#Water Beaver Overhaul
1 messages Β· Page 28 of 1
that's probably where i'll be going with this building
(just so as to not lose it)
anyway, GN
thnakfully i don't have to get up particularily early tomorrow
Sleep well - for I have questions, ahahah! π
I am a little confused about:
Why did my large farm not want to plant any lilies? Both were under water, but only 0.5-1 units. Large farmers just hung around, but wouldn't plant. They were next to the crop area, so no difficulties with pathing.
Also - triangle roof upgradable buildings, for the Forester hauler post upgrade. It seems straightforward...but I can;t seem to find one that works. What am I missing pls?
Sorry, always with the questions! Loving the mod though, if I didn't like the fiendish complexity(and decorative design!) I wouldn't persist! π
Cheers!
lotus needs a depth of water between 1 and 2
forester on the left, the "triangle building" on the right
observation deck/hauler upgrade need a forester, they don't go on 2 triangle buildings, taht is the farm upgrades
Aha, that explains the lilies, cheers! I've tried a number of different combinations of the forester, will have another bash, cheers. Having a bit of a population crash at the moment though, sits a bit of a moot point lol. 500 deaths in a couple of days is normal, right? π€£π€£π€£
not if your original pop was 200, other then that... π€·ββοΈ
Blink and the food reserve of 14000 is in the triple digits, wait, double, aaaah shite! π€£
Aha, worked out what the issue was with the forester - I wasn't accounting for the "garden" parts at the front of the triangle buildings, and so the different length footprints were lined up at the front...but not at the back.
14k π€ think you need a bit of work on your storages π
to be fair tho once you can get the food buffet running it goes up a lot
Am at that stage where I'm considering another restart to put in place more of waht I've learned!
that works too, WB sure needs a couple shot to get a hang of it
glowy fluid... that's why...
not really pop efficient
with all the hooman meat chain, maybe if fuild was requiired as a building material but not part of the receipe.
option B: make it a fuel with really low consumption like the lab stuff in the ruins.
Or use that "florist MKII", drop a nice yellow awning on it and make it the "GMO/florist MKII" (Big fan of that option)
IMO GMO lab is a nice failsafe but too costly with the glowy fluids
Oh I see, fair point
I'll adjust the recipes
Probably option b
and the gatherer won't even let a bridge
think that one needs to be a free square
something is blocking any frontal access
i guess it's the "blason bleuet"
Oh I though I had made it so it could be build like that π
Okay I'll recheck it
But I'll also make it accessible from the side π
all the others you can access the front
(I'll remove the small barrier)
Question
How do you get dirt?
I see recipes requring dirt but haven't found a way to get it
To get dirt you need to use the mechanical drills for coal and/or iron, but they are more advanced buildings
Hey! I need some help with tree nursery... what is the correct place to build it?
Mayby some screen and description please...
Thank you. I must of been overlooking it
it's basicaly a forester but for other type of plantations
They dont need any special place?
Ok... the long description on yhis structure scare me π
lol
Have you banana farm in your city?
you decided to play the WB mod, nothing can scare you π€£
yeah, got 2 bananas plantations
one 6x2 greenhouse the other 4x? (6 maybe)
of course but i play WB last year
4x7, all under the balloons it's bananas
and all the base of the CW farms ( the 6x2 greenhouses)
the nursery is in the water on the other side
Nice
you can put pretty much anything you want on top with the megaplatform as long as it's not a watertight building
also you probably need that many to start with, ( got 1,6K pop)
You probably know... WB have some like as a water gate from traditional faction? I looking way to fight with bad water
they have one but it's a bit pricy
Some ideas for begiiner (like me π )
get irrigations tower away from the river and avoid swimming in the badwater untill you get the washing machine are the 2 best suggestion i can give you i think
So... avoid them as long as i can...
jail + decontamination agent works but not if all your pop is running in the dirty water
can't stay too far from badwater, need it for your science
once you get to the better receipe in the librairy it's not that bad
( once you got treb it's even better)
I totally forgot about treb
lapan had to nerf the science from treb, it was way too powerfull back on U4
Thanks for all the tips, I will definitely write again if I don't understand something
anytime π₯
What's your population Redneck? And maybe framerate π
12h days is recent, kinda sad it didn't make the well-beeing pop the triple digits ( technically WB can go up to 158)
Fark 1.5k, and that's decent FPS too
1.6k π
Yep, and only 6 unemployed π
those are most probably in batterytown, side district just to try and see how WB can be maxed out
or not, only 2 in there....
π€
WTF
+2 overall with this addition! yay
Hmm... The fires from the temple do not emit light ? π€
looks like no
I'll try to fix that.
I can probably make it so that the temple can have a mega platform on top of it, but more importantly I should make it not ground only
Sadly that requires to rework the model
Shouldn't glass be in the construction material line?π€
Of the temple ?
I think redneck means glass should be a construction material, as it's used as such. (Logs, planks, scaffolding)
yeah, what Ants said, I always search for it to see my number, always think it's in the "log section"
Could it be possible to have a state of inventory for the warehouse set for nothing and not have a "no thing selected" icon? my haulers tower a quite in the middle of nowhere since they are not houses and they loose a butload of time carrying stuff in thereπ€
(using bones as place holder atm) π
and another dam going down!
Fill it with something useless π
bones π
Something like that, or something you don't use
Put them in a place where they actually can be used as storage π
okay, put the glass panes in the construction material category
also added some internal paths in the nuclear power plants to make the chemneys accessible for building
Gaah !
dear god that took a while
mostly because i had to learn how the "curve" modifier works
and then adjusting the texture
Yet to learn how to smooth (not battery one π€£ ) the faces on curve π€
nah, that's way enough polygons
it's for this thing
you making train tracks lapan? π€£
just need some animating π
this looks really nice!
oh right the conveyer is going to need some support
needs to be built on something but does the support has to come with the building?
so you can't put one on top of the other dues to the overhang of the top?
tought about it before i have to complain about it later, yay π€£
did you adjust the glowy fluid as "fuel" on the GMO lab too?
OOoh! Neat!
||Do I still see the conveyor belt box fly super fast back inside the building? Or am I seeing things?||
no that's correct, if you don't send everything back in its place before the end of the loop it does weird things. so i shrink the box to scale=0 and send it back before giving it it scale back
damn i had forgot to make the forestry upgrades watertight and no one noticed π
That's neat!
