#Water Beaver Overhaul
1 messages · Page 22 of 1
fixed beavers eating raw cabbage when there is braised cabbage available
or any sort of prepared cabbage for that matter
hmm... the distillery requiring a medium cauldron is problematic...
i'd like to have efficient science accessible earlier
hmm
at the moment it is locked either behind the factory (requires tar) or behind the paper mill
or of course people can do away with the primitive paper mills
to reclaim the cauldron
but i don't really feel that a metal cauldron really fits the distillery anyway
to be honest it already requires a crap ton of scrap metal
which seems good enough
the only core item that would fit is the chemistry set
but for obvious reasons that can't go either
because both are necessary for brainsalts
I think i may have pushed my map to the point where its unable to understand water flows under platforms xD
That or tall platforms have been bugged for a while and i never noticed it...
did you build a large farm on top of tht and made it watertight?
There are alchemists but i assumed that wouldn't block it?
isn't the alchimist watertight?
Yeh
so the alchimist made the platforms watertight too
strange tho cauz you shouldn't be able to put watertight things on platforsm
Well this is my thought, if it allows it then it shouldn't change the behaviour of a lower block
Ok i can confirm, deleting one alchemist allows water to flow so there is something wrong witht he alchemist placement i guess
the way watertightness is managed in the game won't allow water to flow under a watertight thing,
in a earlier version there was a megaplatform to put over water wheels so you can build over, dropping a watertight building on top of that made the waterwheel watertight, was strange for sure
That makes sense, so its just a placement issue with the alchemist being allowed to be placed on the tall platform then
Sorted on my side either way but i think i'm at the end of this playthrough ths weekend. Did you say dyson sphere update is out now?
it's been out for 2-3 days i think, didn't try it yet had other stuff to fo, didn't boot any game this weekend
Ok, I'm new to this mod but I cannot figure out how to make kimchi since wild brambles don't give bramble flowers and I can't plant domestic brambles without science that needs kimchi in the library
help?
Do you still need help with this? If so, i'm just booting my game up, there is a building needed to turn the brambles into flowers
I do, game crashed on me while trying to look up help
Ok, should be in game shortly, i have a large map so it takes a while
This is the building you want
@devout forge Its under "Basic village structure", "village jobs", and then its this icon
Then use the first recipe
Ah thank you! Missed that recipe
Are there specific versionings of the dependencies that are required? or will highest available do?
If you are playing on U4, the live version of all mods. On experimental (U5), highest version available
I'm on U5, can't seem to get it to load 😕 trying once more.
gonna whack those two folders in the plugins dir and redownload.
That did it
I'll have to fix that🤔
some progress at last !
(i generally don't have a crazy amount of time to playtest, so i'm going that now 🙂
this time i have far more water pumping and storage, and a lot more farming too, so i should be able to close that central channel soon
I like the rice farm (?) 🙂
I've read the "map requirements" section of the mod page, but I was wondering if there are any specific map recommendations? Particularly for the first-time play through after downloading the mod? The two YouTube channels I've watched (RCE and JC the Beard) have both played on Plains but they needed to manually add the brambles. Is that a reasonable place to start, or is there a better map?
waterfall is a nice easyone to start with
It's kinda smelly out there
If you intend on playing on U4 you will likely need to have to plant some brambles yourself, but that is ultimately not an obligation.
In U5 you should find naturally occurring brambles on any map
Ah, good to know!
Hurray, one more thing to look for and path isolate before I've even put a path around my district center
U5 ready for that YouTuber limelight? JC needs a new series
pretty much is, might be some minor things here and there but nothing crashing the game... until next U5 update at least
yeah it could break at any moment so he'd have to play with steam offline and that might not be pracitcal I dunno
Usually lapan is quite quick to fix it tho
as long as nothing big gets broken...
but yeah if he doesn't have any other U4 playthrough running, i would recommend disabling auto updates
recenty i've been mostly playtesting
i remmembered what @redneck said about the pumpkin chips and fried rice costing too much oil
so i changed both reciepes to 1 / cycle instead of 2
(not even there yet myself, but seems fair enough)
the yay is real!
otherwise things seem to be mostly as i expected
oh right, as i said at some point, the distillery cost +25 scrap metal but no longer costs a cauldron
neat!
gonna make decontamination a bit easier early on
and the unmanned fermentation barrels keep breaking every time you load a game and that's super annoying
i don't use them anymore
yeah, keeping one distillery on making that is apparently enough
the "lack of worker" thing is annoying but not as much as kimchy not producing
even at 800 beavers one is enough but i don't toss my whole colony in badwater for shits and giggles
yeah i think the resistance factor is good enough for the occasionnal beaver that accidentally gets bad water contamination, but would not save a colony where half of the population got contaminated
actually on that matter i think i'll make accident more frequent on the bucketing station, library etc.
but the main thing that needs fixing right now is clearly the fermentation barrels
the small ones are fine for getting started on science, but i think a medium one should be available
probably will make it a house too because why not
ain't that called a "wine cellar" ?
i already have the water storage house model that is just fine
wine cellar is a bit extreme
three levels for it seems good, it's used a lot and you need it early enough you don't want to spend houses on it. seems like a good balance
would just need a methane better production place and since the buff can't really complain about the mall barrels making it
so barrel, building , wine cellar after ens
it has 5x the output and the reciepe runs 6x faster, so total 30x more efficient
i think i'll make the medium barrel just 4-6x more efficient, basically four barrels but only one worker
sounds good, just depends on space it occupies to make it really worth it or not
since megastructure engineer are only builders with a huge officenow, shouldn't they get some sort of buff? if it wasn't that it's my access path to my hauler's tower i'd be just clearing it
and description needs a little update 😉
I might of asked this before, what did it do previously?
some buildings were only buildable by the engineers iin there, ( like the mega platform over clockwork farms)
I've been trying, and I can't seem to get the mod to work. lol. What's the trick?
Or, could someone send me their working plugin folder 🤣
what version of the game are you playing on?
I was on latest main, I just switched to latest experimental, neither worked for me
No errors, I just didn't see the faction as an option
probably missing a depedencie if it was on main. just one wrong version on one mod can mess you up
lovely lol
so now you are on U5?
it works fine on U5
must be one you miss clicked the earliest version or simply skipped over
zip of the pluggin is quite big, don't think discord will let me send that
yeah, even with nitro it would be too much, just the WB alone is too big
all good lol, don't want to take up your bandwidth.
if any generous sole comes around and wan't to drop a google drive link or something, it would be much apriciated
yeah, it's pretty large
if you look up your pluggin file and compare with the screen shot i've posted you should find the problematic version quite fast there are not that much to look at
sounds good
I havn't tried the mod manager yet, does it work for getting this mod?
yes
cool
and the cool thing with mod manager your pluggin file ends up like mine with the versions on the files so it's easy to see if you have an issue
only thing to take note is that it won't update som mods ( WB for one) and you'll have to go in the pluggin file, delete the mod and download it again instead of just uploading
it does 😉
gotcha
Nice!
So, your discord handle is redneck lol, what area are you from? I'm a texas boy myself
but think it gets the "live" version for the depedencies ( so for U4) for experimental you'll have to manually select the versions on the menu in the mod manager but it's quite easy
awesome
like the WB if you just press download, you'll get 2.2.10 ( Live for U4 version) if you are on U5, you'll want the 3.1.6
sweet, thanks!
South shore of Montréal, up there in Kanukistan !
Nice! near Châteauguay?
Ever heard of a canadian band called the dreadnoughts?
Probably my favorite band tbh
kinda, it's about a 40min drive
never heard of it, tossed it in YT, will give it a listen tomorrow at work
nice. Hopefully you'll enjoy
It's kinda a strange group but definitely fits my tastes
The thought of a canadian redneck in my mind is Rodney from their song "Rodney Rocket"
aka https://www.youtube.com/watch?v=59Vic7jRHvA&ab_channel=1puglife (linked wrong video)
Subscribe to the everyday dicker'dness... http://full.sc/1cDOhKQ
by far the best youtube video period!
be sure to check out http://www.1puglife.com
add me on facebook http://full.sc/1aZtymP
follow me on twitter http://full.sc/1cDT6E5
get yer official 1puglife shwag at http://full.sc/1cDPl1A
like 1puglife entertainment on facebook http://...
Version 1.3.6 of the Mod Manager will detect if you are running on experimental or not. On experimental will update the mods according to latest version available, for stable version of the game will update with the live version .
