#Water Beaver Overhaul
1 messages · Page 38 of 1
Btw these are just my midnight musings. Am not at all expecting, or demanding. Just giving ideas 😅
But that's not a big issue, just mix berries or something to make the sugar and call it a day
Haha nice lol
No actually candy are a nice idea 🙂
Indeed
I could never have thought of that
Aaah berries as natural sweetener is nice idea
But consumable goods... Beavers have only so much time after work to take care of everything.
That does become a "problem" in your mod
Island Beaver Mod... Sugar arrives by balloon, Im sure.
I wanted to make personal safety equipments too but it's kind of complicated to make
hmmm...
nice
Yes, the reason why I made the abomination that was the food buffet was because there was too many consumable needs
I skimmed a lot of things since then though
Time to make plastic using tar? And destroy the world again :P
Seeing your mod makes me want to make a very detailed game, with similar attention to detail and somewhat stable difficulty
But there must be some glass for goggles, metal for metal toed shoes and tail covers
What will it be used for?
Nice! To assist with how accident prone we seem to be 1?
Anything for fabric? Lotus stems have silk in them which is used to make high end fabric
Interesting idea for implementation... The stems can also be cooked
Seeds can be made into a another dish called makhana (essentially popped lotus seeds), which is similar to popcorn
You from India????
Indeed lol
Also honey dipped crispy lemon stems is a really good appetizer lol. Like I like it a lot
Oh I kind of want to try !
Like irl I mean 😅
Yayy samee
Never tried it but sounds nice
Haha I love it
You should!!! My sis treated it to me once for birthday. It was yum!
Kinda guessed it but nice
Let's continue the discussion in DMs to keep the conversation in this thread to stay related to the mod
Sorry for going off track
issok
Basically yeah, the idea was to make a good that fills both the "gloves" need (that never decays) and gives some positive need to the "minor burn" need.
But the issue with that is that it makes it work only after the injury had happend and effectively heals them. And if I want to make it preemptive I need to allow the injury need to go in the positive, but then they can just fill it up in the med bed 🤔
I think I could make it work for some need that usually insta-kill the Beaver but that's less interesting
Or I could just make random trinkets, like hats, scarves etc.
Would need to poke at the attachment model system to see if it would be displayable
Can you modify the risk for injury for individual beavers? Or is it building based only
Anyway, GN !
Building based
Hmmmm will need to think. Gn man!! Imma sleep to.
haha lol this dude trying to go to sleep for the past half hour but we keep disturbing him
Dont let on that that is the game we play everynight
Oh.. Lapan, except Lemon Canyon... Yhe main underground ruins is at heihght 15... 3 layers to high for the Overcharge. I dont have a ready solution... open to suggestions for that one.
Why are the basic importer and the clockwork importer science cosats not reversed?
Im assuming this was purposeful, so please explain.
And Three Cheers! three sets of kimchi fermentation barrels seems to have given the boost to science I had been missing since U5
this badwater pump will not work below a kitchen outlet.. the more you know 🙂
this isn't one of those 3-second-fixable things?
I love beaver math. So... To continuosly support ONE fermentation house with nenufars I need field with 240 nenufar tiles? Correct?
🤷♂️ with the way i understand math as , If you want it to be...
prolly not as you cant put a platform in that spot either
Is this bridge from Haul tower just a recurring Dream i have?🙃
Im liking the district-ing implementation. Just cracking into it. Perhaps the folktail single house for another builder option?
A builders flag or tent would be Ideal. (Moveable)
i'm stuck with decision paralysis.... I can't look at any part of the map and fully decide "this is the spot"
I'm also having trouble sorting out where the water will flow when i make changes to blockages.... There's so much trickery going on with the terrain it's causing something like optical illusions on some of the map features. (the water source near the lemon trees is a full on mystery in where it's flowing)
Pop into dev mode to see their strengths as well
The lemon source can go where you want. it needs a focus. it does feed the "lotus pond" also just goes right off the map at the "foothills path" onto the map
Ina folktail run I made it feed an aquaduct that dumped over the broken cart
I am kinda going with Dam up everything
my general instinct is to blast everything flat and make things do what I want.
in this case I want to use that wall for something but can't decide what
On the original version of Folly, When there wasnt the 16 build height limit, it is much more of a mountain.
what's sort of ironic is the plan I had to split my districts is working nearly perfectly. My science district is stable at a pop of 50 while generating science and the 2nd district is pretty much self sufficient already but utterly lacking in purpose or direction.
I'm going to go play some Ballionaire and clear my thoughts watching numbers go up.... see if things make more sense later
I think this is common playstyle for many. I was thinkin on this... I think I started editing maps cause I prefer to work with the landscape as laid out, more.
i'm also stuck in a "beavers make ponds" mindset that doesn't work on a lot of maps
what I'm feeling the need for is a low wide river valley i can flood
whelp... The good news is, when you tear out all the DCs and crossings, everyone finds a new house n job
Maybe if they were free and you could plan from beginning with them... not sure... more research required!
I believe the new ruins numbers are at a good spot. They are perfect if you forget about them and Just enough to not quite 'finish it all'. when you plan on them. heh
I was thinkin, sittin here talking to myself, most of the day, That I muist be on the other side of the world from ya'll. Then I relaized mid-Pacific is the other side of the world from everyone🙃
Further testing hints at less to lotus than to waste.. Allowi g more floods half the lotus.
The large farmhouse is not watertight
But it can be partially flooded
Oh.. Ok.. works when wet
Same as the flags 😉
I dont think lumberjack flag is
Base game they don't, in this faction they do
Did you use some other mod like floodgate controls or is it a new dependency?
simpl;e flodgates
basic importer cost 500 science to make sure people in early games are not tempted to use it as a cheat storage, while i guess it's affordable and doesn't change much to more established colonies.
the CW importer science lock is more symbolic than anything.
uuh... that's an interesting one. does it work if you replace the kitchen with somethign else ?
I didnt understand how universal the Basic was till after I posted. . Thank you for clarifying
The DC's could be extremely useful, yet by time have science you usually have already laid out a general blueprint. then its trying to stuff two bowling balls in a marble bag.
hmm... i recalculated on my side and it seems so, but more importantly, can you consume 1440 methane per day ? 😅
hmm...yeah, i thought about that too, but getting district crossings up and running before that seems complicated anyway 🤔
right now i still don't have science running so i'm still on one district, but i'm trying to keep the different future districs in their respective places, we'll see
Definitely requires more research oin my end. I still struggle with the crossings
does work with things other than the kitchen. curiously same seems to happen for the bigger badwater pump too.
water column was fine (0.2 and more), just something blocked it from working in that position.
i mostly struggle with workers.. having enough for the crossings is big early on for me, but having excess from farming district and too little for production is hard as all the food and water needs a lot of moving.
having lots of water pumps with industry and hauling towers with farming kinda helps. yet farming neither really needs irrigation towers nor foresters sadly...
fermentation barrels come in super handy for the farming district though, as they not bring more beavers along
True. I do have haulers, Hanging out on top of a tower, in the middle of a field.. I also have a few irrigated warehouse zones, with an out of work tapper leaning against his stoop. up to no good for sure. Probably selling "resin" to the workers🙃
What's the largest population you've been able to run with stability? I couldn't get my brain to cooperate with the Folly map so I'm going to try Thousand Islands and give districts a better trial.... I want to set a population goal for myself that's above the limit of reasonable. I've gone up to 1200 beavers for Folktails. Is a biobeaver population of 2000 a large enough target? (I'm hoping my CPU limits me before hunger and thirst does)
I've shortened droughts and badtides to keep the map from filling up and retaining badwater. Moved the starting camp to the NE corner of the map for a more stable start with a long climb for scrap metal
only ever run around 1k or little more. performance hit was bad on my old machine, like forcing low graphics and sub-single-fps on 3x speed haha
but i played a rather small map.
would be cool to see an unreasonably huge population 🙂
as long as you have enough water and power you can likely feed a lot more beavers per map than with folktails
That's what i'm curious about.... finding out what's the logistical limit for stability.
would guess the water supply^^
they need pipes from pumps to storage for sure
maybe to production too
Note that there is no such thing as a farming district, farming and water pumping I think should be distributed
Hmm... But at the same time I made cooking districts 🤔
Maybe in the end I'll need some sort of food / drink compacting system like in u5
it's already the case that you move around the "largest" food item
I think pumpkins are fewer trips than pumpkin chips? like 1 pumpkin = many chips?
so I set up cooking fo them in each district
There's going to be a lower wellbeing in most districts until/unless you put statues and entertainment in each district.... having boxed lunches delivered would be welcome..... or a cafeteria building to distribute packaged food within a district?
