#Water Beaver Overhaul
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BTW, JC's moving on to 3.5.2 for next episode, poked him while you were Zzzzing ๐
( and after trying to boot it up with no kaboom)
I think given how early game he is, there isn't much risk of kaboom
But I still need to figure out why the balloon platforms cause lag ๐ค
I checkerboard my cut in the bramble fields. like early game and setting up pine to spread
As Requested. Nuttin under it. just against riverbank.
i do that early game too but late game when you have massive fields it's annoying having to checker board giant fields
eradicating brambles by accident is quite rare, what i do is set the whole area for cutting and there unmark a few brambles here and there to ensure there will always be some to repopulate
I'm watching JC's playthrough, and oooh, the pain ๐
is growth time buffed on the domesticated ones? ( since they get cut now)
yeah they grow in half a day or so
oh, i see, i found the issue
that will be for the next update
sorry in the meantime
awesomesauce.
a flipped lumberjack barn doesnt sem to want to accept farm
upgrades
didn't try to flip it but there is something with the upgrade that it doesn't like if the other building is on the side of the flat part
True. never had luck with the flat part. yet if the logger barn is on left side it wont take the saME UPGRADE IF BARN ON THE LEFT. THE FLAT PART AWAY FROM BUILDING TRYING TO CONNECT.
srry fat fingers and a hunt n peck typer
aha, couldnt figure the why. ty
It can flip ? ๐ค
yessir, see above
I didn't plan for that but I guess why not after all, I'll see if I can make this one accept upgrade either case๐ค
a 2 wide door would do the trick i suppose
those groung patches look a bit strange, is it really needed?
well, never tought i'd had that problem but i'm now lacking beds ๐คฃ
GMO lab ain't that great for shrooms sadly, need to way overproduce at first so the press can get some for juicing purposes...
Not really sure how to make it better, even at 1 juice in the receipe the issue gonna remain the same just less demanding to kick start it i suppose
๐ค
for now i'll rely on that ๐คฃ
(40 growers) and that barely keeps up, like I'm finaly getting a sort of storage here and there
getting good tho, and didn't mess with the decorations ( except news board is up since i wanted to look it up)
still lacking some stuff but looks like 250~ish biobeavers and 100~ish bots is the bare minimum to do it all, assuming you don't need builders ( still got to get to the part where bots are beeing made but with the lifespan they have also don't need the bot maker running non-stop, probably lowering the amount of workers in the ENS gonna be the easiest way to control that)
(bot assembler can use bots, was that intended?)
that's on 12h workdays too and didn't care about pathing and all, jsut used the "plug and chug"
Do beavers making CPUs in the ENS have a shot at beeing contaminated since there is a science thing in there ( kinda like the librairy)?
sky fountain no giving "wet fur" ok with the "not cleaning" but the wetness?
How about CW Farms 2.0? like a 10x10 pawprint with a bigger internal storage? ( it's cool to build vertical but the walking time is becoming the main issue )
even dumber, would not have "The Claw" , would be a bot only thing๐ซฃ
dam that methane consumption....
Hmm... Not really I guess
Don't remember, but I think the ENS doesn't contaminate beavers
Oh completely forgot about that ๐
Uuuh, too much work
and it's not really needed anyway, realized you don't need that many CW farms as long as you can keep them suplied and have enough hauling going on to empty the stuff
What does contaminate beavers besides the bad water scooping station?
The other bad water pumps and the library. Possibly the ENS too but I'm not sure
What is a map favorite for Whitepaw playthroughs? Is there a goto map for 'mo betta' all around?
Search for maps that have preplaced lemon trees is my recommendation
waterfall is a nice "go to" that i like to revisit here and there
if you want a custom one gentle canyon is fun also
could you double check the ENS when you get a min plz ๐ฅบ it's the only thing that would mess up "cheater town" otherwise it's mostly done
Lol the Ironteeth borrowed your treb ideas ๐
treb+balloon = gliders๐คฃ
would be a nice wink if the IT trader had a visual change ๐
oh yeah it very much inflicts bad water contamination

that's a whole chain missing then, gonna prop up the pop a bit, will have to boost up the bamboo field but other then that...๐ค
gonna finish JC's #06 and boot up cheater town to see how bad getting the decon line in gonna be
episode 6 is already out ?
oh because you have a subscription ?
yeah, i'm boosting, gonna be on in about 12h
not gonna spoil anything, it's a pretty good one !
oh damn, just killed a few duplicate texture folders, and already removed 60Mb from the mod size
now the big piece will be slowly hacking at all the other duplicates
basically i have the "timberborn V3 texture folder" which is providing most of the textures, but for a long time i couldn't be bothered with that (and also figured it didn't matter) and also used textures from whatever
i started to worry about the mod size at some point and tried to stick as much as possible to V3 and V4 textures, but cutting out V4 textures from the mod is definitely going to be a huge chore
i'll do them one by one i guess
sooo... if anyone sees some solid white texture somewhere it likely shouldn't be, it's likely a texture i forgot to replace.
(starting from the next update ofc)
k
hmm... i've plopped like 20 balloon pads but can't seem to see any performance drop... at least on my cpu
want latest udate on cheatertown?
it's "stable" except the decontamination line to make the bots
2 bottleneck atm
1- not enough bamboo to fill up the ice blocks but enough that it works
2-Methane, even wit the modules on the mines had to drop in ferm houses on it
tbh bamboo is not a real issue, just went a bit low on the field, gonna swap some pumpkins for bamboo and it's done
nope ( 2 or 3 modules) need to recheck
but one big farm should be able to make plenty no ?
got only one big farm for pumpkins, and yes once it got kickstarted the field is too big
time to sleep anyway! Later๐
What do I need to get the map editor working? I have mapmakerplants and more plants mapeditor reader
Do I need to downgrade the game or disable other mods?
i think there is a conflict if you have the editor and the reader enabled at the same time
map maker doesn't work with WB on as a starter
I have two plugin folders. one with just map maker bepinex mod manager and timberapi, the other with map reader and all the mods i play with. map maker crashes when you place vegitation if the map reader is installed at the same time

Basically the "reader" is to play with the extra plants, and the other one is solely for the map editor, and they are incompatible with each other
Since most mods do nothing to the map editor, when you want to use it, it's best to have only the "more plants map editor" mod
I have the fix for that, will be out soon
updated the more plant reader mod
What ? I never uninstall map_reader when working in editor with map_maker ๐ฎ ๐ค
erm, where do I plug my shaft on the mechanical fluid pump?
both ends work
like the vanilla ones
lemons spread now?
hrm plugged and everything turning but the pump
WB mech pumps work the same as vanilla mech pumps: Power must be inserted from the short side.
sweet. thanks. It may not be wide but at least its short.
sides, not front/back
or it works with the reader "on" while editing maps?
in early attempts I was unable to finish maps with both installed. now I just swap plugin folders out of habit and havent tried with both on
did that when i was juggling between U4 and ExpU5, don't want to bother anymore
Yeah
Didn't try tbh
Not recently
only thing i can complain ATM is ENs contaminating... CPUs are late game thing and at that point there should be no reason to get contaminated
first reason i brought up the aquifer pumping badwater
just getting started with the mod. how do I pick up the anvil from the starting thing? I can't find it as a category of stuff on either warehouse or pile
also the washing machine is soo cool it's kinda sad making it obselete๐
glorious storage
oh right thx
Well they still need some brain boosting to work on such complicated stuff ๐
And by the way bad shrooms / salts are not meant as a delicate way of saying "herbal supplement" ๐
build the district center first tho or it's game over
yeah that I gathered.
was watching the tutorial from before the glorious storage was added, I think
if anything goes wrong, just blame @shell fiber and enjoy the mod!
Ahah, yeah the tutorial is getting slight old
if anything goes wrong, enjoy
playing mods in a nutshell
ngl I'm struggling to figure out how to make proper reservoirs without access to floodgates
or how to manage badtides, for that matter. Do you just build houses upstream and then destroy them? that seems... inelegant
Houses are dams. :/
I usually do a slight delay on badtides in custom settings at new run creation. Cheaty, but more elegant
that much is clear, but I'm used to keeping riverbeds flooded in long droughts with upstream reservoirs and that's not an option until the apparently quite late gate floodgates. I guess you use the irrigation buildings instead?
house stacsks. screwpress stacks etc. make great retaining walls for resivoirs. if a lower part of said stack doesnt empty over a door, voila, resivoir
I can rush floodgates usually by cycle 12ish if that helps with timing a delay
yeah it's more the actually using the contents of the reservoir part which I was wondering about (besides pumping). ie releasing the water below to wall line you created, ie floodgates. but I guess pumping and irrigation towers is good enough?
