#Water Beaver Overhaul
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the harvester not really but the lumberjack yeah, for my banana harvesting don't need the triangle with a "tower" beside not like a log farming land
yeah, that or putting a tempshift plate in granit on it to replug it but i'd like to find a lidgit way to deal with it. Got 2 Pwater vent not that far ( one -10 one 30) so i'm gonna make a huge pool and once i think there is enough water to do something break it open and pray ๐คฃ
I like his stuff but there is something with his tone and energy that i'm having a hard time watchigng for a long time ...
ah, i see. cold water vents are really the best in my opinion, free water and free cold energy
Hey how is the mod going for U6? What did you decide with sluices and levees etc for aqueducts?
from my perspective as a channel lurker...
there is continous progress made toward U6. lots of the ways things worked are affected and it takes time. no huge worries anticipated. yet we shall see when it goes live.
the mod creator is extremely passionate about thje mod and promptly attends any issues you can post here.
Gonne be a fun time for sure, haven't played timberborn for a bit, gonnabe fun comming back to all those new things
U6 also brings many workarounds for the mods intended difficulty hurdles. It will be interesting discovering the new hurdles implemented in the Water Beaver Overhaul
just the early game gonna be a hot mess, there were a lot of changes since i last started a new run
agreed. im so into wbo I havent really tried U6 and am a lil anxious. heh
last time i played non WB is when U5 came out and it broke the mod, vanilla factions are now super confusing for me ๐
Science from thin air... even me w my modded start settings, thinks that is cheaty
? I set my temperate cycle to have a chancew of 21 days top end. I used to delay bad tidew 10 cycles then I discovered {with something you wrote I believe) the corruption prevention of Irrigation towers
kk but what do you mean by "science from thin air?"
in vanilla. No ingredients/reagents/not even power
kk
But sure I understand what you mean ๐ค
Ah
Yeah I don't really like it, it's "build this science thing and then forget it is even a thing" basically
oh, sorry i had forgot to answer.
honestly i have still no idea what to do with them. i think i want a sluice house, like basically a normal sluice but it's also a 2x3 house.
regarding the impermeable floor, i didn't think much of it but i think that will be completely unnecessary, since most buildings are already watertight, and with the current water system, many of them are simply unfloodable.
but i'm still working on rebuilding the mod, i have to remake every single building through meshy, and fix some broken stuff simply due to changes in game code, but i'm moving forward.
right now here's where i am :
- Dams โ
- Fences โ
- Monuments โ
- Water Stuff โ
- Well being โ
- Food & harvesting ๐
- Heavy industry
- Housing
- Manufacturing
- Plants
- Power
- Science
- Storage
- Townstuff
- Bot
the thing is that some of them are easier than others, some are more complex
for example the manufactury and heavy industry may or may not be hell
storage and housing should be fairly easy
bot contains like 3 things
yeah its a tough one, and then when u7 comes along more changes could mean another overhaul. personally next time i try the mod i'll probably do it without badtides if you don't have sluices etc as the early game is hard enough without science that having to try to manage/anticipate badtide/contamination/ruined crops takes up a lot of time early game especially when you are trying to manage buildings/population. and as you will have to get badwater anyway and the bucketing is risky for contamination, its a big early game hump to get over. the real fun for me is getting deeper into the tech tree and having fun with the new production lines and buildings, the constant battle with badtides makes it a lot less enjoyable. i had to stop watching JC's latest playthrough as i was getting stressed just watching him get stressed lol
it would be great if there was some way to incorporate aqueducts tho anyway
I don't see what U7 could possibly be that would mandate yet another overhaul of the mod's asset, but hope they won't do something like that because honestly i don't think i would have the courage to do it again. i kind of hoped to be done with this project quite a while ago.
but i think once i've migrated everything to timbermesh and have it all organized somewhat properly, i'll put it on github or something, so that people other than me can do / help fixing the thing in future updates.
as for aqueducts... possible, but no promises at this point
well for the longest time we were used to 2D water and they surprised us by making it possible to have aqueducts, i guess the next step would be proper landscaping/caves etc. but i'm hoping they work on expanding some of the base game tech tree and buildings to add more depth to game especially late game, which is where WBO works so well
Agree at 100%, the tech tree and the late game stuff makes that mod exceptonnal, basicaly i was done with timberborn untill i found that mod
and then i played it for over 2k+ hours and counting !
The aqueducts's in Water Extension are very pretty. Besides changing resource costs, and textures, I don't know that there would be much else to do though.
I sort of feel like it should be possible to unlock a group of stuff with one pack of science,
a long ass aquaduct on top of giant sequoia pillars gonna look awesome
like it doesn't make sense to have 5 items behind say 200 science each, because 200 is too cheap,
rather unlock all 5 for 1000 science,
(scaled for what makes sense)
or maybe make it "can't unlock B unless A is also unlocked"
for something like the medical bed maybe, but think it could become too restrictive, let's say pumps and the upgrade are paired, it pushes back the deep pump quite far
Dynamite is a good example, you shouldn't be able to unlock double dynamite until you've unlocked single
WB already have that A->B->... chain in, like 3-4 more layers then the vanilla game already
ho yeah, that one i totaly agree
well, kinda, it makes sence but the deeper ones are quite pricier in the WB at least
yea, but if you can do double, then obviously you can do single
Because at the moment, the science tree is completely flat. You either have it unlocked or not,
and the "tree"ness is made from the required materials
yeah, my point is on the WB the extra price is quite heavier then the vanilla ones, those deeper ones are for mid game+, had a hard time trying to use those too soon
yep, totally agree
builders send all the nitro to the deep dynamites and there is none available to actually make the sticks
I was thinking for like aqueducts, if you bring in the water extension mod, then it has at least half a dozen different aqueducts pieces, and they're all basically the same,
so it doesn't make sense to make you pay individually for each of them,
as they're basically the same structures, just with different layouts,
or like the windmills, 10 sci each
yea, although maybe you need a little more science to make the higher ones more stable,
guess it's doabl to have stuff locked together, kinda like the "planting building" unlocks the ability to grow "x,y,z"
Shaft pieces 50 sci each
I think things that are just "longer"/"higher", have an odd science distribution at the moment
yea, shafts is another example,
It would make sense to unlock based on complexity,
so all 2-way (turns) intersections would be grouped
and 3-ways grouped, because they have additional complexity
eg Turn, Upwards, Downward should be grouped because they're all turns
(or maybe upward/downward/vertical should be grouped)
wait a minute, a horizontal turn is far less complex then a upward peice tht will need the structure to support whatever goes on it ๐
cost progression for complexity makes sense and thus choosing to jump double dynomite to grab triple first... if you went by cost , dbl first, choosing to pay more for triple doesnt negate haveing to still pay to use duble.
the simple pieces are free
yes, but I find it weird being able to use double or triple, but not single,
you need additional buildins. thats part of the cost of progression
like you would make the bigger more expensive but it unlocks the other one at the same time?
in vanilla, locked by additional resources, extract
I don't know how the costs would change, but moe that either the expensive unlocks the cheap, or that you can only unlock the expensive once the cheap is unlocked,
so eg currently A needs 200, and B needs 400, -- I'd propose A needs 200, and B needs A+200
So the cost of B is the same,
tier progression of unlocks. makes sense. yet, we are playing herh
(acutally might need rebalancing as A needs 300 and B needs A+300, to keep total cost to 600)
the question is, does it really need to make sence? 
heh, yes, simply, my point!
