#Water Beaver Overhaul
1 messages Β· Page 40 of 1
@shell fiber is there any known reason why Mechanical Drills are not being emptied on Drits? Hauliers supply them with Drills, remove coal / iron / waste rocks, but refuse to touch on Dirt. I made a crate storage for Dirt but I don't think that should make any reasonable difference?
And I just discoverd that Gian Squoia can be planted at max height 13, impossible to plan it at 14 and higher. This has 100% changed as I wanted to plant them in a place I've been doing in last playthrough and it doesn't let me to do so.
If that's by design I wouldn't mind if description would mention that
Sadly no. @rancid tulip was lookin at the code...
I have found that haveing a place for them to use it really helps. Mark out some terrain, depth/layers is great, and prioritize it all the way down. a storage for dirt nearby increases throughput further.
The thing is that my storage is like 20 tiles away π and occupying dumb builders with it is a real pain. Storage of course seems to be empty.
I hope that bot's showing up will fix that
originally Quadruple Terrain Bounds mod from Mod.io was a dependancy. with it it doesnt matter. I havent tried the workshop mods that do the same thing, as i have and am happy with QTB
Yeah, I looked at it too, but it would take me too much time to get into Unity modding π
Nice. Next thing to check
I would be happy to help somebody else revive the Housing code and move it to the workshop. Ideally the original author.
I only saw it's .Net, do you know anything else about it? If I can get hold of the original idea then it should be doable to re-create it into anything π
as i understand the author has been contacted . I believe you could use it with a *tentative code awaiting authors aproval... maybe...
It need to be converted to current Workshop compatible mod either way, this most likely means full re-write
@heavy lodge Would probably know the protocol for repurposing another, unresponsive mod makers mod
I said I would be happy to help, mainly because wrestling with compiling mods has defeated me before. Once they are compiling, I can dig around in the code and get it to do something. But getting something that compiles and runs is a showstopper
So we are on the same boat π
"I see" said the blind man, to his deaf son while sticking his wooden arm out the window to feel the rain.
ya'll smarter than me gettin it that far
Bamboo is okay up to 7-deep
Hauling is very strange, the behaviours are often inefficient and I'm afraid the prioritize button makes things worse
Again the hauling behaviour is weird, it's more efficient to have the dirt consumed by something like a clay pit doing gold panning or to do some terraforming
I can make them less tall in terms of block occupancy but they might allow to do weird things (not changing the visuals)
Ahah, I heard a variant of this :
"Let's see, said the blind man to his wife, who was deaf"
Thank you for all the answers π Don't think reducing height is needed. I would rather see the height mod mentioned by Perpetual Newb re-added on steam and added as a dependency.
Otherwise finding a good place to plan them is a challenge. I ended up just blowing up one of the cliffs to the correct height (flattening it out :-D)
While at it, have you intentionally changed the platforms to be stackable again infinitely? Also should the water tank allow me to build this monstrosity?
that change was in the most recent update - so weird, isn't it??
(well, technically it was always possible with upward shafts, BUT now it's not even an exploit, just weird.. haha)
And I do have one suggestion. As a change to the dams. Allow the dam upgrades to be infinitely stackable π And create a high-tech dam piece that will function as a sluice in the vanilla game. Even as an endgame item. It would be fun to have that option around.
love the sluice idea - not sure about the infinite stacking - you can build them on top of anything else - buildings, platforms, ..
I never tried to exploit it. I restrain myself from any exploits. So was very very very surprised when I saw platforms stack π
To make sluice viable, dams need to be stackable. Otherwise you cannot build on top of it
Unless we get the house-sluice
which can be built on top of
Than I'm fine with that too.
bottom layer sluice makes more sense, doesn't it? top-place would be like a flood gate?
I would also love to see a "water-tight" upgrade to large warehouse. So using glass panes make them watertight
Only bottom layer makes the most sense
@snow scroll What was the acutal intention of getting this mine operaing? I feel like I have overdone it π
there's two mines more easily accessible haha
I know π but those didn't fit my idea for it
But due to the haulers problem and also the housing-workplace problem I'll have to work next on splitting it all up in districts
technically you can seal off the bad water here too - no need for the many homes
I have no clue when but I got 800 beavers already
How?
800 without districts sounds super inefficient
Sounds like fun π
To make it work
the nuclear reactor should seal it? not? hmm.. actually never used one of them..
yeah, can understand wanting the abyss first..
Either way, This is the most fun project so far xD
tbh: i try and add some kitchens in dams like that
never build more than a mid-sized storage ever yet (all just-in-time production) (with WBO)
Yeah, when you have loads of districts and more efficient.
Makes sense
But I need to acount for spikes of usage up and down
easiest way to do so is to have massive storage
true. would make hauling more useful too
Not really they still haul 1 piece at a time
that's why I have to change the districts
you had a look at far-distance district crossings?
can't find a good place for it
i so love them - sometimes having a 96-tile-crossing pass over a middle district
try setting them up real high - right in the middle of things
like on top of that warehouse stack actually might work
Yeah. But for now I think I get bots first, then I set up production districts with bot haulers to make it all super efficient
you can assign bots to any crossing too now, no need for the special building anymore (sadly not yet for haulers)
@shell fiber concerning this, I have one more question. Can you enable building on top of water tanks (this 3x3 square). By the way those are designed, it would make sense to put like 3x3 warehouse on top of it. Also description suggests other buildings can be built on top of them.
Yeah but I want to have haulers + crossing with boths and the beavers forcus on production only.
Wanna push my pc to the limit, like getting 3 fps on x3 π I believe I need 2000+ beavers for it.
all the best for that!
Currently with 800 i'm running at 60-70 fps on x3. Most of the time I play on x30 π
The only thing I don't like about the new update are the giant pillars mega platforms. I mean I don't like that those requre extra space now. Feels to me incredibly inefficient
agreed - very late gamish, slow to build and late to return any benefit
Those things are fine π I don't mine being late and hard to build
It's just now it takes a lot extra squares to do it
once you set them up and got bots handling them it is nice though. feeding a thousand extra easily
previous platforms were exaact size of the hydrophonic gardens
So you couldave had them wall by wall
now you need to have all this extra spacing around
yeah...
to my dismay... yeah i guess π
that would imply 3d model issues, not very practical. but i've had plans for a third dam upgrade for a long time, but never actually proceeded to do it
anything that can be used as a levee without drawback (pop increase) would eventually turn this faction back into some weird folktails variant
Yeah if that's a case then a pass though house that works like a sluice π You had one like that in the old version with turbine I think or something like that.
I hear that argument and you are most likely correct. I didn't thought about that implication.
Overall stackable platforms are cool. It's more like QoL rather than balance change I think. π
The only thing I'm missing is that the hanging platforms we could have up to 2 tiles away from the edge (one normal one reinforced) which is no longer working.
It was a cool mechanic and allowed for stacking some weird buildings together like engines etc.
you need to (temporarily) set something one tile below them to extend the skewer overhangs. like a temporary platform (no need to complete)
it is so the overdrive reactor fits on the map without other mods
Oh crap good to know that
much quicker to type that oneπ
two squewers should still work
It doesn't let me stack them no matter what I do. I saw @radiant arch "workaround" but yeah it's not working for me as simple as before
placement is still an absolute mess, sorry about that, didn't find much time to poke at this
I don't believe placement is an issue here π€ This workaround basically cheats the system into hanging it mid air.
same way as it persists after i delete building
between mod.it and workshop version something changed with them.
mid-air skewers will not make it past saves - or anything you can remove the "foundation" of, like overhangs, bridges, ..
interestingly they are tied to the actual object, so removing the building and rebuilding another will not fix any skewers "hanging on them" - they will miss after reload
the overhanq/platform/skewer "bridge" piece would often disappear on reloads. well, if you had them support themselves anyway...
yeah, I use that for all factions, works very nicely ^_^
Just curious. Did anyone got to a point where they had "enough" sunflowers? π It seems that no matter how many I have those are never enough.
Ofc aside of getting full storage of the dependent meals and items essentially stopping production.
As if we make all things that use sunflower oil at once, it's nearly impossible to keep up
Are river baths intentionally more efficient at beaver cleaning that tower baths?
Oh neat! Unless it's possible to add to the Emberpelts, though, I probably won't get a chance to ever test that, sadly. Neat, though; Bamboo let's you get at least a little wood from a pretty deep reservoir.
Yeah that's the reason I made it π
Last time I tested it worked with the emberpelts too
initially using districts to have them where they matter
and later it pretty much evens out, as superior meals fill the need with much less actual seeds/ oil needed
rarely using more than 2 oil presses for around 800 beavers.
if you got problems with farming - a satellite farm with a big farmhouse center for harvesting and smaller farms out for planting can be real efficient. plus the super irrigation tower speedup
#π’announcements oo that looks good π
Ropeways!!! Sounds bit like far away district centers :P
Did lan have insider knowledge π
Nope, maybe they got inspired by it but I doubt that, they probably have been working in this for a while
Also my "ropeways" are mostly visual
I wanna get back to playing!!! Btw how is this update gonna impact WBO???
i tried to load with experimental and my standard mod list and crashed.... not exactly surprised
Apparently some of the scripts have to be updated in custom buildings so don't expect any mod to work on u7 right now
But I expect mods to be relatively easy to update
Since there's a way to add another type of network for movement:
pressurized water slides for water beavers for faster movement or
Water canons that shoot you off to a particular destination pool
let's not get to exited yet, i have at least my current stuff to push to U6 before even looking at the ropeway / pipe transport π
Well quit slacking already! π€ͺ
i'm working on the faction's endgame wonder ππ€«
The version I knew was "I see said the blind man, as he picked up his ax and saw" which can be read as picking up tools, or something about picking up his ax suddenly granting vision.
Is it a Rocket to go to Space?