And mechanical pump is cheap, only150sci and 200hph
ohh, that I had missed, that'd good
primitive dam upgrades bring dams to 1.5 height from .7 i believe
oh yeah, the lido uses the small fluid dump and drops nicely in a 2x4 hole.
any idea what I'm doing wrong with liquid storage house?
(tried in other spots too, path to 2nd floor entrance does not seem to help)
next update it will be fixed. thats version issue
Oh JC's reaction to the Beaver Jail is hilarious.
I'm pretty sure it's because it's a bridge and not a platform, you can see the house on the left connects becuase the mod modifies the vanilla bridges. But I don't know if the mod changes the accessiblility from the rest of the bridge
I think you are correct. i didnt look further than the liquid house
nah it didn't work on regular paths either, seems like a version issue. left connects because it's a regular 2 story house while the water storage house connects nowhere
yes, i tried a "cheater run" just for fun, no water source at all, aquifers for water and irrigation depending on what i want
There is no very tall floodgates so that's indeed impractical, but you can put a water cannon linked to a water gauge (if you have the floodgates trigger mod) and set it to refill an enclosed area automatically
It's currently defective, that's not your fault, that's mine ๐ฃ
Ah also yes
Any chance we can get bad water barriers for the water beavers @shell fiber ?
Likely not, the small irrigation tower can repell contamination, in terms of space usage it's more efficient anyway
noticed the shower tank is still there on cheater mode, does it work?
if yes why not keeping it in?
would be a nice option i think if you need to stay clean and don't wanna spend all the water the leaky bath needs ๐ค
like if you got rss piled up and just need to stay clean during the drought/badtide and don't need the irrigation
there is a reason the "nickname" of the mod is "beaver hell" ๐
Well would anyone be using the leaky bath if there is the tank shower? I don't think anyone in their right mind would want to irritate with that anyway๐ค
But maybe if I increase the water consumption of the shower it could be worth having both, that would mean you can either have permanent water consumption (bath) or per-shower consumption๐ค
||maybe if you find a single spot on a cliff for the bath||
@shell fiber Hello, my game keeps crashing when trying to place Nuclear Stacks, any thoughts?
Hmm... Would need more details ๐ค
Could you give a screenshot of your power plant just before placing it, and copy paste the log here?
back on U4 I used the bath(small irrigation tower) quite a bit, it sure is a huge water sucker but when earlyon you don't need massive fields to irrigate it got it's use.
I like the idea of the per-use consumption option can micromanage the bath to keep berries alive let's say but at the same time you don't have to micro-manage the "cleaning" with a few showers in
Here are my error logs and these 3 buildings when I select to place crashes my game. I completely wiped Timberborn, then fresh install. Then manually installed all mods, and only Water Beaver dependent mods. so everything's fresh. I'm running 3090 Xtreme, 5800X 3D, 32GB Vengeance 3600 MHZ, PCIE Gen4 NVME.
love the placement ( that's on waterfall right?)
Yessir, TY
will overflow when drought starts tho ( unless lapan changed the script of the reactors)
I'm able to place the Basic Reactor, but not the Steam Vent.
Yeah, I need to dynamite around the back to get the sides up, but it's good enough at the moment.
did you try rotating it? biult like 16 on my previous run and didn't have any issues but i know some stuff changed since that one
As soon as I click the button of the 3 circled above, my game crashes, not sure why.
that's weird, can post the crash repport in here too, some smart ppl will come to the rescue for sure ( it's like 4am for lapan atm so he won't reply for now)
The water is squeezing by just enough here so far though. I already dynamited a bit out.
I posted crash report above.
oups, i'm just blind, don't mind me ๐
that's because the reactors are not running, with 4 in there the water should not come out except when drought starts ( maybe?)
Good to know, this is my 1st time setting them up, thank god for Billboards and Discord! haha
Will they work in current configuration, I do they need the Vents?
the vent is where the power plug is, so it's kinda mandatory
usually when there is a major crash/bug like taht lapan gets on it quite fast if possible, just keep up on other projects and before you know it the fix should be out
Idk why, as soon as I click any of the 3 buttons, this pops on the command window immediately
someone smarter then me will sure find the issue, i got 0 clue what that means
You and me both! haha
Has anyone tried BeaverBuddies with this mod?
is that the one that lets you use buildings from the other factions?
Nah, multiplayer
never heard of anyone trying, would be nice if it worked tho but i'd guess not
Greedy builders is that one, and it's just its own faction that has both the vanilla ones
watching JC's last vid, that shower would shure have been helpfull ๐
I'd say there is a reasonable likelihood of it working just fine
Game assets and game system are very well separated, so I see no reason it wouldn't work
Does it also work with more normal mods? Like ladders, curly stairs etc.
found the bug !
also, good news : i found an efficient way to hunt down and murder duplicate textures and unnecessary crap that was loaded in the mod while no longer being of any use
basically i extract my own mod with asset ripper and see what nonsense has been dragged into it
so loading time chopped by a ton I suppose?
to be honest, i have no idea
but i suppose that will help with the amount of RAM the game gobbles up, so maybe ?
i guess if it doesn't have to load 400 out of 35 things when booting up the faction it should help ๐
Yes it does
of course i uploaded the update for that, also fixes the water storage house issue @past moon
Hm, I appear to have no water beavers to choose in my list
did you do manual download or with mod manager?
Manager
doucle check "timbercommons" to see if it's the latests version sometimes it messes up
OK
it's the usual suspect, but if it's not send me a screen cap of your pluggin folder and i'll double check the versions
Aight
Aha I also have a suspect
Or not, hm
If any of those don't work with it, I'll remove 'em lmao
Aha
choo chho
Aight dropped those three
that's my folder things outside of of that could be an issue ( just need to diseable in mod manager)
Aha it was the balloons, I'd forgotten to activate them!
it's sad cauz choo choo used to work but i think it's since U5 something broke and there is no fix for it , maybe U6 got a nice surprise round the corner for us!
sahre the error log and someone smater then me will probably find the problem ๐
How to store antibiotics?
you can't unless you build more clinics
And the beavers will consume it ?
Cuz I have 25 antibiotics all the time and clinic can't produce more cuz they don't consume it(?)
copy setting tool gives and error, not sure what that one is
Aha!
yes, and as soon as there is room the "docs" will refill it
it's a good step forwards having clinics stacked up
GG!
always a pain in the *** on my runs
Aha, that seems to be it
now all I can say is GLHF and remember... 2beavers and a dream is enough to keep on trucking!
XD
let me know how long you lasted, just curious, and what was the bottleneck, i'm doing "cheaters runs" to test out the balance, any input is welcome
I will when I have time to give it a serious run
I just wanted to get it working so I don't have to spend time doing that and lose motivation
It cannot be stored anywhere, that's deliberate. ๐
Seems you have something broken in simple floodgates trigger, but that mod should work, probably the install is broken
Might work to remove it and reinstall
I did exactly that as part of troubleshooting and it worked
updated the map editor plant reader again
Heya Magic Slippa! Kudos! I am so amazed by the WBO mod. I csant count the times i chuckle and say "Fugin Awesome!" The new assets, the ones repurposed and sideways, the extent, the depth and thought that went in. Wowza!
Finally puttin in my first clockwork stack! heh, made it past ENS with less than 700 beavs even
There was an 'incident' badtide took me to seven. turned off everything but original pump farm and hauler pit n ladder and rebuilt.
I may have even, 'allegedly' abused some factors to stay home from work to play more.
more than once...
Why can't I access the game's main menu after installing my mod manager?
Is your game updated an newest version of mod manager ?
It amuses me that it adds some genuine danger even to 'stock' Timberborne
Beavers operating heavy machinery? They are in genuine danger
2 beavers and a dream ๐
that looks awesome
Thanks. Its been a blast. So many restarts. Finally realized my over building not only added population but "reserved" tons of goods needed elsewhere. Its still an issue. hehAnd Thankl you too! I know you have been "play testing" throughout! helpin us all enjoy it.
having a blast testing the new madness lapan brings out, always been a pleasure !
Thanks ! Glad you're enjoying it ๐
Please don't get fired ๐
inorite heh
Inorite ?
"I Know Right?" but terribly misspelled.
correct. heh Tryin to fit in with the kids these days.
Me who was thinking of some kind of rock
Yes, I have updated to the latest version from the Steam , and the mod manager is from MOD.IO downloaded
If that's all the mods you use show some logs in #๐mod-users, not quite related with water beavers. If you already installed waterbeavers and then it does not work you can post a log here
OK,THX
@shell fiber update 6 is supposed to bring wonders to the basic factions. Are you planning to add something similar to the water beavers? (of course, for me almost every building here is a small miracle of technology ๐)
well i already wanted to make a huge "okay you've won" building, so yes ๐
what i want is players to make a big dam out of houses, so it's probably going to be a huge thing that wants to be half-submerged.
