#Water Beaver Overhaul

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shell fiber
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was it already super tired ?

still frigate
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Probably?

shell fiber
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it's possible that their behavior commands them to go sleep in their bed at night, even if they are in a building that suspends the sleep need

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but probably only happens if they are in the negative

still frigate
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I have 8 contaminated beavers. 3 are in jail and staying there. The other two jails are empty.

radiant arch
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might get negative sleep when they try to fetch the resistancy factors

still frigate
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Down to 4 contaminated beavers. Lowest I've had since I built the jails.

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So we can call this one a PEBKAC error and go on.

nova crescent
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Automation and flywheels were fixed and work with v7.
Flywheels don't add anything to witepaws.
But you can always add it through your custom mod. πŸ˜…πŸ€«

still frigate
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I gave up doing any real modding years ago.

nova crescent
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I have tried to venture into the modding.
But,
I can't model for shi*.
Code mods I can probably do but didn't find the energy to do it. And there are awesome people here who do an awesome job.

I stick to creating prefab files so I can use other mods buildings into custom fractions.

still frigate
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I used to mod. Hell, I used to code. Officially that is what I got my degree in back in the mid 1990s but my career was on the admin side of IT.

shell fiber
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i just realised some slightly problematic beaver behavior : when they get hungry of thirsty during their work day, they drop their job, run to grab one piece of food or drop of water, then go back to work. but they don't fill their need bar, they just... snack and go back.
they only eat their fill when work is finished, which is very inefficient

still frigate
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That has been a problem with the game forever. You can really see it after a brought if you run all the way out of water.

heavy lodge
shell fiber
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what's that

still frigate
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That is what it fixes? I noticed it but never dug into it.

shell fiber
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but i had foolishly thought that they would eat as much as they could when grabbing lunch

heavy lodge
shell fiber
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pretty smart

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my other option was to give them a bigger belly

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i had already changed the beaver's hunger and thirst to go from -2 to +2 instead or -3 to +1 to give them more room for actual work

heavy lodge
shell fiber
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that was quite a piece of work πŸ™‚

still frigate
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That has a very pagoda feel.

radiant arch
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The MapEditor Mod looks broken right now - missing some definitions in texture pack it seems (only that and editor mod enabled for testing)
InvalidOperationException: Failed to load asset at Materials/Lemon Bark

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was so close to have my custom super small version after Janleon's maps proved too much for my old PC
would be lovely to place some ruins and veggies too (and have lemonade stands for gameplay)

silver phoenix
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i like the looks of those storages

astral harbor
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Can I get beaver named after me? πŸ˜„

astral harbor
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It could actually be usefull πŸ˜„

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I can see it's at the point that I can jump into testing the U7.

still frigate
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@shell fiber Did you intend for people to build pit & ladder structures on top of the badwater pumps? Whether you did or not, I have. πŸ˜›

woeful sun
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I think it's intended, but didn't you block the pump inlet?

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I'm not sure if the inlet is purely cosmetic or not,

still frigate
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The whole Most of the thing is on platforms. Badwater comes in from the bottom.

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Or... that was my theory...

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No, it is working.

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The worker just wasn't there. Scared me.

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I have become a harvester.

still frigate
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@shell fiber I may have found something for you!

Look at the pathing of the Harvester's Drying Tower. This one simply works! It does not need side access, but side access can be used anyway if you want.

If all of the tower upgrades had this same pathing, I think everything would be good with them and players wouldn't have to finagle their way into them.

sullen cape
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Pardon the ping, but hi @storm gulch!

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Lookin' good!

storm gulch
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Oh hi there HappyFT

heavy lodge
storm gulch
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Oh neat

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I really do not spend enough time on this side of the internet, apparently

heavy lodge
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Not enough reading all comments on your videos, also. I posted about this, some time ago 🀣

shell fiber
shell fiber
woeful sun
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@JC: Do you want building sounds entirely disabled, or just only played once (in a row)

radiant arch
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question on the pit-and-ladder towers:

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how to work around them not building from below?

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still in early game - later on i usually went with side-doors and hanging platforms. but wondered if there was something more simple / early on with the new crane

radiant arch
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that change to medical beds really did impact the early game! thank you!

spring heath
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pumpkins are being a little... weird. they 'reserve' the space they want to occupy consistently (i.e. always 2x2 in the same direction) but are significantly less consistent in how they occupy space once planted. here, this results in a visual overlap of pumpkin with cabbages. I cannot plant cabbage in any of the empty tiles around the pumpkins

shell fiber
shell fiber
radiant arch
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a hint in the description on how to use it might be helpful?
like "can be placed inside pit-and-ladder to build high towers"?

shell fiber
shell fiber
radiant arch
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oh no! good luck fixing that!

radiant arch
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those custom names are genius haha:

todor alin is the mechanic
bobingabout chief alchemist
normanr a farmer
ants a hauler
lapan just got promoted from badwater to regular water pump

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thanks for adding me too!

woeful sun
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Do I want to be a farmer? ShrugFT oh well.

sullen cape
prisma merlin
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Hi, has anyone had trouble with launching the latest version of timberborn with all of the mods for whitepaw?
I'm crashing from only the mods that run the whitepaw faction on this version of timberborn

radiant arch
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the dependency lists are not up to date..

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pantry mod will break and is not needed

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took me a few tries too to get it satisfied by first adding what was said to be missing (but not mentioned on mod.io / steam) and after removing pantry mod

prisma merlin
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Hmm, pantry off does load timberborn but then starting a new game doesn't show the whitepaws icon as available
Is there somewhere I can check for the latest up to date dependencies?

sullen cape
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You're a farmer in my game grauschweif πŸ˜‚

radiant arch
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whitepaws must be unlocked by playing any other faction first and achieving some minor well-being (1?)

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if you not yet had that

prisma merlin
radiant arch
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hope that works!

prisma merlin
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Thx, I'll try later

spring heath
# prisma merlin Hmm, pantry off does load timberborn but then starting a new game doesn't show t...

The absolute bare-bones list is (sadly I can't pin messages here so maybe screenshot/copy it for later reference?):

Harmony
Mod Settings
TimberCommons
TimberApi
Bobibgabout's Script Pack
KnatteMaterials
1x1x2 Storage
Bobingabout's Housing Optimize
Lapantouflemagics Texture Pack
Ladder
Logstairs
Staircase
Tool Finder
MoreGroups
Whitepaws Faction U7

(in roughly my load order. just, similarly to what @still frigate has said previously, have Harmony, Mod Settings, TimberCommons and TimberApi at the top and Whitepaws right at the bottom)

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for note to others, interestingly, when I disabled Bob's script pack to test if it's needed, I was able to load a new WP game but mod manager has flagged it as a missing dependency. so whatever it does isn't needed to load a game but I imaging it messes with something, best guess being housing optimise

radiant arch
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tool finder and housing is optional (yet very useful), isn't it?
if you list other helpful mods "unstuckify" is great too later in game / playing with districts

spring heath
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iirc both yellow-triangled when disabled

radiant arch
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bug: beavers can become stuck behind trees when using the crane (my lumberjack starved to death this way - but could not die since stuck)

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this does only seem to happen when there are walls / houses around the tile might not need walls on either side.. might be only some trees though (brambles seem to work fine for example)
did happen with everblossom tree - and did happen right next day again

glass gull
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I love the rappeling crane

still frigate
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@shell fiber What are the pollution limits before the different pumps stop working?

The maps I make almost never have a pure water source available to the surface. Everything is mixed underground and the player has to setup pumps to filter and provide clean water. In the attached example that 26% contamination is the cleanest water source on the surface.

nova crescent
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@shell fiber Lumberjacks are not cutting banana.

woeful sun
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(I'm not 100% sure, but I think that's how it works)

still frigate
woeful sun
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ahh, quite possible

still frigate
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I am incorrect.

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They say gathered by loggers.
One thing I did notice is that your lumberjack was full (20/20) of wood.

I'm building one of my own right now to test.

still frigate
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@shell fiber Is the overlap intended? Should I be able to build my power shafts that close? Also it is clipping against/into the ground. I assume the hitbox is 3x3 but it looks like the widest part of this is 5x5.

still frigate
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A dirty beaver can spend all day getting clean in the irrigation pool. This guy has been there since before night started the previous day.

shell fiber
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Or is he stuck?

still frigate
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He stayed until the clean fur bar was fully filled then left. But it seems to fill very slowly in those as compared to the river bath. Hard to actually compare them though.

still frigate
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If you tell me it is all in my head, I'll beleive you. πŸ˜›

still frigate
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@shell fiber @nova crescent I have verified that bananas are not getting harvested.

nova crescent
still frigate
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Yeah, that surprised me.

nova crescent
still frigate
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I've had bananas before, but I probably imported them from the jungle beavers or something.

still frigate
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???

