#Water Beaver Overhaul
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be sure you make everypossible type of food/drink first ho or while it fills up gonna wreck your reserves and output nothing if you are missing one
heh most big builds, with out prep can qhickly turn the 'systems' inside out
Im prepping to build ENS in what feels a stable colony. supporting staff of 530
@shell fiberQOL suggestion. Copyist only holds five fancy at a time..
or ten even. I always seem to end up with an exorbitant amount of giant buried tank blueprints
those are part of what i put a scroll rack in my librairy and let it run untill I have too many
you need more then 10 tho
need minimum21 for a tanks of each liquids
of a few things.
I saw the outline of one of your cheater runs. a giant for each tho? a few for water one for kimchi and one for oil... maybe Im not thinkin big enough
i did one cheater town on a flat map to try and see what the "end game" balance would look like. and yes, had 1 for each in the beaver district and one for the "needed stuff" or production in the bot district
Didn't even have a water source on the map... pure cheater run
(water was 3 i think in the main district)
oh, yeah you're right, it already does
guess it's fine as is then
but should it have more reciepes, or should i make an other "ultimate kitchen" or somethign
oh right, there's the buffet and bar thing that i have yet to ''fix''
what's broken?
another tier of better kitchen that does all the receipies could be nice but not a must.
I think the only thing i'd really change in all the food stuff is grilled nuts in the coocking tent (cereals bar don't make sense in a "work witout worker thing") not like a stew that you let there for a while and pick it up when ready
Oh yeah right
Regarding the cereal bars requiring a worker
But you could also imagine just having the whole mix simmer and wait for a while, then a hauler just shapes it sloppily and you're good to do
alright, you lay it down, let the resin stick all that together and take it out, so the tent one needs one mmore resin in the receipe?
Sure dump is not connected since Lido is not finished , YET ๐ฎ
So, I deleted the Lido, and ๐คฃ ๐ฅณ
think it goes bye bye when you reload the save tho
Maybe, will test now ๐ธ
Nope, it survive reloading the game ๐คฃ
but now that you have the lido-sized hole, what good does it make to not have the lido ? ๐
Why a lido when I can have 2 river baths ?
@Lapan not sure if i did something wrong but the tower segments are not beeing built from under ๐ค (yes i'm on the last version)
Need to have something where builders can stay to build. In the worst case, build 2 towers side by side ...
i know but maybe 2 versions ago he said he found a fix for that
not a big issue atm since i'm building from the top anyway but wanted to try it and got the good old "out of reach" from the 3rd layer
Actually ladder segments weren't being built from underneath, I had to attach 1 length bridges every second ladder segment?
you know, that dumb thing that was supposed to die in 10 cycles max... well, it's still going on๐คฃ (cycle 31)
looks like abuncha full tanks too
did you update or delete / reinstall ? it seems to be working fine for me
oh you should probably build plenty of pit and ladder builder segment because i remembered they should actually cost tools
which could be seen as a way to prevent people from playing forever with only the broken kart
Is that a challenge? ๐
Sure will not get the nuclear age ๐คฃ
i think we can remove the science lock on the pit and ladder water storage segment, i don't see myself nor anyone actually use it anyway
that should help get some early vertical movement
Hooooly crap
HOLY crap indeed that update
3D water physics ? I will have A LOT of things to fix
I was just getting annoyed at my vanilla playthrough because of the water physics
(Can't let water out of a dam slowly)
oh, so water wheels DID slow water flow ! i didn't actually believe it did
Jcheng said it increased water height or something?
We have aqueduct now ๐
Guess I'd better swap to experimental, eh probably will break my save
Lapan, a pioneer in overhang technology 
Well JC's got his work cut out for him
actually overhangs were made by tobbert first
...hehe oops
it seems they also took ideas from the simple floodgate trigger mod
But thanks to all the modders making the Waterbeavers possible.
yeah ๐
Oh that's good for me, I've been cursing not having that mod in my vanilla run
(actually i'm still first on the mushroom idea)
Wonder if the waterbeavers will make good use of "3D" water? Or maybe it's herasay ๐
The best is that it seems to have now a valve ๐
oh wait a second
yeah if water is 3D, now you should be able to have water flow under buildings
and with a valve that would be great for making a dam
'kay, time to push what will likely be the last update for TB version 5
no help required
new version uploaded !
why do you hate me ๐คฃ
I always delete prior to update, only way it works
that's what i'm doing atm ๐ on hard mode because why not ๐
ho well, forgot snak bars need rice, not happening on that run ๐คฃ
If Lapan tries to get you to destroy the cart it's only going to make it even more rewarding not too ๐
not doing another run like that
was curious how bad it would be, basicaly on normal it can be done quite easily, on hard some "cheating" is required
Well hard mode was originally 80% drought and 20% rainy season, and now that bad tides replace droughts 70% of the time I don't see what we're going for ๐
But with science it is somewhat doable right ? Probably need to get the logo before all else but after that it should be manageable
sure is with science, went up to 20~ish days drought/badtides without resorting to using buildings as not intended
and 25 before the "dying distrct" iirc
But you need to know what you are doing at that point, don't really feel like doing another run tho, probably when you have soomething up on U6 gonna give it a try
probably gonna start on normal first tho, need to see how early game goes before going full retard;)
Just tought about it, will the "wonder" be that Nuclear rocket you brought up long ago? ๐คฃ
Probably, not entirely sure what I'll do, it depends of the available scripts
just let me know when you ahve something to try out, running my dumb ass run meanwhile ๐
nuclear blast, map resets and ... whatever !
Well at the moment I'm nowhere close from getting the mod working on U6 so don't wait for me ๐
...Yay time to build Lodges on top of platforms ๐
Ouch! worse than ya thought? Waiting on Dependencies? and or does U6 have manys parts that breaks what you have achieved?
U8???
Traveler from the future ๐คฃ
*blows raspberry
Well right now the new scripts are not getting extracted correctly, and I suppose Tapi is broken.
I think the mod will remain a tapi mod for a while
The Devs have prepared a timberborn modding template but I read something like it being not very compatible with asset ripper extracted assets, like the scripts not being identified properly or whatnot.
I'll have to wait until someone figures it out
Hmm... Yes.
But if it is just a matter of making all/more plants placable in map editor, that can be done entirely through specifications.
But when it comes to custom ruins like the log and plank yielding broken houses they are custom prefabs so I need to inject them into the game somehow. That's pretty easy in principle but I need at least a sample of what scripts they have in the new update
The example mod will be your friend I suspect.
I'll probably have plenty of time this weekend, but I'll likely start by the easy stuff, logstairs, storage etc.
Awesomesauce! Im trying vanilla. I prefer Water Beavers
not in a rush and not beeing pushy, don't worry i can barely imagine the amount of work it is if you have to go over all the buildings to make it work on U6
If I can help out at all, let me know!
First thing I foresee with the U6 changes is that watertight glass upgrades for the large farmhouse and tree nursery will no longer function, since water is now 3d or didn't have the skirt extending on all sides to the bottom of the map, but that's not a big issue I think
the scripts like the nuclear reactor are not that bad or got comletely wrecked?
not really, for my playstyle anyway. if glass, get coffee, bananas and high tier buildings. I have been disappointed I forgot lg farm wasnt waterproof deeper, but never a rush for those upgrades
i guesss just smashing the "waterproof tile" property on those will do the trick
Probably mostly fine, the only custom script on the nuclear reactor is a variant of the "blockale water building" script that is originally for the lido (but that doesn't get blocked by bad water)
The reactor could work without but then it wouldn't care about lack of water ๐
Yeah me neither
That's not what I mean, if you were to make a glass dam, water would not display on the sides anymore
That one shold be OK, If I remember how it worked, it just disabled the bad-water sensing aspect of the component, so it just looked for ANY fluid. Any changes to the base 'water sensing' shouldn't affect it so long as it still uses a 'badwater' sensing extension that can be disabled
oh on that note i wanted to make a duplicate of the "water source regulator" thing that is in the bad water dome, except instead of being able to force it open / cose, it would force it always open to ensure the nuclear reactor always destroys water.
but at the moment i'm afrait we have way too many other cats to whip ๐
okay, i managed to get the scripts extracted, time to poke at stuff
well, some stuff is still broken
Storage getting gud ๐คฃ
Moar tanks!
up to 31k on small and pits only ๐
did a bit of path cleant up, helped a bit on the framerate but yeah, it's getting to a limit
40 fps at only 230 beavers ๐ซฃ
I like how it turned out tho
ok, @radiant heart, you inpired me. nothing ridiculous like Hard, or keep kart, but to attempt Lemon Canyon.
probably gonnna give myselft a ginormous warehouse to get give my PC a little break, got over 12k scrap in medium/large piles all over the place ๐
it's a really cool map
hitched up my Underoos, rolled a fatty for my anxiousness over the "unchecked bramble aggression" and got started
map is very generous on scrap and all, the bigggest challenge is to keep lemon and berries alive ( specially berries for science)
lemon becaus can you really call it lemon canyon if there is no lemon?
after my much delayed introduction to the entry irrigation tower, Im feelin better about it
irrigation towers are so powerfull
At that point i think i can survive Whatever hard mode does, exception might be if I get 2-3 (or more) 25Days+ badtides in a row but RNGesus didn't give me that ... yet
so i'm just cleaning the map because why not ๐
that's a lot of scrap all over the place and still not done ( some i just won't be able to get tho due to the no science thing)
but you still only have enough storage for half yer beavs for 10days...?
