#Water Beaver Overhaul
1 messages · Page 37 of 1
And as you can expect, burns come from fire-related jobs
But, you see Emperpelts ?
the advanced sawmill requires the trusses to be grounded at same level, that is two tiles in front of the actual building must be same level solid ground???
(the visuals not indicate that at all, with trusses going down multiple levels and all.. and with other buildings like florist and assembly line this works fine)
was this intended?
regarding recipes in like factory: there's no workaround to it losing it all when switching between them??
like the next anvil is started asap as the old one is done, but you want something else now, the anvil cost is gone and nothing can do, can we?
(seems it can not regularly be continued later, which would help a lot early / mid game)
actually similar: scrolls. at times it's not possible to stop architect / mechanics to start new one and all the resources needed are lost
Correct. That’s not a WB specific behavior, that’s just how the game works. The only way to really “control” that is to manage storage. The architect/mechanic/ENS can only store 1 completed blueprint/degree so if you don’t have a scroll display for that blueprint then they can’t start the production of another one. They’ll start gathering the materials for another one but they can’t start work on it until the one they already made is used/stored.
that's an idea.. so not have any building build actively, no pantry-library around, .. makes sense
thanks
minor pathing issue with the advanced sawmill: two tiles on top have the roads a level lower than the actual roof. looks weird, but can be walked and you can select and remove the path missing on top.
that seems very wrong 🤔
please get rid of the pantry-library 😅
if that can help, having too many anvils is rarely an issue. if you have enough ressources to have this issue, then you don't really have an issue 😉
but yeah, i understand this behavior is a bit unfortunate.
Ah, finally managed to get rid of this thing
probably fixed that one too
ah, no my bad, it makes sense
do the extended pathways/ architecture/ floodgates not work? would dam deco also be kind of cheesing? unless i use it for land building, right?
I'm taking a vacation from my current colony to give your map a try. Are there any areas where you're looking for feedback?
Iirc those mods don't have proper specifications for water beavers, you can attempt to copy an FT/IT specification file and rename it to water beavers, but no guarantee it works
Any.
! yes please.. My intention on that one is to make Whitepaws as easy as can from a map aspect. Suggestions, ideas, wants all appreciated.
none of those do. many QOL mods do indeed work. nothing, currently, that adds anything, seems to be working. new rules do.
I have begun mentioning a desire to other mods and creators. todor got mixed beavers working same day as request.
I'm at the end of cycle 7, default difficulty settings, had a 1 day bad tide for cycle 5. Library has been built research will start soon.
The built in stairs along the river are nice but I did notice harvesters/tappers running across the riverbed to get to the other side, would have been a problem during bad tide.
I feel a little bit cramped for space, because i'm trying to get as much crop space as i can from irrigation towers. i like the spaces carved into the hillside that will make industrial buildings easier to set up.... toss a little bit or scrap metal in those spaces to keep them open to build in later?... When i saw so many green trees out along the river I didn't bother clearing out room on the hill earlier.
There isn't an obvious place to put a small mine on screen near the start point, there are spots just out of camera view downriver but I overlooked them for longer than i would like to admit.
I do see the way to solve bad tides I just need to race to get the floodgate dam ASAP.
Awesome feedback Thank you. I should probably make a dedicated post for it.
I use up top for industry storage with mushroom growers on top. the little pit on side of map was intended as a place to drop a few smelters. (right next a wall 2 high for small mines)
I posted another picture on workshop page. It is very compact. I am rushing to send the river around back because, though abundant starting resources it is not enough farm land for more than 200 beaver...
I most often postpone badtides until the tenth cycle. It isnt enough time to get the floddgate in but usually only have two horrendous tide effects. Cause I want to be challenged but not hate the games I play with a buncha rage quits. heh. WBO is hard enough. Kudos To all who dont need let alone prefer to handle it this way.
i agree about tuning badtides down for WBO.... I'm working under the assumption that somebody attempting for the first time is going to try default first. I don't expect this to be a long play through so I chose a bit of challenge.
LaPan, In U5 WBO allowed the building of half roofs from that mod. was there extra attention that made that happen? Was that ability lost in U6?
i didn't last much longer the next draught sent me into a death spiral (because i was rushing for the floodgate)... i'll adjust the settings before i try again
I wiped twice making it.... I May be missing something important... heh
LaPanToufleMagic, I know you are paring down needs but... Frog statue still?
I have nothing against the frog statue but other mods probably don't take into account what I did to limit stackability of platforms.
why is the bever trapped??
randomly can happen with this mod 🙂 (recommended to use unstickify mod or something)
is there any plans to add sequoias to the more plants mod? (or would any other tree change into them like birches do to brambles?)
They were placeable in an earlier version. I believe they were removed as it was too much a give away and took away the Pacing.
right... this mod... need to get back to it soon i guess
maintaining multiple mods is hell
or well, rather, this faction is too much work for a single human 😅
It is a huge and ambitious mod. And you were done till U6 broke em. thanks for hangin in for us!
yeah, thanks for this amazing mod!
Love the mod man!!!
Heh, I didnt think you would crumble to the pressure. surprised to see shaft plugs both sides of the mech drill. Heh
wait, we have floodgates? also, does anything block half blocks like the dam roofs do?
sadly floodgates are ground-only limiting their use a lot (and 3x3 with only the middle cross blocking - up to 2m though). can't cover them too..
miss sluices for automated micromanaging..
what tab are they under and what do they cost?
same as dams
the white / silver dam last in the group
require fancy blueprint (from architect) and gears (from mechanics) and tar (requiring mines, alchemist, screwpress for oil..) and .. expensive
once you have them you can use automation mod on them though and auto-open / -close on season starts
tricksy factories
yeah, and it's carrying watertight too i think
at least carries path - very solid steam out of that factory
are we just supposed to flood everything? Bad tides kinda kill me
Not nessecarily... Irrigation towers. diversion. badtide delay in custom settings. a different map...
https://discordapp.com/channels/558398674389172225/1318407582657941544/1318407628761727068 If you wouldnt mind... and it may help
Sluices are coming but not ready yet ™
@radiant arch if you're annoyed with restrictions the remove construction limits mod exists
small maps might not easily work with this mod.. 🙂
nah. i do want to play as it is intended! (mostly^^)
it teaches a lot about things. like water-flow, vertical gardening and shaft-spaghetti
oh and i like how the trebuchet rock does cross the path of balloons - no beavers were hurt testing this 😇
I want a golden trebuchet that I can launch beavers with
oh yeah, fast forward any sick or contaminated beaver!
someone suggested it throwing things other than rocks too for different science gains
I'm hearing a lot of interest in advanced trebuchet options....
so, things on this map are cut out in a way that suggests a correct placement of things. Is there a written componet with expectations and introductions? Like a tutorial?
in billboards there are pictures for some reference to how some building are placed/stacked
@void vault
not yet but ima mark up a map now
The last image on workshop page has suggested locations and the discord page has a larger version of the suggestions for the trainer "template"
i thought i had fixed that, maybe not uploaded yet
4.2.1? still an issue couple hours ago. cant even place two factories with aligning exhaust across a path...
Well yes, both exhaust try to occupy the same voxel
oh, is it intended for the wood burner and the primitive smelter to tolerate 1m of water?
yeah, sure can. but it might melt.. or burst..
would have surprising results if tried with real giant hot clay pots, wouldn't it?
just wanted to ask if it was intended for them to be put into water like this
not like you could invest into a single platform and logstairs haha
37 logs, thats two lumberjacks full
It was not really intended at first but... meh, why not.
I don't think it's very realistic but better are giant sentient beavers 😅
yeah, nuclear plant building giant beavers walking by casually might spook me good (hope it's not mathilda..)
wait.. they even use hooman meat now.. those are scary.. what did you invent, lapan?
The giant Sequoia Feller builds with the appearance of full giant logs.
Dammit.... U6 foils me again. this was my favorite setup for balloon traders ...
Don't worry, the human meat is not Beaver food
Yeah at the moment that is broken
You probably can still do that, just needs one level higher
can do that one level higher
But parts of the balloon landing pad are watertight so it probably should never have been possible
they not can carry such a heavy building?
But eventually you probably will want to upgrade to airships 😉
i want airships too.. just the waiting for the 20k is steep.. and the license is expensive too .. this mod is sooo deep..
