#Water Beaver Overhaul
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oh haha. clearer! so gonna pre-separate nenuphers and the lotus flowers? they kinda make the necessary handicrafters/lodge size dam piece reasonable to have so many...
Which could be another reason for an early game 3 high building...
Yeah it has always been awkward I didn't want it like that forever
I feel it forces you to open up the tech tree options for ways to use the parts
it is a doozie yet its workable. id wait way too long for the mech cook house if all the sudden I couldnt get gas cause I couldnt make more nenuphers due to lack of space.
if you "harvest" the flowers and "cut" the nenuphars, nenuphars gonna become much more valuable and hard tho... methane... and... yeah, probably gonna need some balance
Yer clever and the changes make sense after I get used to em. I will stop pre-whining heh
I think the opposite actually, you have to leave the nรฉnuphars unharvested for them to bloom
So you'll mostly always have nรฉnuphars, but Lotus will start to come mostly when you are full on nรฉnuphars
Or if you set up a space where they are safe from the farmers ๐
will have to see i guess
A forced pause building... that throws a wrench into my zerg everything playstyle
if they naturally spread it won't be tht bad tho
well nothing ever spreads when they are in a planting area ๐
yeah but if you "unplant" the edge they can grow, kinda like how i spread my berries beyond the planting lane of the nursery
Unchecked Bramb.., er Lotus aggression! Im picturing JC fighting underwater bramble like conditions
h'es gonna drown or dry them before they spread
whelp, just tested, there is absolutely nothing preventing me from having two different kinds of cabbages
oh wow yua. thats the new challenge in the lemoncanyon map. suitable and large enough 2 deep water for lotus.
those are visually identical right now, but the right ones are planted by the large farmhouse
so the 2 kinds of grapes could make a comeback or it' too much trouble down the road for the juicing and all?
do they work in the same recipies is the real question, i believe.
kinda what i was asking but in simple terms ๐
aha, finally, we are on the same page!๐คฃ
that cracked me up. started choking on MY cabbage
they dont seem to be getting better
I believe I placed the med bed during a drought๐คฆ
woopsies
hmm...meditating under a waterfall...of poop ๐คฃ
3
cabbages
nice, only not convinced by the blue leaves tho
Less Mauve, more dark purple. can you do white leaf veins
Blue cabbage exists, but generally only after you sautee it (you have to start with red cabbage and then make it nonacidic)
it's still purple tho, not screaming blue ๐ค
since cabbage pigment is actually a strong acid/base indicator (it's one way to make homeade litmus paper)
hmm...
You get a real blue somewhere around pH 10 or 11. But you probably don't want to eat it at tha tpoint.
Can I use it to test my pool ph?
which would definitely be too alkaline for anything to grow in it
would be kind of a fun easter egg if the contamination discolored it along the pH-indicator colors ๐
undortunately there the model for "dry" and "dying to poison" is the same
aww
Can I use it to test my pool ph?
Sure, though it's probably not ideal for that (since you're aiming for a pretty narrow range you'd be looking for a blue-indigo kind of color, - by the time you get to dramatic shifts to pink or green, you're way too far
what if there was a seper late plant, that only grows in plant water
but if you have a good eye for color-matching it's certainly reactive in that 7-ish range
and can be juiced for... medicinal purposes..... that increase beavers speed
and i cant wait for cabbage
ignore the plant water, i ment bad water
that's unfortunately not possible yet, bad water killing plants is hard coded ๐ฅ
don't wanna sound picky but a bit more redish in the purp one could help ๐
i think there's enough pink in this mod ๐
ya, right side gettin close
just to look a little less cartoonish, like a bit lesss "glowy purple"
which one ? the wet or dry one ?
why ya waiting? Water Beavers play as before in U5
dry one is wrong color
all the cabbage
okay, rice is back on track
oh, okay
nice! Always wondered how they got brown rice. plant it on dry land๐
you're talking about the inner leaves right ?
correct
the central round one is fine ?
the wet ones look good
pumpkins
Oh that looks cool ๐
Can you stack things on top of the Hauling Tower? After watching JC's video
the wet one
that's good, didn't need much,
no
the only reason it has "solid" in the description is that you can hang a bridge from the door
Oh shame oh well
heh, ya, Ive tried many ways but nuttin else will reach it. even stacked against pit n ladder towers the top or
is inaccessable
Not to make this mod more complex, but... Pizza would be fun. Maybe a ninja turtle nod? Lol
were getting new veggies? >.> if we are adding lots of veggies and crops and stuff thatd be sick
pumpkins are not new to the WB , at least not nowadays, it's been around for quite a while
apart from sunflowers all crops are WB exclusive iirc
heh...ive been gone for like a year ๐
lol, some might have been there already but can't remember
i remember when this mode came out
now they got a full menu
my beauty sleep for one
I figure its too late for that. heh
no time for sleep...Im still trying rectify the flooding in the map edit. I guess I have all the tools but you know, math n stuff. testing 3.2 now heh
I did one map, for shits and giggles, it works but it's not an easy one, might upload it one day
I started off making lazy river style maps. no single tiles. not too cluttered. lemon Canyon broke me of that. Im havin fun map makin for wbo as playin em
played the same version as JC is doing, maybe when U6 comes out i'll start there, would be a nice change of pace since normally I always start on waterfall when a new update comes up.
At the same time, would lose the "balance watch" since i'm in a "rough" zone
does anyone know what this error means? my game wont load anymore ๐ฆ
that exact thing should not prevent the game from loading
it's normal since grapes were changed a bit in the late U5 versions
The More Plants map reader mod has been updated a few times. Is yours?
The error I'm getting is "too many atlases loaded"
is that the last line before the crash?
might wanna share the crash repport in here and some smart ppl could help you out
[Warning: Unity Log] Too many atlases loaded (2)! This should not happen. Exit game to print usages.
[Warning: Unity Log] The EnvironmentVertexColorPrefabOptimizer registry size is now 218, exceeding the expected size of 30
then goes all the way to:
[Warning: Unity Log] The EnvironmentVertexColorPrefabOptimizer registry size is now 311, exceeding the expected size of 30
Game freezes and the ncrashes
size goes way higher, gotta let it load and not toutch your pc, at least that's how i do
i walked away came back game crashed
i'm try reinstall all mods and see what happens
be sure to get latests versions, some don't automatically update with mod manager
I haven't seen any updates in last 12 hrs. I'll keep looking thanks ๐
more like 3~4 months, U5 mods were not updated recently
The optimizer thing happens. I find it better to exit to desktop rather than load a save from in game. Loading U5 WBO takes much longer to load than vanilla.
Yeah it's my mod, why ?
was tyrying to assist Jezabell
Possibly not enough memory, see if you have other programs running (chrome etc) and choose them
So I managed to start a new game but I can't get into any that I have saved.
Not a memory issue checked that. I'll try again tomorrow thanks for the assistance
maybie a save break
if it has been a year, soo much has changed. most likely your saves have sadly become corrupt. Check out the new tech tree board early in your next run!
so, are we getting popcorn on U6? or that's a UX project? ๐ 
Ahah, no, not anytime soon
just hope at that point you know i'm just messing around ๐
But I've been having something on my mind for a little while, I think at the moment wellbeing is too easy to increase, or rather you end up doing so without really noticing as you progress in the tech tree.
So what I'm considering is lowering / removing the wellbeing bonus of all uncooked foodstuffs, so there is far more incentives to actually get beavers cooking and to decorate a bit.
what?
I like it! It does lower your extreme cap of 125 or whatever it is heh
no well being bonus for uncooked food
we well beeing up to maybe 25 if "kinda free" 30 when you just make more stuff and don't care....
make yer oni giri cereal bars and braised cabbage early.
Yeah that's also the point, when you're at +30 just with random foods and a bath you don't really need to bother with the rest
food diversity ain't cheap
Or I would need to rescale the bonuses they get
not at all. takes abuncha beavers
IMO it's fine as is, maybe some late game stuff could get a buff but the bonus just induces more lag so... kinda pointless
it makes sense to remove uncooked bonus. vanilla berries dont boost
What I can do in exchange (sort of) is to make the cooked stuff more potent as wellbeing sources
more potent last longer food bar?
mheee.... can we have a few ppl giving U6 a try before messing up with the well-beeing? plz?
like JC barely holds up close to 30 ( ok he's not trying) but he got a lot of stuff going on)
Yeah of course, one thing at a time
I hover around 22 for the longest time after breaking the 15 barrier
gives options, either keep a lower pop and more happy happy or go full boom and try to do it under 100 episodes ๐คฃ
I finished rebuilding the plants, now I have to fix the light industry folder and we can have a workable thing
end game is 110 minimum
Exactly, 30 wellbeing for the FT or IT would be pretty good already
I think I got 64 once. On a lazy river map
offf how dare you mention those peasents ๐
think my last serious run was 125~ish in the end
I'm probably going to kill a few attractions that I'm not too fond of
Right now the temple is in the shooting range
There was a few other ones too
temple is dumb but pretty sure you can reskin that into something cool, like a "fireworks station" ?
