#Water Beaver Overhaul
1 messages · Page 35 of 1
In principle you should
My best bet is a rotation issue, but I don't remember the cue for the right orientation, if there even is one
Hmmm I see
Haha lol, what can I say
Perhaps but not necessarily true, it would also depend on his background (in the sense that where and how he/she was brought up)
Haha yeah indeed
True true we took up a significant part of this mod channel for that lol
Haha JC would be pissed off that were the case lol
Heh it's a mod, I personally liked the square water cannon water as a reminder that it's just one person doing all this amazing stuff
Yes indeed, Lapan has invested so much time and effort just for his own passion, and also listening to our suggestions
since i'm purging the needs, i'll take the opportunity to put down some old relics of the past
typically the glorious storage aura goes bye bye
it's not really worth the lag and having to scatter those around just makes a mess
i think everyone will be happier being able to put them all together
the negatives need associated with beaver stew and mushroom juice also go in the trash, they will still be picked last but mostly because of having no positive need value except thirst / hunger
then i'm probably going to rescale the wellbeing tiers bonuses. cooking food is still going to be important because it has a food value multiplying effect, and some wellbeing since i removed wellbeing from most raw foods (except berries and sunflower seeds, because of course 😉)
for the rest i want to rely mostly on drinks and on "possetions" like toys, comic books, shell neckaces etc.
which means i'll have to have early wellbeing levels boost life expectancy quite a lot, otherwise the toys etc will be a fool's errand
on that note, GN !
But then won't that be too OP in a sense in the later game?
I'll see if I can make kid become adults slower with higher wellbeing to compensate 🤭
Tbh I have been thinking about making beavers retire once they get too old 😅
But that might be a bit too painful
Now are working until death , unless have enough bots , so, a retirement age will be cool, but not in the earlier stage of the game 🤔
Yeah no, if I ever do that I would definitely set it up so that it doesn't happen until late game.
But still the end return would be that at some point increasing wellbeing make you lose workforce so that's not a good plan
Unless I do sure careful tailoring. Like early on you increase lifespan and get only minor bonuses to work speed, move speed and carry ability.
As you get more wellbeing you get a bit more bonuses on everything.
And once you reach a level of wellbeing that make lifespan long enough that beavers can reach retirement age, work related bonuses start to massively increase.
But honestly I would need to run some excel sheets to calibrate all that
So for now... Let's put that on the back burner, which is also buried under a million things at this point 😅
Haha lol
I would say once you build the ENS beavers can start retiring
That's way too early
problem is that it's hard to tie to a building. you can make buildings with large auras to simulate that, but it generates a lag that grows exponentially with the range.
at some point i had a system to make beaver needs increase with tech progress, but it was just causing save games to take 10 min to load 😑
Is the path in front connected? 🙂
Its yer channel 🙃
Selfishly I like the way you share information. It has been helpful in my own "ah ha" moments.
No, but it should be. It’s right there.
I can see the path is not linking into the tank, delete the path and rebuild?
I'll check that 👍
It's probably a path setting missing or misplaced
I think I've had this problem before
Oh and I tried building small storages on top of a giant glass storage and that didn't connect either, but I thought that was a compromise you made so I didn't say anything
I also saw yesterday that the pit an ladder lodges don't connect correctly
No that should work
If I don't want something used in a certain way, I'll probably make it so that you can't place it 😉
In that case, even longer ago I tried to build a small storage with a roof on top of a a couple of long tiny storages and that didn't connect either, that's on U5 though
Nah, not pissed off. Not a big deal to rebuild it
I haven't tested it yet, would try it in ||Dev mode|| first
Let me re-install BepinEx
And I can't reproduce the problem yet, weird
🤔
So I can't recreate JC's issue, but I placed the Nuclear plant in water in a drought, and hey, this isn't using any water..........................
Oh and worse
I deleted the water around the plant, oh hey look Mum it's still working! Maybe the water in the vents is keeping it going 🤣
Well yeah it isn't really a big deal to rebuild it, just that the workload in WBO is so high that frustration is easy lol
it's because of the drought, it forces the negative water source back to zero
You couldn't use the Iron Teeth's badwater dome to enable the negative water source during a drought? Just thinking, possibly too much 
well no, because that also allows people to just force close the water source and that would not stop the reactor from producing power
is there a way to have lumberjack flags give the option to prioritise logs/brambles/bananas? just starting a new save and have a few flags between brambles and trees but my tree beavers just spend all day cutting 1 bramble so there's no wood to build anything lol
(In the meantime I'll just move flags right into the desired area but would be a good QoL thing if it's possible 🙂 )
hmm... well most of this mod is only abusing existing mechanics, and the lumberjack flag doesn't have a priority system so that's not really possible.
but you can unmark the brambles for cutting that should do it
No worries, was just curious if it could be like copy/pasted into the lumberjack (I have no idea how modding works lol)
I’ll probably keep my regional flags as my forgetful butt will not remember to remark brambles 😅
okay, finally found a solution for the pit and ladder lodges
right the giant buried tank now
oh, i see, i forgot to replace the entrance of the top one to the top
Was it a U6 thing?
okay, fixed the tanks too, their liquid visualization was broken in addition of the rest
no they already existed in U5
but to fix them in U6 i had to rewrite the entire block occupancy, and i just copied i the data of the bottom one to the top one, which also carried over the entrance
Oh I see
was there anything else suspicious that i should check ? except everything about the 1x1x2 storage mod 😅
as i said before, i've been purging a lot of unnecessary needs, right now here's what the list looks like :```
Hunger 1
Thirst 1
Shelter 1
Sleep 1
Filth 1
WetFur 1
SunflowerSeeds 1
BraisedCabbage 1
Kimchi 1
FriedRice 2
Stew_Vegetable 2
Stew_Chestnut 2
Stew_Deluxe 5
GreenUdon 2
ForeignFood 3
FriedPumpkinChips 4
Berries 1
Grapes 2
Amazake 2
ChestnutBeer 3
LotusTea 2
RedSoda 3
Wine 5
Banana 3
Coconut 3
Ananas 3
Shellnecklace 3
ComicBooks 2
Toys 1
RooftopTerrace 1
Lido 1
NiceView 2
ExercisePlaza 3
FoodPlaza 1
RPG 3
Library 3
Petanque 2
Trebuchet 3
DanceHall 5
HoomanRuins 5
Statue_UpsideDown 2
Statue_Pointer 2
Statue_Pregnant 2
Statue_Metalworker 5
Statue_Lumberjack 5
Statue_Farmer 5
Statue_Dunking 10
GoldFence 5
Balloon 2
Roof 1
Shrub 1
Newsboard 1
at the moment total is 132, which is... too much 😅
Amazake is sake?
food and drink related needs decrease by 0.05 / day, each item fills up 0.2
hunger decrease by 0.8 / day food items fill up 0.3
thirst decrease by 0.7 / day drink also fill 0.3
soo...a beaver can drink 2.333 items per day, and eat 2.666 items per day, which means they can refill 0.466 and 0.533 value point per day respectively, which means i'm limited to 9 different drinks and 10 different foods 🤔
does that seem correct ?
yes 🙂
but most people don't know what amazake is
so i just called it "half fermented sake"
i could also make it just plain sake, but sake is just a colorless liquid, so how do i display that in the barrels ? 😅
ideally i should keep it to one less so that there is less pressure to fill everything...
which means weird udon will likely meet its fate, and ananas, coconut and pinapple juices should be combined into a single "tropical cocktail" or something 🤔
anyway, GN !
There's something going on with the textures and storage piles. Some of them float above ground level and I'm pretty sure that index for the dirt texture is incorrect because I've gotten 2 crashes when I make a dirt pile. Error InvalidOperationException: Sequence contains more than one matching element
Did you try rotate the steam vents all 4 ways (to see if the rotation was the issue)?
Have they always done this? I love it 😂
heh, Lemon Canyon - aka Map of Shattered Dreams - JC thinking "hey I can just do this", but then the map says no
Yeah I built 4 reactors with steam vents, then demolished and rebuilt them with different rotations. But it was still producing power without water instead 🤔
I guess it's possible that JC has a different version installed, I'm not sure if it was the latest U5 version.
Sweet. That IS new!
Love me those magical beavers!
I believe JC means it when he says Math! I still dont feel like I have finished WBO for not making the ananas and coconut drinks in quantity. This change may let me feel I have WON... dont know if thats good or not as good... HEH
didnt realize all that went on under the hood!
You modders are supa heros!
okay, i'll get on to this 🙂
okay, fixed the mesh floating too high, and the dirt crash
What is the well being cap in da base game?? 58? 60? So, you are a bit more than double. What did you want to shoot for? removing the juices and udon seems lie you took out "hard" mode already. I feel that sets quite the bar. Anyone who can get that 120 from the options available is still a pro gamer to me...
i don't think it really changes the difficulty though 🤔 if anything less well being buffs makes it harder because you won't get so many bonuses just through playing the game normally.
But it's mostly to solve the issue that we reach in the end game where beavers literally don't have time to do everything, even if they don't have anything to do, it causes them to run around all day like headless chicken.
i don't really know how much wellbeing the other faction can reach but i think it's like 50-70. i don't mind reaching 100 or more, but i has somethign you need to try to improve, while before it just "happened" like you get the library bonus not because you chose to invest in the library, but because the library is necessary and also gives a bonus. same for the trebuchet etc.
but some needs may come back, it's just necessary to make a clean slate to rebuild sometimes 🙂
If no flour for the chestnut beer, prolly could be less well being boost🤷♂️ What is food plaza? Is that a new one for the Canteen and Bar?
Food plaza was from the great cooking tent
But for now I removed it too
II put myself into a repetitive rut
I need a new canvas. Think Ima try WBO % on Meander .
Are there any good playthroughs on a 1024×1024 map?
Not necessarily WBO
Thats huge. Somebody is doin Ribbon World... 1024 x 64
good point, yeah, probably also true for the half fermented sake
that seems like a good way to kill your PC, just the water simulation probably would bringit to its knees
ribbon worlk seems more fun to me
I think for a challenge map Beaverome could be interesting
but it might just be bad too
Does the boost value effect their desire? Or does it just seem like when something is short and Im paying attention, is also when it is a new option and most desireable?
