#Water Beaver Overhaul
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or is could be consumed as part of a reciepe to get relics or whatnot
oh
ah, it's the animation on the module
it's broken
whelp, good thing hydrogen is not used for anything yet ๐
(i know, you wanted the methane)
also, i didnt run any math on that stuff ๐ฌ
i did one for hydrogen only just to test it out, got my wish granted, crashed the game! ๐คฃ
my army of fermentation barrels is still doing it for methane
production speed looks descent just by the looks of it, didn't bother comparing with barrels output, also those are quite limited, you can't build a gizzillion of those, biggest maps i think top out at 4 maybe 5 ruins
for medium/small mines where you got only one it's gonna be hydrogene first i suppose unless it's not required that much, not giving one of those 6 precious spots for storage that's sure
yeah the storage modules are more of a "because i can" thing
fermentation house produce way faster then the module so methane not really worth it
yeah but in terms of how much land space can it save you ?
still, can only get 6 modules, per ruin and it's limited, gonna use it for stuff that is exclusive first ( hydrogene)
well, not for now since it crashes and got no use but later on ๐
hydrogene gonna be for the zeplin i guess?
yep
i guess tomorrow gonna be time for a new run anyway when U5 goes live, that run is pretty much to the limits of what it can do
by the space on the map and by the capacity of my PC
need to run it on camera unlock to place new clockwork farms on my towers ๐
good luck
feels like the early game been made much harder in the last couple updates. didn't really get to it since i'm on the same run since i started U5
oh
well yes there's all the science stuff that finally stabilized
but my current playthrough started somewhat recently, and i didn't think difficulty was excessive
my biggest concern is the librairy books only beeing made in the librairy now, means you actually have to pause science while you prep for the ENS
kinda sucks, hope it's not as bad as i imagine it
well there's times during which you would want to pause the library eating your food and water for science, now instead you just put it to copying books
i actually had my second compact library set long before i ever thought about using it
plus it makes a lot more sense that the library can copy its own books
pause science... you really are a maniac ๐คฃ
GN
@native citrus fyi, it's Logstairs that has the language file with the unusual formatting.
Got this crash when removing tbmplworkerlessrecipehaulingfix_3653247_1.0.6 mod. I need to remove-it because it messed with gathering priorities (set-up to prioritize mangrove fruits and , prioritize bramble flowers ๐ฎ ) ...
that's weird, it shouldn't mess with that ... I'll need to take a look at that asap then
I had also removed it a few times myself but never got that crash ... did it only happen once, or did it break the save?
Crash on loading, so, it breaks saves
Heh, as the mod grows perhaps there is more public domain or creative commons content you could use ๐
Oh and thanks for teaching me some French haha (Ananas, Gaz, the ENS based on a real life thing ๐ )
Sh** I can't figure out what went wrong, not in a timely manner anyhow.
For now ... Could you reinstall it, and try disabling - at first just the extra tweak for workerless buildings, then the whole mod ... from its config file (BepInEx/config/TBMPL_Hauling2RecipeFix.properties)
Will try now
I couldn't find any references to the code I patched in the Gathering/Yelder scripts (dlls) with a quick look. So I wonder how it affected the gatherers... is there anybody I could ask for some help figuring this out?
That crash doesn't look like it could have been directly caused by something in my mod, but perhaps it's just the game being finicky about it
@heavy lodge
Can't really do anything code-wise today, but I can try to recreate the issue you had with the gathering prioritization & try to figure something out for now ...
OK, strange is that even if put back the mod, I got a crash
this is really weird ... did you have any other changes in mods?
anyhow, I'm gonna try & see for myself now, even if it's almost time to sleep
Not sure about what changes is about. All changes to the mods was when I started the faction. But, will send the crash archive to look at the mod list and at the save.
@heavy lodge
Didn't see anything blatantly wrong with the mods in the crash report
Heading to work now, getting back to my PC in 9 or so hours...btw, Is that crash archive from when you had my mod removed or after reinstalling It?
Btw, Did starting a new game work?
Does an older save from the same settlement still work?
Jic ... If you had un/reinstalled via modmanager, did you restart the game before trying to load back into a save?
Is the crash just after the mod removed. And, I moved the mod in a separate place, I was not in game during that !
Before I forget again @storm gulch if you haven't yet seen https://mod.io/g/timberborn/m/timbertrees. The homepage links to the online version, which has unreleased features (currently only filter producer/consumer on English pages only).
(I'm 5 minutes into wb ep#32, hopefully no searching for things this vid๐ค)
Also see the https://discord.com/channels/558398674389172225/1099109328998371428 thread. Power is proportional to flow rate, and water is flowing past the side of the water wheels under the platforms and is being wasted.
hmm... that seems to be related to the more plants mod actually...๐ค
No, gathering priorities is working without tbmplworkerlessrecipehaulingfix ...
Anyway, will check again, maybe , who knows ...
That was probably about the crash, rather than the issue with prioritized gathering. And well, i don't see how my mod (alone) could have caused that specific exeption. Guess I'll have to try and see (with your full mod loadout too)
[Error : Unity Log] ObsoleteValueException: Couldn't deconvert Workplace to Timberborn.WorkSystem.Workplace
Stack trace:
Timberborn.Persistence.ObjectLoader.Get[T] (Timberborn.Persistence.PropertyKey``1[T] key) (at <fcc951b44cce48d08ada3e0b7a552ad8>:0)
Timberborn.Workshops.ProduceExecutor.Load (Timberborn.Persistence.IEntityLoader entityLoader) (at <7e051f12a2f342b0b2a23156757d689c>:0)
Timberborn.BehaviorSystem.BehaviorManager.LoadRunningExecutor (Timberborn.Persistence.IEntityLoader entityLoader, Timberborn.Persistence.IObjectLoader behaviorManager) (at <019eb325a5084ece91721ee19df76e4d>:0)
Timberborn.BehaviorSystem.BehaviorManager.Load (Timberborn.Persistence.IEntityLoader entityLoader) (at <019eb325a5084ece91721ee19df76e4d>:0)
Timberborn.Persistence.WorldEntitiesLoader.LoadEntity (Timberborn.Persistence.InstantiatedEntitySave entitySave) (at <fcc951b44cce48d08ada3e0b7a552ad8>:0)
Timberborn.Persistence.WorldEntitiesLoader.LoadEntities (System.Collections.Generic.IEnumerable``1[T] entitySaves) (at <fcc951b44cce48d08ada3e0b7a552ad8>:0)
Timberborn.Persistence.WorldEntitiesLoader.LoadNonSingletons () (at <fcc951b44cce48d08ada3e0b7a552ad8>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadNonSingletons () (at <6e8a35ad066f451bb3cd3d1cd0ec7b12>:0)
(wrapper dynamic-method) Timberborn.SingletonSystem.SingletonLifecycleService.DMD<Timberborn.SingletonSystem.SingletonLifecycleService::LoadAll>(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <6e8a35ad066f451bb3cd3d1cd0ec7b12>:0)
I think I need to demolish a workplace, but I don't really have anything that's been depreciated (unless it's the fermentation barrel with a worker?)
Or the old ollld barrels that I didn't bother to delete ๐
Except they're not using an old version & only got that crash after removing my patch once. No clue what's going on with all this
I did see the gatherers sometines wholly ignoring the prioritized harvestable in the bit of playtesting i managed to squeeze in last night...gotta figure that out too 
Guess I'll try reproducing the crash once I'm home too
This looks super helpful, thanks!
Going to try to remember to put a link to this in my next video ๐
Going to try to remember to watch when you play WB on U5 ๐
My U5 waterbeaver playthrough will most likely be live streamed instead of videos
Depends on how I'm feeling I guess
Sure will be on normal mode ๐คฃ
with recording or without ?
btw did anyone try with live U5 ? did anything explode ?
not yet ๐คฃ
I always keep my live streams archived
Be aware that now trains have .... tunnels ๐คฃ
looks like there is an irrigation tower back on the menu in the trailer of the patch ๐ค
right before the end
Nope, those black & white images means... RIP ๐คฃ
well let's just wait for @tawdry bronze to fix it (although he's not the one making the script)
but to be fair, we could be just fine as it is now, it's just a bit sad to lose some interesting buildings
anyway, GN !
GN
well, U5 stable loaded my previous save , no problem, didn't hit play tho
and just like that, a new colony was born....
how about moving the badwater stuff in a sub-menu of water? took me way to long then i will admit to searching ๐
is the librairy watertight on the walls? ๐ค
#1070709592176197642 message
I fixed my own bug, you need to delete the Fermentation barrels with workers before you can update to the latest WB version it seems
Just in case someone needs it
strange, still got some in there making methane and the game loaded
Oh, I know. I've been manually updating mods. So I've been deleting the folder and starting fresh. So you'd still have the old buildings, where as I don't
Do you mean it exploded as soon as you hit play?