Okay, I finally made hauling bots for the first time, but they are out of fuel. I do not see biofuel in any building or even in liquid storage.

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@shell fiber

shell fiber
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Oh hmm... Guess I have to fix a few things

sullen cape
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The shower used to take ages to wash the beaver lol

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So I'd rely on River baths

radiant arch
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once had a beaver stay over 300 years in the shower. they never even realised they died!

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since learned not to build showers next to big sawmills

radiant arch
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there seem to be some issues with the base of the Bath Tower:

  • it shows before being build (only the top path progresses visually, the base is ready asap)
  • it does not properly vanish with visual layers - flowing above what should be visible
radiant arch
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issue with balloon: there's a beaver sitting inside even when there's no worker (or in this case even no path)

sullen cape
radiant arch
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not sure if i remember U6 correctly, but i assumed it flew back than (does not now) and the beaver was only in when occupied

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might have been permanent too?

nova crescent
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@shell fiber Is florist supposed to be self-stackable?

shell fiber
shell fiber
shell fiber
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It's not an actual beaver either

shell fiber
nova crescent
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yeah spacer works.

radiant arch
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you can actually build a kind of stairs with the florist - they stack one tile to the front

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having them stack would be kinda cool - being able to build a wall of florists, with cheap walkable part even

glass gull
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Could it be possible that the glowing fluid is made to be bright, like spicy sodas?

radiant arch
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weird bug: the deep water pump upgrade can't be finished if the tile front-between the two doors is occupied (had a tree there. fixed asap when tree was removed..)

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could re-mark the tile for tree planting after with no issue

spring heath
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I think this was mentioned some time ago but in case you've forgotten... large farmhouse not connecting to pit-and-ladder, in conflict with building description (I tested all 16 base tiles)

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in a similar vein, the tree nursey does connect, just... not where I expected. this is probably caused by the same culprit as the wandering pumpkins if I had to guess, but I'm no modder/programmer/coder

spring heath
still frigate
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@crisp parcel Your "Beavers Cave Cliff" map with WhitePaws presents a few interstig challgenes. This was one for instance. Had to do a lot of dynamite to make a hole deep enough for this. (The top is at lvl 35.) The top of the hole is lvl 40.

crisp parcel
still frigate
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The lower one is harder. I was going to do it first but I had built stuff on the platform about it that I would have to destroy.

I have opened up the two in the cave and will see what kind of space is above them next... after I clear out all the brambles and scrap metal, but it looks doable.

crisp parcel
still frigate
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With this population my main PC is starting to struggle. But then its CPU is a few generations old even if it does have a more modern video card.

still frigate
crisp parcel
still frigate
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They have a great look.

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And so much unique architecture.

woeful sun
midnight escarp
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My ears thank you

still frigate
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bug: nothing can be built atop the giant pillars.

Aqueducts may not be working either as I can't attach one to pillars to test.

related: I noticed I couldn't build anything atop the hydroponic farms even though they say they are solid.

shell fiber
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there's been a lot of bug reports lately, i'm probably going to forget a good half of them, don't hesitate to remind me

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but my modding tools are maybe fixed

sullen cape
small depot
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Could you make an "under water path" and have the settings of the tubeways?

still frigate
radiant arch
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there is some issue with the Hanging Squewer Platform

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when placed sometimes they not survive reloads - edit normal squewers usually work instead (but require cheating to place)

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here such an example - can place it without cheating and all. save&load and it's gone. very sad if something expensive was build on top

sullen cape
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Poor Bob

shell fiber
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oh no ! πŸ˜…

radiant arch
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sequoia suffer from same random planting pattern as pumpkins do - effects are purely visual, function is same as before

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not that i mind having two in one space, but it's a little weird (curiously they can reach out of map too)

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this is kinda cool - they not even need that 1m of soil LoveFT

radiant arch
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what is the most common use for the Nerdy Attic storage?

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my choices always come down to carnivorous larvaes versus nuclear fuel. but maybe there was actually useful options?

radiant arch
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an easy one: spelling mistake(?) on parfait label in assembly line

sullen cape
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Oh gosh thanks Lapan!
I normally go by just "Ants" by itself though, maybe I'll change my Discord display name to it
LoveFT LoveIT DamFT

stiff flint
radiant arch
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actually that's a really nice idea! never stored them anywhere yet!

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thanks

radiant arch
shell fiber
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okay, i think i fixed the rocket, now what were the most urgent things to fix ? the pumpkin visual issue ?

heavy lodge
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YA,and the mpreader, too ...

radiant arch
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mapreader too, yeah

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meanwhile figured out how to use the forest observation tower in U7

radiant arch
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oh, regarding deadly shower traps: seems like a feature
every shower overlapping advanced sawmill range will kill beavers

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technically it's self-limiting as the beavers can not die while in shower - they just block it forever and only die if forced out (either by lack of water or pausing).

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oops.. happens to irrigation towers too.. this sucks.. it only overlaps only tile in the back..

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hmm

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well-being and productivity suddenly go way up again..

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this might be a somewhat serious problem.. - trapped beavers still block the workplace with no productivity
certainly hard to notice during play.
no idea if anyone else is weird enough to accidentally overlap them though..

shell fiber
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it's not an important feature

spring heath
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Even if it was a smaller radius or something that only affected workers/residents? I don’t know if that possible but could you have it trigger Dirty Beaver randomly for workers, as with badwater pump triggering Contamination?

radiant arch
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smaller radius has the issues that U7 does apply it to all layers (mine was far below the sawmill actually hence i overlooked it)

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random rates would be cool, yeah. like with illness

shell fiber
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this is really a mindfuck πŸ˜‘

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especially since in editor it's like this :

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there's somethign that forcefully puts back the elements at 0,0

radiant arch
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i like it by now. especially the weird trees.

shell fiber
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goddammit i was not compiling the right mod πŸ˜‘

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what a waste of tiime

shell fiber
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progress... maybe πŸ€”

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at least the pivot seems somewhat correct

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btu that's gonna be it for tonight, GN !

shell fiber
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hmm... well nothing works further than that...i guess the world would keep spinning with 1x1 pumpkins and 1x1 giant bamboos, but the sequoias... πŸ€”

radiant arch
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bug: log bridges on platforms can vanish after reload

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this might be related to overhang platforms as base or shared root tile (both cases vanished for me)

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this was once a beautiful lido above some log bridges - now it's gravity defying floating ground..

shell fiber
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but honestly i'm starting to feel that this mod was just fine in U6 πŸ˜‘
all this junk to deal with is wearing me down

radiant arch
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it was fine in U6. it is almost back there again!

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if giant logs not work in this case i'm fine to use a super irrigation tower on some single floaty ground
just realised it's much more cost-efficient than the lido + clean fur.

shell fiber
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well the fact that i prefer to do actual work rather than fixing the mod is rather telling i'm afraid πŸ˜‘
the giant logs should be easy enough to fix, what i'm having trouble now is the plants

radiant arch
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a little break to get some actual work in sounds nice

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please stay safe and cool

glass gull
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Can the beaver jails be pausable? I like having some as backup for the washing machine, but it kinda sucks when beavers sit around in them instead of using the hightech solution

shell fiber
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not really something i can do

glass gull
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ah, okay. Yeah, ig they're quite a departure from the usual building mechanics at all

shell fiber
glass gull
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So if it consumed 0.01 water per day and had 5 water storage it'd have a pause button?

shell fiber
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what was there important that needed fixing ? i had no choice but to make the pumpkins 1x1 (as well as the giant bamboo)

glass gull
shell fiber
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also means that the jails won't work unless you have haulers

shell fiber
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on that note the sequoia is fixed by no longer having random rotation

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i still have no idea why the balloon's animation no longer work

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but i can probably fix that in blender

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i fixed the bottom connection of the large farmhouse and tree nursery

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⚠️ ah, there was something going on with bananas

glass gull
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Unrelated but I love water cannons :D
I have 3 getting clean water out of a natural reservoir into my main body of water, and then one more in that main body of water that deals with that bit of badwater that goes through before the appropriate floodgates open, which stop badtides from entering the main reservoir downstream.

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A more complex, later solution is that I'll use a tunnel to completely flush badwater out the bottom of the reservoir

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(I use automation mod to manage floodgates, since I can't be bothered)

glass gull
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since iirc you can't make the floodgate's top flush with the ceiling

shell fiber
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oh, i had noticed that too

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i guess one that can seal completely a 2-high channel would indeed be nice

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(assuming a roof)

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i mean... i can just remove the third layer of this one to allow it to do that, but that's a bit lazy and visually... meh

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but i feel extremely... maybe not lazy, but unmotivated at the thought of everything that needs to be fixed in U7

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which i thought was near complete...