We'll see, it's not a priority again, I just feel like removing some fat from the mod
Not that I'll ever get it RCE - compatible but still ๐
i'm just concerned about the well-beeing beeing dumped too much, it helps a lot having that walking/working boost
Gonna need a huge fund to make him do it and at that point... rather see JC go for it lidgit and uncut
That's in part the point, I think I I'll mod the beavers too, first thing I want is to triple or quadruple their swimming speed ๐
aight, gotcha, gotta hit the bed, later ๐
GN
GN
Well, they are the Water Beavers...
It also makes deep water maps(Beaverome) more playable
heh, we will need gates like ONI. so they can swim to destinations and have those routes close during red water
Hmm ... I don't think that is possible unfortunately๐ค
didnt you have a three story fermentation house for one update? think I saw it on Elds stream
But I wonder if it would make sense to dig channels in the ground and fill them with water just to enjoy the faster movement speed ๐ค
Yes at one point, but I figured it was too powerful as a dam piece
So I shrunk it to two stories
That would be pretty cool. and another reason to have 4+ architects for the cheaper and see through platforms
Oh ok. ya. It would be a super dam filler
I really want Sluices, but they'd have to be balanced for Water Beavers, which I'm not sure would work, might make dams easy
I could see WB sluices needing to be 3 deep water or something along those lines
But can we add a shooting range? Maybe archery? In case of polar bear invasion
I understand where you're coming from with well being, but without super high well being score I don't know how you get to late game. 8-10 less well being would be two steps less beaver speed and lifespan, no?
If they don't get well being from the basic foods, I'd almost rather them not be able to eat them so the components can be made into combined foods
tought about doing it but never got into modding....
It was only 1 day between paying not over a year lol
I managed to get it tonwork after reinstalling all the mods. Not sure what happened still but it works and I can stress over my tec tree instead of trying to get into the game.
hope you enjoy it
taking a break untill U6 WB release, enjoying other games but sure looking forwards the "new" WB when available
I've been loving it indeed.
Supa Dupa! Glad you got it werkin!
I've been enjoying satisfactory 1.0 in the lull
Iv enjoyed mud runners expeditions latly
Does anyone know if water beavers still chugs over 10GBS of ram
Sadly I only have 12 I can give it and it kept eating all my ram
wait for U6 version to be finished, it should be a lot less obese
beyond that i don't know what to do about that
maybe play on a smaller map, but not sure that is the issue
Ah oh well thanks for making such a amazing mod
you're welcome ๐
smaller map sure could help at least a little bit
Mine eats all my RAM and a decent amount of my pagefile, but it uses less while the game's actually running
the loading is brutal, hope U6 really helps on that side
slowly working on the light industry folder, that's the last one i need to fix before having something playable.
probably won't be finished this weekend, but my GF will be back in her family next weekend so expect something around that time ๐
unless the devs break everythign again ๐ค
How do you deal with the bad water?
I can't find a way to separate the bad water from the normal water.
Any suggestions?
Same with saving water, as a reservoir.
Do you use houses for it?
Fiy, timbercommons is now working with u6. I saw a dep to it in u5.
@polar wind In the water tab > Irrigation, you will find your best friend. The small, easy to build, irrigation tower repels contamination.
Also, Yes, use houses. basically block off whole river and place pumps on top for reservoir. pumps work , inefficiently, but pull water even in bad water filled reservoir, waiting for it to become potable again.
Bridge rivers early with the WBO special suspension bridges to keep em out during bad tide
Including irrigation towers ?
Yes. Water Extention is already updated.
Hurray 
it works... just not with benpix.. lol. never deleted the old mods
@polar wind My current setup. The badwater gets way too close and there is a plan to build a larger bypass Dam House further up river
i mean at the beginning of a colony, you can't unlock so fast the floddgate damm, or can you?
But i think it depends on the map too.
Need the mechanic's lodge first
@polar windFloodgate take quite awhile. Early game is water stockpiling, avoidance and contamination jail. The irrigation tower will let your crops survive

if your hype focused and make a spread sheet and formula and maths the wasterock out of it, you just might, with some rng, get lucky enough to have the blueprint by cycle 10.
built maybie by cycle 11-12
even with custom settings delayed bad tide my quickest floodgate was built by 13, on Lemon Canyon edit...And I had just restarted Lemon Canyon 23x in a row editing the map. I kinda knew what I needed to do for the science to fall into place.
mine was cycle 18 on helix
but we had a unforseen(bad engineer) in a flood wall XD
Nice! Helix w WBO! impressive
engineers are the worst๐ ๐คฃ Always tryin fix shit that aint broken
i immediately moved after start for more room
That is a nice extra w WBO, new district
@shell fiberI know its late, yet... could the advanced sawmill have adjustable front legs, (where the giant log rests0 like the florist? The footprint/blueprint doesnt make it obvious the rigid necessity of those stand-offs during placement. I think flexi-legs would help that.
oh no, i just built enough for absolute servival, stored a bunch of food and water, while moving to a larger space and buil everthing there. still had the original pumps and farms because it would help keep population and spread of food for growing, just moved the whole center area
i lost that save a while ago though......
I restart often. I plow through till Im frustrated with a bottleneck, chaulk it up mas a lesson I will too soon forget, and try again.
Anyone had a problem with Nuclear Power plan? I even whipped dev tools and can't seem to get it working at all, no matter where I place it.
You mean make the steel support not take actual space ? I could try I'm not even close from those buildings yet
Did you check the billboard ?
Cool. Yes Please. When you get there .
Yeah, but the top part keeps giving me troubles saying that it Requires deep water to run
@astral harborheh, it got you too. whole thing needs be complete. pause finished parts till complete or will suck ya dry quick.
I'v got all completed, fueled up etc, but still shows me this error
Pics let me help you best๐
oh, bummer. I see the problem though. the whole shebang needs be placed in water
all 4 pieces
It's generating power tho ๐
I tried in dev mode to push it into the water, but still got this error
so yeah I'm clueless
not familiar with all the nin jitsu of Dev mode. yet, unlike the plant on the billboard for the nuclear setup, your plant isnt "wet"
I had it placed in 1 tile of water and still got the error. 2 tiles of water told me that building is flooded. So that's why I'm confused
Perhaps the flooding message was while still building all the parts? IIRC. Havent gotten that far in a while nor on Lemon Canyon.
Yeah I try to push 1000 beavers on Lemon ๐
Currently stable 870, but power is insane so I finally got into the Nuclear
700B and just dropped advanced sawmill to be built
big number of lemons .... I mean , beavers 
Impressive ๐
heh, also 1st time I had 1k lemonade on hand
The only thing limiting me in going further is god damn Sunflowers and Power
I'm wondering how many beavers my pc can handle
I like it. I finally slowed down. waited while supplies build up. rather than charge each potential "shiny"
with some numbers heh
after 800 I have build at 1x speed and 2x is a slide show
Im working toward that. I no dev mode๐
Up till 500, I was able to play at 30x speed ๐
I don't use it either, other than 30x speed. Was doing testing for nuclar on separate save ๐
I love this mod just becuase it allows for so many different playstyles
It makes me think. and not doomscroll. WBO for the win!@
Nice!
I'm working on Nuclear because I'm researching Bots now
I'm wondering how those work and if it is actually worth the effort
They have a massive carry capacity... that they dont seem to util;ize.
more research required
Then now I'm even more curious ๐
probably a consequence of every single thing being prioritized at that point ๐
I may have a lil RCE in my playstyle, yes. heh๐
anyway, does anyone knows which building in the Folktails or IronTeeth uses the script that visualizes the amount of a given resource in the building ?
like i used it to show the amount of sawdust in the log gnawing station but right now it doesn't work
but i don't remember what building it comes from in the first place
oh, that was the irrigation towers, whelp... but there's some equivalent scripts in water extention
anyway, i have fixed part of the lightindustry folder
but enough modding for today
heh you said your girlfriend was movin in... Im suprised you have time to mod at all. Playin house takews a lot of time!
Oh she was doing stuff on her phone, Instagram or something, then took a small nap
But I try to not nerd away too much when she's around
You are wise! heh
Hrmm, now that I think on it... It may have been that easy๐ ๐
What is the actual best approach for prioritization by haulers? Some buildings seems to be not affected at all. I try to not prioritize anything beside the crucial buildings, but yeah the mechanical water pumps don't work at all without prioritization.
https://mod.io/g/timberborn/m/prioritize-by-haulers-improved cfg files are a bit funky though
This is far beyond my knowledge ๐
I'm not entirely sure because that is base game behaviour, not my mod.
But basically I think the only things that really need to be prioritised are the workerless buildings like fermentation barrels, aquifer pumps, mechanical drills and CW farms. And also every attraction that consume stuff like med beds.
