#Water Beaver Overhaul
1 messages Β· Page 29 of 1
Not sure I see what your referring toπ€
Well I thought it might be water beavers blocking that part of the mod since its a type of platform, but looks like with just the stair mod on only those are still missing. Ill go check with that creator to see if those got removed.
oh well most mods that add stuff to the game have to specify what they add to which faction, so if there's something missing it's probably intentional. for this mod the staircase should only add the two variants of curly stairs and metal stairs i believe, and that's all it does in general so i don't see what you feel is missing
I think I found them. They are actually part of Dam Decoration, which Im guessing doesnt work.
ah, those things
well since this faction doesn't quite do dam the same, yeah this mod doesn't do anything to it
hmm...
i wanted a fat beaver, i guess i got a pregnant one
also, thanks to someone i got this idea
of course this one is still there :
i think we need beaver dabbing statue
i would love to see that
hmm
it's actually quite difficult to make custom statues
i'm mostly doing minor reworks on existing ones
okay sorry didn't know about it
if it's too hard you know you don't have to
btw is your mod paid or free to play? @shell fiber
oh, no worries π
the mod is free of course, i never heard of a paid mod π€
that would also probably not be very legal since 99% of all assets are not mine π
well i am totally green
when it comes to these topics
i recently discovered that you can import 3D models to PowerPoint and this is basically all my knowledge
you can do that ? π
i never tried
but no worries, just ask if you need help getting things set up
as you can see i'm reworking the statues etc π
Does... anyone use the metal platforms ? just realizing that i had forgot to remove them all this time π
Thinking of my vanilla playthroughs, IT platforms are much more viable than FT ones. Redneck or the others might use them?
me neither but i saw a tutorial on YT
idk why somebody would want to do that when you can render model and then paste it
sweet! and I see some gold in there too!
all 3 medium ones need gold is that it?
Yeah
hope you didn't go too crazy on the amount needed π i can't be used as a reference that run been lasting forever
and honestly not making much gold anymore, using most my dirt on flowers, Nenu from the CW and flowers from the GMO, only way i could stop the clogging ( also removed most my handicrafters lodges)
mheee, would make it too easy i think. thb salt would be much nicer to have in a more efficient way, quite a few receipes use it
But they will likely not cost more than one or two gold bars
I think in my current game I've build maybe less that ten dirt blocks and a couple of tree nurseries, so at best I've excavated 10k dirt, which would make just one gold bar π€
So maybe the small statues can cost 20-30 gold dust, and the large ones one gold bar, then no need to bother with a gold recipe
And it's always possible to speed up gold production by exporting metal with balloons
the small ones need gold too? that pushes the decoration a bit late in the game, it's nice to have some early too to help buff up those beavers
tought you were replacing the decoration that are already there
And I want to keep the idea that the statues are carved into sequoia trunks
like roof, lanters/shrubs and so on are staying?
Oh yeah yeah
I'm just reworking the statues
For now the "pregnant" statue has only golden teeth
maybe could rebrand the "monument" tab to "statues" and get those in there, otherwise the decoration menu gonna get a bit crowded
The great pointy thing is also made of gold, but the statue itself is metal so no need for giant log
I'll see if I can find a material that looks nice on the preggo statue
To give it an original cost
This way at least one of the three should be unlockable no matter what people prioritize
that means all the other monuments are going byebye, right?
i gave backward compatibility to a few of them just so that people who paid their 10k science don't get scammed
that's nice of you !
so the waterboarding statue will replace the fountain (unless i decide to keep it / rework it)
the family statue will be converted into the lumberjack statue
and the other is the farmer statue anyway
but it's a dunking not "waterboarding" technically π€
i didn't decide the name π
the "you better have a sip" monument π€£
anyway, GN !
GN
finished work a bit late today, but i made the specific needs for all different statues
also upscaled the preggo beaver statuer and pointer statue to have them be in scale with the upside down statue
i think i'll add a fountain of sorts, but it won't have to be in the water
will also need to work out what i'll put on top of it
Crazy idea of the day:
since you are ditching the drain house, would it be super complicated to change the "drain pipe" into a turbine? basicaly change it from a pump to a waterwheel with a limited flowπ€
(hey @kind spire sry bout the ping, just curious if that could be done without too much wizzardry around and you've became quite a reference on that π )
Making it a water wheel of sorts is probably not too difficult (save for getting the animation to work) but then it wouldn't be part of a watertight building, the water would need to flow normally to work.
Or that requires custom code
So I think you can actually do this by combining a water wheel and a mechanical water pump script, perhaps
I know that the water extension mod does something similar with pipes, so it shouldnβt be hard to do
Ho yeah, didn't think about that watertigh thing, or could the "house" part be watertight and the "turbine part" not, would have to placed on top of the dams then tho and if any door is under... problems... looks like it's more of a mess then i tought about π
well but also watertightness is transfered down, so if you place something watertight on top it becomes werid
yeah learned that long ago when placing a megaplatform over a waterwheel when those were watertight π caused a bit of a flooding
that's a lot of gold, looks pricy
Three gold bars π
but it has 20 range
let's say 25 for good measure
do you need to put it in water like the fountain too?
no
it's just a statue
and it gives +8 like the tribute to ingenuity
without being mechanical
i kind of want to make an uranium based statue, but i don't have a lot of ideas
"the great rod" just the green glowy stick on a pedestal π€£ ( made me think of that simpsons episode where they go in space and "the rod" saves them)
Gotta love those descriptions, one of the best part of the mod 
update incomming
i also made that change i wanted to do about the ens no longer making a single duplicable clockwork controller blueprint, but instead make it as an item, that is required for CW farms
and possibly other stuff
i'll also have it make CPUs using silicon ingots, unless i give that to an abyss module
which would make more sense tbh
CW farms are already super locked atm, would not put it behind a module too, maybe the assembly line?
oh no the cpu would only be for the bots
kk
another thing i'll have to set-upπ didn't do solar power on that run so got 0 ingots production
if you drop in CPUs tho for the bots maybe lower the price for bots part a bit? idk, would have to rechexk, been 2-3 days i didn't open the game been quite busy
Hope will be a better CPU π€ Don't want to see any stuck bot π€£
okay ! uploaded !
So.. lets try π
looks like You forgot add gold to fences?
the golden fence doesn't need gold?
BTW look very nice π
Oh right, oops π
Any of these new monuments 3X3 or are they all 2X2?
the dunking one is 3x3 ( the one replacing the fountain)
just realized there is no "flaming one" those look great at night. if you ever feel like making more decor stuff. I really like the vibe of the "flame of unity"
That was shitty to do but finally built it!
I would also suggest replacing the scarecrow with a monument that looks like a golden sunflower or a golden pine to emphasize how important these resources are.
Hmm. Strange, I though I had changed the colour of roofs to use the green grass texture I made for the gathering cottage
several roofs that I had built before turned green correctly, but every new one looks like this
Oh, I just remembered the flaming skull of death I had put as a FT start building, that could be some sort of monument π€£
You can see it (but poorly) in my photo
Ah yes you have one
Hmm... I'll poke at that when I'll have time
So I need to fix the cost of gold fences first, then adjust the cost of clockwork farms since the controllers now cost a bunch more resources
Then check those roofs
And then a flaming / glowing monument
Actually I wanted a head shaped thing to go between two hands of soup
oh i had forgot to remove meshy on the roofs
would need golden rice too π
that sure would be a nice one !
maybe it's just me but that one feels like a bit too golden, maybe 2 golden dunking a non golden or 2 normal dunking a golden, idk, just when looking overall it doesn't really look like something unless you zoom a lot
problem is that most of the plant models rely on texture transparency so making them gold might be complicated
that's a possibility π€
just had a great idea today
and can also have a path go through it
(as soon as i fix the visual)
the blazing skull is nice as is, don't need to gold it up π
disctrict gate crossing or just a decoration?