Quick question, is the dam drain house's 3mΒ³ 3cms of water?
in prinicple
but it's sometime unclear
last time i checked in "clean conditions" it could channel the entire flow of a strenght 3 water source
but to be honest, i'm not very satisfied with the dam drain houses in general
i know people like them but i will likely severely nerf them
if not remove entirely
but likely just nerf
Yeah I've saw you dislike them
Maybe I should build with Mechanical Pumps instead, could work
MEcha pumps need a buff tho ( unless it's already done)
Not sure what is going on but all my receipes including rice are having a hard time even tho i have a ton. Did something change? π€
not that i remember
wuess it's just moving my storage, i removed a few small ones all over the place so productivity went down the drain, alll my bad !
i think i'll mostly bring back the output of all water movers in the range of the cannons and mech water pumps
oh, hauler bots are incomming soon, that should solve it
i have removed the beaver bones and added "robot part"
so will have to import bots stuff from the IT to make them?
since they can carry 100kg and move quite faster, i think that should allow to reduce working hours too
i'm already down to 12h days
nah, the parts are made in the processing plant / manufactury
not entrirely sure of the name
they will also cost hooman relics and nuclear fuel, unsurprisingly.
sounds cool
ah also, important : i reverted a tiny change that i had done to the side platform
i had made them occupy less space for making things easier, but that's just not looking right with the model
hence why my paper mill suddently got disconnected
we got the overhang ones if we need the space under to be free, no big deal there
yeah there is the bridge ones and the squewer ones, that's good enought
quite the investment though
but i'm already starting to lack space on this map
almost eradicated my brambles
i need to quicly get to the tree nursery but i haven't yet unlocked the ballon pad π¬
or i could use some florists, but i don't have an particularily interesing spot for them in my dam
unless i raze half of it that is π
but i almost completed my dam
(the very deep and dark pond at the foot of the waterfalls)
there is a lot of room left on your map, need to get the CW running and reclaim farming ground π
yeah
i need to push a lot further than i ever did to make sure everything works as i want
btu enough for today
still need to go take a shower
GN !
gn !
How ? Are you on a map so immense that balloons end up landing in your fields ?
idk, well, maybe they ran out of methane and had to do an emergency landing π€·ββοΈ
Welcome to programming/computers π
How about making the small aquifer able to pump out badwater so it doesn't become obselete and can move beavers away from the contamination? afterall, if they are smart enough for pumping good water from the ground pretty sure they can bring in the bad one too π
Don't we have a bad water pump already? π
not one that doesn't require a worker
Ah makes sense
Also (without saving) I spawned some bots in for fun, but the icon that appears when you click on them is π±
the black one?
that's some old stuff from U3, maybe 4... those bots were nightmare fuel π€£
wanted to do that for a while but tought it would crash my game since no building should be bot vailable
anyway the hauler bot are looking sweet, can't wait to give those a try
(hope hauling includes district crossing haulers π )
I wondered if it was from vanilla actually, and when I spawned bots buildings had all the science costs to unlock them for bots like normal so they should work (maybe make a diverging save game)
better make a back up cauz lapan said the bots are soon (tm) to be implemented, that could mees your save big time
well, sad news of the day, GMO lab for shrooms is not worth it..
to make it worth it would need maybe 3~5x the internal storage. needs to be more hauler friendly, otherwise the mush tent is a better option and by far
I didn't save instead, was "cheating" and messing around
Didn't see a dedicated thread for the balloon mod but if I remember right your the author of it right lapan? Wanted to ask the feature I thought it was for when I downloaded it. Transporting workers from one point in the district to another in the same district. Would halve the journey of some haulers quite a bit.
oh, yeah right, i have to revert that
oh teleporting beavers, is way beyond what i could possibly hope to do.
sadly the balloon mod is not yet fully fleshed for other factions, i have a lot of annoyances with my job lately (my boss is somehow convinced that i'm slacking off when i'm not, but he clearly has no idea what my actual day-to-day work is) so i'm not really in a modding mood π₯
i think the benefit is really marginal given how overpowered the 3x4 advanced pump is, but this is trivial to do so why not
Wouldn't be teleporting beavers, you'd be telling the game that building X connects to building Y as a path point,. the beavers would enter normally and you'd just pause them in place until the balloon reaches building Y, then change their coords to match the new location
The player would be responsible for pairing the buildings, like the pumps with the gauges
well yeah but all that stuff requires code. if you have a fully-functionning script that does that, i can try to add it to the mod, but on my own i'm not even close from being able to do any of that.
are we talking with of without the reduction in glowfluid consumption ?
Well as long as it's added to your TODO list for the mod then that's good enough for me
I can wait for that
well i wouldn't say it's on my to-do list, that's not what i intended the balloon mod to be.
also balloons move pretty slowly, to move beavers that doesn't seem super effective
While they certainly move slow, that doesn't mean they can't be more effecient than walking. Let'ds say you have a complex system of roads that are by no means a straight line to the destination (pretty common in my op), the balloon can just fly over all that, skipping the stairs, ladders, etc the beavers would normally have to take. THAT's how it can be more effecient.
There's also cases where you'd have winding stairs around cliff faces, a balloon can skip all that and just go straight over the cliff
If you do add it to the TODO list then you should make a copy of my comment regarding how it can be implemented since chances are you'd forget by the time you get to it and having a rough direction of how to do it could get you started pretty quickly
It should probably also have some sorta on/off state for the game to redirect beavers from it down the usual path while the balloon is active
i'll think about it
pop efficiency π
talking only about the mush, they don't need fluid
choochoo mod tried to have beavers transport and it's quite a challenge. I guess if that works it would be the same scrit for the balloon transport π€
and choochoo mod doesn't yet work with waterbeavers last i heard.
nope, sadly
Is this known bug or i just find something new? I dont select all from available element to produce from mine. Probably long name cause that behavior
Alchemist (short name) dont have this problem
oh, yeah indeed, i'm surprised no one reported that earlier
wait what ? the thing on my side is correct π€¨
which version are you on ?
3.3.8
And by the way one more thing
Really long window not fit with full recipe
which building is that ?
but either way, latest update is 3.4.0, there's a decent chance i have fixed that suff already.
as for the UI there's sometimes not much i can do but i try to make it so you can see the whole tab at 95% UI scale, but you may need to fold up the building description / flavor text
oh right, fruit bar and buffet, that's the only 2 buildings where there's litterally nothing to do about it.
To more guest π
i might rework those buildings eventually, but at the moment it will have to do
Ok. One more question. To update i only replace the WB mod file with new one?
simple solution - don't let this building be an place to live
it's always best to delete the old version entirely and download the new one
the rule is that anything watertight also must be a house. if i rework this thing i would actually remove its attraction functionnality (the 32 small seats) and have the fruitbar item be consumed somewhere else.
