#Water Beaver Overhaul
1 messages · Page 25 of 1
don't argue the beavers spelling, they do what they can of that old hooman language 😛
with the half , it's actually manageable, got 2 severre taken care of, one to go.
Minor ones tho... something is up i think with med beds on the priority list
Think the drain house needs some help
took some serious camera ramming to make it green and is it supposed to look like that?
that would have been nice
It isn't just the corners? I thought it could use water tight buildings.
yes, that's how the new variant work now. but i didn't replace the new variants with the new ones.
@radiant heart it's missing support on those back corners
that's weird, i tried and they only noticed the beds on the next morning, then deliveries were made properly
i know, but some version at some point didn't need the corners, still think it would be nice if they would not
i have no idea how you managed to do this abomination
i just tried to build it 🤣
kinda need it for my evil plans
it should still be far easier to place it normally 😅
was worst then the end part of pump upgrades...😩
How ? 🤣
let me retry
that should be the easiest thing in the universe 😭
nope... just wont get in
and Voilà! same thing .....🤔
I see, just like any upgrades, they don't like beeing installed from the back
was easier from the back, have my dams in front🤷♂️
finally got to use that tiny lodge!
up to 10 gold bars btw 😉
@lapan, decon been made twice faster on vanilla, might wanna try that out 😉 ( or not, with agent and machine decon is already pretty much done)
and, just curious, is an advanced papermill planned? asking for a friend 😉
the mechanized one is already excessively efficient i believe no ?
check your sawdust and resin levels ? 🤔
meeeeh, i think my current balance was already pretty nice
don't really want to poke at it
i just put the irrigation towers back in, testing now...
THEN i'll poke at your pit and ladder lodge issue 😅
unless i find an other way to procrastinate
im getting an error when trying to update the mod, said builder not found
"Method not found: void .Builder.Show()"
are you trying to update through modmanager ?
if yes, try to update manually from mod.io
okay, i think i have solved the issue, as well as all "walking through walls" issues that originated from the same thing.
basically, instead of stackable building generating floors on top of them, i made every single enterable building carry its own floor.
issue is : some of the vanilla buildings will need modding
but for now i'll have to rely on testing to find out which ones are not correct
now it's time to kill a bunch of things
just changed that, was pretty easy actually
removed the contemplation spot and mudbath
made a proper pink variant of the grindstone
kind of want to give them a scratcher but the texture is not extracted properly 😑
i could reconstruct it easily though
but not a priority
flipped the connector for the coal mech drill
both maxed out, and still runniing on 5 mills and paper doesn't stack up, the ruins eat quite a bunch plus explosives and research...
currently reworking the storage for glasspanes (at last), crudesawblades and Solar cells (new)
five mechanised mills ?
it is once you got the washing machine, jail is a bit mheee
yup not the tent ones, just couldn't at that point
do they all have high efficiency ?
not 95% but above 50 last i chexhked, they have all storages quite close
just by numbers, one ruin needs 2 to run non-stop, so that's 4 already for the 2 ( soon to be 3) ruins explorations,
(or 20 tents ones per ruin 😅 )
hmm... maybe in that case it is a better approach to reduce consumption of paper 🤔
that also, i think a 1 mill per ruin ratio would be descent so basically just have to chop it in 2
dang, my whole cool mining setup is to redo... ( or they will stay as decrepetated entities?)
nah i figured it would be easy enough to rework existing setups so i did a direct replace 🤐
just got to building those yesterday 🤣
actual set up is dead then but was moving my mining operatons on another spot so just will have to make that a bit more of a priority
good to know before I update, gonna save me a few headhaches
so i can cancelll that and make it tighter? 😍
yes 😅
one giant tank of each and those chunkers are not pilable so i nee a lot of room
(still would be nice if the bottom opening could go over the top opening one 😉 )
oh i could make a liquid abyss storage
flood an entire cavern
or whatever is down there
kinda like the mines that have to be on a cliff?
true, i guess they replace the silicon ingots for the solar array? are they gonna be consumables?
new mining district, gonna need to redo the design a bit, see what you broke , shame on you 🤣
wait does those buried mine shaft also connect on the sides ? that's pretty neat
they don't that's why there is the 90deg shaft power line gonna be behind the cliff ( where the bridge is)
The hole behind the small mines is the other end of the tunnel shaft
oh
i found a nicer glass texture
and was about to put shrines by the lanterns so they can pray the grue won't eat them 🤣
but the issue is that there is weird filling situations where it's too tall
so i really should have a special storage
can't you just lower the ones pilled up under?
but at the moment i don't think i can be bothered with that
no, that's basically hardwired to follow the log stacking pattern
i could make it a simple up/down mesh like dirt
but that wouldn't play nice with the stacks that are more than 1x1
with this method it does that
that looks so nice
thanks !
holy crap 20 paper for ruin exploration ?
yeah no wonder it needs so much
told ya it needs a ton ! 😅
what was the url of the search engine thing someone made ?
good question, don't have it saved up but think there is a version on mod manager
love those green glowy towers at night!
as long as the entrance stays on top i'm good 🤣
wait those are working ? they seemed completely messed up last time i looked it up
they do
never had issues with those since they were introduced ( except that one time the door moved)
i'll try to push something tonight so that you can test the beavers being stuck and so on
you could be stacking those screwpress a lot more 🙂
use squewer platforms
don't stress about it, need to redo some dirt blocks in the mining district, that might take a few days 😂
it's temporary
they will alll move somewhere else once the nuclear press is in
just wanted to get some berry juice running
what is that clusterfuck of shaft intersections on the left 😅 ?
working on that, it's gonna go, need the spot for another haulling tower 😉
starting to make it cleaner now that food and water are going along nicely
can't cut it all too fast, it's my CW power line
( and stew central)
do you actually need all those kitchens ? or it's just because you can ?
probably gonna turn them all on soon~ish, have another 8 at the other end of the map that will go bye bye
uploading the new version
slowly moving everything towards the CW farms
Ooo, yeah need to fix my coal giga drills power lines before doing that ( it's the coal that you swapped side correct?)
don't know, don't think there ever was a display inside
don't really mind it tho it looks cool
Aaaah !
i found the issue
sadly for you, that hides the glow a little bit
at least when they're full
but that will be for the next update
GN !
still got an update to enjoy it, worst case i can just build some with no request just for the glow 🤣
GN
Otherwise I could reduce a bit the max filling level, that wouldn't affect the storage capacity
would be nice, only neeed one layer to see the glowy rod in the middle
Opps most recent version seams to have exploded my save game. Do you want the error report?
better to send it
lapan is sleeping atm tho, but will sure take it a look when he can
(IgorZ.TimberCommons.IrrigationSystem.GoodConsumingIrrigationTower) on this Behaviour is missing Seams to be the issue. looks like I am missing a depended upon mod
Is that in WaterExtended?
