#Water Beaver Overhaul
1 messages · Page 27 of 1
already done 🙂
and Done! next wet season all that is getting grenned up!
just need to figure out waht to do with it 😂
almost did a big woopsie and use up all my dam BPs, made me think about some sort of "BP Vault" or Archive building that would basically require all the BPs to get built but once done it can create one out of thin air (but loooong) as a failsafe. Or could even replace the copy/artist late game and create fancy BPs right away
dear god you monster 😅
you can use dam + dam upgrades you know 😅
i want to be able to open up if i flood upstream
yeah i thought about something like that
just build two floodgates variants and the rest can be static 😅
would look weird, i like it like that 😝
i thought i had made a good job making it so they could coexist nicely next to each other 😅
but if you feel like paying the extra cost, feel free to 🙂
the utility update is not a dam anymore, could have done with dams if it was the case
got the production to do it so...
not a floodgate you mean ?
yeah, floodgate
since i added a bunch of recipes that require saltpeter in the abyss lab, i figures an extra source of saltpeter would be neat
true
so i ended up reading about the haber-bosh process to make nitrate (saltpeter) out of thin air
since we have hydrogen, it is chemically plausible 🙂
so the distillery has a new reciepe
cool
it can't be in a building that otherwise consumes saltpeter (hauler glitch)
so there's only so many choices
the other option was a saltpeter drill, but that's not really how saltpeter is made
it seeps up from the rock, but does not exist in large veins as far as i know
there are not that many that use salpeter, i guess the alchimist would have been the other one making sense but can't be
yep exactly
if everything is working, i can upload an update in 5 min
the giga storage is a separate mod though
that will likely have to wait tomorrow evening
no biggie, still got all the other storages all over the place
and was more to give it a try, don't really like the place i dropped those after seeing it
will move closer to the ruins since a lot of my production is getting moved there
figured out what cause that?
i see nothing abnormal in the banana tree properties
can't remember if it started at 3.3.5 or 3.3.6
it's probably comming from timbercommons if you ask me
maybe, anyway, as long as it doesn't crash the game 🤷♂️
The ginormous storage only has the mid hole door right? like you can't get in by a side
nope
because everything good has to be *slightly * inconvenient 😅
okay, new version is up !
I feel personaly attacked... coconuts for balm, like the only trade i don't have going atm 
nope
actually my GF will only come around 12h so i'll be around tomorrow morning 🙂
that salpeter is quite pricy tho in the distillery, doesn't seem worth it
it's back to the stuff from ruins beeing limited, the 10 hydro is really the issue
if you have the ressource it can produce with less workforce
i thought hydrogen pumping was really fast ?
5-6/h
yeah but you need it for other stuff too
hydrogen ?
true
eh, it's fine, you don't need it running all the time
i guess
or i can make the gaz pump work at night too
will look a bit deeper into it later, need to get some work done
GN
Gnite!
Ya know... is it just me or does the hauling sytsem not know how to handle dirt?
Yarp >.< Got two hauling towers, and am dumping it into terrain blocks very close to the production source... just noticed that each hauler even buffed can only carry 3 dirt at a time
it's builders you need for the terrain blocks
that tower is taking forever as my "stairway to heven" to get to the access point is taking 9000 years to complete... seems like the same bug in the stackable housing (that stops more then 2 high stacks from being connected to paths) will happen with the stairs, unless there's something they can access. I think building a 2-wide stack should allow it to be built, but OY!
Err, sorry, "ladder" to calrify
they can't build straight above them, need some sort of scafolding when you try and build ladders more then 2high from the ground
the eassy way is just 2 sets of ladders side by side and you destroy one when done. other options are the scafolding/giant pillars
Aye, I came across the 2 wide ladder function and am using that, haven't had much opportunity to play with pillars yet
wish you could "stack" the pillars, cant get more then half way up the Construction tower with those it seems
I guess my question for a balance perspective, is could the "weight" of dirt be reduced some to allow more to be carried per trip per beaver?
That or invent the wheelbarrow
the builder tower is not that good on buffs, might wanna prioritizy tower lodge builder, they are way better
think it's +200% carry cap on those
aye
builder towers is good if you got too many beavers and mega building project, specially someting far from town with the extre walking speed, other then that, not so great
So, ( while assuming you got a max of 1 ruin) this is the basic you can't get away from, 1 for Hydro, one for nuclear and the tourism stuff because well beeing is import, from that point how good/bad are the options for the other 4? 🤔
right of the bat storage is a luxury item for maps you've got more then one
end game, 2 labs required (balm and alcool)
now got 2 spots left but need gears, blades and screw axels 🤔
and paper ....
in theory can ditch the blades and don't do Blossom farms (getting logs from giant logs but that means the huge sawmill can't be deleted)
didn't mention drillbits since it's the same amount of workers as the factory but at some point you also need pop space so.. yeah, those are staying in the factory
i guess it's gears and axels
(Btw something is messed up on the display) can't pick anything after scafolding
think the place name is too long
Final Awnser :
now... balance...
Just got 3.3.7 to work and noticed the 1 high industrial storage pile is gone. Can we have that back? I know a few of the items might have poked through the top, but I'd much rather have a small meaningless graphical glitch then lose vertical building options.
honestly tho gonna ditch those once the ginormous one is fixed, but yeah the 2high is a bit shitty
oh, okay, if people prefer it this way 😅
side note for the Kabooms, looks like the reactor is not sucking water anymore, had a little overflow accident after the update
good thing i did all those in dams afterall 😅
how is that even possible ?
it's supposed to be permanently destroying water
No1, it doesn't destroy water during droughts, it turns of like any water source
(taht is there since day 1)
but now it doesn't even destroy water period
i din't mess with the numbers
just was curious to look it up
and yes it's making power without sucking water
And just to be a bit more of a monster 😂 next "greening" plan
done for today, poked at hydro a bit but need to to try that "going to bed early"
Later 👋
confirmed, after a 9D drought, lvl by the reactor is still at 2.9 ( on a 3x3 hole) that started at 3 deep.... not sure what went wrong, but it's done destroying water
oh, okay, that's weird
ooh, i think i see
it's probably confused since the strength is set to negative
okay, i have to disable that somehow
No, Regular water sources and badwater sources when set to negative in the Vanilla map editor will also turn off during a drought. Everything turns off during a drought. You would probably need to figure out where in the code the Ironteeth's Badwater discharge forces it back on during a drought and copy that - otherwise, everything turning off during a drought is normal. UNLESS it was working fine before destroying water during a drought and now it suddenly isn't working? If so, something funny is going on.
it possibly has something to do witht he building getting disabled when there is not enough water 🤔
it's going to be slightly tricky
but in the meantime, i fixed the giga piles so they connect properly
and apparently my gas company is made of fukken morons because they cut my gaz for not paying a 160 JPY (~1$ / 1€) bill... which i have actually paid... 🤪
P.S. I like how the Gas tank is now called the "Gaz" tank again, a little French is good 🥖
oh, i thought i had re-fixed it again, don't remember which one
i got some weird data loss at some point
Oui
keep it "gaz" it's cool like that IMO!
mod says that it is piles and warehouses but warehouses are not there 🤔
I want a refund 😝 🤣
Just noticed, no love for the "crappy irrigation tower" ? 😢
and the ground one is still broken btw
that's gonna be something else with 20~ish more balloons 😅 when are we getting air command center to avoid crashes ?🤣
Tought of the day:
Regarding the "lowering the pop" when hitting the endgame, having a gizillion handicrafters separating lotus from the nenuphars is not helping at all, gonna need a few of those for necklaces and toys so the building is not obselete. Having the CW farm make only flowers too would be nice. even with the burner able to get rid of the extra of one or another, there is always one that ends up full and clogs up the spply chain.
