#Water Beaver Overhaul
1 messages Β· Page 43 of 1
Probably?
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
but probably only happens if they are in the negative
I have 8 contaminated beavers. 3 are in jail and staying there. The other two jails are empty.
might get negative sleep when they try to fetch the resistancy factors
Down to 4 contaminated beavers. Lowest I've had since I built the jails.
So we can call this one a PEBKAC error and go on.
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. π
π€«
I gave up doing any real modding years ago.
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.
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.
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
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.
use the lunch break mod π
what's that
That is what it fixes? I noticed it but never dug into it.
yeah i know post-drought thirst chaos has always been an issue
but i had foolishly thought that they would eat as much as they could when grabbing lunch
It split the working hours, so beavers have some time for their needs
ooh
pretty smart
my other option was to give them a bigger belly
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
#πmod-users message
That has a very pagoda feel.
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
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)
Can I get beaver named after me? π
Will those remain watertight?
It could actually be usefull π
I can see it's at the point that I can jump into testing the U7.
@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. π
I think it's intended, but didn't you block the pump inlet?
I'm not sure if the inlet is purely cosmetic or not,
The whole Most of the thing is on platforms. Badwater comes in from the bottom.
Or... that was my theory...
No, it is working.
The worker just wasn't there. Scared me.
I have become a harvester.
@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.
Oh hi there 
If you are here, take a look at this : #πmod-users message. Something you want for a long time π
Not enough reading all comments on your videos, also. I posted about this, some time ago π€£
You can also check https://discord.com/channels/558398674389172225/1379728375396040806
It shouldn't work from the bottom π€
Yeah it should block the pump inlet
@JC: Do you want building sounds entirely disabled, or just only played once (in a row)
@storm gulch Try this mod to suppress duplicate building selection sounds. It should work on Update 6 & 7
question on the pit-and-ladder towers:
how to work around them not building from below?
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
that change to medical beds really did impact the early game! thank you!
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
in the path section you have a "rappelling crane" that can be placed even inside existing buildings and allows to access outside of the volume of the pit and ladder tower
oh, that's new ! now they pivot around the (1;1) voxel, no longer the model's center. i'll fix that soon probably
oh, that's neat! thanks!
was too dumb to figure you can place it inside the one i wanted to build..
only ever tried to place it on top. which obviously never works.
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"?
it also works on top, if you place it on top of the last completed piece, but that means inside of the next one π
i'll try to remember, can't really mod right now, i broke my modding setup trying to fix the shaders π¬
oh no! good luck fixing that!
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
thanks for adding me too!
Do I want to be a farmer?
oh well.
Wow wait I haven't seen my name yet! Uh thank you
β€οΈ
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
the dependency lists are not up to date..
pantry mod will break and is not needed
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
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?
You're a farmer in my game grauschweif π
the mod list in-game should show a yellow warning mark with missing dependencies
whitepaws must be unlocked by playing any other faction first and achieving some minor well-being (1?)
if you not yet had that
yah, it's only pantry for me, I might have not yet done it on U7 I think that's why
hope that works!
Thx, I'll try later
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)
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
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
iirc both yellow-triangled when disabled
bug: beavers can become stuck behind trees when using the crane (my lumberjack starved to death this way - but could not die since stuck)
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
I love the rappeling crane
@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.
@shell fiber Lumberjacks are not cutting banana.
I think the pump if as efficient as the not-contamination level. So 26% contamination, the pump would be 74% efficient?
(I'm not 100% sure, but I think that's how it works)
In a vanilla game that is true. But I have had messages of "disabled by badwater" when the water is mixed in White Paw games.
ahh, quite possible
Were banana trees meant to be a wood source? I thought they were food only and had to be harvested/picked.
I am incorrect.
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.
@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.
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.
Was he really really dirty?
Or is he stuck?
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.
If you tell me it is all in my head, I'll beleive you. π
@shell fiber @nova crescent I have verified that bananas are not getting harvested.
The actual banana is picked by lumberjack not harvestor. There is no wood product from banana tree. Only banana is the product if you cut it.
Yeah, that surprised me.
Me also. π I was searching if I did anything wrong there.
I've had bananas before, but I probably imported them from the jungle beavers or something.
???
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.
