#Water Beaver Overhaul
1 messages ยท Page 36 of 1
You da best. Apologies, I had told myself I wasnt gonna hound ya, and was going to continue to be patient and supportive. oh well, ill try again๐
This is weird... The layer skim tool does not seem to want to invisible crappy platforms Layer selector to very bottom . I lost a couple disease beds under there and wanted to see if I remembered to prioritize em. I no can find em.
well you're in luck because i was specifically working on this mod, i think i had forgot to set up the uncovered models properly, but now that is done ๐
i've given each faction color-specific variants to avoid importing textures from the folktails to ironteeth and vice versa
also reworked the icons
Apologies if youโve fixed it already but I was having trouble getting inside the library to place scroll racks (via layer tool) semi-recently. I.e the layers of the library didnโt peel away even at lowest level
ah, yes this part is not fixed properly yet, sorry
No worries! Just checking if id either missed it or could keep it on the radar :)
@shell fiber could it be your recent change to logstairs mod would break save games containing multiple variants?
Shader 'Standard': fallback shader 'VertexLit' not found
Failed to import timbermesh model Buildings/Whitepaws Faction/Townstuff_Meshies/BrokenCart.Model.
First uncaught exception at 2024-11-28 16:07:38Z
Stopping all root objects in active scene
Creating an exception game save
ArgumentException: Material BaseWood_Brown.Folktails not found in repository.
random finds (whitepaw mod):
The given key Lapantouflemagic.MechanicalComputerFancyBlueprint.PluralDisplayName was not present in the dictionary.
The given key Lapantouflemagic.MechanicalComputerFancyBlueprint.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.MechanicalComputerFancyBlueprint.PluralDisplayName was not present in the dictionary.
The given key Good.DeluxeStew.DisplayName was not present in the dictionary.```
oooh, i'm an idiot
i need to update the WBO mod too otherwise it breaks
let's hope i don't have anythign too broken
by the way i fixed the pit and ladder lodges issue and made the fermentation house cheaper
thanks for the quick fix
oh wait.. i just lost all crappy platforms.. hmm
interesting effect.. (lots of free flowing water and unexpectedly wet beavers)
is there a way i could recover the old crappy platforms from my save game and still use the new version? or would i need to lock-in the old mod versions for this save game?
uuh, i need to run some tests
not sure why your platforms disappeared
fuck's sake, let's just roll back
wait a second, just to clarify
did ALL of your crappy platforms disappear, or just some ?
a) logstairs update broke references
b) wbo update made all crappy platforms disappear - all colours, constellations, anything.
i could not find any of them left
and some only had a road (or nothing) on top or under
great if it's not too hard to find
thanks. no worry. this is amusing and reminding me of days trying to fix bugs reported just before leaving the office
no i think i know what i did wrond
basically i made the whitepaws platforms different from the ones of other factions, but i forgot to add backward compatibility
okay, give it a try
if you have time of course
@radiant arch
so does it work ? are the platforms back ?
I remember that your mod previously worked with a mod responsible for assigning beavers as close to their workspace as possible, but it looks like it hasn't been added back here.
I crashed loading in.checking log now
most platforms are back now
need to figure out why some not do. but might be related to fix with stairs?
is there a particular color that's missing ? i have updated some of the placement rules that was incorrect
typically you shouldn't be able to place watertight buildings on top
yeah, can't build platforms on top of crappy platforms anymore it seems
that's intended to not be possible, right?
yep
nice. cost and ens (the scrolls.. ) but i fully expected that option..
note-to-self: should not try to break things and find loopholes in all things..
thanks for the fixes
whelp, GN !
Gn Our fearless and tireless captain!๐
Ouch, Mod Manager was the culprit. cant load with it active.
Is the Petanque court suddenly ground only? load in had one with corner on platform, missing and unable to replace same spot
a question regarding the bamboo: do they survive in water deeper than 1m?
yes. I understand that is why they are so very tall
so you can just flood them as deep as that?? nice!
I do Beliewve!
Sweet New Everblossom Platform and Icons!
Appears so. i added a terrain tile in place of crappy platform and Petanque court places in spot was previous.
Oh my! No Grav batteries... Or do I have a compatability issue... Flywheels not implimented or will not be? Engine got a huge upgrade.
Thank you!
Silly Beavers in the papermill are spending more time in Contamination Jail than they are making paper... Oh, I see the issue now...๐
Hmm, Beaver Washing machine or move the paper mill..
both
I saw the video by JC The Beard with the beaver washing machine, that's just hilarious ๐
@shell fiber Have you taken time to Play, lately? I know you did storage for Emberpelts, Have you tried em? Have you sluiced? Have you shaken your head at how poorly I misunderstood your mod when editing your Lemon Canyon? ๐ Have you Spun up a mechanical drill without Mod triage at the same time? Just curious! Thanks for all ya put into WBO!
Doesn't have to but needs a rework
1-7 deep water is fine
maybe is?
But fixed yet, that is next on my to do list but I'm apparently incapable of sticking to the list order ๐
Oh I DO understand... says the guy who has to try remember if on first or second luch and needs to get back to work๐
Yikes, that paper is definitely not coming out the right colour ๐
Correction : was not meant to ๐
Oh wow. you moved the shower already. Though... heh after playing vanilla again, new to WBO players would find it easier in well being. The tank shower and even the river Bath too. Also, Thank you. it is fine where it is! I am just U5 WBO conditioned.๐คทโโ๏ธ
Hand of soup has been fighting the transition...
not connected...
thought it may be platform related but no can when groud only either
@shell fiber 2nd story entrance didnt work either. The graphic, when empty, changes with the recipe. Could be something from todays update, as this is new to this run
which building ?
oh, okay, i'll check that, pretty sure i know what the issue is
i'll make the hand of soup placeable on top of pit and ladder lodges, because why not ๐
to be honest it doesn't fully makes sense since then the ladder exits right into the fireplace
let's not question how so tiny beaver kits can play petanque with such huge balls ๐
since i reworked the gigaplatforms, there is no reason anymore for this to be 5x5
i think the sky fountain also should get worried
because its only function was to be a omni-directionnal walkable path that could support a megaplatform
i'm thinking about also moving the clinic and medical beds to a subgroup in the village tab, instead of being in "wellbeing" that i percieve more as amusement
What is it built on?
It's just tall platforms, but you should be able to build it anywhere
Oh I see
can WB still build anyone we want to? don't wanna lose the mix one, ( the best one)
Yup., and now there is a solid Everblossom (pink) option.
More pink horror! Yes!
Just set up for an Emberpelt adoption ๐
one of my Pit and Ladder Lodges doesn't show an icon for being paused.... fully built, on the ground, and nothing stacked on top of it
That's a secondary effect of the ability to build them up from under themselves
The central voxel is not actually used by the building so the icon is confused and falls through the ground
(basically)
Are aquifer pumps on the roadmap for U6?
not sure, eventually yes but not in the same shape
Understood. I gotta add more pumps.
Enderpelts trade balloon when? ๐คฃ Hmm I don't think the Waterbeavers need more items yet...
Is the ability to plant bananas coming back eventually? I can make a greenhouse but can't do anything with it.
Yeah I would need too come up with more things and there's already too many
Oh, uh... I'll try to get to this... Eventually
What is the middle one?
from left to right : light (logs, 1300 / unit of height), Medium (metal beams) 10000 / uoh, and Heavy (nuclear fuel, 30000/uoh)
i also adjusted a few things : the light grav battery no longer costs science to encourage people to use it
and the heavy one now only costs 5 nuclear fuel, not 10
Noice
Oooooo pretty. Does that mean nuclear fuel is coming soon too ๐ง?
There was rumor of a fusion wonder...๐คทโโ๏ธ
@shell fiber You have been teaseing us... Let us know when update isa live. we have hungry Whitpaws who cant reach the hot food in the hand๐ข
Ah yeah right ๐
Thats not a bad color for a palm
was there anythign particular missing that could be fixed somewhat easily ?
you already did the hands, i believe
Billboards maybe? there are a lot of new Whitepaw players with workshop integration
But the contents seem to still be evolving๐
ugh
yeah
If there is animations being dysfunctional that is also pretty easy to fix
I think you are beating yourself up. looks like my bananas... even the brown ones but thats usually the under/early leaves
ahah, no i was saying that in relation to the billboards ๐
i'm pretty happy about these bananas
Maybe just medium mine and upgrade board. those seems tricky for most to grasp.
could you even throw em in with the news and tech boards for now?
Or am I over thinking it and people got it already from watching JC!?
i need to look it up and count it out each time for the medium mine too.
it's somewhat confusing. would be nice to have a layout for the depths at hand.
well no, i can't just assume people saw JC's stream
i'll try to get to it
for now, i think i fixed the balloons animations
i'll try to push an update before i break something that would take me 3 days to fix
Sweet! Thats one of the HUGE, "You can do that?" features of your Mod!. Be nice for em to be shiny!