Don't get me wrong, the 2 burning options for early game is super cool and pretty sure i'll enjoy it on aother one.
At that point tho it's just annoying micromanagin on the burner that (IMO) souldn't exist when you reach that point in game.
Thanks for reading 😉
Think necklaces have the same problem as toys, storage is full but barely 25% of the pop got the buff
is comic books like toys and necklaces or it actually has a decay?
I think the GMO lab can grow flowers only 😉
so does the florist
Don't remember
GMO aint "free" once built
But I think I increased the necklace priority too
But it's not that expensive right ?
still it needs the carrying of a lot of stuff compared to plug it and and toss a log once in a while
Hmm... True
Maybe I should buff it
At this point in the game the building being a bit OP should not be a big issue
If I make the CW farm produce only flowers and super easily the GMO lab vaccines just pointless trash 😥
GMO lab is still needed for shrooms
just makes no sense that the claw can't pick that flower on top 😉
Well it should really just rip off everything 😅
(glowy stuff is needed a lot with the recent ruin stuff, GMO lab receipe taht need it just became ... mheee at best)
other idea i had is make the handicrafter lodge do the sorting, so you could have some on nenuphars and some on flowers
point is micromanaging the burners sucks when you produce a metric ton a day
Ah good point
Yeah that's a possibility too
Yeah
I think I can make some sort of handicrafter Mk2 for mass production
i guess as long as it's more pop efficient then the MKI and does the sorting it's ok, and could make neclaces, toys and all at a better rate, making one building just for nenuphar/lotus is a bit of a waste
Yeah that's the idea, but I'll keep that for a little later, my next thing will be updating the balloon mod with a script tobbert gave me (multiple custom storage), then I can use that to clean up the toys, comics and necklaces from the box storage and toss that in a hobby shop of sorts (possibly nerdy attic too), which also allows me to add more toys types from other factions, which allows me to complete the balloon mod
too bad, nerdy attics are starting to go bye bye, don't really need the regular farms anymore 😦
Then my next thing will be to unify the triangle roof buildings (farmhouse, herbalist, tappershack) so they are all more or less compatible with the farm upgrades and wood upgrade
A standalone variant of the nerdy attic is not unthinkable
some sort of "gamer central"
not having mines 😅
Yeah I had a feeling lmao. Ty.
I keep getting up in population and then all of a sudden, Mild disease kills off half my population and then I start recouping and look over and see like 6 of my beavers get eaten by grue and the process starts all over lmao
how many mines are you running to get that many eaten at once ?
I only have 2 with a max of 2 in there. One for coal and one for iron. And I swear everytime they finally get 2 each, both get eaten.
Im only sitting currently at a population of 20 cause every time I get to my max of 30 is when everything goes wrong again
that's real badluck, i got 15 mines running full and don't get that many incidents
getting your coal from burning log might help a bit
I FINALLY got my library so I'm hoping that'll help get me the medical beds and I can get the mild disease under control 😂 so atleast I won't lose my population to quickly again
But , watch out your food . Running library will kill your food stock !
knowledge learning requires a lot of snack breaks after all 
(fruit press MKII?) 😇 asking for a friend 😉
tested out the balm lab(on paper) it's bad, how about removing nitro and coco but drop way more resin?
other lab stuff actually cuts down the supply chain and are more pop efficient, as it is right now, better still drop in more alchimist just on balm
I would keep the lotus/brambleand hydro number. but remove the other stuff and drop in 10 resin, 8 clay and use glassware as a fuel like the others, not logs.
If it can be disolved a bit and stay efficient, how a bout + 10 water too and double the output?
I have the kimchi and berries library choice with the brain boosting mushrooms and bramble flowers. Currently my peeps live off sunflower seeds 😂 but I'm working on that
Also also
How the flip do you make sunflower oil??? Ive gone through all the tabs and I cant seem to find it
You'll need the press. A lot of presses. A lot lot of presses. So many presses.
Know off hand which tab the press is in?
I cant seem to find it and maybe I'm overlooking it
or 1 nuclear press 😉
Its in the industry tab. Should be in about the middle.
to be fair i'm running 2 of those atm tho
idk but there is that TMNT vibe on the green glow that makes me wanna build more
Crappy water wheel is built but no water wheel is shown
plug a shaft in there and it should work
some visual problem
@shell fiber thought that one was fixed 🤔
part of your "data lost"?
Oh yeah it was working fine. Just no display image for it being there. Invisible water wheel lolz
I though I had fixed that at least twice already, I'll check again
Which version are you on ?
Uh. I can tell you later. I just woke up and have to deal with kids 😂
they show up on 3.3.8 but back to the brown visual
And it's official, no more water pumpers on the map 🤣
Crazy, congratulations!
thx, those big aquifer are so OP, gotta be carefull on the axel suply tho, they eat a lot
Well I hope the axels don't run out heh
I'm on modified hard (10-15) days wet 20-30 days dry, nearly getting those large tanks lol 🤣
"Hard normal" or "easy hard" 🤔 the 5-6 days wet are the big killer on hard
trade central comming up! just need to balance it
I'm on cycle 70, and I'm only just now got my factory working, as my beavers kept dying off during the droughts. Lucky my backup district works, but it's painful when your beavers eat all the food you were saving for science 😂
I'd recommend 20 day wet cycles if you want 30 day droughts
last U4 run i did helix hard, took me about 60 cycles to get the ENS up
Yup
I'm on new Helix. It's actually very easy to dam for badwater, I just build/demolish one lodge as I need it
i don't like how they modified helix , IMO should have kept it the same but change the close from start good water to a badwater source and badaboom badabing, helix U5....
Here's a slightly old screenshot I took
Maybe I should import the old helix and play on it, maybe add a badwater source somewhere 😆
The badtide is just starting to reach my lodge dam
that looks great!
on one district?
kk, i can see 3 centers, does it help? never been a big district fan
Oh and I see you have great taste @shell fiber, sorry for the ping 😅
firt time i'm doing district since they removed limits
Dyson Sphere Beavers 🤣
Water Beavers feels like it could be Stellaris's version of Gigastructres 😂
Probably made with hooman tech 😉
Second half 😉
had like 10 gnawing stations on screws prior to the mechanic hooman factory
So I take it the new relic production rate is much better ? 😉
Do you manage to get extra ?
it's much better and i also did some change, don't need as much nuclear fuel as i expected since my water wheels are rocking
the reactor is nice but needing water basicaly makes it a glorified waterwheel sadly
maybe on a low water source map it would help but on 1000 island i get all the power i need from the wheels
(smart power got fixed, workerless buildings no longer get a cheap rebate)
Did the water wheels ever get working? I realised I never followed up on that
oh, i reverted to whatever was before, it's not even remotely as important as any of the other things i have on my plate
oh, good to know
Fair enough!