I guess the WB way is to "lock" them behind required materials/blueprints,
extensively and multi tiered resources with other dependancies
no like Dams all require fasteners, once you have fasteners, you can pretty much build any of the 3 types,
same for dam upgrades, you only need to add tar,
still is locked enough IMO it's already much more complex then the base game. Base game tho they could work a bit more on the science part of the game I totally agree, the set and forget is nice but way too easy for that
to have some lvl of "set and forget" science for the WB it's a whole other game
i tend to build a 6~8 giga drills to feed an army of treb and export the rss with the balloons to avoid the clogging
If you look at it the other way, in human technology, often the first iterations of a new 'product' are expensive and bulky and often overengineered, later iterations are usually smaller, more efficient and less expensive. That's my logic for why you can get big boom before little (more controlled) boom ๐
heh
I, again, have been schooled by WBO.
built an everblossom clockwork mega tower. destroyed the Bocci court as it was flooding periodically. (or may have allegedly, been trying to 'beat' the system) on reload, w/o the court as base, the tower went poof
I was thinkin on this. Not only should I be using a lot more flags over dedicated buildings, but I think my desire is for more tetris pieces. I know you are trying to eliminate buildings, yet... bye bye 2x3 harvesrter. bye bye 2x2x2 wood cutter (keep woodfeller plantification lodge in game though) and like an iteration of the fermenter, a 2x2x3 tall (maybe papermill type door)a 2x4 lodge would be stellar
and I was sad when I saw the 'brun' sawdust removed. placeholder ananas juice is still in screwpress. and is abyss gas extractor supposed to be zero science?
I still think a scrappers tent would be cool, and The woodfeller model with the blocked second story has a purpose and shouldnt be abandoned
heh. just my two cents. I know, the penny jar is full๐
well if people like them i guess i can keep them
i think the gaz exctractor was meant to be the first module you could get so it was free, i didn't want every single part to cost a million science
Iono, I seem to be the only one championing them... I do like the Idsa of another 3 tall building
and no complaints, I guess I was just surprised w the gaz extractor
Could the mega platform be alowed rto go over the medium mine?
I reread and I wasnt clear. the name. yer clever. its cute. just rename the loggers barn to that. the building does seem to have a purpose. i find it inconvienent yet that seems to be a goal of the mod. we can call it, 'tests of creativity'. like the power shafts and a 'no doorway' waterfall allocation in a house/wall/reservoir/dam
Shaft voxel and Buried flags... rough modding session?
well that looks awful ๐
nah the white box is the devmod power generator
and the upside down flag is a flag that can't be placed for the purpose of... i don't actually remember
actually i don't think it is necessary anymore
Well, with the distillery colors it may not look so bad in a colony setting
the outdide follows the color of what's brewing inside?
out of curiosity, whats yer next project. I understand you are ready for a next stage. heheh WBO can take over... and Im not the one supposed to make it work heh
fair warning. I have a huge mancrush on yer brain. Here is where youd give me a fake number/mod yer werkin on next. I cant tell ya how much I appreciate the way you break things down for the 'layperson' and share your thought process
ooooh
well no they don't, but that's an idea
i mean... ideally i would want every reciepe to have its own model
but ughh
if doable that sure could be nice as a visual cue, the little pot inside is a bit hard to see when zoomed out
oh the pot is always brewing awful stew
Ooo lol
little pot inside always shoews awful stew no matter recipe
tought it was following
anyway, it's late, enough modding for today, GN !
GN
thanks
My next project it's actually completely unrelated, I don't know how viable it is but I've been itching to do something about French politics. I've poked at some parties that mostly agree with, but the issue is that basically you won't go anywhere is you don't 100% share the views of whoever is in charge on your local group. Even if you explain things in the most logical way possible with all the proofs, it just falls in dead ears, they just don't listen.
and then there is the money aspect....
cool. its the only way to make change. To take an active role.
the right amount of bad water
really funny
oh for real, heh,
like what building
strong alcohol. start with half fermented sake ina fermentation barrel
make strong alcohol in distillery from the sake
switch to chestnut beer when can
fermentation house when tar makes sake faster. wine cellar real fast
fermentation is in the food tab
distillery is in village jobs
not impossible. meaningful
this aint yer grammas Timberborn heh
"easy science" is not really a thing with the WB
log stairs, crappy platforms and irrigation towers are early game friends
i wanted to give myself cancer with mod map
Science is not easy and can haunt you for the whole run. make its production chains a priority
i built like a metropolis in previous update but now i have to start all over agin
any tips to cure minor injuries early game?
@snow scroll
its an early 160 sci sink. injury and disease beds
im not posituve yet they seem to scale with proximity to production structures. maybe.
i swear those beavers just dont wanna work in the mines
beds are nice to help productivity but not really a must
at least not before late game stuff like the foundry where beavers get burned a lot
i like how can you build one stacked flats
me too!
The "efficient science" recipe is mostly interesting to reduce berry consumption, but you need to make strong alcohol as @snow scroll says but it's more resource intensive, you're basically trading something limited (berries) for something that is not (rice).
But at some point you have to make brain salts for the blueprints no matter what. (It's made in the alchemist of your haven't figured out)
In general it's not what I would call impossible but on some maps badwater can be very difficult to access
my lil laptop crashes to desktop somewhewre between 12-1300 Beavers.. Im contemplating trying another reload and razing most of the colony...
Ngl im not a huge fan of bad water update
yo @shell fiber will my beavers get sick if they gonna mine clay in contaminated water/mixed water?
they can't, the building will say "blocked by badwater"
mixed water too?
many people find it quite annoying
what the hell happened to brambles man
the game as a rule for how much pollution triggers that, i didn't change anythign on that side
and what is that shreck monster that eats beavers in the mines bro
monsters ... I mean accident can happen ๐คฃ
a grue ? it's a reference to Zork, which is a very old point and click style game
basically if you went into a dark place without a torch or something, the game would tell you "it's dark, you risk being eaten by a grue" and if you press forward, you indeed get eaten by a grue, whatever a grue is ๐
how to build that warm storage?
ok
also, someone was asking about the tappershack protruding on the road in an ugly manner, i couldn't fix it at the time because the building was originally 2x2 and changing its size would have caused it to implode in people's saves, but i eventually could change it
well now the shrooms color is too intense
grumpf
welp, that will do for now
whelp, they had been warn about the dark.
probably ๐
cabbage is op
Is it ? I don't remember but I'm pretty sure basically carrots +/-10% or something.
A bit more drought resistant too
insanely versetile + really easy to grow
that grue rn just got a double kill lol
Yeah, as long as you don't build houses without connecting them there's the idea ๐
WE GOT SCIENCE
I started WBO on a map I made. Played quite a bit, got the hang of it, understood the progressipon better, then I went to the Mod creators map intended for WBO and have had to restart plenty. Last restart was my computer couldnt handle it all. tryin to streamline even more this time.
@shell fiber how to get methane?
Split lotuses into nephumars and flowers then ferment the nephumars into methane
thanks
where do i split them?
@shell fiber is the gristmill watertight?
Handicrafter in village > town jobs
Yeah the blocky part of it, but it should be written
ok
im pulling an all-nighter bc of your mod
lol
@shell fiber is there a limit to discrict range
Not anymore ๐
LETS GO
I say its the Mod, but its probably the brain boosting salts๐
my legs dont work properly anymore
those stupid beavers just want to lay in medical beds all day
doesn't seem that bad of a lifestyle ๐
does the geneva convention apply to beavers?
Jail is for contaminated ones, not for injury ones ๐
no i just stripped them of helthcare and hospitality rights
no hospital equals no sick people
They're still not gonna work though ๐
Working on the storage folder now, as expected it is pretty easy. Plus I need it earlier since warm storage items cause crashes of no storage building is available
I want to try to get someone playable soon-ish so I'll leave aside some of the most annoying / complex buildings (like the farm upgrades) so I can move forward faster
That said don't expect anything before at least one or two weeks
@shell fiber JC will be your first guinea pig when it's ready
Not necessarily a good idea
Have you seen his lemon map woes ... I think that will be the point
In all honesty the map is rough and he's doing well. But it's good fun
The left looks like the menu picture for one of those hole in the wall fast food Chinese places that's a sleeper hit
I do appreciate the anatomically correct placed hands
Hey, they're mirrored and everything!
Still need that giant beaver head to go between them.
Check out my Timbertrees mod. There's also an online version for Water Beavers if you don't want to download the whole mod -- which is just the same files extracted, there's no in-game integration.
Everything is searchable with your regular browser find text feature. If you click a resource it'll only show buildings with recipes that generate/need that resource.
You can also filter down to only generate, or only need with the top-right filter at that point.
Nice work! could use a <back to main> and an icon legend!
mouse overs would be sweet
Back to main? If you click the resource again it removes the filter.