Wow, thaT's cool
but mod manager icon is a bit funky on the main menu atm normal?
Its just a visual bug, will be solved ...
@gray pilot let me know if you were able to boot it up, gonna be around a bit still if you need anymore help
Tried to download it through mod manager and....
do you have other mods in?
if it's not a depedencie or you know for a fact it's compatible better not have it in there
I'll double check, I've gotta go do something real quick tho
np, someone will most probably take over if i fall asleep before you got it working 😛
We need the crash archive , the latest one
I've never got WB to download through mod manager, it's too big I think. that's the only one I do manually
just to be sure, you did unpack all those zip files right ?
need some patience, at first i tought it wasn't dowloading but gotta give it some time
no it shows that uh oh a biug page and crashes the game
Hi Everyone ,
what can I do plucked bramble from those wild brambles? Can anyone give any insight.
handicrafter will turn them into flowers for food etc.
I think it's called the village buildings tab, looks like a thread. with lumberjacks and gatherers
Thanks. It was buried so deep. 😂😂 Found it.
For the life of me I can't find where the Alchemist is in the menu tree. I swear I've clicked every button. What am I missing?
Oh nevermind I found it. The "village jobs" button is the same icon as the forester, so I forgot I can click to expand it. Lots of good buildings in there!
I figured people would naturally find this tab early on looking for the forester 😉
Yeah I did, and then forgot. My bad.
I think, next map will be a WB map
Hi, I can't see any irrigation stuff so how to make fertile land now?
you have a couple options, water canon is the funny one
can also make a lido box with buildings like eldgames did ( see his WB livestream) https://www.youtube.com/@EldGames
sadly U5 made the WB start a rush towards destroying kart and get the other stuff since irrigation towers are not a thing anymore
Wow, GG @shell fiber didn't think you would drop the 2 for a 5-6 in there ! 
this is so nice!
@faint stirrup It happenned! first one is up there ! 🤣
resin clockwork? Yay or nay? (same wuestion, chestnuts)
2 for 5-6 ? What are you taking about 😅
the tower got 2 landing zones so you can build a 5 or 6 bridge from the door
See, you can be a descent human beeing when you want to 😝 🤣 
Holy ballz, tought i lost my save, deleting 3 medium wheels at once was bad... is there a way to make that aura thing less consuming?
even after deleting the med wheels, the aura is still showing, think even the auras with the same modifier don't stack, not only the ones from the same building
YaY bridges to... find out in the next episode of ... TimberballlZ
and a minute later the tower is there!
I know I asked, and it's not part of the plan but the Mega miner having plugs on both sides like solar to chain them up would be such a high QOL thing... ( will santa bring it ?)
About time! I stopped playing for a while to dyson sphere so i'm a little less active. Now just 1 more month to wait for the next gravity battery!
sounds right 🤣 wanted to test a few things before going on DSP, next Pinkertown settelment probably gonna wait a bit
hey guys how do you make nitro? thanks
alchemist
Maybe flippable
so we could connect them to each other but not to anything else? 😄
Hi everyone, Sorry if this was answered already. For the current experimental version of Timberborn what version should we run? It looks like 3.0.5 on the mod page. What about all of the dependencies?
Oh, I just found the patch notes in the other version on mod.io. Reading through it now.
should be 3.0.13 or above now. it sorts weirdly, double check the biggest number in the list
I can't remeber the exact version but .5 is too low
3.1.5 atm I think is the latest
Hi, How to make gears?
mecanis lodge ( sciente tab)
Thanks. 😃
@shell fiber , you can, maybe, add a + on all icons that represent a group, to be more evident that some goodies is hidden there 🤔
Hmm... That's a good idea, but I already use this pattern for bigger variants of style buildings like the large farmhouse
But tool groups are displayed in a different colour I think
If + is already used, maybe <...> ❓
the backgound of the icon is a bit different.
it's quite suttle tho, maybe something a bit moer visible
merci 😄 😄
Just a tought, can't the "fern" produce something like shrooms and tale a gizillion year to build? would remove the "nothing to do" and not put a red "X" in the inventory at the same time
almost!
Hello, I just try out this mod and I just got to the part to build a Rudimentary Sawmill. I made 1 in an edge of a river and connect water wheel behind it but I didn't notice the connection warning and late to realize that the power connection is only in that one small spot in the bottom corner (unlike other usual building).
I have 2 question:
- Is that power connector location is intentional that way?
- If that is intentional and not a bug, then I need to move my sawmill, but I cannot. As you can see in the 2nd picture the delete button is darkened. Can you not delete a built sawmill?
Thanks in advance 🙂
you can't delete the sawmill in the secont picture because you have a piece of path on the small overhang in front.
otherwise the plug being only in the corner as in the first pic is normal
BTW, ananas is the stinky one in balloons, think it could use a small kick, like +5. everything else is fine but those fclers.. is the deacay on the need super fast?
at first tought it was the lack of fasters but got it back up and still...
should be the same as coconuts
would have to double check but got way more ananas balloons then coco and the coco is stacking up nicely
watching JC atm
and playing some DSP, went easy mode with infinite rss since i had no clue about the fighting thing but it's not that hard, at least for now
but i'm going to bed now, it's only8pm in france but for me it's 4am
well it's a factory game, so probably mostly a matter of tossing enough ressources at the ennemy
yeah, GN
I think i found how to make the decorative plant work nicely
they are now bushes that produce nothing
Perhaps it should be an upwards pointing triangle; colorblindness does exist
http://whitepaws.wikidot.com/ There is a wiki
Also are the gravity batteries supposed to still have power able to travel in all directions?
All WB industrial buildings have a power plug; specifically, most of them on the back. The buildings are all awkwardly shaped because it is part of the mod to make planning the industrial area more difficult
yeah, would be too much of a pain to have plugs on those
@radiant heart working on something
🤔 i think i'll like the "giant juicer" in the midddle !
On another thought, not sure if there is something to do about it but the auras make the loading quite long at some point, looks like it's one per aura type, loading went down significantly once i removed all the medium waterwheels and have only the big ones even if my colony went bigger and more buildings
honestly im utterly confused at alot of the stuff to do with water beaver. any chance maybe a readme to do a quick run down for new players?
lapan did 2-3 tutorials on YT
oh ill see if i can find it
there's also a wiki
http://whitepaws.wikidot.com/
hmm... well that's kind of annoying...
it is but don't really see how else you could do it
yeah i might just discard that entire system i guess
i like the idea that some stuff makes the game harder along the way at least it's not lag inducing, just a little inconvinient for loading
lapan is your pfp your own cat? he/she looks really cute :)
I have a similar picture of my own cat
ahah, thanks !
but no, it's just a cat picture I found online.
nice kitty though ! it's cute !
i should try to see if someone can make a simple script for that, would be nice.
in the meantime i finished the nuclear hot press and centrifuge, as well as the nuclear fuel item and reciepes involved
Wow looks good 👍
that one looks amazing !
curious to see what's going n in there for that green glow !
And Merry X-mass to all!
merry christmas everyone !
Merry Christmas!
thanks 😆
and merry christmas yall
so i'm wondering something, am i playing this faction wrong or whats the deal here. Is there a way to get haulers without raising my pop cap? i am at a mid gameish point where i just need haulers to function but as I keep adding them my population explodes, food and water fall apart, and i have a mass dieout. For the most part my playthrough has been a bunch of ebb and tide of population. I'm not sure if this is how its supposed to be or am I doing something wrong here
perhaps I chose a map with too little green area? unsure raelly. I have some 130 beavers now but the city can actually just support like 80-ish
i go from 120/130 beavers, then a mass dieout to around 60, then i get a massive surplus because I have too much food and water production for that many, and rinse and repeat lol
There's a building that gives a lot of haulers without increasing population in the late game.
Regarding food, cooking increases the overall amount.
I have an update incoming soon
i'm mostly just cooking onigiris, been trying not to cook the cabbage cause of kimchi. but yeah all the recipes are more efficient as ive seen
- Science takes up a scary amount of resources. Turn your library staff down until you stabilize (this is the biggest one)
- Mushroom farming actually does not require active supervision, if you use the double red arrows to deprioritize the job and then check "prioritize by haulers", you can have like 5ish completely unsupervised mushroom farms on Slow. (I recommend having a minder to carry the ingredients on Fast.)
