a picture of a water cannon set up? I can't see how to use it
no seriously how can you see anything!? π
no way can I do that on this map, it's not flat enough. it's this one
https://thumb.modcdn.io/mods/214f/3529198/thumb_1020x2000/screenshot2023-11-26143549.png
... that map looks horribly difficult
think the higher angle canon could work in some places but the starting zone looks quite jammed up π€
Yeh, the higher angles are really short distance
it's fun, though I'm not sure I'd play it in base game as levees would trivialise it a little
also, nice cheeky roof need there
started that a while ago, i like the looks it gives a little entry way to the buildings
plus roof bonus obviously
it's very nice. I have one behind my shrine like a sort of backdrop to it
Do you still need that many river baths π ?
Kind of have the same issue π
lol, no, just didn't delete them, plan was to plan bamboo in there but have another zone for that now so untill i need that place. the baths are staying
maybe a hospital tower in the midddle to cut out on evaporation losts π€
or hauling tower
as you're here there was one actual bug lapan
#1070709592176197642 message
Well it's called water Beaver because the initial intent was just to make houses watertight and removing levees, but they're not an actual fully aquatic beaver faction. It's just too late to change the name now π

Aren't all of your berries going to die at the first bad tide ?
turned off..
A water cannon is the solution π
yes I have seen a picture and I agree they're not boring π
Yeah that map doesn't seem very playable otherwise...
the squashed dam did work ok by the way so maybe not a rush to fix it.
Judging by your picture it's probably just visual, the dams are just stretched roofs
Also how do you like the new temple colours ? π
(I slapped it together in like 3 minutes) π
Also : is everything fine with the balloons in the latest update ? I think the Devs changed some things to make unmanbeavered building a actual thing like the IT engine that is now serviced by haulers rather than a dedicated worker
should run on bamboo stuff, looks icy a bit π
Hmm that's an idea
But not on raw bamboo shoots, since I didn't make them edible
"fuel" has to be comestible? they don't eat the logs for all i'm aware of
No but I don't really see what effect could have random bamboo shoots laying around the temple
the encent sticks that they light up, the silvery minty mist gave the top of the temple that icy look
got the story and all the lore, it has to be true π€£
It does work squashed likes that, but wont allow the upgrade to go on top
Don't mix up which upgrade goes on top
from the picture it looks like the 3x3 but in a 2x3 version, that's new?
No that's just the model being squished because I made it in a sloppy way
To be fair at this point those gotta be the oldest item on the entire mod
fair enough
geez, new loading time record 325269ms
baloon description for foxtails need an update i guess since they no longer trade pastries ( also should be removed from storage options)
Is "Food and Care" useless? π€
Little issue in the clinic, "frost balm" needs ice blocks that are not available with the polar beavers anynore
icon things :
1- balloons is now alcool
2-Basic balm is berries
i don't get it, my drinks are overflowing and still some morons gonna drink the mush juice π€¦ββοΈ
Watching JC's video
"Mostly to help those unhinged weirdos who play in hard mode" I feel called out, can easily beat a 100 day vanilla drought with lots of water tanks π
I have this from the beginning, reported it a +1 month ago. I'm on a macbook pro
indeed, how on earth did that ever happen ??
Also in the lastest version the texture for pine trees is missing
not sure how that's possible thb. i'm calling the whole 3D model through meshy, it's supposed to litterally be the base game one π€
I have issues where plants are pink when marked for planting until their placed but assumed it was to distinguish...
Also lapan, i did have issues with ballons. My original 4 do not work at all anymore, so i built 3 new yesterday and their fine
grumpf grumpf
time to recalculate and give them a dedicated worker i guess...
at least that will effortlessly scramble the animations
probably
Main issue i saw was they weren't being provided with methane so i assume a methane issue but thinking about it, they didn't get new items for the rest either
it can be due to not enough haulers, typically the issue is often that one of the input is full but the other empty, except the empty one represents a fraction of the other, which means that the building appears 90% supplied and the remaining ressource is never delivered because low priority.
so maybe more haulers can help
I deliberately built 12 of the triple houses next to them with a methane tank inbetween with them marked high and nothing
The new ones right next to it worked fine
Its weird but the new ones work so i will just scrap the old ones and it shouldn't affect anyone doing new
Besides that, everything was working great when i played last night
i'm missing options from warehouses. there's no option to store anvils, incredibly compact library sets, chemistry sets, or medium cauldrons
i checked your tutorial video to make sure i was looking in the right place and there definitely things missing from my list
there's a new storage for some things, the tutorial video is a bit old now.
that's the pillow with an anvil on it
oh i thought those were just for decoration! thanks for responding so quickly
no problem !
starting to take shape π
i do really like the absolute nonsense buildings inthis
can you make it shorter so you have to build it off a cliff?
or on another building?
not that it would matter I'd always build that off a cliff if I can
well there will of course be no terrain requirement under the triangle thing
but the blocky part is intended as watertight
actually that's a giant block of watertight I might have to not hang the balloons over a cliff just so I can use that giant dam space
6 wide 4 high, I can make a huge reservoir with that
probably going to house a good 9-12 beavers though π
oh and the angle means you can line them up even better. very good π
for damming the best remain crate storage house
12 is very efficient even compared to pit + ladder water stores, and the solid 4x4 top means you can build a dam there too unlike pit+ladder (edit 3x3)
honestly it's op ( π )
i think the balloons will touch each other if you try to place multiple too close π€
the top is 3x3
and the small part is 3x1
oops it's not quite aligned with the grid I mis understood
i'll go take my shower before i become too lazy for that π
don't ask me π€£
mine work alright π€
so the riangle thigny can be sunken or balloons have a "door" that floods? π€
and have 20 haulers like the previous landing pad?
