#Water Beaver Overhaul
1 messages · Page 45 of 1
if you put this in Blueprints/prefabmodder/ScavengerDen.json and use the prefab mod from mod.io it works
but the costs are a pure guess
No issue. Will wait till tomorrow.
Today I will probably watch some series.
Thanks.
@shell fiber what was the actual cost actually for the scavengerden?
have a good rest!
Thanks !
uploaded on steam
I have been waiting for this! 🙂
I have a new map I made (no mods even) that is probably going to be hell to get started on with WhitePaws, but we shall soon see.
5.2.3, yes?
Let's see if anything explodes hehe
Name?
Weird! Part of my map is missing on load. The missing bits actually add to the aesthedic, but the map didn't do this on a new practically unmodded game. Which means these errors could be from any number >42 mods I am running.
It isn't shared yet since it is still a work in progress. The working name is "Golden Ratio Ancient Aqueducts".
Will play when you publish. Looks cool.
Thanks. This one might go into the contest, even though I hardly have a ghost's chance. /laughs
There is a lot of hidden stuff in this map to find. 🙂
@shell fiber I have been noticing a Z error with leftovers (logs too). So far it only happens when I have WhitePaws active. I'm sorry but I am not sure when it started.
This is a visual error only. Functionally is unhindered.
oh, yeah i noticed a while ago.
honesty zero clue what it is about
does that happen with the emberpelts or other factions ?
I haven't checked Emberpelts. It does not happen with IT or FT, but I also don't have WhitePaws active with them either.
I can save this and start a FT game with WhtiePaws loaded if it would help you?
Looks good, no crashes, can't see anything obvious that's missing 😉
i can probably try that
even the pumpkin
isfine
This is WhitePaws or just with the mod active?
FT with WP active
So it is probably tied to WhitePaws -themselves-, not the mod simply being on. "Curiouser and curiouser!"
the cabbages are weird
damn, i just put a dozen sunflower with devmode, and look at that 😅
They want them noms! 😛
🙂
or should i say on the "ground"
anyway, i'll keep that in mind and look into it another day, i should start get some more actual work done
have fun with the ziplines for now 🙂
I had one floating this high! /laughs
I'm guessing being in the cave caused that height.
yeah i think it has somethign to do with the terrain map, the game probably tries to place the box on a floor or something
now the question is why does the floor is wrong
oh
i think i see the issue
most likely culprit is unity doing weird stuff when I updated the version
That would not surprise me at all.
all plants had their main model holder shifted one direction, then the sub model holder had the opposite one
result in visually nothing but since the crate is handled by the game directly and not through the plant's 3D model, it didn't get the correcting shift
hence, flying above ground
i had noticed this while fixing the pumpkins and thought not much of it, except "wth unity ?"
Wow. That's just... yeah, computers. 😛
but it makes sense now
At least the cause is known.
but that will be for the next update
Like I said, it is just visual. No big deal.
well i fixed it, it was just a matter or clicking a lot and putting zero's back everywhere
Cool.
You have reached the point of all new stuff, have you not?
The last update I downloaded was ~30MiB, so I don't think I got the fixed version
But crops look fine to me 🙂
So Waterbeaver ziplines aren't for public transport, but for extending the range of farming buildings?
I beleive I know what broke my map and I am -TOTALLY- fine with it. I like the changes enough I may add them to the main map.
Everblossom trees are taller than what was there originally. Every place the aqueduct support is broken there is an everblossom tree. 🤣
Here are some more broken chunks, but none of them bad enough to drop a support and cause a leak... except that first one, which was where I had manually damaged the aqueduct during design anyway.
I think my map may be ready. Works in vanilla for both factions and I have survived long enough to go from crappy cart to actual district center. Metal could be reached with a bit of determination. Badwater is a bit more work but not too much and there are some natural stairs to help get to it.
Ya know... no. Let me make sure I can get badwater and metal. /laughs
that is a whole lot of berries
does the water flows under the ground ?
they do work for transport too. but there's fewer access point options.
yet they seem much faster / bigger range than with folktails.
been rather amazed how well mine perform with well-being stuff
what happens during badtides ?
Yep. Too many. The player is FORCED to delete a lot of them right off the bat because one bush blocks the cart/district center. 😛
in FT the zipline have a cost of 0.4 square per unit of length, so they are basically only good as fast roads, not range extension
i love those maps you gotta place hundreds of spacer-crops to keep brambles and berries from flodding you later in game
with the WP the cost is 0.05 per unit of length
and speed if +150% in FT i believe
with WP it's +200%
Good question! I'm only on cycle 2. I'm running modded weather so I wont even had a bad tide with my settings; I'll go straight to a badsurge I believe. I need to check my settings now...
what does modded weather does ?
Redsurge wasn't active. I have activated it.
It is one of Luke's better ones (and that is saying a LOT!). It adds new weather types and gives you much more control over the kinds of weather in your game, rather than the meager settings when one sets their difficulty.
One weather type turns all badwater sources to good water. One weather type rains across all the land making everything green... for as long as it lasts. Even counters badwater contaminated ground. There are options for ever shortening "normal" weather... and he made it moddable so you can make your own weather for it. Redsurge (a badtide Monsoon) is an example of a modded weather for it that he made.
from your recommendation i tried it and it's fun - more dynamics - yet moonsoon is not for all maps haha
Monsoon is gonna hurt so bad on this map!
been really into Ebb & Flow though. that's a real good one
And redsurge! A monsoon where all water sources are badwater.
I run it right alongside modded weather. Together, they game's weather is true and proper chaos.
absolutely
the tiny 1-3% of badwater mixed into the normal water is a real change too
and you can hack it with a 0-strength-source
making it a random ground-contamination-source
I turn off that setting with water beavers.
very nasty for map making
oh, meant with the ebb&flow. that's dynamically adjusting water purity
Yeah. I turn it off with water beavers.
But I run it with all others.
I also turn off sludge.
yeah, that's a fun one with monsoons 🙂
I expect it will be crazy with redsurge!
@shell fiber Since one can't replant berries until mid-game and they are so crucial for getting there, how does one normally survive badtides?
Honestly, I always disabled badtide for WhitePaws even before I started using moddable weather.
you can rather quickly get pollution repellant thingy and use a normal irrigation tower (or a few)
Can you please elaborate on this? It is a strategy I have not tried.
also there's dams (tricky) and around when badtides come in with medium settings you could rush to the big automated dam thing
How does pollution repellant work with an irrigation tower?
there's a recipe in the normal irrigation tower (only) that mixes it in and makes ground pollution proof basically
it's not even using much of it
I need to learn to RTFM! /laughs
for basic food needs you also have a lido which is easy to place either between buildings, using the starter dynamite or natural holes - very very helpful with hard starts and keeping a shower ready too
with how much there is in this faction i do miss a lot too^^
Well, I'm only on cycle 2 and redsurge doesn't hit until at least cycle 5.
By the by, Dams wont necessaruly save a beaver on this map. 😛
do you mean it's raining bad water ? or raining clean water and the bad water source get +350% output ?
I haven't lived through a redsurge yet to tell you. I just activated the sub-mod earlier today.
I do know that all water sources become badwater like badtide.
But also, all water sources have their output increased.
Some of my berries normally survive as they are in range of water irrigation but out of range for badtide pollution
oh, i see it's different from rain
Short version " a badwater deluge ".
[Yeah, I'm sorta wordy.]
You should.
but now that i think about it, badwater rain would likely kill every single plant on the map, so that's probably not a good idea
but i like the idea of replacing the regular wet season with just a rainy season
that makes water more realistic
but as long as you don't have a dam... that would suck
All of the berries on this map are vulnerable. It uses ||underground irrigation with its own water sources|| so prevention in early game is next to impossible.
Heh, nasty
The Florist is usable but slow for a reason
Yeah. -chuckles-
if your map has no outflow for the closed off streams (i.e. negative water source or something)
only evaporation gets refilled - making badwater to gather slower - and slower to recover from
that's very nice for droughts - very bad for longer badtides
Oh, it outflows!
love how easy to block that is! (likely otherwise unreachable^^)
might make it nastier even: increase source power lots and make the outflow much higher -> if someone tries to dyna down there to block it it will explode 🙂
The main berry/starting area has 5 water sources at strength 6 each.
that's a lot!
Indeed
If you look at the side cut you can see the water surging out of its hole.
