#Water Beaver Overhaul
1 messages ยท Page 42 of 1
Awesome :D
or wait.. i forgot if they were used for the final wonder.. maybe..
nothing else for sure was proven wrong ๐
Nope, absolute waste of wood and resin
that wonder is so cheap at the point you can build it
You can build it very early tbh
the cut sequoia is last I think?
You don't need to get the grooming station, or do the abyss exploration at all I think
Unless you need like, nuclear fuel to launch the wonder
good point. abyss makes it faster to get infinite amounts of gears and platforms
while else you'd only want the foundry and an assembly line and the advanced sawmill - which are pretty mid-gamish
just forgot what else was needed to actually launch the wonder.. no nuclear fuel i believe. but not sure what it was
hope the U7 update comes to steam soon and i can play it without the hazzle of setting up mod.io haha
I just did a manual download and unzip from mod.io. I don't actually subscribe to it there.
Did the optional "frog statue" need treated planks? It doesn't seem to work with white paws U6 anymore so I can't check tonight.
There is no hassle, you just download the file from mod.io (no account needed) and unzip it into whatever/Timberborn/Mods
Ah ha! The basic nuclear reactor needs treated planks!
does anyone actually ever use that?
me, but primarily to seal off badwater.
i usually build them aqueducts and water wheels. but that's sensible too
Yeah, I like my water wheels.
that's how i imagine water beavers!
especially the flooded abyss!! i do that too too often haha
IRL I loved waterwheels since a wee lad. So of course I build them any chance I get in a game. /laughs
Windmills for me. I've been in one recently, and holy, they're just so impressive. A crossection between human and machine power, the smaller ones like the one I was in have to be moved to face the wind by hand.
They can make up to 20hp irl iirc
Three of the four underground ruins on this map are flooded. One of them with 4 badwater sources!
On a normal playthrough? Quite annoying.
On a whitepaws playthrough?
This is Lapan's own meant for White Paws map too!
yep
Iirc Lapan said somewhere that it's not intended to be an easy map for the waterbeavers
nope. Definitely isn't. But it is neat.
I'm working on a massive bramble plantation.
Never have enough of those things.
Yeah, tell me about it
it's a fun one for apocalypse challenge (100-day-drought/badtides) with the basic factions
you can also literally build a cave settlement there and flood the whole map above (be sure to separate badwater though - it's a pain once they mix)
I turn bad tide off with white paws.
On U7 I'm using the weather mod to have a constantly soaked experience.
Yeah even a little mix and my lillies are unhappy.
I also turn bad tides off, all of the tools to solve them exist but the rush to get them "in time" leads to more stress than I enjoy dealing with.
where?
U6 vs U7.
I'm on my laptop right now, so old version. My desktop has the current version.
Split like this lets me know how things used to work so when I am playtesting 7 I don't have to ask as often.
is this the new version? using treated planks?
No, the old.
lucky! that was some insane pricetag!
Yeah. Massive difference.
Was the recipe for treated planks changed or am I just desensitized to massive amounts of beaver labor?
Because that's a lot cheaper than the gears for the same building
a, nvm
Beavers swimming with an anvil are hilariously slow, bro is going 0.25m/s, basically a kilometer per whatever.
It was just passed by a dehydrated and starving one lol
gonna love the realism of this mod!
gotta respect that beaver!
maybe building far-distant crossings would be a fine idea for this task?
they do deliver instantly
It's not like it's gonna be a constant situation. You only need as many anvils as factories and smithies
Repeat of that crash, same story. Tried building water fountain, shortly after - crash
why can't we just unbarrel the water into normal water for normal range of uses?
Or is barreling intended to also prevent industrial water use?
maybe, but the crossings do not quite have the same roles. if you play with one single, massive district they are effecively pointless, if you have several districts, they remain valuable because that allows you to have more flexibility in where you place your district crossings, as opposed to where the districts touch, especially considering that maybe they don't even touch.
the crossings are literally instantaneous ๐
oh, that's too early to remind me, some shit hit the fan and i have some cleanup to do (specifically i'm hopping in a plane to japan tomorrow to get married, otherwise the administration won't let my fiancรฉe in the country ๐
no it's not the best option, but i would need to review this system to tell you what to do in details.
but is the clinic producing the things the beaver need ? does it has the cooldown (cure or something) need empty ?
yes, they need to be supported by ground next to them, if you place it and then remove the ground with dynamite, the block will disappear on load
also, if the current script is based on the old one, it does not strictly attempt to make eachbeaver live in its workplace, because that would make flag-workers live wherever there is place at possibly great distances.
I think what it does is sleeps the furthest worker from DC to the closest bed available, then rince and repeat until everyone has an adult bed. then the kits are filled in the reverse ordrer (?), then remaining adult beavers take the remaining beds based on initial order (?)
okay, i'm not sure about the last two points, but pretty sure that was for the first. that ensure that all beavers are somewhat close to their workplace, instead of some beaver living in their worplace and some having to cross the map.
okay, that's a 12-seconds fix
shroom juice is scheduled for anihilation
oh, maybe i see the issue
OMG!!! congratulations!!!!!
okay, should be fixed. problem comes from be duplicating and hiding the original injury to my custom "minor injury" except the surgery kits were still set to cure the base game injury, not my custom one
i left my ENS running on bachelors of agronomy and now i have 16 of them which were made using the shroom juice.....
Have a safe flight and congratulations.
Glad it was an easy fix. Surprised no one brought it up from U6.
/laughs
Neither of those was shroom juice.
One is hard alcohol.
The other is glowing juice from the giant bugs.
...
I was just thinking...
White Paws is big enough that it probably should have a wiki. ๐
treated plank as an idea is a waste, it only exists in the mod because sometimes other modders make buildings that require treated planks and give it to all factions, that would cause this one to crash, so instead you can produce some if you need, but by default you can ignore it
doesn't it cost like 32 000 science ? ๐ and then you need to feed it processors ? and have it in a really deep reservoir ? ๐ค
that's an error, corrected since. i think
it's not that deep, you can dam it up to isolate the abyss with industrial buildings ๐
it's not too hard, but it's nice to be able to build really high dams
i just let them flow through ๐ค
it's a constraint on how manufactory buildings work
i could make a building that unpack the 100 water in 0.1 second, but which one ?
The tooth lumbermill. They gnaw the barrel open and give it to beavers who come there
oh, crap, i forgot to add the turbo water barrel making to the assembly line ๐ฐ
or have the "drinking" fountain do that instead of what it does now. The same way fermentation barrels work without workers, right?
that's actually not too bad of an idea ๐ค
my idea was actually to restrict output so that people can't just dump 3000 water at once from barrelled water, it's supposed to supply other districts, not act as storage to replace tanks
ah, the fountain has the same issue as drills, of course. is that what you meant ?
question: for when the abyssal stuff is fixed in U7, does the nuclear waste contaminate beavers like handling badwater does?
nah, mines generally give disease and/or injuries, generally minor with a chance of grue ๐
and the nuclear waste excavation is pretty safe.
at least the abyss shouldn't give beaver contamination
uuh, i don't remember touching those anytime recently, likely no longer in there.
unpacking is pretty fast already tbh
i'm starting to see what the issue is with the mine
the abyss elevator can no longer overwrite the nav mesh of the ruin ๐ค
but i can overwrite the very prefab if i want to.
That is what is preventing pathing and power or are they two separate issues? (Just curious)
I had an amusing thought just now. Resurrected brambles. Brambles that died from whatever reason that suddenly come back to life when given water. ๐คฃ
i don't think many people would be happy about that ๐
probably same original cause
I am sure they wouldn't! But it would be hilarious.
worst case scenario i have to rework the 3d model of the abyss elevator
That sounds difficult.
People should just be thankful that you didn't make the brambles able to go up or down a level when spreading.
not necessarily
I hope not. looking forward to continuing my U7 exploration.
unfortunately, unless i can fix it by tomorrow noon it probably will have to wait one week ๐
Hey, your life is much more important than my wants. I've got my laptop and U6 to keep exploring.