Shiny as in Firefly for "nice" "all good" and " I want one"
I suspect that fixing the first board will be the hard work, after that the remaining boards are just tedious
just smooth sailing.. it's only better than before.. almost boring how smooth^^
can note that the pรฉtanque court breaking roads with the upgrade, but fair and welcomed taking much less space now!
I haven't had any problems other than having to re-path around the resized court (really no problem at all).
Large water wheel animations are still truncated
i'll try to remember it !
Oooo, hidden Deluxe Stew update!
oh, ah, yeah i gave the reciepe to the mech cooking tent for the time being
oh, right, the library issue
i'm reading through the steam comments
i'm trying to make a thing, small preview :
now i have to get the functionnality right
but enough for today
makes me think of this building in a way
I don't know what that is..... but I want it.
Ooh badwater source cap
It's a bit more than that ๐
I guess in a way ๐ค
But the sphere is more of a pressure vessel ๐
Looks like a ninja turtles bad guy hideout called The Hive. Like it's sorta looks like a beehive but sort of not. I do love it tho
JCs computer is ready to explode, does that count?
I see
Oh damn, so a power generating source?
Ooh noice
i wonder if i should let it work as a bad water source cap or not ๐ค
or maybe if battery's script works as i hope, i can have it turn it to a clean water source
Vertical power shafts didnt break a load, but didnt offer the goods either๐ข
ah, okay, i need to work on that eventually
as for the rest : remind me if i forget again ๐
GN !
How expensive will it be?
if that replaces an aquifier im thinkin a hefty cost on it...
The Hand on a Pit is a trap... I never seem to be done going up...๐
And the hand is unbuildable from underneath...
Pink to the rescue!
Shit! b Lol... they do still need a path to the entrance though, enter from below or not... heh ๐คฆ Gonna be a hot minute till double platforms.... heh, 'wont it be convenient to have the farm so close' and now a bridge isnt gonna help
๐ค
Never trust a Hand of Soup....
โญ heh Ima dumass... it was even in the teaser pic
I did have to demolish the hand to build the bridge, to build the hand and bowl, even with the platform there...๐คทโโ๏ธ
Hazing the new guy
"Gonna trap your head by the fire and hang you off the district center"
I think my question is, did my brain fill in the T for me or did it have one at one point...
Did you find a balance you liked? or is this not as important as once was? Does udon removal fix it some?
Good point
Perhaps we all assumed the T was there when it actually wasn't
The description points to that
Ooh
Any changes to this plan?
I really like that idea
What are you taking about ? ๐ง
is it PlanTification or Planification?
Oh the mech kitchen house was already autonomous as it turned out, so the question answered itself. But since then I've decided to clean up the foods and needs so I'll likely remove green udon entirely
PlanTification sounds nice. however, I don't know who will be able to translate into another language ๐คฃ
Planification, I don't think plantification is an actual word.
Although planification is probably a french-ism and the proper word might be "planning" ๐ค
LOL.I always thoughjt it was PlanTification. a made up word to describe what it did
It's already the case, but as we've seen with the fermentation barrels, unmanned buildings are not supplied correctly by haulers
Hmmm... Yeah
they look like they are drying out on that one ๐
industrial beehive?
i'm trying to have the library be build as a wonder (builders actually need to go inside and work in there
for now i'm aiming for 4 workers hammering at it for five days
should not actually be a problem considering the time it takes to gather all the planks
also it now stores 200 sky and ruin exploration maps
and 50 of every fancy blueprint
so the scroll racks are gone, but the scrolls displays remain.
Is there a different "research" building to earn science?
Were you asking about minor corrections to be made? Texts already fixed?
I'm away from my laptop for a week now so I can't check it.
Peas, alone, without a well being boost, feel like they now need an early game recipe... Is that just because i finally have stock of them? and do I have stock because they arent "used"?
The power is transferred but the visual doesnt have the Whitepaw Large Water Wheel connection present.
Hmm Power shaft and Path extension mods arent incorporated any more
Since it's the waterbeavers, and I know you got enough on your plate @shell fiber , any chance we can get Aquacadre support at some point?
Minor corrections, shaky animations, Beaver appearing face in the floor in buildings, anything.
Including the kind of stuff that most people would think is too minor to bother with, they are generally easy to fix
What does this mod do ?
Oh I see, very large underwater storage
Hmm... Meh.
It's not really that I don't want to but it seems like it makes other things obsolete
Although considering how expensive those things are I wouldn't mind that much
It's a decent half stop between the gigantic storages and regular warehouses, but I have some complaints with the mod myself, so understandable not wanting to use it
well i don't really intend on policing people on what extra mods they use, for example the more dynamite mod just adds the vanilla centrifuge and extract to use a bunch of dynamites that cost extract and not nitroglycerin / explosives as should be for the faction. that effectively throws part of the balance through the window but that's not really my problem ยฏ_(ใ)_/ยฏ
i don't condone using it but people who want can.
You could if you want change it's recipe if it exists right 
would be faster to remake the parts that concern my faction to be honest
and send it to him
would it be easy enough to retag strong alcohol as a material? I keep double-taking when I see it under drinkables lol, and one time (early in my WBO career tbf) I ran out of every 'drinkable' except alcohol and... didn't notice for a while
hmm... that used to be the case but i kept failing to find the icon among all of the other materials so i decided to put it into drinkables even though it is not, because for most of the game this tab contains very few items.
but if other people would prefer to see it in the material tab, why not
fair enough. I'm ofc happy to go with the majority
Oh by the way I fixed the animation for the large water wheel.
It still has a millisecond of hesitation after a full turn but that is barely noticeable
The fermentation house seems to have secret second story entrances. @shell fiber
couple of them have that. or hidden walk-through like the water pumps. but who would seriously use such exploits.. ๐
the game will to send your beavers into badwater when you didn't want to tho
yes, it might..
it did ๐
that's not really supposed to happen, what other building do that ?
would need to systematically test again. water pump allows side-way entry on the tile with the door for me. like i can place them corner-to-corner with another building and have a pass-through my dam technically.
just randomly found that. and found other buildings connecting path like above and rarely beavers walking places not supposed to
if i find more i can report if it matters
i not for sure know if in all cases like the pic above it is walkable though
unexpected access / pass-through
water pump
deep water pump: door tile walkable
fermentation house: 2nd level fully walkable
advanced sawmill: 2nd and 3rd floor fully walkable
golden gate: from the sides too
balloon trader: can access top-level from some sides
pit-and-ladder liquid storage: 2nd floor fully walkable
other things noticed:
irrigation tower is walkable on platform (no access it seems)
greenhouse -> can build path all-through, not just "visible doors" -> can build path on 2nd level too..
balloon trader -> can't access roof on 2nd floor despite visual matching (at ladder)
some abyss add-ons have non-walkable roofs, despite visually flat and all
edit
Factory allows a path to build one level above and in front the furnace exit ("in the air")
Solar Array: roof only accessible on one side (the one without the ladder)
Pit Tank: upper level walkable (not watertight)
i guess that's it
Pit tank is also enterable from the side of the second level.
I think the Greenhouse bit is intentional (at least, it was the same way in U5). I'm using that in U6 right now to have a shortcut passthrough path for beavers.
oh, i forgot about testing storage completely..
other storages seem fine
curiously you can build the giant buried tank with platforms and ladders ๐ (i know it's not supposed to be used)
Any chance ya wanna boost the water in medium mine, while ya work out the aquifier type building?
cause it just aint enough
There is a need for shrub but only none well being hedge available. With as spread out as the housing becomes, I personally like the street light. Especially for ascetics/beautification (<plantification). It is nice to have a cheap option to boost population centers. I do prefer the IT one as it has no direction and looks "balanced". I like place em over most stairs.
I wouldn't mind a balanced Aquifer pump, or maybe the Folktails's large pump but Waterbeavers style
LaPantoufle, am I right in that it is a deliberate change the cannons no can shoot em off map anymore..?
the medium mine water recipe is not intended as a reliable supply method, it is calculated to barely satisfy its workers to alleviate the pressure on your water supply during drougths.
also you seem to be using the "normal" water pumping houses, the deep variants have a +33% production bonus (4/h instead of 3/h)
do you have a screenshot of what is happening with the water pumps ? i don't see walkable floors on my side
lower floor. will try. only the tile with the door is affected for the pumps - it's accessible from the door and from the side, so it allows a way through
i'm probably going for a mechanized water pump or something
was that ever possible ? anyway in U6 it crashes the game if you aim underground or out of the map ๐
Sounds good ๐
why does the water pump upgrade give aesthetic roof bonus, but not the farmhouse upgrade? they look plenty similar to me
Probably because I forgot to remove it ๐
fixed the giant sawmill too
also poking at the water pumps revealed that the primaty determinant for buildings blocking path or not seems to be the "bottom" occupancy which is what is used for debris etc
hmm... it seems the rules for plants sharing a space with building have changed
which makes sense because now overhangs are a real thing
that also means that i can make the greenhouse behave "correctly"
like beavers not walking straight through solid glass
and taking the door like civilized beavers
I feel this pain. So many water pumps!