Most maps I make are deceptive in at least one way. Usually serveral.
is the starter region only one layer above the hidden water too? that's easy to block actually with little dynamite
well, with whitepaws only
It is, but the water sources are in two different places.
nice!
If you look at the previous view there is one water source by itself and 4 together.
can just cut off the sources with 4-5 dynamites and use it as a lido dump 🙂
The one by itself is right under the crappy cart/district center.
Possibly. When I release the map, let me know how well that works. I am very curious.
Here is the whole thing, surface view.
i wont play that with 350% water output haha
-chuckles-
ladders need rope too 
Nice!
So far I haven't needed rope but I expect soon that will change.
Well, I have a regular monsoon approaching. We'll see what that does to my berries.
just spend around 100 or so
going to attach the scavengers den next and likely move the farmer closer to the bamboo to use as access point for harvesters
(also there's another farm downstaris (the tiny connection through the front gate) and in general much wall-traversal 
Sooner than I thought. Crane reeds rope.
20m limit on the small pylon is a little tricky. but you can adjust height well with dynamite or platforms as needed (beavers can fly right above the road 🙂 )
oh, scavengers den not uses any ropes.. they should use 10 like the pylon, don't they?
I am missing 1 piece of the puzzle. Rope is made from plant fibers. The lumberjack harvests plant fiber. But from what plant(s)?
florist is your only source early on
bamboo is fibre source i believe
yeah, gives 8
Okay. I see that now. I read over all the trees and crops twice and missed it both times.
Okay, not unlockable in early-early game since it needs metal fasteners. So continuing with my core building setups and not building higher than 2 levels. /laughs
actually florist produces them quite nicely for basic needs (before ballons and stuff) and handicrafter can make them from 1.5 florists output
This is where that spreadsheet I made really helps. I need works. Pit asnd ladder loge gives 6 inhabitants, no jobs, and can be made with logs and resin. Also it stacks nicely... until now. 😛
Florist also needs metal fasteners. I'm still working on my primitive ironworks.
oh, that's too early for rope, yeah. started using my base stock (from cart) up around the time i considered getting the assembly line
also: the crane gives the rope back if demolished
Nice! I do that anyway to keep the beavers from hanging out on the side of my towers.
So the monsoon isn't wiping out my berries yet, but it is playing hell with one of my bramble sources.
Redsurge will probably wipe that land out.
minor really annoying issue with the balloons: beavers might get stuck between them and access point if there's a pylon between both
(have to unstuck a kit or ten + lapan each day flying through solid rock on direct route rather than zipline)
Of course the badwater bucket needs a rope! Good show!
there's a random forester coming out of my irrigation tower 💪
those beavers are so fast, the wood just lets them through 
Well... they're not iron teeth. Gotta find some recreation somewhere. 😉
(re: the forester)
but they got froggy for recreation, isn't that enough?
Should be. AND lemonade. Spoiled beavers.
can't you just skip those two pylons entirely on the left ?
it's 1 rope per 2 units of range, so they should require 15 rope i believe
only if i dynamite the wall between, but yeah, technically
oh, i didn't see it
it's pretty neat to have the smaller pylons to go around obstacles
i thought i had made it 1:1
also love how you can put them one level below the path and run path through them
might be a thing related to hauling in my case. handicrafter was next door and only got to 60s efficiency
ah, it's 2:1
one florist makes 2 fiber in 12h, hence 1/6h
the handicrafter makes 2 fibers into 1 rope in 6h
so you'd need two florists to run a handicrafter full-time
which may be too much actually 🤔
i don't really know, i eyeballed it really
it's working alright for me tbh
only got the "want" for more when i started interconnecting 5 balloons suddenly at a state when i could easily go for tree nursery
maybe 9h for the florist would work too, being a little kinder to the player
that's a weird one, would need to look into it in details
in the meantime, well, it's good that the mod is mostly functionnal right now, because i just got a ton of work dropped on my head 😭
Having a blast, as always
I am sooooo close to enough science to unlock the factory for this playthrough. That is one of my major gatekeeping blocks. Once I have the factory, then I can really ramp up my speeds.
Oh I hope it gets done quicker than you expect 🙂
Hmm, are there any alternatives to using a forester next to a triangle building for the zipline or drying tower? Hmm, am I allowed to pause the forester if I'm not using it? 😇
only the irrigation tower - which might be even less useful
i do pause them outside drought personally - swapping them with pumps that otherwise would drain my rice paddies using automation
this whole big area can be connected to existing workers for harvesting / woodcutting / farming
and all it needs is balloons and single-time access for the builders
might need to rethink my map-making haha
Actually the irrigation tower IS useful to me, thanks for pointing that out 🙂
I've been thinking of making a third building that would have basically the same shape as the forester and irrigation lodge, but right now I have no idea what to do
In terms of functionality I mean
Most of the time I'm just happy going with an irrigation tower though,
Maybe a small zip line tower could be an option, which would allow for a drying tower upgrade instead
would be nice to have a zip tower base (maybe only 2 connections) but make it even more easy to place anywhere, wouldn't it?
and on top placing hauling upgrades on a zip tower - i'd feel spoiled trying to optimise my grid now^^
might be really nice actually
oh, btw, in artist / copyist it still says "balloon trader landing pad" for the scrolls
Well... this is going to be a ... challenge to repair since this mod doesn't have any real equivalent to the impermeable floor to put on platforms like this.
Further down the line when I have giant sequoias I could maybe try to intergrade the aqueduct pieces into this... maybe?
For the smaller sections, I guess I'll try putting dams on top of the platforms. /laughs
would require you to narrow the path, as aqueducts are 2-wide only and have a gap so you can't close them up on top
as it's natural overhangs it would mean using dirt-blocks to narrow, as levees are ground-only
dams likely are easiest. or just putting some solid buildings below
Yeah, enough dirt blocks and I could fix this.
This section is gonna be a problem child.
Well... I rigged something to get up there... but.. got those damned holes in the walls.
even more lodges 😉
looking nice so far
oh, wait.. you could transform it to use waterpumps for the wall too?
Yeah, but they have to open to the outside. That is such a big hole I'll have dams four long and 2 wide.
but that would need a depression and the endings for the pumps are hard to place
instead of the outer wall - pumps block water up more than 2m actually (with upgrades)
I need water to keep going down it though. So I can't fully block everything.
oh, okay. so dams that? and later the big flood gate?
I'm scheming still... The answer is probably looking me right in the face too.
looks like fun
Got one side! I can probably do more or less the same on the other side. Gotta let my haulers replenish my supply a bit and recycle a bunch of my failed tries. /laughs
can later join them to the zipline network too 
Too bad I can't give them a giant fire pole for the down trip. Or a slide. /laughs
bob got stuck again
now, there he is, hanging around, trying to catch trebuchet loads
what is he stuck on? I don't recognize that?
he was stuck on the way to a balloon platform. the ladder pic is after the unstuck
that's the zipline endpoint ladder
it seems i randomly placed it in line with the trebuchet
Well, I have the understructure with stairs I personally wouldn't use in a million years! 😛
Still have a lot to cleanup, but the buildings plug the side holes and can reach the ground. Now I just put the dams back in and move to the next one.
And here we have Ozuvoth on the way home from a long day of being injured. LMAO
Well, I screwed up bad enough I decided to revert a save. With the save daily mod I didn't even loose 1/3 of a day.
It works! Sorta. Every so often the water stops flowing, waits a moment, then flows again. I tried staggering the dams in the middle but that didn't stop it. I think it helped a but though.
Regardless, the ancient aqueduct is repaired and putting the water where I want/need it.
you got some big population there 🤔
I've had a lot bigger by this point in the game with this mod.
It is hard to keep them fed. I really need to unlock some more foods and expand my farms.
But that means producing brain boosting salts and since I don't have any of those IRL, I think I'm gonna sign out and go sleep. /laughs
good night
can't build the balloon pylon from below its platform, even though the platform below it was valid to build this way
can build it this way from above its platform -> somewhat confusing..
as in: can build it from below, if can reach the ground + build from above the platform
but can't build it from anywhere between
the rope ladder rocks! 3d-scavenging 🙂
Hi! I'm running timberborn on steam but it seems the mod is not working? Is there anything that I need to do first?