(someone modded back in the district gate)
decortation
it has no other function that being a path and being pretty
also stop plant expantion, which is most of the point
i wanted to separate my bramble area and berries area
but i needed to leave an opening for beavers to go through
which would allow some plant to grow in that square
unless i put a ugly single path through it
can't you have the space occupied by an "invisible path" that won't prevent putting a real one on top?
not sure if that make sence
well there's no such thing as an "invisible path"
hence the gate
it melts into the fence and still lets beavers pass, but occupies the voxel as far as the plants are concerned
o ok, didn't understant , tought that the brambles could spread under the gate
ah, no no
although i could make a nightmare mod in which brambles can grow on paths π€
lol, already lived that, don't forget to let them grow on foundations of buildings and prevent the construction π geez those were a nightmare
reworking the normal wood fence too
since i'm there i may as well give it an aura and a gate
but that will only be a meager +1 wb
i just don't like things that have no actual functionnality
mheee, don't forget too much aura makes the loading a nightmare for largeer save
also would have to double fence gold+ wood to get alll the bufffs
unless there are 2 like
+1 for fence ( on both ones)
+?gold fence ( only on the golden one)
oh, but no worries, the decay on the fence buff is quite slow
like -0.1 per day, but +0.64/hour
so just a few fences in strategic locations should be enough
lol, too bad i already destroyed most my wooden ones to put up goldens
but the loading time question is worth investigating
if it actually slows down loading time, then the aura can be done without
since as far as i'm concerned, fences are mostly to separate crops nicely
so most of them will be where there's no beaver to affect
honestly i didn't use much, some here and there as decoration and that's about it, gonna drop a bit more with the buff for sure tho
i wonder if fence gates would interest other people ? π€ like for folktails and ironteeth
that is facultative enought to not be a dependancy
probably, specially if it has a buff since the vanilla fences give nothing
well i wouldn't bother reworking all of the fences to give them an aura
but i could add the gates
then the gate could have an aura of course
yeah, just a "gate mod"
yeah
if i do that i'll probably offload the gold fences into that mod
since there is already the statues to use gold
next fencing project
you monster
what? don't want those beavers to fall down the clif
sure, who know what kind of dark wizzardry is going around and odds that a beaver walking near a "X" tall cliff could fall and dieπ€·ββοΈ
gotta admit those dunking statues in the water all over look a bit strange... might destroy them all and place at other places
Fun fact, the statues/monument that got changed still give back the old materials when beeing destroyed.. no wasy gold boost there π€£
oh, yeah, right ! apparently the game saves the buildings content when build
that's also why everblossom replacing oaks actually yield 8 logs π
GN !
Regarding the assembly line, is it intended that if you stack them tou can't have a column of ladders connecting all the doors?
it's already supper shitty to access, at that point it's super limiting on verticality. is it the little crane thing that prevents it?
kinda sad, won't be able to replace all those presses with assembly lines... or at least i don't see how for the moment, can't leave a 1 large gap in the dam π€
π’ just noticed lanters went bye bye... how dare you, now beavers are gonna trip everywhere when they walk at nigh π
Just noticed also some fountains simply went bye bye and did not get replaced π€ there was one right there
Build a ladder stack right one over from the entry and use the side platform that doesnt need supports underneath by the door.
tought about it, for the end peice it works but the second column... I end up wit a gap to fill, worst case i could drop in some of those 2x1x2 lodges but doesn't work as nicely to reduce the pop
Best case would be if the building was flipable
did it here
but for a 6-7 buildings high in the middle of a dam.... still looking at option, sure is a messy one to place but the prod speed is worth it
π€ With a 3long overhang platform tho π€
Yeah the crane is in the way
I don't think I removed them π€
Well buildings are not necessarily made to be build on themselves infinitely π
One question:
I have build a large farmhouse and the beavers are not planting the lotus(yes, lotus is correctly planted with water)
Any suggestions for it?
or do i have forgot to build a building?

Lotus need 2-deep water π
But there's regularly people asking about this so I guess I should add it to the farmhouse description (unfortunately plants do take description text)
What is the maximum level of WB? Yesterday I reached 125
With the new decorations 125 seems about right.
Not sure what is the maximum though, I didn't calculate that
i tried with cheater mode few weeks ago and max used to be 156 but some buffs like "baloon ride" are not a thing anymore, there is a little clean up to do in the well-beeing section.
Yes... some clean up please
double checked and they are gone
i have removed that on my current working version
right now i'm poking at the hedge
which is going to be merged with the shrub
works exactly as planned
honestly not sure why the devs didn't go that way originally
just replace the unconnected variant with the shrub model and that's it
tought you'd be using the decorative fern to replace the bush, change the color palet a bit π
actually i thought about that, just make a flower bed like thing
because like that you can't put a shrub on the corners of the edges
or a row of bushes
problem is that it would be repetitive
mmeeeh
the hedges give no aura
in principle
have a spot i did like 2hedge/1bush/2edge....
aah, i see
well that probably is going to all turn to hedges
π
oh yeah also if i make a fower bed hedge
that might end up being a lot of polygons π€
oh wait i have an idea
alway a bit concerned when you say that π
this is the texture that makes the hedge
but there's nothing preventing me from cutting out the pink flowers and replacing it with a buch of custom colorful flowers
this way it won't be "everblossom" but still mostly the same
well to be honest, i kind of don't feel like hunting for flower pngs right now
just put that on the todo for later, not like it's something broken or not working
i had this texture laying around, but i wasn't unhappy witht the pink one in the first place tbh
it looks nice, little pallet swap here and there makes it better imo
I think the purple flowers still fit decently well, thematically.
soo fency π
so much planting space lost π±
but maybe i should make them more like minecraft gates
to be honest, yeah
it's totally wastefull
but it looks good π
doesn't it reduce the range a bit of some buildings tho when the gate is a bit far ?
yeah that's a possibility
but overall i have plenty of food
just the balance between the different crops is wrong
you need more beavers then π€£
i have too many sunflowers and not enough cabbage
i planted a crap ton not noticing the bottleneck was nitrate or resin
i also have a giant maze of platforms and barrels
had something similar before the fermentation houses
yeah i saw how much is needed
most of my water space is rice
but that is still clogging in the fermentation step
but i managed to get a hauling tower build
rice is bonkers, got god knows how many CW farms of those and still some planted getting harvested
but with the new balance for distillation (10 units instead of 7)
i could see my advanced science get done much faster
been quite a while since science been a concern π
oh i also started doing that, under the balloon pads
to spread the gloriousness of glorious storages
almost deleted all my glorious storages, don't really need those anymore, might end up just tossing some around for the buff
maybe i should make a bot control tower or something that consumes science
mheee, it's nice to not have to bother with contamination at some point
trebs, gold, medecine...
oh but the ENS is what makes the CW farm cores now
gotta keep in mind i'm over 300 cycles in π
yeah π
i think this colony is good for retirement
i kind of want to catch up on Eld's playthough though
could be quite informative, but not enough time
not quite yet, still have stuff I want to reorganize plus you keep tossing in new stuff π
right now i'm mostly doing decoration stuff
do you think i should poke at the paths ?
give it a custom color or somethign ?
main thing want to see if having a bot only district with the "workerless" stuff would help
mheee, there is a "paths mod" already
does it work with this mod ?
didn't try it out, don't see why it wouldn't tho
GN !