Mouse over to show what?
Yea, icons would be sweet. I wasn't sure about the licence for them though, so have skipped them for now because I didn't want to distribute them
i also eventually figured it out, but that's actually not obvious at all.
still not sure what the arrows are supposed to do though
probably filter between what makes and what takes the ressource
Current progress
- Dams โ
- Fences โ
- Monuments โ
- Water Stuff โ
- Well being โ
- Food & harvesting ๐
- Heavy industry
- Housing โ
- Manufacturing
- Plants
- Power
- Science
- Storage โ
- Townstuff
- Bot
Yay, it's so much work though, thanks Lapan!
I need a new Water Beavers save file, one that uses less or no districts and slightly better drought/wet season cycles haha
Is the Tangerine dot <In Progress>?
Kind of, mostly done but not complete
Actually most of the work is fixing things that blender has messed up ๐
Typically animations and slots
For the slots it's easier to deal with them in unity, but the animations... Ugh
Oh I wonder what happened, and it might not be worth the time but I wonder if it's something you could fix en mass?
it's not very hard to fix, but blender doesn't like importing names with unusal characters inside, to for example paper.folktails becomes paper_folktails but for the sake of the game's timbermesh system names must be exact.
if you import mutiple things with have a common texture, it will also thing that's an accident and rework the names by adding a number
so you end up with 20 copies of the same texture and you have to reattribute them all to a single one that has the right exact name
but at least this part is pretty easy since blender has good tools to do that.
not much of a change visually, but i cleaned up the library model :
the old one was a huge mess
the different texture does make it look cleaner indeed
Oh some wood types do not appear in unity because they are just lighting variants of other material, the color palette is going to be essentially the same. It's just that I removed a crap ton of unnecessary things like using a full 3d wood beam to hide a hole when a 2d rectangle would have worked fine, remade the frame that was a mess overlapping beams, made the flooring level and flatter, removed redundant internal faces etc. Etc.
Overall that was completely unnecessary but it feels so much cleaner in my head ๐
*oh except the outside of the library is going to use the same flowery plaster as the clinic because I like it ๐
Sweet! I also like the clinic. It is so subtle, I didnt even realize it was flowery. The new texture may even make it easier to select the library when one has the <I>nventory labels on. the library can get hidden behind scroll rack labels. Oh... By chance did you make the scroll rack more intuitive? Maybe gthe racks go just in front of bookcases rathar than currently can path align 90degrees from book texture.
oh, no there's no saving the scrollracks on that side, or i would need to rework the entire library.
but with the pantry mod battery_smooth has made i could make somethign that stores all scrolls at the same time
basically the issue is that buildings that have an entrance imply a path from the entrance point (the arrow) to the voxel behind it, but since i want the entire scrollrack to fit in a 1x1 volume entrance included, and the central 2x1 voxels of the library are not walkable, there's no other way that having the entrance on the side, which is a bit weird but that works
You could be a quality proffessor! I appreciate your approachability and how you go so far as to give the why, in layman-ish terms. Thanks for helping me understand.
Hell ya @kind spire pantry is great. Love using it to decorate instead of having to have warehouses every where
Thanks! For full disclosure, almost all of the code isnโt mine, itโs Tobbertโs
If you want to "pre-release" a version without science stuff pretty sure a few in here would give it a go ๐ would chop a chunk of the not checked stuff
Pantry is a much more user friendly version of the "buffet" and "Fuit Bar" ๐ don't think WBs are getting that building
Oh I'm just going to make it a dependency then can the code on my own buildings
That's how it worked for the irrigation towers
Your iron and other minable stuff, that in json at all? If so I'd like to make a mod with a new mine (not tied to the underground ruins) that includes all that material and then makes the mine available to every faction. Could then make my mod a dependency to avoid a conflict in goods specs. Dunno what other factions would use it for but maybe other mods could make use of the goods for their buildings and structures
At least it would make sense for a mine mod to add said goods
We should make it so the beavers eventually die without science now ๐คฃ Jokes
Beavers to consume 1 science points per day ? Sure not with this mod ๐คฃ
Ouch that's brutal
yeah it's all Jsons, you can get them all from mod.io but i'll ''soon'' upload a U6 version, in which you'll also find the icons and stuff.
i think conflicting specs will not be an issue as long as we keep the same path, since they made it so that they automatically replace each other when identical things are in identical places.
yeah that only applies to the .optional, those are ignored if the source item doesn't exist in the 1st place so 1 mod has to be the source to begin with
I'll wait for the U6 version before I extract the json but wether my mod becomes the source or you split them off into another mod of your own, either way is fine but I don't want my mod to list your water beavers as a requirement. Sure I plan to add an optional for the water beavers (more likely I'll just add the mine as a common building as I did others) but the I don't want it to be mandatory just for the materials to be available
not much progress on weekdays as usual, but i'm done with let's say 70% of the Bot and Science folder
i think the next thing i want ot fix will be the broken kart and new district center, then let's have a run at this mess
unless there is something critical that i'm forgetting
best way to fin out is to give it a try I suppose!
i'm just looking at it and the bridges etc are...somewhat facultative
actually no, that's pretty easy to fix
bridges are a big thing it that mod tho
the functionnality is detached from the model
No1 they are far superior to the vanilla one
No2 with the restriction on platforms and all have to heavyly rely on those
and what i have to fix is mostly models
i still am not sure how i'll handle the disappearance of "heavy stackable" though
but there's a chance that using the "unfinished ground" stackability restriction works too
i just haven't tested yet
maybe battery_smooth got something for you on that one, think it was used too in the flywheel mod
yeah, that's basically how i made the upgrades impossible to place anywhere but where i want
anyway, GN !
GN!
I have two questions for the waterbeaver mod. 1) Where is the power input on the mechanical water pump, and 2) why does lemonade not appear to quench thirst? I have a coloney nearly wipe with almost 1k lemonade stockpiled.
If you beavers have already drank lemonade, then they can't drink more until the buff runs out. Power input I think is on the right side. Haven't unlocked it myself
Idk ratio but I think they can drink it once every 2-3days
Ah, that makes sense even if it's not obvious. Shame that's not part of the tooltip, it was almost a fatal dicovrey!
I've got one built but I don't see the star. I'm worried it's on the bottom but no other building to my knowledge has that.
It's says you shouldn't drink to much because it's bad for the teeth
Try to just put a pole to either side like vanilla pump
Connect a shaft to the side of the pump, not the front or back and see if it works. Also I ment shaft not pole
Got it, thanks
Np mate
oh boy, JC keeps on deliverying the laughs
||WB power connection requirements|| ๐ ๐ ๐
it plugs on both sides
Curious thou, are you able to chain them together like vanilla or do you have to put a shaft connecting them
Is not that easy, this mod is for suffering. Each building connect to power in different way, and cannot be chained by side ...
yeas, it's the only building in the mod i think you can actually do that
except for the mecha fluid pump ๐ that one is still vanilla behavior
I've found it pretty easy so far. The game is tame in comparison to ONI.
the base game is quite easy, WB makes it a lot harder but yeah it's still quite easy compared to ONI
Any idea how I can properly place the logging loft on the forester and logging building?
the help sign is hard to see
shifting the forestry back a tile didn't fix it
your placement is correct, but the tower's entrance is on the roof of the lumberjack
there's a flat-ish area that serves as a path
on the right
Hmmm, so like this?
yeah ๐
Cool, thanks!
@storm gulch if you want to try โ
My brain attempting to do an architecture
Ugh, I had forgot about the light industry folder and all the plants, then I can give it a try ๐
But fixing the broken kart is done, it even uses less custom textures, I fused a bunch of utility custom textures into one single image instead of loading five different ones
I might be able to help out with that - I've been looking into how to implement a 'plug and socket' system for this kinda use-case for the AmpEars, taking the way that the badwater dones (etc) work
It would likely require having a specification for the 'plug' and one for the 'socket', and the specify the centers of the plug and socket, and what building(s) can connect
Tall Platforms say that other buildings can be built on top, but I'm finding everything is red when I try. Is that intended?
it can't be a waterproof building
Key word levvee or watertight
It's a real tricky pack, I like it.