Hi,
"not working" as in? crash? faction not showing?
for short:
- you need whitepaw U7 mod (if you want to run U6 you need mod.io i guess)
- you need the dependency mods (but not pantry)
- dependencies should be loaded before whitepaws
after you need to unlock it with some other faction first (reaching well-being of 1 i believe)
some mods other than the dependencies might crash in combination. if you got a crash, posting the error log here might help
Got it. Yeah when I subscribed the mod in Steam workshop and tried playing the U7 whitepaws it's crashing for some reason.
does your mod-list show any conflicts? (yellow or red symbols next to the mod showing what's missing or out of order)
-> those are easy to fix first
pantry mod installed is a common problem - that was needed for U6, but never updated, so breaks things now
I haven't got the pantry mod on U7, I'll send the screenshot of the mods I got.
the only yellow triangle i got was the White Paws faction and it's saying "More Groups should be below this mod"
I just subscribed to the White Paws U7 mod in steam workshop and it downloaded all these mods, so I don't know what's the problem.
that's missing some mods surprisingly i would believe are needed:
- Bobingabouts Script Pack
(*Bobingabouts housing optimizer) - Timber UI
Timber UI ApiBuilderTimberApi UI Builder
the dependencies aren't up to date for steam workshop it seems
does it affect when mod manager (from mod.io) and mod settings (steam workshop) are together?
not at all, no
misnamed it, sorry 🙂
no worries! thank you, let me try it again
I added those 3 mods and it still crashed on me
the more groups only works if its above whitepaws. but that's not causing a crash
could you give the error report?
it's in the timberborn path
might be harmony needs to be the first mod to be loaded
looks like something tries to access it before it's available
ok, that's a different one now
no idea what it does now or what not works. likely something about the order of mods still.. hmm..
maybe try this:
- harmony
- bob.. scripts
- bob.. housing
- timber UI
- timber API
- timber API UIBuilder
- Timber Commons
- KnatteMaterials
- Lapan.. Texture
the rest
- whitepaws
other than that it would need lapan or someone who knows more about these messages i fear
Lemme try that.
maybe also: i don't know what the mod manager does or if that could conflict
Try with TimberCommons disabled. If it works, report the error here : https://discord.com/channels/558398674389172225/1242339605634875432
Let me try to boot into WhitePaws game....
i got it running with same mods and version (minus the mod manager)
if i not missed any
just the order of mine differed
nope: staircase and ladder are .1 ahead of mine.. hmm.. unlikely that's the issue
good to know
glad if it works for you!
I'm blind, should I seen the BeepinEX message 😮
exact my reaction 🙂
Should that be on the error log? I'm sorry. Haha I should've said it before with the modmanager loool
usually it says so in the player log, yes
It is : Modded: true, unofficial
Oh lapan added the ziplines! Wiiiieeee!
Thank you! At least I got it working now. I was so confused why it didn't work yesterday evening but I think the game got confused with my mod files as well. Lol
it's so fun to play with those!
(there's another layer of ziplines hidden below - so anything is <50 distance really)
I did a playthrough with tubes (IT) and zips (FT), so this'll be exciting!
To be honest dam pieces having an horizontal waterproofing effect is not desirable, it's supposed to be semi-permeable but it actually behaves like an impermeable floor 😓
maybe cut off some at the ends?
so they not cover the whole length
Probably will do that
A question, is the log gnawing station bugging out? Coz sometimes the productivity stops even tho I got storage for planks
It just says 0%
is there storage for sawdust left?
Oh, that might be a reason too
it will only work if there's enough capacity left for both
Got it. I'll that in mind
sawdust is used for many important things, so it's not that hard to use up (paper, cooking, .. )
but if you got far too much there's the wood burner too
those are so busy
I'm sorry, should dams be built like this?
yes
The legitimate ways to repair something like this are pretty thin. Not cheating, it would take forever to come up with the dirt to fix it. Building actual buildings in the holes would mean destroying more of the damaged structure to make them fit, though that is an option. Just a bad one.
There is always just dynamiting the ruined part and using the built-in aqueduct pieces. Though, I believe, this use case is a pretty rare scenario.
And here I thought I was being so creative using what was available. 😛
Okay, I ripped it all out and redid it without using the dam pieces. The damaged branch of the ancient aqueduct is now "Fermentation Row". 🙂 Gonna need to plant a LOT of chestnut trees, but I need strong alcohol for brain salts anyway.
Full disclosure, two dirt blocks were needed to fix a tiny hole.
Also, I ended up with 42 more living spaces than I had before. Not too bad, all things considered.
EDIT: I ripped out some early housing that was no longer needed and got it down to 1 empty bedroom.
ALL: Is this too easy?
I have 4 underground ruins placed on this map. Three of them are truly underground and will need dynamite to reach! This one is in badwater, but it is so close to the shore. Would you say it is too easy to get to and should be moved further into the badwater and dead tree lake? And should I line it in metal towers, just to make sure more time in badwater is needed?
This is especially devastating with the water beavers mod because one can't simply assign robots to go take care of it. 😈
EDIT: One of the underground ones can be reached (but not utilized) without dynamite. {pictured lower}
If you look up close, you can see your beavers drowning in sawdust 😅
Well I guess I can make an impermeable floor type of building of you really want to 🤔
It ended up not being as bad as I feared it would be.
I have finally achieved zipline technology. Blueprints are in the hands of my may artist. 😛
Rope was not my initial bottleneck, but it will be soon.
Paper. I was not making enough paper to make as many balloons as I wanted. I was still running the primitive papermill.
Um... can beavers fall off of zip lines? I have one guy stranded on top of a building, under a zip line. There is no access to the top of this building.
I have not ruled out that this is my fault somehow... but he's not dehydrated or starving, which tells me he hasn't been up there long. This branch of the zip line hasn't been touched in several in-game days.
beavers getting stuck between zipline and platform is common for me. not sure about falling down. usually mine endlessly rocket around still.
Just now happened 2 more times. Two stranded and one zipping along happily.
It is a high traffic zip line. Lots of use.
give lapan some time to look into it i guess
for me it's 'just' 5-10% of population stuck each day, and only 1% needs intervention – well, with 250 beavers
I haven't -noticed- any stuck. Just the 3 stranded so far.
yep. I have it set to manual because I want to know when someone is stuck.
For some reason my brain reinterpreted "stuck" to think you were talking about usually mine endlessly rocket around still.. My brain does weird stuff now and then. Sorry.
Even though I am using stuck in the same context you have been. 
I changed my mind. Getting stuck was happening too often so I set the mod to automatic. Not a big deal; it will be fixed when Lapan has time.
Whoa! I watched automatic work a few times then look over and I have 20 stranded!
WTF?!
There is no zip line to the district center. Yet all these beavers are riding a zip line! This could be because of unstuckify... not sure. But it could also be related to whatever is causing the beavers to get stuck.
This may help, @shell fiber !
It jsut watched it a bit. It is an near-infinite loop. Once in a while a beaver will reach a destination, but most of the time unstuckify is sending them back to the district center where they try to zip line somewhere again.
Definitely can't run it on automatic! /laughs
oh, so this might be caused by the unstuckify itself?
but the number too? as in more with unstuckify active?
10x as many when on automatic.
Unstuckify works by moving stranded one to the nearest district center. If ,in that way, it reach a point where can get stuck again, it enters a loop, it seems.
When it moves them they act like they are still on a zip line.
Sure, it moves on the shortest path.
and they want back to the old place hmm
my district center is a little.. short on space..
When you manually unstuckify it still moved them to the district center, but now they are a ground walker as expected.
hmm. with manual they just sit around randomly below the ziplines (as mine pass through walls a lot, there's real funny places haha)
My network has a clear shot to everything.
this beaver got a clear shot too i'd worry
Yep, I jsut had one get stranded mid-air too.
a badwater recipe for the irrigation tower might be nice too. to get rid of large patches of vegetation quickly 🙂
You mean, brambles 🤣
Are you sure it's not intentional? It does say no sane beaver should ride it 😅
Watching helplessly as the monsoon takes out every food production item except chestnuts and brambles. Even my rice is dying.
sunflower drills - these now produce their own oil
Some berries survived in this patch. Another patch I hadn't previously tapped survived completely.
well, only for some time, isn't it? with badwater coming next?
Oh, sure! Jinx me! 😛
at least you got one season to prepare 🙂
Badwater doesn't always follow monsoon. Redsurge is its own independent monsson of bad water.
