#Water Beaver Overhaul
1 messages · Page 39 of 1
In was just frustrated with my map for not enough pump room when I realized I hadnt done the upgrade let alone the deep pump jump
I often find my perspective was skewed... Or I have been stuck in a pattern, defining insanity over and over!
Oh Insanity... Posted an early version of Cliffs of Insanity. Hard Start. Pretty map. I think after breeching early game it will work out.
Im back on the Companion myself
Im liking the new fermentation barrels, a productive labor suck with heavy chestnut n rice farming
Hrmm. the overhang are not considered ground in all cases.
Took me a bit, but....
I wonder if my water issues have anything to do with all these lovely fermentation barrels😅
once the fermentation barrels are full they don't pull that much water (they're only getting refilled every 2 or 3 days when a batch finishes).... bbut if you build several at a time it can get thirsty out there
Yes, a caveat of my "Zerg everything " platystyle
for you young'uns, thats a Starcraft reference.
LaPan, I know it is temporary but, as hard as the mod is, the free lido?water dump, makes me think you do care for my sanity🙃
somehow building a 2nd or 3rd ENS feels too fast as it essentially instantly builds when resources are ready
maybe having that one build like a wonder (very slow) might be fitting too?
was allowing bots to work in regular crossings still okay with you? (so hard to fit that huge building in late game, and kinda sad to lose the far-distant-mode)
the bot-hauling-station marks the entry tile in the middle - that one does not work, as entries are left and right of it only. this one got me confused..
I was thinking about putting the science lock again, but in the advent of the irrigation towers dying again (almost guaranteed with the next update) I'll have to keep it as an option
Yeah but each of those is actually quite a lot of work
In the middle ?🤔
Will you be making terrain cheaper?
i not want to start a new game with any less than 100 well-being like it reached now...
Probably an accident, I'll try to fix that, remind me if I forget
where are the mod patch notes
Called change notes, a top tab on the mod page
you mean the mod page on steam, the mod thread here, or the mod page on some other website?
In Steam,
either work. mod.io has history, steam has version history. scrolling here has too, but hard to find
https://mod.io/g/timberborn/m/water-beaver-overhaul "view older versions" under download
Thank you! never noticed that tab before lol
We like to be stumped and have LaPan clear it up later. ask anything here too!!
@shell fiber Seems like something is broken with Faster Growth mod.
This was working previously with your mod also.
Prolly need to drop this in that mods thread...I am not familiar with it. Emberpelts enabled same time is no good. You have a ton of mods goin on... may need to pare down some. The changing nature of this mod can make each load, with extras, a gamble.
I know that wasnt the first option you were searching for. Another may have better in fo for you.
Not really. Something got changed in latest updates. I had this set of mods playing with water beaver from long time.
Last version that I tried and was working is 4.2.6.
4.3.1 is temperamental. Thankfully Steam didnt give it to me. Im runnin 4.3.0 from Mod.io
Check change notes and to see if you notice anything there that could change your outcome🤷♂️ Only LaPantoufleMagic is under the hood...
Looking at it again, Try verifying files. Also A Buncha Items you are giving yourself have been removed or updated.
Oh and make sure to remove bepinex and remame your plugin folder
looks like you are getting repeat references. Bepinex could be the culprit.
to be honest i often change so many disparate things that i can't really keep track of everything
no idea what this mod does or how it does it
hmm... there was some wierd 3rd layer to the L and T aqueducts that don't seem to serve any purpose, that's probably the reason
hmm, I can't find the 'More Plants ! Reader' on mod.io. Is it missing, hidden, or am I missing it somehow
or is it combined into a single mod now? (More Plants ! Mapeditor reader)
Did Rice get changed anytime recently?
Myabe remove Rice from the FasterGrowth config file, does that help?
(probably not)
Don't have rice in the config file.
Strangely everything is working in 4.2.6.
I am getting this for rice and grape vines. When I click on plant trees or crops icon.
@woeful sun @shell fiber
Any idea what might be causing this?
It's complaining about rice not being in the dictionary.
i don't think so
that's probably this one, sorry for the names not being very consistent
the prefab name for rice is "Rice.Whitepaws"
maybe that can help
oh also you made me remember to fix the map maker grapes not showing with the whitepaws
ohhh, multiple different District Centers?
https://darkskies.za.net/~norman/timbertrees/u6/ updated for 4.3.0 wb release
@shell fiber @woeful sun It happens with every tree and crops.
After opening the plant trees and plant crops. The moment I hover over any tree or crops it crashes, and the error mention the name of tree or the crops.
Almost seems a mod creator tried incorperate Whitepaw, but had a different naming scheme
uuh, well i don't want to appear uncaring, but honestly that is for that mod's author to deal with, i have no idea how that mod works
kinda what I said
of course if i can help with providing data to help fix it, i'm glad to help, but i can't debug his thing
yea something in their patch is accessing missing data, which it should handle
(but doesn't)
so just disable the mod for now,
The keys that it's looking for are the name assigned to the object in the prefab, so it should be valid
No issue @shell fiber . Thanks for looking into it.
turns out i had forgot to add the specification that made beaver refuse to work when they have a minor injury 😅
(i made a duplicate of the injury spec to remove the injury rate warning from buildings)
sometimes it's a little sad you notice those little things (never even considered looking at it and worried now haha)
4.3.2 did not break anything for me but for removing a single airship involving platforms on the lattice roof of a wine cellar.
oh, i take this back: it seems to have removed any platforms on those lattice roofs and some roads been blocked. but nothing major.
Why haven't I been placing bad water pumps like this before now?
that way or placing a hauler directly on top of the pump - entry facing into a depression on the side of the river, waterproofed by the hauler, is my usual method
you usually have enough dynamite from the initial cart for the big one even.
Nice! thats even better. I also blow out a stairwell, taking more alchemist juggling.
oh, damn that's pretty smart 🤔
i think the big one will eventually be promoted to 'mechanized'
oh, also i had an idea to make districts more workable
Thinking about the bigger pump the pass through lodge would allow a water sealed door kiss and leave room for the power connection
basically i can expand the gauge for thirst and hunger (right now they go from -2 to +2)
but if i make it go to let's say +5
There is a power connection front and back , same side
good to know.... i've found them so hard to place correctly i've sort of avoided using them
if i make it go up to +5, if effectively take more time for them to starve when you run out of food (or water) but effectively consumption is unchanged
Can you delay this 3 or 4 cycles?
and that allows me to make some "condensed" food items that refill +5 thirst at once (while the "water" item fills 0.3 or something)
what do you mean ?
The ability to get an injury.
its stressful seein em run around and being so far from science to be able to address it
so effectively i could make lunch boxes or bottled water that beavers would rarely consume on their own, but to supply one district 30 water bottles would effectively amount to transfer 500 water
it's already there, always has been
the only thing i did was remove (not actually removed but that's hidden) the old injury and add a new "minor injury" need that is exactly the same
Maybe its just the rapidly grown population that makes it so prominent
so effectively a large district that produces a lot of things would have less trouble keeping a small district alive simply though the magic of exports
seems as it would free a lot of beaver repetitve trips
Does it put you back into the "buffet" issue of trying to fill it w/o monopolizing the food chain?
for me it works fine to have a crossing serve up to 30 beavers fully with anything. and for bigger colonies have them get foods from more than one crossing into a central foods & drinks / party square
thought i end up with at least 1 in 7 beavers working in crossings that way
and many haulers moving them around the districts
placing crossings and food stocks in the center of the districts (next to homes) solves long ways quite nicely too
oh, that's good information... so you can supply basically 30 beavers without them having any farms nor any waterpumps ?
i was thinking about adding a small well to help with districts that have no acccess to water, but i guess that is not meant to be
otherwise, if i really want to make ressources dedicates specifically to exports, i can just make a thing that compacts 1000 water into an item, have one bulding pack it, and one building unpack it
but that's... sloppy at best
greatly depends on the supplier having enough stock and workers and short ways though
do you also need a lot of storage requesting stuff for imports to work efficiently ? like time i followed by district exchange beavers... they were not efficient at all
are there many resources that need mass transport? beside water?
not sure
not efficient at all, no. often carrying one item again and again
having huge stocks helps with that, as they can fetch more from a storage at once
i see
...
hmm... i think in the long run expanding the beaver's food gauge is probably the safest option, but if water is the only really problematic export, i can have the handicrafter make large barrels for exports, and have them unpacked in whatever custom building i come up with
would that be exploitable for storage?
i found limited water storage and transport range is one of the bigger challenges in mid-game
basically my idea in my current run is that rather than having a bunch of mushrooms growers and fermentation barrels scattered around and all manned by beavers because hauling doesn't seem to work that well, i could make a mini-district that just has a couple haulers and manage a crapton of those
not something i would let people abuse
i use that too. merged with a central cooking district that also has emergency water pumping capacities
would be curious to explore more of those micro-options
yet it needs some planning, as it needs a few haulers (3-5?) and the manned crossing(s). maybe a temporary builder or two.
likely would always be tempted to add my mech. kitchens to it though. and want plenty of water in it for those
having no need to access water or pumps might be a big change to make them super efficient
that sounds like a job for trebuches....