if you got shit to test out i'm off tomorrow 😉
meanwhile, some dumb ass project taking shape!
crashed probably because of this when starting a save
that is not causing the crash, got those too and no problem
well it was the last thing in the log
maybe a yellow one higher that tells if a depedencie is not at the proper version?
a what?
when loading the game, on the console, look if there is a lie a bit more yellow talking about some depedencie, might be one not at the live version
nothin
also checked through the modman, everything I've got is updated
oh wait got some yellow
no idea what is the problem, you need someone smarter . sry
being completely honest, I don't want to play a mod that breaks every single update
don't know what's up, it's been awhile since i had crashes from updates
try to delete
-WB
-2tall storage
-Balloons
and reload the last of each, those are not updating correctly with the mod manager
What did you try to update ? And with mod manager ?
the main mod and ladders or something I forget, wasn't one of the critical ones
also I did what redneck said to do and got this
those are all new to me, never seen those "out of memory" things... 🤔
maybe I just have too many things running when loading into the game
Yes
But I should try to make it so it doesn't happen
does that bridge need watertight anchors?
or i need to do some good old camera ramming?
Nvm, camera ramming it is!
Bungee ramp comming along 🤣
curious to see how the glow will look with the water and the batteries
Nooooooooooooooooooo
How can it be flooded if the only door is on top?
Glowy fluid and strong alcool got mixed up on the texture 😉
Sure they got enough fuel in there? they seem to fly a bit low 😅
Two doors, one at the bottom and one at the top? 🙂
i guess so but still... since the other "door" can't be used anyway i was hopping for it not to flood
anyway, dropped them somewhere else
You monster 😅
The door is not actually on top 😅
The red text earlier about missing text is just the logs for when it doesn’t find a language file key.
The errors in this screenshot though are quite interesting. I’d point to the memory exception as the main culprit - it may be causing additional required loading to fail
what? i was just curious to see if it would work. And since it does, might as well do something there
kinda figured it out the hard way 😆
Btw sorry everyone, I haven't been modding much this week (and actually playing even less)
don't stress about it 😉
Question
When you start up a water beavers game, how many gears do you get from the district center cart?
not 100% sure, 5 maybe?
I was trying to make the paper mill so I can unlock the gear workshop and I only have 2 gears but you need 8 to make the paper mill so im confused on how to get more gears
yeah that
but it requires paper and i have none
🤦♀️ I completely missed that one. Thank you
lol, Yw
even more pain than making gears 🤣
I literally said out loud "theres a primative papermill?!" xD
there is so much stuff in that faction it's easy to miss one
But after not being able to control the mild disease in my last save, i reset, focused on food and water and now my population thrives at 120 beavers :D lolz
injuries/disease are hard to manage but burn is the worst, that balm is so rough to make
yeah it is @.@ my current task is just bramble atm. the wild bramble takes so long to chop. im basically using as I collect on that stuff
until you cn get the domesticated ones sure is a long process ( and even there, domesticated don't gather that much faster)
The "bramble dance" takes forever
Meanwhile, just a few shots... The rice terrasses are a closed loop, powered by 3 dam drain houses and one overworked lido on the bottom basin 🙂
and I hope the lido on top of the factory is in the spirit of the mod!
That rice farm looks awesome! 😍
Nice use of the overhang there!
thanks, we tried our best 
what map is that?
new york
looks cool
But tbh we modified it, that badwater source is not in the original map. And we added some more ruins 😅
can't blame you on that one, start without much ruin is quite hard for the WB
[Error : Unity Log] The given key Lapantouflemagic.RippedBrambles.DisplayName was not present in the dictionary.
Lapan just hasn't put a name in for the Ripped Brambles yet.
whoa, that lido sure is quite an original design ! works great though !😅
actually i thought i had removed the item entirely, but it seems to still be there and i'm sure what is calling for this entry key 🤔
if someone finds it in-game (not only in the log) that would make it easier to fix it
or i could just add the entry back and forget about it 😅
||Make it crash when it gets called, then you'll find it 😈 ||
may i interest you in the least efficient use of uranium possible ?
also i don't know why i missed that, but the relative density of wood / steel / uranium is actually 1 / 8 / 19 so i'm adjusting the amount of energy stored
in order to get round numbers i bump the log battery to 1300, which means the steel beams stores 10k, and the uranium 25k
but i would like to find some excuse for lowering the value for steel because otherwise that's not much of an improvement
toward the nuclear ones i mean
Actually, I think I like this 
Don't forget about the radiation issue though... Severe disease aura maybe? 😈
hmm... less wasted space, that can justify bumping it to 30k
that's a possibility but i'm weary about making radioactive stuff kill beavers because then people will not want to build them
Oh, really...?
plus radiation if not too excessive doesn't cause anything noticable
except the occasionnal cancer when you're old
which may or may not have happened anyway
But if you want to stick to real-ish physics, there's no way around that
well radioactive stuff don't actually glow green, but it's true that my nitpicking might be weirdly selective
but we can pretend beavers actually get sick... they just don't notice it 😉
but i'll think of a "radiation exposure" need
Maybe you could make exposed beavers glow during the night and act as lanterns 😆
Something like Mr Burns or Homer Simpson...
So the badwater pump needs to be submerged, is that like in 2 deep water or 1 deep water?
The pump needs to be 2 deep so badwater can flow over it. Of course you should make sure the entrance stays clean 😉
hm....ok
I glanced over here and had massive flood of badwater and now 100 of my 144 of my beavers are contaminated. thats fun
You just need a geiger counter ticking sound effect to go with it 😛
I hope you have enough jails. Or a convenient savegame 😅
Nope and nope 😂 just time to suffer and recoup my losses. Lolz.
Teach me to save more often 😂
Enable autosave ✌️
Autosave is on but idk how to load a file from autosave cause when I click Load from within the game; it only shows my manual saves.
so it's a uranium infused giant log?
so we need to have the batteries submerged to keep the radiation away? now that i just finished the placement 😆
well it's supposed to be metal but i guess the round shape make it look as a log
All this talk of uranium, are you trying to take the beavers down the same path as humanity? Isn't the main goal of the beavers to avoid doing exactly that?
What happend before will happen once more
to be honest if humanity relied on nuclear as much as it relies on coal we'd be in far less sh*t 😉
but maybe that's my frenchness speaking 😅
but more generally it is just because in terms of game setting and flavor, nuclear stuff is the most interesting yet believable thing you could bring up 😉
Nah, we'd just be in a different kind of sh*t instead. Even if the waste is barrelled away underground there's only so much space to work with before run out. Nevertheless I do agree that the public is a little too apprehensive about the safety of nuclear power
nuclear could solve a lot of problems, thing is, when it goes wrong it's a high risk that is publicaly not too accepted
If we spent actual time and effort on Nuclear power R&D, even the high level waste could be reduced significantly, possibly reused. The low level stuff becomes harmless fairly quickly and then can be discarded and recycled via conventional means.
But anyways, off topic...
we're just talking how could beavers not have problems with the nuclear reactors, nothing to do with politics and stuff 😝
that's new
"fairly quickly" = 20 odd thousand years = beavers, like humans, might not be around to clean up their mess
Low Level Waste =/= High Level Waste
Hi, hope you're all well. Looking for some assistance with the mod please - I've clearly done something wrong, but unsure what.
