#Water Beaver Overhaul
1 messages · Page 26 of 1
double check if you got timber common 1.5, think it was not updated in the list
once again, a problem that was present that didn't fix the original problem once fixed. not to sound like an asshole sorry
once we fix all the problems it should work, 😉
running low on ideas tho
🤔
99% of the times it's a depedencie with wrong version or something like that
you get any message in the console when opening the game that could hint towards something missing/wrong version?
checked all installed mods, all are updated
here's what I got booting into the game
think you might have some non-compatible mods enabled, ( i see the no stomp) not sure if it works with WB
installed but not marked enabled for a couple ones I know is incompatible
like rail extension, choo choo, etc.
I use houses as dams?
Yeah, hell I used them as ladders to get off the top part of I think terrace is the map a couple versions ago
Disabled no-stump to no-effect
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
Hell we’d probably need someone smarter to explain to me what that even means
got no idea, just trying to find what's going on and a solution
comparing my console start up with yours
I’m on pc if that changes anything compared to your console stuff
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
What are you talking about ? 🤔
You're one of the few 😅
You're not streaming by any chance ?
@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)
Second option would be to remove all you mods and remake a clean plugins folder
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.
Which means there is something in there that doesn't answer what its version is properly and timberapi just quits
is this in reference to me or ants?
Yours 👍
Oh I see, yeah my answer mixed up two things, sorry
manually or via the mod manager?
Cause I tried removing tbmpl and got nothing
removed everything apart from the mod manager, bepinex, timberapi, and the plugin loader. and now the mod manager crashes when I open it
No, but I am playing on hard, so I'm up to cycle 50-something with barely anything unlocked 😅
I can’t even get to cycle 20 on the normal factions wtf
If you can give me the log without tbmpl I take a look at what changed
Well I can’t even get this mod reinstalled due to the new modman problems I’m having
There is some mod.Io maintenance today I think, that may be an issue but it shouldn't last long
It's probably better to install manually from mod.Io btw
It shouldn’t crash the game to open it I don’t think
Let's keep the plugin loader away for now, less variable will make it easier to fix your setup
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.
Honestly thanks for the confirmation on that
But the maintenance was supposed to be like 30 minutes no ? Was it 3 hours ?
Note: Deleting Mod Manager from your plugins folder does not magically make all mods load. DO NOT LOAD ANY MODDED SAVES RIGHT NOW.
Wasn’t planning on it
And no, I just tried playing like 10 minutes ago, Mod Manager is still having a fit.
I'm going to go upstairs and mop my LVT while I wait.
I’ll guess I’ll go back to debugging in the morning then
I'll load the game, I have mod manager installed
And it works, and Mod manager shows mods. I don't install stuff using mod manager though
BTW I really like the triple lodge's 5 hauler jobs, feels much more efficient 
@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 😉
hmm... that's is of course not your fault, but this log is... incredibly unhelpfull 😅
i'll check a few things on my side
might be an "uninstall/reinstall api" moment?
Why large farmhouse is not planting lotus? Am I missing something? Connected it thourgh bottom with a ladder.
possibly, trying to download whatever's latest (timber commons, hauling fix) i found a bug, but not the same one 😓
lotuses require 2-deep water 🙂
(the plural of lotus is lotus)
Thanks it started planting. 😀
i tried to update the latest dependencies (most have not been updated in a month) but no crash.
can i have a screenshot of your plugin folder ?
oh, bepinEX is not a mod, you shouldn't have this here
bepinex is the thing that allows mods
does it screw things up to have it there?
marked it as not enabled in the modman
you probably should take it and possibly rail extention and zip them
just delete it, it shouldn't be there
it's not a mod in the first place but it definitely have scripts etc that are bound to confuse Tapi
even if the modmanager says disabled, i'm not sure it can really disable something that isn't even shaped like a mod
if you don't want to delete stuff, just zip it
(in a "make it a .zip file", not zip it = shut up 😅)
eh same dif
it hasn't crashed once outside of the modman stuff I was talkign about "zip it" v "turn it into a .zip file"
oh ok
every single ding dang time I hit new game it's the normal faction choice menu
goddamit
log again
wait are you on experimental ? or on release ?
tried on both versions, same result
i see
currently release
hmm...
the error in yours appears where in mine it detects the game version
@tawdry bronze any idea about that ? i'm kind of running out 😓
remove both timberapi and redownload one is for old version of game
as you said he has 2 timberapi 😛 that he should never have
probobly the old version that is loading and crashing
by the way, how are you still living in 2023 😅
once again, I AM NOT CRASHING
outside of one thing where it was a mod.io issue apparently
yes but Tapi does
eh doin alright
well you are getting an error for tapi...