I actually thought about a ranged district crossing that would be using trebuchets, but alas, the game doesn't like weird shapes for district crossings
And they must physically touch
would using water barrels to feed fermentation barrels and mushroom growers help or hinder the problem?
Yeeaah, I guess kitchens also require quite a lot of water...
Basically to do that I would need to duplicate all the recipes to have one using just water and one using barrels
So the cleanest solution is to have the handicrafter of whatnot make barrels of water, and have a small unmanned building that consumes barrels to give water back
Then the beavers can just tap into that
supplying kitchens with barrels would seem nice too, skipping the unpacking from imports
But the question is wether I should expand the beavers thirst gauge
is there a name for a building where barrels are made?.... if a cooper makes barrels would it be a coopery?
Difficult
yeah, i guess..
Or I need to make the barrels just default on every recipe
Which for some buildings is somewhat acceptable I guess
barrels as default might also sort out the problems with having less than the minimum amount of water for 10 different buildings at the same time
actually that's one of my most common troubles: needing a new food to keep up with demand and kitchen having way too huge stock and beavers dying from thirst
in theory i want to have the resources to fill the recipe requirements to full when a building is completed or unpaused.... everything works better when you have a supply surplus.... in reality the juggle between food/water/population is the real challenge of the WBO
challenge.. having 5+ districts and wanting and them all to have max well-being requires a lot of gold bars.. and that 2nd overdrive reactor too.. and it's taking almost more time to gather that over completing anything else haha (as it should! love this!)
having all in a single district can actually save up a lot of time too - and require much less beavers and food and all
oh and late-game challenges: beavers seem to not eat enough and not manage to eat all food types too often
and they are bored of rooftop stays and low-value attractions if they not have all day for them
so they more stay around 100 rather than 118 sadly
and they claimed to miss the frog statues ehem
All except the gathering at the pump. A tied in aside...Far side of thee Lemon Canyon deep water river, now with only pumps and no aquifier... Barrels would be wonderful.
Oh just a reminder for myself, we also wanted to have more decorations right ? People were saying a 2x2 fountain would be nice, and a bucket of tools was it ?
Okay then, I'll look into the recipes that could use barreled water
Perhaps even as a primitive dam upgrade option. or could be single wide, must be on a Primitive Dam but can make a 2wide 3, a 3 wide 4 etc...
depending on material cost. if cheap mats the single wide if metal block+ then on top 🤷♂️
ermm, will all the water be held up in the handicrafter though? waiting for enought o fill the next barrel.. can barrels be dumped into\ tankls? or is there an intermediate?
Thanks for working on Districts!
On my first playthrough I had/have a farming district and a science district. Unfortunately I ran out of room in my farming district for Sunfowers, so the beavers would eat all the Sunflowers before they got sent to the science district. Guess I need moar farmland next time heh
i always have my science district farm their own foods to not rely on imports conflicting with science
usually it's easy to add deluxe stew on top of that and do some chestnut beer on the side with log-harvesting for mushrooms
my districts tend to be semi-autonomous with their own farms and water pumps.... there's a lot of efficiency gained just having the beavers homes and jobs closer together
i've taken a quick look at the recipes and it's not really that convenient, some recipes cost 10-ish water per loop but that cannot be easily replaced with one barrel holding 100 water.
so compacted water for cooking is probably not an efficient way to do
but expanding the hunger and thirst bar is still on the table
guess i'm glad as i like the careful planning involved in having surplus water and a special district with cooking close to big pump capacity
gonna suffer some in early / mid game and on maps with limited pumping spots 🙂
yeah it seems clear that a cooking district needs its own water supply
and i see no way of making something that could be an efficient source of water without being something that could supplant water pumping entirely
might result in some kind of super-adapter-big-building like the overdrive reactor, just for docking in kitchens or something haha
ah, also i finally realized one thing : if i increase the thirst gauge max from +2 to +5 i effectively give each beaver the ability to store 10 water in its belly, that is quite a lot...
even in an early game when you have 50-100 beaver, that's 500-1000 water storage for free
that also translates to 4.2 days of drought
so you could pretty much ignore them entirely
so it's not a good idea
i can still make a water fountain that consumes barreled water to generate water, that is still pretty easy to do and allows survival amount of water to be carred pretty easily
that should suffice to make a cooking district if not efficient at least viable i think
Could/Should chemistry and civil science DC's be combined? The Metallurgic, for clarity could be Metalllurgic/Industrial?... Still struggling with the dcs
Batches of beavers either hungry, tired, or thirsty. they seem wanna check in at home before satisfying needs, rather than grab something on the way.
for simplicity i do that too. also add the abyss/ nuclear part to the industrial one to shorten ways (and either needs load of workers or building supplies)
Hrm, Ya they are awesome, but too specialized, for me. I must group my building different.
as chemistry does need little import, usually it is easy to set up small storage for that imho
and you already have some alchemist and stuff for science anyway
not sure considering them "absolute" is needed at all
i commonly tend to disable imports of some stuff in DCs manually as needed
and found cooking DC unable to empty cauldrons weird for example
Maybe i need to run a tighter ship. rely more on in house storage rather than bulk, then thjough, nuttin seems to kick start efficiently
all red roads and duplicate storages. hmm. can imagine that being inefficient
the screenshotted part is a good district basically, size-wise
imho
Ya, still single district, tyrin g find the seperation and ability to keep the parts happy
you tried setting it up in a way you can connect the centers of each future district with distant-DCs? that worked nicely for me
also: they import rather quickly, so as long as the crossings are close they not need to serve all needs alone
can help, yes
they tend to grow very inefficient and slow otherwise.
though you can quickly recover from it usually.
@shell fiber Is 4.3.2 not available in steam? When I am subscribing it's downloading the 4.3.0.
I believe it's mod.io only while he fixes sqewer platforms, try at your own risk
By the way, no big issue with that version for now ?
only tried an existing save for a little yet. was fine. (only lost a few platforms formerly placed on lattice roofs)
not yet tried to see what new placemens it allowed 🙂
hmm.. can no longer attach neither overhangs nor skewers to a ladder 😭
Means ending of overhangs can't be a ladder?
i see a massive rise in giant pillar demands..
you can have them survive savegames, but you can't place new overhangs against a ladder. or attach a skewer to a double-ladder like before
Hmmm...
basically you need a support pillar or something now i guess
oh, you can't attach them to double platforms either.. that worked before
tbh those changes make perfect sense. as would not being able to exploit shafts haha
just not sure people "expect it" to be unable to attach a light structure like an overhang to a solid metal frame like a ladder
can't place the exercise plaza on top of log bridges 😦
(can place it on top of other solid things between log bridges and plaza)
hmm.. not being able to build mechanized pumps on natural overhangs might be limiting for my current map.. (all the sea floor is overhangs haha)
just noticed: lost a balloon trader - platforms atop of ladders are lost too
or wait.. it was corner-overhangs fixed to ladders.. yep
other than looking sloppy are there any downsides to having water go over a dam that wide?... sloshing or performance concerns?
I'm probably going to blast a channel on the bottom side of the dam to focus the run off into the river bed and eventually place automated pumps along the river bed
only heightens the upper water level, never seen it have much other effect outside edge situations (sudden narrowing width + splashing)
With 4.3.2 what i find difficult is how skewers work on solid housing
but not work on ladders and long storage / pit storage only
yet work when pit storage / ladder is in front of supported building
or always work on large industrial pile for example
it's so arbitrary what "solid" building is a support and which is not - confusing
also there can be restrictions from below similar to overhangs for skewers sometimes, yet not always. seems to be just harder to place them next to an overhang.
mega platforms: they anchor below the trusses, so they can visually float one layer above pillars
this is true also for aqueducts using the same layout for anchors
another weird thing about new skewers: you might place them against wall / natural overhang just fine. once you build something on that wall / overhang or just behind it might no longer work to place them somehow?
can't figure out what causes this exactly.. seems somewhat random?
another change: can't seem to place overhangs at giant pillars anywhere but the top now. before could hook them anywhere on them
ah, i was considering allowing that, i had made them ground only but i guess the question of overhangs is a fair point
oh, crap, the voxel occupancy of this building was completely unfinished
yeah... i understand your point, i'm probably trying to acccomodate two incompatible things with this stackability resttriction... i need to think about it
there is some logic behind the curtains, but yeah, this is a mess
i'm probably better off just dropping the stackability restiction entirely
i really don't like the idea of overhangs extending infinitely thought
the bridges still attach? for building the ladder stacks?
bridges work. giant log bridges too.
ladders can be stacked just fine
shafts be exploited all the same
just how overhangs attach and skewers seem changed
I know we have different ideas of fun, but I like that idea
and you can't build platforms on lattice roofs no more
ahh. back to U5normal heh
And a beautiful glass ball with snow or rather gold dust 😉
Pssst... pretty sure thats a squirrel. I can tell because it isnt a mongoose!