What doesn't need prioritising despite popular belief is industrial buildings, especially those that have many workers in them. Half of the reason why there is 6+ workers in some buildings is to have manpower dedicated to supplying it.
Prioritising them will make them work faster but that is not vital.
But don't forget that a simple answer can also be that you just don't have enough haulers
~140 hauliers in 860 beaver colony seems already a bit excessive ๐
I have the most problems with that building that employs 8 beavers and has same footprint like CW farms. Those seems to never have full ingridients and workers seem to prefer emptying the output even if it's like 10% full.
Prioritizing by hauliers doesn't help much. The only solution to make them at least partially function is to either don't have storage or have it right in front.
Great info! Thanks again Magic Slippa. Your WBO mod keeps me from doing unspeakable things under bridges...๐
I actually just got to this understanding. Only 5 Forestry Hauling upgrades vs usual 2x that. and a supa tall tower..๐
@astral harbor Seems normal actually. Same total # haulers with upgrades, a tower, assorted pit n ladder and a couple triple watertights...
and then there is the simple answer...
U6 water beavers would be significantly changed, partially due to the updated water physics, overhangs and sluices, although I doubt the sluices themselves will be there in the mod. I think summer concepts will be reworked?
Sluices er sluice or sluiceux a flock of sluice, or slucii, anyway, the plural of them, do seem to remove the pain and suffering. However, perhaps, like the floodgate, they will be rather deep in the tech tree with monstrous prerequisites per resource required... maybe.... My best guess.
Or even stairs level science requirements
mhhhh
i dont have an anvil im my broken cart
Is it a bug?
i cant build the primitive ironworks ๐ฆ
but the library is possible
seems like my broken cart is broken xD
That is strange. Make sure to build the glorious storage. It usually shows itself...
i have build 2 of them
one for the anvil
and one for the library sets
but i got only the one for the library
I have found, they like to supply them rather than obtain them...
weird but it stopped me from yelling at my monitor
let me check something first.
i loaded an old save file, lets see if the anvil pooped out of the cart or not.
damn
3 materials are missing
anvil
Laboratory glasware
and the cauldrons
Bummer. A fresh Start sounds in order. something got corrupted. that doesnt happen often. The only thing I can think of is that crops can grow over them and disappear them...
Are you sure ? Usually they drop in one of the corners.
What can happen is that you pause or cut the path or do some weird thing with the storage while it is carried by a beaver, that can lead to the item disappearing
I have build a district center on top of the rubble.
Cuz I wanted the same place for the new district center
Eventually it has deleted some rubble, idk.
I have deleted the colony,
I started a new colony on: The island.
It's surrounded by poowater, let's see how long i can survive.
Rubble can sometimes be erased if there is so no valid location nearby. I think
Feel free to send screenshots๐
I cant seem to find anything...
im here
@radiant heartProud to admit how ignorant I was... er am... (yet to be determined) I guess I never had a run successful enough to warrent mare than 10 giant tanks. I was glad (for the first time) to see, once again, I had gotten distracted while copying blueprints and had a slew of em. tryin to fill the sake one is a fun game in itself
@shell fiber hi ! which version of timber api do I need to run waterbeaver?
I think you want 0.6.3.1, I'm not sure how you even downloaded 0.6.5
thank you, but even with 0.6.3.1 it doesn't work the same ๐ฆ
Sorry, double checking your crash you shouldn't have harmony or knatte materials, those are both update6 mods and don't work with bepinex. Just double checking you are not on experimental mode correct?
Also your timberapi version should be correct after checking my files, my bad @bronze ingot
yes, I'm not in experimental mode, I uninstalled it, but evidently some things remained from that version
0.6.5 Is the version of TimberAPI I have in my old waterbeavers files
ok I'll try to fix everything, thanks for your patience
And the mods are in the BepinEX plugins folder, not the documents timberborn mods folder correct?
yes yes!
here, I fixed it, but unfortunately the waterbeaver faction does not appear
Did you use the mod manager to download the waterbeaver mod or download from mod.io?
mod manager
I would delete the waterbeaver mod folder then download it from https://mod.io/g/timberborn/m/water-beaver-overhaul and put it in the plugins folder. Mod manager struggles with the size of the waterbeaver mod
Done ! but... nothing
Do you have anything remaining in the Documents/Timberborn/Mods folder?
definitely, because if I install the experimental version again, I still find them all
To save all your u6 mods I would zip them all to back them up and unsubscribe from all
I removed them all, I'll try again
You have all the dependancies and the only difference between my files and yours is your trading balloons is a version newer.
Though trading balloons is a lapan mod (creator of waterbeavers) so I kinda doubt it's that
I try to put the lower version, because deleting the mods from the u6 mod folder wasn't enough, I don't understand why it's not simple, uninstalling the version, everything remains...
I had to wipe out absolutely everything related to Timberborn and uninstall the entire game the at one point to get things working. Don't think that's because of WB -- I downloaded a bunch of mods all at once. Mentioning only because it might help you
Make sure your steam mod folder is empty too C:\Program Files (x86)\Steam\steamapps\workshop\content\1062090
yes, I also did this, but it is clear that it is not enough to click on "uninstall game", everything remains in the folders created during installation, you have to enter manually to delete the traces and it seems that it is never enough
ok i try
Yep. There are several extra folders. The steam mod folder ikes just mentioned is the one that I missed for ages
You have to manually kill a lot. That's both a blessing and a curse
yes yes yes!!!

GRAZIE GRAZIE GRAZIE
KISS FROM ITALY MY BOYS THANK YOU VERY MUCH
Load any Folktails or Ironteeth save up to unlock waterbeavers
looks like the water beavers are stillm inside an extra folder
i dont see the more plants mod for reading the WBO specific resources
nicely done! I have to set an alarm to go to bed when I play. good luck!๐
Thanks for your help 
I think it was solved before I got back on..,.@abstract vectorthis is for you!
The builders tower is awesome. I did have to open another multipurpose workspace for fastners though...
okay, i think i got the mod working save for a bunch of buildings let's try to play a bit to blast off the most easily-encountered bugs
well i forgot to fix and add the 4W district center so that didn't go far
i'll do that tomorrow, probably.
probably, need to back up my U5 stuff first tho
lol, with the builders lodge now locked behind destroying the kart it still can be done bot gonna take forever
almost convinced to go for diaorama first to really push the early game balance and who knows find some dumb ways to fit late game stuff in there
*Insert massive stack of Hydroponic farms here*
So the max you can get from gravity batteries is 2,370,000 hph or 2.370.000 hph for Europeans, crazy
Well shucks... 1k+Beavs, 23k science, 156k food, abyss exploration linked power across map and had processors ready to go and I cant move the camera for the lag....
You probably should avoid growing your population above 1000 beavers ๐
Yes, very much. I am having a hard time working out how to reduce em.
kinda hard honestly tho. Once everything is built you still need a minimum of 500~600 to be able to produce everything for everyone ( and 300+ bots)
I long for the day someone builds a processor powerful enough to handle my 10k+ dream beaver kingdom.
that would sure be nice, atm biggest abuse i did was around 2k ( bio+bots) and had to take break for my laptop to cool down and was in the frame per minute zone
I'm suddenly finding I need to spam the triple lodge for haulers, and I've got 900+ beavers. My poor CPU though
I've been thinking about trimming some fat from the mod, maybe that will help.
For example I'm not very satisfied with the gristmill and how chestnuts are used, so I might remove it entirely and sacrifice some realism for practicality, like make chestnut beer from whole chestnuts (also makes them more usable early on) and remove green udon entirely
Honestly it's game engine more than processor power. It would be nice if the game was more multithreaded
I think I ran into the same problems that JC's running into, he needs more housing to fix it unfortunately
I don't play the game, but maybe it's like Factorio or Satisfactory, only the conveyor belts are more and more useless as the game goes on ๐
Been thinking of getting into bots, but the supply chain plus my use of districts looks hellish...
Rumours are starting to spread that the "wonder" would be a orange/pink/limegreen nuclear rocket that "might" crash back and destroy everything thuss justifiying the "start anywhere"... Any base to that @shell fiber ? 
udon could still be made directly from the nuts tho, i think chopping out "end product" gonna need much more rework and rebalancing that is not so worth it
I never thought of conveyers becoming useless in factorio. Sure at the end you can just get lazy and make your entire factory rely on delivery bots, but I find that kind of demeaning because it requires zero planning.
Well to be honest green udon exist almost entirely to make the gristmill a bit more useful, but the primary use for it was meant to be chestnut flour, which is what I was thinking about removing because it makes chestnuts unusable early on
but chestnuts are usable early on now with the cereal bars in the tent
i guess just drop the +wellbeeing of weird udon onto the omni food then?