I'd say just 9 and give spacious house, feels like there is a big lack of "spacious house" atm
( and don't start me on "nice view" that's a gonner since the irrigation tower is gone)
errr... guess that can be sunken π€
if somehow you want to
I'll want to just to try it out π€·ββοΈ
well it's basically a kitchen
isn't the balloon itself the kitchen, not the landing pad?
now that's what i call a nice buffet π
balloon feels a bit weird, like the basket seems super small compared to the rest
oh i thought you were talking about the buffet thing
what do you mean ? they are huge ?
compared to the previous visual of the ballon the model of those feels a bit like the proportions are strange
i just made them a bit bigger
we'll see
now the block object properties on this thing...
it's just 14x14x14 no problem !
to be fair it's moslty empty volume
BTW, solar power buff is right on point! feels great without beeing overpowered
oh, good !
nothing else weirdly out of place ?
like wrong icons, missing textures etc
think i've seen a pink thing yesterday, don't remember what it was tho
whelp, enought working on this monstrosity for the time being
the block occupancy is actually not that hard
already did the first 3 layers
actually it's faster to bypass unity and just copy-paste in the code file, allow to simply duplicate layers, which unity doesn't do.
anyway, GN
GN
I switched to experimental with the newer version.
I was able initially to start a run ( on the map meander, if that is relevant)
But after a while it crashed. It crashed again when trying to load it and now when trying to start a new one.
Here is some parts of the log from the last one:
[Error : Unity Log] The given key Good.OmniDrink.DisplayName was not present in the dictionary.
[Error : Unity Log] The given key Good.OmniDrink.PluralDisplayName was not present in the dictionary.
[Error : Unity Log] The given key Good.OmniFood.DisplayName was not present in the dictionary.
[Error : Unity Log] The given key Good.OmniFood.PluralDisplayName was not present in the dictionary.
[Error : Unity Log] The given key Good.OmniDrink.DisplayName was not present in the dictionary.
[Error : Unity Log] The given key Good.OmniDrink.PluralDisplayName was not present in the dictionary.
[Error : Unity Log] The given key Good.OmniFood.DisplayName was not present in the dictionary.
[Error : Unity Log] The given key Good.OmniFood.PluralDisplayName was not present in the dictionary.
...
[Warning: Unity Log] The EnvironmentVertexColorPrefabOptimizer registry size is now 186, exceeding the expected size of 30
[Warning: Unity Log] The EnvironmentVertexColorPrefabOptimizer registry size is now 187, exceeding the expected size of 30
[Warning: Unity Log] Too many atlases loaded (2)! This should not happen. Exit game to print usages.
[Warning: Unity Log] The EnvironmentVertexColorPrefabOptimizer registry size is now 188, exceeding the expected size of 30
the only one of those I haven't seen it the atlases one. and it's just a warning so likley not the crash
all i see in there is normal
My description was wrong, I think, sorry. It did not crash after the first one, but just not load it.
load is super long atm, not sure what is causing that
like more than 5 min?
[Info : Unity Log] Load time: 394394ms
not sure how that translates into minutes but yeah it's long
think that's like 6.5 mintes
on your giant save π it's not that long for me I think even with a big map
was not as bad on .16 and didn't build much since
mostly waiting on the science for the large flywheel
yeah it got much worse, just you're seeing itmore than us. maybe flippable stuff?
probably old non-flipable still in there since lapan didn't wanna break the saves
for me trying to start a new run on plains it has now been more than 10 min and not getting there
I'll play something different today xD
did you delete all the pluggins or just updated? sometimes having residual stuff from previous versions can cause issues
ah, okay, I did not know that
so I should delete everything in the bepinex/plugins folder?
you will have to manually pick the latest version of every depedencies too
I updated most via the modmanager
keep mod manager but everything WB related should go ( including depedencies)
if that doesn't work i'm kinda out of ideas tho
if you give us a screenshot of your mod directory we can probably compare to ours and see the problem
If I do the translation would this mod add french translation ? if yes could you provide me the file needed for it ? 
lapan is fluent in french, tought it was already in
when he post screenshots of the game his stuff is in french actually
oh well i guess it will soon be in french then. The mod is currently in english with some fench here and there
are you on experimental?
yes
that maybe it, probably some stuff is not done transfering yet
just curious, where on the globe are you to speak french ( i'm in quΓ©bec) π
France βΊοΈ
So you've got Napoleon's billboards plastered all over your map? π€£
yes and 70% of our fridge is cheese π
is the beret and bread stick under the armpit still mandatory when walking around or they've loosen up on that?
We lost that habit unfortunately
[Info : Unity Log] Load time: 492248ms
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object.
Stack trace:
UnityEngine.Component.get_gameObject () (at <fe5da7bf138e4fe086b7b29cbdb30e52>:0)
Timberborn.GameSound.GameMusicPlayer.PlaySound (System.String soundName, System.Action callback, System.Nullable`1[T] delay) (at <3f6b10954c834778a358ae87d317c7ec>:0)
Timberborn.GameSound.GameMusicPlayer.StartStandardMusic () (at <3f6b10954c834778a358ae87d317c7ec>:0)
Timberborn.GameSound.GameMusicPlayer.OnSceneLoaded (System.Object sender, System.EventArgs e) (at <3f6b10954c834778a358ae87d317c7ec>:0)
Timberborn.SceneLoading.SceneLoader+<LoadSceneCoroutine>d__15.MoveNext () (at <9e03211a1e22472da1c0dee282848fc2>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <fe5da7bf138e4fe086b7b29cbdb30e52>:0)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object.
Stack trace:
UnityEngine.Component.get_gameObject () (at <fe5da7bf138e4fe086b7b29cbdb30e52>:0)
Timberborn.GameSound.GameMusicPlayer.PlaySound (System.String soundName, System.Action callback, System.Nullable`1[T] delay) (at <3f6b10954c834778a358ae87d317c7ec>:0)
Timberborn.GameSound.GameMusicPlayer.StartStandardMusic () (at <3f6b10954c834778a358ae87d317c7ec>:0)
Timberborn.GameSound.GameMusicPlayer.OnSceneLoaded (System.Object sender, System.EventArgs e) (at <3f6b10954c834778a358ae87d317c7ec>:0)
Timberborn.SceneLoading.SceneLoader+<LoadSceneCoroutine>d__15.MoveNext () (at <9e03211a1e22472da1c0dee282848fc2>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <fe5da7bf138e4fe086b7b29cbdb30e52>:0)
i don't see 2-tall-storage, that is one issue
isn't storage 1x 1x2 that?
I don't have any warnings about missing dependencies when starting up
2-tall-small-storage is separate
I don't think timberborn mods are good at dependency checking
it's not a depedencie anymore?
is water extension disabled?
we can't tell the version of wb from that but all match or are newer than mine.