THIS LOOKS STUNNING
I resumed watching eld's play through, and I think I should remove one of the grape variants.
I made it only to give a choice in visuals but as far as I've seen a solid 99% of people just make both anyway
Maybe a little balance on the bamboos would be useful. I have a lot of them and almost no mintybambooshots...
how much population ?
@radiant heart is there anything that requires grapes except for the the presses making juice ?
i think the multijuice uses both kinds of grapes, but except that ?
i like having both so one goes to the presses and the other is kept to be eaten raw. Helps balancing it out a bit
but they both fill the same grape need
and i think eating raw grapes is less efficient
but even for that use, the added complexity (and confusion) doesn't really seem worth it
yeah, it's not super "begginer friendly" having both. tbh it's far from the most confusing thing in the mod tho
there's nothing confusing about this mod π
i know it's the other 2 factions that are super weird and buildings can't go in the water π
also the issue with having two kinds of grapes is that it prevents me from making anything that requires grape, since all of those reciepes woudl need to be duplicated in order to have one white and one red variant
or make unique receipes for each and force ppl to have both, like Jell-O, that shit sure is not white grapes ( actually probably no grapes at all but you get the point)
true π
but forcing people to plant both is specifically what i would like to avoid
kinda surprising of youπ
i've kind of being itching to remove the entire chestnut branch of the mod
it's just hard to plant everything
but removing chestnut would have too many implications
it sure is untill you can make CW towers and regain the planting ground
yeah
that's a reason i'm not a big fan of the ENS making the CW thing and having to redo a bunch instead of just copying it
but chestnuts are also quite ignorable until you start to make stews and such
yeah but the cost is going to be subtracted from the building cost
it's just a way to keep the ens relevant once you've completed research
when you watch the latest episode, the thing near the end with the tower upgrade i felt like it could work. would actually be nice not to force sides on the buildings
i think i'm still far from that
basicaly:
1- swap the forester and "triangle building" left and right
2- rotate the upgrade 180deg and try to put it on top
aah... hmm well the tower from the forester wouldn't be in the right place
did i have something else on my plate ? π€
lanterns? ( just tick them back in)
i really have no memory of ever removing them
but yeah, i just put the back
hmmm
since i'm there i might as well rework the lanterns too π€
wasn't there a mod that added streetide lanterns ?
tori gate or something like that
so the ground print would have to be a 2x1? or something like that
kk, so "part of the path"
that would be the rough idea
on other option is to make it purely visual, at which point i can fuse it with the T and + segments of fences
but that makes it quite tricky to place
but having it as a standalone just puts it in competition with statues, scarecrows and such, which is very sub-optimal
idk, i like it as standalone
Oh right !
i had an idea on how to make those more stackable
i removed the crane landing zone
have it land on whatever is carring the path to the door
this way the entire (3:0) column is free for a ladder
also, how much of a pain in the butt is it to make metal fixations ?
should the assembly line be able to make them ?
idk, got an army of primitive ironworks π
ironworks=no pop space so not a real big isue anyway when you want to lower your pop in the endgame
tools and pencils are that much trouble ?
i didn't reach that point yet tbh, maybe i didn't get slapped with that yet
oh, i figured out how to remove that ugly remanent glow from certain buildings before they're build π
(this is a foundry)
sorta, still pumping up my books production and it's the making of the book bottlenecking me not the paper/pens
similar with necklaces and toys, the tools are not the issue.... yet
The last thing that was bottlenecking me was pine resin, but I recently increased my plantation size
At the moment what I would like to do is to make the giant sawmill usable earlier
had some resin issues but then rememberred i was trading a bunch for burgers π
π€ have the ironwork making the steel blades too?
don't really see something else
It's overall buildable somewhat early but the steel saw blades are so much further away
Yeah, cutting sequoias is locked behind the foundry, which is locked behind a degree, which is locked behind the ens
that made more sense when the tree nursery was also ENS locked i guess
I would at least want to be able to turn sequoias into planks or logs without that
Yeah
Si I think I'll make a recipe that consumes crude saw blades out something
like a non-efficient that creates a ton of dust and consumes almost one crude / giant log?
Basically yeah
fair enough
Or several saw blades
Also a lot slower
I'll think about it
Basically going toward the sequoias and giant sawmill before caring about the ens and stuff should be a viable option
Anyway, it's late, GN !
GN!
OSHA ain't got shit on me ! Fencing it up
imagine if that was a "the Rod" statue! π€£
and, yeah, me monster, just because i can !
district fence, seen beavers swimmming from god knows where like they don't even respect the district thing
books got a decay? or they are like toys and necklaces?
I think books decay, but that's something I might remove / adjust
they can have one each and trade, just like the necklaces or the toys π
fair point
very fair point
i was bothered by the idea that it wouldn't make sense for beavers to be satified with only one book in their entire lives
hence why it decays
but if we consider they will trade books with each others π€
unrelated but i at last managed to make the butt of my firefly actually glow
And the glowing fluid will also glow?
uuh
no
too complicated
in the meantime i've adjusted the grape vines so the grapes are more visible
well it just took a dozen trials of loading the game for it to launch without crashing... (unity crash, this think is shit)
so uploading the new version soon
better get those gold fence in while they are cheap π€£
uploading now
oh don't worry i changed the prefab name so they will disappear π
no free gold fences under my watch π
for some reason mod.io is getting stuck at 80% upload π
i really should work on shrinking textures and hunting duplicates π£
ah, yeah i killed a bunch of old version and now it went fine
also stopped bittorrent
725Mo yikes !
GN !
GN
HOORAY WE CAN SEE THE GRAPES NOW
(i didn't fix the "more plants" mod yet)
so if I have the more crops mod in it will break stuff?
i think the balance of usefullness between the different ballons is a bit off, so here's the changes i think i'll do :
ironteeth : instead of bamboo shoots for mushrooms, they will have saltpeter for berries
island beavers : instead of tea for rice, they will give lotus flowers (i'll shuffle the inputs too)
Jungle beavers : instead of quartz for berries, will give nenuphars
this way most ballons have at least one reciepe of something you generally always want more of
got all my ballloons needing something all the time ( except the scout one)
i'll also make the reciepes run a little faster or a little slower based on the "distance" (which is also reflected in the cost in sky exploration)
hope this does not mees up the thing too much with the "duration" that changes
also i'll have the animations run a little bit faster or slower based on the same thing, it won't change that all animations will start at the same time after loading, but after a little while, they will scramble on their onw
at least type-wise
actually i was thinking about making the reciepe run in 48h rather than 72h too
those that are "closer" could run on 48, the "further ones( like polar) could stay at 72
but i don't know if the reciepes are actually too slow or not
it's all about balancing it, up to now we've only talked about input VS output, duration was not a thing
making it a bit faster can't hurt. Once you are able to keep the inputs full,the bottleneck is the trip time or the amount of balloons
or keep balloons as is and wait for the MKII ( zeplins or whatever) to buff it up
i'll need quite a dose of courage to get that started π
but i"ll have time during golden week
My thinking is if you buff the balloons too much in mid/early game they will be way too powerfull. The balance atm is descent, better have a more advanced option for later game
shortlist of things i need / want to do :
- irrigation farm upgrade / forester shaped irrigation tower
- skull of death decoration / beaver face-like monument
- zeppelins
- CPUs for bots (also, should they have needs ?)