Sorry I should point out I meant hypothetically, that was an example ๐
So when humans reached whatever "age" the beavers are in (ignoring bots), how did they transport the goods they needed?
probably horse-drawn carts
we geting horses ? ๐คฃ
Nope, they run away, and, left the broken cart, behind ๐คฃ
Would sure make the strong alcohol, that seems to be an early bottleneck, more accessible
teamsters
I use thetriple bunches also. The triple has been a first science points spent, even before stairs, in multiple runs...
would make it a bit tooo easy i think. it's one of the "planned" bottleneck i suppose
Agreed. And what is it against fat anyway? hmmm!?
there arew so many little things in the engine that add up to the wonderfulness of the whole. today what stood out was just that the gears spin at speeds relative to amount of power in. helped me notice I had missed a connection between to adjasent power lines
I agree, but it's also a RAM issue. 1k beavers will gnaw away 32+ gig with ease, Windows starts swapping and the fps rate will go single digit
Ah, all the computers I play on have 64gb so ๐คทโโ๏ธ
And it still lags? Better not get my hopes up then

With i9 13900k 64gb ram and 7900xtx with 900 beavers i get like 20-25 fps on 3x speed. By comparision with 300 beavers I hadt about 250 fps ๐
Game is not optimized for such high amounts of beavers
I've had saves with up to 1400 beavers that have functioned fine at 1x speed
Worst part is that it doesn't get full advantage of multicore systems I can see system utilization at 10-20%
Watching JC, the "outdoor space" might be a bit too effective on plants... idk, maybe it's just me
at the same time, makes the diaorama run a bit more plausible
Probably, I didn't test the balance much, I think it's using the same recipe as the florist but with 8 workers
didn't get too it, was way too far to think i needed it but watching the result... at the same time it looks perfect for smaller maps, had no cllue they could be in the towers ( same for the pรฉtanque court)
I see someone didn't read the descriptions ๐
lol
just with the science price and how far i was towards the end game when those came out.... yeah, my bad i guess, but it's good info, probably gonna go for normal difficulty diaorama once you are done
I keep finding more depth in the flavor text. again Kudos on the superb mod!
the beaver quotes and jokes are perfect
such a good attention to details
Hey talking about "detail" are WB getting the Detailers too?
At the moment I'm trying to get the water wheels fixed because I had forgot to replace them
You mean the tail stamps ?
yeah
How does it work ? It's it associated to a need?
Hmm... I personally don't care for it but I suppose people might want them ๐ค
I think The designs are on us arent they? It would be nice for a universal and unique WBO "detail" for promo pics and the like
kinda like toys or books they need only once in a lifetime i suppose but has an esthetic thing related
Lest sweep that under the "later" carpet ๐
kinda like if the beavers would have a necklaces around the neck, a book under the arm or a toy in the in if they have that "thing" filled
I also have to fix the bridges etc
That may be possible but ... Ugh
not a priority at all, just tought about it and was curious
No time to investigate how that works
oh, like the farmers have straw hats
don't stress about it, WB got a ton of wellbeeing stuff already
I was planning to do a lot more modding this WE but my girlfriend is sick so she stayed home
sort of, the hat is work related, like the haulers have a backrack on U5, it is not wellbeeing related
There's a properly for that, and also one for the beesting and injury
But how goes it work, how to u attach it to the right place etc...
i guess the detailer opens the way for the book/neck/toys/etc.... since iirc it's the first time a visual thing is related to well-beeing
Could even make them look drunk with the wine ๐คฃ
Ryzen 5650, 32gig, iGPU with 1k beavers leads to single digit fps - at 2x speed that is.
Everything is relative, I guess ๐
It does provide a well-being buff
And it paints their tail with an icon, can be a custom one so you can have RCE beavers for example
JC did it too, sith his logo, it's quite funny
Didnt you have a pic of a beaver in the mud pit with his tail sticking out and JC's face on it?
Ho yeah, shared that on the discord a little while back
but it's just a screen cap i did, don't think i have it saved
Found it but wasn't me, was Jason
Lol I love this one
it's a bit creepy tho tbh
@shell fiber I am able to Spiff the Bananas just by placing the greenhouse blueprint. I have not gotten my masters yet and I have bananas in the food rotation.
they will plant even if the greenhouse is not built... bla bla bla game mechanics
Aww shetty. It is hard to unlearn these things
it's up to you to abuse it or not, what i did is plant but not harvest unless it's built, a quick speed up without too much abusing the crack
oh nice. Im really trying not to abuse things. and as a result I have some very convoluted stair ways making sure all the covered tanks and pit-warehouses have access and a use
I actually believe that finding alternative solutions for vanilla 'given's' is part of WBO's charm and allure
Is the hot nuclear press not using any HP when you're making use of the Works without Beavers functionality intentional? I'm assuming the Nuclear fuel keeps it going haha
try not destroying the kart then ๐
It should still be consuming power ๐ค
think so, reminds me of something
think we had that discussion, the "fuel" is already in, don't need the power if beavers are not making it go faster
I should have said Functions without workers. I uh like how it functions at the moment, especially with how hard it is to get nuclear waste to turn into fuel
always said "work without workers" ๐คทโโ๏ธ
lol
looks fun but midly disturbing, kinda llike the flywhees or shafts the were running oposite ways
if you were in space that would be the correct approach ๐
rocket wonder? ๐ซฃ
not yet
i'll take a little break, then give those beavers the default folktails bridges, then try to upload this mess.
as long as it's pink, orange and "that green drink color" i don't care if it's not in before U7 ๐
i'll probably keep it private and post the link here to limit the number or people complaining in case it is broken
ok if it's the look but gotta save the QOL of the landing, such a thing they would need in vanilla
New faction: "Space Beavers"?
and here it is, have fun either breaking it, or your teeth on it ๐
texture pack : https://steamcommunity.com/sharedfiles/filedetails/?id=3343989162
Whitepaws faction : https://steamcommunity.com/sharedfiles/filedetails/?id=3343989895
I'll try that later, congrats Lapan 
woot. Would be nice to be able to get it some other way than Steam though.
Harumphh. I have steam open, link opens browser offering to install steam
yeah, let's do that
done !
"requires the latest version of 1x1x2 storage, logstairs, and the mod pack. for now" --> did you mean texture pack?
awesome I can take a pass and see how timbertrees parses it, but tomorrow, now sleep
Did you change any specs, or should I expect them to be the same as 3.5.6?
uuh, probably mostly the same
but the specification architecture for factions is different
now you have the faction spec defining the faction id, text strings, icons etc, and also the items and need the faction has.
but the buildings are specified somewhere else
so are the natural resources
etc etc.
So nobody is having any issues for now ? All working ?
Here I am ! Is this an update for U6? I tried to install it manually on the U5 and it doesn't even open the game
I probably didn't understand anything 
ohh.. can this faction be played on U6?! To play it I had to reinstall the U5 version, what am I missing?
forget it, I'm on the Lapa website, I'm translating everything.. sorry for the gaffe
You have to switch to U6 (until october 10, on experimental U6), and, all other dependency mods , also, need to have installed version for U6
thanks, if I think that I just reinstalled the u5 version, I feel bad
Ahah, no prob.
I just uploaded the first U6 version, but honestly expect some crashes and other issues, if you just want to play it you're maybe better off waiting a bit more.
Here we have the most resilience players on Timberborn, since all likes even more suffering (faction motto) ๐ ๐คฃ
..... I read your reply too late -.-
No it's fine, I just posted it on mod.io
Have fun !
Assuming this will work if you start now and still work on the 10th with the official launch of U6?
I'll wait for official U6, pretty set on diaorama normal, no spicy stuff
New U6 run going pretty good so far, had a few mod incompatibilities. Notable being timberapi, less important the water collector extender mod
There's unlikely to be many changes between now and the 10th, maybe only a few minor tweaks.
I can handle a little suffering.
I am no masochist
it's not a bout the risk, just enjoyiing my ONI run and want to keep at it a bit, didn't think lapan would be that quick tbh ๐
I was more thinking that the base game won't change in a way that it will cause issues for mods (i.e. that they would need to make a big change in order to be compatible).
yeah, the way they annouced sthings and having official mod support on top feels like there was not much left but polishing to do
Hmm, did trading balloons get updated yet?
same for Billboards
I assume not, I just wanted to double-check I didn't miss them
balloons must have to be for WB to work, maybe it's only part of the basic mod for now?
No balloons in the U6 release atm
Or advanced factory buildings
Finishing the library caused crash
cant wait for WB U6... come on 10/10
Meh, Lapan aint gettin paid... Itll be done when it is done. 10th, 31st or whenever.. U5 is playable. Lapan if you are ready for it to be bug tested, please say so.
it is ready, there is a U6 version available
Lapan posted it, just need to scroll up a bit.
See above, not really...
#1070709592176197642 message
no traders, crashes on library completion...
that's where it is a the moment, good old U3 vibes!