I also don't have timer-commons
nor unstuckify
ah, true, I came over those and wanted to check em out, I remove them
could be one of those 2 but water extension is my main concern, that one is not compatible for sure
did a quick compare with my plugging, redacted the ones you don't have or i have but disable
and i have to update my staircses π
so the storage the billboard and the beavers I had installed manually
the water extension I fcked up, I thought it was in the dependencies because of "extensions" xDD
I reinstalled billboards and storage through the modmanager, but not the waterbeaver mod, cause it is big and removed excess
need to delete from the pluggin, it's too big or idk whatt and mod manager doesn't like overwritting it.
I deleted then installed through modmanager, is what I meant
is that what you also meant to recommend? or ..?
yeah, delete from the pluggin folder and instal via mod manager
everything is like in mine except the WB folder (and the light mode π )
you definitely have 3.0.18 wb ? the drop down sometimes puts 3.0.9 above 3.0.18
because it sorts but character not by actual number
that's what we can't see with the manual install
with the install via mod manager the version is there at the end of the file name, a bit easier to help
yeah I manually update mine each time to help em keep track π
well it was a good idea π¦
jupp
okay, so with the current install it still does not start up, but I have neither Errors nor Warnings rn
I tried agΓ‘in with the same setup afaik and now I have both again π
maybe it also likes to start, let's see
i still get a few red lines in the console but nothing that crashes the game
Yay! a new pinkertowner !
yeah π
well, GLHF
thx β€οΈ
flipping on the medium mine is messed up, maybe wanna turn that off
Almost back in action
It has taken a lot of time to recover from those deletions but its getting there
nice, i'm building my towers one by one untill it produces enough to remove planting of said crop, curently on spadderdock
Originally i did but with the game deleting 9, my food has yet to stabilize and recover still. Right now i think i may need to double that tower to keep up
got some solar to power all that or it works only when water flows?
gonna be even easier now that flywheels are back
I don't think i could cope without it at this point. It will be for sure, i hated having to put gravity batteries everywhere
still trying to drop my first grav batterie, made a teraforming column up to the highest point possibleπ
think i'm missing 6 or 7 terrain blocks, gonna have the science for the large flywheel before it's done π€£
Teraforming is very slow in this, i'm constantly after dirt, i kind of wish there was a drill for dirt only
I have one from each, not found much use for a 3rd yet other than just more dirt
was lacking coal a bit here and there with the massive trade of fastener eating quite a bit
I do need to get that trade going more. I need to get the farms deleted so i have land to build traders
Even omni food isn't saving me right now, i have 10k pizza in the middle of the busiest area of my base and their all still hungry and hardly touching it. Their driving me mad
baloons have an aura buff of well-beeing, wanna spread at least a few over the map
Ahh, thats how you spread that one
the way the landing pad is set up you can put it at intersections and have the crossroad under it, quite convinient to maximize the aura effect
wonder if that one is gonna stay around with the other lapan displayed earlier or it's just gonna replace it totally
I kinda hope it gets replaced, that one looks way better. Although it would be good to have 2 and thats late game
i like the looks of the one we have atm, hope both can coexist
more newbie questions: why don't I get bramble flowers?
do I need domesticated brambles?
but that would be impossible, cause I need kimchi for science to get them, right?
need to transform the pluked bramble in the handicrafter lodge, that flower is stuck in twines
(need to cut the wild brambles with the lumberjack)
thanks π
yw
QQ, i might be missing something obvious. do triple platforms still exist? Also, are you suppose to be able to build on platforms? eg waterpumps
max platform is 2high,
only non-watertight buildings work on platforms(so waterpump is no,gonna need a levee or other watertight building)
thank you!
I wouldn't say "soon" I don't really have time to work on the French translation and the text file is almost a thousand lines long so a little help could make it faster π
What do you mean ?
Just so you know, you can put a mega platform on the exercise plaza I think
How do you even get enough energy to run an that btw π
What do you mean ? The buffet thing ? Has nothing to do with trade
building flipping is active on the medium mine, it messes up the bottom part
like the mine goes under the fence
Ho... lol, tought it was the "improved" landing pad that can handle 3 balloons instead of one
that's why i was talkiing about the looks of the balloons and whatnot
Aaaah, I see !
Ahah no I was just trying to find the absolute most nonsensical design for the building.
"How about a glass platform hanging from balloons ? π€ That's seems ridiculously impractical, perfect !"
btw, cheated a bit, all clinics are working but we just can't make the frost balm
(ice bloks)
Oh yes you told me.
I'll probably make something like this :
Distillery : minty bamboo shoots -> endothermic essence
Alchemist : water + endothermic essence (+ alcohol ?) -> ice block
how about just using the essence straight up for the medecine? other stuff don't have that many steps
alcool for ice blocks? want that ice blocks to not freeze? π
But probably will also add some other drink or ice cream recipe too
No just pretending that the mint thing reacts with alcohol
But it's not solidified yet
some sort of "dry ice" reaction thing π€
Maybe the friar balm will not require ice in that situation, just mint essence and basic balm
Kind of
sounds right
endothermic essence sounds way more sciency then ice blocks
i guess the underground storage gonna be changed to include those ice blocks too
The issue is that you need to keep the same fuel in buildings that consume some, and since the distillery consumes wood, to distill things, that implies that the mint essence is heat stable π€
So let's pretend it reacts with alcohol
Yeah I had removed it from the build cost because I knew I had removed it from trade, but forgot about the frost balm
Even those in the clockwork farm ?
they are pink when setting planting zone, not when seeded/growing
built or not they display correctly in the clockwork
Oh okay
I'll try to poke at that see what's wrong with them
it's not a big issue, as long as it's not part of the uber long loading time who cares seriously
for all i care all could show up pink when setting planting zone, as long as the planted crops display properly
Were the water canon nerfed in the last update? my lake nerver dried and didn't change anything in it
Don't think so, but I think I changed some value when I made the other 2 variants
would have to be a change from 16 to 18, prior to that never had the drying out
or evaporation increase after cycle 100? ( just crossed that)
Just a tought, Having the 1 gap between the shaft and the door on clockwork farms, it's kinda forcing the hand on ppl to do the back to back ladder strat
With the shaft and door close, at least it would not push players into that exploit since the shafts building up could serve as platform to build the staircase. Still would need some micromanagment tho cauz if you build the shafts too quick you're toast
No idea, but it's entirely possible that evaporation rates changed with the last game update
just dumped in a second canon and it solved it !
