#Water Beaver Overhaul

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shell fiber
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not there anymore in the latest, somehow you missed the latest update and then everything broke

radiant heart
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last i was is 3.0.9

valid salmon
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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?

shell fiber
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grumpf grumpf

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there's something broken i can't quite identify what

tepid thistle
shell fiber
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yeah i cleaned (deleted) up an old folder and some stuff lost their mesh

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i'll finish that tomorrow, it's already late, time to sleep

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zero chance to finish within a couple hours anyway

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GN !

woeful sun
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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.

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(I was looking at files from 2.2.10)

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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.

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Parsing WBO Prefabs was a good way to make my prefab parser more robust ๐Ÿ™‚

shell fiber
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also should that matter, i have an entire folder dedicated to deprecated buildings and placeholder fake thingies

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not sure what your prefab parser is supposed to do.

shell fiber
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okay, at long last everythign loaded fine except for the special water related things (the basic pumps are fine)

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let's see if the custom pipes work, then i'll poke at the unconventionnal water pump issues (bucketing station etc)

tall cobalt
woeful sun
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also apparently there's an option in Unity that does it for you (not sure if it would work as expected though)

woeful sun
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There are also a bunch of Unity cleaner 3rd party scripts

tall cobalt
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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

woeful sun
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(actually I got frustrated that JC didn't have a quick way to search)

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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.

shell fiber
shell fiber
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oh, wait you mean you intend on making an in-game wiki ?

woeful sun
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Yea, but the wiki is multiple pages and not as easily searchable

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Not in-game, but something that's quick and easy to use on your phone

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ugh, the font sizes look weird on my phone

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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.

woeful sun
shell fiber
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the fermentation house, has up to two workers but can run the reciepes on its own
and the mushroom grower, one worker max

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oh i just check, the timer displayed on the UI for reciepes actually disregards the production increaser script

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one mushroom grower with worker and one without, the staffed one is clearly going twice faster but the game pretends both takes 80h

woeful sun
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huh, but in a multi-worker building it clearly divides the time by the number of (allocated?) workers

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Maybe it's considered an efficiency bonus

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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 โž• or something like that)

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I think I should be adding a legend (and/or tooltips) at some point.

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It was good enough before I added the natural resources at the top, and now I'm not sure it's as obvious.

shell fiber
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nah, it's probably fine, just assume 1 or the maximum amount of workers and that should do

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okay, mod seems fixed

shell fiber
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uploading...

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it's up !
tell me in case of crash, missing thing, bug, nuclear war or other mod-related catastrope ๐Ÿ˜‰

thorn dune
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it loads a new map ok, but I haven't got any further than that

shell fiber
thorn dune
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I don't see any issues on an old save so far but I don't have much tech

tepid thistle
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Loaded and working quite well, thank you grand wizard of water beaver kind. As always, your updates arrive precisely when they mean to

woeful sun
woeful sun
empty brook
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A Crookes radiometer could be used as a solar option for conversion to mechanical power for WB since they have access to glass

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For a model suggestion for said solar

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I think currently they use beaver magic

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Then again I'm watching two different u4 WB playthroughs with RCE occasionally releasing an update for a third u4 playthrough

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Feel free to disregard if you already changed it, or it got removed lol

rare ferry
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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.

shell fiber
shell fiber
shell fiber
stone halo
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@shell fiber did you use the custom tutorial system?

shell fiber
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there is ? 0_o

stone halo
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means no KEKW

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Im disabling it for a bit

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to be sure i wanted to ask

shell fiber
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oh do you mean you completed your custom tutorial thingy ?

stone halo
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Yea, back then

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i did

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has always worked

shell fiber
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oh, but i though tobby tools was broken ๐Ÿ˜ฎ

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i think i had most of the steps and text ready

stone halo
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oh it was

shell fiber
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i'll try as soon as i'll put my hands back on it if you want

stone halo
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nono, gonna make it better now

shell fiber
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oh, okay

stone halo
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That you can have multiple at the saame time

shell fiber
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well the steps were from U4 so i'll need to rework it anyway

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oh, nice !

shell fiber
vast anchor
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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.

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The last version I had installed and working was WaterBeaverFaction_3.1.9

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Did any of the dependencies need to be updated between the two?

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Oh the answer is yes!

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From the console window: [Warning:WaterBeaverFaction] Missing the following dependencies: Lapantouflemagic.Billboards, Lapantouflemagic.storage1x1x2, Lapantouflemagic.Logstairs, tobbert.verticalpowershaft, tobbert.ladder, knattetobbert.staircase

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I'll get on that and let you all know how it goes.

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The Whitepaws are there!

vast anchor
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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.

thorn dune
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not sure flywheels is updated yet

vast anchor
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Meaning, the game update broke lots of mods, one of which is flywheels. I should remove it for now?

thorn dune
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yes

vast anchor
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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?

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I'll going to try removing all unrequired mods.

thorn dune
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the others look ok to me, though I don't have frog statue

vast anchor
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I'll start there then

thorn dune
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let me double check your versions aginst mine

vast anchor
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Maybe I missed one when updating.

thorn dune
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I have path extension, don't think it's required
I don't have Clutch or Power Shaft Extensions

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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

vast anchor
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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.

thorn dune
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well it was one of them ๐Ÿ˜„

vast anchor
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Thanks for the help.

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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...

thorn dune
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the people who make them will know they're broken and just haven't got to it yet. I think it's likely clutch

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you can tell if you to the page and check the last tupdate day

vast anchor
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Okay, Thanks again. I didn't want to do it if it wasn't going to help someone ๐Ÿ™‚

storm prawn
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@vast anchor
battery_smooth's mods are not updated yet (Flywheels, Clutch, PowerShaftExtention)
FrogStatue you need to update (v1.1.6 is fixed)

vast anchor
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@tall cobalt I've been following your lead on waiting till things settle down to update the wiki. Any idea when that would happen?

rare ferry
vast anchor
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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.