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anyway, GN for today.

glass gull
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Time to end hunger

astral harbor
glass gull
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They already do have a single worker

still frigate
# shell fiber but i feel extremely... maybe not lazy, but unmotivated at the thought of everyt...

I will take the blame and responsibility for that.

I thought everything was fixed too. I am sorry I missed so much. Stuff like the pumpkins and trees I didn't think twice about. I just figured that was the way things were.

As for the problem with the giant poles, I never built anything that needed them in the mod. After one of the users told me about using aqueducts and the big nuclear reactor, I decided to build one. They just sort of skipped by my attention and all my testing before this.

You fixed so much already and this game is very much a joy to play with your mod. I am really, really sorry that you are feeling disillusioned.

shell fiber
# still frigate I will take the blame and responsibility for that. I thought everything was fi...

oh, no don't worry, it's not because of you nor the number of bugs, it's just extremely frustrating to fight against unity / system changes after each update. and just at that time i got showered with a bunch of error reports that i could not do anything about since i was trying to fix unity.

but i feel better today 😊, iirc most issues were very late game stuff we couldn't possibly have seen that early. plus i also had to read scientific articles for my job that showed that we are barely scraping the surface...

the plants are always a huge chore to deal with but right now i went with the lazy option, i'll maybe improve it someday.

the only thing left i think is the balloons animation, the bananas, and there's something wrong with the giant pillars ?

still frigate
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They can't be stacked or built on top of, so I couldn't try to make an aqueduct because it wouldn't attach..

The hydroponics also can't be built on even though they say they are solid.

radiant arch
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would it be hard to fix the vanishing giant log bridges? they not seem to like being put on platforms. not survive reloads
edit placing log bridges with one end on solid ground, pillar or something not-platform seems to work. just platforms at both ends do not.

radiant arch
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not tested aqueducts yet

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hydroponics are as solid as alchemists and co - if they not have a flat solid surface they can't be build on

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you could not stack them before either

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but needed mega platforms or some other form of support

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aqueducts works for me too

shell fiber
still frigate
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I could not do that in my game.

So, if I am the only one with this problem, then it must be one of the other mods I am running.

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Apologies for wasting your time.

shell fiber
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no worries 😊

shell fiber
# shell fiber

this survived save/load on my side (next update for you)

still frigate
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If I ever figure out what caused it, I will come back and let you know.

radiant arch
# shell fiber

that use case worked. what's broken is reloading when placing them on platforms

shell fiber
radiant arch
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like this (please not get mad at me for floating drills drilling air holes..)

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the log bridges on platforms each side

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weirdly it works when either side is ground / pillar / power shaft - only two platforms not survive reloading

radiant arch
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i use them a lot - like for power shafts spanning long ranges too

shell fiber
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i see, it has to do with how the game loads saves i think
but that should both be fixed next update

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this survived too

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not fond of it visually though

radiant arch
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no more rebuilding after load πŸŽ‰

glass gull
radiant arch
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sadly my PC can't handle big maps so mine always look kinda crowded like this

glass gull
radiant arch
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it's a fun challenge at first

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but the lack of productivity and waiting 10 cycles on something cause you can't fit another production line is kinda .. slow

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and honestly: find workshops in here is a mess haha

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hope my wonder is done soon.. should cover 92% of the map

shell fiber
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that's weird, works just fine for me

shell fiber
shell fiber
radiant arch
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i plan to bring population to 1k first (400 rn) and totally plan to launch the wonder multiple times. so need storage, "shelters" and bots i guess..
gonna be fun πŸŽ†

shell fiber
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hmm... beavers are walking through the glass walls of the greenhouse πŸ˜‘

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soo... anything else that needs fixing ?

radiant arch
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really minor: label of steel sawblades in foundry is broken

shell fiber
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for now i made the floodgate dam be 2 tall as a building, which means you can seal off completely a river in a cavern

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also it won't be possible anymore to plant bananas in unfinished greenhouses

glass gull
# shell fiber not good ?

Nah, I think it's fine. It's just that I kinda like having such weird limitations as a floodgate needing weird tunnels to seal a pipe. The basegame floodgates can't seal tunnels without an upwards protrusion either

shell fiber
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ah, true

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yes now that you say it i think is should still be manageable even without this adaptation πŸ€”

glass gull
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Though they fill the whole space under the protrusion... maybe reducing the hitbox to be 3x3x2 with a +shaped protrusion on the third layer?

shell fiber
glass gull
glass gull
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idk

shell fiber
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maybe the corners were unnecessarily occupied πŸ€”

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well yes that's clearly how it should be

glass gull
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Yeah, corners are occupied in the my current version

shell fiber
shell fiber
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hmm... i found a fix for the side platforms being difficult to place, but unfortunately... that would break the existing ones

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i guess it's better to duplicate and deprecate the old ones

radiant arch
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please duplicate&deprecate

shell fiber
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holy crap i just tried my vaccum cleaner

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this machine is the shittiest thing in existence, it's almost hilarious how amazingly bad the design is

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this trash sucks air in, sure, but that also means it also vents air our somewhere.

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if this was designed by an non-retared individual, the air vents would be aimed... i guess, back or up or something

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but no-no-no, not this one

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if blows air SIDEWAY, and with FORCE

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like you try to vaccum your room, well you better tidy it up before, because papers, dust, hairs, plastic wrappings, everything is going to be absolutely blown away !

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LITTERALLY

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every piece of dirt i see keeps moving ! who came up with that junk ? 🀣

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and this has like 5 stars on amazon ? they definitely bought those reviews.

brave ivy
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U7 has an emberpelts version of frog statue.

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I think the first version, the frog was on fire. I think knatte added a little fire pit instead.

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Frog statue.
Emberpelts: "We're supposed to set it on fire, right?"

glass gull
shell fiber
shell fiber
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oh, turns out the greenhouses were fine, there was an error in the entrances coordinates

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uploading an update soon, first on mod.io

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just so that someone can quickly crash-test it

shell fiber
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@heavy lodge i promise i didn't forget about the more plants mod πŸ˜…

radiant arch
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it did not crash πŸŽ‰

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still need to replace all my giant log bridges again πŸ™ƒ

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actually: bug..

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can't place my log bridges at all anymore 😭

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was it forbidden to anchor them on overhang platforms now?? (that's what's broken it seems)

glass gull
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overhang platforms got modified, Lapan probably changed the spaces of a voxel that they occupy

radiant arch
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same with two log bridges sharing the same 'root' platform - broken now (impossible to place)

radiant arch
glass gull
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that probably means the log bridges got changed

radiant arch
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regular platforms seem to work as anchor

glass gull
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since the deprecated overhangs were supposed to be left alone

radiant arch
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the question is: was the result intended? (bridge + overhang = not working) or is this a new issue resulting from the fix?

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should at least mention the update is breaking for this

#

sadly my save is not playable with the new version

shell fiber
#

sorry πŸ˜…

#

but on normal vertical platforms, it should be okay

radiant arch
#

so it's not gonna get fixed to work with overhangs again? (=that was intended in the first place)?

shell fiber
shell fiber
#

what allowed it was also what caused the giant log bridges to disappear

radiant arch
#

too bad DamFT

#

might be useful to put that in the description of log bridges haha

shell fiber
#

well the best i can tell you is to roll back, raze what doesn't make sense anymore, and rebuild with the new rules

radiant arch
#

yeah, will do that

shell fiber
#

glad nothing exploded at least

#

i'll upload it to steam

radiant arch
#

didn't see anything else

shell fiber
#

well if it doesn't instantly crash, that's all i need

radiant arch
#

those overhang-bridge-combinations looked so elegant ..

shell fiber
#

sorry... πŸ˜“

#

if you really want to you can probably fake it by placing a regular plaform on the overhang, and on top of that put the giant log πŸ€”

#

visually should be quite similar

#

okay, good for today

#

push an update and go to sleep

#

any professionnal coder would definitely say that's asking for a catastrophe

#

GN ! 😊

radiant arch
#

good night

#

thanks for the many fixes

radiant arch
#

note: log bridges share the "multiple .. cannot share the same support"

-> can't overlap support tile

-> can't place log bridges on log bridges anymore!! (so no more cheap loggy platforms)

#

there's two greenhouses now (one solid and one not solid) -> which is the correct?

woeful sun
#

JC said that Billboards were deprecated? Is that right for U6?

#

There is a U6 version on mod.io, not sure if it still works (in 0.6.9.4),

shell fiber
#

i'm not even sure i ever finished updating the mod to U6

#

but the mod is not very bug prone

shell fiber
glass gull
shell fiber
#

fixing the mod editor now

#

does anyone know of any map made with floating islands ? except my showcase ofc

radiant arch
#

lapan? how to un-maimed a beaver??