Water extension depends on it
not sure if you need water extension or it's been included in the wb mod, worth a try to get it on and see if it works
But, you could add only Timber-common since is a dependency for WB
Must warn lapan that he has forgot to include Timber-common as a dependency ...
that could be it.
trying agin
[Warning: Unity Log] Timberborn.Persistence.EntityInstantiationException: Failed to instantiate 'CoalMechanicalDrill' ---> Timberborn.PrefabSystem.PrefabMappingException: No prefab found with name 'CoalMechanicalDrill'
at Timberborn.PrefabSystem.PrefabNameMapper.GetPrefab (System.String prefabName) [0x00027] in <e0a10861c24a4b2a88c9744f360eb46e>:0
at Timberborn.Persistence.WorldEntitiesLoader.InstantiateEntity (System.String prefabName, System.Guid id) [0x00000] in <48bd5174d8034d21b9013e040f36d9a0>:0
--- End of inner exception stack trace ---
at Timberborn.Persistence.WorldEntitiesLoader.InstantiateEntity (System.String prefabName, System.Guid id) [0x00052] in <48bd5174d8034d21b9013e040f36d9a0>:0
at Timberborn.Persistence.WorldEntitiesLoader.InstantiateEntity (Timberborn.WorldSerialization.EntitySave entitySave, System.Collections.Generic.ICollection`1[T] instantiatedEntitySaves) [0x0000f] in <48bd5174d8034d21b9013e040f36d9a0>:0
Whatever that error was didn't kill the load
it's currently ignoring a bunch of shell and mudbaths
lapan said he removed the mudbaths
also removed the seashells
that "ignoring" message is the game removing them
your coal mega drill probably won't have power, he swapped the side of the plug
it actually went one step further and deleated the one I was building and unresearched it, so now I have to research it again, and plan to power it from the other side.
but, it loaded, so good 'enuff
i'm prepping my new mining site for after the update, don't wanna get caught with my pants down
My elevated flowerists nolonger think they have a path connection to the town. . . that's definatly a change due to the mod. and my pump houses now all say they are depreciated. but still work so that's nice.
you mean the drain houses?
interesting. the new dam drain houses, ya. They are now build in two parts, rather than being two different buildings that get flipped and rotated to achieve the same goal.
prevents the pausing of the house part to pause the drainage
but on my version the 'will overflow' version won't be accepted by the new drain house, only the 'limited' version fits in the slot. the unlimited version refuses to slot into place...
only placed limited ones up to now
which is good! no more max population jumping up and down as drain houses turn on and off.
I was looking forward to (ab)using the unlimited ones.
the outlet can be made flush, rather than extend one square furter, it sticks further into the dam which is visually different. don't hate it.
that's because you placed it from the back view, if you look from the front it is half in half out like the old ones
the limited pipe has 4 accepted locations now. and the unlimited pipe currently has 0 accepted locations.
will have to wait for the next update, to finish my waterwheel power cascade
how much water does a water cannon actually move per second?
it's not that much, don't remember the exact numbers
what does 'crushable' mean for a building? If you build stuff ontop of it it fails mechanically?
afaik, can't have trees grow under it (it will collapse into rubble, something to do with occupancy?) - crops are fine
if trees naturaly spread under it the building will get destroyed
the super irrigation tower is like that, a few others, not sure about the entire list.
The greenhouse is quite tricky too, don't plant the wrong trees in there
right. there really isn't an English word for 'will be destroyed if grown into from below by a tree', crushable isn't it, but nothing else is either.
it got crushed but from under 🤷♂️ 😝
2/3 done, need to finish the blasting, probably before i hit the bed but not sure, that's a lot of dynomite
Tree Vulnerable, Tree Peirce-able?
something with factory maybe?
Oops, yep, forgot exactly that 😅
Can I see the florists ?
Only the regular irrigation tower lodge
is it baack in the latest update? 😍
it shouldn't do that, letmecheck.
okay, i didn't check uppercase/lowercase that's why.
i'll put a hotfix soon, just wairt for it
also, the mine kart now only gives 6 dynamite as before
are all irrigation tower options back?
i kind of winged it
will let you know don't worry 😉
the blocky ground one blocks repels contamination
the small tall one is vanilla
the super bath give +15% growth to ground crops
oh i forgot to make the bath cost a blueprint
i see no particular issue with the factory, where did that crash come from ?
not the super tower irrigation fertilizing one 🙂
turns out it's something with smart power 1.7 and who knows what mod i have on... plus the lag spikes with the power network eveytime i put a shaft or delete one
(walkable upgrade for over the floodgates?)
bridges ?
ooh, i see
try going from the front view, it worked for me
I wasn't bothered, just waited and paid for it again. But good to put out a fix for others. no need for it to be repeated.
oh, uhh
well it may or may not disappear again 😅
Ok I will try again.
if i need to redo that one more time it's cheater mode doing it not my poor beavers 😂
nah that's fine i add backward compatibility with the misnamed one
gonna pile couple large pile over paths and 2-deep storage a bit, quite happy with the result
okay, this time should be good !
some sort of upgrade for the small mine for late game could be cool, like a "mine kart" or vent shaft, to boost the speed a bit, salt is becoming a bit annoying 😉
uploading fixed version
Ya, I can find angles where the limited pipe will refuse to go in, most it goes in without a problme, but no angles where the unlimited pipe will go into the dam piece.
you'll likely be able to trade salt with the islandbeavers i think
trade will likely make a few buildings obsolete, or not, balloons are expensive and take up quite some space
oh right, i still have to do my zeppelins...
okay seems all good
not a fan of trading for salt, the mines are nice, just need a little kick to it for later game stuff so you don't need 15salt mines
An upgrade for the small mines is possible I guess 🤔
But I want to make the trading balloons being actual trade, not only unlock whacky resources
would be really cool, I like the kart upgrade but the visual... not sure how to, for a vent shaf tit could be something with half giant logs to make it a later game thing
think the important part is to keep it consumables, not a one time deal.
Well the basic stuff would be trading for wood, food, some materials etc.
having only one per baloon too probably?
But it will need balancing so as to not make to much stuff obsolete
i know someone to try that out ;0
Nah I'll think of what each beaver tribe could have to offer
Ananas became sort of a signature of the faction, ppl learned ( or not) how to say it, those IMO have to stay as some vintage thing
Like the ft will likely have more food stuff at somewhat interesting prices, the it more industrial things
Of yeah those stay
I think I made my pit for my mine one size too large. . . now all I have to show for it is a big whole in the map
I can't be bothered excising them from the game at this point
give yourself 2-3 weeks and you'll fill it up 😅
If it's not excessively too large you can fill it back with dirt 🤔
(terrain blocks at 500 dirt someday , maybe?)
at 1000 dirt per terrain block, I haven't finished my first one yet.
i get it you want it not to be an abused thing but for water maps.. it owuld be nice 😆
To quote a great man "How bout tree-fiddy"?
Hey Eld! nice to see you around
Ello. At 350 though thats about 2 full drills. Which would definitely make things faster.
Well I mostly don't want it to be reliable in any reasonable matter. It's really just a "just in case" thing and an outlet for excess dirt
if gold could do something 🤷♂️ or some sort of mud baths to use the dirt maybe ? 🤔
still got 345 spots and can make more to store those, no stress 😉
You're no longer terraforming anything ? Just getting rid of your dirt ?
yup, maybe 1 or 2 here and there on rare occasions but i'm more into blasting atm
have 2-3 things i want to enlarge but with the time it takes at 1kdirt, F that, maybe someday
need my builders somewhere else
need to flatten my grape/sequoia field once the mines are in place
I misread the 'walls' as of the mine pit as being the 'bottom' of the pit, so the hole is two too large one extra block on every side.
Oof... Well you have an emergency water storage 😅
Loading a previous save is also a viable option
ya, it will find a use. a really deep swimming pool
Lol, of you're going to terraform all that you probably should stick to 1-deep dynamite, it costs more paper and work but less in oil and saltpeter
I stand corrected, While I was away my beavers finished their very first terrain block.
got those nuclear presses up and running 😉
paper is my bottleneck
The main issue with costing 1000 dirt is that it take so much workforce, as soon as your dirt block is top priority nothing else gets build anymore
I really don't understand the dynamite pricing. It costs 1 dynamite for 1 depth, but 2 and 2 nitro for 2 depths.
It's strictly more expensive the further you dig.
if it was 1 + 1 nitro, and then 2 + 2 nitro for 3 depth. . . it would be worth unlocking. . . but currently the extra nitro cost is purely an extra cost tacked on to be 'faster'
Ruin exploration now costs 4 paper sheets and 2 pencils instead of whatever it was, so your paper consumption should decrease by a lot
got 2 platforms left to build and I close and update
Oh yes that's absolutely intended. It's more convenient on the player and in terms of beaver access, but more expensive in explosive material
But less costly on paper
It's just a different balance really
Oh yeah right. Originally I was making it cost 1/3/5/7 dynamite for 1/2/3/4 depth
Which was too costly
Including in paper
it's a QoL you have to pay for with the extra nitro
ya. that's the current exchange, it is much more convenient, 100% true, but also strictly more expensive in material.
also costly in time if you plan big fields ahead, nitro beeing sent out before making sticks
that's true, it can starve your stick production. thus delaying the completion
alright, update time
what was that other mod lapan forgot to put up in the depedencies?