About 1600-1700 before the game really starts to chug, that was on U5 though, U6 seems a bit better performance wise
it's surprisingly simple to distribute high-end foods and drinks later. just taking lots of space
Berry Juice? Turn berries into juice in a press, reduce the juice to sugar in a distillery?
Maybe have combination food of multiple rather than single? Like a salad which satisfies cabbage+peas+ sunflower+mushroom +any other non cooked vegetables
A rice platter with rice balls, fried rice+cereal bars
Fruit punch for berries, ananas, coconut, banana
Or maybe rethink the stews in this manner rather than having their own buff? Just have and additional common stew buff to all the stews
And bring back the old cabbage, peas and those buffs which would help in early game
yeah that's also a possibility
well that's more or less what the food buffer used to do
but it's really tedious to have multiple food items that partially overlap
Yeah. But it was a one step solution which seems just like cheat
plus raw foods giving some buff make cooked food less interesting
Hmmmm that's troublesome
The dining hall and super food was critical with maintaining that high of population though, it's probably harder with U6
but at the same time you need to have everything produced smoothly to achieve, i think it's quite a drawback
well i reduced the number of food need specifically to reduce the late game chaos due to having too many edibles
can water canon's be set to spray bad water?.... i was thinking about filtering badwater out of a contaminated area but also potentially as a weapon against out of control brambles
yeah, they are just a reskinned water pump, you can choose to shoot clean, bad, or whatever is in reach.
to my dismay should i add. if it was up to me i would constrain it to "whatever you can pump"
ooh, i just noticed somethign : does the trebuchet work ? as an attraction i mean
or is it just tossing out rocks
and no one come to take a look except the two beavers working it
make them have a safety officer worker at each canon to hit the big red button to shut them off when the water turns
I run 21 day temperates. same idea, different solution.
when trying to load a save game with the new district centers it crashes for me now
not sure what happened, just in case someone else notices.
also there's weird debug lists in the error log, like listing all stockable items in the new DCs
is it rare to get a broken autosave in timberborn?
Nope. as often as Lapan Reinvents new ways to subvert the systems, thesre is that chance... usually pretty quick with fix
1440 per day? How did you calculate it?
you get 2 methane per lotus leaf
and 192h / 8h * 60 methane -> production speed matches too
but wait.. that is in 192 hours.. not per day
yes
The fermentation house produces 60 methane every 8 hours, so in 24 hours I get 180
Right?
yeah
and it grows so slowly as to use that many plants to keep it at 100%
still 240 isn't that much, is it?
20x12 tiles?
Just as I calculated earlier a field of 240 tiles
At least because the gatherers don't always have 100% efficiency
And they dont work 24/24
well, the big farmhous can cover more than that, so it might work out
In any case, it is a really big field and you have to remember that it has to have a constant depth of 2
got 140 fully harvested from 3 farmers working other plants randomly on the side
and they can have up to 8 farmers
or rather: they might harvest more, i can't use them all up yet
hmm. to fully utilise a foundry and have some for factoring you might want two barrels operating even, so more like 400 or more plants (likely still doable with a single farmhouse).
what do you use all the methane for?
Balloons and advanced smelter
get your methane from the abyss as soon as you have the option.
Seems about right... One forester needs 5 lumberjack flags for a 16x16 running full tilt iirc
i try to avoid flags as soon as can do. they just work too slowly and move too much
balloons use so little methane it usually is just some by-product from food. like 8 per day and balloon?
Understood! yet population creep vs utilising extra B's
Steady, field, and as we have calculasted, very large fields should have a lodge. If no can suppoert all 3/4 workers its counter productive
Love the pit n ladder lodges
yeah. should use them more often too. just found out the builders from them are the best too
great dams, stackable and a 6 count
and you can place them centrally while flags are far-off (resolving many far-workplace issues)
liqid pits is my Folly goto then a dam on shoreline for newe water level
fermentation house is still quicker 🙂
but a less workers and hauler trips
The glasshouse is acting strangely for me. Beavers don't pick bananas either without or with the greenhouse. How is that supposed to work?
I think this is first mention since last banana fix, Maybe ping lapan so it is readdressed
Ok mayby is a bug with gather bananas @shell fiber
are you using Lumberjacks for the bananas?
Fpr Lemon Canyon 🤷♂️ maybe something like this? Dunno. Im kinda stumped for dropping this Abyss 3 layers. This way it is almost too keyhole for the advanced sawmill. Or still still take a whole buncha dirt...
I like the idea of an abyss that's deep.... the outflow water will be close to the surface on that corner of the map.... there's a need for blasting (always true) to clear some of the space around it to work but once it's churning out clean water that's a major win that's worth the effort
I believe Lemon Canyon is better with extended terrain, but tryin to allow use of the new overdrive nuke. (20 tall) Abyss has to be on 12 or lower to fit vanilla
Those beavers must be fired, not making lemonade for kits 🤣
This I understand. Im making jest at the flavor text of Haul tower and the structures needed to support it as inefficient for where I need em. (warehouse zone)
Oh, no it's great 😊
Are they marked for cutting ? They are trees not crops 😉
I had issues with it ...last week? After a reload/the next day it worked fine, and i think there might have been an update? Not really sure what fixed it, but it went away after i relaunched.
maybe theyre on an old version still? steam can be really stupid about updating workshop items
Yes they are marked
I check version on my side
Ok but please anserw me... is the greenhouse necessary to grow bananas? What is her function?
I observe bananas can simply grow without this building
They can. Its a secret.
Supposed to be late game after hi temp foundry for the glass required.
I discovered when they were harvested in unbuilt greenhouse, originally thinking they just need be in one built or not. its not required.. They are Intended to grow under glass. its a single player game...
So... I can demolish all greenhouse without consecvencion?
And grow bananas simply on ground
Oh my god, they're badoinking
could U5. Juat not really in the spirit of its design, yet, it is a single player game🙃
Do you have the phoenix pod mod?
Nope, I'm with Emberpelts 🤣 You can see the textures .
for well-being: the aesthetics "shrub" isn't available right now.
only the "shrubhedge" is buildable, but not provides the bonus (the potted shrub only does in other factions).
It's because the planting system doesn't makes the difference between the building being build or not. But if you remove the greenhouse the placement will become invalid, your beavers won't be able to plant new bananas and they will disappear next time you load the game.
Of course if you want you can abuse it and place greenhouse build orders without ever completing them, it should be fine
I guess I should think about a few more decorations, but I don't want to just reuse the FT or ironteeth ones
If people have suggestions 🤔
Maybe a large potted tree ?
potted tree would be nice (could be a christmas tree for seasonal charms^^)
personally i like lanterns a lot! (missing those)
contemplation places too. with a twist, like frog statues that beavers pray to. what would water beavers believe in?
something fun like a kiosk giving out comic books? a balloon seller?
a small fountain?
Maybe a money plant? It is considered a good luck charm
And yeah, I really like the idea of small fountain, should require small water supply, no need for irrigation. A balloon seller sounds nice, but logically speaking, that would require production of balloons which would require rubber production from rubber trees using sap
We have glass (other faction no) so mayby decoration like glass globus (Or flat disk. Beaver dont know earth is like ball Or flat 😄 )
Or statue a big bucket with tools and nails (Also unique to us)
The idea to show what we have unique in Whitepaws
Oh makes sense
Are you sure that beavers wouldn't know?
Hmmm... yeah makes sense
If you think about it... they fly balloons so... maybe
True, also, science
well, logic.. whitepaw faction is the only fully capable to build cities in the sky!
a single pillar is all it needs to satisfy savegames - be that a ladder or a nuclear overdrive reactor 🙂
starting my trial for that and pretty sure i can get it sustainable too.
only trouble is some of the ground-only stuff like sequoias that's not available by traders..