#

maybe running the giant sawblade right through the ladder had some minor risks.. yet.. first time seeing a maimed beaver..

glass gull
#

In the animation for the clockwork farm I think one of the gears should have its rotation flipped, cuz rn they grind

radiant arch
#

oh no! the newsboard is blank and no longer giving any well-being! 😒

radiant arch
#

exactly!

#

only an empty frame left of its glory..

#

oh wait.. the well-being is still there haha. just had the text hidden 🀫

midnight escarp
#

does this mean the Napoleon billboard is gone now too? 😦

radiant arch
midnight escarp
#

I only saw it in JC's videos, I can't remember the name

radiant arch
#

currently only news and tech tree boards and either is just an empty frame

woeful sun
#

I think Napoleon came with the Billboards mod, not Water Beavers

midnight escarp
#

Yeah, that's what I thought was being discussed. Sorry if it wasn't

woeful sun
#

Water Beavers has only 2 billboards, News and Tech Tree

#

but in U5 (maybe U6) it had the Billboards mod as a recommended dependency

radiant arch
#

oh, never knew of that one!

radiant arch
#

found an issue with the healing thingies: there's no storage for them!

#

in my case i had another district access them by district crossing - to not replicate the clinic there

#

and that made it unavailable in the original district, as all my 20+ stock went away to the crossing

#

this is tricky with how slowly frost balms are produced

#

a storage would balance them evenly

brave ivy
#

I presume you got the project and all the materials up to date and working?

radiant arch
#

randomly getting "out of fuel" from my bots - did something change for them?

shell fiber
#

also, apologies to everyone, i think someone had complained about the power shafts a while ago and i probably missed your point. yes we are defnitely missing the horizontal to vertical turn shaft

#

without that there's basically now way to go vertical, untill the universal shaft is unlocked

#

i'll check those bots issue and the billboards

radiant arch
#

oh, balloons and airships can be worked by bots too? that's nice!

#

any plans to allow bots on regular crossings too?

shell fiber
radiant arch
#

sadly not possible right now, no

sullen cape
#

Hello farmer Lapan!
-# Let's hope I don't kill my beavers this time, my own beaver died of hunger or thirst whoops

radiant arch
sullen cape
#

🀣

#

I never saw that message from my Trebuchet in my U5 playthrough mind you

radiant arch
#

only my second time seeing it too. yet, as i was certain you landed safely i had to share πŸ™‚

sullen cape
#

Yeah it was a fun ride lol! πŸ˜‚

radiant arch
#

for all not involved: this trebuchet shot required skill - below the arm, above the tree, right beside the foundry tower and far far away

#

oh, and random kit lapan in the bath haha

shell fiber
#

i can confirm that adjusting the floodgate dam is indeed not necessary πŸ™‚

heavy lodge
shell fiber
# shell fiber

hmm... who would have thought ? turns out suddenly releasing several cubic meters of pressurised bad water is...messy.

shell fiber
#

pushing update now

#

fixes the bots, adds the missing pieces of shaft

#

allows bots in the normal district crossing

#

and i don't remmember what else

shell fiber
still frigate
glossy hornet
#

yeah gonna be real this thing has been crashing on trying to make a new settlement every time I try to I even unsubscribed from all of my mods (which are only the dependencies) and put them back on a couple times to no effect

still frigate
still frigate
#

possible bug: mech drills inventory issue

These are right beside a nearly empty pile and have spent at least two days with the iron untouched.

EDIT: I clicked the priority button and the inventory started going down. Assume PEBKAC error; I may simply not have enough haulers.

shell fiber
shell fiber
glossy hornet
#

yeah it's not making a crash log

#

best I got is this

sullen cape
#

Aww, whoops he looks so sad lol πŸ˜…

woeful sun
glossy hornet
woeful sun
#

Google AI says 0xc0000005: "can stem from various issues, including faulty RAM, outdated drivers, malware, or corrupted system files"

glossy hornet
#

ram's kinda old but it's not been giving me problems
outdated drivers possibly but that's because I got a 1050ti in this thing it's ancient
malways/corrupted files probably not

woeful sun
#

Corrupted file is quick and easy to rule out, try verifying game files

glossy hornet
#

doin it rn

woeful sun
#

if you can post the latest Player.log, it might have useful information too

glossy hornet
#

where do I find that

glossy hornet
#

still no error report btw :/ like wtf

woeful sun
#

does it crash immediately, or after some time?

#

and this is with a new empty game,

#

does it work without any mods loaded?

#

I see you had BepInEx installed at some point, could you remove F:\Steam\steamapps\common\Timberborn\WINHTTP.dll (or move it somewhere else). It comes with BepInEx, but isn't needed.

#

I don't think it's the cause, but worth cleaning up, in case it's the issue (I don't think it is)

heavy lodge
#

@glossy hornet , try to disable all what you can disable, including discord and browsers. I assume not enough memory ,,,

woeful sun
#

Also there might be Crash reports in %USERPROFILE%\AppData\Local\Temp\Mechanistry\Timberborn\Crashes

glossy hornet
#

Y’kno what I was just about to go to sleep but I’ll check that folder real quick

woeful sun
#

I don't have that folder, so it may not exist,

glossy hornet
glossy hornet
heavy lodge
#

But, is with WhitePaws, a huge mod. More likely not enough free memory.

woeful sun
#

That shouldn't produce that sort of crash,

#

the stack trace in the two logs was different,

#

but both were "bad" in the sense that it wasn't the game code that was crashing

glossy hornet
#

ok welp now it just decides to finaly load normally

#

only thing I did differently was that winhttp was deleted

glossy hornet
woeful sun
#

I can't get windbg to show anything helpful from the crash.dmp πŸ˜•

shell fiber
shell fiber
#

just for the sake of covering the basics, does the game work without mods ?
can you try to load up every mod required for the whitepaws faction but NOT the whitepaws faction ?
does it also crash on the smallest map possible ?

sullen cape
#

0xc0000005 or something is when a programs accesses memory it's not supposed to and gets closed by Windows

woeful sun
#

0xc0000005 (you had too many zeros) is an Access Violation and is very similar to a Segmentation Fault (SIGSEGV) in Posix

#

Candy: You should also try different graphics drivers. I see GeForce has "Game Ready Drivers Vs NVIDIA Studio Drivers". Also there are a couple of different versions available; it may be worth trying a couple to see if they give a different result.

sullen cape
radiant arch
#

the steps while building the wonder look really cool imho

#

awesome job on those small details!

radiant arch
#

hmm.. was the wonder supposed to require 6m+ of water?
on U6 it was enough to fill right under the "building", now it would require to at least touch the building and basically go right under the door??

#

mine is complaining at 5.6m of water

radiant arch
#

the drill might occupy too much space above - could not place anything up to the top of the flags
4m blocked over the whole length of drill

visually assumed it 0.5 to 1m of free space above them and to be able to place overhangs for part of the length too.
at least would have assumed squewers to work at top (4m) and not only one level further even.

radiant arch
#

ehm.. ehem.. the wonder.. does launch.. on load haha
had me all 😱 and DamFT
till i realised it's just an animation haha

#

curiously it might not have opened up - animation and closed form overlapped i'd say (but not 100% sure here) edit happens every time game is loaded ❀️

radiant arch
#

regarding bounds: giant tanks do have space above - but do not allow for squewers either

shell fiber
radiant arch
#

not that it's important. just wanted to mention it.
(could fit my 3rd foundry into some other gap)

radiant arch
#

more bounds: the shower is able to get a tall platform on half, but not possible to cover with overhang squewer on the other half (despite both halfs having same height)

shell fiber
#

Hmm... I'm seriously considering ditching the balloon platform entirely πŸ€”

#

But I have to think about the implications

#

The main one seems that trade... Actually remains locked behind nΓ©nuphars πŸ€”

#

Although you could in theory make methane out of pretty much any green matter πŸ€”

#

Balloon items require tar, which is accessible with some science, an alchemist, and a screwpress

#

Do I could make trade available really early if I go in this direction πŸ€”

#

Which unlocks solar cells at a ridiculous price

#

Glass wouldn't be Farfetched

#

Giant sawblades but I don't see that as much of an issue

radiant arch
#

personally i really like them and find them a very unique and important part of this mod.
like it gives depth on the story level.

also really enjoy the timing it needs to unlock things:

  • early on the tree nursery
  • after fireflies for the abyss line + giant log bridges
  • and till late game to safe for airships

even after they are fun and provide well-being

#

never using them for sawblades or solar cells tbh. not really worth it

#

or did you mean it as in "only the platform"? not the whole thing with balloons?

still frigate
#

I would have to agree.

There are many things that make this mod special. But for each player, those things may be vastly different.