When I start a new game, I don't get the option of the new faction. I have only the mods that this depends in installed - I had some others previously, but they are uninstalled for this.
I have tried:
Uninstall all the mods, and reinstall>
Uninstall WBO through the in-game manager, and reinstalled it manually(C:\Games\Steam\steamapps\common\Timberborn\BepInEx\plugins\water-beaver-overhaul_2766781_3.3.8)
Deleted that and tried installing via in-game manager again - waited 10-15 minutes before leaving the screen(and game).
I have testeed a new game without WBO, and the other mods all seem to work and show just fine...I just can't seem to get the option to play as the new faction to come up.
I'm not running the experimental branch of Timberborn, and I'm using Steam on Win11. Any suggestions please? Cheers!
when you open the game, look at the console, probably one depedencie is not at the right version
it wil show you in there
Aha, cheers. I've got an error:
[Error : Unity Log] The given key Good.Balloon.DisplayName was not present in the dictionary. I'll try deleting and reinstalling it again, just in case.
i get this one too, it's not an issue
the ones about depedencies will pop in yellow i think, not red
Oh, hah, jumpoed the gun. I also have a yellow one further up. Timber Commons...which is installed, odd.
probably not the updated timber common
let's say the mod is looking for timbercommon 1.5 and you have 1.4 installed it will show you it's "not installed" since it's not the proper version
I only installed it this eve, lol. Maybe the mod manager isn't finding the right version? I see that it was updated 16 days ago, will try it manually, if mod manager tweaking doesn't. Thanks!
think mod manager still installs and older version that doesn't work with the actual version of the WB, i think by updating timbercommon you should be ok
Success! Checking the folder, I could see it was 1.4 it had installed, instead of 1.6
Ticking the box in the manager to install the higher number instead of the live version, did get the correct version.
Now I can begin the pain and struggle! 😂
Cheers for your help! 🙂
you're welcome, GLHF!
how about using gold for a "Bling Bling" something that would give quite a boost?
(69th bar in the making)
In the screw press. The one before the book
there are a few like that, not a big issue, gonna be fixed someday but it's not messing up anything so not a priority for our funmaker 😉
What is it if I may ask?
Is it the golden fluid?
ananas juice
gives "juice" and "ananas" buff at once
actually working on getting more of that done
glowy fluid is from milking the giant firefly (and it's not food)
Ah
+6 wellbeeing ( +3 juice +3 ananas)
Hi -if that was aimed at me...I have no idea what any of what you said means, sorry!
I am a bit confused about how to harvest bramble flowers. I've gatherer flag next to brambles that are at 100%, gatherer sat on their arse, not picking?
Think it might have been a bug - I was on the way to a mass death and reloaded, suddenly they are collecting them. Just one of those things. 👍
can anyone remind me how the large farmhouse works?
without the upgrade does the building part of it act like a leeve or just tolerate <1 tile of water height flowing through it?
I know what it says it just looks so water tight I was hoping I can use it
Wild needs lumberjacks, domestic (unlockable) need gatherers 🙂
There's a building unlock to make it watertight, sadly
I really don't understand why this keeps happening, really annoying
It just lets water thought but tolerates 1 deep water
thanks, time to replan 😅
nope, taht was towrds lapan 😉
My large farmhouse for some reason isnt planting any lotus. I have 4 beavers employed, selected lotus to plant and then the beavers just stay in the house all day and dont do anything
oh, two deep water. time to replan the replan. I play factorio for a couple of months and forget everything
lolz. same. im like, well time to massbuild some dams up here cause i got nowhere thats 2 deep lmao
I have two questions about the power plant...
- where's the water pumped from? the middle of the base structure or from somewhere else?
- does it have 2 entrances at that 2x3 part or just one out the front=?
the center of the open cross in the middle (when you place the reactor part you will see wheere the pump lands)
good question, didn't try getting in from the "back" since i'm having the badwater in there but by the looks of it it should be an entrance
so your beavers never tried to get out the back door...?
never noticed if they did, now that you mention it probably some of my contaminated ones are from there actually, might wanna block that out just in case
gonna have to give it a try later
so...mmm yeah, the backdoor is open, need to block that out, not sure if it's where some get contaminated but better not take the risk
thanks, our plant is still getting built, I'm sure there's some house that we can place there
overdid it a bit 😅
just need to blast down in front of the door like the one on the bottom and the backdoor problem gonna be solved
actually, that's a nice and simple solution 👍
I guess these are the big reactors?
green ones are the biggest, the blue one top right is tier one, think tier 2 is yellow
You know they can't connect without the chemney right ? 😅
Also are you still having the issue of the reactor getting stuck to zero water deletion after droughts ?
Need a pump, or a dip anybody? Only problem is the lido's now connected to the wrong district 🙃
nothing that can't be solved with building more stuff 🙂
I saw you mentioned people weren't using buildings as dams so I thought hold on, I need a way to keep my berries irrigated and beavers in one district clean
Oh and I've got two big water tanks and the game feels so much easier, I don't have big die offs during long droughts anymore
and some of us use buildings as dams a little too much
#1070709592176197642 message
Heh looks alright to me 🙂
yes but they are pain in the ass to build, neeed scaafolding and all, gonna get to those when my actual project is done
hadn't thought of that
my issue is actually when the drought starts, all the flow of the river that is not sucked up anymore burst a wave of badwater in the center of my reactors
underestimated ( a lot) the amount of buildings moving all food processing there would be, will have to blast the side too for the gristmills/wine cellars and more presses
would it be complicated to make it buildable by the inside? like if it had something in the middle going to the ground ( kinda like the super irrigation tower that is built from the ground)
On the other hand, that scafolding can afterward be used to also place the power line to it so... not that big of a nuisance
probably not very hard, but i need to check
basically i give each segment a bit of internal path and that should do the trick
no idea if that will allow to build the connector shaft at the moment
don't stress about it, it's more some QoL stuff then an actual problem 😉
QOL on water hell ❓ 😮 🤯
to be fair i'd say 5~10% of the QoL stuff i brought up got in, wasn't expecting that much 😆
well hard and mildly inconvenient doesn't have to mean annoying 😉
rn i'm fixing the irrigation towers
apparently I didn't make the irrigation tower flippable, it is now
fixed the ground one not irrigating at all too?
yep
but no one told me it was broken 😅
(or i missed it)
did you just forget the shitty one or decided not to bring it back in?
the leaky tub ? nah, it's not an interesting one
the tiny tank that irrigated maybe a 5~6 radius
yeah no it's crap
the irrigation lodge is good enough
it's more about the price tag early game, iirc it didn't need planks, you know for those weirdos that play hard mode 😝
Me:
Playing peacefully working on large farmhouse
Learns lotus need 2 high
Builds dam
Didnt see the 3 wide gap in the bramble and flooded my field of green beans
🙃🫠 lmao
Building yet another mass dam 😂
that's cute!
some little bubbles to be... jacuzzi ?
that would require power 😉
the bubbles could just be beaver farts powered ... 😆
nothing is without pain 🤣
Noice!