Well it would be problematic to change now, unless I duplicate them to fix the new one
But it seems worth doing
might wreck some saves but i suppose at that point most ppl anyway have the double ladders stacked there
True
actually would mess me up a bit more since i only did 1 double column and using the top of that one to go and drop the others π
but wouldn't mind it, i knew what i signed up for π
Moving the power would F up everyone equal if you really wanna be a "D" with it π€£
actually i'm stoopid, briges would have been way cheaper then double ladder towers π€¦ββοΈ
something like this
could do like the press when changed it, not buildable anymore but it stays in a little while for active runs no to die and when idk like 3.1.0 comes out those "old remanants of the past" are removed totally
I suppose 3.1.0 is gonna be for when U5 becomes the live version of the game
looks like coffee is not showing up in the inventory up topπ€ or am I blind ? or does it have to be in tanks to count and not in the ouput of the balloon?
I'm blind, but it's not in the drinkables
Tbh I though would sort of find other access paths rather than doing the double ladder thing
Coffee doesn't give thirst value so it's not in drinks
up to a certain point it is doable but after a certain height...
Hoo, didn't notice it didn't help thirst
Oh yeah right π
Honestly that alone is reason enough to remove coffee π
At least from this faction
Or I make is black piss American coffee that does give thirst value
not a coffee drinker here so can't really tell
I don't drink coffee but I know it's supposed to be somewhat concentrated like an expresso or whatever it's actually called
Whatever Starbucks is selling is... I don't know, watered down coffee ?
starbucks is selling... can't say it it's against discords TOS π€·ββοΈ
woopsy, no wonder it was taking forever, switched the wrong chunker to glass for that coffee and ran out of scrap π€¦ββοΈ 2 cycles looking at them go and wondering if the bridge thing really worked before destroying entirely the second ladder column to get the metal ... guess it's getting late
Yay briges thing work perfectly like i wanted it to, so need 1x1 bridge instead of the 3 ladders !
There's someone in the main modding forum trying to install (in case I get busy again)
won't be around much longer tho past midnight here
They did!
thanks for the info, missed that part of the patch note i guess
that probably is part of why i have some issues keeping my watertanks full too ( totally not related to the 5k water the clockwork spadderdock farm need π )
Si tu peux me donner le fichier en anglais je te fais la traduction 
Va falloir que je le retrouve π
full description is here, I guess they decompiled the code
#πΈexperimental message
picture here showing water level for different layouts over the same time
#πΈexperimental message
basically, each tile of water counts up how many water tiles it has as neighbours (incl diagonal) and subtracts from 10, then squares that and uses it as an additional avaporation rate.
so 1 neighbour = ( 10 - 1 )^2 = 81 evaporation
2 neighbours = (10 -2 ) ^2 = 64 evaporation
anything else isn't so bad but it's stil a bit faster than before. but any 1 wide channels will leak water incredibly fast
that's why I had to blast a 3 wide channel through my map the other night
All of that for power plus off screen π
Their all large water wheels, i have another 20 or so off screen, more smaller ones at the bottom of the helix, and a load more gravity batteries dotted around the map
I have the entire map connected as 1 large power grid so everything shares power. I have roughly 24k power coming in and use about 20k all the time
Wait until you see my new expansion, i had to free mode the camera to place the blueprints its so large... food is still an issue even with what i have built so its getting more
I'm now concerned the towers may take too long to climb π
If it just counts neighbors then 2-wide is optimal.
Clockwork farm towers being too tall seems like a rich beaver problem π
Interesting, that will definitely make the game more challenging. But we'll have to recalculate values for irrigation towers then.
... When they come back
Not when this is your average food level π
I realised this after I was done π¦ but, in my case it wasn't a straight line it's all wiggly and you do want each corner to have at least 3 neighbours so it's not quite as poor as it seemed
also having a water store in the centre tile that has 8 neighbours helps keep it going longer
oh no I remember, you need 3 wide so you get the larger distance for irrigation, and you need 2 wide to help prevent evaporation
I think I could've used 2 though you're right
this system is too complicated I keep remembering details, according to the post it also makes sure each tile is only ever 1 below the biggest neighbour.
so a 3x3 center is 8 so the side edges will be 7 even though they only touch 5, and the corners 6 even though they only touch 3
so 3x3 should help. though I'm a little sceptical about that bit of the calculation as it's not cell local any more and potentially different depending on order of update. might be a bit weird or slow to change
π€ guess OCD gonna pay up, time to make straight lines of the edges to help evaporation, that's dumb if you ask me but ho well
yeah I like the aim, and it's a nice try, but I'm not sure it'll survive experimental as it is
can't wait for them to come back, that's actually the main reason i'm not starting another run ( gentle canyon maker sent me a message, it now has a U5 version, can't wait to try)
Without options in super early game to try and keep stuff alive it becomes a race to the district center and i'm really not a fan of that, i like to enjoy the ride and not be rushed by lack of options
that's on your 1k beavers colony? π±
1.3k π
I'm not proud of it but i also can't seem to tame it
bumped my pop to 700~ish yesterday, starting to feel the urgency of the clockwors building up
dumped in 4 mush grower in emergency and swapped tents to rice balls, saved my ass but was close
not sure if you'Ve read up a bit but at least with the bridge trickinstead of the double ladders it's building up way faster now π
at 1k i was fine, at 1.1k it was fine, once i lost those 9 clockworks it dived off a cliff, now their back plus some, its taking a long time to get back to settled.
I have bananas now to try and help but i've had to build huge amounts more haulers to try and catch up due to the hungry beavers doing less.