[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
[...]```
my log looks like that
Tapi encounters an error and just drops everything
[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
removed all of the tapis and got this
did you redownload tapi?
seems more normal already
that looks correct exept you have not installed water beaver overhaul
wait it wasn't there all along ? 🤣
it was there until I purged the whole mod list
ah i see
thought I reinstalled it
i's a minor update, but there might be a bug
ah, shit, forgot one tiny thing
let's repack it
GUESS WHAT BOYS! THE PROBLEM IS 👏 STILL 👏 THERE! WOOOOOOOOO
oh wait now the log's saying timbercommons aint there
new log and image of plugins folder
@tawdry bronze do you think it's okay for me to make a "dependencies pack" and just have that as a dependency ?
tbh there's starting to be a lot
i mean that will steal 'downloads' from other mods...
i just hope you're not going to hit the bug i just fixed
hmm you that is possible like a mod pack for mods WBO uses
eh I'll just wait for the new update and then start a save
just uploaded it now
i was thinking about just taking my plugin folder and zipping it entirey, then uupload it
*proceeds to do another 5 hours of trying to fix problems*
it's getting late for me
thanks @tawdry bronze for your help
i'll just wait for you @glossy hornet to confirm you could start a game just in case 🙂
that is not a good idea then you need to update that pack for each update of any mods and to give mods more downloads is not a bad thing
yep yep just gimmie a minute to download it my wifi's kinda slow
yeah that's kind of the issue
how is it a issue? how ever you do it will still be the same download size?
I think the issue they're talking about is just having to frequently update it
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
which seems like adding an unnecessary step
oh, yeah but i meant for people who do the manual install
mod manager in principle downloads them all at once rigth ?
ok so am I just screwed the second a badtide hits because the berries die
too deep then perhaps ? afaik they grow in 1.5~2.5 high/deep water ... or something like that, 3+ deep drowns 'em
the trade with IT, the "lab glassware" i think it is called now
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
lately timbercommons is not downloading or not the right version, had a few ppl pop in here having issues due to that
Good job with the icons Lapan, now i won't burst my eyes out anymore trying to figure out what stew is going in !
noob question. How do i get exotic seeds?
balloons
thank you
Yup, no access and too deep. They are lotus not seaweed 😅
this i why drainhouses should default to good water, what a mess, at least caught it fast enough to save my berries 😅
and lucky me the water canons were still there spaaying to disolve a bit
Hmm, last I knew they were in a playlist. Let me check on them.
Somehow the Playlist got set to private. I dont remember doing that. I fixed it. Thanks for letting me know. Youtube does weird stuff sometimes.
Hey eld, is your connection back to top shape?
too bad new work schedule makes me miss the tuesday ones now 😦
Yep, its back up. ISP said they couldnt find an issue, then sent a truck out to fix an unrelated issue, then it worked it.
So should have more Water Beavers streams going up at least for a bit.
They have access. Ladder is there on the corner. But maintaining 2 deep water level is going to be hard. Any suggestions?
It's the same as rice but one bloc deeper, you're probably overthinking something 🤔
Okay let me try after work. 😂
is it too deep? like the ladder is it only one to go down or2-3? can't really tell by the picture
the baobab won't let me put dynamite there and is 75% grown 😩
sad time for the recreation spot
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.
they need all the food types in there and produce the "food buffet"
beeing quite big to fill up better stack a lot before building it
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)
Hmm, It had several hundred of each type, but does it need to be completely full at 1000 food each to work?
Im not sure either. It just didnt seem to be doing anything and it had a ton of food of every kind in it.
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
Love those balloons flying all over the place, did i ever mention that it's such a cool thing ? 