@shell fiber
Oh hmm... Guess I have to fix a few things
once had a beaver stay over 300 years in the shower. they never even realised they died!
since learned not to build showers next to big sawmills
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
issue with balloon: there's a beaver sitting inside even when there's no worker (or in this case even no path)
Are they permanent like the old Choo Choo ones?
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
might have been permanent too?
@shell fiber Is florist supposed to be self-stackable?
I think that's normal but I could improve that with the progress visualisation system
Hmm... Not sure what to do about that π€
No the beaver has always been purely cosmetic
It's not an actual beaver either
Not entirely sure. I think you need a spacer
yeah spacer works.
you can actually build a kind of stairs with the florist - they stack one tile to the front
having them stack would be kinda cool - being able to build a wall of florists, with cheap walkable part even
Could it be possible that the glowing fluid is made to be bright, like spicy sodas?
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..)
could re-mark the tile for tree planting after with no issue
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)
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
LF will, as I believe mentioned previously, attach to standard ladder surrounded by ground and/or platforms (and presumably anything else Solid)
@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.
def. something i was not thinking about π haha very cool that you still made it possible. well done 
its would prob. be no problem when starting at the bottom with flex start or repositioning of the start posi in the map editor.
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.
ah ok.. good to know
the metall cave π lets go
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.
The lower one got the nearby badwater blasted open and capped for some extra power until I get the abyssal power going. If I were to go up on this one I think I'd lose at least one hydroponic farm and have to reroute and transit some. But not impossible by any stretch.
Well... maybe it if destabilized too much ground. Now I need to try it to find out.
that looks really cool with the White Paws
wooo, nice to hear (heh) this working on JC's videos
My ears thank you
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.
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
but my modding tools are maybe fixed
Good work π
Could you make an "under water path" and have the settings of the tubeways?
Oh. I hope so. I was following along to some of your frustration in one of the other channels and it reminded me that I'm glad I'm not trying to mod this game.
there is some issue with the Hanging Squewer Platform
when placed sometimes they not survive reloads - edit normal squewers usually work instead (but require cheating to place)
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
Poor Bob
oh no ! π
sequoia suffer from same random planting pattern as pumpkins do - effects are purely visual, function is same as before
not that i mind having two in one space, but it's a little weird (curiously they can reach out of map too)
this is kinda cool - they not even need that 1m of soil 
what is the most common use for the Nerdy Attic storage?
my choices always come down to carnivorous larvaes versus nuclear fuel. but maybe there was actually useful options?
an easy one: spelling mistake(?) on parfait label in assembly line
Oh gosh thanks Lapan!
I normally go by just "Ants" by itself though, maybe I'll change my Discord display name to it

where else would you put comic books?
just realised how insane batteries must be on that high map 
okay, i think i fixed the rocket, now what were the most urgent things to fix ? the pumpkin visual issue ?
YA,and the mpreader, too ...
pumpkin + sequoia (should be similar)
mapreader too, yeah
meanwhile figured out how to use the forest observation tower in U7
oh, regarding deadly shower traps: seems like a feature
every shower overlapping advanced sawmill range will kill beavers
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).
oops.. happens to irrigation towers too.. this sucks.. it only overlaps only tile in the back..
hmm
well-being and productivity suddenly go way up again..
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..
well i probably should just remove the dust aura from the sawmill
it's not an important feature
Even if it was a smaller radius or something that only affected workers/residents? I donβt know if that possible but could you have it trigger Dirty Beaver randomly for workers, as with badwater pump triggering Contamination?
smaller radius has the issues that U7 does apply it to all layers (mine was far below the sawmill actually hence i overlooked it)
random rates would be cool, yeah. like with illness
this is really a mindfuck π
especially since in editor it's like this :
there's somethign that forcefully puts back the elements at 0,0
i like it by now. especially the weird trees.
progress... maybe π€
at least the pivot seems somewhat correct
btu that's gonna be it for tonight, GN !
hmm... well nothing works further than that...i guess the world would keep spinning with 1x1 pumpkins and 1x1 giant bamboos, but the sequoias... π€
bug: log bridges on platforms can vanish after reload
this might be related to overhang platforms as base or shared root tile (both cases vanished for me)
this was once a beautiful lido above some log bridges - now it's gravity defying floating ground..
ooh, giant logs π€
i guess i didn't fix those indeed π°
but honestly i'm starting to feel that this mod was just fine in U6 π
all this junk to deal with is wearing me down
it was fine in U6. it is almost back there again!