Ai is not inerrant 😄
Wait, so you Can put a mongoose in a snow globe?
Better?
Nice. But its stilla squirrel. When I caught mongoose I spray painted em so could see em and name em. My boss drowned em but I couldnt
Is the civil and Science DC the only one no can builkd/enter from bottom? Maybe add that info line to the new DC's also
I see that HousingOptimize is nolonger on the list of mods... has it failed to migrate to steam? or just failed to exist?
Failed to make it through U6 hurdles
sadly and greatly missed
The creator isnt responding even. Please if know how....
makes sense, it was a little complicated. . . at one point I was considering trying to learn how to make it more complicated. . . but I never got much beyond reading the existing old code and being 50% certain I understood how it was doing what it was doing
maybe a lil beaver on top?
hmm... i don't want it to just be a scaled down version of the FT fountain 🤔
yeah, forgot all about those..
it's lovely enough as it is
i'm making a decorative one, and one that also serves as a drinking spot for unpacking water barrels barreled water
i don't really like the tiny entrance on the side, it feels... unsymmetrical
maybe i'll make a 1x1 model for that
Do.. I have something wrong with my Forestery Hauler Upgrade. It says it's not connected to the town... but it's built on a forester beside a tapper's shack. It has an arrow out the front. but that arrow is 2 floors up and has part of the tapper shack below it so ... I can't build up to it? 'is confused'
and I can't get a flowerist's balcony to be legal to build close enough to use that way in.
ok. I think I can get at in from behind.
. .
ok, yup. maybe the arrow could point to the back where beavers can enter/leave? unless there is a way to use that front enterance and I just missed it
The 1x1 fountain version can be a birdbath, and Beavers visiting display upside down with their head inside the bath.
The arrow is also accurate. Easy is covered liquid tank, dbl platform, couple curved stairs and 1x bridge. There are many ways. My first ever was another 12 beaver affair before I was able work it out.
in principle you should be able to access from the front with a ladder and a small bridge 🤔
for the small drinking spot i have edited the Ironteeth small brazier
i think it should look nice
Noice
I like it, but are we now putting round pegs in square holes? Didn't think this was possible
more like decorations
it's just 3D modelling at the end of the day, nothing that complicated
ugh, normals are flipped because i tried to mirror some buildings
also the glass doesn'ts look even remotely as good as i was hoping
i can probably come up with some trick if i try hard enough
Nicely detailed. I see an alchemist.... What am I lookin at? Town center? Snow globe?
Barrel emptier?
Seems to be a snow globe
Oh, ya I don't have ladders unlocked yet, so coming in via the back door worked.
I take it we also lost automatic levies. Ie connecting the floodgate dam to a depth gauge and opening or closing automatical based on contamination / depth?
I see it still exists, but is not part of the default settings for water beavers now
You can add this mod, it works
I thought it used to be built in.
but yes I have added it since.
It's strange that in the end game the 'WATER' faction of beavers are so much less able to engineer water than all the other factions. . . I don't know how to fix that without undermineing the core challenge however?
the places water leaves the map is the best place to put a couple of automatic water pumps.... blast enough space for them in front of a primitive dam to keep the water level correct to operate.... assuming they're powered while water is flowing a set of 6 pumps can fill a huge amount of water (about 1k of water per pump per day if it's being unloaded by hauler bots)
the manual beaver powered pumps don't scale well into the late game
I was thinking more along the lines of sealed pressure containers that are possible in the base game, combined with sluices make for quite impressive works of water control.
the endlessly stackable levies making mega dams a 'trivial 'thing to build
i play most WBO games with bad tides turned off.... on standard sluice automation more or less trivializes most of the water management problems anyway
water canons are the only WBO approved method to make water move against gravity.... technically using nuclear power towers to add high elevation water also counts
there USED to be those pre-sluice buildings with the hard to push into place water pumps build in that allowed for anti-gravity water. I had a fully functioning perpetual motion machine in my previous build
the funny part is that WBs don't really require 24 hour continuous power the same as standard... no bot workers so no 24 hour labor requirement.... you can solve for power with a couple of gravity batteries and waterwheels.... perpetual motion machines are fun the first few times but they're a lot of work to solve a problem you probably don't have by the time you turn it on
Yup. watching a youtube of somebody failing to get a perpetual motion machine running was a big part of why I purchaced the game
not practical but fun to abuse the engine
getting a colony to 2k beavers is the only type of engine abuse i'm interested in right now... I'm going to want some bigger buildings
2000 waterbeavers. Yikes. that is a BIG colony
if something breaks I want to find it
and that size you will
Hmm... The snow globe is causing me trouble 😓
Or rather the glass bubble is hard to get correctly
In what program are these objects created?
That's quite an abuse of computing power 
How many FPS on what kind of machine?
Computing power abuse, is the only abuse I approve of
with standard beavers i've gone upto 1500 and everything was playable.... for WBO i've stalled out around 1k population before i "escaped logistical confinement" and crashed the colony
I've been playing "lazy" the last few weeks and advancing my current colony slowly while overthinking my options.
3 year old mid priced gaming pc..... i wouldn't say my computer is anything special
never knew batteries can go beyond 1M wow (did not exploit. just a very very high up cliff)
quad terrain limits mod is nice 🙂
regarding resource distribution i found dirt to be tricky somehow: transport to other districts is very lacking for me, most of the time!
either it blocks at the drills or a single clay pit can hog it all (4-6 drills here).
now building things in other districts is very slow. and even basic needs as GMO can randomly go down to 20% productivity for a couple of days.
this is true also for sawdust to some degree - balancing burners and imports, but keeping a gnawing station can supply a cooking district just fine. for dirt that is more tricky.
either gets somewhat better with bots and their weird carrying capacity, but having enough of them is unusual until very very late in the game
regarding bots: weirdly the most limiting factor to mass-produce them is bamboo shoots. only got around 300 of those plants around and serving parfait and burn medicine too. (a bot a day takes ~222 plants i think)
well "waterbeavers" was really a prototype name for the faction. but now they're the only ones living in houses that are actually watertight, not making a human-like village on the riverbank
that's exactly the problem, it's just too easy, there's no thinking involved, plop a thousand dam blocks and a couple sluice and you're good, that's not interesting, at least to me
blender mostly
but timberborn doesn't have any proper transparent material
at least no tinted glass or anythign
the best you can do is use a PNG that has transparent parts
yeah i think bamboo shoots are one of the main bottleneck many people seem to talk about
edit : +120% production of bamboo shoots, sorry everyone for being super long to fix that 😣
specifically, production time 10 -> 8 days
yield 3 -> 6
actually that probably makes +125% but whatever
yup. I am just trying to think up a late game solution that lets the faction do a better job in the late game then the default factions can do in the early mid game.
Hi everyone. I've been away for a while. I see a lot of development have been done. What is the current status of the mod on steam?
Is it playable or there are still some things missing?
Definately playable, AND a work in progress. LaPantoufleMagic is ironing out kinks as we find em.
Fine tuning, balance and that Magic Polish that is done all happen organically it seems! With our input anyway heh
playing right now feels like 90% is perfect and only missing the wonder. though sure that lapan has more planned still
that's good news 🙂
Time to build another 1000 bever colony
😄
That'll happen on its own. My issue is wittleing it down afta it does
never getting the nuclear overdrive reactor without at least reaching 800 beavers
so waiting for the patch on faster bamboo harvesting for bots
and hopefully the option to deploy bots to district crossing directly
(the bot-crossing is too huge for no reason)
I believe so too. cant sustain the resource chains unless. Yet I believe more research is required!
true true
overproducing anything in the end might be avoidable
and tbh half my industries are just set up for a single worker since i'm too lazy to switch them by hand
Yeah, 1000 is a sweet spot. Initially I managed to grow to nearly 1500 😕
Ya was gonna ask if we could get a mini bot standby. Especially w the potential ease of the new District hubs/Centers @shell fiber
I mean on large maps space shouldn't be much of an issue
I also admire for splitting into districts
Setting this up sounds like a real pain
I still try keep my map under 256 just because my machine chugs with all the B.s.
my machine is so old it is barely hitting 12 fps for a 192x192 map..
on lowest settings
Ah ok 😄
More research required. A Plan early WILL make a difference. the Long Distance crossings almost need to go in as soon as you have the science. to reserve the space
I'm playing on Lemon Canyon, but fortunatly I can run x3 speed with 1000+ beavers. Getting like ~20 fps
Sweet! witch Lemon Canyon?
x3 speed.. would be lovely..
