#Water Beaver Overhaul
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Uuh, honestly... I didn't really plan on making this possible. I took the opportunity of U6 to scrape off some of the old junk and normalise all the naming.
Some of the game system are too different too, for example most of your platforms and overhang would vanish, it's just better to start a new game unless you're 100h in or something ๐ฅ
Pretty sure the pit and ladder lodges would also all disappear
I just built hot nuclear press ๐ข
Then i'll play U5 only
Oh yeah of you're that deep in this one, you're better off finishing this map (whatever endpoint you decide) then move to u6
I will also rework the end game on U6, specifically the nuclear power plant etc, so you'll get something new to discover when you eventually update to U6
In the meantime I recommend you manually disable updates for timberborn, U6 is out but you're not safe from a last minute patch that would wreck your mod setup again
if you're staying on update 5 branch though, it should be fine to just stay on the update 5 branch
and install mods from mod.io not steam
I seriously doubt the devs would do a patch release for update 5 now that update 6 is released
Oh I meant if they patch update 6 there's a risk steam tries to revert him back to U6 while he had u5 selected
no, it's a different release branch,
https://steamdb.info/app/1062090/history/ shows that the old-0.5 was created (from what was public) before update 6 was pushed to public
I need help, I can't find witch building is making Anvils
First anvil is in the broken cart (district center that you start the game with)
๐ฆ
but be careful you have to build a new district center first
ho ....
@shell fiber just pour te dire qu'il y a un petit soucis lร
Oof, this has not been updated in quite a while ๐
Yeah the item comes from an other mod I made, that will be fixed eventually
@shell fiber Is waterbeavers available for U6?
Or you need some time to make it happen?
it is but partially, some things are not back in yet
So do I start and update the rest later?
think it should work, there are a few ppl on it already
U6 is an incomplete packagae. You would essentially be bug testing to speed up a complete U6 Water Beavers Overhaul. U5 WBO is a bit tricky to set up in conjunction w vanilla U6 at the same time, but it is complete.
There's something he's not mentioning he's playing a cracked version of the game so he can't update
Poor form! Booo!@zenith marsh Buy it. how many hours of play vs same cost as two movie tickets... Buy an extra one and gift it to a friend!
I realise my mistake
I installed bepinx and put mod manager and timberapi in the plugins folder but the game is not showing mod manager
See found 0 mods
U6 and U5 look for them in different placres. make sure you are now running< old update 5>
I gotta get to work. yer a clever beaver. read the instructions on mod pages on mod.io and you will work it out
Yeah I m running old U5
V0.5.9.1
Guys it started running!! Thanks a lot! You guys are awesome
This game is crazy addicting
Oh nice, I like how clean your town is ๐
I don't think the updated bridges are finishing paths right, unless I need to start a new save
Those lines are beyond me. that IS clean.
Its almost Dev comsole clean heh
Yeah I was testing why half my colony was no longer connected lol
heh, I was talking 'bout crazyrags town. Im jealous it is so neat, that I cry foul. ima poor sport sometimes.
People could do that In ONI too. and my factorio was spaghetti hell even when I learned the "bus"
Methane still seems a bottleneck. I prolly just need focus more lotus early then the clockwork with the new(?) nenuphars only option
Yeah big fan of symmetry
This is essentially just JC beard's built but everything is placed neatly and together
The population is 230 compared to 650 in JC's, same progress
I must be too impatient. I dont wait and duplicate buildings to accomplish the throughput I want
I just wanna go home and send more pics of the game! ๐ฅน
I just move things alot, i delete a already completed building 5 times to move it a single block side or rotate it ๐
@snow scroll storage was the bottleneck for me... As soon as I built it and Stopped using it in the engines my problems got solved
There is only 1 active advanced irrigation tower since badwater diversion was completed!
I put the advanced log saw at the place JC placed his factories and mechanised kitchen house
lol, and here i am with almost double JCs population and like 220+ bots
<.<;
i had to stop playing after i got nuclear power, and both endgame food buildings. I couldnt do 2 fps anymore
๐๐ป
Also after the abyss thing was completed i didn't need my 3rd factory so I deleted it... The 2 factories beside the M.Drill is the only 2 on the map!
Aaah, I forgot that !
The path property is now a separate script, I forgot to add it back
I think it's good to raze stuff to rebuild cleaner
I'll probably make the engines consume less, at the moment it's not a realistic source of power
I think the end goal should also be to reduce your population
Bro the way you thought the tech tree it is just amazing
You did all that imagination alone?
oddly genocidal of you
heh Break some eggs and all that
i thought about reducing but just couldnt be bothered lol. I spent 2 straight weeks on that playthrough. So many nights of 4-5 hours of sleep. I just kinda felt done with it. Also like i said, i just couldnt handle the performance anymore. I was out of projects to do around the house that took 45-60 minutes to do
@zenith marshwhat lemon canton version are you running? is that 1.8?
I will check and tell you in the night
My will not handle 500 population, I m getting 25 FPS on high graphics and 75% resolution
The new mods thing looks interesting, time to read
Oh it's more for modders than players
methane going to be a bottleneck untill you get to the abyss or really abuse the CW farms
new update !
WbU6?
v1.0.8
beautiful map 
Tbh i didn't understand anything in this
@shell fiber I think regular stairs has the same issue bridges had, doesn't complete the path. Log stairs do work though
Also is regular platforms being ground only on purpose?
yes but you can put them on top of watertight buildings ( at laest in U5 you could)
Hm, they can't be placed on levees currently so I'm not sure if it's levees or platforms
Grumpf grumpf... Yep.
At the moment yes, I have to figure out what to do with that
never tried that but they work on the building/houses
Not anymore
๐ฎ
I haven't been able to get Small Bad Water Pumps working, bucketing posts work
Wait... What? I get it that the crappy platforms dont but architect platforms no can place on watertight? did you play test that change?
It also seems at odds with the desire for folks to utilize alternate ascent options than the ladder...
It's not something that I wanted, the Devs removed the "watertight stackable" thing entirely so I have no way to make the platforms discriminate between anything but ground or stackable
oh shetty. thanks for sharing the cause.
But I think the simplest thing will be to allow infinite stackability of platforms and that's it
that removes a big "charm" of the faction tho....
Which is not great regarding gravity batteries but otherwise but much of an issue
crappy will stay ground only ?
I can maybe come up with some shenanigans using the "flooring" voxel occupancy but I need to actually think it through
Crappy platform yes, no change
agreed. infinite stackable, boo. heh " anyone wanna play a weird folktails with houses instead of dams"
I beleive in you lapan, so much stuff you did was "impossible" at first glance, pretty sure you can find a trick to it ๐
Not working ?
Propeller not spinning
Bucketers off to the left is working
looking for enlightenment... heh full stop... heh minor burns.. no smelter, no wood burner even built, in new colony. gotta be primitive smelter... My question is, do the workers in these buildings have a chance for burn or did I just build it too close to a high traffic path and non workers are the ones burned? my current victim is unemployed..
Watching JC's Nuclear video, how deep underwater can I put the base of the nuclear plant?
I dont believe it can be submerged. I usually (both times I built em, heh) blew out the inside
, it was tricky.. highly recommend a save๐คฆ
You don't have original copy of windows?
I'm just double-checking so I am giving people the right information: If people want to "just play" whitepaws and not worry about stuff crashing or buildings being missing, is update 5 still the best option? i.e. is update 6 still in early testing mode?
correct
if you build the roof terrace the game crashes
Thats one of the very few vanilla assets leftover. the issue may be in the overhaul pieces you were placing it on. can you leave that info for LaPan
If you post a crash log, usually one of the brainers or coders can desipher them.
Noticed in a player log for v4.0.7: The given key Lapantouflemagic.ForeignFood.PluralDisplayName was not present in the dictionary.
it's the worker, but i think the primitive ironworks is also a source of injury/burns
also injured beavers cannot work
hmm... yes, people who just want to play without being bothered by anything are probably better off playing U5
for now
oh righ
oh, actually that turned out easier than i thought !
it doesn't show red, but it won't let you double stack
ah crap
yeeeeaaah.... i have to rework every single buidling so that they don't occupy the flooring area either, or it won't be possible to place on platforms
hmm... but do i want them to be placable on platforms ? ๐ค
(i'm talking about general buildings)
also, this trick means that there will definitely be no impermeable flooring for this faction
not that i had any plans of adding that, it doesn't make any sense for this faction
at least now you have a solid 'excuse' ;) (not that you need one bc it's your mod but may come in handy to keep the un-wbo-enlightened at bay)
So no overhangs?
Also, is the game written in Python?
Fuck Microsoft, I ain't giving them a penny
You needn't pay Microsoft to have Windows
It's the principle of owning a Windows key... Really I've just been lazy about putting Linux back on it, I had to have Windows for a class I was taking
Fair point
there will be overhangs just as usual, but to be honest i have zero idea what to do with the squewer platform, for now it can be extended forever ๐ค
Huh, I see
c# as far as I know
think he is still 1 block higher that it can go
Ooh I see
I'm not 100% certain, because it's all compiled down to MSILCIL, but I think from devs comments it is c#
Oh
of course if it were written in IronPython or Boo, then it would look like Python and compile down to CIL, but I doubt that that's the case.
In comparison I wrote the parser for the timbertrees mod in Python, but it doesn't run as part of the game, so doesn't matter.
Hmmm...