Very curious how the U6 will affect those, think last news is "watertight" => "unfloodable" that sure would ma things interesting but not sure wheere lapan is on that
Didn't really have time to mod this week, but the GF will be away this weekend so hopefully I can get to a playable version, then we'll see.
But most likely watertight will equal unfloodable unless the game accepts some shenanigans that I have in mind
I love shenanigans
I don't think you need to go that far, the bad water dome relies on the "bottom matching prefab" script, which is just fine most of the time.
What would be nice is to have a custom one that asks for a list of valid prefabs (accepting himself) or that can tolerate sitting between two prefabs of valid names
Well I noticed the floodgates can be set at any value now (in 0.05 increments) while before it was in 0.5 increments, which case just differentiating between full blocks and on/off latching dams.
So maybe I can set buildings to be watertight up to 0.9 height, which means they would behave almost the same as before
Ah but if you make a whole wall out of them water may leak between floors ๐ค
Hmmm ๐ค๐ค
There is still ways... Maybe.
That would require lots of testing
What's the code behind the bottom matching prefab script...?
To paraphrase it, it looks at the prefab name at the base of where you're placing the 'on top' prefab and ensures that the names match. This also means that the base level of both prefabs needs to be the same (So they both have to be 'placed on' height=10, for example)
if (current_prefab == prefab001 OR prefab002) etc, might want to cycle through an array of valid prefabs instead. My coding skills aren't that great ๐
So you have a list of blocks under each tile of the building
Then you run the check for each block under the building, could get a little laggy if the building's big
But if the existing script checks each tile under the building already for you, then you just have to get it to check more than one building in the if statement, or change it to a switch statement
Ah, so you want to have it as an array instead of a constant?
Oh you can't do a const array, maybe a switch statement would work better than
At least in C#
Well, you could replicate the logic around the bottom matching system, but rather than a string to match the name of, you could use a List<string> instead, and do .Contains("prefabName")
I'm hoping to make a plug and socket placement system though, we'll see how that goes
Yes that would probably work better, my coding skills are super basic ๐
Mine aren't that great either tbh, just a lot of head-bashing lol
๐
๐
With what WBO has done it suprises me the Devs havn't added some of these features into main, seems like the engine is capable of so much more.
Why ? Timberborn is supposed to be playable for a huge numbers of people, not for only a few that likes "even more suffering" ๐คฃ
Not the suffering bit, the upgradable buildings, the variations for new beaver races. The trading for example.
They added all this richness to thier engine, then their game doesn't use it.
Are stairs and overhangs really the only way to build up?
I fel like I'm missing a trick.
pit and ladder lodges
and a good game of tetris with your buildings
later on you get the giant log pillars that go up to 5 iirc but to go higher then that, it's tetris time
I'm at the need methane level of the game.
at one point you could use the trunk of the giant sequoias too but not sure if it's still a thing
that's a funny one untill the elevator to the abyss
I was imagining a wind famr mae atop those giant logs
then it's trivial
problem is you don't get a height of 6 on those and the 3 high windfarm sucks
at that point make a hamster wheel field and use those useless eaters to generate power
Yea, many tiny holes made with dynamite
Like this, on overhangs from the top of giant logs
iirc you can't have an overhend from the top one of the giant logs, only bridges. aloong the sides you can tho but don't think it will let you put the windmill, will interfer with the log
Aww, shucks, there goes that idea
there is so much tiny restrictions like that that can overturn a well tought plan in a second
part of the fun tho!
You know what this game needs, well for WBO, queues. I keep over producings blueprints.
How do I get a Nursing License, having trouble finding any guides and it's not on the wiki.
Pretty sure it's at the library
I see it now, thank you.
to be fair some you want to overproduce tho! otherwise the 5 that are stored in the "fancier" ( artist iirc) are more then enough
Try https://mod.io/g/timberborn/m/timbertrees. It's juts a bunch of static html files, so you can just use the online version if you don't want to dl the mod. Mobile compatable too ๐
I don't seem to be able to place this H3 windmill, I can place others at a lower heigh. Have I hit the top of the map?
Oh, you can't place them over the bottom of the map
Looks like you have to leave one mud tile to get them to place.
Nope, that's not it.
Quite odd behaviour.
Ok, so it's not atleast x metres, it's exactly that
I minded down a little too far
exactly, that little wooden cross need to land on something
in simple terms, the windmill must be x tiles above dirt
x is the hieght of the windmill selected
not only dirt, needs "something"
except the gravity batteries and the mechanical pump, in WBO are both linkable
i use overhang platforms from tops of cliffs. the height show-er mod is useful for quickly determining which 10sci point windmill is appropriate. sometimes dynomite down one or two or place a platform under.
YA, not yet exist new ones ๐ฌ
yeah the game engine is really versatile and allows stuff that i honestly didn't really think it would๐
bramble on paths XD
bramble on building foundations is quite worst, trust me, it was a thing at some point๐
o.o
and didn't have badwater to poison them or the super lumberjack to try and clean them faster...
I'm with you on this. There are a lot of concepts in the WBO mod that are excellent -- the pain is optional, but the upgrades, watertight buildings, trading, etc, are all awesome ideas. And I'll be honest, I'd like the main game to have a faction that's more like the base mechanics of WBO. If only because 'everything's a house, everything needs water, everything can be used in the water' feels like a bit more how I'd expect hyperintelligent beavers to actually evolve
Absolutely
If I had one "improvment" from the WB that I want with the original game i'd have a hard time deceiding between the "upgrades" for buildings or simply the access of the bridges, more meaningfulll science comes a close 3rd right after
I mean the multistage building for the repopulater things are basically it next to bots employment. After that, there's not much. I think for a "meaningful" research use is to have somethings require points to build, or constant usage for a recipe.
Building upgrades would be cool and bridges are op some times
The wonder could be an easy one to have "upgrade" instead you split it in 4 and it stacks with each part doing a special thing and the top one beeing the same as if you build it
Having recipes that consume science point is possible, quite easy even. The only thing is that it doesn't "consume" science, it produces negative points.
One thing I considered at some point was to make capitalist beavers that use cash for all sorts of things, which you could do by replacing a bunch of text strings and icons so that science becomes money.
But alas, the science system is allowed to go in the negative so you could just ignore it entirely and run infinite deficits.
There is a work around though, typically the bot control tower script stops if you run out of science, so you could make a need that depletes fast and slaps beavers with -500 wellbeing when empty or something, that would force people to stay in the positive
Tbh I kind of want to do it, modding timberborn is fun but at the same time there other things I want to do in life ๐
or, not having science, to force to be unemployed as being too stupid to work ๐คฃ
My poor, poor beaver ๐ฑ
But they breed so fast, they're basically expendable.
In fact there are times when killing them off is easier than growing the colony.
SHHH!!! not so loud
Not give to RCE some ideas ๐คฃ
lol
Or lapan to expidite the code to "fail condition" for mtoo many dead beavs
Nope, is Balcatraz ๐คฃ
I should have put it on an island.
They're multiplying
This is getting out of hand.
When it comes to the Forester Upgrades, what buildings can be triangle roof? Is it just thew tappers shack?
any triangle roof are swappable
when in jail they don't eat or drink, on my hard mode run at one point i was getting the beavers sick willingly to save water and food during the longer badtides/droughts ๐
I like this, I'm going to steal it.
Umm, weird thing. When I put anm Irrigation lodge on a dried river bed, normally flowing water. The Lodge has extra time on it, but doesn't actually provide for the rice I have. Is it supposed to work with rice, or am I barking up the wrong tree?
it blocks the ground from the contamination but it woun't soak the rice in clean water...
nice way to save your rice during badtide, never tought about it, but it won't keep it growing
Like that rice around is still alive or contaminated dead?
iirc there are 2 "drying" states for the aqua crops, one when they are not in water and one if the ground under is also dry, the irrigation lodge only takes care of the ground on
I see, that explains why it dies, just not as fast
takes 5 days during a drought, which is a save occasionally...
2 beavers and a dream!
got the large farm unlocked?