That sounds like an interesting challange
It was on v5 version. Right now will start new one.
See how for I can push it
1.08? Showcase? earlier like JC?
I started my playthough right around the time v6 was reaching release date. So It had to be some relatively fresh version. Definitely newer one then the one JC used. No clue sadly which it was.
After Steam mods showed up
I've done fresh install
removed everything
to make sure no conflicts or anything
I've tried already v6 (the latest in steam workshop) version and I see some cool changes there
Nice! LaPan n I pretty proud of that effort! let us know if the map isnt quite working...
I've done the JC Apocalypse challange on the new version of Lemon
With Ironteeth and Emberpelts
Map works perfect, there isn't anything I would change on it
Ideal mix of annoyance with challange
It is my favourite map of all maps 😄
heh, I prefer to call it "tedious"🙃
me too!
But it's ideal for Apoclaypse challange
As it's one of a few maps that allows creation of massive water reserves with "relative" ease
Watching JC struggle with that was so fun xD
that challenge is about 100-day-droughts?
How does that differ from a normal JC run? heh I am comfortable with that tease only because he is way better than I.
100-day drought, 125% water / food consumption
tough
OH Damn!
that is possible?
awesome!
Let me grab a screenshot xD
sec
Ok it didn't save on steam. Would have to reload the save
But generally
it's doable
once you get to number cruncher it's doable
hmm. sounds fun to try on that map
Go team Pink! I gotta get to the paid werk heh
Yep
Done that challange with them too
It's actually much much much easier
Emberpelts felt like cheating
They are imbalanced
As you can produce food that counts towards thirst
so you eliminate need of mass storage of water
Emberpelts have "juices"
You take 1 apple and get 2 juice
what???
juice counts towards thirst
that's cheating
and once consumed beavers don't need to drink
yeah
Found one screen I sent to my friend
From that challange
😄
that's some serious water storage you got there
Go with Ironteeth
it's challanging
but doable
I will not tell you secret on how to beat the map and mode with it
Have fun figuring it out 🙂
JC got it wrong in both attempts 😄
But my screenshot shows part of the story if you look on it closely enough
@radiant arch https://youtu.be/fQG8WALh5sc?si=dRCMNBjGN8pbrzdB&t=60
Here is the JC settings for Apocalypse mode
Well, that ended about how everyone expected. I really believe in the potential of this series, though, so let's run it back with a slightly less insane food/water consumption rate!
Thank you Beard Boosters for supporting the channel!
We now have so many names on the list that they no longer fit in a YouTube description! You can see all names i...
starts at about 1min 1:10
It appears that old maps stayed in the folder. I reached this 1500 beavers on v 1.08 of Lemon 🙂 Curious how it will go with the newest version now.
@shell fiber Another secret entrance, the Library 2nd floor. The Prioritize Hauler button still appeared in warehouse> havent seen a B use it but system considers it pathed.
definately using it heh
right now this is where i'm at 🤔
maybe white with less surface coverage would do it
looks like it is snowing...🤷♂️
there's no particle inside yet😉
I got 2M from the top of the map!
seems about as good as i can make it
hmm... from a distance the glass just vanishes...
tbh i'm not super into this
the snow globe as a whole 🤔
i'll keep it around (no point deleting it right now) but i'll wait a bit before adding it
Would it be possible to use the Water material? Does the Ironteeth Hydroponic garden or Food Factory have any transparent components?
Alternatively, have you considered a buckyball?
And then use the Gigargantuan pile glass texture?
Buckminsterfullerene is a type of fullerene with the formula C60. It has a cage-like fused-ring structure (truncated icosahedron) made of twenty hexagons and twelve pentagons, and resembles a soccer ball. Each of its 60 carbon atoms is bonded to its three neighbors.
Buckminsterfullerene is a black solid that dissolves in hydrocarbon solvents to...
Heh, I thought Fulerene was an OxygenNot Included made up material like regolith.
i tried and it really doesn't look good
if i could make a sort of frame around every triangle it would possibly work, but i'd have to make an entirely new texture
Yeah, I was thinking you could frame every triangle. Or you could make it out of Hexagons and a few pentagons like a football. The football method may actually look better. (Soccer Ball for my fellow Yankees, not the pigskin)
hmm... problem is that blender generates spheres out of squares, not as a proper dodecahedron 😥
note that i could probably download that from somewhere
Ooof, you would need to model a dodecahedron. Or yeah, download one.
i tried to make the snowglobe a lot smaller (1x1) that looks a lot cuter, but it's also making the distance issue on the fake glass more apparent
regarding the barelled water, it is quite costly so you probably wouldn't want to abuse it as storage
and when you empty it, it only gives 100 water
slowly
but that should be plenty enough for keeping a small district hydrated
and the barreled water is set to import all the time everywhere
now that i think about it, i probably should make the tank showers use barreled water instead of regular water, since keeping beavers clean or hydrated is essentially the same waater access issue
I see it now, fuel remaining... .soo, 6 water an hour to empty
0.05 per loop so 40 water per hour no ?
im not math competent but thats sounds a lot more reasonable
I just realized how much actual water the paper mill uses (example of poor math making a Pepetual Newb)
Has Methane always been in the Mech Drill recipe?
i think so
also just added barrel-fueled reciepes for the irrigation tower
It looks really nice even without glass, so for now you can leave it without and if you manage to think of something you will simply change it 
i'll see what i'll do with it
in the meantime : do you often struggle to find your handicrafters ? i'm thinking about changing the color of the walls to make them pop a bit more. probably Ironteeth red plasteredwood or something
that would seem helpful
usually placing them in very exposed locations that are easy to remember
yet often find i have 1 or 2 extra just cause i "lost" them again^^
looks soo easy to spot haha
maybe it works better if you use the same approach as your greenhouse, e.g. a more defined framework with glass inbetween. it'll be less round but it will still look like a sphere
minor mismatch with heights
completely unrelated, but i really would like to have one more 3x2 watertight building (like the cooking house)
i already have a crapton of 2x2
do you have any suggestions ?
i guess the handicrafter could justify having more workspace
Only 2x2 I use often is handicrafter. may now with Districts practically required,.
But, I have been placeholdiong with the original DCenter, for the builders. then can check balance of district before placing the specialized one
beaver magic - they build the unreachable ladder stack behind the platform just fine
but they can't reach the giant log pillar next to it
neither can build the platform without the other pillars ready
it's cool how they sometimes build things where not expected
but feels like i will never understand their logic (if they have any, being beavers)
ladders have a special script from tobbert's mod that allows specifically ladders to be build from the bottom of a ladder stack no matter how tall they are.
but i don't really see why they wouldn't manage to build the bottom most pillar if they can reach the ladders 🤔
they can't reach the ladders at all haha
or maybe they can reach over the not-yet-buildable platforms or something. dunno (they never did visibly approach the ladders either)
love the quote on that ^_^
regarding bots: i feel it's lacking something with no consumables for them. a little speed boost from them would be nice too. like bramble-nuclear-cookies or dunno
but not fully sure if the very primitive bot isn't best balance-wise as is. just there's at some point so many of them and still they can't really compete with the far-distant crossings for things that get passed in small quantities.
my regular beavers are around 30% faster and have 128 tiles less to walk per exchange. hmm
hmm... i'll think about it. maybe they can consume some oil for lubrification or something 🤔
but for me the idea is to make them a solid investment in the sense that you can build them and then they run forever, if the more you have the more stuff you need to maintain them, that quickly becomes less interesting
yeah, i see your point
oh, i thought the ranged crossings also accepted bots,
letme correct that
and yeah, the bot crossings are kind of obsolete
that would change a lot!
i'll try to push my current version now
i've also removed the platform self-stackability restriction
but the side platforms still can't be chained forever
hopefully that doesn't break too many things (i removed the several redundant duplicates)
a 3x2 building with a door on the narrow side would be nice to have.... even better would be a 3x3 with 2 or 3 doors
i've thought about a pit-and-ladder segment open on 2/4 sides 🤔
but that seems like a really shitty place to live 😅
in which situation would you want to use that ?