Of course. I didn't know this rule
well it's mostly to prevent abuse of builings just for their watertightness effect
yes it is fixed on 3.4, sent you the issue a while ago π
with UI at 80% and description hidden it is stilll too big for the buffet ( think the bar also) those are the 2 major ones with that problems,the others are ok
Hey Lapan, don't wanna be pushy or anything but if you get a min could you drop 3.4.1 at least to solve the viewing spot entry and give the GMO fuel fluid edition a try? think you have that done already, otherwise just ignore me 
Wonder if this will work?! Pass through water only of course
Oh yes you're right, I could at last sleep decently tonight and my boss seemed somewhat in a good mood with what I showed so I'll probably be modding a bit today π
I see no obvious issue with that, except the severe abuse of dark drain houses π
Also dont forget that there's a nerf incoming for those
You will likely not have any problem filling a pond, but you won't channel the entire river thought this
Yeah I thought I may as well build them, then I will work something else out after your patch haha
bots are in that one or you are just messing around with those?
i definitely forgot a bunch of translation keys, but unity crashes 3/4 times when loading the mod so that will wait an other day
yeah, they're in π
at the moment they should only be employed in that waiting area and in the hauler tower
which i think is nice because that also tells you if your hauling capacity is sufficient or not
like if they have nothing to haul they will go and chill in the waiting zone?
basiically yes
of course it's "chill" for a robot
ie, wait in line somewhere and not move π
last chimney almost there! ( probably won't bother for the 2 bottom one, don't need the pop nor the power)
trying to boil off an ocean or something ?
want to suck up all the badwater i don't need, problem is the overflow when they stop sucking during the droughts so had to make a "blow off"
yeah i'd like to find a solution to that eventually
talking bout badwater, did you drop it on the quifer on that one?
can't there be something in the IT badwater discharge that prevents the stop during droughts?
there should be
need to poke at it
anyway, GN !
is there another depedencie you updated or only the WB one? ( need to know what folders to delete π )
downloading...
no, not yet i think
i think the option doesn't appear untill your first bot is made
the chilling zone is also a "hauler center" ?
kinda like the "bot chilling zone"
Anyway, GN, gonna mess around with it and let you know if something explodes π
yep, thanks !
it's happening!
Little display issue here,
plus it's only eating gears up without making the badwater, guess it's a typo thing like the planks from giant logs that were not there at some point
Clay pit,forester are available for bots at 500science. well, when you hover your mouse over it tells you can be unlocked for 500 but won't unlock
gristmill similar, showing at 750 but won't unlock
Not sure i like this one, gonna end up cloging on one or another juice at some point
rather have individuals options like the berries
similar comment about the clogging for the nenuphar/lotus one and the toy/necklaces one
I get what you want to do, i like it but I think it's not super convinient and doesn't solve the lack of this/too much of that problem
like i couldn't use that receipe atm just because my cocomilk is maxed out
District crossing beeing available for bots would be awesome, afterall is just haulers rebranded π
They are all called "hauler bot" no No, kinda sad, wanted to follow my first one π₯Ί
Maybe to avoid clogging a bit, that one could be only flower, here is the tought:
- once you got the gaz extractors, don't need nenuphars anymore for methane, so way less needed.
-CW farm can produce the nenuphars alone
-really in the endgame the shitty one to make becomes the flower ( still need to look up the GMO tho)
but popwise GMO needs more then just plucking away flowers in one building
After giving it some more toughts, I think the mechanized factory is good as is but more as a mid game element, still a jack of all trade but master of none. Helps a ton on production without removing the clogging issues
Ah crap, okay
sry bout all the reading, just went along as trying it π can do a TLDR if you want
Yeah that's kind of what I'm worried about but at the same time if it just a bit faster / higher yield I thought it would not really be interesting
didn't try the berrie one yet but looks promissing
need to move receipies on 30 presses, didn't feel like doing that today π
On the visual side, bot might look less silly with a 15~25 % shrink, like if they could stay within "1m" high would look better
they clip in all platforms, doorways and all, not that i care but pretty sure you do π
Ah yeah right I saw that a bit
at least i'm not gonna have any nightmares from those "dark bots" π€£
Oh yeah right
Completely forgot
Was unsure what would happen if I put zero
FYI, today's production, got stuck with a lack of metal at some point, probably would have a full tower by now otherwise
(6 cycles)
Actually for the assembly line, there was something I was considering at some point to ease the work of kitchens etc, would have been to make a building that pre-pack the ingredients in one single item
bots will probably solve that, just need them to catch up
But I don't know if that's really useful anymore with the fruit bar and buffet canteen
Yeah
Oh btw, don't forget that your bots will live on for 3000 cycles so no hurry I think π
since you need the kitchen stuff to do the buffet it could help. another cool mid game thing. but there again, will see when bots catch up a bit, with 6 hauling towers... hope those produce big time
thing i noticed is the amount of ingredients in one receipe is the big hold back, like 1 receipe that needs 50 of 2 ingredients VS one that needs 10 of 10 gonne be way easier
was the case for vege stew, now fried rice got that issue
looking at the receipe, who puts cabages in fried rice??? π€£ i think just swapping the 2 cabages for 2-3 more rice would help ( and make sense , maybe?) π€
Beaver recipe π
But maybe I can do -1/+1
But rice is more a pain to produce than cabbage no ?
Also don't know if you've noticed but I made the CW farms require robot parts instead of resin (why did it ever need resin in the first place, it's not watertight)
I'm also considering replacing the CW farm blueprint with an actual item like a "clockwork brain" that would be easier to make but not duplicateable
Oh and I suppose I forgot to have the robot make require the PhD in robotics ...
That would keep the ens useful long term
-1+1 won't solve it, it's about how many diffrent items, not the amount total needed
not since the buff, can't be consumed raw so production is a tad better (when considering planting/harvesting) but it needs to be processed
didn't notice but makes sence with a "robotic controler blueprint" needed
geez, if each robot needs a PhD i quitπ
but a PhD for the bot assembly makes sense
Nice, didn't think it would work!
(yes, had to frop in 3 more coal drills π
the night view is amazing!
(side note, 10 metal blocks for only 2 drill bits is a bit expensive, under 5 it's kind of a rip off)π€·ββοΈ
still doing it because i f'd up big time but not really efficient on mining stuff, it is a bangner for oil tho but with the nuclear press oil is a done deal
I forgot to ask, my build "didn't" work, the Pass-through lodge doesn't have road access via the 2 long bridge?
I think this place mrk red block your beaver
Ok... that is interestingπ€
I wonder if it only works on one side of the lock system (for the passthrough lodge, which I'm only using because it's 2x3x1)
Okay that make sense, I'll move my bridges around, guessing it's a base game limitation
Derp still doesn't work, might just connect it to a different district or something
Just for my curiosity... if you replace the double bridge with a single one, will it work?
Ahh I already placed the lower double bridge with two platforms :/
Well apart from that one weird building, it works! Soon to be nerfed, but I'm okay with that, still have the old badtide diversion system in place
It's a bit weird but I can look into it
Probably has to do with the press though lodge itself
Note, it's the Beaver
pass-through lodge below it that doesn't have access (currently)
i found the issue with the pass-through lodge
Oh thank you π
WB bridges allow for that, it's not the issue
rest is not really a "fix" just stuff we were talking about but nothing that doesn't work
fixed that, but it's not retroactive
i don't really feel like poking at the fried rice reciepe right now
there is no rush there anyway, it works just a tad inconvinient
oh, right building seemingly allowing bot but in fact not, also bot scale
and allowing bots in district crossings
yeah but it i remove cabbage, there's just rice and green peas, that doesn't feel right
is should have oignons, carrots etc
but let's not add to much crap
what i can do though is increase the storage cap for ingredients
let's try that and see how it goes. not sure how it will change something but worth a try
i didn't really like the idea of a small building being able to store 500 fried rice if that would normally require an entire warehouse, but i guess gameplay smoothness is more important
there is also the multijuice thing but not sure if you planned on changing that
i'd need to try
oh right, the bot district crossing
new version uploading
with bots in the crossing a 30 storage is a bit short tho to take full advantage of the hauling capacities of the bots
well, that's a bit of a problem π
crossing too
I spammed District Crossings once I had ladders, it definitely helped stop one of my districts run out of water π
i miss the good old way with the 10x transport mod, that was way more efficient for transfering stuff
(like in U3 i think)
No more plugs? ( game froze when trying to plug a new one)
oops lol, anything in BepInEx?