It's more a leftover of how water was simulated in U5, but I left it inside
Thats a ways away... they keep eating🙃
I may need to append my cycle 80 as explored to much later heh
Is it a deliberate move that buildings like the florist or the fermentation house have such a large capacity for the required raw material? Not for a day, not for 2 or even for 6 (in the case of berries produced by the florist). Two such buildings and I already have a terrible water problem. Because the water is stored to be processed into berries, for example, instead of being drunk by beavers.
i'm still in early 20s and just decided to start anew with a rather unfair map ..
have them pause during times of need (automation mod is your friend) and you gain an exceptional huge water storage. same with cooks doing cereal bars
i usually have them (and irrigation towers) as reserve in case i need an extra day or two to bridge in early game
giant tanks make them seem small fast though
And one more question. Giant farm no more harvest lotus? Only nenufars? They exist as separate objcet "flowers" and "nenufars"
they actually do harvest anything farmable
curiously any farm does: the small ones harvest pumpkins too it seems. just planting is limited
oh, lotus is gathered.. misread your message. sorry. it's a pain to have them balanced
at times i have fences between them to avoid the farmers getting to them and leave none to flower
lapan: there's still a recipe in the handicrafter to separate lotus from greens. it's useful to "pause" them kinda but no longer used otherwise. in case you looked for fragments like this.
I was surprised that this recipe disappeared from the assembly line building.
And the lotuses are very important to move forward with this faction's progress.
So.. better to know how to get them 😄
The best solution I've found to actually harvesting lotuses is just keeping the big farmhouse on planting priority and just plant so many of them the lotus grow before the farmers can get to all of them
So they work the same way as chestnut trees?
Or pine?
Where nenufar is pine and lotusflower a pineresin?
just we miss the fine-tuning of "mark-for-cutting" - and lotus uses the gatherer like chestnuts
Now that's all clear
The large in building storage levels were tricky to figure out. You'll never be sure you have "enough" of anything until your storage is full for everything.
I would often be full stock on something like resin because I was out of saw dust so my paper mill wasn't producing... then i would gain resin and run out of sawdust before I was at a surplus of paper to slow the consumption resin/sawdust.
It's a glorious twisty supply chain to sort out.
yeah... same here...
(also just realised that my guesstimate of 900 unit of water was off.. by 77%.. using a calculator is rewarding at times.. only one district lost lalala..)
Constructive Feedback:
-(was a comment, found it, my font is weird and boxes big so it cuts off the top)
-Is there any way to set the priority of lumberjack beavers to brambles or trees? That would also be nice.
Question:
is there a way to assign storages to a certain item en masse? (Such as, selecting 8 tanks, assigning them to water, and also setting their priority to output/the up arrow.)
not sure you fixed this too - can't connect buildings on top of the advanced sawmill like this..
I'll check, might be a mistake
Oh yeah, need to fix that
Unfortunately those are base game behaviours, I cannot change that 😥
Have it fixed on my side, I'll try to upload it today
hmm.. u7 looks like a pain to upgrade for haha
As if Lapan didn't have enough work to do already 🤣

hmm... well honestly most of my woes with U6 come from remaking every single building using the timbermesh system
what i can forsee with U7 is that the irrigation tower will be nuked into oblivion once again
then letting dirt be buildable on top of platforms is just a matter of allowing as far as i'm concerned, making it work is a game engine rework but since this mod is almost code-free that's not of my busyness
at first glance the transportation tubes seems good, i'll probably add that in the game (but again, id didn't even start with sluices...) and regarding the terrain blocks being buildable anywhere... yeah, sure, seems pretty nice. since my buildings all have a flat roof and are watertight, being able to place a strip of plants on top seems a nice possibility. a bit nice if i'm being honest, but sure.
now the real implication of this is what it means for map making, we can expect a whole range of minecraft spaghetti mines maps, which seems fun
although my immediate concern with he ability to make underground crops is... well the lack of light. of course as we said recently the game is not really trying to be realistic, but growing endless food in a cave that never sees the light of day feels very wrong to me
anyway, small fixes for what we've discussed recently
oh.. i do that lots already.. it works magically 🙂
well indeed with overhangs it already works
but in my mod i originally had lights under the megaplatforms and giant log bridges
i likely won't have much time to mod next week (christmas trip) but my next things to do is integrate the vertical T shafts i got from @brave ivy , then i'll try to get the sluice in
and whenever i manage to get the fixed water source script working i'll finally get to the remaining 2 nuclear reactors and the wonder
awesome! (have a nice trip!)
and hopefully get the animation script I wrote working.
Which I accidently left in Emberpelts when I released the update
I'm having all sorts of thoughts about that tube system. I like to do big sprawling colonies and crossing the map fast is going to be huge for me.
Maybe it's time to start working on how Waterbeavers will tame Thousand Islands....
Oh wait maybe I can try to add you faction as a dependency and use your script to see if I have the same crash 😅
To be fair this kind of tubes used to be a real thing
Yeah, but not for people/beavers.
I don't intend to leave it in there, but that would be a temporary solution
I'll help you get it working when we both have time.
Ahah, no worries I meant for debugging purposes
I guess to do that, you'd need to put the Emberpelts.dll file in your unity project (but not the mod folder) so it can see the script?
Apparently they still use Pneumatic tubes in our local supermarket for the cashiers deposit money from the registers without having to go to the office
I haven't actually seen one in over 30 years, but when I did, that's exactly what it was for.
The option to put dirt on top of buildings is what I want most. Beavers living under the water level with islands above them is exactly how I've wanted a colony to develop.
And Garden over building. My dream
Found a neat "bug".... I'm playing on a custom map with the starting camp tucked into a small space (3x4 terrace) I built the town center and demolished the camp without picking up the anvil right away. After dealing with a distraction and/or crisis I put a Pit & Ladder Lodge onto the same terrace and continue planning. At least a cycle later I found out that the anvil had been pushed to the center of the PLL and couldn't be picked up. Destroyed the PLL and we're back to work.
I don't think there's a fix for that other than putting a warning sticker on it beavers won't read.
I'm surprised they can't get it, the rubble can be there as a consequence of being able to build the pit and ladder lodges from under themselves, but I though they would be able to access it 🤔
@shell fiber I think a feasible idea for U7 when it comes would be putting lights underneath the terrain or something like that, but the cost of glowing fluid (and dirt) used would also have to be reduced else it would be rather difficult (perhaps half or quarter)
But this is just an idea, there will probably be a month before the experimental even releases, and U6 WBO is still not done
I really commend the effort you have put into this mod
I don't think that will be possible like that. Right now terrain blocks exist only as a construction site, as soon as they are complete they vanish and the terrain height map is adjusted. But terrain block are not a manipulable item in any way on my end 🤔
But the terrain will still need to be supported I suspect, so it's perfectly possible to have the platforms be the lights
You can still select the rubble in this state, though it is difficult. You need to zoom the camera until the only thing visable is the rubble, at which point, with even more fiddling, you can select it to raise the priority.
sounds like i'm not the first to have this issue
I have lost my cart items to crops before. that was a game ender...🙃
I think there could be a variation of platforms with lights, and that version should allow terrain on top,and not the normal version
Edit: I think this version should only be for platforms, and all overhangs should have lights
okay, let's see if i made this monstrosity correctly
i've been reworking all power shafts, adding the special T intersection from @brave ivy
but to be honest he did 99% of the work
i just renamed things
I'm happy to help. If I already have the assets, sharing them takes little from me and saves you lots of time.
nah i think i have everything in order
i was just confused for a little while about what was the difference between vertical variant with platform and upward variant with platform
they are almost identical
but i finally understood the system, that's more satisfying than just replacing names without thinking 🙂
indeed, I know what you mean.
so close!
Pink shafts!
sadly i don't see myself uploading an update today, i still need to edit the cost of all of the buildings
oh, yes, invisible.
I'm having a bit of a strange one here. InvalidOperationException: BoundingBox is empty
There is a bounding box though, and it's not empty.
i think i had loaded the wrong meshy
that means the base level for your building has no occupancy
which means the system that tells beavers where they can go to build the thing cannot find an anwser to "what space the building occupies"
the answer is just to change the base Z level, or add some occupancy
ah, better
oh, right, and i have to fight the stackability system
looking good
I did give you instructions on how to set that up back when I gave you the models.
but, it does look good to me.
Yeah I remember, add the two T intersection to the list of triggers for the vertical shafts roofless models
yeah
GN !
Night!
does universal powershaft not exist ??
LaPan, I believe its the mod that isnt allowing the two tall over slopes. Was testing FT and EP and placement is possible.
Smoke still takes up space..
Cannot attach bridge from hauling tower, only to the tower.. Sometimes one needs to gotro stairs rather than a platform.🙏 🙃 😇
nope. LaPan just got the Emberpelt options, but still no Uni anymore
I kinda liked that one... its supa useful but 500 science made it a hard grab on a whim. one of those ya saved for cause it was only thing that worked
oh noooooo. what am i gonna do then!!!
Its ugly... Platforms, non crappy kine, stack on gears with frame...
If you scroll up this forum/thread, there is a picture or two...
couple days up
I don't know what happened to the vertical power shaft mod now that it has been integrated base game for the most part.