Is it intentional that you can build a side platform on the side of a double platform but not on the side of a tall platform? @shell fiber
visually this makes sense somehow. thanks a lot for allowing them to build on levees now too!
just happily realised this now!
somehow it misses a bunch of giant waterwheels still, doesn't it?
(very beautiful screenshot btw. the big wheels in the back too)
oh feature-request: would building levees be simple to allow on top of overhangs?
like i can build dams on them, but i can't close a gap with the dam using a levee so that's kinda confusing right now.
Uuh, not entirely sure any of those should be allowed, side platforms are a very tricky question and I have yet to have an eureka moment
Oh maybe I just had
If I make the side platforms require support on z level 0 and 1 then they cease to be infinitely stackable ๐ค
However that means they can't be placed on the side of cliffs ๐ค
Not entirely sure what you mean, but generally watertight buildings can't be build on non-watertight
But in theory, you should be able to use a squewer platform off the side of a platform, yes? That doesnโt currently work so the side platforms are my workaround.
the light blue one is an overhang and it does allow dams to be build on top, but i can't close the gap with a levee as it is not "ground"
Squewer platform require two supports in a row, but they are quite dysfunctional right now
Ah, I see... Well that's not really something I can fix without causing massive chaos in people's saves I'm afraid
Anyway, I'll try to come up with a mechanised water pump design soon
Oh I probably should fix the irrigation tower bath too ๐ค
I also support this! I have 2 dozen blueprints just waiting to be used. Though, selfishly, I would LOVE to have a centrifuge so that I could finish my Tower of Infinite Battery Power.
I just ran into an interesting pathing problem. The Rooftop Terrace can't connect to the path network when placed in this specific spot. Some combination of it and being placed on top of the Liquid Storage House doesn't let the entrance connect. Instead the path network connects one square over from center.
Path network before constructing the terrace.
Rotating 90 degrees works (though still has some interesting pathing going through the terrace/primitive ironworks
The centrifuge is not in ?
not in
no source for nuclear fuel yet. only nuclear waste from the abyss mine
PhD in nuclear physics does not seem to have any building associated too. that was for the centrifuge, wasn't it?
what are those two buldings ?
okay, i'll add that to my list of things to fix asap
no it's for the nuclear power plants
oh nice! can't wait to have all my map flooded and beavers living the automated quality life on layers of floating platforms gnawing giant tree trunks all day ๐
The one on the left is a Medium Warehouse. The right is a Liquid Storage House.
For clarification (not sure if you've watched JC wb episodes) is there a proper orientation for the water cooling tower on the nuclear plant? He couldn't get it to work then took a commenters suggestion to rotate it. Then it started using the water
yeah there was an issue with that, but the nuclear power plants in U6 will be quite different
Ok. Wasn't sure if it just might be a JC thing ๐
trying to make somethign like that for the mechanized water pump
and because of course it will need precisely 1 deep water
but eventually with sluices that should not be a problem
but right now i get a crash when building finished and i don't know why
i'll need a fresh brain to see what's wrong, most likely
GN !
okay, for now it uses the reciepe from the large aquifer pump (except it consumes planks instead of screwaxles
Now that I think about it that is way too much.
It produces 5 water every 0.16 hours, or 30 / hour or 720 water per day
A normal water pump produces 3/hour over 16 hours at best, so 48 water (witch satisfies 20 beavers drive that drink 2.4 water a day)
The deep water pump produces 64 a day
I think I want one mech pump to replace 5-7 normal pumps or so ๐ค it's not really meant as an end game building
So maybe one third to half the output seems good to me
If itโs going to consume planks you could have 2 recipes, one that uses regular planks and one that uses treated planks. Maybe the treated planks last 2-3 times as long. Thereโs nothing in-game for WB that uses treated planks.
treated planks not really be used is deliberate, it's a resource I don't like and don't think should even exist, it's only available to avoid issues with other mods
right now it's one plank for 50 cycles of 5 water
which should be mostly fine
i hope
also, the mech pump allowed me to finally kill the giant buried tank blueprint that i've been itching to get rid of for a hundred years at this point
the blueprint for the mech water pump should replace it though
Will you no longer have access to this wonderful container? For me, the ability to store 4k liquids was a highlight for this faction. Unless I misunderstood.
no no the building is still there but there is no blueprint for it anymore
Fair enough. Your mod, your rules!
Wait so it is both a pump as well as an irrigation tower?
no this one is just the irrigation tower bath
the mechanical pump looks somewhat similar but is different
(i shamelessly reused some assets)
update ๐
Ooh noice
tell me if you encounter any issue, as usual ๐
hmm, mod-conflicts? it breaks loading my saves.. ๐
not sure what caused it..
there's a Too many atlases loaded (2)! This should not happen. Exit game to print usages.
and another notice (?)
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script (Battery.Pantry.SpecificStockpileSystem.SpecificStockpile) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'Library') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script (Battery.Pantry.SpecificStockpileSystem.SpecificStockpile) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'Library') is missing!
is this the error? The referenced script (Battery.Pantry.SpecificStockpileSystem.SpecificStockpile) on this Behaviour is missing!
ooh, i forgot to add dependency to the pantry mod !
oh, that's it
thanks for the quick response! was about to single out mods that might cause a conflict..
also, now the library is build like a wonder and can directly store a bunch of scroll-type things
hence the pantry dependency
@kind spire pantry for the win
okay, mod re-updated !
Will the wonder change eventually? Or will library still behave like a wonder?
will the ENS be a wonder too?
can there be more than one? (will it unlock flexible start?)
oh it is only build like a wonder, it's not a wonder by any means
just a regular building
if i find the courage, i think the ENS could also be build in a similar manner
but the true endgame wonder is still not quite here
in the meantime
i've found 2 decent free airship / zeppelin 3D models
i like the white one more, but it needs fixing
the red one too, it has competely unnecessary levels of details
also the small boad under it looks goofy
Can both be done?
i got the rudder separated for animating
hopefully after my editing, it makes for a more intermediate design that will satisfy everyone ๐
Damn
I don't know how to feel about that
I'm not sure the bot workplaces are correct. In U5 they could work in balloon trader landing pads but they can't in U6. They can work in Bot Assembler, Harvester's Drying Tower, & Irrigation Lodge.
build like a wonder as in it has the 3 different build stages/frames? I take it that is something you have to do manually for each stage? Do they dis/reassemble in your editors in stages if they were already designed in stages?
The Architect's Lodge still has the Giant Buried Tank blueprint and doesn't have the Mechanized Water Pump blueprint so... can't actually make that yet.
Not a huge deal but in this latest update I lost all of the Large Water Wheel and Floodgate Damn blueprints that I had. Both regular and Fancy. Like I said, not a big deal, just the price of playing a beta (which I gladly pay).
Edit: Might be more nefarious than that. I didn't have any Large Water Wheel blueprints in stock after then update. I deleted a Large Water Wheel that I nor longer needed since the Nuclear Reactor shut down that badwater source. I confirmed after removing the wheels that there were fancy blueprints on the ground. At some point they picked them up but they are NOT in the library. Might be that they tried to place them in the Library and they just disappeared...?
Also, I don't think I should be able to build that there...
It's very strange, I didn't do anything to those two blueprints. I also tried to put some blueprints in storage then build the library, and they are indeed carried to the library, but they appear in stock just fine
Did you disconnect the library or pause it while they were carrying them ?๐ค
What ?
Oh maybe it's a messy update, I can only recommend you unsubscribe and re-subscribe to clear out assets that didn't update properly
That's an odd placement but... Fine to me
Also ladders can now be placed on path directly (and don't need a bridge every two levels) because the walkway wouldn't play nice
Do you may want to naturally place a road under there ๐
Yeah basically it's three entirely different 3d model that are loaded depending on the progression stage.
It's not incredibly hard to make sure you can just take the finished building, remove random parts, save it as stage X, remove more, store it as stage X-1 etc etc. Until you have basically nothing but a wooden frame or so
The main issue is that most buildings are just empty inside and textures are one way (from the inside the walls are invisible) so you actually need to build the inside first
Honestly for most buildings I simply don't see myself doing it
Oh wait I restored it but forgot to give it the growth boost effect ๐ฑ
Ooh nice
Functionality from dynamite on paths?
Not exactly but similar
Oh btw, maybe it's just the icon I forgot to change in the architect lodge
The sheer majesty of this has made my day infinitely better.
