#Water Beaver Overhaul

1 messages · Page 26 of 1

glossy hornet
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I was, just downloaded them all and thanks for pointing it out

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still have the same problem though

radiant heart
glossy hornet
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once again, a problem that was present that didn't fix the original problem once fixed. not to sound like an asshole sorry

radiant heart
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once we fix all the problems it should work, 😉

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running low on ideas tho

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🤔

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99% of the times it's a depedencie with wrong version or something like that

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you get any message in the console when opening the game that could hint towards something missing/wrong version?

glossy hornet
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checked all installed mods, all are updated

radiant heart
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think you might have some non-compatible mods enabled, ( i see the no stomp) not sure if it works with WB

glossy hornet
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installed but not marked enabled for a couple ones I know is incompatible

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like rail extension, choo choo, etc.

sullen cape
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I use houses as dams?

glossy hornet
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Yeah, hell I used them as ladders to get off the top part of I think terrace is the map a couple versions ago

glossy hornet
radiant heart
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idk, when i boot it console says 43 dll, you're at 88, 1 plugin, you're at 4. would need someone smarter then me from that point I guess can't pinpoint what's wrong

glossy hornet
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Hell we’d probably need someone smarter to explain to me what that even means

radiant heart
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got no idea, just trying to find what's going on and a solution

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comparing my console start up with yours

glossy hornet
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I’m on pc if that changes anything compared to your console stuff

radiant heart
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it changes the spec thinggny since we are not on the same computer but other then that the mod booting and all should be quite similar

shell fiber
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What are you talking about ? 🤔

shell fiber
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@glossy hornet
Not entirely sure, you either have something corrupted or there's a tbmpl issue.

My first try would be to remove tbmpl entirely (I don't think the no stumps mod makes any sense anymore, they don't cause any trouble)

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Second option would be to remove all you mods and remake a clean plugins folder

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In your log the crash point seems to be [Error : Unity Log] MissingMethodException: Method not found: string Timberborn.Versioning.Versions.get_VersionNumber() Stack trace: Rethrow as TypeInitializationException: The type initializer for 'TimberApi.Versions' threw an exception.

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Which means there is something in there that doesn't answer what its version is properly and timberapi just quits

glossy hornet
shell fiber
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Oh I see, yeah my answer mixed up two things, sorry

glossy hornet
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Cause I tried removing tbmpl and got nothing

glossy hornet
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removed everything apart from the mod manager, bepinex, timberapi, and the plugin loader. and now the mod manager crashes when I open it

sullen cape
glossy hornet
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I can’t even get to cycle 20 on the normal factions wtf

shell fiber
glossy hornet
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Well I can’t even get this mod reinstalled due to the new modman problems I’m having

shell fiber
shell fiber
glossy hornet
shell fiber
distant wigeon
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Confirmed "The Game Crashes as soon as you open the Mod Manager" is caused by Mod.IO having a moment and not responding to API requests and Mod manager has an absolute fit over it.

glossy hornet
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Honestly thanks for the confirmation on that

shell fiber
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But the maintenance was supposed to be like 30 minutes no ? Was it 3 hours ?

distant wigeon
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Note: Deleting Mod Manager from your plugins folder does not magically make all mods load. DO NOT LOAD ANY MODDED SAVES RIGHT NOW.

glossy hornet
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Wasn’t planning on it

distant wigeon
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And no, I just tried playing like 10 minutes ago, Mod Manager is still having a fit.

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I'm going to go upstairs and mop my LVT while I wait.

glossy hornet
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I’ll guess I’ll go back to debugging in the morning then

sullen cape
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I'll load the game, I have mod manager installed

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And it works, and Mod manager shows mods. I don't install stuff using mod manager though

sullen cape
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BTW I really like the triple lodge's 5 hauler jobs, feels much more efficient BeaverHello

shell fiber
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@rare ferry Hi !
i'm trying to find where i left in your splaythrough but honestly... i can't find anything 😅
would be a huge help if you put an episode number on them, or arrange them into a playlist 😉

shell fiber
# glossy hornet

hmm... that's is of course not your fault, but this log is... incredibly unhelpfull 😅
i'll check a few things on my side

glossy hornet
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might be an "uninstall/reinstall api" moment?

nova crescent
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Why large farmhouse is not planting lotus? Am I missing something? Connected it thourgh bottom with a ladder.

shell fiber
shell fiber
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(the plural of lotus is lotus)

nova crescent
shell fiber
shell fiber
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oh, bepinEX is not a mod, you shouldn't have this here

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bepinex is the thing that allows mods

glossy hornet
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does it screw things up to have it there?

shell fiber
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possibly

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also as you know choochoo is not compatible yet

glossy hornet
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marked it as not enabled in the modman

shell fiber
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you probably should take it and possibly rail extention and zip them

shell fiber
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it's not a mod in the first place but it definitely have scripts etc that are bound to confuse Tapi

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even if the modmanager says disabled, i'm not sure it can really disable something that isn't even shaped like a mod

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if you don't want to delete stuff, just zip it

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(in a "make it a .zip file", not zip it = shut up 😅)

glossy hornet
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eh same dif

shell fiber
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still crash ?

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you also have Tapi twice but i don't think that's a huge issue

glossy hornet
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it hasn't crashed once outside of the modman stuff I was talkign about "zip it" v "turn it into a .zip file"

glossy hornet
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every single ding dang time I hit new game it's the normal faction choice menu

shell fiber
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goddamit

glossy hornet
shell fiber
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wait are you on experimental ? or on release ?

glossy hornet
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tried on both versions, same result

shell fiber
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i see

glossy hornet
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currently release

shell fiber
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hmm...

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the error in yours appears where in mine it detects the game version

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@tawdry bronze any idea about that ? i'm kind of running out 😓

tawdry bronze
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as you said he has 2 timberapi 😛 that he should never have

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probobly the old version that is loading and crashing

shell fiber
glossy hornet
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outside of one thing where it was a mod.io issue apparently

shell fiber
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yes but Tapi does

glossy hornet
tawdry bronze
shell fiber
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[Info   :   BepInEx] Running under Unity v2023.1.20.3515684
[Info   :   BepInEx] CLR runtime version: 4.0.30319.42000
[Info   :   BepInEx] Supports SRE: True
[Info   :   BepInEx] System platform: Bits64, Windows
[Message:   BepInEx] Preloader started
[Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.22.0]
[Info   :   BepInEx] 1 patcher plugin loaded
[Info   :   BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message:   BepInEx] Preloader finished
[Message:   BepInEx] Chainloader ready
[Message:   BepInEx] Chainloader started
[Info   :   BepInEx] 4 plugins to load
[Info   :   BepInEx] Loading [Mod Manager UI 1.3.6]
[Info   :   BepInEx] Loading [Improve /Prioritize by Haulers/ 1.0.9.9]
[Info   :   BepInEx] Loading [Quadruple Terrainheight 1.3.0]
[Info   :   BepInEx] Loading [TimberAPI BepInEx Entrypoint 1.0.0]
[Message:   BepInEx] Chainloader startup complete
[Info   : Unity Log] Starting game version 0.5.9.1-33dabbc-sw
[Info   : Unity Log] System info:
System: Windows 10  (10.0.19045) 64bit
CPU: Intel(R) Core(TM) i9-10900K CPU @ 3.70GHz
GPU: NVIDIA GeForce RTX 2070 Super
GPU memory: 8012MB
RAM: 32523MB
Drives:
  C:\ 16.09GB free from 218.67GB
  D:\ 89.23GB free from 368.10GB
  H:\ 97.56GB free from 97.66GB

[Info   : Unity Log] Modded: true, BepInEx
[Info   :TimberAPI Core] TimberAPI 0.6.5.0 - Timberborn 0.5.9.1, loader: BepInEx
[Info   : TimberAPI] Mod loading started
[Info   : TimberAPI] Found 14 mods
[Info   : TimberAPI] Deserialized 14 mods
[Info   :Billboards] Loaded version 3.0.7.0
[Info   :    Clutch] Loaded Clutch Script v0.0.1
[Info   :    Clutch] Loaded version 1.1.1.0
[Info   :Improve /Prioritize by Haulers//] Loaded version 1.0.9.9
[Info   :HousingOptimize] Housing optimization mod loaded
[Info   :HousingOptimize] Loaded version 1.0.5.0
[Info   :    Ladder] Loaded version 1.3.1.0
[...]```
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my log looks like that