The universal would indeed be neat to have, but I think people tend to abuse the overly easy option so maybe not having it is better. Anyway with the 3 T-intersection I got from bobbingabout you should have far less trouble
Takes a lil getting used to upside down T's from Bobingabout, but Im liking them
Met some new friends down by the fire
The Farmer didnt like my jokes and nobody knew what Petanque
was...
The 300 sky exploration for the airship is such a slog. It's 100% justified given what it returns but getting those points took a while.
I'm going to need A LOT of giant logs...
yay! powershafts right when i needed them!!!
also is this okay to happen? the pole going through mushroom grower
Nice!! I love the list of resources from A solid Water Beaver Playthrough!
Thanks. Those damn bamboo shoots though... can never have enough of them
Not a big deal but the DisplayNames on the new T shafts are missing
where do i get fancy oversized water blueprints
Artist's Lodge makes it Fancy
Perfectly fine 😉
Architect makes the not-fancy ones and then the artist makes them fancy.
its not there. I think it might be in place of the mech drill? the mech drill is in mechanics lodge too
Weird… hadn’t noticed that. Give it a shot I guess. @shell fiber see above. The mechanized pump isn’t correct in Architect’s Lodge.
Hmm... Oops 😅
I won't be anywhere close to the computer for a few days, sorry 😔
no worries man. enjoy the christmas!!!
i am unable to load the folktails faction in order to unlock whitepaws because some mods are conflicting, but I don't know which one
exception is this
v0.6.9.3-b880551-sw
InvalidOperationException: Material WindowsAtlas.Folktails is already loaded.
Timberborn.TimbermeshMaterials.MaterialRepository.LoadMaterials (System.Collections.Generic.IEnumerable`1[T] specifications) (at <bb71dec75aba4c10a33a51c1f8aa0daf>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.TimbermeshMaterials.MaterialRepository.Load_Patch1(Timberborn.TimbermeshMaterials.MaterialRepository)
(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)
Mod conflict.. not sure which
Tmbl core, and no fog only tmbpl That dont change specs...
Id start with disabling all those others first
Aqua cadre. more platforms, dam decoration, choo choo all crash it
I have trouble with mod manager, some dont
Greedyb\ builders is anotherr faction, no good same time
configurable storages may mess with Lapn Magis not sure on that one
Start with disabling those and try again
append vanilla did break for me (the torii gates dependency)
did, doesnt any more
doesn't even work
many of the mods above will have no effect anyway. safer to disable them
I think that one is a library for other mods
True but I havnt had conflicts with most not listed... or I never installed it, but the list above will narrow it down quickly
the water extensions did break for me too - might conflict with irrigation on whitepaw mod
Water ewxtension, towers breaks it yes, water extension plain no effect
All mods that add buildings (except that mandatory for Water beavers) should be avoided ...
got it to work but in the end it seems like append vanilla resources was the reason for the exception I mentioned, although I also did delete all mods that add buildings, as mentioned
so yeah
Well shit. My MaM4 map wont load without quadruple trerrain bounds🤦 😬
Sadly I am really pleased with the way the map came out. guess its another for my personal collection.
Too weird. I have append enabled and been working for me
@shell fiber hi, please.. a photo to see how this structure should be installed?
I believe LaPan is phone only through the holiday.The forester/ small irrigation tower need be offset. The Lumber barn is triangle room without needing be offset, depending on upgrade.
@bronze ingot is this what you were asking?
Should florists be able to function under water?
If doorway has no water above it any thing can be underwater... otherwise none really should. That, I believe is part of the issue in reformatting to U6. The 3d water and how it affects buildings.
grazie !!!!! 
@snow scroll it won't let me install it
Uhh... No but I guess they do, need to look into that
The building on the left needs to be either an irrigation tower or a forester
But otherwise your layout is correct
oh! ok, I'm going to work and I'll try again later, thanks!!
Jiggle it U6 upgrades are more finicky in attaching
itll all the sudden snap in and go green. sometimes zooming in and the camera facing the door seem to also help
Is the Advanced Water Pump plan currently missing?
what does the harvester's drying tower do exactly?
it is more gatherers
i like put em on top of a irrigation tower and farm near chestnut trees near farms, or a tapper hut and forester/irrigation tower to gather resin and nuts. i usually turn down the number of workers...
the bonuses are better than flags but flag will usually suffice. but I really like how compact the workers vs field size with these
unsure as print cannot be made though it can be given in artist in dev mode
I aquired one by surprise but have not yet built one...
my affliction of constantly starting over
the problem i'm having was creating the plans.... and starting over is the only way to figure out if you've figured things out
I havent tried building mech drill in architect.... maybe it give pump on finish
but if that is all yer missing, give it to yerself to advance to next bottleneck. itll help laPan
and then I have no dev mode mod installed for a real run🙃
that was literally the first time i've used dev mode.... but it did solve my bottleneck
what is the logging loft supposed to look like when installed? what does it go on?
If you want a real run, I recommend not restarting your map unless your population literally goes extinct 😉 as long as you have at least 2 live beavers, keep trying !
I don't know what I messed up but I'll fix it as soon as I'm back home
Oh, and merry Christmas everyone !
I suspect you replaced the blueprint in the architect lodge with a mechanical drill blueprint. (The colors didn't line up)
well yes, but the real mystery was how did i manage to do that.
on my side it is called "mechanical water pump blueprint" so i guess when i fixed it last time i accidentally search for "mech" and accidentally misread "mechanical drill" for "mechanical waterpump"
that will teach me to have stupid naming conventions i guess 😅
heh already got em🙃
Testing my remake (without quad terrain nor more crops) of make a map 4, with Whitepaw before submission
I likle that brambles can withstand 1m water.
Make a Map 4 submission. not a trainer, yet first tests are playable with Whitepaw Faction
Map requires Quadruple Terrain Bounds Mod, found here on Mod.io to open and have access to the mountain heights. 128x196 playable by all Factions
Original version, Extended map and resources. not contest map. requires Quadruple terrain bounds mod
for the abyss exploration, where is the power connection input?
also i dont seem to be able to put any buildings on abyss exploration on the opposite side of the entrance.
Correct w no buildings that side. the side opposite entrance also has power plug in middle
Why one ruined mine on map not enough
There is no Abyss Exploration in U6. You have the correct placement for the power shaft, it yells at you but will work.
Looks great honestly 😊
Thank you! Its been bouncing around for awhile. U6 let me get the start off the edge of the map. Im happy! And open to ideas. The And Then version has more places for massive wall dams.
I hope you noticed the Flavor text shout out for us Whitepaw who grasp the broken cart!🙃
What was that about massive wall dams?
I believe we are a different breed. Those of us that Prefer different than Block Dams.
when i start on a map the first thing i look for is where i can make the biggest lake.... using buildings is efficient when i can use them like that
I like the tetris of it. especially when you hafta try work a door free water pass while building
i wouldn't mind some larger size early buildings.... something that can hold a primitive dam on top
still can't figure out what to do for the water outlet on top, but this is taking shape 🙂
Is it able be geysered in any way. I think i made up that word. So the Water shoots out/up fountain style?
this looks like it could cause headaches
Library still builds in finished stages! Thats Supa Cool!
yeah that's the plan
Greek statues pour water or, it comes out of... oh wait, PG-13 Game. PG 13 Because, well, you know, Beavers.
Maybe just from top and then you have an endless Escher waterfall
Just opened in browser, wow thats a buncha detail.
hmm... this is difficult... 🤔
the "easy" solution is to have the abyss reserve basically the entire air column above it
i'm not sure there is an other option
Are there modules on this one? Im asking If the reserved space prevents upgrades (though you always seem to have your surprises
A hauling tower,. Upon completion disconects its supporting Irrigation tower from the path...🤔
This was my check/repeated occurrence to see if that was true. it is.
1st one was on a barn
forester does not disconnect
I cant seem to stack Handicrafter lodges. The second one isnt recognized. no materials are added. the fermentation house was built right away
I finished now in dev mode and it gave the mats but did not build.
ah, yeah i overlooked something
pretty surprised no one tried to stack something on a handicrafter until now though
i found a similar error in one of the triple lodges
Merry Christmas 😉
There was mechanical water pump blueprint in my stocking heh
is there any late/mid game recipie for tools?
also bots no longer working in balloons?