Because I could...
We're going to need a Bridge Review here....
ofc the incredibly tall bamboo is taller than the castle wall itself... even when its at the bottom of the map
Well as it's name states... ๐
When you consider adding in more U7 features, one thing we need is the dynamite/platform combo so we can make caverns in the world. ๐
You know, in your copious amounts of free time with no more bugs left to squash. ๐
bug: gargantuan storage pile district connection (U7)
If you try to put it on top of a ladder (instead of a ladder building), it wont connect to the district once built.
The gargantuan -warehouse- will connect to a ladder.
In the image I was unable to build the pile before the warehouse and have it connect to the district.
argh
at least the storage can wait
for now i'm poking at the abyss issue, and for now i don't have a good plan
replacing the abyss with something else is save-breaking for whatever reason
My take, and hopefully anyone else on U7, is that the mod is pre-ready and to not get too fond of our games until it is.
Also, I assume you still want the bug reports even though you wont be able to do anything about them until you are back and so on.
Anyone super-attached to their game can delete all abyss then update and rebuild them.
that's an option indeed
It was akin on how I got my U6 flooding test converted to U7. In that case I had to remove all power shafts.
okay, so how about:
Replace current abyss with a "ruined abyss" (just a name change, or maybe replace its model for the one of a heap of building rubble maybe a constant "building not working" thingy to draw people's attention) and make it unbuildable, whenever you add the new working one.
nah, that would make it permanently messy, i prefer something that works seamlessly on new games, right now there is only so many people working on U7, deleting the abyss before downloading the next update then replace it is by far the better solution
bug: doesn't connect to district even with side stairs.
did you try bridge from front?
Bridge, no. Let me try it.
weird, but that was how it worked in U6..
Nope. Bridge is red.
imho it always seemed confusing and overly complicated..
could it be changed to use the lower building entrance?
goddamit, i have absolutely no idea what's wrong with the underground ruins ๐ฃ
If you have to table it until you are back, then such is life.
oh.. all the best for your travels and bringing the wife back home!
Why does the heavy battery need specifically fuel, not waste? It should have the same density either way ๐ค
I get if it's balancing, but it just doesn't quite track logically
cause it glows so nicely in the dark!
Sensible
technically you get more energy out of that battery than the abyssal plant - if you put it up high enough a few million hp are easy. and they build quick and re-build for cheap.
Micromanagment simulator
May have found the issue, as incomprehensible as it is. which honestly is not a first nor even a second occurence at this point...
i think the issue is that there is a reciepe in one of the abyss modules that use "coal" (with a small 'c') while the actual resource is "Coal" (fix for U7) which i thought i had mass-fixed and the new ressource should be backward compatible with "coal".
so everything is fine, but if i rewrite the mapeditor buildings to change the ruin to the new ruin, well well well, no that "coal" item is now an issue.
why ? how ? those questions are irrelevents for a computer
yep, loaded just fine
LMAO It takes a special kind of insanity to work with computers. I know first hand.
paths are now working inside
Congrats! I am very excited for the next build.
still have to find a way to have the power connect ๐ค
but hopefully i did 90% of the debugging now
if i can load a custom ruin, it's just a matter or circumventing whatever's in the way
So long as you are still good on time.
one of my programing teachers had a poster on his wall that said "computers are wonderful machines that automate the misake process".... that might be the most important thing i learned in school
@shell fiber
i still have a solid... 4 hours, before having to head to the airport
I am too much of a ball of nerves that close to a trip to do anything productive.
Sweet
so remaining were the terrain block and... uuh
reminder: the filler block and the under-access for the tree nursery.
And all the other goodies you fixed yesterday.
But I assume they are just waiting for a fresh compile.
ah
weird, the data in the tree nursery seems correct ๐ค
Maybe I was doing something wrong?
let me try for a sec
5 not 6? what did you put under it and where does the ladder connect?
This was what I was trying to use as a base:
ah
i... didn't think people would want to do that actually good point
well that will be for next update
the tree nursery connects down in position (1;1) and (1;3)
why?
one is a pit and ladder (any should do) the other is a blocky gatherer house
mostly because that's how i imagined it ๐
kinda always assumed only the center part would connect..
me too
oops ๐
but for the time being the rest should be fixed
It still wont place for me. This is my base:
Pit & ladder hauler with side door and blocky gathere house.
Verified that I am on 5.1.1
I'll try with the next version you upload.
downloading now...
It is happy and working now.
Also, this worked:
Once again, thank you for all the fixes!!!
And my injured beaver just got healed!
Did you take a look at my water fountain issue or is that some other mod's fault?
#1070709592176197642 message
Though it's probably to late to fix it now anyways, and it's not like I actually need to use it
It's fixed
Yep
Hopefully there is no major but found anytime soon because I won't be around Al week ๐
Well, we'll somehow manage. Best of luck on your grand international errand!
I've been bashing my head off it for a while now, but how do I get the U7 version to work please? ๐ (I am aware it is unfinished, I'm interested in helping test!)
you need to download from mod.io for now
steam version is not up to date while lapan is updating the mod
been downloading the newest version of everything, is that the issue?
as in maybe the current 5.x wbo depends on an outdated mod version?
sorry, i don't know further as i not yet tested it since U7.
others did bring it to work like you described for current Version: 5.1.2
it's important to not have other (potentially conflicting) mods active and all dependencies at the newest version (might be available only on mod.io too)
thanks anyway, and yeah I stripped back everything first ie disabled all mods via workshop before downloading wbo and deps straight from mod.io into Mods folder
make sure you disabled duplicate versions of the mod
I just woke up, but I can try to help you if you are around.
I do not know this mod, but it seems to be the immediate cause of the crash you sent: "FREE Food Pack/Food"
Specifically referencing "white grapes"
For 5.x.x (currently 5.1.2) I have been running the newest that steam will give me for all the mods I am running. Here is my current mod loadout (with a lot of extra MODs but it works):
This is NOT in load order. I do not know where that is saved.
minor bug: the "overhang walkway" will not attach to the "tall platform."
Works fine with the regular platform.
minor bug: wrong flavour text
I believe you switched the flavour text for these two buildings since this one isn't a cube and the other one is.
static version: White Paws Building Table
I got tired of not knowing the residency and employment stats for each build, so I spent the past 3 hours recording said information. It is an almsot certainty that there will be typos and even errors within, especially due to my tremors acting up.
This spreadsheet table lists most beaver buildings, how many people live there, how many people work there, and some notes.
It is in open document format exported from Google Sheets. In the future I will make the online version available.
I'm not sure if it will import correctly, so here is how it should look.
Did Lapan make the beavers in this smarter? I had a bad water inscident. In a normal game they woudl all rush to the bad water, play in it, and get sick. In this one I watched them run from it and they are avoiding it! Either that or RNGzeus is being nice to me.
They are staying on their roof and not playing in the bad water!
possible bug: U6 to U7 change - Abyssal Nuclear Reactor
- In U6, the rector will tend to totally cover the abyssal elevator with no negative consequences.
- In U7, water crosses the top and it floods. ๐ญ
- In this case shown on this map, it is a nuisance I can take care of with some good ole dynamite.
- This will be especially problematic on maps where the ancient ruins are at the lowest possible level and not near an edge.
OMG! I just built my first beaver washing machine in a live game. That animation is hilarious! LMAO!
technically you are supposed to guide the water using aqueducts or such haha
like set up those giant tree pillars, add some (temporary) ladders for builders, and aqueducts on top (optional wheels too, can harvest even more power from this!!)
a big good picture book would be nice!
Like with how to build some of the combos.
exactly!
This game I ripped nearly everything out, stored all the rubble, and have slowly rebuilt with unlocked tech. But... some things jsut need the old stuff. Like the cooking tents to make awful stew to trade for ice and hooman meat.
you trade for ice?
I would say more than half of this was from rubble.
you can actually make ice from bamboo (if you got enough)
Ah. I don't have any yet.
trading gets easier if you can access airships (though beware of how costly the pilots license actually is!)