- Similarly, the primitive smelter and wood burner do not require a minder at all times
- If you currently have a tappers shack/woodfelling lodge/harvester office, consider closing it in favor of flags, at least for now, until you stabilize
- Assistant farmers actually help a lot with farming efficiency fairly early on; I use assistants as at least half of my toppers in early game
- Long term, smaller specialized districts/areas require proportionally fewer haulers than a sprawling Everything City
This last one actually suggests, lapant, that you could make district crossings easier to get to sciencewise, to encourage better planning
For example, the first chance I get, I always make a district specific to metal: mines and smelters, a clay pit, and a factory. It also gets a water pump or two (as well as some water tanks), a few farmhouses (as well as some food storage), and a cooking tent (make sure to import a clay pot), so it can keep itself minimally self-sufficiently fed with onigiris, but that's not really the point
Didn't I already remove the science lock 🤔
wait the mushroom farms dont need workers? I've been doing the fast one for higher throughput
I did not get the farming upgrades they seemed late gamey lol
I unlocked the architect, the mechanic, have gone electric but I have like 5 farms lol
oh thank god I wanted to use my science for other things first so I've delayed the crossing so much lol
Wait I think it's in the U5 version then
I've been putting off U5 because it's still cooking
They don't require anything particularly lategame; it's the large farmhouse that counts as lategame
i would say the large farmhouse is early midgame 😅
especially since it's the first blueprint most people research i think 🤔
update uploading !
i updated the news and techtree billboard
hmm...turns out my mom's internet connection is shit
that is going to take a little while
uploaded !
tell me if everything explodes
sorry @radiant heart i somehow failed at "not doing much" 😅
(but i had little to nothing to do yesterday actually except dinner with my family) 😉
yeah large farmhouse kinda changed everything for me
i went too quickly into industry first
the hauler building you refer to @shell fiber , is that the triple watertight lodge? the description says '2 familiies working as haulers' , while the other houses specifically say how many families, and then says on a separate line, 'employs 2 haulers'
Ah yeah my description texts is sometimes a bit shaky.
No I'm taking about the hauling tower that should be in the new "advanced buildings" tab
it's the haulers tower, fit 48 of them without more pop
lol, well, gonna look it up quick quick this afternoon then, didn't even leave my home planet yet, just having fun blasting the enemies and try to figure out how good frming it is
I had to reduce it to 30 because otherwise the storage item selector is not accessible 😅
🤔 there is storage in there ? 😂
I think I counted 4 voxels worth of storage per floor so 36x6x13 or so ?
idk wha't going on but i keep on crashing..
tried removing the frog since it's the one that bugged out last time but nothing changed... still won't open
Hmm... Can't read that from my cell phone, can you copy paste it ?
red part pf the console
path extension got an update but don't think it's the one causing issue 🤔 tried with or without it and still crashes
<f7922c5dca954d5c84f722ae9a058af5>:0
at Timberborn.GameScene.GameSceneExceptionStateSaver.CreateExceptionSave () [0x00006] in <479091a102244a3ca13587ff6b09ca7e>:0
ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: Component SingleGoodAllower wasn't found in entity HaulingTower eb787edf-4eef-4791-8a43-fc3399639129
so it's the tower i guess... too bad
Perhaps best to not bother having storage inside
not like you need new storage ways at that point in game but at the same time... still cool to have i guess
oh i think i have to update the mod. will that break saves?
by the way I have a question. so far I've just been using the scrolls right after they get made, but i tried making a scroll rack today inside the library and the thing seems to require a road connection. but theres no way to connect roads inside the library. I tried using the layer tool to see the specific floor/layer the rack was built on but idk how to build roads inside the building. am i missing something?
ah nvm i got it, i had to rotate the rack to be in the right direction
it will not break it but don't take the last update, something went wrong
3.1.6 is the latest that runs smooth, 7 is broken
https://mod.io/g/timberborn/m/crashlanding I just found this map and I'm going to see if WB has a good time on it, if only because "broken expedition cart" is basically correct flavor-text-wise
No native brambles or dandelions is the trouble, since it is specifically a U5 map
I will just have to see
Oh this map looks quite good, probably a good idea to move out of the deepest hole in order to flood it 👍
But there is a few birches that will be turned into brambles in u5, and dandelions are plantable now
they were also plantable in u4, or are you talking about this mod specifically?
in this mod i had made dandelions and berries only plantable by the tree nursery, which is a building far deeper in the tech tree than the forester. I U5 since naturally occuring dandelions are no more i made them plantable by the forester back again.
okay, so i suppose there is an incompatibility between the storage-less variant and the one with storage... let's test it out.
but i think it might actually be the decoplants 🤔
because now they are bushes and not crops, but still use the same prefab name because i'm an idiot
oh, crap, no it is the tower
okay, should be all fixed, uploading
also added the text entry for the floodgate dam
i'm thinking about giving it a blueprint and lowering the science cost for the record
which means i'll probably have to remove an other blueprint somewhere maybe, or fuse two buildings's blueprints into one
oh right i just remembered what i wanted to do with concrete (from seashells) : dam upgrades MK.III 😉
and the nuclear power plant of course
Historically I have left the engineers lodge to last because its blueprints felt less immediately useful, but idk if that helps any with your decision making
Yes that's the issue I keep running into, I would like them to be equally interesting early game, but really they're not.
Can you make the giant water wheel an engineers thing?
I think...IT IS DOWNLOADED
yeah but then i have to make something else an architect thing
i definitely could though
need to think about it
a 6th blueprint for both architect and mechanic is definitely possible
of a third kind of blueprint made by the ENS
One or more of the Monuments?
Like, the farmer monument or whatever
An ENS blueprint is not actually conceptually necessary
since the degrees are already de facto blueprint-analogues for certain buildings
You could make another degree
Hmm. Or have an ENS create a "local geological survey" that is required to build small aquifer pumps
which is basically a blueprint and can be copied and fancified as such, but does not actually need to be called one
...tbh a "local geological survey" just feels better than an aquifer pump blueprint
Happy holidays
yeah, that's a good idea
plus generally people are nowhere close from being able to build those early on, as long as the large water wheel are not unlocked and build, half of the mechanical stuff is hardly usable
@shell fiber
got a weird "stopping distance" crash from a Lumberjack returning to their flag ... any clue what could be going wrong? ... guess I'll try replacing the flag for now
Nope, rebuilding the flag just instantly caused the exact same crash (for some reason it seems the same beaver was going to go back in)
Mm, I think I had a Baobab under cut order over by the problematic flag ... could it have been the culprit?
@shell fiber
Yep, it was the Baobab tree causing the issue ... gotta remember not to try cutting those down for now
Ah yes that seems likely, since they introduced a tree cutting animation for the beavers, custom plant groups are dysfunctional
I probably should update this mod
wait, i think im playing a really old version
I downloaded from timberborn mod.io
that most recent version says 2.2.10
when i checked versions inside that link it shows 3.1.7/3.1.6, will downloading those ruin my save?
2.2.10 is the last version for Update 4 (the curent live game version)
the latest (3.1.7) is for Update 5 of the game in experimental mode
so it depends which one you intend to play with
the same logic applies to dependencies
oh. so wheeres experimental mode then
i just start the game and click play timberborn, it doesnt specifically say anywhere wheres exp mode
sorry if dumn question
dumb
Are you on steam ?
yeah
i play the game on steam, i mean
i just get a choice between 'play timberborn' and 'safe mode'
so is play timberborn experimental?
Right click on Timberborn -> Properties, and in Betas tab In Beta participation choose experimental branch
oh
right
yeah i've done that in some other games, didnt think of it in timberborn lol
😅
so...if I do so, and update to 3.1.6, will i break my save? seems like thats a lot of updates deep. guess i can start anew, but I'm so deep into this playthrough lol
Remember, if you are using Mod Manager, that you need to have version 1.3.6 in U5
i'll check all my mods all over again if I do this, only question relates to the current save im on
Guess will break, and, irigation system has also been changed in the game core, so, better a new play
okay cool
it will absolutely break your save
btw take 3.1.8
for the record you can't plant them and they can give some nice wellbeing buff so... you probably shouldn't cut them
should be fixed
there's a property telling the beaver how far from the center it should go to play the "muching on tree" animation
somehow it should not be further than 0.5 or 0.25 somethign like that
thanks for the quick fix ...
no problem 👍
tell me if it worked !