Love the updated look of everything lapan
looks are insane, can only tell by what Lapan shared but it looks amazing
Not yet, same for billboards
Okey, so for now library crash and crate storage house not storage-ing much ๐
Problem with U6 is that I have to remake basically every single building. Not from scratch but still
I have to re-do the models through timbermesh, which in principle is easy, but in practice quite a chore
My next important to-do thing I think was the tree nursery.
I had kept it for later because it required all plants to be fixed beforehand
At least in terms of having the textures loaded etc.
If you feel like it, give yourself a bunch of science through cheat mode and keep pushing ๐
I found two (hidden) prefabs that are in the Junk ToolGroup,
problem is the Junk ToolGroup is defined in trading balloons,
so the timbertrees script couldn't find the ToolGroup and complained
so I had to update it to handle missing ToolGroups (it just treats them as hidden)
First pass, with only the WBO mod: https://darkskies.za.net/~norman/timbertrees/u6/enUS_Whitepaws.html
not sure if it's new or not, but a couple of recipes (ENSBlueprintGreen and UniversityScience) still refer to DandelTea instead of LotusTea
(so do the OmniDrinks, but I don't think that there's a Fruit Bar to make them at the moment)
oh, thanks for telling me ! i probably woulnd't have noticed
Also, completely unrelated but watching JC's playthrough reminded me of something that had slipped out of my mind : I'm a bit unhappy with the aquifer pumps, they're just too powerful and really undermine what should be the main goal of a beaver colony : building a dam.
I still want to have an entirely mechanical pump for the late game, but I don't want it to remove the need for a dam entirely, so it would probably be more or less similar to a regular pump, unless I go for something like knatte's bot-operated underwater pump.
So I'm considering removing the aquifer pumps entirely. If I put an aquifer pump or anything of the sort back, that will likely be an extremely end-game structure
Quick JC, build a dam! Hmm I still use dams for crops and water cannons to distribute some water, but I'll need a lot of dirt to build one of my large dams...
Current meta swaps building a dam for generating a lot of power I feel
In SimCity 2013 and probably Skylines, Aquifers deplete over time so you either have to replenish or move your pumps, but I've no idea how to implement that for Timberborn.
nah that would be a chore
same for the mechanical drill, you'd expect whatever deposit you're drilling into to deplete, but that never happens
I love the description for the Iron one ๐
nah, i don't relly like the design
You'd have to make it a house, maybe it would be like a factory with the smelter on the side of the building...
Oh and the description for the small pump is accurate
BTW I started designing a map that basically needs Aquifer pumps, I'm currently trying to make the water hard to access while having lots of Boab trees that are accessible ๐
Without getting killed by a badtide
yeah that's the hard part
also the tree needs water to make water
which makes it complicated for a baobab map
btw : whitepaws version 4.0.1 incomming
uploaded
The problem though, is that the amount of dam space that can hold pumps is limited. The few pumps that fit cant necessarily extract all that is needed. Yes, some kind of high quantity and expensive upgrade maybe?
making it like the other pumps is an option, but it doesn't have to be a part of the dam, what i want to remain necessary is the reservoir made by the dam
for example knatte made this, which is to be placed underwater :
https://thumb.modcdn.io/mods/3567/2410526/thumb_1020x2000/deep_sea_water_pump.png
Im late to the aquifier party. They are stropngt. small 2 pump-large =10 . when I replace pumps I have to turn down priority to keep the housing.
That deep sea pump guides one to a reservoir to be able use it full time
This would make a decent sense when pumps don't have to be a part of a dam. One of the most annoying parts is setting up enough water pumping to keep beavers alive, especially that so many recipes use water.
Second idea for mechanical water pumping is making it a Deep Mine strcture which eats though screwpress axles or something like that to provide a massive amounts of water. Or even better make it nuclear powered, then you can make the water gains overpowered becuase player is at a choice of going Nuclear Power or Nuclear Water Pumping, as supporting both would not be possible.
As I'm doing my 3rd playthrough the only "complain" in terms of water pumping is that there is still quite a big gap between normal water pumping and aquifiers. Removing them would increase it even further. So any midgame transitions would be a massive pain.
I watch JC too and I still feel that the idea of swapping the flood gates for badtide isn't ideal. I couldn't figure out a good solution for diverting the badtides, especially when repelling effects is dirt cheap.
I know that in earlier version there was housing that filtrated the water I still believe that this could be a decent way to transition this.
i plan to have sluice houses to solve the bad water issue, so that should help.
and i think the bad water contamination repelling effect of the irrigation towers will be more costly in future updates. like it will consume contamination resistance factor and water (there is a system for that in the water extention mod.
for the gap in water production capability, maybe i can buff a bit more the deep water pump variants ๐ค
Yeah that's what I was thinking.
IMO current place of the deep water pump in terms of pumping should be taken by the upgrade of the regular pumps. In terms of pumping efficiency as well as resources required to unlock and build. While Deep water pumps and their respective upgrade should be pushed into much more efficient territory while being more expensive to build. What would be worth coinsidering in that scenario is that deep water pump requires 2 beavers to operate at max efficiency. This would help to bridge the gap and also help out with water movoment without excessive amounts of hauliers.
That would be really cool solution. Especially if you can have 2 variants of those, unpowered and powered differenciated by flowrate for example.
This would be a cool update to the mega irrigation tower as a 2nd available receipe. As for the basic one, unless you would want to entirely rebalance early game buildings I would leave those towers as is. Maybe reduce their range if really needed to nerf them. Currently those are the only viable early game way of combating the badtide before unlocking more sophisticated methods.
I can't imagine better way that allows for smooth early game and decent transition into midgame.
In the new version are you planning on any rebalancing concerning the sunflower oil? During the rapid expansion it's virtually impossible to produce enough of it, too many recipes use sunflower seeds and sunflower oil.
Very succinct
I was thinkin maybe one aquifer somewhere in the middle of where they are now for extraction
Welp, I cant even load U6 through the mod order list to even update or download newer mods since i last visited u6 verified files and tossed my plugins folder
mheeee, that would totaly block the irrigation tower early on, could it be possible to have 1 range that irrigates and 1 range that "repels" or it's all or nothing?
i agreee the tower is overpowered but it's reaally the only way soon to deal with contaminated grounds
I had to remove TimberAPI and water pump straw extender to get U6 waterbeavers working. Make sure you have 1x2 storage and logstairs as dependencies
Cool! Thanks! I loaded an early save from my last run , till I feel like wrestling with staem
I believe the TimberAPI issue is cause by what @woeful sun was talking about #1070709592176197642 message
What about a powered goodwater version of the badwater pump? ๐
Ah of course the towers would also have a "normal" mode that only irrigates. Igor's script allows it to work kind of like a workshop building, with recipes etc.
That's also an option in terms of building design ๐
But the issue with that is that it would be obviously watertight, and therefore a house, so being entirely mechanical doesn't make much sense
I mean reskin the badwater powered pump for goodwater?
nice, otherwise that thing alone was just a decisive "No go" for diaorama and would need to go for another map
think he means the ones that are houses, not the bucketting post. actually why are beavers too dumb to just bucket up good water too?
the way map makers atm like to do a combined water stream, having a bucket taking out whatever and sorting it out would not be that dumb i think ( of course water output would have to be stoopid low but still)
BTW I 200% agree with JC, can we get a rename for "Firefly Juice" ?
Yes that's what I meant, the blocky ones with the propeller, but powered or not, they clearly are watertight houses, not only pumps.
But a clean water variant would be a good way to increase pumping capacity within a limited space so it would probably be good to have.
Well they originally said that beavers need pumps in order to filter the water ๐
Meeeh, the point is that it's a light source, I want to keep the emphasis on that, wether it comes from a firefly or anything is not so much the point ๐ค
So the bucketing guy could be very slow and have some sort of coal filter?
i get it but the name is so fun , if you really wanna keep the "light" part "Glowy Firefly Juice" ?
and tbh it's cool that it could come from only one source unless you have a way to make the grooming station not obselete
afterall it's an "advanced building" should not have a "advanced but more advanced then the advanced one option"

Hmm... Well that name also has the advantage of indicating where it comes from ๐ค
I don't plan on having other sources of that
well then " "FireFly" juice" is kinda clear where it comes from ๐คฃ
Don't feel like you need to change anything on my account, I'm just going to end up making up some random name for it anyway ๐คฃ
Also re: aquifer pumps, I do think they're pretty overpowered
Is it convenient for my current playthrough? Absolutely. Not gonna complain there. But I'd definitely be okay with their output being reduced or possibly becoming more expensive to maintain/build
everytime the name cracks me up so much think it could be fun to have it actually named like tht in game that's it ๐ don't worry, lapan knows me a bit with the time and know he can tell me to take a hike anytime!