Yeah and the artist can't copy it!
no, can't
actually: you do not at all need to store hooman meat either..
they can migrate it fine with district crossings and the storage of the ballon is usually more'n enough for the bugs
they thaw it at the crossing i believe. makes it tastier to the bugs
I setup my copyist, normal school, and scroll cases for everything but the two exploration units all in one area.
that's neat
For the reactor water I dug a trench around it, set up the beaver washer, and the rest drains to my waterwheels.
i need to play this again.. my need for some gravity defiance is growing..
My current power output 67938/2250. I don't need anything but the wheels. The rest is learning/experiencing.
I'm glad large wheels (blueprints) can be copied. I have 24 of the suckers.
I did mod the Lemon Canyon map before I started. I added some underground water caves which partially open up to the top plateau. An this time I haven't stifled any of the brambles.
that's cool! always found it sad how bare most of the map was at the start
Yeah. Between that extra bit of water and the weather mod my map is green most of the time.
Then the rains end and I see the ugly brown I pretend isn't there the rest of the time. ๐
And the monsoon just got me! The 4 badwater sources in the back left corner overflowewd and into my valley, killing a lot of brambles. There is a 1 square land bridge between where I have living brambles and my huge field of now dead ones.
Brambles are the only thing I can't replace by planting sicne the planted ones wont spread.
they do easily - you just unmark them when planted
not sure they keep the high production actually.. would be curious to know
I have plenty of irrigation tower blueprints left. Lets find out. I think I have neough dirt for a nursery or two.
awesome!
The latest version of "cut dead trees first" attacks the brambles, however. Wild and domestic. I have let the mod author know.
Does anyone know which plant is replaced by brambles?
birches
ok, thanks!
I ought to mass produce some explosives and level some land, the map I'm playing is SO varied in elevation and the irrigation buildings don't vibe with that
Thank you both for your help, currently at work but will have a rummage once home for any duplicates as I suspect thatโs my issue. I also think that crash report was from an older wbo version that I then updated but still crashed
you could also mass-produce dirt, build a layer of platforms (defying gravity) and cover it with ground? (does this work yet in U7?)
now i wanna have this multi-layered wonderland of caves and streams and floating islands.. hope this is possible soon ๐ค
iirc Lapan didn't add ground blocks to U7 whitepaws at all yet
unless newest update that I didn't download has them
it'd be very in-character for WBO to keep ground blocks ground-level-only
it's so boring to have just the floaty wonder with city and hanging gardens 6 tiles above ground..
like it only has aqueduct and dam rivers.. no soil..
and the water cannons filling the wonder pool..
this was in progress (not to reveal the wonder) - other half of map came later with another city and more rivers
I wonder if the hand of soup building was Lapan's original idea... if so, that's a damn good idea.
Added back last update.
I think this bit of fence has... or at least, in 5.1.1 had, inverted normals
I think that's a fence but the normal inversion looks so trippy I ain't sure
Are these the new fixed ruins? or were the fixed ones not included in the latest update?
Also, what happens when the hand of soup loses all fuel?
nothing
technically you not even need to complete the lower part (or so it was some versions ago)
but who would deny them their hot food?
actually it's same for frozen goods: can easily manage them through district centers/ crossings and store them for years with no concern
Quartz crystals, used only for their chemical makeup- store them carefully in a warehouse!
Pure silicon metal bars - produced from quartz, directly used to produce processing chips for robots, useless if they even get dust on them- just toss 'em on a pile
Oh gee, maybe you'dn't be so dirty if you actually went in the bath huh ever thought of that?
Don't beavers consume more water than produce when doing the water recipe in the medium mine?
10 beaverhours/1 water
What is the Timberborn.IgorZ.TumberCommons? I have tried uninstalling the Mod and reinstalling and it still gives me issue, how do I fix this??
let me look at my list...
This might help. This is my bare bones loadout for white paws. Also, what version of white paws are you running?
Harmony
MoreModLogs
Lapantouflemagic.1x1x2Storage
eMka.ModSettings
TimberApi
KnatteAnka.Materials
Tobbert.Ladder
Lapantouflemagic.TexturePack
Lapantouflemagic.Logstairs
KnatteAnka.Staircase
Timberborn.IgorZ.TimberCommons
TimberUi
TImprove4Mods
KnatteAnka.MoreGroups
Lapantouflemagic.WhitepawsFaction```
Oh... this is an U7 list. Ignore it.
For U6 you have to go to mod IO and get an older version of timber commons
The steam one wont work.
I went there and downloaded it but donโt know how to get it to talk to my gameโฆ I am still very green when it comes to moddingโฆ. ๐
Where do I put the file once it is downloaded
Did you get this one?
Yes
Windows?
Windows 11
unzip it into Documents\Timberborn\Mods
It would go here:
Ignore the U7 one.
That is what I'm testing.
Okay, that is a conflict with something else then.
I'm not as good at the log reading as some of the others.
I deleted 2 folders that had the timber Commons folder , I was missing Timber API. Your help is great! ๐๐ป
Thank you. I try.
I think it keeps crashing because Timberapi isnโt loaded in
Timberapi is needed.
I get mine from steam but if it is giving too much grief get it from mod.io and manually unzip it here.
worth a try.
I usually game on the PS5, BUT I love the Timberborn game!
I love it too!
๐๐ป๐๐ป๐๐ป๐๐ป๐๐ป๐๐ป @still frigate thank you so much!!! It workssss
Wow!!! Iโm only at 331.1
I can't work in my chosen profession anymore so I spend a lot of time gaming these days.
I worked in IT from 1988 until sometime in covid. I think 2021.
So, if you fix your project to use URP renderer, update it to use tmberborn shaders, things work about 90% correctly. Liquids don't have Foam.
The above change (Liquid material, set render queue to 2550) fixes that issue.
Just thought I'd share here as it's just a passing comment easy to miss here #๐คmod-creators message
I'm still getting nowhere ๐ฎโ๐จ player log is saying there's a lot not loading; load order issue? idk how to change non-workshop load order :/ also player log is looking for white grapes which aren't meant to be a thing now
might try with disabling BepInEx - not sure that is even supported anymore
other than that: needs error log too
oh I thought I'd stripped bepinex will attend to it now
hmm can't find it in Documents\Timberborn, workshop or SteamLibrary[...]\Timberborn
your error log says it has issues with DNS resolving
sadly i not know about that or windows locations
C:\Program Files (x86)\Steam\steamapps\common\Timberborn according to google
might contain the bepinex directory
what is DNS resolving and do you know how to help it?
removing bepinex likely.. (renaming the directory named "BepInEx" somewhere hidden in Timberborn files..)
i have no idea what it is doing. just reading the error log some "ModManagerUI" does trigger a network access (likely looking up mods or something) and fails either due to timeout or other problems with DNS (translating internet names to IP address)
hopefully someone comes by later with more knowledge on it
thank you for your help all the same, I'll try look up where bepinex might be hiding
good luck with it. hope that fixes it ๐ค
Bepinex will be in your main game directory
Does the tree nursery double as a forester?
they should be distinct from my memory (plant different things). same with large farmhouse technically (but i'm not entirely sure that's working as intended)
Ohhh, I need to put a tree nursery at every exotic plantation?
very troubling with the low reach and very important to place it at good spots!
(reach improves slightly if placed on platforms with central ladder imho - at least towards the back..)
would be really cool if they just unlock the plants and all basic foresters / farms can plant them
Lapan won't ever make things easier lol
What if... We make it harder?
I approve of this idea. All mods should adopt this stance.
I... still can't find bepinex anywhere. looked in the game directory, Mods folder, steam workshop and mod.io and I'm not subscribed and not seeing it. I'll do a file explorer search
And you're still getting the same crash?
As far as I can tell
Can you send screenshots of /Documents/Timberborn/mods /steamapps/workshop/content/1062090 and your main game directory
micro-managing 1000 beavers sounds like fun
this is why commuter transit is important.... you don't need to live so close to where you work if there's a tubeway or zipline to quickly move labor beavers to their jobs and separate freight lines for bots
Leafcoats should in theory be harder than emberpelts and vanilla. I doubt it will be as hard as whitepaws
White paws is very challenging, but also a lot of fun. I find myself looking for white paw items in my regular games. Especially the metal and wooden platforms that extend from the sides of cliffs and buildings.
