#Water Beaver Overhaul
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last i was is 3.0.9
so, do you plan your updates in a manner that whitepaw stuff doesnt break? thats cool. so only main game updates can actually break the mod eh?
I try to not break too many things, typically when i change a building in a way that would mess up saves, i actually duplicate it and add the new one and hide the old one from the build menu. but the spadderdock / lotus change will mess people's saves a bit because lotus need 2-deep water while spadd only need 1. so people will need to rework their farming space.
grumpf grumpf
there's something broken i can't quite identify what
We believe in your wizard skills 
yeah i cleaned (deleted) up an old folder and some stuff lost their mesh
i'll finish that tomorrow, it's already late, time to sleep
zero chance to finish within a couple hours anyway
GN !
Semi-related: I noticed that many of the WBO Prefabs have unused GameObjects in them (some even with duplicate names). I'm not sure if they're Variants or overrides, or what, but I think they're unused and could probably be deleted.
(I was looking at files from 2.2.10)
If it would be useful I can try and save a detailed list of what GameObjects are in each Prefab so that it's easier to review.
Parsing WBO Prefabs was a good way to make my prefab parser more robust ๐
hmm... well there certainly is, but there gotta be a good 100+ prefabs in this mod, not sure i have time to spend on hunting down empty gameobject in the 3D models, unless it causes real performance issues ๐ค
also should that matter, i have an entire folder dedicated to deprecated buildings and placeholder fake thingies
not sure what your prefab parser is supposed to do.
okay, at long last everythign loaded fine except for the special water related things (the basic pumps are fine)
let's see if the custom pipes work, then i'll poke at the unconventionnal water pump issues (bucketing station etc)
This is probably the deal w/ the duplicates?
It produces this: https://darkskies.za.net/~norman/timbertrees/enUS_Waterbeavers.html
Agreed. I assume prefabs are tiny compared to textures (and maybe meshes?). I'd guess it might only speed up starting a game - I'm not sure if Unity loads unused Game objects when starting, I'd assume it does.
also apparently there's an option in Unity that does it for you (not sure if it would work as expected though)
๐ฎ cool data
There are also a bunch of Unity cleaner 3rd party scripts
Also you need to update Logstairs and 2-Tall Small Storage to the newer format, but that should be easier since there's not like 50 buildings and none of them do anything really interesting
Thanks. I got frustrated with not having a quick way to search for which building a recipe was in.
(actually I got frustrated that JC didn't have a quick way to search)
So my aim is to make something that's quick and easy to use on mobile, so that it can be used as side-reference while recording a playthrough.
oh, that's pretty cool !
in case that matters, there is a bunch of buildings with the "production increaser" script that essentially adds one worker's worth of effort for calculating reciepe running time in the game (typically a 12h reciepe takes 12h with no one working, but only 6h with 1 worker, 4 with 2 workers etc)
well there's the wiki too ๐
oh, wait you mean you intend on making an in-game wiki ?
Yea, but the wiki is multiple pages and not as easily searchable
Not in-game, but something that's quick and easy to use on your phone
ugh, the font sizes look weird on my phone
That's weird. I'm not specifying any font-size for recipe ingredients. I wonder if Chrome is trying to be helpful, but it's not applying the help equally.
Do you have an example? I haven't compared any numbers yet. I've mostly been working on data extraction and making the output look readable.
the fermentation house, has up to two workers but can run the reciepes on its own
and the mushroom grower, one worker max
oh i just check, the timer displayed on the UI for reciepes actually disregards the production increaser script
one mushroom grower with worker and one without, the staffed one is clearly going twice faster but the game pretends both takes 80h
huh, but in a multi-worker building it clearly divides the time by the number of (allocated?) workers
Maybe it's considered an efficiency bonus
I wouldn't mind adding it to the output. I'm not sure how to show it though. Maybe as a building stat (like science/num-workers), but it would need a semi-meaningful icon (maybe just โ or something like that)
I think I should be adding a legend (and/or tooltips) at some point.
It was good enough before I added the natural resources at the top, and now I'm not sure it's as obvious.
nah, it's probably fine, just assume 1 or the maximum amount of workers and that should do
okay, mod seems fixed
uploading...
it's up !
tell me in case of crash, missing thing, bug, nuclear war or other mod-related catastrope ๐
it loads a new map ok, but I haven't got any further than that
I could load my pre-update save but didn't try to playtest
I don't see any issues on an old save so far but I don't have much tech
Loaded and working quite well, thank you grand wizard of water beaver kind. As always, your updates arrive precisely when they mean to
I'm just using the CycleDurationInHours directly, not adjusting it in any way
ahh, I see it's only used by the Numbercruncher in the base game
A Crookes radiometer could be used as a solar option for conversion to mechanical power for WB since they have access to glass
For a model suggestion for said solar
I think currently they use beaver magic
Then again I'm watching two different u4 WB playthroughs with RCE occasionally releasing an update for a third u4 playthrough
Feel free to disregard if you already changed it, or it got removed lol
Well, unfortunately Im still getting a crash. Looks related to the spadderdock\lotus change. I have a beaver out in the river planting on the stream save and clicking on those planted but not grown spadderdock crashes me everytime.
Okay I'll look into it ๐
Do you mean planted but not ripe spadderdock or clicking in the ghost that indicates a planting spot ?
ah, yes, found the issue๐
@shell fiber did you use the custom tutorial system?
there is ? 0_o
oh do you mean you completed your custom tutorial thingy ?
oh, but i though tobby tools was broken ๐ฎ
i think i had most of the steps and text ready
oh it was
i'll try as soon as i'll put my hands back on it if you want
nono, gonna make it better now
oh, okay
That you can have multiple at the saame time
uploading 3.2.2 that should fix this issue ! have fun !
Hmm, I just downloaded and unzipped waterbeaverfaction_3.2.2 into the mod folder and launched the game. The water beavers aren't on the new game faction screen. I did delete the previous version first.
The last version I had installed and working was WaterBeaverFaction_3.1.9
Did any of the dependencies need to be updated between the two?
Oh the answer is yes!
From the console window: [Warning:WaterBeaverFaction] Missing the following dependencies: Lapantouflemagic.Billboards, Lapantouflemagic.storage1x1x2, Lapantouflemagic.Logstairs, tobbert.verticalpowershaft, tobbert.ladder, knattetobbert.staircase
I'll get on that and let you all know how it goes.
The Whitepaws are there!
Well I hit an exception when trying to start a new map. I've been trying to read through the console window to see why but I'm not getting anywhere.
not sure flywheels is updated yet
Meaning, the game update broke lots of mods, one of which is flywheels. I should remove it for now?
yes
Thanks, I just tried it, crash again. I'd upload the new console output but kdiff3 (a tool for diffing text) shows the only differences as removing lines about stuff related to Flywheels and total count of mods and assets.
Would you happen to know if I should remove any others?
I'll going to try removing all unrequired mods.
the others look ok to me, though I don't have frog statue
I'll start there then
let me double check your versions aginst mine
Maybe I missed one when updating.
I have path extension, don't think it's required
I don't have Clutch or Power Shaft Extensions
I'm still on wb 3.2.1 but i doubt 3.2.2 is broken as it was such a small fix from lapan
Well I removed many mods just now; not great for knowing exactly why it was broken. But the idea was to only have the required mods installed. I got to the "What would you like to call your settlement?" pop up.
well it was one of them ๐
Thanks for the help.
Does anyone think it is worth cataloging the broken mods I had installed? Would it help get them fixed. I could add them one at a time...
the people who make them will know they're broken and just haven't got to it yet. I think it's likely clutch
you can tell if you to the page and check the last tupdate day
They were only the ones metioned on the page
https://mod.io/g/timberborn/m/water-beaver-overhaul
Okay, Thanks again. I didn't want to do it if it wasn't going to help someone ๐
@vast anchor
battery_smooth's mods are not updated yet (Flywheels, Clutch, PowerShaftExtention)
FrogStatue you need to update (v1.1.6 is fixed)
@tall cobalt I've been following your lead on waiting till things settle down to update the wiki. Any idea when that would happen?
Yep, everything is good now. Thanks!
I'm curious why the building's completing cause ~30 second freezing. (I'm a C# developer for work.) I imagine the script is adjusting some value for every entity in the game, or it at least has to check if it wants to edit... I haven't done any moding for unity games or timberborn.
I wonder if there is a way to shift the work to a background thread.
There is probably a timberborn moding getting started someone could point me to.
The mods are amazing by the way.
But, WBO is codeless. So, is unlikely to be author fault.
it has gigantic aoe effects on some buildings and warns they freeze the game for a bit when built. but I've never seen it
I guess the script is designed for very small radius effects
got all the battery smooth mods on my curent run so can't really test it out ๐ฆ back to blowing up some aliens!
I'm struggling with a water source I want to split into two separate directions. in base game I'd put dams right next to the source and build a levee to separate the output, but in WB that's like a 6x6 block of dams
any thoughts on a good way to do it?