Imagine employing a beaver just to fart for other beavers comfort 😂
i don't see what's the problem
@shell fiber coffee buff is in the omni food but required for the omnidrink and not in there 😉
got 100% of my beavers with coffee and barely started importing, made me do some research 🧐
fixed
i also added foreign food to the reciepe and the associated need to the effect
coffee is in the buffet or the bar now?
did you end up removing braised cabage from the buffet?
bar
nope
what was the reason for removing it already ?
too many cooking tents ?
all the bonus it gives are covered by the stews and yes, way too many coocking tents
okay, but since there is clearly cabbage and mushrooms displayed on the tables, the reciepe requires one raw cabbage and one raw mushroom instead 😉
not that it should really be much of an issue
fair enough
GN !
well i started a new timberborn game
that never works with a "trying to go to bed early"
because i felt if i stayed too long without playing i would forget what i wanted to do
cycle 4 day 13
it's science locked now
actually i also added a small 30 science lock to the irrigation tower (not to the irrigation lodge)
just so that people don't try building something that cost 45 planks when they don't even have science running
not aware of most of the early game stuff, didn't start one in months, still on that same run ( 250+ cycles)
and my next to do thing if i remember correctly, was to rework all triangle-shaped roof buildings to they are all interchangable for upgrades
i'm also thinking about an irrigation tower upgrade for farms
but that will require yet another custom model
who needs farms?🤣 except to place a nerdy attic on them
or maybe that will be for a forester + triangle roof whatever (berry harvester / tapper / woodcutter / farm)
well no one who lives in the space age 😅
atm it's opposite world, small farms are helping the large one gather the pumpkins and not planting anything
how many pumpkins do you have for an entire large farmhouse to not be enough ?
they don't even take so much workforce to harvest 🤔
not sure about the exact number, it's more about the moving it to the diffrent warehoues then the harvesting itself
uploading new version
let's just say the storage is not super efficient atm, redoing all my production and then gonna work on the storages/transfer thingnies, now it's all over the place 😅
production reservoir is comming along nicely
oh i just tested the mega box storage, it doesn't cause any ram issue so it's probably going to be up soon
actually i could do it right now
cool, sure gonna be nice having those around
(i didn't test them extensively)
as long as it only crashes the game and doesn't corrupt the save ...
i'll be back in 10 min
manual saves are never overwritten so they can't get corrupted
but there's nothing in there that could cause such heavy issues
storage mod updated
alright, time to update both
Thats the map I'm playing on lolz
that was my first run on U5, waterfall is a classic
it's a good map 🙂
doggamit it's already 1:30 am 😭
GN !:
Good night!
Hi! Hope you're all well. My brambles got killed by a bad tide, aha, so Floristry for me! Except - wherever I try to place it, it is red. Are there limits on its placement that I have missed? Thanks!
the "terrasse" part needs to be above ground, not on ground
Aha! Cracking, cheers!
running out on ICE, barZ can't keep up 😦😢
is balloon that far to get seeds and plant domesticated now?
Did the 1 high industrial piles get added back in?
nope
but the Ginormous ones are in, just warehouse on top of warehouse is not cooperating
Eh, I just want the 1 high. Not really playing maps where much more is needed.
I get it, not a fan of the change too, maybe would need some sort of storage like the glorious one for the problematic items and give them theyr own but it is not a priority for lapan atm i guess
Im just stuck on 3.3.4 till then
Gentle canyon and waterfall you could probably find space for a ginormous stack and some meds/smalls where needed on request mode🤔
medium maps are not that bad, wouldn't wanna do a run on diaorama 🫣
this looks a lot like a 1 high pile to me guess it's back on the menu
(first try since today's update)
probably a woopsie so get it while it's there 😉
Thanks !
Nice that it actually works
Oh I though I did
Oh so the one-tall piles are back, no error ?
none
they are not "back" as previous ones came back, but can be built again
But I hadn't deleted them in the first place 🤔
Just Dev mod locked them
they were showing up as "decrepetated entities"
or something like that
Ah yes, but that's just the name
but we couldn't build them anymore, a new build was the 2 high edition
Yeah
But now I swapped them again
So you should be able to build the normal 1-tall variants
got to side with eld on that one, don't really want the more storage but 2 high most of the times
Despite glass and saw blades poking though the roof
just did with last update and it works
? No comprendo
You don't like them being 2 tall correct ?
Eld stayed on 3.3.4 so he wouldn't have to deal with the 2 tall piles
was mostly done with those and replacing with ginormous but i get his point
To be fair i didn't like it much either, but stepping on saw blades...
having both would be cool for more options but if only one has to stay, plz only the 1 tall
don't wanna know how many times my dudes and dudettes had to step over glass 😅
well, my turn to say"shit, midnight" later 👋
Ahah, good night !
and not even radioactive ! 😅
new lumberjack
With that we have :
- Regular farm
- Lumberjack
- Gatherer
- Tapper shack
all interchangable as far as the farm upgrades are concerned
and i'll make them all also be able to carry the triangle half of the wood upgrade
despite it being quite boring to be honest
btu that's because i don't have any great idea of what to do with it
of course those will be in addition to the regular stackable ones
whelp, it's midnight, let's call it a day
Welp I finished greedy builders, time to figure out how to get this mod to work
Make sure you have the right version for all dependencies (especially timber commons...) And no weird incompatible things😉
hell yeah !
also, i made a variant for the forestry upgrade
the previous one will have a shorter tower
and the old tall tower will be an observation deck attraction
this way there is some actual purpose in building either
also, since i made them display the beavers that are currently inside, they are no longer houses
much to everyone's benefit
you've found a way to convince me to build tapper shacks 🙂
well you don't have to build the tapper shack
farms or gathering houses also work 🙂
also, would anyone be really upset if i were to remove the windmills entirely ? now that we gaz and nuclear
with the nerf they have it's not like they are super usefull anyway
If i make an irrigation upgrade, should it be a farm upgrade or a forestry upgrade ?
(should it require a forester or not ?)
note that i can do both 🤔
but they're all late game, how do you keep anything running during droughts without windmills?
farm makes the most sense (coul it be an upgrade on only one building so you could have it on top of 1 farm, one lumberjack....?)
nah, i think i'll let people sacrifice a couple squares for a proper irrigation tower
i've poked enought at those for quite a while
we already have quite a few optins, it's not really needed
honestly I use windmills because they cost 10 science
whelp, everything seems functionnal with my latest changes
time to playtest a bit
might as well stream a bit
oh, in case i didn't say it : since i trashed the need increase system entirely, beaver jails will actually prevent jailed beavers from getting out by freezing the thirst, hunger, sleep and filth needs
while still slowly removing the contamination
so... they're in jail, with nothing to do except clean themselves
also the farmer assistant farm upgrade now requires pine resin and no longer tar, to make it a bit more accessible (you can use your first science for that rather than unlocking the screw press, alchemist etc)
cool! sure will help the early game
nice
hmm... i always want to build the pass-through lodge far earlier than i can afford it, am i the only one ?