Ooooh how bout a snow globe? Uses glass, gold dust for the glitter and clay for figurines. Maybe pencil sets as a fuel (for colouring and stuff)
Someone is committing some serious crimes against gravity here 😅
I like the snow globe idea but doability... I'm not convinced
edit : oh, actually not that hard maybe... a glass sphere, a couple trees, a house and some white particles for snow 🤔
The bucket of tools would be easy, and I was also considering a small fountain
We do need decorations
would you prefer a small fountain (1x1) or a larger one (2x2) ?
larger and ground-only would be more demanding to place? (and rewarding imho)
would likely stack 1x1 with roofs or something to use space more efficiently
Maybe 1x1 could be a drinking fountain on riverside and 2x2 can be a normal fountain?
Does the lanterns mod work with this mod??
sadly not working. (currently broken, previously no buildings added)
I wonder if there can be a news bulletin board which uses the custom death reasons and notices which come in bottom left panel as template and tells it to beavers. It will be too much effort though
But we need good news too. If there's bad news, there a bad buff and if it's a good news, there's a good buff☠️
How bout a museum with wonder mechanics? Which uses 1 of every possible resource to launch and gives a mass boost like wonder. WB have soooooo many resources that it would be nice to really showcase them all
Edit: Also resources get used as beavers steal them from the museum
can it explode?
?? I don't think there's a terrorism mechanism in the game yet...
darn it.. (just can't see water beavers survive somehow)
did the overdrive reactor supply power yet? can't seem to connect mine right now was just suspended it seems
Btw what happened to the 5x5 tree??? That was an interesting decoration!
The Baobab had its own bench too. I liked it in map maker, especially when I discovered they 'bench' under dead trees too. heh
What about a water slide? Or more Water themed buffs for the faction.
OMG I was thinking just that!!!!
Maybe could be used as stairs too
A sprinkler for the kits to play in
Rain gardens!!
Chaise lounges, like rooftop, but partially submerged
Dunk the beaver? Where you target and if it hits the beaver gets dunked
Paintball fields since they really white. Could be in place of exercise plaze. Folk tails have dance hall, ironteeth motivatorium and paint ball field for WBs?
Lazy river, tube floats. lil beaver sittin in donuts on the water.
I have an image in my head of a monument of many beavers standing arm in arm, each symbolizing their class, e.g. a beaver with chemical equipment, a beaver with a hammer over an anvil, a farmer with a pitchfork, a miner with a headlamp.
had this a couple of times, but why does the badwater pump only have power access from the back?
this is kinda weird for many of the buildings, where it would not appear to be any trouble to have it from the side also, especially if it was a corner-tile anyway, would it?
U5 had Mech BW Pump power front and back same side. It, the nuclear press, gravity batteries and the mech pump for water elevation change are only one w multi shaft ports. Not sure if it was specifically stated but is purposefully convoluted to force science to get working parts to make needed power connections.
I like a glass of melonade
Advanced Sawmill, roof, pre pathed, wont let me place a path🤦 on two tiles in the center
Heh, "Its a single player game" heh. I Had to restart my run with No Dev Mode Mod enabeled. It started with poppin out a tree. then It was dropping in a Tapper flag. Then it was a warehouse a couple explosions and a power shaft... 😇 Just callin myself out.
one of these days i should really just download faster beaver or w/e that mod is, though im really good about not accidentally using dev mode when its enabled
well...other than randomly killing a beaver here and there by clicking on them instead of a path >_____________>
Faster Beaver Mod! Love it!
Lemon Canyon Updated and live on workshop. Now with room for Overdrive!
I'll check that
I dont think it impedes traffic with it pre pathed... yet odd behavior.
bot assembler showing it can hire bots @shell fiber
How they fit inside ? 😮
it had impacted being able to build atop the advanced sawmill for me
I remember now. same issue different paths (pun intended) to find it.
hmm.. when my settlement is done and all migrated to a single insanely high tower, maybe i could flatten all the map, grow sequoias and have a whole batch of advanced sawmills and gnawing and wood burners light them up?
or could the wonder be one giant wood burner fed by sequoias directly?
Yer thinkin the fire loving Emberpelts
btw, burning, that is some hot soup
hmm, can't store drill bits, can they?
kinda would have expected them like sawblades (which curiously are stored in piles for crude and warehouses for steel ones??)
pretty aware that producing too many of them is a good thing 🙂
drill bits are only in the glorious storage sadly
oh, cool. thanks. that's some storage at least!
still getting corrupted saves 😦
and error log with weird messages like:
Initialising Vending Machines
BURN!
what??
Mod creators bveing cute.
only ever once had a corrupted save in the past 6 month, and now the 6th in three days. weird.. dunno if this was related to playing on proton or something changed when introducing the new DCs.
sadly the error log isn't helpful, just stating that 15 out of 20 serialized files been loaded and some cryptic nullpointerexception-thing killed it off.
only me, is it?
Havent had issue. I have had issue opening some maps...
I can open some maps to edit after I turned off the experimental branch and went back to standard.... I don't have the slightest clue why it worked.
Well, unfortunately that probably means LaPan has a buncha work again in next update.
My Map opening issues are usually IDtenT errors. Trying open w/o quad terrain or with whitepaw enabled🙃
umm why is it too far from district??
automation mod? had that sometimes with that one.
not yet actually build the reactor so can't tell, but it looks broken.
hot-fix might be to build the way up to the top to build it from there (you need the fountain part too)
Muhahahahahaha All mini storages filled!!!
minty bamboo shoots were the biggest to have excess of!!!
Thats really cool for some buff bilboards
But wait... where is regular water 🤣
on the top right there's a big big water storage
Ok i see
damnn did i miss regular water??
In small tank mayby 😏
yeah. 17 liquids and only 16 storage. added one more in corner for water
I would be interested in this photo in high resolution 🙂
how do i take his res image??
Sorry. I didn't notice. The resolution is ok. And for the photo itself, did you perhaps have the graphics settings on ultra?
never fiddled with graphic settings...
Also, can we pleaseeeeee have larger capacity in building for raw products for parfait?? it uses up all in1 hour! (also name error in it)
@shell fiber ^
the same for tools => output only 20
is door path aligned with abyss? I didn't think it was working during editing, I took it down yet another layer and still didnt work... then I realized the doors of Overcharge and Abyss need face same way.
Steel sawnlades are in crates because I have yet to make a display for them 😅
ouch... Lemonade costs science... No Razzleberry melonade pour you!
Yeah. They were in same allignment. Will recheck though and see
ya they look aligned after revisiting the pic... I havent built one for really yet either...
looks like I was havin same issue while testing... I believe that is why there is the new dc on da roof, trying get it found
oops wrong pic
there it is
Lumberjacks dont wanna cut lemon trees
They don't make wood anymore
Oh, So builder demolish only?
I guess so
They were never good wood.
A faction that really cares about the different essence of wood would be interesting but in this one... Nah
Yeah production per tile was miserable anyway, I think 17 days for one log or so
it was just weird that a lumberjack couldnt interact w a tree. I musta missed those change notes🤣
That's probably part of an those changes I can't even keep track of 😅
how comes this work but not the library ? that's odd
first thing i notice is that library doesnt have a need to satisfy🙃 Im Helpful!
well yes, but i removed it because it wouldn' t work 😅
Thus the, Ralph, from Simpsons voice, "Im helpful."
thats under the hood stuff. are they same type building?
whelp, now that works. why ? who knows ?
but now that i've made it so districts are more splittable...
in the end did you solve your banana issue ? or should i look again into it ? it was probably an update issue but just to check
Dont leave use hanging... < doesnt that mean there is more...?
ah, found the error with that
Hauler tower bridge from, as you are ona roll!🙏
Oh yea, and overdrive connection to path
this is something generated by the shader fix, don't worry about it
oh, no i meant it is less practical to have the library be an attraction now
because you'd need one in every district
what's wrong with that ?
you mean the advanced sawmill ?
oh i think it's connected, but since the actual buidling starts on the third block from the floor, it's seen as "too high" i think
but i want this one to be build like a wonder anyway
Oh so should I leave it for now? Or build some scaffolding and build it?
that should work but as you like
** 4 was too many?
Also are lemonades there for WBs? I didn't see the building 🫣
no i havedn't update this side since then
you need the more plants!reader mod still for lemonade?
yes
Self solved 😁
how much sake does it take to heal a minor injury? they're guzzling the stuff
when a building has 5 workers with a 1% chance of injury per hour is that 1% per worker or 1% per building?