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The mods are amazing by the way.

heavy lodge
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But, WBO is codeless. So, is unlikely to be author fault.

thorn dune
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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

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I guess the script is designed for very small radius effects

vast anchor
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My Four-way district just did it.

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idk if it was 30 seconds but it did hang a bit.

radiant heart
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got all the battery smooth mods on my curent run so can't really test it out ๐Ÿ˜ฆ back to blowing up some aliens!

thorn dune
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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?

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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

radiant heart
thorn dune
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how does that help?

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I want it to split evenly in two directions

radiant heart
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you make walls or dig trenches to set the flow direction

empty brook
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Because houses are water tight you can even channel water through them to make some power

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Just gotta be mindful of the doors

radiant heart
shell fiber
# vast anchor I'm curious why the building's completing cause ~30 second freezing. (I'm a C# d...

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

shell fiber
# rare ferry Yep, everything is good now. Thanks!

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 ?

shell fiber
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well if there is no major bug all seems good ! GN !

vast anchor
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Thanks for the explanation. It isn't causing me trouble, just a spark of curiosity.

red mulch
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I wanted to post here and thank you for the wonderful mod

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Itโ€™s my perfect kind of complicated โ€œstep 1 draw a circleโ€ to โ€œstep 2 draw the rest of the owlโ€ kind of thing

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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

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Oh and badtide is funny because I build a temporary structure to close off an entire portion so nothing gets in

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Iโ€™m doing this all on helix mountain and havenโ€™t unlocked a single tech on cycle like 11 because Iโ€™m still learning the hard way for lolz

tall cobalt
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or Storage, or Paths/Structures

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I don't think those are going to change

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Apparently plucked brambles went back to being bramble flowers this time around so I don't know what's with that atm

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I'm also not touching food quite yet

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Power looks basically untouched, I'm not 100% on whether the badwater pumps in Science are finished yet

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Well-Being looks okay at the moment, the jail and washing machine at least definitely needs documenting

woeful sun
shell fiber
shell fiber
shell fiber
tall cobalt
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Also what is with the health stuff anyway

shell fiber
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uuh, the injuries and so on stuff is... let's say on hiatus

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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.

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at the moment if i remember correctly, the medication is consumed properly, so it should work

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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

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also i want to make treatment be in some sort of hospital again, not just consumable drugs just laying around in a warehouse

red mulch
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I did lose my berries hahaha

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And Iโ€™ve had many, many deaths

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I might start over with what Iโ€™ve learned

shell fiber
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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

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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 ๐Ÿ˜…

thorn dune
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watertight buildings are supposed to stop contamination? what have I done wrong here?
(3.2.1)

shell fiber
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well that's the trick, they stop it sideways, but not under them

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so a small amount will manage to seep under it

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it's a bit complicated to explain

thorn dune
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then I won't try and use it ๐Ÿ˜…

shell fiber
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lemon canyon

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just need to find where maps are actually saved ๐Ÿ˜‘

heavy lodge
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Documents\Timberborn\Maps\

shell fiber
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ahah

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indeed

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i figured the game would have a "open folder" button

thorn dune
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looks great. I already want to build another giant pit_ladder tower right where you want me to ๐Ÿ˜„

shell fiber
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okay, uploaded, gotta go

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if anyone feels like giving it a try, tell me if there is some clearly clunky stuff or bugs or who knows

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you can try with or without the #1094279087553523722 mod, both should work

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i'll think i'll make an insane baobab-based map someday

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anyway, gotta go !

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have fun !

red mulch
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OOOOO

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I want this

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Let me download the map rq and test it for ya!

heavy lodge
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You can download with Mod Manager, is on ModIO !

red mulch
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the map looked neat in preview so here's hoping I've Learned from the Doom Spiral settlement

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(and yes I name every single Whitepaws settlement after negative things)

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(Thousand Islands is "Suffering Circle")

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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

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or the city mayor is an edgelord, who knows

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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!

thorn dune
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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

vast anchor
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I'm having trouble getting my haulers to prioritize kimchi.

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Maybe I need more haulers for the number of barrels I have?

thorn dune
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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

vast anchor
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Yeah I have plenty of food. I'm trying to make it for science.

vast anchor
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Argh my haulers are just chilling in their building...

vast anchor
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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.

shell fiber
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i should just hide the non-worked barrel

thorn dune
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I think so yeah. the building is good and you can limp on with one worker per barrel until you unlock it I think?

shell fiber
shell fiber
thorn dune
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oh good question that sometimes falls off. I think I maybe don't at the moment, thanks!

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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

shell fiber
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that's just annoying

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i wish they looked at individual ressource being filled or not, not the building

thorn dune
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ohhh that explains so much. yeah it's really hard to balance production to fill equally

shell fiber
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tell me if the issue is fixed with 4x terrain bounds ๐Ÿ™‚

bronze ingot
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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 ThinkingIT

shell fiber
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oh, right for the abyss elevator too

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but tbh i might remove that ressource entirely

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ah and also the giant log bridge i guess

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hmm...

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but they are stored in the giant log storage , except the visual is nonexistant

shell fiber
radiant heart
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well, crash time...

woeful sun
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(click any dotted underline to search, click dotted underline again to show everything again)

valid salmon
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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?

radiant heart
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i'm trying to update but keep on crashing, double checking in case i forgot to update one

valid salmon
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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?