Must have a balloon traffic control for this 
good thing they can't bump into each others and crash 😅
and need a bunch more, didn't even start coffee and coconuts yet
balloon apocalypse 🎈 🤣
Should not require to be full but definitely requires all ingredients, I'll take a look at it see if something is wrong with it
Generally speaking it is just a manufactory
mine are working fine (No3 not connected to the roads yet)
Oh right I need to include foreign food in the recipe
that's mean, they are eating those burgers at a crazy speed
But I'll also make smaller recipes variants so as to not crash entries colonies when booting it up
I think in proportion that will lead to them consuming less burgers
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)
If you literally have the game on hand if course
playing atm 😉
it's really nice, now it's super easy to see what stews are what
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
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)
Would it be possible to get in the IT Monuments too? not a fan of the FT ones 😇 please
well, that sure is a tripping/cut hazard
I was afraid that would happen...
it's when they are almost full but not totally
the full ones don't do that, think it's like from 80%~ish filled up
Yeah but I have literally no way to prevent that from happening, this visualisation of meant for logs not those
don't really mind it, in the open ones it looks so great...
The only solution would be to make these storage piles 2-tall but fill only to 80% cap or so
Tbh I might just do that
Reworking the model seems really easy too 🤔
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
it's good as is IMO, the diffrence is clear, maybe a bit lighter to appear more clearly but probably not worth it
so i might be bllind i cannot find a way to make laboratory glass thingy
in the factory (metal tab)
sorry i mean the item required for the thing
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
that was indeed an easy fix
max capacity is 252 though
but i left the cost identical
(of course when full they lay nice and flat)
I think the new crude sawblade storage did something similar in a crappy pile when it was full...
yeah i didn't show it but it's also fixed for the sawblades obviously
Not that it was much of a problem in the first place but thank you ☺️
well actually the problem is that the small piles (1x1, 1x2, 1x1x2) also need fixing
but i'm afraid there is an absolutely unforgivable issue with it
hmm.... yes, that is the issue.
I hate it
to be fair, it's not as horrendous as it looked like in editor
but it looks kind of stupid
HELL YEAH !
my theory was good it works !
that probably doesn't make sense to anyone without context
but the point is : you can display pilables (log-types) as an up-down mesh
here i made a pile mesh for silicon ingots
but the normal log-type silicon ingot storage still works perfectly fine 🙂
but i wonder what happens if...
so the first consequence of that is : my gigargantuan storages are possible
because this most likely allows to bypass the 20.000 mesh generation that kills the RAM
and also that solves the uglyness issue of the previous storages
because i can just conjure a mesh of 4 flat sawblades that just gets loaded in an up-down fashion
Now that's a giant cussion if i've ever seen one, Glorious storage MKII? 🤣
oh it will be glorious, but not for anvils 🙂
not like you need to store 200 anvils anyway 🤷♂️
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)
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?
wait i thought i had fixed the shadow being out of place
grumpf
do you have the latest ?
oups
updating right now, will let you know
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
does that mean i get to de lemons and the stand ? 🤞
yeah i unlocked everything
Ho wait, that's gonna mess up my massive tank storage if i get one more drink 😅
well, now my OCD gonna have a fun time
ahaha
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 😆
damn i really love eld's rooftop terrace setup 😅
yeah
o yeah that's awesome
too bad once you got the buffet looks like beavers are not interested anymore in the rooftop terraces
yeah it fills that need too
it's to make beavers actually spend time in there
but i could do it an other way now that we have good consumming attractions again
like when they eat in there it takes some time?
in priniciple eating is near instant
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
but would still fill it all and the hunger?
with the added benefit that one beaver eating alone would likely consume as much as a full battallion of beaver
i think the game won't like that since they go for food prior to attractions 🤔
yeah there's no issue with htat
oh
hmm
don't know if that would work then
that might be an issue for stocks😅
Just put back "Nice view" on that one and remove the terrace bonus so they don't become obselete?
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
*trying to fill food needs 😉
for the recreation and other need to lower working hours and make it more convinient
hmm... that's true
(actually running on 15h days and well-beeing can tik up to 70 when no one is injured)
i can just make a "neverending buffet" need
yeah, something like that
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
right now i'm hacking at those storage issue
hmm... yeah but the idea was that it requires all cooked foods
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
exactly, that makes a bit of a big footprint pawprint
now on a more serious note, how the heck do i drop another giant tank in there ? 😵💫
hmm... blow up those crate storages ?
put some giant pillars somewhere and link them with giant half logs
Ooo, didn't think you could use the giant pillars as support for the tanks
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 😂
yeah, who want to drink plain water anyway 😅
without a "water" need they are not interested later on
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
are those tents all for making nails for trade ?