like the small bad water pump right ?
generally dams are pretty happy being 2 thick, i never really felt i wanted more 🤔
putting primitive dams on top of buildings so you can control the location of an outflow from a reservoir.... primitive dams are the only options that have a height less than 1
and some personal opinion on "Beaver Perfection".... beaver lodges should be under water in the center of the ponds they create..... and also I just like the "door kiss" method of construction
primitive dams not always work atop buildings - sometimes they are impossible to build (you can place them, but they never start building)
imho center of the dam works fine for me too, with a lower and upper pond / river
i love having the entrances underwater too - and a row of roofed water pumps as top layer, giving some primitive dam vibes
is this a problem? (invalid BlockObjects) edit: this is just lost stuff due to placement conflicts, isn't it?
and getting a weird new exception:
InvalidOperationException: Sequence contains no matching element
at System.Linq.Enumerable.Single[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00070] in <78e29e3c9350441c83ba23ba1abe8e2c>:0
at Timberborn.Stockpiles.GoodAmountTransformHeight.OnEnterFinishedState () [0x0002f] in <46709c7d46ff4d469d8795412ab9b385>:0
at Timberborn.BlockSystem.BlockObjectState.NotifyOnStateEntered () [0x00014] in <74e881a832694112b6ba7707436d7f34>:0
at Timberborn.BlockSystem.BlockObjectState.InitializeEntity () [0x00011] in <74e881a832694112b6ba7707436d7f34>:0
Rethrow as Exception: Exception while initializing: TankShower.Whitepaws(Clone)
at Timberborn.BlockSystem.BlockObjectState.InitializeEntity () [0x0003c] in <74e881a832694112b6ba7707436d7f34>:0
at Timberborn.EntitySystem.EntityComponent.Initialize () [0x0002c] in <fa615ac334be4cb7ba337534feed5553>:0
at Timberborn.WorldPersistence.WorldEntitiesLoader.InitializeEntities (System.Collections.Generic.IEnumerable`1[T] entitySaves) [0x00014] in <55b4d06f69f94754b54ba48393e08756>:0
at Timberborn.WorldPersistence.WorldEntitiesLoader.LoadNonSingletons () [0x00030] in <55b4d06f69f94754b54ba48393e08756>:0
at Timberborn.SingletonSystem.SingletonLifecycleService.LoadNonSingletons () [0x00010] in <83c35e71bcfd4e238b263c72f0ec19cd>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
at Timberborn.SingletonSystem.SingletonLifecycleAdapter.Start () [0x00000] in <83c35e71bcfd4e238b263c72f0ec19cd>:0
as it related to the TankShower it seems different somehow. so far multiple saves not worked too
New version keeps crashing for me 😦 What happened
I've got the same error 😕 Is there any fix for this or is it all lost?
dunno. waiting for lapan to fix it likely
I will be unhappy to do a new game xD
not sure it only relates to save games that have a tank shower or is conflicting in general (new games included)
trust the guy to fix things
this happens at times with mods
I hate steam for no ability to reverse to the old version 😄
oh, there is mod.io
you can place the older versions in the mod-directory (and temporarily unsubscribe from steam mod version)
path is like .local/share/Steam/steamapps/compatdata/1062090/pfx/drive_c/users/steamuser/Documents/Timberborn/Mods for me (linux)
Thinking what is the best approach. Becuase lapan mentioned that this is destructive update
so there may not be any fixing for old saves
it does change the way overhangs are anchored
so you might loose some of them
and anything build on top of those lost overhangs
in rare cases platforms (like when they were placed on lattice roofs like with the wine cellar)
I didn't get to overhangs yesterday. So that's not the case. I think the shower may be the destructive one.
tbh: i just use the dev-mode to reset the lost stuff and take from storage what was needed if it was more expensive
oh, losing stuff will never breaks anything cause a crash. it's just gone.
that's what lapan meant with "breaking update"
Yeah, but game just doesn't load. I wouldn't care to loose items
Ah ok, now I get it
so excited for the bot-option on crossings. just got my production line up to almost one bot per day.
Is there a picture on how the primitive mine is supposed to be placed? been trying to figure it out for a while, but im having no success
For More Dam freedom and kissability. leading to utility.. Also for putting primitive dams on for raising retained level;
you did mean the medium mine? here's the layout to access with straight stairs.
you can safe some dynamite using curved stairs or ladder.
can't start the game right now..
you basically have the mine below, and the little red crosses go on top of the cliff
So dont upodate to 4.3.3? not yet if can wait?!
@shell fiber What to do in this situation?
I have full scrap metal and it's not generating steel saw blades because of that.
Working fine for me though. No issue.
sweet. kk.
might be only the tank shower that breaks save games
More storage!
why are your limits so much higher??? mine are like 50 scrap metal and 15 blades.. unfair!
I didn't had tankshower before update.
i'm always having a storage for that switchover, which i pause / empty otherwise
Oh mods. Toooooo many mods. 😂
and a huge storage for the sawblades (like 50)
so regarding the crash: if i load my save with old version, remove the tank shower, load with new version, it should work?
Ya There are a buncha TMBPL mods that are supa cheaty. The balance to not lose the reason behind the complexity of Whitepaw is important, I feel.
and lapan is kind enough to fix weird balancing asap
exactly. and Whitepaw Faction is a challemge run any and everytime
so is! after building anything possible, now i want 500 bots and 2k beavers on my map! haha
already got 10M batteries for my two overdrive backup reactors (and 150% overscaled whaterwheel power never running out^^)
just realised my reservoir has 20k cbm plus 5k in the running system and the two sources from the overdrive reactors.. water beavers can be a little insane
Im trying to catch mysel;f. I have such a hard time staying small for as long as I should. everything ramps up. and it takes a bit for every fix to be realized so the swing from not enough to too much is.... well my p[laystyle i guess
same
gave up on staying small and scale farms and pumps
once i have enough beavers to waste i start the other things
you upgrade farms quickly?
like let large farmhouses take over harvesting and cooking things multiply yield?
i think i have 4 large farmhouses and 4 or 5x double-small for my 800 beavers rn
well managed. Im way over. and its just not efficient, obviously
so i guess 40 to 50 beavers in farms
selecting the best cooking options is key though
likely 30 in secondary cooking stuff and GMO
do you charge to factory? I go for floodgate, but prolly cause I delay Badtide.... hmmm
rarely using a floodgate till very late, even with badtides
rather using dams i build and remove as needed
with a storage next to them, if needed special district, it's quick and cheap
rushing to large farmhouse (and pumpkin chips) and after alchemy-lines and after tree nursery
mostly getting the deluxe stew as soon as possible too
meh, pullin em is no problem, gettin em back in timely is tricky. and "in-elegant"
which commonly overlaps with time i get the mines (and insane amounts of sick beavers)
yeah, somehow 🙂
i find it hard to have a floodgate before 12th circle in normal difficulty tbh
and it's costly regarding population growth and all, with all the required tar and production lines
similar approach here
or disabling them altogether as it's rather only a bother of that single floodgate and has no impact ever after
Hrmmm... never liked badtides....
oh, and badtides on my sea-bottom map would be weird.. imagine 500+ source strength and a 100k sea storage slowly emptying into the mid of your map? that would seem insane, wouldn't it?
likely would take 30 days just to pass by..
heh ya. ick! heh. well shit... now I wanna redo maps for more Lemon Canton style canyon spanning dams...
betta not mess with what I have. which means a new map which means I am never getting to build a a U6 tree nursery... 🙃
since you redo the map every time you find anything slightly off?
essentially yes
i know that trouble...
gone to use dev-mode to apply changes to map and to current game
saves some minor struggles. till i want to try a different approach haha
Wait.. you can save map from in game?
ok ok
and edit it over in map editor after
ya the mods switching can be frustrating
and often problems are fixed with a few tiles removed / added or overhangs or sources changed a little. can do that on-the-fly too while playing
I do that too. but as a weekend engineer, I get into editor and start fixing things that arent broken as well and then need to restart
just keep notes and apply it to map after
wished there was a tool to find that single tank shower somewhere in this 150x150 tile settlement..
heh ya. so many times I will restart, lay paths and fences for brambles and see something I forgot and do it all again
Take notes?.... that sounds heretical
nah, tool finder only shows where things are produced in from the menu
found it 🙂
below the aqueducts, the super bath tower and inside a cave
howd you get in to remove it?
levels?