i'm thinking about lowering the price drastically
prior to badtides, yes, now not really,
without it it's hard to plan a dam early on
idk, never used it much, it's cool but i fail to find a use for it most of the times
well basically i want to start damming up the river, but if i place anything else on the bottom layer, i'll have trouble finding a path to the other side later
so i changed Tar to PineResin and removed the science lock
increase the cost in general building material too
and the kart gives 2 gears so it can cost 2 gears instead of 6
never tought of that, i just stair/platform over the dam, quite a waste of walking time now that you make me think about it
ahah
oh i should also probably remove the worker from the small irrigation lodge
that's really a waste of workforce
those early gears are for pump upgrades normaly in my case 😉
hmm, after all no
if somehow haulers get overwhelmed not having water deliveries would be too dangerous
i'll let people min-prioritize it
so my next thing to make would be the food processor / assembly line
for replacing a bazillion handicrafter
no idea what you're talking about (only got like 20 of those 😅 )
was worst but now dynamite is made in the mine
those mine modules are quite handy!
does the pass through work if it has water flooding both entrances?
if it does I'd have used it more if I knew that
it just can't flow over it like any other building it would be considered flooded
the biggest issue with making dams in rivers is getting a three long set of tiles to put the 3x2 dam on top of.
even the 3x3 blocks are uselss for it cos they flood inside the hole
so if you can put two pass throughs back to back and have the exit of one lead into the entrance of the other it solves the problem, you can put the dam on top without having one side entrance completely flooded
that should work, used some pass trough and one side is directly connected to the door of a badwater pump
I've used 3x3s with side doors for it before but it's tricky to make work becasue of the hole
the issue is really if it'll count as flooded but I guess the doors in the middle of the block definitely have no water so won't. I should've done this much earlier
not sure how the "flooding" is managed on that one, normaly it's as long as the door voxel is not underwater it's ok but with 2 doors🤔
New version uploaded ! some nice new things ! 😉
i don't remember where the door voxel of the pass-through lodge is, might have put it in a weird place
anyway ! shower time, then GN !
I strongly disagree with that statement. On some maps (like the trickle map) it's near enough impossible to make use of waterwheels etc right out of the gate. Even after all the bombing I've done to flatten out the land I still don't have enough space to get started with waterwheels. Windmills have been a key element to my playthrough for quite a while since the start,
true, didn't think about that
🤔 so i have to get in by the back? could the path part in front of the gatherer be buildable? (like for a platform or a ladder)
Paper not showing up
is the pumping speed of the mechanical pump better, worst or equal to a drain house? 🤔
I think the most powerful one might be useful still, but I'll need ladders and vertical power shafts to actually be able to build them on top of a storage tower.
Was cursing the lack of a triple platform, but I guess that's part of the game play. Also it feels illegal to use the curved stairs lol 🙃 coming from vanilla
I'm confused how the upgrades for water pumps work. Wherever I try to place them(next to one, between 2, on top of one, ontop of 2), they are red. What have I missed this time, lol? Cheers!
it goes on top of 2 side by side, in the middle of the 2
it's easier to get it in place while looking from the door side
tapper shack let's you build a platform there, didn't try the lumberjack barn yet
My game just loaded in 130 seconds, after normally taking 7 minutes?
This screenshot might help
yeah, think lapan got rid of the aura things so it loads faster, mine too the loading time chopped out at least by 50%
I can finally run my library all the time haha!
lol, even if you pause it the aura was effective 😉
I had all those "negative buildings" rammed in one corner of the map, no way i redo all my colony but would be curious how it would have ended up not having those from the start 🤔
I feel called out haha
you're on hard mode?
(the shower barrel also has that comment, was actually a request i had on U4 while playing hard😝 )
Note my cycle number haha, yeah it's super-duper hard not to have your population crash, I should have spammed even more water tanks haha
On my hard run I had massive pop swings, like between 25 and 75% die out during droughts untill i could build a massive reservoir. at one point iirc went from like 350 to 3
Oh wow, thought I was doing well to get to 13 - 1 pop left after a bad tide followed with a drought lol. Beavers reproduce via budding, right? 😂
yeah... need 2 at minimum (unless playing IT or if they changed it)
but the basic rule is "2 beavers and a dream"
-you get the water and i'll get the food...
try to build a side platform or something
would not let me build one in the front
can they access by the side?
drain house is pretty high if i remember, probably higher than the mech pump
will have to do some redesign then, 4 mech pumps can't even fill up my reservoir :S
tought they were better then that
maybe i should buff them
but to be honest... i don't like the dam drain house as they currently exist
too complex, too strong
would be nice, i mean my thing is deep but not that wide, basicaly it's 4 meca pumps large (plus the corner shafts since they can't link directly 😅 ) 16x10 maybe? can't go on game, atm to double check
too complex?
too strong i get what you mean, maybe nerf the water output?
it's more than that, the purpose for which they have been made in the first place doesn't really match what they feel like they should be used for
not sure i'm very clear
basically i wanted something that can pump out lots of water from a dam, removing the need for a side channel using a regular triangle dam
gotcha
but there's no way a single building can pump enough water
like having it prevent the dam from flooding ?
yeag
building lots of tiny ones could do the trick, but that causes issues with the dam = house rule
plus the power issue, plus the protruding part messing with water pump upgrades
Maybe lock it with at least a BP for the house and a ENS thingny for the actual turbine?
I get you don't like what you've created but at the same time they are so cool and usefull...
well that is a building that kind of need to be at the bottom of a dam, so it can't be late game stuff
doesn't have to i guess but that's how i think it's supposet to be used
that's what i did, dropped them at the bottom of my dams, mabe a bit too many, tho since they pump so much😅
guess i'm missing a point there since i've been in "late game" for quite a while and basicaly none of my initials dams are still up except for 2-3 hauler/builders house
well i'm not going to take any rash decision of course, but i need to think about how i want things to work in relation to that
there's the option of "make pretend" underground buildings
i don't get it
kinda like the "tunnel shafts" that something exist but you don't see it?
sort of
imagine a mario pipe comming out of the ground in whichever location you want, and 5-10 blocks away an exit pipe to transfer water
well actually that's just an other water cannon
but that can be build at the bottom of a dam i guess
hmm
knatte already has something like that in water extension i think, just not houses
oh yeah right
good point
but the issue is the water output i think
i should ask him
but i think ultimately the problem is more that the entire thing might be unnecessary
maybe the true solution would be to make all watertight buildings **completely ** unfloodable
so you could just let water flow above it, no F given
🤔
that would be quite a game changer
did i have a good reason for not going that, or did i just forget what it was
i mean i wouldn't want entirely underwater cities, that's kind of weird
Oh !