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Tapi encounters an error and just drops everything

glossy hornet
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[Message:   BepInEx] BepInEx 5.4.22.0 - Timberborn (12/16/2023 7:31:26 AM)
[Info   :   BepInEx] Running under Unity v2023.1.20.3515684
[Info   :   BepInEx] CLR runtime version: 4.0.30319.42000
[Info   :   BepInEx] Supports SRE: True
[Info   :   BepInEx] System platform: Bits64, Windows
[Message:   BepInEx] Preloader started
[Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.22.0]
[Info   :   BepInEx] 1 patcher plugin loaded
[Info   :   BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message:   BepInEx] Preloader finished
[Message:   BepInEx] Chainloader ready
[Message:   BepInEx] Chainloader started
[Info   :   BepInEx] 3 plugins to load
[Info   :   BepInEx] Loading [Mod Manager UI 2.0.0]
[Info   :   BepInEx] Loading [Improve /Prioritize by Haulers/ 1.0.9.9]
[Error  :   BepInEx] Error loading [Improve /Prioritize by Haulers/ 1.0.9.9] : Could not load file or assembly 'TimberApi, Version=0.6.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
[Info   :   BepInEx] Loading [Quadruple Terrainheight 1.3.0]
[Message:   BepInEx] Chainloader startup complete
[Info   : Unity Log] Starting game version 0.5.9.1-33dabbc-sw
[Info   : Unity Log] System info:
System: Windows 10  (10.0.19045) 64bit
CPU: Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz
GPU: NVIDIA GeForce GTX 1050 Ti
GPU memory: 4017MB
RAM: 16334MB
Drives:
  C:\ 7.46GB free from 111.19GB
  D:\ 5.70GB free from 7.26GB
  E:\ 11.90GB free from 465.76GB
  F:\ 104.76GB free from 1862.96GB

[Info   : Unity Log] Modded: true, BepInEx
Setting breakpad minidump AppID = 1062090
SteamInternal_SetMinidumpSteamID:  Caching Steam ID:  76561198304420945 [API loaded no]
[Info   : Unity Log] Successfully connected to the Steam client.
[Info   :Mod Manager UI] Loaded 34 custom labels
[Info   : Unity Log] Previous resolution: 1680 x 1050
New resolution 1680 x 1050
Display resolution: 1680 x 1050
Full screen: True
Graphics quality: Ultra
Resolution scale: 1
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removed all of the tapis and got this

tawdry bronze
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did you redownload tapi?

shell fiber
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seems more normal already

glossy hornet
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no but I just did

tawdry bronze
shell fiber
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seems pretty good

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for the record it's better to install WBO manually

shell fiber
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wait it wasn't there all along ? 🤣

glossy hornet
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it was there until I purged the whole mod list

shell fiber
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ah i see

glossy hornet
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thought I reinstalled it

shell fiber
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no worries 🙂

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i'm uploading a new version btw

shell fiber
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i's a minor update, but there might be a bug

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ah, shit, forgot one tiny thing

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let's repack it

glossy hornet
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oh wait now the log's saying timbercommons aint there

tawdry bronze
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new log and image of plugins folder

shell fiber
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@tawdry bronze do you think it's okay for me to make a "dependencies pack" and just have that as a dependency ?

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tbh there's starting to be a lot

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i mean that will steal 'downloads' from other mods...

glossy hornet
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aight we got it working now

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finally

shell fiber
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i just hope you're not going to hit the bug i just fixed

tawdry bronze
glossy hornet
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eh I'll just wait for the new update and then start a save

shell fiber
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just uploaded it now

shell fiber
glossy hornet
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*proceeds to do another 5 hours of trying to fix problems*

shell fiber
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it's getting late for me

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thanks @tawdry bronze for your help

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i'll just wait for you @glossy hornet to confirm you could start a game just in case 🙂

tawdry bronze
glossy hornet
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yep yep just gimmie a minute to download it my wifi's kinda slow

tawdry bronze
glossy hornet
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I think the issue they're talking about is just having to frequently update it

tawdry bronze
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what im talking about is why even need it? if to many dependencis do a mod pack with an empty zip that has the mods as dependency and depend on that for WBO

glossy hornet
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which seems like adding an unnecessary step

shell fiber
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mod manager in principle downloads them all at once rigth ?

glossy hornet
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didn't for me

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also I have now just loaded into a game

shell fiber
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oh, good

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GN then !

nova crescent
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It's not planting lotus again.
Both of these places are deeper than 2 water.

glossy hornet
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ok so am I just screwed the second a badtide hits because the berries die

storm prawn
# nova crescent

too deep then perhaps ? afaik they grow in 1.5~2.5 high/deep water ... or something like that, 3+ deep drowns 'em

radiant heart
radiant heart
# nova crescent

the top onelook like there is only one deep of water even if a step under but the bigger square on the bottom looks like you have no access

radiant heart
radiant heart
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Good job with the icons Lapan, now i won't burst my eyes out anymore trying to figure out what stew is going in !

queen quail
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noob question. How do i get exotic seeds?

vast anchor
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balloons

queen quail
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thank you

shell fiber
radiant heart
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this i why drainhouses should default to good water, what a mess, at least caught it fast enough to save my berries 😅

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and lucky me the water canons were still there spaaying to disolve a bit

rare ferry
rare ferry
radiant heart
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Hey eld, is your connection back to top shape?

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too bad new work schedule makes me miss the tuesday ones now 😦

rare ferry
nova crescent
shell fiber
nova crescent
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Okay let me try after work. 😂

radiant heart
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is it too deep? like the ladder is it only one to go down or2-3? can't really tell by the picture

radiant heart
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the baobab won't let me put dynamite there and is 75% grown 😩

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sad time for the recreation spot

rare ferry
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Oh, I just remembered a question I had from the stream this morning, The buffet canteen. How does that work? It had several hundred food in it but nothing was getting made or used, and the beavers all started to slowly starve. I tried it with 0 employees, 1, and 10 employees, but same result.

radiant heart
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they need all the food types in there and produce the "food buffet"

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beeing quite big to fill up better stack a lot before building it

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first time around i almost killed all my beavers from starvation while it was filling up ( and was not producing enough of one of the foods)

rare ferry
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Hmm, It had several hundred of each type, but does it need to be completely full at 1000 food each to work?

radiant heart
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nope

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but i think they will try to fill it up prior to making the stuff

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maybe?

rare ferry
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Im not sure either. It just didnt seem to be doing anything and it had a ton of food of every kind in it.

radiant heart
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My best guess is they were still trying to fill it up instead of preping the buffet but not 100% sure, maybe next time just click on the workers and see if they are running around with food instead of prepping it

radiant heart
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Love those balloons flying all over the place, did i ever mention that it's such a cool thing ? LoveIT

heavy lodge
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Must have a balloon traffic control for this HappyIT

radiant heart
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good thing they can't bump into each others and crash 😅

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and need a bunch more, didn't even start coffee and coconuts yet

heavy lodge
shell fiber
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Generally speaking it is just a manufactory

radiant heart
shell fiber
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Oh right I need to include foreign food in the recipe

radiant heart
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that's mean, they are eating those burgers at a crazy speed

shell fiber
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But I'll also make smaller recipes variants so as to not crash entries colonies when booting it up

radiant heart
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i'm up to 6 or 8 burger balloons and can't keep up yet

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(using the polar one)

shell fiber
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I think in proportion that will lead to them consuming less burgers

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Oh actually I completely forgot to check the readability of the stews, do you have a screenshot? If the warm storage menu and UI if possible (I'm in the bus)

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If you literally have the game on hand if course

radiant heart
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playing atm 😉

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it's really nice, now it's super easy to see what stews are what

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talking about stews, need to figure out why the vegie one is not catching up, got 12 kitchens for both mush and vegie but the vegie one never really gets full

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guess it's just filling up the ingredients since they need 10 for the vegie one and only 6 for the mush one ( not counting water and logs)

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Would it be possible to get in the IT Monuments too? not a fan of the FT ones 😇 please

radiant heart
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well, that sure is a tripping/cut hazard

shell fiber
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I was afraid that would happen...

radiant heart
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it's when they are almost full but not totally

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the full ones don't do that, think it's like from 80%~ish filled up

shell fiber
radiant heart
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don't really mind it, in the open ones it looks so great...

shell fiber
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The only solution would be to make these storage piles 2-tall but fill only to 80% cap or so

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Tbh I might just do that

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Reworking the model seems really easy too 🤔

shell fiber
# radiant heart

Yeah the icon was not really readable apart from the bowl, the colours help a lot.