I see
To start Whitepaws i need first start as Folkogons and that crush
From logError it Look like a harmony mod problem
I'll look into it
Medium Pile of Sawblades appears empty (no graphic) while full.... I only downloaded the update an hour ago I could be missing an update on dependencies.
I meant in terms of the one leg floating in mid air and the other being through the middle of a farm house
You are correct. The recipe icon and name reference the Large Buried Tank but it does make the Mechanized Water Pump.
I destroyed another large water wheel and followed the builder carrying the blueprints back to the library and they DID go there. So I'm not sure what happened earlier. I definitely had a stock of fancified Large Water Wheel, Large Farm House, and Floodgate Damn blueprints before the 4.1.9 update that I don't have now. Like I said, it's not a huge deal just... weird.
Minor thing: the image for Deluxe Stew is missing in the Mechanized Cooking House
nope, you are correct, the data was missing, that will be corrected in the next update
next update of the 1x1x2 storage mod
you're probably missing something, maybe TAPI ?
or Harmony is not up to date ?
I feel like the small reactor is a little under powered. 2k in exchange for losing a bad water source isnโt a great deal. Iโm really tempted to just build 2 engines instead of a small reactor. I donโt think it needs to be 10k but 2k seems low. Maybe 4k?
or spilling out half the bad water?
yeah, 2k is little. can easily run 1k with wheels on the source alone
Yeah I was wondering about that too, how much power would you be able to reasonably generate with large water wheels from one bad water source ๐ค
5k? 4k?
I was also considering such a solution but I'm not sure, eventually I think it would be nice to have a way to actually cap the bad water sources, and I'd like the better nuclear reactor to maybe clean the water instead of blocking it
Yeah that sounds like a good idea
well here's the answer
i think 5 large water wheel is plenty enough on one source
and gives 2250 hp
so yeah, 4000-5000 hp seems a good number
let's go for 5000, especially since i did buff the engine to 1000hp
quite some progress on the ship UV mapping (applying textures) but dear god this is a mess
i honestly thing this is some high-poly model that has been reduced in size through blender because some vertex arrangement make absolutely no sense for a human being
aaanyway
i'll get it done soon
i'm probably going for something that has the yield of 10-20 ballons at once
but with a pretty hefty science cost
like 20k science, i think at the end of JC's stream he had 100k science without much effort
20k sounds reasonable to me for the benefit
Yeah that's okay
He did a lot of timelapses, but 20k is feasible
To be honest I feel that the end science recipe is rarely ever use so I'm wondering if I should bumb the science cost of everything post-ens by a factor 10 or 50, and increase the science output of the ens to match that, just to make it unrealistic to rely on the library only late game
But that might be a bit much
I'm producing more science from medical buildings. I like that the science is a biproduct of creating medications.
same
my early game usually makes from 60 to 120 per day from libraries
medical buildings top that easily and ENS is feeling extra somehow
the trebuchets are adding a little bit as well.... wouldn't mind learning more about physics by launching different projectiles like metal blocks or gold bars
yay to getting rid of gold bars! what beaver would need those^^
what are the aerodynamic properties of a solar panel?.... there's only one way to know for sure
hmm, by mid game i'd get per day around 600 from my libraries, another 200 from medical buildings and some random other from throwing rocks.
would have 20k within two circles covered without any ENS even, just need enough bad water and some beaver power..
depending on how much food and water is available on the map it can be more or less though
ow wow, diddnt realize that I made maps with the bramble asset which is now wholly birch. I gott go back into my published maps and drop birch back in em...๐ข
can't build crappy platforms or platforms on the fence around the medium mine anymore.
if this was easy to fix: i found this rather useful to shortcut a way out either using ladders or curved stairs
(i.e. requiring less soil to be removed and less dependency on orientation of the mine)
To me, it is a whole mini game in itself, balancing land area for the huge later game Whitepaw buildings
I'm playing on the Beaverhome map right now (Bad Tides are turned off, don't judge me).... I'm desperate for places to grow rice due to the lack of shallow water. Without access to rice it's a struggle to maintain a population that can build hydroponic platforms.... rooftop rice terraces or inclusion in the florists would be a gift for dealing with deep water problems
or people playing the "weirdo clause"
I shall pray for your beavers.....
I think it's going fairly well. I can get some rice but it's taken a bit of terraphorming to increase that to the point i've got "enough".... my mistakes and bad choices are probably slowing me down more than rice access
Oh wait idk why I thought this was the diorama map. I guess things will still be salvageable.....
I was more thinking of how to play water beavers in a tiny map...
@cloud flaxThe verticality in the overhaul is geared toward the dam housing. Many of the later game, heavy science buildings are massive. Probably a great place to work out how to achieve science but You will be quite pressed late game for space.
Exactly what I was thinking
oh yeah, some are even ground only
But even figuring out the vertical pathing and power shaft connections and having ample space for trees and all crops....
yupper! I have been working on a "trainer" map. meant to be streamlined and easy and I had to start over for too small. Im at an 80-x164 may change it yet
Oh wow. Would love that!!!!
You think I should start a new map for update 6 WBs yet or still wait?
in workshop I posted a few maps. tagged em ~ beware the grue... Though I am in process of correcting them now
Cuz last time I tried, the bramble flowers grew over the paths and that scared the hell out of me ๐ซฃ
yes. that is definately a thing. I now, often pause after naming to place the build order, on whole map, of fences and gates to corral the brambles
I had a lot of "fun" on a map where brambles were mixed with blueberries.... every now and then a blueberry would spawn before a bramble could and a pair of lumberjacks eventually pushed back the brambles behind the berries
These are the kinds of mini games I like๐
trying to beaver my way through this mod on a 72x128 rough map.. is real tough, but can feed 700+ beavers before hydroponics and barely have enough water on top.
though it heavily layers buildings vertically and is slow to progress lacking resources / production speed / wheels.
same! almost lost my last brambles before realising too!
No Judgement. I was playing a long bad tide delay and worked it down till I finally had it off. then Lapan made the Irrigation tower have two recipies. Im down to 14cycle delay now ;/
What do you mean ? Did I forget something in the map editor ?
I'll write this down
Uuh, I'm not sure how to answer that, Beaverome is a... rather difficult map ๐ not sure there is much to do about this
that's fair.... rice is a weird bottle neck to be stuck behind but i'm about to have a mine up and running so i'm content with my progress
no. Removed the placeable bramble. Now just birch
same haha
Oh yeah right, I don't intend to give brambles to other factions again, it was a request from todor alin but I don't think most sane people would want to fight against those.
So just birch and when playing this faction they will become brambles
That is how I understood it.
As I was making mostly for the WBO, I used the branmbles. now they are gone on a map load. Istill need to replace them on all my maps.
Sorry ๐
How far are you in that process ?
Maybe I can edit the birch trees to replace brambles, so you can just open and re-save your maps
will the growth bonus for the irrigation tower work on aquatic crops?.... I'm willing to irrigate my lotus lake if true
wait, can you actually contamination-proof lotus using the regular irrigation tower?? (plants only consider soil contamination, don't they??)
no, unfortunately
It's hard to replicate but I'm selecting a Heavy Gravity Battery when the camera is zoomed out and i'm trying to click on another building. HGB's aren't on screen when my click selects it.
that is a good question ๐ค
oh, that's probably the hitbox for the weight that is dysfunctionnal
actually that's pretty good information
the HBG is facing away from the click
oh i love testing exploits ๐ gonna try things out
love the Zeppelin Boats.... will they land at a tower like a balloon or on the water?
they will have their own landing pad of sorts
the idea is that unlike trading balloons, they will be get in and out or port horizontally, so with mega plafroms you should be able to stack multiple of them
place consumption of balloon pads is stressful on small maps. something stackable would be really nice
darn.. not saves the plants in contaminated water.. just saves the soil.. (and burns through supplies at an alarming rate!)
sadly there does not seem to be any indicator on the plants themself if they have accelerated growth..
it probably shows the bonuses (or the modified grow times) in dev mode.
wait... if you place the irrigation tower (or two..) outside the contaminated water - using levee or dams - it does safe lotus
might at times start to contaminate, but the gauge will work the wrong way and it will grow actually
consumption is low too
if on the other hand you place the irrigation tower in the water, it will just flood and do nothing (but run out of stock quickly)
with some planning it's fully possible to grow anything within contaminated water it seems (beaver will get sick though)
Is ok. Would prefer you found a way for yer awesome paths and the lemon trees to show up. Or if , say mango trees also turned to rice and spadderdock.
Can more paths take on your path too? ((obviously Not sure how this works
Having that mod on doesnt do anything in WBO but doesnt crash ya either. does that mean it just doesnt haver an association with WBO?