#

I assume the animation is giving you hell?

still frigate
nova crescent
radiant arch
#

the resource is used for airships too (10 cells per airship) - but as they require HΒ² and a pilots license those are very late to build / use

shell fiber
shell fiber
#

so there would still be trade of course, but you wouldn't have to deal with this clunky and confusing 5x5 building

#

i like the model too, but i find it confusing in its current state

sullen cape
shell fiber
#

i could

#

that's kind of the idea

#

but... i don't know

#

i like the idea of the balloon costing just the balloon and a minimal amount of wood

#

the balloon platform themselves look a bit artificial to me, the more i think about it

#

or maybe i could improve the functionnality one way or the other

#

ah, right, they also serve as decoration, but i don't know if people actually use them like that

#

i get the feeling that most people just pack them in a "balloon area" with 20 balloons in a grid πŸ€”

radiant arch
#

i use them all over the place (like a church in village) for the well-being actually

sullen cape
shell fiber
#

oh, actually good point

radiant arch
#

making the more like the eiffel tower (lodge under platform) might be cool too haha

shell fiber
#

those actually exist mostly to cover the power connection πŸ˜‰

shell fiber
#

although the lodge is effectively unnecessary

radiant arch
#

visually a "storage" part is cool imho

#

the crane too - best part of it

shell fiber
#

maybe i could actually reduce their ground occupancy, see it i can get something that integrate more seamlessly

radiant arch
#

like 3x3 accessed by rope in the middle?

shell fiber
#

but i'm interesting in unlocking trade from an earlier point in time πŸ€”

shell fiber
#

especially while carrying junk

shell fiber
#

i'm also reworking the utillity dam, since i made the beavers swim faster, it's more interesting to have a path that goes through the dam

#

without necessarily bothering with a pass-trhough lodge

#

hmm... that's ugly

radiant arch
#

currently at 6.89m deep and wonder still complaining about "needs deeper water" (it's almost flooded now)

spring heath
#

also I just did something mildly amusing by accident

#

cannot build this farmer upgrade because it's blocked from all sides. And I assume it cannot be built from inside the farmhouse/s

#

not a problem, I'll just move one of my little broken cart storages, but I did find it a little funny so worth sharing

still frigate
#

@shell fiber Thank you for fixing your advanced map stuff. I just made a very crazy map and am starting my first run on it with WhitePaws

#

Inspired by @crisp parcel's maps, but not nearly as refined.

shell fiber
#

whoat that seems complicated

still frigate
#

What don't rotate?

shell fiber
#

the ruins ? they are all oriented the same πŸ˜‰

still frigate
#

That is just how they placed down. I didn't attemp to rotate them.

#

Like I said, not nearly as refined.

#

πŸ˜‰

#

Hrm.... lemon trees seem plantable but no building appears to turn them into something edible?

heavy lodge
#

Try to use mpreader.

still frigate
heavy lodge
#

YA, it is not showing up with it ?

#

It's about lemonade stand

still frigate
#

The trees show up but no building seems to use the lemons and they aren't flagged as edible by themselves.

radiant arch
#

it's supposed to bring a lemonade stand with the map reader to convert lemons to drinks

still frigate
#

Search for lemon only finds the tree.

heavy lodge
#

and lemonade ?

still frigate
#

nothing

#

I would love it if this is another PEBKAC error but I don't think so.

#

I hope it is an easy fix.

heavy lodge
still frigate
#

??? really? Okay! brb...

radiant arch
#

lol... map reader just removed all plants for my save πŸ™‚

#

actually.. there are no plants available loading it after whitepaw!!

heavy lodge
#

Just a minute, to make some tests

radiant arch
#

does the reader require the editor to be loaded too now?

still frigate
#

Same. Every plant and tree is gone from the map. πŸ˜›

radiant arch
#

so it really is important to load it first?

still frigate
#

I thought the editor would crash if it was active during regular play?

heavy lodge
#

It is crashing on normal game, is only for editor

radiant arch
#

sadly no lemonade stands.. 😭

stiff flint
#

i end up fiddling with the balloons more than i should to get them supplied properly. It doesn't feel like they work right until i've got hauler bots to get the supply chain sorted out

radiant arch
#

balloons now can fetch own demands, can't they?

#

putting a fermentation barrel right next to them, also a storage for their demand, can help a lot

heavy lodge
#

Cannot start a new game, game is crashing, I send the report to lapan.

radiant arch
#

did you disable pantry?

still frigate
#

Weird. I just started a new game.

heavy lodge
#

I don't have pantry mod

radiant arch
#

issue with the map editor map reader mod: it adds the floating island to the menu during game

still frigate
#

isnt it supposed to?

heavy lodge
#

guess it is ...

radiant arch
#

not during game play i'd say, no

still frigate
#

The editor shouldn't be active during regular play.

radiant arch
#

oh, sorry, the map reader of course

#

menu entry reads "map editor"

still frigate
#

There are two. An editor and a reader.

#

see this: #1070709592176197642 message

heavy lodge
#

I figure why game crashed, It's More bombs mod that crashes with Whitepaws

radiant arch
#

that's my new bot pilot for you:

heavy lodge
#

YA, with mpreader enabled, it's a desert land. No plants 😱

still frigate
#

But only after water beaves.

heavy lodge
#

But, with after 🀣

radiant arch
#

actually... regarding grapes..
they are the only thing that does not scale with processing

50 grapes = 50 grape juice = 50 wine

#

it needs real lot of them to fill all needs - as you need them twice (wine not satisfies grape need) - 0.5 wine + 0.5 grape (juice) per day per tile currently

#

tbh this is less of a problem given enough space (or dirt for multiple layers of grapes). but usually i do lack space most by this point

heavy lodge
#

Solved the issue with mpreader 🀣

radiant arch
#

how?

still frigate
#

Just in time! I'm editing my map because I failed playtest on easy. /laughs

heavy lodge
radiant arch
#

still load before whitepaws mod?

heavy lodge
#

After ! If you reset the loading order on the first screen, will load the correct order.

still frigate
#

resetting breaks too much.

#

Takes me 20 minutes to click and move one space at a time. /laughs

shell fiber
#

hmm... so the reader mod is completely messed up ? i'll take a look

heavy lodge
#

I fixed-it

radiant arch
shell fiber
#

right now we might be looking at this for the balloon plafroms

still frigate
#

works

shell fiber
#

the only land use would be for the 2x2 crane offload

#

but that is purely decorative

#

you'll have to connect up top on your own

radiant arch
#

as in build a ladder up?

shell fiber
#

if you want to, you can also use bridges

still frigate
radiant arch
#

at this point in game: wouldn't including the ladder in the building be easier?

heavy lodge
radiant arch
#

replaced the manifest and put the other file beside it (there was no original) - both in 0.7 folder

#

and loaded map reader after whitepaw

#

and it removed all plants again

heavy lodge
#

Prefabgroup file must be in the Blueprints/PrefabGroups folder

still frigate
#

files replaced. testing...

radiant arch
#

it loaded. it has plants. it has no lemonade stand πŸ€”

heavy lodge
radiant arch
#

yep

still frigate
#

Okay, restarting game. Had to finish some map edits first.

radiant arch
#

double checked the files too.

still frigate
#

My desktop may be old, but it is faster than this laptop. /laughs

#

Plants are there but no lemonaid stand.

#

I'll go ahead and to a reset order. <shudders>

heavy lodge
radiant arch
#

your prefabgroups folder has 5 more files than the version from mod.io

still frigate
#

I'm running the steam version.

heavy lodge
#

I know, steam issue, but it has no effect. Those 5 files do nothing

radiant arch
#

other than that all file sizes and file names did match

#

trying to load it nonetheless

heavy lodge
still frigate
#

I deleted my old v7 and have unzipped yours. Just waiitng on the laptop to laod it all.

radiant arch
#

fixed it LoveFT

still frigate
#

same

radiant arch
#

now where to place a few of those.. hmm..

heavy lodge
#

That's not my issue 😜

radiant arch
#

thank you for the fix and help to apply it!

still frigate
spring heath
#

I just had a beaver die of hunger... with 3.5k food on the map 🀨

still frigate
#

And they weren't stranded?