Still not sure how I am going to power the perpetual part of my perpetual power waterwheel stack with the dam drain unlimited pipe refusing to mount to the dam drain properly.
the Water mod.
That or Timber-Common. I added both and it started to work
will double check to be sure, don't wanna risk corrupting my save at that point
alright, 17 mins drum roll for the loading
yay, game on!
setting back all the paths on the pit and ladders was a doozy but other then that didn't find much problems yet
Mmmm @shell fiber think something happenned with the storage
Wtf, my towers...
gee wizz
@shell fiber made my Hauling mod no longer use TBMPL, it's now a TAPI mod (technically) with BepInEx config - you can remove the TBMPL dependency from WBO
factory also disconnected
I have two Flowerists which have disconnected.
all my florists too now that you mention it ( all paused tho so no biggie, was about to crush them anyway)
only 2 of mine are, the other 4 seam connected just fine
I'm naughty, ||where did the cusions come from?|| 😅
Any other building that seem to not connect ?
I need to fix that smoke too
Water Dump on top of a standard Lodge doesn't connect for me
Medical Beds have swapped Ingredients for injuries and illness
I had some issues mixing buildings when building up, like putting a flower shop ontop of a sawmill that was itself ontop of a stack of pumps.
what I really want is for the automated season reactions. like opening and closing pumps and or sluice gates when badtide start, to have a slider to change a few hours before or after a transition.
factory, florist, and that one pile, other then that all looks like it's connected
Is the big mine... Are those supposed to be hard points you can mount stairs to?
because the stairs won't snap to them
it is indications to how deep you need to blast
I love how the Giant Waterwheel doesn't feel the need to comply with the nearby power logs, so the log of a water wheel can be turning in the opposite direction of the power log right beside it. :- P
from the looks of it it's path on overhangs that have an issue, factories on the ground still get connected to the paths
I seem to be having a small issue. I was suffering crashes after the v5 update, so I uninstalled/reinstalled the game, reinstalled BepInEx and Mod Manager, then Overhaul and dependancies. Now though I do not seem to be able to select the faction, it doesn't appear on the selection screen, just Irontooth and Normal. Is there a config I need to reset?
probably missing a depedencie, that's usually the case when you can't see the faction
Hrrm, i did a one-by-one check, I'll do it again to be sure
Yarp, did a check mod by mod, installed and enabled
at least the list on the mod.io website
🤔
Going to clear the save list, wonder if the "flag" needs to be re-tripped?
Narp, cleared all the savedata, still have
saved data should not be the issue, one can swap from WB mod to vanilla factions with proper enable/disbable managment of the mods
maybe try and do it with modmanager?
Aye that, I just remember the last time I used the mod, the faction was greyed out till I started a game using one of the defaults (which had a modified startup if I remember), then that immediately "enabled" the whitepaw
yeah but i think you should still be able to see the white beaver on the right
( if you go for mod manager try, be sure to delete at least the WB file from pluggins)
when opening the game, look up the console, you could spot in there if there is a missing or wrong version of a depedencie
mod manager should download everything you need tho
Hrrm, after a manual download, I am now getting a missing dependancy warning:
Showing as installed though.... odd, only showing as 1.4
Uninstall/Reinstall selecting version manually seems to have fixed it
AND, Whitepaw active
Have fun!
Lol, thanks for the help!
Yw
3.3.0 got my dam pipes to connect. Yippy!
almost adequate (but at least endless) power here I come.
Oh right
Maybe I can come up with something to allow that
Oh I think I know why my flowerist is not pathing to the TC any more.
The flowerist is RIGHT above a water dam pipe, and those now seam to block paths in the tile directly above them where they previously did not do so.
would be nice, not building that yet, mining district is on the block atm
still a little blasting left to do
Possible but unlikely the reason. I'd be interested in a screenshot though
I want a refund, that middle square clearly doesn't need support 🤣
https://steamcommunity.com/profiles/76561198106663774/screenshot/2325615279372435571/
Elsewhere I tried to put a tall platform Directly over a two high stack of pipes (yes I know not supposed to do that it's choppy). and it won't put platforms over dam pipes.
I need to finish 4 terrain blocks before the next badtide or my city is going to be inundated with MUCK.
NVM, the pipes do block platforms in a new way, but it's not the cause of my florist problem. I build 3 new florists and they won't connect to the grid either. not close to the pipes this time.
so ... some other cause?
paths on overhangs got broken on last update, same reason my pile and factories are not connecting
okay, found the issue causing that
now the florist
nice, cauz my drillbit prodution is having a hard time 😅
hm... the florist seems correct though
tought it's all the same problem overall, either natural overhang ( florist and factory) or squewer platforms ( the ones over my presses)
same texture and same problem
if that makes any sense
by fixing the others the florist sould be fixed at the same time
okay i think i found the issue with the florist
nah the problem came from the factory itself.
basically you have the entrance voxel with the arrow that must properly find a road and a "floor", and and "access point" toward which the beaver must be able to navigate to, which also requires a "floor"
floors naturally exist on the ground, but on or inside buildings, they must be specified, typically when somethign is stackable you tick a box saying "generate floors on stackable"
now the issue is that walkable buildings (ie the library, pit and ladder logdes, etc.) have the "path" property that fuses the flooring with the pathing (green-red line from the distric center) but that also makes the "generate floors on stackable generate omnidirectionnal paths on top of the stackable parts of the buildings. and because of that weird crap happen, like beavers walking into a statue because there's a path, but there's also a statue blocking the path so sometimes they get stranded.
so to fix that i removed all "generate floors on stackable" , and gave every enterable building their own tiny floor just under their entrance (which is all they really need anyway) but in the case of the factory the access point was in position (0.5;2.5) which is too far back, the since the "floor" exists only up to y=2. that was an error and the access point was supposed to be in position (0.5;1.5)
now the florist had the opposite issue, the floors and access point were correct, but i had mislplaced the entrance in voxel position (0,3) which makes it immediately behing the door, while it should be in position (0,2), ie just in front of it.
and again my flooring existed up to behind the door as it shoud, but the entrance being one square too far it couldn't find a floor and concluded that the building didn't connect.
oh, by the way, i'm correcting the top of those thigns being all paths too, it's an error (you can build path on top)
not gonna be worst then doing paths over all my haulers/builders dams😅
ahaha
got something like 40-50 pits and they all serve as dams only 1 high... that toook a moment
those glass storages looks so sweet! 😍
such a small detail but you've outdone yourself on those!
Time to find a shaft way and secure the entrance!
too bad metal bridges still don't work, would have been great for shafting that chemney
Joked about it but would it be possible to "free" the mid square? would have looked nice and other set up honestly just needs too many coockhouses to support the 12 tanks 😅
what do you mean ?
there is no beam on the one so it shouldn't need support 😉
kinda like the corners
like that i would not have to completely block the water flow in the tank zone
Has anybody used the mod that changes where beavers are sleeping to minimize travel times?
it is a depedencie of the WB 😉
Then why are my beavers a million miles from home to work ?
Greedy algorithm I suppose
not sure how the priority is done, if at some point the houses are full someone got to move away
fair enough. just need a mass starvation event to get everybody back into local housing :- P
is that the billboard with the gears attachments at the bottom?
yup
I didn't know it actually did anything
I take it it eats beavers
find out next time on TimberBallz Z
I was wondering why my colony had run out of food. . . I was filling up a Gas tank. I had gassified 3000 food rather than eat it.
yeah, the beams are place like that on purpopse, i thought i had done that a long time ago
well spadderdock nenuphar is only edible as vegetable or deluxe stew, so you didn't wast that much
unless you had a crapton of the other ingredients just laying around
on that note : should nenuphars be edible raw ? 🤔 after all why not...
would need to calculate the food/square/day though
says the guy who litterally has all the raw data on hand
basically 4 nenuphars / 12 days
or 1/3 days = 0.333 foodstuff/day
for reference cabbage yields 3/5 days = 0.6 foodstuff/day
so if i were to make spadderdock a raw edible and doubling the nenuphar yield, it would be interesting as it would be marginally more food efficient
and yield lotus flowers
🤔
oh crap, gotta go
take care.