I think the mushroom stew needs a bit more work, white/grey should be good except the storage texture is really dark, I would need a new one

radiant heart
pine geyser
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so i might be bllind i cannot find a way to make laboratory glass thingy

shell fiber
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in the factory (metal tab)

pine geyser
shell fiber
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so you mean you need an anvil ? you get your first one when you destroy the broken kart, but do that only after you've build a new town center

shell fiber
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max capacity is 252 though

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but i left the cost identical

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(of course when full they lay nice and flat)

sullen cape
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I think the new crude sawblade storage did something similar in a crappy pile when it was full...

shell fiber
sullen cape
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Not that it was much of a problem in the first place but thank you ☺️

shell fiber
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well actually the problem is that the small piles (1x1, 1x2, 1x1x2) also need fixing

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but i'm afraid there is an absolutely unforgivable issue with it

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hmm.... yes, that is the issue.
I hate it

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to be fair, it's not as horrendous as it looked like in editor

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but it looks kind of stupid

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HELL YEAH !
my theory was good it works !

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that probably doesn't make sense to anyone without context

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but the point is : you can display pilables (log-types) as an up-down mesh

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here i made a pile mesh for silicon ingots

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but the normal log-type silicon ingot storage still works perfectly fine 🙂

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but i wonder what happens if...

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so the first consequence of that is : my gigargantuan storages are possible

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because this most likely allows to bypass the 20.000 mesh generation that kills the RAM

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and also that solves the uglyness issue of the previous storages

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because i can just conjure a mesh of 4 flat sawblades that just gets loaded in an up-down fashion

radiant heart
shell fiber
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oh it will be glorious, but not for anvils 🙂

radiant heart
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not like you need to store 200 anvils anyway 🤷‍♂️

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BTW, planting shadow and placement is a bit strange on the baobab, is it supposed to be a 3x3 or 5x5? my guess is a strange 5x5 since you need the spot for the benches?

(can show you a SS it 10-12 mins when my save loads... neeed to start thinking about shrinking my pop)

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Like it shows it there when it will grow in the green square. It's due to it's size and the way the game works i suppose?

shell fiber
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oh, the baobab is 5x5 but the floor layer is actually 3x3

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yeah it's weird

shell fiber
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grumpf

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do you have the latest ?

radiant heart
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oups

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updating right now, will let you know

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Ha it's like the WB, the balloons and the 2-tall storage, idk why but mod manager can't update those, need to delete it and reload

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does that mean i get to de lemons and the stand ? 🤞

shell fiber
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yeah i unlocked everything

radiant heart
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Ho wait, that's gonna mess up my massive tank storage if i get one more drink 😅

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well, now my OCD gonna have a fun time

shell fiber
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ahaha

radiant heart
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need 2 or 3 more tanks to fix that 🤔 could do a bad stew one but still be missing one .... or redo the whole set up... that's gonna be a fun problem 😆

shell fiber
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damn i really love eld's rooftop terrace setup 😅

radiant heart
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the one on squewer platforms?

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like right above the district center

shell fiber
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yeah

radiant heart
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o yeah that's awesome

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too bad once you got the buffet looks like beavers are not interested anymore in the rooftop terraces

shell fiber
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yeah it fills that need too

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it's to make beavers actually spend time in there

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but i could do it an other way now that we have good consumming attractions again

radiant heart
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like when they eat in there it takes some time?

shell fiber
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in priniciple eating is near instant

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but i can rework it as an attraction that fills all needs while consumming the omni food item, which then would not be edible in itself

radiant heart
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but would still fill it all and the hunger?

shell fiber
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with the added benefit that one beaver eating alone would likely consume as much as a full battallion of beaver

radiant heart
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i think the game won't like that since they go for food prior to attractions 🤔

shell fiber
shell fiber
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hmm

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don't know if that would work then

radiant heart
radiant heart
shell fiber
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but making other stuff obsolete is kind of the point in a way no ? this building only exist to prevent beavers from spending all day running around trying to fill needs

radiant heart
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*trying to fill food needs 😉

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for the recreation and other need to lower working hours and make it more convinient

shell fiber
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hmm... that's true

radiant heart
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(actually running on 15h days and well-beeing can tik up to 70 when no one is injured)

shell fiber
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i can just make a "neverending buffet" need

radiant heart
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yeah, something like that

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talking bout obselete stuff, ( or redundant i guess) i think braised cabages don't need to be in the buffet thing since it already has other stuff that fills up shrooms and cabages

shell fiber
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right now i'm hacking at those storage issue

shell fiber
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because then that makes braised cabbage completely obsolete

radiant heart
# shell fiber because then that makes braised cabbage completely obsolete

having 1 food obselete doesn't feel that bad i guess, was more thinking about the buildings not becoming obselete.

In the end the small coocking tent still got 3 eclusive foods, it makes a lot of coocking tents to keep around later in the game got 24 atm, not making awefull stew and actually need more because chips barely keep up so not needing that many on braised cabages would be nice

shell fiber
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hmm...

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that's a good point

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and cooking tents are not stackable

radiant heart
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now on a more serious note, how the heck do i drop another giant tank in there ? 😵‍💫

shell fiber
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hmm... blow up those crate storages ?

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put some giant pillars somewhere and link them with giant half logs

radiant heart
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Ooo, didn't think you could use the giant pillars as support for the tanks

shell fiber
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oh, not for the tanks

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for the crates

radiant heart
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anyway they barely drink water anymore, booze and juice only, now that i think of it on my previous run made it with 0 water for a long time and no one really complained🤔 alright, water one is becoming lemonade and that's it 😂

shell fiber
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yeah, who want to drink plain water anyway 😅

radiant heart
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without a "water" need they are not interested later on

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That's turning out nicer then expected, too bad WB don't get the flame of unity, wanted to have some in there before i realized it's not a thing

shell fiber
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are those tents all for making nails for trade ?

radiant heart
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3/4

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over did it a bit 😅

shell fiber
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oh right, tools too right ?

radiant heart
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yup

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blades are made closer to the CW towers

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that reminds me, sawmill is obselete later on, planks from giant log is so much easier, trying to think about something to keep it releveat but don't really see a thing

radiant heart
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alright, deleting it then... or not, it's 3 layer deep in my water blockade in the middle of the map 😩

shell fiber
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the wood CW farms consume sawblades right ?

radiant heart
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yes

radiant heart
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is it intended that the beavers get more contaminated in the badwater pumps then the bucketting stations? had like 10-12 bucketting stations, swapped them out for 2 pumps and didn't get nearly that amount of contaminated beavers 🤔 or is it just badluck on a %age thing?

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was getting maybe one here and ther, now it looks like i'm getting at least one per day

shell fiber
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bucketing post cause more contamination that pumps, that cause more than advanced pumps

radiant heart
#

do they need to actually pump to get contaminated or just to be there?

#

prior to the swap i was not using much badwater but restarted the ENS on nuclear Phd since the swap so pumps are running full steam. that could explain the more contamination if they need to pump the water to get contaminated

shell fiber
#

yep definitely

radiant heart
#

that would explain it then 👍

radiant heart
#

and that i forgot 4 buckets in an abandonned corner 😅 woopsies

shell fiber
#

Behold my victory over the game's system !

radiant heart
#

nice! now i can blast those storages i guess !

shell fiber
#

still have a handfull of ajustments to do though

radiant heart
#

fixed the RAM issue? what's left? some pathing thing?

shell fiber
#

the ram issue is more bypassed that solved i think

#

but what's left is a few meshes for the WP ressources

#

typically screpress axles

#

glass panes and solar pannels

#

and sawblades

radiant heart
#

they gonna be both piles and warehouses?

shell fiber
#

no they're just piles

#

oh but there is a box variant too

#

which i'm not sure will be very cooperative

#

but the pile variant is 90% done

#

that will be for an other day though

#

damn...i didn't notice until now but... i like how the treated planks look like 😮

#

Oh no,

radiant heart
shell fiber
#

that made me realize one thing

#

there is litterally nothing preventing me from reworking the color of logs in stockpiles 😅

#

what shall i do 😅

radiant heart
#

well, can still get brown logs, can you use the color mix from the crappy platforms/logstairs?

shell fiber
#

Tbh i kind of want to swap the plank texture and display for the treated planks one

heavy lodge
#

Please, no white and pink logs 🤣

radiant heart
#

like the "scrambled" look

shell fiber
#

oh sadly a color mix is not going to be possible 😅

#

clearly more plank-y

shell fiber
#

maybe

#

yes, kid of

#

the first 3 logs will always be the same color, but i can scramble sets of 4

radiant heart
#

scrambled ones are my favorite, sure wouldn't mind the storage bringning back that look

shell fiber
#

hmm... but to be honest that is quite some work

radiant heart
#

don't bother then 🤷‍♂️

shell fiber
#

i can't change the model beavers will carry around though... i think

thorny pelican
#

tried to get the big badwater pump to work, but I seem to do something wrong... the pump upgrade doesn't seem to get power from the basic building, and the 19 deep pipe goes upwards instead of down in the water. actually, oit looks like an antenna 🤔

shell fiber
#

tbh i don't think it still deserves to exist

#

the pump should operate fine if the rear half is submerged in bad water

radiant heart
#

my badwater stuff basically always looks like taht anyway

thorny pelican
shell fiber
radiant heart
#

the bucket kinda killed it but at the same time i see why the bucket is required🤔

shell fiber
#

well if you can't be bothered with bringing power in, that's a solution

#

but the output of the big one is also worth the trouble

#

also lower accident rate

#

anyway, i think i was supposed to go to sleep

radiant heart
#

GN

shell fiber
#

gn!

glossy hornet
radiant heart
glossy hornet
#

Got neither atm

radiant heart
#

so better avoid swimming in that badwater

glossy hornet
#

Also do the jails cure contamination or does it just take them out back behind the shed?

radiant heart
#

helps decontaminate

glossy hornet
#

Aight

queen quail
#

Why do the water wheels no longer work or am i doing something wrong here?