The abyss iirc, lapan was talking about adding a recipe to the assembly line maybe as well
I think I saw fastners in assembly line, perhaps tools there too...
bots intended to only haul the Whitepaw Faction
bots were used in balloons in U5 so was just seeing if it changed
just wanna appreciate how good stacked solar panels look!!!!
no visuals for processors in glorious storage
They're very small and stored under the pillow....
that was an error, either way they were just hauling too
what ? i'm pretty sure i had fixed that 🤔
oh, right, it's an issue with the texture pack
make sure you have it up to date
1.0.8?
yeah
i don't really like the fountain thing i did above, but for the most part it works
i'll have to split the building in two parts (reactor under, source above) because the water source script completely ignores Z-level offsets
I have a feeling water beavers are going to same route as hoomans and get extinct
Yes, they don't learn from hoomans mistakes 😄
Btw... Are the "can function without workers" signs still valid? I notice that sometimes buildings don't start production unless someone is working in them, e.g. a cooking tent
However, it is possible to abandon this note and let the beaver working in a given building deliver goods needed for production. Because I often have the situation where I already have the necessary raw materials in my warehouses, but no one delivers them to the processing place (despite having almost a quarter of the population of haulers 50/200)
probably it was just waiting for some ingredients, i just checked and it still runs despite my colony being dead
probably priority issues, the way they are calculated is weird
Game mechanic issue or your mode?
game mechanic issue (as far as i know).... things start to stabilize once you're up and running with "enough" hauler bots
in my experience, this is what i call "priority-pocalypse", ie when you have so many things prioritized that the bottom of the task list can never be solved because high-priority things keep getting added all the time., this happens typically in games like ONI or dwarf fortress, but i guess it can happen in timberborn.
in theory if you have "enough" hauler (whatever enough is) it should be more efficient to not prioritize anything. for example a prioritized cooking tent can will be on top of the priority list when it is 75% full which means it will request let's say 2 cabbages and 2 mushrooms, which means two hauler trips, but if it was not prioritized its request would only be on the top of the stack when it is 25% full, meaning it would request 6 cabbages and 6 mushrooms.
because haulers have so much carrying ability, that still takes only 2 trips, and thus is more efficient since those two trips would occur 3 times less frequently, so they have more time to do other deliveries.
but to be honest, that is just my vague understanding of how it works. in games like ONI i try to minimize my use of priorities and i felt things often run more smoothly in that case.
hauler bots also work 24 hours.... they're stocking supplies while production is halted for the night
is there a building placement cheat sheet?
What would this cheat sheet do? whatcha lookin for?
The building upgrade option? There was a nice graphic at one time that would make a good billboard,,, if those come back. It does seem to be a point of common confusion.
There is so much to do and so much needed in the faction, one of the hardest parts is going slowly and as close to "in order" of building need, to build up colony organically. having no need for priority as the logistics are all there. imo
is dance hall still a thing? its shows in the wellbeing tab
currently looking for how to use the forestry haulers upgrade.
Also wanted to know how to use the bottom loading large tank.
Why are the billboards gone? They are still referenced too, by that water tank at least
I still haven't fixed them yet, that's all
Really should get to it
I'd appreciate it, but take your time
bottom loading large tank
does it work when buildings are the walls?
oh wow! A little more flexible even than before. Now can use Whitepaw levee! (you did save and reload since built? )
that is so sick
thank you
Oh, right, how are we supposed to install scroll racks in libraries?
use scroll stand if need more than the #'s held in Artist and Copyist. no in library racks right now
Ouch... Science and gears for a t intersection..
yepppppp
its so much better now!
nice. I asked, in u5 thought i was clever and on reload lost giant tank its mats and contents on reload cause a levee was improper placed
yeah saw the levee disappearing which i had used some jigery pokery to place. was surprised!
btw, i dont seem to be able to place the extra extension of the overhangs. how do you place them??
I asked also
it needs two deep solid structure for support and is finicky to place. zoom in facing the block you want it to extend from
heh "You put your left paw in and jigery pokery about"
updated Folly of Talis, again, for Whitepaw, in workshop
Label name. belive noticed it first on the other new T gear
Ya, cause I couldnt find it when I looked but the science unlock box has them that way
also in naming... this still shows in error logs. not a game crasher but still there
Unnecessary space at the end of column found in enUS (line 1238)
Unnecessary space at the end of column found in enUS (line 1274)
Unnecessary space at the end of column found in enUS (line 1383)
Localization issues in enUS:
Missing or empty localization key Floodgates.Triggers.Empty in enUS
The given key Good.DeluxeStew.DisplayName was not present in the dictionary.
Previous resolution: 1920 x 1080
and, well, you know, in the interest of helping out n all... are you able to edit this from the Folktails label? Probably similar in the Wonder launch win screen.
And exactly that is why i have prepare Excel configurator. Its more safe than change localization file by hand 
ya, something mysterious goin on with the Handicraftwer
maybe ticked as ground only?!
neva happened to me🤣
heh. I have a buncha neat lil fenced plots for brambles, and I marked one pine tree in wrong place and the brambles took over a good part of the map while I was engineering elsewhere🤦
uncultured heathens... I just noticed the shaka 🤙 is labeleds as call me🙄
WWJCtB do?
heh Thanks everyone for puttin up with me while I entertain myself!
flying ladder!!!
heh, ya the smoke from factory reserves physical space currently
Do the Aquaducts reduce the feel of the finished product? Too bad 3D water doesnt mean you could fill a tank by dumping/pouring/waterfalling it in
I don't understand (probably a glitch)
handicrafter been ground-only for U6
what is the building below the small lodge?
mannnnn am so happy with how this colony turned out to be!!!!!
and still getting 20FPS! How many Beaver?
looks like liquid house with the door into a pit n ladder
370 beavers and 160 bots
oh i had went to like 550-600 and then i started cutting down housing a lot!!!
will these be enough :')
Second mint farm
this was the first one. have fingers crossed
What would I do? Probably cause a beaver crisis and then spend two episodes fixing it before immediately causing another one 🤣
i like this approach!
But you always persevere! Im tryin beaver Like JC!
and as far as I can tell, that playstyle is practically meta🤣
Drying tower is accepting bot workers
hmm... should not
Handicrafter is indeed ground only. (thanks @radiant arch I didnt look) Is this purposeful?
The Hauiling tower appears to be only upgrade that disconnects the small irrigation towewr
nope
Either a two story lodge or the liquid storage house
genuinely love the pink beaver holding the fountain ❤️
parfait colour looks really vibrant!
to be honest, i probably just forgot to recolor the barrel from whatever i used as a template 😅
ah, at long f$*ù#ing last
had to fight again with utterly incomprehensible errors
also i had to make custom textures for the ruins, because just using the FT / IT ones in each faction causes too many issues with other mods trying to add them too
but need to go for now
have a happy new year folks !
Happy New Year, too 🎆
what are these??? roofs? dams?
Like scrap metal ruins. wood and plank scrap, if the form of ruind buildings, placed with map editor. and a editor placed path.
Supa excited to drop these on maps! Just a reminder... can Platforms and bridges be built on/over the paths!? lemon trees?
For the paths I think so but I'll double check. For the lemons well they behave just as any tree
They were not showing on maps when placed in editor recently
heh I guess im asking if there are lemons in Lemon Canyon?
- even with/ especially with Whitepaw faction
New overdrive reactor doesn't seem to conenct to the path network
A cool side note: 254 subscribers to https://steamcommunity.com/sharedfiles/filedetails/?id=3369882049 since just Nov 21st 39days🤗
Bots are employable in Irrigation Tower
LaPan, sent a steam friend request so can add you as contributor, also, Its all you! Of 13 maps posted next highest subscribe is less thasn 10% of that one.
Ok, and JC 😇 🤣 ❤️
Ooh, seems like I forgot to set the access point 🤔
Thanks !
But you don't have to credit me on all our your maps even if they use the map editor mod 😉
that remains your work and you're far better at map making than I am 😊
Wait I also forgot to have it cost nuclear physics degrees didn't I ?
You are too Humble. Lemon Canyon Made me a much better map maker
reached 95 well being with 15 hr workday!
I bow down to you! Supa sweet colony!
its your map :P
Oh the flames on the exercise plaza are broken !
Also the weird split entrance is probably very unnecessary now but whatever
It is indeed a really nice colony 😊
am wondering what to do in the right areas of the map. almost feel out of ideas
If you really have nothing to do you can always make a hedge maze 😅
oooooooh!! yesss
i also plan to make a nice garden with all types of plants!
and crops
The fences and gates add a nice garden plot feel
Achievements mod been abandoned? seems like that was made for the Water Beaver Overhaul...
I have no idea, I never was involved in making this mod
i hadn't noticed this before. When a water cannon doesn't have power the icon badge is halfway between the water cannon and the flag
Whats that green Or red thicks?
Production up or down compared to last sampling. Enhanced Goods UI Mod
heh, or maybe goods statistics mod😅
Happy New Year, and thanks for the mod!

is there a mod that will let me build higher?.... all of a sudden i need more vertical space
Aaah.... Makes sense. That is a base game behaviour, nothing to do about it
There's a mod called quadruple terrain bounds that raises the map ceiling. I don't know if it has been updated yet
When checking Paths please also see also if they can be placed on natural overhangs!? Availability might come with U7 if not. It would be beneficial to be able to connect mountain passes in tight spaces and especially under archway bridges.