That looks WAY BETTER. All it needs now is a little tweaking of the color to better match the game's water color, but beyond that, looks great!
nice!
The water colour is different because the cannon and water are highlighted but nice improvement! Though I found the squares funny and a reminder one person is making the mod
Make some underwater aquarium then, make it req like 100k of science ๐
Got frustrated with the Nuclear Plant by not understanding what parts need to be submerged. I blew out the center where the pump was and My tower hated me for it.
Yet having played with so many new, late game, parts of the overhaul Im excited starting fresh. 5x5 hmm
I began with, "less generous" normal conditions and am reminded that my moniker, isn't! heh Damn Beavers, swear I fed ya at the beginning of the cycle...
Only the nuclear reactor (part 3) has a pipe that needs water or bad water. Don't remember what amount it requires though
my chimney read some kine not enough water error, i thought. kin prolly load a save...
I am trying to build gears but I am unnable to find the building for it. Anyone may help me please ?
You're amazing, thank you!
Thanks
A pinned message of best install practices may be a good idea
hmm... well it's already indicated in the mod description
I think I've helped 5 people this week on this discord to get the mod working, I get that people aren't good with following directions or even finding this thread, but ๐คทโโ๏ธ
in this thread ?
not modding basics ?
Modding basics and I've been DMed after helping others
Note that Lapan does not have the permissions to pin topics in this Discord - Pinning is, typically, strictly the purview of the mods and devs who run this joint. That said, Lapan CAN pin install instructions to the mod.io page, but the instructions are probably already there, and people just don't read.
I dare anyone to try RCE's season 8 map with the water beavers ๐ Maybe the jails would make it easier though
Even if you manage to build a district center in a safe location, you cannot retrive in time all stuffs from broken cart ๐ญ
hmm... actually it seems sort of doable, since all buildings are watertight, it might be possible to force the bad water away from the starting zone. and even though you don't have science, logstairs are available and 10 planks for the DC is not that expensive, then you just have to accept gettin a few beavers contaminated to retrive the red items
the difficulty is indeed that you need to get it all done within five days...
is the eruption map. I have doubt that even you will manage to survive ๐คฃ
If it was 10 or 15 days before it erupted it might be possible, but 5 days is kinda problematic
with IT, I manage to move the district center witn o contaminated beavers, but with WB .... ๐ค
when's the earliest drought in hard mode ? if it's before day 5 it might be actually easier ๐
Nope, earlier drug is 6 days
And, for WB you must allocate the 5 day only to retrive the stuffs from broken cart, that let you with only 4 days.
you don't really need to retrive the items right away i think ๐ค
actually i'm pretty sure you could manage with building your town directly across the river and keep the broken kart paused, using only builders from a small builder's lodge
Better you take a look at the map : https://mod.io/g/timberborn/m/eruption
I honestly think badtides are worse on that map, can't see any easy way to divert badwater ๐
With dynamite at the back (a lot of blasting, that bad water source strength is insane) ....
well there's just not enough trees ๐
at least not enough to rebuild a town center
and a forester, and stairs, and a water pump
and let's not even get started on fancy stuff like farms ๐
So TL;DR: RCE's latest season is DOOMED???
Nope, only on eruption map ... See above.
with the waterbeavers it would be very hard
i'm trying a few strategies
just realized the pit and ladder builder variants don't require tools when they should
or the small one should not require some
eh, the key was just to find more wood
in that top right corner there's a bunch of everblossoms, i think they contain 8 wood because they replace oaks
Doesn't look too bad?
Now in JC The Beard's latest video, I don't think showers or river baths consume water, but is that right?
The showers return the water they consume back to the river so there's no major loss I thought?
unless there's something hidden in the game in some weird manner, they don't actually consume water
That is very exciting news lol
cycle 3 day 2
overall it's not that hard, but the volcano overflowing in somewhat random direction means that something that seemed safe may actually not be. for exemple i removed my small farming/forestry operations next to the river, everything got contaminated during cycle 2
(please disregeard the grand 4 food i have in storage ๐ )
I believe that was just the two water pumps up stream that he forgot about that was consuming the water
Oh I think the pumps he set as low priority so they don't pump water got beavers working in there anyway whoops. I personally just pause water pumps, sleeping under the stars is fun!
Green peas? I don't need them ๐
well you can have your beavers entirely live off cabbage if you want to, no one is going to call the police ๐
The super stew cracks me up with the amount of needs it fulfills
Good to be back home, so, what did i miss?
||Green peas are unnecessary || ๐
A delicate crop, too. dries out fast. I spam em to get the large farmhouse, and usually forget about em
o
i tried going for those directly and skip the cabbages, it works untill you need to make science, peas and rice apparently are a pretty good diet
and can keep them hydrated
@shell fiberyour Eruption screenshot got me to finally realize the irrigaation lodge can substitute a forester for upgrades... Guess I glossed over the building discription previously.
that was a super nice change recently
on top of all the "triangle" upgrades, options went nuts with that
But I didn't build the upgrade yet ๐
Hey Lapan! how you doing?
Hi !
Going fine, quite busy with work and the GF living with me now
( watching JC's stream i think the leaky bath might have an issue, didn't get to test it yet, still need to wrap up the trip result, probably won't be able to before the weekend)
LAdy Lapan! ๐ Hope you guys are enjoying it !
I didn't mod much recently, courtesy of nothing major being broken ๐
For now it's going fine, she's a bit of a cleaning maniac though, I'll need to change some of my habits to not annoy her ๐
it's a good habbit to take, feels better living in a clean space, been doing more cleaning ( and my GF too) past couple months and it pumps up the morale not living in a mess
@shell fiberyour layout was the nudge I needed to delve deeper.
can the lumber farm be placed on the left now? ( if not might wanna drop it in the description)
a clean version of that on a billboard would actually be helpfull i think
Oh right I forgot to check
But I made it flippable and in principle it should be able to support an upgrade either way
and upgrades are a bit scratered around, maybe a tab for triangle/tower upgrades to jam em up together ?
nope, door doesn't end up in the right spot ( unless you fixed that)
Yeah I definitely need to make a billboard for that
Should connect internally
another thing to check ๐
my WB list is dusty ๐คฃ
worst case use my drawing for now and "soonTM" can get something better๐ซฃ
Ahah, nah that's fine, it's not difficult to do
The billboard mod is just kind of a pain to manage in general, it's very messy
and mine considers the "not flipable" lumberjack
GEEEEZZZZZZZZZZZ
that's a brand new map loading.... tree replacement is getting bonkers
ahah, well the only thing left as original is the pines ๐
Does the pass through lodge forever stay flodded?
Winning!!
What do you mean ?
Even withnits fancy mechanisims the doors stay flooded when water on doorway
if water flows over the door, building = flooded
mkay. makes sense. I wanted to put a dam on them doubled up to make a deeper reservoir.
pass through, but not the underwater partheh
if you tetriss it to have the dam only over the "not door" part and another watertight building on the door voxel it can work
Well specifically for the pass through lodge the "true" door is in the middle voxels. But you're not supposed to have water go over your house in general, you can use your houses as a wall but the excess water needs to be diverted on the side, so using the terrain at your advantage is important.
ouch, that kinda ruins my plans ๐ at least i know now and didn't have to find it by myself ๐
Did this mod break? ๐
I am having no problems with all mods updated. Make sure you have all the dependencies https://mod.io/g/timberborn/m/water-beaver-overhaul <-
Downloading through the mod manager sometimes doesn't work, manual install is often better.
If it doesn't work post the logs here (the text from the black window) and we can figure out what's going on
Guess I'll make a clean install guide ๐
Huh, the traditional name goes back to some frog-eating tribe, interesting!
Um the fancy bath tower blueprints's name is swapped with the non-fancy version
Oh I didn't realise the scroll rack had a pillow ๐
that was long overdue
okay rigth, gotta check this lumberjack barn thing
then let's make that curse billboard
leaky bath is alright btw, but would prefer some showers ;P
the constant water draining is killing me slowly
2,5 days to go and 0 wetar in stock >< should survive but gonna be close
didn't you make the lemonade stand free of science? ( or i forgot yo update more crops)
don't know who would want that many jumberjacks, but at least you can upgrade
the entrance doesn't connect yet though
yep, did that
let me check
it's already there when you open cheater mode so i guess it just needs to be enabled
yeah i just unticked the devmod box
but i haven't remade the water particles
oh , right, i didn't finish the water cannons either
someone that needs "more" i suppose ๐
it's the storage for sequoia logs/half logs
Yeah awesome, didn't you need to program a new visualizer for that 
yeah it works fine
nah, it's just a specification file
you just input min and max position
then it goes up and down with the stored amount
it's basically a dirt pile actually ๐
it's a custom mesh and custom texture of course, but it is fed into the system that is used to display dirt, in terms that i understand ๐
steam shower ๐คฃ
doesn it need logs or coal to boil the water? ๐ค
can you like lower the "density" ?
or like that it's quite funny too and it's only for weirdos so....