#

thinking it was a flow problem i added a few levees to constrrict the flow. Didint work still. added the dam thinking maybe the water level wasnt high enough and still didnt work.

sullen cape
radiant heart
#

don't have any around anymore i think, give me a min

radiant heart
queen quail
#

i do, let me go ahead and hook them up and ill let you know if they work without the animation

#

they work fine actually. animation is just broke

radiant heart
radiant heart
#

on another line of toughts, how about rebranding the baobabs to BonzaÏs? idk, feels like baobab should be much taller 🤔

shell fiber
shell fiber
polar wind
#

[Warning:WaterBeaverFaction] Missing the following dependencies: igorz.timbercommons
I got that error Msgs in my BepinEx, anyone a guess whats missing?
Mod manager is saying the mod is installed

shell fiber
#

maybe mod manger is wrong, or your installed version is too old.
either way, try do download it again, possible remove/reinstall

radiant heart
radiant heart
#

Finally figured out how to place those 😅 totally useless except for the looks right there but it gives a nice toutch!

rancid tulip
#

where are the error logs saved again? got a crash

#

[Error : Unity Log] ArgumentException: Faction with id Waterbeavers not found.
Stack trace:
Timberborn.FactionSystem.FactionSpecificationService.GetFaction (System.String id) (at <9e09aa6ff3394d5b8f00970db75ec0ed>:0)
Timberborn.GameFactionSystem.FactionService.SetCurrentFaction (System.String factionId) (at <f02dd804a6234353a25598b971025c50>:0)
Timberborn.GameFactionSystem.FactionService.Load () (at <f02dd804a6234353a25598b971025c50>: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 <0e3e6ee2836245889b8990ec366615c3>:0)

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Timberborn.GameSaveRepositorySystemUI.SaveThumbnailCache.Clear () (at <25400e25dfbe4e5fb25ed950e8174aa7>:0)
Timberborn.GameSaveRepositorySystemUI.SaveThumbnailCache.Unload () (at <25400e25dfbe4e5fb25ed950e8174aa7>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.UnloadSingletons () (at <0e3e6ee2836245889b8990ec366615c3>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.UnloadAll () (at <0e3e6ee2836245889b8990ec366615c3>:0)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.OnDestroy () (at <0e3e6ee2836245889b8990ec366615c3>:0)

#

not finding the waterbeavers at all!?

#

water-beaver-overhaul_2766781_3.3.4

lethal topaz
#

i have a problem with the last red error message, timbercommons worked after deinstalling from the modmanager and manually reinstalling it, but idk how to resolve: Good.Ballon.DisplayName ; i reinstalled the ballontrade mod multiple times with different versions but the water beaver mod still doesnt appear when i start timberborn

lethal topaz
heavy lodge
#

lapan must add the missing keys to dictionary ...

storm prawn
lethal topaz
#

From before

#

The only error message I now get is : the given key Good.Ballon.DisplayName wasn't present in the dictionary

lethal topaz
heavy lodge
#

@shell fiber

lethal topaz
#

Oh the creator Xd

sullen cape
lethal topaz
heavy lodge
lethal topaz
shell fiber
#

timber commons missing again 😓

#

there's gotta be something wrong with it

#

people keep missing it 🤔

sullen cape
#

When I started installing Timberborn mods, I accidently extracted the zipped mods into a new folder, only to realise you shouldn't do that as they are already in their own folders within the zip file 😅
Wonder if this trips a few people up...

shell fiber
sullen cape
#

While I made dedicated folders for installing mods for the game, knowing my luck 🤣

shell fiber
#

darn, i lost some data when update Timbercommon

#

does anyone remembers the range of the irrigation towers ? i think it was 9/12/18 or something ?

#

ah, no that's fine.

#

unity couldn't read the old script anymore, but opening it in visual studio the range is still written inside

#

it was 11/15/23

sullen cape
#

I'm still running an old version, and I keep my downloads too

rancid tulip
shell fiber
#

you're missing a few dependencies
[Warning:WaterBeaverFaction] Missing the following dependencies: Hauling2RecipeFix, Lapantouflemagic.storage1x1x2

rancid tulip
#

So I am, that's remarkably easy to miss

#

I wonder if it can be written in rainbow text?

shell fiber
#

but i'm starting to think that people are starting to get issues like that simply due to the amounts of mods to download

#

probably people click download, assume it will be done in an instant, and quit with stuff half downloaded

rancid tulip
#

I can't even find Hauling2RecipeFix to download it. . . searching mod.io for 'Hauling' didn't turn it up

#

haven't even looked for storage112 yet

#

"Prioritize by Haulers" Improved?

#

[Warning:Improve /Prioritize by Haulers//] Skipped: Minimum TimberAPI version required: 0.6.5.0, current TimberAPI version: 0.6.3.1

shell fiber
rancid tulip
#

[Info : TimberAPI] Mod loading started
[Info : TimberAPI] Found 4 mods
[Info : TimberAPI] Deserialized 4 mods
[Info :BalloonTrade] Loaded version 1.0.2.0
[Info :TimberCommons] Loaded version 1.6.0.0
[Info :FloodgateTriggersPlugin] FloodgateTriggersPlugin is loaded.
[Info :FloodgateTriggersPlugin] Loaded version 4.0.4.0
[Info :Water Extention] Loaded version 0.8.1.0
[Info : TimberAPI] Mod loading finished in: 70ms, Loaded mods:4

I think my problem runs deeper. I had those, or have themm. and the mod loader is only finding 4 of my mods.?

shell fiber
#

can you send a screenshot of your plugins folder ?

rancid tulip
#

my last attempt it found 16 of them, but still barfed

shell fiber
#

hmm, that "old" folder shouldn't be there

#

you should probably zip it

rancid tulip
#

old just houses the .zips

shell fiber
#

and i can see a duplicate of timber commons

#

oh okay then

rancid tulip
#

timber-commons and timbercommons

#

well the 1.4 can go

shell fiber
#

oh your 2 tall small storage is old

#

yep

#

you have trading balloons twice too

rancid tulip
#

2.1.7 small storage>

#

balloon trade and trading ballons

#

becaues they needed two names.

#

they both look like 1.0.2 ?

shell fiber
#

i think one is from the modmanager

#

and one is manual download

#

generally speaking modmanager doesn't recognize manually downloaded mods

#

so it's better to stick to one

rancid tulip
#

seriously the modmanager is more of a tripping hazzard

shell fiber
#

for this mod yes

#

i'm thinking about making a "mod pack" that contains the essentials for this mod, but some of the mods i would like to put inside are not mine

rancid tulip
#

ok, i think I will try again after that open surgury.

shell fiber
#

like i could pack logstairs, billboards, 1x1x2 storage, housing optimize and hauler fix into one, that would be great

shell fiber
#

don't mind it, i'm half talking to myself

rancid tulip
#

also it's slow enough that I am still here while it tries

shell fiber
#

you mean potato PC ?

rancid tulip
#

[Info :TimberAPI Core] TimberAPI 0.6.5.0 - Timberborn 0.5.9.1, loader: BepInEx
[Info : TimberAPI] Mod loading started
[Info : TimberAPI] Found 4 mods
[Info : TimberAPI] Deserialized 4 mods
[Info :Storage1x1x2] Loaded version 2.2.0.0
[Info :TimberCommons] Loaded version 1.6.0.0
[Info :FloodgateTriggersPlugin] FloodgateTriggersPlugin is loaded.
[Info :FloodgateTriggersPlugin] Loaded version 4.0.4.0
[Info :Water Extention] Loaded version 0.8.1.0

#

[Info : TimberAPI] Mod loading finished in: 83ms, Loaded mods:4

#

83 ms is not enough ms

shell fiber
#

can you put the full log ?

#

or is it the same as before ?