- dirt excavation module for the abyss ? (to make terraforming a bit more practical endgame)
- water crop fertilizer
- update the techtree billboard
yeah, first thing i want to do is rework the irrigation tower to work as a forester for the purpose of upgrades
this way in areas where you want irrigation and a crapton of gatherers, you can have an irrigation tower, a gatherer's cottage, and a drying tower for max harvesting power with minimal land pawprint π
also, i'm not entirely sure what to do with the stilt irrigation towers
they seem like an awkward in-between that is not really interesting to me, do other people actually like them ?
i kind of prefer the floor irrigation towers for the contamination repelling effect, or the super irrigation tower bath for crop speed boost
maybe i should increase their range / decrease their water consumption further so they have a real value in being super economical
anyway, enought playtesting for today
bots are quite nice as is, with the extra long lasting version i feel like having something to boost them furthermore like the grease/cards or whatever would be a bit too much
i was thinking more in the "need that prevent work" kind of
dirt module could be nice in some cases but whith the trade you can have your drills running pretty much all the time bringning in dirt as long as you have enough trebs to unload the rocks. I guess one coool thing would be something else to do with the rocks at some point instead of just beeing "something to deal with"
with the addition on CPUs they gonna be quite a peice of work to make, not a fan of having them "not working" with the trouble it is to make them
guess it depends of the player and the map too, like on that run (1000island) the need for irrigation towers doesn't really come in untill very late in the game compared to something with more ground and less water. if it's not broken or anything might as well leave it there
(actually think the irrigations tower were not a thing yet on U5 when i started that run π )
Is there a way that the "fertilizer" would help the "harvestable" grow faster or it can only help growing speed of the crops?
actually i don't know, it's code from timbercommons i have to ask them
it's not only a reskin of the beehive?
but the hive doesn't help the harvestable ( at least not that i remember)
GN
welll, last one crashed
and it goes on and on and on... guess i brought that on myself π
Ah crap, I think I see what it is.
To be honest I was wondering why it's didn't pose problem with the half log bridge but did on the mega platform.
(If the problem is what I think it is)
Yeah I removed the bee sting need for them, since there's no beehive
the basic floor irrigation tower should look something like that soon π
grumpf grumpf
Is actual version 3.4.7 on mod io playable?
it crashed when i tried, not sure if lapan updated it, if you wanna be safe for the moment stay on 6 unles he pops up and confirm it's ok
I killed yesterday's version, but I'll upload a new one soon
Hey lapan, is the "more crop" map editor still a thing? wanted to drop in some baobab and lemon trees on a little project i got going on but can't find it
( and BTW, lemon tres are not spreading)
Well the mod should still exist
couldn't find it π€
i really like the look of that one 
can you put bridges, roof, or whatever on that platform over the dorr?
cool
that's awesome
small issue though: it is no longer flippableπ₯
mhee, with the variety you gave the players, the lack of flipable is not such a big deal
kinda like the pump upgrades, Ho boy would i have enjoyed flipable pumps but the upgrade is worth it
bramble replace birch right?
yep
new version uploaded !
oh by the way, the giant log feller is no longer constrained to ground or heavy stackable
because i found a property that allows to cut the model under a certain Z-level
(it had that constraint because the giant log models would be visible under it)
ngl i'm pretty happy with that thing
that took me most of yesterday's evening but definitely worth it
darn, with a farm and a hauling tower, this is going to make hauling much easier
it's probably going to make the hauler farm ugrade a bit obsolete though, maybe i'll buff it to 10 workers too
hmm... that probably implies a buff for the giant hauling towers too, but then the storage select box won't be accessible
fffffuuuuuuu
ah i see what i had forgot
plants don't need actual sunlight right ? π€£
Call them mushroom, not plant, then π€£
Could you remind me which is the mod that added bridges for power transmission? I don't seem to have them in this playthrough, and I never figured out what I'd missed. I thought it was one of the dependencies..? Cheers!
Loving the mod by the way lapan, thanks. π
this one ?
thanks !
playtesting if for myself, i'm just realizing how far clockwork farms are tech-wise
i think it would be worth increasing their output so that they are worth buildig even if it's too early to stack them up π€
oh, water cannons should be flippable
it's mostly cosmetic since their connection is symmetrical
the sawmill too, but that's really because its access is otherwise too inconvenient due to the sawdust chute
Aha, thanks!
I would not complain about an increase in their output. π
Cool! π
I increased the output from twice what a 5x5 planting area would produce to three time that for now, that seems good enough
can't go to hight too, seems ok
did you increase internal storage too?
I'm slow, but no they don't need it in vanilla either π
no, should I ?
well, if you increase the output i thik it would make sence to buff the internal storage also
π€ well, getting a crash on 3.5 too π¦
looks like it's something with the bot district crossing
should i have opened on 3.4.9 first and then upgrade?
At around 800 beavers my game is getting closer to a slide show
sadly it has nothing to do with the mod, (depending on your rig) it looks like over 500 frames are going away, a bit worst on larger maps
at 1.6k beavers on a 256x256 i get over 2fps on a good day π
i think my computer is pretty good but at nearly 700 beavers the framerate is dropping π
yes but that's maybe more a base game issue
that's because i combined both grapes into one type, causing it to go over some limit
but in principle that should be handled fine
you can "fix" it with minor damage by finding "goodspecification.grape.original" and remove the line saying "Wgrapes" in the backward compatible goods section
then save
that will erase all your white grapes instead of converting them to grapes though π
or you can go back to the previous version and pause your district crossings, update then unpause
i suspect the issue comes from a beaver or bot already set to go fetch some white grapes, but when the inventory reservation tries to convert wgrapes to grapes, it exceeds the limit and kaboom
gonna have for it to be emptied too i suppose π€
and that change was done on 4.9 or 5?
good question, probably 4.9
just realized i had forgot to load up an entire mine module, the supplementary expedition team
lol, didn't try to fix my save yet, a bit of laziness and also giving a shot at manor lord, ho boy the combat mechanic is shit on that one
aaaaah ! i want to watch it but it's laaaaate π£
https://www.youtube.com/watch?v=ryBmXf4n0dI
It's time once again to dive into the incredible Water Beaver Overhaul mod in Timberborn, but this time it's with all the added fun and challenge of Update 5 with badwater, badtides and new buildings galore. It's going to be a wild ride, so let's get started!
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oh, really ? i had it wishlisted for a long time but the couple playthroughs i've seen make me think of a slightly prettier banished with combat
but it's still in alpha and i avoid buying games in that state
it seems interesting but i'll wait
curently rewatching it lol, one of JC's best vid in a while
there are a few hicups for sure but overall it's fun
It's golden week here in Japan so I have quite some time to play but I've been splitting my time between timberborn, Zelda and Millennia.
I was a bit frustrated about how civ6 handles resources, districts, the AI, the bazillion wonders and nonsense dlc etc.
Humankind has good ideas but the era stars hunt is kind of tasteless, plus the region system then makes the game completely sclerotic...
So I was out of good historic 4X game, but Millennia really takes the cake for me. It's really close to what I would have done if I had tried to make such a game myself. I'll a bit worried about the AI and difficulty level but I'm only 2 games in so I have time π
well, after a few hard lessons, found it's not that bad, just can't use speed up when enemies approach.. at least game auto turns it to 1x speed
What Zelda? ( need to get back to alttpr)
I started playing the last one recently, tears of the Kingdom
The remake of alttp is pretty good too, even if you've played the original a few times it still h has a lot of value to it
not talking bout the remake, i like the randomizer. Need a Jap 1.0 rom for that .