1% per worker and hour it seems
number of injured seemed to clearly grow with how many workers been assigned to say gnawing stations
And one gets hurt then is replaced and they who has a chance to get hurt
want to have plenty of that wonder-stew soon 😉
injury in vanilla factions comes to 4 to 10 days of healing (-40 to -100 points)
a healing bed will heal around 1.5 points per hour it seems
that would be a lot of sake or brambles or whatever per beaver
Magic Slippa... How about, say, even a .8 chance... Did you check out EldGames first couple of his U6 WBO? It was a heavy headache,,,
not seen anyone playing. but can imagine from own experience how bad it can be..
a downside of medical beds to notice: beavers still need to satisfy food + drink needs - so they will heal more quickly if ways are short
Don't forget to prioritize hauling on the beds too, made that mistake a few times
hmm.. not sure about prioritizing (can mess up fermentation and other needs)
usually placing them strategically related to crossing or source of bramble / sake / balm worked better for me
does prioritization now work more reliably on multiple beds too? that one has always been a nightmare for me.. with all of them half-empty and beds deserted half the time
oh, healing with medical bed would take around 1 to 4 full days depending on severity - per beaver (versus 4 to 10 without the bed).
demand at 1 unit per hour would mean something between 24 and 70 90 units per beaver?
if vanilla beds are identical to WBO beds
I find the beds get little attention w/o prioritization. then again, its often actually a logistics thing
U5 I would stack barrels on platforms in a field.. Any change the new barrels could be allowed under the two tall?
access would not be easy. Im prolly just digging in 'cause CHANGE!
sake might be a problem of scale. it's gone in a blink and only arrives every 2 days
rice is not very efficient and much demand on it..
got a full 300 beavers happy on bear from a single district though with a few of the new barrels
but can't manage sake either
Making a non Badwater influenced rice pond is essential
hmm.. badwater influenced sake sounds nice too haha
I think the brain stimulation is what got me past the WTF frustration of first look see!😇
sake needs being hard to satisfy might be a design decision though? with how much more efficient it gets later with the advanced stuff?
LaPan is deviously clever like that
like delux stew reducing need a lot and how much faster to brew and even grow it (automagically)
best pantoufle for sure
I have such a hard time transitioning to the much needed improved foods
going for (cheap) farmhouse is a good start. opens up pumpkin chips quickly and deluxe stews
the first can supply many cheaply and the later can cut down injury / burn / sick a lot.
which in turn can help keep resources free for libraries and workers plenty for mining and factories
and you can build the mechanized kitchen quite cheap too from the single medium cauldron freed by the paper mill
Oh I understand... Its the implementation🙃
really love the fine-tuned way big farmhouse speeds up regular farming - taking over the harvesting from them
what i not yet figured out is cereal bars: those seem to be a mean trick to steal resources and might be a bad idea to rely on early.
A cooperative layout to maximize range and satelitte Efficient farms...
can replace the advanced farm upgrades with nerdy attics soon too that way. or have them hauling towers or such.
irrigation towers, large farm, and a satellite array of standard farms is so much easier to manage than the automated platforms
and it gives me a reason to deploy large amounts of explosives to gain flat land
btw: would be awesome if the tower upgrades could work on double-triangle-roofs too for later game, not rely on irrigation towers or foresters which either become deprecated too soon
automated platform-towers rock though. and there's no need to worry about distances or beavers to feed and entertain.
There was a Hauler upgrade for double Triamgle. That one is missed. there was a builders too but they are easily satisfied with a few pits
Nenuphar are in food rather than ingredients. Is lemonade still in ingredients?
nenuphar makes sense, as it satisfies hunger.
lemonade should be drinkable rather, satisfying thirst
yet nenupher need to be cooked, like rice
and sunflower seeds and pumpkins - the ones satisfying hunger are food, the other ingredients it seems
think they eat raw pumpkin
strong alcohol isn't a drinkable i think - it not satisfies thirst at all
not eat rice, weird mushrooms or lotus flowers for example
derfinately not but LaPan could never find it(alcohol in playthroughs)
makes sense
nice edit haha
🙃
I suppose I should fix the issues rather than start over because I want more science...🤔
The Mech Pump. Other can be built upon? or is that just standard text for solid/watertight?
I guess Im askin if there is an additional upgrade planned ?
All the fermentation has it's own worker now and as long as the storages near the fermenting houses are filled they handle it pretty well. I prioritize all my beds otherwise I they will never be stocked
Cereal bars fulfill more berry and sunflower seed value than what the ingredients would give, so it helps your beavers consume less berries and sunflower seeds
I've fixed that on my side. Nénuphars are edible raw now 😉
just as a forewarning : the abyss nuclear reactor will have 12 building steps, so expect the buildtime to be considerable 😅
I take it those twelve steps are indicative of the work you also put into it!?
That's make standard wonders a ... "joke" 😍
heh LaPan seems to do that with an exhale
Trading Baloons... Beaver washing machine, incredibly tall bamboo
You forgot Contamination Jail, JC The Beard favorite 🤣
well i cut the nuclear reactor into five step (plus step zero) then i realised that i had no place to display the beavers, so i also made a big scaffolding, that i also cut down into 5 steps. basically every step either the scaffolding or the reactor itself gets build. usually scaffolding steps take 5% of the build time, while the reactor steps are 10-20% of it
but i'm not sure it will be very pretty, it's basicall just a bunch of platforms, there's not much decoration
maybe i'll add boxes, barrels and cranes later
ooh, using bamboo wood for the nuclear plant scaffolding could be neat
How many steps is your library? seems more than 3?
It does own the colors right away. it looks like a WIP as its built.
wonder-style building is...weird
they don't try to reach the entrance, they try to find a point where it would be normally buildable, then hop in magically
i've reduced the rice cost of amazake
it's always been a chore to make en masse
so the cost is down by 1/3rd
you should also be able to place tall platforms on barrels
a stupid solution to a stupid problem :
meeeh
eww
I'm afraid to ask what happen when is activated 🤣 Hope will not blow up 😮
i'm shooting mine with the trebuchet. they are surprisingly robust, so likely safe!
I have a question: do you also have situations where the drills are clogged all the time? The haulers take away the earth and rocks, but often the coal and iron remain in them.
For each resources i have gargantuan storage
Mayby its a base game haulers weird logic?
Usually the resources are taken by beavers who need them, just taking them out to store them in piles is a haulers' job but the decision logic is not very good
regarding food i noticed beavers strongly seem to prefer fetching it from storage rather than producer.
had me kinda stunned when the actual storage was half the map away and they all went "on a walk".
not sure this applies to other goods and production types too.
i never observed that specifically, but in the end that is why districts exist in the first place 😅
i have an idea that should hopefully allow me to make long-range distrcits crossings
need to test it
it's curious how with the basic factions you can leisurely start building a wonder around 12th circle with around 100 beavers.
with WBO you got to be real careful to have the ENS and mid-game starting by that point. also 300+ beavers easily by that.
with the recent changes early game feels pretty well-balanced, yet still demanding and lots of fun. awesome work on that!
My preciooooooooooooooous 😉
minor spelling mistake "alway" instead of "always" in the firefly incident death message
btw, why is there no message involving kitchens (and mathilda) yet?
that would be fun if it came in super rare
I must be doin it wrong. I have, one time had a floodgate in by cycle 12... I have completed a folktail wonder around 30
ENS? whats that do/? Is it important? 🤣
The Cliffs of Insanity WIP
Dang, Steam update takes a while heh
And now to the real project! No Dev, More!- Folly run.