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or is the manifest just for what shows inside mod manager?

radiant heart
valid salmon
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it didnt break my save

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i redid the mod folder from scratch though

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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'

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hydroponic*

wispy crypt
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Is the experimental broken?

sullen cape
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Mine's working fine, what error do you get?

wispy crypt
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the water beaver faction doesn't show up when creating new game

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I downloaded the 3.2.2 and the req but I can't play with the water beaver mod

shell fiber
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Otherwise you can post the crash log here

wispy crypt
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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

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checked all the mods are the latest version

shell fiber
shell fiber
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uploading fix

shell fiber
wispy crypt
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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.

thorn dune
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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! ๐Ÿ™‚

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hmm I only count 5 water sources. it'll be an aquifier play I guess

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as in 5 strength total

shell fiber
wispy crypt
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When I checked all of the mods were on the latest version. But at least now I can play your LEGENDARY mod ๐Ÿ˜›

shell fiber
thorn dune
shell fiber
thorn dune
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it feels a little low for this size map to me, but as WB has the aquifer drills it's probably manageable

shell fiber
shell fiber
thorn dune
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how can you call yourself a beaver and not want to dam this? ๐Ÿ™‚

shell fiber
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Since the river is 3-wide it can channel 6.6cms

shell fiber
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But you also should want to save the trees

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Or berries

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Il probably add more cracks so it doesn't look like something dammable

thorn dune
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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

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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

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well the obvious approach works, stick a mine shaft there. huge sign you shouldn't flood it

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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 ๐Ÿ™‚

shell fiber
thorn dune
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yeah I don't like having easy mineshafts lying around either, it's just the most clear way to stop players flooding anything

shell fiber
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I'll think about it

thorn dune
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corrected what i meant as it maybe wasn't clear, mineshafts shouldn't just be lying around to get to or use I agree

vast anchor
shell fiber
vast anchor
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I see how I'd use the mechanic's lodge to make the robotic controller blueprint for it.

wispy crypt
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In U5 there in water section

vast anchor
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Thanks I was overlooking the water pump had a submenu.

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That's cool. Are there any aquifer mechanics like depleting ground water and recharge?

wispy crypt
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Haven't tried them yet so idk

thorn dune
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I don't think so i think it's just screws -> water conversion

vast anchor
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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.

empty brook
vast anchor
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And you could have bad water in different areas of the map etc.

shell fiber
shell fiber
vast anchor
vast anchor
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Is it intentional that many things can't be built on platforms?

wispy crypt
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I think it is

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If I remember he said that going up is too easy

vast anchor
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Yeah, feels right. I think the "solid" help text on platforms is misleading, but maybe it stuck there from the original devs?

shell fiber
shell fiber
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I should really have a billboard for that ๐Ÿ˜“

shell fiber
vast anchor
shell fiber
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And it's not written anywhere

thorn dune
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confused me for a long time when I was first playing WB too

vast anchor
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Yeah I unlocked the better platform expecting to be able to build things over the water

wispy crypt
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Do Wild brambles become domesticated ones when submerged in water?

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Or am I going nuts?

vast anchor
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I'd have to try it.

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Mine aren't

wispy crypt
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And is this a bug or not?

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ok then idk what is going on

vast anchor
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How deep?

wispy crypt
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1

vast anchor
wispy crypt
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Idk then because the brambles where growing in the place I flooded

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And I don't have a save before the flood

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:/

vast anchor
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Domesticated brambles still spread right?

wispy crypt
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yea

vast anchor
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So you killed them with the flood and than domesticated brambles move in once it wasn't flooded?

wispy crypt
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no

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The brambles were one place higher than the water before so if there were any they can't climb up

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Now It doesn't matter because badwater just wanted to know if it was a bug

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Now I think is my imagination :/

shell fiber
wispy crypt
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Then can they be planted on soil/ground?

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Not submerged?

shell fiber
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There is no conversion from one to the other, the wild ones are just completely unplantable

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And both are okay in 1-deep water

wispy crypt
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Ty

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At least I am not going crazy ๐Ÿ˜›

shell fiber
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I think now the domesticated ones yield more flowers pretty harvest

wispy crypt
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Yea

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1 more

vast anchor
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We can't stack platforms - so the paper mill requires the two high platform.

vast anchor
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I'm sure it is intentional and a joke RCE is in on, that Architect's lodge is a funny building.

wispy crypt
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And you can use it as stairs

vast anchor
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Yep but with it being three tall I guess very hard building to use as stairs. I did find a spot.

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What do you store braised cabbage in. I have some on the ground in rubble.

wispy crypt
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warm storage

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you need need the Hand then the storage on top

shell fiber
vast anchor
shell fiber
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Thankfully now they are flippable ๐Ÿ˜‰

wispy crypt
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What is the best way remove half of the map of brambles?

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Demolish or wood cutting?

heavy lodge
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Nope... flood with badwater !

wispy crypt
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not viable :/

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for me

heavy lodge
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No matter then, just need to place a path just when a bramble is remove, to not spread again

wispy crypt
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Yea thats what I am doing just wondering if builders or wood cutters do faster job ๐Ÿ˜›

valid salmon
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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?

radiant heart
radiant heart
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ho boy am I lost, feels like i haevn't played this year

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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

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welp, looks like showers got shorter on that one, intended?

woeful sun
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And it can be re-used for planting/harvesting and positive/negative effects

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and unfortunately it's not possible to ctrl+f for the green arrow

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I can take a look, but it won't be before the weekend.

red mulch
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Mod's great but god. badtides SUCK

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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

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like I enjoy the concepts but your options with flow control is: stop it or slow it

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and neither help the Whitepaws on maps without the ability to cheese solution block with buildings temporarily

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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

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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

radiant heart
radiant heart
# red mulch dang, link?