What's inside the 241100 folder?
๐ there's another couple at the bottom
Look for 1062090 folder
there isn't one
Wait, NVM I just realized you're missing dependencies for waterbeavers
ah
couldn't tell you what game haha it's cities skylines lol
I thought I'd got them all, is there any way to know which I'm missing?
I think you need all these, I haven't actually tried U7 waterbeavers yet, been playing other stuff
@still frigate probably knows, they've been doing most of the heavy lifting for U7 bug finding
You could also try subscribing to the steam version, let it download the dependencies, then swap out the waterbeavers mod for the new one
maybe i overlook something, but wouldn't the dependencies be placed in mods directory also?
where are they?? there's no workshop timberborn path, not in the mod folder either?? (maybe this works differently on windows?)
Workshop path for Timberborn is /steamapps/workshop/content/1062090
yeah, same here. he not got that in his screenshots - was what made me wonder where his dependencies went to
I'm not sure they've downloaded any workshop Timberborn mods
The 1062090 folder would show up otherwise
I have a load of stuff enabled through workshop...
ah ha!
second SteamLibrary folder on my second drive!
With white paws, one needs to deactivate all mods and then start with only the minimum requirements. Once that works then you can experiment with adding more in.
Also, I haven't tried it since the last experimental update, so I am uncertain if it is still working in U7.
(I didn't want to flood Lapan with more bug reports major or minor while they are enjoying Japan).
hi guys! i'm back !
small mine ? ๐ค
nothing
medium
it's more of a relief solution than an actual source of water
Congratulations?! ๐ฅณ
thanks ! i'm yet to poke at that (possibly never, i really don't want to add myself more work) but i'll keep it in mind !
if someone tries, tell me how it goes ๐
i have yet to fix it, keep reminding me if i keep forgetting ๐
yeah, got officially married ๐
now i have to get this transcribed in two other countries' registry ๐
Congrats Lapan โค๏ธ

Good morning!
I just started a new playthrough and reinstalled the Whitepaws mods from Mod.io.
There are some required mods that are not mentioned on the list in Mod.io: Mod Settings, Knatte Material, Timber Commons, and Tobbert Ladder. Could you add them to the list of required mods?
The mod Pantry is on the list, but is is not required and always causes a crash at startup, at least in my case.
i know it's not a priority, but i'm trying to make the beavers swim faster (like 4x minus whatever is the usual swim penalty)
it's quite a pain in the butt
basically it takes 3-4 voxels for the "Swimming_Now" need to kick in, and after they are out of water they can still move at super speed for 20-ish blocks
sounds lovely - beavers get hyper only with wet fur!
Btw, what is the best way to get badwater early? The bucketing post still cannot be connected to a pathway.
oh
I tried every orientation with the bucketing post... it just won't work.
should be fixed now (next update)
I downloaded 5.1.2 a couple of hours ago from Mod.io ... is there another place with more recent updates?
no i think that's the latest
Now I got the exact same problem with the Wood Burner. ๐ฆ
The entrance icon seems to flow a bit above the ground. Same problem as with the Bucketing Post.
moi aussi .... (same for me) ๐ฆ
i'm pretty sure i have fixed that a couple updates ago, try to delete your Whitepaws Faction folder, then unpack again from a fresh download
I had completely removed all mods before and did a fresh download today. Is there anything else beside the mod (folder) that should be cleaned?
I don't think so, the problem you seem to be having is outdated prefabs, but otherwise everything works ๐ค
Typically this is solved by a clean install
It's not as hard to do as people have made it out to be. and Knatte Anke has mostly documented it, and done a youtube video explaining everything except the 2550 render queue thing.
so in theory now that there's a walkthrough on how to do it, it's pretty easy.
The hard part is just changing all the materials to use the correct renderer, and that's the part Knatte is looking into Scripting to make it easier.
I don't have any clue how the mod I recommended does it.
so... for the time being no major crash ? no big issue ? are we ready for Steam workshop upload ?
Yes.
The moment I say yes, I'll find -some- bug... but that is the nature of the beast is it not?
So, I'm in the 'yes, do it' camp.
Actually, let me start one more new game with the current experemental build and make sure it doesn't immediately blow up. Give me about 30 minutes...
Wait... it's Monday... isn't today and tomorrow your super busy days?
Good news! White Paws seems to play nice with Luke's Map Resizer, so I am testing a new game of it on one of @crisp parcel's 100-high maps.
uh that sounds interesting, I hope you report back! ๐
I did test the faction some time ago and liked it a lot. 
Of course I will! ๐
The big challenge is how Whtie Paws limits verticality. You have to get into early-mid game before you have ladders, spiral stairs, or stackable platforms.
But there are other ways if you can support the populaiton it will cause.
keep you eyes open for hidden water sources ๐
First one I found is ||near the middle level metal.|| But my beavers aren't over there yet.
Some of the things you setup can't be used early on because White Paws uses a 2-unit long log staircase. Regular stairs are also locked relatively far into early-mid. So they can't get to this for instance:
Well, maybe they could but not easily.
i believe in the whitepaws they can do it 
I hit a crash but this is a problem with Luke's autosave (save everyday) not liking experimental, -not- a White Paws problem.
For anyone curious, here is my current mod load I am testing White Paws with:
Harmony
Lapantouflemagic.1x1x2Storage
MoreModLogs
villainous-j.beaverpower
BobingaboutNameGenerator
BobHousingOptimize
KnatteAnka.Materials
KnatteAnka.frogstatue
Tobbert.Ladder
Lapantouflemagic.TexturePack
Lapantouflemagic.Logstairs
MaterialPlzNoCrashes
eMka.ModSettings
ConstantWind
CutDeadTreesFirst.GetThatTree
EbbAndFlow.water
FasterUnderwaterMovement
Aperion.FreeFlow
eMka.GoodsStatistics
Tobbert.PipetteTool
KnatteAnka.Staircase
TimberApi
KnatteAnka.MoreTopbars
Hytone.SimpleFloodgateTriggers
TimberApi.UIBuilder
Cordial.Mods.CutterTool
SteamUpdateButtons
Timberborn.IgorZ.TimberCommons
TimberUi
MapResizer
ModdableWeather
TImprove
TImprove4Mods
TImprove4Ui
ToolFinder
Tobbert.Unstuckify
KnatteAnka.MoreGroups
Lapantouflemagic.WhitepawsFaction
@shell fiber Is it on your radar to make some of the non-flippable buildings flippable? Water pumps are a big one. Never mind. it was exlained to me why this isn't a thing.
@shell fiber By the by, the Frog shrine does not work anymore. The mod loads but there is no icon to build it.
are you getting your dependencies on mod.io or steam? I've just reinstalled my game, deleted and redownloaded whitepaws u7 from mod.io into Documents\Timberborn\Mods with all dependencies from workshop. the game can now load into folktails without crashing but whitepaws are not an option at new game and none of their stuff appears in-game
I get -everything- but white paws itself from steam.
sorry for sporadically flooding this channel with my modding woes
hmmmmm interesting
I'll help what I can.
Remember what I said in a past post... there are a lot of mods that if you have them active will prevent white paws from working.
I was trying to go bare-bones but I'l try copying your whole list and just deleting all my other mods. will disable them first but I'm so confounded I'm willing to give it a shot haha
yeah all I have 'active; (by which I mean blue-ticked in Steam and in timberborn) are what I think are the dependencies
ok there's definitely a few there I don't have... timberui, timber4mods jump out as 'I haven't heard of these'
One of those lets me load and save mod profiles.
Might not be needed to make the game run, but needed for my sanity. ๐
Yeah, I looked at my smallest mod profile and these two are in every mod load I have because they allow loading and saving of mod profiles:
TimberUi
TImprove4Mods```
are these arranged by load order? except whitepaws ofc, being elsewhere
No. it doesn't save load order.