I think my getting back to Lemon Canyon was made easier for having a Lemon Canyon save that I spent 35minutes path fencing the brambles. heh
lol
the 26 pumps near the 3 sources upstream did the trick
not even tapping the center one, it's surrounded by showers so they can get clean asap when temprate returns
hemm a third of your population?
3/4
dying district is getting less and less ppl sent there since i need more pumpers/farmers
once the "clean up" will be done it is a lot of scavengers/lumberjacks i can get rid of
this was my 1st 3.5.6 the no builder pit n ladder to boost early construction hurts
Ho yeah, lapan blocked those behind tools if i'm not mistaking ( 98% my fault)
heh, I know, thus the mention. heh. I said it. Im done already. ๐คฃ
@shell fiber I actusally use the pit liquids storage. a large storage w/o need for tar. And on your map its a faster way to the top
did only one builder lodge but sure it helped, wonder how bad things would have been without that ๐ค and NO, i'm not redoing that ๐
also is my 17th WB run, kinda know what i'm doing.. keyword: "kinda"
its almost a curse tho
i choose poorly my drinking game, need something a bit more tame next stream
I know whats comin/needed and pre build then get caught in a priority mess or reaching for som nething im only half able to achieve at the time
I shelved timberborn untill i found out about that mod, been playing that since, i find the 2 vanilla confusing now ๐คฃ
same. tried folktails and that was quick excursion. IT breeding pods always messed me up. weird tho. I like the plethora of materials in WB
oops, maybe a little heavy on the 'unchecked bramble aggression' anxiety meds... I should be working. ciao
thing I like to is WB you have a lot of stuff before reaching "end game"
inorite. in my quick try i was stockpileing metal explosives and treated planks at cycle 11. WB im lucky to be able to drop a floodgate around then
oh, amd antidote. something that seemd far down the tech tree until I met the Real Beavers. heh
I was lookin all over for water to select for my tank and couldnt find it. WB 20 liquids FT 9ish
well shit. i soft locked. planted cabbage over my demolished cart and all my reds vanished
Only 230 beavers ? There's a good million houses ๐
No I had plans to do that a while ago but had forgot, I just stumbled on it again while testing
Good, that's what I was hoping for ๐
Happened to me once, you can go devmode and give yourself a new broken kart and destroy it again
cycle three. reload not rage quit material heh
just so you know there have been updates to the map itself, sinc you were saying you saved after encasing brambles in paths
some don't have acces ( let's say "yet")
trying to see if i can get a lidget working colony ( remove the death district and connect all the doors) but it takes time
Also trying to see what is reachable or not and clean up the place, ended spending 100logs just to uproot a tree in deep badwater ๐คฃ
probably gonna allow myself a "cheater mode" ginormous pile for the scrap, just to give my PC a chance, that's so many piles all over the map and can't use it except for the "pรฉtanque" with that many around they sure are good at it by now ๐คฃ
is that Bocci to the uncultured?
then again, i live Maui and needed JC to tell me what an anana is๐
Yeah, yeah, "you monster" 
Tbh, i don't hate it but could we get a bonus on the food side?
I know you have other cats to whip but i had 2 ideas:
1-grilled nuts in the tent
2-some sort of "farm assistant flag"
anyway, just tossing it out before i hit the bed and forget !
A farm assistant flag would make all farms obsolete, that's why the large farmhouse is there ๐
And I added cereal bars to the cooking tent, that doesn't work ?
nope, bars need rice
tried a lot but can't make it
with RNGesus on my side i might be able to make one harvest every 2~3 cycles
not a straight up flag, a "corn shaped lodge" with like 4 dwellers and 1 worker barely more efficient then having another farm just to justify the extra place in the house ๐
That part of the problem seems largely self-imposed ๐
But I'll think about it
100% self-imposed, we agree on that, tho it would be nice to have "choices" without making something "useless" ๐
no matter how stoopid that choice can be ๐คฃ

I'll see if I can come up with something that makes sense
some sort of "nuts stew" maybe? idk, anyway, you have enough to deal with, gonna keep those ideas in a box and bother you some other time ๐
Since U6 brought the sluice I'll probably think of something that uses that
IMO sluice is the drain house on steroids
Well yeah basically
That's what I wanted to do but that was weird
Not until I fix that ๐
if it doesn't need power... Ho boy, get ready for some King stoopid full retard stuff
talking bout stoopid, hard lemon is cycle 48 and dying district becoming useless!
now need to either connect the houses or find a better way ๐
Sometimes I wonder if the real torture for the Whitepaw Beavers isn't the awful stew or public humiliation jail... it's having to spend every night of the rest of your life listening to flowing water. That must be torture for any Beavers....
Don't give @shell fiber some ideas. Maybe will add a Shanty Speaker for WB with Niagara sounds ๐คฃ
let's bring the conversation here not in "Stairs" ๐
Don't need a U6 yet, it's still passing the U5 hard "hard mode" balance test ๐
You like some extra pain, not enough the ones provided with mod itself ๐คฃ
was a dumb idea, tought it would not even last 5 cycles ( 10 with some luck) and here I am, on the edge of Cycle 50
it was that or getting into Oxygen not included ๐คฃ
and now i'm finding stuff to do because i don't need to care about the survival of my beavers
Edit you save to have longer droughts and bad tides, then ๐ฅณ
the duration is not the main issue, tbh, 3~4 bad ones in a row could kille me, not 100% future proof yet
working on the bad sources, once my main reservoir is clean gonna be much easier to figure out how long it could try to survive
Diverting is a challenge, terrain block is a pain to build and, houses .... no way
hard mode, didn't destroy the kart.... took some liberties on the "house rule" up to 20Days drought/BT it was ok
@shell fiberis the water source in da hole in the lemon field set to a negative number? It appears to be sucking the water off the map...
yep, exactly as intended ๐
It's alive !
Everything!?
And you kinda need a 3th row don't you?
Uh, yeah ๐
The path tool group is slightly too big ๐
Hopefully that gets fixed somehow by some smart people ๐๐
I hope I have the motivation and Energy for TimberApi
Since alot needs to be redone 
I am also slightly worried about the mass of stuff I'll need to rewrite for the WBO mod๐ฌ
At least in my case it's not excessively complex, there's just a lot
Complexity is more fun than alot 
The reason the uibuilder hasnt finished... Needing to make all the presets
I was told to put this here if someone could tell me what I'm doing wrong I have this mod plus dependencies that is it
Need a bit more information, could you see the white beaver in the new game menu ? Can you give a screenshot of your plugins folder ?
oh, also the part of the log that is really useful is the red one, that's where it says on what it crashed.
here we can see up to the loading a bazillion assets but up to this point it seems fine
Sorry for the delay I can see the white beavers and I can get whatever you want as soon as I get back to my pc
was thinking of water beavers while i was sleeping, i want to pitch a bad idea. terra forming the old fashion way, shovels. like a way to remove dirt block, and get dirt for terrain blocks. like an 1-3 hours and get like 1-10 dirt and uses about 0.001- 0.01. also could make beaver dirty. i know you swamped with u6 drop and tryin to get it to work, along with life. just a quick thought id like to share.