By the by, it is neat finally seeing the free floating exploration balloon meandering across the sky.
they always go up to nicely 
oh.. it really not returns the dirt (nor logs) from demolishing a dirt block while in build 😢 (was my first 720 dirt in this game)
Yikes
This one may be over. Another monsoon hit and I hadn't recovered from the previous one.
looks like enough backup to recover still, move them to a recovery district with basics and build up the empire back from there?
Not sure if I have the reosurces to build a new district center.
well, technically there should be hope if you just focus on the bare minimum and those kits not take all the food away
but maybe the map is just not doing well monsoon either
A lot of it is player stupidity. I didn't build farms on the hills until the frist monsoon. This one alone could sustane a barebones colony if I can get a new district center up and put this one into it.
ziplines actually are a real big help with getting beavers by statues, roofs etc.
used to have those everwhere around the settlement, but now one of each is plenty
There are no zipline district crossings for this mod. Have to do it the manual way. Come to think of it, I don't think vanilla has zipline crossings either does it?
Yes! Did it! Just has to finsih building and I'll sever the old district.
starting to wonder if the whole concept of "district crossings" has any meaning with ziplines still..
You have to sever the ziplines between districts.
when my settlement easily spans 500m of roads from end-to-end and there's barely any yellow marks anywhere in the network and all 20s and so
I like to do a lot of single-district builds... until something like this happens.
it's just hard to imagine a map so big more than one district is needed
Yep.
used to love the greater efficiency from using distinct centers (farm versus industry versus science)
but now even my nursery easily spans what 3 or 4 did before
I din't start playing this mod early enough to experience those.
it was a pain to get decent hauling running when there was 100 tiles between parts of the settlement and they run all over the place to fetch single items and sometimes died on the road
plenty underused well-being things too, as they just been too far from home
BUG: zipline add-on for tree nursery appears to suffer from same issue as large farmhouse-add on
-> they can't be reached from the doors, and can't be built this way
hmm. kinda wanting more workers in the tree nursery now (for brambles) 🙂
At least domesticated brambles harvest faster.
grow faster, harvest faster, harvest twice
but slow to replant manually (switched to letting it regrow naturally now, it's faster)
OMG! Thank you Lapan! The basic zip pylon has a power passthrough!
Simple little things like than can sometimes make a big difference between progress and frustration.
I ended up brute forcing mine. If all else fails, building from above -usually- works.
I know it's very low-priority, but I noticed a 'filing' inconsistency with triangle-roof upgrades; most are found under Food > Farmhouse, but the logging loft is under Basic Village Structures > Village Jobs. Personally I think they should all be under village jobs (as not always being built over farmhouses) but I think for sure they should all be together 😅
If there's a way for me to fix it then share the corrected files lmk, I love doing nitty-gritty detail stuff, like there's also some inconsistency with buildings tagged (or not) as functional without workers, stray punctuation (in EN version anyway) that I know I'm a little odd for liking to sort 😂 nothing game-breaking by any means, but also therefore maybe within my skillset lol
technically you could copy what the moregroups mod does to order them yourself.
also texts are editable. and it's not much effort to do a diff to see what you changed either.
totally agreed on the triangle roofs needing an own sub-group by now - maybe farmers upgrade can be left where they are
many things related to buildings themself are sadly compiled into the assets and can't be changed easily / at all using the text files
even having farmer with farms, logging in village jobs and maybe a group for building/hauling as they both have triangle and forester upgrades
btw: the idea of having a simple zipline tower-base (like forester/ irrigation lodge) might really be missing right now.
finding myself missing the hauler towers as population explodes and hauling becomes always too slow
upgrades-subgroup under basic village structures might be less complicated?
maybe one each: tower-upgrades + triangle-roof-upgrades (with farmer + zipline being left out it's only generic "villager jobs" left)
yeah might be clearer that way also for what you can't just build. wouuld also, for newbies' sake, like to see the return of the upgarde billboard, to also go in that group
I'm feeling that same need, another "forester" shaped building would be great
i dont see the city center in the pic. so for me its not too close . its fine from what you say. 4 ruins is fine for maps.
The original city center is underground.
its fine in my eyes. 
Cool
glass is doing a thing
starting to need a map for my map to keep up with ziplines
(2nd network below ground)
this reminds me of a certain platypus ..
How good are bot beavers in the waterbeaver mod?
hmm.. about as fast as a beaver on well-being 120+
and carry much more than regular haulers
and work at night without needs or any
also they last forever, literally
so pretty great actually
Nice, I'll go for that after my airship
ooooh
i see what is happening
so yes, they are getting stranded for some reason
but they arent actually stranded or something
so their path isnt reset, so i will have to force reset the path
Once I had a beaver, that, due to a staircase deletion, travel half a map to reach his destination, just because it can. But, if can't find a path (like on a roof or similar), gets stuck.
gave mine a lot of cranes from all roofs or walls they usually fall onto and no more messages of them being stuck (they still fall, lots)
Cranes is a good idea since don't cost rope 😛
Can beavers cross districts with ziplines?
as long as it connects to the path - no
Same with tubeway (except for Emberpelts that have tubeways crossing)
For some reason, while on the zipline then, it decides a beaver is not part of a district anymore
therefore classifying as "stranded" and Unstuckify moves the beaver
zipline is not a standard path
lapans ziplines not all connect to paths - maybe that's something off here
like the entry point is a path of course, yet there's his platforms, that are like buildings on top of the zipline relay
oh found something!
Oke, so if a beaver is on a zipline and you place a path, it will unassign the beaver
oh, we can test this, could you both help?
sure
so, when a beaver is on a zipline, remove a path that connects to the district center and the zipline
wait, that works ofcourse
but lemme know what happens
if they fall down or continue
might explain, why it's rarely happening while i not actively place things
like it only triggers, when the path network is changed or dynamite explodes or ground is created?
The navigation system is updated, which happens i think in all those coses yes
that's nasty.. with how much is going on with this faction all the time hmm..
This is not WB specific, this is base game behavior
is there anything you can read from the game, like a "is-on-zipline"-flag?
not sure why it happens on WB though
ooh smart
they do actually fall off the ziplines randomly. if that was a question too. only happens on those triggers i'd say. but kinda random.
but that's nothing to do with the unstuckify mod i guess
Correct, but Unstuckify is not working, but i guess the underlying issue should be fixed
did you do anything in the meantime?
or did the beavers finish any buildings?
still loading the game
just what they did before
and know that it not happens when nothing is build or done by me
so it only happens when something is build or you do something?
sorry, language problems
I wanna be clear
i guess so, yes
yea, then it is exactly as i read in the code
but it starts by for some reason the beaver thinking it is not connected to the zipline
just a thought, but might this relate to ziplines relays connecting to multiple lines + (otherwise unconnected) exit in one building (balloon)?
the anchor for the balloon and the exit are not connected
that's something folktails not have for example
I havent looked at Zipline code, doing that right now, but it makes my head turn, as i havent even played with them yet
But it might be
it does validate if a beaver is on the line
and it seems the base game does correctly identify the beaver as on the zipline, while it doesnt for WB
But ima continue ChooChoo
so far can confirm that they do visibly fall off the ziplines on mass when i start dynamiting things. wow. whole village going on a walk 🫤
this might happen really really often, but usually unnoticed when they can walk home
making sure all balloon anchors are reachable from district center did not seem to change anything (sadly)
not using balloons at all == no falling beavers
endpoint balloon might not be a problem (at least during working hours likely at all)
balloon relay == always happens (on things exploding or triggering path updates) edit single connection is enough. if a beaver is on the line while path update it will fall
What are the two connections ? One if clearly a normal balloon really but what about the other ?
I would assume this is a consequence of unstuckify indeed, but that's secondary to the main issue
Seems like this mod make you require storm drain trenches 😅
Ooh that's nasty 😅
You can plant them and then remove the planting order, that's probably a lot faster
So even with no terminal balloon anywhere, it still happens ? Hmmm
What if there's no relay balloon either?
only happens for me on the lines to the balloon relay
no relay balloon = no falling
though there's a (low) chance timing just not worked on the endpoint balloon (but not think it likely)
Noooo...
Sure was posted on the proper channel ? 🐸
My bad! Haha idk, is this part of the Water Beavers mod?