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.
well the fact that i prefer to do actual work rather than fixing the mod is rather telling i'm afraid π
the giant logs should be easy enough to fix, what i'm having trouble now is the plants
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
not really something i can do
ah, okay. Yeah, ig they're quite a departure from the usual building mechanics at all
well it's more that it's a "recreation" building that consumes nothing, and the pausing option depends on having an inventory or something
So if it consumed 0.01 water per day and had 5 water storage it'd have a pause button?
what was there important that needed fixing ? i had no choice but to make the pumpkins 1x1 (as well as the giant bamboo)
Wait, that behavior was a problem? I was just vibing with them appearing wherever
well yes, but for 99% of people that would just be weird an inconsistant
also means that the jails won't work unless you have haulers
well the visual not matching their occupied volume is kind of awkward
on that note the sequoia is fixed by no longer having random rotation
i still have no idea why the balloon's animation no longer work
but i can probably fix that in blender
i fixed the bottom connection of the large farmhouse and tree nursery
β οΈ ah, there was something going on with bananas
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.
A more complex, later solution is that I'll use a tunnel to completely flush badwater out the bottom of the reservoir
(I use automation mod to manage floodgates, since I can't be bothered)
Why the weird tunnel shape ?
each of the "tendrils" will flow directly into a solid side of the floodgate
since iirc you can't make the floodgate's top flush with the ceiling
Yeah
oh, i had noticed that too
i guess one that can seal completely a 2-high channel would indeed be nice
(assuming a roof)
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
but i feel extremely... maybe not lazy, but unmotivated at the thought of everything that needs to be fixed in U7
which i thought was near complete...
anyway, GN for today.
I just think of this as a bit of challenge
Time to end hunger
Concerning baloons, will you modify them to have a single worker? π So it resolves to hauling problem.
They already do have a single worker
.
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.
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 π, 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 ?
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.
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.
i could literally build log pillars and mega platforms and towers of hydroponics just fine yesterday
not tested aqueducts yet
hydroponics are as solid as alchemists and co - if they not have a flat solid surface they can't be build on
you could not stack them before either
but needed mega platforms or some other form of support
aqueducts works for me too
seems to work just fine for me π€
should be fixed on my side
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.
Apologies for wasting your time.
no worries π
this survived save/load on my side (next update for you)
If I ever figure out what caused it, I will come back and let you know.
that use case worked. what's broken is reloading when placing them on platforms
placing giant logs on platforms or log bridges ? π€
like this (please not get mad at me for floating drills drilling air holes..)
the log bridges on platforms each side
weirdly it works when either side is ground / pillar / power shaft - only two platforms not survive reloading
lol what is that π
i use them a lot - like for power shafts spanning long ranges too
i see, it has to do with how the game loads saves i think
but that should both be fixed next update
this survived too
not fond of it visually though
no more rebuilding after load π
the emergency discharge pipe is done, and it goes at the full throughput of six blocks of crossection. It empties the reservoir FAST
sadly my PC can't handle big maps so mine always look kinda crowded like this
fitting waterbeavers on a small map is more impressive than just belching the whole colony out inefficiently like I do imo
it's a fun challenge at first
but the lack of productivity and waiting 10 cycles on something cause you can't fit another production line is kinda .. slow
and honestly: find workshops in here is a mess haha
hope my wonder is done soon.. should cover 92% of the map
damn, that's quite an achievement π±
wait until the next update, otherwise it won't be visisble π
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 π
looks really cool
hmm... beavers are walking through the glass walls of the greenhouse π
soo... anything else that needs fixing ?
really minor: label of steel sawblades in foundry is broken
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
also it won't be possible anymore to plant bananas in unfinished greenhouses
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
ah, true
yes now that you say it i think is should still be manageable even without this adaptation π€
Though they fill the whole space under the protrusion... maybe reducing the hitbox to be 3x3x2 with a +shaped protrusion on the third layer?
wansn't it already like that π€
maybe the corners were unnecessarily occupied π€
well yes that's clearly how it should be
Yeah, corners are occupied in the my current version
i see...
hmm... i found a fix for the side platforms being difficult to place, but unfortunately... that would break the existing ones
i guess it's better to duplicate and deprecate the old ones
please duplicate&deprecate
holy crap i just tried my vaccum cleaner
this machine is the shittiest thing in existence, it's almost hilarious how amazingly bad the design is
this trash sucks air in, sure, but that also means it also vents air our somewhere.
if this was designed by an non-retared individual, the air vents would be aimed... i guess, back or up or something
but no-no-no, not this one
if blows air SIDEWAY, and with FORCE
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 !