(when i was a kid took a year gathering my pocket change to get an edition in french π )
stopped after twilight princess and went back to the 2d version. also got a nes mini with Z1, need to get into that one someday. I avoid anyting that can spoil anything on that one
(maybe with get that in DM?, kinda far from the WB mod) π«£
did you end up watching JC's WB episode ?
And Eld announced the soon end of his gentle canyon run today, not sure how far back you are on that one but it's worth a watch
Oh I managed to catch up with eld's play through, it's really neat, to bad I ended up changing the statues etc just before he got to build his fountain, now he's going to need a crap ton of gold π
Of I see, I heard about the randomisers, but sure if that's fun or not π€
Zelda one is... Tough. Sometimes you feel how much time has passed, there is things that are hard to figure without hints π£
To go back at the watery beaver mod, I feel it's really clunky to connect multiple adjacent clockwork farms, especially up in the air. The bot standby area allows to walk around the vertical shaft but that's quite limited in functionality.
Right now I'm thinking about some sort of multi purpose outdoors workspace that can do some recipes from various tent buildings and still carry a mega platform + internal paths.
And I'll likely make some sort of entertainment that will likely replace some basegame stuff, still with internal paths etc. Basically like the exercise plaza.
Also I think the glorious storage aura gives too much wellbeing, I didn't think it though but you can build it immediately at little to no cost, so +2 is a bit much, I'll go to +1
Oh and lastly, given how atrociously late and expensive is the nursing licenses are, I'll probably make the medication it makes insta-heal their respective injuries, this way they will make the "injured beaver" disappear entirely, which is better since it goes in the same direction as other issues becoming entirely solved once you've achieved XYZ
(at the moment they have a cool-down need that prevents beavers from just diving in a bathtub full of scalpels to fix all of their wounds π )
Rando is a basicaly giving an infinite replayability on a game but at the same time you are in a thing you like. It's really fun
for the CW, could it be an infinite upgrade fro the higher lvls? those ladders up to the sky don't really show in the distance but Ho Boy it takes some time ( and computing power)
yay
Eheh
it's actually a script from the hydroponic farm
now i need to add the beavers working in it
Helllo. I'm busy updating Timbertrees for WB 3.5 and noticed a couple of items:
oh hi !
i was worried you had given up on keeping track of my mess π£
glad to see you're still around π
Translations for Giand Log Bridge
should probably be Giant Log Bridge?
yea, the integration with timercommons caused some issues,
AssetRipper doesn't extract source code for mods π (only main Timberborn folder)
so I had to make some of the "missing" metadata asserts into warnings
Gigargantuan should be Gargantuan
unless it was meant to be Giga?
also for Log Bridge -- maybe have a different translation for the 3 long and 4 long version?
like the suspension bridges have?
i figured they could all have the same name, the icon being different seem good enough.
does that cause problems ?
no problems, just not obvious unless icons are shown
enUS has a duplicate key for Lapantouflemagic.HoomanUndergroundFactory.DisplayName
oh i see your think builds a text based interface, it doesn't include icons ?
right
oh okay then
I have the output for 3.2.6 at https://darkskies.za.net/~norman/timbertrees/enUS_Waterbeavers.html
indeed, thanks !
Will shortly update it for 3.5.0
quite surprised that didn't crash anything actually
It did π
or you mean in-game,
(I had an assert for no duplicates, which I had to change to a warning too)
What's the difference between OmniDrinkSs and OmniDrinkLs? (same for OmniFoodSs vs OmniFoodLs)
yeah in game π
there is three size for the recipes
the old one is medium size, storing something like 500 recipes
the "S" variants store 100
and the "L" is the old default, storing 1k
ahh, so only the storage size
that's because there was a legit risk of sucking up all of your ressources when build
yea, I don't show the storage size in my output, so it wasn't obvious,
I wonder if I should,
heh, Brun Excess vs Burn Excess
I see you got rid of white grapes too, I assume for simplicity.
yeha
The Grape Vine still produces Red Grapes and recipie is still called Red Grape Juice
it seems that people kept assuming they were meant to plant both while it was intended mostly in the corner case where having one orientation only would look ugly
oh, like if people wanted they could checkerboard, or just use which ever orientation they wanted
DeepMineMechModuleTemplate is still untranslated
eww π€£
but i guess yes that would have been an option
oh, yeah actually the building needs to be removed
it was as its name states, a template
probably just fixed the onmi food / drink recipe names
Bot Assembler recipie is Hauler Bot {0}? or am I missing something how it should be parsed?
ahh, nm, that looks correct,
bot recipes don't have any visible output
the bot is created at the end of each reciepe loop by an other script
yea but Ft and It recipie is just called Bots
yea, main game just uses "DisplayLocKey": "Bot.PluralDisplayName"
{0} is going to be the number of the bot
but i also use it for the reciepe apparently
I assume you want the recipie to include Hauler?
yep
i supposed the 0 would not return anything
so it would just display "hauler bot"
ohh, I have no idea,
well actually since the building has only one reciepe it's not displayed
the name i mean
ohhhh,
and now updated to 3.5.0
btw, the today's update was inspired by JC The Beard's new WB series -- I saw he had Timbertree listed on the "mods installed" list.
thanks !
i need to update that techtree billboard π
recently i've been poking at the decorations and entertainment
GN !
wow, that loks nice!
Alright, that was a doozy but eneded up having to delete all the crossings to fix it but at lest I'm now on 3.5.0, YAY !
ho wow but it messed up all the assignments and pop per district π gonna need a little time to sort that out, been 2 weeks at least since i've opened that save and was already kinda lost on what i was doing
"new" gold fence doesn't let you drag to place, minor thing but it gets annoying after a few π
Nicely done for the Grapes, now it's super easy to see if they are ready for harvest π
Did you remove some housing space in some buildings? i'm getting homeless beavers and not sure why π€
Watching JC's WB ep2. Lapantouflemagic.TerrainBlock.Description Instead of "An artificial terrain bloc build by beavers", maybe it should be "An artificial terrain bloc_k_ buil_t_ by beavers"
Tought of the day:
When you talked about making a mine module for dirt, could it have 2 receipes like one for dirt and one for gold dust? π€ With the price of the fences and all gonna need a crapton of gold ( the dust one could acually use water too since later in the game with an army of aquifer water is a non-issue)
(also nice clean up in the well-beeing section, only one left that they can't really get is fountain of joy that is still there) WB edition of that one around the corner ? π
Is the mecapump watertight? ( guess not since it's not a house) would be nice tho, wanted to do some sort of "stepping down" thing with the higher bassin beeing 1 higher then the next one without having to drop in gages and triggers
WE NEED THIS IN VANILLA.
I hate having to click on all 9 of my Grills and Bakeries trying to find out which one is making Potatoes or Bread or whatever.
There's also just having a bit more uniqueness to every building? I've never really liked how every building just looks identical...
does that mean CW farms gonna be only one that you can change the receipe? ( would be super cool but dam that's another thing that will totally wreck a save or need quite some time to fix depending on the amount... + the tree one beeing bigger)
At that point tho i guess the blossom one could do also nuts and resin ( wouldn't need blades since you are not cutting it but... π€
Would also be nice if the tall one could fit over the pit one π
could it be that too many haulers wreck the thing too? π€ like when i see a bot carrying 1 salt around..... production would not be fast enough for the amount of haulers , maybe?