Absolutely not
I could but that would leave the water many crowded and the science menu kind of empty ๐
They should be converted to unmanned barrels though ๐ค
So u4 colonies still work on U5 ? That's quite surprising
Okay, I was just guessing, at least it fixed it for me. Save now works on update 5 ๐
LOL i just realised trade with polarbeavers is a reference to frostpunk
nope, it worked !
i delete and reload too
2 beavers and a dream ๐ didn't go as planned i guess
it's a visual thing only, both yield the same amount in the same time
well, shit, the rubbles from the kart vanished... guess they didn't like getting planted on, rip gear and explosive. at least i picked up the vitl stuff out of it before it went bye bye, just noticed since i wanted to do some blasting ๐ฉ
yep, rubble will move out of the way of construction site and trees/crops... but if it gets boxed in, it just vanishes
too bad, gonna live without it for now i suppose, not like it would have prevented 95% of my beavers to die anyway
fermentation barrel stills feels broken... barrel been there for at least 4 cycles, prioritized and got the rss for it sitting there in warehouses....
what's the paypall account i need to send a dollar or 2 to get back the "with worker" edition? ๐ค
i'd like to get a fermentation house going but i need the science to make the alchimist to make the tar .... ( and whatever other stuff science locked in that chain)
about to hit cycle 12, still 0 science.
I'm either totally dumb and don't understand how to make it work or ... someting something haulers priority something something....
on the bright side, came back nicely from my 2 beavers and a dream to a 80 pop
yeah, gotta use that one i made ... except i still gotta fix it up as it's currently a tad buggy (with a risk of save corruption, lovely
)
did they, as usual, fill the barrel with only one of the resources, and then stop?
why oh why did i release that so god-dam early, and with too little testing? gotta rush to get it properly working now ... since @shell fiber wants to use it to keep those workerless buildings. Sorry for how hasty i was with it @heavy lodge , and thanks for the crash report
it could be a few more days until it's ready for real usage ... will let everyone know once it is
i don't mind testing it out and sending you the repport if it crashes and can help, what is it exactly that i need to download?
seen a couple chat about it in the past weeks but was out of town so couldn't give it a try
all the versions on mod.io currently affect 'unrelated' things, like the Gatherers - breaking Gathering Prioritization, and potentially make saves corrupt & always crashing with an error on the same. I'm currently looking at more targeted options, the main of which is to just empower the "Prioritize by Haulers" tool/toggle ... I'll probably have a version for letting others do testing by tomorrow. Right now it's not quite there yet
ok, just ping me when it's out and i'll give it a go v
(when i can, go a busy day ahead tommorow with the kids)
thanks, that would really help 
Have an issue with my save file from 3.2.4 .. after updating to 3.2.5 the Artists Lodge crashes my game, canโt place or select it or game crashes. Will upload error report when I have access to it
hope thats the right one ๐
@shell fiber: So I was updating my timbertrees reference card script to handle update 5, and noticed that the MonoBehaviour for ShowerPipeSegment.Whitepaws has a missing? Script
(this is with waterbeaverfaction_3.2.5.zip)
WaterPumpPipeSegment.Whitepaws has the same issue
oh, yes, you're right, i hadn't seen that, maybe that's why it didn't work ๐ค
but it doesn't matter, those are not used as of now, they are still in the asset bundle but doing nothing
also I noticed that there are some prefabs that appear with the same name, but in different locations, and I'm not sure how to handle that (because I thought they had to be unique).
eg buildings/townstuff/Woodupgrade.prefab vs junk/woodupgrade.prefab
oh, found the issue
obviously junk is probably the right one to ignore, but I'm not sure how to handle that automatically
for 2.2.10 it was WPBeaverStatue and giantlogstorage
well you can exclude everything that is dev-mod-ed ๐ค
I do that already,
but that's from the tool specification,
and this is for building prefabs,
hmm, the junk file is not listed in the assetbundle manifest, maybe that's the way to tell
but then why is AssetRipper creating it ๐
oh, it has Junk/woodupgrade.fbx
yeah, sorry mmy foldering is absolute chaos
i try to keep it somewhat tidy but... ๐ฌ
i'm just confused as to why the export from asset ripper changed the .fbx extension to .prefab
oh, that's asset ripper doing that ?
I tihnk so
well yes clearly, i had game asset extracted as .prefab and had no idea how to make others untill i understood it was the same as fbx
for the custom piles models, it was weird
uploading a new version !
should fix the copyist / artist crashes, as well as the gaz extractor crash
ohhh, I think the base game has these as $building.prefab and $building.Model.prefab
I wonder how the game links them together -- I assume with a guid somehow
@heavy lodge @radiant heart just updated my hauler fix, it now just improves the effect of "Prioritize by Haulers" ... as everything else just constantly yet inconsistently broke
in case anyone wants to check it out & test it (don't use it on a main save yet!)
it's at https://mod.io/g/timberborn/m/tbmplworkerlessrecipehaulingfix
$building.Model.prefab refers to $building.asset via m_Mesh guid,
and $building.prefab refers to $building.Model in _modelName (in MeshyDescription)
but iirc mods don't use Meshy
k, so I'm now reading the assetbundle manifest to restore the original file extension,
which fixes those prefabs,
but Florist is still an issue,
Buildings/Food & Harversing/Florist.prefab vs Buildings/deprecated/Florist.prefab
but I see what you mean about checking devmode
but what makes sure that Unity loads the right file?
gah, and I believe that WashingMachine has a conflict with it's own billboard
hmm, and StaircaseLeft for WB moved from WB to staircase?
oh, this is mod.json's Assets.Prefix
or at least that would make it load the right prefab,
the two prefabs still have the same Name,
blegh and AreaNeedApplier had EffectSpecification renamed to EffectSpecificationPerHour
which means the NeedId is null (because it fails to deserialize)
luckily the ProbabilityPerHour is zero, so it's unlikely to trigger in the game,
it'll just be ineffective,
this affects Windmills, WoodenStairs and the Power Board
also Lapantouflemagic.RippedBrambles.DisplayName is written twice
in the lang file
the second one should probably be PluralDisplayName
and with all of those complaints. I finally got my script updated for Update 5 and the new WB updates
btw, most of the bad effects of mines has zero probablility due to the effect rename
https://mod.io/g/timberborn/m/timbertrees has been updated for Update 5. Files under https://darkskies.za.net/~norman/timbertrees/ have been moved to https://darkskies.za.net/~norman/timbertrees/u4/ and Update 5 files have been put at the original location. There are now files for all lanaguages for WB, even though many lack translations for everything.
oh, sorry, i wasn't on the computer much today
fot the two florist, ignore the one from deprecated
very good question, i probably shoulnd't let them both have the same name
oh
i had messed up, i thought i had moved the florist to deprecated but i did ctrl-C instead of ctrl-x i think.
they are exactly the same
i think
the one from deprecated is here just to not magically create a huge gap in people's dams
but i intend to remove this building entirely from the mod
what was previously the hobby gardener is now called the florist instead, but that's just in terms of the display name, the prefab name remains hobbygardener
as for the florist from food & harvesting, i removed it now, it won't be there next update
(sorry for the mess)
oh, indeed
i just changed the board file name to WashingMachineBoard
that's a staircase mod thing but yes i think knatte did that
oh, crap, right
yeah they changed that at some point
damn i don't remember what was the kill rate of the power billboard
maybe 3% ? it's per hour so too much would be insane
okay, with 2% death/ hour we get from 500 beavers to 100 in three days...
but 1% would barely kill anyone
exponentials are weird
damn 3% is litteral genocide
ah, this one is deliberate, i had issues with the medical system, so i made the probability zero so as to not ruin people's gameplay with diseases they wouldn't be able to cure
thanks !
I have a json extract of the data for the u4 version, if that's recent enough.
GiantPillar was 0.1%, LoLBoard14 was 1%
just noticed the rate of rice to ballz, it's bad, does the balls fill in more hunger? otherwise i better get that land dry and just make more cabages
not sure what happenned but... crash
wonder what popped up, had nothing special building that i remember
you're right -- it was trying to describe a building
i tried to pause a screw press and the rudimentary sawmill ๐ค
(from building, just placed for later
no windmills, got only logstairs
might be the logstairs
thing is i'm not building anything, i'm in quarantine mode during the badtide
all roads to something building are closed
no one is leaving that zone
looks like it was the pausing of the build, just did nothing and let it run and didn't crash that time around
and if you click on some stairs?
nope, can click all the stairs i want
was either the press or the mill
g2g, later
ciao
apparently you're on version 3.2.4, that bug is fixed on 3.2.6
i'm on .5
you mean my rice ratio issue or the crash?