#

Stuck on something, maybe? I have had that happen.

spring heath
#

his body disappeared (from the middle of the crop field) before I got a chance to look at the statuses

still frigate
#

Didn't show stranded but they wouldn't move.

spring heath
#

was between the farmhouses and hand of soup

#

so not stranded or stuck

#

just an idiot lol

still frigate
#

The gods are not always kind to all beavers. πŸ˜›

spring heath
#

maybe it was a bramble lumberjack (bramblejack?) with poor timing

#

almost hungry, started brambling, got hungrier, died en route to food

radiant arch
#

so glad the shower of death was fixed

heavy lodge
#

Maybe, shower can use badwater, if you choose so 🀣

radiant arch
#

found a sweet spot for my lemonade stand - hope one is enough for 600 beavers πŸ€”

radiant arch
shell fiber
#

oh, okay i understand ! some peole had loading order issues

#

but i thought the .optionnal would force the thing to load after the thing in question πŸ€”

still frigate
#

For me, copting @heavy lodge 's zipped folder worked.

shell fiber
radiant arch
#

just need to solve how to perfectly server 1k next, as space just ran out on 600 beavers

#

easily stocked up on 12k burgers and crisps - each, but such a hard time getting enough chestnuts in for the stews and cereal bars...

#

and not even sure how to solve the issues with grapes..

shell fiber
#

so what was the issue with grape ? production too weak ?

#

you need both for eating and making wine ?

radiant arch
#

not sure.. it's basically same space demand as chestnuts. but like twice - wine + grapes

#

and it's hard to fit them in late game (on small maps at least) when every space is basically used up already

#

not sure a 50x50 map (two layers) should be able to serve more than 500 beavers even. might be its limit – around 10 tiles per beaver to fully satisfy?

#

maybe i should just replace all berries and brambles with grapes and lemons and it's about fine. that would make for 2 or 3 GMOs each for 1k beavers i guess

#

yeah. likely it's just about replacing the unneeded things late game and it's fine

heavy lodge
spring heath
#

unsure what I've done wrong here, though I can't remember when I last placed a WPL in water

radiant arch
#

the door must not flood

spring heath
#

but it's a levee?

#

and the water is <1m deep

radiant arch
#

isn't it for all buildings that the door must not flood?

spring heath
#

no πŸ˜…

spring heath
#

weirldy, it is still functioning as a house?

#

I also have 3 'homeless' beavers but none without a house in the population tab, possibly related

#

I think beavers are stuck inside

#

just this guy is stuck of the 3 that 'live' there

#

not gaining sleep or shelter

#

I'll delete the lodge to free him

shell fiber
#

btw, what is there that consumed grape juice, except wine ?

#

and the beavers themselves ofc

radiant arch
#

i don't know of anything that uses the juice other than wine tbh

shell fiber
shell fiber
#

traditionnally people just used to put it in the barrel, and have people step on it a lot

radiant arch
#

lessens the loss to thirsty beavers - otherwise a single press isn't much at all this late in game

shell fiber
#

i mean, realistically we could say that about berry juice too...

spring heath
radiant arch
#

might colour their tails too ?

#

actually: do beaver stomp with tails rather?

spring heath
#

mostly joking tho unless wine barrels were their own thing as idk if you can set a debuff to a recipe rather than the whole job

shell fiber
#

that seems even more tiring πŸ€”

shell fiber
#

i'm trying to load in the script that forces the nuclear reactor to output only clean water

#

well that crashed

shell fiber
# shell fiber

ah, right, also... i like this design, but honestly it doesn't really make sense. the platfrom is just here to carry the balloon, but has no functionality in itself

radiant arch
#

could it serve as "landing pad" for the airship too?

#

i kinda like the way it gives some vertical spacer - makes sense if used within the settlement (for max well-being)

#

also currently not a big fan of the 'invisible' space constraints around the airship

#

always putting them up 2 or 3 levels either way to be able store things below and have path all around them

#

for the platform: a small house below the loading area would be cool imho (and a ladder)
kinda as 'warden' who secures the access and helps with the landing / loading? and inhabitants, cause there's never enough beavers
(pretty sure that not actually works in game logic though)

shell fiber
#

for now i'll double the production of juice / grape (20->20 is now 10->20)

shell fiber
#

but i could make the airship sit on top of that, maybe. not sure

heavy lodge
#

BuildingPath mod if fixed now for WhitePaws

shell fiber
shell fiber
heavy lodge
radiant arch
radiant arch
# shell fiber what do you mean ?

it's challenging for me to see where i can run a path again front / back basically.
the safety margin for landing / starting makes total sense, just the visual indication is missing for me.

and how they are 1 space wider than the base, needing 2 tiles between them to place the next

#

the are pretty long too, not good to place one behind the other

#

balloons are technically too, but more compact and all. and the base fits the max bounds - base for airships seems basically random and visually not matches the actual demand (=non-pathable area) which confuses me every time

shell fiber
#

ah, you mean the base is 3x5 but the actual building is 6x10 ?

#

well they are meant to be stacked on mega plaftforms

radiant arch
#

5x10 building, yeah

shell fiber
#

ah, i could make the path buildable around yeah

radiant arch
#

that would help some i guess

shell fiber
#

that's the best i can do i think, we wouldn't want buildings being placed directly in front of it.

#

note that we already can if we really want to

radiant arch
#

i might or might not have put them into caves πŸ˜‡

shell fiber
#

you monster πŸ˜…

#

regarding the balloons... if i don't make the beavers actually go up there, we can pretend they use the cranes to go up right ? if you can pull up crates, you can pull up beavers πŸ€”

#

which means the platforms needs a door, hence a house

#

now you're probably right, in order to reduce the land footprint, i should proabablly combine the crane offload area with the house roof

radiant arch
#

and a tiny ladder from inside the lodge to its roof?

shell fiber
#

that also takes some "house space"

#

probably will be a tiny ladder on the side of the building

radiant arch
#

yeah.. i see.. knocking the beaver down again by a failed crane wouldn't be nice, would it?

shell fiber
#

but probably enough timberborn for today

radiant arch
#

GN, lapan

still frigate
#

@shell fiber is it possible to mod so as to make minimum workers in a building ZERO? There are so many times when a worker is totally wasted, especially early game, but you still want the housing working.

For now I settle on reducing worker priority to minimum (not shown).

((Apologies if I have asked this before and just forgotten.))

woeful sun
#

You can just set priority to lowest?

still frigate
#

Which is what I am doing right now.

#

(second "paragraph" above)

woeful sun
#

ahh, my bad for not reading everything,

still frigate
#

np

woeful sun
#

the code basically hardcodes decreaseButton.Enabled = workers > 1

still frigate
#

pity

#

But thank you.

storm prawn
still frigate
#

I wasn't happy with my last map as a WhitePaws map. The water beavers need a lot more surface area than it had. In a regular game, dirt would fix any of those problems, but not in this overhaul. /laughs

images:

  1. The garden pool (level 54). This is the goal of a happy beaver colony. Though it is currently overgrown with giant bamboo, there is a lot of land here waiting for cultivation.
  2. The yellow temple (level 37) so named for the golden corn and sunny lemons that once grew here in abundance. Flooding has killed much of it, but a good engineer wont let that stop them.
  3. The Underbelly of the Beast (level 14). With work and determination, there are the fundamental of a thriving colon here. Much of the water is contaminated and many of the needed resources are flooded. However, the ruins of some past settlements join the ruins of the long gone humans and provide what the colon will need to get started.

This map makes use of a top-down approach to water. At the lowest level there a negative water source, desperately trying to drain away the flood. What can't easily be seen is the invisible wall that prevents any water from going over the side except at the 4 corners of the map.

Of course the starting point is on the smallest piece of land, but it should be enough to get things going.

There are a lot of natural stairs in this map, especially in middle to top area. There is also a lot in flooded zone, but not enough. Beavers are gonna get sick.

I believe each of the 4 starting areas can be reached (with enough sacrifices) with early game technology. I paid careful attention to making sure there was a few possibilities that work with the log stairs.

#

credits:
@shell fiber for the White Paws. This mod changes the mechanics in ways that are wonderous and frustrating both. I can't get enough.

@crisp parcel for inspiration on what can be done with tall maps and ignoring the laws of physics.

@ionic swift for far more mods than I can count, including the all essential ascension mod.

And everyone else I may have forgotten. This old man's memory is not what it used to be.

notes:
This has not yet been play tested. But I am about to give it a try. If you wanna torture yourself with something that may not even work right, here it is.

radiant arch
#

so cool!

#

looks like the mean big sibling of my diorama upscaled map

#

top gives me some "let's put brambles + berries" vibes, just to annoy players to need and clean it up

still frigate
#

There is a hidden massive amount of brambles but not at the top.

#

Which I jsut realized that I didn't leave the player any reasonable way to get in there and clear it out. I figured a way I could do it with a stick of dynamite, but then there is a hole in it that can't really be fixed.

So I think I'll end up revising it slightly.