What are some recommended maps?
I'm playing on Helix mountain and badtides are easy to divert, but they will kill most of your berries first
Welcome to the District Crossing towers! Each small district crossing only has one worker in it, but 30 storage per item per worker is really helpful!
I hope I'm not abusing ladders too hard π€£
No worries I'm working on it
I made the 3d model yesterday
I just removed the plug and allowed connectivity from both voxels on both sides, there's no reason why it would freeze or crash
Recommended is waterfall or gentle canyon
Brambles grow and spread like twice as fast as I'd like them to
At the start of the game you can fence them off with paths haha
Maybe a slightly overpowered way of dealing with badtides? It's fairly "simple" to build though π
AND I'm getting access to the water I previously had to reject as it was partially contaminated π
but that wouldn't be quite like brambles if they grew at a manageable speed π
i made some minor cosmetic tweaks, like forcing the bots in a static pose in their standby area, added some nasty orange smoke to the alchimist and a barely more appealing black smoke to the factory. also (presumably) fixed the lights of the agora and the fire in the exercizeplaza.
does anyone has stuff stuff in that vein that needs fixing ?
Fluid dumps don't have a description? And a few other buildings, but that's about it
Not that that matters at all
the downside of ladders is travel time, you don't really see it since the game only shows you the distance on the x,y plane, doesn't recognize the purely vertical movement
will have to recrash my game for the greater good i guess π€£
oh i had the game on hand right now
yeah it just crashed
wtf
oh, i see
stupid error on my part
inattention error
the same voxel was defined twice
probably missed hitting a key
okay, i just finished rechecking EVERY SINGLE RECIEPE π
for most of them the storage space now got x3-x5 sometimes x10
that will seriously reduce the need for storage
hope it helps solve production/supplying issues
but will allow haulers (squishy ones included) to run at a higher potential
yeah, that's the hope
kinda like the quifers, it's a bit sad to see a bot carry only one gear to fill it up π
ah, i didn't touch those
that's a different storage
but it's true that i should poke at that too
ATM I'm trying to figure out if in the end game you can totaly get rid of badwater, like remove the need of anything "decontamination related" the big issue is the glowyfluid line right now, need those mines to be able to run. Can the beavers get contaminated by feeding the firefly?
no, the firefly can eat them but not contaminate them π€
okay, time to try that bot crossing
Builder's lodge
oh if you find missing line breaks also
lol, bots can work at the lemonade stand π€£
small aquifer doesn't like beeing flipped π
that is really weird, the district crossing apparently work, but those idiot bots keep taking at best 3 of whatever items they should
well, that looks like it's confirmed that (if firefly can only eat beavers) will still need badwater but all the decontamination stuff can go out the window!
oh, nice π
still got 1 unwell, tho need to figure out what's happening π€
uuh
probably forgot a bucketting station somewhere
library ?
Ooo yeah, don't need to make science in there, but don't wanna loose the +3 π€
i don't remember the full list of buildings that have a chance of causing contamination
librairy books then, just gotta be sure i have 0 storage for those, don't want my paper eaten in there
can they still get contaminated even if the receipe is the books tho?
like it's set on the building and not the receipe?
Oh I noticed that too but forgot
unfortunately yes
yep
so it's get contaminated beavers or get rid of the librairies.... not sure what i prefer to do π€
nah, you can set the library to duplicate book, but never actually use them, eventually it will clog and stop causing contamination
hmm
don't know if i really did anything significant, but this one is actually carrying a full stack of 30 pencils
crossings are a bit weird and didn't dig really deep in there, just tossed a bunch and more and more untill it worked
sadly i don't have access to the property that sets the storage space in the district crossing
i think they actually tend to split task between workers... which is nonsense
did you mess around with the decay of higher tier well-beeing stuff or it's still the same as always?
well, had 2 buckets i forgot in the "paradise district" that's where most my infected came from i guessπ
oh, it had slipped off my mind again
i need to rewrite the agora need righ
not a big deal, still hovering in the 90s, can't cross the 100, was hopping bots would help but still capping at 99 ( only 40 bots tho) but could remove 100 beavers, i guess once i get to 150~200 bots will be able to remove all the haulers beavers
Dance hall not super popular too
- Exercise plaza decay 0.4/d -> 0.1/d (saves 45min/day)
- Greater cooking tent decay 0.5/d -> 0.125/d (saves 45min/day)
- Lido decay 0.4/d -> 0.2/d (saves 30min/day)
- Dancehall (fruitbar) decay 0.4/d -> 0.2/d (saves 30min/day) (also doubled fruit bar need filling speed)
the others are early game attraction, don't want to touch them too much
btw do you actually see beavers IN the fruit bar / in the buffet canteen ?
sometimes, mostly the canteen, not really the bar, didn't see beavers IN but when looking at the popularity bar there is some slight toutches of green
hmm
yeah i need to rework those...
but i also need to poke at the nuclear power plant to see if i can get the capping mechanism to work
at long last !
geez, 7 coal giga drill and can't even reach 1k in stock π
back up to 8 contaminated... does the basic shroom maker contaminate beavers since it uses badwater to make the red shrooms? π€ good thing i didn't destroy the washing machines and decon agent makers π
that should be an acheivment π€£
I think not
that's another one that would be nice to have in the description but way less important then the "can run without workers"
up to 62 bots BTW if you were curious π
Ah yeah right
But I would need to hunt back all of them
Definitely will do at some point
pretty happy with that setup π
can you spot the tree planting order that will cause a catastrophe ? π
Is it the rubble that might get pushed under the irrigation tower?
nah rubble should not be an issue
that weird overhang though...
honestly i should have removed it a while ago
...I used it to for a water tank for the irrigation
yeah, but the irrigation tower has a dedicated worker who spends 90% of its time sitting on its bum, it really doesn't matter if water storage is far or close i think
Yeah makes sense π
damn the waterfall flow limit is so #¡£$*$ infuriating
waterfall has 12 m3/s of flow, that is impossible to channel with less than a 5 wide watefall
but that requires blowing up half of the map
Doh
12/2.2 = 5.45 reoccurring, you you need 6 blocks if you're not pumping enough water
ah yes correct
one more update
probably not massively different from the last one
except for the needs rebalancing etc
time to give a shot at millenia π
Good luck!
Hauler tower still stuck on botbeaver-only... π’
Something still up with the mec pump, looks like the "plugs" are still there but not on the visual.