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
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A...

โ–ถ Play video
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looks doable but need quite a tight build order

red mulch
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Damn!

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Also thatโ€™s U4 so oh god badtide on U5

radiant heart
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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

red mulch
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I just mean floodgates are intentionally made hard to get

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as far as WBO goes

thorn dune
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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

radiant heart
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i'm not even using them, i just let the beavers get contaminated and have a run in the washing machine

red mulch
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... that's genius

radiant heart
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for irrigation the water canon is quite OP

red mulch
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I AM GONNA DO IT THIS TIME

vast anchor
radiant heart
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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

radiant heart
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Yay found a way to do it without the double ladder stack!
Step 1 :tall platform
Step 2: pillar!

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@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?

radiant heart
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and turns out the spadderdock/lotus swap didn't mess up my game, had enough CW to manage without needing to dig and replant ๐Ÿ˜„

shell fiber
shell fiber
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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

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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

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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

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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

radiant heart
shell fiber
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but it still kills your plants ๐Ÿ™‚

radiant heart
shell fiber
radiant heart
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think my first playtrough i did it before 2nd drought and it didn't change taht much

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after that it wasn't that much needed with irrigation towers

shell fiber
shell fiber
# radiant heart https://www.youtube.com/watch?v=RQULeEpWJqs

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

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that saves 4 planks that he had to use for the mine, that's 4.2x5x4= 84 beaver work hours

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but i didn't calculate how much time clay digging takes to be fair

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either way

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i'll be taking my plane back to japan tomorrow, GN !

sullen cape
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Safe trip!

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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 ๐Ÿซ 

radiant heart
radiant heart
sullen cape
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Yup

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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

tall cobalt
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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

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Creating an artificial lake on a map that does not have lake-shaped holes is substantially harder

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since then you need to make watering holes with waterproof houses

sullen cape
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I'm thinking of eventually just using dynamite, and a lot of it. And maybe terraforming

radiant heart
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terraforming takes forever, has to be a small project unless you plan on going on for 100+cycles

sullen cape
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I mean...looking at my last save file ๐Ÿซฃ

empty brook
shell fiber
shell fiber
sullen cape
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Oh don't worry I won't flatten the entire map, I like keeping the original shape normally

thorn dune
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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

radiant heart
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Lotus flowers stacking up and can't get enough nenuphars ๐Ÿค” time for some good old delete warehaouse and rubbles strat unless i'm missing something

thorn dune
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I was thinking it would end that way for me too, but I haven't got far enough to really push it yet

radiant heart
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got 1.4k flowers stored up and nenuphars barely blink on for a sec, it's gone as soon as it gets in

radiant heart
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can we get a receipe to burn the flowers in the burner plz ! ๐Ÿ˜

vast anchor
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Have all of the recommended mods been patched?

radiant heart
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that i'm aware of, Yes

vast anchor
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Cool I'll have to add them again. In steam its probably a good idea to disable automatic updates for timberborn.

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right?

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Oh nevermind I guess, I don't see how

heavy lodge
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Go offline

radiant heart
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not sure how to, anyway U5 goes live in just a bit over a week

vast anchor
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oh cool

vast anchor
heavy lodge
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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.

vast anchor
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Oh I see, only update when I launch and make sure I'm offline before I launch it.

thorn dune
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the worst thing about steam is that you can't stop updates in any reasonable way

heavy lodge
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But, you can block them

vast anchor
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I was also wondering if there was a way to have a second copy of the game for moding.

heavy lodge
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You can, if you make a second instances of steam

wispy crypt
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is there a better building to craft screwpress axles?

empty brook
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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

vast anchor
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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.

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Or you know I was crazy for trying to charge them that way and it is just right.

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So nevermind ๐Ÿ˜„

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Just build more water wheels

wispy crypt
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I use windmills there good ๐Ÿ˜›

vast anchor
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Yeah I need to get better at get them up high enough.

wispy crypt
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you need one overhang walkway and then place the windmill

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you just need the hight

vast anchor
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use existing mountains?

wispy crypt
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yea and just need the cliff to be 3/6/9/12 high

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if you need more want more power just dynamite under it and place better one ๐Ÿ˜›

vast anchor
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Yeah that's not so bad.

wispy crypt
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Just need to find the cliffs and have vertical power shafts if you are under the cliff

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Just don't place the windmill under on top of a power shaft

vast anchor
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So wait the windmills need to be exactly 3/6/9/12 high?

wispy crypt
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Yea

empty brook
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I mean they can go higher, just no real reason to

vast anchor
rare ferry
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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.

tall cobalt
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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

shell fiber
shell fiber
shell fiber
shell fiber
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Personally I consider razing / rebuilding batteries for power up be kind of an exploit, but considering how annoying that seems to be... meh ShrugFT

shell fiber
shell fiber
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Hurray ! 20k downloads on this mod ๐ŸŽ‰๐Ÿ˜Š

sullen cape
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Congrats Lapan!

heavy lodge
woeful sun
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Harder to tell, because it's on 4 different game stores

heavy lodge
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and , ModIO dont give that information SadF

woeful sun
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SteamDB has # of current players (not total dl count)

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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

pine geyser
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others beaver are working are working fine but when i load water beaver game crashes

rare ferry
vast anchor
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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.

vast anchor
# pine geyser others beaver are working are working fine but when i load water beaver game cra...

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.

pine geyser
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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

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thanks

wispy crypt
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Why is there a slider for the balloon trader landing ?

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pad

empty brook
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I always wondered that too lol

shell fiber
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It's an artifact due to the landing pad generating power from nothing, just disregard it.