oh right, tools too right ?
yup
blades are made closer to the CW towers
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
meh
it's fine
alright, deleting it then... or not, it's 3 layer deep in my water blockade in the middle of the map 😩
the wood CW farms consume sawblades right ?
yes
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?
was getting maybe one here and ther, now it looks like i'm getting at least one per day
bucketing post cause more contamination that pumps, that cause more than advanced pumps
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
i'm pretty sure they don't get contaminated if they don't work
yep definitely
that would explain it then 👍
and that i forgot 4 buckets in an abandonned corner 😅 woopsies
nice! now i can blast those storages i guess !
still have a handfull of ajustments to do though
fixed the RAM issue? what's left? some pathing thing?
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
they gonna be both piles and warehouses?
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,
good thing yo didn't remove them 😛
that made me realize one thing
there is litterally nothing preventing me from reworking the color of logs in stockpiles 😅
what shall i do 😅
well, can still get brown logs, can you use the color mix from the crappy platforms/logstairs?
Tbh i kind of want to swap the plank texture and display for the treated planks one
Please, no white and pink logs 🤣
like the "scrambled" look
uuh, that is...possible
maybe
yes, kid of
the first 3 logs will always be the same color, but i can scramble sets of 4
scrambled ones are my favorite, sure wouldn't mind the storage bringning back that look
hmm... but to be honest that is quite some work
don't bother then 🤷♂️
i can't change the model beavers will carry around though... i think
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 🤔
oh, yeah this thing is a bit old
tbh i don't think it still deserves to exist
the pump should operate fine if the rear half is submerged in bad water
my badwater stuff basically always looks like taht anyway
well, I guess I'll need some more dynamite then 
poor paw-cranked pump
the bucket kinda killed it but at the same time i see why the bucket is required🤔
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
GN
gn!
Question about these, should I bother making sure the beavers are going into work dry or is it just kinda a “they’ll get sick anyway don’t bother” situation
they get "sick lite" by working, decontamination takes about o time, if they dip into the badwater need the wole decon time ( if you got the washing machine + decontamination agent it's not that much of a big deal)
Got neither atm
so better avoid swimming in that badwater
Also do the jails cure contamination or does it just take them out back behind the shed?
helps decontaminate
Aight
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.
These look fine to me 
looks like they should work, at bare minimum the 2 on the right, sometimes they can do strange stuff when flow is diagonal but most have flat land on both sides 🤔
don't have any around anymore i think, give me a min
Looks like it's just the animation that is broken, i get a power output in the UI, do you get soe hp display?
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
@shell fiber something else for the "need a fix" list 😉
on another line of toughts, how about rebranding the baobabs to BonzaÏs? idk, feels like baobab should be much taller 🤔
Oh oopsie 😅
The animation is broken but they still work, don't mind it !
There's different kinds of baobabs 😉
[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
maybe mod manger is wrong, or your installed version is too old.
either way, try do download it again, possible remove/reinstall
is it possible that it is not set properly in the depedencies? it's been happening quite a bit ppl not having timber commons
Finally figured out how to place those 😅 totally useless except for the looks right there but it gives a nice toutch!
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
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
Maybe it wants to tell me that i am a bad ballon and dont know whats a good one is since it isnt my dictionary 
lapan must add the missing keys to dictionary ...
Is that screenshot from before or after you reinstalled TimberCommons (shows v1.4, needs v1.5+, latest is v1.6)? Missing localization keys give a non-fatal error afaik, so that's probably not it but idk

From before
The only error message I now get is : the given key Good.Ballon.DisplayName wasn't present in the dictionary
Lapan?
@shell fiber
Oh the creator Xd
Don't worry about the ballon name, Lapan just hasn't added it in yet. You can get the same errors with the deep mines and fluid dump, for example but the game works fine
Oh OK, but I still can't see white beavers as a choosable faction
Drop here the LogOutput.log file from BeepinEX folder to take a look into.