If I knew where that was stored, I'd try to include it.
ah ok np will just use best judgement ahaha
put harmony at the very top, more mod logs below it, and then whatever order doesn't give you yellow triangles. ๐
A start. Definitely a start.
Mod dialogue appeared, no yellow triangles
Got to ol faithful Early Access Info box
Gonna be weird when that goes after full game launch
I've had so many early access games I hardly notice those anymore.
Grr
1 sec...
By the by, you're using windows right? If so "snipping tool" is your friend. Ignore them saying it is deprecated.
ah yeah I usually do sorry, but when I leave the game window it sometime whitescreens so was typping from phone haha
I am switching to my minimum load and re-testing it.
Show me what you have here (phone or snipping):
White Paws isn't on your list at all.
no, I assumed that was bc it's in the mods folder...
Nope. That is where mine is
I have it not-blue-ticked on steam
is all this because my Docs\TB\ is on a different physical drive on my PC?
Yeah because steam is version 4. That's fine.
Maybe.
had not occurred to me to test. will do so now
Depends on how windows has it mapped.
If you click "documents" and it takes you to the right place, then Windows has it mapped right.
I'm moving the game content to same drive as data because that is the first option I saw
If you click documents does it take you to the palce where you have your mod stored?
yeah
Okay. Then the windows mapping -should- be correct.
still no dice
Show me this from your comptuer.
clicking Browse local mods gives me this
yes. It wont recuse down the folders. The U7 one needs to be in MODS
yesss
I do think I got this far some time previously then it crashed at the final hurdle but I have hope
It is doing the expected eons-long load
I'm standing by until you tell me it is working or crashed.
the saga may now finally conclude ahaha. it had everything; bepinex, the undead villain; a great migration across drives, and the final hidden folder ๐
LMAO
Sometimes it is little shit that gets us.
In part of my long IT career I did user support. Burned out on it, but I -was- pretty good. I guess I still "have it". ๐
you absolutely do
as thanks I named my youngest kits (they'll last the longest lol) after the three of you that helped me/put up with my antics
Times & technology change, but certain methods still work pretty good.
Of course, play whatever map you will, but Hollows is a fun one with White Paws. So is the custom Lemon Canyon map made for it. I like @crisp parcel's maps so that I what I am using, but they need more mods to work.
I did lemon canyon in U6 I think, wasn't sure it would be compatible now but I do like it so shall reuse it I think. Hollows scares me a little ahaha
Also, i -strongly- suggest you make mod profiles. They will have many headaches. I have 3 for white paws as I have tested more and more other mods working with it.
Lemon Canyon works but Lapan's extra map stuff doesn't. So you wont get lemon trees or the old ruins.
I had tones of fun with Lemon Canyons.
noted thank you, will look into mod profiles sometime soon
Cheers.
I am playing with latest versions and both of these work for me
IIRC the buildings that aren't flippable is because the upgrades that go on top wouldn't work otherwise
Oh! Makes sense
It could maybe be worked around, but I don't think it's a priority
Now that I think about it more, don't think it can be changed
found an anomaly with the (otherwise fantastic) hallway PAL lodge
(anomaly being the flooding while tagged as levee)
The flooding will go away after the water in the center square evaporates.
oh yeah thank you
Flooding mechanics changed form U6 to U7 so Lapan had to make a lot of changes.
(a lot has changed because of changes in the base game.)
so it has, I now remember the whole discussion that was had here last week or so
@crisp parcel It is starting out well enough. Even have a place large enough for the river baths. Thank you for that, even if it wasn't on purpose! ๐
paths aren't connecting through gates
looks great
Sometimes they do and sometimes they don't so I attributed it to user error on my part.
But not working for me right now either. Maybe I am confusing U6.
bug: Road paths don't work through fence gates.
@shell fiber
suggestion: add the vanilla dynamite tunnel into the mod.
@shell fiber
(This is a repeat, just in case the original got lost or forgotten.) It can/should be locked behind the platform, but it is needed to really take advantage of the 3D caverns system U7 adds.
And as they say in the song, "Science!"
My beavers are out of the dark ages. /laughs
No serious problems yet. The one about the fence gates mentioned above.
I've done multiple games though to the reactor over the Abyss, so confidence is high that this is ready for Steam. I'd still make it its own mod and make a note on the U6 version linking to the U7 version. But that is me.
On the note of this mod list...
My name generator doesn't actually have a rule set for whitepaws. It will just use the generic beaver name generator. I can write a ruleset for whitepaws if desired.
Also to note, currently no LeafCoats name ruleset either.
Well get cracking. ๐
j/k
Had some legendary names out of my name generator though. Chad and Nogusta. Not to mention E and I. I have O, U and Chad in my leafcoats test game.
Now you're just putting the Animaniacs in my head. ๐
this will be reverted to unfloodable in the next update ๐
saw that on my side too, fixed in the next update
oh, right, there was so much experimenting to be done with this script ๐
Ah. Well, I wouldn't wait the U7 steam release on that, but it will be something that is definitely wanted. ๐
now there is a big question which is : how easy or hard do i want this to be ?
How easy/hard do you want what to be?
the tunnel
Well... the main components are researched with handicrafter and the architect's lodge.
basically it's a platform and a dynamite combined, once complete, the dynamite gets replaced by a platform
but when you destroy the platform, you get its cost back
so it's just... dynamite
True. But that it all it is meant to be. The platform is only there so that the stuff above doesn't collapse. Like timbers in a mine shaft.
hmm... yes indeed
It basically just allows horizontal dynamite placement.
I would definitely require the handicrafter and the architect's lodge. Beyond that, maybe a reasonable amount of science points?
That is where I have trouble reading your balance motivation. For instance, you raised stand alone ladders from 300 to 800 science. I don't disagree. 300 was too easy.
You want to increase difficulty. That is part of what makes White Paws fun. But this piece, once researched, should be readily available, IMO.
4 level dynamite is 150 science. -I- wouldn't make it more than that.
To be open, when I was a modder, balance was what I struggled with the most.
As a -player- I am impatient as hell and I'm looking at sciece and muttering they are too slow. When I can afford it I make more libraries and then get the normal school as quickly as I can.
But... I spend points as fast as I earn them. Especially early-mid game. Unlocking plafroms and ledges and stuff so I can do things like this:
close-up of imposable base:
But for -me- that is fun.
Have you gone back throug the stuff we mentioned while you were traveling? All of my error reports start with "bug" for they are easy to search.
Really?! Not sure I agree. Cool, but too easy?
specifically for the ladder, the issue is that they render very other type of stairs obsolete, and i want to 'help' people not abusing them too much by making them too expensive
I love the "crappy" log platforms, but the horizontal dynamite is supposed to be stackable for up and down blasting.
eesh ๐
I use the circular stairs any chance I get.
I love them.
Making metal a part of ladders also helps keep me from using it as much.
ah, yeah, it's not "actual" crappy plafroms, they are real platforms for most intents and purposes
Oh, okay. Cool.
and i think it doesn't make sense for them to be overly costly, so right now one tunnel cost 1explosive, 17 logs, and 6 metal fixtures
If I have lots of logs and space isn't an issue I use the long log stairs. If spae is an issue, I use the circualr stairs or the "normal" stairs. If I hav eno other chocie I use the ladder.
but then it's swapped with a platform that costs less, and thus gives even less too when destroyed
specifically ;
Yep!
ooh, also... i could make it give a random iron ore and coal ๐
Interesting. And maybe like on a 1 out of 100, gold dust?
and one scrap metal because why not
hmm, can't do probabilities actually
I'm totally happy with what you have come up with.
I didn't know that.
And yes, there is a bit of sadist in this old man. (Okay, a lot of sadist! /laughs)
hmm... now the main interesting thing we can do with that script, is actual aquifer pumps, like ones that generate liquid water in the environment ๐ค
but the question is... should i ? and how ?
When asked "should I?", I often counter with "Why not?" And if I can't find a good "why not" then I do it.
well why not is quite easy : the water source script takes none of the building's property into account, no power ? no care. paused ? meh ! not even finished building ? still works !