And also... you can't change the crossing storage right? cauz that's a lot of bot power wasted π©
How do you build stairs down from the balloon platform if you can't stack platforms? Or am I missing something?
balloon doors are on the ground lvl
Hmm, had those connected and the balloon itself said not connected to district
need to connect both, one is the "house"( bottom one on the image) the other is the "balloon access" ( top one without the dot)
ah, no i meant from the real hydroponic farm, the one from the IronTeeth. there is a script that allows to load different meshes depending on the reciepe selected. i don't particularily intend to fuse the clockwork farms into one single building that would have multiple reciepes, although that would be a pretty neat thing to do.
If the script is there and you already have all the models i guess it wouldn't be that complicated. Only issue is the height diffrence between crops and tress but could have 2 instead of 5~6 at that point
oh it would be really easy to do i think (the everblossom one would stay separate) but the problem is that they would all cost the same thing (those making water crops need glass and more water), and there would be only one science unlock then, so i'd likely make it cost 7k science at once
also on that matter, the underground hooman chem plant and underground hooman factory were Waaaaaaay to easy to get, so i cranked up the science cost to 5k
instead of 1k
don't know if that's excessive, but the main thing i see is that i could unlock it really easy without ever getting the ENS science reciepe going
in the meantime i just finished making the processors for bots π
it's going to go on the pillow as one could expect
Ho yeah, didn't think about that, better stay separated bildings then
still never used ENS for science π
well, that's gonna be a whole other problem π
Talking about to easy to get, don't remember, what's the science price tag on the assembly line again? can't recall but somthing that powerfull could be a 1k thing IMO
is it ? i don't fell like it's that usefull untill you need to press thousands of tons of fruits π€
in my run i have one for berry juice and one for something else but that's all
right now they cost one silicon metal and one gold dust, among other random junk
Nice, ( still Love/hate it cauz i'll have to manage a way to get into my production line tho π€£ )
i'll be adding a way to get gold and dirt more easily soon
salt? ( come sort of building that evaps the water and makes salt) pumpkin chips is about the only food i can't find a way to make enough, dropped in 4 more small mines, it helps a bit like at least salt doesn't blink around 0 but still is the bottleneck
Made that little shroom/chips district in the middle of the place ( bots only with 1 beaver to squeeze the mush juice) truned out not half bad
Ho yeah, with bots needing dust sure gonna have an issue there in not too long
yeah i want to have something late game that consumes massive amounts of bad water, salt is an option but i'm not entirely convince about the plausibility of extracting salt from bad water π€
otherwise that can just be a abyss module
but yeah, ways to make dirt, salt, and gold
one option would be some sort of rock crusher
something beaverless since it's late game? kinda like the Giga drills
the IT coffe brewery 3D model would do the trick
hmm
a third drill is of course an option too π€
where are you gonna drop the plug on that one tho? π
GN !
Oh right, for the next update I'll have removed the backward compatibility for white grapes, people who have already updated without issue don't need it anymore, and this way people who had can update and just lose their white grapes
nice, cauz that was quite a mess to fix
Not sure if that can be fixed but would be nice of the fence to connect properly to the arch
Try rotating the one fence to the right of the gate?
Nice try but nope, doesn't work, it turns it to connect to the other fence without making the "corner peice"
not possible
the system that makes the connection with the surroundings voxels only recognize things that have the same prefab
it's as concerned with the gate as it would with other types of fences, hedges or even paths
alright, flip the bath. and redo fence/gate then π
not a biggie
was convinient for that one beaver in the district to have the bath right across the street from work but guess 1 tile ain't the end of the world.
Don't understand how housing optimized work tho, that guy is alone in that district, works at the screwpress but still lives in another building, doesn't make sence according to what the mod is supposed to do π€
i have honestly no idea how it works or even if it does properly π
maybe it does when you don't have 1k+ beavers π
so like a wooden fence would not connect properly with a golden one?
Yep, they will completely ignore each other afaik
I should try to poke a bit more at the script that allows the two halves of a district crossing to share one inventory
it's not much about a shared inventory but the amount that can be stored in
There's a non-so chance to be able to make a storage with two entrance in two different districts
Oh this is definitely hardcoded
sure the "shared storage" would ba an amazing thing but don't wanna ask for too much
Although it is possible to overwrite the value but I don't know how
only want more salt π€£
It's in case the house optimise mod really doesn't work anymore
If you can make a small district with just for example water pumps and two entrance storage barrels, well that solves the problem
Because the bottleneck is clearly exportation
Tbh that would still be a lot of work for me because I would need to rework the district centers
I have 2 districts with only one biobeaver in
How many bots ?
went fulll retard on the crossing plus a bot chilling station in the district
force import everything, still capping out far from the 168
and they are not injured
with that many buffs, the decay overcomes supply
even with a constant supply of omi food/drink
(didn't look that much into the decor and fun and ...) don't have it all yet in those 2 districts
But omni food / drink should cover all food and drink related needs no ?
yeah but since other stuff is available also they don't always go for the omni
maybe something with priority?
like if omni exist, go for that first and make it wastable?
Hmm
Maybe I see what the issue could be
I have one change that has been long overdue
don't stress about it, i'm way too deep in that run anyway that those tiny details really end up to mather. for an average run the mod is perfect 
I used districts early game, regret it as library and screw press materials still get eaten by beavers more often than being used by buildings. Growing cabbage for Kimchi in the same district as the barrels and the library was a massive improvement.
that works on a low pop, when you abuse the 30 cap on storage is a bit of a problem, makes too much walking time since can't haul a full load and run around with nibbles
Yeah I build a lot of district crossing on top of each other so I have multiple 30 item caps, and spread the workers out between crossings
Hey Lapan, think it can end up working, looks like i found the actual amount of salt mines you need for a 1~1,2k pop.... lately salt has been ticking up just a tad, over 3 cycles ended up with a +100....
Sry, can't tell you the amount right now, need to reboot the dinosaurπ€£ i'd eyeball it to a 15~20
Yeah but small mines are inconvenient and take up a lot of land space
Tbh I could just give their recipes to the medium mine too π€
I didn't like the idea of things going obsolete, but when there is a direct upgrade to something it's not that crazy
well disappointingly enough, although it is quite easy to make a storage building that directly comes in two halves, they don't actually share their inventory π₯
oh maybe that 'linked inventories" script...
there is still the saltpeter in the small one, thing is you don't really need it late game or you need a metric ton to flatten the map
finished updating the techTree
is there stuff missing ?
for now i've given the salt and saltpeter reciepes to the medium mine too
but it's the same reciepe so the only benefit is that there's more beavers working in the medium mine
Only thing i don't see is where so i get the CPUs
yeah i just realized i had forgot that
i made a couple of changes
the megaplatforms will no longer need nuclear fuel (nor waste), just glowfluid
the hot nuclear press requires more nuclear waste, but no longer nuclear fuel
the centrifuge can be part of a pit and ladder tower
(connects path up/down)
as you can see the hauling tower got buffed to 50 haulers (+20 from before)
but it no longer has any storage space, the button would not be accessible
and there's the stackable multipurpose tent but strictly speaking it doesn't unlock anything
also, small fountain
update will be comming soon, but not today
On tech tree i can't see gold dust and gold bar.... It's intentional that they are hidden?
Wait a minute so now bots are hard locked behing the abyss or CPUs can be made in the assembly line just with a receipe that is not as good?π€
lol tought it was a jaccuzy at first glance
is the insta-heal part of the next update?
think the time has come to move on sadly, had couple more projects but can't do much without taking forever due to the lag. Almost burning my fingers evrytimes I play it. Gonna be time for a new adventure
Well actually it is, they can go swim inside
dam you... ok, one last update and then i close that one
gonna burn my fingers one last time π€£
is the little thigny on the side a power plug?
like a combination of the fountain of joy, monument of inginuety and a jaccuzy as a bonus?