Nah
I restarted
not got tech yet
not even got a factory
Still trying, hopelessly, to control pop and keep foor and water going.
i normally go 3 farms if land is large enough, 1 planter, 2 harvesters
at the start
water is simple, if tanks are full, build more, if they don't fill up build more tanks pumps
and keep the tanks as close as possible of the pumps, early on the walking time is your worst enemy with low well-beeing they drag theyr feets paws...
My colony is struggling from haulers being unable to handle my late-game sprawl. I couldn't get districts to work right and had to give up on them, and my colony is grinding to a halt as a result. Do I have any options? I have around 40 haulers in a 450 beaver colony.
getting to bots is one
they haul a ton
cut some jobs and make more haulers, the "work without workers" building are far more efficient if you have more haulers and no one working in
Not sure I understand that
I've built three forestry hauling upgrades as those seem to be the best
look at the productivity% of your buildings, if they are not clogged by a lack of storage, it should be at least 50% (i like 80 for the pumps)
if it's low, means you need more hauling or more direct path
walking time is a big factor easy to oversee in the game
stuff like mushroom grower and kisthcens just need to be filled up and don't need a worker in it to run, better set those to lower priorities and just tick the prioritize by haulers
Gotcha, thanks!
Last question for now: any idea what might have caused my compact library set to disappear? I watched one finish being made and then it vanished. It did not make it to the ENS being built.
it's in a storage somewhere? like do you see it in the item bar up top?
only thing i can see is the beaver carrying it died on the way...
wow, that sucks, not sure if it is that actually but other then that....
that's clearly a case i'd pop cheater mode and give me one ๐คฃ

well, time to make more paper !
That is top secret information
I made a second one. A beaver came and stuck it into a giant water tank where it appears to have been deleted.
I cri
something is messed up
gave too much sake to the hauler?
That doesn't really make sense, do you have some other mod installed that changes beaver behaviours ? In principle they never interrupt a task, the main way I know of to delete an item being carried is to pause or disconnect the destination while the Beaver is carrying the item. I think if (another) storage is available the Beaver will bring the item there, but if not it will vanish.
Alchmy is a hump of a task, one set is punishment.
Setup a medium mine array, planted the explosives, blasted the terrain... Hit the bottom of the map... 1 tile too shallow... DAMN IT
Does the bot hauling post have more than 30 storage per item? The building is huge haha
Not that I can build it yet, but maybe I should focus on it
not last time i checked, it's a hardcoded value, not a variable i can set
although i heard it is easy to make a code to overwrite that one value, if someone wants to have fun with that
today's update really broke a lot of stuff, that's going to be quite a pain in the butt to fix
why not waiting on the stable version to avoid redoing a load of stuff every update? just curious
well i can't test anything in that state, every single prefab is invalid
but i can make some mass-replaces
it's just that i need to figure out how the new scripts work
Saw that, and though oh no poor Lapan ๐
Feel free to pick our brains
No refunds though for me ๐คฃ
ahah
nah it can't be that complicated
but i need to re-export the game i guess
i'll start by fixing 1x1x2 storage i guess
This is fine, right chaps?
Interesting behavior in the large famrhosue, it doesn't prioritise planting Lotus, the farms go off and harvest other crops.
is it set to plant lotus first ? do you have enough water depth ?
Seems to be setup right
I assigned the lotus when there was lower water, I'll try to re assign it
Still going for the cabbage
I redid the pathing to skirt the fields and it started planting lotus.
Seems like it's bugged. Dunno though, don't know this game enough
seems correct indeed ๐ค
is the large farm set to plant and priorityze lotus?
It was
very strange, never had an issue like that ๐ค
had to divert the path well away so it coudln't see anything else
i mostly fixed the 1x1x2 storage mod but for some reason the dirt display doesn't work anymore on some buildings
works for the long pile though, which is weird
but i'll finish that tomorrow
Doing gods work.
and now wind stops for 3 cycles ๐
Does that happen?! gulp
idk, been forever since i used wind
waterwheel + flywheels as been my go to for quite some time
Don't scare me like that
I have a suggestion, an evil little thing, make Power Shafts use power, so massive arrangements of shafts are much harder.
power networks are already super punishing on the fps counter, don't need to make it even worst ๐
Yes, yes we do, if you don't have a super computer your don't deserve to back in the glory! lol
ran at fpm if not fph on my 1000 island rund with the WB
How on Earth do I build up to the super fetrilizing irrigation tower?
the "construction" spot is a bit wonky but lapan managed it, are you sure you are on the latest U5 version?
I believe so.
I placed it next to a layer that was higher and worked it out
Damn it I ran out of water again! lol
Almost like the game is designed to make it impossible to find a balance, ha.
When putting the Forestry Hauling Upgrade on the Harvesters Cottage, there is no way to access the Forestry Upgrade, or atleast there appears to be no way.
that also is an old issue, lapan fixed that
I'm going to check my version, one sex
would you look up your pluggin folder plz and check the version?
Er
lol
3.5.6 seems to be the one I have
I'm giong to check it again, just to be sure
Yes, the manifest agrees
whistles a little tune Loading times are loooonnnnnggggg
3.5.6 is the right one
Do I have to build a platform upto the green arrow, the access to the Forestry Hauling Upgrade
Ah you can add a squewer overhang to it
Yes, entrance is on the second floor
can go from the back too iirc
that one is shitty a bit, the sign in front of the door prevents a normal platform
Umm, that beavers can walk inside of the medium vertical Framed Flywheel makes installing them a sinch.
at one point the walls didn't count for building with the WB, was fun until badwater came up, they were playing ghost mode into the badwater instead of using the supposed path
Ha
Il ike this mod, you're right, it makes power easier.
U5 doesn't have a bottom connection ๐ฆ
Is there a use for waste rocks?
trebuchet for free science
Hmmm, I haven't seen that somehow. What tab is it under?
wellbeeing iirc
YW
deliberate ๐
they are the waterbeavers, not the windbeavers ๐
My first hauling tower was an extra 12 beaver affair. I had copyist and artist a hadicrafter and
more . the buil,t in platforms were where I thought I had to go
now I use a 1 or 2 long suspension bridge to two spiral stairs
You Heritics! ๐คฃ ๐
anyone tried to put windmills on top of the hauler or builder tower?
the round ones ? i don't think you can put anything on top, but they allow side platforms in some places, so i guess you could add a squewer platform and place a windmill on the side
one more thing on the list when WB comes back, might bet into it sooner tho, had dome dumb ideas for my hard lemon run and probably gonna give it a couple more hours
out of curiosity... What new no science ideas do ya have?
And does the new moniker indicate you are back on WBO? or still doin ONI?
i fixed the 1x1x2 storage mod... mostly.
if anyone wants to run crash-tests ๐
'ill upload to mod.io when i am sur it's working
some tetrissing and optimizing mainly, and wanna push to see if i can get some rice production, even if it is minimal, that is the biggest thing i could do to improve the wellbeeing of my beavears
like reservoir so huge that even at 30 days of badtide contamination level would aloud at least 1 harvest
tetris it ios! trying to maintain water w/o dams or transfedr pumps n dump[s
got a safe set up no mather how long the drought/badtide is but wanna find a way to do rice
it's the last challenge i have to do on that one but... it's complicated
even more suffering
i cant tell ya how many times Ive spent an hour designing a dam only to rip it all out
did something similar when U4 ended, Helix mountain hard mode with the WB
but that time around challenge was getting to the ENS
i count in days, way easier!
welp, for me WBO is hard mode and the challenge is always getting to the ENS๐
hence the new name ๐
heh right behind ya on hours. Im just va Perpetual Newb๐
My Timbertrees mod has a quick way to answer that (online page for Waterbeavers).
(available in other languages, just check for files in the same directory)
I'm just now learning that this exists and I'm excited for this
enough head-bashing for me today, GN !
The part about head-bashing that I appreciate, it feels so good when ya stop.
Am I remembering correctly... the actual door voxel on pass through lodge is in the middle?
im flooding with door, infinity upward, dry.
yeah, think lapan said it's in the mmiddle in theory
appears so๐
Enjoy your ride!
Ive prolly built 40 of these but the full to capacity one today gave me a JC-esque laugh out loud
I have no clue as to how people in othwer channels, get a dam up in the first cycle.