Ya. I was using the Nenuphars to make Deluxe stew. So turning ~27 food, into 50 food. So when I ran out of Nenuphars my beavers started eating the raw food, which means they were eating twice as much raw food as they would when eating processed meals. In short I got caught in a eating frenzy spiral.
and lost a few Weird Udon production cycles. and that's 4 food from 0 food.
and Bonus. Since they spent so much time hunting for food, racing to get a meal. the spent less time in the water pumps. and thus water levels dropped drastically as well.
i'll push a small update soon to fix the access issue i fixed, then i need to update the small storage mod
When a water storage is flooded . . . you can still get water out but not put water in?
do not question beaver logic 🤫
oh by the way i have pushed the bug fix update
My Fluid dump in a lido on top of a lodge still isn't connected, maybe I will try rebuilding it
ah crap i had forgot that
make the ground parts be on ground and it should work, not on stackable stuff
Yeah that's okay
I also mentioned the medical beds have ingredients swapped around
No rush to fix, though I should probably build a few of these soon
don't wanna yield too many of those unless the CW farm gets a 3rd receipe for flowers only , maybe?
Ah the ingredients are fine, the names are actually wrong. Injuries should be the white one
there is a reciepe only flower in the GMO lab
(formerly known as advance mushroom farm)
yeah but it's not "free" once you built it 😉
true
if the extra nenuphar is only the plant making out more plucked lotus it's ok, but if the amount of nenuphar from tranforming the plucked lotus is doubled up that will break the balance quite much IMO
everyhing back connected here ! ( except that one pile, but it's another story)
Well not really because they would also be eaten raw
So you'd be actually making more flowers
If I double only the amount of nénuphars
🤔
somehow I have -2 homeless?!
anyway, found an ok~ish balance as is for now, if numbers change gonna have to change some stuff but it should be manageable. just a bit concerned by the 2x breaking the balance too much. I see the advantage eaerlier in game if nenuphars are edible raw tho and would have been probably asking for it in the first few cycles of that run !
stranded? or broke a path?
that is some massive storage !
probably transfer to separate district problem. That's some SERIOUS bang.
i need to get the glass strokes all in the same direction though
also ill probably make the central 7x1 lines not requires support
so you can direcly slap on 4 3x3 storages
Does anybody know 'allthenamesaregone' from Mod.io what name they go under on discord?
They made the housing Optimization mod.
is one of the 2 district crossing watertight? ( guessing the house one is but it's not in the description)
I am running waterbeaver 3.3.1.0 and I still have some dams that won't connect to the road network also have two lodges that aren't but that's a construction slow problem not a mod problem
1x1x2 storage updated !
would be nice to have some sort of standalone nerdy attic, about to not need farms anymore....
almost done blasting!
I wonder if you could make a 'fill on flooding' filtered water barrel?
that would be nice but in theory only for badwater, good water still gotta be cleaned up by pumps ;0
or some consumed filter material. a mesh made of carbon and bamboo?
it's flooded, so it has the water pressure.
true, another nice one would be some sort of "filtration dam" consuming coal that would turn bad water into good one
like consume bad water fluid and emit clean water that can then be pumped up?
would it output nuclear fuel or some compressed nuclear fuel precurser?
But are you really playing d&d if not in an attic ?
that and a stand alone water dump that can be placed without a lido. For keeping rice and not spaderdoc at an acceptable water level.
given that the irrigation tools are great, but not able to provide standing water.
could be a basement too 😉
GL with that one, we are lucky to actually have a dump 😉
oh I know. it was removed from the bace game, and almost certainly not by mistake.
one of my beavers was just eaten by a Grue
can we get metal fences plz? 😇
that 's one of those, carefull also when petting the firefly
😉
@shell fiber How many gold bars before i can name the golden statue ? 😛 slowed down a bit since i did some dumb terraforming but it's back in production !
personally I am surprised more beavers don't drown in the beaver washing mashine
they are inverted for quite some time.
need a good wash, at the speed it decontaminate, need to risk death
that nuclar press could use some juice capacities too 😉
Shit...
waterproof roofs? would be nice right there !
Skewer platform doesn't fit ? 🤔
Who needs nuclear when you have signs? I've hooked it up to power and it doesn't do anything...bad? 😈
maybe it's broken, it's strange. it should eat beavers on an hourly basis
I think he was in on the joke.
oh
Heh, the sign does indeed seem broken for me, had it hooked to buildings, but nothing!
Water beavers is kinda the bob's angel of factorio at this point 
i fixed the med names being inverted
I told you the new dam pipes block platforms :- P
I was reminded by Beaver Memes, but the balloon beavers should have a rescue mission to the Svalbard Global Seed Vault.
Fully packed with Dirt, one of those would fill what maybe 3 terrain blocks?
oh, right
yeah but the squewer type doesn't have legs
storage size is 2112
so 2 terrain block
as you know dirt is stored in a very fluffy and aerated from
😅
and i made them stackable
That is ... a delightful visual obscenity. I love it.
also do all your towns start out so STACKED with goodies, nowonder you don't mind playing a 'harder' style game if that's your starting conditions :- P
as usual loading the custom dirt mesh is hell... 😣
and, if you are able to put shaft, will be a good place for gravity batteries 😍
GN
GN
I (manualy) installed the Mod and all its listed dependencies, using the the version shown at the right of the mod.io page. But when i try and launch a game as the whitepaws the game freezes and then crashes.
Same with installing it with the Mod manager : (
didn't try, but it should since a bridge can
you know i won't listen 🤣
look up the console when you open the game will tell you if there is a problem with a depedencie. ( think lapan forgot timber common in the depedencie list)
The Dev console, or the Command console that opens up when you launch the game?
the one that comes up when you open the game (BepInEx)
When i launch the game, there arent any problems shown. But when set up a new game, it freezes and the consoles lists: "src\steamnetworkingsockets\clientlib\steamnetworkingsockets_lowlevel.cpp (2428) : Assertion Failed: SteamnetworkingSockets service thread waited 273ms for lock! This directly adds to network latency! It could be a bug, but it's usually caused by general performance problem such as thread starvation or a debug output handler taking too long."
twice, and then the game crashes
There might be something wrong with some of the stackable housing. Noticed on stream today that the housing with storage wasnt connected anymore. Might have something to do with the change to the tops of some of the housing buildings?
send the crash repport and someone smarter then me will most probably be able to help 😉
found another connection issue for the drain house,
either bridges or squewer platforms don't connect
i need more housing 😩
let me connect PLZ !
But there isn't a crash report! It just kinda closes after the crash report thing boots up for a moment.
if you look in the crash folder does it create one?
On another line of toughts, why does the ENS doesn't get a "visitor thingny" like the library? ( before i delete it and have to rebuild it 😉 )
So an hard crash ... try sending at least the player/bepinex log ... I hope it's not my mod again somehow - it really shouldn't but idk
waht's the latest version ? ( think i'm on it and no prob)
it's v1.0.9.8, just ditched TBMPL & made it TAPI-friendly
yeah @shell fiber didn't yet remove that old dependecy, probably didn't yet add mine as TAPI dependecy in the mod.json ... btw, does it run a bit smoother? did you get to play with the configs?
yep, it's not in WBO's mod.json yet ... oh well
haven't played with any configs yet, trying to figure out what cause a massive lag spke when either connecting or disconnecting something from the power network
smart power been ruled out, so as been shaft extension, it's either a WB or flywheel issue but don't feel like loosing my 10 Giant ones plus everything on them...