I guess I could use the pump dam to pump a bit of water out in one direction and let it flow in the other
dynamite + terraforming if you got the dirt for it
you make walls or dig trenches to set the flow direction
Because houses are water tight you can even channel water through them to make some power
Just gotta be mindful of the doors
not that much, once you got a washing machine in the contamination is a non-issue
yes, the freeze is due to the gigantic aura the buildings have. they use to have a hidden beehive-type aura that give a bit of hunger with 99.99% probability to every beaver in a set radius every day, but that caused the game to roll a dice for every beaver in range every so often (multiple buildings had this) which caused lag spikes.
this version doesn't cause lag spikes but require the game to update something when the building is finished, after which i don't see any particular slowdown.
if someone can code me something that fills effecively the same role but with far less CPU usage that would be neat, but right now i shrunk that system to increasing food a water a little bit. with the current 75 aura it doesn't cause more lag than the regular autosave so it's barely noticable, but i have a pretty good PC. the district center needs a bigger aura so it lags a bit more, but you won't build a hundred of those hopefully.
if it is still very troublesome, don't hesitate to tell me, i might scrap it entirely
oh right, i was meaning to ask you first but got busy : i needed a picture to illustrate how to place the beaver washing machine for the billboard mod, but i couldn't take a screenshot myself without fixing it first, so i took a screenshot from one of your playthroughs instead. no problem ?
Sure no problem
well if there is no major bug all seems good ! GN !
Thanks for the explanation. It isn't causing me trouble, just a spark of curiosity.
I wanted to post here and thank you for the wonderful mod
Itโs my perfect kind of complicated โstep 1 draw a circleโ to โstep 2 draw the rest of the owlโ kind of thing
For example, I had to figure out how to somewhat close off an area of flow to retain water during drought and so I just. Stacked houses to divert the flow in a way that allowed retention
Oh and badtide is funny because I build a temporary structure to close off an entire portion so nothing gets in
Iโm doing this all on helix mountain and havenโt unlocked a single tech on cycle like 11 because Iโm still learning the hard way for lolz
Honestly, you can take anything in Dams, Houses, and Damhouses
or Storage, or Paths/Structures
I don't think those are going to change
Apparently plucked brambles went back to being bramble flowers this time around so I don't know what's with that atm
I'm also not touching food quite yet
Power looks basically untouched, I'm not 100% on whether the badwater pumps in Science are finished yet
Well-Being looks okay at the moment, the jail and washing machine at least definitely needs documenting
https://darkskies.za.net/~norman/timbertrees/enUS_Waterbeavers.html is only v2.2.10 at the moment, but if you want I could share the script with you and you could try it on v3
something tells me someone lost all of his berries ๐
basically i felt it would imbalance things to remove brambles as a log-yielding plant so instead i had made the "bramble plywood" (planks) but after playing a while i figured it was probably more confusing than anything and not really useful, so i ditched it and just had it give bramble flowers
i changed the science cost recently, but not touching that stuff anytime soon again
Also what is with the health stuff anyway
uuh, the injuries and so on stuff is... let's say on hiatus
i have decreased injuries and diseases a lot so it does't cause trouble to people, but i need to take a decision more than fix anything.
at the moment if i remember correctly, the medication is consumed properly, so it should work
but the balance of when it really starts occuring, the frequency at which it does, the cost of medication and the weight of non-working beavers is something i need to think about properly
also i want to make treatment be in some sort of hospital again, not just consumable drugs just laying around in a warehouse
I did lose my berries hahaha
And Iโve had many, many deaths
I might start over with what Iโve learned
in case that helps, watertight buildings prevent sideways spreading of contamination (just like levees) so one way to irrigate now that irrigation towers are dead is simply to build your houses next to the riverbank to isolate it from the river, and leave just a gap to place a lido irrigation to keep it actually irrigated)
at least that was my solution on helix
on that note thought, i just finished a custom map for this faction, but i don't know if i'm a good mapmaker or not ๐
watertight buildings are supposed to stop contamination? what have I done wrong here?
(3.2.1)
well that's the trick, they stop it sideways, but not under them
so a small amount will manage to seep under it
it's a bit complicated to explain
then I won't try and use it ๐
Documents\Timberborn\Maps\
looks great. I already want to build another giant pit_ladder tower right where you want me to ๐
okay, uploaded, gotta go
if anyone feels like giving it a try, tell me if there is some clearly clunky stuff or bugs or who knows
you can try with or without the #1094279087553523722 mod, both should work
i'll think i'll make an insane baobab-based map someday
anyway, gotta go !
have fun !
You can download with Mod Manager, is on ModIO !
the map looked neat in preview so here's hoping I've Learned from the Doom Spiral settlement
(and yes I name every single Whitepaws settlement after negative things)
(Thousand Islands is "Suffering Circle")
it's my personal headcanon that my offshoot of the Whitepaws name things after adversity because something something hope for the best, prepare for the worst
or the city mayor is an edgelord, who knows
anyways, in Lemon Canyon I already see a few things that drive me nuts with customs but nothing I can't landscape to my preferences!
not sure what's wrong but I get this when loading the map after installing it from mod manager. I can still load my current game so I guess it's the map somehow
same error with or without More Plants
I'm having trouble getting my haulers to prioritize kimchi.
Maybe I need more haulers for the number of barrels I have?
yeah I've had problems now there's no worker barrel. I made more haulers, food and cabbage than should really be needed so there was plenty spare and got through it
Yeah I have plenty of food. I'm trying to make it for science.
Argh my haulers are just chilling in their building...
I finally built a Fermentation house. I think I'll have enough kimchi going forward but I had many haulers and enough cabage and brambles; it felt a bit broken.
ugh... i guess this crap will simply never work will it ?
i should just hide the non-worked barrel
I think so yeah. the building is good and you can limp on with one worker per barrel until you unlock it I think?
do you have quadruple terrain bounds ?
yeah, the fermentation houses are far better anyway
oh good question that sometimes falls off. I think I maybe don't at the moment, thanks!
worst case, with a worker per barrel you can micro your way through it. I haven't found a way to do that with the hauler barrels
problem is that when a barrel is filled with cabbage but no bramble flower, it appears 2/3 full, and is not a priority for filling
that's just annoying
i wish they looked at individual ressource being filled or not, not the building
ohhh that explains so much. yeah it's really hard to balance production to fill equally
tell me if the issue is fixed with 4x terrain bounds ๐
Hi, @shell fiber , giant half logs, where are they stored? And what are they used for? only 1 for megastructure engineering, I can't find anything else to use it 
uuuh, now that you say it... they were mostly used for the megastructure engineer lodge (which doesn't exist anymore)
oh, right for the abyss elevator too
but tbh i might remove that ressource entirely
ah and also the giant log bridge i guess
hmm...
but they are stored in the giant log storage , except the visual is nonexistant
ho ahead ๐
i don't make any promise but feedback is always good ๐
well, crash time...
btw, I just added click-to-search to https://darkskies.za.net/~norman/timbertrees/enUS_Waterbeavers.html which makes it much easier to answer questions like "what's it used for" ๐
(click any dotted underline to search, click dotted underline again to show everything again)
so in the most recent update on mod.io, it mentions a crash relating to spadderdock. is this the thing that was causing the crashes after the update? i recall someone saying it had to do with buildings. are the mods working ? can i update my mods now?
i'm trying to update but keep on crashing, double checking in case i forgot to update one
if anyone can help plz and thank you
also, i think i downloaded my mods through the mod manager in the past, now when i update manually theres a manifest json file. do i keep the old json file?
or is the manifest just for what shows inside mod manager?
was able to start a new run so i guess it's something that broke old saves ๐ฆ any chance it can be fixed?
it didnt break my save
i redid the mod folder from scratch though
btw @shell fiber idk if this is important enough to mention, but in the clockwork farms the lotus farm is still called 'spadderdock clockwork farm'
hydroponic*
Is the experimental broken?
Mine's working fine, what error do you get?
the water beaver faction doesn't show up when creating new game
I downloaded the 3.2.2 and the req but I can't play with the water beaver mod
You probably have some outdated dependency, make sure they all use the latest version
Otherwise you can post the crash log here
When I create a new game the white paws don't show up. If I create a New game it plays like normal no crash, plus all the mods show up
checked all the mods are the latest version
hmm... that's weird, backward compatibility with the spadderdock CW farms seems dysfunctionnal, i can try something
Edit : found the bug !
uploading fix
if you want we can discuss about the map in #1193849875733946408 ๐
Just found the reason. When you download Water Beavers on Mod Manager, it auto downloads all dependencies but the mod doesn't recognize that they are installed. So you have to Uninstall and Install again.
yes it fixed it, working now, thanks
ok, I expect these tiny annoying 1 wide canyons from most custom maps but doing it when you made WB and know there's literally one building in there (tall and narrow lodge) that can block them and no flood gates or levees is very annoying! ๐
hmm I only count 5 water sources. it'll be an aquifier play I guess
as in 5 strength total
Maybe it downloads the live version, but the live version is for u4
When I checked all of the mods were on the latest version. But at least now I can play your LEGENDARY mod ๐
You're not supposed to flood the lemon grove I think๐
I'm afraid flooding the lemon grove was my first plan ๐
Too weak ?
it feels a little low for this size map to me, but as WB has the aquifer drills it's probably manageable
I'll change a few things si it doesn't look like it's the plan ๐
I don't know, maybe you're right
how can you call yourself a beaver and not want to dam this? ๐
Since the river is 3-wide it can channel 6.6cms
๐ค
But you also should want to save the trees
Or berries
Il probably add more cracks so it doesn't look like something dammable
not sure it's that easy, you can't dam the main ravine without also flooding this, and there's so much plateau surface daming the main ravine is the obvious end goal for the map
I guess you could protect the tree in there and make a new route for the water but I'm not clear on how to make it obvious you should
well the obvious approach works, stick a mine shaft there. huge sign you shouldn't flood it
I'm not sure any of what I'm saying is a good idea and I admit I am prone to making large dams for no real reason so my take may not be normal ๐
I think it is a good map though, very excited to play it but I should probably finish on lost city flooded first
https://mod.io/g/timberborn/m/lost-city-flooded
Oof, that's a lot of ruins
I wanted to keep the ruins flooded with bad water if possible
yeah I don't like having easy mineshafts lying around either, it's just the most clear way to stop players flooding anything
I'll think about it
corrected what i meant as it maybe wasn't clear, mineshafts shouldn't just be lying around to get to or use I agree
This is great. I was going to suggest something like that. Finding what makes something was hard unless I missed something. I was doing ctrl+f "sunflower oil" click next until you find the one with a green arrow.