@cloud flax The Trainer is a long way off. However I posted Kimchi Flats lasterday. it is a relatively fun map and not too gimmicy. Also @radiant heart really likes and recommends vanilla waterfalls for trying new runs. There is an edited version intended for the overhaul, Waterfalls - Beware the Grue. Seems I started over each time I felt I understood the tech tree more. here are some test, beds I like if you need other options.๐
Thanks man! I'll probably start a new map this week and see :D
gonna be away couple days, getting on the thable in 14h and going out 80h later if everytinhg goes right
otherwise, who knows....
sucks to be old
Sending you Aloha brother! hurry back! I have always looked up to those brave enough to be the weirdo!
waiting for the early game rework to be done before i either go for helix or diaorame... maybe hard mode
that school/librairy thing sounds like such a pain in the .... not starting before that is done.
also having a lot of fun on ONI
the no destroying kart with the builder lodge now locked behing it is just pure masochist ( but still can be done easy with districts )
I love ONI it was one very few games I 100% then the DLC added achievementsso, not quite even this one heh.
at least I have my OCD to keep me busy... the stunted start is a lil painful but i Have been tweeking a buncha maps to my liking
only have the SO DLC, frosty came out like 3 days afer i got the game
me too so far. I may try ther frosty but I will probably have to satisfy myself in spaced out
bext run wanna go ful retard on stress mode, only "duress to impress" + 7 on everything as long as they are stressed enough
ran a test for 1 dupe managing a planetoid alone and quite impressed ( ok loner on top of it for another +4 )
nice. it is tricky keeping them thast low too many thing accidentally buff em heh
basically +11 on alll without anything 
removed the decor, metal tiles swapped to non buffing ones, and crank skills just a tad too high
massage table in massage room set to 65~80 works wonder
anyway that's a WB chat not a ONi one ๐
time to unplug for a few
Later ๐
The Dupe Corrupter / Water Beaver Addict heh
I don't know what it does but I could ask knatte if he's interested in the stone path
If it is a way to get them generally visable, and less you have to worry on
I believe this should be possible
eh, just two cycles. felt much longer heh๐
Crude sawblades are invisible
another perceived time thing, and could just be me. The berries seem to spread slower than before!?
this was previously possible
Seems to me like the tooth grindstone and path are in the way, not sure tho
nope๐ค
and now building unconnected
that became my standard for the forester.
1:so I didnt forget grindstone
B: so I remembered to offset for farm and Harvester office.
Hmm ... That's odd
Yes, already fixed on my side
I'll look into this
@shell fiber replaced barn with office now cannot put a bridge from Forestry hauling upgrade to my stairs
Can confirm that the hitbox is... problematic. You can see the battery way in the background, probably at least 100 tiles (diagonally) away from the cursor.
my balloon traders fancy scroll is stuck at the library. wont get delivered to the copyist (only 14 tiles away, same district)
would have expected the copyist to fetch it as other scrolls but they wont for days or re-load / re-start doing something. can't get the scroll out of the library.
pausing the library does delete scrolls!
(scrolls do get fetched for building purposes, but destroying the building only gets them back to library, not to copyist)
building a scroll display did trigger the copyist to fetch the scroll somehow..
no idea what went wrong here or why, just took more than a cycle to find out it was broken and another few days to try and get it work somehow
what ?
that should absolutely not happen
oh, maybe that is some important information for @kind spire
maybe that explains why @onyx night lost a bunch of blueprints too
i'll try to see if i can replicate that
Wait whatโs goin on? This sounds weird
not entirely sure yet, but if the pantry is the only storage available for an item, are manufacctory buildings allowed to take from it ? according to what he said, maybe not
Oo, possibly not
I believe itโs using the same type of inventory as a manufactoryโs output/input
And while itโs all the same inventory base class as a warehouse, it might be inheriting some properties which may be restricting that
I hadnโt really tested that use-case to be honest
darn, this is really hell to fix
Is it possible to find this mod in steam?
using stairs and bridges for fields / blueberries to gain more ground is fun. can even put farms up on platforms.
love all the advanced tech this mod allows later on.
I didnt test (not that far) does this affect the workaround (cheese of) building a ladder stack?
Is there any way to store Drill Bits that is less glorious? I don't want to build a field of pillows in my industrial area. it might give my beavers the wrong idea that they'll have a chance to nap....
I have some ideas about a treasury building or something to store lots of this kind of stuff, but that is low priority
Yhats it right now. with the new "out of Bits" flag on the drills, should be manageable
It will be used in the update 6 waterbeaver playthrough ๐
How do bananas get harvested?
I've tried lumberjacks (with and without wood cutting marked), harvesters, and tappers....
Seems your efforts should have paid off. The nursery will replant after lumberjack cuts marked bananas
Harversters are moving through the greenhouses to get to the grapes on the other side. Lumberjacks are "Nothing to do in range" directly outside the greenhouse door.
I know the bananas were recently "fixed"... looks like its WIP...๐
I'm currently enjoying hauler bots and had the bannanas planted for many cycles before i realized I had never seen one in inventory
That's how it should work though, that's strange
curiosity: builds bridges before platform ๐
(can be an issue with save games, not tested, but might lose the bridge; not caring really though)
bananas not appear to be set as harvestable by anyone yet. neither texts for tappers, lumberjacks or harvesters list them, nor the farming houses.
okay, fixed the bananas
also this
bridges no longer complain atbout not being buildable from above when the district center is there
buuuut... was it ever possible to build the district center from under itself ? i don't think it ever was ๐ค
it is possible to build it this way, the district center
in the architects lodge the recipe for the giant tank blueprint uses the mechanized pump icon.
there is no recipe in either this or the mechanics lodge for the pump actually right now
oh, wait, that was already reported and the blueprint was no longer needed, right? (sorry^^)
btw: why architect for a mechanized pump?
Is the new Pantry a useable building? or simply required for another mod? I dont find the pantry standalone structure
not serious, yet previously possible
in my use case the DC was built, The inability to build out the side doors was my concern...
Is there any difference between a pile and storage?
In placing there
Piles are industrial, warehouse is food n parts. items have a pop up that shows which they are in. also the Tool Finder mod may help
I was talking about while placing in that location. Cuz left sides shows a pile is placed, right side there's a storage
ohoh, dunno if it being enclosed is part of it or not. Just know I did keep those lil liquid houses there in U5. it was convienient but I could see it not being able because of the screwpress overhang
It might have something to do with being stackable... Eh let's seee
the library uses the pantry mod mechanism to store scrolls. with some unexpected side-effects (might lose stock if paused; production buildings might not fetch from library; "obtaining" storage might loop stock with library)
Ah Ha... One of those beta mod WIP fix scenarios! Got It! We are right on track! ๐
should i be able to path over brambles.....?
Yes, beavers can travel through brambles. It's also the reason why brambles can grow across paths
also means you want to contain/limit their expansion early as can, with gates and fences. at least the blueprint/plan for them laid out
Not sure how needs are weighted, but the Kimchi is more popular than ever...
"Hands off! That is for the Whitepaw working in the Library!"
Basically beavers will always prefer foods that give a wellbeing benefit to food that don't
So with the wellbeing rework it is far more important to cook dinner they will only eat raw food when there is no cooked food available
But for kimchi... Since I removed the barrels it might be harder
I need to poke at the cooking recipes a bit I think
I suppose the hardest part is getting enough bramble flower ๐ค
yes. more than ever
I approached game-related problems like a true IT professional. I uninstalled and reinstalled. It works! Now I just urgently need to remember the order of construction and development - please come back to the billboards 
it's a very useful protection of brambles against blueberries. very easy to lose brambles to mean blueberries..
Tool Finder doesn't look at warehouse storage goods currently, only plant/building names, and the output of manufactory recipes.
EEEE... KK Whats the in game command again?
for Tool Finder? It's configurable, but the default is Ctrl-F or just /
and I guess that's additional motivation for adding a dedicated button on the toolbar
I intentionally didn't make it match the goods required for a recipe.
I'm not sure how the Pantry works, by the sounds of it, it's got some code?
but also it stores ~everything, so probably not worth doing anything special for it in Tool Finder
Unless WB mod has multiple different pantry types (which it sounds like it might for scrolls)
code yes, code in progress, or at least struggling to do its new role in the overhaul. LaPan is breaking new boundries again heh
I guess it might need that anyways to support different factions
I never used it in vanilla and was wondering if I was missing a building
would it be possible to make the super fertilising irrigation tower mirrorable too?
so far it does not seem to have a reason not to be, like upgrades or such, does it?
oof, there is somethign very wrong with the library indeed.
i'll just remove deprecate the current one and make a duplicate without the pantry component
yeah when you pause it they try to empty the storage, but in the absence of scroll displays it just gets deleted
the next update would not remove the current "pantry"-lib, but add the old version with a different code-point?
like saves will work after still without losing all scrolls?
basically the old ones will become devlocked, so they will remain in place but you will only find the new one in the menu
unless i find something better
with any luck the "simple output inventory might act as a trash can to collect random object that are in the building from removed scripts
whelp, nope
is there any needs that are not fillable ? like the library need i guess, since it's been broken since U6 ?
you can kinda exploit the giant tanks: use a ladder to hold sides and you can place it into a river ๐
as it not counts as volume, the river keeps full capacity/ flow and as long as the top floor is not flooded it's working
The ground/watertight and platform rules of U6 seem to be the challenges LaPan is trying to work his vision into.
it may change...
maybe the tank should be watertight all but for the top floor
Bananas are the only problem I'm seeing right now and those are already on your list.