Oh. That's not good.
i can solve the last point with the tunnel swap script
but for the rest, i can "fake" the power supply using solar pannels ๐ค
the building can just not be pausable, that's fine with me
actually flooding your stuff seems a fun consequence of digging to the aquifer
(insert dwarf fortress flashbacks)
so i think it's a fun thing to do ๐
tbh i kind of wanted to have some sort of very early irrigation system using that ๐ค
maybe i can give 1-2 solar pannels in the broken kart
and make a super weak source
IRL, my family has an ancestral silver mine that is flooded and served as the water supply for what is now a ghost town.
(The mining rights aren't worth much and the it would cost more to try to mine it than one could make.)
So... water when blasting is totally a realistic thing.
well that kind of sucks, but yeah, i hear that water infiltration is a real issue in mines
let's give it a try
Eh. My father and both grandfathers were miners. I'm not. Plus I'm too old to want to be crawling around in tunnels these days. /laughs
I have a 101 year old great aunt that when she passes my mum will try to see the claims.
Apologies. I'm a bit of a storyteller (true and fictional stories both) so once I get stared... /laughs
no worries ๐
i'm just modding and watching youtube at the same time, so sometimes i become unresponsive ๐
Oh, no problem. Every now and then I realize I have been yakking about stuff that no one really is likely to want to hear. /laughs
As old men are wont to do.
@crisp parcel I wasn't sure if I was gonna find a place on the map where I could do a 4-deep dynamite blast in the right pattern for a medium mine. But I did. ๐
i would also not known that answer right out of my head for that map 
Playing White Paws gives me a LOT more to think about the next time I make a map.
I'm paranoid enough I save before I blast, jsut in case I screw up.
i think i have solved the pit and ladder lodge, while at the same time making something quite great ๐
with some really high-tech stuff
you won't believe it !
you invented nuclear fueled sliding glass doors? (framed with gold)
ladies and gentlebeavers... behold !
rope on a stick ! revolutionnary !
also can be placed in pit and ladder stacks, giving access to outside of the volume to build the above layer
i'm trying to get ti to allow beavers to get down a 1x1 hole to grab metal or cut a tree, but right now it's fiddly
problem with this is that doesn't solve anything for the box storage pit and ladder i believe
which i don't think is a very popular building block anyway
too expensive
i might just replace it with a 2-story pit and ladder just the same as the liquid storage
also add a "powder" storage type
oooh, reminds me, i has something absolutely evil hilarious to do on that side
i mean... we all agree that granular materials should be stored in piles right ?
(in the meantime)
that's cool! so useful!
Cool!!!
Alas, it is past time to try to force myself to go and rest. Or, at the very least, lay down and switch to my laptop.
(i'm pretty sure most asians will absolutely hate me for this ๐
@shell fiber In 5.1.3
You can't build the wonder. It always says it's too far from district.
well i don't see any district center in range to be honest ๐ค
It's still saying the same thing.
hmm... that's odd indeed ๐ค
clearly something has changed in how the game handles building wonders, i'll have to find a solution
sometimes it can work around if you build ladder + bridge to reach above it (most buildings are buildable this way - at least in U6 this was useful at times)
What an interesting idea!!
You should show this to Bobing. It might be something useful for Leafcoats to have a movement device that doesn't rely on cut lumber, but on cordage.
@shell fiber Did you not push these other three mod updates to steam? Whitepaws itself is the -only- one I have been getting from mod.io and after going to 5.1.3 it is now crashing on attempt to load yesterday's save.
Completely forgot to upload on steam, sorry ๐
That probably is why I am crashing now. /laughs
I need to afk for about 30 minutes anyway. I'll check back in...
Ya know, I probably should have asked, rather than assumed. My bad. Apologies.
Erf. Looks like the game can't cope with me having the steam version also.
Now that I think about it a couple of us were discussing this very thing recently in Emberpelts.
Should work this time. Unsubbed from the steam versions.
The game itself loaded without crashing this time...
and...
(after a long load time)
so did the save.
Yay!
Verifying data would download all the updated mods. You don't have to unsub and sub individual mods.
Ps: steam auto update for mods sucks big time. ๐ถ
uploaded on steam now
i'll try to add some more dependencies then upload the main mod on steam ๐
The updated version hadn't yet been put on steam so The game was crashing because there was one version downloaded from steam and another version downloaded from mod.io.
As an alternative to sub/unsubbing to workshop mods I disabled them in game>properties>workshop by unticking and my game loaded the mod.io ones fine (I actually remembered to de-shell them ๐)
Make it use a drill bit ๐ง
Or maybe silos, but yeah
does someone has an image of what the pilot-beavers look like ? the ones that work at the IT catapult thing
hmm... medical beds consume waaaay too much stuff for too little effect.๐ค
was just following one injured beaver, consumed like 15 sake and is still not cured ๐ค
sorry ๐
Not quite fully visible but:
#๐ทscreenshots message
Nice! Just wish we could use zip lines for longer travel
uuh
yes, right... have to fix that eventually
Further testing on my main computer is using all steam content. No mod.io stuff. I'll fix my laptop to the same later.
First thing of note. Because I am also subscribed to the U6 version, I assume. This is probably a Timberborn thing itself, but I found it amusing.
Verified that it because of U6. Had to restart anyway to fix mod load order, so I took a moment to ubsub from the U6 version and the modID now no longer shows.
bug: (repost/reminder) Architect's Lodge pathing needs fixed.
It is still not functioning as a "big staircase".
(I had forgotten about this one too.)
Fixed now, had completely forgotten about it too
Doing another test with the dynamite tunnel, but so far everything I tried yesterday and today show that it is working as expected.
Have you decided between tubes, ziplines, or something new and custom? Last time I mentioned it you said you weren't sure what path you were going to take.
Catapults! Lol
Welcome to Trebuchet Transportation. Nurses will be standign by at your destination.
2nd Edition D&D (Dragonlance setting) had the GnomeFlinger, which was a series of catapults and nets with a 'reasonable' chance of survival.
bug: (repost/reminder) Viewing platform not connecting
It wont accept the bridge method (can't even place a bridge) or the side method.
addendum: Other upgrades like the "forestry hauling" upgrade work fine with the side method, but not the bridge method.
also: there are the ones like the "Harvester's Drying Tower" that just work and one does not need to add a side access or bridge.
Hrm... 23:00 in France... probably not happening tonight. ๐
Can anyone here familiar with White Paws tell me why this might not be working? As far as I can tell I am meeting all the requirements, just like the one beside it, which did work.
- the fence touches ground all the way around.
- the hole is 4 blocks deep in the correct pattern.
- there is nothing above it that could be blocking anything.
Are you sure it's 4 deep? It's hard to tell from this angle, but it looks 3 deep
That was it.
Depth is really hard sometimes in this game
You're welcome
I've been lurking here for a bit now, but when I have time, I want to for sure try my own hand at a White Paws colony
I'm having a blast with it. This is my 3rd or 4th serious playthrough. The past ones devolved into me testing stuff I couldn't quite yet make, if ya know what I mean. For bug testing. This one is 100% legit (so far!). ๐
I suspect I'll have at least a few failed settlements before I get the hang of things.
Other than time, at this point mostly waiting for the U7 version to be more stable / feature complete. But my TODO list is long so it's not like I'm trying to rush lapan
Oh, hey! I just found where the contamination gets in from (on this map) during monsoons and high tides.
I'd call it very stable at this point. A few minor things here and there that usually get patched within a day.
Not sure if the final wonder has been fixed or not.
As for complete... well... now that we have the horizontal blasting capability, all I can think of that is missing is the new quick transit. I believe everything else "missing" is missing by the overhaul's design philosophies.