Like this shaft should be turning right? cauz it's not atm
it is ok on the other side , just that one voxel is not plugging
yes that's normal, it's a workplace for beavers π
tought you said bots could go there and the "chilling zone"
at first i let the hauling tower too just in case
but the chillling zone can have megaplatforms placed on top
gonna stop looking if they can get bots at every update then π
at some point boosting carry cap for treb worker was a thing, is it still a maybe or not happening?
was that really necessary ?
fixed that
right now
let's just decrease the weight of rocks
5 -> 2
since the treb went from 5 per shot to 10 it makes sence that they can carry more, lowering the weight of rock should do the trick
is crossing supposed to be able to take bots on 3.4.3?
Funny thing, my beavers are soo boosted with the well-beeing bots actually look like they are moving at turtle speed π€£
not the usual small crossing
the bot crossing is much larger
Holy SHIT! didn't notice it π
well, now how do i manage that, want bots only on one side of that π€
how do you install the mod its broken for me
Lets download all necessary mods from mod.io manually end extract it to your plugin folder inside the game. Plugin folder is installed with BepInExPack (extract BepInExPack and run game after that). All guides are on the mod.ioπ
if you can't get it running, post either a screenshot of your mod folder, or copy paste what the black log window says.
generally it inidicates what is missing
most of the times it's timbercommon that doesn't load the latest version, updating that one has a good shot at solving the problem
will this work with Choo Choo?
sadly no, choo choo is not compatible
it was at some point but updates broke it, don't remember it was U3 or U4 that choo choo worked with the WB
ok ngl the mod is so confusing
Assembly line is not connection to a path on overhang platforms
sad day in Pinkertown
I cannot figure out the Forestry Hauling upgrade for the life of me. Anyone have a screenshot how you're supposed to set it up?
forester has to be on the left and any triagle top that can take the upgrade on the right
tought that would work... ( same result with the tall platform
aww, thanks
I asked tobbert about it, someday probably but it's not a priority
looks like the last WellBeeing update or the bots got me over the 2 digits finally!
idk if it's the base behaviour of them or some odd interaction with another mod but my entire growing area keeps getting overtaken by brambles π
I've found you have to quarantine all the brambles with paths as soon as you get into the game
I have no clue how to get Nenuphars though, I can't plant them with the large farmhouse
Use two deep waterπ
I think I'm gonna unlock a drill and skip actually planting them lol, I like the florist exists
Ok, next thing I'm stumped on is the Nursing Liscense
Well the Nursing License is expensive, but you make it at the Library
Help... where to find PHDin Robotics for bots?
E N S
Last building in the science tab, a challenge to build
I like to think Water Beavers did it first! https://www.facebook.com/watch/?v=3782180535349412
I don't think so.... i'm on 3.4.3 and ENS produce: metalLurgy, agronomy, science points and robotic controller...
Robotic controller thats is not PHD in robotisc right?
Yeah I haven't updated yet whoops, will have to have a look or someone else might answer for you
@radiant heart you now for sure where to find that scroll and start build => 
Unless... its bug that i cant find it?
that wasn't a thing when i did my bot factory on a previous version, i'd say it's the robotic control thing in the ENS, otherwise, no idea
So please check that. At this moment in my opinion not exist correct scroll
Or im blindπ
yeah, can't find it, maybe @shell fiber forgot to drop that PhD in the ENS, will have to ask him when he pops up
How do you make explosives??
handicrafter, alchimist for nitro
Geez, that's quite a lifespan!
only 10% durability gone
welp, no wonder i still had contamination π«£
100% forgot about that one
That has to do with the assembly line, or the building under it, not the platform
Oops π
Sorry all, I didn't check discord since yesterday evening, I'll fix the PhD in robotics soon, as well as the connection issue
since i had my hands in that thing, i also made the additionnal turbo juice reciepes for the assembly line
I also notice from some buldings gone corecct name fe: alchemist, woodburner
That knowing thing - to long name (alchemist.luck.name) and some recipe cant select
looks just fine to me
but i'll change them all to the small arrow
3.4.3
oh, maybe i did it just after pushing the update then π€
well that will be fixed bery soon
no kaboom, no apparent error : uploading 3.4.4
Since last night, I can't load my game. I had seen about the update. So I've uninstalled everything through the installer, and reinstalled(and re-enabled everything through the installer. As there was still no joy there, uninstalled all via installer, and reinstalled all manually. I can start a new game with Water Beavers...just not load a previous game. π¦ Any suggestions please? I've done too much swearing to give up on all those beavers(who will doubtless soon be dead anyway, lol)! Cheers!
Ooh - while its the latest update that I have manually installed, it was the previous update that I was running last night, that had been perfectly fine earlier that same day - so it shouldn't be specifically caused by the latest update. I've not added any mods or made any changes to my machine.
Some further testing - it only seems to be the last couple of saves(phew!). Can't think if there is anything I built in that particular day, that I didn't already have. Happy to provide any logs if you want them!
π€£ assembly line production productivity:1% those guys spend theyr life carrying stuff around
(and yes even with buuilding prioritized by haulers)
Got any errors in BepinEx? π
I personally don't use mod manager to update the mod
mod manager won't update it, need to go delete the file and redownload latest version
Little display issue here
Not sure what happened but manual installs are generally better, glad to see all seems to be back in working condition though π
Yeah but that's also because the recipe runs in like 10 in game seconds π
I could make it slower but then the efficiency gain as compared to just building 4 handicrafters melts really fast
I'll poke at the calculations again sometime
7hp ??? π±
!
I'll add the icons next time
Question: it is bug or not the WB heavy battery cost exactly the same as normal battery?
Oh I completely forgot to change the cost, oops π¬
So not a bug, strictly speaking
yeah because it's not running , it's full so smart power reduce the demande while it's on idle
you can't see the "too much products" thiing under my yellow line that's it
also the order, shouldn't be the best one on the further right? (kinda like anything else in the game)
@radiant heart You use smart power with WB?
yes
Its worth it?
yes, specially on smaller maps where power is limited.
power needs for WB is quite intense, having the buildings that are not producing on idle gives a chance.
You meant to say limited space for power generation. BTW smart power is great mod
with the engines it's a bit less of an issue but prior to that beeing limited to water produced power could bottleneck your production fast
Ok... at some point f game solarPanels is great option IMHO
yeah solar too but still needs space, engines beeing stackable is the more reliable power ( don't even have one π€£ )
yeah the model let's you tower them up
But that line of waterwheels + enough storages i have no need for engines, solar, even my abusive nuclear power plan is always on idle
Like this is only a decoration at that point π€£
this one also
Chilling zone not connecting
think it's the usual suspect, need that "square" in front, ballon landing pads are connecting on top of gigastorages
I love and Hate that assembly line so much of both at the same time. super usefull, the design is awesome but path managment is the biggest annoying thing you came up with in a long while π
LOOOOLLLLLLLLL Dafuq is that one, never seen it? they got a chance of beeing killed in the nurseryclinic?
π€ Why does a gaZ extractor needs a worker?
(where do I start a petition to bring back the "Z"?)
the swap is done, thanks for the early bird rebate ! π€£
This sounds like the consequences of dabbling with Uranium.
Harvester's Cottage doesn't have the bonus/benefits that Harvester's Office has
Is it a bug?