"beavers need some air in theyr houses" or something like that iirc
i could just make a snorkel building to add on top of the door voxel
like a tall chemney thing
that would actually be watertight
would have to be clear where the voxel is tho ( wink wink pass trough lodge)
that would be more then a "minor inconvinience"
yeah
❓ A new faction, starting with bots, ending with beavers 🤔 😍
you got 2 cycles to "produce" beavers or your bots run out of juice and you're dead 😆
that's actually something that i'm considering
reasonnable chance of this
hence why it's double size and has a 100 carrying cap
but hauler tower got +200%... 🤔
did you miss a "0" and meant +1000?
oh no it's in kg
kk, so +800~ish
speed the same?
at the momentyes
but to be honest, right now i'm mostly poking at the bot system to help out battery smooth
regarding the waterbeavers, i think using the enslaved souls of the damned as workforce is still more fun
but there is the texture issue
How about helping me with my juice/lotus ? 🤣
oh yeah right 🤣
the black ones you had on ( U3 or U4) don't work? those were creepy
but i didn't forget, just got sideway'ed
trying to
problem is that i don't think the current ones have been extracted correctly by asset ripper
and the old ones may or may not be able to tap in the game's animations
but i can probably find roundabout ways to do my thing
like remove the model entirely, and replace it with a cloud of black smoke or something
Bots will be dead, not me, I hope 🤣
*your run is dead 😉
well for now my bots will live for a solid 3000 cycles 😉
well, i'm almost 10% of the lifespan done if i had it on day one 🤣
that's cool! ( so only bots could move the giant logs around?) 😅
LOL, that monster could take all storage, not only a copuple of items 🤣
quite litterally actually
but no for the giant logs, i don't think i can make it bot-carriable only
but if i can mod bots, i can mod beavers too, and in theory i could add a carrying model for the sequoia
but that seems like absolutely not worth the effort
Well, don't need trains anymore 🥳
oh trains would still be amazing
but what i wanted to check with this tiny video was the movemment speed
Not if require too many scaffolding for tracks 😛
right now i have halfed the animation speed to fit with the double size, so it feels natural
but if instead i keep animation speed and double the movement speed...
If the price tag is high ( and i guess it will) they better be OP!
(btw did you forget to toss in the nuclear grav batteries in the last update or just decided not to include them?)
looks a bit funny when carrying stuff
i think they also can carry stuff on their back while running, i can just lower the walking/running threshold
probably
I think they carry on their back when they’re employed as a hauler
gn
Yeah, the halved animation speed looks better.
maybe 75%?
I wonder if you can make it so only bots can carry the sequoia logs
Or am I giving the evil mastermind too many ideas? 
lol, said it earlier 😉 guess yes if you put up the sequoia things bot only
but the builders 🤔
Ah darn! Beaten to the punch lol
idk, way above my brain
I don’t think there’s anything in the game that limits the hauling of goods, so probably not an easy way to fix that
Or rather, implement that
is there any ressource that is "bot only"? even the grease/punch cards.... biobeavers can make/transport it 🤔
and i guess even if you put the giant log super heavy the beavers will still try and move them around just be super slow at it ( kinda like the anvil that is technicaly above carry capacity)
Are irrigation barriers in this mod?
nope
That crossed out section sounds like something RCE would say lmao
Darn. K. Ty
it's move the badwater away or isolate from it. a 2 or 3 deep trench will do the same job as an irrigation barrier
flow/ground/hole/ground ( if it makes sence, can't boot up the game for a srennshot atm )
Just do a reverse water pipe 🙂
Thought for a second that was a cannon on the right XD
not sure i get what you say? 🤔
On waterfalls, the 2wide badwater river in the back sends bad ground bout 2blocks past the cliff sides and I had an irrigation building [not tower] to resist the bad ground but it didnt work so I was curious
the irrigation towers don't remove the contamination, just get it green. it's not like if the water was partially contaminated
Air vent for underwater buildings you were talking about
Ahhh the description made it seem like it should push it back
kinda like a chimney on top you mean?
yep, but without the smoke XD Edit: Mines are supposed to have the same thing the deeper they go to prevent suffocation
Who reads those ? 🤣
well, to be fair i do but guess i skipped that one
Me so I don't seem like a psycho trying to find what goes where 😂😂😂
But anyway, I just turned the contaminated area into mines for more coal lolz.
Also, when I said my beavers kept getting eaten by grues; as long as I had 2 beavers in there, the number of eaten beavers significantly dropped lolz.
If I ran the mine with only 1; they almost immediately got eaten lolz
guess when they have someone to watch theyr backs they can be safer ! ( wonder if lapan made some dark magic in the back for that to be a real thing 🤔 )
that back zone sure is a nice place for an easy set-up of a lot of mines
Definitely!
I think I currently have 4 coal, 1 iron, 1 saltpeter, and 1 maintain salt.
geez, 4 coals, ain't that a bit much? never considered burning logs for coal? I guess it's better to have the beaver eaten then a useless eater with a burn tho 🤔
I need my logs atm 😂 im using as fast as I'm chopping lmao.
And I use the coal for a lot of other things atm. Idr but I'm using the coal as quickly as its coming in too lmao
how many iron works are you up to to munch on that much coal? think the highest i'd been is 2(coal mines) before a megadrill was up
I think the one cause I dont have a factory yet but because the flooding incident, I'm making dams and its using the fasteners rather quickly lmao
And the dam is only halfway done
I have a population of 150 beavers atm but I get a mass old age dying around the 100 beaver mark cause of the #badwaterflood I caused not paying attention lmao.
I need to update however, haven't played in a couple of days
But after the dam, my next project is getting the engine and factory and I can progress further
kk, is your dam only actual "dams" or you have some buildings in there? helps cut out the price a lot
The walking while carrying stuff animation is hilarious 😂
Wonder what the building debuffs will be replaced with... if anything
🤫 don't give him ideas
Ideas? Sure! ||Forced hard mode for water beavers!!||
the irrigation lodges do repel contamination, maybe you have an out-of-date mod version 🤔
wait what?
tried it here and didn't notice a change 🤔
not the towers, only the ground one
Something i noticed today:
Think it is not really possible to max out everything in social/fun and whatever since there are too many things and not enough hours in a day(running on 14h workdays). Made a tiny district with everything and there is just too much stuff, technically they could go somewhat close to 160 ( last i checked, hard cap was 156) but still can't break the 125/130 barrier, except those lazy useless workers and even those for now the max i've seen is at 144.
Maybe in the end it starts to need more places that combine bonus things like the buffet and some others become obselete or it just won't happen
calling it a day, Have a good one 😴
(hardcap is now 158 with the observation deck giving another +2, that includes lemonade and baobench tho)
Had to check, out for real
In the Vanilla game: Bots. Bots are still basically a hard requirement to reach max wellbeing even with the removal of Dirt mining restrictions. You run into this with the Vanilla game, too and the only solution is Less work hours.
...Which is only practical with Bots doing all the work.
i think we might be heading more toward simple beaver bots and not toward enslaved souls of the damned
because the game gets upset if it can't find some stuff regarding animation that i don't feel like poking at at the moment.
"A delayed game is eventually good, a rushed game is bad forever" Well less so these days but thanks Miamoto
Just tried it, and not seeing it - upgraded to latest version yesterday. Do upgraded versions only apply to new games, or will they apply to saves as well?
alas - also spotted that they don't seem to be irrigating, either. 😦
I tried not to use buildings cause the instructions say thats cheating and I don't like cheating so theyre actual dams lmao
I do have a ground one and it did nothing against that back wall on waterfalls.
Yeah they dont turn the ground green, the towers turn it green but do not push back the badwater poison.
The ones sitting on the ground are supposed to push back the poison but dont
you're definitely using an outdated version, i fixed that issue recently
I did upgrade yesterday, seeing you post - and selected for latest version. I'll try deleting and reinstalling instead, just in case.
Cheers!