Yeah I'll lift the ground only restriction 👍
Actually I wouldn't be surprised if you could make flying islands with u7
hrmm, perhaps.
Floating Island! I was promised flying cars by 2010... Harummph🙃 .
yOU DA bEST!
a small extra for making you wait so long for this mod 😉
@shell fiber is it normal for the moreplants mapeditor reader to not appear in the mod list at start-up?
uuh, no it should 🤔
maybe steam didn't download it yet ?
i downloaded it from mod.io 2 days ago, i will try the steam version
ok steam version is showing up
mod.io was missing the manifest.json file, maybe that was the reason it didnt appear in the list?
oh the reader i just uploaded now
whatever you downloaded two days ago was likely the U5 version
ah okay
@snow scroll which one of your maps would you recommend for me to play a bit ? it's been a while since i had an actual run 😅
@radiant heart how have you been ? i think the mod is nearly back in its complete form, if we forget about the medium nuclear reactor, the final wonder, and the billboards 🙂
doing good, relaxing and having fun with the kids.
how bout you?
i'm doing fine, pretty tired but that's about it
about to ditch my current job since i have the next one nearly secured
(just need to do the visa)
also could really enjoy some more free time
who doesn't enjoy free time ? 😂
ahah, japanese people apparently
nah, i'm joking
but half of the reasons i'm leaving is my supervisor and my boss somehow believing that "law-mandated holidays" actually means "days off as a reward for pleasing them"
and they are not super pleased because i honestly think they have no inderstanding of the job they gave me
which is a... puzzling situation
feels like my old job, the manager had no idea of what was going on... no wonder they went bankrupt
Hot Dam! I was gonna suggest upping gears at least by one, thats even better!
Im Puttering around with ball the maps as IO revisit them. The Companion Trainer and Folly of Talis have had the most attention. Edge of Paradise Carnivorous is fun and is where i HAD GOOD ORIGINAL SUCCESS WITH THE mOD.
edge of paradise carnivorous ? okay, i'll try it
@snow scroll so how do you like the new ruin ?
Just Booted Up, but that is a dream realized.
Winnin gg!
oh, crap it's really late
gotta go !
GN
but before that, i have to say your version of the lemon canyon map is much better than mine
more pleasant to play
also good job on the placement of plank ruins, it can kickstart the early game quite well, without giving too many
Your Template, only "enhanced" By far my favorite, still!
oopps.. we have two readers and no map maker...
The balance was the trickiest. trying to feed ability without giving away the "goods" Trying to make it the Water Beavers style.
(i'm waiting for my bedroom to warm up a bit)
@shell fiber
sad face! maker not available. two readers though! (on steam)
no rush. its my long day
heh... not sure.. But I think you were goin to bed!😅 .
me too 😅
i thought wrong 😅
Yer too quick! Im tryin get out the door🙃
dunno... naming convention. gonna validate maybe thatll do it.
that did it
Carnivorous updated with new ruin. And off to work. the second time! i love my job!
Why does the second MorePlants also say Reader, shouldn't it be MapEditor?
Ooo Tricksy. Ruined paths require builder to demolish. I may need to be less generous in their placement.
Yeah I found that out while playing too, but it's fine
agreed
Also I realised yesterday that the 'build from inside' method for wonders don't actually require the building to be connected by roads. If I had known that earlier that would have solved the pit and ladder issue a long time ago
You would have structured them like wonders?
Then could build unassited by your internal pathing...?
basically yes, if they are in range of the district center, they can hop in and build. that would have solved the "cannot build from under themselves" issue
but that's fine, the current state of things work so no reason to touch it
it if breaks again though i'll try that
Hrmm... not sure what iteration I was thinkin but Carnivorous is much trickier than I remember. I had too many things blueprinted before the demolishion of blockages.../ that was uglier than it should have been,
oops.. my bad
Awesomesauce! the ruined paths take platforms! Not as much an issue at all for the builders to remove em..
todor informed me that i had forgot about the lemonade stands 😅
Nope, I asked you : where the hell is lemonade produced 🤣
lol, i was going to ask about it when i saw the more plants was updated, but did a search and saw you mentioned you hadnt done that part yet 😛
also almost bugged you about bananas but a reload fixed that. Not sure if it was an update i missed or just a bug from the game running for 48+ hours straight
<.<;
I shoulda known better... heh I had relegated it to Billboard status. didnt even register when you mentioned the billboaeds this mornin/last night
🤣
damn, did this mod get a lot harder without me noticing, or did i just become bad after not acctually playing for so long ?
oh, i suppose the wellbeing boosts are much harder to unlock
which is good
yeah... the lack of fermentation barrels is hard i think
since you now can't start fermenting without metal fasteners it pushes a lot of things back father on the production timeline. Trying to turn sake and chestnut beer into distilled alcohol is a struggle as it's getting consumed... i'm experimenting with using districts to streamline the production of alchemy materials with multiple uses)
balancing dirt and sawdust is another challenge since you can't stockpile either without clogging up drills and sawmills.... Keeping reserve stocks in a storage district is also on my list of experimental plans.... The inability to stockpile dirt and sawdust making balancing GMO's and terraforming projects harder than I want them to be.
districts greatly help with dealing with most of those. personally love the slow challenging demands so much i find the regular factions utterly lacking now^^
love those mistakes of sawdust blocking axle production and everything using sunflower oil suddenly stopping and beavers dying from hunger haha
i think districts are excessively impractical, but that is mostly due to the large variety of ressources there is to move in this mod.
In theory they should indeed be a good answer for logistics issues. specifically i realized that we don't have the housing script anymore, so beavers sometimes have to cross half the map to go from their home to work and back, which is extremely inefficient. and this too, should in reality be solved by districts.
housing script would be a huge blessing. that sometimes really hits bad to have a full industry on 3h-days
maybe the pantry mod can help with that, if i remember correctly the district crossing automatically imports stuff for which you have storage for, right ? with smart pantry presets i can probably guide the player to something workable. maybe
sadly that's beyond me
too bad about the housing.. but yeah, sounds like a pain to programme something to move beavers to their workplace..
It did get harder. the hauler fix and housing optimize missing reduces efficiency.
it seems harder to amass fermented items. i have been trying just make alcohol with chestnut beer and sake just for med beds
but the rascals like their drinks
yeah, that's the feeling i get. you need a bunch of fermenting houses to make it work, but the population increase undoes most of the benefit
but i see what i can do
first i need to set all the basic and wellbeing giving foods to force import.
then i just checked, the pantries do trigger importation from the district crossing
that was just my take. Im not even complaining. This time heh
then i need to make a bunch of preset pantries, and probably a few new district centers to not force everyone to have a zillion builders that can reach a tiny area
11 AM and I'm still not awake. I read that as "a bunch of preset panties"
preset pantries? like a drink one, a raw food one, a part and peices one and an Indusrtial goods kine?
right now as i can forsee :
- farming district, although it's not really importing much 🤔
- fermenting district : making beer, sake, kimchi, wine, etc
- cooking district ?
- iron working district : making tools, fixtures, sawblades, drillbits, silicon, etc
yeah basically
damn, that is not super clear in my head
you need building materials in every district, or building takes too long
if you have proposals please go ahead
Any way the IT clock /bellcould initiate a housing shuffle? > early AM brain Fart...
yes, i'll make them all import always i think
I don't it's a pain 🙂 I built loads of tiny 1x1x1 storage blocks all around the district crossing on each side
my thought too, thus the parts n pieces pantry though
i'll probably need to review every single item 😅
well then you solved it🙃
hmm... what about the stupid option ? just import everything all the time everywhere ? 😅
or just High prioritize everything...
what if fermenting houses produced more each batch? I suppose thats the same as redoing everything
tbh giving up on high wellbeing worked fine with me too. no worry about it. the super deluxe stew fixes medical beds needs too.
I've had enough sucess isolating a production chain to a district i feel it's a valid technique with room for optimization.
I make sure to include a local water pump and farm for safety and hold a population of 20-30 per district.
seems a valid option... I need to try alternates as Im building uip from 8 beaver... again...
Gotta be hard to balance housing with jobs in such small batches... suppose low priority ZLog knawing in each locale...
I prefer smaller maps cause of my machine, yet this pushes on more space/overticality
May need U7 for mapping ways for tight packed/stacked buildings earlier in a Whitepaw
So it turns out that you can construct the overdrive reactor from above and then the haulers can supply it but I still don't get power out
Also, this is **absurd **and thank you @shell fiber for letting me do it!
do you even need the power from the overdrive reactor anymore??