Another decontamination for JC the Beard videos ? Steam decontamination one ? ๐ฎ ๐คฃ
let's pretend it's an mist shower or something
i just realized that the farm upgrade, hauling upgrade and builder's upgrade and nerdy attic look pretty much the same ๐
don't stress about it, some day you'll have a light bulb on how to make them diffrent and cool ๐
well, that said, i'm not sure many people use them, since there is plenty of hauling and builder in the pit and ladder lodges
but it would be nice to have them being visually different
i hoard my science for the large famr instead of getting the upgrade normaly
the one i'm really using a lot is the nerdy attic
i could just slap the old wooden roof texure that fits the model, but i think it's ugly
the green one from the harvester shack could work nicely i think on the assistant farmer
that's a pettry good idea, but i think it's better to maintain the color coding green = harvester
golden = farm
and branches = lumberjack
well, the assistant is "harvesting" crops from the farms ๐
Scienceless run, cycle 6, hard mode! quite happy with there i'm at right now
basicaly NOT destroying the kart untill ican survive a 30 day drought/badtide
if i make it there
๐
that seems a bit difficult, but maybe if you can build a dam of sorts
i don't see how you could pump in 6 days enough to last 30, so holding up some water seems necessary
don't know how to deal with 70% chance of badtide though
still need to figure out where to do the reservoir but it can't be super high or there will be a lot of "cheating" involved to use houses as platforms to go up
atm i'm just ruching to save as much lemon places as i can
yeah that's true
updating the billboard mod, feedback welcome ๐
slowly contemplating my near death experience ! will update right after
i'm watching RCE's video now, you're probably faring better ๐คฃ
Not a video, it's a screaming pain ๐คฃ
had to emergency pause all my mush growers to get the water back
is WB also updated?
not yet
think i'll need those showers sooner then i tought ๐ซฃ
yeah. gonna give it a try when water returns
190 left with 2 days to go, will live to see another cycle!
was there anything that required attention ? i fixed the small storage mod picture, the billboards, the water cannons, the lemons, the half log displaly...
i'm running out of things floating at the back of by head๐ค
less lemon in the lemonade receipe? ๐
probably should go to bed though
GN
is it really that expensive ?
6 lemon to 10 water, that's almost lemon juice
didn't really run any math, just 6 lemons for +3 drinks seemed fine
ah
hmm
well true
oh right, there was a text entry error i saw in JC's video
anyway, sleep time
I believe I originally was trying to put the farm upgrades (farm hauler) on the lumber barn (flipped in my setup for some "essential" reason heh) and harvesters cottage...
what if... a haulers tower was also an upgrade for, mechanic (a yet unchanged asset) and a 2x2 roof piece...
Oh, Is it possible one of the balloon trader corner lodges blocks water even when on crappy platforms? will try post screens when Im not sposed to be working already๐
I use them plenty, I tend to have too many beavers without jobs otherwise
it's a basic game mechanic, can't put watertight over non-watertight. Back in U3 I think there was a watertight platform you can pu over a waterwhell... i'll let you imagine the mess....
I didnt think the balloon trader is supposed to be watertight. i hope not...
Things that look blocky enough to look like it could block water are generally watertight, and the two lodges at the base of the balloon trader fit that do that can block water (that makes quite a crappy and inconvenient dam piece admittedly)
Then as redneck said, the way the game handles water makes it mandatory for watertight thing to always only be on top of watertight things
Hmm... Well then that would imply that the architect also had something equivalent and the model doesn't fit either, and I'm fine keeping that stuff only for the farmhouse and other field workers whose houses are not very stackable.
but mostly designing a building from scratch is a huge pain, especially if you factor in fitting nicely with the upgrades, so I don't think I'll change those ๐
Im daydreaming with no Idea of how things happen behind the lapanmagic curtain. thanks for explaining.
architech already have theyr iwn thing, they can be walked on to go higher ๐
also, let's just take the forester or irrigation tower, change the vertical shat for a resized wind turbine on top of the mechanics and Badaboom badabing, no "design from scratch"
i'm increasing the storage ability of the advanced sawmill because with a storage size of 2 reciepes, i feel like 90% of the time is spend taking stuff in and out, with more space i hope it will give more time for haulers to haul while sawers saw.
i'd like some feedback on the cost of the nuclear power plant, i've been trying to build one for quite a few cycles i feel but the 500 metal blocks is just too expensive, i don't see any progress being made if i'm also building some other stuff at the moment.
but i think i finished most things that need metal, let's see if it actually gets done
oh, nevermind maybe, my foundry was making glass instead of steel
hmm...yeah it's slowly creeping up, still pretty slow though. for now i have 3 coal drills and one iron drill
my first legit nuclear power plant ๐
whelp, time to build a second ENS because i need so many diplomas
still waiting for my second nuclear phisicist, and then i want 2-4 roboticians
updated the mod btw
hm... i'm starting to see why some wanted the assembly line to make pencils...
i had like 8-10 factories up and 8 giga drills when i did my nuclear power plant so... yeah it didn't seem that bad but...
and 2 or 3 builders tower + ? tower lodge builder
Only time I got there I was pinballing around the techtree and had massive stockpiles before focusing on it, AND I was runningg 24day cycles. Im not allowed an opinion๐
And plants mod again! I still get confused in Mod manager as to the plant mods. took a bit to find the editor. its a naming thing I think. Can they be called (w/o mucking up everything) MorePlants Map Maker, MorePlants Map reader?... my two cents
The map editor mod is only for making maps, the reader is for playing
I think making your beavers work 24h a day is not very good, they end up dropping on the floor from sleep deprivation and that's a very inefficient sleep refilling method
I understand. I have been playing my own Maps the whole time. I used to give it all awy, now I like one live Baobab and some lemon trees. Another fun Mod! TY!
no no, I tend toward 17hr days. but 24 day cycles in my Temerate season. definatly CHEAT mode...
From my testing I think it would be more interesting to make things cheaper but increasing the science cost, since at some point you can just stop caring about the library and still end up with 10k science
That some point is pretty deep though... clinic, trader, trebuchet, exploration...
dont deprecate the beaver washing machine...
It sets the feel for the Whitepaws I think
Ah I see !
Nah that's fine if you ask me, the difficult part is how long the droughts are, not how frequent they are
That one is not going to be removed ๐
maybe unlock it from a blueprint though. its usually trhe last one I end up researching but it is very desirable to watch in action.
Nah it depends on people and the maps, some people will want to research it first, some people will prioritize other things, I'm overall pretty happy about the whole system, the only thing that might change in that tech level is the giant buried tank
The part of the mod that I'm adjusting now is the late game, basically anything that gets unlocked through the ENS (diplomas and giant half logs)
Right now many thing just cost too much
ties in super well with existing.
Perhaps. Late game the juggle has moved from the shear volume of items to maintaining and smoothing logistics
the storage sizes of the late game piles and warehouses seem in line
Hmm... True, that's a fair point. Without any ens diploma we can solve food, water and badtides, need to check if we can also solve medical issues ๐ค
Which means it's not crazy to have the next challenge be mass production,๐ค
clinic now in Library! Balm and blue essense can, its just prioritizing them over everything else wanted
erm pollution resistrence factor, not blue essence
Blue essence is still just Balloon traser, not ens
I thought it was ๐
Because with the mass production comes massive population boom and restarts the food and water cycle
The nursing license can be made in the library, but I need to double check the requirements for the medication, some of them need awkward stuff
ice cubes about the most far out
that's a long way down
12h days is my target once you get a few fun stuff to do
I think the main bottleneck is metal block production, even with 3 factories working on that everything is really slow.
Perhaps add a recipe to the foundry
I think my highest Well Being is only 53... I need to give it more attention
Did that at some point, problem is that a direct ore to metal block recipe makes things awkward since you still need scraps for sawblades and fixtures etc.
I think I'm at 60 something๐ค
Trying to get bots
build more , you know that's how it works ๐
Heh. Ya, my biggest bottleneck seems to be my impatience. So many shinys. I want em so I Zerg it and then starve...
lol, impatience and WB don't make a good match
I just restarted so many times because I didn't plan far enough ahead
it's part of it ๐
and then restarted again because after better planning, opened up more tech and realized I didnt know how to plan this far ahead
Like turning the built in paths on the court to the inside so a mega platform will align much later
Like building large piles with a + path between so much later can further stack gargatuan storage.
like leaving a 5x5 in the middle of storage stacks for a hauler tower
or don't plan to much and do some delete and rebuild when you are getting the better stuff
Messy beavers. rubble erywhere
the rubble pick up sure becomes a hot mess at some point
I think I just got 100 year old beavers for the first time 54 happiness or so
Sometimes I raze entire blobs of buildings that had grown organically just to remake them in a cleaner, more sensible way ๐
Lack of planning if fine, no need to restart entirely๐
Yeah, at this point I honestly would like to have a buildings employing beavers whose only job is go pick up rubble and store it in their building like a farmhouse
It's there an achievement for that ๐ ?
