#Water Beaver Overhaul

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radiant heart
shell fiber
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or is could be consumed as part of a reciepe to get relics or whatnot

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oh

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ah, it's the animation on the module

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it's broken

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whelp, good thing hydrogen is not used for anything yet ๐Ÿ˜‰
(i know, you wanted the methane)

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also, i didnt run any math on that stuff ๐Ÿ˜ฌ

radiant heart
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i did one for hydrogen only just to test it out, got my wish granted, crashed the game! ๐Ÿคฃ

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my army of fermentation barrels is still doing it for methane

radiant heart
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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

shell fiber
radiant heart
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fermentation house produce way faster then the module so methane not really worth it

shell fiber
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yeah but in terms of how much land space can it save you ?

radiant heart
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still, can only get 6 modules, per ruin and it's limited, gonna use it for stuff that is exclusive first ( hydrogene)

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well, not for now since it crashes and got no use but later on ๐Ÿ˜‰

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hydrogene gonna be for the zeplin i guess?

shell fiber
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yep

radiant heart
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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

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by the space on the map and by the capacity of my PC

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need to run it on camera unlock to place new clockwork farms on my towers ๐Ÿ˜…

shell fiber
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good luck

radiant heart
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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

shell fiber
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oh

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well yes there's all the science stuff that finally stabilized

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but my current playthrough started somewhat recently, and i didn't think difficulty was excessive

radiant heart
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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

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kinda sucks, hope it's not as bad as i imagine it

shell fiber
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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

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i actually had my second compact library set long before i ever thought about using it

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plus it makes a lot more sense that the library can copy its own books

radiant heart
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pause science... you really are a maniac ๐Ÿคฃ

shell fiber
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anyway, time for bed for me

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GN !

radiant heart
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GN

woeful sun
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@native citrus fyi, it's Logstairs that has the language file with the unusual formatting.

heavy lodge
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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 ๐Ÿ˜ฎ ) ...

storm prawn
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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?

heavy lodge
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Crash on loading, so, it breaks saves

sullen cape
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Heh, as the mod grows perhaps there is more public domain or creative commons content you could use ๐Ÿ˜ƒ

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Oh and thanks for teaching me some French haha (Ananas, Gaz, the ENS based on a real life thing ๐Ÿ™‚ )

storm prawn
storm prawn
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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

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@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 ...

heavy lodge
storm prawn
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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

heavy lodge
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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.

slate jacinth
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@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?

heavy lodge
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Is the crash just after the mod removed. And, I moved the mod in a separate place, I was not in game during that !

woeful sun
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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).

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(I'm 5 minutes into wb ep#32, hopefully no searching for things this vid๐Ÿคž)

woeful sun
shell fiber
heavy lodge
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Anyway, will check again, maybe , who knows ...

slate jacinth
sullen cape
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[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?)

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Or the old ollld barrels that I didn't bother to delete ๐Ÿ˜‚

slate jacinth
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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 SadF

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Guess I'll try reproducing the crash once I'm home too

storm gulch
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Going to try to remember to put a link to this in my next video ๐Ÿ™‚

heavy lodge
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Going to try to remember to watch when you play WB on U5 ๐Ÿ˜

storm gulch
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My U5 waterbeaver playthrough will most likely be live streamed instead of videos

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Depends on how I'm feeling I guess

heavy lodge
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Sure will be on normal mode ๐Ÿคฃ

shell fiber
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btw did anyone try with live U5 ? did anything explode ?

heavy lodge
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not yet ๐Ÿคฃ

storm gulch
heavy lodge
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Be aware that now trains have .... tunnels ๐Ÿคฃ

radiant heart
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looks like there is an irrigation tower back on the menu in the trailer of the patch ๐Ÿค”

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right before the end

heavy lodge
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Nope, those black & white images means... RIP ๐Ÿคฃ

radiant heart
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๐Ÿคฆโ€โ™‚๏ธ

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just finished reading the patch note, guess i was too optimistic

shell fiber
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well let's just wait for @tawdry bronze to fix it (although he's not the one making the script)

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but to be fair, we could be just fine as it is now, it's just a bit sad to lose some interesting buildings

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anyway, GN !

radiant heart
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GN

radiant heart
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well, U5 stable loaded my previous save , no problem, didn't hit play tho

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and just like that, a new colony was born....

radiant heart
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how about moving the badwater stuff in a sub-menu of water? took me way to long then i will admit to searching ๐Ÿ˜…

radiant heart
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is the librairy watertight on the walls? ๐Ÿค”

sullen cape
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#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

radiant heart
sullen cape
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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

shell fiber
shell fiber
shell fiber
shell fiber
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So u4 colonies still work on U5 ? That's quite surprising

sullen cape
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Okay, I was just guessing, at least it fixed it for me. Save now works on update 5 ๐Ÿ™‚

valid salmon
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LOL i just realised trade with polarbeavers is a reference to frostpunk

radiant heart
radiant heart
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2 beavers and a dream ๐Ÿ˜† didn't go as planned i guess

valid salmon
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guys what exactly is the difference between horizontal and vertical graes

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grapes

radiant heart
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it's a visual thing only, both yield the same amount in the same time

valid salmon
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do vertical grow on cliff face or something

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ah okay

radiant heart
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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 ๐Ÿ˜ฉ

slate jacinth
radiant heart
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too bad, gonna live without it for now i suppose, not like it would have prevented 95% of my beavers to die anyway

radiant heart
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fermentation barrel stills feels broken... barrel been there for at least 4 cycles, prioritized and got the rss for it sitting there in warehouses....