@lapan, love the scroll display ! too bad i'v started making extra librairies 🤣
Couldn't see anything blatantly wrong myself - hopefully someone else will be of more help, but you can remove TBMPL Core - it's no longer needed
thanks
I redownloaded everything and noticed that the current live version isnt compatible with update 5. Probably gonna have to wait until that gets fixed before playing White Paws.
are you on 3.3.1? because it works
Yeah, they aren’t showing up for me
Yeah I didn't have time to poke at this yet, but the dependency is not actually enforced, you can delete it and it will still run 👍
@shell fiber Just updated WBO, game crashed from removed need ShellNecklaces on loading my save...idk if it's just me, I Will try to isolate the issue this evening ... 
Or did It Just need a fresh install?
Ah yes, you need to delete the old install in such cases
damn, i keep hitting the RAM ceilling of my computer 😣
okay, there's something rotten in the mega storage
just it alone cause ram usage to go from 13Go to 20Go
holy sh*T... that's for 1 building?
Is it possible the make the district crossing just a "shared storage"? like a 2 dooor storage that could be accessed from both districts?
isn't that what it already is ?
they need workers, was more thinking about something workerless that the haulers/workers just drop the stuff in
and only one rss per
Sorry for leaving you hanging everyone...
I wanted to finish the storage mod update before updating the main one but I keep hitting a wall.😣
Apparently the way the game prepares for storage piles behind the scenes makes my giant piles impractical
[Warning: Unity Log] Can't validate loaded BlockObject Loglevee2(Clone) at (118, 60, 5). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject Loglevee2(Clone) at (118, 59, 5). It's not backward compatible. Deleting it.
I wonder what was deleated . . .
is the new super duper tower 4 high instead of 3? 🤔
Note to others Growth boost from Fertalization tower doesn't seam to apply to water crops, or brambles or berries.
nan, it's for land farm crops
woder if it applies to bananas or they are considered as trees 🤔
Ouch, irrigation doesn't spread to other lvls now ...
gonna need a bit more dynamite then expected 😅
you can plant bramble and barries as crops, if you have the tech/prerequisite
got pretty much everything available, unless i didn't want it
😉
175 cycles in science is not much of an issue anymore
all I need atm is boost nuts production and start splitting into districts
(and not sure why but last 2-3 cycles my fried rice production is not cutting it 🤔 )
slowly flattening my nuts/grapes/bananas field
anyone help with what im doing wrong with the install? the water beavers wont show up on new game
does it just not work with this version?
i tried both experimental and main branch
can't tell for exp but on stable U5 it should work
neither work for me :\ i can show u a screenshot of stable too
might be missing a depedencie, ( got timber common?) that one was not listed at some point
When you open the game the BepinEX console will let you know if there is something wrong with the version of one of the depedencies too
oh cool ill check that
thats it
missing timbercommons
oh it seems like i have it, but not up to date
tyvm, it might not have fully downloaded or something
yw
Hey, my Beaver got eaten by a grue lol, didn't realise that was still a thing
you probably dynamited the dirt block that was serving as an anchor point for the log levee, so it disappeared on load
yep, but water usage also scales to the area irrigated
always 😊
Okay, was there any important bug to correct in addition of
- dam drain house not connecting
- Pit and ladder storage house not connecting
- lido water dump not connecting
- giant water storage require support in position (2,3) while it shouldn't
oh, i managed to get the dam drain house pipe to occupy the correct volume 😮
so you can place a standard platform on top
Nice work, should use some of them as a badwater blocker when I get to it
Currently just building and demolishing a two-story house as I need it 😅
well i keep running in the same issue, being that the building somehow blocks itself
Oh sounds like fun 😅
I wonder what the game considers to be in the way of the entrance?
actually since the devs implemented the "variable pipe lenght" thing for water pumps and such, water movers of course must have it, but the voxel in question is blocked by basically anything except the building that carries it.
so actually i was wrong, it's not blocking itself, but the interaction with the support building (the dam drain house) does. the issue was that i wanted the pump part to require the dam drain house, but the script responsible for that is extremely weird and fiddly, and requires the bottom building to have some sort of occupancy pretty much everywhere under the top part.
which brings us back to the first point : the pipe gets blocked by basically everything exept itself.
so i've been bashing my head at this issue for a few hours now and finally found the solution : turns out the pipe doesn't actually have to be locked to the dam drain house.
i mean it kind of does, no other watertigth building will accomodate in a meaningfull way, and although you can place it directly on the ground it effectively would be completely pointless.
a set of them side by side, could split water back into clean and contaminated? . . .
yes, you could do that.
the max output of one pipe is 1.5m3/s though
uploading the new version now !
make sure you have the latest version of @storm prawn 's hauler fix mod !
also make sure you have updated the 1x1x2 small storage mod !
well, good night !
Night
this info helped alot. was able to fix my issue with just seeing which mods needed a bit of tlc
the nuclear press not pressing other things then seeds 😇
Am I gonna loose all my drains.. find out next time on TimberBalllZ
well, shit, now got to remember where they all are 😅
ho wow, and the power connecting lag spike to replace them all ☠️
there goes my evening plans🤣
Would be nice if by default they could be on good water ( the drain pipes 😉 ) PLZ
Aura dosn't display anymore on large flywheels ( and no more freeze when placing them) is the debuff gone?
So not sure if this is a water beaver bug or a different one, but the second level water towers will self destruct if you try to plant an everblossom under it.
it's normal
tower is too short to have a tree under it
the "crushable building" warning in the description
need 1 high crops, think it's only cabages and berries that can fit under
back in U4 in some weird patterns you could have sunflower but didn't try it out on U5
Good Job!!! 

that's some efficient building possibilities!
I don't know, hot pressing fruits for juice seems like you would get something disgusting out of it 😅
I don't have access to that, if I did they would not be able to filter liquids 😉
then cold press with ice blocks ? 🤔
that basicaly make the trigger mod mandatory to regulate badwater
That's actually an interesting idea
amount needed of presses at 1k beavers is a bit dumb ( just like the seeds but now qe got something!
)
actually planning the second press, dynamite is killing my stocks
but no lemon?
that lemonade stand is soo cool 😉
1 line left to blast, I'm never running low on chestnuts again, EVER
Didn't really have much time to poke at this mod. I wanted lemons to be not plantable but most maps don't have lemons so that doesn't work
I need a new icon for the lemonade item too
Just so you know, it is far more cost-efficient to make 4 long bridges sharing only one giant log
Edit : which all things considered is pretty unpleasant 🤔
Yeah I kind of think that too. Let's go for hot ice fruit pressing then, that is weird but at least it doesn't feel like you'd be turning everything into caramel
That won't really give higher yield in terms of juice/fruit but that can make the pressing process a good 5-10 times faster
Sounds great 👍

is this enough for kimchi
That's incredible haha! Hate to see the cabbage/bramble farms lol
using ladders and double platforms you can pretty easily triple the amount of them you can fit in a space
i have 48 science but i can use normal paltform and normal ladder for double
i did not think about that
would need a similar amount of pillars tho, the real save would be doing 3 long so the bridges don't use metal but i find it quite satisfying like that
might have some hauling issues, at that point maybe consider the fermentation house?
could up the yield but just a tab ad cost water, kinda like the nuclear press?
more than hauling issue he's probably going to kill his population because all his cabbage will get stuck in those
so i should not get too attached to my balloons since they will go bye bye ?