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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

wispy crypt
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Yea but the slider, is it better to leave it to 2

shell fiber
wispy crypt
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And haulers don't work with the balloon is this a bug?

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The only one the brings the things is the landing pad guy

woeful sun
shell fiber
# wispy crypt And haulers don't work with the balloon is this a bug?

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

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i might give the balloons a worker too eventually because this kind of things is just too annoying.

wispy crypt
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Yea what I am saying is that only 1 beaver loads the balloon

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Now it's fine but for it to start I had to wait like 3m

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But now its fine it's slow enough so it filled up

rare ferry
vast anchor
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I'm not expecting it to work but did anyone ever try adding the ChooChoo mod to water beavers?

thorn dune
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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?

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or maybe I was just not looking hard enough. it woudn't be the first time

shell fiber
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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

shell fiber
empty brook
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Was looking forward to either white or pink rail ties

shell fiber
empty brook
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Ya I wouldn't wanna bother him with it rn

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I was jw cuz I never tried

vast anchor
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If it breaks and I want my map back... do I go to a backup or is there a way to recover it?

shell fiber
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i copy pasted the right name so your thing seems correct

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as long as you have a manual save, they are never overvritten by autosaves

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if you alway only rely on autosaves...bad idea

vast anchor
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I'll make a manual save.

vast anchor
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Does that trick work with other mods?

shell fiber
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it may, but anything that calls a ressource that doesn't actually exist will cause crashes so...

shell fiber
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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
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right now i think my favoured solution is either (1) or (3)

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i think the preparator would annoy people with unnecessary population creep

distant wigeon
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I'm partial to 4. Maybe 5 if it's a tent and not a house?

sullen cape
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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

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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...

thorn dune
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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

shell fiber
shell fiber
vast anchor
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I like the idea of having a some building make "kimchi mix" that goes in to the barrel

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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 ๐Ÿ™‚

shell fiber
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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

thorn dune
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especially early, there's some custom maps that really need a large dam early to get going and it can be a struggle

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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

shell fiber
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which map are you on ?

thorn dune
shell fiber
thorn dune
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I love it, though the start is a bit technical

shell fiber
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It doesn't seem like there is a lot of fresh water, I feel that most maps are like that now.

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So I'm thinking more and more about making my nuclear power plant consume bad water and output clean water

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But to be fair I didn't make any progress on that front recently, been mostly playtesting

shell fiber
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settlement becomming nicer and nicer

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especially since i build those large water wheels that make a bazillion power

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for now i'm very satified with the washing machine, you can effectively disregard contamination due to swimming in bad water

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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

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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

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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.

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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

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so i might roll back on the "robotic controller blueprint" thing

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probably something like make it an ENS research thing

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and put back in the blueprints for the mech drill and aquifer pump

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or just the mech drill, the aquifer pump is just a pump, it can simply be science locked

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(if anyone has feedback on all this rambleing)

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one thing i kind of wanted to have was somethign like needing to "discover" the other beaver tribes

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but... that seems like yet more custom items that would be single-use soo...

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oh, here's an idea regarding the balloons :

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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

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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

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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

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maybe i can achieve that without bots though ๐Ÿค”

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if i drop the idea of having bots, then i need to rework (again) what each balloon gives

sullen cape
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I'm interested to see what water bots look like, at least ๐Ÿ™‚

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My population keeps crashing down to 2-4 beavers on hard lol ๐Ÿคฃ

thorn dune
thorn dune
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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

sullen cape
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Oops I love updates ๐Ÿคฃ

rare ferry
sullen cape
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Oh noooo

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And you can't revert experimental either ๐Ÿ˜ญ

shell fiber
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Aaah shit

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Is it tapi or specific to this mod ?

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Ah it probably has to do with the rooftop terrace and exercise plaza

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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

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Otherwise I'll try to fix and update in maybe 5-6 hours

rare ferry
shell fiber
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okay, got it fixed

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just needed to update the scripts

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i'll upload it later though

tepid thistle
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Idk what Iโ€™m looking at in these files, will wait patiently for update to be posted HappyF

shell fiber
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fix uploaded

radiant heart
radiant heart
radiant heart
radiant heart
radiant heart
shell fiber
radiant heart
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Iโ€™d just keep the barrel with worker IMO it looks nice and fits the ยซย low techย ยป early game

radiant heart
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Need to be a reasonable human beeing for once, still got 2 days of tradeshow, gonna poke at the new update sometime Tuesday ๐Ÿ˜‰

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Had to hop in a bit and get my fix!
Later ๐Ÿ‘‹

shell fiber
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have fun !

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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

sullen cape
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My game loads, thanks again Lapan โ˜บ๏ธ

slate jacinth
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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?)

radiant heart
shell fiber
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does this TBMPL thing work with or replace TAPI etc ?

shell fiber
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hmm... either that doesn't work, or there's something i'm doing wrong ๐Ÿค”

empty brook
shell fiber
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i see in the console that tbmpl is loaded, but the priorities on the testing barrels are unchanged ๐Ÿ˜ฅ

empty brook
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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 Catapult

sullen cape
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There is the lategame hauling tower at least

shell fiber
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yep, there is a huge hauling tower that hires 30 beavers, but it's locked behind giant sequoias

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i just got a super idea to balance the builder's tower ๐Ÿ™‚

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it's just going to consume some tools

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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

shell fiber
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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.