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what's the paypall account i need to send a dollar or 2 to get back the "with worker" edition? ๐Ÿค”

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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)

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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....

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on the bright side, came back nicely from my 2 beavers and a dream to a 80 pop

slate jacinth
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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

radiant heart
slate jacinth
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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

radiant heart
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ok, just ping me when it's out and i'll give it a go v

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(when i can, go a busy day ahead tommorow with the kids)

slate jacinth
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thanks, that would really help DamF

tepid thistle
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Have an issue with my save file from 3.2.4 .. after updating to 3.2.5 the Artists Lodge crashes my game, canโ€™t place or select it or game crashes. Will upload error report when I have access to it

tepid thistle
woeful sun
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@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

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(this is with waterbeaverfaction_3.2.5.zip)

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WaterPumpPipeSegment.Whitepaws has the same issue

shell fiber
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oh, yes, you're right, i hadn't seen that, maybe that's why it didn't work ๐Ÿค”
but it doesn't matter, those are not used as of now, they are still in the asset bundle but doing nothing

woeful sun
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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).

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eg buildings/townstuff/Woodupgrade.prefab vs junk/woodupgrade.prefab

shell fiber
woeful sun
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obviously junk is probably the right one to ignore, but I'm not sure how to handle that automatically

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for 2.2.10 it was WPBeaverStatue and giantlogstorage

shell fiber
woeful sun
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I do that already,

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but that's from the tool specification,

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and this is for building prefabs,

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hmm, the junk file is not listed in the assetbundle manifest, maybe that's the way to tell

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but then why is AssetRipper creating it ๐Ÿ˜•

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oh, it has Junk/woodupgrade.fbx

shell fiber
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yeah, sorry mmy foldering is absolute chaos

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i try to keep it somewhat tidy but... ๐Ÿ˜ฌ

woeful sun
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i'm just confused as to why the export from asset ripper changed the .fbx extension to .prefab

shell fiber
woeful sun
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I tihnk so

shell fiber
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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

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for the custom piles models, it was weird

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uploading a new version !
should fix the copyist / artist crashes, as well as the gaz extractor crash

woeful sun
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ohhh, I think the base game has these as $building.prefab and $building.Model.prefab

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I wonder how the game links them together -- I assume with a guid somehow

slate jacinth
woeful sun
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$building.Model.prefab refers to $building.asset via m_Mesh guid,

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and $building.prefab refers to $building.Model in _modelName (in MeshyDescription)

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but iirc mods don't use Meshy

woeful sun
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k, so I'm now reading the assetbundle manifest to restore the original file extension,

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which fixes those prefabs,

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but Florist is still an issue,

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Buildings/Food & Harversing/Florist.prefab vs Buildings/deprecated/Florist.prefab

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but I see what you mean about checking devmode

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but what makes sure that Unity loads the right file?

woeful sun
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gah, and I believe that WashingMachine has a conflict with it's own billboard

woeful sun
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hmm, and StaircaseLeft for WB moved from WB to staircase?

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oh, this is mod.json's Assets.Prefix

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or at least that would make it load the right prefab,

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the two prefabs still have the same Name,

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blegh and AreaNeedApplier had EffectSpecification renamed to EffectSpecificationPerHour

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which means the NeedId is null (because it fails to deserialize)

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luckily the ProbabilityPerHour is zero, so it's unlikely to trigger in the game,

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it'll just be ineffective,

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this affects Windmills, WoodenStairs and the Power Board

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also Lapantouflemagic.RippedBrambles.DisplayName is written twice

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in the lang file

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the second one should probably be PluralDisplayName

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and with all of those complaints. I finally got my script updated for Update 5 and the new WB updates

woeful sun
woeful sun
shell fiber
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oh, sorry, i wasn't on the computer much today

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fot the two florist, ignore the one from deprecated

shell fiber
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oh

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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

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i think

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the one from deprecated is here just to not magically create a huge gap in people's dams

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but i intend to remove this building entirely from the mod

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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

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as for the florist from food & harvesting, i removed it now, it won't be there next update

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(sorry for the mess)

shell fiber
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i just changed the board file name to WashingMachineBoard

shell fiber
shell fiber
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yeah they changed that at some point

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damn i don't remember what was the kill rate of the power billboard

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maybe 3% ? it's per hour so too much would be insane

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okay, with 2% death/ hour we get from 500 beavers to 100 in three days...

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but 1% would barely kill anyone

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exponentials are weird

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damn 3% is litteral genocide

shell fiber
woeful sun
woeful sun
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GiantPillar was 0.1%, LoLBoard14 was 1%

radiant heart
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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

woeful sun
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FactionNeedService.GetBeaverOrBotNeedById

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it doesn't say which Need though

radiant heart
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wonder what popped up, had nothing special building that i remember

woeful sun
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you're right -- it was trying to describe a building

radiant heart
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i tried to pause a screw press and the rudimentary sawmill ๐Ÿค”

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(from building, just placed for later

woeful sun
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do you have windmills?