It is, but , bob only by name 🤣
oh, beavers get ejected to next free tile if they "fall" from zipline. even if that is a closed of, water filled cave above the line. that's fun!
remember that weird pit-and-ladder, flooded-stuck-beaver thing I couldn't recreate? that was bc I misremembered which lodge. wasn't hauler+side door but double door
was flooded, paused to send them out, they can't get out and are not recovering sleep or shelter
So i did a quick search and didnt really see any discussion about this. I might just suck at searching, tho. I just updated the mod today on a playthrough thats fairly far in, and im a tad
on the rope progression.
From everything i can find, the only way to make fibers to turn into rope seems to be bamboo, correct?
I know you get some rope from the cart (i dev moded in a mini crappy storage that gave me 36, i think thats actually 6 more than the cart gives?), but i feel like i have to me missing something or it seems you can softlock yourself out because the tree nursery requires rope, and seeds that come from balloon pads that also require rope.
Is there another way to get the fibers/rope that im just not seeing?
I didn't see it either. Originally. Make a florist. That building has legitimate use now. It's more than the emergency stop Gap it originally was.
oh wow, i never would have thought to check that lol
I made it into mid game only using florist to make rope. I still haven't planted bamboo. But I did finally unlock it.
Yeah it's made in the florist now
And the handicrafter or a dedicated factory can make rope
ooooh, the factory. I checked the assembly line and was surprised i didnt see it there
dammit, more factories lol
oh wait, its a new building. Derp lol
i use the florist for brambles a lot... it's safer than farming wild brambles and they look cool
that moment, when your ENS finally works, the rewarding feeling of taking a step forward
till you realise, now everything is 10x as expensive and your production far from enough 🙃
Does the elevator to the abyss have 6 or 8 slots? I can't use the two in the back
6 slots only
they would overlap on the corners
essentially you want a 2nd abyss to fully utilise all it can do
(or manually switch between recipes with one)
Okie dokie artichokie
i'll try to go poke at the beavers falling off ziplines, is there anything else that probably require fixing ?
The zip lines on top of two buildings.
This is how I got around it for the large farmhouse: #1070709592176197642 message
are the zipline blueprints getting copied and fancified correctly? or are they just mislabeled?
Just mislabeled
ok, i was going to load back in for screenshots but I decided to give up on that colony earlier today. I think the map was built with Emberpelts in mind and it did not have enough water to keep things stable until I have reactors.
I started over too. I made some edits to my map and wanted to make sure I didn't miss anything.
And I'm testing a different strategy
artist + copyist have them labeled wrong, but they work as intended
oh, right, they can't be build from the floor
I'm going to be "map shopping" later tonight, now that I know how the zip lines function I can plan for them correctly.... i'll pay better attention to how much more difficult it is to raise land than lower it before I start the next one.
under what condition does the beaver fall off ? when the path is updated ?
oh, yeah and that issue with dirt block not giving back their contents when you delete them
whenever the path update routine starts (like dynamite, or connecting new houses i guess, or so)
I had the most beavers getting stuck on ziplines over a field of brambles I was harvesting
And this was reported: #1070709592176197642 message
it's not just getting stuck - that's secondary. they just fall off too easily
I think it is just graphical.
like game not can see them as "on-the-line"
I had a bunch of different zip stations (i'm really happy with how they work) but the only one with beavers stuck on the line was a scavenger station with a bramble field being harvested from different stations
i did not fully debugged the scavenger actually.. hmm..
from the basic things it only happened with the balloon relay
other scavengers that did not have active chopping under the lines did not get stuck beavers
oh, that might be random. it's only getting stuck at points they can't walk home
i did some intense testing yesterday and it completely stopped dropping beavers (i watched for that too) when i removed balloons
and immediately started dropping them again only for the balloon relays
double door P+L lodge trapping beavers when flooded
if there's some way to have a "red cabbage" for the scavengers stations to clear the no work within range notice that would be a bonus, but I can only guess at how impossible that would be to code
At lest, that do not want to fall. Is using is teeth for that 
i tried a bunch of things, generally speaking just letting the game run doesn't cause beavers to get stuck, i tried placing buildings here and there, and at some point placing one double hauler lodge cause 3 beavers to get stuck in the same place at the same time
so that might be an issue triggered by house or work reattribution
but either way, they only seem to get stuck in the "second floor" of the junkyard
which exist solely to allow people to place platforms on the side of things
seen mine fall off in much bigger numbers than just getting stuck - they walked home with no notice or whatever
might be easier to reproduce if you span an empty space with ziplines and watch for falling offs rather than stucks (which only happens when nearest tile is not connected to district)
might be purely random it was the junkyard in your case, as that might have been the only space 'stuckable' below your zipline
or use an canyon to have them stuck when falling 🙈
@shell fiber Something along these lines I noticed yesterday. Whenever I built ladders or something so a stranded beaver could get down (rather than just use unstuckify) the beavers quit falling to that location.
yes, that is puzzling, but they also never land on regular ground either do they ?
Yes they do
In my other game, they would fall onto this hill until I built stairs to every level of it.
the falling off is the problem part
Seems to me like it was trying to calculating pathing as they travel on the zip line and when it hits a pathing error they -can- drop, but not always.
Perhaps the beaver is trying to change destination mid-trip?
it's about an internal routine that tests for beaver location and if and only if triggered can not determine the tile for a beaver and throws them to the next free tile
as for triggers it's related to the path network updating
btw: the junkyard can not connect to the path network via zipline. it always requires a path connecting to door
yes it seems so, but that is probably an easy fix
did make a new game to test it on, but the population is so low it's much harder to trigger than with the 200+ it had before..
ah, indeed
i also just figured out something interesting about the side platfomrs
the checkbox that allosw dirt blocks to be placed on the side of cliffs, also works for platforms
and they survive save / load
problem is that they become kind of unrestricted and can be placed pretty much anywhere 😅
using isolated islands to catch any falling:
- nursery: can fall
- balloon relay: can fall
- junkyard: might fall edit might be due to balloon (endpoint) connection
- large farm: might fall edit might be due to balloon (relay) connection
- balloon endpoint: can fall (but usually return due to ladder being accessible on all levels)
- pylon / station: not seen (basically not possible)
trigger used is dynamite / place ground in dev mode
extended to cover more events and test balloon endpoint with no chance to return
hmm... thinking logically, it might be because i made the zipline stations enterable while they probably should not be 🤔
which would be very disappointing
but not necessarily something i cannot work around
well that's going to take a bit of time to debug
@shell fiber @radiant arch I ran this very minimal zipline for four days without a stranded/stuck beaver. I detonated dirt blocks, I made roads, built buildings, and so on. The buildings at the end are the large farmhouse on one end and an irrigation tower/farmhouse at the other end. All connectors between are generic pylons.
i know. using no balloon gave me same results
but i missed the falling beavers from nursery (they can walk home, and are very few only) and maybe big farms / junkyard (still unsure they can fall)
big problem with this is timing too - you need enough beavers on those lines to trigger the falling down
it also doesn't appear to be de-flooding ie central pit not waterproofed so not evaporating
am I missing something or should this be connected to the path network?
(the thirsty beaver is blocking it but the stairs are connected to the path lol)
not just scroll rack either
Ah great, that probably confirms my idea, the enterable part is the problem🤔
They probably can fall off from the junkyard 🤔
That's the fault of the building under it, I'll double check
I can replace the generic pylons with balloons and see if this situation continues to hold true.
What would annoy me is that I would need to figure an other way of animating the shredder 😓
Being able to tap in the zip line animator is super convenient
@shell fiber I noticed something that may or may not be intentional; a large farmhouse in a lake, on top of a pit&ladder building will allow the pit&ladder building to flood and stay flooded.
experiment note: This is the start time of the 4 generic pylons replaced with two balloon relays. (So I can be verify that I let this test run enough to be valid.)
@shell fiber It happened... and my stranded beaver was teleported. 😦
(The zip line doesn't go over the old aqueduct.)
Not that I expect this to give any insight, but this is the beaver.
i noticed that i had forgot a script in the balloons, they should have "zipline tower spec"
which does who knows what, but was missing nonetheless
Oh, I hope it is that simple!
surpriningly enought, it was present in the junkyard
yeah, i hope
otherwise i'd have to rework the whole thing
Are we still certain the junkyard has an issue?
not sure
sometimes i have beaver stuck on the roof
but they may just have fallen here from the balloon
It will take a few minutes, but let me go back to my non-balloon pylons and then add in a junkyard.