Fermentor house work without beaver
For once I didn't really intend to make it shitty though, it just... Happened π
Ahahah π€£
This is the death message for mild disease I think, but I wasn't sure it could actually happen since mild disease are contracted in workplaces and most of them don't give more than a fraction of the negative need
Probably just forgot
Really looking forward to trying out this mod, I really like the depth of the tech tree, though it's a bit daunting in comparison to the relative simplicity of the main game but am looking forward to it when the mod is a bit more complete
well it's really close to completion at this point, the early game is not going to change much anymore
yes, there is a bunch of buildings that don't require constant supervision to work. the mushroom grower does that too, but now it should be indicated in the description
Yes. I've been following the updates constantly π I'm close to finishing a modded IT play through but it's getting a bit boring now as there is not much to do once you have 'solved' the badwater, even on hard. Looking forward to a different challenge with more gameplay systems and variables to balance π¦«
you're so good at beeing evil now you don't even think about it π
sure gonna have fun with WB + hard mode π
when you play long enough everything will happen!
Giga drill for salt plz? it's getting a bit ridiculous the amount of small mines you need at some point π
or i guess some sort of "in water" mech thingny assuming the water is a bit salty π€
How about giving those "triangle roof upgrades" the "roof" bonus?
like this is dumb but still better and more compact/popefficient
even the basic building could have the bonus since they have a nice roof π€·ββοΈ
maybe it's just me but IMO that one should be better
How about a "purifiying station 50 gold bars+ ... whatever, 3x3 and sits on top of a badwater source. with "awe" bonus "you won ?" ok it's dumb but would be a nice "you did it but you ain'T done milestone"
Heh the dam drain house seems to be nerfed, but it still says 3 cubic metres per second, what's the new value? (assuming it has indeed been nerfed)
Surely you have plenty of dynamite π π₯ π§¨
I might take a liberty here, I think the new storage amounts for the earlygame stuff feel quite powerful, I used to have to remember to have enough materials to produce say Mushrooms overnight π
Edit: at least I don't think I have to prioritise them by haulers anymore, so I'll take it
mountain salt not salpeter π
Haha I mean to dynamite out more minesites
Once in a blue moon (very occasionally) I get the death message described by this line:
Lapantouflemagic.Injury.DeathMessage,<color=green>got eaten up by heavy machinery and died</color>,159
That's a funny LoTR reference you snuck in there too π
1st drought kicked my ass! had enough berries for 1 adult and 1 child. Now I have 2 adults and 1 child, so in this save, there is a lore reason why they are albino lol
2 beavers and a dream, that's all you need!
humble beginnings, cabbage and tree farm. And plenty of water from the ancestors
been there a couple times, those ancestors are nice when they leave you a bunch of stuff
WELP with only 3 beavers, the next drought will be EASY
that's what i thought, gotta be mindfull about your reserves, at least it can't be a badtide, yet...
shhhhhhh
π€·ββοΈ
first baby since the "Incident"
"we don't talk about 'the incident'tm "
-RCE 2024
MHMM
3 sapient beavers starting an outpost with cabbage and blueberries as their only food. Time to make it a D&D locale
water and cabages, that's all they need, rice balls is a nice bonus once you can do some
not gonna talk about it but those reboom are some really bad insest pools
the difference between hoomans and beavers
need the IT breeding pods π€£
i'm literally just basing this on the housing the moment a baby pops up lol
like it, tought about it but too busy keeping them alive to actually do it , good job!
and since the game doesn't really seperate genders, i have to make do lol
I wish there was a way to assign permanent housing, so the adults don't move out or change housing unless it's to leave their parents
What is that?
ever seen a yoga class before?
No
Oh I see.
I'm guessing everything in here is about this mod?
yea
That's a shame. It adds very interesting things but I don't want to change the water or anything
the water doesn't change from my experiance
they are called Water beavers because almost all their buildings are Levees
Is everything they have restricted to just them?
no, sadly. But it says on the other "clans" that the mod is installed and will make them wierd
I just enable and Disable whenever i want/don't want to play them lol
Family tree getting kind of funky
the yellow X is for when one of them decides to die
would have to ask lapan if there is a way to turn off "housing optimized2
you know i honestly forgot i had that installed lol
it's a depedencie for the WB
so they are reptiles?
idk. I was originally assuming the genders of them based on housing, But Colovux and Khajaki (previously both labeled as Female) had a child, so. . . .
Then again, I'm autistic and the separation of genders these days has been confusing me. Like I get sexuality, but biological genders?
Meh, this isn't the place to get into this lol
my wife has assured me that i am wrong on every count there LOL
someone spent a night out with ? π€£
Beavers are true hermaphrodites, like breeding animals in Minecraft π
I dreamt I run out of supplies in my backup district, again π
It's an entirely new faction so they have their own food, their own production chain and everything.
The most important changes are that you don't have levee blocks, instead most buildings are levees and houses, and science actually costs resources to make instead of the "build a few science huts and forget them forever" of the other factions.
And lastly there is a lot more resource variety and tech progression in this mod, so it's a lot harder than other factions
still somewhere on my to-do list π
wasn't there a balloon trader that can bring tons of salt ?
I have yet to play this game vanilla lol
I love how the Dams state "built as is beavers of old used to" but it uses nailes and screws and such lol
and thank BEAVER JESUS for the irrigation systems lol
well at least in terms of design π
but it's also to guide people in to rebuilding the district center first
honestly better than just dumping 60 logs in a river and hoping they cluster
i love how challenging they make the Diorama map because of the need to plan everything
ahah π
i think diorama will be an exercise in patience more than anything, gotta keep the population low
i figured since i lost everyone except 1 adult and 1 child lol
I have yet to try it on Hard lol
uuh, hard mod is not really something i recommend but sure π
yeah, right like if I need more of those π
the big issue on hard is the power mamagment, WB don't really have a reliable power source until quite late in the tech tree, they depend on water flowing a lot in the early/mid game
should it bring more ? right now it's 20/loop, i can up to 50
then i need to remake the hindenburg π
even there, at 50 by 3 day gonna need an army of those, got like 10-12 smalll mines and it's not cutting it
well to be fair with 1500 pop many things are not going to scale efficiently
for example you have like 100 kitchens right ?
first one is yet another lumberjack
second one is yet another harvester
also, i added the roof effect to farm upgrades
32
for the mechanized ones, think somewhere around 30 too of the non-mech ones and 12~15 coocking tents.
9-10 great coocking tent but need a bit more of those
1,4k, slowly bringgning pop down π
should be able to chop out another close to 100 when i figure out how to replace the presses in my dam by assembly lines
Did the bad water pipes get removed?
bad water pipes ? you mean the shower-like attachment to the 3x4 bad water pump ?
Ya, the one that let it reach down into deep reservoirs. I cant find it anymore and didnt know if it got moved somewhere or if its just gone.
it's gone, with the bucketing station there is no need for that, was an old relic of the past
Looks like something is up with the depth detection on the drain house, or now it needs to be at least 1 blockunder?
noting a little dynamite won't solve!