Awww, yeah!(deletion and reinstallation worked) cheers!
hurray !
paper mill is online
AT LAST
that was quite an ordeal
although i am definitely the last person on earth who can complain 😅
it's not cheating if you actually use them 😉
happy little accident 🤣
Gave it some more toughts, instead of stuff becoming obselete/having building do many, is it possible to play with the decay on the fun stuff? Like let's says they have to do "X" activitie once per cycle or something like that or it'S a switch between normal decay or none?
no i can make things decay slower if i want
but that affects the balance of how many you need / beaver more than how many activities each beaver can do, at least in the early game
for the late game it is probably better to have large capacity combined entertainment
wait wat ?
the floodgate dam blueprint requires kimchi instead of brainsalts ?
that's not how it's supposed to be
later stuff=slower decay
so you don't mess up the early game stuff , maybe?
well that's an option yes
since you probably don't want to have to build a dozen temples
it's fun also to have variety, if you just build one giga entertainement center that does everything it's kinda restrictive
hmm, true
would need to recheck but i think i got only 4 or 5 atm and they go for it
it's more about the low bonus stuff they skip them since they go for higher ones first and by the tie those decay they never go to the smaller ones
kinda like the toys i was producing and was always full in stock but no one played with them
ah, yeah i see
so if the late game stuff decays slower, that would free up some time to attend the less important ones
seems like a plan
but i should go to sleep soon
hmm... this is kind of a shame
i could have planned better but if that could connect naturally... 🤔
anyayw, let's call it a day
GN
GN (not an emergency, well-beeing over 100 is already quite nice for the bonus 😉 )
Thats how I lost 100 beavers lmfao
Alrighty I will update later
Yeaaaaah but I dont have a need for 50 something houses 😂 atleast right now cause the demand for food would be exponentially more than what I currently handle lolz
you can also do some "ahead planning" let's say for exemple, the copyist and artist lodge, often i'll build them ahead, in my dam and just pause or not connect them. According to lapan that's not cheating if they are to be used in a not to ffar future 🤷♂️
Big brain
But I find it funny that lapan said they solved their badwater issue
||Have they experienced a badwater tide yet?? Lolz||
well, 5 temples but only 112 beavers with the bonus 😅 didn't think it was that bad
The Artist lodge is glorious!
yeah, not sure what lapan was on that day but its awesome
taht one building you don't serch for
indeed! 😎
let's let it run for 2-3 cycles and see how it improves....
269, Nice! (insert meme) double, well, for temple, plaza not even breaking the 1%of pop ... but they show visitors....
Wait a minute, does the caroussel needs nuclear stuff ? or it's just there for fun and giggles?
yeah, skipping the "reading the description" just asking out 🤣
well, gave up and looks like that ladder is a must ( didn't try the 3tall pillar tho) so not the entire mid cross doesn't need support.
Not sure how to make it clear in the description tho🤔
the middle needs a support🤔
@shell fiber I pushed TobbyTools, so what you can now do is download that, load it into the same placec as TimberAPI and then use the SpecificGoodsStockpile Component to specify what it should hold
The carousel is folktales default, I didn't touch it 🧐
Hurray ! Thanks !
If you dont wanna use it anymore, i can understand (took a while). If you do decide to use it, lemme know if you have issues. Will tryy to fix as soon as possible ofcourse
right now i'm trying to poke at the tutorial, it is crashing but that might be my fault (at the moment i'm not sure if it wants prefab names or file names)
just kidding, tought that top design looked like the nuclear sing that's it 😉
Hi! I'm finding quite a few buildings that are marked as "Solid: Other building can be built on its top", can't actually be built on. The buildings that I'm trying to build, don't say anything like "Must be built on ground". Storage on top of storage, for example. Supposed to be like that, or something I'm missing? Cheers!
sometimes it's just part of the building that can be build on top(or there is an upgrade for that building)
game doesn't make the diffrence tho, so as soon as something can go over it goes in the description "can be built on top"
I was wondering if it was like the...florist, I think it is. Its the cooking house I was actually trying to build on top of some storage, not storage on storage, my mistake. Storage on storage works just fine, which is a relief to realise! 😂
thing with the coocking house ( the mechanized one) the chimneys can block constructions on top of them
the chimneys themself can connect to each others tho
Tought of the day:
Would be really nice if in the building description when selecting to build there would be an indication for the ones that will still run without a worker in it as long as it's filled up ( like the basic mush grower) it's quite hard to figure out and honestly would not have even known that was a thing if i was not in here and it was told to me. It's a super cool/powerfull feature that (IMO) should not be hidden indicated somewhere somehow.
think necklaces priority needs some love like the toys, still have 120 in stock and only half the beavers with the buff, on those permanent things, i think storage should be empty unless everyone has it 🤔
Fun Fact, could "buff" the mec pump 25% just by having the plug "daisy chain friendly" 😉
ok getting scafolding up there to redo it gonna be shitty but.. kinda don't mind doing it at that point
hmm... it's true that those pumps are kind of trash anyway...
i could allow them to connect like batteries, from anywhere
in the meantime i'm trying a couple of things now that i have my custom storage script
right now i'm not even sure what i want this to look like
it is meant to be a hobby shop of sorts, imagines seats and tables on the first and second levels
but that might not be a great idea
basically i want a building to store the follonwing :
- Comics
- Seashells
- Shell necklaces
- Toys (multiple types)
- Hooman Relics ?
- Beaver bones ?
that looks nice
so what makes most sense is some sort of hobby shop, or a nerdy game cafe
Hooman relics been used only in the ruins i don't really see the point of getting those in that "hobby building"
Beaver bones ? Who wants to buy toys from a cemetery ?
i think i'll make the relics be either directly some sort of consummable (thinking beavers like to have some funny hooman trinket)
toys/books/coffee
but since all of those are also "valuables" in beaver terms, i thought it could be some sort of bank or vault or something
(that would be a different building though)
voodoo dolls that combine the hooman relics and cursed scrools? 😅
that would need to be a non-decaying one tho otherwise don't want to imagine the amount of balloons needed to sustain it
at the moment i think the cursed scrolls are not in the game so we're safe 😅
feels more like a MKII florist to me atm tho
(still running 10 florists i think on flowers)
wouldn't mind a more popefficient way 😉
the GMO lab has a pretty good reciepe i think 😉
but yes i based it on the old florist design
will have to look it up, like the esthetic of the florist tho
it's a bit confusing first time you try and place it but not a big deal
maybe i should make it easier to place, like the path part at least doesn't have to be above ground
it's just about understanding that the terrasse part needs to be above ground that is not intuitive
yeah i should add it to the description
other then that it doesn't need any rework IMO
still early on it can be tricky to place without adding a platform to connect the path
if you can connect it without science it's a non issue i suppose, only reason you'd want one early is for science anyway
or i'm missing something?
well i just dont want to have people not figuring out how to place it AND getting stuck on science somehow
but no major change
it will be just a tiny bit more tolerant in terms of placement
so basicaly it just extends the 2x2 "ground" part to a 2x3 but that extra 2x1 can be air or ground?
basically yes
i'm also working on the assembly line or whatever that will be called
that looks like it will need a crapton of ggears to build 😅
i kind of want a threadmill like in the food packing plant of that mod
of course 😉
with the mine modules for gears/scafolding at least it's not hard to produce massively now
but just the thought of making and animating it... ugh 😅
problem is that i always have the same constraints
i need the top to be flat for stackability, and the bottom is best flat too
same for the sides because of the watertighting script
so my only choice is to go wild with the front segment
i guess visualy they don't need to as long as you have some "invisible wall" for the watertightness