Will do when I am back from work
timber commons missing again 😓
there's gotta be something wrong with it
people keep missing it 🤔
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...
oh well actually some mods get dumped loose when you unpack them so be careful
While I made dedicated folders for installing mods for the game, knowing my luck 🤣
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
I'm still running an old version, and I keep my downloads too
it seams it's not finding Waterbeavers at all?
you're missing a few dependencies
[Warning:WaterBeaverFaction] Missing the following dependencies: Hauling2RecipeFix, Lapantouflemagic.storage1x1x2
So I am, that's remarkably easy to miss
I wonder if it can be written in rainbow text?
sadly that's not in my hands
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
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
[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.?
can you send a screenshot of your plugins folder ?
old just houses the .zips
2.1.7 small storage>
balloon trade and trading ballons
becaues they needed two names.
they both look like 1.0.2 ?
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
seriously the modmanager is more of a tripping hazzard
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
ok, i think I will try again after that open surgury.
like i could pack logstairs, billboards, 1x1x2 storage, housing optimize and hauler fix into one, that would be great
not anytime soon
don't mind it, i'm half talking to myself
also it's slow enough that I am still here while it tries
you mean potato PC ?
[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
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 ?
It seams to have reverted ya
going to have to try the delete all and re-download.
ahh, uuh, did someone try playing with timbercommons 1.6 ?
oh wait, the game loaded but you couldnt load your save ?
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!
[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.
Known issue.
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
[
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.
interesting my level 1 irrigation towers show nan% for their effectiveness, and are nolonger expelling any contamination from my soils
This sounds like something from the Water extention mod.
My level 3 water tower works just fine, just the level1 tower that's floundering.
where do we get the basic balm?
nvm found it
What progress would you expect the average player to be at at cycle 10?
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...)
largely depends on players, but at cycle 10 you probably should have the library running and stating to get on the architect or the mechanic.
but it also depends on your map
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
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
it has the display data for the WP gigantic piles
i flipped the planks and treated planks visualization
so the giant storage is in?
won't close just for that but will load it when i reset 😉 that 10 mins loading is getting shitty a bit
I think my old Ironteeth save used to take 10 minutes to load lol 😂
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....
got to live with it at fist, once you can irrigate a peice of land far from the rivers move your farming there
@shell fiber tried to select a receipe on the buffet and it crashed my game 😦
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
Hrrm, deeper dive, it seems it's bramble flowers for disease and sake for injuries, just the bed names are inverted
Rolled back to 3.3.4 ( and forgot to roll back the 2-tallstorgaes) that crashed too, once i rolled both back everything was ok,
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
crappy wheels are having a hard time but if you plug something into it it should work, it's just an animation thing
thank you!
goddammit, i though i had fixed that a while ago 🤔
you know each dirt bloc can allow you to place two log levees if a narrow wall is all you want 😉
you have the layer-skimming tool enabled, that's probably why it doesn't display
don't give me that easy way out, i'll do it as i please 🤣
aaah, stupid game engine, i see what the issue is
it's upset at the reciepes calling the same lockkey
okay, was there anything else that urgently needed fixing ?
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 😉 )
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
don'T forget to send Knatte the fix so the frog statue works 😉
you are right, when its set to infinity its disappears, any set level its there.
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
Ya, I can never get the balm either. Getting the 300 for the clinic takes a ton of cycles.
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
sorry, no maths, but I'm feeling the pain right now 🤣
whelp, lowered it to 1 clay instead of 2
that should help a bit, thx!
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
"a" factory🤣 got 2 soon to be 3
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
will give i a try after lunch when kids are napping
But I intend to have relics be a "toy"consumable
BTW did you nerf the range of irrigation tower ? lost half that greenhouse at some point, not sure what version it went bye bye
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 😉
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 🤐
aye... trying to recover... looks like the mod isn't working/enabled. Whitepaws aren't showing
Don’t update until tomorrow, gotcha /hj
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
Do you have timberAPI installed ? If yes can you screenshot your plugins folder ?
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
timber-commons 1.4 ? It should not be 1.6 ?
commons needs 1,5 at minimum
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
tried to update that one about 900 times, even pulled and reinstalled... sec trying to force
I did it by clicking on the mod in the modman and then you can select which version to download and it worked fine
it wouldn't flip it over normally, finally got it but removing it, quit, restart, open mod, select version THEN download
Oh yeah I think I had to make it uninstall then install the right version
hrrm, is TBMPL being installed as a dependancy, dont remeber having that before
yeah I remember that not being on the list... weird
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
I forgot to reinstall it after purging the whole mod list lol you're not alone
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
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
probably has to do with the new storage update, mine are locked back by science also
with everything updated it's still missing 3~4 tiles to have the same range as previously.
don't loose sleep over it it's not that big of an issue
?
idk, game is not crashing just getting those warnings
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
Looks like even the ones not built are draining, taht gage ain't going up 🤔
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
They still work, no worries
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...