I have a location where I have Automated Water Pumps set up one level lower than another AWP. The lower AWP stays flooded for what feels like a significant amount of time before it can start pumping after the water level drops below the intake for the higher pump. That may be working as intended.
the problem in this situation is clearly that the ladder are capable of supporting the giant tank, not the tank allowing water through ๐
i've made the fix, but i'm worried it might break stuff
you fixed the ladder?
hopefully that doesn't cause the universe to implode
it might...
there are others to choose from
is it still supporting ladder-type buildings like large farmhouse?
i like a non-broken ladder alright. building massive cities supported by a single ladder is nice for a while, but no problem if it not works anymore.
the large farmhouse should be fine, watertight buildings will now
yeaaah, it's not supposed to be ๐
also, just fixed the thing preventing platforms on top of the fences around the medium mine
as intended
the mechanized Oversized water pump is set to pump until the water level reaches 0.3 height, after which if you look carefully the propeller is basically out dry and cannot pump.
but at this point the lower pump is still flooded of course ๐
||Do I place lines of Power Shafts now instead of paths to block bramble growth ๐ ||
wooden fences are before the paths in path tab
what is the "requires the cooling tower (part 4/4)" mentioned in the basic nuclear reactor? is this a fragment only in the text?
It's left over from the U5 version of the nuclear reactor and doesn't apply to U6.
This is what you have us for, crazy people willing to play the mod while it's in a transitional state, knowing full well that it just might break with any update. And then we tell you how/why it broke things and then you cna hopefully fix it.
boooo
the fences are not much more expensive
you can also later replace them with things like blueberries or chestnuts or cabbage + bridge or about anything else to reclaim the space
Farmland and planted trees/bushes will also block the spread of brambles.... it takes a little bit of micro management but you can clear a bramble field efficiently by replacing it with sunflowers you will never have enough of anyway.
on steam it was reported that sequoias can't be planted on higher floors, like level 13 up, while bamboo can.
with the giant tank same as with the medium mine: before it was possible to build platforms over the trusses, now it is no longer possible.
could you re-enable that please? visually it looks like it should fit?
before all trusses allowed platforms, now only the edge and backside-middle do
can bypass for now using skewer overhangs, but cost is high for that approach ๐
the tech gap between log-gnawing and underground-factory to claim axles is huge
before it requires 15 beavers gnawing endlessly to power 2(!) screw presses (you likely more of that oil even).
much much after can do with 2 beavers basically with small part of glowing fluid and tools twice a week. but that's endgame basically.
would a slightly more effective means like with the factory drill bits work in-between? advanced-sawmill level, but can't see it there. more like the factory drilling them out of sequoia or something?
never yet reached late game, but axles kinda are a limiting factor for how useful oil is
the mystery tile in front of the factory outlet. can't build under this one, but can put things on top of it
Ya. I have an army makin axles. and another for sawdust and then the knawers during low power...
and then to feed just that army...
gravity batteries sooo help with the low-power gnawing! (just sink them into the deepest depth of your lake, they can not swim)
deluxe stew is a blessing! nice to have it this early in the game โค๏ธ
did peas ever have any benefits?
when you have a new baby and there is over 1000+ new messages. omg i gotta get a new install made and up-to-date
Good luck.
with both endeavors.
I was referring to universes๐คฆ
My babies are ready to have their own babies. Enjoy it. Time goes too fast.
In U5 and early in U6 but that was changed about a month ago. Lapan did a rebalancing with well being and took out all of the raw food benefits except for berries and sunflower seeds.
Hmm... That is difficult, the thing that restrict the trusses to watertight buildings or ground is the same that prevented platforms from being self stackable
I'll see what I can do, maybe it's time to rework the buried tank a bit ๐ค
booo @lapan, how are those beavers getting to 160+ well-beeing then?
hmm.. save game destroyed my bridges connected to ladder..
seems like they will only survive if they anchor to platforms (or ground or buildings), but not anchored to ladders right now..
i obviously wanted to rely on that combination to bridge forests and stuff later ๐ฆ
edit: entirely my fault... replacing the thing the bridge was originally connected to makes it unable to survive save games...
not sure what is wrong here to be able to remove the platform below a bridge and rebuild something else (fully functional, but corrupting save game).
too bad it was long bridges and 36 metal blocks were lost to find out..
do you need more metal blocks?.... glances at the trebuchet
weeee
hmm... the flight path is too low too long
but that's enough head cracking for now
Hope to make-it landing on water ๐ค ๐
that could have been an option
YA, since have a boat under ๐คฃ
I look forward to zeppelining.
Gas Tanks have a hole on the side that beavers can fit through.... There's been another series of rooftop strandings (on top of a cooking house) a safety ladder will be needed temporarily.
hmm... there is likely plenty of those, need to hunt them down one by one
for now i'm pushing a small update to fix the bananas at least
and the library
the zeppelins are somewhat functionnal but i didn't make the reciepes for now
Bananas are confirmed as fixed
You mad man, you did it !!!!!!!!!
Solar pannels on the top is Chef'S Kiss 
Seems to be something blocking in this far away voxel 2nd story over door
do you intend to kill those poor workers with carbon monoxyde ? the smoke has to get out ๐
hmm... but it shouldn't be blocked by a simple path ๐ค
I had a picture of a factory stack that looked like there was a fire in the stairwell. Smooke from 3 factories streaming out of the ladder stack to access em
any luck with this one?
I like that you can put it flush yet The option is even betta
oh wait, they enter at floor level now?
oh, i knew i was forgetting something important !
I just noticed the arrow at the forester door... are they ground floor entrance now?
are you sure ? i thought i had given a floor entrance only for the drying tower, not the hauling one
dunno im gettting mixed messages
it is ground floor entrance. i destroyed stairs and they all kept working
How to connect centrifuge from bottom? Can't place ladder or stairs from bottom.
@shell fiber
the intended method is through the top or from the bottom with a pit and ladder lodge, but i just fixed the building to allow what you're trying to do ๐
okay, that's... wrong
i'm an idiot
i' removed the "niceview" need completely forgetting that it was the main reason the observation deck existed
I have a different opinion
heh I did like that "nice view" is on so many building that you want anyway. The haulers and Super bath tower
it works because it's a hauling tower and beavers rarely need to actually go it, but i just checked and the access point is where it should be (on the roof) so it's connected but not accessible, which is a weird situation
yeah, i actually was thinking that it was completely unnecessary on the bath, and couldn't find other places where it was present so i removed it
I dont see swapping two small irrigation towerts for the super anymore though. was one method I was using to pare down population late late. now they need stay to do decontamination still.
but i had just forgot about the observation deck, which turned out was not fixed properly
yeah, i'm thinking about giving a decontamination reciepe to the large irrigation tower too
but at the same time i don't want to make the small one obsolete
but yeah it is needed to lower the population
I use the working towers seldom. the population increase isnt worth the 1 or two workers needed in an area
I used the farmer haulers a lot when they no longer had housing as well. but that was late in U5
ah, wait no, that probably won't work
manufactory and attraction can no longer coexist, as we've seen before
in the library
which brings me back again to my beaver school design
hmm....
they didnt coexist or didnt coexist with the pantry script
the pantry script is an entirely different issue
ah kk ouch, sorry
the library used to be both usable to make science and to let beavers enjoy it as an attraction
but now the attraction is no longer workin
I dont think we ever got the 'library' need fulfilled though
anyway, finshed "work" for today, i'll be afk an hour or so
Also bots are only used in Bot Assembler? Nothing else? @shell fiber
Bots are only intended for hauling
So actually they shouldn't be working in the bot assembler either
Bot standby and their use is for any district not just a bot district, also. For some reason I was unsure at one point. Though I hadnt ever figuered out seperate districts.
honestly neither do i
the exchange system is way too clunky
completely
what reciepes did i need to add to the assembly line ?
i remember pencils being an issue
i don't know if the assembly line should really be pressing juice tbh
Didnt you wanna flip factory and assembly line items?
looks like the tree nursery can't go on top of pit-and-ladder buildings.
how should this be possible to work? (i assume only the house needs solid ground, the buckets around can be on platforms?)
when testing mine only works when i place a platform within the ladder..
or an actuall ladder within the pit-and-ladder building haha
one side can be platforms the other needs be ground or watertight. its offset from what you would think at first glance
yeah, i thought so too
but could not get it working without placing something solid into the pit-and-ladder building middle, which is weird
ah yes. thats what lapan needs
might have to do with the side-door too.. i'm confused..