I do appreciate the anti-gravity properties of barreled water. being able to move 120 water at 10 weight is just so nice.
is there an actual advantage to using the drinking fountain? Just looking at the numbers it looks like 120 water in for 100 water out (might just be a rounding error and actually it's 120 water out).
so Is it JUST the increased capacity of a 1by1by1 block? holding 240 water in a unit of space rather than 45 water/
The barreled water exists solely to supply massive amounts of water to a district that doesn't have access to water on its own, it is not meant to be an efficient mean of storing water, it only gives 100 out of 120 water to deincentivize using it as storage (and I'm sure you noticed it doesn't give you the planks back either)
yup
there is no wrong way... though the hole fits an advanced sawmill... might save you on population creep with fewer but sounds lkike yer PC kin handle it.
fewer beavers.. playing diorama with this mod is.. challenging π
like worse than the apocalypse run..
tell me if there is any issue, crash, bugs or anything problematic π
also no spoilers about the wonder, at least for the time being π€«π
aaah, crap, i forgot to edit the cost of the building itself π£
will it be more expensive after?
not sure how you treat 2000 gears as cost π
well do you have 2000 treatedplanks lying around ? π
but i took it down for the time being
i also had an idea
make it require 500 gold bars? (hopefully not^^)
ahah, no
the building will be quite reasonnable i think
but i'll make it require to be build in a large dam
nice
which requires me to rework the model
worth it!!
wow making 2000 treated planks would take 3 beavers 125 days working 100% full-time.. darn..
larger populations solve a lot of WBO problems.... Beaver Labor Hours are a powerful recourse
if you can spam 20-30% extra population you can bypass food and health needs completely, have multiple production lines for anything and skip on micro-management, speed through all the big buildings from stockpiles..
it's a real difference to run to ENS on less than 80 beavers (due to limited space) or do it with 2nd or 3rd library on 300
worse once you stark with the big industries actually..
@shell fiber nice "bug": wonder need gives -100 well-being before it is build + counts as "basic need"
my current colony is around 1300 bio +200 bots.... 3 abyss, 2 with reactors.... the only thing I really desire is higher density beaver storage
i think the 2k treated planks is a real nice (evil) hurdle for the wonder
you need to prepare for that long beforehand and stock up
and it makes that useless resource meaningful
and it's slow and expensive relative to the late time in game you could build it (would feel sad to have it easier to achieve than the nuclear overdrive reactor)
treated planks wouldn't be hard to accumulate.... relatively easy materials, few other uses so they won't get poached for other projects
you need an alchemist and they work at 1 every 3h. not expensive, but super super slow
on a new colony it wouldn't be difficult to start stockpiling them early so they're in storage a long time before they're needed at a construction site
have you tried out update 7?
will wait for it to support mods. not sure yet about the changes tbh. vertical terrain would make even more compact maps
might be nice for my apocalypse run (roofed the whole starting valley to have a water storage right above too)
the zip lines are great.... you can place the support poles 30m apart but it calculates "distance to district center" as 10m per pole between 2 entrance stations
yeah.... I'm thinking storage towers right outside the district center with a zip line station nearby running directly to the district crossings
i haven't started iron teeth yet.... i'm not sure how the tubes change the distance calculation
regarding the wonder: 15 tiles seems a rather low range regarding the high cost to build one. was there a reason to lessen it from the 25(?) of other factions?
especially as you can not build it as freely (floating above a town center) too, it's kinda very hard to place this big thing anywhere where it would give a big benefit
minor "bug": wonder is accessible from all sides - paths do connect from the back for example
wonder does not appear to have any stages - still initial stage after 51%
wonder does not show builders inside. just them running around, placing things, not sure when they build actually..
in the description it might be "will be the greatest" and "hooman".
with the -100 to well-being it was actually faster to make 2k treated planks than build the actual thing haha (suddenly having so many kits almost killed off my population)
What, that shouldn't happen π
It's not meant to cost that of course
Perfectly intentional π that will make sense when build
Also intentional
that's nice. maybe little confusing with it only having a door on one side currently
Yeah you probably should roll back to the previous update, there is errors with this one
too bad
i really enjoyed being able to build it
and hope mine is finished building soon to see what you intended it to be (10 cycles is slow)
Well if you have a run in it's final stage (unlocked everything, build the abyss and nuclear reactors, sealed the bad water sources etc) you can just give yourself the treated planks to see what the wonder does π
Unless something gets in my way I can hopefully push a fix tomorrow
Specifically I've always wanted to have a building that actually require deep water (think 6-10 deep or so) to actually entice people to build a large dam and the wonder is a good enough candidate I guess
lovely wonder and final text / win message
pricing appeared fair enough too, for a single launch
Oooh! The endgame wonder has been released! Y'all are gonna love it, I'm sure.
Just, uhh... manual save before activating it. No reason in particular. Just good practice, y'know?

Because with Water Beavers, what could possibly go wrong?
wait i realized you probably were missing the shader fix for one of the important material π€
anyway, i'm almost done with it, but that will likely be for tomorrow evening
where do we connect for power????
These scaffoldings look bit like space ships or drones!
what is the CMS of a fully armed and powered water cannon?
0.15 cms seams to be the answer?
unless it's been changed. So... you need at least 5 giant water wheels, per water cannon just to break even.
Watching haulers, and hauler bots is a cause for going nuts. how are they choosing their tasks?! it's wild how often they run across the map to pick up 2 times.
water canons have the same output as the mechancial pumps for folktails and iron beavers
Should be 0.5CMS?
I got the 0.15 number from here
I don't have the data on hand but that seems about right, it is quite weaker than the FT / IT mech pumps
Eewww
I'm a bit surprised it does that, thought I had made it better
Ah also unrelated but someone pointed out that the consumption of nuclear fuel is unsustainable relative to the speed of extraction of nuclear waste, does someone has the maths already figured out?
i think i needed to dedicate 2 abyss mines entirely to radioactive waste and exploration teams.... and run 6 centrifuges to keep reactor 2 online
that's . . . a lot. I only have two abysals on my map
that's total write off levels of expensive
with a single reactor i have more than enough power to run an absurd amount of duplicate buildings
you can also easily get 3k or more from just the cooling water..
nuclear plant math (16h day, max performance, 0 well-being)
exploration: up to 19 daily -> not really limiting
nuclear waste: up to 8 daily per mine
nuclear fuel: up to 0.8 daily per mine
usage
basic reactor: can run at least 3 per day per mine ~12k hp/ mine
abyssal reactor: need up to 3 mines per reactor ~ 8k hp/ mine
if you add the 160% workspeed up from well-being..
it goes up to around 2 nuclear fuel per day per mine
so you can run 2 abyssal reactors fulltime from 3 mines easily
and well.. most industries run working hours..
tl;dr
- single mine is enough to run an abyssal reactor working hours
- basic reactor is more fuel efficient
if i did not mess up the math again π
i see, thanks !
so i probably should make the centrifuge reciepes more efficient, among other things
i'm also slightly unsatisfied with the abyssal nuclear reactor, it's kind of... too good π€ ?
like the power is of course the point, but i feel the water is kind of even better... what do you think ?
i guess getting the nuclear waste should be faster, since it is already mapped (ruin exploration)
so i'll decrease the reciepe time from 10h to 4h
and double the output of the centrifuge
also make them a little bit faster
so the basic nuclear reactor's value remain mostly unchanged, but you need 60% less nuclear waste mining teams, and the large reactor effectively consumes half what it used to
(in terms of workforce required to fuel it)
yeah with those numbers a single nuclear waste extraction team should be able to generate 20 nuclear waste per day, which is now equivalent to 5 nuclear fuel.
but one centrifuge can only process 10 /day
so you'd likely need at least 2
which is fine to me
but the output of the abyssal nuclear reactor... 25k hp... doesn't that make everything else kind of irrelevant ? when you reach that point, how much power does your town need approximately ?
if i change the power output, i'll rescale fuel consumption of course
with plenty redundancy (like 4 factories, 4 assemblies, 2nd foundry, 3rd big sawmill, etc..) mine is around 10 to 15k max. little more if i want vertical farms, little less if i skip bot making
so technically a basic nuclear reactor is plenty, if needed
the water is more interesting for me
the water is huge.... I've got 16 water pumps running off the outflow of reactor 2 and the outflow of reactor 1 keeps all of my crops irrigated during droughts
i literally don't need river water any more
got my 100 sequoias watered from towers, feeding advanced sawmills, feeding mechanized pumps - most work done by bots and no relation to natural water sources anymore
only plant in need of actual flowing water is bamboo too, as most can be done with vertical farms or GMO
just checked, but running engines from gas extractors is super inefficient.. it's only around one engine per mine(1k hp)..
with vertical farming you can run them with 2.4 neph-farms (+logs), basically gain around 350 hp per engine..
you can perfectly run all power needs from vertical farming haha (with big population increase as downside)
or build solar panels on top of things..
likely basic reactors are still a very efficient method if you just need power and have no flowing water
I don't use the vertical farms often..... it feels better to blast out more flat land and set up another cluster of farms
me too. only matter on very small maps. yet it's those maps too where you need to be creative about energy needs. (you can just spam big wheels and batteries on larger maps)
vertical farms are kinda very expensive too, much for the metal for platforms and bot parts
so it's usually very very late in game any way
vertical farms are meant to be more space-efficient and don't require workforce since they can be supplied/ offloaded by bots so i would have thought they are more interesting π€ i guess it depends on people's playstyles
the vertical farms were at the top of my list when i first started playing the mod.... by the time i figured out how to survive long enough to get them my priorities shifted
i like the GMO Labs more and try to use them when i can.... i use the florists even when i don't need them
I'm crashing when i try to load (2 attempts) I did crash at load before the patch.... Ii'm at 1300 beavers 300 bots on that colony so i might be causing all sorts of things to break
for me saves often corrupt with big maps / populations - seems to be a problem with disk-writing and timeouts or something.. - the error log is quite clear on that
maybe delete your wonder before moving to the current update ? π€ in case there is some incompatibility
also i uploaded a minor update again, for the bridges to connect properly to the doors
that's no problem. did load my 4.3.5 save just fine with the previously build wonder
oh.. well..
it did just remove the wonder altogehter haha
nice..
i went back to a previous auto save and got in on the 3rd attempt
π
Sorry
Well it is 14 tall or something now
do try and manually safe often with big games.. autosaves can quickly become corrupted (and all saves after a corrupted save seem to break too)
Well... You might want to reduce your population, for example by investing in mechanised farms π€
can't seem to connect the doors .. hmm. . oh, you fixed that
Well, tell me if anything feels wrong
need to reload. so far it looks gorgeous.