they won't disappear
also, tried to stack hot presses but since the megaplatform isn't considered watertight it doesn't work, can we get a watertight edition that require glass? or something like taht, would make sense
plan is actually 2 hot press side by side and fruit bar sitting over it( still need the watertight megaplatform)
I'm thinking about who should be able to provide what in terms of trade 🤔
for now based on what is obvious / semi-obvious :
║ Common ║ Logs ║ Foreign Food ║ Planks? ║
╠═══════════╬═════════════════╬═══════════════╬═════════════╣
║ AmpEars ║ Metal fixtures? ║ Sunflower oil ║ ║
╠═══════════╬═════════════════╬═══════════════╬═════════════╣
║ Folktails ║ Exotic seeds ║ Chestnuts ║ PineResin? ║
╠═══════════╬═════════════════╬═══════════════╬═════════════╣
║ IronTeeth ║ Coffee ║ Mushrooms ║ ScrapMetal? ║
╠═══════════╬═════════════════╬═══════════════╬═════════════╣
║ IslandB. ║ Coconuts ║ Salt ║ ║
╠═══════════╬═════════════════╬═══════════════╬═════════════╣
║ JungleB. ║ Ananas ║ Clay ║ ║
╠═══════════╬═════════════════╬═══════════════╬═════════════╣
║ PolarB. ║ Frozen H.Meat ║ IceBlock ║ ║
╠═══════════╬═════════════════╬═══════════════╬═════════════╣
║ Whitepaws ║ ??? ║ ??? ║ ║
╚═══════════╩═════════════════╩═══════════════╩═════════════╝```
if anyone has some good ideas that doesn't involve adding more stuff to the game...
and regarding faster production of scaffoldings / gears / screw axles i already have some plans
i think one "special" and one consumable per faction would be nice
but not from the balloons, that's accessible far too early
well i want it to feel more like trade : you give stuff you have in excess and get stuff you lack in exchange
they don't all need to provide something unique
kinda like the jungle beaver, they give the seeds that at some point you don't really need anymore and the ananas
having ice blocks back on the polar ones would be nice it's a bit of a pain in the ass to produce
and it makes sence but the trade would have to be faster if you don't want the ice to melt on the way back 😆
well i wouldn't want to make too much stuff obsolete, so the travel time is still going to be pretty long
and ice is heavy
salt and shrooms are not really hard to produce, don't feel like it's gonna be used in trade unless amounts are ludacris
oups, it's FT for the seeds not jungles, but you get my point 😉
in IT the coffee, you import coffee seeds like it is now or the processed thing?
and let's get corn from them so we can make popcorn 🤣
How about giving the bananas to the IslandB ? or baloons ar too soon for that to come in? 🤔
nah, banana trade is possible
it probably would remain better to grow them yourself though
yeah but while you get to building the greenhouse you could start having some
could the scout baloon have a second receipe not yeilding the maps and just doing the science?, been forever since i've seen it fly and got 120 map in stock 🤣
think i won't need anymore mining, or at least iron and coal!
quite happy with the result
I need help on the one, where do they need to have access to build it up?
🤔
nvm figured it out, it's the tip on ground taht is the "buildable" part
what kind of maniac starts building stuff from the ground? 🤣
well the place sure is popular, they don't even go to work during working hours to enjoy the bath 😅
ah, interesting
they need to get all their filth off before they get out
i don't want to add more stuff
gotcha, same as any "cleaning" spot
Do not give lapan some idea, or will get rid off building top to bottom 🤣
any good idea for trade ?😉
YA, you forgot one faction .... Greedy builders 🐸
That's where my head is atm
Scout: Maps and just science
Polar : Meat and Ice
FT: Seeds and (insert consumable)
IT: coffee and ??
Jungle: Larva and ananas
Island: coco and bananas
By not adding stuff, you mean nothing new to the WB or nothing new to the game period? ( like the FT getting the pastries back is an option or not?)
nothing new to the WB, so no pastries (although i might reconsider seashells/shell neckaces)
but that's really because i can't think of anything interesting for the islandbeavers
necklaces was a nice little gimick to boost up wellbeeing while not beeing too demanding since it was once per lifetime of the beavers
that's basically how it currently is 😅
why fix something that is not broken 😉
seeds sure could help early on since the faction requires so much
Edit, just don't see it beeing usefull later in game when you get to CW farms that would most probably become obselete
Iceland beavers could offer algae, maybe not the one like from IT, but some giant ones ?
it's fine, they don't need to be all very intersting
and let's you swap it out for something else later so in the late game you won't need 100 balloons
yeah each balloon will have like 7 recipes
for now here's where i'm at :
║ Common ║ Logs ║ Foreign Food ║ Planks? ║ ║ ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬════════════════╬═════════════════╣
║ AmpEars ║ Metal fixtures? ║ Vegetal oil ║ Pine Resin ║ ║ ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬════════════════╬═════════════════╣
║ Folktails ║ Exotic seeds ║ Chestnuts ║ Paper ║ Treated Planks ║ Sunflower seeds ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬════════════════╬═════════════════╣
║ IronTeeth ║ Coffee ║ Mushrooms ║ Dynamite ║ ║ ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬════════════════╬═════════════════╣
║ IslandB. ║ Coconuts ║ Salt ║ Bananas ║ Hooman Relic ║ Rice ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬════════════════╬═════════════════╣
║ JungleB. ║ Ananas ║ Insect larva ║ Berries ║ Clay ║ Gold dust ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬════════════════╬═════════════════╣
║ PolarB. ║ Frozen H.Meat ║ IceBlock ║ Scrap Metal ║ coal ║ Plank ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬════════════════╬═════════════════╣
║ Whitepaws ║ ??? ║ ??? ║ ║ ║ ║
╚═══════════╩═════════════════╩══════════════╩═════════════╩════════════════╩═════════════════╝```
Vegetal oil? that's new ! 😛
is sunflower oil 😛
yeah, that would just be a name change
but i got a great idea !
the AmpEars could provide (expensive) solar cells to make the solar pannel accessible FAR faster
that trade will eventually become obsolete, or not, but that's fine
i like, reminds me i didn't even unlock those yet, made a run for nuclear 😅
booh 😅
and still didn't get to plug the reactor to the network 🫣
with enough room for large wheels power is not that much of an issue, gotta enjoy the larger maps
building that got me up to 300~ish contaminated but worth it!
but what do you trade all that for, i mean peas is a pretty basic thing
yeah but it still can be a bit annoying to grow, takes 10 days
or 12
and dies instantly on drought
10
damn that's a pretty good crop
told ya long ago i like my peas ( and why i complained that they were moved to the assistant)
oh, i see 😅
it's just a bit less efficient then cabages but the yield beeing higher covers since you harvest once instead of twice
somebody can provide wooden toys. Other people's trinkets are always a huge draw.
peas are at 2 food a day per 10 days but you plant once, cabage got a bit higher rate but needs to be replanted in the 10 days so it's more like an 11 days for 6 food, still better but not by much
oh, that's a pretty good idea. maybe not wooden toys because they are really trivial to manufacture, but a non-food, once-in-a-lifetime consummable could be interesting.
that's kind of like shell necklaces but without the manufacturing
actually the reason i wanted to remove those was to de-clutter the warehouse menu
there was just too many items in there
which is also why i made the glorious storage etc
you mean shell necklaces ? 😆
Edit, can't we just import the necklaces directly from the islands?
so if i can find some excuse to make them non-boxes that is doable
i'm serioulsy considering ice cream
ya, just thnking 'other people's toys and trinkets. you could bring back the shell necklesses, finishes product.
also if i make bones a pileable item, and keep the crused scrolls of damnation i can make some sort of satanic temple using both 😅
I left my game running overnight.
My gold storage filled up . . . and half my beavers died. how? Oh, following the chain, gold filled meant that dirt backed up, meaning coal stopped flowing. That meant that sawblades stopped being made. And without saw blades... can't get planks. Planks isn't water so... oh ya. Gears. no gears the automatic pumps die.
Oh. we do need a faster way to mass manufacture wooden screw's for presses and top tear automated water drills. I don't think that is 'trade'
hopefully the bottom half of all of your beavers is still alive to make more babies 😅
better screw press maker sure would be nice but i like my tents so it's not a real big deal
i intend to have a deep mine module for that like "reactivate hooman underground factory"
I had a separeate colony, in a different distrct, that kept itself alive. operation repopulate is going to be slow.
thought about including the first true tool of the industrial age? Invented in France: The Metal Lathe.