Firefly juice is a pretty funny name tbh, especially with how grotesquely large those things are
Got a point there, with the abyss producing the screws at a record pace the aquifer could use more
Straight up nightmare fuel
O and btw JC, did you know the small aquifer can make the bad water? ( asking for a firend) ๐ซฃ
Yes petition for JC to build a small aquifer pump, if he has enough gears
with an abyss module on gear it sure won't be a problem
So on my end I cant seem to get the U6 version to load an actual WB game. The mod loads properly, faction shows up and I can play other factions fine, but the game crashes when I attempt to start a map with WB. Logs show TimberAPI being accessed, but I don't know enough about what's going on to troubleshoot exactly what the issue is. It's probably something I'm doing wrong given that other people have it working, but I'm not sure what. Figured I'd report it at least
I did pull out all other mods than the mod manager, harmony, and the WB mod + dependencies (1x1x2 storage, logstairs, texturepack, timber api), no dice.
have you tried reinstalling mods with fresh re download of timberborn. ( after saving your old files in a zip) sometimes i just move the mods out, reinstall timberborn and it works
welp, at least in u5
also you can find a .rar i think file which has a crash report, and a full report of all the operations that happened and you should be able to find the root cause, if not im sure some here, or in mod-users can help
Had removed all mods, but hadn't tried a reinstall yet. For the sake of it I killed all files on my harddrive, uninstalled, reinstalled and re-added. Still nothing, sadly. Was a good thought!
look up where timberborn crash reports go and see if someone can help. that the last thing i could think of.
That's actually where I was mentioning the TimberAPI bit from. The actual exception is
v0.6.8.3-45bcbc4-xsw
KeyNotFoundException: The given ToolGroupId (junk) cannot be found.
TimberApi.Tools.ToolGroupSystem.ToolGroupService.GetToolGroup (System.String id) (at <ab4408e1c6ec42a4af542a94b52bc79e>:0)
TimberApi.Tools.ToolSystem.ToolService.Load () (at <ab4408e1c6ec42a4af542a94b52bc79e>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch2(Timberborn.SingletonSystem.SingletonLifecycleService)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <4cec23e80c88435b9521f83c218faaa9>:0)
But I'm not sure why I'm getting that and others aren't. Given that it's looking for something it's not finding I'd think I have a dependency issue, but AFAIK I've got all the correct dependencies installed. Meh. Like I said, probably something I'm doing, just not sure what
And thank you for trying to help prior, I do appreciate it
TimberAPI and the water pump straw extender mod are currently incompatable with U6 release of waterbeavers
@stone spruce Unfortunately all the mods that depend on TimberAPI are also incompatable because of that
Since when, what is this false information
I havent heard it being broken with last update
I just tested it myself with 4.0.1 and I got the same crash error @stone spruce had so ๐คทโโ๏ธ
Have you tested with only TimberApi?
Since that error doesnt mean its caused by TimberApi. It just says a specification tries to load into a no existing group
There is a bug for map editor with custom tools atm which also has this. So some mods dont work with mapeditor
Yep, same mods I had working with 4.0.0 sunday plus timberapi gets the same crash as zeta's with 4.0.1
Wym with 4.0.0?
Wnd with only TimberApi I mean also no waterbeavers. If you can start it with TimberApi as its only mod then this is high likely not caused by TimberApi. They might changed some groups lapan used or something else went wrong
I dont really recall a group callled junk anywhere in Timberborn
I played the 4.0.0 release on sunday without TimberAPI, when I updated to 4.0.1 today and added TimberAPI I still get the same crash about junk that I was getting with 4.0.0
Then its at maximum a incompatible with just WB. But I havent heard any issues from lapan.
But I dont think this is the case otherwise knatte and todor would probably already pinged me or any other dev
@shell fiber any known issues between wb and TimberApi?
Normar talked about it #1070709592176197642 message after I brought it up #1070709592176197642 message
lapan seems to know about it #1070709592176197642 message but I'm not sure if they've fixed it
By all means, if you get it working @arctic olive I'd love to know how. Comprehending crash reports is about all the further my game coding knowledge goes
Dang, guess I missed that! Just tried it without TimberAPI, and it's loading a colony correctly and without crashes. Thank you for letting me know!
On the plus side, I might not get a lot of other mods I'd enjoy, but at least I've got WB. That is, genuinely, the more important point in my book XD
I didn't really look into it but it seems the base game tolerate buildings in tool groups that don't exist, but with tapi or doesn't. I'll try to fix that asap
Hmm okay, don't know if just warning it would be better 
Oh the WBO mod is far from complete right now, there's a bunch of things I need to do
So I may as well fix that
Yea.. But you did register the prefabs in the collection to load, but set it to a junk group so it won't show. Since the group doesn't exists?
Well yes, that was the intent in U5, right now I just didn't think it through
I suppose tapi works just as before right ? I can use it to make nested tool groups, hide stuff etc ?
As long as the toolgroup exists. And yes it works like before
holy cow i'm rushing
getting the tree nursery and grapes in order
testing if the TAPI crash is solved
is it possible to have my items arranged without TAPI in a certain way, and add spec files that are only read by TAPI to rearrange things if it is present ?
or in other words, if i make a "toolspecification[whatever] that changes the toolgroup of a given building, is that only readable byTAPI ? or is vanilla timberborn going to read it and overwrite the original group set in the prefab
tbh i could just try
ToolSpecification is a TimberApi specific specification. You cannot change orders of existing tools without code/patching
Patching tools (not placeable objects/plants etc..) also have no effect on TimberApi since these are manually created by me.
Editing prefab data within code before the game is loaded (MainMenu) will have effect.
i can now launch with TAPI active ๐
also the junk toolgroups is properly forced hidden
which makes it impossible to unlock the unplantable planter
which mean unplantable plants are properly unplantable
Confused noises
But you made WBO Tapi independent? Do all your buildings even fit
not really tbh
and yes, at first i made it tapi independant
btu that will likely chnage
Is the dependncy on mod.io correct?
Absolutely not
Hm, I don't think the ladder part of the pit and ladder lodges are working
The Junk toolgroup is/was defined in the trading balloons mod
so as long as trading balloons is installed, then TimberAPI doesn't have to care about the toolgroup being missing,
unfortunately trading balloons (afaik) isn't available for update 6 yet,
Yeah it's not fixed yet, not even started. But I have added the junk tool groups on yesterday's update
Can confirm that v4.0.2 does load for me with TimberAPI installed. Checking with more mods now, but already off to a good start ๐
So, WB faction works perfectly fine, it seems like. The weird caveat is that starting a new game as the Folktails causes the game to crash.
Just checked, Ironteeth as well.
Currently in the process of pairing everything down again to make sure it's just WB causing it. If it appears to be, will post the log again
Does appear to be. (These logs being rather large, would somewhere else or a different format be preferred?) Log is too large to post in a message easily, so uploaded here:
On the bright side, WB still works XD
A specification is missing a ID property in a tool. This is due not using the .optional postfix or just missed to add them.
but also playing FT or IT with WB mod active is not supported,
Respectfully unless something drastic has changed that doesn't make sense to me. You literally have to get to one happiness with FT to unlock WB, or you did with both the U5 version and when I first tried U6 4.0.0. How are you supposed to unlock WB if making a game with FT crashes things?
nods ~ Is there anything I can do on my end as an end user to remedy that?
remedy ?
Fix. Put another way -- can I fix that or help in any way?
Don't know, I do not think so. It should be kinda obvious if lapan als can't start :). If it's from another mod the same applies for that mod.
I have a tool that shows you which specification it is, but isn't live yet.
If it's a mod that depends on WBO and WBO changed the specification name then a user could delete the faulty spec. But that might also not give the wanted result, just not crashing on that error.
well crap, that's quite an issue
well it should sort of work at least for the sake of unlocking the faction
@arctic olive
i have absolutely no idea what could be the issue, clearly some specification hasn't the "id" defined, but since it works when playing the WP, and not the FT, what can it possibly be ?
i checked pretty much every specification i have, and cant' figure out something that makes sense
the tool spec hiding brambles maybe ? ๐ค
Di you use tool spec to hide things from ft or it?
aaaand, of course that was exactly the issue
no, just hide a WP plant from the WP
but the FT and IT didn't like that i guess
just made it "optionnal" and here it is, it works
most likely because it's disabled
Try rename it and add . optional in the name to only load if the item exist
Thats how mod supoort work for more groups
Remember to do clean build after else old file be left
Also .orginal is not used anymore thats the default
oh, no to my surprise, it's not disabled, it still works with the WP
So that ending can be removed but do not create crashes if it exist
Wonder if better error report would exist if launch without tapi? ๐ค
(try load folktails)
Just tried removing TimberAPI and launching FT, can confirm it actually doesn't crash at all. Also tested it with Harmony only, can confirm WB mod crashes on FT only with TimberAPI installed
he also released an updated that may have fixed it 
No worries, just figured I'd answer the question since I saw it and could ๐
is this ok now ?