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because i at last reached the point where i wanted to use the hauling tower, but that really is a stupid building to place ๐Ÿคฃ

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like what kind of maniac placed the entrance on the 8th floor ? ๐Ÿ˜…

storm prawn
# shell fiber holy crap thanks ! i need to test this thing immediately

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 ...

shell fiber
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::::::::::: :::::::::  ::::    ::::  :::::::::  :::
    :+:     :+:    :+: +:+:+: :+:+:+ :+:    :+: :+:
    +:+     +:+    +:+ +:+ +:+:+ +:+ +:+    +:+ +:+
    +#+     +#++:++#+  +#+  +:+  +#+ +#++:++#+  +#+
    +#+     +#+    +#+ +#+       +#+ +#+        +#+
    #+#     #+#    #+# #+#       #+# #+#        #+#
    ###     #########  ###       ### ###        ##########

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
shell fiber
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so if i understand correctly, the priority is now meant to be the product of all empty ratios ?

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let's say i have a building that requires 2 ressource, both are 30% full, so the priority is 0.7ยฒ = 0.49

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hmm

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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 ๐Ÿค”

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hmmm

slate jacinth
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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

shell fiber
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But most buildings have dedicated workers so inefficiencies are not an issue, but if your script could fix unplanned buildings that would be amazing ๐Ÿ˜ƒ

slate jacinth
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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

radiant heart
radiant heart
thorn dune
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I need to build fewer buildings, or pause more

shell fiber
shell fiber
vast anchor
# slate jacinth I'll try to figure something out later. More methods to patch ... Oh well It sho...

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?

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I'm down a rabbit hole of decompiled code ๐Ÿ˜„

slate jacinth
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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%

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right now I'm cleaning up the code, and trying to find someway to give workerless buildings extra priority

vast anchor
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Does the Inventory object know if the building has workers?

slate jacinth
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I think I got it now ... gotta test it

vast anchor
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There are a few of us trying to figure things out in the beaver-noises voice chat

vast anchor
slate jacinth
# shell fiber But most buildings have dedicated workers so inefficiencies are not an issue, bu...

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

radiant heart
# shell fiber

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 itโ€™s not like if they donโ€™t have the time for that. Could it be some weird thing like when the washing machine was giving clean fur too? ๐Ÿค”

stone halo
slate jacinth
valid salmon
#

huh. i have a weird bug

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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

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idk how to do a video capture to show that

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and the beavers who try to take the blocks from the factory directly just say 'carries - nothing'

valid salmon
valid salmon
shell fiber
shell fiber
shell fiber
shell fiber
valid salmon
#

theyre builders and they just stand here forever

shell fiber
valid salmon
#

its most likely a medium flywheel, but theres also a squeewe platform thingy somewhere

shell fiber
valid salmon
#

thy seem to pick up the blocks and put it back over and over until they get hungry/thirsty then they leave

shell fiber
valid salmon
#

i literally saved and zoomed in like this and watched them for 5 days

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the flywheel is accessible, they put in 13 blocks and now its just stuck lol

shell fiber
#

๐Ÿค”

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Try to pause unpause the buildings hiring the builders?

valid salmon
#

okay, i'll try that.

shell fiber
#

Those are builders right ? When you click on them you can see where they work

valid salmon
#

yes

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so i paused and unpaused all of them

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didnt make a difference

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doesnt seem to happen with other resources, oddly enough

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like, theyre building stairs elswhere and taking planks from the storage just fine

slate jacinth
#

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

valid salmon
#

i installed it after i noticed the issue, no difference

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I tried destroying the storage, and changing the type of storage pile, maybe it was an issue related to the 2tall-2long mod

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no difference

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and its JUST the metal blocks, oddly

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and get this: i destroyed all metal block storage to see if the beavers would pick the blocks up directly from the factory

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carries nothing???

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wait this is happening to scaffoldings too

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dont think its builders overall, cause theyre delivering my explosives, planks and logs jsut fine

slate jacinth
#

well, haulers don't bring resources directly to a build site
Try Pausing the squewee platform? It's likely out of reach ... it seems

valid salmon
#

man how many blocks have been disappearing im pretty sure this flywheel has been under construction for so many cycles now

valid salmon
#

this guy 100% took it

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i deleted the squewee

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and only kept the flywheel active location

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it came, took the block out of the factory inventory

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but is carrying nothing

slate jacinth
valid salmon
#

i was playing on slowest speed

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and zoomed in, checking every beaver who walked into the factory

slate jacinth
#

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

valid salmon
#

im trying other buildings

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the thing is i tried building a bridge and they delivered the blocks fine

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its just to the squewee platform and flywheel that I see this

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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

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gonna try destroying some buildings to see whats the cause

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(the original flywheel in question is 4th in a series of vertical direction flywheels that I'm building from the top)

slate jacinth
#

Seems not to be completely broken then ShrugFT ... Still, what a weird issue ... wait, how could they lose access from the top? ThinkingIT

shell fiber
#

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

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And yes this kind of issue can cause resources to be deleted

slate jacinth
empty brook
#

Mine was planks

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It's definitely induced by a mod but I haven't been able to replicate the bug either

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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

shell fiber
#

@valid salmon if you have your save can you send it to me by PM?

valid salmon
valid salmon
#

ah theres a separate folder for experimental my bad

shell fiber
valid salmon
#

PS I have sent the save file to you on DM @shell fiber , feel free to check it out whenever

vast anchor
#

Anyone know if you can store the blueprints or fancy blueprints?

storm prawn
vast anchor
#

okay I have a library where is the option for that?

tawdry bronze
#

should be a sepperet building that is placed inside

vast anchor
#

Oh I found it. In the storage menu.

vast anchor
#

So how do you get Nenuphars?

woeful sun
#

Large Farmhouse can plant them

storm prawn
#

then gotta take 'em Lotuses apart in the Handycrafter

vast anchor
#

Oh

storm prawn
#

they also need ~2-deep waters

vast anchor
#

Thanks

woeful sun
#

(Update 4 or 5?)