Maybe a production check mark to hide all the requires would help.
made some updates to the map !
we can talk about it in #1193849875733946408
Wait where are these aquifer drills? Are they in u5? I think I've checked every menu item twice.
I have these but can't place them.
I see how I'd use the mechanic's lodge to make the robotic controller blueprint for it.
In U5 there in water section
Thanks I was overlooking the water pump had a submenu.
That's cool. Are there any aquifer mechanics like depleting ground water and recharge?
Haven't tried them yet so idk
I don't think so i think it's just screws -> water conversion
Yeah, seems like a large change to add aquifer mechanics. Brain storming; maybe you could have recharge pumps and have it get access to vast water storage.
Sunken mines are my favorite
And you could have bad water in different areas of the map etc.
No it's magic, water is created ex nihilo
I don't particularly like maps that overdo bad water, looks like a bloody hellscape, not somewhere you'd want to settle ๐
I meant you'd have to drill for water and find bad water or good water under ground. But it sounds like a lot of work to implement something like that, and then balancing it from a game play point of view.
I do agree
Is it intentional that many things can't be built on platforms?
Yeah, feels right. I think the "solid" help text on platforms is misleading, but maybe it stuck there from the original devs?
Even if it was easy having a chance to find bad water would not be interesting I think, but having a "floating" number that fills up and deplete would be somewhat interesting though.
That is generated by the UI
I should really have a billboard for that ๐
Watertight can only be build on watertight
That's easy enough to remember
Yeah but first time player don't know it
And it's not written anywhere
confused me for a long time when I was first playing WB too
Yeah I unlocked the better platform expecting to be able to build things over the water
Do Wild brambles become domesticated ones when submerged in water?
Or am I going nuts?
How deep?
1
Idk then because the brambles where growing in the place I flooded
And I don't have a save before the flood
:/
Domesticated brambles still spread right?
yea
So you killed them with the flood and than domesticated brambles move in once it wasn't flooded?
no
The brambles were one place higher than the water before so if there were any they can't climb up
Now It doesn't matter because badwater just wanted to know if it was a bug
Now I think is my imagination :/
No they are "different" plants
There is no conversion from one to the other, the wild ones are just completely unplantable
And both are okay in 1-deep water
I think now the domesticated ones yield more flowers pretty harvest
We can't stack platforms - so the paper mill requires the two high platform.
I'm sure it is intentional and a joke RCE is in on, that Architect's lodge is a funny building.
And you can use it as stairs
Yep but with it being three tall I guess very hard building to use as stairs. I did find a spot.
What do you store braised cabbage in. I have some on the ground in rubble.
Well yes, but I also think that architects tend to design crappy stuff๐
And the door on the side you'd put up to a cliff face.
Thankfully now they are flippable ๐
Nope... flood with badwater !
No matter then, just need to place a path just when a bramble is remove, to not spread again
Yea thats what I am doing just wondering if builders or wood cutters do faster job ๐
so, what do you guys do when you reach a city size large enough that the water sources simply cant support beavers anymore? there's no way to purify badwater to clean water as I understand it. the water aquifer pumps? can i place those anywhere?
it worked, thanks!
yup, aquifer is the solution
ho boy am I lost, feels like i haevn't played this year
is there an efficient way to treat the lotus or it's only hadicrafter lodge? removed a ton of those when i got to domesticated brambles. guess i'll have to build them back up
welp, looks like showers got shorter on that one, intended?
@vast anchor yea,I was doing the same thing and decided it could be quicker ๐ I think it should be possible to hide/show producers and consumers, but instead of multiple buttons maybe a single that has 3 states (producers/consumers/both)
And it can be re-used for planting/harvesting and positive/negative effects
and unfortunately it's not possible to ctrl+f for the green arrow
I can take a look, but it won't be before the weekend.
Mod's great but god. badtides SUCK
I have not had a single save where I've had things under control enough before a badtide to reroute the flow in time or with any degree of efficiency
like I enjoy the concepts but your options with flow control is: stop it or slow it
and neither help the Whitepaws on maps without the ability to cheese solution block with buildings temporarily
I've also found it essentially impossible to get a reservoir or dam or anything before the first drought because of how costly dams are, which is fine, but stuff like pump efficiency EVEN NEXT TO WATER STORAGE is insanely low
I'm okay with "hard way" beavers, I just thought I'd share some thoughts on things that just don't sit well atm because of badwater as an addition to the game
there is one guy doing the dam in one cycle challenge with the WB, almost got it up. quite interesting to see the strats he's going for
dang, link?
I'd be interested
Timberborn Water Beaver Overhaul mod 2.2.10 on update 4.
A little self imposed challenge to get a dam up before the end of the first cycle in the Water Beaver Overhaul mod, except this time, using only the berries on the map for my food supply.
-- Gear --
Zoom ZDM - 1 dynamic microphone
Fifine microphone boom arm, low profile
-- Software --
A...
Timberborn Water Beaver Overhaul mod 2.2.10 on update 4.
A little self imposed challenge to get a dam up before the end of the first cycle in the Water Beaver Overhaul mod.
-- Gear --
Zoom ZDM - 1 dynamic microphone
Fifine microphone boom arm, low profile
-- Software --
Adobe Premier Pro
looks doable but need quite a tight build order
even on hard mode you are not getting badtides i think for 3 cycles at least so daming up in one doesn't really change anytingh regarding the bad tides
I just accidently left the poor beavers unpaused when I went out for a few hours. somehow they survived and made me 850 science. gj beavers
i'm not even using them, i just let the beavers get contaminated and have a run in the washing machine
... that's genius
for irrigation the water canon is quite OP
I AM GONNA DO IT THIS TIME
It seems that way. I haven't played enough to know how much.
with natural holes not too far from the river it's a set and forget thing compared to the lidos that may suck your reserves dry early on
Yay found a way to do it without the double ladder stack!
Step 1 :tall platform
Step 2: pillar!
@shell fiber think one issue with pumpkins chips is they don't give pumpkins in the buffs so the pumpkins get eaten raw before processing, would it mess it up that much for chips to give pumpkins too in wellbeeing?
and turns out the spadderdock/lotus swap didn't mess up my game, had enough CW to manage without needing to dig and replant ๐
basic pumps have the same properties are vanilla pumps, except they are houses, so efficiency issues are not specific to this mod.
bad water hits really hard yeah, but the issue is that if people have easy ways to defeat bad tides efficiently... well may as well remove bad tides entirely
i get a bit frustrated with those because effectively the only thing you can grow on contaminable land is trees, but that also means that when a badtide starts everythign stops for a good 20 cycles, the time it ends plus new trees to grow and be cut
but i don't think building a house to block water and then destory it once the bad tide is over is that cheesy, provided the house is used as a house of course
but once you start to tech up, the floodgate dam is efficient enough to solve the badtide entirely. but you need to research the blueprints and then build it which is expensive
and yes, you can't realistically have a dam build before the first drought, that's too short, but the first few droughts are very easy to survive with stored barrels
forget the dams, washing machine for the win!
but it still kills your plants ๐
did you look up the videos i linked? pretty sure the dam before first drought can be done but it's quite tight and map dependant
i started but not sure i'll have time to watch it today
think my first playtrough i did it before 2nd drought and it didn't change taht much
after that it wasn't that much needed with irrigation towers
they don't ?
now they do (a little)
best solution to do that plan if you ask me is to build a couple houses in the river and then a tiny dam. the mine cart carries some scrap for making fasteners, and instead of building the mine, maybe burn some wood into charcoal in a woodburner, then raze it to reclaim the clay for the ironworks
that saves 4 planks that he had to use for the mine, that's 4.2x5x4= 84 beaver work hours
but i didn't calculate how much time clay digging takes to be fair
either way
i'll be taking my plane back to japan tomorrow, GN !
Safe trip!