I've done extremely long droughts before by limiting my beaver population, let's see how these settings go haha 🥹
Well you're going to spend 66% of your time waiting for the good season to return 🤐
Honestly, I'm not sure I'm liking helix mountain anyway
@shell fiber , in WB mod.json you have {
"UniqueId": "Lapantouflemagic.Billboards",
"MinimumVersion": "3.0.6"
},
{
"UniqueId": "Lapantouflemagic.storage1x1x2",
"MinimumVersion": "2.1.5"
},
{
"UniqueId": "Lapantouflemagic.Logstairs",
"MinimumVersion": "2.0.4"
},
but, in the mod.json for dependency mods above, you did not set the correct version ! So, on new download, the WB do not load due to missing dependency !
yeah, no, the first bad tide will kill nearly all of your dandelions, it's very hard
i don't really see the problem, there is one more version since then, but they are optionnal 🤔 no need to have storage 2.1.6 or logstairs 2.0.5
billboard seems to be the current version
Test with a fresh download
but it's minimum version no ?
i don't understand what's the problem you're pointing at
Was I supposed to get Dandelions when I first started the map? Update 5 and latest Water Beavers version (.17 anyway)
no not anymore, they are no longer common plants, so they are no longer present on maps anymore
is not loading, and, in the log [Warning:WaterBeaverFaction] Missing the following dependencies: Lapantouflemagic.Billboards, Lapantouflemagic.storage1x1x2, Lapantouflemagic.Logstairs
are the ones you have definitely enabled?
ah waitr you're syaing the mod.json has not updated the version at all for logstairs etc?
YA
it looks right here for 2.0.4 logstairs?
which bit is wrong?
But, the latest version is 2.0.5 and in that version, in mod.json version is 2.0.4 and WM mod require version 2.0.5 to load
hi, so I'm updating all my mods for the experimental branch
Should I just clear the entire plugins folder and start anew or can i just add the new versions into the bepinex folder
some of them have folder names according to the version
think i'll just start from scratch i guess?
ah, i see. modmanager handles everything.
I have a potentially dumb coding related question, as someone who is literally learning basics of coding. When I download the mods using modmanager, it actually stores everything within a folder , such as logstairs here for the mod, inside which the actual content is. in certain other cases, it just stores all the stuff directly in the folder it originally downloaded it into, such as here in the second image with the ladder mod. does modmanager just resolve the differences in file path ?
in certain other cases, it even creates its own 'plugins' folder as well
how does the game actually access these mods if they all use different file paths?
please forgive me if this is off topic for this forum
in this msg you said it requires 2.0.4 ?
#1070709592176197642 message
YA, that is strange. It should work, but no ... After I corrected the mod.json files for the three mods, WB mod is loading.
It not matter, is not numeric, is a string.
so, when i play in update 5, i need to pick a map with wild brambles is it? cause theres no way to make kimchi for science otherwise
I think birch trees are replaced with brambles in wb u5
unless lapan changed it again since I took a christmas break from playing 😄
can you guys recommend a good map to start a new game in
seems like I need accessible badwater early on in the new version, as well as brambles
in the earlier version I just planted my own brambles
I play weird maps but people say plains is good, or waterfall. I think waterfalls is maybe at the lower end of free space to make things work well. I'd say you need something bigger for a first attempt and plains can work well
plains is a bit too flat for my liking but it's easy to play with, i think the most recommended map is gentle canyon.
In U5 i have replaced what would be birch for the FT or IT with "wild brambles" , so you don't have to worry about that. the only difference is that they yield "plucked brambles" and are completely unplantable (but still spread as usual).
The plucked bramble item then need to be processed in the handicrafter to get bramble flowers for kimchi.
and either way, you always have the hobby gardener house that can provide berries, dandelions and bramble flowers in exchange of sawdust and water.
yeah plains felt boring. i;lll try gentle canyon. i was actually playing on this custom map central expanse earlier but that doesnt have badwater
just added a rice ball need so that beavers actually eat them, and not only when there's nothing else
and 50 plucked brambles to make 10 planks 🤣 Nobody can say that is a fast playthrough 🐸
yeah, that's really a gimmick reciepe to be honest
whelp... my colony was going well, and then a badtide hit.
and for some reason the bad water level rose to the point where it got though my dams...
almost my entire population is contaminated 😬
it might be the end 😓
washing machine to the rescue, !!! as long as you had enough stockpile it should be doable to reboom
i was trying to research it but my brainsalts had been split 50/50 with the architect researching the giant buried tank, so i paused it and it could start
oh, i might be able to survive
courtesy of 200 sick beavers dying out of hunger and/or starvation
aaand second badtide in a row
not that it really matters though
I was gonna try that map heh
it's pretty good, it presents a somewhat clear list of challenging things to do : colonise the second half of the island, close the channel in between, dam out the shallow water immediately around the island to get more land (in the order you prefer), and eventually bridge to the side of the map to get rid of the excess badwater. then i guess you can expand near the clean source in the south east corner.
colony saved, floodgates in place, mechanical drill almost online (just needs drill bits) 😊
i'll just send beavers to swim in crap water to dynamite a bigger opening to get rid of the bad water.
i could bridge with other stuff but that will take a million years
and i should probably install the floodgate trigger mod
good night !
Wait, i cant use plucked brambles for kimchi? is hobby gardener the only way?
handicrafter lodge will turn plucked bramble into flowers
need to remove the needles from around it !
ah i see
does anyone know why I cant build this third layer? ive stacked these lodges on top of each other in the past
is it that the builders cant build from the staircase?
They can't build a building over them
need a side platform or something and the builder gonna get stranded on it
if you produce enough metal ladders is the easy way but a bit pricy
yeah, as the description states, they can't build something from under it's own volume, it's a bit weird but that's part of the game code, not somethign i can do much about.
easiest is to build a side platform since the scaffolding item and 3/4 nails will be refunded when you remove it costs almost nothing
Perfect! At least I've stabilised now a bit with the cooking tent. And logs are easier than the base game...
Note the Births/Deaths log 😂
perfectly normal 😅
i just lost a good 180 / 200 beaver yesterday, no worries 😅
You are correct, Crashlanding with the center flooded (using a dam drain house, bottom left) is a good time
I'm also observing that in this version, as you tech up the basic food needs and such increase
Right now my goal is to get the industrial piles and covered warehouses so I can get the piles out of the farmable land
that and assistant farmers so I have a better ratio of housing to job
There's a little patch of blueberries that remains untouched by badtide behind the top right corner, which I am presently using a water cannon to irrigate so that they can spread further back out of harm's way
Just like when playing the IronTeeth, Mushrooms, with dedicated sawdust prodction for them seem like a really good source of early game food. I prefer the fast recipe as it seems to use less water per mushroom
Fast is a sawdust burner
Slow is almost free food: you can set their worker priority to lowest, check prioritize by haulers, and leave it running somewhere unobtrusive forever
It's not free in materials obviously but it saves you labor
slow can use a lot of water if you are not careful in droughts
Yeah I have a decent amount of sawdust, when I don't I'll switch it to slow 🙂
the new update is super fun, wish there were a good 256x256 custom map to play it on though. playing on gentle canyon for now because the terrain is interesting. plains just seemed very bland
I haven't tried it but I think this one is big + straightforward + interesting for WB
https://mod.io/g/timberborn/m/triple-cross-canyon-256x256
I prefer things a bit trickier but I'm not aware of any like that at 256+
I mainly like the bigger maps because you can do more shenanigans with water diversion etc
The smallest maps give you like 2-3 paths which are fairly straightforward usually
And by the time you unlock anything worth doing your water dependent becomes quite high
I'll try this map out
yeah, it seems nice, i'll try it soon-ish
i have my current run though
but i think i'll be done with waterworld type map for a looonng time
i think i want a depollution engine maybe
something that turns bad water into good water 🤔
tought about some sort of filtration dam with a coal filter, would have to be ENS locked tho, otherwise makes the game just turn to U4
nuclear with -200% life expextancy, will aleays be on a baby colonie .... 🤣 👹
Yay, game loaded, booo, forgot i removed the ruins... woopsies
ouch, path extension broke, all metal bridges gone... gonna have some strange shaft repathing to do
wow, meag platforms been pushed quite far
They eat this ? LOL 😮 😬
I was hoping you'd get to adding a capper, like in the base game where you can at least cap bad water sources to stop them producing. I think as it's in base there will eventually be lots of maps that rely on you having something like this
I like the way cellar is a bit producing more then the fermentation house without rendering it useless!