Beaverome needs a buncha work to be arable enouigh to support WBO, imo
i'm not entirely sure how beavers chose what to do. of course during worktime they will only stop to go take care of basic needs, but during their free time, they try to consume whatever fills the most need points, but the wellbeing of the needs does not seem to act as a multiplier for importance. or so i felt the last time i ran some tests. 🤔
heh, I'm nodding at the screen🤣
There is still display issues with the coal piles etc but I think it is mostly a shader issue
I still get a crash when I try to make a dirt pile. Crash happens when the construction is complete, before they even try to put dirt in it.
So I think the index issue is on the little icon for the pile that shows what it’s holding.
Also just found out the ENS is busted; "BoundingBox is empty"
I’m sorry if it seems like I’m dumping stuff on you. I LOVE the mod, was so happy that you got it into U6 that I could wait to try it. And I don’t mind the glitches, once I know what causes them I can avoid them until patched. I just report stuff when I find it because I want to make sure it’s noted. I’ve had bugs make it to production before because someone found a bug but thought it had already been reported so they didn’t bother telling me. Hate it when that happens.
that's odd, which faction are you playing ?
oh i'm stupid, whitepaws i guess
otherwise we would be in a different chat
hmm
lol, yup
oh, you were trying to use the small 1x1 pile right ? i had forgot to fix it apparently.
and i thought the ENS was still disabled, oops 😅
Correct on the 1x1 pile.
Anyone got a clue about what's causing this crash? I'm usually decent at deciphering crash reports, but this one got me stumped. I'm guessing it's another mod that's interfering, but I can't tell which it is
if it's a save from before installing the mod, you might need to disable it for it to work, I did.
No, it's a new save I made from the last update of waterbeavers
are you sure you don't have a weird mod that shouldn't be there ? like a mod that makes fancy paths or something ?
i don't think it comes from my mod
oh, maybe since i pushed an update some mod loading order was changed ?
No fancy path, but I do have Todor's Building Path mod
Never tested with this faction, and, not sure if lapan didn't touch already the regular paths ....
Not an instant crash either and I'm struggling to pinpoint what in game being placed caused it
I'll try it without the path mod and see if it still happens
You could try to place this in the Specification\Faction folder of the mod BuildingPath and see if it works.
Yeah I haven't crashed without the path mod
Ok, I'll try it
So I would need to create a new folder in the Speciation folder of waterbeavers and place that file in it?
Not in the water beavers, in the Building Path mod.
Unfortunately I don't think that fixed it @heavy lodge and I'm not sure if it's going to get an exception repot, it's just hard frozen
Same "Uncaught exception occurred!" that I was getting though
frozen ? 🤔
Yeah game doesn't go to crash screen it just locks up with the red exception text at the top
can you drag and drop here the player.log file ?
It's the same error you had before. Replace the mod with what you have here and make sure that WB is loaded first in mod order list (before Water Beavers)
Sorry, I didn't realize it didn't generate an error report from the last crash
NP, was in the player.log
@shell fiber Found a bounding issue with the mechanized kitchen house. I know why the image on the left won't work (thus the dynamite at the edge of the pic to make room for the smokestack) but the image on the right definitely shouldn't work.
Must investigate what is happen.
Ok finally got a crash report with BuildingPath 1.9
Until I found what is wrong, do not use the mod wor WB, sorry.
No worries, thanks for investigating 
Is there a reason why Florists can't be stacked?
ah, indeed the block occupancy were just not made.
thanks !
i strongly believe that plants need light to grow 😅
you can definitely stack things on a florist, but not directly an other florist because the small covered path segment interferes with each other
Ah oui for truncated because of blender
I'll try to fix that for the next update.
I'm pretty sure a lot of buildings have similar issues, of you find more please notify me
Will do.
The balloon animation is also truncated. They take off into the air and about 10 seconds later magically reappear on the landing pad.
I don’t know if it’s related to the well being rebalance, but since they prefer berries and sunflowers now keeping sunflowers in stock long enough to make sunflower oil is a real big challenges it was hard before, now it’s real hard.
I feel like something in the last update broke balloons. I can’t get them to load the balloons with materials to trade. The workers are basically generic haulers running around hauling stuff but not bringing stuff to the balloons.
I take that back. 2 of 3 balloons suddenly started working again. Maybe just a problem with not enough haulers.
ah, yes, this ungodly mess...
yes, those are the two most important crops in the faction for industry and science, it's important to cook stuff to help your beavers eat something else.
the cereal bars are particularily important because they yiedl more berry and sunflower that what the ingredients would provide 🙂
they are generic haulers, not specifically dedicated to the balloons
it's important to prioritize them
the ENS moves again
except well... blender shenanigans.
So pretty…
Thanks for the tip. I had been avoiding cereal bars since I didn't want to use the sunflower in the ingredient stage.
otherwise the other solution is always producing more of it 😅
Assuming it's unintentional that the space in front of wodfelling lodge is also a levee 😅
Hey @shell fiber , could you update v1.0.4 of the Texture Pack on mod.io
Also the 2.3.5 version of 1x1x2Storage
The animation for large water wheels is truncated. It doesn’t make it through a full rotation.
Oopsie
Oh sorry I may have forgot that
I'll do it soon 👍
Yay! you kept the Woodfeller Plantification Lodge!
I think they are great "bookends" for a nice size bramble patch.
uploaded
@shell fiber The texture pack is uploaded but not the storage.
i had an half-cooked update ongoing, but it's update now, with better icons 🙂
Thanks a ton!
fyi: #1297339702353068033 is finally up on Steam as well (with a small caveat that it's not correctly tagged, but it should still be useable)
and I only just noticed the comments on the Steam version of the mod with "managed to install all deps, but couldn't find Tool Finder" -- so that is now fixed 🙂
I kind of want to get people's opinions on the aqueduct, i've been considering several things, but right now i think i'm going toward something like this :
as you can expect the metal rings are meant to snap on giant pillars like the mega platform
the rest being obviously giant half logs
but how long / wide do you think is best ? one possibility is 2 wide, the other is 4 wide
i think 3 wide doesn't make a lot of sense
but i think it might be really really expensive in terms of giant logs
1x1 allows for best modularity of course
I would recommend 2 wide since it would be way too expensive otherwise
Also, I thing it should cost half-cut giant logs
Oh, if possible, both could be included
Love it! Now I can put that monstrous sawmill to good use 
i could do something like this
but i could also place the support rings in the center, that would either be 5 long for 4 giant pillars, or 3 long for 2 giant pillars
Can irrigation lodges not be built on levees?
No I think that causes problems. Plus you can't irrigate a levee
Can pencil sets replace lotus processing in the assembly line?'
Yes, I think I'll give the assembly line recipes for pencils, tools and possibly metal fixtures
Metal fasteners?
The aqueducts look awesome, but I think we need some way/option how to build the waterwheels (all 3 types) in the aqueduct and place for the shafts. The aqueduct is a good place for more energy.
We also need some corner piece for the turns, so an L shaped piece.
Or perhaps a "more modular“ system? Something like: a floor piece (with one side wall) and a floor piece (without walls). Then you can build an aqueduct of any width. Or you can use a waterproof building or terrain as one side of an aqueduct. But I don't know how to make simple modular corners, it will be a lot of pieces. The modular system gives you many more options, but it's also much more complex, maybe too much.
modularity is very difficult for this kind of things, so i'm pretty sure i'll have far less trouble adding a T and L piece rather than trying to come up with something that would in the end be too complex
as for using them for energy... well i'm not 100% sure i want that, i want to push people to use nuclear power near the end game, not make a super long aqueduct just to fill it with a bazillion water wheel. but at the moment i'm not planning to prevent that either.
i think placing small and medium water wheel won't work because trying to add buildable space on top of the walls of the waterway just looks horribly ugly (tried one hour ago, my eyes are still spicy), but is possible to stick a giant log bridge between two giant pillars, and i thing it won't interfere with the aqueduct itself, so large water wheel should be placeable
at the moment my main problem with this design is that if you imagine multiple in a row, you end up with two giant pillars next to each other, which i feel is very unelegant
so i'm heading toward this :
or this, (because 5 long is waaaay too generous)
but since i have both models ready, well i may as well put in both, and balance them through science and metal cost (the small one doesn't have the small oblique trusses and i'll probably change some parts to wood or clay or whatevr
This is hawt
You have right. "Aqueduct snake" with bazillion water wheels is ugly. But on the other hand, if you have an aqueduct from point A to B, then not placing water wheels is a waste of potential.
and T shape should look like this
also fun thing about this one : if you place 3 in a row, pillars supporting 1 and 3 have the perfect spacing for a mega platform 🙂
GN !
If there are pillars at both ends, it is definitely too much. This would mean always having 2 pillars next to each other, that is really unelegant. Pillars in the middle of the section are much better. Then you have 2 or 4 blocks gap between pillars and you can use that space for something.
Nice ideas!
Minor bug in the current U6 WB: the “regular” and fancy blueprints for the Super Fertilising Irrigation Tower Bath are swapped. The text says that you research the fancy one, then give to the artist to make a regular one, then give that one to copyist to make fancy copies.
hmm, material basemetal.whitepaws not found in repository ><
I'll redownload it I guess
or is that in the texture pack?
or is there anything I need from mod.io to play it that I don't have
nope, not the texture pack being a problem. hrm.
:p
there any mods known not to be compatible with it?
or is my potato with an i7 and gtx 1080 just too old to play it :p
Do you have all the dependencies? @stone pond
The best solution I've found to harvesting lotuses is just planting so many nephumars they can't get to them all
checks
unless there's something on mod.io...
I could try deactivating 4 way district center if it's in the mod natively as well...