LITTERALLY
every piece of dirt i see keeps moving ! who came up with that junk ? π€£
and this has like 5 stars on amazon ? they definitely bought those reviews.
U7 has an emberpelts version of frog statue.
I think the first version, the frog was on fire. I think knatte added a little fire pit instead.
Frog statue.
Emberpelts: "We're supposed to set it on fire, right?"
time to duct-tape on some modified air vents fashioned from some paper
i thought about this, but it seems this junk is going to overheat.
in its defense, i think it has quite a ridiculous amount of power for its size. it's pretty clear that the air flow is used to cool down the motor.
oh, turns out the greenhouses were fine, there was an error in the entrances coordinates
uploading an update soon, first on mod.io
just so that someone can quickly crash-test it
it did not crash π
still need to replace all my giant log bridges again π
actually: bug..
can't place my log bridges at all anymore π
was it forbidden to anchor them on overhang platforms now?? (that's what's broken it seems)
overhang platforms got modified, Lapan probably changed the spaces of a voxel that they occupy
same with two log bridges sharing the same 'root' platform - broken now (impossible to place)
looks like it.. neither new overhangs nor old (deprecated) work for this now..
that probably means the log bridges got changed
regular platforms seem to work as anchor
since the deprecated overhangs were supposed to be left alone
the question is: was the result intended? (bridge + overhang = not working) or is this a new issue resulting from the fix?
should at least mention the update is breaking for this
sadly my save is not playable with the new version
uuh, no, not on overhangs, otherwise overhangs could chain on each other indefinitely
sorry π
but on normal vertical platforms, it should be okay
so it's not gonna get fixed to work with overhangs again? (=that was intended in the first place)?
yeah, if they don't occupy any space on their support, then they don't "touch" the bottom of the map (basically free-floating objects) which means that the save loading process will miss them entirely, hence poof
no, that was not intended
what allowed it was also what caused the giant log bridges to disappear
well the best i can tell you is to roll back, raze what doesn't make sense anymore, and rebuild with the new rules
yeah, will do that
didn't see anything else
well if it doesn't instantly crash, that's all i need
those overhang-bridge-combinations looked so elegant ..
sorry... π
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 π€
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 ! π
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?
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),
i'm not even sure i ever finished updating the mod to U6
but the mod is not very bug prone
one of them should be devlocked π€
They aren't quite up to date. Some stuff on the tech tree billboard is wrong, and the news is for U5 iirc
fixing the mod editor now
does anyone know of any map made with floating islands ? except my showcase ofc
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..
In the animation for the clockwork farm I think one of the gears should have its rotation flipped, cuz rn they grind
oh no! the newsboard is blank and no longer giving any well-being! π’
exactly!
only an empty frame left of its glory..
oh wait.. the well-being is still there haha. just had the text hidden π€«
does this mean the Napoleon billboard is gone now too? π¦
which one was that?
I only saw it in JC's videos, I can't remember the name
currently only news and tech tree boards and either is just an empty frame
I think Napoleon came with the Billboards mod, not Water Beavers
Yeah, that's what I thought was being discussed. Sorry if it wasn't
Water Beavers has only 2 billboards, News and Tech Tree
but in U5 (maybe U6) it had the Billboards mod as a recommended dependency
oh, never knew of that one!
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
So many issues... Just get 1 tiny value or checkbox wrong and it all breaks
I presume you got the project and all the materials up to date and working?
randomly getting "out of fuel" from my bots - did something change for them?
oh, yeah, it's mostly back online now, the placeholder materials are still ugly, but nothing to do about that
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
oh, balloons and airships can be worked by bots too? that's nice!
any plans to allow bots on regular crossings too?
wasn't that already the case ?
sadly not possible right now, no
Hello farmer Lapan!