Hmm... That's not normal
Hmm okay I'll see what I can do
scratching my head how to move things around a bit maybe without breaking it totally
it's just feels way too demanding as it is
Well but would that work with the vanilla district crossing ? Probably not much more 🤔
How much stuff are you trying to transfer ?
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?
Yeah
You'd need 5 instead of 10 but that would still make 50 workers
got 7 atm so 35 workers
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 😉
choo choo works with WB? don't think my PC would survive trains on top of that tho 🤔
But isn't the house version hitting more too?
Not yet
As far as I know
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 👋
true, but that would not reduce the amount of housing in the press
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
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
showers should work unless you are in 100% badwater,
you have options to "purify" water, the drain house or the canon let you pick clean water only so oyou can divert it to somewhere else and have a clean water pool/river independant from the mixed one
such a bottleneck is not really an issue with 4-5 haulers towers 😉
my biggest thing atm is trying to reduce pop a bit (mostly to help my PC) but i fail miserably, while i remove 4-5 pop here i create another 10-15 over there 😅
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?
yeah the forester/chopper combo would be nice, normally i get a forester up, plant the pines and delete it to be replaced by the tapper shack. Don't racall keeping both in the same area
how didn't I think of that ?
Of course beavers exploring the ruins need cereal bars !
sorry, that was completely unrelated to anything 😅
they need also strong alcool theyr "liquid courage" 🤣
like... it would sit on top of a forester and a logfelling planification lodge ?
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
yes!
so all the "tappers" would be removed to go to the gatherer?
Or invert them, the tappers got a lot of love, and are needed, but loggers are SO much more central to the game
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
meh, now that i made a tapper's flag, there's not so much point in that
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
Except the tappers flay is like -50% and the tapper hut is about +100% I think
oh, yeah true
yeah i did that to make sure there was a point in building the house variant
nodnod
let me finish what i was doing then i'll poke at that
Mayeb something like the other "utility" buildings? Use flags, but you have a tappers convention? Maybe needs booze to run! lol
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 ?
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
is it watertight?
i kind of want he endgame to allow reducing the beaver population at some degree
no
use engines to burn the excess methane?
didn't even unlock those, full on nuclear and large wheels produce like 10x the power i need
so not a house if we follow the "base principle"
the base principle is actually the other way around : if it is watertight, it must be a house, but non-watertight things can be houses 😉
for example the district center 😉 (although maybe i should change that)
watertight district center would be nice, i mean it's the base of the colony based on stuff beeing watertight
wait what ? didn't i change the wood burner to burn sawdust slower ages ago ?
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?) 🤔
nope
it clearly has live wires running on the floor 😅
that's new
Bah! So it works fine in freshwater, maybe a little hydrogen on the side, but fails catastrophically in badwater?
Rhut RHO... just noticed, thanks reduced range on towers 😢
oh i'm increasing the range by 2 in the comming update
that should restore the previous range
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 ?
are they actually running ? do they all recieve ingredients ?
yes, they are in the same exact spot as the other kitchens with all the storage right beside
1 to 8 are there and another 8 at another spot
hmm... probably it gets eaten more because it fills more needs 🤔
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
i made a couple minor changes to the reciepes and the needs they fill, hopefully that will be more balanced
will see!
new update uploaded !
No kaboom !
I updated the app by hand. (Deleted old
my baobab is still drying out tho, no clue what's wrong with that one
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?
you are lacking 2 depedencies ( or are not updated to the proper version) 2-tall storages and balloon
hmmm thought they were there
maybe not the right version
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
this looks like duplicates in the pluggin folder
game is crashing when i try to resubscribe to ballons
@shell fiber something is up with the connection on those,
If you download something manually you don't need to tell the mod manager you have it, that will make it download it again
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
Maybe you need to build a path 🤔
mod manager says they are there and updated
where? the bottom one is connected
Mod manager doesn't know what it's doing
lol k
[Error : Unity Log] The given key Good.Balloon.DisplayName was not present in the dictionary.
new error
Not an issue
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 🤔
Indeed that's odd
Welp tomorrow !