im sorry if its a bad time to pitch an idea, im excited to see how U6 WBO turns up the difficulty, but know rush
Hey @shell fiber some one in JC the beards discord wanted to know if there was a list of mods that worked with WB U5. Not sure how difficult of an answer that is and don't want to overburden you since you are probably beaver deep on U6
posted a copy of my pluggin file, think i gat all the ones that work in there. if not, not missing a lot
WB nerd to the rescue!
my plugins
I think he meant from the separate black screen where you see all of the background precesses happening along with the loading of assets. What broke the game will be in red
looks good to me, got a few optionel ones in there but you can compare just in case i missed one
Well idk why it keeps crashing then
double check you have the proper versions with the list i gave you, also maybe some one could have not downloaded properly so need to reload it
Sorry to bother you but I don't see trading balloons on your list is it just not visible or do you not have it because if not that would be my problem
woopsies, didn't go low enough ๐ซฃ
but balloon is a depedencie of the WB so it as to be in, if you load it via modmanager it will load automaticaly at the same time
here, the missing part
That's what I thought and I looked at the output when trying to start a game and it's complaining about having not enough memory does water beaver mod take up more then the 10.8 gbs of ram I'm currently giving it
should not
I noticed something was wrong when loading it jumps from 700 mbs straight to 10.8 gbs so I think I'm leaking memory somewhere
can't help at that point but there are ppl much smater then me that will show up at some point and help you out ๐
That's my whole motto when stuff breaks try to figure it out for a day or two then wait for smart people to tell me what I messed up.
Thanks for trying and thanks for the list
booting up my game, will see how much ram it takes, will see if the 10 is not enough but i don't think it is the problem
just its a big save, gonna need a few mins
Thank you
wel...
Ha so I actually can't run it
wouldn't think it was that bad
that's an overdevelopped colony and a bunch of extra mods tho...
give me a sec i'll booth up a new one to try
on main menu it goes down to 8Gb
Hmm
Well thanks for the help I might just go back to the beta for update 6 and wait for official modding support might help stream line it a bit and cut down ram cost
iirc tho i found one time how to prioritize rss on my pc and prioritized timberberborn so might be abusing...
Maybe I'm going to check how much Un modded timber born usually uses
So just to let your know on mid size map and high graphics timber born will use about 5.5 gbs of ram
didn't do much runs on large maps, i prefer the less space and optimizing it
WB on a tiny one tho..... with the huge buildings that are groung only it gets a bit roung on something like diorama. did it once but the mod was way less complex
makes me think it could be fun to try it out ๐ค
with that you can really push the "early game balance"
I've gotten over 20gb with 1.6k beavers on a 256x256 map
some mods not onb the list WILL crash the game. Might want a seperate plugin folder just for the Water Beavers. seems to actually simplify things long run
the enable/disable game sur is tidious, better have copies, too bad i don't have my U3 pluggin, had some dumb run i'd like to revisit
It is. i callem pluginsU5, pluginsU6, and pluginsMapMaker. shorten to just plugins and make sure I am booting the right 'beta' build at the same time
and when i update I throw the latest in desktop folder
the copy/backup as you suggest.
No clue whatโs going on here. These are the only mods I have installed on a fresh install of timberborn
extra crops is that the mmap maker or map reader?
Reader
did you get both?, maker will crash the game if loading to play
No its not in my plugin folder rn
hmm the maker can place mangroves. if in non expirimental mode playin WB they just wont show on the map. I not playing WB shouldnt have their mod enabled
iono. just throwin out my basic understandings
Only thing I can think of is a vastly out of date computer
I know Lapn has been updating the plant mods... maybe dbl check versions
normaly mod manager on U5 won't give you the U6 versions, only the latest on U5
it depends on whatever the mod author has set live I think
unless you go into the mod and force the version you want to download
only thing published for U6 that also in WB, so far, is staircase
Well the good news is that with U6 I'm be allowed to tap into the game's textures rather that loading them again. So we can hope to see the mod become far lighter in terms of ram and download size
Well that's good news
(I'll catch up reading later sorry)
Your mod is really cool and I look forward to using it eventually
nice, that's a good news, is it more or less work tho to make it fit?
If the log stays "locked" in that state, it didn't actually crash yet, when it does a bunch of red text appears, which says what went wrong.
Depending on your computer, on the map you're loading and in how advanced your colony is, it can stay a reaaaaly long time in that state (several minutes is not unusual), but it eventually will load.
It might be worth opening task manager (ctrl-alt-del) to check how much ram is being used, but if you run out of it there is also a crash message for that.
There's a few people who had similar ideas, but as far as I can tell that would require coding, and I can't do that (I only abuse existing scripts). But dynamite is not particular hard to come by if the point is to dig, and if the point is to get dirt... Well it's deliberately locked until a certain point ๐
Whenever you have time, try to launch a new game, then leave the computer to do it's thing while you have lunch/ take a shower/whatever.
If by the time you come back (think 10-15 minutes) it's still in that state, it's not loading
But if it crashed, we'll have a message to look at
It's horribly annoying ๐
Basically I have to get everything into blender (I must of the time build my stuff directly in unity) then fuse stuff together and then hunt for wrongly named materials.
Typically "basewood_yellow_folktails" is not correct while "basewood_yellow.folktails" is
And to add a layer of fun to it, blender trends to assume that two identical textures coming from different sources are probably different, so it adds a .001, .002 etc at the end of the texture name, and I have to correct it all
An other slightly annoying thing is that for example brown wood and light brown wood are the same texture, but the material has different RGB lighting, but that is not accounted for in blender so visually everything looks the same
THANKFULLY though, blender also have very efficient means of hunting down and fixing all of that mess
That all sounds like a hassle just to get textures
i guess a reskin of the excavator in a 1x1 "digging ground" could do it or i'm oversimplifying things maybe ๐ค
i thought about it, but i don't think the dirt excavator has a limit to how low it can dig
if it doesn't then that would be doable
nope so you could have an infinite 1x1 hole
oh sorry typo.
"if it does"
otherwise yes it would dig endlessly
but even without that, it likely still would produce dirt
the excavator wil dig and keep on "digging" even if it reaches the bottom of the map
was happy when i found out because having to relocate it when you reach the bottom would be a pain in the A**
lol, morning me read "RNG lighting" was not sure wth that was supposed to be and then... lightbulb๐
progress !
Sweet! even white log stairs! Wasnt that a concern?
@shell fiber I really should have tried Lemon Canyon sooner. I have a feel for the pacing you want. you know, hidden bad water, narrow rivers and arable land, water depths greater than pump 'straw" depth(U5). Dams needing to be 4 high and a hundred beavers wide... heh. If I didnt enjoy Water Beavers so much, I might call you a Monster
Called him a monster more often then I would admit to but he did the same so ๐คทโโ๏ธ
heh, well, a Monsters Inc. kine Monster, but Monster none the less
Well, do you like pain (even more, looking at mod description) ๐คฃ
Good point. Never considered myself a masochist. Then again, Lapan prolly never thought himself a sadist...
please know I joke as if I know you well enough to do so. no offense intended
Why a joke ? Defaults game faction seems already to easy, so, challenges are welcomed ๐ค
Btw just to tease something that have been on my mind for a little while, you know how dynamite can now be placed on paths ? That's because now "path" is a dedicated block segment (such as floor, corner, top etc).
It would be a real shame if brambles in U6 did not care for paths ๐คญ๐
(I'll remove the science lock for fences if there was one though)
Dunno, I my experience with my sister's blackberries brambles don't care much about fences either.
lol, i'va done that already, if it doesn't mess up the foundation of buildings it would be ok tbh
but the path would still need to be walkable, otherwise could hardlock the game
I don't think they would block the path
tbh the over path was not that bad it was really the blocking of foundation that was a nightmare
your paths could actually become your bramble field and they'll be your friendly neighboor ๐ค
zones not in the "chopping range" the "safe ones"
that's so stoopid but i love it !

Are you saying I should give them a "sting" aura to punish that ? ๐
problem is too much aura =lags and eternal loading...
would need to decrease the spread big time to compensate and that would go against the idea i suppose
"sane" ppl playing the mod would find it annoying for sure untill they get the potential hidden inside
Nah that's fine, we'll see. Plus if you let brambles extend on paths it would make narrow lines, that's not very efficient for spreading so they would get cleared quite fast.