-# Let's hope I don't kill my beavers this time, my own beaver died of hunger or thirst whoops
only my second time seeing it too. yet, as i was certain you landed safely i had to share π
Yeah it was a fun ride lol! π
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
hmm... who would have thought ? turns out suddenly releasing several cubic meters of pressurised bad water is...messy.
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
While I never figured out the problem, it is gone. So 1 or more of the following:
- I just needed to restart the game
- it was fixed in 5.1.6 or 5.1.7
- PEBKAC error
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
New game created without problem.
If you have included the old dependency of "Pantry" you should remove it. Beyond that, without logs, people would have pretty much no clue to be able to help you.
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.
You can always pause the drill to force empty it, but beavers who need iron ore will come take it as needed. It it clogs you're probably not consuming enough.
Sale for dirt, beavers song gold panning will come get it
You can send us you crash log so we can look into it
for whatever reason the crash log isn't even going into the error report folder, like the last one I have is from may wtf
yeah it's not making a crash log
best I got is this
Aww, whoops he looks so sad lol π
ohh, that's not a good sign
what's it mean?
Google AI says 0xc0000005: "can stem from various issues, including faulty RAM, outdated drivers, malware, or corrupted system files"
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
Corrupted file is quick and easy to rule out, try verifying game files
doin it rn
if you can post the latest Player.log, it might have useful information too
where do I find that
bon appetit
and another one from after the verify game files (crashed again)
still no error report btw :/ like wtf
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)
@glossy hornet , try to disable all what you can disable, including discord and browsers. I assume not enough memory ,,,
Also there might be Crash reports in %USERPROFILE%\AppData\Local\Temp\Mechanistry\Timberborn\Crashes
Yβkno what I was just about to go to sleep but Iβll check that folder real quick
I don't have that folder, so it may not exist,
THERE WE GO
crashes when attempting to load a new settlement, like after map and difficulty and whatever's selected. takes like 30 seconds before crashing
But, is with WhitePaws, a huge mod. More likely not enough free memory.
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
ok welp now it just decides to finaly load normally
only thing I did differently was that winhttp was deleted
def pushing it but I still have some free
I can't get windbg to show anything helpful from the crash.dmp π
never saw that one before, seems like a "not enough memory" or something
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 ?
0xc0000005 or something is when a programs accesses memory it's not supposed to and gets closed by Windows
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.
I think windows calls it one IIRC
the steps while building the wonder look really cool imho
awesome job on those small details!
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
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.
ehm.. ehem.. the wonder.. does launch.. on load haha
had me all π± and 
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 β€οΈ
regarding bounds: giant tanks do have space above - but do not allow for squewers either
that's likely the place for the "no drill bits" tarp
it's actually a whole layer above it too - works on top of the first part of the house, after jumps up 1m, while visually it's all free
not that it's important. just wanted to mention it.
(could fit my 3rd foundry into some other gap)
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)
Hmm... I'm seriously considering ditching the balloon platform entirely π€
But I have to think about the implications
The main one seems that trade... Actually remains locked behind nΓ©nuphars π€
Although you could in theory make methane out of pretty much any green matter π€
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 π€
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
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?
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?
I never used solar cells beyond testing them. They were too expensive compareed to other options.
Same here. Engines are far better option for power needs.
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
ah, of course i meant removing the platforms, but keeping the balloons themselves
I mean, they look pretty
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
Could you simplify the platforms?
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 π€
i use them all over the place (like a church in village) for the well-being actually
I think it's the lodges at the bottom that look unnatural, but I'm not sure
oh, actually good point
making the more like the eiffel tower (lodge under platform) might be cool too haha
those actually exist mostly to cover the power connection π
not a bad idea
I do not.
although the lodge is effectively unnecessary
maybe i could actually reduce their ground occupancy, see it i can get something that integrate more seamlessly
like 3x3 accessed by rope in the middle?
but i'm interesting in unlocking trade from an earlier point in time π€
ahah, no rope climbing is hard
especially while carrying junk
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
currently at 6.89m deep and wonder still complaining about "needs deeper water" (it's almost flooded now)
ooh I have recently found myself missing the utility dam
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
@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.
nice one
those don't rotate ?
whoat that seems complicated
What don't rotate?
the ruins ? they are all oriented the same π
That is just how they placed down. I didn't attemp to rotate them.
Like I said, not nearly as refined.
π
Hrm.... lemon trees seem plantable but no building appears to turn them into something edible?