If everything is fine I'll hopefully get to poke at u7, praying it's not going to be yet another nightmare
Although to be fair most of my woes with U6 were due to shifting everything to timbermesh 3d files and the texture specification shenanigans that implies
i'm already having ideas for the next (lower population) colony
wonder now has the full launch animated π (missed the most important part previously for me haha)
hmm.. the range is tricky.. that was unexpected π - you fully intended the effect after launch, didn't you?
and there's no well-being for "launching" the wonder anymore - that is intended too? well.. it works, yet unexpected and weird..
|| the status is set for all beavers in range, but to no effect! only when they walk the crossline (i think) it actually hits - for hours after the actual launch ||
very lovely and fitting wonder and execution
maybe the actual moving part might seem a little small in scale (feels like 20% wider could work too on this big screen) but otherwise really nice
darn.. can't wait to use this on the diorama map.. the impact would be hilarious π
I wanted to revisit the mod and tried to play it on the official branch u6.
I installed the mod and every dependency through the steam workshop.
When trying to start a game with the folktails to unlock the actual mod the game crashed repeatedly.
Can someone give me some advice here?
Can you share your crashlog?
%userprofile%\Documents\Timberborn\Error reports
wonder achieved.... looks glorious
yeah the mechanic is a bit tricky, but for now it mostly works as intended
my bad for launching one right above the advanced sawmill, next to foundries, apartment towers, food mile and both abysses.. got around 120 directly and they kept coming in for hours till almost the whole district was covered π
oh, by the way i found out how to make the nuclear reactor water be contaminated, i think 30% contamination should be good ? π€ that leaves it still quite usable, but not to the point of rendering the actual river useless
I think 25% sounds like a nicer number rather than 30%, unless 25%is too less?
I think I found the issue: I still had the bepinex folder. Now I deleted it and the game started 
i'll try to poke at U7 now, no idea how much of a chore it will be
Good luck, I'm liking the Ziplines so far π
My idea is a canon for throwing the beavers, dunno whether that will be your approach
Or maybe even a rocket could be nice
You could combine the pipe mod with the tubeways, to transport beavers and water 
The stations would also be water inlets/outlets/pumps, and of course watertight housing π
a small trebuchet? sling shots? (and cushions)
kinda would like to see them swim, like a tiny aqueducts, or roller skate.. yet neither would work well with the vertical component..
balloons would seem too slow sadly.. but that would be adorable too
Not small
anybody else think the beaver bot district crossing should have at least 70 units of space for everything rather than 30 units of space? being able to carry 70 water is not as useful if you don't have space to put down 70 units of stuff.
would be cool. yet i'm really in favour of removing that one and only have the normal crossings with bots.
i can understand the bots needing a 'bigger' workspace
having them share the normal crossing would be easier though
but I was also expecting the bigger on the outside workspace to be bigger on the inside to match
Mechanically this visual blight looks like it will work:
with the middle wheel being medium sized the top shelf is exactly the height that the water cannon's can fire up into. . . .
should it be done: no.
Can it be done: Not if you value your sanity, at least without a block copy paste tool, it's fiddly.
Will it be done: Probably, just cause.
That is hard coded in the district crossing script, it might be possible to change but I don't know how
Yeah I'll probably do that
fair enough.
I can't say much since I don't really know how the zip line / tube ways work yet, but I assume I will be fairly limited in what I can actually do.
Trebuchets would be quite fun, but probably zip lines are more practical
DistrictCrossingInventoryInitializer.DistrictCrossingCapacity -- it's private static readonly, you may be able to change it with reflection.
meh, maybe, maybe not
I have no idea what reflection is so... 
(code)
oh no.. the hot steam from the factory is no longer walkable.. darn..
diorama is surprisingly a fun map to play with this mod. kinda well-balanced too.
the start is super slow and careful. but less demanding than apocalypse was (yet similar).
currently started building the ENS around 40th cycle and just barely hit the 100 beaver mark forcing me to go for mechanized pumps.
will likely need another 100 cycles to build the abyss now and start preparing for the big reactors haha
there's some gravity defiance of course - like the floating platforms for the ENS in the front left part π
this is likely my most compact and structured WBO build to date
Just a quick question, when did lotus change to a gatherable on a harvestable? I must have missed that.
i think midways into U6, having to deal with the handicrafter plucking lotus apart was causing constant clogging due to either excess nenuphars or excess flowers.
and then i realized that i could have the crop be cuttable (farmhouse) AND the flower being harvestable (gatherer)
so you just have to make it so that lotuses are accessible only by the gatherer (remove the stairs that allowed the farmers to plant them for example)
otherwise, if you remove the planting order, i think they will naturally spread like any other plants, so if you can pause the farmhouse for a while you can have them invade a part of the pond that is no longer in farmhouse range
and the last, lazier option is just to overplant nenuphars until you have too much of them, at which point they will eventually be left to bloom π
I went with the last one. I just remember last time I played I think they farm house just pulled them in.
edge-case, but overhangs do void sequoia planting, while skewer overhangs do not (might be due to the additional height from the four screw-like things with the overhang)
For those who wonder, I've been poking at u7, but I will be mostly away for the next ~1 month
Hope it's good time away π 
love lapan, dont forget to enjoy some time to yourself !!! 
Enjoy the break!!!!
yeah i'll go back to france so that my ~~girlfriend ~~ fiancΓ©e meets my family, we'll also visit paris since the flight takes us there anyway
it goes without saying that my savings... ouch
but eh, it's fine
that will work as a honeymoon...hopefully π
Congrats ππ
OH MY GOD YOU'RE GETTING MARRIED CONGRATS!!!!
OMG!! Congratulations!!!!
Congratulations @shell fiber ! Hope you have a lovely vacation and honeymoon!
totally congrats, have a great wedding and honeymoon, hope she understands your continued desire to mod timberborn, and doesn't squash it π
hi guys im new to the mod and struggling lol, how do i get that final component to build the library? there are similar things like an anvil thats needed to build a basic smelting hut as well that i have no idea how to get
you get your first anvil and library set by demolishing your district center.... you really want to have the ability to build a replacement district center immediately
i tried that, built a new district centre and deleted the cart but though i saw those things in the rubble, my beavers wouldn't pick them up? they picked up all other rubble, the things i could build storage for, eg. gears, planks etc. and just left the final pile lying on the ground π
fancy storage pillows.... the first option on the storage menu lets them be picked up
In regular Vanilla Timberborn, you need available storage for the builders to be able to pick up rubble for that item, even if you have a building site that needs it. Rubble -> Storage -> Ready to be used
Welcome to the Timberborn Discord π
Oh yeah, Lapan, have you told them you like playing with Beavers yet?
unrelated, but was this how the wonder was intended to be set up? on a floating platform, sprinkled by a water cannon, surrounded by all the industry and housing it could fit? (gravity is all about the relative imho)
(and unrelated again: beware of setting up an advanced sawmill in the middle of your settlement - bathing means might be 'slightly' more in demand after)
Uuh, I guess It is correct if you didn't cheat the construction of the reservoir.
There seem to be some crimes against gravity being committed with all those platforms, but it's difficult to really tell
Are you chaining skewer platforms infinitly ? I though I had fixed that π€
Also what map is it?
I think we need some other use for Insect Larva ... or the Grand Tour needs to give the right ratio between human meat and larva. I keep having to swap over just to keep from clogging one and thus preventing the other from being imported.
The grand tour is probably best used as a temporary option until you have more blimps
or make it so when good arrive excess are tossed or lost rather than blocking the full production (although that would undermine part of the challenge of the large automated mines and the rocks that need to be tossed away)
That's actually a good point, I didn't think about that
Diorama map. tbh infinite chaining is a pain to do right now (needing to construct a temporary layer below it), but possible.
bottom-layer for the wonder is the walk-through lodges. so all nice and proper. i hope.
same! for this reason i always go for all airships at once, which is somewhat intense, like 10 balloons collecting explorations for a long time
i mostly try to limit myself to use the proper chaining of skewers whenever possible. and i never cheat on it, it's all build by my max three builders from the one initial builders lodge.
but this was just too fun to pass π
also still intending to build a full lake layer on top of it all, just cause it would look cool! (but not sure to wait for U7 update first to make it farmable)
oh.. and just realising: once the abyss reactor puts out unclean water this population might be seriously screwed.. hmm.. π€
8000 HP - 800 to power the cannons, The 7 pumps add a total of +2 to the CMS. which isn't any rational number of anything per cannon but go figure. but almost doubles the power of the stack and keeps it running in a drought . . . for about 2-3 days at just under half power output.
Does it work: Yes kind of enough. technically better than 2 power plants, for power output and doesn't need any haulers or input material. also doesn't block badwater harvesting.
Should it work: well physically no ... but in game terms why not... you can't build it before it stops mattering.
Is it worth it:
No. Not really. it's a lot of space.
The top two layers could be ALMOST twice the current size, but the bottom layer is 100% capped.
It took an obscene amount of wood and steel, and tar.
What is needed to make it viable?:
Copy paste functionality.
being able to build platforms over the rims of the aqueduct walls so you can build the power network at level... to get the power wheels at the turn around to work I had to route the power really awkwardly.
and yes I am working to replace the 'wall of houses' with dirt, you can see the first done at the end. Testing phase.
you could run the power-shafts between the wheels (right on the log bridges) and not need extra shaft spacing between aqueducts (not sure i understood what you said there)
looks almost as bad to set up with no copy&paste as any floating island would
if you got quadruple bounds mod enabled you can perfectly float this one way up in the sky too (much more costly though)
and try and run it from a (few) water dump(s) if possible - that's what i wanted to try. like a fully storage-fueled water engine.
would basically only need enough water to counter evaporation over a double channel.. hmm.. let's say a few!
well, glad you tried this first! i kinda hate the awful work of carefully placing hundreds of identical things π
certainly not useful or anything. yet i could not resist to abuse utilise the full potential of the new skewerΒ² and build an actual arched bridge!
only missing a free-floating island on the left side i believe! (and more golden fences!)
The aqueduct sections are either 3 long or 5 long, are 2 units of water carrying wide, and 1 unit of 'half sequoia' walls on either side.
so if you have a medium power wheel the power out is just above that half sequoia wall, but you can't build a platform on that half sequoia wall, so you can't build a power log connecting to the medium wheel.