#

if it just doesn't see some mods, best is to delete them and re-download

#

but generally speaking i would still avoid keeping old zip files in there

#

maybe put them one level above ?

rancid tulip
#

It seams to have reverted ya

#

going to have to try the delete all and re-download.

shell fiber
#

ahh, uuh, did someone try playing with timbercommons 1.6 ?

shell fiber
rancid tulip
#

ya, the game loads, but when I go to load the saves it loads most but not all of the mods and then fails because it didn't load a few of the mods

#

after redownloading everything, it found the waterbeavers again.

#

Oh Glorious"

[Warning: Unity Log] The EnvironmentVertexColorPrefabOptimizer registry size is now 204, exceeding the expected size of 30
"

I missed you!

shell fiber
#

okay, gotta go for tonight !

#

have fun !

rancid tulip
#

[Warning: Unity Log] Can't validate loaded BlockObject StraightToVerticalPowerShaft.WaterBeavers(Clone) at (32, 33, 9). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject StraightToVerticalPowerShaft.WaterBeavers(Clone) at (33, 32, 9). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject StraightToVerticalPowerShaft.WaterBeavers(Clone) at (33, 31, 9). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject Crappywindmill6(Clone) at (32, 31, 6). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject StraightToVerticalPowerShaft.WaterBeavers(Clone) at (33, 31, 12). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject StraightToVerticalPowerShaft.WaterBeavers(Clone) at (73, 4, 13). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject StraightToVerticalPowerShaft.WaterBeavers(Clone) at (84, 110, 15). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject StraightToVerticalPowerShaft.WaterBeavers(Clone) at (84, 111, 15). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject StraightToVerticalPowerShaft.WaterBeavers(Clone) at (84, 111, 16). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject BetterDamDrainPIPE(Clone) at (101, 101, 9). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject BetterDamDrainPIPE(Clone) at (101, 101, 10). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded BlockObject BetterDamDrainPIPE(Clone) at (98, 102, 8). It's not backward compatible. Deleting it.
[Warning: Unity Log] Can't validate loaded

..... what all is going to be left!?!?

#

.... well the damage was not 0 but not bad.

my crappy waterwheels make power but don't animate anymore.

rancid tulip
#

I have been out of loop since just before the balloons update

#

my watergagues are nolonger working either. . .

#

nope that one is my fault. didn't re-download it with my mass downloading

heavy lodge
# lethal topaz [

hmm, it seems that TimberAPI get corrupted. Delete the TAPI folder from the plugins folder and downlod the TimberAPI again with the Mod Manager. If you got the same error, downlod-it from ModIO web site and unpack the archive to the plugins folder.

rancid tulip
#

interesting my level 1 irrigation towers show nan% for their effectiveness, and are nolonger expelling any contamination from my soils

distant wigeon
rancid tulip
#

My level 3 water tower works just fine, just the level1 tower that's floundering.

rancid tulip
#

where do we get the basic balm?

rancid tulip
#

nvm found it

glossy hornet
#

What progress would you expect the average player to be at at cycle 10?

rancid tulip
#

couldn't say, I am at cycle 141, and have not build the university/technical school yet. Just finishing up tech level 2. (but I leave the game on overnight just building resources. so...)

shell fiber
shell fiber
#

updated 1x1x2 storage with giant piles

#

but it's not live yet (you have to ask the webside for other versions)

#

in case there is issues with it

shell fiber
#

you might need the latest version of WBO for it to work properly

#

and about that : updated

#

you'll need the latest version of Timber commons

radiant heart
#

anything special with last update ?

#

👀

shell fiber
#

it has the display data for the WP gigantic piles

#

i flipped the planks and treated planks visualization

radiant heart
#

so the giant storage is in?

shell fiber
#

it's in storage 1x1x2

#

but only the piles for now

radiant heart
#

won't close just for that but will load it when i reset 😉 that 10 mins loading is getting shitty a bit

sullen cape
#

I think my old Ironteeth save used to take 10 minutes to load lol 😂

twilit trench
#

Hrrm, anyone have any advice on handling badwater? short of making a hundred waterproof huts and not using em, I cant find a way to divert or separate the badwater... also dont have the underground blocks to stop the contaminated dirt spread....

radiant heart
#

got to live with it at fist, once you can irrigate a peice of land far from the rivers move your farming there

twilit trench
#

Err, just noticed a bug in the medical beds. The bed for injury will treat disease using sake and the bed for illness will treat injury using bramble flowers

twilit trench
#

Hrrm, deeper dive, it seems it's bramble flowers for disease and sake for injuries, just the bed names are inverted

radiant heart
obsidian dagger
#

hello, downloaded mod today, not sure if its on my end or mod but i cant get the crappy water wheel to load, its there. just not visibly

radiant heart
obsidian dagger
#

thank you!

radiant heart
#

YW

#

Lowering pop one dirt block at the time 🤣

shell fiber
shell fiber
shell fiber
# obsidian dagger

you have the layer-skimming tool enabled, that's probably why it doesn't display

radiant heart
shell fiber
#

it's upset at the reciepes calling the same lockkey

#

okay, was there anything else that urgently needed fixing ?

radiant heart
#

the 2-tall also mad eme crash with WB 3.3.4, not sure if it needs a fix or just that 3.3.5 works

#

(and the lemonade stand entrance 😉 )

shell fiber
#

yes it's normal it is going to crash because it tries to find display data that doesn't exist in 3.3.4

#

oh yes, right

radiant heart
shell fiber
obsidian dagger
radiant heart
#

geez, basic balm is a pain in the... 2 clay pits per alchimist? anyone done the maths on those ? 😅

#

no wonder i can't get rid of the burns

rare ferry
radiant heart
#

never realized the ratio on those up to now, bottleneck been on resin for a bit but the 2 pits per alchimist... now i understand

thorny pelican
shell fiber
radiant heart
shell fiber
#

small update incomming soon

#

mostly fixes the buffet crash

#

but also added the hooman underground facility operating team

#

which is expensive, but can manufacture a bunch of stuff that was until now a chore to make

#

specifically crude sawblades, gears, scaffoldings, screw axles, and paper for good measure

#

but that consumes drill bits

#

which should not be too much of an issue since at this point you should have a factory dedicated entirely to this

radiant heart
shell fiber
#

I didn't run any number on that thing for a change

#

Tell me if it's too much of a drag, I'll change the recipes if need be

#

The other option was to have it consume hooman relics

radiant heart
#

will give i a try after lunch when kids are napping

shell fiber
#

But I intend to have relics be a "toy"consumable

radiant heart
#

BTW did you nerf the range of irrigation tower ? lost half that greenhouse at some point, not sure what version it went bye bye

shell fiber
#

hmm, that's due to some change to the scripts in Timbercommons

#

tell me where you're at with the new version and if needed i'll adjust the range

#

by the way, uploading now

#

and it's late so i'll be going to sleep 😉

twilit trench
#

ooph, ran the updates for about 3 mods, then this

shell fiber
#

arh

#

can you copy paste the crash log here ?

#

but i'm going to sleep, so unless it's trivial you might have to wait until tomorrow 🤐

twilit trench
#

aye... trying to recover... looks like the mod isn't working/enabled. Whitepaws aren't showing

glossy hornet
#

Don’t update until tomorrow, gotcha /hj

twilit trench
#

Welp, there it is

#

v0.5.9.1-33dabbc-sw
ArgumentException: Faction with id Waterbeavers not found.
Timberborn.FactionSystem.FactionSpecificationService.GetFaction (System.String id) (at <9e09aa6ff3394d5b8f00970db75ec0ed>:0)
Timberborn.GameFactionSystem.FactionService.SetCurrentFaction (System.String factionId) (at <f02dd804a6234353a25598b971025c50>:0)
Timberborn.GameFactionSystem.FactionService.Load () (at <f02dd804a6234353a25598b971025c50>: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 <0e3e6ee2836245889b8990ec366615c3>:0)

#

checking the dependancies by hand

shell fiber
#

Do you have timberAPI installed ? If yes can you screenshot your plugins folder ?

twilit trench
#

Timber API yes, err, by SS plugins folder, do you the explorer window, or is there a subwindow I'm missing?

#

hrrm, just noticed that the overhaul may be duped...