Need? Absolutely not. Want? Hell yes! Between the 47 wheels there and 86 others elsewhere (plus 2 small reactors), I get ~67k power. But when the overdrive "comes online" then I'll have over 100k power which I really want for no other reason then having that number be 6 digits.
was it intended to have lemonade as "nutrition" instead of "drinks"?
uuh, in need of fixing
i need to check what's wrong with this
to be honest, i'm wondering if the nuclear power plants are not too powerful. the small one seals a bad water source, but maybe instead of compensate for that, we can just say that's the point, if people want to use the water flow for power, then they shouldn't seal it.
that would also allow me to reduce the output of the overdrive reactor, (and possibly rename it) because right now its point could be more to be a stable water source more than just producing power 🤔 especially since it allows to make this huge vertical power wheel snake
ice blocks are only used to make ice cream and frost balm right ? and build the underground frozen storage, right ?
oh, by the way, is it hard to get a crapton of hooman relics ? or not really
as far as i'm aware of yes. everything else seems to use endothermic essence (many uses).
parfait in the assembly line uses ice blocks.
are you aware that the screw press makes "fake" parfait with only either coconut or pineapples (and no ice)?
not yet played that long. should depend on the availability of glowing fluid alone and get around 40 per day from a single abyss with sufficient of that (20+ fluid/d).
trading for it is slow at 5/d/balloon and requiring nuclear fuel
what ? 😅
oh, yeah, trading is supposed to be crap
i've been itching to make it a consumable like toys, if we were to find ruins of an ancient highly-advanced civilization, i think trinkets from it would be pretty popular to own even if they do little to nothing 😉
but then is it really hard to get or not
if you have 500 beavers and they live 70 days, you need to dig out... 7 ish per day for consumption only 🤔
that seems doable
but let's not hurry
seems fair to me
right now i think the only thing that uses nitroglycerin as a construction material is 2-3 and 4 dynamite, so in order to simply the system i'll rewrite the costs
highest demand would be underground-factory for up to 15 per day (mostly far less) so you could likely amass 20 relics a day if you forced it.
only downside: if you want ruins explorations you might get slightly limited sometimes. maybe
yeah, when i'll make the relics consumable, i'll probably make the reciepes a bit nicer
eeeeh, i don't want to get into some whacky balancing
they'll jsut cost 1 dynamite per level and call it a day
not having to transport nitroglycerin across districts is much more interesting i think
except the 4 deep dynamite, it costs 150 science, but it still costs 3 explosives
what is the endothermic essence used for already ?
oh right, there is a lot of things using it in the abyss lab right ?
dynamite (abyss), processors (ens), ice blocks (alchemist). hmm.. thought it was more things..
damn i made so many recipes i can't remember what is used in what
oh wait, i can just use the Ctrl-F mod ! youhou !
Ctrl+F mod only shows me where it is the product, not where it is used..
planting large fields of dynamite gets interesting once you can pull dynamite out of the abyss
Dynamite can have either nitroglycerine or paper as it's bottleneck, if you can pull dynamite out of the abyss and have the workers it's often faster to place 4 layers of 1x dynamite than it is to do 1 layer of 4x dynamite.
while I love this isn't building high up off the ground and away from water more "squirrel like" that beavery?
of course my towering storage skyscrapers aren't much better 🙂
yeah, that's precisely what i'm trying to limit
ah i found @woeful sun 's timbertree link 🙂
that's incredibly helpful - sadly not fully up to date for the online version
oh, that will be good enought for me
so, the only thing that require coal outside of metallurgical processes is the tar reciepe, so in order to simplify the system, instead of consuming coal as fuel, it will used logs, and instead of logs as a reagent, it will consume sawdust, since sawdust is used everywhere for everything anyway it's not an issue
after a good day gnawing at logs they even enjoy sawdust in their stew
if you're balancing sawdust related things.... the logs and planks recipies on the advanced sawmill have different levels of sawdust output storage.... switching between the two requires a couple of haulers to clear the excess before production can restart....
isn't that the same for the primitive sawmill and axles?
IME, not really. Well, i should say i had some excess of them as of the current build. Nothing crazy, but they werent an 'issue' like i sometimes had in U5.
It might partially be because i have half the beavers, tho. Sim speed is better so im not waiting on things as much in general.
Also probably helps that glowing fluid has been a non-issue for me because of the zeps being so much better than balloons.
On a side note...am i missing an alterantive way of making tools, or are we 'stuck' using primative ironworks for eternity?
ah, this, right
added a reciepe that is 10x faster and 20% more efficient
i purged the exercise plaza from its weird costs
now it's just logs and planks
which is exactly what it's made of, if you forget the paper
i need to remove the paper from the surgery kits so badshrooms it is instead
i didn't have a lot of ideas
let's say that it works as a method for anestesia 🤐
uuh, but having to build a clinic in every district...kind of sucks
that's not the right approach
yeah, i'll down the science generated by the clinic from 5 to 2, and allow export and storage of medication in a pantry-like building
yeah, with that paper is only required in the "civil and science" district, so it never has to be exported
the handicrafter etc. use coal to make pencil sets too
okay, i needed to eradicate sunflower oil from the building material lists, so the washing machine just doesn't require it anymore (let's pretend lubrification is unnecessary) and deep pumping houses will use tar instead
yes, but the handicrafter can arguably be set in the industrial district
note that either the paper or the coal will need to be imported actually...
hmm...
tbh: importing most of them is fairly easy. and the amounts usually very small
ah, actually coal is going to be imported in the civil and science district either way
and this is also where paper is expected to be made
btw: how can i harvest broken houses? builders?
can't seem to demolish them or anything
all of this sounds amazing to the point i'm going to wait for some of this to land in a patch before starting a new playthrough.
looking for a map that will use a low wide damn..... something that will flood a pond versus a glorious Hoover Dam sized monster (again)
the ressources inside are gather by the scavenger flags, they are basically reskinned ruins
your feedback will be much appreciated 🙂
right now the most obtuse ressource seems to be the screwpress axles, they are used in a variety of buildings as construction material, which is not great because you usually don't have a hundred of them to scatter across a dozen districts...
for the water cannon let's replace that by let's say 30 gears
let's be nice, 25
which leaves them used by the sequoia feller and giant log storage
and mechanical drill, which is not an issue
and of course in chemichal processes for the screwpress
Damn thats a buncha work... wouldnt iot be easier to ping the housing optimize mod maker?
doesn't seem he's active anymore
i'm always cautious about giving unsolicited feedback.... i have a lot of thoughts and don't want to feel like i'm trying to ask for custom features (if i wanted custom features i would just learn to mod myself but that's never going to happen 🙂 )
I like to opffer ideas as Lapan is great at telling reasons why not. and they make sense.
Maybe Argo - Beware the grue
no worries, but what i mean in general by feedback is "i think this stuff is missing" or "i can seem to get this to work" or this kind of stuff. often people don't want to bother me, but the fix takes a quarter of a second, like the purple fire on the exercise plaza, so don't hesitate 🙂
or like someone said just above, the screwpress had an old broken reciepe that makes stuff out of thin air
so something like the note on the Advanced Tree Planter that says there's an upgrade to make it watertight?
i want that bamboo in as deep water as i can find so i can see over them.... ladders limit that a lot 🙂
ahah
well the max depth is 7, but i think the game doesn't take vertical distance into consideration when calculating range for this kind of buildings
okay... i guess i have it all in order
so i end up with 6 types of districts, for the concerns of importation of ressources + one special for Clockwork farms and one for medicine :
-
Primary ressources : always import everywhere (construction materials + cooked foods & drinks)
-
Cooking ingredients (imports all raw stuff for cooking)
-
Chemistry ingredients (stuff that eventually makes medicine, brainsalts, tar etc)
-
Metallurgy (imports coal, iron ore, etc for manufacturing metal stuff)
-
Abyss and nuclear (imports pencils, paper, cure etc)
-
Civil and science (imports all sorts of manufactured stuff for science and blueprints)
-
Clockwork stuff (imports glass, robot limbs etc)
-
Finished medicine (as the name states, finished medicine)
note that berries and sunflower seeds will be specifically excluded from the always import list, so that you can keep them away from most of your population 🙂
of course i don't take into account in the import list things that should reasonnably be produced where they are consumed. for example insect larvaes have zero use beyond making glowfluid, so they are not expected to be imported or exported, ever.
ideally i should add a line to each building saying which district it should be part of
Districts are intimidating. this is scary
scary. but wont need to use them (all) or not for small maps
i like the idea of a pharmacy giving out medicines. so cursed when i had to move the clinic and there was nothing to do about the dropped medicine at all
Well strictly speaking I'm not changing much to fix the mod plays, but I'll add 8 new pantry buildings that will be appropriate for 8 types of district, if you place it first and stay within the bounds of its purpose, it should be fine, I think
I see potential. I just havent even gotten to the ENS in U6. Still wrapping my head around the new structure of progression. This will be good. I will need to adjust my paradigm
Gajudeas "I always get the crap jobs. and I keep hitting my head on these damn rocks."
i found migrating away from the buckets is always helpful.. (actually i go dual-library with dual-badwater thingy asap if can do)
Agreed.Science totasl displayed. Just got first Library in.