Is it possible for the 2 haulers tower to coexist? don't really care about the storage at that point honestly
yeah sure, why not ?
idk, some game limit dumb thing
oh you mean the old one
yeah
got it... dang, that's a lot to destroy ><
plus got my bananas at the bottom
idk, i like that tower with huge columns look, it's nice to have options not only to stack clockwork in there
it's a perfectly legit braised cabbage picture 😅
just a bit stretched
beeing able to bump the press in there sure would be cool
Ok, now ... how long before i complain that my centrifuge is always cloged up by badwater ? 🤣
yeah but it's just too easy to extend a tentacle halfway across the planet to cap all the bad water sources🤔
if i make something like that it will litterally be the last thing in the tech tree
this the only door right? and i guess it works with the other pit&ladder ?
according to my testing yes
so now i need a lido to dump the badwater 🤣
doesn't connect from the bottom though
ahah
one more thing that get more use than in the base gaùe
need to see if the dump still works even if the lido is in badwater tho
nuclear wsate is a tad slow on the output,maybe ? 🤔
ok all of a suddent i need a ton but still, 1,5-ish per day when buildings need 50, it's not like you can have that many deep ruin thingnies
or modules gonna be able to bring in some too?
50 for the press, hot storage 250(one per warm food) , that alone is 200 in games days, not even done one mega platform ( 7days ish each)
getting the kind of towers i have atm would need a 500cycles run 😅
yeah i should have one module to bring up more
i can increase the speed of the reciepe, i didn't actually run any math 😅
yeah there was one too many zeros on the reciepe
i think 6 or 8
on the backside might be a special module
the nuclear waste is 10 hours / 10 beavers now*
*on my computer
same here, 10 hours at 10 beavers make 1 waste
you saying it should be 1 per 1h with 10 beavers? that would much more descent
Are clockwork resin and nuts on the list too? asking for a friend struggeling with groundspace 😏 🤣
yeah, 6, tought you can fit 2 on the back but doesn't look like it, even with some camera ramming
think if i let my PC run till the end of the year i'll be able to get enough waste and let you know if it works😝
Did you fix the workerless barrels? just noticed the worker ones are gone
clockwork resin, probably not, but i'll think of something
nah you have fermentation houses now, much better
for chestnut...dunno
yeah but the house is science locked, so the barrels are still releavent
so if the workerless is not fixed, the one with worker would kinda need to stay
Hey, just noticed, Happy 1k pop to Pinkertown XV! 🥳
IMO chestnuts would be more fitting then the logs or Resin since it's clockwork "farms" they make food 🤔
So cheatermoding in 9 waste per 1 i get would not be "cheating" correct ? 😆
yeah i guess 😅
if you're in a hurry you can just dig in the specification and look for "reciepespecification.plutonium.original" and remove one zero to the reciepe duration
no that much in a hurry and it's quite simple to keep track
🤔 ok, duration, that's another thing.. one firefly station alone won't even be enough for one mine 🤔
tought it was just producing 10 instead of 1 in the same amount of time with same amount of glowy fluid

oh i didn't notice the firefly's butt is not glowing as i inteded
looks cool anyway, you wanted it like a huge lightbulb?
That is some strangely green gold 🤔
not that much, but i wanted it to be clearly brighter than the surrounding
congrats on compacting 10k dirt 😅
yeah i had trouble with the texture
20k, got 2 😉
clearly not a priority
time to find a spot for second glowy station 😩 geez i don't wanna imagine playing WB on diorama ATM, so many huge buildings
probably half of those being only you 😅
I can't be held responsable for the mess you create 😝
That square needing a path is a bit weird
I like the big flag up to to see what's in there, can see even with my old eyes!
ah yeah
i was woefully indecise about that
uploading 3.1.9
since i'm here, what other mods are compatible but not listed (except ui things) ?
i just added clutch and shaft extension
frog statue is
path extension is not anymore, i don't see the WB spec in latests version
At long, long last
that is satisfiying!
what's even better is seeing all that red filth get sucked out of the map 😎
damn, that would make for an amazing water wheel
lol, if i cheat one in the channel a single one makes 3500hp 🤣
talking about power, good thing smart power breaks the mod a bit cauz i'd never have close to enough power to run all that stuff atm 😉
slowlu decreasing though
what do you mean ?
it works right ?
Hello everyone, if I usually use the mod manager how can I install water beaver manuall?
it works but a workerless building gonna be considered without worker and utilise only 10% of max power
ah
you can download mods manually from mod.io
Sorry I should have been more specific
experimental is U5 right
so I get the latest waterbeaverfaction_3.1.9.zip
Then I have to extract it
need the depedencies too
yep, except i uploaded a solid 5 seconds ago, so for safety's sake you can choose 3.1.8
but yes, you also need the dependancies
but that's the same process
Those usually work through the mod manger right? Or is it better to down load them manually as well?
downloading 9 atm, will let you know in 10-15 if it opens
mod manager but have to manually change the version to the latest
Where do I extract it to?
\Steam\steamapps\common\Timberborn\BepInEx\plugins
seems correct, except for the part where you're on WBO 3.1.6 but that doesn't matter much
2 tall storage, Staircases you are 1 version late
oh okay
So should I delete it and replace it with the new one?
does it work ?
no I didn't get it working last week
if you want to update, yes delete & re-download is the safest
last time*
6 worked, it's 7 that messed up due to the towers
Logstairs 2.0.5
Staircase 1.5.5
others are same as what i've got
and 2-tall-storaage 2.1.6
the last updates for 2-tall storage and logstairs are purely cosmetic so that's not an issue
ppl work on those esthetics, it's important for them so it's important to update 😉
but staircase merges the two types of curly stairs into a single flippable one, so that's important
hmm the mod manager crashed when I tried to update the logstairs
I guess I'll do that one manually
delete the old one in the pluggin and retry could do it too
mod manager and updating the WB desn't go really well, need to delete the file and redownload
I did the main WB mod manually
Do you think I should do all of the dependencies manually as well?
i'm too lazy for that... unzipping a file.. i'm not making that effort 😆
no worries probably easier than the mod manager really
should work just fine with mod manager
if it's a U5 save it should work,
Thanks
WTF? @shell fiber the radiation is spreading?
how dare you ask me to do that!
didn't change anything
oops, second was built
yeah it's the firefly
My save is taking a long time to load...
I wonder if it will. It hasn't crashed yet.
would you define "long"
but it loads
oh, yeah i talked to battery smooth see if he has some script ideas for that maybe
to solve the loading time issue
but i might drop the need increase mechanic entirely because it's not that important and troublesome
maybe drop it for now untill a solution comes up, it's a neat idea, just not really works atm
i might replace it with a "retirement" mechanic
i mean it works but the loading.....
like after a certain age, they will simply no longer work
kinda kill the point of higher lifespan with better wellbeeing tho
that should not affect early game because they only live that long anyway at this stage
Well I walked to the frige to get a drink and took a leak; it loaded. 😄
Thanks for the help.
but makes boosting well-beeing to the roof useless at some point
I'll try. I'm probably going to get my beavers kill now. I haven't actually played the game in 2 months?
think atm my smallest is at +130% life expectancy and biggest +190%, oldest i've spotted yet is 120 and still pulling in his weight !
as long as you got 2 beavers and a dream the run is alive 😉
ha
yeah i made that mod and yet i lost 90% of my pop yesterday 😅
no stress 🤣
well, that gonna be it for today, that yellow glow gonna give me a headache, back to DSP!
if it was a bit more suttle maybe? 🤔
i need to poke at it a bit, sometimes the scale of things is weird
Hmm was there a water tower
I have an area that looks like I must have irrigated it and I have no way of doing that, at the moment.
the irrigation towers are dead in U5, the devs removed them
if that's what you're talking about
to compensate i removed the science lock on the lido and water cannon, and the broken kart drops 15 dynamite
they made some changes along the way on U5 too and drasticaly reduced irrigation, could be that
now you need at least a 3x3 water pool to irrigate close to what a 1 square of water used to
That's probably for the better. The water dump in a square was overpowered.
okay, i killed and re-uploaded version 3.1.9 without the excessive lighting for the firefly
i'll poke at that later
time to sleep
have fun !
GN
got some nice progress done today 🙂
preparing a space to move my storage from dry but irrigable land to some junk platform
What map is that?