yeah, like this for me with the tree nursery:
pit-and-ladder needs platform or ladder in center
pit-and-ladder with side door never works
you basically can't have two or more pit-and-ladder below this way too, as you can't stack the ladders inside somehow.
you can place it weirdly and have half the solid nursery on platforms after, which is nice. not sure how you place it has any effect on access from below.
that is intended as possible, let me check what's wrong
What happens to blueprints in the broken library when we upgrade to 4.2.0? If โtheyโll disappear unless you do Xโ then I definitely want to make sure that I do X. If theyโre going to disappear no matter what I do thenโฆ oh well.
they stay. they stay behind if you demolish it.
just not pause it ever!
nah you can just raze and rebuild it
they fall on the floor if you do that
but pausing the library without any other storage space for the blueprints will delete them
any plans on giving the library a storage ability back later?
sadly no, that conflicts with the manufactory component
too bad about that
regarding this... this is more messy than i though
i might just make not stackable on pit and ladder lodges because the building shape really doesn't make it obvious
despite what it may have seemed in my hazy brain of last year
oh btw. the 4-way-district-centers have one side unable to connect now. this seems to apply for me to all newly builds too.
no problem if placed on top a pit-and-ladder, but kinda surprised me right now (not sure this happened recently or why i not noticed it earlier)
might be this relates to ladders and came with the recent update to how those work (just a guess though)
is there anything like the automatic sluices in the mod now? Or another mod I can add to get them from somewhere?
did the pump-through house get removed too?
not even started working on this
thanks for letting me know. haven't been playing in this release much
I'll just turn bad tides off ๐
the floodgate is there though
it's the manual control I don't like. too tedious to keep clicking on things and by the time the game tells you it's starting it's often too late anyway
ah, no, that was regarding the names
but it's not important
Power shaft extension and path/tunnels extension do not
I'm seeing the same thing. The "front" entrance isn't connected to the path network
i fixed that, probably
Of course the zeppelin will require a pilot's degree ๐
Did you want to add screwpress axles to the assembly line?
thanks for the "minor issue" fix on the barns!
Haul towers enter ground floor... oh wait mine whitepaw didnt update...
update breaks entry to irrigation tower under haul tower (!entry is possible if hauler is destroyed and lost again just trying to build it)
it still works with the forester
though the haul tower now seems to be accessible above only
the entry isn't really obvious from the visuals (here the working one with the forester):
note: it weirdly is not accessible from the side, just from the front
honestly: it's a bit of a pain with the tappers lodge/ harvesters cottage as it needs a bridge to get into^^
love those airships 
note on them: they can't be placed on pit&ladder buildings ๐
hmm. not sure gravity batteries are a little cheap... like i can rebuild them for little and gain 8 or 15khp for each asap if i got a nice mountain close.
almost no need for other power sources but few working beavers
about as much as an engine does in a day - but well, that's in the base game already
I believe that is intended. few maps are so easily tall and sheer. Too many were forgetting about their utility so they are cheap is to encourage us engineers to retry em. iirc
Not really, not sure
Wtf ๐
I personally think of this as an exploit, but since it's honestly quite tedious to do I don't mind.
also, quick poll because i'm not entirely decided on what i want, nor am i shure on what balance would be good regarding the nuclear power.
i want likely 3 variants :
- Basic nuclear reactor : low power, med nuclear waste consumption
- Advanced nuclear reactor : High power, low nuclear fuel consumption
- Overdrive nuclear reactor : Excessive power, high nuclear fuel consumption.
but in all cases, i want them to sort of consume bad water. so the possibilities i see are (not necessarily related to the reactors in this order)
-
can be placed anywhere, acts as a negative source, get disabled when dry.
-
on a bad water source, but does **nothing **special.
-
on a bad water source, replace it with a **bad **water source of strength X (default is 3, assume x= 1).
-
on a bad water source, replaces it with a 50% polluted water source of strength X.
-
on a bad water source, replaces it with a **clean **water source of strength X.
-
on a bad water source, **seals it **entirely.
-
on a bad water source, replaces it with a negative source, get disabled when dry.
-
on a Deep ruin, does **nothing **special.
-
on a Deep ruin, acts as a negative source, get disabled when dry.
-
on a Deep ruin, acts as a **clean **water source of strength X.
small constraint : if i make something to be build on top of a bad water source, it is constrained to be 3x3 because the upgrade system is properly incomprehensible.
also the artificial water sources in principle will not be affected by droughts and badtides.
right now a possible arrangement i'm considering is
- basic nuclear reactor : on a bad water source, does nothing to it or replaces it with a 50% polluted source of strenght 1.5
- medium reactor : on a bad water source, replaces it with a clean source strength 1
- Overdrive reactor : can be placed anywhere (likely 5x5), negative source strenght -3 to -5
an other option :
- Basic nuclear reactor : anywhere, acts as a negative source strengh -1/-2 or something
- Medium reactor : on a bad water source, replaces it with a clean source strength 1
- Overdrive reactor : on the abyss (conflicts with elevator?) acts as a clean source strenght 5-9
of course feel free to suggest your own ideas ๐
generally speaking, i want one of them to be able to convert a bad water source in a clean water source. and preferably one of them should seal off a bad water source entirely but that is not vital as long as the previous one is available
I like the idea that the nuclear reactor cleans the badwater source
Though on small maps with only one badwater source that would be a problem
Maybe an attachment that can siphon some of the badwater off?
hmm... true, in this case your only source of bad water would be the occasionnal badtide
but in that case the other option is simply to not seal off your only bad water source
I would hesitate to cover a Deep Ruin with a reactor if it limited the other Abyss options for that ruin.
an outflow of clean water could be interesting.... maybe above ground level so you could connect aqueduct segments directly to the reactor
also.... are the Airships intended to give an Awe bonus like the balloons?
regarding the ruins i don't want it to prevent usage of it for other stuff, but the question is wether that will even be possible
uuh, didn't think of it much
i...guess they should
and yes, since i have a 5x5 footprint and the ground floor is already pretty busy, that seems a pretty good plan to have the water output high up easily connectable to aqueducts
If it is replacing a badwater source shouldnt it be the equivalent strength of 3?
oh, right, one last thing in relation to this : i also intend the faction's endgame wonder to be some sort of everlasting water source, so the need to have one reactor converting bad water sources into clean ones is maybe not critical
well let's assume it consumes part of of the water for its operations ๐
Because of often too few Ruins for whitepaw late game was reason behind the Abyss Tourism -Beware the Grue map with 5 ruins ๐
Tall p[latforms do not span slopes
nor log stairs
they do the staircase
should they ?
this is normal
abnormal. they should
ah, that's probably because the platforms occupy the floor too
eh
people can just destroy the slope and build proper stairs instead ๐
I'm looking forward to that end game wonder.... I've triggered somewhere between 10k and 15k explosives on this playthrough and I need to know how many it was..... I'm also hoping for an Explosive Monument Statue and until I get one I'm leaving a full Giant Buried Tank of nitroglycerine next to my town center. ๐
What are you thinking for relative power output for the 3 levels; 5k, 10k, 20k?
I kinda like a combination on your 2 options. Basic can be place anywhere and be a low negative source, medium on bad water source (and possibly provide clean water), and overdrive can be placed anywhere and has a large negative source.
If you are going to have the overdrive on a deep pit, it would be great if there was a way to put an odd-on onto to it to still allow the nuclear waste mining from that pit.
If the overdrive isnโt built on top of a pit and has a large negative source, i think making some water or level of submersion necessary for it to function would be great.
I support the Golden Dynamite statue!
I don't think it's a problem but the base of the airship model has some graphical oddity that doesn't look right
These hauling towers are kicking you around @shell fiber again, cannot attach a bridge from the target entrance over the stoop (test on harvester)
I can go from platform but not from the tower with the bridge
I can adjust that easily
I'll try to adjust that soon
some might say that's a very strong shape
oh, right, i remembered what i wanted to do with the assembly line
fuse the ananas, bananas and coconuts juices into one single fruit parfait
and add a reciepe for mass producing metal fixtures
anything planned for axles?
to be honest, not really
unless many people request it
just for reference how many gnawing tents for how many presses are you using ?
3 tents per 2 presses. early game. likely will need to add to 5+3 i believe
so not really that huge an issue at 15 to 25 beavers gnawing (+injuries).
more the feel of having the gnawing tents around from earliest to very late game.
but i play on a very small map with very limited space too, so it might be more of an issue with that
oh, i might have another one or two tents for building many cycles in advance.. like for sequoia fellers and such
so more like 7 in total to work 3 presses mid-game and have some over for building stuff
I don't think you need one for the assembly line. Between the tents for early game and the recipe for the screwpress axles in the deep pit for late game, things are balanced pretty well as is.
i want to use all those fancy late game buildings too.. yet struggle to find any place for the ENS and kinda regret not playing it on a huge map..
do you usually have multiple of each factory, assembly line and such buildings in mid/ later game?