Well yeah I guess since it is independent of the game, it just needs to perform the functionality I suppose
right
although I've though about re-doing it as an in-game mod too, beause it would significantly simplify the logic around loading and parsing the assets,
but then it would be an absolute pain to get the static html files for each language, and host them online,
and I don't want to maintain two separate versions of the same code,
I disagree, this faction loves water so having ability to build aqueducts would be really good ๐
@shell fiber: any chance you could make different recipe icons for the "Burn excess ..." recipies. At the moment they're all just โ , and it would be nice to be able to differentiate between them. Maybe just take the regular icon and put the โ on top of it?
I enjoyed the pipes mod that another creator uploaded recently
This thought then occurs. Can the WBO roofs be bottoms of Aquaducts without being flooded. I was thinking that the new overhangs are not watertight until the floor is added. will WBO still be able to make aquaducting?
That's possible, not sure how readable that will be though. But since I changed the way lotus flowers are obtained I'll likely remove the burn nรฉnuphars and burn flowers recipes, that will leave only the burn sawdust one
eh, then it's not as important
Didn't think about aqueducts much yet, but as of now, watertight buildings are entirely watertight and can never flood. So they can be used as the bottom part of an aqueduct yeah
I think ๐ฅ would be a nicer icon than โ too
If there's only going to be one of them
Took me a bit But I think I'm picking up your train of thought...
WBO use pipe mod
as a dependancy for moving water around in liu of aquaduct.?!
The cost in beavers would practically prohibit building on platforms... impractical.. I am also with the preference of no buildings on platforms as a remaining WBO "feature".
Aren't they ment to live in their dams?
Not necessarily, I'm not against aqueducts of course, but I'm unsure what aqueducts are meant to achieve gameplay-wise.
In my head you have done water sources in point A, exit of the map for water in point B, and your village-dam in between.
Although I like the 3D water, where do aqueducts insert themselves in that ?
Sure it's still neat to have, but... What's the practical purpose ? You can carry bad water away but you could also cap the source, you can send clean water too a distant location but doing it in the air is not really more efficient than pumping it uphill digging a channel into the ground to where you want it to go. ๐ค
I don't know, I feel like I'm missing some input or there's something that undermines the need for it, I just don't see why I did want that in my game
If someone had examples of why / where they would want an aqueduct, I'd like to hear it ๐ค
Aqueducts are great alternative to not use dirt for moving water around. Especially on maps with high cliff sides it can be really fun to move water around this way. Many times using pumps in very impractical and water cannons are very "fixed" to specific location. If we could choose angle (target) and height then those would be a bit more usefull.
In current state (u5) many fun things regarding water and ponds is blocked by limited amount of dirt you can obtain and available water stacking options. Imagine you would want to cross the bad water stream with fresh water, currently impossible unless you flush bad water off the map to clear the path.
...you can stack waterwheels on top of one another, let me check how much HP I got
On Helix mountain you could let good water go down the spiral, while bad water gets ferried out over the top of the sprial
On my map I'm generating nearly 11k HP in a 15x7 area, built to vanilla's max height
With Folktails water wheels
And it looks cool haha
Hmm... ๐ค So for example her we could want to move water from one side of the valley to the other side...
That's a bit map-specific I think but that's valid.
But you won't be using platforms like this either way, not possible in this mod.
Yeah, do what fits with your mod Lapan
๐
I think rather than giving levees, platforms, overhangs and impermeable floors, I'd rather have some huge aqueduct segment that includes everything ๐ค
That would be tricky to use, but that's waterbeavers right ๐
Probably would need to be at least 2-wide to fit water wheels
Maybe made entirely out of stone because that's what a real aqueduct should be made of ๐
But let's not get to ahead of ourselves
I still have plenty of stuff to fix
I'd encourage you to play with Sluices, I have a funny feeling they might be unbalanced for Waterbeavers, they seem powerful and I like them much more than I like Floodgates
To be honest I didn't play the game much since U6 was announced ๐
I poked at them a tiny bit too know how they work and they seem really convenient indeed ๐ค it's basically a dam piece except rather than just letting water flow or not based solely on water level, it is directional and can be set to maintain a certain water level on the output, is that correct ?
And also can block bad water selectively ?
I just started a test game, getting some screen shots on how I like to use them
Kinda easy, and automaticly
Be nice to your girlfriend, butt I would encourage you to play a vanilla game and try them out, maybe even in ||Dev|| mode (can I mention that here?)
Anyway
So here I have a basic colony with some aquatic plants. I have Sluices down the bottom of my dam, and dam pieces up the top for the overflow
The Sluice menu looks like this, you can set them to close when the water level is either
Too high
Too contaminated
Not contaminated enough (for badwater diversion or management)
Oh I see, so the slices will permanently refill the bottom area, correct ?
Hmm... ๐ค
Yes that was my next screenshot. I had a flood before I got it right, but by setting the lower floodgates to be higher than the sluice setting, but still low enough to let enough water out you can have the upper dam keep the lower dam filled until the upper dam runs out
The flood lol
Ahah
So what about when a bad tide arrives ?
Do you just make an other channel and let the water fix away ? ๐ค
My badtide solution looks like this:
Part 1, these sluices are always open but close above 5% contamination
Ah I see
Well I sent mine through Wheels first
The good old U-turn
I honestly think that the entire side of the map bad water comes from should be set as "no exit"
But that's an other debate
So I made my own badtide (love the overflowing ๐คฃ )
And the gates open and let out the badtide. I might spend 15 minutes building a solution that generates power ๐ brb
Now, I wouldn't mind Sluices in Waterbeavers, but I expect nothing less than a blueprint as a requirement, possibly ENS tier
Well since it is automated I could make it require a clockwork controller
But I could also do something more tricky, since it's not a water mover but a selectively watertight block, I can take use if the waterfall limit to nerf it.
Like it I force it to not be on the ground and channel only 1-wide water, it's effectively limited to 2,2cms of liquid
But I need to dig in this things guts to see how flexible it is
YA, even more suffering ๐ฑ
I can't upload a 74MiB video right ๐
Oh it let me?
Oh duh the server's boosted to 100MiB uploads
My badtide solution, only I'm using Good Water instead of Badwater, with a cap over the water sources to force the water upwards
Ahh I wanna embed it instead
Converted to mp4 with VLC
Take two
Oh, I see, interesting
But that won't be an issue in this mod I think ๐ค
Yeah no I just wanted an excuse to post that I think ๐ But yeah I like the new update a lot ๐
what is the best mao to learn playing waterbeavers ?
Ok U5 I think waterfalls was pretty nice,
Can anyone help me, I try and try but it doesn't work
Nothing works with Steam with restrictions and with Mod Manager, just a combination of Steam and Mod Manager.
So are you trying to play the U6 version of waterbeavers or U5? Because you should not have bepinEX still with U6 and if you're trying to play U5 none of the mods on the steam workshop will work
I tried both and no beta version either.
with old 0.5.
bepinex loaded and there in the plugin folder the mod mangaer but nothing was displayed.
To play U5 currently you have to downgrade your game version using steamcmd, if you are done with U5 you have to delete BepinEX folder from your game files in order to play U6 with mods
Be warned U6 is not completely updated, portions of the mod are not working
ok
Also don't expect saves to transfer between versions
hope it still has the merry go round sound
i expect it but know for a fact it won't work, don't wanna cry over it and give lapan more trouble then he already has to deal with 
also you'll need to post the full log (attach Player.log to a message if possible), because there's useful stuff for debugging at the top as well.
sorry, I have a lot of things like that? in my head and unfortunately I have to admit I'm probably a bit too stupid to get it to work except via Steam but oh well
I think you are missing the texture pack
Ah least judging by what the game is complaining about
from the screenshot of the log above, I'd guess it's update 5
so there shouldn't be a texture pack
also possible (likely) that they're mismatching versions, which would cause all sorts of nasty crashes
If you post the player log, then we can help with suggestions. Otherwise it's a bit hard to know what to suggest how to help.
Hey lapan, special request if I may, can we have one of the housing in the description
"This looks like a perfect beaver storage"
-JC

i'm trying to get the irrigation towers back online at the moment ๐
oh, i just had a brilliant idea !
why can't beavers die of exhaustion ? if you don't give them enought sleep ๐คฃ
yeah, that was not related to anything
in the meantime
not sure, if don't have home, sleep on ground, but "sleep dead" , I don't know ๐ค
But, since a hauler or worker that bring something continue his journey until delivery is finished, may be possible for them ๐ค
yep
but i think sleeping on the ground is only done when they have nothign to do during downtime, or when they are dead tired (need reached zero) so if you make your beavers work 24h a day, you may end up killing them
but i would have to let the need go further in the negative to not kill people's colonies too easily
Yeah, I think it would be a good idea to put like 1 or 2 days of buffer time between when sleep need goes zero and the beaver dying out of exhaustion
Yay for hard mode
Can getting to zero on one debuff increase another debuff? If exhaustion increases a death timer when it's maxed out. Guess that would need code :/
Does it cost 25 logs?
i don't think any need can do that, unfortunately
precisely ๐
and 10 pine resin for waterproofing
Haha noice
Does anyone understand that?