Prioritizing the rubble can help but not when you're at saturation
Mass production. Its kinda intimidating when you are struggling to get the tar for a floodgate and you look ahead to see 700 tar for one building...
I was very excited when i no longer needed tar for the assistant farmer!
What building was that ? Nuclear power plant ?
Hi Where to connect the power in Abyssal Ore Excavation Drill?
Never mind got it It's an attachment to elevator building.
@shell fiber One suggestion would be can you please mention this in description of the building.
problem is if you prioritize the rubbles nothings gets built
flooded ?
Might be a weird water level or something?
Especially as the other two aren't flooded I think?
Kudos @shell fiber The new buttons in the medium mine are far superior to the drop down list.
Its a fun game within the overhaul to try notice the changes made. heh
I thought it was already made clear somewhere else, I'll check
Should not happen like that๐ค
Do they flood in regular water ?
it's "composite water" don't reallly have a good spot in clean water to test it out
At 1500 beavers I am just locked at 1fps
I should try playing it on my gaming PC rather than my mini PC and see if it makes a difference
that's about twice the pop you need to do everything, can start and cut down on useless eaters ๐
no one is filling it up, 5,5k water available, ppl in the pumps and haulers too... ๐ค
At this point I wanna see how far it goes though
went up to 1,6~1,7k pop and started making bots and reducing pop
What is "haul candidate" and "Modify Inventory" buttons?
stats stuff in "cheater mode"
under the hood! cool! dev mode?
I think my computer is pretty good and I'm losing frame rates at 800 beavers. I think reaching 1000 is fine but going above that seems ill advised ๐
Prioritize by haulers?
And can you show current values for the delivery jobs ?
got a few things to get done first but i'll get back to you on that one
OH, no ๐ฎ I lost my voice yelling while watching the video ๐ฑ https://www.youtube.com/watch?v=AU5-5zo5Tc4
It's funny how quickly things can go HORRIBLY wrong...
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Oh nooooooo
tht was a fun one, quite surprised how easily he got over it
Could the mechanized cooking house be flippable so you could stack them?
you can already stack them, chimneys don't block another on top
Oh lol, I guess I just never tried, just assumed
Hey Lapan, 2 questions:
1-can you play with the contamination lvl of the water for showers and baths? cauz it looks like it has to be quite above 50
2- could the bath still work in 2 deep water? would be nice to have the option to toss it in the lotus farm, would feel even more relaxing for our little albinos friends ๐
it wasn't always like that but somewhere in 3.4 versions lapan found a way to make those stackable, it was a happy day in pinkertown
A Rubble Plucker Scavenger Shed. Same footprint as Tapper. Auto prioritizes Rubble Pluckin for a great Distance
Houses three and employs four+
"Assigns clean up Tasks" for up to 8 starts with 3 /8
3.3 and it's not getting deliveries ? Do you have a million other things being prioritized and only one hauler ? ๐
1 is hard coded I think, and 2 seems a bit weird to me, you can just make a 1-deep cutout to place your bath ๐
Didn't watch it yet, but I'm afraid of the title
If a rubble picker script existed, I would likely do something like that. But that would maybe be a stackable square house rather than a triangle roof building ๐ค
I just like throwing farmer haulers and nerdy attics on tappers and gatherer type combos
Watching this I was more concerned about the brambles. I don't have enough berries on Helix mountain so I use the florist, but that would have been painful arrgh ๐ซ
it got some delivered at 3,3 just had to be patient i guess, problem is now beavers priorityse the shower if it's closer then the baths so i waste water when not in drought/badtide๐ค guess i can only micromanage it at that point i don't see a real way around except dropping the showers at the other end of the map
No2, there is no "cutout" happening, i'm not destroying my kart... made me think about something tho.
How about having the nerdy attic be a shitty tier 0 science thing? would give another option beside "rush for district center" still would have a lot of stuff locked behind destroying the kart but could give some QoL stuff like normal stairs ( even tho they don't look as nice as the logstairs๐ ) accessible a bit bit sooner
Nah if I give any way to get science without razing the broken kart that's going to throw the entire progression route through the window ๐ฅ
Plus I'll be sure to have idiots thinking that's how your should get science and then being completely confused about everything ๐
that's what i tought but without the anvil and chemistry set there is still not that much stuff that can be done, or i completely overlooked something๐ค
roughly, the thing that made me think about this is having a "safe pool" to grow rice is now hardlocked behind science since canon and lidos are blocked. and isn't rice supposed to be a "early game food" ?
and the chauldron, no paper too
Doesn't have to be safe ๐
it can't even grow fast enough ๐
(you know, weirdos playing hard mode ๐ )
other idea I had was changing the leaky bath for something that actually leaks water ( kinda like a water dump) but would make the lido/water dump pointless so i guess it's not an option
Yeah, and it's also a different functionality that wouldn't work as an attraction very well
the easy thing would be having the canon not locked but iirc there was a good reason for locking it back
Little QoL thing, could it be possible to have a "prioritize rss" on the flags, kinda like the way there is one on the farms. Like that could prevent lumberjacks getting stuck on brambles forever while running out of logs
Well, fun fact, with contaminated not eating or drinking, it's actually almost better to get them to have a swim in badwater when running low on food/water ๐คฃ
Watching JCs last episode made me think of that...
it's actually what saved his ass i think, ( also save mine on my last badtide!)
there is no way my run should still be alive but yet it is! ๐ซฃ
thats abuncha contaminated jails.. lotsa planks, early...
with the sawmill up for how long it's been on his run planks shouldn't be an issue
(plus didn't even scavenge the planks from the ruins around the map)
An early sawmill and the logs to feed it can jumpstart a run
i've always been on the "get more gnawing station" side and don't make a building that require housing if you don't have to
pit and ladder dam foundations do have plenty housing
starting a huge tower to cut out the pink detour... beavers need almost 2 days to go all the way up and down, not super efficient
(yeah, same map as JC)
I still havent played Lemon Canyon. I loaded it up and shrieked Too Messy! I didnt know where to start.
it might help me contain myself though. I get quite the sprall chasing river with farms
it's not that hard of a map, just inconvinient
I haven't tested it extensively and I think there's a few things that aren't as intended, but maybe I'll just make an other map instead with a similar game plan but less inconvenient
I see someone is cheating with paused houses ๐๐
they are not paused, just the acces path is not done yet ๐
paused stuff is lumberjack flags or irrigation towers i don't need atm
Oh that changes everything ๐
probably will never be done tho ๐คฃ
not sure where i messed up on immigration policies but i got 1/3 beaver homeless
give me a break too plz, hard mode and not destroying the kart... ๐ซฃ you know those weirdos ๐คฃ
btw, lemonade is prime survival stuff, since they don't overdrink it reserve stays up and by the time they are thirsty enough to die the lemon buff went out so they will have a sip !
still think receipe is a tad harsh lemonwise but wouldn't want to lose it ๐

Game plan being? Damn, thats Big!? Dam that is big.
biggest question atm is the -1 source near the lemons, why? not like it would drain the badtide from above.
That's to prevent people from using the lemon grove as a water reservoir, but I'll rework that part too
ModsModsModsModsModsModsModsMods!
with 1 wide canal it would be a pretty shitty reservoir IMO tho๐คฃ
welp, time to try the new modding thing i guess ๐
Yer gonna be busy... good thing you were content with the state of it!
and, definately metal blocks. giant tanks an ENS and a sawmill evaporated all I had
gonna look that up for sure, wonder how big it will be effective for making new factions๐ค
But for the time beeing i'm busy with my weirdo run๐
nit localization for Mild disease. vs Mild disease (remove the period at the end of the text)
Same for Minor burn.
Doesn't seem it will change much
dear god today's JC's stream might be the end of it ๐
kind of my fault in a way, i think ๐ค
2nd in a row. It's a record breaking ๐คฃ
Goodluck JC!
Hard to work if half of beavers are jailed ๐ฑ
I should really read this channel more
I've got to remember to have timber trees open during video recording
Somehow it always slips my mind
I think I can save the playthrough, but the majority of the beavers are probably going to die. Next episode is going to need to focus heavily on damage control and abandoning everything that isn't building water and food storage on higher ground. But we'll see what happens when I go to record it, probably Monday or Tuesday
i think that's an option too, put together a small district in a safe place with some supplies, save a handfull of beaver and leave the rest to their fate ๐
but thanks to you i could update the map, it will hopefully be less evil
I learnt about the 2.2cms limit from Jcheung actually.