Try to use mpreader.
I assume you mean this?
The trees show up but no building seems to use the lemons and they aren't flagged as edible by themselves.
it's supposed to bring a lemonade stand with the map reader to convert lemons to drinks
Search for lemon only finds the tree.
and lemonade ?
nothing
I would love it if this is another PEBKAC error but I don't think so.
I hope it is an easy fix.
Try to change order for mpreader to be loaded after Whitepaws mod.
??? really? Okay! brb...
lol... map reader just removed all plants for my save π
actually.. there are no plants available loading it after whitepaw!!
Just a minute, to make some tests
does the reader require the editor to be loaded too now?
Same. Every plant and tree is gone from the map. π
so it really is important to load it first?
I thought the editor would crash if it was active during regular play?
It is crashing on normal game, is only for editor
sadly no lemonade stands.. π
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
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
Cannot start a new game, game is crashing, I send the report to lapan.
did you disable pantry?
Weird. I just started a new game.
I don't have pantry mod
issue with the map editor map reader mod: it adds the floating island to the menu during game
isnt it supposed to?
guess it is ...
not during game play i'd say, no
The editor shouldn't be active during regular play.
I figure why game crashed, It's More bombs mod that crashes with Whitepaws
that's my new bot pilot for you:
YA, with mpreader enabled, it's a desert land. No plants π±
But only after water beaves.
But, with after π€£
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
Solved the issue with mpreader π€£
how?
Just in time! I'm editing my map because I failed playtest on easy. /laughs
Replace the files in mpreader (0.7 folder) with those provided.
still load before whitepaws mod?
After ! If you reset the loading order on the first screen, will load the correct order.
resetting breaks too much.
Takes me 20 minutes to click and move one space at a time. /laughs
hmm... so the reader mod is completely messed up ? i'll take a look
I fixed-it
that deletes all plants again haha
was putting the prefab directly into the version-0.7 the best idea?
works
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
as in build a ladder up?
if you want to, you can also use bridges
what paths for those two files? There are multiple manifest.json files in the mod.
at this point in game: wouldn't including the ladder in the building be easier?
Must be on the 0.7 folder, if your mod are from steam
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
Prefabgroup file must be in the Blueprints/PrefabGroups folder
files replaced. testing...
it loaded. it has plants. it has no lemonade stand π€
You sure is loaded after Whitepaws mod ?
yep
Okay, restarting game. Had to finish some map edits first.
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>
https://we.tl/t-QbXIpc5p6z You have all the content of version-07 folder.
1 file sent via WeTransfer, the simplest way to send your files around the world
I'm running the steam version.
I know, steam issue, but it has no effect. Those 5 files do nothing
other than that all file sizes and file names did match
trying to load it nonetheless
I deleted my old v7 and have unzipped yours. Just waiitng on the laptop to laod it all.
fixed it 
same
now where to place a few of those.. hmm..
That's not my issue π
thank you for the fix and help to apply it!
I had to edit my map to make it more whitepaws compatible. I threw a bunch more rotated in all directions. π
I just had a beaver die of hunger... with 3.5k food on the map π€¨
his body disappeared (from the middle of the crop field) before I got a chance to look at the statuses
Didn't show stranded but they wouldn't move.
was between the farmhouses and hand of soup
so not stranded or stuck
just an idiot lol
The gods are not always kind to all beavers. π
maybe it was a bramble lumberjack (bramblejack?) with poor timing
almost hungry, started brambling, got hungrier, died en route to food
so glad the shower of death was fixed
Maybe, shower can use badwater, if you choose so π€£
found a sweet spot for my lemonade stand - hope one is enough for 600 beavers π€
placing them within range of the advanced sawmill did have curious effects too. my oldest beavers still showered at 384 years and not intended to stop. ever.
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 π€
For me, copting @heavy lodge 's zipped folder worked.
oh, you can definitely queeze a couple more π
will do for sure
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..
so what was the issue with grape ? production too weak ?
you need both for eating and making wine ?