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woodenstairs, or the power board

radiant heart
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no windmills, got only logstairs

woeful sun
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might be the logstairs

radiant heart
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thing is i'm not building anything, i'm in quarantine mode during the badtide

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all roads to something building are closed

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no one is leaving that zone

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looks like it was the pausing of the build, just did nothing and let it run and didn't crash that time around

woeful sun
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and if you click on some stairs?

radiant heart
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nope, can click all the stairs i want

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was either the press or the mill

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g2g, later

woeful sun
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ciao

shell fiber
radiant heart
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you mean my rice ratio issue or the crash?

shell fiber
radiant heart
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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"

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would be nice if distillery or washingmachine was a bit less locked by other stuff to get the decontamination going on

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(yeah, playing thousand island) 80% contaminated, new PB ๐Ÿคฃ

woeful sun
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@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.

storm prawn
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@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!

heavy lodge
storm prawn
# heavy lodge since has breaking the saves, will test a little more, until next sunday, to be ...

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

heavy lodge
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Only trouble is still removing the mod. It loads the saves that used-it , but , in a very long time .

storm prawn
heavy lodge
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Guess you are right about recalculating , adding back the mod means loading time also longer. After, no trouble.

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Hope that users, on long waiting time to not think that the game has break ๐Ÿ™

storm prawn
heavy lodge
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Maybe, first wait to see others opinion ...

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What is nice is ... no more lazy haulers HappyIT 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 ๐Ÿ˜

storm prawn
vast anchor
heavy lodge
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No, this I mentioned since is an extreme case. The badwater cnsumption is insane ๐Ÿ˜ฌ

vast anchor
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Err, I could read the code. It was on github right?

heavy lodge
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Hope that recipe for food factory or IT mines will work (what I selected) ๐Ÿ™ But, need to wait until go there... ๐Ÿ˜ญ

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OH , is working after reloading the save ...

storm prawn
storm prawn
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OK, made a new thread for my hauler thingy ...

radiant heart
storm prawn
# radiant heart 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

radiant heart
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idk, just booted it for the first time

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give me a min will close and reopen

storm prawn
radiant heart
heavy lodge
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Did you changed the recipe ?

radiant heart
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the recipe of the pile?

heavy lodge
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YA, I got crash and corrupted save again from Prioritize mod

radiant heart
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save was not corrupt, could open back

heavy lodge
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Then , you are lucky ๐Ÿ˜ฎ

radiant heart
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at least now fermentation barrels are running at full speed !

rare ferry
sullen cape
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I fixed this by loading my save in an older version, and deleting the now-removed fermentation barrels with workers

sullen cape
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No problem ๐Ÿ™‚

shell fiber
shell fiber
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but that's fine in the end, i think that reciepe is better costing just paper and pencils

shell fiber
shell fiber
woeful sun
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I only noticed because my timbertrees script has to handle it being missing

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and it just skips it (like the game seems to do)

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previously it silently skipped them, now I've added logging messages when it does

shell fiber
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nice !

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tell me if you stumble on weird stuff again ๐Ÿ˜…

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was there anything else that particularily required fixing ?

woeful sun
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I mentioned the EffectSpecification renamed to EffectSpecificationPerHour, which affected Windmills, WoodenStairs and the Power Board.

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not sure if that got lost in the noise of everything else,

shell fiber
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oh, yes right !

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i already fixed the power board, but still need to upload a new version

woeful sun
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yea, because you also renamed the washing machine board

shell fiber
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need to check windmills and stairs then

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i think i can start rolling out the diseases and so on again

woeful sun
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so whenever you get around to doing a new uplodads for boards & wb is fine

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I'll run the script against the new version within a week or two, and let you know

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I changed the homepage of my mod to point to the github repo, and added links to the online output into the description instead

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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.

woeful sun
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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

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huh, which is weird, because I see WB has a spec override for the tool

shell fiber
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i thought i did put it in the right group

woeful sun
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ohhhh, I don't load ToolSpecification from mods

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because the base game doesn't have any

shell fiber
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oh

woeful sun
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because the ToolSpecification is in the prefab I think,

shell fiber
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yes but sometimes i override stuff

woeful sun
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yea, but ToolSpecification is a TimberAPI think I think

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yea, comparing base vs mods

-BonusTypeSpecification
-KeyBindingGroupSpecification
-KeyBindingSpecification
-WellbeingTierSpecification
-WorkerTypeSpecification
-YieldRemovalChanceBonusSpecification
+ToolSpecification
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staircase and wb use ToolSpecifications

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ohhh, staircase uses it to tweak ladder, platforms, wooden stairs

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although why do you do it for NEWSpadderdock and WildBrambles?

shell fiber
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i think the tool specification in those case is to make them hidden, not change the toolgroup

woeful sun
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yea, but can't that be set inside the prefab?

shell fiber
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nope

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not that i know of

woeful sun
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ohh, for buildings maybe, but not natural resources?

shell fiber
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you can make some stuf dev-locked in "placable block object" but plants don't have those

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hidden is as far as i know a secret thing

woeful sun
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I only see Hidden used for the junk ToolGroup

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and yea DevModeTool is in PlaceableBlockObject

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somehow I don't pick up either in my script

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probably because it's not placable,

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(I have a filter that prefabs have to be in a visible toolgroup)

shell fiber
woeful sun
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ugh, so now I have to figure out how TAPI synthesizes ToolSpecifications

arctic olive
woeful sun
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mmm, but I need to replicate the way that TAPI generates ToolSpecificiations for PlaceableBlockObjects