Yeah, I guess the transit is what I'm referring to. I still have a few base game wonders to get to, and a lot of wiki editing ... the list goes on
It always does. ๐
The directory name (numerical number) shows because the Id (in the mod manifest) is identical between the two mods (and then annoyingly it shows the Name).
access has been fixed... sort of. if you can access the entrance, you can access it, but it should be accessible from anywhere around its volume like the library, yet somehow it is not the case ๐ค
just a quick general question : is there people here who specifically don't want their name to appear on a custom beaver (will be brass color), except @storm gulch who probably will be gold ๐๐
(i kind of wanted to make it a surprise, but i can't really add people's name without their consent ๐
)
@everyone โ
also for the record, my intend is to add the names of people who have been testing and contributing to the mod, etc. I have a vague idea of who are the regulars, but i'm often unsure for many people.
if you've been away for a while and think i may have forgot about you, make yourselves known ๐
Reason: Mass mention
ah! got scolded by the toaster ๐ญ
That went to the WHOLE server Lapan ๐ oh well
Not just this channel I think?
Maybe I'm wrong
Oh cool, that would be awesome, thanks ๐
For future reference I think @ here (remove space) pings people in this thread. Maybe?
I'm not sure if @everyone goes to whole server, or just the channel,
Usually the everyone ping goes to the entire server
(the everyone ping really needs to be disabled for everyone but staff in any server but so many servers don't)
There's also @here, which is limited to currently active users (but again, not clear if it's limited to the channel, or server-wide).
looks like @everyone pings everyone on the server, where-as @here pings active channel members ๐
I think both are disabled though but don't quote me in that
praise and/or blame, consent is given.
I sure hope it's only the channel ๐
Oh, uh... oops ๐ฌ
Well apartment I didn't ping the whole server. That either only works for admins, or only for this thread
found noxbestia ๐
I have pings muted, but I got pinged by the @ everyone...?!
So it think it was this thread only, good
You sure it wasn't the message that the bot deleted ?
The at-everyone message doesn't even show as highlighted for me unlike other pings. But again, I'm not 100% sure how they're configured on this server
I'm not, though when I checked I could read the message that Lapan pinged the server with?
It'll be a mystery then
eh
Hmm, I didn't realise Water Beavers wasn't update 7 on Steam until a few days ago, so I think it's the right time to start a new playthrough!
Any moderate difficulty map suggestions?
Either of the two recent maps by @crisp parcel come highley recommended by me. I am playing one of them as White Paws. The vanilla map Hollows is pretty good with them too.
Of course there is Lemon Canyon.
And it is updated to U7 on steam as of yesterday/today
What are those maps? Planning to start a new game.
@shell fiber Have ballon became static? and the wonder doesn't actually launch anything it just opens up that's all.
Noxbestia is playing on this one: #๐ญmaps-general message and not sure if Nox meant my newst or the other hight map but you can find both by clicking on my name in the steamworkshop or mod.io
odd.. updated my timberborn and all mods through workshop items, added new u7 whitepaws. checked all the files downloaded.
and they not show up in game - i not have any mod it says ๐ฆ
would anyone know why my mods&maps all vanish in-game and maybe have hinters as to how to fix this?
(it does list the empty mods folder used for manual downloads - as empty. but i can't change it to use another directory / the steam workshop directory, can i?)
Have you verified game files?
and path and all - mods are just available as before and all proper technically
vanilla timberborn branch, not experimental or anything either
edit found the problem - steam client failed to connect to the game and made workshop unavailable in-game... perfectly no idea how to fix it haha
Right now I think hollows is interesting, lots of space for agriculture, but not a lot of places interesting for placing many pumps in a row. Also kind of flat so damming up something means flooding a lot of area
And metal is hard to get but that's manageable
Ah, crap. Well I'll look into it
The balloon animation is broken for some reason yes
I'll check it out ๐
Oh I saw screenshots of that map, it's incredible, and I'm not sure how the mountain doesn't collapse lol ๐
||Are lemons updated for U7, if they need it?||
@crisp parcel I just subscribed to you new map, this will be interesting lol
I'm gonna try Lemons in U7 and see if it works, later on in my playthrough
Will start tomorrow as it's very late here in Australia
happy to hear that! I wish you a lot of fun. 
I like the nice planting area ๐
it's purely cosmetic, but I assume this isn't meant to show under plant trees/bushes? might confuse a newbie into trying to find a building called Unplantable ๐
also this is my solution to Hollows metal ๐ถโ๐ซ๏ธ
The two maps by @crisp parcel I was referencing are https://steamcommunity.com/sharedfiles/filedetails/?id=3495597784
and
https://steamcommunity.com/sharedfiles/filedetails/?id=3499060463
We build, not using the laws of physical, but the laws of the game. ๐
I believe/hope I have the 'badwater flooding into my bathing river' problem fixed with this.
I really need to research the full floodgate dam, but I'm trying to research the normal school so I can get glass.
@shell fiber
It is intended that one cannot build a double platform over log stairs? I know I have had to delete a lot of log stairs and build normal ones in their place in the past but I can't remember now whether I was playing U6 or U7 at the time.
@ionic swift has updated Save Everyday and I can verify that it is working with White Paws.
bug: Contaminated beavers not staying in jail
Just watched these two naughty beavers leave contamination jail.
It took him more than a full game day to shuffle his way to his house.
EDIT: I have 12 contaminated beavers and at night all the jails are empty.
@shell fiber If you don't find an error, let me know and I'll disable @brave ivy's housing mod and see if that is what is causing it.
This naughty guy moved outside of the jail to sleep... so probably not the housing mod scripts.
Which mod, housing optimise?
It should only assign beavers to a house in the morning.
Right. I don't think it is causing the problem. I wasn't so sure until I saw the beaver leave the jail to sleep on the path.
Well, that was but one overflow of badwater. The second one has quite a journey to get to my bathing river.
And my beavers have quite a journey to get to it. /laughs
It overflows at the top red circle, follows the path, then goes underground and eventually comes out at the second major level with the bottom circled area.
having issues getting the mod to work
this is the error
v0.7.10.2-5762fd5-sw
InvalidOperationException: Failed to load asset at Materials/WhitepawsCustomLiquidsETC/Rice
Timberborn.AssetSystem.AssetLoader.Load (System.String path, System.Type type) (at <2fa3ff759c464dd187d2446ddf978522>:0)
Timberborn.AssetSystem.AssetLoader.Load[T] (System.String path) (at <2fa3ff759c464dd187d2446ddf978522>:0)
Timberborn.TimbermeshMaterials.MaterialRepository.Load () (at <636910c236144e7fba292a28c28611bb>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch2(Timberborn.SingletonSystem.SingletonLifecycleService)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <9117b1294fcf4df390fc07f3eef2285e>:0)
any help will be great
the whitepaw mod is getting a yellow alart saying more groups is required and needs to be above whitepaws but keeps loading below it. not sure if that is the reason tho
Definitely will cause it to have problems.
I have to manually move the load order for that one too.
Not sure it that error would be the cause of the one in your report though.
every time i do it resets it
Then something is messed up in your game itself. That should never happen.
The only times -I- have seen that is switching between major versions like changing between old-6 and current back and forth like I was.
well ima try to unistal and reinstal it see if that helps
Good luck. I hope that does it.
me to i have wanted to play whitepaws sinces i first got the game but i got the game after 7 broke pantry so glad whitepaw is availible now
I'm actually in-game right now and it is behaving nicely.
You finally know our woes ๐ญ๐ฅฒ๐ญ. Have all medical bedd been updated???
Also congratulations for your marriage!!!! Hope you have a wonderful future up ahead :D
so i got the mod working but wondering which building i need to build as the new district center. i have the 4 way district but it says i have to build a district crossing. is that what i have to do?
No, once the 4-way is built, then destroy the cart and connect thee 4-way to your road.
But the 4-way must be completed first.
oooo ok so dont connect to road tell its built
So, don't connect the 4way one first
Yes.
sweet thanks
np.