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 β 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
Issue with optional in prefabgroup is that if a mod it isn't listed as optional in manifest,json (and is loaded before), the optional prefab isn't loaded due to main mod that contains that group is not loaded
unsure what I've done wrong here, though I can't remember when I last placed a WPL in water
the door must not flood
isn't it for all buildings that the door must not flood?
no π
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
i'll increase the production of reciepes
btw, what is there that consumed grape juice, except wine ?
and the beavers themselves ofc
i don't know of anything that uses the juice other than wine tbh
that should not happenπ€
then maybe we can make wine directly by putting grapes in a barrel π€
traditionnally people just used to put it in the barrel, and have people step on it a lot
lessens the loss to thirsty beavers - otherwise a single press isn't much at all this late in game
i mean, realistically we could say that about berry juice too...
workplace gives -5% movement speed bc they're so tired after stomping all day π
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
that seems even more tiring π€
nope
i'm trying to load in the script that forces the nuclear reactor to output only clean water
well that crashed
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
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)
for now i'll double the production of juice / grape (20->20 is now 10->20)
probably not, at least now how it is right now
but i could make the airship sit on top of that, maybe. not sure
BuildingPath mod if fixed now for WhitePaws
what do you mean ?
what does this do ?
in that case that's kind of the same as the current platform π€
Path is not build instant, but gives to beavers on-it a speed boost
yeah. basically. just more compact with only one 2x2 building combinding all things: lodge, ladder and crane
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
ah, you mean the base is 3x5 but the actual building is 6x10 ?
well they are meant to be stacked on mega plaftforms
5x10 building, yeah
ah, i could make the path buildable around yeah
that would help some i guess
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
i might or might not have put them into caves π
you monster π
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 π€
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
and a tiny ladder from inside the lodge to its roof?
fixed that
nto sure that fits visually
that also takes some "house space"
probably will be a tiny ladder on the side of the building
yeah.. i see.. knocking the beaver down again by a failed crane wouldn't be nice, would it?
but probably enough timberborn for today
GN, lapan
@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.))
You can just set priority to lowest?
ahh, my bad for not reading everything,
np
the code basically hardcodes decreaseButton.Enabled = workers > 1
Afaik, there are at least 2 mods that let you set desired workers to zero: Igorz' Automation and Luke's Configurable Worplace https://steamcommunity.com/sharedfiles/filedetails/?id=3469209119
Nice! Thank you.
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:
- 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.
- 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.
- 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.
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
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.
you can use cranes and fill up holes easily
But with what? π
At 1,000 dirt a chunk of gorund... not easy to accomplish.
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
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.
sure. good night
lemonade is grouped under "ingredients" confusingly
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 π’
before + after save&load of a chain of hanging-squewer+platform - the hanging squewer not serves as "root" here it seems
very cool well done job NoxBestia!
Nope, the game doesn't allows that, there's no option but to deprioritize the building
Intriguingπ€ I would need to look up what causes that...
Not that I endorse your crimes against gravity, just for science π
I just had a thought, if we are adding people to the name list, what about Bobby or Mathilda? Or Jack, lol π
ooh, that's an idea !
@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?
this is standard behavior, all buidlings get really upset when the "door" gets wet
okay
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
Looks good. Is the bottom still decoration or does it have a function?
By the by, what is polarity for?
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.
I probably should have widened and deepened this arch, just for visual appeal.
i don't know, planes go blip-bloop red and green to indicate left and right so i guess beavers will have interpreted that wrong anyway π
also, looks pretty
but i think it can also guide ballons to the landing pad at night
it's all about that pretty lights imho
I think my quetion was misunderstood. What does "polarity" do in the game?
same with the arch - i feel the itch to have a level of free under it..
in game that would be flipped / unfipped i guess but it doesn't do anything special
What would be flipped? I never saw an effect in game but may have jsut been too oblivious.
not sure i'm following, but that building is not symmetrical, so it should be flippable
the balloons however may or may not be, they are symmetrical
I don't think that was/is working, but now that I know what to look for I will test the next time I have a save open that has balloon platforms.
in-game either is flippable right now
balloons swap the colours and the two dots lights on the platform
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. π
Oh, I like that. BTW, not that it matters here, but traditionally red is port and green is starboard. π
that's looking great!
can beavers even distinguish those??
well again, building is flippable π
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.
also : beavers π
yeah, beavers. those down at the lake certainly can not see me more than 2m away - lights or not haha
That is why I said "not that it matters here" π
I was just spouting trivia.
oh, just curious about them
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.
i felt the color was a bit dim so i adjusted it a bit
also the legs can go litterally whereever
I like that a lot.
they still require support but otherwise anything goes
(( @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. π
I just noticed that the sound effect for the P&L pile storage is the liquid sound. πΈ
Itβs still doing it?