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luckily I think PlaceableObjectToolGenerator does that

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it just means I need to load prefabs before loading ToolSpecifications (so I can get overrides correct),

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but that's doable

arctic olive
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at least when using monobehaviours

woeful sun
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except I'm parsing data files, not the runtime objects,

arctic olive
woeful sun
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and the base games doesn't have any ToolSpecifications

arctic olive
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Well that goes too deep for me to answer atm

woeful sun
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yea, ToolSpecification isn't present in the base game at all

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lucilky I think I only need to care about PlaceableBlockObject and Plantable

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but not for tonight, I've left myself a TODO for that

shell fiber
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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

native citrus
shell fiber
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letmecheck

native citrus
#

You just need Python installed

shell fiber
#

i don't think i have

native citrus
#

Probably better if I run it myself so I can check for any edits I would need to make

shell fiber
#

oh right i found it

native citrus
#

Also the script does make every entry into a single line, was there some reason why some of them were split on multiple lines?

shell fiber
#

i think some names were very long so i forced a new line

native citrus
#

What do you use to edit it?

shell fiber
#

oh, actually all flavor texts need a new line to indicade who says what

#

i make it into a .csv and edit in Libreoffice ๐Ÿ˜ฌ

#

keeping the line breaks is not possible ?

native citrus
#

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

shell fiber
#

oh, no i think \n are fine

#

hmm... i don't see them in the file i have

shell fiber
#

it works, i'll add the missing keys i have

flat coyote
#

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

radiant heart
flat coyote
#

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

radiant heart
#

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

flat coyote
#

they all are at the latest version

radiant heart
#

if you go for a new game do you at least see the coiche to pick the WB?

flat coyote
#

i can only choose the 2 beavers from the base game

radiant heart
#

๐Ÿค”

#

did you use mod manager to download the WB or did a manual download?

flat coyote
#

i tryed both but nothing changes

radiant heart
#

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

flat coyote
#

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

radiant heart
#

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)

flat coyote
#

no its on

radiant heart
#

sry but i'm out of ideas...

flat coyote
#

its okay but thanks for your ideas ^^

radiant heart
#

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

radiant heart
native citrus
#

Doesn't BepInEx display the exact errors that make it crash?

radiant heart
#

thing is it doesn't crash, it just doesn't see that the WB are there

flat coyote
#

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

radiant heart
flat coyote
#

yeah thats not the case

shell fiber
#

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

sullen cape
#

Ooo more rice ๐Ÿ™‚

shell fiber
#

I've also got some work done on the nuclear power plant ๐Ÿ˜‰

sullen cape
#

Sounds good, or dangerous lol

shell fiber
#

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 ?๐Ÿค”

sullen cape
#

Maybe it shoots badwater everywhere?

#

Maybe one of those 30-1 minute waiting times for a debuff area around the plant? We shall see

radiant heart
radiant heart
#

finaly got a "safe zone" ( those drainhouses work nicely ๐Ÿ‘ )

flat coyote
shell fiber
#

informatics ShrugFT

shell fiber
#

starting to take shape ๐Ÿ™‚

#

the base is 11x11 and allows for placement of 4 reactors

#

each reactor has 3 more construction stages

radiant heart
shell fiber
#

now i need to actually add the functionnality

shell fiber
radiant heart
#

or a "mini" version like just one reactor

#

less potent too obvisouly

shell fiber
#

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

radiant heart
#

by the looks it tolerates 2 tall of water?

shell fiber
radiant heart
shell fiber
#

except the chemney

shell fiber
radiant heart
#

got a nice spot for it when i get that far, it's cool beeing on a large map for a change

shell fiber
#

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

radiant heart
#

how strong? (if i may ask) ๐Ÿ˜‰

shell fiber
#

Don't know yet, that will require testing

#

Possibly 1.5 since bad water sources output 3 in general

radiant heart
#

gonna be messy to balance, available water varies a lot per map

shell fiber
#

i think i can make it output clean water actually, i could rededesign the chemneys to make something neat๐Ÿค”

#

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 ๐Ÿ˜Š
even better if i make the thing output clear water ๐Ÿคญ

#

anyway, good night !

radiant heart
shell fiber
#

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

radiant heart
#

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? ๐Ÿคทโ€โ™‚๏ธ ๐Ÿคฃ

gleaming tree
#

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?

radiant heart
#

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

sullen cape
#

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

shell fiber
shell fiber
#

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

radiant heart
#

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

shell fiber
#

Yeah that's the pattern I expected

radiant heart
#

late game was the opposite tho

#

i guess just toss the option to burn both in the burner and call it a day ๐Ÿคทโ€โ™‚๏ธ

shell fiber
#

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 ?

radiant heart
#

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

shell fiber
radiant heart
#

lol, cycle 44 on thousand island, wanna talk devastating, keep exploding my PB on contaminated beavers

shell fiber
#

I though the new thousand island would be quite nice and safe... Guess not ๐Ÿค”

radiant heart
#

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

rare ferry
#

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.