So you have to build a sequoia stand so that it's top will be exactly in line with the walls, then put in a platform so you can pull power under the platform, then put another vertical sequoia above that. for the next layer of the build.
I don't think you can build any higher than this. at least not without the next major release. Water cannon's can only be built on ground level, and are too big to fit in an aqueduct, even if they allowed non ground building.
And 7 of them lifts enough water for 2 cms, but takes a lot of floor space to do so. . . so you would need to put in quite big platforms to put enough lifts to move a reasonable amount of water.
This design is a 4 high log, then a 2 high platform then a 3 high log then a 1 high platform, then a final 3 high and a final 1 high platform.
The bottom and top layers can hold big water wheels and the middle can only fit a small water wheel.
you can't make it any taller because the cannon's can't reach high enough to refill it it's any taller.
oh, i see your problem! thanks for explaining it!
not expected the problem with the med-wheels.. hmm..
Is there a way to use the abysal powerplant without flooding it's support buildings? like it doesn't look like it should be possible, but seams like it isn't possible.
far from an efficient option but this worked to get the water away from the powerplants
16 pumps was enough to catch all of the water output from reactor 2 for as long as it takes to refill storage
Just out of curiosity, how did this work out ? Is it the first time you completed the wonder ?
Ok, Correction: After fixing a few links on my aqueducts. They are pushing 19000 power, and consuming 1400. They are consuming 2 bad water outputs that COULD have produced 6000 power if fed nuclear waste by haulers forever.
So the aqueduct is ... less futile than I first thought. Still a lot of fiddly building placing.
ah, the water does come out the top if it's fully built. Placing the crown on early leaves it bubbling up from below and spilling over the landscape instant flooding the attached buildings.
also of note: the aqueduct walls are two tiles high. they are only shown as being 1 tile high, but do infact hold water up to two depth if permitted to.
second time. 1st was on a huge map where it barely covered the industry district and some (300 of 800 beavers, but water and food all left out)
||here on Diorama.. i not dared to launch it before you asked.. after: covered 320 out of 350 directly, rest came in the hours after, but let's say, it got them all. the end.
||
tbh: not sure this is a bug.. the one and only "Aketa" left, was stuck at the shower for cycles( aged 384!! ), with fully starved and fully dehydrated status, right next to the wonder, like 1 tile away.. and just did not die of anything.. ever..
talk about denying reality..
highly recommended way to win the game. feels very final β€οΈ
hmm.. now the only question is: how many beavers can the Diorama map satisfy even? 1k? 2k?
got a decent 100+ wellbeing with the 350 beavers right now. not even optimised half of the ground yet.
really struggling with chestnuts and especially grapes though..
and what does it need from ground even..
- water!
- chestnuts
- pumpkins
- bananas
(+ few bamboo shoots for meds, balloons can cover ice easily)
(+ lemons)
technically should have around 400 tiles for all of that, likely half yet available..
another problem would seem clay and dirt as there's only one abyss very little need for metal..
certainly should kill off the sequoia lines.. waste of space really.. (for this map)
technically upgraded pumps should be the most tile-efficient too, so likely kicking the mechanical pumps. especially with the +200% worker bonus
maybe mechanized pumps are too weak actually?? they are 5x regular upgraded pumps, but that is really not even 2 pumps with decent wellbeing
around 1k pop is when you'll start needed to add 2nd copies of food production buildings to keep up with the population
Next major release I could do this is soil, but that's next release, I got tired of waiting.
That's a nice crop of explosives you're got there....
oh ya... My map is going to be flat and level when I am done with it.
it WAS a canyon between two mountain ranges. Now.... well a small part of a hill remains in one corner
that happens sometimes
if the cost of land blocks wasn't so high i might use less explosives.... maybe
maybe
mourn the 2 beavers while leaving them to their own devices for a moment
or were those actually bots
𧨠𧨠
incidentally it was exactly 2 for me too. no bot was harmed, ever (never ever seen a WBO bot expire / die / explode! .. hmmm... yet).
and kinda curious: how many beavers the wonder reached for you? surely more than 100, was it?
i built the wonder in an area I was referring to as "Hive Primus".... probably 600-800 lived in the immediate area
That's a lot of Bang. Those rolling mountains took a lot to clear.
almost 90,k beavers born over that run.
now i feel weird about my low numbers..
You were on diorama and they did 5x more days than you did
haha. there's not much else to do on such a small map really
that one's from my first wonder. more like my usual "rush" to build anything and have stocked up all the wonder my need (on a huge, friendly map)
I often let the game run over night or while I'm at work, I'm the opposite of in a rush
721 dynamite, sounds like you didn't declare every pile of dirt more than elevation 2 to be a offense unto nuggen. but also that's a very small map.
I also got a mild case of the walking pneumonia mid run, and left the game to think about cures.
can someone tell me how surgery kits work? I made the clinic and surgery kits but it doesnt seem like they are using them
does the surgery kit require a medical bed?.... there are 3 beds for various medical uses and I can't recall off the top of my head what supplies each require
No beavers just go to the clinic when they have any kind of injury and consume the surgery kit, well that's how it works in U5
currently on U6 and it just doesnt do anything. might be bugged?
for me it worked well - but they not seem to use many of them
beavers with serious injuries went and fetched their kits and healed
demand for medical beds went done too
not sure about minor injuries, as the deluxe stew easily covers the need (and is most efficient once you got the ingredients covered)
also the clinic only covers one district. recommended to use a pharmacy to distribute it.
did your number of injured beavers not decrease after clinic was ready? (it will likely not vanish - they get injured quickly - but should reduce a lot)
Pharmacy?
under district centers - a placeholder to import medical demands (and seems to serve injured etc)
hard to find if you not look for it haha
it took me so long to find even basic farming huts lmao
for certain buildings sometimes not working: for me it can rarely block - like balloon traders not filling up at all - saving and reloading the game usually fixes that
maybe your clinic got blocked in that weird random way
ive had this happen for days now
very odd
any idea how to know if they are using the kits?
watching them or watching if the clinic uses them up / refills..
if you have deluxe stew they might use very little of them
not fully certain they use them for minor injuries tbh
hmm
Most WBO problems can be solved with more haulers or a vacation day with low work hours
surprisingly it can be quite efficient to give them a free hour daily for them to gain more happy and work hader
hello water beaver friends I am struggling to place the washing machine thing lol advice?
Looks fine to me but it's complaining about no water or maybe not enough water?
if the water is flowing its gotta have like .80 on an adjustable dam
not enough water pools up for it to work
Lol, BURN! is the message i set for Emberpelts scripts being loaded in U6.
Hi there !
I'm back home but now busy with packing all my stuff, not ideal for modding π£
Hi, welcome back and, really hope that packing means something really good for you.
wb
Hope it was all you dreamed of. Welcome back
Welcome back Lapan, hope you had lots of fun π
Is this mod recommended on easy or normal? I am an experienced vanilla player. Lots of hard mode experience. and any recommended maps?
and does this mod work on update 7?
Mod is recommended for Normal, and it does not yet work on Update 7
It is, however, very worth it
Lemon Canyon is the demo map, and has an edit by another fan to make it slightly easier
Don't expect the game to play anything like normal -- it honestly doesn't prepare you. I'd recommend watching a youtube guide or finding a written one somewhere
or you can watch JC fumble through and miraculously survive (give credit where credit is due tho, i havent tried them yet. seems over whelming)
JC's plays of the mod are also awesome, all credit where it's due
I still love the one where he tried that late game decontamination building, and laughed for at least 5 minutes about it
It's time once again to dive into the incredible Water Beaver Overhaul mod in Timberborn, but this time it's with all the added fun and challenge of Update 5 with badwater, badtides and new buildings galore. It's going to be a wild ride, so let's get started!
Want to support me and get recognition in videos? Join the channel as a Beard Booster ...
thanks ill chekc it out
also #1297339702353068033 and/or #1258681137362899005 is recommended for finding stuff (because the tech tree is huge)
What's the intended way to deal with badtides? Is it to just treat them like droughts and avoid building stuff in rivers until you get the floodgate dam?
badtides can be very hard to deal with for sure.
stockpiling and irrigation is one way to work around them (lido + dump is surprisingly efficient)
another way can be to build temporary dams and demolish them after badtide ends (micromanagement)
that was a ... rough... drought
You'll micro your economy and just pump water and grow food and nothing else for a bit, maybe 1 hauler
If you haven't done that already
Storage stockpiling is key. Water doesn't evaporate once in a water storage tank
just personal preference: skipping on food stockpile reduces population a little in early to mid-game.
reducing water needs and .. basically i often prefer to irrigate some farmland + trees and have a central lido + showers versus having more farms and population.
depends on having the free dynamite otherwise unneeded or a natural spot for a little water hole basically
No microing, my priorities are already set in a way that fills water and food production first. Just had to micro the beaver lodging a bit, to ensure they have kids.
There are various countermeasures for infected beavers, which I encourage you to discover for yourself and experience the fun firsthand
Waterbeavers is INCREDIBLY fun
And also really hard in a way the normal game isn't
You kind of have to rethink a lot of your normal strategy just because of how different the new supply chains are and how much more emphasis is placed on building strategy, since "everything is a house" and you can't just lazily spam a whole bunch of one type of production building without also causing a huge population crisis
The day of reckoning has come, let's see how my badwater defense theory holds up in practice.
I'm playing lemon canyon. The plan is:
- patch up the hole that outputs the water through the main dam
- demolish the house at the side outflow off the map
- turn off all waterpumps downstream from the main dam
4.hope
I... thought the architect's lodge would block the water coming through with its top part...
Gotta rebuild ig, this dam won't protect against a longer badtide at all
25 beavers got weakened. I think I should build a second jail.
I'm having a great time!
97!!! that's such a party you got there!
It's Sing Sing, not party π€£
I just saw my first run of the washing machine and... it's pretty funny. I recommend building it even just for your entertainment.
Huh?
Is that what happens when you cover a walkway with watertight buildings without lights?
Got my first floodgate down :D
It controls inflow into a pipe with a 1-width elevation change at the end. Beforehand, that elevation change was the only flow regulator, and it did allow the water to last for 3 or 4 days more in a drought.