Time to start updating the things on the wiki that need updating to v3, I think
It's a cool idea but honestly in practice what I have found it doing to me is just deterring me from teching up at all
gonna end up beeing like killing them faster, they gonna be old useles eaters instead of young ones
Yeah I know but still, hard to press a button labeled "this will make the game harder"
it's not about beeing harder at that point, it's making a certain level of well-beeing the max you need without beeing useless
mm. It might just be a me being weirdly sensitive thing
Still, loss aversion just feels bad as a mechanic
I..I think I saved my colony and my berry bushes! I ran out of pump-able water way to early in a drought, had 82 adult beavers ☠️
Finished another district, sent my beavers over there with no food so I'd have water for the berries. I like mushrooms, but I need more water storage for them
Can the animation for the water cannon be less distracting please? I basically have to turn it off to be able to actually see its target pool of water
As it is it's basically a confetti cannon
Making the stream narrower would be the most helpful thing
there is a flag to see the target
I know but the "confetti cannon" effect is really visually distracting when working nearby :(
yes I know what the target flag is for
I just can't see my thinking with that thing around
Hmm... Not sure I can do much for the water cannon, particle effects are clunky to mess with. I might be able to make it so the particles don't display when you use the layer skimming tool 🤔
Yeah I understand that, but that's why I made it in her small steps, like +5% this, +10% that, no more.
Personally I tend to take that as ignorable so on the contrary in games like diablo 3 or wow effects that give +3% to xyz feel boring. 😅
I can't see how deep the water is in my irrigation pond here
is the trouble
because of all the Everything
Though thank !@#$ I was able to save those blueberry bushes, it would have sucked to have no berries whatsoever
quick question : am i the only one who would really prefer the spadderdock to require 2-deep water rather that 1-deep so that it doesn't conflict as much with rice ?
It would be interesting to have aquatic plants at different depths actually
oh, i just got an interesting idea : Gigastorage 🙂
5x5 with giant log feet, stackable 😉
should be absolutely trivial to model too
i was also asking because i have this nice lotus plant model laying around
water plans for one deep water are annoying, all plants should be two deep/independent of depth imo
Building a giant platform across my artificial lake to create an enormous warehouse complex
that's all food
Wouldn't it be better to plant rice ?
Well the issue with that is that it wouldn't display nicely because they are displayed from ground level not water level. So only some sort of seaweed that is happy when submerged would be okay like that
But later you can plant unbelievably tall bamboo™ that is fine in 7 deep water
I have way too much rice already
The lake is huge
mheeee
main issue with that is you push aqua farming back a lot if you need a 2 deep zone for all of them IMO the best would be that they can lie in either 1 or 2 deep
but spadderdock is only necessary for methane, stews and weird udons, which come up quite late 🤔
i usually rush to deluxe stew so it's not that "late"
that would also avoid people trying to grow them when they don't even know what to do with it
i don't think many people rush 1000 science 😅
i like how bamboom can be planted in one but tolerate higher water, that's the idea behind having the other crops tolerate more depth, with evaopration/irrigation changes lately that could be a nice thing to have
if i could i would, but the problem is how the plant is going to be displayed, i don't really want it to be flowing in the air 1 block above water and be just fine like that 🤔
i guess it will mess up your really advanced map
you're clearly killing my run if you change that ! 😅
but at the moment 2-deep water is really not very usable for any plant
i'll keep it on the back burner for a little while 😅
or could that become a later game crop? like tree nursery thing ?
agree that the model is nice and it's bad to see it go to waste
yeah, would have to bee something else, we've been over those crashes already 😅
but that implies duplicating some reciepes
i mean more like a total other thing... maybe food for the firefly that can be done without balloons? idk, just tossing it out there
or totaly rename it to avoid confusion basicaly
spadderdock -> Lotus in all of the WB mod
(and descriptions) think bamboo one doesn't tell about the deep water anymore or at least it was not at some point
the plant tool button doesn't take a description actually, for some reason
🤔 tought there was somewhere in U4 that bamboo said it could take up to X deep of water
might be missremembering
but i changed the icons, the rice has one blue wavy line to indicate 1-depth, the lotus (i changed everything to lotus, but the existing spadderdock plants will still exist until harvested/dead) has two wavy lines, and the bamboo for now has two but i need to change it
probably gonna finish that run with that update, gonna be a mess to manage, got my spadderdock/rice field and fountain of joy and.... all together, gonna be a wreack, even with cheater mode i don't feel like reworking all that, might as well start over
Guess it's time to pack it up and send it to JC for review 🤣
can't you dynamite one more layer of soil ?
or cheat a dirt barrier around your farm ?
at that point might as well just cheat up a couple clockwork farms and just not care about aquafarming anymore 😉
i mean i'm not going to push it out immediately, and there's a tiny chance i'm not satified with it and change again 😉
lol
anyway atm that's how my gaming screen looks like, not much beavers, more interstellar pewpews 😉
what is that stuff ? some aliens attacking you in DSP ?
what's that ugly red carpet ?
yeah the "Dark Fog" latests patch, the combat mode
badwater 🤣
red carpet is to help me avoid getting exploded, it's the "don't walk in there" zone
kinda but there is no "decontamination" if i put a toe in it
i got the resurection stuff for years with my previous runs so it's not a big deal but i try and avoid it
Hey there, I have a question, please forgive me if it's been answered already. It's been a while since I've used mobile discord and have no idea how to search for things in this forum ;-;
My bf and I were trying to figure out how to make the strong alcohol. Everything I saw said that the alchemist should, but when we look through the recipes it's not there. So, how can it be crafted in the U5 exp build?
it is now the distillery that makes it guesss it's another description on the "to do list" for lapan
with all the changes from 4 ti 5 a lot are obselete now
Oh, thank you so much! I have no idea how we didn't see it despite looking through things like 80 times
Yw
sometimes you just need to look 81 times or ask 😉
LOL for true
Is there a wiki?
Do you think lapantouflemagic would like us trying to keep one updated?
@tall cobalt started one, can ask him the adress or i think lapan also putted it up on the "news billboard"
Oh cool. In game buillboard?
the news billboard i think is in village structure
that one and the tech tree are not with all the others
I found a post from @tall cobalt where she says this is the link http://whitepaws.wikidot.com/
I'll check it out
I am a she, but yes. Note that the wiki currently is for 2.2 and the newest version is 3.0
Sorry about that. Thanks for the heads up about 2.2 and not 3.0.
I should really get to updating it but ughhhhhh
I haven't used wikidot at all before. I'm wondering if there is a good way to version it.
Would you like help updating it? I don't think I could help edit much past getting started though.
Yeah but you would have to have a wikidot account already
woopsie, noted !
The "New Floodgate Dam" does not have a display name or description
Now that I'm playing it, I don't think the increasing-needs mechanic is worth the game freezing upon completion so often
lapan said he's gonna scrap it most probably, just didn't get to it yet i guess
The "New Floodgate Dam" also cannot be built on top of a utility dam and must be freestanding? Is this intentional
The 3D model suggests that this is not intentional... hmm
This is why I'm working on "reference cards" (at https://darkskies.za.net/~norman/timbertrees/)
Although they're only for update 4 at the moment
@vast anchor I believe you are approved for editing now
Just make sure to use the same format as the other ones that are already there
Where is it defined that the Giant Sequoia can only be planted in the Sequoia Cradle?
(I'm looking in the specs and prefebs, I don't see anything)
it is not anymore in U5
Happy New Year!
but in U4 is was, and I'm looking at 2.2.10 files, so I think it should be
been a while since, not sure where to find that, and last time i tried to flid versions around didn't turn out super well...