I thought the crash/update locked you out!?
as i build vertically too often (gravity is my friend) it's a much needed skill to scale levels haha
oh, i used the old version temporarily
bit of a pain, but since you said it can work for you, figured i might try
either had more than that one tank shower or it's something else... not working..
I didnt try load save w new one. lemme. i got no tank showers but I do Have small handicrafters...
and Irrigation towers
agreed, it's on the wishlist.
suspect from the message it might have something to do with how the stored resources changed
so handicrafter and likely irrigation tower should not be a problem as long as it's a new recipe option (i.e. can't have been selected before)
Handicrafter became 2x3 I think
oh nice.. can keep both versions at the same time, not having to unsubscribe or anything every time i switch over
i think that's in the pipeline. and knowing lapan he likely would add a dev-locked version for compatibility
One cloud one in folder? just un tick the version no wanna play?! me too as of last update
hmm. loaded in fine. hadicrafter is still 2x2 just news walls
you lost some things?
Irrigation towers have new recipe
Doesnt look like it but still fancifying a baloon trader ==>early mid game
balloon traders are awesome
Changes everything and why I just had to check out the mod before abandoning Timberborn hours and hours ago
Them and the washing machine... are what I call the "You can do that?!" speciality of Whitepaw Faction!
never ever used a washing machine
are they useful?
(tbh: barely ever using sick beds either)
last blueprint I make but.. come on! 🤣
maybe i can find a good spot for one later haha
keeping med beds full of resources is a mini game I dont love. heh
yeah
and you not need it really after getting to the deluxe stew
or maybe that was before lapan fixed injured beavers to actually stop working
hmm.. had three tank showers actually.. might need a 6th super bath tower now for that district..
or get rid of a few beavers.. hmm..
I dont think they stop working. I have lotsa injured but none "incapacitated"
ouch. Im having trouble keeping brables flowing in quantity and havent started spicy soda
might make a huge difference in early mid game
that's my last one too, every single game
always glad to finally have the nursery and faster harvesting
try deluxe stew for the heavy industry / mining parts. that usually allows for a single bed and rarely fully used
early on it might help to have all injury-giving industries in a single district imho
it's the existing tank showers breaking thing. if you use the old version, destroy the tank showers and save again it will work without crashing after
Good to know. Thx for checking. So far reverted back to old version and playing on it. Will see if lapan can somehow fix it or we do need to remove and rebuild them 🙂
Thanks for letting me know
Lapan: tank showers break save games - might need a dev-locked compat version.
Otherwise lost the exact same overhang platforms the 4.3.0 update broke. so nothing major changed.
For your Save to work, going forward, remove them with 4.3.2 or earlier. save and update.
pro-tip for tank showers:
dig a 4x2 hole plus a single hole to the side, place a lido and water dump and a regular shower in the extra hole (or use 4x3 for max irrigation range)
replaces an irrigation tower easily
and serves as lido + shower
You know that I didn't realize that that's their purpouse?
Lido + Dump is more water efficeint than irrigation tower?
the florist building option for bramble flowers is fairly efficient
I'll check, maybe I forgot something
Not yet
I think it is somehow as well. I loaded the previous version, deleted the shower and resaved. Then the newest version loaded.
Yeah, at some point I had a typo in the barreled water item name. I fixed it but they was after I had tested the tank showers. I probably just forgot to fix the typo in that building
I'll push an update asap
No worries, just though maybe the beavers had just given up on taking showers. Theres another joke there but Im not going to make it.
update send !
actually it was the water display that was upset because it was still looking for "water"
hmm... yeah i think it's not that great of an idea to generate scrap metal as a by-product...
but you can always make nails and stuff and exchange that for pinapples
although i guess with zeppelins that quickly fills up too
oh, by the way regarding that, now that the stackability restrictions are removed, you can most likely put some (overhang) platforms and put the dam on top
Finally!
My suggestion would be that only. Let the steel sawblades be their own thing.
Or you can give a way to dismiss the excess like sawdust.
yeah that seems the most straightforward option
sometimes i feel bad because some other people definitely told me about this and i completely ignored them 😥
i see a living tree 🙂
i believe 5 units is 1cbm, so filling them up to .9 is around 40 units of water.
evaporation rate should be at most .2m per tile and day, so refill-need around 9 units per day
for a 2x4+1 hole. 4x3 would need 54 units prefill and almost 10 units per day (less evaporation, bigger surface). at .9m target height
2x4+1 runs dry within 4.5 days, 4x3 within 5.6 days - so the latter might be more drought friendly even.
downside: you can't use them as emergency storage or exploit the irrigation of the last drop as with towers.
ah, i just realised : since platforms are no longer an issue, probably that the artist and copist don't need their weird little overhangs
they can just be 2x2x2 houses
OR
they could become 3x2x1 🤔
but still for dealing with these random 3x2 holes i kind of want something more useful
what about a house mushroomer ? same as a regular mushroom grower, but houses a beaver family 🤔
hmm, you could plant domestic brambles "under" roads too. that's a nice bonus
that's an unexpectedly fancy bench
oh.. you can actually build it like that (the stuck beaver is mandatory)
This one is merely the template 😅
so loving it just the way it is 
confirmed that works
Actually on my side I made a small change so that the floor of the primitive dams is watertight, so you can have the water flow above the roof and fall off one voxel away from the path, which should be useful for badtides
hidden waterfall tunnels.... i like this
you said the bot crossing are basically deprecated by now - would that mean, that you could allow bots in regular crossings too?
right now that's a little weird, how they can work far-distance-crossing but not regular crossings
thought it makes a huge difference just to have them take over the far-distant ones already!
essentially resolved all my troubles with transporting dirt and sawdust between districts
improved food deliveries too it seems
yeah, that's a pretty fair point
Love the weird overhangs! Please leave em. They also add Whitepaw character. I specifically seek out a place to use em. And canyon spanning dams always need walkways.
The Crossings ARE hauler based... and it would help spread em aropund with a "base" of operations in each district.
crossings not really are hauler based:
only the delivery from the crossing is done by haulers (or directly for very small districts)
and the fetching towards the crossing (other side actually) by the crossing-workers
not sure the game would allow a central "waiting area" / "base" without it being something like the IT loading stations (i.e. well-being for bots)
having only haulers (external workers) i would assume would really mess up things priority-wise (if it even was possible)
for IT, yes, seems configurable like thirst and hunger versus other needs
Sorry dropped shmigma into keyboard
wanted to ask for a picture of that cat. darn..
lol
Glad to see Billboards back! @shell fiber there are duplicate watertightness billboards. Billboards mod crashes a Folktail start. testing IT now.
IT crash also. "Village" key not present.
What 🤔
Okay I'll look into it
What do you mean by duplicate ? It is present twice or one of them didn't have the right image ?
Oh I see
The second one was for the "is this mod too hard" billboard 😅
I forgot to complete it, probably got interrupted by something
Inorite... Life and all its complexities inturrupts Beaver Game time.
@shell fiber Oh, and when yer fiddlin about with the sizes and shapes of lodges kin you please add some "Beaver Storage"! @radiant heart and I believe it is prudent! Perhaps even a "It just takes time" billboard
@shell fiber I was inspired. Feel free to use it 😉
Nice ! 😁
seem to be having an issue. first time trying out the white paws and im crashing on the first bad tide once water gets near my colony
Can you get the crash report ?
first time i actually opened any of those up, seeing if i could make any sense of it. turns out i could not. lol. sent ya all the files. not sure what ya wanted
I may have done an abomination....
Can mine a whole lot from that single strip of dirt I'm sure haha
i can't believe i'm wasting time due to this kind of stupidity :
the smoke of the chemical district is wrong, i make a new one, turns out is it not possible to change the smoke on existing buildings 😑
actually too bad it's not possible to build a lido in an aqueduct as you can neither build on the sides nor merge a log-bridge with them
okay, maybe this mess is a corrupted save issue 🤔
was there anything special that needed fixing that i may be forgetting ?
i'm trying to lay out the water system that will come out of the Abyssal Nuclear Reactor and it feels like i need some sort of target to aim for 8 levels above the ground.... i should be building the structures to carry the outflow water while i'm earning the 35k research.... but I can't place that structure because I can't be certain everything will line up until i can place the full reactor tower to see where i'm going
hmm... good point... a placeholder would be a good thing to have i guess 🤔
in the meantime i had forgot :
(the old ones are still there but devlocked)
it's already a 3 piece structure so i hesitate before suggesting an extra structure..... a scaffold structure placed on top of the abyss and the reactor core with the full science cost and degrees to go inside it? .... a wooden outer structure with a power core inside and then the water bit on top
yeah... plus if i let the placeholder be build on then you end up having to tear down the aqueducts it supports...
it's not the most practical solution but it's probably best to have the 35k science before starting to build the aqueducts
although you can always aim a couple levels lower and use a deadend segment to catch the water from above
oh, also i was kind of wondering if the nuclear reactor should not output polluted water, or maybe partially polluted water. i just don't really fancy the idea that there would be a near-infinite amount of clean water in the ground
especially since my initial plan for the wonder was to be some sort of fusion reactor that creates water out of thin air
i like the polluted water output - makes sense to me
overdrive reactor is slow to build, but that's all the water your beavers will ever need already
having the much cheaper nuclear reactor provide even more water would feel off to me
i like the polluted output option.... somewhere around 30-40% bad
it's lots of giant log pillars. but you can block the outflow on two sides using end-aqueducts and only have to build some outlet for the 3rd one.