The first badtide lasted for two days, and it killed all but one berry bush. The bushes are recovering, but it's slow. My science is incredibly slow too ๐ซ
smart, might wanna give Nix that solution
GN, have a safe trip!
maps where berries are too close from the river sure are painfull( helix is quite nasty for that) need some good RNG that the bushes spread away from the river
Yup
At least I managed to solve badtides? I just have to complete a dam and it's diverted away from my main area. Need a bigger res though
Anyway, Crashlanding is an easy map on badtides mode once you realize that the secret is using the center crater as a giant lake by using a dam drain house
Creating an artificial lake on a map that does not have lake-shaped holes is substantially harder
since then you need to make watering holes with waterproof houses
I'm thinking of eventually just using dynamite, and a lot of it. And maybe terraforming
terraforming takes forever, has to be a small project unless you plan on going on for 100+cycles
I mean...looking at my last save file ๐ซฃ
55 cycles to make a 2 wide dirt from a height of me 12 to the max of 88 with x4 terrain bounds
Tbh the hobby gardeners are a far more reasonable source of berries than I thought. I had some issues with sawdust clogging so I build four, now I have a small excess of berries.
Cereal bars are also pretty good, as soon as you get a minor excess it compounds
Yeah I increased a bit the cost of dynamite since u4 to put the brakes on total flattening strategies
Oh don't worry I won't flatten the entire map, I like keeping the original shape normally
cereal bars are great. if i don't need dynamite early making 10 paper the slow way then destroying the paper maker and building a food place is well worth it.
I can fix the paper situation when I have enough tech for the mechanic/gears
My train doesn't have breaks. I'll just build more to compensate for your breaks
Lotus flowers stacking up and can't get enough nenuphars ๐ค time for some good old delete warehaouse and rubbles strat unless i'm missing something
I was thinking it would end that way for me too, but I haven't got far enough to really push it yet
got 1.4k flowers stored up and nenuphars barely blink on for a sec, it's gone as soon as it gets in
can we get a receipe to burn the flowers in the burner plz ! ๐
Have all of the recommended mods been patched?
that i'm aware of, Yes
Cool I'll have to add them again. In steam its probably a good idea to disable automatic updates for timberborn.
right?
Oh nevermind I guess, I don't see how
Go offline
not sure how to, anyway U5 goes live in just a bit over a week
oh cool
What do you mean?
This way, will never be able to update. And, game itself must be set to update on launch ! So, when play Timberborn, go offline, for other games, stay online.
Oh I see, only update when I launch and make sure I'm offline before I launch it.
the worst thing about steam is that you can't stop updates in any reasonable way
But, you can block them
I was also wondering if there was a way to have a second copy of the game for moding.
You can, if you make a second instances of steam
is there a better building to craft screwpress axles?
GoG store let's me pick different patches individually. Until they finalize a version then I only get that version. I can roll back to at least version 3. I never tried the lower version though
Hm, I think I found a blance issue. The Power Wheel only puts out 5 hp. The light gravity battery 5 high can hold 8400 hph.
So 8400 / 5 = 1680 beaver hours.
I had 12 wheels = 60 hp so 140 hours to recharge.
I can demolish it and build a full charged one in a day. Maybe I have a lot of workers or haulers at the moment, but less the 12 total.
Demolishing and rebuilding it; I loose 2 metal fasteners, 3 planks, and 1 log. I didn't add in time for making those. But it seems much cheaper, in beaver hours.
Or you know I was crazy for trying to charge them that way and it is just right.
So nevermind ๐
Just build more water wheels
I use windmills there good ๐
Yeah I need to get better at get them up high enough.
use existing mountains?
yea and just need the cliff to be 3/6/9/12 high
if you need more want more power just dynamite under it and place better one ๐
Yeah that's not so bad.
Just need to find the cliffs and have vertical power shafts if you are under the cliff
Just don't place the windmill under on top of a power shaft
So wait the windmills need to be exactly 3/6/9/12 high?
Yea
I mean they can go higher, just no real reason to
The windmills? I don't seem to be able to place them unless it is exact.
Did something happen to the no worker fermentation barrels? It says in the description that its depreciated, but it cant be as its the only way I see to get kimchi before the house now.
Hey sorry but wiki updates are going to have to take a backseat to IRL stuff for me for a bit, if anyone else wants in feel free to do what you need to
Lotus tea doesn't consume enough ? I was thinking about giving the clockwork farm the option to only make nรฉnuphars or lotus flowers specifically to avoid that
I'm slowly getting to considering it
Worker-less fermentation barrel keep being problematic so I'll move to only staffed fermentation barrels I think, but even though it says deprecated they still work.
Edit : or do you mean the one in the build menu says that too? In which case that's an error.
The power wheel is nerfed to pointlessness, that's intentional (I leave it because otherwise people would ask "hey I can't find the power wheel")
Personally I consider razing / rebuilding batteries for power up be kind of an exploit, but considering how annoying that seems to be... meh 
No worries, thanks for your efforts !
I'll see if I find time to look at it
Many buildings have "fake floors" that can support the flag of the windmills, but your primary source of power is expected to be water flow. Hence the PW nerf
Hurray ! 20k downloads on this mod ๐๐
Congrats Lapan!
20K downloads is nice. I wish to know how many Tb ๐ฎ ๐คฃ
Harder to tell, because it's on 4 different game stores
and , ModIO dont give that information 
SteamDB has # of current players (not total dl count)
ModIO shows 103k downloads for BepInExPack, 84k for TimberAPI, and 78k for Mod Manager, which can be used as a very rough estimate of number of modded-Tb
others beaver are working are working fine but when i load water beaver game crashes
Thats what Im getting now when I'm hovering over the build icon for the only tank that is there (which I think is the unmanned tank).
A few of us chatted about (my) troubles with making kimchi a few days ago. #1070709592176197642 message
I wanted to try making a district dedicated to it, that way the haulers in it would have nothing else to do and see if it worked.
Are you running U5 or U4? In U5 the Timberborn patch that went out a few days ago broke many mods and they had to be updated. I think most of them have been, check that you have the latest.
I've had luck reading the content of the black console window that launches with the game. Sometimes the error messages are like this mod is out of date. Other times it is less helpful. If you can't make sense of it you could post it here.
i thought so i have not seen the update so i did not knew there was a update and just found out about the update
thanks
Grats
I always wondered that too lol
It's an artifact due to the landing pad generating power from nothing, just disregard it.
note that since i changed the balloons to consume some amount of methane, i could get the methane to be consumed by the landing pad for power
Yea but the slider, is it better to leave it to 2
fixed, will be in the next update, but this one should work, it is manned.
but my advice is that you should move to fermentation houses
And haulers don't work with the balloon is this a bug?
The only one the brings the things is the landing pad guy
oh, I thought it was to select if you wanted 1 balloon or 2 balloons active at a time
they do, but it's always fiddly with unmanned buildings. for example to store seeds you need to set the storage space to "obtain" and prioritize by haulers to make them go to the balloon, take the seeds and bring them to the warehouse.
but if you are building a tree nursery at the same time, the builders can directly get them from the balloon
i might give the balloons a worker too eventually because this kind of things is just too annoying.
Yea what I am saying is that only 1 beaver loads the balloon
Now it's fine but for it to start I had to wait like 3m
But now its fine it's slow enough so it filled up
I agree, but currently you have to have the barrels to make the houses. Unless the Tar requirement for the house is removed.
I'm not expecting it to work but did anyone ever try adding the ChooChoo mod to water beavers?
I had had both enabled at the same time by acccident and I haven't seen choochoo stuff in any menus. I think WB redoes the menus so much it vanishes?
or maybe I was just not looking hard enough. it woudn't be the first time
In principle ChooChoo can work because it is just adding new systems, but it doesn't have a faction specification file for waterbeavers. if anyone wants to try, it's as easy as taking the FactionSpecification.folktails.json, duplicating it and renaming the copy FactionSpecification.waterbeavers.json
yes you have to start with barrels, that's normal
Wouldn't the assets need to be there or would they just default to FT?
Was looking forward to either white or pink rail ties
would use the FT variants. you could have the It variants if you duplicate the IT specifications instead.
i would need to ask tobbert if he's interested in making it WP compatible, but that's likely not a priority for him
I'm going to try it. There are nested folders in the specifications folder can I just leave it in there?
ChooChoo_0.8.8\Specifications\Folktails\FactionSpecification.Folktails.json
Copy and rename it to ChooChoo_0.8.8\Specifications\Folktails\FactionSpecification.waterbeavers.json
Is it case-sensitive?
If it breaks and I want my map back... do I go to a backup or is there a way to recover it?
i copy pasted the right name so your thing seems correct
as long as you have a manual save, they are never overvritten by autosaves
if you alway only rely on autosaves...bad idea
I'll make a manual save.
Does that trick work with other mods?
it may, but anything that calls a ressource that doesn't actually exist will cause crashes so...
Just tossing an idea out there : originally I made fermentation barrels because I liked the idea of having small unmanned production buildings staffed by haulers, but as soon as they require more than one ingredient, they keep getting stuck because of how the game calculates priorities.