hmm... you're using U5 it seems. your WBO version is odd, latest for U5 is 3.5.6
@shell fiber test it immediately
oh and you don't need the texture pack for U5, it's only for U6 (sorry it's a mess)
also, here are the dependencies of the latest WBO version for U5, it was about time i go dig it up:{ "Name": "WaterBeaverFaction", "Version": "3.5.6", "UniqueId": "Lapantouflemagic.WaterBeaverFaction", "MinimumApiVersion": "0.6.3.1", "MinimumGameVersion": "0.5.4.2", "EntryDll": "WaterBeaverTEST.dll", "Assets": [ { "Prefix": "Lapantouflemagic.WaterBeaverFaction", "Scenes": [ "All" ] } ], "Dependencies": [ { "UniqueId": "Hauling2RecipeFix", "MinimumVersion": "1.0.9.8" }, { "UniqueId": "igorz.timbercommons", "MinimumVersion": "1.6.0" }, { "UniqueId": "Lapantouflemagic.Billboards", "MinimumVersion": "3.0.7" }, { "UniqueId": "Lapantouflemagic.BalloonTrade", "MinimumVersion": "1.0.0" }, { "UniqueId": "Lapantouflemagic.storage1x1x2", "MinimumVersion": "2.2.0" }, { "UniqueId": "Lapantouflemagic.Logstairs", "MinimumVersion": "2.0.6" }, { "UniqueId": "tobbert.verticalpowershaft", "MinimumVersion": "1.3.1" }, { "UniqueId": "housingoptimize", "MinimumVersion": "1.0.5" }, { "UniqueId": "tobbert.ladder", "MinimumVersion": "1.3.1" }, { "UniqueId": "knattetobbert.staircase", "MinimumVersion": "1.5.7" } ] }
hope that helps
@shell fiber So far so good when starting the round there is a bug error
sorry for being annoying
What's the bug saying ?
Do you reach the main menu and the new faction appears?
Also no worries, mods are always a bit difficult to set up
@shell fiber The faction could be seen and the bug arose when it was activated.
I would have to send you the protocol, I don't understand all of that. I've never had anything to do with it.
well we need the error message to help you, if you at least can get a readable screenshot of the red text we can see what's wrong.
i'm going to bed now but probably other people will be able to help ๐
Trading balloons should be version 1.0.3
@woeful sun That was the missing piece of the puzzle, it worked, I'm so happy, thank you and the others for the help. From now on the night will be beavered
this looks cozy!
Also I think there was at least one mod for which the dependency was not enforced : 4x terrain bounds (allows certain maps, and make planting sequoias easier)
I think there was an other one but I can't remember
@shell fiber The Tading balloon mod must be the latest so it works now
note that the versions there were posted above were minimum versions, (probably not minimum enough).
you should be able to safely update to "minor" versions,
like 1.0.0 to 1.0.3
at least with update 6 it's now possible to list optional dependencies that (if present) will be loaded before your mod
Are there other people publishing playthrough of Water Beavers? I only know of JC The Beard.
hahahah "no, no, yes, wait, nevermind, argh" -- JC The Beard
There is one channel called EldGames, and another channel called DisturbedZ
EldGames finished his playthrough around 5 months ago and DosturbedZ finished it 9 months ago
I haven't really watched them tho
DisturbedZ's is on update 4, and looks unedited (similar to JC's style?)
I can't tell which version EldGames is playing, but it was started before update 5 was stable,
looks slightly edited, but I suspect that the animated avatar would distract me too much to be able to watch
I see
I like letting them play while i water beaver. It seems the issues they are having are always timely and prudent.
I definitely caught myself watching the lip syncing of the avatar... It can distract. heh
his 3D avatar is not that jiggly, not much of a bother to me
new version up !
added more dependencies
added irrigation towers back (2/3)
restored some of the custom tool groups
have fun ! GN !
@shell fiber
It says mod setting is required but I have mod settings.
hmm, new version manifest -- neither python nor jq like it
They don't like the embedded newlines,
jq doesn't like the comment at the end (but python is fine with it so it doesn't matter).
Yeah I'd did that do me too yesterday but I had no time to investigate.
Still works though 
Maybe "Mod Settings" vs "ModSettings" -- random guess, not actually at my computer right now.
Quick question for those who have started playing with the new irrigation towers, how is the balance regarding consumption of pollution resistance factor ?
Working on the mechanical drill... Ugh ๐ฉ
@shell fiber you can do it
Oh you didn't require that ๐ Well it makes sense haha
@shell fiber Does Brambles ignore paths now?
im pretty sure when u6 experimental was dropped, that same day lapan said he was going to do that. i dont know if lapan made fences actually stop them like mention at that same time period.
Fences are science locked. How do you control it early game? It spreads too quickly.
ho no he didn't, tought the basic science was science free
^
Didn't get you.
Science is locked until you raze the broken cart.
Now then the fence is locked for 150 sciences.
So, what should I do until then to control Brambles?
ouch, tought the wood one was free of charge only the goold one had to be paid for
that will make some maps unplayable i think ๐ค
Yeah. It does. Many maps. Where bramble is in starting location.
@shell fiber Please let me know what is the plan here.
not yet ๐
No it's doing it.
what ? they do ?
but yeah, i intended to have the wood fences science free
that will be solved soon
i just finished the mechanical drill animation... in blender
not need to rebuild the building in unity
Yes.
Ignoring paths. And also paths can be built on already grown brambles.
It becomes unplayable. Bramble will take over the whole map if you allow this. @shell fiber
don't worry i have the fences fixed right now
cost is down to 3 logs, no science lock
but if it is really too awful i'll let path block brambles again ๐
Great. I was going to ask is planks needed. ๐
no, i think i lost some data because i had to rebuild the fence entirely, the dynamic model system has been reworked, that was easier this way
I think that would be better. Because it's manageable for accessible areas on start. But if it's not accessible the other part of the map will be taken over by bramble. Path we can build anywhere.
Anyway, it's upto you.
praise my infinite kindnesss ๐
(or lazyness)
and in left to right order : coal drill with the animation fix (actually working), iron drill without the fix (not active but animating) and last coal drill but not acctive, hence not animating
the trick is actually simple : make it workable by one bot
so it can be a workshop, and use the worshop animator
ah, crap, it doesn't work as i though
it doesn't animate if it doesn't have a worker
hmm
let's try this "blockable animation controller" see what it does
@shell fiber should the mod not have Timbercommon as dependency with latest update?
and steam is missing all dependencies 
you can add items that you have subscribed to in the needed items list
Yeah, noticed that. It's crashing without it.
YAY !
if fences are free and only 1 log it would be better, since they replace birch and a ton of maps have those close as starter, you lose the wood plus need to spend some to control the brambles... just my tought, and as long as they don't grow over building foundations and prevent you from building ๐
๐ฑ
Oh so that's why I had someone tell me the dependencies were unclear
In principle your should be able to place foundation for the fence and that should already do the job, but maybe they should be cheaper, right now they are 3 logs each
So I made a thing: #1297339702353068033 which might help when searching for that elusive building in WB
can't place a foundation for the fence if you didn't unlock it with science...
I'll try to push an update this evening
don't stress about it, buildings foundation can be placed, it's just annoying a bit, as intended i guess ๐ซฃ
brambles been worst
@shell fiber Will we need wooden gate to access this?
Lumber jacks can't reach it.
Yeah that's why I made the gates ๐
i also have the old gates from the game ๐
i have them too, reused the model ๐
okay, let's try my idea for the drills ๐
Looks good.
@shell fiber Bug?
Floating fireball. Gives you haunted house vibe. ๐
probobly wrong location of the fire for the kiln? (set in its specification)
i couldn't be bothered to make fire specifications for each building so for the sake of building everything i used the broken kart fire to all of my buildings
i'll add that to my fix list
it was just not a priority
No issue. It's just cosmetic.
basically this is what i'm working on for the drill
since there is no solution for the animation
the tarp will only appear when it's out of drill bits
Noice
ah, nice ! it works !
i'll probably add similar things to other buildings that have similar issues
also :
was there anything else that needed urgent fixing ?
at the moment i don't understand the issue with the timbercommons dependency
My guess is it's for irrigation towers.
oh i know it's for the irrigation tower, but why does it says the dependency is not here when it is ๐ค
anyway, uploading 4.0.9 ๐
aand i mamnaged to make an english mistake in changing the wood fence description. that will be for the next update.
Wrong dependency name maybe.
yeah but i double checked and it's correct
"Name": "TimberCommons",
"Version": "1.10.1",
"Id": "Timberborn.IgorZ.TimberCommons",
"MinimumGameVersion": "0.6.8.3",
"Description": "Various tweaks and modules for making buildings.",
"RequiredMods": [
{
"Id": "Harmony",
"MinimumVersion": "2.3.3"
},
{
"Id": "TimberApi",
"MinimumVersion": "0.7.6.0"
},
{
"Id": "eMka.ModSettings",
"MinimumVersion": "0.6.8.0"
}
]
}
{
"Id": "Lapantouflemagic.1x1x2Storage",
"MinimumVersion": "2.3.5"
},
{
"Id": "Lapantouflemagic.Logstairs",
"MinimumVersion": "2.1.1"
},
{
"Id": "Lapantouflemagic.TexturePack",
"MinimumVersion": "1.0.0"
},
{
"Id": "Harmony",
"MinimumVersion": "2.3.3"
},
{
"Id": "TimberApi",
"MinimumVersion": "0.7.7.0"
},
{
"Id": "KnatteAnka.MoreGroups",
"MinimumVersion": "2.0.8"
},
{
"Id": "Mod Settings",
"MinimumVersion": "0.6.8.6"
},
{
"Id": "Timberborn.IgorZ.TimberCommons",
"MinimumVersion": "1.10.1"
},```
{
"Id": "eMka.ModSettings",
"MinimumVersion": "0.6.8.0"
}
Yours is {
"Id": "Mod Settings",
"MinimumVersion": "0.6.8.6"
},
oooh, what an idiot. i was looking at timbercommons, not mod settings
okay, thanks !
that will be changed in the next update too ๐
don't forget to update the texture pack for the tarp !