The crash, but yes I need to calculate the rice production ratio
it's more about the rice to rice balls ratio, 25 for 20... kinda sucks a receipe that turns out less
if paddies produced a bit more maybe but still, with the amount of water they consume too, it's not the good food source it used to be, more of a "do it for the buff"
would be nice if distillery or washingmachine was a bit less locked by other stuff to get the decontamination going on
(yeah, playing thousand island) 80% contaminated, new PB ๐คฃ
@shell fiber I'm just watching JC's latest WB video, and got to the point where he discusses fixing the Planks from Giant Logs recipie. I noticed that LibraryBooks still (don't) need ZauerKraut in a similar way.
@heavy lodge @radiant heart @shell fiber any feedback on the hauler patch (v1.0.9)? if it is working fine with no more issues/crashes, I will make a new release of it (with a bit of added configurability perhaps) for public use & remove the previous versions. If ya all are not yet sure, please help me test it out over the next week, and immediately inform me of any issues you find with it. Once it's stable, I'll make a new post for it here in individual-mods.
Thank you!
since has breaking the saves, will test a little more, until next sunday, to be sure.
good call! so it seems to work for now?
unfortunately I couldn't manage to un-break the saves affected by the previous versions ... hopefully nobody lost too much progress from it (older saves, from before it got installed, should still work). Guess we should also make sure that un-/reinstalling it doesn't break saves too
I also didn't have near enough time to fully play-test it ... hopefully everyone that's using it will actually report any issues with it asap
Only trouble is still removing the mod. It loads the saves that used-it , but , in a very long time .
hmm, could it be recalculating all the hauling priorities on loading because the one bit of code changed?
does it only do that once, then if you save again and load that new save, it stops taking so long to load?
well, at least, it doesn't seem to actually break/corrupt saves anymore
...that's some progress at least 
Guess you are right about recalculating , adding back the mod means loading time also longer. After, no trouble.
Hope that users, on long waiting time to not think that the game has break ๐
Guess I should add a note about that on the mod.io page, perhaps even to the bepinex logs ... yep, will do that for the next release
Maybe, first wait to see others opinion ...
What is nice is ... no more lazy haulers
I mean, workers in the bad water pump do not have the time to deliver bad water to a nearby storage set to deliver due to haulers that get the water to a storage set to obtain ๐
Really? I wasn't actually expecting it to work so well ... nice!
Didn't quite get what the haulers now helped more at there ... taking the badwater outta the pump? or keeping the local storage nice & empty?
What did the mod end up changing?
No, this I mentioned since is an extreme case. The badwater cnsumption is insane ๐ฌ
Err, I could read the code. It was on github right?
Still issue with planting tree this time. Sure what is planting now is not coffee bushes ๐ค
Hope that recipe for food factory or IT mines will work (what I selected) ๐ But, need to wait until go there... ๐ญ
OH , is working after reloading the save ...
yes, that one
it now just patches the "Prioritize by Haulers" logic (with an extra check for ProductionIncreaser, did I make that check right?)
OK, made a new thread for my hauler thingy ...
it loaded, didn't crash but loading took a bit longer than usual
@heavy lodge just commented on that too. Seems I'll have to let users know about the longer load time on previous saves right after (un-)installing the mod ... did saving & reloading afterwards bring the loading time back to regular? Well, I'll wait until the end of the week for feedback & bug reports, before making a new release for general use
anyway, should we move the talk about my mod over to https://discord.com/channels/558398674389172225/1198691232499646597 ?
I don't want to clutter this thread too much
crashed again... was building cappry piles... kinda weird
Did you changed the recipe ?
the recipe of the pile?
YA, I got crash and corrupted save again from Prioritize mod
save was not corrupt, could open back
Then , you are lucky ๐ฎ
at least now fermentation barrels are running at full speed !
Is 3.2.6 not working? I can play at 3.2.4, but when upgrading to 3.2.6 I just get the same crash over and over.
I fixed this by loading my save in an older version, and deleting the now-removed fermentation barrels with workers
That worked, Thanks!
No problem ๐
increased both the yield of the plant and of the reciepe
oh, dam, you're finding broken stuff that i had completely forgot about ๐
but that's fine in the end, i think that reciepe is better costing just paper and pencils
i didn't have time to test at all this weekend, i'll take a look soon
what are you talking about specifically ? the bucketing stations being woefully insufficient is intended
yea, it's not critical because it only makes it cheaper.
I only noticed because my timbertrees script has to handle it being missing
and it just skips it (like the game seems to do)
previously it silently skipped them, now I've added logging messages when it does
nice !
tell me if you stumble on weird stuff again ๐
was there anything else that particularily required fixing ?
I mentioned the EffectSpecification renamed to EffectSpecificationPerHour, which affected Windmills, WoodenStairs and the Power Board.
not sure if that got lost in the noise of everything else,
oh, yes right !
i already fixed the power board, but still need to upload a new version
yea, because you also renamed the washing machine board
need to check windmills and stairs then
i think i can start rolling out the diseases and so on again
so whenever you get around to doing a new uplodads for boards & wb is fine
I'll run the script against the new version within a week or two, and let you know
I changed the homepage of my mod to point to the github repo, and added links to the online output into the description instead
I realized that it may be possible to actually write the script as a mod -- but it would make it harder to run it over many languages/versions at once.
Not a serious issue, but I noticed that power shafts are grouped weirdly: vertical power shafts are moved into a subgroup (untranslated btw), but the regular and "high power shaft" are not in the power shafts subgroup
huh, which is weird, because I see WB has a spec override for the tool
letmecheck
i thought i did put it in the right group
ohhhh, I don't load ToolSpecification from mods
because the base game doesn't have any
oh
because the ToolSpecification is in the prefab I think,
yes but sometimes i override stuff
yea, but ToolSpecification is a TimberAPI think I think
yea, comparing base vs mods
-BonusTypeSpecification
-KeyBindingGroupSpecification
-KeyBindingSpecification
-WellbeingTierSpecification
-WorkerTypeSpecification
-YieldRemovalChanceBonusSpecification
+ToolSpecification
staircase and wb use ToolSpecifications
ohhh, staircase uses it to tweak ladder, platforms, wooden stairs
although why do you do it for NEWSpadderdock and WildBrambles?
i think the tool specification in those case is to make them hidden, not change the toolgroup
yea, but can't that be set inside the prefab?
ohh, for buildings maybe, but not natural resources?
you can make some stuf dev-locked in "placable block object" but plants don't have those
hidden is as far as i know a secret thing
I only see Hidden used for the junk ToolGroup
and yea DevModeTool is in PlaceableBlockObject
somehow I don't pick up either in my script
probably because it's not placable,
(I have a filter that prefabs have to be in a visible toolgroup)
oh well then of course you won't see them, since they're hidden ๐
ugh, so now I have to figure out how TAPI synthesizes ToolSpecifications
https://timberapi.com/tools/ luckly it's documented for 99%
mmm, but I need to replicate the way that TAPI generates ToolSpecificiations for PlaceableBlockObjects
luckily I think PlaceableObjectToolGenerator does that
it just means I need to load prefabs before loading ToolSpecifications (so I can get overrides correct),
but that's doable
Yes, there should be no difference from the base game
at least when using monobehaviours
except I'm parsing data files, not the runtime objects,

and the base games doesn't have any ToolSpecifications
Well that goes too deep for me to answer atm
yea, ToolSpecification isn't present in the base game at all
lucilky I think I only need to care about PlaceableBlockObject and Plantable
but not for tonight, I've left myself a TODO for that
hi !
just about to add some new text entries, do you have a fixed text file by any chance ? i can use it to replace mine
I think I posted the one I have, but you can send me whatever file is the most up to date and I can run the script on that again (didn't do any manual edits yet)
Or I can just give the python script if you want to run it yourself
i don't know how to run your script ๐
letmecheck
You just need Python installed
i don't think i have
Probably better if I run it myself so I can check for any edits I would need to make
oh right i found it
Also the script does make every entry into a single line, was there some reason why some of them were split on multiple lines?
uuh, sometimes yes
i think some names were very long so i forced a new line
What do you use to edit it?
oh, actually all flavor texts need a new line to indicade who says what
i make it into a .csv and edit in Libreoffice ๐ฌ
keeping the line breaks is not possible ?