Well I had need of it.
at that point just get it from the small aquifer, will avoid contaminating your beavers
well the rationnale for this thing was that there was some maps (typically plateau) in which bad water was essentially inaccessible early on because it was far lower than the starting space. but since then i realized that there was simply no way around this issue, and since i made other types of bad water pumps i figured this thing has no reason to exist anymore
but yes, now the small aquifer pump can also pump bad water
enough playing for now, got my first exploration balloon up in the air, preparing location for a second landing pad
new update posted btw π
@shell fiber please update the changelog (in free time if you have anyπ) because we don't know what's new
Canteen and fruits bar.... three recipes with identical ingredients? Thats is todo yes?
nan, it's to help not chug down all your foods when starting it
they don't have the same amount of stocking
it is on mod.io think mod manager just can't get that much text in
Those still don't work after the update, do they have to be completely submerged now with the nerf? didn't have that issue before
Did the treated planks get removed as well?
π
oh, right the billboard π
had completely forgot about this
tbh it's kind of a drag to keep updated
hmm...π€ not sure what the issue is, i didn't change anything major on those recently
but the water capacity is reduced
i don't think anything in this mod requires treated planks (i think that's a pointless ressource) but if you have supplementary mods, maybe
it's very strange, some on the other side of the map are not submerged but do actually pump π€
maybe you have something blocking the entrance ? or the exit ?
could it be the overhang of the assembly line beeing considered a "watertight" and it blocks the flow under?
on the entrance it's platforms and shafts, almost always have something like that on the others that work properly
Just tought about it, didn't connect the house part to a path yet since it was in the testing, does the house part beeing not connected prevents the drain from pumping?
i don't think i messed that up, is there water flowing inside the building ?
and no, that shouldn't be an issue
can't look that up atm, in a bit of a messy thing i need to figure out for work.
Last i checked they were not turning and the little water bump near the entry was not there
frog statues and flywheels need those, don't see anything else ( well, mudbaths but you got rid of those)
that one is not even under the assembly line π€
could it be the ladder blocking the outflow?
removed it and nope.. really strange
worst case i'll just delete them all and drop in mech pumps π
RE: well-beeing, now hovering around 105, 107~8ish max, but been pinning decorations all over the place so a bit hard to see if the slower decay helped that much now that i think about it π€
The frog statue did, which Im not sure if its a required mod at the moment. Also the Fountain of Joy does which I dont think requires a mod.
Frog Statue is made by someone else, and is not a requirement for this mod, is my understanding.
frog is a mod but not the fountain
The fountain is a leftover from the folktails, like a few other decorative things
I'll poke at that... Someday π
unlock the IT ones PLZ?π«£
Well I could, but ideally I should make whitepaw-specific variants π
My unlimited dam drain ones work, but it's 0.5 flow rate instead of 3 π . But that does make sense keeping it in line with the other late game water pumps. Are cannons 0.5 cms as well?
F that, i'm scrapping all the drain houses, need to lower my~~ pumps ~~pop anyway and nuclear is not even running π€£
(btw this is still not connecting)
Oh right
What are those wooden stands on the right ?
Oh Hollywood letters
I think the exact value is 0.15 but sometimes it's really not clear to me what it means π
I used the ||Dev mode|| and the results from the dam drain were identical to the mechanical water pump at 0.5 measured by a Stream Gauge (finally remembered the name)
Yeah, big signs
An alternative to sunflower oil would be useful. I noticed that at a later stage of the game we won't go further without a huge field of sunflowers. Mayby some synthetic version...
with enough CW farms i'm not even planting sunflowers anymore π combined with the nuclear press it works
I only notice sunflowers are everywhere... in food, oil, mechanical parts like drill, dynamite as a part of nitroglicerine...
and of course tar
Yeah they are heavily used, need a lot of planting space for sure up to the point you can get the vertical farming
biggest issue is beavers eating it before you can use it to produce other stuff, need to overproduce
The resin has its own synthetic version... maybe sunflower oil too ... a building similar to an oil refineryπ€£
The same with grapes
yup grapes too but wine is i think the most powerfull well-beeing boost makes sence that it is a bit hard to get there
It doesn't matter that you have thousands of other foods. beavers still attack grapes or sunflowers
they go for the one they don't have , if you don't produce much they just get one bite and it doesn't fill up the green bar to the top
that run i did grapes super late on a large field and it was way easier to manage instead of just making a tiny patch that creates chaos with all the beavers running around for one bite of grapes
We need this π
Maybe, a new farm, only for sunflowers, with an additional farm upgrade on top (serving as oil press)π€
sounds like a nuclear press with CW sunflower on to of it π
Is not environmental friendly to use mineral oil. Organic one, IS ....
We spoke about beavers used nuclea waste? π
Nuclear waste, usually goes underground, mineral oil into the water, so .... πΈ
0.o haven't seen this before:
Om nom nom nom
flipable assembly line would be neat if not too much of a mess to do π
BTW, you know what I think is harder to deal with than hard mode? Districts. Making Kimchi? Nah, the beavers eat all the cabbage rather than export it haha. As soon as I grew cabbage in the same district that I was making Kimchi it worked a lot better. ||Stop. Eating. The. Sunflower seeds gawd damit||
that and the grapes, grape juice when you start to kickstart the wine production π
Prioritize with haulers my dude
A mysterious riddle... how to take beavers on a balloon trip
not sure if it's still a thing now that the balloons have the "balloon aura"
would have to ask lapan when he pops up
especially since cabbages barely give any hunger, so they eat a SHIT TON of it
doesn't matter when a single adult on normal mode eats 10 cabbage each
GUYS, I'm dumb and blind and can't find where to make Scaffolding for platforms
Architect
thank you!
yw
omg i went through a baby boom earlier so now all my adults are dying at all once
Haulers don't work cross-district lol. I do haul to storage near district crossings though
Ok, fine, i give up, no clue how my beavers are getting contaminated still ( even got a kid contaminatedπ€ )
River surging? Turn off the library as kits can visit? Not sure
No surge, and lapan said that if the librairy is not producing stuff beavers don't get infected
I'd turn off buildings one by one and see when you stop getting contamination
that's gonna take ages π
Yup
Maybe it's the bad shrooms
they can eat the bad shrooms?
Making the bad shrooms?
kids are not making those tho, that's where i'm getting really confused with the kid getting contaminated
5-6 contaminated on 1,4k is not a big deal, just annoying
BTW your map is incredably well done
Ooh, what mod are you using to get that much of a zoom out?
I also can't find how to get the glowing fluid. π I know it comes from fireflies, but can't find the bits in between the imported larvae and use of the fluid?
Cheers!
Hi all, i haven't been on the computer so much lately, some trouble with my job (again)
oh, i may have forgot about his one yeah, i don't know if i will keep it or not at the moment
cabbage fills 0.3 hunger, just like most other foods, but eating them raw fill very little the cabbage need, it's better to cook them.