Ha! scavengers yard gets workers before it is even connected to a road network!
And residents
what we can clearly see is that they only fall off between the junkyard and something, of strangely enough between the tree nursery and the tower
the pylon is pretty vanilla except for the custom model, so i'm not going to believe there's a problem with it
Network rebuilt. no balloons.
Give it 2-4 days and we can probably assign guilt (or not) to the scrapyard.
soooo... what that likely means is that beavers get stuck not because of the station being enterable (the tree nursery arm is not)
oh wait the tower is still half-assed enterable but nothing to do inside
hmm... let's retry that
for me rather that waiting, placing some hauler's lodges is a surefire way to trigger beavers falling off / getting stuck
while the game is running, not sure that triggers when on pause
The gave has to be running for me to trigger it
just dev-build a bunch of tall and narrow lodges next to a path and some beavers will definitely fall off
3 "divinely granted" tall & larrow lodges have been placed. No stuck/stranded beavers yet.
hmm
just found some other minor discrepancies
like the tall tower gave +300% speed while i though i had toned it down to +200%
I noticed the speed change but didn't think anything about it. Global 200 is probably best. 😛
Cycle 4 day 3 --> cycle 4 day 10, no stuck or stranded. Scrapyard is running stead the whole time.
gonna add another zipline tower station also conencted to the scrapyars so that it has 3 connections active.
This zipline station is movement speed +300 also
nvm, that is what you meant
right now the most problematic building seems to be the add-on arm of the tree nursery, strangely enough
I haven't built one yet.
so it's probably an issue with mis-matching the ground floor paths or somethign
Odd place for a door???
If that door is for the zipline shouldn't it have a planform/overhang?
Which also means... can the plants in the barrels be "blocking" the zipline construction?
At the height of that door and construction bottom I am blocked form a side platform. The skewer overhang is blocked as well.
I had to go 4 high before the regular overhand would take. But the skewer overhang took at 3-high.
found yet more errors in the junkyard
yeah, honestly this second door is a remnant from the glass cage upgrade
This structure allows it to be built... like how I brute-forced the farmhouse.
maybe i'll give it an actual platform at some point
oh, i just fixed that... i think
Tree nursery has been added to the network and no errors. So... I'm gonna try the balloon endpoint next.
Balloon endpoint is live and on the network. Lets see what happens.
Added 4 tall & narrow lodges. no immediate error. Letting the game run
Took two days but I have a stranded. Dropped him nowhere near the balloon.
I have removed the balloon endpoint.
Damn it!!! Got a stranded with no balloons on the network.
Been another 4 days and no stuck/stranded beaver.
the tree nursery and the farmhouse ziplines cause issues clearly
The farmhouse has been in place for every test.
funnily enough, apparently less so than the junkyard, which i would have sworn would be the biggest clusterf$%# of all
it still occasionnaly drops a beaver every know and then
at least on my side
Any closer to determining why?
still very unclear
but i'm more leaning toward some entry/exit location issue being blocked or "not as expected" than the building being enterable as a whole being the problem
because clearly they pylons are not
and the tree nursery upgrade neither
so that cannot be the issue
i'll keep poking at it
but if i cannot fix it... well i can just add in the description that beavers sometimes fall off and... well that or being eaten by a grue...
Okay. I should have several more hours, so consider me at your disposal for anything you wish me to try.
😅
well sadly i am not
leavign in like 5-10 minutes and i have to get ready before that
i'll put my current build on mod.io if you want to ty, but that's not a real version
Sure
still it should be at least...less problematic
also i added a small platform in front of the attic door of the tree nursery
up !
Still tyring to come up with the courage to submit any of my maps to the contest.
It doesn't like something I'm running. Uncaught exception on attempting to load.
I'll try a new game.
@shell fiber It finally gave an error log.
First uncaught exception at 2025-07-19 00:47:45Z
Stopping all root objects in active scene
Creating an exception game save
Unloading 5 Unused Serialized files (Serialized files now loaded: 18)
NullReferenceException: Object reference not set to an instance of an object
at Timberborn.Reproduction.ProcreationHouse.HasFreeChildSlot () [0x00000] in <9a6933b4ea1349969ef10b1bd0a3a28f>:0
at Timberborn.Reproduction.ProcreationHouse.ProcreateAmongDwellers (Timberborn.EnterableSystem.Enterer enterer) [0x00000] in <9a6933b4ea1349969ef10b1bd0a3a28f>:0
at Timberborn.Reproduction.ProcreationHouse.<Awake>b__6_0 (System.Object _, Timberborn.EnterableSystem.EntererAddedEventArgs e) [0x00007] in <9a6933b4ea1349969ef10b1bd0a3a28f>:0
at Timberborn.EnterableSystem.Enterable.Add (Timberborn.EnterableSystem.Enterer enterer) [0x0003e] in <8ebc874b8e184b33a47f022bf2bf2188>:0
at Timberborn.EnterableSystem.Enterer.Enter (Timberborn.EnterableSystem.Enterable enterable) [0x00045] in <8ebc874b8e184b33a47f022bf2bf2188>:0
at Timberborn.EnterableSystem.Enterer.ResolveLoadedState () [0x00026] in <8ebc874b8e184b33a47f022bf2bf2188>:0
at Timberborn.EnterableSystem.Enterer.Start () [0x00000] in <8ebc874b8e184b33a47f022bf2bf2188>:0 ```
I'm gonna continue to assume it was an incompatibility with my saved game.
a simple platform + stair / ladder behind is enough to reach nursery zipline add-on. it's really only 1m above ground beavers have to go for it to built from below
I have one more block... (just one!) that I wish to change on my map. Then I'll let you know if it plays nice with a new game.
crashes for me too
Existing save?
mid-game save
same
Any chance that you have enabled the Configurable Houses mod ?
bobingabouts housing optimizer mod? that, yes
Not that. It's Luke's mod
no, not me.. oh, wait.. my error came form another mod. need to test again 🙂
mine did load!
I afk'd at the wrong time i guess lol. Is this a bug, or is it intended and the description text on the outflow hasnt been updated?
never seen that happen! is that new?? (or a mod?)
btw @still frigate would monsoon / redsurge apply to abyss too?
I dont think i have any mods that would do this, but i'd have to go through them to be sure.
I know it worked fine on U6 the last time i played, this is on 7.
not yet got this far on U7 and plenty worried now (only just building the abyss elevator)
ziplines: still getting beavers stuck with the interm version
as the map is too big no idea what for thought (likely balloons; anything else could walk home)
Not sure. I haven't ever gotten to that. I would assume not since there isn't a set water level with the ancient ruins.
Worked fine as a new game. 🙂
https://mod.io/g/timberborn/m/noxbestias-ancient-aqueducts#description
I just put it up for the contest. I haven't added it to steam yet, but I will.
Hi, I guess this will be much better place for a bug report than steam - the 24 long ranged district crossing is unable to be built (gets stuck on "waiting for materials"), probably because it is set to cost 12 planks and then another 12 planks on top of that. Guess the other planks were meant to be metal fasteners.
And thx for the mod, it truly is something!
If memory servers that you need materials at both ends of it to build it.
I think that is why it was listed twice, but it has been changed isnce I last built one.
i don't think it needs to be build on both end. it's fasteners that's needed here. for this display to happen it might have referenced a non-available version of plansk
Yeah... I just looked at the other ones and they are metal fasteners.
give me a little and i could give a quick patch for it using prefabmodder mod
(or wait for lapan to actually fix it in the next few days)
It can wait, the beavers can walk longer distance in the mean time 😄
For all that like me can't continue with broken building costs (..)
putting this into the mod at /Blueprints/PrefabModder/RangedCrossing24.Whitepaws.json and using https://mod.io/g/timberborn/m/moddable-prefab will fix the costs
@shell fiber For the dev version, the overhang with the drop basket is missing and the regular overhang is listed twice. No, for the regular, one of them is backwards facing. Neat. Probably needs a description tweak to differentiate it. 🙂
Also, is this recipe correct? Everything else is sawdust and stuff. Dirt is a pretty late game resource still, correct?