I think JC should dynamite the following two tiles to allow more waterfall water:
But I'm not 100% sure just yet
Nononononono not where it's currently been placed nooo
Yep seems correct, but probably not sufficient
Yeah with two dynamite it would add one more waterfall for the water to flow off. Note one red X is adjacent to the higher level and the other red x is adjacent to the lower level of land.
i have found that by opening the river at points i noticed water "piling up" at narrow point really helped out my through flow and reduced the over flow. also helped i got dynomite up at the same time
As often as I restart I should be better at it๐
@shell fiber there's no way to manually download the mod, and then have it updated via mod manager?
the mod won't update via mod manager, need to delete the folder in the pluggins and reload it
Yeah, that's what I discovered ๐ฆ
i load it via mod manager, just have to be patient a bit since it's an heavy one
i use mod manager, but uninstall the Overhaul and wait for it to finish installing on updates.
i still need to finish e 13 of jc the beard
You can save it for sure, i kinda follow you on a dumb ass run ( hard mode and not destroying the kart) on that same map. Still 2-3 cycles behind tho, not much time to play
Heh that's even more limiting, no anvils?
no science, no paper...
nothing at all, tought it would be worst tho
if it was on normal the thing would be done and stable already. the irrigation tower is quite powerfull
Oh boy!
I think I broke the game
v0.5.9.1-33dabbc-sw
NullReferenceException: Object reference not set to an instance of an object
IgorZ.TimberCommons.IrrigationSystem.IrrigationTower.GetTiles (System.Single range, System.Boolean skipChecks) (at <350a27c150bc4726bba4539ab3d1e724>:0)
IgorZ.TimberCommons.IrrigationSystem.IrrigationTower.UpdateState () (at <350a27c150bc4726bba4539ab3d1e724>:0)
IgorZ.TimberCommons.IrrigationSystem.IrrigationTower.OnBlockedStateChanged` (System.Object sender, System.EventArgs e) (at <350a27c150bc4726bba4539ab3d1e724>:0)
Timberborn.BuildingsBlocking.BlockableBuilding.Block (System.Object blocker) (at <e0874c5cde1b46c696abf4320403051c>:0)
Timberborn.WaterBuildings.BlockableFloodableBuilding.BlockBuilding () (at <689e04e1d1c74fa9b2f22ae7eb00267b>:0)
Timberborn.WaterBuildings.BlockableFloodableBuilding.OnFlooded (System.Object sender, System.EventArgs e) (at <689e04e1d1c74fa9b2f22ae7eb00267b>:0)
Timberborn.WaterBuildings.FloodableBuilding.Flood () (at <689e04e1d1c74fa9b2f22ae7eb00267b>:0)
Timberborn.WaterBuildings.FloodableBuilding.UpdateFloodedState () (at <689e04e1d1c74fa9b2f22ae7eb00267b>:0)
Timberborn.WaterBuildings.FloodableBuilding.OnWaterAboveBaseChanged (System.Object sender, System.EventArgs e) (at <689e04e1d1c74fa9b2f22ae7eb00267b>:0)
Timberborn.WaterObjects.WaterObject.UpdateWaterAboveBase (System.Int32 currentWaterAboveBase) (at <bff234c6de654912b482a94ee7974a2a>:0)
Timberborn.WaterObjects.WaterObject.InitializeEntity () (at <bff234c6de654912b482a94ee7974a2a>:0)
Timberborn.EntitySystem.EntityComponent.Initialize () (at <0150238a89c74c4c859f6e876dca95ca>:0)
Timberborn.Persistence.WorldEntitiesLoader.InitializeEntities (System.Collections.Generic.IEnumerable`1[T] entitySaves) (at <48bd5174d8034d21b9013e040f36d9a0>:0)
Timberborn.Persistence.WorldEntitiesLoader.LoadNonSingletons () (at <48bd5174d8034d21b9013e040f36d9a0>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadNonSingletons () (at <0e3e6ee2836245889b8990ec366615c3>:0)
(wrapper dynamic-method)
Timberborn.SingletonSystem.SingletonLifecycleService.DMD<Timberborn.SingletonSystem.SingletonLifecycleService::LoadAll>(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <0e3e6ee2836245889b8990ec366615c3>:0)
Sidenote, discord code block formatting can kiss my ass
I don't speak code very well, but the terminology in this wall of text seems to suggest it can't parse flooded building state correctly and is refusing to let the save load because of it
Have confirmed that the last manual save prior to this one does load
Buuuuut that's an entire episode (~1.5 hours) worth of progress behind and I'd really like not to lose that much
No autosaves since that manual save will load
I think it's somehthing called a "Null Pointer Exception" according to stack overflow which redirects me there anyway. I'm having a look in my save to see how hard it is to delete the towers manually. I need something to format the JSON data better though ๐
agreed,small radius keeps it in check i think
@storm gulchDid you update the mod? could it be as easy as reverting to the version you were using?
This originally happened with zero changes to the mod folder, so I updated everything I could and that still didn't fix anything
Previous save worked just fine with either version
But the current one is broken
Sorry, I dont speak code either...
if you need to rerecord you are welcome to blame me.
heh"probably shouldnt have taken advice from someone called Perpetual Newb."
Even without the metrics, Im glad you are doing a full play. I enjoy your content
maybe if you just go back 1-2 auto-save prior it would still load and not lose you 1,5h
hmm... never seen this one, might be worth showing it to igor who did the irrigation tower system.
@storm gulch do you still have your most recent save ? if it's only to fix your file i can make a specific version that removes irrigation towers, then you should be able to load, save properly, then revert to the normal version.
i'll see if i can replicate the bug, it seems to have to do with irrigation tower being flooded.
yep, just managed to replicate that
flooded irrigation tower = kaboom on loading
but that means i should be able to slap together something to save your save file
probably the leaky bath that are flooded on his save, iirc the irrigation towers were not in deep enough to be flooded
hmm
good point
i had a couple neurons screaming something about that but i didn't listen
let's test a few things
too bad he didn't remove those long ago, they are kinda pointless now anywya where he's at
well it's a pointless building that only exist for that one weirdo who keeps trying to play on hard mode soo....๐
okay, making the irrigation biulding flood-tolerant seems to do the trick, let's roll with that until Igor works his magic
3.5.5 is up !
anything major in there? (except fixing JC's save)
absolutely nothing except that fix i think ๐
It worked!!!
Thank you thank you thank you
So now the suffering can continue as scheduled
that's gonna be entertaining for sure ๐
Entertainment ? I lost my voice yelling in the last 2 videos ๐ฎ
lol, same but still it's fun!
Oh I don't think you're dead yet. The farms up the top look okay to me (well water tank access might be a problem but)
Fun was the first episode with Jail and Beaver washing machine ๐คฃ
Water tank access will absolutely be a problem. Probably going to have to build some new ones up on that bluff and then demolish the ones down low so that the beavers can gather the "water rubble" and bring it up there
set the bottom ones to empty, then all beavers will help move the water around, rubble is only picked up by builders, will take forever ๐
If the tanks downstairs are flooded, aren't they unable to get items from them?
they can't put stuff in them that i'm sure, probably can't drink but pretty sure they can still get the stuff and move it
worth a try at least before deleting, will save a bunch of labor hours
Well you'll wanna build a house behind the factory to sto the flooding, and then make some dynamite to help with the 2.2cms waterfall flow limit I think ๐
Night night!
just tossing in a levee in the 1 wide channel that was dynamited should solve the flood quickly
I think that's the fastest solution indeed
Maybe, levees are much more expensive than houses I thought, so many more builder round trips
Yeah, of her has some science to spare a tall and narrow lodge would solve it
"science" ??? it's a sin, luxury are not aloud ๐
with the builders houses they carry quite a bunch more, it's not that bad
...yeah I haven't built one of those yet clearly ๐
If only there was a tall narrow lodge that has the door on the top block
Just finished recording, it should be live for the boosters inside of 2 hours
@shell fiber this, no reason not to and should be simple since the narrow one already exist. can the flip option change the door from ground to 2nd lvl?
still not getting used to Daylight time saving ๐ was an hour off๐คทโโ๏ธ
Flipping definitely doesn't do that ๐
I could but for 99% of all situations I'm pretty sure it would never be used and just clutter the build menu ๐ค
You've found a bug! Thanks for that. Btw, the fix preview is already available.