Can you please add dependency in steam workshop. So, if anyone subscribe to the main mod. All the dependency will be subscribed automatically.
Example for Lapantuflemagic how Forward of message look like ๐
just right clicked and selected Forward and this channel ๐
Halloween special ๐
๐ awesome
Logstairs currently "live" file needs to be updated on mod.io
it's 2.0.6, and should be 2.1.1?
Untranslated in enUS:
Lapantouflemagic.BalloonLandingPad.DisplayName
Irrigation.Whitepaws
Detox+Irrigation.Whitepaws
Lapantouflemagic.Ananasjuice.PluralDisplayName
too funny! I just caught up with the stream. Awesomesauce! (ep54 toward end, are there more?) Yes please LaPan! The triple watertight, I believe.
"You always need more beaver storage" - JC
55 went out today
and true, i misspoke on the quote
I was just adding the second part๐ But it may make a better "flavor text"
https://darkskies.za.net/~norman/timbertrees/u6/enUS_Whitepaws.html updated to 4.0.9
I also discovered a bug that was causing log stairs and crappy platforms (and maybe power shafts?) to not show up properly.
Okay, let's try to not forget too much of all of that
I can probably do the steam dependencies from my cell phone
Nope, can't find the right button to do that ๐ค
(I'd botched the earlier update to support mods on U6, specifically the original,replace -> optional change for the specs)
Paper mills don't currently require cauldrons?
primative?
Primitive Papermill you mean
Huh, guess I'm just high
It's deliberate, in order to make the proper paper mill more of an improvement it frees you one cauldron ๐
Also indirectly locks getting more cauldrons behind the first one because paper -> mechanic -> factory
To be honest I should have renamed the factory to workshop and the assembly line to factory but whatever
With Update 5, how does the Nuclear Steam Vent and it's water supply work?
green arrow means it should be producing water right?
Is it that the water should reach till the height of the steam vent? Also, does it produce water even in badwater? @shell fiber
To be honest I don't remember exactly. I think it was supposed to be only placable in a particular orientation that would have it's water sensing voxel in line with the water input of the reactor but clearly I messed it up ๐ค
Damn
I guess it's possible that JC has built his vent in the "wrong orientation" then, weird.
oh no
@shell fiber A button to deactivate company housing would be cool. I constantly have too much of a population and yes, I do something cruel and send people to an empty district. I do not like it.
Does the Nuclear steam vent need GoodWater to function? Wait that is part goodwater, JC's Steam vent complains that it's out of water...
You're asking to make this mod fundamentally easier? Clearly you didn't read the "even more suffering" part ๐คฃ
@thorny pelican No, I didn't, so did I miss something interesting?
Well, if you really haven't read the mod description yet, I suggest you do so. It's a bit outdated but it covers all the important things. And without the "workplace = housing" concept, it would actually be quite boring ๐
(If you were using sarcasm, I guess I fell for it
)
The newly unlocked wooden fences and gates do finally make brambles manageable (YAY) but I think the gates are now immovable/undeleteable.
Yeah you can't click on gates.
๐ฎ missing Collission
,
you should be able to use the delete tool for now and drag and select it
even with the mass delete tool if you drag over it it doesn't delete?
It deletes. But you can't select normally.
there was a similar issue on U5 with the powershaft tunnels, took smooth like15secs to solve it
oh, oops !
fixed
as some people have pointed out with more or less sarcasm, the population growing almost uncontrollably is the very principle of this faction, so it's not going to change.
but if you constantly have cycles of population explosion then mass starvation, my advice would be to expand drastically your food production and water pumping, and build a lot of storage. generally make sure all of your farms and pumps are at max worker priority, and never use max priority for anything else, or exceptionnaly.
that will ensure your population is always more or less fed and watered, then the trick is to make sure you don't overbluild, or if you do, expand your farming again to compensate. a typical pitfall for new players is to abuse buildings like the tappershack or haverster cottage, yes they are more efficient, but early on you can get by with flags.
A late game colony often has around 700-800 beavers so it's never impossible to feed everyone ๐
hope you'll have fun !
okay, fixed the lockkeys, fixed the hitbox for the fence gate, fixed the dependencies on steam...
My 'trimmed down' lemon canyon still has just over 1k bio beavers lol
it was over 1.3k at one point
Dayum
oof, be careful, someone might call computer protection services on you ๐
unfortunately no update for today, because my GF wanted to catch up on some series ๐
2 FPS is normal, right?
its good for these modern PCs to know how good they normally have it. Back in their grandpas day....
Good for you ๐
@shell fiber The group is also really fun. Well, if that's the basic idea of โโthe group, then nothing else, I'll fully adapt to it and find a way.
the mod is just great. huge respect
I think this complexity is great and why so many things try, fail, learn and try again.
Welcome to the forum then 
And apologies if my response came in too sarcastic, didn't want to alienate you ๐
@thorny pelican it's all ok
if you can still talk fps you can do more 
If quoting FPS, do you have to say what the game speed is too? FPS when paused is much faster than at 1x, and faster than 3x ๐
Hey gang! Great work on getting the mod ready for U6! I tried to load it up but I guess I am missing something from the dependencies? Hass anyone see this error before?
I think Timbercommons is a know incompatability
My Lemon Canyon has 1200 beavers and 250 bots ๐ Each time I want to trim it, it goes the other way.
But 2FPS isn't that normal, I'm getting approx 20 fps on x3
@shell fiber While toying around with Bots, maybe you could create high temp foundary version for bots? Or lock it behind some ridiculous amount of science (50k?)
Would be great to be able to automate those high risk jobs with bots in the late late late game
Was the ladder mod fixed for U6?
Hmm... Probably not, bots are only for hauling in this mod.
But late game the injury risk can be dealt with clinics, it shouldn't be too much of an issue
It's not to resolve the injury, but to have some sort of late game goal, give beavers a break so they can use all the wellbeing.
Also things like Mines and mentioned Foundry would be great to work 24/7. Since Bots are allowed to produce other Bots, I don't see a reason why not make it super expensive and allow them to work in factories.
Well then it becomes basic timberborn back again ๐ค personally I never really liked bots that much, for the longest time I didn't even want them in this faction, which is why I made those entirely mechanical buildings. I only added beavers back because it wasn't possible to lower work time since they still required haulers to feed the machines
So at best I could make sure sort of mechanised foundry that would run on its own as long as it's powered an fed ingredients.
But I'm pretty sure the foundry doesn't make any think that you need permanent production of, so in principle you could turn it off
frames per minutes on pause is where you might want to start a new colony ๐ซฃ
U5 orU6?
U5
It kinda has to go all the time if you want to do any jobs using dirt. That's the thing, that for a playthought where you don't terraform it's not a problem, but if you want to do any work around that you need the drills going and need a way of getting though the coal and iron, where best way is to do scrap metal and then metal blocks with big storage for it (but to be honest there is never enough of them).
geez, i need a gig like that
at 1,2 k + 400 bots barely had 2fps at 2x
I kinda dig the idea of mechinized versions of the end game buildings, that would be fun. It could even be as expensive as Nuclear. But would give another goal to reach.
it's nothing too crazy i9-13900k and RX 7900xtx
I was unhappy that I had to turn of x30 as it was 2 fps
I initially wanted to do 2000 + 500 bots, but that's not happening with the rates that I can get dirt. Takes too much time and not enough space in Lemon Canyon.
@shell fiber is the stacking limit on this largest storage (this massive one, don't remember name) intentional? I remember that last time I played it was like 5 or 6 max, while mega platforms allowed to build much higher than that.
laptop so... yeah, that would sure be a nice upgrade
Yea, Ladder was an early u6 adopter
cant you get dirt from the abyss? I swear thats how ive been getting mine
I don't know if 4x terrain bounds has been updated for U6, but maybe that's what you need ๐ค
I think the most efficient way to do that is to exchange metal for ananas with the jungle beavers
Yeah, but it's easy to get to the point where I have full 3000 storage of ananas ๐
I mean I can always cheat the system using storage in mines
but that seems a little wastefull
but yeah eventually even this 500k can run out, so some more consisten method would be great
or buff the drilling for dirt in mines
that would help to resolve the core issue
I know the intention of limiting the dirt options in early game, but the deep mine drilling for dirt if buffed would be a nice viable alternative to the current process
I mean, it seems to me you're trying to reshape the entire map, which is not something I really advocate for.
Of course the primary reason why I made terraforming so impractical is to not undermine the "houses are dams" principle, but it's also to push people to play a bit more with what they have rather than leveling every map to the same blank slate
So in a way, if you need so much dirt that you have thousands of metal and thousands of ananas in storage despite also using the abyssal drill... You're probably doing something that is completely out of the scope of the mod ๐ซค
Ya timbercommon that this mod now uses do not support bepinex so rename the bepinex folder in the game dir to disable it and try again!
I mean, some of that should be expected with 1300 beaver colonies. If you have everything planned out well enough the resources are pretty much never ending.