It keeps the line breaks, it just converts them from physical like breaks (so being on a separate line in a text editor) into /n which tells whatever is displaying the string to show a line break
I use a text editor to edit it so it makes it a lot clearer, I don't know how it would look in a spreadsheet
I can check in a bit
Try this
oh, this seems promising
it works, i'll add the missing keys i have
does the mod have some problems recently? for a while now i cant play with this mod anymore
i cant choose the beavers anymore for a new game and when i try loading an old save file my game crashes
i tryed different versions of the mod already, older game version, reinstalling all my mods, only installing this mod but its still the same issue
can be only one depedencie that is on the wrong version that messes it all up, it works here
is there a way how to find out what it is bci realy dont have an idea anymore what i can do to fix it
what i do in those cases i get into the mod manager, display only enabled mods and look up one by one if they are on the latest version
they all are at the latest version
if you go for a new game do you at least see the coiche to pick the WB?
i can only choose the 2 beavers from the base game
i tryed both but nothing changes
kk, cauz qith manual it's easier to forget a depedencie but mod manager dowloads them for you so....
kinda running out of ideas of what could be wrong
i did checked menually aswell and yes i have all dependencies that are listed
same for me xD i realy have no clue what it is
dumb like that, did you remove "enable" in the mod manager ? ( did that once by accident and ho boy that was long to find out)
no its on
sry but i'm out of ideas...
its okay but thanks for your ideas ^^
maybe look at the console of BepinEx when opening the game and I think you can see a message there if there is a depedencie not in
Not sure bout that one tho, would need someone smarter then me to confirm
is that in the 3.2.6 or next version? ( cauz atm i don't see a diffrence)
Doesn't BepInEx display the exact errors that make it crash?
thing is it doesn't crash, it just doesn't see that the WB are there
it does crash when i want to open an old save file but idk if it bc of the mod or bc its from an older game version
if you don't see the WB when trying to pick a new game for sure old saave won't open since the game doesn't realize the mod is on.
If you can see the WB on "new game" and it crashes it's something else
yeah thats not the case
Just load the game trying to get WBO mod to load and copy paste the entire contents of the console here (you can select text and ctrl-c)
If it doesn't display the third faction is means you have a dependency missing or outdated, the log will tell us exactly what your game sees
Next update ๐
Ooo more rice ๐
I've also got some work done on the nuclear power plant ๐
Sounds good, or dangerous lol
Right now it wouldn't be dangerous, there is no existing script to make it explode under condition xyz, and I don't think I'll make it a radioactive mess that kills beavers around it
But what I want to do is make it destroy large amounts of water
But to be fair there's only so much purpose into that, since we have aquifer pumps
Or should I accept to just make something relying on a lot of haulers ?๐ค
Maybe it shoots badwater everywhere?
Maybe one of those 30-1 minute waiting times for a debuff area around the plant? We shall see
cool but i'm miles away from that on my run atm, will pop up the old one if you want me to test it out ๐
finaly got a "safe zone" ( those drainhouses work nicely ๐ )
so i did check it and idk why but 2 mods were "missing" even tho they were there at the latest version but i downloaded them now by hand and its working now thank you^^
informatics 
starting to take shape ๐
the base is 11x11 and allows for placement of 4 reactors
each reactor has 3 more construction stages
goodluck placing that on diaorama๐คฃ
now i need to actually add the functionnality
good point ๐ค
maybe i can make some of the upper levels stackable to get some use out of the air space.
well the central thing is where the water is destroyed
basically i think the building should be half submerged, but not used as a dam
the idea being that it could be a reason to make a badwater dam, which is not something anyone would otherwise do
by the looks it tolerates 2 tall of water?
each level has 1 elevation of watertightness
is can be cooled down with badwater?
except the chemney
yea
so 3 high max ? or 4 with the dome?
got a nice spot for it when i get that far, it's cool beeing on a large map for a change
Actually strictly speaking is doesn't consume water to work
It just contains a negative water source
That's the only workable way I found to delete liquids
how strong? (if i may ask) ๐
Don't know yet, that will require testing
Possibly 1.5 since bad water sources output 3 in general
gonna be messy to balance, available water varies a lot per map
i think i can make it output clean water actually, i could rededesign the chemneys to make something neat๐ค
fun fact : since the central pit is 3x3, you can effectively plop a nuclear plant around a bad water source, which doesn't seal it, but can destroy everything that comes out ๐
even better if i make the thing output clear water ๐คญ
anyway, good night !
as long as the source is not too close from the side of the map ๐
GN
Well you need at least 5 squares to fit the power plant base, if a bad water source is that close from the border of the map, it is trivial to direct it outside which also solves the problem
Just a tought, early on, lotus/nenuphar would need a bit more options to consume, otherwise one or the other will stack a lot and make the other irreleveant due to clogging.
idk, maybe a recreation thing. Like playing freesbee with the nenuphars and crafting hawaiian necklaces with the flowers? ๐คทโโ๏ธ ๐คฃ
im having a great time with this mod, been watching jcbeard and some others. just keep getting stuck when the bad tide comes around. anyone know a good modded map for a play through?
gentle canyon is a fun one, eld is doing a run on it atm and i ran it myself prior a bit ago
wanted to try volcano also but didn't get to it yet
I'm currently struggling on Helix Mountain, but Badtides are reasonably easy to divert if you're happy to build a dam out of two-story high houses
Hmm... ๐ค
I'd prefer to avoid adding more unnecessary stuff, so that will likely go right in the incinerator ๐
good enough ๐คฃ
I've been also considering a Methane powered generator, but that will consume excessive amounts of Methane
You can probably get rid of the excess flowers by making it into tea though
It's also used in fried rice, so I think the main clogging risk is the nรฉnuphars
atm it's more nenuphars that will pile up, started some tea things but don't need methane and got no food in the making with nenuphars yet
Yeah that's the pattern I expected
late game was the opposite tho
i guess just toss the option to burn both in the burner and call it a day ๐คทโโ๏ธ
That's a relatively easy solution indeed.
How about I make the sawdust burning slower so that it doesn't immediately burn through your entire stock, leaving nothing for other recipes ?
good call, it's always a hot mess to balance the burn it or not for dust, rather have to build a second burner then go on/off all the time
kinda surprised floodgates are scrap and not metal beams
I felt that would be too expensive, and that places it behind the factory which is a bit far. Bad tides are too devastating without that
lol, cycle 44 on thousand island, wanna talk devastating, keep exploding my PB on contaminated beavers
I though the new thousand island would be quite nice and safe... Guess not ๐ค
not really, it's quite messy, maybe with the buff on rice start would have been easier tho
so little planting ground for food relied on the rice a lot
having a dome or some way to block the badwater sources like the other factions sur would help a ton, over half the map is always contaminated there are a few sources
Just a heads up, I noticed this after my stream yesterday, but it really really doesnt like the new scout balloon not having a name. Not sure if that was the source of the slow down, but I'm guessing it probably didnt help.
I think it's just not finished yet, so you may ignore it ๐
Not entirely sure that's the source of the slowdown but that's overall not a massive issue.
I'll get it fixed in the next update (unless I forget ๐
)
Btw sorry, I didn't have time to watch your playthrough recently, got busy and my brain doesn't multitask that well ๐
Hey no rush, just wanted to make sure this wasn't some kind of memory leak. Big red walls of text sometimes makes me a bit worried. And thanks for watching, it means a lot to me!
Oh those come up when you hover over the name of an item or building that hasn't been given a name yet, such as the more advanced mines
there has been stuff like that for as long as i can remember and it's not an issue
just the "work in progress" stuff
okay, nuclear power plant is pretty much complete, but it might need a custom script (hopefully an easy one)
because right now it can delete any type of liquid, but will only work if it's in clean water
which is an option too, but in that case i would seriously decrease water consumption
anyway, GN
So in the end isn't it just a glorified waterwheel if weter is needed to run? ๐ค
Makes the giant log engine a bit relevant again since it would be the only "reliable" power source ๐
Did you end up doing this? I didn't notice, and in WB ep 34 there were several times where you were hunting for information that's quicker to find in the reference cards. They're designed for mobile, so that things can be quickly looked up using a phone (instead of switching out of the game).
Nope, that means that is a version that is working in U4 and another version for U5
it's okay, @kind spire made me a variant of the lido water checker that is not bothered by badwater, so now it can run on badwater as i wanted ๐
i'm also going to rework the base so it can be more used as a dam
problem remains the same : drought = no power. You know for those weirdos that play hardmode ๐
actually i think the bad water source caps when open force bad water out even during droughts
so that's something i could use
good idea ( yeah i thin it does)
could it be the whole footprint of the power plant that can do it, sometimes you got 2 badwater sources quite close that would prevent placing it if it has to be one in the middle and that's it
does badwater update works with waterbeavers
i mean are there any building for badwater stuff
so update 5 map works
yup
hope you didn't lose too much
nah, the mod data should be good
it's unity who crapped itself apparently
or should i say presumably
On another note, it's really cool all those watertight buildings on thousand island! think my beavers never had theyr fur that wet in any run ๐ washing machine should be done quite soon so finally will be able to not care about badtides, those road cutting and replacing is quite annoying
also me beeing dumb and thinking dams needed metal blocks not scrap didn't help at all ๐
It means I ran the script to generate the reference cards on both u4 and u5 and uploaded both sets of results.
I'm a bit confused with the mechanic of the water canon, tried to place one in a stagnating zone to help clear out bad water faster but it looks like it changes nothing. does it actually drain water from where it sits or just "creates" water?