It wouldn't be a great idea keeping them along for decoration because they would invade places where you might want to build stuff, and they are quite a few polygons...
but can save you if some went too far before the badtide strikes
Just tought about it, if you go that way, would be nice to have a "cheap fence" like one log only and doesn't need to be unlocked ( but won't give a buff)
Yeah I'll probably make something like that
Ooh in vanilla: Vertical Power Shafts (YES!)
How would you harvest them if connecting a path doesn't stop them from spreading that means any open space around the area where beaver can go to harvest the bramble. From there it can spread to the whole base?
@shell fiber How long before you are finished :)?
He's already done, just holding back to pump up the hype!!!
Pretty sure he needs the 3rd bottombar row
?
Ho yeah, sub-sub menu sure is a must, otherwise even an ultrawide screen won't be able to fit the menu
You can always scale down the UI , but for WB will need a 30X magnifier glass ๐ฎ ๐คฃ
even at min UI, it's limited to 80% iirc
looked at the new map but scrap is super far.. gonna be hard for the metal
new map?
yeah, "cliff" iirc
I have made fence gates a little while ago, that would block the brambles and still allow beavers to go
Yeah but I'm not even finished with easier mods ๐
you have a primitive smelter...
still, it's a big delay on dams
What is iirc
not sure but im going with, if i re-call l
heh
oh, i bet its "if I remember correctly" ima wait for a confirmation though
yup or "ifI recall correctly" either way means the same
thanks, ya context got me there
IIRC it's If I Remember Correctly, heh
sSo... did some dumb stuff and on maps like plains and waterfall it is actually possible to have a lidgit hard mode with kart faction, on 3.5.5 .... the tools for the builders just made it slower, sry @lapan but you can't prevent stoopid ๐ might as well remove those so ppl can decide.
Afterall, "science is a luxury" don't need that to thrive!
hmm, recent AssetRipper versions exporting prefabs differently -- into a PrefabInstance directory instead of restoring the original path
(v1.0.4 vs 1.0.17)
Is working in both way. With folders or only in the root of specifications....
unfortunately timbertrees is picky, so it started failing
For U5 I can just revert to 1.0.4
but U6 needs a newer version (not sure how new)
Found it -- an export setting's default value changed
BundledAssetsExportMode: DirectExport (old) vs GroupByAssetType (new)
timbertrees expects DirectExport
so I put up a new Timbertrees version and it's already out-of-date. I didn't notice this morning's patch ๐
I've now created a separate thread for it, so will stop spamming the WB thread
no worries ๐
when you discover yuck stew make beavers not need to eat as much
is it bad for there health?
it used to kill them slowly, now it's just a well-beeing debuff
il take that as a plus tbh
so many things were nerfed from some original settings, having all of that in full retard mode would be nearly impossible to do
technically it can still kill them, but i'm pretty sure that is borderline impossible unless you're deliberately feeding nothing but that.
specifically one serving gives them -0.5 of the "disgusting food" need (might be displayed as "yuck !" or something like that), which kills them when they reach the minimum of -10. but that would require 20 servings, and since one serving fills 0.9 food (beavers need 0.7/day) that's 25.7 day eating only that junk. but since the need also reverts at 0.05/day that refills 1.29 of the disgusting food need, which equates to 3 more servings.
rerun that in the first calculation and that gives a solid 29 days of eating only this to finally die of intestinal congestion ๐
so effectively... that doesn't really happen, plus since eating one serving requires the beavers to be REALLY hungry (enought to eat 3 generic food items) it will almost always be their last food choice.
now if you're evil to the point of also only giving them mushroom juice to drink...
(i'm definitely sensing someone taking this as a challenge...)
i love wb
"have fun while I suffer" beaver needs to be an emote
there are faster ways to kill your beavers i think ๐คฃ
I should do a district with only mushroom juice for drinking ๐ ๐ฑ
I wrote the above message before I read this ๐
My beavers still occasionally get crushed by heavy machinery, I though they couldn't max out that stat that causes it though.
if they can eat deluxe stew it's a non-issue ๐
Oh yeah that negates some debuffs
any word? just currious. im not trying to sound pushy or stress ya out.
also i cant wait to play in the bramble
I think it's gonna take a lot more work and balancing.
Stacked (on top of overhangs) "buried" water tanks anyone? With lodges for support of course
With the capacity of "buried" tank, to stack then on an overhang, it's a disaster waiting to happen ๐คฃ
I think part of the buried tank explicitly requires ground, so there probably won't be any issues ๐
I've fixed the 4w District center mod yesterday but I don't have a lot of time during weekdays, basically 1h tops ๐ฃ
I'll have time to work on stuff this weekend but I didn't even finish fixing the plants
After that I'll work on rebuilding the faction, but just importing a zillion specifications is going to take a while
cool. i can dig it, i know its alot of work and i think i can say the comunity really appriceites your time, effert and absolute (insane) passion for the master class faction your brewed up. just one last question i have, are you thinking of doing another map because of the aquaduct system now, or modifying the lemon canyon? i know your already stacked up with u6, was just curious, and hyped.
Hmm ... ๐ค
I might make an other map with this faction in mind, but that would not particularly take advantage of the possibilities the water mechanics offer.
Actually I'm still unsure how the changes would affect this faction. Like do I integrate watertight floors or not and what does that means for how the faction would play
For the other factions o don't think it will change too much since they are already quite sandboxy, but in our case, can I really make aqueducts possible without actual dam block pieces?
I think maybe a really expensive Sluice could fit within Waterbeavers, but maybe it still makes it too easy to dam, especially for badtides
Maybe aquaducts are for heritics lol ๐
I think watertight tiles come back a bit to the discussion we had about the unfloodable buildings. Would have to be very late game.
At the same time, even if stuff is completely ewatertight, with the badtide it's not as easy as dump houses in the river and make the roof watertight
Maybe something like the flume pieces @tawdry bronze is working on for water extension: #1064976877170741328 message - that would give you aqueduct walls, but not be stackable into megastructure dams
Making aqueducts without vanilla leeves would require a lot of buildings
I understand why, but your decision on levee restrictions is probably my least favorite thing about the mod @shell fiber
I think that's the best part. That you can't just play like the vanilla factions.
I havent dabbled much in U6... WBO changes everything
I would love to see some more of that dam and bypass, I need some ideas
oh my. it was a rather ugly process. Many Whitepaws sacrificed themselves for the ' generational' Dam.
The unique WBO options are quite spectacular.
Cannons and Mechanical pumps to help rid the badwater. I takes 3 days for the damed valley to evac right before 'Lemon Canyon"
here is other side of that Dam
Deep Water pumps with Squewer access paths
definitely the best condition I have kept Lemon Canyon in all my restarts.
Nice dam !
Yupper! I finally feel I have gotten oput of preschool in WBO.1 Still so much to Work out
@shell fiber new version of TimberApi has removed the order multiplier, so all orders in the prefabs are now as they are.
don't need to destroy the kart you know, and it looks soo nice, why getting rid of it ๐
Actually tought it would be cool if the district center would be an "upgrade" on the kart so you have to build karts in other districts first but that brings up the issue of how do you get your anvil/chauldron/librairyset....
maybe the "upgrade" to the kart deletes, leaving the rubble, but places the 4wdc
that sounds like a lot of trouble for lapan
sounds like it "would need code"
yea it would huh ๐ซ
Thanks! it is similar to what one envisions when you fiest read that 'house is a dam'. Making it happen, with all the WBO mechanics, is not as straightforward as that vision. It only took me 1000+ WBO hours to make it actually work out. heh
To continue my child like analogy, thanks for giving me a 'fridge' to put my picture on. im rather proud of it. heh
put a spoiler on that plz ||, at least the first 24h, plz ๐ i hate getting my surprises wasted because i watched discord before the vids ! ||
hmm, how do you add those
also it's the video thumbnail & title, so not exactly a surprise
Not like ||โโโโโ โโโ โโโโโโ โโ โโโโโ||
true,|| just it's even better then the impression so... ||
lol
double redacted ๐
Like everyone's password is โโโโโโโโโโ
And... Not so much...
i think once i'm done with the brambles, i'll work on rebuilding the faction proper
(i'm very slow because i'm trying to do things "right", IE not importing a bazillion textures for what really should be just a hex value)
right now the dead variant is too purple
don't stress about it, trying to get oxygen instead of water atm ๐
oxygen not included ?
yup
it's just like playing WB but on easy ๐คทโโ๏ธ
surviving is not that hard, getting stuff done is the hard part
it's a great game
okay, i have to afk for a little while
Ho yeah, sure, after a hard run no science with your masterpeice, what could be hard ๐
someone didn't plan for badtides ?๐คฃ
ah, perfect !