That looks right, maybe try verifying game files to make sure all mods are updated
the main question to me is whether there are mods not compatible with it
first one list4s all the mods
second lists the exception, not sure why it claims I don't have that in the repository, it's ridiculous
unless another mod is blocking it
all files successfully validated
no change in result tough. That's why I asked about any known mods not compatible with it :p
cause if there's one in my list for sure crashing it, it means I don't have to go through one by one :p lol
Must check for all the mods that add buildings in the game that is not listed as dependency mods for Water Beavers.
Dutch Windmill, Booster Juice, Choo!Choo!, More Platforms for sure must be disabled.
ouch, okay
I'll try with those disabled then
wondering if all the TBMPL stuff needs to be as well
more workers is really useful, but if I have to lose it... :p
As I know, those are OK, don't add any buildings, only changed some global settings.
Guess must disable also dam decoration mods (both) ....
mrf okay
probably water extension as well
think that adds stuff
or not
it loaded to the map with water extention and dam decorations still active
Was not sure about dam decoration. Is good if working, but, not sure how is used in Water Beavers ...
not really woried about it. Hrm, now to build lumberjack flag :p
actually I think I need to watch JCBeard's playthrough more before I try it :p
I believe in U5 the sequoia feller dynamically showed logs based on how full it was. On 6 it looks like it always shows full of logs (visually).
I havent checked the storage yet, havent had to builld one lol
Also hard to really get a screenshot, but it seems the mechanized kitchen house cant have things built on top of it (including other MKHs)...and maybe can have stuff built in it? It also appears that beavers can walk through it
Oddly enough, it is repelling water lol
The exception mentions MorePlatforms, so I'd bet it's that,
hm... that one doesn't exist 🤔 i use basemetal.folktails
yes, currently the script handleing that is broken
you have a lot of mods, some of them if they work would add some indesirable stuff to the mod (more plaforms, dam / dam decoration etc)
No idea
- Bee Sting Antidote (v1.0.3)
- FasterBeaver (v1.0.0)
- Dutch Windmill (v2.0.1)
- Extra Terrain Tools (v0.9.1)
- Better Mines (v0.1)
- Booster Juice (v0.0.2.5)
- Flywheels (v2.0.3.2)
- More Platforms (v2.0.2)
- Path Extention (v2.0.12)
- Planting Override (v0.0.3.0)
- Steam Update Buttons (v0.1.1)
- YamlDotNet (v16.0.0.0)
- TBMPL | Core (v6.3.4)
- TBMPL | Better Beaver Speed (v6.2.0)
- TBMPL | Better Wind Speed (v6.2.1)
- TBMPL | Longer Life (v6.2.3)
- TBMPL | More Workers (v6.2.3)
probably not compatible
- Berries Are Delicious (v1.0.1)
- Choo!Choo! (v0.10.2)
- DamDecoration (v3.0.9)
- DamDecorations_DecorationExtention (v3.0.2)
probably fine
- Find Idle Beavers (v0.1)
- Mod Manager (v3.0.3)
- FPP Camera (v0.6.3.0)
and in the meantime :
So pillars occupy 1×1?
we figured out the ones causing the problem, thanks 🙂
@shell fiber In the middle barrel, the sunflower oil is not displayed as a filling quantity (barrel is visibly empty despite full storage)
Do you mean medium tank ? I think I'll have a fix on the next updates to make all storage displays work properly, except the giant log feller
I also have the 5-long aqueduct segment working, I'll upload an update when I'll be done with the L and T pieces, hopefully this evening
@shell fiber Oh well, you're working on it, okay
@shell fiber as I come across minor issues, is dumping them here as messages the best thing to do or is there a different thing/method that would be better for you?
I can't see the High Temperature Foundry on the menu, There are several other advanced buildings that seem to be missing.
Is there something missing from my mod list?
that bears the risk of me forgetting about it, but otherwise just dumping it here is best for me
if you see that i forgot to fix something i said i would, just remind me about it 🙂
yes, the mod is not entirely fixed, some buildings are missing
ooooh, right... i still have all the icons, construction sites name entries etc to make
well that's not going to be ready today then, sorry
but that was fun to mod something new once in a while
yep, it works !
GN !
Water extension and dam decoration is fine, but lapan hasn't gotten around to adding support for water beavers yet for those mods
I don't think first person camera has the right specification file for water beavers
I'm assuming the texture pack would mess with the emberpelts @shell fiber ?
Hey guys, how can I play the water beavers under U6?
Only downloading the mod in the modmanager?
Or over the website like U5?
I'm not sure it's stable U6 yet

Is there a chance to add building that could allow to block the flow in the channel? This could be usefull in many scenarios.
Or maybe something like sluice for T intersection. It would give even more options to play with it, regardless how expensive it is.
It is, it's just not completely updated to where U5 is and lapan is adding new content too
Are you on steam?
Yes
You should be able to download it on the steam workshop which should download all the dependancies automatically
At the moment no because it is completely inert on its own, but in the next update there will be the shader fix inside
It's playable but slightly incomplete, just make sure you have all the dependencies, and preferably only the dependencies
I'll think about it. I think the two wide primitive dam should be allowed in there but I don't know about watertight houses 🤔
Some utility housing/dam that would take the sluice role. General housing I think provides any realistic use.
You're missing an opening < in the description card for the Artist Lodge and there is an extra double quote for both of the Two Story Watertight Lodges.
Also, I can't get Scroll Racks to place inside the library
finally fixed that, thanks !
Of course. Thanks for the insane amount of work to make WB happen!
Okay, will try it out after work.
Has anybody had a problem with dirty beavers becoming immortal zombies that refuse to die or take a bath?
No… that sounds problematic.
@shell fiber I think Firefly Grooming Stations are coded as Ground Only but don’t say that in the description.
do you have some screenshot of their needs ?
I don't. I had just come out of a long drought where I ran out of water. They were likely dehydrated and starving before they became dirty.
RCE figured out that beavers won't die from starvation or dehydration while they're traveling from work to home.... I think they were stuck in a travel state .
I'm guessing a little bit but I think the dirty beavers had chosen destinations in river baths and blocked the slot for other beavers creating a queue behind the dirties that couldn't be cleared...
I don’t see a way to make wine in the current U6 build. Grapes can be turned into grape juice but there’s no way to turn grape juice into wine.
so you can't really place a medium water wheel in the aqueduct, but that's mostly because you could not connect it (the walls of the aqueduct are not stackable)
but you can put giant half log bridge between two giant logs, and place a large one that fits nicely
That is gorgeous
I think the TAPI update from today may have broken something with floodgates
There still no way to get the Advanced Sawmill in the current U6 build, right? So no giant half logs.
cool
some of the aqueduct pieces look like they should take giant half logs, but I don't know if they actually do yet (or if that's even in the plan)
I believe they do. We gonna need keep those steel blades sharp😅
LaPan kinda made it a race against oneself as well... Can I be patient enough to let my population grow gradualy even though there are new "shinys" in late game.
Yeah, i failed on that one. 900 beavers right now >.>
is the vertical T power shaft intended to be unavailable, or do i have some other mod messing something up? As far as i can tell right now we cant really stack powered buildings very well at all
Do you have Vertical Power Shafts enabled?
the base game should have a vertical T now, doesnt it? Though i think i do. Ill have to double check
Nope.
no, only part of the VPS mod (or included by default for Emberpelts)
it should be enabled. I wonder if theres a weird conflict with something else.
You may need to add PrefabGroupSpecification manually to support it,
I don't think it's supported by the current version,
i.e. the current version of Vertical Power Shafts only has support for Folktails and IronTeeth
summary: no, there's no support for vertical power shafts in whitepaws faction at the moment,
@radiant heart Still not ready for U6, but I needed a break from Lemon Canyon. With your suggestion and some water management tips gleaned from the Timelapse youtube stream, I am really enjoying Waterfalls. It is laid out in such a way that I am able to keep a smaller than usual population.
Timestamps
0:00 - 9:41 timelapse
9:42 - 10:19 details
10:20 - 10:50 before & after
Game Info
Timberborn v0.5.7 (update 5)
Map
Waterfalls
Mod
Perma Day
https://mod.io/g/timberborn/m/perma-day
Simple Floodgate Triggers
https://mod.io/g/timberborn/m/simplefloodgatetriggers
Music
https://youtube.com/playlist?list=PL-0f5QH0Dfg9zxma2d3...
Loving that the sunflower oil and...nitro? have been fixed, but i think something happened with the texture for sake in this update
also not sure that this is supposed to be part of the preview/model for the Tee Aqueduct segment?
Can confirm that half logs are required (for the aqueducts and the giant log bridges). But with no High Temp Foundry and Advanced Sawmill yet we’re kinda locked out. (For the record, not complaining. Lapham has been upfront that U6 isn’t fully baked yet. I’m the impatient one.)
wooah, that's a big boi
Yeah… the lack of vertical T shafts and ladders are going to make the mega platforms real complicated.
Does U6 WBO floodgate have gradient adjustments ?
Wht do you mean by gradient? as in 0.05 instead of 0.5 in U5?
At 0.05 increments? Yeah.
yes, thanks for quick reply guys!
Np. Caught me while I’m sitting here waiting for a badtide to be over.
@shell fiber I think something is up with the squewer platforms. I can get them to “stick” to buildings, the ground, or even one other squewer but not to overhangs.
I'll look into adding that compatibility
They brown stuff is sake? Ewww
timbertrees update when parsing 4.1.3:
Missing ingredient DandelTea in BalloonSunflowerSeeds
Missing ingredient DandelTea in BalloonBanana
Missing ingredient ChestnutFlour in PolarBeaver_Plank_CommonBalloonReciepe
Also the name of the Super Fertilising Irrigation Tower Bath Blueprint in the Architect's Lodge includes Fancy (but it only produces a regular blueprint)
and updated https://darkskies.za.net/~norman/timbertrees/u6/enUS_Whitepaws.html to 4.1.3 as well
Doing towers without ladders is also going to be pretty rough, though i think i had heard some discussion that you were looking to limit ladders. Not sure if anything ever happened with that.
Mine aren't in U5...