Yep. Sorry
Hmmm Iβll see about a more aggressive/explicit approach then for vanilla
I was also wrong before. Birch are what is converted into brambles.
Oh that's pretty neat. So even without cut order, they will go and clear dead trees ?
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
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.
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
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.
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?
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. π j/k
oh, right.. there was the beaver washer.. darn.. how do i fit that one now.. (still never used one for lack of space)
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 )
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
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.
many do i'd assume
never disabled it with any of the other factions.
badtides at least - just a silly chore and grind at first
and no real difference from mid-game on
They let you test your colony's survival, I guess.
Yep. As soon as I have massive tanks of water, badtide becomes an annoyance at most in a vanilla game.
looks like separating the badwater is fairly late in your map? as in hard to reach the sources?
The sources are all on the mid-level. And rememberr, except the corners, nothing goes off the side.
oh, right.. the magic drains.. wow π
do tunnel actually drain too? just curious as that pillar in the pic seems diggable left and right?
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. π
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.
you also can just plug it?
Only if you have 16,000 dirt.
I doubt it the way I have this setup. Maybe.
if they go 2x2x2 for the opening you can also fit in a medium bad water pump (no energy needed)
From two side you have clean water sources in the way.
The other two sides are a massive drop.
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.
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!)
@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?
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.
For actual beavers & buildings to usable land, this is probably one of the least efficient water farms I have ever setup.
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!
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.
@shell fiber Think this will crash when you have the annimaiton working? π
Side platforms were originally tobbert's mod, and they only work in whitepaws because I adapted every other building to them, so can't do
I don't know if I should be impressed or worried
That can be an AND. π
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.
I looked the mod up. Still not updated for U7.
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. π
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
so my badwater pump isn't working, propeller's submerged so idk what the problem is
Isn't that the power port right there?
Ah. Then you are correct. Weird.
worked before, think reloading a save was what broke it but unsure bc I run this game overnight sometimes
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.
want me to send you my save, see if it's broken on your end?
Yeah, I can load it up.
this is what u want right?
it happens
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. π
@shell fiber I loaded up the save and confirmed that it will not funciton.
can dev mode check if it seems some sort of "status: submerged" flag not being checked?
Not sure. never tried. One moment..
also it might just be the fact the whole building isn't dunked in badwater
Unlikely
rip
What matters is. I always (usually) have my entrance not in badwater.
yeah bc like why would you, minimize contaminiation risk
might as well test though
I deleted the stuff on top of it and it still wont work.
rip
Also dug under the propeller just to try that. Didn't change anything.
Hopefully Lapan can fidn the problem and patch it. π
here's hoping
Sorry I couldn't do more.
o, idea. drain the water the fill it up again
all good all good, at least we got bug confirmation
Reset the water simulation and let it refill. Still nothing.
welp I'm outta ideas
same
I do knwo the large one works after a reload, for what that helps ya.
But it does need power.
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
Language please #π―rules-n-roles 2οΈβ£
happens
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.
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
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.
there's challenge and there's deliberate obtuseness imo, no offense to lapan.
nah but I'll look into em
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.
just slap a hazard sign on it that'll fix it /j
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.
neato
Argargablar: Monitoring for abuses is probably a bit annoying when you have chatty people like me, eh?
lol
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
Would drive me (futher) insane to even try!
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
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.
Oof
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.
Yeah, I also proof-read 90% of my messages just in case
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.
So, do not try to use Auto Key Clicker β π π€£
I don't know what that is
I believe the reference is to predictive typing.
Oh yeah, I have autoreplace autocorrect, etc disabled on my phone
too easy to make really bad typos
Too true.
Also because it accepts the autocorrect just by pressing send... wth
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.
yeah I'd rarhter make typos that enup like this than Grapefruit being autocorrected to Guatemala halfway through typing
speech to test ? Not text ... π€£
/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.
I also thought that, but once the dirt starts coming in it doesn't really stop
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.
Is the free in broken cart dynamite to balance out the early mines if the map isn't made to support them ?
probably
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.
do you mean platforms or something else
this isn't u making a typo or anything I just don't know much
Platforms. Only good for one level in early game though.