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nm, I assume update 5 based on your stream

woeful sun
valid salmon
#

what is mechanistry exactly

arctic olive
#

It's the company of timberborn

valid salmon
#

oh, the link had something to do with meshes i didnt fully understand

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something to do with creation of assets i thought

arctic olive
#

It is

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But they made it, for timberborn. And released it for other games or maybe their own in the future I suppose

valid salmon
#

ah, TIL

woeful sun
#

It doesn't show initially, and then when doing a search it appears.

empty brook
shell fiber
#

and this thing updated on its own too ? that's so cool ๐Ÿ˜€

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and we don't need to prioritize + request in storages ๐Ÿ˜ญ

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this is perfect ๐Ÿ˜˜

slate jacinth
#

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

heavy lodge
slate jacinth
#

Probably would once it's updated, don't see any reason not to now that it's built into the game

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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)

stone halo
#

@shell fiber maybe you saw, but i pushed a Vertical power shaft fix. I forgot to change soms string KEKW stupid me

shell fiber
shell fiber
stone halo
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still had VerticalPowerShaft.Folktails

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Added the previous name as backwards name, so it just updates the model and the building cost

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As it is now more in line with how you make things cost

shell fiber
#

oh, neat !
so they cost scaffoldings ? ๐Ÿ˜

stone halo
shell fiber
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but the scaffolding is what matters most

shell fiber
#

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

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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
slate jacinth
slate jacinth
radiant heart
empty brook
slate jacinth
radiant heart
#

3rd gold bar acheived ! ๐Ÿคฃ

radiant heart
#

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?

storm prawn
#

@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 ?

shell fiber
shell fiber
native citrus
#

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)

shell fiber
#

Uuh ๐Ÿ˜ฅ
Capitalise all names ? Isn't that in German ?

native citrus
#

Wrong: "Robotic controller blueprints"
Correct: "Robotic Controller Blueprints"

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Base game:

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Modded:

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Descriptions always end with a full stop (.), names are always capitalized

shell fiber
#

Ooh, right

native citrus
#

It's just something that annoys me so I decided to fix it for myself, but I can share it if there's interest

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I still need to test it though, to make sure I didn't break any localization

shell fiber
#

Hmm...

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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

native citrus
#

The script is fed a localization file and it spits out a corrected version

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But a google doc/github would be great

shell fiber
#

I have no idea how git hub works

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But I should get that probably someday

native citrus
#

As long as you have a github account its very easy to make a repository

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Pretty much just toss files in there and it's done

storm prawn
shell fiber
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And anyone can modify stuff ?

native citrus
radiant heart
native citrus
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Also having public edit access is a bad idea

shell fiber
#

eh, that's fine

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i have my own copy

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i jsut made it so it's editable

native citrus
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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)

shell fiber
#

ahah

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hmm...

radiant heart
#

can make it easy to abuse the depth and go even to 12+ for those "flat earthers" ๐Ÿคฃ

shell fiber
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i'll have to poke at dynamite to know what happens when they are more than 1x1

shell fiber
native citrus
shell fiber
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oh, oopsie

native citrus
#

I get it, not your native language, but I might aswell automate it while I'm going over the entire file anyways ๐Ÿ˜…

shell fiber
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for the record, i though only one capital letter was correct ๐Ÿ˜ฌ

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never bothered to check, which was foolish in hindsight

native citrus
#

Different languages have their own rules, it's the correct way in my native language as well

shell fiber
native citrus
#

Probably

native citrus
shell fiber
shell fiber
vast anchor
native citrus
#

Wait no

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That's the file storage

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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

vast anchor
#

What I could find git LFS has a 2 GB per file limit.
But what is the size limit of a repo

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Where did you find that?

native citrus
vast anchor
#

I think WB would fit. How large are the asset files?

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Maybe you'd want to use git LFS - large file storage.

native citrus
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Actually nevermind, it's 1.25GB after uncompressed

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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

vast anchor
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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.

native citrus
#

Here's the raw output from the script currently, haven't done a manual pass over it yet

shell fiber
shell fiber
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There is a crapton of icons too

clever cosmos
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so for some reason im not allowed to update the 2 tall small storage mod to anything other than the live version

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it crashes everytime

vast anchor
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"extract the fake"

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what?

clever cosmos
#

no matter what version i download

vast anchor
#

Are you doing it in the mod manger?

clever cosmos
#

yearh

vast anchor
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You could do it manually

shell fiber
clever cosmos
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but is there a reason it crashes in the first place?

shell fiber
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Unclear

vast anchor
#

When does it crash?

clever cosmos
#

something about access to path is denied

vast anchor
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Can you install any mods?

clever cosmos
#

yearhi think so, first time doing it in timberborn ๐Ÿ˜„

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ok manually worked

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for some weird reason

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do the choo choo mod work with it?

shell fiber
vast anchor
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Not right now

clever cosmos
#

why does my mod manager say mod manager aint installed? xD

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what about the ferris wheel or damn decoration? any of those working with this mod?

vast anchor
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I don't think mod manager can see the manually installed mods.

clever cosmos
#

O.o

native citrus
#

Testing the output of the script, it definitely helps a lot to make it harder to spot which buildings are modded

vast anchor
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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.

clever cosmos
#

time to die with whitepaw!

vast anchor
#

U5 or U4?

clever cosmos
#

u5

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what is the last thing thats written?

vast anchor
#

This is still U4 but I've found it very helpful for "what makes that?"

clever cosmos
#

thanks!