Storage towers are doable. I'm pretty proud of the density on this given it was mostly organic. Megaplatform towers of clockwork farms... I haven't cracked that yet.
oh, i have some verticality. Just not like i did in U5
Oooh, yay! Lots of stuff locked behind the foundry and sawmill. Also looking forward to the wine and lab.
okay, the giant sawmill and the foundry are functionnal again
the animation is too fast and the fire from the foundry is not in place, but they can run their recipe
but since we have aqueducts now, i kind of want to make the giant sawmill and giant half log accessible earlier
since i'm removing some of the junk, i have space for a couple more reciepes in the trading balloons, i think i'll make the ironteeth trade steel sawblades, since it seem that something they would not have too many issues doing
but the tree nursery still would remain locked behind the mechanical drill too
so the question is : should i pull down the tree nursery tech-wise ? maybe remove its dirt requirement or allow to trade in dirt... which is a strange thing to do but who are we to question beaver logic 🤔
Dont make it too easy... Oh wait, its the WBO mod creator.😅 But a Blueprint, perhaps. Large Farmhouse style.
ahah, no worries
hmm... i think making the giant sawblades accessible through trade already shaves off a lot of access time, no need to do the ENS, then metallurgy degree, then high temp foundry, then actually plug and run it
i think i want to keep the nursery "centered" tech-wise
but right now the tech tree branches out toward giant logs in a slightly weird manner, so maybe i should make the ENS require giant logs to clearly indicate that it comes after
I have a crazy idea. What about an alternative way to get a giant sequoia? Sort of like trading for a giant sequoia sappling. Then plant the sappling by hand, not an automatic way as the tree nursery. But I don't know if it is possible, plant a tree as a building.
that's something that would require a lot of coding unfortunately, you can fake a plant growing by making it a building that generates ressources as a slow reciepe, but that's quite clunky to do and there is no way to make it single use 😞
That would work. definitely not clearly defined as to the nursery before the University. Your intended path is clear in most places. for example, I was goona try and build a colony backwards to see what van end result could look like, amd gave myself a buncha science.... but Still had to work through everything. Factory and blueprints and mines and baloons.. Quite well done!
Though, I thought at one point you didnt want to usher people a specific direction...?
Crazy idea: a Dirt Digger Flag!
The employed beaver would randomly (and very inefficiently) start digging holes in the vicinity. And of course would need a shower twice a day 😅
Perhaps possible to implement the farmer digging animation?
Yeah, perhaps once before working and once after working
I personally think the tree nursery is in just right spot, tech tree wise. You could make the giant half logs more accessible in recipe form. Keep the current steel saw blade recipe but also have an option the uses like 5 crappy saw blades per log. That makes it technically “accessible” without the foundry but extremely expensive.
I wonder what the FPP mod needs to work with waterbeavers
Well I want people to be able to decide what they want to research first, like the floodgate dam or the mechanical drill, or the balloons or whatever. But you shouldn't be able to skip entirely the intermediate tech level and go straight for robots 😅
That would require A LOT of coding 😅
Wowza... Im no mathamatic-atician or anything🙃 But Im surprised it didnt register before... The Papermill uses as much water per hour as 8 beavers do in a day...
Oh damn
Another item that places down and goes away after an action is dynamite. I don't know how easy it would be to change the action from "decrease ground level by [x]" into "place this item instead".
but it would be weird to have builders plant a sapling, ideally you'd want the forester to do it,
so the forester building would need to accept sapling goods
kinda like "unplanting" something 🙂
it's honestly hilarious watching beavers get caught in the river bath when a bad tide hits. builds more contaminated beaver jails
Hi. I was wondering what the process of translating into other languages looks like. Is it a very complicated process? Would I have to learn a lot to take on such a challenge? I have some basics in IT work 😉
hi ! it's pretty simple actually, the game systems only ever call a localization key for example the item cabbage calls "cabbage.displayname", which the game then just looks up in a big CSV file for whatever language your game is set in to pull the appropriate text.
if you download the mod, you can easily find the localization files inside, if you translate all or part of it i can include it inside.
now problems arise when i change things and this change needs to be reported to other languages 😬
Ah yes... localization files. I can't find it 😄
sorry if I'm an idiot, but... how does that not have power? It has an upward and a connector right to it?
try to connect here
I play long ago. They have special ones i think?
see the clicked pile? Look at upper right. 80/80. and looks empty.
🙂
I'm just noting that for interesting, just a visual thing 😉
Ah yes some storages have graphical glitch 🙂
I just add Whitepaws from steam workshop. And what next?
neat
but you're better off downloading from mod.io if you just want the files, finding the mod folder in steam is a pain
one of thoses
Ah right. When I download from worskop the mod folder is still empty
yeah
Ok find it 😉
I'll try my hand at it
Only one thousand one hundred and fifteen rows to translate 😄
Exactly why I didn't do it yet 😅
okay, good for the curly stairs and ladder (dependencies are added)
as well as tool finder too
fixed that, thanks !
@woeful sun just tested your tool finder mod (at last) it works great !
but wouldn't it be better if it had a button in the toolbar ? like the pipette tool, otherwise i'm afraid many peopel will just forget about it even if i make it a dependency
maybe you can ask tobbert how he did
also i think it would be better if you didn't need to press enter, like run the filter after each character typed, this way people would see the toolbar shrinking as they type and know that they're on the right track
Yes both of those are on the wishlist
speaking of tobbert, any chance Ladders or such might work in U6 Whitepaws soon/ever?
Seems like it's going to be the next update considering lapan's message 4 up
cool
I don't understand how works this barrel.
I have the needed componant but no beaver put it inside
Needs either builders that aren't busy building something else or haulers to put items in, I'd recommend prioritization
I don't see the "prioritize by haulers" button... Weird
He hasn't built hauler houses yet
That’s… actually kinda impressive for Water Beavers.
I'm guessing they're just starting out if they're just srarting to make kimchi
I try to find the best food to start 😄 so I thinks Kimchi is not the best food
I can't find the hauler houses 😦
where is the hauler house ?
Don't most of the houses in the Dam house menu host haulers? you should check them
so look through the menu with the house and the water next to it for ones that mention holding haulers
ok I think I had understood.
In a house, a worker is consider as a Hauler
and how use Sawdust, I have lot of this when i craft plank
this is the only way to have science point ?
Build a mushroom grower and set to fast/rabbit method to use sawdust and water to give mushrooms (can be eaten raw)
Yes until you can do the efficient one… if you’re only just starting on kimchi I wouldn’t fret about science too much yet but depends on how you approach it I guess. But beavers will eat kimchi before anything raw so you’ll need a good production of it to get any science
yeah i should rework that eventually
gee wizz, 2 weeks without access to a computer, it's a lot to catch up on. the aquaduct thing looks amazing !
at first, yes
Sawdust is also used for making the brain simulating(red) mushrooms @abstract harbor
yup, those are important for early science points
I try all day to have enough food, enough water, and enough working, for build Library and always something wrong happend, starving to death or death of thirst, or not enough time to construct dam
I have again question: how manage bad water? we don't have gate or valve and How make a reversoir ?
irrigation tower is your best friend
I have soething strange:
I only have the mods from Steam + Ladder (and the lader doen't appear)
@shell fiber C'ets normal que le barrage ne soit pas rose ?
My biggest issue still is building too much too fast. As everything (almost) is also a house, the population explodes making it hard to feed and water therm.
It is difficult for me cause there asre so many things I want to explore it is hard to sit back and farm trees for a while in early game
I don’t worry about the damn for several cycles. Focus on water pumpers first, then a farm house or 2, then water storage. Put an irrigation tower away from natural rivers. That will let you have a farm area away from contamination concerns. Once you get water storage rather high, a leaky bath will help you have a couple of clean beavers all through a badtide/drought.
contamination jail, in well being, is early game bad tide salvation for the population. The small irrigation tower is the early game salvation for crops and trees
Per the billboards that were in U5 but haven’t made it to U6, roughly speaking you need 1 water pumper for 20 beavers assuming you don’t have any buildings that need water as an ingredient. Basically, you need an INSANE amount of water pumpers. I currently have 62 deep water pumps for ~580 beavers and this keeps me slightly ahead of their daily usage.
I REALLY can’t wait for the aquifer pumps to make it to U6.
As for a resevoir, everything mentioned previously will fight you for one. many buildings again means many popuplation
A map condusive to building like that also helps. if most of resevoir is terrain that is better
And A Lot of recipes have a water ingredient. IIt is good practice to have a knowledgew of the recipes. I have saved a colony from dehydration with 2 days left in a drought simply by pausing all the mushroom growers.
I don't find myself having huge stockpiles of food until I get well being up near 27-30, and getting mechanized food factories is a must.
Heh.. I dont understand... what is this food "stockpile" you speak of... heh
I do find I have better luck with plenty storage built. sits empty lots but seems needs go in waves...
I will have 3 warehouses of ,say, clay, sitting long time then,Bam, gone and needed long time then it piles up then gone.
for that example prolly making a few anvils and a buncha levees.
then again I dont really do the pause shuffle. I try support a building for each recipe
I find you don't get to having surplus until you get the large farmhouse built and all three mechanized food recipes being built, I don't feel like the food tents alone produce enough for how fast your population usually booms
They dont. ya 4 or 5 tents to keep 2 hands of brasied full
heh, why I remember when... the hands held 400 and you needed Tar for the assistant farmer upgrade
Welcome back!
Inspired by others I thought I'd share my growth: Playing on U5
was worried I'd lost them after the U6 update but they're still here in all their glory. Marvelous Mod. Much praise thankyou
Very Nice! heh, lil cheese with the stacked vertical shafts. I noticed because, I ah, um, er...'
Ah yeah I need to fix that
And those universals everywhere... Must be a bit expensive 😬
Still, really nice 😊
Are those universals or flywheels?
I think the rough calculation is 1 pump for 10 beavers, the farm house is more 1:20. If I remember correctly
Looks like universals to me 🤔
Water Beaver Addict suggests that green peas are the easy best food. though that may have changed with U6.
Kimchi is needed for early science either way, so has to be made ^_^
How do you go anywhere without computer access?
Danger: Falling (Flying) rocks!