New Kimchi barrels work without workers
The districts are still.... I am trying get ina habit of making them detachable... so can sendin say, builders, or perhaps water pumps were neglected, or then maybe the water storage wasnt full when everyone was migrated in as a drought began, you know, for instance🙃
The wood Bruner looks less like a blowtorch! heh👍
Did you add a gear to hi power shaft?🤔
Well done. heh I got caught a gear or two short... Neva really understood that mathing stuff though. Yet there are more ruins on this map. heh
For dam sake, could the sluice house be a blocky "L" shape. or even the early, what was it. large storage? with the bump ina middle.
heh It really wouldnt be that convienent. I think that is why it was removed from base game.
I think the sluice house would be a regular 2x3x1 building
Right now I was trying to get the ranged district crossings to work
There is some unexpected constraint but it seems workable
not exactly, but i'm pretty happy with my design 😊
trying to load it now
Why do some buildings have a shadow blueprint and others do not?
the blacked out /space reserved blueprint, I mean
The med tank does the cook house does not 🤷♂️
I just emptied a warehouse for them to take it further away to a 'supply' rather than the 'obtain' warehouse all of same type
Then again, the supply and obtain is just for districting as well. I believe.
Because I forgot to add it 😅
OH MY GOD
Elevation too? ski lift style?
Beaver too or just goods?
A stand alone mod?
Post that in the mod makers channel. more stellar work!
they are not gondolas, just boxes
nah, there is a lot of constraints on this system (for reasons i don't really understand
need a couple more adjustments 🙂
Still mildly annoyed at unity forcefully adding a rollback frame at the end of the animation 😓
oh, right, plateforms can go on top
i figured path also should but... eeh, weird things end up happening
heh
oh of course i meant path under it
oh, i figured it was more like the factory steam being buildable on
erm... may nwanna get path extension working with the mod again...
the mod with the tunnels and shaft-bridges?
ya
that would be cool
if cant path iunder the shipping lines...
the underground power shafts were awesome on the Lwemon Canyon map. tou could send power to other side of ravines
well you can build the thing on platforms and have one full layer under it for whatever you like
also it's stackable 🙂
oh oh. Thats cool! but still need stay same height level.'
hmm.. could build layered districts now.. ground-level is farming, 2nd level hauling, 3rd factory..
Hmm, do you want themto be at level 2, like mech pump and wood bruner?
not really. and the cost for all those platforms would be insane haha
just figured that district crossing would be more efficient vertically actually, as to reduce distance
Just the base buildings. Iono, I just like that the mech pump[ is raised. I built it like old aquifer on land my firt time🙃
never once used that pump yet.. hmm
Thats the point I have been restarting in U6 heh
After my reload of a wipe crashed, I decided to take a lil break heh
i wanted to, but the game said no
prepared 24/48/72/96 gap variants
is there other buildings missing a construction site ?
Yes. dont remember at the moment. i will pay attention to it now that I know
some of the storages and maybe the ferment house
some i'm aware of:
fully:
GMO Grower
Cooking House
Tree Nursery
partially:
wine-cellar
the winery is normal, that's because the front thing doesn't require support
like rudimentary sawmill. those are sweet. is that what was wrong with the front of advanced sawmill?
not exactly, i would need to rework a bit the animation for the sawmill to be self-stackable
I dont think the advance sawmill needs be self stackable does it?
If anything the footprint/constyruction site? needs to take the building full size.
Maybe im explaining it poorly. it was the under log leg support length flexibilkity that was missing.
how deep did the water need to be for the mechanized water pump to work?
one
sorry, meant the minimum water level? 0.1? 0.2?
it's ground-only sadly
but my water-levels keep between 1.08 and 1.2 so i might need to carefully redesign some waterflow i guess..
not easy to grow lotus and use the mechanized pumps at the same time
it wants at least 0.3 if i remember correctly
thanks
Tree nursery
These look soooooo coool! Can't wait to try them. I can finally build on huge maps without the need to Lag!!
not entirely sure about that... the district crossing workers are retty dumb... i've tried to follow a few of them, they do a whole trip to carry 1 scrap metal while they could carry 10, 3 water while they could carry 30 etc..
I think it might be on usage and capacity of the good being received. Like almost full storage on set to obtain, if a working beaver comes and takes in 3 water, it automatically generated a request for 3 to be obtained and assigns a beaver. In the mean time someone else comes and grabs like 50 water
Or it might be other way around where it's limited by production where as soon as even 1 water gets generated, it's assigned to hauler to come and take it away from it. By the time it comes, there's lot more water already generated
These are just my assumptions though
is there a reason the airship not gives balloon well-being?
I was determined to use the back side of the Architect Lodge as stairs.... thwarted again....
it won't build?
perhaps not the same side of the dam anyway
sounds like the bots
builders couldn't reach the stairs at that location, i could place a path there and after that i could explode a block and build the stairs a space away from the lodge
maybe for same reason no can put a bridge from it or stairs🤔 but you cab build from top of stairs. had to demo stairwells like that plenty.
also I couldn't convince the haulers to pass my first anvil from district 1 to another district
that's quite a corner case but i have some idea what could be the cause
basically the same as the bridge not being buildable from within a district center
that's such a problem with the new district centers at times!!
with storage you can force-empty to balance that, with DCs they take priority it seems
and you actually might need a storage to pass things sometimes
not gonna lie, i think this game needs an ender chest like thing
someone refactoring hauling and priorities would be my hero too^^
are the overhead supply lines District crossings?
I didn't want to build a factory in district 1.... but it's going to be my solution
or a way to jump districts to not suffer pass through iossues?
try building a storage for the anvil in D1, have one accept in D2 and force-empty the first. that should trigger transport
yes
other work-around would be to build it in reach from D1 still, so they pass the anvil
but i just realised the water pipes mod might be the answer
(you can build things over district 'borders')
I even findthe reciever having supply <weird part, and no selection on giver
if you have this specific issue, a surefire solution is to build the glorious storage for the anvil near your district crossing, and once the anvil is inside, redo the path to have it connect to the other district
works for shuffling glorious items along
supply&co only work within the district
now i feel silly for not considering that option haha
yeah that looks atrocious 😅
but skewer overhangs and bridge platforms can still go on top
I was actually surprised to see it! Well done executive!
doubt it will really fix everything, but for now i'll upload the nex district crossings
by the way, if someone wants to make it a separate mod, that's fine for me, but i don't feel like making color variants and maintaining yet an other mod
i can give the 3D model though
That felt like it was a lil tired of all this why did they hafta break it.
Thanks for the creative solutions!
whelp, cycle 7, trying to get my districts in order, got slapped by a 9 day drought
i lost "only" 95 beavers
with 20 left, easy
ah, no, 10 left
Oh no
Iono, somebody said this mod was intentially hard... with massive population swings...🤷♂️
I wiped earlier😖
for the record i survived
some of my trees in the cooking district won't make it
i just rapatriated everyone to the first district
That has been my goto lately. force everyone back to the more balanced districy rebuild and send em out again
should this be possible? does have to do with the way the path wont quite hook into the ladder?
oh, i guess that's because the pivot point of the balloon pad is exactly in the center
Is that why the Baloon has a correct direction for placement?
oh but there is also the issue of some parts being watertight and some not
the balloon itself can in principle be place in whichever direction you like
i think
Oh Oh, ya I found that bock on edge of paradise i think
to be honest i'm itching to ditch the light/heavy stackable thing entirely...
but i'm still not super into infinitely stackable platforms
at least since there is no windmills anymore the only exploit for that is batteries i think
nor the opposite direction
what made platforms not work over your ruined path? and can you apply that to platforms?
balloons only in one direction for me too
i like the hard setup of stacking (exploits). makes choices more rewarding.
same with shafts
I went so far as to add blender to my library... er, for Kenshi. never even unpacked em
Baloon trader pad has no construction site
Um.. They are satisfying trebuchet need w/o rocks...
don't ask them what the shoot - ever
little tricky to integrate new crossings with existing settlements, but looking really good there - should give well-being haha
those beavers are fun^^ wooden pillars in fires 🙂
Med Mine needs a construction footprint
The double platform isnt visible when using layer tool
Whats that mean? Are yuo on experimental branch?
nah. just dreaming of some advanced logic..
im having an issue with the mod is this the right place to ask for help
Yupper! Ya found us!