I love how it looks now the damn brambles ๐
just a quick idea that has been on my mind for a while : who much of the world population would want me dead if instead of storing rice in crates, i were so store it as a powder ? ๐
While will not be stored in some bizarre half buried tanks, could be OK, I guess ๐ค
youhouh !
nah, i'm joking, this is just an empty shell
but the textures did load ๐
hmm, turns out i never bothered with fixing the core item group icon. still the good old question mark
soooo, they spread vertically now?
no no, it's just the default brush on the edito is 5x5
you mean a pile instead of a warehouse? tbh it would make sence
got me real scrared for a minute !
well it's a granular material, so i guess it's "fine" but i can think of all the asians on earth screaming in terror at the idea of storing rice in a big pile on the floor ๐
oh can i ask you (or anyone else still having U5 running) for something ?
i'd need a thumbnail image for a texture holder mod. like something with a few soups, glass panes / sawblades, giant sequoia storage etc.
like a screenshot of the diffrent storages?
yeah basically
pretty sure i can do that, give me 10 to boot up my old save, with the "no science" one there ain't much to show for ๐
do you want all that stuff in one picture? cuz i don't think i have a zone with all that together
oh i was thinking like new map, dev mod and just plop it all on the ground
kk
doesn't have to be connected or make sense or anything
on it!
thanks !
not sure why but the giant log storage won't build ๐ค
ok, nvm, i'm dumb
Do you need all the drinks too?
actually i'd like to show the glass panes and sawblades or something. also maybe glorious storages
ok
Better?
never got to storing robotic part, that thing looks really nice ! ๐
let me know if you need anything else, gonna close it now tho my PC gonna explode running that plus ONI at the same time๐
Well done anyway ๐
just realized i forgot the press axels... ๐ซฃ
Did you ever play SimCity much?
Perfect !
back in the days, like 30 years ago, yes, never got super far tho prefered launching disasters and crushing everything i took a massive loan for and start over
When I'm in the right mood I'll still play SimCity 4, never really got into Skylines though
I am playing modded satisfactory in the mean time
whelp, i'm trying to load all of the items at once but there's an unknown crash at the moment
and it's late enough for today
possibly because some good visualization are not loaded, but it feels like a need that doesn't find its specification
anyway, GN
Thanks for your hard work! and GN
on the topic of alternative storages, maybe you could explore storing items by hanging them in bunches, like onions, grapes, peppers etc. There's a village in serbia that is known to sun-dry their pepper harvest by hanging them around the house. Or in the case of rice, potatoes, or coffee beans, they can be stored in hessian/burlap bags. Just some idea's.
ah, found the bug
the omnifood fills the "foreign food" need that had been externalized in the balloon mod
and likely the omnidrink is trying to fill the "dandeltea" need that i renamed "lotustea" inside the files since i'm migrating and rebuildign everything
probably my only chance to fix this kind of itchy mistakes
also like "coal" being written with a small 'c'
ugh
the inportant ting is are we "planKing" stuff now ? ๐ and is it back to "gaZ" ?
I enjoyed the gaz spelling
JC reading it cracked me up everytimes
At least he educated me that it was infact, not a typo
Should put in a loading hint that it's not a typo XD
If you can do Loading hints, remind people to place the billboards. many questions are answered there.
one less issue
now i have to fix all the blueprint-related items reciepes etc
but that might be taking shape slightly faster than i originally thought
the real challenge will be to import buildings, at least if i want to do it in a clean way through meshy
which is a huge pain
IMO better take your time and make it right, you'll ne even more happy afterwards, with the time you've spent on that mod, a little "spring cleaning" is not much time in the grand scheme of things ๐
And with all the attention the mod receives there will likely be many new players with many voices questions and input. (that is the politically correct way of putting it)
I finally figured out the medium Pile holds more than a height of one and can be stacked with tall platforms๐คฆ
Remember to Color Correct. something pristine about a colony of Whitepaw buildings
Yeah but that was obtuse, I think I reverted them
Need to double-check actually
Some people didn't like it because the stackability took a hit
And accessibility
for U6? less confusion all around. will they hold 16 less?
Yeah of course, right now I'm filling in the needs and items, only once that is done I can put in the buildings. Otherwise the fake crashes when a building refers to an unknown item or need
Uuh, I think one voxel can basically hold 20 items for pileables
hmm, the this before this because you need that for the opther.... sounds kinda like my favorite mod
But honestly I'm itching about splitting powders and log-types into different storages because storing only 80 sawdust in a 2x2 pile is kind of miserable.
But I'm 99% sure that is both but worth the effort, and confusing to everyone
The other thing I'm really itching about is removing the giant buried tank, and giving the blueprint to the gigaragantuan storage, in which case I would also add a liquid storage variant
Ah but they need glass too...๐
I dont understand 'powers' but the rest makes sense. i try to put my subsequent mushroom growers on top of large log and sawdust piles, with crappy platforms and log staris. I most often use small coverd tanks also for one layer verticality. Lemon Canyon is rather tight when ya try maximize irrigation towers and arable land
Stupid idea, it's it possible to make negative items ? Like I could make a loan bank ๐ค
For me it seems its the metal and Tar quantities that holds back the buried tank rather than the blueprint
Oh yeah that's supposed to be quite far off
In principle I want to make it so that skipping over intermediary tech is ill advised, that's also why I made the ladders so expensive, most people just skip entirely over all types of stairs and put ladders even in the most unnecessary places
Oh well, I guess the giant buried tank will stay
It is ill advised. i end up worlds of hurt tryin to rush Shiny things Im not even able to utilize.
I like how the 1k Nursery is also behind, Mech drills and trebuchet
That's why there is the tech tree board ๐
I mean I Like it. my first stumble through to that far maybe not so much .heh
What if each plank batch only made 4 sawdust? Though not really a huge issue. yes I like to utilize sawdust for paper and brain stimulating items. Just means we may have "Brun" sawdust in the wood burner more than previously
Hmm... I prefer to not touch that, I had made some calculation on how much sawdust is one log or one plank so that both recipes of the mushroom grower are balanced for different purposes. if I poke at it too much, one may become too good or too bad
Unless I readjust it too
Kinda my thought process, thus we Brun em ๐
Am I mistaken? I was under the impression these were now buildable from inside...
maybe something to do with the tank house beeing 2 high๐ค
no last time i tried they could. but all 3 under it are not connected apparently, so...
they can be not connected but in building range tho, or those the way they were tweeked have to be connected to be built from the ground?
Kinda like when yer questioning yourself beause you were sure you had Meh drill bluprint somewhere and why arent they making it fancy only to realize the industrious crew already built
Lmao at JC accidentally executing that beaver
lmao right
ugh ๐
i have been stuck on a display issue for the past week, but at last found a solution
i need to rebuild some stuff but i can progress again
progess city!
A bit curious, with the sluice beeing an overpowerfull "drain house" are those comming back but nerfed on U6?
I don't think sluices are OP since they have no ability to push water, they are basically dam pieces that accept watertight blocks on top and have appropriate visuals (and a few extra settings)
But tbh I didn't even play on U6 more than 10 minutes so I might be wrong about some stuff
But we'll see, if it breaks the balance too much, I'm not forced to add them
They're one way, with auto close if water: 1) gets too high, 2) gets too contaminated, 3) isn't contaminated enough
The map was changed after?because of JC correct? I was watching while playing and they are different. im on v.8
His version didnt have these sweet one tiles that fit abuncha levees
Yeah, it's more of a "pipe" with a valve i guess
clearly was, ( don't have that on my run too) the challenge would have been a bit diffrent but not redoing it
Not strictly because of him but yes seeing him play made me realise a few things were not behaving as intended so I made a few adjustments
What I retouched was mostly the squiggly brook in the lemon grove and the negative source, plus the elevation on the three cracks leading water out of the canyon (all got -2 elevation and more space to place dams)
and I was complaining about the shunts being 4 high. JC is a trooper
It was another of your good puzzles but I believe I worked out a way to bypass the water sucker tile.