So here's the options I think could be interesting if I remove fermentation barrels entirely :
(Most options are mutually exclusive)
- remove science lock and tar cost from the fermentation house and make it 2-tall with 3 barrels instead of 3 tall and 6 barrels (adjust speed accordingly)
- same idea but in a tent-like building (not a house, not watertight, not stackable)
- give cooking tent an inefficient kimchi recipe. (that's not how kimchi is made but whatever)
- give the cooking tent a recipe to make "kimchi mix" that then goes in the fermentation barrel
- same but a "preparator" house does that (also prepares lotuses and chestnut beer)
- I think I had one more but forgot
right now i think my favoured solution is either (1) or (3)
i think the preparator would annoy people with unnecessary population creep
I'm partial to 4. Maybe 5 if it's a tent and not a house?
Make a bug report? Especially with IT Engines now not having a worker, I feel like buildings that don't employ workers should work fine
Oh and I daresay does pausing the Library also pause the debuff? I guess when you pause the IT Tribute to Ingenuity it pauses giving out the buff for it so...
1 for me, especially as you tech locked the awesome pit+ladder liquid storage building and I need a new useful dam building to mass produce
I don't think so but if you pause the library you also lose on the +3 wellbeing it gives just for being open, so it's a fair trade-off
I think it's basically equivalent to two liquid storage houses though ๐ค
Unless the point is to make a tower or being safe from bad water
I like the idea of having a some building make "kimchi mix" that goes in to the barrel
Oh first crash with the choochoo mod and waterbeavers, I clicked build train and got a crash and a stacktrace in the console window. Oh well I didn't really expect it to work ๐
oh, that's a shame, i don't see anything really obvious i could patch.
maybe when U5 goes live we can poke at tobbert to make it work, i don't think it's worth the hassle at the moment
liquid storage is good too but anything that lets me put the city more in a dam is good. if things are in cook ~~houses ~~ tents or barrels I can't make a dam from them
especially early, there's some custom maps that really need a large dam early to get going and it can be a struggle
I actually think they're slightly easier with WB than base game at first as WB house dams are cheaper than massed flood gates or leeves in base game
which map are you on ?
this is the one where a big dam early is very helpful
https://mod.io/g/timberborn/m/barrens
Seems like a pretty interesting map
I love it, though the start is a bit technical
It doesn't seem like there is a lot of fresh water, I feel that most maps are like that now.
So I'm thinking more and more about making my nuclear power plant consume bad water and output clean water
But to be fair I didn't make any progress on that front recently, been mostly playtesting
settlement becomming nicer and nicer
especially since i build those large water wheels that make a bazillion power
for now i'm very satified with the washing machine, you can effectively disregard contamination due to swimming in bad water
what i'm not super happy with is the balloons, you can build all 5 as soon as the landing pad is unlocked, but most give stuff that are just luxuries or are otherwise not usefull
also the large aquifer pump is powerful to the point of being ridiculous, i have 400 beavers and filling my tanks use to take a while, but since i build it i have constantly 9k water in storage. if you run the math it makes 5 water every 1/6th of an hour, or 30 water per hours, hence 720 water/day, which is exactly 10 pumps if pumps were working 24h/24
but that's mostly fine, i just think i need to push it back a tiny bit more tech wise, maybe have it require some hooman nonsense dug from the ruins.
oh right, i also kind of feel that the clockwork farms are really not all that useful without the ability to stack them, which comes far later
so i might roll back on the "robotic controller blueprint" thing
probably something like make it an ENS research thing
and put back in the blueprints for the mech drill and aquifer pump
or just the mech drill, the aquifer pump is just a pump, it can simply be science locked
(if anyone has feedback on all this rambleing)
one thing i kind of wanted to have was somethign like needing to "discover" the other beaver tribes
but... that seems like yet more custom items that would be single-use soo...
oh, here's an idea regarding the balloons :
maybe the first balloon can just be a scouting balloon, that produces "exploration" or whatever ressource we call it, then other balloons don't cost science but require an amount of "exploration" that depends on who we want to trade with (polar beavers being the most distant, hence most expensive for example
that's basically the same idea i had for the abyss, one reciepe would just be to explore it, making a different kind of "exploration" ressources, used the same way to build deep mine modules
but most importantly, i think i need to decide whether i want to have hauling bots or not. honestly i don't like bots so much, but i kind of like the idea of an endgame where beavers don't have to work anymore
maybe i can achieve that without bots though ๐ค
if i drop the idea of having bots, then i need to rework (again) what each balloon gives
On helix mountain I was considering using Aquifer pumps to deal with my lack of water problems, but I was thinking spamming them was a little boring
I'm interested to see what water bots look like, at least ๐
My population keeps crashing down to 2-4 beavers on hard lol ๐คฃ
well fewer types of bp is far, far easier as you can copy them. so even if you moved clockwork things later it would be a direct nerf to mech drill + aquifer pump for them to need unique bp
yes, though, there actually is a lot of water, far more than lemon canyon. it's just mixed in.
so you have to work to separate it out to pure water and they you get loads of it to use.
I agree this seems to be how custom "hard" maps are going now
and as you've asked for more feedback have some useless feedback on bots, I'm here to play the map, make it green, organise the water with farms and trees to make use of the land and once that's done I'm done.
so I've never made bots in any game vOv
Oops I love updates ๐คฃ
Yep, right after I got my stream scheduled too.
Aaah shit
Is it tapi or specific to this mod ?
Ah it probably has to do with the rooftop terrace and exercise plaza
If someone really can't wait (@rare ferry) you can try to go into the faction specification. Waterbeaver. Original file, look for something that seems to match those two things (ctrl-f) and delete/comment them out
Otherwise I'll try to fix and update in maybe 5-6 hours
No Rush. Ill just postpone till next week. I'm no modder so Ill just leave that to the experts.
Idk what Iโm looking at in these files, will wait patiently for update to be posted 
fix uploaded
I guess one of each would be the best ( sry bout delay, still on my trip) and I canโt tell for early stuff, my testing run is quite endgame.
Will probably start another run when I come back or wait a few days for official U5 release
Has to be a super late game thing, itโs when you are rocking a couple big aquifer you really munch them hyper fast
Donโt lie, you also leave it for hard mode weirdos ๐คฃ๐
Fermentation house needs science, need fermentation for scienceโฆ.
You know how I like those ยซย tentย ยป buildings sooo, Letโs GOOOO!
hmm...might do, but the benefit of having houses that are worth mass-producing is huge ๐ค
Iโd just keep the barrel with worker IMO it looks nice and fits the ยซย low techย ยป early game
He probably will, he was happy to make it compatible back then, if he got the time Iโm pretty sure he will
Need to be a reasonable human beeing for once, still got 2 days of tradeshow, gonna poke at the new update sometime Tuesday ๐
Had to hop in a bit and get my fix!
Later ๐
have fun !
i'm thinking about making a tower variant for builders in the end, by the time you reach it you won't raze the old builder's lodges that are stuck in the middle of a dam, and when you really start needing a crapton of builders, the extra housing is very painful
My game loads, thanks again Lapan โบ๏ธ
btw, just made https://mod.io/g/timberborn/m/tbmplworkerlessrecipehaulingfix ... will need some play-testing to see how effective it will be ... if it works well enough we may be able to keep the workerless production buildings. Gotta check how it would affect something like the drill (emptying it that is) too
also made https://mod.io/g/timberborn/m/tbmplwaterpumppipeextension ... which is kinda a cheese mod, but would also allow the input pipes of the waterpumps to retract all the way (0 depth) with the ingame setting on 'em - which could be useful for the WB pumps as a way to stop 'em from pumping all the water up ... without pausing them (we don't want to make any beavers homeless, do we?)
Why not use the eng building? Give it maybe 8 instead of 4 workers and a couple bonuses
Walking speed is always nice to have when they go terraform in space to place batteries ๐
hmm... yeah that's an option
holy crap thanks ! i need to test this thing immediately
does this TBMPL thing work with or replace TAPI etc ?
hmm... either that doesn't work, or there's something i'm doing wrong ๐ค
I believe it should work with
i see in the console that tbmpl is loaded, but the priorities on the testing barrels are unchanged ๐ฅ
Why not give the WB a hauling building out right? But like WB-fi it. I mean it could require a master's in logistics from the ENS, then employ 10(and their families ofc.) Could be a huge building to accommodate the 30 beds 
There is the lategame hauling tower at least
yep, there is a huge hauling tower that hires 30 beavers, but it's locked behind giant sequoias
i just got a super idea to balance the builder's tower ๐
it's just going to consume some tools
like, you hire a whole battallion of untrained beavers to build your stuff faster, they're bound to lose half of your tools every other week
actually, the issue i have with that is just... i don't like the design of the building anymore ๐ฅ
at the moment i think i'm going for a huge tower, but this time it will have an internal ladder and openings at every floor in a spiral. that will make the other towers FAR easier to use.
because i at last reached the point where i wanted to use the hauling tower, but that really is a stupid building to place ๐คฃ
like what kind of maniac placed the entrance on the 8th floor ? ๐
yeah, jumped the gun a bit there as I was still testing it (there is some improvement, but not quite enough) ... will write back once I'm sure it works properly ... it was still acting out a bit, and I gotta fix things for hauling away the production outputs anyway
it does show up in the log/console though, right? or did I mess up the release on mod.io ...