so i just have the mod and decency's but when i try starting a new game it just crashes
please post the error report and or your mod list. will take a peek see if we can getcha rollin
correct
that should do it lookin at the report
I also used height shower and faster beaver
convienet mods for this faction.
hrmm
maybe a fresh install could fix it
Verify any way, wont hurt
Yer so streamlined. and the versions check out. doesnt look like a map error..
ok
The plugins folder ! same same
nope still broken
with the old info too!? It gets confused. I empathize
modding Jesus i pray to they praise be thank you
Thanks again norman
To finish cleanup you can also remove doorstop_config.ini, doorstop_libs folder, and winhttp.dll
(removing any one of BepInEx or those files should be enough to prevent BepInEx from loading)
thank you it fixed it
placing a 96-away district center on platforms is quite tricky to match haha
but so cool to have it pass just over the center-district and get rid of all that walking time!
are those intended to be used by bots too?
ah, uuh...
oh, whatever
yeah why not
kind of makes the normal bot district crossing pointless but there's no way around it
i'm hacking at the sluice house, at last.
there's something slightly awkward witht the sluice, basically the unity editor the door is always pointing toward the camera, and the sluice exit is always pointing away from it and there is no setting to change it 😅
but i can work around it
Oh that's annoying
weeeell, it is not very cooperative
the sluice script apparently is very simple : the voxel in position (0,0) is a sluice, end of the discussion
it's cool!
Would it work better/easier as the bottom of a tall and narrow?
wouldn't that make it too easy (cheap) to place?
Depends on an as yet unknown material , blueprint, tech requirement
and ability to clone any blueprints for free?
so out of curiosity to confirm here, the automated water pumps don't work with any sort of contaminated water, but the regular pumps can do any amount of contaminated water? I read the description (funny btw) but with both stating having filters I would have assumed they can both be used with contaminated water (This is mostly when a bad tide hits, the map I'm playing has a massive lake near water spawn and takes twice as long for the bad tide to pass)
good point yeah. although the normal water pumps can work in polluted water, their workspeed is reducted in proportion of the pollution, ie they work at 50% speed in 50% polluted water, and 0% in 100% pollution.
i...guess i could make the automated water pump work the same waybut not right now
does anybody have the layout for blasting medium min holes handy?.... i tried searching for it but google decided that youtube thumbnails are the only images i'm allowed to see
i really need to fix those billboards 😥
give me a sec
it's stretched square but still readable
thank you.... (that might be worth pinning until those billboards happen)
well... i think we might have to live without sluices for the time being
the script is really too rigid
the only solution would be to make a 2x2 house wiht a tiny sluice attached to it, but that seems awkward
might still do it but not today
found curved stairs be much less trouble to blast the hole for
can the mines overlap like that? and the way still works?
No they can't overlap
Some people also like ladders
The fermentation barrels are great! so much easier to get methane to the baloons
just got my first ever abyss source of methane 🙂
(and just saved enough for the big reactor while i waited for those trees to grow up. fully utilised ENS + 2 libs is insane fast at gathering science points)
Is additional irigation tower buff speed apllay to rice or tree ?
sadly no..
neither lotus
only field fruits
could it kindly be enabled for bananas and wine and such though?
Are you able to workout the Space occupying exhaust for the factory? thats kinda the ladder shaft in that position...
especially now that we cant path in front of it either...
Do the sluice houses allow extreme volumes oi water through or ar their use a 9-18+ beaver affair. vanilla seems it takes 3 for a "normal" river (3-5 sources) to separate flow 3sluicex 3 B + a buncha beavers... Then again me n Maths dont always play nice.
Hmm right... I'll see what I can do
Sweet! You were aware the Factory "machinery" is no longer traversable!?
Thats no a big issue. the 'awning' extends over the space. and for some reason that makes it fine. heh
not gonna lie, this is the best i think i can possibly do, and i don't like it 😐
Why do you dislike it?
it looks kind of awkward
watertight? passes separated hi flow liquids? Can be set?
slightly better
it's really just a sluice and a house
the sluice is reworked with my old dam drain house design, but that's all
and then the door's on the worng side
with the walk-through building no problem with the wrong side, is there?
is the tile behind the sluice buildable on? stacking on it would be a major concern i think, as a sluice might want to go low in the dam?
Concerned with building dam with no support in back
some solid metal frame platform might be cool?
had a fun time with migrating to abyss: suddenly lost lotus for high methane needs, ran out of sunflower shortly after, never had enough tar or mines and could not keep up with population demands to run abyss and foundry and stuff. that was tricky!
you certainly need a carefully planned out mid-game production of oil and foods and that GMO-stack to avoid lotus fails before trying to move to abyss production lines haha
pretty good balancing after the migration though
only note i took, was the need of second abyss. having only one is rather limiting and requiring lots of micromanagment in production lines
there wasn't a mod yet to change production targets based on storage fill rates?
that would be kinda cool with this faction imho
i don't know if there's any such mod
i could make it stackable by watertight stuff, but i prefer to go for something different
with the assembly line the output stack of tools is 20 only (a single batch) whereas it is 200 with metal fasteners for example.
would you mind increasing that to match?
right now production is stopped after each batch and they all run out clearing the storage.
i'm a bit confused, maybe you inverted the two but i made both reciepes more similar
i also added back the hauler and builder farm upgrades, with districts it is more important
also added a builder's tower upgrade for the forester
was what it said. 20 max for tools, 200 for metal fasteners.
edit: oh, the coal? that's weird too. what i meant was the output capacity, that's limiting, recipes were fine for me.
thanks for adjusting it
I like that the barrels are back. Sometimes its hard to keep track of the buildings that I want to not have beavers in them though.
The new design and footprint for the barrels pleases me.
trying to pump bad water is frustrating, trying to engineer a situation where you can place a building partially underwater without flooding everything else nearby and still needing to place other buildings on top of the pump houses to complete the structure is to much. I've torn out the system I'm working on 4 or 5 times trying to not add 20 population just so I can have 1 beaver performing a task feels like insanity.... and on top of that it will prevent me from capping the bad water source and using any of the land nearby for anything else..... I just want to put a straw in a fluid and pump it into a tank.
I'm just frustrated and ranting.... I don't expect anything to get changed. 🙂
Personally I like explosives and liquid houses and curved stairs
some Beaver WERE contaminated in the building of... I was too impatient to wait for drought
best success ever w/ districts... still a pain to balance when I just want everybeaver to have access
i'm also pinned behind a sunflower oil shortage.... and trying to find a place to grow sequoias and bamboo where they're not blocking viewability.... and now my science is basically shut down because of resource shortages
The only thing that does seem to be working right are the districts (although reducing the number of blueprints the crossings hold would be nice)
I'm about ready to scrap the colony and walk away for a while.
you can manually enable / disable crossings from holding any blueprint. or important thing.
same. messed up migration to abyss lines.. run out of lotus, food, wood, paper.. it's all a big mess now and nothing producing anything it seems..
I can solve all of my problems.... 8 to 10 hours from now when production catches up with my planning
i'm about 1000 logs behind my goals (for tomorrow) haha
running the overdrive reactor full-time requires a full abyss just to produce the fuel. wow.
and this faction has some serious cost on bots.. wow²
so much for making even 1 per day haha
could it be bots require more beavers to produce parts than bots that actually run around after?
anyone ever did the math on that one?
the bots live for 1000 days.... i had 200 of them running on my last play and had a set of 200 parts to replace them without much problem
oh, not 70 anymore?
1000 days is something else indeed
thanks
amazing that brambles can outlife bots still 🙂
I almost to gmo.. and ina hurry as cannot harvest brambles fast enough. hopefully will eliminate some woodfeller
Your woes are why I have only got nuke once. Im always rushing abyss and all of its newe "shinys" and am not prepared nor fixed logiustics enough to continue. usually at 99+ and single frames in speed 3.
I really want a solid chain when I arrive so I can experience it. and aquaducts heh
But I keep running into myself (pepertual newb) and forgetting lessons learned
The lack of sunflower fields is perhaps why I was stuck on lazy river style maps. for the farm space.
Has anyone mathed out the production of clockwork sun farm?