(technically you can block it with regular - now stackable - platforms and a simple building too now)
clean enough it can irrigate and won't contaminate..... unless you start pumping good/bad from it to change the contamination level
a simple bad water pump or two might be enough to have it basically regular clean water?
i'm not sure on the number of pumps required but yes.... if you've got 50-50 water and you start pumping either type out it's going to shift the balance from polluted water to toxic death fluid
or from polluted to less polluted
i think the ability of water to irrigate goes down as pollution increases and reaches zero at 50% contamination, after which it starts to contaminate the ground
so 40% contaminated water would be almost unusable for irrigation, but would not pollute the soil, and i think wouldn't contaminate beavers
i really really like the idea - it fits the overall theme - but doubt it's more than decorative by that point in game.
like there's barely any need for the energy supplied by the overdrive reactor alone. there's everything build up. a huge population all happy. not sure it would make much "need".
if you pump badwater out of it i suppose that should clean it
yeah it's more or less a "okay you've won" landmark
now i want to have hundreds of beavers eagerly build a decorative fusion reactor for many many cycles and insane costs haha
well... if it is really not necessary... i can think of something else
oh, right, Folktails and ironteeth crash now
i should look into that
oh and the pharmacy building
on my current colony i actually need the water more than the power.... there isn't enough water on the map to support my Beaver 2k achievement plans.... I'm going to need to get water from at least 2 of the 3 abyss options to sustain my population goal
a polluted reactor output would also let you cap off all of the bad water sources and still have an option to collect bad water from the polluted output
whoever was it that suggested playing IT apocalypse on the lemon canyon map??
that's such a torture for my low low patience.. got a safe settlement of around 20.. just started the bot-buildings.. and it's taking forever.. for everything.. soooo slow.. (and like the challenge is over already..)
Could we somehow get the power earlier and the water later?
with billboards
is it on steam
heh We can blame JC's commenters who wanted to see "harder"
I added more mangrove and kohlrabi? whazzamatta? heh
Log stairs and crappy platforms can help an Apocalypse run.
and with the texture pack, you have lemons for a bit!
It feels weird, I havent beaverd this week. I remember now... Ima do a "companion part 1", map, I think, now Billboards available.
depends on the map. but usually can do with 10k energy without storage. with storage less than that. (using up to 10 factories /assemblies, 2 advanced sawmills and 2 foundries).
those help a lot for getting ready for first long drought (~40 days) plus some extra logs
just realised i can use grapes and pumpkins on regular IT game with lemon canyon and the plant reader mod.. hmm that's cool and even more easy now (grapes counter thirst too)
yupper. simple forester plants all the WBO Nursery plants
bamboo is best wood source if the hight dont drive ya crazy
bamboo would need lots of water sadly.. on apocalypse it's 100days of drought / badtide. so just enough for mangroves for all my 15 to 20 beavers
but yeah, insane how cheap and easy you can get those WBO plants here.. almost unfair
water dump on the low plateau
that's 1k water storage for a lido-sized dump
currently running smoothly on 5k storage
and using like 20 oaks - can't utilise much more / wont need more till bots are ready
bots already lol what cycle?
7th. buildings are ready, most materials are starting to store up
but would suspect a decent number of bots (to sustain making more bots) would take 2 or 3 more cycles
curious minimalistic challenge actually.. running a full game on 15 beavers and having to put so many into water pumps for normal part of cycle and building / research for drought / badtides.
sooo different from an actual WBO game
oh and 1 cycle = 116 days makes somewhat of a difference haha
ah haha I couldnt get off the ground. I needa flip my paradigm
oh.. i forgot you had to pay to allow bots to work in heavy industries.. too bad..
maybe this needs a few number crunchers too..
I'm skeptical about @storm gulch apocalypse run, is it still ongoing ? I only watched one and a half episode right now, but I'm not sure the maths as up in the end.
First the issue of beavers needing food and water midday is kind of an issue, but even with the maximum length of temperate season, can a beaver pump and store enough water to sustain himself for the longest possible drought ? If that's not possible then the whole run is not really feasible I'm afraid, unless he can dam up the whole valley by then
He posted a "taking a break from Apocalypse Mode" on youtube communtity tab 3 days ago
Ep3 is a fresh start, the inital settings did not work.
That's why it's "Episode 03*"
Disturbed Simulations mentioned that he tried the original settings too, and found it to be ~impossible
YA, food consumption was insane high 😮
(is having a lot more fun with the revised settings)
I paused it for a week because I was no longer having fun and people had many valid complaints about mistakes I was making, but I'm planning to resume it next week
I do think the original settings are viable if you can get bots into pumps and figure out a way to give them a "lunch break" but as far as I know there is no way to do that without just manually adjusting the working hours to constantly extend and retract them and force beavers to "quit" their jobs to go eat/drink
In its current form with 120% consumption, we've already established that it's possible but very annoying early game
That is also a very hard map for that kind of challenge early on, even with the adjustments that were made to it
From my experience, If you adjust work hours down so Beavers start going to go eat and relax, and the adjust them back up so it's "work time" again - yeah no, they ignore that and stay off-the-job. You sent them home, none of them have phones, you can't call them back into work like that.
One adjustment I could make for that is editing the Hunger and thirst needs (very easy) so that instead of doing +1/-3 they go +2/-2, that changes almost nothing balance wise but prevents beavers getting hungry / thirsty in the middle of their work day
Is this relating to Waterbeavers? Or are you talking about a separate mod idea
I guess my brain got lost
Kinda seemed like modifying a save file to me, but might be completely wrong
It's basically giving the beavers a bigger stomach so they go longer without getting hungry, but they have to eat more initially to fill it. But the overall food usage stays the same
And likewise with water
or if there was a way to tweak food & water production down instead of increase hunger and thirst?
or maybe a mod to add a lunch break
working with 125% increased consumption and storing up 4k water using up to 6 pumps works nicely for me.
as i can rush to a water dump and have that lido-sized hole ready it is sufficient to feed 12 to 15 beavers.
can do water + food during regular cycle and water-dump, wood, industries and research outside.
blocked off badtides fully by end of 3rd cycle
did unlock first batch of 9 bots by the end of 7th cycle, added a number cruncher
what i wonder now is if i got the settings wrong:
using "normal mode" as base
set water + food to 125%
set drought and badtides to 50% each and 100 days (but left the setting same, so it will reduce them somewhat for first few cycles)
should it have been 100 day drought from the start too?
building a big reservoir wasn't all that helpful - it evaporates within a week or two.
so limiting beavers was easier
will be mass extinction 🤣
it was...
had to time the IT breeding to go with 3 or 4 beavers barely making the first cycle haha
The first two episodes had like 200% food and water consumption I think
for a 100 days drought or badtide and 500 beavers, I have stored 20 k + water , so ... 😬
then you play in something smaller than Diorama ? 🤣
lemon canyon rn. but diorama would be fun too 🤔
still curious to do WBO in diorama at some point
I want to edit this : https://mod.io/g/timberborn/m/forsaken-bay to make-it compatible with Water Beavers....
Oh I like the shipwreck!
Thats a big map! What, to you, make up WBO paramaters, that would make it playable? Please share your edit! I wanna see what others expect from a WBO map.
Display.name.gear.house in map Editor. and ther watertightness billboard/duplicate
bots are so overpowered for IT / FT.. cycle 10, bots took over everything. the last surviving beavers only turn the power wheels now..
due to massive overproduction had to start building the wonder (to get rid of excess bot production!).
so glad there's WBO to have a deeper experience beyond 3rd cycle and actually something to think and do
I was trying to find something to take time off with... DF is too clunky for me to jump into. Fabledom is too cutsy and un polished. Thankful for WBO!
the resevoir is mostly for continued pumping and show. the real problem with surviving a long drought is having enough storage. since water doesnt evaporate in storage, if you can store enough to meet demand before a long drought/bad tide then you are fine. its just the jc does music math and it doesnt compute well. but its still entertaining
How does one Harvest the banana's? I have the greenhouse, it's full of banana's, and they are fully grown, but nobody wants to pull them off the trees.