::::::::::: ::::::::: :::: :::: ::::::::: :::
:+: :+: :+: +:+:+: :+:+:+ :+: :+: :+:
+:+ +:+ +:+ +:+ +:+:+ +:+ +:+ +:+ +:+
+#+ +#++:++#+ +#+ +:+ +#+ +#++:++#+ +#+
+#+ +#+ +#+ +#+ +#+ +#+ +#+
#+# #+# #+# #+# #+# #+# #+#
### ######### ### ### ### ##########
TimberBorn Modular Plugin Loader
Game: 0.5.6.4
[Info :TBMPL_Core] Search for plugins
[Info :TBMPL_Core] Found 40 available dll files
[Info :TBMPL_Core] Found System.Linq.Enumerable+WhereSelectArrayIterator`2[System.String,TBMPLCore.Plugin.Loader.PluginFile] potential plugins
[Info :TBMPL_Core] Validated: WorkerlessRecipe_HaulingFix.EP in 280ms
[Info :TBMPL_Core] Search completed in 313ms
[Info :TBMPL_Core] 1 valid plugins, loading
[Warning:TBMPL_Core] A newer version is available: 5.3.1
[Warning:TBMPL_Hauling22RecipeFix] A newer version is available: 1.0.1
[Warning:TBMPL_Hauling22RecipeFix] New version available
[Info :TBMPL_Hauling22RecipeFix] Updating...
[Info :TBMPL_Core] Revalidated: WorkerlessRecipe_HaulingFix.EP in 569ms
[Info :TBMPL_Hauling22RecipeFix] Successfully updated to version: 1.0.1
[Info :TBMPL_Core] Loaded : Fixing hauling priority to unmanned production buildings dropping off way too early (1.0.1) in 1257ms
[Message:TBMPL_Core] Loading of 1 plugins completed in 1589ms
[Info : BepInEx] Loading [TimberAPI BepInEx Entrypoint 1.0.0]
[Message: BepInEx] Chainloader startup complete
[Info : Unity Log] Starting game version 0.5.6.4-600e5ef-xsw
[Info : Unity Log] System info:
System: Windows 10 (10.0.19045) 64bit```
well that seems correct to me
so it's not me who messed up?
so if i understand correctly, the priority is now meant to be the product of all empty ratios ?
let's say i have a building that requires 2 ressource, both are 30% full, so the priority is 0.7ยฒ = 0.49
hmm
if one is 70% full but the other is 30% that gives 0.3*0.7=0.21 that means that neither deliveries are going to be made ๐ค
hmmm
It's 1 (100%) Minus that ... well, i still gotta fix It up ... wonder where the problema could be ... btw It seems unavailable goods dont enter the equation
Hmm... An other option could be to choose whichever gives the highest priority, that can cause some slightly inefficient behaviours in haulers, but that guarantees that building will always receive deliveries until the last available one is half full.
Basically deliveries that have a priority under 0.5 are rare, and under 0.3-0.4 they just never happen
But most buildings have dedicated workers so inefficiencies are not an issue, but if your script could fix unplanned buildings that would be amazing ๐
I'll try to figure something out later. More methods to patch ... Oh well
It should be working decently well already, as i changed the Logic to give the lowest individual fullness ratio among them for the inputs/ingredients and the highest for the output/products in v1.0.4
But yeah, It could use a few more tweaks/optizimations
It is stoopid but if fits all the other stoopid stuff ๐คทโโ๏ธ
Pretty sure you know one ๐คช
is this why the game always spreads resources out across multiple buildings of the same type?
the one with least is always highest priority?
I need to build fewer buildings, or pause more
not sure of the details, but yes, that is definitely a possibility
How does the game normally decide where to send the haulers?
The game's code for InventoryFillCalculator.GetInventoryFillPercentage looks like it just total current stock / total storage space, for all storable goods.
Reading the patched GetInventoryFillPercentage it looks like it will return the % with the highest fill level. So if it took 3 resources
0/10
0/10
10/10
It would return 100%.
I think I reading that right. I don't know how it is used by the rest of the game.
The other patched method, InventoryFillCalculator.GetInputFillPercentage, in the games code looks like it just calls GetInventoryFillPercentage, but only for input goods.
The patched version looks like it would return the min % for input goods.
How will these be used by the game?
I'm down a rabbit hole of decompiled code ๐
i had to make two patches ... one to give the highest percentage for the outputs/products and another to give the lowest percentage for inputs/ingredients ... since input-filling priority is 100% - acquired%, but output-taking priority is just plain stocked%
right now I'm cleaning up the code, and trying to find someway to give workerless buildings extra priority
I was trying to figure out how the game devs do it for the breading pods.
Does the Inventory object know if the building has workers?
doesn't seem so
I think I got it now ... gotta test it
There are a few of us trying to figure things out in the beaver-noises voice chat
What component does the fermentation barrel use to store its items?
it's done, made an extra patch to further raise hauling priority on buildings with a ProductionIncreaser component (which should be the ones meant to keep producing without workers, right?)
for workerless workshops ... inputs will now get filled with full (1.0) priority until completely full and outputs emptied with extra priority (2xmax_fullness%, max 1.0)
in case it makes things weird, starting with v1.0.6 the additional tweak/patch can be disabled from the config file
Would be nice if top of those towers were attractions to get ยซย nice viewย ยป not much place for that since irrigation is gone, also makes me think about it. Last I checked I had 0 beavers visiting campfires and the buff at 0 even if the buffet is supposed to give it.
And dropped working hours to 15 so itโs not like if they donโt have the time for that. Could it be some weird thing like when the washing machine was giving clean fur too? ๐ค
this fix fixed the issue of beavers not delivering things?
from my personal testing, yes ... it's probably still not quite optimal in implementation, but it works
huh. i have a weird bug
Theres a storage which has metal blocks, around 35 in it. Theres a bunch of stuff im building with it. But the thing just never gets built because a beaver keeps going to and fro from the storage and the storage amount goes like, 35-32-29-21-19-24-26-29-35 at like full speed
idk how to do a video capture to show that
and the beavers who try to take the blocks from the factory directly just say 'carries - nothing'
is this what the issue is?
there should be 2 variants with the most efficient being a 'buried' type building. we do typically ferment things underground. I think the inefficient kimchi idea is good, or alternatively add a salt requirement in the kitchen version if thats an option. maybe for kimchi mix, thats a good idea, but at that point youre dedicating a worker anyway
I believe the breeding pods have their own system because delivering to those can be done by any beaver including during rest time, it or least I think that is his it was intended.
Don't know, it's generated as part of the manufactory script I believe
That seems good, I'll test it asap (i.e. this evening)
Not sure to be honest.
I might do some cleaning in all the unnecessary wellbeing stuff like nice view and spacious house.
theyre builders and they just stand here forever
Hmmm... Do you know what it is they are trying to build ? ๐ค
its most likely a medium flywheel, but theres also a squeewe platform thingy somewhere
Oh that's an interesting idea ๐ค
thy seem to pick up the blocks and put it back over and over until they get hungry/thirsty then they leave
Last time I saw this is was an issue with the building not being accessible or something ๐ค but I don't remember exactly
i literally saved and zoomed in like this and watched them for 5 days
the flywheel is accessible, they put in 13 blocks and now its just stuck lol
okay, i'll try that.
Those are builders right ? When you click on them you can see where they work
yes
so i paused and unpaused all of them
didnt make a difference
doesnt seem to happen with other resources, oddly enough
like, theyre building stairs elswhere and taking planks from the storage just fine
That's weird ... If you got my patch, also try disabling It for now, just in case. Gotta check i didn't accidentally break building stuff, as soon as i get back from work this evening
the issue persists before and after installing it
i installed it after i noticed the issue, no difference
I tried destroying the storage, and changing the type of storage pile, maybe it was an issue related to the 2tall-2long mod
no difference
and its JUST the metal blocks, oddly
and get this: i destroyed all metal block storage to see if the beavers would pick the blocks up directly from the factory
carries nothing???
wait this is happening to scaffoldings too
dont think its builders overall, cause theyre delivering my explosives, planks and logs jsut fine
well, haulers don't bring resources directly to a build site
Try Pausing the squewee platform? It's likely out of reach ... it seems
man how many blocks have been disappearing im pretty sure this flywheel has been under construction for so many cycles now
okay
this guy 100% took it
i deleted the squewee
and only kept the flywheel active location
it came, took the block out of the factory inventory
but is carrying nothing
It actually decreased the factory's stock of metal blocks? Seems the game got a new bug ...
yes
i was playing on slowest speed
and zoomed in, checking every beaver who walked into the factory
Guess you could try deleting Timberborn_Data and revalidating the game on steam. If that fails to fix the issue, gotta make a bug report to Mechanistry ... If it also happens
with FT/IT and not just WB
im trying other buildings
the thing is i tried building a bridge and they delivered the blocks fine
its just to the squewee platform and flywheel that I see this
then I tried building a flywheel on the ground and it worked fine. but why would they lose access to the flywheel, when they delivered 13 blocks prior to this
gonna try destroying some buildings to see whats the cause
(the original flywheel in question is 4th in a series of vertical direction flywheels that I'm building from the top)
Seems not to be completely broken then
... Still, what a weird issue ... wait, how could they lose access from the top? 