They don't play WB ๐
there is a guy that did a 1 cycle dam challenge with the WB, it's doable
well for a 1cycle dam it counts! sure it's not a huge reservoir dam but still, it can get you across a couple cyles early on
Oh Im duly impressed. I usually suffer through a badtide first. my fault for "doin too much!"
It was a great reminder to check out the versatility of the buildings. its easy to get stuck in the place woodd burner put in small cauldren check priority by hauler and lower general priority bthen forget
I think the secopnd playthrough and im scratching my head, "wheres all the logs?"
and "charcoal!?"
"Ithey havent put the logs in the mine yet..."
what is this mod called? or where can i download it since i cant find it in timberborn experimental
Is available only in U5, until Lapan manage to fix the mod.
nice, not to bright it fits nicely!
Why I'm not surprised that even the window in this faction are pink โ ๐คฃ
am i the only one who thinks this gotta be a brothel ? ๐
Or, make a Moulin Rouge building ๐คฃ
what kind of well being buff is the brothel? And does it have anything to do with the earth rtepopulator
oh, the pinkl is in line with the pastyel color scheme
there's no brothel building in this faction, but i had discussed some ideas for battery smooth's custom faction ๐
don't they repopulate fast enough? they really need that...
I don't think the goal of a brothel is repopulating...
true but.. you know...
True, True. Just trying to see if the piesces fit together
well i don't know if @kind spire will use the idea, of if it's better kept secret for now ๐
i managed to get a successfull lauch ! ๐
with only 3 buildings loaded...๐ค
tiny WB mod ?
i have a few new crashes, trying to figure out where they come from
Ah yes, keeping it secret for when I finish the factionโฆ. Whenever that is 
You're awesome lapan, I don't suppose I can request a sluce house? Or maybe a pass through house sluce upgrade?
I think that's @kind spire area of expertise
there used to be something similar to that, the "drainhouse" very curious what will be the "sluicing" option on U6
Adult beavers: 56, Beavers of the night: 7, Illegitimate Beaver children: 408. Episodes of Beaver Maury: too many
Pardon what may be a silly question, but how do you make a dam out of levee-buildings any higher than 1 or 2 blocks? My lowest buildings just flood whether they're topped by a dam or not, I believe from the nonwatertight sections of dam leaking water on to the roof. Are there buildings whose roofs are watertight? Or do I just trust that the flow of water (I'm on Lemon Canyon) will always outcompete a 2-wide gap and still fill up behind the dam?
Have the doors facing away from the dam where the water is stored, watertight buildings flood if they go over the top of the door instead of vanilla where they flood as soon as it reaches the door
ahhh, thank you! I now remember reading this response almost verbatim previously in the thread lol, at least regarding wet door = flood
Glad I could help โบ๏ธ
highly likely, but i don't know if that will be necessary since water can now harmlessly flow over watertight buildings
In U5 to make a dam you can uses houses, but you still have to make some sort of derivation so that water can flow around / away without going over the buildings. or you can arrange your thing so you have a few colums of voxels with no doors but that is tricky, especially if you use the pass-through lodge (the "true" door is in the centerof the building)
Yes but I love being able to regulate a downstream water level with a sluce on an upstream reservoir with a sluce
Ah yeah right, it can be set to open / close to keep the output at a certain level right ?
Yes, you should try out a vanilla game Lapan, once you get the hang of them they are super useful, and they allow you to build full automatic reservoir that are as tall as you want them to be
It's been a very long time since I played vanilla timberborn ๐
I think I barely played half an iron teeth game since they gave them their own food stuff ๐ค
But too be honest as soon as I reach food and water security I just don't really know what to do anymore ๐
Like yeah I can get fermented mushrooms or whatever, but that's a lot of trouble just to get a wb value higher
Add polution ๐
ah, i had forgot to fix the smoke on the industrial kitchen, now we can get some progress done
I found out how to place the hauling upgrade tower (under village jobs), but it feels counter-intuitive... You have to place a basic lodge next to a forester rather than a triangle building next to a forester, or at least that's what I had to do
I got a few on triangle+forester/irrigation lodge, just needed some platforms and stairs to access
Oh that's good, I couldn't place the building though
Oh and now I've finished JC's video that's how you build it, which seems easy when you know how ๐ค ๐ค
what ? you shouldn't be able to do that, i clearly missed something
i mean, you'll still have to deal with visual artifacts if you do that
Oh whoops nah I was curious
...so if the modded Boab trees produce water, well who needs water pumps? ๐
okay, i think i got the mod back in working order as pre-update
U6 will encourage Water Beavers to rush the facory for metal blocks. this increased priority on the facory, to me, causes all kine issues.
And one still needs to work out badtides till then
unless LaPan makes sluce scrap metal
as an aside... the alchemist is so much in demand, Im surprised treated planks arent a requirement in more than the frog statue
it takes a buncha 5x5 area Baopbab to hydrate a few beavers
emergencies, like the low output of water in the medium mine
aprod is not super big, anyway with aquifer... don't need pumps
Why ?
Right now the tech progression is unchanged
Sluice require metal. thats all
I think treated planks is a resource that makes no sense, most of my buildings use pine resin and wood separately with is basically the same. I would remove it entirely but that may cause issues
Eh, I can make it out of paper and cabbages if I want to ๐
I see it, I just thought the inclination was toward "even more suffering" heh
LaPan, Im doing another test run on an Editrf Lemon Canyon, If Im happy with it do you wanna check it out fiest to make sure I didnt negate any "intentions" of the original? I cited original as yours and included intended for WBO
I know yer aboyut redady to launch U6 but...
I'll take a look ๐
cool Just started test run. Ill letcha know
testing maps is A Lot. restarting to see if minor changes have end results
new pink !
And the windows glow slightly pink at night ๐
I really Like the windows
I imanagined that in the voice of Picture Perfect "ohh, I like that, that's really niice"
I dontknow Picture Perfect... Effeminate? sarcastic? excited?
She's Skye Storme's significant other, and is often heard in the background of his videos.
so I guess cutesy is a closer description,
yes, genuine honest excitement
clay and nasty stew ๐
that's a bit rough, just a tad less light reflexion maybe? like a bit more in the "pastel" ๐ค
Little pink houses for you and beav
well, how hard is it to make an optional WHITEpaw add-on mod/patch๐
with the latest update it is very easy to change textures
and potential new plastered wood above (doesn't have normal / metallic maps yet)
That birch look is pretty cool
it's called "everblossom" ๐
well played!๐ I like the cleverness of tie ins. especially when I get it heh
I am gonna reinstall WB tonight because u6 update broke my save and idk how to get the mods to work again
@radiant heart
this is how I now bramble. I think long ago you were looking for a nother way than checkerboard for large fields
i like, much smoother to set up and more efficient then the only one stripe tech!
depending on efficiency of the beavs I sometimes switch up non cut row
most of the times if i have enough useless eaters i'll rarvange the field, leave 1~3 alive depending on the side and pause the harvest at the speed they grow back it's easy to rince and repeat
true. the can fill half a map by the time you check ona build project
you mean your normal U6 save broke ? or of this mod ?
I don't remember but do the Balloon Trader Landing Pads support 2 balloons? There's a slider on the building for something, but I don't remember what.
Nah it's only one. The slider is used to supply the balloon pad with HP so the balloon doesn't fly when the base building is paused etc
@shell fiber I put up Lemon Canyopn - A newb edit on mod.io just now. Lemme know ifn ya want me pull it and definately suggestions to keep it in line with your intentions. Changelog, primarily for you, in the map notes
can you put a few screenshots of what you changed ? i had to remove more plants from my forject for now
sure. lemme load up a fresh one
ouch, fine print.
made a shelf in startting valley
with a hidden alternate egress
grouped resources slightly. denuded the top shelf in this area. added 3 totsl Baobab.
narrowed and altered bottom of map
lowerd bridge pillars. altered far side of river with ideas toward rice baths/lidos
didnt mess much with badwater source. if you place anything in the near side it floods everythingbehid it. lowered some of the top layer throughout map
i did raise ruined mines one layer. i sculpted mopre of the top source and raised it.25. I had to re add brables at one point up here
this one ๐
so, when building canyon spaning dams, it floods everything before it. often spoiling the arable land needed to support the beavers in this new "House is a Dam"
following up the canyon to the source
also made it so with cannons can irrigate other side of barriers
I tried not to interfere with the stand out features and highlight playability(easy enough for me)
starting area shelf
and even though I cant figure out how/ why it floods everything in front of it when you place this here, I didnt change it๐
whew, Im dizzy after that quick fly through
hmmm, maybe the flythrough didnt have anything to do with it...