It's a water mover, just like the vanilla mechanical fluid pump, except the output is in a weird place
kk, guess i need onemore then to move it faster
Output is somewhat low if I remember correctly
gonna just remove that zone when i can get to mechanized kitchen and solve the problem
red one is the badwater mover
is there any small map recc for this beavers
gentle canyon is good
not the i'm aware of, most vids available are medium/large ones
something feels a bit messed up with that, How do they access it? all paths are blocked by power shafts ๐ค
walls are not "beaver tight"?
followed one that technically "lives in it" and he's napping in another segment
hmm...that's not intentionnal but not entirely surprising... walkable buildings are weird
tought i found a way of "not pausing" the dam buildings ๐คฃ
gonna unpause soon~ish, just need a bit more food income.
kinda sad you didn't live the typo on the large farmhouse it can "plank" always made me laugh
tought of the day:
Having the clockwork totally locked behind the ENS is a bit harsh, how about getting the megastructure eng degree back in and have that one locking the megaplatforms and most of the "advanced" stuff?
like the robotic thingny could be a mecanic BP and then to pile it up need the megastructural one
well the CW farms without the megaplatforms are pretty useless if you ask me, that's why i made both ENS locked. plus that and the nuclear power plant will be the endgame, i don't think there will be anything after. you'll have infinite power and infinite food and water essentially. ๐ค
can help when you don't have much land or pop crashes after a woopsie to at least have a minimum of CW, makes food without water afterall once built
You don't have to put the platform on top of the clockwork farms do you? I thought that's optional.
it is optionnal, but it's quite standard end game to build ginormous towers of those
Good thing those megadrills don't actually dig like the dirt machine on other factions ! ๐
lol
too bad they don't plug on both sides, would have been much cleaner
Would they work with a 4x4x1 block of dirt?
similar to Primitive mine I assume?
I've never tried either with a thin wall of dirt
nah you don't have to, but having to spend that many ressources and power to get somethign that produces just twice what a normal ground plantation would is not that interesting
3x3x1 but yes
might make the coal one or iron one connect on the other side
not flippable but that will allow to put 2 side by side in a more pleasant manner
Does u5 allow you to mirror them?
i could if i wanted, but i don't know if i want mechanical buildings to be flippable
not the best but sur better then nothing
ppl worked hard to get to those, would be ok to at least have flipable if they don't connect on both sides
It seems weird to me that they woulnd't be flippable,
not like they have an upgrade that could mess it up
practically it would mean mirroring the blueprint when building the drill
got something planned with the tunnels to make it neat but don't have the science yet to do it
so it could require a mirrored blueprint to make it a pain, but seems unnecessary (but then many waterbeaver things are)
think it's just a tad too far, would clog the menu even more to have both sides options
okay my unity seems fixed !
That's great ๐
One pound at the time, gonna make that land mine!
you seem to have a couple prime spots for nuclear power plants ๐
fyi: Trade with IronTeeth recipie for Beaver bones is called "broken glass", is that intentional?
also it looks like GasExctractor (typo in the name) still uses DeepMineMechModuleTemplate for the Prefab labels,
also should the mechnical module also be able to produce Badwater, or is that meant to be exclusive to the non-mechanical module?
What is the 'super fertilizing bath tower? I can see the scroll to make it... but can't find it in the build list is it implemented?
at the moment it's a broken building. it hopefully will be back someday
i think that's a leftover of the old reciepe
the water reciepe is a generic thing i use to test buildings, those are mostly experimental for now
JC The Beard seemed to like the deepmines when he found them at the end of his Waterbeaver playthrough.
whats the best tips for food and water i always ran out of them even if i have upgrade farm and water
one pump -> 10 beavers
one normal farm -> 20 beavers BUT you prob can't farm during droughts so I plan for it feeding 10 anyway
once you get the roof upgrade that counts as feeding another 20 (two harvesters)
any food buildings that process food and multiply it up give you headroom.
this is very pessamistic but it's how to not have die off waves, the more you push it the harder it'll be.
also cabbage doesn't feed people as much as other food so try and get it all turned into kimchi or osmething
I've been away from timberborn this year so far so maybe this is out of date the speed lapan improves the mod ๐
displaying the amount of food or water a consumable boosts by would be nice. Up arrow is better than nothing, but if different foods up by different amounts that seams somewhat relevant to play.
cabbage was the only one I remember from when I want through the raw files
though stew is worth a lot more than normal, it's mentioned in a billboard which counts as documentation ๐
Needs (their stats and which foods and buildings satisfy the need) is something I've considered adding to my timbertrees mod
the bars are 'fine enough' and if all the food and water sources are identical then it's not needed really. but if they do differ, it just seams user friendly to have some way or players to see that other than pulling out a ruler when their beavers go to eat.
Not anymore, that caused beavers to go eat raw cabbage before other better food.
Now I think all food items give the same amount of hunger
Except pumpkin chips but maybe I should change that too
The bars are really really needed. Otherwise beavers will spend most of their time running in circle trying to fill 20 different needs in 20 different places
And for those interested, I'm almost finished with the nuclear power plant ๐
For now you have :
- cheapo reactor : 1500hp, build with nuclear waste, destroys 0.5 water source
- medium reactor : 6000hp, build with part nuclear waste and part nuclear fuel. Destroys 1.5 water source
- super reactor : 36 000hp, build with only nuclear fuel, destroys 4.5 water source
Values may change
I meant the %age bars that show how much hunger or thirst a beaver has, not the food 'bar' which gives multiple food types all at once in a single meal, those are fantastic.
Oh I see !
I don't have any particular issue with those ๐ค
tought of the day:
The drain house is awesome but kinda sucks having it pause/unpause all the time. 2 ideas:
1-instead of houseroom, a playspace kinda like the nerdy attick to avoid homeless beavers. Like the "guards" of the turbine playing games making sure nothing breaks
2- have a deep and non-deep edition, like the non-deep would pump max over 1high on the other side and the deep one at the bottom of a dam and pump forever
WTF treenursery can't handle 1 deep of water ๐คฃ
well, that's a bit of a set back
Bamboo mithy tea? ๐
You can't have those planting barrels submerged ๐
Yeah I felt that was pretty annoying too ๐
Need to rework that building again
Probably going to have the drain house be just a house, but that allows to place a turbine module on whichever direction you like
Probably could fuse it with the pass-thorough house while I'm there
Build a pit and ladder lodge behind that harvesters office, then you can place the tree nursery on top of both ๐
You won't even need stairs
you lose a lot of range/area by not putting a forester/etc. directly on the ground where you want the trees planted
Yeah a little because of the stairs and such. But if I remember correctly vertical distance is not taken into account ๐ค
makes sense, I guess that's only two tiles then so could be good yeah
How does the contamination work in this?
in the mod in general ? water mechanics are unchanged of course, but bad water and wad water based things are required for science
beavers get contaminated if they swim in it, but many other sources of beaver contamination exist
and there is some stuff to treat them of course
The contamination status effect, what extra causes it?
beavers can get contaminated from working in bad water pumping station, and also from using bad shrooms in the library. the ENS (late game) also does that but at this point contamination is no longer an issue most likely
It nearly was lol, I though it might have been the ENS , got up to like 60 contaminated
just tossed platforms under it ๐
that would be nice, pathway and pass power across the dam. double win
i still prefer the idea of 2 grumpy beavers plaaying cards by the turbine over a house but... it's not how that faction works !
well i can't have it not be a house ๐
if the housing part doesn't have to be paused to pause the turbine it's fine
that's the annoying part
Ouch... that's gonna be a problem...
Are you taking about the shower-like thing that is supposed to go on top of the big bad water pump ?
That's a whole lot of floodgates ๐ฌ
But something tells me that you should have seen that coming ๐
little blasting behind (like a lot of blasting) solved the problem
And on a happier note : nuclear power plant is now 95% complete
I managed to get the custom script to load. That took the whole evening because Informatics is weird ๐
ouf, hope it's not like that on loading a save with the reactor
It did work easy peasy in the test mod I have though
Probably fine, it's just a building
7 buildings actually
I also finally had an eureka moment regarding the balloons
Like I didn't then up have only one recipe, but at the same time I don't want to clutter the game with too much useless stuff.
And I wanted them to feel more like actual trade, like you are not limited to one good per destination
does it need to be submerged
So I think I'll add a lot of "utility" trading recipes, like trade food for logs, planks, who knows
Or on the contrary trade finished goods for food and water (which already includes exotica fruits etc)
The small propeller needs to be submerged yes ๐
Anyway, good night !
GN
adding trade of refined materials for water would be a saving grace, but it also would be a saving grace. it might have to be moderately expensive.
once you get to the big aquifer water is a non-issue
always, aquifers are always the solution to water. but until you can get your aquifer fully established trade for water really flattens that pre-aquifer challenge curve.
just tought about it, if you reuse the thing from ( not sure It or FT) the can gather badwater from badsources even if in a drought would that work to make the reactor run 24/7?