Please let them credit you so its easier to find whitepaw maps :3
lemme know yor fsvorites!@ ill be glad to add em @void vault
And Please Let me know if they need to be adjusted!
As these are attempts to ease frustration playing our Faction of choice! also, If you have made a map, Feel free to add - Beware the Grue as workshop upload. tag yourself and let me know to add it. And can add you as contributor!
@shell fiber The high power shaft (nice save!) is free yet the intersection is 50 sci and a gear? as intended?
Building.FluidDump.FlavorDescription - another text missing
not up-to-date at all. I haven't run the script to regen the files for the last ~2 months
I'm totally OK with this. Because yeah, 50K power and ever flowing water is... a lot! Off the top of my head... maybe 10K power. I fee like visually it should be more than 5K since the small reactor does 5K and this is SO MUCH bigger.
There's not a way for you to give it a recipe, right? I could see something like "10k plus water" or "20k with no water" being interesting.
Did you want to tame the fires of the smelter and wood bruners?🙃
What if upgraded water pumps (had so much machinery they) only housedtwo beaver?
A Larger and easier way to notice a need for and to rationalize, replacing originals with the upgrade.
@woeful sun Could you please re-post this link or pin it in the message for refreshment?
Could the new second floor Architect lodge balcony also be/have an entrance?
hmm... i think the issue with that is that it would end up connecting with the large staircase on its back
putting the door on the triangular side of the architect lodge would make the staircase a lot easier to use. (right now it's purely architectural in the bad way)
what is the elevation for the privative dams? should that be in the building description?
yeah it should cost one gear. the science lock is deliberate though, having no way to arrange a power line without science is a big hindrance early on.
elevation is the same as old dams, 0.65 +/- 0.05 in U6
that's... actually a pretty good point, i could do that 🤔
but to be fair, the building being impractical and obnoxious is also by design.
right now it's not a priority but i could put the door on the side, i'll keep it in mind.
testing an amputated script that forces the nuclear power plant to be always on at full power without conditions 🙂
More information available in https://discord.com/channels/558398674389172225/1258681137362899005
YOUR PLAN IS WORKING🙃
i'm afraid the ressource default import/export setting gets overwritten in saves, so the default import of all basic stuff won't be applied to existing saves
i'll just make another pantry for that
not for engine-types of buildings
serious question, can i get lemons tho?
more plants reader does seem to add lemons
Yessir, for almost 48hrs now. As stated, More Plants is functioning. and now with gears, as a scavengable ruin. If map maker placed em
That ruined engine is quite generous. Two ona map is prolly plenty?!
is plenty plenty
tried it and got like 32 (?) gears for nothing. big help with the mechanics lodge, planks and science cost
can do fancy shafts for free, build walk-through-lodges.
can essentially build paper mill and factory from it and not worry about gears for a while after i think
i think one accessible easily is plenty, more is probably too much
its an awesome design. wanna reduce output so we can show it off!?
I was expecting 4 high end
3 would be appropriate Especially with 60 log need in between 🙃
you mean reduce the number of gears ?
uuh, yeah i guess we could make it 6-7 per ruin
correct
so i made 5 new district center, that are actually pantries calling for all of the resources a given type of district should need. what is not imported should likely be produced locally, and the rest is building materials that are exported everywhere all the time
oh sweet. much better than I thought. Incorporated into the DC is spectacular!
and they do not provide builders, because if you pause a pantry... bad things happen 😅
heh Can you disable the pause option on the building so we dont torq things all askew...?
The plucked Lotus is stiil a warehouse option
"the district of soup" is amazing
rather than leaving it empty i gave it a full bowl of deluxe stew. too bad it's entirely fake 😅
you think this one should be pink too?
is there a list of required mods and correct order somewhere? I'm getting a crash every time I try to start a game or edit a map..... and often when i delete a save game
yeah but i can' build up the courage to open it in blender to repaint it, because that also implies redoing the animation 😑
if you post your mod list we can take a look but it's hard to keep up with the hundred of mod out there 😥
I often forget to un tick both Whitepaw and reader while making or accidentally leave maker on while playing
Append it at top, Whitepaw at bottom, the overlap should fill in blanks.
n
this is my play profile. a bunch are on with no effect.
i'm going to save that and put it on the mod.io page 😅
makes sense, it probably targets individual tree prefabs to change the value
okay, let'ss try with the district on this edge of paradise map
oh, no wait, i forgot to check the nuclear reactor working properly or not
i mean i did, but clearly had forgot stuff
oh, two ruins ini very close proximity... that might be troublesome for aqueducts 🤔
ooh, and they are too high
those reactors might nudge you towards quadruple bounds mod haha
I looked for a mod to increase the height limit on steam with no luck
would it be difficult to add the script for the height to your mod?
like adding +6 height for all maps of less than 28? (i believe 22 was the default? 16+6?)
do you know specs/ guidelines ? I suppose I need to start at the end and Measure these. Hadnt even considered it even when looking @void vault tower of power.
manually Download and drop it in your mods folder and it still works. I have a map on Mod.io only because of this.
Are they willing to let a surogate post it with them still as creator?
thanks.... somehow i was missing the 4 way crossing mod
i asked him
but right now i need to figure why this goddamn reactor doesn't want to connect
i'm an idiot
well obviously the issue was bound to be something stupid but still
Better than hair pulling frustration!
i'm still missing something that lets me edit maps without crashing, but I can start new games again
okay, now the nuclear power plant works works
if you want to edit maps, the only two mods that are of any use, are 4x terrain bounds and the mapmaker mod i made
just disable the rest
I'm just trying to view the map to plan a playthrough without starting a game.... I can work around it until I sort out what's going wrong
map makers have a tendancy to put mine sites high up on mountain tops.... it's less than ideal
Height shower is helpful. there is a terrain mapper tool (listede in the load order example above) for U6 adds some brushes.
Noted
I think it is a perspective of Late Game equals hard to get. Hard 2 get = High up
After watching JC the Beard, especially seeing Kurt's comments makes me think of the bathing showers 🚿 lol
If i hadn't just done a long run on Beaverhome it would be perfect for what I've got in mind. using nuclear plans to bring water up from the low level areas up to the top of the craters for irrigation
there is no terrain feature that can not be solved by the flagrant usage of high explosives
Ooo A fresh Craters run. Always thought that one was suited to WBO
it was a blast (pun intended).... i struggled to find places to plant rice and lotus for a long time..... once I had a crater dried out to irrigate safely for ground grops i could build up the recourses to terraform areas for rice and lotus.... being able to build on the bottom of flooded craters was amazing (bad tides were turned off)
ladders are mission critical tech for beaverhome
EEk... FPP Camera crashes you if you use it... I still Have it enabled. note that if post for reference.
Mod Manager makes me crash but not everyone. Do you have that one enabled?
i do.... the craziest part of my current experience is that i crash when i delete a save game
if i disable all mods and "delete save" it works, if I "delete settlement" it does delete the save but it still crashes.... I think it's time to reinstall everything
Verify at least
@snow scroll oh, folly of talis seems really neat 🙂
i like how fucked up yet forgiving the terrain is
So, Vanilla Map max height 32, overdrive Nuke 20 tall complete. Highest map Hieght allowed with no wiggle room, for Underground Ruins is 12.
And Today I added the More Plants Version. faster start up... And it checks out The abyss are all utilizable.
The Folly of Talis _ More Plants Edition
Somebody else go first!
@shell fiber by chance did you already lower the Ruined Engine drop rate?
ah, not yet
let's do that real quick, i won't be able to do much testing today anyway
I like that Folly of Talis map, I'll give that one a start tomorrow morning.
Sweet! There are four on Folly More. I was thinking 3 or 4 per...
one score doesnt a paper mill make
I'm still having editor problems but the rest of my crashes seem cleared.... for now
i pulet's go for 4
Just a quick question, is the 4-way district center supposed to have a road connections on every tile? Even the ones without a door?
While checking things I loaded up my Beaverhome save and took some screenshots.... I haven't loaded that save in a long time so it's not optimized for recent patches.... but that was the first playthrough where i felt like I understood Waterbeavers
Its U6! Awesome!
I mean technically the beavers could crawl in the window, but you never know.
the badwater source on the edge of the map is perfect.... i was thinking about how to potentially interact with one on a cliffside earlier
I put that in just in case you wanted to stay small side opf map for a self imposed diarama challenge 🙃
well crap, what i need to change is the mapeditor. once the inventory of an item is set it does change unless it is rewritten entirely. so i need to modify the mapeditor.
ah, i noticed that but i hadn't looked into it
i'll fix it eventually
are you making a new playthrough ? or just playing on your own ?