Are sluice analogues planned for this mod? The automation part
Lapan mentioned some about considering them, so he might at some point.
Though i would assume this to take time, or not happen too, as he not seemed too fond of the limitations it gave him trying to add it to a building.
personally still not sure about any need for them.. (they are nice, yet having learned to play without them it's really not that huge of a miss)
@glass gull you are probably playing in Polish. Would you like to test my Polish translation for water beavers?
Yeah, I could check it out
Ok. Later I send you file to replace
Huh.. Okay.. It seems the mod does work on the latest version?
This is my modlist and load order (there's one more mod in the list which is this mod, it's at the very bottom, I just couldn't fit it into the screenshot)
Whenever I go to make a new world, it freezes for a few seconds then crashes to desktop..
Any idea as to why?
btw, please @ me or reply with ping enabled or I'll never see your response as I'll have forgotten I asked this -w-
Does it create a crash report? If it does, please upload it here.
See #πmod-users message for information on how to find crash reports
last I heard, it works on six, but not on seven experimental
Are surgery kits not used for minor injuries? It says they work on them, but for some reason my injured beavers weren't picking them up.
The screenshot is from version 0.6.9.4, so it should work?
Is it intended that the polar beavers - which are described as having no real agriculture - are the only trade partner that gives away food for free?
Is it intentional - probably not. Polar beavers explore human ruins. Maybe they came across a frozen McDonald's π By the way, I wrote to you in private about the translation.
I would think the main thing polar beavers would do would be fighting off the polar bears for territory.
you're not thinking like a beaver.... if you put the polar bears on a treadmill chasing a seal on a stick you've got a new power source
Good point
A mod loading on V7 isn't quite the same as it working. Different stuff gets loaded when you create a game than just hitting the main menu. WBO hasn't been updated for V7 -- it won't work properly when you try to load it in a world
It looks like you still have BepInEx installed. Step #1 would be to remove that
(you can just rename the directory to disable it too)
The crash comes from TimberCommons. So you could try disabling that too.
Oh uhh where do I find that?
I really want Sluices, but there was a reason why the dam drain was removed...
I feel like you'd need 5 recipes from the ENS just to balance them or something π
i kinda like the idea of it being more complex to beavers than any overdrive reactor
like really really overdone and with completely ridiculous detail (and price tag)!! 
The log contained "Modded: true, unofficial" -- and a large error above that.
it'd be cool if a sluice analogue could require a staff to operate it, and was left in some preset position when not staffed, but I doubt the game allows a mod to do that
It would have to be the most annoying preset possible of course π€£
Sluices should be large buildings with a high number of employees who mostly sit and monitor the water levels in excessive detail that generate logbooks each day that need to be stored in a Grand Archive of Waterflow.... When the archive is full i guess we could have a tier 3 science building above the ENS
hmm.. maybe some day i can build this Dam-To-Dam-Them-All - with such an enormous sluice masterpiece at the center!!
it just occurred to me what is possible with the horizontal tunnels in the new patch.... drains
I have no prisons and no working washing machine, can I recover? π
I'm shuffling the one beaver I have between working the water pump and building a jail to allow a breeding population to exist ever
I'm playing this as a sims game currently.Yamike, I swear, your work will not be in vain, just do it π
Zircoy is a dumbass, there was water stored idk why they didn't drink it.
YES! A drought. I can deal with that.
RIP Yamike. Died because they went to work on some stairs on the other end of the map after I unassigned them and then would rather go to sleep than harvest the cabbage in front of them.
3 beavers are sitting in the jail
One of them died of old age, 2 beavers are sitting in the jail
Yeah, no, one of them will also die of old age before decontaminating
Yeah, only one beaver alive. Done.
What's wrong with this placement of the buried tank?
those things on side and back - they need to sit "on top" of solid..
Dagnabbit
well, with how it now works a platform might count as solid too?? (not sure how this changed)
does the automated water pump work when submerged or do I have to put it downstream of my main reservoir in a 1 deep pool?
only up to 1m. and if i remember correctly only up from 0.3 or 0.35 or something
a point i always wondered about them: they only produce as much as 5 upgraded pumps, but not benefit from workers bonus.
so in mid/end-game they produce more like 2 pumps really. don't they?
imho only real benefit is them not increasing population versus the major deficit of placement constraints.
Sluices were planned at some point, but nearly everything in the sluice script is hardwired so it's very impractical for modding, or at least modding consistently with the rest of the faction, but I have a few workable ideas.
Also yes, they are too powerful maybe
Noted
Very good point, of anything they should be the only one to not have any food to trade π€
iirc the purpose was more to have something that can operate without beavers entirely so you can make a lazy society were everything is handled by bot
That's all for today ! GN !
Btw, I gave back my apartment this Monday, this week I'm clearing out some loose ends while staying at my fiancΓ©e's place, and I'll be moving to the next country early next week π
After that I start work again, need to find a place to rent, get furniture etc.
I'm not done with being busy π
eek
all the best luck for it to work out nicely!
Hi, I just wanted to check - do lotus self-spread (in U6)? Trying to navigate a lotus/nenuphar farm with some fencing but in its current state, needs the planted ones to spread across the fenced-in area, so wanted to check before I wait 10 cycles to realise it's not gonna happen lol
plants never spread when the ground tile is marked for planting
I've unmarked them, should've mentioned :)
not sure anything but trees and brambles would
would be a nice exploit tbh
yeah I was hoping it would be possible by design after the handicrafter rework but if not I can just remove then rebuild the fence to give farmers line of sight on most of it (even fenceless they don't reach the furthest two columns)
later on things will get easier and farm will have much less demand with advanced buildings
none of the plants that take up more than 1 square will spread.... grape vines make crooked rows when they spread naturally
ah ok, thanks. for crops is that including vertically? as lotus are 1x1x2
Lotus should spread naturally if not marked for planting
And if water level is sufficient of course
Amazing thank you
knew I could count on your thoroughness
me again π trying to build a tree nursery on a p&l with platforms, but won't lock on top unless there's a platform in the... uh... ladder hole?
(here's it with ladder platform)
issue being that I don't think they'll be able to enter the nursery through a platform
Uuh, I think they should be able to go through, I probably forgot to adjust something in the tree nursery.
Also you're better off having it face the other way, so you get extra range on the back π
If they do indeed get through then that is the plan ty!
update yes they phase through the platform haha
I hope the moving is going well for Lapan π
JC is going to start a U7 water beavers, hope it goes well
Just asking with what mod ? Water Beavers may take a long time to be updated for U7
No clue. He said he was going to do it. I figured he knew something I didn't. Supposed to be Mondays video tentatively. Guess not if it's not up
doing u6 for the time being, ep1 went up couple hrs ago
yeah U7 is not even started, but i'm working on putting my modding setup back together
it's going fine...ish right now.
i'm living in a hotel right now, and then i'll be moving to some sort of dormitory waiting for some vacancy to appear in the place I want to rent.
So like 24 hours turn around?π€£ Should be pretty simply updating the most complicated mod the game offers 
I think it's honestly not going to be remotely as nightmarish as U6
Although there is some reworking the specification files π€
But that might be handled by a mass fix
Also, a small teaser for people interested : The tunnel script that swap the construction with a finished building offers... Interesting possibilities ππ
Will we get underground ladder construction? That'd be awesome for enhanced underground verticality
recently got back into playing after a bit of a break, wanted to do a playthrough but cant get past the mod loader, not sure if i should be asking in here or a different channel, appologies in advance if im in the wrong one to ask for some help.
Are you on steam?
yeah, using modio for files
Just go to the steam workshop and subscribe to water beaver overhaul, it will download all the dependancies for you
Make sure you are not on experimental
quick fix much appreciated.
That's within what's possible but I think that would be something I'd leave to tobbert
I don't remember saying U7 but who knows at this point, my brain is so foggy that I can't remember most of what I say in videos anymore
Maybe it was a fever dream of mine. Maybe I assumed 7 was out. Maybe the beavers have infected my brain ... Find out next time on Timberborn Z
Wow I forgot about the new District centres, I like the look of the cooking one!
Also: π©
π€£
did I... ever finish the billboard mod for U6 ? i genuinely can't remember π€
anyway, small progress, i probably fixed the 1x1x2 storage mod and the 4 way district center
just need to test and hopefully upload whenever i find a suitable connection
i suspect updating the Whitpaws faction will be relatively easy... if we forget about the new added things.
what were the major changes already ?
- terrain on buildings
- terrain overhanging minecraft style
- ziplines & tubes
- tunnels
- anything else ?
YA, power shafts.
ah
although... i'm not forced to implement that π€
i like to punish people who abuse omni shafts π
it's enough to lock the shafts under science πΉ
Please don't. π Implement the new ingame power shaft please.
I'm in complete disagreement, I really like the new power shafts and what you can do with them
for the record, my main issue with it is that i don't want to have straight shafts cost gears, but i want to have T or X intersections cost gears, and increasingly more with the number of connections
so basically just base game not punishing us enough right?
Well that is why this faction exists in the first place π
true lol
Hi first time posting here, thanks for making such an awesome mod! Having a blast with this playthrough so far, so challenging to balance production. Keep up the awesome work @shell fiber you're a rockstar π₯ (also , the lack of Housing Optimize for U6 is really rough π₯² )
Thanks !
Yeah house optimize was great. I tried to make the districts more usable but it's still a clunky mechanic at its core π
Nice fields btw π
I think either bobbing or apologist made housing optimize for U7
Bob was
Ohh. I was asking him to implement the new in game power shafts only. π
Well, considering that they completely removed the previous non-adaptive shafts from the game... not implementing them is probably harder, unless you had already made your own version.
Yes I have my own variants, animated etc. Unless they massively reworked the mechanical power system it should be no issue
They already do for the solid ones
Can't we just put a platform on the non solid ones to make them solid ? π€
Yes, except you can't transmit power upward through a platform. So the regular power shaft is a 5-way almost universal connector, the solid shaft adds the 6th upward connection
Oh you beat me to it Kevin
Platforms with holes in the top so power can pass?