Sorry I feel silly but where can I download the mod? I can't find a link anywhere
on mod.io
or with mod manager like any other mod
I haven't found it there- perhaps I need to untick U5
OH IM GOOFY I was looking for the specific image of the thread and not the name ๐ญ thank you
yw
uh, yes, but that is a different building again
shouldn't be too hard to make though
Hi ! quick question : for the balloon trades, are you sure "Trade With The Folktails" should be capitalized on each letter ? sure it's the building name in a way, but this just feels wrong to me. i'd go with "Trade with the Folktails"
who cares we are busy planking pumpkins!๐
I'd go with what you said Lapan
Folks, is this mess of the text at the start screen expected? Or do I miss teh right versions of something?
partly expected, but soon to be trimmed a bit
Ah, ok. Just wanted to know it's not me installing the mod wrongly.
the yellow line will disappear as soon as you unlock them
that will be a lot more readable already
Interesting. I had played for Folktails before (many times), but after the mod installation it said I didn't. Is it expected?
You need to play again or to load a save with FT to unlock the WB
Yeah the non-capitalized version is correct
Although thinkin on it more, its a weird building name
Something like Trading Platform (Folktails) might be better
"Lets build a Trade with the Folktails over here"
well yes but the trading platform is a separate building
the "trade with the FT" building is litterally just a balloon that flies off
aaah, shit. i have a ton of line breaks that have disappeared ๐ฃ
i didn't see them until then
Oh no
Is there pattern where they have disappeared? I can probably fix it
not really, there's a bunch of building with multiple lines descriptions
Can you show an image of how it looks
like An upgrade module to be placed on top of two adjacent farmhouses. Even more farming! Has a lot of storage space for harvested crops. <color=#00FFFF>Plant a decorative fern near this building to remove the "nothing to do mark"</color>. <color=#00FFFF>Watertight building</color> <Color=red>CANNOT PLANT CROPS</color>
I assumed the descriptions wrap around
well the line breaks were all gone
Ingame
well if you make a line long enought, the game will introduce a line break on its own
but i wanted some things to be on the next line
I can rerun the code to see if I can preserve them properly
But I need an example of what's broken (ingame)
well i need to put my last changes back in the previous text file that still has the line breaks
then we can rerun the fixer on it
Yeah sure
in that case i would have put a line break after each point but that doesn't always work i think
i think i'll start a playthrough on my lemon canyon ๐
but enought for today, looking forward to your crash logs tomorrow morning ๐
I've removed the mod, and now I'm getting this:
[Error : Unity Log] ArgumentException: Faction with id Waterbeavers not found.
Stack trace:
Timberborn.FactionSystem.FactionSpecificationService.GetFaction (System.String id) (at <dc300152eed24733bdc79d143cff7057>:0)
Timberborn.GameFactionSystem.FactionService.SetCurrentFaction (System.String factionId) (at <02ffe87a6b3e419594db535528bfd332>:0)
Timberborn.GameFactionSystem.FactionService.Load () (at <02ffe87a6b3e419594db535528bfd332>:0)
(wrapper dynamic-method) Timberborn.SingletonSystem.SingletonLifecycleService.DMD<Timberborn.SingletonSystem.SingletonLifecycleService::LoadSingletons>(Timberborn.SingletonSystem.SingletonLifecycleService)
(wrapper dynamic-method) Timberborn.SingletonSystem.SingletonLifecycleService.DMD<Timberborn.SingletonSystem.SingletonLifecycleService::LoadAll>(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <6e8a35ad066f451bb3cd3d1cd0ec7b12>:0)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Timberborn.GameSaveRepositorySystemUI.SaveThumbnailCache.Clear () (at <da0c8046b6ba435689db2ba15edcfc6b>:0)
Timberborn.GameSaveRepositorySystemUI.SaveThumbnailCache.Unload () (at <da0c8046b6ba435689db2ba15edcfc6b>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.UnloadSingletons () (at <6e8a35ad066f451bb3cd3d1cd0ec7b12>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.UnloadAll () (at <6e8a35ad066f451bb3cd3d1cd0ec7b12>:0)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.OnDestroy () (at <6e8a35ad066f451bb3cd3d1cd0ec7b12>:0)
Ideas?
Ah, it tbmpl stuff. They cache some state in BepInEx/config. Dropped it manually and it's now working.
Hmm... That's not good
Hehe hello, goodbye, btw Timberborn worked fine for me with your new update ๐
so my all of my berry dies in a first badwater
yep, rookie mistake ๐
but to be fair some maps are quite awful in that respect, typically helix mountain.
but even if you lose all of your berry bushes, you can still produce berries in the florist (food tab) it's a bit expensive in water but that's all you can do.
then do your best until you reach the tree nursery
i am playing in a small map cause less lag so expensive might be the way
Yay engines ๐
Oh yeah right !
How is the consumption ?
didn't try them out yet but seems fair enough
My objective with those was to make them consume methane a bit too fast
need to recheck numbers for nenuphar CW versus powering one engine but without looking it up more then that it looks descent
So that you either spend an excessive amount of space farming spadderdock
Either well, use that only during droughts
wanted to look it up today but had stuff to do for work a bit much that needed all my attention, most probably will get around it in the evening
well it sure is not cheap but ok~ish
numbers are ok, like 4 CW making nenuphars only for methane will keep the engine running to keep the 4 CW running and make a weee bit of extra. not much but at least it's sustainable
maybe a second receipe with hydrogen far less consuming (is the mine module fixed?)
Flipable water canon would be some cool Qol ( or plug on both sides even better)
Did you mess around with the injury stuff? Feels like it's a bit more rough, got a steady 10% of my pop injured or whatever
...
||You could put the plug for a building on it's underside, and require vertical power shafts to power it, but that's kinda evil. Though give me enough resources and I'd build it||
...
Plug on both sides seems reasonable enough๐ค
FYI. I noticed in this mod there are very slow recipes, as well as low fuel consuming ones. It happens, I had the same issue in Irrigation Towers. So, in the next version of TimberCommons such recipes will look a bit better.
Since is in water extension mod, YES
oh, right
๐ irrigation towers are back on the menu?
If you are using Water Extension mod, YES !
kk, don't have that one in, was more thinking about the super lido fertilizer bath tower of the WB , is it part of that mod?
lol, love the new furnace death thing ( or is it not new and never noticed it?)
Not yet, but soon.
I'll have to poke at them and at their mod to see if it's better to put WhitePaws buildings in their mod, or if I can somehow summon their code in my prefab and just have water extension as a dependency
(looks like engine is crashing) watching eld's stream
I think Knatte also wanted me to check which buildings would be good for this faction
Didn't you try it ?
Oops
I was so busy with the nuclear power plant that I completely forgot to test it
can toss one in a corner to double check
I probably won't have time to mod tomorrow
Cheater ? When using power ? You have too many power with WB ? ๐คฃ
yes, on thousand island it's quite easy to have a ton of wheels, even have a 5khp~ish field not linked in
But, the first useful irrigation tower need 50 hp ๐ฌ
and science.. ouch
and, this ๐น
Ooooo the monster is back!
yup, he retried, as soon as engine built it crashed again
monster in science, YES ๐ธ
but it's so powerfull... remember having like 3-4 to cover an entire map
Ya, but with WB, will be able to build them only next year, and is not beavers years ๐คฃ
probably won't even be available to the WB
800 science for the wb weeks be like 10k for the ft/it, that's a lot
But I need to run some tests first
Hopefully sunday
as long as we can get the lido/fertilizer one i'm more then happy with it, looks awesome and works nicely
I don't remember, do grapes spread?
Did the injury/disease/beavers causing themselves horrible horrible pain get turned up in this last update? It might be a bit high. Just a bit.
tought the same, made a bunch of beds and still stuck with at least 10% of my pop with some minor stuff( not counting the major since i don't have the clinic yet)
is there something up with the liquids textures? glowy fluid looks a lot like the hard alcool๐ค
Now that ice blocks are made from bambooshoots, isn't it a bit redundant to need the shoots and the ice for the frost balm? ๐ค there's already plenty of bamboo in there, could just vanish from the receipe IMO, or use froozen hooman meat if it really needs a 3rd ingredient ๐
The firefly might be a bit too hungry? what are the odds? she's been eating a beaver almost steady every 2 days โ ๏ธ
I was surprised about how many "prefab optimizer max registry" messages I got in the logs recently. I'm going to add a feature in the next TimberCommons version to override it. It complains if the (whatever optimizer value) is above 30. Set this value to 500 and forget about the complains.