Pretty sure it says in the little tool tip of some building, can't say off the top of my head though
The TreeNurcery says something about planting trees in safety before moving them outdoors. ?
But that would imply knocking down the greenhouse once the bananas are grown... and that seams ... unlikely?
Thats to help people know that Bananas go in greenhouses
ya, just not finding the text on how to get the bananas back out of the greenhouse after growing
Gotta be like the gathers lodge or something
the tooltip (little !-symbol on the right) for bananas.
will show up from menu and banana plant i believe.
will tell about who harvests it - and it's just a tree harvested by cutting it down
greenhouse is walkable technically. (also exploitable - you not need to actually build it, just placing it is enough to grow bananas)
I tried that... nobody wanted to go in to cut down the trees, I will try again.
did you mark it for cutting like any other tree?
have some woodcutters around for cutting? (if you click on their building it will show if they can reach the banana plants too)
tbh: harvesting it would make more sense to me. like grapes and minty bamboo shoots. cutting them down like trees is weird..
It worked, this time. I am fairly sure I had done all that before. but... this time it worked.
ya, harvest makes more sense. . . . but . . . whatever realism has only so much value
.... well no. it kindof works.
. . . . My dude did harvest bananas. and then stopped
like ALL the trees are marked for harvesting. and all the banana's have been eaten. so there is space.
the lot isn't full, the trees are ripe. and the beaver just sits
only 1/5th of the trees are harvested. . .
the rest are ignored
Cutting down all the trees, by using the uproot tool, then putting them back in worked. now they all harvest properly.
Looks like maybe going from 'unbuilt' to 'built' might be trapping trees in a 'unharvestable' state
Maybe Lapan can take a look or has some insight
when and if it catches interest
Did you plant the bananas before the greenhouse was college cooked completed?
yes. I think so, I set up the space and then went to do other stuff.
And the woodcutters would not touch them even though they were marked for cutting ? 🤔
Cutting, not planting
ya. only the 'north' most 5 were cut despite all them being highlighted for chopping
Hmm
when I set them all to be ripped out. and then when they were all gone, put them back in they work fine now
Nothing blocking the access to the greenhouse I suppose 🤔
didn't change anything about access
Okay that's strange but I'll see if can replicate that
just highlight them all to be uprooted. then wait, then put new plants in
i'm about to turn my Abyssal Reactor online (i'm not worried everything is going to be fine nothing will go wrong).... I'm more or less using the pillar and aqueducts for the first time setting up the water outflow..... If there's an opportunity to add a building use for placing a pillar and attaching rings earlier than "late end game" it would make planning the reactor outflow a much smoother learning curve.
Robotic farms are the only other building that requires pillars collars but I haven't found them compelling enough to build them often.
the good news is my Reactor is working perfectly.... the bad news is I may have made another beaver safety abomination....
Maybe I've just missed it, but is there storage for Barreled Water? I see the positives and negatives for it, just didnt know if there was one, or if you just get the two per handicrafter building.
It's stored in the glorious storage
Well, if you beavers are fine with it... 😅
I'm still playtesting on my side and districts are still kind of tough, I had made a science / industry district that had 90 population, I planned for lots of water pumping but had kind of forgot farming so everyone started to starve 😅
Oh right I should adjust the model of the giant pillars now, they all use the 5-tall model, it's just buried deeper for the 3 and 4 tall
oh, for those who havent noticed yet, the mushroom growers are now flippable
because that looks nicer like this
apocalypse done
no dynamite?.... but why?
too far away. too bothersome haha
no abyss mine either.. just too expensive
that map is really fun tbh
Always remember: Safety Third!
Do you watch that podcast?
Oh my, no... A guy I know who modifies his tools and almost cut off his arm always says this... Ima hafta check it out!
@rare ferry Please, if you think of it, let this channel know when you are about to stream your Whitepaw run!
shit i think i misse dit again
sounds like FT and IT are having this issue witht he bamboo... Not cutting it.
ok, missing something obvious again, I have the tree nursery. that aught be good enough to plant the very big trees. . . . But I am not getting any reaction to trying to plant very big trees. nowhere is appropriate to plant them.
Ok, I found some places... but it's strange, I can't tell any difference between where it is allowed and where it is not allowed.
like... the not allowed places are at higher elevation?
Abyssal Reactor burns .1 Nuclear Fuel per hour and runs 24 hours a day.... 2.4 Fuel per day.
Centrifuge creates 1 Nuclear Fuel in 15h in fast mode.... 1 per day (assuming a 15 hour work day)
so 3 Centrifuges need to be running to supply each Abyssal Reactor?... and a Nuclear Waste Expedition for each Centrifuge?
they need a 3x3 spot each
ya i had LOTS of space where I was hoping to plant them
possibly also true. depending on mods there is a limit. I believe vanilla is 16 highest hight to build on 22 map height limit... maybe. add quadruple terrain bounds mod from mod.io and you shouldnt have any issues! even in current save if you add it.
that would explain it.
i have already built the low land area so .... But good to know
Will do, I usually go on Saturday evenings though.
Whatchin now! Thanks! you bounce off the mod changes amazingly well!
I... Really don't see what could be causing that 🤔
dunno, sorry didnt test. a relay from the mods workshop page... dont sweat it. I know you are ready be done with that mod.
IT had my bamboo cut well
@radiant archMay I post and tag your IT Apocalypse pic on the map page?
sure
you want one from later too?
well, maybe not from the time the bots enslaved the 15 remaining beavers and started exporting bots and flooding the world?
Heh can check em out for sure
The enslaved pics you should save for the graphic novel
the stories you tell yourself are entertaining🙃 Again, i feel comfortable noticing as I Tell some tales about my B's as well!
added an abyss district to speed things up
might have overdone it with the batteries (64 high) - especially since having bad water domed and infinite power from them..
looks like the gigargantuan warehouse isn't stackable - the ladders do not connect!!
tried it with my IT run, but it not works. ladder mod is enabled
also path do not connect when build on top of such warehouses
the lowest warehouse, directly on top of a ladder, did connect to the below path
rotating does not help. nor is anything buildable on top of the center tile of the warehouse. might be that part only that is "broken"
With the FT, EP and IT the ladders are not provided, you need to build them in addition to the storage
In the central pit of course
They should 🤔
not sure i misplaced. will look again in a few minutes
looks like i had a path on the ladder by mistake
can place a platform, so should work (can't access the path easily right now
thank you. was unexpected for it to miss the ladder part
Just out of curiosity, did anyone done the math on hydrophonic? Can it entirely replace farming?
@shell fiber also is there any trick for hydrophonic so that haulers don't go in for like 1-3 cabage / rice and be a little more smart about picking up a little more full load? Or is it something that's hardcoded in the game?
And one last question which I didn't manage to test out. What is the required water depth for Bamboo?
for bamboo both depth 1 and 2 work. three might as well not tested it
I COULD HAVE PLANTED IT IN DEEPER WATER WHAT
I'm happy it works in 2 deep, as this means that I can move over Nenuphars to Hydophonic and reuse the same pond for growin bamboo 😄
But it seems that there must be more to the Hydroponic, theoretical math says that single Hydrophonic for Nenuphars should be equvalent of 133 squares of regular nenuphars. Is that correct?
Im not a Mathitist or anything, so just regurgitating knowledge of what was... Each hydroponic farm produces 2x what a farm produces in those same 5x5 tiles.
intended to be stacked to get the benefits.
maybe try electroshock therapy for the bots to get em haul more. I havent found the trick yet...
@radiant archworkshop doesnt want to accept your apocalypse screenshot... will keep trying🙃
even deeper! Thats why they so "incredibly tall"
threw me too, when I was flippin through the factions.
did take me forever to learn too. many bamboo died needlessly due to evaporation too.. they go incredibly deep.. not sure if even up to 7m.
never place a path on a ladder within such a warehouse.. it's almost impossible to select it again!
(and darn.. fitting stairs in a pile of 32 of them is difficult.. 65 ladders.. why is the cam so fickle.. at least now that's a real rooftop terrace )
would be nice to have a tool to calculate the total of any body of water ..
12m deep storage achieved on lemon canyon
Yeah that's always cool to do that 😄
Concerning tools I remember there was a mod that changed housing assignment to beavers based on their workplace. Has it been done in Steam Workshop?