Thanks very much for taking care of it, I appreciate your hard work ๐
Players excitement is the best gratitude ๐
that's what i tought but who knows what kind of dark magic you could have popped out ๐
Wonder if you can add a vertical flip too instead of just horizontal flip to declutter the menus
Probably need a whole mod for that
Might be something in the old "flip building mod" that could be reused for that but got 0 idea on the "how to"
What is this : https://mod.io/g/timberborn/m/erosion1 ? Is possible to play with WB on it ? ๐ค
Looks possible but quite a rough start, don't forget WBs have the 1 and 2 long brides available so expending would not be that bad as soon as you can make planks
YA, but water flow is a mess, and, so little flat land to build something....
it would be challenging for sure, need to plop an irrigation tower right at the starting location
Levee restrictions are gonna kill you on that map
the 2-tall one sure look like it would be prime thing to get with science
๐ JC's comeback bid was successful. What a way to snatch the game back from the jaws of defeat.
tought it would be much harder until we started discussing it in here, curious how he will manage the clusterf*** of chimney/shafts tho
heh, yep
I think he might be able to swap the Factory with the Mechanized Kitchen, i.e. put the chimneys on the outside near the edge of the cliff,
it means moving basically everything though
replace the factory with 2 mech kitchen and move the factory ? ๐ค
vertical shaft could help, too bad he just looked up the multi and got scared by science
Instead of [Factory, Mechanized Kitchen (on top of pass through house), Screw Press], reorder them to be instead: [Mechanized Kitchen (on top of pass through house), Factory, Screw Press]
ahh Vertical Power Shaft sections are "only" 50 science each, yea more possible
lol, 50 science, lapan was nice for once
anyway, still on that scienceless run, lasted way longer then expected so... gotta finish what you start
but the "straight to vertical"? 150?
It was 50 in an earlier version, I might be looking at outdated numbers,
"vertical to straight" is more of a decor, should almost have a "decoration" bonus
Timbertrees hasn't been updated since wb3.5.0
booting up the game, just finished uploading last version, give me 336000ms at least...
loading sucks, if there is one thing i have to complain about WB it's that
10 minutes into JC's video, oh my gosh ๐
Spoilers: ||It fixed itself, that's hilarious||
otherwise lapan is making an awesome job and wouldn't be still playing timberborn without that mod
there are 3 options
1- the dynamite worked (yay, @storm gulch did a smart one that no one could math out)
2-Water sources change output near the end/start of seasons so the lowering of the output did it
3-RNGesus was on our side and it only needed to stabilize
I don't care what it was, that was equaly awesome as anticlimactic. Top tier content! ... and then the kitchen ๐คฃ
I'm 14 minutes in, the Kitchen sounds funny
I'm betting on all 3 ๐
will talk back in 1h, ||don't wanna spoil||
good job, you've just brain F'd me ๐คฃ
Is that cheating? did the housing before the paths? ๐ค
It's not yet having any effect right? (water level looks the same on both sides)
right on the start of a 20 day drought
(and wow, that's a lot of housing)
to be fair i'm doing some "not legal" usage of buildings, but on hard mode, gloves are off
lol
yup. @lapan, i did that ๐คฃ
I was mostly staying legal, then I realised I was pausing my pumps during a drought, not realising I was using it as a dam for a Lido. So I stopped pausing them, and now I'm using the Fertilising tanks instead
that super duper irrigation fertilizer tower is awesome
sadly i don't have acces to science because... weirdo clause
Hey lapan, one big issue with "weidos" is rice production, i get all the tech tree and all but having a way to keep rice alive long enough to actually would be harvested would be nice. Was thinking about something like the lido but it's a "Riziรจre house" probably overthinking it but... yeah, weirdo....
can the small coocking tent make "edamame" with peas and salt? asking for a friend ! ๐ 
I didn't change the values, that's tobbert's mod (I only asked him to make them cost scaffoldings)
And strictly speaking, the vertical T shaped shaft covers all needs except universal, that's why it's more expensive
Boooooo ! ๐
Not the right kind of beans ๐
I guess you can build / destroy watertight buildings to fill a pool of clean water, then close it off when badtides hit ๐ค
But you're really shooting yourself in the foot playing with no science ๐
otherwise they could just use a Floodgate?
Hmm I think he got ||Chimney'ed|| haha whoops
Floodgates are science locked ๐
wwanted to give it a try just for shits and giggles, i get it the mod is not intended to be played like that at all
yeah, that could be done on some maps i guess
and it's a lot of science because of the blueprint from the ENS
floodgate is not in the mecha lodge?
Just noticed that, does it mean the 2 builders in the kart can't get dirty so you can't sofltock your game by having all the beavers dirty before making shower/baths?
lol, got to the point i'm contaminating my beavers willingly so they don't eat/drink during the badtide ๐คฃ
is that a change? I have definitely soft locked from dirty beavels
idk, just noticed it today ๐คทโโ๏ธ Lapan will probably enlight us when he wakes up
They say hard node is crazy ๐คช
hard mode is not the main issue, not destroying the kart is ( means no science at all)
I put my Science in a separate district to my food production. Even crazier, as the beavers just eat the produce instead of using it for science ๐ฉ
||Wonder how hard it would be to make a "packaging" more, so you can transport stuff through districts without it getting consumed first?...|| not really a spolier
Heh yeah I'm calling your gameplay even crazier ๐ ๐
15 cycles in and still alive
it ain't stoopid if it works ๐คฃ
@radiant heart forever immortalized as that "one weirdo" who plays on hard mode๐
I'm not the only one probably but a couple cool stuff came from those dumb run. like the tank shower is one of my personnal favorite
(think it was on last moments of U4) did a helix hard and needed a cleaning solution, lapan delivered something quite cool
At that point i'm over 3kh deep in the WB... if it would suck i would probably not have passed the 3h mark ๐
Hear Ya! Just passed half my total Oxygen Not Included time. <My most hours per Steam metrics. And more than Half those are WBO
need to try that game but i'll get sucked into it and ppl gonna start putting up my picture on milk cartons๐คฃ
WB are so awesome, hope with the mod support it could be a choice for everyone when starting a game and the dowloading and all would be automatic if someone wants to give it a try
Yeah I'd be spamming water tanks hehe
it's what i did but still....
Yup
not having the deep pumps or the pumps upgrade make it very hard to refill fast enough
with some "cheating" on building usage can build a reservoir but can't pump it with the short strws
Deep p[umps a lil faster too. adds up fast
badtides are the big issue but with the "jailed" beavers not eating/drinking need to send them ASAP in the poluted water to save on stuff but stop before you have no one to work
un to now worst i had were 20 days, not sure a 30 day will be survivable
was wondering about the 15 cycles in... Im cycle 32 on a second run of a a map I made after you began your run. lots of micro to be at cycle 15 at all, Im understanding
I think you could do 30 days, you just need a crap load of small tanks, no less than 200 lol
30 water * 200 tanks = 5k water, which should be more than enough ๐
Ah yes, pump pump pump now haha
quite a lot ๐
HOLY I didn't realise that was your no-science game
What's your population? I see how much water you have
whatcha gonna do w all that scrap?
220 in 2 districts
idk, just clearing out the place since i have nothing else to do except trying to survive ๐คฃ
220 beavers x 2.13 water per beaver per day x 30 days = 14,058 water for a 30 day drought
if the "dirt mod" was working with the WB it would be something else, could do some terraforming a bit
but i don't have enough time to fill up my tanks
468.6 tanks (30 storage) needed for one drought assuming no pumping of course
Yup
Need those resovoiurs
Do plank tanks need science again?
drought is not that bad with my "multilayer pumping district"
nope it's all planks or pit tanks
but badtides....
You might be able to add a waterbeaver specification file, unless there's a compatibility problem
Well at least the pit tanks help haha
Ouch
the guy that made the mod usually gives me the "WB spec file" for other mods, at least used to back on U3 and U4, but it would break the WB having dirt that soon...
17d BT, should survive ๐ซฃ
think I actually have more jail space then beds ๐คฃ
10 000 dirt for one block that early (they try to build the block but it keeps falling down ๐ )
they got logs and clay to hold it together, do not underestimate the will of the WB!
slowly removing the brambles to get to unclog the 3 lakes upstream...
tought it would be much easier ๐
well, got a little problem right there ๐ฆ
well, down to 40, last bad tide was brutal
Ouch 
been over worst
last run i did on U4, ( hard Helix) went from 150 to 3
2 beavers and a dream is all you need ๐
Rotate the middle house to the right and change it to the top floor door. Not sure about the pump yet
At least on IT you can pause the pods just before they finish ๐
destroyed it, pump on the left terrain miss reading F'd me up and the one on the right i just forgot to think about the path to get there
i just need a little luck, like a 8 day temperate to refill the tanks and i'll be good
FFFFF, 4th badtide in a row....