I did see but i always have metal to get rid of so its a way to waste it
no you have a good point, considering the minimal evaportation of the central line, the extra irrigation distance seems worth it
I may have been panicing when I did it π
that's a weird safegard but i supposed whoever came up with it had good reasons
no the rule that any square evaporation rate has to be +/-1 from the best neighbor seems specifically for that, so that water doesn't get drained at a ridiculous rate in jagged shorelines
oh on that note i've halved the durability of drillbits, specifically because the large drill production is so high
(actually did that a few days ago)
I hadn't noticed if i'm honest, 10 drills from one drill bit seems perfectly fine for me
oh it's not rolled out yet i think
durability was like 10 cycles for iron and 15 for coal, now i thing it's 6 and 6. but one cycle makes enough iron ore to replace one drill bit so basically you need 2 cycles to replace both, leaving 4 cycles for profit
didn't really notice tbh, 3 drills running fine with 1 factory always on bits
On the subject of large drills, can i request a power input on the opposite side mirroring the current so they can be next to each other?
pick a number, already asked, would be way too convinient π€£
if i make industrial building mirror-able sure π
I did think i was pushing my luck asking π
I fixed one tiny part of my colony after the patch π
Still more that could be done but I have to fix all the other farm land first
before: #1070709592176197642 message
after:
i just poked at some things, so i should have fixed the plant ghosts appearing solid pink instead of grey/white
the medium mine flipping issue is fixed
what else was there that needed fixing asap ?
the only other one I remember was the squashed dam. but that's not a big deal it's just visual as you said.
I don't remember any others from the people at end game
reminder :
faction powershafts :
- Shaft = pink
- Teeth = white
- Frame = yellow
things to do :
-
fix map editor mod
-
add purified nuclear fuel ?
-
add medium nuclear reactor ?
-
add seasons ?
-
Make some buildings require water contact ?
v1.0 things to fix:
- how about a beehive tower ? (to remove dependency to irrigation towers)
- do something more interesting about the steam vent ?
- Nuclear onsen ?
- make clockwork stuff consume science
-
fix power shaft bridge mod β
-
fix greenhouse
-
Relabel -10 Accidental death βΌοΈ
-
fix faction presentation text β
-
grape juice typo or something?
-
what is wrong with giant sequoias? β
-
auto UI description of the aquifer pump ? β
-
Primitive dam hitboxes β
-
alchemist smoke ? β
-
trebuchet animarion
-
giant pillar base devlocked β
-
add idle slots to the small / medium mine
-
update Mod.io description, version, techtree, dependencies etc.
-
put back shrub in
-
remove lantern need
-
remove Rooftop terrace need
-
remove Campfire need
-
high temp foundry not watertight ?
-
redesign foundry
-
investigate dam upgrade getting razed in load if z=0
oh that's already fixed
Just a small list then....
What is the rework on floodgate dams?
the existing floodgate dam is currently an upgrade of the utility dam, but that really doesn't have to be and that leads to weird behaviors that most people don't understand as i just saw in DisturbedZ's video
so i'm going to make it a standalone building, and since i'll be there i'll make it have proper functionning visuals
That makes sense, beavers would often make the upgrade before the base dam anyway
oh yeah that is intended
the upgrade sits on the base so it's necessary
Shouldn't the base be built then the upgrade ontop?
oh, sorry i misread you
yeah they should build the base first
wait they can build the top first ?
Yep, they always build it that way for me
But it doesn't work until the base is finished
I think its because the dam is 2 blocks tall and technically sits on the floor rather than being a block above
Its official, i may have to give up my playthrough before i get food stable π’ its taking an hour to play 1 cycle now on triple speed
you mean your computer can't keep up ?
Not anymore
can't you try to reduce your population ?
If there way a way to do haulers without the extra pop then i could but i'm having to build houses to hire haulers and i have hundreds of idle beavers
I'm building towers like this just to move stuff about
there is sort of, farm building expansion gives 4 haulers + 2 farmers for 6 beds
so if you go crazy with them you at least can get haulers + food together
I'm aiming to remove farms/replace them with other things currently. I'm taking up roughly half the map and i don't think i can manage using more
time to sleep ! catch up tomorrow !
kill coffee or somewhat change it to be american dirty dish water that can help thirst too. π
the frost balm issue would go close to the top of the list IMO
sometimes go slower to go faster is the trick, by asking to much at once maybe 2x could be faster, tried that with 99x and was going faster at 3x almost
yeah think the farm upgrades haulers edition is the best option, actually started out with nerdy atics everywhere and swapped them all to haulers at some point
you can't or your computer ? π
the nerdy attic is +3 but it's a lot to give up for +3
early on it was usefulll but later on when having a lot of other well-beeing stuff it's less pertinent
it's also too much at some point beacers would need 0 hours workdays to do all the attractions, the decay iss too fast for them to keep it all up on 16-18h workdays
need to take a deeper look and remove those that are basicaly useless to free up some space, like campfires are not a big + and anyway barely visited later on even if droppe a gizillion across the map
did the barrels get bigger at some point? they intersect when next to each other and the top goes over a platform floor above them
don't think so, but don't think the model got changed when lapan made it possible to drop a platform on top so the visual might go over
didn't notice but the crappy platform has a visual a bit higher that it might not show with those ( i rarely use the other ones, prefer the looks of the crappy ones)
A bit of both π half the map is going to be full of water wheels and solar to run my crop tower by the looks of it
I've had to drop to 2x just to be able to play now
not sure if lapan gonna make it happen but a giant log runned engine would be cool for later game, at some point wheels and solar are not cutting it ( plus lag when a gizillion wheels)
there is his nuclear power plant tho, if it produce enough sure will be interesting
We need something for sure, i think the hydroponics and water wheels are likely not helping
I half want a "no animation" option just to see if it helps the game play better at higher pops
I think a lot of my issues will be sorted with some kind of better hauler option though. I have added hundreds of extra beavers just to get enough haulers
do you have one giant district?
yes
bots are planned to be back and they will be haulers only, at least that's the last update Lapan gave on that
Yep
I saw it in his planned log, i think that will help a lot late game
clearly, guess both our runs are at the point it would be benificial a lot, not sure how it looks like on your side but i'm having a hard time keeping productivity even at 50% on many buildings
just if beavers that are not busy since they are overstocking or whatever would haul instead of sitting on theyr asses it would be great
I'm hovering around 15% but i have only just started to get food back under control
That would be amazing, i have 300 idle beavers right now
well, just made it 4 days withtout water π€£ yay for other drinkables stored !
wow, still got 27 vacancies ( but it's methane barrels or primitive smelters so no biggie
storage is 15k but mass building spadderdock clockwerk drained it fast
Thats for sure
BBL, gotta get the kids catch Y'a later
but when you zoom in it's a hot mess π
Still good though!