Oooh, right i had forgot about that !
well hum... you have a certain number of beavers living in nuclear reactors pushed to overdrive, that may have a tiny chance of side effects π
if you open cheat mode, there is a bunch of option like freecam, remove fog etc
and the glowing fluid is made in the firefly grooming station, it's a triangle-shaped icon in the "advanced buildings" tab
found the error causing that, probably
i'm trying to poke at the thing that allow water sources to stay open during droughts to keep the nuclear power plant from shutting down, but it's a gigantic clusterf*ck
i mean the property required is trivial
but the nuclear power plant is a clusterf*ck
lol, that's what i tought since all my contaminated are living in there but at the same time it's so much housing oods are they willl live in there and might have missed some. Even if the reactors are not working tho ?
think it can go away, you replaced it with the aura anyway π€·ββοΈ
anyway can start "pausing" the houses, don't think it's cheating since the reactor is never running and is just a cool decoration, unless i remove all the water wheels... could help my framerate, maybeπ€
it's not as easy as tweeking the IT's badwater thingny that lets them flow during the droughts?
Don't stress about it, mod is running fine for 99% of the stuff and it's really just some minor things here and there π Happy to see you pop up!
not sure, it's a beehive aura
since there is not much in that zone, if it's not to go to bed there is no real reasons for beavers to go to the nuclear power plant
i got it to work... sort of. i can force open or close the reactor negative source, but it still produces power when forced closed so that sucks
oh, no the aura is very tiny, it's just affecting the beavers living inside or in immediate proximity
but it only affects them at night
since it's a living place, not a workplace
can't you just force it to be always on and hide the button in the UI?
so if i pause all the housing there contamination should go byebye ?
well UI stuff is complicated
but maybe a custom script can do the trick
like the bad water rig force closes a source
without possibility of opening it
so it should be quite easy to make a variant of that that forces it open
aaah, i see, the FT bad water dome can only force close but otherwise the bad water source still dries up during drougts
but the IT bad water dome can force it open or close irrespective of the season
well, i asked about that in the water extension mod
Oh
i just had a terrible, terrible idea
Hope not a rig for water source π€£
the aquifer pump would be a lot more fun if instead of being a water pump, it was a water source π
that would be pretty easy to do actually π
Nope, will spill sometimes bad water, or not ?
mheeee, that removes the whole point of lowering pop in the late game
the idea is cool tho but would make it another building entirely instead of changing that one
well yes
hmm...
well, that is a complicated thing to do, for an other time
okay, gotta go to bed
see you later !
well, no more beavers in the nuclear facility, just chopped the paths, will see how that goes
up to 200 homeless tho but need to lower my pop so it's a good start to chop out 280 beds
my 8 year old was watching me play and asked "So, droughts mean that the water evaporates, and Badtides are dirty water from humans that are now dead. How do the wet seasons come back if it never rains?"
I'm was like "dude i'm playing a game of sapient beavers, that question is above my paygrade."
been playing for 81.3 hours and i JUST realized I coan drag the "demolish buildings" selection...
we've all been there π
To be honest he's right, kind of weird that it never rains π
It would be a really cool feature
so like wet season, dry season, badtides. And like every day in the wet season has a 1% chance of flash flooding cuz the rain
I put it in suggestions
I thought someone was making a rain mod...
looks like it worked, 0 contaminated for a couple days now since they don't have access to the nuclear power plant π
Kinda sad that doesn't work, would have made really nice spot for decorations + lights for under to avoid accidents!
Is is possible tho to manage ? i love my giant pillars under with bridges and all but with the pipes able to go 10 deep there is not much ways to "platform" a path without getting into the badwaterπ€
at that point it's a bunch of ladders on top of the pillars but.... or giant pillars beeing stackables is the simple solution i suppose
not sure i understand, you would like a 3 wide half giant log bridge ? that's pretty easy to do
new version up, although quite minor
a few icons
the bot standby zone access issue
and the 3 long giant log bridge
also, getting enough rice and nenuphars on medium-small maps is...difficult
i'll probably make an irrigation tower-like thing that doesn't irrigate (obviously) but hasten the growth speed of rice and lotuses (probably will consume saltpeter, because nitrates are fertilizer)
but maybe that's not a real issue
just...build more, terraform more
anyway, good night !
Gonna to do an Easy run, to try and do some building designs
if it can be placed there
get to the CW farms and stack those up to the clouds!
i'm starting to realize that scientifically accurate alcool distillation ratios might not be the best for a game
i think i'll up all strong alcohol production by 50ish %
like amazake distillation 7 -> 10
could go higher but for now that will do
oh, right, one more thing
i know some people kind of like them, but the dam drain houses are probably going to go depreciated
I.E: will still exist, but will no longer be buildable
i prefer people to rely on water cannons to be honest
and also because they are a complicated mess that often dysfunction
well, sake and wine should turn out more strong alcool then beer since it's normally at a higher %age
yeah i think the calculation i made was that half-fermented sake (amazake) and beer were likely 7% alcohol or something, so 100 volumes of that would give one volume of pure ethanol
but that was too much of a miserable yield
so i doubled it
and i took 12-14% for wine, so double
for now in my run, it worked quite respectably, but even with a lot of rice farming, i think the bottleneck is strong alcohol for the production of brain salts
now i'm trying to save up 2k science for the ENS
but i also foolishly went and unlocked giant sequoias and such
which i have actually little use for
for the medecine stuff too still one of the thing i need to up my prodution on my run
let's increase the output of the reciepes
oh i also moved strong alcohol to the drinkable inventory list, but it's not actually drinkable
it's just too hard to find it otherwise
i'm trying to add a new something you might like, but at the moment i'm struggling to find a nice-looking material
to replace the wooden dence?
nah, just to have something to do with all that gold π
they would give a decoration buff tho
if i feel motivated enough maybe i'll try to poke at the statues and such
looks good now !
time to sleep !
GN !
GN
I cant remember if I've asked this before but is there a way to show the grapes that are ready to pick on the vine? Its hard to tell if I need more gathers in the vineyard.
Big grapes mode plz!
Ah, hmm... Well the grapes actually show but I agree it's not very visible. I'll see what I can do
@shell fiber Let me remind you about balloon tripsπ
Probably going to remove it, there is already to many activities for beavers to do, and three balloon platforms act as decorations with the sake intent
love it !
the "Dunking" monumentπ€£
ain't waterboarding with a towel on the face and a more laying down position for the middle beaver? π€
100% too bad i'm at max depth π unless the reactor or the chimney can support it it's too low for my set-up ( ok might destroy one and do it just for shits and giggles π
they don't like to have a bridge under tho
IMO they should have some sort of decoration buff, the 4 long goes so nicely over small mines π
it's basicaly a "deluxe" lantern
Actually yes (had to look it up), but the gist of it is to cause simulate drowning, so maybe that counts ? π
need to talk with my lawyer before i give a reply on that one π€£
Could do, I'll think about it
next door mining i'm not sure what will go on top or stay like that
Looks fine like that
and.. because why not
anyway no one works there so they don't need an aura
Are the small beams that are used for building spiral staircases disabled in Water Beavers? If so is it not possible to build a spiral staircase?
i have a few of them around
the one with the sorta giant log in the middle?