Looks like min depth for Mech Pump is .3, out of water tag above at depth .28
I usually start a new run by then. Then bemoan not progressing vey fart.
that's pretty much what i'm going to do.... take a few days off, reset my brain and start searching for a new map
Maps are a huge key to this puzzle.
there's a lot of truth there. I'm going to try and avoid maps that have a designed solution.... so much of my struggle the last few games has been been because the maps were simply places water beavers aren't built for
and after the last couple of months playing with the mod i'm not satisfied going back to anything less complex.
I went back for a Wonder experience. The mechanics and ways of streamlining learned here made that a cake walk and, frankly dull.
Also why I started making maps at all was for WBO runs. Then LaPan blew my mind again with Lemon Canyon Map. i saw so many ways it brought out the mod. Lemon Canyon prolly still my Favorite, Definately tedious though. I had to break from it but I so want to 'WiN" Whitepaw on that map
Feel Free to edit/further edit any map I have fiddled with
I've been seeing a lot of maps like the one JC is using with his Emberpelts series that mix bad water sources into the standard water channels.... i like the idea of greening a polluted map but rice and lotus are going to be problematic with the current tools available to water beavers
editing a map is something i've dabbled with a few times.... maybe i'll look into that again before i start my next run
Ooh, I see, that's because the necklace recipe also consumes tool, big no-no
Glad to see my ranged district crossing do they work well 😊
Actually I upped that to 5000, they will run forever
All clockwork farms produce twice what a 5*5 area would, without considering planting / harvesting time 😉
Great to know. And no wonder it still takes so many heh
Btw my biggest concern with districts was how many district exchanger beavers you would need, and how to balance that with the rest of the working population in the district.
I'm also thinking about what mkay responded about the haulers' behaviours, maybe having the district centers also request basic resources would help the efficacy of hauling 🤔
But if things run more or less smoothly as they are maybe it's fine
well, heh, Im ready for a restart.... I should really save a file with a good Early Science set up for a jump start on my restarts heh
Addewd two morew underground mines to Lemon Canyon. Not the most convenient but when arfe thney ever..
Are you close to publish update with fasrm upgrades? and perhaps na sluice trial
Sluice not anytime soon, maybe never 🤔
But the farm upgrades I can push that soon
Do you had any trouble with getting food and water to every district ?
I think my main failure in my run was trying to make a science district too early
Definitely! I'm not ready to blame the beavers though😏 More (focused) research required
Ya. You have to settled. and even have the others parts all built up. the DC should practically be last addition to a new district.
🤔
Makes sense
My population spiked as everything came up (my answer is right there) no one had food. it was juggling water but that worked out as had a couple giant in could emptuy
With the distance crossings, One could essentially have a buncha independant colonys
ie no roads between, and ship their Districts specialty out
Sluices are normally built at the bottom of a dam at the edge of a cliff, then I build an overflow somewhere else for when the dam fills up with water 🙂
It may be too close to Vanilla, but after your Idea, for sluice house was shared, my mental image went to the tall and narrow lodge with a sluice strapped to the bottom, two deep for stacking.
and coloumn-ing
Why maybe never? Are you not happy with the idea of a sluice or just the design?
Sluice will not make you suffering (faction motto)
Mostly not happy with the current (simple) design.
By next best option is to have the sluice be an upgrade that you can place as part of something else, but I'm still thinking about the design.
One possibility is to use a 3x3 pit and ladder-like frame and add on that up to four sluices in whatever direction you like (keeping a central pit)
But as todor says, sluices are notoriously overpowered, so maybe it's better to simply not have them 🤔
hauling is weird.. literally had a hauler take 14 tools from assembly line to storage and back again essentially stopping anything from working at all...
no idea what, but assembly line tool production literally not works for me, darn it..
why can it accept tools back? how to fix this??
when I was setting up districts I built farms, water pumps, and builder huts before the district center was activated.... each district was running mostly autonomously from the start
me too. for later districts even build the most important industries or did some land cleaning first, to not need too many builders with them.
also right now love the option to put the crossings into the center of the districts, just next to the export-industry / storage areas.
those short walk ways make such a huge difference and allow to keep beavers working in it lower maybe.
putting the crossing on a platform easily can have them work atop crops (3rd leve) or even trees (5th level) too.
I've got the More Plants Editor working but I can't see any option to place brambles.
in map editor mode it is birch (auto-converted to brambles with WBO mod)
hmm, having a waterfall walkway just in front / below of the mechanized water pump isn't the best idea it seems..
truly love those unexpected deadly traps!
alpha test of the map results..... death by dirty beaver
this is an error on my part, and the original reason why the assembly line did not make tools
i'll fix it asap
which might end up being tomorrow
or, right
regarding this, if it bothers you right now, you can go in the mod folder and open "Whitepaws Faction\Specifications\recipes\RecipeSpecification.TurboNecklaces.json" in wordpad or any text editor, and remove the tools from the reciepe.
How about just a flood gate you can build on top?
will this mean no more squewers for now?
(devlock = works with running games still?)
I believe that is true
hmm, reloaded: existing squewer persist (including those in build), new can't be placed (vanished from the menu)..
wow. beaver builders can actually path-find 500+ tiles around the map if the target was "somehow in range"
What are squewers??
Its the stick in meat on a stick. in this instance its the posts for a suspended platform
Maybe group the towers together or group thr utility together but preferably not both. you know, for ease of the finding. Nice new tower BTW!
what's the maximum elevation an abyss can be placed at that can have a nuclear power tower installed onto it?
12
You can make yer map with Quad terrain bounds mod, as long as you dont go above 22 vanilla players can use map
otherwise locked at 16
and a map design problem.... berries.... I don't want berries to be a science bottleneck for the map but all of the locations that are green enough for live berries are almost certainly going to be flooded before there is a way to reach other areas of the map
Hight show-er for the assist with More Plants!
this is often where a second water source comes in,. for resourcee to still be available later game
even if remote and it dumps right off the map
part of my first edit to lemon canyon was gettimg brambles and blues where one badtide wouldnt kill em all
i thought it was 12, i've got a starting location at a high elevation with an abyss that is intentionally to high for the power tower upgrade.... the main water source goes over a waterfall to a valley floor wear the water spreads out
i'm modifying a version of the Breach 144x144 map (i think it was made before U4)
berries on the lower portion are easy.... but on the top i can't see a way for berries to survive.... they'll get flooded as soon as the water level rises with any dam construction
obviously florists are an option but I wouldn't want to force that choice
Berries and brambles , if not contaminated, live long time. place em far from river bank at edge of green and in . not all will die🤞
thanks, that gives me a place to start
Chestnuts are quite delicate to Badwater, prolly wanna place them similar if prepopulating map with More Plants Mapmaker
i'm less worried about chestnuts since you can plant them easy enough with a forester..... I've got the upper area mostly covered in pines so imply it's a higher altitude alpine zone
i'm trying to set up things so you're dealing with a fast flowing mountain river crashing down a waterfall through a ruined industrial site that pollutes the water down stream
When its to a state ya wanna share it is easy to post right from editor, Just remember to u
make additional edits to the map of same name in a folder. that will update the file on the cloud. Editing the one on the steam cloud makes thin gs messy
If/when we get to that point I'll doing check those instructions
Can ask at that time. it frustrated me so much Id like to prevent that for ya!
@shell fiber Does the reader mod need the texture pack as a dependancy?
...of course I want the Sluice, though you removed the old dam drain houses for a reason. Could we make it expensive to build or perhaps run instead?
I don't think it's possible, but it would be funny if it consumed glowing fluid or something
Another thought on the topic... What about 2 sluice unit
as one building, though you would prolly need a 3 wide too like the primitive dams
or a sluice upgrade to the primitive dams
As I know, flow rate thru sluices is double the amount thru regular dams (vanila)....
Then though id want yet a thrid layer for the primitive dam upgrade..
Awesome info.They seemed to pass more than the earlier dam types
I was sure they're transparent when they are open, now I remember it's the same for dam pieces when over 0.65 height
yes
That moment in time when you scrap a project because you have a new..... better?.... idea that sparks a completely different project.