In game you unlock two buildings, one universal power shaft that's not solid, and one solid universal power shaft. I would make the soild one more expensive. I can see it being punishing for verical power shafts though
Solid Power shafts in vanilla cost 2 logs, 1 plank and 1 gear
The gear seems expensive for a vertial shaft
yeeaah... i don't like it... it's kind of in line with what the base game is trying to be : easy, sandboxy and convenient, but i'm more leaning toward moderate realism.
Typically if the difference between the solid shaft and the regular one is that the solid one cost extra gears, it doesn't make sense since the only added thing is a roof over it, which in my mod should translate into a scafffolding item (=platform) being added to the cost.
i think i'll just keep it as in U6, i think the balance was good in the first place.
I'll also add the solid universal since it's likely not going to be much work, but i'll make it really expensive both in build cost and science so that it doesn't render everything else obsolete.
i've considered just keeping the straight shaft and then go with the universal non-solid, but then that means you would have to spend gears for a simple L shaft, which is really indesirable early game (the cart gives only 2 gears iirc).
or i can keep the straight and L shaped, then fuse the T, X and vertical L into the universal uncovered, keep the vertical T and vertical straight shafts, and add the universal covered. π€
that would make it slighly less annoying to plug new things on horisontal T shafts since they would automatically convert to X shafts π€
it's not a big issue to have T and X shafts cost the same i guess π€
maybe, for the start, to make gear in the gnawingtent , and time to be 100 beaver hours ?
Hmm... Nah that would mean you can skip on paper and on the mechanics lodge entirely for all the non-blueprint things that requires gears π€
Too big of a shortcut
OH, I forgot the pain to make paper π€£
Yeah, my idea would be to have straight and L shaped ones available as they are now and then fuse all other variants into the "new" version with uncovered and covered (additional platform cost) . So this makes then easy to paly around in late game while being challanging in the early game.
I'm wondering if we get tunnels in WB π
That will be a cool and nice addition
Who want more pain when have brambles ? https://www.youtube.com/watch?v=uwav0JYKm9Q π€£
It's time to build our actual District Center and figure out a way to stop the insane spreading of brambles, plus get a bit of a head start on the Library!
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 in the credits toward the e...
Do you know which map is he playing? Seems like a fun one after Lemon Canyon
Ancient Waterways
Is anyone aware if the re-made Housing Optimize mod is working with WB?
Iβve tried it thru the steam workshop and direct download, doesnβt seem to work on U6, wonβt show in mod list and doesnβt have in-game effects that Iβve been able to spot. It does work for U7 however, so we have that to look forward to when our glorious mod creator updates to support it 
It is not, new housing optimize is U7 only
Damn it, that's one of the most usefull mods to go along WB π¦ Helps big time with bigger colonies.
is the only badtide diversion the floodgate dam?
Yes, sans building a building to use as a dam piece, then demolishing it after the badtide
k thanks
Lapan is working on a sluice, but they've had some issues with it
thats fine, i dont really need a sluice. just wanted to make sure of my options
i have a plan for the sluice, but it would be fairly late-game, sluices are just too powerful.
basically the design i have i mind (not actually made yet) is a pit and ladder lodge which has one non-watertight voxel in which a sluice can be placed (aiming to or away from the central pit)
the interesting part is since that almost necessarily implies water falling down one level, the output of the sluice would be limited to 2,2 cms
and it also requires some creative placement solutions, otherwise you just end up with a soggy pit and ladder lodge.
i'm still stuck at the lab for a little while, but for now i seem to have logstairs, 4w district centers, and 1x1x2 storage up and running
for the most part i only had to update the specifications to the new format
but rather than rushing for the whitepaws, i would like to try to get my map editor and reader mods updated, and add the magic floating rocks to make floating island maps π
how do you add the mod in?
I have royal messed up my waterbeavers plug in.. Help please
Option 1: Make sure you do not have 2 copies of the mod active, the game doesn't like it when a mod is installed both through Steam Workshop AND Mod.io
Option 2: Check all Requirements are Installed. WB has a number of small dependency mods it needs to work right, and if you don't have them, things get messed up.
Option 3: Verify FIle Integrity. Steam will make sure all the game files are in good working order, including the ones from downloaded mods.
Option 4: Uninstall the game completely and do a fresh Re-Install.
oh, Hi! I updated #1258681137362899005 with WB 4.3.7 (yes, it's taken me that long), and noticed that BarelledWater (the recipe's DisplayLocKey) is misspelt (it has 2 ls instead of 2 rs).
same for FruitParfaits, where it's DisplayLocKey uses a Reciepe. key prefix (instead of Good.).
SteelSawblade is Good.SteelSawblade vs Good.Steelsawblade -- I'm not sure if keys should be case sensitive or not,
BalloonBanana has a similar issue, the prefix is Good. but should be Lapantouflemagic.
HoomanRelic has Good.BalloonHoomanRelic and should be Good.HoomanRelic
thanks !
and i was told to not defy gravity...
resists the urge to break out in song
Joke aside though, that map looks like it could be awesome if we could find some way to effectively bridge the gaps
to be honest, i'm a pretty bad mapmaker, this is just a showcase map not really intent for play.
also i'm running into trouble with cristals hovering above ground not remaining valid on loading.
the ones that are on the first z-level actually are on the floor (which is hidden) and remain
the other just vanish
Just curious, watched EP3 of JC and wondering how having to barrel up water helps the weirdos playing hard mode? π€ maybe i'm missing the point since it's been almost a year i didn't toutch the game but that one got me wondering
In my understanding it's easier to store / transfer large amounts of water.
Normally Tar is a limiting factor for building large amount of storage early game, while you have access to Handicrafters right away and barrelling water only takes planks tools and resin.
3 barrels is approx volume of medium tank. Without required science and Tar.
i get that part, thing is makes the shower tanks useless prior to destroying the kart
Why so?
need fasterners iirc to make the hadicrafter
Ahh right, but I wouldn't say it makes them usless, as most of the time those should not be a focus at tha early stage
ever played that mod on hard?
When you try that on Hard Mode even on a favourable map, your concern is that by the end of Cycle 2 you need to already have District Center.
did a run without destroying the kart, on hard, just for funzies and see how far it could go
And how fun did you go?
Long term badtides on Hard Mode are annoying to the bone.
Unless you play very easy map
made it to quite a huge colony, self sustainade, 2 or 3 districts on lemon canyon
Yeah Lemon Canyon is built in a way that makes it possible
back then builders lodge were not fasteners locked tho so it was a bit easier then it would be nowadays
but for example the map that JCB plays now is most likely not doable on Hard Mode.
g2g, with the new way bramble works, that'd be a thing too
Yeah, the thing is that "planting" stops the bramble spread
there is always a way to abuse, just like having a "diying district" for the infected. In the end it's a solo game so who cares, runs as you want it π been lurking at the new WB for a bit but got sucked into ONI big time, sure want to do a WB run in a near future but that's a lot of dedication of the little free time i have available
WB is really time-consuming to make any meaningful progress. Yeah there are some creative way for everything and to abuse everythning. For me it's just that brambles are the only mechanic I really hate π Pretty much the only thing in the entire mod.
I wouldn't call brambles fun, but I've found so many different ways to deal with them they're not on the "problem that needs attention" list for long or often.
clearing large bramble patches out in the late game is labor intensive.... but labor hours are the solution to most problems at that point.
Late game i usually don't have a single bramble on the map π Being focused on synthetically making them. Early-mid game is a pain of keepping them in check while keeping up with demand.
try hard and you'll find new things to hate, just realized the "aquifer" or whatever the name was are gone, that was SOOOOOO OP, guees i shouldn't have shared the "no water source map" with @lapan ... woopsies
love the long distance crossing thing, just hope bots can work in there
Yeah, they were stupidly OP π
Much more than that I'd be happy for migrating WB to U7, so Housing Optimize would work
This will be the most OP change, stopping Beavers from running around like headless chickens.
housing optimized started to break around 300 iirc, too many moving parts to manage the housing and they are supposed to sleep and they need to move everyday and whatnot... sure helps on effficiency but passed that my device was too weak sadly
This is AWESOME and I always wondered if doing something like this in timberborn was possible
That's amazing though!
Hearing from some folks that their Waterbeavers saves aren't loading because of load-bearing mods being updated
Are you working on stuff that might cause that?
yea cant load my waterbeavers with that issue
Yeah It's broken for everyone. I hope lapan can fix that. It looks like the mods went to release only with u7 files instead of dual version.
Hi, I can't get a new game to start in a ffesh install of Whitepaws - it crashes to desktop with "Material Pink_wood.Whitepaws not found in repository" in the log. Any ideas?
4wdistrict center, logstairs, and 1x2 storage might need to be downgraded. It appears lapan is in the process of updating to U7, but didn't finish all the mods required
Thanks, I'll leave it a few days until it's stable π
oh, oops
well good thing is, i finished fixing 1x1x2 storage and 4-way district centers, logstairs was already just fine.
and i managed to get a launch with my floating islands showcase map π
also main issue is that...well i'm at work now, so i can't blatantly be modding on my computer.
i'll try to push a fix during a break or something
I just tried to load a fresh save, in LC then a vanilla map, and it crashed both times :(
here's the two reports in case anyone can make sense of them
hmm... unclear. are you on U6 or U7 ?
U6
U7 ready to go?
I for one would never do video game related things at work
No worries... Probably.
In part because I'm doing it on my own computer, and also because we have quite a lot of forced downtime.
But I don't outright play games at work, I just poke at things in unity, build, crash, repeat.
90% of it is loading time, during which I can still read research papers and whatnot.
I fixed all of my other mod, so next I'll be tackling the beast upfront π
But realistically 80-90% of the work will be hacking at spec files.
you mean.... blueprints π€£
Exactly π
lol
Same. Definitely not replying to this at work either
In U7 I can confirm that 4waydistrictcenter and logstairs work just fine. 1x1x2 storage causes a crash on attempting to load a new world. Removed all other mods except for those three and the issue persists, so hopefully this crash log helps when you have time.
You are on steam with mods. Do a verity integrity of game files.
Sure, I can do that. One minute.
So the good news! Seems to have fixed the game loading with Lapan's mods only. The bad news is that 1x1x2Storage seems to crash the game if Emberpelts is loaded. (Obviously that's not something for Lapan to fix, just noting it here). Error report says something about clay material not being in the repository.