Right now read food don't give any wellbeing bonuses but in terms of productivity per square I think the green peas are best. But they die pretty much immediately if water runs out
Ya, not my goto. to delicate and Im pretty rough around the edges🙃
I built all the verticals after finding out the gravity battery needs access from side only. But left them in, was hard with ladders and single bridges to get it all done, didn't want a tower of houses but that could also worked.
I used the universals at most corners lol
work in the house, everything was boxed up and not accessible, slowly setting it all back in place but now that my computer is up it will take more time to do the rest 😆
heh that i understand🙃
Almost done fixing the abyss elevator and modules
@shell fiber I think something in the last update broke covered tanks. I can't place anything on top of them now but I definitely used to be able to.
hmm...i fixed what allowed them to have watertight structures placed on top of them, maybe that's the issue ? you should still be able to place "light" buildings like cooking tents on top
but honestly there is a fair chance that i give up on differential stackability and just allow watertight buildings on whatever
i probably need to do that to fix the inconstitency of overhang platforms being infinitely stackable
oh, i had forgot something 😅
okay fixed
I was referring to platforms. I used to be able to put a platform on top of a Small Covered Tank. Can’t do that now but I can still do it with a Small Warehouse so it strikes me that one of those is probably incorrect.
Oh the small warehouse is probably incorrect then😅
HAHAHA, I just watched JC The Beard's episode where he finally built and used the Beaver Washing Machine... You Lap, are a very twisted individual. I love it! Keep up the great work. 😃 I was laughing so hard, I had to rewind by 5 minutes to watch what I missed.
which episode? I want to jump ahead and see it
at the start I know he thought contaminated beaver jail was funny as well ^_^
When I tell you that nothing could have prepared me for the Beaver Washing Machine, I meant that NOTHING could have prepared me for the Beaver Washing Machine. Enjoy.
Twitch: https://www.twitch.tv/jcthebeard
Thank you Beard Boosters for supporting the channel!
We now have so many names on the list that they no longer fit in a YouTube descripti...
LaPan, Just wanted to toss in an Fusion Wonder Idea. Might be kinda cool if it could be placed over a ruined mine spot. I know you wanted it to use and produce water so not sure if it is feasable. I was playin with the Nuclear base and it didnt fit 🙃
Wonder is 200% a nuclar rocket that "reset" the map, kinda fitting for the random location start once you launch it 🤣
the giggle JC had on that one was quite similar to the one I had, such a good laugh
glad you like my insanity 😂 it was also quite hilarious to me when i at last got it to work 🙂
I'll agree with JC, that's diabolical 🤣 especially when it's set to follow the beaver 🤣🤣🤣
Well shit. If you can manage to hold of on fixing that until you get ladders enabled, I would consider it a kindness.
i should have seen that comming didn't I ? 😑
o.O
Looks like it got too much power from the infinity source 😅
heh U6 is still tricky to get working... for me. this is what i did when I did. i was Considering partially digging a medium mine pit🤔
We all may be peas in a pod. Your insanity really tickles us. more more more !🙃
think the nuclear fuel exploded
Almost 50% of the localization file (plPL) is ready. Additionally, I came up with a pretty clever trick for generating this file from Excel. It's a very interesting experience when I can read all these texts that often slip away during a game focused on survival :D. As soon as I finish, I'll brag about what I managed to do.
good thing such a small one. who knows what more dark matter would have done.
Will U6 fences become draggable to place?
The Everblossom trees seem a little bit orange.🤷♂️
Uuh, that needs correcting 🤐
I can lock a bridge on those corners even
yeah it is a leftover from the megaplatform system
but i intend to rework this building to make it 3x3 or something, as it should be
maybe 3x4 actually but whatever
Big update !
The new cabbages and brambles are quite stunning!👍
oh you just started on U6 ?
Yes
oof... i just looked at the map editor mod... it's entirely broken 😑
Bummer. I like dropping the ruined paths abandoned buildings and dead baobabs and live lemon trees
Does mushrooms 2 work in U6? with pumpkins?
the brambles not disappearing under paths is so disconcerting... You may need to leave the science lock off the basic fence so people dont rage quit...😬
There is something 'less easy" about seating the bowl in the hand... it seems its slightly offset and is flip direction defendant now
wait what ? i thought the basic fence is no longer science locked
its not. i thiought it was temporary and suggest agaist reimplementation
i think it's fine like this, at least for now 🙂
to be honest i kind of want ot give up on that mod... i like the ruined path though
oh, by the way, feel free to appropriate the lemon canyon map, if you want to make a U6 edit
too much? If you get all your resources without it in WBO, offer it open for someone to take over right on the mod page
yeah, that's also a good option
Cannot place platforms (crappy tall or other)over fermentation barrels
My main complaint about the brambles is they either take way too long to harvest or kimchi requires too many of them. I can never harvest enough
definitely labor intensive. I usually put a platifeller woodifcation < wait, reverse that... lodge both side of a nice size patch.
I was frustrated with the Path. i wanted to use it but It wouldnt accept platforms or bridges over it.
ah, yeah right i had forgot about that 🤐
i'm in the process of trying to fix this damn mod
hopefully that will be easier now that i have all of the assets ready because of the WBO mod
Is there no way to make the ruined path behave like a normal path? Or is there some element that makes the normal path prevent spread of brambles?
Ooh noice
oh, well the paths not blocking brambles is deliberate, so i could do it but that's the fences's job 😅
I see
if will have margins as occupation so a fence could be build on path, agree, but, not now.
there's a fence gate specifically for that 🙂
Just went looking for the fern... Nice!
Can you change the color of log stairs mod in WBO? pink ify it? As reserved as i was for the pinkification of everything, they almost seem out of place as 'birch' texture.🤷♂️ The pink with the dark brown... heh
Oh no! It is not
oh what version are you ? i have pinkified the stairs a couple updates ago 😅
Its nice and fresh! well done!
My stairs are pink. I was asking about Log stairs and crappy platformshmm I verified after updating to U6.. I didnt install todays yet
And my first red cabbage are planted🙃
oh i have a pink variant of logstairs now, but i didn't upload it yet because i need to do something about the too many tools it makes in the toolbar
right now i fixed all that
tbh i would need someone with at least half-decent arting skills to make a proper 4-way connection system to the ruined path
oh, some of that stuff changed mostly because i couldn't remember where i had placed them in U5 🤐
Tunnel builders start digging from both end. If they met, it's a tunnel. If not, it's two 🤣 So, you have 2 water beavers mods, one for U5 and another for U6 😍 Nice 😆
your mod is hard, make it honest too. locks out dev mode.
ahahah,
nah that's fine
i think there could be legitimate reasons to want to use devmode
like if you want to test stuff
A good camera angle🙃
but in the meantime, you should be able to have fun making a U6 version of the lemon canyon or whatever else
to replace the bridge platform on reload cause its directionally finicky
supa happy! Thank you. Im p[lay testing a vanilla one now, Id like nto spice it up. Abyss Tourism Bureau. Ill post if it works out
Hi,
currently i encounter a breaking crash on load (with steam version on linux) with the latest version of the mod:
v0.6.9.2-8993f96-sw InvalidOperationException: Failed to load asset at Materials/WhitepawsCustomLiquidsETC/M_Lava02 Timberborn.AssetSystem.AssetLoader.Load[T] (System.String path) (at <9cac4e41bff84e04ae5c7cef9fcf0878>:0) Timberborn.TimbermeshMaterials.MaterialRepository.LoadMaterials (System.Collections.Generic.IEnumerable1[T] specifications) (at <bb71dec75aba4c10a33a51c1f8aa0daf>:0)
Timberborn.TimbermeshMaterials.MaterialRepository.Load () (at <bb71dec75aba4c10a33a51c1f8aa0daf>: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 <83c35e71bcfd4e238b263c72f0ec19cd>:0)
`
Is there anything i could do to fix that? (only listed dependencies are used)
hmm... my first bet is that your texture pack is probably not up to date 🤔
hmm... i didn't update the dependency version number, my bad
seems that was it.. steam not auto-updated mods at all.. thanks a lot!
would never have guessed that i needed to un-subscribe and subscribe to all mods manually
i think steams tries to do that kind of stuff when you're afk or something, so yeah sometimes updates are late.
anyway, have fun !
progress
another blocker: is there any weird udon for the ENS?
i can trade for foreign food (burgers) or make stews or all other things needed for its science production.
no udon in tool finder or anywhere it seems - is this a fragment?
oh, yes i was in the process of removing this entirely
it is still required in a reciepe ?
only thing i found that i could not get from somewhere.
Try the Gristmill, you'll need Lotus Leaves (Nenaphars?) and Chestnuts
There does seem to be an issue with the fermentation barrels for delivery as well as unable to put platforms on them
Ya, i dropped a triple on their doorstep 2 cycles ago . They wont deliver a second batchj of the same recipe.🤷♂️ I have to switch recipes to get the haulers to attend the barrels
Corn and Pumpkin new in editor but no Baobab😢
Grumpf grumpf 😓
I guess it is time for those barrels to meet their fate
Uh Oh... The fermentation?
as it doesnt really seem optimized.. ya
oh my... how much do you need to change as a result?
remove tar from the house recipe?
i love the barrels. they are very tricky to position to be fully utilised and the lodge-option is far more reliable, but they certainly help a lot early on
just the game is so darn stupid supplying multiple locations for the same resource, barrels only being the worst of it, not the only thing. it's not really intuitive why it not works though..
the fermentation house requires tar ? in that case i'll probably change that to pineresin yes
U5 did. im in editor now though..
oh, i know the problem, it's due to how priorities are calculated. when the barrel is choke full of cabbage but contains no bramble flowers, it is still seen as 2/3 full, hence the priority for filling it is 0.333 aka 'not happenning'
only having a dedicated worker solves that
I think that explains why my trade routes stopped on my last play through.... fully loaded with methane but low priority for the cargo
that explains a lot. thanks
yes and no. the issue is the same but usually the methane represents only 1/7th of the inventory so even when full the delivery priority should remain workable. unless there's a reciepe i completely miscalculated.
in either case checking the "prioritize by haulers" box is a good idea.