I've been wanting what Sluices provide since my first playthrough
Being slowly let water out of a dam cuts out so much micro, and letting it out the bottom of the dam removes the need for floodgates
Watch out, or @shell fiber will make a habitable sluices ๐คฃ
lol
pretty sure it was already planned anyway ๐คทโโ๏ธ
how do i download this? it seems really fun
Just seen this death for the first time! ๐
have a look here: https://mod.io/g/timberborn/m/water-beaver-overhaul :)
This Mod is only for U% currenently being updated for U6. grab em from Mod.io. only the mod and its dependancies for best outcome.
How do you build the supplemental buildings on the abyss elevator please?
I think you have to build the abyss first
it hooks in. From the outside
i believe you can only put modules on opposite sides the power and door
is there a faster way to download mods off that site instead of downloading them all manualy 1 by 1
Make sure you're on update 5.x.x (not experimental) and use the mod manager to download the dependantcies
thank you
I disliked mod manager, and actually found it easier to download the mods manually
i didn't really have to do that but... i guess well have better ruined houses models
Looks like hit's by an earthquake ๐ฎ ๐คฃ
The first one looks like its been hit by a witch
where do you connect the power network on the power plant ๐
Vanilla needs stuff like this, IMO...
They look really well done ๐
The outside connectors are on the chimneys
I also wanted to rework the ruined path and make it connect properly to neighbouring paths, but rn I can't be bothered, that's a lot of work for barely any difference
ah, does it all need to be built before the power blocked error clears?
Yeah I think so
Nice!
@distant wigeon i had an idea about the mod maker, do you think it would be interesting to have a "bottomless hole" item in map editor ? like some dark void thing that can't be destroyed and sucks up liquid that falls on it ?
and of course that can't be build on
does someone has a good view(s) of the layout of JC's dam ? the one with the architect's lodge
if you say please i'm pretty sure he can send you screenshots directly ๐
I think you'd have Ping privileges lapan, but I think he might read this channel too
Not 100% certain that will be neccessary. A Negative Strength badwater source works similarly, though will obviously favor draining badwater over regular water - just that given the option, it will drain badwater first before draining regular water. At least, that has been my experience.
While an indiscriminate fluid drainer would have potential use cases, there is the minor issue of now a map requires a mod to play or it won't work right - I am concerned about most non-modded player's ability to read.
@storm gulch pretty please ๐
Or I can go though the videos myself ๐ค
Lapan always has ping privileges
I can grab you one in a moment
@shell fiber
(what a mess this is)
Thank you ๐
@spring heathyes. and it sucks water until its all built
Thanks. The base is finished but I think Iโll pause the rest until other fires are put out ๐
well thankfully for everyone, i have not found a way to make it explode ๐
If you choose to work on the ruined paths can you make them accept platforms at the same time!?
oh they don't ?
i didn't think of that
nope. kinda shetty tearing them out just for one level verticality
sure, unless i forget about it ๐
but i also want to make them buildable
they are. In Map Maker ๐
@storm gulch how about that ? the best dam you could dream of ๐
moslty uses stuff you already have unlocked, except the engine that can be replaced by something else
and gristmills that you probably will want to build soon
it doesn't make a bypass, but it will hold a crapton on water
(i don't think a bypass is possible strictly speaking)
you can improve it by sealing the small opening on the right and adding a water cannon to irrigate post-dam
but then the watefall limit might mess things up
Beavers? ||Nice ๐ ||
that's cute but who would want 3 architects?
||R, C and E|| ๐คฃ
This is magnificent
thanks !
there's an odd chance that you end up having to widen the channel that goes off the map, and that might be expensive in dynamite, but that's doable ๐
I was Playin around with your Diagram. the hitch i ran into was the florist holding 750 water each๐
berries
I was gonna say 4x florists would chew some water...
Whelp, I managed to get back all the needs, all the items, and all the recipes back in.
The display of resource in storage is currently broken but that's beyond my abilities, hopefully knatte will figure something out
Now the real fun likely begins : importing the buildings in blender then re-importing them through meshy.
And the cherry on the cake : praying very hard that animations "just work"
I was running 4 florist on a previous run but after the large quifer was unlocked so water was not that much of an issue, with pumping only they are hungry mofos hard to keep full
one down!
yeah, glad it works !
actually there is not a lot of weird shenanigans, the animation is carried with the model when exported to blender, it's just a matter of keeping a '#' on names of the parts that move so that it doesn't get glued to the rest.
so even my custom animations should have no problem
i will still have to fight the water particles etc but i supposed that won't be excessively hard
cool, it's a good news i suppose?
yeah
but i stopped after the water pump for today
i'll have time again tomorrow but i don't know how much
Looks like you broke your shaft
that works fine too
Yay, now the "weirdos" can hard mode on U6 !!!!
For the record I also fixed the normal shower and the river bath
But I'll have to rethink the upgrade system for the water pumps since it relied on the difference between light and heavy stackable to discriminate normal and deep water pumps
But I'll manage
Looking at the most recent update, if you think adding building stages to all the Waterbeavers buildings is hard work I would be 100% fine if you didn't prioritise it ๐
oh actually i saw this script in the guts of some building a couple of days ago(levee i think) so it seems pretty easy to do, but yeah, the 3D modeling of this is absolutely not a priority
hmm.... i didn't think much of it at first, but it seems that the animation is slightly defective. it always pumps twice then rests for a little while
not a big issue though
and i fixed the water pump upgrades ๐
at last
that was a big piece
i'll fix the animation later, for now that's "good enough"
can this mod be used in U6?
not yet
ok
has this mod hit steam workshop?
nope, U6 version is still in the making
it is part of U6
I don't have a time estimation for when this will be released on U6 but I'll be able to move faster now that that the water pumps are cleared.
For most buildings I'll probably be able to mass export the 3d models, that timbermesh thing the Devs made works better that I thought.
We'll definitely end up with a bunch of visual bugs here and there but I'll fix that later. If possible I'd like to release before U6 goes live
I'm very much looking forward to when this mod hits U6. Just wanted to drop by and thank you for both the mod and all the work you've done
JC is struggling with but enjoying U5 lemon map with water beavers. I thank you for making the mod and creating hours of entertainment/frustration for him
to be fair some stuff been made more convinient on more recent versions on lemon canyon, that old one JC is playing on has some nasty little tricks
And we love every cringy moment
aaah, crap, made a mistake in how i organized the upgrades ๐ฉ
the end segments need to be able to be rotated to either end
Oh good luck fixing it, and thanks again for all the hard work Lapan 
hmm... an expectable consequence of water being 3D, since water no longer extend to the bottom of the map, watertight buildings are now essentially unfloodable
not really something i want, but i did consider making this change at some point
as intended for the watertightness, but still unfloodable
honestly that might just make a lot of things a lot easier
also thanks for the support 
uninteded upgrade to the waterproofing !
wait, the right one even having water flow over the door is not flooded?
Apparently not. In the vanilla game, none of the occupiable buildings are also watertight, so probably not something the Devs thought about.
makes me wonder how the "flooded" status is checked now, was quite simple with 2.5D water
probably just whether the "inside" voxel of the door contains water ๐
now that water is voxel-ized
hence waterproof building => "no water inside, we're good"
so to revert to U5 behaviors the door voxel would have to be made "non watertight ? ๐ค
This was my theory as well, but I wasn't confident it could possibly be that simple..
well, I'm only guessing
but if water now occupies voxels, that seems like the easy way to define "flooded"
Uuh, yes, and I actually could do that now since stackability would not be hindered anymore
in my head that should not flood tho, since the roof is above the water level, it should be flooded only if the water goes above the roof
But the problem with that approach is that you can't choose the directionality, so your could want to use the door voxel of a building as a dam only to find out that it weirdly lets water through the side wall
well, hard to be watertight if you open the door.
I think for now I'll just let it as is, it changes how you'd play the faction and build your dam, but if anything that will make things a lot easier and more accessible, which is not necessarily bad.
And I could always compensate by making something else harder ๐
the "something else" harder is a bit of a concern....
Hmm... ๐ค
The main implication is going to be that damming a river will be much easier, and there is just no good reason anymore to not building everything in the river.
Beavers will also be swimming much more often so they will be more wet ...