sullen cape
#

I think it's just not finished yet, so you may ignore it ๐Ÿ˜ƒ

shell fiber
shell fiber
rare ferry
sullen cape
#

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

radiant heart
#

just the "work in progress" stuff

shell fiber
#

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

radiant heart
#

So in the end isn't it just a glorified waterwheel if weter is needed to run? ๐Ÿค”
Makes the giant log engine a bit relevant again since it would be the only "reliable" power source ๐Ÿ˜‰

woeful sun
heavy lodge
shell fiber
#

i'm also going to rework the base so it can be more used as a dam

radiant heart
shell fiber
#

actually i think the bad water source caps when open force bad water out even during droughts

#

so that's something i could use

radiant heart
#

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

pine geyser
#

does badwater update works with waterbeavers

#

i mean are there any building for badwater stuff

radiant heart
#

yes

#

basicaly science is badwater locked

pine geyser
#

so update 5 map works

radiant heart
#

yup

shell fiber
#

Whelp, my unity broke

#

need to uninstall/reinstall probably

radiant heart
#

hope you didn't lose too much

shell fiber
#

nah, the mod data should be good

#

it's unity who crapped itself apparently

#

or should i say presumably

radiant heart
#

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 ๐Ÿ˜‚ 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 ๐Ÿ˜†

woeful sun
radiant heart
#

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?

shell fiber
radiant heart
#

kk, guess i need onemore then to move it faster

shell fiber
#

Output is somewhat low if I remember correctly

radiant heart
#

gonna just remove that zone when i can get to mechanized kitchen and solve the problem

red one is the badwater mover

pine geyser
#

is there any small map recc for this beavers

shell fiber
#

gentle canyon is good

radiant heart
radiant heart
#

something feels a bit messed up with that, How do they access it? all paths are blocked by power shafts ๐Ÿค”

#

walls are not "beaver tight"?

#

followed one that technically "lives in it" and he's napping in another segment

shell fiber
#

hmm...that's not intentionnal but not entirely surprising... walkable buildings are weird

radiant heart
#

tought i found a way of "not pausing" the dam buildings ๐Ÿคฃ

#

gonna unpause soon~ish, just need a bit more food income.

radiant heart
#

kinda sad you didn't live the typo on the large farmhouse it can "plank" always made me laugh

radiant heart
#

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

shell fiber
#

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. ๐Ÿค”

radiant heart
#

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

woeful sun
#

You don't have to put the platform on top of the clockwork farms do you? I thought that's optional.

radiant heart
#

Good thing those megadrills don't actually dig like the dirt machine on other factions ! ๐Ÿ˜…

woeful sun
#

lol

radiant heart
#

too bad they don't plug on both sides, would have been much cleaner

woeful sun
#

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

shell fiber
shell fiber
shell fiber
#

not flippable but that will allow to put 2 side by side in a more pleasant manner

woeful sun
#

Does u5 allow you to mirror them?

shell fiber
radiant heart
radiant heart
woeful sun
#

It seems weird to me that they woulnd't be flippable,

radiant heart
#

not like they have an upgrade that could mess it up

woeful sun
#

practically it would mean mirroring the blueprint when building the drill

radiant heart
#

got something planned with the tunnels to make it neat but don't have the science yet to do it

woeful sun
#

so it could require a mirrored blueprint to make it a pain, but seems unnecessary (but then many waterbeaver things are)

radiant heart
#

think it's just a tad too far, would clog the menu even more to have both sides options

woeful sun
#

yea, so neater to make the building flippable

#

or make a waterbeaver mod mod ๐Ÿคฃ

shell fiber
#

okay my unity seems fixed !

sullen cape
#

That's great ๐Ÿ˜„

radiant heart
#

One pound at the time, gonna make that land mine!

shell fiber
#

you seem to have a couple prime spots for nuclear power plants ๐Ÿ™‚

woeful sun
#

fyi: Trade with IronTeeth recipie for Beaver bones is called "broken glass", is that intentional?

woeful sun
#

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?

rancid tulip
#

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?

shell fiber
#

at the moment it's a broken building. it hopefully will be back someday

shell fiber
shell fiber
woeful sun
#

JC The Beard seemed to like the deepmines when he found them at the end of his Waterbeaver playthrough.

pine geyser
#

whats the best tips for food and water i always ran out of them even if i have upgrade farm and water

thorn dune
#

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 ๐Ÿ˜„

rancid tulip
#

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.

thorn dune
#

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 ๐Ÿ™‚

woeful sun
#

Needs (their stats and which foods and buildings satisfy the need) is something I've considered adding to my timbertrees mod

rancid tulip
#

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.

shell fiber
#

Except pumpkin chips but maybe I should change that too

shell fiber
#

And for those interested, I'm almost finished with the nuclear power plant ๐Ÿ˜Š

#

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

rancid tulip
#

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.

shell fiber
radiant heart
#

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

radiant heart
#

WTF treenursery can't handle 1 deep of water ๐Ÿคฃ

#

well, that's a bit of a set back

radiant heart
#

Bamboo mithy tea? ๐Ÿ˜

shell fiber
shell fiber
#

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

shell fiber
#

You won't even need stairs

thorn dune
#

you lose a lot of range/area by not putting a forester/etc. directly on the ground where you want the trees planted

shell fiber
#

Yeah a little because of the stairs and such. But if I remember correctly vertical distance is not taken into account ๐Ÿค”

thorn dune
#

makes sense, I guess that's only two tiles then so could be good yeah

bold night
#

How does the contamination work in this?

shell fiber
#

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

bold night
#

The contamination status effect, what extra causes it?