Thanks for explaining it. I'm with JC on this stuff. Math is hard!
@shell fiberfor the Maps made with editor to be read correctly is the texture pack required??
Ruined path nor broken buildings made it onto the map from editor mode
yes, i'm working on fixing that one
Pumpkins and sunflowers made it, carrots became cabbage as intended
mangrove and corn just didnt appear. But your paths though... you had em on a game map right?
oh nice, fences "t".
yes but they need to be added to the faction to appear
right now only the map maker has the data to read them
But dont corner to a gate
You can also use #1283367971280126087 which should be quicker.
How do you know when update buttons is done? I got impatient and also unsubed and resubed
and still need to restart anyway...
It should change the version from old to old -> new
and the restart message should appear (if it isn't already visible)
Unfortunately I can't find a steam api (ref) to monitor the progress of downloads, only uploads
Oh Lapan, heh, shower behind science. That was close. gettin in stairs and the bath.. a Kit had just grown up to finish the builds on day 9...
There is definately something wonky with the hand of soup. Different experience this time. had to use layer skim tool to be able to seat the bowl in the hand.
yeah, gotta getit in a very certain place, drove me nuts several times when trying to build it
1st U6 bowl in the hand snapped in more like an abyss module. This time it couldnt find its seat untill everything else was vanished🤷♂️
ugh
yeah, destroyed/rebuilt several times when I did it, thinking it was totally broken :p
is this the same version that is in the steam workshop?
I'm using the steam workshop version myself.
Lapan updated about 6hrs ago, if I understand correctly, when using steam update buttons you get a notice ( a flag/tag on the mod name) if an update is avbailable and needed
Im not sure if this is intended or not, but in the robot farms the lotus almost looks like its using the dying/dead model or something. Its quite yellow/brown.
Just realized Lemons still need to be re-added to Whitepaws also
Oh that's not intended 😯
It's fiddly but I didn't have so much trouble. I'll try to adjust the pivot 🤔
Ah yeah right I forgot to fix this
Hot damn, you guys are fast 😅
I wonder if it is direction or height tied. 🤷♂️ seems there are mixed results with the hand of soup
also the sake still looks like poo in the tanks lol
oh... you're correct
i hadn't checked all of the liquids individually
that should be fixed in the next update
(of the texture pack)
was it intended for the large farmhouse to not be able to be build on top of solid buildings? (platforms, other buildings, ladders..)
right now mine seems ground-only without the remark in the description
oh, it says "pit&ladder lodge" even, which certainly not is possible right now
that is definitely not intended and i just checked and i don't understand why it's not happy 🤐
but i'm out of time for today
so i'm uploading the other fixes
the main mod, the texture pack will have to wait one more day.
thank you for all the free work @shell fiber
It didnt update to todays for some reason on restart... does it take a bit for steam to verify? But todays try with the Hand was as if no issue.
also remember that the update buttons does not show on the initial mod screen, only the one accessed from the main menu
Every update I would just verify game files, steam is terrible with workshop updates for whatever reason
ArgumentException: Material WindowsAtlas.Folktails ??
Timberborn.TimbermeshMaterials.MaterialRepository.GetMaterial
hrmmm Even with validating i still dont have 4.1.6 as an upgade option.
Mod manager mod seems broken.
More platforms is incompatible.
@shell fiber The ruined path wont place on overhangs in editor, if it is an option🤷♂️
if it helps, blockages can, terrain cannot
Nice, Fences drag place already.
Oh wow!! The district center is water proof now. aha thus the resin needed also🤙
bridge doesnt seem to find the doorway on any of the 4way sides. I thought one might be a 'main' but didnt gr4eab on any
It will attach to pit n ladder
Heh "Hurry up with that Badwater, we are trying to make the decontaminate for the farmland" "oh, ah, the Contaminated Beaver Jail is down by the mushroom tents." "he is lookin rather pink."
Science has gone from meaningful, to a stupid mini game of juggle the fermentation barrels.
exactly is what a beaver scientist should be imho
you mean because the fermentation barrels don't work properly ?
or because the ingredients are to hard to gather ?
can confirm there's quirks with the 4w-centers doors and building. had issues with overhangs and trying to place a statue in front of them too.
appeared like they need a free space in front to count as doorways.
building the attachments first and district center after always worked though
A beaver scientist should be... ? to what do you refer?
some crazy food addict juggling fermentation barrels. sorry for the humorous take haha
Is good! Just making sure I was following along.
just very impractical to place 😅
i'll try to fix that
I pride myself on my science. Its never the same layout, but I have gone to abyss 2 science points, kimchi n stimulating mushrooms all the way, in barrels. (and trebuchet n balloons)
Maybe Im impatient. I thought my trying all four sides was extra effort 🙃
was there anything in particular need of fixing ?
ah right, weird udon in the ENS reciepe
nothing else breaking as far as i'm aware
little things like a missing text for "Good.DeluxeStew.DisplayNamePlural" and confusion about there being three stews in nutrition-wellbeing yet only two apparently available
the large farmhouse not being buildable on solid, being ground-only right now
for aesthetics-wellbeing there seems to be no 'shrubs'
as for farmhouse-upgrades: there's no "ferns" mentioned in the description as far as i can see. so it's "nothing to do" randomly
soup bowls can be completed before the hand that holds them.... but they drop into their place on the hand much easier than before the newest patch
a curiosity: if you unmark domestic brambles for replanting they turn wild and will quickly cover big plots, including roads.
somehow domestic brambles marked for replanting never do for me. rather they behave like any regular crop.
either the spawning or the non-spawning type is named the same way. only difference is whether they are marked for replanting.
really miss the feature of adding a squewer overhang with a levee in the middle, like solid-ground + levee + squewer-overhang. right now it's not possible, but you can double-squewer, just not have the levee in the middle..
Re: assistant farmer nothing to do, plant a singular red cabbage and the status should go away (red cabbage functions as Cabbage in every way except only being planted by AF. And being red)
yeah i just changed the text entry to say "plant some red cabbages"
instead of the fern
so next update
yes, that is a global game behavior, plants that are on a planting order do not spread. the domesticated brambles still spread like brambles, but they are faster to harvest and have higher yield
i tried to poke at that and indeed the squever overhang is very hard to place, almost unusable
but i'm not that upset about it to be honest
otherwise i would have to solve the problem of infinite extensibility of those
true, infinite extensibility is crazy. especially since you can solidify them using ladders now haha
looking at the steam listing, Dutch windmills is probably not compatible since it adds a building.
thank you for getting ladder back in, that solves a lot of things.
faster Beaver does work, but is rather not recommended for other reasons.
30x speed means the brambles are going to spread very rapidly.
more workers seems to work
at minimum
same for longer life.
automation, smart power work too
okay, managed to fix the warm storage being buildable before the base
there appears to be an issue with the squewer overhangs not being placeable in the center of pit-and-ladder buildings (possibly for the hole in the middle of them
placing a crappy platform into the hole fixes it, but obviously that only works at ground-level
not that i find it important enough to require a fix for it, but it's unexpected
just played with it.. love those new possibilities and inclined dams the skewer-ladder-combo allows right now (only the left lodge has ground-contact - and everything is accessable)
this should solve most, if not all, issues with supplying shafts to random positions in a high dam
--I believe it is to reduce random "where is the..."
yep, then I forget about it and look through all the menus anyway
Would an explicit toolbar icon for it help with that?
not certain, might just be a me thing
Remove construction limits works, to some weird affects though
Especially as the Water Beaver Overhaul is so extensive, and frankly, overwhelming at first...
As it is new, I forget the option is there.
Yea. Now that TimberAPI supports generic tool specifications it might not be too hard.
I looked at how Pipette was doing it, and didn't really like it.
(or maybe it was more paths, but something I didn't like)
@shell fiber I am trying am IT run, for compatability on a homemade map and got this. is this from 4way or something else iterfereing?
NullReferenceException: Child #MigrationAnchor not found in 4WDistrictCenter.IT(Clone)
Timberborn.Common.GameObjectExtensions.FindChildTransform (UnityEngine.GameObject gameObject, System.String childName) (at <bdfb1341be504797b13936d5ee5da872>:0)
Timberborn.Common.GameObjectExtensions.FindChild (UnityEngine.GameObject gameObject, System.String childName) (at <bdfb1341be504797b13936d5ee5da872>:0)
Timberborn.GameDistrictsUI.ConnectionAnchorPoint.Awake () (at <a8007e8e20d04c5cb2984397b222cb93>:0)
UnityEngine.GameObject:SetActive(Boolean)
Timberborn.TemplateSystem.TemplateInstantiator:Instantiate(GameObject, Transform)
Timberborn.BlockObjectTools.PreviewFactory:Create(PlaceableBlockObject)
Timberborn.BlockObjectTools.PreviewPlacerFactory:CreatePreviews(PlaceableBlockObject, Int32)
Timberborn.BlockObjectTools.PreviewPlacerFactory:Create(PlaceableBlockObject)
Timberborn.BlockObjectTools.BlockObjectToolFactory:Create(PlaceableBlockObject, IBlockObjectPlacer, IBlockObjectToolDescriber, ToolGroup)
Timberborn.GameStartup.StartingBuildingToolFactory:Create(PlaceableBlockObject)
Timberborn.GameStartup.StartingBuildingToolShower:Load()
MonoMod.Utils.DynamicMethodDefinition:Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch2(SingletonLifecycleService)
MonoMod.Utils.DynamicMethodDefinition:Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleAdapter:Start()
this from player log
Localization file contains errors:
Unnecessary space at the end of column found in enUS (line 108)
Localization issues in enUS:
Missing or empty localization key Floodgates.Triggers.Empty in enUS
and
Creating an exception game save
NullReferenceException: Child #MigrationAnchor not found in 4WDistrictCenter.IT(Clone)
at Timberborn.Common.GameObjectExtensions.FindChildTransform (UnityEngine.GameObject gameObject, System.String childName) [0x0003e] in <bdfb1341be504797b13936d5ee5da872>:0
at Timberborn.Common.GameObjectExtensions.FindChild (UnityEngine.GameObject gameObject, System.String childName) [0x00000] in <bdfb1341be504797b13936d5ee5da872>:0
at Timberborn.GameDistrictsUI.ConnectionAnchorPoint.Awake () [0x00007] in <a8007e8e20d04c5cb2984397b222cb93>:0
UnityEngine.GameObject:SetActive_Injected(IntPtr, Boolean)
to me it looks like it comes to IT and the 4way district center... but I dont really speak code, I I just smile and nod at it...