Truely no high manufacturing without it. Probably an upgrade to the log gnawing station and primitive iron works.
well that will be in the hooman factory 🙂
my population droped from 600, to 30, in my main colony before I managed to fully pull them out of the nosedive.
oof
that will be a lot of breeding to do, I hope your priorities are correct in the main district 😅
that sounds like a normal day on hard mode 🤣
I can set up some emergency fast breeding which will help.
okay, for now here's where i am with trade
║ Common ║ Logs ║ Foreign Food ║ Planks ║ ║ (5th optionnal) ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬═════════════════╬═════════════════╣
║ AmpEars ║ Solar Cells ║ Vegetal oil ║ Pine Resin ║ Metal fixture ║ Exotic toys ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬═════════════════╬═════════════════╣
║ Folktails ║ Exotic seeds ║ Chestnuts ║ Paper ║ Sunflower Seeds ║ Cursed scroll ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬═════════════════╬═════════════════╣
║ IronTeeth ║ Coffee ║ Mushrooms ║ Dynamite ║ Metal Blocks? ║ B.Bones ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬═════════════════╬═════════════════╣
║ IslandB. ║ Coconuts ║ Salt ║ Bananas ║ Rice ║ Seashells ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬═════════════════╬═════════════════╣
║ JungleB. ║ Ananas ║ Insect larva ║ Berries ║ Clay ║ Gold dust ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬═════════════════╬═════════════════╣
║ PolarB. ║ Frozen H.Meat ║ IceBlock ║ Scrap Metal ║ coal ║ ║
╠═══════════╬═════════════════╬══════════════╬═════════════╬═════════════════╬═════════════════╣
║ Whitepaws ║ Crude Sawblades ║ Stew A+B ║ Tar ║ Bramble flowers ║ ║
╚═══════════╩═════════════════╩══════════════╩═════════════╩═════════════════╩═════════════════╝```
Nitro also? when doing mega blasting projects the extra nitro to make 2-3-4 dep blasting is more of a bottleneck then the actual sticks
but... maybe you shouldn't be flattening everything ? 😅
need some land to grow more crops and don't want 12 irrigation towers 😉
you can do it with single layer dynamite
did most of it with single layer, it's annoying but it was done
oh wait
actually getting dynamite or nitro trhough trade is the same
if you import the stick, just stop producing them and all of your oil+ saltpeter will go to nitro
true
so importing one stick or one nitro is the same
so import nitro and not the sticks? 🤔 idk, either way i'll find a way to mess it up and have a lack of something
well other factions don't make explosives from nitroglycerin
so sticks make more sense i guess
polar would want coal to heat up there places not send some away i think
yeah that's true
but they're basically living in frostpunk so maybe coal is plentyful ?
but yeah coal is not hard to get, you can just calcinate some logs
idk, when i think polar it's ice, fish and frozen stuff
sending coal with balloon ? 😮 Shorter will be to use Choo! Choo! mod 🤣
since you reminded me of that used it at the start of this run and made my life quite easier
Whelp, enough brainstorming for today, time to sleep
GN
Just tought about something, how about a late game trade that you send away gold 🤔 not sure what could be worth getting, would have to be quite a booster but idk what to do with those 21 gold bars 😂
smaller megaplatform to go over burried tanks?
is there a way to force fill hunger and thirst like the filth for baths?
Seem to be having an issue with "pit and ladder lodges". I can build a lodge, then after a bit a second lodge. But if I try a third after the second is built, the game doesn't recognise the path connection. On a flip note, if I build a stack of 6 or so, it seems to recognize the connections. Am I missing something here?
some things had to be changed on those in the last update, got screenshots of what you are trying to do?
paths don't automaticaly show on top now, got to place them
that's normal, it's agame mechanic, beavers can't build over themself
mmm wait, they should be able to build it from the top of the pit one on the left
when placing over non-built stuff they don't display the "out of range warning"
I can build a 2nd house on top of a first without issue, but the 3rd doesn't work
try putting paths here, might solve the issue
normally they should be able to build it from the roof of that one
I'd need stars I'd think, it's top of layer 1 trying to build to layer 3
they can build up to 2 high, so they are on layer 2, can build on layer 3 beside them
@shell fiber any idea? that should work right? something when prevented the stranded that could ahve messed that up?
Ok, so tower doesn't work, I thought I remebered seeing a tall stack of houses in previous screenshots in order to get windmills off the ground as you cant stack platforms here
idk what to tell you, got some of those stacks done myself on my curent run
i just don't understand why they can't build it from the side
Ehh, just trying to figgure out how to get "tall stacks" that don't wipe out 99% my resources. so I can use Tier 3 or Tier 4 windmills
I think the way most do it is just stacks of stair-platforms.... just hadn't researched that yet in this playthrough
better aim for engine or large wheels honestly. WB windmills are pretty shitty
(nuclear if on a med or large map)
at one point I had like 20 hamster wheels power my stuff and was less trouble then windmills 😅
yar... sigh just my stubborness kicking in
Hrrm, did the badwater caps not make it over to WB?
not anymore, since the roof of buildings is no longer walkable by default.
but they do if you place a path
that's the thing, path got placed...
Just checked , and yeah it's way more finicky/hard to stack those pit&ladder lodges now
Before this change I could just stack 'em up, with every other level having a door to a (temporary) overhang platform - now that doesn't work anymore, without the roof-top paths
i use them as dams recently so didn't notice, most towery ones were placed prior to the update, probably on 3.3.0
Got to hit the bed early and it's GF's B-day weekend, won't be around much, catch y'all next week i guess ! 👋
nice, have fun !
i'll look into it, i have a couple ideas that could solve it
but i have a couple dozen recipes for balloon trading to rework first
@shell fiber no problem, the warehouse-type pit&ladder is still self-stackable anyways
Ohh, I'll have to give that one a poke
Yeah my progress has been extremely slow on hard 🫣 Kept having population crashes, my dedicated backup district is something I have to use regularly until I build enough storage and food/water production. Need those big tanks!
@radiant heart quick question : do you think production of sky maps is overall too easy ? too slow ? should the balloons cost more ? (and no, the one science point you get through it is just a gimmick, get that ENS running)
basically what i wanted is to have to wait a little while, maybe one cycle or so between being able to build each new balloon
Real beavers use Trebs for science 
my farmer are not harvesting effeciently i have 12 of them in a big area in a pair of 6
are they harvesting mostly sunflowers ?
you might want to upgrade to large farmhouses 😉
Hurray !
balloon trading mod mostly functionnal !
they are harvesting but only in a little area i am trying to upgrade to large farm house but no science 😦
do i need more farm or should i wait for the upgrade?
That is waaaaaaay too much to handle even for 8 farms.
basically most crops takes 1.2h to harvest each, so working 18 hours one house can only harvest like 15 plants a day.
since cabbage grow in 5 days you could assume 15x5 = 75 cabbages (ie three patches of 5x5) is the most one farm could handle. here there seem roughly 13*13 = 169 cabbages in the bottom left quadrant alone.
if you add the rice, the sunflowers (that need 1.8h to cut) and the planting time, you could easily keep twice that amount of beavers busy here.
if you're low on science you can probably start with assistant farmers, that will double your workforce and that doesn't take more space 🙂
but you gotta get working on that science 😉
so i need to double the amount of farmer here?
for now until i get the assistant
Mod updated ! 3.3.3 has a new dependency !
probably, but that will also increase your population, so the real question is : do you need all of that extra food ?
i am bad at maintaining food and water(which is one of the core of the game) so i tend to use massive farm
It's okay, better safe than sorry, especially with this mod.
i started to play this month since bad water officially launched i hate it so much that i love it
Maybe vary the cost of the balloons, like the one with the seeds you need quite early so 1 map, the one with the larvas is a bit later game so, idk, 3~5 maps
I'd say the trip to make maps could be longer, at least double, afterall, if they need 3 days to go and trade once they know where the place is, how did the scout find it in 10h and came back with the map ? 😉
Oh before I go to sleep, did someone try v3.3.3 ? No issue with the balloons split mod ?
not yet but if you give me 10 i can try
need almost 10-12 mins now to load the save it's getting a bit massive 😅
downloading...
opening, no kaboom yet
@shell fiber sleep in peace, it worked! need to adjust all my balloons since it change the recepeis but other then taht nothing to mention
numbers could use some rearrangment on the burgers, some are way pricier to get then others. other then that numbers look ok~ish, will get a couple up in the next few days and see how the more "exotic" rss scale up
@shell fiber Can you help me, I uninstalled everything, to be able to play a new game with your faction, but it doesn't appear, I don't know what to do anymore, I've already tried 6 times to uninstall and reinstall, but nothing, the faction doesn't appear, not even by installing it manually . Where could the error be? 😦
you'Re missing timber common
and what do I have to do?
just download the mod, Lapan forgot to drop it in the depedencies list
is present in the folder timber common 3198745 14
if you go into mod manager is it disable?