shell fiber
#

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

bold night
#

It nearly was lol, I though it might have been the ENS , got up to like 60 contaminated

radiant heart
radiant heart
#

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 !

shell fiber
radiant heart
#

that's the annoying part

radiant heart
#

Ouch... that's gonna be a problem...

pine geyser
#

so how does the badwater upgrade works i tried to using it

#

its not working

shell fiber
shell fiber
#

But something tells me that you should have seen that coming ๐Ÿ˜…

radiant heart
#

little blasting behind (like a lot of blasting) solved the problem

shell fiber
#

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 ๐Ÿ˜“

radiant heart
#

ouf, hope it's not like that on loading a save with the reactor

shell fiber
#

It did work easy peasy in the test mod I have though

shell fiber
#

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

shell fiber
#

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)

shell fiber
radiant heart
#

GN

rancid tulip
#

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.

radiant heart
#

once you get to the big aquifer water is a non-issue

rancid tulip
#

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.

radiant heart
timid robin
#

Sorry I feel silly but where can I download the mod? I can't find a link anywhere

radiant heart
#

or with mod manager like any other mod

timid robin
#

I haven't found it there- perhaps I need to untick U5

radiant heart
#

it is U5 friendly

timid robin
#

OH IM GOOFY I was looking for the specific image of the thread and not the name ๐Ÿ˜ญ thank you

radiant heart
#

yw

shell fiber
#

shouldn't be too hard to make though

shell fiber
# native citrus Try this

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"

radiant heart
sullen cape
#

I'd go with what you said Lapan

scarlet pelican
#

Folks, is this mess of the text at the start screen expected? Or do I miss teh right versions of something?

shell fiber
#

partly expected, but soon to be trimmed a bit

scarlet pelican
#

Ah, ok. Just wanted to know it's not me installing the mod wrongly.

shell fiber
#

the yellow line will disappear as soon as you unlock them

#

that will be a lot more readable already

scarlet pelican
#

Interesting. I had played for Folktails before (many times), but after the mod installation it said I didn't. Is it expected?

heavy lodge
#

You need to play again or to load a save with FT to unlock the WB

native citrus
#

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"

shell fiber
#

well yes but the trading platform is a separate building

#

the "trade with the FT" building is litterally just a balloon that flies off

shell fiber
#

i didn't see them until then

native citrus
shell fiber
#

not really, there's a bunch of building with multiple lines descriptions

native citrus
#

Can you show an image of how it looks

shell fiber
#

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>

native citrus
#

I assumed the descriptions wrap around

shell fiber
#

well the line breaks were all gone

native citrus
#

Ingame

shell fiber
#

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

native citrus
#

I can rerun the code to see if I can preserve them properly

#

But I need an example of what's broken (ingame)

shell fiber
#

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

native citrus
#

Yeah sure

shell fiber
#

in that case i would have put a line break after each point but that doesn't always work i think

shell fiber
#

It's been quite a while but...

#

Update incomming ! ๐ŸŽ‰

shell fiber
#

uploading...

#

(i don't set it live yet, tell me if it is buggy or not)

shell fiber
#

i think i'll start a playthrough on my lemon canyon ๐Ÿ™‚

#

but enought for today, looking forward to your crash logs tomorrow morning ๐Ÿ˜…

scarlet pelican
#

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.

shell fiber
#

So apart from that...

sullen cape
#

Hehe hello, goodbye, btw Timberborn worked fine for me with your new update ๐Ÿ™‚

pine geyser
#

so my all of my berry dies in a first badwater

shell fiber
# pine geyser so my all of my berry dies in a first badwater

yep, rookie mistake ๐Ÿ˜…
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

pine geyser
#

i am playing in a small map cause less lag so expensive might be the way

radiant heart
#

Yay engines ๐ŸŽ‰

shell fiber
radiant heart
shell fiber
#

My objective with those was to make them consume methane a bit too fast

radiant heart
#

need to recheck numbers for nenuphar CW versus powering one engine but without looking it up more then that it looks descent

shell fiber
#

So that you either spend an excessive amount of space farming spadderdock

#

Either well, use that only during droughts

radiant heart
#

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

radiant heart
#

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?)

radiant heart
#

Flipable water canon would be some cool Qol ( or plug on both sides even better)

radiant heart
#

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

sullen cape
#

...
||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||
...

shell fiber
#

Plug on both sides seems reasonable enough๐Ÿค”

scarlet pelican
#

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.

shell fiber
#

oh neat !

#

does the new irrigation towers need this TimberCommons thing ?

heavy lodge
#

Since is in water extension mod, YES

shell fiber
#

oh, right

radiant heart
#

๐Ÿ‘€ irrigation towers are back on the menu?

heavy lodge
radiant heart
#

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?

radiant heart
#

lol, love the new furnace death thing ( or is it not new and never noticed it?)

shell fiber
radiant heart
#

(looks like engine is crashing) watching eld's stream

shell fiber
#

I think Knatte also wanted me to check which buildings would be good for this faction

shell fiber
#

Oops

radiant heart
#

nope, not that far

#

not using cheater mode on that one ๐Ÿ˜‰

shell fiber
#

I was so busy with the nuclear power plant that I completely forgot to test it

radiant heart
#

can toss one in a corner to double check

shell fiber
#

I probably won't have time to mod tomorrow

heavy lodge
radiant heart
heavy lodge
#

But, the first useful irrigation tower need 50 hp ๐Ÿ˜ฌ

radiant heart
#

and science.. ouch

heavy lodge
#

and, this ๐Ÿ‘น

radiant heart
#

Ooooo the monster is back!