No it's a rather minor wellbeing buff, but the entire 5x5 square around it is a path, that will allow you to connect the multi purpose tents of adjacent stacks
But now that I think about it, rather than gigargantuan storage, I would actually want some walkable and stackable 5x5 large storage
CPUs are for now a recipe of the hooman underground factory but that could change
I guess it could be an ENS recipe instead π€
Yeah that seems better
Although that implies requiring two ENSs for permanent production of clockwork controllers and CPUs, which is slightly unwanted
But since the clockwork farms and their stackability is now more accessible, there is a decent window of time to build a large stock of controllers
CW is permanent, it is not consumable, once you have enough you just can stop
would it be that bad to have 3 CPUs options?
1- super non efficient and the kind you only do if you play on easy beeing made in the asssembly line
2-descent but not the best in the ENS
3- ruin module
It's a possibility π€
isn't the robotic controller thingny only to make the assembler and not the bots? you basically need one, at 1,5K beavers could barely keep an assembler running and the CPUs qere not needed
I would probably balance the assembly line recipe with requiring hooman relics
still hardlocks the bots behind the ruin tho, that's the "option" that would be nice to have
The robotic controller is to make clockwork farms and large aquifer pumps
But that's intended, bots require nuclear fuel anyway
been quite a while since i bult one of those , sry π€£
true, forgot about that π
Wait I need to rebuild my primitive mines, they have 6 workers now? ...When was that changed? π€£
think it's been a while they are at 6, or i'm confused, that also is possible
Tought of the day:
Back when the "debuff" aura was a thing it consumed a lot of ressources (PC wise) All those decoration things are super cool but in the end it's more auras too. On larger maps you end up having to drop in A LOT of those to keep it up on the beavers.
My idea is to make the aura smaller but the buff last way longer if not permanent. Like that, you wouldn't need as much around and would help on the lag/loading time. It's a bit counterintuitive from the general meta but i think it could help run the mod much smoother when reaching late game.
Other idea for the larger ones like the dunking monument would be to have it more as an attraction that completely removes the aura and beavers got to visit it once in a blue moon
i think late game the main cause of lag is the sheer number of beavers, auras also cause some lag too, but that is prortionnal to the area covered, small auras should be largely insignificant
it's been like that for quite a while, if not forever π€
power network is a big one too, when you need minutes to plug/unplug something...
just realized that pit and ladder stacks did not allow 5 and 6 long bridges in their center π₯
need a pillar or something since the landing is 2 long
complain to the guy that did the mod, if you make a descent argument for it he may change it π€£
now that's funny
i'm at 700 pop and honestly the framerate is suffering
once you cross the 500 it starts to drop and it doesn't improve when you get morer trust me π
ahah, yeah i wasn't counting on that
uuugh
i was hoping to be able to push my current update but i need to make the changelog and so on, not sure i'll find the courage to do it before going to bed
This : https://www.youtube.com/watch?v=R3AZE0ppugM was really a pain to watch, but, also, funny π₯³
It's time to get some buildings replaced and processes upgraded so we can start to churn out more planks and more production of other goods and food as well. Let's get to work!
Timbertrees mod:
https://mod.io/g/timberborn/m/timbertrees
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think lapan and I told him on every vid about the brambles, someday... in the meantime it's quite funny to watch π
oh, man sooo painful.
I tried to figure out if there was a "nice" way to show wild brambles vs domestic brambles in Timbertrees, but didn't come up with a nice result
i think i'm going to remove the wood-giving part of the domesticated brambles, they will just be twice faster to cut and yield two flowers at once and always harvested by the lumberjack, that will solve the problem of people getting confused by the harvester saying they can pick flowers
i'll also see if there is something i can do about the pit-and-ladder lodges and the "no walk on roofs" issue because that's just too clunky and irrationnal
also need to fix the map because his issue with the lemon grove was not what i had intended to happen
and i had to rebalance the lemons in the mapmaker plant reader mod, but that's very minor
rather have the domesticated ones beeing still "harvestable" then cuttable, can plan a field and move the nursery somewhere else. but don't see a good way to avoid the confusion π€
not sure what you mean
if you have to cut the domesticated brambles with the lumberjack need to wait for spread(or replant) and regrowth instaed of just the flowers comming back
okay, pretty sure i found the solution to pit and ladder houses infinite stackability with no help
AND the problem of beavers getting stuck into buildings placed on top
updated !
would be nice if some kind people would go dance in the minefield before JC tries to π
(i didn't notice anything wrong yet)
usually JC doesn't update the mod in a run to avoid crashes and stuff tho
i think he would want this update
for-what-it's-worth: I don't think the confusion is wild-vs-domestic brambles (or at least the current confusion), but rather that wild brambles have changed since older versions -- i.e. that the lumberjack needs to be used to harvest flowers instead of the gatherer.
Apparently having the name as "wild brambles (lumberjack)" isn't obvious enough.
Maybe change the FlavorDescription to include cutting instructions in color (like the farmhouses have)?
(although JC also manages to completely miss that his waterpumps are missing workers -- I suspect because he sees the housing beavers and doesn't notice the missing workers below -- that's just a "penalty" of playing the faction)
JC also doesn't realize that brambles can be stopped by a path. I think due to an "incident" in the previous play through where he was missing a tiny bit of path that the brambles escaped through, and since then "paths can't stop brambles" has stuck
Kaboom...
New game is possible tho
Will balloons run if there is no beaver in?
NullReferenceException: Object reference not set to an instance of an object
at Timberborn.BuildingStatuses.BuildingStatusIconOffsetter.Start ()
hmm, that's not a lot of context
ahh, real error is higher up
Timberborn.Persistence.EntityInstantiationException: Failed to instantiate 'PINKcampfire' ---> Timberborn.PrefabSystem.PrefabMappingException: No prefab found with name 'PINKcampfire'
mmm, those are just load "errors", and are not fatal (I think)
also lots of Beaver doesn't have a MedicalTreatment1 found in save, ignoring it., but non-fatal
Looking at BuildingStatusIconOffsetter.Start, there are ~4 objects that could be null
medical is normal, stuff was changed in the well-beeing and was not in red, gray and yellow remove/change it's really in the last lines that has the crash info
I'd guess it's probably _buildingModel.FinishedModel or _buildingModel.UnfinishedModel that's null
didn't that work in previous version?
if yes i did it for sure and might be the crash issue
other could be with the rework of top of the walkable buildings and i got paths in the way so it creates a conflict
offset 0x0076 is the get_transform call of _buildingModel.UnfinishedModel.transform
Cheater Town got the storage sorted out !
(comestible only)
Interesting...
what version are you on, that's an old issue?
Now im on the newest
π€
And another one...
lapan worked on the bulding connections thing in the last patch, might wanna roll back to 3.5.0 for now
π’ no more campfire... But geezzz i LOVE the replacement, well played !
prbably part of the reasons for the crash
Is 3.5.1 stable?
mheee, crashed trying to load a previous save, looks like wojo having some connections issue, better to 3.5.0 for now
If the outdoor space would run without worker that would change a lot of things π
Wow, already losing frames... could there be something with the late game stuff?
or my PC was already butning from last manor run and needs a breakπ
Hmm... I've been poking at the 3d model of the gearbox of the CW farms and it is quite a clusterfuck, that might be an issue
Especially since it's animated
No chance, nails and saw blades are not going to make themselves on their own π
Or I would need to rework the whole thing again π£
Maybe I could also simplify the balloon platform but I don't think it has that many polygons
Lag exists only when building balloon platforms, not after ... (try with 8 to be build) π€
Interesting...