Reshaping a map is not being done because I have to do it, but more like I don't have anything better to be doing. The thing is that having 4x dynamite available and not being able to reasonable fill a "mistake" hole in the very end game is a little pain. Another example is a pond I had for Lotus Flowers, now not needed anymore due to Hydrophonic. Filling that in with dirt so I can re-use it takes ages.
So yeah I do get and feel the playstyle, but after some point there should be tools available to let us get those massive colonies reshaped ๐
From my understanding, every building acts as a dam. What would be a good map to try this faction? Ing ame map or downloadable
Waterfalls is a good place to get familiar with the WBO
And after getting familiar with the tools and functionalities, Lemon Canyon would be a good map to test your limits
Ooh noice
An edit of the mod makers lemon canyon for more playability options and a tad less tediousness
@shell fiber Does bramble takes longer to pick? I believe it was a lot faster in U5.
I assume not being able to flip farmhouses and water pumps is a limitation of the upgrade system?
yes
could you not have flip enabled for both? 
the thing iirc lapan said it's the door voxels that mess it up if you flip
and the one that goes above forester/ittigation tower + triangle building is a whole other dumpster fire if trying to get that flipable
i guess i could, but if i may say ill of the uneducated masses, that seems to be a surefire reciepe to get people complaining they can't place upgrades while the issue is that they made a mish-mash of left and right variants :/
i'm also not convinced it really makes much of a functionality improvement, and it's a pain to make.
but in principle, if you make all parts flippable, that should work
exept for the end segments maybe
the reactor should add one more height of watertightness so i think it's fine
thanks a lot
how excaclty did you build this dam here though ?
platforms
idk if it works it works ๐
2 rows on building and 1 row on platforms
i guess i though about making this change at some point, then forgot
eh, okay, why not
wtf ? i checked my data and it is completely wrong
it shouldn't be placeable on platforms, especially the central line
oh well
on watertight buildings it's fine
maybe i have some old version?
the edge line is on platform only
nah it's some error that slipped in somehow, maybe a stupid unity shortcut or somethign, i frequently find stuff i recently modified to have reverted to their previous state
So for ijuries, you need medical beds? And for medical beds you need research, but research need lots of stuff to get going. What is the early method of treating injuries?
oh, right i had forgot about that
in u6 the balance was a bit off, but in U6 i had plans to lower the science cost of med beds
30 science instead of 80
but it's still a matter of choice
do you want to unlock industrial buildings first, or healthcare ? or better stairs etc
I want to survive? Beavers can get injured before you can even unlock research. I assume it's the gnawing station. But I now have one of my 12 starting beavers taht got injured. I don't even have enough homes for everyone and haven't had a 1st harvest. There is no way for me to get research at this point. If my assumption is correct, I could have a large part of my colony being unable to work within the next few days. And no mean to handle that other than wait for them to die and be replaced.
What should I do to decrease the height of the water by 1?
you don't need to be rushing planks that fast ๐ค take it easy, build more farms, build more pumps, a forester for good measure and your population will quicly increase.
but also beavers naturally heal slowly
your beaver will maybe be off-work for 1-3 days but he'll be back on its job
I think I'll do the opposite and give up. Most city builders have a technological flow, where you end up with a technological tree. Whitepaws to me fill more like they have a technological bramble, with more thorns, twists and turns than anything. I cannot see the path I need to take to reach my goal. I'll probably return to it at some point, but my motivation is gone :p
good luck with the mod though, as I said it look very interesting, but to me it suffer very much from not following the KISS principle.
i don't know what the Kiss principle is, but not having a clear tech tree is not something i can do much about because the base game doesn't have one. there is a tech tree billboard though, in the village menu.
i also have an old tutorial on the mod.io page for the mod, it's a bit old but i think the basics didn't change much. https://youtu.be/J1uKbaH8_ew
First part of the tutorial for installing and getting started with the Water beaver overhaul mod (Whitepaws custom faction)
I kind of winged it, but it's not too sloppy.
ah i suppose KISS is for "keep it simple & stupid"
weeeell... that's really not what this mod is about, that is for sure. i made it specifically because i felt timberborn was too easy and lacked depth, so it's quite hard and there is a million things to manage at the same time, definitely not for everyone. if you don't like it, no worries ๐
Distillary is flooded ๐ข even the levees
How do I decrease the water level my one in this part of the map?
yeah that distillery is definitely not tall enough
well dynamite a path for water to flow out ? with half a screen it's a bit hard to say :/
or maybe cut out a channel on the side of the nuclear plant to let water go around it, right now it seems you're forcing it to go above
it works !
altough now that i look at it... it's definitely excessive
a few smaller fires were better i guess...
is it complicated to link the fire size to the receipe? ๐ค
i like when there are some little visual cues that you don't have to pop open the menu to know what's brewing
or perhaps even fire size to if its actively burning? Though i guess thats probably an extra layer of coding complexity. So like, small fire for making clay pots, big fire for nuking sawdust/other materials, no fire if set to nuke materials but has no materials?
Also just wanna say i follow the KISS mentality at work (engineering field) and i appreciate that water beavers isnt really like that...most of the time lol
@novel portal That is an option, yet I hafta say, Water Beavers are Messy. Relax, the beavers are tuff. i play LOTS of the overhaul. And am still often surprised at how wrong my assumptions were. Water Beavers, IMO, is about the challenge and trying something that "just might work", if only they would hurry. heh For reference, I have rushed science for medical beds. I spent my hard earned 160 science points and built the diease and illness beds right away cause the numbers were higher than Id like. 5 cycles later I realized I didnt prioritize the build... many cycles after that I found that the buildings are 300% more efficient when you prioritize them by haulers. All Im sayin is that its not that essential. It will bioost your wellbieng earlier the sooner you have em is all.
related/unrelated? If you rely on Mimicz mods to play WBO prolly aint for you. IMO
Na, I'm good. I tried again because I really like the basic concept, but I couldn't. So far when I played, I felt like I could direct where the game was going while I was taking a few curve balls. Whitepaws were consistently spitting in my face "I don't care what you want to do, you're not going anywhere near that until the next 20 hours because you need 70 more different resources and a bunch of researches. I could not build a ducking dam piece by the second drought. Because you need metal for a dam. It felt way too slow and I am pretty sure I would die by the first badtide because I'm not sure I'd have the tools to handle any of it.
As I said, love the concept but hate the execution.
tbf its water beavers. You dont need a dam by the 2nd drought, especially since the mode is designed for normal difficulty. I treat water beavers as a completely different game mode and try to not get sucked into playing it like standard timberborn.
some stuff is made for the mod to ba playable on hard, need to know where you're going and what you're doing
@novel portal pro tip: custom settings. I hear yua loud and clear. I got more comfortable by simply delaying the first badtide. set it to forty cycles delay if ya want. It may be the 20th before you can floodgate anyway. It is a single player game. make it challenging not defeating.
And, It is not vanilla. It wont, It cant, play that way. This Is a different, harder, more complex, more resource branching and demanding game that also uses beaver labor. Sad to see ya go as it has literally given me thousands (sad, but true) of hours of escape.
LaPan if it matters going forward... in U5 it seems the assembly line wont let itself be placed on a base with any levees blocks
Maybe, like the advanced sawmill, I dont understand its footprint. It doesnt like being on top other buildings either. Itll self stack, with a ๐คทโโ๏ธ .
In the latest release, where are the other billboards? I can only find the tech tree and the news board. I'm looking into building the underground water storage, and it says to check out the billboard for more information.
Not done yet for U6 iirc, you need a 3x3x3deep space for the submerged tank though
Then I assume that since both tanks have the door at the bottom, these are not accessible via the top in any way?
Even though the icon may be off there should be a version with the door at the top, might not be done yet, I haven't tested it myself
Thanks. Last stupid question of the day.. How do I place the scroll rack INSIDE the Library? I have clicked on every square I can find in and on this building, and I can't for the life of me figure it out. 
@viscid field its camera position dependent Gotta get real close. and or use layer tool. holds 11 racks total, 4 on bottom floor 7 on next floor none on roof. they go againt the walls. arrows point left when facinmg wall.
Thanks! I will surely give this a try. I tried to use the layer tool to go down in layers, but 3 is the lowest it would go, which happened to have been the top of the library at the time.
I just scroll in so can only see in da library
Are these the only floodgates you can make?
Correct. And , case in point, It is a different game.
How can you handle badtides if you can't send the badwater a different way?
Beaver contamination jail. no food or water and they heal, Beaver Washing Machine is supa efficient but also a blueeprint.
and Bypass if can. But the saving grace for crops is the small irrigation tower
So I can't prevent contamination at all? I have to let my population get sick then heal them?
the bridges are free to span rivers.
I often try to have a fluid dump (only accesible as lido) rice paddy, and throw a river bath in as well to get through badtides
Essentially you need one farmer (different than farmhouse as you get into upgrades,,,) for every 3 houses. a pump for every 5or six as so many recipes also use water.. Not always as timely as you want but you do always get answers when ya post em here! @novel portal Have fun, change some paradigms. I find it faster to exit to desktop rather than load from in game if you decide a save point is a better place than where you end up ๐
re: Water Beavers and KISS principle -- err, did they not ready the flavour text? WB is an excercise in complexity, that's part of the design principle of the faction ๐
ahh, the warning is not in the Steam Workshop version of the image,
and lacking in the actual text,
btw, the Mod Manager not deleting old files when upgrading bug should be fixed with v3.0.3
Uuh, it may be possible ๐ค
Having the fire display only when the building is actively running is possible, but it's actually linked to a worker working inside, it doesn't play well with buildings that work on their own like these ones
Well I think the approach is correct when dealing with the general public, but with games sometimes complexity is the point ๐
unlike in the base game where you can divert badtides easily and defeat the entire mechanic in a handful of cycles, here for the first several (many) badtides, you will essentially have no choice but to let it flow through your town and live off your water storage for the time being. You can protect your crops with the pollution repelling recipe of the irrigation towers, but that also consumes water...