The primitive smelter flavor text is misspelled
it says "are we sure of the reciepe?" when it is spelled recipe
they copy the "hoomans" language the best they can 😉
I just wanted to make sure it wasn't an accident
Also if you are replacing spadderdock with lotus, make the harvestable part the "lotus root"
so people know it isn't just picking flowers
that's a great idea, i like having a "cutting it" and "harvesting" item on crops/trees/bushes/whatever...
lets you do a build, plant destroy or build and replant zone
Similarly, that a Scroll Rack must be placed inside a Library
ahh for that I found RequiredPrefabAtBottomName
(used by Mines to ensure that they can only be placed on Ruins)
i think i added it in the latest update
yes, i'm in the process of removing some of them, i'll try to keep only hunger and thirst for now, and remove those that increath bath usage and sleep
the new one is self-standing, not an upgrade
i was actually going for the nenuphar, the flower is just decorative
the sequoia being only plantable in the cradle was done through some very specific bloc occupancy requirement, there isn't a property that clearly states it. but it is no more
thanks ! guess i've been missspelling that for god knows how long
wonder if i could do something like that 🤔
and Happy new year everyone !
just did some testing... and that doesn't work as i like, can be a tree and have both a cuttable and a harvestable, but not a crop with both
but i did also like the idea of lotus flower / nenuphar / lotus root being possibly harvested.
i could do it the same way as the "plucked brambles" but i don't want multiple of that
so what i'm thinking is make the wild brambles directly yield bramble flowers, no wood, no processing, no bramble plywood anymore
and instead make the lotus being harvested whole, then processed into lotus root + nenuphar (replaces spadderdock in reciepes) + possibly lotus flower
the issue being, that requires to rework some production chains to see how to integrate that stuff
one possibility could be to exchange with rice again, make rice stronger and planted by the large farhouse, and have the lotus planted by normal farmhouses, but have the flower replace dandelions in everything (=remove dandelions entirely) and keep lotus roots and nenuphars as whatever foodstuff makes sense
could possibly have lotus root replace chestnuts 🤔
oh but then early alcohol is only accessible through chestnuts flower, which is kind of a chore
hmm... 🤔
to be fair we can disregard the flower entirely, just as in the spadderdock
but i think i'll still remove the "plucked bramble" item from the wild brambles and just have it yield bramble flowers directly
but then for the domesticated ones, i might have the plant yield flowers too, but if you leave the plant without harvesting, you can harvest some logs ? not sure that's very interesting, but otherwise wild brambles become a superior source of flowers since they grow in one day 🤔
oh there's an easier solution :
right now wild brambles : 1 day to grow, 1 flower harvested
domesticated brambles : 1 day to grow, 1 log + 1 flower every 3 days
so i can just make the domesticated brambles grow 2 flowers every 1.5 days and that gives a higher yield with a lot less harvesting time and leave it at that 🤔
Now what is problematic with replacing dandelions with lotus flowers, which i think i want to do because having to farm dandelions is kind of lame
is that it makes everything lotus-flower related locked behind the large farmhouse
which is mostly okay except brain salts required dandelions (just removed it, now it just need bad water and alcohol), and the farmhouse blueprint requires brainsalts
but then i also need to review ALL reciepes that use dandelions
See, this exact kind of thing is why I'm hesitant to update the wiki until experimental becomes main
Also I kind of just wanted to replace spadderdock with lotus root and have done with it tbh
I don't agree, some person will play U4 even after U3 is out
@heavy lodge can you help me ? I can't play the U5 version, not even by installing the files manually, the Water Beaver Overhaul faction doesn't appear, I don't understand where I'm going wrong.
The game with mods only works in U4, but if I choose Water Beaver Overhaul, it gives me an error, even if I install the previous version.
sorry 😅
but i think i won't be shaking thing too much anymore on the plant/ressources side.
the next thing i have on my chopping board is possibly giving a blueprint to the floodgate dam, rechecking the recipes for the diplomas
and working on the late game stuff next
but as for the amounts of lotus flowers that replace dandelions i go roughtly for 1/3 but that might require some adjusting
to be honest i kind of feel bad for not keeping up a proper log of things i change to help you with the wiki, but i tend to do a bunch of things at once in a random order so i just can't follow myself 😬
somehow you have two timberAPI folder, maybe try to remove the one that doesn't have a version number ? the rest seems fine 🤔
nothing... even removing the double folder, I tried one first, then I put it back and removed the other... the faction is not present
Thanks anyway for the suggestion, I don't understand why I can't play it anymore, not even in U4.
@bronze ingot I just got U5 working for me a few days ago.
You could try removing all of the them and installing them all manually.
The folders that are named like modname_####_version.number.# look like they're installed by the mod manger. I'd delete "TimberApi" as it isn't doesn't look installed by it.
Looking at your screenshot the "water-beaver-overhall_2766781_3.1.9" also is in the format that looks like the mod manger tried to install it. Did you try installing that manually? I used to do it through the mod manager but as it grew in size, it times out with an error.
I just searched on your username it looks like you've been fighting it for 2 months now, that sucks.
Are you up for a screen share in a voice chat?
Has anyone ever tried zipping up their whole plugins folder and sending it to someone?
Hi, I'm Italian, I'm not able to hold a conversation, I use the translator
starting from saying thank you for the suggestions, I can tell you that I have tried them all, installed from the mod, installed manually.. I deleted any tracks from the folder.. but nothing, after all the updates, I can no longer work in the Water Beaver Overhaul faction playing, in any version, moreover, in the U4 version, it doesn't even allow me to create maps, nor modify those already created.
I just went back now, 5 minutes ago, to the U4 version.. I'll be happy to play like this, before I get burned out.. I'm sorry, because the Water Beaver Overhaul by lapantouflemagic is beautiful, but there's no point in me continuing to delete everything every time to try to play it again.
Thank you very much for the reply
I tried both ways
i can't quite figure what's going wrong... for now.
when you have everything installed (as in your screenshot) , launch the game, and then copy-paste here everything that is written in the black console window, there should be some information.
this, in the U4 version, trying to open a new game by choosing your faction, obviously tells me "bug" and invites me to exit the game, I can play the other factions. In U5, as I told you, your faction doesn't even appear.
This is after the updates, because some time ago, I could still play, even if (you surely won't remember) I had reported some anomalies, with the introduction of further healing buildings, they all got sick inexorably, after 1 hour of playing and I didn't in time to create all the necessary medicines. They all died. Game over
but it doesn't matter, come on.. never mind.. I'll only play like this, with the other two factions.. by dint of trying and deleting, I never finish a game.. in 2144 hours of play, for one reason and another, I don't I finish nothing and start all over again
Thank you
we should be able to get it to work, but i understand it's sometime annoying to fight with computer stuff.
the logs you gave are useful (although copying the text is easier) but it indicates that you have 33 mods detected, so for playing with this faction that's bound to cause trouble, many mods are not compatible.
the safest way to get it to work (when you find the courage to try again) is to remove all your existing mods (or put the entire folder in a different place) and only install the ones that are listed as dependencies / compatibles on the mod.io page (basically what you had in your folder screenshot)
hope that helps
in the meantime 🙂
guys, what exactly does a dam drain house do? from what I understand I can place it in my river to clean water from a badtide, is that correct?
or is it just so I can have a way for water to exit at the bottom of a dam made up of houses/buildings?
cause im not really sure how to deal with badtides here, it just kills all my berries
i have the decontamination stuff but what do i do to protect the plants?
Basically it's both. That will likely not pump so much water that it can defeat bad tides entirely but it's efficient at pumping good or bad water in or out of whatever you want. And yes it can be placed on the bottom of a dam and the exit will never clog (can make a mess though)
so in early game i should just have a bunch of jails so contamination doesnt spread and thats about it eh
cause i invested many lives to make the washing machine happen lol
Protecting the plants is a lot harder, the best you can do is often to prepare some artificial irrigation (typically lido + water dump) and let them spread away from the river to safety.
You can also block the contamination effect from the river with log levees or any watertight building since they also prevent irritation and contamination to spread through them (but not under then)
i think i shouldve focused on managing the water instead
The washing machine is clearly superior to the beaver jail
Depends
yeah i guess it depends on the terrain
Good luck ! Bedtime for me !
good night and a happy new year to you
btw, I've updated my reference cards: Added building capacities. Added how long it takes plants to grow (and which need to be planted in water). Added translation support for the duration time unit. Fixed sort order to be closer to the game.
I tweaked the way that buildings show what they can plant and collect too, so it should hopefully be easier to see which farmhouses can plant what
I think i'm going to fuse the mechanic's blueprints for the clockwork mechanical farm, aquifer pump and mechanical drill into one single "Mechanical computer" blueprint that will be a bit longer to research, that will allow me to give the large water wheel blueprint back to the mechanics's logde, make a new one for the Floodgate dam (mechanics) and think about what to do with the now missing 6th architectural blueprint
i kind of wanted a blueprint for the hauling tower anyway
so, yeah, it did make a mess as you said
now Im considering should I try something like this instead
Am I just supposed to tank the badtides lol
I feel like Im wasting so much science and resources just because I hate how it kills all my crops and trees
one thing I can do is just build a lodge to act as a dam and divert the water away from my crops but that feels scummy because Im not actually using it
Honestly I dont fully understand what the dam house does exactly. It requires so much power
Thank you ! I made one last try, with U4 and I'm playing with your faction!!! Finally
Obviously I don't have all the new things you introduced with your latest update... first I want to enjoy this success, soon I'll try to install U5 once again, if I don't succeed... I'll uninstall everything and sign up for a guitar course
ciao e ancora grazie ! 🙂
no worries, have fun !
for U5 you will need to click on "see other versions" on mod.io to find the actual latest one ("live" version is for v4) we'll see in due time.
but generally speaking the main issue is incompatible mods
Pantoufle, should I try your mod with U4 or U5?
if it's a first try, i'd say go U4, there is onough to get a grasp without having to manage the badtides
Ack
hmm... i'm not very happy with the dam drain houses... they consume a lot of power and behave erratically when pollution level is low...