Iono, Heavy modifications, but still Lemon Canyon
There's 21cms of badwater over the waterfall right?
4 bad water (3cms) in one crater, 2 each (3cms) in their own spring, and the 4 water sources (0.75cms),
so at 2.2cms, it needs 9.55 edges to fall
awesome!
impressive. yer numbers are same as mine and I just went through em all inprepping lemonewb
I'm looking at the "original" v108 map
so 3.25 each?
oh, the small good water sources? one at the top, and the other round on the other side?
the one above the negative and the other plateau
yea
heh Playability = easy enough for me
does that bump help a lot?
I assume it would make the water come back quicker after a drought?
when you have 6 deep water pumps sucking out of it.
because the 6cms from the triplet should be enough
yea, if you have pumps at the top sure,
(I haven't played it, just watching JC's playthrough)
ouch. he is playing with 9 high bypass cliffs
Its hard, Like the mod. Yet it is built to showcase/getcha to use the overhaul features
Magic Slippa... You mad? Am I missin the point?
huh?
ahah, no it's pretty good i think, i see how it is a lot nicer to the player
(sorry i was busy most of the day)
be careful with trying to irrigate everything, because that also may cause everything to get poisonned when a badtide hits ๐ basically if you have place that are not irrigated, you also necessarily have places that are safe from contamination, since it doesn't creep as far
i like this terrace like area, it would be nice for building dams
this is a lot cleaner than my rubble-y mess ๐
i think i'll try playing on it and also on my last version, to see which one is more pleasant to play on
but i'm still concerned about the flooding issue JC had all the time, that was definitely not intended, does that happen on your testing
The river constraints ARE tight
one levee in often still causes flooding.
It is counter intuitive but I found that not messing with the river banks is better as current formation gets the water through. (I had more flooding widening river)
I do now, though block in Lemon CVanyon after bad Tide management and let the negative water tile do its thing
the cannons have the filter selcector option...Truthfully, I havent made it that far opften, was just confused as to what all that beyond the three feeder pools was for.
cool! Glad yer not offended. I play so much, I hope its a way that gets even more persons into the mod. of course eryting changes/changed again heh
The three pools at the top of the source area ? They have no particular purpose it's just how it is, I figured it while be nice to meet them be usable as planting area for lotus maybe. I didn't think it through ๐
I don't think I'm very good at making maps ๐ค
the feeder pools are flexible. it just seemed like a buncha map left unused even further beyond them. extreme late game fiddly stuff
If you have other ideas to improve the map feel free to say ๐
awesome. I think I may have wedged in most of em already๐
so true! too many irrigation towers doesnt help if not enough water to feed em
again it seems counter intuitive, but this is my standard. two wide at the entrance to the canyon.i drop a sawmill on top and good to go. eventually I do remove the two voxel near bottom, but thats to add more wheels
flooding does still happen upstream. it takes a bit each new flow for the water to fit "into its groove". heh
also. dams seem to cause flooding heh
the ultimate Gotcha! heh finally gather and create the parts and taadaa
the fewer dams from the lemon grove to bottom the better. usually to cordone off pump areas and retaining pond.
I never really answered. The river is very narrow all along. I kinda thought that was something you wanted us to work with. The water does "find its groove" each time but it does flood. It would be no problem to widen a sparse few single voxels on the river bank to help try alleviate this..
And now Lemon Canyon 209 is now live version
still reads as the original 208 and Ii cant figure how to edit that
If you forgot to change the version number the only thing you can do is re-upload it
I think I put version info in the name
No it's not intended, basically despite popular belief (๐ ) I don't want things to be just annoying, I want them to be challenging. I deliberately make buildings slightly inconvenient because that forces players to think and adapt.
But that flooding is just uncontrollable and incomprehensible, so that's not fun.
I read in the comments under JC's video that some people solved it by making a straight cut through the starting area, which seems believable.
When (if ?) I update the map with U6 features I think I'll try something like that, possibly with natural arches above to give both land and a water way
Nice! I like yor style!. It was easy enough to adjust. river seems a little bit wide in two places. meh
but Im playing the Now with less flooding, version now
straight cut is the easy fix. it is most pronounced on JCs map. Since 1.08 I have been "pinching" the river after the lemon valley.. it was doing this and widening cause it looked scary, that it flooded again. for some reason, in U5 your terrain hooks seemed to keep scrunching it back into its groove. prolly the 'Storme' method๐
I take it all back. ver 2.09 still overflows day one of the cycle, with thw returning water
I'm pretty sure the surging is this problem, you need less dam pieces rather than more: #๐ฑbeginner-questions message
Ripping in-game assets out no longer causes issues with mod creation. This was caused by duplicating the assets that were already included in the modding tools.
IIRC this is good
My beaver grew a third head lol ๐คฃ (not really)
Not sure but I'd guess its from all the Badwater in the river
to be honest i'm not sure i understand the problem that is supposed to solve ๐ค
but i managed to get some progress done today
courtesy of my job being very un-busy these days
Sweet!
(we had pretty bad bacterial contamination in the lab, lost a lot of cells so no work to be done)
is that what the library set looks like before it becomes compact?
nicely done!
heh
is remote desktop seamless? seemed janky when i tried a few years ago'
it seems pretty good for my current purpose
that is : it works
i'm trying to find somethign smart to say about it, but honestly it's fine.
if you factor in the incredible ease of use, it's pretty good
of course you're not going to remote-play some intense FPS game, but for anythign that doesn't require a lot of reactiveness i think it's okay
then it has improved
yeah i looked up online for a remote desktop app, and people said it was kind of janky
but for running unity from work when i have nothing to do it's fine, i just click a few buttons then spend 10 min loading
heh, home or remote.
you believe loads will drastically shorten with all the work yer puttin?
oh well the mod as a whole will be a lot lighter in terms of size
the performances... i don't know
probably slighly better since meshy is made to optimize rendering times
right now i have the brambles and pink trees working
the giant bamboo crashes for unknown reasons
do the pumpkin or Giant swequoia crash it? i know nuttin of what yer werkin with but for some reason I was thinkin it has to do w the offset placement
at last
still no idea what was the issue with the giant bamboo
i just recreated from a fresh template
same reason why I restart so often. It'll be diffedrent when I do it again. heh
SOOO Pink!!
actually the pink tree's color is kind of wrong
i poked at the vertex paint but there's some stuff to undo
not a priority right now thought
Hello everyone, it may be silly question - how many hydroponic farms can be stacked ? Why asking: after I load game - half of "food tower" disappeared, and power shafts/ladders still in place O.o
up to the limit of the height of the game
did they build it prior to having the platform under?
somethin like this, so I don't think it's game height limit
ah, yes, platforms disappeared too
topmost ladder was for last floor ๐
strange, never had that issue, only thing i can see is if they built the farm without the platform beeing finished, that could result in the farm vanishing, kind alike the bridges that you can build in the air but when you reload it will go bye bye if the "anchor" point was not built
nope, all platforms was in place.But I'm not sure about build order, maybe they build farms before finishing platforms
it's really the only thing i can see, normally I have enough stuff to build the platforms before the farms so never ran into that 
as I can remember - it built one by one: one platform -> one farm, wait, do some other stuff, build next
kk, i guess at that point only thing to do is rebuild slowly and double check the save/reload when one gets built
lapan is working on making it to U6 so the U5 version will most probably never evolve further then what is actually available.
In principle they can't build those out of order
That is really weird, first time I hear about something like that
I had a mega platform towerdisappear ona reload when I deleted the petanque court upon which it was built. half one is new though
that's what i thought but other then that, had no best guess
I'm not sure that is still the case but I think the mega platforms are crushable for some reason. So a possibility is that a platform was crushed without it being visually obvious, which means the entire stack above it became invalid.