I'll pull the error report off my other post and post it in Bobbing's Emberpelts
Already knows about Emberpelts crash
says my texture pack is mismatched when trying to load whitepaws, log stairs and x1x2 fixed
@distant wigeon thank you so much!!! I got it working!!!
Is there a way to fix U6 on my end? I do believe it crashed after updating 1x1x2 storage so am I able to manually roll it back?
at this point I'd say to wait two days and all will be fine
since we're literally that close to update 7 being released
Doesn't mean that the mod will be compatible with update 7
mod.io is the best place to get the older versions of mods, as it allows you to download previous versions
I should try to look into that before poking at the whitepaws π€
Also just for the record, I made a new thread for the #1369334828226314262
Hopefully the naming will be less confusing now
And since it's no longer about plants only...
ty!
Everything is working fine for me, thanks very much for fixing the issues π
Oh that's great! Have fun!
Theres reports of it on steam so i assume youve seen it, but it looks like the texture pack v 1.1.1 update also broke U6
what ?
that shouldn't even be possible π€
goddammit
i mean is should solve itself in a couple of days of course but...
can you send me a screenshot of your mods active (and in which order) ? i can't seem to replicate that, works fine with me
Sure! Revalidated files, and went through and paired it down quite a bit, confirmed the crash is still happening. This is what I've got, U7 experimental:
What you see ticked are the only active mods atm
Crashes when attempting to start a new game on Emberpelts. Haven't loaded any existing saves -- they're all more heavily modded than that. Hopefully it's not a version mismatch -- learned from what Todor had me do above
Crash happen on loading, too
The crash log, in case it helps. I can confirm Emberpelts is also loading with only itself and it's dependency script pack.
Just Project Triumph left to build, maybe another abyss reactor but that was quite the project xD can't wait to see what this mad genius cooks up for U7 π₯
Damn that looks nice, i sadly can't get it to work. some error about a token 0100001b binto issue. Re installing, multiple verrfycations and tries to get the mods from mod.io still not working π¦
out of curiosity where are you going to build it ?
can you sent the crash log?
this one? or do you need the other one aswel?
this is with the mods from steam directly
I got a 7x7 deep hole blasted down right in front of that balloon trader in the first pic, of course that was the second option after realizing the river in the main canyon was already too close to the map bottom to fit xD
i'll take a look, after i take care of the washing machine π
no worries, laundry needs to be done to π
ookay... i never saw that one before
one option could be the texture pack
you have 1.1.1 while on U6 it should be 1.1.0
except... well this mod is mostly inert so a crash because of it shouldn't even be possible
i'm updating that mod with U6/U7 compatibility just in case
i think i will wait till the update then, breaking my head and will to play over it for some days already π¦
thanks for the check anyways
ooooo, you got the path into the right place, nice
somone was really distressed about the way they used to walk right through the first few logs π
to be honest i also wanted that fixed for a while
but since they reworked the navigation system to allow ziplines, this works too π
Yea, I think JC commented about it in one of his recent videos
Do you know why the Map Editor Mod causes the game to crash? Is that a hold-over from how it worked in previous versions? (and maybe fixable with update 6 or 7?)
Map editor is working only in editor. Must be disable during normal playthru
but why?
only lapan can answer
The Map Editor Mod on mod.io should have the texture pack listed as a dep too (currently not listed)
ahh, nm I will post in https://discord.com/channels/558398674389172225/1369334828226314262 instead
hmmm, seems to be something related to allowing crops to be planted in the map editor mode,
well the map editor mod kind of cuts open the guts of the game and flip it inside out. i have to rewrite crops as tree, make everything a common natural ressource etc.
in theory i could make it play-compatible, but that would mean making carrots sunflowers corn etc common crops, but then i need to also add in the items, then the needs etc. that's just too messy.
Hello! Can anyone suggest a good map for 1st playthrough with WB that is not lemon canyon or the other map JC is currently playing?
i think gentle canyon was pretty nice to play on
good opportinites to build a dam, fairly flat land etc.
I would absolutely not recommend the map JC is currently on for a new water beavers player lol
its been a nightmare
But a decently fun nightmare
and has perfect place for gravity batteries
early on
it's probably not the worst map i've tried to play on, at least in part because it has enough farmable flat space, but it seems like it will be quite hard to get rice growing anywhere, the only suitable place is the river itself, but you're at the mercy of badtides :/
a lot of it is pretty inefficient for irrigation lodges, imo. Some pretty extensive dynamite work is probably in my near future on it.
Rice i didnt have the worst time with, but i prioritized floodgate dams pretty early
Its probably just worse for me because im not a micromanager, so i tend to just brute force stuff. It leads to more population lol
don't forget that the consumtion of irrigation logdges scales with the area irridated, it's not very important to use it at its full potential.
okay i couldl reproduce this, let's poke at it now
Its just an annoying amount of them to use/path to for me. Also its extra housing. ....I say as i have like 300 beavers and dont have the ENS actually built yet
i like to use the same approach and just throw another couple of hundreds of beavers and third foundry at things
playing diorama with WBO taught me the other extreme though - which was fun
Rice is really simple actually. You have the river sections that are cut off (always dry) and they are just big enough to be filled in by single lido with fluid dump.
I've done it entirely without floodgate dams. I rushed the tech tree to get the anti contamination irigation loges.
and right after I got the dynamite, i grabbed a handfull and carved a 2 wide channel on the north part of the map. It just enough to cut off any water from entire top right part of the map giving a huge always safe space for farming / trees / rice
You need only like 12 ot 20 pieces, I'm not sure
so this can be done early on
and afterwards you can place water wheels there to produce insane power. Right beside them you have those big hollow "towers" which are ideal place for gravity batteries. Midgame two of them can power you though all droughts (190k per battery).
In my opinion it's too easy to cut off 1/4th of the map from water. This makes it too easy to grow. π
I only ofc run into the Hauliers problem now, but that's nothing new.
Transitioning into late game will be a pain tho. Squoias and bamboo require huge amount of land which this map doesn't have
@shell fiber have you changed anything regarding farmhouse between v5 and v6? I do have a gut feeling they are like 25% slower then they used to be, farms and farm upgrades.
One of the nice advantages to this map that i dont see on very many is the entire map has a good amount of dirt under it. Like the lowest height youre at is probably about 4-5, so if you want to dynamite out a pond later for bamboo, it'll be doable
Yeah and you have "pre made" pond on the top side that is 3 deep
can be initially used for lotus and then transition into bamboo
excuse the mess, but this one? lol. I always consider that the bottom of the map. Minimap disagrees, but its not like i ever look at that lol
the floodgate dam diversion works really well there. It holds enough water to make it through a normal drought, so its set it and forget it with floodgate triggers.
That is the bottom of the map. At the top near those two natural towers (other side of ruined aqueduct). Let me load my save and show it
I find it unnecessary since I use Lido + Fluid dump and irigation towers for everything else π
ah, right now ive got badwater running that way. Im still figuring out how im going to redirect the center source without messing with aqueducts
I'll show you π
It's stupidly easy π
oh, i have some plans. I just dont wanna lol
Oh game still crash for me on u6 π¦
mostly because it'll mean moving a lot of water pumps
Right near the aqueduct on the top sude, just make a channel to the edge of the map that is 2 deep
this redirect all of the water (handles water flow easly)
gives you power opportunity and cuts everything to the right from bad water (actually any water)
and you don't need to mess with aqueducts
Best of luck! I have no idea what's going on with it, or I'd try to help π
i don't think so π€
to be fair i don't remember much of the state of things at the end of U5 but the farming balance as a whole is more or less the same as the vanilla game, save for the 1 worker / farmhouse
Ok, maybe it's just my feel, but it takes them longer time to work on crops (less efficiency) compared to how it was earlier. But maybe it's just a feeling, nothing more.
what was your crash already ?
Steam being dumb and not updating. It showed me that I have latest version and it's not compatible with U6. Unsubscribed and resubscribed and that magically worked. π
@shell fiber do you plan on fixing the name of the Lemonade Stand? It keeps showing for me this weird editor name instead of nice string.
Thanks so much for updating. U7 i get a error on new game (about Pantry mod) anyone a solutuin ?
Uuuh, this mod is not up to date for U7
And pantry... Who knows
I'll check π
Out of my curiosity, why did you remove the lumberjack addon? π The one that could go on top of the irrigation tower + lumberjack? I saw there is a new version that looks like a Farm upgrade, but it's not as useful π¦
as lapan said, WB is not updated for update 7, and pantry I doubt is either
sorry im a noob !
no worries, if you want to play this mod, your best bet right now is to get steam to rollback to U6
or to wait until i get the mod fixed, but i wouldn't expect that to take less than a week
Fixed, will be out with the next update
thx
π
I've spend one hour or so mass editing the specifications, most of them are relatively simple so I don't expect a lot of things exploding.
What remains is the stuff that has been rewritten quite extensively, like the needs that can cause death, display alert message etc. And all the vanilla needs that I edited.
After that the fun part begins... reviewing every single building in existence π
Don't forgot about the issue with configurable house mod.
What ? π
What does that mod do ?
Change the dwellers number with a multiplier
@shell fiber after updating the specifications mod will "work" in U7, but with none of the U7 features right?
The 3d terrain will be functional since it's a game engine thing, the zip lines will need some work, and the adaptive power shafts will mostly not be included
A true masterpiece xD well worth the wait! Such a fun mod, time to re-roll another map 
How many Beavers and Bots?
Which way will you implement power shafts? Will you stick with the idea of keeping the non modular ones (straight + angle) as they are and turn all other variants into a modular? I'm big fan of this approach and hope you'll do it this way.
I kind of want to know how many beavers were... erm... watching ?
Not all other variants, but either way for now I'll go through the path of last resistance, IE change nothing.
That is honestly low priority as long as the existing system is functional
A couple hundred witnessed the launch, they were left flat on their backs in awe xD
Is it possible beavers are not eating rice balls? I've had full storage for multiple cycles now, full storage of mountain salt and the salt mine paused, and yet both rice balls and salt are not being consumed
There's also no rice balls in the wellbeing tab (with all the other foods)
it's fine to fully skip rice balls imho - they never worked for me either
i kinda assumed beavers select food in order of what gives max wellbeing - so they might eat rice balls last, just before (or after..) starving
I'll keep them as reserve food I guess. I thought it might be a bug, since I thought it weird they have no need for it
What I meant is: is it intended they get no wellbeing bonus from rice balls?
only Lapan would know - but i guess it makes sense, as rice has no benefit itself (i believe)
Yes, it's basically a calculation between how much wellbeing a good item gives, how long the wellbeing lasts, and how much a beaver can actually eat in that time.