That probably has to do with the skewer platform, I need to check what's wrong with it.
Can you make some screenshots to see what you have build under it?
If I remember correctly it happened before and it was a weird issue like the beaver things something is accessible but it's not, so it can be due to a building under it. many buildings have fake floors specifically for placing windmills and side platforms but some are make in a slightly sloppy way
And yes this kind of issue can cause resources to be deleted
@valid salmon
Could probably use a save? They still had the issue after deleting that platform, with the flywheel
I had this happen to me on a non WB run. Never did figure out what happened or get it to fix. Removed all mods an behavior went away
Mine was planks
It's definitely induced by a mod but I haven't been able to replicate the bug either
Running with the same mods and faction currently, haven't had the issues, but I'm watching to see if large cycle counts affect it
Yeah that's a good idea
@valid salmon if you have your save can you send it to me by PM?
there was a screw press underneath it
trying to but I cant find the files. arent the save files in the documents folder and not in the steam folder of timberborn?
ah theres a separate folder for experimental my bad
Don't remember, but I think when you're on the save menu there's a button to go directly in the save folder
PS I have sent the save file to you on DM @shell fiber , feel free to check it out whenever
Anyone know if you can store the blueprints or fancy blueprints?
yep you can, gotta build the Scroll Racks inside the Library though
okay I have a library where is the option for that?
should be a sepperet building that is placed inside
Oh I found it. In the storage menu.
So how do you get Nenuphars?
Large Farmhouse can plant them
then gotta take 'em Lotuses apart in the Handycrafter
Oh
they also need ~2-deep waters
Thanks
(Update 4 or 5?)
nm, I assume update 5 based on your stream
https://darkskies.za.net/~norman/timbertrees/enUS_Waterbeavers.html is still only for Update 4, but may still be helpful
Meshy repo is at https://github.com/mechanistry/meshy
what is mechanistry exactly
It's the company of timberborn
oh, the link had something to do with meshes i didnt fully understand
something to do with creation of assets i thought
It is
But they made it, for timberborn. And released it for other games or maybe their own in the future I suppose
ah, TIL
I just add a producer / consumer toggle to https://darkskies.za.net/~norman/timbertrees/enUS_Waterbeavers.html. It should make it quicker to find producers.
It doesn't show initially, and then when doing a search it appears.
I would be very curious if whatever is causing the bug can be found there. I got a save I wouldn't mind resurrecting
It work ! it works ! this is amazing ! thank you ! ๐ญ
and this thing updated on its own too ? that's so cool ๐
and we don't need to prioritize + request in storages ๐ญ
this is perfect ๐
Nice! Btw if anyone here was interested in / had downloaded my pipe-lenght mod, it's now hidden as It was a tad too similar to Wireless Pumps (that Will get updated for U5 After It goes stable) ... Which i had forgotten even existed
But, wireless pump mod do not add extra segments to pipes .
Probably would once it's updated, don't see any reason not to now that it's built into the game
If anyone still wants to use mine, message me for the preview link ... or just look in my GitHub repo (link to It on my hauler fix mod)
@shell fiber maybe you saw, but i pushed a Vertical power shaft fix. I forgot to change soms string
stupid me
i didn't update it recently, did you break it ? ๐ฎ
i have different types of pumps for different length of pipes in this mod, so that would make one of them obsolete (althought the deeper one is slightly more efficient now)
no, never worked, i forgot to change the faction in the spec
still had VerticalPowerShaft.Folktails

Added the previous name as backwards name, so it just updates the model and the building cost
As it is now more in line with how you make things cost
oh, neat !
so they cost scaffoldings ? ๐
yea, we landed on 1 scaffolding i believe
i just saw ! neat !
actually i would also have kept 1 log too (so 1 scaffolding and one log) because there is still one log making the shaft itself ๐
but the scaffolding is what matters most
okay, i got into a small modding frenzy since my playthrough went far enough for me to see what what wrong in the late game
so i added a bunch of things :
- builders tower : 30 builders with no housing, but for now will cost 1 metal fixture every 3 hours (one fixture takes 1h to make)
- added 3 and 5 tall giant pillar (in addition to the 4-tall one)
- the clockwork farm blueprint is now made in the ENS
- the ENS science reciepe is now more interesting (1 brainsalt +food -> 13 science)
- the clockwork farms now cost 4x more science to unlock (get that ENS sciencing)
- Aquifer pumps were just insanely strong, so science cost is up, BP is removed
- Large aquifer pump will require one more advanced ressource i didn't decide of yet
- lots of old deprecated buildings will disappear soon, if not already
- i consider the fermentation barrel issue fixed thanks to @slate jacinth's fix
- fermentation house is smaller and a bit less powerful, that's still a good dam piece.
- started working on the abyss elevator and modules
- introducing sky exploration for balloons and ruin exploration for ruins
- balloons will cost sky exploration and abyss module will cost ruin exploration
Regular/Deep Pumps would still be different depths, but yeah I didn't really think that one out well.
Good Lord!
Btw, Nice to know i actually somehow fixed that issue ...
deprecated building disapear.. that sure gonna make a hot mess on my run, still have a mirrored lodge at the bottom of my badwater dam and a few old presses ๐
I mean I like the straw growing to go as low as I need vs what wireless pump mod did. Do you know if that one will be lengthening the straws to match the increased depth?(I also forgot that mod existed
)
You could ask @arctic olive as it's their mod.
3rd gold bar acheived ! ๐คฃ
looks like something breaks when more then one building gives a certain buff and beavers are not forced into it ( rooftop terasse and fire for exemple) they can't decide if they go to the basic one or the food buffet so they get nothing... working on 15hdays, got like 15-20 rooftop terraces all over the place and none get visited... or i missed some game mechanic to make it work?
@shell fiber so, is the workerless fermentation barrel coming back (out of deprecation & dev-mode) ?
btw is there any reason you didn't put your modified Ladder (RippedLadder in FactionSpec, but LadderWB in the game save ...) in the stairs/staircase category ?
I suspect something like that too yeah
It should be in the staircase submenu ? I probably just overlooked that
I got annoyed at the "imperfect" English in some parts of the localization so I decided to write a Python script that fixes most of the issues, is there any interest in the output of it?
(Capitalize all names properly, remove spaces from weird places in descriptions, properly add full stops in descriptions)
Uuh ๐ฅ
Capitalise all names ? Isn't that in German ?
Wrong: "Robotic controller blueprints"
Correct: "Robotic Controller Blueprints"
Base game:
Modded:
Descriptions always end with a full stop (.), names are always capitalized
Ooh, right
It's just something that annoys me so I decided to fix it for myself, but I can share it if there's interest
I still need to test it though, to make sure I didn't break any localization
Hmm...
Well the best thing to do would be to fix the localisation file directly... Maybe I should try to make it a Google doc for multiple people to poke at it
The script is fed a localization file and it spits out a corrected version
But a google doc/github would be great
Oh that seems convenient
I have no idea how git hub works
But I should get that probably someday
As long as you have a github account its very easy to make a repository
Pretty much just toss files in there and it's done
I made this ToolSpecification for it, since it bothered me having it at the end of the pathing menu. Or is your ladder getting backported into the Ladder mod (as Ladder.WaterBeavers, that is) some time soon?
And anyone can modify stuff ?
Not directly, you would submit "Pull Requests" that have the modifications, and someone with permissions needs to approve of them before it is changed
so just to try it, is it easy enough to remove those buffs from the buffet? ( like i could modify the file to check it out ?
maybe this is easier then
https://drive.google.com/drive/folders/1IQMGbN42c4e0GeSNgxNYFIvyLdicJIb3?usp=sharing
tell me if that works
No edit rights by the looks of it
Also having public edit access is a bad idea
Yeah I can edit it now, but I cannot run the script through Google Sheets so I have to upload the modified file anyways (of course Sheets works for manual edits)
talking bout sube-menu, can we get one for dynamite if you get a chance ? PLZ ๐ซฃ๐ getting crowded in there a bit ๐
can make it easy to abuse the depth and go even to 12+ for those "flat earthers" ๐คฃ
i'll have to poke at dynamite to know what happens when they are more than 1x1
can you upload the fixed version ? that works too
Sure, I'm just tinkering with it a bit more
Replacing some common misspellings (canon -> cannon, ressource -> resource)
oh, oopsie
I get it, not your native language, but I might aswell automate it while I'm going over the entire file anyways ๐
for the record, i though only one capital letter was correct ๐ฌ
never bothered to check, which was foolish in hindsight
Different languages have their own rules, it's the correct way in my native language as well
wonder if i could get the traductions done by stuffing them into chat GPT or something...๐ค
Probably
But I think I could go over the lang file after I clean up most of it, there's maybe 100 or so lines I'd need to manually change which shouldn't take more than an hour
well there's more than a thousand line total, but if your program can extract the ones that need fixing that seems more practical
okay, i just put the custom ladder in t he right subgroup ๐
Are you using git at all? Anyone know what github's repo size limits are on the free tier?