Yeah seems like a 4w district center issue, I'll take a look
ty
even today 4.1.6 didnt populate, nor show as needed by my client
What was the localization file line 108 thing? I saw that brought up before...
@shell fiber Is this a duplicate between map editor and the texture pack? InvalidOperationException: Material BaseWood_Indigo.IronTeeth is already loaded.
I tried adding Append Vanilla rtesources and got the same thing
Ah wait you may have an issue with logstairs
When you use map editor, the map editor mod should really be alone
Yes, Im finding that. I just unloaded all mods that added anything.
And Bingo. Height shower works in editor!! unless it was added in U6
it's only a warning, the More Mod Logs mod makes the full filename visible and then it can be traced to which file needs fixing
I just ticked verbose logging in tapi...
the localization message doesn't come from tapi,
I meant to assist with what is causing my setup woers
ahh, gotcha
I know Water Extention had an unnecessary space at the end of column on line 107 a while back, so I wouldn't be surprised if it's the same error (just one line down)
The beaver washing machine seems unable to be powered atm, any shaft destroys the machine
Wait, really? Like how?
That's odd... I'll take a look
Build a washing machine, then add a power shaft to power it, machine breaks
I know it isnt encouraged, but the height shower mod would assist people in placing WBO windmills. I used em over the drainage cravasses in Lemon Canyon to power that upper chestnut farms gristmill.
Haven't tested with a fresh save, but seems consistent
working w WBO in U6
So is it correct that lemons and the special ruins and stuff still arent available in game on U6/steam, or am i missing a mod? I know i had issues with this on U5 when i first tried to get everything to load and i think i was missing the mod, and now i see the map editor is updated but i think the mod isnt out yet so you can actually play with them? Just wanna make sure im not missing something thats available.
Not complaining, just wondering. Thanks again for all the work you do on this ❤️
oooh, the click and drag on fences is nice
Oh the windmills are probably not coming back 🤐
The special ruins etc are a separate mod, I didn't fix it yet
are gravity batteries/flywheels support going to come back, or is power going to be reliant on engines/power plants?
alright, good to know. I thought that was the case but wanted to be sure lol
Flywheels should be back eventually, but that's battery_smooth's mod
I think he has it updated for 6, but it probably needs to be added like ladders and all that? Its been a while since ive played vanilla tho, i'd have to load up a save and check tbh lol
The gravity batteries, I would say soon but there was some animation shenanigans that bobbingabout could not solve and I'll have the same issue. so I'll need a workaround which might take some time
alright, glad to hear theyre planned to be coming back. It was certainly an extra challenge to play without them 😛
also, map reader mod kinda got absorbed by the texture pack
Hmm, maybe without windmills, raise large wheel science cost to encourage the medium transition rather than skip em...
I think chestnut beer got a similar uh....ugly-ification (in the last update or two) as the sake did a few updates ago
Yeah that seems like a good idea
Is there something different about how haulers deal with sawdust and dirt?.... Dirt clogging up in drills when I need for GMO's and sawdust sitting in lumber mills when I need it literally everywhere else is my biggest challenge right now.
Is it possible to tell when you have "enough" haulers?
Ive always had issues with dirt in the drills, even with a lot of haulers. usually pausing and unpausing them fixes it for a bit, but ive always had to babysit them.
I have noticed it works pretty well if i have the clay buildings set up for gold panning, since then you have those workers available to go grab the dirt out of the drill. Just trying to stockpile it to use for making terrain blocks or whatever hasnt worked great for me
turning critical dirt into worthless gold feels wrong.... but that has become part of my micro management toolbox
Dirt -> gold dust -> gold bars -> any monument (which improves well being) has had a lot of value for me. It took a lot to save up for the dunking statue but getting the placement of that right and having my well being shoot up nearly 10 points in a single day was well worth it.
Figured more out with the washing machine, if you build the power shaft first and then the machine it's fine. But if you build the machine first, then the shaft it breaks
for some reason the building is set as crushable, which it shouldn't be
i'll try to post an update soon to fix that
Eld Games gave a tip with dirt that has helped me. Place some extensive terrain build projects and mark them lowest priority. My drills are usually full of ore I cant smelt fast enough.
for the record, this is not meant as being possible
Can anyone give me the MediumMine how to build Bilboard screen?
it's not in the billboards in game? tought lapan made one for that
xx
xxxx
xxxx
xxxx
thats ground level dynomite pattern. it is flippable
- <this spot if continue same pattern is doorway/path to stairs down
Yes but i cant see that
didn't play U6 yet so can't tell if it's in there
Ok I remembered
can also only do the 4 deep and go straight down to the mine with a ladder
or have them walk in from the side if you 4-deep-away the entry bit (anything else red needs supporting ground)
Of course, but that was probably the author's original intention.
WBO sure improves play habits... i finally tried U6 vanilla and am building wonder at cycle 16...🤦 Dont ever remember having well being this high in vanilla eva befre.
and I didnt even sluice lol

I think WBO needs all that for a steady stream of science. then one can move on heh
The sticking of buildings to transfer power took me a bit to remember, spinning my lumber mill looking for the plug
I definately needed the confidence boost of feeling capable of any kine Timberborn run again 😅
There are only 2 billboards now, at least what I can access. The tech tree and what's new, or whatever it's called.
Ya those are WBO billboards, the rest are billboards mod. I dont believe that one has been addressed yet.
Well SOB.. That's why they disappeared on me. LOL... 🤦♂️ Thanks!
Is it not on steam?
not updated for u6, correct
🤷♂️ Think i may try unlock flexible start on Lemon Canyon...
@shell fiber did you get a chance to peek at 4way district center IT variant?
Creating an exception game save
NullReferenceException: Child #MigrationAnchor not found in 4WDistrictCenter.IT(Clone)
at Timberborn.Common.GameObjectExtensions.FindChildTransform (UnityEngine.GameObject gameObject, System.String childName) [0x0003e] in <bdfb1341be504797b13936d5ee5da872>:0
at Timberborn.Common.GameObjectExtensions.FindChild (UnityEngine.GameObject gameObject, System.String childName) [0x00000] in <bdfb1341be504797b13936d5ee5da872>:0
at Timberborn.GameDistrictsUI.ConnectionAnchorPoint.Awake () [0x00007] in <a8007e8e20d04c5cb2984397b222cb93>:0
Ya I couldnt start an IT run but could a Whitepaw
Not fixed yet
Yeah I fixed that yesterday evening, but no time to upload 😣
Not that it takes a long time but I've been a bit tired lately
Plus it's cold now 🥶
I realized i didnt like cold. I moved to an island in the pacific. After a career and a family or two
er, wait, switch those
Along lines of raise large wheel, perhaps lower the cost of the larger flywheels. a lesser gravity battery in Lemon Canyon is equivalent in capacity to the medium flywheel. iirc
Flywheels are not my mod, I think they are a bit too convenient so it seems fine to me for them to be overpriced 🤔
to be fair the nuclar grav battery competes nicely with the flywheels
Heh, ya Magic Slippa, there are a bunch of us waiting on you so we can avoid responsibility. Tired and cold, Sheesh! heh
Please know I jest. And you are high on my Thankful list this year! (US Thanksgiving next week)
This is a new one for me. How does one make prosthetic limbs?
Sometimes you know what you need, But have no idea to make or get it 
The last time I heard about it was in Frostpunk
oh... right...that one...
i may or may not have forgot to implement that 🤫
i'll try to keep it in mind
uploading the fix for that 🙂
you da best!
I put a Hand of Soup on top of a Gargantuan Warehouse next to the ladder and it's created a trap where beavers can get stranded.
Only one beaver at a time seems to get stuck.
Pictures... or it didnt happen... heh
I'm on my way out the door for work.... pics when I get home 🙂
Unstuckify is mission critical in almost any playthrough, really
I am so scatter brained, yes! I forget build order is also the order it was placed in.
I do like workshops ability to update map from in editor. seems i may have forgotton bramble on spawn in latest edition🙃
Hey kid, I hear you want some cheap flywheels? 
Speaking of which, I need to get those ported over to WB. I'm doing a big 'Faction Update' weekend so hopefully can get a bunch of mods over to WB and Emberpelts
"It'll only cost a nickel" ~ please tell me you get the reference. its source is in most languages...
I'm not certain how many got stuck and starved while i was gone.... but it only took about 20 minutes after I sat down for another to get stuck here.
@shell fiber Can Lemon trees be added into the texture pack?
@stiff flint try placing a path on the ladder
he's still stuck.... I have another HoS placed at the other end of that structure but on the opposite side of the ladder and none get stuck there.... I'm going to swap the cooking tent and HoS and see if they still get trapped.
I had tried rotating the HoS so the entrance was facing the side with 3 tents and that changed nothing
can you rotate the ladder
the ladder is part of the gigantic warehouse.... so technically yes
since swapping the HoS and tent seems to have worked (15 minutes of watching so far)
Weird blocking on some render.🤷♂️ I have faith in our captain and crew🙃
stuck beavers are not on my top 5 list of problems right now.... but I did get a chuckle when my Hand of Soup started to grab beavers 🙂
I just realized the multi junction on the Large water wheel is Whitepaw exclusive!
that might be caused by the hand of soup more than by the giant storage 🤔
i'm working on the 1x1x2 storage mod RN, is there any known issues that have been pending for a while ?
like some stuff not displaying or whatnot
Like.... , "hidden" dirt in Gigargantuan Storage Pile ?
will check, but, is odd ...
At least, for IT all banners seems to be OK.