Heh I haven't updated for a month or two, probably should lol. ||Make sure the dam drain houses are good first annnnnddd... π ||
i didn't remove them entirely, but they are deprecated
you just can't place new ones
Yep. In the long term I might use mech pumps and a water cannon or two
wait, what are those buildings on ? i just tried with platforms and there's no issue, it probably comes from the building under them
that has never been possible, the trusses need to be stuck on heavy stackable, but the top of giant logs is not heavy stackable
i could make it so, but then that means people would be able to build houses on top, and that would make a weird mess with water under it
Under this storage are small storage. But thats not only one case. Fluid storage house generate problem and scenario to reproduce: build a artist lodge and a big sorage with water e.g. on top of IT. Then double ladder to that storage and voila...
Small storage like the ones from the 1x1x2 storage mod ?π€
I just fixed the water storage house issue, it's not exactly the same kind of issue.
I'll check the artist lodge
Aha thats it
I check that later for sure
it would just make the giant log water tight or something i'm missing?
not a big deal tho, just tought it would look cool
can live without no problem
small storage mod updated !
that should fix the issue with things on top of those buildings not connecting.
that's also an option
but i don't really want that.
then just don't π
we've seen what a clusterF it can do when we had those platforms for above the water wheelsπ
hmm... i kind of want to make a gigargantuan water storage, but that would make the giant buried tank completely obsolete
At that point just buff the storage a bit on the giant ones?
( or stackables? ) like having a bottom door one on top of a top door one could be nice but not really needed
and would mess up the model most probablyπ€
hmm... well the problem with buffing it is that i don't want to be too irrealistic on the storage density, based on its actual size it would only store 1400-ish liters
and it already stores 4k
but even with no compression a gigargantuan liquid storage would store 6500 easy peasy
but more than that, the question is "should a building that goes obsolete have a blueprint in the first place"
to be fair a 4k storage is quite descent unless you abuse a bit on population
yeah i think it's fine as is
in my game i have only one giant storage and it's plenty enough
ginormous storage doesn't have a BP tho.. might as well ditch the BP for the tank
with a few aquifer pumps water is a solved issue entirely
yeah that's the issue
but for the sake of balance, then what building should have a blueprint ?
don't think the storages ones should.
aquifer definitly should have one it's so powerfull
large farmhouse still has one right?
Maybe the "upgrades" since they need the "plans " to set up a construction above another without causing a failure in the strucure
Yeah thats help. Water storage fix have you on main branch in the feature? And I place that situation with artist lodge
think just remove from tank and add to aquifer would be enough, others are ok as is IMO
Salt and salpeter produce for free in the medium mine ( or it just doesn't show in the description)
The blade receipe in the mine is quite expensive maybe it's just me but at that point prefer the primitiva ironworks
Since both first tier of fermentation can run without worker, wouldn't it make sense for the wine cellar also to be able to run without workers?π€ Guess it's why my prod went down so much when i swapped everything to cellars. As is right now better have the fermentation houses for everything (but wine obviously)
Welp, think I higly understimated the amount of beavers needed to do everything... already broke the 200 beds and don't even have kitchens upπ
Domesticated brambles still say (harvester) even if they are lumberjack nowπ got screwed by that one !
Ok, so the medium mine produces 1 salt per hour, the coocking tent needs 1 salt per hour for chips (plus can run 24h) with 12h days need like 3 medium mines for 1 tent... No wonder there is a bottleneck there ( plus the salt needed for the riceballs) π«£
instead of having just a dumb ass production of salt from some not known to beavers yet building, how about making the chips a bit healtier and a bit more of a bulk production?
Just eyeballing it, didn't go too hard on maths, i'd change the receipe to:
Pumpkins 4-> 2430
Oil 1->4
Salt 1->2
Logs 0.05->0.4
Chips 10->70
Time 1h->7h
Or have the medium mine produce like 10salt/hπ€
Cool, just noticed that grapes naturaly spread now, is that implemented in the lemon trees too?
Long time lurker, first time poster!
Love the Overhaul Mod. Been playing exclusively. I usually restart when at 700 Beavs before the ENS π
Liquids storage house, also rooftop lounge paths are not connecting. Yet, my 3.5.1 has paths for glorious storage.
Is inability to stack crappy platforms on medium crappy piles intentional?
Zing! Lumberjacks only for brambles... Mark and unmark during droughts. Oh wait, move em to other side of feild. Heh
If to initiate more utilization of the buildings perhaps a slighly longer reach for the roof upgrades.
basic used to not have the roofing buff, extending it is probably not gonna happen
Got F'd up big time too by the bramble swap.
Be sure to update 2-tall-storage mod, could cause some "not connecting" issues
I didn't fix this one yet, I'll do that once I'm back home (at work now)
Problem is that aquifer pumps are more of a mechanical thing in natureπ€
blue BP then π€·ββοΈ
small one needing one, big one needing between 3&5
Ah crap
just missed a detail, don't be that harsh on you π
That was autocorrect π€£
Not sure
btw, getting close to 300 beds and no kitchen house or mech kitchen going yet... starting to feel like 500 gonna be the bare min
it can work but that's assuming there are NO builders... (still rocking a 40 fps at 1x)
if you want the save let me know, jsut trying to balance stuff out and see the bottlenecks (NaCl beeing the worst one atm)
and need to try that "not going to bed the same day i wake up" , later π
Ah, idea : instead of a giant log, what if the hauling tower and builder towers required a blueprint ?
GN !
not sure, having another "layer" is nice, giant logs are already locked behind BPs so it's kinda doubling down and annoying, don't see how it's better VS how it is locked now
i like the vibe "NICE, now, i got giant logs, what can I do" at that point you did the BP, going back to " sucks to be you but you need that other BP also" ... not sure it's clear but can talk before your bed time before my day tommorow π
Oh I was meaning instead of the giant log, but it's true than in that case there is less things getting unlocked by those so it's less interesting, so maybe the modular upgrades are best for blueprints π€
unfortunately the range of farms and lumberjacks etc is hardcoded
i think the rooftop not connecting is due to the building under it, is it an artist lodge ? (i just fixed that one)
3.5.2 didnt fix liquids storage nor rooftop lounge. But update of two tall storage, fixed rooftop lounge. Liquids storage still not attaching to paths.
Ship, oh yeah, werk n stuff. Ciao for now.
lol, and salt for the processors, you monster π€£
i like how you combined both options, gonna give that a try and let you know!
any other big changes from 3.5.1 to 3.5.2 you want me to look at ?
Can you send screenshots of your layout ?
What ?
Oh yeah maybe
But I added a 5x multiplier to the medium mine recipe and divided by four the consumption for chips π
yeah, see comment above π really like how you took the "healty chips" and "crank mine" at the same time
not getting an excess of salt but chips are slowly creeping up 2 med mines for 200 pop, if i stick to the 1 per 100 pop balance it's ok ( but not making processor and rice balzs are help back by raw rice think i'll nedd a 3rd one)
why not ?
o yeah, just like the forester, needs to be 1 back
can't stock processors? glorious ... ok fine, the storage gives a buff
I think I had a good reason at some point, probably it looks awful with some other upgrade
at that point tho larger glorious would be nice
When I'll have the multiple custom storage script functional I'll likely add a building that stores a lot of several of those
drillbits and processors beeing consumables...
But they look fancy π
thinking just a pit edition that stores 3x the ammount would be cool
That's actually a pretty good idea
yay, got to have one here and there with all the spitballing π€£