#

narp, tried yanking the "waterbeaverfaction" folder but left the "Water-Beaver-Overhaul" folder

heavy lodge
#

timber-commons 1.4 ? It should not be 1.6 ?

radiant heart
#

commons needs 1,5 at minimum

glossy hornet
#

Nah that’s what they’re talking about. It’s to check if you have any incompatibilities or duped mods or w/e

#

Also yeah the modman defaults to 1.4 for commons

twilit trench
#

tried to update that one about 900 times, even pulled and reinstalled... sec trying to force

glossy hornet
#

I did it by clicking on the mod in the modman and then you can select which version to download and it worked fine

twilit trench
#

it wouldn't flip it over normally, finally got it but removing it, quit, restart, open mod, select version THEN download

glossy hornet
#

Oh yeah I think I had to make it uninstall then install the right version

twilit trench
#

hrrm, is TBMPL being installed as a dependancy, dont remeber having that before

glossy hornet
#

yeah I remember that not being on the list... weird

twilit trench
#

Oy Vey, i think I found it... for some reason it updated the Water beaver overhaul mod... but unchecked "enabled" >.<... I think I failed the "is it plugged in" test

#

and it didn't reenable it after uninstall/reinstall

glossy hornet
#

I forgot to reinstall it after purging the whole mod list lol you're not alone

twilit trench
#

Brothers in... err... flappy thingies..... ARMS! Yes!

#

Hrrm, yea, bug report!

#

Irrigation tower now seems to have zero range

#

or at least doesn't enable irrigation in range. Irrigation tower lodge seems to still work though

twilit trench
#

Gah, another errm, "bug"? All my 3x3 storage piles are showing as "Depreciated Entity", I can rebuild em, but they dont seem to play well for logistics

radiant heart
#

probably has to do with the new storage update, mine are locked back by science also

radiant heart
radiant heart
twilit trench
#

Info for the irrigation tower thing

#

And yeebus, divide by zero error?

radiant heart
#

idk, game is not crashing just getting those warnings

radiant heart
# twilit trench

this is not an issue, just that the name of the thing is not set in the "name list" it's not that thing cauzing the irrigation tower problem

#

the lido one lost range too, lapan said something about the script that changed a bit, probably downs the range of the crappy one to 0

radiant heart
#

Looks like even the ones not built are draining, taht gage ain't going up 🤔

radiant heart
# shell fiber whelp, lowered it to 1 clay instead of 2

Even with the nerfing balm just can't keep up, i think the biggest thing is the med beds for burn should not use that. in comparaison to the other 2 beds, that one is quite demanding. brambles you just get them and sake is an easy thing with the barrels.
Tought about swapping the balm for the bamboo shots but that would lock the burn healing behind the tree nursery. 🤔 (would it be that bad?) Not sure what else would make sence for that but i think you get whre i'm going with that. Balm sould be for the clinics not the beds, think that would help a lot to balance it out cauz even at ~~11 ~~ 15alchi on balm ( and yes they have the storages right across the streets) It's always mostly staying in the single digits

other option would be to lower the burn rate a bit, at least for the minor ones

radiant heart
#

could district crossings get a little kick? trying for real but 7 crosssings and can't feed a 75 pop district independant on water and basic crops 🤔 ok with the "build more" but... if you need 200 pop to get stuff to 100 pop...DamIT

shell fiber
radiant heart
#

it's just feels way too demanding as it is

shell fiber
radiant heart
#

teh second district it independant on basic CW crops and water, basically they iport the "luxury stuff" ( except deluxe stew they make theyr own)

#

ain't vanilla districts liek 10 workers?

shell fiber
#

You'd need 5 instead of 10 but that would still make 50 workers

radiant heart
#

got 7 atm so 35 workers

shell fiber
#

There's something I wanted to try with balloons and district crossing but that wasn't exactly a priority

#

And the answer to your problem should obviously be trains 😉

radiant heart
#

choo choo works with WB? don't think my PC would survive trains on top of that tho 🤔

shell fiber
#

But isn't the house version hitting more too?

radiant heart
#

house version is 8 but i'm on platforms and don't need those extra mouths on the small side

#

that's why i was taling about double doors storages, could have that "storage wall" between 2 districts and the haulers would do the job

#

or a "district crossing tower"?
+300 cap
+100 speed
😝

#

on another line of toughts, the giant cold press for juice could bypassed simply by having the basic presses running "workerless" like the shroom maker and such. once they tossed the fruits in there power does the pressing no need to watch it go 🤷‍♂️

#

anyway, time to hit the bed, later 👋

shell fiber
#

and also even if i make some super efficient building, there's eventually a bottleneck in the amount of work it takes to bring stuff in/out

thorn dune
#

Hello I am back quickly to beg for the bad water caps to be enabled in water beavers. looking at the new map competition entries a lot of them have mixed good/bad water sources in one place and without the caps it seems very difficult to really play them with wb.

there's another issue with mixed good/bad water where I'm not sure showers will work right, and it might not be possible to set up a pit of clean water to shower in quickly enough. another feature of the new maps is a lot of mixed good/bad at the start you have to clean up

radiant heart
radiant heart
twilit trench
#

a non-bug but annoyance to note: When making a blueprint, I an make one and then copy it off, that parts easy. The problem is the building queues resources for a second blueprint, and then when it starts at 0% it "consumes" the resources so even if I switch I lose the consumed resources. Normally I would switch to say a gear and the resources queued would then be hauled out but not in this case.

#

And aye, it took me forever to find the the 10 hauler forester/tapper tower... would it be possible for a feature request for a forester/logger tower?

radiant heart
shell fiber
#

how didn't I think of that ?
Of course beavers exploring the ruins need cereal bars !

#

sorry, that was completely unrelated to anything 😅

radiant heart
#

they need also strong alcool theyr "liquid courage" 🤣

shell fiber
#

that's...technically doable but it would mess with the regular stackability of the woodfelling lodge

#

but to be honest, i'm not entirely sure resing tapping is truly deserving of its own entire dedicated building

#

the task could be entirely dumped on the gatherer

#

and if i can find an opportunity i would definitely reuse the tapper's shack skin

#

it would indeed be nice for a lumberjack house

radiant heart
#

so all the "tappers" would be removed to go to the gatherer?

twilit trench
#

Or invert them, the tappers got a lot of love, and are needed, but loggers are SO much more central to the game

shell fiber
# twilit trench a non-bug but annoyance to note: When making a blueprint, I an make one and then...

regarding the blueprint issue, there is only so much i can do, but there's a trick to save your ressources : do NOT make any storage nor order anyone to copy the blueprint nor fancyfy it. this way it stays stuck in the mechanic's / architect's lodge, and because the output is full, the ressource can't be consumed for round 2.
then in that state, just change the reciepe to whatever, and then allow storage of the BP / fancyfy it

shell fiber
#

what i'm thinking is more in the likes of "have a stackable and non-stackable variant of all of those"

#

yeah that seems like a good plan

twilit trench
#

Except the tappers flay is like -50% and the tapper hut is about +100% I think

shell fiber
#

yeah i did that to make sure there was a point in building the house variant

twilit trench
#

nodnod

shell fiber
#

let me finish what i was doing then i'll poke at that

twilit trench
#

Mayeb something like the other "utility" buildings? Use flags, but you have a tappers convention? Maybe needs booze to run! lol

shell fiber
#

right, i was working on the abyss upgrades and so on

#

so i'm making a "abyss tourism center"

#

but should it be a house or not ?

radiant heart
#

about the abyss things, the metahne one is cool but it breaks the lotus chain since nenuphars are clogging it all not beeing used for methane

radiant heart
shell fiber
#

i kind of want he endgame to allow reducing the beaver population at some degree

shell fiber
twilit trench
radiant heart
radiant heart
shell fiber
radiant heart
#

watertight district center would be nice, i mean it's the base of the colony based on stuff beeing watertight

shell fiber
#

wait what ? didn't i change the wood burner to burn sawdust slower ages ago ?

radiant heart
#

tought so

#

now that you mention it i'm not sure

radiant heart
# twilit trench Heh, I went solar

went solar on my previous run, on thousand island ground space is at a premium so solar was not really an option ( unles it can tolerate one deep of water?) 🤔

shell fiber
#

it clearly has live wires running on the floor 😅

radiant heart
#

that's new

twilit trench
#

Bah! So it works fine in freshwater, maybe a little hydrogen on the side, but fails catastrophically in badwater?

radiant heart
#

Rhut RHO... just noticed, thanks reduced range on towers 😢

shell fiber
#

oh i'm increasing the range by 2 in the comming update

#

that should restore the previous range

radiant heart
#

it's one tile short to keep the tree alive 🤣 so yeah, +2 should fix that one

#

not sure if it's actually 2 or 3 looking at that one tho

#

and can't figure out what's up with the vege stew yet, up to double the amount of kitchens on those, plenty of ingredients but it's barely ticking up (like it hovers between 0 and 100) while the mush stew and fried rice are alway full at 4,7k🤔

#

Euuuu, WTF it's still drying ?

shell fiber
radiant heart
#

1 to 8 are there and another 8 at another spot

shell fiber
radiant heart
#

maybe, i figured with the buffet it should not be tho but even with the buffet filled to the max it still can't fill up

shell fiber
#

i made a couple minor changes to the reciepes and the needs they fill, hopefully that will be more balanced

radiant heart
#

will see!