radiant heart
heavy lodge
#

monster in science, YES ๐Ÿธ

radiant heart
#

but it's so powerfull... remember having like 3-4 to cover an entire map

heavy lodge
#

Ya, but with WB, will be able to build them only next year, and is not beavers years ๐Ÿคฃ

radiant heart
#

probably won't even be available to the WB

shell fiber
#

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

radiant heart
#

as long as we can get the lido/fertilizer one i'm more then happy with it, looks awesome and works nicely

radiant heart
#

I don't remember, do grapes spread?

rare ferry
#

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.

radiant heart
#

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)

radiant heart
#

is there something up with the liquids textures? glowy fluid looks a lot like the hard alcool๐Ÿค”

radiant heart
#

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? ๐Ÿค” 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 ๐Ÿ˜†

radiant heart
#

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

scarlet pelican
#

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.

sullen cape
#

I was bemused by all the messages but the game at least still works. Sounds good though

shell fiber
shell fiber
shell fiber
upper knot
#

Does making science in the library cause beavers to get contaminated ?

pine geyser
#

does this mod can be completed in 80*80 map?

shell fiber
#

that seems a bit of a challenge, but i would say yes

#

you'll have to keep your population low

pine geyser
#

so 128*128 is okay i guess

radiant heart
radiant heart
radiant heart
radiant heart
#

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 ๐Ÿ˜…

woeful sun
scarlet pelican
woeful sun
#

Does it happen with only base game prefabs? or does it only happen with modded assets?

scarlet pelican
#

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.

woeful sun
#

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

sullen cape
#

I only get prefab messages

radiant heart
#

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 ๐Ÿค” @shell fiber did you pull some dark evil magic thing again? ๐Ÿคฃ

#

problem solved !

woeful sun
#

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

woeful sun
#

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,

scarlet pelican
radiant heart
woeful sun
#

The former one also prints the Too many auto atlases loaded! message, which I think I have seen

radiant heart
#

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 ...

scarlet pelican
radiant heart
#

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 tho๐Ÿ˜…

burnt hamlet
#

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.

scarlet pelican
burnt hamlet
#

More data, seems like it might just be wild ones? The ones I planted seem to be giving 3. Odd.

radiant heart
#

(similar to bramble)

shell fiber
shell fiber
burnt hamlet
#

oh neat, I was confused. So it is just the 'wild ones.' Just the oak wilds. Thanks!

radiant heart
#

like does letting the natural ones spread makes them all yield double wood? that would be sweet!

#

you know the "preservation act"

shell fiber
shell fiber
radiant heart
#

and 2 gold bars in ๐Ÿ˜…

shell fiber
#

okay, got the new dam drain house working

shell fiber
#

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

radiant heart
#

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

radiant heart
radiant heart
#

mmm, why does my firefly eat beavers even if it's on pause? ๐Ÿค”

radiant heart
#

2/16!! it's happenning

radiant heart
#

Stranded in the statue or the building?

heavy lodge
#

Beaver as decoration ? ๐Ÿ˜„

woeful sun
#

I thought only the power board required beaver sacrifice

radiant heart
woeful sun
#

I haven't checked, but I doubt it's changed

radiant heart
#

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

radiant heart
#

something is going on with the walkable roof of the pit&ladder

#

i get a lot of stranded atm

woeful sun
#

and if you put paths on top?

radiant heart
#

path is already there but they walk across a lot of stuff

#

"as intended"? ๐Ÿคฃ

shell fiber
sullen cape
#

I built a power board, but I didn't hook it up to anything so nothing happened, is that normal?

shell fiber
#

i didn't try that specific case, but it's possible that it doesn't eat beavers if not connected ๐Ÿค”

#

but tbh that billboard is a joke

sullen cape
#

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 ๐Ÿ˜…

shell fiber
radiant heart
#

can a crop/tree yeild 3 things? like one for the scavenger, one for the gatherer and one from cutting?

shell fiber
radiant heart
#

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

radiant heart
#

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

upper knot
#

Are there bugs that cause the game to crash? When I completed the construction of the methane extractor the game crashes

storm prawn
radiant heart
#

didn't build one yet just in case

radiant heart
#

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!

shell fiber
shell fiber
radiant heart
#

@shell fiber is there a power plug on the reactor or it's just a huge ass troll? ๐Ÿคฃ 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

shell fiber
radiant heart
#

and what part is "watertight"? looks like i can't fit a drain house over the center part with the door๐Ÿค”

#

got the 4 phD so it's a question of the tar for the base and then the science to unlock it

shell fiber
#

I guess I should make it visually clear that it's not really stackable

radiant heart
#

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

upper knot
radiant heart
# shell fiber Yep

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?

rare ferry
#

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.

radiant heart
#

Do the med beds still work but slower if nothing is supplied to them (like they used to on vanilla U4 ?)

rancid tulip
#

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?!?

radiant heart
#

don't think so mine are all working

#

forgot to power it?

rancid tulip
#

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

radiant heart
#

๐Ÿค”