The mod is functional
But incomplete
I'm working on restoring the different parts
Can confirm it's working properly atm. Iron Teeth, Folktails and our white & pink friends are all loading for me. I'm playing right now
Looking forward to seeing everything restored, and currently wondering how not to die XD
So you can still play the vanilla factions even with the WB mod in now?
is the mod.io page the best place to find the dependency list. I don't like seeing people complain on the workshop mod page that it doesn't work, while not having the full list installed
workshop will not automatically download the dependencies?
not if new dependencies has been added since you subscribed
ok so you need to subscribe to all individual depedencies?
or just the ones that didn't exist prior
Like ballon is not there atm, so even if I upgrade the WB I'll still have to go sub to the balloon mod?
it gives you an message to tell you need to subscribe to x mods and lets you do that when subscribing
but if say balloon mod is fixed you will not get a notice that its needed
kk
anyway not going for it yet, still busy vaporizing magma ๐ in perfect world i'm not toutching it before the mod it at least all tranferred
,then start to break sshit and complain ๐
nit: Lapantouflemagic.doublewatertightlodgeBottom.Description color is only corrected in the enUS_source.csv, and not in enUS.txt
updated for 4.0.3
(so now includes small storage and logstairs too)
Oh oops
The mod.io dependencies are completely not correct
Yea, I noticed that the ones that are not in the metadata file (ladder, etc) have no faction spec (yet), so don't add any prefabs (yet)
I assume now that WB u6 mod is working a bit, that those mods can get WB specs added once more
game crashed because of "Failed to create an exception game save due to exception: System.ArgumentNullException: Value cannot be null." any ideas?
What did you try to do just before the crash ? Select a building ?
I was setting up the first ft start to start a fresh wbo
Complete fresh and new install
I can dm the crash report in the morning, about to head to bed
Could you update the tech tree on the mod.io page @shell fiber? It shows the v2.2.7c update rn
Probably a good idea
new update
fixed the tech tree on mod.io
the assistant farmer upgrade and lumberjack upgrades are back
the pit and ladder lodges are fixed
i think the builders and hauler's farm upgrades won't be back, because there is plenty of options for that already
but the nerdy attic should likely come back... soon
or should i say eventually

got some work done on the townstuff building, (bridges, platforms etc)
@shell fiber nice just the main Add-on, and only 3others.
It's better ๐
nit: mod.io description still mentions BepInEx\plugins, needs to be replaced with u6 location
also the "Versions" section at the bottom could do with some curation
I see:
+Logging Loft
-Small Aquifer Pump
-Large Aquifer Pump
+Farm Upgrade - Assistant Farmers
does that make sense?
also noticed: The name of the two Ballon Trader Landing Pad Blueprint receipies is untranslated, it's just "BalloonLandingPad" at the moment
and the Ananas Juice receipie has Ananasjuices instead of (what I assume should be) Ananasjuice
also the base game has zhCN, whereas WBO has cnCN. Does it need to be renamed?
oh, maybe
i can't find that
k, let me find it
Yall is awesome! thank you for your efforts!
oh, haha the s is because it's looking for Good.Ananasjuice.PluralDisplayName
key is Lapantouflemagic.Ananasjuice.PluralDisplayName
TurboJuice_Ananas uses Good.Ananasjuice.PluralDisplayName, but Ananasjuice doesn't
i.e. the recipie in the Screw Press is the one with the missing translation
the one in the Assembly Line is fine
game crashed because of "Failed to create an exception game save due to exception: System.ArgumentNullException: Value cannot be null." i can send the report now
I feel the Upgrades are a huge part of the "You can do that?" awesomeness of your mod. Maybe earmark em for when you have time rather than eliminate.
Especially if you are throwing things on the chopping block because you are being rushed. IMO
Not really a matter of rushing, I'm taking the opportunity to rethink a bunch of things. But yeah I could also leave them in
I'm thinking maybe removing the large cooking tent, so I need to rearrange the cooking recipes
It almost sounds as the ways to reduce work is adding work heh
Ahah yeah
Are you unhappy with the current food balance/options/recipes?
I think I should remove the cereal bar from either the cooking tent or the small kitchen because most people won't expect the recipe to be different
meh
i didnt know they were different till just now.
it balances though. there is no Gotcha
Didnt you just put the cereal bars into the tent so can use chestnuts early?
Yeah, but actually I can just make both recipe the same
Also I think I want to make a cooking place farm upgrade, probably a quite powerful one
But I think recipes that have many ingredients can't work efficiently no matter what I do, so probably the cooking time should be nearly instant to compensate
"The given key Lapantouflemagic.ForeignFood.PluralDisplayName was not present in the dictionary" "v0.6.8.4-e18214b-sw
NullReferenceException: Object reference not set to an instance of an object
TimberApi.SpecificationSystem.GeneratedSpecificationAssetRepository.AddSpecificationRange (System.Collections.Generic.IEnumerable1[T] generatedSpecifications) (at <6f5bbfaf034c4aa18aad8a014ece9d61>:0) TimberApi.SpecificationSystem.GeneratedSpecificationLoader.PostLoad () (at <6f5bbfaf034c4aa18aad8a014ece9d61>:0) TimberApi.SingletonSystem.SingletonLifecycleServicePatcher+<>c.<LoadAllPrefix>b__0_1 (TimberApi.SingletonSystem.ITimberApiPostLoadableSingleton singleton) (at <96981b14e4364b1ba042e65df5cff2db>:0) TimberApi.SingletonSystem.SingletonLifecycleServicePatcher.LoadSingleton[T] (System.Collections.Generic.IEnumerable1[T] singletons, System.Action`1[T] action) (at <96981b14e4364b1ba042e65df5cff2db>:0)
TimberApi.SingletonSystem.SingletonLifecycleServicePatcher.LoadAllPrefix (Timberborn.SingletonSystem.ISingletonRepository ____singletonRepository) (at <96981b14e4364b1ba042e65df5cff2db>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () (at <3baea4e4f0a34384b6270bd95e516e38>:0)
"
this is the crash i was getting, made sure everything was up to date, tried fresh install and reinstalling mods, and tried the stable/latest updates for mods. not sure what else to do. I appreciate a moment of your hectic schedule to look at this and help me. im sorry for the wall of text. in advance
Do you have the dependencies from the https://mod.io/g/timberborn/m/water-beaver-overhaul page? Lapan doesn't have the dependencies on steam workshop yet
I wouldnt complain, yet isnt working out the logistics of the innumerable reagents a focus of WBO? or is my perpetual newb-ness what is keeping me trying to work that out?
im a dope. i forgot that there are less dependincies ๐คฃ ๐ 
oh, maybe somethign is missing regarding foreign food
oh wait you had old dependencies installed ? that probably will cause crashes, the assets are not loaded the same way
yea thats what it was hehe...
should i swap the colors ? make the stairs pink and the support logs yellow ?
i keep the handrails white because i don't see myself reworking the handrails on the paths
probably
can they be white?
yeah, but pink seems pretty solid too
although i could try to go with white outer frame
and pink support
Its almost too much... They are barely hued in 5, yet pin k.
i didn't poke at the colors for these
The pink does something weird to my eyes on the suspension bridge, kinda like the tik tok logo or a magic eye
Bummer. The bridges have always stood out for me. The new colors are bordering on gaudy. imo
100% needs a switcharoo
the texture from the brown log pile stair would look better imo
the steel cables blend in a bit much, can barely see them, maybe a shade lighter?
oh, oh what a relief it is...
maybe i can try to desaturate the pink a bit ๐
yes please! Still seems yer makin unnecessary work for yourself
nah, i wanted to unify the platforms for a while
Im a lil concerned for how that pink will look with the log gnaw/ harvesters green๐ฃ
because someone was obcessed with the slightly higer cost of multiple dynamites as opposed to using singles multiple times, i have made them all cost 1 dynamite, then +2 nitro per level.
since one dynamite stick cost 2 nitro + sawdust, paper and work, this is now cheaper.
embrace the brightness, @radiant heart was like you a long time ago ๐
-10% saturation
honestly i'm not sure i see the difference
heh, ima tattletail but he still complains when you aint lookin๐
But, But I want to want to play...
heh, Its not that bad, yet not the colors I would choose for my crest.
this one is 70% saturation
same but daylight lighting, (not dawn)
honestly i like it less
(i also made a microscopic change on the pink stairs)
and to respond to that :
i desaturated the paper too, -15%
will make it way chaeper and more interesting to use the bigger ones. Otherwise prior to having the abysss modules or an army of alchimist it was really painfull and suboptimal to use the big ones
but i reverted the pink wood to 90% saturation, i just didn't like it at 70%
except the green awning that is quite violent to the eye, everything else looks great
yeah, that reminds me to go kill the bad reciepe for cereal bars
and probably murder chestnut flour as an item entirely
What if gristmill was zero science?
hmm...
still takes and uses gears so not a free bee
yeah but it costs gears and consumes some, so it's effectively not usable early on as you don't have the mechanics yet
is mediocre chestnut beer just nuts then?
i've been unsatified with how chestnuts were used for a while now
yeah
everythign that used to cost chestnut flour now just costs chestnuts
let's pretend the beavers just chew them before spitting them in the fermentation barrel or something ๐
food trucks ?