People gravitate toward train wrecks... ya outta stream... I wana see it all transpire.
probably need to add an
do NOT try this at home. warning
tought about it but can't have a regular schedule and whatnot... and just have fun doing those dumb shits on my own, don't want to have peer pressure to do this or that, gaming is a fun time, not a job
i like the chit chat about it but making vids and all... don't feel like it
Holy shit, 25D BT, sounds like the end
same ๐คฃ
yup, last one was 20 and it was bad...
on the bright side i got 1k logs to make shrooms, but 200 water
heh, It would kinda suck... Alarm goes off, Sigh, "sorry cant stay. I gotta go and play video games so i dont lose my job." heh
They prolly dont have time to pump. running to the one next to 'em each time there is one of the 2.35ish water they need. three trips to wherever there "turn" comes up for the next available
biggest problem is I lost top of lemon groove in a badtide incident, lemonade is prime survival material
untill the bottom groove growa back i'm lacking citrus big time
(and can't plant them because "weirdo clause")
Part of the reason I started adjusting the map I was on
of course that turned into a completly new map altogether
I lost lemons early
and berries
and brambles. not all but the ones that would save me later heh
Does he live at the South Pole? I dont know the story of that Klaus...
"Klaus" is at the North pole, "Clause" is the kind of shit the F you up when you don't read the fine print before signing ๐ not similar at all
Cycle 18 14D to go on the BT, kids woke up had to pause ๐
about to unclog the second lake
still need to figure out best path to No3
i'm dumb, got the technologie, can use bridges
but that zone is getting real far with all the lack of options I have to move around...
not gonna see the end today, need to hit the bed, find out next time on timberball Z ๐คฃ
It's been there for quite a while ๐
It's not an actual cleaning buff, it's making it decrease slower, but that gives a chance to get a shower build in emergency since the two builders will in principle be the last two beavers to complain about filth ๐
It's easy but the problem is that it adds clutter in the game. But only that adds once more item in the storage menus, it also requires a building to make said package.
It doesn't seem like much but If you extend that to a bunch of things (cooking recipes for example) that quickly gets out of hand
Heh that was actually an idea for my own mod, if I ever got the motitvation to make it. I would have to make some kind of packaging and unpackaging kind of building as well
And yes it would make a mess of menus
Welp, cycle 20 i've reached the point i don't see other options but to be doing that ... :S And didn't even get those 30 days bad seasons... at that point it's pretty safe to say it's not doable, at least not on that map
did a woopsie and kept sending kids to diffrent district, enended up with 80 homeless ๐ migration managment is hard
turns out i just needed to supress my error, now no one is getting sent to the "diying zone" ๐
28 day drought, time for the real stress test! tbh i think droughts won't be the problem, badtides will be, just got lucky, had none over the last 4 cycles
or not, when there is a babyboom still get somewhere between 20 and 40 sent to theyr death... it's for the greater good tho!
I may, "Allegedly" have a death disrict, or as our governments want us to believe, a Quarantine zone. In my custom normal play throughs
not bad, you were doubtfull at cycle 18
did it over the long as droughts, still no badtide but i'm pretty sure the first big badtide gonna be my end
you got your 15k water stockpiled though ya?
what if yo opened the road and just expect a huge population "change" each cycle?
the road to all you paused two stoies
it would be too much, already the "dying district" helped control the population swings
went down to 30 beavers at some point๐
200~ish is "survivable" at least untill the badtide hit, will see when i get one but up to now RNGesus wants me to survive apparently
noticed i had some food problems, mad more farms, knew i was gonna have water problems after, installed more pumps. went from ~200ish to ~300ish while i fixed my industry and moved up to factory... sign i need more farms again...
also trying to make a self reliant district of about 20 beavers so if i get messed up like jc did i wouldn't worry about the mass hexa-chrome poisoning issue with the beavers.
for food a crapton of mush growers on slow mode, lowest priority but priorrityzed by hauler is the best way i found to help making more without too much of a pop increase
1 grower per 20~25 beavers is my basic go to, worst case if they are full it's abit of a reserve plus the water stored in there can save your ass. Carefull tho because when you build those it's gonna strain your water supply while they fill up
all those buildings that "run without workers" are better to be set at lowest priority and let the haulers take care of it
That does ssem to be the gameplay loop. when you are about to burst, you notice that you have upgraded and smoothed logistics enough to start eliminating the early necessity buildings
tried a full blown cheater run, basically target with WB "doable" is get to 250 biobeavers, and about the same amount of bots, kids don't count tho so male it 300~325 beds
that's about GG on any map, you can let them run forever
Worst part is setting all of those tanks to water ๐คฃ
though it seems to take 7-900 biobeavers to get to bots
didn't test out that part, i guess with micromanaging it could stay under 400, with my recent dumb run i'd guess a stable colony without science on normal is a 150~200 bio
biggest issue end game is you end up with a huge chunk of beds only there to support the contaminated from the ENS so keep the bot stuff happening, other then that there is no contamination happening unless you ask for it
@lapan, one thing i noticed, nuts are available right of the start but not much to do... crazy idea, how about having a receipe in the small tent and moving those to the nursery? would not "softlock" the game but would be a really high value thing to save at the start ๐ค
don't wanna bring back the grilled nuts debate but...
I dont turn on the ENS till I have all the mats.. Churn out at full staff, a few jails and 4-5 clinics...
Oh wait! Dont use my math. I cheat with the custom settings
I do a survival district that's self-sufficient and doesn't export much just in case
@sullen capeThats a good Idea. Kinda, everything right before the library, then district next...
you can double stack that with covered tanks and cruddy platforms
yeah i've been thinking about this for a while, making chestnuts and possibly nenuphar edible raw (or grilled or whatever) but there's already plenty of edibles so i'm not sure what to do
maybe a less efficient flour recipe like 2:1 or something at the hand crafter. maybe a pickled nenuphar in the fermentation barrel with salt and water
but i agree, there is alot to eat already
@shell fiberperhaps just move cereal bars to the tent
there is quite a bit of logistics involved in them. it would allow utilization of the chestnuts that are already on maps. by the time you need them for the abyss, the logistics for all the mats have been streamlined and worked out for other means
hmm... the cooking house is not that far off i think ๐ค
right now they are locked behind the papermill/factory
althought the cooking tent could have a reciepe for it too i guess
oh there ya go, a less efficient one
yeah, maybe that's a good idea
all of the ingredients are available from start too ๐ค
updated the lemon valley map again
regarding the cereal bars i gave the original reciepe to the cooking tent, but it only produces 18 cereal bars per round, and made a faster one for the cooking house, which produces 22 bars.
i also re-adjusted a bunch of reciepes
and with that i'm good to restart my lemon valley playthrough
if i make a summary of existing reciepes (non-edibles not counted, oil is 2 SF seeds) :
cooking tent
- rice balls input/output 25/25 = 100%
- braised cabbage 6/7 = 116.6%
- cereal bar (slow) 12/15 = 125%
- fried pumpkin chips 0.333 * 28/55 = 65.5% (+large wb bonus)
cooking house
- fried rice (slow) : 15/22 = 146.6%
- Cereal bar (fast) : 14/22 = 157.2%
mechanized kitchen
- Fried rice (fast) : 15/25 = 166.6%
- Vegetable stew : 6/10 = 166.6%
- Muchroom stew : 6/10 = 166.6%
Gristmill
- Weird udon : 6/12 = 200%
Great cooking tent
- Deluxe stew : 20/50 = 250%
also, i'm seriously considering making the mechanized kitchen house a "robot" that would require no worker, but then i would push it up technologically speaking (which means its reciepes would also be given to other buildings like the cooking house) for example having it require robot limbs and a clockwork core or something.
thoughts ?
So the numbers are old/new, that's nice
Unless you wanted to add another tier of cooking house? Cooking Factory or something
oh, no no, it's input / output, basically how much more food the reciepe produces
i don't really feel like adding a new tier, it's just that the mech kitchen feels underpowered for its requirements
power + chemneys + workers
i don't know it doesn't feel that great to me and i wanted a cooking solution that could run entirely alone if supplied by bots
since a lot of later food give "grilled nuts" already it would only be a lower tier way to fullfill taht need, kinda like kimchy also fills up cabages
lacked behiond robotics seems like it would be kept out of useful range
Could the mech kitchen do the lotus and spicy? those take a buncha small kitchens to make a useful quantity. would putting them in the mech house give thit more utility?and thus less underpowered?
mheee, rather have a 3rd tier coocker instead of loosing the mecha kitchen
agreed
think the mecha works without workers anyway , or i'm confused?
yer right. it canm
-Quickly tics'prioritize by haulers' in current run
a third tier would also another way to reduce population needs later
once you get to the buffet/fruit bar it's really not that big of an issue once you managed to kickstart them
there we go, a goal to shoot for. havent even tried em yet


xD