GN !
GN!
the path is for my problem not your crashing 😉
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
just the mods you want to update
i did that but i shoukld try again
i'd say keep bepinX and mod manager at bare minimum
think im gonna go for broke
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
k
says 1.6
now just getting this error
[Error : Unity Log] The given key Good.Balloon.DisplayName was not present in the dictionary.
this is a non-issue, just name calling thing not happening, i get it too and can play no problem
Didn’t know it updated, haven’t played all weekend
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
i do it with mod manager and don't ahve problems
yw
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 🙂
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 🙃
had to be done due to some visual glitches with some storages, was the easiest way around that
Ah I see... Sawblades sticking through the roof in all their beauty? 
and the glass planes 😉
was a tripping hazard, injuries are already off the charts, don't need anymore
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
there should be a billboard with appropriate instructions
there is one 😉
if you got ladders unlock all you need is a 3x3 hole
Hrrm, was looking at hat for something else, might go for that then, woots!
And found the board, thanks!
if it was at all possible to get rid of those injuries probably would be a 90
There's a billboard but it is from before the multi-level dynamite were added, ideally I should redo it in a clearer way
nice! how old do your beavers get?
didn't hunt for the elder of the tribe but seen a couple above 100
Not sure how new this is but good call on swapping the agora material 👍
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?
yes, be sure to have enough fastener first 😉
roger that! thanks!
first time making it this far with whitepaws lol
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
oh good idea thanks again!
yw
Don't forget you need a glorious storage for anvils otherwise they can't pick them up from the floor
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.
rice received a good buff recently, you have to plant more 😉
more farms! haha
not reallly more farms, but more planting space ( unless you can't gather all that you are making )
not enough river where my current farms are to plant more 😦
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
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.
one step at the time, keep food and water comming and slowly move towards the next step
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.
I miss this mod and cant wait to play once I figure out what is wrong with my game @.@
Well what’s wrong we might be able to point out the solution
no shame trying to learn before going full on, when starting this faction it is almost like a brand new game compared to the other 2
#🚀mod-users I put my last crash report. Someone said try redownloading the WBO and it still sending the same report after doing that.
probably missing a depedencies or iT's not the right version ( timbercommons often is not right)
Not quite ... InvalidOperationException: Failed to load asset (Lapantouflemagic.WaterBeaverFaction/Icons_and_textures/NecronomiPage). Asset name does not exists inside bundle
Ooph, without save scumming I had a devil of a time getting this to work.... and finally figured it out... it appears I was at map bottom at only 3 levels down... not the 4 needed.... go figgure
that sucks 😢
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
aye, just puts a fer zags in my layout... lol
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
and ratio... the ruin can make 1 relic per 10h, either the ruin need to produce more or the "fuel" last longer. would need 4 ruins bringning out relics to 1 factory running on gears.
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
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?
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? 🤔
Well I figured if you already have multiple factories making only this, it would be better to consume hooman relics and allow it to make drill bits too
Was it that slow to pull relics out ?
Okay I'll adjust then
Probably make the ruin produce more
Or a combination of both
Was the building so expensive ?
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
As you probably could figure, I may or may not have run the numbers 😅
Same for that
Hmmm...
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
I'll look into it
That's weird... How can you be the only one to have this 🤔
Also didn't I remove this resource entirely ? Maybe you have some leftover specification letting around, but I need to check which mod it comes from
Nope, was in the crash sended by Miki_Silence 🤣
Thank you
i don't mind the switch, actually makes sence, just that the drillbits it's easy to just make more, not like the relics 😉
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
"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 😅
it's okay i guess just as long as it's not on powered stuff
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
alright, going full retard and pausing nuclear, let's see how fast it goes!
oldest i found so far
with the 3 ruins running full blast on explo papers and not spending one on nuclear, it's a bit over one cycle to get the 300 ( already had the relics in stock)
So 4cycles~ish if you got only one ruin
- 5 cycles to build it because you don't realize you are out of tar and not making some 😅
No need to force yourself to build it right now, I'll adjust the cost today 😅
Mind if I ask, what's the life expectancy boost %?
between 130 and 150 when not sick/contaminated
wanted to give it a try just for fun, don't have much to do anyway while sequoias grow back and i get the giant logs to make the coco balloon project
Looks like they'd live to 125 days, nice!