❓ Maybe too less items to be displayed 🤔
that's unavoidable for those buildigns
the base game system that displays them one by one litterally commits seppuku when you ask it to accound for 5000 items in a 7x7 zone 😅
But, the limit is ... Or , will find myself 🤣 I am just curious .
is 12 ?
Nope, is 32.
what limit ? max size of a building ?
for Gigargantuan to display something inside
ah
oh, no idea
well realistically using a "normal" display method this size of pile would only be able to hold 1536 items
as I say, was just curious
since my mesh has some discreet overlap it would actually display 2304 items
and i upped it to 5000
so the first ones would likely not display 😅
no worries
Prosthetic limbs? When I saw this, I got an idea. How about robotic limbs? Robotic parts are in the game, so use them as a cure for this condition.
After healing, the beaver will receive a new need and will require a permanent supply of sunflower oil as a lubricant. If fulfilled, +5 well being, if not, then -20. It will be the first step towards the creation of the cyborg-beaver.
I think it should be robotic part which should be further processed into a prosthetic limbs, maybe with a quarter processor to become the limb, not directly become the prosthetic
But I agree with the lube idea
i did some work on the "more plants reader" today, and honestly that was the worst clusterfuck i ever saw. somehow the game doesn't tolerate special characters in the prefab name of plants (and ONLY plants) but only for the planting area system.
which leads to an absolute insanity where i tried to understand what was going wrong in my prefabs while everything was perfectly fine in one duplicate while the other exact same duplicate (save for the prefab name) cause a crash.
that took me a good 2-3 hours
but at least i finished the 1x1x2 storage mod before
i was planning to poke at the grav batteries, but...well
Is it impossible to merge the reader into the texture pack? My laymans understandin g sees that as a"group of designs to be read as and if needed"
I use dev mode to get better thumbnail screenshots
Not necessarily, you don't need more plants to play with the whitepaws, and i don't want to make it mandatory
also if you want to disable devmode there's another mod for that,
Lapan, I think you should make it obvious about which side/orientation is the correct one for the steam vent by meeting the correct side have some specific UI element which is rather easily identify, I think that otherwise you would only have to guess which side the correct one is
Because as far as I know , there is no distinction on rotating
the nuclear power plant will be different in U6 i think
I see
Lemon Canyon Showcase edition in workshop updated. I feel Lapan clever with the move of the water source to feed The lemon canyon and the suggestion to use that negative tile to keep the canyon safe.
er.. hiope it works.. 🙃
Will wild pumpkins spread?
Gargantuan storage cannot be built from underneath in Folktails.
So, once again I was too quick in patting myself on the back...as my IT colony on Lemon Canyon was "lost without a hope..."
But I still got my flexible start. Im hoping WBO from the river water source has dividends..
I like how the requirements to launch the repopulator are randomized each time!
I'm almost done with the localization file. I have some minor corrections left but I'm confused because I can't logically translate one of the raw materials. Pollution Resistance Factor - how else would you describe this substance/thing/ingredient. Some description that would help me choose a better translation.
I also don't remember where it was produced, so I can't find the right track.
Smog Protection potion? Feel icky no more juice? Vitamin elixer? Contamination remedy? maybe. Produced in the distillery.
What are you translating Contamination/Contaminated to? The pollution resistance factor “resists” contamination.
Didn't JC say it was named after something from the Fallout series? I wonder how they translated it?
Unfortunately, I don't know Fallout
Oh sorry I didn't touch the computer yesterday
No, 2x2 plants or larger cannot spread
What ? What do you mean ?
It's not, at least not intentionally, I never played the fallout series
Well if that can help here's the reasoning : pollution resistance factor is made by processing (in the distillery but we don't have to care too much about the method) bad mushrooms, bad mushrooms are normal mushrooms except there are grown in sawdust + bad water.
So logically if those mushrooms can grow in that environment it means they are capable of producing a protein or some other biological molecule that can capture and either destroy or block whatever the pollution is (it's non descript in the game but we can assume chemical or heavy metal pollution, which includes radioactive elements)
So if you blend the mushrooms and filter/distillate/precipitate it's contents you should be able to isolate the "resistance factor" and use that as a crude medication to help beavers who drank bad water.
And by the same logic you should be able to use the (presumably) chelating properties of that stuff to help purifying heavy metals from whether junk is in nuclear waste.
Of course it's not scientifically perfect because radioactive elements sometimes have non-radioactive isotopes which behave exactly the same chemically speaking, but that's good enough for me 😉
And good enough description. Thanks. This evening I will write what I managed to prepare. I will also note the text glitches I found (regardless of the selected language)
You just catapulted me right back into my chemistry degree with “chelating” and “filter/distillate/precipitate” but I actually understood all the chemistry words so thank you for making me feel clever haha
somehow I got a similar problem, the pencils for the scouting balloon wouldn't go in while methane and paper were fully stacked. Deleting and rebuilding the balloon solved it though
@snow scroll
i have updated the mapeditor mod, to fix the weird issue i had i had to rename the prefab name of some plants, so you will need to update your maps by opening them, and saving them again (keep the orignial just to be safe)
from my testing, the rest seems to be in order for the reader mod, it even works with the Emberpelts 🙂
right now i've restored the plants, the items and the needs, but i sill need to add back the reciepes, and the lemonade stand itself 🙂
After built wonders require supplies to actually launch. for two different FT wonders those launch requirements were not the same.
cool. on it!
Anyone in need of a new palette? Updated a buncha maps for U6. Lemon Canyon Showcase, Abyss Tourism Bureau and many with the tag - Beware the Grue. I dont mind fiddlin with the maps, lemme know if you encounter map headaches that should be addressed.
opps. I hadnt even subscribed to Plantification Station. now also updated.
Added the texture pack as required for Lemon Canyon.
So after two weeks I'm done. First of all I would like to thank @shell fiber for all those amazing texts and descriptions, which I could finally pay special attention to.
In order to translate the entire content I found 3 files that needed adding (I was preparing the Polish language and here - sorry for my not-so-great English).
1x1x2 lapanto storage - 12 translations
lapanto - logstairs - 25 translations
I prepared these two without any problems using NotePad++.
However, I approached the main localization file with greater precision.
Since it had over a thousand records I wanted to be able to easily search and enter translations without worrying about quotation marks or tags. I programmed Excel which took care of it for me by building a csv file using VBA. I included everything inside in a readable macro to be run using a dedicated button. All I did later was convert the file to UTF-8 (VBA had UTF-8-BOM as the standard output).
The file is built according to the required naming convention and reorganizes the columns so that there is no problem with their order in my excel. I also noticed that the "Comment" field does not have a significant effect on the game, but I have kept the numbering for a minor order relative to the original.
For the purposes of sending to discord, I add prefixes to the names of the localization files so that they do not get mixed up.
In a separate message, I will add the text errors I found.
@shrewd horizon are an unsung hero! I had no idea all the everything going on behind the scenes!
And to fix elements. I gathered everything on one screen so I HOPE it's legible 😄
This may simplify set up for those new to the Overhaul. I know I missed some. no "cheater" mods please.
fwiw, the "Comment" field should not be used in-game at all. It's meant to be a message to the translator to help them understand the context of the usage of the string in order to facilitate better translation.
@woeful sun You get an unsung WBO Hero badge too!
seems JC asks for the Tool Finder mod to be made in every episode after 35🙃
And numerous updates to WBO in U6 as well as the insipration for the Lemon Canyon edits
Timbertrees became tool finder correct?
They're separate mods that do different things.
Timbertrees is web only?
yep
It's meant to be used on a 2nd screen while playing the game,
(which apparently didn't work well enough for JC)
so hence I created Tool Finder
as something that can be used in-game
oh oh, did you work out an ingame tool group/ icon like automation?
not yet, I haven't had any time to look at it
I think that will transform Tool Finder from Feature to tool
yea, it's useable today, but adding a tool for it will help to remind the player that the feature is available
Question for the modders in here: is there a way to unofficially get Vertical Power Shafts working with WB U6? I'm OK with a some potential stability problems, I'm already running an incomplete mod (that is way more stable now than it was a few weeks back). The lack of the vertical-T is killing me. I can't figure out how to get stacks of clockwork farms more than 2 high without some insane power delivery method that already feels like cheating (like stacking platforms on top of vertical shafts).
Is ithat the one throwing the IT indigo error when you try load with that mod? That one is incompatible for my efforts.Vanilla is frustrating w/o the universal
The given key Good.DeluxeStew.DisplayName was not present in the dictionary. that didnt stop the loading
I believe that you could "just" copy the file PrefabGroupSpecification.Buildings, like suggested at #1068987323917795338 message (but for Whitepaws instead of GreedyBuilders)
Thanks !
I'll check those ASAP 👍
I'll look into it
Thanks for unlocking the shower! took me a bit for it to click it was now in/returned to well being group.🙃
Pit n ladder arent buildable from underneath again🤷♂️
no wonder there is no birch trees on any Water Beaver map, they been hording it for housing
If it means anything, the ladders from the ladder mod can't be built more than 2 tall without a platform to the side for Beavers to stand on, so this looks like intended game behavior??? Maybe??? See if putting a platform to the side helps. If one gets stuck, it's okay, they'll float gently to the ground when you demolish the platform.
I do believe it is intended game behavior, yet Lapan bent those guidelines previously and it was good.🙃
That works. Many, many thanks!
grumpf grumpf
i'll check it out
ah, okay, i remembered how i fixed it
ehm, was it possible you could fix the large farmhouse being just solid again? it's ground-only right now..
and the weird-udon in the ENS science recipe?
i think i have fixed that recently, but maybe that was not in the last update 🤔
steam version from 18th of november not had it in yet
Can the Fermentation barrels be fixed with shivers math? Recipe proportions that divide into a still serviceable (desire to fill according to % need, if I understood your explanation)
Err, no honestly even at 50% filling the priority remains quite low, especially as the number of requesting buildings increase.
In my current version the fermentation barrels are simply removed
Ah. KK. By chance was the tar requirement removed from the Fermentation Houses?
oh yeah... whines Lemon Canyon has no Lemons😢
Uuh, keep reminding if I forget again 😅