2 GB
Wait no
That's the file storage
Looks like 1GB is a "soft" limit and 100GB is a hard limit, and it doesn't seem to matter if you pay or not
What I could find git LFS has a 2 GB per file limit.
But what is the size limit of a repo
Where did you find that?
Lately I have been using GitHub and I am wondering what is the repository size limit for files hosted on github.com?
I think WB would fit. How large are the asset files?
Maybe you'd want to use git LFS - large file storage.
The mod is 580MB, would easily fit
Actually nevermind, it's 1.25GB after uncompressed
But you don't have to have all of the files there, 99% of the filesize is a single file that you could put in LFS or just not have in github
Yeah I was looking at how big it was a few days ago. We're getting some sort of build artifact right? So locally @shell fiber probably has many files that get compiled/built into the icons_and_textures file. Probably wouldn't track that file at all.
Here's the raw output from the script currently, haven't done a manual pass over it yet
I'm at work right now but I'll look at it ๐
Damn that's a lot ๐ฅ
There's a lot of rationalisation they could be done I think : very time I extract the fake I get a new duplicate of all textures, I try to always take the same one to avoid bloating the file but... Yeah
There is a crapton of icons too
so for some reason im not allowed to update the 2 tall small storage mod to anything other than the live version
it crashes everytime
no matter what version i download
Are you doing it in the mod manger?
yearh
You could do it manually
Try to install it manually maybe
but is there a reason it crashes in the first place?
Unclear
When does it crash?
when i click download xD
something about access to path is denied
Can you install any mods?
yearhi think so, first time doing it in timberborn ๐
ok manually worked
for some weird reason
do the choo choo mod work with it?
Not yet
Not right now
why does my mod manager say mod manager aint installed? xD
what about the ferris wheel or damn decoration? any of those working with this mod?
I don't think mod manager can see the manually installed mods.
O.o
Testing the output of the script, it definitely helps a lot to make it harder to spot which buildings are modded
So the waterbeaver's are a new faction, I think the way the game is setup any MOD developer would have to target the waterbeavers directly.
hopefully people will contact eachother! this modding community is insanely talented!
time to die with whitepaw!
U5 or U4?
Make sure to check out the billboards!
thanks!
what does the billboards even do?
lapantouflemagic has been very busy.
#1070709592176197642 message
There are lots of changes from last week
billboards tell you stuff
cause dandelions was important i see, but they removedd that with U5
I forget the name of the map I'm on but its good. What are the first three map names?
Yes, one second I'll just go check.
i like terraces... i really dont know how dams work well enough otherwise xD
Argh I thought it was going to be easy to tell which map on on...
ha
I'm loading my save back up and started streaming in beaver-noises if anyone can tell.
I think it was one of the first few maps.
#1070709592176197642 message
This one is quite hard for a beginner
Generally my recommendation is waterfall or gentle canyon
Plains is quite easy too, but very flat so there's not a lot of opportunities to make a big dam
Oh but right !
Look for a custom map called "lemon canyon" I made it specifically for this mod
It should be easy enough
how about terraces?
Just crashed timberborn trying to load my map ๐ฆ
"not a problem"
Yeah sorry I didn't include all the context. I wanted to show him how you built your dams.
I think the game is expecting 30 of something and the mod has many more.
I Don't remember this one in particular so I can't really say. Unless you have some screenshot
Oh do you mean terrace valley? This one is a nightmare ๐ฌ
It is workable but... Ugh ๐ฉ
the map is literally named terraces xD
I'm not on the computer right now, can't see it ๐
you recommend waterfalls?
Yeah
Generic warning messages, nothing to worry about unless it's red text, which only appears when a crash occurs
How are you parsing the csv files? I noticed that a certain mod (can't remember which one right now) required slightly different csv dialect settings.
I finally got around to uploading my script to https://github.com/normanr/timbertrees if that helps at all.
(currently undocumented is that the export directories need to be directly under the main directory for the game / for each mod for the version detection to work correctly)
And I seem to remember having to delete / rename some unused waterbeaver prefab to avoid "duplicates", but had to re-export assets to get decompiled scripts and I don't remember doing that a second time so maybe it's not needed.
Did you try the producer / consumer toggle yet? I've only uploaded new enUS files with it (I noticed that I need to do a full run so all languages can pick it up).
btw, I'm open to better naming suggestions too. I was thinking maybe "Quick reference" (or some derivative thereof)?
A simple csv reader worked just fine with the unix dialect, but I have only tried it on Water beavers
yea, I found the same
I think it was either ladders or staircases that tripped it up
The line is something like:
Key,Value, """some quote""
- author"
and the space between the comma and double quote caused issues
Note that the default dialect (if not given) is excel, not unix.
whelp, nope, 2x2 dynamite does not blow up a 2x2 hole
take a dynamite prefabn make it 2x2
Yea
I bet the dynamite script doesn't handle that
yeah, only the pivot point or whatever that is is blown up
but it's not an actually important thing, just wanted to know
Now you have me imagining a 1x1x1 TNT that blows a 3x3x3 whole
Why not, with plutonium ๐
Today I learned, apparently TNT is hard to make explode (it was first used as a yellow dye not explosive)
Because plutonium would blow up the entire map. I guess as a late game item it would be fine.
i just checked the map, and terraces is actually pretty hard.
main issue is that there is no bad water accessible easily and getting down is quite hard without science.
and bad water is good cause why?
badwater is used to grow badshrooms brain stimulating mushrooms which are then consumed in the library to make science
if you ask why in a more philosophical manner, i just didn't want bad water and/or badtides to be a strictly negative thing
although badtides are almost strictly negative, they're only good on maps like terraces where you don't have access to bad water normally
badtides sucks >:C they made my colony die xD how the heck do you even survive that?
well yeah they suck. first solution is to make stocks of water and food, second important thing is to make sure your beaver don't go swim in it.
it kills all my plants tho
but if you manage to survive, the mechanic's lodge can research blueprints for the beaver washing machine which solves beaver contamination entirely
as for the plants, your broken kart will give you a bunch of explosives once destroyed (after you've build a new town center of course) that you can use to build a lido somewhere and get some safe space to grow crops
personnally i grow my trees in the area that gets contaminated because losing them is just a loss of time, but otherwise inconsequencial
and because dead trees are still harvestable
gotta say i love your idea with resin being important early! ๐
for some reason my brain decided to poke at the tank shower and medical beds again, so:
- The tank shower is back and fonctionnal
- Med bed (injury) now makes a full heal in 7 days (nat. regen : 33.3 d) & consumes half fermented sake
- Med bed (disease) fully heals in 5.2 days (nat. regen : 20 d) & consumes bramble flowers
- Med bed (burns) fully heals in 10.4 days (nat. regen : 66.6 d) & consumes basic balm
severe variants will be in the same ballpark except they don't heal naturally and consume more advanced stuff
thanks ! realism is important, we need caulking material ๐
hopefully the devs will actually make a faction inspired by yours! ๐
that would be nice ๐
if they want to integrate it, i'd of course be okay with that, but they would need to remake a few hundred assets because i... uuh... may or may not own some icons and 3D models ๐
xD
New update posted !
i did not kill the deprecated stuff...yet
this is largely in preparation of U5 going live tomorrow, if someone wants to poke at it
give me a min got a thing to send and i'm on it ๐
btw thanks for the lotus farm having 2 receipes, really makes it easier to balance stuff out !
can we get a heads up one version prior to the removal of the deprecated stuff plz? will be easier to change them before they vanish but rather wait for the last minute, kinda lazy about it ๐
stuff vanishing is not friendly on the loading time also
really, top floor entry for the huge warm storage, what kind of maniac would put the entrance 8 blocks above ground? ๐คฃ
meeh, i can leave them in i guess... i just thought i'd do some cleanup
well yeah but that allows to put it half in water and still be usable ๐
right i forgot to say i changed that ๐คญ
time for some more ladders i guess!
you monster
not like i have many options..
i spy with my little eye a new baloon!
it's only a well-beeing thing ?
Yay dynamite grouped up ๐
didn't you say construction tower was supossed to be tools? ( mistake or change of heart?)
not like i can build one anyway, still got way too much vacancies
not like i'm building much anyway, more into blasting place for bamboon plantations, still can't keep up on endothermic stuff
ground space really becoming an issue, gonna need to go on a large map for my next run ๐คฃ
at that point i'd need tower houses without workers to fill in all jobs ๐
looks like my shell necklaces are not selling a lot, 340 in stock and only 26 beavers having them ๐ค
gonna give a poke at those mine modules and see if they crash, wish me luck !
change of heart, i figured tools were far less critical than metal fixtures, so i went with that instead
nah the scout balloon scouts for locations to trade with (makes sky maps or whatever that should be called) and then you use the sky maps to make trade routes with other beaver factions.
basically i felt that unlocking new destinations with "science" was a bit off
basically will be a similar mechanic, the main building makes exploration points, that will be used to build other modules. like you need to chart out an area of the mine to turn it into some storage space, or you need to find a spot that has methane/hydrogen to be able to extract it
and crash... think it's when i got my first hydrogen or exploration thing, not sure