#

The other problem is contamination.

radiant arch
#

you can use cranes and fill up holes easily

still frigate
#

But with what? πŸ˜›

radiant arch
#

almost filled 100 tiles with ground

#

by cycle 100 haha

still frigate
#

At 1,000 dirt a chunk of gorund... not easy to accomplish.

radiant arch
#

early badwater is nasty, yeah

#

looks like a super slow start to build platforms

still frigate
#

I'm also running ebb and flow and weather, so it is monsoon season. πŸ˜›

#

A mess.

radiant arch
#

doesn't look fun to deal with floods, yeah

#

just realised i have not a single invalidated beaver - never more than 10 - despite 600+ beavers working deadly machines. late game is sooo efficient

still frigate
#

It is. Mid game starts to get better. One I can make scaffolding and ladders things get a lot easier.

#

But I'm gonna sign off and get some sleep and see if I can get rid of this thrice damnd headache.

Take care.

radiant arch
#

sure. good night

radiant arch
#

lemonade is grouped under "ingredients" confusingly

radiant arch
#

got another (very sad) issue with reloading a save...

#

"hanging squewer overhangs" are currently possible to join without end

#

but they not survive reload

#

actually it even removed the very first platform i tried to build on it -> thus breaking the chain -> thus removing a whole tower of hydroponics 😒

#

before + after save&load of a chain of hanging-squewer+platform - the hanging squewer not serves as "root" here it seems

crisp parcel
shell fiber
shell fiber
radiant arch
#

all for science πŸ˜‡

#

thank you

sullen cape
#

I just had a thought, if we are adding people to the name list, what about Bobby or Mathilda? Or Jack, lol πŸ˜…

shell fiber
#

ooh, that's an idea !

still frigate
#

@shell fiber I noticed that the clay pit is very sensitive to flooding even if water just barely licks the doorway. Is this intended or simply got missed?

shell fiber
#

this is standard behavior, all buidlings get really upset when the "door" gets wet

still frigate
#

okay

shell fiber
#

i've made some to be more tolerant, but the clay pit should only have water in the bottom part

#

how does this look ?

#

i'll try to add some lights or something, like green / red

#

to indicate polarity

#

which won't make much sense on a flippable building but still

still frigate
#

Looks good. Is the bottom still decoration or does it have a function?

By the by, what is polarity for?

still frigate
# crisp parcel very cool well done job NoxBestia!

Thank you. I have just done the first revision after a bit of a test run. This is mostly this is due to in-game effects of Moddable Weather, Ebb and Flow, and FreeFlow that were not adequately represented in the map editor.

  • lowered the water level one block height
  • increased corner drainage
  • increased central bottom drain speed
  • minor alterations to the landscape
  • added more natural overhangs
  • added some more natural stairs on the lower and middle tiers
  • considering (but not yet implemented) @radiant arch's suggestion of brambles that would need cleared out of the top "paradise" level.

I'm open to suggestions, of course.

still frigate
shell fiber
#

also, looks pretty

#

but i think it can also guide ballons to the landing pad at night

radiant arch
#

it's all about that pretty lights imho

still frigate
#

I think my quetion was misunderstood. What does "polarity" do in the game?

radiant arch
#

same with the arch - i feel the itch to have a level of free under it..

shell fiber
still frigate
shell fiber
#

the balloons however may or may not be, they are symmetrical

still frigate
radiant arch
#

in-game either is flippable right now

#

balloons swap the colours and the two dots lights on the platform

still frigate
#

Yes, they are both flippable (with the default F key), but I didn't notice that polarity flipped anything.

#

"Notice" being the key word here. πŸ˜›

shell fiber
still frigate
#

Oh, I like that. BTW, not that it matters here, but traditionally red is port and green is starboard. πŸ™‚

radiant arch
radiant arch
shell fiber
still frigate
#

both colors are major visual colors. Blue is usually the hard one... but I'm not sure about them specifically. I would say yes because of how far apart on the visible spectrum they are one will appear significantly brighter than the other.

shell fiber
#

also : beavers πŸ˜‰

radiant arch
#

yeah, beavers. those down at the lake certainly can not see me more than 2m away - lights or not haha

still frigate
#

That is why I said "not that it matters here" πŸ™‚

I was just spouting trivia.

radiant arch
#

oh, just curious about them

still frigate
#

Beavers are very near-sighted and don't see as well underwater or at night as say an otter would. They also have 2-color vision rather than 3-color. Look at some older (and cheaper) color cartoons and you can see a 2-color process. Certain colors just can't be made in those.

shell fiber
#

i felt the color was a bit dim so i adjusted it a bit

#

also the legs can go litterally whereever

still frigate
#

I like that a lot.

shell fiber
#

they still require support but otherwise anything goes

still frigate
#

(( @shell fiber @cobalt wraith ))

Brambles and "Cut Dead Trees First" mod.

While Lapan was on his trip, I discovered that brambles are treated like dead trees and lumberjacks will drop everything to go after them. If the mod is set to expanded, it doesn't even wait for the player to designate a cutting area.

This goes for both wild and domesticated varieties of brambles.

Now that everyone is here, I finally remembered to bring this back up. πŸ˜…

still frigate
#

I just noticed that the sound effect for the P&L pile storage is the liquid sound. 😸

still frigate
#

Yep. Sorry

cobalt wraith
#

Hmmm I’ll see about a more aggressive/explicit approach then for vanilla

still frigate
#

I was also wrong before. Birch are what is converted into brambles.

shell fiber
still frigate
#

Yep! Loved this mod

#

And except for the brambles, it likes Water Beavers

shell fiber
#

Oh I see, your beavers will actually stop cutting wood and prefer dead brambles, even when only real trees are marked for cutting ? That could be annoying yes

still frigate
#

I have to play in the less-automatic mode. In this mode they prioritize dead tress over live but you have to set the cutting area.

shell fiber
#

Well in that case the priority can be
1 - dead plants marked for cutting
2 - live trees marked for cutting
3 - dead trees not marked for cutting

#

Not gonna lie if beavers could unconditionally go after dead trees that's a behaviour that I'd like

still frigate
#

It is nice.

#

I am doing a lot better this time than my first test of the map. I have a lot more stuff unlocked. Dropping the water level one block has made a world of difference.

I am also making more of an effort to keep my beavers out of badwater as much as possible, but exposure is unavoidable. Especially for my gatherers.

radiant arch
#

rather curious how your test goes!
like, is it truly manageable with this mod to regularly expose your beavers to contamination? what is the limit?

still frigate
#

WhitePaws seems just as susceptible to badwater as any beaver, unfortunately. However, they have better ways of recovering. Contamination jail is your friend until you unlock the beaver washer.

Although... I think @shell fiber outta up their immunity to badwater a bit. πŸ˜› j/k

radiant arch
#

oh, right.. there was the beaver washer.. darn.. how do i fit that one now.. (still never used one for lack of space)

still frigate
#

I'm in monsoon right now, so some stuff is flooded. If you look at the metal on the left, that goes all the way down to level 0. That is also where the central drain is. So, by design, to get that metal beavers must face badwater.

In a vanilla game, I would simply have a bot-only district for that. Of course, with WhitePaws one does not have to gather metal from the map at all. Just setup enough mines and make your own. My mines are busy keeping me in dynamite right now.

#

This map only truly shines with the WhitePaws.

#

( primarily why I am discussing it here instead of #1176429989005111346 )

radiant arch
#

yeah, can see that

#

not yet sure i would play with those weather effects.. looks interesting, yet bothersome too

#

so bored of vanilla games being done in 15-20 cycles and just spamming whatever after with no real effect anymore

still frigate
#

Well, to be fair, I have disabled droughts and badtide for this playthrough. Actually, any WhitePaws game I run I disable badtide even when I had to do it from the starting difficulty.

radiant arch
#

many do i'd assume

still frigate
#

never disabled it with any of the other factions.

radiant arch
#

badtides at least - just a silly chore and grind at first

#

and no real difference from mid-game on

still frigate
#

They let you test your colony's survival, I guess.

still frigate
radiant arch
#

looks like separating the badwater is fairly late in your map? as in hard to reach the sources?

still frigate
#

The sources are all on the mid-level. And rememberr, except the corners, nothing goes off the side.

radiant arch
#

oh, right.. the magic drains.. wow πŸ™ˆ

#

do tunnel actually drain too? just curious as that pillar in the pic seems diggable left and right?

still frigate
#

So these are my badwater sources. 4 of them. They are close enough to the corner that one might be able to redirect them, but then I have clean water sources in the way of that. πŸ˜›

And side the badwater exits in all four directions, with WhitePaws you just wanna cap it with reactors. But to do that you have to consume the ruins on top of each one and then dynamite yourself an opening.

#

I make my maps thinking of what annoys me, and what challenges I find fun. Then I make it as hard for me as I can and still be able to enjoy it.

radiant arch
#

you also can just plug it?

still frigate
#

Only if you have 16,000 dirt.

radiant arch
#

that's fairly little

#

can also plug using lodges

still frigate
#

I doubt it the way I have this setup. Maybe.

radiant arch
#

if they go 2x2x2 for the opening you can also fit in a medium bad water pump (no energy needed)

still frigate
#

From two side you have clean water sources in the way.