One of the things I attempt to fix in this mod is the game lacking choice. Again will you rush to get the floodgate dam or head into an other direction ? I never liked how most people start their playthrough by making bad water do a U-turn and forget about it forever. Sale for science : build a couple inventors and forget about them forever
Same for building the dams, just pile up a hundred dumb blocks of wood and here you go, no drawback, no thinking.
Here even if you want to rush the floodgate you'll still need a mechanic, a factory and a bunch of other stuff, which means your population will also increase and if you're not careful you can starve your colony, which means there is some risk in being careless, even quite late mate in the game this can still happen, while in vanilla the game never throws anything at you except ridiculous 30 days droughts on hard mode.
After cycle 10 or so I'm like "whelp, survival is guaranteed now, guess I've won" and get bored ๐
๐คฆ Think I get it now. the Assembly line is a 4x4 footprint despite the legs, and appearing as if it should stack on a 4x2
tbh the outtor color of the burner would be even better and someone said something about the flame beeing if it's running or not ( kinda like the tarp over the giga drill)
like, black for coal, green for nenuphars, pink for flowers and brown for dust
Ah sorry I didn't answer
Uh, I think the main part of the building must sit on watertight stuff, but the outer decoration things must be either on ground of above air.
I think it's simplified in the U6 version
Having some indicator of the recipes is definitely doable, but whether that can be the fire colour I'm not sure
not the fire, the walls of the burner for the receipe. On/off would just be the size of the fire
Waterbeavers is an exercise in Machoism, you're deliberately suffering playing the water beavers, you have a much greater chance of completely loosing the game, even on lower difficulties. It's meant to be a big challenge
what about number cruncher? It is animated when powered, not when beaver are in. Or campfire, that are lit only after dusk?
maybe you could reuse code for bots? When bots are working in building, lights are different color than normal (blue as far as I remember?)
Is it a known thing that Water Cannon's cause the game to crash? Twice I've tried to place the 30 degree cannon and got unhandled exceptions.
v0.6.9.0-7b431f2-sw
KeyNotFoundException: The given key '' was not present in the dictionary.
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <20a025bba6874f73adca28fec451f638>:0)
Timberborn.ModelAttachmentSystem.ModelAttachmentService.GetSpecification (System.String id) (at <09471b6320434ec999f1e7198d4464d6>:0)
Timberborn.ModelAttachmentSystem.ModelAttachments.GetOrCreateAttachment (System.String id) (at <09471b6320434ec999f1e7198d4464d6>:0)
Timberborn.WaterBuildingsUI.WaterOutputParticle.InitializeEntity () (at <6d0f119bc0eb43f385fd1a9c8175f096>:0)
Timberborn.EntitySystem.EntityComponent.Initialize () (at <fa615ac334be4cb7ba337534feed5553>:0)
Timberborn.EntitySystem.EntityComponent.Start () (at <fa615ac334be4cb7ba337534feed5553>:0)
yes they are broken at the moment
i'll try to fix them soon.
in the meantime :
better in daytime
That looks horrific, well done
it's the same as before ๐
I have another stupid question, if I may... What tool/website/utility was used to make the this image? I'm not talking about the text, etc, I'm referring to the buildings, textures, etc... I think something like this would be a great R&D tool.
Link to image in question: https://cdn.discordapp.com/attachments/1070709592176197642/1266397725394468905/JCsDam.jpg?ex=671cf8ca&is=671ba74a&hm=4b075c4925663efbe991bc39ccb6ac93dbfd268e777b71845eea1be5d8df038d&
oh, it's really high-tech, it's done with unity screenshots and MSpaint ๐
Damn.. I'm not smart enough to play around with Unity... LOL
I imagine you build it as a project or something?
yeah, the whole mod is just a big unity project, i arragned the models in the 3D space and took a few screenshots, it seems hard to do without the models
on a completely unrelated matter: i have a small issue with the water cannons : if you make it point at an underground target, it crashes the game ๐ฌ
which i can solve through annoying means at best
like having the flag occupy some space
which requires me to rewrite the entire building's bloc occupancy ๐
Sounds easy enough for a genius like yourself?
also the particles are weirdly truncated ๐ค
isnt it almost always underground as it fill upto a point, ya, could be an issue๐
Any chance Badwater ina cannon will be red?
it...depends on the depth available ? ๐คฏ
hmm... i don't know how to do that ๐ค
there used to be a script for that though
It would just be an added sparkle to the mod, unnecessary. especially not a priority
@shell fiber What exactly is the dike? You can only build it as a single part and not in a row and at that price?
dike ?
enough for today, GN !
(i have nothing but modding planned for the whole WE though ๐)
I assume they mean the levee?
yes
https://discordapp.com/channels/558398674389172225/1070709592176197642/1299207728765472859 maybe this sheds some light
Lumberjack barn says it can support upgrade but I can't really get anything on top. As for the harvester cottage, I don't see an harvester upgrade. Is it only there to allow other upgrades on top?
It needs a companion building..
Either the irrigation tower(sm)/forester or another triangle building. They go on the left side of barn when facing it.
unlike the farmhouse the barn can, but doesnt have to be, offset.
the 2 triangle buildings have to be side by side, the shape of the barn will not let you have 2 side by side like you are trying to do due to the part on the right, a farmhouse or tapper would work
Not sure if this has been reported yet, but large water wheels are placing on single platforms as if its a double. Crappy platforms work fine.
hrm, had some issue placing a corner shaft as well, but got that to work. It was trying to place at 2 high until i got the camera/cursor just right
just finished fixing the water cannon, god that was annoying
i'll look into those water wheels
probably poke at the engine while i'm at it
oh, the problem was comming from the platforms actually
fixed
does anyone has a screenshot of the power shaft bridges from battery_smooth for this faction
i can't remember which color palette we had settled on.
oh i found it, discord keeps images for a surprisingly long time
Apparently, you can'tr build a district center from the bottom.
This works though. Since the beaver enter from the floor below then onto the platform.
hmm... i'll have to recheck this, this is intended as doable
I expect it's because they can't build from inside a building and there is no place to stand outside and in reach.
basically yes
Oh.. cant in U5 either. Pit n ladders no problem now. The pit liquid storage is only transversable (without pathing) from the original exit not all 4 ways, though, after the last fix
How can you get Tar?
Alchemist
The Artist Lodge seems busted, I can only place the building if the front terrace is above ground?
Although, I guess that would be considered โartisticโ.
Where is the alchemist? I can't find it in the menus
it's in village tab > village jobs
and yes, that's deliberate. artists are almost as bad as architects
the solar array and engine are apparently functionnal
i took the opportunity to increase the engine's power
300hp -> 1000 hp
8 methane/h -> 10 methane
but i'm concerned about the carry ability of beavers in that regard
so i might divide all productions and consumption by 2-4 to make it easier to carry around
because the weight cannot be less than 1
Did you change the particle apperance?
of the cannons ? no in principle it's the same as before
but not the same as the base game
@shell fiber Tree nursery can't be built right until ballons come?
Correct, and trebuchet and mechanical drill๐
uuh, indeed
Or the drill and a buncha piles for the rock until you can trebuchet
Where did you take the particle effect from? Nothing comes to mind for that particle effect
Or did you edit the particle appearance of fire and the n use that code for water cannon?
yep, that's blue fire
the particle texture was not extracted correctly or there is some whacky unity shader shenanigans that i don't understand
but fire always work 100% no problem
so blue fire it is ๐
also, fixed that
also, behold my new solution for giant plafroms !
Sweet!
and of course to go with that, the giant pillars are self-stackable
strictly speaking they can also support watertight buildings
which does not provides much benefit, but you can
Are the stumps (top end) of the pillars one tile higher than before?
Ooh
that will solve the problem of plaforms sometime being build before the thing that supports them
update incomming !
lapan is on a roll today! great work mate
i spend the whole day modding and yet i have still so much more to do ๐
i'll try to get to those ballons soon
An Opus takes a while!
I appreciate waht you do for us!
so you cant' do that
but you can do that
.
which also means that i don't need to bother restoring the multipurpose outdoors workspace, because you can just build as many primitive ironworks / gnawing stations as you want
for example :
not gonna lie, i'm pretty happy about this thing
Is there some sort of District crossing? I couldn't find it
uuh, i think i didn't fix it yet
so, no
but eventually there will be
(but who likes districts anyway ?)
I do, because it's the only way to have somewhat large bases without beaver having to spend half the day running to their jobs
Like this. I want to build on top of the hill, but my town center is all the way to the right. I can also only have 1 district if I can't pass resources.
to be honest i think you're right, but i find it always so annoying to set up entirely autonomous districts...
i'll try to fix the district crossing tommorrow along with the balloons ๐
shouldn't be very hard
You can hopscotch the one district center around. just dont attach to road till fully built and just after destroy the old one. As un elegant as it is, a "quarentine" district (attached to nothing) may save a run๐คทโโ๏ธ
okay, going to bed soon
Like building the one to replace the broken down cart.