Yes they actually sit on the building under them so that is normal
I could try to make the system better though
perchance after built, did you swap out a layer for a building not supported?
Honestly with the new voxel segments they have added, I probably can just make the platforms occupy the segment dedicated to the flooring and make them infinitely stackable ๐ค
That would make the whole thing a LOT cleaner
I could also make some weird things more normal
Normal? Have you met us?
Like the pรฉtanque court, that really has no purpose being 5x5 except for the mega platforms
It is big, yet i like the paths
Can you explain this
Tomorrow's video has a weird error with the ladder outside of my clockwork farm stack and I'm trying to figure out why, thinking maybe this could have something to do with it
something like the greenhouse or the supre duper irrigation tower can be crushed if let's say a random tree spreads under it and would colide with the volume of the building
Hm
got a time stamp? was about to start it ๐
Does he recognize the name change? or are you another random weirdo.
rhetorical
lol, I think he knows
on his server name isn't change and image is the same
kk, will see then, only 15 mins in
BTW, blossom CW farm is very usefull, but it's a bit shitty to fit in because it's 1 higher
Finally found the root cause: at some point I decided to put all sunflowers into single tower, but I built one greenpeas farm in the middle of the tower. So, I deleted it and replaced with sunflowers. Tested such destroy in dev mode - and yes, you can build tall food tower, delete one farm in the middle, replace it with another ( may be same type, it doesn't matter) - and after load everything above destroyed/replaced farm will disappear ( including platforms )
In addition to what redneck said, you can accidentally destroy the perform it if you try to place something else inside of the CWF
In practice it's quite unlikely but maybe, just be careful around those
the bars of the ladder block the path to the bridge, would need to rotate the one where the bridge is
at some point ladders were a 4 way at the bottom but not anymore
glory to the new cabbage
num num num
not perfectly satisfied with the colors but that will do for now
the "dead" one looks like some purple cabbages, kinda like it
hmm... i was going for a more "rotten" aspect but that is kind of true
make them brown instead of purple
Can the cabbages actually be the red cabbages? would give a bit more color to the early game ๐ค
I don't really like red cabbage ๐ They're kind of bitter no ?
But I can have two sorts of cabbage ๐ค
red is bitter? sounds like an early game cabbage, compared to the suculant taste of regular cabbage
I find red ones sweeter. I dont cook em though.
I know you put abuncha time into it, so...
the pit and ladder liquid storage isnt transversable without placing paths
Lapan, could you make a building, needed be built in water, looked like a river raft. maybe a multi layer/upgradeable . one lAyer an expedition cart. maybe as a wonder and setting up a gameplay loop to map next.
iono(<means I dont know), a brain fart
(I don't know about others, but I find typos extremely hard to read. Discord allows you to edit your messages, so there's really no reason to have typos.)
not 100% sure on that. irl i tend to get the red ones over the green ones, kids like it it makes more colorfull plates
Lazyness my friend, lazyness.... also some of us english ain't our first language some sometimes it might even be the intended typing
can't that create some confusion like the 2 kind of grapes tho?
Also food chain beeing already quite big i feel like it would make quite a mess to add something else.
Not necessarily... Or maybe I would need to test
my point is quite simle tho, red ones look cool, if you like it could be the new cabbages skin that's it.
Not intending a whole rework of the food chain. At that point just give me corn so i can make popcorn for my beavers, you know another thing that could use salt and sunflower oil ๐
How dare you... Oh, wait. I am those things! My native language is lazy. I live in the Pacific islands and I speak and type a poor version of Pidgin. And I dont type well nor do I proofread. (lazy case in point)
the best apology is changed behavior. I will try harder๐
i'd say 50% of the times if i see i did a woopsie i'll correct it but yeah... either lazyness or i simply don't reread what I typped in
I cited and linked this to the Lemon Canyon edit on the Mod.Io posting. Thanks for doin the math!
And my second language, after lazy, is passive aggressive... So, I understood right away, and thank you for alerting me to mind my channel manners
๐
https://timberborn.fandom.com/wiki/Water/Flowing is a good reference for the water edge limit too
Im liking the options the edit offers. It does still flood at the start of each season for about 2hrs game time. Im not sure if it is down stream or just navigating the Lemon gorge junction area
Aftere further review... It seems it was the way i set up my bypass. the terrain I took out to resolve were from bypass outflow not main river course.
Would anyone be able to help me work out where to put the correct downloaded files into the correct folders so I can
Play whitetails.
I can't dwl via mod menu so dwl via mod.io but the folder doesn't exist where it says to put it and putting it into said folder didnt show anything. I must have some of it right as the gigato storage are showing up on my normal bevers.
Or is it a case of I need to have completed both factions to unlock the third?
No to unlock the whitepaws you just need to reach a wellbeing of 1 with the folktails, but if you don't see the faction in the new game screen it means you have a dependency missing,
Just to confirm you are using timberborn update 5 right ? (Not U6)
Yeah I went back and forth between exp and not and still nothing I checked all the things mod.io says I need to have and I have them. But I'll go back and double check.
I though I might have it in wrong location which is why It wasn't showing up. Thanks
With U5 mods should be inside the BepinEX/Plugins folder
Map version 3.0 heh Not sure how noticeable it is, I widened the river and made the starting area loop less severe. Also the bottom of the map is now wider than the 9.55 faces required just for the upper liquids to leave the map. Oops.
Ima re- upload as
Lemon Canyon - A Water Beaver Showcase Map
on Mod.io
See for me it's not there. Which is why I'm lost
All my other mods are timberborn/mods
timberborn/mods is U6 only and you should have no mods there for whitepaws
bepinex is the required shell to run WBO in U5
So where are all the mods supposed to go then once downloaded?
If I remember correctly in the folder where the game is located you should have a plugin folder generated by bepinex, in which you place all the mod
Yeah I don't have that.
I followed the trail on the pages common/timberbron/bepinex/plugin and it doesn't exist and that's not where any of my mods are either so is that saying I don't have that bepinex installed correctly?
https://mod.io/g/timberborn/r/how-to-install-mods
Skip down to the pre update 6 part and follow the directions
Thankyou I'll look into that
If you're sometimes juggling between U5 and U6 what I think might have happened is that when you switched up U6 steam removed your bepinex install, so you probably have to reinstall it
Only time I see anything is when it's in u6 so yeah I'm going back through and installing them again to see what I can do to fix this as I really want to play the mod. Thanks for all your help and suggestions ๐
Unfortunately I don't know when I will have the mod fixed for U6 but hopefully soon
Or at least partially fixed
So I got bepinex to work but I'm getting an error with the haulers saying can't resolve a token in timberapi.
So getting closer
versions are important now with multiple updates live. I keep seperate plugin folders and rename them when not the active "plugins"
Its all over my head but I got it to load, just had to manually swap out the mods from the dwl 9nes to the mod.io ones and it's allowing me to start so fingers crossed. I'm little excited ๐
Lapantouflemagic thanks for all your help ๐
You're welcome ๐
oh, nice, i just ran a test, and it is now possible to have a crop that has a harvestable yield ๐
which might be a bit clunky, but also might allow me to get rid of the plucked brambles entirely
so the nenuphars could be harvestable after X days, and if you leave them longer that this, they will start to bloom, which will be harvested by a gatherer.
but for good measure i'll probably throw in a variant that only makes flowers i guess
not that it would be unworkable otherwise bu still
Nenuphars, JC's nemesis, as well as sunflower oil, planks, nitroglycerin... Well most everything
those lotus plants look very good
Removing brambles changes the whole thing... Maybe I dont understand
isn't that already gona or i'm missing something?
harvested vs cut by lumberjack?
i guess kinda like the giant sequoias that you can harvest or cut
hmm, it used to. Birch turn to wild bramble, brambles turn to domesticated brambles. currently gatherers dont bramble. they used to.
i get the change on the bramble tho, for someone that didn't play that mod for 1K+ hours it was a bit confusing
Oh my bad, I meant getting rid of the plucked lotus entirely