#

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

rancid tulip
#

hence my confusion

radiant heart
#

Hey lapan, forgot the carry bonus on the builder's tower ๐Ÿ˜‰

#

need some strong ones to carry that dirt ๐Ÿ˜

rancid tulip
#

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?!

radiant heart
#

guess it's what saved my ass that time i forgot the filter๐Ÿค”

polar wind
#

when i want to place the first district centre, the game crashed every time.
Anyone a solution for it?

polar wind
#

i have installed all needed mods for the water beavers ๐Ÿ˜ฆ
idk why its crashing
I want to play the faction more FeelsBadManW

sullen cape
#

(See the purple text)

polar wind
#

But the game goes to the bug report window

#

Still waiting? Will it disappear?

polar wind
storm prawn
polar wind
storm prawn
polar wind
#

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.

radiant heart
#

I've reached the point i find it weird when watching vidoes that there are no pink trees on the maps of other factions ๐Ÿ˜‚

sullen cape
#

I've been wondering what I'm going to miss if I go back to vanilla now too ๐Ÿ˜…

radiant heart
sullen cape
#

I like the pit storages, and the long tiny storages. Granted, I can use them in a normal game but

radiant heart
sullen cape
#

Yes it feels great to use more space that we couldn't before

radiant heart
#

@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

shell fiber
#

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 ?

shell fiber
shell fiber
shell fiber
shell fiber
shell fiber
shell fiber
radiant heart
#

disregard what i said about the only one building ๐Ÿ˜›

radiant heart
# shell fiber More builders ๐Ÿ˜‰

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 ๐Ÿคฃ ๐Ÿคทโ€โ™‚๏ธ

shell fiber
#

billboard

#

i made the 2x3 regular stackable

#

(heavy stackable)

#

and added the levees for between the reactors

radiant heart
#

so my 4 reactor with pool party in the middle shoud work now?

shell fiber
#

but the middle is where the water is taken from ๐Ÿค”

#

i guess you can still direct your leftover clean water there if you want but that's a weird thing to do

radiant heart
#

that's not where the pumps are

shell fiber
#

oh, yeah that works

#

where's your water going to come from though ?

radiant heart
#

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

shell fiber
radiant heart
#

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

shell fiber
radiant heart
#

kk, main idea was to have a bit of higher platfors to use as scafolding but a bit cheaper then the giant pillars

shell fiber
#

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

shell fiber
radiant heart
shell fiber
radiant heart
#

yeah

shell fiber
#

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

radiant heart
#

just tought it would make sense using bamboo shafts, so many places in asia actually use bamboo as scafoldings

shell fiber
#

but if anything i would like to iron out stuff to make the mod easier to understand, not add complexity

shell fiber
#

would be like clay in the first few month after i added it

#

kind of useless corner ressource

radiant heart
#

(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)

rancid tulip
#

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.

Steam Community: Timberborn. 8 pumps, middle two refuse to take on 'unfiltered' liquid. all fully submerged, WaterBeaver Mod.

shell fiber
#

do you have anythign on the backside ?

shell fiber
#

and i can't code

#

but i can make pipes of different strengths

#

(that won't solve the wave issue thought)

rancid tulip
#

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.

shell fiber
# polar wind

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

shell fiber
rancid tulip
#

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. . . ?

shell fiber
#

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 ...๐Ÿค”

rancid tulip
#

doesn't explain why it's 'unwilling to pump unfiltered liquid'?

shell fiber
rancid tulip
#

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.

shell fiber
#

uuh

rancid tulip
#

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.

rancid tulip
#

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?

shell fiber
#

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

rancid tulip
#

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. ๐Ÿ˜›

radiant heart
#

and one more idiot... they really don't like buildings/decorations on top of those houses

shell fiber
shell fiber
radiant heart
shell fiber
#

added color to the med beds

#

made the missing nuclear power plant parts

radiant heart
#

great

shell fiber
#

i think i just need to upload this thing

radiant heart
shell fiber
#

well just the levee

#

and the billboad

#

also fixed that giant pillar icon

radiant heart
#

sounds good, i know eld gonna be hapy that injuries are fixed

shell fiber
#

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

radiant heart
shell fiber
#

but with half injury rate you should fall to 10 injured on average

radiant heart
#

maybe healing speed?, followed one, he was getting the balm and took about 2 days to heal

radiant heart
shell fiber
#

on a population of 1000 ? or 500 ?

radiant heart
#

800

shell fiber
#

oh, that's not so bad

#

(btw uploading)

radiant heart
#

alright, closing and getting ready!

rancid tulip
#

ya, I just haven't been able to build the infastructure to exploit the overfilling yet. been dealing with self induced crisis's.

radiant heart
#

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?

shell fiber
#

i just tried and yes

#

time to go to bed for me

#

GN !

radiant heart
#

GN

#

still getting strandeds in decorations tho ๐Ÿ˜ฆ

#

or maybe was stuck there before i upgrade and didn't notice

shell fiber
radiant heart
shell fiber
#

Actually there's a good chance loading the game unstuck them

radiant heart
#

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 ๐Ÿค”

rancid tulip
#

is it possible to turn on and off the flow of pumps without turning on or off the house being a place beavers live?

radiant heart
#

not sure if it's in the last update but it's in the plans

radiant heart
#

looks like something is up with med beds, got a gizillion haulers and they are getting 0 stuff delivered to them ๐Ÿค”