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is there alot of differences between U5 and U4 with this clan?

native citrus
clever cosmos
#

what does the billboards even do?

vast anchor
#

lapantouflemagic has been very busy.
#1070709592176197642 message
There are lots of changes from last week

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billboards tell you stuff

clever cosmos
#

so... any map thats recommended?

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i dont know the maps that well xD

vast anchor
clever cosmos
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cause dandelions was important i see, but they removedd that with U5

vast anchor
#

I forget the name of the map I'm on but its good. What are the first three map names?

clever cosmos
#

lakes plains and waterfalls

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you on U5?

vast anchor
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Yes, one second I'll just go check.

clever cosmos
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i like terraces... i really dont know how dams work well enough otherwise xD

vast anchor
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Argh I thought it was going to be easy to tell which map on on...

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ha

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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.

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#1070709592176197642 message

shell fiber
#

Generally my recommendation is waterfall or gentle canyon

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Plains is quite easy too, but very flat so there's not a lot of opportunities to make a big dam

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Oh but right !

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Look for a custom map called "lemon canyon" I made it specifically for this mod

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It should be easy enough

clever cosmos
#

how about terraces?

vast anchor
#

Just crashed timberborn trying to load my map ๐Ÿ˜ฆ

clever cosmos
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well this is my problem atm

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why is this happening?P

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xD

vast anchor
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"not a problem"

clever cosmos
#

ehm... xD

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what is it?

vast anchor
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I think the game is expecting 30 of something and the mod has many more.

shell fiber
#

Oh do you mean terrace valley? This one is a nightmare ๐Ÿ˜ฌ

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It is workable but... Ugh ๐Ÿ˜ฉ

clever cosmos
#

the map is literally named terraces xD

shell fiber
#

I'm not on the computer right now, can't see it ๐Ÿ˜…

clever cosmos
#

you recommend waterfalls?

shell fiber
#

Yeah

empty brook
woeful sun
#

(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)

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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.

woeful sun
woeful sun
#

btw, I'm open to better naming suggestions too. I was thinking maybe "Quick reference" (or some derivative thereof)?

native citrus
woeful sun
#

yea, I found the same

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I think it was either ladders or staircases that tripped it up

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The line is something like:

Key,Value, """some quote""
- author"
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and the space between the comma and double quote caused issues

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Note that the default dialect (if not given) is excel, not unix.

shell fiber
woeful sun
#

How did you make 2x2 dynamite?!?

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Did it at least blow down 2 tiles?

shell fiber
#

take a dynamite prefabn make it 2x2

woeful sun
#

(assuming you started with the 2 deep dynamite)

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Heh

shell fiber
#

ahah

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i meant 2x2 in terms of horizontal coordinates

woeful sun
#

Yea

shell fiber
#

to see if i could make a mega dynamite that blows up a whole mountain

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but alas, no

woeful sun
#

I bet the dynamite script doesn't handle that

shell fiber
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yeah, only the pivot point or whatever that is is blown up

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but it's not an actually important thing, just wanted to know

woeful sun
#

Now you have me imagining a 1x1x1 TNT that blows a 3x3x3 whole

heavy lodge
woeful sun
#

Today I learned, apparently TNT is hard to make explode (it was first used as a yellow dye not explosive)

woeful sun
shell fiber
clever cosmos
shell fiber
#

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

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although badtides are almost strictly negative, they're only good on maps like terraces where you don't have access to bad water normally

clever cosmos
#

badtides sucks >:C they made my colony die xD how the heck do you even survive that?

shell fiber
#

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.

clever cosmos
#

it kills all my plants tho

shell fiber
#

but if you manage to survive, the mechanic's lodge can research blueprints for the beaver washing machine which solves beaver contamination entirely

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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

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personnally i grow my trees in the area that gets contaminated because losing them is just a loss of time, but otherwise inconsequencial

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and because dead trees are still harvestable

clever cosmos
#

gotta say i love your idea with resin being important early! ๐Ÿ˜„

shell fiber
#

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

shell fiber
clever cosmos
#

hopefully the devs will actually make a faction inspired by yours! ๐Ÿ˜„

shell fiber
clever cosmos
#

xD

shell fiber
#

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

radiant heart
#

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 ๐Ÿ˜†

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stuff vanishing is not friendly on the loading time also

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really, top floor entry for the huge warm storage, what kind of maniac would put the entrance 8 blocks above ground? ๐Ÿคฃ

shell fiber
#

meeh, i can leave them in i guess... i just thought i'd do some cleanup

shell fiber
#

right i forgot to say i changed that ๐Ÿคญ

radiant heart
#

time for some more ladders i guess!

shell fiber
#

you monster

radiant heart
#

not like i have many options..

shell fiber
#

oopsie ๐Ÿ˜…

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hope you like the new toolgroups ๐Ÿ˜‰

radiant heart
#

i spy with my little eye a new baloon!

#

it's only a well-beeing thing ?

#

Yay dynamite grouped up ๐ŸŽ‰

#

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

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not like i'm building much anyway, more into blasting place for bamboon plantations, still can't keep up on endothermic stuff

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ground space really becoming an issue, gonna need to go on a large map for my next run ๐Ÿคฃ

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at that point i'd need tower houses without workers to fill in all jobs ๐Ÿ˜…

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looks like my shell necklaces are not selling a lot, 340 in stock and only 26 beavers having them ๐Ÿค”

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gonna give a poke at those mine modules and see if they crash, wish me luck !

shell fiber
shell fiber
#

basically i felt that unlocking new destinations with "science" was a bit off

radiant heart
#

that's cool

#

and the ruin exploration thing?

shell fiber
#

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

radiant heart
#

and crash... think it's when i got my first hydrogen or exploration thing, not sure