shell fiber
#

new update uploaded !

radiant heart
#

No kaboom !

rancid knoll
#

I updated the app by hand. (Deleted old

radiant heart
#

my baobab is still drying out tho, no clue what's wrong with that one

rancid knoll
#

lets try that again. I updated by hand. Deleted the old waterbeaverfaction directory and put the download in to the directory again. no errors. Now i get a new error when i boot

#

[Warning:WaterBeaverFaction] Skipped: An item with the same key has already been added. Key: Lapantouflemagic.WaterBeaverFaction
[Warning:WaterBeaverFaction] Missing the following dependencies: Lapantouflemagic.BalloonTrade, Lapantouflemagic.storage1x1x2\

#

what did i do wrong?

radiant heart
rancid knoll
#

hmmm thought they were there

radiant heart
#

maybe not the right version

rancid knoll
#

ahh

#

ya they were gone

#

still getting

#

[Warning:Storage1x1x2] Skipped: An item with the same key has already been added. Key: Lapantouflemagic.storage1x1x2
[Warning:WaterBeaverFaction] Skipped: An item with the same key has already been added. Key: Lapantouflemagic.WaterBeaverFaction

radiant heart
#

this looks like duplicates in the pluggin folder

rancid knoll
#

game is crashing when i try to resubscribe to ballons

radiant heart
#

@shell fiber something is up with the connection on those,

shell fiber
rancid knoll
#

now im getting these errors

#

[Warning:BalloonTrade] Skipped: An item with the same key has already been added. Key: Lapantouflemagic.BalloonTrade
[Warning:WaterBeaverFaction] Skipped: An item with the same key has already been added. Key: Lapantouflemagic.WaterBeaverFaction
[Warning:WaterBeaverFaction] Missing the following dependencies: Lapantouflemagic.Billboards

shell fiber
rancid knoll
#

mod manager says they are there and updated

radiant heart
shell fiber
#

Mod manager doesn't know what it's doing

rancid knoll
#

lol k

#

[Error : Unity Log] The given key Good.Balloon.DisplayName was not present in the dictionary.

#

new error

rancid knoll
#

think i found a brpboelm

#

problem

radiant heart
#

top one won't connect from the top. so i guess it's something with the top of the bottom one not connecting to the others 🤔

shell fiber
#

Welp tomorrow !

#

GN !

radiant heart
#

GN!

rancid knoll
#

yep that wasnt it

#

you mentioned i need a path?

#

night

radiant heart
rancid knoll
#

ah ty

#

is the fix deleting the mods and letting it reinstall?

radiant heart
#

usualy i delete and reload, some mods are not working well with the mod manager for "update" and will crash the game

#

WB and 2 tall storage to mention a few

#

not sure about balloon

rancid knoll
#

delete everything but the mid manager?

#

mod manager even

radiant heart
#

just the mods you want to update

rancid knoll
#

i did that but i shoukld try again

radiant heart
#

i'd say keep bepinX and mod manager at bare minimum

rancid knoll
#

think im gonna go for broke

glossy hornet
#

I’d keep bepin, timberapi, and the modman. iirc the api’s a requirement for the modman

#

Also double check you’re downloading the latest timbercommons, the modman likes to download 1.4 instead of 1.5 and it screws everything up

rancid knoll
#

k

#

says 1.6

#

now just getting this error

#

[Error : Unity Log] The given key Good.Balloon.DisplayName was not present in the dictionary.

radiant heart
glossy hornet
rancid knoll
#

thats the only error but water beaver isnt an option in new game

#

ahhh cause it isnt listed even thouh i told it too

#

ill do it by hand

#

i see dont trust the mid mamanger

#

manager

#

mod manager im old my fingers dont work anymore

radiant heart
#

i do it with mod manager and don't ahve problems

rancid knoll
#

yes that fixed it all

#

everything back

#

thank you very much

radiant heart
#

yw

rancid knoll
#

im a retired programer i forgot most of it

#

but i do remember pascal for some reason....

#

alright you all have fun i hope not to be back soon 🙂

thorny pelican
#

just noticed, the stackable piles are now 2 blocks in height, but the storage space didn't double (dam...) now there's a lot of air that could clearly be filled with logs 🙃

radiant heart
#

had to be done due to some visual glitches with some storages, was the easiest way around that

thorny pelican
radiant heart
#

was a tripping hazard, injuries are already off the charts, don't need anymore

twilit trench
#

My kingdom for flashlights, I;ve lost more beavers to the Gru then I have to starvation

#

That said, do we have a pic of the layout for the Medium mine? it looks like I need to blow a specific shaped hole in the ground, trying to get it right

thorny pelican
radiant heart
radiant heart
twilit trench
#

Hrrm, was looking at hat for something else, might go for that then, woots!

#

And found the board, thanks!

radiant heart
#

if it was at all possible to get rid of those injuries probably would be a 90

shell fiber
thorny pelican
radiant heart
radiant heart
#

Not sure how new this is but good call on swapping the agora material 👍

obsidian dagger
#

nvm on original post, building for set wrong.

#

do i have to get rid of my primitive ironworks and use the anvil to make the factory?

radiant heart
obsidian dagger
#

first time making it this far with whitepaws lol

radiant heart
#

one trick is to set the factory, let your workers bring it all in and once only the anvil is missing then destroy the primitive ironwork

obsidian dagger
#

oh good idea thanks again!

radiant heart
#

yw

shell fiber
#

Don't forget you need a glorious storage for anvils otherwise they can't pick them up from the floor

obsidian dagger
#

i found that out my first play thru. i make those 6 storages pretty early now.

#

rice seems to be a big struggle for me. between the balls and sake.

radiant heart
#

rice received a good buff recently, you have to plant more 😉

obsidian dagger
#

more farms! haha

radiant heart
#

not reallly more farms, but more planting space ( unless you can't gather all that you are making )

obsidian dagger
#

not enough river where my current farms are to plant more 😦

radiant heart
#

maybe tone down the sake if you're in a big need for food and get it back up when you find more farming ground

obsidian dagger
#

i need it to get alcohol started. i may turn off rice balls for a minute while i do that

#

plenty of food

#

i haven't quite figured out the supplies line, there's so much in this.

radiant heart
#

one step at the time, keep food and water comming and slowly move towards the next step

obsidian dagger
#

yeah i over expanded before i got gears which really hurt, now im just trying to upgrade and get some research saved up. i had to turn badtides off because i can't figure it out yet with them.

#

but ive also spent just as much time looking at what each building does.

stiff coyote
#

I miss this mod and cant wait to play once I figure out what is wrong with my game @.@

glossy hornet
radiant heart
stiff coyote
radiant heart
#

probably missing a depedencies or iT's not the right version ( timbercommons often is not right)

heavy lodge
#

Not quite ... InvalidOperationException: Failed to load asset (Lapantouflemagic.WaterBeaverFaction/Icons_and_textures/NecronomiPage). Asset name does not exists inside bundle

stiff coyote
#

Which I don't understand why its missing? I grabbed the latest file from mod.io

twilit trench
radiant heart
#

and trying to fill back the whole is so painfull the way WB terraform. if you blasted only 3x3 at least it can make a spot for a giant tank

twilit trench
#

aye, just puts a fer zags in my layout... lol

radiant heart
#

Wasn't it supposed to be drillbits? 🤔

#

and the "ruin exploration" price on those is a bit bonkers, 150 even 100 would be more then enough to make it long and tidious already

#

production is very restricted and need to use them for nuclear waste too

radiant heart
#

like there is no point even making 2, one can't be fueled full time

#

As for the tourism center, would it be possible to free up the center spot so at least the ruin can still run while it is beeing built? otherwise it's a huge wall basically stopping all nuclear related stuff (or use the other modules) untill you can store enough to build it

radiant heart
#

All super cool stuff btw, don't wanna sound like i'm shitting on that stuff.

just think it's a bit too much versus the amount of rss available for those. it's not like wood or food that you can just "make more", amount of deep ruins is limited

#

The 4 cereals bar in the ruin is a bit harsh, went from "i'm ok on nuts" to "god dam i can't even have 10 in stock"

Not total removal but dropping it to 2 or3 maybe?

radiant heart
#

Fun fact, the "power network lag" is going away the more i remove medium water wheels. could it be the game recalculating the "aura" of the wheels everytimes you make a change to the network? 🤔

shell fiber
shell fiber
#

Okay I'll adjust then

shell fiber
#

Or a combination of both

shell fiber
#

Oh in terms of exploration maps right, I'll lower that

#

If it's not excessively pricey or should be fine having to unplug the whole mine for a little while

shell fiber
shell fiber
#

I should really toss this whole system though the window...