Balance note of the day, when the sunflowers plants were given a +1 production, the clockwork farm was not adjusted, receipe should be about half the time it actually is
So .. about balancing ... any thoughts about Water, Brambles and/or Oil? π
oil got a buff a little while ago by increasing the output of sunflowers by one seed
Those seem the most "unbalanced" to me atm...
Happy to hear it!
So I only need 1% less than before? ... -.-
each crop gives 3 instead of 2, that's a 50% boost
hmmmm ... let me try it, I'll get back to you within a month π
More "Presses" will still be hard with all those limits on power ... hmmm ...
if you make pumpkin chips it's really hard to keep up on oil it's the big one for consumption on that
for me, atm., "Fried Rice" and those other recipes are the "hard-part" ... Power for Presses maybe even more than space for planting sunflowers...
i'm not even making fried rice π that's another good oil sucker
now that you made me look it's as bad as pumpkin chips
"Uncle Nigel" denies me any argument against "Fried Rice"! π
And after "Fried Rice" there is always "Strange Udon" ... -.-
the udon doesn't take oil
Need more chestnuts as well I guess ... PRETTY BIG footprint on Land ... for some cute lil "WATER-beavers" π
Yeah, Chestnuts there ... even worse :p
need about 1 tree per 2 beavers
From my experience so far you have to have SO MUCH:
- Brambles
- Dandelions
- Sunflowers
It seems RIDICULOUS!
Water is not that easy as well, Chestnuts, for BEER mostly, are a bit heavy on the balancing as well ...
I think, generally, nothing too bad, but balancing should be looked at more!
Imagine "Water-Beavers" on 1000-Islands-Map ...
there is a serie of vids on YT with tht and it's quite cool
wanted to try it but U5 came up
Link please?
I totally β€οΈ and adore Timberborn on YT! π
I am, atm, watching Water-Beaver playthroughs on U4 ... doing one myself atm ... haven't found any on U5 OR 1000-Isles ... so far π
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that's the U4 1000 island
i'm not aware of any on U5
Have not found him so far ... watching it now, thanks!
See you in a few days I guess π
Thanks!
got 40h~ish to catch up so see you in 2 days π
Oh, and I still believe that Marie Curie was one of the most "badass" scientists AND women of all time! π
YT still got "double-time" :p
yeah but i'm not a fan of it, except maybe on a livestream that i had to pause for whatever and wanna catch up
First comment ... "ranting" about a bad morning ... SKIP ... SKIP ... π
Basics I already know ... many episodes gone already :p
Maybe coming back tomorrow after all π
If we consider the Cabage as having the proper output for the clockwork farms, all except rice are way underproducing. (same order as they are in the clockwork menu)
if you compare prod speed of the crop
Crazy idea, how about a "golden upgrade" to buildings with a debuff aura that would actually remove it? or totaly a golden versionπ€ starting my Fort Knox in the corner of the map π€£
The calculation for the CW farm is essentially twice what a 5x5 field would produce I think
result should be the same, just computed another way with diffrent variables
So maybe cabbage is the wrong one ? As well as sunflower?
There is three that seem exactly half of what they should
using the 5x5 field equivalent cabage should be 0.55h per unit
it's enven worts, comparing to the 5x5 field ( or i did a major woopsie in my maths )
Twice what a 5*5 field would yield π
Not counting planting / harvesting time
yeah but that shit is automated in the clockwork farm, should be much faster
Can't tell which is which π
Cabage
Seeds
Peas
Rice
Spad
Yeah so just take growing time into account
that's with just growth time
Oh wait didn't I buff or nerf rice production au some point ?π€
you nerfed the receipes made with rice bbut don't recall a production change
Well let's just recalculate them all π
Ooo if you want double prod gotta chop my number in 2
Why ?
Did you somehow quadruple it?
i did with once the prod of a 5x5 field, not double the prod
My left column is the production time ( in hours) of one unit of said crop on a 5x5 field not considering planting and harvesting. that's it
If you want your clockwork farm to be twice the production of the land crop gotta cut my numbers in half
π€ not getting the exact same but overall it still means clockwork farms are underproducing
alright, double checked, so cabages are ok but the others except for rice that is actually a tad faster ...
Final awnser:
Could it be possible to have the water canon preset to water by default and not any? Almost had a big woopsie right there killing all my bamboo π
Just noticed you still got 2 version of the medium pile ( for left/right door) same for crappy warehouse
Would the flip thing work to swap between the upstairs/downstairs doorway on the giant tank? π€
gnawing station and primitive mill, 3 wide with center door, can remove the flip on that one or it's there to swap the inside visual?
One last and i'm out for today, the normal log on the sequoia, would have to be almost a log per day, to be any close to be a descent source, atm it's like if a tree would hand out 1 log per 63 days.
Even at one per day it's still slower then most trees (didn't bother comparing with bamboo)
That's not in my hands π
No it's only left-right mirroring not loading handmade prefabs
Yes, I'll do that at some point.
I have to flip the medium piles in 1x1x2 small storage mod too
But it's not really important at the moment
But you're comparing with cutting trees then. If you cut the sequoia and turn it into logs it should make plenty of wood.
It's just an extra resource if you use the sequoia as a living giant pillar π
i just rerun the maths for it to be clear in my head
and because i want to help out a bit cabbage since it's not super valuable, i'll buff it to 0.7 h / cycle
@analog zodiac is there a way for me to pin a message to have easy access to it ? would be convenient to keep a checklist
Sadly I think no; discord only gives pinning powers to mods and admins - pin me however when you need sth pinned and I'll get to it!
(also heyo how you been bud?
)
oh, thanks !
i'm doing good ! not that much time to mod and even less play recently between work, the GF, an other good friend who had a baby etc
what about you ?
my current playthrough's utter monstrosity of a storage area
ahah, nice π
i think that's how the game was meant to be π
There was an uneven gentle slope here so I just started shoving things in where they would fit and then forgot to stop
also, using the mid tier of the library as a ladder 
Perhaps once I get explosives properly set up I will make the area squared-off, but for now
okay, is that new floodgate dam working as intended ?