A new phenomenon in the states kitchens inside a delivery truck serving food roadside.
questionable cleanliness was my reference
ah, i see
tbh, chewing rice to kickstart the degradation of rice into alcohol used to be a real thing. generally done with cute young girls because having an old dude do it would not quite feel the same
(if you've seen the movie "your name")
but anyway
i have a buch of things to put in the right subgroups
and missing hitboxes to add
sounds yummy
unless something explodes, updte incomming ๐ค
i added more dependencies :
TAPI, Harmony, and More Groups
TAPI playing nice with other mods now?
well with mine it does right now
hmm... not entirely shure but i think i might go with pink under frame, yellow boards, and white... whatver else there is
ugh...
this is a horrible mess
i'll upload it anyway, time to sleep
have fun !
The 3 long is my preferred of light ones
Left to right I like #3
https://darkskies.za.net/~norman/timbertrees/u6/enUS_Whitepaws.html updated to 4.0.5 and added the MoreGroups mod.
and removed a WB specific override that was causing "Roof 1x2" to be hidden -- was due to a mismatched between asset filename/GameObject.Name and the Prefab.prefabName
although I suspect that may be an actual bug, I need to double-check in-game, and I've currently broken it so can't get in (need to fix up wine/proton after messing around with something else)
I think I like the second one better
I was thinking about making the farm a little bit prettier
I dont know why that one is better/less painful, but it is.
i fixed the crash with the hand of soup, only to find an other issue ๐ฅ
oh well
for now the assistant farmers are still using the same
which is fine to me
and the lumberjack upgrade is also changed a bit
the color palette was kind of awkward
to be fair it still is a bit, at least on the farms
well, for now that's it, i'll see if i make more changes this evening
J'ai enfin rรฉussi ร lancer cette super belle faction ๐
Oups, in English: I finnaly success to install this beautiful faction
But now I'm lost ๐
this faction implemant lot of things
pas de soucis, hรฉsite pas a poser des questions ๐
mais c'est sans doute mieux en anglais si tu veux que d'autres gens puissent te rรฉpondre ๐
do you have some tips for this faction ?
What are the first needs ?
I think Water and wood, but for food, start with what ?
cabbages are fine for starting
most important is that you have roughly 10 days to make some showers or a river bath
but don't worry, you will definitely lose your first few colonies ๐
ok, first lose ๐
how made a dam for having water during drought? witch i have to use ?
you can't realistically build a proper dam before the first drought, at least not the semi-permeable ones, but all houses are dams so you can probably block 1 full level of water behind a couple of houses
^ like this for example
nice
an other hint is to read the descriptions properly, it sometimes look the same, but it is very different from the base game
updated 1x1x2 storage so the storages go in the right subgroups
I prefer the looks of the 3 long, the other is a tad too much IMO4-5-6 are awesome
i like the white board for shorter ones and darker for longer
on paper cabbages look better but if you eat it raw green peas are top
It was done but really need to have a plan and gun for it at 100% efficiency (don't have the link for the vid)
@abstract harborGlad you are here too. WBO plays very different. try new things. break out of past habits. Experiment. Set an alarm so you remember life outside of your pink Lumberpunks. JC's videos show many worst case scenarios, learn from it๐ . I ended up restarting so often, a save after naming and bramble fencing(use paths to contain em) helped me see that as a less daunting task. And please keep askin here. there are many very clever folks willing to assist. Oh, the small irrigation tower repels contamination and will greatly assist in getting crops to last. 2000 hours in Waterbeavers and my largest issue is I still overbuild wich directly leads to a huge population that has to be satisfied. Less is better. work toward upgrades. Work out science and everything falls in place.
Timberborn Water Beaver Overhaul mod 2.2.10 on update 4.
A little self imposed challenge to get a dam up before the end of the first cycle in the Water Beaver Overhaul mod.
-- Gear --
Zoom ZDM - 1 dynamic microphone
Fifine microphone boom arm, low profile
-- Software --
Adobe Premier Pro
nixsimia dam in one.
took him a few tries but it is in fact doable
thanks. I will retry tomorrow.
I'm just confused by the new elements.
I used to make dams to hold water during droughts.
I saw buildings in "Blue" in the elements, what do they correspond to? Are these the submersible buildings?
Many advanced structures, including the one and only sort of floodgate, require a blueprint (blue from mechanics lodge green from architect) as well as the materials to build and science too. WBO is an onoin, or a frappe, many layers. as JC says, its a process.
Hey I was playing waterbeavers on update 5 when it crashed suddenly then my whole windows crashed 2 days back... Now I got it working again and (without updating) waterbeaver was not starting then i updated all the mods using old in-game mod manager and then the mod manager itself got disappeared and I m stuck
I don't wanna update my game because I don't wanna lose waterbeaver progress
Why is my game not working in update 5?
I deleted the game
the dependancies are very different if playing wbo in U5 or U6. WBO works best if installed with only the dependancies and a few select other mods. Mod versions are a little ouit of sync with the current slew of updates. its probably gonna take a little attention to details to work it out again. good luck๐
You are suggesting me to download update 5 and all unupdated mods right?
I was only using the mods recommended in the water beavers website
I don't understand which version of the mods i should install
Not a U6 version.thats wherte the attention comes in. selecting the right version
with luck the mod maker has made a note on download page
an integrated web site, yes
no
Then
im playing u5 on 3.5.6 heh, had to look it up
it wouldnt let me. trying to figure out how to screenshot my folder contents
Take a pic from your phone and send
timberAPI 6.5.0
extra crops 2.1.2
prioritize haulers 1.00.9.9
staircase 1.5.8
some ..
these i know changed versions logstairs 2.0.6 and billboards 3.0.8
ladder 1.3.1 shaft extensions 1.2.3
I hate logstairs can I skip it or is it dependent?
I removed all the logstairs and crappy platforms from my map
ugly, I agree but it is not locked by science, which takes a long time to get first points, like cycle 5 is quick. get it!
No I m taking about disabling logstairs mod
I already got it in the game and deleted the building
Log stairs is a dependency, it's not recommended to disable it
Also if you find yourself searching for what recipes are in which buildings, and what their ingredients are: check out my #1258681137362899005 reference cards mod (there's an online version linked description too) which make it easy to search for buildings and see what recipes they have.
(Born from JC The Beard's eternal frustration of "where the ---- is that building?")
Have you seen his water beavers recently. I'm pretty sure he's not using it
No he's not ๐ฆ
But none the less it's a useful tool for everyone else
I think he forgets, and then it's a pain to go and pull it up,
I even tried to make it mobile friendly
He mentions how he forgot to pull it up. Timbertrees is useful
I'm been thinking about making an in-mod where you can filter the list of available buildings shown at the bottom with a search string.
I think he secretly enjoys the frustration. Me I'd have a spread sheet and 7 calculators going
eg you could hit ctrl-f (or whatever hotkey), type "Pump", and then only groups/buildings with the text "Pump" in them would be shown
in game searchable of any type would be supa useful, especially with the enormous options in WBO
yea, I'd want it to also support "find me buildings that have recipes that produce things called [x]"
The best is when he searches for a building instead of using the worker drop down option
oh, yes, that too
Yes Please!
He used the menu to find the Lumberjacks in the latest episode! (at 7:13)
It's all in good fun tho. I feel the frustration because I do the same irl. There could be a simple solution and I'll take the hardest path to come up with the same result
so true,
also I don't remember which creator said it (maybe JC, or Skye), but playing & narating at the same time is so much harder than just playing
It has to be. I find myself only cussing out loud. trying to fill a whole cycle with comentary... ouch.
Trying to keep us all occupied. no wonder the best explanation is, "its a process."
and "it takes time", plenty of bingo keywords in their videos ๐
anyway, I was 15 minutes into the latest episode when I got side tracked with Discord
he, ya my 3 hour lunch is prolly over, should go back to work for a bit๐
Oof, that's a hard one. Timberborn update 6 rolled out and steam probably didn't ask your opinion before updating. If you look up the mod on mod.io and check the upload dates of the different version, you should see a large gap between the last U5 update and the first U6, and there is probably text saying "mod fixed for U6" it something.
It's not going to be super easy but I think you should be able to put things back in working order to keep playing U5
I remember my argument for the utility dam remaining... Its expensive to build, only stackable to 1.5 but it isnt a house, an advantage and difference with the pass through lodge.
also if you use the mod.io mod manager (instead of downloading manually), then it'll try and show colored dots next to version labels. Green means it should work with the current version of the game, Red means it won't and Orange means it doesn't know (the mod file doesn't have that information available).
Bro if I don't do this and wait, approximately how long will it take till i can play my old save in U6 with new mods?