The other two sides are a massive drop.

radiant arch
#

oh, i like those πŸ™‚

#

can't wait to play this after your testing

still frigate
#

I can upload the version I'm running right now, if you wanna risk it. Otherwise I'll keep testing until my beavers reach paradise at the top.

radiant arch
#

still got to finish my game so that's fine (only got 700 out of 1k beavers i want. also wonder is broken right now.. wanna launch that twice!)

still frigate
#

@shell fiber might you consider releasing your 5 overhanging platforms as a standalone mod that can be used with any of the factions? Or is that just too much of a hassle?

still frigate
#

I have breeched level 2 and am harvesting dead trees. /laughs

edit: Or I would be if lemon trees gave wood. I guess just delete them all.

still frigate
#

For actual beavers & buildings to usable land, this is probably one of the least efficient water farms I have ever setup.

still frigate
#

Too funny! One of my own traps got me!

This map is full of pathing puzzles. Often they require building something, doing some stuff, then deleting what you built and building something else in its place.

This one makes it look like a dead end. But to get past it, one simply needs to have unlocked ladders (and have the materials to build them). By the time I got to this, I had forgotten how I had planned on dealing with it. /laughs

(not shown to avoid spoilers)

#

@shell fiber I don't know if you planned this or it is a happy little accident, but tiered rice farming totally works!

still frigate
#

More edits needed. The top tier is broken. So much giant bamboo I can't see to build paths to let me get to the giant bamboo. /laughs

Plus I have 4 actual dead ends I didn't intend that I need to fix.

still frigate
#

@shell fiber Think this will crash when you have the annimaiton working? πŸ˜›

shell fiber
still frigate
#

Holy shit! Dude, that sounds like a major amount of work.

#

Thank you.

shell fiber
still frigate
#

Crap. I decided to try the "flip rotation" button while a balloon platform was still unbuilt. Caused an exception, but it froze so no report.

still frigate
#

Oh noes! I hit that hanging squewer bug. LMAO.

At least now I understand what was being talked about. /laughs

#

Ah well. Now is a good time to do my third map edit and start a new playtest. ... maybe after a nap. πŸ˜›

#

Had some NICE tiered rice production!

#

And as anyone can see, I obviously have a problem remembering to check up on my copy lodge and artist. But at least I could make 105 beaver washing machines! LMAO

glossy hornet
#

so my badwater pump isn't working, propeller's submerged so idk what the problem is

still frigate
#

Isn't that the power port right there?

glossy hornet
#

doesn't list a need for power

#

this is the small pump

still frigate
#

Ah. Then you are correct. Weird.

glossy hornet
#

worked before, think reloading a save was what broke it but unsure bc I run this game overnight sometimes

still frigate
#

Yeah, and I am sure when I playtested it I did so on a single game without reloading.

#

I always go from the platform to the big one in my regular games.

glossy hornet
#

want me to send you my save, see if it's broken on your end?

still frigate
#

Yeah, I can load it up.

glossy hornet
still frigate
#

Yep. loading now.

#

On my desktop, but it is still being a bit slow loading...

glossy hornet
#

it happens

still frigate
#

Okay, I am in. Snooping aorund.

#

Bug confirmed. I did all the usual tricks even in ||dev mode|| and it will not function. The worker is sitting in there. Even paused it and assigned a new worker. No luck. When I manually filled its inventory, your haulers were happy to come by and take it all away though. πŸ™‚

still frigate
glossy hornet
#

can dev mode check if it seems some sort of "status: submerged" flag not being checked?

still frigate
#

Not sure. never tried. One moment..

glossy hornet
#

also it might just be the fact the whole building isn't dunked in badwater

glossy hornet
#

rip

still frigate
glossy hornet
#

yeah bc like why would you, minimize contaminiation risk

#

might as well test though

still frigate
#

I deleted the stuff on top of it and it still wont work.

glossy hornet
#

rip

still frigate
#

Also dug under the propeller just to try that. Didn't change anything.

#

Hopefully Lapan can fidn the problem and patch it. πŸ™‚

glossy hornet
#

here's hoping

still frigate
#

Sorry I couldn't do more.

glossy hornet
#

o, idea. drain the water the fill it up again

glossy hornet
still frigate
#

Reset the water simulation and let it refill. Still nothing.

glossy hornet
#

welp I'm outta ideas

still frigate
#

same

#

I do knwo the large one works after a reload, for what that helps ya.

#

But it does need power.

glossy hornet
#

yeah power's a bit too screwy for me to fully wire atm

#

also, gonna be real, not a fan of the dedicated power ports

midnight escarp
glossy hornet
#

my bad

#

sorry

midnight escarp
#

happens

still frigate
#

I would prefer if each building had a passthrough. The high temperature foundry is so big that it should at least have a port on each side, IMO.

#

But I can see why one might now like the all power from every direction.

glossy hornet
#

yeah at minimum power being flowthrough should be a thing

#

maybe the code wont let that happen and it'd have to be power port to power port so that's why it's like that now

still frigate
#

The big drill has passthrough. So does the large badwater pump.

#

I would say it is just a design choice to add to the challenge, making the players form a proper power distribution system.

#

Ever seen one of these single-shaft systems IRL? They are an amazing look at early pre-industrial revolution engineering.

glossy hornet
#

there's challenge and there's deliberate obtuseness imo, no offense to lapan.

still frigate
#

Think of your old building with a water wheel. But make that small factory size. Every piece of powered equipment is fed from that one waterwheel. Belts and pullies were commonly used to engage and disengae a tool.

#

Caused a lot of accidents and maimings.

#

Woodworking was a hobby of mine, back when I still could.

glossy hornet
#

just slap a hazard sign on it that'll fix it /j

still frigate
#

LMAO

#

I used an antique drill press once that had a crank for manual use and a large wheel on the side to be hooked to a belt for powered use. This one didn't have the belt so it was cranking for me.

glossy hornet
#

neato

still frigate
#

Argargablar: Monitoring for abuses is probably a bit annoying when you have chatty people like me, eh?

glossy hornet
#

lol

midnight escarp
#

There's "actively monitoring" and then there's "noticing things as I'm following a discussion I was already interested in reading"

#

Because there have been days I tried to read every message on the discord and it's impossible

still frigate
#

Would drive me (futher) insane to even try!

midnight escarp
#

One of the things I like about this discord (even before I was a moderator) is that they tend to moderate each other fairly well

still frigate
#

I shake so bad that sometimes weird things come out... especially when my left hand drifts off of homerow and everything is off one letter. A very innocent word became a rather bad one that way once.

midnight escarp
#

Oof

still frigate
#

I caught it before anyone saw it (I think)

#

I usually reread my posts 3 or 4 times after posting to catch errors that my mind wont see the first times.

midnight escarp
#

Yeah, I also proof-read 90% of my messages just in case

still frigate
#

It is weird for me. Even after proofreading I will miss OBVIOUS errors. I hit send and read and it looks fine. A moment later I read again and an intended "that" is a "the" or some such fiddle-faddle.

heavy lodge
midnight escarp
#

I don't know what that is

still frigate
#

I believe the reference is to predictive typing.

midnight escarp
#

Oh yeah, I have autoreplace autocorrect, etc disabled on my phone

#

too easy to make really bad typos

still frigate
#

Too true.

midnight escarp
#

Also because it accepts the autocorrect just by pressing send... wth

still frigate
#

It is really bad with speech to text. I'll do something, read it and it looks fine, then hit send and watch as it changes words on me.

glossy hornet
#

yeah I'd rarhter make typos that enup like this than Grapefruit being autocorrected to Guatemala halfway through typing

heavy lodge
#

speech to test ? Not text ... 🀣

still frigate
#

/laughs
Yep, that happens to me more times an hour than I care to count.

#

It is a BIG part of why I don't try to code anymore.

#

It's not like I can work anymore, so I have plenty of time to learn how to mod this... BUT... I would drive myself up the wall looking for errors my brain refuses to see.

glass gull
still frigate
#

Good point

#

Of course I really want to edit early on. /laughs

I'm just glad dynamite doesn't need researched and is relatively easy to make even early-ish game. Plus the free ones in the busted cart.

midnight escarp
#

Is the free in broken cart dynamite to balance out the early mines if the map isn't made to support them ?

glossy hornet
#

probably

still frigate
#

That is what I originally saved it for. Until Lapan told me that you can also use supports to adjust the mine's height, if you are off just a bit.

glossy hornet
#

do you mean platforms or something else

#

this isn't u making a typo or anything I just don't know much

still frigate
#

Platforms. Only good for one level in early game though.