Nice banana plantation 😉
After downloading a fresh file from Mod.io three times It has worked!! I have a new settlement up!
Oh sorry I finished work really late yesterday, but good job 👍
its ok :) idky it was pulling some weird asset lolz. im just glad i got it working
gonna be one maybe 2 more rows when i'm done blasting the mountain
It's because when you update a mod, it doesn't delete and reinstall, but just overwrite it, so when erase something like an item that I make but never actually used, the specification for that item remains and is still loaded. But the icons and such are packaged in a different way so old icons actually disappear, hence your crash
Side note, underground lab is quite nice 
Visually ? 😅
i like that it's diffrent from the others, easier to find it
Next module for the abyss will simply be a mine that can provide with pretty much anything 😉
is the lab getting balm? 😇 Plz🥺
Oh yeah sure, that seems like something you could manufacture from scratch with hooman tech
still not sure what i want to do with the other 3 spots ( one gaz is in construction)
I think I'll also going to add a "supplementary exploration team" module too
You can also make multiple labs
i understand that. it was just weird that it kept doing the same crash even when i completely deleted all the mod files, grabbed fresh ones, and put them back
to get the relics and/or explo papers like the mainshaft?
Same but half the workers 🤔
6 or 8 like the other modules maybe
except for tar ( and balm) don't really need a lab in there and tar gonna be done soon, once that row is done won't need much of it
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!
Oh there's nothing that consumes tar 🤔
Interesting...
at least not that i can think of fast
nope, basically it's balloons and dams
Yeah I'm pretty sure that's only a building resource.
I guess you can expect some plastic toys soon 😅
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
True, but I like the idea 😉
do adults use toys or it's only a kid thing? never really figured that one out
There is no distinction between adult / kits in terms of need
Which is why they can drink wine beer etc
guess they just don't have time for toys, not making much but stock stays full
Do adults can play with toys too
But is the need filled overall ?
Not enough time to grab it then 🤔
there is so much stuff, they can't do it all unless worhours are almost non-existant
Yeah
will export some to the small district and see what happens ( side district is at 94 WB)
🤔
Problem is you can't reduce worktime too much...
Unless there was some purely mechanical kitchen and hauler bots...
tried down to 13, not so bad, keeping it at 15 while stuff is building
ain't most of the food stuff able to run without workers in there?
I think but I don't remember
i think even the small coocking tent is running on it's own
BTW, vege stew adjust made it work !
Oh great !
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 ! 
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
I don't think toys decay, they are like necklaces
Good point regarding the ENS 🤔
so they don't even have time to grab them ?🤔 storage is full, and only 1/3 has the bonus
Yeah the beavers do not take into consideration whether that decays or not, mostly how full they are and how much wellbeing that gives
Toys are only a +2 so that's not super important to them
Oh yeah would you mind testing something ?
sure can, what ?
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
in what file can i find that?
Specification folder, "needspecification.toys.original"
Or something extremely similar
(I'm at work now)
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
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
is the only place to get dirt the mechanical drills?
oh, no no that's not what it means
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
oh, really ? neat !
i'll set importance to 2 then 🙂
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
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 ?
update out?
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...
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
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
then i think all food and drinks should be set to that, easiest way to aboid chaos mode. sure gonna need to crank up the production a ton but...
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
but how can i store 1 million of each rss? taht one gonna need a couple "upgrade" modules (14 actually if we talk only food)
the best option i found is just reclaim ground space by putting other stuff in the clockwork farms make huge bramble fields ( they also grow in the rivers)
(friendly reminder for the "To Do" 😉 )
-top connection of ginormous storage
-balm in ruin lab
-giving yourself a pad on the back for the awesome job 
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 😝 )
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?
the access has to be on ground and the "bucket" over badwater
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]
you could place a water pump over any clif
even in the middle of a completely dead area? it will just allow it to be built?
yes
interesting. i didnt even realize the regular water pump would allow that either. i thought it told you it needed water
that would prevent building them during a drought, not super practical
Is 3.3.7 working? Cant get my map to load after updating.
Hrrm, am I mising anything for the Hauling/Construction towers? or do we just build stairs/platforms however we want to the door?
What's the error?
Looks like I may have answered by own question, I think I need to use a bridge peice to cross the gap
it is working, look up the console when you boot up, probably just a depedencie that was not updated