(speaking of the visuals mostly)
are flywheels compatable? was wondering about power connector?
it is compatible and it's pretty intuitive as far as i know, it was broken until recently but i think battery smooth is back from the dead and fixed it.
in the meantime
That looks interesting!
progress π
this is enough beavers for me for one day.
don't worry lapan I'll connect up the buildings on the far side of the dam next time I promise
okay, made and loaded both reciepes everything works
didn't get deep into it bt gave it a quick look and it's not worth it compared to having everblossom
think we all end up doing that at one point or another
Yay, those won't be storable right? so will need that giant in a few places 
level changing house? 
Next up, time to give those badboys a try
Btw, bamboo description doesn't say anymore it can be real deep, can it still be?
Is it possible to oversize the flag on the large warehouses that shows what they store? maybe having it 1 full square just to make it easier to see without having to go full zoom inπ€
well, the condo fever is taking over Pinkertown XV
okay, i did most of the "easy" stuff
time to playtest for once in a while
found some interesting map pack
oh, no they don't have bad water sources yet π±
let's try this nonsense : toxic island
i foresee a lot of plannification to be had
oh, okay, not gonna lie that looks like a shit map
if anything because we start with like 10 trees or so
Ouch, that's noway near enough
Ok i think i have found the cause of my food issues now and why i've been struggling so much... wood!
If i do no construction jobs and hit 1k stored wood, my food levels average well over 5k
If i start a big project and tank my wood supplies (averaging 20), they all get stuck in a food starving limbo
Lesson learnt, smaller building projects and never use all of my wood late game
i'm exagerating a bit, there is more wood that that, but not by a lot, need to build a few platforms to access the rest, and some of the would-be birch has been turned into brambles soo.... π
but that just means i need to get a forester running asap
on that note, i'll be streaming a bit
I don't think you will ever need that many unless your getting rid of normal water but i like the competition!
How are people managing water storage/dams without flooding surrounding areas? Do damns need to be strategically placed so that they allow some water flow between them (ie offset by one tile)? I was going to place water some types of lodging initially but I am worried it will flood my surrounding area as my water channel is only 1 tile deep on the map I'm play. Also, AMAZING MOD BTW!! I was getting a bit bored of vanilla game and so exited to check out all the new content.
well if you want to hold water the easiest way is to build one of the triangle shape dams, they work the same as the 1x1 dams in the base game but are larger
to make larger dams, generally my solution is to wall it off with house or other watertight stuff, and on the highest level arrange a channel on one side so that the overflow can escape.
if you post a screenshot maybe there's better options
Oh! So a primitive dam will let water by if it gets above 0.6 depth like in base game? My thought was that it would overflow
Correct, it works like a base game dam
Awesome thanks!
No problem, the upgrades later on build on top and make them 1.5
I thought I was going to have to do something like this and hope the water flow betweenw was going to be enough to not cause flooding
the middle with the peak is the 0.6 dam, the smaller sides just let water flow like normal
I'm not sure that will fully stop the water actually
makes sense
id be interested to know if it would or not. as you can see im just starting out and dont have the resources to just try and see. in the base game you can genereally put them on a diagonal and they would still hold water
It looks like it should but lapan should know better
the central line of the dams behaves as regular dams, so even like this it will behave as you intend
because water doesn't flow diagonally
yeah it'll work the same way as touching dam tiles in the base game
diagonally touching dam tiles I mean
pretty sure you could have mirrored those
oh, i have fixed my giant sequoia cutting issue
or should i say "fixed"
it's temporary but that works
If it works then its usable
So with the CW being rebalanaced, are they outputting more now or around the same?
I was hoping so, i have a lot of CW now and still struggle so a little adds up
How is your play test going? Did you settle on a good map?
oh, the one i started playing on is fine, just the start is a bit harsh.
at least it is fine for now
i'm about to close off a large channel to have it fill with fresh water
but rn i'm finishing what i need to upload a new update
Nice!
It does look like an interesting map
It looks fairly land constained without lots of dirt to teraform with the 2 block high dams?
well this faction doesn't have a lot of terraforming either way
but i like having a clear objective in mind when i play
like "okay, i want to join those two islands"
Yeh, i often just wing it but that doesn't work well with this faction
well generally as long as you have at least 2 beavers remaining there is no permanent harm in losing half of your population
That i know for sure, not so much on this play through but its just a part of the game now
Ooo that will be handy!
I'm going to try the new changes then start a new map i think, i may try the same map as your playing lapan just to see how it works more constrained
Things i have learnt from this playthough:
- Don't build loads of dam drains just because you can (even if they do let you build larger reserviours)
- Beaver wellbeing is very important in general
- Don't over plan construction as running out of wood almost guarantees starvation
- Don't bother trying to teraform large amounts as it takes too long
Lots of these on load but i don't think they mean anything
Recipe changes i'm guessing?
CW seems much faster now looking at the numbers
Lapan, i'd love to see something similar to the floodgate design on the dams if you ever decided to redesign them, i think visually it explains the water stopping a lot better
Are there no floodgates?
for now there is one, it's an upgrade for the utility dam
Oof, that's pretty far in the tech tree. I guess the next question, are there badtides?
in U5 yes, the WB doesn't change the way seasons work
you can trun them off by making a custom difficulty or even i think there is a mod for that but never tried it out
forgot to look up the numbers, just realyzed one of those is like 10 pumps, guess i'll be able to remove a few
gonna have to see the axel prod tho, might be an issue
Yep π i have 5 of them and my normal pumps for 1.6k beavers and my water is always full
37 pumps/upgrades, so 4 of those could replace all my pump π€£
Axels got buffed recently, i have 6 gnawing stations making axels and have ~600 in storage
Its actually less since they run all night as well
well, i should be ok then, was at 5 gnawing stations but built 2 just in case for those aquafier
there was an update? i'm still on 18
I have gained 200 beavers and these are my food numbers today
Yep, it went out earlier, omni food is released and rather a few changes
ooo, gonna do that "real quick"
π
with loading time quick is a bit of an overstatment
Thats for sure, i'm at 6 minutes to load my map now
strange, i only see 3.0.18 on mod manager
One issue i have with the new omni buildings is i can;t see the bottom of the information
was it uploaded with the same number?
3.1.0
lol, i'm blind π€£
I always grab it straight from modio to be honest
too lazy, i like my mod manager
I have to go to 80% ui size at 1440p to see most of the text for the new canteen
i kinda hate that but there is not much lapan can do about it
Agrred, they need a way to minimize visitors etc.
yeah, if we could minimize more sections it would be nice
Yeh. One question i do have for lapan when he is around next is if beavers eat the foods stored in the canteen or if their purely ingredients as i can see a possible issue there
well, 3.1 crashed on me...