This one is still cranky to build.
randomly got an exception too that looks like this.
been unstucking beavers and game crashed on me. might be a conflict with reassignment or housing script ??
as it only happened this once after many cycles i'd assume it to be bad timing. likely fixed too, when no more beavers fall off lines.
hmm.. happened again.. this time i did not trigger anything myself. 😦
Lapan did warn us that he rushed this out without finishing and that it may not be stable.
no problem with that. just reported in case it helped
this works.. yet not works.. no extended range for connecting higher.. too bad 😦
(scavengers junkyard via far-distant balloon endpoint – well, time to build a new one)
actually that design is sweet - you give us maximum range without taking away the height
I had the same issue with the clockwork log farm thingy. that one as 400 dirt x 2 iirc
weird. curious what that one was supposed to cost
could build them fine in my last game (U7) but never looked at the price
looking at it the first dirt likely should be 25 rope - might have been a copy&paste issue
the script that prevents contamination is broken 😓
one of them is a test duplicate
stupid unity sometime forgetting half of my changes on things that have many scripts 😑
the hanging squewer is now dev-locked, that's a bad building anyway
the duplicated that can be place at mod-height is a test, don't build it and assume it will stay 😉
yeah, considering changing it, but should i ?
I only quit using it unitl the glitch is fixed. (Or have you already fixed it?)
what does the crash log says ?
hmm...not really supposed to be possible in the first place
unity again...
it's when adding the rope, i add one item to the array, change the name and value, then move on the next one. but because unity is a flaming pile of crap it just discards half of my changes and can't even be bothered telling me.
okay, let's model a small tower building to have one more zipline option
same as the one from NoxBestia really. nothing else in player log
technically: wouldn't this overlap with tower upgrades, the zipline being on the 'inner' side?
even if it was slightly above the body part of the tower? (just curious. like this design better)
no worries, it might be slightly inconvenient, but i have an upgrade on hand to check the openings etc
Nice
oh.. my stack of 50 zipline scrolls is.. gone.. 🙃
also first beaver washer build. what fun to follow a beaver using it. cam wobbles all the same haha
did miss out on that one for too long
kinda inclinced to accidentally spill a little badwater now.. hmm..
nice homely touches!
oh, i just noticed that i accidentally had removed the dwelling spec in the junkyard 😱
the small flowerpot above is actually really important
otherwise there would be some weird gap in the model once combined with the upgrades 🤐
also, it works fine for now
no beavers falling off like idiots
i also reworked the descriptions so that those are reffered as "small towers"
not just "replace forester"
just now entering the 500-tiles-from-home distance on my map: ziplines make it say 30 🤯
still experiencing some issues with base-game hauling despite the very short distances between things. (at 500 beavers and as many buildings)
especially around water, methane and so, that needs to be transported to /from many places and very often - but often triggers for single items..
using storage somewhat can reduce it, when there's a storage near a couple of pumps for them to drop off to, that storage set to "supply" and a huge central tank set to "obtain" + "priority"
distributing methane to around 50 stations on the other hand is somewhat tricky. as is water irrigation small towers (they seem to suck at fetching water without haulers)
basically there's a mid-/ end-game gap still between having enough haulers (>20% of population likely at this point), enough water+food and finally getting a lot of bots do the running
in that case not prioritizing them can help 🤔
just checked: there's essentially only the critical 3 irrigation lodges, cooking and very few industries with priorities. very minimal i'd say
base game problem and just something i noticed, as it slowed production and needs some attention at times 
given the number of industries, likely should have closer to 1 hauler for each 🤔
oh, just noticed: you can't reach one door on the advanced sawmill if it's place on top of another (one is fine, one is blocked by the giant log in front)
would be cool, if that one was flippable for that reason
tricky only in that pollution resistance stops whenever water is out. this periodically kills some of my plants (which happens fast). priority hauling helps with this. otherwise it's been okay using them more now with ziplines
in the abyss mine it's possible to get 5 dirt per 12 hours -> is this intended to be this inefficient? (clay is 1h per 5, and 25% drill use of dirt)
I'm going to be using this library + florist configuration in every colony now
that's beautiful!
Oh I like it, and I need one that's not so tall on this crazy map that's underground 😂
pilgrimage from 'supply' container to big water storage
they carry 6 water on average, which is fine for the short walk (<40 tiles)
would giving haulers a speed bonus instead of the (mostly unused) capacity help more in later game? would that be possible?
the massive capacity is helpful for rare cases like the foundry. but otherwise i've seen it rarely used
or did i miss something it's really needed for?
(as for unprioritising the big water tank: it indeed increases water to around 9 per hauler, but lowers productivity on the pumps by around 30% essentially killing this colony)
but again: maybe i only have too few haulers (~100 for 500 beavers, 1 upped pump per 20 beavers too) or miss something else
oh, nice 🙂
no, i don't know what to do about that indeed
i'm starting to get quite annoyed at this stupid zipline on the tree nursery 😑
i don't understand for sure where the problem comes from, and nothing i try seems to do anything.
right now the main route in which beavers fall off is between the tree nursery and its first connection
the large farmhouse also loses some beavers
the new small tower didn't drop a single one as far as i could see
so you did check for any 'off' configuration on them and there's no difference to scavenger or towers left?
also balloons work now?
might there be a problem with where the entrance is relative to the 'building' it's mounted on?
or with the base building having access from inside too (or however the pit&ladder works)?
in general, as they are endpoints, those two would be the least of the problem while playing. having fixes for the others would make a huge difference already imho
Actually, there is a trick to this. Use a double platform in front of that one space. I stack those all the time.
if you look at them from the front: the right side? can't place anything there
i can do the left side fine (ladders work, even if the sawblade runs through). but that's the far side now and it's less efficient..
as they have two doors it's more of a nitpick though 🙂
Maybe I'm thinking of something else. I'm not in game right at the moment.
wait what in the hell ?
i tries with the small tower and it also drops beavers in that spot ?
ah !
gotcha
this building is basically the vanilla tower, so either the problem comes from the upgrade tower, either the system in itself is at fault
either way, i think i'm not going to spent too much more time bashing my head at this
beavers can fall off ziplines, that's not a bug if it's a feature 😅
Gotcha! I had the rudimentary in my head not the advanced. I see where your beef is.
Add a parachute to them 🪂
don't know what to do about that, would need to rework the building entirely
best i can do is remove the door 🤐
I -almost- suggested that.
Wish I had thought of that! I've been doing this jankyness.
Unfortunately, I'm at a point with a consistent crash with the interim-version. But I think Lapan said he had a fix, so I can just wait for the next build. 🙂
i switched back to the previous version (non-interim). same level of falling offs so no real difference for me
I could do that too, I suppose.
ideally i still prefer to have things work optimally of course, but this time...
wether the game likes it or not, i will get these damn towers buildable
yep, all good
and this one is like this
*off
ooh, interesting
not exactly intended, but the beavers won"t visit the balloons for entertainment if they are out of methane
despite the attraction not consuming methane, strictly speaking
thanks for your time and effort
both
Cool. This should get past my crash. 🙂
i think it should
small zipline towers are nice. can start ziplines even earlier too now.
By the by, the second overhang platform (that doesn't work) is still there.
Yep! Made it to the next day.
mhhh
What is the order in the mod manager to get it running and not crashing the whole time?
i only enabled the mods that the Water beaver mod is telling me.
SO why is it crashing?
Can someone help?
Here are the most common errors:
- downloaded U6 version instead of U7 version
- have "Pantry" activated
- haven't resolved all yellow exclamation marks in the mod list
pantry could be a thing, hold on
ohhhhh
i reached the main menu
nice
thanks mate
and i have the water beaver downloaded over the mod manager ingame
not over the mod website
so should be autoup to date, right?
huh
but the game isnt showing me the water beavers if i click on new game
mhhh
Yeah, if you have it from steam it will update. Can you please show me your mod list that includes the Whitepaws mod?
here mate, thats all mods i have activated atm
Note the version difference. You have the U6 version installed.
you want this one: https://steamcommunity.com/sharedfiles/filedetails/?id=3508401248
Don't worry. This happens a lot.
thank you for helping, will try it out now and see if it works
Cool. Enjoy.
If you don't have unstuckify installed, you will want that. At least once you start zip-lines.
i need a good strat at the start for building a small damn for water and somthing for blocking the badtites
Most buildings are dams. As for badwater, that is tricky since there are no sluices. At early level there are generic dams (minimum 2x3) but to make those you need to have finished your new district center and switched to it.