New version uploading !
Lotus now replaces spadderdock and Dandelions, so there may still be stuff that i have overlooked.
i have also fused 3 blueprints into one (robotic controller blueprint for aquifer pump, CW farm, and Mech drill) , and added two new blueprints (floodgate dam, has a new icon) and a placeholder for the super fertilizing irrigation tower bath that hopefully will be back eventually (that is the only thing that really deserves a blueprint left)
can someone actually tell me what the point of badtides even is. its just an annoying mechanic that doesnt actually add challenge but just feels tedious. there's no actual good workarounds, and with whitepaws in particular its just even more annoying because I dont have floodgates with which I can make a channel or something with a series of floodgates to make it drain out elsewhere. I genuinely dont know if Im doing something wrong or am I misunderstanding something here.
Do you guys have any solutions for badtides or a building whose description I havent understood? Cause Ive read them all multiple times over and I dont get it for real
I didn't use floodgates , but yeah unless something is done with it it's just annoying
Can you make a placement diagram billboard for the beaver washer? It's not obvious how much in-lake footprint it requires compared to its on-land footprint
Personally what I do for badtides at least the first few times around is that I just... delete and rebuild lodges. I don't think it's 100% in the spirit of things but like, you take what you can get
I think the idea behind badtides is supposed to be making it feel more "post-apocalyptic"
Also if you don't like them, you can start a game on custom difficulty and remove the possibility entirely
But yeah, I think long-term you're supposed to hook 1-4 dam drain house(s) up to a bunch of water wheels to power them
and have them set to only spit out clean water
The utility dam has the problem that its power shaft is under the water level, which makes it much harder to use than it feels like it "should". Can it have its shaft up on riverbank level please?
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geeez dandelions for rice balls, that's mean as .... bye bye the best early game food source
wait didn't i re-remove that ?
there is a floodgate dam, but it's quite expensive and require a blueprint.
as for the dev's intent behind badtides... of course i can't speak for them but i would say to make the game more challenging ? as far as i'm concerned, in U4 once you've build a mini dam and grow a hundred carrots, you've won the game, that's it, the rest is ultimately pointless stuff unless you set yourself an arbitrary objective. but badtides shake that a bit my making seasons in which your dam gets filled with poison and your crops die, so you can't just keep a primitive village and be done with it anymore, maybe.
but it's true that the badtides are kind of annoying. in my playthrough i have set up floodgates and triggers so that the bad tides are directed away from my main pool, but every bad tide cause my entire production to stall because it still kills all of my trees, but at the same time trees are the only thing that you can grow near water source since even dead they're still cuttable
i think visually it wouldn't look nice, but i was thinking about having the upgrade have its own power shaft too🤔
damn, i just realised that deluxe stew for exotic seeds is a bit harsh
since deluxe stew is locked behind 1000 science
that defeats the purpose of having the FT trade being the most accessible
disable them in custom settings when choosing difficulty. join us there are literally dozens of us
went for 50 spicy sodas -> 5 exotiic seeds for the folktails trade, anything else would add more barriers than i wanted (dandelion tea is not "lotus tea" and lotus flowers are now locked behind the large farmhouse, same for both stews)
i was also considering trading resistance factor, but folktails have already medicine for bad water contamination so it wouldn't make sense
Oo new update
whelp, everything seems broken now
What does it look like?
everything as in we need a new timberapi again?
doesn't look like it, it's on .9 from yesterday's elder stream
Crashes every time after this morning’s update 😔
oh I see in modding basics it's literally every building mod that's broken
see https://discordapp.com/channels/558398674389172225/888491376143134760/1192125339745407139
diagnosting atm why my water pump has broken
yeah thats the thing, its way too punishing in terms of how it kills everything. I should have like a pump that can filter using some resource, or a plant that can resist bad tide, or something right. Its literally 0 to 100, thats the only thing. I'm not against challenges per se, in fact thats why I love this mod so much
yeah everything is broken, unclear what the new update did to cause that
Water pumps can filter. They work in mixed badwater and water at lower efficiency
but they dont work in badtides which are pure badwater
like, it can be a lategame or late midgame thing. But it should be at least possible
Well, this mod has badwater at the very beginning of the tech tree via bucketing station
yeah you need badwater for science
whether you go mushroom route or chemicals
like one simple way you can do it is have a building that just, boils the badwater. consumes logs, and you recover clean water. can have horrible efficiency, anything really. maybe gives you a side product that you need to get rid of or it damages you. but the idea of literally killing all your plants is messed up, and especially with whitepaws cause you cant really get true floodgates like in vanilla, you cant escape losing the plants, only option is to massively overproduce
I am using the dams though, theyre really cool
I built a lake and supplied it with a dam drain house
filter dam thingy. Made a fairly big difference
yeah I did the same
but not every map gives you that option
in fact I stacked damhouses but in a staggered fashion
with flywheels the damhouses create their own electricity lol
Considering the other factions have a badwater capping station at late game, I wonder if WBO should have... is it possible to make a building that will only cap badwater when powered and make it cost a lot of power? So if you don't have good power storage it leaks a little at the beginning of the wet season after a drought
not a bad idea
Seems like an odd mechanic to have a powered cap. If anything flowing badwater should produce power. So it could be like a cap with a builtin turbine and generate power instead.
The cap would be pumping the badwater back into the ground, like an injection well
Only flowing water generates power; if it is not flowing then nothing is going to get made
The point made a couple weeks ago about some maps assuming that you have caps in lategame stands, though
Unrelatedly Crashlanding is in fact a really good map for Whitepaws
but make two different districts; it turns out having one in the center is not in fact a good time
It's kinda too late to tear down my entire settlement and redo everything, I am honestly tempted to just completely start over
did the issue with the update breaking saves get fixed?
or did you just start anew
do i need to reinstall my mods
each mod used needs to be updated for it to work and im not sure how the work of this mod is going
can i do this with modmanager in game?
or do i need to do the whole bepinex thing from scratch
when the mod is updated ya but it is not (you need newer mod than 3.2.0 but that is not released)
and all dependency mods also need to be updated in order to work
but not all of them have updates as far as i can see
thats why you have to wait...
or play without the mods that is not updated this for example
if they add buildings they need an update
oh, then i think i should be able to play. lemme try.
cause i think the ones that didnt get updated were thjings like mod manager and pipette tool and stuff
thats life with experimental it can take time up to 17 jan if your unlucky
i see. patience it is then
usually lapan doesn't take too long to correct stuff that new game version breaks but looks like that one needs a bit more work
i wonder what kind of issue causes a game break like this where only buildings are affected
they removed a part from base game that we used and now it does not find it and crash
yesterday's update does not break stuff too much, so i'll probably manage to fix it this evening.
but every mod that adds buildings is broken at the moment, so even if you don't need for example the billboards, since it's a dependancy the WBO mod won't load if it's broken
so i need to fix all of them
but i already did 80% of that i think
thank you for the time youre putting into this
you say it already in the mod description, our suffering is your fun 😉
( can you remove the dandelions from rice balls while you're at it plz?) 😝 🥰
it's already removed in the latest version, the one in which i removed dandelions and spadderdock, replaced with lotuses. everthing that required dandelions but that was before the large farmhouse tech-wise no longer requires dandelions, everyhing else requires one lotus flower / 3 dandelions
or at least that's the idea
tell me if i missed any
also the deep water pump will be buffed to 5/h instead of 3/h
or maybe 4/h is good enough
a yeah i wanted to know if it was still a 1 deep thing or you actually made it 2? will the CW spadd automatically swap?
existing spadderdocks will sill exist and they will directly yield nenuphars, but won't be replantable
(lotus plants yields plucked lotus, which are then processed into 1 flower and 2 nenuphars)
nenuphars are essentially spadderdock
and the flower is the new "dirt" ? 🤣
so dandelion is still there or not? lost me a bit there