I only have one tent for axles, the need to replace them goes down dramatically if you can hold a surplus of sunflower oil. I did fill a large pile with axles as soon as I had the abyss factory running.
Yes, I have 3 assembly lines and 5 factories. (although 1 of the factories only has 1 worker and his sole job it so make gold bars)
HI! I don't know how to use aqueduct, is there a man kind enough to show me a photo as an example? 
I'm trying to keep my population around 400 so I didn't want to carry the extra population for that many factories.... I'm only running 2, one dedicated for metal blocks and the other is usually running drill bits but i switch it over to produce glassware and solar panels as needed for restocking the surplus
something like this - you can place them on giant pillars (under "platforms") - at any level actually, don't need to be top.
Grazie !!!! ๐
for the abyss elevator: can there really only be 6 upgrades? (mine would overlap in corners and wont allow building more)
with the two additional 'windows' in the back i'd hoped it would allow 8..
under consideration, especially if i don't bring back the abyss tourism center
no real trouble if there was more than one ruins per map though
oh... you can't stack bad water pumps.. too bad..
ah, hmm... they may conflict a little bit ๐ค
no world changing issue if it not works. just limiting on maps with only a single ruins
speaking of aqueducts, does anyone need a U-piece ? like a straight 5-long but one end is closed so you can place it slightly under an other adqueduct to let the water go down one level. or to aim a cannon to that piece so water can only flow in the aqueduct one way
it's not very complicated but kind of a chore to do
and since it's not mincraft water that can only travel x voxel before requiring a level change, i guess it's not necessary
but is you often wish there was such piece...
allowing levees to be build on them would be more effort?
the idea is indeed nice, but no real need from me
but... why ? (except for simulating a U-piece of course)
yeah, only for that. no clutter or need for new piece if existing ones worked.
not sure my brain makes any sense this late though ๐
Processors have no image on a Glorious Storage Pillow.... or they are very small.... or they are hidden safely under the pillow?
ENS isnt bound to watertight. it can go on top of all the warehousing needed to support it......
yes though supply can have these paused. my standard is 3 factories. one one on metal one metal and as needed and one on drill bits. One assembly line is usually suffiecient other than needing everything at same time.
hmm. i'll try refactoring for some space it looks.. energy is plenty (5k+) but space is so needed for this mod
never build any warehouse yet.. maybe i should.. (the single-tile ones are plenty so far)
Question: Is it possible to dynamically change the pollution of the reactor source depending on the consumed energy? Or does it have to be a fixed value?
I mean something like:
If the energy is not used, the reactor produces 100% polluted water.
If the factory uses, for example, 40% of the energy, the reactor produces 60% polluted water.
If all reactor energy is used, the reactor produces clean water.
I think it would be an interesting mechanic. If the player has a balanced production and consumption, the reactor will produce clean or a little polluted water. But if the player builds as many reactors as he can and does not use their energy, the reactors will produce polluted water.
Also, if your factory stops (full storage or not enough resource), power consumption will decrease and the reactor will produce more polluted water.
thank you for the tip! that looks nice! (even has the library fitted within)
Wow! Nice! first time I got to the U6 balloons... soo purrty!!! (and still not happy w the maps that been stagnating me)
would love to see some better power shaft pieces....๐
or Whitepaw adaptability to other shaft mods
Once I got access to Ananas and Coconuts for juices the consumption of Berry Juice drops significantly... I think they're filling their berry need from cereal bars and rarely going to berry juice, that causes the berry juice to get "stuck" on an assembly line with multi juice processing. a recipe that uses berry juice could help pull it out of the assembly line.
yeah, basic foods needs drop rapidly. deluxe stew it is and all the other stews start to stack
heh, ya noticing this. Brambles have such a bad rap, but I had to fence my Blueberries from overtaking them
Squewer no longer extend/attach to overhang
question mark๐
Are squewer same same as overhang but can walk under, now?
ya squwers are a lil weird in how they attach. they need to percieve two deep support. some buildings they wont attach at mid point. (liquid pit, Balloon launch)
they wont extend a pit storage house either
it needs two solid things at exact same height to anchor in basically.
while it's rather tricky to place it can extend for more than one tile out. (you can more easily extend it one more tile out than the lower level, like a reverse stair - you not really need to build the lower parts, just need them for placement)
they can't attach to the middle of pit&ladder at all
they still are a little exploitable if you want them to be
eee... pretty sure that is unintended and will be phased out ... And yes, super finiky to place
it is so hard to keep up with sake and kimchi
yeah.. kimchi is a pain. glad the ENS not uses that but more easily producable foods
sake gets easy once you have deluxe stew and can skip on the sick beds
and wine cellars for fast mass-production later on
hope not.. that would kill my ENS again.. already lost two to such changes..
i really love putting two, rarely three in a line to bridge some gaps, especially with shafts not going over regular bridges
how are you supplying power to a stack of mech kitchens?
2x3 shaft design
you can platform some of them
and squewer too
it's a pain and easily confuses my brain
yet certainly love how the air outlets stack for the kitchens! that's great design!
not sure you can do it with 1x3 easily but might work too if you can squewer beside the kitchen (like a stack of 2x1 deep storages) my brains..
usually have a 4-way-shaft connected with the kitchen and up-/down-side-shafts beside those
arrg thats for only 3... ima try wrap my head around your suggestion๐
if you give me a minute i'll try and screenshot a dev-mode stack..
usually i only do whatever is easiest on my brain and refactor a lot if that not works
using the fact that you can platform-stack the upward-side shafts
no idea why i thought the entry was on the corner-tile..
ahha couildnt stack em before. I need to bust out of my U5 "overhaul" mindset and try the new "Whitepaw" faction๐
oh, for easy construction: try a bridge from the topmost kitchen roof ๐
i used to waste tons of space and time on staircases^^
like scroll storage for sky exploration heh
i don't want to think about those stacks yet.. still keeping one deprecated pantry library ..
only three more circles till the ENS will be ready and working. and a few more till the masteries and stuff are done ๐ (and many more to earn the research points and hope lapan not increases costs before they finish)
how long do you guys usually take till you reach "endgame" even (like anything possible build and explored)?
cycle 80ish but i usually restart way before that because I forgot to work out some kinks or something instrumental early game๐ ๐
or Im playing my own map and change it so often im early game often heh
Im just to the nursery not even ENS on the Whitepaw "trainer" map i have been workin on for a bit
same ๐
Is there a guide for this mod? Am I supposed to just flood everything? I keep failing, usually around when badtides are a few days long
the closest thing to a guide is JC' the Beard youtube
playthrough, yet he is on U5. U6 is esentially being rewritten and we are the playtesters. Currently.
we will try to help here if can.
Its "still the Beaver game!" Water, food, lumber and The Whitepaw Faction need a bath or shower to even work.
There is no such thing as "rush througha run".It really just "takes time"
The upgrade process is part of a colony being successful. place farms and water pumps next to each other.
Science is very difficult, thus, meaningful, Science points spent can make a difference, it will take expirmentation to find any sort of balance. this is the Whitepaw challenge.
Eld Games youtube playthrough was early U5. for an example of how much and rapidly it changes during development.
yeah, I noticed that fermentation barrels disappears suddenly. I didn't realize we needed to be on a certain version?
4.2.1 is current
Steam should get you there automatic
Automation, floodgate triggers and height shower mod work. I appreciate them.
oh and faster beaver
maybe helpful. if it makes it harder to understand I will choose different discription heh
is that a zepplin?
what makes them sick?
attaining bad water. makieing brain stimulatring mushrooms. working in the library.
build a contamination jail. in well being.
@shell fiber please enlighten us
Noted
Can someone verify if Mixed Beavers mod (1.3.1) is working now with Water Beavers ? It should, but I want to be sure.
I've already changed this on my side. Since I reduced the number of edible / drinkable needs, there won't be any necessity for the omni food / Omni drink (what a clusterf*#@ that was). But there is still too many fruits so I removed the ananas juice and coconut milk, weeks changed the multi juice processing to make fruit parfaits,
(also uses banana of course)
And they are stored in the frozen storage of course
that was quick. thanks. im loading in now
Basically yes, but in large part because they are dysfunctional and I have no idea to fix them
By the way, I didn't announce it but I reduced the cost in bramble flowers for kimchi (5->3)
They were deeply dysfunctional, someone had made a fix for it but it stopped worked with u6.
makes sense
Seems really nice ๐
Just a rogue 3d piece that I failed to remove ๐
Release is a lil premature, but I think it is almost walkthrough. hopefully to help get em hooked heh
Diseases come mostly from working the mines and some mushroom related jobs
that explains it