Ooo you got 1,4 think you need to update it to 1,5
Is that really what it's called on the mod manager? timber commons?
i think so
my goodness, I'll try to figure out which one it is, thank you, thank you 😢
yes, you were right! thanks thanks it works now!
@radiant heart one last question.. but the tobber train cannot be used in this faction, right?
would have to ask him, think it does
Oh... In the description... I'm stupid
Last time I checked I didn't work
i genuinly have no idea what i'm doing wrong
Before I read that: Do you have the Balloon Mod installed?
Don‘t think i do
If you updated Water Beavers recently, the Balloons got spun out as their own mod - and is a dependency.
I‘ll check that tomorrow, thanks for the heads up
baloon installs automatically with mod manager, the one it skips the most is timber common, need V1.5 of that one
No errors in there - the thing at the "end" there is just a warning which can be safely ignored
It doesn't seem you updated to v3.3.3, where the baloons got split out
wait, but does it work ? the message [Warning: Unity Log] The EnvironmentVertexColorPrefabOptimizer registry size is now 34, exceeding the expected size of 30 is not an issue, it's just saying that it found a lot more assets than expected
nots sure what was wrong, works perfectly fine for me
Well, those warnings kinda went on till like size is now 300, with the game not responding.
oh, it just takes a long time to load, but it should eventually.
if it stay stuck for more than 10 minutes, it's definitely crashed, but old saves can take a solid 6-7 lin to load
Thanks, i‘ll report back after i try it out
it works : )
okay ! enough modding for today, GN !
Gn
New Map prices for balloons are good BTW 😉
Edit: could still make the trip twice as long but didn't go as hard on balloons as my previous runs so might underestimate the need
Did I change them ? I don't think so 🤔
Am I able to install the Balloon mod by itself, or is it explicitly only for the Water Beavers? I'm thinking this probably may be the case.
you can install it, but it will do nothing of note (yet).
Disabling it makes the game not crash when trying to start a new settlement - I'll wait on trying to use it with other factions.
it makes it not crash ? that's... pretty good 😅
or did you mean it crashes ?
maybe i just forgot, been a while since i did some. Did you change the output of old receipe? i just can't keep up with ananas since the change
i don't think i changed anything 🤔
was there anything special in need of fixing recently ?
ok, maybe i forgot to swap the receipe on 1-2
oh yeah right i have an issue in the balloon mod
it is looking for something in the WBO but can't find it and crash if its not installed
the baloon for IT trade didn't display, not sure if it's because of the swap but there was just a basket with the beaver in it, no balloon
oh that's already fixed
the texture i had chosen for the balloon looked nice in editor, but turns out it was transparent (editor doesn't display transparency)
so... invisible balloonn
aaah, i see
the reciepe icons
it tries to load them even if the thing calling the reciepe is not loaded...
hmm...
if the drainhouse doesn't have the pipe does water flow across the "hole" ?
i get contamination in a zone i should not and can't figure out why, this is the only thing i can see that might do it
pretty sure it doesn't
screenshot ?
that little lake is surrounded by watertight buildings so only the drainhouses let water in ( and yes they are all set to water only)
but the one by the buffet doesn't have a pipe
and you have bad water leaking ?
yeah, i don't get where it comes from
you have 300 nuclear fuel ? that's a lot 😅
the reactor is on pause so it's pillling up
maybe there's an error in the watertightness of the buffet, try to ram your camera inside to take a look
the reactor always destroys water
the reactor prevents water from spawning, or consumes it when water is delivered to it?
it destroys it from the environnment, it's a negative water source
should be
it is wartertight
i just checked the coordinates
🤔
that's possibly because there's water on both side, it's watertight but 1 wide, the water display probably doesnt' like to have water - dry - water
that's likely not the issue
i could try and dam up like that, if it solves the issue then we know
gonna wait for next badtide and try to keep an eye open to see where it's leaking
we getting the Zeplin? 😝
but it won't crash on the FT and IT
not yet 😅
it's not high on my wish list, biggest one atm is the better presses but won't matter for a bit, need to up my berrie production A LOT
oh yeah right
just got to watch NixSimia's playthough (episode 2) there is indeed some legitimate confusion regarding the two types of brambles
i also still have to see anyone using the watertight houses even remotely as intended, so 'ill be changing the "watertight building" to "works as a levee" so that hopefully people will understand that those are your levees
specially for ppl taht played it before with the other version of brambles
yeah
basically it will be "wild brambles (Lumberjack)" and "domesticated berries (Harvester)"
it's a bit crude but at the moment i don't see a better option
of course a billboard would do, but who read those ? 😅
to be honest making them is kind of a pain too
it's even written on the item on the plant if you hover your mouse on it what needs to get it...
yeah but to be honest it took me a long time to ever notice that
and the problem is that the gatherer indeed says 'harvest bramble flowers"
and i guess you can't change that one ?
nope, that is UI generated
also the name read is not the name of the plant but the item
so there's really no way to differentiate them on that side
anyway, it's late, i fixed the balloon mod and the Map maker plant reader, time to sleep
actually let's upload the MMPR mod
i was waiting for xzuiji's answer but he doesn't seem to be around
mmpr?
Map Maker Plant Reader
i like that one, droppiing a few baobab here and there to decorate!
only getting droughts, will be a while before i can try and find the leak 😅
GN
lol, 1 science kit for 5 metal, better just make the 5 metal at that point 🤣
finally, 6 cycles later a bad tide, time to find the leak
Hi, I have some questions for anyone who can help me: has the swimming pool construction been removed? are the attractions just these? I feel like several things are missing from this updated version, or is it a bag for me? and decorative mushrooms? removed those too? Furthermore, the log file tells me that a building is missing, which is from the faction Folktails..
swimming pool is an IT thing, the WB never had it, they only have the lido
Some other attractions were removed like the mudbath and shrines
yes sorry, i mean the lido
the lido is now under the "irrigation" sube menu since it's the only place you can place a water dump
you made me look and search, gotta admit that's not quite intuitive
Truly ? I didn't see it, I'm going to check again, even if the game crashes several times before letting me in, and that log file, from the other faction? I don't know!
missing building?
yes
only thing i get from other factions in the log is the "bot don't exist"
[Info : TimberAPI] Bots for faction Waterbeavers doesn't exists, falling back to Folktails
for the lido
The Lodge (Mirrored) , mi dice che non è presente ..
that's an old thing that doesn't exist anymore since U5 has flipable building in the game but shouldn't crash your game, might display a red thing but not a problem
ok grazie !
Yw ! always a pleasure when i can help!
@lapn, found the "leak" it's actually an overflow i never found befre i had my buffet up there and a gizillion beavers were getting infected
During badtide, by closing the 2 gates at the bottom ( green) the lvl rised above my barrier by the centrifuge ( orange) and soiling my pound... guess i overthink my stupidity sometimes 😆
with a little blasting upstream it got solved
I installed the mod and for whatever reason it won't pop up as an option when making a new game
probably missing a depedencie