There's basically no drawback to this is there ? ๐ค
if there was not bad tide it would make it super easy, beeing able to dam it up doesn't let you divert the badwater
Oh right, badtides... I keep forgetting those
That it quite a drawback to be honest
If you just dump everything on the river and let heater sloppily go over the building, everyone will get showered with filth during bad tides ๐ค
Whelp, seems good enough for me ๐
and gonna kill all your fields
That's why irrigation towers are here ๐
yeah, that's what i was curious about:
if you flood with badwater an irrigated field, does the crop die at the "flooded" rate or the "contaminated" rate
?
I didn't test that but I would assume at the flooded rate
Most likely the contamination goes through being on contaminated ground, which is prevented by the tower
something else i could give a try later on
Hi, can you do something about the size of Tapper's Shack? The footprint of the building is 2x2 squares, but the model is slightly larger and the entrance extends into another square. That looks terrible. I know for the upgrades you need that size of the building, but can you make it as 2x3 squares? Like Farmhouse or Harvester's Cottage. Thanks
S
I have 4... I must be doin it wrong. I did just unlock ladders though so the two used to get into super irrigation fertilization towers will go for sure
Though you do need a non flooding flow through the map.
Having progressed further than before in Lemon Canyon, it would be pretty sweet to start building canals through that Huge river early game with that "adjusted" mechanic
maybe mid game for fast platfroms but lader on with the mining modules once you have all the BPs it's kinda obselete
I think the version JC Plays on would be far more viable with that ๐
heh I dropped my production right in the bad water
I was definately ready for fasteners by the time the factory went up and the bad water evaporated. the timing worked out that they snapped it together during a drought and the water was lower
is it wrong of me to think JC should start a fresh WBO playthrough? at least version 8 if not an easier map.
nan, he's starting to get out of the crack, the key of the map it to go up and he barely started last episode
heh I have a version 10 lemon canyon that groups resources a little and reduces some of the confusion up top.
don't remember what version I have, probably the same as JC or one sooner
yes, up. irrigation towerts are amazing. as long as you can keep the numbers high enough for consistant hauling
hows ONI treating you?
it's fun, 3rd run in, about to give rocketry a fair try
heh, like this mod, I restarted so mabny times before I even got far...rockets
i played heavy and never got the dlc till I 100% ed a run.
got the DLC in a pack ( the first one, not the frozen one)
realized in the middle of second run i didn't do a "vanilla run" ๐
I think in ONI the biggest milestone in the game is learning to make a heat deletion engine.
I'd like to go back at this game someday but it is so time consuming...
Wonder if it is available on switch actually ๐ค
Whelp nope
A sustainable heat deletion machine that in turn has enough is cool enough lasts long enough... heh
heh mass slickster farms
lol, problem is at some point it's too much and the game just forgets to delete the CO2, almost killed all my dupes like that once, had to change those into omeletes and BBQ
I kind of prefer the algae things to delete CO2 actually ๐ค
Critters require a lot of space and always get stuck in doors,it's kind of impractical
kinda hard when you are out of algae๐
and the skimmer... well let's just say things went wrong and i had a big lack of water at some point ...
managed to fix the small aquifer pump but somehow there's something wrong with the big one
water is flowing but the pumps are not pumping, what kind of sorcery is that?
Some sort of internal storage no-doubt. Maybe the pumps are only required to start the water flowing?
probably, some sort of mechanical syphon that only requires to be started
Hydraulic Ram pumps are nifty. Once you start them, as long as there's water in the source it will keep pumping
https://www.youtube.com/watch?v=zFdyqTGx32A - if you have a source in the middle, of a slope you can pump water uphill, powered by the water you're letting flow downhill. You can't cheat conservation of energy, but you can do it without any moving parts (except two check valves, which I guess are technically moving parts)
A quick description and demo of this ingenious pump.
A hydraulic ram is a clever device invented over 200 years ago that can pump water uphill with no other external source of power except for the water flowing into it and there is a way to take advantage of this normally inauspicious effect for a beneficial use. The ram pump is an ingenious wa...
unless you use a Tesla valve or something (now I wonder if building a ram pump with Tesla valves would actually work, or if you wouldn't get a sharp enough shutoff to trigger the water hammer that drives it uphill)
Hmm, or more on-topic - timberborn does suffer from water hammer, and with sluices we now have check valves. So maybe one could build a ram pump ๐
Yeah my current U6 experiemental game has bad waterhammer with Sluices and Mechanical Water Pumps, had to build extra levees to stop stuff overtopping
the animations have a weird pause between each loop, and the particle controller can only be directly linked to the mechanical supply, or to the workers being active inside. since there is no workers inside, not choice but to have particles run basically all the time.
only downside I see is it's frame issues later on when they animate and are not pumping out water actually
hmm... the water cannon animation seems to be broken, so i looked into it an ended up fixing the water pumps animations
progress is progress, even tho it was not the intended one!
turns out it was very simple
somehow the animation was exported into a default time window of 250 frames while it is actually 100 frames. so just rewrite "100" and save and that's it.
always nice when it's an easy fix
yep
saves a lot of willpower to just stumble on the solution to something i couldn't find the courage to do ๐
Just glad you are handling it as you are speaking french to me๐
districts are so frustrating. Yet a blue water river is still a win
nice ๐
Just curious, what was the intention with the pillars in the river?
i was thinking of some sort of ruined bridge or somethign
i c
but it was also supposed to be usable as support for crossing,
except the path i though was probably awkward
i'm probably not that good at map design ๐
that is actually what I thought it was for
Actually your map is quite amazing. especially as it really was always geared for WBO and your special mechanics
Water Cannons are super cool
thanks ๐
I went from scared of your map to learning quite a bit compared to my lazy river map designs
ah, at least that's a good thing 
i'm still a bit sorry for JC because he's sruggling against a poorly tested version of it
agreed. JC is a trooper. He will just handle it. I think he is more frustrated with wanting more rapid progress for us greedy content devourers
80 cycles in and I finally got my lotus lake to hold water to be able to be consistently harvested๐คฆ
it's not that bad, my dumb run is on the same version so.... he should be ok
okay, for now the water cannons work (save for their animations), the lido works too (didn't check the water dump) and the irrigation towers will need to wait for igor to fix them, hopefully he does so not too late.
which means i'm almost done with the water buildings
is the dump spewing green ooze?
not the biggest folder but certainly one of the most difficult one
should it ? ๐
was fun and sure could scare the shit out of ppl thinking they left it on badwater !
oh, the U6 version will not be compatible with old saves i'm afraid
was not expecting it to be tbh
or it will but i regularized the names of a bunch of things
so half of the building will likely vanish
hmmm, population creep IS a problem. Easy fix heh
prioritize buildings that don't give houses is your pop is exploding, i remember on my first couple runs i never did a sawmill, went all the waywith gnawing stations ( think i had like 10~15 at some point)
Nice, wasn't sure if the canon could reach from the bottom!
had to blow receptacle. cannons are on the river bank and in v.08 bypass trench
I almost feel as if every "extra" beaver should be a hauler. I tend to ovwerdo the upgradables toward this end
Fortunately for all of us, the people who watch me play WB feed heavily on my misfortune and struggle, and I feed (literally) on their continued engagement and interest in watching my videos
There is no need to feel bad
Water Beavers is suffering
It is known
it a hell of a battle. we are acknowledging the disadvantages you persevere
I think there's some way to add "previous names for this building" so that the old names get autoupdated to the new ones. They did this for the Wonders (the old names were EndgameBuilding or something like that).
I'm about to watch JC's WB ep 28. ๐ฟ
Yeah maybe I should add rust compatibility but I'd need to look for the old names.
You need a lot for sure, but I wouldn't be able to tell what proportion is best
From the comments I've seen it's gonna be a good one ๐
Not a problem, a feature ๐
ahh Prefab.BackwardCompatiblePrefabNames
feeding 880 beavers no problem 1-1100 was gettin dicey
More CW farms ? ๐
quickest way is probably load an old save and see what comes up in the log
I think missing prefabs are mentioned by name
makin controllers. i still havent worked out drought time power. just popped in abyss and on the fence for metal or heavier batteries
Nah I have the entire U5 build saved, I can just look it up building by building, but I think for some of them (typically the water pumps) the anchor of the building may be different since the pipe is dynamic now, so they will probably fail to load.
ehhh, yea
mmm, can you "mark" wild brambles for planting? Would that stop them spreading?