Basically the answer is that if you keep the usual decay rate of food benefits, your beavers can only really enjoy a maximum of nine different foods. (Same for drinks)
So... choices choices... I removed the food wellbeing value on most raw food and on the "boring" cooked ones. The drawback being that indeed they will never go for those food if there is anything else giving wellbeing to eat.
Good to know, thanks
If you build extra storage for the rice balls you can accumulate them slowly from a single production building.... it's an easy emergency food supply.
Yep that's exactly what I've been doing, just a single cooking tent on lowest priority served by haulers
the pantry mod is causing some issues with the game loading? cant seem to even load my game
Is tha Pantry mod even updated?
I'm not sure if any of Lapan's mods are updated at the moment, unless I'm missing something.
so to WB, revert back to U6?
Not sure, prolly better to just wait or try vanilla, or try other mods.
I'm personally waiting. I NEED the 2-tall storage mod...
thought that one was supposed to be updated?
This one is updated
Right now I'm working on the faction, there's a bug I don't understand so I'm loading things step by step see when do things explode
Huh, odd, I tried running it earlier and it crashed. At any rate, trying again today and it works fine. Weird...
Is there a place for feedback or suggestions of this mod?
Right here, start a thread if you want
I havnt played the mod yet but Iβll be trying it either soon or when its comparable with update 7
I want to use a faction with heavy water usage in different things
whats the estimate on updating it for update 7?
every solid house is a dam. primitive dams exists too, which can be upped to 1.65m with researchable extra
beavers can walk underwater, entries can be too, for most buildings
(text tells in special cases, like upper floor of large farmhouse)
other than that only the floodgate exists, which needs special resources (like tar) and must be researched (needing paper and either architect or mechanic lodge)
floodgates can be set to specific height - and work with mods automating them
hmm
so id need to flood an area
seems like a good mod but isnt gona scratch my water beaver itch unfortunatly π¦
yeah, i guess this mod is more about depth and complexity
and that huge single dam to flood it all, packed with hundreds of tiny busy beavers
im fine with that but I just wanted a more vanilla esk water focused beaver faction
Where can I find a reference picture for medium mine dynamite placement?
4440
4440
4443
1233 ..... I think that's the right dynamite placement with the entrance next to the 1 (it's been a little while)
There's also one on the billboards (see the ? help menu)
Thanks I managed to do it without messing up
I must have missed it
@shell fiber a small suggestion: you should improve the description of the mechanized water pump to include an indication of the required water depth. I just spent like 3 cycles building and tearing it back down multiple times because I couldn't figure out why it didn't work (I got it working now)
Something like "requires water depth between 0.5 and 1 to function" or whatever the correct values are
Maybe I'm just stupid but it took me a while to figure out
unless i have a breakthrough i might need a couple more weeks to fix the faction. i made the game more complex and have a stronger feeling of development of your colony, including technologically.
but the core design idea is that instead of having "dam blocks" you can pile up at will with no restriction, you have to build your dam out of houses (that may also be factories, hauling posts, farms etc) which means your population will expand.
so it's not a "do X and forget about it" type of gameplay like for example the invertor's hut. you'll have to think about expanding your food and water procution several times, same for industry etc.
okay, i'll add it to the backlog of things to fix but right now i have my hands in somethign else. if i forget about it don't hesitate to remind me.
yeah it does seem pretty interesting but atm im just looking for something a bit less intense
off-topic, but i absolutely love that intense moment of everyone witnessing the launch of the final wonder π
Do irrigation towers speed up growth? Brambles specifically. I have the impression that when I turn it on brambles spread more quickly
The normal tower, not the super fertilizing one
No the normal tower doesn't do that, neither the big one for that matter
Yep, for some reason I have weird growth cycles where one moment I have plenty of brambles and the next they're gone. Must be something else
The super fertilizing one does state in its description +15% growth on crops, I guess brambles don't count as crops?
Heads up irrigation towers seem to be broken for U7 still
Not sure if yours are your own, but water extension ones are broken
In TimberCommon script, the part that handle the irrigation tower, do not work , YET, in U7. Need time for Igor to fix-it.
I don't think we can play WBO on U7 anyways, I tried right after it came out of experimental and it crashed on startup
I use the timbercommon scripts.
Ideally I would like to not rely on other mods for critical parts of the gameplay but I just really like irrigation towers.
Note that last time I asked irrigation towers coming back base game was "being considered", it's possible that they had shelved it simply because they knew they would nuke their own system with the 3D water and 3D terrain. So once the dust has settled, maybe
But either way lido irrigation remains available, I think
Is there any difference between fermentation house and fermentation barrel, other than the obvious that one is a house/dam? Any advantage of one vs the other?
exactly that by now. barrels used to be smaller and without worker - but that not worked with hauling priorities (a big issue with this mod). so they are identical now.
If I remember correctly barrels not expand your colony by 3 additional beaver (not a House) and that is too a difference
More beavers - more problems, less beavers... you know
well there's progress for me... i've been smashing my head against a wall for a while now, but now i know which wall ! π
Nice! Same vibe as "getting a different exception than before, progress!"
How does the clinic work? Do I have to make its recipes (e.g. surgery kits) for it to cure beavers, or do they get cured regardless, just less efficiently?
There's no "visitors" section like in the medical beds, do beavers still go inside to get better?
they are supposed to fetch and consume their meds
there's two levels, minor and major, to all conditions
minor will heal very slowly without treatment, faster with basic treatment.
major should only heal with treatments made by clinic
Ok so if I'm not crafting the recipes from the clinic, it's basically useless, correct?
The description is somewhat misleading: "more efficient than a rest bed and can use medicine to further speed up recovery". I interpreted it as "medicine will make them heal faster, but they still heal without it"
I remember from JC videos last season that the clinic had visitors, maybe that changed in U6 and the description was not updated
dunno. usually have them make meds and not watch them closely. also pharmacies (under district centers) manage much of the distribution
was under the impression that they not get visited in U6 if they not provide anything
can confirm that with deluxe stew and advanced meds the beds are not visited anymore
I dunno, I have 12 injured beavers right now, minor injury, and 15 surgery kits, but it seems they prefer to go in the medical beds
highly recommend the deluxe stew
Yeah not quite there yet, I need those nanuphers for methane
The recipe is not selected though, I made them earlier and they are still stored in the clinic, maybe this is why? I need the recipe to be active?
no. would assume they only fetch them for major injuries. not sure what would be intended
Yeah makes sense
@shell fiber found a (very minor) issue with floodgates, they only synchronize with those on the left
Good point, the description is from an older version of the clinic, I should update it
Possible fast travel method for Whitepaws? (Unstable portal that explodes it loses power)
#πmod-users message
Hmm... I never noticed that... Interesting.
But probably hard wired on the floodgate behaviour, not sure I can do anything about it.
Also most sane people would just build one floodgate and lvl 2 dans dams for the rest π
That would be perfect for whitepaws because it could require nuclear fuel to power
Wouldn't water still get through with lvl2 dams?
Ah you're probably right, don't know why I didn't think of it π€£
Well it's built now...
lvl2 dams go up to 1.65m height, flood gates can reach 2.0m - so technically floodgates are superior!
This is for badwater diversion though, not supposed to retain water upstream. I just didn't realize I could have built normal dams.
But thinking about it now, I stand by my crazy decision, permanent dams would have significantly altered the flow downstream which I cannot afford (I have mechanized pumps with wheels generating just enough power)
At the amount of ledge blocks just downstream, having a 3-wide flat section wouldn't limit the flow I think
There's another branch of the river on the left, you can't really see it in the video. If I built permanent dams it would partially redirect flow that way and probably reduce the output of my power wheels. I can actually test it with the floodgates desynchronized
The 3 floodgates on the left are set to 0.65, the last one is fully open, unfortunately not enough power. With all floodgates lowered I get around 1300 hp
hmm...progress ?
pretty
the main issue i was facing for the last few days is that in U6 i had crudely replaced the plasteredwood texture from the folktails with the birch skin texture, but in U7 that makes the game very upset for whatever reason
but i at last managed to cirucumvent it.
if you narrow the stream on level of the wheels they power up - currently part of the power just flows beside them!
more progress π
InvalidOperationException: Prefab with component ModularShaftParts not found or multiple prefabs/components found
Timberborn.PrefabSystem.PrefabService.GetSingle[T] () (at <8a6850ec1b7f4889a178fd31f16fed9e>:0)
Timberborn.ModularShafts.ShaftFrameFactory.Load () (at <a251454bf5614b53a6894b0c2d30c3aa>:0)
Mods.MoreModLogs.SingletonSystemPatch.ErrorReporter (System.Action fn) (at /home/normanr/src/Timberborn-MoreModLogs/SingletonSystemPatch.cs:53)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch0(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll () (at <c8e0fcfac4bd466ea3d8b5a972c6f304>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <c8e0fcfac4bd466ea3d8b5a972c6f304>:0)```
the oversized waterpump keeps crashing π€
Oh god is u7 forcing you to remake the mod from the ground up???
Not really, every building has a little quirk to fix here and there, but i can load and fix 5-10 at a time.
Right now I got the essentials to load (plants and planter buildings) then grabbed a bunch of water related buildings and loaded them with minimal issues
But I guess in a way... I'm basically rebuilding it block by block
Lapan, can we have ziplines?
We have ziplines at home.
Ziplines at home:
love those waste-water-cooled smelters 
Oh yeah, I really hope BatterySmooth Updates the Most Treated Plank mod someday. I miss that mod.
good news, i've been able to load a bunch of buildings without seeing any crash (yet) so if things are keeping up like this i might have a test version soon-ish π
i have to specify right now i'm at the stage to see if things load, not testing if they cause the game to crash as soon at you look at them the wrong way.

would people be upset if i got rid of the rooftop terrace ? tbh i never really liked it π
not sure what i'd put in its place though.