GN !
GN!
I really need to emake the entire thing soon. I need to unlock basic stuff like bigger storage, stairs and platforms so I can make better things.
M<ake sure you check the needed ingredients to build whatever you spend your science on... They may be locked behind, yet another, building....
I know. I already checked. Like I really want stairs and platforms, but I can't yet make them.
I will probably let the berries take over my farmland as i move up. Until I get GMO. Im usually supa spread out and feeling the travel pains. watchin JC, he kept everything real tight... Ima try it but tricky to give up that 'perfect' spot for things heh
How do you make lotus grow flower? Farmer picks them up before they can grow the flower.
@shell fiber
I just had a potential good idea : the library will be a recreation thing and store blueprints and stuff, while for science I'll make something more like a "Beaver school" that will have the functionality of the current library
If someone feels like proposing a design while I sleep, feel free to ๐
(this is because the "attraction" part of the library currently didn't work)
GN again ! ๐ด
So, I think in U5 the harvest of lotus was plucked lotus.
That's why Handicraft's lodge has a recipe to separate out lotus flower and nenuphars.
Now in U6 the harvest of lotus is lotus flower and nenuphars.
Which has two separate time to grow. Now the problem is farmers are picking up nenuphars and
I can't get the lotus flower.
@shell fiber Please let me know how to tackle this.
Yeah the amount of items in waterbeavers makes district crossings pretty inefficient. I generally prefer increasing range of pathing and do one big clusterfuck of a district
Same here.
Not positive,im still on U5, but I think I read where there is some shennanigans required to let em grow long enough. mass farms or lower farmers or tim ely pause of building or something
. I think it was in U5. As lapan mentioned it.
it's awesome, just the 2 side by side that can't be at the same height gonna give my OCD nightmares
I think some sort of outdoor class with a blackboard and a few logs to sit would be nice
Maybe gathered around a sequoia stump
with a small footprint pawprint tho, it adds one more thing early game when space is at a premium, like 3x3 or 4x4
Minds eye had campfire size, I agree
Nice! I do, though, like the outdoor workspace for its alternate recipes and faster completion with fewer beaver. Say nothing of it being a really neat addition with a buncha 'skins', It also seems to force me to work out my methane and factory supply streams.
Hmm... Yeah I guess it's kind of neat but is it really worth the effort if fixing it ? ๐ค
This thing really only existed to have those small buildings placed in a mega platform stack.
I was actually thinking bigger but I guess having something small is also helpful for small maps ๐ค
What happened to "town center" Is that still a thing?
So will it not be restored at all or are you gonna do it later?
Ooh noice
i wouldl like to say "maybe later" but i'm honestly 90% sure that this later will never arrive
Haha lol issok (since neither is housing)
Wait does the "basket"/cargo of the balloon have image versions of the load it carries to that faction for the trade?
i'm not that much of a masochist ๐
although that is likely doable
letme think about it ๐ค
it might actually be pretty simple
for example i could make somethign displayed on the landing pad probably easily
but on the balloon that is harder, because the animation is canned in blender and the thing that changes visuals is in unity
Oh ic
BTW what game mechanic from the OG game do balloons use?
oh, it's just a manufactory
you can make reciepes that convert A,B,C into X, Y, Z with little to no restriction
problem is that i can't really bind the animation to the thing actually running
i guess i could... but there would be weird inconsistant things
like the balloon pilot (if there was) suddently hopping out of the balloon to go to sleep or have lunch, then magically resuming his trip
is that the same kine thing you fixed with the "no bits" tarp?
Haha lol
Wasn't it the same for the abyssal exploration in u5?
basically same idea yeah, except adding a tarp to the ballons wouldn't work and the ballon would go straight through it ๐
Ahh, Magic Beaver! I remember this one...
ah, yeah well kind of, but for the abyss you can imagine beavers popping back mid exploration
taking a break and stuff
actually that makes me think i still haven't taken a good look at the ironteeth earth repopulator
Hmmm
So will there be some wonder in WBO? Any plans yet?
yes, but not untill i finish restoring the missing buildings
my idea (subject to change) is to make some sort of huge fusion reactor that initially deletes water, but once is complete and flooded (to force people to build a real dam) start making far more water that in deletes and is never affected by droughts or badtides.
an other idea would be to make a huge nuclear missile and nuke the last humans hiding on the moon ๐
Lol. you know, either or... heh
Noice
wireless (no powershaft required) kine Fusion? heh
How would the animation work? Would you add a cut scene for this one?
i don't know, probably the same as the folktails lantern thign ๐ค
to be honest i didn't think further than this
factorio style, you launch, you win..
but part of me feels that the end point being launching a rocket to space is a bit overdone
the FT want to send seeds everywhere, the IT want to repopulate the earth, i think it makes more sense for the WP to want to rehydrate the land
Well right now it would what we call here in India "khayaali pulao" which literally translates to cooking an imaginary pulao (an Indian rice dish) and the closest proverb would be building palaces in the sky
Um, in case you are to close to it to see... Water Beaver Overhaul, is a little over done. In the best possible way. why stop now?
Indeed
Haha makes sense
So in this way the fusion reactor idea seems quite a nice implementation (at least in the idea pass)
This makes sense too, but I would prefer the fusion reactor idea
heh, As well! Yet in the 'spitballing' stage, i like to encourage Lapan ๐ Who knows what the end will become. heh
@shell fiber what to do?
oh, right, sorry.
well the nenuphars are cut by the farmhouse, while the flower are harvested by the gatherers
so what you can do is plant your lotus somewhere, and then remove access from the farm (destroy the stairs / ladder that lead down) and give access on an other side to the gatherers
but i also wanted to make a flower-only variant specifically to make it easier
maybe i'll have time for that today
also, lotus will grow and expand on their own, so if you remove the planting order from lotus that are at the limit of the farmhouse range, they will likely manage to spawn seedlings out of the farm's range, at which point they can endlessly be harvested for flowers
not entire sure how practical that is to be honest
but plucked lotuses and having to split them is clearly a pain, so any solution that doesn't imply that seems good to me
This would be best. Only flower variant.
Will try this for now.
Nice
No longer an industrial "brick", maybe, Industrial swiss cheese... naw, ima work on it ๐
heh, not even block a clockwerks anymore
Im getting a M. C. Escher feel from this. the stairs that connect but go nowhere
grumpf
the animation is whacked but for the time being the ballons seem to work
let's get the dristrict crossing timbermesh-ed
that was pretty easy
okay, so i think i did most of what was vital for today, next i'll either solve thtis lotus issue, or poke at the pantry mod
oh, it's not fixed yet, whelp, lotus it is i guess ๐
https://mod.io/g/timberborn/m/housingoptimize
Well that would also solve the district issue. The biggest problem with district solves is that many beaver end up living far away from their jobs, taking hours to reach them. This would be a solution that doesn't require them. Sadly the mod is not up to date.
Also, I remember you saying that you didn't want floodgate because they were too easy, what about making them require power? That would put it behind some of the tech bramble but would allow for more manipulation of water. I'm going to be honest, with the update 6, I wanna build an apartment complex of beaver with an aqueduct sending a cascade a water down the middle. And not being able to manipulate water during badtide to prevent every single house to have it is troublesome.
Yeah Unis I've used to be a dependency for this mod, but right now it's kaput
The scripts controlling the floodgate behaviour don't have any input for power requirement so I can't do that. But I'm pretty sure you can arrange a channel to divert bad water away during bad tides.
Instead of raising a floodgate to block water flow, try lowering one to let if flow somewhere else at a lower elevation ๐
ah but there's a small issue with that : that means that some lotus flowers will be only harvestable by gatherer, while some will be cuttable by the farmhouse.
that will definitely cause some confusion ๐ค
maybe if i make it a bush...
ah, right, that causes a crash when attempting to prioritize with the gatherer ๐ค
Why the double platform? Can't you build a platform on top of a platform?
yes, it's illegal ๐
I have no idea how feasible this would be, but what about a modular structure? Make it 6 pieces that would require to all be connected and let the player make their own design?
hmm... that's not really possible
it's possible to make modular-ish buildings using the upgrade system, but it usually makes something quite clunky and complicated
but this thing is quite big indeed...
some maps may not have easy access to such a large open space to place it early on. It's supposed to replace the research aspect of the library right? On certain maps this could simply not be possible. An argument could also be made that it's not really your problem :p
well there's some guy who made a 4x4 map with some sort of spiral staircase on the side, so yeah ๐
let's go with something like that
still looks nice, but smaller, and the roofs are stackable so it doesn't waste that much space
with the correct doors that's what it does
i'll put a tree and a couple benches in the courtyard or somethign
but the area should be partially buildable
that HUGE !!!!
at least for a early game building
walkable all over?
and 3x3 can support the tower buildings/district center?
yep, that's the idea
you can build your town center on top, or more pit-and ladder lodges
and whatever you like on the other surfaces
it will also be watertight and house 6-9 beavers ๐
9 is a bit overkill IMO
i was waiting for knatte's bot to generate an update notification, but it's still not comming so...
mod updated ! along with the texture pack
probably 6 is fine ๐
compared to the librairy that housed none... it's already quite boost
did you tone down the cost of science a bit to compensate the extra pop?
oh i didn't push it yet
but i don't think +6 beavers justify lowering the cost of the game forever
I'll get to that an other day
now i think people can go as far as almost the ENS right ?
i still have to fix the CW farms and the abyss
but that will be for an other day.