I'm guessing it might have in the old version where there weren't two different types,
but probably doesn't now that they're split up
Wild brambles no, at least not in U5
Not as bad as I'd feared ๐
@storm gulch
for the central plateau, i think the easiest way to dam it up is to blow up those two blocs, then you need to climb 11 levels up, which you can do with 1 normal pit and ladder lodge + 5 liquid storage pit and ladder lodges, that would "only" add 30 beavers (but 7 haulers), but also give you storage for 1500 liquid units.
or you can mix things up and add builders etc.
or you can put a log levee in this spot and then build up only 6 levels, which you can do at the "cheapest" with 3 liquid storage houses (the 2x2x2 ones) which would only make +9 beavers , but then you have to build the ladders yourself
i think in either case, the extra farmland would more than compensate the extra population
1st time I noticed this. glass clipping
choices were made, otherwise the building would have been 2 voxel high and it got a lot of complains.
Overall, ppl preferred the clip instead of changing the storage height. And lapan did the change accordingly!
im on board. game crashed to desktop while I was cropping that. On reload it was a different voxel inst\ead of those 2.
actually there is an intermediate solution but i didn't get to it yet. basically have it display as a single up/down mesh like in the giga storage
anyway, yesterday i finished the water buildings, so now i'll move on to fixing the dams and fences ๐
does anyone actually likes / actually uses the utility dam ?
for most usages i feel the pass-through lodge is better, and for allowing power across a dam, we have other options (like underground shafts / shaft bridges from Battery_smooth)
that would save me the trouble of making the models
because of course i can't prevent myself to remake them more cleanly than they were ๐
I use em. Almost always double stacked. Can usually only function door or powerper dam. i ferget about all the mods. Make em dependancies. Its yer mod. Do it how you want.
i think I used tunnel shafts for the first time in my last run
oh, that one should not be an issue, i'll probably have yet another damhouse just for that.
may or may not be the sluice house
I found that if they were in the mod they were pretty cool. I had to try some I didnt undewrstand to finally realize that. Like the cannons. I was so confused, till i werked em out.
whelp for now the dams are working fine
not particularily complex buildings to be fair
but of course blender is a pain in the ***
Now that you are done with dams i remember. stacked dams, it is hard to grab the dam from under the upgrade, no separation of hit box.
prolly not a biggie. noticed when trying to check progress status
that's on purpose, or at least it was with my initial design since the upgrade could originally remain even if you delete the base one. but that's fixed now.
why would you need to select the bottom one though ?
Just cause i overbuild and often check progress and potential holdups.
for now i have fixed all the dams (except the utilliy ones, maybe later)
in the dam, too. But , why ? Cannot set a decimal value to make flow from the edge, so ... ๐ค
yeah at the moment i don't understand what this script does ๐ค
looking at JC's latest WB video, i am still traumatized by the not flipped hands of soups ๐
It is used in overhangs for water to flow on the surface ...
Inorite. I have mild OCD but thats Heresy
Here is a weird one. Path doesnt connect this direction
I just turned it on the copy house platform for a fix.
Oooh, I see !
I had understood it wrong, I thought it was preventing water from moving horizontally but that's the opposite, it's the wall that it horizontal, that's to prevent water from falling vertically from the floodgates voxel when it is set to zero
So basically that's the watertight floor script ๐
hope it gets fixed next episode!
Ooooo Fency !
super fency ๐
i like the green bush on the gate, that's new right?
only did golden gate i guess that's why i never noticed
GN!
oops! The number disparity is for paused hauling towers and mines for another 240 jobs...
50 odd water pumps, 40 odd farmhouses all marked highest priority. and I thought they chose to fly a trading balloon. It was the balloons shadow as I moved around the map๐
did you lose 99% of your population or something ? ๐
the great clean up has arrived !
Oh mais oui. A slight miscalculation on a stream guage. I wish i could say. pure neglegence on my part. sadly I have dropped back to 150 beavers a couople times since as well
I actually think a big part of the problem is not continually dispersing water tanks throughout after expansions. plenty of storage but poorly placed for all the buildingws as houses
i noticed that it's super cool to do a mountain of storage with large tanks in one zone but walking time is quite an issue later on and there is not really a stat about it, would be nice to have that in the stats
exactly
and putting a giant tank where it needs to be doesnt get it filled without serious prompting
once you have bots it's not that bad tho, they will dispatch between the gient back up storage and some pit/mediums spreaded over the map
with the amount they can carry it should go smoothly, didn't try it tho
the theory is correct yet any time I have had bot they seem to carry a nominal amount ofn their capacitye
even when pick upmand drop off have the numbers for an exchange
I think Eldgames pointwd itmout in an early WBO stream. I had the same experience
thing is they pick what they can drop at the other end so it becomes a hot mess of prioritizing and actually not having too many hauling capacity or they just run all over the place carrying 1-2 items instead of huge chunks
biggest hold up IMO is at the bot district crossing, with the crossing limited to 30 of whatever you drop in there, bots don't get to use theyr full load ever
i think i fixed most buildings from the "wellbeing" folder
the color of the upside down statue is not right, but that's an easy fix
roofs shouldn't be placeable on ground tho ๐ค
i kinda like it like that too tbh
anyway, probably running out of time for today, i'll test the other buildings later
maybe, hidden stuffs, under โ ๐คฃ
O yeah, that infinite storage, or the corpses of the dead ones ?
What ? Cemetery ? ... But, hope not for stupid stucked beavers ๐คฃ
Would be surious to see how many beavers died early U6exp due to unstuckify not beeing in, that's the kind of mod that creates bad habbits
@stone halo, maybe you can add a counter to see how many time the unstuckify was triggered ?
lol, that would be a fun one to pop at the "end" right by the "exploded beavers"
It is ๐
nice
is there a count of how many beavers have died and how when you complete a map ?
Saddly, no #๐ธexperimental message
They are in base game
yeah but doesn't it feel wrong a bit?
there is an "exploded" beaver count
i guess there would be a way to have them all but the size of the save file would be ginamours at some point when you go for a long time
like with their names and everything ?
if it's just a number you can easily count trillions of deaths of all kinds
only number iirc
colors too saturated ?
yeah, a bit much
the pink one is ok
red and green could tone down a bit
could the pink one be another color tho? would make it easier to spot the med stuff lying around๐ค
even the green now with all the greenery you added recently are a bit harder to find
like Blue / Yellow / Red ?
the central one is actually meant to be white / light grey, but it looks pink due to the dusk lighting
hmmm
still, that one was hard a lot to find back ๐
for the color i was thinking
red = burns
green = disease
white = injury
๐ค
i can make a different color coding, instead of 3 different textures now it's only one and the 3d model adds the color
i get the idea, just would prefer them to contrast a bit more, when you start doing those it's nice to find them fast to see if they actually do something/get filled
Hmm ๐ค there's only do many colours that give a decent contrast ๐ค
I guess blue is possible
have to check also if it looks totaly dumb too tho ๐
Well the green one is hard to find right ?
the white one is super hard
Oh
green i'm thinking with all the greenery you added in the past updates might be a bit harsh to find too but didn't have issues at that time
but iirc you don't end up with that much green around so maybe just swapping the white to a blue tone would do it
worst case i'll tell the complain department when i try the U6 version ๐คฃ
got a bigger issue atm anyway, need to figure out a way to reach and tame those 2 without killing anyone ๐
I'd let people play how they want 
And in the 13th cycle, 17TH cyc, 29TH...43RD Cy
And in the 80th cycl, the great pointer in the sky declared "there will be great industry"
That sure seems like one busy city ๐
thats just the upper corner heh
hovering over 1k. establishing clockwerk farming to try ruducing
One trick to know is that they can build diagonally in spaces that don't let gases through.
I also often use the small wall pump mods to make true airlocks if you choose to go with atmo suits instead
I was watching Francis John in the new frosty DLC. ONI is a gem
Quick question :
Does anyone really likes or use the 2x3 NOT triangle harvester house ?
It's meant to go on a dam to be stackable, but most of the time I end up just wishing it was a pit and ladder type of building rather than just a 2x3 house
(probably with two opposing doors for good measure)
Same goes for the lumberjack stackable house, although it has some value due to its 2x2 land footprint
An important detail is that as far as I know (change in U6 ?) vertical distance is not taken into account for the range of farms/lumberjacks/etc
I do Like that you left them in when you addsed the upgradables. they are options. It becomes a tetris min i game staking house/wall/dams. mo options is mo betta