Here is the technology/unlock flowchart. It is a bit old but still mostly accurate.
For me, in any start, these are critical:
Well... maybe not the sawmill immediately. Use the gnawing station for a bit. I tend to have 5 or 6 gnawing stations going up into very late game, just to make sawdust for growing mushrooms quickly.
The primitive ironworks unlocks the ability to make the parts needed to make dams that allow some water to pass
important reminder: you need to have your new district center 100% finished -before- you break the crappy cart or it is game over for your colony. (As I learned the hard way in my first ever game.)
turning bad tides off or deleying them for additional cycles are also valid ways to deal with them
Yeah. I personally turn them off for Whitepaw games... unless I need to test a new map.
I'm struggling to find a good map.... why is it so hard to find a Whitepaw friendly map where i can have a nice lake without needing to mole around underground or squirrel across canyons?
have you tried lemon canyon?
I'll take another look at Lemon Canyon.... right now the lines between challenging and frustrating are pretty thin
I look at half of these maps and all I can think is "why would beavers settle hear? this is a silly place"
@shell fiber was it intended for the endpoint balloon to not connect the district? The balloon is showing it is connected, but road below it does not show as connected to the district.
Is that what you mean by this?
Ah crap
They require a blueprint right ?
They do.
Yes the balloon on not meant to replace towers, this one just gives access to work down on the ground, typically for scavengers
Okay. Just verifying I understood.
Thanks Lapan!
Now I can get ziplines in tighter-fitting places
This is a great QoL feature, along with marking the triangle buildings for upgrades
I've lost track of how many Whitepaws games I have played, but I only just this current game figured out how to keep from going crazy with blueprint duplication without having to babysit it!
I had been putting my duplication into an infinite loop but having the copyist and artist set to the same blueprint. Instead, make sure the copyist and artist are on different blueprints. It is so simple. I should have seen it all along.
Worked beautifully.
Thank to you, I realized that another alternate that would work if using ladders was:
XMMMX
XMMMXX
XM4__X
__4__X
XXXXXX``` This leaves a nice little 2x2 section of ground in the fence. But what to do with it? 😛
oh, actually on that note, i think i want to make the small towers have a bit less range, probably 20 like the pylons, since they have the same height.
Just because something is both fair and logical doesn't mean I have to like it! j/k
personnally i leave both on the same reciepe for a while so they can make 25-ish copies, then i pause or change the reciepe of the copiyst to something else, and wait for the artist to fancyfy all the remaining copies of the blueprint. doing like JC and keeping a random mish-mash of fancy and non-fancy blueprints would drive me nuts.
i think stacking crappy warehouses with platforms is a good idea
Yeah I checked, they have 30, the small ones have 20, and the big ones have 40
I'm happy to build more pylons if you want to make it 20 metres instead of 30m
Yes, but that means paying close attention and not having ADD. 😉
Being distracted in this game before I figured it out has given me a lot of zipline expansion.
ah, right, the zipline duplication reciepe doesn't have the right name
I can't tell if this is serious or not. /laughs.
(guessing not)
nah it's fine i think, the 2x2 piles can fit and can be supplemented with platforms. of course it's not super dense storage but that works.
This is news to me! I never realized that one could put platforms directly on top of these! I was trying to figure out how I would even do that without having the 1x3 overhanging metal platforms.
And on that note, if you are willing to delete your mine and rebuild it, you can blast that 2x2 space all the way down and stack these things up first.
@shell fiber I just found a niche use for another tower-upgrade building! The logging tower. Just like the logging loft for double-triangle roofs, except for the tower and triangle roof.
For places like this where an insane player is doing major mixed uses of the land. 😉
Though I suppose this is a just as viable of an alternative, with a lumberjack's barn on the bottom and a harvester's drying tower on top.
Am I imagining it, or wasn't there something that would "trim" giant sequoias instead of cutting them down???
actually i've been considering making other types of tower upgrades
yes, please!
there use to, but probably was confusing
So something from U6, or just removed 'recently'?
removed quite a while ago, probably mid-U6.
Huh. Wonder how I knew about it? I hardly did stuff in U6. Maybe 2 full games and a bunch of dev-mode testing to help with U7 stuff.
the problem with adding a lumberjack tower it that it often becomes more efficient than the lumberjack barn, which then becomes useless, and there's not much point making every possible combintation of buildings.
Too true.
But nothing will replace my bramble harvesting machine! Two lumberjack barns with a logging loft!
unless i'm frogetting something, right now the most interesting combinations are :
- irrigation + farm (typical farm setup)
- irrigation + gatherer (typicall berry / chestnut / wine setup)
- forester + lumberjack (typical woodfarm, assuming water comes from elsewhere)
to all of them you can always add a zipline now, or a gatherer for forester + lumberjack + gatherer combo... which is only mildly usefull 🤔
i dont think anyone really needs a full width resin farm, so irrigation + tapper + gatherer is also a good combo i think
is there anything that would be neat having as an upgrade that cannot be done by making it a base building, and the upgrade something else ?
actually i tried that too, it's pretty neat
And how does this work? to all of them you can always add a zipline now
well the tall zipline tower no ?
i do add another lumberjack / farm / whatever just across the path of a zipline tower if i need more workers
connects to the zipline just as well as the ones under it
like a big farmhouse and next to it two small ones + upgrade. they can handle a couple of balloon relays easily
same with brambles actually or bamboo
@shell fiber Mechanics question: Did you later the desirability of berries? I've seen my beavers attacking my berry storehouses before going after say... awful stew. (Not that -I- can blame them!)
I now there was a mod to make berries more desirable.
you try to feed them awful stew??
Mid-game yes!
I abandon it when I have proper mechanical kitchens.
Then it is only a trade item.
i always go for mecha kitchen first haha
in base game berries don't fullfill any need and therefore are not sought-after by beavers.
And I eventually 'get around to it' /laughs
so yes i have that changed, they now give a well being bonus so beavers will eat them before foods that don't, like raw cabbage etc
wait don't they require a robotic controller ?
no
and regular kitchens only provide drinks essentially, and they require either brambles or lotus, which is late / too rare..
I try not to advise on balance. I really suck at balancing stuff.
same
hmm... well normal kitchens still make fired rice right ?
technically..
i'll think about it...maybe they should just cost a whole lot more science
yeah, 200 science unlock is really ridiculous
yeah, you need regular kitchens to run the ENS
actually, with stews available, i never considered fried rice or cereal bars a regular food. especially the bars are real bad on water consumption
and i always am short on rice at that point
To be fair, I struggle with food more than anything else in this mod. Though, possibly, that is a core Timberborn problem for me. I think I struggle with food with any faction.
I have farms, farms, and more farms. Plus sawdust and mushrooms! And lots of chestnuts (mostly for beer --> strong alcohol)
i tend to let mostly large farms do the harvest, small farms only plant
also always add more farmland whenever something is fully harvested (small farm + zipline access for large farmer)
picture: two farms are enough for this small spot. the other two do cover zipline parts.
that one covers at least twice the area
- part of the lotus lake
I never thought to use large farms for harvesting. I just use the assistant farmers.
large farmers: +20% working speed, +50% capacity, 10% movement
assistent farmers: +5% movement
!@#$% I need to pay better attention and RFT~~M ~~S more.
assistents are a great way to cover early needs for sure
same 🙂
The only large farmhouse I currently have is the one in the water.
It can't even help with the rice harvesting, though to be fair, I'm not using as much rice as I should be. Gotta fix that.
Yep. So many uses.
if that's a double-farmer + assistent up there with the rice a single farmer + zipline might be more efficient actually
or a balloon
likely too far. large farmhouses only cover a little range
that's 12+ tiles down to the rice from the zipline
from 17 tiles max a large farmhouse covers
with zipline updates i could essentially half my farmers to what it needed before haha
well, nothing wrong with having surplus farms either
Currently I am not even using the rice I have grown. I've got to check my fermentation and rice balls for problems.
do you also spam industries as not to need to switch recipes?
mine mostly only have 1 or 2 workers, but they cover all they could 🙂
I do tend to do that. I only recipe swap in the eaaliest stages.
How much value do you get out of pumpkins? I have had them unlocked for ages in this map and hadn't built any yet.
good question.. usually have 2k chips around.. which is likely around 200 actual food value?
But they can also be eaten raw.