Update the stairs mod as well
Yep, they added the flip option
As a heads up as well, you need to sequoia fellers again now
had some space reserved for that so no biggie
just gonna change the storage i had there to a cutter
When you see the CW speed change you will be happy
sure will, the previous speed were way too slow
They were way too slow, i think mine are almost fast enough to start swapping farms
gonna remove all those crops from plating fields
Dandellions seems to be a new bottle neck of mine
numbers should now be equivalent to double the prod of a 5x5 field of said crop
was already at the point of removing peas before the buff
dandelions quickly become a bottleneck the healing needs a lot
I don;t use them for healing, i have a tiny patch from early game still, now i'm swapping huge fields over
I've been surviving off this until now
I know haha
Nope, they are pretty much just on water, beer and spicy soda
This will now be the dandellion patch
gonna have to test those new things later, visit has arrived π at least game loaded !
It looks like only cooking tents can make braised cabbage now, looks like i need more tents
I just made a better one, it's no longer an upgrade, it's a single building
the building beavers were very undecided if they wanted to get the res or not, picking it up and dropping it. Is this a bug?
I try to keep the functions of the buildings so that they fit in a normal scale window (90-95% scale) but for those buildings... There's no point even trying. π
The ingredients are not available as food as far as I know
Yep, too many recipes in the small cookhouse. π₯
Try to pause / unpause his workplace π€
I did
I go to sleep now, maybe reloading the safe could change it
do you want me to update you on this?
Or send anything more?
Hmm... Yeah that's not normal
But never seen that happen with a builder
me neither
Would need to find out what he's trying to build
Might be an issue with a building having a construction cost written twice
I think a power shaft over height, but there was also an unreachable water cannon
idk if it makes sense to send the file, or you could tag ask me any questions, and I get to answering them eventually xD
Don't really know tbh
I'll look into the latest buildings I have made is some obvious mistake is laying around
Oh actually if you can get in DevMode you can check up what type of task he has queued up
I've seen this, I think it traced it down to buildings that it thought were accessible but actually weren't. no idea how it happens, or if it's wb mod that does it.
for me there were some leeves that weren't accessible to build and it kept flickering pine sap. I paused the leeves and they went back to work.
I just had to remember to unpause when I'd built by way over to the them and the beavers could raeach them
ananas juice not storable, on purpose?
architect and meca lodge would need an upgrade or whatever later in game, don't feel like having 6 of each is "normal"
and gears are not even close, probably need to double that
Oopsie
I didn't think so, the building should drain if paused i think based on the normal game behavior so it should be ok
Just wondering how many people will have the canteen full of food except 1 item and watch their colony starve since they forgot about it
Not a complaint, its just game logic but it does hold a lot of food
It might be worth looking at increasing the sequoia log storage on the big cutter by the way.
I'm constantly having it sit there as the saw blades are full and the logs are empty. I've ended up building 3 to try and work around it
I know more haulers should in theory correct it but i have hundreds and can't keep up still as it just thinks its not important
should it be called: pineapple juice?
oh no not this again
Not sure I understand, the workers in the advanced sawmill should go fetch their log as soon as they run out π€
Nope, i have 30 sitting in stock and their all empty most the time
Its proving my wrong right now by all being full but i think that's because sawdust is full and they have been off a while
Seems fine right now, perhaps i had bad timing and always checked at the end of the day after they ran out?
Either way, all good right now
well you're kind of supposed to have a good dozen alchemist, 2-3 factories, farms galore etc, it doesn't seem that wrong to me
but it's true that gears are a consummable
i can make the reciepe faster, like 10h instead of 14 ?
it's annoying to need lots of buildings that can't stack. factory is fine, non clockwork farms are ok as they need land anyway, but alc + mech is annoying
doens't mean it's wrong, just how it is
finished sealing off the central channel, now let's wait until the pollution slowly gets flushed out
hmm... i'll think about what are the options
Nice! How are you finding it so far? I'm considering it for my next map now i'm forced to play at 1 speed
id'l like to not make things obsolete so i'm not sure what would be nice
What about making gears using metal in the factory/high temp furnace?
for now it's okay,
hmm... that's an option but if they are made of metal you would expect them to be more durable
which is complicated to do
an other option is to have a boosted reciepe available for the mechanics and architect
like make it consume something that is only available late game for a reciepe that produces a lot faster
or an upgrade ? π€
an upgrade could be neat
maybe the metal gears are really, really thin so they break as much as wodden ones. but you make like ten at a time
An upgrade would be good, otherwise the gears use wood still but much less so its like a metal support so you get more?
hmm... that's a pretty good idea
so the core of the problem is not the reciepe being too slow, too costly or anything, it's that because of that we have to build a lot of a non-stackable building right ?
Yeh, they take up a lot of space. But i thinkl less wood dependency and more metal late game helps
yeah the wood is also space, and the mining drills solve that for metal
not sure how well the sequoia scale up wood production end game
That or we need a CW for trees and brambles.... just putting it out there
regarding wood i'm considering making a forestry clockwork farm
but that require retouching the model and i feel lazy
at least at the moment
brambles will have a reciepe in the mushroom farm (the stackable one, i'll change the name in due time)
Its ok right now but brambles and wood are my 2 hold backs i think. If i run out of wood its an instant death spiral
That would solve the issue with that for sure
just made the recipes for the mushroom farm (now GMO growing lab)
Nice
i'll go for the alt reciepe for the gears
The metal one?
nah it will still be wooden gears
but i'll get to do stuff with the hooman relics etc
Ahh ok
basically the general pattern will be some sort of hooman tech research lab that turns X human artifacts in to XYZ
one of them will be a laser cutter i suppose
to make gears at an incredible speed
Thats pretty cool!
others will be... dunno
but that means that before i fix the gears issue, i need to make said research lab
Waterjet cutter - uses power for the pump, water for the cutting
I think haulers is likely a bigger issue then gears for me to be honest
oh, waterjet cutter, that's actually a better idea
Ties in to the theme, you could even go with bad water as a requirement for something
for the haulers, i'll make hauling bots...soonβ’
Is the plan to construct them?