I was bemused by all the messages but the game at least still works. Sounds good though
i put them back, yes, but maybe i need to lower the probabilities a little bit
well minty bamboo shoots are really easy to get, but i guess it's already included in a way๐ค
that's just bad luck i think, the change is 0.5% per hour, so according to my calculations (done by Chat GPT) that means that on a perfect 16h work day you have 92% chance of nothing happenning
Does making science in the library cause beavers to get contaminated ?
does this mod can be completed in 80*80 map?
that seems a bit of a challenge, but i would say yes
you'll have to keep your population low
so 128*128 is okay i guess
yeah it's quite intense atm
well, that's my luck ๐
maybe not all the stuff, even on a 128 it quets tight for space in the end game, the high temp foundry, ENS, and other late stuff is taking a huge chunk of ground
Other tought, the deep ruin exploration could use some rebalancing a bit, not getting near enough exploration papers to extract a reasonable amount of nuclear waste. would be nice if ( at least on paper) the main hole could support 6 waste getter. atm gonna take ages to get even close to a few megaplatform. My computer would have to run non-stop for quite a long time to get not even close to one CW skyscrapper
it turns it into just a waiting game, not much fun in there. might as well watch grass grow it might actually go faster ๐
Maybe the prefabs could be pre-optimized so that the message doesn't need to trigger?
Tbh, I have no idea what does this message mean and how to solve it ๐ All I know, it's not critical for the game and for most people is just a noise.
Does it happen with only base game prefabs? or does it only happen with modded assets?
It happens when the game has too many mods installed. I'm not sure if specific mods trigger it, or it's just due to the total number.
On my dev instance I have only 5 mods and no warnings. With all deps for WaterOverhaul there are about 300 warnings.
I suspect it only happens when (some) modded buildings are placed.
So even with mods installed, I suspect that if they're not used, then the warning is not going to be generated.
Do you ever see it for AutoAtlasingPrefabOptimizer or only EnvironmentVertexColorPrefabOptimizer?
Discord search only finds the latter
and it only triggers when a prefab MeshRenderer has sharedMaterials that use the Shader Graphs/EnvironmentURP shader
I only get prefab messages
WB and no extra mods excapt depedencies will trigger the message, there is so much stuff in that mod
Not sure what happenned but some dumb ass got stranded inside a CW farm ๐ค @shell fiber did you pull some dark evil magic thing again? ๐คฃ
problem solved !
The base game has 75 references to the shared shader,
19 Faction buildings (so *2), plus 37 non-faction specic prefabs (mostly natural resources, but also ruins, starting location, water sources, etc)
ah, but it also depends on the subMeshCount
so I'd guess it maybe also happens in the base game, but you need to have 30 different prefabs (natural resouces/buildings) for it to happen,
which is harder in the base game,
I saw it for the last one only.
think i had that one pass by today but not really paying much attention
The former one also prints the Too many auto atlases loaded! message, which I think I have seen
well, since making ground takes forever, let's turn the strat 180 degrees, let's blast a mountain instead...
Layer No1, got maybe half the sticks in stock ...
You see things from a wide angle. ๐
i like to unlock the cam on larger maps, makes it easier also to move from one end to the other without the keyboard
fps hates it tho๐
this?
Are the Everblossoms bugged giving too many logs? I am getting more then three logs per tree. This is the leftover after the initial cut and haul of 2 logs. Was tempted to not ask but seems like being off by a factor of almost 3 is quite a bit.
Yup
More data, seems like it might just be wild ones? The ones I planted seem to be giving 3. Odd.
maybe something lapan did like the wild and domesticated cotton candy tree
(similar to bramble)
that's a weird thing the games does when replacing an Oak with an everblossom, it keeps the number of logs the oak had.
there's nothing to do about it though, just enjoy your extra wood 
i didn't do anything special thought ๐ค
oh neat, I was confused. So it is just the 'wild ones.' Just the oak wilds. Thanks!
the wild ones or the 1rst ones?
like does letting the natural ones spread makes them all yield double wood? that would be sweet!
you know the "preservation act"
no, that's only the ones that are converted from oaks
darn, that's a lot of blood
too bad, could you do like the brambles for some "wild" stuff but make them better then domesticated instead. maybe just berries and everblossom? even pines handing out more resin would be cool, still got my original patch running, would be nice if they gave a booost!
and 2 gold bars in ๐
okay, got the new dam drain house working
so i calculated that one nenuphar CW farm produces 3 nenuphars per hour for 150 hp, basically one nenuphar makes 2 methane, and 2 methane powers the engine for one hour, which produces 4x3 nenuphars.
so basically 4 CWF produce 24 methane/h while consuming only 2
soooo nerf incomming
output down to 300hp
and methane consumption up to 8/h
so the same calculation would now make 12 methane/h while consuming 8, which still leaves 1/3rd of the output available
also it's a watertight house too
too bad the looks of the other one was nice, can't we have both versions available? the non-house one beeing less potent maybe
think i did the maths the other way around on the nenuphars to methane ratio when i looked it up ๐ woopsies
Edit: - i took the plucked lotus not the pure nenuphar so production is 3x slower
mmm, why does my firefly eat beavers even if it's on pause? ๐ค
2/16!! it's happenning
Stranded in the statue or the building?
Beaver as decoration ? ๐
I thought only the power board required beaver sacrifice
is that still a thing? tought it was removed
I haven't checked, but I doubt it's changed
yeah it's still there, was about to build it but JC did it first, good thing cauz i would have never gotten the reference
something is going on with the walkable roof of the pit&ladder
i get a lot of stranded atm
and if you put paths on top?
Someone wants to boil off an ocean ๐
I built a power board, but I didn't hook it up to anything so nothing happened, is that normal?
i didn't try that specific case, but it's possible that it doesn't eat beavers if not connected ๐ค
but tbh that billboard is a joke
I'm going to connect it to see if that's the case, but yeah I kinda wanted to ||cull my population as I'd run out of supplies|| but even that didn't work ๐
i'll try to poke at that
can a crop/tree yeild 3 things? like one for the scavenger, one for the gatherer and one from cutting?
i don't think that's possible without code
was thinking about something for bamboo, to make it more releavent. can still work with only 2 just neeed to clean my idea in my head before i propose it
Nuclear waste possible to produce versus needs is not there yet, not sure what the best way would be but it needs a higher output don't think i'll even be able to run one reactor plus a hot press
Are there bugs that cause the game to crash? When I completed the construction of the methane extractor the game crashes
the one on the "Elevator to the Abyss"? seems like #1070709592176197642 message
is not yet fixed ... got a fix @shell fiber ?
the animation was broken on previous versions and caused a crash, not sure if it got fixed yet
didn't build one yet just in case
Something is nasty with injuries, went full retard and got over 30 beds ( suplied of course), either they heal too slow or they break a leg too fast, can't get under 10-15% of my pop beeing incapacitated
but on the bright side, finally got to 10k science, large flywheels here we come!
Pretty sure I had it fixed
Can you check which mod version you are on?
Probably they get hurt too fast ๐
I need to half all accident probabilities or something
if i had the adult breaders like the IT it wouldn't be that bad but when you get a pop swing + the incapacited, it's 25% if not more of your pop that is not in the working age.... it's not a good ratio to beproductive ๐
@shell fiber is there a power plug on the reactor or it's just a huge ass troll? ๐คฃ been looking for 15 mins and can't find where to put my shaft
looks like elders like to go and die in a statue
The connector is part of the chemney
so i can't take the power before the last upgrade?
and what part is "watertight"? looks like i can't fit a drain house over the center part with the door๐ค
got the 4 phD so it's a question of the tar for the base and then the science to unlock it
Yep
I didn't write in the description ? ๐ค
All but the chemney are watertight, but I water to have an extra optional thing on top of the central 2x3 thing, so that's why you can't place some other stuff on top
I guess I should make it visually clear that it's not really stackable
more simple, is that square gonna be dry?
Plan was to have the center beeing irrigated by drain houses on the colored dots pushing the clean water that gets by in the recreation zone in the middle
but i can't put the drain houses on red/blue/yellow/purple
3.2.6 Is the version I run
why not making it just one giant building at that point if the first couple parts are basicaly pointless untill you get the last one?
Or once you got one built does it transfers the power of the other ones on the same base that don't have the chimney?
Just a question, would it be possible to change the colors of the medical beds so its possible to know which one is healing which? At the moment all 3 are the same model and color.
Do the med beds still work but slower if nothing is supplied to them (like they used to on vanilla U4 ?)
Is there a known Dam Drain House bug where the drain won't turn on despite having access to water, and setting identical to a neighbor that is working?!?
It's got the same power system connection as the one right beside it.
I will try adding more power to the network?
I have lots of flywheels with pleanty of power to spare
๐ค
if network supplys is under demand might be the cause but i don't really see what can cause one to not work and the other one to work
hence my confusion
Hey lapan, forgot the carry bonus on the builder's tower ๐
need some strong ones to carry that dirt ๐
ok. . . 2 of the 3 mis-behaving Dam Drain Houses work, but only if I set it to pump Water, if I set it to pump 'unfilted' or 'radiation' it stops pumping (even when there is radiated water to pump).
The third is set up at the end of a river, it has 2 windmills, a flywheel that is nearly fully charged, and nothing else on it's network. and nothing will make it go. . . it just won't pump.
maybe something about the code that detects if there is anything available to pump is getting ... confused?!
guess it's what saved my ass that time i forgot the filter๐ค
when i want to place the first district centre, the game crashed every time.