Heh, Ya my ADD keeps me busy
is it a sensible project to place a foundry atop a sawmill next to a nuclear reactor and accidentally let a waterfall run through them from above?
hmm.. wait.. central part of foundry is not watertight it seems.. that might actually work!
i kept thinking about a map that focuses on snow melt run off from a mountain..... then i started looking at photos of actual waterfalls.... then I decided I'm going to need a bigger map.
also.... difficult to reach mountain lotus lakes
a crashed balloon might also be involved as narrative
cool!
Water cannons are how mountain ponds are made, i am sure
my last random fail was an under-the-sea cave with a central vulcano-like reservoir fed from the overflowing ocean above.
look was great, but performance did not work out haha
I got locked out of The Cliffs of Insanigty I teased. My attempt at lots of low output mntn streams feeding a river.
i think I blocked a water source oor something, load "deletes" block but stil;l wont load
you can actually block water sources. like hide them behind / below overhangs ?
how long would this faction need to build a overdrive reactor on the diorama map?
that's so limited space it might be really really difficult to manage
I dont think you could feed the population on that one. but please, lemme know🙃
well, you can technically set a working settlement set up in dev-mode. just it might need forever to generate all the needed ressources..
you can water your foundry in weird locations too haha
not bored enough to try this map ever with WBO i guess
heh, much more plausable in U7 i believe
I don't think you can 100% block a water source... but you can make it not worth the effort to try
oh, i did block many a source successfully
with WBO you need some clever engineering or exploits. but regular factions make it quite easy
just assume it will explode upon release with max pressured water inside
I like that feature! I have kept myself from making that trap
It is not as easy as it sounds. at least w WBO. there are so many different chains for the resources. and the quantity needed. thats a math problem Im not willing to takle
report: giant log bridges ignore height view setting (always displayed) while building
i'll check that soon
in the meantime i'm removing the difference between normal and watertight stackable
so you can place watertight stuff on platforms
but platfomrs are still not self-stackable
not sure that will change much for now
i'm also fixing the squever and overhang platforms
i also had an idea that should make the advanced sawmill self-stackable
they literally go through the roof (seafloor) for this hooman flesh 🙂
just as a forewarning :
the next update touches the squewer and overhang platforms, so it might cause massive chaos to those of you who like to commit crimes against gravity 🤐
i try to not mess up with things, but... those loose ends needed fixing
I love breaking gravity though
Will current saves with sqewers probably break @shell fiber ?
that won't break the saves per say, but chained overhangs will likely vanish along with everything they support
building like a squirrel should have consequences in a beaver game....
having said that.... a full squirrel mod (or maybe otters?) would be neat
well the restriction relative to watertight buildings on platforms is removed, so in theory you could build a pit and ladder lodge (3x3) extend it with overhangs to 5x5, then build more watertight stuff on top, then extend again with platforms etc.
so you should be able to make some abomination that defies gravity and common sense 😅
the only thing I've ever wanted to put on top of a pit and ladder lodge that is "forbidden" are primative dams
i know the drill.. losing half my town and random aqueducts lalala 🙃
well i have good and bad news : you can, but the central pit is no longer watertight
uh, wait, can you ?
probably not
the central voxel does not offer any support for stuff above
it never did actually, did it?
was never possible no
do power-shafts still go on overhangs / squewers?
yes, unless i messed up something 😅
ehm.. okay..
you can make a manual save before updating, manual saves are never overwritten
that helps in case you need to fix something later
so happy squewers are coming back! it's a pain to make a stack of assemblies / factories accessible without them!! (if not planned for it from the beginning and having extra space)
i'm scared.. 800 beavers happily having build their first overdrive reactor and airships and everywhere aqueducts and packet lines and first bots coming in.. and soooo many overhangs and skewers.. and they might all randomly vanish..
not randomly,
oh, wait shit
you made me realize i made an error in the overhangs
squewer ones
glad i did not load yet haha
thanks for putting all this time into this!
new version crashes upon any action (opening menu, selecting things) after load of saved game.
some overhangs did randomly vanish too. but not sure many did.
seems to affect overhangs routing the same base element
eeek,,,!! though... werent you saying along the lines of trying a new map? I started a dedicated (try hard) and I have a couple runs that will eventually get discarded.
will try a new map.. but this is my best run ever.. and it's almost completed.. hard feelings about abandoning it now
from the quick glimpse it allowed before the crash the loss was rather moderate compared with older "adjustments" to gravitational folly
I can tell! And it is awesome! sadly ytou most likely will have a few hair pulling runs before another one clicks into place. at least thats my cycle heh
yeah.. totally the same. unlearning everything till i sit down and do the math again..
Please, keep the swearing (math) to a minimum
@shell fiber grape vines placed in editor do not appear on maps
... at least in Whitepaw. They are in Folktails and Ironteeth.
bamboo did for me with the last version (two weeks ago?)
you need the more plants! reader mod for it anyway
i believe
hmm maybe another texture pack makes em disappear. I should check that... Nope, staircase requires knatte Mats...
I do More! 😇
hrmm.. I even verified files and still have 4.3.0...
reading workshop change notes makes me believe it is available..
Ironteeth
Whitepaw then the map editor
Folktail
Folktail
I was confused on bamboo. and the oak. labels now correct
just whitepaw the grapes dont show. I crashed loading emberpelts... maybe later will try em again
so i do not see this mod in the workshop, unless i just don't know what to look for
Sorry Magic Slippa, should I have put this in the editor channel?
Whitepaw Faction is name in workshop
Overwhelming at first! welcome to thge real hard mode!
For your first run turn off bad tides and learn what's different.... enjoy the ride
Note to self. Place a starting location on new maps!
quite surprised it let me load in without one...🙃
We were just talkin Diorama, I play Folly kinda like that. building up on the small side. can kinda make a nice encompassing(main) district to build the rest from.
it actually helps me, otherwise I m chasing the whole map filling in "the right" buildings and am supa spread out
why cant i find this mod in the steam workshop? is it called water beaver overhaul?
https://steamcommunity.com/id/lapantouflemagic/myworkshopfiles/?appid=1062090
You'll need all the mods from @shell fiber for water beavers
Oh except the map editor
You need the reader though
Called Whitepaw Faction in Workshop
aqueduct corner piece displays one level higher than build/ other pieces. likely as it misses the downward trusses.
just wanted to share as it was confusing at first
the distillery has a (secret) backdoor hmm - plenty beavers passing through with suspicious buckets
i have this weird case where my last balloon reports "no power" and will not work even if i rebuild it. there seems to be nothing wrong with the balloon trader below it. changing power output of that also does not seem to have any effect.
are there hidden limits or something? got 9 balloons and 2 airships in total.
changing the orientation of the ballon doesn't change anything ?
nope
neither does rebuilding the trader or balloon or changing the balloon type
it's on a pillar, with overhangs and corner-overhangs and both entries are connected
technically would give up on it, but that one far-out settlement did not have the balloon wellbeing yet
i'm posting the next update (yesterday's one but better) on mod.io only, so as to not break too many people's saves on steam
do other people have trouble loading their save since yesterday ?
i did. but reverted to old version from mod.io - game did load, but crash upon any action
did you try to load a manual save or the autosave ?
autosave i guess
aarh, these platforms are really too fiddly to place, that's annoying
try a previous autosave, it's probably corrupted
hence why i suggest making manual saves
oh, not that. that's diffent. my savegame did load it just crashed after for whatever i did - selecting items in the bottom-menu, selecting buildings. moving cam was okay
reverting to 4.3.0 did make it work again
Steam never gave me 4.3.1... I Restart enough I wasnt worried about a broken save.
figured the trader's issue: you must not connect it to any power shafts at all
(or maybe only in some tiles. it works without using a shaft as base..)
Well using verticalpower shafts as platforms is not really recommended, it's kind of an exploit to me
I have definately done it for that one more height but I cringe when I do...
it's often easier to place than the double-platforms and either can attach an overhang.. but yeah.. it's exploitive..
will try and use the ladder more often
🤦 forgot it was so flexible. less cringe worthy too!
and expensive to use in high numbers.. haha
Nice farm upgrade! no staorage (thats another mini game anywway) but 6 haulers!!
I think no stumps removes dead berry bushes,,, hrmm
that would be nice. i hate those when unreachable by builders..