This is from my stream colony. Just started last week.
oh, that's cool, and also kind of a shape, i just pushed a really big update aimed at making district more practical
but the change regarding the default import/export settings is not carried to existing saves :/
sprinkling "resource treats" across a map is great story telling tool.... library books would be perfect for this, find and assemble the set to compress.... cleaning up chemical spills for alchemy.... i'm going to be quiet before somebody starts working on this
Default Import export? Something with the air baloons?
oh, that's pretty fun ideas. but i can't have the mod be dependant on custom maps, so that won't go for the books. but a ruin containing tar might be interesting
no, no, the district crossing
usually things are imported to a district if it has storage for it
Oh, got ya. This is definitely a one district map.
but some ressources (water carrots etc) are set to be always import
oh, good, then you won't be fighting the system too much 🙂
They're water beavers, so they always gotta have water right?
problem with that is making the 3D model, which is not super hard, but still quite a chore
Import all day every day!
yeah but for all construction materials, it's a huge pain
file that away as a potential solution for a future problem
Well they can freeze the water and make igloos.....wait....note to self, dont give ideas to lapan to make the mod harder...
when do igloos come in?
Seems like a polar beavers thing.
Damn now we need clones of lapan who will be working on the polar beaver overhaul mod, another working on the jungle beaver overhaul, another working on the island beaver overhaul and so on lol
Eld, Is your current stream just a Twitch thing? Im not seeing it in your catalog..
@snow scroll unfortunately you might have to do the whole circus again of opening/re-saving your maps again 😥
possibly erase/replace the ruins too just in case.
Hmm, odd should be multi-platform. Let me check
It should be under the saturday streams. Not streaming at the moment though. Later this evening I should be though.
I Watched your playthrough while discovering WBO. It was great as It seemed you prompted me all along with sycnd trials
You were rolling with Lapans massive changes version to version!
Found it!
Oh Yay! Thats the map We were discussing! And Yes made for Water Beaver.
Though Caution. I think you have the version where the suggested badtide spillway isnt wide enough!
Thanks for the heads up! Ill keep an eye out. I think there might be an issue with the starting location on that map and building a district center where the camp was at the start, but other than that its been a lovely whitpaw map.
I never tried placing the DC on the overhangs
It was a pretty massive defect... maybe open latest version with your map. I bad water saturated everything below the turn
i hate those moments, when you are mid-game or some and find a fatal mess up in your map, like a too strong water source, or problematic outlet or that rare case of water spilling over after a badtide killing literally everything..
misjudging evaporation on large bodies of water is where my hubris lives
Im sorry, But I am certain That I could not fathom such an ill advised occurance. 🤣
I had started a wonder with folktails and was bored, Playtest ✅ Had finally gotten a floodgate in on Whitepaw run and the outlet didnt come close to managing a Whitepaw necessary diversion
the water management was handled much differently
won't be home tomorrow, i hope there's no big bug 🙂
heh Here is something never been tried before. ciao!
if someone gives a try to the new district centers i want to know how well it works 🙂
@rare ferry Rice suggestions
Transitioning between factions, it can be hard to remember to flip your paradigm. Your buildings and houses are your dam/levees😇
Streamin' on a Saturday with the Whitepaws. Return of the water Beavers.
Uh, it's not crashing for me. Works fine with whitepaws
Well well.I do have unnecessary mods active. I crach to unhandled exception occurred w no log file and need ctrl alt delete to un freeze...
I thought there was a Tapi conflict...🤷♂️
Examining this with a mixture of awe and fear
heh... you got further than I. Im too intimifdated
lemonade stands:
- well-being under nutrition (not drinks)
- texts missing ("MapMakerPlantReader.LemonadeStand.Description" and ".FlavorDescription")
- lemonade itself is listed as "ingredient", nor "drinkable" (it does satisfy "thirst" according to description)
Uh Oh... Lemon Canyon Underground ruins too high.... Whats yer suggestion on that one. Far side just under cut off. main one 3 layers too high.
Damnnnn what you doing with 30k power???
Regular farming (basically everything other than the pumpkins) is entirely mechanical. Same for most of the trees (I've got 1 advanced sawmill doing logs, 2 doing planks). Water pumping is 80% mechanized.
Damnnn how many beavers you got?
can the library function while flooded?
Is there a spreadsheet/chart with what can/can't work while flooded
Anything listed as 'works as levee'
But also some flags work flooded? Made me wonder if others would work flooded
Even watertight, if water is over their door become flooded
Eld is getting ready to stream ep 2 on youtube.
Not anymore
okay, i just identified a big issue with irrigation towers
now i'm sure
so the way the irrigation tower works right now, since it uses the special reciepe system to consume more than one ingredient, is that it highjacks the manufactory system to run a reciepe. the problem is that then, the beaver working the thing thinks its priority is to run the reciepe, while it actually runs on its own, and doesn't care about supplying until it's empty. which cause constant grass blinking.
also secondary issue, is that to run in the abscence of worker, i suspect igor integrated the production increaser from the ironteeth calculator, but when there is both a worker and the production increaser, the reciepe goes at double speed. which in this case doubles the water consumption of the tower 😬
so having the worker inside is really bad, it's better to remove it
hmm... ah but then the cure won't be supplied properly for the contamination repelling reciepe
argh...
just shy of 600 beavers, 160 bots
i'm feeling that irrigation problem
I'm in that phase of a new map where i'm still trying to figure out where I want end game things so I don't put early game things in silly places
i think i found a potential solution, i'll just slap the irrigation tower worker with a -999% workspeed, so its effect on the reciepe will be negligible.
then the best is still to deprioritize the building and let haulers do their job
would swaping the worker in the tower for a hauler job do the same thing?
that was an option too?? hmm.. darn it^^
that would not be the same, the worker would then just be another hauler. it would not particularily care about the tower
but with what i did now it's fine
or seems fine
now i'm remaking a fermentation barrel, except this time it will be 5 barrels at once to justify one permanent dedicated worker
I'm working on my first new district at what seems like an irresponsibly fast pace. I feel like it's going to be safer/easier to turn my original district into a science district and build up district 2 from a couple of basic buildings and decide to specialize it or make it my "true" main district for the future.
noice
I think it should be 2x2 then?
3x1
fair enough
Nice
Costs planks?
fitting nicely with the simple kitchen
no, just 40 logs, one barrel used to cost 8 logs
I see
So intended for early game?
yeah
would that still produce more than one fermentation house?
it uses the same reciepes
the beaver working inside have different...strategies.
wait how comes the chestnut beer recipes don't produce more drink than they cost water 🤔
it should at least give 10-20% more
"More beer" sounds logical to me
i'll go to sleep soon but i'll probably push a small update before that
so that everyone can enjoy the fix for the irrigation tower, and the barrels
sweet!
a nice litte improvement to my colony, and i'm good for today 🙂
have fun, and GN !
gn!
gn!
I beleive all the maps I fiddle with have been updated for height restrictions of nuclear power and the new Building ruins. Added a Folly of Talis- More Plants version for an easier colony startup!
Its really neat seeing others interpretations of maps. Too often I find myself doing it the same way I already tried. It is a nice push to break from, "thats the way it has always been done.
Part of the reason Im taking break from Lemon Canyon. I knew I neededx to try it differently.
I also think I discovered my major malfunction...
I Zerg out producing... which causes huge population just to run everything to excess when I need enough to advance tech only. Catching me in low quality to satisfy huge numbers. the slow build up I understanmd but hevent actually grasped
I was just thinking if glowing fluid is now no longer that used, maybe it can be used to make a energy drink like monster.... Maybe for bots by adding some nuclear fuel☠️
Just a random thought
Hmm... For bots that's actually a nice idea 🤔
Also was thinking of candies, which could give growth boost to kids. Pineapple candies, banana, mint, coconut, grapes, bluberry. Can almost make m&ms. Have a candy store.
But glowfluid is still quite used in the abyss, and as a material for mega platforms and aqueducts
Oh right. And you plan on making the human relics consumable so it would be used more
I had my storage filled with them so maybe I didn't their impact on glowing fluid consumption.
That would perhaps require sugarcane, which should be processed into sugar, then get essence/flavour
Though I still feel minty bamboo shoots were the only thing that I was never able to have any excess of ever
Perhaps then mint candy?
Harvest the existing mint bamboo for that??? Mint bamboo might be sweet mint bamboo? Sugarcane should be in the same family as bamboo right
Hmm... As far as I know it is not possible to make needs that are specific to kits for example you might want to exclude them from coffee and alcoholic drinks, but that's not possible.
I like the idea of candy as a consumable, but that would feel like a duplicate of the fruit parfait 🤔
For this faction I would like to boost week being more through permanent goods and trinkets I think
Oh, this one is a nice idea !
Damn, TIL
Uuh, I think sugar cane is an entirely different species but I'm not entirely sure🤔