GN !
GN
Can you make it a tree that is still harvested by the large farmhouse? So let it grow and let the harvesters farm the flowers or mark it for cutting and get the nephumars
Rotate when stacking?
Looks like theres a display issue with the IT style pile.
Also not sure if its been brought up, but sunflower oil and nitroglycerin dont visually 'show up', at least in small and medium tanks.
sorry if this stuff has been reported before, figured i'd mention stuff when i see it lol
I thought about that and I'll worried that people won't figure it out ๐ค
Not sure what you mean ๐ค
that should be there already
just meant, can you rotate the building and have the paths out face different directions
think he means the doors variant let's say you can stack them without caring about orientation of the door
having a "dรฉjร vue" 
Ah, well the building comes in one single piece so you can't rotate only the top part
And I didn't plan doors to nowhere on the back side ๐
But maybe a second entrance could be nice
Yeah definitely an entrance on the left side, this way you should be able to place a forester on top of the 2x2 area and it can access the outside without losing too many steps
(need to check the orientation)
always need a fire exit, if they use it in non emergency cases, it's up to them
Oh I just had a good idea for aqueducts ๐
Basically something using that system
Like an impermeable floor and two watertight walls attached to giant pillars
with giant pillars self stacking it sounds like a nice way to do some really dumb shits ๐คฃ

Go ahead, at this point you're in such late game that it's fair enough ๐
just waiting for the point you say "LEt's go" transfer is done" and i'm going for diaorama, still unsure about hard or normal but... time will tell
You can try the new small map they made but it doesn't have any accessible brambles ๐
I guess that will make the new school worth it since it gives you two levels of elevation already ๐
I think my colony is dead and with it my foray in Water beaver. In hindsight, I now know what I would need to do, but I don't wanna start over. To anyone starting the mod: Pump water. Lots and lots of it. You never have enough. Make a couple of irrigation tower away from anywhere badwater can touch, and you can ignore everything the game has to throw at you. As long as you pump and store enough water inbetween drought/badtides to keep the irrigated fields running, you're good.
yes, having tons of water storage is definitely a must
and no worries, take your time, you can always come back at it later ๐
@shell fiber
there's no error message in there, except for the empty strings
And also : shit, i forgot that i can't make multi-leveled watertight buidlings ๐ฅ
that causes the error?
oh, no the watertight thing is completely unrelated to what you have
actually i don't see any issue with the log you show
if you had a crash, just toss the entire error log file in here
probably the crash message is much lower
my watertigthness issue means i could at best do something like this
which is far less pretty
or shrink everything to one level ๐
well for now this looks fine
might try the two-tall one
anyway, i finished work late and now it's almost 2am, should go to sleep
That is a huge footprint, that you cant place the needed mats in storage underneath as you can currently. I do like the clock tower and fency space! Yet late game we could essentiually have the whole colony on platforms?
everything is so out of ordinary... i love it
I made a More Log Messages mod (only on mod io) that will annotate the localization warnings with the full filename. In case "enUS" isn't specific enough (it never is).
fixing this was a bad idea 
have been sitting infront of the screen for hours now... totally not worth it
Got a new error. Not 100% sure what caused it. I was off looking at the progress on a levee and "boom". Beavers were building large storage piles for waste rock and dirt so maybe that's related.
Im gettin ready to dyno mite that same are4a to make it a lotus pond.
More optional exits on building could lead to more extensive dams too... its the pathing that seems to hinder eloquent damming... Being able to "kiss" another building to pathing could get creative.
Oh actually I got an idea to help with clearing this kind of jagged spaces, but I'm not sure it would really work
i have a lot of that area turned into bamboo farming. I was extra crazy and have the 'upper' area there largely cleaned out as well and grew sequoias up there
Also yeah platforms are mostly for mobility, to fix the terrain you need terrain blocks. But for most small buildings log levees can also do the trick
Heh, one of the major edits in lemon canyon showcase- was to remove the clutter. I didnt know how mto even approach the area.
Majority of the places where there are platforms seem to be 1 wide or 2 wide, I think levees would work there
okay, finished work not too late today
i'll leave the library as is for the time being (ie : same as before)
i'll fix the forester/irrigation tower upgrades and then probably start hacking at the 3 billion needs those beavers have
What do you do for a living?
i'm working as a company researcher (biology)
Oh damn, nice
In Japan/Korea by any chance? Your time zone seems to match that
yeah japan, i went there for my pdh, ended up staying there for almoste 10 years now ๐
not gonna lie it's a pretty good job
but the pay is kind of meh
I see
at least right now
Huh
Oh I see
Well as far as I know, unless it is some cutting edge/defense/critical tech, research pay of generally low
Well I am a college student, so I can't really comment on it too much
yeah, that's genereally like that, the hardest part i think is finding the first job after you graduate
after that it kind of chains on its own, i already got scouted for a next position with better salary
but i'ts not a done deal yet so ๐คซ
but research has the immense advantage of not being too routine-y
also there is some degree of freedom regarding time usage
All the best for you, hope you get it
I see
Hmmm yeah that makes sense cause you can't force someone to find/research some new thing
Also, are you French? Or do you have an interest in French? Asking because of ENS
yep, french
which is not that uncommon in japan i think
many people kind of flee france for japan, because the situation at home is... well shit
what i appreciate the most here is probably the safety and the sense of peace you get from it.
i never have to worry about get my stuff stolen, taking trains late in the enving and so on
updrades are all restored
except the builder and hauler upgrades for triangle buildings
Just curious... how many languages do you speak? English, French, Japanese?...As an ignorant American I only speak a wee bit Australian, some Canadian, a spot o' British, my poor Englrish and as a Pacific islander, small kine Pidgin...๐
I'm Smrtr den i thought, thats 5 or six heh
Damn
Hmmm true
Safety reminded me of the apparent knifing incidents because of which stab-proof umbrellas were launched in Japan
why is there no theft? have they beaten addiction?
Noice
Haha lol it is rather common in non American/British countries
It is kinda cultural
The ethics are ingrained in childhood itself
hmmm. was for me too but I still stole that pack of gum...
I believe there is very less addiction in Japan, although hikikomori and extreme introverts seem to be more common in Japan than elsewhere but maybe this might just be what I think
and im pretty sure its not my wife in the bathroom๐
Huh?
Haha lol
forced joke. they seldom work
I see
Yeah French English Japanese, and some extremely limited German since junior high school that I've been consistently incapable of actually learning. ๐
Ah yeah I heard some stuff like that but I think it was many many years ago. But it's still extremely rare.
My pet theory is that yes it's engrained in education, but also in the manga/anime culture.
In most / all manga the main character(s) are what what in the west we would call a "goody two shoes" (which already has a bit of a boring connotation) : they never cheat, always do the right thing, try to bring others back on the right path etc.
And on the other hand what do we have ? Kid paddle who constantly try to cheat the arcade machine, Gaston lagaffe who's a general nuisance to his co workers and a major slacker, batman who thinks he's above the law etc. (there's plenty but I don't know which are mostly French or more international)
That doesn't really set a good example if you ask me.
But also in Europe, we have to face it, we're letting in our countries people who really have no respect for us an are only here for work, they don't try to integrate because they shit on our values, and because they don't have the codes to navigate our societies (not that they would want them anyway) they end up being second rate citizen, which makes then resent us even more etc. From that point why would they respect anything ?
Thankfully people across the political spectrum (at least in France) are starting to realise that there is some truth to those discourses and their only choice is to ignore it and lose, or accept it.
But enough of the political rant, it's not really the place, and I don't expect everyone to agree with my take on it
I wonder if there are any "Western style" stories about how "power corrupts" in Japan?
Back on topic, did we work out why JC's Nuclear power steam vent didn't have access to water?
Oh I see
But the launch of the umbrella was surely recent
I partially agree with it, but also, as far as I am aware, there is no proper European culture, so to say. It would be the same in America. A good immigrants' policy would solve half the problem. You would have to force the immigrants to either assimilate with your values, or to at least follow the law/moral code
No, my theory was that water was no high enough
Are 2x2 piles meant to not be able to be built on overhang platforms? 1x1 are able to be built on them
are you still able to put a cruddy pile down, put the platforsm onthem and put yet another pile on the platforms in u6?
I might have to "cheat" a bit and try and work it out
There's no unified European culture, but we clearly have a common background. You never realise it until you go living abroad (and by that I mean halfway across the world). It's very difficult to explain but something you wouldn't even think about is sometimes a really big issue and vice versa.
Most people are nice but ask an Arab man what he would do if his son turned out to be gay and you'll see something very different. Most cultures in the world have this kind of considerations that most of us world consider inbred level of stupid, but from their perspective we are degenerates without moral values.
Westerners do well in northeast Asia and conversely because the social structure is fairly similar, but that is just not true in the whole world IMHO.
An example I could give is a friend I have from Sri Lanka, a really nice guy from a pretty good family, but he was horrified at the idea that he could be ask to pick up the poop of his own dog if it shat in a park, because that's a job for... you know... lower people
My point is that you take a good person for his own culture and transpose to a European lifestyle and suddenly the guy is an insufferable asshole ๐คท
It could work but we need to be aware of the differences and explain clearly what is acceptable and what is not, but we can't do that if we operate on a "all cultures are equally beautiful"
Anyway, I like taking politics but again not the place