#

That would also allow the jail to work as I wanted

#

I'll probably have some time to mod tomorrow 👍 I'll fix all that mess

shell fiber
heavy lodge
stiff coyote
radiant heart
radiant heart
# shell fiber Was it that slow to pull relics out ?

yes, well, not the relics, the ruin explorations thing were terrible. to be fair tho i didn't stop the nuclear waste production so it sure not helped but on that map i have access to 3 deep ruins ( 2 only on waste) so basicaly it took the time that one mine alone would take. and it was awefull

radiant heart
# shell fiber If it's not excessively pricey or should be fine having to unplug the whole mine...

"little" keuf keuf. since that one is 3 wide and just a bonus recreation it's not that terrible if it stays pricy, it's really about the unplugging. specially with the underground laboratory (btw would be nice of those to make balm 😉 ) i tought about downing amount of alcimist thanks to that but if they can't run... yeah, gonna be delayed.

Actually in my case gonne be a rerouting too, shafts are running by the back of the mine 😅

radiant heart
#

And endothermic essence for dynamite? not sure where that makes sence 😉

#

Regarding the district tranfer bottleneck, i think that just upgrading internal storage to something like 100 instead of 30 could help, sometimes beavers carry almost nothing since the other side is not empty. not gonna break the amount of workers or give a dumb ass boost to the capasity and walking. worth a try IMO if it can actualy be changed

radiant heart
#

alright, going full retard and pausing nuclear, let's see how fast it goes!

radiant heart
radiant heart
radiant heart
#
  • 5 cycles to build it because you don't realize you are out of tar and not making some 😅
shell fiber
#

No need to force yourself to build it right now, I'll adjust the cost today 😅

sullen cape
radiant heart
radiant heart
sullen cape
#

Looks like they'd live to 125 days, nice!

shell fiber
stiff coyote
shell fiber
stiff coyote
radiant heart
shell fiber
radiant heart
#

Side note, underground lab is quite nice LoveIT

shell fiber
#

Visually ? 😅

radiant heart
#

i like that it's diffrent from the others, easier to find it

shell fiber
#

Next module for the abyss will simply be a mine that can provide with pretty much anything 😉

radiant heart
#

is the lab getting balm? 😇 Plz🥺

shell fiber
radiant heart
#

still not sure what i want to do with the other 3 spots ( one gaz is in construction)

shell fiber
#

You can also make multiple labs

stiff coyote
radiant heart
shell fiber
radiant heart
radiant heart
#

Dynamite is a bit pricy, would consider if the endotermic stuff was not in the receipe

#

beeing able to make all those without the oil is super cool tho, best part of that lab!

shell fiber
radiant heart
#

nope, basically it's balloons and dams

shell fiber
#

Yeah I'm pretty sure that's only a building resource.
I guess you can expect some plastic toys soon 😅

radiant heart
#

mheee, not everything needs to be a constant need , like planks, if you don't build you don't need them and it's not bad

#

could be used for trade tho, don't think there is one needing tar

shell fiber
radiant heart
#

do adults use toys or it's only a kid thing? never really figured that one out

shell fiber
#

There is no distinction between adult / kits in terms of need

#

Which is why they can drink wine beer etc

radiant heart
#

guess they just don't have time for toys, not making much but stock stays full

shell fiber
#

Do adults can play with toys too

shell fiber
radiant heart
#

nope

#

(and running 15h days)

shell fiber
#

Not enough time to grab it then 🤔

radiant heart
#

there is so much stuff, they can't do it all unless worhours are almost non-existant

shell fiber
#

Yeah

radiant heart
#

will export some to the small district and see what happens ( side district is at 94 WB)

shell fiber
#

🤔

#

Problem is you can't reduce worktime too much...

#

Unless there was some purely mechanical kitchen and hauler bots...

radiant heart
#

tried down to 13, not so bad, keeping it at 15 while stuff is building

radiant heart
shell fiber
radiant heart
#

i think even the small coocking tent is running on it's own

#

BTW, vege stew adjust made it work !

shell fiber
#

Oh great !

radiant heart
#

pretty much done on food stuff, only the foreign food not cutting it, had to swap a lot of polar beavers to hooman meat

#

and deluxe stew could use 2-3, maybe 5 more tents

#

after that it's fruit bar time, didn't even start coco import yet 😅 nor making wine

#

O and thanks for the nenuphar/lotus burner ! LoveIT

radiant heart
# shell fiber Not enough time to grab it then 🤔

even in side district only half are getting to play with toys. How about making it like the necklaces, a one time deal, you get your toy with you forever 🤔

There are so much things with decay, some one time done deal would sure be nice. Was thinking also maybe one that the ENS can do, at some point you can just delete it, not like the librairy that gives the books bonus

shell fiber
shell fiber
radiant heart
shell fiber
#

Toys are only a +2 so that's not super important to them

#

Oh yeah would you mind testing something ?

radiant heart
shell fiber
#

If you can find the need specification for toys, try to increase the "importance multiplier" value and see what happens

#

It should affect how important that is to take toys, but in my testing I never could see any effect

#

Maybe that is only ever sensitive in situations like yours

radiant heart
#

in what file can i find that?

shell fiber
#

Specification folder, "needspecification.toys.original"

#

Or something extremely similar

#

(I'm at work now)

radiant heart
#

got it

#

"Wastable": false i guess that means no decay

#

alright, move the importance to 2 instead of 1, now give me 10 for the game to reload

radiant heart
#

Had a conga line at the end of the work day going to the storage 🤣 now almost half got the buff.

So i guess for those "non-decay" stuff importance should be in the higher tier. Anyway once done they don't need to redo it

obsidian dagger
#

is the only place to get dirt the mechanical drills?

shell fiber
#

it means they can overuse it

#

it it"s wastable

#

for exemple the cabbage need is wastable

#

which means beavers can eat them for the hunger value even it that will overfill (waste) cabbage need value

shell fiber
#

i'll set importance to 2 then 🙂

shell fiber
#

okay, so :
ruin exploration : cereal bar cost x0.5 maps generated x1.2 (also supplementary teams if you need more)
hooman relics : 10x faster
abyss tourism cost "only" 100 exploration
chem lab costs 60 exploration
underground factory cost 50 exploration

shell fiber
#

underground box and pile storage got a little price increase (cost 40 exploration) but now have a storage cap of 1 000 000 and 500 000 respectively

#

because why not ?

#

who wouldn't want to store a million cabbages ?

obsidian dagger
#

update out?

shell fiber
#

Not finished yet, sorry 😅

#

Tomorrow !

#

But the update concerns mostly endgame stuff

twilit trench
#

Don't know if this would be an option, but would it be possible to add a hydroponic option from brambles? Even with the GMO version, I swear keeping enough for science and treatment is nigh impossible

#

Wups, or I could have missed the "Growing lab" option....

#

Or the florest... errrmmmm... hides under rock Sorry bout that...

obsidian dagger
#

thats okay, took me 30 minutes of reading the building to figure out which one to take apart lotus flowers only to figure out it was a building i had unlocked 4 cycles prior

rancid tulip
#

Ya. I did the same thing looking for healing balm to cure burns.

#

totally missed it the first 4-6 times though all the buildables

radiant heart
radiant heart
# shell fiber oh, really ? neat !

yup, in 3 days the storage was empty and 75% of my pop had the buff ( compared to 15~20%) probably want to set necklaces like that also

radiant heart
radiant heart
radiant heart
radiant heart
#

Sry if I already asked, don't remember😅
Is it possible to unlock the decoration/monuments/wellbeeing of the IT on the WB or since they are FT based the game won't like it?

#

windtunnel by the deep ruin could make for quite a fall tho if something goes wrong 🫣 ☠️

#

(windtunnel got pink walls, WB must have it 😝 )

stiff coyote
#

The Bad Water Bucketing Post says it requires a water source but you can place it anywhere not near water? Is it meant to be like that?

radiant heart
#

the access has to be on ground and the "bucket" over badwater

stiff coyote
#

Yeah but its allowing me to place it absolutely anywhere on the map not near water [compared to like the water pump which only allows placement near water]

radiant heart
#

you could place a water pump over any clif

stiff coyote
#

even in the middle of a completely dead area? it will just allow it to be built?

radiant heart
#

yes

stiff coyote
#

interesting. i didnt even realize the regular water pump would allow that either. i thought it told you it needed water

radiant heart
#

that would prevent building them during a drought, not super practical

rare ferry
#

Is 3.3.7 working? Cant get my map to load after updating.

twilit trench
#

Hrrm, am I mising anything for the Hauling/Construction towers? or do we just build stairs/platforms however we want to the door?

sullen cape
twilit trench
#

Looks like I may have answered by own question, I think I need to use a bridge peice to cross the gap

radiant heart