Anyone a solution for it?
i have installed all needed mods for the water beavers ๐ฆ
idk why its crashing
I want to play the faction more 
Wait 30 seconds to 1 minute, it's updating an aura effect around the building
(See the purple text)
I have noticed that note, but it says after completing the district
got a crash log? share it here ... no clue otherwise
Let me get home from work, I can share it, you mean the crash log file, right?
Yeah, the error-report zip (Documents/Timberborn/Error Reports)... Or at least the BepInEx logfile
the game is crashing during the building process of the first district center (you needed to get the stuff from the cart).
I thought first i have build it not far enough from the start point, but still crashing.
I've reached the point i find it weird when watching vidoes that there are no pink trees on the maps of other factions ๐
I've been wondering what I'm going to miss if I go back to vanilla now too ๐
watertight buildings ๐ they neeed some sort of those for the other factions, such a pain at first but once you embrace it feels way more natural for beavers
I like the pit storages, and the long tiny storages. Granted, I can use them in a normal game but
pit ones are so great to rack up storage in the river early game
Yes it feels great to use more space that we couldn't before
@shell fiber got it now, for the reactor, geez that was not intuitive, clearly needs a billboard
like i tought you have to stack them all over each others
ho boy, what a waste of ressources/science
Hi !
Didn't have time to mod nor read this these last few days (was on a small trip)
But for now the first thing I need to fix is the accident rate right ?
And look at this bug
Pretty good idea
Hmm... There's restrictions due to the watertight property allowing only one elevation per building.
Also I wanted it to look like a massive thing tout build in multiple steps
Nope
There is some really weird stuff going on with that building, I have a new version almost finished
More builders ๐
Can you put some screenshots of your layout ? There's something super weird that sometimes makes the game think the input is clogged
i didn't realize that the "power part" was actually only one that has 3 options ๐
disregard what i said about the only one building ๐
at that point the other options for more builders remain more attractive. Like the haulers improve when you improve the buildings, why not the builders? specially since they consume fasteners, they should be more efficient, or it's just a bunch of goofballs playing bob builder i guess ๐คฃ ๐คทโโ๏ธ
exactly ๐
billboard
i made the 2x3 regular stackable
(heavy stackable)
and added the levees for between the reactors
so my 4 reactor with pool party in the middle shoud work now?
but the middle is where the water is taken from ๐ค
i guess you can still direct your leftover clean water there if you want but that's a weird thing to do
drainhouses over the 2x3 sections
or jjust lido/dumps, need to figure out what i'll do exactly
still got time no where near done building that
i guess if your water is not fully contaminated...
working on the stew section atm
taht thing i told you about bamboo, idea was basically to change the logs that they cut to be "bamboo shafts" or something like that, could be stored in the same thingny as giant logs and either chopped into logs in the sawmill or used to make higher scafoldings
ah, yeah i thought about somethign like that but... meeeeeh the added complexity is probably not worth it.
it would be interesting as an entire faction who would be adamant about not mixing different kinds of woods (like have birch logs, pine logs, oak logs, bamboo etc) but for this faction i'd rather not go that way.
kk, main idea was to have a bit of higher platfors to use as scafolding but a bit cheaper then the giant pillars
also the problem is that to make bamboo meaningfull as its own ressource, i need to give it as cost to make stuff, but that causes those buildings to be locked behind the tree nursery, which is also rather unwanted
hmm... but scaffolding is heresy ๐
make it an eyesoar so you build then destroy ๐
oh you mean like litteral scaffolding
yeah
to build stuff then tear it down
oh i see
that could be an interesting building to have, but i can do it witouht bamboo
just tought it would make sense using bamboo shafts, so many places in asia actually use bamboo as scafoldings
but if anything i would like to iron out stuff to make the mod easier to understand, not add complexity
yeah it makes perfect sense, but at this point it would be a chore to integrate
would be like clay in the first few month after i added it
kind of useless corner ressource
(btw giant pillar the dots to show height are all 3 and hidden behind the lock, would be better to have them on the right instead of the left)
https://steamcommunity.com/profiles/76561198106663774/screenshot/2325615279353365583/
If you are toying with the pumps anyway: Having a ramping power useage and water flow would be a HUGE boon.
Example a linear ramp toggle, that if the water level is half way between 'start pump' threshold and 'endpump' threshold. only pumps 1.5 m^3/s rather than 3. Balancing the flow of water from a source to match the sink of pumps without triggering wave motions is .... hard.
oh if you don't want to make waves you shouldn't stack them exactly on top of each other like that, but that's maybe not a big issue, i think that's mostly visual
do you have anythign on the backside ?
regarding the rest... it's difficult to do something dynamic, at least i can't really do without code
and i can't code
but i can make pipes of different strengths
(that won't solve the wave issue thought)
The power comes in the other side, but it's really hard to ... get a picture of. because the power and infastructure is in the way.
i tried to look at your crash log, but that's a new one for me. there's an error message appearing after loading your "game speed control" tbmpl mod maybe try to remove it and see if it still happnes
that's probably the issue then, i had this during my recent testing, it's a consequence of the new variable pipe length for pumps they implemented ๐
The waves are caused by the delay between the pump turning on, and the 'lost water' being filled in back to the stream gauge. If the stream gauge were taller, it could be closer, and the turning on and off would be faster, and 'mimic' a dynamic response. . . ?
i likely had missed it during my initial testing because i was mostly using it to pump liquid out
which actually should be causing it too ...๐ค
doesn't explain why it's 'unwilling to pump unfiltered liquid'?
when you say waves, you mean the water being sucked up when too many pumps are active on the same voxel ?
if i set it to pump water it pumps fine. but if i set it to 'unfiltered' it just stops, it's still 'running' but nothing come out.
wait what ? this is weird
uuh
Ya. The pump only runs if it's set to 'water'
set to 'unfiltered' it just clogs
By waves I mean, The pump turns on, Water level drops. Water flows into the area and away from the stream gauge. . . .but the stream gauge is somewhat distant, so it takes time for the 'information' to flow back to the guage. so the water level keeps dropping. and dropping, until the stream gauge finally lowers. Then the pumps stop . . . but now there is a large hole of missing water, that then flills up as a wave.
ah, i see
I am trying to build a scafolding to put a water gauge on top of near by. so it's closer. and more 'reactive'. but if it's too close it suffers from the 'stacked pumps' problem of triggering off turbulance not off waterlevels.
What is the new pump design you said you are working on, how will it be different?
oh it's not changing the basic behavior, it's just that the house part will be a regular house, and the pipe will be an extention to place on it
that will mostly remove the need for an "in" and "out" variant since you can just rotate the pipe
and also i added a pipe that doesn't overflill the output
could you then run the pipe into the middle rather than along one edge of the building? that would help avoid 'stacking'
I am looking forward to overfilling the output. Great for (in game) perpetual motion machines. ๐
and one more idiot... they really don't like buildings/decorations on top of those houses
well you wouldn't want to live in a house with a huge pipe going through the living room would you ๐
oh right, yeah, let's fix that mess next
current ones already overfill
(injuries rate too plz ๐ฅฐ )
yeah i already halved them all
added color to the med beds
made the missing nuclear power plant parts
great
i think i just need to upload this thing
missing parts ๐
sounds good, i know eld gonna be hapy that injuries are fixed
severe ones are still iffy i think
or at least medications are consummables, while i want them to be attraction consummables
but i think they were functionnal
on a less happy note : i think i'm going to axe the seashells and shell necklaces
since i gave up on concrete
probably going to kill some other weird trading ressources
then rework all balloon reciepes
got one clinic on frost balm and still a steady 20~ish major burns... it's hard
oh, yeah, they are limited in how many they can eat /day
but with half injury rate you should fall to 10 injured on average
maybe healing speed?, followed one, he was getting the balm and took about 2 days to heal
yay, 50 incapacitaded instead of 100 ๐
on a population of 1000 ? or 500 ?
800
ya, I just haven't been able to build the infastructure to exploit the overfilling yet. been dealing with self induced crisis's.
opening, gonna need a few, last i checked was like 5 mins
Nothing exploded
are the gaz extractors for the ruin supposed to be fixed on that one?
GN
still getting strandeds in decorations tho ๐ฆ
or maybe was stuck there before i upgrade and didn't notice
Didn't have time to fix that tonight
ok, no stress, it's not like 20-30 were getting stuck, only one here and there, not a run killer
Actually there's a good chance loading the game unstuck them
something strange is happening tho, i could swear i moved the priorities up on mush and mecha coockhouse and upon reopening they are alll back down to double red down ๐ค
is it possible to turn on and off the flow of pumps without turning on or off the house being a place beavers live?
not sure if it's in the last update but it's in the plans
๐ซก
looks like something is up with med beds, got a gizillion haulers and they are getting 0 stuff delivered to them ๐ค