My very first white paws game, I had all the materials to build my new 4-way and then I deleted the cart. Suddenly I had no workers to build said 4-way and it was game over. /laughs
(Well, I went back 1 save.)
can someone explain the harvesters drying tower
What do you need explained?
how do you build it
Ah. Yeah, the "upgrades" can be finiky to place.
it says something about a triangle building next to it
Right. For that one you need a tower building and a triangle-roofed building beside each other. Such as here where I have a forester beside a lumberjack barn. Note how the slanted bottom area of the uograde merges with the roof of the lumberjack barn.
ok i got it now thanks dude
You will notice I had to add a little area on the side for them to get up and down. Some of these need that, some don't.
Still a bit of tweaking needs done here and there, but there are workarounds for most of the little things.
Another kind of upgrade you will see is the extension on top of two triangle-roofed buildings as in the example on the left.
nice thanks for the info
Of course.
no where near building them but wanted to know before i got to it
Don't build the observation tower (forestry viewing spot) yet. It is broken. The bug has been submitted.
Hmm I'm removing experiment as it crashes when I try to load the game
I can't tell which mod is causing it though
lol, who comes up with that ๐คฏ
They are incredible.
well that shouldn't happen ๐ค
made a small change to the box storage pit and ladder
now it houses only 3 beavers, and stores a bit more
also it has a door and an unoccupied voxed in front of it to allow building from a crane ๐
and i added a pilable storage
which just crashed my game ๐คฃ
Well it looks better.
The checkered cabbage in the background looks amazing
so you said the observation tower was not connecting right ?
oh, i had forgot to copy paste the nave mesh settings
was there any other know bug in waiting ?
except the architect roofstairs
The final monument may or may not still have issues connecting. I am not sure.
There was this one while you were on your trip.
not 100% sure this is a bug but I think it is.
That is all I find that I had flagged as "bug"
Buildingblocks of dams sorta need to be.
but anythign even remotely fancyer would have me build a dirt-type 3D mesh for evey single pileable in existance
but i thing now at least the box storage is an actually decent storage solution, if you need to free up some ground space, it gives you 800 box storage for "only" 3 beavers and comes with a hauler
of course the science lock it had has long since been removed
(and by that i mean like 3 updates ago ๐ )
/laughs
Oh, is the Frog shrine still supposed to work for Water Beavers or was that intentionally removed?
sadly frog statue not worked for all of U6 as well.. would love to have it back too
It does work with U7. My greedy embers had it I beleive.
(or maybe that was Luke's custom faction... not sure now)
oh, for whitepaws: for others it works
It doesn't work with Emberpelts, but that sorta makes sense. Fire beaves would not worship a rain idol. ๐
as long as they are vegetarian yes
another one i was always sad about is the lack of lanterns with this faction.. i liked the tiny lights all along the roads with my games
isn't that even more of a reason? haha
wouldn't mind them nuclear fueled either, if that was the problem
I coudl see that one.
uploading new update now
as for the wonder, it is accessible if you reach the entrance arrow, which it not how it shoulld behave but still
You do have two mods not functioning for U7 that are tangentially related to Water Beavers. Your plants map editor/viewer mods. But I hadn't considered them part of this playtesting.
argh
and, if will fix, also may be fixing for Emberpelts ๐
Now let me ask you... is there anything I may have missed that you would like tested? Including compatibility with any other mods?
what's wrong with it in relation to the emberpelts ?
Fixing it for U7 in general may fix it for emberpetls
It just crashes in U7 in general.
also tbh i don't even know what's broken ๐ค
for example, lemonade stand is missing ....
just a bluperint issue, that's the easy one ....
I'm checking it right now to see what happens.
I can't trust my memory these days.
That's new! "Required: Bobingabout script pack" ๐
Here is what happened when I tried to start a new Lemon Canyon game with your reader activated.
Some time ago I tried to edit a map with the MapEditor activated instead and I believe it crashed.
They worked on U6 though. ๐
thanks !
for now i'm trying to upgrade the shaders etc to fix the rocket being likely invisible
No worries. I just want to make sure you are aware and help in any way I can. ๐
Now onto 5.1.5.
This one has left jail and is heading for home. All jails are empty. 18 contaminated beavers exist.
Do I need to give it a day or two in-game and see what happens?
Next morning, 2 of the beavers who reported to jail, got tired, and left.
Others are leaivng even without being tired and it is still morning.
I just watched one. It reported to jail, stayed abnout 30 seconds real time at speed 3, then left.
I can't tell which mod or maybe it's the load order breaking, but I have the
Mod for Lemons and the map resiszer mod installed as well
Sorry in advance if this isn't Water Beavers related
Okay I loaded up again and I need BobingAbout's script pack, brb
is any one else last basic need say Lapantouflemagic.swimmin... ? is it swimming?
I think it's a new water need?
there was some trial to speed up beavers in water. might be a left-over / temporary thing
Yeaht that one
just a note: on mod.io some mods not have been tagged for U7 yet - like logstairs, 2-tall small storage
this makes them harder to find / is confusing
I use and strongly recommend Luke's faster water speed mod for White Paws. I really adds to the flavour of the faction, IMO.
https://steamcommunity.com/sharedfiles/filedetails/?id=3421130054
that one and SmartPower are my basic needs. Automation maybe too.
Was automation ever fixed? Last time I tried it it was broken. So were flywheels.
Never used smart power???
I'm always keen to know what people consider absolute needs and why.
smart power lowers energy use by inactive buildings - i.e. at night or when out of stock
"Save Everyday" is crucial for me, for instance.
The mods that let me save and load what mods are loaded is a crucial one for me.
Unstuckify is crucial as far as I am concerned.
The Pipette tool is borderline crucial for me because I am so used to having it.
Beyond that I can live without the rest if I absolutely have to.
oh, in case people hadn't noticed, i allowed the waterdumps to employ up to 6 workers, (default is still 1) so that one lido can effectively fill a larger area without too much trouble
I did not notice.
i have integrated my own in the latest versions
Oh. Nice. They don't seem to crash each other.
I wonder why mine aren't??? I must have some conflict.
Figuring out what causes it is gonna be a stroke of luck or very painful.
Sorry if youโve since solved this (Iโm very behind on the chat lol) but I reckon theyโre leaving for pollution resistance factor. Have you followed the offending beavers to see where theyโre going? Is the nearest PRF super far away? I notice this screenshot beaver has the Antidote buff and have previously seen my own beavers traipsing around for antidote. So I put a little storage right next to the jails and then they just go get some whenever the buff expires and return to jail
The jails are supposed to provide everyhting they need. Food, sleep, medicine, etc.
It is almsot certainly a mod conflict.
if they can find a better cure they should look for that - pollution resistance factor or deluxe stew should make them leave jail i believe
I don't generate either in this save I don't believe.
using mod.io to setup whitepaws faction is a pain.. 5th loop of reloading the game to figure out the missing dependencies..
not medicine
he's correct, i'm pretty sure they should get out to get pollution resistance factor
the jail just provides...uh...motivation ?
it's possible that they decide to sleep on the floor after getting their pollution resistance factor, since out of jail they still get tired hungry etc.
deluxe stew got nerfed
it's still an amazing food, but no longer cures everything
i'm doomed..
that should solve a lot of it, yes
and i believe bramble needs been nerfed a lot too since i last played
Just one more reason I don't liek mod.io and really championed getitng all of this going on the Steam workshop.
sadly my steam client not passes the workshop to my timberborn at all anymore.. re-installed anything, restarted PC.. nothing works ๐ข
I guess I am making polution resistance factory. I'll try a local supply.
Nope. They still wont stay in jail.
I also disabled one mod I suspected at first. That didn't help. Time to dig deeper.
with PRF they should leave jail and use that instead - without they should only leave when cured
They got some went back in jail then left jail, not cured.
Perhaps I spoke too soon. I have 1 beaver staying in jail.
Might have needed a bit of time to clear the queue.
is the pantry mod still used? seems to break game for me
I went from the first image to the second one with the PRF and giving it some time to run. Gonna reenable the mod I disabled.
Broken last time I tried it.
Verified I am NOT using pantry.
I have never paid attention to PRF before. Perhaps I have simply lucked out and always made it nearby where I put my jails? It is an ingredient in something else or I probably wouldn't have been making it at all.
pantry is still broken as far as i know